Defines a key event argument related to user interaction: it can be one of the KeyInteractionEventType.
Inheritance: KeyEventArgs
Esempio n. 1
0
 public void Release( bool doPress )
 {
     //if( _repeatCount < 0 )
     //{
     //This case can happen without any "bugs" as running on a slow computer or clicking with both the mouse and the trackpad can
     //send a push/push -> release/release sequence.
     //Throwing an exception here is not the right answer.
     //The repeatcount seems therefor rather useless.
     //throw new InvalidOperationException( R.KeyReleaseWhenUp );
     //}
     if( doPress ) OnKeyPressed();
     _repeatCount = -1;
     // Last event: KeyUp
     KeyInteractionEventArgs e = new KeyInteractionEventArgs( this, Current.OnKeyUpCommands, KeyInteractionEventType.Up );
     EventHandler<KeyInteractionEventArgs> keyUp = KeyUp;
     if( keyUp != null ) keyUp( this, e );
     Keyboard.OnKeyUp( e );
 }
Esempio n. 2
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 /// <summary>
 /// Redirects the command to the method which will process it.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 void SendKeyCommand( object sender, KeyInteractionEventArgs e )
 {
     SendCommands( e.Key, e.Commands );
 }
Esempio n. 3
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 public void Push()
 {
     //if( _repeatCount >= 0 )
     //{
     //This case can happen without any "bugs" as running on a slow computer or clicking with both the mouse and the trackpad can
     //send a push/push -> release/release sequence.
     //Throwing an exception here is not the right answer.
     //The repeatcount seems therefor rather useless.
     //throw new InvalidOperationException( R.KeyPushWhenDown );
     //}
     //Debug.Assert( _repeatCount == -1, "Since Push has not been called yet, repeatCount must be -1." );
     _repeatCount = 0;
     KeyInteractionEventArgs e = new KeyInteractionEventArgs( this, Current.OnKeyDownCommands, KeyInteractionEventType.Down );
     EventHandler<KeyInteractionEventArgs> keyDown = KeyDown;
     if( keyDown != null ) keyDown( this, e );
     Keyboard.OnKeyDown( e );
 }