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| author | srdusr <[email protected]> | 2025-11-20 17:10:00 +0200 |
|---|---|---|
| committer | srdusr <[email protected]> | 2025-11-20 17:10:00 +0200 |
| commit | ae47a562bd423df856ec6c735d9e4c29a8e1e3c6 (patch) | |
| tree | 6fa732650b8809d0c302017fbc72254c66bccc02 /crates/wayland/src/udev | |
| parent | 04466601f4714dcbc1f3b0ef134febede6febb6a (diff) | |
| download | srdwm-ae47a562bd423df856ec6c735d9e4c29a8e1e3c6.tar.gz srdwm-ae47a562bd423df856ec6c735d9e4c29a8e1e3c6.zip | |
Redesign the native lock screen: clock/avatar header, on-screen keyboard, wrong-password shake
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).
Diffstat (limited to 'crates/wayland/src/udev')
| -rw-r--r-- | crates/wayland/src/udev/render.rs | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/crates/wayland/src/udev/render.rs b/crates/wayland/src/udev/render.rs index 0280e87..b435276 100644 --- a/crates/wayland/src/udev/render.rs +++ b/crates/wayland/src/udev/render.rs @@ -243,6 +243,10 @@ impl CompState { let native_bg = self.native_lock_background(&output.name()).cloned(); let native_ui = self.native_lock_ui().map(|(buf, size)| (buf.clone(), size)); let native_needs_capture = self.native_lock_needs_capture(&output.name()); + let native_header = self.native_lock_header().map(|(buf, size)| (buf.clone(), size)); + let native_shadow = self.native_lock_shadow().cloned(); + let native_keyboard = self.native_lock_keyboard().map(|(buf, size)| (buf.clone(), size)); + let native_shake_offset = self.native_lock_shake_offset(); // Content/decoration elements are built per head: both need the // renderer, and geometry is translated into head-local space. @@ -1102,7 +1106,15 @@ impl CompState { }; let native_elements = if locked && is_native { let size = udev.heads[index].size; - crate::native_lock::native_lock_render_elements(native_bg.as_ref(), native_ui.as_ref().map(|(b, s)| (b, *s)), size, &mut udev.renderer) + let frame = crate::native_lock::NativeLockFrame { + background: native_bg.as_ref(), + header: native_header.as_ref().map(|(b, s)| (b, *s)), + shadow: native_shadow.as_ref(), + ui: native_ui.as_ref().map(|(b, s)| (b, *s)), + keyboard: native_keyboard.as_ref().map(|(b, s)| (b, *s)), + shake_offset: native_shake_offset, + }; + crate::native_lock::native_lock_render_elements(frame, size, &mut udev.renderer) } else { Vec::new() }; |