#include "AnimationUtil.hpp" #include "../windowManager.hpp" void AnimationUtil::move() { static std::chrono::time_point lastFrame = std::chrono::high_resolution_clock::now(); const double DELTA = std::chrono::duration_cast(std::chrono::high_resolution_clock::now() - lastFrame).count(); // wait for the main thread to be idle while (g_pWindowManager->mainThreadBusy) { ; } // set state to let the main thread know to wait. g_pWindowManager->animationUtilBusy = true; const double ANIMATIONSPEED = ((double)1 / (double)ConfigManager::getFloat("anim.speed")) * DELTA; bool updateRequired = false; // Now we are (or should be, lul) thread-safe. for (auto& window : g_pWindowManager->windows) { // check if window needs an animation. if (ConfigManager::getInt("anim.enabled") == 0) { // Disabled animations. instant warps. window.setRealPosition(window.getEffectivePosition()); window.setRealSize(window.getEffectiveSize()); if (VECTORDELTANONZERO(window.getRealPosition(), window.getEffectivePosition()) || VECTORDELTANONZERO(window.getRealSize(), window.getEffectiveSize())) { window.setDirty(true); updateRequired = true; } continue; } if (VECTORDELTANONZERO(window.getRealPosition(), window.getEffectivePosition())) { Debug::log(LOG, "Updating position animations for " + std::to_string(window.getDrawable()) + " delta: " + std::to_string(ANIMATIONSPEED)); // we need to update it. window.setDirty(true); updateRequired = true; const auto EFFPOS = window.getEffectivePosition(); const auto REALPOS = window.getRealPosition(); window.setRealPosition(Vector2D(parabolic(REALPOS.x, EFFPOS.x, ANIMATIONSPEED), parabolic(REALPOS.y, EFFPOS.y, ANIMATIONSPEED))); } if (VECTORDELTANONZERO(window.getRealSize(), window.getEffectiveSize())) { Debug::log(LOG, "Updating size animations for " + std::to_string(window.getDrawable()) + " delta: " + std::to_string(ANIMATIONSPEED)); // we need to update it. window.setDirty(true); updateRequired = true; const auto REALSIZ = window.getRealSize(); const auto EFFSIZ = window.getEffectiveSize(); window.setRealSize(Vector2D(parabolic(REALSIZ.x, EFFSIZ.x, ANIMATIONSPEED), parabolic(REALSIZ.y, EFFSIZ.y, ANIMATIONSPEED))); } } if (updateRequired) emptyEvent(); // send a fake request to update dirty windows // restore anim state g_pWindowManager->animationUtilBusy = false; lastFrame = std::chrono::high_resolution_clock::now(); }