Store aspect_ratio instead of weird proportional_{width,height} (Thanks phillip)

This commit only goes to “next” because I am not sure whether it
actually makes things better in all cases and want to give it some
testing first.

There was no documented reason behind using the
proportional_{width,height} variables, so I suppose that code was just
stupidity on my part (it was written merely a month after I started this
project in 2009).

fixes #1032
This commit is contained in:
Michael Stapelberg
2013-06-29 23:11:54 +02:00
parent c4d4418745
commit f55b7977e8
4 changed files with 15 additions and 19 deletions

View File

@ -799,22 +799,18 @@ static bool handle_normal_hints(void *data, xcb_connection_t *conn, uint8_t stat
goto render_and_return;
/* Check if we need to set proportional_* variables using the correct ratio */
double aspect_ratio = 0.0;
if ((width / height) < min_aspect) {
if (con->proportional_width != width ||
con->proportional_height != (width / min_aspect)) {
con->proportional_width = width;
con->proportional_height = width / min_aspect;
changed = true;
}
aspect_ratio = min_aspect;
} else if ((width / height) > max_aspect) {
if (con->proportional_width != width ||
con->proportional_height != (width / max_aspect)) {
con->proportional_width = width;
con->proportional_height = width / max_aspect;
changed = true;
}
aspect_ratio = max_aspect;
} else goto render_and_return;
if (fabs(con->aspect_ratio - aspect_ratio) > DBL_EPSILON) {
con->aspect_ratio = aspect_ratio;
changed = true;
}
render_and_return:
if (changed)
tree_render();