Hyprland/src/helpers/AnimatedVariable.hpp

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#pragma once
#include "../defines.hpp"
#include <any>
enum ANIMATEDVARTYPE {
AVARTYPE_INVALID = -1,
AVARTYPE_FLOAT,
AVARTYPE_VECTOR,
AVARTYPE_COLOR
};
enum AVARDAMAGEPOLICY {
AVARDAMAGE_INVALID = -1,
AVARDAMAGE_ENTIRE = 0,
AVARDAMAGE_BORDER,
AVARDAMAGE_SHADOW
};
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class CAnimationManager;
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class CWorkspace;
struct SLayerSurface;
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struct SAnimationPropertyConfig;
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class CAnimatedVariable {
public:
CAnimatedVariable(); // dummy var
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void create(ANIMATEDVARTYPE, SAnimationPropertyConfig*, void* pWindow, AVARDAMAGEPOLICY);
void create(ANIMATEDVARTYPE, std::any val, SAnimationPropertyConfig*, void* pWindow, AVARDAMAGEPOLICY);
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~CAnimatedVariable();
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void unregister();
void registerVar();
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// gets the current vector value (real time)
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const Vector2D& vec() const {
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return m_vValue;
}
// gets the current float value (real time)
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const float& fl() const {
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return m_fValue;
}
// gets the current color value (real time)
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const CColor& col() const {
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return m_cValue;
}
// gets the goal vector value
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const Vector2D& goalv() const {
return m_vGoal;
}
// gets the goal float value
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const float& goalf() const {
return m_fGoal;
}
// gets the goal color value
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const CColor& goalc() const {
return m_cGoal;
}
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void operator=(const Vector2D& v) {
m_vGoal = v;
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animationBegin = std::chrono::system_clock::now();
m_vBegun = m_vValue;
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}
void operator=(const float& v) {
m_fGoal = v;
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animationBegin = std::chrono::system_clock::now();
m_fBegun = m_fValue;
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}
void operator=(const CColor& v) {
m_cGoal = v;
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animationBegin = std::chrono::system_clock::now();
m_cBegun = m_cValue;
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}
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// Sets the actual stored value, without affecting the goal, but resets the timer
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void setValue(const Vector2D& v) {
m_vValue = v;
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animationBegin = std::chrono::system_clock::now();
m_vBegun = m_vValue;
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}
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// Sets the actual stored value, without affecting the goal, but resets the timer
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void setValue(const float& v) {
m_fValue = v;
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animationBegin = std::chrono::system_clock::now();
m_vBegun = m_vValue;
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}
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// Sets the actual stored value, without affecting the goal, but resets the timer
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void setValue(const CColor& v) {
m_cValue = v;
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animationBegin = std::chrono::system_clock::now();
m_vBegun = m_vValue;
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}
// Sets the actual value and goal
void setValueAndWarp(const Vector2D& v) {
m_vGoal = v;
warp();
}
// Sets the actual value and goal
void setValueAndWarp(const float& v) {
m_fGoal = v;
warp();
}
// Sets the actual value and goal
void setValueAndWarp(const CColor& v) {
m_cGoal = v;
warp();
}
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// checks if an animation is in progress
bool isBeingAnimated() {
switch (m_eVarType) {
case AVARTYPE_FLOAT:
return m_fValue != m_fGoal;
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case AVARTYPE_VECTOR:
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return m_vValue != m_vGoal;
case AVARTYPE_COLOR:
return m_cValue != m_cGoal;
default:
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UNREACHABLE();
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}
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UNREACHABLE();
return false; // just so that the warning is suppressed
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}
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void warp() {
switch (m_eVarType) {
case AVARTYPE_FLOAT: {
m_fValue = m_fGoal;
break;
}
case AVARTYPE_VECTOR: {
m_vValue = m_vGoal;
break;
}
case AVARTYPE_COLOR: {
m_cValue = m_cGoal;
break;
}
default:
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UNREACHABLE();
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}
}
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void setConfig(SAnimationPropertyConfig* pConfig) {
m_pConfig = pConfig;
}
SAnimationPropertyConfig* getConfig() {
return m_pConfig;
}
int getDurationLeftMs();
/* sets a function to be ran when the animation finishes.
if an animation is not running, runs instantly.
will remove the callback when ran. */
void setCallbackOnEnd(std::function<void(void* thisptr)> func) {
m_fEndCallback = func;
if (!isBeingAnimated())
onAnimationEnd();
}
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private:
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Vector2D m_vValue = Vector2D(0,0);
float m_fValue = 0;
CColor m_cValue;
Vector2D m_vGoal = Vector2D(0,0);
float m_fGoal = 0;
CColor m_cGoal;
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Vector2D m_vBegun = Vector2D(0,0);
float m_fBegun = 0;
CColor m_cBegun;
// owners
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void* m_pWindow = nullptr;
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void* m_pWorkspace = nullptr;
void* m_pLayer = nullptr;
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SAnimationPropertyConfig* m_pConfig = nullptr;
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bool m_bDummy = true;
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std::chrono::system_clock::time_point animationBegin;
ANIMATEDVARTYPE m_eVarType = AVARTYPE_INVALID;
AVARDAMAGEPOLICY m_eDamagePolicy = AVARDAMAGE_INVALID;
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std::function<void(void* thisptr)> m_fEndCallback;
// methods
void onAnimationEnd() {
if (m_fEndCallback) {
m_fEndCallback(this);
m_fEndCallback = nullptr; // reset
}
}
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friend class CAnimationManager;
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friend class CWorkspace;
friend struct SLayerSurface;
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};