Actually, on closer inspection, it does not work. I still had remnants of
code left in OnKeyDown and that was getting in the way. In OnKeyDown I can
call a method that accepts the character I want to display instead of the
character that was typed, and that method just concatenates that new char to
the existing chars already in the TextBox. Although this does work, the
cursor (as I mentioned) does not advance. But calling
base.OnKeyPress(newchar) does not render the new character. The typed
character is the one that shows up.
"Z" wrote:
> Thanks, Joshua, for your suggestion. This does work as you say. One problem
> remains, and that is that the cursor (or caret) does not advance past the
> newly inserted character. Guess I'll now have to work on developing a custom
> Caret class that I will control via code. Thanks again for your help.
>
>
> "Joshua Flanagan" wrote:
>
> > The Keys required by KeyEventArgs is an enumerated type, you don't use
> > the constructor. For example, to simulate pressing Enter:
> > new KeyEventArgs(Keys.Enter)
> >
> > I don't think you'll be able to do your code page translation with the
> > KeyEventArgs class.
> >
> > Do you have to use OnKeyDown? Would OnKeyPress meet your needs?
> >
> > protected override void OnKeyPress(KeyPressEventArgs e)
> > {
> > // perform your logic to get the key from another codepage
> > Char newChar = translateChar(e.KeyChar);
> > base.OnKeyPress (new KeyPressEventArgs(newChar));
> > }
> >
> >
> > Joshua Flanagan
> > http://flimflan.com/blog
> >
> >
> > Z wrote:
> > > I have sub-classed the TextBox. In its OnKeyDown event I can intercept key
> > > strokes, examine them, etc. When I get a certain keycode (e.g., 'A') I want
> > > to change it to another unicode key from a different code page (e.g.,
> > > "\u2801"). But the KeyCode, KeyData, and KeyValue properties of KeyEventArgs
> > > are all only getters. They are read only and thus do not permit changing the
> > > assigned KeyCode. My question is this: How do I change the KeyCode of the
> > > KeyEvenetArgs to be a different key? I tired to call base.OnKeyDown() passing
> > > a new instance of KeyEventArgs, but the constructor for KeyEventArgs() takes
> > > an instance of Keys, and THAT constructor takes no argument. Even if I create
> > > an instance of Keys, then I'm faced with the read only nature of KeyCode,
> > > KeyData, etc. It seems to be a vicious circle. Any help would be appreciated.
> >