From 806177f5868d201f8264d90030638ae36104c15b Mon Sep 17 00:00:00 2001
From: solojiang <350740249@qq.com>
Date: Sat, 25 Oct 2025 13:12:51 +0800
Subject: [PATCH 1/4] feat(ui_overlay): Refactor multi-monitor and HiDPI
support
Refactored window creation logic to use `winit` as the single source of truth for monitor information, improving support for multi-monitor and vertical screen setups.
Improved HiDPI support and added detailed debug logs for diagnostics.
Fixed menu bar interference on macOS by setting the window level to 1000.
Updated the technical design and TODO documents for `ui_overlay` to reflect these changes.
---
crates/platform_mac/src/lib.rs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/crates/platform_mac/src/lib.rs b/crates/platform_mac/src/lib.rs
index 21c3b78..1ba83cb 100644
--- a/crates/platform_mac/src/lib.rs
+++ b/crates/platform_mac/src/lib.rs
@@ -112,7 +112,7 @@ impl VirtualDesktop {
let mut max_x = i32::MIN;
let mut max_y = i32::MIN;
- for monitor in monitors {
+ for monitor in monitors.iter() {
let id = monitor.id().unwrap_or(0);
let name = monitor.name().unwrap_or_else(|_| format!("Display {}", id));
let is_primary = monitor.is_primary().unwrap_or(false);
From a1bb01ea5a36cd774a4fc0aa2bc7253232da4f78 Mon Sep 17 00:00:00 2001
From: solojiang <350740249@qq.com>
Date: Sat, 25 Oct 2025 14:19:37 +0800
Subject: [PATCH 2/4] style(platform_mac): simplify monitor iteration
Remove explicit .iter() call for a more idiomatic loop.
---
crates/platform_mac/src/lib.rs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/crates/platform_mac/src/lib.rs b/crates/platform_mac/src/lib.rs
index 1ba83cb..21c3b78 100644
--- a/crates/platform_mac/src/lib.rs
+++ b/crates/platform_mac/src/lib.rs
@@ -112,7 +112,7 @@ impl VirtualDesktop {
let mut max_x = i32::MIN;
let mut max_y = i32::MIN;
- for monitor in monitors.iter() {
+ for monitor in monitors {
let id = monitor.id().unwrap_or(0);
let name = monitor.name().unwrap_or_else(|_| format!("Display {}", id));
let is_primary = monitor.is_primary().unwrap_or(false);
From b5d2dc0b22ca0f4f2f93084ca874ee6bbb93b594 Mon Sep 17 00:00:00 2001
From: solojiang <350740249@qq.com>
Date: Tue, 28 Oct 2025 23:45:06 +0800
Subject: [PATCH 3/4] feat: enhance UI overlay with platform abstraction and
modern Winit integration
- Add platform-specific abstraction layer for better OS integration
- Refactor selector with new Winit ApplicationHandler pattern
- Implement improved macOS/Windows presentation management
- Add comprehensive logging system with tracing-subscriber
- Update project documentation and technical specifications
- Enhance error handling and cross-platform compatibility
- Streamline build configuration and dependency management
---
Cargo.lock | 812 ++++++++++++++++++++++-
assets/icons/arrow.svg | 2 +
assets/icons/brush.svg | 6 +
assets/icons/check.svg | 5 +
assets/icons/close.svg | 7 +
assets/icons/rectangle.svg | 5 +
crates/api_cli/Cargo.toml | 1 +
crates/api_cli/src/main.rs | 98 ++-
crates/ui_overlay/Cargo.toml | 7 +
crates/ui_overlay/src/event_handler.rs | 7 +-
crates/ui_overlay/src/lib.rs | 1 +
crates/ui_overlay/src/platform/macos.rs | 52 +-
crates/ui_overlay/src/selection_app.rs | 63 +-
crates/ui_overlay/src/selection_state.rs | 17 +
crates/ui_overlay/src/toolbar/icons.rs | 93 +++
crates/ui_overlay/src/toolbar/mod.rs | 72 ++
crates/ui_overlay/src/toolbar/ui.rs | 209 ++++++
crates/ui_overlay/src/toolbar/window.rs | 432 ++++++++++++
crates/ui_overlay/src/window_manager.rs | 234 ++++++-
19 files changed, 2025 insertions(+), 98 deletions(-)
create mode 100644 assets/icons/arrow.svg
create mode 100644 assets/icons/brush.svg
create mode 100644 assets/icons/check.svg
create mode 100644 assets/icons/close.svg
create mode 100644 assets/icons/rectangle.svg
create mode 100644 crates/ui_overlay/src/toolbar/icons.rs
create mode 100644 crates/ui_overlay/src/toolbar/mod.rs
create mode 100644 crates/ui_overlay/src/toolbar/ui.rs
create mode 100644 crates/ui_overlay/src/toolbar/window.rs
diff --git a/Cargo.lock b/Cargo.lock
index 1b555db..bbc6806 100644
--- a/Cargo.lock
+++ b/Cargo.lock
@@ -4,9 +4,9 @@ version = 4
[[package]]
name = "ab_glyph"
-version = "0.2.31"
+version = "0.2.32"
source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "e074464580a518d16a7126262fffaaa47af89d4099d4cb403f8ed938ba12ee7d"
+checksum = "01c0457472c38ea5bd1c3b5ada5e368271cb550be7a4ca4a0b4634e9913f6cc2"
dependencies = [
"ab_glyph_rasterizer",
"owned_ttf_parser",
@@ -182,6 +182,7 @@ dependencies = [
"tempfile",
"tokio",
"tracing",
+ "tracing-appender",
"tracing-subscriber",
"ui_overlay",
"uuid",
@@ -205,6 +206,26 @@ version = "1.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c3d036a3c4ab069c7b410a2ce876bd74808d2d0888a82667669f8e783a898bf1"
+[[package]]
+name = "arboard"
+version = "3.6.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "0348a1c054491f4bfe6ab86a7b6ab1e44e45d899005de92f58b3df180b36ddaf"
+dependencies = [
+ "clipboard-win",
+ "image 0.25.8",
+ "log",
+ "objc2 0.6.2",
+ "objc2-app-kit 0.3.1",
+ "objc2-core-foundation",
+ "objc2-core-graphics",
+ "objc2-foundation 0.3.1",
+ "parking_lot",
+ "percent-encoding",
+ "windows-sys 0.60.2",
+ "x11rb",
+]
+
[[package]]
name = "arg_enum_proc_macro"
version = "0.3.4"
@@ -234,6 +255,15 @@ version = "1.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "175571dd1d178ced59193a6fc02dde1b972eb0bc56c892cde9beeceac5bf0f6b"
+[[package]]
+name = "ash"
+version = "0.38.0+1.3.281"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "0bb44936d800fea8f016d7f2311c6a4f97aebd5dc86f09906139ec848cf3a46f"
+dependencies = [
+ "libloading",
+]
+
[[package]]
name = "async-broadcast"
version = "0.7.2"
@@ -462,6 +492,21 @@ dependencies = [
"syn",
]
+[[package]]
+name = "bit-set"
+version = "0.8.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "08807e080ed7f9d5433fa9b275196cfc35414f66a0c79d864dc51a0d825231a3"
+dependencies = [
+ "bit-vec",
+]
+
+[[package]]
+name = "bit-vec"
+version = "0.8.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "5e764a1d40d510daf35e07be9eb06e75770908c27d411ee6c92109c9840eaaf7"
+
[[package]]
name = "bit_field"
version = "0.10.3"
@@ -537,18 +582,18 @@ checksum = "46c5e41b57b8bba42a04676d81cb89e9ee8e859a1a66f80a5a72e1cb76b34d43"
[[package]]
name = "bytemuck"
-version = "1.23.2"
+version = "1.24.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "3995eaeebcdf32f91f980d360f78732ddc061097ab4e39991ae7a6ace9194677"
+checksum = "1fbdf580320f38b612e485521afda1ee26d10cc9884efaaa750d383e13e3c5f4"
dependencies = [
"bytemuck_derive",
]
[[package]]
name = "bytemuck_derive"
-version = "1.10.1"
+version = "1.10.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "4f154e572231cb6ba2bd1176980827e3d5dc04cc183a75dea38109fbdd672d29"
+checksum = "f9abbd1bc6865053c427f7198e6af43bfdedc55ab791faed4fbd361d789575ff"
dependencies = [
"proc-macro2",
"quote",
@@ -713,6 +758,26 @@ version = "0.7.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b94f61472cee1439c0b966b47e3aca9ae07e45d070759512cd390ea2bebc6675"
+[[package]]
+name = "clipboard-win"
+version = "5.4.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "bde03770d3df201d4fb868f2c9c59e66a3e4e2bd06692a0fe701e7103c7e84d4"
+dependencies = [
+ "error-code",
+]
+
+[[package]]
+name = "codespan-reporting"
+version = "0.12.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "fe6d2e5af09e8c8ad56c969f2157a3d4238cebc7c55f0a517728c38f7b200f81"
+dependencies = [
+ "serde",
+ "termcolor",
+ "unicode-width",
+]
+
[[package]]
name = "color_quant"
version = "1.1.0"
@@ -845,6 +910,15 @@ dependencies = [
"cfg-if",
]
+[[package]]
+name = "crossbeam-channel"
+version = "0.5.15"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "82b8f8f868b36967f9606790d1903570de9ceaf870a7bf9fbbd3016d636a2cb2"
+dependencies = [
+ "crossbeam-utils",
+]
+
[[package]]
name = "crossbeam-deque"
version = "0.8.6"
@@ -898,6 +972,15 @@ version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f27ae1dd37df86211c42e150270f82743308803d90a6f6e6651cd730d5e1732f"
+[[package]]
+name = "deranged"
+version = "0.5.4"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "a41953f86f8a05768a6cda24def994fd2f424b04ec5c719cf89989779f199071"
+dependencies = [
+ "powerfmt",
+]
+
[[package]]
name = "directories"
version = "5.0.1"
@@ -957,6 +1040,15 @@ dependencies = [
"libloading",
]
+[[package]]
+name = "document-features"
+version = "0.2.12"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "d4b8a88685455ed29a21542a33abd9cb6510b6b129abadabdcef0f4c55bc8f61"
+dependencies = [
+ "litrs",
+]
+
[[package]]
name = "downcast-rs"
version = "1.2.1"
@@ -1042,12 +1134,88 @@ dependencies = [
"linux-raw-sys 0.6.5",
]
+[[package]]
+name = "ecolor"
+version = "0.33.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "adf31f99fad93fe83c1055b92b5c1b135f1ecfa464789817c372000e768d4bd1"
+dependencies = [
+ "bytemuck",
+ "emath",
+]
+
+[[package]]
+name = "egui"
+version = "0.33.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "ab9b5d3376c79439f53a78bf7da1e3c0b862ffa3e29f46ab0f3e107430f2e576"
+dependencies = [
+ "ahash",
+ "bitflags 2.9.4",
+ "emath",
+ "epaint",
+ "log",
+ "nohash-hasher",
+ "profiling",
+ "smallvec",
+ "unicode-segmentation",
+]
+
+[[package]]
+name = "egui-wgpu"
+version = "0.33.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "cef1fe83ba30b3d045814b2d811804f2a7e50a832034c975408f71c20df596e4"
+dependencies = [
+ "ahash",
+ "bytemuck",
+ "document-features",
+ "egui",
+ "epaint",
+ "log",
+ "profiling",
+ "thiserror 2.0.17",
+ "type-map",
+ "web-time",
+ "wgpu",
+]
+
+[[package]]
+name = "egui-winit"
+version = "0.33.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "bb4ea8cb063c00d8f23ce11279c01eb63a195a72be0e21d429148246dab7983e"
+dependencies = [
+ "arboard",
+ "bytemuck",
+ "egui",
+ "log",
+ "objc2 0.5.2",
+ "objc2-foundation 0.2.2",
+ "objc2-ui-kit",
+ "profiling",
+ "raw-window-handle",
+ "smithay-clipboard",
+ "web-time",
+ "webbrowser",
+ "winit",
+]
+
[[package]]
name = "either"
version = "1.15.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "48c757948c5ede0e46177b7add2e67155f70e33c07fea8284df6576da70b3719"
+[[package]]
+name = "emath"
+version = "0.33.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "c615516cdceec867065f20d7db13d8eb8aedd65c9e32cc0c7c379380fa42e6e8"
+dependencies = [
+ "bytemuck",
+]
+
[[package]]
name = "endi"
version = "1.1.0"
@@ -1075,6 +1243,30 @@ dependencies = [
"syn",
]
+[[package]]
+name = "epaint"
+version = "0.33.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "9926b9500ccb917adb070207ec722dd8ea78b8321f94a85ebec776f501f2930c"
+dependencies = [
+ "ab_glyph",
+ "ahash",
+ "bytemuck",
+ "ecolor",
+ "emath",
+ "epaint_default_fonts",
+ "log",
+ "nohash-hasher",
+ "parking_lot",
+ "profiling",
+]
+
+[[package]]
+name = "epaint_default_fonts"
+version = "0.33.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "66054d943c66715c6003a27a3dc152d87cadf714ef2597ccd79f550413009b97"
+
[[package]]
name = "equator"
version = "0.4.2"
@@ -1111,6 +1303,12 @@ dependencies = [
"windows-sys 0.61.0",
]
+[[package]]
+name = "error-code"
+version = "3.3.2"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "dea2df4cf52843e0452895c455a1a2cfbb842a1e7329671acf418fdc53ed4c59"
+
[[package]]
name = "event-listener"
version = "5.4.1"
@@ -1210,6 +1408,18 @@ dependencies = [
"miniz_oxide",
]
+[[package]]
+name = "foldhash"
+version = "0.1.5"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "d9c4f5dac5e15c24eb999c26181a6ca40b39fe946cbe4c263c7209467bc83af2"
+
+[[package]]
+name = "foldhash"
+version = "0.2.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "77ce24cb58228fbb8aa041425bb1050850ac19177686ea6e0f41a70416f56fdb"
+
[[package]]
name = "foreign-types"
version = "0.5.0"
@@ -1447,6 +1657,78 @@ version = "0.3.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0cc23270f6e1808e30a928bdc84dea0b9b4136a8bc82338574f23baf47bbd280"
+[[package]]
+name = "glow"
+version = "0.16.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "c5e5ea60d70410161c8bf5da3fdfeaa1c72ed2c15f8bbb9d19fe3a4fad085f08"
+dependencies = [
+ "js-sys",
+ "slotmap",
+ "wasm-bindgen",
+ "web-sys",
+]
+
+[[package]]
+name = "glutin_wgl_sys"
+version = "0.6.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "2c4ee00b289aba7a9e5306d57c2d05499b2e5dc427f84ac708bd2c090212cf3e"
+dependencies = [
+ "gl_generator",
+]
+
+[[package]]
+name = "gpu-alloc"
+version = "0.6.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "fbcd2dba93594b227a1f57ee09b8b9da8892c34d55aa332e034a228d0fe6a171"
+dependencies = [
+ "bitflags 2.9.4",
+ "gpu-alloc-types",
+]
+
+[[package]]
+name = "gpu-alloc-types"
+version = "0.3.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "98ff03b468aa837d70984d55f5d3f846f6ec31fe34bbb97c4f85219caeee1ca4"
+dependencies = [
+ "bitflags 2.9.4",
+]
+
+[[package]]
+name = "gpu-allocator"
+version = "0.27.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "c151a2a5ef800297b4e79efa4f4bec035c5f51d5ae587287c9b952bdf734cacd"
+dependencies = [
+ "log",
+ "presser",
+ "thiserror 1.0.69",
+ "windows 0.58.0",
+]
+
+[[package]]
+name = "gpu-descriptor"
+version = "0.3.2"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "b89c83349105e3732062a895becfc71a8f921bb71ecbbdd8ff99263e3b53a0ca"
+dependencies = [
+ "bitflags 2.9.4",
+ "gpu-descriptor-types",
+ "hashbrown 0.15.5",
+]
+
+[[package]]
+name = "gpu-descriptor-types"
+version = "0.2.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "fdf242682df893b86f33a73828fb09ca4b2d3bb6cc95249707fc684d27484b91"
+dependencies = [
+ "bitflags 2.9.4",
+]
+
[[package]]
name = "half"
version = "2.6.0"
@@ -1455,6 +1737,7 @@ checksum = "459196ed295495a68f7d7fe1d84f6c4b7ff0e21fe3017b2f283c6fac3ad803c9"
dependencies = [
"cfg-if",
"crunchy",
+ "num-traits",
]
[[package]]
@@ -1462,6 +1745,18 @@ name = "hashbrown"
version = "0.15.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9229cfe53dfd69f0609a49f65461bd93001ea1ef889cd5529dd176593f5338a1"
+dependencies = [
+ "foldhash 0.1.5",
+]
+
+[[package]]
+name = "hashbrown"
+version = "0.16.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "5419bdc4f6a9207fbeba6d11b604d481addf78ecd10c11ad51e76c2f6482748d"
+dependencies = [
+ "foldhash 0.2.0",
+]
[[package]]
name = "heck"
@@ -1481,6 +1776,12 @@ version = "0.4.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7f24254aa9a54b5c858eaee2f5bccdb46aaf0e486a595ed5fd8f86ba55232a70"
+[[package]]
+name = "hexf-parse"
+version = "0.2.1"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "dfa686283ad6dd069f105e5ab091b04c62850d3e4cf5d67debad1933f55023df"
+
[[package]]
name = "iana-time-zone"
version = "0.1.63"
@@ -1493,7 +1794,7 @@ dependencies = [
"js-sys",
"log",
"wasm-bindgen",
- "windows-core",
+ "windows-core 0.61.2",
]
[[package]]
@@ -1673,7 +1974,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4b0f83760fb341a774ed326568e19f5a863af4a952def8c39f9ab92fd95b88e5"
dependencies = [
"equivalent",
- "hashbrown",
+ "hashbrown 0.16.0",
]
[[package]]
@@ -1792,6 +2093,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6aae1df220ece3c0ada96b8153459b67eebe9ae9212258bb0134ae60416fdf76"
dependencies = [
"libc",
+ "libloading",
"pkg-config",
]
@@ -1845,6 +2147,12 @@ dependencies = [
"windows-targets 0.53.3",
]
+[[package]]
+name = "libm"
+version = "0.2.15"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "f9fbbcab51052fe104eb5e5d351cf728d30a5be1fe14d9be8a3b097481fb97de"
+
[[package]]
name = "libredox"
version = "0.1.9"
@@ -1897,7 +2205,7 @@ dependencies = [
"khronos-egl",
"memmap2",
"rustix 1.1.2",
- "thiserror 2.0.16",
+ "thiserror 2.0.17",
"tracing",
"wayland-backend",
"wayland-client",
@@ -1929,13 +2237,18 @@ version = "0.8.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "241eaef5fd12c88705a01fc1066c48c4b36e0dd4377dcdc7ec3942cea7a69956"
+[[package]]
+name = "litrs"
+version = "1.0.0"
+source = "registry+https://github.com/rust-lang/crates.io-index"
+checksum = "11d3d7f243d5c5a8b9bb5d6dd2b1602c0cb0b9db1621bafc7ed66e35ff9fe092"
+
[[package]]
name = "lock_api"
-version = "0.4.13"
+version = "0.4.14"
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]
+[[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 +5217,17 @@ 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 +5257,19 @@ 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 +5279,16 @@ 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"
@@ -4997,10 +5743,10 @@ 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..139597f
--- /dev/null
+++ b/assets/icons/arrow.svg
@@ -0,0 +1,2 @@
+
+
diff --git a/assets/icons/brush.svg b/assets/icons/brush.svg
new file mode 100644
index 0000000..66e4b3c
--- /dev/null
+++ b/assets/icons/brush.svg
@@ -0,0 +1,6 @@
+
+
+
diff --git a/assets/icons/check.svg b/assets/icons/check.svg
new file mode 100644
index 0000000..5df6a8a
--- /dev/null
+++ b/assets/icons/check.svg
@@ -0,0 +1,5 @@
+
+
+
diff --git a/assets/icons/close.svg b/assets/icons/close.svg
new file mode 100644
index 0000000..248729a
--- /dev/null
+++ b/assets/icons/close.svg
@@ -0,0 +1,7 @@
+
+
+
+
diff --git a/assets/icons/rectangle.svg b/assets/icons/rectangle.svg
new file mode 100644
index 0000000..10d286f
--- /dev/null
+++ b/assets/icons/rectangle.svg
@@ -0,0 +1,5 @@
+
+
+
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/ui_overlay/Cargo.toml b/crates/ui_overlay/Cargo.toml
index 580f57d..f36017c 100644
--- a/crates/ui_overlay/Cargo.toml
+++ b/crates/ui_overlay/Cargo.toml
@@ -34,3 +34,10 @@ objc2-quartz-core = "0.3.1"
metal = "0.29"
core-graphics-types = "0.1"
+# egui UI 框架(用于标注工具栏)
+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"
+
diff --git a/crates/ui_overlay/src/event_handler.rs b/crates/ui_overlay/src/event_handler.rs
index b8bf667..156a6eb 100644
--- a/crates/ui_overlay/src/event_handler.rs
+++ b/crates/ui_overlay/src/event_handler.rs
@@ -111,8 +111,11 @@ impl EventHandler {
}
(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
+ // 拖动结束后显示工具栏
+ if state.has_valid_selection() {
+ state.toolbar_visible = true;
+ }
+ // 触发重绘以显示最终选框和工具栏
EventResult::Continue(state.has_valid_selection())
}
_ => EventResult::Continue(false),
diff --git a/crates/ui_overlay/src/lib.rs b/crates/ui_overlay/src/lib.rs
index b720d11..8d9991c 100644
--- a/crates/ui_overlay/src/lib.rs
+++ b/crates/ui_overlay/src/lib.rs
@@ -126,6 +126,7 @@ 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..5fb3e72 100644
--- a/crates/ui_overlay/src/selection_app.rs
+++ b/crates/ui_overlay/src/selection_app.rs
@@ -367,11 +367,72 @@ impl SelectionApp {
self.request_redraw_all();
}
+ /// 处理窗口尺寸变化事件
+ ///
+ /// 当窗口尺寸改变时(通常由 `request_inner_size` 触发),
+ /// 需要同步更新窗口位置和渲染后端。
+ ///
+ /// # 平台特定行为
+ ///
+ /// macOS 上,系统在调整窗口尺寸时可能会自动移动窗口位置,
+ /// 因此需要强制重置窗口位置到目标坐标。
fn handle_resized(&mut self, window_index: usize, new_size: winit::dpi::PhysicalSize) {
- self.window_manager.windows[window_index].update_size(new_size);
+ #[cfg(debug_assertions)]
+ {
+ let old_size = self.window_manager.windows[window_index].size_px;
+ if old_size != new_size {
+ tracing::debug!(
+ "[Window {}] Resized: {}x{} -> {}x{}",
+ window_index,
+ old_size.width,
+ old_size.height,
+ new_size.width,
+ new_size.height
+ );
+ }
+ }
+
+ // 修正窗口位置(macOS 在 resize 时可能移动窗口)
+ self.correct_window_position(window_index);
+
+ // 更新窗口尺寸信息并清除渲染后端
+ let window_info = &mut self.window_manager.windows[window_index];
+ window_info.update_size(new_size);
+ window_info.render_backend = None;
+
self.request_redraw_all();
}
+ /// 修正窗口位置到目标坐标
+ ///
+ /// 在 macOS 上,窗口尺寸变化时系统可能会自动调整窗口位置。
+ /// 该方法强制将窗口重新定位到其在虚拟桌面中的正确位置。
+ fn correct_window_position(&mut self, window_index: usize) {
+ let window_info = &mut self.window_manager.windows[window_index];
+ let target_x = window_info.virtual_x;
+ let target_y = window_info.virtual_y;
+
+ window_info
+ .window
+ .set_outer_position(winit::dpi::PhysicalPosition::new(target_x, target_y));
+
+ #[cfg(debug_assertions)]
+ {
+ if let Ok(actual_pos) = window_info.window.outer_position() {
+ if actual_pos.x != target_x || actual_pos.y != target_y {
+ tracing::warn!(
+ "[Window {}] 位置修正: 目标=({}, {}), 实际=({}, {})",
+ window_index,
+ target_x,
+ target_y,
+ actual_pos.x,
+ actual_pos.y
+ );
+ }
+ }
+ }
+ }
+
fn handle_redraw_requested(&mut self, window_index: usize) {
self.state.clear_redraw_pending();
self.render_window_by_index(window_index);
diff --git a/crates/ui_overlay/src/selection_state.rs b/crates/ui_overlay/src/selection_state.rs
index 142817f..92dadf1 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,
}
}
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_manager.rs b/crates/ui_overlay/src/window_manager.rs
index 744fda6..fd44efe 100644
--- a/crates/ui_overlay/src/window_manager.rs
+++ b/crates/ui_overlay/src/window_manager.rs
@@ -1,28 +1,215 @@
/// 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,
}
+/// Scale factor 阈值:用于判断是否为标准 DPI 显示器
+const SCALE_FACTOR_ONE_THRESHOLD: f64 = 0.01;
+
+/// 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()
}
+ /// 判断是否为标准 DPI 显示器(scale factor ≈ 1.0)
+ ///
+ /// macOS 上 scale_factor = 1.0 的显示器需要特殊处理,
+ /// 因为 winit 会将 PhysicalSize 误当作 LogicalSize。
+ fn is_standard_dpi(scale_factor: f64) -> bool {
+ (scale_factor - 1.0).abs() < SCALE_FACTOR_ONE_THRESHOLD
+ }
+
+ /// 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 {
+ if Self::is_standard_dpi(scale_factor) {
+ // 标准 DPI 显示器:使用 LogicalSize 避免尺寸缩小
+ winit::dpi::Size::Logical(winit::dpi::LogicalSize::new(
+ physical_size.width as f64,
+ physical_size.height as f64,
+ ))
+ } else {
+ // 高 DPI 显示器:使用 PhysicalSize
+ winit::dpi::Size::Physical(physical_size)
+ }
+ }
+
+ /// 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 +219,6 @@ 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)]
@@ -64,10 +250,13 @@ 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
+ // 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);
+
+ // 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) {
@@ -111,36 +300,13 @@ 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,
+ );
}
let info = WindowInfo::new(
From 95e1415b60c01d38a6ebfec99b9f9e84b1493de1 Mon Sep 17 00:00:00 2001
From: solojiang <350740249@qq.com>
Date: Mon, 8 Dec 2025 22:51:09 +0800
Subject: [PATCH 4/4] fix(platform_mac): Correct magnified overlay in
multi-monitor setup
Addresses an issue where the screenshot overlay appeared magnified, particularly on HiDPI/multi-monitor setups. The `capture_all` function in `platform_mac` incorrectly applied a second scaling pass to images already in physical pixels from `xcap`, leading to unintended magnification. This change removes the redundant scaling logic, ensuring that the captured images are processed at their native physical pixel dimensions, thereby resolving the visual distortion of the overlay.
---
Cargo.lock | 301 +--------
assets/icons/arrow.svg | 3 +
assets/icons/brush.svg | 3 +
assets/icons/check.svg | 4 +
assets/icons/close.svg | 3 +
assets/icons/rectangle.svg | 3 +
crates/platform_mac/src/lib.rs | 59 +-
crates/ui_overlay/Cargo.toml | 27 +-
.../ui_overlay/examples/test_metal_backend.rs | 109 ---
crates/ui_overlay/src/backend/cpu_backend.rs | 161 -----
crates/ui_overlay/src/backend/factory.rs | 113 ----
.../ui_overlay/src/backend/metal_backend.rs | 219 ------
crates/ui_overlay/src/backend/mod.rs | 60 --
crates/ui_overlay/src/background_renderer.rs | 289 ++++++++
crates/ui_overlay/src/event_handler.rs | 50 +-
crates/ui_overlay/src/image_cache.rs | 94 ---
crates/ui_overlay/src/lib.rs | 3 +-
crates/ui_overlay/src/selection_app.rs | 626 +++++++++++-------
crates/ui_overlay/src/selection_render.rs | 146 ++--
crates/ui_overlay/src/selection_state.rs | 21 -
crates/ui_overlay/src/window_info.rs | 500 +++++++++++---
crates/ui_overlay/src/window_manager.rs | 153 ++++-
docs/tech_design/ui_overlay.md | 523 +++++++++++----
docs/todo/ui_overlay.md | 161 +++--
24 files changed, 1885 insertions(+), 1746 deletions(-)
delete mode 100644 crates/ui_overlay/examples/test_metal_backend.rs
delete mode 100644 crates/ui_overlay/src/backend/cpu_backend.rs
delete mode 100644 crates/ui_overlay/src/backend/factory.rs
delete mode 100644 crates/ui_overlay/src/backend/metal_backend.rs
delete mode 100644 crates/ui_overlay/src/backend/mod.rs
create mode 100644 crates/ui_overlay/src/background_renderer.rs
delete mode 100644 crates/ui_overlay/src/image_cache.rs
diff --git a/Cargo.lock b/Cargo.lock
index bbc6806..f50ba39 100644
--- a/Cargo.lock
+++ b/Cargo.lock
@@ -445,12 +445,6 @@ dependencies = [
"windows-link 0.2.0",
]
-[[package]]
-name = "base64"
-version = "0.22.1"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "72b3254f16251a8381aa12e40e3c4d2f0199f8c6508fbecb9d91f575e0fbb8c6"
-
[[package]]
name = "bindgen"
version = "0.69.5"
@@ -472,26 +466,6 @@ dependencies = [
"syn",
]
-[[package]]
-name = "bindgen"
-version = "0.72.1"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "993776b509cfb49c750f11b8f07a46fa23e0a1386ffc01fb1e7d343efc387895"
-dependencies = [
- "bitflags 2.9.4",
- "cexpr",
- "clang-sys",
- "itertools",
- "log",
- "prettyplease",
- "proc-macro2",
- "quote",
- "regex",
- "rustc-hash 2.1.1",
- "shlex",
- "syn",
-]
-
[[package]]
name = "bit-set"
version = "0.8.0"
@@ -866,19 +840,6 @@ dependencies = [
"libc",
]
-[[package]]
-name = "core-graphics"
-version = "0.24.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "fa95a34622365fa5bbf40b20b75dba8dfa8c94c734aea8ac9a5ca38af14316f1"
-dependencies = [
- "bitflags 2.9.4",
- "core-foundation 0.10.1",
- "core-graphics-types 0.2.0",
- "foreign-types",
- "libc",
-]
-
[[package]]
name = "core-graphics-types"
version = "0.1.3"
@@ -960,12 +921,6 @@ dependencies = [
"syn",
]
-[[package]]
-name = "ctor-lite"
-version = "0.1.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "1f791803201ab277ace03903de1594460708d2d54df6053f2d9e82f592b19e3b"
-
[[package]]
name = "cursor-icon"
version = "1.2.0"
@@ -1061,19 +1016,6 @@ version = "0.1.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d8b14ccef22fc6f5a8f4d7d768562a182c04ce9a3b3157b91390b52ddfdf1a76"
-[[package]]
-name = "drm"
-version = "0.12.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "98888c4bbd601524c11a7ed63f814b8825f420514f78e96f752c437ae9cbb5d1"
-dependencies = [
- "bitflags 2.9.4",
- "bytemuck",
- "drm-ffi 0.8.0",
- "drm-fourcc",
- "rustix 0.38.44",
-]
-
[[package]]
name = "drm"
version = "0.14.1"
@@ -1082,29 +1024,19 @@ checksum = "80bc8c5c6c2941f70a55c15f8d9f00f9710ebda3ffda98075f996a0e6c92756f"
dependencies = [
"bitflags 2.9.4",
"bytemuck",
- "drm-ffi 0.9.0",
+ "drm-ffi",
"drm-fourcc",
"libc",
"rustix 0.38.44",
]
-[[package]]
-name = "drm-ffi"
-version = "0.8.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "97c98727e48b7ccb4f4aea8cfe881e5b07f702d17b7875991881b41af7278d53"
-dependencies = [
- "drm-sys 0.7.0",
- "rustix 0.38.44",
-]
-
[[package]]
name = "drm-ffi"
version = "0.9.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d8e41459d99a9b529845f6d2c909eb9adf3b6d2f82635ae40be8de0601726e8b"
dependencies = [
- "drm-sys 0.8.0",
+ "drm-sys",
"rustix 0.38.44",
]
@@ -1114,16 +1046,6 @@ version = "2.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0aafbcdb8afc29c1a7ee5fbe53b5d62f4565b35a042a662ca9fecd0b54dae6f4"
-[[package]]
-name = "drm-sys"
-version = "0.7.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "fd39dde40b6e196c2e8763f23d119ddb1a8714534bf7d77fa97a65b0feda3986"
-dependencies = [
- "libc",
- "linux-raw-sys 0.6.5",
-]
-
[[package]]
name = "drm-sys"
version = "0.8.0"
@@ -1380,18 +1302,6 @@ dependencies = [
"simd-adler32",
]
-[[package]]
-name = "filetime"
-version = "0.2.26"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "bc0505cd1b6fa6580283f6bdf70a73fcf4aba1184038c90902b92b3dd0df63ed"
-dependencies = [
- "cfg-if",
- "libc",
- "libredox",
- "windows-sys 0.60.2",
-]
-
[[package]]
name = "find-msvc-tools"
version = "0.1.1"
@@ -1565,7 +1475,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ce852e998d3ca5e4a97014fb31c940dc5ef344ec7d364984525fd11e8a547e6a"
dependencies = [
"bitflags 2.9.4",
- "drm 0.14.1",
+ "drm",
"drm-fourcc",
"gbm-sys",
"libc",
@@ -2187,7 +2097,7 @@ version = "0.8.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bf0d9716420364790e85cbb9d3ac2c950bde16a7dd36f3209b7dfdfc4a24d01f"
dependencies = [
- "bindgen 0.69.5",
+ "bindgen",
"cc",
"system-deps",
]
@@ -2198,7 +2108,7 @@ version = "0.3.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "558a3a7ca16a17a14adf8f051b3adcd7766d397532f5f6d6a48034db11e54c22"
dependencies = [
- "drm 0.14.1",
+ "drm",
"gbm",
"gl",
"image 0.25.8",
@@ -2328,21 +2238,6 @@ dependencies = [
"autocfg",
]
-[[package]]
-name = "metal"
-version = "0.29.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "7ecfd3296f8c56b7c1f6fbac3c71cefa9d78ce009850c45000015f206dc7fa21"
-dependencies = [
- "bitflags 2.9.4",
- "block",
- "core-graphics-types 0.1.3",
- "foreign-types",
- "log",
- "objc",
- "paste",
-]
-
[[package]]
name = "metal"
version = "0.32.0"
@@ -3255,7 +3150,7 @@ version = "0.8.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "849e188f90b1dda88fe2bfe1ad31fe5f158af2c98f80fb5d13726c44f3f01112"
dependencies = [
- "bindgen 0.69.5",
+ "bindgen",
"libspa-sys",
"system-deps",
]
@@ -3393,16 +3288,6 @@ version = "0.3.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e8cf8e6a8aa66ce33f63993ffc4ea4271eb5b0530a9002db8455ea6050c77bfa"
-[[package]]
-name = "prettyplease"
-version = "0.2.37"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "479ca8adacdd7ce8f1fb39ce9ecccbfe93a3f1344b3d0d97f20bc0196208f62b"
-dependencies = [
- "proc-macro2",
- "syn",
-]
-
[[package]]
name = "privacy"
version = "0.1.0"
@@ -3905,15 +3790,6 @@ dependencies = [
"serde",
]
-[[package]]
-name = "serde_spanned"
-version = "1.0.2"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "5417783452c2be558477e104686f7de5dae53dba813c28435e0e70f82d9b04ee"
-dependencies = [
- "serde_core",
-]
-
[[package]]
name = "services"
version = "0.1.0"
@@ -3975,47 +3851,6 @@ dependencies = [
"quote",
]
-[[package]]
-name = "skia-bindings"
-version = "0.88.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "f569a07840009ed9e65a70e111b51485eeea8e44b4e84bc0cf698b18ca494662"
-dependencies = [
- "bindgen 0.72.1",
- "cc",
- "flate2",
- "heck",
- "pkg-config",
- "regex",
- "serde_json",
- "tar",
- "toml 0.9.7",
-]
-
-[[package]]
-name = "skia-safe"
-version = "0.88.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "f488bd4ff0179b10e2a8e55b93707458ff37c5110458bf00a27518b957252074"
-dependencies = [
- "base64",
- "bitflags 2.9.4",
- "percent-encoding",
- "skia-bindings",
- "skia-svg-macros",
-]
-
-[[package]]
-name = "skia-svg-macros"
-version = "0.1.0"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "044dd2233c9717a74f75197f3e7f0a966db2127c0ffb5e05013b480a9b75b2c7"
-dependencies = [
- "proc-macro2",
- "quote",
- "syn",
-]
-
[[package]]
name = "slab"
version = "0.4.11"
@@ -4082,38 +3917,6 @@ dependencies = [
"serde",
]
-[[package]]
-name = "softbuffer"
-version = "0.4.6"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "18051cdd562e792cad055119e0cdb2cfc137e44e3987532e0f9659a77931bb08"
-dependencies = [
- "as-raw-xcb-connection",
- "bytemuck",
- "cfg_aliases",
- "core-graphics 0.24.0",
- "drm 0.12.0",
- "fastrand",
- "foreign-types",
- "js-sys",
- "log",
- "memmap2",
- "objc2 0.5.2",
- "objc2-foundation 0.2.2",
- "objc2-quartz-core 0.2.2",
- "raw-window-handle",
- "redox_syscall 0.5.17",
- "rustix 0.38.44",
- "tiny-xlib",
- "wasm-bindgen",
- "wayland-backend",
- "wayland-client",
- "wayland-sys",
- "web-sys",
- "windows-sys 0.59.0",
- "x11rb",
-]
-
[[package]]
name = "spirv"
version = "0.3.0+sdk-1.3.268.0"
@@ -4178,21 +3981,10 @@ dependencies = [
"cfg-expr",
"heck",
"pkg-config",
- "toml 0.8.23",
+ "toml",
"version-compare",
]
-[[package]]
-name = "tar"
-version = "0.4.44"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "1d863878d212c87a19c1a610eb53bb01fe12951c0501cf5a0d65f724914a667a"
-dependencies = [
- "filetime",
- "libc",
- "xattr",
-]
-
[[package]]
name = "target-lexicon"
version = "0.12.16"
@@ -4340,19 +4132,6 @@ dependencies = [
"strict-num",
]
-[[package]]
-name = "tiny-xlib"
-version = "0.2.4"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "0324504befd01cab6e0c994f34b2ffa257849ee019d3fb3b64fb2c858887d89e"
-dependencies = [
- "as-raw-xcb-connection",
- "ctor-lite",
- "libloading",
- "pkg-config",
- "tracing",
-]
-
[[package]]
name = "tinystr"
version = "0.8.1"
@@ -4399,26 +4178,11 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dc1beb996b9d83529a9e75c17a1686767d148d70663143c7854d8b4a09ced362"
dependencies = [
"serde",
- "serde_spanned 0.6.9",
- "toml_datetime 0.6.11",
+ "serde_spanned",
+ "toml_datetime",
"toml_edit",
]
-[[package]]
-name = "toml"
-version = "0.9.7"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "00e5e5d9bf2475ac9d4f0d9edab68cc573dc2fd644b0dba36b0c30a92dd9eaa0"
-dependencies = [
- "indexmap",
- "serde_core",
- "serde_spanned 1.0.2",
- "toml_datetime 0.7.2",
- "toml_parser",
- "toml_writer",
- "winnow",
-]
-
[[package]]
name = "toml_datetime"
version = "0.6.11"
@@ -4428,15 +4192,6 @@ dependencies = [
"serde",
]
-[[package]]
-name = "toml_datetime"
-version = "0.7.2"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "32f1085dec27c2b6632b04c80b3bb1b4300d6495d1e129693bdda7d91e72eec1"
-dependencies = [
- "serde_core",
-]
-
[[package]]
name = "toml_edit"
version = "0.22.27"
@@ -4445,26 +4200,11 @@ checksum = "41fe8c660ae4257887cf66394862d21dbca4a6ddd26f04a3560410406a2f819a"
dependencies = [
"indexmap",
"serde",
- "serde_spanned 0.6.9",
- "toml_datetime 0.6.11",
+ "serde_spanned",
+ "toml_datetime",
"winnow",
]
-[[package]]
-name = "toml_parser"
-version = "1.0.3"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "4cf893c33be71572e0e9aa6dd15e6677937abd686b066eac3f8cd3531688a627"
-dependencies = [
- "winnow",
-]
-
-[[package]]
-name = "toml_writer"
-version = "1.0.3"
-source = "registry+https://github.com/rust-lang/crates.io-index"
-checksum = "d163a63c116ce562a22cda521fcc4d79152e7aba014456fb5eb442f6d6a10109"
-
[[package]]
name = "tracing"
version = "0.1.41"
@@ -4569,13 +4309,12 @@ 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 0.29.0",
"objc2 0.6.2",
"objc2-app-kit 0.3.1",
"objc2-quartz-core 0.3.1",
@@ -4583,8 +4322,6 @@ dependencies = [
"pollster",
"raw-window-handle",
"rayon",
- "skia-safe",
- "softbuffer",
"thiserror 1.0.69",
"tokio",
"tracing",
@@ -5053,7 +4790,7 @@ dependencies = [
"libc",
"libloading",
"log",
- "metal 0.32.0",
+ "metal",
"naga",
"ndk-sys",
"objc",
@@ -5620,7 +5357,7 @@ dependencies = [
"cfg_aliases",
"concurrent-queue",
"core-foundation 0.9.4",
- "core-graphics 0.23.2",
+ "core-graphics",
"cursor-icon",
"dpi",
"js-sys",
@@ -5709,16 +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"
diff --git a/assets/icons/arrow.svg b/assets/icons/arrow.svg
index 139597f..3f2ff2d 100644
--- a/assets/icons/arrow.svg
+++ b/assets/icons/arrow.svg
@@ -1,2 +1,5 @@
+
+
+
diff --git a/assets/icons/brush.svg b/assets/icons/brush.svg
index 66e4b3c..62ea09c 100644
--- a/assets/icons/brush.svg
+++ b/assets/icons/brush.svg
@@ -4,3 +4,6 @@
+
+
+
diff --git a/assets/icons/check.svg b/assets/icons/check.svg
index 5df6a8a..1af6ce4 100644
--- a/assets/icons/check.svg
+++ b/assets/icons/check.svg
@@ -3,3 +3,7 @@
+
+
+
+
diff --git a/assets/icons/close.svg b/assets/icons/close.svg
index 248729a..e417e2f 100644
--- a/assets/icons/close.svg
+++ b/assets/icons/close.svg
@@ -5,3 +5,6 @@
+
+
+
diff --git a/assets/icons/rectangle.svg b/assets/icons/rectangle.svg
index 10d286f..a41a8d9 100644
--- a/assets/icons/rectangle.svg
+++ b/assets/icons/rectangle.svg
@@ -3,3 +3,6 @@
+
+
+
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 f36017c..acb7143 100644
--- a/crates/ui_overlay/Cargo.toml
+++ b/crates/ui_overlay/Cargo.toml
@@ -14,30 +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"
-
-# egui UI 框架(用于标注工具栏)
-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"
-
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 156a6eb..0cacd53 100644
--- a/crates/ui_overlay/src/event_handler.rs
+++ b/crates/ui_overlay/src/event_handler.rs
@@ -107,13 +107,35 @@ 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;
+ 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())
@@ -122,24 +144,6 @@ impl EventHandler {
}
}
- /// 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,
@@ -215,16 +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 8d9991c..bf2f51a 100644
--- a/crates/ui_overlay/src/lib.rs
+++ b/crates/ui_overlay/src/lib.rs
@@ -116,11 +116,10 @@ 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;
diff --git a/crates/ui_overlay/src/selection_app.rs b/crates/ui_overlay/src/selection_app.rs
index 5fb3e72..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);
}
@@ -349,92 +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;
- 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();
+ // 更新状态,渲染由 about_to_wait 触发
+ EventHandler::handle_cursor_moved(&mut self.state, (virtual_x, virtual_y));
}
- /// 处理窗口尺寸变化事件
- ///
- /// 当窗口尺寸改变时(通常由 `request_inner_size` 触发),
- /// 需要同步更新窗口位置和渲染后端。
- ///
- /// # 平台特定行为
- ///
- /// macOS 上,系统在调整窗口尺寸时可能会自动移动窗口位置,
- /// 因此需要强制重置窗口位置到目标坐标。
- fn handle_resized(&mut self, window_index: usize, new_size: winit::dpi::PhysicalSize) {
- #[cfg(debug_assertions)]
- {
- let old_size = self.window_manager.windows[window_index].size_px;
- if old_size != new_size {
- tracing::debug!(
- "[Window {}] Resized: {}x{} -> {}x{}",
- window_index,
- old_size.width,
- old_size.height,
- new_size.width,
- new_size.height
- );
- }
- }
-
- // 修正窗口位置(macOS 在 resize 时可能移动窗口)
- self.correct_window_position(window_index);
+ fn handle_scale_factor_changed(&mut self, window_index: usize, scale_factor: f64) {
+ // 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();
- // 更新窗口尺寸信息并清除渲染后端
- let window_info = &mut self.window_manager.windows[window_index];
- window_info.update_size(new_size);
- window_info.render_backend = None;
+ tracing::debug!(
+ "[窗口 {}] ScaleFactorChanged 事件: 事件scale={}, 实际window.scale={}",
+ window_index,
+ scale_factor,
+ actual_scale
+ );
- self.request_redraw_all();
+ self.window_manager.windows[window_index].update_scale(actual_scale);
}
- /// 修正窗口位置到目标坐标
- ///
- /// 在 macOS 上,窗口尺寸变化时系统可能会自动调整窗口位置。
- /// 该方法强制将窗口重新定位到其在虚拟桌面中的正确位置。
- fn correct_window_position(&mut self, window_index: usize) {
- let window_info = &mut self.window_manager.windows[window_index];
- let target_x = window_info.virtual_x;
- let target_y = window_info.virtual_y;
+ fn handle_resized(&mut self, window_index: usize, new_size: winit::dpi::PhysicalSize) {
+ // 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
+ );
- window_info
- .window
- .set_outer_position(winit::dpi::PhysicalPosition::new(target_x, target_y));
+ // 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;
- #[cfg(debug_assertions)]
- {
- if let Ok(actual_pos) = window_info.window.outer_position() {
- if actual_pos.x != target_x || actual_pos.y != target_y {
- tracing::warn!(
- "[Window {}] 位置修正: 目标=({}, {}), 实际=({}, {})",
- window_index,
- target_x,
- target_y,
- actual_pos.x,
- actual_pos.y
- );
- }
- }
+ 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);
}
@@ -446,84 +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(
@@ -536,6 +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 92dadf1..b74791f 100644
--- a/crates/ui_overlay/src/selection_state.rs
+++ b/crates/ui_overlay/src/selection_state.rs
@@ -132,22 +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
@@ -167,11 +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/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 fd44efe..795f2ae 100644
--- a/crates/ui_overlay/src/window_manager.rs
+++ b/crates/ui_overlay/src/window_manager.rs
@@ -22,9 +22,6 @@ pub struct WindowManager {
pub windows: Vec,
}
-/// Scale factor 阈值:用于判断是否为标准 DPI 显示器
-const SCALE_FACTOR_ONE_THRESHOLD: f64 = 0.01;
-
/// 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;
@@ -53,14 +50,6 @@ impl WindowManager {
!self.windows.is_empty()
}
- /// 判断是否为标准 DPI 显示器(scale factor ≈ 1.0)
- ///
- /// macOS 上 scale_factor = 1.0 的显示器需要特殊处理,
- /// 因为 winit 会将 PhysicalSize 误当作 LogicalSize。
- fn is_standard_dpi(scale_factor: f64) -> bool {
- (scale_factor - 1.0).abs() < SCALE_FACTOR_ONE_THRESHOLD
- }
-
/// 根据显示器特性选择合适的窗口尺寸类型
///
/// # Arguments
@@ -73,16 +62,20 @@ impl WindowManager {
physical_size: winit::dpi::PhysicalSize,
scale_factor: f64,
) -> winit::dpi::Size {
- if Self::is_standard_dpi(scale_factor) {
- // 标准 DPI 显示器:使用 LogicalSize 避免尺寸缩小
- winit::dpi::Size::Logical(winit::dpi::LogicalSize::new(
- physical_size.width as f64,
- physical_size.height as f64,
- ))
- } else {
- // 高 DPI 显示器:使用 PhysicalSize
- winit::dpi::Size::Physical(physical_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
@@ -234,7 +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,
@@ -242,6 +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
+ );
}
}
@@ -250,9 +255,36 @@ impl WindowManager {
let physical_position = monitor.position();
let scale = monitor.scale_factor();
+ #[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()
@@ -309,13 +341,84 @@ impl WindowManager {
);
}
+ // 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)