seq);
/**
* This immutable class describes a matching result. It wraps two items,
* partialMatch and fullMatch.
*
* - fullMatch
-
* The resulting KeyStroke if the pattern matched, otherwise null.
* Example: if the tested sequence is {@code Esc [ A}, and if the
* pattern recognized this as {@code ArrowUp}, then this field has
* a value like {@code new KeyStroke(KeyType.ArrowUp)}
* - partialMatch
-
* {@code true}, if appending appropriate characters at the end of the
* sequence can produce a match.
* Example: if the tested sequence is "Esc [", and the Pattern would match
* "Esc [ A", then this field would be set to {@code true}.
*
* In principle, a sequence can match one KeyStroke, but also say that if
* another character is available, then a different KeyStroke might result.
* This can happen, if (e.g.) a single CharacterPattern-instance matches
* both the Escape key and a longer Escape-sequence.
*/
class Matching {
public final KeyStroke fullMatch;
public final boolean partialMatch;
/**
* Re-usable result for "not yet" half-matches
*/
public static final Matching NOT_YET = new Matching( true, null );
/**
* Convenience constructor for exact matches
*
* @param fullMatch the KeyStroke that matched the sequence
*/
public Matching(KeyStroke fullMatch) {
this(false,fullMatch);
}
/**
* General constructor
* For mismatches rather use {@code null} and for "not yet" matches use NOT_YET.
* Use this constructor, where a sequence may yield both fullMatch and
* partialMatch or for merging result Matchings of multiple patterns.
*
* @param partialMatch true if further characters could lead to a match
* @param fullMatch The perfectly matching KeyStroke
*/
public Matching(boolean partialMatch, KeyStroke fullMatch) {
this.partialMatch = partialMatch;
this.fullMatch = fullMatch;
}
@Override
public String toString() {
return "Matching{" + "partialMatch=" + partialMatch + ", fullMatch=" + fullMatch + '}';
}
}
}