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renderer/animations: Fix various inaccurate damage tracking issues and offsets (#5297)
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@@ -1165,6 +1165,44 @@ void CWindow::setAnimationsToMove() {
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m_bAnimatingIn = false;
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}
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void CWindow::onWorkspaceAnimUpdate() {
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// clip box for animated offsets
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if (!m_bIsFloating || m_bPinned || m_bIsFullscreen) {
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m_vFloatingOffset = Vector2D(0, 0);
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return;
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}
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Vector2D offset;
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const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(m_iWorkspaceID);
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if (!PWORKSPACE)
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return;
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const auto PWSMON = g_pCompositor->getMonitorFromID(PWORKSPACE->m_iMonitorID);
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if (!PWSMON)
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return;
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const auto WINBB = getFullWindowBoundingBox();
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if (PWORKSPACE->m_vRenderOffset.value().x != 0) {
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const auto PROGRESS = PWORKSPACE->m_vRenderOffset.value().x / PWSMON->vecSize.x;
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if (WINBB.x < PWSMON->vecPosition.x)
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offset.x += (PWSMON->vecPosition.x - WINBB.x) * PROGRESS;
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if (WINBB.x + WINBB.width > PWSMON->vecPosition.x + PWSMON->vecSize.x)
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offset.x += (WINBB.x + WINBB.width - PWSMON->vecPosition.x - PWSMON->vecSize.x) * PROGRESS;
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} else if (PWORKSPACE->m_vRenderOffset.value().y != 0) {
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const auto PROGRESS = PWORKSPACE->m_vRenderOffset.value().y / PWSMON->vecSize.y;
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if (WINBB.y < PWSMON->vecPosition.y)
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offset.y += (PWSMON->vecPosition.y - WINBB.y) * PROGRESS;
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if (WINBB.y + WINBB.height > PWSMON->vecPosition.y + PWSMON->vecSize.y)
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offset.y += (WINBB.y + WINBB.height - PWSMON->vecPosition.y - PWSMON->vecSize.y) * PROGRESS;
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}
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m_vFloatingOffset = offset;
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}
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int CWindow::popupsCount() {
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if (m_bIsX11)
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return 1;
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