use monotonic clock time for animations

This commit is contained in:
Tony Crisci 2017-08-31 23:43:02 -04:00
parent 35eee80f9b
commit 6d26fda57c
1 changed files with 64 additions and 66 deletions

View File

@ -32,22 +32,79 @@ struct sample_state {
struct wlr_output_layout *layout;
float x_offs, y_offs;
float x_vel, y_vel;
struct wlr_output *main_output;
struct timespec ts_last;
};
static void animate_cat(struct sample_state *sample,
struct wlr_output *output) {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
long ms = (ts.tv_sec - sample->ts_last.tv_sec) * 1000 +
(ts.tv_nsec - sample->ts_last.tv_nsec) / 1000000;
// how many seconds have passed since the last time we animated
float seconds = ms / 1000.0f;
if (seconds > 0.1f) {
// XXX when we switch vt, the rendering loop stops so try to detect
// that and pause when it happens.
seconds = 0.0f;
}
// check for collisions and bounce
bool ur_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs + 128, sample->y_offs);
bool ul_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs, sample->y_offs);
bool ll_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs, sample->y_offs + 128);
bool lr_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs + 128, sample->y_offs + 128);
if (ur_collision && ul_collision && ll_collision && lr_collision) {
// oops we went off the screen somehow
struct wlr_output_layout_output *l_output =
wlr_output_layout_get(sample->layout, output);
sample->x_offs = l_output->x + 20;
sample->y_offs = l_output->y + 20;
} else if (ur_collision && ul_collision) {
sample->y_vel = fabs(sample->y_vel);
} else if (lr_collision && ll_collision) {
sample->y_vel = -fabs(sample->y_vel);
} else if (ll_collision && ul_collision) {
sample->x_vel = fabs(sample->x_vel);
} else if (ur_collision && lr_collision) {
sample->x_vel = -fabs(sample->x_vel);
} else {
if (ur_collision || lr_collision) {
sample->x_vel = -fabs(sample->x_vel);
}
if (ul_collision || ll_collision) {
sample->x_vel = fabs(sample->x_vel);
}
if (ul_collision || ur_collision) {
sample->y_vel = fabs(sample->y_vel);
}
if (ll_collision || lr_collision) {
sample->y_vel = -fabs(sample->y_vel);
}
}
sample->x_offs += sample->x_vel * seconds;
sample->y_offs += sample->y_vel * seconds;
sample->ts_last = ts;
}
static void handle_output_frame(struct output_state *output,
struct timespec *ts) {
struct compositor_state *state = output->compositor;
struct sample_state *sample = state->data;
struct wlr_output *wlr_output = output->output;
if (sample->main_output == NULL) {
sample->main_output = wlr_output;
}
wlr_output_make_current(wlr_output);
wlr_renderer_begin(sample->renderer, wlr_output);
animate_cat(sample, output->output);
bool intersects = wlr_output_layout_intersects(sample->layout,
output->output, sample->x_offs, sample->y_offs,
sample->x_offs + 128, sample->y_offs + 128);
@ -65,66 +122,11 @@ static void handle_output_frame(struct output_state *output,
&wlr_output->transform_matrix, local_x, local_y);
wlr_render_with_matrix(sample->renderer,
sample->cat_texture, &matrix);
}
wlr_renderer_end(sample->renderer);
wlr_output_swap_buffers(wlr_output);
if (output->output == sample->main_output) {
long ms = (ts->tv_sec - output->last_frame.tv_sec) * 1000 +
(ts->tv_nsec - output->last_frame.tv_nsec) / 1000000;
// how many seconds have passed since the last frame
float seconds = ms / 1000.0f;
if (seconds > 0.1f) {
// XXX when we switch vt, the rendering loop stops so try to detect
// that and pause when it happens.
seconds = 0.0f;
}
// check for collisions and bounce
bool ur_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs + 128, sample->y_offs);
bool ul_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs, sample->y_offs);
bool ll_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs, sample->y_offs + 128);
bool lr_collision = !wlr_output_layout_output_at(sample->layout,
sample->x_offs + 128, sample->y_offs + 128);
if (ur_collision && ul_collision && ll_collision && lr_collision) {
// oops we went off the screen somehow
struct wlr_output_layout_output *main_l_output;
main_l_output =
wlr_output_layout_get(sample->layout, sample->main_output);
sample->x_offs = main_l_output->x + 20;
sample->y_offs = main_l_output->y + 20;
} else if (ur_collision && ul_collision) {
sample->y_vel = fabs(sample->y_vel);
} else if (lr_collision && ll_collision) {
sample->y_vel = -fabs(sample->y_vel);
} else if (ll_collision && ul_collision) {
sample->x_vel = fabs(sample->x_vel);
} else if (ur_collision && lr_collision) {
sample->x_vel = -fabs(sample->x_vel);
} else {
if (ur_collision || lr_collision) {
sample->x_vel = -fabs(sample->x_vel);
}
if (ul_collision || ll_collision) {
sample->x_vel = fabs(sample->x_vel);
}
if (ul_collision || ur_collision) {
sample->y_vel = fabs(sample->y_vel);
}
if (ll_collision || lr_collision) {
sample->y_vel = -fabs(sample->y_vel);
}
}
sample->x_offs += sample->x_vel * seconds;
sample->y_offs += sample->y_vel * seconds;
}
}
static void handle_output_add(struct output_state *ostate) {
@ -144,11 +146,6 @@ static void handle_output_add(struct output_state *ostate) {
static void handle_output_remove(struct output_state *ostate) {
struct sample_state *sample = ostate->compositor->data;
if (sample->main_output == ostate->output) {
sample->main_output = NULL;
}
wlr_output_layout_remove(sample->layout, ostate->output);
}
@ -189,6 +186,7 @@ int main(int argc, char *argv[]) {
state.x_vel = 500;
state.y_vel = 500;
state.layout = wlr_output_layout_init();
clock_gettime(CLOCK_MONOTONIC, &state.ts_last);
state.config = parse_args(argc, argv);