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## 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.
36 lines
1.6 KiB
C++
36 lines
1.6 KiB
C++
#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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namespace winrt::PowerToys::Interop::implementation
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{
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struct KeyboardHook : KeyboardHookT<KeyboardHook>
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{
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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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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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// 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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