Like three complete refactors later, I think it's... working? For real this time? No weird issue is gonna sneak up that undermines the whole design?
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Like three complete refactors later, I think it's... working? For real this time? No weird issue is gonna sneak up that undermines the whole design? 8 comments
Today I merged a PR by FluxTape which adds "always empty workspace before first" to niri. At the surface this is just a simple config flag with obvious behavior, but it's actually full of edge cases! Things like which workspace to focus at startup. The code refers to workspaces by index in many places, and those all shift when you suddenly insert an empty workspace at index 0. Took several days to catch them all even with our randomized tests, but I think it should be good now. >did a +4,657 −4,237 refactor in the layout code This morning was my niri (-adjacent) talk! :ablobcatbongo: Went really well, got many interesting questions! They promised us video recordings in a few days, so I'll post a link when I get it. Though of course the talk is in Russian. Turns out, there's a lot of details to get right when implementing a floating window space. For example, dialog windows should always show above their parent window. Otherwise, it's easy to lose them under the (usually much bigger) parent. The WIP floating branch in niri now handles this properly, even for xdg-desktop-portal dialogs (like file chooser) as long as the app correctly parents them via xdg-foreign. Another piece of the floating puzzle: keeping windows on screen. When you change your monitor scale or resolution, you don't want your floating windows to suddenly go unreachable behind the monitor's new borders. Here I'm resizing a nested niri with three windows, simulating resolution changes. No matter what I do, they always remain partially visible and reachable. Even for more unusual cases like trying to resize a window into out of bounds. |
Nothing seems to have caught on fire after one more day of personal testing and one more day in main. So here's a technical page I wrote about the the new niri animation timing design and its motivations: https://github.com/YaLTeR/niri/wiki/Animation-Timing