#include "PasswordInputField.hpp" #include "../Renderer.hpp" #include "../../core/hyprlock.hpp" #include CPasswordInputField::CPasswordInputField(const Vector2D& viewport_, const std::unordered_map& props) { size = std::any_cast(props.at("size")); inner = std::any_cast(props.at("inner_color")); outer = std::any_cast(props.at("outer_color")); out_thick = std::any_cast(props.at("outline_thickness")); dt_size = std::any_cast(props.at("dots_size")); dt_space = std::any_cast(props.at("dots_spacing")); dots.center = std::any_cast(props.at("dots_center")); fadeOnEmpty = std::any_cast(props.at("fade_on_empty")); font = std::any_cast(props.at("font_color")); pos = std::any_cast(props.at("position")); hiddenInputState.enabled = std::any_cast(props.at("hide_input")); viewport = viewport_; pos = posFromHVAlign(viewport, size, pos, std::any_cast(props.at("halign")), std::any_cast(props.at("valign"))); dt_size = std::clamp(dt_size, 0.2f, 0.8f); dt_space = std::clamp(dt_space, 0.f, 1.f); std::string placeholderText = std::any_cast(props.at("placeholder_text")); if (!placeholderText.empty()) { placeholder.resourceID = "placeholder:" + std::to_string((uintptr_t)this); CAsyncResourceGatherer::SPreloadRequest request; request.id = placeholder.resourceID; request.asset = placeholderText; request.type = CAsyncResourceGatherer::eTargetType::TARGET_TEXT; request.props["font_family"] = std::string{"Sans"}; request.props["color"] = CColor{1.0 - font.r, 1.0 - font.g, 1.0 - font.b, 0.5}; request.props["font_size"] = (int)size.y / 4; g_pRenderer->asyncResourceGatherer->requestAsyncAssetPreload(request); } } 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::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::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; } } void CPasswordInputField::updateDots() { const auto PASSLEN = g_pHyprlock->getPasswordBufferLen(); if (PASSLEN == dots.currentAmount) return; if (std::abs(PASSLEN - dots.currentAmount) > 1) { dots.currentAmount = std::clamp(dots.currentAmount, PASSLEN - 1.f, PASSLEN + 1.f); dots.lastFrame = std::chrono::system_clock::now(); } const auto DELTA = std::clamp((int)std::chrono::duration_cast(std::chrono::system_clock::now() - dots.lastFrame).count(), 0, 20000); const float TOADD = DELTA / 1000000.0 * dots.speedPerSecond; 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; } dots.lastFrame = std::chrono::system_clock::now(); } bool CPasswordInputField::draw(const SRenderData& data) { CBox inputFieldBox = {pos, size}; CBox outerBox = {pos - Vector2D{out_thick, out_thick}, size + Vector2D{out_thick * 2, out_thick * 2}}; bool forceReload = false; updateFade(); updateDots(); updateFailTex(); updateHiddenInputState(); float passAlpha = g_pHyprlock->passwordCheckWaiting() ? 0.5 : 1.0; CColor outerCol = outer; outerCol.a *= fade.a * data.opacity; CColor innerCol = inner; innerCol.a *= fade.a * data.opacity; CColor fontCol = font; fontCol.a *= fade.a * data.opacity * passAlpha; g_pRenderer->renderRect(outerBox, outerCol, outerBox.h / 2.0); const auto PASSLEN = g_pHyprlock->getPasswordBufferLen(); if (PASSLEN != 0 && hiddenInputState.enabled) { CBox outerBoxScaled = outerBox; Vector2D p = outerBox.pos(); outerBoxScaled.translate(-p).scale(0.5).translate(p); if (hiddenInputState.lastQuadrant > 1) outerBoxScaled.y += outerBoxScaled.h; if (hiddenInputState.lastQuadrant % 2 == 1) outerBoxScaled.x += outerBoxScaled.w; glEnable(GL_SCISSOR_TEST); glScissor(outerBoxScaled.x, outerBoxScaled.y, outerBoxScaled.w, outerBoxScaled.h); g_pRenderer->renderRect(outerBox, hiddenInputState.lastColor, outerBox.h / 2.0); glScissor(0, 0, viewport.x, viewport.y); glDisable(GL_SCISSOR_TEST); } g_pRenderer->renderRect(inputFieldBox, innerCol, inputFieldBox.h / 2.0); const int PASS_SIZE = std::nearbyint(inputFieldBox.h * dt_size * 0.5f) * 2.f; const int PASS_SPACING = std::floor(PASS_SIZE * dt_space); if (!hiddenInputState.enabled) { int xback = dots.center ? (PASS_SIZE + PASS_SPACING) * std::ceil(dots.currentAmount) / 2.0 - inputFieldBox.w / 2.0 + PASS_SPACING * 2 : 0; for (size_t i = 0; i < std::floor(dots.currentAmount); ++i) { Vector2D currentPos = inputFieldBox.pos() + Vector2D{PASS_SPACING * 2 - xback, inputFieldBox.h / 2.f - PASS_SIZE / 2.f} + Vector2D{(PASS_SIZE + PASS_SPACING) * i, 0}; CBox box{currentPos, Vector2D{PASS_SIZE, PASS_SIZE}}; g_pRenderer->renderRect(box, fontCol, PASS_SIZE / 2.0); } if (dots.currentAmount != std::floor(dots.currentAmount)) { Vector2D currentPos = inputFieldBox.pos() + Vector2D{PASS_SPACING * 2 - xback, 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}}; fontCol.a *= (dots.currentAmount - std::floor(dots.currentAmount)) * data.opacity; g_pRenderer->renderRect(box, fontCol, PASS_SIZE / 2.0); } } if (PASSLEN == 0 && !placeholder.resourceID.empty()) { SPreloadedAsset* currAsset = nullptr; if (!placeholder.failID.empty()) { if (!placeholder.failAsset) placeholder.failAsset = g_pRenderer->asyncResourceGatherer->getAssetByID(placeholder.failID); currAsset = placeholder.failAsset; } else { if (!placeholder.asset) placeholder.asset = g_pRenderer->asyncResourceGatherer->getAssetByID(placeholder.resourceID); currAsset = placeholder.asset; } if (currAsset) { Vector2D pos = outerBox.pos() + outerBox.size() / 2.f; pos = pos - currAsset->texture.m_vSize / 2.f; CBox textbox{pos, currAsset->texture.m_vSize}; g_pRenderer->renderTexture(textbox, currAsset->texture, data.opacity * fade.a, 0); } else forceReload = true; } return dots.currentAmount != PASSLEN || data.opacity < 1.0 || fade.a < 1.0 || forceReload; } void CPasswordInputField::updateFailTex() { const auto FAIL = g_pHyprlock->passwordLastFailReason(); if (g_pHyprlock->passwordCheckWaiting()) placeholder.canGetNewFail = true; if (g_pHyprlock->getPasswordBufferLen() != 0) { if (placeholder.failAsset) { g_pRenderer->asyncResourceGatherer->unloadAsset(placeholder.failAsset); placeholder.failAsset = nullptr; placeholder.failID = ""; } return; } if (!FAIL.has_value() || !placeholder.canGetNewFail) return; // query CAsyncResourceGatherer::SPreloadRequest request; request.id = "input-error:" + std::to_string((uintptr_t)this) + ",time:" + std::to_string(time(nullptr)); placeholder.failID = request.id; request.asset = "" + FAIL.value() + ""; request.type = CAsyncResourceGatherer::eTargetType::TARGET_TEXT; request.props["font_family"] = std::string{"Sans"}; request.props["color"] = CColor{1.0 - font.r, 1.0 - font.g, 1.0 - font.b, 0.5}; request.props["font_size"] = (int)size.y / 4; g_pRenderer->asyncResourceGatherer->requestAsyncAssetPreload(request); placeholder.canGetNewFail = false; } void CPasswordInputField::updateHiddenInputState() { if (!hiddenInputState.enabled || (size_t)hiddenInputState.lastPasswordLength == g_pHyprlock->getPasswordBufferLen()) return; // randomize new thang hiddenInputState.lastPasswordLength = g_pHyprlock->getPasswordBufferLen(); float r1 = (rand() % 100) / 255.0; float r2 = (rand() % 100) / 255.0; int r3 = rand() % 3; int r4 = rand() % 2; int r5 = rand() % 2; ((float*)&hiddenInputState.lastColor.r)[r3] = r1 + 155 / 255.0; ((float*)&hiddenInputState.lastColor.r)[(r3 + r4) % 3] = r2 + 155 / 255.0; for (int i = 0; i < 3; ++i) { if (i != r3 && i != ((r3 + r4) % 3)) { ((float*)&hiddenInputState.lastColor.r)[i] = 1.0 - ((float*)&hiddenInputState.lastColor.r)[r5 ? r3 : ((r3 + r4) % 3)]; } } hiddenInputState.lastColor.a = 1.0; hiddenInputState.lastQuadrant = (hiddenInputState.lastQuadrant + rand() % 3 + 1) % 4; }