Hyprland/src/managers/AnimationManager.cpp

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#include "AnimationManager.hpp"
#include "../Compositor.hpp"
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#include "HookSystemManager.hpp"
#include "macros.hpp"
#include "../config/ConfigValue.hpp"
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#include "../desktop/Window.hpp"
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int wlTick(void* data) {
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if (g_pAnimationManager)
g_pAnimationManager->onTicked();
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if (g_pCompositor->m_bSessionActive && g_pAnimationManager && g_pHookSystem && !g_pCompositor->m_bUnsafeState &&
std::ranges::any_of(g_pCompositor->m_vMonitors, [](const auto& mon) { return mon->m_bEnabled && mon->output; })) {
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g_pAnimationManager->tick();
EMIT_HOOK_EVENT("tick", nullptr);
}
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if (g_pAnimationManager && g_pAnimationManager->shouldTickForNext())
g_pAnimationManager->scheduleTick();
return 0;
}
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CAnimationManager::CAnimationManager() {
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std::vector<Vector2D> points = {Vector2D(0, 0.75f), Vector2D(0.15f, 1.f)};
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m_mBezierCurves["default"].setup(&points);
m_pAnimationTick = wl_event_loop_add_timer(g_pCompositor->m_sWLEventLoop, &wlTick, nullptr);
wl_event_source_timer_update(m_pAnimationTick, 1);
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}
void CAnimationManager::removeAllBeziers() {
m_mBezierCurves.clear();
// add the default one
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std::vector<Vector2D> points = {Vector2D(0, 0.75f), Vector2D(0.15f, 1.f)};
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m_mBezierCurves["default"].setup(&points);
}
void CAnimationManager::addBezierWithName(std::string name, const Vector2D& p1, const Vector2D& p2) {
std::vector points = {p1, p2};
m_mBezierCurves[name].setup(&points);
}
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void CAnimationManager::onTicked() {
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m_bTickScheduled = false;
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}
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void CAnimationManager::tick() {
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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();
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if (m_vActiveAnimatedVariables.empty())
return;
bool animGlobalDisabled = false;
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static auto PANIMENABLED = CConfigValue<Hyprlang::INT>("animations:enabled");
if (!*PANIMENABLED)
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animGlobalDisabled = true;
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static auto* const PSHADOWSENABLED = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:drop_shadow");
const auto DEFAULTBEZIER = m_mBezierCurves.find("default");
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std::vector<CBaseAnimatedVariable*> animationEndedVars;
for (auto& av : m_vActiveAnimatedVariables) {
if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW && !*PSHADOWSENABLED) {
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av->warp(false);
animationEndedVars.push_back(av);
continue;
}
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// get the spent % (0 - 1)
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const float SPENT = av->getPercent();
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// window stuff
const auto PWINDOW = (CWindow*)av->m_pWindow;
const auto PWORKSPACE = (CWorkspace*)av->m_pWorkspace;
const auto PLAYER = (SLayerSurface*)av->m_pLayer;
CMonitor* PMONITOR = nullptr;
bool animationsDisabled = animGlobalDisabled;
CBox WLRBOXPREV = {0, 0, 0, 0};
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if (PWINDOW) {
CBox bb = PWINDOW->getFullWindowBoundingBox();
const auto PWINDOWWORKSPACE = g_pCompositor->getWorkspaceByID(PWINDOW->m_iWorkspaceID);
if (PWINDOWWORKSPACE)
bb.translate(PWINDOWWORKSPACE->m_vRenderOffset.value());
WLRBOXPREV = bb;
PMONITOR = g_pCompositor->getMonitorFromID(PWINDOW->m_iMonitorID);
if (!PMONITOR)
continue;
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animationsDisabled = animationsDisabled || PWINDOW->m_sAdditionalConfigData.forceNoAnims;
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} else if (PWORKSPACE) {
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PMONITOR = g_pCompositor->getMonitorFromID(PWORKSPACE->m_iMonitorID);
if (!PMONITOR)
continue;
WLRBOXPREV = {PMONITOR->vecPosition, PMONITOR->vecSize};
// TODO: just make this into a damn callback already vax...
for (auto& w : g_pCompositor->m_vWindows) {
if (!w->isHidden() && w->m_bIsMapped && w->m_bIsFloating)
g_pHyprRenderer->damageWindow(w.get());
}
// if a workspace window is on any monitor, damage it
for (auto& w : g_pCompositor->m_vWindows) {
for (auto& m : g_pCompositor->m_vMonitors) {
if (w->m_iWorkspaceID == PWORKSPACE->m_iID && g_pCompositor->windowValidMapped(w.get()) && g_pHyprRenderer->shouldRenderWindow(w.get(), m.get(), PWORKSPACE)) {
CBox bb = w->getFullWindowBoundingBox();
bb.translate(PWORKSPACE->m_vRenderOffset.value());
if (PWORKSPACE->m_bIsSpecialWorkspace)
bb.scaleFromCenter(1.1); // for some reason special ws windows getting border artifacts if you close it too quickly...
bb.intersection({m->vecPosition, m->vecSize});
g_pHyprRenderer->damageBox(&bb);
}
}
}
} else if (PLAYER) {
WLRBOXPREV = CBox{PLAYER->realPosition.value(), PLAYER->realSize.value()};
PMONITOR = g_pCompositor->getMonitorFromVector(Vector2D(PLAYER->geometry.x, PLAYER->geometry.y) + Vector2D(PLAYER->geometry.width, PLAYER->geometry.height) / 2.f);
if (!PMONITOR)
continue;
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animationsDisabled = animationsDisabled || PLAYER->noAnimations;
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}
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const bool VISIBLE = PWINDOW ? g_pCompositor->isWorkspaceVisible(PWINDOW->m_iWorkspaceID) : true;
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// beziers are with a switch unforto
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// TODO: maybe do something cleaner
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auto updateVariable = [&]<Animable T>(CAnimatedVariable<T>& av) {
// for disabled anims just warp
if (av.m_pConfig->pValues->internalEnabled == 0 || animationsDisabled) {
av.warp(false);
return;
}
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if (SPENT >= 1.f || av.m_Begun == av.m_Goal) {
av.warp(false);
return;
}
const auto DELTA = av.m_Goal - av.m_Begun;
const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
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if (BEZIER != m_mBezierCurves.end())
av.m_Value = av.m_Begun + DELTA * BEZIER->second.getYForPoint(SPENT);
else
av.m_Value = av.m_Begun + DELTA * DEFAULTBEZIER->second.getYForPoint(SPENT);
};
switch (av->m_Type) {
case AVARTYPE_FLOAT: {
auto typedAv = static_cast<CAnimatedVariable<float>*>(av);
updateVariable(*typedAv);
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break;
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}
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case AVARTYPE_VECTOR: {
auto typedAv = static_cast<CAnimatedVariable<Vector2D>*>(av);
updateVariable(*typedAv);
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break;
}
case AVARTYPE_COLOR: {
auto typedAv = static_cast<CAnimatedVariable<CColor>*>(av);
updateVariable(*typedAv);
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break;
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}
default: UNREACHABLE();
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}
// set size and pos if valid, but only if damage policy entire (dont if border for example)
if (g_pCompositor->windowValidMapped(PWINDOW) && av->m_eDamagePolicy == AVARDAMAGE_ENTIRE && PWINDOW->m_iX11Type != 2)
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;
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if (av->m_fUpdateCallback)
av->m_fUpdateCallback(av);
switch (av->m_eDamagePolicy) {
case AVARDAMAGE_ENTIRE: {
g_pHyprRenderer->damageBox(&WLRBOXPREV);
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if (PWINDOW) {
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PWINDOW->updateWindowDecos();
auto bb = PWINDOW->getFullWindowBoundingBox();
const auto PWINDOWWORKSPACE = g_pCompositor->getWorkspaceByID(PWINDOW->m_iWorkspaceID);
bb.translate(PWINDOWWORKSPACE->m_vRenderOffset.value());
g_pHyprRenderer->damageBox(&bb);
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} else if (PWORKSPACE) {
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for (auto& w : g_pCompositor->m_vWindows) {
if (!w->m_bIsMapped || w->isHidden())
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continue;
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if (w->m_iWorkspaceID != PWORKSPACE->m_iID)
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continue;
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w->updateWindowDecos();
if (w->m_bIsFloating) {
auto bb = w->getFullWindowBoundingBox();
bb.translate(PWORKSPACE->m_vRenderOffset.value());
g_pHyprRenderer->damageBox(&bb);
}
}
} else if (PLAYER) {
if (PLAYER->layer == ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND || PLAYER->layer == ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM)
g_pHyprOpenGL->markBlurDirtyForMonitor(PMONITOR);
// some fucking layers miss 1 pixel???
CBox expandBox = WLRBOXPREV;
expandBox.expand(5);
g_pHyprRenderer->damageBox(&expandBox);
}
break;
}
case AVARDAMAGE_BORDER: {
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RASSERT(PWINDOW, "Tried to AVARDAMAGE_BORDER a non-window AVAR!");
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// TODO: move this to the border class
// damage only the border.
const auto ROUNDING = PWINDOW->rounding();
const auto ROUNDINGSIZE = ROUNDING + 1;
const auto BORDERSIZE = PWINDOW->getRealBorderSize();
// damage for old box
g_pHyprRenderer->damageBox(WLRBOXPREV.x - BORDERSIZE, WLRBOXPREV.y - BORDERSIZE, WLRBOXPREV.width + 2 * BORDERSIZE, BORDERSIZE + ROUNDINGSIZE); // top
g_pHyprRenderer->damageBox(WLRBOXPREV.x - BORDERSIZE, WLRBOXPREV.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE, WLRBOXPREV.height + 2 * BORDERSIZE); // left
g_pHyprRenderer->damageBox(WLRBOXPREV.x + WLRBOXPREV.width - ROUNDINGSIZE, WLRBOXPREV.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE,
WLRBOXPREV.height + 2 * BORDERSIZE); // right
g_pHyprRenderer->damageBox(WLRBOXPREV.x, WLRBOXPREV.y + WLRBOXPREV.height - ROUNDINGSIZE, WLRBOXPREV.width + 2 * BORDERSIZE,
BORDERSIZE + ROUNDINGSIZE); // bottom
// damage for new box
CBox WLRBOXNEW = {PWINDOW->m_vRealPosition.value(), PWINDOW->m_vRealSize.value()};
const auto PWINDOWWORKSPACE = g_pCompositor->getWorkspaceByID(PWINDOW->m_iWorkspaceID);
if (PWINDOWWORKSPACE)
WLRBOXNEW.translate(PWINDOWWORKSPACE->m_vRenderOffset.value());
g_pHyprRenderer->damageBox(WLRBOXNEW.x - BORDERSIZE, WLRBOXNEW.y - BORDERSIZE, WLRBOXNEW.width + 2 * BORDERSIZE, BORDERSIZE + ROUNDINGSIZE); // top
g_pHyprRenderer->damageBox(WLRBOXNEW.x - BORDERSIZE, WLRBOXNEW.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE, WLRBOXNEW.height + 2 * BORDERSIZE); // left
g_pHyprRenderer->damageBox(WLRBOXNEW.x + WLRBOXNEW.width - ROUNDINGSIZE, WLRBOXNEW.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE,
WLRBOXNEW.height + 2 * BORDERSIZE); // right
g_pHyprRenderer->damageBox(WLRBOXNEW.x, WLRBOXNEW.y + WLRBOXNEW.height - ROUNDINGSIZE, WLRBOXNEW.width + 2 * BORDERSIZE, BORDERSIZE + ROUNDINGSIZE); // bottom
break;
}
case AVARDAMAGE_SHADOW: {
RASSERT(PWINDOW, "Tried to AVARDAMAGE_SHADOW a non-window AVAR!");
const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
PDECO->damageEntire();
break;
}
default: {
break;
}
}
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// manually schedule a frame
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if (PMONITOR)
g_pCompositor->scheduleFrameForMonitor(PMONITOR);
}
// do it here, because if this alters the animation vars deque we would be in trouble above.
for (auto& ave : animationEndedVars) {
ave->onAnimationEnd();
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}
}
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;
}
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bool CAnimationManager::deltaSmallToFlip(const CColor& a, const CColor& 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;
}
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bool CAnimationManager::deltaSmallToFlip(const float& a, const float& b) {
return std::abs(a - b) < 0.5f;
}
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bool CAnimationManager::deltazero(const Vector2D& a, const Vector2D& b) {
return a.x == b.x && a.y == b.y;
}
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bool CAnimationManager::deltazero(const float& a, const float& b) {
return a == b;
}
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bool CAnimationManager::deltazero(const CColor& a, const CColor& b) {
return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a;
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}
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bool CAnimationManager::bezierExists(const std::string& bezier) {
for (auto& [bc, bz] : m_mBezierCurves) {
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if (bc == bezier)
return true;
}
return false;
}
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//
// Anims
//
//
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void CAnimationManager::animationPopin(CWindow* pWindow, bool close, float minPerc) {
const auto GOALPOS = pWindow->m_vRealPosition.goal();
const auto GOALSIZE = pWindow->m_vRealSize.goal();
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if (!close) {
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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);
} 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;
}
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}
void CAnimationManager::animationSlide(CWindow* pWindow, std::string force, bool close) {
pWindow->m_vRealSize.warp(false); // size we preserve in slide
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const auto GOALPOS = pWindow->m_vRealPosition.goal();
const auto GOALSIZE = pWindow->m_vRealSize.goal();
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const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
if (!PMONITOR)
return; // unsafe state most likely
Vector2D posOffset;
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if (force != "") {
if (force == "bottom")
posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y + PMONITOR->vecSize.y);
else if (force == "left")
posOffset = GOALPOS - Vector2D(GOALSIZE.x, 0);
else if (force == "right")
posOffset = GOALPOS + Vector2D(GOALSIZE.x, 0);
else
posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y);
if (!close)
pWindow->m_vRealPosition.setValue(posOffset);
else
pWindow->m_vRealPosition = posOffset;
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return;
}
const auto MIDPOINT = GOALPOS + GOALSIZE / 2.f;
// check sides it touches
const bool DISPLAYLEFT = STICKS(pWindow->m_vPosition.x, PMONITOR->vecPosition.x + PMONITOR->vecReservedTopLeft.x);
const bool DISPLAYRIGHT = STICKS(pWindow->m_vPosition.x + pWindow->m_vSize.x, PMONITOR->vecPosition.x + PMONITOR->vecSize.x - PMONITOR->vecReservedBottomRight.x);
const bool DISPLAYTOP = STICKS(pWindow->m_vPosition.y, PMONITOR->vecPosition.y + PMONITOR->vecReservedTopLeft.y);
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const bool DISPLAYBOTTOM = STICKS(pWindow->m_vPosition.y + pWindow->m_vSize.y, PMONITOR->vecPosition.y + PMONITOR->vecSize.y - PMONITOR->vecReservedBottomRight.y);
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if (DISPLAYBOTTOM && DISPLAYTOP) {
if (DISPLAYLEFT && DISPLAYRIGHT) {
posOffset = GOALPOS + Vector2D(0, GOALSIZE.y);
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} else if (DISPLAYLEFT) {
posOffset = GOALPOS - Vector2D(GOALSIZE.x, 0);
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} else {
posOffset = GOALPOS + Vector2D(GOALSIZE.x, 0);
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}
} else if (DISPLAYTOP) {
posOffset = GOALPOS - Vector2D(0, GOALSIZE.y);
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} else if (DISPLAYBOTTOM) {
posOffset = GOALPOS + Vector2D(0, GOALSIZE.y);
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} else {
if (MIDPOINT.y > PMONITOR->vecPosition.y + PMONITOR->vecSize.y / 2.f)
posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y + PMONITOR->vecSize.y);
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else
posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y);
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}
if (!close)
pWindow->m_vRealPosition.setValue(posOffset);
else
pWindow->m_vRealPosition = posOffset;
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}
void CAnimationManager::onWindowPostCreateClose(CWindow* pWindow, bool close) {
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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");
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} 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");
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}
auto ANIMSTYLE = pWindow->m_vRealPosition.m_pConfig->pValues->internalStyle;
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transform(ANIMSTYLE.begin(), ANIMSTYLE.end(), ANIMSTYLE.begin(), ::tolower);
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// 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())
return;
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// 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)
return;
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if (pWindow->m_sAdditionalConfigData.animationStyle != "") {
// the window has config'd special anim
if (pWindow->m_sAdditionalConfigData.animationStyle.starts_with("slide")) {
if (pWindow->m_sAdditionalConfigData.animationStyle.contains(' ')) {
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// has a direction
animationSlide(pWindow, pWindow->m_sAdditionalConfigData.animationStyle.substr(pWindow->m_sAdditionalConfigData.animationStyle.find(' ') + 1), close);
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} else {
animationSlide(pWindow, "", close);
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}
} else {
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// anim popin, fallback
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float minPerc = 0.f;
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if (pWindow->m_sAdditionalConfigData.animationStyle.find("%") != std::string::npos) {
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try {
auto percstr = pWindow->m_sAdditionalConfigData.animationStyle.substr(pWindow->m_sAdditionalConfigData.animationStyle.find_last_of(' '));
minPerc = std::stoi(percstr.substr(0, percstr.length() - 1));
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} catch (std::exception& e) {
; // oops
}
}
animationPopin(pWindow, close, minPerc / 100.f);
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}
} else {
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if (ANIMSTYLE == "slide") {
animationSlide(pWindow, "", close);
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} else {
// anim popin, fallback
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float minPerc = 0.f;
if (!ANIMSTYLE.starts_with("%")) {
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try {
auto percstr = ANIMSTYLE.substr(ANIMSTYLE.find_last_of(' '));
minPerc = std::stoi(percstr.substr(0, percstr.length() - 1));
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} catch (std::exception& e) {
; // oops
}
}
animationPopin(pWindow, close, minPerc / 100.f);
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}
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}
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}
std::string CAnimationManager::styleValidInConfigVar(const std::string& config, const std::string& style) {
if (config.starts_with("window")) {
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if (style == "slide") {
return "";
} else if (style.starts_with("popin")) {
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// try parsing
float minPerc = 0.f;
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if (style.find("%") != std::string::npos) {
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try {
auto percstr = style.substr(style.find_last_of(' '));
minPerc = std::stoi(percstr.substr(0, percstr.length() - 1));
} catch (std::exception& e) { return "invalid minperc"; }
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return "";
}
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minPerc; // fix warning
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return "";
}
return "unknown style";
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} else if (config == "workspaces" || config == "specialWorkspace") {
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if (style == "slide" || style == "slidevert" || style == "fade")
return "";
else if (style.starts_with("slidefade")) {
// try parsing
float movePerc = 0.f;
if (style.find("%") != std::string::npos) {
try {
auto percstr = style.substr(style.find_last_of(' ') + 1);
movePerc = std::stoi(percstr.substr(0, percstr.length() - 1));
} catch (std::exception& e) { return "invalid movePerc"; }
return "";
}
movePerc; // fix warning
return "";
}
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return "unknown style";
} else if (config == "borderangle") {
if (style == "loop" || style == "once")
return "";
return "unknown style";
} else if (config.starts_with("layers")) {
if (style == "fade" || style == "" || style == "slide")
return "";
else if (style.starts_with("popin")) {
// try parsing
float minPerc = 0.f;
if (style.find("%") != std::string::npos) {
try {
auto percstr = style.substr(style.find_last_of(' '));
minPerc = std::stoi(percstr.substr(0, percstr.length() - 1));
} catch (std::exception& e) { return "invalid minperc"; }
return "";
}
minPerc; // fix warning
return "";
}
return "";
return "unknown style";
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} else {
return "animation has no styles";
}
return "";
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}
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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;
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}
std::unordered_map<std::string, CBezierCurve> CAnimationManager::getAllBeziers() {
return m_mBezierCurves;
}
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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) {
wl_event_source_timer_update(m_pAnimationTick, 16);
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return;
}
float refreshDelayMs = std::floor(1000.f / PMOSTHZ->refreshRate);
const float SINCEPRES = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::system_clock::now() - PMOSTHZ->lastPresentationTimer.chrono()).count() / 1000.f;
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const auto TOPRES = std::clamp(refreshDelayMs - SINCEPRES, 1.1f, 1000.f); // we can't send 0, that will disarm it
wl_event_source_timer_update(m_pAnimationTick, std::floor(TOPRES));
}