Dnspy/dnSpy/dnSpy.Contracts.DnSpy/Menus/IMenuItemContext.cs
2021-09-20 18:20:01 +02:00

68 lines
2.3 KiB
C#

/*
Copyright (C) 2014-2019 de4dot@gmail.com
This file is part of dnSpy
dnSpy is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
dnSpy is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with dnSpy. If not, see <http://www.gnu.org/licenses/>.
*/
using System;
using System.Collections.Generic;
namespace dnSpy.Contracts.Menus {
/// <summary>
/// <see cref="IMenuItem"/> context
/// </summary>
public interface IMenuItemContext {
/// <summary>
/// Gets the guid of the top-level menu, eg. <see cref="MenuConstants.CTX_MENU_GUID"/> or
/// <see cref="MenuConstants.APP_MENU_GUID"/>
/// </summary>
Guid MenuGuid { get; }
/// <summary>
/// true if it was opened from the keyboard, else mouse. If it's the main menu (and not
/// a context menu), this will always be true.
/// </summary>
bool OpenedFromKeyboard { get; }
/// <summary>
/// Creator object
/// </summary>
GuidObject CreatorObject { get; }
/// <summary>
/// All objects. <see cref="CreatorObject"/> is always the first one
/// </summary>
IEnumerable<GuidObject> GuidObjects { get; }
/// <summary>
/// Gets or creates user state that can be saved in the context to prevent re-generating the
/// same state when various <see cref="IMenuItem"/> methods get called.
/// </summary>
/// <typeparam name="T">State type</typeparam>
/// <param name="key">Key, eg. a guid or a static key in some base command class</param>
/// <param name="createState">Delegate that creates a new value if it hasn't been created yet</param>
/// <returns></returns>
T? GetOrCreateState<T>(object key, Func<T> createState) where T : class;
/// <summary>
/// Finds the first object of a certain type. Returns default({T}) if none was found
/// </summary>
/// <typeparam name="T">Type</typeparam>
/// <returns></returns>
T Find<T>();
}
}