Does anyone know how to react to the ctrl+c event in a console in c# in windows?
this question: Capture console exit C# says how to do it, but I've tried and it only captures the event when the user click the close X in the top of the console window.
Nothing happens when the user types ctrl+c, it doesn't even hit the handler when debugging.
Thanks
Here is my code
namespace EventCloseConsole
{
using System.Runtime.InteropServices;
using System;
class Program
{
[DllImport("Kernel32")]
private static extern bool SetConsoleCtrlHandler(EventHandler handler, bool add);
private delegate bool EventHandler(CtrlType sig);
static EventHandler _handler;
enum CtrlType
{
CTRL_C_EVENT = 0,
CTRL_BREAK_EVENT = 1,
CTRL_CLOSE_EVENT = 2,
CTRL_LOGOFF_EVENT = 5,
CTRL_SHUTDOWN_EVENT = 6
}
private static bool Handler(CtrlType sig)
{
switch (sig)
{
case CtrlType.CTRL_C_EVENT:
case CtrlType.CTRL_LOGOFF_EVENT:
case CtrlType.CTRL_SHUTDOWN_EVENT:
case CtrlType.CTRL_CLOSE_EVENT:
Console.WriteLine("Closing");
System.Threading.Thread.Sleep(500);
return false;
default:
return true;
}
}
static void Main(string[] args)
{
_handler += new EventHandler(Handler);
SetConsoleCtrlHandler(_handler, true);
Console.ReadLine();
}
}
}
That works for me on Windows 7. Closing with x-button
the secret is the variable static ConsoleEventDelegate _d
private static void Main(string[] args)
{
ConsoleEventHooker.Closed += ConsoleEventHooker_Closed;
}
static void ConsoleHooker_Closed(object sender, EventArgs e)
{
}
ConsoleEventHooker.cs
namespace System
{
internal static class ConsoleEventHooker
{
private static bool _initedHooker;
private static EventHandler _closed;
private static EventHandler _shutdown;
private static ConsoleEventDelegate _d;
public static event EventHandler Closed
{
add
{
Init();
_closed += value;
}
remove { _closed -= value; }
}
public static event EventHandler Shutdown
{
add
{
Init();
_shutdown += value;
}
remove { _shutdown -= value; }
}
private static void Init()
{
if (_initedHooker) return;
_initedHooker = true;
_d = ConsoleEventCallback;
SetConsoleCtrlHandler(_d, true);
}
private static bool ConsoleEventCallback(CtrlTypes eventType)
{
if (eventType == CtrlTypes.CTRL_CLOSE_EVENT)
{
if(_closed != null) _closed(null,new EventArgs());
}
if (eventType == CtrlTypes.CTRL_SHUTDOWN_EVENT)
{
if (_shutdown != null) _shutdown(null, new EventArgs());
}
return false;
}
// A delegate type to be used as the handler routine
// for SetConsoleCtrlHandler.
delegate bool ConsoleEventDelegate(CtrlTypes ctrlType);
[DllImport("kernel32.dll", SetLastError = true)]
private static extern bool SetConsoleCtrlHandler(ConsoleEventDelegate callback, bool add);
}
// An enumerated type for the control messages
// sent to the handler routine.
public enum CtrlTypes
{
CTRL_C_EVENT = 0,
CTRL_BREAK_EVENT,
CTRL_CLOSE_EVENT,
CTRL_LOGOFF_EVENT = 5,
CTRL_SHUTDOWN_EVENT
}
You need to wire up the Console.CancelKeyPress event to a handler. Here is a great article on the topic.
Related
The following code example (from here) creates a waitable timer and set the system in hibernation mode. After resuming back I expected an event with executable code:
class WakeUpTimer
{
[DllImport("kernel32.dll")]
public static extern SafeWaitHandle CreateWaitableTimer(IntPtr lpTimerAttributes,
bool bManualReset,
string lpTimerName);
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool SetWaitableTimer(SafeWaitHandle hTimer,
[In] ref long pDueTime,
int lPeriod,
IntPtr pfnCompletionRoutine,
IntPtr lpArgToCompletionRoutine,
bool fResume);
public event EventHandler Woken;
private BackgroundWorker bgWorker = new BackgroundWorker();
public WakeUpTimer()
{
bgWorker.DoWork += new DoWorkEventHandler(bgWorker_DoWork);
bgWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(bgWorker_RunWorkerCompleted);
}
public void SetWakeUpTime(DateTime time)
{
bgWorker.RunWorkerAsync(time.ToFileTime());
}
void bgWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
if (Woken != null)
{
Woken(this, new EventArgs());
}
}
private void bgWorker_DoWork(object sender, DoWorkEventArgs e)
{
long waketime = (long)e.Argument;
using (SafeWaitHandle handle = CreateWaitableTimer(IntPtr.Zero, true, this.GetType().Assembly.GetName().Name.ToString() + "Timer"))
{
if (SetWaitableTimer(handle, ref waketime, 0, IntPtr.Zero, IntPtr.Zero, true))
{
using (EventWaitHandle wh = new EventWaitHandle(false, EventResetMode.AutoReset))
{
wh.SafeWaitHandle = handle;
wh.WaitOne();
}
}
else
{
throw new Win32Exception(Marshal.GetLastWin32Error());
}
}
}
}
Usage of this class is as follows:
private void setHibernation(DateTime dateTime)
{
WakeUpTimer wakeUpTimer = new WakeUpTimer();
wakeUpTimer.Woken += backFromHibernate;
wakeUpTimer.SetWakeUpTime(dateTime);
Application.SetSuspendState(PowerState.Hibernate, false, false);
Debug.WriteLine("---Hibernation starts at " + DateTime.Now + " ---");
}
private void backFromHibernate(object sender, EventArgs e)
{
Debug.WriteLine("I execute this now " + DateTime.Now);
}
As I tested before this scenario several times, the code in the method backFromHibernation is executed immediately (1 sec after setSupsendState duo to debug logs).
Am I wrong or should the method be called when the system is back up from hibernation?
Would appriciate some help, would need such an event - fired automatically after wake up.
EDIT: Set hibernation for 2 min, all works great system comes up automatically.
I am trying to create global mouse hotkeys in my program using SetWindowsHookEx(). So far I have tried to create them like in one post I have seen here but, I dont really know how to finsh this.
The problem is currently that I dont exactly know what _globalMouseHookCallback is.
This is what I have written so far:
class GlobalHotkey
{
[DllImport("user32.dll")]
static extern IntPtr SetWindowsHookEx(int idHook, HookProc callback, IntPtr hInstance, uint threadId);
[DllImport("user32.dll")]
static extern bool UnhookWindowsHookEx(IntPtr hInstance);
[DllImport("user32.dll")]
static extern IntPtr CallNextHookEx(IntPtr idHook, int nCode, IntPtr wParam, IntPtr lParam);
internal delegate int HookProc(int nCode, IntPtr wParam, IntPtr lParam);
private IntPtr _hGlobalMouseHook;
MainWindow _m;
private const int WH_KEYBOARD_LL = 13;
private const int WH_MOUSE_LL = 14;
private const int WM_LBUTTONDOWN = 0x0201;
private const int WM_LBUTTONUP = 0x0202;
private const int WM_RBUTTONDOWN = 0x0204;
private const int WM_RBUTTONUP = 0x0205;
private static IntPtr hook = IntPtr.Zero;
public GlobalHotkey(MainWindow m)
{
_m = m;
}
public void SetUpHook()
{
_m.rtbLog.AppendText("Setting up global Hotkey \n");
_globalMouseHookCallback = LowLevelMouseProc;
_hGlobalMouseHook = SetWindowsHookEx(WH_MOUSE_LL, _globalMouseHookCallback, Marshal.GetHINSTANCE(Assembly.GetExecutingAssembly().GetModules()[0]), 0);
if (_hGlobalMouseHook == IntPtr.Zero)
{
_m.rtbLog.AppendText("Unable to set up global mouse hook\n");
}
}
public void ClearHook()
{
_m.rtbLog.AppendText("Deleting global mouse hook\n");
if (_hGlobalMouseHook != IntPtr.Zero)
{
if (!UnhookWindowsHookEx(_hGlobalMouseHook))
{
_m.rtbLog.AppendText("Unable to delete global mouse hook\n");
}
_hGlobalMouseHook = IntPtr.Zero;
}
}
public int LowLevelMouseProc(int nCode, IntPtr wParam, IntPtr lParam)
{
if (nCode >= 0)
{
var wmMouse = wParam;
if (wmMouse == (IntPtr)WM_LBUTTONDOWN)
{
_m.rtbLog.AppendText("Right Mouse down");
}
if (wmMouse == (IntPtr)WM_LBUTTONUP)
{
_m.rtbLog.AppendText("Left Mouse up");
}
if (wmMouse == (IntPtr)WM_RBUTTONDOWN)
{
_m.rtbLog.AppendText("Right Mouse down");
}
if (wmMouse == (IntPtr)WM_RBUTTONUP)
{
_m.rtbLog.AppendText("Right Mouse up");
}
}
return CallNextHookEx(_hGlobalMouseHook, nCode, wParam, lParam);
}
}
This global hotkey stuff is pretty hard is there like a tutorial that explains it easily for newbs like me :P ?
EDIT
So I tried adapting Koby Ducks example to my code.
This is my Hotkey class:
class GlobalHotkey
{
MainWindow _m;
private static readonly object sSyncObj = new object();
private static readonly HashSet<Key> sDownKeys = new HashSet<Key>();
private static readonly Dictionary<Key, Action> sPressActions = new Dictionary<Key, Action>();
private static readonly Dictionary<Key, Action> sReleaseActions = new Dictionary<Key, Action>();
public GlobalHotkey(MainWindow m)
{
_m = m;
}
public static void ProcessKeyDown(KeyEventArgs args)
{
var key = args.Key;
var action = default(Action);
lock (sSyncObj)
{
if (!sDownKeys.Contains(key))
{
sDownKeys.Add(key);
if (sPressActions.TryGetValue(key, out action))
{
args.Handled = true;
}
}
}
action.Invoke();
}
public static void ProcessKeyUp(KeyEventArgs args)
{
var key = args.Key;
var action = default(Action);
lock (sSyncObj)
{
if (sDownKeys.Remove(key))
{
if (sReleaseActions.TryGetValue(key, out action))
{
args.Handled = true;
}
}
}
action.Invoke();
}
public static void AttachPressAction(Key key, Action action)
{
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
lock (sSyncObj)
{
sPressActions.Add(key, action);
}
}
public static bool DetachPressAction(Key key)
{
lock (sSyncObj)
{
return sPressActions.Remove(key);
}
}
public static void AttachReleaseAction(Key key, Action action)
{
if (action == null)
{
throw new ArgumentNullException(nameof(action));
}
lock (sSyncObj)
{
sReleaseActions.Add(key, action);
}
}
public static bool DetachReleaseAction(Key key)
{
lock (sSyncObj)
{
return sReleaseActions.Remove(key);
}
}
}
And I created my action
public void MyTestAction()
{
rtbLog.AppendText("The B key was pressed");
}
myAction = new Action(MyTestAction);
But as soon as I added my Eventhandlers to the PreviewKeyUp- and Down Event it gave me an error saying that the Parameters of ProcessKeyUp- and Down, are not the same as PreviewKeyUp- and Down.
PreviewKeyDown += GlobalHotkey.ProcessKeyDown;
PreviewKeyUp += GlobalHotkey.ProcessKeyUp;
Edit: For input regardless of the currently focused window(aka "global"), see this answer on the Win32 keyboard API.
For input while your app is focused(aka "local"), you could use preview events.
public static class HotKeySystem
{
public static void ProcessKeyDown(object sender, KeyEventArgs args)
{
var key = args.Key;
var action = default(Action);
lock (sSyncObj) {
if (!sDownKeys.Contains(key)) {
sDownKeys.Add(key);
if (sPressActions.TryGetValue(key, out action)) {
args.Handled = true;
}
}
}
// Invoke outside of the lock.
action?.Invoke();
}
public static void ProcessKeyUp(object sender, KeyEventArgs args)
{
var key = args.Key;
var action = default(Action);
lock (sSyncObj) {
if (sDownKeys.Remove(key)) {
if (sReleaseActions.TryGetValue(key, out action)) {
args.Handled = true;
}
}
}
// Invoke outside of the lock.
action?.Invoke();
}
public static void AttachPressAction(KeyCode key, Action action)
{
if (action == null) {
throw new ArgumentNullException(nameof(action));
}
lock (sSyncObj) {
sPressActions.Add(key, action);
}
}
public static bool DetachPressAction(KeyCode key)
{
lock (sSyncObj) {
return sPressActions.Remove(key);
}
}
public static void AttachReleaseAction(KeyCode key, Action action)
{
if (action == null) {
throw new ArgumentNullException(nameof(action));
}
lock (sSyncObj) {
sReleaseActions.Add(key, action);
}
}
public static bool DetachReleaseAction(KeyCode key)
{
lock (sSyncObj) {
return sReleaseActions.Remove(key);
}
}
private static readonly object sSyncObj = new object();
// The keys that are currently down.
private static readonly HashSet<KeyCode> sDownKeys = new HashSet<KeyCode>();
// Actions triggered when a key was up, but is now down.
private static readonly Dictionary<KeyCode, Action> sPressActions = new Dictionary<KeyCode, Action>();
// Actions triggered when a key was down, but is now up.
private static readonly Dictionary<KeyCode, Action> sReleaseActions = new Dictionary<KeyCode, Action>();
}
// When possible, subclass your windows from this to automatically add hotkey support.
public class HotKeyWindow : Window
{
protected override void OnPreviewKeyDown(KeyEventArgs args)
{
HotKeySystem.ProcessKeyDown(this, args);
base.OnPreviewKeyDown(args);
}
protected override void OnPreviewKeyUp(KeyEventArgs args)
{
HotKeySystem.ProcessKeyUp(this, args);
base.OnPreviewKeyUp(args);
}
}
// When not possible, attach event handlers like this:
window.PreviewKeyDown += HotKeySystem.ProcessKeyDown;
window.PreviewKeyUp += HotKeySystem.ProcessKeyUp;
// Use it like this:
HotKeySystem.AttachPressAction(KeyCode.F1, () => {
// F1 hotkey functionality.
});
Regardless of if you're using this method or the Win32 API, consider the implications. If you have 'A' bound, then you won't be able to input 'a' or 'A' into text input controls. One way to work around this is:
public static void ProcessKeyDown(object sender, KeyEventArgs args)
{
// Detect keyboard input controls you may have issues with.
// If one has keyboard focus, skip hotkey processing.
if (Keyboard.FocusedElement is TextBox) {
return;
}
// ...
}
In my console application, I would like to be able to detect for key presses somewhat like in mono, where you can get a list of the currently pressed keys and check if a key is on the list, or detect if a key is being pressed. My problem with using
if( Console.KeyAvailable ) k = Console.ReadKey( true ).Key;
is the fact that there will be a delay after I press the first key. You can see an example of this if you open notepad and hold down "A". A will be pressed, then a delay, and then A will be spammed.
How can I get keyboard input without the delay in between presses? I'm not afraid to use low level functions such as hooking into kernel32.dll
So I wrote some code, based off what I've read so far.
Step 1: Copy the following code into your console application. It must be STAThread or it will throw an error. Put in the commands you want to use in the switch statement. All other keys will be blocked by ReadKey(true).
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.IO;
using System;
using System.Windows.Forms;
using System.Windows.Input;
namespace ConsoleApplication10
{
class Program
{
[STAThread]
static void Main(string[] args)
{
KeyListener.RegisterHotKey(Keys.A);
KeyListener.HotKeyPressed += new EventHandler<HotKeyEventArgs>(KeyListener_HotKeyPressed);
while (true)
{
Console.ReadKey(true);
}
}
static void KeyListener_HotKeyPressed(object sender, HotKeyEventArgs e)
{
switch (e.Key)
{
case Keys.A:
{
Console.WriteLine("Do stuff");
return;
}
default:
return;
}
}
}
}
Step 2: Add a reference to System.Windows.Forms. You need this to have a hidden Form that is necessary for the message loop for the keyboard hook.
Step 3: Add the following static class. It does all the heavy lifting of the keyboard hooks for you, so you don't have to do it.
using System;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using System.Threading;
namespace ConsoleApplication10
{
public static class KeyListener
{
public static event EventHandler<HotKeyEventArgs> HotKeyPressed;
public static int RegisterHotKey(Keys key, KeyModifiers modifiers)
{
_windowReadyEvent.WaitOne();
int id = System.Threading.Interlocked.Increment(ref _id);
_wnd.Invoke(new RegisterHotKeyDelegate(RegisterHotKeyInternal), _hwnd, id, (uint)modifiers, (uint)key);
return id;
}
public static int RegisterHotKey(Keys key)
{
_windowReadyEvent.WaitOne();
int id = System.Threading.Interlocked.Increment(ref _id);
_wnd.Invoke(new RegisterHotKeyDelegate(RegisterHotKeyInternal), _hwnd, id, (uint)KeyModifiers.None, (uint)key);
return id;
}
public static void UnregisterHotKey(int id)
{
_wnd.Invoke(new UnRegisterHotKeyDelegate(UnRegisterHotKeyInternal), _hwnd, id);
}
delegate void RegisterHotKeyDelegate(IntPtr hwnd, int id, uint modifiers, uint key);
delegate void UnRegisterHotKeyDelegate(IntPtr hwnd, int id);
private static void RegisterHotKeyInternal(IntPtr hwnd, int id, uint modifiers, uint key)
{
RegisterHotKey(hwnd, id, modifiers, key);
}
private static void UnRegisterHotKeyInternal(IntPtr hwnd, int id)
{
UnregisterHotKey(_hwnd, id);
}
private static void OnHotKeyPressed(HotKeyEventArgs e)
{
if (KeyListener.HotKeyPressed != null)
{
KeyListener.HotKeyPressed(null, e);
}
}
private static volatile MessageWindow _wnd;
private static volatile IntPtr _hwnd;
private static ManualResetEvent _windowReadyEvent = new ManualResetEvent(false);
static KeyListener()
{
Thread messageLoop = new Thread(delegate ()
{
Application.Run(new MessageWindow());
});
messageLoop.Name = "MessageLoopThread";
messageLoop.IsBackground = true;
messageLoop.Start();
}
private class MessageWindow : Form
{
public MessageWindow()
{
_wnd = this;
_hwnd = this.Handle;
_windowReadyEvent.Set();
}
protected override void WndProc(ref Message m)
{
if (m.Msg == WM_HOTKEY)
{
HotKeyEventArgs e = new HotKeyEventArgs(m.LParam);
KeyListener.OnHotKeyPressed(e);
}
base.WndProc(ref m);
}
protected override void SetVisibleCore(bool value)
{
// Ensure the window never becomes visible
base.SetVisibleCore(false);
}
private const int WM_HOTKEY = 0x312;
}
[DllImport("user32", SetLastError = true)]
private static extern bool RegisterHotKey(IntPtr hWnd, int id, uint fsModifiers, uint vk);
[DllImport("user32", SetLastError = true)]
private static extern bool UnregisterHotKey(IntPtr hWnd, int id);
private static int _id = 0;
}
public class HotKeyEventArgs : EventArgs
{
public readonly Keys Key;
public readonly KeyModifiers Modifiers;
public HotKeyEventArgs(Keys key, KeyModifiers modifiers)
{
this.Key = key;
this.Modifiers = modifiers;
}
public HotKeyEventArgs(IntPtr hotKeyParam)
{
uint param = (uint)hotKeyParam.ToInt64();
Key = (Keys)((param & 0xffff0000) >> 16);
Modifiers = (KeyModifiers)(param & 0x0000ffff);
}
}
[Flags]
public enum KeyModifiers
{
None = 0,
Alt = 1,
Control = 2,
Shift = 4,
Windows = 8,
NoRepeat = 0x4000
}
}
Step 4:
Now, there's still a delay. It's way more elegant, but you still have the operating system fighting you. So what to do?
You have two options.
a) You implement a timing option and you simply repeat the action for as long as a key is down on the timer tick event. You can either copy the code or merge it with the hotkey approach that I've given you.
See here for details: Removing the delay after KeyDown event?
private bool _moveUp;
private bool _moveDown;
private bool _moveLeft;
private bool _moveRight;
// You can add the Timer in the Winforms Designer instead if you like;
// The Interval property can be configured there at the same time, along
// with the Tick event handler, simplifying the non-Designer code here.
private System.Windows.Forms.Timer _movementTimer = new Timer { Interval = 100 };
public MainForm()
{
InitializeComponent();
_movementTimer.Tick += movementTimer_Tick;
}
private void movementTimer_Tick(object sender, EventArgs e)
{
_DoMovement();
}
private void _DoMovement()
{
if (_moveLeft) Player.MoveLeft();
if (_moveRight) Player.MoveRight();
if (_moveUp) Player.MoveUp();
if (_moveDown) Player.MoveDown();
}
// You could of course override the OnKeyDown() method instead,
// assuming the handler is in the Form subclass generating the
// the event.
public void MainForm_KeyDown(object sender, KeyEventArgs e)
{
if (e.IsRepeat)
{
// Ignore key repeats...let the timer handle that
return;
}
switch (e.KeyCode)
{
case Keys.Up:
_moveUp = true;
break;
case Keys.Down:
_moveDown = true;
break;
case Keys.Left:
_moveLeft = true;
break;
case Keys.Right:
_moveRight = true;
break;
}
_DoMovement();
_movementTimer.Start();
}
public void MainForm_KeyUp(object sender, KeyEventArgs e)
{
switch (e.KeyCode)
{
case Keys.Up:
_moveUp = false;
break;
case Keys.Down:
_moveDown = false;
break;
case Keys.Left:
_moveLeft = false;
break;
case Keys.Right:
_moveRight = false;
break;
}
if (!(_moveUp || _moveDown || _moveLeft || _moveRight))
{
_movementTimer.Stop();
}
}
b) In your Main method, you get the delay setting, set the delay programmatically to the lowest setting, and on Application Exit, you set it back to its original setting.
See here for where to find it in the registry: https://superuser.com/questions/388160/keyboard-repeat-rate-repeat-delay-values-in-win7
And how to read/write to the registry: https://msdn.microsoft.com/en-us/library/microsoft.win32.registry_methods(v=vs.110).aspx
Note: With this approach, there's still a small delay. It's small, but it's there. Good luck.
I am on the last piece of code before I can finally launch my app into alpha, however I'm stuck trying to get a key combination to register globally. I found a class that seems like it will do what I want (found from here):
using System;
using System.Windows.Forms;
using System.ComponentModel;
using System.Xml.Serialization;
using System.Runtime.InteropServices;
namespace Hotkey
{
public class Hotkey : IMessageFilter
{
#region Interop
[DllImport("user32.dll", SetLastError = true)]
private static extern int RegisterHotKey(IntPtr hWnd, int id, uint fsModifiers, Keys vk);
[DllImport("user32.dll", SetLastError=true)]
private static extern int UnregisterHotKey(IntPtr hWnd, int id);
private const uint WM_HOTKEY = 0x312;
private const uint MOD_ALT = 0x1;
private const uint MOD_CONTROL = 0x2;
private const uint MOD_SHIFT = 0x4;
private const uint MOD_WIN = 0x8;
private const uint ERROR_HOTKEY_ALREADY_REGISTERED = 1409;
#endregion
private static int currentID;
private const int maximumID = 0xBFFF;
private Keys keyCode;
private bool shift;
private bool control;
private bool alt;
private bool windows;
[XmlIgnore]
private int id;
[XmlIgnore]
private bool registered;
[XmlIgnore]
private Control windowControl;
public event HandledEventHandler Pressed;
public Hotkey() : this(Keys.None, false, false, false, false)
{
// No work done here!
}
public Hotkey(Keys keyCode, bool shift, bool control, bool alt, bool windows)
{
// Assign properties
this.KeyCode = keyCode;
this.Shift = shift;
this.Control = control;
this.Alt = alt;
this.Windows = windows;
// Register us as a message filter
Application.AddMessageFilter(this);
}
~Hotkey()
{
// Unregister the hotkey if necessary
if (this.Registered)
{ this.Unregister(); }
}
public Hotkey Clone()
{
// Clone the whole object
return new Hotkey(this.keyCode, this.shift, this.control, this.alt, this.windows);
}
public bool GetCanRegister(Control windowControl)
{
// Handle any exceptions: they mean "no, you can't register" :)
try
{
// Attempt to register
if (!this.Register(windowControl))
{ return false; }
// Unregister and say we managed it
this.Unregister();
return true;
}
catch (Win32Exception)
{ return false; }
catch (NotSupportedException)
{ return false; }
}
public bool Register(Control windowControl)
{
// Check that we have not registered
if (this.registered)
{ throw new NotSupportedException("You cannot register a hotkey that is already registered"); }
// We can't register an empty hotkey
if (this.Empty)
{ throw new NotSupportedException("You cannot register an empty hotkey"); }
// Get an ID for the hotkey and increase current ID
this.id = Hotkey.currentID;
Hotkey.currentID = Hotkey.currentID + 1 % Hotkey.maximumID;
// Translate modifier keys into unmanaged version
uint modifiers = (this.Alt ? Hotkey.MOD_ALT : 0) | (this.Control ? Hotkey.MOD_CONTROL : 0) |
(this.Shift ? Hotkey.MOD_SHIFT : 0) | (this.Windows ? Hotkey.MOD_WIN : 0);
// Register the hotkey
if (Hotkey.RegisterHotKey(windowControl.Handle, this.id, modifiers, keyCode) == 0)
{
// Is the error that the hotkey is registered?
if (Marshal.GetLastWin32Error() == ERROR_HOTKEY_ALREADY_REGISTERED)
{ return false; }
else
{ throw new Win32Exception(); }
}
// Save the control reference and register state
this.registered = true;
this.windowControl = windowControl;
// We successfully registered
return true;
}
public void Unregister()
{
// Check that we have registered
if (!this.registered)
{ throw new NotSupportedException("You cannot unregister a hotkey that is not registered"); }
// It's possible that the control itself has died: in that case, no need to unregister!
if (!this.windowControl.IsDisposed)
{
// Clean up after ourselves
if (Hotkey.UnregisterHotKey(this.windowControl.Handle, this.id) == 0)
{ throw new Win32Exception(); }
}
// Clear the control reference and register state
this.registered = false;
this.windowControl = null;
}
private void Reregister()
{
// Only do something if the key is already registered
if (!this.registered)
{ return; }
// Save control reference
Control windowControl = this.windowControl;
// Unregister and then reregister again
this.Unregister();
this.Register(windowControl);
}
public bool PreFilterMessage(ref Message message)
{
// Only process WM_HOTKEY messages
if (message.Msg != Hotkey.WM_HOTKEY)
{ return false; }
// Check that the ID is our key and we are registerd
if (this.registered && (message.WParam.ToInt32() == this.id))
{
// Fire the event and pass on the event if our handlers didn't handle it
return this.OnPressed();
}
else
{ return false; }
}
private bool OnPressed()
{
// Fire the event if we can
HandledEventArgs handledEventArgs = new HandledEventArgs(false);
if (this.Pressed != null)
{ this.Pressed(this, handledEventArgs); }
// Return whether we handled the event or not
return handledEventArgs.Handled;
}
public override string ToString()
{
// We can be empty
if (this.Empty)
{ return "(none)"; }
// Build key name
string keyName = Enum.GetName(typeof(Keys), this.keyCode);;
switch (this.keyCode)
{
case Keys.D0:
case Keys.D1:
case Keys.D2:
case Keys.D3:
case Keys.D4:
case Keys.D5:
case Keys.D6:
case Keys.D7:
case Keys.D8:
case Keys.D9:
// Strip the first character
keyName = keyName.Substring(1);
break;
default:
// Leave everything alone
break;
}
// Build modifiers
string modifiers = "";
if (this.shift)
{ modifiers += "Shift+"; }
if (this.control)
{ modifiers += "Control+"; }
if (this.alt)
{ modifiers += "Alt+"; }
if (this.windows)
{ modifiers += "Windows+"; }
// Return result
return modifiers + keyName;
}
public bool Empty
{
get { return this.keyCode == Keys.None; }
}
public bool Registered
{
get { return this.registered; }
}
public Keys KeyCode
{
get { return this.keyCode; }
set
{
// Save and reregister
this.keyCode = value;
this.Reregister();
}
}
public bool Shift
{
get { return this.shift; }
set
{
// Save and reregister
this.shift = value;
this.Reregister();
}
}
public bool Control
{
get { return this.control; }
set
{
// Save and reregister
this.control = value;
this.Reregister();
}
}
public bool Alt
{
get { return this.alt; }
set
{
// Save and reregister
this.alt = value;
this.Reregister();
}
}
public bool Windows
{
get { return this.windows; }
set
{
// Save and reregister
this.windows = value;
this.Reregister();
}
}
}
}
my understanding of how it should work is like so:
Hotkey hk = new Hotkey();
hk.KeyCode = Keys.1;
hk.Windows = true;
hk.Pressed += delegate { Console.WriteLine("Windows+1 pressed!"); };
hk.Register(myForm);
and my implementation into my form:
Hotkey hk = new Hotkey();
private void Form1_Load(object sender, EventArgs e)
{
hk.KeyCode = Keys.Alt;
hk.Windows = true;
hk.Pressed += hk_Pressed;
hk.Register(Form1);
}
private void hk_Pressed(object sender, EventArgs e)
{
MessageBox.Show("pressed");
}
but I get an error : Form1 is a type but is used as a variable now frankly I am completely lost as to where I am going wrong. I assumed that the name of the form is what needs passed in Register. I am new to C#, so it could be something that I'm doing fundamentally wrong, but I'm at my wits end here any help would be great.
hk.Register(this);
Just do that instead! It's looking for an instance of Form1.
Change hk.Register(myForm); to hk.Register(this);
It's the same thing as your mainForm
Also, I saw that you posted undernearth Michael's answer saying that it still doesn't fire.
You need to remove hk.Windows = true;
I know the GUI has private void Form1_Closing(object sender, System.ComponentModel.EventArgs e)
{
//do stuff
}
But how can i do the same thing in a console application?
C#/.NET3.5
Here's how:
// Declare the SetConsoleCtrlHandler function
// as external and receiving a delegate.
[DllImport("Kernel32")]
public static extern bool SetConsoleCtrlHandler(HandlerRoutine Handler, bool Add);
// A delegate type to be used as the handler routine
// for SetConsoleCtrlHandler.
public delegate bool HandlerRoutine(CtrlTypes CtrlType);
// An enumerated type for the control messages
// sent to the handler routine.
public enum CtrlTypes
{
CTRL_C_EVENT = 0,
CTRL_BREAK_EVENT,
CTRL_CLOSE_EVENT,
CTRL_LOGOFF_EVENT = 5,
CTRL_SHUTDOWN_EVENT
}
private static bool ConsoleCtrlCheck(CtrlTypes ctrlType)
{
// Put your own handler here
return true;
}
...
SetConsoleCtrlHandler(new HandlerRoutine(ConsoleCtrlCheck), true);