Control.IsMnemonic(Char, String) Metoda
Definicja
Określa, czy określony znak jest znakiem znaku przypisanym do kontrolki w określonym ciągu.Determines if the specified character is the mnemonic character assigned to the control in the specified string.
public:
static bool IsMnemonic(char charCode, System::String ^ text);
public static bool IsMnemonic (char charCode, string text);
static member IsMnemonic : char * string -> bool
Public Shared Function IsMnemonic (charCode As Char, text As String) As Boolean
Parametry
- charCode
- Char
Znak do przetestowania.The character to test.
- text
- String
Ciąg do wyszukania.The string to search.
Zwraca
true
Jeśli charCode
znak jest znakiem znaku przypisanym do formantu; w przeciwnym razie, false
.true
if the charCode
character is the mnemonic character assigned to the control; otherwise, false
.
Przykłady
Poniższy przykład kodu demonstruje rozszerzenie klasy Button, która zastępuje ProcessMnemonic metodę, aby wystawiać zachowanie niestandardowe.The following code example demonstrates an extension of the button class that overrides the ProcessMnemonic method to exhibit custom behavior. W przykładzie pokazano również, CanSelect jak używać właściwości i IsMnemonic .The example also demonstrates the use of the CanSelect and IsMnemonic properties. Aby uruchomić ten przykład, wklej poniższy kod po klasie form w tym samym pliku.To run this example paste the following code after a form class, in the same file. Dodaj przycisk typu MnemonicButton
do formularza.Add a button of type MnemonicButton
to the form.
// This button is a simple extension of the button class that overrides
// the ProcessMnemonic method. If the mnemonic is correctly entered,
// the message box will appear and the click event will be raised.
// This method makes sure the control is selectable and the
// mnemonic is correct before displaying the message box
// and triggering the click event.
public ref class MyMnemonicButton: public Button
{
protected:
bool ProcessMnemonic( char inputChar )
{
if ( CanSelect && IsMnemonic( inputChar, this->Text ) )
{
MessageBox::Show( "You've raised the click event "
"using the mnemonic." );
this->PerformClick();
return true;
}
return false;
}
};
// This button is a simple extension of the button class that overrides
// the ProcessMnemonic method. If the mnemonic is correctly entered,
// the message box will appear and the click event will be raised.
public class MyMnemonicButton:Button
// This method makes sure the control is selectable and the
// mneumonic is correct before displaying the message box
// and triggering the click event.
{
[UIPermission(
SecurityAction.Demand, Window = UIPermissionWindow.AllWindows)]
protected override bool ProcessMnemonic(char inputChar)
{
if (CanSelect&&IsMnemonic(inputChar, this.Text))
{
MessageBox.Show("You've raised the click event " +
"using the mnemonic.");
this.PerformClick();
return true;
}
return false;
}
}
' This button is a simple extension of the button class that overrides
' the ProcessMnemonic method. If the mnemonic is correctly entered,
' the message box will appear and the click event will be raised.
Public Class MyMnemonicButton
Inherits Button
' This method makes sure the control is selectable and the
' mneumonic is correct before displaying the message box
' and triggering the click event.
<System.Security.Permissions.UIPermission( _
System.Security.Permissions.SecurityAction.Demand, Window:=UIPermissionWindow.AllWindows)> _
Protected Overrides Function ProcessMnemonic( _
ByVal inputChar As Char) As Boolean
If (CanSelect And IsMnemonic(inputChar, Me.Text)) Then
MessageBox.Show("You've raised the click event " _
& "using the mnemonic.")
Me.PerformClick()
Return True
End If
Return False
End Function
End Class
Uwagi
Znak jest znakiem bezpośrednio po pierwszym wystąpieniu "&" w String .The mnemonic character is the character immediately following the first instance of "&" in a String.