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https://github.com/microsoft/PowerToys.git
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Add unicode naming for keys (dev/keyboardManager) (#1978)
* Added key names * Display names in detect keyboard UI * Added keyboard layout for edit keyboard window * Removed commented code * removed unused code * fixed argument modifiers * Added newline at EOF * Added unicode changes to edit shortcuts window
This commit is contained in:
committed by
Tomas Agustin Raies
parent
6fbed4ad5c
commit
e0ddaa74d0
@@ -121,6 +121,21 @@ void createEditShortcutsWindow(HINSTANCE hInst, KeyboardManagerState& keyboardMa
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// Message to display success/failure of saving settings.
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TextBlock settingsMessage;
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// Store handle of edit shortcuts window
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ShortcutControl::EditShortcutsWindowHandle = _hWndEditShortcutsWindow;
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// Store keyboard manager state
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ShortcutControl::keyboardManagerState = &keyboardManagerState;
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// Clear the shortcut remap buffer
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ShortcutControl::shortcutRemapBuffer.clear();
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// Load existing shortcuts into UI
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std::unique_lock<std::mutex> lock(keyboardManagerState.osLevelShortcutReMap_mutex);
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for (const auto& it : keyboardManagerState.osLevelShortcutReMap)
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{
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ShortcutControl::AddNewShortcutControlRow(shortcutTable, it.first, it.second.targetShortcut);
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}
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lock.unlock();
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// Apply button
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Button applyButton;
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applyButton.Content(winrt::box_value(winrt::to_hstring("Apply")));
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@@ -130,26 +145,15 @@ void createEditShortcutsWindow(HINSTANCE hInst, KeyboardManagerState& keyboardMa
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keyboardManagerState.ClearOSLevelShortcuts();
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// Save the shortcuts that are valid and report if any of them were invalid
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for (unsigned int i = 1; i < shortcutTable.Children().Size(); i++)
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for (int i = 0; i < ShortcutControl::shortcutRemapBuffer.size(); i++)
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{
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StackPanel currentRow = shortcutTable.Children().GetAt(i).as<StackPanel>();
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hstring originalShortcutText = currentRow.Children().GetAt(0).as<StackPanel>().Children().GetAt(1).as<TextBlock>().Text();
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hstring newShortcutText = currentRow.Children().GetAt(1).as<StackPanel>().Children().GetAt(1).as<TextBlock>().Text();
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if (!originalShortcutText.empty() && !newShortcutText.empty())
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{
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Shortcut originalShortcut = Shortcut::CreateShortcut(originalShortcutText);
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Shortcut newShortcut = Shortcut::CreateShortcut(newShortcutText);
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Shortcut originalShortcut = ShortcutControl::shortcutRemapBuffer[i][0];
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Shortcut newShortcut = ShortcutControl::shortcutRemapBuffer[i][1];
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// Shortcut should be valid
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if (originalShortcut.IsValidShortcut() && originalShortcut.IsValidShortcut())
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{
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bool result = keyboardManagerState.AddOSLevelShortcut(originalShortcut, newShortcut);
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if (!result)
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{
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isSuccess = false;
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}
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}
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else
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if (originalShortcut.IsValidShortcut() && originalShortcut.IsValidShortcut())
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{
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bool result = keyboardManagerState.AddOSLevelShortcut(originalShortcut, newShortcut);
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if (!result)
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{
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isSuccess = false;
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}
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@@ -177,19 +181,6 @@ void createEditShortcutsWindow(HINSTANCE hInst, KeyboardManagerState& keyboardMa
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header.Children().Append(applyButton);
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header.Children().Append(settingsMessage);
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// Store handle of edit shortcuts window
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ShortcutControl::EditShortcutsWindowHandle = _hWndEditShortcutsWindow;
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// Store keyboard manager state
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ShortcutControl::keyboardManagerState = &keyboardManagerState;
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// Load existing shortcuts into UI
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std::unique_lock<std::mutex> lock(keyboardManagerState.osLevelShortcutReMap_mutex);
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for (const auto& it : keyboardManagerState.osLevelShortcutReMap)
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{
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ShortcutControl::AddNewShortcutControlRow(shortcutTable, it.first, it.second.targetShortcut);
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}
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lock.unlock();
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// Add shortcut button
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Windows::UI::Xaml::Controls::Button addShortcut;
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FontIcon plusSymbol;
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