feat: border angle animations (#1469)

Co-authored-by: vaxerski <43317083+vaxerski@users.noreply.github.com>
This commit is contained in:
ozwaldorf 2023-02-01 16:06:01 -05:00 committed by GitHub
parent 1a41f729a3
commit 32d56fec97
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11 changed files with 77 additions and 14 deletions

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@ -73,6 +73,7 @@ animations {
animation = windows, 1, 7, myBezier
animation = windowsOut, 1, 7, default, popin 80%
animation = border, 1, 10, default
animation = borderangle, 1, 8, default
animation = fade, 1, 7, default
animation = workspaces, 1, 6, default
}

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@ -1565,8 +1565,8 @@ void CCompositor::updateWindowAnimatedDecorationValues(CWindow* pWindow) {
pWindow->m_cRealBorderColorPrevious = pWindow->m_cRealBorderColor;
pWindow->m_cRealBorderColor = grad;
pWindow->m_fBorderAnimationProgress.setValueAndWarp(0.f);
pWindow->m_fBorderAnimationProgress = 1.f;
pWindow->m_fBorderFadeAnimationProgress.setValueAndWarp(0.f);
pWindow->m_fBorderFadeAnimationProgress = 1.f;
};
// border
@ -1581,6 +1581,10 @@ void CCompositor::updateWindowAnimatedDecorationValues(CWindow* pWindow) {
CGradientValueData(CColor(pWindow->m_sSpecialRenderData.inactiveBorderColor.toUnderlying())) :
*INACTIVECOL));
// tick angle if it's not running (aka dead)
if (!pWindow->m_fBorderAngleAnimationProgress.isBeingAnimated())
pWindow->m_fBorderAngleAnimationProgress.setValueAndWarp(0.f);
// opacity
const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
if (pWindow->m_bIsFullscreen && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL) {

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@ -5,7 +5,8 @@
CWindow::CWindow() {
m_vRealPosition.create(AVARTYPE_VECTOR, g_pConfigManager->getAnimationPropertyConfig("windowsIn"), (void*)this, AVARDAMAGE_ENTIRE);
m_vRealSize.create(AVARTYPE_VECTOR, g_pConfigManager->getAnimationPropertyConfig("windowsIn"), (void*)this, AVARDAMAGE_ENTIRE);
m_fBorderAnimationProgress.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("border"), (void*)this, AVARDAMAGE_BORDER);
m_fBorderFadeAnimationProgress.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("border"), (void*)this, AVARDAMAGE_BORDER);
m_fBorderAngleAnimationProgress.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("borderangle"), (void*)this, AVARDAMAGE_BORDER);
m_fAlpha.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("fadeIn"), (void*)this, AVARDAMAGE_ENTIRE);
m_fActiveInactiveAlpha.create(AVARTYPE_FLOAT, g_pConfigManager->getAnimationPropertyConfig("fadeSwitch"), (void*)this, AVARDAMAGE_ENTIRE);
m_cRealShadowColor.create(AVARTYPE_COLOR, g_pConfigManager->getAnimationPropertyConfig("fadeShadow"), (void*)this, AVARDAMAGE_SHADOW);
@ -263,7 +264,8 @@ void CWindow::onUnmap() {
m_vRealPosition.setCallbackOnEnd(unregisterVar);
m_vRealSize.setCallbackOnEnd(unregisterVar);
m_fBorderAnimationProgress.setCallbackOnEnd(unregisterVar);
m_fBorderFadeAnimationProgress.setCallbackOnEnd(unregisterVar);
m_fBorderAngleAnimationProgress.setCallbackOnEnd(unregisterVar);
m_fActiveInactiveAlpha.setCallbackOnEnd(unregisterVar);
m_fAlpha.setCallbackOnEnd(unregisterVar);
m_cRealShadowColor.setCallbackOnEnd(unregisterVar);
@ -279,7 +281,8 @@ void CWindow::onMap() {
// 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)
m_vRealPosition.resetAllCallbacks();
m_vRealSize.resetAllCallbacks();
m_fBorderAnimationProgress.resetAllCallbacks();
m_fBorderFadeAnimationProgress.resetAllCallbacks();
m_fBorderAngleAnimationProgress.resetAllCallbacks();
m_fActiveInactiveAlpha.resetAllCallbacks();
m_fAlpha.resetAllCallbacks();
m_cRealShadowColor.resetAllCallbacks();
@ -287,7 +290,8 @@ void CWindow::onMap() {
m_vRealPosition.registerVar();
m_vRealSize.registerVar();
m_fBorderAnimationProgress.registerVar();
m_fBorderFadeAnimationProgress.registerVar();
m_fBorderAngleAnimationProgress.registerVar();
m_fActiveInactiveAlpha.registerVar();
m_fAlpha.registerVar();
m_cRealShadowColor.registerVar();
@ -296,9 +300,30 @@ void CWindow::onMap() {
m_vRealSize.setCallbackOnEnd([&](void* ptr) { g_pHyprOpenGL->onWindowResizeEnd(this); }, false);
m_vRealSize.setCallbackOnBegin([&](void* ptr) { g_pHyprOpenGL->onWindowResizeStart(this); }, false);
m_fBorderAngleAnimationProgress.setCallbackOnEnd([&](void* ptr) { onBorderAngleAnimEnd(ptr); }, false);
m_fBorderAngleAnimationProgress.setValueAndWarp(0.f);
m_fBorderAngleAnimationProgress = 1.f;
g_pCompositor->m_vWindowFocusHistory.push_back(this);
}
void CWindow::onBorderAngleAnimEnd(void* ptr) {
const auto PANIMVAR = (CAnimatedVariable*)ptr;
const std::string STYLE = PANIMVAR->getConfig()->pValues->internalStyle;
if (STYLE != "loop")
return;
PANIMVAR->setCallbackOnEnd(nullptr); // we remove the callback here because otherwise setvalueandwarp will recurse this
PANIMVAR->setValueAndWarp(0);
*PANIMVAR = 1.f;
PANIMVAR->setCallbackOnEnd([&](void* ptr) { onBorderAngleAnimEnd(ptr); }, false);
}
void CWindow::setHidden(bool hidden) {
m_bHidden = hidden;

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@ -220,7 +220,8 @@ class CWindow {
// Animated border
CGradientValueData m_cRealBorderColor = {0};
CGradientValueData m_cRealBorderColorPrevious = {0};
CAnimatedVariable m_fBorderAnimationProgress;
CAnimatedVariable m_fBorderFadeAnimationProgress;
CAnimatedVariable m_fBorderAngleAnimationProgress;
// Fade in-out
CAnimatedVariable m_fAlpha;
@ -296,6 +297,7 @@ class CWindow {
bool isHidden();
void applyDynamicRule(const SWindowRule& r);
void updateDynamicRules();
void onBorderAngleAnimEnd(void* ptr);
private:
// For hidden windows and stuff

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@ -2,7 +2,8 @@
#include "../defines.hpp"
#include <vector>
enum eConfigValueDataTypes {
enum eConfigValueDataTypes
{
CVD_TYPE_INVALID = -1,
CVD_TYPE_GRADIENT = 0
};

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@ -220,6 +220,7 @@ void CConfigManager::setDefaultAnimationVars() {
INITANIMCFG("windows");
INITANIMCFG("fade");
INITANIMCFG("border");
INITANIMCFG("borderangle");
INITANIMCFG("workspaces");
// windows
@ -246,6 +247,7 @@ void CConfigManager::setDefaultAnimationVars() {
CREATEANIMCFG("windows", "global");
CREATEANIMCFG("fade", "global");
CREATEANIMCFG("border", "global");
CREATEANIMCFG("borderangle", "global");
CREATEANIMCFG("workspaces", "global");
CREATEANIMCFG("windowsIn", "windows");

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@ -82,6 +82,7 @@ animations {
animation = windows, 1, 7, myBezier
animation = windowsOut, 1, 7, default, popin 80%
animation = border, 1, 10, default
animation = borderangle, 1, 8, default
animation = fade, 1, 7, default
animation = workspaces, 1, 6, default
}

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@ -518,3 +518,19 @@ int64_t configStringToInt(const std::string& VALUE) {
}
return std::stoll(VALUE);
}
double normalizeAngleRad(double ang) {
if (ang > M_PI * 2) {
while (ang > M_PI * 2)
ang -= M_PI * 2;
return ang;
}
if (ang < 0.0) {
while (ang < 0.0)
ang += M_PI * 2;
return ang;
}
return ang;
}

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@ -20,3 +20,5 @@ int64_t configStringToInt(const std::string&);
float getPlusMinusKeywordResult(std::string in, float relative);
void matrixProjection(float mat[9], int w, int h, wl_output_transform tr);
double normalizeAngleRad(double ang);

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@ -453,6 +453,10 @@ std::string CAnimationManager::styleValidInConfigVar(const std::string& config,
return "";
return "unknown style";
} else if (config == "borderangle") {
if (style == "loop" || style == "once")
return "";
return "unknown style";
} else {
return "animation has no styles";
}

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@ -310,8 +310,13 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
rounding *= pMonitor->scale;
auto grad = g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColor;
const bool ANIMATED = g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAnimationProgress.isBeingAnimated();
float a1 = renderdata.fadeAlpha * renderdata.alpha * (ANIMATED ? g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAnimationProgress.fl() : 1.f);
const bool ANIMATED = g_pHyprOpenGL->m_pCurrentWindow->m_fBorderFadeAnimationProgress.isBeingAnimated();
float a1 = renderdata.fadeAlpha * renderdata.alpha * (ANIMATED ? g_pHyprOpenGL->m_pCurrentWindow->m_fBorderFadeAnimationProgress.fl() : 1.f);
if (g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAngleAnimationProgress.getConfig()->pValues->internalEnabled) {
grad.m_fAngle += g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAngleAnimationProgress.fl() * M_PI * 2;
grad.m_fAngle = normalizeAngleRad(grad.m_fAngle);
}
wlr_box windowBox = {renderdata.x - pMonitor->vecPosition.x, renderdata.y - pMonitor->vecPosition.y, renderdata.w, renderdata.h};
@ -320,7 +325,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
g_pHyprOpenGL->renderBorder(&windowBox, grad, rounding, a1);
if (ANIMATED) {
float a2 = renderdata.fadeAlpha * renderdata.alpha * (1.f - g_pHyprOpenGL->m_pCurrentWindow->m_fBorderAnimationProgress.fl());
float a2 = renderdata.fadeAlpha * renderdata.alpha * (1.f - g_pHyprOpenGL->m_pCurrentWindow->m_fBorderFadeAnimationProgress.fl());
g_pHyprOpenGL->renderBorder(&windowBox, g_pHyprOpenGL->m_pCurrentWindow->m_cRealBorderColorPrevious, rounding, a2);
}
}