| File: System\Windows\Forms\Design\Behavior\GrabHandleGlyph.cs | Web Access |
| Project: src\winforms\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.Drawing; namespace System.Windows.Forms.Design.Behavior; /// <summary> /// The GrabHandleGlyph represents the 8 handles of our new selection model. /// Note that the pen and brush are created once per instance of this class and re-used in our painting logic /// for perf reasons. /// </summary> [DebuggerDisplay("{GetType().Name, nq}:: Behavior={Behavior.GetType().Name, nq}, {rules}, {hitTestCursor}")] internal class GrabHandleGlyph : SelectionGlyphBase { private readonly bool _isPrimary; /// <summary> /// GrabHandleGlyph's constructor takes additional parameters: 'type' and 'primary selection'. /// Also, we create/cache our pen and brush here to avoid this action with every paint message. /// </summary> internal GrabHandleGlyph(Rectangle controlBounds, GrabHandleGlyphType type, Behavior? behavior, bool primarySelection) : base(behavior) { _isPrimary = primarySelection; hitTestCursor = Cursors.Default; rules = SelectionRules.None; // We +/- DesignerUtils.HANDLEOVERLAP because we want each GrabHandle to overlap the control by DesignerUtils.HANDLEOVERLAP pixels switch (type) { case GrabHandleGlyphType.UpperLeft: bounds = new Rectangle(controlBounds.X + DesignerUtils.s_handleOverlap - DesignerUtils.s_handleSize, controlBounds.Y + DesignerUtils.s_handleOverlap - DesignerUtils.s_handleSize, DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeNWSE; rules = SelectionRules.TopSizeable | SelectionRules.LeftSizeable; break; case GrabHandleGlyphType.UpperRight: bounds = new Rectangle(controlBounds.Right - DesignerUtils.s_handleOverlap, controlBounds.Y + DesignerUtils.s_handleOverlap - DesignerUtils.s_handleSize, DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeNESW; rules = SelectionRules.TopSizeable | SelectionRules.RightSizeable; break; case GrabHandleGlyphType.LowerRight: bounds = new Rectangle(controlBounds.Right - DesignerUtils.s_handleOverlap, controlBounds.Bottom - DesignerUtils.s_handleOverlap, DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeNWSE; rules = SelectionRules.BottomSizeable | SelectionRules.RightSizeable; break; case GrabHandleGlyphType.LowerLeft: bounds = new Rectangle(controlBounds.X + DesignerUtils.s_handleOverlap - DesignerUtils.s_handleSize, controlBounds.Bottom - DesignerUtils.s_handleOverlap, DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeNESW; rules = SelectionRules.BottomSizeable | SelectionRules.LeftSizeable; break; case GrabHandleGlyphType.MiddleTop: // Only add this one if there's room enough. Room is enough is as follows: // 2*HANDLEOVERLAP for UpperLeft and UpperRight handles, // 1 HANDLESIZE for the MiddleTop handle, 1 HANDLESIZE for padding if (controlBounds.Width >= (2 * DesignerUtils.s_handleOverlap) + (2 * DesignerUtils.s_handleSize)) { bounds = new Rectangle(controlBounds.X + (controlBounds.Width / 2) - (DesignerUtils.s_handleSize / 2), controlBounds.Y + DesignerUtils.s_handleOverlap - DesignerUtils.s_handleSize, DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeNS; rules = SelectionRules.TopSizeable; } break; case GrabHandleGlyphType.MiddleBottom: // Only add this one if there's room enough. Room is enough is as follows: // 2*HANDLEOVERLAP for LowerLeft and LowerRight handles, // 1 HANDLESIZE for the MiddleBottom handle, 1 HANDLESIZE for padding if (controlBounds.Width >= (2 * DesignerUtils.s_handleOverlap) + (2 * DesignerUtils.s_handleSize)) { bounds = new Rectangle(controlBounds.X + (controlBounds.Width / 2) - (DesignerUtils.s_handleSize / 2), controlBounds.Bottom - DesignerUtils.s_handleOverlap, DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeNS; rules = SelectionRules.BottomSizeable; } break; case GrabHandleGlyphType.MiddleLeft: // Only add this one if there's room enough. Room is enough is as follows: // 2*HANDLEOVERLAP for UpperLeft and LowerLeft handles, // 1 HANDLESIZE for the MiddleLeft handle, 1 HANDLESIZE for padding if (controlBounds.Height >= (2 * DesignerUtils.s_handleOverlap) + (2 * DesignerUtils.s_handleSize)) { bounds = new Rectangle(controlBounds.X + DesignerUtils.s_handleOverlap - DesignerUtils.s_handleSize, controlBounds.Y + (controlBounds.Height / 2) - (DesignerUtils.s_handleSize / 2), DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeWE; rules = SelectionRules.LeftSizeable; } break; case GrabHandleGlyphType.MiddleRight: // Only add this one if there's room enough. Room is enough is as follows: // 2*HANDLEOVERLAP for UpperRight and LowerRight handles, // 1 HANDLESIZE for the MiddleRight handle, 1 HANDLESIZE for padding if (controlBounds.Height >= (2 * DesignerUtils.s_handleOverlap) + (2 * DesignerUtils.s_handleSize)) { bounds = new Rectangle(controlBounds.Right - DesignerUtils.s_handleOverlap, controlBounds.Y + (controlBounds.Height / 2) - (DesignerUtils.s_handleSize / 2), DesignerUtils.s_handleSize, DesignerUtils.s_handleSize); hitTestCursor = Cursors.SizeWE; rules = SelectionRules.RightSizeable; } break; default: Debug.Assert(false, "GrabHandleGlyph was called with a bad GrabHandleGlyphType."); break; } hitBounds = bounds; } /// <summary> /// Very simple paint logic. /// </summary> public override void Paint(PaintEventArgs pe) { DesignerUtils.DrawGrabHandle(pe.Graphics, bounds, _isPrimary); } }