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https://github.com/microsoft/PowerToys.git
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6a9badd31b
* Remove WinUI include in KeyboardManagerState.h * Changed include steps * Clean up headers in KeyboardManagerUI except XamlBridge.h * Cleaned up headers in KeyboardManager common and test * Cleaned up headers in KeyboardManager project * Removed headers from XamlBridge * Removed some headers from kbm common pch * Added MP flag to reduce build time * Added missing include
178 lines
6.4 KiB
C++
178 lines
6.4 KiB
C++
#pragma once
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class InputInterface;
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class LayoutMap;
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namespace KeyboardManagerHelper
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{
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enum class ErrorType;
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}
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// Enum type to store different states of the win key
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enum class ModifierKey
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{
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Disabled,
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Left,
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Right,
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Both
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};
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class Shortcut
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{
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private:
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ModifierKey winKey;
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ModifierKey ctrlKey;
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ModifierKey altKey;
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ModifierKey shiftKey;
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DWORD actionKey;
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public:
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// By default create an empty shortcut
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Shortcut() :
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winKey(ModifierKey::Disabled), ctrlKey(ModifierKey::Disabled), altKey(ModifierKey::Disabled), shiftKey(ModifierKey::Disabled), actionKey(NULL)
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{
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}
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// Constructor to initialize Shortcut from it's virtual key code string representation.
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Shortcut(const std::wstring& shortcutVK);
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// == operator
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inline bool operator==(const Shortcut& sc) const
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{
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return (winKey == sc.winKey && ctrlKey == sc.ctrlKey && altKey == sc.altKey && shiftKey == sc.shiftKey && actionKey == sc.actionKey);
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}
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// Less than operator must be defined to use with std::map.
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inline bool operator<(const Shortcut& sc) const
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{
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// Compare win key first
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if (winKey < sc.winKey)
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{
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return true;
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}
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else if (winKey > sc.winKey)
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{
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return false;
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}
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else
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{
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// If win key is equal, then compare ctrl key
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if (ctrlKey < sc.ctrlKey)
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{
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return true;
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}
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else if (ctrlKey > sc.ctrlKey)
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{
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return false;
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}
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else
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{
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// If ctrl key is equal, then compare alt key
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if (altKey < sc.altKey)
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{
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return true;
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}
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else if (altKey > sc.altKey)
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{
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return false;
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}
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else
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{
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// If alt key is equal, then compare shift key
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if (shiftKey < sc.shiftKey)
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{
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return true;
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}
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else if (shiftKey > sc.shiftKey)
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{
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return false;
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}
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else
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{
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// If shift key is equal, then compare action key
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if (actionKey < sc.actionKey)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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}
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}
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}
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// Function to return the number of keys in the shortcut
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int Size() const;
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// Function to return true if the shortcut has no keys set
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bool IsEmpty() const;
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// Function to reset all the keys in the shortcut
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void Reset();
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// Function to return true if the shortcut is valid. A valid shortcut has atleast one modifier, as well as an action key
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bool IsValidShortcut() const;
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// Function to return the action key
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DWORD GetActionKey() const;
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// Function to return the virtual key code of the win key state expected in the shortcut. Argument is used to decide which win key to return in case of both. If the current shortcut doesn't use both win keys then arg is ignored. Return NULL if it is not a part of the shortcut
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DWORD GetWinKey(const ModifierKey& input) const;
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// Function to return the virtual key code of the ctrl key state expected in the shortcut. Return NULL if it is not a part of the shortcut
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DWORD GetCtrlKey() const;
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// Function to return the virtual key code of the alt key state expected in the shortcut. Return NULL if it is not a part of the shortcut
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DWORD GetAltKey() const;
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// Function to return the virtual key code of the shift key state expected in the shortcut. Return NULL if it is not a part of the shortcut
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DWORD GetShiftKey() const;
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// Function to check if the input key matches the win key expected in the shortcut
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bool CheckWinKey(const DWORD& input) const;
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// Function to check if the input key matches the ctrl key expected in the shortcut
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bool CheckCtrlKey(const DWORD& input) const;
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// Function to check if the input key matches the alt key expected in the shortcut
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bool CheckAltKey(const DWORD& input) const;
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// Function to check if the input key matches the shift key expected in the shortcut
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bool CheckShiftKey(const DWORD& input) const;
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// Function to set a key in the shortcut based on the passed key code argument. Returns false if it is already set to the same value. This can be used to avoid UI refreshing
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bool SetKey(const DWORD& input);
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// Function to reset the state of a shortcut key based on the passed key code argument
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void ResetKey(const DWORD& input);
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// Function to return the string representation of the shortcut in virtual key codes appended in a string by ";" separator.
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winrt::hstring ToHstringVK() const;
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// Function to return a vector of hstring for each key in the display order
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std::vector<winrt::hstring> GetKeyVector(LayoutMap& keyboardMap) const;
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// Function to return a vector of key codes in the display order
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std::vector<DWORD> GetKeyCodes();
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// Function to set a shortcut from a vector of key codes
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void SetKeyCodes(const std::vector<DWORD>& keys);
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// Function to check if all the modifiers in the shortcut have been pressed down
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bool CheckModifiersKeyboardState(InputInterface& ii) const;
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// Function to check if any keys are pressed down except those in the shortcut
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bool IsKeyboardStateClearExceptShortcut(InputInterface& ii) const;
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// Function to get the number of modifiers that are common between the current shortcut and the shortcut in the argument
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int GetCommonModifiersCount(const Shortcut& input) const;
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// Function to check if the two shortcuts are equal or cover the same set of keys. Return value depends on type of overlap
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static KeyboardManagerHelper::ErrorType DoKeysOverlap(const Shortcut& first, const Shortcut& second);
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// Function to check if the shortcut is illegal (i.e. Win+L or Ctrl+Alt+Del)
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KeyboardManagerHelper::ErrorType IsShortcutIllegal() const;
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};
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