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keyboard - WPF enqueue and replay key events

I'm trying to improve the responsiveness of a WPF business application so that when users are "between" screens waiting for a new screen to appear after a server response, they can still be entering data. I'm able to queue the events (using a PreviewKeyDown event handler on background panel) but then I'm having difficulties just throwing the events I dequeue back at the new panel once it's loaded. In particular TextBoxes on the new panel are not picking up the text. I've tried raising the same events (setting Handled to true when capturing them, setting Handled to false when raising them again) creating new KeyDown events, new PreviewKeyDown events, doing ProcessInput, doing RaiseEvent on the panel, setting the focus on the right TextBox and doing RaiseEvent on the TextBox, many things.

It seems like it should be really simple, but I can't figure it out.

Here are some of the things I've tried. Consider a Queue of KeyEventArgs called EventQ:

Here's one thing that doesn't work:

        while (EventQ.Count > 0)
        {
            KeyEventArgs kea = EventQ.Dequeue();
            tbOne.Focus(); // tbOne is a text box
            kea.Handled = false;
            this.RaiseEvent(kea);
        }

Here's another:

        while (EventQ.Count > 0)
        {
            KeyEventArgs kea = EventQ.Dequeue();
            tbOne.Focus(); // tbOne is a text box
            var key = kea.Key;                    // Key to send
            var routedEvent = Keyboard.PreviewKeyDownEvent; // Event to send
            KeyEventArgs keanew = new KeyEventArgs(
                Keyboard.PrimaryDevice,
                PresentationSource.FromVisual(this),
                0,
                key) { RoutedEvent = routedEvent, Handled = false };

            InputManager.Current.ProcessInput(keanew);
        }

And another:

        while (EventQ.Count > 0)
        {
            KeyEventArgs kea = EventQ.Dequeue();
            tbOne.Focus(); // tbOne is a text box
            var key = kea.Key;                    // Key to send
            var routedEvent = Keyboard.PreviewKeyDownEvent; // Event to send
            this.RaiseEvent(
              new KeyEventArgs(
                Keyboard.PrimaryDevice,
                PresentationSource.FromVisual(this),
                0,
                key) { RoutedEvent = routedEvent, Handled = false }
            );
        }

One strange thing I've noticed is that when using the InputManager method (#2) spaces do appear. But normal text keys do not.

See Question&Answers more detail:os

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The same resources turned up for me when I did some research, so I think what you do in your answer is pretty valid.

I looked on and have found another way of doing it, using the Win32 API. I had to introduce some threading and small delays, because for some reason the key events were not replayed in the correct sequence without that. Overall I think this solution is easier though, and I also figured out how to include modifier keys (by using the Get/SetKeyboardState function). Uppercase is working, and so should keyboard shortcuts.

Starting the demo app, pressing the keys 1 space 2 space 3 tab 4 space 5 space 6, then clicking the button produces the following:

enter image description here

Xaml:

<UserControl x:Class="WpfApplication1.KeyEventQueueDemo"
             xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
             xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
             xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" 
             xmlns:d="http://schemas.microsoft.com/expression/blend/2008" 
             mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="300" >

    <StackPanel>
        <TextBox x:Name="tbOne" Margin="5,2" />
        <TextBox x:Name="tbTwo" Margin="5,2" />
        <Button x:Name="btn" Content="Replay key events" Margin="5,2" />
    </StackPanel>
</UserControl>

Code behind:

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Interop;

namespace WpfApplication1
{
    /// <summary>
    /// Structure that defines key input with modifier keys
    /// </summary>
    public struct KeyAndState
    {
        public int Key;
        public byte[] KeyboardState;

        public KeyAndState(int key, byte[] state)
        {
            Key = key;
            KeyboardState = state;
        }
    }

    /// <summary>
    /// Demo to illustrate storing keyboard input and playing it back at a later stage
    /// </summary>
    public partial class KeyEventQueueDemo : UserControl
    {
        private const int WM_KEYDOWN = 0x0100;

        [DllImport("user32.dll")]
        static extern bool PostMessage(IntPtr hWnd, UInt32 Msg, int wParam, int lParam);

        [DllImport("user32.dll")]
        static extern bool GetKeyboardState(byte[] lpKeyState);

        [DllImport("user32.dll")]
        static extern bool SetKeyboardState(byte[] lpKeyState);

        private IntPtr _handle;
        private bool _isMonitoring = true;

        private Queue<KeyAndState> _eventQ = new Queue<KeyAndState>();

        public KeyEventQueueDemo()
        {
            InitializeComponent();

            this.Focusable = true;
            this.Loaded += KeyEventQueueDemo_Loaded;
            this.PreviewKeyDown += KeyEventQueueDemo_PreviewKeyDown;
            this.btn.Click += (s, e) => ReplayKeyEvents();
        }

        void KeyEventQueueDemo_Loaded(object sender, RoutedEventArgs e)
        {
            this.Focus(); // necessary to detect previewkeydown event
            SetFocusable(false); // for demo purpose only, so controls do not get focus at tab key

            // getting window handle
            HwndSource source = (HwndSource)HwndSource.FromVisual(this);
            _handle = source.Handle;
        }

        /// <summary>
        /// Get key and keyboard state (modifier keys), store them in a queue
        /// </summary>
        void KeyEventQueueDemo_PreviewKeyDown(object sender, KeyEventArgs e)
        {
            if (_isMonitoring)
            {
                int key = KeyInterop.VirtualKeyFromKey(e.Key);
                byte[] state = new byte[256];
                GetKeyboardState(state); 
                _eventQ.Enqueue(new KeyAndState(key, state));
            }
        }

        /// <summary>
        /// Replay key events from queue
        /// </summary>
        private void ReplayKeyEvents()
        {
            _isMonitoring = false; // no longer add to queue
            SetFocusable(true); // allow controls to take focus now (demo purpose only)

            MoveFocus(new TraversalRequest(FocusNavigationDirection.Next)); // set focus to first control

            // thread the dequeueing, because the sequence of inputs is not preserved 
            // unless a small delay between them is introduced. Normally the effect this
            // produces should be very acceptable for an UI.
            Task.Run(() =>
            {
                while (_eventQ.Count > 0)
                {
                    KeyAndState keyAndState = _eventQ.Dequeue();

                    Application.Current.Dispatcher.BeginInvoke((Action)(() =>
                    {
                        SetKeyboardState(keyAndState.KeyboardState); // set stored keyboard state
                        PostMessage(_handle, WM_KEYDOWN, keyAndState.Key, 0);
                    }));

                    System.Threading.Thread.Sleep(5); // might need adjustment
                }
            });
        }

        /// <summary>
        /// Prevent controls from getting focus and taking the input until requested
        /// </summary>
        private void SetFocusable(bool isFocusable)
        {
            tbOne.Focusable = isFocusable;
            tbTwo.Focusable = isFocusable;
            btn.Focusable = isFocusable;
        }
    }
}

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