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synced 2025-08-17 13:03:48 -07:00
animationmgr: fixup stack-use-after-return
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@@ -156,9 +156,9 @@ void CAnimationManager::tick() {
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// beziers are with a switch unforto
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// TODO: maybe do something cleaner
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static const auto updateVariable = [&]<Animable T>(CAnimatedVariable<T>& av) {
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static const auto updateVariable = [this]<Animable T>(CAnimatedVariable<T>& av, const float SPENT, const CBezierCurve& DEFAULTBEZIER, const bool DISABLED) {
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// for disabled anims just warp
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if (av.m_pConfig->pValues->internalEnabled == 0 || animationsDisabled) {
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if (av.m_pConfig->pValues->internalEnabled == 0 || DISABLED) {
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av.warp(false);
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return;
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}
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@@ -169,7 +169,7 @@ void CAnimationManager::tick() {
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}
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const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
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const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER->second.getYForPoint(SPENT);
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const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER.getYForPoint(SPENT);
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const auto DELTA = av.m_Goal - av.m_Begun;
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@@ -179,9 +179,9 @@ void CAnimationManager::tick() {
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av.m_Value = av.m_Begun + DELTA * POINTY;
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};
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static const auto updateColorVariable = [&](CAnimatedVariable<CHyprColor>& av) {
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static const auto updateColorVariable = [this](CAnimatedVariable<CHyprColor>& av, const float SPENT, const CBezierCurve& DEFAULTBEZIER, const bool DISABLED) {
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// for disabled anims just warp
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if (av.m_pConfig->pValues->internalEnabled == 0 || animationsDisabled) {
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if (av.m_pConfig->pValues->internalEnabled == 0 || DISABLED) {
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av.warp(false);
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return;
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}
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@@ -192,7 +192,7 @@ void CAnimationManager::tick() {
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}
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const auto BEZIER = m_mBezierCurves.find(av.m_pConfig->pValues->internalBezier);
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const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER->second.getYForPoint(SPENT);
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const auto POINTY = BEZIER != m_mBezierCurves.end() ? BEZIER->second.getYForPoint(SPENT) : DEFAULTBEZIER.getYForPoint(SPENT);
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// convert both to OkLab, then lerp that, and convert back.
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// This is not as fast as just lerping rgb, but it's WAY more precise...
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@@ -217,17 +217,17 @@ void CAnimationManager::tick() {
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switch (av->m_Type) {
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case AVARTYPE_FLOAT: {
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auto typedAv = dynamic_cast<CAnimatedVariable<float>*>(av);
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updateVariable(*typedAv);
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updateVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
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break;
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}
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case AVARTYPE_VECTOR: {
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auto typedAv = dynamic_cast<CAnimatedVariable<Vector2D>*>(av);
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updateVariable(*typedAv);
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updateVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
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break;
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}
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case AVARTYPE_COLOR: {
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auto typedAv = dynamic_cast<CAnimatedVariable<CHyprColor>*>(av);
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updateColorVariable(*typedAv);
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updateColorVariable(*typedAv, SPENT, DEFAULTBEZIER->second, animationsDisabled);
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break;
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}
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default: UNREACHABLE();
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