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