Refactor Shortcut remaps to distinguish modifiers and action keys (#1927)

* Added unique lock mutexes for thread safety

* Fixed a bug in detect key logic

* Changed dword to word

* Added early unlock statements to fix issue with shortcut guide

* Fixed type conversion warnings

* Migrated detect shortcut window to use Shortcut class

* made changes in Apply button logic

* Revert thread safety changes

* refactored code works on the UI side

* Refactored remapping code to use new Shortcut class

* Refactored to SetKeyEvent function

* Moved function to cpp file and added more comments

* Refactored map variable and handled common Win key

* Remove debug code

* Change arguments to const references
This commit is contained in:
Arjun Balgovind
2020-04-08 09:11:58 -07:00
committed by Udit Singh
parent cf54a4919b
commit 52c12731cb
14 changed files with 1261 additions and 304 deletions

View File

@@ -93,11 +93,15 @@
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="RemapShortcut.cpp" />
<ClCompile Include="Shortcut.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Helpers.h" />
<ClInclude Include="KeyboardManagerState.h" />
<ClInclude Include="pch.h" />
<ClInclude Include="RemapShortcut.h" />
<ClInclude Include="Shortcut.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\common\common.vcxproj">

View File

@@ -24,6 +24,12 @@
<ClCompile Include="pch.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Shortcut.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="RemapShortcut.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="KeyboardManagerState.h">
@@ -35,5 +41,11 @@
<ClInclude Include="pch.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Shortcut.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="RemapShortcut.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@@ -55,7 +55,7 @@ void KeyboardManagerState::ResetUIState()
currentShortcutTextBlock_lock.unlock();
std::unique_lock<std::mutex> detectedShortcut_lock(detectedShortcut_mutex);
detectedShortcut.clear();
detectedShortcut.Reset();
detectedShortcut_lock.unlock();
// Reset all the single key remap UI stored variables.
@@ -83,7 +83,7 @@ void KeyboardManagerState::ClearSingleKeyRemaps()
}
// Function to add a new OS level shortcut remapping
bool KeyboardManagerState::AddOSLevelShortcut(const std::vector<DWORD>& originalSC, const std::vector<WORD>& newSC)
bool KeyboardManagerState::AddOSLevelShortcut(const Shortcut& originalSC, const Shortcut& newSC)
{
std::lock_guard<std::mutex> lock(osLevelShortcutReMap_mutex);
@@ -94,12 +94,12 @@ bool KeyboardManagerState::AddOSLevelShortcut(const std::vector<DWORD>& original
return false;
}
osLevelShortcutReMap[originalSC] = std::make_pair(newSC, false);
osLevelShortcutReMap[originalSC] = RemapShortcut(newSC);
return true;
}
// Function to add a new OS level shortcut remapping
bool KeyboardManagerState::AddSingleKeyRemap(const DWORD& originalKey, const WORD& newRemapKey)
bool KeyboardManagerState::AddSingleKeyRemap(const DWORD& originalKey, const DWORD& newRemapKey)
{
std::lock_guard<std::mutex> lock(singleKeyReMap_mutex);
@@ -138,7 +138,7 @@ void KeyboardManagerState::UpdateDetectShortcutUI()
}
std::unique_lock<std::mutex> detectedShortcut_lock(detectedShortcut_mutex);
hstring shortcutString = convertVectorToHstring<DWORD>(detectedShortcut);
hstring shortcutString = detectedShortcut.ToHstring();
detectedShortcut_lock.unlock();
// Since this function is invoked from the back-end thread, in order to update the UI the dispatcher must be used.
@@ -167,15 +167,12 @@ void KeyboardManagerState::UpdateDetectSingleKeyRemapUI()
}
// Function to return the currently detected shortcut which is displayed on the UI
std::vector<DWORD> KeyboardManagerState::GetDetectedShortcut()
Shortcut KeyboardManagerState::GetDetectedShortcut()
{
std::unique_lock<std::mutex> lock(currentShortcutTextBlock_mutex);
hstring detectedShortcutString = currentShortcutTextBlock.Text();
lock.unlock();
std::wstring detectedShortcutWstring = detectedShortcutString.c_str();
std::vector<std::wstring> detectedShortcutVector = splitwstring(detectedShortcutWstring, L' ');
return convertWStringVectorToIntegerVector<DWORD>(detectedShortcutVector);
return Shortcut::CreateShortcut(detectedShortcutString);
}
// Function to return the currently detected remap key which is displayed on the UI
@@ -227,12 +224,13 @@ bool KeyboardManagerState::DetectShortcutUIBackend(LowlevelKeyboardEvent* data)
// Add the key if it is pressed down
if (data->wParam == WM_KEYDOWN || data->wParam == WM_SYSKEYDOWN)
{
// Set the new key and store if a change occured
std::unique_lock<std::mutex> lock(detectedShortcut_mutex);
if (std::find(detectedShortcut.begin(), detectedShortcut.end(), data->lParam->vkCode) == detectedShortcut.end())
{
detectedShortcut.push_back(data->lParam->vkCode);
lock.unlock();
bool updateUI = detectedShortcut.SetKey(data->lParam->vkCode);
lock.unlock();
if (updateUI)
{
// Update the UI. This function is called here because it should store the set of keys pressed till the last key which was pressed down.
UpdateDetectShortcutUI();
}
@@ -241,7 +239,7 @@ bool KeyboardManagerState::DetectShortcutUIBackend(LowlevelKeyboardEvent* data)
else if (data->wParam == WM_KEYUP || data->wParam == WM_SYSKEYUP)
{
std::lock_guard<std::mutex> lock(detectedShortcut_mutex);
detectedShortcut.erase(std::remove(detectedShortcut.begin(), detectedShortcut.end(), data->lParam->vkCode), detectedShortcut.end());
detectedShortcut.ResetKey(data->lParam->vkCode);
}
// Suppress the keyboard event
@@ -252,9 +250,9 @@ bool KeyboardManagerState::DetectShortcutUIBackend(LowlevelKeyboardEvent* data)
else
{
std::lock_guard<std::mutex> lock(detectedShortcut_mutex);
if (!detectedShortcut.empty())
if (!detectedShortcut.IsEmpty())
{
detectedShortcut.clear();
detectedShortcut.Reset();
}
}

View File

@@ -1,5 +1,7 @@
#pragma once
#include "Helpers.h"
#include "Shortcut.h"
#include "RemapShortcut.h"
#include <interface/lowlevel_keyboard_event_data.h>
#include <mutex>
#include <winrt/Windows.UI.Xaml.Controls.h>
@@ -28,8 +30,8 @@ private:
HWND currentUIWindow;
std::mutex currentUIWindow_mutex;
// Vector to store the shortcut detected in the detect shortcut UI window. This is used in both the backend and the UI.
std::vector<DWORD> detectedShortcut;
// Object to store the shortcut detected in the detect shortcut UI window. This is used in both the backend and the UI.
Shortcut detectedShortcut;
std::mutex detectedShortcut_mutex;
// Store detected remap key in the remap UI window. This is used in both the backend and the UI.
@@ -48,7 +50,7 @@ public:
// The map members and their mutexes are left as public since the maps are used extensively in dllmain.cpp.
// 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<DWORD, WORD> singleKeyReMap;
std::unordered_map<DWORD, DWORD> singleKeyReMap;
std::mutex singleKeyReMap_mutex;
// Stores keys which need to be changed from toggle behaviour to modifier behaviour. Eg. Caps Lock
@@ -56,11 +58,11 @@ public:
std::mutex singleKeyToggleToMod_mutex;
// Stores the os level shortcut remappings
std::map<std::vector<DWORD>, std::pair<std::vector<WORD>, bool>> osLevelShortcutReMap;
std::map<Shortcut, RemapShortcut> osLevelShortcutReMap;
std::mutex osLevelShortcutReMap_mutex;
// Stores the app-specific shortcut remappings. Maps application name to the shortcut map
std::map<std::wstring, std::map<std::vector<DWORD>, std::pair<std::vector<WORD>, bool>>> appSpecificShortcutReMap;
std::map<std::wstring, std::map<Shortcut, RemapShortcut>> appSpecificShortcutReMap;
std::mutex appSpecificShortcutReMap_mutex;
// Constructor
@@ -85,10 +87,10 @@ public:
void ClearSingleKeyRemaps();
// Function to add a new single key remapping
bool AddSingleKeyRemap(const DWORD& originalKey, const WORD& newRemapKey);
bool AddSingleKeyRemap(const DWORD& originalKey, const DWORD& newRemapKey);
// Function to add a new OS level shortcut remapping
bool AddOSLevelShortcut(const std::vector<DWORD>& originalSC, const std::vector<WORD>& newSC);
bool AddOSLevelShortcut(const Shortcut& originalSC, const Shortcut& 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);
@@ -103,7 +105,7 @@ public:
void UpdateDetectSingleKeyRemapUI();
// Function to return the currently detected shortcut which is displayed on the UI
std::vector<DWORD> GetDetectedShortcut();
Shortcut GetDetectedShortcut();
// Function to return the currently detected remap key which is displayed on the UI
DWORD GetDetectedSingleRemapKey();

View File

@@ -0,0 +1,2 @@
#include "pch.h"
#include "RemapShortcut.h"

View File

@@ -0,0 +1,21 @@
#pragma once
#include "Shortcut.h"
// This class stores all the variables associated with each shortcut remapping
class RemapShortcut
{
public:
Shortcut targetShortcut;
bool isShortcutInvoked;
ModifierKey winKeyInvoked;
RemapShortcut(const Shortcut& sc) :
targetShortcut(sc), isShortcutInvoked(false), winKeyInvoked(ModifierKey::Disabled)
{
}
RemapShortcut() :
isShortcutInvoked(false), winKeyInvoked(ModifierKey::Disabled)
{
}
};

View File

@@ -0,0 +1,787 @@
#include "pch.h"
#include "Shortcut.h"
// Function to return the number of keys in the shortcut
int Shortcut::Size() const
{
int size = 0;
if (winKey != ModifierKey::Disabled)
{
size += 1;
}
if (ctrlKey != ModifierKey::Disabled)
{
size += 1;
}
if (altKey != ModifierKey::Disabled)
{
size += 1;
}
if (shiftKey != ModifierKey::Disabled)
{
size += 1;
}
if (actionKey != NULL)
{
size += 1;
}
return size;
}
// Function to return true if the shortcut has no keys set
bool Shortcut::IsEmpty() const
{
if (winKey == ModifierKey::Disabled && ctrlKey == ModifierKey::Disabled && altKey == ModifierKey::Disabled && shiftKey == ModifierKey::Disabled && actionKey == NULL)
{
return true;
}
else
{
return false;
}
}
// Function to reset all the keys in the shortcut
void Shortcut::Reset()
{
winKey = ModifierKey::Disabled;
ctrlKey = ModifierKey::Disabled;
altKey = ModifierKey::Disabled;
shiftKey = ModifierKey::Disabled;
actionKey = NULL;
}
// Function to return true if the shortcut is valid. A valid shortcut has atleast one modifier, as well as an action key
bool Shortcut::IsValidShortcut() const
{
if (actionKey != NULL)
{
if (winKey != ModifierKey::Disabled || ctrlKey != ModifierKey::Disabled || altKey != ModifierKey::Disabled || shiftKey != ModifierKey::Disabled)
{
return true;
}
}
return false;
}
// Function to return the action key
DWORD Shortcut::GetActionKey() const
{
return actionKey;
}
// 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
DWORD Shortcut::GetWinKey(const ModifierKey& input) const
{
if (winKey == ModifierKey::Disabled)
{
return NULL;
}
else if (winKey == ModifierKey::Left)
{
return VK_LWIN;
}
else if (winKey == ModifierKey::Right)
{
return VK_RWIN;
}
else
{
// Since VK_WIN does not exist if right windows key is to be sent based on the argument, then return VK_RWIN as the win key (since that will be used to release it).
if (input == ModifierKey::Right)
{
return VK_RWIN;
}
else
{
//return VK_LWIN by default
return VK_LWIN;
}
}
}
// 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
DWORD Shortcut::GetCtrlKey() const
{
if (ctrlKey == ModifierKey::Disabled)
{
return NULL;
}
else if (ctrlKey == ModifierKey::Left)
{
return VK_LCONTROL;
}
else if (ctrlKey == ModifierKey::Right)
{
return VK_RCONTROL;
}
else
{
return VK_CONTROL;
}
}
// 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
DWORD Shortcut::GetAltKey() const
{
if (altKey == ModifierKey::Disabled)
{
return NULL;
}
else if (altKey == ModifierKey::Left)
{
return VK_LMENU;
}
else if (altKey == ModifierKey::Right)
{
return VK_RMENU;
}
else
{
return VK_MENU;
}
}
// 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
DWORD Shortcut::GetShiftKey() const
{
if (shiftKey == ModifierKey::Disabled)
{
return NULL;
}
else if (shiftKey == ModifierKey::Left)
{
return VK_LSHIFT;
}
else if (shiftKey == ModifierKey::Right)
{
return VK_RSHIFT;
}
else
{
return VK_SHIFT;
}
}
// Function to check if the input key matches the win key expected in the shortcut
bool Shortcut::CheckWinKey(const DWORD& input) const
{
if (winKey == ModifierKey::Disabled)
{
return false;
}
else if (winKey == ModifierKey::Left)
{
return (VK_LWIN == input);
}
else if (winKey == ModifierKey::Right)
{
return (VK_RWIN == input);
}
// If ModifierKey::Both then return true if either left or right (VK_WIN does not exist)
else
{
return (VK_LWIN == input) || (VK_RWIN == input);
}
}
// Function to check if the input key matches the ctrl key expected in the shortcut
bool Shortcut::CheckCtrlKey(const DWORD& input) const
{
if (ctrlKey == ModifierKey::Disabled)
{
return false;
}
else if (ctrlKey == ModifierKey::Left)
{
return (VK_LCONTROL == input);
}
else if (ctrlKey == ModifierKey::Right)
{
return (VK_RCONTROL == input);
}
// If ModifierKey::Both then return true if either left or right or common
else
{
return (VK_CONTROL == input) || (VK_LCONTROL == input) || (VK_RCONTROL == input);
}
}
// Function to check if the input key matches the alt key expected in the shortcut
bool Shortcut::CheckAltKey(const DWORD& input) const
{
if (altKey == ModifierKey::Disabled)
{
return false;
}
else if (altKey == ModifierKey::Left)
{
return (VK_LMENU == input);
}
else if (altKey == ModifierKey::Right)
{
return (VK_RMENU == input);
}
// If ModifierKey::Both then return true if either left or right or common
else
{
return (VK_MENU == input) || (VK_LMENU == input) || (VK_RMENU == input);
}
}
// Function to check if the input key matches the shift key expected in the shortcut
bool Shortcut::CheckShiftKey(const DWORD& input) const
{
if (shiftKey == ModifierKey::Disabled)
{
return false;
}
else if (shiftKey == ModifierKey::Left)
{
return (VK_LSHIFT == input);
}
else if (shiftKey == ModifierKey::Right)
{
return (VK_RSHIFT == input);
}
// If ModifierKey::Both then return true if either left or right or common
else
{
return (VK_SHIFT == input) || (VK_LSHIFT == input) || (VK_RSHIFT == input);
}
}
// Function to set a key in the shortcut based on the passed key code argument. Since there is no VK_WIN code, use the second argument for setting common win key. If isWinBoth is true then first arg is ignored. Returns false if it is already set to the same value. This can be used to avoid UI refreshing
bool Shortcut::SetKey(const DWORD& input, const bool& isWinBoth)
{
// Since there isn't a key for a common Win key this is handled with a separate argument
if (isWinBoth)
{
if (winKey == ModifierKey::Both)
{
return false;
}
winKey = ModifierKey::Both;
}
else if (input == VK_LWIN)
{
if (winKey == ModifierKey::Left)
{
return false;
}
winKey = ModifierKey::Left;
}
else if (input == VK_RWIN)
{
if (winKey == ModifierKey::Right)
{
return false;
}
winKey = ModifierKey::Right;
}
else if (input == VK_LCONTROL)
{
if (ctrlKey == ModifierKey::Left)
{
return false;
}
ctrlKey = ModifierKey::Left;
}
else if (input == VK_RCONTROL)
{
if (ctrlKey == ModifierKey::Right)
{
return false;
}
ctrlKey = ModifierKey::Right;
}
else if (input == VK_CONTROL)
{
if (ctrlKey == ModifierKey::Both)
{
return false;
}
ctrlKey = ModifierKey::Both;
}
else if (input == VK_LMENU)
{
if (altKey == ModifierKey::Left)
{
return false;
}
altKey = ModifierKey::Left;
}
else if (input == VK_RMENU)
{
if (altKey == ModifierKey::Right)
{
return false;
}
altKey = ModifierKey::Right;
}
else if (input == VK_MENU)
{
if (altKey == ModifierKey::Both)
{
return false;
}
altKey = ModifierKey::Both;
}
else if (input == VK_LSHIFT)
{
if (shiftKey == ModifierKey::Left)
{
return false;
}
shiftKey = ModifierKey::Left;
}
else if (input == VK_RSHIFT)
{
if (shiftKey == ModifierKey::Right)
{
return false;
}
shiftKey = ModifierKey::Right;
}
else if (input == VK_SHIFT)
{
if (shiftKey == ModifierKey::Both)
{
return false;
}
shiftKey = ModifierKey::Both;
}
else
{
if (actionKey == input)
{
return false;
}
actionKey = input;
}
return true;
}
// Function to reset the state of a shortcut key based on the passed key code argument. Since there is no VK_WIN code, use the second argument for setting common win key.
void Shortcut::ResetKey(const DWORD& input, const bool& isWinBoth)
{
// Since there isn't a key for a common Win key this is handled with a separate argument.
if (isWinBoth || input == VK_LWIN || input == VK_RWIN)
{
winKey = ModifierKey::Disabled;
}
else if (input == VK_LCONTROL || input == VK_RCONTROL || input == VK_CONTROL)
{
ctrlKey = ModifierKey::Disabled;
}
else if (input == VK_LMENU || input == VK_RMENU || input == VK_MENU)
{
altKey = ModifierKey::Disabled;
}
else if (input == VK_LSHIFT || input == VK_RSHIFT || input == VK_SHIFT)
{
shiftKey = ModifierKey::Disabled;
}
else
{
actionKey = NULL;
}
}
// Function to return the string representation of the shortcut
winrt::hstring Shortcut::ToHstring() const
{
winrt::hstring output;
if (winKey != ModifierKey::Disabled)
{
output = output + ModifierKeyNameWithSide(winKey, L"Win") + winrt::to_hstring(L" ");
}
if (ctrlKey != ModifierKey::Disabled)
{
output = output + ModifierKeyNameWithSide(ctrlKey, L"Ctrl") + winrt::to_hstring(L" ");
}
if (altKey != ModifierKey::Disabled)
{
output = output + ModifierKeyNameWithSide(altKey, L"Alt") + winrt::to_hstring(L" ");
}
if (shiftKey != ModifierKey::Disabled)
{
output = output + ModifierKeyNameWithSide(shiftKey, L"Shift") + winrt::to_hstring(L" ");
}
if (actionKey != NULL)
{
output = output + winrt::to_hstring((unsigned int)actionKey);
}
return output;
}
// Function to check if all the modifiers in the shortcut have been pressed down
bool Shortcut::CheckModifiersKeyboardState() const
{
// Check the win key state
if (winKey == ModifierKey::Both)
{
// Since VK_WIN does not exist, we check both VK_LWIN and VK_RWIN
if ((!(GetAsyncKeyState(VK_LWIN) & 0x8000)) && (!(GetAsyncKeyState(VK_RWIN) & 0x8000)))
{
return false;
}
}
else if (winKey == ModifierKey::Left)
{
if (!(GetAsyncKeyState(VK_LWIN) & 0x8000))
{
return false;
}
}
else if (winKey == ModifierKey::Right)
{
if (!(GetAsyncKeyState(VK_RWIN) & 0x8000))
{
return false;
}
}
// Check the ctrl key state
if (ctrlKey == ModifierKey::Left)
{
if (!(GetAsyncKeyState(VK_LCONTROL) & 0x8000))
{
return false;
}
}
else if (ctrlKey == ModifierKey::Right)
{
if (!(GetAsyncKeyState(VK_RCONTROL) & 0x8000))
{
return false;
}
}
else if (ctrlKey == ModifierKey::Both)
{
if (!(GetAsyncKeyState(VK_CONTROL) & 0x8000))
{
return false;
}
}
// Check the alt key state
if (altKey == ModifierKey::Left)
{
if (!(GetAsyncKeyState(VK_LMENU) & 0x8000))
{
return false;
}
}
else if (altKey == ModifierKey::Right)
{
if (!(GetAsyncKeyState(VK_RMENU) & 0x8000))
{
return false;
}
}
else if (altKey == ModifierKey::Both)
{
if (!(GetAsyncKeyState(VK_MENU) & 0x8000))
{
return false;
}
}
// Check the shift key state
if (shiftKey == ModifierKey::Left)
{
if (!(GetAsyncKeyState(VK_LSHIFT) & 0x8000))
{
return false;
}
}
else if (shiftKey == ModifierKey::Right)
{
if (!(GetAsyncKeyState(VK_RSHIFT) & 0x8000))
{
return false;
}
}
else if (shiftKey == ModifierKey::Both)
{
if (!(GetAsyncKeyState(VK_SHIFT) & 0x8000))
{
return false;
}
}
return true;
}
// Function to check if any keys are pressed down except those in the shortcut
bool Shortcut::IsKeyboardStateClearExceptShortcut() const
{
// Iterate through all the virtual key codes
for (int keyVal = 0; keyVal < 0x100; keyVal++)
{
// Skip mouse buttons. Keeping this could cause a remapping to fail if a mouse button is also pressed at the same time
if (keyVal == VK_LBUTTON || keyVal == VK_RBUTTON || keyVal == VK_MBUTTON || keyVal == VK_XBUTTON1 || keyVal == VK_XBUTTON2)
{
continue;
}
// Check state of the key. If the key is pressed down but it is not part of the shortcut then the keyboard state is not clear
if (GetAsyncKeyState(keyVal) & 0x8000)
{
// If one of the win keys is pressed check if it is part of the shortcut
if (keyVal == VK_LWIN)
{
if (winKey != ModifierKey::Left && winKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
else if (keyVal == VK_RWIN)
{
if (winKey != ModifierKey::Right && winKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
// If one of the ctrl keys is pressed check if it is part of the shortcut
else if (keyVal == VK_LCONTROL)
{
if (ctrlKey != ModifierKey::Left && ctrlKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
else if (keyVal == VK_RCONTROL)
{
if (ctrlKey != ModifierKey::Right && ctrlKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
else if (keyVal == VK_CONTROL)
{
if (ctrlKey == ModifierKey::Disabled)
{
return false;
}
else
{
continue;
}
}
// If one of the alt keys is pressed check if it is part of the shortcut
else if (keyVal == VK_LMENU)
{
if (altKey != ModifierKey::Left && altKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
else if (keyVal == VK_RMENU)
{
if (altKey != ModifierKey::Right && altKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
else if (keyVal == VK_MENU)
{
if (altKey == ModifierKey::Disabled)
{
return false;
}
else
{
continue;
}
}
// If one of the shift keys is pressed check if it is part of the shortcut
else if (keyVal == VK_LSHIFT)
{
if (shiftKey != ModifierKey::Left && shiftKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
else if (keyVal == VK_RSHIFT)
{
if (shiftKey != ModifierKey::Right && shiftKey != ModifierKey::Both)
{
return false;
}
else
{
continue;
}
}
else if (keyVal == VK_SHIFT)
{
if (shiftKey == ModifierKey::Disabled)
{
return false;
}
else
{
continue;
}
}
// If any other key is pressed check if it is the action key
else if (keyVal != actionKey)
{
return false;
}
}
}
return true;
}
// Function to get the number of modifiers that are common between the current shortcut and the shortcut in the argument
int Shortcut::GetCommonModifiersCount(const Shortcut& input) const
{
int commonElements = 0;
if ((winKey == input.winKey) && winKey != ModifierKey::Disabled)
{
commonElements += 1;
}
if ((ctrlKey == input.ctrlKey) && ctrlKey != ModifierKey::Disabled)
{
commonElements += 1;
}
if ((altKey == input.altKey) && altKey != ModifierKey::Disabled)
{
commonElements += 1;
}
if ((shiftKey == input.shiftKey) && shiftKey != ModifierKey::Disabled)
{
commonElements += 1;
}
return commonElements;
}
// Function to return the name of the key with L or R prefix depending on the first argument. Second argument should be the name of the key without any prefix (ex: Win, Ctrl)
winrt::hstring Shortcut::ModifierKeyNameWithSide(const ModifierKey& key, const std::wstring& keyName) const
{
if (key == ModifierKey::Left)
{
return winrt::to_hstring(L"L") + winrt::to_hstring(keyName.c_str());
}
else if (key == ModifierKey::Right)
{
return winrt::to_hstring(L"R") + winrt::to_hstring(keyName.c_str());
}
else if (key == ModifierKey::Both)
{
return winrt::to_hstring(keyName.c_str());
}
return winrt::hstring();
}
// Function to return the virtual key code from the name of the key
DWORD Shortcut::DecodeKey(const std::wstring& keyName)
{
if (keyName == L"LWin")
{
return VK_LWIN;
}
else if (keyName == L"RWin")
{
return VK_RWIN;
}
else if (keyName == L"LCtrl")
{
return VK_LCONTROL;
}
else if (keyName == L"RCtrl")
{
return VK_RCONTROL;
}
else if (keyName == L"Ctrl")
{
return VK_CONTROL;
}
else if (keyName == L"LAlt")
{
return VK_LMENU;
}
else if (keyName == L"RAlt")
{
return VK_RMENU;
}
else if (keyName == L"Alt")
{
return VK_MENU;
}
else if (keyName == L"LShift")
{
return VK_LSHIFT;
}
else if (keyName == L"RShift")
{
return VK_RSHIFT;
}
else if (keyName == L"Shift")
{
return VK_SHIFT;
}
else
{
return std::stoi(keyName);
}
}
// Function to create a shortcut object from its string representation
Shortcut Shortcut::CreateShortcut(const winrt::hstring& input)
{
Shortcut newShortcut;
std::wstring shortcutWstring = input.c_str();
std::vector<std::wstring> shortcutVector = splitwstring(shortcutWstring, L' ');
for (int i = 0; i < shortcutVector.size(); i++)
{
if (shortcutVector[i] == L"Win")
{
newShortcut.SetKey(NULL, true);
}
else
{
DWORD keyCode = DecodeKey(shortcutVector[i]);
newShortcut.SetKey(keyCode);
}
}
return newShortcut;
}

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#pragma once
#include "Helpers.h"
#include <interface/lowlevel_keyboard_event_data.h>
// Enum type to store different states of the win key
enum class ModifierKey
{
Disabled,
Left,
Right,
Both
};
class Shortcut
{
private:
ModifierKey winKey;
ModifierKey ctrlKey;
ModifierKey altKey;
ModifierKey shiftKey;
DWORD actionKey;
// Function to return the name of the key with L or R prefix depending on the first argument. Second argument should be the name of the key without any prefix (ex: Win, Ctrl)
winrt::hstring ModifierKeyNameWithSide(const ModifierKey& key, const std::wstring& keyName) const;
public:
// By default create an empty shortcut
Shortcut() :
winKey(ModifierKey::Disabled), ctrlKey(ModifierKey::Disabled), altKey(ModifierKey::Disabled), shiftKey(ModifierKey::Disabled), actionKey(NULL)
{
}
// Less than operator must be defined to use with std::map.
inline bool operator<(const Shortcut& sc) const
{
// Compare win key first
if (winKey < sc.winKey)
{
return true;
}
else if (winKey > sc.winKey)
{
return false;
}
else
{
// If win key is equal, then compare ctrl key
if (ctrlKey < sc.ctrlKey)
{
return true;
}
else if (ctrlKey > sc.ctrlKey)
{
return false;
}
else
{
// If ctrl key is equal, then compare alt key
if (altKey < sc.altKey)
{
return true;
}
else if (altKey > sc.altKey)
{
return false;
}
else
{
// If alt key is equal, then compare shift key
if (shiftKey < sc.shiftKey)
{
return true;
}
else if (shiftKey > sc.shiftKey)
{
return false;
}
else
{
// If shift key is equal, then compare action key
if (actionKey < sc.actionKey)
{
return true;
}
else
{
return false;
}
}
}
}
}
}
// Function to return the number of keys in the shortcut
int Size() const;
// Function to return true if the shortcut has no keys set
bool IsEmpty() const;
// Function to reset all the keys in the shortcut
void Reset();
// Function to return true if the shortcut is valid. A valid shortcut has atleast one modifier, as well as an action key
bool IsValidShortcut() const;
// Function to return the action key
DWORD GetActionKey() const;
// 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
DWORD GetWinKey(const ModifierKey& input) const;
// 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
DWORD GetCtrlKey() const;
// 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
DWORD GetAltKey() const;
// 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
DWORD GetShiftKey() const;
// Function to check if the input key matches the win key expected in the shortcut
bool CheckWinKey(const DWORD& input) const;
// Function to check if the input key matches the ctrl key expected in the shortcut
bool CheckCtrlKey(const DWORD& input) const;
// Function to check if the input key matches the alt key expected in the shortcut
bool CheckAltKey(const DWORD& input) const;
// Function to check if the input key matches the shift key expected in the shortcut
bool CheckShiftKey(const DWORD& input) const;
// Function to set a key in the shortcut based on the passed key code argument. Since there is no VK_WIN code, use the second argument for setting common win key. If isWinBoth is true then first arg is ignored. Returns false if it is already set to the same value. This can be used to avoid UI refreshing
bool SetKey(const DWORD& input, const bool& isWinBoth = false);
// Function to reset the state of a shortcut key based on the passed key code argument. Since there is no VK_WIN code, use the second argument for setting common win key.
void ResetKey(const DWORD& input, const bool& isWinBoth = false);
// Function to return the string representation of the shortcut
winrt::hstring ToHstring() const;
// Function to check if all the modifiers in the shortcut have been pressed down
bool CheckModifiersKeyboardState() const;
// Function to check if any keys are pressed down except those in the shortcut
bool IsKeyboardStateClearExceptShortcut() const;
// Function to get the number of modifiers that are common between the current shortcut and the shortcut in the argument
int GetCommonModifiersCount(const Shortcut& input) const;
// Function to return the virtual key code from the name of the key
static DWORD DecodeKey(const std::wstring& keyName);
// Function to create a shortcut object from its string representation
static Shortcut CreateShortcut(const winrt::hstring& input);
};