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// Copyright (c) AlphaSierraPapa for the SharpDevelop Team (for details please see \doc\copyright.txt)
// This code is distributed under the GNU LGPL (for details please see \doc\license.txt)

using System;
using System.Diagnostics;
using System.Windows.Automation;
using System.Windows.Automation.Peers;
using System.Windows.Automation.Provider;
using System.Windows.Controls;

using Tango.Scripting.Editors.Utils;

namespace Tango.Scripting.Editors
{
	/// <summary>
	/// Exposes <see cref="TextEditor"/> to automation.
	/// </summary>
	public class TextEditorAutomationPeer : FrameworkElementAutomationPeer, IValueProvider
	{
		/// <summary>
		/// Creates a new TextEditorAutomationPeer instance.
		/// </summary>
		public TextEditorAutomationPeer(TextEditor owner) : base(owner)
		{
			Debug.WriteLine("TextEditorAutomationPeer was created");
		}
		
		private TextEditor TextEditor {
			get { return (TextEditor)base.Owner; }
		}
		
		void IValueProvider.SetValue(string value)
		{
			this.TextEditor.Text = value;
		}
		
		string IValueProvider.Value {
			get { return this.TextEditor.Text; }
		}
		
		bool IValueProvider.IsReadOnly {
			get { return this.TextEditor.IsReadOnly; }
		}
		
		/// <inheritdoc/>
		public override object GetPattern(PatternInterface patternInterface)
		{
			if (patternInterface == PatternInterface.Value)
				return this;
			
			if (patternInterface == PatternInterface.Scroll) {
				ScrollViewer scrollViewer = this.TextEditor.ScrollViewer;
				if (scrollViewer != null)
					return UIElementAutomationPeer.CreatePeerForElement(scrollViewer);
			}
			
			return base.GetPattern(patternInterface);
		}
		
		internal void RaiseIsReadOnlyChanged(bool oldValue, bool newValue)
		{
			RaisePropertyChangedEvent(ValuePatternIdentifiers.IsReadOnlyProperty, Boxes.Box(oldValue), Boxes.Box(newValue));
		}
	}
}
ss="c1">// // Changed by: $Author: unknown $ // Changed on: $Date: 2015-03-05 18:18:24 +0100 (Do, 05 Mrz 2015) $ // Changed in: $Revision: 113191 $ // Project: $URL: https://writeablebitmapex.svn.codeplex.com/svn/trunk/Source/WriteableBitmapEx/WriteableBitmapSplineExtensions.cs $ // Id: $Id: WriteableBitmapSplineExtensions.cs 113191 2015-03-05 17:18:24Z unknown $ // // // Copyright © 2009-2015 Rene Schulte and WriteableBitmapEx Contributors // // This code is open source. Please read the License.txt for details. No worries, we won't sue you! ;) // #endregion using System; #if NETFX_CORE namespace Windows.UI.Xaml.Media.Imaging #else namespace System.Windows.Media.Imaging #endif { /// <summary> /// Collection of draw spline extension methods for the WriteableBitmap class. /// </summary> internal #if WPF unsafe #endif static partial class WriteableBitmapExtensions { #region Fields private const float StepFactor = 2f; #endregion #region Methods #region Beziér /// <summary> /// Draws a cubic Beziér spline defined by start, end and two control points. /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="x1">The x-coordinate of the start point.</param> /// <param name="y1">The y-coordinate of the start point.</param> /// <param name="cx1">The x-coordinate of the 1st control point.</param> /// <param name="cy1">The y-coordinate of the 1st control point.</param> /// <param name="cx2">The x-coordinate of the 2nd control point.</param> /// <param name="cy2">The y-coordinate of the 2nd control point.</param> /// <param name="x2">The x-coordinate of the end point.</param> /// <param name="y2">The y-coordinate of the end point.</param> /// <param name="color">The color.</param> internal static void DrawBezier(this WriteableBitmap bmp, int x1, int y1, int cx1, int cy1, int cx2, int cy2, int x2, int y2, Color color) { var col = ConvertColor(color); bmp.DrawBezier(x1, y1, cx1, cy1, cx2, cy2, x2, y2, col); } /// <summary> /// Draws a cubic Beziér spline defined by start, end and two control points. /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="x1">The x-coordinate of the start point.</param> /// <param name="y1">The y-coordinate of the start point.</param> /// <param name="cx1">The x-coordinate of the 1st control point.</param> /// <param name="cy1">The y-coordinate of the 1st control point.</param> /// <param name="cx2">The x-coordinate of the 2nd control point.</param> /// <param name="cy2">The y-coordinate of the 2nd control point.</param> /// <param name="x2">The x-coordinate of the end point.</param> /// <param name="y2">The y-coordinate of the end point.</param> /// <param name="color">The color.</param> internal static void DrawBezier(this WriteableBitmap bmp, int x1, int y1, int cx1, int cy1, int cx2, int cy2, int x2, int y2, int color) { // Determine distances between controls points (bounding rect) to find the optimal stepsize var minX = Math.Min(x1, Math.Min(cx1, Math.Min(cx2, x2))); var minY = Math.Min(y1, Math.Min(cy1, Math.Min(cy2, y2))); var maxX = Math.Max(x1, Math.Max(cx1, Math.Max(cx2, x2))); var maxY = Math.Max(y1, Math.Max(cy1, Math.Max(cy2, y2))); // Get slope var lenx = maxX - minX; var len = maxY - minY; if (lenx > len) { len = lenx; } // Prevent division by zero if (len != 0) { using (var context = bmp.GetBitmapContext()) { // Use refs for faster access (really important!) speeds up a lot! int w = context.Width; int h = context.Height; // Init vars var step = StepFactor / len; int tx1 = x1; int ty1 = y1; int tx2, ty2; // Interpolate for (var t = step; t <= 1; t += step) { var tSq = t * t; var t1 = 1 - t; var t1Sq = t1 * t1; tx2 = (int)(t1 * t1Sq * x1 + 3 * t * t1Sq * cx1 + 3 * t1 * tSq * cx2 + t * tSq * x2); ty2 = (int)(t1 * t1Sq * y1 + 3 * t * t1Sq * cy1 + 3 * t1 * tSq * cy2 + t * tSq * y2); // Draw line DrawLine(context, w, h, tx1, ty1, tx2, ty2, color); tx1 = tx2; ty1 = ty2; } // Prevent rounding gap DrawLine(context, w, h, tx1, ty1, x2, y2, color); } } } /// <summary> /// Draws a series of cubic Beziér splines each defined by start, end and two control points. /// The ending point of the previous curve is used as starting point for the next. /// Therefore the initial curve needs four points and the subsequent 3 (2 control and 1 end point). /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="points">The points for the curve in x and y pairs, therefore the array is interpreted as (x1, y1, cx1, cy1, cx2, cy2, x2, y2, cx3, cx4 ..., xn, yn).</param> /// <param name="color">The color for the spline.</param> internal static void DrawBeziers(this WriteableBitmap bmp, int[] points, Color color) { var col = ConvertColor(color); bmp.DrawBeziers(points, col); } /// <summary> /// Draws a series of cubic Beziér splines each defined by start, end and two control points. /// The ending point of the previous curve is used as starting point for the next. /// Therefore the initial curve needs four points and the subsequent 3 (2 control and 1 end point). /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="points">The points for the curve in x and y pairs, therefore the array is interpreted as (x1, y1, cx1, cy1, cx2, cy2, x2, y2, cx3, cx4 ..., xn, yn).</param> /// <param name="color">The color for the spline.</param> internal static void DrawBeziers(this WriteableBitmap bmp, int[] points, int color) { int x1 = points[0]; int y1 = points[1]; int x2, y2; for (int i = 2; i + 5 < points.Length; i += 6) { x2 = points[i + 4]; y2 = points[i + 5]; bmp.DrawBezier(x1, y1, points[i], points[i + 1], points[i + 2], points[i + 3], x2, y2, color); x1 = x2; y1 = y2; } } #endregion #region Cardinal /// <summary> /// Draws a segment of a Cardinal spline (cubic) defined by four control points. /// </summary> /// <param name="x1">The x-coordinate of the 1st control point.</param> /// <param name="y1">The y-coordinate of the 1st control point.</param> /// <param name="x2">The x-coordinate of the 2nd control point.</param> /// <param name="y2">The y-coordinate of the 2nd control point.</param> /// <param name="x3">The x-coordinate of the 3rd control point.</param> /// <param name="y3">The y-coordinate of the 3rd control point.</param> /// <param name="x4">The x-coordinate of the 4th control point.</param> /// <param name="y4">The y-coordinate of the 4th control point.</param> /// <param name="tension">The tension of the curve defines the shape. Usually between 0 and 1. 0 would be a straight line.</param> /// <param name="color">The color.</param> /// <param name="context">The pixel context.</param> /// <param name="w">The width of the bitmap.</param> /// <param name="h">The height of the bitmap.</param> private static void DrawCurveSegment(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4, float tension, int color, BitmapContext context, int w, int h) { // Determine distances between controls points (bounding rect) to find the optimal stepsize var minX = Math.Min(x1, Math.Min(x2, Math.Min(x3, x4))); var minY = Math.Min(y1, Math.Min(y2, Math.Min(y3, y4))); var maxX = Math.Max(x1, Math.Max(x2, Math.Max(x3, x4))); var maxY = Math.Max(y1, Math.Max(y2, Math.Max(y3, y4))); // Get slope var lenx = maxX - minX; var len = maxY - minY; if (lenx > len) { len = lenx; } // Prevent division by zero if (len != 0) { // Init vars var step = StepFactor / len; int tx1 = x2; int ty1 = y2; int tx2, ty2; // Calculate factors var sx1 = tension * (x3 - x1); var sy1 = tension * (y3 - y1); var sx2 = tension * (x4 - x2); var sy2 = tension * (y4 - y2); var ax = sx1 + sx2 + 2 * x2 - 2 * x3; var ay = sy1 + sy2 + 2 * y2 - 2 * y3; var bx = -2 * sx1 - sx2 - 3 * x2 + 3 * x3; var by = -2 * sy1 - sy2 - 3 * y2 + 3 * y3; // Interpolate for (var t = step; t <= 1; t += step) { var tSq = t * t; tx2 = (int)(ax * tSq * t + bx * tSq + sx1 * t + x2); ty2 = (int)(ay * tSq * t + by * tSq + sy1 * t + y2); // Draw line DrawLine(context, w, h, tx1, ty1, tx2, ty2, color); tx1 = tx2; ty1 = ty2; } // Prevent rounding gap DrawLine(context, w, h, tx1, ty1, x3, y3, color); } } /// <summary> /// Draws a Cardinal spline (cubic) defined by a point collection. /// The cardinal spline passes through each point in the collection. /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="points">The points for the curve in x and y pairs, therefore the array is interpreted as (x1, y1, x2, y2, x3, y3, x4, y4, x1, x2 ..., xn, yn).</param> /// <param name="tension">The tension of the curve defines the shape. Usually between 0 and 1. 0 would be a straight line.</param> /// <param name="color">The color for the spline.</param> internal static void DrawCurve(this WriteableBitmap bmp, int[] points, float tension, Color color) { var col = ConvertColor(color); bmp.DrawCurve(points, tension, col); } /// <summary> /// Draws a Cardinal spline (cubic) defined by a point collection. /// The cardinal spline passes through each point in the collection. /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="points">The points for the curve in x and y pairs, therefore the array is interpreted as (x1, y1, x2, y2, x3, y3, x4, y4, x1, x2 ..., xn, yn).</param> /// <param name="tension">The tension of the curve defines the shape. Usually between 0 and 1. 0 would be a straight line.</param> /// <param name="color">The color for the spline.</param> internal static void DrawCurve(this WriteableBitmap bmp, int[] points, float tension, int color) { using (var context = bmp.GetBitmapContext()) { // Use refs for faster access (really important!) speeds up a lot! int w = context.Width; int h = context.Height; // First segment DrawCurveSegment(points[0], points[1], points[0], points[1], points[2], points[3], points[4], points[5], tension, color, context, w, h); // Middle segments int i; for (i = 2; i < points.Length - 4; i += 2) { DrawCurveSegment(points[i - 2], points[i - 1], points[i], points[i + 1], points[i + 2], points[i + 3], points[i + 4], points[i + 5], tension, color, context, w, h); } // Last segment DrawCurveSegment(points[i - 2], points[i - 1], points[i], points[i + 1], points[i + 2], points[i + 3], points[i + 2], points[i + 3], tension, color, context, w, h); } } /// <summary> /// Draws a closed Cardinal spline (cubic) defined by a point collection. /// The cardinal spline passes through each point in the collection. /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="points">The points for the curve in x and y pairs, therefore the array is interpreted as (x1, y1, x2, y2, x3, y3, x4, y4, x1, x2 ..., xn, yn).</param> /// <param name="tension">The tension of the curve defines the shape. Usually between 0 and 1. 0 would be a straight line.</param> /// <param name="color">The color for the spline.</param> internal static void DrawCurveClosed(this WriteableBitmap bmp, int[] points, float tension, Color color) { var col = ConvertColor(color); bmp.DrawCurveClosed(points, tension, col); } /// <summary> /// Draws a closed Cardinal spline (cubic) defined by a point collection. /// The cardinal spline passes through each point in the collection. /// </summary> /// <param name="bmp">The WriteableBitmap.</param> /// <param name="points">The points for the curve in x and y pairs, therefore the array is interpreted as (x1, y1, x2, y2, x3, y3, x4, y4, x1, x2 ..., xn, yn).</param> /// <param name="tension">The tension of the curve defines the shape. Usually between 0 and 1. 0 would be a straight line.</param> /// <param name="color">The color for the spline.</param> internal static void DrawCurveClosed(this WriteableBitmap bmp, int[] points, float tension, int color) { using (var context = bmp.GetBitmapContext()) { // Use refs for faster access (really important!) speeds up a lot! int w = context.Width; int h = context.Height; int pn = points.Length; // First segment DrawCurveSegment(points[pn - 2], points[pn - 1], points[0], points[1], points[2], points[3], points[4], points[5], tension, color, context, w, h); // Middle segments int i; for (i = 2; i < pn - 4; i += 2) { DrawCurveSegment(points[i - 2], points[i - 1], points[i], points[i + 1], points[i + 2], points[i + 3], points[i + 4], points[i + 5], tension, color, context, w, h); } // Last segment DrawCurveSegment(points[i - 2], points[i - 1], points[i], points[i + 1], points[i + 2], points[i + 3], points[0], points[1], tension, color, context, w, h); // Last-to-First segment DrawCurveSegment(points[i], points[i + 1], points[i + 2], points[i + 3], points[0], points[1], points[2], points[3], tension, color, context, w, h); } } #endregion #endregion } }