Hyprland/src/managers/AnimationManager.cpp

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#include "AnimationManager.hpp"
#include "../Compositor.hpp"
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CAnimationManager::CAnimationManager() {
std::vector<Vector2D> points = {Vector2D(0, 0.75f), Vector2D(0.25f, 1.f)};
m_mBezierCurves["default"].setup(&points);
}
void CAnimationManager::removeAllBeziers() {
m_mBezierCurves.clear();
// add the default one
std::vector<Vector2D> points = {Vector2D(0, 0.75f), Vector2D(0.25f, 1.f)};
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::tick() {
bool animationsDisabled = false;
if (!g_pConfigManager->getInt("animations:enabled"))
animationsDisabled = true;
const float ANIMSPEED = g_pConfigManager->getFloat("animations:speed");
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const auto BORDERSIZE = g_pConfigManager->getInt("general:border_size");
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const auto BEZIERSTR = g_pConfigManager->getString("animations:curve");
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auto DEFAULTBEZIER = m_mBezierCurves.find(BEZIERSTR);
if (DEFAULTBEZIER == m_mBezierCurves.end())
DEFAULTBEZIER = m_mBezierCurves.find("default");
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for (auto& av : m_lAnimatedVariables) {
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// get speed
const auto SPEED = *av->m_pSpeed == 0 ? ANIMSPEED : *av->m_pSpeed;
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// window stuff
const auto PWINDOW = (CWindow*)av->m_pWindow;
wlr_box WLRBOXPREV = {PWINDOW->m_vRealPosition.vec().x - BORDERSIZE - 1, PWINDOW->m_vRealPosition.vec().y - BORDERSIZE - 1, PWINDOW->m_vRealSize.vec().x + 2 * BORDERSIZE + 2, PWINDOW->m_vRealSize.vec().y + 2 * BORDERSIZE + 2};
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// check if it's disabled, if so, warp
if (av->m_pEnabled == 0 || animationsDisabled) {
av->warp();
g_pHyprRenderer->damageBox(&WLRBOXPREV);
g_pHyprRenderer->damageWindow(PWINDOW);
continue;
}
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// beziers are with a switch unforto
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// TODO: maybe do something cleaner
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// get the spent % (0 - 1)
const auto DURATIONPASSED = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now() - av->animationBegin).count();
const float SPENT = std::clamp((DURATIONPASSED / 100.f) / SPEED, 0.f, 1.f);
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switch (av->m_eVarType) {
case AVARTYPE_FLOAT: {
if (!deltazero(av->m_fValue, av->m_fGoal)) {
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const auto DELTA = av->m_fGoal - av->m_fBegun;
const auto BEZIER = m_mBezierCurves.find(*av->m_pBezier);
if (BEZIER != m_mBezierCurves.end())
av->m_fValue = av->m_fBegun + BEZIER->second.getYForPoint(SPENT) * DELTA;
else
av->m_fValue = av->m_fBegun + DEFAULTBEZIER->second.getYForPoint(SPENT) * DELTA;
if (SPENT >= 1.f) {
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av->warp();
}
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} else {
continue; // dont process
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}
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break;
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}
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case AVARTYPE_VECTOR: {
if (!deltazero(av->m_vValue, av->m_vGoal)) {
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const auto DELTA = av->m_vGoal - av->m_vBegun;
const auto BEZIER = m_mBezierCurves.find(*av->m_pBezier);
if (BEZIER != m_mBezierCurves.end())
av->m_vValue = av->m_vBegun + DELTA * BEZIER->second.getYForPoint(SPENT);
else
av->m_vValue = av->m_vBegun + DELTA * DEFAULTBEZIER->second.getYForPoint(SPENT);
if (SPENT >= 1.f) {
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av->warp();
}
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} else {
continue; // dont process
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}
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break;
}
case AVARTYPE_COLOR: {
if (!deltazero(av->m_cValue, av->m_cGoal)) {
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const auto DELTA = av->m_cGoal - av->m_cBegun;
const auto BEZIER = m_mBezierCurves.find(*av->m_pBezier);
if (BEZIER != m_mBezierCurves.end())
av->m_cValue = av->m_cBegun + DELTA * BEZIER->second.getYForPoint(SPENT);
else
av->m_cValue = av->m_cBegun + DELTA * DEFAULTBEZIER->second.getYForPoint(SPENT);
if (SPENT >= 1.f) {
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av->warp();
}
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} else {
continue; // dont process
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}
break;
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}
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default: {
;
}
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}
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// damage the window
g_pHyprRenderer->damageBox(&WLRBOXPREV);
g_pHyprRenderer->damageWindow(PWINDOW);
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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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}