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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
namespace System.Windows.Input
{
/// <summary>
/// The KeyEventArgs class contains information about key states.
/// </summary>
/// <ExternalAPI/>
public class KeyEventArgs : KeyboardEventArgs
{
/// <summary>
/// Constructs an instance of the KeyEventArgs class.
/// </summary>
/// <param name="keyboard">
/// The logical keyboard device associated with this event.
/// </param>
/// <param name="inputSource">
/// The input source that provided this input.
/// </param>
/// <param name="timestamp">
/// The time when the input occurred.
/// </param>
/// <param name="key">
/// The key referenced by the event.
/// </param>
public KeyEventArgs(KeyboardDevice keyboard, PresentationSource inputSource, int timestamp, Key key) : base(keyboard, timestamp)
{
ArgumentNullException.ThrowIfNull(inputSource);
if (!Keyboard.IsValidKey(key))
throw new System.ComponentModel.InvalidEnumArgumentException("key", (int)key, typeof(Key));
_inputSource = inputSource;
_realKey = key;
_isRepeat = false;
// Start out assuming that this is just a normal key.
MarkNormal();
}
/// <summary>
/// The input source that provided this input.
/// </summary>
public PresentationSource InputSource
{
get
{
return UnsafeInputSource;
}
}
/// <summary>
/// The Key referenced by the event, if the key is not being
/// handled specially.
/// </summary>
public Key Key
{
get {return _key;}
}
/// <summary>
/// The original key, as opposed to <see cref="Key"/>, which might
/// have been changed (e.g. by MarkTextInput).
/// </summary>
/// <remarks>
/// Note: This should remain internal. When a processor obfuscates the key,
/// such as changing characters to Key.TextInput, we're deliberately trying to
/// hide it and make it hard to find. But internally we'd like an easy way to find
/// it. So we have this internal, but it must remain internal.
/// </remarks>
internal Key RealKey
{
get { return _realKey; }
}
/// <summary>
/// The Key referenced by the event, if the key is going to be
/// processed by an IME.
/// </summary>
public Key ImeProcessedKey
{
get { return (_key == Key.ImeProcessed) ? _realKey : Key.None;}
}
/// <summary>
/// The Key referenced by the event, if the key is going to be
/// processed by an system.
/// </summary>
public Key SystemKey
{
get { return (_key == Key.System) ? _realKey : Key.None;}
}
/// <summary>
/// The Key referenced by the event, if the the key is going to
/// be processed by Win32 Dead Char System.
/// </summary>
public Key DeadCharProcessedKey
{
get { return (_key == Key.DeadCharProcessed) ? _realKey : Key.None; }
}
/// <summary>
/// The state of the key referenced by the event.
/// </summary>
public KeyStates KeyStates
{
get {return this.KeyboardDevice.GetKeyStates(_realKey);}
}
/// <summary>
/// Whether the key pressed is a repeated key or not.
/// </summary>
public bool IsRepeat
{
get {return _isRepeat;}
}
/// <summary>
/// Whether or not the key referenced by the event is down.
/// </summary>
/// <ExternalAPI Inherit="true"/>
public bool IsDown
{
get {return this.KeyboardDevice.IsKeyDown(_realKey);}
}
/// <summary>
/// Whether or not the key referenced by the event is up.
/// </summary>
/// <ExternalAPI Inherit="true"/>
public bool IsUp
{
get {return this.KeyboardDevice.IsKeyUp(_realKey);}
}
/// <summary>
/// Whether or not the key referenced by the event is toggled.
/// </summary>
/// <ExternalAPI Inherit="true"/>
public bool IsToggled
{
get {return this.KeyboardDevice.IsKeyToggled(_realKey);}
}
/// <summary>
/// The mechanism used to call the type-specific handler on the
/// target.
/// </summary>
/// <param name="genericHandler">
/// The generic handler to call in a type-specific way.
/// </param>
/// <param name="genericTarget">
/// The target to call the handler on.
/// </param>
/// <ExternalAPI/>
protected override void InvokeEventHandler(Delegate genericHandler, object genericTarget)
{
KeyEventHandler handler = (KeyEventHandler) genericHandler;
handler(genericTarget, this);
}
internal void SetRepeat( bool newRepeatState )
{
_isRepeat = newRepeatState;
}
internal void MarkNormal()
{
_key = _realKey;
}
internal void MarkSystem()
{
_key = Key.System;
}
internal void MarkImeProcessed()
{
_key = Key.ImeProcessed;
}
internal void MarkDeadCharProcessed()
{
_key = Key.DeadCharProcessed;
}
internal PresentationSource UnsafeInputSource
{
get
{
return _inputSource;
}
}
internal int ScanCode
{
get {return _scanCode;}
set {_scanCode = value;}
}
internal bool IsExtendedKey
{
get {return _isExtendedKey;}
set {_isExtendedKey = value;}
}
private Key _realKey;
private Key _key;
private PresentationSource _inputSource;
private bool _isRepeat;
private int _scanCode;
private bool _isExtendedKey;
}
}
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