Files
FlaxEngine/Source/Engine/UI/GUI/ContainerControl.cs
2025-01-19 23:55:56 +03:30

1366 lines
46 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEngine.Assertions;
namespace FlaxEngine.GUI
{
/// <summary>
/// Base class for all GUI controls that can contain child controls.
/// </summary>
public class ContainerControl : Control
{
/// <summary>
/// The children collection.
/// </summary>
[NoSerialize]
protected readonly List<Control> _children = new List<Control>();
/// <summary>
/// The contains focus cached flag.
/// </summary>
[NoSerialize]
protected bool _containsFocus;
/// <summary>
/// The layout locking flag.
/// </summary>
[NoSerialize]
protected bool _isLayoutLocked;
private bool _clipChildren = true;
private bool _cullChildren = true;
/// <summary>
/// Initializes a new instance of the <see cref="ContainerControl"/> class.
/// </summary>
public ContainerControl()
{
_isLayoutLocked = true;
}
/// <summary>
/// Initializes a new instance of the <see cref="ContainerControl"/> class.
/// </summary>
public ContainerControl(float x, float y, float width, float height)
: base(x, y, width, height)
{
_isLayoutLocked = true;
}
/// <summary>
/// Initializes a new instance of the <see cref="ContainerControl"/> class.
/// </summary>
public ContainerControl(Float2 location, Float2 size)
: base(location, size)
{
_isLayoutLocked = true;
}
/// <inheritdoc />
public ContainerControl(Rectangle bounds)
: base(bounds)
{
_isLayoutLocked = true;
}
/// <summary>
/// Gets child controls list
/// </summary>
public List<Control> Children => _children;
/// <summary>
/// Gets amount of the children controls
/// </summary>
public int ChildrenCount => _children.Count;
/// <summary>
/// Checks if container has any child controls
/// </summary>
public bool HasChildren => _children.Count > 0;
/// <summary>
/// Gets a value indicating whether the control, or one of its child controls, currently has the input focus.
/// </summary>
public override bool ContainsFocus => _containsFocus;
/// <summary>
/// True if automatic updates for control layout are locked (useful when creating a lot of GUI control to prevent lags).
/// </summary>
[HideInEditor, NoSerialize, NoAnimate]
public bool IsLayoutLocked
{
get => _isLayoutLocked;
set => _isLayoutLocked = value;
}
/// <summary>
/// Gets or sets a value indicating whether apply clipping mask on children during rendering.
/// </summary>
[EditorOrder(530), Tooltip("If checked, control will apply clipping mask on children during rendering.")]
public bool ClipChildren
{
get => _clipChildren;
set => _clipChildren = value;
}
/// <summary>
/// Gets or sets a value indicating whether perform view culling on children during rendering.
/// </summary>
[EditorOrder(540), Tooltip("If checked, control will perform view culling on children during rendering.")]
public bool CullChildren
{
get => _cullChildren;
set => _cullChildren = value;
}
/// <summary>
/// Locks all child controls layout and itself.
/// </summary>
[NoAnimate]
public void LockChildrenRecursive()
{
_isLayoutLocked = true;
for (int i = 0; i < _children.Count; i++)
{
if (_children[i] is ContainerControl child)
child.LockChildrenRecursive();
}
}
/// <summary>
/// Unlocks all the child controls layout and itself.
/// </summary>
[NoAnimate]
public void UnlockChildrenRecursive()
{
_isLayoutLocked = false;
for (int i = 0; i < _children.Count; i++)
{
if (_children[i] is ContainerControl child)
child.UnlockChildrenRecursive();
}
}
/// <summary>
/// Unlinks all the child controls.
/// </summary>
[NoAnimate]
public virtual void RemoveChildren()
{
bool wasLayoutLocked = _isLayoutLocked;
_isLayoutLocked = true;
// Delete children
while (_children.Count > 0)
{
_children[0].Parent = null;
}
_isLayoutLocked = wasLayoutLocked;
PerformLayout();
}
/// <summary>
/// Removes and disposes all the child controls
/// </summary>
public virtual void DisposeChildren()
{
bool wasLayoutLocked = _isLayoutLocked;
_isLayoutLocked = true;
// Delete children
while (_children.Count > 0)
{
_children[0].Dispose();
}
_isLayoutLocked = wasLayoutLocked;
PerformLayout();
}
/// <summary>
/// Creates a new control and adds it to the container.
/// </summary>
/// <returns>The added control.</returns>
public T AddChild<T>() where T : Control
{
var child = (T)Activator.CreateInstance(typeof(T));
child.Parent = this;
return child;
}
/// <summary>
/// Adds the control to the container.
/// </summary>
/// <param name="child">The control to add.</param>
/// <returns>The added control.</returns>
public T AddChild<T>(T child) where T : Control
{
if (child == null)
throw new ArgumentNullException();
if (child.Parent == this && _children.Contains(child))
throw new InvalidOperationException("Argument child cannot be added, if current container is already its parent.");
// Set child new parent
child.Parent = this;
return child;
}
/// <summary>
/// Removes control from the container.
/// </summary>
/// <param name="child">The control to remove.</param>
public void RemoveChild(Control child)
{
if (child == null)
throw new ArgumentNullException();
if (child.Parent != this)
throw new InvalidOperationException("Argument child cannot be removed, if current container is not its parent.");
// Unlink
child.Parent = null;
}
/// <summary>
/// Gets child control at given index.
/// </summary>
/// <param name="index">The control index.</param>
/// <returns>The child control.</returns>
public Control GetChild(int index)
{
return _children[index];
}
/// <summary>
/// Searches for a child control of a specific type. If there are multiple controls matching the type, only the first one found is returned.
/// </summary>
/// <typeparam name="T">The type of the control to search for. Includes any controls derived from the type.</typeparam>
/// <returns>The control instance if found, otherwise null.</returns>
public T GetChild<T>() where T : Control
{
var type = typeof(T);
for (int i = 0; i < _children.Count; i++)
{
var ct = _children[i].GetType();
if (type.IsAssignableFrom(ct))
return (T)_children[i];
}
return null;
}
/// <summary>
/// Gets zero-based index in the list of control children.
/// </summary>
/// <param name="child">The child control.</param>
/// <returns>The zero-based index in the list of control children.</returns>
public int GetChildIndex(Control child)
{
return _children.IndexOf(child);
}
internal void ChangeChildIndex(Control child, int newIndex)
{
int oldIndex = _children.IndexOf(child);
if (oldIndex == newIndex || oldIndex == -1)
return;
_children.RemoveAt(oldIndex);
if (newIndex < 0 || newIndex >= _children.Count)
{
// Append at the end
_children.Add(child);
}
else
{
// Change order
_children.Insert(newIndex, child);
}
PerformLayout();
}
/// <summary>
/// Tries to find any child control at given point in control local coordinates.
/// </summary>
/// <param name="point">The local point to check.</param>
/// <returns>The found control index or -1 if failed.</returns>
public int GetChildIndexAt(Float2 point)
{
int result = -1;
for (int i = _children.Count - 1; i >= 0; i--)
{
var child = _children[i];
if (IntersectsChildContent(child, point, out var childLocation))
{
result = i;
break;
}
}
return result;
}
/// <summary>
/// Tries to find any child control at given point in control local coordinates
/// </summary>
/// <param name="point">The local point to check.</param>
/// <returns>The found control or null.</returns>
public Control GetChildAt(Float2 point)
{
Control result = null;
for (int i = _children.Count - 1; i >= 0; i--)
{
var child = _children[i];
if (IntersectsChildContent(child, point, out var childLocation))
{
result = child;
break;
}
}
return result;
}
/// <summary>
/// Tries to find valid child control at given point in control local coordinates. Uses custom callback method to test controls to pick.
/// </summary>
/// <param name="point">The local point to check.</param>
/// <param name="isValid">The control validation callback.</param>
/// <returns>The found control or null.</returns>
public Control GetChildAt(Float2 point, Func<Control, bool> isValid)
{
if (isValid == null)
throw new ArgumentNullException(nameof(isValid));
Control result = null;
for (int i = _children.Count - 1; i >= 0; i--)
{
var child = _children[i];
if (isValid(child) && IntersectsChildContent(child, point, out var childLocation))
{
result = child;
break;
}
}
return result;
}
/// <summary>
/// Tries to find lowest child control at given point in control local coordinates.
/// </summary>
/// <param name="point">The local point to check.</param>
/// <returns>The found control or null.</returns>
public Control GetChildAtRecursive(Float2 point)
{
Control result = null;
for (int i = _children.Count - 1; i >= 0; i--)
{
var child = _children[i];
if (child.Visible && IntersectsChildContent(child, point, out var childLocation))
{
var containerControl = child as ContainerControl;
var childAtRecursive = containerControl?.GetChildAtRecursive(childLocation);
if (childAtRecursive != null && childAtRecursive.Visible)
{
child = childAtRecursive;
}
result = child;
break;
}
}
return result;
}
/// <summary>
/// Gets rectangle in local control coordinates with area for controls (without scroll bars, anchored controls, etc.).
/// </summary>
/// <returns>The rectangle in local control coordinates with area for controls (without scroll bars etc.).</returns>
public Rectangle GetClientArea()
{
GetDesireClientArea(out var clientArea);
return clientArea;
}
/// <summary>
/// Sort child controls list
/// </summary>
[NoAnimate]
public void SortChildren()
{
_children.Sort();
PerformLayout();
}
/// <summary>
/// Sort children using recursion
/// </summary>
[NoAnimate]
public void SortChildrenRecursive()
{
SortChildren();
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i] as ContainerControl;
child?.SortChildrenRecursive();
}
}
/// <summary>
/// Called when child control gets resized.
/// </summary>
/// <param name="control">The resized control.</param>
public virtual void OnChildResized(Control control)
{
}
/// <summary>
/// Called when children collection gets changed (child added or removed).
/// </summary>
[NoAnimate]
public virtual void OnChildrenChanged()
{
// Check if control isn't during disposing state
if (!IsDisposing)
{
// Arrange child controls
PerformLayout();
}
}
#region Internal Events
/// <inheritdoc />
internal override void CacheRootHandle()
{
base.CacheRootHandle();
for (int i = 0; i < _children.Count; i++)
{
_children[i].CacheRootHandle();
}
}
/// <summary>
/// Adds a child control to the container.
/// </summary>
/// <param name="child">The control to add.</param>
internal virtual void AddChildInternal(Control child)
{
Assert.IsNotNull(child, "Invalid control.");
if (Parent == child)
throw new InvalidOperationException();
// Add child
_children.Add(child);
OnChildrenChanged();
}
/// <summary>
/// Removes a child control from this container.
/// </summary>
/// <param name="child">The control to remove.</param>
internal virtual void RemoveChildInternal(Control child)
{
Assert.IsNotNull(child, "Invalid control.");
// Remove child
_children.Remove(child);
OnChildrenChanged();
}
/// <summary>
/// Gets the desire client area rectangle for all the controls.
/// </summary>
/// <param name="rect">The client area rectangle for child controls.</param>
public virtual void GetDesireClientArea(out Rectangle rect)
{
rect = new Rectangle(Float2.Zero, Size);
}
/// <summary>
/// Checks if given point in this container control space intersects with the child control content.
/// Also calculates result location in child control space which can be used to feed control with event at that point.
/// </summary>
/// <param name="child">The child control to check.</param>
/// <param name="location">The location in this container control space.</param>
/// <param name="childSpaceLocation">The output location in child control space.</param>
/// <returns>True if point is over the control content, otherwise false.</returns>
public virtual bool IntersectsChildContent(Control child, Float2 location, out Float2 childSpaceLocation)
{
return child.IntersectsContent(ref location, out childSpaceLocation);
}
#region Navigation
/// <inheritdoc />
public override Control OnNavigate(NavDirection direction, Float2 location, Control caller, List<Control> visited)
{
// Try to focus itself first (only if navigation focus can enter this container)
if (AutoFocus && !ContainsFocus)
return this;
// Try to focus children
if (_children.Count != 0 && !visited.Contains(this))
{
visited.Add(this);
// Perform automatic navigation based on the layout
var result = NavigationRaycast(direction, location, visited);
var rightMostLocation = location;
if (result == null && (direction == NavDirection.Next || direction == NavDirection.Previous))
{
// Try wrap the navigation over the layout based on the direction
var visitedWrap = new List<Control>(visited);
result = NavigationWrap(direction, location, visitedWrap, out rightMostLocation);
}
if (result != null)
{
// HACK: only the 'previous' direction needs the rightMostLocation so i used a ternary conditional operator.
// The rightMostLocation can probably become a 'desired raycast origin' that gets calculated correctly in the NavigationWrap method.
var useLocation = direction == NavDirection.Previous ? rightMostLocation : location;
result = result.OnNavigate(direction, result.PointFromParent(useLocation), this, visited);
if (result != null)
return result;
}
}
// Try to focus itself
if (AutoFocus && !IsFocused || caller == this)
return this;
// Route navigation to parent
var parent = Parent;
if (AutoFocus && Visible)
{
// Focusable container controls use own nav origin instead of the provided one
location = GetNavOrigin(direction);
}
return parent?.OnNavigate(direction, PointToParent(location), caller, visited);
}
/// <summary>
/// Checks if this container control can more with focus navigation into the given child control.
/// </summary>
/// <param name="child">The child.</param>
/// <returns>True if can navigate to it, otherwise false.</returns>
protected virtual bool CanNavigateChild(Control child)
{
return !child.IsFocused && child.Enabled && child.Visible && CanGetAutoFocus(child);
}
/// <summary>
/// Wraps the navigation over the layout.
/// </summary>
/// <param name="direction">The navigation direction.</param>
/// <param name="location">The navigation start location (in the control-space).</param>
/// <param name="visited">The list with visited controls. Used to skip recursive navigation calls when doing traversal across the UI hierarchy.</param>
/// <param name="rightMostLocation">Returns the rightmost location of the parent container for the raycast used by the child container</param>
/// <returns>The target navigation control or null if didn't performed any navigation.</returns>
protected virtual Control NavigationWrap(NavDirection direction, Float2 location, List<Control> visited, out Float2 rightMostLocation)
{
// This searches form a child that calls this navigation event (see Control.OnNavigate) to determinate the layout wrapping size based on that child size
var currentChild = RootWindow?.FocusedControl;
visited.Add(this);
if (currentChild != null)
{
var layoutSize = currentChild.Size;
var predictedLocation = Float2.Minimum;
switch (direction)
{
case NavDirection.Next:
predictedLocation = new Float2(0, location.Y + layoutSize.Y);
break;
case NavDirection.Previous:
predictedLocation = new Float2(Size.X, location.Y - layoutSize.Y);
break;
}
if (new Rectangle(Float2.Zero, Size).Contains(ref predictedLocation))
{
var result = NavigationRaycast(direction, predictedLocation, visited);
if (result != null)
{
rightMostLocation = predictedLocation;
return result;
}
}
}
rightMostLocation = location;
return Parent?.NavigationWrap(direction, PointToParent(ref location), visited, out rightMostLocation);
}
private static bool CanGetAutoFocus(Control c)
{
if (c.AutoFocus)
return true;
if (c is ContainerControl cc)
{
for (int i = 0; i < cc.Children.Count; i++)
{
if (cc.CanNavigateChild(cc.Children[i]))
return true;
}
}
return false;
}
private Control NavigationRaycast(NavDirection direction, Float2 location, List<Control> visited)
{
Float2 uiDir1 = Float2.Zero, uiDir2 = Float2.Zero;
switch (direction)
{
case NavDirection.Up:
uiDir1 = uiDir2 = new Float2(0, -1);
break;
case NavDirection.Down:
uiDir1 = uiDir2 = new Float2(0, 1);
break;
case NavDirection.Left:
uiDir1 = uiDir2 = new Float2(-1, 0);
break;
case NavDirection.Right:
uiDir1 = uiDir2 = new Float2(1, 0);
break;
case NavDirection.Next:
uiDir1 = new Float2(1, 0);
uiDir2 = new Float2(0, 1);
break;
case NavDirection.Previous:
uiDir1 = new Float2(-1, 0);
uiDir2 = new Float2(0, -1);
break;
}
Control result = null;
var minDistance = float.MaxValue;
for (var i = 0; i < _children.Count; i++)
{
var child = _children[i];
if (!CanNavigateChild(child) || visited.Contains(child))
continue;
var childNavLocation = child.Center;
var childBounds = child.Bounds;
var childNavDirection = Float2.Normalize(childNavLocation - location);
var childNavCoherence1 = Float2.Dot(ref uiDir1, ref childNavDirection);
var childNavCoherence2 = Float2.Dot(ref uiDir2, ref childNavDirection);
var distance = Rectangle.Distance(childBounds, location);
if (childNavCoherence1 > Mathf.Epsilon && childNavCoherence2 > Mathf.Epsilon && distance < minDistance)
{
minDistance = distance;
result = child;
}
}
return result;
}
#endregion
/// <summary>
/// Update contain focus state and all it's children
/// </summary>
protected void UpdateContainsFocus()
{
// Get current state and update all children
bool result = base.ContainsFocus;
for (int i = 0; i < _children.Count; i++)
{
var control = _children[i];
if (control is ContainerControl child)
child.UpdateContainsFocus();
if (control.ContainsFocus)
result = true;
}
// Check if state has been changed
if (result != _containsFocus)
{
_containsFocus = result;
if (result)
{
OnStartContainsFocus();
}
else
{
OnEndContainsFocus();
}
}
}
/// <summary>
/// Updates child controls bounds.
/// </summary>
protected void UpdateChildrenBounds()
{
for (int i = 0; i < _children.Count; i++)
{
_children[i].UpdateBounds();
}
}
/// <summary>
/// Perform layout for that container control before performing it for child controls.
/// </summary>
protected virtual void PerformLayoutBeforeChildren()
{
UpdateChildrenBounds();
}
/// <summary>
/// Perform layout for that container control after performing it for child controls.
/// </summary>
protected virtual void PerformLayoutAfterChildren()
{
}
#endregion
#region Control
/// <inheritdoc />
public override void OnDestroy()
{
// Steal focus from children
if (ContainsFocus)
{
Focus();
}
// Disable layout
if (!_isLayoutLocked)
{
LockChildrenRecursive();
}
base.OnDestroy();
// Pass event further
for (int i = 0; i < _children.Count; i++)
{
_children[i].OnDestroy();
}
_children.Clear();
}
/// <inheritdoc />
public override bool IsTouchOver
{
get
{
if (base.IsTouchOver)
return true;
for (int i = 0; i < _children.Count; i++)
{
if (_children[i].IsTouchOver)
return true;
}
return false;
}
}
/// <inheritdoc />
public override void Update(float deltaTime)
{
base.Update(deltaTime);
// Update all enabled child controls
for (int i = 0; i < _children.Count; i++)
{
if (_children[i].Enabled)
{
_children[i].Update(deltaTime);
}
}
}
/// <inheritdoc />
public override void ClearState()
{
base.ClearState();
// Clear state for any nested controls
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i];
//if (child.Enabled && child.Enabled)
child.ClearState();
}
}
/// <summary>
/// Draw the control and the children.
/// </summary>
public override void Draw()
{
DrawSelf();
if (_clipChildren)
{
GetDesireClientArea(out var clientArea);
Render2D.PushClip(ref clientArea);
DrawChildren();
Render2D.PopClip();
}
else
{
DrawChildren();
}
}
/// <summary>
/// Draws the control.
/// </summary>
public virtual void DrawSelf()
{
base.Draw();
}
/// <summary>
/// Draws the children. Can be overridden to provide some customizations. Draw is performed with applied clipping mask for the client area.
/// </summary>
protected virtual void DrawChildren()
{
// Draw all visible child controls
var children = _children;
if (_cullChildren)
{
Render2D.PeekClip(out var globalClipping);
Render2D.PeekTransform(out var globalTransform);
for (int i = 0; i < children.Count; i++)
{
var child = children[i];
if (child.Visible)
{
Matrix3x3.Multiply(ref child._cachedTransform, ref globalTransform, out var globalChildTransform);
var childGlobalRect = new Rectangle(globalChildTransform.M31, globalChildTransform.M32, child.Width * globalChildTransform.M11, child.Height * globalChildTransform.M22);
if (globalClipping.Intersects(ref childGlobalRect))
{
Render2D.PushTransform(ref child._cachedTransform);
child.Draw();
Render2D.PopTransform();
}
}
}
}
else
{
for (int i = 0; i < children.Count; i++)
{
var child = children[i];
if (child.Visible)
{
Render2D.PushTransform(ref child._cachedTransform);
child.Draw();
Render2D.PopTransform();
}
}
}
}
/// <inheritdoc />
public override bool ContainsPoint(ref Float2 location, bool precise = false)
{
if (precise && this.GetType() == typeof(ContainerControl) && BackgroundColor.A <= 0.0f) // Go through transparency
return false;
return base.ContainsPoint(ref location, precise);
}
/// <inheritdoc />
public override void PerformLayout(bool force = false)
{
if (_isLayoutLocked && !force)
return;
bool wasLocked = _isLayoutLocked;
if (!wasLocked)
LockChildrenRecursive();
PerformLayoutBeforeChildren();
for (int i = 0; i < _children.Count; i++)
_children[i].PerformLayout(true);
PerformLayoutAfterChildren();
if (!wasLocked)
UnlockChildrenRecursive();
}
/// <inheritdoc />
public override bool RayCast(ref Float2 location, out Control hit)
{
if (RayCastChildren(ref location, out hit))
return true;
return base.RayCast(ref location, out hit);
}
internal bool RayCastChildren(ref Float2 location, out Control hit)
{
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible)
{
IntersectsChildContent(child, location, out var childLocation);
if (child.RayCast(ref childLocation, out hit))
return true;
}
}
hit = null;
return false;
}
/// <inheritdoc />
public override void OnMouseEnter(Float2 location)
{
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
// Enter
child.OnMouseEnter(childLocation);
}
}
}
base.OnMouseEnter(location);
}
/// <inheritdoc />
public override void OnMouseMove(Float2 location)
{
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.IsMouseOver)
{
// Move
child.OnMouseMove(childLocation);
}
else
{
// Enter
child.OnMouseEnter(childLocation);
}
}
else if (child.IsMouseOver)
{
// Leave
child.OnMouseLeave();
}
}
}
base.OnMouseMove(location);
}
/// <inheritdoc />
public override void OnMouseLeave()
{
// Check all children collisions with mouse and fire events for them
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i];
if (child.Visible && child.Enabled && child.IsMouseOver)
{
// Leave
child.OnMouseLeave();
}
}
base.OnMouseLeave();
}
/// <inheritdoc />
public override bool OnMouseWheel(Float2 location, float delta)
{
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.OnMouseWheel(childLocation, delta))
{
return true;
}
}
}
}
return false;
}
/// <inheritdoc />
public override bool OnMouseDown(Float2 location, MouseButton button)
{
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.OnMouseDown(childLocation, button))
{
return true;
}
}
}
}
return false;
}
/// <inheritdoc />
public override bool OnMouseUp(Float2 location, MouseButton button)
{
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.OnMouseUp(childLocation, button))
{
return true;
}
}
}
}
return false;
}
/// <inheritdoc />
public override bool OnMouseDoubleClick(Float2 location, MouseButton button)
{
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.OnMouseDoubleClick(childLocation, button))
{
return true;
}
}
}
}
return false;
}
/// <inheritdoc />
public override bool IsTouchPointerOver(int pointerId)
{
if (base.IsTouchPointerOver(pointerId))
return true;
for (int i = 0; i < _children.Count; i++)
{
if (_children[i].IsTouchPointerOver(pointerId))
return true;
}
return false;
}
/// <inheritdoc />
public override void OnTouchEnter(Float2 location, int pointerId)
{
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled && !child.IsTouchPointerOver(pointerId))
{
if (IntersectsChildContent(child, location, out var childLocation))
{
child.OnTouchEnter(childLocation, pointerId);
}
}
}
base.OnTouchEnter(location, pointerId);
}
/// <inheritdoc />
public override bool OnTouchDown(Float2 location, int pointerId)
{
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (!child.IsTouchPointerOver(pointerId))
{
child.OnTouchEnter(location, pointerId);
}
if (child.OnTouchDown(childLocation, pointerId))
{
return true;
}
}
}
}
return base.OnTouchDown(location, pointerId);
}
/// <inheritdoc />
public override void OnTouchMove(Float2 location, int pointerId)
{
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.IsTouchPointerOver(pointerId))
{
child.OnTouchMove(childLocation, pointerId);
}
else
{
child.OnTouchEnter(childLocation, pointerId);
}
}
else if (child.IsTouchPointerOver(pointerId))
{
child.OnTouchLeave(pointerId);
}
}
}
base.OnTouchMove(location, pointerId);
}
/// <inheritdoc />
public override bool OnTouchUp(Float2 location, int pointerId)
{
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled && child.IsTouchPointerOver(pointerId))
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.OnTouchUp(childLocation, pointerId))
{
return true;
}
}
}
}
return base.OnTouchUp(location, pointerId);
}
/// <inheritdoc />
public override void OnTouchLeave(int pointerId)
{
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i];
if (child.Visible && child.Enabled && child.IsTouchPointerOver(pointerId))
{
child.OnTouchLeave(pointerId);
}
}
base.OnTouchLeave(pointerId);
}
/// <inheritdoc />
public override bool OnCharInput(char c)
{
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i];
if (child.Enabled && child.ContainsFocus)
{
return child.OnCharInput(c);
}
}
return false;
}
/// <inheritdoc />
public override bool OnKeyDown(KeyboardKeys key)
{
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i];
if (child.Enabled && child.ContainsFocus)
{
return child.OnKeyDown(key);
}
}
return false;
}
/// <inheritdoc />
public override void OnKeyUp(KeyboardKeys key)
{
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i];
if (child.Enabled && child.ContainsFocus)
{
child.OnKeyUp(key);
break;
}
}
}
/// <inheritdoc />
public override DragDropEffect OnDragEnter(ref Float2 location, DragData data)
{
// Base
var result = base.OnDragEnter(ref location, data);
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
// Enter
result = child.OnDragEnter(ref childLocation, data);
if (result != DragDropEffect.None)
break;
}
}
}
return result;
}
/// <inheritdoc />
public override DragDropEffect OnDragMove(ref Float2 location, DragData data)
{
// Base
var result = base.OnDragMove(ref location, data);
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
if (child.IsDragOver)
{
// Move
var tmpResult = child.OnDragMove(ref childLocation, data);
if (tmpResult != DragDropEffect.None)
result = tmpResult;
}
else
{
// Enter
var tmpResult = child.OnDragEnter(ref childLocation, data);
if (tmpResult != DragDropEffect.None)
result = tmpResult;
}
}
else if (child.IsDragOver)
{
// Leave
child.OnDragLeave();
}
}
}
return result;
}
/// <inheritdoc />
public override void OnDragLeave()
{
// Base
base.OnDragLeave();
// Check all children collisions with mouse and fire events for them
for (int i = 0; i < _children.Count; i++)
{
var child = _children[i];
if (child.IsDragOver)
{
// Leave
child.OnDragLeave();
}
}
}
/// <inheritdoc />
public override DragDropEffect OnDragDrop(ref Float2 location, DragData data)
{
// Base
var result = base.OnDragDrop(ref location, data);
// Check all children collisions with mouse and fire events for them
for (int i = _children.Count - 1; i >= 0 && _children.Count > 0; i--)
{
var child = _children[i];
if (child.Visible && child.Enabled)
{
if (IntersectsChildContent(child, location, out var childLocation))
{
// Enter
result = child.OnDragDrop(ref childLocation, data);
if (result != DragDropEffect.None)
break;
}
}
}
return result;
}
/// <inheritdoc />
protected override void OnSizeChanged()
{
// Lock updates to prevent additional layout calculations
bool wasLayoutLocked = _isLayoutLocked;
_isLayoutLocked = true;
base.OnSizeChanged();
// Fire event
for (int i = 0; i < _children.Count; i++)
{
_children[i].OnParentResized();
}
// Restore state
_isLayoutLocked = wasLayoutLocked;
// Arrange child controls
PerformLayout();
}
#endregion
}
}