Add layer shell support and fix floating windows
Now, I actually save the river-layer-shell-v1 and keep track of the non-exclusive area. The layout calculation uses the usable area instead of the entire output's geometry. I removed boundary clamping for the floating windows because it was a bit janky when hitting the edges. I'll probably add it back at some point. I also made windows default to 75% of the usable area instead of keeping their tiled size so that maximized windows look decent when floating for the first time. Finally, since I removed the clamping, I added a center_float keybind to center a floating window. If you're cycling through focused windows and one isn't on the screen, you can use the center_float bind to get the window visible again. Replaced all divTrunc with divFloor to be consistent. I think they should all be positive, anyways, so they'd be the same, but I like just having one.
This commit is contained in:
parent
6bf607b759
commit
5c427234d7
9 changed files with 108 additions and 71 deletions
|
|
@ -145,7 +145,7 @@ fn run(wl_display: *wl.Display, context: *Context) !void {
|
|||
log.err("Got a negative time ({d})", .{time});
|
||||
return error.InvalidTime;
|
||||
}
|
||||
const timeout: i32 = @intCast((@divTrunc(time, 60) * 60 + 60 - time) * 1000);
|
||||
const timeout: i32 = @intCast((@divFloor(time, 60) * 60 + 60 - time) * 1000);
|
||||
|
||||
const poll_rc = posix.poll(&pollfds, timeout) catch |err| {
|
||||
fatal("Failed to poll {s}", .{@errorName(err)});
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue