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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