private void PreNotifyInput(object sender, NotifyInputEventArgs e) { RawKeyboardInputReport keyboardInput = ExtractRawKeyboardInputReport(e, InputManager.PreviewInputReportEvent); if (keyboardInput != null) { CheckForDisconnectedFocus(); // Activation // // MITIGATION: KEYBOARD_STATE_OUT_OF_SYNC // // It is very important that we allow multiple activate events. // This is how we deal with the fact that Win32 sometimes sends // us a WM_SETFOCUS message BEFORE it has updated it's internal // internal keyboard state information. When we get the // WM_SETFOCUS message, we activate the keyboard with the // keyboard state (even though it could be wrong). Then when // we get the first "real" keyboard input event, we activate // the keyboard again, since Win32 will have updated the // keyboard state correctly by then. // if ((keyboardInput.Actions & RawKeyboardActions.Activate) == RawKeyboardActions.Activate) { //if active source is null, no need to do special-case handling if (_activeSource == null) { // we are now active. _activeSource = new SecurityCriticalDataClass <PresentationSource>(keyboardInput.InputSource); } else if (_activeSource.Value != keyboardInput.InputSource) { IKeyboardInputProvider toDeactivate = _activeSource.Value.GetInputProvider(typeof(KeyboardDevice)) as IKeyboardInputProvider; // we are now active. _activeSource = new SecurityCriticalDataClass <PresentationSource>(keyboardInput.InputSource); if (toDeactivate != null) { toDeactivate.NotifyDeactivate(); } } } // Generally, we need to check against redundant actions. // We never prevet the raw event from going through, but we // will only generate the high-level events for non-redundant // actions. We store the set of non-redundant actions in // the dictionary of this event. // If the input is reporting a key down, the action is never // considered redundant. if ((keyboardInput.Actions & RawKeyboardActions.KeyDown) == RawKeyboardActions.KeyDown) { RawKeyboardActions actions = GetNonRedundantActions(e); actions |= RawKeyboardActions.KeyDown; e.StagingItem.SetData(_tagNonRedundantActions, actions); // Pass along the key that was pressed, and update our state. Key key = KeyInterop.KeyFromVirtualKey(keyboardInput.VirtualKey); e.StagingItem.SetData(_tagKey, key); e.StagingItem.SetData(_tagScanCode, new ScanCode(keyboardInput.ScanCode, keyboardInput.IsExtendedKey)); // Tell the InputManager that the MostRecentDevice is us. if (_inputManager != null) { _inputManager.Value.MostRecentInputDevice = this; } } // We are missing detection for redundant ups if ((keyboardInput.Actions & RawKeyboardActions.KeyUp) == RawKeyboardActions.KeyUp) { RawKeyboardActions actions = GetNonRedundantActions(e); actions |= RawKeyboardActions.KeyUp; e.StagingItem.SetData(_tagNonRedundantActions, actions); // Pass along the key that was pressed, and update our state. Key key = KeyInterop.KeyFromVirtualKey(keyboardInput.VirtualKey); e.StagingItem.SetData(_tagKey, key); e.StagingItem.SetData(_tagScanCode, new ScanCode(keyboardInput.ScanCode, keyboardInput.IsExtendedKey)); // Tell the InputManager that the MostRecentDevice is us. if (_inputManager != null) { _inputManager.Value.MostRecentInputDevice = this; } } } // On KeyDown, we might need to set the Repeat flag if (e.StagingItem.Input.RoutedEvent == Keyboard.PreviewKeyDownEvent) { CheckForDisconnectedFocus(); KeyEventArgs args = (KeyEventArgs)e.StagingItem.Input; // Is this the same as the previous key? (Look at the real key, e.g. TextManager // might have changed args.Key it to Key.TextInput.) if (_previousKey == args.RealKey) { // Yes, this is a repeat (we got the keydown for it twice, with no KeyUp in between) args.SetRepeat(true); } // Otherwise, keep this key to check against next time. else { _previousKey = args.RealKey; args.SetRepeat(false); } } // On KeyUp, we clear Repeat flag else if (e.StagingItem.Input.RoutedEvent == Keyboard.PreviewKeyUpEvent) { CheckForDisconnectedFocus(); KeyEventArgs args = (KeyEventArgs)e.StagingItem.Input; args.SetRepeat(false); // Clear _previousKey, so that down/up/down/up doesn't look like a repeat _previousKey = Key.None; } }