core: move parts of the animation system to hyprutils (#8868)

* core: change animation manager to use Hyprutils::Animation

* config: move animation config to hyprutils animation tree

* use g_pAnimationManager->createAnimation and the new PHLANIMVAR template

* core: use CGenericAnimatedVariabled::{enabled,setConfig,getStyle} and adapt callbacks

* core: adapt animated variable usage (dereference the shared pointer)

* misc: bump CMakeLists to hyprutils 0.3.3
This commit is contained in:
Maximilian Seidler
2025-01-07 17:55:14 +00:00
committed by GitHub
parent c7086f936a
commit 5642ed331d
44 changed files with 1031 additions and 1664 deletions

View File

@@ -301,8 +301,8 @@ void CHyprMasterLayout::calculateWorkspace(PHLWORKSPACE pWorkspace) {
const auto PFULLWINDOW = pWorkspace->getFullscreenWindow();
if (pWorkspace->m_efFullscreenMode == FSMODE_FULLSCREEN) {
PFULLWINDOW->m_vRealPosition = PMONITOR->vecPosition;
PFULLWINDOW->m_vRealSize = PMONITOR->vecSize;
*PFULLWINDOW->m_vRealPosition = PMONITOR->vecPosition;
*PFULLWINDOW->m_vRealSize = PMONITOR->vecSize;
} else if (pWorkspace->m_efFullscreenMode == FSMODE_MAXIMIZED) {
SMasterNodeData fakeNode;
fakeNode.pWindow = PFULLWINDOW;
@@ -672,16 +672,16 @@ void CHyprMasterLayout::applyNodeDataToWindow(SMasterNodeData* pNode) {
CBox wb = {calcPos + (calcSize - calcSize * *PSCALEFACTOR) / 2.f, calcSize * *PSCALEFACTOR};
wb.round(); // avoid rounding mess
PWINDOW->m_vRealPosition = wb.pos();
PWINDOW->m_vRealSize = wb.size();
*PWINDOW->m_vRealPosition = wb.pos();
*PWINDOW->m_vRealSize = wb.size();
g_pXWaylandManager->setWindowSize(PWINDOW, wb.size());
} else {
CBox wb = {calcPos, calcSize};
wb.round(); // avoid rounding mess
PWINDOW->m_vRealPosition = wb.pos();
PWINDOW->m_vRealSize = wb.size();
*PWINDOW->m_vRealPosition = wb.pos();
*PWINDOW->m_vRealSize = wb.size();
g_pXWaylandManager->setWindowSize(PWINDOW, wb.size());
}
@@ -689,8 +689,8 @@ void CHyprMasterLayout::applyNodeDataToWindow(SMasterNodeData* pNode) {
if (m_bForceWarps && !*PANIMATE) {
g_pHyprRenderer->damageWindow(PWINDOW);
PWINDOW->m_vRealPosition.warp();
PWINDOW->m_vRealSize.warp();
PWINDOW->m_vRealPosition->warp();
PWINDOW->m_vRealSize->warp();
g_pHyprRenderer->damageWindow(PWINDOW);
}
@@ -711,8 +711,8 @@ void CHyprMasterLayout::resizeActiveWindow(const Vector2D& pixResize, eRectCorne
const auto PNODE = getNodeFromWindow(PWINDOW);
if (!PNODE) {
PWINDOW->m_vRealSize =
(PWINDOW->m_vRealSize.goal() + pixResize)
*PWINDOW->m_vRealSize =
(PWINDOW->m_vRealSize->goal() + pixResize)
.clamp(PWINDOW->m_sWindowData.minSize.valueOr(Vector2D{MIN_WINDOW_SIZE, MIN_WINDOW_SIZE}), PWINDOW->m_sWindowData.maxSize.valueOr(Vector2D{INFINITY, INFINITY}));
PWINDOW->updateWindowDecos();
return;
@@ -852,10 +852,10 @@ void CHyprMasterLayout::fullscreenRequestForWindow(PHLWINDOW pWindow, const eFul
// save position and size if floating
if (pWindow->m_bIsFloating && CURRENT_EFFECTIVE_MODE == FSMODE_NONE) {
pWindow->m_vLastFloatingSize = pWindow->m_vRealSize.goal();
pWindow->m_vLastFloatingPosition = pWindow->m_vRealPosition.goal();
pWindow->m_vPosition = pWindow->m_vRealPosition.goal();
pWindow->m_vSize = pWindow->m_vRealSize.goal();
pWindow->m_vLastFloatingSize = pWindow->m_vRealSize->goal();
pWindow->m_vLastFloatingPosition = pWindow->m_vRealPosition->goal();
pWindow->m_vPosition = pWindow->m_vRealPosition->goal();
pWindow->m_vSize = pWindow->m_vRealSize->goal();
}
if (EFFECTIVE_MODE == FSMODE_NONE) {
@@ -865,8 +865,8 @@ void CHyprMasterLayout::fullscreenRequestForWindow(PHLWINDOW pWindow, const eFul
applyNodeDataToWindow(PNODE);
else {
// get back its' dimensions from position and size
pWindow->m_vRealPosition = pWindow->m_vLastFloatingPosition;
pWindow->m_vRealSize = pWindow->m_vLastFloatingSize;
*pWindow->m_vRealPosition = pWindow->m_vLastFloatingPosition;
*pWindow->m_vRealSize = pWindow->m_vLastFloatingSize;
pWindow->unsetWindowData(PRIORITY_LAYOUT);
pWindow->updateWindowData();
@@ -874,8 +874,8 @@ void CHyprMasterLayout::fullscreenRequestForWindow(PHLWINDOW pWindow, const eFul
} else {
// apply new pos and size being monitors' box
if (EFFECTIVE_MODE == FSMODE_FULLSCREEN) {
pWindow->m_vRealPosition = PMONITOR->vecPosition;
pWindow->m_vRealSize = PMONITOR->vecSize;
*pWindow->m_vRealPosition = PMONITOR->vecPosition;
*pWindow->m_vRealSize = PMONITOR->vecSize;
} else {
// This is a massive hack.
// We make a fake "only" node and apply