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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Framework / System / Windows / Documents / TextEffectResolver.cs / 1 / TextEffectResolver.cs
//---------------------------------------------------------------------------- // //// Copyright (C) Microsoft Corporation. All rights reserved. // // // // Description: Text Effect Setter // // History: // 3/24/2004 [....] Created // 10/28/2004 [....] 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 { ////// Helper class to help set text effects into the Text container /// public static class TextEffectResolver { //--------------------------- // public static methods //--------------------------- ////// 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. /// /// starting text pointer /// end text pointer /// effect that is apply on the text 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; Listlist = new List (); // 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)) ; } } /// /// result from TextEffectSetter which contains the TextEffect created and the DependencyObject /// to which the TextEffect should be set. /// 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; } ////// The DependencyObject that the TextEffect is targetting. /// public DependencyObject Element { get { return _element; } } ////// The TextEffect /// public TextEffect TextEffect { get { return _effect; } } ////// Enable the TextEffect on the target. If the texteffect is /// already enabled, this will be a no-op. /// 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); } ////// Disable TextEffect on the target. If the texteffect is /// already disabled, this will be a no-op. /// 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; } } } } ////// Return whether the text effect is enabled on the target element /// 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; } } } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
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