when we press a key and keep pressing it the keypress and keydown event continuously fires. Is there a way to let these fire only after a complete cycle ,eg keydown and the
To prevent a key from firing multiple-times when held down : you must use the SuppressKeyPress
property like so :
bool isKeyRepeating = false;
public void textBox1_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e)
{
if (isKeyRepeating)
{
e.SuppressKeyPress = true;
}
else
{
isKeyRepeating = true;
}
}
public void textBox1_KeyUp(object sender, System.Windows.Forms.KeyEventArgs e)
{
isKeyRepeating = false;
}
See : KeyEventArgs..::.Handled Property ... and ... KeyEventArgs..::.SuppressKeyPress Property .... for relevant information
You can do it application-wide by filtering the key down messages with IMessageFilter. Here's an example:
public partial class Form1 : Form, IMessageFilter {
public Form1() {
InitializeComponent();
Application.AddMessageFilter(this);
this.FormClosed += (s, e) => Application.RemoveMessageFilter(this);
}
private Keys mLastKey = Keys.None;
public bool PreFilterMessage(ref Message m) {
if (m.Msg == 0x100 || m.Msg == 0x104) {
// Detect WM_KEYDOWN, WM_SYSKEYDOWN
Keys key = (Keys)m.WParam.ToInt32();
if (key != Keys.Control && key != Keys.Shift && key != Keys.Alt) {
if (key == mLastKey) return true;
mLastKey = key;
}
}
else if (m.Msg == 0x101 || m.Msg == 0x105) {
// Detect WM_UP, WM_SYSKEYUP
Keys key = (Keys)m.WParam.ToInt32();
if (key == mLastKey) mLastKey = Keys.None;
}
return false;
}
}
One thing I pursued is the repeat count in the WM_KEYDOWN message. Oddly this didn't work on my machine, it was 1 for repeating keys. Not sure why.
Declare a boolean isKeyDown
, in theKeyDown
Event, set the boolean to true. In the KeyUp
event, set the boolean to false.
This is sample code
bool isKeyDown=false;
public void control_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e)
{
if(isKeyDown)
return;
isKeyDown=true;
// do what you want to do
}
public void control1_KeyUp(object sender, System.Windows.Forms.KeyEventArgs e)
{
isKeyDown=false;
// do you key up event, if any.
}