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WindowServer: Fix animations not triggering rendering
When starting the first animation and while animations are ongoing we need to make sure we trigger rendering.
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parent
ab88f4e082
commit
85bb13e081
Notes:
sideshowbarker
2024-07-18 11:21:53 +09:00
Author: https://github.com/tomuta Commit: https://github.com/SerenityOS/serenity/commit/85bb13e081c Pull-request: https://github.com/SerenityOS/serenity/pull/8304
@ -29,6 +29,7 @@ void Animation::start()
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{
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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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}
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void Animation::stop()
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@ -528,11 +528,16 @@ void Compositor::compose()
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m_invalidated_window = false;
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m_invalidated_cursor = false;
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Screen::for_each([&](auto& screen) {
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auto& screen_data = m_screen_data[screen.index()];
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update_animations(screen, screen_data.m_flush_special_rects);
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return IterationDecision::Continue;
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});
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if (!m_animations.is_empty()) {
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Screen::for_each([&](auto& screen) {
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auto& screen_data = m_screen_data[screen.index()];
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update_animations(screen, screen_data.m_flush_special_rects);
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return IterationDecision::Continue;
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});
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// As long as animations are running make sure we keep rendering frames
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m_invalidated_any = true;
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start_compose_async_timer();
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}
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if (need_to_draw_cursor) {
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auto& screen_data = m_screen_data[cursor_screen.index()];
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@ -1205,8 +1210,17 @@ void Compositor::recompute_occlusions()
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void Compositor::register_animation(Badge<Animation>, Animation& animation)
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{
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bool was_empty = m_animations.is_empty();
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auto result = m_animations.set(&animation);
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VERIFY(result == AK::HashSetResult::InsertedNewEntry);
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if (was_empty)
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start_compose_async_timer();
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}
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void Compositor::animation_started(Badge<Animation>)
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{
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m_invalidated_any = true;
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start_compose_async_timer();
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}
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void Compositor::unregister_animation(Badge<Animation>, Animation& animation)
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@ -71,6 +71,7 @@ public:
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invalidate_screen();
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}
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void animation_started(Badge<Animation>);
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void invalidate_occlusions() { m_occlusions_dirty = true; }
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void overlay_rects_changed();
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