Code:
/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Framework / System / Windows / Controls / Primitives / IItemContainerGenerator.cs / 1305600 / IItemContainerGenerator.cs
//----------------------------------------------------------------------------
//
//
// Copyright (C) Microsoft Corporation. All rights reserved.
//
//
// Description: IItemContainerGenerator interface
//
// Specs: http://avalon/connecteddata/M5%20General%20Docs/Data%20Styling.mht
//
//---------------------------------------------------------------------------
using System;
using System.Windows.Markup;
using MS.Internal.Data;
namespace System.Windows.Controls.Primitives
{
///
/// Interface through which a layout element (such as a panel) marked
/// as an ItemsHost communicates with the ItemContainerGenerator of its
/// items owner.
///
public interface IItemContainerGenerator
{
///
/// Return the ItemContainerGenerator appropriate for use by the given panel
///
ItemContainerGenerator GetItemContainerGeneratorForPanel(Panel panel);
/// Prepare the generator to generate, starting at the given position and direction
///
/// This method must be called before calling GenerateNext. It returns an
/// IDisposable object that tracks the lifetime of the generation loop.
/// This method sets the generator's status to GeneratingContent; when
/// the IDisposable is disposed, the status changes to ContentReady or
/// Error, as appropriate.
///
IDisposable StartAt(GeneratorPosition position, GeneratorDirection direction);
/// Prepare the generator to generate, starting at the given position and direction
///
/// This method must be called before calling GenerateNext. It returns an
/// IDisposable object that tracks the lifetime of the generation loop.
/// This method sets the generator's status to GeneratingContent; when
/// the IDisposable is disposed, the status changes to ContentReady or
/// Error, as appropriate.
///
IDisposable StartAt(GeneratorPosition position, GeneratorDirection direction, bool allowStartAtRealizedItem);
/// Return the container element used to display the next item.
///
/// This method must be called in the scope of the IDisposable returned by
/// a previous call to StartAt.
///
DependencyObject GenerateNext();
/// Return the container element used to display the next item.
/// When the next item has not been realized, this method returns a container
/// and sets isNewlyRealized to true. When the next item has been realized,
/// this method returns the exisiting container and sets isNewlyRealized to
/// false.
///
///
/// This method must be called in the scope of the IDisposable returned by
/// a previous call to StartAt.
///
DependencyObject GenerateNext(out bool isNewlyRealized);
///
/// Prepare the given element to act as the ItemUI for the
/// corresponding item. This includes applying the ItemUI style,
/// forwarding information from the host control (ItemTemplate, etc.),
/// and other small adjustments.
///
///
/// This method must be called after the element has been added to the
/// visual tree, so that resource references and inherited properties
/// work correctly.
///
/// The container to prepare.
/// Normally this is the result of the previous call to GenerateNext.
///
void PrepareItemContainer(DependencyObject container);
///
/// Remove all generated elements.
///
void RemoveAll();
///
/// Remove generated elements.
///
///
/// The position must refer to a previously generated item, i.e. its
/// Offset must be 0.
///
void Remove(GeneratorPosition position, int count);
///
/// Map an index into the items collection to a GeneratorPosition.
///
GeneratorPosition GeneratorPositionFromIndex(int itemIndex);
///
/// Map a GeneratorPosition to an index into the items collection.
///
int IndexFromGeneratorPosition(GeneratorPosition position);
}
///
/// A user of the ItemContainerGenerator describes positions using this struct.
/// Some examples:
/// To start generating forward from the beginning of the item list,
/// specify position (-1, 0) and direction Forward.
/// To start generating backward from the end of the list,
/// specify position (-1, 0) and direction Backward.
/// To generate the items after the element with index k, specify
/// position (k, 0) and direction Forward.
///
public struct GeneratorPosition
{
///
/// Index, with respect to realized elements. The special value -1
/// refers to a fictitious element at the beginning or end of the
/// the list.
///
public int Index { get { return _index; } set { _index = value; } }
///
/// Offset, with respect to unrealized items near the indexed element.
/// An offset of 0 refers to the indexed element itself, an offset
/// of 1 refers to the next (unrealized) item, and an offset of -1
/// refers to the previous item.
///
public int Offset { get { return _offset; } set { _offset = value; } }
/// Constructor
public GeneratorPosition(int index, int offset)
{
_index = index;
_offset = offset;
}
/// Return a hash code
// This is required by FxCop.
public override int GetHashCode()
{
return _index.GetHashCode() + _offset.GetHashCode();
}
/// Returns a string representation of the GeneratorPosition
public override string ToString()
{
return string.Concat("GeneratorPosition (", _index.ToString(TypeConverterHelper.InvariantEnglishUS), ",", _offset.ToString(TypeConverterHelper.InvariantEnglishUS), ")");
}
// The remaining methods are present only because they are required by FxCop.
/// Equality test
// This is required by FxCop.
public override bool Equals(object o)
{
if (o is GeneratorPosition)
{
GeneratorPosition that = (GeneratorPosition)o;
return this._index == that._index &&
this._offset == that._offset;
}
return false;
}
/// Equality test
// This is required by FxCop.
public static bool operator==(GeneratorPosition gp1, GeneratorPosition gp2)
{
return gp1._index == gp2._index &&
gp1._offset == gp2._offset;
}
/// Inequality test
// This is required by FxCop.
public static bool operator!=(GeneratorPosition gp1, GeneratorPosition gp2)
{
return !(gp1 == gp2);
}
private int _index;
private int _offset;
}
///
/// This enum is used by the ItemContainerGenerator and its client to specify
/// the direction in which the generator produces UI.
///
public enum GeneratorDirection
{
/// generate forward through the item collection
Forward,
/// generate backward through the item collection
Backward
}
///
/// This enum is used by the ItemContainerGenerator to indicate its status.
///
public enum GeneratorStatus
{
///The generator has not tried to generate content
NotStarted,
///The generator is generating containers
GeneratingContainers,
///The generator has finished generating containers
ContainersGenerated,
///The generator has finished generating containers, but encountered one or more errors
Error
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
//----------------------------------------------------------------------------
//
//
// Copyright (C) Microsoft Corporation. All rights reserved.
//
//
// Description: IItemContainerGenerator interface
//
// Specs: http://avalon/connecteddata/M5%20General%20Docs/Data%20Styling.mht
//
//---------------------------------------------------------------------------
using System;
using System.Windows.Markup;
using MS.Internal.Data;
namespace System.Windows.Controls.Primitives
{
///
/// Interface through which a layout element (such as a panel) marked
/// as an ItemsHost communicates with the ItemContainerGenerator of its
/// items owner.
///
public interface IItemContainerGenerator
{
///
/// Return the ItemContainerGenerator appropriate for use by the given panel
///
ItemContainerGenerator GetItemContainerGeneratorForPanel(Panel panel);
/// Prepare the generator to generate, starting at the given position and direction
///
/// This method must be called before calling GenerateNext. It returns an
/// IDisposable object that tracks the lifetime of the generation loop.
/// This method sets the generator's status to GeneratingContent; when
/// the IDisposable is disposed, the status changes to ContentReady or
/// Error, as appropriate.
///
IDisposable StartAt(GeneratorPosition position, GeneratorDirection direction);
/// Prepare the generator to generate, starting at the given position and direction
///
/// This method must be called before calling GenerateNext. It returns an
/// IDisposable object that tracks the lifetime of the generation loop.
/// This method sets the generator's status to GeneratingContent; when
/// the IDisposable is disposed, the status changes to ContentReady or
/// Error, as appropriate.
///
IDisposable StartAt(GeneratorPosition position, GeneratorDirection direction, bool allowStartAtRealizedItem);
/// Return the container element used to display the next item.
///
/// This method must be called in the scope of the IDisposable returned by
/// a previous call to StartAt.
///
DependencyObject GenerateNext();
/// Return the container element used to display the next item.
/// When the next item has not been realized, this method returns a container
/// and sets isNewlyRealized to true. When the next item has been realized,
/// this method returns the exisiting container and sets isNewlyRealized to
/// false.
///
///
/// This method must be called in the scope of the IDisposable returned by
/// a previous call to StartAt.
///
DependencyObject GenerateNext(out bool isNewlyRealized);
///
/// Prepare the given element to act as the ItemUI for the
/// corresponding item. This includes applying the ItemUI style,
/// forwarding information from the host control (ItemTemplate, etc.),
/// and other small adjustments.
///
///
/// This method must be called after the element has been added to the
/// visual tree, so that resource references and inherited properties
/// work correctly.
///
/// The container to prepare.
/// Normally this is the result of the previous call to GenerateNext.
///
void PrepareItemContainer(DependencyObject container);
///
/// Remove all generated elements.
///
void RemoveAll();
///
/// Remove generated elements.
///
///
/// The position must refer to a previously generated item, i.e. its
/// Offset must be 0.
///
void Remove(GeneratorPosition position, int count);
///
/// Map an index into the items collection to a GeneratorPosition.
///
GeneratorPosition GeneratorPositionFromIndex(int itemIndex);
///
/// Map a GeneratorPosition to an index into the items collection.
///
int IndexFromGeneratorPosition(GeneratorPosition position);
}
///
/// A user of the ItemContainerGenerator describes positions using this struct.
/// Some examples:
/// To start generating forward from the beginning of the item list,
/// specify position (-1, 0) and direction Forward.
/// To start generating backward from the end of the list,
/// specify position (-1, 0) and direction Backward.
/// To generate the items after the element with index k, specify
/// position (k, 0) and direction Forward.
///
public struct GeneratorPosition
{
///
/// Index, with respect to realized elements. The special value -1
/// refers to a fictitious element at the beginning or end of the
/// the list.
///
public int Index { get { return _index; } set { _index = value; } }
///
/// Offset, with respect to unrealized items near the indexed element.
/// An offset of 0 refers to the indexed element itself, an offset
/// of 1 refers to the next (unrealized) item, and an offset of -1
/// refers to the previous item.
///
public int Offset { get { return _offset; } set { _offset = value; } }
/// Constructor
public GeneratorPosition(int index, int offset)
{
_index = index;
_offset = offset;
}
/// Return a hash code
// This is required by FxCop.
public override int GetHashCode()
{
return _index.GetHashCode() + _offset.GetHashCode();
}
/// Returns a string representation of the GeneratorPosition
public override string ToString()
{
return string.Concat("GeneratorPosition (", _index.ToString(TypeConverterHelper.InvariantEnglishUS), ",", _offset.ToString(TypeConverterHelper.InvariantEnglishUS), ")");
}
// The remaining methods are present only because they are required by FxCop.
/// Equality test
// This is required by FxCop.
public override bool Equals(object o)
{
if (o is GeneratorPosition)
{
GeneratorPosition that = (GeneratorPosition)o;
return this._index == that._index &&
this._offset == that._offset;
}
return false;
}
/// Equality test
// This is required by FxCop.
public static bool operator==(GeneratorPosition gp1, GeneratorPosition gp2)
{
return gp1._index == gp2._index &&
gp1._offset == gp2._offset;
}
/// Inequality test
// This is required by FxCop.
public static bool operator!=(GeneratorPosition gp1, GeneratorPosition gp2)
{
return !(gp1 == gp2);
}
private int _index;
private int _offset;
}
///
/// This enum is used by the ItemContainerGenerator and its client to specify
/// the direction in which the generator produces UI.
///
public enum GeneratorDirection
{
/// generate forward through the item collection
Forward,
/// generate backward through the item collection
Backward
}
///
/// This enum is used by the ItemContainerGenerator to indicate its status.
///
public enum GeneratorStatus
{
///The generator has not tried to generate content
NotStarted,
///The generator is generating containers
GeneratingContainers,
///The generator has finished generating containers
ContainersGenerated,
///The generator has finished generating containers, but encountered one or more errors
Error
}
}
// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
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