コード例 #1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="PrioritizedStyle"/> structure.
 /// </summary>
 /// <param name="style">The style being applied.</param>
 /// <param name="selector">The selector which caused the style to be applied.</param>
 /// <param name="priority">The style's priority.</param>
 /// <param name="index">The index of the style's rule set within its style sheet.</param>
 public PrioritizedStyle(UvssRule style, UvssSelector selector, Int32 priority, Int32 index)
 {
     this.Style    = style;
     this.Selector = selector;
     this.Priority = priority;
     this.Index    = index;
 }
コード例 #2
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        /// <summary>
        /// Adds a trigger to the prioritizer.
        /// </summary>
        /// <param name="uv">The Ultraviolet context.</param>
        /// <param name="selector">The selector which caused this style to be considered.</param>
        /// <param name="navigationExpression">The navigation expression associated with the style.</param>
        /// <param name="trigger">The trigger to add to the prioritizer.</param>
        /// <param name="index">The index of the trigger's rule set within the style sheet.</param>
        public void Add(UltravioletContext uv, UvssSelector selector, NavigationExpression?navigationExpression, UvssTrigger trigger, Int32 index)
        {
            Contract.Require(uv, nameof(uv));

            var key      = new StyleKey(trigger.CanonicalName, navigationExpression);
            var priority = CalculatePriorityFromSelector(selector, false);

            PrioritizedTrigger existing;

            if (!triggers.TryGetValue(key, out existing))
            {
                triggers[key] = new PrioritizedTrigger(trigger, selector, priority, index);
            }
            else
            {
                var comparison = selector.ComparePriority(existing.Selector);
                if (comparison == 0 && index > existing.Index)
                {
                    comparison = 1;
                }

                if (comparison > 0 && (trigger.IsImportant || !existing.Trigger.IsImportant))
                {
                    triggers[key] = new PrioritizedTrigger(trigger, selector, priority, index);
                }
            }
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="PrioritizedTrigger"/> structure.
 /// </summary>
 /// <param name="trigger">The trigger being applied.</param>
 /// <param name="selector">The selector which caused the trigger to be applied.</param>
 /// <param name="priority">The trigger's priority.</param>
 /// <param name="index">The index of the trigger's rule set within its style sheet.</param>
 public PrioritizedTrigger(UvssTrigger trigger, UvssSelector selector, Int32 priority, Int32 index)
 {
     this.Trigger  = trigger;
     this.Selector = selector;
     this.Priority = priority;
     this.Index    = index;
 }
コード例 #4
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 /// <summary>
 /// Gets a value indicating whether the rule set matches the specified UI element.
 /// </summary>
 /// <param name="element">The UI element to evaluate.</param>
 /// <param name="selector">The selector that matches the element, if any.</param>
 /// <returns><see langword="true"/> if the rule set matches the specified UI element; otherwise, <see langword="false"/>.</returns>
 public Boolean MatchesElement(UIElement element, out UvssSelector selector)
 {
     selector = null;
     foreach (var potentialMatch in selectors)
     {
         if (potentialMatch.MatchesElement(element))
         {
             if (selector == null || potentialMatch.ComparePriority(selector) >= 0)
             {
                 selector = potentialMatch;
             }
         }
     }
     return(selector != null);
 }
コード例 #5
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        /// <summary>
        /// Compares the priority of this selector with the priority of another selector
        /// and returns a value which represents their relative order.
        /// </summary>
        /// <param name="selector">The selector to compare to this selector.</param>
        /// <returns>A value which represents the relative order of the objects being compared.</returns>
        public Int32 ComparePriority(UvssSelector selector)
        {
            Contract.Require(selector, nameof(selector));

            if (IsDirectlyTargeted && !selector.IsDirectlyTargeted)
            {
                return(1);
            }

            if (!IsDirectlyTargeted && selector.IsDirectlyTargeted)
            {
                return(-1);
            }

            return(priority.CompareTo(selector.priority));
        }
コード例 #6
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ファイル: UvssDocument.cs プロジェクト: masums/ultraviolet
        /// <summary>
        /// Adds the specified rule set to the style prioritizer.
        /// </summary>
        private void AddRuleSetToPrioritizer(UIElement element, UvssSelector selector, UvssRuleSet ruleSet, Int32 index)
        {
            if (!selector.MatchesElement(element))
            {
                return;
            }

            var navexp = NavigationExpression.FromUvssNavigationExpression(Ultraviolet, selector.NavigationExpression);

            foreach (var rule in ruleSet.Rules)
            {
                prioritizer.Add(Ultraviolet, selector, navexp, rule, index);
            }

            foreach (var trigger in ruleSet.Triggers)
            {
                prioritizer.Add(Ultraviolet, selector, navexp, trigger, index);
            }
        }
コード例 #7
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        /// <summary>
        /// Calculates the specified selector's relative priority.
        /// </summary>
        /// <param name="selector">The selector to evaluate.</param>
        /// <param name="important">A value indicating whether the style should be considered important.</param>
        /// <returns>The relative priority of the specified selector.</returns>
        private Int32 CalculatePriorityFromSelector(UvssSelector selector, Boolean important)
        {
            const Int32 ImportantStylePriority = 1000000000;

            return(selector.Priority + (important ? ImportantStylePriority : 0));
        }
コード例 #8
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 /// <summary>
 /// Initializes a new instance of thhe <see cref="CategorizedRuleSet"/> structure.
 /// </summary>
 /// <param name="selector">The selector which applies the categorized rule set.</param>
 /// <param name="ruleSet">The rule set which has been categorized.</param>
 /// <param name="index">The index of the rule set within the style sheet.</param>
 public CategorizedRuleSet(UvssSelector selector, UvssRuleSet ruleSet, Int32 index)
 {
     this.Selector = selector;
     this.RuleSet  = ruleSet;
     this.Index    = index;
 }
コード例 #9
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 /// <summary>
 /// Initializes a new instance of the <see cref="PlayStoryboardTriggerAction"/> class.
 /// </summary>
 /// <param name="storyboardName">The name of the storyboard to play.</param>
 /// <param name="selector">A selector specifying which elements will be targeted by the storyboard.</param>
 internal PlayStoryboardTriggerAction(String storyboardName, UvssSelector selector)
 {
     this.storyboardName = storyboardName;
     this.selector       = selector;
 }
コード例 #10
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 /// <summary>
 /// Initializes a new instance of the <see cref="SetTriggerAction"/> class.
 /// </summary>
 /// <param name="selector">A UVSS selector which specifies the target (or targets) of the action.</param>
 /// <param name="propertyName">The styling name of the dependency property which is set by this action.</param>
 /// <param name="propertyValue">The value to which the action sets its associated dependency property.</param>
 internal SetTriggerAction(UvssSelector selector, DependencyName propertyName, DependencyValue propertyValue)
 {
     this.selector      = selector;
     this.propertyName  = propertyName;
     this.propertyValue = propertyValue;
 }