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注册已使用的热键

[英]Register hot key that is already used

Background: 背景:

I want to listen to a hot key sequence ( Ctrl+Alt+Left ) globally, so I'm using: 我想全局听一个热键序列( Ctrl+Alt+Left ),所以我正在使用:

[DllImport("user32.dll")]
private static extern bool RegisterHotKey(IntPtr hWnd, int id, uint fsModifiers, uint vk);

This works great with many other hot key sequences, such as Ctrl+Alt+PageUp , Ctrl+Alt+PageDown , etc... But a problem occurs with Ctrl+Alt+Left , specifically. 这适用于许多其他热键序列,例如Ctrl+Alt+PageUpCtrl+Alt+PageDown等...但是Ctrl+Alt+Left会出现问题。


Problem: 问题:

On one computer, it works just fine, like any other hot key sequence, but on a different computer, where Ctrl+Alt+Arrow is used to rotate the screen, it fails to register the hot key (ie returns zero and doesn't get callbacks to the window's handle). 在一台计算机上,它可以正常工作,就像任何其他热键序列一样,但在另一台计算机上,使用Ctrl+Alt+Arrow旋转屏幕,它无法注册热键(即返回零而不是得到回调到窗口的句柄)。

MSDN says: RegisterHotKey fails if the keystrokes specified for the hot key have already been registered by another hot key. MSDN说: 如果为热键指定的击键已经被另一个热键注册,则RegisterHotKey失败。

I would like to be able to register that hot key sequence no matter what, and if needed, override it. 我希望无论如何都可以注册该热键序列,如果需要,可以覆盖它。 I would certainly want the screen to remain unrotated, at least for as long as my program is running. 我当然希望屏幕保持不旋转状态,至少在我的程序运行时。

Changing the hotkey sequence isn't really an option, since other computers might have other hotkey sequences that may cause failure as well. 更改热键序列实际上不是一个选项,因为其他计算机可能还有其他可能导致故障的热键序列。


Questions: 问题:

What is the difference between Ctrl+Alt+Left as a screen-rotating hotkey and a Ctrl+S as a saving hotkey, the causes one to fail but not the other? Ctrl+Alt+Left作为屏幕旋转热键和Ctrl+S作为保存热键有什么区别,导致一个失败而另一个失败? (maybe it is because one is a global hotkey and the second is contextual?) (也许是因为一个是全球热键,第二个是上下文?)

Is it possible to override hotkeys entirely? 是否可以完全覆盖热键? Is that a good idea? 这是一个好主意吗?

Most importantly, how can I assure that my hotkey will be registered? 最重要的是,我如何确保我的热键将被注册?

I've just changed my approach from hotkeys to hooks. 我刚刚把我的方法从热键改为钩子。 I'm listening to any low-level keyboard press event, and getting the modifiers' states when such even fires using winAPI. 我正在听任何低级键盘按键事件,并在使用winAPI时甚至触发修改器的状态。 Then I have full information about currently pressed sequence. 然后我有关于当前按下序列的完整信息。

It's very long and ugly code to do all that, but eventually it is easy to work with. 这样做是非常漫长而且丑陋的代码,但最终它很容易使用。

/// <summary>
/// A class that manages a global low level keyboard hook
/// </summary>
class GlobalKeyboardHook
{
    #region Constant, Structure and Delegate Definitions

    /// <summary>
    /// defines the callback type for the hook
    /// </summary>
    public delegate int KeyboardHookProc(int code, int wParam, ref KeyboardHookStruct lParam);

    public struct KeyboardHookStruct
    {
        public int vkCode;
        public int scanCode;
        public int flags;
        public int time;
        public int dwExtraInfo;
    }

    private const int WH_KEYBOARD_LL = 13;
    private const int WM_KEYDOWN = 0x100;
    private const int WM_KEYUP = 0x101;
    private const int WM_SYSKEYDOWN = 0x104;
    private const int WM_SYSKEYUP = 0x105;

    #endregion

    /// <summary>
    /// The collections of keys to watch for
    /// </summary>
    public List<Keys> HookedKeys = new List<Keys>();

    /// <summary>
    /// Handle to the hook, need this to unhook and call the next hook
    /// </summary>
    private IntPtr _hhook = IntPtr.Zero;

    /// <summary>
    /// Initializes a new instance of the <see cref="GlobalKeyboardHook"/> class and installs the keyboard hook.
    /// </summary>
    public GlobalKeyboardHook()
    {
        this.Hook();
    }

    /// <summary>
    /// Releases unmanaged resources and performs other cleanup operations before the
    /// <see cref="GlobalKeyboardHook"/> is reclaimed by garbage collection and uninstalls the keyboard hook.
    /// </summary>
    ~GlobalKeyboardHook()
    {
        this.Unhook();
    }

    /// <summary>
    /// Installs the global hook
    /// </summary>
    public void Hook()
    {
        IntPtr hInstance = LoadLibrary("User32");
        this._hhook = SetWindowsHookEx(WH_KEYBOARD_LL, this.HookProc, hInstance, 0);
    }

    /// <summary>
    /// Uninstalls the global hook
    /// </summary>
    public void Unhook()
    {
        UnhookWindowsHookEx(this._hhook);
    }

    /// <summary>
    /// The callback for the keyboard hook
    /// </summary>
    /// <param name="code">The hook code, if it isn't >= 0, the function shouldn't do anyting</param>
    /// <param name="wParam">The event type</param>
    /// <param name="lParam">The keyhook event information</param>
    /// <returns></returns>
    private int HookProc(int code, int wParam, ref KeyboardHookStruct lParam)
    {
        if (code >= 0)
        {
            var key = (Keys) lParam.vkCode;

            if (this.HookedKeys.Contains(key))
            {
                var handler = this.KeyPressed;

                if ((wParam == WM_KEYDOWN || wParam == WM_SYSKEYDOWN) && (handler != null))
                {
                    ModifierKeys mods = 0;

                    if (Keyboard.IsKeyDown(Keys.Control) || Keyboard.IsKeyDown(Keys.ControlKey) ||
                        Keyboard.IsKeyDown(Keys.LControlKey) || Keyboard.IsKeyDown(Keys.RControlKey))
                    {
                        mods |= ModifierKeys.Control;
                    }

                    if (Keyboard.IsKeyDown(Keys.Shift) || Keyboard.IsKeyDown(Keys.ShiftKey) ||
                        Keyboard.IsKeyDown(Keys.LShiftKey) || Keyboard.IsKeyDown(Keys.RShiftKey))
                    {
                        mods |= ModifierKeys.Shift;
                    }

                    if (Keyboard.IsKeyDown(Keys.LWin) || Keyboard.IsKeyDown(Keys.RWin))
                    {
                        mods |= ModifierKeys.Win;
                    }

                    if (Keyboard.IsKeyDown(Keys.Alt))
                    {
                        mods |= ModifierKeys.Alt;
                    }

                    handler(this, new KeyPressedEventArgs(mods, key));
                }
            }
        }

        return CallNextHookEx(this._hhook, code, wParam, ref lParam);
    }

    public event EventHandler<KeyPressedEventArgs> KeyPressed;

    #region DLL imports

    /// <summary>
    /// Sets the windows hook, do the desired event, one of hInstance or threadId must be non-null
    /// </summary>
    /// <param name="idHook">The id of the event you want to hook</param>
    /// <param name="callback">The callback.</param>
    /// <param name="hInstance">The handle you want to attach the event to, can be null</param>
    /// <param name="threadId">The thread you want to attach the event to, can be null</param>
    /// <returns>a handle to the desired hook</returns>
    [DllImport("user32.dll")]
    private static extern IntPtr SetWindowsHookEx(int idHook, KeyboardHookProc callback, IntPtr hInstance, uint threadId);

    /// <summary>
    /// Unhooks the windows hook.
    /// </summary>
    /// <param name="hInstance">The hook handle that was returned from SetWindowsHookEx</param>
    /// <returns>True if successful, false otherwise</returns>
    [DllImport("user32.dll")]
    private static extern bool UnhookWindowsHookEx(IntPtr hInstance);

    /// <summary>
    /// Calls the next hook.
    /// </summary>
    /// <param name="idHook">The hook id</param>
    /// <param name="nCode">The hook code</param>
    /// <param name="wParam">The wparam.</param>
    /// <param name="lParam">The lparam.</param>
    /// <returns></returns>
    [DllImport("user32.dll")]
    private static extern int CallNextHookEx(IntPtr idHook, int nCode, int wParam, ref KeyboardHookStruct lParam);

    /// <summary>
    /// Loads the library.
    /// </summary>
    /// <param name="lpFileName">Name of the library</param>
    /// <returns>A handle to the library</returns>
    [DllImport("kernel32.dll")]
    private static extern IntPtr LoadLibrary(string lpFileName);

    #endregion
}

static class Keyboard
{
    [Flags]
    private enum KeyStates
    {
        None = 0,
        Down = 1,
        Toggled = 2
    }

    [DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
    private static extern short GetKeyState(int keyCode);

    private static KeyStates GetKeyState(Keys key)
    {
        KeyStates state = KeyStates.None;

        short retVal = GetKeyState((int)key);

        //If the high-order bit is 1, the key is down
        //otherwise, it is up.
        if ((retVal & 0x8000) == 0x8000)
            state |= KeyStates.Down;

        //If the low-order bit is 1, the key is toggled.
        if ((retVal & 1) == 1)
            state |= KeyStates.Toggled;

        return state;
    }

    public static bool IsKeyDown(Keys key)
    {
        return KeyStates.Down == (GetKeyState(key) & KeyStates.Down);
    }

    public static bool IsKeyToggled(Keys key)
    {
        return KeyStates.Toggled == (GetKeyState(key) & KeyStates.Toggled);
    }
}

/// <summary>
/// Event Args for the event that is fired after the hot key has been pressed.
/// </summary>
class KeyPressedEventArgs : EventArgs
{
    internal KeyPressedEventArgs(ModifierKeys modifier, Keys key)
    {
        this.Modifier = modifier;
        this.Key = key;

        this.Ctrl = (modifier & ModifierKeys.Control) != 0;
        this.Shift = (modifier & ModifierKeys.Shift) != 0;
        this.Win = (modifier & ModifierKeys.Win) != 0;
        this.Alt = (modifier & ModifierKeys.Alt) != 0;
    }

    public ModifierKeys Modifier { get; private set; }
    public Keys Key { get; private set; }
    public readonly bool Ctrl;
    public readonly bool Shift;
    public readonly bool Win;
    public readonly bool Alt;
}

/// <summary>
/// The enumeration of possible modifiers.
/// </summary>
[Flags]
public enum ModifierKeys : uint
{
    Alt = 1,
    Control = 2,
    Shift = 4,
    Win = 8
}

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