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-rw-r--r--buffer.c4
-rw-r--r--gl.c4
-rw-r--r--main.c7
-rw-r--r--node.c4
-rw-r--r--ted.h1
5 files changed, 16 insertions, 4 deletions
diff --git a/buffer.c b/buffer.c
index c7e5ce3..cb44eb4 100644
--- a/buffer.c
+++ b/buffer.c
@@ -844,6 +844,9 @@ void buffer_scroll_to_pos(TextBuffer *buffer, BufferPos pos) {
double display_cols = buffer_display_cols(buffer);
double scroll_x = buffer->scroll_x, scroll_y = buffer->scroll_y;
double scrolloff = settings->scrolloff;
+
+ // for very small buffers, the scrolloff might need to be reduced.
+ scrolloff = mind(scrolloff, display_lines * 0.5);
// scroll left if pos is off screen in that direction
double max_scroll_x = col - scrolloff;
@@ -2073,6 +2076,7 @@ void buffer_render(TextBuffer *buffer, Rect r) {
// set x1,y1,x2,y2 to an size 0 rectangle
buffer->x1 = buffer->x2 = r.pos.x;
buffer->y1 = buffer->y2 = r.pos.y;
+ return;
}
float x1, y1, x2, y2;
diff --git a/gl.c b/gl.c
index 9a35a1f..a30eb59 100644
--- a/gl.c
+++ b/gl.c
@@ -212,6 +212,10 @@ static void gl_geometry_rect(Rect r, u32 color_rgba) {
static void gl_geometry_rect_border(Rect r, float border_thickness, u32 color) {
float border_radius = border_thickness * 0.5f;
float x1 = r.pos.x, y1 = r.pos.y, x2 = x1 + r.size.x, y2 = y1 + r.size.y;
+
+ // make sure rectangle isn't too small
+ x2 = maxf(x2, x1 + 2 * border_radius);
+ y2 = maxf(y2, y1 + 2 * border_radius);
gl_geometry_rect(rect4(x1+border_radius, y1-border_radius, x2+border_radius, y1+border_radius), color);
gl_geometry_rect(rect4(x1-border_radius, y2-border_radius, x2-border_radius, y2+border_radius), color);
diff --git a/main.c b/main.c
index 724c2e8..52e5561 100644
--- a/main.c
+++ b/main.c
@@ -1,5 +1,4 @@
// @TODO:
-// - resize split (i.e. change split_pos)
// - move tabs between nodes
// - Windows installation
@@ -525,7 +524,11 @@ int main(int argc, char **argv) {
} break;
}
}
-
+ {
+ int mx = 0, my = 0;
+ ted->mouse_state = SDL_GetMouseState(&mx, &my);
+ ted->mouse_pos = V2((float)mx, (float)my);
+ }
// default to arrow cursor
ted->cursor = ted->cursor_arrow;
if (!(ted->mouse_state & SDL_BUTTON_LMASK)) {
diff --git a/node.c b/node.c
index f8c6d55..0def1e4 100644
--- a/node.c
+++ b/node.c
@@ -283,7 +283,7 @@ static void node_frame(Ted *ted, Node *node, Rect r) {
float rect_coord1 = (node->split_vertical ? rect_y1 : rect_x1)(r);
float rect_coord2 = (node->split_vertical ? rect_y2 : rect_x2)(r);
// make sure the split doesn't make one of the sides too small
- float min_split = 10.0f / (node->split_vertical ? r.size.y : r.size.x);
+ float min_split = 50.0f / (node->split_vertical ? r.size.y : r.size.x);
node->split_pos = clampf(normf(mouse_coord, rect_coord1, rect_coord2), min_split, 1-min_split);
}
}
@@ -316,7 +316,7 @@ static void node_frame(Ted *ted, Node *node, Rect r) {
}
static void node_split(Ted *ted, Node *node, bool vertical) {
- if (node_depth(ted, (u16)(node - ted->nodes)) >= 5) return; // prevent splitting too deep
+ if (node_depth(ted, (u16)(node - ted->nodes)) >= 4) return; // prevent splitting too deep
if (arr_len(node->tabs) > 1) { // need at least 2 tabs to split
i32 left_idx = ted_new_node(ted);
diff --git a/ted.h b/ted.h
index 798734f..784001f 100644
--- a/ted.h
+++ b/ted.h
@@ -203,6 +203,7 @@ typedef struct {
// a node is a collection of tabs OR a split of two nodes
typedef struct Node {
u16 *tabs; // dynamic array of indices into ted->buffers, or NULL if this is a split
+ v2 size; // size of node, as a percentage of the window dimensions
float split_pos; // number from 0 to 1 indicating where the split is.
u16 active_tab; // index of active tab in tabs.
bool split_vertical; // is the split vertical? if false, this split looks like a|b