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  3. Decided to try writing a Wayland compositor for fun.

Decided to try writing a Wayland compositor for fun.

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  • ? Guest

    Today: horizontal column movement is now animated!

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    Guest
    wrote on last edited by
    #41

    Took the whole yesterday and a bit of today, but I've got window closing animations working! These turned out to be tricky because they need storing a snapshot of the surface render tree to draw once the app is gone.

    Some apps may start destroying their subsurfaces before the main surface, like alacritty with its sctk CSD, making it very easy to miss parts of the window in the snapshot, and therefore in the closing animation.

    Also, windows closing to the left no longer shift the view!

    #niri

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    • ? Guest

      Took the whole yesterday and a bit of today, but I've got window closing animations working! These turned out to be tricky because they need storing a snapshot of the surface render tree to draw once the app is gone.

      Some apps may start destroying their subsurfaces before the main surface, like alacritty with its sctk CSD, making it very easy to miss parts of the window in the snapshot, and therefore in the closing animation.

      Also, windows closing to the left no longer shift the view!

      #niri

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      Guest
      wrote on last edited by
      #42

      Definitely one of the most complex animations yet: window resizing.

      Just the crossfade effect itself took a while to get working with all the window geometries and buffer offsets, and then there's the whole multiple window orchestration with Wayland's asynchronous nature. (I don't do animation transactions yet, that'll be a whole other level of complexity on top.)

      Happy with the result though, and it's cool that it seamlessly works with block-out-from screencast.

      #niri

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      • ? Guest

        Definitely one of the most complex animations yet: window resizing.

        Just the crossfade effect itself took a while to get working with all the window geometries and buffer offsets, and then there's the whole multiple window orchestration with Wayland's asynchronous nature. (I don't do animation transactions yet, that'll be a whole other level of complexity on top.)

        Happy with the result though, and it's cool that it seamlessly works with block-out-from screencast.

        #niri

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        Guest
        wrote on last edited by
        #43

        Window movement across columns is now animated too!

        These weren't complex per se, but very *finicky*. Spent quite a bit of time chasing down all the offsets and coordinates to add and subtract to avoid jumps, but it seems to all work well now!

        #niri

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        • ? Guest

          Window movement across columns is now animated too!

          These weren't complex per se, but very *finicky*. Spent quite a bit of time chasing down all the offsets and coordinates to add and subtract to avoid jumps, but it seems to all work well now!

          #niri

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          Guest
          wrote on last edited by
          #44

          All the animations, plus VRR, today in niri 0.1.5: https://github.com/YaLTeR/niri/releases/tag/v0.1.5

          I also remade the demo video to showcase the animations and some of the newer features!

          #niri #smithay #rust #wayland

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          • ? Guest

            All the animations, plus VRR, today in niri 0.1.5: https://github.com/YaLTeR/niri/releases/tag/v0.1.5

            I also remade the demo video to showcase the animations and some of the newer features!

            #niri #smithay #rust #wayland

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            Guest
            wrote on last edited by
            #45

            We've reached 1000 commits 😅 with an a bit of an anticlimactic one though

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            • ? Guest

              We've reached 1000 commits 😅 with an a bit of an anticlimactic one though

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              Guest
              wrote on last edited by
              #46

              Another tricky feature, rounded corners! Took several days, but I believe I've got a pretty complete implementation.

              You (manually) set the window corner radius and whether to force-clip the window. You can set radius per-corner to match GTK 3 apps. It works correctly with subsurfaces, blocked-out windows, transparency, gradient borders, resize and other animations.

              Optimization-wise, opaque regions and even overlay plane unredirection work where possible!

              #niri #smithay

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              • ? Guest

                Another tricky feature, rounded corners! Took several days, but I believe I've got a pretty complete implementation.

                You (manually) set the window corner radius and whether to force-clip the window. You can set radius per-corner to match GTK 3 apps. It works correctly with subsurfaces, blocked-out windows, transparency, gradient borders, resize and other animations.

                Optimization-wise, opaque regions and even overlay plane unredirection work where possible!

                #niri #smithay

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                Guest
                wrote on last edited by
                #47

                Also, we've now got a little #niri setup showcase thread https://github.com/YaLTeR/niri/discussions/325

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                • ? Guest

                  Also, we've now got a little #niri setup showcase thread https://github.com/YaLTeR/niri/discussions/325

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                  Guest
                  wrote on last edited by
                  #48

                  Added (stole from GNOME Shell as usual) a screen transition action, so now I can finally switch between dark and light in style

                  (of course, it works with blocked-out windows)

                  #niri

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                  • ? Guest

                    Added (stole from GNOME Shell as usual) a screen transition action, so now I can finally switch between dark and light in style

                    (of course, it works with blocked-out windows)

                    #niri

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                    Guest
                    wrote on last edited by
                    #49

                    Okay, time for an actually useful feature: interactive mouse resizing (yes, finally). This was, as it goes, quite fiddly to implement, especially since niri has to negotiate with the window during the process.

                    I also added a double-resize-click (i.e. trigger a resize twice quickly) gesture to reset the window height or to toggle full width. Suggested by FreeFull on our Matrix and worked out very well! Really starting to feel quite nice with mouse.

                    (still no transactions yet)

                    #niri

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                    • ? Guest

                      Okay, time for an actually useful feature: interactive mouse resizing (yes, finally). This was, as it goes, quite fiddly to implement, especially since niri has to negotiate with the window during the process.

                      I also added a double-resize-click (i.e. trigger a resize twice quickly) gesture to reset the window height or to toggle full width. Suggested by FreeFull on our Matrix and worked out very well! Really starting to feel quite nice with mouse.

                      (still no transactions yet)

                      #niri

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                      Guest
                      wrote on last edited by
                      #50

                      nvim really taking its time processing all this 1000 Hz worth of resizing lol

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                      • ? Guest

                        nvim really taking its time processing all this 1000 Hz worth of resizing lol

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                        Guest
                        wrote on last edited by
                        #51

                        Since I'm in a mouse gesture mood today: hooked up the horizontal touchpad swipe to Mod + middle mouse drag and omg it feels so good with the spring deceleration and all

                        (of course it also correctly avoids the touchpad scaling, so that when using the mouse gesture, the cursor location is always exactly anchored to the view position)

                        #niri

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                        • ? Guest

                          Since I'm in a mouse gesture mood today: hooked up the horizontal touchpad swipe to Mod + middle mouse drag and omg it feels so good with the spring deceleration and all

                          (of course it also correctly avoids the touchpad scaling, so that when using the mouse gesture, the cursor location is always exactly anchored to the view position)

                          #niri

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                          Guest
                          wrote on last edited by
                          #52

                          Now for something fun. I'm experimenting with the ability to set custom shaders for animations. Today I added custom shader support for window-close, which lets me make this cool falling down animation!

                          This is entirely optional of course, and there's no performance impact if you don't use it. Also, custom shaders, like the rest of the niri config, are live-reloaded, making it easy to play around with them.

                          #niri

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                          • ? Guest

                            Now for something fun. I'm experimenting with the ability to set custom shaders for animations. Today I added custom shader support for window-close, which lets me make this cool falling down animation!

                            This is entirely optional of course, and there's no performance impact if you don't use it. Also, custom shaders, like the rest of the niri config, are live-reloaded, making it easy to play around with them.

                            #niri

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                            Guest
                            wrote on last edited by
                            #53

                            Been fixing quite a bit of interactive resize jank and other small stuff since the last time, but also added custom shader support for window-open, thus completing it for all three main window animations (open, close, resize).

                            Now I didn't actually have any good idea of what I might want in a window open custom shader (I like the default), so I made a simple expanding circle animation to showcase it.

                            #niri

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                            • ? Guest

                              Been fixing quite a bit of interactive resize jank and other small stuff since the last time, but also added custom shader support for window-open, thus completing it for all three main window animations (open, close, resize).

                              Now I didn't actually have any good idea of what I might want in a window open custom shader (I like the default), so I made a simple expanding circle animation to showcase it.

                              #niri

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                              Guest
                              wrote on last edited by
                              #54

                              Niri 0.1.6 with interactive window resizing, rounded corners, named workspaces, mouse view scrolling, animation custom shaders, screen transition!

                              https://github.com/YaLTeR/niri/releases/tag/v0.1.6

                              Didn't realize quite how many release notes there would be this time; even had to use an extra level of headings. 😅

                              #niri #smithay #rust #wayland

                              ? 1 Reply Last reply
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                              • ? Guest

                                Niri 0.1.6 with interactive window resizing, rounded corners, named workspaces, mouse view scrolling, animation custom shaders, screen transition!

                                https://github.com/YaLTeR/niri/releases/tag/v0.1.6

                                Didn't realize quite how many release notes there would be this time; even had to use an extra level of headings. 😅

                                #niri #smithay #rust #wayland

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                                Guest
                                wrote on last edited by
                                #55

                                Over the past few weeks I've been working on fractional scaling for niri. A simple implementation took about a day, but to do it *properly* I had to refactor the entire layout code to work in floating-point.

                                The result is well worth it though. Borders, gaps and windows are always physical-pixel aligned, and not restricted to integer logical pixel positions. There's no blur or position-dependent +-1 px jank. Fractional-scale-aware clients remain crisp at any scale.

                                #niri #smithay

                                ? 1 Reply Last reply
                                0
                                • ? Guest

                                  Over the past few weeks I've been working on fractional scaling for niri. A simple implementation took about a day, but to do it *properly* I had to refactor the entire layout code to work in floating-point.

                                  The result is well worth it though. Borders, gaps and windows are always physical-pixel aligned, and not restricted to integer logical pixel positions. There's no blur or position-dependent +-1 px jank. Fractional-scale-aware clients remain crisp at any scale.

                                  #niri #smithay

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                                  Guest
                                  wrote on last edited by
                                  #56

                                  So it turns out that changing PipeWire screencast stream resolution on the fly is actually not that hard! Which is great news because it's required (or at least very desirable) for implementing window screencasting.

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                                  • ? Guest

                                    So it turns out that changing PipeWire screencast stream resolution on the fly is actually not that hard! Which is great news because it's required (or at least very desirable) for implementing window screencasting.

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                                    Guest
                                    wrote on last edited by
                                    #57

                                    Phew, finished the initial implementation of window screencasting in niri! Complete with stream resolution change on window resizing.

                                    Some details are still iffy regarding frame timing and frame callbacks, especially to obscured windows, but it *should* work decently fine for now.

                                    #niri

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                                    • ? Guest

                                      Phew, finished the initial implementation of window screencasting in niri! Complete with stream resolution change on window resizing.

                                      Some details are still iffy regarding frame timing and frame callbacks, especially to obscured windows, but it *should* work decently fine for now.

                                      #niri

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                                      Guest
                                      wrote on last edited by
                                      #58

                                      Icons are missing in the portal dialog because apparently Shell keeps track of Wayland app ID to .desktop file mapping internally and returns the .desktop file name to the portal for it to get the icon. Which is a bit too much effort for me to replicate for now. 😅

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                                      • ? Guest

                                        Icons are missing in the portal dialog because apparently Shell keeps track of Wayland app ID to .desktop file mapping internally and returns the .desktop file name to the portal for it to get the icon. Which is a bit too much effort for me to replicate for now. 😅

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                                        Guest
                                        wrote on last edited by
                                        #59

                                        Fixed transparency support. Turns out the BGRA format should've been in a separate pod, rather than as a choice in the same pod. Should've looked at Mutter code sooner as usual..

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                                        • ? Guest

                                          Fixed transparency support. Turns out the BGRA format should've been in a separate pod, rather than as a choice in the same pod. Should've looked at Mutter code sooner as usual..

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                                          Guest
                                          wrote on last edited by
                                          #60

                                          niri v0.1.7 is out with fractional scaling, window screencasts and many smaller improvements!

                                          https://github.com/YaLTeR/niri/releases/tag/v0.1.7

                                          #niri #smithay #wayland #rust

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