Add float tile transition animations
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5 changed files with 93 additions and 12 deletions
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@ -82,8 +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, and float-to-tile are deferred
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until after tiled reflow and spawn-in are validated.
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- Floating command-driven moves are deferred until after tiled reflow, spawn-in,
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and float/tile transitions 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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@ -100,6 +100,8 @@ Tests:
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- unchanged in-flight windows keep their original timeline
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- drag-driven floating movement bypasses animation
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- damage includes old, current, and final rects
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- command-driven tile-to-float and float-to-tile transitions use linear motion
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- pointer/header double-click unfloat bypasses the command-animation gate
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## Phase 2: Retained Texture Freezing
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@ -110,6 +112,8 @@ 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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- Tile-to-float and float-to-tile transitions retain GPU/dmabuf-backed child
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contents while the presentation geometry changes.
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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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@ -363,6 +363,7 @@ fn start_compositor2(
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animations: Default::default(),
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layout_animations_requested: Default::default(),
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layout_animations_active: Default::default(),
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layout_animation_curve_override: Default::default(),
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suppress_animations_for_next_layout: Default::default(),
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toplevels: Default::default(),
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const_40hz_latch: Default::default(),
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@ -1990,9 +1990,11 @@ impl ConfigProxyHandler {
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}
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fn handle_set_seat_floating(&self, seat: Seat, floating: bool) -> Result<(), CphError> {
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let seat = self.get_seat(seat)?;
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seat.set_floating(floating);
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Ok(())
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self.state.with_linear_layout_animations(|| {
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let seat = self.get_seat(seat)?;
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seat.set_floating(floating);
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Ok(())
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})
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}
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fn handle_get_window_floating(&self, window: Window) -> Result<(), CphError> {
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@ -2004,9 +2006,11 @@ impl ConfigProxyHandler {
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}
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fn handle_set_window_floating(&self, window: Window, floating: bool) -> Result<(), CphError> {
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let window = self.get_window(window)?;
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toplevel_set_floating(&self.state, window, floating);
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Ok(())
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self.state.with_linear_layout_animations(|| {
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let window = self.get_window(window)?;
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toplevel_set_floating(&self.state, window, floating);
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Ok(())
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})
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}
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fn handle_add_pollable(self: &Rc<Self>, fd: i32) -> Result<(), CphError> {
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47
src/state.rs
47
src/state.rs
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@ -270,6 +270,7 @@ pub struct State {
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pub animations: AnimationState,
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pub layout_animations_requested: Cell<bool>,
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pub layout_animations_active: Cell<bool>,
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pub layout_animation_curve_override: Cell<Option<AnimationCurve>>,
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pub suppress_animations_for_next_layout: Cell<bool>,
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pub toplevels: CopyHashMap<ToplevelIdentifier, Weak<dyn ToplevelNode>>,
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pub const_40hz_latch: EventSource<dyn LatchListener>,
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@ -854,7 +855,7 @@ impl State {
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mut height: i32,
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workspace: &Rc<WorkspaceNode>,
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abs_pos: Option<(i32, i32)>,
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) {
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) -> Rc<FloatNode> {
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width += 2 * self.theme.sizes.border_width.get();
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height +=
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2 * self.theme.sizes.border_width.get() + self.theme.title_plus_underline_height();
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@ -885,8 +886,9 @@ impl State {
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}
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Rect::new_sized_saturating(x1, y1, width, height)
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};
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FloatNode::new(self, workspace, position, node.clone());
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let float = FloatNode::new(self, workspace, position, node.clone());
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self.focus_after_map(node, self.seat_queue.last().as_deref());
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float
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}
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fn focus_after_map(&self, node: Rc<dyn ToplevelNode>, seat: Option<&Rc<WlSeatGlobal>>) {
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@ -1125,6 +1127,7 @@ impl State {
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self.animations.clear();
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self.layout_animations_requested.set(false);
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self.layout_animations_active.set(false);
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self.layout_animation_curve_override.set(None);
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self.suppress_animations_for_next_layout.set(false);
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self.render_ctx_watchers.clear();
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self.workspace_watchers.clear();
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@ -1478,6 +1481,31 @@ impl State {
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old: Rect,
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new: Rect,
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retained: Option<Rc<RetainedToplevel>>,
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) {
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let curve = self
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.layout_animation_curve_override
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.get()
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.unwrap_or_else(|| self.animations.curve.get());
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self.queue_layout_animation(node_id, old, new, retained, curve);
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}
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pub fn queue_linear_layout_animation(
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self: &Rc<Self>,
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node_id: NodeId,
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old: Rect,
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new: Rect,
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retained: Option<Rc<RetainedToplevel>>,
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) {
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self.queue_layout_animation(node_id, old, new, retained, AnimationCurve::Linear);
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}
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fn queue_layout_animation(
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self: &Rc<Self>,
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node_id: NodeId,
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old: Rect,
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new: Rect,
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retained: Option<Rc<RetainedToplevel>>,
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curve: AnimationCurve,
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) {
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if !self.animations.enabled.get()
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|| !self.layout_animations_active.get()
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@ -1506,7 +1534,7 @@ impl State {
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retained,
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now,
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self.animations.duration_ms.get(),
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self.animations.curve.get(),
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curve,
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);
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if started {
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self.damage(expand_damage_rect(
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@ -1570,6 +1598,19 @@ impl State {
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res
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}
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pub fn with_linear_layout_animations<T>(&self, f: impl FnOnce() -> T) -> T {
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let prev_requested = self.layout_animations_requested.replace(true);
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let prev_active = self.layout_animations_active.replace(true);
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let prev_curve = self
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.layout_animation_curve_override
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.replace(Some(AnimationCurve::Linear));
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let res = f();
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self.layout_animations_requested.set(prev_requested);
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self.layout_animations_active.set(prev_active);
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self.layout_animation_curve_override.set(prev_curve);
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res
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}
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fn ensure_animation_tick(self: &Rc<Self>) {
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if self.animations.tick_is_active() {
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return;
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@ -1096,6 +1096,26 @@ pub fn toplevel_create_split(state: &Rc<State>, tl: Rc<dyn ToplevelNode>, axis:
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}
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}
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fn float_outer_for_body(state: &State, body: Rect) -> Rect {
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let bw = state.theme.sizes.border_width.get();
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Rect::new_sized_saturating(
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body.x1() - bw,
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body.y1() - bw,
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body.width() + 2 * bw,
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body.height() + 2 * bw,
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)
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}
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fn float_body_for_outer(state: &State, outer: Rect) -> Rect {
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let bw = state.theme.sizes.border_width.get();
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Rect::new_sized_saturating(
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outer.x1() + bw,
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outer.y1() + bw,
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outer.width() - 2 * bw,
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outer.height() - 2 * bw,
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)
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}
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pub fn toplevel_set_floating(state: &Rc<State>, tl: Rc<dyn ToplevelNode>, floating: bool) {
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let data = tl.tl_data();
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if data.is_fullscreen.get() {
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@ -1112,9 +1132,20 @@ pub fn toplevel_set_floating(state: &Rc<State>, tl: Rc<dyn ToplevelNode>, floati
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parent.cnode_remove_child2(&*tl, true);
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state.map_tiled(tl);
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} else if let Some(ws) = data.workspace.get() {
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let node_id = data.node_id;
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let old_body =
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state
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.animations
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.visual_rect(node_id, tl.node_absolute_position(), state.now_nsec());
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let old_outer = float_outer_for_body(state, old_body);
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let retained = tl.tl_animation_snapshot();
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parent.cnode_remove_child2(&*tl, true);
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let (width, height) = data.float_size(&ws);
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state.map_floating(tl, width, height, &ws, None);
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let floater = state.map_floating(tl, width, height, &ws, None);
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let new_outer = floater.position.get();
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let new_body = float_body_for_outer(state, new_outer);
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state.queue_linear_layout_animation(floater.node_id(), old_outer, new_outer, None);
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state.queue_linear_layout_animation(node_id, old_body, new_body, retained);
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}
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}
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