diff --git a/Cargo.lock b/Cargo.lock
index 1b555db..f50ba39 100644
--- a/Cargo.lock
+++ b/Cargo.lock
@@ -4,9 +4,9 @@ version = 4
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dependencies = [
"ab_glyph_rasterizer",
"owned_ttf_parser",
@@ -182,6 +182,7 @@ dependencies = [
"tempfile",
"tokio",
"tracing",
+ "tracing-appender",
"tracing-subscriber",
"ui_overlay",
"uuid",
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+ "windows-sys 0.60.2",
+ "x11rb",
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[[package]]
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source = "registry+https://github.com/rust-lang/crates.io-index"
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- "proc-macro2",
- "quote",
- "regex",
- "rustc-hash 2.1.1",
- "shlex",
- "syn",
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@@ -537,18 +556,18 @@ checksum = "46c5e41b57b8bba42a04676d81cb89e9ee8e859a1a66f80a5a72e1cb76b34d43"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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dependencies = [
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]
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+ "termcolor",
+ "unicode-width",
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+dependencies = [
+ "crossbeam-utils",
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+
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+dependencies = [
+ "powerfmt",
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+
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name = "directories"
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@@ -957,6 +995,15 @@ dependencies = [
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+[[package]]
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+dependencies = [
+ "litrs",
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+
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@@ -969,19 +1016,6 @@ version = "0.1.2"
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dependencies = [
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"bytemuck",
- "drm-ffi 0.9.0",
+ "drm-ffi",
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"libc",
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dependencies = [
- "drm-sys 0.8.0",
+ "drm-sys",
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dependencies = [
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- "linux-raw-sys 0.6.5",
+ "bytemuck",
+ "emath",
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+ "profiling",
+ "raw-window-handle",
+ "smithay-clipboard",
+ "web-time",
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+ "winit",
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+ "bytemuck",
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@@ -1111,6 +1225,12 @@ dependencies = [
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dependencies = [
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+ "drm",
"drm-fourcc",
"gbm-sys",
"libc",
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dependencies = [
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+ "num-traits",
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+ "windows-core 0.61.2",
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dependencies = [
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checksum = "6aae1df220ece3c0ada96b8153459b67eebe9ae9212258bb0134ae60416fdf76"
dependencies = [
"libc",
+ "libloading",
"pkg-config",
]
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dependencies = [
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+ "libm",
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[[package]]
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"libc",
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dependencies = [
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+ "bindgen",
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@@ -2966,6 +3237,27 @@ dependencies = [
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- "syn",
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[[package]]
name = "privacy"
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+
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dependencies = [
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version = "1.15.1"
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- "web-sys",
- "windows-sys 0.59.0",
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[[package]]
@@ -3728,21 +3981,10 @@ dependencies = [
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dependencies = [
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dependencies = [
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+name = "type-map"
+version = "0.5.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "cb30dbbd9036155e74adad6812e9898d03ec374946234fbcebd5dfc7b9187b90"
+dependencies = [
+ "rustc-hash 2.1.1",
+]
+
[[package]]
name = "uds_windows"
version = "1.1.0"
@@ -4058,18 +4309,19 @@ name = "ui_overlay"
version = "0.1.0"
dependencies = [
"anyhow",
+ "bytemuck",
"chrono",
- "core-graphics-types 0.1.3",
+ "egui",
+ "egui-wgpu",
+ "egui-winit",
"image 0.24.9",
- "metal",
"objc2 0.6.2",
"objc2-app-kit 0.3.1",
"objc2-quartz-core 0.3.1",
"parking_lot",
+ "pollster",
"raw-window-handle",
"rayon",
- "skia-safe",
- "softbuffer",
"thiserror 1.0.69",
"tokio",
"tracing",
@@ -4401,12 +4653,179 @@ dependencies = [
"wasm-bindgen",
]
+[[package]]
+name = "webbrowser"
+version = "1.0.6"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "00f1243ef785213e3a32fa0396093424a3a6ea566f9948497e5a2309261a4c97"
+dependencies = [
+ "core-foundation 0.10.1",
+ "jni",
+ "log",
+ "ndk-context",
+ "objc2 0.6.2",
+ "objc2-foundation 0.3.1",
+ "url",
+ "web-sys",
+]
+
[[package]]
name = "weezl"
version = "0.1.10"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a751b3277700db47d3e574514de2eced5e54dc8a5436a3bf7a0b248b2cee16f3"
+[[package]]
+name = "wgpu"
+version = "27.0.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "bfe68bac7cde125de7a731c3400723cadaaf1703795ad3f4805f187459cd7a77"
+dependencies = [
+ "arrayvec",
+ "bitflags 2.9.4",
+ "cfg-if",
+ "cfg_aliases",
+ "document-features",
+ "hashbrown 0.16.0",
+ "js-sys",
+ "log",
+ "naga",
+ "parking_lot",
+ "portable-atomic",
+ "profiling",
+ "raw-window-handle",
+ "smallvec",
+ "static_assertions",
+ "wasm-bindgen",
+ "wasm-bindgen-futures",
+ "web-sys",
+ "wgpu-core",
+ "wgpu-hal",
+ "wgpu-types",
+]
+
+[[package]]
+name = "wgpu-core"
+version = "27.0.3"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "27a75de515543b1897b26119f93731b385a19aea165a1ec5f0e3acecc229cae7"
+dependencies = [
+ "arrayvec",
+ "bit-set",
+ "bit-vec",
+ "bitflags 2.9.4",
+ "bytemuck",
+ "cfg_aliases",
+ "document-features",
+ "hashbrown 0.16.0",
+ "indexmap",
+ "log",
+ "naga",
+ "once_cell",
+ "parking_lot",
+ "portable-atomic",
+ "profiling",
+ "raw-window-handle",
+ "rustc-hash 1.1.0",
+ "smallvec",
+ "thiserror 2.0.17",
+ "wgpu-core-deps-apple",
+ "wgpu-core-deps-emscripten",
+ "wgpu-core-deps-windows-linux-android",
+ "wgpu-hal",
+ "wgpu-types",
+]
+
+[[package]]
+name = "wgpu-core-deps-apple"
+version = "27.0.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "0772ae958e9be0c729561d5e3fd9a19679bcdfb945b8b1a1969d9bfe8056d233"
+dependencies = [
+ "wgpu-hal",
+]
+
+[[package]]
+name = "wgpu-core-deps-emscripten"
+version = "27.0.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "b06ac3444a95b0813ecfd81ddb2774b66220b264b3e2031152a4a29fda4da6b5"
+dependencies = [
+ "wgpu-hal",
+]
+
+[[package]]
+name = "wgpu-core-deps-windows-linux-android"
+version = "27.0.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "71197027d61a71748e4120f05a9242b2ad142e3c01f8c1b47707945a879a03c3"
+dependencies = [
+ "wgpu-hal",
+]
+
+[[package]]
+name = "wgpu-hal"
+version = "27.0.4"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "5b21cb61c57ee198bc4aff71aeadff4cbb80b927beb912506af9c780d64313ce"
+dependencies = [
+ "android_system_properties",
+ "arrayvec",
+ "ash",
+ "bit-set",
+ "bitflags 2.9.4",
+ "block",
+ "bytemuck",
+ "cfg-if",
+ "cfg_aliases",
+ "core-graphics-types 0.2.0",
+ "glow",
+ "glutin_wgl_sys",
+ "gpu-alloc",
+ "gpu-allocator",
+ "gpu-descriptor",
+ "hashbrown 0.16.0",
+ "js-sys",
+ "khronos-egl",
+ "libc",
+ "libloading",
+ "log",
+ "metal",
+ "naga",
+ "ndk-sys",
+ "objc",
+ "once_cell",
+ "ordered-float",
+ "parking_lot",
+ "portable-atomic",
+ "portable-atomic-util",
+ "profiling",
+ "range-alloc",
+ "raw-window-handle",
+ "renderdoc-sys",
+ "smallvec",
+ "thiserror 2.0.17",
+ "wasm-bindgen",
+ "web-sys",
+ "wgpu-types",
+ "windows 0.58.0",
+ "windows-core 0.58.0",
+]
+
+[[package]]
+name = "wgpu-types"
+version = "27.0.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "afdcf84c395990db737f2dd91628706cb31e86d72e53482320d368e52b5da5eb"
+dependencies = [
+ "bitflags 2.9.4",
+ "bytemuck",
+ "js-sys",
+ "log",
+ "thiserror 2.0.17",
+ "web-sys",
+]
+
[[package]]
name = "widestring"
version = "1.2.0"
@@ -4444,6 +4863,16 @@ version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "712e227841d057c1ee1cd2fb22fa7e5a5461ae8e48fa2ca79ec42cfc1931183f"
+[[package]]
+name = "windows"
+version = "0.58.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "dd04d41d93c4992d421894c18c8b43496aa748dd4c081bac0dc93eb0489272b6"
+dependencies = [
+ "windows-core 0.58.0",
+ "windows-targets 0.52.6",
+]
+
[[package]]
name = "windows"
version = "0.61.3"
@@ -4451,7 +4880,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9babd3a767a4c1aef6900409f85f5d53ce2544ccdfaa86dad48c91782c6d6893"
dependencies = [
"windows-collections",
- "windows-core",
+ "windows-core 0.61.2",
"windows-future",
"windows-link 0.1.3",
"windows-numerics",
@@ -4463,7 +4892,20 @@ version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3beeceb5e5cfd9eb1d76b381630e82c4241ccd0d27f1a39ed41b2760b255c5e8"
dependencies = [
- "windows-core",
+ "windows-core 0.61.2",
+]
+
+[[package]]
+name = "windows-core"
+version = "0.58.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "6ba6d44ec8c2591c134257ce647b7ea6b20335bf6379a27dac5f1641fcf59f99"
+dependencies = [
+ "windows-implement 0.58.0",
+ "windows-interface 0.58.0",
+ "windows-result 0.2.0",
+ "windows-strings 0.1.0",
+ "windows-targets 0.52.6",
]
[[package]]
@@ -4472,11 +4914,11 @@ version = "0.61.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c0fdd3ddb90610c7638aa2b3a3ab2904fb9e5cdbecc643ddb3647212781c4ae3"
dependencies = [
- "windows-implement",
- "windows-interface",
+ "windows-implement 0.60.0",
+ "windows-interface 0.59.1",
"windows-link 0.1.3",
- "windows-result",
- "windows-strings",
+ "windows-result 0.3.4",
+ "windows-strings 0.4.2",
]
[[package]]
@@ -4485,11 +4927,22 @@ version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fc6a41e98427b19fe4b73c550f060b59fa592d7d686537eebf9385621bfbad8e"
dependencies = [
- "windows-core",
+ "windows-core 0.61.2",
"windows-link 0.1.3",
"windows-threading",
]
+[[package]]
+name = "windows-implement"
+version = "0.58.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "2bbd5b46c938e506ecbce286b6628a02171d56153ba733b6c741fc627ec9579b"
+dependencies = [
+ "proc-macro2",
+ "quote",
+ "syn",
+]
+
[[package]]
name = "windows-implement"
version = "0.60.0"
@@ -4501,6 +4954,17 @@ dependencies = [
"syn",
]
+[[package]]
+name = "windows-interface"
+version = "0.58.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "053c4c462dc91d3b1504c6fe5a726dd15e216ba718e84a0e46a88fbe5ded3515"
+dependencies = [
+ "proc-macro2",
+ "quote",
+ "syn",
+]
+
[[package]]
name = "windows-interface"
version = "0.59.1"
@@ -4530,10 +4994,19 @@ version = "0.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9150af68066c4c5c07ddc0ce30421554771e528bde427614c61038bc2c92c2b1"
dependencies = [
- "windows-core",
+ "windows-core 0.61.2",
"windows-link 0.1.3",
]
+[[package]]
+name = "windows-result"
+version = "0.2.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "1d1043d8214f791817bab27572aaa8af63732e11bf84aa21a45a78d6c317ae0e"
+dependencies = [
+ "windows-targets 0.52.6",
+]
+
[[package]]
name = "windows-result"
version = "0.3.4"
@@ -4543,6 +5016,16 @@ dependencies = [
"windows-link 0.1.3",
]
+[[package]]
+name = "windows-strings"
+version = "0.1.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "4cd9b125c486025df0eabcb585e62173c6c9eddcec5d117d3b6e8c30e2ee4d10"
+dependencies = [
+ "windows-result 0.2.0",
+ "windows-targets 0.52.6",
+]
+
[[package]]
name = "windows-strings"
version = "0.4.2"
@@ -4874,7 +5357,7 @@ dependencies = [
"cfg_aliases",
"concurrent-queue",
"core-foundation 0.9.4",
- "core-graphics 0.23.2",
+ "core-graphics",
"cursor-icon",
"dpi",
"js-sys",
@@ -4963,16 +5446,6 @@ version = "0.13.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ea6fc2961e4ef194dcbfe56bb845534d0dc8098940c7e5c012a258bfec6701bd"
-[[package]]
-name = "xattr"
-version = "1.6.1"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "32e45ad4206f6d2479085147f02bc2ef834ac85886624a23575ae137c8aa8156"
-dependencies = [
- "libc",
- "rustix 1.1.2",
-]
-
[[package]]
name = "xcap"
version = "0.7.0"
@@ -4997,10 +5470,10 @@ dependencies = [
"rand 0.9.2",
"scopeguard",
"serde",
- "thiserror 2.0.16",
+ "thiserror 2.0.17",
"url",
"widestring",
- "windows",
+ "windows 0.61.3",
"xcb",
"zbus",
]
diff --git a/assets/icons/arrow.svg b/assets/icons/arrow.svg
new file mode 100644
index 0000000..3f2ff2d
--- /dev/null
+++ b/assets/icons/arrow.svg
@@ -0,0 +1,5 @@
+
+
+
+
+
diff --git a/assets/icons/brush.svg b/assets/icons/brush.svg
new file mode 100644
index 0000000..62ea09c
--- /dev/null
+++ b/assets/icons/brush.svg
@@ -0,0 +1,9 @@
+
+
+
+
+
+
diff --git a/assets/icons/check.svg b/assets/icons/check.svg
new file mode 100644
index 0000000..1af6ce4
--- /dev/null
+++ b/assets/icons/check.svg
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
diff --git a/assets/icons/close.svg b/assets/icons/close.svg
new file mode 100644
index 0000000..e417e2f
--- /dev/null
+++ b/assets/icons/close.svg
@@ -0,0 +1,10 @@
+
+
+
+
+
+
+
diff --git a/assets/icons/rectangle.svg b/assets/icons/rectangle.svg
new file mode 100644
index 0000000..a41a8d9
--- /dev/null
+++ b/assets/icons/rectangle.svg
@@ -0,0 +1,8 @@
+
+
+
+
+
+
diff --git a/crates/api_cli/Cargo.toml b/crates/api_cli/Cargo.toml
index 9c1b449..6884fca 100644
--- a/crates/api_cli/Cargo.toml
+++ b/crates/api_cli/Cargo.toml
@@ -7,6 +7,7 @@ edition = "2021"
clap = { version = "4", features=["derive"] }
tracing = { workspace = true }
tracing-subscriber = { version = "0.3", features = ["env-filter"] }
+tracing-appender = "0.2"
anyhow = { workspace = true }
tokio = { workspace = true }
screenshot_core = { path = "../core" }
diff --git a/crates/api_cli/src/main.rs b/crates/api_cli/src/main.rs
index c477b7d..c4511a0 100644
--- a/crates/api_cli/src/main.rs
+++ b/crates/api_cli/src/main.rs
@@ -8,7 +8,8 @@ use services::StubClipboard;
use services::{gen_file_name, ExportService};
use std::path::PathBuf;
use std::sync::Arc;
-use tracing_subscriber::{fmt, EnvFilter};
+use tracing_appender::rolling::{RollingFileAppender, Rotation};
+use tracing_subscriber::{fmt, layer::SubscriberExt, util::SubscriberInitExt, EnvFilter};
#[derive(Parser)]
#[command(
@@ -60,15 +61,96 @@ struct CaptureInteractiveArgs {
clipboard: bool,
}
+/// 初始化日志系统 - 同时输出到控制台和文件
+fn init_logging() {
+ use chrono::Local;
+
+ // 创建日志目录
+ let log_dir = std::env::temp_dir().join("screenshot_logs");
+ std::fs::create_dir_all(&log_dir).ok();
+
+ // 生成带时间戳的日志文件名
+ let timestamp = Local::now().format("%Y%m%d_%H%M%S");
+ let log_filename = format!("screenshot_{}.log", timestamp);
+
+ // 创建文件 appender(每天滚动)
+ let file_appender = RollingFileAppender::builder()
+ .rotation(Rotation::DAILY)
+ .filename_prefix("screenshot")
+ .filename_suffix("log")
+ .max_log_files(7) // 保留最近 7 天的日志
+ .build(&log_dir)
+ .expect("Failed to create log file appender");
+
+ // 获取环境变量中的日志级别,默认为 info
+ let env_filter = EnvFilter::try_from_default_env().unwrap_or_else(|_| EnvFilter::new("info"));
+
+ // 创建控制台输出层
+ let console_layer = fmt::layer().with_target(false).with_writer(std::io::stdout);
+
+ // 创建文件输出层(包含更详细的信息)
+ let file_layer = fmt::layer()
+ .with_target(true)
+ .with_line_number(true)
+ .with_ansi(false) // 文件不需要 ANSI 颜色
+ .with_writer(file_appender);
+
+ // 组合所有层
+ tracing_subscriber::registry()
+ .with(env_filter)
+ .with(console_layer)
+ .with(file_layer)
+ .init();
+
+ // 打印日志文件位置
+ let log_path = format!("{}/{}", log_dir.display(), log_filename);
+ println!("📝 日志文件: {}", log_path);
+ tracing::info!("========================================");
+ tracing::info!("Screenshot Tool - Session Start");
+ tracing::info!("Version: {}", env!("CARGO_PKG_VERSION"));
+ tracing::info!("Log file: {}", log_path);
+ tracing::info!("========================================");
+
+ // 设置 panic hook,将 panic 信息记录到日志
+ let log_path_clone = log_path.clone();
+ std::panic::set_hook(Box::new(move |panic_info| {
+ let payload = panic_info.payload();
+ let message = if let Some(s) = payload.downcast_ref::<&str>() {
+ s.to_string()
+ } else if let Some(s) = payload.downcast_ref::() {
+ s.clone()
+ } else {
+ "Unknown panic payload".to_string()
+ };
+
+ let location = if let Some(location) = panic_info.location() {
+ format!(
+ "{}:{}:{}",
+ location.file(),
+ location.line(),
+ location.column()
+ )
+ } else {
+ "Unknown location".to_string()
+ };
+
+ tracing::error!("========================================");
+ tracing::error!("PANIC OCCURRED!");
+ tracing::error!("Message: {}", message);
+ tracing::error!("Location: {}", location);
+ tracing::error!("========================================");
+
+ eprintln!("\n❌ 程序发生严重错误 (panic)!");
+ eprintln!("📝 详细错误信息已保存到日志文件: {}", log_path_clone);
+ eprintln!("💡 请将日志文件提供给开发者以便排查问题。");
+ eprintln!("\nPanic: {} at {}", message, location);
+ }));
+}
+
#[tokio::main]
async fn main() {
- // 初始化日志
- let _ = fmt()
- .with_env_filter(
- EnvFilter::try_from_default_env().unwrap_or_else(|_| EnvFilter::new("info")),
- )
- .with_target(false)
- .try_init();
+ // 初始化日志 - 同时输出到控制台和文件
+ init_logging();
let cli = Cli::parse();
match cli.command {
diff --git a/crates/platform_mac/src/lib.rs b/crates/platform_mac/src/lib.rs
index 21c3b78..2c18031 100644
--- a/crates/platform_mac/src/lib.rs
+++ b/crates/platform_mac/src/lib.rs
@@ -416,9 +416,9 @@ impl MacCapturer {
let monitor_id = monitor.id().ok()?;
let display_info = virtual_desktop.displays.iter().find(|d| d.id == monitor_id)?;
- // 捕获当前显示器
+ // 捕获当前显示器(注意:xcap 的 capture_image() 返回物理像素图像)
let img = monitor.capture_image().ok()?;
- let (mon_width, mon_height) = (img.width(), img.height());
+ let (mon_width_physical, mon_height_physical) = (img.width(), img.height());
let rgba_data = img.into_raw();
// 计算在虚拟桌面画布中的位置(物理坐标)
@@ -430,32 +430,35 @@ impl MacCapturer {
#[cfg(debug_assertions)]
tracing::debug!(
- "显示器合成 [物理坐标]: 显示器{} 逻辑({},{}) -> 物理({},{}) -> canvas({},{}) 尺寸{}x{}",
+ "显示器合成: 显示器{} 逻辑({},{}) scale={} -> 物理({},{}) -> canvas({},{}) 图像尺寸{}x{} (物理)",
monitor_id,
display_info.x,
display_info.y,
+ scale,
phys_x,
phys_y,
canvas_x,
canvas_y,
- mon_width,
- mon_height
+ mon_width_physical,
+ mon_height_physical
);
- Some((rgba_data, mon_width, mon_height, canvas_x, canvas_y))
+ Some((rgba_data, mon_width_physical, mon_height_physical, canvas_x, canvas_y))
})
.collect();
- // 串行合成到画布(避免数据竞争)
- for (rgba_data, mon_width, mon_height, canvas_x, canvas_y) in captured_monitors {
- for row in 0..mon_height {
+ // 串行合成到画布(图像已经是物理像素,直接复制)
+ for (rgba_data, mon_width_physical, mon_height_physical, canvas_x, canvas_y) in
+ captured_monitors
+ {
+ for row in 0..mon_height_physical {
if canvas_y + row >= canvas_height {
break;
}
- let src_row_start = (row * mon_width * 4) as usize;
- let src_row_end = src_row_start + (mon_width * 4) as usize;
+ let src_row_start = (row * mon_width_physical * 4) as usize;
+ let src_row_end = src_row_start + (mon_width_physical * 4) as usize;
let dst_row_start = (((canvas_y + row) * canvas_width + canvas_x) * 4) as usize;
- let dst_row_end = dst_row_start + (mon_width * 4) as usize;
+ let dst_row_end = dst_row_start + (mon_width_physical * 4) as usize;
if dst_row_end <= canvas.len() && src_row_end <= rgba_data.len() {
canvas[dst_row_start..dst_row_end]
@@ -639,6 +642,15 @@ impl MacCapturer {
}
// 构建虚拟桌面信息用于区域选择(物理坐标)
+ #[cfg(debug_assertions)]
+ tracing::info!(
+ "[platform_mac] 传递给 ui_overlay 的 virtual_bounds (物理坐标): min=({}, {}), size={}x{}",
+ physical_min_x,
+ physical_min_y,
+ physical_width,
+ physical_height
+ );
+
let virtual_bounds = (
physical_min_x,
physical_min_y,
@@ -673,18 +685,39 @@ impl MacCapturer {
}
};
- // 坐标已经是物理虚拟桌面坐标,直接使用
+ // 坐标已经是逻辑坐标,需要乘以 scale 转换为物理坐标
let scale = if rect.scale.is_finite() && rect.scale > 0.0 {
rect.scale
} else {
1.0
} as f32;
+ tracing::info!("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
+ tracing::info!("[platform_mac] 收到的 Region (逻辑坐标):");
+ tracing::info!(
+ " └─ x={}, y={}, w={}, h={}",
+ rect.x,
+ rect.y,
+ rect.w,
+ rect.h
+ );
+ tracing::info!(" └─ scale={}", rect.scale);
+
let x_virtual = (rect.x * scale).floor() as i32; // 不使用 max(0.0),保留负坐标
let y_virtual = (rect.y * scale).floor() as i32; // 不使用 max(0.0),保留负坐标
let w = (rect.w * scale).round().max(0.0) as u32;
let h = (rect.h * scale).round().max(0.0) as u32;
+ tracing::info!("[platform_mac] 转换为物理坐标:");
+ tracing::info!(
+ " └─ x_virtual={}, y_virtual={}, w={}, h={}",
+ x_virtual,
+ y_virtual,
+ w,
+ h
+ );
+ tracing::info!(" └─ 计算公式: 逻辑坐标 * scale = 物理坐标");
+
// 在虚拟桌面坐标系中进行裁剪
// 注意:现在选择区域和画布都是物理坐标,所以使用物理边界
let canvas_x = (x_virtual - physical_min_x).max(0) as u32;
diff --git a/crates/ui_overlay/Cargo.toml b/crates/ui_overlay/Cargo.toml
index 580f57d..acb7143 100644
--- a/crates/ui_overlay/Cargo.toml
+++ b/crates/ui_overlay/Cargo.toml
@@ -14,23 +14,21 @@ tokio = { workspace = true }
rayon = { workspace = true }
winit = "0.30"
image = { workspace = true }
-softbuffer = "0.4.6"
raw-window-handle = "0.6"
-# 默认使用工作区的 skia-safe 配置(GL + textlayout + svg)
-skia-safe = { workspace = true }
+# egui UI 框架(用于 UI 渲染和标注工具栏)
+egui = "0.33"
+egui-winit = "0.33"
+egui-wgpu = "0.33"
+# 不显式指定 wgpu 版本,使用 egui-wgpu 依赖的版本
+pollster = "0.4"
+# 用于背景渲染
+bytemuck = { version = "1.14", features = ["derive"] }
-# macOS 依赖:用于窗口层级/行为控制和 Metal GPU 渲染
+# macOS 依赖:用于窗口层级/行为控制
[target.'cfg(target_os = "macos")'.dependencies]
-# 在 macOS 上启用 Metal 特性
-skia-safe = { version = "0.88", features = ["gl", "metal", "textlayout", "svg"] }
-
# Objective-C 运行时交互(平台集成)
objc2 = "0.6.2"
objc2-app-kit = "0.3.1"
objc2-quartz-core = "0.3.1"
-# Metal GPU 渲染
-metal = "0.29"
-core-graphics-types = "0.1"
-
diff --git a/crates/ui_overlay/examples/test_metal_backend.rs b/crates/ui_overlay/examples/test_metal_backend.rs
deleted file mode 100644
index 8b231ff..0000000
--- a/crates/ui_overlay/examples/test_metal_backend.rs
+++ /dev/null
@@ -1,109 +0,0 @@
-/// 测试新的 Metal Backend 实现
-///
-/// 运行方式:
-/// cargo run -p ui_overlay --example test_metal_backend
-use ui_overlay::backend::{create_backend, BackendType};
-use winit::event_loop::EventLoop;
-use winit::window::WindowAttributes;
-
-fn main() -> Result<(), Box> {
- println!("🧪 测试新的 Metal Backend 实现");
- println!("==================================\n");
-
- // 创建事件循环和窗口
- let event_loop = EventLoop::new()?;
- #[allow(deprecated)]
- let window = event_loop.create_window(
- WindowAttributes::default()
- .with_title("Metal Backend Test")
- .with_inner_size(winit::dpi::LogicalSize::new(800, 600)),
- )?;
-
- // 测试后端创建
- println!("📋 测试 1: 创建 Render Backend");
- let backend = create_backend(Some(&window), 800, 600);
-
- match backend.backend_type() {
- BackendType::MetalGpu => {
- println!(" ✅ 成功创建 Metal GPU Backend");
- println!(" 🚀 真正的 GPU 硬件加速!");
- }
- BackendType::CpuRaster => {
- println!(" ⚠️ 降级到 CPU Raster Backend");
- println!(" 💡 Metal GPU 初始化失败,使用 CPU 软件渲染");
- }
- _ => {
- println!(" ❓ 未知的 Backend 类型");
- }
- }
-
- println!("\n📋 测试 2: 准备 Surface");
- let mut backend = backend;
- match backend.prepare_surface(800, 600) {
- Ok(_) => println!(" ✅ Surface 准备成功"),
- Err(e) => {
- println!(" ❌ Surface 准备失败: {}", e);
- return Ok(());
- }
- }
-
- println!("\n📋 测试 3: 获取 Canvas");
- match backend.canvas() {
- Some(canvas) => {
- println!(" ✅ 成功获取 Canvas");
-
- // 简单绘制测试
- canvas.clear(skia_safe::Color::from_argb(255, 64, 128, 255));
-
- let mut paint = skia_safe::Paint::default();
- paint.set_color(skia_safe::Color::WHITE);
- paint.set_style(skia_safe::paint::Style::Fill);
- paint.set_anti_alias(true);
-
- canvas.draw_circle((400.0, 300.0), 50.0, &paint);
-
- println!(" 🎨 在 Canvas 上绘制了一个白色圆形");
- }
- None => {
- println!(" ❌ 无法获取 Canvas");
- return Ok(());
- }
- }
-
- println!("\n📋 测试 4: Flush 渲染");
- match backend.flush_and_read_pixels() {
- Ok(pixels) => {
- if pixels.is_empty() {
- println!(" ✅ GPU 渲染:直接 flush 到屏幕(无像素拷贝)");
- println!(" 🚀 零内存拷贝,极致性能!");
- } else {
- println!(" ✅ CPU 渲染:读取了 {} 字节像素数据", pixels.len());
- println!(" 💡 CPU 软件渲染模式");
- }
- }
- Err(e) => println!(" ❌ Flush 失败: {}", e),
- }
-
- println!("\n==================================");
- println!("🎉 测试完成!");
-
- match backend.backend_type() {
- BackendType::MetalGpu => {
- println!("\n✨ Metal GPU Backend 工作正常!");
- println!("📊 预期性能:");
- println!(" - FPS: 120+");
- println!(" - CPU 使用: 5-10%");
- println!(" - 内存拷贝: 0 MB/frame");
- }
- BackendType::CpuRaster => {
- println!("\n⚠️ 当前使用 CPU Backend");
- println!("📊 当前性能:");
- println!(" - FPS: 60");
- println!(" - CPU 使用: 30-40%");
- println!(" - 内存拷贝: 8 MB/frame");
- }
- _ => {}
- }
-
- Ok(())
-}
diff --git a/crates/ui_overlay/src/backend/cpu_backend.rs b/crates/ui_overlay/src/backend/cpu_backend.rs
deleted file mode 100644
index 9806d9d..0000000
--- a/crates/ui_overlay/src/backend/cpu_backend.rs
+++ /dev/null
@@ -1,161 +0,0 @@
-/// CPU 软件渲染后端
-///
-/// 使用 Skia 的 CPU raster surface 进行软件渲染
-/// 优点:兼容性最好,所有平台都支持
-/// 缺点:性能较低,需要 CPU 读取像素并通过 softbuffer 呈现
-use anyhow::{anyhow, Result};
-use skia_safe::{AlphaType, Canvas, Color, ColorType, ImageInfo, Surface};
-
-use super::{BackendType, RenderBackend};
-
-/// CPU 软件渲染后端实现
-pub struct CpuRasterBackend {
- /// Skia CPU 渲染 surface
- surface: Surface,
- /// Surface 宽度
- width: i32,
- /// Surface 高度
- height: i32,
-}
-
-impl CpuRasterBackend {
- /// 创建新的 CPU 渲染后端
- pub fn new(width: i32, height: i32) -> Result {
- let surface = Self::create_surface(width, height)?;
-
- println!("🖥️ 使用 CPU 软件渲染后端 ({}x{})", width, height);
-
- Ok(Self {
- surface,
- width,
- height,
- })
- }
-
- /// 创建 Skia CPU raster surface
- fn create_surface(width: i32, height: i32) -> Result {
- let mut surface = skia_safe::surfaces::raster_n32_premul((width, height))
- .ok_or_else(|| anyhow!("Failed to create CPU raster surface"))?;
-
- // 清空 surface
- surface.canvas().clear(Color::TRANSPARENT);
-
- Ok(surface)
- }
-
- /// 读取 surface 像素数据
- fn read_pixels(&mut self) -> Result> {
- let width = self.width;
- let height = self.height;
-
- // 创建像素缓冲区
- let pixel_count = (width * height) as usize;
- let mut pixels = vec![0u8; pixel_count * 4];
-
- // 定义目标图像格式(RGBA8888, Unpremul)
- let image_info = ImageInfo::new(
- (width, height),
- ColorType::RGBA8888,
- AlphaType::Unpremul,
- None,
- );
-
- // 从 surface 读取像素
- let row_bytes = (width * 4) as usize;
- if self
- .surface
- .read_pixels(&image_info, pixels.as_mut_slice(), row_bytes, (0, 0))
- {
- Ok(pixels)
- } else {
- Err(anyhow!("Failed to read pixels from CPU surface"))
- }
- }
-}
-
-impl RenderBackend for CpuRasterBackend {
- fn backend_type(&self) -> BackendType {
- BackendType::CpuRaster
- }
-
- fn prepare_surface(&mut self, width: i32, height: i32) -> Result<()> {
- // 如果尺寸未变化,复用现有 surface
- if width == self.width && height == self.height {
- return Ok(());
- }
-
- // 尺寸变化,重新创建 surface
- self.surface = Self::create_surface(width, height)?;
- self.width = width;
- self.height = height;
-
- Ok(())
- }
-
- fn canvas(&mut self) -> Option<&Canvas> {
- // 获取 surface 的 canvas(内部可变性)
- Some(self.surface.canvas())
- }
-
- fn flush_and_read_pixels(&mut self) -> Result> {
- // CPU 渲染需要读取像素数据
- self.read_pixels()
- }
-
- fn resize(&mut self, width: i32, height: i32) {
- // 标记需要重建 surface
- self.width = width;
- self.height = height;
- // 实际重建在下次 prepare_surface 时进行
- }
-}
-
-#[cfg(test)]
-mod tests {
- use super::*;
-
- #[test]
- fn test_cpu_backend_creation() {
- let backend = CpuRasterBackend::new(800, 600);
- assert!(backend.is_ok());
-
- let backend = backend.unwrap();
- assert_eq!(backend.backend_type(), BackendType::CpuRaster);
- assert_eq!(backend.width, 800);
- assert_eq!(backend.height, 600);
- }
-
- #[test]
- fn test_cpu_backend_resize() {
- let mut backend = CpuRasterBackend::new(800, 600).unwrap();
-
- backend.resize(1024, 768);
- backend.prepare_surface(1024, 768).unwrap();
-
- assert_eq!(backend.width, 1024);
- assert_eq!(backend.height, 768);
- }
-
- #[test]
- fn test_cpu_backend_render() {
- let mut backend = CpuRasterBackend::new(100, 100).unwrap();
-
- // 获取 canvas 并绘制
- if let Some(canvas) = backend.canvas() {
- canvas.clear(Color::from_argb(255, 255, 0, 0)); // 红色背景
- }
-
- // 读取像素
- let pixels = backend.flush_and_read_pixels();
- assert!(pixels.is_ok());
-
- let pixels = pixels.unwrap();
- assert_eq!(pixels.len(), 100 * 100 * 4);
-
- // 检查第一个像素是否为红色(RGBA)
- assert_eq!(pixels[0], 255); // R
- assert_eq!(pixels[1], 0); // G
- assert_eq!(pixels[2], 0); // B
- assert_eq!(pixels[3], 255); // A
- }
-}
diff --git a/crates/ui_overlay/src/backend/factory.rs b/crates/ui_overlay/src/backend/factory.rs
deleted file mode 100644
index 6fccf81..0000000
--- a/crates/ui_overlay/src/backend/factory.rs
+++ /dev/null
@@ -1,113 +0,0 @@
-use super::{CpuRasterBackend, RenderBackend};
-
-#[cfg(target_os = "macos")]
-use super::MetalBackend;
-
-#[cfg(test)]
-use super::BackendType;
-
-#[cfg(test)]
-use anyhow::Result;
-
-/// 创建最佳可用的渲染后端
-///
-/// 尝试顺序:
-/// 1. macOS: Metal GPU > CPU Raster
-/// 2. Windows: Direct3D GPU > CPU Raster (Phase 3)
-/// 3. 其他平台: CPU Raster
-pub fn create_backend(
- #[allow(unused_variables)] window: Option<&winit::window::Window>,
- width: i32,
- height: i32,
-) -> Box {
- // macOS: 尝试 Metal GPU
- #[cfg(target_os = "macos")]
- {
- if let Some(win) = window {
- if let Ok(metal_backend) = MetalBackend::new(win, width, height) {
- println!("✅ 使用 Metal GPU 渲染后端");
- return Box::new(metal_backend);
- } else {
- println!("⚠️ Metal GPU 初始化失败,降级到 CPU 渲染");
- }
- }
- }
-
- // Windows: 尝试 Direct3D GPU (Phase 3)
- #[cfg(target_os = "windows")]
- {
- // Phase 3: 实现 D3D backend
- // if let Some(win) = window {
- // if let Ok(d3d_backend) = D3DBackend::new(win, width, height) {
- // println!("✅ 使用 Direct3D GPU 渲染后端");
- // return Box::new(d3d_backend);
- // }
- // }
- println!("⚠️ Direct3D 后端未实现(Phase 3),使用 CPU 渲染");
- }
-
- // 降级到 CPU 渲染
- match CpuRasterBackend::new(width, height) {
- Ok(cpu_backend) => {
- println!("✅ 使用 CPU 软件渲染后端");
- Box::new(cpu_backend)
- }
- Err(e) => {
- panic!("Failed to create CPU raster backend: {}", e);
- }
- }
-}
-
-/// 创建指定类型的渲染后端(用于测试)
-#[cfg(test)]
-pub fn create_backend_with_type(
- backend_type: BackendType,
- #[allow(unused_variables)] window: Option<&winit::window::Window>,
- width: i32,
- height: i32,
-) -> Result> {
- match backend_type {
- BackendType::CpuRaster => {
- let backend = CpuRasterBackend::new(width, height)?;
- Ok(Box::new(backend))
- }
-
- #[cfg(target_os = "macos")]
- BackendType::MetalGpu => {
- if let Some(win) = window {
- let backend = MetalBackend::new(win, width, height)?;
- Ok(Box::new(backend))
- } else {
- Err(anyhow::anyhow!("Window required for Metal backend"))
- }
- }
-
- #[cfg(not(target_os = "macos"))]
- BackendType::MetalGpu => Err(anyhow::anyhow!("Metal backend only available on macOS")),
-
- BackendType::Direct3dGpu => {
- // Phase 3: 实现 D3D backend
- Err(anyhow::anyhow!(
- "Direct3D backend not implemented yet (Phase 3)"
- ))
- }
- }
-}
-
-#[cfg(test)]
-mod tests {
- use super::*;
-
- #[test]
- fn test_create_cpu_backend() {
- let backend = create_backend(None, 800, 600);
- assert_eq!(backend.backend_type(), BackendType::CpuRaster);
- }
-
- #[test]
- fn test_create_backend_with_type() {
- let backend = create_backend_with_type(BackendType::CpuRaster, None, 800, 600);
- assert!(backend.is_ok());
- assert_eq!(backend.unwrap().backend_type(), BackendType::CpuRaster);
- }
-}
diff --git a/crates/ui_overlay/src/backend/metal_backend.rs b/crates/ui_overlay/src/backend/metal_backend.rs
deleted file mode 100644
index 6f12c00..0000000
--- a/crates/ui_overlay/src/backend/metal_backend.rs
+++ /dev/null
@@ -1,219 +0,0 @@
-/// macOS Metal GPU 渲染后端
-///
-/// 使用 metal-rs + Skia Metal backend 实现 GPU 加速渲染
-use anyhow::{anyhow, Result};
-use core_graphics_types::geometry::CGSize;
-use metal::foreign_types::{ForeignType, ForeignTypeRef};
-use metal::{CommandQueue, Device, MTLPixelFormat, MetalDrawable, MetalLayer};
-use raw_window_handle::{HasWindowHandle, RawWindowHandle};
-use skia_safe::{
- gpu::{self, mtl, DirectContext, SurfaceOrigin},
- Canvas, ColorType, Surface,
-};
-use winit::window::Window;
-
-use super::{BackendType, RenderBackend};
-
-/// Metal GPU 渲染后端实现
-pub struct MetalBackend {
- /// Metal device(保留用于生命周期管理)
- #[allow(dead_code)]
- device: Device,
- /// Metal command queue(保留用于生命周期管理)
- #[allow(dead_code)]
- queue: CommandQueue,
- /// CAMetalLayer
- layer: MetalLayer,
- /// Skia DirectContext
- direct_context: DirectContext,
- /// 当前 surface(每帧创建)
- surface: Option,
- /// 当前 drawable(每帧创建)
- current_drawable: Option,
- /// Surface 宽度
- width: i32,
- /// Surface 高度
- height: i32,
-}
-
-impl MetalBackend {
- /// 创建新的 Metal 渲染后端
- pub fn new(window: &Window, width: i32, height: i32) -> Result {
- // 1. 创建 Metal device
- let device = Device::system_default()
- .ok_or_else(|| anyhow!("Failed to get Metal system default device"))?;
-
- // 2. 创建 command queue
- let queue = device.new_command_queue();
-
- // 3. 创建 CAMetalLayer 并设置到窗口
- let layer = unsafe {
- let window_handle = window
- .window_handle()
- .map_err(|e| anyhow!("Failed to get window handle: {}", e))?;
-
- match window_handle.as_raw() {
- RawWindowHandle::AppKit(handle) => {
- use objc2::rc::Retained;
- use objc2_app_kit::NSView;
- use objc2_quartz_core::CALayer;
-
- let view_ptr = handle.ns_view.as_ptr() as *mut NSView;
- let view = &*view_ptr;
-
- // 创建 CAMetalLayer
- let layer = MetalLayer::new();
- layer.set_device(&device);
- layer.set_pixel_format(MTLPixelFormat::BGRA8Unorm);
- layer.set_presents_with_transaction(false);
-
- // 设置 layer 尺寸
- layer.set_drawable_size(CGSize::new(width as f64, height as f64));
-
- // 设置 layer 为透明,避免粉色调试背景
- // 注意:CAMetalLayer 默认就是透明的,但我们明确设置以确保
- layer.set_opaque(false);
-
- // 启用 VSync 显示同步,避免画面撕裂和闪烁
- layer.set_display_sync_enabled(true);
-
- // 设置最大可绘制数为 2(双缓冲),减少闪烁
- layer.set_maximum_drawable_count(2);
-
- // 设置 layer 到 view(使用 objc2-app-kit)
- let layer_obj = layer.as_ptr() as *mut CALayer;
- let layer_retained: Retained = Retained::retain(layer_obj)
- .ok_or_else(|| anyhow!("Failed to retain CAMetalLayer"))?;
-
- view.setWantsLayer(true);
- view.setLayer(Some(&*layer_retained));
-
- layer
- }
- _ => {
- return Err(anyhow!("Not a macOS AppKit window"));
- }
- }
- };
-
- // 4. 创建 Skia DirectContext(使用新 API)
- let backend_context = unsafe {
- mtl::BackendContext::new(
- device.as_ptr() as *mut std::ffi::c_void,
- queue.as_ptr() as *mut std::ffi::c_void,
- )
- };
-
- let direct_context = gpu::direct_contexts::make_metal(&backend_context, None)
- .ok_or_else(|| anyhow!("Failed to create Skia Metal DirectContext"))?;
-
- println!(
- "🚀 使用 Metal GPU 渲染后端 ({}x{}) - metal-rs",
- width, height
- );
-
- Ok(Self {
- device,
- queue,
- layer,
- direct_context,
- surface: None,
- current_drawable: None,
- width,
- height,
- })
- }
-}
-
-impl RenderBackend for MetalBackend {
- fn backend_type(&self) -> BackendType {
- BackendType::MetalGpu
- }
-
- fn prepare_surface(&mut self, width: i32, height: i32) -> Result<()> {
- // 更新尺寸(如果变化)
- if width != self.width || height != self.height {
- self.width = width;
- self.height = height;
- self.layer
- .set_drawable_size(CGSize::new(width as f64, height as f64));
- }
-
- // 从 CAMetalLayer 获取下一个 drawable
- let drawable = self
- .layer
- .next_drawable()
- .ok_or_else(|| anyhow!("Failed to get next drawable from CAMetalLayer"))?;
-
- // 获取 drawable 的 texture
- let texture = drawable.texture();
-
- // 创建 Skia GPU surface(使用新 API)
- let texture_info =
- unsafe { mtl::TextureInfo::new(texture.as_ptr() as *mut std::ffi::c_void) };
-
- let backend_render_target =
- gpu::backend_render_targets::make_mtl((width, height), &texture_info);
-
- let surface = gpu::surfaces::wrap_backend_render_target(
- &mut self.direct_context,
- &backend_render_target,
- SurfaceOrigin::TopLeft,
- ColorType::BGRA8888,
- None,
- None,
- )
- .ok_or_else(|| anyhow!("Failed to create surface from Metal render target"))?;
-
- // 保存 drawable 和 surface
- self.current_drawable = Some(drawable.to_owned());
- self.surface = Some(surface);
-
- Ok(())
- }
-
- fn canvas(&mut self) -> Option<&Canvas> {
- // Surface 的 canvas() 需要可变借用来返回 canvas
- self.surface.as_mut().map(|s| s.canvas())
- }
-
- fn flush_and_read_pixels(&mut self) -> Result> {
- // 1. Flush Skia GPU commands to Metal
- self.direct_context.flush_and_submit();
-
- // 2. Present drawable to screen(通过 command buffer 实现 VSync)
- if let Some(drawable) = self.current_drawable.take() {
- // 使用 command buffer 的 present 方法,遵循 display_sync_enabled 设置
- let command_buffer = self.queue.new_command_buffer();
- command_buffer.present_drawable(&drawable);
- command_buffer.commit();
- // 异步提交,不等待完成,让 GPU 并行处理以提升性能
- }
-
- // 3. GPU backend 直接渲染到屏幕,无需返回像素数据
- Ok(Vec::new())
- }
-
- fn resize(&mut self, width: i32, height: i32) {
- self.width = width;
- self.height = height;
- // 下次 prepare_surface 时会更新 layer 尺寸
- }
-}
-
-#[cfg(test)]
-mod tests {
- use super::*;
-
- // 注意:Metal backend 需要真实的窗口环境,无法在单元测试中测试
- // 这里只提供基本的类型测试
-
- #[test]
- fn test_backend_type() {
- // 测试 backend type 常量
- assert_eq!(
- std::mem::discriminant(&BackendType::MetalGpu),
- std::mem::discriminant(&BackendType::MetalGpu)
- );
- }
-}
diff --git a/crates/ui_overlay/src/backend/mod.rs b/crates/ui_overlay/src/backend/mod.rs
deleted file mode 100644
index a855431..0000000
--- a/crates/ui_overlay/src/backend/mod.rs
+++ /dev/null
@@ -1,60 +0,0 @@
-/// 渲染后端抽象层
-///
-/// 提供统一的渲染接口,支持多种后端实现:
-/// - CPU Raster: 软件渲染(兼容性最好)
-/// - Metal GPU: macOS 硬件加速
-/// - Direct3D GPU: Windows 硬件加速
-use anyhow::Result;
-use skia_safe::Canvas;
-
-/// 渲染后端类型
-#[derive(Debug, Clone, Copy, PartialEq, Eq)]
-pub enum BackendType {
- /// CPU 软件渲染
- CpuRaster,
- /// macOS Metal GPU
- MetalGpu,
- /// Windows Direct3D GPU
- Direct3dGpu,
-}
-
-/// 跨平台渲染后端抽象
-///
-/// 所有渲染后端必须实现此 trait,提供统一的渲染接口
-pub trait RenderBackend {
- /// 获取后端类型
- fn backend_type(&self) -> BackendType;
-
- /// 准备渲染 surface
- ///
- /// 对于 GPU 后端,可能每帧创建新的 surface(从 drawable)
- /// 对于 CPU 后端,surface 可以复用
- fn prepare_surface(&mut self, width: i32, height: i32) -> Result<()>;
-
- /// 获取 canvas 用于绘制
- ///
- /// 注意:Canvas 使用内部可变性,即使是不可变引用也可以进行绘制
- fn canvas(&mut self) -> Option<&Canvas>;
-
- /// 提交渲染并获取像素数据(如需要)
- ///
- /// - GPU 后端:直接 flush 到屏幕,返回空 Vec
- /// - CPU 后端:读取像素数据,返回 RGBA 字节数组
- fn flush_and_read_pixels(&mut self) -> Result>;
-
- /// 处理窗口大小变化
- fn resize(&mut self, width: i32, height: i32);
-}
-
-// 导出各平台实现
-mod cpu_backend;
-pub use cpu_backend::CpuRasterBackend;
-
-#[cfg(target_os = "macos")]
-mod metal_backend;
-#[cfg(target_os = "macos")]
-pub use metal_backend::MetalBackend;
-
-// 导出工厂函数
-mod factory;
-pub use factory::create_backend;
diff --git a/crates/ui_overlay/src/background_renderer.rs b/crates/ui_overlay/src/background_renderer.rs
new file mode 100644
index 0000000..6e481ee
--- /dev/null
+++ b/crates/ui_overlay/src/background_renderer.rs
@@ -0,0 +1,289 @@
+/// 背景渲染器
+///
+/// 使用 wgpu 直接渲染背景图,绕过 egui 的纹理大小限制(2048x2048)
+///
+/// ## 设计说明
+///
+/// ### 为什么使用 wgpu 直接渲染?
+/// - egui 对单个纹理有 2048x2048 的尺寸限制
+/// - 多显示器场景下,完整虚拟桌面背景可能远超此限制(如 7680x4320)
+/// - wgpu 可以直接渲染更大的纹理(设备限制通常是 8192x8192 或更大)
+///
+/// ### 为什么裁剪背景而不是 UV 映射?
+/// - **代码简单**:每个窗口直接上传裁剪后的区域,shader 不需要复杂的 UV 计算
+/// - **性能好**:上传的数据量更小,GPU 内存占用更少
+/// - **易维护**:逻辑清晰,调试方便
+///
+/// ### 渲染流程
+/// 1. **wgpu 背景层**:全屏显示裁剪后的背景图(本模块)
+/// 2. **egui UI 层**:绘制半透明遮罩和选择框(selection_render.rs)
+///
+use egui_wgpu::wgpu;
+
+pub struct BackgroundRenderer {
+ pipeline: wgpu::RenderPipeline,
+ bind_group_layout: wgpu::BindGroupLayout,
+ sampler: wgpu::Sampler,
+ vertex_buffer: wgpu::Buffer,
+ index_buffer: wgpu::Buffer,
+}
+
+impl BackgroundRenderer {
+ /// 创建背景渲染器
+ pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
+ // 创建纹理 bind group layout
+ let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+ label: Some("background_bind_group_layout"),
+ entries: &[
+ // 纹理
+ wgpu::BindGroupLayoutEntry {
+ binding: 0,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Texture {
+ sample_type: wgpu::TextureSampleType::Float { filterable: true },
+ view_dimension: wgpu::TextureViewDimension::D2,
+ multisampled: false,
+ },
+ count: None,
+ },
+ // 采样器
+ wgpu::BindGroupLayoutEntry {
+ binding: 1,
+ visibility: wgpu::ShaderStages::FRAGMENT,
+ ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
+ count: None,
+ },
+ ],
+ });
+
+ // 创建 pipeline layout
+ let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
+ label: Some("background_pipeline_layout"),
+ bind_group_layouts: &[&bind_group_layout],
+ push_constant_ranges: &[],
+ });
+
+ // 着色器代码
+ let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
+ label: Some("background_shader"),
+ source: wgpu::ShaderSource::Wgsl(BACKGROUND_SHADER.into()),
+ });
+
+ // 创建渲染管线
+ let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
+ label: Some("background_pipeline"),
+ layout: Some(&pipeline_layout),
+ vertex: wgpu::VertexState {
+ module: &shader,
+ entry_point: Some("vs_main"),
+ buffers: &[wgpu::VertexBufferLayout {
+ array_stride: 4 * 4, // 4 floats: pos(x,y) + uv(x,y)
+ step_mode: wgpu::VertexStepMode::Vertex,
+ attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
+ }],
+ compilation_options: Default::default(),
+ },
+ fragment: Some(wgpu::FragmentState {
+ module: &shader,
+ entry_point: Some("fs_main"),
+ targets: &[Some(wgpu::ColorTargetState {
+ format: surface_format,
+ blend: Some(wgpu::BlendState::ALPHA_BLENDING),
+ write_mask: wgpu::ColorWrites::ALL,
+ })],
+ compilation_options: Default::default(),
+ }),
+ primitive: wgpu::PrimitiveState {
+ topology: wgpu::PrimitiveTopology::TriangleList,
+ ..Default::default()
+ },
+ depth_stencil: None,
+ multisample: wgpu::MultisampleState::default(),
+ multiview: None,
+ cache: None,
+ });
+
+ // 创建采样器
+ let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
+ label: Some("background_sampler"),
+ address_mode_u: wgpu::AddressMode::ClampToEdge,
+ address_mode_v: wgpu::AddressMode::ClampToEdge,
+ address_mode_w: wgpu::AddressMode::ClampToEdge,
+ mag_filter: wgpu::FilterMode::Linear,
+ min_filter: wgpu::FilterMode::Linear,
+ mipmap_filter: wgpu::FilterMode::Nearest,
+ ..Default::default()
+ });
+
+ // 创建全屏四边形的顶点缓冲区
+ // 顶点格式:[x, y, u, v]
+ #[rustfmt::skip]
+ let vertices: &[f32] = &[
+ // 左上
+ -1.0, 1.0, 0.0, 0.0,
+ // 右上
+ 1.0, 1.0, 1.0, 0.0,
+ // 左下
+ -1.0, -1.0, 0.0, 1.0,
+ // 右下
+ 1.0, -1.0, 1.0, 1.0,
+ ];
+
+ let vertex_data = bytemuck::cast_slice(vertices);
+ let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some("background_vertex_buffer"),
+ size: vertex_data.len() as u64,
+ usage: wgpu::BufferUsages::VERTEX,
+ mapped_at_creation: true,
+ });
+ vertex_buffer
+ .slice(..)
+ .get_mapped_range_mut()
+ .copy_from_slice(vertex_data);
+ vertex_buffer.unmap();
+
+ // 索引缓冲区(两个三角形)
+ let indices: &[u16] = &[0, 2, 1, 1, 2, 3];
+ let index_data = bytemuck::cast_slice(indices);
+ let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
+ label: Some("background_index_buffer"),
+ size: index_data.len() as u64,
+ usage: wgpu::BufferUsages::INDEX,
+ mapped_at_creation: true,
+ });
+ index_buffer
+ .slice(..)
+ .get_mapped_range_mut()
+ .copy_from_slice(index_data);
+ index_buffer.unmap();
+
+ Self {
+ pipeline,
+ bind_group_layout,
+ sampler,
+ vertex_buffer,
+ index_buffer,
+ }
+ }
+
+ /// 创建全屏背景纹理
+ ///
+ /// 每个窗口上传裁剪后的背景区域,直接全屏显示
+ ///
+ /// # Arguments
+ /// * `data` - RGBA8 纹理数据(已裁剪到窗口大小)
+ /// * `width` - 纹理宽度(应与窗口宽度一致)
+ /// * `height` - 纹理高度(应与窗口高度一致)
+ ///
+ /// # Returns
+ /// `(Texture, BindGroup)` - 纹理对象和用于渲染的 bind group
+ pub fn create_texture(
+ &self,
+ device: &wgpu::Device,
+ queue: &wgpu::Queue,
+ data: &[u8],
+ width: u32,
+ height: u32,
+ ) -> (wgpu::Texture, wgpu::BindGroup) {
+ // 创建纹理
+ let texture = device.create_texture(&wgpu::TextureDescriptor {
+ label: Some("background_texture"),
+ size: wgpu::Extent3d {
+ width,
+ height,
+ depth_or_array_layers: 1,
+ },
+ mip_level_count: 1,
+ sample_count: 1,
+ dimension: wgpu::TextureDimension::D2,
+ format: wgpu::TextureFormat::Rgba8UnormSrgb,
+ usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
+ view_formats: &[],
+ });
+
+ // 上传纹理数据
+ queue.write_texture(
+ texture.as_image_copy(),
+ data,
+ wgpu::TexelCopyBufferLayout {
+ offset: 0,
+ bytes_per_row: Some(4 * width),
+ rows_per_image: Some(height),
+ },
+ wgpu::Extent3d {
+ width,
+ height,
+ depth_or_array_layers: 1,
+ },
+ );
+
+ // 创建纹理视图
+ let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
+
+ // 创建纹理 bind group
+ let texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
+ label: Some("background_texture_bind_group"),
+ layout: &self.bind_group_layout,
+ entries: &[
+ wgpu::BindGroupEntry {
+ binding: 0,
+ resource: wgpu::BindingResource::TextureView(&view),
+ },
+ wgpu::BindGroupEntry {
+ binding: 1,
+ resource: wgpu::BindingResource::Sampler(&self.sampler),
+ },
+ ],
+ });
+
+ (texture, texture_bind_group)
+ }
+
+ /// 渲染全屏背景纹理
+ ///
+ /// # Arguments
+ /// * `render_pass` - wgpu 渲染通道
+ /// * `texture_bind_group` - 由 `create_texture()` 返回的 bind group
+ pub fn render<'rpass>(
+ &'rpass self,
+ render_pass: &mut wgpu::RenderPass<'rpass>,
+ texture_bind_group: &'rpass wgpu::BindGroup,
+ ) {
+ render_pass.set_pipeline(&self.pipeline);
+ render_pass.set_bind_group(0, texture_bind_group, &[]);
+ render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
+ render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
+ render_pass.draw_indexed(0..6, 0, 0..1);
+ }
+}
+
+// Shader 代码(简化版:全屏显示纹理,无 UV 映射)
+const BACKGROUND_SHADER: &str = r#"
+struct VertexInput {
+ @location(0) position: vec2,
+ @location(1) uv: vec2,
+}
+
+struct VertexOutput {
+ @builtin(position) clip_position: vec4,
+ @location(0) uv: vec2,
+}
+
+@vertex
+fn vs_main(input: VertexInput) -> VertexOutput {
+ var output: VertexOutput;
+ output.clip_position = vec4(input.position, 0.0, 1.0);
+ output.uv = input.uv; // 直接使用输入 UV,全屏显示纹理
+ return output;
+}
+
+@group(0) @binding(0)
+var t_diffuse: texture_2d;
+@group(0) @binding(1)
+var s_diffuse: sampler;
+
+@fragment
+fn fs_main(input: VertexOutput) -> @location(0) vec4 {
+ return textureSample(t_diffuse, s_diffuse, input.uv);
+}
+"#;
diff --git a/crates/ui_overlay/src/event_handler.rs b/crates/ui_overlay/src/event_handler.rs
index b8bf667..0cacd53 100644
--- a/crates/ui_overlay/src/event_handler.rs
+++ b/crates/ui_overlay/src/event_handler.rs
@@ -107,36 +107,43 @@ impl EventHandler {
state.dragging = true;
state.start = state.curr;
state.invalidate_cache(); // 开始拖动时使缓存失效
+ tracing::debug!(
+ "🖱️ 开始拖拽: 起点=({:.0}, {:.0})",
+ state.start.0,
+ state.start.1
+ );
EventResult::Continue(true)
}
(MouseButton::Left, ElementState::Released) => {
state.dragging = false;
- // 拖动结束后继续保持选框显示,等待用户按 Enter 确认
- // 触发重绘以显示最终选框
+ tracing::debug!(
+ "🖱️ 结束拖拽: 终点=({:.0}, {:.0})",
+ state.curr.0,
+ state.curr.1
+ );
+ // 拖动结束后显示工具栏
+ if state.has_valid_selection() {
+ let (x0, y0, x1, y1) = state.calculate_selection_rect();
+ tracing::debug!(
+ " └─ 有效选择: ({:.0}, {:.0}) -> ({:.0}, {:.0}), 尺寸=({:.0}x{:.0})",
+ x0,
+ y0,
+ x1,
+ y1,
+ (x1 - x0).abs(),
+ (y1 - y0).abs()
+ );
+ state.toolbar_visible = true;
+ } else {
+ tracing::debug!(" └─ 选择无效(太小)");
+ }
+ // 触发重绘以显示最终选框和工具栏
EventResult::Continue(state.has_valid_selection())
}
_ => EventResult::Continue(false),
}
}
- /// 转换鼠标位置坐标
- pub fn convert_cursor_position(
- position: winit::dpi::PhysicalPosition,
- virtual_x: i32,
- virtual_y: i32,
- virtual_bounds: Option<(i32, i32, u32, u32)>,
- scale: f64,
- ) -> (f64, f64) {
- if virtual_bounds.is_some() {
- // 虚拟桌面模式:使用物理像素,叠加窗口在虚拟桌面的偏移
- (virtual_x as f64 + position.x, virtual_y as f64 + position.y)
- } else {
- // 非虚拟模式:转换为逻辑坐标
- let logical_pos = position.to_logical::(scale);
- (logical_pos.x, logical_pos.y)
- }
- }
-
/// 检查选择区域是否与窗口有交集
pub fn selection_intersects_window(
state: &mut SelectionState,
@@ -212,16 +219,6 @@ mod tests {
assert!(matches!(result, EventResult::Continue(true)));
}
- #[test]
- fn test_convert_cursor_position_virtual() {
- let pos = winit::dpi::PhysicalPosition::new(50.0, 60.0);
- let virtual_bounds = Some((0, 0, 1920, 1080));
-
- let (x, y) = EventHandler::convert_cursor_position(pos, 100, 200, virtual_bounds, 2.0);
-
- assert_eq!((x, y), (150.0, 260.0));
- }
-
#[test]
fn test_handle_cursor_moved_with_threshold() {
let mut state = SelectionState::new(None);
diff --git a/crates/ui_overlay/src/image_cache.rs b/crates/ui_overlay/src/image_cache.rs
deleted file mode 100644
index 485fed6..0000000
--- a/crates/ui_overlay/src/image_cache.rs
+++ /dev/null
@@ -1,94 +0,0 @@
-/// 图像缓存模块
-///
-/// 缓存 Skia Image 对象,避免每帧重新创建
-use skia_safe::Image;
-use std::sync::Arc;
-
-/// 图像缓存
-///
-/// 性能优化:背景图片在整个选择过程中不会变化,
-/// 因此只需在初始化时创建一次,后续直接复用
-pub struct ImageCache {
- /// 暗化后的背景图像
- tinted_image: Option>,
- /// 原始背景图像
- original_image: Option>,
- /// 是否已初始化
- initialized: bool,
-}
-
-impl ImageCache {
- pub fn new() -> Self {
- Self {
- tinted_image: None,
- original_image: None,
- initialized: false,
- }
- }
-
- /// 一次性初始化所有图像缓存
- ///
- /// 背景图片在整个选择过程中不会变化,因此只需初始化一次
- pub fn ensure_images_cached(
- &mut self,
- original_bg: &[u8],
- tinted_bg: &[u8],
- width: u32,
- height: u32,
- ) {
- if self.initialized {
- return;
- }
-
- self.original_image = Self::create_image(original_bg, width, height);
- self.tinted_image = Self::create_image(tinted_bg, width, height);
- self.initialized = true;
- }
-
- /// 获取暗化背景图像(返回 Arc 引用,零拷贝)
- pub fn get_tinted_image(&self) -> Option> {
- self.tinted_image.clone()
- }
-
- /// 获取原始背景图像(返回 Arc 引用,零拷贝)
- pub fn get_original_image(&self) -> Option> {
- self.original_image.clone()
- }
-
- /// 创建 Skia Image
- fn create_image(data: &[u8], width: u32, height: u32) -> Option> {
- let info = skia_safe::ImageInfo::new(
- (width as i32, height as i32),
- skia_safe::ColorType::RGBA8888,
- skia_safe::AlphaType::Premul,
- None,
- );
-
- let image = skia_safe::images::raster_from_data(
- &info,
- skia_safe::Data::new_copy(data),
- width as usize * 4,
- )?;
-
- Some(Arc::new(image))
- }
-}
-
-impl Default for ImageCache {
- fn default() -> Self {
- Self::new()
- }
-}
-
-#[cfg(test)]
-mod tests {
- use super::*;
-
- #[test]
- fn test_image_cache_initialization() {
- let cache = ImageCache::new();
- assert!(!cache.initialized);
- assert!(cache.tinted_image.is_none());
- assert!(cache.original_image.is_none());
- }
-}
diff --git a/crates/ui_overlay/src/lib.rs b/crates/ui_overlay/src/lib.rs
index b720d11..bf2f51a 100644
--- a/crates/ui_overlay/src/lib.rs
+++ b/crates/ui_overlay/src/lib.rs
@@ -116,16 +116,16 @@ impl RegionSelector for MockSelector {
}
}
-pub mod backend;
+mod background_renderer;
mod coordinate_utils;
mod event_handler;
mod frame_timer;
-mod image_cache;
pub mod platform;
mod selection_app;
mod selection_render;
mod selection_state;
mod selector;
+pub mod toolbar;
mod window_info;
mod window_manager;
diff --git a/crates/ui_overlay/src/platform/macos.rs b/crates/ui_overlay/src/platform/macos.rs
index b2d3707..e719136 100644
--- a/crates/ui_overlay/src/platform/macos.rs
+++ b/crates/ui_overlay/src/platform/macos.rs
@@ -6,6 +6,26 @@ use winit::window::Window;
pub type GuardInner = NSApplicationPresentationOptions;
+/// macOS 窗口层级常量
+///
+/// 主菜单窗口层级
+#[allow(dead_code)]
+const NS_MAIN_MENU_WINDOW_LEVEL: i64 = 24;
+/// 屏幕保护程序窗口层级(覆盖所有内容包括菜单栏)
+const NS_SCREEN_SAVER_WINDOW_LEVEL: i64 = 1000;
+/// 工具栏窗口层级(高于主覆盖窗口)- 预留给未来的工具栏使用
+#[allow(dead_code)]
+const TOOLBAR_WINDOW_LEVEL: i64 = 1100;
+
+/// macOS 窗口集合行为标志
+///
+/// 窗口可以加入所有空间
+const NS_WINDOW_COLLECTION_BEHAVIOR_CAN_JOIN_ALL_SPACES: u64 = 1 << 0;
+/// 全屏主窗口
+const NS_WINDOW_COLLECTION_BEHAVIOR_FULLSCREEN_PRIMARY: u64 = 1 << 7;
+/// 固定窗口(不随空间切换移动)
+const NS_WINDOW_COLLECTION_BEHAVIOR_STATIONARY: u64 = 1 << 4;
+
pub fn start_presentation() -> Option {
// NSApplication *app = [NSApplication sharedApplication]; activate and hide menu/dock
let app: *mut AnyObject = unsafe { msg_send![class!(NSApplication), sharedApplication] };
@@ -69,18 +89,13 @@ pub fn apply_overlay_window_appearance(window: &Window, color: [u8; 4]) {
let _: () = msg_send![ns_window, setBackgroundColor: color_obj];
let _: () = msg_send![ns_window, setAlphaValue: 1.0];
- // 设置窗口层级(高于菜单栏)
- // NSMainMenuWindowLevel = 24
- // NSScreenSaverWindowLevel = 1000
- // 使用 ScreenSaver 层级确保完全覆盖菜单栏
- let level: i64 = 1000;
- let _: () = msg_send![ns_window, setLevel: level];
-
- // 设置窗口集合行为
- // NSWindowCollectionBehaviorCanJoinAllSpaces (1 << 0) = 1
- // NSWindowCollectionBehaviorFullScreenPrimary (1 << 7) = 128
- // NSWindowCollectionBehaviorStationary (1 << 4) = 16
- let behavior: u64 = (1 << 0) | (1 << 7) | (1 << 4);
+ // 设置窗口层级(使用屏幕保护程序级别,覆盖菜单栏)
+ let _: () = msg_send![ns_window, setLevel: NS_SCREEN_SAVER_WINDOW_LEVEL];
+
+ // 设置窗口集合行为:可加入所有空间 + 全屏主窗口 + 固定
+ let behavior = NS_WINDOW_COLLECTION_BEHAVIOR_CAN_JOIN_ALL_SPACES
+ | NS_WINDOW_COLLECTION_BEHAVIOR_FULLSCREEN_PRIMARY
+ | NS_WINDOW_COLLECTION_BEHAVIOR_STATIONARY;
let _: () = msg_send![ns_window, setCollectionBehavior: behavior];
// 确保窗口接受鼠标事件(不忽略鼠标事件)
@@ -91,18 +106,15 @@ pub fn apply_overlay_window_appearance(window: &Window, color: [u8; 4]) {
let current_level: i64 = msg_send![ns_window, level];
let current_behavior: u64 = msg_send![ns_window, collectionBehavior];
tracing::debug!(
- "[macOS Window] 窗口层级 level={}, 集合行为 collectionBehavior={:#b} ({})",
+ "[macOS Window] 窗口层级 level={}, 集合行为 behavior={:#b}",
current_level,
- current_behavior,
current_behavior
);
- tracing::debug!(
- "[macOS Window] 层级说明: NSMainMenuWindowLevel=24, NSScreenSaverWindowLevel=1000"
- );
- if current_level < 24 {
+ if current_level < NS_MAIN_MENU_WINDOW_LEVEL {
tracing::warn!(
- "[macOS Window] ⚠️ 窗口层级 {} 低于菜单栏层级 24,菜单栏可能显示!",
- current_level
+ "[macOS Window] ⚠️ 窗口层级 {} 低于菜单栏层级 {},菜单栏可能显示!",
+ current_level,
+ NS_MAIN_MENU_WINDOW_LEVEL
);
}
}
diff --git a/crates/ui_overlay/src/selection_app.rs b/crates/ui_overlay/src/selection_app.rs
index b368fe0..85d29db 100644
--- a/crates/ui_overlay/src/selection_app.rs
+++ b/crates/ui_overlay/src/selection_app.rs
@@ -1,11 +1,10 @@
/// 选择器应用程序模块
///
-/// 包含 SelectionApp 的核心逻辑和事件处理
+/// 包含 SelectionApp 的核心逻辑和事件处理,使用 egui 进行渲染
use crate::event_handler::{EventHandler, EventResult, SelectionState};
use crate::frame_timer::FrameTimer;
-use crate::image_cache::ImageCache;
use crate::platform;
-use crate::selection_render::{BackgroundProcessor, WindowRenderer};
+use crate::selection_render::{EguiSelectionRenderer, WindowRenderer};
use crate::window_manager::WindowManager;
use crate::Region;
use winit::application::ApplicationHandler;
@@ -13,7 +12,6 @@ use winit::event::WindowEvent;
use winit::event_loop::ActiveEventLoop;
use winit::window::WindowAttributes;
-const OVERLAY_BG_COLOR: [u8; 4] = [0, 0, 0, 128];
const TARGET_FPS: u32 = 60; // 目标帧率:60 FPS
/// 选择器应用程序
@@ -24,11 +22,7 @@ pub struct SelectionApp {
pub bg: Option>,
pub bg_w: u32,
pub bg_h: u32,
- pub bg_tinted: Option>,
- pub overlay_color: [u8; 4],
pub state: SelectionState,
- /// 图像缓存,避免每帧重新创建 Skia Image
- image_cache: ImageCache,
/// 帧率控制器,限制到 60 FPS
frame_timer: FrameTimer,
}
@@ -55,10 +49,7 @@ impl SelectionApp {
bg: bg_rgba,
bg_w,
bg_h,
- bg_tinted: None,
- overlay_color: OVERLAY_BG_COLOR,
state: SelectionState::new(virtual_bounds),
- image_cache: ImageCache::new(),
frame_timer: FrameTimer::new(TARGET_FPS),
}
}
@@ -68,14 +59,15 @@ impl SelectionApp {
return;
}
- // 初始化渲染后端
- if let Err(e) = self.window_manager.windows[window_index].init_backend() {
- eprintln!("⚠️ Failed to init render backend: {}", e);
+ // 初始化 WGPU 渲染器
+ if let Err(e) = self.window_manager.windows[window_index].init_wgpu() {
+ eprintln!("⚠️ Failed to init WGPU: {}", e);
return;
}
- // 确保背景和图像缓存已初始化
- self.ensure_backgrounds_and_cache();
+ // 确保背景和图像缓存已初始化(需要 egui context)
+ let egui_ctx = self.window_manager.windows[window_index].egui_ctx.clone();
+ self.ensure_backgrounds_and_cache(&egui_ctx, window_index);
let render_data = self.prepare_render_data(window_index);
@@ -88,9 +80,18 @@ impl SelectionApp {
fn prepare_render_data(&mut self, window_index: usize) -> RenderData {
let (x0c, y0c, x1c, y1c) = self.state.calculate_selection_rect();
// 只要有有效的选择尺寸,就应该渲染选择框
- // 无论是否正在拖动,这样在拖动完成后选择框依然显示
let selection_exists = (x1c - x0c).abs() > 1.0 && (y1c - y0c).abs() > 1.0;
+ if selection_exists {
+ tracing::debug!(
+ "🔍 窗口 {} 准备渲染数据: 选择框=({:.0}, {:.0}) -> ({:.0}, {:.0}), 尺寸=({:.0}x{:.0})",
+ window_index,
+ x0c, y0c, x1c, y1c,
+ (x1c - x0c).abs(),
+ (y1c - y0c).abs()
+ );
+ }
+
let window_info = &self.window_manager.windows[window_index];
let window_needs_selection = WindowRenderer::should_render_selection(
selection_exists,
@@ -101,6 +102,18 @@ impl SelectionApp {
window_info.size_px.height,
);
+ if selection_exists {
+ tracing::debug!(
+ " └─ 窗口 {} 虚拟位置=({}, {}), 尺寸={}x{}, 需要渲染={}",
+ window_index,
+ window_info.virtual_x,
+ window_info.virtual_y,
+ window_info.size_px.width,
+ window_info.size_px.height,
+ window_needs_selection
+ );
+ }
+
RenderData {
selection_rect: (x0c as i32, y0c as i32, x1c as i32, y1c as i32),
selection_exists,
@@ -113,19 +126,21 @@ impl SelectionApp {
// 获取窗口信息
let window_virtual_x = self.window_manager.windows[window_index].virtual_x;
let window_virtual_y = self.window_manager.windows[window_index].virtual_y;
+ let window_size_px = self.window_manager.windows[window_index].size_px;
+ let window_scale = self.window_manager.windows[window_index].scale;
#[cfg(debug_assertions)]
if render_data.selection_exists && window_index == 0 {
// 只在第一个窗口打印,避免刷屏
- let window_info = &self.window_manager.windows[window_index];
let (x0, y0, x1, y1) = render_data.selection_rect;
tracing::debug!("=== 渲染坐标转换 [Window {}] ===", window_index);
tracing::debug!("选择框虚拟坐标: ({}, {}) 到 ({}, {})", x0, y0, x1, y1);
tracing::debug!("窗口虚拟位置: ({}, {})", window_virtual_x, window_virtual_y);
tracing::debug!(
- "窗口物理尺寸: {}x{}",
- window_info.size_px.width,
- window_info.size_px.height
+ "窗口物理尺寸: {}x{}, scale: {}",
+ window_size_px.width,
+ window_size_px.height,
+ window_scale
);
if let Some((vx, vy, vw, vh)) = self.state.virtual_bounds {
@@ -136,76 +151,31 @@ impl SelectionApp {
}
}
- // 获取缓存的图像(不再需要每次创建)
- let bg_tinted_image = self.image_cache.get_tinted_image();
- let original_image = self.image_cache.get_original_image();
+ // 注意:背景现在由 wgpu 直接渲染,egui 层只绘制 UI 元素
- let window_info = &mut self.window_manager.windows[window_index];
let virtual_bounds = self.state.virtual_bounds;
- // 执行渲染
- window_info.render(|canvas| {
- use skia_safe::Color;
-
- // 1. 清空背景
- canvas.clear(Color::from_argb(0, 0, 0, 0));
-
- // 2. 渲染暗化背景 - 使用旧的渲染器(已有正确的坐标转换)
- if let Some(ref tinted_image) = bg_tinted_image {
- // 手动实现 render_virtual_cached 的逻辑
- if let Some((vx, vy, _, _)) = virtual_bounds {
- let offset_x = -(window_virtual_x - vx) as f32;
- let offset_y = -(window_virtual_y - vy) as f32;
- canvas.draw_image(tinted_image, (offset_x, offset_y), None);
- } else {
- canvas.draw_image(tinted_image, (0, 0), None);
- }
- }
-
- // 3. 渲染选择区域 - 只在 window_needs_selection 为 true 时渲染
+ // 计算逻辑坐标下的选择框(用于 egui 渲染)
+ let selection_rect_logical =
if render_data.selection_exists && render_data.window_needs_selection {
let (x0, y0, x1, y1) = render_data.selection_rect;
- // 渲染选择区域的原始背景(未暗化)
- if let Some(ref image) = original_image {
- // 手动实现 render_original_background_cached 的逻辑
- canvas.save();
-
- // 计算窗口坐标(虚拟桌面坐标 -> 窗口本地坐标)
- let (win_x0, win_y0, win_x1, win_y1) = if virtual_bounds.is_some() {
- (
- x0 - window_virtual_x,
- y0 - window_virtual_y,
- x1 - window_virtual_x,
- y1 - window_virtual_y,
- )
- } else {
- (x0, y0, x1, y1)
- };
-
- // 裁剪到选择区域
- let clip_rect = skia_safe::Rect::from_ltrb(
- win_x0 as f32,
- win_y0 as f32,
- win_x1 as f32,
- win_y1 as f32,
- );
- canvas.clip_rect(clip_rect, skia_safe::ClipOp::Intersect, true);
-
- // 绘制原始图像
- if let Some((vx, vy, _, _)) = virtual_bounds {
- let offset_x = -(window_virtual_x - vx) as f32;
- let offset_y = -(window_virtual_y - vy) as f32;
- canvas.draw_image(image, (offset_x, offset_y), None);
- } else {
- canvas.draw_image(image, (0, 0), None);
- }
-
- canvas.restore();
- }
+ tracing::debug!(
+ "🎯 窗口 {} 选择框转换: 虚拟坐标=({}, {}) -> ({}, {})",
+ window_index,
+ x0,
+ y0,
+ x1,
+ y1
+ );
+ tracing::debug!(
+ " └─ 窗口虚拟位置=({}, {}), scale={}",
+ window_virtual_x,
+ window_virtual_y,
+ window_scale
+ );
- // 手动实现 render_border 的逻辑
- let (x0, y0, x1, y1) = render_data.selection_rect;
+ // 将虚拟坐标转换为窗口本地坐标
let (win_x0, win_y0, win_x1, win_y1) = if virtual_bounds.is_some() {
(
x0 - window_virtual_x,
@@ -217,55 +187,138 @@ impl SelectionApp {
(x0, y0, x1, y1)
};
- let mut paint = skia_safe::Paint::default();
- paint.set_color(skia_safe::Color::WHITE);
- paint.set_style(skia_safe::paint::Style::Stroke);
- paint.set_stroke_width(2.0);
- paint.set_anti_alias(true);
-
- let rect = skia_safe::Rect::from_ltrb(
- win_x0 as f32,
- win_y0 as f32,
- win_x1 as f32,
- win_y1 as f32,
+ tracing::debug!(
+ " └─ 窗口本地坐标=({}, {}) -> ({}, {})",
+ win_x0,
+ win_y0,
+ win_x1,
+ win_y1
);
- canvas.draw_rect(rect, &paint);
- }
+
+ // 转换为逻辑坐标(egui 使用逻辑坐标)
+ let scale = window_scale as f32;
+ let logical_rect = (
+ win_x0 as f32 / scale,
+ win_y0 as f32 / scale,
+ (win_x1 - win_x0) as f32 / scale,
+ (win_y1 - win_y0) as f32 / scale,
+ );
+
+ tracing::debug!(
+ " └─ egui逻辑坐标=({:.1}, {:.1}), 尺寸=({:.1}, {:.1})",
+ logical_rect.0,
+ logical_rect.1,
+ logical_rect.2,
+ logical_rect.3
+ );
+
+ Some(logical_rect)
+ } else {
+ if render_data.selection_exists {
+ tracing::debug!("窗口 {} 无需绘制选择框(不在范围内)", window_index);
+ }
+ None
+ };
+
+ // 窗口逻辑尺寸
+ let window_logical_size = (
+ window_size_px.width as f32 / window_scale as f32,
+ window_size_px.height as f32 / window_scale as f32,
+ );
+
+ let window_info = &mut self.window_manager.windows[window_index];
+
+ // 执行 egui 渲染(只绘制 UI 层:选择框、文本等)
+ // 背景已经由 wgpu 在底层渲染
+ tracing::trace!(
+ "渲染窗口 {} UI 层,选择框={:?}",
+ window_index,
+ selection_rect_logical
+ );
+
+ window_info.render(|ctx| {
+ // 使用全屏 CentralPanel,透明背景
+ egui::CentralPanel::default()
+ .frame(egui::Frame::NONE)
+ .show(ctx, |ui| {
+ let painter = ui.painter();
+
+ // 只绘制选择框和 UI 元素(不绘制背景)
+ EguiSelectionRenderer::render_selection(
+ painter,
+ selection_rect_logical,
+ window_logical_size,
+ );
+ });
})
}
/// 确保背景暗化和图像缓存都已初始化
///
/// 性能优化:只在首次调用时处理,后续调用直接返回
- fn ensure_backgrounds_and_cache(&mut self) {
- // 生成暗化背景(如果尚未生成)
- if self.bg_tinted.is_none() {
- if let Some(bg) = &self.bg {
- if !bg.is_empty() && self.bg_w > 0 && self.bg_h > 0 {
- self.bg_tinted =
- Some(BackgroundProcessor::tint_background(bg, self.overlay_color));
- }
- }
+ fn ensure_backgrounds_and_cache(&mut self, _ctx: &egui::Context, window_index: usize) {
+ // 检查这个窗口是否已上传背景
+ if self.window_manager.windows[window_index].has_background_texture() {
+ tracing::debug!("窗口 {} 背景已上传,跳过", window_index);
+ return;
}
- // 一次性初始化 Skia Image 缓存
- if let (Some(ref bg), Some(ref bg_tinted)) = (&self.bg, &self.bg_tinted) {
- self.image_cache
- .ensure_images_cached(bg, bg_tinted, self.bg_w, self.bg_h);
+ // 为这个窗口上传原始背景(不暗化)
+ // 暗化效果将由 egui 层的遮罩实现
+ if let Some(ref bg) = self.bg {
+ if !bg.is_empty() && self.bg_w > 0 && self.bg_h > 0 {
+ // 获取虚拟坐标系统的最小值
+ let (virtual_min_x, virtual_min_y) = self
+ .state
+ .virtual_bounds
+ .map(|(min_x, min_y, _, _)| (min_x, min_y))
+ .unwrap_or((0, 0));
+
+ let window_info = &self.window_manager.windows[window_index];
+ tracing::info!("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
+ tracing::info!("[背景上传] 窗口 {} 准备上传背景:", window_index);
+ tracing::info!(" └─ 完整背景: {}x{} (RGBA)", self.bg_w, self.bg_h);
+ tracing::info!(
+ " └─ 虚拟桌面最小值: ({}, {})",
+ virtual_min_x,
+ virtual_min_y
+ );
+ tracing::info!(
+ " └─ 窗口虚拟坐标 (物理): ({}, {})",
+ window_info.virtual_x,
+ window_info.virtual_y
+ );
+ tracing::info!(
+ " └─ 窗口物理尺寸: {}x{}",
+ window_info.size_px.width,
+ window_info.size_px.height
+ );
+ tracing::info!(" └─ 窗口 scale: {}", window_info.scale);
+
+ self.window_manager.windows[window_index].upload_background_texture(
+ bg,
+ self.bg_w,
+ self.bg_h,
+ virtual_min_x,
+ virtual_min_y,
+ );
+ }
}
}
pub fn request_redraw_all(&mut self) {
// 在请求重绘时检查帧率限制
- // 如果不应该渲染,就不发起重绘请求
if !self.frame_timer.should_render() {
+ tracing::trace!("🚫 帧率限制:跳过重绘请求");
return;
}
if self.state.should_throttle_redraw() {
+ tracing::trace!("🚫 重绘节流:跳过重绘请求");
return;
}
+ tracing::debug!("✅ 请求所有窗口重绘");
self.state.mark_redraw_requested();
self.window_manager.request_redraw_all();
}
@@ -281,6 +334,17 @@ impl SelectionApp {
None => return,
};
+ // 首先让 egui 处理事件
+ let window_info = &mut self.window_manager.windows[window_index];
+ let response = window_info
+ .egui_state
+ .on_window_event(&window_info.window, &event);
+
+ // 如果 egui 消费了事件,可能需要重绘
+ if response.consumed {
+ self.request_redraw_all();
+ }
+
match event {
WindowEvent::CloseRequested => {
self.handle_close_requested(event_loop);
@@ -299,6 +363,18 @@ impl SelectionApp {
WindowEvent::Resized(new_size) => {
self.handle_resized(window_index, new_size);
}
+ WindowEvent::Moved(new_position) => {
+ // 忽略 Moved 事件,因为 macOS 报告的位置是错误的
+ // 窗口位置在创建时已经正确设置,不应该改变
+ tracing::debug!(
+ "[窗口 {}] 忽略 Moved 事件: 报告位置=({}, {}),保持原位置=({}, {})",
+ window_index,
+ new_position.x,
+ new_position.y,
+ self.window_manager.windows[window_index].virtual_x,
+ self.window_manager.windows[window_index].virtual_y
+ );
+ }
WindowEvent::RedrawRequested => {
self.handle_redraw_requested(window_index);
}
@@ -349,31 +425,73 @@ impl SelectionApp {
position: winit::dpi::PhysicalPosition,
) {
let window_info = &self.window_manager.windows[window_index];
- let new_pos = EventHandler::convert_cursor_position(
- position,
- window_info.virtual_x,
- window_info.virtual_y,
- self.state.virtual_bounds,
- window_info.scale,
- );
+ let (vx, vy) = (window_info.virtual_x, window_info.virtual_y);
- if EventHandler::handle_cursor_moved(&mut self.state, new_pos) {
- self.request_redraw_all();
- }
+ // 将窗口本地坐标转换为虚拟桌面坐标
+ let virtual_x = position.x + vx as f64;
+ let virtual_y = position.y + vy as f64;
+
+ // 更新状态,渲染由 about_to_wait 触发
+ EventHandler::handle_cursor_moved(&mut self.state, (virtual_x, virtual_y));
}
fn handle_scale_factor_changed(&mut self, window_index: usize, scale_factor: f64) {
- self.window_manager.windows[window_index].update_scale(scale_factor);
- self.request_redraw_all();
+ // 从 window 获取实际的 scale,而不是完全信任事件参数
+ let window_info = &self.window_manager.windows[window_index];
+ let actual_scale = window_info.window.scale_factor();
+
+ tracing::debug!(
+ "[窗口 {}] ScaleFactorChanged 事件: 事件scale={}, 实际window.scale={}",
+ window_index,
+ scale_factor,
+ actual_scale
+ );
+
+ self.window_manager.windows[window_index].update_scale(actual_scale);
}
fn handle_resized(&mut self, window_index: usize, new_size: winit::dpi::PhysicalSize) {
- self.window_manager.windows[window_index].update_size(new_size);
- self.request_redraw_all();
+ // 重要:winit 在 macOS 上经常发送错误的尺寸和 scale
+ // 我们检测异常并使用创建时保存的正确值
+ let window_info = &self.window_manager.windows[window_index];
+ let reported_size = window_info.window.inner_size();
+ let reported_scale = window_info.window.scale_factor();
+ let initial_size = window_info.initial_size_px;
+ let initial_scale = window_info.initial_scale;
+
+ tracing::debug!(
+ "[窗口 {}] Resized 事件: 事件={}x{}, window报告={}x{} scale={}, 初始={}x{} scale={}",
+ window_index,
+ new_size.width,
+ new_size.height,
+ reported_size.width,
+ reported_size.height,
+ reported_scale,
+ initial_size.width,
+ initial_size.height,
+ initial_scale
+ );
+
+ // 检测是否是 winit 的bug:报告的尺寸是初始尺寸的一半(逻辑尺寸)
+ let is_bug = (reported_size.width as f64) < (initial_size.width as f64 * 0.6)
+ || (reported_size.height as f64) < (initial_size.height as f64 * 0.6)
+ || reported_scale < initial_scale * 0.6;
+
+ if is_bug {
+ tracing::warn!(
+ "[窗口 {}] ⚠️ 检测到 winit bug!忽略错误的 Resized 事件,保持初始值",
+ window_index
+ );
+ // 不更新,保持原值
+ } else {
+ // 正常更新
+ self.window_manager.windows[window_index].update_size(reported_size);
+ self.window_manager.windows[window_index].update_scale(reported_scale);
+ }
}
fn handle_redraw_requested(&mut self, window_index: usize) {
- self.state.clear_redraw_pending();
+ tracing::trace!("🖼️ 窗口 {} 收到重绘请求", window_index);
self.render_window_by_index(window_index);
}
@@ -385,84 +503,185 @@ impl SelectionApp {
button_state: winit::event::ElementState,
) {
match EventHandler::handle_mouse_input(&mut self.state, button, button_state) {
- EventResult::Continue(need_redraw) => {
- if need_redraw {
- self.request_redraw_all();
- }
+ EventResult::Continue(_need_redraw) => {
+ // 渲染由 about_to_wait 触发,不再直接渲染
}
- EventResult::Exit => event_loop.exit(),
EventResult::Finish => {
if let Some(region) = self.create_region(window_index) {
self.state.result = Some(region);
event_loop.exit();
}
}
+ EventResult::Exit => {
+ self.state.result = None;
+ event_loop.exit();
+ }
}
}
fn create_region(&mut self, window_index: usize) -> Option {
- let scale_out = if self.state.virtual_bounds.is_some() {
- 1.0
- } else {
- self.window_manager.windows[window_index].scale as f32
- };
+ // calculate_selection_rect 返回的是虚拟桌面物理坐标(像素)
+ let (x0_phys, y0_phys, x1_phys, y1_phys) = self.state.calculate_selection_rect();
+ if (x1_phys - x0_phys).abs() < 1.0 || (y1_phys - y0_phys).abs() < 1.0 {
+ return None;
+ }
- self.state.build_region(scale_out)
+ // 计算选择区域中心点(物理坐标),找到对应的显示器 scale
+ let center_x_phys = (x0_phys + x1_phys) / 2.0;
+ let center_y_phys = (y0_phys + y1_phys) / 2.0;
+
+ // 查找中心点所在的窗口(显示器)
+ tracing::info!("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
+ tracing::info!(
+ "[创建 Region] 选择框物理坐标: ({:.1}, {:.1}) -> ({:.1}, {:.1})",
+ x0_phys,
+ y0_phys,
+ x1_phys,
+ y1_phys
+ );
+ tracing::info!(
+ "[创建 Region] 中心点物理坐标: ({:.1}, {:.1})",
+ center_x_phys,
+ center_y_phys
+ );
+
+ tracing::info!("[创建 Region] 查找中心点所在的显示器:");
+ for (idx, w) in self.window_manager.windows.iter().enumerate() {
+ let wx = w.virtual_x as f64;
+ let wy = w.virtual_y as f64;
+ let ww = w.size_px.width as f64;
+ let wh = w.size_px.height as f64;
+ let contains = center_x_phys >= wx
+ && center_x_phys < wx + ww
+ && center_y_phys >= wy
+ && center_y_phys < wy + wh;
+ tracing::info!(
+ " 窗口 {}: virtual=({}, {}) size={}x{} scale={} contains={}",
+ idx,
+ wx,
+ wy,
+ ww,
+ wh,
+ w.scale,
+ contains
+ );
+ }
+
+ let scale = self
+ .window_manager
+ .windows
+ .iter()
+ .find(|w| {
+ let wx = w.virtual_x as f64;
+ let wy = w.virtual_y as f64;
+ let ww = w.size_px.width as f64;
+ let wh = w.size_px.height as f64;
+ center_x_phys >= wx
+ && center_x_phys < wx + ww
+ && center_y_phys >= wy
+ && center_y_phys < wy + wh
+ })
+ .map(|w| w.scale)
+ .unwrap_or_else(|| {
+ // 如果中心点不在任何窗口内(理论上不应该),使用触发窗口的 scale
+ tracing::warn!(
+ "选择区域中心点 ({:.1}, {:.1}) 不在任何窗口内,使用窗口 {} 的 scale",
+ center_x_phys,
+ center_y_phys,
+ window_index
+ );
+ self.window_manager.windows[window_index].scale
+ });
+
+ tracing::info!("[创建 Region] 选定的 scale: {}", scale);
+
+ // 将物理坐标转换为逻辑坐标(Region 应该保存逻辑坐标)
+ let x_phys = x0_phys.min(x1_phys);
+ let y_phys = y0_phys.min(y1_phys);
+ let w_phys = (x1_phys - x0_phys).abs();
+ let h_phys = (y1_phys - y0_phys).abs();
+
+ let x_logical = (x_phys / scale) as f32;
+ let y_logical = (y_phys / scale) as f32;
+ let w_logical = (w_phys / scale) as f32;
+ let h_logical = (h_phys / scale) as f32;
+ let scale_f32 = scale as f32;
+
+ tracing::info!("[创建 Region] 坐标转换:");
+ tracing::info!(
+ " └─ 物理: ({:.1}, {:.1}) 尺寸 {:.1}x{:.1}",
+ x_phys,
+ y_phys,
+ w_phys,
+ h_phys
+ );
+ tracing::info!(
+ " └─ 逻辑: ({:.1}, {:.1}) 尺寸 {:.1}x{:.1} (除以 scale={})",
+ x_logical,
+ y_logical,
+ w_logical,
+ h_logical,
+ scale
+ );
+ tracing::info!(
+ " └─ Region 保存: x={:.1}, y={:.1}, w={:.1}, h={:.1}, scale={}",
+ x_logical,
+ y_logical,
+ w_logical,
+ h_logical,
+ scale_f32
+ );
+
+ Some(Region::new(
+ x_logical, y_logical, w_logical, h_logical, scale_f32,
+ ))
}
}
impl ApplicationHandler for SelectionApp {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
- if !self.window_manager.windows.is_empty() {
- return;
- }
-
- // 使用 winit 的显示器信息创建窗口
self.window_manager
.initialize_windows(event_loop, &self.attrs);
- #[cfg(debug_assertions)]
+ #[cfg(target_os = "macos")]
{
- tracing::debug!("=== SelectionApp 窗口信息 ===");
- tracing::debug!("创建了 {} 个窗口", self.window_manager.windows.len());
- for (i, window_info) in self.window_manager.windows.iter().enumerate() {
- tracing::debug!(
- "[Window {}] virtual_pos=({}, {}), size_px={}x{}, scale={}",
- i,
- window_info.virtual_x,
- window_info.virtual_y,
- window_info.size_px.width,
- window_info.size_px.height,
- window_info.scale
- );
+ if let Some(first_win) = self.window_manager.windows.first() {
+ platform::apply_overlay_window_appearance(&first_win.window, [0, 0, 0, 0]);
}
}
- if !self.window_manager.windows.is_empty() {
- self.pres_guard = platform::start_presentation();
-
- // 一次性初始化背景和图像缓存
- self.ensure_backgrounds_and_cache();
-
- #[cfg(target_os = "macos")]
- {
- let color = self.overlay_color;
- for window_info in &self.window_manager.windows {
- platform::apply_overlay_window_appearance(window_info.window.as_ref(), color);
- }
+ // 对所有窗口应用平台特定的外观
+ #[cfg(target_os = "macos")]
+ {
+ for window_info in &self.window_manager.windows {
+ platform::apply_overlay_window_appearance(&window_info.window, [0, 0, 0, 0]);
}
+ }
- // 先渲染所有窗口的首帧,避免显示时出现粉色背景
- for i in 0..self.window_manager.windows.len() {
- self.render_window_by_index(i);
+ // 显示窗口前进行预热渲染
+ for i in 0..self.window_manager.windows.len() {
+ if let Err(e) = self.window_manager.windows[i].init_wgpu() {
+ eprintln!("⚠️ Failed to init WGPU for window {}: {}", i, e);
+ continue;
}
- // 首帧渲染完成后再显示窗口
- for i in 0..self.window_manager.windows.len() {
- self.window_manager.windows[i].window.set_visible(true);
- self.window_manager.windows[i].window.request_redraw();
+ // 预热渲染(确保缓存初始化)
+ let egui_ctx = self.window_manager.windows[i].egui_ctx.clone();
+ self.ensure_backgrounds_and_cache(&egui_ctx, i);
+
+ let render_data = self.prepare_render_data(i);
+ if let Err(e) = self.render(i, &render_data) {
+ eprintln!("⚠️ Warmup render error for window {}: {}", i, e);
}
}
+
+ // 现在显示所有窗口
+ for window_info in &self.window_manager.windows {
+ window_info.window.set_visible(true);
+ window_info.window.request_redraw();
+ }
+
+ self.pres_guard = platform::start_presentation();
}
fn window_event(
@@ -475,6 +694,10 @@ impl ApplicationHandler for SelectionApp {
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
- // 空闲时不强制重绘
+ // Winit 推荐的渲染模式:在事件循环空闲时请求重绘
+ // 拖拽时或有选择框时,持续请求重绘所有窗口
+ if self.state.dragging {
+ self.window_manager.request_redraw_all();
+ }
}
}
diff --git a/crates/ui_overlay/src/selection_render.rs b/crates/ui_overlay/src/selection_render.rs
index dcddb8f..bd2a73b 100644
--- a/crates/ui_overlay/src/selection_render.rs
+++ b/crates/ui_overlay/src/selection_render.rs
@@ -1,53 +1,106 @@
/// 选择器渲染逻辑模块
///
-/// 提供选择框的渲染管理功能
+/// 提供选择框的渲染管理功能,使用 egui painter 进行绘制
use crate::event_handler::EventHandler;
-/// 背景处理工具
-pub struct BackgroundProcessor;
+/// egui 选择框渲染器
+pub struct EguiSelectionRenderer;
-impl BackgroundProcessor {
- /// 将背景与叠加颜色混合(暗化效果)
+impl EguiSelectionRenderer {
+ /// 使用 egui painter 渲染选择框
///
- /// 性能优化:使用 rayon 并行处理像素
- /// - 小图像(< 256KB)使用单线程避免线程开销
- /// - 大图像使用多线程并行处理
- pub fn tint_background(bg: &[u8], overlay_color: [u8; 4]) -> Vec {
- use rayon::prelude::*;
-
- let overlay_alpha = overlay_color[3] as u16;
- let inv_alpha = 255u16.saturating_sub(overlay_alpha);
- let tint_r = overlay_color[0] as u16;
- let tint_g = overlay_color[1] as u16;
- let tint_b = overlay_color[2] as u16;
-
- let mut tinted = vec![0u8; bg.len()];
-
- // 对于小图像,使用单线程避免并行开销
- const PARALLEL_THRESHOLD: usize = 256 * 1024; // 256KB
-
- if bg.len() < PARALLEL_THRESHOLD {
- // 单线程处理小图像
- for (src, dst) in bg.chunks_exact(4).zip(tinted.chunks_exact_mut(4)) {
- dst[0] = (((src[0] as u16) * inv_alpha + tint_r * overlay_alpha) / 255) as u8;
- dst[1] = (((src[1] as u16) * inv_alpha + tint_g * overlay_alpha) / 255) as u8;
- dst[2] = (((src[2] as u16) * inv_alpha + tint_b * overlay_alpha) / 255) as u8;
- dst[3] = 255;
+ /// # Arguments
+ /// * `painter` - egui painter
+ /// * `selection_rect` - 选择框矩形 (x, y, w, h),逻辑坐标
+ /// * `window_size` - 窗口尺寸 (width, height),逻辑坐标
+ pub fn render_selection(
+ painter: &egui::Painter,
+ selection_rect: Option<(f32, f32, f32, f32)>,
+ window_size: (f32, f32),
+ ) {
+ let (win_w, win_h) = window_size;
+
+ // 暗化遮罩颜色 (半透明黑色)
+ let darken_color = egui::Color32::from_rgba_unmultiplied(0, 0, 0, 128);
+
+ // 如果有选择框,绘制选择框外的暗化遮罩
+ if let Some((x, y, w, h)) = selection_rect {
+ tracing::trace!(
+ "📐 绘制选择框和遮罩: pos=({:.1}, {:.1}), size=({:.1}x{:.1})",
+ x,
+ y,
+ w,
+ h
+ );
+
+ let sel_rect = egui::Rect::from_min_size(egui::pos2(x, y), egui::vec2(w, h));
+
+ // 绘制4个矩形遮罩覆盖选择框外的区域
+ // 1. 上方遮罩
+ if y > 0.0 {
+ painter.rect_filled(
+ egui::Rect::from_min_max(egui::pos2(0.0, 0.0), egui::pos2(win_w, y)),
+ 0.0,
+ darken_color,
+ );
}
+
+ // 2. 下方遮罩
+ let bottom = y + h;
+ if bottom < win_h {
+ painter.rect_filled(
+ egui::Rect::from_min_max(egui::pos2(0.0, bottom), egui::pos2(win_w, win_h)),
+ 0.0,
+ darken_color,
+ );
+ }
+
+ // 3. 左侧遮罩
+ if x > 0.0 {
+ painter.rect_filled(
+ egui::Rect::from_min_max(egui::pos2(0.0, y), egui::pos2(x, bottom)),
+ 0.0,
+ darken_color,
+ );
+ }
+
+ // 4. 右侧遮罩
+ let right = x + w;
+ if right < win_w {
+ painter.rect_filled(
+ egui::Rect::from_min_max(egui::pos2(right, y), egui::pos2(win_w, bottom)),
+ 0.0,
+ darken_color,
+ );
+ }
+
+ // 绘制白色边框(2像素宽)
+ painter.rect_stroke(
+ sel_rect,
+ 0.0,
+ egui::Stroke::new(2.0, egui::Color32::WHITE),
+ egui::StrokeKind::Outside,
+ );
+
+ // 绘制尺寸信息
+ let size_text = format!("{}x{}", w as i32, h as i32);
+ let text_pos = egui::pos2(x + w / 2.0, (y - 20.0_f32).max(5.0));
+ painter.text(
+ text_pos,
+ egui::Align2::CENTER_CENTER,
+ size_text,
+ egui::FontId::proportional(14.0),
+ egui::Color32::WHITE,
+ );
} else {
- // 并行处理大图像(按像素行分块)
- tinted
- .par_chunks_mut(4)
- .zip(bg.par_chunks(4))
- .for_each(|(dst, src)| {
- dst[0] = (((src[0] as u16) * inv_alpha + tint_r * overlay_alpha) / 255) as u8;
- dst[1] = (((src[1] as u16) * inv_alpha + tint_g * overlay_alpha) / 255) as u8;
- dst[2] = (((src[2] as u16) * inv_alpha + tint_b * overlay_alpha) / 255) as u8;
- dst[3] = 255;
- });
+ // 没有选择框时,整个窗口显示暗化遮罩
+ tracing::trace!("📐 绘制全屏暗化遮罩");
+ painter.rect_filled(
+ egui::Rect::from_min_max(egui::pos2(0.0, 0.0), egui::pos2(win_w, win_h)),
+ 0.0,
+ darken_color,
+ );
}
-
- tinted
}
}
@@ -86,17 +139,10 @@ impl WindowRenderer {
#[cfg(test)]
mod tests {
- use super::*;
#[test]
fn test_tint_background() {
- let bg = vec![255, 128, 64, 255, 200, 100, 50, 255];
- let overlay_color = [0, 0, 0, 128]; // 半透明黑色
- let tinted = BackgroundProcessor::tint_background(&bg, overlay_color);
-
- assert_eq!(tinted.len(), bg.len());
- // 验证颜色被暗化
- assert!(tinted[0] < bg[0]);
- assert!(tinted[4] < bg[4]);
+ // This test was for BackgroundProcessor, which is now removed.
+ // So this test case is also removed.
}
}
diff --git a/crates/ui_overlay/src/selection_state.rs b/crates/ui_overlay/src/selection_state.rs
index 142817f..b74791f 100644
--- a/crates/ui_overlay/src/selection_state.rs
+++ b/crates/ui_overlay/src/selection_state.rs
@@ -3,6 +3,16 @@
/// 管理选择框的状态、修饰键、重绘控制等
use crate::Region;
+/// 应用模式
+#[derive(Debug, Clone, Copy, PartialEq, Eq)]
+#[allow(dead_code)]
+pub enum AppMode {
+ /// 选择区域模式
+ SelectingRegion,
+ /// 标注编辑模式
+ EditingAnnotations,
+}
+
/// 选择器应用的状态
///
/// 包含选择框的位置、大小、修饰键状态以及性能优化相关的缓存
@@ -31,6 +41,11 @@ pub struct SelectionState {
cached_rect: Option<(f64, f64, f64, f64)>,
/// 缓存是否有效
cache_valid: bool,
+ /// 当前应用模式
+ #[allow(dead_code)]
+ pub app_mode: AppMode,
+ /// 工具栏是否可见
+ pub toolbar_visible: bool,
}
impl SelectionState {
@@ -49,6 +64,8 @@ impl SelectionState {
last_redraw_time: std::time::Instant::now(),
cached_rect: None,
cache_valid: false,
+ app_mode: AppMode::SelectingRegion,
+ toolbar_visible: false,
}
}
@@ -115,22 +132,6 @@ impl SelectionState {
sx != ex && sy != ey
}
- /// 构建当前选择的 Region 对象
- pub fn build_region(&mut self, scale: f32) -> Option {
- if !self.has_valid_selection() {
- return None;
- }
-
- let (sx, sy, ex, ey) = self.calculate_selection_rect();
- Some(Region {
- x: sx.round() as f32,
- y: sy.round() as f32,
- w: (ex - sx).abs().round() as f32,
- h: (ey - sy).abs().round() as f32,
- scale,
- })
- }
-
/// 重绘频率控制
///
/// 限制到 60 FPS (16ms 间隔) 以优化性能
@@ -150,11 +151,6 @@ impl SelectionState {
self.redraw_pending = true;
self.last_redraw_time = std::time::Instant::now();
}
-
- /// 清除重绘标记
- pub fn clear_redraw_pending(&mut self) {
- self.redraw_pending = false;
- }
}
#[cfg(test)]
diff --git a/crates/ui_overlay/src/toolbar/icons.rs b/crates/ui_overlay/src/toolbar/icons.rs
new file mode 100644
index 0000000..5f0fb69
--- /dev/null
+++ b/crates/ui_overlay/src/toolbar/icons.rs
@@ -0,0 +1,93 @@
+/// 图标加载和管理模块
+///
+/// 负责加载 SVG 图标并转换为 egui 可用的纹理
+use std::collections::HashMap;
+
+/// SVG 图标内容(编译时嵌入)
+pub struct SvgIcons {
+ pub rectangle: &'static str,
+ pub arrow: &'static str,
+ pub brush: &'static str,
+ pub check: &'static str,
+ pub close: &'static str,
+}
+
+impl SvgIcons {
+ /// 获取内嵌的 SVG 图标
+ pub fn load() -> Self {
+ Self {
+ rectangle: include_str!("../../../../assets/icons/rectangle.svg"),
+ arrow: include_str!("../../../../assets/icons/arrow.svg"),
+ brush: include_str!("../../../../assets/icons/brush.svg"),
+ check: include_str!("../../../../assets/icons/check.svg"),
+ close: include_str!("../../../../assets/icons/close.svg"),
+ }
+ }
+}
+
+/// 图标缓存
+///
+/// 用于缓存渲染后的图标纹理,避免重复加载
+pub struct IconCache {
+ textures: HashMap,
+ svgs: SvgIcons,
+}
+
+impl IconCache {
+ /// 创建新的图标缓存
+ pub fn new() -> Self {
+ Self {
+ textures: HashMap::new(),
+ svgs: SvgIcons::load(),
+ }
+ }
+
+ /// 获取图标的 SVG 内容
+ pub fn get_svg(&self, name: &str) -> Option<&str> {
+ match name {
+ "rectangle" => Some(self.svgs.rectangle),
+ "arrow" => Some(self.svgs.arrow),
+ "brush" => Some(self.svgs.brush),
+ "check" => Some(self.svgs.check),
+ "close" => Some(self.svgs.close),
+ _ => None,
+ }
+ }
+
+ /// 将 SVG 渲染为 egui 纹理(简化版本,使用 Unicode 字符作为替代)
+ ///
+ /// 注意:完整的 SVG 渲染需要额外的 resvg 或类似库,这里使用文字图标作为临时方案
+ pub fn get_or_create_texture(
+ &mut self,
+ ctx: &egui::Context,
+ name: &str,
+ ) -> Option {
+ // 如果已缓存,直接返回
+ if let Some(texture) = self.textures.get(name) {
+ return Some(texture.clone());
+ }
+
+ // 创建简单的图标纹理(使用单色方块作为占位符)
+ // TODO: 使用 resvg 等库将 SVG 转换为位图
+ let size = [24, 24];
+ let color = egui::Color32::WHITE;
+ let pixels: Vec = vec![color; size[0] * size[1]];
+
+ let image = egui::ColorImage {
+ size,
+ pixels,
+ source_size: egui::Vec2::new(size[0] as f32, size[1] as f32), // egui 0.33 新增字段
+ };
+
+ let texture = ctx.load_texture(name, image, egui::TextureOptions::default());
+
+ self.textures.insert(name.to_string(), texture.clone());
+ Some(texture)
+ }
+}
+
+impl Default for IconCache {
+ fn default() -> Self {
+ Self::new()
+ }
+}
diff --git a/crates/ui_overlay/src/toolbar/mod.rs b/crates/ui_overlay/src/toolbar/mod.rs
new file mode 100644
index 0000000..abf14ff
--- /dev/null
+++ b/crates/ui_overlay/src/toolbar/mod.rs
@@ -0,0 +1,72 @@
+/// 工具栏模块
+///
+/// 提供标注工具栏的 UI 和交互逻辑
+mod icons;
+pub mod ui;
+pub mod window;
+
+pub use icons::IconCache;
+pub use ui::{ToolbarAction, ToolbarRenderer};
+pub use window::ToolbarWindow;
+
+/// 标注工具类型
+#[derive(Debug, Clone, Copy, PartialEq, Eq)]
+pub enum AnnotationTool {
+ /// 矩形标注
+ Rectangle,
+ /// 箭头标注
+ Arrow,
+ /// 自由画笔
+ Freehand,
+}
+
+/// 工具栏状态
+#[derive(Debug, Clone)]
+pub struct Toolbar {
+ /// 当前选中的工具
+ pub selected_tool: Option,
+ /// 当前选中的颜色
+ pub selected_color: egui::Color32,
+ /// 笔画宽度
+ pub stroke_width: f32,
+ /// 工具栏是否可见
+ pub visible: bool,
+}
+
+impl Default for Toolbar {
+ fn default() -> Self {
+ Self {
+ selected_tool: None,
+ selected_color: egui::Color32::from_rgb(255, 0, 0), // 默认红色
+ stroke_width: 2.0,
+ visible: false,
+ }
+ }
+}
+
+impl Toolbar {
+ /// 创建新的工具栏
+ pub fn new() -> Self {
+ Self::default()
+ }
+
+ /// 显示工具栏
+ pub fn show(&mut self) {
+ self.visible = true;
+ }
+
+ /// 隐藏工具栏
+ pub fn hide(&mut self) {
+ self.visible = false;
+ }
+
+ /// 选择工具
+ pub fn select_tool(&mut self, tool: AnnotationTool) {
+ self.selected_tool = Some(tool);
+ }
+
+ /// 取消选择工具
+ pub fn deselect_tool(&mut self) {
+ self.selected_tool = None;
+ }
+}
diff --git a/crates/ui_overlay/src/toolbar/ui.rs b/crates/ui_overlay/src/toolbar/ui.rs
new file mode 100644
index 0000000..b9cce44
--- /dev/null
+++ b/crates/ui_overlay/src/toolbar/ui.rs
@@ -0,0 +1,209 @@
+/// 工具栏 UI 渲染模块
+///
+/// 负责渲染工具栏界面和处理交互
+use super::{AnnotationTool, IconCache, Toolbar};
+
+/// 工具栏操作结果
+#[derive(Debug, Clone, Copy, PartialEq, Eq)]
+pub enum ToolbarAction {
+ /// 无操作
+ None,
+ /// 点击完成按钮
+ Finish,
+ /// 点击取消按钮
+ Cancel,
+ /// 选择工具
+ SelectTool(AnnotationTool),
+}
+
+/// 工具栏渲染器
+pub struct ToolbarRenderer {
+ #[allow(dead_code)]
+ icon_cache: IconCache,
+}
+
+impl ToolbarRenderer {
+ /// 创建新的工具栏渲染器
+ pub fn new() -> Self {
+ Self {
+ icon_cache: IconCache::new(),
+ }
+ }
+
+ /// 渲染工具栏
+ ///
+ /// 返回用户的操作
+ pub fn render(
+ &mut self,
+ ctx: &egui::Context,
+ toolbar: &mut Toolbar,
+ selection_rect: (f32, f32, f32, f32), // (x, y, w, h)
+ window_size: (f32, f32), // (width, height)
+ ) -> ToolbarAction {
+ if !toolbar.visible {
+ return ToolbarAction::None;
+ }
+
+ let mut action = ToolbarAction::None;
+
+ // 计算工具栏位置
+ let toolbar_pos = self.calculate_position(selection_rect, window_size);
+
+ // 创建工具栏窗口
+ egui::Window::new("toolbar")
+ .title_bar(false)
+ .resizable(false)
+ .movable(false)
+ .collapsible(false)
+ .fixed_pos(toolbar_pos)
+ .frame(
+ egui::Frame::NONE
+ .fill(egui::Color32::from_rgba_premultiplied(40, 40, 40, 230))
+ .corner_radius(8.0)
+ .inner_margin(8.0),
+ )
+ .show(ctx, |ui| {
+ ui.horizontal(|ui| {
+ ui.spacing_mut().item_spacing.x = 6.0;
+
+ // 工具按钮区域
+ ui.group(|ui| {
+ ui.horizontal(|ui| {
+ if self.render_tool_button(
+ ui,
+ "矩形",
+ toolbar.selected_tool == Some(AnnotationTool::Rectangle),
+ ) {
+ toolbar.select_tool(AnnotationTool::Rectangle);
+ action = ToolbarAction::SelectTool(AnnotationTool::Rectangle);
+ }
+
+ if self.render_tool_button(
+ ui,
+ "箭头",
+ toolbar.selected_tool == Some(AnnotationTool::Arrow),
+ ) {
+ toolbar.select_tool(AnnotationTool::Arrow);
+ action = ToolbarAction::SelectTool(AnnotationTool::Arrow);
+ }
+
+ if self.render_tool_button(
+ ui,
+ "画笔",
+ toolbar.selected_tool == Some(AnnotationTool::Freehand),
+ ) {
+ toolbar.select_tool(AnnotationTool::Freehand);
+ action = ToolbarAction::SelectTool(AnnotationTool::Freehand);
+ }
+ });
+ });
+
+ ui.separator();
+
+ // 颜色选择器
+ self.render_color_picker(ui, toolbar);
+
+ ui.separator();
+
+ // 操作按钮
+ if let Some(btn_action) = self.render_action_buttons(ui) {
+ action = btn_action;
+ }
+ });
+ });
+
+ action
+ }
+
+ /// 计算工具栏位置
+ ///
+ /// 默认位于选择框下方,如果空间不足则显示在上方
+ fn calculate_position(
+ &self,
+ selection_rect: (f32, f32, f32, f32),
+ window_size: (f32, f32),
+ ) -> egui::Pos2 {
+ let (sel_x, sel_y, sel_w, sel_h) = selection_rect;
+ let (win_w, win_h) = window_size;
+
+ // 工具栏估计尺寸
+ const TOOLBAR_WIDTH: f32 = 400.0;
+ const TOOLBAR_HEIGHT: f32 = 50.0;
+ const SPACING: f32 = 10.0;
+
+ // 计算水平居中位置
+ let mut x = sel_x + (sel_w - TOOLBAR_WIDTH) / 2.0;
+ x = x.max(10.0).min(win_w - TOOLBAR_WIDTH - 10.0);
+
+ // 计算垂直位置(优先下方)
+ let y_below = sel_y + sel_h + SPACING;
+ let y_above = sel_y - TOOLBAR_HEIGHT - SPACING;
+
+ let y = if y_below + TOOLBAR_HEIGHT + 10.0 < win_h {
+ y_below
+ } else if y_above > 10.0 {
+ y_above
+ } else {
+ // 如果上下都放不下,放在窗口底部
+ win_h - TOOLBAR_HEIGHT - 10.0
+ };
+
+ egui::pos2(x, y)
+ }
+
+ /// 渲染工具按钮
+ fn render_tool_button(&mut self, ui: &mut egui::Ui, label: &str, selected: bool) -> bool {
+ let button = egui::Button::new(label)
+ .min_size(egui::vec2(60.0, 32.0))
+ .fill(if selected {
+ egui::Color32::from_rgb(70, 130, 180)
+ } else {
+ egui::Color32::from_rgb(60, 60, 60)
+ });
+
+ ui.add(button).clicked()
+ }
+
+ /// 渲染颜色选择器
+ fn render_color_picker(&mut self, ui: &mut egui::Ui, toolbar: &mut Toolbar) {
+ ui.horizontal(|ui| {
+ ui.label("颜色:");
+ egui::color_picker::color_edit_button_srgba(
+ ui,
+ &mut toolbar.selected_color,
+ egui::color_picker::Alpha::Opaque,
+ );
+ });
+ }
+
+ /// 渲染操作按钮(完成/取消)
+ fn render_action_buttons(&mut self, ui: &mut egui::Ui) -> Option {
+ let mut action = None;
+
+ ui.horizontal(|ui| {
+ let finish_btn = egui::Button::new("✓ 完成")
+ .min_size(egui::vec2(70.0, 32.0))
+ .fill(egui::Color32::from_rgb(50, 150, 50));
+
+ if ui.add(finish_btn).clicked() {
+ action = Some(ToolbarAction::Finish);
+ }
+
+ let cancel_btn = egui::Button::new("✕ 取消")
+ .min_size(egui::vec2(70.0, 32.0))
+ .fill(egui::Color32::from_rgb(150, 50, 50));
+
+ if ui.add(cancel_btn).clicked() {
+ action = Some(ToolbarAction::Cancel);
+ }
+ });
+
+ action
+ }
+}
+
+impl Default for ToolbarRenderer {
+ fn default() -> Self {
+ Self::new()
+ }
+}
diff --git a/crates/ui_overlay/src/toolbar/window.rs b/crates/ui_overlay/src/toolbar/window.rs
new file mode 100644
index 0000000..7d2cefe
--- /dev/null
+++ b/crates/ui_overlay/src/toolbar/window.rs
@@ -0,0 +1,432 @@
+/// 工具栏窗口模块
+///
+/// 使用独立的透明窗口渲染工具栏 UI(egui + wgpu)
+use super::{Toolbar, ToolbarRenderer};
+use crate::toolbar::ui::ToolbarAction;
+use std::sync::Arc;
+use winit::dpi::PhysicalPosition;
+use winit::event_loop::ActiveEventLoop;
+use winit::window::{Window, WindowAttributes, WindowLevel};
+
+/// 工具栏窗口
+///
+/// 独立的透明窗口,用于显示标注工具栏
+pub struct ToolbarWindow {
+ /// winit 窗口
+ window: Arc,
+ /// wgpu 渲染状态
+ render_state: Option,
+ /// egui 上下文
+ egui_ctx: egui::Context,
+ /// egui-winit 状态
+ egui_state: egui_winit::State,
+ /// 工具栏数据
+ toolbar: Toolbar,
+ /// 工具栏渲染器
+ toolbar_renderer: ToolbarRenderer,
+ /// 是否已初始化
+ initialized: bool,
+}
+
+/// wgpu 渲染状态
+struct ToolbarRenderState {
+ device: egui_wgpu::wgpu::Device,
+ queue: egui_wgpu::wgpu::Queue,
+ surface: egui_wgpu::wgpu::Surface<'static>,
+ surface_config: egui_wgpu::wgpu::SurfaceConfiguration,
+ renderer: egui_wgpu::Renderer,
+}
+
+impl ToolbarWindow {
+ /// 创建新的工具栏窗口
+ pub fn new(
+ event_loop: &ActiveEventLoop,
+ egui_ctx: egui::Context,
+ toolbar: Toolbar,
+ ) -> Result {
+ // 创建透明窗口
+ let window_attrs = WindowAttributes::default()
+ .with_title("")
+ .with_decorations(false)
+ .with_transparent(true)
+ .with_window_level(WindowLevel::AlwaysOnTop)
+ .with_resizable(false)
+ .with_visible(false); // 初始不可见
+
+ let window = event_loop
+ .create_window(window_attrs)
+ .map_err(|e| format!("Failed to create toolbar window: {}", e))?;
+
+ let window = Arc::new(window);
+
+ // 创建 egui-winit 状态
+ let egui_state = egui_winit::State::new(
+ egui_ctx.clone(),
+ egui::ViewportId::ROOT,
+ &window,
+ None,
+ None,
+ None,
+ );
+
+ // 在内部创建 ToolbarRenderer
+ let toolbar_renderer = ToolbarRenderer::new();
+
+ Ok(Self {
+ window,
+ render_state: None,
+ egui_ctx,
+ egui_state,
+ toolbar,
+ toolbar_renderer,
+ initialized: false,
+ })
+ }
+
+ /// 初始化 wgpu 渲染
+ pub fn initialize_renderer(&mut self) -> Result<(), String> {
+ if self.initialized {
+ return Ok(());
+ }
+
+ let window = self.window.clone();
+
+ // 使用 pollster 同步执行异步初始化
+ let render_state = pollster::block_on(async { Self::create_render_state(window).await })?;
+
+ self.render_state = Some(render_state);
+ self.initialized = true;
+
+ Ok(())
+ }
+
+ /// 创建 wgpu 渲染状态
+ async fn create_render_state(window: Arc) -> Result {
+ use egui_wgpu::wgpu;
+
+ // 创建 wgpu 实例
+ let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
+ backends: wgpu::Backends::all(),
+ ..Default::default()
+ });
+
+ // 创建 surface
+ let surface = instance
+ .create_surface(window.clone())
+ .map_err(|e| format!("Failed to create surface: {}", e))?;
+
+ // 请求适配器
+ let adapter = instance
+ .request_adapter(&wgpu::RequestAdapterOptions {
+ power_preference: wgpu::PowerPreference::default(),
+ compatible_surface: Some(&surface),
+ force_fallback_adapter: false,
+ })
+ .await
+ .map_err(|e| format!("Failed to find adapter: {:?}", e))?;
+
+ // 请求设备和队列
+ let (device, queue) = adapter
+ .request_device(&wgpu::DeviceDescriptor {
+ label: Some("Toolbar Device"),
+ required_features: wgpu::Features::empty(),
+ required_limits: wgpu::Limits::default(),
+ memory_hints: wgpu::MemoryHints::default(),
+ trace: wgpu::Trace::default(),
+ experimental_features: wgpu::ExperimentalFeatures::disabled(),
+ })
+ .await
+ .map_err(|e| format!("Failed to create device: {}", e))?;
+
+ // 配置 surface
+ let size = window.inner_size();
+ let capabilities = surface.get_capabilities(&adapter);
+
+ // 选择支持的 alpha mode(优先 PostMultiplied,回退到 Opaque)
+ let alpha_mode = if capabilities
+ .alpha_modes
+ .contains(&wgpu::CompositeAlphaMode::PostMultiplied)
+ {
+ wgpu::CompositeAlphaMode::PostMultiplied
+ } else if capabilities
+ .alpha_modes
+ .contains(&wgpu::CompositeAlphaMode::PreMultiplied)
+ {
+ wgpu::CompositeAlphaMode::PreMultiplied
+ } else {
+ capabilities.alpha_modes[0]
+ };
+
+ tracing::info!(
+ "Toolbar window alpha mode: {:?}, available: {:?}",
+ alpha_mode,
+ capabilities.alpha_modes
+ );
+
+ let surface_config = wgpu::SurfaceConfiguration {
+ usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
+ format: capabilities.formats[0],
+ width: size.width.max(1),
+ height: size.height.max(1),
+ present_mode: wgpu::PresentMode::Fifo,
+ alpha_mode,
+ view_formats: vec![],
+ desired_maximum_frame_latency: 2,
+ };
+ surface.configure(&device, &surface_config);
+
+ // 创建 egui-wgpu 渲染器
+ let renderer = egui_wgpu::Renderer::new(
+ &device,
+ surface_config.format,
+ egui_wgpu::RendererOptions::default(),
+ );
+
+ Ok(ToolbarRenderState {
+ device,
+ queue,
+ surface,
+ surface_config,
+ renderer,
+ })
+ }
+
+ /// 显示窗口
+ pub fn show(&self) {
+ tracing::debug!("Setting toolbar window visible");
+ self.window.set_visible(true);
+ self.window.request_redraw();
+ }
+
+ /// 隐藏窗口
+ pub fn hide(&self) {
+ tracing::debug!("Hiding toolbar window");
+ self.window.set_visible(false);
+ }
+
+ /// 更新窗口位置
+ ///
+ /// # 参数
+ /// - `selection_rect`: 选择框在虚拟桌面坐标系中的位置 (x, y, width, height)
+ /// - `monitor_info`: 选择框所在的显示器信息 (virtual_x, virtual_y, width, height)
+ ///
+ /// 在多显示器环境下,虚拟坐标可能为负数,需要转换为屏幕坐标
+ pub fn update_position(
+ &self,
+ selection_rect: (f32, f32, f32, f32),
+ monitor_info: Option<(i32, i32, u32, u32)>,
+ ) {
+ let (sel_x, sel_y, sel_w, sel_h) = selection_rect;
+
+ // 工具栏尺寸
+ const TOOLBAR_WIDTH: f32 = 400.0;
+ const TOOLBAR_HEIGHT: f32 = 50.0;
+ const SPACING: f32 = 10.0;
+
+ // 在虚拟坐标系中计算工具栏位置(居中对齐,位于选择框下方)
+ let virtual_x = sel_x + (sel_w - TOOLBAR_WIDTH) / 2.0;
+ let virtual_y = sel_y + sel_h + SPACING;
+
+ // 如果有显示器信息,将虚拟坐标转换为屏幕坐标
+ let (screen_x, screen_y) = if let Some((monitor_vx, monitor_vy, monitor_w, monitor_h)) =
+ monitor_info
+ {
+ // 虚拟坐标 -> 显示器本地坐标
+ let local_x = virtual_x - monitor_vx as f32;
+ let local_y = virtual_y - monitor_vy as f32;
+
+ // 确保工具栏在显示器范围内
+ let clamped_x = local_x
+ .max(10.0)
+ .min(monitor_w as f32 - TOOLBAR_WIDTH - 10.0);
+ let clamped_y = local_y
+ .max(10.0)
+ .min(monitor_h as f32 - TOOLBAR_HEIGHT - 10.0);
+
+ // 本地坐标 -> 屏幕坐标(winit 的 set_outer_position 需要屏幕绝对坐标)
+ let screen_x = monitor_vx as f32 + clamped_x;
+ let screen_y = monitor_vy as f32 + clamped_y;
+
+ tracing::debug!(
+ "Toolbar position: virtual=({:.1}, {:.1}), local=({:.1}, {:.1}), screen=({:.1}, {:.1}), monitor=({}, {}) {}x{}",
+ virtual_x, virtual_y, local_x, local_y, screen_x, screen_y,
+ monitor_vx, monitor_vy, monitor_w, monitor_h
+ );
+
+ (screen_x, screen_y)
+ } else {
+ // 没有显示器信息,使用简单钳制策略
+ let clamped_x = virtual_x.clamp(10.0, 10000.0);
+ let clamped_y = virtual_y.clamp(10.0, 10000.0);
+
+ tracing::warn!(
+ "Toolbar position without monitor info: virtual=({:.1}, {:.1}), clamped=({:.1}, {:.1})",
+ virtual_x, virtual_y, clamped_x, clamped_y
+ );
+
+ (clamped_x, clamped_y)
+ };
+
+ // 设置窗口大小(使用逻辑像素以支持 HiDPI)
+ let _ = self.window.request_inner_size(winit::dpi::LogicalSize::new(
+ TOOLBAR_WIDTH as f64,
+ TOOLBAR_HEIGHT as f64,
+ ));
+
+ // 设置窗口位置(屏幕绝对坐标)
+ self.window
+ .set_outer_position(PhysicalPosition::new(screen_x as i32, screen_y as i32));
+ }
+
+ /// 渲染工具栏并返回操作
+ pub fn render(&mut self) -> ToolbarAction {
+ use egui_wgpu::wgpu;
+
+ if !self.initialized || self.render_state.is_none() {
+ tracing::warn!("Toolbar render called but not initialized");
+ return ToolbarAction::None;
+ }
+
+ let render_state = self.render_state.as_mut().unwrap();
+
+ // 获取 surface texture
+ let output = match render_state.surface.get_current_texture() {
+ Ok(output) => output,
+ Err(e) => {
+ tracing::error!("Failed to get surface texture: {:?}", e);
+ return ToolbarAction::None;
+ }
+ };
+
+ let view = output
+ .texture
+ .create_view(&wgpu::TextureViewDescriptor::default());
+
+ // 准备 egui 输入
+ let raw_input = self.egui_state.take_egui_input(&self.window);
+
+ // 运行 egui UI
+ let mut action = ToolbarAction::None;
+ let full_output = self.egui_ctx.run(raw_input, |ctx| {
+ let size = self.window.inner_size();
+ let window_size = (size.width as f32, size.height as f32);
+
+ // 工具栏占据整个窗口,所以选择框相对坐标为整个窗口
+ let selection_rect = (0.0, 0.0, window_size.0, window_size.1);
+
+ tracing::debug!(
+ "Toolbar render: visible={}, size={:?}",
+ self.toolbar.visible,
+ window_size
+ );
+
+ action =
+ self.toolbar_renderer
+ .render(ctx, &mut self.toolbar, selection_rect, window_size);
+ });
+
+ // 处理平台输出
+ self.egui_state
+ .handle_platform_output(&self.window, full_output.platform_output);
+
+ // 渲染
+ let clipped_primitives = self
+ .egui_ctx
+ .tessellate(full_output.shapes, full_output.pixels_per_point);
+
+ let screen_descriptor = egui_wgpu::ScreenDescriptor {
+ size_in_pixels: [
+ render_state.surface_config.width,
+ render_state.surface_config.height,
+ ],
+ pixels_per_point: full_output.pixels_per_point,
+ };
+
+ // 更新纹理
+ for (id, image_delta) in &full_output.textures_delta.set {
+ render_state.renderer.update_texture(
+ &render_state.device,
+ &render_state.queue,
+ *id,
+ image_delta,
+ );
+ }
+
+ // 更新缓冲区
+ let mut encoder =
+ render_state
+ .device
+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
+ label: Some("Toolbar Update Encoder"),
+ });
+
+ render_state.renderer.update_buffers(
+ &render_state.device,
+ &render_state.queue,
+ &mut encoder,
+ &clipped_primitives,
+ &screen_descriptor,
+ );
+
+ render_state.queue.submit(Some(encoder.finish()));
+
+ // 创建渲染 encoder
+ let mut render_encoder =
+ render_state
+ .device
+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
+ label: Some("Toolbar Render Encoder"),
+ });
+
+ {
+ let render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("Toolbar Render Pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &view,
+ resolve_target: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
+ store: wgpu::StoreOp::Store,
+ },
+ depth_slice: None,
+ })],
+ depth_stencil_attachment: None,
+ timestamp_writes: None,
+ occlusion_query_set: None,
+ });
+
+ render_state.renderer.render(
+ &mut render_pass.forget_lifetime(),
+ &clipped_primitives,
+ &screen_descriptor,
+ );
+ }
+
+ render_state.queue.submit(Some(render_encoder.finish()));
+ output.present();
+
+ // 释放纹理
+ for id in &full_output.textures_delta.free {
+ render_state.renderer.free_texture(id);
+ }
+
+ action
+ }
+
+ /// 处理窗口事件
+ pub fn handle_event(&mut self, event: &winit::event::WindowEvent) -> bool {
+ self.egui_state
+ .on_window_event(&self.window, event)
+ .consumed
+ }
+
+ /// 获取窗口 ID
+ pub fn window_id(&self) -> winit::window::WindowId {
+ self.window.id()
+ }
+
+ /// 获取底层窗口引用(用于请求重绘等操作)
+ pub fn window(&self) -> &Window {
+ &self.window
+ }
+}
diff --git a/crates/ui_overlay/src/window_info.rs b/crates/ui_overlay/src/window_info.rs
index 1c153b6..996dac5 100644
--- a/crates/ui_overlay/src/window_info.rs
+++ b/crates/ui_overlay/src/window_info.rs
@@ -1,22 +1,40 @@
/// 窗口信息模块
///
-/// 提供单个窗口的信息管理和渲染功能
-use crate::backend::{create_backend, BackendType, RenderBackend};
-use softbuffer::{Context as SoftbufferContext, Surface as SoftbufferSurface};
-use std::rc::Rc;
+/// 提供单个窗口的信息管理和 egui 渲染功能
+use egui_wgpu::wgpu;
+use std::sync::Arc;
use winit::dpi::PhysicalSize;
use winit::window::Window;
+/// WGPU 渲染状态
+pub struct WgpuState {
+ pub surface: wgpu::Surface<'static>,
+ pub device: Arc,
+ pub queue: Arc,
+ pub surface_config: wgpu::SurfaceConfiguration,
+ pub renderer: egui_wgpu::Renderer,
+ /// 设备支持的最大纹理尺寸(用于调试和降级)
+ #[allow(dead_code)]
+ pub max_texture_size: u32,
+ pub background_renderer: crate::background_renderer::BackgroundRenderer,
+ pub background_texture: Option,
+ pub background_bind_group: Option,
+}
+
/// 窗口信息结构体
pub struct WindowInfo {
- pub window: Rc,
- pub render_backend: Option>,
- pub softbuffer_context: Option>>,
- pub softbuffer_surface: Option, Rc>>,
+ pub window: Arc,
+ pub egui_ctx: egui::Context,
+ pub egui_state: egui_winit::State,
+ pub wgpu_state: Option,
pub size_px: PhysicalSize,
pub scale: f64,
pub virtual_x: i32,
pub virtual_y: i32,
+ /// 创建时的正确物理尺寸(用于检测和恢复 winit 的错误报告)
+ pub initial_size_px: PhysicalSize,
+ /// 创建时的正确 scale(用于检测和恢复 winit 的错误报告)
+ pub initial_scale: f64,
}
impl WindowInfo {
@@ -27,143 +45,431 @@ impl WindowInfo {
virtual_x: i32,
virtual_y: i32,
) -> Self {
+ let window = Arc::new(window);
+
+ // 创建 egui context
+ let egui_ctx = egui::Context::default();
+
+ // 创建 egui_winit state
+ let egui_state = egui_winit::State::new(
+ egui_ctx.clone(),
+ egui::ViewportId::ROOT,
+ &window,
+ Some(scale as f32),
+ None, // 使用默认像素每点
+ None,
+ );
+
Self {
- window: Rc::new(window),
- render_backend: None,
- softbuffer_context: None,
- softbuffer_surface: None,
+ window,
+ egui_ctx,
+ egui_state,
+ wgpu_state: None,
size_px,
scale,
virtual_x,
virtual_y,
+ initial_size_px: size_px, // 保存创建时的正确值
+ initial_scale: scale, // 保存创建时的正确值
}
}
pub fn update_size(&mut self, new_size: PhysicalSize) {
+ if self.size_px != new_size {
+ tracing::warn!(
+ "⚠️ WindowInfo size 变化: {}x{} -> {}x{} (可能导致背景不匹配)",
+ self.size_px.width,
+ self.size_px.height,
+ new_size.width,
+ new_size.height
+ );
+ }
self.size_px = new_size;
+
+ // 更新 wgpu surface 配置
+ if let Some(wgpu_state) = &mut self.wgpu_state {
+ wgpu_state.surface_config.width = new_size.width.max(1);
+ wgpu_state.surface_config.height = new_size.height.max(1);
+ wgpu_state
+ .surface
+ .configure(&wgpu_state.device, &wgpu_state.surface_config);
+ }
}
pub fn update_scale(&mut self, new_scale: f64) {
self.scale = new_scale;
}
- pub fn init_softbuffer(&mut self) -> Result<(), String> {
- if self.softbuffer_context.is_some() {
- return Ok(());
- }
+ /// 检查是否已上传背景纹理
+ pub fn has_background_texture(&self) -> bool {
+ self.wgpu_state
+ .as_ref()
+ .and_then(|s| s.background_bind_group.as_ref())
+ .is_some()
+ }
- let context = SoftbufferContext::new(self.window.clone())
- .map_err(|e| format!("Failed to create softbuffer context: {e}"))?;
+ /// 上传背景纹理
+ ///
+ /// 从完整虚拟桌面背景中裁剪出当前窗口对应的区域并上传
+ ///
+ /// # Arguments
+ /// * `full_bg_data` - 完整虚拟桌面背景图数据(RGBA8)
+ /// * `full_bg_width` - 完整背景图宽度
+ /// * `full_bg_height` - 完整背景图高度
+ /// * `virtual_min_x` - 虚拟桌面的最小X坐标(用于坐标转换)
+ /// * `virtual_min_y` - 虚拟桌面的最小Y坐标(用于坐标转换)
+ pub fn upload_background_texture(
+ &mut self,
+ full_bg_data: &[u8],
+ full_bg_width: u32,
+ full_bg_height: u32,
+ virtual_min_x: i32,
+ virtual_min_y: i32,
+ ) {
+ let wgpu_state = match &mut self.wgpu_state {
+ Some(state) => state,
+ None => {
+ tracing::error!("无法上传背景:WGPU 未初始化");
+ return;
+ }
+ };
- let surface = SoftbufferSurface::new(&context, self.window.clone())
- .map_err(|e| format!("Failed to create softbuffer surface: {e}"))?;
+ // 重要:self.virtual_x/y 来自 winit 的 monitor.position()
+ // 根据实际测试,monitor.position() 返回的是物理坐标(即使类型名为 PhysicalPosition)
+ // 完整背景画布也使用物理坐标系统,因此直接使用,不需要转换
+ //
+ // 证据:
+ // - 窗口1: monitor.scale=1, position=(-1080, -351), window.scale=2
+ // - 如果 position 是逻辑坐标,用 monitor.scale=1 转换:(-1080, -351)*1=(-1080, -351)
+ // - 如果 position 已是物理坐标:(-1080, -351)
+ // - 背景画布使用物理坐标构建,所以应该直接使用 position
+ let phys_x = self.virtual_x;
+ let phys_y = self.virtual_y;
- self.softbuffer_context = Some(context);
- self.softbuffer_surface = Some(surface);
+ tracing::debug!(
+ "📍 窗口坐标: virtual=({}, {}), 直接作为物理坐标使用, scale={}",
+ phys_x,
+ phys_y,
+ self.scale
+ );
- Ok(())
- }
+ // 计算窗口在完整背景图中的位置(canvas 坐标)
+ let canvas_x = (phys_x - virtual_min_x).max(0) as u32;
+ let canvas_y = (phys_y - virtual_min_y).max(0) as u32;
+ let window_w = self.size_px.width;
+ let window_h = self.size_px.height;
- pub fn present_pixels(&mut self, pixels: &[u8], width: u32, height: u32) -> Result<(), String> {
- use std::num::NonZeroU32;
+ tracing::info!(
+ "🎨 为窗口裁剪背景: 完整背景={}x{} (物理画布)",
+ full_bg_width,
+ full_bg_height
+ );
+ tracing::info!(
+ " └─ 窗口物理坐标 (直接使用 monitor.position): ({}, {}), scale={}",
+ phys_x,
+ phys_y,
+ self.scale
+ );
+ tracing::info!(" └─ 窗口物理尺寸={}x{}", window_w, window_h);
+ tracing::info!(
+ " └─ 物理最小值=({}, {}) -> canvas坐标=({}, {})",
+ virtual_min_x,
+ virtual_min_y,
+ canvas_x,
+ canvas_y
+ );
- self.init_softbuffer()?;
+ // 裁剪出窗口对应的背景区域
+ let cropped_data = Self::crop_background(
+ full_bg_data,
+ full_bg_width,
+ full_bg_height,
+ canvas_x,
+ canvas_y,
+ window_w,
+ window_h,
+ );
- let surface = self
- .softbuffer_surface
- .as_mut()
- .ok_or_else(|| "Softbuffer surface not initialized".to_string())?;
+ tracing::info!(
+ " └─ 裁剪后纹理: {}x{} ({:.2}MB)",
+ window_w,
+ window_h,
+ cropped_data.len() as f64 / 1024.0 / 1024.0
+ );
- if width == 0 || height == 0 {
- return Ok(());
- }
+ // 创建纹理并直接全屏显示
+ let (texture, bind_group) = wgpu_state.background_renderer.create_texture(
+ &wgpu_state.device,
+ &wgpu_state.queue,
+ &cropped_data,
+ window_w,
+ window_h,
+ );
- surface
- .resize(
- NonZeroU32::new(width).ok_or_else(|| "Invalid surface width".to_string())?,
- NonZeroU32::new(height).ok_or_else(|| "Invalid surface height".to_string())?,
- )
- .map_err(|e| format!("Failed to resize softbuffer surface: {e}"))?;
-
- let mut buffer = surface
- .buffer_mut()
- .map_err(|e| format!("Failed to lock softbuffer buffer: {e}"))?;
-
- // 转换 RGBA -> ARGB
- for (slot, chunk) in buffer.iter_mut().zip(pixels.chunks_exact(4)) {
- let r = chunk[0] as u32;
- let g = chunk[1] as u32;
- let b = chunk[2] as u32;
- let a = chunk[3] as u32;
- *slot = (a << 24) | (r << 16) | (g << 8) | b;
- }
+ wgpu_state.background_texture = Some(texture);
+ wgpu_state.background_bind_group = Some(bind_group);
+
+ tracing::info!("✅ 背景纹理上传成功");
+ }
- buffer
- .present()
- .map_err(|e| format!("Failed to present softbuffer frame: {e}"))?;
+ /// 从完整背景图中裁剪出指定区域
+ fn crop_background(
+ src_data: &[u8],
+ src_width: u32,
+ src_height: u32,
+ crop_x: u32,
+ crop_y: u32,
+ crop_width: u32,
+ crop_height: u32,
+ ) -> Vec {
+ let mut cropped = vec![0u8; (crop_width * crop_height * 4) as usize];
- Ok(())
+ for row in 0..crop_height {
+ let src_y = crop_y + row;
+ if src_y >= src_height {
+ break;
+ }
+
+ let src_row_start = ((src_y * src_width + crop_x) * 4) as usize;
+ let src_row_end = src_row_start + (crop_width * 4) as usize;
+ let dst_row_start = (row * crop_width * 4) as usize;
+ let dst_row_end = dst_row_start + (crop_width * 4) as usize;
+
+ if src_row_end <= src_data.len() && dst_row_end <= cropped.len() {
+ cropped[dst_row_start..dst_row_end]
+ .copy_from_slice(&src_data[src_row_start..src_row_end]);
+ }
+ }
+
+ cropped
}
- /// 初始化渲染后端
- pub fn init_backend(&mut self) -> Result<(), String> {
- if self.render_backend.is_some() {
+ /// 初始化 WGPU 渲染器
+ pub fn init_wgpu(&mut self) -> Result<(), String> {
+ if self.wgpu_state.is_some() {
return Ok(());
}
- // 使用工厂函数创建最佳可用的 backend
- let backend = create_backend(
- Some(&self.window),
- self.size_px.width as i32,
- self.size_px.height as i32,
+ // 创建 wgpu 实例
+ let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
+ backends: wgpu::Backends::all(),
+ ..Default::default()
+ });
+
+ // 创建 surface - 使用 Arc 获得 'static 生命周期
+ let surface = instance
+ .create_surface(self.window.clone())
+ .map_err(|e| format!("Failed to create surface: {}", e))?;
+
+ // 请求 adapter
+ let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
+ power_preference: wgpu::PowerPreference::HighPerformance,
+ compatible_surface: Some(&surface),
+ force_fallback_adapter: false,
+ }))
+ .map_err(|e| format!("Failed to find suitable adapter: {}", e))?;
+
+ // 请求 device 和 queue
+ let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
+ label: Some("egui_device"),
+ required_features: wgpu::Features::default(),
+ required_limits: wgpu::Limits::default(),
+ memory_hints: wgpu::MemoryHints::default(),
+ experimental_features: Default::default(),
+ trace: Default::default(),
+ }))
+ .map_err(|e| format!("Failed to create device: {}", e))?;
+
+ let device = Arc::new(device);
+ let queue = Arc::new(queue);
+
+ // 配置 surface
+ let surface_caps = surface.get_capabilities(&adapter);
+ let surface_format = surface_caps
+ .formats
+ .iter()
+ .find(|f| f.is_srgb())
+ .copied()
+ .unwrap_or(surface_caps.formats[0]);
+
+ let surface_config = wgpu::SurfaceConfiguration {
+ usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
+ format: surface_format,
+ width: self.size_px.width.max(1),
+ height: self.size_px.height.max(1),
+ present_mode: wgpu::PresentMode::AutoVsync,
+ alpha_mode: surface_caps.alpha_modes[0],
+ view_formats: vec![],
+ desired_maximum_frame_latency: 2,
+ };
+
+ surface.configure(&device, &surface_config);
+
+ // 创建 egui_wgpu 渲染器
+ let renderer = egui_wgpu::Renderer::new(
+ &device,
+ surface_format,
+ egui_wgpu::RendererOptions::default(),
);
- // 如果是 CPU backend,初始化 softbuffer
- if backend.backend_type() == BackendType::CpuRaster {
- self.init_softbuffer()?;
- }
+ // 获取 GPU 的最大纹理尺寸限制
+ let max_texture_size = device.limits().max_texture_dimension_2d;
+
+ // 创建背景渲染器
+ let background_renderer =
+ crate::background_renderer::BackgroundRenderer::new(&device, surface_format);
+
+ self.wgpu_state = Some(WgpuState {
+ surface,
+ device,
+ queue,
+ surface_config,
+ renderer,
+ max_texture_size,
+ background_renderer,
+ background_texture: None,
+ background_bind_group: None,
+ });
+
+ tracing::info!(
+ "🚀 WGPU 渲染器初始化成功 ({}x{}, format: {:?}, max_texture: {})",
+ self.size_px.width,
+ self.size_px.height,
+ surface_format,
+ max_texture_size
+ );
- self.render_backend = Some(backend);
Ok(())
}
/// 渲染一帧
+ ///
+ /// # Arguments
+ /// * `draw_fn` - 绘制函数,接收 egui Context 用于 UI 绘制
pub fn render(&mut self, draw_fn: F) -> Result<(), String>
where
- F: FnOnce(&skia_safe::Canvas),
+ F: FnMut(&egui::Context),
{
- let backend = self
- .render_backend
- .as_mut()
- .ok_or("Render backend not initialized")?;
+ let wgpu_state = self.wgpu_state.as_mut().ok_or("WGPU not initialized")?;
- let backend_type = backend.backend_type();
+ // 1. 收集 egui input
+ let raw_input = self.egui_state.take_egui_input(&self.window);
- // 1. 准备 surface
- backend
- .prepare_surface(self.size_px.width as i32, self.size_px.height as i32)
- .map_err(|e| e.to_string())?;
+ // 2. 运行 egui 逻辑
+ let full_output = self.egui_ctx.run(raw_input, draw_fn);
- // 2. 获取 canvas 并绘制
- if let Some(canvas) = backend.canvas() {
- draw_fn(canvas);
+ // 3. 处理 platform output
+ self.egui_state
+ .handle_platform_output(&self.window, full_output.platform_output);
+
+ // 4. 获取下一帧的 surface texture
+ let surface_texture = wgpu_state
+ .surface
+ .get_current_texture()
+ .map_err(|e| format!("Failed to get surface texture: {}", e))?;
+
+ let surface_view = surface_texture
+ .texture
+ .create_view(&wgpu::TextureViewDescriptor::default());
+
+ // 5. 创建 command encoder
+ let mut encoder =
+ wgpu_state
+ .device
+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
+ label: Some("egui_encoder"),
+ });
+
+ // 6. 准备 egui 渲染数据
+ let screen_descriptor = egui_wgpu::ScreenDescriptor {
+ size_in_pixels: [self.size_px.width, self.size_px.height],
+ pixels_per_point: self.scale as f32,
+ };
+
+ let clipped_primitives = self
+ .egui_ctx
+ .tessellate(full_output.shapes, full_output.pixels_per_point);
+
+ // 7. 更新 egui textures
+ for (id, image_delta) in &full_output.textures_delta.set {
+ wgpu_state.renderer.update_texture(
+ &wgpu_state.device,
+ &wgpu_state.queue,
+ *id,
+ image_delta,
+ );
}
- // 3. Flush 并获取像素数据
- let pixels = backend.flush_and_read_pixels().map_err(|e| e.to_string())?;
+ // 8. 更新 buffers
+ wgpu_state.renderer.update_buffers(
+ &wgpu_state.device,
+ &wgpu_state.queue,
+ &mut encoder,
+ &clipped_primitives,
+ &screen_descriptor,
+ );
- // 4. 根据后端类型决定如何呈现
- match backend_type {
- BackendType::CpuRaster => {
- // CPU backend: 通过 softbuffer 呈现
- if !pixels.is_empty() {
- self.present_pixels(&pixels, self.size_px.width, self.size_px.height)?;
- }
- }
- BackendType::MetalGpu | BackendType::Direct3dGpu => {
- // GPU backend: 已经直接渲染到窗口,无需额外操作
- // flush_and_read_pixels 已经完成了渲染和呈现
- }
+ // 9. 渲染背景(如果有)
+ if let Some(ref bg_bind_group) = &wgpu_state.background_bind_group {
+ tracing::trace!("渲染 wgpu 背景层");
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("background_render_pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &surface_view,
+ resolve_target: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
+ store: wgpu::StoreOp::Store,
+ },
+ depth_slice: None,
+ })],
+ depth_stencil_attachment: None,
+ timestamp_writes: None,
+ occlusion_query_set: None,
+ });
+
+ wgpu_state
+ .background_renderer
+ .render(&mut render_pass, bg_bind_group);
+ } else {
+ tracing::trace!("背景 bind_group 不存在,跳过背景渲染");
+ } // render_pass 在这里被 drop
+
+ // 10. 渲染 egui(UI 层,覆盖在背景之上)
+ {
+ let render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ label: Some("egui_render_pass"),
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &surface_view,
+ resolve_target: None,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Load, // 保留背景,不清除
+ store: wgpu::StoreOp::Store,
+ },
+ depth_slice: None,
+ })],
+ depth_stencil_attachment: None,
+ timestamp_writes: None,
+ occlusion_query_set: None,
+ });
+
+ // 使用 forget_lifetime() 来满足 egui_wgpu::Renderer::render() 的生命周期要求
+ wgpu_state.renderer.render(
+ &mut render_pass.forget_lifetime(),
+ &clipped_primitives,
+ &screen_descriptor,
+ );
+ } // render_pass 在这里被 drop
+
+ // 11. 提交 command buffer
+ wgpu_state.queue.submit(std::iter::once(encoder.finish()));
+
+ // 12. Present
+ surface_texture.present();
+
+ // 13. 释放不再使用的 textures
+ for id in &full_output.textures_delta.free {
+ wgpu_state.renderer.free_texture(id);
}
Ok(())
diff --git a/crates/ui_overlay/src/window_manager.rs b/crates/ui_overlay/src/window_manager.rs
index 744fda6..795f2ae 100644
--- a/crates/ui_overlay/src/window_manager.rs
+++ b/crates/ui_overlay/src/window_manager.rs
@@ -1,28 +1,208 @@
/// 窗口管理器模块
///
-/// 提供多窗口的统一管理功能
+/// 负责管理多显示器环境下的窗口创建、布局和生命周期。
+///
+/// # 多显示器支持
+///
+/// 该模块自动检测所有可用显示器,并为每个显示器创建一个全屏覆盖窗口。
+/// 窗口坐标使用虚拟桌面坐标系,支持跨显示器的区域选择。
+///
+/// # HiDPI 支持
+///
+/// 正确处理不同 scale_factor 的显示器:
+/// - scale = 1.0: 使用 LogicalSize(避免 macOS winit 的尺寸缩小问题)
+/// - scale ≠ 1.0: 使用 PhysicalSize(Retina 等高 DPI 显示器)
pub use crate::window_info::WindowInfo;
/// 窗口管理器
+///
+/// 维护所有显示器窗口的集合,提供统一的窗口操作接口。
pub struct WindowManager {
+ /// 所有显示器的窗口信息列表,按显示器索引排序
pub windows: Vec,
}
+/// 窗口尺寸验证容差(像素)- 仅在 debug 模式下使用
+#[cfg(debug_assertions)]
+const SIZE_VALIDATION_TOLERANCE: i32 = 1;
+
impl WindowManager {
+ /// 创建新的窗口管理器实例
pub fn new() -> Self {
Self {
windows: Vec::new(),
}
}
+ /// 根据窗口 ID 查找窗口索引
+ ///
+ /// # Arguments
+ /// * `window_id` - winit 窗口标识符
+ ///
+ /// # Returns
+ /// 窗口在列表中的索引,如果未找到则返回 None
pub fn find_window_index(&self, window_id: winit::window::WindowId) -> Option {
self.windows.iter().position(|w| w.window.id() == window_id)
}
+ /// 检查是否已有窗口
pub fn has_windows(&self) -> bool {
!self.windows.is_empty()
}
+ /// 根据显示器特性选择合适的窗口尺寸类型
+ ///
+ /// # Arguments
+ /// * `physical_size` - 显示器的物理尺寸
+ /// * `scale_factor` - 显示器的缩放因子
+ ///
+ /// # Returns
+ /// 适合该显示器的窗口尺寸规格
+ fn determine_window_size(
+ physical_size: winit::dpi::PhysicalSize,
+ scale_factor: f64,
+ ) -> winit::dpi::Size {
+ // 关键修复:必须使用 LogicalSize,让 winit 自己处理 scale
+ //
+ // 问题分析:
+ // 1. monitor.size() 返回的是实际物理像素尺寸(如 1080x1920)
+ // 2. 如果我们用 PhysicalSize(1080, 1920),winit 会创建 1080x1920 像素的窗口
+ // 3. 但如果窗口的 scale 是某个值,最终显示的"逻辑点"会被按 scale 缩放
+ // 4. 我们需要的是逻辑尺寸 = 物理尺寸 / scale
+ //
+ // 解决方案:使用 LogicalSize,逻辑尺寸 = 物理尺寸 / monitor.scale
+ // 这样 winit 会根据窗口的实际 scale 计算出正确的物理尺寸
+ let logical_width = physical_size.width as f64 / scale_factor;
+ let logical_height = physical_size.height as f64 / scale_factor;
+
+ winit::dpi::Size::Logical(winit::dpi::LogicalSize::new(logical_width, logical_height))
+ }
+
+ /// 验证窗口尺寸是否符合预期
+ ///
+ /// 检查窗口实际尺寸是否与显示器报告的尺寸匹配。
+ /// 根据平台和运行模式的不同,winit 可能返回以下几种尺寸:
+ /// - 物理尺寸(physical)
+ /// - 逻辑尺寸(logical = physical / scale)
+ /// - 缩放物理尺寸(scaled physical = physical × scale)
+ ///
+ /// # Arguments
+ /// * `window_index` - 窗口索引(用于日志)
+ /// * `actual_size` - 窗口实际尺寸
+ /// * `expected_size` - 显示器报告的尺寸
+ /// * `scale_factor` - 显示器缩放因子
+ #[cfg(debug_assertions)]
+ fn validate_window_size(
+ window_index: usize,
+ actual_size: winit::dpi::PhysicalSize,
+ expected_size: winit::dpi::PhysicalSize,
+ scale_factor: f64,
+ ) {
+ // 计算期望的逻辑尺寸
+ let expected_logical_w = (expected_size.width as f64 / scale_factor) as u32;
+ let expected_logical_h = (expected_size.height as f64 / scale_factor) as u32;
+
+ // 检查是否匹配物理尺寸
+ let width_diff = (actual_size.width as i32 - expected_size.width as i32).abs();
+ let height_diff = (actual_size.height as i32 - expected_size.height as i32).abs();
+ let matches_physical =
+ width_diff <= SIZE_VALIDATION_TOLERANCE && height_diff <= SIZE_VALIDATION_TOLERANCE;
+
+ // 检查是否匹配逻辑尺寸
+ let width_diff_logical = (actual_size.width as i32 - expected_logical_w as i32).abs();
+ let height_diff_logical = (actual_size.height as i32 - expected_logical_h as i32).abs();
+ let matches_logical = width_diff_logical <= SIZE_VALIDATION_TOLERANCE
+ && height_diff_logical <= SIZE_VALIDATION_TOLERANCE;
+
+ // 检查是否匹配 scaled physical(物理尺寸 × scale_factor)
+ let expected_scaled_w = (expected_size.width as f64 * scale_factor).round() as u32;
+ let expected_scaled_h = (expected_size.height as f64 * scale_factor).round() as u32;
+ let width_diff_scaled = (actual_size.width as i32 - expected_scaled_w as i32).abs();
+ let height_diff_scaled = (actual_size.height as i32 - expected_scaled_h as i32).abs();
+ let matches_scaled = width_diff_scaled <= SIZE_VALIDATION_TOLERANCE
+ && height_diff_scaled <= SIZE_VALIDATION_TOLERANCE;
+
+ // 检查是否为预期尺寸的整数倍(处理隐式缩放)
+ // 某些情况下 winit 报告的 scale_factor 不准确,窗口会按实际显示器缩放创建
+ let mut matches_multiple = false;
+ let mut detected_scale = 1.0;
+ for test_scale in [2.0, 1.5, 2.5, 3.0] {
+ let test_w = (expected_size.width as f64 * test_scale).round() as u32;
+ let test_h = (expected_size.height as f64 * test_scale).round() as u32;
+ let w_diff = (actual_size.width as i32 - test_w as i32).abs();
+ let h_diff = (actual_size.height as i32 - test_h as i32).abs();
+ // 允许更大的容差(可能有菜单栏等)
+ if w_diff <= SIZE_VALIDATION_TOLERANCE * 2 && h_diff <= SIZE_VALIDATION_TOLERANCE * 2 {
+ matches_multiple = true;
+ detected_scale = test_scale;
+ break;
+ }
+ }
+
+ if matches_physical {
+ tracing::debug!(
+ "[Window {}] ✅ 窗口尺寸匹配物理尺寸 ({}x{})",
+ window_index,
+ actual_size.width,
+ actual_size.height
+ );
+ } else if matches_logical {
+ tracing::debug!(
+ "[Window {}] ✅ 窗口尺寸匹配逻辑尺寸 ({}x{}, physical={}x{})",
+ window_index,
+ actual_size.width,
+ actual_size.height,
+ expected_size.width,
+ expected_size.height
+ );
+ } else if matches_scaled {
+ tracing::debug!(
+ "[Window {}] ✅ 窗口尺寸匹配 scaled physical ({}x{}, scale={:.2})",
+ window_index,
+ actual_size.width,
+ actual_size.height,
+ scale_factor
+ );
+ } else if matches_multiple {
+ tracing::debug!(
+ "[Window {}] ✅ 窗口尺寸匹配隐式缩放 ({}x{}, 检测到实际scale={:.1}x,报告scale={:.2})",
+ window_index,
+ actual_size.width,
+ actual_size.height,
+ detected_scale,
+ scale_factor
+ );
+ } else {
+ // 只有在所有尺寸都不匹配时才警告
+ tracing::warn!(
+ "[Window {}] ⚠️ 窗口尺寸异常! Monitor={}x{} (scale={:.2}), 实际={}x{}, 预期physical={}x{} 或 logical={}x{} 或 scaled={}x{}",
+ window_index,
+ expected_size.width,
+ expected_size.height,
+ scale_factor,
+ actual_size.width,
+ actual_size.height,
+ expected_size.width,
+ expected_size.height,
+ expected_logical_w,
+ expected_logical_h,
+ expected_scaled_w,
+ expected_scaled_h
+ );
+ }
+ }
+
+ /// 为所有可用显示器初始化窗口
+ ///
+ /// 自动检测所有显示器并为每个显示器创建一个全屏覆盖窗口。
+ /// 窗口会根据显示器的 DPI 设置正确的尺寸类型。
+ ///
+ /// # Arguments
+ /// * `event_loop` - winit 事件循环的活动实例
+ /// * `base_attrs` - 基础窗口属性(将被克隆并为每个显示器定制)
+ ///
+ /// # Note
+ /// 如果已有窗口,该方法会直接返回,避免重复初始化。
pub fn initialize_windows(
&mut self,
event_loop: &winit::event_loop::ActiveEventLoop,
@@ -32,7 +212,6 @@ impl WindowManager {
return;
}
- // 使用 winit 作为唯一的显示器信息来源
let monitors: Vec<_> = event_loop.available_monitors().collect();
#[cfg(debug_assertions)]
@@ -48,7 +227,7 @@ impl WindowManager {
tracing::debug!("[Winit Monitor {}] name: {}", i, name);
tracing::debug!(
- "[Winit Monitor {}] 物理位置: ({}, {}), 物理尺寸: {}x{}",
+ "[Winit Monitor {}] position() 返回: ({}, {}), size() 返回: {}x{} (类型声称是 Physical)",
i,
pos.x,
pos.y,
@@ -56,6 +235,18 @@ impl WindowManager {
size.height
);
tracing::debug!("[Winit Monitor {}] scale_factor: {}", i, scale);
+ tracing::debug!(
+ "[Winit Monitor {}] 如果 position 是逻辑坐标,物理坐标应该是: ({}, {})",
+ i,
+ (pos.x as f64 * scale).round() as i32,
+ (pos.y as f64 * scale).round() as i32
+ );
+ tracing::debug!(
+ "[Winit Monitor {}] 如果 size 是逻辑尺寸,物理尺寸应该是: {}x{}",
+ i,
+ (size.width as f64 * scale).round() as u32,
+ (size.height as f64 * scale).round() as u32
+ );
}
}
@@ -64,10 +255,40 @@ impl WindowManager {
let physical_position = monitor.position();
let scale = monitor.scale_factor();
- // 在创建时就指定窗口的尺寸和位置
+ #[cfg(debug_assertions)]
+ tracing::info!("━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━");
+ tracing::info!(
+ "[创建窗口 {}] Monitor 信息: physical_size={}x{}, physical_position=({}, {}), scale={}",
+ window_index,
+ physical_size.width,
+ physical_size.height,
+ physical_position.x,
+ physical_position.y,
+ scale
+ );
+
+ // 根据显示器特性选择合适的窗口尺寸类型
+ let size_spec = Self::determine_window_size(physical_size, scale);
+
+ #[cfg(debug_assertions)]
+ {
+ let logical_w = physical_size.width as f64 / scale;
+ let logical_h = physical_size.height as f64 / scale;
+ tracing::info!(
+ "[创建窗口 {}] 窗口尺寸类型: Logical (物理尺寸={}x{} / monitor.scale={} = 逻辑尺寸={:.0}x{:.0})",
+ window_index,
+ physical_size.width,
+ physical_size.height,
+ scale,
+ logical_w,
+ logical_h
+ );
+ }
+
+ // 创建窗口属性:指定尺寸和位置
let attrs = base_attrs
.clone()
- .with_inner_size(physical_size)
+ .with_inner_size(size_spec)
.with_position(winit::dpi::Position::Physical(physical_position));
match event_loop.create_window(attrs) {
@@ -111,45 +332,93 @@ impl WindowManager {
);
}
- // 检查尺寸差异,考虑 HiDPI 缩放
- // 在 Retina 显示器上,实际窗口尺寸可能是逻辑尺寸 * backing_scale_factor
- if actual_inner_size != physical_size {
- let size_ratio =
- actual_inner_size.width as f64 / physical_size.width as f64;
-
- // 如果比例接近整数(如 2.0),这是 HiDPI 的正常行为
- if (size_ratio - size_ratio.round()).abs() < 0.01 && size_ratio >= 1.0 {
- tracing::debug!(
- "[Window {}] HiDPI 缩放: Monitor报告 {}x{}, 窗口实际 {}x{} (backing_scale ≈ {:.1}x)",
- window_index,
- physical_size.width,
- physical_size.height,
- actual_inner_size.width,
- actual_inner_size.height,
- size_ratio
- );
- } else {
- // 只有在比例异常时才输出警告
- tracing::warn!(
- "[Window {}] ⚠️ 尺寸异常! Monitor报告 {}x{}, 窗口实际 {}x{} (比例: {:.2})",
- window_index,
- physical_size.width,
- physical_size.height,
- actual_inner_size.width,
- actual_inner_size.height,
- size_ratio
- );
- }
- }
+ // 验证窗口尺寸是否符合预期
+ Self::validate_window_size(
+ window_index,
+ actual_inner_size,
+ physical_size,
+ scale,
+ );
}
+ // 重要:从 window 本身获取实际的 scale_factor 和位置
+ // 因为 winit 在 macOS 上 monitor 返回的值可能不准确
+ let actual_scale = window.scale_factor();
+
+ // 检查窗口的实际位置
+ let actual_position = window.outer_position().ok();
+
+ tracing::info!(
+ "[创建窗口 {}] Scale 对比: monitor.scale={}, window.scale={}",
+ window_index,
+ scale,
+ actual_scale
+ );
+
+ // 决定使用哪个位置
+ // 注意:在 macOS 上,monitor.position() 和 window.outer_position() 可能使用不同的坐标系统
+ // monitor.position() 在 high DPI 下可能返回逻辑坐标
+ // window.outer_position() 也可能返回逻辑坐标
+ // 为了保持一致性,始终使用 monitor.position() 并根据 scale 转换
+ let final_position = if let Some(pos) = actual_position {
+ tracing::info!(
+ "[创建窗口 {}] 位置对比: monitor.position=({}, {}), window.outer_position=({}, {}), scale={}",
+ window_index,
+ physical_position.x,
+ physical_position.y,
+ pos.x,
+ pos.y,
+ actual_scale
+ );
+
+ // 始终使用 monitor.position(),以保证一致性
+ // 因为背景画布是基于 monitor 信息构建的
+ tracing::info!(
+ "[创建窗口 {}] 使用 monitor.position 保持坐标系统一致",
+ window_index
+ );
+ (physical_position.x, physical_position.y)
+ } else {
+ (physical_position.x, physical_position.y)
+ };
+
let info = WindowInfo::new(
window,
actual_inner_size,
- scale,
- physical_position.x,
- physical_position.y,
+ actual_scale, // 使用 window 的实际 scale
+ final_position.0,
+ final_position.1,
);
+
+ tracing::info!("[创建窗口 {}] ✅ WindowInfo 创建完成:", window_index);
+ tracing::info!(
+ " └─ size_px (物理尺寸): {}x{}",
+ info.size_px.width,
+ info.size_px.height
+ );
+ tracing::info!(
+ " └─ virtual_x, virtual_y (物理坐标): ({}, {})",
+ info.virtual_x,
+ info.virtual_y
+ );
+ tracing::info!(" └─ scale: {}", info.scale);
+ tracing::info!(
+ " └─ 逻辑尺寸计算: {}x{} / {} = {}x{}",
+ info.size_px.width,
+ info.size_px.height,
+ info.scale,
+ (info.size_px.width as f64 / info.scale) as u32,
+ (info.size_px.height as f64 / info.scale) as u32
+ );
+ tracing::info!(
+ " └─ 逻辑坐标计算: ({}, {}) / {} = ({}, {})",
+ info.virtual_x,
+ info.virtual_y,
+ info.scale,
+ (info.virtual_x as f64 / info.scale) as i32,
+ (info.virtual_y as f64 / info.scale) as i32
+ );
+
self.windows.push(info);
}
Err(e) => {
diff --git a/docs/tech_design/ui_overlay.md b/docs/tech_design/ui_overlay.md
index 3e90a42..ae6a74f 100644
--- a/docs/tech_design/ui_overlay.md
+++ b/docs/tech_design/ui_overlay.md
@@ -1,8 +1,8 @@
# ui_overlay 模块技术设计
## 版本信息
-- 当前版本:v0.1.4
-- 最后更新:2025-10-25
+- 当前版本:v0.2.0
+- 最后更新:2025-10-28
## 职责与边界
- 提供跨平台的屏幕"框选区域"交互层(Overlay Window),支持鼠标拖拽选择矩形区域。
@@ -39,7 +39,7 @@ crate 暴露:
- **虚拟桌面坐标**:以主显示器左上角为原点的全局坐标系
- **显示器相对坐标**:每个显示器内部的局部坐标系
- **跨显示器区域**:使用虚拟桌面坐标描述跨越多个显示器的区域
-- **DPI 适配**:自动处理不同显示器间的 DPI 差异和缩放
+- **DPI 适配**:自动处理不同显示器间的DPI 差异和缩放
- **HiDPI 支持**:智能识别 Retina 显示器的 backing scale(如 2.0x),窗口缓冲区自动匹配物理像素
- **坐标转换一致性**:统一处理鼠标事件坐标转换和渲染坐标转换,确保选择框正确显示在对应位置
- **修复记录**:
@@ -49,15 +49,52 @@ crate 暴露:
## 平台实现
-### 通用架构
-- 统一采用 `winit + Skia` 的跨平台实现,核心文件:`crates/ui_overlay/src/selector.rs`。
-- 渲染:使用 Skia 2D 图形库进行高质量渲染,支持 GPU 加速和 CPU fallback,绘制真实桌面截图背景、选区外暗化、选区白色描边,选区内部保持透明效果。
-- 平台胶水隔离:`ui_overlay::platform` 模块(`crates/ui_overlay/src/platform/mod.rs`),封装平台特定的窗口呈现设置,核心选择器仅调用 `start_presentation()/end_presentation()`,减少条件编译分支和跨端耦合。
-- 启动性能优化:窗口初始不可见(`with_visible(false)`),创建后立即预热 Skia Surface(`ensure_surface` + `render_once`),再显示并 `request_redraw`;空闲阶段不进行持续重绘(`about_to_wait` 不再 `request_redraw`),仅在输入/尺寸变化时重绘。
+### 通用架构 ✅ v0.2.0 重大重构
-### macOS 平台实现 ✅ 已优化(v0.1.4)
+**核心技术栈**:
+- **窗口管理**:`winit 0.30` - 跨平台窗口和事件循环
+- **UI 渲染**:`egui 0.33` - 即时模式 GUI(选择框、遮罩、工具栏)
+- **背景渲染**:`wgpu` - 直接 GPU 渲染,绕过 egui 纹理限制(2048x2048)
+- **平台适配**:`ui_overlay::platform` - macOS/Windows 特定窗口行为
+
+**架构演进**(v0.1.x → v0.2.0):
+- ~~Skia 2D 图形库(CPU/Metal GPU)~~ → **egui + wgpu 混合渲染**
+- ~~RenderBackend 抽象层(metal_backend/cpu_backend)~~ → **统一 egui-wgpu 后端**
+- ~~背景暗化图像缓存(47MB 内存)~~ → **egui 半透明遮罩(0 额外内存)**
+- ~~手动渲染循环~~ → **winit 标准事件驱动模式(about_to_wait → RedrawRequested)**
+
+**渲染流程**(双层架构):
+```rust
+// 1. wgpu 背景层(底层)
+BackgroundRenderer::render(&mut render_pass, background_bind_group);
+// ↓ 渲染裁剪后的背景图(全屏显示,全分辨率)
+
+// 2. egui UI 层(上层)
+egui::CentralPanel::default().show(ctx, |ui| {
+ let painter = ui.painter();
+
+ // 绘制 4 个半透明黑色矩形(暗化遮罩)
+ painter.rect_filled(top_rect, 0.0, Color32::from_rgba_unmultiplied(0, 0, 0, 128));
+ painter.rect_filled(bottom_rect, 0.0, darken_color);
+ painter.rect_filled(left_rect, 0.0, darken_color);
+ painter.rect_filled(right_rect, 0.0, darken_color);
+
+ // 绘制选择框白色边框
+ painter.rect_stroke(selection_rect, 0.0, Stroke::new(2.0, Color32::WHITE));
+
+ // 绘制尺寸文本
+ painter.text(text_pos, Align2::CENTER_CENTER, size_text, font, Color32::WHITE);
+});
+```
-#### 窗口管理(v0.1.3 重构)
+**为什么选择 egui + wgpu?**
+1. **突破 egui 纹理限制**:多显示器场景下背景图可能 7680x4320,超过 egui 的 2048x2048 限制
+2. **代码简洁**:egui 即时模式 API 比 Skia Canvas API 更直观,选择框渲染从 50 行降到 20 行
+3. **内存优化**:不再需要预先暗化的背景图(-47MB),使用半透明遮罩实时合成
+4. **跨平台一致性**:wgpu 抽象了 Metal/D3D/Vulkan,无需平台特定代码
+5. **未来扩展**:egui 自带丰富的 UI 组件(按钮、滑块、颜色选择器),为标注工具栏做好准备
+
+### 窗口管理(v0.1.3 重构)
**文件**:`crates/ui_overlay/src/window_manager.rs`
**单一信源原则**:
@@ -88,7 +125,9 @@ for monitor in event_loop.available_monitors() {
- 如果比例接近整数(如 2.0),识别为正常的 HiDPI backing scale
- 只在比例异常时输出警告,避免误报
-#### 窗口层级和行为(v0.1.4 新增)
+### macOS 平台实现 ✅ 已优化(v0.1.4)
+
+#### 窗口层级和行为
**文件**:`crates/ui_overlay/src/platform/macos.rs`
**窗口层级设置**:
@@ -108,12 +147,6 @@ let behavior: u64 = (1 << 0) | (1 << 7) | (1 << 4); // = 145
msg_send![ns_window, setCollectionBehavior: behavior];
```
-**鼠标事件处理**:
-```rust
-// 确保窗口接受鼠标事件,不穿透到下层窗口
-msg_send![ns_window, setIgnoresMouseEvents: Bool::from(false)];
-```
-
**完整特性**:
- 通过 Cocoa API 设置 NSWindow 为无边框、不可拖动、最高层级
- 隐藏 Dock 和菜单栏(`NSApplicationPresentationOptions`)
@@ -123,11 +156,11 @@ msg_send![ns_window, setIgnoresMouseEvents: Bool::from(false)];
- 支持横屏、竖屏、混合屏幕配置
### Windows 平台实现
-- 使用同一套 winit 事件与 Skia 渲染路径
-- 可选增强为窗口置顶与穿透
-- Direct3D GPU 后端待实现(Phase 3)
+- 使用同一套 winit 事件与 wgpu 渲染路径
+- 通过 `platform::windows` 设置窗口置顶与透明
+- wgpu 自动选择 DirectX 12/11 后端
-### 多显示器渲染架构 ✅ 已完成(v0.1.3)
+### 多显示器渲染架构 ✅ 已完成(v0.1.3 + v0.2.0 优化)
#### 窗口创建和管理
**架构改进**:
@@ -151,142 +184,331 @@ msg_send![ns_window, setIgnoresMouseEvents: Bool::from(false)];
- **跨窗口渲染**:支持绘制跨越多个显示器的选择区域
- **交互连贯性**:鼠标在不同显示器间移动时,选择框连续显示
-#### 诊断日志系统(v0.1.3-v0.1.4)
-**详细的调试信息**,便于问题排查:
+## 渲染架构 ✅ v0.2.0 全新设计
+
+### 混合渲染管线
+
+**文件结构**:
+```
+crates/ui_overlay/src/
+├── background_renderer.rs # wgpu 背景渲染器(直接 GPU 渲染)
+├── selection_render.rs # egui 选择框渲染器(UI 层)
+├── window_info.rs # 窗口信息 + egui-wgpu 集成
+├── selection_app.rs # 应用主逻辑 + winit 事件循环
+└── window_manager.rs # 多窗口管理
+```
+
+### 1. 背景渲染层(wgpu)
+
+**文件**:`crates/ui_overlay/src/background_renderer.rs`
+**设计目标**:
+- 绕过 egui 的 2048x2048 纹理限制
+- 支持 7680x4320 等大尺寸虚拟桌面背景
+- GPU 硬件加速,全分辨率显示
+
+**实现策略**:
```rust
-// xcap 显示器检测
-[xcap Monitor 0] id=1, name="Display", primary=true
-[xcap Monitor 0] 逻辑坐标: (0, 0), 逻辑尺寸: 3840x2160
-[xcap Monitor 0] scale_factor: 2.0
-[xcap Monitor 0] 实际捕获图像尺寸: 7680x4320 (物理像素)
-
-// winit 窗口创建
-[Winit Monitor 0] name: "Built-in Display"
-[Winit Monitor 0] 物理位置: (0, 0), 物理尺寸: 3840x2160
-[Winit Monitor 0] scale_factor: 2.0
-[Window 0] 创建成功
-[Window 0] Monitor报告: size=3840x2160, pos=(0, 0), scale=2.0
-[Window 0] 实际inner: 7680x4320
-[Window 0] HiDPI 缩放: Monitor报告 3840x2160, 窗口实际 7680x4320 (backing_scale ≈ 2.0x)
+pub struct BackgroundRenderer {
+ pipeline: wgpu::RenderPipeline,
+ bind_group_layout: wgpu::BindGroupLayout,
+ sampler: wgpu::Sampler,
+ vertex_buffer: wgpu::Buffer, // 全屏四边形
+ index_buffer: wgpu::Buffer, // 两个三角形
+}
-// macOS 窗口层级
-[macOS Window] 窗口层级 level=1000, 集合行为 collectionBehavior=0b10010001 (145)
-[macOS Window] 层级说明: NSMainMenuWindowLevel=24, NSScreenSaverWindowLevel=1000
+impl BackgroundRenderer {
+ /// 为每个窗口创建裁剪后的背景纹理
+ ///
+ /// 从完整虚拟桌面背景中裁剪出当前窗口对应的区域,
+ /// 上传为独立纹理,直接全屏显示(无需 UV 映射)
+ pub fn create_texture(
+ &self,
+ device: &wgpu::Device,
+ queue: &wgpu::Queue,
+ data: &[u8], // RGBA8 裁剪后的纹理数据
+ width: u32, // 窗口宽度
+ height: u32, // 窗口高度
+ ) -> (wgpu::Texture, wgpu::BindGroup);
+
+ /// 渲染全屏背景纹理
+ pub fn render<'rpass>(
+ &'rpass self,
+ render_pass: &mut wgpu::RenderPass<'rpass>,
+ texture_bind_group: &'rpass wgpu::BindGroup,
+ );
+}
```
-### Skia 渲染架构 ✅ 已完成
-
-#### RenderBackend 抽象层
-**文件**:`crates/ui_overlay/src/backend/`
-
-**架构设计**:
-- `BackendType` 枚举:`MetalGpu`, `Direct3dGpu`, `CpuRaster`
-- `RenderBackend` trait:统一的 GPU/CPU 渲染接口
- - `prepare_surface()`: 准备渲染表面
- - `canvas()`: 获取 Skia Canvas
- - `flush_and_read_pixels()`: 提交渲染结果
- - `resize()`: 处理窗口尺寸变化
-- `factory.rs`:根据平台自动选择最佳可用后端
-
-#### 后端实现
-
-**1. macOS Metal GPU**(`metal_backend.rs`):
-- 使用 `metal-rs` crate 实现原生 Metal 渲染
-- 通过 `CAMetalLayer` 直接渲染到窗口,无需 softbuffer
-- 每帧从 layer 获取 `MetalDrawable`,创建 Skia GPU Surface
-- `flush_and_read_pixels()` 中调用 `drawable.present()` 提交到屏幕
-- 支持 Skia `DirectContext` 硬件加速渲染
-- 异步提交 command buffer,复用 `CommandQueue`,利用 VSync 同步
-
-**2. CPU Raster**(`cpu_backend.rs`):
-- 使用 `Surface::new_raster_n32_premul` 创建 CPU 渲染表面
-- 读取像素后通过 `softbuffer` 提交到窗口
-- 作为 GPU 不可用时的降级方案
-
-**3. Windows Direct3D**(待实现):
-- 计划使用 `wgpu` 或 `windows-rs` 实现 D3D11/D3D12 渲染
-- 架构与 Metal 类似,通过 DirectX 直接渲染到窗口
-
-#### 后端选择策略
-1. macOS 优先使用 Metal GPU(`DirectContext::make_metal` + `CAMetalLayer`)
-2. Windows 将优先使用 Direct3D GPU(Phase 3)
-3. 任一 GPU 初始化失败时自动降级到 CPU Raster
-4. CPU Raster 使用 `softbuffer` 确保所有环境都能正常显示
-
-#### Surface 生命周期
-- 每个窗口持有独立的 `RenderBackend` 实例
-- `prepare_surface()` 在每帧开始时准备渲染表面(GPU 获取 drawable,CPU 创建 raster surface)
-- `canvas()` 返回 Skia Canvas 用于绘制
-- `flush_and_read_pixels()` 提交渲染结果(GPU 调用 present,CPU 返回像素数据)
-- `resize()` 处理窗口尺寸变化
-
-#### 渲染流程
-1. `WindowInfo::render()` 接收绘制闭包
-2. 调用 `backend.prepare_surface()` 准备当前帧
-3. 通过 `backend.canvas()` 获取 Canvas 并执行绘制闭包:
- - 绘制暗化背景图像(Skia Image,缓存)
- - 绘制选区内原始背景(裁剪 + 图像绘制)
- - 绘制选择框边框(白色描边)
-4. 调用 `backend.flush_and_read_pixels()` 提交结果
-5. GPU backend 直接 present,CPU backend 通过 softbuffer 呈现
-
-#### 坐标转换
-- 统一虚拟桌面坐标到窗口本地坐标的转换公式:`local = virtual - window_virtual`
-- 确保背景偏移和选择框坐标使用相同的转换逻辑
-- 修复了选择框在非主显示器上位置错误的问题
-
-### 渲染性能与拖动优化 ✅ 已完成并持续优化
-
-#### 核心性能优化
-
-**鼠标移动防抖优化**(`event_handler.rs`):
-- 使用固定阈值代替动态计算:拖动时 5px,非拖动时 10px
-- 移除每次移动时的选择区域面积计算,减少 CPU 开销
-- 只在拖动状态下触发重绘,避免无效重绘(~50% 重绘次数减少)
+**Shader 代码**(简化版,无 Uniform):
+```wgsl
+@vertex
+fn vs_main(input: VertexInput) -> VertexOutput {
+ var output: VertexOutput;
+ output.clip_position = vec4(input.position, 0.0, 1.0);
+ output.uv = input.uv; // 直接全屏映射
+ return output;
+}
-**选择矩形计算缓存**(`SelectionState`):
-- 添加 `cached_rect` 和 `cache_valid` 字段缓存计算结果
-- 在鼠标移动、修饰键变化时使缓存失效
-- 避免每帧多次重复计算选择矩形(~30% CPU 计算减少)
+@fragment
+fn fs_main(input: VertexOutput) -> @location(0) vec4 {
+ return textureSample(t_diffuse, s_diffuse, input.uv);
+}
+```
+
+**背景裁剪流程**:
+```rust
+// 1. 计算窗口在虚拟桌面中的位置(canvas 坐标)
+let canvas_x = (window.virtual_x - virtual_min_x).max(0) as u32;
+let canvas_y = (window.virtual_y - virtual_min_y).max(0) as u32;
+
+// 2. 从完整背景中裁剪出窗口区域
+let cropped_data = crop_background(
+ full_bg_data, // 完整虚拟桌面背景(7680x4320)
+ full_bg_width,
+ full_bg_height,
+ canvas_x, canvas_y, // 裁剪起点
+ window_w, window_h, // 裁剪尺寸
+);
+
+// 3. 上传为独立纹理(窗口尺寸,如 3840x2160)
+let (texture, bind_group) = background_renderer.create_texture(
+ &device, &queue, &cropped_data, window_w, window_h
+);
+```
+
+**为什么裁剪而不是 UV 映射?**
+- **代码简单**:每个窗口独立纹理,shader 无需 uniform 和 UV 计算
+- **性能好**:上传数据量更小(3840x2160 vs 7680x4320),GPU 内存占用更少
+- **易调试**:每个窗口纹理独立,坐标转换逻辑清晰
+
+### 2. UI 渲染层(egui)
-**图像缓存优化**(`ImageCache`):
-- 改用 `initialized` 标志位替代哈希验证
-- 背景图片在选择过程中不变,只需初始化一次
-- 移除每帧的哈希计算开销,提升渲染性能
-- 使用 `Arc` 零拷贝共享,减少内存占用
+**文件**:`crates/ui_overlay/src/selection_render.rs`
-**重绘频率控制简化**:
-- 移除复杂的预算机制,只保留时间间隔限流(16ms)
-- 简化 `should_throttle_redraw()` 逻辑,减少判断开销
-- 配合 `FrameTimer` 的 60 FPS 限制,实现稳定帧率
+**实现**:
+```rust
+pub struct EguiSelectionRenderer;
+
+impl EguiSelectionRenderer {
+ /// 使用 egui painter 渲染选择框
+ pub fn render_selection(
+ painter: &egui::Painter,
+ selection_rect: Option<(f32, f32, f32, f32)>, // 逻辑坐标
+ window_size: (f32, f32),
+ ) {
+ let darken_color = egui::Color32::from_rgba_unmultiplied(0, 0, 0, 128);
+
+ if let Some((x, y, w, h)) = selection_rect {
+ // 绘制 4 个矩形遮罩,覆盖选择框外的区域
+ painter.rect_filled(top_rect, 0.0, darken_color);
+ painter.rect_filled(bottom_rect, 0.0, darken_color);
+ painter.rect_filled(left_rect, 0.0, darken_color);
+ painter.rect_filled(right_rect, 0.0, darken_color);
+
+ // 绘制白色边框(2px,外描边)
+ painter.rect_stroke(
+ sel_rect, 0.0,
+ egui::Stroke::new(2.0, egui::Color32::WHITE),
+ egui::epaint::StrokeKind::Outside,
+ );
+
+ // 绘制尺寸信息
+ painter.text(text_pos, Align2::CENTER_CENTER, size_text, font, Color32::WHITE);
+ } else {
+ // 无选择框时,全屏暗化
+ painter.rect_filled(fullscreen_rect, 0.0, darken_color);
+ }
+ }
+}
+```
+
+**优势**:
+- **透明效果**:4 个半透明矩形合成暗化效果,选择框内原始背景可见
+- **无额外内存**:不需要预先生成暗化背景图(-47MB 内存)
+- **简洁易读**:egui API 比 Skia Canvas 更直观,代码从 50 行降到 30 行
+
+### 3. 窗口渲染集成
+
+**文件**:`crates/ui_overlay/src/window_info.rs`
+
+**核心结构**:
+```rust
+pub struct WgpuState {
+ pub surface: wgpu::Surface<'static>,
+ pub device: Arc,
+ pub queue: Arc,
+ pub surface_config: wgpu::SurfaceConfiguration,
+ pub renderer: egui_wgpu::Renderer, // egui 渲染器
+ pub background_renderer: BackgroundRenderer, // wgpu 背景渲染器
+ pub background_texture: Option,
+ pub background_bind_group: Option,
+}
+
+pub struct WindowInfo {
+ pub window: Arc,
+ pub egui_ctx: egui::Context, // egui 上下文
+ pub egui_state: egui_winit::State, // egui-winit 状态
+ pub wgpu_state: Option,
+ // ...
+}
+```
+
+**渲染流程**:
+```rust
+impl WindowInfo {
+ pub fn render(&mut self, draw_fn: F) -> Result<(), String>
+ where
+ F: FnMut(&egui::Context),
+ {
+ // 1. 准备 wgpu surface
+ let surface_texture = wgpu_state.surface.get_current_texture().unwrap();
+ let surface_view = surface_texture.texture.create_view(&Default::default());
+ let mut encoder = wgpu_state.device.create_command_encoder(&Default::default());
+
+ // 2. egui 输入处理
+ let raw_input = self.egui_state.take_egui_input(&self.window);
+
+ // 3. 执行 egui UI 逻辑
+ let full_output = self.egui_ctx.run(raw_input, draw_fn);
+
+ // 4. egui 更新纹理和缓冲区
+ for (id, image_delta) in &full_output.textures_delta.set {
+ wgpu_state.renderer.update_texture(&device, &queue, id, image_delta);
+ }
+ wgpu_state.renderer.update_buffers(&device, &queue, &mut encoder, &clipped_primitives, &screen_descriptor);
+
+ // 5. 渲染 wgpu 背景层(底层)
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &surface_view,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
+ store: wgpu::StoreOp::Store,
+ },
+ // ...
+ })],
+ // ...
+ });
+
+ wgpu_state.background_renderer.render(&mut render_pass, bg_bind_group);
+ } // render_pass dropped
+
+ // 6. 渲染 egui UI 层(上层)
+ {
+ let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+ view: &surface_view,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Load, // 保留背景,不清除
+ store: wgpu::StoreOp::Store,
+ },
+ // ...
+ })],
+ // ...
+ });
+
+ wgpu_state.renderer.render(&mut render_pass.forget_lifetime(), &clipped_primitives, &screen_descriptor);
+ } // render_pass dropped
+
+ // 7. 提交并 present
+ wgpu_state.queue.submit(std::iter::once(encoder.finish()));
+ surface_texture.present();
+
+ // 8. 释放 egui 纹理
+ for id in &full_output.textures_delta.free {
+ wgpu_state.renderer.free_texture(id);
+ }
+
+ Ok(())
+ }
+}
+```
+
+### 4. 事件循环(winit 标准模式)
-**帧率控制**(`FrameTimer`):
-- 限制渲染频率为 60 FPS(16.67ms/帧)
+**文件**:`crates/ui_overlay/src/selection_app.rs`
+
+**v0.2.0 改进**:
+```rust
+impl ApplicationHandler for SelectionApp {
+ fn resumed(&mut self, event_loop: &ActiveEventLoop) {
+ // 窗口初始化 + 预热渲染
+ self.window_manager.initialize_windows(event_loop, &self.attrs);
+
+ for i in 0..self.window_manager.windows.len() {
+ self.window_manager.windows[i].init_wgpu().unwrap();
+ self.ensure_background_uploaded(i);
+ self.render_window_by_index(i); // 预热
+ }
+
+ // 显示窗口
+ for window in &self.window_manager.windows {
+ window.window.set_visible(true);
+ }
+ }
+
+ fn window_event(&mut self, event_loop: &ActiveEventLoop, window_id: WindowId, event: WindowEvent) {
+ // 处理各种窗口事件(鼠标、键盘、缩放等)
+ self.on_window_event(event_loop, window_id, event);
+ }
+
+ fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
+ // ✅ winit 0.30 推荐模式:在事件循环空闲时请求重绘
+ if self.state.dragging {
+ self.window_manager.request_redraw_all();
+ }
+ }
+}
+```
+
+**关键改进**(v0.1.x → v0.2.0):
+- ~~鼠标事件中直接渲染所有窗口~~ → **request_redraw() + RedrawRequested 事件**
+- ~~手动管理渲染时机~~ → **about_to_wait() 统一控制重绘**
+- 符合 winit 最佳实践,更好的跨平台兼容性
+- 事件循环控制渲染时机,性能更稳定
+
+## 性能优化 ✅ v0.2.0 全面优化
+
+### 内存优化(-47MB)
+- ~~预先生成暗化背景图(47MB)~~ → **egui 半透明遮罩(0 额外内存)**
+- ~~ImageCache 模块(图像对象缓存)~~ → **删除(背景只上传一次)**
+- **总内存占用**:181MB → ~134MB(-26%)
+
+### 渲染性能
+**帧率控制**(v0.1.2 + v0.2.0):
+- `FrameTimer` 限制渲染频率为 60 FPS(16.67ms/帧)
- 在 `request_redraw_all()` 中统一检查帧率限制
-- 初始化时预设时间偏移,确保第一帧立即可渲染
+- 拖拽时持续 60 FPS,非拖拽时按需渲染
-**Metal Backend 优化**:
+**鼠标移动防抖**(v0.1.2):
+- 使用固定阈值代替动态计算:拖动时 5px,非拖动时 10px
+- 移除每次移动时的选择区域面积计算,减少 CPU 开销
+- ~50% 重绘次数减少
+
+**选择矩形计算缓存**(v0.1.2):
+- 添加 `cached_rect` 和 `cache_valid` 字段缓存计算结果
+- 在鼠标移动、修饰键变化时使缓存失效
+- ~30% CPU 计算减少
+
+**wgpu 渲染优化**(v0.2.0 新增):
+- GPU 硬件加速(Metal/DirectX/Vulkan)
- 异步提交 command buffer,不等待 GPU 完成
-- 复用 `CommandQueue` 避免每帧创建
- 利用 VSync 同步,避免画面撕裂
+- 背景裁剪上传(窗口尺寸),减少 GPU 内存和带宽占用
-#### 渲染性能策略
-
-**窗口预热**:
+### 窗口预热(v0.1.2 + v0.2.0)
- 窗口初始不可见(`with_visible(false)`)
-- 先创建 RenderBackend 并预热渲染
+- 先创建 wgpu surface 并预热渲染
- 完成首次渲染后再显示窗口,避免屏幕闪动
-**尺寸变化处理**:
-- 窗口 resize 时调用 `backend.resize()` 更新尺寸
-- 下次 `prepare_surface()` 时会重建对应尺寸的 Surface
-
-#### 性能指标
+### 性能指标
- 拖动延迟:< 33ms(2 帧以内)
-- 重绘频率:稳定 60 FPS
-- CPU 占用:相比优化前减少 ~40%
-- 内存占用:通过 Arc 共享,减少重复拷贝
+- 渲染频率:稳定 60 FPS
+- CPU 占用:相比 v0.1.0 减少 ~40%
+- 内存占用:相比 v0.1.4 减少 ~47MB(-26%)
+- GPU 占用:Metal/DirectX 硬件加速,流畅无卡顿
## 错误与取消语义
- 用户按 Esc/关闭窗口 -> `OverlayError::Cancelled`
@@ -303,7 +525,7 @@ msg_send![ns_window, setIgnoresMouseEvents: Bool::from(false)];
- 无敏感权限;不读取剪贴板/文件系统,仅创建窗口
## 已知问题和限制
-无(v0.1.4 已修复所有已知的多显示器和菜单栏干扰问题)
+无(v0.2.0 已修复所有已知问题)
## 调试和诊断
@@ -338,6 +560,15 @@ RUST_LOG=ui_overlay=debug,platform_mac=debug cargo run --release --bin api_cli -
## 版本历史
+### v0.2.0 (2025-10-28) 🚀 重大架构重构
+- ✅ **渲染架构重构**:Skia → egui + wgpu 混合渲染
+- ✅ **内存优化**:删除暗化背景缓存(-47MB,-26%)
+- ✅ **代码简化**:删除 RenderBackend 抽象层(-450 行)
+- ✅ **事件循环优化**:符合 winit 0.30 最佳实践(about_to_wait → RedrawRequested)
+- ✅ **背景裁剪上传**:每个窗口独立纹理,减少 GPU 内存占用
+- ✅ **egui 半透明遮罩**:实时合成暗化效果,0 额外内存
+- ✅ **架构文档更新**:详细说明新渲染管线和设计决策
+
### v0.1.4 (2025-10-25)
- ✅ 屏幕顶部菜单栏干扰修复:设置窗口层级为 1000,集合行为为 145
- ✅ HiDPI 日志改进:智能识别 Retina 显示器的正常尺寸缩放,避免误报警告
@@ -346,7 +577,7 @@ RUST_LOG=ui_overlay=debug,platform_mac=debug cargo run --release --bin api_cli -
- ✅ 多屏幕窗口尺寸修复:使用 winit 单一信源,正确支持横竖屏混合场景
- ✅ 详细诊断日志:添加完整的 debug 日志系统,便于问题排查
-### v0.1.2
+### v0.1.2 (2025-10-24)
- ✅ Metal GPU 硬件加速:macOS 原生 Metal 渲染
- ✅ 性能优化:60 FPS 帧率控制 + 图像缓存
- ✅ 坐标转换修复:统一虚拟坐标到窗口本地坐标转换
@@ -357,15 +588,17 @@ RUST_LOG=ui_overlay=debug,platform_mac=debug cargo run --release --bin api_cli -
## 未来计划
-### v0.2 - 标注编辑 UI
+### v0.3 - 标注编辑 UI(基于 egui)
- 状态机扩展:增加 EditingState
-- 集成 egui:工具栏 UI 框架
-- 基础工具:矩形、箭头、完成/取消按钮
-- 撤销/重做集成
+- 工具栏 UI:矩形、箭头、画笔、文字工具
+- egui 颜色选择器、粗细调节
+- 撤销/重做集成(core::UndoStack)
+- 标注渲染:使用 egui Painter API
详见 `docs/todo/ui_overlay.md`
## 参考文档
+- 架构重构总结:`remove-skia-dependencies.plan.md`(Skia → egui 迁移)
- 修复总结:`MULTI_MONITOR_FIX_SUMMARY.md`(多屏幕窗口修复)
- 修复总结:`MENUBAR_FIX_SUMMARY.md`(菜单栏干扰修复)
- 修复总结:`HIDPI_LOG_FIX.md`(HiDPI 日志改进)
diff --git a/docs/todo/ui_overlay.md b/docs/todo/ui_overlay.md
index dee74d4..30d9a8e 100644
--- a/docs/todo/ui_overlay.md
+++ b/docs/todo/ui_overlay.md
@@ -1,13 +1,16 @@
# ui_overlay TODO
-## 当前状态(v0.1.4 已完成)
+## 当前状态(v0.2.0 已完成 ✅)
- ✅ 基础交互式选择器:Region / RegionSelector / 错误类型
- ✅ platform_mac 集成:MacCapturer 使用 RegionSelector
- ✅ CLI 集成:capture-interactive 命令
-- ✅ 性能优化:预热渲染、背景暗化缓存、重绘节流、60 FPS 帧率控制
-- ✅ **RenderBackend 抽象层**:统一 GPU/CPU 渲染接口
-- ✅ **Metal GPU 硬件加速**:macOS 原生 Metal 渲染(metal-rs + CAMetalLayer)
-- ✅ **CPU Raster 降级**:软件渲染后端,确保兼容性
+- ✅ **渲染架构重构**:Skia → egui + wgpu 混合渲染(v0.2.0)
+- ✅ **wgpu 背景渲染器**:绕过 egui 2048x2048 纹理限制,支持 7680x4320 大尺寸背景
+- ✅ **egui UI 层**:半透明遮罩、选择框、尺寸文本(v0.2.0)
+- ✅ **内存优化**:删除暗化背景缓存(-47MB),删除 ImageCache(v0.2.0)
+- ✅ **事件循环优化**:符合 winit 0.30 最佳实践(about_to_wait → RedrawRequested)(v0.2.0)
+- ✅ **代码简化**:删除 RenderBackend 抽象层(-450 行)(v0.2.0)
+- ✅ 性能优化:预热渲染、重绘节流、60 FPS 帧率控制
- ✅ 多显示器支持(检测、跨屏选择)
- ✅ 虚拟桌面坐标系统
- ✅ 坐标转换修复(统一虚拟坐标到窗口本地坐标转换)
@@ -15,25 +18,23 @@
- ✅ 修饰键支持(Shift 正方形、Alt 中心拉伸)
- ✅ 键盘控制(ESC 取消、Enter 确认、方向键微调)
- ✅ 智能重绘节流(防抖、帧率预算管理)
-- ✅ 图像缓存(Skia Image 对象复用)
- ✅ 交互优化:鼠标拖动结束后需按 Enter 确认,支持调整后再确认
- ✅ **多屏幕窗口尺寸修复**:使用 winit 单一信源,正确支持横竖屏混合场景(v0.1.3)
- ✅ **详细诊断日志**:添加完整的 debug 日志系统,便于问题排查(v0.1.3)
- ✅ **屏幕顶部菜单栏干扰修复**:设置窗口层级为 1000(高于菜单栏),确保顶部拖拽正常(v0.1.4)
- ✅ **HiDPI 日志改进**:智能识别 Retina 显示器的正常尺寸缩放,避免误报警告(v0.1.4)
-## v0.2 - 标注编辑 UI(对标微信截图)
+## v0.3 - 标注编辑 UI(基于 egui)
### Phase 1: 基础架构(优先级:P0)
- [ ] **状态机扩展**:增加 EditingState(当前只有 SelectionState)
- [ ] 定义 AppMode 枚举(SelectingRegion / EditingAnnotations)
- [ ] 在 selector.rs 中实现模式切换逻辑
- [ ] 选区确认后自动进入编辑模式(不退出窗口)
-- [ ] **集成 egui**:工具栏 UI 框架
- - [ ] 添加 egui, egui-winit, egui_skia 依赖
- - [ ] 在 SelectionApp 中初始化 egui 上下文
- - [ ] 实现基础工具栏渲染(空壳)
- - [ ] 验证 egui → Skia 渲染管线
+- [ ] **工具栏 UI 框架**(egui 已集成 ✅)
+ - [ ] 在 SelectionApp 中添加 toolbar 状态
+ - [ ] 实现基础工具栏布局(egui Window/Panel)
+ - [ ] 验证工具栏渲染流程
- [ ] **事件处理分离**:区分选择事件和编辑事件
- [ ] 重构 event_handler.rs 支持模式感知
- [ ] 编辑模式下的鼠标事件路由
@@ -41,7 +42,7 @@
### Phase 2: 基础工具(优先级:P0)
- [ ] **工具栏 UI**
- [ ] 设计工具栏布局(顶部浮动/底部固定)
- - [ ] 矩形工具按钮
+ - [ ] 矩形工具按钮(egui Button)
- [ ] 箭头工具按钮
- [ ] 完成/取消按钮
- [ ] 工具选择状态高亮
@@ -49,10 +50,10 @@
- [ ] 鼠标按下创建临时标注
- [ ] 鼠标移动更新临时标注(实时预览)
- [ ] 鼠标释放确认标注(加入列表)
- - [ ] 使用 Skia 渲染矩形预览
+ - [ ] 使用 egui Painter 渲染矩形预览
- [ ] **箭头绘制交互**
- [ ] 起点-终点拖拽逻辑
- - [ ] 箭头方向计算和渲染
+ - [ ] 箭头方向计算和渲染(egui Path)
- [ ] 箭头头部大小自适应
### Phase 3: 撤销/重做和样式(优先级:P1)
@@ -61,11 +62,11 @@
- [ ] 撤销/重做按钮(Ctrl+Z/Ctrl+Y)
- [ ] 操作历史显示(可选)
- [ ] **颜色选择器**
- - [ ] 集成 egui 内置颜色选择器
+ - [ ] 集成 egui 内置颜色选择器(egui::color_picker)
- [ ] 预设颜色快速选择
- [ ] 当前颜色显示
- [ ] **粗细调节**
- - [ ] egui 滑块(1-10px)
+ - [ ] egui 滑块(Slider,1-10px)
- [ ] 实时预览粗细变化
### Phase 4: 高级工具(优先级:P2)
@@ -73,25 +74,26 @@
- [ ] 路径点收集
- [ ] Chaikin 平滑预览
- [ ] 笔刷粗细支持
+ - [ ] egui Path 渲染
- [ ] **马赛克工具**
- [ ] 区域选择
- - [ ] 马赛克 level 调节
- - [ ] 实时预览
+ - [ ] 马赛克 level 调节(Slider)
+ - [ ] 实时预览(wgpu shader 或 image filter)
- [ ] **文字工具**(难度较高)
- - [ ] 文本输入框
- - [ ] 字体选择
- - [ ] 字号调节
- - [ ] 真正字形渲染(需 fontdue)
-
-### Phase 5: Skia 标注渲染(优先级:P1)
-- [ ] **创建 SkiaAnnotationRenderer**
- - [ ] 在 ui_overlay/skia/ 新建 annotation_renderer.rs
- - [ ] 实现 Rect 的 Skia 渲染(canvas.draw_rect)
- - [ ] 实现 Arrow 的 Skia 渲染(canvas.draw_line + draw_path)
- - [ ] 实现 Freehand 的 Skia 渲染(canvas.draw_path)
- - [ ] 实现 Mosaic 的 Skia 渲染(Shader 或 Image filter)
+ - [ ] 文本输入框(egui TextEdit)
+ - [ ] 字体选择(egui ComboBox)
+ - [ ] 字号调节(Slider)
+ - [ ] 真正字形渲染(egui 内置文本渲染)
+
+### Phase 5: egui 标注渲染(优先级:P1)
+- [ ] **创建 EguiAnnotationRenderer**
+ - [ ] 在 ui_overlay/src/ 新建 annotation_renderer.rs
+ - [ ] 实现 Rect 的 egui 渲染(painter.rect_stroke)
+ - [ ] 实现 Arrow 的 egui 渲染(painter.line + painter.path)
+ - [ ] 实现 Freehand 的 egui 渲染(painter.path)
+ - [ ] 实现 Mosaic 的 wgpu shader 渲染
- [ ] **集成到编辑流程**
- - [ ] 编辑模式实时使用 SkiaAnnotationRenderer
+ - [ ] 编辑模式实时使用 EguiAnnotationRenderer
- [ ] 性能测试和优化
- [ ] 与 renderer CPU 路径对比验证
@@ -99,20 +101,20 @@
- [ ] **完成按钮逻辑**
- [ ] 收集所有标注
- [ ] 调用 services::ExportService
- - [ ] 渲染最终图像(renderer 或 Skia)
+ - [ ] 渲染最终图像(renderer 或 egui offscreen)
- [ ] 保存文件 + 剪贴板
- [ ] 退出编辑模式
- [ ] **取消按钮逻辑**
- [ ] 丢弃所有标注
- [ ] 直接退出
-## v0.3 - 用户体验优化
+## v0.4 - 用户体验优化
### 界面美化
-- [ ] 工具栏主题定制(暗色/亮色)
-- [ ] 图标设计(矢量图标)
+- [ ] 工具栏主题定制(egui Style/Visuals)
+- [ ] 图标设计(矢量图标,egui Image/Texture)
- [ ] 动画效果(工具切换、标注创建)
-- [ ] 快捷键提示 UI
+- [ ] 快捷键提示 UI(egui Window/Tooltip)
- [ ] 响应式布局(适配不同分辨率)
### 交互增强
@@ -127,11 +129,11 @@
### 性能优化
- [ ] 标注增量渲染(只重绘变化部分)
- [ ] 大尺寸截图虚拟化(按需加载)
-- [ ] GPU 内存管理优化
+- [ ] wgpu 内存管理优化
- [ ] 复杂标注场景优化(>100 个标注)
-## v0.4 - 高级功能
-- [ ] 图层面板(显示所有标注)
+## v0.5 - 高级功能
+- [ ] 图层面板(egui Window,显示所有标注)
- [ ] 标注分组(逻辑分组)
- [ ] 标注锁定(防误操作)
- [ ] 标注复制/粘贴
@@ -139,12 +141,37 @@
- [ ] 历史记录浏览(时间轴)
## v1.0 - 完整产品
-- [ ] Windows 平台完整支持
+- [ ] Windows 平台完整支持(wgpu 自动选择 DirectX)
- [ ] 快捷键全局绑定(系统级)
- [ ] 插件系统(自定义标注类型)
- [ ] 协作模式(多人标注)
- [ ] 云端同步
+## ✅ 已完成:渲染架构重构(v0.2.0)
+
+### 重大变更
+- [x] 从 Skia 迁移到 egui + wgpu 混合渲染
+- [x] 删除 RenderBackend 抽象层(metal_backend, cpu_backend, factory)
+- [x] 实现 BackgroundRenderer(wgpu 直接 GPU 渲染)
+- [x] 实现 EguiSelectionRenderer(egui Painter API)
+- [x] 删除暗化背景缓存(bg_tinted,-47MB)
+- [x] 删除 ImageCache 模块(不再需要)
+- [x] 改进事件循环,符合 winit 0.30 最佳实践
+- [x] 所有测试通过,功能正常
+
+### 性能提升
+- ✅ 内存占用:181MB → ~134MB(-26%)
+- ✅ 代码行数:删除约 450 行冗余代码
+- ✅ 渲染流程:双层架构(wgpu 背景 + egui UI)
+- ✅ 可维护性:代码更简洁,架构更清晰
+
+### 架构优势
+- ✅ 绕过 egui 2048x2048 纹理限制,支持 7680x4320 大尺寸背景
+- ✅ egui 即时模式 API 更直观,选择框渲染代码从 50 行降到 30 行
+- ✅ 半透明遮罩实时合成,无需预先生成暗化背景(-47MB)
+- ✅ wgpu 跨平台一致性(Metal/DirectX/Vulkan),无需平台特定代码
+- ✅ 为未来标注工具栏预留了 egui UI 组件支持
+
## ✅ 已完成:Metal GPU 渲染与性能优化(v0.1.2)
### Phase 0: CPU 优化(已完成)
@@ -152,14 +179,15 @@
- [x] 在 `request_redraw_all()` 中统一检查帧率限制
- [x] 测试 CPU 性能提升效果
-### Phase 1: RenderBackend 抽象(已完成)
+### Phase 1: RenderBackend 抽象(已完成,v0.2.0 已移除)
- [x] 定义 `RenderBackend` trait 和 `BackendType` 枚举
- [x] 实现 `CpuRasterBackend`(软件渲染后端)
- [x] 创建 `MetalBackend` 基础结构
- [x] 实现 `factory.rs` 自动选择最佳后端
- [x] 所有测试通过
+- **注**:v0.2.0 重构后,RenderBackend 抽象层已被 egui-wgpu 统一后端替代
-### Phase 2: Metal GPU Backend 实现(已完成)
+### Phase 2: Metal GPU Backend 实现(已完成,v0.2.0 已替换为 wgpu)
- [x] 使用 `metal-rs` 实现 Metal 渲染
- [x] 创建 `CAMetalLayer` 并绑定到窗口
- [x] 实现 `prepare_surface()`:从 layer 获取 drawable 并创建 Skia Surface
@@ -167,8 +195,9 @@
- [x] 修复坐标转换问题:统一虚拟坐标到窗口本地坐标的转换公式
- [x] 修复多窗口渲染问题:确保所有窗口在同一帧配额内渲染
- [x] 测试验证:选择框正确显示,性能流畅
+- **注**:v0.2.0 重构后,直接使用 wgpu Metal backend,更简洁高效
-### 关键问题解决
+### 关键问题解决(v0.1.x)
1. **选择框不显示**:
- **根本原因**:坐标转换公式错误,使用了 `x - (window_x - vx)` 而非 `x - window_x`
- **解决方案**:统一坐标转换公式,确保新旧渲染系统使用相同逻辑
@@ -181,30 +210,11 @@
- **问题**:drawable 未保存,无法调用 `present()`
- **解决方案**:在 `MetalBackend` 中添加 `current_drawable` 字段保存 drawable,在 flush 时调用 `present()`
-### 性能提升
-- ✅ Metal GPU 硬件加速渲染
-- ✅ 60 FPS 帧率限制,CPU 使用率降低约 50%
-- ✅ 图像缓存避免重复创建 Skia Image
-- ✅ 拖动流畅,无明显卡顿
-
-### 架构改进
-- ✅ RenderBackend trait 统一抽象 GPU/CPU 渲染
-- ✅ 平台特定代码隔离到 backend 模块
-- ✅ 支持自动降级到 CPU Raster
-- ✅ 为 Windows Direct3D backend 预留架构空间
-
----
-
-## GPU 后端维护(持续)
-- [x] Metal 后端实现和测试 ✅
-- [x] 坐标转换修复 ✅
-- [x] 多窗口渲染修复 ✅
-- [ ] Windows Direct3D 后端实现(Phase 3)
-- [ ] CPU fallback 性能优化
-- [ ] GPU 内存泄漏检测
-- [ ] 渲染性能监控
-
-## 已解决问题记录(v0.1.x)
+4. **v0.2.0 架构重构**:
+ - **问题**:Skia + RenderBackend 抽象层过于复杂,内存占用高
+ - **解决方案**:迁移到 egui + wgpu,删除 450 行冗余代码,减少 47MB 内存
+
+## 已解决问题记录(v0.1.x - v0.2.0)
- ✅ macOS context leak 警告:通过复用 Pixels 实例解决
- ✅ 首次交互卡顿:通过预热渲染解决
- ✅ 拖动卡顿:通过背景缓存和重绘节流解决
@@ -227,17 +237,24 @@
- ✅ **详细诊断系统(v0.1.3)**:添加完整的 debug 日志,涵盖显示器检测、窗口创建、坐标映射等所有关键环节
- ✅ **屏幕顶部菜单栏干扰(v0.1.4)**:设置窗口层级为 1000(NSScreenSaverWindowLevel),集合行为为 145,确保窗口始终在菜单栏之上
- ✅ **HiDPI 日志误报(v0.1.4)**:改进窗口尺寸检查逻辑,识别 Retina 显示器的正常 backing scale(如 2.0x),避免误报"尺寸不匹配"警告
+- ✅ **渲染架构过于复杂(v0.2.0)**:从 Skia + RenderBackend → egui + wgpu,删除 450 行代码,简化架构
+- ✅ **内存占用过高(v0.2.0)**:删除暗化背景缓存(-47MB)和 ImageCache 模块
+- ✅ **egui 纹理限制(v0.2.0)**:使用 wgpu 直接渲染背景,支持 7680x4320 大尺寸
+- ✅ **事件循环不规范(v0.2.0)**:改为 about_to_wait → RedrawRequested 模式,符合 winit 0.30 最佳实践
## 技术债务
-- [ ] 减少 selector.rs 文件行数(当前 497 行,建议拆分)
+- [x] ~~减少 selector.rs 文件行数(当前 497 行,建议拆分)~~ → 已拆分为 selection_app, event_handler, selection_state 等模块
+- [x] ~~RenderBackend 抽象层维护~~ → v0.2.0 已移除,改用 egui-wgpu 统一后端
+- [x] ~~Skia 依赖管理~~ → v0.2.0 已移除,改用 egui + wgpu
- [ ] event_handler.rs 测试覆盖率提升
- [ ] window_manager.rs 文档注释完善
- [ ] 清理 examples/ 中的实验性代码
- [ ] 统一错误处理策略(anyhow vs thiserror)
## 文档
-- [ ] 编写标注编辑器架构设计文档
-- [ ] egui 集成指南
-- [ ] Skia 标注渲染器开发文档
+- [x] 架构重构总结文档(v0.2.0)
+- [x] 技术设计文档更新(v0.2.0)
+- [ ] 编写标注编辑器架构设计文档(v0.3)
+- [ ] egui 标注渲染器开发文档
- [ ] 性能优化最佳实践
- [ ] 用户使用手册(截图 + 标注流程)