Add spawn-in window animations
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6 changed files with 157 additions and 12 deletions
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@ -12,8 +12,10 @@ be handled deliberately.
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- Pointer drag and resize initiated by the mouse or tablet do not animate.
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- Linear animations restart only for windows whose destination changes. Other
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in-flight windows keep their existing timelines.
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- Spawn-in uses scale and position. Spawn-out requires retained visual content
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and is deferred until the freezing layer exists.
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- Spawn-in uses scale and position for newly mapped tiled and floating app
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windows. Layer-shell, overlay, override-redirect, and fullscreen surfaces do
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not use this path. Spawn-out requires retained visual content after the live
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node is gone and remains deferred.
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- Command-driven tile-to-float and float-to-tile transitions may animate.
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Protocol drag/drop paths do not.
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- The no-overlap multiphase system is a separate phase after the linear path is
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@ -80,8 +82,8 @@ Implementation shape:
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Initial scope:
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- Tiled reflow animation.
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- Floating command-driven moves, tile-to-float, float-to-tile, and spawn-in are
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deferred until after tiled reflow is validated.
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- Floating command-driven moves, tile-to-float, and float-to-tile are deferred
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until after tiled reflow and spawn-in are validated.
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- Cross-output and cross-scale movements snap for now.
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- Linear mode may overlap windows during swaps. That is expected for the classic
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interpolation mode; no-overlap is Phase 3.
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@ -89,7 +91,6 @@ Initial scope:
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deferred, but animated windows must still be clipped to their presentation
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bounds and must preserve the existing stretch behavior for undersized contents.
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- No spawn-out.
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- No content freezing.
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- No multiphase no-overlap planner.
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Tests:
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@ -107,6 +108,8 @@ Goal: freeze visual contents during movement and enable spawn-out.
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Initial retained-record implementation status:
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- Tiled animation can retain GPU/dmabuf-backed XDG and Xwayland surface trees.
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- Spawn-in animation can retain GPU/dmabuf-backed XDG and Xwayland surface trees
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for both tiled windows and floating child contents.
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- Retained records hold both `GfxTexture` and `SurfaceBuffer` references so the
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existing buffer release/sync path remains authoritative.
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- Single-pixel buffers can be retained as color records.
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