Hyprland/src/managers/AnimationManager.cpp
2024-07-20 12:42:58 +02:00

561 lines
21 KiB
C++

#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<CEventLoopTimer> 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<Vector2D> points = {Vector2D(0.0, 0.75), Vector2D(0.15, 1.0)};
m_mBezierCurves["default"].setup(&points);
m_pAnimationTimer = SP<CEventLoopTimer>(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<Vector2D> 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::microseconds>(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<Hyprlang::INT>("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<CBaseAnimatedVariable*> 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 = [&]<Animable T>(CAnimatedVariable<T>& 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<CAnimatedVariable<float>*>(av);
updateVariable(*typedAv);
break;
}
case AVARTYPE_VECTOR: {
auto typedAv = static_cast<CAnimatedVariable<Vector2D>*>(av);
updateVariable(*typedAv);
break;
}
case AVARTYPE_COLOR: {
auto typedAv = static_cast<CAnimatedVariable<CColor>*>(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, Aquamarine::IOutput::AQ_SCHEDULE_CURSOR_SHAPE);
}
// 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<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::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)));
}