Code:
/ 4.0 / 4.0 / untmp / DEVDIV_TFS / Dev10 / Releases / RTMRel / wpf / src / Framework / System / Windows / DescendentsWalker.cs / 1305600 / DescendentsWalker.cs
using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Windows; using System.Windows.Media; using System.Windows.Media.Media3D; using MS.Utility; using System.Windows.Controls.Primitives; namespace System.Windows { ////// This class iterates and callsback for /// each descendent in a given subtree /// internal class DescendentsWalker: DescendentsWalkerBase { #region Construction public DescendentsWalker(TreeWalkPriority priority, VisitedCallback callback) : this(priority, callback, default(T)) { // Forwarding } public DescendentsWalker(TreeWalkPriority priority, VisitedCallback callback, T data) : base(priority) { _callback = callback; _data = data; } #endregion Construction /// /// Start Iterating through the current subtree /// public void StartWalk(DependencyObject startNode) { // Don't skip starting node StartWalk(startNode, false); } ////// Start Iterating through the current subtree /// public virtual void StartWalk(DependencyObject startNode, bool skipStartNode) { _startNode = startNode; bool continueWalk = true; if (!skipStartNode) { if (FrameworkElement.DType.IsInstanceOfType(_startNode) || FrameworkContentElement.DType.IsInstanceOfType(_startNode)) { // Callback for the root of the subtree continueWalk = _callback(_startNode, _data); } } if (continueWalk) { // Iterate through the children of the root IterateChildren(_startNode); } } ////// Given a DependencyObject, see if it's any of the types we know /// to have children. If so, call VisitNode on each of its children. /// private void IterateChildren(DependencyObject d) { _recursionDepth++; if (FrameworkElement.DType.IsInstanceOfType(d)) { FrameworkElement fe = (FrameworkElement) d; bool hasLogicalChildren = fe.HasLogicalChildren; // FrameworkElement have both a visual and a logical tree. // Sometimes we want to hit Visual first, sometimes Logical. if (_priority == TreeWalkPriority.VisualTree) { WalkFrameworkElementVisualThenLogicalChildren(fe, hasLogicalChildren); } else if (_priority == TreeWalkPriority.LogicalTree) { WalkFrameworkElementLogicalThenVisualChildren(fe, hasLogicalChildren); } else { Debug.Assert( false, "Tree walk priority should be Visual first or Logical first - but this instance of DescendentsWalker has an invalid priority setting that's neither of the two." ); } } else if (FrameworkContentElement.DType.IsInstanceOfType(d)) { // FrameworkContentElement only has a logical tree, so we // Walk logical children FrameworkContentElement fce = d as FrameworkContentElement; if (fce.HasLogicalChildren) { WalkLogicalChildren( null, fce, fce.LogicalChildren ); } } else { // Neither a FrameworkElement nor FrameworkContentElement. See // if it's a Visual and if so walk the Visual collection Visual v = d as Visual; if (v != null) { WalkVisualChildren(v); } else { Visual3D v3D = d as Visual3D; if (v3D != null) { WalkVisualChildren(v3D); } } } _recursionDepth--; } ////// Given a object of type Visual, call VisitNode on each of its /// Visual children. /// private void WalkVisualChildren( Visual v ) { v.IsVisualChildrenIterationInProgress = true; try { int count = v.InternalVisual2DOr3DChildrenCount; for(int i = 0; i < count; i++) { DependencyObject childVisual = v.InternalGet2DOr3DVisualChild(i); if (childVisual != null) { VisitNode(childVisual); } } } finally { v.IsVisualChildrenIterationInProgress = false; } } ////// Given a object of type Visual3D, call VisitNode on each of its /// children. /// private void WalkVisualChildren( Visual3D v ) { v.IsVisualChildrenIterationInProgress = true; try { int count = v.InternalVisual2DOr3DChildrenCount; for(int i = 0; i < count; i++) { DependencyObject childVisual = v.InternalGet2DOr3DVisualChild(i); if (childVisual != null) { VisitNode(childVisual); } } } finally { v.IsVisualChildrenIterationInProgress = false; } } ////// Given an enumerator for Logical children, call VisitNode on each /// of the nodes in the enumeration. /// private void WalkLogicalChildren( FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren ) { if (feParent != null) feParent.IsLogicalChildrenIterationInProgress = true; else fceParent.IsLogicalChildrenIterationInProgress = true; try { if (logicalChildren != null) { while (logicalChildren.MoveNext()) { DependencyObject child = logicalChildren.Current as DependencyObject; if (child != null) { VisitNode(child); } } } } finally { if (feParent != null) feParent.IsLogicalChildrenIterationInProgress = false; else fceParent.IsLogicalChildrenIterationInProgress = false; } } ////// FrameworkElement objects have both a visual and a logical tree. /// This variant walks the visual children first /// ////// It calls the generic WalkVisualChildren, but doesn't call the /// generic WalkLogicalChildren because there are shortcuts we can take /// to be smarter than the generic logical children walk. /// private void WalkFrameworkElementVisualThenLogicalChildren( FrameworkElement feParent, bool hasLogicalChildren ) { WalkVisualChildren( feParent ); // // If a popup is attached to the framework element visit each popup node. // ListregisteredPopups = Popup.RegisteredPopupsField.GetValue(feParent); if (registeredPopups != null) { foreach (Popup p in registeredPopups) { VisitNode(p); } } feParent.IsLogicalChildrenIterationInProgress = true; try { // Optimized variant of WalkLogicalChildren if (hasLogicalChildren) { IEnumerator logicalChildren = feParent.LogicalChildren; if (logicalChildren != null) { while (logicalChildren.MoveNext()) { object current = logicalChildren.Current; FrameworkElement fe = current as FrameworkElement; if (fe != null) { // For the case that both parents are identical, this node should // have already been visited when walking through visual // children, hence we short-circuit here if (VisualTreeHelper.GetParent(fe) != fe.Parent) { VisitNode(fe); } } else { FrameworkContentElement fce = current as FrameworkContentElement; if (fce != null) { VisitNode(fce); } } } } } } finally { feParent.IsLogicalChildrenIterationInProgress = false; } } /// /// FrameworkElement objects have both a visual and a logical tree. /// This variant walks the logical children first /// ////// It calls the generic WalkLogicalChildren, but doesn't call the /// generic WalkVisualChildren because there are shortcuts we can take /// to be smarter than the generic visual children walk. /// private void WalkFrameworkElementLogicalThenVisualChildren( FrameworkElement feParent, bool hasLogicalChildren) { if (hasLogicalChildren) { WalkLogicalChildren( feParent, null, feParent.LogicalChildren ); } feParent.IsVisualChildrenIterationInProgress = true; try { // Optimized variant of WalkVisualChildren int count = feParent.InternalVisualChildrenCount; for(int i = 0; i < count; i++) { Visual child = feParent.InternalGetVisualChild(i); if (child != null && FrameworkElement.DType.IsInstanceOfType(child)) { // For the case that both parents are identical, this node should // have already been visited when walking through logical // children, hence we short-circuit here if (VisualTreeHelper.GetParent(child) != ((FrameworkElement) child).Parent) { VisitNode(child); } } } } finally { feParent.IsVisualChildrenIterationInProgress = false; } // // If a popup is attached to the framework element visit each popup node. // ListregisteredPopups = Popup.RegisteredPopupsField.GetValue(feParent); if (registeredPopups != null) { foreach (Popup p in registeredPopups) { VisitNode(p); } } } private void VisitNode(FrameworkElement fe) { if (_recursionDepth <= ContextLayoutManager.s_LayoutRecursionLimit) { // For the case when the collection contains the node // being visted, we do not need to visit it again. Also // this node will not be visited another time because // any node can be reached at most two times, once // via its visual parent and once via its logical parent int index = _nodes.IndexOf(fe); // If index is not -1, then fe was in the list, remove it if (index != -1) { _nodes.RemoveAt(index); } else { // A node will be visited a second time only if it has // different non-null logical and visual parents. // Hence that is the only case that we need to // remember this node, to avoid duplicate callback for it DependencyObject dependencyObjectParent = VisualTreeHelper.GetParent(fe); DependencyObject logicalParent = fe.Parent; if (dependencyObjectParent != null && logicalParent != null && dependencyObjectParent != logicalParent) { _nodes.Add(fe); } _VisitNode(fe); } } else { // We suspect a loop here because the recursion // depth has exceeded the MAX_TREE_DEPTH expected throw new InvalidOperationException(SR.Get(SRID.LogicalTreeLoop)); } } private void VisitNode(DependencyObject d) { if (_recursionDepth <= ContextLayoutManager.s_LayoutRecursionLimit) { if (FrameworkElement.DType.IsInstanceOfType(d)) { VisitNode(d as FrameworkElement); } else if (FrameworkContentElement.DType.IsInstanceOfType(d)) { _VisitNode(d); } else { // Iterate through the children of this node IterateChildren(d); } } else { // We suspect a loop here because the recursion // depth has exceeded the MAX_TREE_DEPTH expected throw new InvalidOperationException(SR.Get(SRID.LogicalTreeLoop)); } } protected virtual void _VisitNode(DependencyObject d) { // Callback for this node of the subtree bool continueWalk = _callback(d, _data); if (continueWalk) { // Iterate through the children of this node IterateChildren(d); } } protected T Data { get { return _data; } } private VisitedCallback _callback; private T _data; } /// /// Callback for each visited node /// internal delegate bool VisitedCallback(DependencyObject d, T data); } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. // Copyright (c) Microsoft Corporation. All rights reserved.
Link Menu
This book is available now!
Buy at Amazon US or
Buy at Amazon UK
- MailDefinition.cs
- RichTextBoxDesigner.cs
- ApplicationManager.cs
- TextDocumentView.cs
- TextEndOfLine.cs
- DataSourceControlBuilder.cs
- ListControl.cs
- SyndicationSerializer.cs
- Int64.cs
- OAVariantLib.cs
- DataGridViewRowErrorTextNeededEventArgs.cs
- IDispatchConstantAttribute.cs
- PersonalizationDictionary.cs
- MatchingStyle.cs
- PaperSize.cs
- ObjectSet.cs
- AudioSignalProblemOccurredEventArgs.cs
- DataGridViewUtilities.cs
- DependencyProperty.cs
- ScrollEvent.cs
- ScaleTransform3D.cs
- Privilege.cs
- x509utils.cs
- RelationshipConverter.cs
- SQlBooleanStorage.cs
- DataGridViewTopRowAccessibleObject.cs
- UrlPropertyAttribute.cs
- MsmqIntegrationAppDomainProtocolHandler.cs
- DataQuery.cs
- TagPrefixAttribute.cs
- ExpandSegmentCollection.cs
- TextMarkerSource.cs
- CodeDefaultValueExpression.cs
- ForeignKeyFactory.cs
- OletxEnlistment.cs
- Invariant.cs
- EntityContainer.cs
- TextTreeTextNode.cs
- ModuleBuilderData.cs
- DrawingCollection.cs
- SelectedCellsCollection.cs
- DESCryptoServiceProvider.cs
- InvokeBinder.cs
- TableChangeProcessor.cs
- LockCookie.cs
- EntitySqlQueryCacheEntry.cs
- OleDbMetaDataFactory.cs
- ProgressiveCrcCalculatingStream.cs
- ExpressionBuilder.cs
- WebPartDisplayModeCollection.cs
- path.cs
- BoundingRectTracker.cs
- DocumentViewer.cs
- SessionStateUtil.cs
- Decorator.cs
- ThreadInterruptedException.cs
- UnconditionalPolicy.cs
- SystemUnicastIPAddressInformation.cs
- GlobalEventManager.cs
- cryptoapiTransform.cs
- _NegoState.cs
- RelationshipEnd.cs
- EncoderExceptionFallback.cs
- UnicodeEncoding.cs
- PrintDialog.cs
- XmlObjectSerializerContext.cs
- COM2EnumConverter.cs
- MetadataCollection.cs
- ImpersonationContext.cs
- XmlDataSourceNodeDescriptor.cs
- SoapFormatExtensions.cs
- InternalConfigSettingsFactory.cs
- SafeProcessHandle.cs
- NamespaceExpr.cs
- CorrelationTokenTypeConvertor.cs
- StrongNameKeyPair.cs
- CacheOutputQuery.cs
- SafeCryptoHandles.cs
- NullableLongSumAggregationOperator.cs
- CodeDirectoryCompiler.cs
- BuildProviderUtils.cs
- NegatedCellConstant.cs
- ActivityDesigner.cs
- SvcMapFileSerializer.cs
- HtmlInputSubmit.cs
- OdbcRowUpdatingEvent.cs
- StagingAreaInputItem.cs
- ToolStripContentPanel.cs
- AliasedExpr.cs
- parserscommon.cs
- DBSchemaTable.cs
- LocatorPartList.cs
- HttpProfileBase.cs
- PixelShader.cs
- MarginsConverter.cs
- EntityDesignerBuildProvider.cs
- Attributes.cs
- CacheAxisQuery.cs
- SqlErrorCollection.cs
- BooleanAnimationBase.cs