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- using System;
- using System.Collections.Generic;
- using Avalonia.Interactivity;
- using Avalonia.VisualTree;
- namespace Avalonia.Input
- {
- /// <summary>
- /// Defines input-related functionality for a control.
- /// </summary>
- public interface IInputElement : IInteractive, IVisual
- {
- /// <summary>
- /// Occurs when the control receives focus.
- /// </summary>
- event EventHandler<GotFocusEventArgs> GotFocus;
- /// <summary>
- /// Occurs when the control loses focus.
- /// </summary>
- event EventHandler<RoutedEventArgs> LostFocus;
- /// <summary>
- /// Occurs when a key is pressed while the control has focus.
- /// </summary>
- event EventHandler<KeyEventArgs> KeyDown;
- /// <summary>
- /// Occurs when a key is released while the control has focus.
- /// </summary>
- event EventHandler<KeyEventArgs> KeyUp;
- /// <summary>
- /// Occurs when a user typed some text while the control has focus.
- /// </summary>
- event EventHandler<TextInputEventArgs> TextInput;
- /// <summary>
- /// Occurs when the pointer enters the control.
- /// </summary>
- event EventHandler<PointerEventArgs> PointerEnter;
- /// <summary>
- /// Occurs when the pointer leaves the control.
- /// </summary>
- event EventHandler<PointerEventArgs> PointerLeave;
- /// <summary>
- /// Occurs when the pointer is pressed over the control.
- /// </summary>
- event EventHandler<PointerPressedEventArgs> PointerPressed;
- /// <summary>
- /// Occurs when the pointer moves over the control.
- /// </summary>
- event EventHandler<PointerEventArgs> PointerMoved;
- /// <summary>
- /// Occurs when the pointer is released over the control.
- /// </summary>
- event EventHandler<PointerReleasedEventArgs> PointerReleased;
- /// <summary>
- /// Occurs when the mouse wheel is scrolled over the control.
- /// </summary>
- event EventHandler<PointerWheelEventArgs> PointerWheelChanged;
- /// <summary>
- /// Gets or sets a value indicating whether the control can receive keyboard focus.
- /// </summary>
- bool Focusable { get; }
- /// <summary>
- /// Gets or sets a value indicating whether the control is enabled for user interaction.
- /// </summary>
- bool IsEnabled { get; }
- /// <summary>
- /// Gets or sets the associated mouse cursor.
- /// </summary>
- Cursor? Cursor { get; }
- /// <summary>
- /// Gets a value indicating whether this control and all its parents are enabled.
- /// </summary>
- /// <remarks>
- /// The <see cref="IsEnabled"/> property is used to toggle the enabled state for individual
- /// controls. The <see cref="IsEffectivelyEnabled"/> property takes into account the
- /// <see cref="IsEnabled"/> value of this control and its parent controls.
- /// </remarks>
- bool IsEffectivelyEnabled { get; }
-
- /// <summary>
- /// Gets a value indicating whether keyboard focus is anywhere within the element or its visual tree child elements.
- /// </summary>
- bool IsKeyboardFocusWithin { get; }
- /// <summary>
- /// Gets a value indicating whether the control is focused.
- /// </summary>
- bool IsFocused { get; }
- /// <summary>
- /// Gets a value indicating whether the control is considered for hit testing.
- /// </summary>
- bool IsHitTestVisible { get; }
- /// <summary>
- /// Gets a value indicating whether the pointer is currently over the control.
- /// </summary>
- bool IsPointerOver { get; }
- /// <summary>
- /// Focuses the control.
- /// </summary>
- void Focus();
- /// <summary>
- /// Gets the key bindings for the element.
- /// </summary>
- List<KeyBinding> KeyBindings { get; }
- }
- }
|