C#-System.Windows.Forms.Keys-如何将应用程序热键保持在一个位置
本文关键字:位置 一个 Keys- Forms Windows 应用程序 C#-System | 更新日期: 2023-09-27 17:57:29
我的应用程序中几乎没有"热键"。所有"热键"序列在应用范围内都是唯一的(例如F12键将始终触发同一个任务)。在少数几个地方有这样的处理:
if (e.Modifiers == Keys.Shift && e.KeyCode == Keys.Delete)
{
this.Close();
}
if (e.Modifiers == Keys.Shift && e.KeyCode == Keys.Up)
{
if (Program.PerformLogin())
{
frmConfigurationSetup frmSetup = new frmConfigurationSetup();
frmSetup.Show();
}
}
if (e.KeyCode == Keys.F12)
{
frmAbout formAbout = new frmAbout();
formAbout.Show();
}
但我有一个想法,把我的应用程序中使用的所有键盘快捷键都放在一个地方。我想把它们放在Constants.cs文件中:
public const System.Windows.Forms.Keys ShowAboutForm = System.Windows.Forms.Keys.F12;
但是,在这种顺序的情况下,如何实现这一点:e.修饰符==键。Shift&;e.KeyCode==钥匙向上
欢迎所有关于如何将所有应用程序"热键"定义存储在一个地方的建议:)所以有一天,如果我需要将Keys.F12更改为Keys.F10,我将能够在一个位置编辑它,而不是搜索&更换工具。。
一个完整的解决方案是使用某种形式的命令管理,在其中定义应用程序范围的命令并(可选)为其分配热键。
WPF内置了对命令管理的支持,您可以毫不费力地推出自己的命令管理。
如果你不想走这条路,你可以为关键消息创建一个应用程序范围的过滤器,并使用这些过滤器。
下面是KeyStore类的代码。它是一个单例类,充当键的消息过滤器。
/// <summary>
/// The KeyStoreEventHandler is used by the KeyPress event of the KeyStore
/// class. It notifies listeners of a named key press.
/// </summary>
/// <param name="name">The name of the key.</param>
public delegate void KeyStoreEventHandler(string name);
class KeyStore : IMessageFilter
{
// Interop
[DllImport("user32.dll")]
static extern short GetKeyState(Keys key);
// Windows message constants
private const int WM_KEYDOWN = 0x100;
private const int WM_KEYUP = 0x101;
// The singleton instance
private static KeyStore s_instance = null;
// The modifier keys
private bool _shift = false;
private bool _control = false;
// The definitions
private Dictionary<Keys, string> _definitions;
// The KeyPressed Event
public event KeyStoreEventHandler KeyPress;
/// <summary>
/// Adds a key definition to the store.
/// </summary>
/// <param name="name">The name of the key.</param>
/// <param name="key">The key</param>
/// <param name="modifiers">The modifiers (shift, control)</param>
public void AddKeyDefinition(string name, Keys key, Keys modifiers)
{
Keys combined = key | modifiers;
_definitions[combined] = name;
}
/// <summary>
/// The filter message.
/// </summary>
public bool PreFilterMessage(ref Message m)
{
bool handled = false;
Keys key = Keys.None;
switch (m.Msg)
{
case WM_KEYUP:
key = (Keys)m.WParam;
handled = HandleModifier(key, false);
break;
case WM_KEYDOWN:
key = (Keys)m.WParam;
handled = HandleModifier(key, true);
if (false == handled)
{
// If one of the defined keys was pressed then we
// raise an event.
handled = HandleDefinedKey(key);
}
break;
}
return handled;
}
/// <summary>
/// Compares a key against the definitions, and raises an event
/// if there is a match.
/// </summary>
/// <param name="key">The key</param>
/// <returns>True if the key was one of the defined key combinations.</returns>
private bool HandleDefinedKey(Keys key)
{
bool handled = false;
Keys combined = key;
if (_shift) combined |= Keys.Shift;
if (_control) combined |= Keys.Control;
// If we have found a matching combination then we
// raise an event.
string name = null;
if (true == _definitions.TryGetValue(combined, out name))
{
OnKeyPress(name);
handled = true;
}
return handled;
}
/// <summary>
/// Attempt to handle a modifier key, and return a boolean indicating if a modifier key was
/// handled.
/// </summary>
/// <param name="key">The key</param>
/// <param name="isDown">True if the key is pressed; False if it is released.</param>
/// <returns>True if a modifier key was selected; False otherwise.</returns>
private bool HandleModifier(Keys key, bool isDown)
{
bool handled = false;
switch (key)
{
case Keys.RControlKey:
case Keys.ControlKey:
_control = isDown;
handled = true;
break;
case Keys.RShiftKey:
case Keys.ShiftKey:
_shift = isDown;
handled = true;
break;
}
return handled;
}
/// <summary>
/// Raises the KeyPress event.
/// </summary>
/// <param name="name">The name of the key.</param>
private void OnKeyPress(string name)
{
// Raise event
if (null != KeyPress) KeyPress(name);
// Check if modifier keys were released in the mean time.
_control =
-127 == GetKeyState(Keys.ControlKey) ||
-127 == GetKeyState(Keys.RControlKey);
_shift =
-127 == GetKeyState(Keys.ShiftKey) ||
-127 == GetKeyState(Keys.RShiftKey);
}
/// <summary>
/// Returns the singleton instance.
/// </summary>
public static KeyStore Instance
{
get
{
if (null == s_instance)
s_instance = new KeyStore();
return s_instance;
}
}
// The constructor is private because this is a singleton class.
private KeyStore()
{
_definitions = new Dictionary<Keys, string>();
}
}
要使用它,首先将密钥过滤器分配给Application类。在Main()方法中(可能在Program.cs文件中),在Application.Run()之前添加以下行:
Application.AddMessageFilter(KeyStore.Instance);
确保此行插入Application.Run()之前。这会将KeyStore注册为密钥处理程序。
然后,您可以将密钥添加到任何您想要的KeyStore中,例如在主窗体的Form_Load:中
KeyStore.Instance.AddKeyDefinition("CloseApp", Keys.F12, Keys.None);
KeyStore.Instance.AddKeyDefinition("Save", Keys.S, Keys.Control);
这会注册两种组合:F12和Control+S。
然后,注册一个事件处理程序,以便您可以捕获CloseApp和Save按键。
KeyStore.Instance.KeyPress += new KeyStoreEventHandler(KeyStore_KeyPress);
在我的示例代码中,我使用MessageBox.Show()来证明该事件被触发:
void KeyStore_KeyPress(string name)
{
MessageBox.Show(String.Format("Key '{0}' was pressed!", name));
}
您可以随意注册或注销事件处理程序,例如在打开和关闭窗体时,或者具有应用程序范围的处理程序。这取决于你。
因为KeyStore是一个单例,所以可以从应用程序中的任何位置添加密钥定义。在调用Application.Run()之前,您可以在Main()方法中执行此操作,也可以添加一些代码从配置文件加载定义。