transition.go RawHistoryFolder

1package core
2
3import (
4	"math"
5	"slices"
6	"time"
7
8	"github.com/bnema/neferwl/internal/ports"
9)
10
11// Transitions start after a user action (a bind, a click that focuses, a
12// discrete swipe step): a snapshot of what each screen shows is taken before
13// the action and diffed after it. The state the action leaves is the
14// settled one; the transition only adds presentation springs over it
15// (Workspace.view, stashView, Monitor.switchView), starting from what was on screen.
16// Nothing here runs for events that come from clients or outputs.
17//
18// A window's rect transition (presentation-only rect transition) is presentation too: configures keep
19// using the settled rect, so the client resizes once to its final size; what
20// is drawn and hit-tested is the settled rect plus an offset that a spring
21// takes to zero. The offsets are relative to the camera-shifted layout, so a
22// window the view scrolls moves with the camera spring only.
23
24// viewShot is what one screen showed before an action.
25type viewShot struct {
26	sc *screen
27	ws *Workspace
28	// overview is set when the screen showed its overview: ws is then the
29	// row on screen, the camera fields stay zero, and rects are the cards.
30	overview bool
31	// settledView is ws's settled view and view where its columns were on screen
32	// (settledView plus shift).
33	settledView int
34	view        float64
35	// viewV and switchV are the speeds the running view and workspace
36	// springs have at the snapshot's time (units per second, 0 without
37	// one), not at their last frame. An action may stop them
38	// (Monitor.Focus), so the transition reads them here.
39	viewV, switchV float64
40	switchAxis     layoutAxis
41	// stashShown, stashAt, stashLen and stashPos are whether the stash was
42	// on screen, its selection, size and drawn position (selection plus
43	// stashView.off, in stash windows); stashV is its slide's speed.
44	stashShown        bool
45	stashAt, stashLen int
46	stashPos, stashV  float64
47	// list and pos are the numbered workspaces and the monitor's fractional
48	// position in them (index of the current one plus switchView.off); ok is
49	// false when there is none (a shown stash workspace).
50	list []*Workspace
51	pos  float64
52	ok   bool
53	// rects are the windows the screen drew (cards in the overview),
54	// hidden windows left out. The slice is reused like list.
55	rects []rectShot
56	// stash holds the settled placements of the stash windows the screen
57	// drew, for the ones an action hides (transitionStash). Reused too.
58	stash []Placement
59}
60
61// rectOffsets are the four components of a rect motion: x, y, w, h.
62type rectOffsets struct{ x, y, w, h float64 }
63
64// rectShot is where a window was drawn: its settled rect plus the float
65// offsets of its running rect motion (zero without one), which the drawn
66// rect only rounds. vel is the speed of each offset component, in units per
67// second. Offsets and speeds are sampled at the snapshot's time.
68type rectShot struct {
69	id       WindowID
70	rect     Rect
71	off, vel rectOffsets
72	// fade and fadeV are the fade offset of a running fade motion and its
73	// speed, so an overview toggle carries it over (transitionOverview).
74	fade, fadeV float64
75	// dim and dimV are the dim offset of a running dim motion and its
76	// speed; veil is the veil the window's settled placement drew
77	// (Stash.Dim times Placement.Veil, 0 for another window). An action
78	// that changes it takes the veil from what was on screen to the new
79	// one (transitionRects).
80	dim, dimV, veil float64
81}
82
83// rectMotion takes a window's drawn rect to its settled one: each component
84// is an offset from the settled value, sprung to 0 (dx, dy, dw, dh hold the
85// current offsets, updated by advance). fade and dim are offsets too, from
86// the settled Fade (0, or 1 for a leaving window) and the settled Dim.
87//
88// With scale, the window's content follows its drawn size: the shown
89// placement gets a Zoom of the settled zoom (its Preview, or 1) times
90// shown.W / settled.W (refreshShown), which the scene carries as Preview.
91// The walk shrinks content toward the content rect's top-left, so this
92// suits aspect-preserving changes: the zoom follows the smaller of the width
93// and height ratios, so content never exceeds its frame when the aspect
94// differs a little (rounding) or a lot (the frame is then letterboxed). An overview card's settled zoom is
95// its Preview: a window that opens into a card goes from 1 to Preview with
96// its width, and back.
97//
98// A leaving motion draws a window that closed or hid while it fades out:
99// left is its last settled placement, which refreshShown appends (Hidden
100// and Leaving) to the settled and shown layouts, keeping them aligned.
101type rectMotion struct {
102	x, y, w, h     motion
103	dx, dy, dw, dh float64
104	fade, dim      motion
105	df, ddim       float64
106	scale          bool
107	leaving        bool
108	left           Placement
109}
110
111// apply is r moved by the current offsets; a size never drops below 1.
112func (m *rectMotion) apply(r Rect) Rect {
113	return Rect{
114		X: r.X + int(math.Round(m.dx)), Y: r.Y + int(math.Round(m.dy)),
115		W: max(r.W+int(math.Round(m.dw)), 1), H: max(r.H+int(math.Round(m.dh)), 1),
116	}
117}
118
119// sample is where the offsets and their speeds would be at now, without
120// moving the motion: a running component is sampled on a copy.
121func (m *rectMotion) sample(now time.Time) (off, vel rectOffsets) {
122	off = rectOffsets{m.dx, m.dy, m.dw, m.dh}
123	sampleComponent(m.x, &off.x, &vel.x, now)
124	sampleComponent(m.y, &off.y, &vel.y, now)
125	sampleComponent(m.w, &off.w, &vel.w, now)
126	sampleComponent(m.h, &off.h, &vel.h, now)
127	return off, vel
128}
129
130func sampleComponent(m motion, off, vel *float64, now time.Time) {
131	if m.on {
132		*off, *vel = m.sampleAt(now)
133	}
134}
135
136// advance moves the offsets to now; a settled component stops at 0.
137func (m *rectMotion) advance(now time.Time) {
138	m.dx = stepComponent(&m.x, m.dx, now)
139	m.dy = stepComponent(&m.y, m.dy, now)
140	m.dw = stepComponent(&m.w, m.dw, now)
141	m.dh = stepComponent(&m.h, m.dh, now)
142	m.df = stepComponent(&m.fade, m.df, now)
143	m.ddim = stepComponent(&m.dim, m.ddim, now)
144}
145
146func stepComponent(m *motion, cur float64, now time.Time) float64 {
147	if !m.on {
148		return cur
149	}
150	v, done := m.at(now)
151	if done {
152		*m = motion{}
153		return 0
154	}
155	return v
156}
157
158// on reports whether any component still runs.
159func (m *rectMotion) on() bool {
160	return m.x.on || m.y.on || m.w.on || m.h.on || m.fade.on || m.dim.on
161}
162
163// settledFade is the Fade the motion springs to: a leaving window fades
164// out, any other is opaque.
165func (m *rectMotion) settledFade() float64 {
166	if m.leaving {
167		return 1
168	}
169	return 0
170}
171
172// show is p as drawn: its rect moved by the offsets, its fade and dim
173// offsets added, and its content zoomed with its size when scale is set.
174func (m *rectMotion) show(p *Placement) {
175	settled := p.Rect
176	p.Rect = m.apply(settled)
177	p.Fade = max(0, min(1, m.settledFade()+m.df))
178	// A peek's Dim is an offset from its veil (publish adds Stash.Dim and
179	// clamps the sum): it may go below 0, down to cancelling the veil.
180	lo := 0.0
181	if p.Veil > 0 {
182		lo = -1
183	}
184	p.Dim = max(lo, min(1, p.Dim+m.ddim))
185	if m.scale && settled.W > 0 && settled.H > 0 {
186		zoom := p.Preview
187		if zoom == 0 {
188			zoom = 1
189			if m.leaving {
190				// A leaving window settles shrunk, its content with it.
191				zoom = appearScale
192			}
193		}
194		zoom *= min(float64(p.Rect.W)/float64(settled.W), float64(p.Rect.H)/float64(settled.H))
195		if zoom >= 0.999 {
196			// Drawn at its size: content is never magnified. publish
197			// emits no Zoom for a window, and Zoom 1 for a card (whose
198			// Preview would shrink it).
199			zoom = 1
200		}
201		p.Zoom = zoom
202	}
203}
204
205// retargetComponent starts m for an offset of off from its settled value at
206// now, with the speed v it had then. A component with nothing to move and no
207// speed stops.
208func (c *Core) retargetComponent(m *motion, cur *float64, off, v float64, now time.Time) {
209	c.retargetWith(m, cur, viewSpring(off, v), now)
210}
211
212// retargetLevel is retargetComponent for a fade or veil offset (a level in
213// 0..1): its spring runs to its fine epsilon, no pixel snap.
214func (c *Core) retargetLevel(m *motion, cur *float64, off, v float64, now time.Time) {
215	c.retargetWith(m, cur, levelSpring(off, v), now)
216}
217
218func (c *Core) retargetWith(m *motion, cur *float64, s spring, now time.Time) {
219	*cur = s.From
220	if s.From == 0 && s.Velocity == 0 {
221		*m = motion{}
222		return
223	}
224	*m = c.spring(s, now)
225}
226
227// refreshShown builds the layouts of every screen once per publish: the
228// settled one (what configures are sized from) and the shown one (the same
229// with the rect motions applied: what is drawn and hit-tested). Rect motions
230// belong to the workspace they began on, or to the open overview (rectsOwner):
231// any other change drops them.
232//
233// Leaving motions add an entry for a window the layout no longer shows:
234// appended to both layouts in ID order, Hidden (no input, focus, popups or
235// configure) and Leaving (drawn, fading). The two layouts stay
236// index-aligned: publish reads the settled entry at the shown one's index.
237func (c *Core) refreshShown() {
238	for _, sc := range c.screens {
239		m := sc.mon
240		if len(sc.rects) > 0 && sc.rectsWS != sc.rectsOwner() {
241			sc.stopRects()
242		}
243		sc.layoutBuf = m.layoutInto(sc.layoutBuf)
244		sc.settledLayout = sc.layoutBuf
245		if len(sc.settledLayout) == 0 {
246			// Empty stays nil, as a fresh Layout() was: shown nil falls
247			// back to the live layout until the next publish.
248			sc.settledLayout = nil
249		}
250		if len(sc.rects) > 0 {
251			// A window that left the layout (or is hidden) keeps no motion:
252			// it would ask for frames with nothing to move. A leaving one
253			// is the opposite: it goes once the layout shows the window.
254			for id, rm := range sc.rects {
255				shown := slices.ContainsFunc(sc.settledLayout, func(p Placement) bool {
256					return p.ID == id && !p.Hidden
257				})
258				if shown == rm.leaving {
259					delete(sc.rects, id)
260				}
261			}
262		}
263		if len(sc.rects) == 0 {
264			sc.shown = sc.settledLayout
265			continue
266		}
267		sc.settledLayout = sc.withLeaving(sc.settledLayout)
268		buf := append(sc.shownBuf[:0], sc.settledLayout...)
269		for i := range buf {
270			p := &buf[i]
271			if p.Hidden && !p.Leaving {
272				continue
273			}
274			if rm, ok := sc.rects[p.ID]; ok {
275				rm.show(p)
276			}
277		}
278		sc.shownBuf, sc.shown = buf, buf
279	}
280}
281
282// withLeaving is layout with the leaving windows' last placements added,
283// Hidden and Leaving, into the screen's reused buffer (the layout itself
284// is left alone). A window the layout still lists, Hidden (a hidden stash),
285// is replaced where it is. A leaving tile goes where the tiles are painted: before
286// the first window that opens the floats (a float above the tiles, as the
287// renderer orders them), so it never flashes over a float; a leaving float
288// goes last, over the tiles. Within a group the absent ones go smallest ID
289// first: a stable order keeps the scenes comparable frame to frame.
290func (s *screen) withLeaving(layout []Placement) []Placement {
291	out := append(s.settledBuf[:0], layout...)
292	// Pass 1: an entry the layout still lists, Hidden (a stash that hid),
293	// replaces it where it is, never twice. Where the pass goes through the
294	// map does not matter: every entry has its own place. The absent ones
295	// are collected for pass 2.
296	ids := s.leaveIDs[:0]
297	for id, rm := range s.rects {
298		if !rm.leaving {
299			continue
300		}
301		j := slices.IndexFunc(out, func(q Placement) bool { return q.ID == id && q.Hidden && !q.Leaving })
302		if j < 0 {
303			ids = append(ids, id)
304			continue
305		}
306		out[j] = rm.leavingPlacement()
307	}
308	// Pass 2: the absent ones in ID order, each at the end of its group
309	// (tiles before the first float, a leaving stash float included;
310	// floats last), so the order never depends on the map's.
311	floats := len(out)
312	for i, p := range out {
313		if p.Floating && !p.Below && p.Preview == 0 && (!p.Hidden || p.Leaving) {
314			floats = i
315			break
316		}
317	}
318	slices.Sort(ids)
319	for _, id := range ids {
320		p := s.rects[id].leavingPlacement()
321		if p.Floating {
322			out = append(out, p)
323			continue
324		}
325		out = slices.Insert(out, floats, p)
326		floats++
327	}
328	s.leaveIDs, s.settledBuf = ids, out
329	return out
330}
331
332// leavingPlacement is the placement a leaving motion draws: its last
333// settled one, Hidden and Leaving (the scene draws it; input, focus,
334// popups and configures see a hidden window, as the C0 design has it).
335// Hidden stays set on purpose: the leaving entry never takes input, even
336// though its stash window is still in the layout.
337func (m rectMotion) leavingPlacement() Placement {
338	p := m.left
339	p.Hidden, p.Leaving, p.Focused, p.Fade, p.Dim, p.Zoom = true, true, false, 0, 0, 0
340	return p
341}
342
343// appearAt starts the entrance of a window the action made visible on sc,
344// whose settled placement is p: it fades in from invisible and grows from
345// 90 % of its settled rect, around its centre. Nothing with animations off
346// or for a hidden placement. A leaving motion of the same window (a show
347// during a hide) is continued from, not replaced: the entrance starts at
348// the fade, rect and speeds it was drawn with.
349func (c *Core) appearAt(sc *screen, p Placement, now time.Time) {
350	if !c.animOn() || p.Hidden {
351		return
352	}
353	if sc.rects == nil {
354		sc.rects = make(map[WindowID]rectMotion)
355	}
356	var rm rectMotion
357	rm.scale = true
358	if old, ok := sc.rects[p.ID]; ok && old.leaving {
359		c.appearFrom(&rm, p, &old, now)
360	} else {
361		c.scaleFrom(&rm, p.Rect, appearScale, now)
362		c.retargetLevel(&rm.fade, &rm.df, 1, 0, now)
363	}
364	sc.rects[p.ID], sc.rectsWS = rm, sc.mon.Current()
365}
366
367// appearFrom starts rm, the entrance to the settled placement p, from where
368// the leaving motion old draws its window at now: its rect (old.left.Rect
369// plus its offsets, sampled), fade, veil and their speeds. The leaving fade
370// is an offset from 1, the entrance's from 0.
371func (c *Core) appearFrom(rm *rectMotion, p Placement, old *rectMotion, now time.Time) {
372	settled := p.Rect
373	off, vel := old.sample(now)
374	base := old.left.Rect
375	fade, fadeV := old.df, 0.0
376	sampleComponent(old.fade, &fade, &fadeV, now)
377	dim, dimV := old.ddim, 0.0
378	sampleComponent(old.dim, &dim, &dimV, now)
379	// The veil the leaving entry drew (its peek's, plus the offset) to the
380	// one the settled placement draws.
381	dim += c.peekDim(old.left) - c.peekDim(p)
382	c.retargetComponent(&rm.x, &rm.dx, float64(base.X-settled.X)+off.x, vel.x, now)
383	c.retargetComponent(&rm.y, &rm.dy, float64(base.Y-settled.Y)+off.y, vel.y, now)
384	c.retargetComponent(&rm.w, &rm.dw, float64(base.W-settled.W)+off.w, vel.w, now)
385	c.retargetComponent(&rm.h, &rm.dh, float64(base.H-settled.H)+off.h, vel.h, now)
386	c.retargetLevel(&rm.fade, &rm.df, 1+fade, fadeV, now)
387	c.retargetLevel(&rm.dim, &rm.ddim, dim, dimV, now)
388}
389
390// mapWindow handles a window's map: it joins its workspace, the tiles the
391// new one displaces re-flow with rect motions, and a window that comes on
392// screen appears (appearMapped). A map is the one client event that
393// animates; the settled layout is the same with animations off, so the
394// client is configured once, to its final size.
395func (c *Core) mapWindow(v ports.WindowMapped) {
396	now := c.now()
397	c.windows.mapped(v, now)
398	if s, _ := c.screenOf(v.ID); s != nil || !c.animOn() || c.security.Protected {
399		// Mapped before (a re-map keeps its place), animations off or a
400		// session lock: nothing to animate.
401		c.placement.place(c, v)
402		return
403	}
404	shots := c.snapshot(now)
405	for i := range shots {
406		// A screen with its overview open re-lays its cards at once: a map
407		// is not an overview action (transition skips a shot without ws).
408		if shots[i].overview {
409			shots[i].ws = nil
410		}
411	}
412	c.placement.place(c, v)
413	c.transition(shots, now)
414	c.appearMapped(v.ID, now)
415}
416
417// appearMapped starts the entrance of a window that just mapped when it
418// shows on its screen's current workspace as a tile or an ordinary float:
419// not with the overview open or a session lock, not fullscreen (it keeps
420// the direct scanout path), not a float below the columns, not a stash
421// peek.
422func (c *Core) appearMapped(id WindowID, now time.Time) {
423	sc, w := c.screenOf(id)
424	if sc == nil || c.security.Protected || sc.mon.ov.open || sc.mon.Current() != w {
425		return
426	}
427	for _, p := range sc.mon.Layout() {
428		if p.ID != id {
429			continue
430		}
431		if !p.Hidden && !p.Fullscreen && !p.Below && !p.Peek && p.Preview == 0 {
432			c.appearAt(sc, p, now)
433		}
434		return
435	}
436}
437
438// unmapWindow handles a window's unmap: it leaves its workspace, the tiles
439// around it re-flow with rect motions, and a window that was drawn as a
440// tile or an ordinary float keeps fading out from where it was drawn
441// (leaveFrom with the snapshot's record of it: a window closed mid-motion
442// leaves from its drawn rect, fade and speed, not from its settled rect).
443// Like a map, an unmap is a client event that animates; the settled layout
444// is the same with animations off. A fullscreen window, one under a
445// session lock or with the overview open just goes.
446func (c *Core) unmapWindow(v ports.WindowUnmapped) {
447	// The window is unmapped: a toplevel that maps again keeps its ID and
448	// must be configured from nothing (a leaving entry keeps no configure).
449	c.configures.forget(v.ID)
450	sc, w := c.screenOf(v.ID)
451	if sc == nil {
452		return
453	}
454	if !c.animOn() || c.security.Protected || sc.mon.ov.open {
455		sc.mon.RemoveWindow(v.ID)
456		delete(sc.rects, v.ID)
457		return
458	}
459	now := c.now()
460	// The placement that leaves is the settled one of the last publish:
461	// where the window was going.
462	var left Placement
463	if sc.mon.Current() == w {
464		for _, p := range sc.settledLayout {
465			if p.ID == v.ID {
466				left = p
467				break
468			}
469		}
470	}
471	shots := c.snapshot(now)
472	var shot *rectShot
473	for i := range shots {
474		if shots[i].overview {
475			shots[i].ws = nil
476		}
477		if shots[i].sc == sc {
478			if j := slices.IndexFunc(shots[i].rects, func(r rectShot) bool { return r.id == v.ID }); j >= 0 {
479				shot = &shots[i].rects[j]
480			}
481		}
482	}
483	sc.mon.RemoveWindow(v.ID)
484	// A window already leaving (a stash hide still fading) keeps its
485	// motion: the fade goes on from where it is, drawn from the content
486	// the renderer kept. Any other motion goes with the window.
487	if rm, ok := sc.rects[v.ID]; !ok || !rm.leaving {
488		delete(sc.rects, v.ID)
489	}
490	c.transition(shots, now)
491	if left.ID == v.ID && !left.Leaving && !left.Fullscreen && !left.Below && !left.Peek {
492		c.leaveFrom(sc, left, shot, now)
493	}
494}
495
496// resizeFloating applies a floating window's committed size. A float maps
497// before its first commit, so core first lays it out at a default size;
498// when its entrance runs, the settled rect changing under it would break
499// the aspect of the 90 % rect. The entrance's rect offsets (and their
500// springs, which are linear in their start and speed) are scaled by the
501// settled size ratio: the progress and speed carry over, and the window
502// still grows from 90 % of its real size around its centre.
503func (c *Core) resizeFloating(v ports.WindowResized) {
504	sc, w := c.screenOf(v.ID)
505	if w == nil {
506		return
507	}
508	rm, running := sc.rects[v.ID]
509	running = running && rm.scale && !rm.leaving
510	var old Rect
511	if running {
512		old = settledRect(sc.mon, v.ID)
513	}
514	w.ResizeFloating(v.ID, v.Width, v.Height)
515	if !running {
516		return
517	}
518	cur := settledRect(sc.mon, v.ID)
519	if old.W <= 0 || old.H <= 0 || cur.W <= 0 || cur.H <= 0 || old == cur {
520		return
521	}
522	kw, kh := float64(cur.W)/float64(old.W), float64(cur.H)/float64(old.H)
523	rm.dx, rm.dw = rm.dx*kw, rm.dw*kw
524	rm.dy, rm.dh = rm.dy*kh, rm.dh*kh
525	rm.x.scale(kw)
526	rm.w.scale(kw)
527	rm.y.scale(kh)
528	rm.h.scale(kh)
529	sc.rects[v.ID] = rm
530}
531
532// settledRect is where m's layout puts the visible window id, zero if it
533// shows none.
534func settledRect(m *Monitor, id WindowID) Rect {
535	for _, p := range m.Layout() {
536		if p.ID == id && !p.Hidden {
537			return p.Rect
538		}
539	}
540	return Rect{}
541}
542
543// leaveFrom keeps drawing a window the action closed or hid, from its last
544// settled placement p: it fades out and shrinks to 90 % around its centre,
545// then its entry goes. Nothing with animations off, or for a placement that
546// was not drawn. shot is the snapshot's record of how the window was drawn
547// (nil for a window at rest): the exit starts at the rect, fade and dim the
548// window had on screen, with their speeds, so a hide
549// during an entrance or a slide does not jump.
550func (c *Core) leaveFrom(sc *screen, p Placement, shot *rectShot, now time.Time) {
551	if !c.animOn() || p.Hidden || p.Preview > 0 || p.Rect.W <= 0 || p.Rect.H <= 0 {
552		return
553	}
554	if sc.rects == nil {
555		sc.rects = make(map[WindowID]rectMotion)
556	}
557	rm := rectMotion{scale: true, leaving: true, left: p}
558	rm.left.Hidden, rm.left.Leaving, rm.left.Focused = true, true, false
559	var off, vel rectOffsets
560	fade, fadeV, dim, dimV := 0.0, 0.0, 0.0, 0.0
561	if shot != nil {
562		off, vel, fade, fadeV, dim, dimV = shot.off, shot.vel, shot.fade, shot.fadeV, shot.dim, shot.dimV
563	}
564	// The entry settles at 90 % of the rect it left, its content zoomed
565	// to match (show): the offsets run from the rect it was drawn at (the
566	// full one at rest) to that.
567	end := scaledRect(p.Rect, appearScale)
568	c.retargetComponent(&rm.x, &rm.dx, float64(p.Rect.X-end.X)+off.x, vel.x, now)
569	c.retargetComponent(&rm.y, &rm.dy, float64(p.Rect.Y-end.Y)+off.y, vel.y, now)
570	c.retargetComponent(&rm.w, &rm.dw, float64(p.Rect.W-end.W)+off.w, vel.w, now)
571	c.retargetComponent(&rm.h, &rm.dh, float64(p.Rect.H-end.H)+off.h, vel.h, now)
572	rm.left.Rect = end
573	// The leaving fade is an offset from 1: the window drawn at fade f is
574	// at f-1.
575	c.retargetLevel(&rm.fade, &rm.df, fade-1, fadeV, now)
576	c.retargetLevel(&rm.dim, &rm.ddim, dim, dimV, now)
577	sc.rects[p.ID], sc.rectsWS = rm, sc.mon.Current()
578}
579
580// appearScale is the size, relative to the settled rect, a window appears
581// from and leaves to.
582const appearScale = 0.9
583
584// scaledRect is r scaled by k around its centre, in float.
585func scaledRect(r Rect, k float64) Rect {
586	w, h := float64(r.W)*k, float64(r.H)*k
587	x := float64(r.X) + (float64(r.W)-w)/2
588	y := float64(r.Y) + (float64(r.H)-h)/2
589	return Rect{X: int(math.Round(x)), Y: int(math.Round(y)), W: int(math.Round(w)), H: int(math.Round(h))}
590}
591
592// scaleFrom starts rm's rect components from settled scaled by k around
593// its centre, toward settled.
594func (c *Core) scaleFrom(rm *rectMotion, settled Rect, k float64, now time.Time) {
595	w, h := float64(settled.W)*k, float64(settled.H)*k
596	c.retargetComponent(&rm.x, &rm.dx, (float64(settled.W)-w)/2, 0, now)
597	c.retargetComponent(&rm.y, &rm.dy, (float64(settled.H)-h)/2, 0, now)
598	c.retargetComponent(&rm.w, &rm.dw, w-float64(settled.W), 0, now)
599	c.retargetComponent(&rm.h, &rm.dh, h-float64(settled.H), 0, now)
600}
601
602// snapshot records what every screen without an open overview shows at now.
603// Running motions are sampled at now on a copy, so a transition that
604// follows chains from their speed at the time of the action, not from the
605// last frame's. The view is the one drawn (the layouts it is measured
606// against are), only its speed is sampled. The returned slice and the lists
607// in it belong to Core and are reused by the next snapshot: use it before
608// the next action only.
609func (c *Core) snapshot(now time.Time) []viewShot {
610	full := c.shots[:cap(c.shots)]
611	out := c.shots[:0]
612	for _, sc := range c.screens {
613		m := sc.mon
614		var s viewShot
615		if len(out) < len(full) {
616			s.list = full[len(out)].list[:0]
617			s.rects = full[len(out)].rects[:0]
618			s.stash = full[len(out)].stash[:0]
619		}
620		s.sc = sc
621		w := m.Current()
622		s.ws, s.overview = w, m.ov.open
623		if !m.ov.open {
624			// The overview does not scroll or slide: no camera.
625			s.settledView, s.view = w.View, float64(w.View)+w.view.off
626			s.switchAxis = w.policy().workspace
627			if m.switchView.busy() {
628				s.switchAxis = m.switchAxis
629			}
630		}
631		if w.view.motion.on {
632			_, s.viewV = w.view.motion.sampleAt(now)
633		}
634		if m.switchView.motion.on {
635			_, s.switchV = m.switchView.motion.sampleAt(now)
636		}
637		s.stashShown, s.stashAt, s.stashLen, s.stashPos = w.stashShown(), w.stashAt, len(w.Stash), float64(w.stashAt)+w.stashView.off
638		if w.stashView.motion.on {
639			_, s.stashV = w.stashView.motion.sampleAt(now)
640		}
641		// settledLayout and shown are index-aligned and differ only by
642		// the offsets of sc.rects: the shot keeps both unrounded. The
643		// overview's cards are recorded like windows.
644		for _, p := range sc.settledLayout {
645			if p.Hidden {
646				continue
647			}
648			r := rectShot{id: p.ID, rect: p.Rect}
649			if rm, ok := sc.rects[p.ID]; ok {
650				r.off, r.vel = rm.sample(now)
651				r.fade = rm.df
652				sampleComponent(rm.fade, &r.fade, &r.fadeV, now)
653				r.dim = rm.ddim
654				sampleComponent(rm.dim, &r.dim, &r.dimV, now)
655			}
656			r.veil = c.peekDim(p)
657			s.rects = append(s.rects, r)
658			if !m.ov.open && w.stashIndex(p.ID) >= 0 {
659				s.stash = append(s.stash, p)
660			}
661		}
662		if m.shown == nil && !m.ov.open {
663			// A landing slide measures in the list it began on.
664			list := m.Workspaces
665			if m.switchList != nil {
666				list = m.switchList
667			}
668			if i := indexOf(list, w); i >= 0 {
669				s.list = append(s.list, list...)
670				s.pos, s.ok = float64(i)+m.switchView.off, true
671			}
672		}
673		out = append(out, s)
674	}
675	for i := len(out); i < len(full); i++ {
676		// Shots of unplugged screens keep nothing of them alive.
677		full[i].sc, full[i].ws = nil, nil
678		clear(full[i].list[:cap(full[i].list)])
679		full[i].list = full[i].list[:0]
680	}
681	c.shots = out
682	return out
683}
684
685// transition starts the springs that take each screen from what before
686// showed to what the action left, at now. It does nothing with animations
687// off, or while a swipe follows the fingers on that screen. Per-window rect
688// motions join the camera here; with the overview open before or after
689// there is no camera, only the cards' (transitionOverview).
690//
691// A workspace moved to another monitor (move-workspace-to-monitor-*, or a
692// named workspace pulled to the focused one by a "workspace <name>" bind
693// while it shows on another) is animated on both screens: the destination's
694// windows slide in from where the source drew them (no workspace slide
695// there), the source slides to its next workspace. The focus-monitor-*
696// actions move nothing: no window changes place, so they are not animated
697// (the focus pulse marks the new focus).
698func (c *Core) transition(before []viewShot, now time.Time) {
699	if !c.animOn() {
700		return
701	}
702	for i := range before {
703		b := &before[i]
704		if b.ws == nil || !c.hasScreen(b.sc) || c.following(b.sc) {
705			continue
706		}
707		if b.overview || b.sc.mon.ov.open {
708			c.transitionOverview(b, now)
709			continue
710		}
711		c.transitionCamera(b, before, now)
712		c.transitionRects(b, before, now)
713		c.transitionStash(b, now)
714	}
715}
716
717// following reports whether a swipe moves sc's view with the fingers.
718func (c *Core) following(sc *screen) bool {
719	g := c.swipe
720	return g != nil && g.screen == sc && (g.mode == swipeColumns || g.mode == swipeWorkspaces || g.mode == swipeStash)
721}
722
723// transitionCamera slides the columns or the monitor from what b showed.
724func (c *Core) transitionCamera(b *viewShot, before []viewShot, now time.Time) {
725	m := b.sc.mon
726	w := m.Current()
727	switch {
728	case w == b.ws:
729		if stashSlid(b, w) {
730			// A stash navigation slides the view from where it was drawn:
731			// the windows keep their settled places (transitionRects).
732			w.stashView.off = b.stashPos - float64(w.stashAt)
733			w.stashView.motion = c.spring(w.stashSpring(w.stashView.off, b.stashV), now)
734			return
735		}
736		if w.View == b.settledView || !w.slidable() {
737			return
738		}
739		// A running landing slide was retargeted by scroll(): its velocity
740		// carries over, and the spring starts now like every action's.
741		w.view.off = b.view - float64(w.View)
742		w.view.motion = c.spring(viewSpring(w.view.off, b.viewV), now)
743	case b.ok && m.shown == nil && movedFrom(b, before) == nil:
744		// A screen that received its workspace from another monitor does
745		// not slide to it: a running slide's list (switchList) may still
746		// hold the workspace, which would start a slide from nowhere. Only
747		// its windows move (transitionRects).
748		j := indexOf(b.list, w)
749		if j < 0 {
750			return
751		}
752		off := b.pos - float64(j)
753		// The snapshot's list is reused by the next action: the slide keeps
754		// its own copy.
755		m.switchView.off, m.switchList = off, slices.Clone(b.list)
756		m.switchAxis = b.switchAxis
757		if off == 0 || m.framedSwitch() {
758			m.stopSwitch()
759			return
760		}
761		m.switchView.motion = c.spring(m.switchSpring(off, b.switchV), now)
762	}
763}
764
765// stashSlid reports whether an action moved the selection of the stash b
766// showed on w: a navigation, not a toggle, an unstash or a hide.
767func stashSlid(b *viewShot, w *Workspace) bool {
768	return b.stashShown && w.stashAt != b.stashAt && len(w.Stash) == b.stashLen && w.stashShown()
769}
770
771// transitionRects starts or retargets the rect motions of the windows whose
772// layout the action changed. The new layout is measured with the camera as
773// transitionCamera left it (the view where it was on screen), so a window
774// the view scrolls differs only by what the layout itself changed. Windows
775// that were not drawn before (new, or hidden) or are hidden now get none.
776//
777// A workspace that arrived from another monitor starts from the rects its
778// source screen drew (found in before), translated to this screen's
779// coordinates; a source whose workspace left, or any other change of
780// workspace, gets none.
781func (c *Core) transitionRects(b *viewShot, before []viewShot, now time.Time) {
782	sc := b.sc
783	m := sc.mon
784	from, dx, dy := b, 0, 0
785	if m.Current() != b.ws {
786		// The motions are those of the workspace this screen left.
787		sc.stopRects()
788		if from = movedFrom(b, before); from == nil {
789			return
790		}
791		dx, dy = from.sc.x-sc.x, from.sc.y-sc.y
792	}
793	for _, p := range m.Layout() {
794		if p.Hidden || p.Preview > 0 {
795			continue
796		}
797		i := slices.IndexFunc(from.rects, func(r rectShot) bool { return r.id == p.ID })
798		if i < 0 {
799			continue
800		}
801		old := &from.rects[i]
802		oldRect := Rect{X: old.rect.X + dx, Y: old.rect.Y + dy, W: old.rect.W, H: old.rect.H}
803		// A window that becomes a peek or stops being one (a stash
804		// toggle) changes its veil: the offset takes the one drawn to the
805		// new one. A stash slide moves the veil with the view, so the veil
806		// of a navigation matches. Otherwise a running dim motion goes on
807		// as it is.
808		dimOff := old.dim + old.veil - c.peekDim(p)
809		dimMoves := math.Abs(old.veil-c.peekDim(p)) > veilEps
810		if oldRect == p.Rect && !dimMoves {
811			// The settled rect did not change: a running motion goes on
812			// as it is, and there is none to start.
813			continue
814		}
815		if sc.rects == nil {
816			sc.rects = make(map[WindowID]rectMotion)
817		}
818		// Where the window was drawn, unrounded, relative to where it goes.
819		rm := sc.rects[p.ID]
820		if oldRect != p.Rect {
821			// A re-flow may change the aspect: the content zoom (appear)
822			// stops following the frame and snaps to the settled size; the
823			// fade goes on.
824			rm.scale = false
825			c.retargetComponent(&rm.x, &rm.dx, float64(oldRect.X-p.Rect.X)+old.off.x, old.vel.x, now)
826			c.retargetComponent(&rm.y, &rm.dy, float64(oldRect.Y-p.Rect.Y)+old.off.y, old.vel.y, now)
827			c.retargetComponent(&rm.w, &rm.dw, float64(oldRect.W-p.Rect.W)+old.off.w, old.vel.w, now)
828			c.retargetComponent(&rm.h, &rm.dh, float64(oldRect.H-p.Rect.H)+old.off.h, old.vel.h, now)
829		}
830		if dimMoves {
831			c.retargetLevel(&rm.dim, &rm.ddim, dimOff, old.dimV, now)
832		}
833		if rm.on() {
834			sc.rects[p.ID], sc.rectsWS = rm, m.Current()
835		} else {
836			delete(sc.rects, p.ID)
837		}
838	}
839}
840
841// transitionStash animates the stash windows an action shows or hides on
842// the workspace b's screen keeps on screen (a toggle-stash-visible, a click
843// that closes the stash; a navigation slides the view instead, see
844// stashSlid): one drawn after and not before appears (appearAt), one
845// drawn before and hidden after leaves from its last settled placement
846// (leave). A window that is gone from the layout (unstashed, moved) or
847// fullscreen is not touched: its rect motion, if any, is transitionRects's.
848// Nothing during a session lock or with a covering fullscreen window (it
849// keeps its direct scanout path).
850func (c *Core) transitionStash(b *viewShot, now time.Time) {
851	sc := b.sc
852	m := sc.mon
853	w := m.Current()
854	if w != b.ws || len(w.Stash) == 0 || c.security.Protected || w.cover() != 0 || stashSlid(b, w) {
855		return
856	}
857	layout := m.Layout()
858	for _, p := range b.stash {
859		i := slices.IndexFunc(layout, func(q Placement) bool { return q.ID == p.ID })
860		if i >= 0 && layout[i].Hidden && !p.Fullscreen {
861			var shot *rectShot
862			if j := slices.IndexFunc(b.rects, func(r rectShot) bool { return r.id == p.ID }); j >= 0 {
863				shot = &b.rects[j]
864			}
865			c.leaveFrom(sc, p, shot, now)
866		}
867	}
868	for _, p := range layout {
869		if p.Hidden || p.Fullscreen || w.stashIndex(p.ID) < 0 || slices.ContainsFunc(b.rects, func(r rectShot) bool { return r.id == p.ID }) {
870			continue
871		}
872		c.appearAt(sc, p, now)
873	}
874}
875
876// veilEps absorbs the float drift between a slide's drawn veil and the
877// settled one: a veil that differs by less is the same.
878const veilEps = 1e-9
879
880// peekDim is the veil the settled placement p draws: the configured stash
881// dim for a peek, none for another window. The placement's Dim is an
882// offset from it.
883func (c *Core) peekDim(p Placement) float64 {
884	return c.cfg.Stash.Dim * p.Veil
885}
886
887// transitionOverview starts the motions of an action that opened or closed
888// the overview, or moved inside it (the selection, the rows). The camera
889// springs stay stopped (ToggleOverview): every window drawn before and
890// after moves from its shown rect to its settled one, its content scaled
891// with it (a card's Zoom, rectMotion.show). A window drawn after and not
892// before (another row, a column the overview hid) fades in with no motion
893// of its own; one drawn before and not after just goes. Motions of the
894// other state are dropped first: their rects are not the ones snapshot
895// measured from. A fade that ran on a window drawn in both states carries
896// over (picking a card that still fades in does not pop it).
897func (c *Core) transitionOverview(b *viewShot, now time.Time) {
898	sc := b.sc
899	changed := b.overview != sc.mon.ov.open
900	if changed {
901		sc.stopRects()
902	}
903	for _, p := range sc.mon.Layout() {
904		if p.Hidden {
905			continue
906		}
907		rm := sc.rects[p.ID]
908		i := slices.IndexFunc(b.rects, func(r rectShot) bool { return r.id == p.ID })
909		if i >= 0 && changed {
910			c.retargetLevel(&rm.fade, &rm.df, b.rects[i].fade, b.rects[i].fadeV, now)
911		}
912		if i < 0 {
913			c.retargetLevel(&rm.fade, &rm.df, 1, 0, now)
914		} else if old := &b.rects[i]; old.rect != p.Rect {
915			rm.scale = true
916			c.retargetComponent(&rm.x, &rm.dx, float64(old.rect.X-p.Rect.X)+old.off.x, old.vel.x, now)
917			c.retargetComponent(&rm.y, &rm.dy, float64(old.rect.Y-p.Rect.Y)+old.off.y, old.vel.y, now)
918			c.retargetComponent(&rm.w, &rm.dw, float64(old.rect.W-p.Rect.W)+old.off.w, old.vel.w, now)
919			c.retargetComponent(&rm.h, &rm.dh, float64(old.rect.H-p.Rect.H)+old.off.h, old.vel.h, now)
920		} else {
921			continue
922		}
923		if !rm.on() {
924			delete(sc.rects, p.ID)
925			continue
926		}
927		if sc.rects == nil {
928			sc.rects = make(map[WindowID]rectMotion)
929		}
930		sc.rects[p.ID], sc.rectsWS = rm, sc.rectsOwner()
931	}
932}
933
934// movedFrom is the shot of the other screen that showed the workspace b's
935// screen shows now (moved to it by an action), or nil.
936func movedFrom(b *viewShot, before []viewShot) *viewShot {
937	w := b.sc.mon.Current()
938	for i := range before {
939		if o := &before[i]; o.ws == w && o.sc != b.sc && !o.overview {
940			return o
941		}
942	}
943	return nil
944}

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