Code:
/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / MS / Internal / Media / VisualTreeUtils.cs / 1 / VisualTreeUtils.cs
//---------------------------------------------------------------------------- // //// Copyright (c) Microsoft Corporation. All rights reserved. // // // History: // 6/8/2005 : [....] - Created // //--------------------------------------------------------------------------- using MS.Internal; using System; using System.Diagnostics; using System.Windows; using System.Windows.Media; using System.Windows.Media.Media3D; using MS.Internal.PresentationCore; using SR=MS.Internal.PresentationCore.SR; using SRID=MS.Internal.PresentationCore.SRID; namespace MS.Internal.Media { ////// Helper methods for interacting with the 2D/3D Visual tree /// internal static class VisualTreeUtils { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //----------------------------------------------------- // // Public Events // //------------------------------------------------------ //----------------------------------------------------- // // Internal Methods // //----------------------------------------------------- #region Internal Methods ////// This walks up the Visual tree setting the given flags starting at the /// given element. /// internal static void PropagateFlags( DependencyObject element, VisualFlags flags, VisualProxyFlags proxyFlags) { Visual visual; Visual3D visual3D; AsVisualInternal(element, out visual, out visual3D); if (visual != null) { Visual.PropagateFlags(visual, flags, proxyFlags); } else { Visual3D.PropagateFlags(visual3D, flags, proxyFlags); } } ////// Walks up the Visual tree setting or clearing the given flags. Unlike /// PropagateFlags this does not terminate when it reaches node with /// the flags already set. It always walks all the way to the root. /// internal static void SetFlagsToRoot(DependencyObject element, bool value, VisualFlags flags) { Visual visual; Visual3D visual3D; AsVisualInternal(element, out visual, out visual3D); if (visual != null) { visual.SetFlagsToRoot(value, flags); } else if (visual3D != null) { visual3D.SetFlagsToRoot(value, flags); } } ////// Finds the first ancestor of the given element which has the given /// flags set. /// internal static DependencyObject FindFirstAncestorWithFlagsAnd(DependencyObject element, VisualFlags flags) { Visual visual; Visual3D visual3D; AsVisualInternal(element, out visual, out visual3D); if (visual != null) { return visual.FindFirstAncestorWithFlagsAnd(flags); } else if (visual3D != null) { return visual3D.FindFirstAncestorWithFlagsAnd(flags); } Debug.Assert(element == null); return null; } ////// Converts the given point or ray hit test result into a PointHitTestResult. /// In the case of a RayHitTestResult this is done by walking up the /// transforming the 3D intersection into the coordinate space of the /// Viewport3DVisual which contains the Visual3D subtree. /// internal static PointHitTestResult AsNearestPointHitTestResult(HitTestResult result) { if (result == null) { return null; } PointHitTestResult resultAsPointHitTestResult = result as PointHitTestResult; if (resultAsPointHitTestResult != null) { return resultAsPointHitTestResult; } RayHitTestResult resultAsRayHitTestResult = result as RayHitTestResult; if (resultAsRayHitTestResult != null) { Visual3D current = (Visual3D) resultAsRayHitTestResult.VisualHit; Matrix3D worldTransform = Matrix3D.Identity; while (true) { if (current.Transform != null) { worldTransform.Append(current.Transform.Value); } Visual3D parent3D = current.InternalVisualParent as Visual3D; if (parent3D == null) { break; } current = parent3D; } Viewport3DVisual viewport = current.InternalVisualParent as Viewport3DVisual; if (viewport != null) { Point4D worldPoint = ((Point4D)resultAsRayHitTestResult.PointHit) * worldTransform; Point viewportPoint = viewport.WorldToViewport(worldPoint); return new PointHitTestResult(viewport, viewportPoint); } Debug.Fail("How did a ray hit a Visual3D not parented to a Viewport3DVisual?"); return null; } Debug.Fail(String.Format("Unhandled HitTestResult type '{0}'", result.GetType().Name)); return null; } ////// Throws if the given element is null or is not a Visual or Visual3D /// or if the Visual is on the wrong thread. /// internal static void EnsureNonNullVisual(DependencyObject element) { EnsureVisual(element, /* allowNull = */ false); } ////// Throws if the given element is null or is not a Visual or Visual3D /// or if the Visual is on the wrong thread. /// internal static void EnsureVisual(DependencyObject element) { EnsureVisual(element, /* allowNull = */ true); } ////// Throws if the given element is not a Visual or Visual3D /// or if the Visual is on the wrong thread. /// private static void EnsureVisual(DependencyObject element, bool allowNull) { if (element == null) { if (!allowNull) { throw new ArgumentNullException("element"); } return; } // if (!(element is Visual || element is Visual3D)) { throw new ArgumentException(SR.Get(SRID.Visual_NotAVisual)); } element.VerifyAccess(); } ////// Throws if the given element is null or not a visual type, otherwise /// either visual or visual3D will be non-null on exit. /// internal static void AsNonNullVisual(DependencyObject element, out Visual visual, out Visual3D visual3D) { if (element == null) { throw new ArgumentNullException("element"); } AsVisual(element, out visual, out visual3D); Debug.Assert((visual == null) != (visual3D == null), "Either visual or visual3D exclusively should be non-null."); } ////// Returns null if the given element is null, otherwise visual or visual3D /// will be the strong visual type on exit. /// /// Throws an exception if element is a non-Visual type. /// internal static void AsVisual(DependencyObject element, out Visual visual, out Visual3D visual3D) { bool castSucceeded = AsVisualHelper(element, out visual, out visual3D); if (element != null) { if (!castSucceeded) { throw new System.InvalidOperationException(SR.Get(SRID.Visual_NotAVisual, element.GetType())); } Debug.Assert(castSucceeded && ((visual == null) != (visual3D == null)), "Either visual or visual3D exclusively should be non-null."); element.VerifyAccess(); } else { Debug.Assert(!castSucceeded && visual == null && visual3D == null, "How did the cast succeed if the element was null going in?"); } } ////// Internal helper to cast to DO to Visual or Visual3D. Asserts /// that the DO is really a Visual type. Null is allowed. Does not /// VerifyAccess. /// /// Caller is responsible for guaranteeing that element is a Visual type. /// internal static bool AsVisualInternal(DependencyObject element, out Visual visual, out Visual3D visual3D) { bool castSucceeded = AsVisualHelper(element, out visual, out visual3D); if (!(castSucceeded || element == null)) { Debug.Fail(String.Format( "'{0}' is not a Visual or Visual3D. Caller is responsible for guaranteeing that element is a Visual type.", element != null ? element.GetType() : null)); } return castSucceeded; } #endregion Internal Methods //----------------------------------------------------- // // Internal Fields // //------------------------------------------------------ #region Internal Fields public const string BitmapEffectObsoleteMessage = "Avoid using BitmapEffects as they have very poor performance characteristics. They will be deprecated in a future version. Consider using the UIElement.Effect property and ShaderEffects where appropriate instead."; #endregion //----------------------------------------------------- // // Private Methods // //------------------------------------------------------ #region Private Methods // Common code for AsVisual and AsVisualInternal -- Don't call this. private static bool AsVisualHelper(DependencyObject element, out Visual visual, out Visual3D visual3D) { Visual elementAsVisual = element as Visual; if (elementAsVisual != null) { visual = elementAsVisual; visual3D = null; return true; } Visual3D elementAsVisual3D = element as Visual3D; if (elementAsVisual3D != null) { visual = null; visual3D = elementAsVisual3D; return true; } visual = null; visual3D = null; return false; } #endregion Private Methods } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. //---------------------------------------------------------------------------- // //// Copyright (c) Microsoft Corporation. All rights reserved. // // // History: // 6/8/2005 : [....] - Created // //--------------------------------------------------------------------------- using MS.Internal; using System; using System.Diagnostics; using System.Windows; using System.Windows.Media; using System.Windows.Media.Media3D; using MS.Internal.PresentationCore; using SR=MS.Internal.PresentationCore.SR; using SRID=MS.Internal.PresentationCore.SRID; namespace MS.Internal.Media { ////// Helper methods for interacting with the 2D/3D Visual tree /// internal static class VisualTreeUtils { //----------------------------------------------------- // // Constructors // //----------------------------------------------------- //------------------------------------------------------ // // Public Methods // //----------------------------------------------------- //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //----------------------------------------------------- // // Public Events // //------------------------------------------------------ //----------------------------------------------------- // // Internal Methods // //----------------------------------------------------- #region Internal Methods ////// This walks up the Visual tree setting the given flags starting at the /// given element. /// internal static void PropagateFlags( DependencyObject element, VisualFlags flags, VisualProxyFlags proxyFlags) { Visual visual; Visual3D visual3D; AsVisualInternal(element, out visual, out visual3D); if (visual != null) { Visual.PropagateFlags(visual, flags, proxyFlags); } else { Visual3D.PropagateFlags(visual3D, flags, proxyFlags); } } ////// Walks up the Visual tree setting or clearing the given flags. Unlike /// PropagateFlags this does not terminate when it reaches node with /// the flags already set. It always walks all the way to the root. /// internal static void SetFlagsToRoot(DependencyObject element, bool value, VisualFlags flags) { Visual visual; Visual3D visual3D; AsVisualInternal(element, out visual, out visual3D); if (visual != null) { visual.SetFlagsToRoot(value, flags); } else if (visual3D != null) { visual3D.SetFlagsToRoot(value, flags); } } ////// Finds the first ancestor of the given element which has the given /// flags set. /// internal static DependencyObject FindFirstAncestorWithFlagsAnd(DependencyObject element, VisualFlags flags) { Visual visual; Visual3D visual3D; AsVisualInternal(element, out visual, out visual3D); if (visual != null) { return visual.FindFirstAncestorWithFlagsAnd(flags); } else if (visual3D != null) { return visual3D.FindFirstAncestorWithFlagsAnd(flags); } Debug.Assert(element == null); return null; } ////// Converts the given point or ray hit test result into a PointHitTestResult. /// In the case of a RayHitTestResult this is done by walking up the /// transforming the 3D intersection into the coordinate space of the /// Viewport3DVisual which contains the Visual3D subtree. /// internal static PointHitTestResult AsNearestPointHitTestResult(HitTestResult result) { if (result == null) { return null; } PointHitTestResult resultAsPointHitTestResult = result as PointHitTestResult; if (resultAsPointHitTestResult != null) { return resultAsPointHitTestResult; } RayHitTestResult resultAsRayHitTestResult = result as RayHitTestResult; if (resultAsRayHitTestResult != null) { Visual3D current = (Visual3D) resultAsRayHitTestResult.VisualHit; Matrix3D worldTransform = Matrix3D.Identity; while (true) { if (current.Transform != null) { worldTransform.Append(current.Transform.Value); } Visual3D parent3D = current.InternalVisualParent as Visual3D; if (parent3D == null) { break; } current = parent3D; } Viewport3DVisual viewport = current.InternalVisualParent as Viewport3DVisual; if (viewport != null) { Point4D worldPoint = ((Point4D)resultAsRayHitTestResult.PointHit) * worldTransform; Point viewportPoint = viewport.WorldToViewport(worldPoint); return new PointHitTestResult(viewport, viewportPoint); } Debug.Fail("How did a ray hit a Visual3D not parented to a Viewport3DVisual?"); return null; } Debug.Fail(String.Format("Unhandled HitTestResult type '{0}'", result.GetType().Name)); return null; } ////// Throws if the given element is null or is not a Visual or Visual3D /// or if the Visual is on the wrong thread. /// internal static void EnsureNonNullVisual(DependencyObject element) { EnsureVisual(element, /* allowNull = */ false); } ////// Throws if the given element is null or is not a Visual or Visual3D /// or if the Visual is on the wrong thread. /// internal static void EnsureVisual(DependencyObject element) { EnsureVisual(element, /* allowNull = */ true); } ////// Throws if the given element is not a Visual or Visual3D /// or if the Visual is on the wrong thread. /// private static void EnsureVisual(DependencyObject element, bool allowNull) { if (element == null) { if (!allowNull) { throw new ArgumentNullException("element"); } return; } // if (!(element is Visual || element is Visual3D)) { throw new ArgumentException(SR.Get(SRID.Visual_NotAVisual)); } element.VerifyAccess(); } ////// Throws if the given element is null or not a visual type, otherwise /// either visual or visual3D will be non-null on exit. /// internal static void AsNonNullVisual(DependencyObject element, out Visual visual, out Visual3D visual3D) { if (element == null) { throw new ArgumentNullException("element"); } AsVisual(element, out visual, out visual3D); Debug.Assert((visual == null) != (visual3D == null), "Either visual or visual3D exclusively should be non-null."); } ////// Returns null if the given element is null, otherwise visual or visual3D /// will be the strong visual type on exit. /// /// Throws an exception if element is a non-Visual type. /// internal static void AsVisual(DependencyObject element, out Visual visual, out Visual3D visual3D) { bool castSucceeded = AsVisualHelper(element, out visual, out visual3D); if (element != null) { if (!castSucceeded) { throw new System.InvalidOperationException(SR.Get(SRID.Visual_NotAVisual, element.GetType())); } Debug.Assert(castSucceeded && ((visual == null) != (visual3D == null)), "Either visual or visual3D exclusively should be non-null."); element.VerifyAccess(); } else { Debug.Assert(!castSucceeded && visual == null && visual3D == null, "How did the cast succeed if the element was null going in?"); } } ////// Internal helper to cast to DO to Visual or Visual3D. Asserts /// that the DO is really a Visual type. Null is allowed. Does not /// VerifyAccess. /// /// Caller is responsible for guaranteeing that element is a Visual type. /// internal static bool AsVisualInternal(DependencyObject element, out Visual visual, out Visual3D visual3D) { bool castSucceeded = AsVisualHelper(element, out visual, out visual3D); if (!(castSucceeded || element == null)) { Debug.Fail(String.Format( "'{0}' is not a Visual or Visual3D. Caller is responsible for guaranteeing that element is a Visual type.", element != null ? element.GetType() : null)); } return castSucceeded; } #endregion Internal Methods //----------------------------------------------------- // // Internal Fields // //------------------------------------------------------ #region Internal Fields public const string BitmapEffectObsoleteMessage = "Avoid using BitmapEffects as they have very poor performance characteristics. They will be deprecated in a future version. Consider using the UIElement.Effect property and ShaderEffects where appropriate instead."; #endregion //----------------------------------------------------- // // Private Methods // //------------------------------------------------------ #region Private Methods // Common code for AsVisual and AsVisualInternal -- Don't call this. private static bool AsVisualHelper(DependencyObject element, out Visual visual, out Visual3D visual3D) { Visual elementAsVisual = element as Visual; if (elementAsVisual != null) { visual = elementAsVisual; visual3D = null; return true; } Visual3D elementAsVisual3D = element as Visual3D; if (elementAsVisual3D != null) { visual = null; visual3D = elementAsVisual3D; return true; } visual = null; visual3D = null; return false; } #endregion Private Methods } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007.
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