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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();
}
}
}
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