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[Keyboard Manager] Cleanup header file references to improve incremental build time (#4880)
* 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
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@@ -1,5 +1,7 @@
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#include "pch.h"
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#include "KeyboardManagerState.h"
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#include <../common/settings_helpers.h>
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#include "KeyDelay.h"
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// Constructor
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KeyboardManagerState::KeyboardManagerState() :
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@@ -179,15 +181,15 @@ bool KeyboardManagerState::AddAppSpecificShortcut(const std::wstring& app, const
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void KeyboardManagerState::ConfigureDetectShortcutUI(const StackPanel& textBlock1, const StackPanel& textBlock2)
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{
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std::lock_guard<std::mutex> lock(currentShortcutUI_mutex);
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currentShortcutUI1 = textBlock1;
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currentShortcutUI2 = textBlock2;
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currentShortcutUI1 = textBlock1.as<winrt::Windows::Foundation::IInspectable>();
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currentShortcutUI2 = textBlock2.as<winrt::Windows::Foundation::IInspectable>();
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}
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// Function to set the textblock of the detect remap key UI so that it can be accessed by the hook
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void KeyboardManagerState::ConfigureDetectSingleKeyRemapUI(const StackPanel& textBlock)
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{
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std::lock_guard<std::mutex> lock(currentSingleKeyUI_mutex);
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currentSingleKeyUI = textBlock;
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currentSingleKeyUI = textBlock.as<winrt::Windows::Foundation::IInspectable>();
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}
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void KeyboardManagerState::AddKeyToLayout(const StackPanel& panel, const hstring& key)
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@@ -226,34 +228,34 @@ void KeyboardManagerState::UpdateDetectShortcutUI()
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detectedShortcut_lock.unlock();
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// Since this function is invoked from the back-end thread, in order to update the UI the dispatcher must be used.
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currentShortcutUI1.Dispatcher().RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, [this, detectedShortcutCopy]() {
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currentShortcutUI1.as<StackPanel>().Dispatcher().RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, [this, detectedShortcutCopy]() {
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std::vector<hstring> shortcut = detectedShortcutCopy.GetKeyVector(keyboardMap);
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currentShortcutUI1.Children().Clear();
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currentShortcutUI2.Children().Clear();
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currentShortcutUI1.as<StackPanel>().Children().Clear();
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currentShortcutUI2.as<StackPanel>().Children().Clear();
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// The second row should be hidden if there are 3 keys or lesser to avoid an extra margin
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if (shortcut.size() > 3)
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{
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currentShortcutUI2.Visibility(Visibility::Visible);
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currentShortcutUI2.as<StackPanel>().Visibility(Visibility::Visible);
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}
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else
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{
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currentShortcutUI2.Visibility(Visibility::Collapsed);
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currentShortcutUI2.as<StackPanel>().Visibility(Visibility::Collapsed);
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}
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for (int i = 0; i < shortcut.size(); i++)
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{
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if (i < 3)
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{
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AddKeyToLayout(currentShortcutUI1, shortcut[i]);
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AddKeyToLayout(currentShortcutUI1.as<StackPanel>(), shortcut[i]);
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}
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else
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{
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AddKeyToLayout(currentShortcutUI2, shortcut[i]);
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AddKeyToLayout(currentShortcutUI2.as<StackPanel>(), shortcut[i]);
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}
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}
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currentShortcutUI1.UpdateLayout();
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currentShortcutUI2.UpdateLayout();
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currentShortcutUI1.as<StackPanel>().UpdateLayout();
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currentShortcutUI2.as<StackPanel>().UpdateLayout();
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});
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}
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@@ -265,13 +267,12 @@ void KeyboardManagerState::UpdateDetectSingleKeyRemapUI()
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{
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return;
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}
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// Since this function is invoked from the back-end thread, in order to update the UI the dispatcher must be used.
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currentSingleKeyUI.Dispatcher().RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, [this]() {
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currentSingleKeyUI.Children().Clear();
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currentSingleKeyUI.as<StackPanel>().Dispatcher().RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, [this]() {
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currentSingleKeyUI.as<StackPanel>().Children().Clear();
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hstring key = winrt::to_hstring(keyboardMap.GetKeyName(detectedRemapKey).c_str());
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AddKeyToLayout(currentSingleKeyUI, key);
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currentSingleKeyUI.UpdateLayout();
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AddKeyToLayout(currentSingleKeyUI.as<StackPanel>(), key);
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currentSingleKeyUI.as<StackPanel>().UpdateLayout();
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});
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}
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