bug修复调整

This commit is contained in:
zhongluofeng
2026-08-31 18:05:27 +08:00
parent 28e0c4664a
commit 6b9f71da08
35 changed files with 1004 additions and 296 deletions
+150 -4
View File
@@ -15,9 +15,12 @@ use tauri::{AppHandle, Emitter};
static DRAG_STOP: OnceLock<Arc<AtomicBool>> = OnceLock::new();
/// 任务栏覆盖监视线程停止标志
static TOPMOST_STOP: OnceLock<Arc<AtomicBool>> = OnceLock::new();
/// 游戏全屏监视线程停止标志
static GAME_STOP: OnceLock<Arc<AtomicBool>> = OnceLock::new();
/// 监视线程句柄(用于停止时 join,避免 sleep 猜测式等待 + 线程泄漏)
static DRAG_HANDLE: Mutex<Option<JoinHandle<()>>> = Mutex::new(None);
static TOPMOST_HANDLE: Mutex<Option<JoinHandle<()>>> = Mutex::new(None);
static GAME_HANDLE: Mutex<Option<JoinHandle<()>>> = Mutex::new(None);
fn drag_stop() -> &'static Arc<AtomicBool> {
DRAG_STOP.get_or_init(|| Arc::new(AtomicBool::new(true)))
@@ -27,6 +30,10 @@ fn topmost_stop() -> &'static Arc<AtomicBool> {
TOPMOST_STOP.get_or_init(|| Arc::new(AtomicBool::new(true)))
}
fn game_stop() -> &'static Arc<AtomicBool> {
GAME_STOP.get_or_init(|| Arc::new(AtomicBool::new(true)))
}
/// 停止右键拖动监视线程并等待其退出(标志置位后线程最迟一个轮询周期退出)
fn stop_drag_thread() {
drag_stop().store(true, Ordering::SeqCst);
@@ -51,18 +58,35 @@ fn stop_topmost_thread() {
}
}
/// 停止游戏全屏监视线程并等待其退出
fn stop_game_thread() {
game_stop().store(true, Ordering::SeqCst);
if let Some(h) = GAME_HANDLE
.lock()
.unwrap_or_else(|e| e.into_inner())
.take()
{
let _ = h.join();
}
}
#[cfg(windows)]
mod win_api {
use tauri::{AppHandle, Manager};
use windows_sys::Win32::Foundation::{POINT, RECT};
use windows_sys::Win32::Graphics::Gdi::{
GetMonitorInfoW, MonitorFromWindow, MONITORINFO, MONITOR_DEFAULTTONEAREST,
};
use windows_sys::Win32::UI::Input::KeyboardAndMouse::{GetAsyncKeyState, VK_RBUTTON};
use windows_sys::Win32::UI::WindowsAndMessaging::{
GetClassNameW, GetCursorPos, GetForegroundWindow, GetWindowLongPtrW,
GetWindowRect, SendMessageW, SetWindowLongPtrW, SetWindowPos,
GWL_EXSTYLE, HTCAPTION, HWND_NOTOPMOST, HWND_TOPMOST, SWP_NOACTIVATE, SWP_NOMOVE,
SWP_NOSIZE, SWP_NOZORDER, WM_NCLBUTTONDOWN, WS_EX_NOACTIVATE,
GetClassNameW, GetCursorPos, GetForegroundWindow, GetWindowLongPtrW, GetWindowLongW,
GetWindowRect, GetWindowThreadProcessId, SendMessageW, SetWindowLongPtrW, SetWindowPos,
GWL_EXSTYLE, GWL_STYLE, HTCAPTION, HWND_NOTOPMOST, HWND_TOPMOST, SWP_NOACTIVATE,
SWP_NOMOVE, SWP_NOSIZE, SWP_NOZORDER, WM_NCLBUTTONDOWN, WS_EX_NOACTIVATE,
WS_EX_TOOLWINDOW, WS_EX_TRANSPARENT,
};
/// 供模块外全屏判定使用的窗口样式常量(pub re-export
pub use windows_sys::Win32::UI::WindowsAndMessaging::WS_CAPTION;
/// windows-sys 的 HWND 类型别名(isize
pub type Hwnd = isize;
@@ -225,6 +249,41 @@ mod win_api {
| "Windows.UI.Shell.ShellFlyoutWindow" // Win11 Shell 弹出
)
}
/// 获取窗口样式(GWL_STYLE
pub fn get_window_style(hwnd: Hwnd) -> isize {
unsafe { GetWindowLongW(hwnd, GWL_STYLE) as isize }
}
/// 判断窗口是否属于本进程(Thing 自身窗口不参与全屏判定)
pub fn is_own_process(hwnd: Hwnd) -> bool {
let mut pid: u32 = 0;
unsafe {
GetWindowThreadProcessId(hwnd, &mut pid);
}
pid != 0 && pid == std::process::id()
}
/// 获取窗口所在显示器(最近匹配)的矩形(物理像素)
pub fn get_monitor_rect(hwnd: Hwnd) -> Option<RECT> {
let monitor = unsafe { MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST) };
if monitor == 0 {
return None;
}
let mut info = MONITORINFO {
cbSize: std::mem::size_of::<MONITORINFO>() as u32,
rcMonitor: RECT { left: 0, top: 0, right: 0, bottom: 0 },
rcWork: RECT { left: 0, top: 0, right: 0, bottom: 0 },
dwFlags: 0,
};
unsafe {
if GetMonitorInfoW(monitor, &mut info) != 0 {
Some(info.rcMonitor)
} else {
None
}
}
}
}
/// 应用 OSD 悬浮窗的原生样式(NoActivate + ToolWindow
@@ -369,11 +428,98 @@ pub fn osd_start_topmost_watch(app: AppHandle) -> Result<(), String> {
Ok(())
}
/// 判断窗口是否为全屏应用(无边框/独占全屏游戏)
///
/// 判定条件(全部满足):
/// 1. 无 WS_CAPTION 样式 —— 排除普通应用的"最大化"(即使系统任务栏设为自动隐藏,
/// 最大化窗口覆盖率也接近 100%,但它们带标题栏,靠样式即可区分)
/// 2. 非本进程窗口(Thing 主窗口/悬浮窗自身)
/// 3. 窗口矩形与所在显示器矩形的交集覆盖率 ≥ 95%(兼容缩放/1px 误差)
#[cfg(windows)]
fn is_fullscreen_game_window(hwnd: isize) -> bool {
if win_api::get_window_style(hwnd) & (win_api::WS_CAPTION as isize) != 0 {
return false;
}
if win_api::is_own_process(hwnd) {
return false;
}
let (Some(win_rect), Some(mon_rect)) = (
win_api::get_window_rect(hwnd),
win_api::get_monitor_rect(hwnd),
) else {
return false;
};
let iw = (win_rect.right.min(mon_rect.right) - win_rect.left.max(mon_rect.left)).max(0) as i64;
let ih = (win_rect.bottom.min(mon_rect.bottom) - win_rect.top.max(mon_rect.top)).max(0) as i64;
let mw = (mon_rect.right - mon_rect.left).max(0) as i64;
let mh = (mon_rect.bottom - mon_rect.top).max(0) as i64;
let mon_area = (mw * mh).max(1);
iw * ih * 100 >= mon_area * 95
}
/// 启动游戏全屏监视
///
/// 轮询检测前景窗口是否为全屏应用(无边框/独占全屏游戏),
/// 状态变化时发出 `osd-game-active` / `osd-game-inactive` 事件。
/// 前端据此隐藏/恢复 OSD:透明置顶 WebView 悬浮窗会占用 DWM 合成路径,
/// 禁用游戏的独立翻转(MPO),是游戏中掉帧的根源;隐藏悬浮窗即可排除影响。
#[tauri::command]
pub fn osd_start_game_watch(app: AppHandle) -> Result<(), String> {
// 停止旧线程,等待其退出后再启动新线程
stop_game_thread();
let stop_flag = game_stop().clone();
stop_flag.store(false, Ordering::SeqCst);
let app_handle = app.clone();
let handle = thread::spawn(move || {
let mut fullscreen_active = false;
loop {
if stop_flag.load(Ordering::SeqCst) {
break;
}
#[cfg(windows)]
{
let fg = win_api::get_foreground_window();
let fullscreen = fg != 0
&& win_api::get_class_name(fg)
.map_or(false, |c| !win_api::is_system_ui_class(&c))
&& is_fullscreen_game_window(fg);
if fullscreen != fullscreen_active {
fullscreen_active = fullscreen;
let event = if fullscreen {
crate::constants::events::OSD_GAME_ACTIVE
} else {
crate::constants::events::OSD_GAME_INACTIVE
};
let _ = app_handle.emit(event, ());
crate::logger::log_info(
"osd",
&format!("全屏应用前台: {}", if fullscreen { "是 → 隐藏 OSD" } else { "否 → 恢复 OSD" }),
);
}
}
thread::sleep(Duration::from_millis(1000));
}
});
if let Ok(mut guard) = GAME_HANDLE.lock() {
*guard = Some(handle);
}
Ok(())
}
/// 停止所有 OSD 监视线程
#[tauri::command]
pub fn osd_stop_watch() {
stop_drag_thread();
stop_topmost_thread();
stop_game_thread();
}
/// 设置点击穿透(Rust 侧原生 WS_EX_TRANSPARENT,比 JS setIgnoreCursorEvents 更可靠)