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mirror of https://github.com/fadden/6502bench.git synced 2024-12-27 10:32:31 +00:00

Fix multi-multi-key inputs

When we match a multi-key sequence, send an event to all other
multi-key handlers to tell them to reset.
This commit is contained in:
Andy McFadden 2019-06-07 13:10:52 -07:00
parent 499d3478ba
commit 0f7e0e8d21

View File

@ -1,5 +1,5 @@
/*
* Copyright 2018 faddenSoft
* Copyright 2019 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@ -14,34 +14,26 @@
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Input;
/// <summary>
/// Handle a multi-key input sequence for WPF windows.
/// </summary>
/// <remarks>
/// Also posted as https://stackoverflow.com/a/56452142/294248
///
/// Example:
/// {RoutedUICommand}.InputGestures.Add(
/// new MultiKeyInputGesture(new KeyGesture[] {
/// new KeyGesture(Key.H, ModifierKeys.Control, "Ctrl+H"),
/// new KeyGesture(Key.C, ModifierKeys.Control, "Ctrl+C")
/// }) );
///
/// TODO: if you have more than one handler, the handler that completes a sequence will
/// "eat" the final key, and the other handlers won't reset. Might need to define an event
/// that all gesture objects subscribe to, so they all reset at once. In the mean time, the
/// reset-after-time handler solves the problem if the user is moving slowly enough.
/// </remarks>
namespace CommonWPF {
/// <summary>
/// Handle a multi-key input sequence for WPF windows.
/// </summary>
/// <remarks>
/// Also posted as https://stackoverflow.com/a/56452142/294248
///
/// Example:
/// {RoutedUICommand}.InputGestures.Add(
/// new MultiKeyInputGesture(new KeyGesture[] {
/// new KeyGesture(Key.H, ModifierKeys.Control, "Ctrl+H"),
/// new KeyGesture(Key.C, ModifierKeys.Control, "Ctrl+C")
/// }) );
/// </remarks>
public class MultiKeyInputGesture : InputGesture {
private const int MAX_PAUSE_MILLIS = 1500;
private const int MAX_PAUSE_MILLIS = 2000;
private InputGestureCollection mGestures = new InputGestureCollection();
@ -49,9 +41,22 @@ namespace CommonWPF {
private int mCheckIdx;
private string mIdStr;
// On a successful match, the handler "eats" the final keypress. If you have multiple
// handlers, the ones that are called later won't see the non-matching key and will
// still be waiting. This can be a problem if the user types multiple multi-key
// sequences in rapid succession (or even not-so-rapid if you disable the timeout). To
// deal with this, all instances subscribe to this event, which fires when a match is
// found.
private delegate void GotMatchHandler(object sender, EventArgs e);
private static event GotMatchHandler sGotMatch;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="keys">Sequence of keys to watch for.</param>
public MultiKeyInputGesture(KeyGesture[] keys) {
Debug.Assert(keys.Length > 0);
Debug.Assert(keys.Length > 0); // arguably also bad input if == 1
StringBuilder idSb = new StringBuilder();
@ -61,8 +66,18 @@ namespace CommonWPF {
idSb.Append(kg.DisplayString[kg.DisplayString.Length - 1]);
}
mIdStr = idSb.ToString();
sGotMatch += delegate(object sender, EventArgs e) {
mCheckIdx = 0;
};
}
/// <summary>
/// InputGesture interface. Tests an input event to see if it's part of a sequence.
/// </summary>
/// <param name="targetElement">Not used.</param>
/// <param name="inputEventArgs">Input event. Ignored if not a key event.</param>
/// <returns>True if the key matches and we're at the end of the sequence.</returns>
public override bool Matches(object targetElement, InputEventArgs inputEventArgs) {
if (!(inputEventArgs is KeyEventArgs)) {
// does this actually happen?
@ -96,6 +111,9 @@ namespace CommonWPF {
//Debug.WriteLine("MKIG " + mIdStr + ": match");
mCheckIdx = 0;
inputEventArgs.Handled = true;
// signal other instances
sGotMatch(this, null);
return true;
}