Ensure sizes for window number decorations are correct
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7731a558f0
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@ -577,9 +577,9 @@ render_window_title(OSWindow *os_window, Screen *screen UNUSED, GLfloat xstart,
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window->title_bar_data.last_drawn_title_object_id = window->title;
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window->title_bar_data.last_drawn_title_object_id = window->title;
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}
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}
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static ImageRenderData data = {.group_count=1};
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static ImageRenderData data = {.group_count=1};
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gpu_data_for_image(&data,
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xstart = clamp_position_to_nearest_pixel(xstart, os_window->viewport_width);
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clamp_position_to_nearest_pixel(xstart, os_window->viewport_width),
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ystart = clamp_position_to_nearest_pixel(ystart, os_window->viewport_height);
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clamp_position_to_nearest_pixel(ystart, os_window->viewport_height),
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gpu_data_for_image(&data, xstart, ystart,
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xstart + width, ystart - 2.f * (bar_height / (float)os_window->viewport_height));
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xstart + width, ystart - 2.f * (bar_height / (float)os_window->viewport_height));
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if (!data.texture_id) { glGenTextures(1, &data.texture_id); }
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if (!data.texture_id) { glGenTextures(1, &data.texture_id); }
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glBindTexture(GL_TEXTURE_2D, data.texture_id);
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glBindTexture(GL_TEXTURE_2D, data.texture_id);
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@ -650,17 +650,15 @@ draw_window_number(OSWindow *os_window, Screen *screen, const CellRenderData *cr
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GLfloat width_gl = 2.f * ((float)lr.width_px) / os_window->viewport_width;
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GLfloat width_gl = 2.f * ((float)lr.width_px) / os_window->viewport_width;
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height_gl = 2.f * ((float)lr.height_px) / os_window->viewport_height;
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height_gl = 2.f * ((float)lr.height_px) / os_window->viewport_height;
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left = xstart + (width - width_gl) / 2.f;
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left = xstart + (width - width_gl) / 2.f;
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left = clamp_position_to_nearest_pixel(left, os_window->viewport_width);
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right = left + width_gl;
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right = left + width_gl;
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GLfloat top = ystart - (height - height_gl) / 2.f;
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GLfloat top = ystart - (height - height_gl) / 2.f;
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top = clamp_position_to_nearest_pixel(top, os_window->viewport_height);
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GLfloat bottom = top - height_gl;
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GLfloat bottom = top - height_gl;
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bind_program(GRAPHICS_ALPHA_MASK_PROGRAM);
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bind_program(GRAPHICS_ALPHA_MASK_PROGRAM);
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ImageRenderData *ird = load_alpha_mask_texture(lr.width_px, lr.height_px, lr.canvas);
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ImageRenderData *ird = load_alpha_mask_texture(lr.width_px, lr.height_px, lr.canvas);
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#undef lr
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#undef lr
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gpu_data_for_image(ird,
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gpu_data_for_image(ird, left, top, right, bottom);
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clamp_position_to_nearest_pixel(left, os_window->viewport_width),
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clamp_position_to_nearest_pixel(top, os_window->viewport_height),
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right, bottom
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);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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BLEND_PREMULT;
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BLEND_PREMULT;
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glUniform1i(cell_uniform_data.amask_image_loc, GRAPHICS_UNIT);
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glUniform1i(cell_uniform_data.amask_image_loc, GRAPHICS_UNIT);
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