方法❶
使用NSEvent.addLocalMonitorForEvents(matching: [.keyDown])
不细述
方法❷
Using some additional convenience sugar methods, I can just write like this:
.commands {
CommandMenu("Input") {
keyInput(.leftArrow)
keyInput(.rightArrow)
keyInput(.upArrow)
keyInput(.downArrow)
keyInput(.space)
}
}
And forward key inputs to all subviews like this:
.environmentObject(keyInputSubject)
And then a child view, here GameView
can listen to the events with onReceive
, like so:
struct GameView: View {
@EnvironmentObject private var keyInputSubjectWrapper: KeyInputSubjectWrapper
@StateObject var game: Game
var body: some View {
HStack {
board
info
}.onReceive(keyInputSubjectWrapper) {
game.keyInput($0)
}
}
}
The keyInput
method used to declare the keys inside CommandMenu
builder is just this:
private extension ItsRainingPolygonsApp {
func keyInput(_ key: KeyEquivalent, modifiers: EventModifiers = .none) -> some View {
keyboardShortcut(key, sender: keyInputSubject, modifiers: modifiers)
}
}
extension KeyEquivalent: Equatable {
public static func == (lhs: Self, rhs: Self) -> Bool {
lhs.character == rhs.character
}
}
public typealias KeyInputSubject = PassthroughSubject<KeyEquivalent, Never>
public final class KeyInputSubjectWrapper: ObservableObject, Subject {
public func send(_ value: Output) {
objectWillChange.send(value)
}
public func send(completion: Subscribers.Completion<Failure>) {
objectWillChange.send(completion: completion)
}
public func send(subscription: Subscription) {
objectWillChange.send(subscription: subscription)
}
public typealias ObjectWillChangePublisher = KeyInputSubject
public let objectWillChange: ObjectWillChangePublisher
public init(subject: ObjectWillChangePublisher = .init()) {
objectWillChange = subject
}
}
// MARK: Publisher Conformance
public extension KeyInputSubjectWrapper {
typealias Output = KeyInputSubject.Output
typealias Failure = KeyInputSubject.Failure
func receive<S>(subscriber: S) where S : Subscriber, S.Failure == Failure, S.Input == Output {
objectWillChange.receive(subscriber: subscriber)
}
}
@main
struct ItsRainingPolygonsApp: App {
private let keyInputSubject = KeyInputSubjectWrapper()
var body: some Scene {
WindowGroup {
#if os(macOS)
ContentView()
.frame(idealWidth: .infinity, idealHeight: .infinity)
.onReceive(keyInputSubject) {
print("Key pressed: \($0)")
}
.environmentObject(keyInputSubject)
#else
ContentView()
#endif
}
.commands {
CommandMenu("Input") {
keyInput(.leftArrow)
keyInput(.rightArrow)
keyInput(.upArrow)
keyInput(.downArrow)
keyInput(.space)
}
}
}
}
private extension ItsRainingPolygonsApp {
func keyInput(_ key: KeyEquivalent, modifiers: EventModifiers = .none) -> some View {
keyboardShortcut(key, sender: keyInputSubject, modifiers: modifiers)
}
}
public func keyboardShortcut<Sender, Label>(
_ key: KeyEquivalent,
sender: Sender,
modifiers: EventModifiers = .none,
@ViewBuilder label: () -> Label
) -> some View where Label: View, Sender: Subject, Sender.Output == KeyEquivalent {
Button(action: { sender.send(key) }, label: label)
.keyboardShortcut(key, modifiers: modifiers)
}
public func keyboardShortcut<Sender>(
_ key: KeyEquivalent,
sender: Sender,
modifiers: EventModifiers = .none
) -> some View where Sender: Subject, Sender.Output == KeyEquivalent {
guard let nameFromKey = key.name else {
return AnyView(EmptyView())
}
return AnyView(keyboardShortcut(key, sender: sender, modifiers: modifiers) {
Text("\(nameFromKey)")
})
}
extension KeyEquivalent {
var lowerCaseName: String? {
switch self {
case .space: return "space"
case .clear: return "clear"
case .delete: return "delete"
case .deleteForward: return "delete forward"
case .downArrow: return "down arrow"
case .end: return "end"
case .escape: return "escape"
case .home: return "home"
case .leftArrow: return "left arrow"
case .pageDown: return "page down"
case .pageUp: return "page up"
case .return: return "return"
case .rightArrow: return "right arrow"
case .space: return "space"
case .tab: return "tab"
case .upArrow: return "up arrow"
default: return nil
}
}
var name: String? {
lowerCaseName?.capitalizingFirstLetter()
}
}
public extension EventModifiers {
static let none = Self()
}
extension String {
func capitalizingFirstLetter() -> String {
return prefix(1).uppercased() + self.lowercased().dropFirst()
}
mutating func capitalizeFirstLetter() {
self = self.capitalizingFirstLetter()
}
}
extension KeyEquivalent: CustomStringConvertible {
public var description: String {
name ?? "\(character)"
}
}
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answered Jul 1, 2020 at 12:03
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1
Code is not complete without the following two lines: ``` import SwiftUI import Combine ``` Apr 9, 2021 at 17:061
Thanks for this! I had trouble adding support for characters such as keyInput("a"). I was able to solve this by changing your code slightly. If you change default: return nil for lowerCaseName to return String(self.character).lowercased(), then you will be able to use characters.– Matt54
Mar 12, 2022 at 19:04.tab
and .escape
don't seem to work. – Joannes
Mar 24, 2022 at 8:392
How about if a key is released? May 21, 2022 at 21:58方法❸
There is no built-in native SwiftUI API for this, so far.
Here is just a demo of a possible approach. Tested with Xcode 11.4 / macOS 10.15.4
struct KeyEventHandling: NSViewRepresentable {
class KeyView: NSView {
override var acceptsFirstResponder: Bool { true }
override func keyDown(with event: NSEvent) {
print(">> key \(event.charactersIgnoringModifiers ?? "")")
}
}
func makeNSView(context: Context) -> NSView {
let view = KeyView()
DispatchQueue.main.async { // wait till next event cycle
view.window?.makeFirstResponder(view)
}
return view
}
func updateNSView(_ nsView: NSView, context: Context) {
}
}
struct TestKeyboardEventHandling: View {
var body: some View {
Text("Hello, World!")
.background(KeyEventHandling())
}
}
Output:
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answered Apr 11, 2020 at 10:25
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4
The code works in Xcode 11.6 and macOS 10.15.6. However, there is an error sound for each key press detected.– Dummy
Aug 17, 2020 at 7:125
About the error sound: if you removesuper.keyDown(with: event)
(which tells the rest responder chain that the key stroke was not handled) then the sound should no longer be emitted. – Milos
方法❹
There's another solution that is very simple but only works for particular types of keys - you'd have to experiment. Just create Buttons
with .keyboardShortcut
modifier, but hide them visually.
Group {
Button(action: { goAway() }) {}
.keyboardShortcut(.escape, modifiers: [])
Button(action: { goLeft() }) {}
.keyboardShortcut(.upArrow, modifiers: [])
Button(action: { goDown() }) {}
.keyboardShortcut(.downArrow, modifiers: [])
}.opacity(0)