KeysConverter.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / whidbey / NetFXspW7 / ndp / fx / src / WinForms / Managed / System / WinForms / KeysConverter.cs / 1 / KeysConverter.cs

                            //------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

/* 
 */ 
namespace System.Windows.Forms {
    using System.Text; 
    using Microsoft.Win32;
    using System.Collections;
    using System.Collections.Generic;
    using System.Collections.Specialized; 
    using System.ComponentModel;
    using System.Drawing; 
    using System.Diagnostics; 
    using System.Globalization;
    using System.Reflection; 
    using System.Diagnostics.CodeAnalysis;

    /// 
    ///  
    /// Provides a type converter to convert  objects to and from various
    ///    other representations. 
    ///  
    public class KeysConverter : TypeConverter, IComparer {
        private IDictionary keyNames; 
        private List displayOrder;
        private StandardValuesCollection values;

        private const Keys FirstDigit = System.Windows.Forms.Keys.D0; 
        private const Keys LastDigit = System.Windows.Forms.Keys.D9;
        private const Keys FirstAscii = System.Windows.Forms.Keys.A; 
        private const Keys LastAscii = System.Windows.Forms.Keys.Z; 
        private const Keys FirstNumpadDigit = System.Windows.Forms.Keys.NumPad0;
        private const Keys LastNumpadDigit = System.Windows.Forms.Keys.NumPad9; 

        private void AddKey(string key, Keys value ) {
            keyNames[key] = value;
            displayOrder.Add(key); 
        }
 
        private void Initialize() { 
            keyNames = new Hashtable(34);
            displayOrder = new List(34); 

            AddKey(SR.GetString(SR.toStringEnter), Keys.Return);
            AddKey("F12", Keys.F12);
            AddKey("F11", Keys.F11); 
            AddKey("F10", Keys.F10);
            AddKey(SR.GetString(SR.toStringEnd), Keys.End); 
            AddKey(SR.GetString(SR.toStringControl), Keys.Control); 
            AddKey("F8", Keys.F8);
            AddKey("F9", Keys.F9); 
            AddKey(SR.GetString(SR.toStringAlt), Keys.Alt);
            AddKey("F4", Keys.F4);
            AddKey("F5", Keys.F5);
            AddKey("F6", Keys.F6); 
            AddKey("F7", Keys.F7);
            AddKey("F1", Keys.F1); 
            AddKey("F2", Keys.F2); 
            AddKey("F3", Keys.F3);
            AddKey(SR.GetString(SR.toStringPageDown), Keys.Next); 
            AddKey(SR.GetString(SR.toStringInsert), Keys.Insert);
            AddKey(SR.GetString(SR.toStringHome), Keys.Home);
            AddKey(SR.GetString(SR.toStringDelete), Keys.Delete);
            AddKey(SR.GetString(SR.toStringShift), Keys.Shift); 
            AddKey(SR.GetString(SR.toStringPageUp), Keys.Prior);
            AddKey(SR.GetString(SR.toStringBack), Keys.Back); 
 
            //new whidbey keys follow here...
            // VSWhidbey 95006: Add string mappings for these values (numbers 0-9) so that the keyboard shortcuts 
            // will be displayed properly in menus.
            AddKey("0", Keys.D0);
            AddKey("1", Keys.D1);
            AddKey("2", Keys.D2); 
            AddKey("3", Keys.D3);
            AddKey("4", Keys.D4); 
            AddKey("5", Keys.D5); 
            AddKey("6", Keys.D6);
            AddKey("7", Keys.D7); 
            AddKey("8", Keys.D8);
            AddKey("9", Keys.D9);
        }
 
        /// 
        ///  
        ///  Access to a lookup table of name/value pairs for keys.  These are localized 
        ///  names.
        ///  
        private IDictionary KeyNames {
            get {
                if (keyNames == null) {
                    Debug.Assert(displayOrder == null); 
                    Initialize();
                } 
                return keyNames; 
            }
        } 

        private List DisplayOrder {
            get {
                if (displayOrder == null) { 
                    Debug.Assert(keyNames == null);
                    Initialize(); 
                } 
                return displayOrder;
            } 
        }

        /// 
        ///  
        /// 
        ///    Determines if this converter can convert an object in the given source 
        ///    type to the native type of the converter. 
        /// 
        public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType) { 
            if (sourceType == typeof(string) || sourceType == typeof(Enum[])) {
                return true;
            }
            return base.CanConvertFrom(context, sourceType); 
        }
 
        ///  
        /// 
        ///    Gets a value indicating whether this converter can 
        ///       convert an object to the given destination type using the context.
        /// 
        public override bool CanConvertTo(ITypeDescriptorContext context, Type destinationType) {
            if (destinationType == typeof(Enum[])) { 
                return true;
            } 
            return base.CanConvertTo(context, destinationType); 
        }
 
        /// 
        /// 
        ///    Compares two key values for equivalence.
        ///  
        public int Compare(object a, object b) {
            return String.Compare(ConvertToString(a), ConvertToString(b), false, CultureInfo.InvariantCulture); 
        } 

        ///  
        /// 
        /// 
        ///    Converts the given object to the converter's native type.
        ///  
        public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value) {
 
            if (value is string) { 

                string text = ((string)value).Trim(); 

                if (text.Length == 0) {
                    return null;
                } 
                else {
 
                    // Parse an array of key tokens. 
                    //
                    string[] tokens = text.Split(new char[] {'+'}); 
                    for (int i = 0; i < tokens.Length; i++) {
                        tokens[i] = tokens[i].Trim();
                    }
 
                    // Now lookup each key token in our key hashtable.
                    // 
                    Keys key = (Keys)0; 
                    bool foundKeyCode = false;
 
                    for (int i = 0; i < tokens.Length; i++) {
                        object obj = KeyNames[tokens[i]];

                        if (obj == null) { 

                            // Key was not found in our table.  See if it is a valid value in 
                            // the Keys enum. 
                            //
                            obj = Enum.Parse(typeof(Keys), tokens[i]); 
                        }

                        if (obj != null) {
                            Keys currentKey = (Keys)obj; 

                            if ((currentKey & Keys.KeyCode) != 0) { 
 
                                // We found a match.  If we have previously found a
                                // key code, then check to see that this guy 
                                // isn't a key code (it is illegal to have, say,
                                // "A + B"
                                //
                                if (foundKeyCode) { 
                                    throw new FormatException(SR.GetString(SR.KeysConverterInvalidKeyCombination));
                                } 
                                foundKeyCode = true; 
                            }
 
                            // Now OR the key into our current key
                            //
                            key |= currentKey;
                        } 
                        else {
 
                            // We did not match this key.  Report this as an error too. 
                            //
                            throw new FormatException(SR.GetString(SR.KeysConverterInvalidKeyName, tokens[i])); 

                        }
                    }
 
                    return (object)key;
                } 
            } 
            else if (value is Enum[]) {
                long finalValue = 0; 
                foreach(Enum e in (Enum[])value) {
                    finalValue |= Convert.ToInt64(e, CultureInfo.InvariantCulture);
                }
                return Enum.ToObject(typeof(Keys), finalValue); 
            }
 
            return base.ConvertFrom(context, culture, value); 
        }
 
        /// 
        /// 
        /// 
        ///    Converts the given object to another type.  The most common types to convert 
        ///    are to and from a string object.  The default implementation will make a call
        ///    to ToString on the object if the object is valid and if the destination 
        ///    type is string.  If this cannot convert to the desitnation type, this will 
        ///    throw a NotSupportedException.
        ///  
        [SuppressMessage("Microsoft.Performance", "CA1803:AvoidCostlyCallsWherePossible")]
        public override object ConvertTo(ITypeDescriptorContext context, CultureInfo culture, object value, Type destinationType) {
            if (destinationType == null) {
                throw new ArgumentNullException("destinationType"); 
            }
 
            if (value is Keys || value is int) { 
                bool asString = destinationType == typeof(string);
                bool asEnum = false; 
                if (!asString) asEnum = destinationType == typeof(Enum[]);
                if (asString || asEnum) {
                    Keys key = (Keys)value;
                    bool added = false; 
                    ArrayList terms = new ArrayList();
                    Keys modifiers = (key & Keys.Modifiers); 
 
                    // First, iterate through and do the modifiers. These are
                    // additive, so we support things like Ctrl + Alt 
                    //
                    for (int i = 0; i < DisplayOrder.Count; i++) {
                        string keyString = (string)DisplayOrder[i];
                        Keys keyValue = (Keys)keyNames[keyString]; 
                        if (((int)(keyValue) & (int)modifiers) != 0) {
 
                            if (asString) { 
                                if (added) {
                                    terms.Add("+"); 
                                }

                                terms.Add((string)keyString);
                            } 
                            else {
                                terms.Add(keyValue); 
                            } 

                            added = true; 
                        }
                    }

                    // Now reset and do the key values.  Here, we quit if 
                    // we find a match.
                    // 
                    Keys keyOnly = (key & Keys.KeyCode); 
                    bool foundKey = false;
 
                    if (added && asString) {
                        terms.Add("+");
                    }
 
                    for (int i = 0; i < DisplayOrder.Count; i++) {
                        string keyString = (string)DisplayOrder[i]; 
                        Keys keyValue = (Keys)keyNames[keyString]; 
                        if (keyValue.Equals(keyOnly)) {
 
                            if (asString) {
                                terms.Add((string)keyString);
                            }
                            else { 
                                terms.Add(keyValue);
                            } 
                            added = true; 
                            foundKey = true;
                            break; 
                        }
                    }

                    // Finally, if the key wasn't in our list, add it to 
                    // the end anyway.  Here we just pull the key value out
                    // of the enum. 
                    // 
                    if (!foundKey && Enum.IsDefined(typeof(Keys), (int)keyOnly)) {
                        if (asString) { 
                            terms.Add(((Enum)keyOnly).ToString());
                        }
                        else {
                            terms.Add((Enum)keyOnly); 
                        }
                    } 
 
                    if (asString) {
                        StringBuilder b = new StringBuilder(32); 
                        foreach(string t in terms) {
                            b.Append(t);
                        }
                        return b.ToString(); 
                    }
                    else { 
                        return (Enum[])terms.ToArray(typeof(Enum)); 
                    }
                } 
            }

            return base.ConvertTo(context, culture, value, destinationType);
        } 

        ///  
        ///  
        /// 
        ///    Retrieves a collection containing a set of standard values 
        ///    for the data type this validator is designed for.  This
        ///    will return null if the data type does not support a
        ///    standard set of values.
        ///  
        public override StandardValuesCollection GetStandardValues(ITypeDescriptorContext context) {
            if (values == null) { 
                ArrayList list = new ArrayList(); 

                ICollection keys = KeyNames.Values; 

                foreach (object o in keys) {
                    list.Add(o);
                } 

                list.Sort(this); 
 
                values = new StandardValuesCollection(list.ToArray());
            } 
            return values;
        }

        ///  
        /// 
        ///  
        ///    Determines if the list of standard values returned from 
        ///    GetStandardValues is an exclusive list.  If the list
        ///    is exclusive, then no other values are valid, such as 
        ///    in an enum data type.  If the list is not exclusive,
        ///    then there are other valid values besides the list of
        ///    standard values GetStandardValues provides.
        ///  
        public override bool GetStandardValuesExclusive(ITypeDescriptorContext context) {
            return false; 
        } 

        ///  
        /// 
        /// 
        ///    Determines if this object supports a standard set of values
        ///    that can be picked from a list. 
        /// 
        public override bool GetStandardValuesSupported(ITypeDescriptorContext context) { 
            return true; 
        }
    } 
}


// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
//------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------------------- 

/* 
 */ 
namespace System.Windows.Forms {
    using System.Text; 
    using Microsoft.Win32;
    using System.Collections;
    using System.Collections.Generic;
    using System.Collections.Specialized; 
    using System.ComponentModel;
    using System.Drawing; 
    using System.Diagnostics; 
    using System.Globalization;
    using System.Reflection; 
    using System.Diagnostics.CodeAnalysis;

    /// 
    ///  
    /// Provides a type converter to convert  objects to and from various
    ///    other representations. 
    ///  
    public class KeysConverter : TypeConverter, IComparer {
        private IDictionary keyNames; 
        private List displayOrder;
        private StandardValuesCollection values;

        private const Keys FirstDigit = System.Windows.Forms.Keys.D0; 
        private const Keys LastDigit = System.Windows.Forms.Keys.D9;
        private const Keys FirstAscii = System.Windows.Forms.Keys.A; 
        private const Keys LastAscii = System.Windows.Forms.Keys.Z; 
        private const Keys FirstNumpadDigit = System.Windows.Forms.Keys.NumPad0;
        private const Keys LastNumpadDigit = System.Windows.Forms.Keys.NumPad9; 

        private void AddKey(string key, Keys value ) {
            keyNames[key] = value;
            displayOrder.Add(key); 
        }
 
        private void Initialize() { 
            keyNames = new Hashtable(34);
            displayOrder = new List(34); 

            AddKey(SR.GetString(SR.toStringEnter), Keys.Return);
            AddKey("F12", Keys.F12);
            AddKey("F11", Keys.F11); 
            AddKey("F10", Keys.F10);
            AddKey(SR.GetString(SR.toStringEnd), Keys.End); 
            AddKey(SR.GetString(SR.toStringControl), Keys.Control); 
            AddKey("F8", Keys.F8);
            AddKey("F9", Keys.F9); 
            AddKey(SR.GetString(SR.toStringAlt), Keys.Alt);
            AddKey("F4", Keys.F4);
            AddKey("F5", Keys.F5);
            AddKey("F6", Keys.F6); 
            AddKey("F7", Keys.F7);
            AddKey("F1", Keys.F1); 
            AddKey("F2", Keys.F2); 
            AddKey("F3", Keys.F3);
            AddKey(SR.GetString(SR.toStringPageDown), Keys.Next); 
            AddKey(SR.GetString(SR.toStringInsert), Keys.Insert);
            AddKey(SR.GetString(SR.toStringHome), Keys.Home);
            AddKey(SR.GetString(SR.toStringDelete), Keys.Delete);
            AddKey(SR.GetString(SR.toStringShift), Keys.Shift); 
            AddKey(SR.GetString(SR.toStringPageUp), Keys.Prior);
            AddKey(SR.GetString(SR.toStringBack), Keys.Back); 
 
            //new whidbey keys follow here...
            // VSWhidbey 95006: Add string mappings for these values (numbers 0-9) so that the keyboard shortcuts 
            // will be displayed properly in menus.
            AddKey("0", Keys.D0);
            AddKey("1", Keys.D1);
            AddKey("2", Keys.D2); 
            AddKey("3", Keys.D3);
            AddKey("4", Keys.D4); 
            AddKey("5", Keys.D5); 
            AddKey("6", Keys.D6);
            AddKey("7", Keys.D7); 
            AddKey("8", Keys.D8);
            AddKey("9", Keys.D9);
        }
 
        /// 
        ///  
        ///  Access to a lookup table of name/value pairs for keys.  These are localized 
        ///  names.
        ///  
        private IDictionary KeyNames {
            get {
                if (keyNames == null) {
                    Debug.Assert(displayOrder == null); 
                    Initialize();
                } 
                return keyNames; 
            }
        } 

        private List DisplayOrder {
            get {
                if (displayOrder == null) { 
                    Debug.Assert(keyNames == null);
                    Initialize(); 
                } 
                return displayOrder;
            } 
        }

        /// 
        ///  
        /// 
        ///    Determines if this converter can convert an object in the given source 
        ///    type to the native type of the converter. 
        /// 
        public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType) { 
            if (sourceType == typeof(string) || sourceType == typeof(Enum[])) {
                return true;
            }
            return base.CanConvertFrom(context, sourceType); 
        }
 
        ///  
        /// 
        ///    Gets a value indicating whether this converter can 
        ///       convert an object to the given destination type using the context.
        /// 
        public override bool CanConvertTo(ITypeDescriptorContext context, Type destinationType) {
            if (destinationType == typeof(Enum[])) { 
                return true;
            } 
            return base.CanConvertTo(context, destinationType); 
        }
 
        /// 
        /// 
        ///    Compares two key values for equivalence.
        ///  
        public int Compare(object a, object b) {
            return String.Compare(ConvertToString(a), ConvertToString(b), false, CultureInfo.InvariantCulture); 
        } 

        ///  
        /// 
        /// 
        ///    Converts the given object to the converter's native type.
        ///  
        public override object ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, object value) {
 
            if (value is string) { 

                string text = ((string)value).Trim(); 

                if (text.Length == 0) {
                    return null;
                } 
                else {
 
                    // Parse an array of key tokens. 
                    //
                    string[] tokens = text.Split(new char[] {'+'}); 
                    for (int i = 0; i < tokens.Length; i++) {
                        tokens[i] = tokens[i].Trim();
                    }
 
                    // Now lookup each key token in our key hashtable.
                    // 
                    Keys key = (Keys)0; 
                    bool foundKeyCode = false;
 
                    for (int i = 0; i < tokens.Length; i++) {
                        object obj = KeyNames[tokens[i]];

                        if (obj == null) { 

                            // Key was not found in our table.  See if it is a valid value in 
                            // the Keys enum. 
                            //
                            obj = Enum.Parse(typeof(Keys), tokens[i]); 
                        }

                        if (obj != null) {
                            Keys currentKey = (Keys)obj; 

                            if ((currentKey & Keys.KeyCode) != 0) { 
 
                                // We found a match.  If we have previously found a
                                // key code, then check to see that this guy 
                                // isn't a key code (it is illegal to have, say,
                                // "A + B"
                                //
                                if (foundKeyCode) { 
                                    throw new FormatException(SR.GetString(SR.KeysConverterInvalidKeyCombination));
                                } 
                                foundKeyCode = true; 
                            }
 
                            // Now OR the key into our current key
                            //
                            key |= currentKey;
                        } 
                        else {
 
                            // We did not match this key.  Report this as an error too. 
                            //
                            throw new FormatException(SR.GetString(SR.KeysConverterInvalidKeyName, tokens[i])); 

                        }
                    }
 
                    return (object)key;
                } 
            } 
            else if (value is Enum[]) {
                long finalValue = 0; 
                foreach(Enum e in (Enum[])value) {
                    finalValue |= Convert.ToInt64(e, CultureInfo.InvariantCulture);
                }
                return Enum.ToObject(typeof(Keys), finalValue); 
            }
 
            return base.ConvertFrom(context, culture, value); 
        }
 
        /// 
        /// 
        /// 
        ///    Converts the given object to another type.  The most common types to convert 
        ///    are to and from a string object.  The default implementation will make a call
        ///    to ToString on the object if the object is valid and if the destination 
        ///    type is string.  If this cannot convert to the desitnation type, this will 
        ///    throw a NotSupportedException.
        ///  
        [SuppressMessage("Microsoft.Performance", "CA1803:AvoidCostlyCallsWherePossible")]
        public override object ConvertTo(ITypeDescriptorContext context, CultureInfo culture, object value, Type destinationType) {
            if (destinationType == null) {
                throw new ArgumentNullException("destinationType"); 
            }
 
            if (value is Keys || value is int) { 
                bool asString = destinationType == typeof(string);
                bool asEnum = false; 
                if (!asString) asEnum = destinationType == typeof(Enum[]);
                if (asString || asEnum) {
                    Keys key = (Keys)value;
                    bool added = false; 
                    ArrayList terms = new ArrayList();
                    Keys modifiers = (key & Keys.Modifiers); 
 
                    // First, iterate through and do the modifiers. These are
                    // additive, so we support things like Ctrl + Alt 
                    //
                    for (int i = 0; i < DisplayOrder.Count; i++) {
                        string keyString = (string)DisplayOrder[i];
                        Keys keyValue = (Keys)keyNames[keyString]; 
                        if (((int)(keyValue) & (int)modifiers) != 0) {
 
                            if (asString) { 
                                if (added) {
                                    terms.Add("+"); 
                                }

                                terms.Add((string)keyString);
                            } 
                            else {
                                terms.Add(keyValue); 
                            } 

                            added = true; 
                        }
                    }

                    // Now reset and do the key values.  Here, we quit if 
                    // we find a match.
                    // 
                    Keys keyOnly = (key & Keys.KeyCode); 
                    bool foundKey = false;
 
                    if (added && asString) {
                        terms.Add("+");
                    }
 
                    for (int i = 0; i < DisplayOrder.Count; i++) {
                        string keyString = (string)DisplayOrder[i]; 
                        Keys keyValue = (Keys)keyNames[keyString]; 
                        if (keyValue.Equals(keyOnly)) {
 
                            if (asString) {
                                terms.Add((string)keyString);
                            }
                            else { 
                                terms.Add(keyValue);
                            } 
                            added = true; 
                            foundKey = true;
                            break; 
                        }
                    }

                    // Finally, if the key wasn't in our list, add it to 
                    // the end anyway.  Here we just pull the key value out
                    // of the enum. 
                    // 
                    if (!foundKey && Enum.IsDefined(typeof(Keys), (int)keyOnly)) {
                        if (asString) { 
                            terms.Add(((Enum)keyOnly).ToString());
                        }
                        else {
                            terms.Add((Enum)keyOnly); 
                        }
                    } 
 
                    if (asString) {
                        StringBuilder b = new StringBuilder(32); 
                        foreach(string t in terms) {
                            b.Append(t);
                        }
                        return b.ToString(); 
                    }
                    else { 
                        return (Enum[])terms.ToArray(typeof(Enum)); 
                    }
                } 
            }

            return base.ConvertTo(context, culture, value, destinationType);
        } 

        ///  
        ///  
        /// 
        ///    Retrieves a collection containing a set of standard values 
        ///    for the data type this validator is designed for.  This
        ///    will return null if the data type does not support a
        ///    standard set of values.
        ///  
        public override StandardValuesCollection GetStandardValues(ITypeDescriptorContext context) {
            if (values == null) { 
                ArrayList list = new ArrayList(); 

                ICollection keys = KeyNames.Values; 

                foreach (object o in keys) {
                    list.Add(o);
                } 

                list.Sort(this); 
 
                values = new StandardValuesCollection(list.ToArray());
            } 
            return values;
        }

        ///  
        /// 
        ///  
        ///    Determines if the list of standard values returned from 
        ///    GetStandardValues is an exclusive list.  If the list
        ///    is exclusive, then no other values are valid, such as 
        ///    in an enum data type.  If the list is not exclusive,
        ///    then there are other valid values besides the list of
        ///    standard values GetStandardValues provides.
        ///  
        public override bool GetStandardValuesExclusive(ITypeDescriptorContext context) {
            return false; 
        } 

        ///  
        /// 
        /// 
        ///    Determines if this object supports a standard set of values
        ///    that can be picked from a list. 
        /// 
        public override bool GetStandardValuesSupported(ITypeDescriptorContext context) { 
            return true; 
        }
    } 
}


// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
                        

Link Menu

Network programming in C#, Network Programming in VB.NET, Network Programming in .NET
This book is available now!
Buy at Amazon US or
Buy at Amazon UK