v0.4.0 b6be3a8

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

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