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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.Collections.Generic;
using System.Windows;
using System.Windows.Input;

using Tango.Scripting.Editors.Document;

namespace Tango.Scripting.Editors.Editing
{
	/// <summary>
	/// Contains the predefined input handlers.
	/// </summary>
	public class TextAreaDefaultInputHandler : TextAreaInputHandler
	{
		/// <summary>
		/// Gets the caret navigation input handler.
		/// </summary>
		public TextAreaInputHandler CaretNavigation { get; private set; }
		
		/// <summary>
		/// Gets the editing input handler.
		/// </summary>
		public TextAreaInputHandler Editing { get; private set; }
		
		/// <summary>
		/// Gets the mouse selection input handler.
		/// </summary>
		public ITextAreaInputHandler MouseSelection { get; private set; }
		
		/// <summary>
		/// Creates a new TextAreaDefaultInputHandler instance.
		/// </summary>
		public TextAreaDefaultInputHandler(TextArea textArea) : base(textArea)
		{
			this.NestedInputHandlers.Add(CaretNavigation = CaretNavigationCommandHandler.Create(textArea));
			this.NestedInputHandlers.Add(Editing = EditingCommandHandler.Create(textArea));
			this.NestedInputHandlers.Add(MouseSelection = new SelectionMouseHandler(textArea));
			
			this.CommandBindings.Add(new CommandBinding(ApplicationCommands.Undo, ExecuteUndo, CanExecuteUndo));
			this.CommandBindings.Add(new CommandBinding(ApplicationCommands.Redo, ExecuteRedo, CanExecuteRedo));
		}
		
		internal static KeyBinding CreateFrozenKeyBinding(ICommand command, ModifierKeys modifiers, Key key)
		{
			KeyBinding kb = new KeyBinding(command, key, modifiers);
			// Mark KeyBindings as frozen because they're shared between multiple editor instances.
			// KeyBinding derives from Freezable only in .NET 4, so we have to use this little trick:
			Freezable f = ((object)kb) as Freezable;
			if (f != null)
				f.Freeze();
			return kb;
		}
		
		internal static void WorkaroundWPFMemoryLeak(List<InputBinding> inputBindings)
		{
			// Work around WPF memory leak:
			// KeyBinding retains a reference to whichever UIElement it is used in first.
			// Using a dummy element for this purpose ensures that we don't leak
			// a real text editor (with a potentially large document).
			UIElement dummyElement = new UIElement();
			dummyElement.InputBindings.AddRange(inputBindings);
		}
		
		#region Undo / Redo
		UndoStack GetUndoStack()
		{
			TextDocument document = this.TextArea.Document;
			if (document != null)
				return document.UndoStack;
			else
				return null;
		}
		
		void ExecuteUndo(object sender, ExecutedRoutedEventArgs e)
		{
			var undoStack = GetUndoStack();
			if (undoStack != null) {
				if (undoStack.CanUndo) {
					undoStack.Undo();
					this.TextArea.Caret.BringCaretToView();
				}
				e.Handled = true;
			}
		}
		
		void CanExecuteUndo(object sender, CanExecuteRoutedEventArgs e)
		{
			var undoStack = GetUndoStack();
			if (undoStack != null) {
				e.Handled = true;
				e.CanExecute = undoStack.CanUndo;
			}
		}
		
		void ExecuteRedo(object sender, ExecutedRoutedEventArgs e)
		{
			var undoStack = GetUndoStack();
			if (undoStack != null) {
				if (undoStack.CanRedo) {
					undoStack.Redo();
					this.TextArea.Caret.BringCaretToView();
				}
				e.Handled = true;
			}
		}
		
		void CanExecuteRedo(object sender, CanExecuteRoutedEventArgs e)
		{
			var undoStack = GetUndoStack();
			if (undoStack != null) {
				e.Handled = true;
				e.CanExecute = undoStack.CanRedo;
			}
		}
		#endregion
	}
}
pan>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 } }