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WindowServer: Only register animations when they're running
This allows us to keep Animation objects around, and the compositor will only use them when the animation is actually running.
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commit
426d1b7410
4 changed files with 36 additions and 26 deletions
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@ -10,14 +10,9 @@
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namespace WindowServer {
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Animation::Animation()
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{
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Compositor::the().register_animation({}, *this);
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}
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Animation::~Animation()
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{
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if (!m_was_removed)
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if (m_running)
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Compositor::the().unregister_animation({}, *this);
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}
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@ -28,24 +23,36 @@ void Animation::set_duration(int duration_in_ms)
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void Animation::start()
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{
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if (m_running)
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return;
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m_running = true;
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m_timer.start();
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Compositor::the().animation_started({});
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Compositor::the().register_animation({}, *this);
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}
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void Animation::stop()
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{
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if (!m_running)
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return;
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m_running = false;
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Compositor::the().unregister_animation({}, *this);
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if (on_stop)
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on_stop();
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}
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void Animation::call_stop_handler(Badge<Compositor>)
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{
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if (on_stop)
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on_stop();
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}
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void Animation::was_removed(Badge<Compositor>)
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{
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m_was_removed = true;
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m_running = false;
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}
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bool Animation::update(Badge<Compositor>, Gfx::Painter& painter, Screen& screen, Gfx::DisjointIntRectSet& flush_rects)
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bool Animation::update(Gfx::Painter& painter, Screen& screen, Gfx::DisjointIntRectSet& flush_rects)
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{
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i64 const elapsed_ms = m_timer.elapsed();
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float progress = min((float)elapsed_ms / (float)m_duration, 1.0f);
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