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The Fedi Forum

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lol.

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  • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

    @sodiboo fun fact on desktop browsers clicking dragging allows js to track the cursor outside of the window boundary which has hilarious consequences to mfm

    sodigay :pride_heart: foreverS This user is from outside of this forum
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    sodigay :pride_heart: forever
    wrote last edited by
    #3

    @49016@mastodon.catgirl.cloud hm . doubtful that this will work on my machine because i have a wayland desktop

    ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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    • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

      @49016@mastodon.catgirl.cloud hm . doubtful that this will work on my machine because i have a wayland desktop

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      ⬡-49016 :neobot_box_cat_ears:
      wrote last edited by
      #4

      @sodiboo nope! works on wayland as well

      sodigay :pride_heart: foreverS 1 Reply Last reply
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      • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

        @sodiboo nope! works on wayland as well

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        wrote last edited by
        #5

        @49016@mastodon.catgirl.cloud but how? what. there's no way windows get mouse position if the mouse isn't on the window. what. I gotta test this now

        sodigay :pride_heart: foreverS 1 Reply Last reply
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        • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

          @49016@mastodon.catgirl.cloud but how? what. there's no way windows get mouse position if the mouse isn't on the window. what. I gotta test this now

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          wrote last edited by
          #6

          @49016@mastodon.catgirl.cloud Oh! it DOES work! mouse leave only occurs when the click is RELEASED and absolute position events to negative coordinates are absolutely sent!

          sodigay :pride_heart: foreverS 1 Reply Last reply
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          • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

            @49016@mastodon.catgirl.cloud Oh! it DOES work! mouse leave only occurs when the click is RELEASED and absolute position events to negative coordinates are absolutely sent!

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            wrote last edited by
            #7

            @49016@mastodon.catgirl.cloud That makes some sense I guess; I actually see this being useful perhaps. But it's not what I expected initially. And I do know this means I have a client implementation that I need to test if this completely breaks it.

            sodigay :pride_heart: foreverS 1 Reply Last reply
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            • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

              @49016@mastodon.catgirl.cloud That makes some sense I guess; I actually see this being useful perhaps. But it's not what I expected initially. And I do know this means I have a client implementation that I need to test if this completely breaks it.

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              wrote last edited by
              #8

              @49016@mastodon.catgirl.cloud interesting. if I am holding a left click on one surface, the next surface does NOT ever receive a mouse enter or position events until I let go of the click.

              it's not like, a bug, this isn't an issue. but I didn't know this.

              I also realize that this implies, subtly, that clicking while moving a cursor over a window is sufficient to prevent any pointer constraint of that window from activating. so if a window has a pointer constraint that one needs to bypass, just click while moving over that window! problem solved!

              I also realize that this implies, subtly, that software KVM switches like lan-mouse that depend on layer surfaces at the edge of the screen,
              cannot let you move across machines if you hold left click. this is actually a usability issue. what they are doing is basically a hack though; it's not expected to work perfectly. it probably doesn't need fixing

              sodigay :pride_heart: foreverS 1 Reply Last reply
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              • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                @49016@mastodon.catgirl.cloud interesting. if I am holding a left click on one surface, the next surface does NOT ever receive a mouse enter or position events until I let go of the click.

                it's not like, a bug, this isn't an issue. but I didn't know this.

                I also realize that this implies, subtly, that clicking while moving a cursor over a window is sufficient to prevent any pointer constraint of that window from activating. so if a window has a pointer constraint that one needs to bypass, just click while moving over that window! problem solved!

                I also realize that this implies, subtly, that software KVM switches like lan-mouse that depend on layer surfaces at the edge of the screen,
                cannot let you move across machines if you hold left click. this is actually a usability issue. what they are doing is basically a hack though; it's not expected to work perfectly. it probably doesn't need fixing

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                sodigay :pride_heart: forever
                wrote last edited by
                #9

                @49016@mastodon.catgirl.cloud niri's hot corner is consistent with everything else here: you cannot activate it whilst holding a left click. this one was surprising to me because I expected it to override this focus behaviour since it's compositor managed but I guess not; the hot corner obeys regular pointer focus rules

                sodigay :pride_heart: foreverS 1 Reply Last reply
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                • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                  @49016@mastodon.catgirl.cloud niri's hot corner is consistent with everything else here: you cannot activate it whilst holding a left click. this one was surprising to me because I expected it to override this focus behaviour since it's compositor managed but I guess not; the hot corner obeys regular pointer focus rules

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                  wrote last edited by
                  #10

                  @49016@mastodon.catgirl.cloud actually I see why hot corner doesn't activate here: a full screened app also stops it from activating; as it should. this is probably the reason that the hot corner follows regular pointer focus rules and hit tracking.

                  ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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                  • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                    @49016@mastodon.catgirl.cloud actually I see why hot corner doesn't activate here: a full screened app also stops it from activating; as it should. this is probably the reason that the hot corner follows regular pointer focus rules and hit tracking.

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                    ⬡-49016 :neobot_box_cat_ears:
                    wrote last edited by
                    #11

                    @sodiboo oh actually hi hello since you are involved in niri already: does niri support per-window GLSL shaders?

                    sodigay :pride_heart: foreverS 1 Reply Last reply
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                    • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                      @sodiboo oh actually hi hello since you are involved in niri already: does niri support per-window GLSL shaders?

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                      wrote last edited by
                      #12

                      @49016@mastodon.catgirl.cloud uhm uhh . no. I don't think so.

                      it supports defining like, three different custom shaders for specific animations you can customize, but they don't get any window metadata and can't be controlled by window rules.

                      I assume by "per-window shaders" this specifically means always-active shaders decorating a pariticular window in its regular non-animating state? if so, I believe that
                      has been asked about before, and from what I remember, it wasn't implemented due to concerns about the performance of long-running custom shaders.

                      sodigay :pride_heart: foreverS 1 Reply Last reply
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                      • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                        @49016@mastodon.catgirl.cloud uhm uhh . no. I don't think so.

                        it supports defining like, three different custom shaders for specific animations you can customize, but they don't get any window metadata and can't be controlled by window rules.

                        I assume by "per-window shaders" this specifically means always-active shaders decorating a pariticular window in its regular non-animating state? if so, I believe that
                        has been asked about before, and from what I remember, it wasn't implemented due to concerns about the performance of long-running custom shaders.

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                        wrote last edited by
                        #13

                        @49016@mastodon.catgirl.cloud what, specifically, is it looking to accomplish with per-window shaders? is there a particular effect it wants to achieve? or just to play around with the capability?

                        ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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                        • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                          @49016@mastodon.catgirl.cloud what, specifically, is it looking to accomplish with per-window shaders? is there a particular effect it wants to achieve? or just to play around with the capability?

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                          ⬡-49016 :neobot_box_cat_ears:
                          wrote last edited by
                          #14

                          @sodiboo transparency everywhere. it is a sucker for some good blur and the easiest way to get it to work consistently is a shader that does a bit of chroma-keying

                          it works pretty darn well on h*pr with a custom shader; it eats a bit of gpu but not noticeably

                          sodigay :pride_heart: foreverS 1 Reply Last reply
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                          • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                            @sodiboo transparency everywhere. it is a sucker for some good blur and the easiest way to get it to work consistently is a shader that does a bit of chroma-keying

                            it works pretty darn well on h*pr with a custom shader; it eats a bit of gpu but not noticeably

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                            wrote last edited by
                            #15

                            @49016@mastodon.catgirl.cloud ooh! window transparency and blur is really cool yes.

                            currently, no, niri does not support this kind of thing. closest one can get is just regular transparency without any blur.

                            but, there is a new background effect protocol, and once that is implemented in niri, it will have the capability to do, well, background effects! such as blur!

                            and then, perhaps not right away, it can even be generalized to support custom shader background effects as a window rule? idk I'm not totally familiar with graphics code but like this sounds plausible methinks.

                            ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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                            • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                              @49016@mastodon.catgirl.cloud ooh! window transparency and blur is really cool yes.

                              currently, no, niri does not support this kind of thing. closest one can get is just regular transparency without any blur.

                              but, there is a new background effect protocol, and once that is implemented in niri, it will have the capability to do, well, background effects! such as blur!

                              and then, perhaps not right away, it can even be generalized to support custom shader background effects as a window rule? idk I'm not totally familiar with graphics code but like this sounds plausible methinks.

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                              ⬡-49016 :neobot_box_cat_ears:
                              wrote last edited by
                              #16

                              @sodiboo wait does niri not support background blur already? 😧

                              sodigay :pride_heart: foreverS 1 Reply Last reply
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                              • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                                @sodiboo wait does niri not support background blur already? 😧

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                                wrote last edited by
                                #17

                                @49016@mastodon.catgirl.cloud no. unfortunately not. no blur effects anywhere.

                                (but it
                                is now a standardized Wayland protocol, so if someone wants to add background blur it should be fairly straightforward to implement that protocol probably)

                                ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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                                • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                                  @49016@mastodon.catgirl.cloud no. unfortunately not. no blur effects anywhere.

                                  (but it
                                  is now a standardized Wayland protocol, so if someone wants to add background blur it should be fairly straightforward to implement that protocol probably)

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                                  wrote last edited by
                                  #18

                                  @sodiboo .. ok how hard would it be to hack shaders into niri

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                                  • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                                    @sodiboo .. ok how hard would it be to hack shaders into niri

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                                    olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                                    wrote last edited by
                                    #19
                                    @49016 @sodiboo there's shaders for other purposes (animations and stuff)
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                                    • olivia, :neofox_flag_sapphic: :neofox_flag_trans:O olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                                      @49016 @sodiboo there's shaders for other purposes (animations and stuff)
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                                      wrote last edited by
                                      #20

                                      @oli @sodiboo ok so would it be possible to just add a, well, idle animation to windows

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                                      • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                                        @oli @sodiboo ok so would it be possible to just add a, well, idle animation to windows

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                                        olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                                        wrote last edited by
                                        #21
                                        @49016 @sodiboo i don't see why it wouldn't be possible
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                                        • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                                          @sodiboo .. ok how hard would it be to hack shaders into niri

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                                          sodigay :pride_heart: forever
                                          wrote last edited by
                                          #22

                                          @49016@mastodon.catgirl.cloud honestly no idea. I've only barely touched the rendering code and I'm not very familiar with EGL.

                                          but COSMIC has an implementation of background blur that's... in the works I think? a PR? maybe it was merged? should be a decent thing to work from since both use the same rendering primitives from Smithay.

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