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When we match a multi-key sequence, send an event to all other multi-key handlers to tell them to reset.
124 lines
4.6 KiB
C#
124 lines
4.6 KiB
C#
/*
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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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* 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.Diagnostics;
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using System.Text;
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using System.Windows.Input;
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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 = 2000;
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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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// 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); // arguably also bad input if == 1
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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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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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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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// signal other instances
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sGotMatch(this, null);
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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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