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125 changes: 109 additions & 16 deletions components/Behaviors/src/Keyboard/KeyDownTriggerBehavior.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,53 +8,146 @@
namespace CommunityToolkit.WinUI.Behaviors;

/// <summary>
/// This behavior listens to a key down event on the associated <see cref="UIElement"/> when it is loaded and executes an action.
/// A behavior that listens to <see cref="UIElement.PreviewKeyDown"/> on the associated
/// <see cref="FrameworkElement"/> and executes its actions when the specified key and
/// optional modifier keys are pressed. Supports capturing handled events.
/// </summary>
[TypeConstraint(typeof(FrameworkElement))]
public class KeyDownTriggerBehavior : Trigger<FrameworkElement>
{
private KeyEventHandler? _handler;
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/// <summary>
/// Identifies the <see cref="Key"/> property.
/// Identifies the <see cref="Key"/> dependency property.
/// </summary>
public static readonly DependencyProperty KeyProperty = DependencyProperty.Register(
nameof(Key),
typeof(VirtualKey),
typeof(KeyDownTriggerBehavior),
new PropertyMetadata(null));
public static readonly DependencyProperty KeyProperty =
DependencyProperty.Register(
nameof(Key),
typeof(VirtualKey),
typeof(KeyDownTriggerBehavior),
new PropertyMetadata(VirtualKey.None));

/// <summary>
/// Gets or sets the key to listen when the associated object is loaded.
/// Gets or sets the key that triggers the behavior.
/// </summary>
public VirtualKey Key
{
get => (VirtualKey)GetValue(KeyProperty);
set => SetValue(KeyProperty, value);
}

/// <summary>
/// Identifies the <see cref="Modifiers"/> dependency property.
/// </summary>
public static readonly DependencyProperty ModifiersProperty =
DependencyProperty.Register(
nameof(Modifiers),
typeof(VirtualKeyModifiers),
typeof(KeyDownTriggerBehavior),
new PropertyMetadata(VirtualKeyModifiers.None));

/// <summary>
/// Gets or sets the modifier keys that must be pressed together with <see cref="Key"/>.
/// </summary>
public VirtualKeyModifiers Modifiers
{
get => (VirtualKeyModifiers)GetValue(ModifiersProperty);
set => SetValue(ModifiersProperty, value);
}

/// <summary>
/// Identifies the <see cref="HandledEventsToo"/> dependency property.
/// </summary>
public static readonly DependencyProperty HandledEventsTooProperty =
DependencyProperty.Register(
nameof(HandledEventsToo),
typeof(bool),
typeof(KeyDownTriggerBehavior),
new PropertyMetadata(true));

/// <summary>
/// Gets or sets a value indicating whether the behavior should receive
/// <see cref="UIElement.PreviewKeyDown"/> events even if they were already handled.
/// </summary>
public bool HandledEventsToo
{
get => (bool)GetValue(HandledEventsTooProperty);
set => SetValue(HandledEventsTooProperty, value);
}

/// <inheritdoc/>
protected override void OnAttached()
{
AssociatedObject.KeyDown += OnAssociatedObjectKeyDown;
_handler = OnPreviewKeyDown;

AssociatedObject.AddHandler(
UIElement.PreviewKeyDownEvent,

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The docs for UIElement.PreviewKeyDownEvent describe it as:

Occurs when a keyboard key is pressed while the UIElement has focus.

This event uses the tunneling routing strategy. The corresponding bubbling event is KeyDown.

The docs for UIElement.KeyDown also describe:

Occurs when a keyboard key is pressed while the UIElement has focus.

The question is, why PreviewKeyDownEvent and not the KeyDown that we used before? both are routed event handlers, they both give you KeyRoutedEventArgs in the handler.

If they're behaviorally different, which do we need? If they're the same behaviorally, would just one be fine? Do we need both?

_handler,
HandledEventsToo);
}

/// <inheritdoc/>
protected override void OnDetaching()
{
AssociatedObject.KeyDown -= OnAssociatedObjectKeyDown;
if (_handler is not null)
{
AssociatedObject.RemoveHandler(
UIElement.PreviewKeyDownEvent,
_handler);

_handler = null;
}
}

/// <summary>
/// Invokes the current actions when the <see cref="Key"/> is pressed.
/// Handles the <see cref="UIElement.PreviewKeyDown"/> event and executes the associated actions
/// when the specified <see cref="Key"/> and <see cref="Modifiers"/> match.
/// </summary>
/// <param name="sender">The source <see cref="UIElement"/> instance.</param>
/// <param name="keyRoutedEventArgs">The arguments for the event (unused).</param>
private void OnAssociatedObjectKeyDown(object sender, KeyRoutedEventArgs keyRoutedEventArgs)
private void OnPreviewKeyDown(object sender, KeyRoutedEventArgs keyRoutedEventArgs)
{
if (keyRoutedEventArgs.Key == Key)
if (keyRoutedEventArgs.Key != Key)
{
return;
}

if (!CheckModifiers())
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Outdated
{
keyRoutedEventArgs.Handled = true;
Interaction.ExecuteActions(sender, Actions, keyRoutedEventArgs);
return;
}

keyRoutedEventArgs.Handled = true;
Interaction.ExecuteActions(sender, Actions, keyRoutedEventArgs);
}
}

/// <summary>
/// Checks whether all required modifier keys specified in <see cref="Modifiers"/>
/// are currently pressed. Retrieves the physical key states once and evaluates
/// them against the required modifier flags.
/// </summary>
/// <returns><see langword="true"/> if the current modifier state matches the requirements; otherwise, <see langword="false"/>.</returns>
private bool CheckModifiers()
{
bool ctrl = InputKeyboardSource.GetKeyStateForCurrentThread(VirtualKey.Control).HasFlag(CoreVirtualKeyStates.Down);
bool shift = InputKeyboardSource.GetKeyStateForCurrentThread(VirtualKey.Shift).HasFlag(CoreVirtualKeyStates.Down);
bool alt = InputKeyboardSource.GetKeyStateForCurrentThread(VirtualKey.Menu).HasFlag(CoreVirtualKeyStates.Down);
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return Match(VirtualKeyModifiers.Control, ctrl)
&& Match(VirtualKeyModifiers.Shift, shift)
&& Match(VirtualKeyModifiers.Menu, alt);
}

/// <summary>
/// Compares whether a specific modifier flag is required and whether the
/// corresponding key is currently pressed.
/// </summary>
/// <param name="mod">The modifier flag to evaluate.</param>
/// <param name="isDown">The current physical key state for that modifier.</param>
/// <returns><see langword="true"/> if the requirement matches the key state; otherwise, <see langword="false"/>.</returns>
private bool Match(VirtualKeyModifiers mod, bool isDown)
{
bool required = (Modifiers & mod) != 0;
return required == isDown;
}
}