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

@@ -1,6 +1,9 @@
#include "AnimationManager.hpp"
#include "../Compositor.hpp"
#include "HookSystemManager.hpp"
#include "config/ConfigManager.hpp"
#include "desktop/DesktopTypes.hpp"
#include "helpers/AnimatedVariable.hpp"
#include "macros.hpp"
#include "../config/ConfigValue.hpp"
#include "../desktop/Window.hpp"
@@ -9,6 +12,8 @@
#include "../helpers/varlist/VarList.hpp"
#include <hyprgraphics/color/Color.hpp>
#include <hyprutils/animation/AnimatedVariable.hpp>
#include <hyprutils/animation/AnimationManager.hpp>
static int wlTick(SP<CEventLoopTimer> self, void* data) {
if (g_pAnimationManager)
@@ -26,324 +31,245 @@ static int wlTick(SP<CEventLoopTimer> self, void* data) {
return 0;
}
CAnimationManager::CAnimationManager() {
std::vector<Vector2D> points = {Vector2D(0.0, 0.75), Vector2D(0.15, 1.0)};
m_mBezierCurves["default"].setup(&points);
points = {Vector2D(0.0, 0.0), Vector2D(1.0, 1.0)};
m_mBezierCurves["linear"].setup(&points);
CHyprAnimationManager::CHyprAnimationManager() {
m_pAnimationTimer = SP<CEventLoopTimer>(new CEventLoopTimer(std::chrono::microseconds(500), wlTick, nullptr));
g_pEventLoopManager->addTimer(m_pAnimationTimer);
addBezierWithName("linear", Vector2D(0.0, 0.0), Vector2D(1.0, 1.0));
}
void CAnimationManager::removeAllBeziers() {
m_mBezierCurves.clear();
template <Animable VarType>
void updateVariable(CAnimatedVariable<VarType>& av, const float POINTY, bool warp = false) {
if (POINTY >= 1.f || warp || av.value() == av.goal()) {
av.warp();
return;
}
// add the default one
std::vector<Vector2D> points = {Vector2D(0.0, 0.75), Vector2D(0.15, 1.0)};
m_mBezierCurves["default"].setup(&points);
points = {Vector2D(0.0, 0.0), Vector2D(1.0, 1.0)};
m_mBezierCurves["linear"].setup(&points);
const auto DELTA = av.goal() - av.begun();
av.value() = av.begun() + DELTA * POINTY;
}
void CAnimationManager::addBezierWithName(std::string name, const Vector2D& p1, const Vector2D& p2) {
std::vector points = {p1, p2};
m_mBezierCurves[name].setup(&points);
void updateColorVariable(CAnimatedVariable<CHyprColor>& av, const float POINTY, bool warp) {
if (POINTY >= 1.f || warp || av.value() == av.goal()) {
av.warp();
return;
}
// convert both to OkLab, then lerp that, and convert back.
// This is not as fast as just lerping rgb, but it's WAY more precise...
// Use the CHyprColor cache for OkLab
const auto& L1 = av.begun().asOkLab();
const auto& L2 = av.goal().asOkLab();
static const auto lerp = [](const float one, const float two, const float progress) -> float { return one + (two - one) * progress; };
const Hyprgraphics::CColor lerped = Hyprgraphics::CColor::SOkLab{
.l = lerp(L1.l, L2.l, POINTY),
.a = lerp(L1.a, L2.a, POINTY),
.b = lerp(L1.b, L2.b, POINTY),
};
av.value() = {lerped, lerp(av.begun().a, av.goal().a, POINTY)};
}
void CAnimationManager::onTicked() {
m_bTickScheduled = false;
template <Animable VarType>
static void handleUpdate(CAnimatedVariable<VarType>& av, bool warp) {
PHLWINDOW PWINDOW = av.m_Context.pWindow.lock();
PHLWORKSPACE PWORKSPACE = av.m_Context.pWorkspace.lock();
PHLLS PLAYER = av.m_Context.pLayer.lock();
PHLMONITOR PMONITOR = nullptr;
bool animationsDisabled = warp;
if (PWINDOW) {
if (av.m_Context.eDamagePolicy == AVARDAMAGE_ENTIRE)
g_pHyprRenderer->damageWindow(PWINDOW);
else if (av.m_Context.eDamagePolicy == AVARDAMAGE_BORDER) {
const auto PDECO = PWINDOW->getDecorationByType(DECORATION_BORDER);
PDECO->damageEntire();
} else if (av.m_Context.eDamagePolicy == AVARDAMAGE_SHADOW) {
const auto PDECO = PWINDOW->getDecorationByType(DECORATION_SHADOW);
PDECO->damageEntire();
}
PMONITOR = PWINDOW->m_pMonitor.lock();
if (!PMONITOR)
return;
animationsDisabled = PWINDOW->m_sWindowData.noAnim.valueOr(animationsDisabled);
} else if (PWORKSPACE) {
PMONITOR = PWORKSPACE->m_pMonitor.lock();
if (!PMONITOR)
return;
// 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 const& 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 const& 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)
return;
animationsDisabled = animationsDisabled || PLAYER->noAnimations;
}
const auto SPENT = av.getPercent();
const auto PBEZIER = g_pAnimationManager->getBezier(av.getBezierName());
const auto POINTY = PBEZIER->getYForPoint(SPENT);
if constexpr (std::same_as<VarType, CHyprColor>) {
updateColorVariable(av, POINTY, animationsDisabled);
} else {
updateVariable<VarType>(av, POINTY, animationsDisabled);
}
av.onUpdate();
switch (av.m_Context.eDamagePolicy) {
case AVARDAMAGE_ENTIRE: {
if (PWINDOW) {
PWINDOW->updateWindowDecos();
g_pHyprRenderer->damageWindow(PWINDOW);
} else if (PWORKSPACE) {
for (auto const& 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_ANIMATION);
}
void CAnimationManager::tick() {
void CHyprAnimationManager::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:shadow:enabled");
const auto DEFAULTBEZIER = m_mBezierCurves.find("default");
std::vector<CBaseAnimatedVariable*> animationEndedVars;
for (auto const& av : m_vActiveAnimatedVariables) {
if (av->m_eDamagePolicy == AVARDAMAGE_SHADOW && !*PSHADOWSENABLED) {
av->warp(false);
animationEndedVars.push_back(av);
for (auto const& pav : m_vActiveAnimatedVariables) {
const auto PAV = pav.lock();
if (!PAV)
continue;
}
// get the spent % (0 - 1)
const float SPENT = av->getPercent();
// for disabled anims just warp
bool warp = !*PANIMENABLED || !PAV->enabled();
// window stuff
PHLWINDOW PWINDOW = av->m_pWindow.lock();
PHLWORKSPACE PWORKSPACE = av->m_pWorkspace.lock();
PHLLS PLAYER = av->m_pLayer.lock();
PHLMONITOR 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 = PWINDOW->m_pMonitor.lock();
if (!PMONITOR)
continue;
animationsDisabled = PWINDOW->m_sWindowData.noAnim.valueOr(animationsDisabled);
} else if (PWORKSPACE) {
PMONITOR = PWORKSPACE->m_pMonitor.lock();
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 const& 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 const& 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 ? PWINDOW->m_pWorkspace->isVisible() : true;
// beziers are with a switch unforto
// TODO: maybe do something cleaner
static const auto updateVariable = [this]<Animable T>(CAnimatedVariable<T>& av, const float SPENT, const CBezierCurve& DEFAULTBEZIER, const bool DISABLED) {
// for disabled anims just warp
if (av.m_pConfig->pValues->internalEnabled == 0 || DISABLED) {
av.warp(false);
return;
}
if (SPENT >= 1.f || av.m_Begun == av.m_Goal) {
av.warp(false);
return;
}
const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER.getYForPoint(SPENT);
const auto DELTA = av.m_Goal - av.m_Begun;
if (BEZIER != m_mBezierCurves.end())
av.m_Value = av.m_Begun + DELTA * POINTY;
else
av.m_Value = av.m_Begun + DELTA * POINTY;
};
static const auto updateColorVariable = [this](CAnimatedVariable<CHyprColor>& av, const float SPENT, const CBezierCurve& DEFAULTBEZIER, const bool DISABLED) {
// for disabled anims just warp
if (av.m_pConfig->pValues->internalEnabled == 0 || DISABLED) {
av.warp(false);
return;
}
if (SPENT >= 1.f || av.m_Begun == av.m_Goal) {
av.warp(false);
return;
}
const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER.getYForPoint(SPENT);
// convert both to OkLab, then lerp that, and convert back.
// This is not as fast as just lerping rgb, but it's WAY more precise...
// Use the CHyprColor cache for OkLab
const auto& L1 = av.m_Begun.asOkLab();
const auto& L2 = av.m_Goal.asOkLab();
static const auto lerp = [](const float one, const float two, const float progress) -> float { return one + (two - one) * progress; };
const Hyprgraphics::CColor lerped = Hyprgraphics::CColor::SOkLab{
.l = lerp(L1.l, L2.l, POINTY),
.a = lerp(L1.a, L2.a, POINTY),
.b = lerp(L1.b, L2.b, POINTY),
};
av.m_Value = {lerped, lerp(av.m_Begun.a, av.m_Goal.a, POINTY)};
return;
};
switch (av->m_Type) {
switch (PAV->m_Type) {
case AVARTYPE_FLOAT: {
auto typedAv = dynamic_cast<CAnimatedVariable<float>*>(av);
updateVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
break;
}
auto pTypedAV = dynamic_cast<CAnimatedVariable<float>*>(PAV.get());
RASSERT(pTypedAV, "Failed to upcast animated float");
handleUpdate(*pTypedAV, warp);
} break;
case AVARTYPE_VECTOR: {
auto typedAv = dynamic_cast<CAnimatedVariable<Vector2D>*>(av);
updateVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
break;
}
auto pTypedAV = dynamic_cast<CAnimatedVariable<Vector2D>*>(PAV.get());
RASSERT(pTypedAV, "Failed to upcast animated Vector2D");
handleUpdate(*pTypedAV, warp);
} break;
case AVARTYPE_COLOR: {
auto typedAv = dynamic_cast<CAnimatedVariable<CHyprColor>*>(av);
updateColorVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
break;
}
auto pTypedAV = dynamic_cast<CAnimatedVariable<CHyprColor>*>(PAV.get());
RASSERT(pTypedAV, "Failed to upcast animated CHyprColor");
handleUpdate(*pTypedAV, warp);
} 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->isX11OverrideRedirect())
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 const& 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_ANIMATION);
}
// do it here, because if this alters the animation vars vec we would be in trouble above.
for (auto const& ave : animationEndedVars) {
ave->onAnimationEnd();
}
tickDone();
}
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;
}
void CHyprAnimationManager::scheduleTick() {
if (m_bTickScheduled)
return;
bool CAnimationManager::deltaSmallToFlip(const CHyprColor& a, const CHyprColor& 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;
}
m_bTickScheduled = true;
bool CAnimationManager::deltaSmallToFlip(const float& a, const float& b) {
return std::abs(a - b) < 0.5f;
}
const auto PMOSTHZ = g_pHyprRenderer->m_pMostHzMonitor;
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 CHyprColor& a, const CHyprColor& 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 const& [bc, bz] : m_mBezierCurves) {
if (bc == bezier)
return true;
if (!PMOSTHZ) {
m_pAnimationTimer->updateTimeout(std::chrono::milliseconds(16));
return;
}
return false;
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)));
}
void CHyprAnimationManager::onTicked() {
m_bTickScheduled = false;
}
//
@@ -351,24 +277,24 @@ bool CAnimationManager::bezierExists(const std::string& bezier) {
//
//
void CAnimationManager::animationPopin(PHLWINDOW pWindow, bool close, float minPerc) {
const auto GOALPOS = pWindow->m_vRealPosition.goal();
const auto GOALSIZE = pWindow->m_vRealSize.goal();
void CHyprAnimationManager::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);
pWindow->m_vRealSize->setValue((GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y}));
pWindow->m_vRealPosition->setValue(GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize->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;
*pWindow->m_vRealSize = (GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y});
*pWindow->m_vRealPosition = GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize->goal() / 2.f;
}
}
void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, bool close) {
pWindow->m_vRealSize.warp(false); // size we preserve in slide
void CHyprAnimationManager::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 GOALPOS = pWindow->m_vRealPosition->goal();
const auto GOALSIZE = pWindow->m_vRealSize->goal();
const auto PMONITOR = pWindow->m_pMonitor.lock();
@@ -388,9 +314,9 @@ void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, boo
posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y);
if (!close)
pWindow->m_vRealPosition.setValue(posOffset);
pWindow->m_vRealPosition->setValue(posOffset);
else
pWindow->m_vRealPosition = posOffset;
*pWindow->m_vRealPosition = posOffset;
return;
}
@@ -423,33 +349,33 @@ void CAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, boo
}
if (!close)
pWindow->m_vRealPosition.setValue(posOffset);
pWindow->m_vRealPosition->setValue(posOffset);
else
pWindow->m_vRealPosition = posOffset;
*pWindow->m_vRealPosition = posOffset;
}
void CAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) {
void CHyprAnimationManager::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");
pWindow->m_vRealPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
pWindow->m_vRealSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
pWindow->m_fAlpha->setConfig(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");
pWindow->m_vRealPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
pWindow->m_vRealSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
pWindow->m_fAlpha->setConfig(g_pConfigManager->getAnimationPropertyConfig("fadeOut"));
}
auto ANIMSTYLE = pWindow->m_vRealPosition.m_pConfig->pValues->internalStyle;
std::string ANIMSTYLE = pWindow->m_vRealPosition->getStyle();
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())
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)
if (!pWindow->m_vRealPosition->enabled())
return;
if (pWindow->m_sWindowData.animationStyle.hasValue()) {
@@ -494,7 +420,7 @@ void CAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) {
}
}
std::string CAnimationManager::styleValidInConfigVar(const std::string& config, const std::string& style) {
std::string CHyprAnimationManager::styleValidInConfigVar(const std::string& config, const std::string& style) {
if (config.starts_with("window")) {
if (style.starts_with("slide"))
return "";
@@ -568,39 +494,3 @@ std::string CAnimationManager::styleValidInConfigVar(const std::string& config,
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)));
}