///////////////////////////////////////////////////////////////////// internal override void FireNotifications(UIElement uie, ContentElement ce, UIElement3D uie3D, bool oldValue) { // This is all very sketchy... // // Tablet can support multiple stylus devices concurrently. They can each // be over a different element. They all update the IsStylusOver property, // which calls into here, but ends up using the "current" stylus device, // instead of each using their own device. Worse, all of these will end up // writing to the same bits in the UIElement. They are going to step all over // each other. if (Stylus.CurrentStylusDevice == null) { return; } StylusEventArgs stylusEventArgs = new StylusEventArgs(Stylus.CurrentStylusDevice, Environment.TickCount); stylusEventArgs.RoutedEvent = oldValue ? Stylus.StylusLeaveEvent : Stylus.StylusEnterEvent; if (uie != null) { uie.RaiseEvent(stylusEventArgs); } else if (ce != null) { ce.RaiseEvent(stylusEventArgs); } else if (uie3D != null) { uie3D.RaiseEvent(stylusEventArgs); } }
///////////////////////////////////////////////////////////////////// internal override void FireNotifications(UIElement uie, ContentElement ce, UIElement3D uie3D, bool oldValue) { // This is all very sketchy... // // Tablet can support multiple stylus devices concurrently. They can each // be over a different element. They all update the IsStylusOver property, // which calls into here, but ends up using the "current" stylus device, // instead of each using their own device. Worse, all of these will end up // writing to the same bits in the UIElement. They are going to step all over // each other. if(Stylus.CurrentStylusDevice == null) { return; } StylusEventArgs stylusEventArgs = new StylusEventArgs(Stylus.CurrentStylusDevice, Environment.TickCount); stylusEventArgs.RoutedEvent = oldValue ? Stylus.StylusLeaveEvent : Stylus.StylusEnterEvent; if (uie != null) { uie.RaiseEvent(stylusEventArgs); } else if (ce != null) { ce.RaiseEvent(stylusEventArgs); } else if (uie3D != null) { uie3D.RaiseEvent(stylusEventArgs); } }
///////////////////////////////////////////////////////////////////// internal override void FireNotifications(UIElement uie, ContentElement ce, UIElement3D uie3D, bool oldValue) { // Before we fire the mouse event we need to figure if the notification is still relevant. // This is because it is possible that the mouse state has changed during the previous // property engine callout. Example: Consider a MessageBox being displayed during the // IsMouseOver OnPropertyChanged override. bool shouldFireNotification = false; if (uie != null) { shouldFireNotification = (!oldValue && uie.IsMouseOver) || (oldValue && !uie.IsMouseOver); } else if (ce != null) { shouldFireNotification = (!oldValue && ce.IsMouseOver) || (oldValue && !ce.IsMouseOver); } else if (uie3D != null) { shouldFireNotification = (!oldValue && uie3D.IsMouseOver) || (oldValue && !uie3D.IsMouseOver); } if (shouldFireNotification) { MouseEventArgs mouseEventArgs = new MouseEventArgs(Mouse.PrimaryDevice, Environment.TickCount, Mouse.PrimaryDevice.StylusDevice); mouseEventArgs.RoutedEvent = oldValue ? Mouse.MouseLeaveEvent : Mouse.MouseEnterEvent; if (uie != null) { uie.RaiseEvent(mouseEventArgs); } else if (ce != null) { ce.RaiseEvent(mouseEventArgs); } else if (uie3D != null) { uie3D.RaiseEvent(mouseEventArgs); } } }