/// <summary> /// This method is invoked when the pointer enters the rating item. /// </summary> /// <param name="e">Information about the event.</param> protected override void OnPointerEntered(PointerRoutedEventArgs e) { if (_interactionHelper.AllowPointerEnter(e)) { _interactionHelper.UpdateVisualStateBase(true); } base.OnPointerEntered(e); }
/// <summary> /// This method is invoked when the mouse enters the rating item. /// </summary> /// <param name="e">Information about the event.</param> protected override void OnMouseEnter(MouseEventArgs e) { if (_interactionHelper.AllowMouseEnter(e)) { _interactionHelper.UpdateVisualStateBase(true); } base.OnMouseEnter(e); }
/// <summary> /// Change to the correct visual state for the repeatbutton. /// </summary> internal void UpdateVisualState(bool useTransitions) { // all states are managed by the default InteractionHelper Interaction.UpdateVisualStateBase(useTransitions); if (ElementFocusVisual != null) { ElementFocusVisual.Visibility = (IsFocused && IsEnabled) ? Visibility.Visible : Visibility.Collapsed; } }
/// <summary> /// Update the current visual state of the button. /// </summary> /// <param name="useTransitions"> /// True to use transitions when updating the visual state, false to /// snap directly to the new visual state. /// </param> internal virtual void UpdateVisualState(bool useTransitions) { if (IsLocked) { VisualStates.GoToState(this, useTransitions, VisualStates.StateLocked); } else { VisualStates.GoToState(this, useTransitions, VisualStates.StateUnlocked); } switch (ExpandDirection) { case ExpandDirection.Down: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandDown); break; case ExpandDirection.Up: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandUp); break; case ExpandDirection.Left: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandLeft); break; default: VisualStates.GoToState(this, useTransitions, VisualStates.StateExpandRight); break; } // let the header know a change has possibly occured. if (ExpanderButton != null) { ExpanderButton.UpdateVisualState(useTransitions); } // Handle the Common and Focused states _interaction.UpdateVisualStateBase(useTransitions); }
/// <summary> /// Change to the correct visual state for the thumb. /// </summary> internal void UpdateVisualState(bool useTransitions) { // all states are managed by the default InteractionHelper Interaction.UpdateVisualStateBase(useTransitions); }