mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-23 00:25:57 +01:00
ignore damage on hidden windows in animationmanager
This commit is contained in:
parent
61c817319f
commit
fdc847706a
1 changed files with 17 additions and 11 deletions
|
@ -70,6 +70,8 @@ void CAnimationManager::tick() {
|
||||||
animationsDisabled = animationsDisabled || PLAYER->noAnimations;
|
animationsDisabled = animationsDisabled || PLAYER->noAnimations;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const bool VISIBLE = PWINDOW ? g_pHyprRenderer->shouldRenderWindow(PWINDOW) : true;
|
||||||
|
|
||||||
// beziers are with a switch unforto
|
// beziers are with a switch unforto
|
||||||
// TODO: maybe do something cleaner
|
// TODO: maybe do something cleaner
|
||||||
|
|
||||||
|
@ -142,7 +144,18 @@ void CAnimationManager::tick() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// damage the window with the damage policy
|
// set size and pos if valid, but only if damage policy entire (dont if border for example)
|
||||||
|
if (g_pCompositor->windowValidMapped(PWINDOW) && av->m_eDamagePolicy == AVARDAMAGE_ENTIRE && PWINDOW->m_iX11Type != 2)
|
||||||
|
g_pXWaylandManager->setWindowSize(PWINDOW, PWINDOW->m_vRealSize.goalv());
|
||||||
|
|
||||||
|
// check if we did not finish animating. If so, trigger onAnimationEnd.
|
||||||
|
if (!av->isBeingAnimated())
|
||||||
|
animationEndedVars.push_back(av);
|
||||||
|
|
||||||
|
// lastly, handle damage, but only if whatever we are animating is visible.
|
||||||
|
if (!VISIBLE)
|
||||||
|
continue;
|
||||||
|
|
||||||
switch (av->m_eDamagePolicy) {
|
switch (av->m_eDamagePolicy) {
|
||||||
case AVARDAMAGE_ENTIRE: {
|
case AVARDAMAGE_ENTIRE: {
|
||||||
g_pHyprRenderer->damageBox(&WLRBOXPREV);
|
g_pHyprRenderer->damageBox(&WLRBOXPREV);
|
||||||
|
@ -179,7 +192,8 @@ void CAnimationManager::tick() {
|
||||||
g_pHyprRenderer->damageBox(WLRBOXPREV.x - BORDERSIZE, WLRBOXPREV.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE, WLRBOXPREV.height + 2 * BORDERSIZE); // left
|
g_pHyprRenderer->damageBox(WLRBOXPREV.x - BORDERSIZE, WLRBOXPREV.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE, WLRBOXPREV.height + 2 * BORDERSIZE); // left
|
||||||
g_pHyprRenderer->damageBox(WLRBOXPREV.x + WLRBOXPREV.width - ROUNDINGSIZE, WLRBOXPREV.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE,
|
g_pHyprRenderer->damageBox(WLRBOXPREV.x + WLRBOXPREV.width - ROUNDINGSIZE, WLRBOXPREV.y - BORDERSIZE, BORDERSIZE + ROUNDINGSIZE,
|
||||||
WLRBOXPREV.height + 2 * BORDERSIZE); // right
|
WLRBOXPREV.height + 2 * BORDERSIZE); // right
|
||||||
g_pHyprRenderer->damageBox(WLRBOXPREV.x, WLRBOXPREV.y + WLRBOXPREV.height - ROUNDINGSIZE, WLRBOXPREV.width + 2 * BORDERSIZE, BORDERSIZE + ROUNDINGSIZE); // bottom
|
g_pHyprRenderer->damageBox(WLRBOXPREV.x, WLRBOXPREV.y + WLRBOXPREV.height - ROUNDINGSIZE, WLRBOXPREV.width + 2 * BORDERSIZE,
|
||||||
|
BORDERSIZE + ROUNDINGSIZE); // bottom
|
||||||
|
|
||||||
// damage for new box
|
// damage for new box
|
||||||
const wlr_box WLRBOXNEW = {PWINDOW->m_vRealPosition.vec().x, PWINDOW->m_vRealPosition.vec().y, PWINDOW->m_vRealSize.vec().x, PWINDOW->m_vRealSize.vec().y};
|
const wlr_box WLRBOXNEW = {PWINDOW->m_vRealPosition.vec().x, PWINDOW->m_vRealPosition.vec().y, PWINDOW->m_vRealSize.vec().x, PWINDOW->m_vRealSize.vec().y};
|
||||||
|
@ -228,17 +242,9 @@ void CAnimationManager::tick() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// set size and pos if valid, but only if damage policy entire (dont if border for example)
|
|
||||||
if (g_pCompositor->windowValidMapped(PWINDOW) && av->m_eDamagePolicy == AVARDAMAGE_ENTIRE && PWINDOW->m_iX11Type != 2)
|
|
||||||
g_pXWaylandManager->setWindowSize(PWINDOW, PWINDOW->m_vRealSize.goalv());
|
|
||||||
|
|
||||||
// manually schedule a frame
|
// manually schedule a frame
|
||||||
if (PMONITOR)
|
if (PMONITOR)
|
||||||
g_pCompositor->scheduleFrameForMonitor(PMONITOR);
|
g_pCompositor->scheduleFrameForMonitor(PMONITOR);
|
||||||
|
|
||||||
// check if we did not finish animating. If so, trigger onAnimationEnd.
|
|
||||||
if (!av->isBeingAnimated())
|
|
||||||
animationEndedVars.push_back(av);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// do it here, because if this alters the animation vars deque we would be in trouble above.
|
// do it here, because if this alters the animation vars deque we would be in trouble above.
|
||||||
|
|
Loading…
Reference in a new issue