File: System\Windows\Forms\Design\ToolStripEditorManager.cs
Web Access
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.
 
#nullable disable
 
using System.ComponentModel;
using System.ComponentModel.Design;
using System.Drawing;
using System.Windows.Forms.Design.Behavior;
 
namespace System.Windows.Forms.Design;
 
/// <summary>
///  This internal Class is used by all TOPLEVEL ToolStripItems to show the InSitu Editor. When the ToolStripItem
///  receives the MouseDown on its Glyph it calls the "ActivateEditor" Function on this EditorManager. The
///  ActivateEditor Function checks for any existing "EDITOR" active, closes that down and now opens the new
///  editor on the "AdornerWindow". This class is also responsible for "hookingup" to the F2 Command on VS.
/// </summary>
internal class ToolStripEditorManager
{
    // Local copy of BehaviorService so that we can add the InSitu Editor to the AdornerWindow.
    private readonly BehaviorService _behaviorService;
    // Component for this InSitu Editor... (this is a ToolStripItem) that wants to go into InSitu
    private readonly IDesignerHost _designerHost;
    // The current Bounds of the InSitu Editor on Adorner Window.. These are required for invalidation.
    private Rectangle _lastKnownEditorBounds = Rectangle.Empty;
    // The encapsulated Editor.
    private ToolStripEditorControl _editor;
    // Actual ToolStripEditor for the current ToolStripItem.
    private ToolStripTemplateNode _editorUI;
    // The Current ToolStripItem that needs to go into the InSitu Mode.
    // We keep a local copy so that when a new item comes in, we can "ROLLBACK" the existing edit.
    private ToolStripItem _currentItem;
    // The designer for current ToolStripItem.
    private ToolStripItemDesigner _itemDesigner;
 
    public ToolStripEditorManager(IComponent comp)
    {
        _behaviorService = (BehaviorService)comp.Site.GetService(typeof(BehaviorService));
        _designerHost = (IDesignerHost)comp.Site.GetService(typeof(IDesignerHost));
    }
 
    /// <summary>
    ///  Activates the editor for the given item.If there's still an editor around for the previous-edited item, it is
    ///  deactivated. Pass in 'null' to deactivate and remove the current editor, if any.
    /// </summary>
    internal void ActivateEditor(ToolStripItem item)
    {
        if (item == _currentItem)
        {
            return;
        }
 
        // Remove old editor
        if (_editor is not null)
        {
            _behaviorService.AdornerWindowControl.Controls.Remove(_editor);
            _behaviorService.Invalidate(_editor.Bounds);
            _editorUI = null;
            _editor = null;
            _currentItem = null;
            _itemDesigner.IsEditorActive = false;
 
            // Show the previously edited glyph
            if (_currentItem is not null)
            {
                _currentItem = null;
            }
        }
 
        if (item is not null)
        {
            // Add new editor from the item...
            _currentItem = item;
            if (_designerHost is not null)
            {
                _itemDesigner = (ToolStripItemDesigner)_designerHost.GetDesigner(_currentItem);
            }
 
            _editorUI = _itemDesigner.Editor;
            // If we got an editor, position and focus it.
            if (_editorUI is not null)
            {
                // Hide this glyph while it's being edited
                _itemDesigner.IsEditorActive = true;
                _editor = new ToolStripEditorControl(_editorUI.EditorToolStrip, _editorUI.Bounds);
                _behaviorService.AdornerWindowControl.Controls.Add(_editor);
                _lastKnownEditorBounds = _editor.Bounds;
                _editor.BringToFront();
                // this is important since the ToolStripEditorControl listens to textChanged messages from TextBox.
                _editorUI._ignoreFirstKeyUp = true;
                // Select the Editor... Put Text and Select it ...
                _editorUI.FocusEditor(_currentItem);
            }
        }
    }
 
    /// <summary>
    ///  This will remove the Command for F2.
    /// </summary>
    internal static void CloseManager()
    {
    }
 
    /// <summary>
    ///  This LISTENs to the Editor Resize for resizing the InSitu edit on the Adorner Window ... CURRENTLY DISABLED.
    /// </summary>
    private void OnEditorResize(object sender, EventArgs e)
    {
        // THIS IS CURRENTLY DISABLE !!!!! TO DO !! SHOULD WE SUPPORT AUTOSIZED INSITU ?????
        _behaviorService.Invalidate(_lastKnownEditorBounds);
        if (_editor is not null)
        {
            _lastKnownEditorBounds = _editor.Bounds;
        }
    }
 
    // Private Class Implemented for InSitu Editor. This class just Wraps the ToolStripEditor from the TemplateNode
    // and puts it in a Panel.
    private class ToolStripEditorControl : Panel
    {
        private readonly Control _wrappedEditor;
        private Rectangle _bounds;
 
        public ToolStripEditorControl(Control editorToolStrip, Rectangle bounds)
        {
            _wrappedEditor = editorToolStrip;
            Bounds1 = bounds;
            _wrappedEditor.Resize += OnWrappedEditorResize;
            Controls.Add(editorToolStrip);
            Location = new Point(bounds.X, bounds.Y);
            Text = "InSituEditorWrapper";
            UpdateSize();
        }
 
        public Rectangle Bounds1 { get => _bounds; set => _bounds = value; }
 
        private void OnWrappedEditorResize(object sender, EventArgs e)
        {
        }
 
        private void UpdateSize() => Size = new Size(_wrappedEditor.Size.Width, _wrappedEditor.Size.Height);
    }
}