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// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
// See the LICENSE file in the project root for more information.
//
//
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Security;
using System.Windows;
using System.Windows.Media;
namespace System.Windows.Input
{
/// <summary>
/// Allows a handler to provide feedback when a manipulation has encountered a boundary.
/// </summary>
public sealed class ManipulationBoundaryFeedbackEventArgs : InputEventArgs
{
/// <summary>
/// Instantiates a new instance of this class.
/// </summary>
internal ManipulationBoundaryFeedbackEventArgs(
ManipulationDevice manipulationDevice,
int timestamp,
IInputElement manipulationContainer,
ManipulationDelta boundaryFeedback)
: base(manipulationDevice, timestamp)
{
RoutedEvent = Manipulation.ManipulationBoundaryFeedbackEvent;
ManipulationContainer = manipulationContainer;
BoundaryFeedback = boundaryFeedback;
}
/// <summary>
/// Invokes a handler of this event.
/// </summary>
protected override void InvokeEventHandler(Delegate genericHandler, object genericTarget)
{
ArgumentNullException.ThrowIfNull(genericHandler);
ArgumentNullException.ThrowIfNull(genericTarget);
if (RoutedEvent == Manipulation.ManipulationBoundaryFeedbackEvent)
{
((EventHandler<ManipulationBoundaryFeedbackEventArgs>)genericHandler)(genericTarget, this);
}
else
{
base.InvokeEventHandler(genericHandler, genericTarget);
}
}
/// <summary>
/// Defines the coordinate space of the other properties.
/// </summary>
public IInputElement ManipulationContainer
{
get;
private set;
}
/// <summary>
/// Returns the excess portion of a direct manipulation.
/// </summary>
public ManipulationDelta BoundaryFeedback
{
get;
private set;
}
/// <summary>
/// Function to compensate the Manipulation positions
/// with respect to BoundaryFeedback.
/// </summary>
internal Func<Point, Point> CompensateForBoundaryFeedback
{
get;
set;
}
/// <summary>
/// The Manipulators for this manipulation.
/// </summary>
public IEnumerable<IManipulator> Manipulators
{
get
{
if (_manipulators == null)
{
_manipulators = ((ManipulationDevice)Device).GetManipulatorsReadOnly();
}
return _manipulators;
}
}
private IEnumerable<IManipulator> _manipulators;
}
}
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