layout: Offset Y animations for non-animated resizes

This commit is contained in:
Ivan Molodetskikh
2025-08-12 22:34:13 +03:00
parent ea438b21e9
commit e3101ced70
3 changed files with 71 additions and 31 deletions
+29 -6
View File
@@ -4056,12 +4056,35 @@ impl<W: LayoutElement> Column<W> {
// windows in the column, so they should all be animated. How should this interact with
// animated vs. non-animated resizes? For example, an animated +20 resize followed by two
// non-animated -10 resizes.
if !is_tabbed && tile.resize_animation().is_some() && offset != 0. {
for tile in &mut self.tiles[tile_idx + 1..] {
tile.animate_move_y_from_with_config(
offset,
self.options.animations.window_resize.anim,
);
if !is_tabbed && offset != 0. {
if tile.resize_animation().is_some() {
// If there's a resize animation (that may have just started in
// tile.update_window()), then the apparent size change is smooth with no sudden
// jumps. This corresponds to adding an Y animation to tiles below.
for tile in &mut self.tiles[tile_idx + 1..] {
tile.animate_move_y_from_with_config(
offset,
self.options.animations.window_resize.anim,
);
}
} else {
// There's no resize animation, but the offset is nonzero. This could happen for
// example:
// - if the window resized on its own, which we don't animate
// - if the window resized by less than 10 px (the resize threshold)
//
// The latter case could also cancel an ongoing resize animation.
//
// Now, stationary tiles below shouldn't react to this offset change in any way,
// i.e. their apparent Y position should jump together with the resize. However,
// tiles below that are already animating an Y movement should offset their
// animations to avoid the jump.
//
// Notably, this is necessary to fix the animation jump when resizing height back
// and forth in quick succession (in a way that cancels the resize animation).
for tile in &mut self.tiles[tile_idx + 1..] {
tile.offset_move_y_anim_current(offset);
}
}
}
}
+31 -25
View File
@@ -269,14 +269,20 @@ fn height_resize_and_cancel() {
];
check_ops_on_layout(&mut layout, &ops);
// Since the resize animation is cancelled, the height goes to the new value immediately, and
// the Y position should also go to 100 immediately, cancelling the movement.
//
// FIXME: right now, the Y position jumps to 5 and will continue animating to 100 from there
// because cancelling the resize anim doesn't cancel the induced Y movement.
// Since the resize animation is cancelled, the height goes to the new value immediately. The Y
// position doesn't jump, instead the animation is offset to preserve the current position.
assert_snapshot!(format_tiles(&layout), @r"
100 × 100 at x: 0 y: 0
200 × 200 at x: 0 y: 5
200 × 200 at x: 0 y:105
");
// Advance to the end of the move animation.
Op::AdvanceAnimations { msec_delta: 950 }.apply(&mut layout);
// Final state.
assert_snapshot!(format_tiles(&layout), @r"
100 × 100 at x: 0 y: 0
200 × 200 at x: 0 y:100
");
}
@@ -506,23 +512,30 @@ fn height_resize_and_cancel_during_another_y_anim() {
];
check_ops_on_layout(&mut layout, &ops);
// Since the resize anim was cancelled, second window's Y should jump a little to go back to
// its original trajectory.
//
// FIXME: right now, the Y position jumps and will continue to animate from there because
// cancelling the resize anim doesn't cancel the induced Y movement.
// Since the resize anim was cancelled, second window's Y anim is adjusted to preserve the
// current position while targeting the new final position.
assert_snapshot!(format_tiles(&layout), @r"
100 × 100 at x: 0 y: 0
200 × 200 at x: 45 y:-43
200 × 200 at x: 45 y: 58
");
// Advance the time to complete the consume movement.
Op::AdvanceAnimations { msec_delta: 450 }.apply(&mut layout);
// Final state. Y should be at 100 since the resize-induced Y anim was cancelled.
// Since we don't cancel the resize-induced part of the anim (in fact the move Y anim isn't
// split into parts, so there's no way to tell), it keeps going still.
assert_snapshot!(format_tiles(&layout), @r"
100 × 100 at x: 0 y: 0
200 × 200 at x: 0 y: 25
200 × 200 at x: 0 y: 78
");
// Advance the time to complete the resize-induced anim.
Op::AdvanceAnimations { msec_delta: 550 }.apply(&mut layout);
// Final state.
assert_snapshot!(format_tiles(&layout), @r"
100 × 100 at x: 0 y: 0
200 × 200 at x: 0 y:100
");
}
@@ -723,14 +736,10 @@ fn height_resize_before_another_y_anim_then_cancel() {
];
check_ops_on_layout(&mut layout, &ops);
// This should cause the second window's trajectory to readjust to the new final position at
// 100px. Ideally without big jumps because even though the first window's actual size changed
// from 200 px to 100 px, the cancelled resize only shifted it from 104 px to 100 px.
//
// FIXME: currently causes a 100 px jump due to the change in the actual window size.
// The second window's trajectory readjusts to the new final position at 100 px, without jumps.
assert_snapshot!(format_tiles(&layout), @r"
100 × 100 at x: 0 y: 0
200 × 200 at x: 98 y:-96
200 × 200 at x: 98 y: 4
");
// Advance the time to complete the consume movement.
@@ -791,13 +800,10 @@ fn clientside_height_change_during_another_y_anim() {
];
check_ops_on_layout(&mut layout, &ops);
// This should cause the second window's trajectory to readjust to the new final position at
// 200px. Ideally without big jumps.
//
// FIXME: currently causes a 100 px jump due to the change in the window size.
// The second window's trajectory readjusts to the new final position at 200 px, without jumps.
assert_snapshot!(format_tiles(&layout), @r"
100 × 200 at x: 0 y: 0
200 × 200 at x: 80 y:120
200 × 200 at x: 80 y: 20
");
// Advance the time to complete the consume movement.
+11
View File
@@ -485,6 +485,17 @@ impl<W: LayoutElement> Tile<W> {
});
}
pub fn offset_move_y_anim_current(&mut self, offset: f64) {
if let Some(move_) = self.move_y_animation.as_mut() {
// If the anim is almost done, there's little point trying to offset it; we can let
// things jump. If it turns out like a bad idea, we could restart the anim intead.
let value = move_.anim.value();
if value > 0.001 {
move_.from += offset / value;
}
}
}
pub fn stop_move_animations(&mut self) {
self.move_x_animation = None;
self.move_y_animation = None;