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How can I detect keyboard events in a SwiftUI view on macOS?

I want to be able to use key strokes to control items on a particular screen but it's not clear how I detect keyboard events, which is usually done by overriding the keyDown(_ event: NSEvent) in NSView.

B.T.
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Duncan Groenewald
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3 Answers3

41

New in SwiftUI bundled with Xcode 12 is the commands modifier, which allows us to declare key input with keyboardShortcut view modifier. You then need some way of forwarding the key inputs to your child views. Below is a solution using a Subject, but since it is not a reference type it cannot be passed using environmentObject - which is really what we wanna do, so I've made a small wrapper, conforming to ObservableObject and for conveninece Subject itself (forwarding via the subject).

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)
    }
}

tetris_game

Full Code

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)"
    }
}

andrewz
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Sajjon
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    Code is not complete without the following two lines: ``` import SwiftUI import Combine ``` – Tom Grushka Apr 09 '21 at 17:06
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    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 '22 at 19:04
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    @Sajjon Adding to Command `.tab` and `.escape` don't seem to work. – Joannes Mar 24 '22 at 08:39
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    How about if a key is released? – Shaun Budhram May 21 '22 at 21:58
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    This is excellent code, but I want to alert the readers this is code that publishes the given menu click (eg: Input->left arrow) to any interested child views through the environment. – Klajd Deda Dec 05 '22 at 03:01
27

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:

Demo

Martijn Pieters
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Asperi
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  • thanks - unfortunately this locks up because I need to create multiple shapes and attach to shapes. The keyboard event handling should only be activated if the shape has been selected (longPress). What would be the best way to achieve this? – Duncan Groenewald Apr 11 '20 at 22:34
  • Ignore this I just realised I need to do this on the main layout window and send commands to the selected objects because more than one object may be selected. However there is still an issue with focus handling - how does one detect when a window loses focus ? – Duncan Groenewald Apr 11 '20 at 22:55
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    The code works in Xcode 11.6 and macOS 10.15.6. However, there is an error sound for each key press detected. – XY L Aug 17 '20 at 07:12
  • The solution works but it just detects the alphas and arrow keys, those mods like fn, control, option, command keys does not work and whatever key pressed there was an error sound – Neung Chung Aug 21 '20 at 17:15
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    About the error sound: if you remove `super.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 Oct 06 '20 at 17:33
  • `super.keyDown(with: event)` should still be called for any keystrokes you're not handling. – stef Feb 14 '23 at 04:41
8

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)
Brandon Horst
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