[Refactor]Port C++/CX to C++/WinRT (#34198)

## Summary of the Pull Request
Removes all C++/CX code, replacing it with C++/WinRT.

## Detailed Description of the Pull Request / Additional comments
Removes all C++/CX code.
Renames interop namespaces to be better consumed by CsWinRT.
Standardizes all projects on net8.0-windows10.0.20348.0, which is a
requirement for C++/WinRT usage.
FileLocksmithLibInterop brought to stdcpplatest and static analysis
errors were corrected.
Removed now unneeded string conversion code from
FileLocksmithLibInterop.
Changed interop KeyboardHook to use a single hook across all instances.
Required because on C++/WinRT we don't have the .NET runtime to bind a
object instance to a delegate and be able to pass it to a C function
pointer argument (still no idea why this worked correctly on C++/CX to
be honest). This change actually makes us create less low level keyboard
hooks.
Changed some code that depended on arrays since WinRT/C++ returns null
instead of an empty array through the interface.

## Validation Steps Performed
Built and tested runtime.
This commit is contained in:
Jaime Bernardo
2024-08-08 15:26:43 +01:00
committed by GitHub
parent b16e82c837
commit fb5ed13386
136 changed files with 1511 additions and 1119 deletions

View File

@@ -1,48 +1,35 @@
#pragma once
#include "KeyboardHook.g.h"
#include <mutex>
#include <unordered_set>
#include <cinttypes>
using namespace System::Threading;
using namespace System::Collections::Generic;
namespace interop
namespace winrt::PowerToys::Interop::implementation
{
public
ref struct KeyboardEvent
struct KeyboardHook : KeyboardHookT<KeyboardHook>
{
WPARAM message;
int key;
uint64_t dwExtraInfo;
};
public
delegate void KeyboardEventCallback(KeyboardEvent ^ ev);
public
delegate bool IsActiveCallback();
public
delegate bool FilterKeyboardEvent(KeyboardEvent ^ ev);
public
ref class KeyboardHook
{
public:
KeyboardHook(
KeyboardEventCallback ^ keyboardEventCallback,
IsActiveCallback ^ isActiveCallback,
FilterKeyboardEvent ^ filterKeyboardEvent);
~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:
delegate LRESULT HookProcDelegate(int nCode, WPARAM wParam, LPARAM lParam);
KeyboardEventCallback ^ keyboardEventCallback;
IsActiveCallback ^ isActiveCallback;
FilterKeyboardEvent ^ filterKeyboardEvent;
HHOOK hookHandle;
HookProcDelegate ^ hookProc;
winrt::PowerToys::Interop::KeyboardEventCallback keyboardEventCallback;
winrt::PowerToys::Interop::IsActiveCallback isActiveCallback;
winrt::PowerToys::Interop::FilterKeyboardEvent filterKeyboardEvent;
LRESULT __clrcall HookProc(int nCode, WPARAM wParam, LPARAM lParam);
// 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>
{
};
}