mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-26 08:05:58 +01:00
feat: border angle animations (#1469)
Co-authored-by: vaxerski <43317083+vaxerski@users.noreply.github.com>
This commit is contained in:
parent
1a41f729a3
commit
32d56fec97
11 changed files with 77 additions and 14 deletions
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@ -73,6 +73,7 @@ animations {
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animation = windows, 1, 7, myBezier
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animation = windows, 1, 7, myBezier
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animation = windowsOut, 1, 7, default, popin 80%
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animation = windowsOut, 1, 7, default, popin 80%
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animation = border, 1, 10, default
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animation = border, 1, 10, default
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animation = borderangle, 1, 8, default
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animation = fade, 1, 7, default
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animation = fade, 1, 7, default
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animation = workspaces, 1, 6, default
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animation = workspaces, 1, 6, default
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}
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}
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@ -1565,8 +1565,8 @@ void CCompositor::updateWindowAnimatedDecorationValues(CWindow* pWindow) {
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pWindow->m_cRealBorderColorPrevious = pWindow->m_cRealBorderColor;
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pWindow->m_cRealBorderColorPrevious = pWindow->m_cRealBorderColor;
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pWindow->m_cRealBorderColor = grad;
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pWindow->m_cRealBorderColor = grad;
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pWindow->m_fBorderAnimationProgress.setValueAndWarp(0.f);
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pWindow->m_fBorderFadeAnimationProgress.setValueAndWarp(0.f);
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pWindow->m_fBorderAnimationProgress = 1.f;
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pWindow->m_fBorderFadeAnimationProgress = 1.f;
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};
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};
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// border
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// border
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@ -1581,6 +1581,10 @@ void CCompositor::updateWindowAnimatedDecorationValues(CWindow* pWindow) {
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CGradientValueData(CColor(pWindow->m_sSpecialRenderData.inactiveBorderColor.toUnderlying())) :
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CGradientValueData(CColor(pWindow->m_sSpecialRenderData.inactiveBorderColor.toUnderlying())) :
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*INACTIVECOL));
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*INACTIVECOL));
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// tick angle if it's not running (aka dead)
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if (!pWindow->m_fBorderAngleAnimationProgress.isBeingAnimated())
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pWindow->m_fBorderAngleAnimationProgress.setValueAndWarp(0.f);
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// opacity
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// opacity
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const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
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const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
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if (pWindow->m_bIsFullscreen && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL) {
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if (pWindow->m_bIsFullscreen && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL) {
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@ -5,7 +5,8 @@
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CWindow::CWindow() {
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CWindow::CWindow() {
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m_vRealPosition.create(AVARTYPE_VECTOR, g_pConfigManager->getAnimationPropertyConfig("windowsIn"), (void*)this, AVARDAMAGE_ENTIRE);
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m_vRealPosition.create(AVARTYPE_VECTOR, g_pConfigManager->getAnimationPropertyConfig("windowsIn"), (void*)this, AVARDAMAGE_ENTIRE);
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m_vRealSize.create(AVARTYPE_VECTOR, g_pConfigManager->getAnimationPropertyConfig("windowsIn"), (void*)this, AVARDAMAGE_ENTIRE);
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m_vRealSize.create(AVARTYPE_VECTOR, g_pConfigManager->getAnimationPropertyConfig("windowsIn"), (void*)this, AVARDAMAGE_ENTIRE);
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m_fBorderAnimationProgress.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("border"), (void*)this, AVARDAMAGE_BORDER);
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m_fBorderFadeAnimationProgress.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("border"), (void*)this, AVARDAMAGE_BORDER);
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m_fBorderAngleAnimationProgress.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("borderangle"), (void*)this, AVARDAMAGE_BORDER);
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m_fAlpha.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("fadeIn"), (void*)this, AVARDAMAGE_ENTIRE);
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m_fAlpha.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("fadeIn"), (void*)this, AVARDAMAGE_ENTIRE);
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m_fActiveInactiveAlpha.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("fadeSwitch"), (void*)this, AVARDAMAGE_ENTIRE);
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m_fActiveInactiveAlpha.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("fadeSwitch"), (void*)this, AVARDAMAGE_ENTIRE);
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m_cRealShadowColor.create(AVARTYPE_COLOR, g_pConfigManager->getAnimationPropertyConfig("fadeShadow"), (void*)this, AVARDAMAGE_SHADOW);
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m_cRealShadowColor.create(AVARTYPE_COLOR, g_pConfigManager->getAnimationPropertyConfig("fadeShadow"), (void*)this, AVARDAMAGE_SHADOW);
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@ -263,7 +264,8 @@ void CWindow::onUnmap() {
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m_vRealPosition.setCallbackOnEnd(unregisterVar);
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m_vRealPosition.setCallbackOnEnd(unregisterVar);
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m_vRealSize.setCallbackOnEnd(unregisterVar);
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m_vRealSize.setCallbackOnEnd(unregisterVar);
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m_fBorderAnimationProgress.setCallbackOnEnd(unregisterVar);
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m_fBorderFadeAnimationProgress.setCallbackOnEnd(unregisterVar);
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m_fBorderAngleAnimationProgress.setCallbackOnEnd(unregisterVar);
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m_fActiveInactiveAlpha.setCallbackOnEnd(unregisterVar);
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m_fActiveInactiveAlpha.setCallbackOnEnd(unregisterVar);
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m_fAlpha.setCallbackOnEnd(unregisterVar);
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m_fAlpha.setCallbackOnEnd(unregisterVar);
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m_cRealShadowColor.setCallbackOnEnd(unregisterVar);
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m_cRealShadowColor.setCallbackOnEnd(unregisterVar);
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@ -279,7 +281,8 @@ void CWindow::onMap() {
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// JIC, reset the callbacks. If any are set, we'll make sure they are cleared so we don't accidentally unset them. (In case a window got remapped)
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// JIC, reset the callbacks. If any are set, we'll make sure they are cleared so we don't accidentally unset them. (In case a window got remapped)
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m_vRealPosition.resetAllCallbacks();
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m_vRealPosition.resetAllCallbacks();
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m_vRealSize.resetAllCallbacks();
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m_vRealSize.resetAllCallbacks();
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m_fBorderAnimationProgress.resetAllCallbacks();
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m_fBorderFadeAnimationProgress.resetAllCallbacks();
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m_fBorderAngleAnimationProgress.resetAllCallbacks();
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m_fActiveInactiveAlpha.resetAllCallbacks();
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m_fActiveInactiveAlpha.resetAllCallbacks();
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m_fAlpha.resetAllCallbacks();
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m_fAlpha.resetAllCallbacks();
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m_cRealShadowColor.resetAllCallbacks();
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m_cRealShadowColor.resetAllCallbacks();
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@ -287,7 +290,8 @@ void CWindow::onMap() {
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m_vRealPosition.registerVar();
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m_vRealPosition.registerVar();
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m_vRealSize.registerVar();
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m_vRealSize.registerVar();
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m_fBorderAnimationProgress.registerVar();
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m_fBorderFadeAnimationProgress.registerVar();
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m_fBorderAngleAnimationProgress.registerVar();
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m_fActiveInactiveAlpha.registerVar();
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m_fActiveInactiveAlpha.registerVar();
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m_fAlpha.registerVar();
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m_fAlpha.registerVar();
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m_cRealShadowColor.registerVar();
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m_cRealShadowColor.registerVar();
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@ -296,9 +300,30 @@ void CWindow::onMap() {
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m_vRealSize.setCallbackOnEnd([&](void* ptr) { g_pHyprOpenGL->onWindowResizeEnd(this); }, false);
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m_vRealSize.setCallbackOnEnd([&](void* ptr) { g_pHyprOpenGL->onWindowResizeEnd(this); }, false);
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m_vRealSize.setCallbackOnBegin([&](void* ptr) { g_pHyprOpenGL->onWindowResizeStart(this); }, false);
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m_vRealSize.setCallbackOnBegin([&](void* ptr) { g_pHyprOpenGL->onWindowResizeStart(this); }, false);
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m_fBorderAngleAnimationProgress.setCallbackOnEnd([&](void* ptr) { onBorderAngleAnimEnd(ptr); }, false);
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m_fBorderAngleAnimationProgress.setValueAndWarp(0.f);
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m_fBorderAngleAnimationProgress = 1.f;
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g_pCompositor->m_vWindowFocusHistory.push_back(this);
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g_pCompositor->m_vWindowFocusHistory.push_back(this);
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}
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}
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void CWindow::onBorderAngleAnimEnd(void* ptr) {
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const auto PANIMVAR = (CAnimatedVariable*)ptr;
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const std::string STYLE = PANIMVAR->getConfig()->pValues->internalStyle;
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if (STYLE != "loop")
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return;
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PANIMVAR->setCallbackOnEnd(nullptr); // we remove the callback here because otherwise setvalueandwarp will recurse this
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PANIMVAR->setValueAndWarp(0);
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*PANIMVAR = 1.f;
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PANIMVAR->setCallbackOnEnd([&](void* ptr) { onBorderAngleAnimEnd(ptr); }, false);
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}
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void CWindow::setHidden(bool hidden) {
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void CWindow::setHidden(bool hidden) {
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m_bHidden = hidden;
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m_bHidden = hidden;
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@ -220,7 +220,8 @@ class CWindow {
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// Animated border
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// Animated border
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CGradientValueData m_cRealBorderColor = {0};
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CGradientValueData m_cRealBorderColor = {0};
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CGradientValueData m_cRealBorderColorPrevious = {0};
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CGradientValueData m_cRealBorderColorPrevious = {0};
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CAnimatedVariable m_fBorderAnimationProgress;
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CAnimatedVariable m_fBorderFadeAnimationProgress;
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CAnimatedVariable m_fBorderAngleAnimationProgress;
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// Fade in-out
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// Fade in-out
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CAnimatedVariable m_fAlpha;
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CAnimatedVariable m_fAlpha;
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@ -296,6 +297,7 @@ class CWindow {
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bool isHidden();
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bool isHidden();
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void applyDynamicRule(const SWindowRule& r);
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void applyDynamicRule(const SWindowRule& r);
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void updateDynamicRules();
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void updateDynamicRules();
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void onBorderAngleAnimEnd(void* ptr);
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private:
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private:
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// For hidden windows and stuff
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// For hidden windows and stuff
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@ -2,7 +2,8 @@
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#include "../defines.hpp"
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#include "../defines.hpp"
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#include <vector>
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#include <vector>
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enum eConfigValueDataTypes {
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enum eConfigValueDataTypes
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{
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CVD_TYPE_INVALID = -1,
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CVD_TYPE_INVALID = -1,
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CVD_TYPE_GRADIENT = 0
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CVD_TYPE_GRADIENT = 0
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};
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};
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@ -220,6 +220,7 @@ void CConfigManager::setDefaultAnimationVars() {
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INITANIMCFG("windows");
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INITANIMCFG("windows");
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INITANIMCFG("fade");
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INITANIMCFG("fade");
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INITANIMCFG("border");
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INITANIMCFG("border");
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INITANIMCFG("borderangle");
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INITANIMCFG("workspaces");
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INITANIMCFG("workspaces");
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// windows
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// windows
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@ -246,6 +247,7 @@ void CConfigManager::setDefaultAnimationVars() {
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CREATEANIMCFG("windows", "global");
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CREATEANIMCFG("windows", "global");
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CREATEANIMCFG("fade", "global");
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CREATEANIMCFG("fade", "global");
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CREATEANIMCFG("border", "global");
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CREATEANIMCFG("border", "global");
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CREATEANIMCFG("borderangle", "global");
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CREATEANIMCFG("workspaces", "global");
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CREATEANIMCFG("workspaces", "global");
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CREATEANIMCFG("windowsIn", "windows");
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CREATEANIMCFG("windowsIn", "windows");
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@ -82,6 +82,7 @@ animations {
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animation = windows, 1, 7, myBezier
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animation = windows, 1, 7, myBezier
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animation = windowsOut, 1, 7, default, popin 80%
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animation = windowsOut, 1, 7, default, popin 80%
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animation = border, 1, 10, default
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animation = border, 1, 10, default
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animation = borderangle, 1, 8, default
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animation = fade, 1, 7, default
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animation = fade, 1, 7, default
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animation = workspaces, 1, 6, default
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animation = workspaces, 1, 6, default
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}
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}
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@ -518,3 +518,19 @@ int64_t configStringToInt(const std::string& VALUE) {
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}
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}
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return std::stoll(VALUE);
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return std::stoll(VALUE);
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}
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}
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double normalizeAngleRad(double ang) {
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if (ang > M_PI * 2) {
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while (ang > M_PI * 2)
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ang -= M_PI * 2;
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return ang;
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}
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if (ang < 0.0) {
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while (ang < 0.0)
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ang += M_PI * 2;
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return ang;
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}
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return ang;
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}
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@ -20,3 +20,5 @@ int64_t configStringToInt(const std::string&);
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float getPlusMinusKeywordResult(std::string in, float relative);
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float getPlusMinusKeywordResult(std::string in, float relative);
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void matrixProjection(float mat[9], int w, int h, wl_output_transform tr);
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void matrixProjection(float mat[9], int w, int h, wl_output_transform tr);
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double normalizeAngleRad(double ang);
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@ -453,6 +453,10 @@ std::string CAnimationManager::styleValidInConfigVar(const std::string& config,
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return "";
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return "";
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return "unknown style";
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return "unknown style";
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} else if (config == "borderangle") {
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if (style == "loop" || style == "once")
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return "";
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return "unknown style";
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} else {
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} else {
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return "animation has no styles";
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return "animation has no styles";
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}
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}
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@ -310,8 +310,13 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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rounding *= pMonitor->scale;
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rounding *= pMonitor->scale;
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auto grad = g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColor;
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auto grad = g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColor;
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const bool ANIMATED = g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAnimationProgress.isBeingAnimated();
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const bool ANIMATED = g_pHyprOpenGL->m_pCurrentWindow->m_fBorderFadeAnimationProgress.isBeingAnimated();
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float a1 = renderdata.fadeAlpha * renderdata.alpha * (ANIMATED ? g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAnimationProgress.fl() : 1.f);
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float a1 = renderdata.fadeAlpha * renderdata.alpha * (ANIMATED ? g_pHyprOpenGL->m_pCurrentWindow->m_fBorderFadeAnimationProgress.fl() : 1.f);
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if (g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAngleAnimationProgress.getConfig()->pValues->internalEnabled) {
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grad.m_fAngle += g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAngleAnimationProgress.fl() * M_PI * 2;
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grad.m_fAngle = normalizeAngleRad(grad.m_fAngle);
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}
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wlr_box windowBox = {renderdata.x - pMonitor->vecPosition.x, renderdata.y - pMonitor->vecPosition.y, renderdata.w, renderdata.h};
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wlr_box windowBox = {renderdata.x - pMonitor->vecPosition.x, renderdata.y - pMonitor->vecPosition.y, renderdata.w, renderdata.h};
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@ -320,7 +325,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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g_pHyprOpenGL->renderBorder(&windowBox, grad, rounding, a1);
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g_pHyprOpenGL->renderBorder(&windowBox, grad, rounding, a1);
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if (ANIMATED) {
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if (ANIMATED) {
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float a2 = renderdata.fadeAlpha * renderdata.alpha * (1.f - g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAnimationProgress.fl());
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float a2 = renderdata.fadeAlpha * renderdata.alpha * (1.f - g_pHyprOpenGL->m_pCurrentWindow->m_fBorderFadeAnimationProgress.fl());
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g_pHyprOpenGL->renderBorder(&windowBox, g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColorPrevious, rounding, a2);
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g_pHyprOpenGL->renderBorder(&windowBox, g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColorPrevious, rounding, a2);
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}
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}
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}
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}
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