doc/devdocs/core/settings/settings-implementation.md
This document describes how settings are implemented in PowerToys modules, including code examples for C++ and C# modules, and details on debugging settings issues.
For C++ modules, the settings system is implemented in the following files:
settings_objects.h and settings_objects.cpp: Define the basic settings objectssettings_helpers.h and settings_helpers.cpp: Helper functions for reading/writing settingssettings_manager.h and settings_manager.cpp: Main interface for managing settings#include <common/settings_objects.h>
#include <common/settings_helpers.h>
auto settings = PowerToysSettings::Settings::LoadSettings(L"ModuleName");
bool enabled = settings.GetValue(L"enabled", true);
PowerToysSettings::Settings settings(L"ModuleName");
settings.SetValue(L"setting_name", true);
settings.Save();
For C# modules, the settings are accessed through the SettingsUtils class in the Microsoft.PowerToys.Settings.UI.Library namespace:
using Microsoft.PowerToys.Settings.UI.Library;
// Read settings
var settings = SettingsUtils.Default.GetSettings<ModuleSettings>("ModuleName");
bool enabled = settings.Enabled;
using Microsoft.PowerToys.Settings.UI.Library;
// Write settings
settings.Enabled = true;
SettingsUtils.Default.SaveSettings(settings.ToJsonString(), "ModuleName");
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:
set_config function on the appropriate moduleSteps to enable conflict detection for a hotkey:
Ensure the module interface provides either size_t get_hotkeys(Hotkey* hotkeys, size_t buffer_size) or std::optional<HotkeyEx> GetHotkeyEx().
src/modules/AdvancedPaste/AdvancedPasteModuleInterface/dllmain.cppMake sure the module’s settings file inherits from IHotkeyConfig and implements HotkeyAccessor[] GetAllHotkeyAccessors().
get_hotkeys() or GetHotkeyEx()).src/settings-ui/Settings.UI.Library/AdvancedPasteSettings.csHotkeyAccessor 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.reswThe corresponding ViewModel should inherit from PageViewModelBase and implement Dictionary<string, HotkeySettings[]> GetAllHotkeySettings().
src/settings-ui/Settings.UI/ViewModels/AdvancedPasteViewModel.csOnPageLoaded()Once the module’s view is loaded, make sure to invoke the ViewModel’s OnPageLoaded() method:
Loaded += (s, e) => ViewModel.OnPageLoaded();
src/settings-ui/Settings.UI/SettingsXAML/Views/AdvancedPaste.xaml.csTo debug settings issues:
%LOCALAPPDATA%\Microsoft\PowerToys\Adding a new module with settings requires changes across multiple projects. Here's a step-by-step guide with references to real implementation examples:
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
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
Create a new XAML page that contains all the settings controls for your module.
Example: New settings page
Create a ViewModel class that handles the settings data and operations for your module.
Example: ViewModel implementation
The module interface must implement the PowertoyModuleIface to allow the runner to interact with it.
Reference: PowertoyModuleIface definition
Create a UI for your module using either WPF (like ColorPicker) or WinUI3 (like Advanced Paste).
Add your module to the known modules list in the runner so it can be brought up and initialized.
Example: Runner integration
Test each component individually:
For signal-related issues, ensure all modules work correctly before debugging signal handling.
You can debug each module directly in Visual Studio or by attaching to running processes.