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InputElementImpl

Trait InputElementImpl 

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pub trait InputElementImpl: InteractiveImpl + Upcast<InputElement> {
Show 32 methods // Provided methods fn is_enabled_core(this: &Self) -> bool { ... } fn is_focus_scope(this: &Self) -> bool { ... } fn on_getting_focus(this: &Self, e: &FocusChangingEventArgs) { ... } fn on_losing_focus(this: &Self, e: &FocusChangingEventArgs) { ... } fn on_got_focus(this: &Self, e: &FocusChangedEventArgs) { ... } fn on_lost_focus(this: &Self, e: &FocusChangedEventArgs) { ... } fn on_key_down(this: &Self, e: &KeyEventArgs) { ... } fn on_key_up(this: &Self, e: &KeyEventArgs) { ... } fn on_text_input(this: &Self, e: &TextInputEventArgs) { ... } fn on_pointer_entered(this: &Self, e: &PointerEventArgs) { ... } fn on_pointer_exited(this: &Self, e: &PointerEventArgs) { ... } fn on_pointer_moved(this: &Self, e: &PointerEventArgs) { ... } fn on_pointer_pressed(this: &Self, e: &PointerPressedEventArgs) { ... } fn on_pointer_released(this: &Self, e: &PointerReleasedEventArgs) { ... } fn on_pointer_capture_changing( this: &Self, e: &PointerCaptureChangingEventArgs, ) { ... } fn on_pointer_capture_lost(this: &Self, e: &PointerCaptureLostEventArgs) { ... } fn on_pointer_wheel_changed(this: &Self, e: &PointerWheelEventArgs) { ... } fn on_tapped(this: &Self, e: &TappedEventArgs) { ... } fn on_right_tapped(this: &Self, e: &TappedEventArgs) { ... } fn on_double_tapped(this: &Self, e: &TappedEventArgs) { ... } fn on_holding(this: &Self, e: &HoldingRoutedEventArgs) { ... } fn on_access_key(this: &Self, e: &dyn IRoutedEventArgs) { ... } fn get_next_tab_stop_override(this: &Self) -> Option<Ref<InputElement>> { ... } fn get_previous_tab_stop_override(this: &Self) -> Option<Ref<InputElement>> { ... } fn get_first_focusable_element_override( this: &Self, ) -> Option<Ref<InputElement>> { ... } fn get_last_focusable_element_override( this: &Self, ) -> Option<Ref<InputElement>> { ... } fn process_tab_stop_override( this: &Self, focused_element: Option<&Ref<InputElement>>, candidate_tab_stop_element: Option<&Ref<InputElement>>, is_reverse: bool, did_cycle_focus_at_root_visual: bool, new_tab_stop: &mut Option<Ref<InputElement>>, ) -> bool { ... } fn process_candidate_tab_stop_override( this: &Self, focused_element: Option<&Ref<InputElement>>, candidate_tab_stop_element: Option<&Ref<InputElement>>, overriden_candidate_tab_stop_element: Option<&Ref<InputElement>>, is_reverse: bool, new_tab_stop: &mut Option<Ref<InputElement>>, ) -> bool { ... } fn children_in_tab_focus_order( this: &Self, ) -> Option<Vec<Ref<InputElement>>> { ... } fn as_custom_keyboard_navigation( this: &Self, ) -> Option<&dyn ICustomKeyboardNavigation> { ... } fn as_scrollable(this: &Self) -> Option<&dyn IScrollable> { ... } fn as_hosted_visual_tree_root( this: &Self, ) -> Option<&dyn IHostedVisualTreeRoot> { ... }
}
Expand description

The overridable members introduced by the class.

Provided Methods§

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fn is_enabled_core(this: &Self) -> bool

Whether the control is enabled, as far as the control itself is concerned. The default is the value of is_enabled; controls with additional conditions (e.g. a command that cannot execute) override this.

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fn is_focus_scope(this: &Self) -> bool

Whether the element is a focus scope: an element that remembers which of its descendants was focused last.

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fn on_getting_focus(this: &Self, e: &FocusChangingEventArgs)

Called when the control or one of its child elements is about to get focus.

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fn on_losing_focus(this: &Self, e: &FocusChangingEventArgs)

Called when the control or one of its child elements is about to lose focus.

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fn on_got_focus(this: &Self, e: &FocusChangedEventArgs)

Called when the control or one of its child elements gets focus.

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fn on_lost_focus(this: &Self, e: &FocusChangedEventArgs)

Called when the control or one of its child elements loses focus.

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fn on_key_down(this: &Self, e: &KeyEventArgs)

Called before the key down event occurs.

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fn on_key_up(this: &Self, e: &KeyEventArgs)

Called before the key up event occurs.

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fn on_text_input(this: &Self, e: &TextInputEventArgs)

Called before the text input event occurs.

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fn on_pointer_entered(this: &Self, e: &PointerEventArgs)

Called before the pointer entered event occurs.

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fn on_pointer_exited(this: &Self, e: &PointerEventArgs)

Called before the pointer exited event occurs.

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fn on_pointer_moved(this: &Self, e: &PointerEventArgs)

Called before the pointer moved event occurs.

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fn on_pointer_pressed(this: &Self, e: &PointerPressedEventArgs)

Called before the pointer pressed event occurs.

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fn on_pointer_released(this: &Self, e: &PointerReleasedEventArgs)

Called before the pointer released event occurs.

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fn on_pointer_capture_changing(this: &Self, e: &PointerCaptureChangingEventArgs)

Called when the capture of a pointer is about to change on the control or one of its descendants.

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fn on_pointer_capture_lost(this: &Self, e: &PointerCaptureLostEventArgs)

Called before the pointer capture lost event occurs.

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fn on_pointer_wheel_changed(this: &Self, e: &PointerWheelEventArgs)

Called before the pointer wheel changed event occurs.

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fn on_tapped(this: &Self, e: &TappedEventArgs)

Called when a tap gesture occurs on the control.

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fn on_right_tapped(this: &Self, e: &TappedEventArgs)

Called when a right tap gesture occurs on the control.

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fn on_double_tapped(this: &Self, e: &TappedEventArgs)

Called when a double-tap gesture occurs on the control.

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fn on_holding(this: &Self, e: &HoldingRoutedEventArgs)

Called when a hold gesture occurs on the control.

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fn on_access_key(this: &Self, e: &dyn IRoutedEventArgs)

Called when the access key of the control is pressed. The default focuses the control.

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fn get_next_tab_stop_override(this: &Self) -> Option<Ref<InputElement>>

Called when focus is moving forward out of this element: lets it name the element that should receive focus next.

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fn get_previous_tab_stop_override(this: &Self) -> Option<Ref<InputElement>>

Called when focus is moving backward out of this element: lets it name the element that should receive focus next.

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fn get_first_focusable_element_override( this: &Self, ) -> Option<Ref<InputElement>>

Lets the element name the first focusable element within it.

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fn get_last_focusable_element_override(this: &Self) -> Option<Ref<InputElement>>

Lets the element name the last focusable element within it.

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fn process_tab_stop_override( this: &Self, focused_element: Option<&Ref<InputElement>>, candidate_tab_stop_element: Option<&Ref<InputElement>>, is_reverse: bool, did_cycle_focus_at_root_visual: bool, new_tab_stop: &mut Option<Ref<InputElement>>, ) -> bool

Lets the element (an ancestor of the focused element) override the tab stop chosen by tab navigation. Returns true when the tab stop is overridden; the override is written to new_tab_stop.

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fn process_candidate_tab_stop_override( this: &Self, focused_element: Option<&Ref<InputElement>>, candidate_tab_stop_element: Option<&Ref<InputElement>>, overriden_candidate_tab_stop_element: Option<&Ref<InputElement>>, is_reverse: bool, new_tab_stop: &mut Option<Ref<InputElement>>, ) -> bool

Lets the element (an ancestor of the candidate tab stop) override the tab stop chosen by tab navigation. Returns true when the tab stop is overridden; the override is written to new_tab_stop.

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fn children_in_tab_focus_order(this: &Self) -> Option<Vec<Ref<InputElement>>>

The children of the element that take part in tab navigation, in their tab order (WinUI UIElement.GetChildrenInTabFocusOrder). None, the default, takes the input elements among the visual children, in their order. An element that keeps children it does not show (the recycled elements of a virtualizing panel), or whose visual order is not the order of its items, returns its children in tab order here. Upstream has no such member (DEVIATIONS.md, Input).

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fn as_custom_keyboard_navigation( this: &Self, ) -> Option<&dyn ICustomKeyboardNavigation>

The element as a custom keyboard navigation handler, if it is one.

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fn as_scrollable(this: &Self) -> Option<&dyn IScrollable>

The element as a scrollable, if it is one.

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fn as_hosted_visual_tree_root(this: &Self) -> Option<&dyn IHostedVisualTreeRoot>

The element as the root of a hosted visual tree (such as a popup root), if it is one.

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety".

Implementors§