Files
PowerToys/src/modules/MouseUtils/MouseJumpUI/MainForm.cs
Josh Soref bf16e10baf Updates for check-spelling v0.0.25 (#40386)
## Summary of the Pull Request

- #39572 updated check-spelling but ignored:
   > 🐣 Breaking Changes
[Code Scanning action requires a Code Scanning
Ruleset](https://github.com/check-spelling/check-spelling/wiki/Breaking-Change:-Code-Scanning-action-requires-a-Code-Scanning-Ruleset)
If you use SARIF reporting, then instead of the workflow yielding an 
when it fails, it will rely on [github-advanced-security
🤖](https://github.com/apps/github-advanced-security) to report the
failure. You will need to adjust your checks for PRs.

This means that check-spelling hasn't been properly doing its job 😦.

I'm sorry, I should have pushed a thing to this repo earlier,...

Anyway, as with most refreshes, this comes with a number of fixes, some
are fixes for typos that snuck in before the 0.0.25 upgrade, some are
for things that snuck in after, some are based on new rules in
spell-check-this, and some are hand written patterns based on running
through this repository a few times.

About the 🐣 **breaking change**: someone needs to create a ruleset for
this repository (see [Code Scanning action requires a Code Scanning
Ruleset: Sample ruleset

](https://github.com/check-spelling/check-spelling/wiki/Breaking-Change:-Code-Scanning-action-requires-a-Code-Scanning-Ruleset#sample-ruleset)).

The alternative to adding a ruleset is to change the condition to not
use sarif for this repository. In general, I think the github
integration from sarif is prettier/more helpful, so I think that it's
the better choice.

You can see an example of it working in:
- https://github.com/check-spelling-sandbox/PowerToys/pull/23

---------

Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com>
Co-authored-by: Mike Griese <migrie@microsoft.com>
Co-authored-by: Dustin L. Howett <dustin@howett.net>
2025-07-08 17:16:52 -05:00

262 lines
8.9 KiB
C#

// Copyright (c) Microsoft Corporation
// 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.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
using ManagedCommon;
using MouseJump.Common.Helpers;
using MouseJump.Common.Imaging;
using MouseJump.Common.Models.Drawing;
using MouseJump.Common.Models.Layout;
using MouseJumpUI.Helpers;
namespace MouseJumpUI;
internal sealed partial class MainForm : Form
{
public MainForm(SettingsHelper settingsHelper)
{
this.InitializeComponent();
this.SettingsHelper = settingsHelper ?? throw new ArgumentNullException(nameof(settingsHelper));
}
private PreviewLayout? PreviewLayout
{
get;
set;
}
public SettingsHelper SettingsHelper
{
get;
}
private void MainForm_Load(object sender, EventArgs e)
{
}
private void MainForm_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Escape)
{
this.OnDeactivate(EventArgs.Empty);
return;
}
var screens = ScreenHelper.GetAllScreens().ToList();
if (screens.Count == 0)
{
return;
}
var currentLocation = MouseHelper.GetCursorPosition();
var currentScreen = ScreenHelper.GetScreenFromPoint(screens, currentLocation);
var currentScreenIndex = screens.IndexOf(currentScreen);
var targetScreen = default(ScreenInfo?);
switch (e.KeyCode)
{
case >= Keys.D1 and <= Keys.D9:
{
// number keys 1-9 - move to the numbered screen
var screenNumber = e.KeyCode - Keys.D0;
/* note - screen *numbers* are 1-based, screen *indexes* are 0-based */
targetScreen = (screenNumber <= screens.Count)
? targetScreen = screens[screenNumber - 1]
: null;
break;
}
case >= Keys.NumPad1 and <= Keys.NumPad9:
{
// numpad keys 1-9 - move to the numbered screen
var screenNumber = e.KeyCode - Keys.NumPad0;
/* note - screen *numbers* are 1-based, screen *indexes* are 0-based */
targetScreen = (screenNumber <= screens.Count)
? targetScreen = screens[screenNumber - 1]
: null;
break;
}
case Keys.P:
// "P" - move to the primary screen
targetScreen = screens.Single(screen => screen.Primary);
break;
case Keys.Left:
// move to the previous screen, looping back to the end if needed
var prevIndex = (currentScreenIndex - 1 + screens.Count) % screens.Count;
targetScreen = screens[prevIndex];
break;
case Keys.Right:
// move to the next screen, looping round to the start if needed
var nextIndex = (currentScreenIndex + 1) % screens.Count;
targetScreen = screens[nextIndex];
break;
case Keys.Home:
// move to the first screen
targetScreen = screens.First();
break;
case Keys.End:
// move to the last screen
targetScreen = screens.Last();
break;
}
if (targetScreen is not null)
{
MouseHelper.SetCursorPosition(targetScreen.DisplayArea.Midpoint);
this.OnDeactivate(EventArgs.Empty);
}
}
private void MainForm_Deactivate(object sender, EventArgs e)
{
this.Hide();
this.ClearPreview();
}
private void Thumbnail_Click(object sender, EventArgs e)
{
var mouseEventArgs = (MouseEventArgs)e;
Logger.LogInfo(string.Join(
'\n',
$"Reporting mouse event args",
$"\tbutton = {mouseEventArgs.Button}",
$"\tlocation = {mouseEventArgs.Location}"));
if (mouseEventArgs.Button == MouseButtons.Left)
{
if (this.PreviewLayout is null)
{
// there's no layout data so we can't work out what screen was clicked
return;
}
// work out which screenshot was clicked
var clickedScreenshot = this.PreviewLayout.ScreenshotBounds
.FirstOrDefault(
box => box.BorderBounds.Contains(mouseEventArgs.X, mouseEventArgs.Y));
if (clickedScreenshot is null)
{
return;
}
// scale up the click onto the physical screen - the aspect ratio of the screenshot
// might be distorted compared to the physical screen due to the borders around the
// screenshot, so we need to work out the target location on the physical screen first
var clickedScreen =
this.PreviewLayout.Screens[this.PreviewLayout.ScreenshotBounds.IndexOf(clickedScreenshot)];
var clickedLocation = new PointInfo(mouseEventArgs.Location)
.Stretch(
source: clickedScreenshot.ContentBounds,
target: clickedScreen)
.Clamp(
new(
x: clickedScreen.X + 1,
y: clickedScreen.Y + 1,
width: clickedScreen.Width - 1,
height: clickedScreen.Height - 1
))
.Truncate();
// move mouse pointer
Logger.LogInfo($"clicked location = {clickedLocation}");
Microsoft.PowerToys.Telemetry.PowerToysTelemetry.Log.WriteEvent(new Telemetry.MouseJumpTeleportCursorEvent());
MouseHelper.SetCursorPosition(clickedLocation);
}
this.OnDeactivate(EventArgs.Empty);
}
public void ShowPreview()
{
// hide the form while we redraw it...
this.Visible = false;
var stopwatch = Stopwatch.StartNew();
var appSettings = this.SettingsHelper.CurrentSettings ?? throw new InvalidOperationException();
var screens = ScreenHelper.GetAllScreens().Select(screen => screen.DisplayArea).ToList();
var activatedLocation = MouseHelper.GetCursorPosition();
this.PreviewLayout = LayoutHelper.GetPreviewLayout(
previewStyle: SettingsHelper.GetActivePreviewStyle(appSettings),
screens: screens,
activatedLocation: activatedLocation);
this.PositionForm(this.PreviewLayout.FormBounds);
var imageCopyService = new DesktopImageRegionCopyService();
DrawingHelper.RenderPreview(
this.PreviewLayout,
imageCopyService,
this.OnPreviewImageCreated,
this.OnPreviewImageUpdated);
stopwatch.Stop();
Microsoft.PowerToys.Telemetry.PowerToysTelemetry.Log.WriteEvent(new Telemetry.MouseJumpShowEvent());
// we have to activate the form to make sure the deactivate event fires
this.Activate();
}
private void ClearPreview()
{
if (this.Thumbnail.Image is null)
{
return;
}
var tmp = this.Thumbnail.Image;
this.Thumbnail.Image = null;
tmp.Dispose();
// force preview image memory to be released; otherwise,
// all the disposed images can pile up without being GC'ed
GC.Collect();
}
/// <summary>
/// Resize and position the specified form.
/// </summary>
private void PositionForm(RectangleInfo bounds)
{
// note - do this in two steps rather than "this.Bounds = formBounds" as there
// appears to be an issue in WinForms with dpi scaling even when using PerMonitorV2,
// where the form scaling uses either the *primary* screen scaling or the *previous*
// screen's scaling when the form is moved to a different screen. i've got no idea
// *why*, but the exact sequence of calls below seems to be a workaround...
// see https://github.com/mikeclayton/FancyMouse/issues/2
var rect = bounds.ToRectangle();
this.Location = rect.Location;
_ = this.PointToScreen(Point.Empty);
this.Size = rect.Size;
}
private void OnPreviewImageCreated(Bitmap preview)
{
this.ClearPreview();
this.Thumbnail.Image = preview;
}
private void OnPreviewImageUpdated()
{
if (!this.Visible)
{
// we seem to need to turn off topmost and then re-enable it again
// when we show the form; otherwise, it doesn't always get shown topmost...
this.TopMost = false;
this.TopMost = true;
this.Show();
}
this.Thumbnail.Refresh();
}
}