#include "pch.h" #include "target_state.h" #include #include "keyboard_state.h" #include #include TargetState::TargetState(int ms_delay) : // TODO: All this processing should be done w/o a separate thread etc. in pre_wnd_proc of winkey_popup to avoid // multithreading. Use SetTimer for delayed events delay(std::chrono::milliseconds(ms_delay)), thread(&TargetState::thread_proc, this) { } constexpr unsigned VK_S = 0x53; bool TargetState::signal_event(unsigned vk_code, bool key_down) { std::unique_lock lock(mutex); // Ignore repeated key presses if (!events.empty() && events.back().key_down == key_down && events.back().vk_code == vk_code) { return false; } // Hide the overlay when WinKey + Shift + S is pressed if (key_down && state == Shown && vk_code == VK_S && (GetKeyState(VK_LSHIFT) || GetKeyState(VK_RSHIFT))) { // We cannot use normal hide() here, there is stuff that needs deinitialization. // It can be safely done when the user releases the WinKey. instance->quick_hide(); } const bool win_key_released = !key_down && (vk_code == VK_LWIN || vk_code == VK_RWIN); constexpr auto overlay_fade_in_animation_time = std::chrono::milliseconds(300); const auto overlay_active = state == Shown && (std::chrono::system_clock::now() - signal_timestamp > overlay_fade_in_animation_time); const bool suppress_win_release = win_key_released && (state == ForceShown || overlay_active) && !nonwin_key_was_pressed_during_shown; events.push_back({ key_down, vk_code }); lock.unlock(); cv.notify_one(); if (suppress_win_release) { // Send a 0xFF VK code, which is outside of the VK code range, to prevent // the start menu from appearing. INPUT input[3] = { {}, {}, {} }; input[0].type = INPUT_KEYBOARD; input[0].ki.wVk = 0xFF; input[0].ki.dwExtraInfo = CommonSharedConstants::KEYBOARDMANAGER_INJECTED_FLAG; input[1].type = INPUT_KEYBOARD; input[1].ki.wVk = 0xFF; input[1].ki.dwFlags = KEYEVENTF_KEYUP; input[1].ki.dwExtraInfo = CommonSharedConstants::KEYBOARDMANAGER_INJECTED_FLAG; input[2].type = INPUT_KEYBOARD; input[2].ki.wVk = vk_code; input[2].ki.dwFlags = KEYEVENTF_KEYUP; input[2].ki.dwExtraInfo = CommonSharedConstants::KEYBOARDMANAGER_INJECTED_FLAG; SendInput(3, input, sizeof(INPUT)); } return suppress_win_release; } void TargetState::was_hidden() { std::unique_lock lock(mutex); // Ignore callbacks from the D2DOverlayWindow if (state == ForceShown) { return; } state = Hidden; events.clear(); lock.unlock(); cv.notify_one(); } void TargetState::exit() { std::unique_lock lock(mutex); events.clear(); state = Exiting; lock.unlock(); cv.notify_one(); thread.join(); } KeyEvent TargetState::next() { auto e = events.front(); events.pop_front(); return e; } void TargetState::handle_hidden() { std::unique_lock lock(mutex); if (events.empty()) cv.wait(lock); if (events.empty() || state == Exiting) return; auto event = next(); if (event.key_down && (event.vk_code == VK_LWIN || event.vk_code == VK_RWIN)) { state = Timeout; winkey_timestamp = std::chrono::system_clock::now(); } } void TargetState::handle_shown(const bool forced) { std::unique_lock lock(mutex); if (events.empty()) { cv.wait(lock); } if (events.empty() || state == Exiting) { return; } auto event = next(); if (event.vk_code == VK_LWIN || event.vk_code == VK_RWIN) { if (!forced && (!event.key_down || !winkey_held())) { state = Hidden; } return; } if (event.key_down) { nonwin_key_was_pressed_during_shown = true; lock.unlock(); instance->on_held_press(event.vk_code); } } void TargetState::thread_proc() { while (true) { switch (state) { case Hidden: handle_hidden(); break; case Timeout: try { handle_timeout(); } catch (...) { Logger::critical("Timeout, handle_timeout failed."); } break; case Shown: try { handle_shown(false); } catch (...) { Logger::critical("Shown, handle_shown failed."); } break; case ForceShown: try { handle_shown(true); } catch (...) { Logger::critical("ForceShown, handle_shown failed."); } break; case Exiting: default: return; } } } void TargetState::handle_timeout() { std::unique_lock lock(mutex); auto wait_time = delay - (std::chrono::system_clock::now() - winkey_timestamp); if (events.empty()) { cv.wait_for(lock, wait_time); } if (state == Exiting) { return; } // Skip all VK_*WIN-down events while (!events.empty()) { auto event = events.front(); if (event.key_down && (event.vk_code == VK_LWIN || event.vk_code == VK_RWIN)) events.pop_front(); else break; } // If we've detected that a user is holding anything other than VK_*WIN or start menu is visible, we should hide if (!events.empty() || !only_winkey_key_held() || is_start_visible()) { state = Hidden; return; } if (std::chrono::system_clock::now() - winkey_timestamp < delay) { return; } signal_timestamp = std::chrono::system_clock::now(); nonwin_key_was_pressed_during_shown = false; state = Shown; lock.unlock(); instance->on_held(); } void TargetState::set_delay(int ms_delay) { std::unique_lock lock(mutex); delay = std::chrono::milliseconds(ms_delay); } void TargetState::toggle_force_shown() { std::unique_lock lock(mutex); events.clear(); if (state != ForceShown) { state = ForceShown; instance->on_held(); } else { state = Hidden; } } bool TargetState::active() const { return state == ForceShown || state == Shown; }