/// <summary> /// The PreviewKeyDown event for the input text box used to setup special behavior from that box. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void Editor_PreviewKeyDown(object sender, KeyEventArgs e) { // So they key's for macros aren't entered into the text box. foreach (var item in App.Settings.ProfileSettings.MacroList) { if ((int)e.Key == item.Key) { e.Handled = true; return; } } switch (e.Key) { case Key.Enter: e.Handled = true; // When a command is entered into the input box. // Make sure the newline didn't make it into the text input, then select all in the box so it can be cleared quickly. TextInput.Editor.Text = TextInput.Editor.Text.Replace("\r", "").Replace("\n", ""); TextInput.Editor.SelectAll(); Interp.Send(TextInput.Editor.Text); // If the user wants the input box to clear after a command, make it so. if (App.Settings.AvalonSettings.InputBoxClearAfterCommand) { TextInput.Editor.Text = ""; } // Set the history count to the end Interp.InputHistoryPosition = -1; break; case Key.Up: e.Handled = false; // If the drop down is open allow the up and down keys to work for it, not history. if (TextInput.IsDropDownOpen) { return; } // Go to the previous item in the history. TextInput.Editor.Text = Interp.InputHistoryNext(); TextInput.Editor.SelectionStart = (TextInput.Editor.Text.Length); TextInput.Editor.SelectionLength = 0; break; case Key.Down: e.Handled = false; // If the drop down is open allow the up and down keys to work for it, not history. if (TextInput.IsDropDownOpen) { return; } // Go to the next item in the history. TextInput.Editor.Text = Interp.InputHistoryPrevious(); TextInput.Editor.SelectionStart = (TextInput.Editor.Text.Length); TextInput.Editor.SelectionLength = 0; break; case Key.PageUp: e.Handled = true; // Back buffer is collapsed, show it, scroll to the bottom of it. if (GameBackBufferTerminal.Visibility == System.Windows.Visibility.Collapsed) { GameBackBufferTerminal.ScrollToLastLine(); GameBackBufferTerminal.Visibility = System.Windows.Visibility.Visible; // Since the height of this changed scroll it to the bottom. GameTerminal.ScrollToLastLine(); break; } // If it was already visible, then we PageUp() GameBackBufferTerminal.PageUp(); break; case Key.PageDown: e.Handled = true; // Back buffer is visible then execute a PageDown() if (GameBackBufferTerminal.Visibility == System.Windows.Visibility.Visible) { GameBackBufferTerminal.PageDown(); } // Now, if the last line in the back buffer is visible then we can just collapse the // back buffer because the main terminal shows everything at the end. if (GameBackBufferTerminal.IsLastLineVisible()) { GameBackBufferTerminal.Visibility = System.Windows.Visibility.Collapsed; TextInput.Editor.Focus(); } break; case Key.Oem5: case Key.OemBackslash: TextInput.Editor.SelectAll(); e.Handled = true; break; case Key.Escape: // Collapse the back buffer so it hides it and reclaims the space for the main terminal. GameBackBufferTerminal.Visibility = System.Windows.Visibility.Collapsed; // Setting to see if the comm windows should scroll to the bottom on escape. if (App.Settings.AvalonSettings.EscapeScrollsAllTerminalsToBottom) { OocCommunicationTerminal.ScrollToLastLine(); CommunicationTerminal.ScrollToLastLine(); GameTerminal.ScrollToLastLine(); } // Reset the input history to the default position and clear the text in the input box. Interp.InputHistoryPosition = -1; TextInput.Editor.Text = ""; break; } }
/// <summary> /// Scrolls all the visible terminal windows to the bottom. /// </summary> public void ScrollAllToBottom() { OocCommunicationTerminal.ScrollToLastLine(); CommunicationTerminal.ScrollToLastLine(); GameTerminal.ScrollToLastLine(); }
/// <summary> /// Shared preview key down logic between the game terminal and it's back buffer. If they have focus this /// will implement page up and page down so that the back buffer will show all of the paging, once it gets /// to the bottom it will disappear. The escape key will send the focus back to the input box hiding the /// back buffer. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void GameTerminal_PreviewKeyDown(object sender, KeyEventArgs e) { switch (e.Key) { case Key.PageUp: e.Handled = true; // Back buffer is collapsed, show it, scroll to the bottom of it. if (GameBackBufferTerminal.Visibility == System.Windows.Visibility.Collapsed) { GameBackBufferTerminal.ScrollToLastLine(); GameBackBufferTerminal.Visibility = System.Windows.Visibility.Visible; // Since the height of this changed scroll it to the bottom. GameTerminal.ScrollToLastLine(); break; } // If it was already visible, then we PageUp() GameBackBufferTerminal.PageUp(); break; case Key.PageDown: e.Handled = true; // Back buffer is visible then execute a PageDown() if (GameBackBufferTerminal.Visibility == System.Windows.Visibility.Visible) { GameBackBufferTerminal.PageDown(); } // Now, if the last line in the back buffer is visible then we can just collapse the // back buffer because the main terminal shows everything at the end. Set the focus // back to the input box if it's not already there. if (GameBackBufferTerminal.IsLastLineVisible()) { GameBackBufferTerminal.Visibility = System.Windows.Visibility.Collapsed; TextInput.Editor.Focus(); } break; case Key.Escape: // Collapse the back buffer so it hides it and reclaims the space for the main terminal. GameBackBufferTerminal.Visibility = System.Windows.Visibility.Collapsed; // Setting to see if the comm windows should scroll to the bottom on escape. if (App.Settings.AvalonSettings.EscapeScrollsAllTerminalsToBottom) { GameTerminal.ScrollToLastLine(); OocCommunicationTerminal.ScrollToLastLine(); CommunicationTerminal.ScrollToLastLine(); } // Reset the input history to the default position and clear the text in the input box. Interp.InputHistoryPosition = -1; TextInput.Editor.Text = ""; TextInput.Editor.Focus(); break; } }