package core import ( "math" "slices" "time" "github.com/bnema/neferwl/internal/ports" ) // Transitions start after a user action (a bind, a click that focuses, a // discrete swipe step): a snapshot of what each screen shows is taken before // the action and diffed after it. The state the action leaves is the // settled one; the transition only adds presentation springs over it // (Workspace.shift, Monitor.switchOff), starting from what was on screen. // Nothing here runs for events that come from clients or outputs. // // A window's rect transition (presentation-only rect transition) is presentation too: configures keep // using the settled rect, so the client resizes once to its final size; what // is drawn and hit-tested is the settled rect plus an offset that a spring // takes to zero. The offsets are relative to the camera-shifted layout, so a // window the view scrolls moves with the camera spring only. // viewShot is what one screen showed before an action. type viewShot struct { sc *screen ws *Workspace // overview is set when the screen showed its overview: ws is then the // row on screen, the camera fields stay zero, and rects are the cards. overview bool // viewX is ws's settled view and view where its columns were on screen // (viewX plus shift). viewX int view float64 // viewV and switchV are the speeds the running view and workspace // springs have at the snapshot's time (units per second, 0 without // one), not at their last frame. An action may stop them // (Monitor.Focus), so the transition reads them here. viewV, switchV float64 // list and pos are the numbered workspaces and the monitor's fractional // position in them (index of the current one plus switchOff); ok is // false when there is none (a shown stash workspace). list []*Workspace pos float64 ok bool // rects are the windows the screen drew (cards in the overview), // hidden windows left out. The slice is reused like list. rects []rectShot // stash holds the settled placements of the stash windows the screen // drew, for the ones an action hides (transitionStash). Reused too. stash []Placement } // rectOffsets are the four components of a rect motion: x, y, w, h. type rectOffsets struct{ x, y, w, h float64 } // rectShot is where a window was drawn: its settled rect plus the float // offsets of its running rect motion (zero without one), which the drawn // rect only rounds. vel is the speed of each offset component, in units per // second. Offsets and speeds are sampled at the snapshot's time. type rectShot struct { id WindowID rect Rect off, vel rectOffsets // fade and fadeV are the fade offset of a running fade motion and its // speed, so an overview toggle carries it over (transitionOverview). fade, fadeV float64 // dim and dimV are the dim offset of a running dim motion and its // speed; veil is the peek veil the window's settled placement drew // (Stash.Dim, 0 for another window). A stash navigation takes the // veil from what was on screen to the new one (transitionRects). dim, dimV, veil float64 } // rectMotion takes a window's drawn rect to its settled one: each component // is an offset from the settled value, sprung to 0 (dx, dy, dw, dh hold the // current offsets, updated by advance). fade and dim are offsets too, from // the settled Fade (0, or 1 for a leaving window) and the settled Dim. // // With scale, the window's content follows its drawn size: the shown // placement gets a Zoom of the settled zoom (its Preview, or 1) times // shown.W / settled.W (refreshShown), which the scene carries as Preview. // The walk shrinks content toward the content rect's top-left, so this // suits aspect-preserving changes: the zoom follows the smaller of the width // and height ratios, so content never exceeds its frame when the aspect // differs a little (rounding) or a lot (the frame is then letterboxed). An overview card's settled zoom is // its Preview: a window that opens into a card goes from 1 to Preview with // its width, and back. // // A leaving motion draws a window that closed or hid while it fades out: // left is its last settled placement, which refreshShown appends (Hidden // and Leaving) to the settled and shown layouts, keeping them aligned. type rectMotion struct { x, y, w, h motion dx, dy, dw, dh float64 fade, dim motion df, ddim float64 scale bool leaving bool left Placement } // apply is r moved by the current offsets; a size never drops below 1. func (m *rectMotion) apply(r Rect) Rect { return Rect{ X: r.X + int(math.Round(m.dx)), Y: r.Y + int(math.Round(m.dy)), W: max(r.W+int(math.Round(m.dw)), 1), H: max(r.H+int(math.Round(m.dh)), 1), } } // sample is where the offsets and their speeds would be at now, without // moving the motion: a running component is sampled on a copy. func (m *rectMotion) sample(now time.Time) (off, vel rectOffsets) { off = rectOffsets{m.dx, m.dy, m.dw, m.dh} sampleComponent(m.x, &off.x, &vel.x, now) sampleComponent(m.y, &off.y, &vel.y, now) sampleComponent(m.w, &off.w, &vel.w, now) sampleComponent(m.h, &off.h, &vel.h, now) return off, vel } func sampleComponent(m motion, off, vel *float64, now time.Time) { if m.on { *off, *vel = m.sampleAt(now) } } // advance moves the offsets to now; a settled component stops at 0. func (m *rectMotion) advance(now time.Time) { m.dx = stepComponent(&m.x, m.dx, now) m.dy = stepComponent(&m.y, m.dy, now) m.dw = stepComponent(&m.w, m.dw, now) m.dh = stepComponent(&m.h, m.dh, now) m.df = stepComponent(&m.fade, m.df, now) m.ddim = stepComponent(&m.dim, m.ddim, now) } func stepComponent(m *motion, cur float64, now time.Time) float64 { if !m.on { return cur } v, done := m.at(now) if done { *m = motion{} return 0 } return v } // on reports whether any component still runs. func (m *rectMotion) on() bool { return m.x.on || m.y.on || m.w.on || m.h.on || m.fade.on || m.dim.on } // settledFade is the Fade the motion springs to: a leaving window fades // out, any other is opaque. func (m *rectMotion) settledFade() float64 { if m.leaving { return 1 } return 0 } // show is p as drawn: its rect moved by the offsets, its fade and dim // offsets added, and its content zoomed with its size when scale is set. func (m *rectMotion) show(p *Placement) { settled := p.Rect p.Rect = m.apply(settled) p.Fade = max(0, min(1, m.settledFade()+m.df)) // A peek's Dim is an offset from its veil (publish adds Stash.Dim and // clamps the sum): it may go below 0, down to cancelling the veil. lo := 0.0 if p.Peek { lo = -1 } p.Dim = max(lo, min(1, p.Dim+m.ddim)) if m.scale && settled.W > 0 && settled.H > 0 { zoom := p.Preview if zoom == 0 { zoom = 1 if m.leaving { // A leaving window settles shrunk, its content with it. zoom = appearScale } } zoom *= min(float64(p.Rect.W)/float64(settled.W), float64(p.Rect.H)/float64(settled.H)) if zoom >= 0.999 { // Drawn at its size: content is never magnified. publish // emits no Zoom for a window, and Zoom 1 for a card (whose // Preview would shrink it). zoom = 1 } p.Zoom = zoom } } // retargetComponent starts m for an offset of off from its settled value at // now, with the speed v it had then. A component with nothing to move and no // speed stops. func (c *Core) retargetComponent(m *motion, cur *float64, off, v float64, now time.Time) { c.retargetWith(m, cur, viewSpring(off, v), now) } // retargetLevel is retargetComponent for a fade or veil offset (a level in // 0..1): its spring runs to its fine epsilon, no pixel snap. func (c *Core) retargetLevel(m *motion, cur *float64, off, v float64, now time.Time) { c.retargetWith(m, cur, levelSpring(off, v), now) } func (c *Core) retargetWith(m *motion, cur *float64, s spring, now time.Time) { *cur = s.From if s.From == 0 && s.Velocity == 0 { *m = motion{} return } *m = c.spring(s, now) } // refreshShown builds the layouts of every screen once per publish: the // settled one (what configures are sized from) and the shown one (the same // with the rect motions applied: what is drawn and hit-tested). Rect motions // belong to the workspace they began on, or to the open overview (rectsOwner): // any other change drops them. // // Leaving motions add an entry for a window the layout no longer shows: // appended to both layouts in ID order, Hidden (no input, focus, popups or // configure) and Leaving (drawn, fading). The two layouts stay // index-aligned: publish reads the settled entry at the shown one's index. func (c *Core) refreshShown() { for _, sc := range c.screens { m := sc.mon if len(sc.rects) > 0 && sc.rectsWS != sc.rectsOwner() { sc.stopRects() } sc.layoutBuf = m.layoutInto(sc.layoutBuf) sc.settledLayout = sc.layoutBuf if len(sc.settledLayout) == 0 { // Empty stays nil, as a fresh Layout() was: shown nil falls // back to the live layout until the next publish. sc.settledLayout = nil } if len(sc.rects) > 0 { // A window that left the layout (or is hidden) keeps no motion: // it would ask for frames with nothing to move. A leaving one // is the opposite: it goes once the layout shows the window. for id, rm := range sc.rects { shown := slices.ContainsFunc(sc.settledLayout, func(p Placement) bool { return p.ID == id && !p.Hidden }) if shown == rm.leaving { delete(sc.rects, id) } } } if len(sc.rects) == 0 { sc.shown = sc.settledLayout continue } sc.settledLayout = sc.withLeaving(sc.settledLayout) buf := append(sc.shownBuf[:0], sc.settledLayout...) for i := range buf { p := &buf[i] if p.Hidden && !p.Leaving { continue } if rm, ok := sc.rects[p.ID]; ok { rm.show(p) } } sc.shownBuf, sc.shown = buf, buf } } // withLeaving is layout with the leaving windows' last placements added, // Hidden and Leaving, into the screen's reused buffer (the layout itself // is left alone). A window the layout still lists, Hidden (a hidden stash), // is replaced where it is. A leaving tile goes where the tiles are painted: before // the first window that opens the floats (a float above the tiles, as the // renderer orders them), so it never flashes over a float; a leaving float // goes last, over the tiles. Within a group the absent ones go smallest ID // first: a stable order keeps the scenes comparable frame to frame. func (s *screen) withLeaving(layout []Placement) []Placement { out := append(s.settledBuf[:0], layout...) // Pass 1: an entry the layout still lists, Hidden (a stash that hid), // replaces it where it is, never twice. Where the pass goes through the // map does not matter: every entry has its own place. The absent ones // are collected for pass 2. ids := s.leaveIDs[:0] for id, rm := range s.rects { if !rm.leaving { continue } j := slices.IndexFunc(out, func(q Placement) bool { return q.ID == id && q.Hidden && !q.Leaving }) if j < 0 { ids = append(ids, id) continue } out[j] = rm.leavingPlacement() } // Pass 2: the absent ones in ID order, each at the end of its group // (tiles before the first float, a leaving stash float included; // floats last), so the order never depends on the map's. floats := len(out) for i, p := range out { if p.Floating && !p.Below && p.Preview == 0 && (!p.Hidden || p.Leaving) { floats = i break } } slices.Sort(ids) for _, id := range ids { p := s.rects[id].leavingPlacement() if p.Floating { out = append(out, p) continue } out = slices.Insert(out, floats, p) floats++ } s.leaveIDs, s.settledBuf = ids, out return out } // leavingPlacement is the placement a leaving motion draws: its last // settled one, Hidden and Leaving (the scene draws it; input, focus, // popups and configures see a hidden window, as the C0 design has it). // Hidden stays set on purpose: the leaving entry never takes input, even // though its stash window is still in the layout. func (m rectMotion) leavingPlacement() Placement { p := m.left p.Hidden, p.Leaving, p.Focused, p.Fade, p.Dim, p.Zoom = true, true, false, 0, 0, 0 return p } // appearAt starts the entrance of a window the action made visible on sc, // whose settled placement is p: it fades in from invisible and grows from // 90 % of its settled rect, around its centre. Nothing with animations off // or for a hidden placement. A leaving motion of the same window (a show // during a hide) is continued from, not replaced: the entrance starts at // the fade, rect and speeds it was drawn with. func (c *Core) appearAt(sc *screen, p Placement, now time.Time) { if !c.animOn() || p.Hidden { return } if sc.rects == nil { sc.rects = make(map[WindowID]rectMotion) } var rm rectMotion rm.scale = true if old, ok := sc.rects[p.ID]; ok && old.leaving { c.appearFrom(&rm, p, &old, now) } else { c.scaleFrom(&rm, p.Rect, appearScale, now) c.retargetLevel(&rm.fade, &rm.df, 1, 0, now) } sc.rects[p.ID], sc.rectsWS = rm, sc.mon.Current() } // appearFrom starts rm, the entrance to the settled placement p, from where // the leaving motion old draws its window at now: its rect (old.left.Rect // plus its offsets, sampled), fade, veil and their speeds. The leaving fade // is an offset from 1, the entrance's from 0. func (c *Core) appearFrom(rm *rectMotion, p Placement, old *rectMotion, now time.Time) { settled := p.Rect off, vel := old.sample(now) base := old.left.Rect fade, fadeV := old.df, 0.0 sampleComponent(old.fade, &fade, &fadeV, now) dim, dimV := old.ddim, 0.0 sampleComponent(old.dim, &dim, &dimV, now) // The veil the leaving entry drew (its peek's, plus the offset) to the // one the settled placement draws. dim += c.peekDim(old.left) - c.peekDim(p) c.retargetComponent(&rm.x, &rm.dx, float64(base.X-settled.X)+off.x, vel.x, now) c.retargetComponent(&rm.y, &rm.dy, float64(base.Y-settled.Y)+off.y, vel.y, now) c.retargetComponent(&rm.w, &rm.dw, float64(base.W-settled.W)+off.w, vel.w, now) c.retargetComponent(&rm.h, &rm.dh, float64(base.H-settled.H)+off.h, vel.h, now) c.retargetLevel(&rm.fade, &rm.df, 1+fade, fadeV, now) c.retargetLevel(&rm.dim, &rm.ddim, dim, dimV, now) } // mapWindow handles a window's map: it joins its workspace, the tiles the // new one displaces re-flow with rect motions, and a window that comes on // screen appears (appearMapped). A map is the one client event that // animates; the settled layout is the same with animations off, so the // client is configured once, to its final size. func (c *Core) mapWindow(v ports.WindowMapped) { now := c.now() c.windows.mapped(v, now) if s, _ := c.screenOf(v.ID); s != nil || !c.animOn() || c.security.Protected { // Mapped before (a re-map keeps its place), animations off or a // session lock: nothing to animate. c.placement.place(c, v) return } shots := c.snapshot(now) for i := range shots { // A screen with its overview open re-lays its cards at once: a map // is not an overview action (transition skips a shot without ws). if shots[i].overview { shots[i].ws = nil } } c.placement.place(c, v) c.transition(shots, now) c.appearMapped(v.ID, now) } // appearMapped starts the entrance of a window that just mapped when it // shows on its screen's current workspace as a tile or an ordinary float: // not with the overview open or a session lock, not fullscreen (it keeps // the direct scanout path), not a float below the columns, not a stash // peek. func (c *Core) appearMapped(id WindowID, now time.Time) { sc, w := c.screenOf(id) if sc == nil || c.security.Protected || sc.mon.ov.open || sc.mon.Current() != w { return } for _, p := range sc.mon.Layout() { if p.ID != id { continue } if !p.Hidden && !p.Fullscreen && !p.Below && !p.Peek && p.Preview == 0 { c.appearAt(sc, p, now) } return } } // unmapWindow handles a window's unmap: it leaves its workspace, the tiles // around it re-flow with rect motions, and a window that was drawn as a // tile or an ordinary float keeps fading out from where it was drawn // (leaveFrom with the snapshot's record of it: a window closed mid-motion // leaves from its drawn rect, fade and speed, not from its settled rect). // Like a map, an unmap is a client event that animates; the settled layout // is the same with animations off. A fullscreen window, one under a // session lock or with the overview open just goes. func (c *Core) unmapWindow(v ports.WindowUnmapped) { // The window is unmapped: a toplevel that maps again keeps its ID and // must be configured from nothing (a leaving entry keeps no configure). c.configures.forget(v.ID) sc, w := c.screenOf(v.ID) if sc == nil { return } if !c.animOn() || c.security.Protected || sc.mon.ov.open { sc.mon.RemoveWindow(v.ID) delete(sc.rects, v.ID) return } now := c.now() // The placement that leaves is the settled one of the last publish: // where the window was going. var left Placement if sc.mon.Current() == w { for _, p := range sc.settledLayout { if p.ID == v.ID { left = p break } } } shots := c.snapshot(now) var shot *rectShot for i := range shots { if shots[i].overview { shots[i].ws = nil } if shots[i].sc == sc { if j := slices.IndexFunc(shots[i].rects, func(r rectShot) bool { return r.id == v.ID }); j >= 0 { shot = &shots[i].rects[j] } } } sc.mon.RemoveWindow(v.ID) // A window already leaving (a stash hide still fading) keeps its // motion: the fade goes on from where it is, drawn from the content // the renderer kept. Any other motion goes with the window. if rm, ok := sc.rects[v.ID]; !ok || !rm.leaving { delete(sc.rects, v.ID) } c.transition(shots, now) if left.ID == v.ID && !left.Leaving && !left.Fullscreen && !left.Below && !left.Peek { c.leaveFrom(sc, left, shot, now) } } // resizeFloating applies a floating window's committed size. A float maps // before its first commit, so core first lays it out at a default size; // when its entrance runs, the settled rect changing under it would break // the aspect of the 90 % rect. The entrance's rect offsets (and their // springs, which are linear in their start and speed) are scaled by the // settled size ratio: the progress and speed carry over, and the window // still grows from 90 % of its real size around its centre. func (c *Core) resizeFloating(v ports.WindowResized) { sc, w := c.screenOf(v.ID) if w == nil { return } rm, running := sc.rects[v.ID] running = running && rm.scale && !rm.leaving var old Rect if running { old = settledRect(sc.mon, v.ID) } w.ResizeFloating(v.ID, v.Width, v.Height) if !running { return } cur := settledRect(sc.mon, v.ID) if old.W <= 0 || old.H <= 0 || cur.W <= 0 || cur.H <= 0 || old == cur { return } kw, kh := float64(cur.W)/float64(old.W), float64(cur.H)/float64(old.H) rm.dx, rm.dw = rm.dx*kw, rm.dw*kw rm.dy, rm.dh = rm.dy*kh, rm.dh*kh rm.x.scale(kw) rm.w.scale(kw) rm.y.scale(kh) rm.h.scale(kh) sc.rects[v.ID] = rm } // settledRect is where m's layout puts the visible window id, zero if it // shows none. func settledRect(m *Monitor, id WindowID) Rect { for _, p := range m.Layout() { if p.ID == id && !p.Hidden { return p.Rect } } return Rect{} } // leaveFrom keeps drawing a window the action closed or hid, from its last // settled placement p: it fades out and shrinks to 90 % around its centre, // then its entry goes. Nothing with animations off, or for a placement that // was not drawn. shot is the snapshot's record of how the window was drawn // (nil for a window at rest): the exit starts at the rect, fade and dim the // window had on screen, with their speeds, so a hide // during an entrance or a slide does not jump. func (c *Core) leaveFrom(sc *screen, p Placement, shot *rectShot, now time.Time) { if !c.animOn() || p.Hidden || p.Preview > 0 || p.Rect.W <= 0 || p.Rect.H <= 0 { return } if sc.rects == nil { sc.rects = make(map[WindowID]rectMotion) } rm := rectMotion{scale: true, leaving: true, left: p} rm.left.Hidden, rm.left.Leaving, rm.left.Focused = true, true, false var off, vel rectOffsets fade, fadeV, dim, dimV := 0.0, 0.0, 0.0, 0.0 if shot != nil { off, vel, fade, fadeV, dim, dimV = shot.off, shot.vel, shot.fade, shot.fadeV, shot.dim, shot.dimV } // The entry settles at 90 % of the rect it left, its content zoomed // to match (show): the offsets run from the rect it was drawn at (the // full one at rest) to that. end := scaledRect(p.Rect, appearScale) c.retargetComponent(&rm.x, &rm.dx, float64(p.Rect.X-end.X)+off.x, vel.x, now) c.retargetComponent(&rm.y, &rm.dy, float64(p.Rect.Y-end.Y)+off.y, vel.y, now) c.retargetComponent(&rm.w, &rm.dw, float64(p.Rect.W-end.W)+off.w, vel.w, now) c.retargetComponent(&rm.h, &rm.dh, float64(p.Rect.H-end.H)+off.h, vel.h, now) rm.left.Rect = end // The leaving fade is an offset from 1: the window drawn at fade f is // at f-1. c.retargetLevel(&rm.fade, &rm.df, fade-1, fadeV, now) c.retargetLevel(&rm.dim, &rm.ddim, dim, dimV, now) sc.rects[p.ID], sc.rectsWS = rm, sc.mon.Current() } // appearScale is the size, relative to the settled rect, a window appears // from and leaves to. const appearScale = 0.9 // scaledRect is r scaled by k around its centre, in float. func scaledRect(r Rect, k float64) Rect { w, h := float64(r.W)*k, float64(r.H)*k x := float64(r.X) + (float64(r.W)-w)/2 y := float64(r.Y) + (float64(r.H)-h)/2 return Rect{X: int(math.Round(x)), Y: int(math.Round(y)), W: int(math.Round(w)), H: int(math.Round(h))} } // scaleFrom starts rm's rect components from settled scaled by k around // its centre, toward settled. func (c *Core) scaleFrom(rm *rectMotion, settled Rect, k float64, now time.Time) { w, h := float64(settled.W)*k, float64(settled.H)*k c.retargetComponent(&rm.x, &rm.dx, (float64(settled.W)-w)/2, 0, now) c.retargetComponent(&rm.y, &rm.dy, (float64(settled.H)-h)/2, 0, now) c.retargetComponent(&rm.w, &rm.dw, w-float64(settled.W), 0, now) c.retargetComponent(&rm.h, &rm.dh, h-float64(settled.H), 0, now) } // snapshot records what every screen without an open overview shows at now. // Running motions are sampled at now on a copy, so a transition that // follows chains from their speed at the time of the action, not from the // last frame's. The view is the one drawn (the layouts it is measured // against are), only its speed is sampled. The returned slice and the lists // in it belong to Core and are reused by the next snapshot: use it before // the next action only. func (c *Core) snapshot(now time.Time) []viewShot { full := c.shots[:cap(c.shots)] out := c.shots[:0] for _, sc := range c.screens { m := sc.mon var s viewShot if len(out) < len(full) { s.list = full[len(out)].list[:0] s.rects = full[len(out)].rects[:0] s.stash = full[len(out)].stash[:0] } s.sc = sc w := m.Current() s.ws, s.overview = w, m.ov.open if !m.ov.open { // The overview does not scroll or slide: no camera. s.viewX, s.view = w.ViewX, float64(w.ViewX)+w.shift } if w.motion.on { _, s.viewV = w.motion.sampleAt(now) } if m.switchMotion.on { _, s.switchV = m.switchMotion.sampleAt(now) } // settledLayout and shown are index-aligned and differ only by // the offsets of sc.rects: the shot keeps both unrounded. The // overview's cards are recorded like windows. for _, p := range sc.settledLayout { if p.Hidden { continue } r := rectShot{id: p.ID, rect: p.Rect} if rm, ok := sc.rects[p.ID]; ok { r.off, r.vel = rm.sample(now) r.fade = rm.df sampleComponent(rm.fade, &r.fade, &r.fadeV, now) r.dim = rm.ddim sampleComponent(rm.dim, &r.dim, &r.dimV, now) } r.veil = c.peekDim(p) s.rects = append(s.rects, r) if !m.ov.open && w.stashIndex(p.ID) >= 0 { s.stash = append(s.stash, p) } } if m.shown == nil && !m.ov.open { // A landing slide measures in the list it began on. list := m.Workspaces if m.switchList != nil { list = m.switchList } if i := indexOf(list, w); i >= 0 { s.list = append(s.list, list...) s.pos, s.ok = float64(i)+m.switchOff, true } } out = append(out, s) } for i := len(out); i < len(full); i++ { // Shots of unplugged screens keep nothing of them alive. full[i].sc, full[i].ws = nil, nil clear(full[i].list[:cap(full[i].list)]) full[i].list = full[i].list[:0] } c.shots = out return out } // transition starts the springs that take each screen from what before // showed to what the action left, at now. It does nothing with animations // off, or while a swipe follows the fingers on that screen. Per-window rect // motions join the camera here; with the overview open before or after // there is no camera, only the cards' (transitionOverview). // // A workspace moved to another monitor (move-workspace-to-monitor-*, or a // named workspace pulled to the focused one by a "workspace " bind // while it shows on another) is animated on both screens: the destination's // windows slide in from where the source drew them (no workspace slide // there), the source slides to its next workspace. The focus-monitor-* // actions move nothing: no window changes place, so they are not animated // (the focus pulse marks the new focus). func (c *Core) transition(before []viewShot, now time.Time) { if !c.animOn() { return } for i := range before { b := &before[i] if b.ws == nil || !c.hasScreen(b.sc) || c.following(b.sc) { continue } if b.overview || b.sc.mon.ov.open { c.transitionOverview(b, now) continue } c.transitionCamera(b, before, now) c.transitionRects(b, before, now) c.transitionStash(b, now) } } // following reports whether a swipe moves sc's view with the fingers. func (c *Core) following(sc *screen) bool { g := c.swipe return g != nil && g.screen == sc && (g.mode == swipeColumns || g.mode == swipeWorkspaces) } // transitionCamera slides the columns or the monitor from what b showed. func (c *Core) transitionCamera(b *viewShot, before []viewShot, now time.Time) { m := b.sc.mon w := m.Current() switch { case w == b.ws: if w.ViewX == b.viewX || !w.slidable() { return } // A running landing slide was retargeted by scroll(): its velocity // carries over, and the spring starts now like every action's. w.shift = b.view - float64(w.ViewX) w.motion = c.spring(viewSpring(w.shift, b.viewV), now) case b.ok && m.shown == nil && movedFrom(b, before) == nil: // A screen that received its workspace from another monitor does // not slide to it: a running slide's list (switchList) may still // hold the workspace, which would start a slide from nowhere. Only // its windows move (transitionRects). j := indexOf(b.list, w) if j < 0 { return } off := b.pos - float64(j) // The snapshot's list is reused by the next action: the slide keeps // its own copy. m.switchOff, m.switchList = off, slices.Clone(b.list) if off == 0 || m.framedSwitch() { m.stopSwitch() return } m.switchMotion = c.spring(m.switchSpring(off, b.switchV), now) } } // transitionRects starts or retargets the rect motions of the windows whose // layout the action changed. The new layout is measured with the camera as // transitionCamera left it (the view where it was on screen), so a window // the view scrolls differs only by what the layout itself changed. Windows // that were not drawn before (new, or hidden) or are hidden now get none. // // A workspace that arrived from another monitor starts from the rects its // source screen drew (found in before), translated to this screen's // coordinates; a source whose workspace left, or any other change of // workspace, gets none. func (c *Core) transitionRects(b *viewShot, before []viewShot, now time.Time) { sc := b.sc m := sc.mon from, dx, dy := b, 0, 0 if m.Current() != b.ws { // The motions are those of the workspace this screen left. sc.stopRects() if from = movedFrom(b, before); from == nil { return } dx, dy = from.sc.x-sc.x, from.sc.y-sc.y } for _, p := range m.Layout() { if p.Hidden || p.Preview > 0 { continue } i := slices.IndexFunc(from.rects, func(r rectShot) bool { return r.id == p.ID }) if i < 0 { continue } old := &from.rects[i] oldRect := Rect{X: old.rect.X + dx, Y: old.rect.Y + dy, W: old.rect.W, H: old.rect.H} // A window that becomes a peek or stops being one (a stash // navigation) changes its veil: the offset takes the one drawn to // the new one. Otherwise a running dim motion goes on as it is. dimOff := old.dim + old.veil - c.peekDim(p) dimMoves := old.veil != c.peekDim(p) if oldRect == p.Rect && !dimMoves { // The settled rect did not change: a running motion goes on // as it is, and there is none to start. continue } if sc.rects == nil { sc.rects = make(map[WindowID]rectMotion) } // Where the window was drawn, unrounded, relative to where it goes. rm := sc.rects[p.ID] if oldRect != p.Rect { // A re-flow may change the aspect: the content zoom (appear) // stops following the frame and snaps to the settled size; the // fade goes on. rm.scale = false c.retargetComponent(&rm.x, &rm.dx, float64(oldRect.X-p.Rect.X)+old.off.x, old.vel.x, now) c.retargetComponent(&rm.y, &rm.dy, float64(oldRect.Y-p.Rect.Y)+old.off.y, old.vel.y, now) c.retargetComponent(&rm.w, &rm.dw, float64(oldRect.W-p.Rect.W)+old.off.w, old.vel.w, now) c.retargetComponent(&rm.h, &rm.dh, float64(oldRect.H-p.Rect.H)+old.off.h, old.vel.h, now) } if dimMoves { c.retargetLevel(&rm.dim, &rm.ddim, dimOff, old.dimV, now) } if rm.on() { sc.rects[p.ID], sc.rectsWS = rm, m.Current() } else { delete(sc.rects, p.ID) } } } // transitionStash animates the stash windows an action shows or hides on // the workspace b's screen keeps on screen (a toggle-stash-visible, a click // that closes the stash, a navigation that brings a window to a margin or // sends it off): one drawn after and not before appears (appearAt), one // drawn before and hidden after leaves from its last settled placement // (leave). A window that is gone from the layout (unstashed, moved) or // fullscreen is not touched: its rect motion, if any, is transitionRects's. // Nothing during a session lock or with a covering fullscreen window (it // keeps its direct scanout path). func (c *Core) transitionStash(b *viewShot, now time.Time) { sc := b.sc m := sc.mon w := m.Current() if w != b.ws || len(w.Stash) == 0 || c.security.Protected || w.cover() != 0 { return } layout := m.Layout() for _, p := range b.stash { i := slices.IndexFunc(layout, func(q Placement) bool { return q.ID == p.ID }) if i >= 0 && layout[i].Hidden && !p.Fullscreen { var shot *rectShot if j := slices.IndexFunc(b.rects, func(r rectShot) bool { return r.id == p.ID }); j >= 0 { shot = &b.rects[j] } c.leaveFrom(sc, p, shot, now) } } for _, p := range layout { if p.Hidden || p.Fullscreen || w.stashIndex(p.ID) < 0 || slices.ContainsFunc(b.rects, func(r rectShot) bool { return r.id == p.ID }) { continue } c.appearAt(sc, p, now) } } // peekDim is the veil the settled placement p draws: the configured stash // dim for a peek, none for another window. The placement's Dim is an // offset from it. func (c *Core) peekDim(p Placement) float64 { if p.Peek { return c.cfg.Stash.Dim } return 0 } // transitionOverview starts the motions of an action that opened or closed // the overview, or moved inside it (the selection, the rows). The camera // springs stay stopped (ToggleOverview): every window drawn before and // after moves from its shown rect to its settled one, its content scaled // with it (a card's Zoom, rectMotion.show). A window drawn after and not // before (another row, a column the overview hid) fades in with no motion // of its own; one drawn before and not after just goes. Motions of the // other state are dropped first: their rects are not the ones snapshot // measured from. A fade that ran on a window drawn in both states carries // over (picking a card that still fades in does not pop it). func (c *Core) transitionOverview(b *viewShot, now time.Time) { sc := b.sc changed := b.overview != sc.mon.ov.open if changed { sc.stopRects() } for _, p := range sc.mon.Layout() { if p.Hidden { continue } rm := sc.rects[p.ID] i := slices.IndexFunc(b.rects, func(r rectShot) bool { return r.id == p.ID }) if i >= 0 && changed { c.retargetLevel(&rm.fade, &rm.df, b.rects[i].fade, b.rects[i].fadeV, now) } if i < 0 { c.retargetLevel(&rm.fade, &rm.df, 1, 0, now) } else if old := &b.rects[i]; old.rect != p.Rect { rm.scale = true c.retargetComponent(&rm.x, &rm.dx, float64(old.rect.X-p.Rect.X)+old.off.x, old.vel.x, now) c.retargetComponent(&rm.y, &rm.dy, float64(old.rect.Y-p.Rect.Y)+old.off.y, old.vel.y, now) c.retargetComponent(&rm.w, &rm.dw, float64(old.rect.W-p.Rect.W)+old.off.w, old.vel.w, now) c.retargetComponent(&rm.h, &rm.dh, float64(old.rect.H-p.Rect.H)+old.off.h, old.vel.h, now) } else { continue } if !rm.on() { delete(sc.rects, p.ID) continue } if sc.rects == nil { sc.rects = make(map[WindowID]rectMotion) } sc.rects[p.ID], sc.rectsWS = rm, sc.rectsOwner() } } // movedFrom is the shot of the other screen that showed the workspace b's // screen shows now (moved to it by an action), or nil. func movedFrom(b *viewShot, before []viewShot) *viewShot { w := b.sc.mon.Current() for i := range before { if o := &before[i]; o.ws == w && o.sc != b.sc && !o.overview { return o } } return nil }