mirror of
https://github.com/terrymacdonald/DisplayMagician.git
synced 2024-08-30 18:32:20 +00:00
377 lines
17 KiB
C#
377 lines
17 KiB
C#
using System;
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using System.Drawing;
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using System.Linq;
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using WindowsDisplayAPI.DisplayConfig;
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using NvAPIWrapper.Mosaic;
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using NvAPIWrapper.Native.Interfaces.Mosaic;
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using System.Collections.Generic;
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namespace DisplayMagicianShared.NVIDIA
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{
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public class SurroundTopology
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{
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public SurroundTopology(GridTopology topology)
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{
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Rows = topology.Rows;
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Columns = topology.Columns;
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Resolution = new Size(topology.Resolution.Width, topology.Resolution.Height);
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ColorDepth = topology.Resolution.ColorDepth;
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Frequency = topology.Frequency;
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Displays =
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topology.Displays.Where(
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display =>
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Resolution.Width > display.Overlap.HorizontalOverlap &&
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Resolution.Height > display.Overlap.VerticalOverlap)
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.Select(display => new SurroundTopologyDisplay(display))
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.ToArray();
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ApplyWithBezelCorrectedResolution = topology.ApplyWithBezelCorrectedResolution;
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ImmersiveGaming = topology.ImmersiveGaming;
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BaseMosaicPanoramic = topology.BaseMosaicPanoramic;
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DriverReloadAllowed = topology.DriverReloadAllowed;
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AcceleratePrimaryDisplay = topology.AcceleratePrimaryDisplay;
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}
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public SurroundTopology()
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{
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}
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public bool AcceleratePrimaryDisplay { get; set; }
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public bool ApplyWithBezelCorrectedResolution { get; set; }
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public bool BaseMosaicPanoramic { get; set; }
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public int ColorDepth { get; set; }
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public int Columns { get; set; }
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public SurroundTopologyDisplay[] Displays { get; set; }
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public bool DriverReloadAllowed { get; set; }
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public int Frequency { get; set; }
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public bool ImmersiveGaming { get; set; }
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public Size Resolution { get; set; }
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public int Rows { get; set; }
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// ReSharper disable once ExcessiveIndentation
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public static SurroundTopology FromPathTargetInfo(PathTargetInfo pathTargetInfo)
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{
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// We go through the code if only the path belongs to a NVIDIA virtual surround display
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// TODO: Should we try to resolve every target info to be sure?
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if (!string.Equals(
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pathTargetInfo.DisplayTarget.EDIDManufactureCode,
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"NVS",
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StringComparison.InvariantCultureIgnoreCase
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) &&
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!string.Equals(
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pathTargetInfo.DisplayTarget.FriendlyName,
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"NV Surround",
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StringComparison.InvariantCultureIgnoreCase
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) &&
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!pathTargetInfo.DisplayTarget.DevicePath.ToLower().Contains("&UID5120".ToLower()))
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{
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return null;
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}
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try
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{
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// Get parent DisplayConfig PathInfo by checking display targets
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var correspondingWindowsPathInfo =
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PathInfo.GetActivePaths()
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.FirstOrDefault(
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info =>
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info.TargetsInfo.Any(
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targetInfo =>
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targetInfo.DisplayTarget == pathTargetInfo.DisplayTarget));
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if (correspondingWindowsPathInfo != null)
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{
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// Get corresponding NvAPI PathInfo
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// If position is same, then the two paths are equal, after all position is whats important in path sources
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var correspondingNvidiaPathInfo =
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NvAPIWrapper.Display.PathInfo.GetDisplaysConfig()
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.FirstOrDefault(
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info =>
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info.Position.X == correspondingWindowsPathInfo.Position.X &&
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info.Position.Y == correspondingWindowsPathInfo.Position.Y &&
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info.Resolution.Width == correspondingWindowsPathInfo.Resolution.Width &&
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info.Resolution.Height == correspondingWindowsPathInfo.Resolution.Height);
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if (correspondingNvidiaPathInfo != null)
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{
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// Get corresponding NvAPI PathTargetInfo
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// We now assume that there is only one target for a NvAPI PathInfo, in an other word, for now, it is not possible to have a cloned surround display
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var correspondingNvidiaTargetInfo = correspondingNvidiaPathInfo.TargetsInfo.FirstOrDefault();
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if (correspondingNvidiaTargetInfo != null)
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{
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// Get corresponding NvAPI Grid Topology
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// We also assume that the NVS monitor uses a similar display id to one of real physical monitors
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var correspondingNvidiaTopology =
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GridTopology.GetGridTopologies()
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.FirstOrDefault(
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topology => topology.Displays.Any(display =>
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display.DisplayDevice == correspondingNvidiaTargetInfo.DisplayDevice));
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if (correspondingNvidiaTopology != null)
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{
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return new SurroundTopology(correspondingNvidiaTopology);
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}
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}
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}
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}
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}
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catch
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{
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// ignored
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}
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return null;
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}
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/// <inheritdoc />
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public override string ToString()
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{
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return $"SurroundTopology[{Rows}, {Columns}] ({Resolution.Width}, {Resolution.Height}) @ {Frequency}";
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}
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// ReSharper disable once ExcessiveIndentation
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public GridTopology ToGridTopology()
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{
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var gridTopology = new GridTopology(Rows, Columns,
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Displays.Select(display => display.ToGridTopologyDisplay()).ToArray())
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{
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ApplyWithBezelCorrectedResolution = ApplyWithBezelCorrectedResolution,
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ImmersiveGaming = ImmersiveGaming,
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BaseMosaicPanoramic = BaseMosaicPanoramic,
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DriverReloadAllowed = DriverReloadAllowed,
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AcceleratePrimaryDisplay = AcceleratePrimaryDisplay
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};
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IDisplaySettings bestDisplaySettings = null;
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foreach (var displaySetting in gridTopology.GetPossibleDisplaySettings())
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{
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if (displaySetting.Width == Resolution.Width &&
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displaySetting.Height == Resolution.Height)
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{
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if (displaySetting.BitsPerPixel == ColorDepth)
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{
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if (displaySetting.Frequency == Frequency)
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{
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bestDisplaySettings = displaySetting;
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break;
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}
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if (bestDisplaySettings == null || displaySetting.Frequency > bestDisplaySettings.Frequency)
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{
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bestDisplaySettings = displaySetting;
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}
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}
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else if (bestDisplaySettings == null ||
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displaySetting.BitsPerPixel > bestDisplaySettings.BitsPerPixel)
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{
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bestDisplaySettings = displaySetting;
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}
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}
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else if (bestDisplaySettings == null ||
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displaySetting.Width * displaySetting.Height >
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bestDisplaySettings.Width * bestDisplaySettings.Height)
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{
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bestDisplaySettings = displaySetting;
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}
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}
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if (bestDisplaySettings != null)
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{
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gridTopology.SetDisplaySettings(bestDisplaySettings);
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}
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return gridTopology;
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}
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// The public override for the Object.Equals
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public override bool Equals(object obj)
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{
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return this.Equals(obj as SurroundTopology);
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}
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// SurroundTopoligies are equal if their contents (except name) are equal
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public bool Equals(SurroundTopology other)
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{
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// If parameter is null, return false.
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if (other is null)
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return false;
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// Optimization for a common success case.
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if (Object.ReferenceEquals(this, other))
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return true;
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// If run-time types are not exactly the same, return false.
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if (this.GetType() != other.GetType())
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return false;
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// Check whether the Profile Viewport properties are equal
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// Two profiles are equal only when they have the same viewport data exactly
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if (AcceleratePrimaryDisplay.Equals(other.AcceleratePrimaryDisplay) &&
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ApplyWithBezelCorrectedResolution.Equals(other.ApplyWithBezelCorrectedResolution) &&
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BaseMosaicPanoramic.Equals(other.BaseMosaicPanoramic) &&
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ColorDepth.Equals(other.ColorDepth) &&
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Columns.Equals(other.Columns) &&
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Displays.Length.Equals(other.Displays.Length) &&
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DriverReloadAllowed.Equals(other.DriverReloadAllowed) &&
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Frequency.Equals(other.Frequency) &&
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ImmersiveGaming.Equals(other.ImmersiveGaming) &&
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Resolution.Equals(other.Resolution) &&
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Rows.Equals(other.Rows))
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{
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// If the above all match, then we need to check the Displays matche
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if (Displays == null && other.Displays == null)
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return true;
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else if (Displays != null && other.Displays == null)
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return false;
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else if (Displays == null && other.Displays != null)
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return false;
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else if (Displays.SequenceEqual(other.Displays))
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return true;
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return false;
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}
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else
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return false;
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}
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// If Equals() returns true for this object compared to another
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// then GetHashCode() must return the same value for these objects.
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public override int GetHashCode()
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{
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// Get hash code for the AcceleratePrimaryDisplay field if it is not null.
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int hashAcceleratePrimaryDisplay = AcceleratePrimaryDisplay.GetHashCode();
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// Get hash code for the ApplyWithBezelCorrectedResolution field if it is not null.
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int hashApplyWithBezelCorrectedResolution = ApplyWithBezelCorrectedResolution.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashBaseMosaicPanoramic = BaseMosaicPanoramic.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashColorDepth = ColorDepth.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashColumns = Columns.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashDriverReloadAllowed = DriverReloadAllowed.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashFrequency = Frequency.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashImmersiveGaming = ImmersiveGaming.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashResolution = Resolution.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashRows = Rows.GetHashCode();
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// Get hash code for the Displays field if it is not null.
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int hashDisplays = Displays.GetHashCode();
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//Calculate the hash code for the product.
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return hashAcceleratePrimaryDisplay ^ hashApplyWithBezelCorrectedResolution ^ hashBaseMosaicPanoramic ^
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hashColorDepth ^ hashColumns ^ hashDriverReloadAllowed ^ hashFrequency ^ hashImmersiveGaming ^
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hashResolution ^ hashRows ^ hashDisplays;
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}
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}
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// Custom comparer for the ProfileViewportTargetDisplay class
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class SurroundTopologyComparer : IEqualityComparer<SurroundTopology>
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{
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// Products are equal if their names and product numbers are equal.
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public bool Equals(SurroundTopology x, SurroundTopology y)
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{
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//Check whether the compared objects reference the same data.
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if (Object.ReferenceEquals(x, y)) return true;
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//Check whether any of the compared objects is null.
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if (x is null || y is null)
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return false;
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// Check whether the Profile Viewport properties are equal
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// Two profiles are equal only when they have the same viewport data exactly
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if (x.AcceleratePrimaryDisplay.Equals(y.AcceleratePrimaryDisplay) &&
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x.ApplyWithBezelCorrectedResolution.Equals(y.ApplyWithBezelCorrectedResolution) &&
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x.BaseMosaicPanoramic.Equals(y.BaseMosaicPanoramic) &&
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x.ColorDepth.Equals(y.ColorDepth) &&
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x.Columns.Equals(y.Columns) &&
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x.Displays.Length.Equals(y.Displays.Length) &&
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x.DriverReloadAllowed.Equals(y.DriverReloadAllowed) &&
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x.Frequency.Equals(y.Frequency) &&
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x.ImmersiveGaming.Equals(y.ImmersiveGaming) &&
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x.Resolution.Equals(y.Resolution) &&
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x.Rows.Equals(y.Rows))
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{
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// If the above all match, then we need to check the Displays matche
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if (x.Displays == null && y.Displays == null)
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return true;
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else if (x.Displays != null && y.Displays == null)
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return false;
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else if (x.Displays == null && y.Displays != null)
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return false;
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else if (x.Displays.SequenceEqual(y.Displays))
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return true;
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return false;
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}
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else
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return false;
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}
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// If Equals() returns true for a pair of objects
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// then GetHashCode() must return the same value for these objects.
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public int GetHashCode(SurroundTopology surroundTopology)
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{
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// Check whether the object is null
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if (surroundTopology is null) return 0;
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// Get hash code for the AcceleratePrimaryDisplay field if it is not null.
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int hashAcceleratePrimaryDisplay = surroundTopology.AcceleratePrimaryDisplay.GetHashCode();
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// Get hash code for the ApplyWithBezelCorrectedResolution field if it is not null.
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int hashApplyWithBezelCorrectedResolution = surroundTopology.ApplyWithBezelCorrectedResolution.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashBaseMosaicPanoramic = surroundTopology.BaseMosaicPanoramic.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashColorDepth = surroundTopology.ColorDepth.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashColumns = surroundTopology.Columns.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashDriverReloadAllowed = surroundTopology.DriverReloadAllowed.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashFrequency = surroundTopology.Frequency.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashImmersiveGaming = surroundTopology.ImmersiveGaming.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashResolution = surroundTopology.Resolution.GetHashCode();
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// Get hash code for the FrequencyInMillihertz field if it is not null.
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int hashRows = surroundTopology.Rows.GetHashCode();
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// Get hash code for the Displays field if it is not null.
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int hashDisplays = surroundTopology.Displays.GetHashCode();
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//Calculate the hash code for the product.
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return hashAcceleratePrimaryDisplay ^ hashApplyWithBezelCorrectedResolution ^ hashBaseMosaicPanoramic ^
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hashColorDepth ^ hashColumns ^ hashDriverReloadAllowed ^ hashFrequency ^ hashImmersiveGaming ^
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hashResolution ^ hashRows ^ hashDisplays;
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}
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}
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} |