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<!-- Enter a brief description/summary of your PR here. What does it fix/what does it change/how was it tested (even manually, if necessary)? --> ## Summary of the Pull Request <!-- Please review the items on the PR checklist before submitting--> ## PR Checklist - [X] Closes: #981 <!-- - [ ] Closes: #yyy (add separate lines for additional resolved issues) --> - [X] **Communication:** I've discussed this with core contributors already. If the work hasn't been agreed, this work might be rejected - [ ] **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 pipeline](https://github.com/microsoft/PowerToys/blob/main/.pipelines/release.yml) - [ ] **Documentation updated:** If checked, please file a pull request on [our docs repo](https://github.com/MicrosoftDocs/windows-uwp/tree/docs/hub/powertoys) and link it here: #xxx <!-- Provide a more detailed description of the PR, other things fixed, or any additional comments/features here --> ## Detailed Description of the Pull Request / Additional comments This pull request implements Screencast Mode, a keyboard visualization module. The implementation of this module was made with the goal of adhering to current PowerToys development conventions. There is currently no Unit Tests to do automated testing for the module or its settings, which would need to be added in the future. For more information, there is a README that is located in src/modules/ScreencastMode <!-- Describe how you validated the behavior. Add automated tests wherever possible, but list manual validation steps taken as well --> ## Validation Steps Performed For validation, the module was built using the appropriate steps to get the .exe for PowerToys and that executable was run. From there, the module was manually tested from simple typing on the keyboard to changing settings around for the module. --------- Co-authored-by: Zoha Ahmed <122557699+Zoha-ahmed@users.noreply.github.com> Co-authored-by: Jaylyn Barbee <51131738+Jaylyn-Barbee@users.noreply.github.com> Co-authored-by: Gleb Khmyznikov <gleb.khmyznikov@gmail.com> Co-authored-by: Guilherme <57814418+DevLGuilherme@users.noreply.github.com> Co-authored-by: Kai Tao <69313318+vanzue@users.noreply.github.com> Co-authored-by: Shawn Yuan <128874481+shuaiyuanxx@users.noreply.github.com> Co-authored-by: leileizhang <leilzh@microsoft.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Jiří Polášek <me@jiripolasek.com>
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
#pragma once
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#include "LightSwitchSettings.h"
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#include <optional>
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// Represents runtime-only information (not saved in settings.json)
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struct LightSwitchState
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{
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ScheduleMode lastAppliedMode = ScheduleMode::Off;
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bool isManualOverride = false;
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bool isSystemLightActive = false;
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bool isAppsLightActive = false;
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bool isNightLightActive = false;
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int lastEvaluatedDay = -1;
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int lastTickMinutes = -1;
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// Derived, runtime-resolved times
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int effectiveLightMinutes = 0; // the boundary we actually act on
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int effectiveDarkMinutes = 0; // includes offsets if needed
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};
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// The controller that reacts to settings changes, time ticks, and manual overrides.
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class LightSwitchStateManager
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{
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public:
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LightSwitchStateManager();
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// Called when settings.json changes or stabilizes.
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void OnSettingsChanged();
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// Called every minute (from service worker tick).
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void OnTick(int currentMinutes);
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// Called when manual override is toggled (via shortcut or system change).
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void OnManualOverride();
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// Called when night light changes in windows settings
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void OnNightLightChange();
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// Initial sync at startup to align internal state with system theme
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void SyncInitialThemeState();
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// Accessor for current state (optional, for debugging or telemetry)
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const LightSwitchState& GetState() const { return _state; }
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private:
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LightSwitchState _state;
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std::mutex _stateMutex;
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void EvaluateAndApplyIfNeeded();
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bool CoordinatesAreValid(const std::wstring& lat, const std::wstring& lon);
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};
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