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//------------------------------------------------------------------------------
// <copyright file="ObjectListCommandCollection.cs" company="Microsoft">
// Copyright (c) Microsoft Corporation. All rights reserved.
// </copyright>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.ComponentModel;
using System.Diagnostics;
using System.Globalization;
using System.Web;
using System.Web.UI;
using System.Web.UI.WebControls;
using System.Web.UI.HtmlControls;
using System.Security.Permissions;
namespace System.Web.UI.MobileControls
{
/*
* Object List Command Collection class.
*
* Copyright (c) 2000 Microsoft Corporation
*/
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection"]/*' />
[AspNetHostingPermission(SecurityAction.LinkDemand, Level=AspNetHostingPermissionLevel.Minimal)]
[AspNetHostingPermission(SecurityAction.InheritanceDemand, Level=AspNetHostingPermissionLevel.Minimal)]
[Obsolete("The System.Web.Mobile.dll assembly has been deprecated and should no longer be used. For information about how to develop ASP.NET mobile applications, see http://go.microsoft.com/fwlink/?LinkId=157231.")]
public class ObjectListCommandCollection : ArrayListCollectionBase, IStateManager
{
// ObjectListCommandCollection has a special form of viewstate management.
// In normal operation, if you add, remove or modify commands in the
// collection, the results are saved as part of view state.
//
// However, when showing the commands for an item, the ObjectList control
// raises an event that allows the application to alter the commands
// specifically for the item. These changes are considered local to the
// item, and are not saved.
//
// To do this, the class uses a private state, declared in the MarkState
// enumeration below. The following sequence of events are used:
//
// 1) Class is created. MarkState is set to MarkState.NotMarked.
// 2) Class is initialized from persistent values.
// 3) Framework calls TrackViewState. MarkState is set to MarkState.MArked.
// 4) Properties can be changed. Changes are reflected in viewstate.
// 5) Just before raising the ShowItemCommands event, the ObjectList control
// calls GlobalStateSet. PreSaveViewState is called to create a
// snapshot of viewstate, and MarkState is set to MarkState.PostMarked.
// 6) If any changes are made after this, they will be ignored for view state
// purposes.
// 7) The framework calls SaveViewState. Instead of the current view state
// (which would include the changes made in Step 6), the snapshot view state
// from step 5 is returned.
private enum MarkState
{
NotMarked,
Marked,
PostMarked,
}
private MarkState _markState = MarkState.NotMarked;
private bool _dirty;
private String[] _savedState;
internal ObjectListCommandCollection()
{
}
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection.this"]/*' />
public ObjectListCommand this[int index]
{
get
{
return (ObjectListCommand)Items[index];
}
}
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection.Clear"]/*' />
public void Clear()
{
foreach (ObjectListCommand command in Items)
{
command.Owner = null;
}
Items.Clear();
SetDirty();
}
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection.Add"]/*' />
public void Add(ObjectListCommand command)
{
AddAt(-1, command);
}
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection.AddAt"]/*' />
public void AddAt(int index, ObjectListCommand command)
{
if (index == -1)
{
Items.Add(command);
}
else
{
Items.Insert(index, command);
}
command.Owner = this;
SetDirty();
}
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection.Remove"]/*' />
public void Remove(String s)
{
RemoveAt(IndexOf(s));
}
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection.RemoveAt"]/*' />
public void RemoveAt(int index)
{
(this[index]).Owner = null;
Items.RemoveAt(index);
SetDirty();
}
/// <include file='doc\ObjectListCommandCollection.uex' path='docs/doc[@for="ObjectListCommandCollection.IndexOf"]/*' />
public int IndexOf(String s)
{
int index = 0;
foreach (ObjectListCommand command in Items)
{
if (String.Compare(command.Name, s, StringComparison.OrdinalIgnoreCase) == 0)
{
return index;
}
index++;
}
return -1;
}
internal void GlobalStateSet()
{
// Base commands have been set. From here, commands will only be
// modified on a per-item, non-persistent basis.
PreSaveViewState();
_markState = MarkState.PostMarked;
}
internal void SetDirty()
{
if (_markState == MarkState.Marked)
{
_dirty = true;
}
}
/////////////////////////////////////////////////////////////////////////
// STATE MANAGEMENT
/////////////////////////////////////////////////////////////////////////
private void PreSaveViewState()
{
if (_dirty)
{
ArrayList commands = Items;
_savedState = new String[commands.Count * 2];
int i = 0;
foreach (ObjectListCommand command in commands)
{
_savedState[i] = command.Name;
_savedState[i + 1] = command.Text;
i += 2;
}
}
else
{
_savedState = null;
}
}
/// <internalonly/>
protected bool IsTrackingViewState
{
get
{
return _markState != MarkState.NotMarked;
}
}
/// <internalonly/>
protected void TrackViewState()
{
_markState = MarkState.Marked;
}
/// <internalonly/>
protected void LoadViewState(Object state)
{
if (state != null)
{
String[] commandStates = (String[])state;
int count = commandStates.Length;
Clear();
for (int i = 0; i < count; i += 2)
{
Add(new ObjectListCommand(commandStates[i], commandStates[i + 1]));
}
}
}
/// <internalonly/>
protected Object SaveViewState()
{
if (_markState == MarkState.Marked)
{
PreSaveViewState();
}
return _savedState;
}
#region Implementation of IStateManager
/// <internalonly/>
bool IStateManager.IsTrackingViewState {
get {
return IsTrackingViewState;
}
}
/// <internalonly/>
void IStateManager.LoadViewState(object state) {
LoadViewState(state);
}
/// <internalonly/>
void IStateManager.TrackViewState() {
TrackViewState();
}
/// <internalonly/>
object IStateManager.SaveViewState() {
return SaveViewState();
}
#endregion
}
}
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