A cross-platform UI framework for .NET
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// Copyright (c) The Avalonia Project. All rights reserved.
// Licensed under the MIT license. See licence.md file in the project root for full license information.
using System;
using System.Collections.Generic;
using Avalonia.Interactivity;
using Avalonia.VisualTree;
namespace Avalonia.Input
{
/// <summary>
/// Defines input-related functionality for a control.
/// </summary>
public interface IInputElement : IInteractive, IVisual
{
/// <summary>
/// Occurs when the control receives focus.
/// </summary>
event EventHandler<GotFocusEventArgs> GotFocus;
/// <summary>
/// Occurs when the control loses focus.
/// </summary>
event EventHandler<RoutedEventArgs> LostFocus;
/// <summary>
/// Occurs when a key is pressed while the control has focus.
/// </summary>
event EventHandler<KeyEventArgs> KeyDown;
/// <summary>
/// Occurs when a key is released while the control has focus.
/// </summary>
event EventHandler<KeyEventArgs> KeyUp;
/// <summary>
/// Occurs when a user typed some text while the control has focus.
/// </summary>
event EventHandler<TextInputEventArgs> TextInput;
/// <summary>
/// Occurs when the pointer enters the control.
/// </summary>
event EventHandler<PointerEventArgs> PointerEnter;
/// <summary>
/// Occurs when the pointer leaves the control.
/// </summary>
event EventHandler<PointerEventArgs> PointerLeave;
/// <summary>
/// Occurs when the pointer is pressed over the control.
/// </summary>
event EventHandler<PointerPressedEventArgs> PointerPressed;
/// <summary>
/// Occurs when the pointer moves over the control.
/// </summary>
event EventHandler<PointerEventArgs> PointerMoved;
/// <summary>
/// Occurs when the pointer is released over the control.
/// </summary>
event EventHandler<PointerReleasedEventArgs> PointerReleased;
/// <summary>
/// Occurs when the mouse wheen is scrolled over the control.
/// </summary>
event EventHandler<PointerWheelEventArgs> PointerWheelChanged;
/// <summary>
/// Gets or sets a value indicating whether the control can receive keyboard focus.
/// </summary>
bool Focusable { get; }
/// <summary>
/// Gets or sets a value indicating whether the control is enabled for user interaction.
/// </summary>
bool IsEnabled { get; }
/// <summary>
/// Gets or sets the associated mouse cursor.
/// </summary>
Cursor Cursor { get; }
/// <summary>
/// Gets a value indicating whether the control is effectively enabled for user interaction.
/// </summary>
/// <remarks>
/// The <see cref="IsEnabled"/> property is used to toggle the enabled state for individual
/// controls. The <see cref="IsEnabledCore"/> property takes into account the
/// <see cref="IsEnabled"/> value of this control and its parent controls.
/// </remarks>
bool IsEnabledCore { get; }
/// <summary>
/// Gets a value indicating whether the control is focused.
/// </summary>
bool IsFocused { get; }
/// <summary>
/// Gets a value indicating whether the control is considered for hit testing.
/// </summary>
bool IsHitTestVisible { get; }
/// <summary>
/// Gets a value indicating whether the pointer is currently over the control.
/// </summary>
bool IsPointerOver { get; }
/// <summary>
/// Focuses the control.
/// </summary>
void Focus();
/// <summary>
/// Gets the key bindings for the element.
/// </summary>
List<KeyBinding> KeyBindings { get; }
}
}