I learned about Control.ModifierKeys in this thread and this thread, and FileSystemWatcher here and a FileSystemWatcher-specific workaround here. However, when I combine the two, I'm running into a strange, but explainable, bug. At least, I have a hypothesis.
My form uses a FileSystemWatcher to detect changes to a file and run something whenever it triggers. However, the thing it runs is a bit distracting and time wasting, so I'm trying to get it to skip the run if the save is done by Ctrl+S, i.e. when the Control key is held down.
The code is something like this:
private void onFileChanged(object source, FileSystemEventArgs e)
{
// The try/finally blocks prevent double raising of the changed event
try
{
myFileWatcher.EnableRaisingEvents = false;
if ((ModifierKeys & Keys.Control) != 0)
MessageBox.Show("Control held down!");
else
{
MessageBox.Show("Running stuff!");
}
}
finally
{
myFileWatcher.EnableRaisingEvents = true;
}
}
So that's all fine, noting that the two MessageBox.Show calls replace in-block code. Under normal use, it works. However, there is a very small time lag between the saving of the file and the triggering of onFileChanged. If the Ctrl key is released before onFileChanged triggers, i.e. if you tap Ctrl+S very quickly, very strange behavior results. For one, obviously, the Control key is not detected, but from here, even if you hold down Control after Ctrl+S until the popup shows, ModifierKeys will still be 0 and it will think Ctrl is not being held down. And then, if you hold down Ctrl while clicking the OK in the popup, all of a sudden ModifierKeys will keep firing the Control key even if you go File->Save in the file it's watching.
Is there a way to defeat this bug, or do I have to chalk it up as unfixable and tell my users to leave the Control key held down longer than they normally would in order to avoid this bug?
I would try to set a global keyboard hook and record if Ctrl+S is still pressed or has been pressed within a certain time before the filewatcher event is fired.
Related
EDIT 4: It seems this only happens when running the app through the debugger. So this is not a major problem.
I have a lot of custom keyboard controls, and a lot of it needs to fire regardless of what control has focus. So I'm using the following code in my MainPage constructor:
public MainPage()
{
Window.Current.CoreWindow.KeyDown += CoreWindow_KeyDown;
Window.Current.CoreWindow.KeyUp += CoreWindow_KeyUp;
}
public void public async void CoreWindow_KeyDown(CoreWindow sender, KeyEventArgs args)
{
// Handle here
}
But I'm having the worst kind of problem. Whenever things are happening on the UI thread it seems to be badly interfering with keyboard input. It's as if it stores some kind of backlog.
For example if I go to an AutoSuggestBox which does a lot of logic each keypress and populates the results with graphics loaded from a server and such, and I type 'abcd' it's quite often the 'd' won't register. Then when I type 'e' a few seconds later, the 'd' will go through but not the 'e'. It's not hardware related, it only does this in my UWP app I'm working on.
In the debugger I have confirmed that this unwanted behavior is all happening before the event is fired. args.VirtualKey is firing a 'd' when I type 'e'.
Also the keyup events only fire like 95% of the time. CoreWindow.PointerWheelChanged does not exhibit this problem. Gamepad input using the same handler as the keyboard does not have this problem either.
The more activity on the UI thread seems to increase the severity of the problem.
Does anyone know how to remedy this situation? Any kind of workaround or alternative solution, or at least an explanation of what might be happening?
EDIT:
I tried setting all 4 options for Window.Current.CoreWindow.Dispatcher.ProcessEvents(), no improvement.
EDIT 2:
It seems the fact that I'm capturing CoreWindow.Keydown for global events is a non-sequitur. The problem also happens with any regular KeyDown event on any focused control.
EDIT 3:
I believe I realize what's happening and I think it's a bug. My cursory understanding is that UWP keyboard input is sandboxed to prevent keylogger malware or something, so there's some lower-level translation between the raw key input and the VirtualKey that CoreWindow processes. That's fine, but it seems it doesn't work right under certain conditions.
When there is load on the UI thread during rapid keyboard input (like typing) it sometimes does not detect key releases. This is why KeyUp doesn't fire occasionally as I mentioned. This also messes up KeyDown because keys are in a lock state it thinks the key is being held down when in reality it is not. Then when the next key release does register, the CoreWindow dispatcher flushes its queue and the result is that it fires both an event for the previous key input as well as for the new one. So type 'abcd' and 'd doesn't fire. Wait 10 seconds and then press 'e'. Suddenly both 'd' and 'e' will appear. Or more likly press 'd' again because it didn't register the first time, and double 'dd' will display. Absolutely unacceptable behavior by any standard.
The best way you can try to reproduce it yourself is use an AutoSuggestBox that does something blocking like queries and loads image thumbnails in the results as you type. And keep in mind even a tiny bit of UI load seems to cause it. Even if I asynchronously preload the image as a stream or byte array, it still blocks the UI thread for 1-2ms when the BitmapImage source is set. 1-2ms less than a frame of video and thus visually imperceptible, but it seems it's enough to occasionally not detect when a keyboard key is released.
This could be something hardware specific. I've tested different keyboards but not a different computer.
You can try this:
public MainPage()
{
InitializeComponent();
Window.Current.CoreWindow.CharacterReceived += CoreWindow_CharacterReceived;
}
private async void CoreWindow_CharacterReceived(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.CharacterReceivedEventArgs args)
{
if (args.KeyCode == 27 ) //Escape
{
// your code here fore Escape key
}
if (args.KeyCode == 13) //Enter
{
// your code here fore Enter key
}
}
You can use key codes for other keyboard characters.
Activity on the UI thread during rapid keyboard input prevents CoreWindow from detecting a key release, at least on some hardware, targeting 1803 Spring Creators Update. Hopefully someone knows a better solution but for now here is a partial workaround solution:
public void CoreWindow_KeyDown(Windows.UI.Core.CoreWindow sender, Windows.UI.Core.KeyEventArgs args)
{
CoreVirtualKeyStates keyState = sender.GetAsyncKeyState(args.VirtualKey);
if ((int)keyState == 3)
{
// KeyState is locked and pressed.
// Whenever this happens it means the event fired when I actaually pressed this key.
// Handle event.
}
else if ((int)keyState == 2)
{
// KeyState is locked but not pressed. How if it's not caps lock?
// When this happens it's an unwanted duplicate of the last keystroke.
// Do not handle event.
}
else if ((int)keyState == 0)
{
// Key state is None?!? How can a key that isn't currently down fire a KeyDown event?
// This is a phantom delayed rection of a missed event from two keystrokes ago.
// Do not handle event.
}
}
This will prevent the delayed reaction problem but there will still be missed keystrokes as a result. Not ideal but a vast improvement.
Here is the enum:
https://learn.microsoft.com/en-us/uwp/api/windows.ui.core.corevirtualkeystates
Oddly state 3 ("Pressed | Locked") that always represents a correct key input isn't in the documentation.
Also note that 'CoreVirtualKeyStates == 0' makes it clear this is a bug, at least with my hardware. How could a key with the 'None' state have fired a KeyDown event? Nobody's fingers are that fast. I think this is the CoreWindow dispatcher flushing its queue because it missed a KeyUp event.
I'm trying to write something that will notify the user with an Error Provider that the caps lock is on before inputting their username/password. I've found some code that works that looks like this:
private void nameInputTextBox_TextChanged(object sender, EventArgs e)
{
if (Control.IsKeyLocked(Keys.CapsLock))
{
pizzaErrorProvider.SetError(nameInputTextBox, "Must be lowercase only.");
}
else
{
pizzaErrorProvider.SetError(nameInputTextBox, null);
}
}
However, it only notifies the user once they start typing and I'm interesting if I can get it to appear as soon as the caps lock is pressed. I'm thinking maybe I have to write something that checks the state of the capslock key and then notifying once it's been pressed? Is that possible to do? Is this the right path to look down for this?
You can only know if capslock is active by capturing a keyboard event. as you are doing here.
as #Michael suggestes you can create a global keyboard hook and make a static IsCapslock property which you will set by the hook.
Either on setting this property or on opening your form you can already warn the user of capslock being used. If there is no keyboard even prior to start typing. the first letter might indeed be the first time you know if capslock is active.
I was originally trying to get my program to get inputs of the arrow keys (Up, Down, Left and Right), but found out the hard way that in KeyDown(), those keys never made. Afterwards I found out that I could enable the arrow keys by going into the PreviewKeyDown() function and setting:
e.IsInputKey = true;
with whatever conditionals and logic around it. The trouble was that when I wrote the function:
private void Form1_PreviewKeyDown(object sender, PreviewKeyDownEventArgs e)
{ /*whatever logic goes here*/}
it never fired; I even set a breakpoint that would trigger inside the function to be sure. Also, I tried:
this.Focus()
in the constructor to make sure that the main form had the focus, but it made no difference. The only thing that worked was setting the focus to a Button I had created and the button also trigger on a PreviewKeyDown event by calling the above Form1_PreviewKeyDown().
So at this point I have a working method, but can anyone help me understand why it never originally fired? I'm assuming that for some reason the Form's PreviewKeyEvent never fires, but I really have no idea why.
Why
You can try this little experiment: Make a form with two buttons, override PreviewKeyDown(), set a breakpoint, run it, and press the left/right arrow keys. The PreviewKeyDown() method won't be run. But delete the buttons and the override will be called.
The reason for the difference is that WinForms is handling the arrow keys itself for navigation. When you have input controls like buttons and text boxes, WinForms will automatically take over certain special keys like TAB and the arrow keys to navigate from one control to the next. It probably does this because a lot of people like to be able to use the keyboard to navigate, and it's easy to break that for them if you go messing with the navigation keys. Better to handle them for you so you don't mess them up by accident while you're playing with the other keys.
A naive workaround would be to detect when you form loses focus and take it back. This doesn't work though, because your form doesn't lose focus. The input controls have the focus, and they're part of the form, so the form still (technically, indirectly) has focus. It only loses the focus when you click outside on some other window.
A better workaround involves a better understanding of what's going on "under the covers", just below the .Net interpreter. WinForms mimics this level fairly closely, so it's a useful guide to understanding what WinForms is up to.
When Windows sends input (like keystrokes) to your program, your form isn't always the first to get the input. The input goes to whichever control has the focus. In this case, that control is one of the buttons (I'm assuming the focus glow is hidden at first to justify why nothing happens on the first stroke when nothing looks selected).
Once the button gets hold of the input, it gets to decide what happens next. It can pass the input on to whoever's next in line, do something and then pass it on, or completely handle the input and not pass it on at all.
With normal letter keys, the button decides it doesn't know what to do with them and passes them to its base class instead. The base class doesn't know either, so it forwards the key on. Eventually, it hits the Control class, which handles it by passing it on to whichever Control is in its Parent property. If that goes on long enough, your form will eventually get a chance to handle the input.
So in a nutshell, WinForms is giving the input to the most specific target first, then working out to more and more general things until someone knows how to handle the input.
In the case of the arrow keys, however, the button knows how to handle those. It handles them by passing the focus on to the next input control. At that point, the button declares the input totally handled, swallows the key and doesn't give anyone else a chance to look at it. Nobody after the button even knows the keystroke ever happened.
That's why your PreviewKeyDown() override isn't being called. It's only called when your Form gets a keystroke, but it never gets the keystroke because it went to an input control, the input control offered to let the navigation code look at it, and the navigation code swallowed it.
Workaround
Unfortunately, getting around this is going to be some work. The keystrokes are disappearing into the input controls, so you'll need to get all the input controls involved in getting the arrow keys into your form.
To do this, you'll need to derive new controls from all the input control types you use and use them in place of the originals. Then you'll have to override the OnPreviewKeyDown() method in each one and set e.IsInputKey = true. That'll get your arrow keys into the derived controls' KeyDown() handlers instead of having them stolen by the navigation code.
Next, you'll have to handle the KeyDown() event in all those controls, too. Since you want the arrow keys to raise events in the Form, all the derived controls will need to track down their form and pass the keys to that (which means the form's method will need to be public).
Putting all that together, the arrow-key-passing input controls will look about like this.
class MyButton : Button
{
public MyButton()
{
this.KeyDown += new KeyEventHandler(MyButton_KeyDown);
}
protected override void OnPreviewKeyDown(PreviewKeyDownEventArgs e)
{
e.IsInputKey = true;
base.OnPreviewKeyDown(e);
}
private void MyButton_KeyDown(object sender, KeyEventArgs e)
{
Form1 f = (Form1)this.FindForm();
f.Form1_KeyDown(sender, e);
}
}
That's going to be a bit error prone with all the repeated code.
An easier way would be to override your form's ProcessCmdKey() method and handle the keys there. Something like this would probably work:
protected override bool ProcessCmdKey(ref Message msg, Keys keyData)
{
if (keyData == Keys.Up || keyData == Keys.Down ||
keyData == Keys.Left || keyData == Keys.Right)
{
object sender = Control.FromHandle(msg.HWnd);
KeyEventArgs e = new KeyEventArgs(keyData);
Form1_KeyPress(sender, e);
return true;
}
return base.ProcessCmdKey(ref msg, keyData);
}
This effectively steals the command keys (those special navigation keys) even before the input controls get a chance at them. Unless those controls override PreviewKeyDown() and set e.IsInputKey = true. The child's PreviewKeyDown() method will come first, then the arrow will be considered not a command key and your ProcessCmdKey() won't be called.
ProcessCmdKey() is meant for context menu handling. I'm not sure whether it's wise to go using it for things other than context menus, but even Microsoft recommends it for similar kinds of use and it does seem to work, so it may be worth considering.
Conclusion
Long story short, navigation keys are meant for navigation. Messing with them can make the user experience unpleasant for keyboard users, so .Net makes it hard to get at them so you'll be encouraged to mess with other keys instead.
I had the same problem!
Luckily i found a dense answer :)
you can use the bool function in the definition of the Form class witch occurs on every key pressed. but remember to return the base function!
public partial class myForm : Form
{
public myForm ()
{
InitializeComponent();
}
protected override bool ProcessDialogKey(Keys keyData)
{
//Add your code here
return base.ProcessDialogKey(keyData);
}
}
hopefully i helped. but if my answer is incomplete please note me!
Keyboard events on the parent form are pretty useless unless you also set
this.KeyPreview = true;
see the MSDN documentation
I have this weird problem.
I made an app which has to react to the keyboard keys (1,2,3,4,...), but it doesn't.
Well, actually it does but only if I click a button and hold it clicked, if I let it go the keys, again, stop to react.
The method I used is KeyDown, it is placed in Page
KeyDown="Page_KeyDown" in XAML
and in Code:
private void Page_KeyDown(object sender, KeyRoutedEventArgs e)
{
switch (e.Key)
{
case Windows.System.VirtualKey.Number1:
{
KeyDownHelper(1);
break;
}
}
...
}
It has many cases but all of them are pretty the same, and I guess that the problem isn't inside the method but with my thinking.
I think the problem is that the page kind of loses focus maybe? But not sure if that is the case and how to deal with it
It sounds like you want your app to listen for individual key presses, rather just when they key is held down, is that right? In that case you should respond to the Key Up event. That way you will be able to react to each individual key press, and ignore times when the key is held down.
Here is a link to an MSDN article on Key Up: Key Up MSDN Article
Does that help?
I think you are looking for the CoreDispatcher.AcceleratorKeyActivated API.
For your reference CoreDispatcher.AcceleratorKeyActivated
I would like to be able to have a user be able run through the tabs, setting focus to each one, but only when they hit enter, the tabpage will render.
You would think that the paint event would be involved, but I don't know how to "cancel out" of it, if that would even do the job..
First, I should caution you that you're overriding the standard Windows behavior. In any property page dialog or anywhere else that uses tabs in the user interface, using the left and right arrow keys will flip through the tabs and cause them to display their contents in the tab control. You do not have to press Enter to get the selected tab page to display. Make sure that your users understand that your application is different (and that you understand the needs of your users) if you decide to go this route.
That said, you can override this behavior by handling the KeyDown event for the TabControl, detecting when one of the arrow keys has been pressed, and cancelling it. For example:
private void myTabControl_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e)
{
//Check to see if an arrow key was pressed
if ((e.KeyCode == Keys.Left) || (e.KeyCode == Keys.Right))
{
//Cancel the keypress by indicating it was handled
e.Handled = true;
}
}
However, once you do this, there will be no way for the user to set focus to a particular tab page's tab, because once the tab gets focus, the tab page is immediately brought into view. This is handled by the parent TabControl and is unrelated to the Paint event (which is responsible for how the control gets painted, not when or why).
Of course, you can always determine if the Enter key was pressed in the same KeyDown event and activate any tab page that you wish (such as by using a counter variable that is incremented/ decremented each time the corresponding arrow key is pressed), but there will be no visible indication to the user which tab will then be brought into view. The focus rectangle will not be drawn.
Also be aware that pressing Ctrl+Tab or Ctrl+Page Up/Page Down will switch between tab pages. If this is also undesirable, you'll need to watch for and cancel these key combinations as well.Any time you start trying to override default behaviors, you're in for a lot more trouble than if you just design your application around it. If there's a particular reason you want to require the Enter key to commit tab page switching, we might be able to help you come up with an easier and better solution.
I'm not sure I understand what you are trying to accomplish, but it sounds like you can do it using the Visible property.
You should be able to set the TabPage's visibility to false when the user switches to it, and then set it to true only when you want to.