Add Live Activities as configurable bar items (#30)

* Add Live Activities as configurable bar items

* Fix activity owner monitoring and Morph list interactions

* Keep activity rows stable during updates and tighten their layout

* Use subtle theme tint for activity cards

* Tighten activity title and progress spacing

* Use theme accent for active progress rings

* Fit compact activities to measured titles and badge

* Expose Live Activities display controls in Settings

* Open activity terminals and streamline the Morph header

* Give Morph continuous icons and prioritize workspace navigation

* Show activity progress inside its ring

* Inset activity progress rings and strengthen their stroke

* Fix activity lifecycle, command output handling and list navigation

* Reduce activity update work and harden publisher lifetimes

* Set up Live Activities for the detected user shell during installation

* Document Activities setup, daily use and troubleshooting

* Preserve Morph idle width across empty activity updates

* Fix dimming flicker, hide inactive music tab and consolidate Activities docs

* Fix panel clearance across styles and match previews to theme settings

* Prevent panel blur from repainting neighboring islands

---------

Co-authored-by: Samuel Onoja <[email protected]>
This commit is contained in:
Samuel OnojaandSamuel Onoja authored and GitHub committed 2026-10-12 22:52:25 +01:00
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@@ -810,3 +810,211 @@ fn corner_heavy_shader_timing_sample() {
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn window_tint_does_not_inherit_panel_geometry() {
use smithay::backend::renderer::gles::UniformValue;
use smithay::output::{Mode, PhysicalProperties, Subpixel};
fn paint(renderer: &mut GlesRenderer, element: &impl RenderElement<GlesRenderer>) -> Vec<u8> {
let mut texture: GlesTexture = renderer.create_buffer(Fourcc::Abgr8888, (96, 96).into()).unwrap();
let mut target = renderer.bind(&mut texture).unwrap();
let rect = Rectangle::from_size((96, 96).into());
let mut frame = renderer
.render(&mut target, (96, 96).into(), Transform::Normal)
.unwrap();
frame.clear([1.0, 1.0, 1.0, 1.0].into(), &[rect]).unwrap();
let geometry = element.geometry(1.0.into());
element
.draw(
&mut frame,
element.src(),
geometry,
&[Rectangle::from_size(geometry.size)],
&[],
)
.unwrap();
let _ = frame.finish().unwrap();
let mapping = renderer
.copy_framebuffer(&target, Rectangle::from_size((96, 96).into()), Fourcc::Abgr8888)
.unwrap();
renderer.map_texture(&mapping).unwrap().to_vec()
}
let mut renderer = renderer();
let mut resources = RenderResources::default();
let output = Output::new(
"tint-test".into(),
PhysicalProperties {
size: (0, 0).into(),
subpixel: Subpixel::Unknown,
make: "test".into(),
model: "test".into(),
},
);
output.change_current_state(
Some(Mode {
size: (96, 96).into(),
refresh: 60_000,
}),
Some(Transform::Normal),
None,
Some((0, 0).into()),
);
let geometry = Rectangle::new((6, 6).into(), (80, 80).into());
let corners = RoundedRect::from_logical(geometry, 1.0, 12.0).with_shape(CornerShape::Continuous);
for resize_fill in [false, true] {
let tint = window_tint_element(
&mut resources,
&mut renderer,
ferese_layout::WindowId(1),
geometry,
corners,
[0.0, 0.0, 0.0, 0.44],
resize_fill,
&output,
)
.unwrap();
let baseline = paint(&mut renderer, &tint);
let program = material_program(&mut resources, &mut renderer).unwrap();
let panel = SharedPixelShaderElement::new(
program.0,
Rectangle::from_size((96, 24).into()),
None,
1.0,
vec![
Uniform::new("visible_rect", [0.0_f32, 72.0, 96.0, 24.0]),
Uniform::new("material_radii", [12.0_f32; 4]),
Uniform::new("tint", [0.2_f32, 0.2, 0.2, 1.0]),
Uniform::new("paint_mode", 0.0_f32),
Uniform::new("shadow_rect", [0.0_f32; 4]),
Uniform::new("shadow_values", [0.0_f32; 2]),
Uniform::new("panel_count", 1.0_f32),
Uniform::new("panel_fusion", 0.0_f32),
Uniform::new(
"panel_shapes[0]",
UniformValue::Matrix3x3 {
matrices: vec![[0.0, 72.0, 96.0, 24.0, 12.0, 12.0, 12.0, 12.0, 0.0]],
transpose: false,
},
),
],
RenderElementKind::Unspecified,
);
paint(&mut renderer, &panel);
let after_panel = paint(&mut renderer, &tint);
let changed = baseline
.chunks_exact(4)
.zip(after_panel.chunks_exact(4))
.filter(|(a, b)| a != b)
.count();
assert_eq!(
changed, 0,
"a panel draw changed {changed} window pixels (resize_fill={resize_fill})"
);
assert!(
baseline.chunks_exact(4).any(|p| p[0] < 200),
"fixture must draw the tint"
);
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn floating_blur_sampling_halo_does_not_paint_neighboring_islands() {
use smithay::backend::renderer::ImportMem;
use smithay::backend::renderer::gles::UniformValue;
let mut renderer = renderer();
let mut resources = RenderResources::default();
let program = blur_program(&mut resources, &mut renderer).unwrap();
for scale in [1.0_f64, 1.25, 1.5, 1.75, 2.0] {
let size: Size<i32, Physical> = ((256. * scale) as i32, (96. * scale) as i32).into();
let full = Rectangle::from_size(size);
let shapes: Vec<[f32; 9]> = [24., 112.]
.into_iter()
.map(|x| [x, 24., 80., 32., 16., 16., 16., 16., 0.].map(|v| v * scale as f32))
.collect();
// Each island captures an extra 32 logical pixels on every side for
// blur sampling. That capture includes part of its neighboring island.
for island in 0..2 {
let shape = shapes[island];
let visible = [shape[0], shape[1], shape[2], shape[3]];
let halo = 32. * scale as f32;
let capture = [
(visible[0] - halo).max(0.),
(visible[1] - halo).max(0.),
(visible[0] + visible[2] + halo).min(size.w as f32),
(visible[1] + visible[3] + halo).min(size.h as f32),
];
let rect = Rectangle::<i32, Physical>::new(
(capture[0] as i32, capture[1] as i32).into(),
((capture[2] - capture[0]) as i32, (capture[3] - capture[1]) as i32).into(),
);
let mut pixels = vec![128_u8; (rect.size.w * rect.size.h * 4) as usize];
for p in pixels.chunks_exact_mut(4) {
p[3] = 255;
}
let source = renderer
.import_memory(&pixels, Fourcc::Abgr8888, (rect.size.w, rect.size.h).into(), false)
.unwrap();
let uniforms = vec![
Uniform::new("visible_rect", visible),
Uniform::new("material_radii", [16. * scale as f32; 4]),
Uniform::new("texture_size", [rect.size.w as f32, rect.size.h as f32]),
Uniform::new("capture_origin", [capture[0], capture[1]]),
Uniform::new("blur_radius", halo),
Uniform::new("presentation_alpha", 1.0_f32),
Uniform::new("background_opacity", 0.6_f32),
Uniform::new("tint", [0.1_f32, 0.1, 0.1, 0.5]),
Uniform::new("panel_count", 2.0_f32),
Uniform::new("panel_fusion", 0.0_f32),
Uniform::new(
"panel_shapes[0]",
UniformValue::Matrix3x3 {
matrices: shapes.clone(),
transpose: false,
},
),
];
let mut texture: GlesTexture = renderer
.create_buffer(Fourcc::Abgr8888, (size.w, size.h).into())
.unwrap();
let mut target = renderer.bind(&mut texture).unwrap();
let mut frame = renderer.render(&mut target, size, Transform::Normal).unwrap();
frame.clear([0.; 4].into(), &[full]).unwrap();
// OpenGL coordinates have the opposite Y direction from the frame.
let dst = Rectangle::new((rect.loc.x, size.h - rect.loc.y - rect.size.h).into(), rect.size);
frame
.render_texture_from_to(
&source,
Rectangle::from_size(source.size().to_f64()),
dst,
&[Rectangle::from_size(dst.size)],
&[],
Transform::Normal,
1.,
Some(&program.0),
&uniforms,
)
.unwrap();
let _ = frame.finish().unwrap();
let mapping = renderer
.copy_framebuffer(&target, Rectangle::from_size((size.w, size.h).into()), Fourcc::Abgr8888)
.unwrap();
let rendered = renderer.map_texture(&mapping).unwrap().to_vec();
let mut painted = 0;
for pixel in rendered.chunks_exact(4).enumerate() {
let (index, rgba) = pixel;
let x = (index % size.w as usize) as f32 + 0.5;
if x < visible[0] || x >= visible[0] + visible[2] {
assert_eq!(
rgba[3], 0,
"island {island} paints outside its bounds at x={x}, scale={scale}"
);
} else if rgba[3] > 0 {
painted += 1;
}
}
assert!(painted > 100, "fixture must paint its own island");
}
}
}