Use swayc rather than wlr_output when rendering

master
Ryan Dwyer 7 years ago
parent 3b1db30a5e
commit 02d385e06f

@ -124,8 +124,8 @@ static void output_view_for_each_surface(struct sway_view *view,
struct root_geometry *geo, wlr_surface_iterator_func_t iterator, struct root_geometry *geo, wlr_surface_iterator_func_t iterator,
void *user_data) { void *user_data) {
struct render_data *data = user_data; struct render_data *data = user_data;
geo->x = view->x - data->output->wlr_output->lx; geo->x = view->x - data->output->swayc->x;
geo->y = view->y - data->output->wlr_output->ly; geo->y = view->y - data->output->swayc->y;
geo->width = view->surface->current->width; geo->width = view->surface->current->width;
geo->height = view->surface->current->height; geo->height = view->surface->current->height;
geo->rotation = 0; // TODO geo->rotation = 0; // TODO
@ -453,10 +453,9 @@ static void render_titlebar(struct sway_output *output,
struct wlr_box texture_box; struct wlr_box texture_box;
wlr_texture_get_size(marks_texture, wlr_texture_get_size(marks_texture,
&texture_box.width, &texture_box.height); &texture_box.width, &texture_box.height);
texture_box.x = texture_box.x = (x - output->swayc->x + width - TITLEBAR_H_PADDING)
(x - output->wlr_output->lx + width - TITLEBAR_H_PADDING)
* output_scale - texture_box.width; * output_scale - texture_box.width;
texture_box.y = (y - output->wlr_output->ly + TITLEBAR_V_PADDING) texture_box.y = (y - output->swayc->y + TITLEBAR_V_PADDING)
* output_scale; * output_scale;
float matrix[9]; float matrix[9];
@ -478,9 +477,9 @@ static void render_titlebar(struct sway_output *output,
struct wlr_box texture_box; struct wlr_box texture_box;
wlr_texture_get_size(title_texture, wlr_texture_get_size(title_texture,
&texture_box.width, &texture_box.height); &texture_box.width, &texture_box.height);
texture_box.x = (x - output->wlr_output->lx + TITLEBAR_H_PADDING) texture_box.x = (x - output->swayc->x + TITLEBAR_H_PADDING)
* output_scale; * output_scale;
texture_box.y = (y - output->wlr_output->ly + TITLEBAR_V_PADDING) texture_box.y = (y - output->swayc->y + TITLEBAR_V_PADDING)
* output_scale; * output_scale;
float matrix[9]; float matrix[9];

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