Beispiel #1
0
        private static Segment GetAlignedSegment(double width, Alignment alignment, Segment horzSegment)
        {
            switch (alignment)
            {
                case Alignment.Start:
                    return horzSegment.AlignToStart(width);

                case Alignment.Middle:
                    return horzSegment.AlignToMiddle(width);

                case Alignment.End:
                    return horzSegment.AlignToEnd(width);

                default:
                    return new Segment(horzSegment.Start, horzSegment.End);
            }
        }
Beispiel #2
0
            public GridWalker(Grid grid, Segment[,] rowMatrix, Segment[,] colMatrix)
            {
                int rowMatrixDim = rowMatrix.GetLength(0);
                int colMatrixDim = colMatrix.GetLength(0);

                foreach (Control child in grid.Children)
                {
                    bool starCol = false;
                    bool starRow = false;
                    bool autoCol = false;
                    bool autoRow = false;

                    int col = Math.Min(GetColumn(child), colMatrixDim - 1);
                    int row = Math.Min(GetRow(child), rowMatrixDim - 1);
                    int colspan = Math.Min(GetColumnSpan(child), colMatrixDim - 1);
                    int rowspan = Math.Min(GetRowSpan(child), rowMatrixDim - 1);

                    for (int r = row; r < row + rowspan; r++)
                    {
                        starRow |= rowMatrix[r, r].Type == GridUnitType.Star;
                        autoRow |= rowMatrix[r, r].Type == GridUnitType.Auto;
                    }

                    for (int c = col; c < col + colspan; c++)
                    {
                        starCol |= colMatrix[c, c].Type == GridUnitType.Star;
                        autoCol |= colMatrix[c, c].Type == GridUnitType.Auto;
                    }

                    HasAutoAuto |= autoRow && autoCol && !starRow && !starCol;
                    HasStarAuto |= starRow && autoCol;
                    HasAutoStar |= autoRow && starCol;
                }
            }
Beispiel #3
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 public GridNode(Segment[,] matrix, int row, int col, double size)
 {
     Matrix = matrix;
     Row = row;
     Column = col;
     Size = size;
 }
Beispiel #4
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        private void AssignSize(
            Segment[,] matrix,
            int start,
            int end,
            ref double size,
            GridUnitType type,
            bool desiredSize)
        {
            double count = 0;
            bool assigned;

            // Count how many segments are of the correct type. If we're measuring Star rows/cols
            // we need to count the number of stars instead.
            for (int i = start; i <= end; i++)
            {
                double segmentSize = desiredSize ? matrix[i, i].DesiredSize : matrix[i, i].OfferedSize;
                if (segmentSize < matrix[i, i].Max)
                {
                    count += type == GridUnitType.Star ? matrix[i, i].Stars : 1;
                }
            }

            do
            {
                double contribution = size / count;

                assigned = false;

                for (int i = start; i <= end; i++)
                {
                    double segmentSize = desiredSize ? matrix[i, i].DesiredSize : matrix[i, i].OfferedSize;

                    if (!(matrix[i, i].Type == type && segmentSize < matrix[i, i].Max))
                    {
                        continue;
                    }

                    double newsize = segmentSize;
                    newsize += contribution * (type == GridUnitType.Star ? matrix[i, i].Stars : 1);
                    newsize = Math.Min(newsize, matrix[i, i].Max);
                    assigned |= newsize > segmentSize;
                    size -= newsize - segmentSize;

                    if (desiredSize)
                    {
                        matrix[i, i].DesiredSize = newsize;
                    }
                    else
                    {
                        matrix[i, i].OfferedSize = newsize;
                    }
                }
            }
            while (assigned);
        }
Beispiel #5
0
        /// <summary>
        /// Measures the grid.
        /// </summary>
        /// <param name="constraint">The available size.</param>
        /// <returns>The desired size of the control.</returns>
        protected override Size MeasureOverride(Size constraint)
        {
            Size totalSize = constraint;
            int colCount = ColumnDefinitions.Count;
            int rowCount = RowDefinitions.Count;
            double totalStarsX = 0;
            double totalStarsY = 0;
            bool emptyRows = rowCount == 0;
            bool emptyCols = colCount == 0;
            bool hasChildren = Children.Count > 0;

            if (emptyRows)
            {
                rowCount = 1;
            }

            if (emptyCols)
            {
                colCount = 1;
            }

            CreateMatrices(rowCount, colCount);

            if (emptyRows)
            {
                _rowMatrix[0, 0] = new Segment(0, 0, double.PositiveInfinity, GridUnitType.Star);
                _rowMatrix[0, 0].Stars = 1.0;
                totalStarsY += 1.0;
            }
            else
            {
                for (int i = 0; i < rowCount; i++)
                {
                    RowDefinition rowdef = RowDefinitions[i];
                    GridLength height = rowdef.Height;

                    rowdef.ActualHeight = double.PositiveInfinity;
                    _rowMatrix[i, i] = new Segment(0, rowdef.MinHeight, rowdef.MaxHeight, height.GridUnitType);

                    if (height.GridUnitType == GridUnitType.Pixel)
                    {
                        _rowMatrix[i, i].OfferedSize = Clamp(height.Value, _rowMatrix[i, i].Min, _rowMatrix[i, i].Max);
                        _rowMatrix[i, i].DesiredSize = _rowMatrix[i, i].OfferedSize;
                        rowdef.ActualHeight = _rowMatrix[i, i].OfferedSize;
                    }
                    else if (height.GridUnitType == GridUnitType.Star)
                    {
                        _rowMatrix[i, i].Stars = height.Value;
                        totalStarsY += height.Value;
                    }
                    else if (height.GridUnitType == GridUnitType.Auto)
                    {
                        _rowMatrix[i, i].OfferedSize = Clamp(0, _rowMatrix[i, i].Min, _rowMatrix[i, i].Max);
                        _rowMatrix[i, i].DesiredSize = _rowMatrix[i, i].OfferedSize;
                    }
                }
            }

            if (emptyCols)
            {
                _colMatrix[0, 0] = new Segment(0, 0, double.PositiveInfinity, GridUnitType.Star);
                _colMatrix[0, 0].Stars = 1.0;
                totalStarsX += 1.0;
            }
            else
            {
                for (int i = 0; i < colCount; i++)
                {
                    ColumnDefinition coldef = ColumnDefinitions[i];
                    GridLength width = coldef.Width;

                    coldef.ActualWidth = double.PositiveInfinity;
                    _colMatrix[i, i] = new Segment(0, coldef.MinWidth, coldef.MaxWidth, width.GridUnitType);

                    if (width.GridUnitType == GridUnitType.Pixel)
                    {
                        _colMatrix[i, i].OfferedSize = Clamp(width.Value, _colMatrix[i, i].Min, _colMatrix[i, i].Max);
                        _colMatrix[i, i].DesiredSize = _colMatrix[i, i].OfferedSize;
                        coldef.ActualWidth = _colMatrix[i, i].OfferedSize;
                    }
                    else if (width.GridUnitType == GridUnitType.Star)
                    {
                        _colMatrix[i, i].Stars = width.Value;
                        totalStarsX += width.Value;
                    }
                    else if (width.GridUnitType == GridUnitType.Auto)
                    {
                        _colMatrix[i, i].OfferedSize = Clamp(0, _colMatrix[i, i].Min, _colMatrix[i, i].Max);
                        _colMatrix[i, i].DesiredSize = _colMatrix[i, i].OfferedSize;
                    }
                }
            }

            List<GridNode> sizes = new List<GridNode>();
            GridNode node;
            GridNode separator = new GridNode(null, 0, 0, 0);
            int separatorIndex;

            sizes.Add(separator);

            // Pre-process the grid children so that we know what types of elements we have so
            // we can apply our special measuring rules.
            GridWalker gridWalker = new GridWalker(this, _rowMatrix, _colMatrix);

            for (int i = 0; i < 6; i++)
            {
                // These bools tell us which grid element type we should be measuring. i.e.
                // 'star/auto' means we should measure elements with a star row and auto col
                bool autoAuto = i == 0;
                bool starAuto = i == 1;
                bool autoStar = i == 2;
                bool starAutoAgain = i == 3;
                bool nonStar = i == 4;
                bool remainingStar = i == 5;

                if (hasChildren)
                {
                    ExpandStarCols(totalSize);
                    ExpandStarRows(totalSize);
                }

                foreach (Control child in Children)
                {
                    int col, row;
                    int colspan, rowspan;
                    double childSizeX = 0;
                    double childSizeY = 0;
                    bool starCol = false;
                    bool starRow = false;
                    bool autoCol = false;
                    bool autoRow = false;

                    col = Math.Min(GetColumn(child), colCount - 1);
                    row = Math.Min(GetRow(child), rowCount - 1);
                    colspan = Math.Min(GetColumnSpan(child), colCount - col);
                    rowspan = Math.Min(GetRowSpan(child), rowCount - row);

                    for (int r = row; r < row + rowspan; r++)
                    {
                        starRow |= _rowMatrix[r, r].Type == GridUnitType.Star;
                        autoRow |= _rowMatrix[r, r].Type == GridUnitType.Auto;
                    }

                    for (int c = col; c < col + colspan; c++)
                    {
                        starCol |= _colMatrix[c, c].Type == GridUnitType.Star;
                        autoCol |= _colMatrix[c, c].Type == GridUnitType.Auto;
                    }

                    // This series of if statements checks whether or not we should measure
                    // the current element and also if we need to override the sizes
                    // passed to the Measure call.

                    // If the element has Auto rows and Auto columns and does not span Star
                    // rows/cols it should only be measured in the auto_auto phase.
                    // There are similar rules governing auto/star and star/auto elements.
                    // NOTE: star/auto elements are measured twice. The first time with
                    // an override for height, the second time without it.
                    if (autoRow && autoCol && !starRow && !starCol)
                    {
                        if (!autoAuto)
                        {
                            continue;
                        }

                        childSizeX = double.PositiveInfinity;
                        childSizeY = double.PositiveInfinity;
                    }
                    else if (starRow && autoCol && !starCol)
                    {
                        if (!(starAuto || starAutoAgain))
                        {
                            continue;
                        }

                        if (starAuto && gridWalker.HasAutoStar)
                        {
                            childSizeY = double.PositiveInfinity;
                        }

                        childSizeX = double.PositiveInfinity;
                    }
                    else if (autoRow && starCol && !starRow)
                    {
                        if (!autoStar)
                        {
                            continue;
                        }

                        childSizeY = double.PositiveInfinity;
                    }
                    else if ((autoRow || autoCol) && !(starRow || starCol))
                    {
                        if (!nonStar)
                        {
                            continue;
                        }

                        if (autoRow)
                        {
                            childSizeY = double.PositiveInfinity;
                        }

                        if (autoCol)
                        {
                            childSizeX = double.PositiveInfinity;
                        }
                    }
                    else if (!(starRow || starCol))
                    {
                        if (!nonStar)
                        {
                            continue;
                        }
                    }
                    else
                    {
                        if (!remainingStar)
                        {
                            continue;
                        }
                    }

                    for (int r = row; r < row + rowspan; r++)
                    {
                        childSizeY += _rowMatrix[r, r].OfferedSize;
                    }

                    for (int c = col; c < col + colspan; c++)
                    {
                        childSizeX += _colMatrix[c, c].OfferedSize;
                    }

                    child.Measure(new Size(childSizeX, childSizeY));
                    Size desired = child.DesiredSize;

                    // Elements distribute their height based on two rules:
                    // 1) Elements with rowspan/colspan == 1 distribute their height first
                    // 2) Everything else distributes in a LIFO manner.
                    // As such, add all UIElements with rowspan/colspan == 1 after the separator in
                    // the list and everything else before it. Then to process, just keep popping
                    // elements off the end of the list.
                    if (!starAuto)
                    {
                        node = new GridNode(_rowMatrix, row + rowspan - 1, row, desired.Height);
                        separatorIndex = sizes.IndexOf(separator);
                        sizes.Insert(node.Row == node.Column ? separatorIndex + 1 : separatorIndex, node);
                    }

                    node = new GridNode(_colMatrix, col + colspan - 1, col, desired.Width);

                    separatorIndex = sizes.IndexOf(separator);
                    sizes.Insert(node.Row == node.Column ? separatorIndex + 1 : separatorIndex, node);
                }

                sizes.Remove(separator);

                while (sizes.Count > 0)
                {
                    node = sizes.Last();
                    node.Matrix[node.Row, node.Column].DesiredSize = Math.Max(node.Matrix[node.Row, node.Column].DesiredSize, node.Size);
                    AllocateDesiredSize(rowCount, colCount);
                    sizes.Remove(node);
                }

                sizes.Add(separator);
            }

            // Once we have measured and distributed all sizes, we have to store
            // the results. Every time we want to expand the rows/cols, this will
            // be used as the baseline.
            SaveMeasureResults();

            sizes.Remove(separator);

            double gridSizeX = 0;
            double gridSizeY = 0;

            for (int c = 0; c < colCount; c++)
            {
                gridSizeX += _colMatrix[c, c].DesiredSize;
            }

            for (int r = 0; r < rowCount; r++)
            {
                gridSizeY += _rowMatrix[r, r].DesiredSize;
            }

            return new Size(gridSizeX, gridSizeY);
        }
Beispiel #6
0
 public static Rect FromSegments(Segment horzSegment, Segment vertSegment)
 {
     return new Rect(horzSegment.Start, vertSegment.Start, horzSegment.Length, vertSegment.Length);
 }
Beispiel #7
0
 public GridNode(Segment[,] matrix, int row, int col, double size)
 {
     this.Matrix = matrix;
     this.Row = row;
     this.Column = col;
     this.Size = size;
 }