using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Reflection; using MonoGame.Extended.Gui.Controls; namespace MonoGame.Extended.Gui { public class ControlStyle : IDictionary<string, object> { private readonly Dictionary<Guid, Dictionary<string, object>> _previousStates = new Dictionary<Guid, Dictionary<string, object>>(); public ControlStyle() : this(typeof(Element)) { } public ControlStyle(Type targetType) : this(targetType.FullName, targetType) { } public ControlStyle(string name, Type targetType) { Name = name; TargetType = targetType; _setters = new Dictionary<string, object>(); } public string Name { get; } public Type TargetType { get; set; } private readonly Dictionary<string, object> _setters; public void ApplyIf(Control control, bool predicate) { if (predicate) Apply(control); else Revert(control); } public void Apply(Control control) { _previousStates[control.Id] = _setters .ToDictionary(i => i.Key, i => TargetType.GetRuntimeProperty(i.Key)?.GetValue(control)); ChangePropertyValues(control, _setters); } public void Revert(Control control) { if (_previousStates.ContainsKey(control.Id) && _previousStates[control.Id] != null) ChangePropertyValues(control, _previousStates[control.Id]); _previousStates[control.Id] = null; } private static void ChangePropertyValues(Control control, Dictionary<string, object> setters) { var targetType = control.GetType(); foreach (var propertyName in setters.Keys) { var propertyInfo = targetType.GetRuntimeProperty(propertyName); var value = setters[propertyName]; if (propertyInfo != null) { if(propertyInfo.CanWrite) propertyInfo.SetValue(control, value); // special case when we have a list of items as objects (like on a list box) if (propertyInfo.PropertyType == typeof(List<object>)) { var items = (List<object>)value; var addMethod = propertyInfo.PropertyType.GetRuntimeMethod("Add", new[] { typeof(object) }); foreach (var item in items) addMethod.Invoke(propertyInfo.GetValue(control), new[] {item}); } } } } public object this[string key] { get { return _setters[key]; } set { _setters[key] = value; } } public ICollection<string> Keys => _setters.Keys; public ICollection<object> Values => _setters.Values; public int Count => _setters.Count; public bool IsReadOnly => false; IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); public IEnumerator<KeyValuePair<string, object>> GetEnumerator() => _setters.GetEnumerator(); public void Add(string key, object value) => _setters.Add(key, value); public void Add(KeyValuePair<string, object> item) => _setters.Add(item.Key, item.Value); public bool Remove(string key) => _setters.Remove(key); public bool Remove(KeyValuePair<string, object> item) => _setters.Remove(item.Key); public void Clear() => _setters.Clear(); public bool Contains(KeyValuePair<string, object> item) => _setters.Contains(item); public bool ContainsKey(string key) => _setters.ContainsKey(key); public bool TryGetValue(string key, out object value) => _setters.TryGetValue(key, out value); public void CopyTo(KeyValuePair<string, object>[] array, int arrayIndex) { throw new NotSupportedException(); } } }