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//---------------------------------------------------------------------------
//
// <copyright file="TextView.cs" company="Microsoft">
// Copyright (C) Microsoft Corporation. All rights reserved.
// </copyright>
//
//
// Description: Text Effect Setter
//
// History:
// 3/24/2004 garyyang Created
// 10/28/2004 garyyang rewrite the helper class
//
//---------------------------------------------------------------------------
using System.Collections.Generic;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Media;
using MS.Internal.Text;
namespace System.Windows.Documents
{
/// <summary>
/// Helper class to help set text effects into the Text container
/// </summary>
public static class TextEffectResolver
{
//---------------------------
// public static methods
//---------------------------
/// <summary>
/// resolves text effect on a text range to a list of text effect targets.
/// The method will walk the text and perform the following task:
/// 1) For each continous block of text, create a text effect targeting the scoping element
/// 2) For the text effect created, calculate the starting cp index and cp count for the effect
///
/// The method will create freezable copy of the TextEffect passed in and fill in
/// CharacterIndex and Count for the range.
/// </summary>
/// <param name="startPosition">starting text pointer</param>
/// <param name="endPosition">end text pointer</param>
/// <param name="effect">effect that is apply on the text</param>
public static TextEffectTarget[] Resolve(
TextPointer startPosition,
TextPointer endPosition,
TextEffect effect
)
{
if (effect == null)
throw new ArgumentNullException("effect");
ValidationHelper.VerifyPositionPair(startPosition, endPosition);
TextPointer effectStart = new TextPointer(startPosition);
// move to the first character symbol at or after Start position
MoveToFirstCharacterSymbol(effectStart);
TextEffect effectCopy;
List<TextEffectTarget> list = new List<TextEffectTarget>();
// we will now traverse the TOM and resolve text effects to the immediate parent
// of the characters. We are effectively applying the text effect onto
// block of continous text.
while (effectStart.CompareTo(endPosition) < 0)
{
// create a copy of the text effect
// so that we can set the CharacterIndex and Count
effectCopy = effect.Clone();
// create a position
TextPointer continuousTextEnd = new TextPointer(effectStart);
// move the position to the end of the continuous text block
MoveToFirstNonCharacterSymbol(continuousTextEnd, endPosition);
// make sure we are not out of the range
continuousTextEnd = (TextPointer)TextPointerBase.Min(continuousTextEnd, endPosition);
// set the character index to be the distance from the Start
// of this text block to the Start of the text container
effectCopy.PositionStart = effectStart.TextContainer.Start.GetOffsetToPosition(effectStart);
// count is the distance from the text block start to end
effectCopy.PositionCount = effectStart.GetOffsetToPosition(continuousTextEnd);
list.Add(
new TextEffectTarget(
effectStart.Parent,
effectCopy
)
);
// move the effectStart to the beginning of the next text block.
effectStart = continuousTextEnd;
MoveToFirstCharacterSymbol(effectStart);
}
return list.ToArray();
}
//---------------------------
// Private static methods
//---------------------------
// move to the first character symbol
private static void MoveToFirstCharacterSymbol(TextPointer navigator)
{
while (navigator.GetPointerContext(LogicalDirection.Forward) != TextPointerContext.Text
&& navigator.MoveToNextContextPosition(LogicalDirection.Forward)) ;
}
// move to the first non-character symbol, but not pass beyond the limit
private static void MoveToFirstNonCharacterSymbol(
TextPointer navigator, // navigator to move
TextPointer stopHint // don't move further if we already pass beyond this point
)
{
while (navigator.GetPointerContext(LogicalDirection.Forward) == TextPointerContext.Text
&& navigator.CompareTo(stopHint) < 0
&& navigator.MoveToNextContextPosition(LogicalDirection.Forward)) ;
}
}
/// <summary>
/// result from TextEffectSetter which contains the TextEffect created and the DependencyObject
/// to which the TextEffect should be set.
/// </summary>
public class TextEffectTarget
{
private DependencyObject _element;
private TextEffect _effect;
internal TextEffectTarget(
DependencyObject element,
TextEffect effect
)
{
if (element == null)
throw new ArgumentNullException("element");
if (effect == null)
throw new ArgumentNullException("effect");
_element = element;
_effect = effect;
}
/// <summary>
/// The DependencyObject that the TextEffect is targetting.
/// </summary>
public DependencyObject Element
{
get { return _element; }
}
/// <summary>
/// The TextEffect
/// </summary>
public TextEffect TextEffect
{
get { return _effect; }
}
/// <summary>
/// Enable the TextEffect on the target. If the texteffect is
/// already enabled, this will be a no-op.
/// </summary>
public void Enable()
{
TextEffectCollection textEffects = DynamicPropertyReader.GetTextEffects(_element);
if (textEffects == null)
{
textEffects = new TextEffectCollection();
// use it as reference to avoid creating a copy (Freezable pattern)
_element.SetValue(TextElement.TextEffectsProperty, textEffects);
}
// check whether this instance is already enabled
for (int i = 0; i < textEffects.Count; i++)
{
if (textEffects[i] == _effect)
return; // no-op
}
// use this as reference.
textEffects.Add(_effect);
}
/// <summary>
/// Disable TextEffect on the target. If the texteffect is
/// already disabled, this will be a no-op.
/// </summary>
public void Disable()
{
TextEffectCollection textEffects = DynamicPropertyReader.GetTextEffects(_element);
if (textEffects != null)
{
for (int i = 0; i < textEffects.Count; i++)
{
if (textEffects[i] == _effect)
{
// remove the exact instance of the effect from the collection
textEffects.RemoveAt(i);
return;
}
}
}
}
/// <summary>
/// Return whether the text effect is enabled on the target element
/// </summary>
public bool IsEnabled
{
get
{
TextEffectCollection textEffects = DynamicPropertyReader.GetTextEffects(_element);
if (textEffects != null)
{
for (int i = 0; i < textEffects.Count; i++)
{
if (textEffects[i] == _effect)
{
return true;
}
}
}
return false;
}
}
}
}
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