protected override void OnFocus(FocusEvent e) { if (form != null) { GetContainingInputManager().ChangeFocus(form); } base.OnFocus(e); }
public void BeginInput() { InputStart = TextLines.Length; InputText = ""; TextReadOnly = false; FocusEvent?.Invoke(); }
protected virtual void OnFocusChanged(FocusEvent focused, GLBaseControl ctrl) // focused elements or parents up to GLForm gets this as well { this.focused = focused == FocusEvent.Focused; if (InvalidateOnFocusChange) { Invalidate(); } FocusChanged?.Invoke(this, focused, ctrl); }
private void OnSearchTextFieldFocus(FocusEvent evt) { if (showingPlaceHolder) { SearchTextField.value = string.Empty; SearchTextField.RemoveFromClassList("placeholder"); showingPlaceHolder = false; } }
protected internal override void ExecuteDefaultAction(EventBase evt) { base.ExecuteDefaultAction(evt); if (evt.GetEventTypeId() == FocusEvent.TypeId()) { m_ObjectFieldDisplay.Focus(); } }
protected internal override void ExecuteDefaultAction(EventBase evt) { base.ExecuteDefaultAction(evt); // Focus first field if any if (evt.GetEventTypeId() == FocusEvent.TypeId()) { m_PositionField.Focus(); } }
protected override void OnFocus(FocusEvent e) { if (Current.Disabled) return; OnFocused?.Invoke(); base.OnFocus(e); GetContainingInputManager().TriggerFocusContention(this); }
/// <summary> /// 广播事件 /// </summary> /// <param name="event">事件类型</param> /// <param name="context">发布广播的监听器</param> /// <param name="eventControl">触发事件的控件</param> public static void Broadcast(FocusEvent @event, FocusListener context, Control eventControl) { foreach (FocusListener listener in Instance.FocusListeners) { if (listener != null && listener != context) { listener.OnBroadcast(@event, context, eventControl); } } }
void OnFieldFocus(FocusEvent evt) { VseWindow window = ((VseGraphView)m_GraphView).window; if (window != null) { window.RefreshUIDisabled = true; } Undo.undoRedoPerformed += UndoRedoPerformed; }
protected internal override void ExecuteDefaultAction(EventBase evt) { base.ExecuteDefaultAction(evt); // Delegate focus to the control if (evt.GetEventTypeId() == FocusEvent.TypeId()) { m_Control.Focus(); } }
protected internal override void ExecuteDefaultAction(EventBase evt) { base.ExecuteDefaultAction(evt); // Focus first field if any if (evt.GetEventTypeId() == FocusEvent.TypeId() && m_Fields.Count > 0) { m_Fields[0].Focus(); } }
protected override void OnFocus(FocusEvent e) { AutoSizeDuration = 500; AutoSizeEasing = Easing.OutQuint; pressAKey.FadeIn(300, Easing.OutQuint); pressAKey.BypassAutoSizeAxes &= ~Axes.Y; updateBindTarget(); base.OnFocus(e); }
/// <inheritdoc cref="GLOFC.GL4.Controls.GLBaseControl.OnFocusChanged(FocusEvent, GLBaseControl)"/> protected override void OnFocusChanged(FocusEvent evt, GLBaseControl fromto) { if (evt == FocusEvent.Deactive) // if lost focus { if (!IsValid) // if text box is not valid, go back to the original colour with no change event { Value = number; } } base.OnFocusChanged(evt, fromto); }
protected override void OnFocus(FocusEvent e) { // do not trigger origin focus event if this drawable has been removed. // usually cause by user clicking the delete button. if (Parent == null) { return; } base.OnFocus(e); }
void OnFocus(FocusEvent evt) { if (!m_IsFocused) { m_FilteredChoices = m_Choices.ToList(); m_ListView.itemsSource = m_FilteredChoices; RefreshLayout(); SetValueWithoutNotify(""); } m_IsFocused = true; }
public virtual void ExecuteDefaultAction(EventBase evt) { if (evt.GetEventTypeId() == FocusEvent.TypeId()) { editorEngine.OnFocus(); } else if (evt.GetEventTypeId() == BlurEvent.TypeId()) { editorEngine.OnLostFocus(); editorEngine.SelectNone(); } }
public void OnFocusChanged(FocusEvent newFocus) { IsFocused = newFocus == FocusEvent.FocusIn; if (IsFocused) { m_cursorBlink = true; m_cursorBlinkLastTime = GameFacade.LastUpdateState.Time.TotalRealTime.Ticks; } else { m_cursorBlink = false; } }
void OnFocusEvent(FocusEvent evt) { if (m_SelectedItem != null) { m_SelectedItem.content.RemoveFromClassList(k_ViewSelectedWithNoFocusVariantUssClassName); if (!EditorGUIUtility.isProSkin) { m_SelectedItem.SwitchToDarkSkinIcon(); } m_SelectedItem.content.AddToClassList(k_PlainViewSelectedVariantUssClassName); } }
protected internal override void ExecuteDefaultAction(EventBase evt) { base.ExecuteDefaultAction(evt); if (evt.GetEventTypeId() == FocusEvent.TypeId()) { m_SetKbControl = true; } if (evt.GetEventTypeId() == BlurEvent.TypeId()) { m_ResetKbControl = true; } }
public void OnFocusChanged(FocusEvent newFocus) { IsFocused = newFocus == FocusEvent.FocusIn; if (IsFocused) { m_cursorBlink = true; m_cursorBlinkLastTime = GameFacade.LastUpdateState.Time.TotalGameTime.Ticks; } else { m_cursorBlink = false; SelectionEnd = -1; SelectionStart = -1; m_DrawDirty = true; } }
public void OnFocusChanged(FocusEvent newFocus) { IsFocused = newFocus == FocusEvent.FocusIn; if (IsFocused) { m_cursorBlink = true; m_cursorBlinkLastTime = GameFacade.LastUpdateState.Time.TotalGameTime.Ticks; if (FSOEnvironment.SoftwareKeyboard) { } } else { m_cursorBlink = false; } }
private void OnScopeTextFieldFocus(FocusEvent e) { var textField = e.target as TextField; if (textField != null) { var previousIndex = draft.selectedScopeIndex; var scopeIndex = textField.parent.IndexOf(textField); if (previousIndex == scopeIndex) { return; } draft.selectedScopeIndex = scopeIndex; RefreshScopeSelection(); } }
public virtual void ExecuteDefaultAction(EventBase evt) { if (evt.eventTypeId == FocusEvent.TypeId()) { editorEngine.OnFocus(); // Make sure to select all text, OnFocus() does not call SelectAll for multiline text field. // However, in IMGUI it will be call later by the OnMouseUp event. editorEngine.SelectAll(); } else if (evt.eventTypeId == BlurEvent.TypeId()) { editorEngine.OnLostFocus(); editorEngine.SelectNone(); } }
protected internal override void ExecuteDefaultAction(EventBase evt) { base.ExecuteDefaultAction(evt); if (evt.GetEventTypeId() == FocusEvent.TypeId()) { m_SetKbControl = true; // Make sure the inner IMGUIContainer is receiving the focus m_ColorField.Focus(); } if (evt.GetEventTypeId() == BlurEvent.TypeId()) { m_ResetKbControl = true; } }
public virtual void ExecuteDefaultAction(EventBase evt) { if (evt.eventTypeId == FocusEvent.TypeId()) { editorEngine.OnFocus(); // Make sure to select all text, OnFocus() does not call SelectAll for multiline text field. // If focused from the mouse, it will be called later by the OnMouseUp event. // This is needed when focus is obtained through a keyboard event (i.e. Tab). editorEngine.SelectAll(); } else if (evt.eventTypeId == BlurEvent.TypeId()) { editorEngine.OnLostFocus(); editorEngine.SelectNone(); } }
static void OnFocus(this IRenamable renamable, FocusEvent evt) { var textField = renamable.TitleEditor as TextField; textField?.SelectAll(); VseWindow window = renamable.TitleElement.GetFirstAncestorOfType <VseGraphView>()?.window; // OnBlur is not called after a function is created in a new window and the window is closed, e.g. in tests ((VisualElement)renamable).RegisterCallback <DetachFromPanelEvent>(Callback); if (window != null) { window.RefreshUIDisabled = true; } renamable.TitleEditor.UnregisterCallback <FocusEvent>(renamable.OnFocus); Undo.undoRedoPerformed += renamable.UndoRedoPerformed; }
/// <inheritdoc cref="GLOFC.GL4.Controls.GLBaseControl.OnFocusChanged(FocusEvent, GLBaseControl)"/> protected override void OnFocusChanged(FocusEvent evt, GLBaseControl fromto) // called if we get focus (focused=true) or if child gets focused (focused=false) { if (evt == FocusEvent.ChildFocused) // need to take a note { if (ControlsZ.Contains(fromto)) { //System.Diagnostics.Debug.WriteLine("Form saw child focused {0} '{1}'", evt, fromto?.Name); lastchildfocus = fromto; } } else if (evt == FocusEvent.Focused) // we got focus, hand off to child { if (lastchildfocus != null) { lastchildfocus.SetFocus(); //System.Diagnostics.Debug.WriteLine("Form focus, focus on child"); } } }
private async Task AddFocusEventAsync(UIElement uiElement) { if (uiElement != null) { await DebugConsoleViewModel.Instance.VisualTreeView.SelectItem( uiElement, refreshOnFail : true // need to refresh because otherwise if the tree is not up to date - selection won't change for elements in the tree already loaded ); var fe = new FocusEvent(DebugConsoleViewModel.Instance.VisualTreeView.SelectedItem); this.FocusEvents.Add(fe); this.SelectedEvent = fe; } else { var fe = new FocusEvent(null); this.FocusEvents.Add(fe); this.SelectedEvent = fe; } }
public void OnBroadcast(FocusEvent @event, FocusListener context, Control eventControl) { // 判断是不是其他监听器的消息(广播转发的时候其实已经过滤了,这句判断可以不加) if (context != this) { switch (@event) { case FocusEvent.Got: // 如果是其他监听器下的控件获得了焦点,且焦点最后的状态记录为true,则主动执行失去焦点的事件函数 if (isOnFocus && !ChildControls.Contains(eventControl)) { ChildControl_LostFocus(lastOnFocusControl, new EventArgs()); } break; case FocusEvent.Lost: break; } } }
internal void Initialize(Field field, FocusEvent focusList, EventHandler textChanged) { this.focusListener = focusList; this.textChanged = textChanged; this.field = field; this.Enter += new EventHandler(SecureTextBox_Enter); this.Leave += new EventHandler(SecureTextBox_Leave); this.TextChanged += new EventHandler(SecureTextBox_TextChanged); MenuItem mnuItemNew = new MenuItem(); mnuItemNew.Text = "&Clear"; //THIS textbox HAS a context menu ALREADY BUT here we assign a new context menu to //our text box to replace the old one which had cut, paste etc. that we don't want //the agent using... this.ContextMenu = new ContextMenu(); this.ContextMenu.MenuItems.Add(mnuItemNew); mnuItemNew.Click += new EventHandler(clear_Click); SwitchModes(); }
public void OnFocusChanged(FocusEvent newFocus) { IsFocused = newFocus == FocusEvent.FocusIn; if (IsFocused) { m_cursorBlink = true; m_cursorBlinkLastTime = GameFacade.LastUpdateState.Time.TotalGameTime.Ticks; } else { m_cursorBlink = false; } }
public void OnFocusChanged(FocusEvent newFocus) { IsFocused = newFocus == FocusEvent.FocusIn; if (IsFocused) { m_cursorBlink = true; m_cursorBlinkLastTime = GameFacade.LastUpdateState.Time.TotalRealTime.Ticks; } else { m_cursorBlink = false; SelectionEnd = -1; SelectionStart = -1; m_DrawDirty = true; } }
private async Task AddFocusEventAsync(UIElement uiElement) { if (uiElement != null) { await DebugConsoleViewModel.Instance.VisualTreeView.SelectItemAsync( uiElement, refreshOnFail: true // need to refresh because otherwise if the tree is not up to date - selection won't change for elements in the tree already loaded ); var fe = new FocusEvent(DebugConsoleViewModel.Instance.VisualTreeView.SelectedItem); this.FocusEvents.Add(fe); this.SelectedEvent = fe; } else { var fe = new FocusEvent(null); this.FocusEvents.Add(fe); this.SelectedEvent = fe; } }
private async Task AddFocusEventAsync(UIElement uiElement) { await DebugConsoleViewModel.Instance.VisualTreeView.SelectItem(uiElement); var fe = new FocusEvent(DebugConsoleViewModel.Instance.VisualTreeView.SelectedItem); this.FocusEvents.Add(fe); this.SelectedEvent = fe; }
public void OnFocusChanged(FocusEvent newFocus) { IsFocused = newFocus == FocusEvent.FocusIn; if (IsFocused) { m_cursorBlink = true; m_cursorBlinkLastTime = GameFacade.LastUpdateState.Time.TotalGameTime.Ticks; if (FSOEnvironment.SoftwareKeyboard) { try { Guide.BeginShowKeyboardInput(PlayerIndex.One, "", "", CurrentText, (ar) => { var str = Guide.EndShowKeyboardInput(ar); lock (this) { QueuedChange = str; } }, null); } catch (Exception e) { } } } else { m_cursorBlink = false; } }
/// <summary> /// is invoked when a window gains the keyboard focus. /// </summary> /// <param name="focusEvent">The focus event.</param> public void focusGained(FocusEvent focusEvent) { }
//The window which has the keyboard focus is the window which gets the keyboard events. /// <summary> /// is invoked when a window loses the keyboard focus. /// </summary> /// <param name="_focusEvent">The _focus event.</param> public void focusLost(FocusEvent _focusEvent) { short nFocusFlags = _focusEvent.FocusFlags; int nFocusChangeReason = nFocusFlags & FocusChangeReason.TAB; if (nFocusChangeReason == FocusChangeReason.TAB) { // get the window of the Window that has gained the Focus... // Note that the xWindow is just a representation of the controlwindow // but not of the control itself XWindow xWindow = (XWindow)_focusEvent.NextFocus; } }