Fancyzones: Fix a custom layout not work in fancyzone and powertoys extension (#44661)

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## Summary of the Pull Request
1. Fix a issue that fancyzone custom layouts be able to work
2. Fix monitor info build and the icon render

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## PR Checklist

- [ ] Closes: #xxx
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- [ ] **Communication:** I've discussed this with core contributors
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- [ ] **Tests:** Added/updated and all pass
- [ ] **Localization:** All end-user-facing strings can be localized
- [ ] **Dev docs:** Added/updated
- [ ] **New binaries:** Added on the required places
- [ ] [JSON for
signing](https://github.com/microsoft/PowerToys/blob/main/.pipelines/ESRPSigning_core.json)
for new binaries
- [ ] [WXS for
installer](https://github.com/microsoft/PowerToys/blob/main/installer/PowerToysSetup/Product.wxs)
for new binaries and localization folder
- [ ] [YML for CI
pipeline](https://github.com/microsoft/PowerToys/blob/main/.pipelines/ci/templates/build-powertoys-steps.yml)
for new test projects
- [ ] [YML for signed
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and link it here: #xxx

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## Detailed Description of the Pull Request / Additional comments

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This commit is contained in:
Kai Tao
2026-01-12 09:23:40 +08:00
committed by GitHub
parent a6b8cea7cd
commit fd88fa18d4
4 changed files with 29 additions and 8 deletions

View File

@@ -2,6 +2,7 @@
// The Microsoft Corporation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
using System;
using System.Collections.Generic;
using System.Globalization;
using Microsoft.CommandPalette.Extensions;
@@ -41,15 +42,19 @@ internal sealed partial class FancyZonesMonitorListItem : ListItem
public static Details BuildMonitorDetails(FancyZonesMonitorDescriptor monitor)
{
var currentVirtualDesktop = FancyZonesVirtualDesktop.GetCurrentVirtualDesktopIdString();
// Calculate physical resolution from logical pixels and DPI
var scaleFactor = monitor.Data.Dpi > 0 ? monitor.Data.Dpi / 96.0 : 1.0;
var physicalWidth = (int)Math.Round(monitor.Data.MonitorWidth * scaleFactor);
var physicalHeight = (int)Math.Round(monitor.Data.MonitorHeight * scaleFactor);
var resolution = $"{physicalWidth}\u00D7{physicalHeight}";
var tags = new List<IDetailsElement>
{
DetailTag(Resources.FancyZones_Monitor, monitor.Data.Monitor),
DetailTag(Resources.FancyZones_Instance, monitor.Data.MonitorInstanceId),
DetailTag(Resources.FancyZones_Serial, monitor.Data.MonitorSerialNumber),
DetailTag(Resources.FancyZones_Number, monitor.Data.MonitorNumber.ToString(CultureInfo.InvariantCulture)),
DetailTag(Resources.FancyZones_VirtualDesktop, currentVirtualDesktop),
DetailTag(Resources.FancyZones_WorkArea, $"{monitor.Data.LeftCoordinate},{monitor.Data.TopCoordinate} {monitor.Data.WorkAreaWidth}\u00D7{monitor.Data.WorkAreaHeight}"),
DetailTag(Resources.FancyZones_Resolution, $"{monitor.Data.MonitorWidth}\u00D7{monitor.Data.MonitorHeight}"),
DetailTag(Resources.FancyZones_Resolution, resolution),
DetailTag(Resources.FancyZones_DPI, monitor.Data.Dpi.ToString(CultureInfo.InvariantCulture)),
};

View File

@@ -19,8 +19,12 @@ internal readonly record struct FancyZonesMonitorDescriptor(
{
get
{
var size = $"{Data.MonitorWidth}×{Data.MonitorHeight}";
var scaling = Data.Dpi > 0 ? string.Format(CultureInfo.InvariantCulture, "{0}%", (int)Math.Round(Data.Dpi * 100 / 96.0)) : "n/a";
// MonitorWidth/Height are logical (DPI-scaled) pixels, calculate physical resolution
var scaleFactor = Data.Dpi > 0 ? Data.Dpi / 96.0 : 1.0;
var physicalWidth = (int)Math.Round(Data.MonitorWidth * scaleFactor);
var physicalHeight = (int)Math.Round(Data.MonitorHeight * scaleFactor);
var size = $"{physicalWidth}×{physicalHeight}";
var scaling = Data.Dpi > 0 ? string.Format(CultureInfo.InvariantCulture, "{0}%", (int)Math.Round(scaleFactor * 100)) : "n/a";
return $"{size} \u2022 {scaling}";
}
}

View File

@@ -485,12 +485,21 @@ internal static class FancyZonesThumbnailRenderer
private static List<NormalizedRect> GetFocusRects(int zoneCount)
{
// Focus layout parameters from FancyZonesEditor CanvasLayoutModel:
// - DefaultOffset = 100px from top-left (normalized: ~0.05 for typical screen)
// - OffsetShift = 50px per zone (normalized: ~0.025)
// - ZoneSizeMultiplier = 0.4 (zones are 40% of screen)
zoneCount = Math.Clamp(zoneCount, 1, 8);
var rects = new List<NormalizedRect>(zoneCount);
const float defaultOffset = 0.05f; // ~100px on 1920px screen
const float offsetShift = 0.025f; // ~50px on 1920px screen
const float zoneSize = 0.4f; // 40% of screen
for (var i = 0; i < zoneCount; i++)
{
var offset = i * 0.06f;
rects.Add(new NormalizedRect(0.1f + offset, 0.1f + offset, 0.8f, 0.8f));
var offset = i * offsetShift;
rects.Add(new NormalizedRect(defaultOffset + offset, defaultOffset + offset, zoneSize, zoneSize));
}
return rects;