#region CPL License /* Nuclex Framework Copyright (C) 2002-2010 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using System.Collections.ObjectModel; using Nuclex.Support.Collections; namespace Nuclex.UserInterface.Controls { /// Collection of GUI controls /// /// This class is for internal use only. Do not expose it to the user. If it was /// exposed, the user might decide to use it for storing his own controls, causing /// exceptions because the collection tries to parent the controls which are already /// belonging to another collection. /// internal class ParentingControlCollection : Collection { /// Initializes a new parenting control collection /// Parent control to assign to all children public ParentingControlCollection(Control parent) { this.parent = parent; } /// Clears all elements from the collection protected override void ClearItems() { for(int index = 0; index < base.Count; ++index) unassignParent(base[index]); base.ClearItems(); } /// Inserts a new element into the collection /// Index at which to insert the element /// Item to be inserted protected override void InsertItem(int index, Control item) { ensureIntegrity(item); base.InsertItem(index, item); assignParent(item); } /// Removes an element from the collection /// Index of the element to remove protected override void RemoveItem(int index) { unassignParent(base[index]); base.RemoveItem(index); } /// Takes over a new element that is directly assigned /// Index of the element that was assigned /// New item protected override void SetItem(int index, Control item) { ensureIntegrity(item); unassignParent(base[index]); assignParent(item); } /// Switches the control to a specific GUI /// Screen that owns the control from now on internal void SetScreen(Screen screen) { this.screen = screen; for(int index = 0; index < base.Count; ++index) base[index].SetScreen(screen); } /// /// Checks whether the provided name is already taken by a control /// /// Id that will be checked /// True if the id is already taken, false otherwise internal bool IsNameTaken(string name) { // Empty names are an exception and will not be checked for duplicates. if(name == null) return false; // Look for any controls with the provided name. This is a stupid sequential // search, but given the typical number of controls in a Gui and the fact // that this operation usually only happens once, there's no point in adding // the overhead of managing a synchronized look-up dictionary here. for(int index = 0; index < base.Count; ++index) if(base[index].Name == name) return true; // If we reach this point, no control is using the specified name. return false; } #if false /// Moves the specified control to the end of the list /// /// Index of the control that will be moved to the end of the list /// internal void MoveToEnd(int controlIndex) { Control control = base[controlIndex]; // We explicitely circumvent the additional logic for adding and removing items // in this collection since we're only relocating an item. Removal and readdition // have no risk of causing an exception in a normal collection, otherwise the // rollback attempt would be futile anyway since it would mean to repeat exactly // what has caused failed: adding an item ;) base.RemoveAt(controlIndex); base.Add(control); } #endif /// Moves the specified control to the start of the list /// /// Index of the control that will be moved to the start of the list /// internal void MoveToStart(int controlIndex) { Control control = base[controlIndex]; // We explicitely circumvent the additional logic for adding and removing items // in this collection since we're only relocating an item. Removal and readdition // have no risk of causing an exception in a normal collection, otherwise the // rollback attempt would be futile anyway since it would mean to repeat exactly // what has caused failed: adding an item ;) base.RemoveAt(controlIndex); base.Insert(0, control); } /// Ensures the integrity of the parent/child relationships /// Control that is to become one of our childs private void ensureIntegrity(Control proposedChild) { // The item must not have a parent (otherwise, by being added to this collection, // it would either be contained twice in the same collection or have two parents). if(!ReferenceEquals(proposedChild.Parent, null)) throw new InvalidOperationException("Control already is the child of another control"); // The item must not become its own parent. I cannot imagine this ever happenning // unless someone deliberately tried to crash the GUI library :) if(ReferenceEquals(this.parent, proposedChild)) throw new InvalidOperationException("Attempt to instate control as its own parent"); // The item also must not be any of our parent's parents (and so on). Otherwise, // a stack overflow is likely to occur. if(isParent(proposedChild)) throw new InvalidOperationException( "Attempt to instate one of the control's parents as its child" ); // We also do not allow a child control to have the same id as an existing // control (with the exception of an empty name) if(IsNameTaken(proposedChild.Name)) throw new DuplicateNameException( "The name of the added control has already been taken by another child" ); } /// /// Determines whether the provided control is a parent of this control. /// /// Control to check for parentage /// True if the control is one of our parents, otherwise false /// /// This method takes into account all ancestors up to the tree's root. /// private bool isParent(Control control) { Control parent = this.parent; while(parent != null) { // Does one of our parents happen to be the control we are checking? if(ReferenceEquals(parent, control)) return true; // Walk upwards in the tree until we reach the top parent = parent.Parent; } // The control is not one of our parents in the tree all the way up // to the tree's root. return false; } /// Gives up the parentage on the item provided /// Item to be unparented private void unassignParent(Control item) { item.SetParent(null); } /// Sets up the parentage on the specified item /// Item to be parented private void assignParent(Control item) { item.SetParent(this.parent); } /// GUI this control is currently assigned to. Can be null. private Screen screen; /// Parent control to assign to all controls in this collection. private Control parent; } } // namespace Nuclex.UserInterface.Controls