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499d3478ba
Doesn't work 100% correctly -- in some cases, using two different combos in quick succession will fail -- but it's close. Added stub methods for the four hint operations.
106 lines
3.7 KiB
C#
106 lines
3.7 KiB
C#
/*
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* Copyright 2018 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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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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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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public class MultiKeyInputGesture : InputGesture {
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private const int MAX_PAUSE_MILLIS = 1500;
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private InputGestureCollection mGestures = new InputGestureCollection();
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private DateTime mLastWhen = DateTime.Now;
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private int mCheckIdx;
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private string mIdStr;
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public MultiKeyInputGesture(KeyGesture[] keys) {
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Debug.Assert(keys.Length > 0);
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StringBuilder idSb = new StringBuilder();
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// Grab a copy of the array contents.
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foreach (KeyGesture kg in keys) {
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mGestures.Add(kg);
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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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}
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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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return false;
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}
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DateTime now = DateTime.Now;
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if ((now - mLastWhen).TotalMilliseconds > MAX_PAUSE_MILLIS) {
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//Debug.WriteLine("MKIG " + mIdStr + ": too long since last key (" +
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// (now - mLastWhen).TotalMilliseconds + " ms");
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mCheckIdx = 0;
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}
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mLastWhen = now;
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if (((KeyEventArgs)inputEventArgs).IsRepeat) {
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// ignore key-repeat noise (especially from modifiers)
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return false;
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}
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if (!mGestures[mCheckIdx].Matches(null, inputEventArgs)) {
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if (mCheckIdx > 0) {
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//Debug.WriteLine("MKIG " + mIdStr + ": no match, resetting");
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mCheckIdx = 0;
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}
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return false;
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}
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//Debug.WriteLine("MKIG " + mIdStr + ": matched gesture #" + mCheckIdx);
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mCheckIdx++;
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if (mCheckIdx == mGestures.Count) {
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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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return true;
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}
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return false;
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}
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}
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}
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