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