Assign shortcut key in WPF Ribbon Button - wpf

I have a WPF Ribbon Button and I want it to have a shortcut key. (e.g. Ctrl+A). Been searching in google but lost to get a possible answer. Does anyone knows how I might deal with this? Thanks =)
Here is what I have so far
<my:RibbonButton Name="rb1" Content="Images/save.png" />
<my:RibbonButton Name="rb2" Content="Images/abort.png" />

you may perhaps use UIElement.InputBindings with KeyBinding
example
<Window.InputBindings>
<KeyBinding Key="S"
Modifiers="Control"
Command="{Binding Save}" />
<KeyBinding Key="A"
Modifiers="Control"
Command="{Binding Abort}" />
</Window.InputBindings>
using this approach you can bind the input gestures to the commands which buttons are using
assumed code
<my:RibbonButton Name="rb1" Content="Images/save.png" Command="{Binding Save}" />
<my:RibbonButton Name="rb2" Content="Images/abort.png" Command="{Binding Abort}" />
from MSDN: KeyBinding
A KeyBinding associates a KeyGesture with a ICommand, such as a RoutedCommand. RoutedCommand is the primary implementation of the ICommand interface for the WPF commanding system . In general, when the KeyGesture is executed the command is invoked, although the command behavior is further influenced by command-specific factors such as the CanExecute value.

I prefer doing it in code behind. I am using the code in my program.
Hope it help.
private void AddHotKeys()
{
try
{
RoutedCommand firstHotkey = new RoutedCommand();
firstHotkey .InputGestures.Add(new KeyGesture(Key.S, ModifierKeys.Alt));
CommandBindings.Add(new CommandBinding(firstHotkey , Save));
}
catch (Exception err)
{
//handle exception error
}
}

Related

How t add Gesture inside XAML from code behind

So i have this KeyBinding:
<Window.InputBindings>
<KeyBinding Gesture="Ctrl+Alt+S" Command="{Binding TestCommand}"
HotkeyManager.RegisterGlobalHotkey="True" />
</Window.InputBindings>
And my application have several ToggeButtons that the user need to specify the shortcuts ans i want to be able to change this from code behind:
Gesture="Ctrl+Alt+S"
Any suggestions ?
Create a KeyGesture. The ModifierKeys is a flag enum:
KeyBinding binding = new KeyBinding()
{
Gesture = new KeyGesture(Key.S, ModifierKeys.Control | ModifierKeys.Alt)
};

System.Windows.Input.KeyBinding doesn't check CanExecute

So I have a simple KeyBinding on an input element that executes a command to kick off some analysis.
<dxe:TextEdit.InputBindings>
<KeyBinding Key="Enter" Command="{Binding StartAnalysisCommand}" />
</dxe:TextEdit.InputBindings>
There are a few other simple input elements that, when changed, call RaiseCanExecuteChanged on the command. This propagates to the UI button, disabling it and preventing it from executing. But this CanExecute state seems to be entirely ignored by the KeyBinding event, before and after the RaiseCanExecuteChanged is called.
Tested using a normal WPF TextBox, and it calls CanExecute once you press Enter. Must indeed be an issue in the 3rd party control.
<Window.CommandBindings>
<CommandBinding Command="ApplicationCommands.New" CanExecute="CommandBinding_CanExecute" Executed="CommandBinding_Executed"/>
</Window.CommandBindings>
<TextBox>
<TextBox.InputBindings>
<KeyBinding Key="Enter" Command="ApplicationCommands.New"/>
</TextBox.InputBindings>
</TextBox>
Edit: Example with a RelayCommand:
public class ViewModel
{
private RelayCommand _cmd;
public RelayCommand Cmd {
get { return _cmd ?? (_cmd = new RelayCommand(Executed, CanExecute)); }
}
public void Executed() { throw new NotImplementedException(); }
public bool CanExecute()
{
return true;
}
}
And the binding with the ViewModel as the context.
<KeyBinding Key="Enter" Command="{Binding Cmd}"/>
Okay, I figured out what the problem was. Thanks everyone for helping out--your answers caused me to realize the problem. Turns out it wasn't a matter of the CanExecute being called, but rather the timing of when the binding was updated. CanExecute was being called, but with the previous value of the binding.
I used the solution found on this SO answer to accept the value on Enter and the program now works as I had originally expected.

Flexible Close Command

I am searching for a way how to realize a window close command, which is usable in the window's CommandBindings and by other sources, for example a button. I am working with MVVM. So far, I only found solutions that were either meant for use by CommandBindings or with a simple Command featured inside the MVVM. I need to have one central handler for this.
Thanks in advance!
Simply use EventToCommand.
ViewModel:
public ICommand WindowClosing
{
get
{
return new RelayCommand<CancelEventArgs>(
(args) =>{
});
}
}
and in XAML:
<i:Interaction.Triggers>
<i:EventTrigger EventName="Closing">
<command:EventToCommand Command="{Binding WindowClosing}" />
</i:EventTrigger>
</i:Interaction.Triggers>

How to trigger ViewModel command for a specific button events

How can a command on a ViewModel be invoked by a specific event of a button, such as MouseDoubleClick?
You can use the EventTrigger in the System.Windows.Interactivity namespace, which is part of the so-called Prism framework. If you're just getting started with MVVM, don't care too much for Prism by now, but keep it in mind for later. Anyway, you can steel the EventTrigger
It works like this:
Reference the assembly System.Windows.Interactivity.dll
In XAML, reference the namespace:
xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity"
Then in your Button or any other control, add a EventTrigger like this:
<Button Content="Button">
<i:Interaction.Triggers>
<i:EventTrigger EventName="MouseDoubleClick">
<i:InvokeCommandAction Command="{Binding CommandToBindTo}"
CommandParameter="{Binding CommandParameterToBindTo}" />
</i:EventTrigger>
</i:Interaction.Triggers>
</Button>
This way, you bind your event to a Command on your DataContext.
Remark
To clarify the usage, here's a kind of real life example including the ViewModel. The fictional requirement is to allow the user to select an item in a list and then perform a command which takes the selected item as a parameter:
<ListBox x:Name="ItemsList" ItemsSource="{Binding Items}" />
<Button Content="Do something with selected item">
<i:Interaction.Triggers>
<i:EventTrigger EventName="MouseDoubleClick">
<i:InvokeCommandAction Command="{Binding DoSomethingCommand}"
CommandParameter="{Binding SelectedItem,
ElementName=ItemsList}" />
</i:EventTrigger>
</i:Interaction.Triggers>
</Button>
And that would be the ViewModel. Note how the parameter to the command is used, in the example with a generic version of a DelegateCommand object as you get it in every MVVM framework (sometimes RelayCommand). This class takes the type of the required parameter as a generic parameter (here ItemViewModel) and requires a method which takes an according parameter (here ExecuteDoSomethingWithItem(ItemViewModel ...)). The rest is WPF magic: The oject to which the CommandParameter property is bound in your XAML will be passed through as the parameter in your Execute(...) function.
public class ViewModel
{
ObservableCollection<ItemViewModel> Items { get; set; }
public ICommand DoSomethingCommand
{
get
{
return _doSomethingCommand ??
(_doSomethingCommand = new DelegateCommand<ItemViewModel>(ExecuteDoSomethingWithItem));
}
}
private DelegateCommand<ItemViewModel> _doSomethingCommand;
private void ExecuteDoSomethingWithItem(ItemViewModel itemToDoSomethingWith)
{
// Do something
}
public ViewModel()
{
Items = new ObservableCollection<ItemViewModel>();
// Fill the collection
}
}
Have fun with learning MVVM, it's worth it.
you can use attached command behaviors
=> http://geekswithblogs.net/HouseOfBilz/archive/2009/08/21/adventures-in-mvvm-ndash-generalized-command-behavior-attachments.aspx
You need to do a lot of pluming yourself if you going to use Command and Event Binding from out of the box WPF. You can gain a lot of just using existing framework such as MVVM Light Toolkit, or Cliburn Micro that already provide command and even binding.

Defining MenuItem Shortcuts

I need a simple way to set a shortcut for menu items.
But this donĀ“t work with shortcut, just with click:
<MenuItem Header="Editar">
<MenuItem Header="Procurar" Name="MenuProcurar"
InputGestureText="Ctrl+F"
Click="MenuProcurar_Click">
<MenuItem.ToolTip>
<ToolTip>
Procurar
</ToolTip>
</MenuItem.ToolTip>
</MenuItem>
</MenuItem>
I am using WPF 4.0
H.B. was right... I just wanted to add more precisions.
Remove the Click event on your MenuItem and associate it with a Command instead.
1 - Add/create your commands:
<Window.CommandBindings>
<CommandBinding Command="Open" Executed="OpenCommandBinding_Executed"/>
<CommandBinding Command="SaveAs" Executed="SaveAsCommandBinding_Executed"/>
</Window.CommandBindings>
The commands are refering to the following code:
private void OpenCommandBinding_Executed(object sender, ExecutedRoutedEventArgs e)
{
Open();//Implementation of open file
}
private void SaveAsCommandBinding_Executed(object sender, ExecutedRoutedEventArgs e)
{
SaveAs();//Implementation of saveAs
}
2 - Associate the commands with the wanted keys:
<Window.InputBindings>
<KeyBinding Key="O" Modifiers="Control" Command="Open"/>
<KeyBinding Key="S" Modifiers="Control" Command="SaveAs"/>
</Window.InputBindings>
3 - Finally assign the commands with you menu item (InputGestureText is just a decorating text):
<Menu Name="menu1">
<MenuItem Header="_File">
<MenuItem Name="menuOpen" Header="_Open..." Command="Open" InputGestureText="Ctrl+O"/>
<MenuItem Name="menuSaveAs" Header="_Save as..." Command="SaveAs" InputGestureText="Ctrl+S"/>
</MenuItem>
</Menu>
That way multiple inputs may be associated to the same command.
You need to use KeyBindings (and CommandBindings if you (re)use RoutedCommands such as those found in the ApplicationCommands class) for that in the controls where the shortcuts should work.
e.g.
<Window.CommandBindings>
<CommandBinding Command="New" Executed="CommandBinding_Executed" />
</Window.CommandBindings>
<Window.InputBindings>
<KeyBinding Key="N" Modifiers="Control" Command="New"/>
</Window.InputBindings>
For custom RoutedCommands:
static class CustomCommands
{
public static RoutedCommand DoStuff = new RoutedCommand();
}
usage:
<Window
...
xmlns:local="clr-namespace:MyNamespace">
<Window.CommandBindings>
<CommandBinding Command="local:CustomCommands.DoStuff" Executed="DoStuff_Executed" />
</Window.CommandBindings>
<Window.InputBindings>
<KeyBinding Key="D" Modifiers="Control" Command="local:CustomCommands.DoStuff"/>
</Window.InputBindings>
...
</Window>
(It is often more convenient to implement the ICommand interface rather than using RoutedCommands. You can have a constructor which takes delegates for Execute and CanExecute to easily create commands which do different things, such implementations are often called DelegateCommand or RelayCommand. This way you do not need CommandBindings.)
In my humble opinion is much easier just to use _ at the Header. This will create automatically the desired HotKey.
For example:
<MenuItem Header="_Editar">
<MenuItem Header="_Procurar" Name="MenuProcurar"
InputGestureText="Ctrl+F"
Click="MenuProcurar_Click">
<MenuItem.ToolTip>
<ToolTip>
Procurar
</ToolTip>
</MenuItem.ToolTip>
</MenuItem>
</MenuItem>
I'm overly biased by Windows.Forms & gulp VB 6, so I kind of agree with Jonathan and Jase that there's got to be a more straightforward/procedural method to statically wire up event handlers that aren't necessarily CommandBindings. And there is, I think.
A good tutorial for using non-CommandBinding handlers like this, but with an emphasis on buttons, can be found in this MSDN blog post, I believe. I'll distill and target MenuItems...
Creating the ICommand
First, create a class implementing ICommand. You can put this anywhere, of course, even in your MainWindow.xaml.cs file if you wanted, to keep your demo code insanely simple. You'll probably want to make CanExecute more complicated when you want to dis/en/able menu items later, but for now, we'll just always have our menu items enabled.
public class HelloWorldCommand : ICommand
{
public void Execute(object parameter)
{
MessageBox.Show(#"""Hello, world!"" from "
+ (parameter ?? "somewhere secret").ToString());
}
public bool CanExecute(object parameter)
{
return true;
}
public event EventHandler CanExecuteChanged;
}
As the tutorial helpfully points out, you could call this command from anywhere already, with code like...
var hwc = new HelloWorldCommand();
if (hwc.CanExecute(this))
hwc.Execute(this);
Declaring your command in the Window
So let's add a sort of "declaration" for the HelloWorldCommand to our Window so that we can use it later. Inside of your Window tags, register the command as a resource:
<Window.Resources>
<local:HelloWorldCommand x:Key="hwc"/>
</Window.Resources>
Now we have a neat shortcut for linking to this "locally namespaced" command, "hwc", though you can obviously use any string you want. We'll use that a lot in our xaml.
Wiring up (and reusing!) the command
Let's add our MenuItems to our xaml. I've replaced the stock Grid with a DockPanel because that's the easiest way (for me) to have equi-spaced widgets that fill the Window, though I've left all of the rest of my UI out.
Note the Command="{StaticResource hwc}"s sprinkled into each MenuItem declaration. The key is the hwc in there - remember that that's our shortcut for the HelloWorldCommand that we set up at the Window level. And, of course, StaticResource says just to look it up the Window's resources. We're not binding anything; we're just using our shortcut.
<DockPanel LastChildFill="True">
<Menu DockPanel.Dock="Top">
<MenuItem Header="_File">
<MenuItem
Header="_Open"
Command="{StaticResource hwc}"
>
<MenuItem.CommandParameter>
<!-- so you could make this object as complex as you wanted,
like, say, your entire Window. See magic incantation, below. -->
<Binding RelativeSource="{RelativeSource FindAncestor, AncestorType=Window}" />
</MenuItem.CommandParameter>
</MenuItem>
<MenuItem
Header="_Close"
Command="{StaticResource hwc}"
CommandParameter="Close"
InputGestureText="Ctrl+G" />
<MenuItem
Header="_Save"
Command="{StaticResource hwc}"
CommandParameter="Save" />
<Separator />
<MenuItem
Header="_Quit"
Command="{StaticResource hwc}"
CommandParameter="Quit" />
</MenuItem>
</DockPanel>
CommandParameters to distinguish event sources
Note that we're using the same Command for everything! But how can we tell which widget threw the event? For that, you need to use the CommandParameter -- remember our Execute method's signature: Execute(object parameter). That CommandParameter parameter is what we can use to know how to handle the event. Try running this and note that the MessageBox will use whatever's in CommandParameter to let you know the source of the event. We're doing it all manually, but that's not too bad.
Also note that you can make these objects as complicated as you'd like. You can use a property in the MenuItem tag to define the parameter, or can use "real" <MenuItem.CommandParameter> tags, like in the Open menu item, above, to define something complex. In this case, we're passing the entire parent Window object, which was the easiest (though not the cleanest) way to throw our VB6-ish context into the event handler code.
Adding keyboard shortcuts to MenuItems (aka, "Answering the OP")
And now we can finally answer the original question! Let's finally wire up a keyboard shortcut for the Close menu item. You'll note that we've already declared an InputGestureText. By itself, InputGestureText is only cosmetic. If we were overly picky, we could argue the mechanism for creating the keyboard shortcut doesn't have any direct, inherent relationship with the MenuItem at all!
We need to instead (or additionally) register a listener for Ctrl-G at the Window level to catch the keystroke. So at the top level of your Window tags, insert this (taken essentially from here):
<Window.InputBindings>
<KeyBinding Modifiers="Control"
Key="G"
Command="{StaticResource hwc}"
CommandParameter="window input binding"
/>
</Window.InputBindings>
Note that you could put CommandParameter tags in your KeyBinding by moving it from a self-closing piece of XML to "real" open and close KeyBinding tags.
And we're done. Run your app, and press Ctrl-G. Whaddup.
Pretty straightforward, once you've got the players straight, and much less magic binding-y than most intros to commands and MenuItems, I think.
Possible pro tip:
The whole CommandBinding thing confused me for a while. This is just for specific command types, I believe. That is, you can't just wire up any Command you like. Stuff like what's bragged about here (in what's admittedly a decent intro tutorial!)...
It might not be completely obvious, but by using commands, we just got a whole bunch of things for free: Keyboard shortcuts, text and InputGestureText on the items and WPF automatically enables/disables the items depending on the active control and its state. In this case, Cut and Copy are disabled because no text is selected, but Paste is enabled, because my clipboard is not empty!
... is kind of magic-y and not necessarily good, and can be confusing when you're new to WPF menus.
You can also declare RoutedUICommand in XAML:
<Window.Resources>
<RoutedUICommand x:Key="BuildCmd" Text="Build">
<RoutedUICommand.InputGestures>
<KeyGesture>CTRL+SHIFT+B</KeyGesture>
</RoutedUICommand.InputGestures>
</RoutedUICommand>
</Window.Resources>
Do the binding
<Window.CommandBindings>
<CommandBinding Command="{StaticResource BuildCmd}" Executed="BuildCmdExecuted"/>
</Window.CommandBindings>
And in MenuItem
<MenuItem Command="{StaticResource BuildCmd}"/>
Another solution is discussed here.
Here is solution in PowerShell:
Define your XAML file:
<Window x:Class="WpfApp1.Window1"
xmlns:local="clr-namespace:WpfApp1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="My App" Height="620" Width="950" >
<Window.InputBindings>
<KeyBinding Key="S" Modifiers="Ctrl"/>
</Window.InputBindings>
<Grid x:Name="MainGrid">
<!--Your GUI is here-->
<Menu Margin="0">
<MenuItem Header="_File">
<MenuItem x:Name="SaveProfile" Header="_Save Profile" InputGestureText="Ctrl+S"/>
</MenuItem>
</Menu>
</Grid>
</Window>
Add new type to be able to create Command(s)
Add-Type #"
public class DelegateCommand : System.Windows.Input.ICommand
{
private System.Action<object> _action;
public DelegateCommand(System.Action<object> action)
{
_action = action;
}
public bool CanExecute(object parameter)
{
return true;
}
public event System.EventHandler CanExecuteChanged = delegate { };
public void Execute(object parameter)
{
_action(parameter);
}
}
"#
Create and assign new Command to the previously defined KeyBinding, it is first key binding, that is why I'm addressing it with [0].
Note:in my case I saved the handle to the main Window in $hash.Window variable, you should put here the link to your main window object, that you created with [Windows.Markup.XamlReader]::Load($xamlXmlNodeReader) command or other window creation command.
$hash.Window.InputBindings[0].Command = New-Object DelegateCommand( { Save-Profile } )
Create your function that you put into command
function Save-Profile {
Write-Host "Save Profile"
# Your logic goes here
}
Thanks to Nicholas Wolverson for the tips on how to create the Type for Command.
This work for me
<ContextMenu PreviewKeyUp="ContextMenu_PreviewKeyUp">
<MenuItem Header="Delete" Click="DeleteID" />
</ContextMenu>
Code behind:
private void ContextMenu_PreviewKeyUp(object sender, KeyEventArgs e)
{
ContextMenu contextMenu = sender as ContextMenu;
if (e.Key == Key.D)
{
//DELETE ID
}
contextMenu.IsOpen = false;
}

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