using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using System.Windows.Data; using System.Windows.Interactivity; using System.Windows.Markup; using System.Linq; namespace Wex.Lib.Interactions { /// <summary> /// The base class for all Wex triggers /// </summary> public abstract class WexTriggerAction : System.Windows.Interactivity.TriggerAction<FrameworkElement> { protected bool initialized = false; public WexTrigger TriggerContext { get; set; } /// <summary> /// Does the internal initializations /// </summary> internal virtual void InternalInitialize() { if (Conditions != null) { Conditions.ToList().ForEach(c => { c.TriggerContext = TriggerContext; c.AssociatedObject = this.AssociatedObject; c.InternalInitialize(); }); } Initialize(); } /// <summary> /// Invokes a trigger /// </summary> /// <param name="parameter"></param> protected override void Invoke(object parameter) { } /// <summary> /// Initialize /// </summary> protected virtual void Initialize() { } /// <summary> /// Conditional invoking for supporting switch case default style constructs /// </summary> /// <param name="parameter"></param> internal abstract void InvokeConditional(object parameter); /// <summary> /// A set of execution conditions /// </summary> public InvokingConditions Conditions { get { return (InvokingConditions)GetValue(ConditionsProperty); } set { SetValue(ConditionsProperty, value); } } // Using a DependencyProperty as the backing store for Conditions. This enables animation, styling, binding, etc... public static readonly DependencyProperty ConditionsProperty = DependencyProperty.Register("Conditions", typeof(InvokingConditions), typeof(WexTriggerAction), new PropertyMetadata(null)); } }
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