A cross-platform UI framework for .NET
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// -----------------------------------------------------------------------
// <copyright file="InputElement.cs" company="Steven Kirk">
// Copyright 2014 MIT Licence. See licence.md for more information.
// </copyright>
// -----------------------------------------------------------------------
namespace Perspex.Input
{
using System;
using System.Linq;
using Perspex.Interactivity;
using Perspex.Rendering;
using Perspex.VisualTree;
/// <summary>
/// Implements input-related functionality for a control.
/// </summary>
public class InputElement : Interactive, IInputElement
{
/// <summary>
/// Defines the <see cref="Focusable"/> property.
/// </summary>
public static readonly PerspexProperty<bool> FocusableProperty =
PerspexProperty.Register<InputElement, bool>(nameof(Focusable));
/// <summary>
/// Defines the <see cref="IsEnabled"/> property.
/// </summary>
public static readonly PerspexProperty<bool> IsEnabledProperty =
PerspexProperty.Register<InputElement, bool>(nameof(IsEnabled), true);
/// <summary>
/// Defines the <see cref="IsEnabledCore"/> property.
/// </summary>
public static readonly PerspexProperty<bool> IsEnabledCoreProperty =
PerspexProperty.Register<InputElement, bool>("IsEnabledCore", true);
/// <summary>
/// Defines the <see cref="IsFocused"/> property.
/// </summary>
public static readonly PerspexProperty<bool> IsFocusedProperty =
PerspexProperty.Register<InputElement, bool>("IsFocused");
/// <summary>
/// Defines the <see cref="IsHitTestVisible"/> property.
/// </summary>
public static readonly PerspexProperty<bool> IsHitTestVisibleProperty =
PerspexProperty.Register<InputElement, bool>("IsHitTestVisible", true);
/// <summary>
/// Defines the <see cref="IsPointerOver"/> property.
/// </summary>
public static readonly PerspexProperty<bool> IsPointerOverProperty =
PerspexProperty.Register<InputElement, bool>("IsPointerOver");
/// <summary>
/// Defines the <see cref="GotFocus"/> event.
/// </summary>
public static readonly RoutedEvent<GotFocusEventArgs> GotFocusEvent =
RoutedEvent.Register<InputElement, GotFocusEventArgs>("GotFocus", RoutingStrategies.Bubble);
/// <summary>
/// Defines the <see cref="LostFocus"/> event.
/// </summary>
public static readonly RoutedEvent<RoutedEventArgs> LostFocusEvent =
RoutedEvent.Register<InputElement, RoutedEventArgs>("LostFocus", RoutingStrategies.Bubble);
/// <summary>
/// Defines the <see cref="KeyDown"/> event.
/// </summary>
public static readonly RoutedEvent<KeyEventArgs> KeyDownEvent =
RoutedEvent.Register<InputElement, KeyEventArgs>(
"KeyDown",
RoutingStrategies.Tunnel | RoutingStrategies.Bubble);
/// <summary>
/// Defines the <see cref="KeyUp"/> event.
/// </summary>
public static readonly RoutedEvent<KeyEventArgs> KeyUpEvent =
RoutedEvent.Register<InputElement, KeyEventArgs>(
"KeyUp",
RoutingStrategies.Tunnel | RoutingStrategies.Bubble);
/// <summary>
/// Defines the <see cref="PointerEnter"/> event.
/// </summary>
public static readonly RoutedEvent<PointerEventArgs> PointerEnterEvent =
RoutedEvent.Register<InputElement, PointerEventArgs>("PointerEnter", RoutingStrategies.Direct);
/// <summary>
/// Defines the <see cref="PointerLeave"/> event.
/// </summary>
public static readonly RoutedEvent<PointerEventArgs> PointerLeaveEvent =
RoutedEvent.Register<InputElement, PointerEventArgs>("PointerLeave", RoutingStrategies.Direct);
/// <summary>
/// Defines the <see cref="PointerMoved"/> event.
/// </summary>
public static readonly RoutedEvent<PointerEventArgs> PointerMovedEvent =
RoutedEvent.Register<InputElement, PointerEventArgs>(
"PointerMove",
RoutingStrategies.Tunnel | RoutingStrategies.Bubble);
/// <summary>
/// Defines the <see cref="PointerPressed"/> event.
/// </summary>
public static readonly RoutedEvent<PointerPressEventArgs> PointerPressedEvent =
RoutedEvent.Register<InputElement, PointerPressEventArgs>(
"PointerPressed",
RoutingStrategies.Tunnel | RoutingStrategies.Bubble);
/// <summary>
/// Defines the <see cref="PointerReleased"/> event.
/// </summary>
public static readonly RoutedEvent<PointerEventArgs> PointerReleasedEvent =
RoutedEvent.Register<InputElement, PointerEventArgs>(
"PointerReleased",
RoutingStrategies.Tunnel | RoutingStrategies.Bubble);
/// <summary>
/// Defines the <see cref="PointerWheelChanged"/> event.
/// </summary>
public static readonly RoutedEvent<PointerWheelEventArgs> PointerWheelChangedEvent =
RoutedEvent.Register<InputElement, PointerWheelEventArgs>(
"PointerWheelChanged",
RoutingStrategies.Tunnel | RoutingStrategies.Bubble);
/// <summary>
/// Initializes static members of the <see cref="InputElement"/> class.
/// </summary>
static InputElement()
{
IsEnabledProperty.Changed.Subscribe(IsEnabledChanged);
GotFocusEvent.AddClassHandler<InputElement>(x => x.OnGotFocus);
LostFocusEvent.AddClassHandler<InputElement>(x => x.OnLostFocus);
KeyDownEvent.AddClassHandler<InputElement>(x => x.OnKeyDown);
KeyUpEvent.AddClassHandler<InputElement>(x => x.OnKeyUp);
PointerEnterEvent.AddClassHandler<InputElement>(x => x.OnPointerEnter);
PointerLeaveEvent.AddClassHandler<InputElement>(x => x.OnPointerLeave);
PointerMovedEvent.AddClassHandler<InputElement>(x => x.OnPointerMoved);
PointerPressedEvent.AddClassHandler<InputElement>(x => x.OnPointerPressed);
PointerReleasedEvent.AddClassHandler<InputElement>(x => x.OnPointerReleased);
PointerWheelChangedEvent.AddClassHandler<InputElement>(x => x.OnPointerWheelChanged);
}
/// <summary>
/// Occurs when the control receives focus.
/// </summary>
public event EventHandler<RoutedEventArgs> GotFocus
{
add { this.AddHandler(GotFocusEvent, value); }
remove { this.RemoveHandler(GotFocusEvent, value); }
}
/// <summary>
/// Occurs when the control loses focus.
/// </summary>
public event EventHandler<RoutedEventArgs> LostFocus
{
add { this.AddHandler(LostFocusEvent, value); }
remove { this.RemoveHandler(LostFocusEvent, value); }
}
/// <summary>
/// Occurs when a key is pressed while the control has focus.
/// </summary>
public event EventHandler<KeyEventArgs> KeyDown
{
add { this.AddHandler(KeyDownEvent, value); }
remove { this.RemoveHandler(KeyDownEvent, value); }
}
/// <summary>
/// Occurs when a key is released while the control has focus.
/// </summary>
public event EventHandler<KeyEventArgs> KeyUp
{
add { this.AddHandler(KeyUpEvent, value); }
remove { this.RemoveHandler(KeyUpEvent, value); }
}
/// <summary>
/// Occurs when the pointer enters the control.
/// </summary>
public event EventHandler<PointerEventArgs> PointerEnter
{
add { this.AddHandler(PointerEnterEvent, value); }
remove { this.RemoveHandler(PointerEnterEvent, value); }
}
/// <summary>
/// Occurs when the pointer leaves the control.
/// </summary>
public event EventHandler<PointerEventArgs> PointerLeave
{
add { this.AddHandler(PointerLeaveEvent, value); }
remove { this.RemoveHandler(PointerLeaveEvent, value); }
}
/// <summary>
/// Occurs when the pointer moves over the control.
/// </summary>
public event EventHandler<PointerEventArgs> PointerMoved
{
add { this.AddHandler(PointerMovedEvent, value); }
remove { this.RemoveHandler(PointerMovedEvent, value); }
}
/// <summary>
/// Occurs when the pointer is pressed over the control.
/// </summary>
public event EventHandler<PointerPressEventArgs> PointerPressed
{
add { this.AddHandler(PointerPressedEvent, value); }
remove { this.RemoveHandler(PointerPressedEvent, value); }
}
/// <summary>
/// Occurs when the pointer is released over the control.
/// </summary>
public event EventHandler<PointerEventArgs> PointerReleased
{
add { this.AddHandler(PointerReleasedEvent, value); }
remove { this.RemoveHandler(PointerReleasedEvent, value); }
}
/// <summary>
/// Occurs when the mouse wheen is scrolled over the control.
/// </summary>
public event EventHandler<PointerWheelEventArgs> PointerWheelChanged
{
add { this.AddHandler(PointerWheelChangedEvent, value); }
remove { this.RemoveHandler(PointerWheelChangedEvent, value); }
}
/// <summary>
/// Gets or sets a value indicating whether the control can receive focus.
/// </summary>
public bool Focusable
{
get { return this.GetValue(FocusableProperty); }
set { this.SetValue(FocusableProperty, value); }
}
/// <summary>
/// Gets or sets a value indicating whether the control is enabled for user interaction.
/// </summary>
public bool IsEnabled
{
get { return this.GetValue(IsEnabledProperty); }
set { this.SetValue(IsEnabledProperty, value); }
}
/// <summary>
/// Gets or sets a value indicating whether the control is focused.
/// </summary>
public bool IsFocused
{
get { return this.GetValue(IsFocusedProperty); }
private set { this.SetValue(IsFocusedProperty, value); }
}
/// <summary>
/// Gets or sets a value indicating whether the control is considered for hit testing.
/// </summary>
public bool IsHitTestVisible
{
get { return this.GetValue(IsHitTestVisibleProperty); }
set { this.SetValue(IsHitTestVisibleProperty, value); }
}
/// <summary>
/// Gets or sets a value indicating whether the pointer is currently over the control.
/// </summary>
public bool IsPointerOver
{
get { return this.GetValue(IsPointerOverProperty); }
internal set { this.SetValue(IsPointerOverProperty, value); }
}
/// <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 IInputElement.IsEnabledCore
{
get { return this.IsEnabledCore; }
}
/// <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>
protected bool IsEnabledCore
{
get { return this.GetValue(IsEnabledCoreProperty); }
set { this.SetValue(IsEnabledCoreProperty, value); }
}
/// <summary>
/// Returns the input element that can be found within the current control at the specified
/// position.
/// </summary>
/// <param name="p">The position, in control coordinates.</param>
/// <returns>The <see cref="IInputElement"/> at the specified position.</returns>
public IInputElement InputHitTest(Point p)
{
return this.GetInputElementsAt(p).FirstOrDefault();
}
/// <summary>
/// Focuses the control.
/// </summary>
public void Focus()
{
FocusManager.Instance.Focus(this);
}
/// <inheritdoc/>
protected override void OnDetachedFromVisualTree(IRenderRoot oldRoot)
{
base.OnDetachedFromVisualTree(oldRoot);
if (this.IsFocused)
{
FocusManager.Instance.Focus(null);
}
}
/// <inheritdoc/>
protected override void OnAttachedToVisualTree(IRenderRoot root)
{
base.OnAttachedToVisualTree(root);
this.UpdateIsEnabledCore();
}
/// <summary>
/// Called before the <see cref="GotFocus"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnGotFocus(GotFocusEventArgs e)
{
this.IsFocused = e.OriginalSource == this;
}
/// <summary>
/// Called before the <see cref="LostFocus"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnLostFocus(RoutedEventArgs e)
{
this.IsFocused = false;
}
/// <summary>
/// Called before the <see cref="KeyDown"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnKeyDown(KeyEventArgs e)
{
}
/// <summary>
/// Called before the <see cref="KeyUp"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnKeyUp(KeyEventArgs e)
{
}
/// <summary>
/// Called before the <see cref="PointerEnter"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnPointerEnter(PointerEventArgs e)
{
this.IsPointerOver = true;
}
/// <summary>
/// Called before the <see cref="PointerLeave"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnPointerLeave(PointerEventArgs e)
{
this.IsPointerOver = false;
}
/// <summary>
/// Called before the <see cref="PointerMoved"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnPointerMoved(PointerEventArgs e)
{
}
/// <summary>
/// Called before the <see cref="PointerPressed"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnPointerPressed(PointerPressEventArgs e)
{
}
/// <summary>
/// Called before the <see cref="PointerReleased"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnPointerReleased(PointerEventArgs e)
{
}
/// <summary>
/// Called before the <see cref="PointerWheelChanged"/> event occurs.
/// </summary>
/// <param name="e">The event args.</param>
protected virtual void OnPointerWheelChanged(PointerWheelEventArgs e)
{
}
private static void IsEnabledChanged(PerspexPropertyChangedEventArgs e)
{
((InputElement)e.Sender).UpdateIsEnabledCore();
}
/// <summary>
/// Updates the <see cref="IsEnabledCore"/> property value.
/// </summary>
private void UpdateIsEnabledCore()
{
this.UpdateIsEnabledCore(this.GetVisualParent<InputElement>());
}
/// <summary>
/// Updates the <see cref="IsEnabledCore"/> property based on the parent's
/// <see cref="IsEnabledCore"/>.
/// </summary>
/// <param name="parent">The parent control.</param>
private void UpdateIsEnabledCore(InputElement parent)
{
if (parent != null)
{
this.IsEnabledCore = this.IsEnabled && parent.IsEnabledCore;
}
else
{
this.IsEnabledCore = this.IsEnabled;
}
foreach (var child in this.GetVisualChildren().OfType<InputElement>())
{
child.UpdateIsEnabledCore(this);
}
}
}
}