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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.
// Description: TextComposition class is the object that contains
// the input text. The text from keyboard input
// is packed in this class when TextInput event is generated.
// And this class also packs the state of the composition text when
// the input text is being composed (for EA input, Speech).
using System.ComponentModel;
using System.Windows.Threading;
namespace System.Windows.Input
{
//------------------------------------------------------
//
// TextCompositionAutoComplete enum
//
//------------------------------------------------------
/// <summary>
/// The switch for automatic termination of the text composition
/// </summary>
public enum TextCompositionAutoComplete
{
/// <summary>
/// AutomaticComplete is off.
/// </summary>
Off = 0,
/// <summary>
/// AutomaticComplete is on.
/// TextInput event will be generated automatically by TextCompositionManager after
/// TextInputStart event is processed.
/// </summary>
On = 1,
}
internal enum TextCompositionStage
{
/// <summary>
/// The composition is not started yet.
/// </summary>
None = 0,
/// <summary>
/// The composition has started.
/// </summary>
Started = 1,
/// <summary>
/// The composition has completed or canceled.
/// </summary>
Done = 2,
}
/// <summary>
/// Text Composition class contains the result text of the text input and the state of the composition text.
/// </summary>
public class TextComposition : DispatcherObject
{
//------------------------------------------------------
//
// Constructors
//
//------------------------------------------------------
#region Constructors
/// <summary>
/// The constrcutor of TextComposition class.
/// </summary>
public TextComposition(InputManager inputManager, IInputElement source, string resultText) : this(inputManager, source, resultText, TextCompositionAutoComplete.On)
{
}
/// <summary>
/// The constrcutor of TextComposition class.
/// </summary>
public TextComposition(InputManager inputManager, IInputElement source, string resultText, TextCompositionAutoComplete autoComplete) : this(inputManager, source, resultText, autoComplete, InputManager.Current.PrimaryKeyboardDevice)
{
// We should avoid using Enum.IsDefined for performance and correct versioning.
if ((autoComplete != TextCompositionAutoComplete.Off) &&
(autoComplete != TextCompositionAutoComplete.On))
{
throw new InvalidEnumArgumentException("autoComplete",
(int)autoComplete,
typeof(TextCompositionAutoComplete));
}
}
//
// An internal constructore to specify InputDevice directly.
//
internal TextComposition(InputManager inputManager, IInputElement source, string resultText, TextCompositionAutoComplete autoComplete, InputDevice inputDevice)
{
_inputManager = inputManager;
_inputDevice = inputDevice;
if (resultText == null)
{
throw new ArgumentException(SR.TextComposition_NullResultText);
}
_resultText = resultText;
_compositionText = "";
_systemText = "";
_systemCompositionText = "";
_controlText = "";
_autoComplete = autoComplete;
_stage = TextCompositionStage.None;
// source of this text composition.
_source = source;
}
#endregion Constructors
//------------------------------------------------------
//
// Public Methods
//
//------------------------------------------------------
/// <summary>
/// Finalize the composition.
/// </summary>
public virtual void Complete()
{
// VerifyAccess();
TextCompositionManager.CompleteComposition(this);
}
//------------------------------------------------------
//
// Public Properties
//
//------------------------------------------------------
/// <summary>
/// The result text of the text input.
/// </summary>
[CLSCompliant(false)]
public string Text
{
get
{
// VerifyAccess();
return _resultText;
}
protected set
{
// VerifyAccess();
_resultText = value;
}
}
/// <summary>
/// The current composition text.
/// </summary>
[CLSCompliant(false)]
public string CompositionText
{
get
{
// VerifyAccess();
return _compositionText;
}
protected set
{
// VerifyAccess();
_compositionText = value;
}
}
/// <summary>
/// The current system text.
/// </summary>
[CLSCompliant(false)]
public string SystemText
{
get
{
// VerifyAccess();
return _systemText;
}
protected set
{
// VerifyAccess();
_systemText = value;
}
}
/// <summary>
/// The current system text.
/// </summary>
[CLSCompliant(false)]
public string ControlText
{
get
{
// VerifyAccess();
return _controlText;
}
protected set
{
// VerifyAccess();
_controlText = value;
}
}
/// <summary>
/// The current system text.
/// </summary>
[CLSCompliant(false)]
public string SystemCompositionText
{
get
{
// VerifyAccess();
return _systemCompositionText;
}
protected set
{
// VerifyAccess();
_systemCompositionText = value;
}
}
/// <summary>
/// The switch for automatic termination.
/// </summary>
public TextCompositionAutoComplete AutoComplete
{
get
{
// VerifyAccess();
return _autoComplete;
}
}
//------------------------------------------------------
//
// Public Events
//
//------------------------------------------------------
//------------------------------------------------------
//
// Protected Methods
//
//------------------------------------------------------
//------------------------------------------------------
//
// Internal Methods
//
//------------------------------------------------------
/// <summary>
/// The current composition text.
/// </summary>
internal void SetText(string resultText)
{
_resultText = resultText;
}
/// <summary>
/// The current composition text.
/// </summary>
internal void SetCompositionText(string compositionText)
{
_compositionText = compositionText;
}
/// <summary>
/// Convert this composition to system composition.
/// </summary>
internal void MakeSystem()
{
_systemText = _resultText;
_systemCompositionText = _compositionText;
_resultText = "";
_compositionText = "";
_controlText = "";
}
/// <summary>
/// Convert this composition to system composition.
/// </summary>
internal void MakeControl()
{
// Onlt control char should be in _controlText.
Debug.Assert((_resultText.Length == 1) && Char.IsControl(_resultText[0]));
_controlText = _resultText;
_resultText = "";
_systemText = "";
_compositionText = "";
_systemCompositionText = "";
}
/// <summary>
/// Clear all the current texts.
/// </summary>
internal void ClearTexts()
{
_resultText = "";
_compositionText = "";
_systemText = "";
_systemCompositionText = "";
_controlText = "";
}
//------------------------------------------------------
//
// Internal Properties
//
//------------------------------------------------------
/// <summary>
/// The source of this text composition.
/// </summary>
internal IInputElement Source
{
get
{
return _source;
}
}
// return the input device for this text composition.
internal InputDevice _InputDevice
{
get {return _inputDevice;}
}
// return the input manager for this text composition.
internal InputManager _InputManager
{
get
{
return _inputManager;
}
}
// the stage of this text composition
internal TextCompositionStage Stage
{
get {return _stage;}
set {_stage = value;}
}
//------------------------------------------------------
//
// Internal Events
//
//------------------------------------------------------
//------------------------------------------------------
//
// Private Methods
//
//------------------------------------------------------
//------------------------------------------------------
//
// Private Properties
//
//------------------------------------------------------
//------------------------------------------------------
//
// Private Fields
//
//------------------------------------------------------
// InputManager for this TextComposition.
private readonly InputManager _inputManager;
// InputDevice for this TextComposition.
private readonly InputDevice _inputDevice;
// The finalized and result string.
private string _resultText;
// The composition string.
private string _compositionText;
// The system string.
private string _systemText;
// The control string.
private string _controlText;
// The system composition string.
private string _systemCompositionText;
// If this is true, TextComposition Manager will terminate the compositon automatically.
private readonly TextCompositionAutoComplete _autoComplete;
// TextComposition stage.
private TextCompositionStage _stage;
// source of this text composition.
private IInputElement _source;
}
}
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