PowerToys/src/modules/fancyzones/FancyZonesLib/ZoneWindowDrawing.cpp
2021-08-11 15:05:03 +01:00

360 lines
9.1 KiB
C++

#include "pch.h"
#include "ZoneWindowDrawing.h"
#include "CallTracer.h"
#include <algorithm>
#include <map>
#include <string>
#include <vector>
#include <common/logger/logger.h>
namespace
{
const int FadeInDurationMillis = 200;
const int FlashZonesDurationMillis = 700;
}
namespace NonLocalizable
{
const wchar_t SegoeUiFont[] = L"Segoe ui";
}
float ZoneWindowDrawing::GetAnimationAlpha()
{
// Lock is held by the caller
if (!m_animation)
{
return 0.f;
}
auto tNow = std::chrono::steady_clock().now();
auto millis = (tNow - m_animation->tStart).count() / 1e6f;
if (m_animation->autoHide && millis > FlashZonesDurationMillis)
{
return 0.f;
}
// Return a positive value to avoid hiding
return std::clamp(millis / FadeInDurationMillis, 0.001f, 1.f);
}
ID2D1Factory* ZoneWindowDrawing::GetD2DFactory()
{
static auto pD2DFactory = [] {
ID2D1Factory* res = nullptr;
D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, &res);
return res;
}();
return pD2DFactory;
}
IDWriteFactory* ZoneWindowDrawing::GetWriteFactory()
{
static auto pDWriteFactory = [] {
IUnknown* res = nullptr;
DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &res);
return reinterpret_cast<IDWriteFactory*>(res);
}();
return 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 + 0.5f, (float)rect.top + 0.5f, (float)rect.right - 0.5f, (float)rect.bottom - 0.5f);
}
ZoneWindowDrawing::ZoneWindowDrawing(HWND window)
{
HRESULT hr;
m_window = window;
m_renderTarget = nullptr;
m_shouldRender = false;
// Obtain the size of the drawing area.
if (!GetClientRect(window, &m_clientRect))
{
Logger::error("couldn't initialize ZoneWindowDrawing: GetClientRect failed");
return;
}
// Create a Direct2D render target
// We should always use the DPI value of 96 since we're running in DPI aware mode
auto renderTargetProperties = D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
96.f,
96.f);
auto renderTargetSize = D2D1::SizeU(m_clientRect.right - m_clientRect.left, m_clientRect.bottom - m_clientRect.top);
auto hwndRenderTargetProperties = D2D1::HwndRenderTargetProperties(window, renderTargetSize);
hr = GetD2DFactory()->CreateHwndRenderTarget(renderTargetProperties, hwndRenderTargetProperties, &m_renderTarget);
if (!SUCCEEDED(hr))
{
Logger::error("couldn't initialize ZoneWindowDrawing: CreateHwndRenderTarget failed with {}", hr);
return;
}
m_renderThread = std::thread([this]() { RenderLoop(); });
}
ZoneWindowDrawing::RenderResult ZoneWindowDrawing::Render()
{
std::unique_lock lock(m_mutex);
if (!m_renderTarget)
{
return RenderResult::Failed;
}
float animationAlpha = GetAnimationAlpha();
if (animationAlpha <= 0.f)
{
return RenderResult::AnimationEnded;
}
m_renderTarget->BeginDraw();
// 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);
}
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 + 1);
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);
}
}
if (textFormat)
{
textFormat->Release();
}
if (textBrush)
{
textBrush->Release();
}
// The lock must be released here, as EndDraw() will wait for vertical sync
lock.unlock();
m_renderTarget->EndDraw();
return RenderResult::Ok;
}
void ZoneWindowDrawing::RenderLoop()
{
while (!m_abortThread)
{
{
// Wait here while rendering is disabled
std::unique_lock lock(m_mutex);
m_cv.wait(lock, [this]() { return (bool)m_shouldRender; });
}
auto result = Render();
if (result == RenderResult::AnimationEnded || result == RenderResult::Failed)
{
Hide();
}
}
}
void ZoneWindowDrawing::Hide()
{
_TRACER_;
bool shouldHideWindow = true;
{
std::unique_lock lock(m_mutex);
m_animation.reset();
shouldHideWindow = m_shouldRender;
m_shouldRender = false;
}
if (shouldHideWindow)
{
ShowWindow(m_window, SW_HIDE);
}
}
void ZoneWindowDrawing::Show()
{
_TRACER_;
bool shouldShowWindow = true;
{
std::unique_lock lock(m_mutex);
shouldShowWindow = !m_shouldRender;
m_shouldRender = true;
if (!m_animation)
{
m_animation.emplace(AnimationInfo{ .tStart = std::chrono::steady_clock().now(), .autoHide = false });
}
else if (m_animation->autoHide)
{
// Do not change the starting time of the animation, just reset autoHide
m_animation->autoHide = false;
}
}
if (shouldShowWindow)
{
ShowWindow(m_window, SW_SHOWNA);
}
m_cv.notify_all();
}
void ZoneWindowDrawing::Flash()
{
_TRACER_;
bool shouldShowWindow = true;
{
std::unique_lock lock(m_mutex);
shouldShowWindow = !m_shouldRender;
m_shouldRender = true;
m_animation.emplace(AnimationInfo{ .tStart = std::chrono::steady_clock().now(), .autoHide = true });
}
if (shouldShowWindow)
{
ShowWindow(m_window, SW_SHOWNA);
}
m_cv.notify_all();
}
void ZoneWindowDrawing::DrawActiveZoneSet(const IZoneSet::ZonesMap& zones,
const ZoneIndexSet& highlightZones,
const ZoneColors& colors)
{
_TRACER_;
std::unique_lock lock(m_mutex);
m_sceneRects = {};
auto borderColor = ConvertColor(colors.borderColor);
auto inactiveColor = ConvertColor(colors.primaryColor);
auto highlightColor = ConvertColor(colors.highlightColor);
inactiveColor.a = colors.highlightOpacity / 100.f;
highlightColor.a = colors.highlightOpacity / 100.f;
std::vector<bool> isHighlighted(zones.size() + 1, false);
for (ZoneIndex x : highlightZones)
{
isHighlighted[x] = true;
}
// First draw the inactive zones
for (const auto& [zoneId, zone] : zones)
{
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
for (const auto& [zoneId, zone] : zones)
{
if (!zone)
{
continue;
}
if (isHighlighted[zoneId])
{
DrawableRect drawableRect{
.rect = ConvertRect(zone->GetZoneRect()),
.borderColor = borderColor,
.fillColor = highlightColor,
.id = zone->Id()
};
m_sceneRects.push_back(drawableRect);
}
}
}
ZoneWindowDrawing::~ZoneWindowDrawing()
{
{
std::unique_lock lock(m_mutex);
m_abortThread = true;
m_shouldRender = true;
}
m_cv.notify_all();
m_renderThread.join();
if (m_renderTarget)
{
m_renderTarget->Release();
}
}