A playing pill cost the iGPU about 2.9 ms and the CPU 3.7 ms a frame, 60 frames a
second: two vello passes over the whole island window for the surface's shadow and
gradients (vello keeps no gradient between frames) and one for the bars. Now 0.4 ms
GPU and 1.2 ms CPU. The open card went from 5.2 to 2.6 ms GPU and 6.2 to 3.4 ms CPU
a frame. surface.wgsl draws every design's shadow, fill and inner gradient in one
pass, with vello's own blurred-rectangle formula
- tray.rs: the shell serves org.kde.StatusNotifierWatcher (only when no other
watcher runs) and is its host; icons from the theme or from IconPixmap
(png.rs, a stdlib png writer); left/middle/right click and scroll; dbusmenu
menus drawn in the island's look; tray IPC verbs for testing
- edge.rs: the bar hides only on monitors showing a fullscreen window, driven
by Hyprland's event socket; peeks of the workspaces (with the disc sliding)
and the island (song change, new player), with a pop on the island
- prompt.rs: Ethernet details popup (addresses, gateway, DNS, MAC copyable)
- map.rs: 1100x560 maps, every other node a ring further in
- tools/fake_tray.py: a fake tray app, by bus name or by path
- README install: the desktop's amane CLI saves ~/.cache/amane/amane-shell,
so amane compile + amane run is the way to start the shell
- amane-remote.sh anim: with one window per monitor, gaps of 500 ms and
more are other islands resting, not stutter
- README: features, layout, requirements, install, IPC, runtime files, limits
- AGENTS.md: the user's ground rules (branch + approval, never touch real
players' sound), architecture, measured performance rules, type-check
and test loop, desktop test driver and its pitfalls, open threads
- tools/: amane-remote.sh and fake_mpris.py, so the test loop doesn't
depend on the Hermes skill
- .gitignore: the Cargo files amane generates