mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-05 15:46:00 +01:00
561 lines
21 KiB
C++
561 lines
21 KiB
C++
#include "AnimationManager.hpp"
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#include "../Compositor.hpp"
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#include "HookSystemManager.hpp"
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#include "macros.hpp"
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#include "../config/ConfigValue.hpp"
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#include "../desktop/Window.hpp"
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#include "../desktop/LayerSurface.hpp"
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#include "eventLoop/EventLoopManager.hpp"
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int wlTick(SP<CEventLoopTimer> self, void* data) {
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if (g_pAnimationManager)
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g_pAnimationManager->onTicked();
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if (g_pCompositor->m_bSessionActive && g_pAnimationManager && g_pHookSystem && !g_pCompositor->m_bUnsafeState &&
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std::ranges::any_of(g_pCompositor->m_vMonitors, [](const auto& mon) { return mon->m_bEnabled && mon->output; })) {
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g_pAnimationManager->tick();
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EMIT_HOOK_EVENT("tick", nullptr);
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}
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if (g_pAnimationManager && g_pAnimationManager->shouldTickForNext())
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g_pAnimationManager->scheduleTick();
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return 0;
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}
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CAnimationManager::CAnimationManager() {
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std::vector<Vector2D> points = {Vector2D(0, 0.75f), Vector2D(0.15f, 1.f)};
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m_mBezierCurves["default"].setup(&points);
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m_pAnimationTimer = SP<CEventLoopTimer>(new CEventLoopTimer(std::chrono::microseconds(500), wlTick, nullptr));
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g_pEventLoopManager->addTimer(m_pAnimationTimer);
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}
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void CAnimationManager::removeAllBeziers() {
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m_mBezierCurves.clear();
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// add the default one
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std::vector<Vector2D> points = {Vector2D(0, 0.75f), Vector2D(0.15f, 1.f)};
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m_mBezierCurves["default"].setup(&points);
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}
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void CAnimationManager::addBezierWithName(std::string name, const Vector2D& p1, const Vector2D& p2) {
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std::vector points = {p1, p2};
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m_mBezierCurves[name].setup(&points);
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}
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void CAnimationManager::onTicked() {
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m_bTickScheduled = false;
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}
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void CAnimationManager::tick() {
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static std::chrono::time_point lastTick = std::chrono::high_resolution_clock::now();
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m_fLastTickTime = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - lastTick).count() / 1000.0;
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lastTick = std::chrono::high_resolution_clock::now();
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if (m_vActiveAnimatedVariables.empty())
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return;
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bool animGlobalDisabled = false;
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static auto PANIMENABLED = CConfigValue<Hyprlang::INT>("animations:enabled");
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if (!*PANIMENABLED)
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animGlobalDisabled = true;
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static auto* const PSHADOWSENABLED = (Hyprlang::INT* const*)g_pConfigManager->getConfigValuePtr("decoration:drop_shadow");
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const auto DEFAULTBEZIER = m_mBezierCurves.find("default");
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std::vector<CBaseAnimatedVariable*> animationEndedVars;
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for (auto& av : m_vActiveAnimatedVariables) {
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if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW && !*PSHADOWSENABLED) {
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av->warp(false);
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animationEndedVars.push_back(av);
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continue;
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}
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// get the spent % (0 - 1)
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const float SPENT = av->getPercent();
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// window stuff
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PHLWINDOW PWINDOW = av->m_pWindow.lock();
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PHLWORKSPACE PWORKSPACE = av->m_pWorkspace.lock();
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PHLLS PLAYER = av->m_pLayer.lock();
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CMonitor* PMONITOR = nullptr;
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bool animationsDisabled = animGlobalDisabled;
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if (PWINDOW) {
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if (av->m_eDamagePolicy == AVARDAMAGE_ENTIRE) {
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g_pHyprRenderer->damageWindow(PWINDOW);
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} else if (av->m_eDamagePolicy == AVARDAMAGE_BORDER) {
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const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER);
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PDECO->damageEntire();
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} else if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW) {
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const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
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PDECO->damageEntire();
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}
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PMONITOR = g_pCompositor->getMonitorFromID(PWINDOW->m_iMonitorID);
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if (!PMONITOR)
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continue;
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animationsDisabled = animationsDisabled || PWINDOW->m_sAdditionalConfigData.forceNoAnims;
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} else if (PWORKSPACE) {
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PMONITOR = g_pCompositor->getMonitorFromID(PWORKSPACE->m_iMonitorID);
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if (!PMONITOR)
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continue;
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// dont damage the whole monitor on workspace change, unless it's a special workspace, because dim/blur etc
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if (PWORKSPACE->m_bIsSpecialWorkspace)
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g_pHyprRenderer->damageMonitor(PMONITOR);
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// TODO: just make this into a damn callback already vax...
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for (auto& w : g_pCompositor->m_vWindows) {
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if (!w->m_bIsMapped || w->isHidden() || w->m_pWorkspace != PWORKSPACE)
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continue;
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if (w->m_bIsFloating && !w->m_bPinned) {
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// still doing the full damage hack for floating because sometimes when the window
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// goes through multiple monitors the last rendered frame is missing damage somehow??
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const CBox windowBoxNoOffset = w->getFullWindowBoundingBox();
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const CBox monitorBox = {PMONITOR->vecPosition, PMONITOR->vecSize};
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if (windowBoxNoOffset.intersection(monitorBox) != windowBoxNoOffset) // on edges between multiple monitors
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g_pHyprRenderer->damageWindow(w, true);
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}
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if (PWORKSPACE->m_bIsSpecialWorkspace)
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g_pHyprRenderer->damageWindow(w, true); // hack for special too because it can cross multiple monitors
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}
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// damage any workspace window that is on any monitor
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for (auto& w : g_pCompositor->m_vWindows) {
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if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE || w->m_bPinned)
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continue;
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g_pHyprRenderer->damageWindow(w);
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}
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} else if (PLAYER) {
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// "some fucking layers miss 1 pixel???" -- vaxry
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CBox expandBox = CBox{PLAYER->realPosition.value(), PLAYER->realSize.value()};
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expandBox.expand(5);
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g_pHyprRenderer->damageBox(&expandBox);
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PMONITOR = g_pCompositor->getMonitorFromVector(PLAYER->realPosition.goal() + PLAYER->realSize.goal() / 2.F);
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if (!PMONITOR)
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continue;
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animationsDisabled = animationsDisabled || PLAYER->noAnimations;
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}
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const bool VISIBLE = PWINDOW && PWINDOW->m_pWorkspace ? g_pCompositor->isWorkspaceVisible(PWINDOW->m_pWorkspace) : true;
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// beziers are with a switch unforto
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// TODO: maybe do something cleaner
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auto updateVariable = [&]<Animable T>(CAnimatedVariable<T>& av) {
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// for disabled anims just warp
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if (av.m_pConfig->pValues->internalEnabled == 0 || animationsDisabled) {
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av.warp(false);
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return;
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}
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if (SPENT >= 1.f || av.m_Begun == av.m_Goal) {
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av.warp(false);
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return;
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}
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const auto DELTA = av.m_Goal - av.m_Begun;
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const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
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if (BEZIER != m_mBezierCurves.end())
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av.m_Value = av.m_Begun + DELTA * BEZIER->second.getYForPoint(SPENT);
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else
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av.m_Value = av.m_Begun + DELTA * DEFAULTBEZIER->second.getYForPoint(SPENT);
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};
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switch (av->m_Type) {
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case AVARTYPE_FLOAT: {
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auto typedAv = static_cast<CAnimatedVariable<float>*>(av);
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updateVariable(*typedAv);
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break;
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}
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case AVARTYPE_VECTOR: {
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auto typedAv = static_cast<CAnimatedVariable<Vector2D>*>(av);
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updateVariable(*typedAv);
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break;
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}
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case AVARTYPE_COLOR: {
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auto typedAv = static_cast<CAnimatedVariable<CColor>*>(av);
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updateVariable(*typedAv);
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break;
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}
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default: UNREACHABLE();
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}
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// set size and pos if valid, but only if damage policy entire (dont if border for example)
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if (validMapped(PWINDOW) && av->m_eDamagePolicy == AVARDAMAGE_ENTIRE && PWINDOW->m_iX11Type != 2)
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g_pXWaylandManager->setWindowSize(PWINDOW, PWINDOW->m_vRealSize.goal());
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// check if we did not finish animating. If so, trigger onAnimationEnd.
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if (!av->isBeingAnimated())
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animationEndedVars.push_back(av);
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// lastly, handle damage, but only if whatever we are animating is visible.
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if (!VISIBLE)
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continue;
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if (av->m_fUpdateCallback)
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av->m_fUpdateCallback(av);
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switch (av->m_eDamagePolicy) {
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case AVARDAMAGE_ENTIRE: {
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if (PWINDOW) {
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PWINDOW->updateWindowDecos();
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g_pHyprRenderer->damageWindow(PWINDOW);
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} else if (PWORKSPACE) {
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for (auto& w : g_pCompositor->m_vWindows) {
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if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE)
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continue;
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w->updateWindowDecos();
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// damage any workspace window that is on any monitor
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if (!w->m_bPinned)
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g_pHyprRenderer->damageWindow(w);
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}
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} else if (PLAYER) {
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if (PLAYER->layer <= 1)
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g_pHyprOpenGL->markBlurDirtyForMonitor(PMONITOR);
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// some fucking layers miss 1 pixel???
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CBox expandBox = CBox{PLAYER->realPosition.value(), PLAYER->realSize.value()};
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expandBox.expand(5);
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g_pHyprRenderer->damageBox(&expandBox);
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}
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break;
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}
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case AVARDAMAGE_BORDER: {
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RASSERT(PWINDOW, "Tried to AVARDAMAGE_BORDER a non-window AVAR!");
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const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER);
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PDECO->damageEntire();
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break;
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}
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case AVARDAMAGE_SHADOW: {
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RASSERT(PWINDOW, "Tried to AVARDAMAGE_SHADOW a non-window AVAR!");
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const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
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PDECO->damageEntire();
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break;
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}
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default: {
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break;
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}
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}
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// manually schedule a frame
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if (PMONITOR)
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g_pCompositor->scheduleFrameForMonitor(PMONITOR);
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}
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// do it here, because if this alters the animation vars deque we would be in trouble above.
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for (auto& ave : animationEndedVars) {
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ave->onAnimationEnd();
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}
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}
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bool CAnimationManager::deltaSmallToFlip(const Vector2D& a, const Vector2D& b) {
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return std::abs(a.x - b.x) < 0.5f && std::abs(a.y - b.y) < 0.5f;
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}
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bool CAnimationManager::deltaSmallToFlip(const CColor& a, const CColor& b) {
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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;
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}
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bool CAnimationManager::deltaSmallToFlip(const float& a, const float& b) {
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return std::abs(a - b) < 0.5f;
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}
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bool CAnimationManager::deltazero(const Vector2D& a, const Vector2D& b) {
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return a.x == b.x && a.y == b.y;
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}
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bool CAnimationManager::deltazero(const float& a, const float& b) {
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return a == b;
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}
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bool CAnimationManager::deltazero(const CColor& a, const CColor& b) {
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return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a;
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}
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bool CAnimationManager::bezierExists(const std::string& bezier) {
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for (auto& [bc, bz] : m_mBezierCurves) {
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if (bc == bezier)
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return true;
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}
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return false;
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}
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//
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// Anims
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//
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//
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void CAnimationManager::animationPopin(PHLWINDOW pWindow, bool close, float minPerc) {
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const auto GOALPOS = pWindow->m_vRealPosition.goal();
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const auto GOALSIZE = pWindow->m_vRealSize.goal();
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if (!close) {
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pWindow->m_vRealSize.setValue((GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y}));
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pWindow->m_vRealPosition.setValue(GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize.m_Value / 2.f);
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} else {
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pWindow->m_vRealSize = (GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y});
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pWindow->m_vRealPosition = GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize.m_Goal / 2.f;
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}
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}
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void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, bool close) {
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pWindow->m_vRealSize.warp(false); // size we preserve in slide
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const auto GOALPOS = pWindow->m_vRealPosition.goal();
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const auto GOALSIZE = pWindow->m_vRealSize.goal();
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const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
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if (!PMONITOR)
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return; // unsafe state most likely
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Vector2D posOffset;
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if (force != "") {
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if (force == "bottom")
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posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y + PMONITOR->vecSize.y);
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else if (force == "left")
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posOffset = GOALPOS - Vector2D(GOALSIZE.x, 0);
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else if (force == "right")
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posOffset = GOALPOS + Vector2D(GOALSIZE.x, 0);
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else
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posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y);
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if (!close)
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pWindow->m_vRealPosition.setValue(posOffset);
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else
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pWindow->m_vRealPosition = posOffset;
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return;
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}
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const auto MIDPOINT = GOALPOS + GOALSIZE / 2.f;
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// check sides it touches
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const bool DISPLAYLEFT = STICKS(pWindow->m_vPosition.x, PMONITOR->vecPosition.x + PMONITOR->vecReservedTopLeft.x);
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const bool DISPLAYRIGHT = STICKS(pWindow->m_vPosition.x + pWindow->m_vSize.x, PMONITOR->vecPosition.x + PMONITOR->vecSize.x - PMONITOR->vecReservedBottomRight.x);
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const bool DISPLAYTOP = STICKS(pWindow->m_vPosition.y, PMONITOR->vecPosition.y + PMONITOR->vecReservedTopLeft.y);
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const bool DISPLAYBOTTOM = STICKS(pWindow->m_vPosition.y + pWindow->m_vSize.y, PMONITOR->vecPosition.y + PMONITOR->vecSize.y - PMONITOR->vecReservedBottomRight.y);
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if (DISPLAYBOTTOM && DISPLAYTOP) {
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if (DISPLAYLEFT && DISPLAYRIGHT) {
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posOffset = GOALPOS + Vector2D(0, GOALSIZE.y);
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} else if (DISPLAYLEFT) {
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posOffset = GOALPOS - Vector2D(GOALSIZE.x, 0);
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} else {
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posOffset = GOALPOS + Vector2D(GOALSIZE.x, 0);
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}
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} else if (DISPLAYTOP) {
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posOffset = GOALPOS - Vector2D(0, GOALSIZE.y);
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} else if (DISPLAYBOTTOM) {
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posOffset = GOALPOS + Vector2D(0, GOALSIZE.y);
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} else {
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if (MIDPOINT.y > PMONITOR->vecPosition.y + PMONITOR->vecSize.y / 2.f)
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posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y + PMONITOR->vecSize.y);
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else
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posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y);
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}
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if (!close)
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pWindow->m_vRealPosition.setValue(posOffset);
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else
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pWindow->m_vRealPosition = posOffset;
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}
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void CAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) {
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if (!close) {
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pWindow->m_vRealPosition.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsIn");
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pWindow->m_vRealSize.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsIn");
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pWindow->m_fAlpha.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("fadeIn");
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} else {
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pWindow->m_vRealPosition.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsOut");
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pWindow->m_vRealSize.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("windowsOut");
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pWindow->m_fAlpha.m_pConfig = g_pConfigManager->getAnimationPropertyConfig("fadeOut");
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}
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auto ANIMSTYLE = pWindow->m_vRealPosition.m_pConfig->pValues->internalStyle;
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transform(ANIMSTYLE.begin(), ANIMSTYLE.end(), ANIMSTYLE.begin(), ::tolower);
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// if the window is not being animated, that means the layout set a fixed size for it, don't animate.
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if (!pWindow->m_vRealPosition.isBeingAnimated() && !pWindow->m_vRealSize.isBeingAnimated())
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return;
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// if the animation is disabled and we are leaving, ignore the anim to prevent the snapshot being fucked
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if (!pWindow->m_vRealPosition.m_pConfig->pValues->internalEnabled)
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return;
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if (pWindow->m_sAdditionalConfigData.animationStyle != "") {
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// the window has config'd special anim
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if (pWindow->m_sAdditionalConfigData.animationStyle.starts_with("slide")) {
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if (pWindow->m_sAdditionalConfigData.animationStyle.contains(' ')) {
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// has a direction
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animationSlide(pWindow, pWindow->m_sAdditionalConfigData.animationStyle.substr(pWindow->m_sAdditionalConfigData.animationStyle.find(' ') + 1), close);
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} else {
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animationSlide(pWindow, "", close);
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}
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} else {
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// anim popin, fallback
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float minPerc = 0.f;
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if (pWindow->m_sAdditionalConfigData.animationStyle.find("%") != std::string::npos) {
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try {
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auto percstr = pWindow->m_sAdditionalConfigData.animationStyle.substr(pWindow->m_sAdditionalConfigData.animationStyle.find_last_of(' '));
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minPerc = std::stoi(percstr.substr(0, percstr.length() - 1));
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} catch (std::exception& e) {
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; // oops
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}
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}
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animationPopin(pWindow, close, minPerc / 100.f);
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}
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} else {
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if (ANIMSTYLE == "slide") {
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animationSlide(pWindow, "", close);
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} else {
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// anim popin, fallback
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|
|
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 == "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<std::string, CBezierCurve> 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::microseconds>(std::chrono::system_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)));
|
|
}
|