summaryrefslogtreecommitdiff
path: root/src/managers/AnimationManager.cpp
diff options
context:
space:
mode:
authorMaximilian Seidler <78690852+PaideiaDilemma@users.noreply.github.com>2025-01-07 17:55:14 +0000
committerGitHub <noreply@github.com>2025-01-07 17:55:14 +0000
commit5642ed331df56375c55cd8d56a14054af8bdf8f2 (patch)
tree74a85b022b3319cdfad01343358eaf09a94841d1 /src/managers/AnimationManager.cpp
parentc7086f936a06abebcc863c35f634760ca1ee90c0 (diff)
core: move parts of the animation system to hyprutils (#8868)
* core: change animation manager to use Hyprutils::Animation * config: move animation config to hyprutils animation tree * use g_pAnimationManager->createAnimation and the new PHLANIMVAR template * core: use CGenericAnimatedVariabled::{enabled,setConfig,getStyle} and adapt callbacks * core: adapt animated variable usage (dereference the shared pointer) * misc: bump CMakeLists to hyprutils 0.3.3
Diffstat (limited to 'src/managers/AnimationManager.cpp')
-rw-r--r--src/managers/AnimationManager.cpp530
1 files changed, 210 insertions, 320 deletions
diff --git a/src/managers/AnimationManager.cpp b/src/managers/AnimationManager.cpp
index cff438b1..6bfeed83 100644
--- a/src/managers/AnimationManager.cpp
+++ b/src/managers/AnimationManager.cpp
@@ -1,6 +1,9 @@
#include "AnimationManager.hpp"
#include "../Compositor.hpp"
#include "HookSystemManager.hpp"
+#include "config/ConfigManager.hpp"
+#include "desktop/DesktopTypes.hpp"
+#include "helpers/AnimatedVariable.hpp"
#include "macros.hpp"
#include "../config/ConfigValue.hpp"
#include "../desktop/Window.hpp"
@@ -9,6 +12,8 @@
#include "../helpers/varlist/VarList.hpp"
#include <hyprgraphics/color/Color.hpp>
+#include <hyprutils/animation/AnimatedVariable.hpp>
+#include <hyprutils/animation/AnimationManager.hpp>
static int wlTick(SP<CEventLoopTimer> self, void* data) {
if (g_pAnimationManager)
@@ -26,324 +31,245 @@ static int wlTick(SP<CEventLoopTimer> self, void* data) {
return 0;
}
-CAnimationManager::CAnimationManager() {
- std::vector<Vector2D> points = {Vector2D(0.0, 0.75), Vector2D(0.15, 1.0)};
- m_mBezierCurves["default"].setup(&points);
-
- points = {Vector2D(0.0, 0.0), Vector2D(1.0, 1.0)};
- m_mBezierCurves["linear"].setup(&points);
-
+CHyprAnimationManager::CHyprAnimationManager() {
m_pAnimationTimer = SP<CEventLoopTimer>(new CEventLoopTimer(std::chrono::microseconds(500), wlTick, nullptr));
g_pEventLoopManager->addTimer(m_pAnimationTimer);
-}
-
-void CAnimationManager::removeAllBeziers() {
- m_mBezierCurves.clear();
- // add the default one
- std::vector<Vector2D> points = {Vector2D(0.0, 0.75), Vector2D(0.15, 1.0)};
- m_mBezierCurves["default"].setup(&points);
-
- points = {Vector2D(0.0, 0.0), Vector2D(1.0, 1.0)};
- m_mBezierCurves["linear"].setup(&points);
+ addBezierWithName("linear", Vector2D(0.0, 0.0), Vector2D(1.0, 1.0));
}
-void CAnimationManager::addBezierWithName(std::string name, const Vector2D& p1, const Vector2D& p2) {
- std::vector points = {p1, p2};
- m_mBezierCurves[name].setup(&points);
-}
+template <Animable VarType>
+void updateVariable(CAnimatedVariable<VarType>& av, const float POINTY, bool warp = false) {
+ if (POINTY >= 1.f || warp || av.value() == av.goal()) {
+ av.warp();
+ return;
+ }
-void CAnimationManager::onTicked() {
- m_bTickScheduled = false;
+ const auto DELTA = av.goal() - av.begun();
+ av.value() = av.begun() + DELTA * POINTY;
}
-void CAnimationManager::tick() {
- static std::chrono::time_point lastTick = std::chrono::high_resolution_clock::now();
- m_fLastTickTime = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - lastTick).count() / 1000.0;
- lastTick = std::chrono::high_resolution_clock::now();
-
- if (m_vActiveAnimatedVariables.empty())
+void updateColorVariable(CAnimatedVariable<CHyprColor>& av, const float POINTY, bool warp) {
+ if (POINTY >= 1.f || warp || av.value() == av.goal()) {
+ av.warp();
return;
+ }
- bool animGlobalDisabled = false;
-
- static auto PANIMENABLED = CConfigValue<Hyprlang::INT>("animations:enabled");
-
- if (!*PANIMENABLED)
- animGlobalDisabled = true;
+ // convert both to OkLab, then lerp that, and convert back.
+ // This is not as fast as just lerping rgb, but it's WAY more precise...
+ // Use the CHyprColor cache for OkLab
- static auto* const PSHADOWSENABLED = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:shadow:enabled");
+ const auto& L1 = av.begun().asOkLab();
+ const auto& L2 = av.goal().asOkLab();
- const auto DEFAULTBEZIER = m_mBezierCurves.find("default");
+ static const auto lerp = [](const float one, const float two, const float progress) -> float { return one + (two - one) * progress; };
- std::vector<CBaseAnimatedVariable*> animationEndedVars;
+ const Hyprgraphics::CColor lerped = Hyprgraphics::CColor::SOkLab{
+ .l = lerp(L1.l, L2.l, POINTY),
+ .a = lerp(L1.a, L2.a, POINTY),
+ .b = lerp(L1.b, L2.b, POINTY),
+ };
- for (auto const& av : m_vActiveAnimatedVariables) {
+ av.value() = {lerped, lerp(av.begun().a, av.goal().a, POINTY)};
+}
- if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW && !*PSHADOWSENABLED) {
- av->warp(false);
- animationEndedVars.push_back(av);
- continue;
+template <Animable VarType>
+static void handleUpdate(CAnimatedVariable<VarType>& av, bool warp) {
+ PHLWINDOW PWINDOW = av.m_Context.pWindow.lock();
+ PHLWORKSPACE PWORKSPACE = av.m_Context.pWorkspace.lock();
+ PHLLS PLAYER = av.m_Context.pLayer.lock();
+ PHLMONITOR PMONITOR = nullptr;
+ bool animationsDisabled = warp;
+
+ if (PWINDOW) {
+ if (av.m_Context.eDamagePolicy == AVARDAMAGE_ENTIRE)
+ g_pHyprRenderer->damageWindow(PWINDOW);
+ else if (av.m_Context.eDamagePolicy == AVARDAMAGE_BORDER) {
+ const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER);
+ PDECO->damageEntire();
+ } else if (av.m_Context.eDamagePolicy == AVARDAMAGE_SHADOW) {
+ const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
+ PDECO->damageEntire();
}
- // get the spent % (0 - 1)
- const float SPENT = av->getPercent();
+ PMONITOR = PWINDOW->m_pMonitor.lock();
+ if (!PMONITOR)
+ return;
- // window stuff
- PHLWINDOW PWINDOW = av->m_pWindow.lock();
- PHLWORKSPACE PWORKSPACE = av->m_pWorkspace.lock();
- PHLLS PLAYER = av->m_pLayer.lock();
- PHLMONITOR PMONITOR = nullptr;
- bool animationsDisabled = animGlobalDisabled;
+ animationsDisabled = PWINDOW->m_sWindowData.noAnim.valueOr(animationsDisabled);
+ } else if (PWORKSPACE) {
+ PMONITOR = PWORKSPACE->m_pMonitor.lock();
+ if (!PMONITOR)
+ return;
- if (PWINDOW) {
- if (av->m_eDamagePolicy == AVARDAMAGE_ENTIRE) {
- g_pHyprRenderer->damageWindow(PWINDOW);
- } else if (av->m_eDamagePolicy == AVARDAMAGE_BORDER) {
- const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER);
- PDECO->damageEntire();
- } else if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW) {
- const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
- PDECO->damageEntire();
- }
+ // dont damage the whole monitor on workspace change, unless it's a special workspace, because dim/blur etc
+ if (PWORKSPACE->m_bIsSpecialWorkspace)
+ g_pHyprRenderer->damageMonitor(PMONITOR);
- PMONITOR = PWINDOW->m_pMonitor.lock();
- if (!PMONITOR)
- continue;
- animationsDisabled = PWINDOW->m_sWindowData.noAnim.valueOr(animationsDisabled);
- } else if (PWORKSPACE) {
- PMONITOR = PWORKSPACE->m_pMonitor.lock();
- if (!PMONITOR)
+ // TODO: just make this into a damn callback already vax...
+ for (auto const& w : g_pCompositor->m_vWindows) {
+ if (!w->m_bIsMapped || w->isHidden() || w->m_pWorkspace != PWORKSPACE)
continue;
- // dont damage the whole monitor on workspace change, unless it's a special workspace, because dim/blur etc
- if (PWORKSPACE->m_bIsSpecialWorkspace)
- g_pHyprRenderer->damageMonitor(PMONITOR);
-
- // TODO: just make this into a damn callback already vax...
- for (auto const& w : g_pCompositor->m_vWindows) {
- if (!w->m_bIsMapped || w->isHidden() || w->m_pWorkspace != PWORKSPACE)
- continue;
-
- if (w->m_bIsFloating && !w->m_bPinned) {
- // still doing the full damage hack for floating because sometimes when the window
- // goes through multiple monitors the last rendered frame is missing damage somehow??
- const CBox windowBoxNoOffset = w->getFullWindowBoundingBox();
- const CBox monitorBox = {PMONITOR->vecPosition, PMONITOR->vecSize};
- if (windowBoxNoOffset.intersection(monitorBox) != windowBoxNoOffset) // on edges between multiple monitors
- g_pHyprRenderer->damageWindow(w, true);
- }
-
- if (PWORKSPACE->m_bIsSpecialWorkspace)
- g_pHyprRenderer->damageWindow(w, true); // hack for special too because it can cross multiple monitors
+ if (w->m_bIsFloating && !w->m_bPinned) {
+ // still doing the full damage hack for floating because sometimes when the window
+ // goes through multiple monitors the last rendered frame is missing damage somehow??
+ const CBox windowBoxNoOffset = w->getFullWindowBoundingBox();
+ const CBox monitorBox = {PMONITOR->vecPosition, PMONITOR->vecSize};
+ if (windowBoxNoOffset.intersection(monitorBox) != windowBoxNoOffset) // on edges between multiple monitors
+ g_pHyprRenderer->damageWindow(w, true);
}
- // damage any workspace window that is on any monitor
- for (auto const& w : g_pCompositor->m_vWindows) {
- if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE || w->m_bPinned)
- continue;
-
- g_pHyprRenderer->damageWindow(w);
- }
- } else if (PLAYER) {
- // "some fucking layers miss 1 pixel???" -- vaxry
- CBox expandBox = CBox{PLAYER->realPosition.value(), PLAYER->realSize.value()};
- expandBox.expand(5);
- g_pHyprRenderer->damageBox(&expandBox);
-
- PMONITOR = g_pCompositor->getMonitorFromVector(PLAYER->realPosition.goal() + PLAYER->realSize.goal() / 2.F);
- if (!PMONITOR)
- continue;
- animationsDisabled = animationsDisabled || PLAYER->noAnimations;
+ if (PWORKSPACE->m_bIsSpecialWorkspace)
+ g_pHyprRenderer->damageWindow(w, true); // hack for special too because it can cross multiple monitors
}
- const bool VISIBLE = PWINDOW && PWINDOW->m_pWorkspace ? PWINDOW->m_pWorkspace->isVisible() : true;
+ // damage any workspace window that is on any monitor
+ for (auto const& w : g_pCompositor->m_vWindows) {
+ if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE || w->m_bPinned)
+ continue;
- // beziers are with a switch unforto
- // TODO: maybe do something cleaner
+ g_pHyprRenderer->damageWindow(w);
+ }
+ } else if (PLAYER) {
+ // "some fucking layers miss 1 pixel???" -- vaxry
+ CBox expandBox = CBox{PLAYER->realPosition->value(), PLAYER->realSize->value()};
+ expandBox.expand(5);
+ g_pHyprRenderer->damageBox(&expandBox);
+
+ PMONITOR = g_pCompositor->getMonitorFromVector(PLAYER->realPosition->goal() + PLAYER->realSize->goal() / 2.F);
+ if (!PMONITOR)
+ return;
+ animationsDisabled = animationsDisabled || PLAYER->noAnimations;
+ }
- static const auto updateVariable = [this]<Animable T>(CAnimatedVariable<T>& av, const float SPENT, const CBezierCurve& DEFAULTBEZIER, const bool DISABLED) {
- // for disabled anims just warp
- if (av.m_pConfig->pValues->internalEnabled == 0 || DISABLED) {
- av.warp(false);
- return;
- }
+ const auto SPENT = av.getPercent();
+ const auto PBEZIER = g_pAnimationManager->getBezier(av.getBezierName());
+ const auto POINTY = PBEZIER->getYForPoint(SPENT);
- if (SPENT >= 1.f || av.m_Begun == av.m_Goal) {
- av.warp(false);
- return;
- }
+ if constexpr (std::same_as<VarType, CHyprColor>) {
+ updateColorVariable(av, POINTY, animationsDisabled);
+ } else {
+ updateVariable<VarType>(av, POINTY, animationsDisabled);
+ }
- const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
- const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER.getYForPoint(SPENT);
+ av.onUpdate();
- const auto DELTA = av.m_Goal - av.m_Begun;
+ switch (av.m_Context.eDamagePolicy) {
+ case AVARDAMAGE_ENTIRE: {
+ if (PWINDOW) {
+ PWINDOW->updateWindowDecos();
+ g_pHyprRenderer->damageWindow(PWINDOW);
+ } else if (PWORKSPACE) {
+ for (auto const& w : g_pCompositor->m_vWindows) {
+ if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE)
+ continue;
- if (BEZIER != m_mBezierCurves.end())
- av.m_Value = av.m_Begun + DELTA * POINTY;
- else
- av.m_Value = av.m_Begun + DELTA * POINTY;
- };
+ w->updateWindowDecos();
- static const auto updateColorVariable = [this](CAnimatedVariable<CHyprColor>& av, const float SPENT, const CBezierCurve& DEFAULTBEZIER, const bool DISABLED) {
- // for disabled anims just warp
- if (av.m_pConfig->pValues->internalEnabled == 0 || DISABLED) {
- av.warp(false);
- return;
+ // damage any workspace window that is on any monitor
+ if (!w->m_bPinned)
+ g_pHyprRenderer->damageWindow(w);
+ }
+ } else if (PLAYER) {
+ if (PLAYER->layer <= 1)
+ g_pHyprOpenGL->markBlurDirtyForMonitor(PMONITOR);
+
+ // some fucking layers miss 1 pixel???
+ CBox expandBox = CBox{PLAYER->realPosition->value(), PLAYER->realSize->value()};
+ expandBox.expand(5);
+ g_pHyprRenderer->damageBox(&expandBox);
}
+ break;
+ }
+ case AVARDAMAGE_BORDER: {
+ RASSERT(PWINDOW, "Tried to AVARDAMAGE_BORDER a non-window AVAR!");
- if (SPENT >= 1.f || av.m_Begun == av.m_Goal) {
- av.warp(false);
- return;
- }
+ const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER);
+ PDECO->damageEntire();
- const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
- const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER.getYForPoint(SPENT);
+ break;
+ }
+ case AVARDAMAGE_SHADOW: {
+ RASSERT(PWINDOW, "Tried to AVARDAMAGE_SHADOW a non-window AVAR!");
- // convert both to OkLab, then lerp that, and convert back.
- // This is not as fast as just lerping rgb, but it's WAY more precise...
- // Use the CHyprColor cache for OkLab
+ const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
- const auto& L1 = av.m_Begun.asOkLab();
- const auto& L2 = av.m_Goal.asOkLab();
+ PDECO->damageEntire();
- static const auto lerp = [](const float one, const float two, const float progress) -> float { return one + (two - one) * progress; };
+ break;
+ }
+ default: {
+ break;
+ }
+ }
- const Hyprgraphics::CColor lerped = Hyprgraphics::CColor::SOkLab{
- .l = lerp(L1.l, L2.l, POINTY),
- .a = lerp(L1.a, L2.a, POINTY),
- .b = lerp(L1.b, L2.b, POINTY),
- };
+ // manually schedule a frame
+ if (PMONITOR)
+ g_pCompositor->scheduleFrameForMonitor(PMONITOR, Aquamarine::IOutput::AQ_SCHEDULE_ANIMATION);
+}
+
+void CHyprAnimationManager::tick() {
+ static std::chrono::time_point lastTick = std::chrono::high_resolution_clock::now();
+ m_fLastTickTime = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - lastTick).count() / 1000.0;
+ lastTick = std::chrono::high_resolution_clock::now();
- av.m_Value = {lerped, lerp(av.m_Begun.a, av.m_Goal.a, POINTY)};
+ static auto PANIMENABLED = CConfigValue<Hyprlang::INT>("animations:enabled");
+ for (auto const& pav : m_vActiveAnimatedVariables) {
+ const auto PAV = pav.lock();
+ if (!PAV)
+ continue;
- return;
- };
+ // for disabled anims just warp
+ bool warp = !*PANIMENABLED || !PAV->enabled();
- switch (av->m_Type) {
+ switch (PAV->m_Type) {
case AVARTYPE_FLOAT: {
- auto typedAv = dynamic_cast<CAnimatedVariable<float>*>(av);
- updateVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
- break;
- }
+ auto pTypedAV = dynamic_cast<CAnimatedVariable<float>*>(PAV.get());
+ RASSERT(pTypedAV, "Failed to upcast animated float");
+ handleUpdate(*pTypedAV, warp);
+ } break;
case AVARTYPE_VECTOR: {
- auto typedAv = dynamic_cast<CAnimatedVariable<Vector2D>*>(av);
- updateVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
- break;
- }
+ auto pTypedAV = dynamic_cast<CAnimatedVariable<Vector2D>*>(PAV.get());
+ RASSERT(pTypedAV, "Failed to upcast animated Vector2D");
+ handleUpdate(*pTypedAV, warp);
+ } break;
case AVARTYPE_COLOR: {
- auto typedAv = dynamic_cast<CAnimatedVariable<CHyprColor>*>(av);
- updateColorVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
- break;
- }
+ auto pTypedAV = dynamic_cast<CAnimatedVariable<CHyprColor>*>(PAV.get());
+ RASSERT(pTypedAV, "Failed to upcast animated CHyprColor");
+ handleUpdate(*pTypedAV, warp);
+ } break;
default: UNREACHABLE();
}
- // set size and pos if valid, but only if damage policy entire (dont if border for example)
- if (validMapped(PWINDOW) && av->m_eDamagePolicy == AVARDAMAGE_ENTIRE && !PWINDOW->isX11OverrideRedirect())
- g_pXWaylandManager->setWindowSize(PWINDOW, PWINDOW->m_vRealSize.goal());
-
- // check if we did not finish animating. If so, trigger onAnimationEnd.
- if (!av->isBeingAnimated())
- animationEndedVars.push_back(av);
-
- // lastly, handle damage, but only if whatever we are animating is visible.
- if (!VISIBLE)
- continue;
-
- if (av->m_fUpdateCallback)
- av->m_fUpdateCallback(av);
-
- switch (av->m_eDamagePolicy) {
- case AVARDAMAGE_ENTIRE: {
- if (PWINDOW) {
- PWINDOW->updateWindowDecos();
- g_pHyprRenderer->damageWindow(PWINDOW);
- } else if (PWORKSPACE) {
- for (auto const& w : g_pCompositor->m_vWindows) {
- if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE)
- continue;
-
- w->updateWindowDecos();
-
- // damage any workspace window that is on any monitor
- if (!w->m_bPinned)
- g_pHyprRenderer->damageWindow(w);
- }
- } else if (PLAYER) {
- if (PLAYER->layer <= 1)
- g_pHyprOpenGL->markBlurDirtyForMonitor(PMONITOR);
-
- // some fucking layers miss 1 pixel???
- CBox expandBox = CBox{PLAYER->realPosition.value(), PLAYER->realSize.value()};
- expandBox.expand(5);
- g_pHyprRenderer->damageBox(&expandBox);
- }
- break;
- }
- case AVARDAMAGE_BORDER: {
- RASSERT(PWINDOW, "Tried to AVARDAMAGE_BORDER a non-window AVAR!");
-
- const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER);
- PDECO->damageEntire();
-
- break;
- }
- case AVARDAMAGE_SHADOW: {
- RASSERT(PWINDOW, "Tried to AVARDAMAGE_SHADOW a non-window AVAR!");
+ }
- const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
+ tickDone();
+}
- PDECO->damageEntire();
+void CHyprAnimationManager::scheduleTick() {
+ if (m_bTickScheduled)
+ return;
- break;
- }
- default: {
- break;
- }
- }
+ m_bTickScheduled = true;
- // manually schedule a frame
- if (PMONITOR)
- g_pCompositor->scheduleFrameForMonitor(PMONITOR, Aquamarine::IOutput::AQ_SCHEDULE_ANIMATION);
- }
+ const auto PMOSTHZ = g_pHyprRenderer->m_pMostHzMonitor;
- // do it here, because if this alters the animation vars vec we would be in trouble above.
- for (auto const& ave : animationEndedVars) {
- ave->onAnimationEnd();
+ if (!PMOSTHZ) {
+ m_pAnimationTimer->updateTimeout(std::chrono::milliseconds(16));
+ return;
}
-}
-
-bool CAnimationManager::deltaSmallToFlip(const Vector2D& a, const Vector2D& b) {
- return std::abs(a.x - b.x) < 0.5f && std::abs(a.y - b.y) < 0.5f;
-}
-
-bool CAnimationManager::deltaSmallToFlip(const CHyprColor& a, const CHyprColor& b) {
- return std::abs(a.r - b.r) < 0.5f && std::abs(a.g - b.g) < 0.5f && std::abs(a.b - b.b) < 0.5f && std::abs(a.a - b.a) < 0.5f;
-}
-bool CAnimationManager::deltaSmallToFlip(const float& a, const float& b) {
- return std::abs(a - b) < 0.5f;
-}
+ float refreshDelayMs = std::floor(1000.f / PMOSTHZ->refreshRate);
-bool CAnimationManager::deltazero(const Vector2D& a, const Vector2D& b) {
- return a.x == b.x && a.y == b.y;
-}
+ const float SINCEPRES = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - PMOSTHZ->lastPresentationTimer.chrono()).count() / 1000.f;
-bool CAnimationManager::deltazero(const float& a, const float& b) {
- return a == b;
-}
+ const auto TOPRES = std::clamp(refreshDelayMs - SINCEPRES, 1.1f, 1000.f); // we can't send 0, that will disarm it
-bool CAnimationManager::deltazero(const CHyprColor& a, const CHyprColor& b) {
- return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a;
+ m_pAnimationTimer->updateTimeout(std::chrono::milliseconds((int)std::floor(TOPRES)));
}
-bool CAnimationManager::bezierExists(const std::string& bezier) {
- for (auto const& [bc, bz] : m_mBezierCurves) {
- if (bc == bezier)
- return true;
- }
-
- return false;
+void CHyprAnimationManager::onTicked() {
+ m_bTickScheduled = false;
}
//
@@ -351,24 +277,24 @@ bool CAnimationManager::bezierExists(const std::string& bezier) {
//
//
-void CAnimationManager::animationPopin(PHLWINDOW pWindow, bool close, float minPerc) {
- const auto GOALPOS = pWindow->m_vRealPosition.goal();
- const auto GOALSIZE = pWindow->m_vRealSize.goal();
+void CHyprAnimationManager::animationPopin(PHLWINDOW pWindow, bool close, float minPerc) {
+ const auto GOALPOS = pWindow->m_vRealPosition->goal();
+ const auto GOALSIZE = pWindow->m_vRealSize->goal();
if (!close) {
- pWindow->m_vRealSize.setValue((GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y}));
- pWindow->m_vRealPosition.setValue(GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize.m_Value / 2.f);
+ pWindow->m_vRealSize->setValue((GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y}));
+ pWindow->m_vRealPosition->setValue(GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize->value() / 2.f);
} else {
- pWindow->m_vRealSize = (GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y});
- pWindow->m_vRealPosition = GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize.m_Goal / 2.f;
+ *pWindow->m_vRealSize = (GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y});
+ *pWindow->m_vRealPosition = GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize->goal() / 2.f;
}
}
-void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, bool close) {
- pWindow->m_vRealSize.warp(false); // size we preserve in slide
+void CHyprAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, bool close) {
+ pWindow->m_vRealSize->warp(false); // size we preserve in slide
- const auto GOALPOS = pWindow->m_vRealPosition.goal();
- const auto GOALSIZE = pWindow->m_vRealSize.goal();
+ const auto GOALPOS = pWindow->m_vRealPosition->goal();
+ const auto GOALSIZE = pWindow->m_vRealSize->goal();
const auto PMONITOR = pWindow->m_pMonitor.lock();
@@ -388,9 +314,9 @@ void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, boo
posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y);
if (!close)
- pWindow->m_vRealPosition.setValue(posOffset);
+ pWindow->m_vRealPosition->setValue(posOffset);
else
- pWindow->m_vRealPosition = posOffset;
+ *pWindow->m_vRealPosition = posOffset;
return;
}
@@ -423,33 +349,33 @@ void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, boo
}
if (!close)
- pWindow->m_vRealPosition.setValue(posOffset);
+ pWindow->m_vRealPosition->setValue(posOffset);
else
- pWindow->m_vRealPosition = posOffset;
+ *pWindow->m_vRealPosition = posOffset;
}
-void CAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) {
+void CHyprAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) {
if (!close) {
- pWindow->m_vRealPosition.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsIn");
- pWindow->m_vRealSize.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsIn");
- pWindow->m_fAlpha.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("fadeIn");
+ pWindow->m_vRealPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
+ pWindow->m_vRealSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
+ pWindow->m_fAlpha->setConfig(g_pConfigManager->getAnimationPropertyConfig("fadeIn"));
} else {
- pWindow->m_vRealPosition.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsOut");
- pWindow->m_vRealSize.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsOut");
- pWindow->m_fAlpha.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("fadeOut");
+ pWindow->m_vRealPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
+ pWindow->m_vRealSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
+ pWindow->m_fAlpha->setConfig(g_pConfigManager->getAnimationPropertyConfig("fadeOut"));
}
- auto ANIMSTYLE = pWindow->m_vRealPosition.m_pConfig->pValues->internalStyle;
+ std::string ANIMSTYLE = pWindow->m_vRealPosition->getStyle();
transform(ANIMSTYLE.begin(), ANIMSTYLE.end(), ANIMSTYLE.begin(), ::tolower);
CVarList animList(ANIMSTYLE, 0, 's');
// if the window is not being animated, that means the layout set a fixed size for it, don't animate.
- if (!pWindow->m_vRealPosition.isBeingAnimated() && !pWindow->m_vRealSize.isBeingAnimated())
+ if (!pWindow->m_vRealPosition->isBeingAnimated() && !pWindow->m_vRealSize->isBeingAnimated())
return;
// if the animation is disabled and we are leaving, ignore the anim to prevent the snapshot being fucked
- if (!pWindow->m_vRealPosition.m_pConfig->pValues->internalEnabled)
+ if (!pWindow->m_vRealPosition->enabled())
return;
if (pWindow->m_sWindowData.animationStyle.hasValue()) {
@@ -494,7 +420,7 @@ void CAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) {
}
}
-std::string CAnimationManager::styleValidInConfigVar(const std::string& config, const std::string& style) {
+std::string CHyprAnimationManager::styleValidInConfigVar(const std::string& config, const std::string& style) {
if (config.starts_with("window")) {
if (style.starts_with("slide"))
return "";
@@ -568,39 +494,3 @@ std::string CAnimationManager::styleValidInConfigVar(const std::string& config,
return "";
}
-
-CBezierCurve* CAnimationManager::getBezier(const std::string& name) {
- const auto BEZIER = std::find_if(m_mBezierCurves.begin(), m_mBezierCurves.end(), [&](const auto& other) { return other.first == name; });
-
- return BEZIER == m_mBezierCurves.end() ? &m_mBezierCurves["default"] : &BEZIER->second;
-}
-
-std::unordered_map<std::string, CBezierCurve> CAnimationManager::getAllBeziers() {
- return m_mBezierCurves;
-}
-
-bool CAnimationManager::shouldTickForNext() {
- return !m_vActiveAnimatedVariables.empty();
-}
-
-void CAnimationManager::scheduleTick() {
- if (m_bTickScheduled)
- return;
-
- m_bTickScheduled = true;
-
- const auto PMOSTHZ = g_pHyprRenderer->m_pMostHzMonitor;
-
- if (!PMOSTHZ) {
- m_pAnimationTimer->updateTimeout(std::chrono::milliseconds(16));
- return;
- }
-
- float refreshDelayMs = std::floor(1000.f / PMOSTHZ->refreshRate);
-
- const float SINCEPRES = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now() - PMOSTHZ->lastPresentationTimer.chrono()).count() / 1000.f;
-
- const auto TOPRES = std::clamp(refreshDelayMs - SINCEPRES, 1.1f, 1000.f); // we can't send 0, that will disarm it
-
- m_pAnimationTimer->updateTimeout(std::chrono::milliseconds((int)std::floor(TOPRES)));
-}