diff --git a/CommonWPF/MultiKeyInputGesture.cs b/CommonWPF/MultiKeyInputGesture.cs
index 8c2bed0..b7ec4eb 100644
--- a/CommonWPF/MultiKeyInputGesture.cs
+++ b/CommonWPF/MultiKeyInputGesture.cs
@@ -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;
-///
-/// Handle a multi-key input sequence for WPF windows.
-///
-///
-/// 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.
-///
namespace CommonWPF {
+ ///
+ /// Handle a multi-key input sequence for WPF windows.
+ ///
+ ///
+ /// 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")
+ /// }) );
+ ///
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;
+
+ ///
+ /// Constructor.
+ ///
+ /// Sequence of keys to watch for.
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;
+ };
}
+ ///
+ /// InputGesture interface. Tests an input event to see if it's part of a sequence.
+ ///
+ /// Not used.
+ /// Input event. Ignored if not a key event.
+ /// True if the key matches and we're at the end of the sequence.
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;
}