Nodes Node Class
Nodes are the basic building blocks of Fuse apps.
Nodes are typically instantiated in UX Markup, and come in many different subclasses.
Subclasses inheriting Visual have a visual representation on the screen, and/or manages input for a specific visual region.
Subclasses inheriting Behaviors modify the behavior of Visuals.
Location
- Namespace
- Fuse
- Package
- Fuse.Nodes 2.9.1
Interface of Node
Bindings : IList of Binding ux
The list of bindings belonging to this node.
ContextParent : Node uno
The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.
FindByType<T> : T uno
FindNodeByName(Selector, Predicate<Node> (Node)) : Node uno
Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.
GetNearestAncestorOfType<T> : T uno
Insert(int, Binding) uno
IsRootingCompleted : bool uno
Whether rooting for this node is completed. Returns false if unrooting has started.
IsRootingStarted : bool uno
Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.
Name : Selector ux
Run-time name of the node. This property is automatically set using the ux:Name attribute.
NextSibling<T> : T uno
Returns the next sibling node of the given type.
Node Constructor uno
Creates a new Node
OnDataChanged(string, object) uno
OnRooted uno
If you override OnRooted
you must call base.OnRooted()
first in your derived class. No other processing should happen first, otherwise you might end up in an undefined state.
OnUnrooted uno
Parent : Visual uno
The parent Visual of this node. Will return null if the node is not rooted.
PreviousSibling<T> : T uno
Returns the next sibling node of the given type.
Properties : Properties uno
A linked list holding data for extrinsic properties.
Remove(Binding) : bool uno
SoftDispose uno
SourceFileName : string ux
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SourceLineNumber : int ux
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SubtreeToString : string uno
SubtreeToString(StringBuilder, int) uno
TryGetResource(string, Predicate<object> (object), object) : bool uno
VisitSubtree(Action<Node> (Node)) uno
Inherited from PropertyObject
AddPropertyListener(IPropertyListener) uno
OnPropertyChanged(Selector, IPropertyListener) uno
OnPropertyChanged(Selector) uno
RemovePropertyListener(IPropertyListener) uno
Inherited from object
Equals(object) : bool uno
GetHashCode : int uno
GetType : Type uno
ToString : string uno
Implemented Interfaces
IList<Binding> uno
IScriptObject uno
Interface for objects that can have a script engine representation
IProperties uno
ISourceLocation uno
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ICollection<Binding> uno
IEnumerable<Binding> uno
Remarks
The "rooted" concept
Nodes can be rooted within an App. This means that they form part of the subtree currently connected to the App singleton. In the following example, the Panel and Rectangle are always rooted:
<App>
<Panel>
<Rectangle />
</Panel>
</App>
When a node is removed from a rooted tree, it becomes unrooted.
While rooted, nodes have a Parent. Only Visual nodes can be parents of other nodes. However, Behaviors may contain other nodes in UX markup. In the following example, the WhilePressed (which is a Behavior) contains a Circle. The Circle is not rooted by default.
<Panel>
<WhilePressed>
<Circle />
</WhilePressed>
</Panel>
While the Panel is pressed, the Circle is added to the Panel. Assuming the Panel is rooted, this will make the Circle rooted. When the Panel is no longer pressed, the Circle is removed from the Panel, unrooting the Circle.