mirror of
https://github.com/microsoft/PowerToys.git
synced 2024-12-20 06:47:56 +08:00
360 lines
9.1 KiB
C++
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();
|
|
}
|
|
}
|