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PowerToys/src/common/interop/KeyboardHook.h

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#pragma once
#include "KeyboardHook.g.h"
#include <mutex>
#include <unordered_set>
namespace winrt::PowerToys::Interop::implementation
{
struct KeyboardHook : KeyboardHookT<KeyboardHook>
{
// KeyboardHook() = default;
KeyboardHook(winrt::PowerToys::Interop::KeyboardEventCallback const& keyboardEventCallback, winrt::PowerToys::Interop::IsActiveCallback const& isActiveCallback, winrt::PowerToys::Interop::FilterKeyboardEvent const& filterKeyboardEvent);
void Start();
void Close();
private:
winrt::PowerToys::Interop::KeyboardEventCallback keyboardEventCallback;
winrt::PowerToys::Interop::IsActiveCallback isActiveCallback;
winrt::PowerToys::Interop::FilterKeyboardEvent filterKeyboardEvent;
// This class used to be C++/CX, which meant it ran on .NET runtime and was able to send function pointer for delegates as hook procedures for SetWindowsHookEx which kept an object reference.
// There doesn't seem to be a way to do this outside of the .NET runtime that allows us to get a proper C-style function.
// The alternative when porting to C++/winrt is to keep track of every instance and use a single proc instead of one per object. This should also make it lighter.
static std::mutex instancesMutex;
static std::unordered_set<KeyboardHook*> instances;
static inline HHOOK hookHandle = nullptr;
static LRESULT CALLBACK HookProc(int nCode, WPARAM wParam, LPARAM lParam);
};
}
namespace winrt::PowerToys::Interop::factory_implementation
{
struct KeyboardHook : KeyboardHookT<KeyboardHook, implementation::KeyboardHook>
{
};
}