optimize vector config value setting

This commit is contained in:
vaxerski 2022-09-30 17:03:06 +01:00
parent 59a3c43913
commit 3c27d1ab13
3 changed files with 25 additions and 22 deletions

View file

@ -81,7 +81,7 @@ void CConfigManager::setDefaultVars() {
configValues["decoration:shadow_range"].intValue = 4;
configValues["decoration:shadow_render_power"].intValue = 3;
configValues["decoration:shadow_ignore_window"].intValue = 1;
configValues["decoration:shadow_offset"].strValue = "0 0";
configValues["decoration:shadow_offset"].vecValue = Vector2D();
configValues["decoration:col.shadow"].intValue = 0xee1a1a1a;
configValues["decoration:col.shadow_inactive"].intValue = INT_MAX;
configValues["decoration:dim_inactive"].intValue = 0;
@ -292,7 +292,7 @@ void CConfigManager::configSetValueSafe(const std::string& COMMAND, const std::s
CONFIGENTRY->set = true;
if (CONFIGENTRY->intValue != -1) {
if (CONFIGENTRY->intValue != -INT64_MAX) {
try {
if (VALUE.find("0x") == 0) {
// Values with 0x are hex
@ -309,7 +309,7 @@ void CConfigManager::configSetValueSafe(const std::string& COMMAND, const std::s
Debug::log(WARN, "Error reading value of %s", COMMAND.c_str());
parseError = "Error setting value <" + VALUE + "> for field <" + COMMAND + ">.";
}
} else if (CONFIGENTRY->floatValue != -1) {
} else if (CONFIGENTRY->floatValue != -__FLT_MAX__) {
try {
CONFIGENTRY->floatValue = stof(VALUE);
} catch (...) {
@ -323,6 +323,23 @@ void CConfigManager::configSetValueSafe(const std::string& COMMAND, const std::s
Debug::log(WARN, "Error reading value of %s", COMMAND.c_str());
parseError = "Error setting value <" + VALUE + "> for field <" + COMMAND + ">.";
}
} else if (CONFIGENTRY->vecValue != Vector2D(-__FLT_MAX__, -__FLT_MAX__)) {
try {
if (const auto SPACEPOS = VALUE.find(' '); SPACEPOS != std::string::npos) {
const auto X = VALUE.substr(0, SPACEPOS);
const auto Y = VALUE.substr(SPACEPOS + 1);
if (isNumber(X, true) && isNumber(Y, true)) {
CONFIGENTRY->vecValue = Vector2D(std::stof(X), std::stof(Y));
}
} else {
Debug::log(WARN, "Error reading value of %s", COMMAND.c_str());
parseError = "Error setting value <" + VALUE + "> for field <" + COMMAND + ">.";
}
} catch (...) {
Debug::log(WARN, "Error reading value of %s", COMMAND.c_str());
parseError = "Error setting value <" + VALUE + "> for field <" + COMMAND + ">.";
}
}
}

View file

@ -20,9 +20,10 @@
#define CREATEANIMCFG(name, parent) animationConfig[name] = {false, "", "", 0.f, -1, &animationConfig["global"], &animationConfig[parent]}
struct SConfigValue {
int64_t intValue = -1;
float floatValue = -1;
int64_t intValue = -INT64_MAX;
float floatValue = -__FLT_MAX__;
std::string strValue = "";
Vector2D vecValue = Vector2D(-__FLT_MAX__, -__FLT_MAX__);
bool set = false; // used for device configs
};

View file

@ -63,30 +63,15 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a) {
static auto *const PSHADOWSIZE = &g_pConfigManager->getConfigValuePtr("decoration:shadow_range")->intValue;
static auto *const PROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue;
static auto *const PSHADOWIGNOREWINDOW = &g_pConfigManager->getConfigValuePtr("decoration:shadow_ignore_window")->intValue;
static auto *const PSHADOWOFFSET = &g_pConfigManager->getConfigValuePtr("decoration:shadow_offset")->strValue;
static auto *const PSHADOWOFFSET = &g_pConfigManager->getConfigValuePtr("decoration:shadow_offset")->vecValue;
if (*PSHADOWS != 1)
return; // disabled
// get the real offset
Vector2D offset;
try {
if (const auto SPACEPOS = PSHADOWOFFSET->find(' '); SPACEPOS != std::string::npos) {
const auto X = PSHADOWOFFSET->substr(0, SPACEPOS);
const auto Y = PSHADOWOFFSET->substr(SPACEPOS + 1);
if (isNumber(X, true) && isNumber(Y, true)) {
offset = Vector2D(std::stof(X), std::stof(Y));
}
}
} catch (std::exception& e) {
return; // cannot parse
}
const auto ROUNDING = !m_pWindow->m_sSpecialRenderData.rounding ? 0 : (m_pWindow->m_sAdditionalConfigData.rounding == -1 ? *PROUNDING : m_pWindow->m_sAdditionalConfigData.rounding);
// update the extents
m_seExtents = {{*PSHADOWSIZE + 2 - offset.x, *PSHADOWSIZE + 2 - offset.y}, {*PSHADOWSIZE + 2 + offset.x, *PSHADOWSIZE + 2 + offset.y}};
m_seExtents = {{*PSHADOWSIZE + 2 - PSHADOWOFFSET->x, *PSHADOWSIZE + 2 - PSHADOWOFFSET->y}, {*PSHADOWSIZE + 2 + PSHADOWOFFSET->x, *PSHADOWSIZE + 2 + PSHADOWOFFSET->y}};
// draw the shadow
wlr_box fullBox = {m_vLastWindowPos.x - m_seExtents.topLeft.x + 2, m_vLastWindowPos.y - m_seExtents.topLeft.y + 2, m_vLastWindowSize.x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x - 4, m_vLastWindowSize.y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y - 4};