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refactor(bar): app widget and icon caching
PR #1439 authored and submitted by @JustForFun88 I understand this PR combines two areas of work — refactoring the Applications widget and introducing a new icon caching system — which would ideally be submitted separately. Originally, I only intended to reduce allocations and simplify icon loading in `applications.rs`, but as I worked through it, it became clear that a more general-purpose caching system was needed. One improvement led to another ... 😄 Apologies for bundling these changes together. If needed, I’m happy to split this PR into smaller, focused ones. Key Changes - Introduced `IconsCache` with unified in-memory image & texture management. - Added `ImageIcon` and `ImageIconId` (based on path or HWND) for caching and reuse. - `Icon::Image` now wraps `ImageIcon`, decoupled from direct `RgbaImage` usage. - Extracted app launch logic into `UserCommand` with built-in cooldown. - Simplified config parsing and UI hover rendering in `App`. - Replaced legacy `ICON_CACHE` in `KomorebiNotificationStateContainerInformation` → Now uses the shared `ImageIcon::try_load(hwnd, ..)` with caching and fallback. Motivation - Reduce redundant image copies and avoid repeated pixel-to-texture conversions. - Cleanly separate concerns for launching and icon handling. - Reuse icons across `Applications`, Komorebi windows, and potentially more in the future. Tested - Works on Windows 11. - Verified path/exe/HWND icon loading and fallback.
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@@ -1,3 +1,14 @@
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use eframe::egui::ColorImage;
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use eframe::egui::Context;
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use eframe::egui::TextureHandle;
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use eframe::egui::TextureOptions;
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use image::RgbaImage;
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use std::collections::HashMap;
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use std::path::Path;
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use std::sync::Arc;
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use std::sync::LazyLock;
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use std::sync::RwLock;
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pub mod applications;
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pub mod battery;
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pub mod cpu;
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@@ -12,3 +23,151 @@ pub mod storage;
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pub mod time;
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pub mod update;
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pub mod widget;
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/// Global cache for icon images and their associated GPU textures.
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pub static ICONS_CACHE: IconsCache = IconsCache::new();
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/// In-memory cache for icon images and their associated GPU textures.
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///
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/// Stores raw [`ColorImage`]s and [`TextureHandle`]s keyed by [`ImageIconId`].
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/// Texture entries are context-dependent and automatically invalidated when the [`Context`] changes.
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#[allow(clippy::type_complexity)]
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pub struct IconsCache {
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textures: LazyLock<RwLock<(Option<Context>, HashMap<ImageIconId, TextureHandle>)>>,
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images: LazyLock<RwLock<HashMap<ImageIconId, Arc<ColorImage>>>>,
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}
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impl IconsCache {
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/// Creates a new empty IconsCache instance.
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#[inline]
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pub const fn new() -> Self {
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Self {
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textures: LazyLock::new(|| RwLock::new((None, HashMap::new()))),
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images: LazyLock::new(|| RwLock::new(HashMap::new())),
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}
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}
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/// Retrieves or creates a texture handle for the given icon ID and image.
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///
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/// If a texture for the given ID already exists for the current [`Context`], it is reused.
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/// Otherwise, a new texture is created, inserted into the cache, and returned.
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/// The cache is reset if the [`Context`] has changed.
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#[inline]
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pub fn texture(&self, ctx: &Context, id: &ImageIconId, img: &Arc<ColorImage>) -> TextureHandle {
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if let Some(texture) = self.get_texture(ctx, id) {
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return texture;
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}
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let texture_handle = ctx.load_texture("icon", img.clone(), TextureOptions::default());
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self.insert_texture(ctx, id.clone(), texture_handle.clone());
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texture_handle
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}
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/// Returns the cached texture for the given icon ID if it exists and matches the current [`Context`].
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pub fn get_texture(&self, ctx: &Context, id: &ImageIconId) -> Option<TextureHandle> {
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let textures_lock = self.textures.read().unwrap();
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if textures_lock.0.as_ref() == Some(ctx) {
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return textures_lock.1.get(id).cloned();
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}
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None
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}
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/// Inserts a texture handle, resetting the cache if the [`Context`] has changed.
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pub fn insert_texture(&self, ctx: &Context, id: ImageIconId, texture: TextureHandle) {
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let mut textures_lock = self.textures.write().unwrap();
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if textures_lock.0.as_ref() != Some(ctx) {
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textures_lock.0 = Some(ctx.clone());
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textures_lock.1.clear();
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}
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textures_lock.1.insert(id, texture);
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}
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/// Returns the cached image for the given icon ID, if available.
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pub fn get_image(&self, id: &ImageIconId) -> Option<Arc<ColorImage>> {
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self.images.read().unwrap().get(id).cloned()
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}
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/// Caches a raw [`ColorImage`] associated with the given icon ID.
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pub fn insert_image(&self, id: ImageIconId, image: Arc<ColorImage>) {
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self.images.write().unwrap().insert(id, image);
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}
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}
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#[inline]
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fn rgba_to_color_image(rgba_image: &RgbaImage) -> ColorImage {
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let size = [rgba_image.width() as usize, rgba_image.height() as usize];
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let pixels = rgba_image.as_flat_samples();
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ColorImage::from_rgba_unmultiplied(size, pixels.as_slice())
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}
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/// Represents an image-based icon with a unique ID and pixel data.
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#[derive(Clone, Debug)]
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pub struct ImageIcon {
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/// Unique identifier for the image icon, used for texture caching.
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pub id: ImageIconId,
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/// Shared pixel data of the icon in `ColorImage` format.
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pub image: Arc<ColorImage>,
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}
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impl ImageIcon {
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/// Creates a new [`ImageIcon`] from the given ID and image data.
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#[inline]
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pub fn new(id: ImageIconId, image: Arc<ColorImage>) -> Self {
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Self { id, image }
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}
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/// Loads an [`ImageIcon`] from [`ICONS_CACHE`] or calls `loader` if not cached.
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/// The loaded image is converted to a [`ColorImage`], cached, and returned.
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#[inline]
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pub fn try_load<F, I>(id: impl Into<ImageIconId>, loader: F) -> Option<Self>
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where
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F: FnOnce() -> Option<I>,
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I: Into<RgbaImage>,
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{
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let id = id.into();
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let image = ICONS_CACHE.get_image(&id).or_else(|| {
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let img = loader()?;
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let img = Arc::new(rgba_to_color_image(&img.into()));
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ICONS_CACHE.insert_image(id.clone(), img.clone());
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Some(img)
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})?;
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Some(ImageIcon::new(id, image))
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}
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/// Returns a texture handle for the icon, using the given [`Context`].
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///
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/// If the texture is already cached in [`ICONS_CACHE`], it is reused.
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/// Otherwise, a new texture is created from the [`ColorImage`] and cached.
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#[inline]
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pub fn texture(&self, ctx: &Context) -> TextureHandle {
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ICONS_CACHE.texture(ctx, &self.id, &self.image)
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}
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}
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/// Unique identifier for an image-based icon.
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///
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/// Used to distinguish cached images and textures by either a file path
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/// or a Windows window handle.
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#[derive(Clone, Debug, Eq, Hash, PartialEq)]
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pub enum ImageIconId {
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/// Identifier based on a file system path.
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Path(Arc<Path>),
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/// Windows HWND handle.
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Hwnd(isize),
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}
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impl From<&Path> for ImageIconId {
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#[inline]
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fn from(value: &Path) -> Self {
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Self::Path(value.into())
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}
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}
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impl From<isize> for ImageIconId {
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#[inline]
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fn from(value: isize) -> Self {
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Self::Hwnd(value)
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}
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}
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