opt: animations logic all use the int type

avoid the coordinates being forcibly limited to positive numbers
This commit is contained in:
DreamMaoMao 2026-01-03 09:37:34 +08:00
parent 0d13b1002e
commit 2771053ee6
21 changed files with 876 additions and 861 deletions

View file

@ -1,10 +1,10 @@
void client_actual_size(Client *c, uint32_t *width, uint32_t *height) {
*width = c->animation.current.width - 2 * c->bw;
void client_actual_size(Client *c, int32_t *width, int32_t *height) {
*width = c->animation.current.width - 2 * (int32_t)c->bw;
*height = c->animation.current.height - 2 * c->bw;
*height = c->animation.current.height - 2 * (int32_t)c->bw;
}
void set_rect_size(struct wlr_scene_rect *rect, int width, int height) {
void set_rect_size(struct wlr_scene_rect *rect, int32_t width, int32_t height) {
wlr_scene_rect_set_size(rect, GEZERO(width), GEZERO(height));
}
@ -47,7 +47,7 @@ bool is_horizontal_right_stack_layout(Monitor *m) {
return false;
}
int is_special_animaiton_rule(Client *c) {
int32_t is_special_animaiton_rule(Client *c) {
if (is_scroller_layout(c->mon) && !c->isfloating) {
return DOWN;
@ -71,11 +71,11 @@ int is_special_animaiton_rule(Client *c) {
}
void set_client_open_animaiton(Client *c, struct wlr_box geo) {
int slide_direction;
int horizontal, horizontal_value;
int vertical, vertical_value;
int special_direction;
int center_x, center_y;
int32_t slide_direction;
int32_t horizontal, horizontal_value;
int32_t vertical, vertical_value;
int32_t special_direction;
int32_t center_x, center_y;
if ((!c->animation_type_open && strcmp(animation_type_open, "fade") == 0) ||
(c->animation_type_open &&
@ -147,15 +147,15 @@ void set_client_open_animaiton(Client *c, struct wlr_box geo) {
}
}
void snap_scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int sx,
int sy, void *data) {
void snap_scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int32_t sx,
int32_t sy, void *data) {
BufferData *buffer_data = (BufferData *)data;
wlr_scene_buffer_set_dest_size(buffer, buffer_data->width,
buffer_data->height);
}
void scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int sx, int sy,
void *data) {
void scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int32_t sx,
int32_t sy, void *data) {
BufferData *buffer_data = (BufferData *)data;
if (buffer_data->should_scale && buffer_data->height_scale < 1 &&
@ -183,8 +183,8 @@ void scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int sx, int sy,
if (buffer_data->should_scale) {
uint32_t surface_width = surface->current.width;
uint32_t surface_height = surface->current.height;
int32_t surface_width = surface->current.width;
int32_t surface_height = surface->current.height;
surface_width = buffer_data->width_scale < 1
? surface_width
@ -271,19 +271,19 @@ void client_draw_shadow(Client *c) {
? CORNER_LOCATION_NONE
: CORNER_LOCATION_ALL;
int bwoffset = c->bw != 0 && hit_no_border ? (int)c->bw : 0;
int32_t bwoffset = c->bw != 0 && hit_no_border ? (int32_t)c->bw : 0;
uint32_t width, height;
int32_t width, height;
client_actual_size(c, &width, &height);
uint32_t delta = shadows_size + c->bw - bwoffset;
int32_t delta = shadows_size + (int32_t)c->bw - bwoffset;
/* we calculate where to clip the shadow */
struct wlr_box client_box = {
.x = bwoffset,
.y = bwoffset,
.width = width + (int)c->bw - bwoffset,
.height = height + (int)c->bw - bwoffset,
.width = width + (int32_t)c->bw - bwoffset,
.height = height + (int32_t)c->bw - bwoffset,
};
struct wlr_box shadow_box = {
@ -313,7 +313,7 @@ void client_draw_shadow(Client *c) {
.height = shadow_box.height,
};
int right_offset, bottom_offset, left_offset, top_offset;
int32_t right_offset, bottom_offset, left_offset, top_offset;
if (c == grabc) {
right_offset = 0;
@ -379,9 +379,9 @@ void apply_border(Client *c) {
struct wlr_box clip_box = c->animation.current;
// 一但在GEZERO如果使用无符号那么其他数据也会转换为无符号导致没有负数出错
int bw = (int)c->bw;
int32_t bw = (int32_t)c->bw;
int right_offset, bottom_offset, left_offset, top_offset;
int32_t right_offset, bottom_offset, left_offset, top_offset;
if (c == grabc) {
right_offset = 0;
@ -400,25 +400,27 @@ void apply_border(Client *c) {
top_offset = GEZERO(c->mon->m.y - c->animation.current.y);
}
int inner_surface_width = GEZERO(clip_box.width - 2 * bw);
int inner_surface_height = GEZERO(clip_box.height - 2 * bw);
int32_t inner_surface_width = GEZERO(clip_box.width - 2 * bw);
int32_t inner_surface_height = GEZERO(clip_box.height - 2 * bw);
int inner_surface_x = GEZERO(bw - left_offset);
int inner_surface_y = GEZERO(bw - top_offset);
int32_t inner_surface_x = GEZERO(bw - left_offset);
int32_t inner_surface_y = GEZERO(bw - top_offset);
int rect_x = left_offset;
int rect_y = top_offset;
int32_t rect_x = left_offset;
int32_t rect_y = top_offset;
int rect_width =
int32_t rect_width =
GEZERO(c->animation.current.width - left_offset - right_offset);
int rect_height =
int32_t rect_height =
GEZERO(c->animation.current.height - top_offset - bottom_offset);
if (left_offset > c->bw)
inner_surface_width = inner_surface_width - left_offset + c->bw;
inner_surface_width =
inner_surface_width - left_offset + (int32_t)c->bw;
if (top_offset > c->bw)
inner_surface_height = inner_surface_height - top_offset + c->bw;
inner_surface_height =
inner_surface_height - top_offset + (int32_t)c->bw;
if (right_offset > 0) {
inner_surface_width =
@ -446,24 +448,24 @@ void apply_border(Client *c) {
}
struct ivec2 clip_to_hide(Client *c, struct wlr_box *clip_box) {
int offsetx = 0, offsety = 0, offsetw = 0, offseth = 0;
int32_t offsetx = 0, offsety = 0, offsetw = 0, offseth = 0;
struct ivec2 offset = {0, 0, 0, 0};
if (!ISSCROLLTILED(c) && !c->animation.tagining && !c->animation.tagouted &&
!c->animation.tagouting)
return offset;
int bottom_out_offset =
int32_t bottom_out_offset =
GEZERO(c->animation.current.y + c->animation.current.height -
c->mon->m.y - c->mon->m.height);
int right_out_offset =
int32_t right_out_offset =
GEZERO(c->animation.current.x + c->animation.current.width -
c->mon->m.x - c->mon->m.width);
int left_out_offset = GEZERO(c->mon->m.x - c->animation.current.x);
int top_out_offset = GEZERO(c->mon->m.y - c->animation.current.y);
int32_t left_out_offset = GEZERO(c->mon->m.x - c->animation.current.x);
int32_t top_out_offset = GEZERO(c->mon->m.y - c->animation.current.y);
// 必须转换为int否计算会没有负数导致判断错误
int bw = (int)c->bw;
int32_t bw = (int32_t)c->bw;
/*
@ -547,7 +549,7 @@ void client_apply_clip(Client *c, float factor) {
}
// 获取窗口动画实时位置矩形
uint32_t width, height;
int32_t width, height;
client_actual_size(c, &width, &height);
// 计算出除了边框的窗口实际剪切大小
@ -590,8 +592,8 @@ void client_apply_clip(Client *c, float factor) {
wlr_scene_subsurface_tree_set_clip(&c->scene_surface->node, &clip_box);
// 获取剪切后的表面的实际大小用于计算缩放
int acutal_surface_width = geometry.width - offset.x - offset.width;
int acutal_surface_height = geometry.height - offset.y - offset.height;
int32_t acutal_surface_width = geometry.width - offset.x - offset.width;
int32_t acutal_surface_height = geometry.height - offset.y - offset.height;
if (acutal_surface_width <= 0 || acutal_surface_height <= 0)
return;
@ -623,25 +625,24 @@ void fadeout_client_animation_next_tick(Client *c) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
uint32_t passed_time = timespec_to_ms(&now) - c->animation.time_started;
int32_t passed_time = timespec_to_ms(&now) - c->animation.time_started;
double animation_passed =
c->animation.duration
? (double)passed_time / (double)c->animation.duration
: 1.0;
int type = c->animation.action = c->animation.action;
int32_t type = c->animation.action = c->animation.action;
double factor = find_animation_curve_at(animation_passed, type);
uint32_t width = c->animation.initial.width +
(c->current.width - c->animation.initial.width) * factor;
uint32_t height =
c->animation.initial.height +
(c->current.height - c->animation.initial.height) * factor;
int32_t width = c->animation.initial.width +
(c->current.width - c->animation.initial.width) * factor;
int32_t height = c->animation.initial.height +
(c->current.height - c->animation.initial.height) * factor;
uint32_t x = c->animation.initial.x +
(c->current.x - c->animation.initial.x) * factor;
uint32_t y = c->animation.initial.y +
(c->current.y - c->animation.initial.y) * factor;
int32_t x = c->animation.initial.x +
(c->current.x - c->animation.initial.x) * factor;
int32_t y = c->animation.initial.y +
(c->current.y - c->animation.initial.y) * factor;
wlr_scene_node_set_position(&c->scene->node, x, y);
@ -690,24 +691,23 @@ void client_animation_next_tick(Client *c) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
uint32_t passed_time = timespec_to_ms(&now) - c->animation.time_started;
int32_t passed_time = timespec_to_ms(&now) - c->animation.time_started;
double animation_passed =
c->animation.duration
? (double)passed_time / (double)c->animation.duration
: 1.0;
int type = c->animation.action == NONE ? MOVE : c->animation.action;
int32_t type = c->animation.action == NONE ? MOVE : c->animation.action;
double factor = find_animation_curve_at(animation_passed, type);
Client *pointer_c = NULL;
double sx = 0, sy = 0;
struct wlr_surface *surface = NULL;
uint32_t width = c->animation.initial.width +
(c->current.width - c->animation.initial.width) * factor;
uint32_t height =
c->animation.initial.height +
(c->current.height - c->animation.initial.height) * factor;
int32_t width = c->animation.initial.width +
(c->current.width - c->animation.initial.width) * factor;
int32_t height = c->animation.initial.height +
(c->current.height - c->animation.initial.height) * factor;
int32_t x = c->animation.initial.x +
(c->current.x - c->animation.initial.x) * factor;
@ -910,7 +910,7 @@ void client_set_pending_state(Client *c) {
c->dirty = true;
}
void resize(Client *c, struct wlr_box geo, int interact) {
void resize(Client *c, struct wlr_box geo, int32_t interact) {
// 动画设置的起始函数,这里用来计算一些动画的起始值
// 动画起始位置大小是由于c->animainit_geom确定的
@ -932,8 +932,8 @@ void resize(Client *c, struct wlr_box geo, int interact) {
if (is_scroller_layout(c->mon) && (!c->isfloating || c == grabc)) {
c->geom = geo;
c->geom.width = MAX(1 + 2 * (int)c->bw, c->geom.width);
c->geom.height = MAX(1 + 2 * (int)c->bw, c->geom.height);
c->geom.width = MAX(1 + 2 * (int32_t)c->bw, c->geom.width);
c->geom.height = MAX(1 + 2 * (int32_t)c->bw, c->geom.height);
} else { // 这里会限制不允许窗口划出屏幕
c->geom = geo;
applybounds(
@ -1113,7 +1113,7 @@ bool client_apply_focus_opacity(Client *c) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
uint32_t passed_time = timespec_to_ms(&now) - c->animation.time_started;
int32_t passed_time = timespec_to_ms(&now) - c->animation.time_started;
double linear_progress =
c->animation.duration
? (double)passed_time / (double)c->animation.duration
@ -1138,7 +1138,7 @@ bool client_apply_focus_opacity(Client *c) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
uint32_t passed_time =
int32_t passed_time =
timespec_to_ms(&now) - c->opacity_animation.time_started;
double linear_progress =
c->opacity_animation.duration
@ -1155,7 +1155,7 @@ bool client_apply_focus_opacity(Client *c) {
client_set_opacity(c, c->opacity_animation.current_opacity);
// Animate border color
for (int i = 0; i < 4; i++) {
for (int32_t i = 0; i < 4; i++) {
c->opacity_animation.current_border_color[i] =
c->opacity_animation.initial_border_color[i] +
(c->opacity_animation.target_border_color[i] -

View file

@ -1,4 +1,4 @@
struct dvec2 calculate_animation_curve_at(double t, int type) {
struct dvec2 calculate_animation_curve_at(double t, int32_t type) {
struct dvec2 point;
double *animation_curve;
if (type == MOVE) {
@ -41,41 +41,41 @@ void init_baked_points(void) {
baked_points_opafadeout =
calloc(BAKED_POINTS_COUNT, sizeof(*baked_points_opafadeout));
for (uint32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
for (int32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
baked_points_move[i] = calculate_animation_curve_at(
(double)i / (BAKED_POINTS_COUNT - 1), MOVE);
}
for (uint32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
for (int32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
baked_points_open[i] = calculate_animation_curve_at(
(double)i / (BAKED_POINTS_COUNT - 1), OPEN);
}
for (uint32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
for (int32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
baked_points_tag[i] = calculate_animation_curve_at(
(double)i / (BAKED_POINTS_COUNT - 1), TAG);
}
for (uint32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
for (int32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
baked_points_close[i] = calculate_animation_curve_at(
(double)i / (BAKED_POINTS_COUNT - 1), CLOSE);
}
for (uint32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
for (int32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
baked_points_focus[i] = calculate_animation_curve_at(
(double)i / (BAKED_POINTS_COUNT - 1), FOCUS);
}
for (uint32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
for (int32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
baked_points_opafadein[i] = calculate_animation_curve_at(
(double)i / (BAKED_POINTS_COUNT - 1), OPAFADEIN);
}
for (uint32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
for (int32_t i = 0; i < BAKED_POINTS_COUNT; i++) {
baked_points_opafadeout[i] = calculate_animation_curve_at(
(double)i / (BAKED_POINTS_COUNT - 1), OPAFADEOUT);
}
}
double find_animation_curve_at(double t, int type) {
uint32_t down = 0;
uint32_t up = BAKED_POINTS_COUNT - 1;
double find_animation_curve_at(double t, int32_t type) {
int32_t down = 0;
int32_t up = BAKED_POINTS_COUNT - 1;
uint32_t middle = (up + down) / 2;
int32_t middle = (up + down) / 2;
struct dvec2 *baked_points;
if (type == MOVE) {
baked_points = baked_points_move;
@ -106,7 +106,8 @@ double find_animation_curve_at(double t, int type) {
return baked_points[up].y;
}
static bool scene_node_snapshot(struct wlr_scene_node *node, int lx, int ly,
static bool scene_node_snapshot(struct wlr_scene_node *node, int32_t lx,
int32_t ly,
struct wlr_scene_tree *snapshot_tree) {
if (!node->enabled && node->type != WLR_SCENE_NODE_TREE) {
return true;

View file

@ -1,4 +1,4 @@
void layer_actual_size(LayerSurface *l, uint32_t *width, uint32_t *height) {
void layer_actual_size(LayerSurface *l, int32_t *width, int32_t *height) {
struct wlr_box box;
if (l->animation.running) {
@ -42,7 +42,7 @@ void get_layer_target_geometry(LayerSurface *l, struct wlr_box *target_box) {
.height = state->desired_height};
// 水平方向定位
const uint32_t both_horiz =
const int32_t both_horiz =
ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT | ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT;
if (box.width == 0) {
box.x = bounds.x;
@ -57,7 +57,7 @@ void get_layer_target_geometry(LayerSurface *l, struct wlr_box *target_box) {
}
// 垂直方向定位
const uint32_t both_vert =
const int32_t both_vert =
ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP | ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM;
if (box.height == 0) {
box.y = bounds.y;
@ -101,10 +101,10 @@ void get_layer_target_geometry(LayerSurface *l, struct wlr_box *target_box) {
}
void set_layer_dir_animaiton(LayerSurface *l, struct wlr_box *geo) {
int slide_direction;
int horizontal, horizontal_value;
int vertical, vertical_value;
int center_x, center_y;
int32_t slide_direction;
int32_t horizontal, horizontal_value;
int32_t vertical, vertical_value;
int32_t center_x, center_y;
if (!l)
return;
@ -161,10 +161,10 @@ void layer_draw_shadow(LayerSurface *l) {
return;
}
uint32_t width, height;
int32_t width, height;
layer_actual_size(l, &width, &height);
uint32_t delta = shadows_size;
int32_t delta = shadows_size;
/* we calculate where to clip the shadow */
struct wlr_box layer_box = {
@ -200,8 +200,8 @@ void layer_draw_shadow(LayerSurface *l) {
wlr_scene_shadow_set_clipped_region(l->shadow, clipped_region);
}
void layer_scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int sx,
int sy, void *data) {
void layer_scene_buffer_apply_effect(struct wlr_scene_buffer *buffer,
int32_t sx, int32_t sy, void *data) {
BufferData *buffer_data = (BufferData *)data;
struct wlr_scene_surface *scene_surface =
@ -212,8 +212,8 @@ void layer_scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int sx,
struct wlr_surface *surface = scene_surface->surface;
uint32_t surface_width = surface->current.width * buffer_data->width_scale;
uint32_t surface_height =
int32_t surface_width = surface->current.width * buffer_data->width_scale;
int32_t surface_height =
surface->current.height * buffer_data->height_scale;
if (surface_height > 0 && surface_width > 0) {
@ -222,7 +222,8 @@ void layer_scene_buffer_apply_effect(struct wlr_scene_buffer *buffer, int sx,
}
void layer_fadeout_scene_buffer_apply_effect(struct wlr_scene_buffer *buffer,
int sx, int sy, void *data) {
int32_t sx, int32_t sy,
void *data) {
BufferData *buffer_data = (BufferData *)data;
wlr_scene_buffer_set_dest_size(buffer, buffer_data->width,
buffer_data->height);
@ -235,24 +236,23 @@ void fadeout_layer_animation_next_tick(LayerSurface *l) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
uint32_t passed_time = timespec_to_ms(&now) - l->animation.time_started;
int32_t passed_time = timespec_to_ms(&now) - l->animation.time_started;
double animation_passed =
l->animation.duration
? (double)passed_time / (double)l->animation.duration
: 1.0;
int type = l->animation.action = l->animation.action;
int32_t type = l->animation.action = l->animation.action;
double factor = find_animation_curve_at(animation_passed, type);
uint32_t width = l->animation.initial.width +
(l->current.width - l->animation.initial.width) * factor;
uint32_t height =
l->animation.initial.height +
(l->current.height - l->animation.initial.height) * factor;
int32_t width = l->animation.initial.width +
(l->current.width - l->animation.initial.width) * factor;
int32_t height = l->animation.initial.height +
(l->current.height - l->animation.initial.height) * factor;
uint32_t x = l->animation.initial.x +
(l->current.x - l->animation.initial.x) * factor;
uint32_t y = l->animation.initial.y +
(l->current.y - l->animation.initial.y) * factor;
int32_t x = l->animation.initial.x +
(l->current.x - l->animation.initial.x) * factor;
int32_t y = l->animation.initial.y +
(l->current.y - l->animation.initial.y) * factor;
wlr_scene_node_set_position(&l->scene->node, x, y);
@ -304,20 +304,19 @@ void layer_animation_next_tick(LayerSurface *l) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
uint32_t passed_time = timespec_to_ms(&now) - l->animation.time_started;
int32_t passed_time = timespec_to_ms(&now) - l->animation.time_started;
double animation_passed =
l->animation.duration
? (double)passed_time / (double)l->animation.duration
: 1.0;
int type = l->animation.action == NONE ? MOVE : l->animation.action;
int32_t type = l->animation.action == NONE ? MOVE : l->animation.action;
double factor = find_animation_curve_at(animation_passed, type);
uint32_t width = l->animation.initial.width +
(l->current.width - l->animation.initial.width) * factor;
uint32_t height =
l->animation.initial.height +
(l->current.height - l->animation.initial.height) * factor;
int32_t width = l->animation.initial.width +
(l->current.width - l->animation.initial.width) * factor;
int32_t height = l->animation.initial.height +
(l->current.height - l->animation.initial.height) * factor;
int32_t x = l->animation.initial.x +
(l->current.x - l->animation.initial.x) * factor;