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https://github.com/hyprwm/Hyprland.git
synced 2025-10-13 21:45:58 +00:00
windows: refactor class member vars (#10168)
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@@ -94,11 +94,11 @@ static void handleUpdate(CAnimatedVariable<VarType>& av, bool warp) {
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PDECO->damageEntire();
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}
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PMONITOR = PWINDOW->m_pMonitor.lock();
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PMONITOR = PWINDOW->m_monitor.lock();
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if (!PMONITOR)
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return;
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animationsDisabled = PWINDOW->m_sWindowData.noAnim.valueOr(animationsDisabled);
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animationsDisabled = PWINDOW->m_windowData.noAnim.valueOr(animationsDisabled);
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} else if (PWORKSPACE) {
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PMONITOR = PWORKSPACE->m_monitor.lock();
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if (!PMONITOR)
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@@ -110,10 +110,10 @@ static void handleUpdate(CAnimatedVariable<VarType>& av, bool warp) {
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// TODO: just make this into a damn callback already vax...
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for (auto const& w : g_pCompositor->m_windows) {
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if (!w->m_bIsMapped || w->isHidden() || w->m_pWorkspace != PWORKSPACE)
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if (!w->m_isMapped || w->isHidden() || w->m_workspace != PWORKSPACE)
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continue;
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if (w->m_bIsFloating && !w->m_bPinned) {
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if (w->m_isFloating && !w->m_pinned) {
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// still doing the full damage hack for floating because sometimes when the window
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// goes through multiple monitors the last rendered frame is missing damage somehow??
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const CBox windowBoxNoOffset = w->getFullWindowBoundingBox();
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@@ -128,7 +128,7 @@ static void handleUpdate(CAnimatedVariable<VarType>& av, bool warp) {
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// damage any workspace window that is on any monitor
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for (auto const& w : g_pCompositor->m_windows) {
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if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE || w->m_bPinned)
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if (!validMapped(w) || w->m_workspace != PWORKSPACE || w->m_pinned)
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continue;
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g_pHyprRenderer->damageWindow(w);
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@@ -164,13 +164,13 @@ static void handleUpdate(CAnimatedVariable<VarType>& av, bool warp) {
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g_pHyprRenderer->damageWindow(PWINDOW);
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} else if (PWORKSPACE) {
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for (auto const& w : g_pCompositor->m_windows) {
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if (!validMapped(w) || w->m_pWorkspace != PWORKSPACE)
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if (!validMapped(w) || w->m_workspace != PWORKSPACE)
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continue;
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w->updateWindowDecos();
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// damage any workspace window that is on any monitor
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if (!w->m_bPinned)
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if (!w->m_pinned)
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g_pHyprRenderer->damageWindow(w);
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}
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} else if (PLAYER) {
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@@ -281,25 +281,25 @@ void CHyprAnimationManager::onTicked() {
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//
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void CHyprAnimationManager::animationPopin(PHLWINDOW pWindow, bool close, float minPerc) {
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const auto GOALPOS = pWindow->m_vRealPosition->goal();
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const auto GOALSIZE = pWindow->m_vRealSize->goal();
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const auto GOALPOS = pWindow->m_realPosition->goal();
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const auto GOALSIZE = pWindow->m_realSize->goal();
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if (!close) {
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pWindow->m_vRealSize->setValue((GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y}));
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pWindow->m_vRealPosition->setValue(GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize->value() / 2.f);
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pWindow->m_realSize->setValue((GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y}));
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pWindow->m_realPosition->setValue(GOALPOS + GOALSIZE / 2.f - pWindow->m_realSize->value() / 2.f);
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} else {
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*pWindow->m_vRealSize = (GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y});
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*pWindow->m_vRealPosition = GOALPOS + GOALSIZE / 2.f - pWindow->m_vRealSize->goal() / 2.f;
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*pWindow->m_realSize = (GOALSIZE * minPerc).clamp({5, 5}, {GOALSIZE.x, GOALSIZE.y});
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*pWindow->m_realPosition = GOALPOS + GOALSIZE / 2.f - pWindow->m_realSize->goal() / 2.f;
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}
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}
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void CHyprAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force, bool close) {
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pWindow->m_vRealSize->warp(false); // size we preserve in slide
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pWindow->m_realSize->warp(false); // size we preserve in slide
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const auto GOALPOS = pWindow->m_vRealPosition->goal();
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const auto GOALSIZE = pWindow->m_vRealSize->goal();
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const auto GOALPOS = pWindow->m_realPosition->goal();
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const auto GOALSIZE = pWindow->m_realSize->goal();
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const auto PMONITOR = pWindow->m_pMonitor.lock();
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const auto PMONITOR = pWindow->m_monitor.lock();
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if (!PMONITOR)
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return; // unsafe state most likely
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@@ -317,9 +317,9 @@ void CHyprAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force,
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posOffset = Vector2D(GOALPOS.x, PMONITOR->vecPosition.y - GOALSIZE.y);
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if (!close)
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pWindow->m_vRealPosition->setValue(posOffset);
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pWindow->m_realPosition->setValue(posOffset);
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else
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*pWindow->m_vRealPosition = posOffset;
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*pWindow->m_realPosition = posOffset;
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return;
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}
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@@ -327,10 +327,10 @@ void CHyprAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force,
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const auto MIDPOINT = GOALPOS + GOALSIZE / 2.f;
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// check sides it touches
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const bool DISPLAYLEFT = STICKS(pWindow->m_vPosition.x, PMONITOR->vecPosition.x + PMONITOR->vecReservedTopLeft.x);
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const bool DISPLAYRIGHT = STICKS(pWindow->m_vPosition.x + pWindow->m_vSize.x, PMONITOR->vecPosition.x + PMONITOR->vecSize.x - PMONITOR->vecReservedBottomRight.x);
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const bool DISPLAYTOP = STICKS(pWindow->m_vPosition.y, PMONITOR->vecPosition.y + PMONITOR->vecReservedTopLeft.y);
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const bool DISPLAYBOTTOM = STICKS(pWindow->m_vPosition.y + pWindow->m_vSize.y, PMONITOR->vecPosition.y + PMONITOR->vecSize.y - PMONITOR->vecReservedBottomRight.y);
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const bool DISPLAYLEFT = STICKS(pWindow->m_position.x, PMONITOR->vecPosition.x + PMONITOR->vecReservedTopLeft.x);
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const bool DISPLAYRIGHT = STICKS(pWindow->m_position.x + pWindow->m_size.x, PMONITOR->vecPosition.x + PMONITOR->vecSize.x - PMONITOR->vecReservedBottomRight.x);
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const bool DISPLAYTOP = STICKS(pWindow->m_position.y, PMONITOR->vecPosition.y + PMONITOR->vecReservedTopLeft.y);
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const bool DISPLAYBOTTOM = STICKS(pWindow->m_position.y + pWindow->m_size.y, PMONITOR->vecPosition.y + PMONITOR->vecSize.y - PMONITOR->vecReservedBottomRight.y);
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if (DISPLAYBOTTOM && DISPLAYTOP) {
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if (DISPLAYLEFT && DISPLAYRIGHT) {
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@@ -352,52 +352,52 @@ void CHyprAnimationManager::animationSlide(PHLWINDOW pWindow, std::string force,
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}
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if (!close)
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pWindow->m_vRealPosition->setValue(posOffset);
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pWindow->m_realPosition->setValue(posOffset);
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else
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*pWindow->m_vRealPosition = posOffset;
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*pWindow->m_realPosition = posOffset;
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}
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void CHyprAnimationManager::animationGnomed(PHLWINDOW pWindow, bool close) {
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const auto GOALPOS = pWindow->m_vRealPosition->goal();
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const auto GOALSIZE = pWindow->m_vRealSize->goal();
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const auto GOALPOS = pWindow->m_realPosition->goal();
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const auto GOALSIZE = pWindow->m_realSize->goal();
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if (close) {
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*pWindow->m_vRealPosition = GOALPOS + Vector2D{0.F, GOALSIZE.y / 2.F};
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*pWindow->m_vRealSize = Vector2D{GOALSIZE.x, 0.F};
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*pWindow->m_realPosition = GOALPOS + Vector2D{0.F, GOALSIZE.y / 2.F};
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*pWindow->m_realSize = Vector2D{GOALSIZE.x, 0.F};
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} else {
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pWindow->m_vRealPosition->setValueAndWarp(GOALPOS + Vector2D{0.F, GOALSIZE.y / 2.F});
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pWindow->m_vRealSize->setValueAndWarp(Vector2D{GOALSIZE.x, 0.F});
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*pWindow->m_vRealPosition = GOALPOS;
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*pWindow->m_vRealSize = GOALSIZE;
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pWindow->m_realPosition->setValueAndWarp(GOALPOS + Vector2D{0.F, GOALSIZE.y / 2.F});
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pWindow->m_realSize->setValueAndWarp(Vector2D{GOALSIZE.x, 0.F});
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*pWindow->m_realPosition = GOALPOS;
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*pWindow->m_realSize = GOALSIZE;
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}
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}
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void CHyprAnimationManager::onWindowPostCreateClose(PHLWINDOW pWindow, bool close) {
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if (!close) {
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pWindow->m_vRealPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
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pWindow->m_vRealSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
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pWindow->m_fAlpha->setConfig(g_pConfigManager->getAnimationPropertyConfig("fadeIn"));
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pWindow->m_realPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
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pWindow->m_realSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsIn"));
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pWindow->m_alpha->setConfig(g_pConfigManager->getAnimationPropertyConfig("fadeIn"));
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} else {
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pWindow->m_vRealPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
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pWindow->m_vRealSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
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pWindow->m_fAlpha->setConfig(g_pConfigManager->getAnimationPropertyConfig("fadeOut"));
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pWindow->m_realPosition->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
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pWindow->m_realSize->setConfig(g_pConfigManager->getAnimationPropertyConfig("windowsOut"));
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pWindow->m_alpha->setConfig(g_pConfigManager->getAnimationPropertyConfig("fadeOut"));
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}
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std::string ANIMSTYLE = pWindow->m_vRealPosition->getStyle();
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std::string ANIMSTYLE = pWindow->m_realPosition->getStyle();
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transform(ANIMSTYLE.begin(), ANIMSTYLE.end(), ANIMSTYLE.begin(), ::tolower);
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CVarList animList(ANIMSTYLE, 0, 's');
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// if the window is not being animated, that means the layout set a fixed size for it, don't animate.
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if (!pWindow->m_vRealPosition->isBeingAnimated() && !pWindow->m_vRealSize->isBeingAnimated())
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if (!pWindow->m_realPosition->isBeingAnimated() && !pWindow->m_realSize->isBeingAnimated())
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return;
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// if the animation is disabled and we are leaving, ignore the anim to prevent the snapshot being fucked
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if (!pWindow->m_vRealPosition->enabled())
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if (!pWindow->m_realPosition->enabled())
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return;
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if (pWindow->m_sWindowData.animationStyle.hasValue()) {
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const auto STYLE = pWindow->m_sWindowData.animationStyle.value();
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if (pWindow->m_windowData.animationStyle.hasValue()) {
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const auto STYLE = pWindow->m_windowData.animationStyle.value();
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// the window has config'd special anim
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if (STYLE.starts_with("slide")) {
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CVarList animList2(STYLE, 0, 's');
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