docs: explain Ferese integration model
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# Why Ferese
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Omarchy and Ferese come from two different ideas about how a desktop should be
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built. Omarchy brings existing Linux tools together and configures them as one
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environment, which gives it access to mature components that already do their
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jobs well.
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A setup like that might combine:
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```text
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Hyprland + bar + launcher + notifications + lock screen + theme scripts
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```
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There is nothing wrong with this approach, and being able to replace each part
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is useful, but those parts still have their own configuration, state, rendering,
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and lifecycle. Matching their themes can make them look related, while keeping
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their behavior in sync remains an ongoing part of maintaining the desktop.
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With Ferese, we are building the compositor and shell together, so workspaces,
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layout, focus, outputs, input, and materials all come from the same desktop
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state. The shell and Settings use first-party interfaces to work with that state
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instead of reading separate versions of it from several external tools.
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This does not mean every Ferese component has to run in one process. It means
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that the components share the same concepts, configuration, and protocols, so a
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workspace or surface means the same thing everywhere it appears.
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## What this means in practice
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You can see the difference in something as simple as corner radius. Ferese has a
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shared setting for shell surfaces:
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```kdl
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theme {
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geometry {
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shell-radius 16
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}
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}
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```
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Changing that value updates the bar, Control Center, popovers, notifications,
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widgets, and native lock screen together. Managed windows have their own radius
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because they are a different kind of surface, but each value still has one clear
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meaning wherever it is used.
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In an assembled desktop, making the same visual change may mean editing the
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window manager, bar CSS, launcher theme, notification daemon, and lock screen
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config separately, then keeping those values aligned as the setup changes.
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The same difference shows up in how the desktop behaves. Ferese implements
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scrolling as part of its workspace model, renders blur behind shell surfaces in
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the compositor, and builds the overview from the real window scene. Focus,
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fullscreen, workspace geometry, and input all work from the same state rather
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than waiting for separate tools to catch up with one another.
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When a window opens, Ferese can handle the result as one transition:
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```text
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window opens → layout updates → viewport moves → input follows
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```
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An assembled environment may need to publish a window-manager event, pass it
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through IPC, run a script, update the bar, and start another animation before
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the rest of the desktop reflects the change. Each step can be fast, but it is
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still another boundary that has to be maintained.
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## The tradeoff we are making
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Building more of the desktop ourselves gives Ferese tighter control over how its
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parts work together, but it also leaves us responsible for more code. Omarchy
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can rely on mature components from across the Linux desktop ecosystem, while
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Ferese has to build that same level of maturity over time, and that is a tradeoff
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we are willing to make to keep the desktop consistent in both behavior and
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configuration.
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