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

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#include "pch.h"
#include "ZoneWindowDrawing.h"
#include <algorithm>
#include <map>
#include <string>
#include <vector>
namespace NonLocalizable
{
const wchar_t SegoeUiFont[] = L"Segoe ui";
}
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float ZoneWindowDrawing::GetAnimationAlpha()
{
// Lock is being held
if (!m_animation)
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{
return 1.f;
}
auto tNow = std::chrono::steady_clock().now();
auto alpha = (tNow - m_animation->tStart).count() / (1e6f * m_animation->duration);
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if (alpha < 1.f)
{
return alpha;
}
else
{
return 1.f;
}
}
ID2D1Factory* ZoneWindowDrawing::GetD2DFactory()
{
static ID2D1Factory* pD2DFactory = nullptr;
if (!pD2DFactory)
{
D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, &pD2DFactory);
}
return pD2DFactory;
}
IDWriteFactory* ZoneWindowDrawing::GetWriteFactory()
{
static IUnknown* pDWriteFactory = nullptr;
if (!pDWriteFactory)
{
DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &pDWriteFactory);
}
return reinterpret_cast<IDWriteFactory*>(pDWriteFactory);
}
D2D1_COLOR_F ZoneWindowDrawing::ConvertColor(COLORREF color)
{
return D2D1::ColorF(GetRValue(color) / 255.f,
GetGValue(color) / 255.f,
GetBValue(color) / 255.f,
1.f);
}
D2D1_RECT_F ZoneWindowDrawing::ConvertRect(RECT rect)
{
return D2D1::RectF((float)rect.left, (float)rect.top, (float)rect.right, (float)rect.bottom);
}
ZoneWindowDrawing::ZoneWindowDrawing(HWND window)
{
m_window = window;
m_renderTarget = nullptr;
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m_shouldRender = false;
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// Obtain the size of the drawing area.
if (!GetClientRect(window, &m_clientRect))
{
return;
}
// 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);
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m_renderThread = std::thread([this]() {
while (!m_abortThread)
{
// Force repeated rendering while in the animation loop.
// Yield if low latency locking was requested
if (!m_lowLatencyLock)
{
float animationAlpha;
{
std::unique_lock lock(m_mutex);
animationAlpha = GetAnimationAlpha();
}
if (animationAlpha < 1.f)
{
m_shouldRender = true;
}
}
Render();
}
});
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}
void ZoneWindowDrawing::Render()
{
std::unique_lock lock(m_mutex);
if (!m_renderTarget)
{
return;
}
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m_cv.wait(lock, [this]() { return (bool)m_shouldRender; });
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m_renderTarget->BeginDraw();
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float animationAlpha = GetAnimationAlpha();
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// Draw backdrop
m_renderTarget->Clear(D2D1::ColorF(0.f, 0.f, 0.f, 0.f));
ID2D1SolidColorBrush* textBrush = nullptr;
IDWriteTextFormat* textFormat = nullptr;
m_renderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black, animationAlpha), &textBrush);
auto writeFactory = GetWriteFactory();
if (writeFactory)
{
writeFactory->CreateTextFormat(NonLocalizable::SegoeUiFont, nullptr, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 80.f, L"en-US", &textFormat);
}
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for (auto drawableRect : m_sceneRects)
{
ID2D1SolidColorBrush* borderBrush = nullptr;
ID2D1SolidColorBrush* fillBrush = nullptr;
// Need to copy the rect from m_sceneRects
drawableRect.borderColor.a *= animationAlpha;
drawableRect.fillColor.a *= animationAlpha;
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();
}
std::wstring idStr = std::to_wstring(drawableRect.id);
if (textFormat && textBrush)
{
textFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
m_renderTarget->DrawTextW(idStr.c_str(), (UINT32)idStr.size(), textFormat, drawableRect.rect, textBrush);
}
}
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if (textFormat)
{
textFormat->Release();
}
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if (textBrush)
{
textBrush->Release();
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}
m_renderTarget->EndDraw();
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m_shouldRender = false;
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}
void ZoneWindowDrawing::Hide()
{
m_lowLatencyLock = true;
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std::unique_lock lock(m_mutex);
m_lowLatencyLock = false;
if (m_animation)
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{
m_animation.reset();
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ShowWindow(m_window, SW_HIDE);
}
}
void ZoneWindowDrawing::Show(unsigned animationMillis)
{
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m_lowLatencyLock = true;
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std::unique_lock lock(m_mutex);
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m_lowLatencyLock = false;
if (!m_animation)
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{
ShowWindow(m_window, SW_SHOWDEFAULT);
if (animationMillis > 0)
{
m_animation.emplace(AnimationInfo{ std::chrono::steady_clock().now(), animationMillis });
}
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m_shouldRender = true;
m_cv.notify_all();
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}
}
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void ZoneWindowDrawing::DrawActiveZoneSet(const IZoneSet::ZonesMap& zones,
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const std::vector<size_t>& highlightZones,
winrt::com_ptr<IZoneWindowHost> host)
{
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m_lowLatencyLock = true;
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std::unique_lock lock(m_mutex);
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m_lowLatencyLock = false;
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m_sceneRects = {};
auto borderColor = ConvertColor(host->GetZoneBorderColor());
auto inactiveColor = ConvertColor(host->GetZoneColor());
auto highlightColor = ConvertColor(host->GetZoneHighlightColor());
inactiveColor.a = host->GetZoneHighlightOpacity() / 100.f;
highlightColor.a = host->GetZoneHighlightOpacity() / 100.f;
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std::vector<bool> isHighlighted(zones.size() + 1, false);
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for (size_t x : highlightZones)
{
isHighlighted[x] = true;
}
// First draw the inactive zones
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for (const auto& [zoneId, zone] : zones)
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{
if (!zone)
{
continue;
}
if (!isHighlighted[zoneId])
{
DrawableRect drawableRect{
.rect = ConvertRect(zone->GetZoneRect()),
.borderColor = borderColor,
.fillColor = inactiveColor,
.id = zone->Id()
};
m_sceneRects.push_back(drawableRect);
}
}
// Draw the active zones on top of the inactive zones
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for (const auto& [zoneId, zone] : zones)
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{
if (!zone)
{
continue;
}
if (isHighlighted[zoneId])
{
DrawableRect drawableRect{
.rect = ConvertRect(zone->GetZoneRect()),
.borderColor = borderColor,
.fillColor = highlightColor,
.id = zone->Id()
};
m_sceneRects.push_back(drawableRect);
}
}
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m_shouldRender = true;
m_cv.notify_all();
}
void ZoneWindowDrawing::ForceRender()
{
m_lowLatencyLock = true;
std::unique_lock lock(m_mutex);
m_lowLatencyLock = false;
m_shouldRender = true;
m_cv.notify_all();
}
ZoneWindowDrawing::~ZoneWindowDrawing()
{
{
std::unique_lock lock(m_mutex);
m_abortThread = true;
m_shouldRender = true;
}
m_cv.notify_all();
m_renderThread.join();
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}