refactor: make padding more naive
no need for such a complex solution, this is already pretty good
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1 changed files with 1 additions and 16 deletions
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@ -155,23 +155,8 @@ impl EditorView {
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let y_start = view.area.y + (view.area.height / 2).saturating_sub(lines_count as u16 / 2);
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let y_center = view.area.x + view.area.width / 2;
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// largest possible padding that still allows the text to fit within the screen
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let max_padding = view.area.width as i16 / 2 - longest_left as i16 / 2 - view.area.x as i16;
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// Despite being in the mathematical left, we want to start drawing the "left"
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// lines a little bit extra to the right so it looks good
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//
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// this is because of text density: at the start the text density is high, but
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// towards the end it is low. Therefore to achieve an optical balance we must
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// do a little offset
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//
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// this padding is not cruicial though, so if we can't fit it on the screen
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// we just decrease it until it is 0. Once that happens, if it still overflows
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// we don't want to draw the welcome screen.
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let padding = 2.min(max_padding.max(0) as u16);
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let x_start_left =
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padding + view.area.x + (view.area.width / 2).saturating_sub(longest_left as u16 / 2);
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view.area.x + (view.area.width / 2).saturating_sub(longest_left as u16 / 2) + 2;
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let has_x_left_overflow = (x_start_left + longest_left as u16) > view.area.width;
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let has_x_center_overflow = longest_center as u16 > view.area.width;
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