Files
notify/Notify/Services/ToastManager.cs
T
chuan b89223fa54 feat: 定位模型重做、聚焦短显、托盘交互与 host spawn 修复
- 定位改为 水平(左/中/右) × 垂直(上/中/下) + 边缘留白,取代四角枚举
- 完成类通知在目标窗口已聚焦时用更短停留(FocusedDurationSeconds)
- 托盘左键单击直接打开设置,右键菜单仅保留退出
- 修复 host 拉起用 UseShellExecute=true,脱离钩子 stdout 管道,避免 Claude 卡在 running stop hook
2026-06-22 16:40:27 +08:00

121 lines
3.3 KiB
C#

using System.Collections.Generic;
using Avalonia;
using Avalonia.Platform;
using Notify.Models;
using Notify.ViewModels;
using Notify.Views;
namespace Notify.Services;
/// <summary>
/// 在常驻进程内管理所有 toast 窗口:创建、按角落堆叠、关闭后重新排布
/// 这是 Rust 版"每条通知一进程 + EnumWindows"的替代——进程内一个列表即可
/// </summary>
public sealed class ToastManager
{
private const int Gap = 8;
private readonly SettingsService _settings;
private readonly List<ToastWindow> _active = [];
private readonly Queue<ToastRequest> _pending = new();
public ToastManager(SettingsService settings) => _settings = settings;
public void Show(ToastRequest request)
{
var settings = _settings.Current;
if (_active.Count >= settings.MaxVisible)
{
_pending.Enqueue(request);
return;
}
var vm = new ToastViewModel(request);
var window = new ToastWindow(vm, settings, request.Sticky, request.TargetHwnd, request.WtRuntimeId, request.IconPath, request.DurationSecondsOverride);
window.Closed += OnToastClosed;
_active.Add(window);
// 先显示(拿到尺寸/屏幕信息),再排布
window.Show();
Arrange();
}
private void OnToastClosed(object? sender, System.EventArgs e)
{
if (sender is ToastWindow w)
{
w.Closed -= OnToastClosed;
_active.Remove(w);
}
Arrange();
if (_pending.Count > 0 && _active.Count < _settings.Current.MaxVisible)
{
Show(_pending.Dequeue());
}
}
/// <summary>
/// 把所有活动 toast 从指定角落沿垂直方向依次堆叠
/// </summary>
private void Arrange()
{
if (_active.Count == 0)
{
return;
}
var anchor = _active[0];
var screen = anchor.Screens.ScreenFromWindow(anchor) ?? anchor.Screens.Primary;
if (screen is null)
{
return;
}
var settings = _settings.Current;
var wa = screen.WorkingArea; // 物理像素
var scale = anchor.RenderScaling;
var margin = (int)(settings.Margin * scale);
var gap = (int)(Gap * scale);
// 垂直靠下时向上堆叠,否则从锚点向下堆叠
var stackUp = settings.Vertical == VEdge.Bottom;
var cursor = settings.Vertical switch
{
VEdge.Top => wa.Y + margin,
VEdge.Bottom => wa.Bottom - margin,
_ => wa.Y + wa.Height / 2,
};
foreach (var toast in _active)
{
var wPx = (int)(toast.Width * scale);
var hPx = (int)(toast.Bounds.Height * scale);
var x = settings.Horizontal switch
{
HEdge.Left => wa.X + margin,
HEdge.Right => wa.Right - margin - wPx,
_ => wa.X + (wa.Width - wPx) / 2,
};
int y;
if (stackUp)
{
cursor -= hPx;
y = cursor;
cursor -= gap;
}
else
{
y = cursor;
cursor += hPx + gap;
}
toast.Position = new PixelPoint(x, y);
}
}
}