Revert "update blobs"

This reverts commit 8c22855dd8.
This commit is contained in:
2026-05-19 04:24:24 +02:00
parent 8c22855dd8
commit 550630feaa
3 changed files with 2 additions and 22 deletions
+1 -1
View File
@@ -24,7 +24,7 @@ Item {
const diff = parent.width - Math.floor(off + content.nonAnimWidth);
if (diff < 0)
return off + diff;
return Math.max(off, 0);
return Math.floor(Math.max(off, 0));
}
y: content.isDetached ? (parent.height - content.nonAnimHeight) / 2 : 0
+1 -1
View File
@@ -15,8 +15,8 @@ Item {
property real currentCenter
property alias currentName: popoutState.currentName
property string detachedMode
property alias hasCurrent: popoutState.hasCurrent
readonly property bool isDetached: detachedMode.length > 0
property alias hasCurrent: popoutState.hasCurrent
readonly property real nonAnimHeight: children.find(c => c.shouldBeActive)?.implicitHeight ?? content.implicitHeight
readonly property real nonAnimWidth: children.find(c => c.shouldBeActive)?.implicitWidth ?? content.implicitWidth
required property real offsetScale
-20
View File
@@ -77,26 +77,6 @@ void BlobShape::geometryChange(const QRectF& newGeometry, const QRectF& oldGeome
if (std::abs(m_pendingDx) > 0.5f || std::abs(m_pendingDy) > 0.5f || dw > 0.5 || dh > 0.5) {
m_pendingDx = 0;
m_pendingDy = 0;
// Update cached padded values immediately so markShapeDirty() uses
// current dimensions for neighbor-finding. The values are also updated
// in updatePolish() later, but that happens after markShapeDirty()
// has already used them to find intersecting shapes.
if (isInvertedRect()) {
const QPointF scenePos = mapToScene(QPointF(0, 0));
m_cachedPaddedX = static_cast<float>(scenePos.x());
m_cachedPaddedY = static_cast<float>(scenePos.y());
m_cachedPaddedW = static_cast<float>(newGeometry.width());
m_cachedPaddedH = static_cast<float>(newGeometry.height());
} else {
const QPointF scenePos = mapToScene(QPointF(0, 0));
const float hw = static_cast<float>(newGeometry.width()) * 0.5f;
const float hh = static_cast<float>(newGeometry.height()) * 0.5f;
const float totalPad = static_cast<float>(m_group->smoothing()) + deformPadding(m_deformMatrix, hw, hh);
m_cachedPaddedX = static_cast<float>(scenePos.x()) - totalPad;
m_cachedPaddedY = static_cast<float>(scenePos.y()) - totalPad;
m_cachedPaddedW = static_cast<float>(newGeometry.width()) + 2.0f * totalPad;
m_cachedPaddedH = static_cast<float>(newGeometry.height()) + 2.0f * totalPad;
}
m_group->markShapeDirty(this);
}
}