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.
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:
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;
}
}
}
The enqueue system is something that I've wanted to do myself, as part of my project which allows multi-threaded UI to function without any problems(one thread routes events into another). There is only slight problem, namely WPF does not have public API to inject INPUT events. Here is a copy/paste from one of the Microsoft employees that I talked with, like weeks back:
"WPF does not expose public methods for injecting input events in the proper way. This scenario is just not supported by the public API. You will probably have to do a lot of reflection and other hacking. For example, WPF treats some input as “trusted” because it knows it came from the message pump. If you just raise an input event, the event will not be trusted."
I think you need to rethink your strategy.
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