hyprlock/src/renderer/widgets/PasswordInputField.cpp

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#include "PasswordInputField.hpp"
#include "../Renderer.hpp"
#include "../../core/hyprlock.hpp"
#include <algorithm>
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CPasswordInputField::CPasswordInputField(const Vector2D& viewport, const Vector2D& size_, const CColor& outer_, const CColor& inner_, int out_thick_, bool fadeEmpty) {
size = size_;
pos = viewport / 2.f - size_ / 2.f;
inner = inner_;
outer = outer_;
out_thick = out_thick_;
fadeOnEmpty = fadeEmpty;
}
void CPasswordInputField::updateFade() {
const auto PASSLEN = g_pHyprlock->getPasswordBufferLen();
if (!fadeOnEmpty) {
fade.a = 1.0;
return;
}
if (PASSLEN == 0 && fade.a != 0.0 && (!fade.animated || fade.appearing)) {
fade.a = 1.0;
fade.animated = true;
fade.appearing = false;
fade.start = std::chrono::system_clock::now();
} else if (PASSLEN > 0 && fade.a != 1.0 && (!fade.animated || !fade.appearing)) {
fade.a = 0.0;
fade.animated = true;
fade.appearing = true;
fade.start = std::chrono::system_clock::now();
}
if (fade.animated) {
if (fade.appearing)
fade.a = std::clamp(std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::system_clock::now() - fade.start).count() / 100000.0, 0.0, 1.0);
else
fade.a = std::clamp(1.0 - std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::system_clock::now() - fade.start).count() / 100000.0, 0.0, 1.0);
if ((fade.appearing && fade.a == 1.0) || (!fade.appearing && fade.a == 0.0))
fade.animated = false;
}
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}
void CPasswordInputField::updateDots() {
const auto PASSLEN = g_pHyprlock->getPasswordBufferLen();
if (PASSLEN == dots.currentAmount)
return;
const auto DELTA = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::system_clock::now() - dots.lastFrame).count();
const float TOADD = DELTA / 1000000.0 * (dots.speedPerSecond * std::clamp(std::abs(PASSLEN - dots.currentAmount), 0.5f, INFINITY));
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if (PASSLEN > dots.currentAmount) {
dots.currentAmount += TOADD;
if (dots.currentAmount > PASSLEN)
dots.currentAmount = PASSLEN;
} else if (PASSLEN < dots.currentAmount) {
dots.currentAmount -= TOADD;
if (dots.currentAmount < PASSLEN)
dots.currentAmount = PASSLEN;
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}
dots.lastFrame = std::chrono::system_clock::now();
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}
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bool CPasswordInputField::draw(const SRenderData& data) {
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CBox inputFieldBox = {pos, size};
CBox outerBox = {pos - Vector2D{out_thick, out_thick}, size + Vector2D{out_thick * 2, out_thick * 2}};
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updateFade();
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updateDots();
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CColor outerCol = outer;
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outer.a = fade.a * data.opacity;
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CColor innerCol = inner;
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innerCol.a = fade.a * data.opacity;
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g_pRenderer->renderRect(outerBox, outerCol, outerBox.h / 2.0);
g_pRenderer->renderRect(inputFieldBox, innerCol, inputFieldBox.h / 2.0);
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constexpr int PASS_SPACING = 3;
constexpr int PASS_SIZE = 8;
for (size_t i = 0; i < std::floor(dots.currentAmount); ++i) {
Vector2D currentPos = inputFieldBox.pos() + Vector2D{PASS_SPACING * 2, inputFieldBox.h / 2.f - PASS_SIZE / 2.f} + Vector2D{(PASS_SIZE + PASS_SPACING) * i, 0};
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CBox box{currentPos, Vector2D{PASS_SIZE, PASS_SIZE}};
g_pRenderer->renderRect(box, CColor{0, 0, 0, data.opacity}, PASS_SIZE / 2.0);
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}
if (dots.currentAmount != std::floor(dots.currentAmount)) {
Vector2D currentPos =
inputFieldBox.pos() + Vector2D{PASS_SPACING * 2, inputFieldBox.h / 2.f - PASS_SIZE / 2.f} + Vector2D{(PASS_SIZE + PASS_SPACING) * std::floor(dots.currentAmount), 0};
CBox box{currentPos, Vector2D{PASS_SIZE, PASS_SIZE}};
g_pRenderer->renderRect(box, CColor{0, 0, 0, (dots.currentAmount - std::floor(dots.currentAmount)) * data.opacity}, PASS_SIZE / 2.0);
}
const auto PASSLEN = g_pHyprlock->getPasswordBufferLen();
return dots.currentAmount != PASSLEN || data.opacity < 1.0 || fade.a < 1.0;
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}