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--- a/plugins/cube/cube.cpp
+++ b/plugins/cube/cube.cpp
@@ -1602,37 +1602,27 @@
double xdiff = ev->delta_x;
double ydiff = ev->delta_y * -1.0;
+ // Direct manipulation follows every pointer delta immediately. The
+ // shared animation clock belongs to entry, exit and keyboard turns;
+ // restarting it here makes drag response depend on its easing curve.
const double current_off_y = animation.cube_animation.offset_y;
- const double target_off_y = mouse_overview_active ?
- animation.cube_animation.offset_y.end : current_off_y;
- const double off_y = wf::clamp(target_off_y + ydiff * YVelocity, -1.5, 1.5);
- if (mouse_overview_active && (xdiff == 0) &&
- (off_y == animation.cube_animation.offset_y.end))
- {
- // Motion beyond either tilt limit leaves a settled stack asleep.
- return;
- }
-
- animation.cube_animation.zoom.restart_with_end(
- animation.cube_animation.zoom.end);
-
- if (mouse_overview_active)
- {
- overview_mix.restart_with_end(1);
- }
- animation.cube_animation.offset_y.set(current_off_y, off_y);
- animation.cube_animation.offset_z.restart_with_end(
- animation.cube_animation.offset_z.end);
-
- float current_rotation = mouse_overview_active ? animation.cube_animation.rotation.end :
- float(animation.cube_animation.rotation);
- animation.cube_animation.rotation.restart_with_end(
- current_rotation + xdiff * XVelocity);
-
- animation.cube_animation.ease_deformation.restart_with_end(
- animation.cube_animation.ease_deformation.end);
-
- start_animation();
+ const double off_y = wf::clamp(current_off_y + ydiff * YVelocity, -1.5, 1.5);
+ if ((xdiff == 0) && (off_y == current_off_y))
+ {
+ // Motion beyond either tilt limit leaves a settled cube asleep.
+ return;
+ }
+
+ const double rotation = double(animation.cube_animation.rotation) + xdiff * XVelocity;
+ animation.cube_animation.rotation.set(rotation, rotation);
+ animation.cube_animation.offset_y.set(off_y, off_y);
+ update_view_matrix();
+ if (render_node)
+ {
+ // Pose changes still need damage after the entry animation has
+ // settled; scheduling a frame alone does not repaint the cube.
+ wf::scene::damage_node(render_node, render_node->get_bounding_box());
+ }
output->render->schedule_redraw();
}
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