mirror of
https://github.com/RGBCube/serenity
synced 2025-07-25 20:27:45 +00:00
WindowServer: Fix animations not triggering rendering
When starting the first animation and while animations are ongoing we need to make sure we trigger rendering.
This commit is contained in:
parent
ab88f4e082
commit
85bb13e081
3 changed files with 21 additions and 5 deletions
|
@ -528,11 +528,16 @@ void Compositor::compose()
|
|||
m_invalidated_window = false;
|
||||
m_invalidated_cursor = false;
|
||||
|
||||
Screen::for_each([&](auto& screen) {
|
||||
auto& screen_data = m_screen_data[screen.index()];
|
||||
update_animations(screen, screen_data.m_flush_special_rects);
|
||||
return IterationDecision::Continue;
|
||||
});
|
||||
if (!m_animations.is_empty()) {
|
||||
Screen::for_each([&](auto& screen) {
|
||||
auto& screen_data = m_screen_data[screen.index()];
|
||||
update_animations(screen, screen_data.m_flush_special_rects);
|
||||
return IterationDecision::Continue;
|
||||
});
|
||||
// As long as animations are running make sure we keep rendering frames
|
||||
m_invalidated_any = true;
|
||||
start_compose_async_timer();
|
||||
}
|
||||
|
||||
if (need_to_draw_cursor) {
|
||||
auto& screen_data = m_screen_data[cursor_screen.index()];
|
||||
|
@ -1205,8 +1210,17 @@ void Compositor::recompute_occlusions()
|
|||
|
||||
void Compositor::register_animation(Badge<Animation>, Animation& animation)
|
||||
{
|
||||
bool was_empty = m_animations.is_empty();
|
||||
auto result = m_animations.set(&animation);
|
||||
VERIFY(result == AK::HashSetResult::InsertedNewEntry);
|
||||
if (was_empty)
|
||||
start_compose_async_timer();
|
||||
}
|
||||
|
||||
void Compositor::animation_started(Badge<Animation>)
|
||||
{
|
||||
m_invalidated_any = true;
|
||||
start_compose_async_timer();
|
||||
}
|
||||
|
||||
void Compositor::unregister_animation(Badge<Animation>, Animation& animation)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue