public partial class DelayTextBox : TextBox { #region private globals private System.Timers.Timer DelayTimer; // used for the delay private bool TimerElapsed = false; // if true OnTextChanged is fired. private bool KeysPressed = false; // makes event fire immediately if it wasn't a keypress #endregion #region object model // Delay property private int delayTime = 3000; public int DelayTime { get { return delayTime; } set { delayTime = value; } } #endregion #region ctor public DelayTextBox() { InitializeComponent(); // Initialize Timer DelayTimer = new System.Timers.Timer(delayTime); DelayTimer.Elapsed += new ElapsedEventHandler(DelayTimer_Elapsed); } #endregion #region event handlers void DelayTimer_Elapsed(object sender, ElapsedEventArgs e) { // stop timer. DelayTimer.Enabled = false; // set timer elapsed to true, so the OnTextChange knows to fire TimerElapsed = true; // use invoke to get back on the UI thread. this.Invoke(new DelayOverHandler(DelayOver), null); } #endregion #region overrides protected override void OnKeyPress(KeyPressEventArgs e) { if (!DelayTimer.Enabled) DelayTimer.Enabled = true; else { DelayTimer.Enabled = false; DelayTimer.Enabled = true; } KeysPressed = true; base.OnKeyPress(e); } protected override void OnTextChanged(EventArgs e) { // if the timer elapsed or text was changed by something besides a keystroke // fire base.OnTextChanged if (TimerElapsed || !KeysPressed) { TimerElapsed = false; KeysPressed = false; base.OnTextChanged(e); } } #endregion #region delegates public delegate void DelayOverHandler(); #endregion #region private helpers private void DelayOver() { OnTextChanged(new EventArgs()); } #endregion }