#pragma once //#include "pch.h" #include "Helpers.h" #include #include // Enum type to store different states of the UI enum class KeyboardManagerUIState { // If set to this value then there is no keyboard manager window currently active that requires a hook Deactivated, // If set to this value then the detect key window is currently active and it requires a hook DetectSingleKeyRemapWindowActivated, // If set to this value then the detect shortcut window is currently active and it requires a hook DetectShortcutWindowActivated }; // Class to store the shared state of the keyboard manager between the UI and the hook class KeyboardManagerState { private: // State variable used to store which UI window is currently active that requires interaction with the hook KeyboardManagerUIState uiState; // Window handle for the current UI window which is active. Should be set to nullptr if UI is deactivated HWND currentUIWindow; // Vector to store the shortcut detected in the detect shortcut UI window. This is used in both the backend and the UI. std::vector detectedShortcut; // Store detected remap key in the remap UI window. This is used in both the backend and the UI. DWORD detectedRemapKey; // Stores the UI element which is to be updated based on the remap key entered. TextBlock currentSingleKeyRemapTextBlock; // Stores the UI element which is to be updated based on the shortcut entered TextBlock currentShortcutTextBlock; public: // Maps which store the remappings for each of the features. The bool fields should be initalised to false. They are used to check the current state of the shortcut (i.e is that particular shortcut currently pressed down or not). // Stores single key remappings std::unordered_map singleKeyReMap; // Stores keys which need to be changed from toggle behaviour to modifier behaviour. Eg. Caps Lock std::unordered_map singleKeyToggleToMod; // Stores the os level shortcut remappings std::map, std::pair, bool>> osLevelShortcutReMap; // Stores the app-specific shortcut remappings. Maps application name to the shortcut map std::map, std::pair, bool>>> appSpecificShortcutReMap; // Constructor KeyboardManagerState(); // Function to reset the UI state members void ResetUIState(); // Function to check the if the UI state matches the argument state. For states with activated windows it also checks if the window is in focus. bool CheckUIState(KeyboardManagerUIState state); // Function to set the window handle of the current UI window that is activated void SetCurrentUIWindow(HWND windowHandle); // Function to set the UI state. When a window is activated, the handle to the window can be passed in the windowHandle argument. void SetUIState(KeyboardManagerUIState state, HWND windowHandle = nullptr); // Function to clear the OS Level shortcut remapping table void ClearOSLevelShortcuts(); // Function to clear the Keys remapping table void ClearSingleKeyRemaps(); // Function to add a new single key remapping void AddSingleKeyRemap(const DWORD& originalKey, const WORD& newRemapKey); // Function to add a new OS level shortcut remapping void AddOSLevelShortcut(const std::vector& originalSC, const std::vector& newSC); // Function to set the textblock of the detect shortcut UI so that it can be accessed by the hook void ConfigureDetectShortcutUI(const TextBlock& textBlock); // Function to set the textblock of the detect remap key UI so that it can be accessed by the hook void ConfigureDetectSingleKeyRemapUI(const TextBlock& textBlock); // Function to update the detect shortcut UI based on the entered keys void UpdateDetectShortcutUI(); // Function to update the detect remap key UI based on the entered key. void UpdateDetectSingleKeyRemapUI(); // Function to return the currently detected shortcut which is displayed on the UI std::vector GetDetectedShortcut(); // Function to return the currently detected remap key which is displayed on the UI DWORD GetDetectedSingleRemapKey(); // Function which can be used in HandleKeyboardHookEvent before the single key remap event to use the UI and suppress events while the remap window is active. bool DetectSingleRemapKeyUIBackend(LowlevelKeyboardEvent* data); // Function which can be used in HandleKeyboardHookEvent before the os level shortcut remap event to use the UI and suppress events while the remap window is active. bool DetectShortcutUIBackend(LowlevelKeyboardEvent* data); };