File: System\Windows\Forms\Design\Behavior\DragAssistanceManager.cs
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Project: src\src\System.Windows.Forms.Design\src\System.Windows.Forms.Design.csproj (System.Windows.Forms.Design)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
using System.Collections;
using System.ComponentModel;
using System.ComponentModel.Design;
using System.Drawing;
 
namespace System.Windows.Forms.Design.Behavior;
 
/// <summary>
///  The DragAssistanceManager, for lack of a better name, is responsible for integrating SnapLines
///  into the DragBehavior. At the beginning of a DragBehavior this class is instantiated and
///  at every mouse move this class is called and given the opportunity to adjust the position of the drag.
///  The DragAssistanceManager needs to work as fast as possible - so not to interrupt a drag operation.
///  Because of this, this class has many global variables that are re-used,
///  in hopes to limit the # of allocations per mouse move / drag operation. Also,
///  for loops are used extensively (instead of foreach calls) to eliminate the creation of an enumerator.
/// </summary>
internal sealed partial class DragAssistanceManager
{
    private readonly BehaviorService _behaviorService;
    private readonly IServiceProvider _serviceProvider;
    private readonly Graphics _graphics; // graphics to the adornerwindow
    private Point _dragOffset; // the offset from the new drag pos compared to the last
    private Rectangle _cachedDragRect; // used to store drag rect between erasing & waiting to render
    private readonly Pen _edgePen = SystemPens.Highlight;
    private readonly bool _disposeEdgePen;
    private readonly Pen _baselinePen = new(Color.Fuchsia);
    // These are global lists of all the existing vertical and horizontal snaplineson the designer's surface
    // excluding the targetControl. All SnapLine coords in these lists have been properly
    // adjusted for the AdornerWindow coords.
    private readonly List<SnapLine> _verticalSnapLines = [];
    private readonly List<SnapLine> _horizontalSnapLines = [];
    // These are SnapLines that represent our target control.
    private readonly List<SnapLine> _targetVerticalSnapLines = [];
    private readonly List<SnapLine> _targetHorizontalSnapLines = [];
    // This is a list of all the different type of SnapLines our target control has.
    // When compiling our global SnapLine lists, if we see a SnapLineType that doesn't exist on our target
    // - we can safely ignore it
    private readonly List<SnapLineType> _targetSnapLineTypes = [];
    // These are created in our init() method (so we don't have to recreate them for every mousemove).
    // These arrays represent the closest distance to any snap point on our target control. Once these are calculated
    // - we can:
    // 1) remove anything > than snapDistance and
    // 2) determine the smallest distanceoverall
    private int[] _verticalDistances;
    private int[] _horizontalDistances;
    // These are cleared and populated on every mouse move.
    // These lists contain all the new vertical and horizontal lines we need to draw.
    // At the end of each mouse move - these lines are stored off in the vertLines and horzLines arrays.
    // This way - we can keep track of old snap lines and can avoid erasing and redrawing the same line. HA.
    private readonly List<Line> _tempVertLines = [];
    private readonly List<Line> _tempHorzLines = [];
    private Line[] _vertLines = [];
    private Line[] _horzLines = [];
    // When we draw snap lines - we only draw lines from the targetControl to the control we're snapping to.
    // To do this, we'll keep a dictionary... format: snapLineToBounds[SnapLine]=ControlBounds.
    private readonly Dictionary<SnapLine, Rectangle> _snapLineToBounds = [];
    // We remember the last set of (vert & horz) lines we draw so that we can push them to the beh. svc.
    // From there, if we receive a test hook message requesting these - we got 'em
    private Line[]? _recentLines;
    private readonly Image? _backgroundImage; // instead of calling .invalidate on the windows below us,
                                              // we'll just draw over w/the background image
    private const int SnapDistance = 8; // default snapping distance (pixels)
    private int _snapPointX, _snapPointY; // defines the snap adjustment that needs to be made
                                          // during the mousemove/drag operation
    private const int INVALID_VALUE = 0x1111; // used to represent 'un-set' distances
    private readonly bool _resizing; // Are we resizing?
    private readonly bool _ctrlDrag; // Are we in a ctrl-drag?
 
    /// <summary>
    ///  Internal constructor called that only takes a service provider.
    ///  Here it is assumed that all painting will be done to the AdornerWindow and
    ///  that there are no target controls to exclude from snapping.
    /// </summary>
    internal DragAssistanceManager(IServiceProvider serviceProvider)
        : this(
              serviceProvider,
              graphics: null,
              dragComponents: null,
              backgroundImage: null,
              resizing: false,
              ctrlDrag: false)
    {
    }
 
    /// <summary>
    ///  Internal constructor that takes the service provider and the list of dragComponents.
    /// </summary>
    internal DragAssistanceManager(IServiceProvider serviceProvider, List<IComponent> dragComponents)
        : this(
              serviceProvider,
              graphics: null,
              dragComponents,
              backgroundImage: null,
              resizing: false,
              ctrlDrag: false)
    {
    }
 
    /// <summary>
    ///  Internal constructor that takes the service provider, the list of dragComponents, and a boolean
    ///  indicating that we are resizing.
    /// </summary>
    internal DragAssistanceManager(IServiceProvider serviceProvider, List<IComponent> dragComponents, bool resizing)
        : this(
              serviceProvider,
              graphics: null,
              dragComponents,
              backgroundImage: null,
              resizing,
              ctrlDrag: false)
    {
    }
 
    /// <summary>
    ///  Internal constructor called by DragBehavior.
    /// </summary>
    internal DragAssistanceManager(
        IServiceProvider serviceProvider,
        Graphics? graphics,
        List<IComponent>? dragComponents,
        Image? backgroundImage,
        bool ctrlDrag)
        : this(
              serviceProvider,
              graphics,
              dragComponents,
              backgroundImage,
              resizing: false,
              ctrlDrag)
    {
    }
 
    /// <summary>
    ///  Internal constructor called by DragBehavior.
    /// </summary>
    internal DragAssistanceManager(
        IServiceProvider serviceProvider,
        Graphics? graphics,
        List<IComponent>? dragComponents,
        Image? backgroundImage,
        bool resizing,
        bool ctrlDrag)
    {
        _serviceProvider = serviceProvider;
        _behaviorService = serviceProvider.GetRequiredService<BehaviorService>();
        if (!(serviceProvider.GetService(typeof(IDesignerHost)) is IDesignerHost host) || _behaviorService is null)
        {
            Debug.Fail("Cannot get DesignerHost or BehaviorService");
            return;
        }
 
        if (graphics is null)
        {
            _graphics = _behaviorService.AdornerWindowGraphics;
        }
        else
        {
            _graphics = graphics;
        }
 
        if (serviceProvider.GetService(typeof(IUIService)) is IUIService uiService)
        {
            // Can't use 'as' here since Color is a value type
            if (uiService.Styles["VsColorSnaplines"] is Color snaplinesColor)
            {
                _edgePen = new Pen(snaplinesColor);
                _disposeEdgePen = true;
            }
 
            if (uiService.Styles["VsColorSnaplinesTextBaseline"] is Color snaplinesTextBaselineColor)
            {
                _baselinePen.Dispose();
                _baselinePen = new Pen(snaplinesTextBaselineColor);
            }
        }
 
        _backgroundImage = backgroundImage;
        _resizing = resizing;
        _ctrlDrag = ctrlDrag;
        Initialize(dragComponents, host);
    }
 
    /// <summary>
    ///  Adjusts then adds each snap line the designer has to offer to either our global horizontal and
    ///  vertical lists or our target lists. Note that we also keep track of our target snapline types
    ///  - 'cause we can safely ignore all other types.
    ///  If valid target is <see langword="false"/>
    ///  - then we don't yet know what we're snapping against
    ///  - so we'll exclude the check below to skip unwanted snap line types.
    /// </summary>
    private void AddSnapLines(ControlDesigner controlDesigner, List<SnapLine> horizontalList, List<SnapLine> verticalList, bool isTarget, bool validTarget)
    {
        IList<SnapLine> snapLines = controlDesigner.SnapLinesInternal;
        // Used for padding snaplines
        Rectangle controlRect = controlDesigner.Control.ClientRectangle;
        // Used for all others
        Rectangle controlBounds = controlDesigner.Control.Bounds;
        // Now map the location
        controlBounds.Location = controlRect.Location = _behaviorService.ControlToAdornerWindow(controlDesigner.Control);
        // Remember the offset -- we need those later
        int xOffset = controlBounds.Left;
        int yOffset = controlBounds.Top;
 
        // THIS IS ONLY NEEDED FOR PADDING SNAPLINES
        // We need to adjust the bounds to the client area.
        // This is so that we don't include borders + titlebar in the snaplines.
        // In order to add padding, we need to get the offset from the
        // usable client area of our control and the actual origin of our control. In other words:
        // how big is the non-client area here? Ex: we want to add padding on a form to the insides of the
        // borders and below the titlebar.
        Point offset = controlDesigner.GetOffsetToClientArea();
        controlRect.X += offset.X; // offset for non-client area
        controlRect.Y += offset.Y; // offset for non-client area
 
        // Adjust each snapline to local coords and add it to our global list
        foreach (SnapLine snapLine in snapLines)
        {
            if (isTarget)
            {
                // we will remove padding snaplines from targets - it doesn't make sense to snap to the target's padding lines
                if (snapLine.Filter is not null && snapLine.Filter.StartsWith(SnapLine.Padding, StringComparison.Ordinal))
                {
                    continue;
                }
 
                if (validTarget && !_targetSnapLineTypes.Contains(snapLine.SnapLineType))
                {
                    _targetSnapLineTypes.Add(snapLine.SnapLineType);
                }
            }
            else
            {
                if (validTarget && !_targetSnapLineTypes.Contains(snapLine.SnapLineType))
                {
                    continue;
                }
 
                // store off the bounds in our dictionary, so if we draw snaplines we know the length
                // of the line we need to remember different bounds based on what type of snapline this is.
                if ((snapLine.Filter is not null) && snapLine.Filter.StartsWith(SnapLine.Padding, StringComparison.Ordinal))
                {
                    _snapLineToBounds.Add(snapLine, controlRect);
                }
                else
                {
                    _snapLineToBounds.Add(snapLine, controlBounds);
                }
            }
 
            if (snapLine.IsHorizontal)
            {
                snapLine.AdjustOffset(yOffset);
                horizontalList.Add(snapLine);
            }
            else
            {
                snapLine.AdjustOffset(xOffset);
                verticalList.Add(snapLine);
            }
        }
    }
 
    /// <summary>
    ///  Build up a distance array of all same-type-alignment pts to the closest point on our targetControl.
    ///  Also, keep track of the smallest distance overall.
    /// </summary>
    private int BuildDistanceArray(List<SnapLine> snapLines, List<SnapLine> targetSnapLines, int[] distances, Rectangle dragBounds)
    {
        int smallestDistance = INVALID_VALUE;
        int highestPriority = 0;
 
        for (int i = 0; i < snapLines.Count; i++)
        {
            SnapLine snapLine = snapLines[i];
            if (IsMarginOrPaddingSnapLine(snapLine))
            {
                // validate margin and padding snaplines (to make sure it intersects with the dragbounds) if not, skip this guy
                if (!ValidateMarginOrPaddingLine(snapLine, dragBounds))
                {
                    distances[i] = INVALID_VALUE;
                    continue;
                }
            }
 
            int smallestDelta = INVALID_VALUE; // some large #
            for (int j = 0; j < targetSnapLines.Count; j++)
            {
                SnapLine targetSnapLine = targetSnapLines[j];
 
                if (SnapLine.ShouldSnap(snapLine, targetSnapLine))
                {
                    int delta = targetSnapLine.Offset - snapLine.Offset;
                    if (Math.Abs(delta) < Math.Abs(smallestDelta))
                    {
                        smallestDelta = delta;
                    }
                }
            }
 
            distances[i] = smallestDelta;
            int pri = (int)snapLines[i].Priority;
            // save off this delta for the overall smallest delta! Need to check the priority
            // here as well if the distance is the same. E.g. smallestDistance so far is 1,
            // for a Low snapline. We now find another distance of -1, for a Medium snapline.
            // The old check if (Math.Abs(smallestDelta) < Math.Abs(smallestDistance))
            // would not set smallestDistance to -1, since the ABSOLUTE values are the same.
            // Since the return value is used to physically move the control,
            // we would move the control in the direction of the Low snapline,
            // but draw the Medium snapline in the opposite direction.
            if ((Math.Abs(smallestDelta) < Math.Abs(smallestDistance)) ||
                ((Math.Abs(smallestDelta) == Math.Abs(smallestDistance)) && (pri > highestPriority)))
            {
                smallestDistance = smallestDelta;
                if (pri != (int)SnapLinePriority.Always)
                {
                    highestPriority = pri;
                }
            }
        }
 
        return smallestDistance;
    }
 
    /// <summary>
    ///  Here, we erase all of our old horizontal and vertical snaplines UNLESS they are also contained
    ///  in our tempHorzLines or tempVertLines arrays
    ///  - if they are - then erasing them would be redundant (since we know we want to draw them on this mousemove)
    /// </summary>
    private Line[] EraseOldSnapLines(Line[] lines, List<Line>? tempLines)
    {
        if (lines is not null)
        {
            for (int i = 0; i < lines.Length; i++)
            {
                bool foundMatch = false;
                Line line = lines[i];
                Rectangle invalidRect;
                if (tempLines is not null)
                {
                    for (int j = 0; j < tempLines.Count; j++)
                    {
                        if (line.LineType != tempLines[j].LineType)
                        {
                            // If the lines are not the same type, then we should forcefully try to remove it.
                            // Say you have a Panel with a Button in it.
                            // By default Panel.Padding = 0, and Button.Margin = 3.
                            // As you move the button to the left,
                            // you will first get the combined LEFT margin+padding snap line.
                            // If you keep moving the button, you will now snap to the Left edge,
                            // and you will get the Blue snapline.
                            // You now move the button back to the right,
                            // and you will immediately snap to the LEFT Padding snapline.
                            // But what's gonna happen. Both the old (Left) snapline,
                            // and the LEFT Padding snapline (remember these are the panels)
                            // have the same coordinates, since Panel.Padding is 0.
                            // Thus Line.GetDiffs will return a non-null diffs.
                            // BUT e.g the first line will result in an invalidRect of (x1,y1,0,0),
                            // this we end up invalidating only a small portion of the existing Blue (left) Snapline.
                            // That's actually not okay since VERTICAL (e.g. LEFT) padding snaplines actually
                            // end up getting drawn HORIZONTALLY - thus we didn't really invalidate correctly.
                            continue;
                        }
 
                        Line[]? diffs = Line.GetDiffs(line, tempLines[j]);
                        if (diffs is not null)
                        {
                            for (int k = 0; k < diffs.Length; k++)
                            {
                                invalidRect = new Rectangle(diffs[k].X1, diffs[k].Y1, diffs[k].X2 - diffs[k].X1, diffs[k].Y2 - diffs[k].Y1);
 
                                invalidRect.Inflate(1, 1);
                                if (_backgroundImage is not null)
                                {
                                    _graphics.DrawImage(_backgroundImage, invalidRect, invalidRect, GraphicsUnit.Pixel);
                                }
                                else
                                {
                                    _behaviorService.Invalidate(invalidRect);
                                }
                            }
 
                            foundMatch = true;
                            break;
                        }
                    }
                }
 
                if (!foundMatch)
                {
                    invalidRect = new Rectangle(line.X1, line.Y1, line.X2 - line.X1, line.Y2 - line.Y1);
                    invalidRect.Inflate(1, 1);
                    if (_backgroundImage is not null)
                    {
                        _graphics.DrawImage(_backgroundImage, invalidRect, invalidRect, GraphicsUnit.Pixel);
                    }
                    else
                    {
                        _behaviorService.Invalidate(invalidRect);
                    }
                }
            }
        }
 
        if (tempLines is not null)
        {
            // Now, store off all the new lines (from the temp structures),
            // so next time around (next mousemove message) we know which lines to erase and which ones to keep
            lines = new Line[tempLines.Count];
            tempLines.CopyTo(lines);
        }
        else
        {
            lines = [];
        }
 
        return lines;
    }
 
    internal void EraseSnapLines()
    {
        EraseOldSnapLines(_vertLines, tempLines: null);
        EraseOldSnapLines(_horzLines, tempLines: null);
    }
 
    /// <summary>
    ///  This internal method returns a snap line[] representing the last SnapLines that were rendered
    ///  before this algorithm was stopped (usually by an OnMouseUp). This is used for storing additional
    ///  toolbox drag/drop info and testing hooks.
    /// </summary>
    internal Line[] GetRecentLines()
    {
        if (_recentLines is not null)
        {
            return _recentLines;
        }
 
        return [];
    }
 
    private void IdentifyAndStoreValidLines(List<SnapLine> snapLines, int[] distances, Rectangle dragBounds, int smallestDistance)
    {
        int highestPriority = 1; // low
        // identify top pri
        for (int i = 0; i < distances.Length; i++)
        {
            if (distances[i] == smallestDistance)
            {
                int pri = (int)snapLines[i].Priority;
                if ((pri > highestPriority) && (pri != (int)SnapLinePriority.Always))
                { // Always is a special category
                    highestPriority = pri;
                }
            }
        }
 
        // store all snapLines equal to the smallest distance (of the highest priority)
        for (int i = 0; i < distances.Length; i++)
        {
            if ((distances[i] == smallestDistance) &&
              (((int)snapLines[i].Priority == highestPriority) ||
                ((int)snapLines[i].Priority == (int)SnapLinePriority.Always)))
            { // always render SnapLines with Priority.Always which has the same distance.
                StoreSnapLine(snapLines[i], dragBounds);
            }
        }
    }
 
    // Returns true of this child component (off the root control) should add its snaplines to the collection
    private bool AddChildCompSnaplines(IComponent comp, List<IComponent>? dragComponents, Rectangle clipBounds, Control? targetControl)
    {
        if (!(comp is Control control) || // has to be a control to get snaplines
           (dragComponents is not null && dragComponents.Contains(comp) && !_ctrlDrag) || // cannot be something that we are dragging, unless we are in a ctrlDrag
           IsChildOfParent(control, targetControl) || // cannot be a child of the control we will drag
           !clipBounds.IntersectsWith(control.Bounds) || // has to be partially visible on the rootcomp's surface
           control.Parent is null || // control must have a parent.
           !control.Visible)
        { // control itself has to be visible -- we do mean visible, not ShadowedVisible
            return false;
        }
 
        Control c = control;
        if (!c.Equals(targetControl))
        {
            if (_serviceProvider.GetService(typeof(IDesignerHost)) is IDesignerHost host)
            {
                if (host.GetDesigner(c) is ControlDesigner controlDesigner)
                {
                    return controlDesigner.ControlSupportsSnaplines;
                }
            }
        }
 
        return true;
    }
 
    // Returns true if we should add snaplines for this control
    private bool AddControlSnaplinesWhenResizing(ControlDesigner designer, Control control, Control? targetControl)
    {
        // do not add snaplines if we are resizing the control is a container control with
        // AutoSize set to true and the control is the parent of the targetControl
        if (_resizing &&
            (designer is ParentControlDesigner) &&
            (control.AutoSize) &&
            (targetControl is not null) &&
            (targetControl.Parent is not null) &&
            (targetControl.Parent.Equals(control)))
        {
            return false;
        }
 
        return true;
    }
 
    /// <summary>
    ///  Initializes our class - we cache all snap lines for every control we can find. This is done for perf. reasons.
    /// </summary>
    [MemberNotNull(nameof(_verticalDistances))]
    [MemberNotNull(nameof(_horizontalDistances))]
    private void Initialize(List<IComponent>? dragComponents, IDesignerHost host)
    {
        // our targetControl will always be the 0th component in our dragComponents array list (a.k.a. the primary selected component).
        Control? targetControl = null;
        if (dragComponents is not null && dragComponents.Count > 0)
        {
            targetControl = dragComponents[0] as Control;
        }
 
        Control rootControl = (Control)host.RootComponent;
        // the clipping bounds will be used to ignore all controls that are
        // completely outside of our rootcomponent's bounds
        // -this way we won't end up snapping to controls that are not visible on the form's surface
        Rectangle clipBounds = new(0, 0, rootControl.ClientRectangle.Width, rootControl.ClientRectangle.Height);
        clipBounds.Inflate(-1, -1);
        // determine the screen offset from our rootComponent to the AdornerWindow
        // (since all drag notification coords will be in adorner window coords)
        if (targetControl is not null)
        {
            _dragOffset = _behaviorService.ControlToAdornerWindow(targetControl);
        }
        else
        {
            _dragOffset = _behaviorService.MapAdornerWindowPoint(rootControl.Handle, Point.Empty);
            if (rootControl.Parent is not null && rootControl.Parent.IsMirrored)
            {
                _dragOffset.Offset(-rootControl.Width, 0);
            }
        }
 
        if (targetControl is not null)
        {
            bool disposeDesigner = false;
 
            // Get all the target snapline information we need to create one then.
            ControlDesigner? designer;
            if (host.GetDesigner(targetControl) is not ControlDesigner controlDesigner)
            {
                designer = TypeDescriptor.CreateDesigner(targetControl, typeof(IDesigner)) as ControlDesigner;
                if (designer is not null)
                {
                    // Make sure the control is not forced visible
                    designer.ForceVisible = false;
                    designer.Initialize(targetControl);
                    disposeDesigner = true;
                }
            }
            else
            {
                designer = controlDesigner;
            }
 
            if (designer is not null)
            {
                AddSnapLines(designer, _targetHorizontalSnapLines, _targetVerticalSnapLines, true, targetControl is not null);
 
                if (disposeDesigner)
                {
                    designer.Dispose();
                }
            }
        }
 
        // get SnapLines for all our children (nested too) off our root control
        foreach (IComponent comp in host.Container.Components)
        {
            if (!AddChildCompSnaplines(comp, dragComponents, clipBounds, targetControl))
            {
                continue;
            }
 
            if (host.GetDesigner(comp) is ControlDesigner designer)
            {
                if (AddControlSnaplinesWhenResizing(designer, (Control)comp, targetControl))
                {
                    AddSnapLines(designer, _horizontalSnapLines, _verticalSnapLines, false, targetControl is not null);
                }
 
                // Does the designer have internal control designers for which we need to add snaplines
                // (like SplitPanelContainer, ToolStripContainer)
                int numInternalDesigners = designer.NumberOfInternalControlDesigners();
                for (int i = 0; i < numInternalDesigners; i++)
                {
                    ControlDesigner? internalDesigner = designer.InternalControlDesigner(i);
                    if (internalDesigner is not null &&
                        AddChildCompSnaplines(internalDesigner.Component, dragComponents, clipBounds, targetControl) &&
                        AddControlSnaplinesWhenResizing(internalDesigner, (Control)internalDesigner.Component, targetControl))
                    {
                        AddSnapLines(internalDesigner, _horizontalSnapLines, _verticalSnapLines, false, targetControl is not null);
                    }
                }
            }
        }
 
        // Now that we know how many snaplines everyone has, we can create temp arrays now.
        // Intentionally avoiding this on every mousemove.
        _verticalDistances = new int[_verticalSnapLines.Count];
        _horizontalDistances = new int[_horizontalSnapLines.Count];
    }
 
    /// <summary>
    ///  Helper function that determines if the child control is related to the parent.
    /// </summary>
    private static bool IsChildOfParent(Control? child, Control? parent)
    {
        if (child is null || parent is null)
        {
            return false;
        }
 
        Control? currentParent = child.Parent;
        while (currentParent is not null)
        {
            if (currentParent.Equals(parent))
            {
                return true;
            }
 
            currentParent = currentParent.Parent;
        }
 
        return false;
    }
 
    /// <summary>
    ///  Helper function that identifies margin or padding snaplines
    /// </summary>
    private static bool IsMarginOrPaddingSnapLine(SnapLine snapLine)
    {
        return snapLine.Filter is not null
            && (snapLine.Filter.StartsWith(SnapLine.Margin, StringComparison.Ordinal)
                || snapLine.Filter.StartsWith(SnapLine.Padding, StringComparison.Ordinal));
    }
 
    /// <summary>
    ///  Returns the offset in which the targetControl's rect needs to be re-positioned
    ///  (given the direction by 'directionOffset') in order to align with the nearest possible snapline.
    ///  This is called by commandSet during keyboard movements to auto-snap the control around the designer.
    /// </summary>
    internal Point OffsetToNearestSnapLocation(Control targetControl, IList targetSnaplines, Point directionOffset)
    {
        _targetHorizontalSnapLines.Clear();
        _targetVerticalSnapLines.Clear();
        // manually add our snaplines as targets
        foreach (SnapLine snapline in targetSnaplines)
        {
            if (snapline.IsHorizontal)
            {
                _targetHorizontalSnapLines.Add(snapline);
            }
            else
            {
                _targetVerticalSnapLines.Add(snapline);
            }
        }
 
        return OffsetToNearestSnapLocation(targetControl, directionOffset);
    }
 
    /// <summary>
    ///  Returns the offset in which the targetControl's rect needs to be re-positioned
    ///  (given the direction by 'directionOffset') in order to align with the nearest possible snapline.
    ///  This is called by commandSet during keyboard movements to auto-snap the control around the designer.
    /// </summary>
    internal Point OffsetToNearestSnapLocation(Control targetControl, Point directionOffset)
    {
        Point offset = Point.Empty;
        Rectangle currentBounds = new(_behaviorService.ControlToAdornerWindow(targetControl), targetControl.Size);
        if (directionOffset.X != 0)
        {// movement somewhere in the x dir
            // first, build up our distance array
            BuildDistanceArray(_verticalSnapLines, _targetVerticalSnapLines, _verticalDistances, currentBounds);
            // now start with the smallest distance and find the first snapline we would intercept given our horizontal direction
            int minRange = directionOffset.X < 0 ? 0 : currentBounds.X;
            int maxRange = directionOffset.X < 0 ? currentBounds.Right : int.MaxValue;
            offset.X = FindSmallestValidDistance(_verticalSnapLines, _verticalDistances, minRange, maxRange, directionOffset.X);
            if (offset.X != 0)
            {
                // store off the line structs for actual rendering
                IdentifyAndStoreValidLines(_verticalSnapLines, _verticalDistances, currentBounds, offset.X);
                if (directionOffset.X < 0)
                {
                    offset.X *= -1;
                }
            }
        }
 
        if (directionOffset.Y != 0)
        {// movement somewhere in the y dir
            // first, build up our distance array
            BuildDistanceArray(_horizontalSnapLines, _targetHorizontalSnapLines, _horizontalDistances, currentBounds);
            // now start with the smallest distance and find the first snapline we would intercept given our horizontal direction
            int minRange = directionOffset.Y < 0 ? 0 : currentBounds.Y;
            int maxRange = directionOffset.Y < 0 ? currentBounds.Bottom : int.MaxValue;
            offset.Y = FindSmallestValidDistance(_horizontalSnapLines, _horizontalDistances, minRange, maxRange, directionOffset.Y);
            if (offset.Y != 0)
            {
                // store off the line structs for actual rendering
                IdentifyAndStoreValidLines(_horizontalSnapLines, _horizontalDistances, currentBounds, offset.Y);
                if (directionOffset.Y < 0)
                {
                    offset.Y *= -1;
                }
            }
        }
 
        if (!offset.IsEmpty)
        {
            // setup the cached info for drawing
            _cachedDragRect = currentBounds;
            _cachedDragRect.Offset(offset.X, offset.Y);
            if (offset.X != 0)
            {
                _vertLines = new Line[_tempVertLines.Count];
                _tempVertLines.CopyTo(_vertLines);
            }
 
            if (offset.Y != 0)
            {
                _horzLines = new Line[_tempHorzLines.Count];
                _tempHorzLines.CopyTo(_horzLines);
            }
        }
 
        return offset;
    }
 
    private static int FindSmallestValidDistance(List<SnapLine> snapLines, int[] distances, int min, int max, int direction)
    {
        // loop while we still have valid distance to check and try to find the smallest valid distance
        while (true)
        {
            // get the next smallest snapline index
            int snapLineIndex = SmallestDistanceIndex(distances, direction, out int distanceValue);
 
            if (snapLineIndex == INVALID_VALUE)
            {
                // ran out of valid distances
                break;
            }
 
            if (IsWithinValidRange(snapLines[snapLineIndex].Offset, min, max))
            {
                // found it - make sure we restore the original value for rendering the snap line in the future
                distances[snapLineIndex] = distanceValue;
                return distanceValue;
            }
        }
 
        return 0;
    }
 
    private static bool IsWithinValidRange(int offset, int min, int max) => offset > min && offset < max;
 
    private static int SmallestDistanceIndex(int[] distances, int direction, out int distanceValue)
    {
        distanceValue = INVALID_VALUE;
        int smallestIndex = INVALID_VALUE;
        // check for valid array
        if (distances.Length == 0)
        {
            return smallestIndex;
        }
 
        // find the next smallest
        for (int i = 0; i < distances.Length; i++)
        {
            // If a distance is 0 or if it is to our left and we're heading right or
            // if it is to our right and we're heading left then we can null this value out
            if (distances[i] == 0 ||
              (distances[i] > 0 && direction > 0) ||
              (distances[i] < 0 && direction < 0))
            {
                distances[i] = INVALID_VALUE;
            }
 
            if (Math.Abs(distances[i]) < distanceValue)
            {
                distanceValue = Math.Abs(distances[i]);
                smallestIndex = i;
            }
        }
 
        if (smallestIndex < distances.Length)
        {
            // return and clear the smallest one we found
            distances[smallestIndex] = INVALID_VALUE;
        }
 
        return smallestIndex;
    }
 
    /// <summary>
    ///  Actually draws the snaplines based on type, location, and specified pen
    /// </summary>
    private void RenderSnapLines(Line[] lines, Rectangle dragRect)
    {
        Pen currentPen;
        for (int i = 0; i < lines.Length; i++)
        {
            if (lines[i].LineType is LineType.Margin or LineType.Padding)
            {
                currentPen = _edgePen;
                if (lines[i].X1 == lines[i].X2)
                {// vertical margin
                    int coord = Math.Max(dragRect.Top, lines[i].OriginalBounds.Top);
                    coord += (Math.Min(dragRect.Bottom, lines[i].OriginalBounds.Bottom) - coord) / 2;
                    lines[i].Y1 = lines[i].Y2 = coord;
                    if (lines[i].LineType == LineType.Margin)
                    {
                        lines[i].X1 = Math.Min(dragRect.Right, lines[i].OriginalBounds.Right);
                        lines[i].X2 = Math.Max(dragRect.Left, lines[i].OriginalBounds.Left);
                    }
                    else if (lines[i].PaddingLineType == PaddingLineType.PaddingLeft)
                    {
                        lines[i].X1 = lines[i].OriginalBounds.Left;
                        lines[i].X2 = dragRect.Left;
                    }
                    else
                    {
                        Debug.Assert(lines[i].PaddingLineType == PaddingLineType.PaddingRight);
                        lines[i].X1 = dragRect.Right;
                        lines[i].X2 = lines[i].OriginalBounds.Right;
                    }
 
                    lines[i].X2--; // off by 1 adjust
                }
                else
                {// horizontal margin
                    int coord = Math.Max(dragRect.Left, lines[i].OriginalBounds.Left);
                    coord += (Math.Min(dragRect.Right, lines[i].OriginalBounds.Right) - coord) / 2;
                    lines[i].X1 = lines[i].X2 = coord;
                    if (lines[i].LineType == LineType.Margin)
                    {
                        lines[i].Y1 = Math.Min(dragRect.Bottom, lines[i].OriginalBounds.Bottom);
                        lines[i].Y2 = Math.Max(dragRect.Top, lines[i].OriginalBounds.Top);
                    }
                    else if (lines[i].PaddingLineType == PaddingLineType.PaddingTop)
                    {
                        lines[i].Y1 = lines[i].OriginalBounds.Top;
                        lines[i].Y2 = dragRect.Top;
                    }
                    else
                    {
                        Debug.Assert(lines[i].PaddingLineType == PaddingLineType.PaddingBottom);
                        lines[i].Y1 = dragRect.Bottom;
                        lines[i].Y2 = lines[i].OriginalBounds.Bottom;
                    }
 
                    lines[i].Y2--; // off by 1 adjust
                }
            }
            else if (lines[i].LineType == LineType.Baseline)
            {
                currentPen = _baselinePen;
                lines[i].X2 -= 1; // off by 1 adjust
            }
            else
            {
                // default to edgePen
                currentPen = _edgePen;
                if (lines[i].X1 == lines[i].X2)
                {
                    lines[i].Y2--; // off by 1 adjustment
                }
                else
                {
                    lines[i].X2--; // off by 1 adjustment
                }
            }
 
            _graphics.DrawLine(currentPen, lines[i].X1, lines[i].Y1, lines[i].X2, lines[i].Y2);
        }
    }
 
    /// <summary>
    ///  Performance improvement: Given an snapline we will render, check if it overlaps with an existing snapline.
    ///  If so, combine the two.
    /// </summary>
    private static void CombineSnaplines(Line snapLine, List<Line> currentLines)
    {
        bool merged = false;
        for (int i = 0; i < currentLines.Count; i++)
        {
            Line curLine = currentLines[i];
            Line? mergedLine = Line.Overlap(snapLine, curLine);
            if (mergedLine is not null)
            {
                currentLines[i] = mergedLine;
                merged = true;
            }
        }
 
        if (!merged)
        {
            currentLines.Add(snapLine);
        }
    }
 
    /// <summary>
    ///  Here, we store all the SnapLines we will render. This way we can erase them when they are no longer needed.
    /// </summary>
    private void StoreSnapLine(SnapLine snapLine, Rectangle dragBounds)
    {
        Rectangle bounds = _snapLineToBounds[snapLine];
        // In order for CombineSnaplines to work correctly, we have to determine the type first
        LineType type = LineType.Standard;
        if (IsMarginOrPaddingSnapLine(snapLine))
        {
            // We already check if snapLine.Filter is not null inside IsMarginOrPaddingSnapLine.
            type = snapLine.Filter!.StartsWith(SnapLine.Margin, StringComparison.Ordinal) ? LineType.Margin : LineType.Padding;
        }
 
        // propagate the baseline through to the linetype
        else if (snapLine.SnapLineType == SnapLineType.Baseline)
        {
            type = LineType.Baseline;
        }
 
        Line line;
        if (snapLine.IsVertical)
        {
            line = new Line(snapLine.Offset, Math.Min(dragBounds.Top + (_snapPointY != INVALID_VALUE ? _snapPointY : 0), bounds.Top),
                         snapLine.Offset, Math.Max(dragBounds.Bottom + (_snapPointY != INVALID_VALUE ? _snapPointY : 0), bounds.Bottom))
            {
                LineType = type
            };
            // Performance improvement: Check if the newly added line overlaps existing lines and if so, combine them.
            CombineSnaplines(line, _tempVertLines);
        }
        else
        {
            line = new Line(Math.Min(dragBounds.Left + (_snapPointX != INVALID_VALUE ? _snapPointX : 0), bounds.Left), snapLine.Offset,
                         Math.Max(dragBounds.Right + (_snapPointX != INVALID_VALUE ? _snapPointX : 0), bounds.Right), snapLine.Offset)
            {
                LineType = type
            };
            // Performance improvement: Check if the newly added line overlaps existing lines and if so, combine them.
            CombineSnaplines(line, _tempHorzLines);
        }
 
        if (IsMarginOrPaddingSnapLine(snapLine))
        {
            line.OriginalBounds = bounds;
            // need to know which padding line (left, right) we are storing.
            // The original check in RenderSnapLines was wrong.
            // It assume that the dragRect was completely within the OriginalBounds which is not necessarily true
            if (line.LineType == LineType.Padding)
            {
                switch (snapLine.Filter)
                {
                    case SnapLine.PaddingRight:
                        line.PaddingLineType = PaddingLineType.PaddingRight;
                        break;
                    case SnapLine.PaddingLeft:
                        line.PaddingLineType = PaddingLineType.PaddingLeft;
                        break;
                    case SnapLine.PaddingTop:
                        line.PaddingLineType = PaddingLineType.PaddingTop;
                        break;
                    case SnapLine.PaddingBottom:
                        line.PaddingLineType = PaddingLineType.PaddingBottom;
                        break;
                    default:
                        Debug.Fail("Unknown snapline filter type");
                        break;
                }
            }
        }
    }
 
    /// <summary>
    ///  This function validates a Margin or Padding SnapLine. A valid Margin SnapLine is one that will
    ///  be drawn only if the target control being dragged somehow intersects (vertically or horizontally)
    ///  the coords of the given snapLine. This is done so we don't start drawing margin lines when controls
    ///  are large distances apart (too much mess);
    /// </summary>
    private bool ValidateMarginOrPaddingLine(SnapLine snapLine, Rectangle dragBounds)
    {
        Rectangle bounds = _snapLineToBounds[snapLine];
        if (snapLine.IsVertical)
        {
            if (bounds.Top < dragBounds.Top)
            {
                if (bounds.Top + bounds.Height < dragBounds.Top)
                {
                    return false;
                }
            }
            else if (dragBounds.Top + dragBounds.Height < bounds.Top)
            {
                return false;
            }
        }
        else
        {
            if (bounds.Left < dragBounds.Left)
            {
                if (bounds.Left + bounds.Width < dragBounds.Left)
                {
                    return false;
                }
            }
            else if (dragBounds.Left + dragBounds.Width < bounds.Left)
            {
                return false;
            }
        }
 
        // valid overlapping margin line
        return true;
    }
 
    internal Point OnMouseMove(Rectangle dragBounds, SnapLine[] snapLines)
    {
        bool didSnap = false;
        return OnMouseMove(dragBounds, snapLines, ref didSnap, true);
    }
 
    /// <summary>
    ///  Called by the DragBehavior on every mouse move. We first offset all
    ///  of our drag-control's snap lines by the amount of the mouse move
    ///  then follow our 2-pass heuristic to determine which SnapLines to render.
    /// </summary>
    internal Point OnMouseMove(Rectangle dragBounds, SnapLine[] snapLines, ref bool didSnap, bool shouldSnapHorizontally)
    {
        if (snapLines is null || snapLines.Length == 0)
        {
            return Point.Empty;
        }
 
        _targetHorizontalSnapLines.Clear();
        _targetVerticalSnapLines.Clear();
        // manually add our snaplines as targets
        foreach (SnapLine snapline in snapLines)
        {
            if (snapline.IsHorizontal)
            {
                _targetHorizontalSnapLines.Add(snapline);
            }
            else
            {
                _targetVerticalSnapLines.Add(snapline);
            }
        }
 
        return OnMouseMove(dragBounds, false, ref didSnap, shouldSnapHorizontally);
    }
 
    /// <summary>
    ///  Called by the DragBehavior on every mouse move. We first offset all of our drag-control's snap lines
    ///  by the amount of the mouse move then follow our 2-pass heuristic to determine which SnapLines to render.
    /// </summary>
    internal Point OnMouseMove(Rectangle dragBounds)
    {
        bool didSnap = false;
        return OnMouseMove(dragBounds, true, ref didSnap, true);
    }
 
    /// <summary>
    ///  Called by the resizebehavior.
    ///  It needs to know whether we really snapped or not. The snapPoint could be (0,0) even though we snapped.
    /// </summary>
    internal Point OnMouseMove(Control targetControl, SnapLine[] snapLines, ref bool didSnap, bool shouldSnapHorizontally)
    {
        Rectangle dragBounds = new(_behaviorService.ControlToAdornerWindow(targetControl), targetControl.Size);
        didSnap = false;
        return OnMouseMove(dragBounds, snapLines, ref didSnap, shouldSnapHorizontally);
    }
 
    /// <summary>
    ///  Called by the DragBehavior on every mouse move. We first offset all of our drag-control's snap lines
    ///  by the amount of the mouse move then follow our 2-pass heuristic to determine which SnapLines to render.
    /// </summary>
    private Point OnMouseMove(Rectangle dragBounds, bool offsetSnapLines, ref bool didSnap, bool shouldSnapHorizontally)
    {
        _tempVertLines.Clear();
        _tempHorzLines.Clear();
        _dragOffset = new Point(dragBounds.X - _dragOffset.X, dragBounds.Y - _dragOffset.Y);
        if (offsetSnapLines)
        {
            // offset our targetSnapLines by the amount we have dragged it
            for (int i = 0; i < _targetHorizontalSnapLines.Count; i++)
            {
                _targetHorizontalSnapLines[i].AdjustOffset(_dragOffset.Y);
            }
 
            for (int i = 0; i < _targetVerticalSnapLines.Count; i++)
            {
                _targetVerticalSnapLines[i].AdjustOffset(_dragOffset.X);
            }
        }
 
        // First pass - build up a distance array of all same-type-alignment pts to the closest point
        // on our targetControl. Also, keep track of the smallestdistance overall
        int smallestDistanceVert = BuildDistanceArray(_verticalSnapLines, _targetVerticalSnapLines, _verticalDistances, dragBounds);
        int smallestDistanceHorz = INVALID_VALUE;
        if (shouldSnapHorizontally)
        {
            smallestDistanceHorz = BuildDistanceArray(_horizontalSnapLines, _targetHorizontalSnapLines, _horizontalDistances, dragBounds);
        }
 
        // Second Pass!  We only need to do a second pass if the smallest delta is <= SnapDistance.
        // If this is the case - then we draw snap lines for every line equal to the smallest distance available in the distance array
        _snapPointX = (Math.Abs(smallestDistanceVert) <= SnapDistance) ? -smallestDistanceVert : INVALID_VALUE;
        _snapPointY = (Math.Abs(smallestDistanceHorz) <= SnapDistance) ? -smallestDistanceHorz : INVALID_VALUE;
        // certain behaviors (like resize) might want to know whether we really snapped or not.
        // They can't check the returned snapPoint for (0,0) since that is a valid snapPoint.
        didSnap = false;
        if (_snapPointX != INVALID_VALUE)
        {
            IdentifyAndStoreValidLines(_verticalSnapLines, _verticalDistances, dragBounds, smallestDistanceVert);
            didSnap = true;
        }
 
        if (_snapPointY != INVALID_VALUE)
        {
            IdentifyAndStoreValidLines(_horizontalSnapLines, _horizontalDistances, dragBounds, smallestDistanceHorz);
            didSnap = true;
        }
 
        Point snapPoint = new(_snapPointX != INVALID_VALUE ? _snapPointX : 0, _snapPointY != INVALID_VALUE ? _snapPointY : 0);
        Rectangle tempDragRect = new(dragBounds.Left + snapPoint.X, dragBounds.Top + snapPoint.Y, dragBounds.Width, dragBounds.Height);
        // out with the old...
        _vertLines = EraseOldSnapLines(_vertLines, _tempVertLines);
        _horzLines = EraseOldSnapLines(_horzLines, _tempHorzLines);
        // store this drag rect - we'll use it when we are (eventually) called back on to actually render our lines
 
        // NOTE NOTE NOTE: If OnMouseMove is called during a resize operation,
        // then cachedDragRect is not guaranteed to work. That is why I introduced RenderSnapLinesInternal(dragRect)
        _cachedDragRect = tempDragRect;
        // reset the dragoffset to this last location
        _dragOffset = dragBounds.Location;
        // this 'snapPoint' will be the amount we want the dragBehavior to shift the dragging control by
        // ('cause we snapped somewhere)
        return snapPoint;
    }
 
    // NOTE NOTE NOTE: If OnMouseMove is called during a resize operation,
    // then cachedDragRect is not guaranteed to work. That is why I introduced RenderSnapLinesInternal(dragRect)
    /// <summary>
    ///  Called by the ResizeBehavior after it has finished drawing
    /// </summary>
    internal void RenderSnapLinesInternal(Rectangle dragRect)
    {
        _cachedDragRect = dragRect;
        RenderSnapLinesInternal();
    }
 
    /// <summary>
    ///  Called by the DropSourceBehavior after it finished drawing its' dragging images
    ///  so that we can draw our lines on top of everything.
    /// </summary>
    internal void RenderSnapLinesInternal()
    {
        RenderSnapLines(_vertLines, _cachedDragRect);
        RenderSnapLines(_horzLines, _cachedDragRect);
        _recentLines = new Line[_vertLines.Length + _horzLines.Length];
        _vertLines.CopyTo(_recentLines, 0);
        _horzLines.CopyTo(_recentLines, _vertLines.Length);
    }
 
    /// <summary>
    ///  Clean up all of our references.
    /// </summary>
    internal void OnMouseUp()
    {
        // Here, we store off our recent snapline info to the behavior service - this is used for testing purposes
        if (_behaviorService is not null)
        {
            Line[] recent = GetRecentLines();
            string[] lines = new string[recent.Length];
            for (int i = 0; i < recent.Length; i++)
            {
                lines[i] = recent[i].ToString();
            }
 
            _behaviorService.RecentSnapLines = lines;
        }
 
        EraseSnapLines();
        _graphics.Dispose();
        if (_disposeEdgePen && _edgePen is not null)
        {
            _edgePen.Dispose();
        }
 
        _baselinePen?.Dispose();
 
        _backgroundImage?.Dispose();
    }
 
    /// <summary>
    ///  Describes different types of lines (used for margins, etc..)
    /// </summary>
    internal enum LineType
    {
        Standard, Margin, Padding, Baseline
    }
 
    /// <summary>
    ///  Describes what kind of padding line we have
    /// </summary>
    internal enum PaddingLineType
    {
        None, PaddingRight, PaddingLeft, PaddingTop, PaddingBottom
    }
}