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target_state.cpp
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target_state.cpp
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#include "pch.h"
#include "target_state.h"
#include "common/start_visible.h"
#include "keyboard_state.h"
TargetState::TargetState(int ms_delay) :
delay(std::chrono::milliseconds(ms_delay)), thread(&TargetState::thread_proc, this)
{
}
bool TargetState::signal_event(unsigned vk_code, bool key_down)
{
std::unique_lock lock(mutex);
if (!events.empty() && events.back().key_down == key_down && events.back().vk_code == vk_code)
{
return false;
}
// Hide the overlay when WinKey + Shift + S is pressed. 0x53 is the VK code of the S key
if (key_down && state == Shown && vk_code == 0x53 && (GetKeyState(VK_LSHIFT) || GetKeyState(VK_RSHIFT)))
{
// We cannot use normal hide() here, there is stuff that needs deinitialization.
// It can be safely done when the user releases the WinKey.
instance->quick_hide();
}
bool supress = false;
if (!key_down && (vk_code == VK_LWIN || vk_code == VK_RWIN) &&
state == Shown &&
std::chrono::system_clock::now() - singnal_timestamp > std::chrono::milliseconds(300) &&
!key_was_pressed)
{
supress = true;
}
events.push_back({ key_down, vk_code });
lock.unlock();
cv.notify_one();
if (supress)
{
// Send a fake key-stroke to prevent the start menu from appearing.
// We use 0xCF VK code, which is reserved. It still prevents the
// start menu from appearing, but should not interfere with any
// keyboard shortcuts.
INPUT input[3] = { {}, {}, {} };
input[0].type = INPUT_KEYBOARD;
input[0].ki.wVk = 0xCF;
input[1].type = INPUT_KEYBOARD;
input[1].ki.wVk = 0xCF;
input[1].ki.dwFlags = KEYEVENTF_KEYUP;
input[2].type = INPUT_KEYBOARD;
input[2].ki.wVk = VK_LWIN;
input[2].ki.dwFlags = KEYEVENTF_KEYUP;
SendInput(3, input, sizeof(INPUT));
}
return supress;
}
void TargetState::was_hiden()
{
std::unique_lock<std::mutex> lock(mutex);
state = Hidden;
events.clear();
lock.unlock();
cv.notify_one();
}
void TargetState::exit()
{
std::unique_lock lock(mutex);
events.clear();
state = Exiting;
lock.unlock();
cv.notify_one();
thread.join();
}
KeyEvent TargetState::next()
{
auto e = events.front();
events.pop_front();
return e;
}
void TargetState::handle_hidden()
{
std::unique_lock lock(mutex);
if (events.empty())
cv.wait(lock);
if (events.empty() || state == Exiting)
return;
auto event = next();
if (event.key_down && (event.vk_code == VK_LWIN || event.vk_code == VK_RWIN))
{
state = Timeout;
winkey_timestamp = std::chrono::system_clock::now();
}
}
void TargetState::handle_shown()
{
std::unique_lock lock(mutex);
if (events.empty())
{
cv.wait(lock);
}
if (events.empty() || state == Exiting)
{
return;
}
auto event = next();
if (event.key_down && (event.vk_code == VK_LWIN || event.vk_code == VK_RWIN))
{
return;
}
if (!event.key_down && (event.vk_code == VK_LWIN || event.vk_code == VK_RWIN) || !winkey_held())
{
state = Hidden;
lock.unlock();
return;
}
if (event.key_down)
{
key_was_pressed = true;
lock.unlock();
instance->on_held_press(event.vk_code);
}
}
void TargetState::thread_proc()
{
while (true)
{
switch (state)
{
case Hidden:
handle_hidden();
break;
case Timeout:
handle_timeout();
break;
case Shown:
handle_shown();
break;
case Exiting:
default:
return;
}
}
}
void TargetState::handle_timeout()
{
std::unique_lock lock(mutex);
auto wait_time = delay - (std::chrono::system_clock::now() - winkey_timestamp);
if (events.empty())
cv.wait_for(lock, wait_time);
if (state == Exiting)
return;
while (!events.empty())
{
auto event = events.front();
if (event.key_down && (event.vk_code == VK_LWIN || event.vk_code == VK_RWIN))
events.pop_front();
else
break;
}
if (!events.empty() || !only_winkey_key_held() || is_start_visible())
{
state = Hidden;
return;
}
if (std::chrono::system_clock::now() - winkey_timestamp < delay)
return;
singnal_timestamp = std::chrono::system_clock::now();
key_was_pressed = false;
state = Shown;
lock.unlock();
instance->on_held();
}
void TargetState::set_delay(int ms_delay)
{
delay = std::chrono::milliseconds(ms_delay);
}