PowerToys/src/modules/keyboardmanager/KeyboardManagerEditorLibrary/KeyDelay.h
Josh Soref bad435bb26
[spellcheck]Spelling cleanup (#17099)
Co-authored-by: Josh Soref <jsoref@users.noreply.github.com>
2022-03-17 17:19:16 +00:00

94 lines
2.9 KiB
C++

#pragma once
#include <functional>
#include <thread>
#include <queue>
#include <mutex>
#include <common/hooks/LowlevelKeyboardEvent.h>
// Available states for the KeyDelay state machine.
enum class KeyDelayState
{
RELEASED,
ON_HOLD,
ON_HOLD_TIMEOUT,
};
// Virtual key + timestamp (in millis since Windows startup)
struct KeyTimedEvent
{
DWORD64 time;
WPARAM message;
};
// Handles delayed key inputs.
// Implemented as a state machine running on its own thread.
// Thread stops on destruction.
class KeyDelay
{
public:
KeyDelay(
DWORD key,
std::function<void(DWORD)> onShortPress,
std::function<void(DWORD)> onLongPressDetected,
std::function<void(DWORD)> onLongPressReleased) :
_quit(false),
_state(KeyDelayState::RELEASED),
_initialHoldKeyDown(0),
_key(key),
_onShortPress(onShortPress),
_onLongPressDetected(onLongPressDetected),
_onLongPressReleased(onLongPressReleased),
_delayThread(&KeyDelay::DelayThread, this){};
// Enqueue new KeyTimedEvent and notify the condition variable.
void KeyEvent(LowlevelKeyboardEvent* ev);
~KeyDelay();
private:
// Runs the state machine, waits if there is no events to process.
// Checks for _quit condition.
void DelayThread();
// Manage state transitions and trigger callbacks on certain events.
// Returns whether or not the thread should wait on new events.
bool HandleRelease();
bool HandleOnHold(std::unique_lock<std::mutex>& cvLock);
bool HandleOnHoldTimeout();
// Get next key event in queue.
KeyTimedEvent NextEvent();
bool HasNextEvent();
// Check if <duration> milliseconds passed since <first> millisecond.
// Also checks for overflow conditions.
bool CheckIfMillisHaveElapsed(DWORD64 first, DWORD64 last, DWORD64 duration);
bool _quit;
KeyDelayState _state;
// Callback functions, the key provided in the constructor is passed as an argument.
std::function<void(DWORD)> _onLongPressDetected;
std::function<void(DWORD)> _onLongPressReleased;
std::function<void(DWORD)> _onShortPress;
// Queue holding key events that are not processed yet. Should be kept synchronized
// using _queueMutex
std::queue<KeyTimedEvent> _queue;
std::mutex _queueMutex;
// DelayThread waits on this condition variable when there is no events to process.
std::condition_variable _cv;
// Keeps track of the time at which the initial KEY_DOWN event happened.
DWORD64 _initialHoldKeyDown;
// Virtual Key provided in the constructor. Passed to callback functions.
DWORD _key;
// Declare _delayThread after all other members so that it is the last to be initialized by the constructor
std::thread _delayThread;
static const DWORD64 LONG_PRESS_DELAY_MILLIS = 900;
static const DWORD64 ON_HOLD_WAIT_TIMEOUT_MILLIS = 50;
};