common: refactor common library pt2 (#8588)

- remove common lib
- split settings, remove common-md
- move ipc interop/kb_layout to interop
- rename core -> settings, settings -> old_settings
- os-detect header-only; interop -> PowerToysInterop
- split notifications, move single-use headers where they're used
- winstore lib
- rename com utils
- rename Updating and Telemetry projects
- rename core -> settings-ui and remove examples folder
- rename settings-ui folder + consisent common/version include
This commit is contained in:
Andrey Nekrasov
2020-12-15 15:16:09 +03:00
committed by GitHub
parent cddf48547d
commit 212ea2de30
588 changed files with 3304 additions and 3328 deletions

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<UserControl
x:Class="Microsoft.PowerToys.Settings.UI.Controls.HotkeySettingsControl"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:Microsoft.PowerToys.Settings.UI.Controls"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
AutomationProperties.Name="{x:Bind Header, Mode=OneTime}"
d:DesignHeight="300"
d:DesignWidth="400">
<TextBox x:Name="HotkeyTextBox"
x:Uid="SettingsPage_SetShortcut"
AutomationProperties.HelpText="{Binding ElementName=ShortcutWarningLabelText, Path=Text}"
IsReadOnly="True">
<ToolTipService.ToolTip>
<TextBlock x:Name="ShortcutWarningLabelText">
<Run x:Uid="ShortcutWarningLabel"/>
<LineBreak/>
<Run Text="{x:Bind Keys, Mode=OneTime}" FontWeight="SemiBold"/>
</TextBlock>
</ToolTipService.ToolTip>
<TextBox.Header>
<TextBlock>
<Run Text="{x:Bind Header, Mode=OneTime}"/>
<Run Text="&#xE946;" FontFamily="Segoe MDL2 Assets"/>
</TextBlock>
</TextBox.Header>
</TextBox>
</UserControl>

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// Copyright (c) Microsoft Corporation
// The Microsoft Corporation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
using System;
using Microsoft.PowerToys.Settings.UI.Helpers;
using Microsoft.PowerToys.Settings.UI.Library;
using Windows.UI.Core;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
namespace Microsoft.PowerToys.Settings.UI.Controls
{
public sealed partial class HotkeySettingsControl : UserControl, IDisposable
{
private readonly UIntPtr ignoreKeyEventFlag = (UIntPtr)0x5555;
private bool _shiftKeyDownOnEntering;
private bool _shiftToggled;
public string Header { get; set; }
public string Keys { get; set; }
public static readonly DependencyProperty IsActiveProperty =
DependencyProperty.Register(
"Enabled",
typeof(bool),
typeof(HotkeySettingsControl),
null);
private bool _enabled;
public bool Enabled
{
get
{
return _enabled;
}
set
{
SetValue(IsActiveProperty, value);
_enabled = value;
if (value)
{
HotkeyTextBox.IsEnabled = true;
// TitleText.IsActive = "True";
// TitleGlyph.IsActive = "True";
}
else
{
HotkeyTextBox.IsEnabled = false;
// TitleText.IsActive = "False";
// TitleGlyph.IsActive = "False";
}
}
}
public static readonly DependencyProperty HotkeySettingsProperty =
DependencyProperty.Register(
"HotkeySettings",
typeof(HotkeySettings),
typeof(HotkeySettingsControl),
null);
private HotkeySettings hotkeySettings;
private HotkeySettings internalSettings;
private HotkeySettings lastValidSettings;
private HotkeySettingsControlHook hook;
private bool _isActive;
private bool disposedValue;
public HotkeySettings HotkeySettings
{
get
{
return hotkeySettings;
}
set
{
if (hotkeySettings != value)
{
hotkeySettings = value;
SetValue(HotkeySettingsProperty, value);
HotkeyTextBox.Text = HotkeySettings.ToString();
}
}
}
public HotkeySettingsControl()
{
InitializeComponent();
internalSettings = new HotkeySettings();
HotkeyTextBox.GettingFocus += HotkeyTextBox_GettingFocus;
HotkeyTextBox.LosingFocus += HotkeyTextBox_LosingFocus;
HotkeyTextBox.Unloaded += HotkeyTextBox_Unloaded;
hook = new HotkeySettingsControlHook(Hotkey_KeyDown, Hotkey_KeyUp, Hotkey_IsActive, FilterAccessibleKeyboardEvents);
}
private void HotkeyTextBox_Unloaded(object sender, RoutedEventArgs e)
{
// Dispose the HotkeySettingsControlHook object to terminate the hook threads when the textbox is unloaded
hook.Dispose();
}
private void KeyEventHandler(int key, bool matchValue, int matchValueCode)
{
switch ((Windows.System.VirtualKey)key)
{
case Windows.System.VirtualKey.LeftWindows:
case Windows.System.VirtualKey.RightWindows:
internalSettings.Win = matchValue;
break;
case Windows.System.VirtualKey.Control:
case Windows.System.VirtualKey.LeftControl:
case Windows.System.VirtualKey.RightControl:
internalSettings.Ctrl = matchValue;
break;
case Windows.System.VirtualKey.Menu:
case Windows.System.VirtualKey.LeftMenu:
case Windows.System.VirtualKey.RightMenu:
internalSettings.Alt = matchValue;
break;
case Windows.System.VirtualKey.Shift:
case Windows.System.VirtualKey.LeftShift:
case Windows.System.VirtualKey.RightShift:
_shiftToggled = true;
internalSettings.Shift = matchValue;
break;
case Windows.System.VirtualKey.Escape:
internalSettings = new HotkeySettings();
HotkeySettings = new HotkeySettings();
return;
default:
internalSettings.Code = matchValueCode;
break;
}
}
// Function to send a single key event to the system which would be ignored by the hotkey control.
private void SendSingleKeyboardInput(short keyCode, uint keyStatus)
{
NativeKeyboardHelper.INPUT inputShift = new NativeKeyboardHelper.INPUT
{
type = NativeKeyboardHelper.INPUTTYPE.INPUT_KEYBOARD,
data = new NativeKeyboardHelper.InputUnion
{
ki = new NativeKeyboardHelper.KEYBDINPUT
{
wVk = keyCode,
dwFlags = keyStatus,
// Any keyevent with the extraInfo set to this value will be ignored by the keyboard hook and sent to the system instead.
dwExtraInfo = ignoreKeyEventFlag,
},
},
};
NativeKeyboardHelper.INPUT[] inputs = new NativeKeyboardHelper.INPUT[] { inputShift };
_ = NativeMethods.SendInput(1, inputs, NativeKeyboardHelper.INPUT.Size);
}
private bool FilterAccessibleKeyboardEvents(int key, UIntPtr extraInfo)
{
// A keyboard event sent with this value in the extra Information field should be ignored by the hook so that it can be captured by the system instead.
if (extraInfo == ignoreKeyEventFlag)
{
return false;
}
// If the current key press is tab, based on the other keys ignore the key press so as to shift focus out of the hotkey control.
if ((Windows.System.VirtualKey)key == Windows.System.VirtualKey.Tab)
{
// Shift was not pressed while entering and Shift is not pressed while leaving the hotkey control, treat it as a normal tab key press.
if (!internalSettings.Shift && !_shiftKeyDownOnEntering && !internalSettings.Win && !internalSettings.Alt && !internalSettings.Ctrl)
{
return false;
}
// Shift was not pressed while entering but it was pressed while leaving the hotkey, therefore simulate a shift key press as the system does not know about shift being pressed in the hotkey.
else if (internalSettings.Shift && !_shiftKeyDownOnEntering && !internalSettings.Win && !internalSettings.Alt && !internalSettings.Ctrl)
{
// This is to reset the shift key press within the control as it was not used within the control but rather was used to leave the hotkey.
internalSettings.Shift = false;
SendSingleKeyboardInput((short)Windows.System.VirtualKey.Shift, (uint)NativeKeyboardHelper.KeyEventF.KeyDown);
return false;
}
// Shift was pressed on entering and remained pressed, therefore only ignore the tab key so that it can be passed to the system.
// As the shift key is already assumed to be pressed by the system while it entered the hotkey control, shift would still remain pressed, hence ignoring the tab input would simulate a Shift+Tab key press.
else if (!internalSettings.Shift && _shiftKeyDownOnEntering && !_shiftToggled && !internalSettings.Win && !internalSettings.Alt && !internalSettings.Ctrl)
{
return false;
}
// Shift was pressed on entering but it was released and later pressed again.
// Ignore the tab key and the system already has the shift key pressed, therefore this would simulate Shift+Tab.
// However, since the last shift key was only used to move out of the control, reset the status of shift within the control.
else if (internalSettings.Shift && _shiftKeyDownOnEntering && _shiftToggled && !internalSettings.Win && !internalSettings.Alt && !internalSettings.Ctrl)
{
internalSettings.Shift = false;
return false;
}
// Shift was pressed on entering and was later released.
// The system still has shift in the key pressed status, therefore pass a Shift KeyUp message to the system, to release the shift key, therefore simulating only the Tab key press.
else if (!internalSettings.Shift && _shiftKeyDownOnEntering && _shiftToggled && !internalSettings.Win && !internalSettings.Alt && !internalSettings.Ctrl)
{
SendSingleKeyboardInput((short)Windows.System.VirtualKey.Shift, (uint)NativeKeyboardHelper.KeyEventF.KeyUp);
return false;
}
}
return true;
}
private async void Hotkey_KeyDown(int key)
{
await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
KeyEventHandler(key, true, key);
// Tab and Shift+Tab are accessible keys and should not be displayed in the hotkey control.
if (internalSettings.Code > 0 && !internalSettings.IsAccessibleShortcut())
{
HotkeyTextBox.Text = internalSettings.ToString();
lastValidSettings = internalSettings.Clone();
}
});
}
private async void Hotkey_KeyUp(int key)
{
await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
KeyEventHandler(key, false, 0);
});
}
private bool Hotkey_IsActive()
{
return _isActive;
}
private void HotkeyTextBox_GettingFocus(object sender, RoutedEventArgs e)
{
// Reset the status on entering the hotkey each time.
_shiftKeyDownOnEntering = false;
_shiftToggled = false;
// To keep track of the shift key, whether it was pressed on entering.
if ((NativeMethods.GetAsyncKeyState((int)Windows.System.VirtualKey.Shift) & 0x8000) != 0)
{
_shiftKeyDownOnEntering = true;
}
_isActive = true;
}
private void HotkeyTextBox_LosingFocus(object sender, RoutedEventArgs e)
{
if (lastValidSettings != null && (lastValidSettings.IsValid() || lastValidSettings.IsEmpty()))
{
HotkeySettings = lastValidSettings.Clone();
}
HotkeyTextBox.Text = hotkeySettings.ToString();
_isActive = false;
}
private void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// TODO: dispose managed state (managed objects)
hook.Dispose();
}
// TODO: free unmanaged resources (unmanaged objects) and override finalizer
// TODO: set large fields to null
disposedValue = true;
}
}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}