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/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Input / RawTextInputReport.cs / 1 / RawTextInputReport.cs
using System; using System.Windows; namespace System.Windows.Input { ////// The RawTextInputReport class encapsulates the raw text input /// provided. /// ////// It is important to note that the InputReport class only contains /// blittable types. This is required so that the report can be /// marshalled across application domains. /// internal class RawTextInputReport : InputReport { ////// Constructs ad instance of the RawKeyboardInputReport class. /// /// /// The input source that provided this input. /// /// /// The mode in which the input is being provided. /// /// /// The time when the input occured. /// /// /// True if the char code is a dead char. /// /// /// True if the char code is a system char. /// /// /// True if the char code is a control char. /// /// /// The character code. /// public RawTextInputReport( PresentationSource inputSource, InputMode mode, int timestamp, bool isDeadCharacter, bool isSystemCharacter, bool isControlCharacter, char characterCode) : base(inputSource, InputType.Text, mode, timestamp) { _isDeadCharacter = isDeadCharacter; _isSystemCharacter = isSystemCharacter; _isControlCharacter = isControlCharacter; _characterCode = characterCode; } ////// Read-only access to the state of dead character /// public bool IsDeadCharacter {get {return _isDeadCharacter;}} ////// Read-only access to the state of system character /// public bool IsSystemCharacter {get {return _isSystemCharacter;}} ////// Read-only access to the state of control character /// public bool IsControlCharacter {get {return _isControlCharacter;}} ////// Read-only access to the character code that was reported. /// public char CharacterCode {get {return _characterCode;}} private readonly bool _isDeadCharacter; private readonly bool _isSystemCharacter; private readonly bool _isControlCharacter; private readonly char _characterCode; } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. using System; using System.Windows; namespace System.Windows.Input { ////// The RawTextInputReport class encapsulates the raw text input /// provided. /// ////// It is important to note that the InputReport class only contains /// blittable types. This is required so that the report can be /// marshalled across application domains. /// internal class RawTextInputReport : InputReport { ////// Constructs ad instance of the RawKeyboardInputReport class. /// /// /// The input source that provided this input. /// /// /// The mode in which the input is being provided. /// /// /// The time when the input occured. /// /// /// True if the char code is a dead char. /// /// /// True if the char code is a system char. /// /// /// True if the char code is a control char. /// /// /// The character code. /// public RawTextInputReport( PresentationSource inputSource, InputMode mode, int timestamp, bool isDeadCharacter, bool isSystemCharacter, bool isControlCharacter, char characterCode) : base(inputSource, InputType.Text, mode, timestamp) { _isDeadCharacter = isDeadCharacter; _isSystemCharacter = isSystemCharacter; _isControlCharacter = isControlCharacter; _characterCode = characterCode; } ////// Read-only access to the state of dead character /// public bool IsDeadCharacter {get {return _isDeadCharacter;}} ////// Read-only access to the state of system character /// public bool IsSystemCharacter {get {return _isSystemCharacter;}} ////// Read-only access to the state of control character /// public bool IsControlCharacter {get {return _isControlCharacter;}} ////// Read-only access to the character code that was reported. /// public char CharacterCode {get {return _characterCode;}} private readonly bool _isDeadCharacter; private readonly bool _isSystemCharacter; private readonly bool _isControlCharacter; private readonly char _characterCode; } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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