mirror of
https://github.com/LGUG2Z/komorebi.git
synced 2026-05-08 20:03:37 +02:00
feat(borders): initial impl of direct2d border drawing
Not sure what I'm doing wrong but this is super slow to update on window dragging and an absolute resource hog.
This commit is contained in:
@@ -44,11 +44,15 @@ which = "7"
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version = "0.58"
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features = [
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"implement",
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"Foundation_Numerics",
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"Win32_System_Com",
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"Win32_UI_Shell_Common", # for IObjectArray
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"Win32_Foundation",
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"Win32_Graphics_Dwm",
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"Win32_Graphics_Gdi",
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"Win32_Graphics_Direct2D",
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"Win32_Graphics_Direct2D_Common",
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"Win32_Graphics_Dxgi_Common",
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"Win32_System_LibraryLoader",
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"Win32_System_RemoteDesktop",
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"Win32_System_Threading",
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@@ -5,34 +5,38 @@ use crate::border_manager::BORDER_WIDTH;
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use crate::border_manager::FOCUS_STATE;
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use crate::border_manager::STYLE;
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use crate::border_manager::Z_ORDER;
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use crate::core::BorderStyle;
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use crate::core::Rect;
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use crate::windows_api;
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use crate::WindowsApi;
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use crate::WINDOWS_11;
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use crate::core::BorderStyle;
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use crate::core::Rect;
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use std::sync::atomic::Ordering;
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use std::sync::mpsc;
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use std::sync::LazyLock;
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use std::time::Duration;
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use windows::core::PCWSTR;
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use windows::Foundation::Numerics::Matrix3x2;
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use windows::Win32::Foundation::BOOL;
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use windows::Win32::Foundation::COLORREF;
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use windows::Win32::Foundation::HWND;
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use windows::Win32::Foundation::LPARAM;
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use windows::Win32::Foundation::LRESULT;
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use windows::Win32::Foundation::WPARAM;
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use windows::Win32::Graphics::Gdi::BeginPaint;
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use windows::Win32::Graphics::Gdi::CreatePen;
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use windows::Win32::Graphics::Gdi::DeleteObject;
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use windows::Win32::Graphics::Gdi::EndPaint;
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use windows::Win32::Graphics::Direct2D::Common::D2D1_ALPHA_MODE_PREMULTIPLIED;
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use windows::Win32::Graphics::Direct2D::Common::D2D1_COLOR_F;
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use windows::Win32::Graphics::Direct2D::Common::D2D1_PIXEL_FORMAT;
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use windows::Win32::Graphics::Direct2D::Common::D2D_RECT_F;
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use windows::Win32::Graphics::Direct2D::Common::D2D_SIZE_U;
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use windows::Win32::Graphics::Direct2D::D2D1CreateFactory;
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use windows::Win32::Graphics::Direct2D::ID2D1Factory;
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use windows::Win32::Graphics::Direct2D::D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
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use windows::Win32::Graphics::Direct2D::D2D1_BRUSH_PROPERTIES;
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use windows::Win32::Graphics::Direct2D::D2D1_FACTORY_TYPE_MULTI_THREADED;
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use windows::Win32::Graphics::Direct2D::D2D1_HWND_RENDER_TARGET_PROPERTIES;
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use windows::Win32::Graphics::Direct2D::D2D1_PRESENT_OPTIONS_IMMEDIATELY;
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use windows::Win32::Graphics::Direct2D::D2D1_RENDER_TARGET_PROPERTIES;
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use windows::Win32::Graphics::Direct2D::D2D1_RENDER_TARGET_TYPE_DEFAULT;
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use windows::Win32::Graphics::Direct2D::D2D1_ROUNDED_RECT;
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_UNKNOWN;
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use windows::Win32::Graphics::Gdi::InvalidateRect;
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use windows::Win32::Graphics::Gdi::Rectangle;
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use windows::Win32::Graphics::Gdi::RoundRect;
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use windows::Win32::Graphics::Gdi::SelectObject;
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use windows::Win32::Graphics::Gdi::PAINTSTRUCT;
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use windows::Win32::Graphics::Gdi::PS_INSIDEFRAME;
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use windows::Win32::Graphics::Gdi::PS_SOLID;
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use windows::Win32::UI::WindowsAndMessaging::DefWindowProcW;
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use windows::Win32::UI::WindowsAndMessaging::DispatchMessageW;
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use windows::Win32::UI::WindowsAndMessaging::GetMessageW;
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@@ -44,6 +48,15 @@ use windows::Win32::UI::WindowsAndMessaging::MSG;
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use windows::Win32::UI::WindowsAndMessaging::WM_DESTROY;
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use windows::Win32::UI::WindowsAndMessaging::WM_PAINT;
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use windows::Win32::UI::WindowsAndMessaging::WNDCLASSW;
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use windows_core::PCWSTR;
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#[allow(clippy::expect_used)]
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pub static RENDER_FACTORY: LazyLock<ID2D1Factory> = unsafe {
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LazyLock::new(|| {
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D2D1CreateFactory::<ID2D1Factory>(D2D1_FACTORY_TYPE_MULTI_THREADED, None)
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.expect("creating RENDER_FACTORY failed")
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})
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};
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pub extern "system" fn border_hwnds(hwnd: HWND, lparam: LPARAM) -> BOOL {
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let hwnds = unsafe { &mut *(lparam.0 as *mut Vec<isize>) };
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@@ -159,71 +172,124 @@ impl Border {
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unsafe {
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match message {
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WM_PAINT => {
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let mut ps = PAINTSTRUCT::default();
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let hdc = BeginPaint(window, &mut ps);
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if let Ok(rect) = WindowsApi::window_rect(window.0 as isize) {
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let hwnd_render_target_properties = D2D1_HWND_RENDER_TARGET_PROPERTIES {
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hwnd: window,
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pixelSize: Default::default(),
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presentOptions: D2D1_PRESENT_OPTIONS_IMMEDIATELY,
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};
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// With the rect that we set in Self::update
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match WindowsApi::window_rect(window.0 as isize) {
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Ok(rect) => {
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// Grab the focus kind for this border
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let window_kind = {
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FOCUS_STATE
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.lock()
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.get(&(window.0 as isize))
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.copied()
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.unwrap_or(WindowKind::Unfocused)
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let render_target_properties = D2D1_RENDER_TARGET_PROPERTIES {
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r#type: D2D1_RENDER_TARGET_TYPE_DEFAULT,
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pixelFormat: D2D1_PIXEL_FORMAT {
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format: DXGI_FORMAT_UNKNOWN,
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alphaMode: D2D1_ALPHA_MODE_PREMULTIPLIED,
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},
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dpiX: 96.0,
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dpiY: 96.0,
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..Default::default()
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};
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if let Ok(render_target) = RENDER_FACTORY.CreateHwndRenderTarget(
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&render_target_properties,
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&hwnd_render_target_properties,
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) {
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render_target.SetAntialiasMode(D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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let brush_properties = D2D1_BRUSH_PROPERTIES {
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opacity: 1.0,
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transform: Matrix3x2::identity(),
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};
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// Set up the brush to draw the border
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let hpen = CreatePen(
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PS_SOLID | PS_INSIDEFRAME,
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BORDER_WIDTH.load(Ordering::SeqCst),
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COLORREF(window_kind_colour(window_kind)),
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);
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let pixel_size = D2D_SIZE_U {
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width: rect.right as u32,
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height: rect.bottom as u32,
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};
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let hbrush = WindowsApi::create_solid_brush(0);
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let border_width = BORDER_WIDTH.load(Ordering::SeqCst);
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let border_offset = BORDER_OFFSET.load(Ordering::SeqCst);
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// Draw the border
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SelectObject(hdc, hpen);
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SelectObject(hdc, hbrush);
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// TODO(raggi): this is approximately the correct curvature for
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// the top left of a Windows 11 window (DWMWCP_DEFAULT), but
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// often the bottom right has a different shape. Furthermore if
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// the window was made with DWMWCP_ROUNDSMALL then this is the
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// wrong size. In the future we should read the DWM properties
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// of windows and attempt to match appropriately.
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match STYLE.load() {
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BorderStyle::System => {
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if *WINDOWS_11 {
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// TODO: error handling
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let _ =
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RoundRect(hdc, 0, 0, rect.right, rect.bottom, 20, 20);
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} else {
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// TODO: error handling
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let _ = Rectangle(hdc, 0, 0, rect.right, rect.bottom);
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let rect = D2D_RECT_F {
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left: (border_width / 2 - border_offset) as f32,
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top: (border_width / 2 - border_offset) as f32,
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right: (rect.right - border_width / 2 + border_offset) as f32,
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bottom: (rect.bottom - border_width / 2 + border_offset) as f32,
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};
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let _ = render_target.Resize(&pixel_size);
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// Get window kind and color
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let window_kind = FOCUS_STATE
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.lock()
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.get(&(window.0 as isize))
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.copied()
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.unwrap_or(WindowKind::Unfocused);
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let color = window_kind_colour(window_kind);
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let color = D2D1_COLOR_F {
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r: ((color & 0xFF) as f32) / 255.0,
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g: (((color >> 8) & 0xFF) as f32) / 255.0,
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b: (((color >> 16) & 0xFF) as f32) / 255.0,
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a: 1.0,
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};
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if let Ok(brush) =
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render_target.CreateSolidColorBrush(&color, Some(&brush_properties))
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{
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// Calculate border radius based on style
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let style = STYLE.load();
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let radius = match style {
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BorderStyle::System => {
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if *WINDOWS_11 {
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10.0
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} else {
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0.0
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}
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}
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BorderStyle::Rounded => 10.0,
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BorderStyle::Square => 0.0,
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};
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render_target.BeginDraw();
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render_target.Clear(None);
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match radius {
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0.0 => {
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let rect = D2D_RECT_F {
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left: rect.left,
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top: rect.top,
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right: rect.right,
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bottom: rect.bottom,
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};
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render_target.DrawRectangle(
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&rect,
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&brush,
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border_width as f32,
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None,
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);
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}
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10.0 => {
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let rounded_rect = D2D1_ROUNDED_RECT {
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rect,
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radiusX: radius,
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radiusY: radius,
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};
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render_target.DrawRoundedRectangle(
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&rounded_rect,
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&brush,
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border_width as f32,
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None,
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);
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}
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_ => unreachable!(),
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}
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BorderStyle::Rounded => {
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// TODO: error handling
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let _ = RoundRect(hdc, 0, 0, rect.right, rect.bottom, 20, 20);
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}
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BorderStyle::Square => {
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// TODO: error handling
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let _ = Rectangle(hdc, 0, 0, rect.right, rect.bottom);
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}
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let _ = render_target.EndDraw(None, None);
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}
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// TODO: error handling
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let _ = DeleteObject(hpen);
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// TODO: error handling
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let _ = DeleteObject(hbrush);
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}
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Err(error) => {
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tracing::error!("could not get border rect: {}", error.to_string())
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}
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}
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// TODO: error handling
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let _ = EndPaint(window, &ps);
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LRESULT(0)
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}
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WM_DESTROY => {
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