/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; namespace OpenSim.GUI { class InputTextBoxControl:System.Windows.Forms.TextBox { public InputTextBoxControl() { this.KeyDown += new System.Windows.Forms.KeyEventHandler(TextInputControl_KeyDown); } private List CommandHistory = new List(); private bool InHistory = false; private int HistoryPosition = -1; void TextInputControl_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e) { if (e.KeyCode == Keys.Enter && InHistory == false) { CommandHistory.Add(this.Text); } if (e.KeyCode == Keys.Up || e.KeyCode == Keys.Down) { // if not inside buffer, enter // InBuffer = true //Console.WriteLine("History: Check"); if (InHistory == false) { if (this.Text != "") { //Console.WriteLine("History: Add"); CommandHistory.Add(this.Text); HistoryPosition = CommandHistory.Count; } else { //HistoryPosition = CommandHistory.Count + 1; } //Console.WriteLine("History: InHistory"); InHistory = true; } if (e.KeyCode == Keys.Up) HistoryPosition -= 1; if (e.KeyCode == Keys.Down) HistoryPosition += 1; if (HistoryPosition > CommandHistory.Count - 1) HistoryPosition = -1; if (HistoryPosition < -1) HistoryPosition = CommandHistory.Count - 1; //Console.WriteLine("History: Pos: " + HistoryPosition); //Console.WriteLine("History: HaveInHistCount: " + CommandHistory.Count); if (CommandHistory.Count != 0) { if (HistoryPosition != -1) { //Console.WriteLine("History: Getting"); //this.Text = CommandHistory.Item(HistoryPosition); this.Text = CommandHistory[HistoryPosition]; this.SelectionStart = this.Text.Length; this.SelectionLength = 0; } else { //Console.WriteLine("History: Nothing"); this.Text = ""; } } e.Handled = true; } else { InHistory = false; HistoryPosition = -1; } } } }