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xdg: use better min/max size checks for floating resizes
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@ -814,22 +814,29 @@ void Events::listener_commitWindow(void* owner, void* data) {
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if (PWINDOW->m_bIsX11 || !PWINDOW->m_bIsFloating || PWINDOW->m_bIsFullscreen)
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return;
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const auto ISRIGID = PWINDOW->m_uSurface.xdg->toplevel->current.max_height == PWINDOW->m_uSurface.xdg->toplevel->current.min_height &&
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PWINDOW->m_uSurface.xdg->toplevel->current.max_width == PWINDOW->m_uSurface.xdg->toplevel->current.min_width;
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const auto MINSIZE = Vector2D{PWINDOW->m_uSurface.xdg->toplevel->current.min_width, PWINDOW->m_uSurface.xdg->toplevel->current.min_height};
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const auto MAXSIZE = Vector2D{PWINDOW->m_uSurface.xdg->toplevel->current.max_width, PWINDOW->m_uSurface.xdg->toplevel->current.max_height};
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if (!ISRIGID)
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if (MAXSIZE < Vector2D{1, 1})
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return;
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const Vector2D REQUESTEDSIZE = {PWINDOW->m_uSurface.xdg->toplevel->current.max_width, PWINDOW->m_uSurface.xdg->toplevel->current.max_height};
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const auto REALSIZE = PWINDOW->m_vRealSize.goalv();
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Vector2D newSize = REALSIZE;
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if (REQUESTEDSIZE == PWINDOW->m_vReportedSize || REQUESTEDSIZE.x < 5 || REQUESTEDSIZE.y < 5)
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return;
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if (MAXSIZE.x < newSize.x)
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newSize.x = MAXSIZE.x;
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if (MAXSIZE.y < newSize.y)
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newSize.y = MAXSIZE.y;
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if (MINSIZE.x > newSize.x)
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newSize.x = MINSIZE.x;
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if (MINSIZE.y > newSize.y)
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newSize.y = MINSIZE.y;
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const Vector2D DELTA = PWINDOW->m_vReportedSize - REQUESTEDSIZE;
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const Vector2D DELTA = REALSIZE - newSize;
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PWINDOW->m_vRealPosition = PWINDOW->m_vRealPosition.goalv() + DELTA / 2.0;
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PWINDOW->m_vRealSize = REQUESTEDSIZE;
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g_pXWaylandManager->setWindowSize(PWINDOW, REQUESTEDSIZE, true);
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PWINDOW->m_vRealSize = newSize;
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g_pXWaylandManager->setWindowSize(PWINDOW, newSize, true);
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g_pHyprRenderer->damageWindow(PWINDOW);
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}
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