chore: import upstream snapshot with attribution
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# Settings Implementation
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This document describes how settings are implemented in PowerToys modules, including code examples for C++ and C# modules, and details on debugging settings issues.
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## C++ Settings Implementation
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For C++ modules, the settings system is implemented in the following files:
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- `settings_objects.h` and `settings_objects.cpp`: Define the basic settings objects
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- `settings_helpers.h` and `settings_helpers.cpp`: Helper functions for reading/writing settings
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- `settings_manager.h` and `settings_manager.cpp`: Main interface for managing settings
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### Reading Settings in C++
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```cpp
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#include <common/settings_objects.h>
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#include <common/settings_helpers.h>
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auto settings = PowerToysSettings::Settings::LoadSettings(L"ModuleName");
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bool enabled = settings.GetValue(L"enabled", true);
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```
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### Writing Settings in C++
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```cpp
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PowerToysSettings::Settings settings(L"ModuleName");
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settings.SetValue(L"setting_name", true);
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settings.Save();
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```
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## C# Settings Implementation
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For C# modules, the settings are accessed through the `SettingsUtils` class in the `Microsoft.PowerToys.Settings.UI.Library` namespace:
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### Reading Settings in C#
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```csharp
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using Microsoft.PowerToys.Settings.UI.Library;
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// Read settings
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var settings = SettingsUtils.Default.GetSettings<ModuleSettings>("ModuleName");
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bool enabled = settings.Enabled;
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```
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### Writing Settings in C#
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```csharp
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using Microsoft.PowerToys.Settings.UI.Library;
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// Write settings
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settings.Enabled = true;
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SettingsUtils.Default.SaveSettings(settings.ToJsonString(), "ModuleName");
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```
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## Settings Handling in Modules
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Each PowerToys module must implement settings-related functions in its module interface:
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```cpp
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// Get the module's settings
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virtual PowertoyModuleSettings get_settings() = 0;
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// Called when settings are changed
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virtual void set_config(const wchar_t* config_string) = 0;
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```
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When the user changes settings in the UI:
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1. The settings UI serializes the settings to JSON
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2. The JSON is sent to the PowerToys runner via IPC
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3. The runner calls the `set_config` function on the appropriate module
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4. The module parses the JSON and applies the new settings
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# Shortcut Conflict Detection
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Steps to enable conflict detection for a hotkey:
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### 1. Implement module interface for hotkeys
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Ensure the module interface provides either `size_t get_hotkeys(Hotkey* hotkeys, size_t buffer_size)` or `std::optional<HotkeyEx> GetHotkeyEx()`.
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- If not yet implemented, you need to add it so that it returns all hotkeys used by the module.
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- **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.
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- For reference, see: `src/modules/AdvancedPaste/AdvancedPasteModuleInterface/dllmain.cpp`
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### 2. Implement IHotkeyConfig in the module settings (UI side)
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Make sure the module’s settings file inherits from `IHotkeyConfig` and implements `HotkeyAccessor[] GetAllHotkeyAccessors()`.
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- This method should return all hotkeys used in the module.
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- **Important**: The order of the returned hotkeys must be consistent with step 1 (`get_hotkeys()` or `GetHotkeyEx()`).
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- For reference, see: `src/settings-ui/Settings.UI.Library/AdvancedPasteSettings.cs`
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- **_Note:_** `HotkeyAccessor` is a wrapper around HotkeySettings.
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It provides both `getter` and `setter` methods to read and update the corresponding hotkey.
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Additionally, each `HotkeyAccessor` requires a resource string that describes the purpose of the hotkey.
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This string is typically defined in: `src/settings-ui/Settings.UI/Strings/en-us/Resources.resw`
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### 3. Update the module’s ViewModel
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The corresponding ViewModel should inherit from `PageViewModelBase` and implement `Dictionary<string, HotkeySettings[]> GetAllHotkeySettings()`.
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- This method should return all hotkeys, maintaining the same order as in steps 1 and 2.
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- For reference, see: `src/settings-ui/Settings.UI/ViewModels/AdvancedPasteViewModel.cs`
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### 4. Ensure the module’s Views call `OnPageLoaded()`
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Once the module’s view is loaded, make sure to invoke the ViewModel’s `OnPageLoaded()` method:
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```cs
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Loaded += (s, e) => ViewModel.OnPageLoaded();
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```
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- For reference, see: `src/settings-ui/Settings.UI/SettingsXAML/Views/AdvancedPaste.xaml.cs`
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## Debugging Settings
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To debug settings issues:
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1. Check the settings files in `%LOCALAPPDATA%\Microsoft\PowerToys\`
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2. Ensure JSON is well-formed
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3. Monitor IPC communication between settings UI and runner using debugger breakpoints at key points:
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- In the Settings UI when sending configuration changes
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- In the Runner when receiving and dispatching changes
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- In the Module when applying changes
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4. Look for log messages related to settings changes in the PowerToys logs
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### Common Issues
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- **Settings not saving**: Check file permissions or conflicts with other processes accessing the file
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- **Settings not applied**: Verify IPC communication is working and the module is properly handling the configuration
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- **Incorrect settings values**: Check JSON parsing and type conversion in the module code
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## Adding a New Module with Settings
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Adding a new module with settings requires changes across multiple projects. Here's a step-by-step guide with references to real implementation examples:
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### 1. Settings UI Library (Data Models)
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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\`.
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Example: [Settings UI Library implementation](https://github.com/shuaiyuanxx/PowerToys/pull/3/files#diff-9be1cb88a52ce119e5ff990811e5fbb476c15d0d6b7d5de4877b1fd51d9241c3)
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### 2. Settings UI (User Interface)
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#### 2.1 Add a navigation item in ShellPage.xaml
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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.
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Example: [Adding navigation item](https://github.com/shuaiyuanxx/PowerToys/pull/3/files#diff-5a06e6e7a5c99ae327c350c9dcc10036b49a2d66d66eac79a8364b4c99719c6b)
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#### 2.2 Create a settings page for your module
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Create a new XAML page that contains all the settings controls for your module.
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Example: [New settings page](https://github.com/shuaiyuanxx/PowerToys/pull/3/files#diff-310fd49eba464ddf6a876dcf61f06a6f000ca6744f3a1f915c48c58384d7bacb)
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#### 2.3 Implement the ViewModel
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Create a ViewModel class that handles the settings data and operations for your module.
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Example: [ViewModel implementation](https://github.com/shuaiyuanxx/PowerToys/pull/3/files#diff-409472a53326f2288c5b76b87c7ea8b5527c43ede12214a15b6caabe0403c1d0)
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### 3. Module Implementation
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#### 3.1 Implement PowertoyModuleIface in dllmain.cpp
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The module interface must implement the PowertoyModuleIface to allow the runner to interact with it.
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Reference: [PowertoyModuleIface definition](https://github.com/microsoft/PowerToys/blob/cc644b19982d09fcd2122fe7590c77496c4973b9/src/modules/interface/powertoy_module_interface.h#L6C1-L35C4)
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#### 3.2 Implement Module UI
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Create a UI for your module using either WPF (like ColorPicker) or WinUI3 (like Advanced Paste).
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### 4. Runner Integration
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Add your module to the known modules list in the runner so it can be brought up and initialized.
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Example: [Runner integration](https://github.com/shuaiyuanxx/PowerToys/pull/3/files#diff-c07e4e5e9ce3c371d4c47f496b5f66734978a3c4f355c7e446c1ef19e086a4d6)
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### 5. Testing and Debugging
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1. Test each component individually:
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- Verify settings serialization/deserialization
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- Test module activation/deactivation
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- Test IPC communication
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2. For signal-related issues, ensure all modules work correctly before debugging signal handling.
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3. You can debug each module directly in Visual Studio or by attaching to running processes.
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### Recommended Implementation Order
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1. Module/ModuleUI implementation
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2. Module interface (dllmain.cpp)
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3. Runner integration
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4. Settings UI implementation
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5. OOBE (Out of Box Experience) integration
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6. Other components
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