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/*
* 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<string> CommandHistory = new List<string>();
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;
}
}
}
}
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