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Format shortcut_guide according to .clang-format
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@@ -7,85 +7,94 @@
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#include "common/windows_colors.h"
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#include "common/tasklist_positions.h"
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struct ScaleResult {
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double scale;
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RECT rect;
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struct ScaleResult
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{
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double scale;
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RECT rect;
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};
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class D2DOverlaySVG : public D2DSVG {
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class D2DOverlaySVG : public D2DSVG
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{
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public:
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D2DOverlaySVG& load(const std::wstring& filename, ID2D1DeviceContext5* d2d_dc);
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D2DOverlaySVG& resize(int x, int y, int width, int height, float fill, float max_scale = -1.0f);
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D2DOverlaySVG& find_thumbnail(const std::wstring& id);
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D2DOverlaySVG& find_window_group(const std::wstring& id);
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ScaleResult get_thumbnail_rect_and_scale(int x_offset, int y_offset, int window_cx, int window_cy, float fill);
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D2DOverlaySVG& toggle_window_group(bool active);
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winrt::com_ptr<ID2D1SvgElement> find_element(const std::wstring& id);
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D2D1_RECT_F get_maximize_label() const;
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D2D1_RECT_F get_minimize_label() const;
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D2D1_RECT_F get_snap_left() const;
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D2D1_RECT_F get_snap_right() const;
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D2DOverlaySVG& load(const std::wstring& filename, ID2D1DeviceContext5* d2d_dc);
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D2DOverlaySVG& resize(int x, int y, int width, int height, float fill, float max_scale = -1.0f);
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D2DOverlaySVG& find_thumbnail(const std::wstring& id);
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D2DOverlaySVG& find_window_group(const std::wstring& id);
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ScaleResult get_thumbnail_rect_and_scale(int x_offset, int y_offset, int window_cx, int window_cy, float fill);
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D2DOverlaySVG& toggle_window_group(bool active);
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winrt::com_ptr<ID2D1SvgElement> find_element(const std::wstring& id);
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D2D1_RECT_F get_maximize_label() const;
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D2D1_RECT_F get_minimize_label() const;
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D2D1_RECT_F get_snap_left() const;
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D2D1_RECT_F get_snap_right() const;
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private:
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D2D1_POINT_2F thumbnail_top_left = {};
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D2D1_POINT_2F thumbnail_bottom_right = {};
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RECT thumbnail_scaled_rect = {};
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winrt::com_ptr<ID2D1SvgElement> window_group;
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D2D1_POINT_2F thumbnail_top_left = {};
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D2D1_POINT_2F thumbnail_bottom_right = {};
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RECT thumbnail_scaled_rect = {};
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winrt::com_ptr<ID2D1SvgElement> window_group;
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};
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struct AnimateKeys {
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Animation animation;
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D2D1_COLOR_F original;
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winrt::com_ptr<ID2D1SvgElement> button;
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int vk_code;
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struct AnimateKeys
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{
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Animation animation;
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D2D1_COLOR_F original;
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winrt::com_ptr<ID2D1SvgElement> button;
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int vk_code;
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};
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class D2DOverlayWindow : public D2DWindow {
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class D2DOverlayWindow : public D2DWindow
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{
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public:
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D2DOverlayWindow();
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void show(HWND active_window);
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void animate(int vk_code);
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~D2DOverlayWindow();
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void apply_overlay_opacity(float opacity);
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void set_theme(const std::wstring& theme);
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void quick_hide();
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D2DOverlayWindow();
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void show(HWND active_window);
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void animate(int vk_code);
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~D2DOverlayWindow();
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void apply_overlay_opacity(float opacity);
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void set_theme(const std::wstring& theme);
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void quick_hide();
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private:
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void animate(int vk_code, int offset);
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bool show_thumbnail(const RECT& rect, double alpha);
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void hide_thumbnail();
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virtual void init() override;
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virtual void resize() override;
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virtual void render(ID2D1DeviceContext5* d2d_dc) override;
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virtual void on_show() override;
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virtual void on_hide() override;
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float get_overlay_opacity();
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void animate(int vk_code, int offset);
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bool show_thumbnail(const RECT& rect, double alpha);
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void hide_thumbnail();
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virtual void init() override;
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virtual void resize() override;
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virtual void render(ID2D1DeviceContext5* d2d_dc) override;
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virtual void on_show() override;
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virtual void on_hide() override;
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float get_overlay_opacity();
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bool running = true;
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std::vector<AnimateKeys> key_animations;
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std::vector<int> key_pressed;
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std::vector<MonitorInfo> monitors;
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ScreenSize total_screen;
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int monitor_dx = 0, monitor_dy = 0;
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D2DText text;
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WindowsColors colors;
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Animation animation;
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RECT window_rect = {};
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Tasklist tasklist;
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std::vector<TasklistButton> tasklist_buttons;
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std::thread tasklist_thread;
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bool tasklist_update = false;
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std::mutex tasklist_cv_mutex;
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std::condition_variable tasklist_cv;
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bool running = true;
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std::vector<AnimateKeys> key_animations;
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std::vector<int> key_pressed;
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std::vector<MonitorInfo> monitors;
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ScreenSize total_screen;
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int monitor_dx = 0, monitor_dy = 0;
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D2DText text;
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WindowsColors colors;
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Animation animation;
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RECT window_rect = {};
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Tasklist tasklist;
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std::vector<TasklistButton> tasklist_buttons;
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std::thread tasklist_thread;
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bool tasklist_update = false;
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std::mutex tasklist_cv_mutex;
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std::condition_variable tasklist_cv;
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HTHUMBNAIL thumbnail;
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HWND active_window = nullptr;
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D2DOverlaySVG landscape, portrait;
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D2DOverlaySVG* use_overlay = nullptr;
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D2DSVG no_active;
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std::vector<D2DSVG> arrows;
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std::chrono::steady_clock::time_point shown_start_time;
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float overlay_opacity = 0.9f;
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enum {
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Light, Dark, System
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} theme_setting = System;
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bool light_mode = true;
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HTHUMBNAIL thumbnail;
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HWND active_window = nullptr;
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D2DOverlaySVG landscape, portrait;
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D2DOverlaySVG* use_overlay = nullptr;
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D2DSVG no_active;
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std::vector<D2DSVG> arrows;
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std::chrono::steady_clock::time_point shown_start_time;
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float overlay_opacity = 0.9f;
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enum
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{
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Light,
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Dark,
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System
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} theme_setting = System;
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bool light_mode = true;
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};
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