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Spelling: ... shortcut guide (#3790)
* spelling: dimension * spelling: hidden * spelling: miniature * spelling: parent * spelling: popin * spelling: signal * spelling: suppress
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@@ -315,7 +315,7 @@ void D2DOverlayWindow::animate(int vk_code, int offset)
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AnimateKeys animation;
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std::wstring id;
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animation.vk_code = vk_code;
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winrt::com_ptr<ID2D1SvgElement> button_letter, parrent;
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winrt::com_ptr<ID2D1SvgElement> button_letter, parent;
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if (vk_code >= 0x41 && vk_code <= 0x5A)
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{
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id.push_back('A' + (vk_code - 0x41));
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@@ -373,16 +373,16 @@ void D2DOverlayWindow::animate(int vk_code, int offset)
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{
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return;
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}
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button_letter->GetParent(parrent.put());
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if (!parrent)
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button_letter->GetParent(parent.put());
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if (!parent)
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{
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return;
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}
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parrent->GetPreviousChild(button_letter.get(), animation.button.put());
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parent->GetPreviousChild(button_letter.get(), animation.button.put());
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if (!animation.button || !animation.button->IsAttributeSpecified(L"fill"))
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{
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animation.button = nullptr;
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parrent->GetNextChild(button_letter.get(), animation.button.put());
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parent->GetNextChild(button_letter.get(), animation.button.put());
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}
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if (!animation.button || !animation.button->IsAttributeSpecified(L"fill"))
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{
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@@ -626,7 +626,7 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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return;
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}
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d2d_dc->Clear();
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int x_offset = 0, y_offset = 0, dimention = 0;
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int x_offset = 0, y_offset = 0, dimension = 0;
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auto current_anim_value = (float)animation.value(Animation::AnimFunctions::LINEAR);
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SetLayeredWindowAttributes(hwnd, 0, (int)(255 * current_anim_value), LWA_ALPHA);
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double pos_anim_value = 1 - animation.value(Animation::AnimFunctions::EASE_OUT_EXPO);
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@@ -668,7 +668,7 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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// Thumbnail logic:
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auto window_state = get_window_state(active_window);
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auto thumb_window = get_window_pos(active_window);
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bool minature_shown = active_window != nullptr && thumbnail != nullptr && thumb_window && window_state != MINIMIZED;
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bool miniature_shown = active_window != nullptr && thumbnail != nullptr && thumb_window && window_state != MINIMIZED;
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RECT client_rect;
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if (thumb_window && GetClientRect(active_window, &client_rect))
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{
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@@ -679,9 +679,9 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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thumb_window->top += dy;
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thumb_window->bottom -= dy;
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}
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if (minature_shown && thumb_window->right - thumb_window->left <= 0 || thumb_window->bottom - thumb_window->top <= 0)
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if (miniature_shown && thumb_window->right - thumb_window->left <= 0 || thumb_window->bottom - thumb_window->top <= 0)
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{
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minature_shown = false;
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miniature_shown = false;
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}
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bool render_monitors = true;
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auto total_monitor_with_screen = total_screen;
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@@ -703,7 +703,7 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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total_monitor_with_screen = total_screen;
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}
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auto rect_and_scale = use_overlay->get_thumbnail_rect_and_scale(0, 0, total_monitor_with_screen.width(), total_monitor_with_screen.height(), 1);
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if (minature_shown)
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if (miniature_shown)
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{
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RECT thumbnail_pos;
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if (render_monitors)
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@@ -719,7 +719,7 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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}
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// If the animation is done show the thumbnail
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// we cannot animate the thumbnail, the animation lags behind
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minature_shown = show_thumbnail(thumbnail_pos, current_anim_value);
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miniature_shown = show_thumbnail(thumbnail_pos, current_anim_value);
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}
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else
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{
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@@ -732,7 +732,7 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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// render the monitors
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if (render_monitors)
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{
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brushColor = D2D1::ColorF(colors.desktop_fill_color, minature_shown ? current_anim_value : current_anim_value * 0.3f);
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brushColor = D2D1::ColorF(colors.desktop_fill_color, miniature_shown ? current_anim_value : current_anim_value * 0.3f);
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brush = nullptr;
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winrt::check_hresult(d2d_dc->CreateSolidColorBrush(brushColor, brush.put()));
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for (auto& monitor : monitors)
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@@ -747,16 +747,16 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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}
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}
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// Finalize the overlay - dimm the buttons if no thumbnail is present and show "No active window"
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use_overlay->toggle_window_group(minature_shown || window_state == MINIMIZED);
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if (!minature_shown && window_state != MINIMIZED)
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use_overlay->toggle_window_group(miniature_shown || window_state == MINIMIZED);
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if (!miniature_shown && window_state != MINIMIZED)
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{
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no_active.render(d2d_dc);
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window_state = UNKNOWN;
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}
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// Set the animation - move the draw window according to animation step
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auto popin = D2D1::Matrix3x2F::Translation((float)x_offset, (float)y_offset);
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d2d_dc->SetTransform(popin);
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auto popIn = D2D1::Matrix3x2F::Translation((float)x_offset, (float)y_offset);
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d2d_dc->SetTransform(popIn);
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// Animate keys
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for (unsigned id = 0; id < key_animations.size();)
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@@ -862,7 +862,7 @@ void D2DOverlayWindow::render(ID2D1DeviceContext5* d2d_dc)
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down = GET_RESOURCE_STRING(IDS_NO_ACTION);
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down_disabled = true;
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}
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auto text_color = D2D1::ColorF(light_mode ? 0x222222 : 0xDDDDDD, active_window_snappable && (minature_shown || window_state == MINIMIZED) ? 1.0f : 0.3f);
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auto text_color = D2D1::ColorF(light_mode ? 0x222222 : 0xDDDDDD, active_window_snappable && (miniature_shown || window_state == MINIMIZED) ? 1.0f : 0.3f);
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use_overlay->find_element(L"KeyUpGroup")->SetAttributeValue(L"fill-opacity", up_disabled ? 0.3f : 1.0f);
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text.set_alignment_center().write(d2d_dc, text_color, use_overlay->get_maximize_label(), up);
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use_overlay->find_element(L"KeyDownGroup")->SetAttributeValue(L"fill-opacity", down_disabled ? 0.3f : 1.0f);
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