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-rw-r--r--application/palemoon/components/sessionstore/SessionStore.jsm70
1 files changed, 51 insertions, 19 deletions
diff --git a/application/palemoon/components/sessionstore/SessionStore.jsm b/application/palemoon/components/sessionstore/SessionStore.jsm
index 4f95f10a71..c5e55321c2 100644
--- a/application/palemoon/components/sessionstore/SessionStore.jsm
+++ b/application/palemoon/components/sessionstore/SessionStore.jsm
@@ -3598,38 +3598,70 @@ var SessionStoreInternal = {
var _this = this;
function win_(aName) { return _this._getWindowDimension(win, aName); }
- // find available space on the screen where this window is being placed
+ // Find available space on the screen where this window is being placed
let screen = gScreenManager.screenForRect(aLeft, aTop, aWidth, aHeight);
if (screen && !this._prefBranch.getBoolPref("sessionstore.exactPos")) {
let screenLeft = {}, screenTop = {}, screenWidth = {}, screenHeight = {};
screen.GetAvailRectDisplayPix(screenLeft, screenTop, screenWidth, screenHeight);
- // constrain the dimensions to the actual space available
- if (aWidth > screenWidth.value) {
- aWidth = screenWidth.value;
+
+ // Screen X/Y are based on the origin of the screen's desktop-pixel coordinate space
+ let screenLeftCss = screenLeft.value;
+ let screenTopCss = screenTop.value;
+
+ // Convert the screen's device pixel dimensions to CSS px dimensions
+ screen.GetAvailRect(screenLeft, screenTop, screenWidth, screenHeight);
+ let cssToDevScale = screen.defaultCSSScaleFactor;
+ let screenRightCss = screenLeftCss + screenWidth.value / cssToDevScale;
+ let screenBottomCss = screenTopCss + screenHeight.value / cssToDevScale;
+
+ // Pull the window within the screen's bounds.
+ // First, ensure the left edge is on-screen
+ if (aLeft < screenLeftCss) {
+ aLeft = screenLeftCss;
}
- if (aHeight > screenHeight.value) {
- aHeight = screenHeight.value;
+ // Then check the resulting right edge, and reduce it if necessary.
+ let right = aLeft + aWidth;
+ if (right > screenRightCss) {
+ right = screenRightCss;
+ // See if we can move the left edge leftwards to maintain width.
+ if (aLeft > screenLeftCss) {
+ aLeft = Math.max(right - aWidth, screenLeftCss);
+ }
}
- // and then pull the window within the screen's bounds
- if (aLeft < screenLeft.value) {
- aLeft = screenLeft.value;
- } else if (aLeft + aWidth > screenLeft.value + screenWidth.value) {
- aLeft = screenLeft.value + screenWidth.value - aWidth;
+ // Finally, update aWidth to account for the adjusted left and right edges.
+ aWidth = right - aLeft;
+
+ // Do the same in the vertical dimension.
+ // First, ensure the top edge is on-screen
+ if (aTop < screenTopCss) {
+ aTop = screenTopCss;
}
- if (aTop < screenTop.value) {
- aTop = screenTop.value;
- } else if (aTop + aHeight > screenTop.value + screenHeight.value) {
- aTop = screenTop.value + screenHeight.value - aHeight;
+ // Then check the resulting right edge, and reduce it if necessary.
+ let bottom = aTop + aHeight;
+ if (bottom > screenBottomCss) {
+ bottom = screenBottomCss;
+ // See if we can move the top edge upwards to maintain height.
+ if (aTop > screenTopCss) {
+ aTop = Math.max(bottom - aHeight, screenTopCss);
+ }
}
+ // Finally, update aHeight to account for the adjusted top and bottom edges.
+ aHeight = bottom - aTop;
}
- // only modify those aspects which aren't correct yet
- if (aWidth && aHeight && (aWidth != win_("width") || aHeight != win_("height"))) {
- aWindow.resizeTo(aWidth, aHeight);
- }
+ // Only modify those aspects which aren't correct yet
if (!isNaN(aLeft) && !isNaN(aTop) && (aLeft != win_("screenX") || aTop != win_("screenY"))) {
aWindow.moveTo(aLeft, aTop);
}
+ if (aWidth && aHeight && (aWidth != win_("width") || aHeight != win_("height"))) {
+ // Don't resize the window if it's currently maximized and we would
+ // maximize it again shortly after.
+ if (aSizeMode != "maximized" || win_("sizemode") != "maximized") {
+ aWindow.resizeTo(aWidth, aHeight);
+ }
+ }
+
+ // Restore window state
if (aSizeMode && win_("sizemode") != aSizeMode)
{
switch (aSizeMode)