// Copyright (c) 2014 AlphaSierraPapa for the SharpDevelop Team
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this
// software and associated documentation files (the "Software"), to deal in the Software
// without restriction, including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
// to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
namespace ICSharpCode.AvalonEdit.Rendering
{
///
/// The control that contains the text.
///
/// This control is used to allow other UIElements to be placed inside the TextView but
/// behind the text.
/// The text rendering process (VisualLine creation) is controlled by the TextView, this
/// class simply displays the created Visual Lines.
///
///
/// This class does not contain any input handling and is invisible to hit testing. Input
/// is handled by the TextView.
/// This allows UIElements that are displayed behind the text, but still can react to mouse input.
///
sealed class TextLayer : Layer
{
///
/// the index of the text layer in the layers collection
///
internal int index;
public TextLayer(TextView textView) : base(textView, KnownLayer.Text)
{
}
List visuals = new List();
internal void SetVisualLines(ICollection visualLines)
{
foreach (VisualLineDrawingVisual v in visuals) {
if (v.VisualLine.IsDisposed)
RemoveVisualChild(v);
}
visuals.Clear();
foreach (VisualLine newLine in visualLines) {
VisualLineDrawingVisual v = newLine.Render();
if (!v.IsAdded) {
AddVisualChild(v);
v.IsAdded = true;
}
visuals.Add(v);
}
InvalidateArrange();
}
protected override int VisualChildrenCount {
get { return visuals.Count; }
}
protected override Visual GetVisualChild(int index)
{
return visuals[index];
}
protected override void ArrangeCore(Rect finalRect)
{
textView.ArrangeTextLayer(visuals);
}
}
}