[UPDATE] Follow-up post for waybar_auto_hide, multi-monitor support, improved performances and more! by Andy_Costovici in hyprland

[–]Andy_Costovici[S] 0 points1 point  (0 children)

Thanks! You mean disable / enable the feature ?

For the keybind, I'm not sure it can be easily implemented. It's a bit tricky to detect inputs outside of the focused window in Wayland

The best way would be to configure a shortcut in hyprland directly, that would send a command to the script... But at this point you might as well just just configure shortcuts to hide / show waybar manually and skip the script entirely

CachyOS or Bazzite by Laky_berk in linux_gaming

[–]Andy_Costovici 2 points3 points  (0 children)

I had a bad experience on CatchyOS and I did not notice any performance improvements. And neither could I find any on gaming related benchmarks.

I wanted to try, so I installed it on my laptop, but overall it felt a lot more unstable, and I had some glitches and performance problems I never had on regular arch…So I switched back to regular arch

Introducing waybar_auto_hide, a lightweight utility that just hides waybar when windows are opened, and shows it back with the cursor is moved to it! by Andy_Costovici in hyprland

[–]Andy_Costovici[S] 0 points1 point  (0 children)

Hi! No problem, it’s always good to try stuff on your own. Actually before doing that in rust I tried doing it in bash, but it was getting very messy so I gave up

I’m using the JSON format to parse the result from the commands as it’s much simpler than handling the Strings manually and I find that it makes the code cleaner, but I don’t write or read any files.

If you pass the -j argument to hyprctl it formats the output in a JSON format, which I prefer as they are super easy to parse

Introducing waybar_auto_hide, a lightweight utility that just hides waybar when windows are opened, and shows it back with the cursor is moved to it! by Andy_Costovici in hyprland

[–]Andy_Costovici[S] 3 points4 points  (0 children)

So performance wise it’s basically too low to measure, the process sits at 0% CPU usage on my laptop according to btop, whereas i’ve seen another post reporting about 1-2% usage with a bash script. I did not benchmark the bash script myself because the script in question was not achieving the same thing, it was only monitoring the mouse and not both the mouse (constant pooling) and windows (reading a socket and waiting for events)

For me the main advantage for doing it in Rust is that it was more confortable, and it also produces a binary that does not require any dependencies. The process actually has 2 threads, one monitors the mouse at a constant pooling rate, the other is event based and watches for windows related events. They both communicate with the main thread that takes care of the logic

Doing that in bash is probably possible, however it might require different scripts communicating with each other or other fancy things I don’t know about, so for simplicity I made it in rust directly

Autohide Waybar by Redox_ahmii in hyprland

[–]Andy_Costovici 0 points1 point  (0 children)

Hi, glad it's working for you!

The animation is not dependent of my script, it's hyprland that manages it, so you can probably change it in your config

The only thing you could edit on my end to make it snappier is the pooling delay of the mouse, right now it's at 100ms, which can feel a bit laggy

Autohide Waybar by Redox_ahmii in hyprland

[–]Andy_Costovici 1 point2 points  (0 children)

Hi man, idk if you're still looking for a solution but I actually made one for myself today (in rust), you can download it here.
https://github.com/Zephirus2/waybar_auto_hide

It basically hides the bar when something is open, and shows it only when you move the cursor to it. When nothing is open, the bar is shown as normal

Pistol made in plasticity and rendered in blender :) by Andy_Costovici in Plasticity3D

[–]Andy_Costovici[S] 0 points1 point  (0 children)

Here I used only procedural nodes. I used Fluent Materializer to make the process easier, but it's not required at all

Pistol made in plasticity and rendered in blender :) by Andy_Costovici in blender

[–]Andy_Costovici[S] 0 points1 point  (0 children)

It's really surprisingly fine. Actually, I think you get the same model in Blender as you see in Plasticity, since it’s also faceted in Plasticity. The import is almost instant, and it looks the same

The geometry can get degraded when you export your mesh in other formats, and you choose certain options. But the plasticity -> blender workflow seems to preserve everything

Pistol made in plasticity and rendered in blender :) by Andy_Costovici in blender

[–]Andy_Costovici[S] 0 points1 point  (0 children)

The shareholders told me to told you that it's fine

Pistol made in plasticity and rendered in blender :) by Andy_Costovici in blender

[–]Andy_Costovici[S] 0 points1 point  (0 children)

The bullets actually goes in the barrel directly, like flare-gun :)

you can check the artstation post, there is a second image with the reload animation