<feed xmlns='http://www.w3.org/2005/Atom'>
<title>srdwm/crates/wayland/src/decoration.rs, branch main</title>
<subtitle>Cross-platform window manager written in Rust.
</subtitle>
<id>https://srdusr.com/git/srdwm/atom?h=main</id>
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<updated>2026-08-30T19:15:00+00:00</updated>
<entry>
<title>Use as_chunks for fixed-size pixel iteration</title>
<updated>2026-08-30T19:15:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2026-08-30T19:15:00+00:00</published>
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<id>urn:sha1:9a7f30050f8efc52340e698031a7a55a105e72c4</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Lock screen: show each key's alternate character, use a UI font, space the dots</title>
<updated>2026-07-07T21:32:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2026-07-07T21:32:00+00:00</published>
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<id>urn:sha1:a6f98eba60f71f7250f4383e76642a901c5b8439</id>
<content type='text'>
Three reports, three separate causes.

Alternate characters were invisible. A keycap drew only the character the
current shift state types, so there was no way to find a symbol without
pressing Shift and hunting for it - a physical key is labelled with both.
Each cap now draws the other state's character small and dimmed in its
top-right, skipped where the two are the same (every letter differs only by
case, which the cap already shows) and for named keys like Enter.

"Enter Password" rendered in a monospace font. find_system_font
deliberately prefers a mono face, which is right for a titlebar title or a
menu row sitting in columns and wrong for a sentence; on this machine it
resolves to DejaVu Sans Mono. New find_ui_font prefers a proportional face
from a ranked list of widely-installed families, falling back to the mono
one, and the lock screen's prose - prompt, clock, date, username, status --
uses it. Ranked rather than first-found so the result does not depend on
directory order, which is how the mono scan once picked an italic face and
rendered every titlebar in italic.

The password dots had no spacing. They were drawn as a plain string, so a
run of identical bullets separated only by their own advance read as one
smeared blob rather than countable characters. Added explicit tracking,
excluded from the centring width so the row does not sit half a gap left.

531 tests pass, clippy clean.
</content>
</entry>
<entry>
<title>Three live bug reports after a restart: icon drag, lock cursor, lock box</title>
<updated>2026-05-11T14:44:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2026-05-11T14:44:00+00:00</published>
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<id>urn:sha1:caec1e7c355bbe6437afe87cd3dab6b64fb91e0a</id>
<content type='text'>
All three reported directly after the owner restarted into today's build.

Desktop icons could not be dragged at all in single-click mode. The press
handler opened the icon immediately when general.desktop_icon_single_click
was on, so the branch that starts a drag was unreachable and an icon could
never be moved. Deciding activation on press cannot distinguish a click from
the first instant of a drag. Every press on an icon now starts a potential
drag and release decides which it was, using a 4px movement threshold that
latches once exceeded. Double-click mode goes through the same path, so both
modes now drag identically.

The lock screen drew no cursor. The cursor push in the udev render loop sits
inside `if !locked`, and a locked head renders only the lock element list, so
nothing drew a pointer - and on a bare TTY nothing else does. The on-screen
keyboard's clicks were being handled correctly the whole time
(native_lock_click); they simply could not be aimed. The pointer is now
prepended to the lock element list, above the UI it is used to click.

The password field's opaque panel is gone. New LockConfig::box_opacity,
default 0.0: no fill, no border, no rounded rectangle, just the dots and
status text over the blurred background. Raising it restores the panel at
that opacity for anyone who wants a solid field. Drawing text on a
transparent surface needed a new blit_glyph_over: the existing blit_glyph
blends against one flat opaque colour and writes alpha 255, which would have
turned every glyph into a block of the assumed background - the same box
with its middle removed.

VERIFICATION STATUS, stated plainly: all three are code-complete and the
suite passes, but none is confirmed on screen. The nested backend's capture
pass does not draw the desktop icon grid (a gap already recorded in
winit/capture.rs), so the icon drag cannot be checked by screenshot there,
and aiming blind is what this project's own rules forbid. The two lock
changes were not visually checked either.

515 tests pass, clippy clean.
</content>
</entry>
<entry>
<title>Confirm Nemo's popup works; fix the two bugs that hid it, and shadow bleed across a monitor seam</title>
<updated>2026-04-19T22:48:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2026-04-19T22:48:00+00:00</published>
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<id>urn:sha1:436d42da6ef61a5ea20d5102c4baed7bf0993606</id>
<content type='text'>
Nemo's right-click context menu was the last open punch-list item, parked
twice as untestable. It works: verified end to end in a throwaway nested
compositor, menu and submenu both, at the correct position and stacking.
The popup path itself needed no fix, so the POPUP-GEOM-DIAG/POPUP-GRAB-DIAG
diagnostics are removed.

Two real bugs turned up in the way of testing it.

zwlr_virtual_pointer was a silent no-op on the winit backend. Every
Motion/MotionAbsolute handler read UdevState::bounds() behind an early
return when state.udev was None, and that field is Some only for the DRM
backend. The protocol advertised its global, accepted create_virtual_pointer
and accepted every request, then discarded all motion with no error and no
log. That is the backend a nested instance runs on, so the only safe way to
drive a throwaway compositor - a Wayland client of that compositor, which
cannot reach any other session, unlike ydotool's /dev/uinput writes - did
not work at all. Bounds now come from WindowManager::monitors() when udev is
absent; both backends fill that list from Platform::monitors().

The winit backend's screencopy pass rendered no popups and no shadows. It
re-renders the scene offscreen, and that second scene was missing tiers, so
grim on a nested instance reported the opposite of the truth: a menu drawing
perfectly on screen photographed as absent. The DRM backend never had this,
since it serves screencopy from the on-screen frame it just drew. Border
strips are still missing from that pass, called out in the code rather than
left silent.

Also fixed, from the "windows show a bit in the other monitor" report:
shadow_rect expanded by SHADOW_SIZE on every side with no monitor-boundary
awareness, so a window flush against a seam put its 24px shadow strip on the
neighbouring screen. shadow_rect_clipped clips to the bounding box of the
monitors the window's geometry actually touches - not just its assigned
one, since a window straddling a seam really does occupy both and clipping
there would cut its shadow off mid-body. The bitmap's own extent stays
unclipped, because the src rectangle indexes into it; only the fragment list
is clipped. Six tests on the incident's own numbers. Not confirmed on
screen: the nested backend cannot produce a second monitor.

New tool: tools/virtual-pointer-click, a scriptable virtual-pointer driver
that acknowledges each command after its round-trip, so a test script can
put a screenshot between a move and the click that follows it.

489 tests pass, clippy clean.
</content>
</entry>
<entry>
<title>Fix a real regression: dynamic-mode windows lost their shadow via toggle_floating</title>
<updated>2026-01-30T07:39:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2026-01-30T07:39:00+00:00</published>
<link rel='alternate' type='text/html' href='https://srdusr.com/git/srdwm/commit/?id=2a51fb86e2a123ff9e810a0b4105c9fe5f85e3ae'/>
<id>urn:sha1:2a51fb86e2a123ff9e810a0b4105c9fe5f85e3ae</id>
<content type='text'>
The tiled-shadow-tint fix earlier today gated the shadow on Window::floating
alone. arrange_workspace only reads floating under the "tiling" layout, so
every window on this project's own default "dynamic" layout starts, and
stays, floating: false - the gate misread that as "tiled, no shadow"
regardless of which layout was actually running, so shadows silently
vanished under dynamic mode entirely, recoverable only by pressing Super+S
(toggle_floating), which then looked like that key toggles a tint rather
than floating. Fixed by checking the workspace's own layout name first:
a window is only "currently tiled" when its workspace runs "tiling" AND
it hasn't opted out via floating. DecorationSignature's floating field is
now currently_tiled, since a layout switch changes this for every window
on a workspace without touching any of their own floating fields.

Also disabled general.shadows in the user's own config per direct
request - never asked for, on by default, and a real problem for
color-accuracy work regardless of how correctly it renders otherwise.

Also fixed both context menus (titlebar and desktop) silently truncating
labels past a fixed 170px width with no indication - widened dynamically
to each menu's own real widest label via a new measure_text_width helper.
</content>
</entry>
<entry>
<title>Redesign the titlebar right-click menu: real separators/headers, live customization</title>
<updated>2026-01-28T12:20:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2026-01-28T12:20:00+00:00</published>
<link rel='alternate' type='text/html' href='https://srdusr.com/git/srdwm/commit/?id=d16f7dab25bd9508271017bc6dc15024c30cbf71'/>
<id>urn:sha1:d16f7dab25bd9508271017bc6dc15024c30cbf71</id>
<content type='text'>
Reported live: "looks very ugly currently and some of it doesn't make
sense." Both were real. Every row, including a bare divider, took one
full TITLEBAR_HEIGHT slot, so a separator was a 1px hairline in the
middle of 32px of empty space; "Move to Workspace" faked a section
caption by embedding box-drawing characters directly in an ordinary
item's label, which rendered - and behaved, until the click-dispatch
site's own special case - exactly like a clickable row that did
nothing. Separately, "Floating" was always offered even though
Window::floating only affects the "tiling" layout: toggling it under
this project's own default "dynamic" layout visibly changes nothing,
reading as a broken control rather than an inapplicable one.

ContextMenu (crates/core/src/context_menu.rs) gained real Separator
(9px) and Header (22px, non-interactive, dimmed) row kinds with their
own small heights, replacing the label-hack outright. Both backends'
rendering now sum each row's own real height instead of assuming one
uniform value, so hit-testing and pixels can't disagree about where a
row is. Floating is omitted entirely outside the tiling layout.

New, in direct response to "allow customizing from there as well": a
Customize section with live Button Style / Button Side toggles. Each
flips the matching ThemeConfig field and immediately redraws every open
window's titlebar - not routed through srd set's own path, which is
scoped to windows created after the call for lack of a redraw hook it
can reach; a menu action that didn't visibly change the titlebar you
clicked would be its own "doesn't make sense" bug.

Full workspace build/test/clippy clean (242 core tests, +8; 152
wayland, net-even after rewriting the old label-hack tests).
</content>
</entry>
<entry>
<title>Redesign the native lock screen: clock/avatar header, on-screen keyboard, wrong-password shake</title>
<updated>2025-11-20T15:10:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-11-20T15:10:00+00:00</published>
<link rel='alternate' type='text/html' href='https://srdusr.com/git/srdwm/commit/?id=ae47a562bd423df856ec6c735d9e4c29a8e1e3c6'/>
<id>urn:sha1:ae47a562bd423df856ec6c735d9e4c29a8e1e3c6</id>
<content type='text'>
The native lock UI was a flat bordered rectangle with three left-aligned
text lines and no shadow, clock, or identity marker - reported directly
as looking unfinished. Splits the redesign across a new transparent-canvas
header (time, date, circular avatar, username) above a redesigned,
centered password box with a real drop shadow and a dimmed placeholder
prompt, plus a genuine on-screen QWERTY-shaped keyboard with working
Shift/Backspace/Return/Space and real click hit-testing shared with the
render path via one `lock_stack_layout` function, and a damped-sine shake
on a failed attempt.

LockConfig gains show_clock/show_keyboard/avatar_bg, each independently
srd.set-able and documented in a new theme.lock.* section in DEFAULTS.md.
native_lock_render_elements now takes one NativeLockFrame struct instead
of positional buffer arguments now that it composites five optional
layers instead of two.

Full workspace build/test/clippy clean (152 wayland tests, +6 new).
</content>
</entry>
<entry>
<title>Context/desktop menu polish: real hover tint, real separator line, Select All</title>
<updated>2025-09-28T19:25:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-09-28T19:25:00+00:00</published>
<link rel='alternate' type='text/html' href='https://srdusr.com/git/srdwm/commit/?id=ffdae252782d047a6b2d76c9bb4efeb92c391db3'/>
<id>urn:sha1:ffdae252782d047a6b2d76c9bb4efeb92c391db3</id>
<content type='text'>
Reported live: "looks weird and unpolished... need a lot more items".
Compared directly against the exact AGS reference this project's own
menu rebuild already targets rather than guessing:

- Highlighted rows used a flat, fully-saturated fill instead of the
  reference's subtle 22%-accent-into-background wash. New decoration::
  color::mix_rgb (channel-wise linear blend, generalizing brighten/
  darken's fixed-target blends to an arbitrary second colour/ratio) lets
  render_context_menu reproduce that same ratio.
- Every separator row was a label string of Unicode box-drawing
  characters rendered as text glyphs, which render inconsistently at
  small sizes - a label that's entirely U+2500 now draws a real 1px
  hairline instead; a label that mixes it with real text ("--- Move to
  Workspace ---", a deliberate section-header convention) still renders
  as text, unchanged.
- "Select All" added to the bare-desktop menu, the one action every
  mainstream desktop's own menu offers that this one lacked.

New tests needed real care: the panel's own rounded-corner distance
field softens alpha within its radius of any canvas edge, not just the
visible corners, so a naive full-row pixel scan against bg picked that
up as a false positive on the first attempt - fixed by scanning only
rows/columns confirmed (via a throwaway debug dump) to sit inside the
panel's genuinely flat interior.

Full workspace build/test/clippy clean, built and installed. Real
submenus and per-row icons remain real, separate scope - this
project's floating-menu UI has no nested-panel concept yet.
</content>
</entry>
<entry>
<title>Wayland backend: desktop icons v2, menu rebuild, layer-shell/scale fixes,</title>
<updated>2025-09-10T09:24:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-09-10T09:24:00+00:00</published>
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<id>urn:sha1:5ee627928d0cb017e59d796c71793c35d5b65d33</id>
<content type='text'>
XWayland stability, GPU rendering, and multi-cursor Phase 2

The bulk of a multi-session shift's real work landed in crates/wayland.
Full root-cause/verification narrative for every item below lives in
docs/TODO.md (each has its own dated entry); this is the summary:

Desktop shell:
- Real desktop icons v2 (state/desktop_icons.rs, desktop_icons.rs):
  fixed origin-baked-before-the-bar-connects, fixed-icon sort order, and
  a proper Rename/Delete-to-Trash menu (window_memory.rs backs the
  rename-persistence side). Rubber-band marquee multi-select.
- icon_theme.rs: real freedesktop icon-theme lookup (inherits chain,
  hicolor fallback) rendering actual theme SVGs via resvg/tiny-skia,
  replacing the hand-drawn placeholder glyphs.
- Context/desktop menus (decoration.rs, desktop_menu.rs, state/menu.rs)
  rebuilt to match the project's own AGS panel styling: rounded floating
  panel, tinted-fill row highlight, real separators, a much fuller
  titlebar window-menu action set.

Layer-shell / multi-monitor:
- Layer-shell hit-testing and render positioning (input/pointer.rs,
  udev/render.rs's element placement) now correctly convert LayerMap's
  logical geometry into physical pixels on a fractionally-scaled output
  - root cause of a bottom-anchored dock being unclickable and
  unpainted while a top-anchored bar on the same output worked.
  udev/outputs.rs's relayout_outputs gained the same physical/logical
  split for cross-output positioning, now backed by a real unit test
  (next_logical_x) built from the original measured incident numbers.
- state/geometry.rs: a window's border/decoration no longer briefly
  clips when moved between differently-scaled monitors mid-drag.

XWayland / stability:
- xwayland.rs, udev/session.rs, udev/platform.rs: fixed a 100%-
  reproducible cold-start XKEYBOARD crash-loop (XWayland's own stdin
  inherited a real, already-owned VT; env passthrough and idle-callback
  spawn timing were both real, independent gaps) that had silently taken
  down all X11-app support and the global-menu registrar every session.
- state/toplevel.rs, state/lifecycle.rs: XWayland dialog detection via
  WM_TRANSIENT_FOR, not just a native xdg_toplevel parent.

Rendering:
- udev/render.rs, decoration.rs: real GPU (GBM+EGL+DrmCompositor)
  window-content and cursor rendering on the udev backend, falling back
  to the untouched Pixman path automatically on any init failure.
- decoration/tests.rs, state/mod.rs: rounded-corner/border fixes for
  interactive resize lag and cross-monitor moves.

Multi-cursor Phase 2 (virtual_pointer.rs, new; state/mod.rs, udev/
platform.rs, winit/nested_platform.rs): pins a zwlr_virtual_pointer_
unstable_v1 object to a specific window, bypassing the shared seat/
focus/pointer_pos path entirely via hand-rolled wl_pointer.enter/motion/
button/frame/leave against every WlPointer the target client has bound
(PointerHandle::client_pointers). Lets an agent operate one window while
a human uses another, genuinely simultaneously, with zero client
cooperation and no second wl_seat (confirmed a dead end: real clients
only ever bind the first seat advertised).

Full workspace build/test/clippy clean.
</content>
</entry>
<entry>
<title>Polish the hand-drawn desktop icon glyphs: rounded corners, gradient, blue</title>
<updated>2025-08-19T21:38:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2025-08-19T21:38:00+00:00</published>
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<id>urn:sha1:f1548893e2868c2ca6c9aaa7c93c277df35b62ac</id>
<content type='text'>
Requested directly: default icons "look very rudimentary... make slightly
blue as well, polished look".

Two changes to decoration::render_desktop_icon and its five draw_*_glyph
helpers:

- New fill_rounded_rect primitive: softly rounded corners (the same
  clamp-then-distance smoothstep construction rounded_corners_pixman::
  apply_corner_mask already established for content masking, not a new
  technique) plus a vertical top-to-bottom gradient instead of one flat
  fill - the same light-source cue buttons.rs's own glossy_shade uses
  for the titlebar dots, as a plain linear gradient here. Applied to each
  glyph's main body shape; small details (folder tab edge, computer
  stand, trash ridges, home roof) stay flat/sharp.
- A dedicated ICON_COLOR constant (a clean mid-blue) instead of reading
  theme.titlebar_fg_focused - that field is whatever the user's own
  titlebar accent happens to be configured to, which could be any
  colour; these glyphs want a consistent, recognisable blue palette of
  their own, independent of theme.

Build/test/clippy already verified clean as part of the layer-shell scale
fix commit just before this one (same source tree, installed together).
</content>
</entry>
</feed>
