/// <summary> /// Called when a mouse event happened. /// </summary> /// <returns>Returns <c>false</c>. Returning <c>true</c> would mean that no further /// processing of the mouse event should happen.</returns> public bool OnMouseEvent(int xd, int yd, Rect rcSrc, Rect rcDst, VwMouseEvent me) { if (me == VwMouseEvent.kmeDown) { Keyboard.Activate(); } return(false); }
/// <summary> /// Called when a mouse event happened. /// </summary> /// <returns>Returns <c>false</c>. Returning <c>true</c> would mean that no further /// processing of the mouse event should happen.</returns> public bool OnMouseEvent(int xd, int yd, Rect rcSrc, Rect rcDst, VwMouseEvent me) { var mouseEvent = (MouseEvent)me; if (mouseEvent == MouseEvent.kmeDown) { Keyboard.Activate(); } return(false); }
/// <summary> /// Called when a mouse event happened. /// </summary> /// <returns>Always <c>false</c> - if at all we can handle only part of what's necessary. /// </returns> public bool OnMouseEvent(int xd, int yd, Rect rcSrc, Rect rcDst, VwMouseEvent me) { KeyboardController.EventHandler.OnMouseEvent(this, xd, yd, rcSrc, rcDst, (MouseEvent)me); return(false); }
/// <summary> /// Called when a mouse event happened. /// </summary> /// <returns>Returns <c>false</c>. Returning <c>true</c> would mean that no further /// processing of the mouse event should happen.</returns> public bool OnMouseEvent(int xd, int yd, Rect rcSrc, Rect rcDst, VwMouseEvent me) { var mouseEvent = (MouseEvent) me; if (mouseEvent == MouseEvent.kmeDown) { Keyboard.Activate(); } return false; }