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Add float tile transition animations

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atagen 2026-05-21 16:18:44 +10:00
parent 18ffaef64d
commit aeaea3419f
5 changed files with 93 additions and 12 deletions

View file

@ -82,8 +82,8 @@ Implementation shape:
Initial scope: Initial scope:
- Tiled reflow animation. - Tiled reflow animation.
- Floating command-driven moves, tile-to-float, and float-to-tile are deferred - Floating command-driven moves are deferred until after tiled reflow, spawn-in,
until after tiled reflow and spawn-in are validated. and float/tile transitions are validated.
- Cross-output and cross-scale movements snap for now. - Cross-output and cross-scale movements snap for now.
- Linear mode may overlap windows during swaps. That is expected for the classic - Linear mode may overlap windows during swaps. That is expected for the classic
interpolation mode; no-overlap is Phase 3. interpolation mode; no-overlap is Phase 3.
@ -100,6 +100,8 @@ Tests:
- unchanged in-flight windows keep their original timeline - unchanged in-flight windows keep their original timeline
- drag-driven floating movement bypasses animation - drag-driven floating movement bypasses animation
- damage includes old, current, and final rects - damage includes old, current, and final rects
- command-driven tile-to-float and float-to-tile transitions use linear motion
- pointer/header double-click unfloat bypasses the command-animation gate
## Phase 2: Retained Texture Freezing ## Phase 2: Retained Texture Freezing
@ -110,6 +112,8 @@ Initial retained-record implementation status:
- Tiled animation can retain GPU/dmabuf-backed XDG and Xwayland surface trees. - Tiled animation can retain GPU/dmabuf-backed XDG and Xwayland surface trees.
- Spawn-in animation can retain GPU/dmabuf-backed XDG and Xwayland surface trees - Spawn-in animation can retain GPU/dmabuf-backed XDG and Xwayland surface trees
for both tiled windows and floating child contents. for both tiled windows and floating child contents.
- Tile-to-float and float-to-tile transitions retain GPU/dmabuf-backed child
contents while the presentation geometry changes.
- Retained records hold both `GfxTexture` and `SurfaceBuffer` references so the - Retained records hold both `GfxTexture` and `SurfaceBuffer` references so the
existing buffer release/sync path remains authoritative. existing buffer release/sync path remains authoritative.
- Single-pixel buffers can be retained as color records. - Single-pixel buffers can be retained as color records.

View file

@ -363,6 +363,7 @@ fn start_compositor2(
animations: Default::default(), animations: Default::default(),
layout_animations_requested: Default::default(), layout_animations_requested: Default::default(),
layout_animations_active: Default::default(), layout_animations_active: Default::default(),
layout_animation_curve_override: Default::default(),
suppress_animations_for_next_layout: Default::default(), suppress_animations_for_next_layout: Default::default(),
toplevels: Default::default(), toplevels: Default::default(),
const_40hz_latch: Default::default(), const_40hz_latch: Default::default(),

View file

@ -1990,9 +1990,11 @@ impl ConfigProxyHandler {
} }
fn handle_set_seat_floating(&self, seat: Seat, floating: bool) -> Result<(), CphError> { fn handle_set_seat_floating(&self, seat: Seat, floating: bool) -> Result<(), CphError> {
let seat = self.get_seat(seat)?; self.state.with_linear_layout_animations(|| {
seat.set_floating(floating); let seat = self.get_seat(seat)?;
Ok(()) seat.set_floating(floating);
Ok(())
})
} }
fn handle_get_window_floating(&self, window: Window) -> Result<(), CphError> { fn handle_get_window_floating(&self, window: Window) -> Result<(), CphError> {
@ -2004,9 +2006,11 @@ impl ConfigProxyHandler {
} }
fn handle_set_window_floating(&self, window: Window, floating: bool) -> Result<(), CphError> { fn handle_set_window_floating(&self, window: Window, floating: bool) -> Result<(), CphError> {
let window = self.get_window(window)?; self.state.with_linear_layout_animations(|| {
toplevel_set_floating(&self.state, window, floating); let window = self.get_window(window)?;
Ok(()) toplevel_set_floating(&self.state, window, floating);
Ok(())
})
} }
fn handle_add_pollable(self: &Rc<Self>, fd: i32) -> Result<(), CphError> { fn handle_add_pollable(self: &Rc<Self>, fd: i32) -> Result<(), CphError> {

View file

@ -270,6 +270,7 @@ pub struct State {
pub animations: AnimationState, pub animations: AnimationState,
pub layout_animations_requested: Cell<bool>, pub layout_animations_requested: Cell<bool>,
pub layout_animations_active: Cell<bool>, pub layout_animations_active: Cell<bool>,
pub layout_animation_curve_override: Cell<Option<AnimationCurve>>,
pub suppress_animations_for_next_layout: Cell<bool>, pub suppress_animations_for_next_layout: Cell<bool>,
pub toplevels: CopyHashMap<ToplevelIdentifier, Weak<dyn ToplevelNode>>, pub toplevels: CopyHashMap<ToplevelIdentifier, Weak<dyn ToplevelNode>>,
pub const_40hz_latch: EventSource<dyn LatchListener>, pub const_40hz_latch: EventSource<dyn LatchListener>,
@ -854,7 +855,7 @@ impl State {
mut height: i32, mut height: i32,
workspace: &Rc<WorkspaceNode>, workspace: &Rc<WorkspaceNode>,
abs_pos: Option<(i32, i32)>, abs_pos: Option<(i32, i32)>,
) { ) -> Rc<FloatNode> {
width += 2 * self.theme.sizes.border_width.get(); width += 2 * self.theme.sizes.border_width.get();
height += height +=
2 * self.theme.sizes.border_width.get() + self.theme.title_plus_underline_height(); 2 * self.theme.sizes.border_width.get() + self.theme.title_plus_underline_height();
@ -885,8 +886,9 @@ impl State {
} }
Rect::new_sized_saturating(x1, y1, width, height) Rect::new_sized_saturating(x1, y1, width, height)
}; };
FloatNode::new(self, workspace, position, node.clone()); let float = FloatNode::new(self, workspace, position, node.clone());
self.focus_after_map(node, self.seat_queue.last().as_deref()); self.focus_after_map(node, self.seat_queue.last().as_deref());
float
} }
fn focus_after_map(&self, node: Rc<dyn ToplevelNode>, seat: Option<&Rc<WlSeatGlobal>>) { fn focus_after_map(&self, node: Rc<dyn ToplevelNode>, seat: Option<&Rc<WlSeatGlobal>>) {
@ -1125,6 +1127,7 @@ impl State {
self.animations.clear(); self.animations.clear();
self.layout_animations_requested.set(false); self.layout_animations_requested.set(false);
self.layout_animations_active.set(false); self.layout_animations_active.set(false);
self.layout_animation_curve_override.set(None);
self.suppress_animations_for_next_layout.set(false); self.suppress_animations_for_next_layout.set(false);
self.render_ctx_watchers.clear(); self.render_ctx_watchers.clear();
self.workspace_watchers.clear(); self.workspace_watchers.clear();
@ -1478,6 +1481,31 @@ impl State {
old: Rect, old: Rect,
new: Rect, new: Rect,
retained: Option<Rc<RetainedToplevel>>, retained: Option<Rc<RetainedToplevel>>,
) {
let curve = self
.layout_animation_curve_override
.get()
.unwrap_or_else(|| self.animations.curve.get());
self.queue_layout_animation(node_id, old, new, retained, curve);
}
pub fn queue_linear_layout_animation(
self: &Rc<Self>,
node_id: NodeId,
old: Rect,
new: Rect,
retained: Option<Rc<RetainedToplevel>>,
) {
self.queue_layout_animation(node_id, old, new, retained, AnimationCurve::Linear);
}
fn queue_layout_animation(
self: &Rc<Self>,
node_id: NodeId,
old: Rect,
new: Rect,
retained: Option<Rc<RetainedToplevel>>,
curve: AnimationCurve,
) { ) {
if !self.animations.enabled.get() if !self.animations.enabled.get()
|| !self.layout_animations_active.get() || !self.layout_animations_active.get()
@ -1506,7 +1534,7 @@ impl State {
retained, retained,
now, now,
self.animations.duration_ms.get(), self.animations.duration_ms.get(),
self.animations.curve.get(), curve,
); );
if started { if started {
self.damage(expand_damage_rect( self.damage(expand_damage_rect(
@ -1570,6 +1598,19 @@ impl State {
res res
} }
pub fn with_linear_layout_animations<T>(&self, f: impl FnOnce() -> T) -> T {
let prev_requested = self.layout_animations_requested.replace(true);
let prev_active = self.layout_animations_active.replace(true);
let prev_curve = self
.layout_animation_curve_override
.replace(Some(AnimationCurve::Linear));
let res = f();
self.layout_animations_requested.set(prev_requested);
self.layout_animations_active.set(prev_active);
self.layout_animation_curve_override.set(prev_curve);
res
}
fn ensure_animation_tick(self: &Rc<Self>) { fn ensure_animation_tick(self: &Rc<Self>) {
if self.animations.tick_is_active() { if self.animations.tick_is_active() {
return; return;

View file

@ -1096,6 +1096,26 @@ pub fn toplevel_create_split(state: &Rc<State>, tl: Rc<dyn ToplevelNode>, axis:
} }
} }
fn float_outer_for_body(state: &State, body: Rect) -> Rect {
let bw = state.theme.sizes.border_width.get();
Rect::new_sized_saturating(
body.x1() - bw,
body.y1() - bw,
body.width() + 2 * bw,
body.height() + 2 * bw,
)
}
fn float_body_for_outer(state: &State, outer: Rect) -> Rect {
let bw = state.theme.sizes.border_width.get();
Rect::new_sized_saturating(
outer.x1() + bw,
outer.y1() + bw,
outer.width() - 2 * bw,
outer.height() - 2 * bw,
)
}
pub fn toplevel_set_floating(state: &Rc<State>, tl: Rc<dyn ToplevelNode>, floating: bool) { pub fn toplevel_set_floating(state: &Rc<State>, tl: Rc<dyn ToplevelNode>, floating: bool) {
let data = tl.tl_data(); let data = tl.tl_data();
if data.is_fullscreen.get() { if data.is_fullscreen.get() {
@ -1112,9 +1132,20 @@ pub fn toplevel_set_floating(state: &Rc<State>, tl: Rc<dyn ToplevelNode>, floati
parent.cnode_remove_child2(&*tl, true); parent.cnode_remove_child2(&*tl, true);
state.map_tiled(tl); state.map_tiled(tl);
} else if let Some(ws) = data.workspace.get() { } else if let Some(ws) = data.workspace.get() {
let node_id = data.node_id;
let old_body =
state
.animations
.visual_rect(node_id, tl.node_absolute_position(), state.now_nsec());
let old_outer = float_outer_for_body(state, old_body);
let retained = tl.tl_animation_snapshot();
parent.cnode_remove_child2(&*tl, true); parent.cnode_remove_child2(&*tl, true);
let (width, height) = data.float_size(&ws); let (width, height) = data.float_size(&ws);
state.map_floating(tl, width, height, &ws, None); let floater = state.map_floating(tl, width, height, &ws, None);
let new_outer = floater.position.get();
let new_body = float_body_for_outer(state, new_outer);
state.queue_linear_layout_animation(floater.node_id(), old_outer, new_outer, None);
state.queue_linear_layout_animation(node_id, old_body, new_body, retained);
} }
} }