diff options
| author | GartoxFR <ewan.chorynski@insa-lyon.fr> | 2024-03-02 01:35:17 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-03-02 00:35:17 +0000 |
| commit | b2c34404777ea0850f90f4c38f64484f03599d14 (patch) | |
| tree | 60f42773d2d606ae2072884cb537c751a7ab4b0f /src/render/decorations/CHyprDropShadowDecoration.cpp | |
| parent | f115ba94d2ec6e093c94f425535b027bc570185e (diff) | |
animations: Refactor AnimatedVariable (#4911)
* animation: Refactor AnimatedVariable
This commit decomposes the AnimatedVariable class into a base class
with the common attribute to all variable types and a templated derived
type containing strongly typed info on the type being animated.
Access to the typed version is perfomed using the visitor pattern. A
utility is provided to build a visitor on the fly using lambdas.
Adding a new type to be animated should just be a matter of adding the
typed in the list defined by the ANIMABLE_TYPES macro
The size of the commit is justified by the API change in the
AnimatedVariable class. No more vec(), fl() or col() method but a unified
value() method.
* animation: Remove visitor pattern
* animation: Fix coding style
* animation: Fix coding style
Diffstat (limited to 'src/render/decorations/CHyprDropShadowDecoration.cpp')
| -rw-r--r-- | src/render/decorations/CHyprDropShadowDecoration.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/render/decorations/CHyprDropShadowDecoration.cpp b/src/render/decorations/CHyprDropShadowDecoration.cpp index 4448ce9d..8ea96169 100644 --- a/src/render/decorations/CHyprDropShadowDecoration.cpp +++ b/src/render/decorations/CHyprDropShadowDecoration.cpp @@ -46,8 +46,8 @@ void CHyprDropShadowDecoration::damageEntire() { } void CHyprDropShadowDecoration::updateWindow(CWindow* pWindow) { - m_vLastWindowPos = m_pWindow->m_vRealPosition.vec(); - m_vLastWindowSize = m_pWindow->m_vRealSize.vec(); + m_vLastWindowPos = m_pWindow->m_vRealPosition.value(); + m_vLastWindowSize = m_pWindow->m_vRealSize.value(); m_bLastWindowBox = {m_vLastWindowPos.x, m_vLastWindowPos.y, m_vLastWindowSize.x, m_vLastWindowSize.y}; m_bLastWindowBoxWithDecos = g_pDecorationPositioner->getBoxWithIncludedDecos(pWindow); @@ -58,7 +58,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D if (!g_pCompositor->windowValidMapped(m_pWindow)) return; - if (m_pWindow->m_cRealShadowColor.col() == CColor(0, 0, 0, 0)) + if (m_pWindow->m_cRealShadowColor.value() == CColor(0, 0, 0, 0)) return; // don't draw invisible shadows if (!m_pWindow->m_sSpecialRenderData.decorate) @@ -82,7 +82,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D const auto ROUNDINGBASE = m_pWindow->rounding(); const auto ROUNDING = ROUNDINGBASE > 0 ? ROUNDINGBASE + m_pWindow->getRealBorderSize() : 0; const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(m_pWindow->m_iWorkspaceID); - const auto WORKSPACEOFFSET = PWORKSPACE && !m_pWindow->m_bPinned ? PWORKSPACE->m_vRenderOffset.vec() : Vector2D(); + const auto WORKSPACEOFFSET = PWORKSPACE && !m_pWindow->m_bPinned ? PWORKSPACE->m_vRenderOffset.value() : Vector2D(); // draw the shadow CBox fullBox = m_bLastWindowBoxWithDecos; @@ -147,7 +147,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D g_pHyprOpenGL->renderRect(&fullBox, CColor(0, 0, 0, 1), 0); // render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit) - g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, **PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.col().a), a); + g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, **PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.value().a), a); // render black window box ("clip") g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), ROUNDING * pMonitor->scale); @@ -155,7 +155,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D alphaSwapFB.bind(); // alpha swap just has the shadow color. It will be the "texture" to render. - g_pHyprOpenGL->renderRect(&fullBox, m_pWindow->m_cRealShadowColor.col().stripA(), 0); + g_pHyprOpenGL->renderRect(&fullBox, m_pWindow->m_cRealShadowColor.value().stripA(), 0); LASTFB->bind(); @@ -166,7 +166,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D g_pHyprOpenGL->m_RenderData.damage = saveDamage; } else { - g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, **PSHADOWSIZE * pMonitor->scale, m_pWindow->m_cRealShadowColor.col(), a); + g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, **PSHADOWSIZE * pMonitor->scale, m_pWindow->m_cRealShadowColor.value(), a); } if (m_seExtents != m_seReportedExtents) |
