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path: root/docs/superpowers/specs/2026-10-15-expose-design.md
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9 daysfeat(window-switcher): gravity pulls the scatter toward the centreDanilo M.1-1/+4
On screen the spiral alone read as loose: separation keeps the spiral's gaps, and the previews filled 24 to 30% of the screen. Thirty rounds now pull every window 15% closer to the centre and push them apart again, which fills 35 to 55% and makes each preview up to 1.5x larger. Twenty windows lay out in about 4ms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
9 daysfeat(window-switcher): the expose scatter layoutDanilo M.1-16/+19
layout() seeds windows on a golden-angle spiral, most recent at the centre, pushes overlapping pairs apart along the axis that costs less screen, and fits the result with one scale so sizes stay relative. The spec's first seed, the windows' real positions, was prototyped and dropped: every window on this desk fills its monitor, so they started in one pile, and pushing a pile apart made a line that still overlapped after 300 passes and filled 8 to 15% of the screen. The spiral converged in 1 to 55 passes. Comparing overlaps in raw pixels stacked wide windows into a column, which is why the axis choice divides by the screen's width and height. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
9 daysdocs(spec): expose on ALT+TAB and a hot cornerDanilo M.1-0/+132
The window-switcher grid becomes a Mission Control scatter: previews keep their real shape and relative size, seeded from their real positions and pushed apart, then fitted with one scale. A top-right hot corner on DP-1 opens it after a 250ms glow that warns before it fires, and stays inert while gaming. shared/Status.qml is not linked into window-switcher because a second instance would run its own game poll and react to presentation twice; the corner reads status.gaming directly. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>