terminal/src/cascadia/WindowsTerminal/AppHost.cpp

1370 lines
55 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "pch.h"
#include "AppHost.h"
#include "../types/inc/Viewport.hpp"
#include "../types/inc/utils.hpp"
#include "../types/inc/User32Utils.hpp"
#include "../WinRTUtils/inc/WtExeUtils.h"
#include "resource.h"
#include "VirtualDesktopUtils.h"
#include "icon.h"
using namespace winrt::Windows::UI;
using namespace winrt::Windows::UI::Composition;
using namespace winrt::Windows::UI::Xaml;
using namespace winrt::Windows::UI::Xaml::Hosting;
using namespace winrt::Windows::Foundation::Numerics;
using namespace winrt::Microsoft::Terminal;
using namespace winrt::Microsoft::Terminal::Settings::Model;
using namespace ::Microsoft::Console;
using namespace ::Microsoft::Console::Types;
using namespace std::chrono_literals;
// This magic flag is "documented" at https://msdn.microsoft.com/en-us/library/windows/desktop/ms646301(v=vs.85).aspx
// "If the high-order bit is 1, the key is down; otherwise, it is up."
static constexpr short KeyPressed{ gsl::narrow_cast<short>(0x8000) };
AppHost::AppHost() noexcept :
_app{},
_windowManager{},
_logic{ nullptr }, // don't make one, we're going to take a ref on app's
_window{ nullptr },
_getWindowLayoutThrottler{} // this will get set if we become the monarch
{
_logic = _app.Logic(); // get a ref to app's logic
// Inform the WindowManager that it can use us to find the target window for
// a set of commandline args. This needs to be done before
// _HandleCommandlineArgs, because WE might end up being the monarch. That
// would mean we'd need to be responsible for looking that up.
_windowManager.FindTargetWindowRequested({ this, &AppHost::_FindTargetWindow });
// If there were commandline args to our process, try and process them here.
// Do this before AppLogic::Create, otherwise this will have no effect.
//
// This will send our commandline to the Monarch, to ask if we should make a
// new window or not. If not, exit immediately.
_HandleCommandlineArgs();
if (!_shouldCreateWindow)
{
return;
}
_useNonClientArea = _logic.GetShowTabsInTitlebar();
if (_useNonClientArea)
{
_window = std::make_unique<NonClientIslandWindow>(_logic.GetRequestedTheme());
}
else
{
_window = std::make_unique<IslandWindow>();
}
// Update our own internal state tracking if we're in quake mode or not.
_IsQuakeWindowChanged(nullptr, nullptr);
_window->SetMinimizeToNotificationAreaBehavior(_logic.GetMinimizeToNotificationArea());
// Tell the window to callback to us when it's about to handle a WM_CREATE
auto pfn = std::bind(&AppHost::_HandleCreateWindow,
this,
std::placeholders::_1,
std::placeholders::_2,
std::placeholders::_3);
_window->SetCreateCallback(pfn);
_window->SetSnapDimensionCallback(std::bind(&winrt::TerminalApp::AppLogic::CalcSnappedDimension,
_logic,
std::placeholders::_1,
std::placeholders::_2));
_window->MouseScrolled({ this, &AppHost::_WindowMouseWheeled });
_window->WindowActivated({ this, &AppHost::_WindowActivated });
_window->WindowMoved({ this, &AppHost::_WindowMoved });
_window->HotkeyPressed({ this, &AppHost::_GlobalHotkeyPressed });
_window->SetAlwaysOnTop(_logic.GetInitialAlwaysOnTop());
_window->MakeWindow();
_GetWindowLayoutRequestedToken = _windowManager.GetWindowLayoutRequested([this](auto&&, const winrt::Microsoft::Terminal::Remoting::GetWindowLayoutArgs& args) {
// The peasants are running on separate threads, so they'll need to
// swap what context they are in to the ui thread to get the actual layout.
args.WindowLayoutJsonAsync(_GetWindowLayoutAsync());
});
_windowManager.BecameMonarch({ this, &AppHost::_BecomeMonarch });
if (_windowManager.IsMonarch())
{
_BecomeMonarch(nullptr, nullptr);
}
}
AppHost::~AppHost()
{
// destruction order is important for proper teardown here
_window = nullptr;
_app.Close();
_app = nullptr;
}
bool AppHost::OnDirectKeyEvent(const uint32_t vkey, const uint8_t scanCode, const bool down)
{
if (_logic)
{
return _logic.OnDirectKeyEvent(vkey, scanCode, down);
}
return false;
}
// Method Description:
// - Event handler to update the taskbar progress indicator
// - Upon receiving the event, we ask the underlying logic for the taskbar state/progress values
// of the last active control
// Arguments:
// - sender: not used
// - args: not used
void AppHost::SetTaskbarProgress(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const winrt::Windows::Foundation::IInspectable& /*args*/)
{
if (_logic)
{
const auto state = _logic.TaskbarState();
_window->SetTaskbarProgress(gsl::narrow_cast<size_t>(state.State()),
gsl::narrow_cast<size_t>(state.Progress()));
}
}
void _buildArgsFromCommandline(std::vector<winrt::hstring>& args)
{
if (auto commandline{ GetCommandLineW() })
{
int argc = 0;
// Get the argv, and turn them into a hstring array to pass to the app.
wil::unique_any<LPWSTR*, decltype(&::LocalFree), ::LocalFree> argv{ CommandLineToArgvW(commandline, &argc) };
if (argv)
{
for (auto& elem : wil::make_range(argv.get(), argc))
{
args.emplace_back(elem);
}
}
}
if (args.empty())
{
args.emplace_back(L"wt.exe");
}
}
// Method Description:
// - Retrieve any commandline args passed on the commandline, and pass them to
// the WindowManager, to ask if we should become a window process.
// - If we should create a window, then pass the arguments to the app logic for
// processing.
// - If we shouldn't become a window, set _shouldCreateWindow to false and exit
// immediately.
// - If the logic determined there's an error while processing that commandline,
// display a message box to the user with the text of the error, and exit.
// * We display a message box because we're a Win32 application (not a
// console app), and the shell has undoubtedly returned to the foreground
// of the console. Text emitted here might mix unexpectedly with output
// from the shell process.
// Arguments:
// - <none>
// Return Value:
// - <none>
void AppHost::_HandleCommandlineArgs()
{
std::vector<winrt::hstring> args;
_buildArgsFromCommandline(args);
std::wstring cwd{ wil::GetCurrentDirectoryW<std::wstring>() };
Remoting::CommandlineArgs eventArgs{ { args }, { cwd } };
_windowManager.ProposeCommandline(eventArgs);
_shouldCreateWindow = _windowManager.ShouldCreateWindow();
if (!_shouldCreateWindow)
{
return;
}
if (auto peasant{ _windowManager.CurrentWindow() })
{
if (auto args{ peasant.InitialArgs() })
{
const auto result = _logic.SetStartupCommandline(args.Commandline());
const auto message = _logic.ParseCommandlineMessage();
if (!message.empty())
{
const auto displayHelp = result == 0;
const auto messageTitle = displayHelp ? IDS_HELP_DIALOG_TITLE : IDS_ERROR_DIALOG_TITLE;
const auto messageIcon = displayHelp ? MB_ICONWARNING : MB_ICONERROR;
// TODO:GH#4134: polish this dialog more, to make the text more
// like msiexec /?
MessageBoxW(nullptr,
message.data(),
GetStringResource(messageTitle).data(),
MB_OK | messageIcon);
if (_logic.ShouldExitEarly())
{
ExitProcess(result);
}
}
}
// After handling the initial args, hookup the callback for handling
// future commandline invocations. When our peasant is told to execute a
// commandline (in the future), it'll trigger this callback, that we'll
// use to send the actions to the app.
peasant.ExecuteCommandlineRequested({ this, &AppHost::_DispatchCommandline });
peasant.SummonRequested({ this, &AppHost::_HandleSummon });
peasant.DisplayWindowIdRequested({ this, &AppHost::_DisplayWindowId });
peasant.QuitRequested({ this, &AppHost::_QuitRequested });
// We need this property to be set before we get the InitialSize/Position
// and BecameMonarch which normally sets it is only run after the window
// is created.
if (_windowManager.IsMonarch())
{
const auto numPeasants = _windowManager.GetNumberOfPeasants();
const auto layouts = ApplicationState::SharedInstance().PersistedWindowLayouts();
if (_logic.ShouldUsePersistedLayout() && layouts && layouts.Size() > 0)
{
uint32_t startIdx = 0;
// We want to create a window for every saved layout.
// If we are the only window, and no commandline arguments were provided
// then we should just use the current window to load the first layout.
// Otherwise create this window normally with its commandline, and create
// a new window using the first saved layout information.
// The 2nd+ layout will always get a new window.
if (numPeasants == 1 && !_logic.HasCommandlineArguments() && !_logic.HasSettingsStartupActions())
{
_logic.SetPersistedLayoutIdx(startIdx);
startIdx += 1;
}
// Create new windows for each of the other saved layouts.
for (const auto size = layouts.Size(); startIdx < size; startIdx += 1)
{
auto newWindowArgs = fmt::format(L"{0} -w new -s {1}", args[0], startIdx);
STARTUPINFO si;
memset(&si, 0, sizeof(si));
si.cb = sizeof(si);
wil::unique_process_information pi;
LOG_IF_WIN32_BOOL_FALSE(CreateProcessW(nullptr,
newWindowArgs.data(),
nullptr, // lpProcessAttributes
nullptr, // lpThreadAttributes
false, // bInheritHandles
DETACHED_PROCESS | CREATE_UNICODE_ENVIRONMENT, // doCreationFlags
nullptr, // lpEnvironment
nullptr, // lpStartingDirectory
&si, // lpStartupInfo
&pi // lpProcessInformation
));
}
}
_logic.SetNumberOfOpenWindows(numPeasants);
}
_logic.WindowName(peasant.WindowName());
_logic.WindowId(peasant.GetID());
}
}
// Method Description:
// - Initializes the XAML island, creates the terminal app, and sets the
// island's content to that of the terminal app's content. Also registers some
// callbacks with TermApp.
// !!! IMPORTANT!!!
// This must be called *AFTER* WindowsXamlManager::InitializeForCurrentThread.
// If it isn't, then we won't be able to create the XAML island.
// Arguments:
// - <none>
// Return Value:
// - <none>
void AppHost::Initialize()
{
_window->Initialize();
if (auto withWindow{ _logic.try_as<IInitializeWithWindow>() })
{
withWindow->Initialize(_window->GetHandle());
}
if (_useNonClientArea)
{
// Register our callback for when the app's non-client content changes.
// This has to be done _before_ App::Create, as the app might set the
// content in Create.
_logic.SetTitleBarContent({ this, &AppHost::_UpdateTitleBarContent });
}
// Register the 'X' button of the window for a warning experience of multiple
// tabs opened, this is consistent with Alt+F4 closing
_window->WindowCloseButtonClicked([this]() {
const auto pos = _GetWindowLaunchPosition();
_logic.CloseWindow(pos);
});
// If the user requests a close in another way handle the same as if the 'X'
// was clicked.
_logic.CloseRequested([this](auto&&, auto&&) {
const auto pos = _GetWindowLaunchPosition();
_logic.CloseWindow(pos);
});
// Add an event handler to plumb clicks in the titlebar area down to the
// application layer.
_window->DragRegionClicked([this]() { _logic.TitlebarClicked(); });
_logic.RequestedThemeChanged({ this, &AppHost::_UpdateTheme });
_logic.FullscreenChanged({ this, &AppHost::_FullscreenChanged });
_logic.FocusModeChanged({ this, &AppHost::_FocusModeChanged });
_logic.AlwaysOnTopChanged({ this, &AppHost::_AlwaysOnTopChanged });
_logic.RaiseVisualBell({ this, &AppHost::_RaiseVisualBell });
_logic.Create();
_logic.TitleChanged({ this, &AppHost::AppTitleChanged });
_logic.LastTabClosed({ this, &AppHost::LastTabClosed });
_logic.SetTaskbarProgress({ this, &AppHost::SetTaskbarProgress });
_logic.IdentifyWindowsRequested({ this, &AppHost::_IdentifyWindowsRequested });
_logic.RenameWindowRequested({ this, &AppHost::_RenameWindowRequested });
_logic.SettingsChanged({ this, &AppHost::_HandleSettingsChanged });
_logic.IsQuakeWindowChanged({ this, &AppHost::_IsQuakeWindowChanged });
_logic.SummonWindowRequested({ this, &AppHost::_SummonWindowRequested });
_logic.OpenSystemMenu({ this, &AppHost::_OpenSystemMenu });
_logic.QuitRequested({ this, &AppHost::_RequestQuitAll });
_window->UpdateTitle(_logic.Title());
// Set up the content of the application. If the app has a custom titlebar,
// set that content as well.
_window->SetContent(_logic.GetRoot());
_window->OnAppInitialized();
// THIS IS A HACK
//
// We've got a weird crash that happens terribly inconsistently, but pretty
// readily on migrie's laptop, only in Debug mode. Apparently, there's some
// weird ref-counting magic that goes on during teardown, and our
// Application doesn't get closed quite right, which can cause us to crash
// into the debugger. This of course, only happens on exit, and happens
// somewhere in the XamlHost.dll code.
//
// Crazily, if we _manually leak the Application_ here, then the crash
// doesn't happen. This doesn't matter, because we really want the
// Application to live for _the entire lifetime of the process_, so the only
// time when this object would actually need to get cleaned up is _during
// exit_. So we can safely leak this Application object, and have it just
// get cleaned up normally when our process exits.
::winrt::TerminalApp::App a{ _app };
::winrt::detach_abi(a);
}
// Method Description:
// - Called everytime when the active tab's title changes. We'll also fire off
// a window message so we can update the window's title on the main thread,
// though we'll only do so if the settings are configured for that.
// Arguments:
// - sender: unused
// - newTitle: the string to use as the new window title
// Return Value:
// - <none>
void AppHost::AppTitleChanged(const winrt::Windows::Foundation::IInspectable& /*sender*/, winrt::hstring newTitle)
{
if (_logic.GetShowTitleInTitlebar())
{
_window->UpdateTitle(newTitle);
}
_windowManager.UpdateActiveTabTitle(newTitle);
}
// Method Description:
// - Called when no tab is remaining to close the window.
// Arguments:
// - sender: unused
// - LastTabClosedEventArgs: unused
// Return Value:
// - <none>
void AppHost::LastTabClosed(const winrt::Windows::Foundation::IInspectable& /*sender*/, const winrt::TerminalApp::LastTabClosedEventArgs& /*args*/)
{
if (_windowManager.IsMonarch() && _notificationIcon)
{
_DestroyNotificationIcon();
}
else if (_window->IsQuakeWindow())
{
_HideNotificationIconRequested();
}
// We don't want to try to save layouts if we are about to close
_getWindowLayoutThrottler.reset();
_windowManager.GetWindowLayoutRequested(_GetWindowLayoutRequestedToken);
// Remove ourself from the list of peasants so that we aren't included in
// any future requests. This will also mean we block until any existing
// event handler finishes.
_windowManager.SignalClose();
_window->Close();
}
LaunchPosition AppHost::_GetWindowLaunchPosition()
{
LaunchPosition pos{};
// If we started saving before closing, but didn't resume the event handler
// until after _window might be a nullptr.
if (!_window)
{
return pos;
}
try
{
// Get the position of the current window. This includes the
// non-client already.
const auto window = _window->GetWindowRect();
const auto dpi = _window->GetCurrentDpi();
const auto nonClientArea = _window->GetNonClientFrame(dpi);
// The nonClientArea adjustment is negative, so subtract that out.
// This way we save the user-visible location of the terminal.
pos.X = window.left - nonClientArea.left;
pos.Y = window.top;
}
CATCH_LOG();
return pos;
}
// Method Description:
// - Resize the window we're about to create to the appropriate dimensions, as
// specified in the settings. This will be called during the handling of
// WM_CREATE. We'll load the settings for the app, then get the proposed size
// of the terminal from the app. Using that proposed size, we'll resize the
// window we're creating, so that it'll match the values in the settings.
// Arguments:
// - hwnd: The HWND of the window we're about to create.
// - proposedRect: The location and size of the window that we're about to
// create. We'll use this rect to determine which monitor the window is about
// to appear on.
// - launchMode: A LaunchMode enum reference that indicates the launch mode
// Return Value:
// - None
void AppHost::_HandleCreateWindow(const HWND hwnd, RECT proposedRect, LaunchMode& launchMode)
{
launchMode = _logic.GetLaunchMode();
// Acquire the actual initial position
auto initialPos = _logic.GetInitialPosition(proposedRect.left, proposedRect.top);
const auto centerOnLaunch = _logic.CenterOnLaunch();
proposedRect.left = static_cast<long>(initialPos.X);
proposedRect.top = static_cast<long>(initialPos.Y);
long adjustedHeight = 0;
long adjustedWidth = 0;
// Find nearest monitor.
HMONITOR hmon = MonitorFromRect(&proposedRect, MONITOR_DEFAULTTONEAREST);
// Get nearest monitor information
MONITORINFO monitorInfo;
monitorInfo.cbSize = sizeof(MONITORINFO);
GetMonitorInfo(hmon, &monitorInfo);
// This API guarantees that dpix and dpiy will be equal, but neither is an
// optional parameter so give two UINTs.
UINT dpix = USER_DEFAULT_SCREEN_DPI;
UINT dpiy = USER_DEFAULT_SCREEN_DPI;
// If this fails, we'll use the default of 96.
GetDpiForMonitor(hmon, MDT_EFFECTIVE_DPI, &dpix, &dpiy);
// We need to check if the top left point of the titlebar of the window is within any screen
RECT offScreenTestRect;
offScreenTestRect.left = proposedRect.left;
offScreenTestRect.top = proposedRect.top;
offScreenTestRect.right = offScreenTestRect.left + 1;
offScreenTestRect.bottom = offScreenTestRect.top + 1;
bool isTitlebarIntersectWithMonitors = false;
EnumDisplayMonitors(
nullptr, &offScreenTestRect, [](HMONITOR, HDC, LPRECT, LPARAM lParam) -> BOOL {
auto intersectWithMonitor = reinterpret_cast<bool*>(lParam);
*intersectWithMonitor = true;
// Continue the enumeration
return FALSE;
},
reinterpret_cast<LPARAM>(&isTitlebarIntersectWithMonitors));
if (!isTitlebarIntersectWithMonitors)
{
// If the title bar is out-of-screen, we set the initial position to
// the top left corner of the nearest monitor
proposedRect.left = monitorInfo.rcWork.left;
proposedRect.top = monitorInfo.rcWork.top;
}
auto initialSize = _logic.GetLaunchDimensions(dpix);
const short islandWidth = Utils::ClampToShortMax(
static_cast<long>(ceil(initialSize.Width)), 1);
const short islandHeight = Utils::ClampToShortMax(
static_cast<long>(ceil(initialSize.Height)), 1);
// Get the size of a window we'd need to host that client rect. This will
// add the titlebar space.
const til::size nonClientSize = _window->GetTotalNonClientExclusiveSize(dpix);
const til::rectangle nonClientFrame = _window->GetNonClientFrame(dpix);
adjustedWidth = islandWidth + nonClientSize.width<long>();
adjustedHeight = islandHeight + nonClientSize.height<long>();
til::size dimensions{ Utils::ClampToShortMax(adjustedWidth, 1),
Utils::ClampToShortMax(adjustedHeight, 1) };
// Find nearest monitor for the position that we've actually settled on
HMONITOR hMonNearest = MonitorFromRect(&proposedRect, MONITOR_DEFAULTTONEAREST);
MONITORINFO nearestMonitorInfo;
nearestMonitorInfo.cbSize = sizeof(MONITORINFO);
// Get monitor dimensions:
GetMonitorInfo(hMonNearest, &nearestMonitorInfo);
const til::size desktopDimensions{ gsl::narrow<short>(nearestMonitorInfo.rcWork.right - nearestMonitorInfo.rcWork.left),
gsl::narrow<short>(nearestMonitorInfo.rcWork.bottom - nearestMonitorInfo.rcWork.top) };
// GH#10583 - Adjust the position of the rectangle to account for the size
// of the invisible borders on the left/right. We DON'T want to adjust this
// for the top here - the IslandWindow includes the titlebar in
// nonClientFrame.top, so adjusting for that would actually place the
// titlebar _off_ the monitor.
til::point origin{ (proposedRect.left + nonClientFrame.left<LONG>()),
(proposedRect.top) };
if (_logic.IsQuakeWindow())
{
// If we just use rcWork by itself, we'll fail to account for the invisible
// space reserved for the resize handles. So retrieve that size here.
const til::size availableSpace = desktopDimensions + nonClientSize;
origin = til::point{
::base::ClampSub<long>(nearestMonitorInfo.rcWork.left, (nonClientSize.width() / 2)),
(nearestMonitorInfo.rcWork.top)
};
dimensions = til::size{
availableSpace.width(),
availableSpace.height() / 2
};
launchMode = LaunchMode::FocusMode;
}
else if (centerOnLaunch)
{
// Move our proposed location into the center of that specific monitor.
origin = til::point{
(nearestMonitorInfo.rcWork.left + ((desktopDimensions.width() / 2) - (dimensions.width() / 2))),
(nearestMonitorInfo.rcWork.top + ((desktopDimensions.height() / 2) - (dimensions.height() / 2)))
};
}
const til::rectangle newRect{ origin, dimensions };
bool succeeded = SetWindowPos(hwnd,
nullptr,
newRect.left<int>(),
newRect.top<int>(),
newRect.width<int>(),
newRect.height<int>(),
SWP_NOACTIVATE | SWP_NOZORDER);
// Refresh the dpi of HWND because the dpi where the window will launch may be different
// at this time
_window->RefreshCurrentDPI();
// If we can't resize the window, that's really okay. We can just go on with
// the originally proposed window size.
LOG_LAST_ERROR_IF(!succeeded);
TraceLoggingWrite(
g_hWindowsTerminalProvider,
"WindowCreated",
TraceLoggingDescription("Event emitted upon creating the application window"),
TraceLoggingKeyword(MICROSOFT_KEYWORD_MEASURES),
TelemetryPrivacyDataTag(PDT_ProductAndServicePerformance));
}
// Method Description:
// - Called when the app wants to set its titlebar content. We'll take the
// UIElement and set the Content property of our Titlebar that element.
// Arguments:
// - sender: unused
// - arg: the UIElement to use as the new Titlebar content.
// Return Value:
// - <none>
void AppHost::_UpdateTitleBarContent(const winrt::Windows::Foundation::IInspectable&, const winrt::Windows::UI::Xaml::UIElement& arg)
{
if (_useNonClientArea)
{
(static_cast<NonClientIslandWindow*>(_window.get()))->SetTitlebarContent(arg);
}
}
// Method Description:
// - Called when the app wants to change its theme. We'll forward this to the
// IslandWindow, so it can update the root UI element of the entire XAML tree.
// Arguments:
// - sender: unused
// - arg: the ElementTheme to use as the new theme for the UI
// Return Value:
// - <none>
void AppHost::_UpdateTheme(const winrt::Windows::Foundation::IInspectable&, const winrt::Windows::UI::Xaml::ElementTheme& arg)
{
_window->OnApplicationThemeChanged(arg);
}
void AppHost::_FocusModeChanged(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
_window->FocusModeChanged(_logic.FocusMode());
}
void AppHost::_FullscreenChanged(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
_window->FullscreenChanged(_logic.Fullscreen());
}
void AppHost::_AlwaysOnTopChanged(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
_window->SetAlwaysOnTop(_logic.AlwaysOnTop());
}
// Method Description
// - Called when the app wants to flash the taskbar, indicating to the user that
// something needs their attention
// Arguments
// - <unused>
void AppHost::_RaiseVisualBell(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
_window->FlashTaskbar();
}
// Method Description:
// - Called when the IslandWindow has received a WM_MOUSEWHEEL message. This can
// happen on some laptops, where their trackpads won't scroll inactive windows
// _ever_.
// - We're going to take that message and manually plumb it through to our
// TermControl's, or anything else that implements IMouseWheelListener.
// - See GH#979 for more details.
// Arguments:
// - coord: The Window-relative, logical coordinates location of the mouse during this event.
// - delta: the wheel delta that triggered this event.
// Return Value:
// - <none>
void AppHost::_WindowMouseWheeled(const til::point coord, const int32_t delta)
{
if (_logic)
{
// Find all the elements that are underneath the mouse
auto elems = winrt::Windows::UI::Xaml::Media::VisualTreeHelper::FindElementsInHostCoordinates(coord, _logic.GetRoot());
for (const auto& e : elems)
{
// If that element has implemented IMouseWheelListener, call OnMouseWheel on that element.
if (auto control{ e.try_as<winrt::Microsoft::Terminal::Control::IMouseWheelListener>() })
{
try
{
// Translate the event to the coordinate space of the control
// we're attempting to dispatch it to
const auto transform = e.TransformToVisual(nullptr);
const til::point controlOrigin{ til::math::flooring, transform.TransformPoint(til::point{ 0, 0 }) };
const til::point offsetPoint = coord - controlOrigin;
const auto lButtonDown = WI_IsFlagSet(GetKeyState(VK_LBUTTON), KeyPressed);
const auto mButtonDown = WI_IsFlagSet(GetKeyState(VK_MBUTTON), KeyPressed);
const auto rButtonDown = WI_IsFlagSet(GetKeyState(VK_RBUTTON), KeyPressed);
if (control.OnMouseWheel(offsetPoint, delta, lButtonDown, mButtonDown, rButtonDown))
{
// If the element handled the mouse wheel event, don't
// continue to iterate over the remaining controls.
break;
}
}
CATCH_LOG();
}
}
}
}
bool AppHost::HasWindow()
{
return _shouldCreateWindow;
}
// Method Description:
// - Event handler for the Peasant::ExecuteCommandlineRequested event. Take the
// provided commandline args, and attempt to parse them and perform the
// actions immediately. The parsing is performed by AppLogic.
// - This is invoked when another wt.exe instance runs something like `wt -w 1
// new-tab`, and the Monarch delegates the commandline to this instance.
// Arguments:
// - args: the bundle of a commandline and working directory to use for this invocation.
// Return Value:
// - <none>
void AppHost::_DispatchCommandline(winrt::Windows::Foundation::IInspectable sender,
Remoting::CommandlineArgs args)
{
const Remoting::SummonWindowBehavior summonArgs{};
summonArgs.MoveToCurrentDesktop(false);
summonArgs.DropdownDuration(0);
summonArgs.ToMonitor(Remoting::MonitorBehavior::InPlace);
summonArgs.ToggleVisibility(false); // Do not toggle, just make visible.
// Summon the window whenever we dispatch a commandline to it. This will
// make it obvious when a new tab/pane is created in a window.
_HandleSummon(sender, summonArgs);
_logic.ExecuteCommandline(args.Commandline(), args.CurrentDirectory());
}
// Method Description:
// - Asynchronously get the window layout from the current page. This is
// done async because we need to switch between the ui thread and the calling
// thread.
// - NB: The peasant calling this must not be running on the UI thread, otherwise
// they will crash since they just call .get on the async operation.
// Arguments:
// - <none>
// Return Value:
// - The window layout as a json string.
winrt::Windows::Foundation::IAsyncOperation<winrt::hstring> AppHost::_GetWindowLayoutAsync()
{
winrt::apartment_context peasant_thread;
winrt::hstring layoutJson = L"";
// Use the main thread since we are accessing controls.
co_await winrt::resume_foreground(_logic.GetRoot().Dispatcher());
try
{
const auto pos = _GetWindowLaunchPosition();
layoutJson = _logic.GetWindowLayoutJson(pos);
}
CATCH_LOG()
// go back to give the result to the peasant.
co_await peasant_thread;
co_return layoutJson;
}
// Method Description:
// - Event handler for the WindowManager::FindTargetWindowRequested event. The
// manager will ask us how to figure out what the target window is for a set
// of commandline arguments. We'll take those arguments, and ask AppLogic to
// parse them for us. We'll then set ResultTargetWindow in the given args, so
// the sender can use that result.
// Arguments:
// - args: the bundle of a commandline and working directory to find the correct target window for.
// Return Value:
// - <none>
void AppHost::_FindTargetWindow(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const Remoting::FindTargetWindowArgs& args)
{
const auto targetWindow = _logic.FindTargetWindow(args.Args().Commandline());
args.ResultTargetWindow(targetWindow.WindowId());
args.ResultTargetWindowName(targetWindow.WindowName());
}
winrt::fire_and_forget AppHost::_WindowActivated()
{
co_await winrt::resume_background();
if (auto peasant{ _windowManager.CurrentWindow() })
{
const auto currentDesktopGuid{ _CurrentDesktopGuid() };
// TODO: projects/5 - in the future, we'll want to actually get the
// desktop GUID in IslandWindow, and bubble that up here, then down to
// the Peasant. For now, we're just leaving space for it.
Remoting::WindowActivatedArgs args{ peasant.GetID(),
(uint64_t)_window->GetHandle(),
currentDesktopGuid,
winrt::clock().now() };
peasant.ActivateWindow(args);
}
}
void AppHost::_BecomeMonarch(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const winrt::Windows::Foundation::IInspectable& /*args*/)
{
_setupGlobalHotkeys();
if (_windowManager.DoesQuakeWindowExist() ||
_window->IsQuakeWindow() ||
(_logic.GetAlwaysShowNotificationIcon() || _logic.GetMinimizeToNotificationArea()))
{
_CreateNotificationIcon();
}
// Set the number of open windows (so we know if we are the last window)
// and subscribe for updates if there are any changes to that number.
_logic.SetNumberOfOpenWindows(_windowManager.GetNumberOfPeasants());
_windowManager.WindowCreated([this](auto&&, auto&&) {
_getWindowLayoutThrottler.value()();
_logic.SetNumberOfOpenWindows(_windowManager.GetNumberOfPeasants()); });
_windowManager.WindowClosed([this](auto&&, auto&&) {
_getWindowLayoutThrottler.value()();
_logic.SetNumberOfOpenWindows(_windowManager.GetNumberOfPeasants());
});
// These events are coming from peasants that become or un-become quake windows.
_windowManager.ShowNotificationIconRequested([this](auto&&, auto&&) { _ShowNotificationIconRequested(); });
_windowManager.HideNotificationIconRequested([this](auto&&, auto&&) { _HideNotificationIconRequested(); });
// If the monarch receives a QuitAll event it will signal this event to be
// ran before each peasant is closed.
_windowManager.QuitAllRequested({ this, &AppHost::_QuitAllRequested });
// The monarch should be monitoring if it should save the window layout.
if (!_getWindowLayoutThrottler.has_value())
{
// We want at least some delay to prevent the first save from overwriting
// the data as we try load windows initially.
_getWindowLayoutThrottler.emplace(std::move(std::chrono::seconds(10)), std::move([this]() { _SaveWindowLayoutsRepeat(); }));
_getWindowLayoutThrottler.value()();
}
}
winrt::Windows::Foundation::IAsyncAction AppHost::_SaveWindowLayouts()
{
// Make sure we run on a background thread to not block anything.
co_await winrt::resume_background();
if (_logic.ShouldUsePersistedLayout())
{
const auto layoutJsons = _windowManager.GetAllWindowLayouts();
_logic.SaveWindowLayoutJsons(layoutJsons);
}
co_return;
}
winrt::fire_and_forget AppHost::_SaveWindowLayoutsRepeat()
{
// Make sure we run on a background thread to not block anything.
co_await winrt::resume_background();
co_await _SaveWindowLayouts();
// Don't need to save too frequently.
co_await 30s;
// As long as we are supposed to keep saving, request another save.
// This will be delayed by the throttler so that at most one save happens
// per 10 seconds, if a save is requested by another source simultaneously.
if (_getWindowLayoutThrottler.has_value())
{
_getWindowLayoutThrottler.value()();
}
}
void AppHost::_listenForInboundConnections()
{
_logic.SetInboundListener();
}
winrt::fire_and_forget AppHost::_setupGlobalHotkeys()
{
// The hotkey MUST be registered on the main thread. It will fail otherwise!
co_await winrt::resume_foreground(_logic.GetRoot().Dispatcher());
// Unregister all previously registered hotkeys.
//
// RegisterHotKey(), will not unregister hotkeys automatically.
// If a hotkey with a given HWND and ID combination already exists
// then a duplicate one will be added, which we don't want.
// (Additionally we want to remove hotkeys that were removed from the settings.)
for (int i = 0, count = gsl::narrow_cast<int>(_hotkeys.size()); i < count; ++i)
{
_window->UnregisterHotKey(i);
}
_hotkeys.clear();
// Re-register all current hotkeys.
for (const auto& [keyChord, cmd] : _logic.GlobalHotkeys())
{
if (auto summonArgs = cmd.ActionAndArgs().Args().try_as<Settings::Model::GlobalSummonArgs>())
{
int index = gsl::narrow_cast<int>(_hotkeys.size());
const bool succeeded = _window->RegisterHotKey(index, keyChord);
TraceLoggingWrite(g_hWindowsTerminalProvider,
"AppHost_setupGlobalHotkey",
TraceLoggingDescription("Emitted when setting a single hotkey"),
TraceLoggingInt64(index, "index", "the index of the hotkey to add"),
TraceLoggingWideString(cmd.Name().c_str(), "name", "the name of the command"),
TraceLoggingBoolean(succeeded, "succeeded", "true if we succeeded"),
TraceLoggingLevel(WINEVENT_LEVEL_VERBOSE),
TraceLoggingKeyword(TIL_KEYWORD_TRACE));
_hotkeys.emplace_back(summonArgs);
}
}
}
// Method Description:
// - Called whenever a registered hotkey is pressed. We'll look up the
// GlobalSummonArgs for the specified hotkey, then dispatch a call to the
// Monarch with the selection information.
// - If the monarch finds a match for the window name (or no name was provided),
// it'll set FoundMatch=true.
// - If FoundMatch is false, and a name was provided, then we should create a
// new window with the given name.
// Arguments:
// - hotkeyIndex: the index of the entry in _hotkeys that was pressed.
// Return Value:
// - <none>
void AppHost::_GlobalHotkeyPressed(const long hotkeyIndex)
{
if (hotkeyIndex < 0 || static_cast<size_t>(hotkeyIndex) > _hotkeys.size())
{
return;
}
const auto& summonArgs = til::at(_hotkeys, hotkeyIndex);
Remoting::SummonWindowSelectionArgs args{ summonArgs.Name() };
// desktop:any - MoveToCurrentDesktop=false, OnCurrentDesktop=false
// desktop:toCurrent - MoveToCurrentDesktop=true, OnCurrentDesktop=false
// desktop:onCurrent - MoveToCurrentDesktop=false, OnCurrentDesktop=true
args.OnCurrentDesktop(summonArgs.Desktop() == Settings::Model::DesktopBehavior::OnCurrent);
args.SummonBehavior().MoveToCurrentDesktop(summonArgs.Desktop() == Settings::Model::DesktopBehavior::ToCurrent);
args.SummonBehavior().ToggleVisibility(summonArgs.ToggleVisibility());
args.SummonBehavior().DropdownDuration(summonArgs.DropdownDuration());
switch (summonArgs.Monitor())
{
case Settings::Model::MonitorBehavior::Any:
args.SummonBehavior().ToMonitor(Remoting::MonitorBehavior::InPlace);
break;
case Settings::Model::MonitorBehavior::ToCurrent:
args.SummonBehavior().ToMonitor(Remoting::MonitorBehavior::ToCurrent);
break;
case Settings::Model::MonitorBehavior::ToMouse:
args.SummonBehavior().ToMonitor(Remoting::MonitorBehavior::ToMouse);
break;
}
_windowManager.SummonWindow(args);
if (args.FoundMatch())
{
// Excellent, the window was found. We have nothing else to do here.
}
else
{
// We should make the window ourselves.
_createNewTerminalWindow(summonArgs);
}
}
// Method Description:
// - Called when the monarch failed to summon a window for a given set of
// SummonWindowSelectionArgs. In this case, we should create the specified
// window ourselves.
// - This is to support the scenario like `globalSummon(Name="_quake")` being
// used to summon the window if it already exists, or create it if it doesn't.
// Arguments:
// - args: Contains information on how we should name the window
// Return Value:
// - <none>
winrt::fire_and_forget AppHost::_createNewTerminalWindow(Settings::Model::GlobalSummonArgs args)
{
// Hop to the BG thread
co_await winrt::resume_background();
// This will get us the correct exe for dev/preview/release. If you
// don't stick this in a local, it'll get mangled by ShellExecute. I
// have no idea why.
const auto exePath{ GetWtExePath() };
// If we weren't given a name, then just use new to force the window to be
// unnamed.
winrt::hstring cmdline{
fmt::format(L"-w {}",
args.Name().empty() ? L"new" :
args.Name())
};
SHELLEXECUTEINFOW seInfo{ 0 };
seInfo.cbSize = sizeof(seInfo);
seInfo.fMask = SEE_MASK_NOASYNC;
seInfo.lpVerb = L"open";
seInfo.lpFile = exePath.c_str();
seInfo.lpParameters = cmdline.c_str();
seInfo.nShow = SW_SHOWNORMAL;
LOG_IF_WIN32_BOOL_FALSE(ShellExecuteExW(&seInfo));
co_return;
}
// Method Description:
// - Helper to initialize our instance of IVirtualDesktopManager. If we already
// got one, then this will just return true. Otherwise, we'll try and init a
// new instance of one, and store that.
// - This will return false if we weren't able to initialize one, which I'm not
// sure is actually possible.
// Arguments:
// - <none>
// Return Value:
// - true iff _desktopManager points to a non-null instance of IVirtualDesktopManager
bool AppHost::_LazyLoadDesktopManager()
{
if (_desktopManager == nullptr)
{
try
{
_desktopManager = winrt::create_instance<IVirtualDesktopManager>(__uuidof(VirtualDesktopManager));
}
CATCH_LOG();
}
return _desktopManager != nullptr;
}
void AppHost::_HandleSummon(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const Remoting::SummonWindowBehavior& args)
{
_window->SummonWindow(args);
if (args != nullptr && args.MoveToCurrentDesktop())
{
if (_LazyLoadDesktopManager())
{
// First thing - make sure that we're not on the current desktop. If
// we are, then don't call MoveWindowToDesktop. This is to mitigate
// MSFT:33035972
BOOL onCurrentDesktop{ false };
if (SUCCEEDED(_desktopManager->IsWindowOnCurrentVirtualDesktop(_window->GetHandle(), &onCurrentDesktop)) && onCurrentDesktop)
{
// If we succeeded, and the window was on the current desktop, then do nothing.
}
else
{
// Here, we either failed to check if the window is on the
// current desktop, or it wasn't on that desktop. In both those
// cases, just move the window.
GUID currentlyActiveDesktop{ 0 };
if (VirtualDesktopUtils::GetCurrentVirtualDesktopId(&currentlyActiveDesktop))
{
LOG_IF_FAILED(_desktopManager->MoveWindowToDesktop(_window->GetHandle(), currentlyActiveDesktop));
}
// If GetCurrentVirtualDesktopId failed, then just leave the window
// where it is. Nothing else to be done :/
}
}
}
}
// Method Description:
// - This gets the GUID of the desktop our window is currently on. It does NOT
// get the GUID of the desktop that's currently active.
// Arguments:
// - <none>
// Return Value:
// - the GUID of the desktop our window is currently on
GUID AppHost::_CurrentDesktopGuid()
{
GUID currentDesktopGuid{ 0 };
if (_LazyLoadDesktopManager())
{
LOG_IF_FAILED(_desktopManager->GetWindowDesktopId(_window->GetHandle(), &currentDesktopGuid));
}
return currentDesktopGuid;
}
// Method Description:
// - Called when this window wants _all_ windows to display their
// identification. We'll hop to the BG thread, and raise an event (eventually
// handled by the monarch) to bubble this request to all the Terminal windows.
// Arguments:
// - <unused>
// Return Value:
// - <none>
winrt::fire_and_forget AppHost::_IdentifyWindowsRequested(const winrt::Windows::Foundation::IInspectable /*sender*/,
const winrt::Windows::Foundation::IInspectable /*args*/)
{
// We'll be raising an event that may result in a RPC call to the monarch -
// make sure we're on the background thread, or this will silently fail
co_await winrt::resume_background();
if (auto peasant{ _windowManager.CurrentWindow() })
{
peasant.RequestIdentifyWindows();
}
}
// Method Description:
// - Called when the monarch wants us to display our window ID. We'll call down
// to the app layer to display the toast.
// Arguments:
// - <unused>
// Return Value:
// - <none>
void AppHost::_DisplayWindowId(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const winrt::Windows::Foundation::IInspectable& /*args*/)
{
_logic.IdentifyWindow();
}
winrt::fire_and_forget AppHost::_RenameWindowRequested(const winrt::Windows::Foundation::IInspectable /*sender*/,
const winrt::TerminalApp::RenameWindowRequestedArgs args)
{
// Capture calling context.
winrt::apartment_context ui_thread;
// Switch to the BG thread - anything x-proc must happen on a BG thread
co_await winrt::resume_background();
if (auto peasant{ _windowManager.CurrentWindow() })
{
Remoting::RenameRequestArgs requestArgs{ args.ProposedName() };
peasant.RequestRename(requestArgs);
// Switch back to the UI thread. Setting the WindowName needs to happen
// on the UI thread, because it'll raise a PropertyChanged event
co_await ui_thread;
if (requestArgs.Succeeded())
{
_logic.WindowName(args.ProposedName());
}
else
{
_logic.RenameFailed();
}
}
}
void AppHost::_HandleSettingsChanged(const winrt::Windows::Foundation::IInspectable& /*sender*/,
const winrt::Windows::Foundation::IInspectable& /*args*/)
{
_setupGlobalHotkeys();
// If we're monarch, we need to check some conditions to show the notification icon.
// If there's a Quake window somewhere, we'll want to keep the notification icon.
// There's two settings - MinimizeToNotificationArea and AlwaysShowNotificationIcon. If either
// one of them are true, we want to make sure there's a notification icon.
// If both are false, we want to remove our icon from the notification area.
// When we remove our icon from the notification area, we'll also want to re-summon
// any hidden windows, but right now we're not keeping track of who's hidden,
// so just summon them all. Tracking the work to do a "summon all minimized" in
// GH#10448
if (_windowManager.IsMonarch())
{
if (!_windowManager.DoesQuakeWindowExist())
{
if (!_notificationIcon && (_logic.GetMinimizeToNotificationArea() || _logic.GetAlwaysShowNotificationIcon()))
{
_CreateNotificationIcon();
}
else if (_notificationIcon && !_logic.GetMinimizeToNotificationArea() && !_logic.GetAlwaysShowNotificationIcon())
{
_windowManager.SummonAllWindows();
_DestroyNotificationIcon();
}
}
}
_window->SetMinimizeToNotificationAreaBehavior(_logic.GetMinimizeToNotificationArea());
}
void AppHost::_IsQuakeWindowChanged(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
// We want the quake window to be accessible through the notification icon.
// This means if there's a quake window _somewhere_, we want the notification icon
// to show regardless of the notification icon settings.
// This also means we'll need to destroy the notification icon if it was created
// specifically for the quake window. If not, it should not be destroyed.
if (!_window->IsQuakeWindow() && _logic.IsQuakeWindow())
{
_ShowNotificationIconRequested();
}
else if (_window->IsQuakeWindow() && !_logic.IsQuakeWindow())
{
_HideNotificationIconRequested();
}
_window->IsQuakeWindow(_logic.IsQuakeWindow());
}
winrt::fire_and_forget AppHost::_QuitRequested(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
// Need to be on the main thread to close out all of the tabs.
co_await winrt::resume_foreground(_logic.GetRoot().Dispatcher());
_logic.Quit();
}
void AppHost::_RequestQuitAll(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
_windowManager.RequestQuitAll();
}
void AppHost::_QuitAllRequested(const winrt::Windows::Foundation::IInspectable&,
const winrt::Microsoft::Terminal::Remoting::QuitAllRequestedArgs& args)
{
// Make sure that the current timer is destroyed so that it doesn't attempt
// to run while we are in the middle of quitting.
if (_getWindowLayoutThrottler.has_value())
{
_getWindowLayoutThrottler.reset();
}
// Tell the monarch to wait for the window layouts to save before
// everyone quits.
args.BeforeQuitAllAction(_SaveWindowLayouts());
}
void AppHost::_SummonWindowRequested(const winrt::Windows::Foundation::IInspectable& sender,
const winrt::Windows::Foundation::IInspectable&)
{
const Remoting::SummonWindowBehavior summonArgs{};
summonArgs.MoveToCurrentDesktop(false);
summonArgs.DropdownDuration(0);
summonArgs.ToMonitor(Remoting::MonitorBehavior::InPlace);
summonArgs.ToggleVisibility(false); // Do not toggle, just make visible.
_HandleSummon(sender, summonArgs);
}
void AppHost::_OpenSystemMenu(const winrt::Windows::Foundation::IInspectable&,
const winrt::Windows::Foundation::IInspectable&)
{
_window->OpenSystemMenu(std::nullopt, std::nullopt);
}
// Method Description:
// - Creates a Notification Icon and hooks up its handlers
// Arguments:
// - <none>
// Return Value:
// - <none>
void AppHost::_CreateNotificationIcon()
{
if constexpr (Feature_NotificationIcon::IsEnabled())
{
_notificationIcon = std::make_unique<NotificationIcon>(_window->GetHandle());
// Hookup the handlers, save the tokens for revoking if settings change.
_ReAddNotificationIconToken = _window->NotifyReAddNotificationIcon([this]() { _notificationIcon->ReAddNotificationIcon(); });
_NotificationIconPressedToken = _window->NotifyNotificationIconPressed([this]() { _notificationIcon->NotificationIconPressed(); });
_ShowNotificationIconContextMenuToken = _window->NotifyShowNotificationIconContextMenu([this](til::point coord) { _notificationIcon->ShowContextMenu(coord, _windowManager.GetPeasantInfos()); });
_NotificationIconMenuItemSelectedToken = _window->NotifyNotificationIconMenuItemSelected([this](HMENU hm, UINT idx) { _notificationIcon->MenuItemSelected(hm, idx); });
_notificationIcon->SummonWindowRequested([this](auto& args) { _windowManager.SummonWindow(args); });
}
}
// Method Description:
// - Deletes our notification icon if we have one.
// Arguments:
// - <none>
// Return Value:
// - <none>
void AppHost::_DestroyNotificationIcon()
{
if constexpr (Feature_NotificationIcon::IsEnabled())
{
_window->NotifyReAddNotificationIcon(_ReAddNotificationIconToken);
_window->NotifyNotificationIconPressed(_NotificationIconPressedToken);
_window->NotifyShowNotificationIconContextMenu(_ShowNotificationIconContextMenuToken);
_window->NotifyNotificationIconMenuItemSelected(_NotificationIconMenuItemSelectedToken);
_notificationIcon->RemoveIconFromNotificationArea();
_notificationIcon = nullptr;
}
}
void AppHost::_ShowNotificationIconRequested()
{
if constexpr (Feature_NotificationIcon::IsEnabled())
{
if (_windowManager.IsMonarch())
{
if (!_notificationIcon)
{
_CreateNotificationIcon();
}
}
else
{
_windowManager.RequestShowNotificationIcon();
}
}
}
void AppHost::_HideNotificationIconRequested()
{
if constexpr (Feature_NotificationIcon::IsEnabled())
{
if (_windowManager.IsMonarch())
{
// Destroy it only if our settings allow it
if (_notificationIcon &&
!_logic.GetAlwaysShowNotificationIcon() &&
!_logic.GetMinimizeToNotificationArea())
{
_DestroyNotificationIcon();
}
}
else
{
_windowManager.RequestHideNotificationIcon();
}
}
}
// Method Description:
// - BODGY workaround for GH#9320. When the window moves, dismiss all the popups
// in the UI tree. Xaml Islands unfortunately doesn't do this for us, see
// microsoft/microsoft-ui-xaml#4554
// Arguments:
// - <none>
// Return Value:
// - <none>
void AppHost::_WindowMoved()
{
if (_logic)
{
// Ensure any open ContentDialog is dismissed.
// Closing the popup in the UI tree as done below is not sufficient because
// it does not terminate the dialog's async operation.
_logic.DismissDialog();
const auto root{ _logic.GetRoot() };
try
{
// This is basically DismissAllPopups which is also in
// TerminalSettingsEditor/Utils.h
// There isn't a good place that's shared between these two files, but
// it's only 5 LOC so whatever.
const auto popups{ Media::VisualTreeHelper::GetOpenPopupsForXamlRoot(root.XamlRoot()) };
for (const auto& p : popups)
{
p.IsOpen(false);
}
}
catch (...)
{
// We purposely don't log here, because this is exceptionally noisy,
// especially on startup, when we're moving the window into place
// but might not have a real xamlRoot yet.
}
}
}