* floaters and transients are auto-centred unless moved
* or resized
*/
- win->g.x = r->g.x + (WIDTH(r) - win->g.w) / 2 - border_width;
- win->g.y = r->g.y + (HEIGHT(r) - win->g.h) / 2 - border_width;
+ win->g.x = r->g.x + (WIDTH(r) - win->g.w) / 2 - wc.border_width;
+ win->g.y = r->g.y + (HEIGHT(r) - win->g.h) / 2 - wc.border_width;
}
/* win can be outside r if new r smaller than old r */
/* Ensure top left corner inside r (move probs otherwise) */
- if (win->g.x < r->g.x - border_width)
- win->g.x = r->g.x - border_width;
+ if (win->g.x < r->g.x - wc.border_width)
+ win->g.x = r->g.x - wc.border_width;
if (win->g.x > r->g.x + r->g.w - 1)
win->g.x = (win->g.w > r->g.w) ? r->g.x :
- (r->g.x + r->g.w - win->g.w - 2 * border_width);
- if (win->g.y < r->g.y - border_width)
- win->g.y = r->g.y - border_width;
+ (r->g.x + r->g.w - win->g.w - 2 * wc.border_width);
+ if (win->g.y < r->g.y - wc.border_width)
+ win->g.y = r->g.y - wc.border_width;
if (win->g.y > r->g.y + r->g.h - 1)
win->g.y = (win->g.h > r->g.h) ? r->g.y :
- (r->g.y + r->g.h - win->g.h - 2 * border_width);
+ (r->g.y + r->g.h - win->g.h - 2 * wc.border_width);
wc.x = win->g.x;
wc.y = win->g.y;