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

Boolean

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.

Dotyczy

Zobacz też