public void TestKeyPressOnFocusAffectingControl()
        {
            Control parent = new Control();

            Controls.Desktop.WindowControl child1 = new Controls.Desktop.WindowControl();
            Controls.Desktop.WindowControl child2 = new Controls.Desktop.WindowControl();
            KeyboardTestControl            child3 = new KeyboardTestControl(true);

            parent.Children.Add(child1);
            parent.Children.Add(child2);
            parent.Children.Add(child3);
            KeyboardTestControl child1child1 = new KeyboardTestControl(false);
            KeyboardTestControl child1child2 = new KeyboardTestControl(false);
            KeyboardTestControl child2child1 = new KeyboardTestControl(false);

            child1.Children.Add(child1child1);
            child1.Children.Add(child1child2);
            child2.Children.Add(child2child1);

            parent.ProcessKeyPress(Keys.A, false);
            Assert.AreEqual(1, child1child1.HeldKeyCount);
            Assert.AreEqual(1, child1child2.HeldKeyCount); // because child 1 returned false
            Assert.AreEqual(0, child2child1.HeldKeyCount); // because its parent affects focus
            Assert.AreEqual(1, child3.HeldKeyCount);       // because it doesn't affect focus
        }
        public void TestKeyPressWithActivatedControl()
        {
            Control parent = new Control();

            parent.Bounds = new UniRectangle(10.0f, 10.0f, 80.0f, 80.0f);
            KeyboardTestControl child1 = new KeyboardTestControl(true);
            KeyboardTestControl child2 = new KeyboardTestControl(true);

            child2.Bounds = new UniRectangle(10.0f, 10.0f, 25.0f, 60.0f);

            parent.Children.Add(child1);
            parent.Children.Add(child2);

            parent.ProcessMouseMove(100.0f, 100.0f, 20.0f, 30.0f);
            parent.ProcessMousePress(MouseButtons.Left);

            Assert.AreEqual(0, child1.HeldKeyCount);
            Assert.AreEqual(0, child2.HeldKeyCount);
            parent.ProcessKeyPress(Keys.A, false);
            Assert.AreEqual(0, child1.HeldKeyCount);
            Assert.AreEqual(1, child2.HeldKeyCount); // Because child 1 was activated
            parent.ProcessKeyRelease(Keys.A);
            Assert.AreEqual(0, child1.HeldKeyCount);
            Assert.AreEqual(0, child2.HeldKeyCount);
        }
    public void TestKeyPressOnFocusAffectingControl() {
      Control parent = new Control();
      Controls.Desktop.WindowControl child1 = new Controls.Desktop.WindowControl();
      Controls.Desktop.WindowControl child2 = new Controls.Desktop.WindowControl();
      KeyboardTestControl child3 = new KeyboardTestControl(true);
      parent.Children.Add(child1);
      parent.Children.Add(child2);
      parent.Children.Add(child3);
      KeyboardTestControl child1child1 = new KeyboardTestControl(false);
      KeyboardTestControl child1child2 = new KeyboardTestControl(false);
      KeyboardTestControl child2child1 = new KeyboardTestControl(false);
      child1.Children.Add(child1child1);
      child1.Children.Add(child1child2);
      child2.Children.Add(child2child1);

      parent.ProcessKeyPress(Keys.A, false);
      Assert.AreEqual(1, child1child1.HeldKeyCount);
      Assert.AreEqual(1, child1child2.HeldKeyCount); // because child 1 returned false
      Assert.AreEqual(0, child2child1.HeldKeyCount); // because its parent affects focus
      Assert.AreEqual(1, child3.HeldKeyCount); // because it doesn't affect focus
    }
    public void TestKeyPressWithActivatedControl() {
      Control parent = new Control();
      parent.Bounds = new UniRectangle(10.0f, 10.0f, 80.0f, 80.0f);
      KeyboardTestControl child1 = new KeyboardTestControl(true);
      KeyboardTestControl child2 = new KeyboardTestControl(true);
      child2.Bounds = new UniRectangle(10.0f, 10.0f, 25.0f, 60.0f);

      parent.Children.Add(child1);
      parent.Children.Add(child2);

      parent.ProcessMouseMove(100.0f, 100.0f, 20.0f, 30.0f);
      parent.ProcessMousePress(MouseButtons.Left);
      
      Assert.AreEqual(0, child1.HeldKeyCount);
      Assert.AreEqual(0, child2.HeldKeyCount);
      parent.ProcessKeyPress(Keys.A, false);
      Assert.AreEqual(0, child1.HeldKeyCount);
      Assert.AreEqual(1, child2.HeldKeyCount); // Because child 1 was activated
      parent.ProcessKeyRelease(Keys.A);
      Assert.AreEqual(0, child1.HeldKeyCount);
      Assert.AreEqual(0, child2.HeldKeyCount);
    }
Exemple #5
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        /// <summary>Called when a key on the keyboard has been pressed down</summary>
        /// <param name="keyCode">Code of the key that was pressed</param>
        /// <param name="repetition">
        ///   Whether the key press is due to the user holding down a key
        /// </param>
        internal bool ProcessKeyPress(Keys keyCode, bool repetition)
        {
            // If there's an activated control (one being held down by the mouse or having
            // accepted a previous key press), this control will get the key press delivered,
            // whether it wants to or not. We don't want to track for each key which control
            // is currently processing it. ;-)
            if (this.activatedControl != null)
            {
                if (!repetition)
                {
                    ++this.heldKeyCount;
                }

                // If one of our children is the activated control, pass on the message
                if (this.activatedControl != this)
                {
                    this.activatedControl.ProcessKeyPress(keyCode, repetition);
                }
                else // We're the activated control
                {
                    OnKeyPressed(keyCode);
                }

                return(true); // Ignore user code and always accept the key press
            }

            // A key has been pressed but no control is activated currently. This means we
            // have to look for a control which feels responsible for the key press, starting
            // with ourselves.

            // Does the user code in our derived class feel responsible for this key?
            // If so, we're the new activated control and the key has been handled.
            if (OnKeyPressed(keyCode))
            {
                this.activatedControl = this;
                ++this.heldKeyCount;
                return(true);
            }

            // Nope, we have to ask our children (and they, potentially recursively, theirs)
            // to find a control that feels responsible.
            bool encounteredOrderingControl = false;

            for (int index = 0; index < this.children.Count; ++index)
            {
                Control child = this.children[index];

                // We only process one child that has the affectsOrdering field set. This
                // ensures that key presses will not be delivered to windows sitting behind
                // another window. Other siblings that are not windows are asked still.
                if (child.affectsOrdering)
                {
                    if (encounteredOrderingControl)
                    {
                        continue;
                    }
                    else
                    {
                        encounteredOrderingControl = true;
                    }
                }

                // Does this child feel responsible for the key press?
                if (child.ProcessKeyPress(keyCode, repetition))
                {
                    this.activatedControl = child;
                    ++this.heldKeyCount;
                    return(true);
                }
            }

            // Neither we nor any of our children felt responsible for the key. Give up.
            return(false);
        }