7292af3d04
With fractional scaling integer based logical geometry may not match device pixels. Once we have a floating point base we can fix that. This also is important for our X11 scale override, with a scale of 2 we could get logical sizes with halves. We already have all input being floating point, this doubles down on it for all remaining geometry. - Outputs remain integer to ensure that any screen on the right remains aligned. - Placement also remains integer based for now. - Repainting is untouched as we always expand outwards (QRectF::toAdjustedRect(). - Decoration is untouched for now - Rules are integer in the config, but floating in the adjusting/API This should also be fine. At some point we'll add a method to snap to the device pixel grid. Effectively `round(value * dpr) / dpr` though right now things mostly work. This also gets rid of a lot of hacks for QRect right and bottom which are very confusing. Parts to watch out in the port are: QRectF::contains now includes edges QRectF::right and bottom are now sane so previous hacks have to be removed QRectF(QPoint, QPoint) behaves differently for the same reason QRectF::center too In test results some adjusted values which are the result of QRect.center because using QRectF's center should behave the same to the user. |
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.. | ||
scripts | ||
CMakeLists.txt | ||
desktop_switching_animation_test.cpp | ||
maximize_animation_test.cpp | ||
minimize_animation_test.cpp | ||
popup_open_close_animation_test.cpp | ||
scripted_effects_test.cpp | ||
slidingpopups_test.cpp | ||
toplevel_open_close_animation_test.cpp | ||
translucency_test.cpp | ||
wobbly_shade_test.cpp |