-
Notifications
You must be signed in to change notification settings - Fork 1.7k
/
VisualStateManager.cs
788 lines (647 loc) · 23.2 KB
/
VisualStateManager.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
#nullable disable
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Runtime.CompilerServices;
using Microsoft.Maui.Controls.Xaml;
namespace Microsoft.Maui.Controls
{
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateManager.xml" path="Type[@FullName='Microsoft.Maui.Controls.VisualStateManager']/Docs/*" />
public static class VisualStateManager
{
public class CommonStates
{
public const string Normal = "Normal";
public const string Disabled = "Disabled";
public const string Focused = "Focused";
public const string Selected = "Selected";
public const string PointerOver = "PointerOver";
internal const string Unfocused = "Unfocused";
}
/// <summary>Bindable property for attached property <c>VisualStateGroups</c>.</summary>
public static readonly BindableProperty VisualStateGroupsProperty =
BindableProperty.CreateAttached("VisualStateGroups", typeof(VisualStateGroupList), typeof(VisualElement),
defaultValue: null, propertyChanged: VisualStateGroupsPropertyChanged,
defaultValueCreator: bindable => new VisualStateGroupList(true) { VisualElement = (VisualElement)bindable });
static void VisualStateGroupsPropertyChanged(BindableObject bindable, object oldValue, object newValue)
{
if (oldValue is VisualStateGroupList oldVisualStateGroupList && oldVisualStateGroupList.VisualElement is VisualElement oldElement)
{
var vsgSpecificity = ((VisualStateGroupList)oldValue).Specificity;
var specificity = new SetterSpecificity(1, 0, 0, 0, vsgSpecificity.Style, vsgSpecificity.Id, vsgSpecificity.Class, vsgSpecificity.Type);
foreach (var group in oldVisualStateGroupList)
{
if (group.CurrentState is VisualState state)
foreach (var setter in state.Setters)
setter.UnApply(oldElement, specificity);
}
oldVisualStateGroupList.VisualElement = null;
}
var visualElement = (VisualElement)bindable;
if (newValue != null)
((VisualStateGroupList)newValue).VisualElement = visualElement;
visualElement.ChangeVisualState();
UpdateStateTriggers(visualElement);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateManager.xml" path="//Member[@MemberName='GetVisualStateGroups']/Docs/*" />
public static IList<VisualStateGroup> GetVisualStateGroups(VisualElement visualElement)
=> (IList<VisualStateGroup>)visualElement.GetValue(VisualStateGroupsProperty);
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateManager.xml" path="//Member[@MemberName='SetVisualStateGroups']/Docs/*" />
public static void SetVisualStateGroups(VisualElement visualElement, VisualStateGroupList value)
=> visualElement.SetValue(VisualStateGroupsProperty, value);
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateManager.xml" path="//Member[@MemberName='GoToState']/Docs/*" />
public static bool GoToState(VisualElement visualElement, string name)
{
if (!visualElement.HasVisualStateGroups())
{
return false;
}
var groups = (VisualStateGroupList)visualElement.GetValue(VisualStateGroupsProperty);
var context = visualElement.GetContext(VisualStateGroupsProperty);
var vsgSpecificity = context.Values.GetSpecificityAndValue().Key;
if (vsgSpecificity == SetterSpecificity.DefaultValue)
vsgSpecificity = new SetterSpecificity();
groups.Specificity = vsgSpecificity;
var specificity = new SetterSpecificity(1, 0, 0, 0, vsgSpecificity.Style, vsgSpecificity.Id, vsgSpecificity.Class, vsgSpecificity.Type);
foreach (VisualStateGroup group in groups)
{
if (group.CurrentState?.Name == name)
{
// We're already in the target state; nothing else to do
return true;
}
// See if this group contains the new state
var target = group.GetState(name);
if (target == null)
{
continue;
}
// If we've got a new state to transition to, unapply the setters from the current state
if (group.CurrentState != null)
{
foreach (Setter setter in group.CurrentState.Setters)
{
setter.UnApply(visualElement, specificity);
}
}
// Update the current state
group.CurrentState = target;
// Apply the setters from the new state
foreach (Setter setter in target.Setters)
{
setter.Apply(visualElement, specificity);
}
return true;
}
return false;
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateManager.xml" path="//Member[@MemberName='HasVisualStateGroups']/Docs/*" />
public static bool HasVisualStateGroups(this VisualElement element)
{
if (!element.IsSet(VisualStateGroupsProperty))
return false;
if (GetVisualStateGroups(element) is VisualStateGroupList vsgl)
return !vsgl.IsDefault;
return true;
}
internal static void UpdateStateTriggers(VisualElement visualElement)
{
var groups = (IList<VisualStateGroup>)visualElement.GetValue(VisualStateGroupsProperty);
foreach (VisualStateGroup group in groups)
{
group.VisualElement = visualElement;
group.UpdateStateTriggers();
}
}
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="Type[@FullName='Microsoft.Maui.Controls.VisualStateGroupList']/Docs/*" />
public class VisualStateGroupList : IList<VisualStateGroup>
{
readonly IList<VisualStateGroup> _internalList;
internal bool IsDefault { get; private set; }
// Used to check for duplicate names; we keep it around because it's cheaper to create it once and clear it
// than to create one every time we need to validate
readonly HashSet<string> _names = new HashSet<string>(StringComparer.Ordinal);
void Validate(IList<VisualStateGroup> groups)
{
var groupCount = groups.Count;
// If we only have 1 group, no need to worry about duplicate group names
if (groupCount > 1)
{
_names.Clear();
// Using a for loop to avoid allocating an enumerator
for (int n = 0; n < groupCount; n++)
{
// HashSet will return false if the string is already in the set
if (!_names.Add(groups[n].Name))
{
throw new InvalidOperationException("VisualStateGroup Names must be unique");
}
}
}
// State names must be unique within this group list, so we'll iterate over all the groups
// and their states and add the state names to a HashSet; we throw an exception if a duplicate shows up
_names.Clear();
// Using nested for loops to avoid allocating enumerators
for (int groupIndex = 0; groupIndex < groupCount; groupIndex++)
{
// Cache the group lookup and states count; it's ugly, but it speeds things up a lot
var group = groups[groupIndex];
group.VisualElement = VisualElement;
group.UpdateStateTriggers();
var stateCount = group.States.Count;
for (int stateIndex = 0; stateIndex < stateCount; stateIndex++)
{
// HashSet will return false if the string is already in the set
if (!_names.Add(group.States[stateIndex].Name))
{
throw new InvalidOperationException("VisualState Names must be unique");
}
}
}
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='.ctor'][1]/Docs/*" />
public VisualStateGroupList() : this(false)
{
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='.ctor'][2]/Docs/*" />
public VisualStateGroupList(bool isDefault)
{
IsDefault = isDefault;
_internalList = new WatchAddList<VisualStateGroup>(ValidateAndNotify);
}
void ValidateAndNotify(object sender, EventArgs eventArgs)
{
ValidateAndNotify(_internalList);
}
void ValidateAndNotify(IList<VisualStateGroup> groups)
{
if (groups.Count > 0)
IsDefault = false;
Validate(groups);
OnStatesChanged();
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='GetEnumerator']/Docs/*" />
public IEnumerator<VisualStateGroup> GetEnumerator()
{
return _internalList.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return ((IEnumerable)_internalList).GetEnumerator();
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='Add']/Docs/*" />
public void Add(VisualStateGroup item)
{
if (item == null)
{
throw new ArgumentNullException(nameof(item));
}
_internalList.Add(item);
item.StatesChanged += ValidateAndNotify;
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='Clear']/Docs/*" />
public void Clear()
{
foreach (var group in _internalList)
{
group.StatesChanged -= ValidateAndNotify;
}
_internalList.Clear();
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='Contains']/Docs/*" />
public bool Contains(VisualStateGroup item)
{
return _internalList.Contains(item);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='CopyTo']/Docs/*" />
public void CopyTo(VisualStateGroup[] array, int arrayIndex)
{
_internalList.CopyTo(array, arrayIndex);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='Remove']/Docs/*" />
public bool Remove(VisualStateGroup item)
{
if (item == null)
{
throw new ArgumentNullException(nameof(item));
}
item.StatesChanged -= ValidateAndNotify;
return _internalList.Remove(item);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='Count']/Docs/*" />
public int Count => _internalList.Count;
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='IsReadOnly']/Docs/*" />
public bool IsReadOnly => false;
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='IndexOf']/Docs/*" />
public int IndexOf(VisualStateGroup item)
{
return _internalList.IndexOf(item);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='Insert']/Docs/*" />
public void Insert(int index, VisualStateGroup item)
{
if (item == null)
{
throw new ArgumentNullException(nameof(item));
}
item.StatesChanged += ValidateAndNotify;
_internalList.Insert(index, item);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroupList.xml" path="//Member[@MemberName='RemoveAt']/Docs/*" />
public void RemoveAt(int index)
{
_internalList[index].StatesChanged -= ValidateAndNotify;
_internalList.RemoveAt(index);
}
public VisualStateGroup this[int index]
{
get => _internalList[index];
set => _internalList[index] = value;
}
WeakReference<VisualElement> _visualElement;
internal VisualElement VisualElement {
get {
if (_visualElement == null)
return null;
_visualElement.TryGetTarget(out var ve);
return ve;
}
set {
_visualElement = new WeakReference<VisualElement>(value);
}
}
internal SetterSpecificity Specificity { get; set; }
void OnStatesChanged()
{
VisualElement?.ChangeVisualState();
}
public override bool Equals(object obj) => Equals(obj as VisualStateGroupList);
bool Equals(VisualStateGroupList other)
{
if (other is null)
return false;
if (Object.ReferenceEquals(this, other))
return true;
if (Count != other.Count)
return false;
for (var i = 0; i < Count; i++)
if (!this[i].Equals(other[i]))
return false;
return true;
}
public override int GetHashCode()
{
unchecked
{
var hash = 41;
for (var i = 0; i < Count; i++)
hash = (hash * 43) ^ this[i].GetHashCode();
return hash;
}
}
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroup.xml" path="Type[@FullName='Microsoft.Maui.Controls.VisualStateGroup']/Docs/*" />
[RuntimeNameProperty(nameof(Name))]
[ContentProperty(nameof(States))]
public sealed class VisualStateGroup
{
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroup.xml" path="//Member[@MemberName='.ctor']/Docs/*" />
public VisualStateGroup()
{
States = new WatchAddList<VisualState>(OnStatesChanged);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroup.xml" path="//Member[@MemberName='TargetType']/Docs/*" />
public Type TargetType { get; set; }
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroup.xml" path="//Member[@MemberName='Name']/Docs/*" />
public string Name { get; set; }
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroup.xml" path="//Member[@MemberName='States']/Docs/*" />
public IList<VisualState> States { get; }
/// <include file="../../docs/Microsoft.Maui.Controls/VisualStateGroup.xml" path="//Member[@MemberName='CurrentState']/Docs/*" />
public VisualState CurrentState { get; internal set; }
WeakReference<VisualElement> _visualElement;
internal VisualElement VisualElement {
get {
if (_visualElement == null)
return null;
_visualElement.TryGetTarget(out var ve);
return ve;
}
set {
_visualElement = new WeakReference<VisualElement>(value);
}
}
internal VisualState GetState(string name)
{
foreach (VisualState state in States)
{
if (string.CompareOrdinal(state.Name, name) == 0)
{
return state;
}
}
return null;
}
internal bool HasStateTriggers()
{
bool hasStateTriggers = false;
foreach (VisualState state in States)
{
if (state.StateTriggers.Count > 0)
{
hasStateTriggers = true;
break;
}
}
return hasStateTriggers;
}
internal VisualState GetActiveTrigger()
{
var defaultState = default(VisualState);
var visualState = defaultState;
var conflicts = new List<StateTriggerBase>();
for (var stateIndex = 0; stateIndex < States.Count; stateIndex++)
{
var state = States[stateIndex];
for (var triggerIndex = 0; triggerIndex < state.StateTriggers.Count; triggerIndex++)
{
var trigger = state.StateTriggers[triggerIndex];
if (trigger.IsActive)
{
if (visualState == defaultState)
visualState = state;
conflicts.Add(trigger);
}
}
}
if (conflicts.Count > 1)
visualState = ResolveStateTriggersConflict(conflicts);
return visualState;
}
VisualState ResolveStateTriggersConflict(List<StateTriggerBase> conflicts)
{
// When using StateTriggers to control visual states, the trigger engine uses the following rules to
// score triggers and determine which trigger, and the corresponding VisualState, will be active:
//
// 1. Custom trigger that derives from StateTriggerBase
// 2. AdaptiveTrigger activated due to MinWindowWidth
// 3. AdaptiveTrigger activated due to MinWindowHeight
//
// If there are multiple active triggers at a time that have a conflict in scoring (i.e.two custom
// triggers), then the first one declared in the markup file takes precedence.
var existCustomTriggers = conflicts.Where(c => !(c is AdaptiveTrigger));
if (existCustomTriggers.Count() > 1)
{
var firstExistCustomTrigger = existCustomTriggers.FirstOrDefault();
return firstExistCustomTrigger.VisualState;
}
var adaptiveTriggers = conflicts.Where(c => c is AdaptiveTrigger);
var minWindowWidthAdaptiveTriggers = adaptiveTriggers.Where(c => ((AdaptiveTrigger)c).MinWindowWidth != -1d).OrderByDescending(c => ((AdaptiveTrigger)c).MinWindowWidth);
var latestMinWindowWidthAdaptiveTrigger = minWindowWidthAdaptiveTriggers.FirstOrDefault();
if (latestMinWindowWidthAdaptiveTrigger != null)
return latestMinWindowWidthAdaptiveTrigger.VisualState;
var minWindowHeightAdaptiveTriggers = adaptiveTriggers.Where(c => ((AdaptiveTrigger)c).MinWindowHeight != -1d).OrderByDescending(c => ((AdaptiveTrigger)c).MinWindowHeight);
var latestMinWindowHeightAdaptiveTrigger = minWindowHeightAdaptiveTriggers.FirstOrDefault();
if (latestMinWindowHeightAdaptiveTrigger != null)
return latestMinWindowHeightAdaptiveTrigger.VisualState;
return default;
}
internal VisualStateGroup Clone()
{
var clone = new VisualStateGroup { TargetType = TargetType, Name = Name, CurrentState = CurrentState, VisualElement = VisualElement };
foreach (VisualState state in States)
{
state.VisualStateGroup = clone;
clone.States.Add(state.Clone());
}
if (DebuggerHelper.DebuggerIsAttached && VisualDiagnostics.GetSourceInfo(this) is SourceInfo info)
VisualDiagnostics.RegisterSourceInfo(clone, info.SourceUri, info.LineNumber, info.LinePosition);
return clone;
}
internal void UpdateStateTriggers()
{
if (VisualElement == null)
return;
bool hasStateTriggers = HasStateTriggers();
if (!hasStateTriggers)
return;
var newStateTrigger = GetActiveTrigger();
if (newStateTrigger == null)
return;
var oldStateTrigger = CurrentState;
if (newStateTrigger == oldStateTrigger)
return;
VisualStateManager.GoToState(VisualElement, newStateTrigger.Name);
}
internal event EventHandler StatesChanged;
void OnStatesChanged(IList<VisualState> states)
{
if (states.Any(state => string.IsNullOrEmpty(state.Name)))
{
throw new InvalidOperationException("State names may not be null or empty");
}
foreach (var state in states)
{
state.VisualStateGroup = this;
}
StatesChanged?.Invoke(this, EventArgs.Empty);
}
public override bool Equals(object obj) => Equals(obj as VisualStateGroup);
bool Equals(VisualStateGroup other)
{
if (other is null)
return false;
if (object.ReferenceEquals(this, other))
return true;
if (Name != other.Name)
return false;
if (TargetType != other.TargetType)
return false;
if (States.Count != other.States.Count)
return false;
for (var i = 0; i < States.Count; i++)
if (!States[i].Equals(other.States[i]))
return false;
return true;
}
public override int GetHashCode()
{
unchecked
{
var hash = (Name, TargetType).GetHashCode();
for (var i = 0; i < States.Count; i++)
hash = (hash * 43) ^ States[i].GetHashCode();
return hash;
}
}
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualState.xml" path="Type[@FullName='Microsoft.Maui.Controls.VisualState']/Docs/*" />
[RuntimeNameProperty(nameof(Name))]
public sealed class VisualState
{
/// <include file="../../docs/Microsoft.Maui.Controls/VisualState.xml" path="//Member[@MemberName='.ctor']/Docs/*" />
public VisualState()
{
Setters = new ObservableCollection<Setter>();
StateTriggers = new WatchAddList<StateTriggerBase>(OnStateTriggersChanged);
}
/// <include file="../../docs/Microsoft.Maui.Controls/VisualState.xml" path="//Member[@MemberName='Name']/Docs/*" />
public string Name { get; set; }
/// <include file="../../docs/Microsoft.Maui.Controls/VisualState.xml" path="//Member[@MemberName='Setters']/Docs/*" />
public IList<Setter> Setters { get; }
/// <include file="../../docs/Microsoft.Maui.Controls/VisualState.xml" path="//Member[@MemberName='StateTriggers']/Docs/*" />
public IList<StateTriggerBase> StateTriggers { get; }
/// <include file="../../docs/Microsoft.Maui.Controls/VisualState.xml" path="//Member[@MemberName='TargetType']/Docs/*" />
public Type TargetType { get; set; }
internal VisualStateGroup VisualStateGroup { get; set; }
internal VisualState Clone()
{
var clone = new VisualState { Name = Name, TargetType = TargetType };
foreach (var setter in Setters)
{
clone.Setters.Add(setter);
}
foreach (var stateTrigger in StateTriggers)
{
stateTrigger.VisualState = this;
clone.StateTriggers.Add(stateTrigger);
}
if (DebuggerHelper.DebuggerIsAttached && VisualDiagnostics.GetSourceInfo(this) is SourceInfo info)
VisualDiagnostics.RegisterSourceInfo(clone, info.SourceUri, info.LineNumber, info.LinePosition);
return clone;
}
void OnStateTriggersChanged(IList<StateTriggerBase> stateTriggers)
{
foreach (var stateTrigger in stateTriggers)
{
stateTrigger.VisualState = this;
}
VisualStateGroup?.UpdateStateTriggers();
}
public override bool Equals(object obj) => Equals(obj as VisualState);
bool Equals(VisualState other)
{
if (other is null)
return false;
if (object.ReferenceEquals(this, other))
return true;
if (Name != other.Name)
return false;
if (TargetType != other.TargetType)
return false;
if (Setters.Count != other.Setters.Count)
return false;
if (StateTriggers.Count != other.StateTriggers.Count)
return false;
for (var i = 0; i < Setters.Count; i++)
if (!Setters[i].Equals(other.Setters[i]))
return false;
for (var i = 0; i < StateTriggers.Count; i++)
if (!StateTriggers[i].Equals(other.StateTriggers[i]))
return false;
return true;
}
public override int GetHashCode()
{
unchecked
{
var hash = (Name, TargetType).GetHashCode();
for (var i = 0; i < Setters.Count; i++)
hash = (hash * 43) ^ Setters[i].GetHashCode();
for (var i = 0; i < StateTriggers.Count; i++)
hash = (hash * 43) ^ StateTriggers[i].GetHashCode();
return hash;
}
}
}
internal static class VisualStateGroupListExtensions
{
internal static IList<VisualStateGroup> Clone(this IList<VisualStateGroup> groups)
{
var clone = new VisualStateGroupList();
foreach (var group in groups)
{
group.VisualElement = clone.VisualElement;
clone.Add(group.Clone());
}
if (DebuggerHelper.DebuggerIsAttached && VisualDiagnostics.GetSourceInfo(groups) is SourceInfo info)
VisualDiagnostics.RegisterSourceInfo(clone, info.SourceUri, info.LineNumber, info.LinePosition);
return clone;
}
internal static bool HasVisualState(this VisualElement element, string name)
{
IList<VisualStateGroup> list = VisualStateManager.GetVisualStateGroups(element);
for (var i = 0; i < list.Count; i++)
{
VisualStateGroup group = list[i];
for (var j = 0; j < group.States.Count; j++)
{
if (group.States[j].Name == name)
return true;
}
}
return false;
}
}
internal class WatchAddList<T> : IList<T>
{
readonly Action<List<T>> _onAdd;
readonly List<T> _internalList;
public WatchAddList(Action<List<T>> onAdd)
{
_onAdd = onAdd;
_internalList = new List<T>();
}
public IEnumerator<T> GetEnumerator()
{
return _internalList.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return ((IEnumerable)_internalList).GetEnumerator();
}
public void Add(T item)
{
_internalList.Add(item);
_onAdd(_internalList);
}
public void Clear()
{
_internalList.Clear();
}
public bool Contains(T item)
{
return _internalList.Contains(item);
}
public void CopyTo(T[] array, int arrayIndex)
{
_internalList.CopyTo(array, arrayIndex);
}
public bool Remove(T item)
{
return _internalList.Remove(item);
}
public int Count => _internalList.Count;
public bool IsReadOnly => false;
public int IndexOf(T item)
{
return _internalList.IndexOf(item);
}
public void Insert(int index, T item)
{
_internalList.Insert(index, item);
_onAdd(_internalList);
}
public void RemoveAt(int index)
{
_internalList.RemoveAt(index);
}
public T this[int index]
{
get => _internalList[index];
set => _internalList[index] = value;
}
}
}