feat(borders): track window movements + animations

This commit introduces a number of changes to the border manager module
to enable borders to track the movements of windows as they are being
animated.

As part of these changes, the code paths for borders to track user
movement of windows have also been overhauled.

The biggest conceptual change introduced here is borrowed from
@lukeyou05's work on tacky-borders, where the primary event listener of
the komorebi process now forwards EVENT_OBJECT_LOCATIONCHANGE and
EVENT_OBJECT_DESTROY messages from application windows directly on to
their borders.

These events are handled directly in the border window callbacks,
outside of the main border manager module event processing loop.

In order to handle these events more performantly in the border window
callbacks, a number of state trackers have been added to the Border
struct.

When handling EVENT_OBJECT_NAMECHANGE, these values are read directly
from the struct, whereas when handling WM_PAINT, which is sent by the
system whenever we invalidate a border window, we update the state
values on the Border structs from the various atomic configuration
variables in the mod.rs file.

Another trick I borrowed from tacky-borders is to store a pointer to the
Border object alongside a border window whenever it is created with
CreateWindowExW, which can be accessed within the callback as
GWLP_USERDATA.

There is some unfortunate introduction of unsafe code to make this
happen, but the callback uses null checks to exit the callback early to
ensure (to the best of my ability) that there are no pointer
dereferencing issues once we start making border changes in the context
of the callback.

There are a few other Direct2D related optimizations throughout this
commit, mainly avoiding the recreation of objects like brush properties
and brushes.

Finally, the border_z_order option is now deprecated as the border
window is now tracking the z-ordering of the application window it is
associated with by default - this should resolve a whole host of subtle
border z-ordering issues, especially when dragging windows around using
the mouse.

This work would not have been possible without the guidance of
@lukeyou05, so if you like this feature, please make sure you thank him
too!
This commit is contained in:
LGUG2Z
2024-12-07 12:10:07 -08:00
parent e6b5b78857
commit ede0b23bb4
10 changed files with 402 additions and 256 deletions
+249 -85
View File
@@ -5,16 +5,18 @@ use crate::border_manager::BORDER_WIDTH;
use crate::border_manager::FOCUS_STATE;
use crate::border_manager::RENDER_TARGETS;
use crate::border_manager::STYLE;
use crate::border_manager::Z_ORDER;
use crate::core::BorderStyle;
use crate::core::Rect;
use crate::windows_api;
use crate::WindowsApi;
use crate::WINDOWS_11;
use color_eyre::eyre::anyhow;
use std::collections::HashMap;
use std::ops::Deref;
use std::sync::atomic::Ordering;
use std::sync::mpsc;
use std::sync::LazyLock;
use std::sync::OnceLock;
use windows::Foundation::Numerics::Matrix3x2;
use windows::Win32::Foundation::BOOL;
use windows::Win32::Foundation::FALSE;
@@ -30,6 +32,8 @@ use windows::Win32::Graphics::Direct2D::Common::D2D_RECT_F;
use windows::Win32::Graphics::Direct2D::Common::D2D_SIZE_U;
use windows::Win32::Graphics::Direct2D::D2D1CreateFactory;
use windows::Win32::Graphics::Direct2D::ID2D1Factory;
use windows::Win32::Graphics::Direct2D::ID2D1HwndRenderTarget;
use windows::Win32::Graphics::Direct2D::ID2D1SolidColorBrush;
use windows::Win32::Graphics::Direct2D::D2D1_ANTIALIAS_MODE_PER_PRIMITIVE;
use windows::Win32::Graphics::Direct2D::D2D1_BRUSH_PROPERTIES;
use windows::Win32::Graphics::Direct2D::D2D1_FACTORY_TYPE_MULTI_THREADED;
@@ -43,22 +47,26 @@ use windows::Win32::Graphics::Dwm::DWM_BB_BLURREGION;
use windows::Win32::Graphics::Dwm::DWM_BB_ENABLE;
use windows::Win32::Graphics::Dwm::DWM_BLURBEHIND;
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_UNKNOWN;
use windows::Win32::Graphics::Gdi::BeginPaint;
use windows::Win32::Graphics::Gdi::CreateRectRgn;
use windows::Win32::Graphics::Gdi::EndPaint;
use windows::Win32::Graphics::Gdi::InvalidateRect;
use windows::Win32::Graphics::Gdi::PAINTSTRUCT;
use windows::Win32::Graphics::Gdi::ValidateRect;
use windows::Win32::UI::WindowsAndMessaging::DefWindowProcW;
use windows::Win32::UI::WindowsAndMessaging::DispatchMessageW;
use windows::Win32::UI::WindowsAndMessaging::GetMessageW;
use windows::Win32::UI::WindowsAndMessaging::GetSystemMetrics;
use windows::Win32::UI::WindowsAndMessaging::GetWindowLongPtrW;
use windows::Win32::UI::WindowsAndMessaging::PostQuitMessage;
use windows::Win32::UI::WindowsAndMessaging::SetWindowLongPtrW;
use windows::Win32::UI::WindowsAndMessaging::TranslateMessage;
use windows::Win32::UI::WindowsAndMessaging::CREATESTRUCTW;
use windows::Win32::UI::WindowsAndMessaging::EVENT_OBJECT_DESTROY;
use windows::Win32::UI::WindowsAndMessaging::EVENT_OBJECT_LOCATIONCHANGE;
use windows::Win32::UI::WindowsAndMessaging::GWLP_USERDATA;
use windows::Win32::UI::WindowsAndMessaging::MSG;
use windows::Win32::UI::WindowsAndMessaging::SM_CXVIRTUALSCREEN;
use windows::Win32::UI::WindowsAndMessaging::WM_CREATE;
use windows::Win32::UI::WindowsAndMessaging::WM_DESTROY;
use windows::Win32::UI::WindowsAndMessaging::WM_PAINT;
use windows::Win32::UI::WindowsAndMessaging::WM_SIZE;
use windows::Win32::UI::WindowsAndMessaging::WNDCLASSW;
use windows_core::PCWSTR;
@@ -89,14 +97,36 @@ pub extern "system" fn border_hwnds(hwnd: HWND, lparam: LPARAM) -> BOOL {
true.into()
}
#[derive(Debug)]
#[derive(Debug, Clone)]
pub struct Border {
pub hwnd: isize,
pub render_target: OnceLock<ID2D1HwndRenderTarget>,
pub tracking_hwnd: isize,
pub window_rect: Rect,
pub window_kind: WindowKind,
pub style: BorderStyle,
pub width: i32,
pub offset: i32,
pub brush_properties: D2D1_BRUSH_PROPERTIES,
pub rounded_rect: D2D1_ROUNDED_RECT,
pub brushes: HashMap<WindowKind, ID2D1SolidColorBrush>,
}
impl From<isize> for Border {
fn from(value: isize) -> Self {
Self { hwnd: value }
Self {
hwnd: value,
render_target: OnceLock::new(),
tracking_hwnd: 0,
window_rect: Rect::default(),
window_kind: WindowKind::Unfocused,
style: STYLE.load(),
width: BORDER_WIDTH.load(Ordering::Relaxed),
offset: BORDER_OFFSET.load(Ordering::Relaxed),
brush_properties: D2D1_BRUSH_PROPERTIES::default(),
rounded_rect: D2D1_ROUNDED_RECT::default(),
brushes: HashMap::new(),
}
}
}
@@ -105,7 +135,7 @@ impl Border {
HWND(windows_api::as_ptr!(self.hwnd))
}
pub fn create(id: &str) -> color_eyre::Result<Self> {
pub fn create(id: &str, tracking_hwnd: isize) -> color_eyre::Result<Self> {
let name: Vec<u16> = format!("komoborder-{id}\0").encode_utf16().collect();
let class_name = PCWSTR(name.as_ptr());
@@ -121,12 +151,30 @@ impl Border {
let _ = WindowsApi::register_class_w(&window_class);
let (hwnd_sender, hwnd_receiver) = mpsc::channel();
let (border_sender, border_receiver) = mpsc::channel();
let instance = h_module.0 as isize;
std::thread::spawn(move || -> color_eyre::Result<()> {
let hwnd = WindowsApi::create_border_window(PCWSTR(name.as_ptr()), instance)?;
hwnd_sender.send(hwnd)?;
let mut border = Self {
hwnd: 0,
render_target: OnceLock::new(),
tracking_hwnd,
window_rect: WindowsApi::window_rect(tracking_hwnd).unwrap_or_default(),
window_kind: WindowKind::Unfocused,
style: STYLE.load(),
width: BORDER_WIDTH.load(Ordering::Relaxed),
offset: BORDER_OFFSET.load(Ordering::Relaxed),
brush_properties: Default::default(),
rounded_rect: Default::default(),
brushes: HashMap::new(),
};
let border_pointer = std::ptr::addr_of!(border);
let hwnd =
WindowsApi::create_border_window(PCWSTR(name.as_ptr()), instance, border_pointer)?;
border.hwnd = hwnd;
border_sender.send(border_pointer as isize)?;
let mut msg: MSG = MSG::default();
@@ -145,8 +193,8 @@ impl Border {
Ok(())
});
let hwnd = hwnd_receiver.recv()?;
let border = Self { hwnd };
let border_ref = border_receiver.recv()?;
let border = unsafe { &mut *(border_ref as *mut Border) };
// I have literally no idea, apparently this is to get rid of the black pixels
// around the edges of rounded corners? @lukeyou05 borrowed this from PowerToys
@@ -167,7 +215,7 @@ impl Border {
}
let hwnd_render_target_properties = D2D1_HWND_RENDER_TARGET_PROPERTIES {
hwnd: HWND(windows_api::as_ptr!(hwnd)),
hwnd: HWND(windows_api::as_ptr!(border.hwnd)),
pixelSize: Default::default(),
presentOptions: D2D1_PRESENT_OPTIONS_IMMEDIATELY,
};
@@ -188,10 +236,47 @@ impl Border {
.CreateHwndRenderTarget(&render_target_properties, &hwnd_render_target_properties)
} {
Ok(render_target) => unsafe {
border.brush_properties = *BRUSH_PROPERTIES.deref();
for window_kind in [
WindowKind::Single,
WindowKind::Stack,
WindowKind::Monocle,
WindowKind::Unfocused,
WindowKind::Floating,
] {
let color = window_kind_colour(window_kind);
let color = D2D1_COLOR_F {
r: ((color & 0xFF) as f32) / 255.0,
g: (((color >> 8) & 0xFF) as f32) / 255.0,
b: (((color >> 16) & 0xFF) as f32) / 255.0,
a: 1.0,
};
if let Ok(brush) =
render_target.CreateSolidColorBrush(&color, Some(&border.brush_properties))
{
border.brushes.insert(window_kind, brush);
}
}
render_target.SetAntialiasMode(D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
if border.render_target.set(render_target.clone()).is_err() {
return Err(anyhow!("could not store border render target"));
}
border.rounded_rect = {
let radius = 8.0 + border.width as f32 / 2.0;
D2D1_ROUNDED_RECT {
rect: Default::default(),
radiusX: radius,
radiusY: radius,
}
};
let mut render_targets = RENDER_TARGETS.lock();
render_targets.insert(hwnd, render_target);
Ok(border)
render_targets.insert(border.hwnd, render_target);
Ok(border.clone())
},
Err(error) => Err(error.into()),
}
@@ -203,27 +288,17 @@ impl Border {
WindowsApi::close_window(self.hwnd)
}
pub fn update(&self, rect: &Rect, should_invalidate: bool) -> color_eyre::Result<()> {
// Make adjustments to the border
pub fn set_position(&self, rect: &Rect, reference_hwnd: isize) -> color_eyre::Result<()> {
let mut rect = *rect;
rect.add_margin(BORDER_WIDTH.load(Ordering::Relaxed));
rect.add_padding(-BORDER_OFFSET.load(Ordering::Relaxed));
rect.add_margin(self.width);
rect.add_padding(-self.offset);
// Update the position of the border if required
// This effectively handles WM_MOVE
// Also if I remove this no borders render at all lol
if !WindowsApi::window_rect(self.hwnd)?.eq(&rect) {
WindowsApi::set_border_pos(self.hwnd, &rect, Z_ORDER.load().into())?;
}
// Invalidate the rect to trigger the callback to update colours etc.
if should_invalidate {
self.invalidate();
}
WindowsApi::set_border_pos(self.hwnd, &rect, reference_hwnd)?;
Ok(())
}
// this triggers WM_PAINT in the callback below
pub fn invalidate(&self) {
let _ = unsafe { InvalidateRect(self.hwnd(), None, false) };
}
@@ -236,50 +311,73 @@ impl Border {
) -> LRESULT {
unsafe {
match message {
WM_SIZE | WM_PAINT => {
if let Ok(rect) = WindowsApi::window_rect(window.0 as isize) {
let render_targets = RENDER_TARGETS.lock();
if let Some(render_target) = render_targets.get(&(window.0 as isize)) {
let pixel_size = D2D_SIZE_U {
width: rect.right as u32,
height: rect.bottom as u32,
};
WM_CREATE => {
let mut border_pointer: *mut Border =
GetWindowLongPtrW(window, GWLP_USERDATA) as _;
let border_width = BORDER_WIDTH.load(Ordering::SeqCst);
let border_offset = BORDER_OFFSET.load(Ordering::SeqCst);
if border_pointer.is_null() {
let create_struct: *mut CREATESTRUCTW = lparam.0 as *mut _;
border_pointer = (*create_struct).lpCreateParams as *mut _;
SetWindowLongPtrW(window, GWLP_USERDATA, border_pointer as _);
}
let rect = D2D_RECT_F {
LRESULT(0)
}
EVENT_OBJECT_DESTROY => {
let border_pointer: *mut Border = GetWindowLongPtrW(window, GWLP_USERDATA) as _;
if border_pointer.is_null() {
return LRESULT(0);
}
// we don't actually want to destroy the window here, just hide it for quicker
// visual feedback to the user; the actual destruction will be handled by the
// core border manager loop
WindowsApi::hide_window(window.0 as isize);
LRESULT(0)
}
EVENT_OBJECT_LOCATIONCHANGE => {
let border_pointer: *mut Border = GetWindowLongPtrW(window, GWLP_USERDATA) as _;
if border_pointer.is_null() {
return LRESULT(0);
}
let reference_hwnd = lparam.0;
let old_rect = (*border_pointer).window_rect;
let rect = WindowsApi::window_rect(reference_hwnd).unwrap_or_default();
(*border_pointer).window_rect = rect;
if let Err(error) = (*border_pointer).set_position(&rect, reference_hwnd) {
tracing::error!("failed to update border position {error}");
}
if !rect.is_same_size_as(&old_rect) {
if let Some(render_target) = (*border_pointer).render_target.get() {
let border_width = (*border_pointer).width;
let border_offset = (*border_pointer).offset;
(*border_pointer).rounded_rect.rect = D2D_RECT_F {
left: (border_width / 2 - border_offset) as f32,
top: (border_width / 2 - border_offset) as f32,
right: (rect.right - border_width / 2 + border_offset) as f32,
bottom: (rect.bottom - border_width / 2 + border_offset) as f32,
};
let _ = render_target.Resize(&pixel_size);
let _ = render_target.Resize(&D2D_SIZE_U {
width: rect.right as u32,
height: rect.bottom as u32,
});
// Get window kind and color
let window_kind = FOCUS_STATE
.lock()
.get(&(window.0 as isize))
.copied()
.unwrap_or(WindowKind::Unfocused);
let color = window_kind_colour(window_kind);
let color = D2D1_COLOR_F {
r: ((color & 0xFF) as f32) / 255.0,
g: (((color >> 8) & 0xFF) as f32) / 255.0,
b: (((color >> 16) & 0xFF) as f32) / 255.0,
a: 1.0,
};
if let Ok(brush) = render_target
.CreateSolidColorBrush(&color, Some(BRUSH_PROPERTIES.deref()))
{
let window_kind = (*border_pointer).window_kind;
if let Some(brush) = (*border_pointer).brushes.get(&window_kind) {
render_target.BeginDraw();
render_target.Clear(None);
// Calculate border radius based on style
let style = match STYLE.load() {
let style = match (*border_pointer).style {
BorderStyle::System => {
if *WINDOWS_11 {
BorderStyle::Rounded
@@ -293,31 +391,17 @@ impl Border {
match style {
BorderStyle::Rounded => {
let radius = 8.0 + border_width as f32 / 2.0;
let rounded_rect = D2D1_ROUNDED_RECT {
rect,
radiusX: radius,
radiusY: radius,
};
render_target.DrawRoundedRectangle(
&rounded_rect,
&brush,
&(*border_pointer).rounded_rect,
brush,
border_width as f32,
None,
);
}
BorderStyle::Square => {
let rect = D2D_RECT_F {
left: rect.left,
top: rect.top,
right: rect.right,
bottom: rect.bottom,
};
render_target.DrawRectangle(
&rect,
&brush,
&(*border_pointer).rounded_rect.rect,
brush,
border_width as f32,
None,
);
@@ -326,17 +410,97 @@ impl Border {
}
let _ = render_target.EndDraw(None, None);
// If we don't do this we'll get spammed with WM_PAINT according to Raymond Chen
// https://stackoverflow.com/questions/41783234/why-does-my-call-to-d2d1rendertargetdrawtext-result-in-a-wm-paint-being-se#comment70756781_41783234
let _ = BeginPaint(window, &mut PAINTSTRUCT::default());
let _ = EndPaint(window, &PAINTSTRUCT::default());
}
}
}
LRESULT(0)
}
WM_PAINT => {
if let Ok(rect) = WindowsApi::window_rect(window.0 as isize) {
let border_pointer: *mut Border =
GetWindowLongPtrW(window, GWLP_USERDATA) as _;
if border_pointer.is_null() {
return LRESULT(0);
}
if let Some(render_target) = (*border_pointer).render_target.get() {
(*border_pointer).width = BORDER_WIDTH.load(Ordering::Relaxed);
(*border_pointer).offset = BORDER_OFFSET.load(Ordering::Relaxed);
let border_width = (*border_pointer).width;
let border_offset = (*border_pointer).offset;
(*border_pointer).rounded_rect.rect = D2D_RECT_F {
left: (border_width / 2 - border_offset) as f32,
top: (border_width / 2 - border_offset) as f32,
right: (rect.right - border_width / 2 + border_offset) as f32,
bottom: (rect.bottom - border_width / 2 + border_offset) as f32,
};
let _ = render_target.Resize(&D2D_SIZE_U {
width: rect.right as u32,
height: rect.bottom as u32,
});
// Get window kind and color
(*border_pointer).window_kind = FOCUS_STATE
.lock()
.get(&(window.0 as isize))
.copied()
.unwrap_or(WindowKind::Unfocused);
let window_kind = (*border_pointer).window_kind;
if let Some(brush) = (*border_pointer).brushes.get(&window_kind) {
render_target.BeginDraw();
render_target.Clear(None);
(*border_pointer).style = STYLE.load();
// Calculate border radius based on style
let style = match (*border_pointer).style {
BorderStyle::System => {
if *WINDOWS_11 {
BorderStyle::Rounded
} else {
BorderStyle::Square
}
}
BorderStyle::Rounded => BorderStyle::Rounded,
BorderStyle::Square => BorderStyle::Square,
};
match style {
BorderStyle::Rounded => {
render_target.DrawRoundedRectangle(
&(*border_pointer).rounded_rect,
brush,
border_width as f32,
None,
);
}
BorderStyle::Square => {
render_target.DrawRectangle(
&(*border_pointer).rounded_rect.rect,
brush,
border_width as f32,
None,
);
}
_ => {}
}
let _ = render_target.EndDraw(None, None);
}
}
}
let _ = ValidateRect(window, None);
LRESULT(0)
}
WM_DESTROY => {
SetWindowLongPtrW(window, GWLP_USERDATA, 0);
PostQuitMessage(0);
LRESULT(0)
}