fix(wm): cross-monitor max floating window moves

When moving maximized floating windows across monitors they were
magically disappearing!

The window would be on the correct place, with the correct coordinates
and size, its styles wouldn't change it would still have the `VISIBLE`
style, however the window was invisible.

If we used the system move to try to move it sometimes we would be able
to see a bar on the top of the monitor and if we moved the window with
the keyboard on the direction of another monitor then the window would
start showing up on that monitor... So it was visible on that monitor
but not on the one we just moved it into.

After some investigation I decided to atribute that behavior to magic,
since I couldn't find any other plausible explanation, if someone knows
about this please tell me, I too would like to learn the ways of this
dark mysteries from the deep of the Windows OS.

On a serious note, this commit creates a workaround for this by simply
unmaximazing the window first (it's not restore, it doesn't change the
size) then it moves the window (if animations are enabled it proceeds to
wait for the animation to finish...), then it maximizes the window
again.
This commit is contained in:
alex-ds13
2024-11-24 03:40:13 +00:00
committed by LGUG2Z
parent 3ad4090df8
commit 6f00c527a4

View File

@@ -25,6 +25,7 @@ use std::fmt::Formatter;
use std::fmt::Write as _;
use std::sync::atomic::AtomicI32;
use std::sync::atomic::Ordering;
use std::thread;
use std::time::Duration;
use crate::core::config_generation::IdWithIdentifier;
@@ -331,7 +332,46 @@ impl Window {
bottom: corrected_height,
};
self.set_position(&new_rect, true)
let is_maximized = &new_rect == target_area;
if is_maximized {
windows_api::WindowsApi::unmaximize_window(self.hwnd);
let animation_enabled = ANIMATION_ENABLED_PER_ANIMATION.lock();
let move_enabled = animation_enabled
.get(&MovementRenderDispatcher::PREFIX)
.is_some_and(|v| *v);
drop(animation_enabled);
if move_enabled || ANIMATION_ENABLED_GLOBAL.load(Ordering::SeqCst) {
let anim_count = ANIMATION_MANAGER
.lock()
.count_in_progress(MovementRenderDispatcher::PREFIX);
self.set_position(&new_rect, true)?;
let hwnd = self.hwnd;
// Wait for the animation to finish before maximizing the window again, otherwise
// we would be maximizing the window on the current monitor anyway
thread::spawn(move || {
let mut new_anim_count = ANIMATION_MANAGER
.lock()
.count_in_progress(MovementRenderDispatcher::PREFIX);
let mut max_wait = 2000; // Max waiting time. No one will be using an animation longer than 2s, right? RIGHT??? WHY?
while new_anim_count > anim_count && max_wait > 0 {
thread::sleep(Duration::from_millis(10));
new_anim_count = ANIMATION_MANAGER
.lock()
.count_in_progress(MovementRenderDispatcher::PREFIX);
max_wait -= 1;
}
windows_api::WindowsApi::maximize_window(hwnd);
});
} else {
self.set_position(&new_rect, true)?;
windows_api::WindowsApi::maximize_window(self.hwnd);
}
} else {
self.set_position(&new_rect, true)?;
}
Ok(())
}
pub fn center(&mut self, work_area: &Rect) -> Result<()> {