コード例 #1
0
ファイル: tabnavigationwalker.cpp プロジェクト: snorp/moon
bool
TabNavigationWalker::Focus (UIElement *element, bool forwards)
{
	bool focused = false;
	UIElement *current = element;
	UIElement *root = element;
	Types *types = Deployment::GetCurrent ()->GetTypes ();

	// If tabbing in reverse, we immediately go up a level from initial root as
	// we know we will not be focusing any of its children.
	if (!forwards && root->GetVisualParent ())
		root = root->GetVisualParent ();

	do {
		// If we're starting a tab sequence and the parent of the current element is set to
		// the 'Once' navigation mode, we should not traverse the children
		if (!(root == current &&
			root->GetVisualParent () &&
			GetActiveNavigationMode (root->GetVisualParent (), types) == KeyboardNavigationModeOnce)) {
			focused |= WalkChildren (root, current, forwards, types);
		}

		if (!focused && GetActiveNavigationMode (root, types) == KeyboardNavigationModeCycle)
			return true;

		current = root;
		root = root->GetVisualParent ();
	} while (!focused && root);

	if (!focused)
		focused |= WalkChildren (current, NULL, forwards, types);
	
	return focused;
}
コード例 #2
0
ファイル: control.cpp プロジェクト: snorp/moon
bool
Control::Focus (bool recurse)
{
    if (!IsAttached ())
        return false;

    /* according to msdn, these three things must be true for an element to be focusable:
    *
    * 1. the element must be visible
    * 2. the element must have IsTabStop = true
    * 3. the element must be part of the plugin's visual tree, and must have had its Loaded event fired.
    */

    /*
    * If the current control is not focusable, we walk the visual tree and stop as soon
    * as we find the first focusable child. That then becomes focused
    */
    Types *types = GetDeployment ()->GetTypes ();
    Surface *surface = GetDeployment ()->GetSurface ();
    DeepTreeWalker walker (this);
    while (UIElement *e = walker.Step ()) {
        if (!types->IsSubclassOf (e->GetObjectType (), Type::CONTROL))
            continue;

        Control *c = (Control *)e;
        if (!c->GetIsEnabled ()) {
            if (!recurse)
                return false;

            walker.SkipBranch ();
            continue;
        }

        // A control is focusable if it is attached to a visual tree whose root
        // element has been loaded
        bool loaded = false;
        for (UIElement *check = this; !loaded && check != NULL; check = check->GetVisualParent ())
            loaded |= check->IsLoaded ();

        if (loaded && c->GetRenderVisible () && c->GetIsTabStop ())
            return surface->FocusElement (c);

        if (!recurse)
            return false;
    }
    return false;
}