Code:
/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Framework / System / Windows / TriggerBase.cs / 1305600 / TriggerBase.cs
using System.Collections.Specialized; using System.IO; using System.Windows.Markup; using System.Security.Permissions; using MS.Utility; using MS.Internal; using System; using System.ComponentModel; // DesignerSerializationVisibilityAttribute & DefaultValue using System.Diagnostics; namespace System.Windows { ////// A visual trigger is the base class for specifying a conditional /// value within a Style object. /// ////// The TriggerBase class deals with the values, and a derived class /// is responsible for handling the conditions that determine whether a /// value is to be used. /// /// In other words, the TriggerBase class stores the "then" portion /// of an if/then. The derived class handles the "if" part. /// /// The most common derived type is the Trigger class. A /// property trigger is conditional on property values, creating logic like: /// /// if( MouseOver == true ) then (Background = Red ) /// /// The various Set methods in this class handles the (Background = Red) portion /// of this logic. /// [Localizability(LocalizationCategory.None, Readability=Readability.Unreadable)] public abstract class TriggerBase : DependencyObject { internal TriggerBase() { ; } ////// A collection of trigger actions to perform when this trigger /// object becomes active. /// [DesignerSerializationVisibility(DesignerSerializationVisibility.Content)] public TriggerActionCollection EnterActions { get { // Verify Context Access VerifyAccess(); if( _enterActions == null ) { _enterActions = new TriggerActionCollection(); if( IsSealed ) { // This collection might receive its first query after // the containing trigger had already been sealed _enterActions.Seal(this); } } return _enterActions; } } // Internal way to check without triggering a pointless allocation internal bool HasEnterActions { get { return _enterActions != null && _enterActions.Count > 0; } } ////// A collection of trigger actions to perform when this trigger /// object becomes inactive. /// [DesignerSerializationVisibility(DesignerSerializationVisibility.Content)] public TriggerActionCollection ExitActions { get { // Verify Context Access VerifyAccess(); if( _exitActions == null ) { _exitActions = new TriggerActionCollection(); if( IsSealed ) { // This collection might receive its first query after // the containing trigger had already been sealed _exitActions.Seal(this); } } return _exitActions; } } // Internal way to check without triggering a pointless allocation internal bool HasExitActions { get { return _exitActions != null && _exitActions.Count > 0; } } // Here's the internal version that does what Robby thinks it should do. internal bool ExecuteEnterActionsOnApply { get { return true; } } internal bool ExecuteExitActionsOnApply { get { return false; } } /* Here's the version that looks like a public API. (Needs Style/Template parser changes before these will actually parse.) // These fields determine what we do about any existing Enter/ExitActions // when the Trigger is first applied. ////// If set to 'true', EnterActions will be executed immediately if the /// conditions are met, before any "enter" change has occurred. /// // This is on the assumption that the "enter" change has occurred already. // For example:the IsChecked property // change occurred before the CheckBox Style/Template is applied. [DefaultValue(false)] public bool ExecuteEnterActionsOnApply { get { return _executeEnterActionsOnApply; } set { if (IsSealed) { throw new InvalidOperationException(SR.Get(SRID.CannotChangeAfterSealed, "trigger")); } _executeEnterActionsOnApply = value; } } /// /// If set to 'true', ExitActions will be executed immediately if the /// conditions are not met, before any "exit" change has occurred. /// [DefaultValue(false)] public bool ExecuteExitActionsOnApply { get { return _executeExitActionsOnApply; } set { if (IsSealed) { throw new InvalidOperationException(SR.Get(SRID.CannotChangeAfterSealed, "trigger")); } _executeExitActionsOnApply = value; } } */ ////// Parameter validation work common to the SetXXXX methods that deal /// with the container node of the Style/Template. /// internal void ProcessParametersContainer(DependencyProperty dp) { // Not allowed to use Style to affect the StyleProperty. if (dp == FrameworkElement.StyleProperty) { throw new ArgumentException(SR.Get(SRID.StylePropertyInStyleNotAllowed)); } } ////// Parameter validation work common to the SetXXXX methods that deal /// with visual tree child nodes. /// internal string ProcessParametersVisualTreeChild(DependencyProperty dp, string target) { if (target == null) { throw new ArgumentNullException("target"); } if (target.Length == 0) { throw new ArgumentException(SR.Get(SRID.ChildNameMustBeNonEmpty)); } return String.Intern(target); } ////// After the parameters have been validated, store it in the /// PropertyValues collection. /// ////// All these will be looked at again (and processed into runtime /// data structures) by Style.Seal(). We keep them around even after /// that point should we need to serialize this data back out. /// internal void AddToPropertyValues(string childName, DependencyProperty dp, object value, PropertyValueType valueType) { // Store original data PropertyValue propertyValue = new PropertyValue(); propertyValue.ValueType = valueType; propertyValue.Conditions = null; // Delayed - derived class is responsible for this item. propertyValue.ChildName = childName; propertyValue.Property = dp; propertyValue.ValueInternal = value; PropertyValues.Add(propertyValue); } //CASRemoval:[StrongNameIdentityPermission(SecurityAction.InheritanceDemand, PublicKey = Microsoft.Internal.BuildInfo.WCP_PUBLIC_KEY_STRING)] internal override void Seal() { // Verify Context Access VerifyAccess(); base.Seal(); // Super classes have added all delayed conditions // Track Dependent/Source relationship for prediction for (int i = 0; i < PropertyValues.Count; i++) { PropertyValue propertyValue = PropertyValues[i]; DependencyProperty dependent = propertyValue.Property; for (int j = 0; j < propertyValue.Conditions.Length; j++) { DependencyProperty source = propertyValue.Conditions[j].Property; // Check for obvious cycles. Don't test for cycles if we have // something other than self as the target, since this means that // the templatedParent is presumably not the target. See windows bug // 984916 for details. if (source == dependent && propertyValue.ChildName == StyleHelper.SelfName) { throw new InvalidOperationException(SR.Get(SRID.PropertyTriggerCycleDetected, source.Name)); } } } if( _enterActions != null ) { _enterActions.Seal(this); } if( _exitActions != null ) { _exitActions.Seal(this); } // Remove thread affinity so it can be accessed across threads DetachFromDispatcher(); } // This will transfer information in the _setters collection to PropertyValues array. internal void ProcessSettersCollection(SetterBaseCollection setters) { // Add information in Setters collection to PropertyValues array. if( setters != null ) { // Seal Setters setters.Seal(); for (int i = 0; i < setters.Count; i++ ) { Setter setter = setters[i] as Setter; if( setter != null ) { DependencyProperty dp = setter.Property; object value = setter.ValueInternal; string target = setter.TargetName; if( target == null ) { ProcessParametersContainer(dp); target = StyleHelper.SelfName; } else { target = ProcessParametersVisualTreeChild(dp, target); // name string will get interned } DynamicResourceExtension dynamicResource = value as DynamicResourceExtension; if (dynamicResource == null) { AddToPropertyValues(target, dp, value, PropertyValueType.Trigger); } else { AddToPropertyValues(target, dp, dynamicResource.ResourceKey, PropertyValueType.PropertyTriggerResource); } } else { throw new InvalidOperationException(SR.Get(SRID.VisualTriggerSettersIncludeUnsupportedSetterType, setter.GetType().Name)); } } } } // Define the DO's inheritance context internal override DependencyObject InheritanceContext { get { return _inheritanceContext; } } // Receive a new inheritance context (this will be a FE/FCE) internal override void AddInheritanceContext(DependencyObject context, DependencyProperty property) { InheritanceContextHelper.AddInheritanceContext(context, this, ref _hasMultipleInheritanceContexts, ref _inheritanceContext); } // Remove an inheritance context (this will be a FE/FCE) internal override void RemoveInheritanceContext(DependencyObject context, DependencyProperty property) { InheritanceContextHelper.RemoveInheritanceContext(context, this, ref _hasMultipleInheritanceContexts, ref _inheritanceContext); } // Says if the current instance has multiple InheritanceContexts internal override bool HasMultipleInheritanceContexts { get { return _hasMultipleInheritanceContexts; } } // This ranking is used when trigger needs to be sorted relative to // the ordering, as when determining precedence for enter/exit // animation composition. Otherwise, it stays at default value of zero. internal Int64 Layer { get { return _globalLayerRank; } } // Set self rank to current number, increment global static. internal void EstablishLayer() { if( _globalLayerRank == 0 ) { lock(Synchronized) { _globalLayerRank = _nextGlobalLayerRank++; } if( _nextGlobalLayerRank == Int64.MaxValue ) { throw new InvalidOperationException(SR.Get(SRID.PropertyTriggerLayerLimitExceeded)); } } } // evaluate the current state of the trigger internal virtual bool GetCurrentState(DependencyObject container, UncommonFielddataField) { Debug.Assert( false, "This method was written to handle Trigger, MultiTrigger, DataTrigger, and MultiDataTrigger. It looks like a new trigger type was added - please add support as appropriate."); return false; } // Collection of TriggerConditions internal TriggerCondition[] TriggerConditions { get { return _triggerConditions; } set { _triggerConditions = value; } } // Synchronized (write locks, lock-free reads): Covered by the TriggerBase instance /* property */ internal FrugalStructList PropertyValues = new FrugalStructList (); // Global, cross-object synchronization private static object Synchronized = new object(); // Conditions TriggerCondition[] _triggerConditions; // Fields to implement DO's inheritance context private DependencyObject _inheritanceContext = null; private bool _hasMultipleInheritanceContexts = false; // Fields to handle enter/exit actions. private TriggerActionCollection _enterActions = null; private TriggerActionCollection _exitActions = null; // On hold - is this a new public API we want to do? // private bool _executeEnterActionsOnApply = false; // private bool _executeExitActionsOnApply = false; private Int64 _globalLayerRank = 0; private static Int64 _nextGlobalLayerRank = System.Windows.Media.Animation.Storyboard.Layers.PropertyTriggerStartLayer; } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved. using System.Collections.Specialized; using System.IO; using System.Windows.Markup; using System.Security.Permissions; using MS.Utility; using MS.Internal; using System; using System.ComponentModel; // DesignerSerializationVisibilityAttribute & DefaultValue using System.Diagnostics; namespace System.Windows { /// /// A visual trigger is the base class for specifying a conditional /// value within a Style object. /// ////// The TriggerBase class deals with the values, and a derived class /// is responsible for handling the conditions that determine whether a /// value is to be used. /// /// In other words, the TriggerBase class stores the "then" portion /// of an if/then. The derived class handles the "if" part. /// /// The most common derived type is the Trigger class. A /// property trigger is conditional on property values, creating logic like: /// /// if( MouseOver == true ) then (Background = Red ) /// /// The various Set methods in this class handles the (Background = Red) portion /// of this logic. /// [Localizability(LocalizationCategory.None, Readability=Readability.Unreadable)] public abstract class TriggerBase : DependencyObject { internal TriggerBase() { ; } ////// A collection of trigger actions to perform when this trigger /// object becomes active. /// [DesignerSerializationVisibility(DesignerSerializationVisibility.Content)] public TriggerActionCollection EnterActions { get { // Verify Context Access VerifyAccess(); if( _enterActions == null ) { _enterActions = new TriggerActionCollection(); if( IsSealed ) { // This collection might receive its first query after // the containing trigger had already been sealed _enterActions.Seal(this); } } return _enterActions; } } // Internal way to check without triggering a pointless allocation internal bool HasEnterActions { get { return _enterActions != null && _enterActions.Count > 0; } } ////// A collection of trigger actions to perform when this trigger /// object becomes inactive. /// [DesignerSerializationVisibility(DesignerSerializationVisibility.Content)] public TriggerActionCollection ExitActions { get { // Verify Context Access VerifyAccess(); if( _exitActions == null ) { _exitActions = new TriggerActionCollection(); if( IsSealed ) { // This collection might receive its first query after // the containing trigger had already been sealed _exitActions.Seal(this); } } return _exitActions; } } // Internal way to check without triggering a pointless allocation internal bool HasExitActions { get { return _exitActions != null && _exitActions.Count > 0; } } // Here's the internal version that does what Robby thinks it should do. internal bool ExecuteEnterActionsOnApply { get { return true; } } internal bool ExecuteExitActionsOnApply { get { return false; } } /* Here's the version that looks like a public API. (Needs Style/Template parser changes before these will actually parse.) // These fields determine what we do about any existing Enter/ExitActions // when the Trigger is first applied. ////// If set to 'true', EnterActions will be executed immediately if the /// conditions are met, before any "enter" change has occurred. /// // This is on the assumption that the "enter" change has occurred already. // For example:the IsChecked property // change occurred before the CheckBox Style/Template is applied. [DefaultValue(false)] public bool ExecuteEnterActionsOnApply { get { return _executeEnterActionsOnApply; } set { if (IsSealed) { throw new InvalidOperationException(SR.Get(SRID.CannotChangeAfterSealed, "trigger")); } _executeEnterActionsOnApply = value; } } /// /// If set to 'true', ExitActions will be executed immediately if the /// conditions are not met, before any "exit" change has occurred. /// [DefaultValue(false)] public bool ExecuteExitActionsOnApply { get { return _executeExitActionsOnApply; } set { if (IsSealed) { throw new InvalidOperationException(SR.Get(SRID.CannotChangeAfterSealed, "trigger")); } _executeExitActionsOnApply = value; } } */ ////// Parameter validation work common to the SetXXXX methods that deal /// with the container node of the Style/Template. /// internal void ProcessParametersContainer(DependencyProperty dp) { // Not allowed to use Style to affect the StyleProperty. if (dp == FrameworkElement.StyleProperty) { throw new ArgumentException(SR.Get(SRID.StylePropertyInStyleNotAllowed)); } } ////// Parameter validation work common to the SetXXXX methods that deal /// with visual tree child nodes. /// internal string ProcessParametersVisualTreeChild(DependencyProperty dp, string target) { if (target == null) { throw new ArgumentNullException("target"); } if (target.Length == 0) { throw new ArgumentException(SR.Get(SRID.ChildNameMustBeNonEmpty)); } return String.Intern(target); } ////// After the parameters have been validated, store it in the /// PropertyValues collection. /// ////// All these will be looked at again (and processed into runtime /// data structures) by Style.Seal(). We keep them around even after /// that point should we need to serialize this data back out. /// internal void AddToPropertyValues(string childName, DependencyProperty dp, object value, PropertyValueType valueType) { // Store original data PropertyValue propertyValue = new PropertyValue(); propertyValue.ValueType = valueType; propertyValue.Conditions = null; // Delayed - derived class is responsible for this item. propertyValue.ChildName = childName; propertyValue.Property = dp; propertyValue.ValueInternal = value; PropertyValues.Add(propertyValue); } //CASRemoval:[StrongNameIdentityPermission(SecurityAction.InheritanceDemand, PublicKey = Microsoft.Internal.BuildInfo.WCP_PUBLIC_KEY_STRING)] internal override void Seal() { // Verify Context Access VerifyAccess(); base.Seal(); // Super classes have added all delayed conditions // Track Dependent/Source relationship for prediction for (int i = 0; i < PropertyValues.Count; i++) { PropertyValue propertyValue = PropertyValues[i]; DependencyProperty dependent = propertyValue.Property; for (int j = 0; j < propertyValue.Conditions.Length; j++) { DependencyProperty source = propertyValue.Conditions[j].Property; // Check for obvious cycles. Don't test for cycles if we have // something other than self as the target, since this means that // the templatedParent is presumably not the target. See windows bug // 984916 for details. if (source == dependent && propertyValue.ChildName == StyleHelper.SelfName) { throw new InvalidOperationException(SR.Get(SRID.PropertyTriggerCycleDetected, source.Name)); } } } if( _enterActions != null ) { _enterActions.Seal(this); } if( _exitActions != null ) { _exitActions.Seal(this); } // Remove thread affinity so it can be accessed across threads DetachFromDispatcher(); } // This will transfer information in the _setters collection to PropertyValues array. internal void ProcessSettersCollection(SetterBaseCollection setters) { // Add information in Setters collection to PropertyValues array. if( setters != null ) { // Seal Setters setters.Seal(); for (int i = 0; i < setters.Count; i++ ) { Setter setter = setters[i] as Setter; if( setter != null ) { DependencyProperty dp = setter.Property; object value = setter.ValueInternal; string target = setter.TargetName; if( target == null ) { ProcessParametersContainer(dp); target = StyleHelper.SelfName; } else { target = ProcessParametersVisualTreeChild(dp, target); // name string will get interned } DynamicResourceExtension dynamicResource = value as DynamicResourceExtension; if (dynamicResource == null) { AddToPropertyValues(target, dp, value, PropertyValueType.Trigger); } else { AddToPropertyValues(target, dp, dynamicResource.ResourceKey, PropertyValueType.PropertyTriggerResource); } } else { throw new InvalidOperationException(SR.Get(SRID.VisualTriggerSettersIncludeUnsupportedSetterType, setter.GetType().Name)); } } } } // Define the DO's inheritance context internal override DependencyObject InheritanceContext { get { return _inheritanceContext; } } // Receive a new inheritance context (this will be a FE/FCE) internal override void AddInheritanceContext(DependencyObject context, DependencyProperty property) { InheritanceContextHelper.AddInheritanceContext(context, this, ref _hasMultipleInheritanceContexts, ref _inheritanceContext); } // Remove an inheritance context (this will be a FE/FCE) internal override void RemoveInheritanceContext(DependencyObject context, DependencyProperty property) { InheritanceContextHelper.RemoveInheritanceContext(context, this, ref _hasMultipleInheritanceContexts, ref _inheritanceContext); } // Says if the current instance has multiple InheritanceContexts internal override bool HasMultipleInheritanceContexts { get { return _hasMultipleInheritanceContexts; } } // This ranking is used when trigger needs to be sorted relative to // the ordering, as when determining precedence for enter/exit // animation composition. Otherwise, it stays at default value of zero. internal Int64 Layer { get { return _globalLayerRank; } } // Set self rank to current number, increment global static. internal void EstablishLayer() { if( _globalLayerRank == 0 ) { lock(Synchronized) { _globalLayerRank = _nextGlobalLayerRank++; } if( _nextGlobalLayerRank == Int64.MaxValue ) { throw new InvalidOperationException(SR.Get(SRID.PropertyTriggerLayerLimitExceeded)); } } } // evaluate the current state of the trigger internal virtual bool GetCurrentState(DependencyObject container, UncommonFielddataField) { Debug.Assert( false, "This method was written to handle Trigger, MultiTrigger, DataTrigger, and MultiDataTrigger. It looks like a new trigger type was added - please add support as appropriate."); return false; } // Collection of TriggerConditions internal TriggerCondition[] TriggerConditions { get { return _triggerConditions; } set { _triggerConditions = value; } } // Synchronized (write locks, lock-free reads): Covered by the TriggerBase instance /* property */ internal FrugalStructList PropertyValues = new FrugalStructList (); // Global, cross-object synchronization private static object Synchronized = new object(); // Conditions TriggerCondition[] _triggerConditions; // Fields to implement DO's inheritance context private DependencyObject _inheritanceContext = null; private bool _hasMultipleInheritanceContexts = false; // Fields to handle enter/exit actions. private TriggerActionCollection _enterActions = null; private TriggerActionCollection _exitActions = null; // On hold - is this a new public API we want to do? // private bool _executeEnterActionsOnApply = false; // private bool _executeExitActionsOnApply = false; private Int64 _globalLayerRank = 0; private static Int64 _nextGlobalLayerRank = System.Windows.Media.Animation.Storyboard.Layers.PropertyTriggerStartLayer; } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. 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