#include "AnimationManager.hpp" #include "../Compositor.hpp" #include "HookSystemManager.hpp" #include "macros.hpp" #include "../config/ConfigValue.hpp" #include "../desktop/Window.hpp" #include "../desktop/LayerSurface.hpp" #include "eventLoop/EventLoopManager.hpp" #include "../helpers/varlist/VarList.hpp" int wlTick(SP self, void* data) { if (g_pAnimationManager) g_pAnimationManager->onTicked(); if (g_pCompositor->m_bSessionActive && g_pAnimationManager && g_pHookSystem && !g_pCompositor->m_bUnsafeState && std::ranges::any_of(g_pCompositor->m_vMonitors, [](const auto& mon) { return mon->m_bEnabled && mon->output; })) { g_pAnimationManager->tick(); EMIT_HOOK_EVENT("tick", nullptr); } if (g_pAnimationManager && g_pAnimationManager->shouldTickForNext()) g_pAnimationManager->scheduleTick(); return 0; } CAnimationManager::CAnimationManager() { std::vector points = {Vector2D(0.0, 0.75), Vector2D(0.15, 1.0)}; m_mBezierCurves["default"].setup(&points); m_pAnimationTimer = SP(new CEventLoopTimer(std::chrono::microseconds(500), wlTick, nullptr)); g_pEventLoopManager->addTimer(m_pAnimationTimer); } void CAnimationManager::removeAllBeziers() { m_mBezierCurves.clear(); // add the default one std::vector points = {Vector2D(0.0, 0.75), Vector2D(0.15, 1.0)}; m_mBezierCurves["default"].setup(&points); } void CAnimationManager::addBezierWithName(std::string name, const Vector2D& p1, const Vector2D& p2) { std::vector points = {p1, p2}; m_mBezierCurves[name].setup(&points); } void CAnimationManager::onTicked() { m_bTickScheduled = false; } void CAnimationManager::tick() { static std::chrono::time_point lastTick = std::chrono::high_resolution_clock::now(); m_fLastTickTime = std::chrono::duration_cast(std::chrono::high_resolution_clock::now() - lastTick).count() / 1000.0; lastTick = std::chrono::high_resolution_clock::now(); if (m_vActiveAnimatedVariables.empty()) return; bool animGlobalDisabled = false; static auto PANIMENABLED = CConfigValue("animations:enabled"); if (!*PANIMENABLED) animGlobalDisabled = true; static auto* const PSHADOWSENABLED = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:drop_shadow"); const auto DEFAULTBEZIER = m_mBezierCurves.find("default"); std::vector animationEndedVars; for (auto& av : m_vActiveAnimatedVariables) { if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW && !*PSHADOWSENABLED) { av->warp(false); animationEndedVars.push_back(av); continue; } // get the spent % (0 - 1) const float SPENT = av->getPercent(); // window stuff PHLWINDOW PWINDOW = av->m_pWindow.lock(); PHLWORKSPACE PWORKSPACE = av->m_pWorkspace.lock(); PHLLS PLAYER = av->m_pLayer.lock(); CMonitor* PMONITOR = nullptr; bool animationsDisabled = animGlobalDisabled; if (PWINDOW) { if (av->m_eDamagePolicy == AVARDAMAGE_ENTIRE) { g_pHyprRenderer->damageWindow(PWINDOW); } else if (av->m_eDamagePolicy == AVARDAMAGE_BORDER) { const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER); PDECO->damageEntire(); } else if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW) { const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW); PDECO->damageEntire(); } PMONITOR = g_pCompositor->getMonitorFromID(PWINDOW->m_iMonitorID); if (!PMONITOR) continue; animationsDisabled = PWINDOW->m_sWindowData.noAnim.valueOr(animationsDisabled); } else if (PWORKSPACE) { PMONITOR = g_pCompositor->getMonitorFromID(PWORKSPACE->m_iMonitorID); if (!PMONITOR) continue; // dont damage the whole monitor on workspace change, unless it's a special workspace, because dim/blur etc if (PWORKSPACE->m_bIsSpecialWorkspace) g_pHyprRenderer->damageMonitor(PMONITOR); // TODO: just make this into a damn callback already vax... for (auto& w : g_pCompositor->m_vWindows) { if (!w->m_bIsMapped || w->isHidden() || w->m_pWorkspace != PWORKSPACE) continue; if (w->m_bIsFloating && !w->m_bPinned) { // still doing the full damage hack for floating because sometimes when the window // goes through multiple monitors the last rendered frame is missing damage somehow?? const CBox windowBoxNoOffset = w->getFullWindowBoundingBox(); const CBox monitorBox = {PMONITOR->vecPosition, PMONITOR->vecSize}; if (windowBoxNoOffset.intersection(monitorBox) != windowBoxNoOffset) // on edges between multiple monitors g_pHyprRenderer->damageWindow(w, true); } if (PWORKSPACE->m_bIsSpecialWorkspace) g_pHyprRenderer->damageWindow(w, true); // hack for special too because it can cross multiple monitors } // damage any workspace window that is on any monitor for (auto& w : g_pCompositor->m_vWindows) { if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE || w->m_bPinned) continue; g_pHyprRenderer->damageWindow(w); } } else if (PLAYER) { // "some fucking layers miss 1 pixel???" -- vaxry CBox expandBox = CBox{PLAYER->realPosition.value(), PLAYER->realSize.value()}; expandBox.expand(5); g_pHyprRenderer->damageBox(&expandBox); PMONITOR = g_pCompositor->getMonitorFromVector(PLAYER->realPosition.goal() + PLAYER->realSize.goal() / 2.F); if (!PMONITOR) continue; animationsDisabled = animationsDisabled || PLAYER->noAnimations; } const bool VISIBLE = PWINDOW && PWINDOW->m_pWorkspace ? g_pCompositor->isWorkspaceVisible(PWINDOW->m_pWorkspace) : true; // beziers are with a switch unforto // TODO: maybe do something cleaner auto updateVariable = [&](CAnimatedVariable& av) { // for disabled anims just warp if (av.m_pConfig->pValues->internalEnabled == 0 || animationsDisabled) { av.warp(false); return; } if (SPENT >= 1.f || av.m_Begun == av.m_Goal) { av.warp(false); return; } const auto DELTA = av.m_Goal - av.m_Begun; const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier); if (BEZIER != m_mBezierCurves.end()) av.m_Value = av.m_Begun + DELTA * BEZIER->second.getYForPoint(SPENT); else av.m_Value = av.m_Begun + DELTA * DEFAULTBEZIER->second.getYForPoint(SPENT); }; switch (av->m_Type) { case AVARTYPE_FLOAT: { auto typedAv = static_cast*>(av); updateVariable(*typedAv); break; } case AVARTYPE_VECTOR: { auto typedAv = static_cast*>(av); updateVariable(*typedAv); break; } case AVARTYPE_COLOR: { auto typedAv = static_cast*>(av); updateVariable(*typedAv); break; } default: UNREACHABLE(); } // set size and pos if valid, but only if damage policy entire (dont if border for example) if (validMapped(PWINDOW) && av->m_eDamagePolicy == AVARDAMAGE_ENTIRE && PWINDOW->m_iX11Type != 2) g_pXWaylandManager->setWindowSize(PWINDOW, PWINDOW->m_vRealSize.goal()); // 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; if (av->m_fUpdateCallback) av->m_fUpdateCallback(av); switch (av->m_eDamagePolicy) { case AVARDAMAGE_ENTIRE: { if (PWINDOW) { PWINDOW->updateWindowDecos(); g_pHyprRenderer->damageWindow(PWINDOW); } else if (PWORKSPACE) { for (auto& w : g_pCompositor->m_vWindows) { if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE) continue; w->updateWindowDecos(); // damage any workspace window that is on any monitor if (!w->m_bPinned) g_pHyprRenderer->damageWindow(w); } } else if (PLAYER) { if (PLAYER->layer <= 1) g_pHyprOpenGL->markBlurDirtyForMonitor(PMONITOR); // some fucking layers miss 1 pixel??? CBox expandBox = CBox{PLAYER->realPosition.value(), PLAYER->realSize.value()}; expandBox.expand(5); g_pHyprRenderer->damageBox(&expandBox); } break; } case AVARDAMAGE_BORDER: { RASSERT(PWINDOW, "Tried to AVARDAMAGE_BORDER a non-window AVAR!"); const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER); PDECO->damageEntire(); break; } case AVARDAMAGE_SHADOW: { RASSERT(PWINDOW, "Tried to AVARDAMAGE_SHADOW a non-window AVAR!"); const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW); PDECO->damageEntire(); break; } default: { break; } } // manually schedule a frame if (PMONITOR) g_pCompositor->scheduleFrameForMonitor(PMONITOR); } // do it here, because if this alters the animation vars deque we would be in trouble above. for (auto& ave : animationEndedVars) { ave->onAnimationEnd(); } } bool CAnimationManager::deltaSmallToFlip(const Vector2D& a, const Vector2D& b) { return std::abs(a.x - b.x) < 0.5f && std::abs(a.y - b.y) < 0.5f; } bool CAnimationManager::deltaSmallToFlip(const CColor& a, const CColor& b) { return std::abs(a.r - b.r) < 0.5f && std::abs(a.g - b.g) < 0.5f && std::abs(a.b - b.b) < 0.5f && std::abs(a.a - b.a) < 0.5f; } bool CAnimationManager::deltaSmallToFlip(const float& a, const float& b) { return std::abs(a - b) < 0.5f; } bool CAnimationManager::deltazero(const Vector2D& a, const Vector2D& b) { return a.x == b.x && a.y == b.y; } bool CAnimationManager::deltazero(const float& a, const float& b) { return a == b; } bool CAnimationManager::deltazero(const CColor& a, const CColor& b) { return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a; } bool CAnimationManager::bezierExists(const std::string& bezier) { for (auto& [bc, bz] : m_mBezierCurves) { if (bc == bezier) return true; } return false; } // // Anims // // void CAnimationManager::animationPopin(PHLWINDOW pWindow, bool close, float minPerc) { const auto GOALPOS = pWindow->m_vRealPosition.goal(); const auto GOALSIZE = pWindow->m_vRealSize.goal(); if (!close) { pWindow->m_vRealSize.setValue((GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y})); pWindow->m_vRealPosition.setValue(GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize.m_Value / 2.f); } else { pWindow->m_vRealSize = (GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y}); pWindow->m_vRealPosition = GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize.m_Goal / 2.f; } } void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, bool close) { pWindow->m_vRealSize.warp(false); // size we preserve in slide const auto GOALPOS = pWindow->m_vRealPosition.goal(); const auto GOALSIZE = pWindow->m_vRealSize.goal(); const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); if (!PMONITOR) return; // unsafe state most likely Vector2D posOffset; if (force != "") { if (force == "bottom") posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y + PMONITOR->vecSize.y); else if (force == "left") posOffset = GOALPOS - Vector2D(GOALSIZE.x, 0.0); else if (force == "right") posOffset = GOALPOS + Vector2D(GOALSIZE.x, 0.0); else posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y); if (!close) pWindow->m_vRealPosition.setValue(posOffset); else pWindow->m_vRealPosition = posOffset; return; } const auto MIDPOINT = GOALPOS + GOALSIZE / 2.f; // check sides it touches const bool DISPLAYLEFT = STICKS(pWindow->m_vPosition.x, PMONITOR->vecPosition.x + PMONITOR->vecReservedTopLeft.x); const bool DISPLAYRIGHT = STICKS(pWindow->m_vPosition.x + pWindow->m_vSize.x, PMONITOR->vecPosition.x + PMONITOR->vecSize.x - PMONITOR->vecReservedBottomRight.x); const bool DISPLAYTOP = STICKS(pWindow->m_vPosition.y, PMONITOR->vecPosition.y + PMONITOR->vecReservedTopLeft.y); const bool DISPLAYBOTTOM = STICKS(pWindow->m_vPosition.y + pWindow->m_vSize.y, PMONITOR->vecPosition.y + PMONITOR->vecSize.y - PMONITOR->vecReservedBottomRight.y); if (DISPLAYBOTTOM && DISPLAYTOP) { if (DISPLAYLEFT && DISPLAYRIGHT) { posOffset = GOALPOS + Vector2D(0.0, GOALSIZE.y); } else if (DISPLAYLEFT) { posOffset = GOALPOS - Vector2D(GOALSIZE.x, 0.0); } else { posOffset = GOALPOS + Vector2D(GOALSIZE.x, 0.0); } } else if (DISPLAYTOP) { posOffset = GOALPOS - Vector2D(0.0, GOALSIZE.y); } else if (DISPLAYBOTTOM) { posOffset = GOALPOS + Vector2D(0.0, GOALSIZE.y); } else { if (MIDPOINT.y > PMONITOR->vecPosition.y + PMONITOR->vecSize.y / 2.f) posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y + PMONITOR->vecSize.y); else posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y); } if (!close) pWindow->m_vRealPosition.setValue(posOffset); else pWindow->m_vRealPosition = posOffset; } void CAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) { if (!close) { pWindow->m_vRealPosition.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsIn"); pWindow->m_vRealSize.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsIn"); pWindow->m_fAlpha.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("fadeIn"); } else { pWindow->m_vRealPosition.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsOut"); pWindow->m_vRealSize.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsOut"); pWindow->m_fAlpha.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("fadeOut"); } auto ANIMSTYLE = pWindow->m_vRealPosition.m_pConfig->pValues->internalStyle; transform(ANIMSTYLE.begin(), ANIMSTYLE.end(), ANIMSTYLE.begin(), ::tolower); CVarList animList(ANIMSTYLE, 0, 's'); // if the window is not being animated, that means the layout set a fixed size for it, don't animate. if (!pWindow->m_vRealPosition.isBeingAnimated() && !pWindow->m_vRealSize.isBeingAnimated()) return; // if the animation is disabled and we are leaving, ignore the anim to prevent the snapshot being fucked if (!pWindow->m_vRealPosition.m_pConfig->pValues->internalEnabled) return; if (pWindow->m_sWindowData.animationStyle.hasValue()) { const auto STYLE = pWindow->m_sWindowData.animationStyle.value(); // the window has config'd special anim if (STYLE.starts_with("slide")) { CVarList animList2(STYLE, 0, 's'); animationSlide(pWindow, animList2[1], close); } else { // anim popin, fallback float minPerc = 0.f; if (STYLE.find("%") != std::string::npos) { try { auto percstr = STYLE.substr(STYLE.find_last_of(' ')); minPerc = std::stoi(percstr.substr(0, percstr.length() - 1)); } catch (std::exception& e) { ; // oops } } animationPopin(pWindow, close, minPerc / 100.f); } } else { if (animList[0] == "slide") animationSlide(pWindow, animList[1], close); else { // anim popin, fallback float minPerc = 0.f; if (!ANIMSTYLE.starts_with("%")) { try { auto percstr = ANIMSTYLE.substr(ANIMSTYLE.find_last_of(' ')); minPerc = std::stoi(percstr.substr(0, percstr.length() - 1)); } catch (std::exception& e) { ; // oops } } animationPopin(pWindow, close, minPerc / 100.f); } } } std::string CAnimationManager::styleValidInConfigVar(const std::string& config, const std::string& style) { if (config.starts_with("window")) { if (style.starts_with("slide")) return ""; else if (style.starts_with("popin")) { // try parsing float minPerc = 0.f; if (style.find("%") != std::string::npos) { try { auto percstr = style.substr(style.find_last_of(' ')); minPerc = std::stoi(percstr.substr(0, percstr.length() - 1)); } catch (std::exception& e) { return "invalid minperc"; } return ""; } minPerc; // fix warning return ""; } return "unknown style"; } else if (config == "workspaces" || config == "specialWorkspace") { if (style == "slide" || style == "slidevert" || style == "fade") return ""; else if (style.starts_with("slidefade")) { // try parsing float movePerc = 0.f; if (style.find("%") != std::string::npos) { try { auto percstr = style.substr(style.find_last_of(' ') + 1); movePerc = std::stoi(percstr.substr(0, percstr.length() - 1)); } catch (std::exception& e) { return "invalid movePerc"; } return ""; } movePerc; // fix warning return ""; } return "unknown style"; } else if (config == "borderangle") { if (style == "loop" || style == "once") return ""; return "unknown style"; } else if (config.starts_with("layers")) { if (style == "fade" || style == "" || style == "slide") return ""; else if (style.starts_with("popin")) { // try parsing float minPerc = 0.f; if (style.find("%") != std::string::npos) { try { auto percstr = style.substr(style.find_last_of(' ')); minPerc = std::stoi(percstr.substr(0, percstr.length() - 1)); } catch (std::exception& e) { return "invalid minperc"; } return ""; } minPerc; // fix warning return ""; } return ""; return "unknown style"; } else { return "animation has no styles"; } return ""; } CBezierCurve* CAnimationManager::getBezier(const std::string& name) { const auto BEZIER = std::find_if(m_mBezierCurves.begin(), m_mBezierCurves.end(), [&](const auto& other) { return other.first == name; }); return BEZIER == m_mBezierCurves.end() ? &m_mBezierCurves["default"] : &BEZIER->second; } std::unordered_map CAnimationManager::getAllBeziers() { return m_mBezierCurves; } bool CAnimationManager::shouldTickForNext() { return !m_vActiveAnimatedVariables.empty(); } void CAnimationManager::scheduleTick() { if (m_bTickScheduled) return; m_bTickScheduled = true; const auto PMOSTHZ = g_pHyprRenderer->m_pMostHzMonitor; if (!PMOSTHZ) { m_pAnimationTimer->updateTimeout(std::chrono::milliseconds(16)); return; } float refreshDelayMs = std::floor(1000.f / PMOSTHZ->refreshRate); const float SINCEPRES = std::chrono::duration_cast(std::chrono::steady_clock::now() - PMOSTHZ->lastPresentationTimer.chrono()).count() / 1000.f; const auto TOPRES = std::clamp(refreshDelayMs - SINCEPRES, 1.1f, 1000.f); // we can't send 0, that will disarm it m_pAnimationTimer->updateTimeout(std::chrono::milliseconds((int)std::floor(TOPRES))); }