PowerToys/src/modules/fancyzones/lib/ZoneWindowDrawing.h

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#pragma once
#include <map>
#include <vector>
#include <wil\resource.h>
#include <winrt/base.h>
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#include <d2d1.h>
#include "util.h"
#include "Zone.h"
#include "ZoneSet.h"
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namespace ZoneWindowDrawingNS
{
struct ColorSetting
{
BYTE fillAlpha{};
COLORREF fill{};
BYTE borderAlpha{};
COLORREF border{};
int thickness{};
};
void DrawBackdrop(wil::unique_hdc& hdc, RECT const& clientRect) noexcept;
void DrawActiveZoneSet(wil::unique_hdc& hdc,
COLORREF zoneColor,
COLORREF zoneBorderColor,
COLORREF highlightColor,
int zoneOpacity,
const IZoneSet::ZonesMap& zones,
const std::vector<size_t>& highlightZones,
bool flashMode) noexcept;
}
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class ZoneWindowDrawing
{
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struct DrawableRect
{
D2D1_RECT_F rect;
D2D1_COLOR_F borderColor;
D2D1_COLOR_F fillColor;
};
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HWND m_window;
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RECT m_clientRect;
// winrt::com_ptr<IZoneWindowHost> m_host;
ID2D1HwndRenderTarget* m_renderTarget;
std::mutex m_sceneMutex;
std::vector<DrawableRect> m_sceneRects;
std::vector<DrawableRect> m_sceneLabels;
void DrawBackdrop()
{
m_renderTarget->Clear(D2D1::ColorF(0.f, 0.f, 0.f, 0.f));
}
static ID2D1Factory* GetD2DFactory()
{
static ID2D1Factory* pD2DFactory = 0;
if (!pD2DFactory)
{
D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, &pD2DFactory);
}
return pD2DFactory;
// TODO: Destroy factory
}
static D2D1_COLOR_F ConvertColor(COLORREF color)
{
return D2D1::ColorF(GetRValue(color) / 255.f,
GetGValue(color) / 255.f,
GetBValue(color) / 255.f,
1.f);
}
static D2D1_RECT_F ConvertRect(RECT rect)
{
return D2D1::RectF(rect.left, rect.top, rect.right, rect.bottom);
}
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public:
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ZoneWindowDrawing(HWND window)
{
m_window = window;
// Obtain the size of the drawing area.
GetClientRect(window, &m_clientRect);
// Create a Direct2D render target
GetD2DFactory()->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED)),
D2D1::HwndRenderTargetProperties(
window,
D2D1::SizeU(
m_clientRect.right - m_clientRect.left,
m_clientRect.bottom - m_clientRect.top)),
&m_renderTarget);
}
void Render()
{
std::unique_lock lock(m_sceneMutex);
m_renderTarget->BeginDraw();
DrawBackdrop();
for (const auto& drawableRect : m_sceneRects)
{
ID2D1SolidColorBrush* borderBrush = NULL;
ID2D1SolidColorBrush* fillBrush = NULL;
// TODO: hresult and null checks
m_renderTarget->CreateSolidColorBrush(drawableRect.borderColor, &borderBrush);
m_renderTarget->CreateSolidColorBrush(drawableRect.fillColor, &fillBrush);
if (fillBrush)
{
m_renderTarget->FillRectangle(drawableRect.rect, fillBrush);
fillBrush->Release();
}
if (borderBrush)
{
m_renderTarget->DrawRectangle(drawableRect.rect, borderBrush);
borderBrush->Release();
}
}
m_renderTarget->EndDraw();
}
void StartAnimation(unsigned millis)
{
}
void DrawActiveZoneSet(const std::vector<winrt::com_ptr<IZone>>& zones,
const std::vector<size_t>& highlightZones,
winrt::com_ptr<IZoneWindowHost> host)
{
std::unique_lock lock(m_sceneMutex);
m_sceneRects = {};
auto borderColor = ConvertColor(host->GetZoneBorderColor());
auto inactiveColor = ConvertColor(host->GetZoneColor());
auto highlightColor = ConvertColor(host->GetZoneHighlightColor());
inactiveColor.a = host->GetZoneHighlightOpacity() / 255.f;
highlightColor.a = host->GetZoneHighlightOpacity() / 255.f;
std::vector<bool> isHighlighted(zones.size(), false);
for (size_t x : highlightZones)
{
isHighlighted[x] = true;
}
// First draw the inactive zones
for (auto iter = zones.begin(); iter != zones.end(); iter++)
{
int zoneId = static_cast<int>(iter - zones.begin());
winrt::com_ptr<IZone> zone = iter->try_as<IZone>();
if (!zone)
{
continue;
}
if (!isHighlighted[zoneId])
{
DrawableRect drawableRect{
.rect = ConvertRect(zone->GetZoneRect()),
.borderColor = borderColor,
.fillColor = inactiveColor
};
m_sceneRects.push_back(drawableRect);
}
}
// Draw the active zones on top of the inactive zones
for (auto iter = zones.begin(); iter != zones.end(); iter++)
{
int zoneId = static_cast<int>(iter - zones.begin());
winrt::com_ptr<IZone> zone = iter->try_as<IZone>();
if (!zone)
{
continue;
}
if (isHighlighted[zoneId])
{
DrawableRect drawableRect{
.rect = ConvertRect(zone->GetZoneRect()),
.borderColor = borderColor,
.fillColor = highlightColor
};
m_sceneRects.push_back(drawableRect);
}
}
}
};