I have a program that contains a textbox control. A user is able to enter text into this control. The user can also press certain keys to trigger other actions (this is handled on the MainWindow). I have sample XAML and C# code to demonstrate my setup.
XAML
<Window x:Class="RoutedEventBubbling.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525">
<Grid>
<Grid.RowDefinitions>
<RowDefinition />
<RowDefinition />
</Grid.RowDefinitions>
<TextBox Grid.Row="0" />
<TextBox x:Name="Output" Grid.Row="1" IsReadOnly="True" />
</Grid>
</Window>
C#
using System.Windows;
using System.Windows.Input;
namespace RoutedEventBubbling
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private int mHitCount = 0;
public MainWindow()
{
InitializeComponent();
}
protected override void OnKeyDown(KeyEventArgs e)
{
base.OnKeyDown(e);
this.Output.Text = string.Format("Hit Count: {0}", ++mHitCount);
}
}
}
As you may have realised, in the case of this program, if I start typing into the first TextBox
the second will be updated with the hit count. This is an undesirable result as I might have certain actions that I wish to trigger when handling the MainWindow's OnKeyDown
method.
As such, my question is this: is it possible to prevent the OnKeyDown
method being called on the MainWindow, while still allowing text to be entered into the text box? I know of the e.Handled = true
approach, but in this case doing that on the KeyDown
event of the TextBox
will prevent the text from being entered. If this is not possible, I will have to find some other way of handling it all.
Thanks in advance.
EDIT
I have just found a moderately hacky way around this issue. If I handle the MainWindow's OnTextInput
method instead, then the result I desired will be achieved as the TextInput
event of the TextBox
will have been handled. Below is a sample of the code I used:
private Key mPressedKey;
protected override void OnKeyDown(KeyEventArgs e)
{
// Note: This method will be called first.
base.OnKeyDown(e);
// Store the pressed key
mPressedKey = e.Key;
}
protected override void OnTextInput(TextCompositionEventArgs e)
{
// Note: This method will be called second, and only if the textbox hasn't handled it.
base.OnTextInput(e);
this.Output.Text = string.Format("Hit Count: {0}", ++mHitCount);
// ... Handle pressed key ...
}
I ended up working around this issue using the following setup:
private Key mPressedKey;
protected override void OnKeyDown(KeyEventArgs e)
{
base.OnKeyDown(e);
mPressedKey = e.Key;
}
protected override void OnTextInput(TextCompositionEventArgs e)
{
base.OnTextInput(e);
// ... Handle mPressedKey here ...
}
protected override void OnMouseDown(MouseButtonEventArgs e)
{
base.OnMouseDown(e);
// Force focus back to main window
FocusManager.SetFocusedElement(this, this);
}
This was done in the MainWindow.xaml.cs. It's a bit of a hack, but it achieved the result I wanted.