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