private void OnMouseLeftButtonDown(ActivatableTabItem item, MouseButtonEventArgs e) { e.MouseDevice.Capture(item); this.draggedItem = item; this.sourceControl = item.FindParent <ActivatableTabControl>(); this.sourceSplitTabsControl = this.sourceControl.FindParent <SplitTabsControl>(); this.offset = e.GetPosition(item); this.preMoving = true; item.LostMouseCapture += this.OnLostMouseCapture; item.MouseLeftButtonUp += this.OnMouseLeftButtonUp; item.MouseMove += this.OnMouseMove; }
private void OnMouseLeftButtonDown(ActivatableTabItem item, MouseButtonEventArgs e) { e.MouseDevice.Capture(item); this.draggedItem = item; this.sourceControl = item.FindParent<ActivatableTabControl>(); this.sourceSplitTabsControl = this.sourceControl.FindParent<SplitTabsControl>(); this.offset = e.GetPosition(item); this.preMoving = true; item.LostMouseCapture += this.OnLostMouseCapture; item.MouseLeftButtonUp += this.OnMouseLeftButtonUp; item.MouseMove += this.OnMouseMove; }
public void RemoveItemFromControl(ActivatableTabItem item) { var control = item.FindParent <ActivatableTabControl>(); if (control == null) { Debug.Fail("Can't find parent tab control!"); return; } var node = control.TabNode; if (node == null) { Debug.Fail("Tab control does not have a tab node set!"); return; } node.TabControl.Items.Remove(item); if (node.TabControl.Items.Count == 0) { bool wasActive = (node == this.activeTabNode); // No more tabs in this control. if (node.Parent != null) { // This node is no longer needed. Remove the tab control and fix the tree. this.host.Children.Remove(node.TabControl); node.Parent.Children.Remove(node); node.Parent.Slot.Children.Remove(node.Slot); TabNode lastChild = node.Parent.Children[0]; if (node.Parent.Children.Count == 1) { // The parent now only has a single child. That means the last node (lastChild) is no longer // necessary; its contents should collapse up into the parent. Note that this could "bleed up" // into the grandparent, as in this case: // // ------------------------ // | | | | | // | | | | | // | | | | | // | |-------| | // | | | | // | | X | | // | | | | // ------------------------ // // Closing the X node leaves a single node in its parent, so that node replaces the parent. // That node contains two children, and has horizontal orientation like it's *new* parent // (the grandparent). In these cases, the parent node also becomes unnecessary, and should // be replaced in the grandparent node with all of its children. // // Note that programmatically, it is possible to create a node tree such that node has children // (with grandchildren) that have the same orientation as the parent. However, using the drag // manager, this should never happen; the logic in SplitNode detects such cases and inserts // nodes appropriately such that orientation always flips as you go down the tree. So, any time // the remaining child (lastChild) has children, it should always result in this "bleed up" // effect. But we check just in case. if (lastChild.Children != null) { var grandparent = node.Parent.Parent; if (grandparent != null && lastChild.Slot.Orientation == grandparent.Slot.Orientation) { // Here's the "bleed up" -- skip right past parent int index = grandparent.Children.IndexOf(node.Parent); double totalSizeInLastChild = lastChild.Slot.Children.Sum(s => s.Length.Value); double totalSizeInGrandParent = grandparent.Slot.Children.Sum(s => s.Length.Value); grandparent.Children.RemoveAt(index); grandparent.Slot.Children.RemoveAt(index); foreach (var child in lastChild.Children) { grandparent.Children.Insert(index, child); child.Parent = grandparent; grandparent.Slot.Children.Insert(index, child.Slot); child.Slot.Length = new GridLength((child.Slot.Length.Value / totalSizeInLastChild) * totalSizeInGrandParent, GridUnitType.Star); index += 1; } } else { // Just put lastChild's children into the parent, replacing itself. This case should only // get hit if the parent is the root, unless someone does programmatic manipulation of the slots. node.Parent.Children.Clear(); node.Parent.Slot.Children.Clear(); foreach (var child in lastChild.Children) { node.Parent.Children.Add(child); child.Parent = node.Parent; node.Parent.Slot.Children.Add(child.Slot); } node.Parent.Slot.Orientation = lastChild.Slot.Orientation; } } else { // Just put lastChild's tab control into the parent, removing itself node.Parent.Children = null; node.Parent.Slot.Children.Clear(); node.Parent.TabControl = lastChild.TabControl; SlotPanel.SetSlotName(node.Parent.TabControl, node.Parent.Slot.Name); node.Parent.TabControl.TabNode = node.Parent; } } if (wasActive) { ActivateLastActiveTabNode(); } } else { // We're now empty, completely. If we're a floating host, go away. if (this.masterControl != null) { var parent = this.FindParent <FloatingWindow>(); if (parent != null) { parent.Close(); } } } } }
public void RemoveItemFromControl(ActivatableTabItem item) { var control = item.FindParent<ActivatableTabControl>(); if (control == null) { Debug.Fail("Can't find parent tab control!"); return; } var node = control.TabNode; if (node == null) { Debug.Fail("Tab control does not have a tab node set!"); return; } node.TabControl.Items.Remove(item); if (node.TabControl.Items.Count == 0) { bool wasActive = (node == this.activeTabNode); // No more tabs in this control. if (node.Parent != null) { // This node is no longer needed. Remove the tab control and fix the tree. this.host.Children.Remove(node.TabControl); node.Parent.Children.Remove(node); node.Parent.Slot.Children.Remove(node.Slot); TabNode lastChild = node.Parent.Children[0]; if (node.Parent.Children.Count == 1) { // The parent now only has a single child. That means the last node (lastChild) is no longer // necessary; its contents should collapse up into the parent. Note that this could "bleed up" // into the grandparent, as in this case: // // ------------------------ // | | | | | // | | | | | // | | | | | // | |-------| | // | | | | // | | X | | // | | | | // ------------------------ // // Closing the X node leaves a single node in its parent, so that node replaces the parent. // That node contains two children, and has horizontal orientation like it's *new* parent // (the grandparent). In these cases, the parent node also becomes unnecessary, and should // be replaced in the grandparent node with all of its children. // // Note that programmatically, it is possible to create a node tree such that node has children // (with grandchildren) that have the same orientation as the parent. However, using the drag // manager, this should never happen; the logic in SplitNode detects such cases and inserts // nodes appropriately such that orientation always flips as you go down the tree. So, any time // the remaining child (lastChild) has children, it should always result in this "bleed up" // effect. But we check just in case. if (lastChild.Children != null) { var grandparent = node.Parent.Parent; if (grandparent != null && lastChild.Slot.Orientation == grandparent.Slot.Orientation) { // Here's the "bleed up" -- skip right past parent int index = grandparent.Children.IndexOf(node.Parent); double totalSizeInLastChild = lastChild.Slot.Children.Sum(s => s.Length.Value); double totalSizeInGrandParent = grandparent.Slot.Children.Sum(s => s.Length.Value); grandparent.Children.RemoveAt(index); grandparent.Slot.Children.RemoveAt(index); foreach (var child in lastChild.Children) { grandparent.Children.Insert(index, child); child.Parent = grandparent; grandparent.Slot.Children.Insert(index, child.Slot); child.Slot.Length = new GridLength((child.Slot.Length.Value / totalSizeInLastChild) * totalSizeInGrandParent, GridUnitType.Star); index += 1; } } else { // Just put lastChild's children into the parent, replacing itself. This case should only // get hit if the parent is the root, unless someone does programmatic manipulation of the slots. node.Parent.Children.Clear(); node.Parent.Slot.Children.Clear(); foreach (var child in lastChild.Children) { node.Parent.Children.Add(child); child.Parent = node.Parent; node.Parent.Slot.Children.Add(child.Slot); } node.Parent.Slot.Orientation = lastChild.Slot.Orientation; } } else { // Just put lastChild's tab control into the parent, removing itself node.Parent.Children = null; node.Parent.Slot.Children.Clear(); node.Parent.TabControl = lastChild.TabControl; SlotPanel.SetSlotName(node.Parent.TabControl, node.Parent.Slot.Name); node.Parent.TabControl.TabNode = node.Parent; } } if (wasActive) { ActivateLastActiveTabNode(); } } else { // We're now empty, completely. If we're a floating host, go away. if (this.masterControl != null) { var parent = this.FindParent<FloatingWindow>(); if (parent != null) parent.Close(); } } } }