mirror of
https://github.com/Stone-Red-Code/RemSox.git
synced 2026-09-04 09:06:23 +02:00
403 lines
12 KiB
C#
403 lines
12 KiB
C#
using Cosmos.Kernel.System.Graphics;
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using Cosmos.Kernel.System.Keyboard;
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using Cosmos.Kernel.System.Mouse;
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using RemSox.Processing;
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using RemSox.UI.GUI.Rendering;
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using System.Drawing;
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namespace RemSox.UI.GUI.Windows;
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/// <summary>
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/// Manages window creation, focus, interaction, and rendering orchestration for the GUI system.
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/// </summary>
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public static class WindowManager
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{
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private static readonly Lock windowsLock = new();
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// Process ID to list of windows
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private static readonly Dictionary<int, List<Window>> windows = [];
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private static int nextWindowId = 1;
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private static int nextZIndex = 1;
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private static Window? focusedWindow;
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private static Window? activeInteractWindow = null;
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private static Point lastPointerPosition = Point.Empty;
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private static bool wasLeftButtonDown = false;
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private static readonly MuliRenderSource renderSource = new([]);
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/// <summary>
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/// Processes input, updates interaction state, and triggers rendering of all windows.
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/// </summary>
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public static void Update()
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{
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Point pointerPosition = new(MouseManager.X, MouseManager.Y);
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bool leftButtonDown = MouseManager.LeftButton;
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Canvas canvas = FullScreenCanvas.GetFullScreenCanvas();
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if (leftButtonDown && !wasLeftButtonDown)
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{
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activeInteractWindow = TryBeginInteract(pointerPosition);
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}
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else if (leftButtonDown && activeInteractWindow is not null)
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{
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activeInteractWindow.UpdateInteraction(pointerPosition, new Size((int)canvas.Mode.Width, (int)canvas.Mode.Height));
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}
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else if (!leftButtonDown && activeInteractWindow is not null)
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{
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activeInteractWindow.EndInteraction();
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activeInteractWindow = null;
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}
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wasLeftButtonDown = leftButtonDown;
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while (KeyboardManager.TryReadKey(out KeyEvent? keyEvent) && keyEvent is not null)
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{
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focusedWindow?.HandleKeyEvent(keyEvent);
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}
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CanvasRenderSource.CompositeAndDisplay(canvas, pointerPosition);
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lastPointerPosition = pointerPosition;
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}
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/// <summary>
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/// Adds a new rendering source to the compositor.
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/// </summary>
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public static void AddRenderSource(IRenderSource source)
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{
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renderSource.AddSource(source);
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}
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/// <summary>
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/// Removes an existing rendering source from the compositor.
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/// </summary>
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public static void RemoveRenderSource(IRenderSource source)
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{
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renderSource.RemoveSource(source);
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}
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/// <summary>
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/// Creates and registers a new window for the specified process.
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/// </summary>
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public static Window CreateWindow(Process process, string title, Point position, Size size)
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{
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Window window = new(title, process.Id, GetNextWindowId(), renderSource)
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{
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Position = position,
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Size = size,
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ZIndex = nextZIndex++
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};
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lock (windowsLock)
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{
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if (!windows.ContainsKey(process.Id))
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{
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windows[process.Id] = [];
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}
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windows[process.Id].Add(window);
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}
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return window;
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}
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/// <summary>
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/// Creates and registers a new window, automatically finding the most spacious, least overlapping position.
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/// </summary>
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public static Window CreateWindow(Process process, string title, Size size)
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{
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Canvas canvas = FullScreenCanvas.GetFullScreenCanvas();
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int screenWidth = (int)canvas.Mode.Width;
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int screenHeight = (int)canvas.Mode.Height;
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List<Window> existingWindows;
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lock (windowsLock)
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{
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existingWindows = windows.Values.SelectMany(w => w).ToList();
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}
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int bestX = 50;
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int bestY = 50;
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int minOverlap = int.MaxValue;
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int maxSpaciousness = -1;
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const int step = 40;
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int maxX = Math.Max(0, screenWidth - size.Width);
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int maxY = Math.Max(0, screenHeight - size.Height);
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for (int y = 0; y <= maxY; y += step)
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{
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for (int x = 0; x <= maxX; x += step)
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{
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int currentOverlap = 0;
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int minWindowDist = int.MaxValue;
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// Edges of the proposed window
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int rectLeft = x;
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int rectTop = y;
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int rectRight = x + size.Width;
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int rectBottom = y + size.Height;
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foreach (Window win in existingWindows)
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{
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int winLeft = win.Position.X;
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int winTop = win.Position.Y;
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int winRight = win.Position.X + win.Size.Width;
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int winBottom = win.Position.Y + win.Size.Height;
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// Calculate Overlap (AABB)
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int intersectLeft = Math.Max(rectLeft, winLeft);
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int intersectTop = Math.Max(rectTop, winTop);
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int intersectRight = Math.Min(rectRight, winRight);
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int intersectBottom = Math.Min(rectBottom, winBottom);
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if (intersectRight > intersectLeft && intersectBottom > intersectTop)
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{
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currentOverlap += (intersectRight - intersectLeft) * (intersectBottom - intersectTop);
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}
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// Calculate True Edge-to-Edge Distance (Manhattan)
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// If the windows overlap, dx and dy will be 0.
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int dx = Math.Max(0, Math.Max(winLeft - rectRight, rectLeft - winRight));
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int dy = Math.Max(0, Math.Max(winTop - rectBottom, rectTop - winBottom));
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int dist = dx + dy;
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if (dist < minWindowDist)
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{
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minWindowDist = dist;
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}
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}
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// Calculate Distance to Screen Borders
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int borderDistLeft = x;
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int borderDistTop = y;
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int borderDistRight = screenWidth - rectRight;
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int borderDistBottom = screenHeight - rectBottom;
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int minBorderDist = Math.Min(Math.Min(borderDistLeft, borderDistTop), Math.Min(borderDistRight, borderDistBottom));
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// Spaciousness evaluates the closest boundary (either a screen edge or another window edge)
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int currentSpaciousness = existingWindows.Count == 0
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? minBorderDist
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: Math.Min(minBorderDist, minWindowDist);
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// Score Evaluation
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if (currentOverlap < minOverlap)
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{
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minOverlap = currentOverlap;
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maxSpaciousness = currentSpaciousness;
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bestX = x;
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bestY = y;
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}
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else if (currentOverlap == minOverlap)
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{
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// If overlap is tied (e.g., both are 0), pick the most spacious position
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if (currentSpaciousness > maxSpaciousness)
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{
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maxSpaciousness = currentSpaciousness;
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bestX = x;
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bestY = y;
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}
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}
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}
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}
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return CreateWindow(process, title, new Point(bestX, bestY), size);
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}
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/// <summary>
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/// Closes a specific window and notifies the renderer.
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/// </summary>
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public static void CloseWindow(Window window)
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{
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lock (windowsLock)
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{
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if (windows.TryGetValue(window.ProcessId, out List<Window>? processWindows))
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{
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_ = processWindows.Remove(window);
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}
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}
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if (focusedWindow == window)
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{
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focusedWindow = null;
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}
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if (activeInteractWindow == window)
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{
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activeInteractWindow = null;
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}
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renderSource.Render([new RenderCommand { WindowId = window.Id, ElementId = window.Id, ElementType = "WindowClose", Position = window.Position, Properties = new Dictionary<string, object?>() }]);
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}
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/// <summary>
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/// Returns a list of all windows belonging to the given process.
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/// </summary>
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public static List<Window> GetWindowsForProcess(Process process)
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{
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lock (windowsLock)
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{
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if (windows.TryGetValue(process.Id, out List<Window>? processWindows))
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{
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return processWindows.ToList();
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}
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return [];
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}
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}
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/// <summary>
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/// Closes all windows belonging to the given process.
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/// </summary>
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public static void CloseWindowsForProcess(Process process)
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{
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CloseWindowsForProcess(process.Id);
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}
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/// <summary>
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/// Closes all windows belonging to the given process ID.
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/// </summary>
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public static void CloseWindowsForProcess(int processId)
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{
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List<Window> windowsToClose = [];
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lock (windowsLock)
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{
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if (windows.TryGetValue(processId, out List<Window>? processWindows))
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{
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windowsToClose.AddRange(processWindows);
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_ = windows.Remove(processId);
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}
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}
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if (windowsToClose.Count > 0)
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{
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if (focusedWindow != null && windowsToClose.Contains(focusedWindow))
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{
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focusedWindow = null;
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}
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if (activeInteractWindow != null && windowsToClose.Contains(activeInteractWindow))
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{
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activeInteractWindow = null;
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}
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List<RenderCommand> closeCommands = [];
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foreach (Window window in windowsToClose)
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{
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closeCommands.Add(new RenderCommand { WindowId = window.Id, ElementId = window.Id, ElementType = "WindowClose", Position = window.Position, Properties = new Dictionary<string, object?>() });
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}
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renderSource.Render(closeCommands);
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}
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}
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/// <summary>
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/// Sets the focus to the specified window, bringing it to the foreground.
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/// </summary>
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public static void FocusWindow(Window? window)
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{
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if (focusedWindow == window)
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{
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return;
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}
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_ = window?.ZIndex = nextZIndex++;
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Window? previousFocusedWindow = focusedWindow;
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focusedWindow = window;
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previousFocusedWindow?.Flush();
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focusedWindow?.Flush();
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}
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/// <summary>
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/// Checks if the specified window is currently focused.
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/// </summary>
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public static bool IsWindowFocused(Window window)
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{
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return focusedWindow == window;
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}
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/// <summary>
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/// Attempts to begin interaction (drag/resize) with a window at the specified pointer position.
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/// </summary>
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public static Window? TryBeginInteract(Point pointerPosition)
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{
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List<Window> allWindows;
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lock (windowsLock)
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{
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allWindows = windows.Values.SelectMany(w => w).OrderByDescending(w => w.ZIndex).ToList();
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}
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foreach (Window window in allWindows)
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{
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if (window.TryBeginInteract(pointerPosition))
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{
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return window;
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}
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}
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return null;
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}
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/// <summary>
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/// Forces a full redraw of all windows in the system.
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/// </summary>
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public static void InvalidateAll()
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{
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List<Window> allWindows;
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lock (windowsLock)
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{
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allWindows = windows.Values.SelectMany(w => w).ToList();
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}
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foreach (Window window in allWindows)
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{
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window.Invalidate();
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}
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}
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private static int GetNextWindowId()
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{
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return nextWindowId++;
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}
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private sealed class MuliRenderSource(List<IRenderSource> sources) : IRenderSource
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{
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private readonly Lock sourcesLock = new();
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public void AddSource(IRenderSource source)
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{
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lock (sourcesLock)
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{
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sources.Add(source);
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}
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}
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public void RemoveSource(IRenderSource source)
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{
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lock (sourcesLock)
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{
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_ = sources.Remove(source);
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}
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}
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public void Render(IEnumerable<RenderCommand> commands)
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{
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List<IRenderSource> sourcesCopy;
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lock (sourcesLock)
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{
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sourcesCopy = sources.ToList();
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}
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foreach (IRenderSource source in sourcesCopy)
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{
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source.Render(commands);
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}
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}
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}
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}
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