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Currently, snapping to a screen edge and then snapping to maximize results in both the natural_geometry and tiled state of the view getting messed up. After unmaximize, the view ends up in a weird state (tiled location but natural/untiled size). There are also a couple of sketchy things going on in the code: - interactive_begin() pokes its own values into view->natural_geometry to force view_maximize() to set a particular geometry. - interactive_end() "fixes" view->natural_geometry after calling view_maximize() to save the original geometry from the start of the interactive move/resize. To fix all this: - Adjust/expand the API of view.c so that the interactive.c can avoid this "back door" of overwriting view->natural_geometry directly. - Save the natural geometry and the tiled state of the view in interactive_begin() when starting to move the view. When done, interactive_end() will update the tiled state if appropriate but *not* overwrite the natural geometry. |
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| .. | ||
| common | ||
| config | ||
| menu | ||
| private | ||
| xbm | ||
| action.h | ||
| buffer.h | ||
| cursor.h | ||
| debug.h | ||
| dnd.h | ||
| key-state.h | ||
| labwc.h | ||
| layers.h | ||
| meson.build | ||
| node.h | ||
| resistance.h | ||
| ssd.h | ||
| theme.h | ||
| workspaces.h | ||