public void DeleteText(int start, int end) { if (maskedTextBox.ReadOnly) { throw new ElementNotEnabledException(); } if (Provider.Control.InvokeRequired) { Provider.Control.BeginInvoke(new DeleteTextDelegate(DeleteText), new object [] { start, end }); return; } // MaskedTextProvider.RemoveAt does not work for this. System.ComponentModel.MaskedTextProvider prov = maskedTextBox.MaskedTextProvider; string text = prov.ToDisplayString(); for (int i = start; i < end; i++) { if (!prov.IsEditPosition(i) || prov.IsAvailablePosition(i)) { continue; } text = text.Substring(0, i) + prov.PromptChar + text.Substring(i + 1); } maskedTextBox.Text = text; }
protected override void OnTextChanged(TextChangedEventArgs e) { base.OnTextChanged(e); if (this.Text == "") { this.Text = _mprovider.ToDisplayString(); } }
// This is kind of crack. Basically, in order to emulate what // happens in the GUI, InsertText will actually overwrite // characters in the DisplayString as long as they're // placeholders. If we just inserted as usual, it would be // rejected as it contains too many characters. public void InsertText(string str, ref int position) { if (maskedTextBox.ReadOnly) { throw new ElementNotEnabledException(); } if (Provider.Control.InvokeRequired) { object[] args = new object[] { str, position }; Provider.Control.BeginInvoke(new InsertTextDelegate(InsertText), args); position = (int)args[1]; return; } System.ComponentModel.MaskedTextProvider prov = maskedTextBox.MaskedTextProvider; string text = prov.ToDisplayString(); int offset = position; for (int i = 0; i < str.Length; i++) { int localOffset = offset; // skip over an unavailable slot if we see one bool reachedBounds = false; while (!prov.IsEditPosition(i + localOffset)) { localOffset++; if (i + localOffset >= prov.Length) { reachedBounds = true; break; } } if (reachedBounds) { break; } // There is already a character here, so while // the GUI will actually move this character // over, we cannot as there are _many, many_ // edge cases that we cannot handle. // Instead, we skip over the character. if (!prov.IsAvailablePosition(i + localOffset)) { // Make sure offset is correct for the // next iteration offset = localOffset; continue; } // The correct value of position is equal to // the localOffset of the first character. // // This check needs to be done after // IsAvailablePosition in case we are trying to // insert into a place that already has a // character. if (offset != localOffset && i == 0) { position = localOffset; } offset = localOffset; text = text.Substring(0, i + offset) + str[i] + text.Substring(i + offset + 1); } maskedTextBox.Text = text; }