From 6a0bd7409d098fac85c13f8f268adbb11c0a371e Mon Sep 17 00:00:00 2001 From: Christian Duerr Date: Sun, 11 Nov 2018 20:24:41 +0000 Subject: Center the grid inside the window Currently alacritty always puts the grid at the top-left position of the window. The only distance to the top-left window border is set by the padding in the config. However the grid always has a fixed size, and if a cell doesn't completely fit the screen anymore, the padding at the bottom right window corner can be significantly bigger than the padding at the top left. To fix this whenever there is more space left and there would usually be a bigger padding at the bottom right, the space is now split up and added to the padding. This should always center the grid inside the window and make sure all borders have the same padding from the text area. This screenshot shows how it has been until now: ![Before](https://u.teknik.io/kRJwg.png) Here is how it looks now: ![After](https://u.teknik.io/m4puV.png) This fixes #1065. --- src/display.rs | 7 +++++-- src/renderer/mod.rs | 38 ++++++++++++++++++++++++-------------- 2 files changed, 29 insertions(+), 16 deletions(-) (limited to 'src') diff --git a/src/display.rs b/src/display.rs index 6ab622f2..5fbaf44a 100644 --- a/src/display.rs +++ b/src/display.rs @@ -163,7 +163,7 @@ impl Display { f64::from(height + 2 * (f64::from(config.padding().y) * dpr) as u32) as f64); window.set_inner_size(new_viewport_size.to_logical(dpr)); - renderer.resize(new_viewport_size, dpr); + renderer.resize(new_viewport_size, dpr, cell_width as i32, cell_height as i32); viewport_size = new_viewport_size; } @@ -320,8 +320,11 @@ impl Display { item.on_resize(size) } + let cw = self.size_info.cell_width as i32; + let ch = self.size_info.cell_height as i32; + self.window.resize(psize); - self.renderer.resize(psize, dpr); + self.renderer.resize(psize, dpr, cw, ch); } } diff --git a/src/renderer/mod.rs b/src/renderer/mod.rs index df219cf5..8e0fc60b 100644 --- a/src/renderer/mod.rs +++ b/src/renderer/mod.rs @@ -303,7 +303,7 @@ impl GlyphCache { // Recompute font keys let font = font.to_owned().with_size(size); let (regular, bold, italic) = Self::compute_font_keys(&font, &mut self.rasterizer)?; - + self.rasterizer.get_glyph(GlyphKey { font_key: regular, c: 'm', size: font.size() })?; let metrics = self.rasterizer.metrics(regular, size)?; @@ -748,20 +748,30 @@ impl QuadRenderer { self.program = program; } - pub fn resize(&mut self, size: PhysicalSize, dpr: f64) { - let (width, height) : (u32, u32) = size.into(); + pub fn resize(&mut self, size: PhysicalSize, dpr: f64, cell_width: i32, cell_height: i32) { + let (width, height): (u32, u32) = size.into(); + let (width, height) = (width as i32, height as i32); + + let mut padding_x = (f64::from(self.program.padding_x) * dpr) as i32; + let mut padding_y = (f64::from(self.program.padding_y) * dpr) as i32; - let padding_x = (f64::from(self.program.padding_x) * dpr) as i32; - let padding_y = (f64::from(self.program.padding_y) * dpr) as i32; + // Add padding to center the grid inside the window + padding_y += ((height - 2 * padding_y) % cell_height) / 2; + padding_x += ((width - 2 * padding_x) % cell_width) / 2; // viewport unsafe { - gl::Viewport(padding_x, padding_y, (width as i32) - 2 * padding_x, (height as i32) - 2 * padding_y); + gl::Viewport(padding_x, padding_y, width - 2 * padding_x, height - 2 * padding_y); } // update projection self.program.activate(); - self.program.update_projection(width as f32, height as f32, dpr as f32); + self.program.update_projection( + width as f32, + height as f32, + padding_x as f32, + padding_y as f32, + ); self.program.deactivate(); } } @@ -1051,6 +1061,9 @@ impl ShaderProgram { assert_uniform_valid!(projection, term_dim, cell_dim); + let padding_x = (f32::from(config.padding().x) * dpr as f32).floor(); + let padding_y = (f32::from(config.padding().y) * dpr as f32).floor(); + let shader = ShaderProgram { id: program, u_projection: projection, @@ -1058,21 +1071,18 @@ impl ShaderProgram { u_cell_dim: cell_dim, u_visual_bell: visual_bell, u_background: background, - padding_x: config.padding().x, - padding_y: config.padding().y, + padding_x: padding_x as u8, + padding_y: padding_y as u8, }; - shader.update_projection(size.width as f32, size.height as f32, dpr as f32); + shader.update_projection(size.width as f32, size.height as f32, padding_x, padding_y); shader.deactivate(); Ok(shader) } - fn update_projection(&self, width: f32, height: f32, dpr: f32) { - let padding_x = (f32::from(self.padding_x) * dpr).floor(); - let padding_y = (f32::from(self.padding_y) * dpr).floor(); - + fn update_projection(&self, width: f32, height: f32, padding_x: f32, padding_y: f32) { // Bounds check if (width as u32) < (2 * padding_x as u32) || (height as u32) < (2 * padding_y as u32) -- cgit