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authorAvi Halachmi (:avih) <avihpit@yahoo.com>2021-09-13 17:03:01 +0300
committeravih <avih@users.noreply.github.com>2021-10-03 19:52:58 +0300
commitca6108baf4c90bdac8ebaea2d88329e77777377e (patch)
tree110e91c727cc1021bc18b647e4f6acaffaf4bb26 /options/m_option.c
parentbc6dab6d92203131a2666cf83f23907c10aa5134 (diff)
downloadmpv-ca6108baf4c90bdac8ebaea2d88329e77777377e.tar.bz2
mpv-ca6108baf4c90bdac8ebaea2d88329e77777377e.tar.xz
osc.lua: avoid infinite ticks loop on idle
Before this commit, animation-end was handled at render(), however, it's not called on idle, which resulted in state.anitype ~= nil, with nothing to reset it during idle, which caused in an infinite tick() loop (starts on first mouse move). Now tick resets the animation on idle, and also, as a safety measure, if we're past 1s after the animation deadline. The safety measure is because the osc states are complex, and it's easier to detect a "we really shouldn't be animating now" at tick() itself rather than detecting the exact states where animation should be reset. Generally, the safety mmeasure is not needed.
Diffstat (limited to 'options/m_option.c')
0 files changed, 0 insertions, 0 deletions