Make cursor reset animation state on input
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e9839b641d
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@ -37,7 +37,7 @@ enum AnimPhase {
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Show,
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}
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pub struct State {
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struct State {
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alpha: Alpha,
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anim_phase: AnimPhase,
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@ -45,13 +45,18 @@ pub struct State {
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}
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impl State {
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pub fn new() -> State {
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fn new() -> State {
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State {
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alpha: Alpha(1.0),
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anim_phase: AnimPhase::Shown,
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timer: None,
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}
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}
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fn reset(&mut self) {
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self.alpha = Alpha(1.0);
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self.anim_phase = AnimPhase::Shown;
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}
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}
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pub struct Cursor {
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@ -61,18 +66,22 @@ pub struct Cursor {
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impl Cursor {
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pub fn new() -> Cursor {
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Cursor {
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state: Arc::new(Mutex::new(State::new())),
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}
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Cursor { state: Arc::new(Mutex::new(State::new())) }
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}
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pub fn start(&mut self) {
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let state = self.state.clone();
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let mut mut_state = self.state.lock().unwrap();
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if mut_state.timer.is_none() {
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mut_state.timer = Some(glib::timeout_add(100, move || anim_step(&state)));
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mut_state.reset();
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if let Some(timer_id) = mut_state.timer {
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glib::source_remove(timer_id);
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}
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mut_state.timer = Some(glib::timeout_add(500, move || anim_step(&state)));
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}
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pub fn reset_state(&mut self) {
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self.start();
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}
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pub fn draw(&self,
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@ -103,7 +112,6 @@ impl Cursor {
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}
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}
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// [TODO]: Reset animation phase on events - 2017-03-24 11:33
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fn anim_step(state: &Arc<Mutex<State>>) -> glib::Continue {
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let moved_state = state.clone();
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let mut mut_state = state.lock().unwrap();
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@ -111,7 +119,7 @@ fn anim_step(state: &Arc<Mutex<State>>) -> glib::Continue {
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let next_event = match mut_state.anim_phase {
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AnimPhase::Shown => {
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mut_state.anim_phase = AnimPhase::Hide;
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Some(100)
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Some(60)
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}
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AnimPhase::Hide => {
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if !mut_state.alpha.hide(0.3) {
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@ -125,7 +133,7 @@ fn anim_step(state: &Arc<Mutex<State>>) -> glib::Continue {
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AnimPhase::Hidden => {
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mut_state.anim_phase = AnimPhase::Show;
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Some(100)
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Some(60)
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}
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AnimPhase::Show => {
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if !mut_state.alpha.show(0.3) {
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@ -219,6 +219,7 @@ fn gtk_key_press(_: &DrawingArea, ev: &EventKey) -> Inhibit {
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if let Some(input) = convert_key(ev) {
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SHELL!(shell = {
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shell.nvim().input(&input).expect("Error run input command to nvim");
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shell.cursor.reset_state();
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});
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Inhibit(true)
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} else {
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