示例#1
0
 internal Enumerator(UQueryState <T> queryState)
 {
     iterationList             = VisualElementListPool.Get();
     s_EnumerationList.matches = iterationList;
     s_EnumerationList.Run(queryState.m_Element, queryState.m_Matchers);
     s_EnumerationList.Reset();
     currentIndex = -1;
 }
            /// <summary>
            /// Insert an element into this element's contentContainer
            /// </summary>
            public void Insert(int index, VisualElement child)
            {
                if (child == null)
                {
                    throw new ArgumentException("Cannot insert null child");
                }

                if (index > childCount)
                {
                    throw new ArgumentOutOfRangeException("Index out of range: " + index);
                }

                if (child == m_Owner)
                {
                    throw new ArgumentException("Cannot insert element as its own child");
                }

                child.RemoveFromHierarchy();

                if (ReferenceEquals(m_Owner.m_Children, s_EmptyList))
                {
                    //TODO: Trigger a release on finalizer or something, this means we'll need to make the pool thread-safe as well
                    m_Owner.m_Children = VisualElementListPool.Get();
                }

                if (m_Owner.yogaNode.IsMeasureDefined)
                {
                    m_Owner.RemoveMeasureFunction();
                }

                PutChildAtIndex(child, index);

                int imguiContainerCount = child.imguiContainerDescendantCount + (child.isIMGUIContainer ? 1 : 0);

                if (imguiContainerCount > 0)
                {
                    m_Owner.ChangeIMGUIContainerCount(imguiContainerCount);
                }

                child.hierarchy.SetParent(m_Owner);
                child.PropagateEnabledToChildren(m_Owner.enabledInHierarchy);

                child.InvokeHierarchyChanged(HierarchyChangeType.Add);
                child.IncrementVersion(VersionChangeType.Hierarchy);
                m_Owner.IncrementVersion(VersionChangeType.Hierarchy);
            }
示例#3
0
        internal static void SendEnterLeave <TLeaveEvent, TEnterEvent>(VisualElement previousTopElementUnderMouse, VisualElement currentTopElementUnderMouse, IMouseEvent triggerEvent, Vector2 mousePosition) where TLeaveEvent : MouseEventBase <TLeaveEvent>, new() where TEnterEvent : MouseEventBase <TEnterEvent>, new()
        {
            if (previousTopElementUnderMouse != null && previousTopElementUnderMouse.panel == null)
            {
                // If previousTopElementUnderMouse has been removed from panel,
                // do as if there is no element under the mouse.
                previousTopElementUnderMouse = null;
            }

            // We want to find the common ancestor CA of previousTopElementUnderMouse and currentTopElementUnderMouse,
            // send Leave (MouseLeave or DragLeave) events to elements between CA and previousTopElementUnderMouse
            // and send Enter (MouseEnter or DragEnter) events to elements between CA and currentTopElementUnderMouse.

            int prevDepth = 0;
            var p         = previousTopElementUnderMouse;

            while (p != null)
            {
                prevDepth++;
                p = p.hierarchy.parent;
            }

            int currDepth = 0;
            var c         = currentTopElementUnderMouse;

            while (c != null)
            {
                currDepth++;
                c = c.hierarchy.parent;
            }

            p = previousTopElementUnderMouse;
            c = currentTopElementUnderMouse;

            while (prevDepth > currDepth)
            {
                using (var leaveEvent = MouseEventBase <TLeaveEvent> .GetPooled(triggerEvent, mousePosition, false))
                {
                    leaveEvent.target = p;
                    p.SendEvent(leaveEvent);
                }

                prevDepth--;
                p = p.hierarchy.parent;
            }

            // We want to send enter events after all the leave events.
            // We will store the elements being entered in this list.
            List <VisualElement> enteringElements = VisualElementListPool.Get(currDepth);

            while (currDepth > prevDepth)
            {
                enteringElements.Add(c);

                currDepth--;
                c = c.hierarchy.parent;
            }

            // Now p and c are at the same depth. Go up the tree until p == c.
            while (p != c)
            {
                using (var leaveEvent = MouseEventBase <TLeaveEvent> .GetPooled(triggerEvent, mousePosition, false))
                {
                    leaveEvent.target = p;
                    p.SendEvent(leaveEvent);
                }

                enteringElements.Add(c);

                p = p.hierarchy.parent;
                c = c.hierarchy.parent;
            }

            for (var i = enteringElements.Count - 1; i >= 0; i--)
            {
                using (var enterEvent = MouseEventBase <TEnterEvent> .GetPooled(triggerEvent, mousePosition, false))
                {
                    enterEvent.target = enteringElements[i];
                    enteringElements[i].SendEvent(enterEvent);
                }
            }

            VisualElementListPool.Release(enteringElements);
        }
示例#4
0
        internal static void SendEnterLeave <TLeaveEvent, TEnterEvent>(VisualElement previousTopElementUnderMouse, VisualElement currentTopElementUnderMouse, IMouseEvent triggerEvent, Vector2 mousePosition) where TLeaveEvent : MouseEventBase <TLeaveEvent>, new() where TEnterEvent : MouseEventBase <TEnterEvent>, new()
        {
            bool flag = previousTopElementUnderMouse != null && previousTopElementUnderMouse.panel == null;

            if (flag)
            {
                previousTopElementUnderMouse = null;
            }
            int           i = 0;
            VisualElement visualElement;

            for (visualElement = previousTopElementUnderMouse; visualElement != null; visualElement = visualElement.hierarchy.parent)
            {
                i++;
            }
            int           j = 0;
            VisualElement visualElement2;

            for (visualElement2 = currentTopElementUnderMouse; visualElement2 != null; visualElement2 = visualElement2.hierarchy.parent)
            {
                j++;
            }
            visualElement  = previousTopElementUnderMouse;
            visualElement2 = currentTopElementUnderMouse;
            while (i > j)
            {
                using (TLeaveEvent pooled = MouseEventBase <TLeaveEvent> .GetPooled(triggerEvent, mousePosition, false))
                {
                    pooled.target = visualElement;
                    visualElement.SendEvent(pooled);
                }
                i--;
                visualElement = visualElement.hierarchy.parent;
            }
            List <VisualElement> list = VisualElementListPool.Get(j);

            while (j > i)
            {
                list.Add(visualElement2);
                j--;
                visualElement2 = visualElement2.hierarchy.parent;
            }
            while (visualElement != visualElement2)
            {
                using (TLeaveEvent pooled2 = MouseEventBase <TLeaveEvent> .GetPooled(triggerEvent, mousePosition, false))
                {
                    pooled2.target = visualElement;
                    visualElement.SendEvent(pooled2);
                }
                list.Add(visualElement2);
                visualElement  = visualElement.hierarchy.parent;
                visualElement2 = visualElement2.hierarchy.parent;
            }
            for (int k = list.Count - 1; k >= 0; k--)
            {
                using (TEnterEvent pooled3 = MouseEventBase <TEnterEvent> .GetPooled(triggerEvent, mousePosition, false))
                {
                    pooled3.target = list[k];
                    list[k].SendEvent(pooled3);
                }
            }
            VisualElementListPool.Release(list);
        }