#include #include "state.h" #include "log.h" State *state_create(Window *win, Drawer *draw) { State *state = g_malloc0(sizeof(State)); g_assert_nonnull(state); state->win = win; state->draw = draw; return state; } void state_add_button(State *state, Button *btn) { state->btns = g_list_append(state->btns, btn); } void state_remove_button(State *state, Button *btn) { state->btns = g_list_remove(state->btns, btn); } static gint align_compare(gconstpointer a, gconstpointer b) { PangoAlignment a_align = CAST(a, Button)->align; PangoAlignment b_align = CAST(b, Button)->align; if (a_align < b_align) return -1; if (a_align > b_align) return 1; return 0; } void state_order_button(State *state) { state->btns = g_list_sort(state->btns, align_compare); } static gboolean redraw_handler(State *state) { log_debug("Redrawing once [relayout=%d]", state->relayout); if (state->relayout) { draw_compute_layout(state->draw, state->win, state->btns); state->relayout = false; } draw_paint(state->draw, state->win); state->idle_id = 0; return G_SOURCE_REMOVE; } void state_request_redraw(State *state, bool relayout) { // Override old redraw if (state->idle_id != 0) g_source_remove(state->idle_id); state->relayout = relayout; if (state->anim_id != 0) return; state->idle_id = g_idle_add(G_SOURCE_FUNC(redraw_handler), state); } static gboolean anim_handler(State *state) { bool anim = false; for (GList *it = state->btns; it != NULL; it = it->next) { Button *btn = it->data; if (btn->anim != NULL) { anim = true; state->relayout |= btn->anim->layout_func != NULL; } } log_debug("Animating [relayout=%d]", state->relayout); if (state->relayout) { draw_compute_layout(state->draw, state->win, state->btns); state->relayout = false; } draw_paint(state->draw, state->win); if (anim) return G_SOURCE_CONTINUE; state->anim_id = 0; return G_SOURCE_REMOVE; } void state_request_animation(State *state) { if (state->idle_id != 0) { g_source_remove(state->idle_id); state->idle_id = 0; } if (state->anim_id != 0) return; if (!anim_handler(state)) return; const int fps = 60; state->anim_id = g_timeout_add(1000 / fps, G_SOURCE_FUNC(anim_handler), state); } void state_destroy(State *state) { g_list_free_full(state->btns, (void *)button_destroy); g_free(state); } // vim: ts=4 sw=4 et