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https://github.com/donovanglover/nix-config.git
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overlays: Patch hyprland window sizes
Fixes an issue where 1 pixel gaps would exist where window sizes would otherwise divide evenly.
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@ -1,5 +1,6 @@
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{
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imports = [
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./alejandra.nix
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./hyprland.nix
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];
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}
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10
overlays/hyprland.nix
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10
overlays/hyprland.nix
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@ -0,0 +1,10 @@
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{
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nixpkgs.overlays = [
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(final: prev: {
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hyprland = prev.hyprland.overrideAttrs (old: {
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patches = (old.patches or [ ]) ++ [ ../patches/hyprland-window-sizes.patch ];
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});
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})
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];
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}
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24
patches/hyprland-window-sizes.patch
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24
patches/hyprland-window-sizes.patch
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@ -0,0 +1,24 @@
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diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
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index 1d22935f..b6093676 100644
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--- a/src/render/Renderer.cpp
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+++ b/src/render/Renderer.cpp
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@@ -266,7 +266,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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static auto* const PDIMAROUND = &g_pConfigManager->getConfigValuePtr("decoration:dim_around")->floatValue;
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static auto* const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue;
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- SRenderData renderdata = {pMonitor, time, REALPOS.x, REALPOS.y};
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+ SRenderData renderdata = {pMonitor, time, std::round(REALPOS.x), std::round(REALPOS.y)};
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if (ignorePosition) {
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renderdata.x = pMonitor->vecPosition.x;
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renderdata.y = pMonitor->vecPosition.y;
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@@ -276,8 +276,8 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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decorate = false;
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renderdata.surface = pWindow->m_pWLSurface.wlr();
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- renderdata.w = std::max(pWindow->m_vRealSize.vec().x, 5.0); // clamp the size to min 5,
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- renderdata.h = std::max(pWindow->m_vRealSize.vec().y, 5.0); // otherwise we'll have issues later with invalid boxes
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+ renderdata.w = std::round(std::max(pWindow->m_vRealSize.vec().x, 5.0)); // clamp the size to min 5,
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+ renderdata.h = std::round(std::max(pWindow->m_vRealSize.vec().y, 5.0)); // otherwise we'll have issues later with invalid boxes
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renderdata.dontRound = (pWindow->m_bIsFullscreen && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL) || (!pWindow->m_sSpecialRenderData.rounding);
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renderdata.fadeAlpha = pWindow->m_fAlpha.fl() * (pWindow->m_bPinned ? 1.f : PWORKSPACE->m_fAlpha.fl());
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renderdata.alpha = pWindow->m_fActiveInactiveAlpha.fl();
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