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Merge pull request #32 from mitchellh/auto-pad
Balanced Viewport Margins/Padding
This commit is contained in:
@ -390,14 +390,13 @@ pub fn render(
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defer objc_autoreleasePoolPop(pool);
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// If we're resizing, then we have to update a bunch of things...
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if (critical.screen_size) |screen_size| {
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// Update our grid size
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try self.setScreenSize(screen_size);
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const bounds = self.swapchain.getProperty(macos.graphics.Rect, "bounds");
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if (critical.screen_size) |_| {
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// Note: we ignore the screen size value because our view should be
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// automatically updated by being in the window.
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// Scale the bounds based on the layer content scale so that we
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// properly handle Retina.
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const bounds = self.swapchain.getProperty(macos.graphics.Rect, "bounds");
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const scaled: macos.graphics.Size = scaled: {
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const scaleFactor = self.swapchain.getProperty(macos.graphics.c.CGFloat, "contentsScale");
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break :scaled .{
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@ -406,25 +405,8 @@ pub fn render(
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};
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};
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// Set the size of the drawable surface to the scaled bounds
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self.swapchain.setProperty("drawableSize", scaled);
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//log.warn("bounds={} screen={} scaled={}", .{ bounds, screen_size, scaled });
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// Setup our uniforms
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const old = self.uniforms;
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self.uniforms = .{
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.projection_matrix = math.ortho2d(
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0,
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@floatCast(f32, scaled.width),
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@floatCast(f32, scaled.height),
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0,
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),
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.cell_size = .{ self.cell_size.width, self.cell_size.height },
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.underline_position = old.underline_position,
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.underline_thickness = old.underline_thickness,
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.strikethrough_position = old.strikethrough_position,
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.strikethrough_thickness = old.strikethrough_thickness,
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};
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// Handle our new size
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try self.setScreenSize(scaled);
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}
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// Build our GPU cells
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@ -572,10 +554,22 @@ pub fn render(
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}
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/// Resize the screen.
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fn setScreenSize(self: *Metal, dim: renderer.ScreenSize) !void {
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fn setScreenSize(self: *Metal, bounds: macos.graphics.Size) !void {
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// Easier to work with our own types
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const dim: renderer.ScreenSize = .{
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.width = @floatToInt(u32, bounds.width),
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.height = @floatToInt(u32, bounds.height),
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};
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// Recalculate the rows/columns.
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const grid_size = renderer.GridSize.init(dim, self.cell_size);
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// Determine if we need to pad the window. For "auto" padding, we take
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// the leftover amounts on the right/bottom that don't fit a full grid cell
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// and we split them equal across all boundaries.
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const padding = renderer.Padding.balanced(dim, grid_size, self.cell_size);
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const padded_dim = dim.subPadding(padding);
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// Update our shaper
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// TODO: don't reallocate if it is close enough (but bigger)
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var shape_buf = try self.alloc.alloc(font.Shaper.Cell, grid_size.columns * 2);
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@ -583,6 +577,25 @@ fn setScreenSize(self: *Metal, dim: renderer.ScreenSize) !void {
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self.alloc.free(self.font_shaper.cell_buf);
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self.font_shaper.cell_buf = shape_buf;
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// Set the size of the drawable surface to the bounds
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self.swapchain.setProperty("drawableSize", bounds);
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// Setup our uniforms
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const old = self.uniforms;
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self.uniforms = .{
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.projection_matrix = math.ortho2d(
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-1 * padding.left,
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@intToFloat(f32, padded_dim.width),
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@intToFloat(f32, padded_dim.height),
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-1 * padding.top,
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),
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.cell_size = .{ self.cell_size.width, self.cell_size.height },
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.underline_position = old.underline_position,
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.underline_thickness = old.underline_thickness,
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.strikethrough_position = old.strikethrough_position,
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.strikethrough_thickness = old.strikethrough_thickness,
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};
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log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size });
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}
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@ -547,10 +547,6 @@ pub fn render(
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if (critical.screen_size) |size| {
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// Update our grid size
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try self.setScreenSize(size);
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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try gl.viewport(0, 0, @intCast(i32, size.width), @intCast(i32, size.height));
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}
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// Build our GPU cells
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@ -950,24 +946,17 @@ pub fn updateCell(
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/// Set the screen size for rendering. This will update the projection
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/// used for the shader so that the scaling of the grid is correct.
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fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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// Update the projection uniform within our shader
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const bind = try self.program.use();
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defer bind.unbind();
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try self.program.setUniform(
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"projection",
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// 2D orthographic projection with the full w/h
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math.ortho2d(
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0,
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@intToFloat(f32, dim.width),
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@intToFloat(f32, dim.height),
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0,
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),
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);
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// Recalculate the rows/columns.
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const grid_size = renderer.GridSize.init(dim, self.cell_size);
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// Determine if we need to pad the window. For "auto" padding, we take
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// the leftover amounts on the right/bottom that don't fit a full grid cell
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// and we split them equal across all boundaries.
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const padding = renderer.Padding.balanced(dim, grid_size, self.cell_size);
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const padded_dim = dim.subPadding(padding);
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log.debug("screen size padded={} screen={} grid={} cell={}", .{ padded_dim, dim, grid_size, self.cell_size });
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// Update our LRU. We arbitrarily support a certain number of pages here.
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// We also always support a minimum number of caching in case a user
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// is resizing tiny then growing again we can save some of the renders.
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@ -983,7 +972,31 @@ fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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self.alloc.free(self.font_shaper.cell_buf);
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self.font_shaper.cell_buf = shape_buf;
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log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size });
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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try gl.viewport(
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0,
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0,
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@intCast(i32, dim.width),
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@intCast(i32, dim.height),
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);
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// Update the projection uniform within our shader
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{
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const bind = try self.program.use();
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defer bind.unbind();
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try self.program.setUniform(
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"projection",
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// 2D orthographic projection with the full w/h
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math.ortho2d(
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-1 * padding.left,
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@intToFloat(f32, padded_dim.width),
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@intToFloat(f32, padded_dim.height),
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-1 * padding.top,
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),
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);
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}
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}
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/// Updates the font texture atlas if it is dirty.
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@ -44,6 +44,14 @@ pub const CellSize = struct {
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pub const ScreenSize = struct {
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width: u32,
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height: u32,
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/// Subtract padding from the screen size.
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pub fn subPadding(self: ScreenSize, padding: Padding) ScreenSize {
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return .{
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.width = self.width - @floatToInt(u32, padding.left + padding.right),
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.height = self.height - @floatToInt(u32, padding.top + padding.bottom),
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};
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}
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};
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/// The dimensions of the grid itself, in rows/columns units.
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@ -68,6 +76,44 @@ pub const GridSize = struct {
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}
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};
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/// The padding to add to a screen.
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pub const Padding = struct {
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top: f32,
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bottom: f32,
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right: f32,
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left: f32,
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/// Returns padding that balances the whitespace around the screen
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/// for the given grid and cell sizes.
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pub fn balanced(screen: ScreenSize, grid: GridSize, cell: CellSize) Padding {
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// The size of our full grid
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const grid_width = @intToFloat(f32, grid.columns) * cell.width;
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const grid_height = @intToFloat(f32, grid.rows) * cell.height;
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// The empty space to the right of a line and bottom of the last row
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const space_right = @intToFloat(f32, screen.width) - grid_width;
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const space_bot = @intToFloat(f32, screen.height) - grid_height;
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// The left/right padding is just an equal split.
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const padding_right = @floor(space_right / 2);
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const padding_left = padding_right;
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// The top/bottom padding is interesting. Subjectively, lots of padding
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// at the top looks bad. So instead of always being equal (like left/right),
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// we force the top padding to be at most equal to the left, and the bottom
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// padding is the difference thereafter.
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const padding_top = @min(padding_left, @floor(space_bot / 2));
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const padding_bot = space_bot - padding_top;
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return .{
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.top = padding_top,
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.bottom = padding_bot,
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.right = padding_right,
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.left = padding_left,
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};
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}
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};
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test "GridSize update exact" {
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const testing = std.testing;
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