hyprlock/src/renderer/widgets/Background.cpp

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#include "Background.hpp"
#include "../Renderer.hpp"
#include "../Framebuffer.hpp"
#include "../Shared.hpp"
#include "../../core/hyprlock.hpp"
#include "../../helpers/Log.hpp"
#include "../../helpers/MiscFunctions.hpp"
#include "../../core/AnimationManager.hpp"
#include "../../config/ConfigManager.hpp"
#include <chrono>
#include <hyprlang.hpp>
#include <filesystem>
#include <memory>
#include <GLES3/gl32.h>
CBackground::CBackground() {
blurredFB = makeUnique<CFramebuffer>();
pendingBlurredFB = makeUnique<CFramebuffer>();
transformedScFB = makeUnique<CFramebuffer>();
}
CBackground::~CBackground() {
reset();
}
void CBackground::registerSelf(const ASP<CBackground>& self) {
m_self = self;
}
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void CBackground::configure(const std::unordered_map<std::string, std::any>& props, const SP<COutput>& pOutput) {
reset();
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try {
color = std::any_cast<Hyprlang::INT>(props.at("color"));
blurPasses = std::any_cast<Hyprlang::INT>(props.at("blur_passes"));
blurSize = std::any_cast<Hyprlang::INT>(props.at("blur_size"));
vibrancy = std::any_cast<Hyprlang::FLOAT>(props.at("vibrancy"));
vibrancy_darkness = std::any_cast<Hyprlang::FLOAT>(props.at("vibrancy_darkness"));
noise = std::any_cast<Hyprlang::FLOAT>(props.at("noise"));
brightness = std::any_cast<Hyprlang::FLOAT>(props.at("brightness"));
contrast = std::any_cast<Hyprlang::FLOAT>(props.at("contrast"));
path = std::any_cast<Hyprlang::STRING>(props.at("path"));
reloadCommand = std::any_cast<Hyprlang::STRING>(props.at("reload_cmd"));
reloadTime = std::any_cast<Hyprlang::INT>(props.at("reload_time"));
} catch (const std::bad_any_cast& e) {
RASSERT(false, "Failed to construct CBackground: {}", e.what()); //
} catch (const std::out_of_range& e) {
RASSERT(false, "Missing propperty for CBackground: {}", e.what()); //
}
isScreenshot = path == "screenshot";
viewport = pOutput->getViewport();
outputPort = pOutput->stringPort;
transform = wlTransformToHyprutils(invertTransform(pOutput->transform));
scResourceID = CScreencopyFrame::getResourceId(pOutput);
g_pAnimationManager->createAnimation(0.f, crossFadeProgress, g_pConfigManager->m_AnimationTree.getConfig("fadeIn"));
// When the initial gather of the asyncResourceGatherer is completed (ready), all DMAFrames are available.
// Dynamic ones are tricky, because a screencopy would copy hyprlock itself.
if (g_pRenderer->asyncResourceGatherer->gathered && !g_pRenderer->asyncResourceGatherer->getAssetByID(scResourceID)) {
Debug::log(LOG, "Missing screenshot for output {}", outputPort);
scResourceID = "";
}
if (isScreenshot) {
resourceID = scResourceID; // Fallback to solid background:color when scResourceID==""
if (!g_pHyprlock->getScreencopy()) {
Debug::log(ERR, "No screencopy support! path=screenshot won't work. Falling back to background color.");
resourceID = "";
}
} else if (!path.empty())
resourceID = "background:" + path;
if (!isScreenshot && reloadTime > -1) {
try {
modificationTime = std::filesystem::last_write_time(absolutePath(path, ""));
} catch (std::exception& e) { Debug::log(ERR, "{}", e.what()); }
plantReloadTimer(); // No reloads for screenshots.
}
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}
void CBackground::reset() {
if (reloadTimer) {
reloadTimer->cancel();
reloadTimer.reset();
}
blurredFB->destroyBuffer();
pendingBlurredFB->destroyBuffer();
}
void CBackground::updatePrimaryAsset() {
if (asset || resourceID.empty())
return;
asset = g_pRenderer->asyncResourceGatherer->getAssetByID(resourceID);
if (!asset)
return;
const bool NEEDFB = (isScreenshot || blurPasses > 0 || asset->texture.m_vSize != viewport) && (!blurredFB->isAllocated() || firstRender);
if (NEEDFB)
renderToFB(asset->texture, *blurredFB, blurPasses);
}
void CBackground::updatePendingAsset() {
// For crossfading a new asset
if (!pendingAsset || blurPasses == 0 || pendingBlurredFB->isAllocated())
return;
renderToFB(pendingAsset->texture, *pendingBlurredFB, blurPasses);
}
void CBackground::updateScAsset() {
if (scAsset || scResourceID.empty())
return;
// path=screenshot -> scAsset = asset
scAsset = (asset && isScreenshot) ? asset : g_pRenderer->asyncResourceGatherer->getAssetByID(scResourceID);
if (!scAsset)
return;
const bool NEEDSCTRANSFORM = transform != HYPRUTILS_TRANSFORM_NORMAL;
if (NEEDSCTRANSFORM)
renderToFB(scAsset->texture, *transformedScFB, 0, true);
}
const CTexture& CBackground::getPrimaryAssetTex() const {
// This case is only for background:path=screenshot with blurPasses=0
if (isScreenshot && blurPasses == 0 && transformedScFB->isAllocated())
return transformedScFB->m_cTex;
return (blurredFB->isAllocated()) ? blurredFB->m_cTex : asset->texture;
}
const CTexture& CBackground::getPendingAssetTex() const {
return (pendingBlurredFB->isAllocated()) ? pendingBlurredFB->m_cTex : pendingAsset->texture;
}
const CTexture& CBackground::getScAssetTex() const {
return (transformedScFB->isAllocated()) ? transformedScFB->m_cTex : scAsset->texture;
}
void CBackground::renderRect(CHyprColor color) {
CBox monbox = {0, 0, viewport.x, viewport.y};
g_pRenderer->renderRect(monbox, color, 0);
}
static void onReloadTimer(AWP<CBackground> ref) {
if (auto PBG = ref.lock(); PBG) {
PBG->onReloadTimerUpdate();
PBG->plantReloadTimer();
}
}
static void onAssetCallback(AWP<CBackground> ref) {
if (auto PBG = ref.lock(); PBG)
PBG->startCrossFade();
}
static CBox getScaledBoxForTextureSize(const Vector2D& size, const Vector2D& viewport) {
CBox texbox = {{}, size};
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float scaleX = viewport.x / size.x;
float scaleY = viewport.y / size.y;
texbox.w *= std::max(scaleX, scaleY);
texbox.h *= std::max(scaleX, scaleY);
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if (scaleX > scaleY)
texbox.y = -(texbox.h - viewport.y) / 2.f;
else
texbox.x = -(texbox.w - viewport.x) / 2.f;
texbox.round();
return texbox;
}
void CBackground::renderToFB(const CTexture& tex, CFramebuffer& fb, int passes, bool applyTransform) {
if (firstRender)
firstRender = false;
// make it brah
Vector2D size = tex.m_vSize;
if (applyTransform && transform % 2 == 1) {
size.x = tex.m_vSize.y;
size.y = tex.m_vSize.x;
}
const auto TEXBOX = getScaledBoxForTextureSize(size, viewport);
if (!fb.isAllocated())
fb.alloc(viewport.x, viewport.y); // TODO 10 bit
fb.bind();
g_pRenderer->renderTexture(TEXBOX, tex, 1.0, 0, applyTransform ? transform : HYPRUTILS_TRANSFORM_NORMAL);
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if (blurPasses > 0)
g_pRenderer->blurFB(fb,
CRenderer::SBlurParams{
.size = blurSize,
.passes = passes,
.noise = noise,
.contrast = contrast,
.brightness = brightness,
.vibrancy = vibrancy,
.vibrancy_darkness = vibrancy_darkness,
});
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
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bool CBackground::draw(const SRenderData& data) {
updatePrimaryAsset();
updatePendingAsset();
updateScAsset();
if (asset && asset->texture.m_iType == TEXTURE_INVALID) {
g_pRenderer->asyncResourceGatherer->unloadAsset(asset);
resourceID = "";
renderRect(color);
return false;
}
if (!asset || resourceID.empty()) {
// fade in/out with a solid color
if (data.opacity < 1.0 && scAsset) {
const auto& SCTEX = getScAssetTex();
const auto SCTEXBOX = getScaledBoxForTextureSize(SCTEX.m_vSize, viewport);
g_pRenderer->renderTexture(SCTEXBOX, SCTEX, 1, 0, HYPRUTILS_TRANSFORM_FLIPPED_180);
CHyprColor col = color;
col.a *= data.opacity;
renderRect(col);
return true;
}
renderRect(color);
return !asset && !resourceID.empty(); // resource not ready
}
const auto& TEX = getPrimaryAssetTex();
const auto TEXBOX = getScaledBoxForTextureSize(TEX.m_vSize, viewport);
if (data.opacity < 1.0 && scAsset) {
const auto& SCTEX = getScAssetTex();
g_pRenderer->renderTextureMix(TEXBOX, SCTEX, TEX, 1.0, data.opacity, 0);
} else if (crossFadeProgress->isBeingAnimated()) {
const auto& PENDINGTEX = getPendingAssetTex();
g_pRenderer->renderTextureMix(TEXBOX, TEX, PENDINGTEX, 1.0, crossFadeProgress->value(), 0);
} else
g_pRenderer->renderTexture(TEXBOX, TEX, 1, 0, HYPRUTILS_TRANSFORM_FLIPPED_180);
return crossFadeProgress->isBeingAnimated() || data.opacity < 1.0;
}
void CBackground::plantReloadTimer() {
if (reloadTime == 0)
reloadTimer = g_pHyprlock->addTimer(std::chrono::hours(1), [REF = m_self](auto, auto) { onReloadTimer(REF); }, nullptr, true);
else if (reloadTime > 0)
reloadTimer = g_pHyprlock->addTimer(std::chrono::seconds(reloadTime), [REF = m_self](auto, auto) { onReloadTimer(REF); }, nullptr, true);
}
void CBackground::onReloadTimerUpdate() {
const std::string OLDPATH = path;
// Path parsing and early returns
if (!reloadCommand.empty()) {
widgets: add onclick feature (#736) * widget: add click handling and point containment methods to IWidget interface * core: add onClick method to handle mouse click events - renderer: move getOrCreateWidgetsFor method declaration to public section * core: update mouse event handling to track mouse location and button clicks * widget: add onclick command handling and point containment to CLabel - config: add onclick special config value to label * assets: add label configuration for keyboard layout switching * config: add onclick configuration for label widgets - add CLICKABLE macro for onclick configuration - replace direct onclick assignment with CLICKABLE macro * core: fix cursor shape initialization and pointer handling - ensure pointer is available before setting cursor shape - initialize cursor shape device if not already done * core: add hover handling and cursor shape updates - implement onHover method to manage widget hover states - update cursor shape based on hover status - ensure all outputs are redrawn after state changes * widgets: add hover state management and bounding box calculations - add setHover and isHovered methods to manage hover state - implement containsPoint method for hit testing - override getBoundingBox in CLabel for accurate positioning - add onHover method in CLabel to change cursor shape * core: add hover handling in pointer motion - invoke onHover method with current mouse location * widgets: add hover handling and bounding box for password input field - add getBoundingBox method to calculate the widget's bounding box - implement onHover method to update cursor shape on hover * widgets: update hover behavior for label widget - modify cursor shape setting to only apply when onclickCommand is not empty * core: optimize hover handling and rendering for lock surfaces - Improve hover state tracking for widgets - reduce unnecessary redraw calls by tracking hover changes - remove redundant renderAllOutputs() call * widgets: add onclick and hover to shape and image * core: trigger hover and onclick only for the currently focused surface * core: handle fractionalScale in onclick and hover * core: don't trigger onclick or hover when hide_cursor is set * misc: remove braces * core: run onclick commands asnychronously --------- Co-authored-by: Memoraike <memoraike@gmail.com>
2025-05-05 17:11:24 +02:00
path = spawnSync(reloadCommand);
if (path.ends_with('\n'))
path.pop_back();
if (path.starts_with("file://"))
path = path.substr(7);
if (path.empty())
return;
}
try {
const auto MTIME = std::filesystem::last_write_time(absolutePath(path, ""));
if (OLDPATH == path && MTIME == modificationTime)
return;
modificationTime = MTIME;
} catch (std::exception& e) {
path = OLDPATH;
Debug::log(ERR, "{}", e.what());
return;
}
if (!pendingResourceID.empty())
return;
// Issue the next request
request.id = std::string{"background:"} + path + ",time:" + std::to_string((uint64_t)modificationTime.time_since_epoch().count());
pendingResourceID = request.id;
request.asset = path;
request.type = CAsyncResourceGatherer::eTargetType::TARGET_IMAGE;
request.callback = [REF = m_self]() { onAssetCallback(REF); };
g_pRenderer->asyncResourceGatherer->requestAsyncAssetPreload(request);
}
void CBackground::startCrossFade() {
auto newAsset = g_pRenderer->asyncResourceGatherer->getAssetByID(pendingResourceID);
if (newAsset) {
if (newAsset->texture.m_iType == TEXTURE_INVALID) {
g_pRenderer->asyncResourceGatherer->unloadAsset(newAsset);
Debug::log(ERR, "New asset had an invalid texture!");
pendingResourceID = "";
} else if (resourceID != pendingResourceID) {
pendingAsset = newAsset;
crossFadeProgress->setValueAndWarp(0);
*crossFadeProgress = 1.0;
crossFadeProgress->setCallbackOnEnd(
[REF = m_self](auto) {
if (const auto PSELF = REF.lock()) {
PSELF->asset = PSELF->pendingAsset;
PSELF->pendingAsset = nullptr;
g_pRenderer->asyncResourceGatherer->unloadAsset(PSELF->pendingAsset);
PSELF->resourceID = PSELF->pendingResourceID;
PSELF->pendingResourceID = "";
PSELF->blurredFB->destroyBuffer();
PSELF->blurredFB = std::move(PSELF->pendingBlurredFB);
}
},
true);
g_pHyprlock->renderOutput(outputPort);
}
} else if (!pendingResourceID.empty()) {
Debug::log(WARN, "Asset {} not available after the asyncResourceGatherer's callback!", pendingResourceID);
g_pHyprlock->addTimer(std::chrono::milliseconds(100), [REF = m_self](auto, auto) { onAssetCallback(REF); }, nullptr);
}
}