PowerToys/doc/devdocs/core/settings/settings-implementation.md
Shawn Yuan 75526b9580
[Feature] PowerToys hotkey conflict detection (#41029)
<!-- Enter a brief description/summary of your PR here. What does it
fix/what does it change/how was it tested (even manually, if necessary)?
-->
## Summary of the Pull Request
Implements comprehensive hotkey conflict detection and resolution system
for PowerToys, providing real-time conflict checking and centralized
management interface.

## PR Checklist

- [ ] **Closes:** #xxx
- [x] **Communication:** I've discussed this with core contributors
already. If the work hasn't been agreed, this work might be rejected
- [ ] **Tests:** Added/updated and all pass
- [x] **Localization:** All end-user-facing strings can be localized
- [x] **Dev docs:** Added/updated
- [ ] **New binaries:** Added on the required places
- [ ] [JSON for
signing](https://github.com/microsoft/PowerToys/blob/main/.pipelines/ESRPSigning_core.json)
for new binaries
- [ ] [WXS for
installer](https://github.com/microsoft/PowerToys/blob/main/installer/PowerToysSetup/Product.wxs)
for new binaries and localization folder
- [ ] [YML for CI
pipeline](https://github.com/microsoft/PowerToys/blob/main/.pipelines/ci/templates/build-powertoys-steps.yml)
for new test projects
- [ ] [YML for signed
pipeline](https://github.com/microsoft/PowerToys/blob/main/.pipelines/release.yml)
- [x] **Documentation updated:** If checked, please file a pull request
on [our docs
repo](https://github.com/MicrosoftDocs/windows-uwp/tree/docs/hub/powertoys)
and link it here: [Shortcut conflict detction dev
spec](https://github.com/MicrosoftDocs/windows-dev-docs/pull/5519)

## TODO Lists
- [x] Add real-time hotkey validation functionality to the hotkey dialog
- [x] Immediately detect conflicts and update shortcut conflict status
after applying new shortcuts
- [x] Return conflict list from runner hotkey conflict detector for
conflict checking.
- [x] Implement the Tooltip for every shortcut control 
- [x] Add dialog UI for showing all the shortcut conflicts
- [x] Support changing shortcut directly inside the shortcut conflict
window/dialog, no need to nav to the settings page.
- [x] Redesign the `ShortcutConflictDialogContentControl` to align with
the spec
- [x] Add navigating and changing hotkey auctionability to the
`ShortcutConflictDialogContentControl`
- [x] Add telemetry. Impemented in [another
PR](https://github.com/shuaiyuanxx/PowerToys/pull/47)

## Shortcut Conflict Support Modules

![image](https://github.com/user-attachments/assets/3915174e-d1e7-4f86-8835-2a1bafcc85c9)

<details>
<summary>Demo videos</summary>


https://github.com/user-attachments/assets/476d992c-c6ca-4bcd-a3f2-b26cc612d1b9


https://github.com/user-attachments/assets/1c1a2537-de54-4db2-bdbf-6f1908ff1ce7


https://github.com/user-attachments/assets/9c992254-fc2b-402c-beec-20fceef25e6b


https://github.com/user-attachments/assets/d66abc1c-b8bf-45f8-a552-ec989dab310f
</details>

<!-- Provide a more detailed description of the PR, other things fixed,
or any additional comments/features here -->
## Detailed Description of the Pull Request / Additional comments

<!-- Describe how you validated the behavior. Add automated tests
wherever possible, but list manual validation steps taken as well -->
## Validation Steps Performed
Manually validation performed.

---------

Signed-off-by: Shawn Yuan <shuaiyuan@microsoft.com>
Signed-off-by: Shuai Yuan <shuai.yuan.zju@gmail.com>
Co-authored-by: Niels Laute <niels.laute@live.nl>
2025-08-20 09:31:52 +08:00

7.8 KiB
Raw Blame History

Settings Implementation

This document describes how settings are implemented in PowerToys modules, including code examples for C++ and C# modules, and details on debugging settings issues.

C++ Settings Implementation

For C++ modules, the settings system is implemented in the following files:

  • settings_objects.h and settings_objects.cpp: Define the basic settings objects
  • settings_helpers.h and settings_helpers.cpp: Helper functions for reading/writing settings
  • settings_manager.h and settings_manager.cpp: Main interface for managing settings

Reading Settings in C++

#include <common/settings_objects.h>
#include <common/settings_helpers.h>

auto settings = PowerToysSettings::Settings::LoadSettings(L"ModuleName");
bool enabled = settings.GetValue(L"enabled", true);

Writing Settings in C++

PowerToysSettings::Settings settings(L"ModuleName");
settings.SetValue(L"setting_name", true);
settings.Save();

C# Settings Implementation

For C# modules, the settings are accessed through the SettingsUtils class in the Microsoft.PowerToys.Settings.UI.Library namespace:

Reading Settings in C#

using Microsoft.PowerToys.Settings.UI.Library;

// Read settings
var settings = SettingsUtils.GetSettings<ModuleSettings>("ModuleName");
bool enabled = settings.Enabled;

Writing Settings in C#

using Microsoft.PowerToys.Settings.UI.Library;

// Write settings
settings.Enabled = true;
SettingsUtils.SaveSettings(settings.ToJsonString(), "ModuleName");

Settings Handling in Modules

Each PowerToys module must implement settings-related functions in its module interface:

// Get the module's settings
virtual PowertoyModuleSettings get_settings() = 0;

// Called when settings are changed
virtual void set_config(const wchar_t* config_string) = 0;

When the user changes settings in the UI:

  1. The settings UI serializes the settings to JSON
  2. The JSON is sent to the PowerToys runner via IPC
  3. The runner calls the set_config function on the appropriate module
  4. The module parses the JSON and applies the new settings

Shortcut Conflict Detection

Steps to enable conflict detection for a hotkey:

1. Implement module interface for hotkeys

Ensure the module interface provides either size_t get_hotkeys(Hotkey* hotkeys, size_t buffer_size) or std::optional<HotkeyEx> GetHotkeyEx().

  • If not yet implemented, you need to add it so that it returns all hotkeys used by the module.
  • Important: The order of the returned hotkeys matters. This order is used as an index to uniquely identify each hotkey for conflict detection and lookup.
  • For reference, see: src/modules/AdvancedPaste/AdvancedPasteModuleInterface/dllmain.cpp

2. Implement IHotkeyConfig in the module settings (UI side)

Make sure the modules settings file inherits from IHotkeyConfig and implements HotkeyAccessor[] GetAllHotkeyAccessors().

  • This method should return all hotkeys used in the module.
  • Important: The order of the returned hotkeys must be consistent with step 1 (get_hotkeys() or GetHotkeyEx()).
  • For reference, see: src/settings-ui/Settings.UI.Library/AdvancedPasteSettings.cs
  • Note: HotkeyAccessor is a wrapper around HotkeySettings. It provides both getter and setter methods to read and update the corresponding hotkey. Additionally, each HotkeyAccessor requires a resource string that describes the purpose of the hotkey. This string is typically defined in: src/settings-ui/Settings.UI/Strings/en-us/Resources.resw

3. Update the modules ViewModel

The corresponding ViewModel should inherit from PageViewModelBase and implement Dictionary<string, HotkeySettings[]> GetAllHotkeySettings().

  • This method should return all hotkeys, maintaining the same order as in steps 1 and 2.
  • For reference, see: src/settings-ui/Settings.UI/ViewModels/AdvancedPasteViewModel.cs

4. Ensure the modules Views call OnPageLoaded()

Once the modules view is loaded, make sure to invoke the ViewModels OnPageLoaded() method:

Loaded += (s, e) => ViewModel.OnPageLoaded();
  • For reference, see: src/settings-ui/Settings.UI/SettingsXAML/Views/AdvancedPaste.xaml.cs

Debugging Settings

To debug settings issues:

  1. Check the settings files in %LOCALAPPDATA%\Microsoft\PowerToys\
  2. Ensure JSON is well-formed
  3. Monitor IPC communication between settings UI and runner using debugger breakpoints at key points:
    • In the Settings UI when sending configuration changes
    • In the Runner when receiving and dispatching changes
    • In the Module when applying changes
  4. Look for log messages related to settings changes in the PowerToys logs

Common Issues

  • Settings not saving: Check file permissions or conflicts with other processes accessing the file
  • Settings not applied: Verify IPC communication is working and the module is properly handling the configuration
  • Incorrect settings values: Check JSON parsing and type conversion in the module code

Adding a New Module with Settings

Adding a new module with settings requires changes across multiple projects. Here's a step-by-step guide with references to real implementation examples:

1. Settings UI Library (Data Models)

Define the data models for your module's settings in the Settings UI Library project. These data models will be serialized to JSON configuration files stored in %LOCALAPPDATA%\Microsoft\PowerToys\.

Example: Settings UI Library implementation

2. Settings UI (User Interface)

2.1 Add a navigation item in ShellPage.xaml

The ShellPage.xaml is the entry point for the PowerToys settings, providing a navigation view of all modules. Add a navigation item for your new module.

Example: Adding navigation item

2.2 Create a settings page for your module

Create a new XAML page that contains all the settings controls for your module.

Example: New settings page

2.3 Implement the ViewModel

Create a ViewModel class that handles the settings data and operations for your module.

Example: ViewModel implementation

3. Module Implementation

3.1 Implement PowertoyModuleIface in dllmain.cpp

The module interface must implement the PowertoyModuleIface to allow the runner to interact with it.

Reference: PowertoyModuleIface definition

3.2 Implement Module UI

Create a UI for your module using either WPF (like ColorPicker) or WinUI3 (like Advanced Paste).

4. Runner Integration

Add your module to the known modules list in the runner so it can be brought up and initialized.

Example: Runner integration

5. Testing and Debugging

  1. Test each component individually:

    • Verify settings serialization/deserialization
    • Test module activation/deactivation
    • Test IPC communication
  2. For signal-related issues, ensure all modules work correctly before debugging signal handling.

  3. You can debug each module directly in Visual Studio or by attaching to running processes.

  1. Module/ModuleUI implementation
  2. Module interface (dllmain.cpp)
  3. Runner integration
  4. Settings UI implementation
  5. OOBE (Out of Box Experience) integration
  6. Other components