BehaviorService Clase
Definición
Importante
Parte de la información hace referencia a la versión preliminar del producto, que puede haberse modificado sustancialmente antes de lanzar la versión definitiva. Microsoft no otorga ninguna garantía, explícita o implícita, con respecto a la información proporcionada aquí.
Administra la interfaz de usuario en el diseñador. Esta clase no puede heredarse.
public ref class BehaviorService sealed : IDisposable
public sealed class BehaviorService : IDisposable
type BehaviorService = class
interface IDisposable
Public NotInheritable Class BehaviorService
Implements IDisposable
- Herencia
-
BehaviorService
- Implementaciones
Ejemplos
En el ejemplo de código siguiente se muestra cómo crear su propia Behavior clase basada que responda a los clics del usuario.
#using <System.dll>
#using <System.Data.dll>
#using <System.Drawing.dll>
#using <System.Windows.Forms.dll>
#using <System.Design.dll>
using namespace System;
using namespace System::Collections::Generic;
using namespace System::ComponentModel;
using namespace System::Data;
using namespace System::Drawing;
using namespace System::Windows::Forms;
using namespace System::Windows::Forms::Design;
using namespace System::Windows::Forms::Design::Behavior;
using namespace System::Text;
namespace BehaviorServiceSample
{
public ref class UserControl1 : public UserControl
{
private:
System::ComponentModel::IContainer^ components;
public:
UserControl1()
{
InitializeComponent();
}
protected:
~UserControl1()
{
if (components != nullptr)
{
delete components;
}
}
private:
void InitializeComponent()
{
this->Name = "UserControl1";
this->Size = System::Drawing::Size(170, 156);
}
};
public ref class Form1 : public Form
{
private:
UserControl1^ userControl;
public:
Form1()
{
InitializeComponent();
}
private:
System::ComponentModel::IContainer^ components;
protected:
~Form1()
{
if (components != nullptr)
{
delete components;
}
}
private:
void InitializeComponent()
{
this->userControl = gcnew UserControl1();
this->SuspendLayout();
this->userControl->Location = System::Drawing::Point(12,13);
this->userControl->Name = "userControl";
this->userControl->Size = System::Drawing::Size(143,110);
this->userControl->TabIndex = 0;
this->AutoScaleBaseSize = System::Drawing::Size(5, 13);
this->ClientSize = System::Drawing::Size(184, 153);
this->Controls->Add(this->userControl);
this->Name = "Form1";
this->Text = "Form1";
this->ResumeLayout(false);
}
};
// By providing our own behavior we can do something
// interesting when the user clicks or manipulates our glyph.
public ref class DemoBehavior : public Behavior
{
public:
bool OnMouseUp(Glyph^ g, MouseButtons^ button)
{
MessageBox::Show("Hey, you clicked the mouse here");
// indicating we processed this event.
return true;
}
};
public ref class DemoGlyph : public Glyph
{
Control^ control;
BehaviorService^ behavior;
public:
DemoGlyph(BehaviorService^ behavior, Control^ control):
Glyph(gcnew BehaviorServiceSample::DemoBehavior)
{
this->behavior = behavior;
this->control = control;
}
public:
virtual property Rectangle Bounds
{
Rectangle get() override
{
// Create a glyph that is 10x10 and sitting
// in the middle of the control. Glyph coordinates
// are in adorner window coordinates, so we must map
// using the behavior service.
Point edge = behavior->ControlToAdornerWindow(control);
Size size = control->Size;
Point center = Point(edge.X + (size.Width / 2),
edge.Y + (size.Height / 2));
Rectangle bounds = Rectangle(center.X - 5,
center.Y - 5, 10, 10);
return bounds;
}
}
public:
virtual Cursor^ GetHitTest(Point p) override
{
// GetHitTest is called to see if the point is
// within this glyph. This gives us a chance to decide
// what cursor to show. Returning null from here means
// the mouse pointer is not currently inside of the
// glyph. Returning a valid cursor here indicates the
// pointer is inside the glyph, and also enables our
// Behavior property as the active behavior.
if (Bounds.Contains(p))
{
return Cursors::Hand;
}
return nullptr;
}
public:
virtual void Paint(PaintEventArgs^ pe) override
{
// Draw our glyph. Our's is simple: a blue ellipse.
pe->Graphics->FillEllipse(Brushes::Blue, Bounds);
}
};
public ref class DemoDesigner : public ControlDesigner
{
private:
Adorner^ demoAdorner;
protected:
~DemoDesigner()
{
if (demoAdorner != nullptr)
{
System::Windows::Forms::Design::Behavior::BehaviorService^ b =
this->BehaviorService;
if (b != nullptr)
{
b->Adorners->Remove(demoAdorner);
}
}
}
public:
virtual void Initialize(IComponent^ component) override
{
__super::Initialize(component);
// Get a hold of the behavior service and add our own set
// of glyphs. Glyphs live on adorners.
demoAdorner = gcnew Adorner();
BehaviorService->Adorners->Add(demoAdorner);
demoAdorner->Glyphs->Add
(gcnew DemoGlyph(BehaviorService, Control));
}
};
}
[STAThread]
int main()
{
Application::EnableVisualStyles();
Application::Run(gcnew BehaviorServiceSample::Form1());
}
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Windows.Forms;
using System.Text;
using System.Windows.Forms.Design;
using System.Windows.Forms.Design.Behavior;
namespace BehaviorServiceSample
{
class Form1 : Form
{
private UserControl1 userControl;
public Form1()
{
InitializeComponent();
}
private System.ComponentModel.IContainer components = null;
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
private void InitializeComponent()
{
this.userControl = new BehaviorServiceSample.UserControl1();
this.SuspendLayout();
this.userControl.Location = new System.Drawing.Point(12, 13);
this.userControl.Name = "userControl";
this.userControl.Size = new System.Drawing.Size(143, 110);
this.userControl.TabIndex = 0;
this.ClientSize = new System.Drawing.Size(184, 153);
this.Controls.Add(this.userControl);
this.Name = "Form1";
this.Text = "Form1";
this.ResumeLayout(false);
}
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.Run(new Form1());
}
}
[Designer(typeof(MyDesigner))]
public class UserControl1 : UserControl
{
private System.ComponentModel.IContainer components = null;
public UserControl1()
{
InitializeComponent();
}
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
private void InitializeComponent()
{
this.Name = "UserControl1";
this.Size = new System.Drawing.Size(170, 156);
}
}
class MyDesigner : ControlDesigner
{
private Adorner myAdorner;
protected override void Dispose(bool disposing)
{
if (disposing && myAdorner != null)
{
BehaviorService b = BehaviorService;
if (b != null)
{
b.Adorners.Remove(myAdorner);
}
}
}
public override void Initialize(IComponent component)
{
base.Initialize(component);
// Add the custom set of glyphs using the BehaviorService.
// Glyphs live on adornders.
myAdorner = new Adorner();
BehaviorService.Adorners.Add(myAdorner);
myAdorner.Glyphs.Add(new MyGlyph(BehaviorService, Control));
}
}
class MyGlyph : Glyph
{
Control control;
BehaviorService behaviorSvc;
public MyGlyph(BehaviorService behaviorSvc, Control control) :
base(new MyBehavior())
{
this.behaviorSvc = behaviorSvc;
this.control = control;
}
public override Rectangle Bounds
{
get
{
// Create a glyph that is 10x10 and sitting
// in the middle of the control. Glyph coordinates
// are in adorner window coordinates, so we must map
// using the behavior service.
Point edge = behaviorSvc.ControlToAdornerWindow(control);
Size size = control.Size;
Point center = new Point(edge.X + (size.Width / 2),
edge.Y + (size.Height / 2));
Rectangle bounds = new Rectangle(
center.X - 5,
center.Y - 5,
10,
10);
return bounds;
}
}
public override Cursor GetHitTest(Point p)
{
// GetHitTest is called to see if the point is
// within this glyph. This gives us a chance to decide
// what cursor to show. Returning null from here means
// the mouse pointer is not currently inside of the glyph.
// Returning a valid cursor here indicates the pointer is
// inside the glyph, and also enables our Behavior property
// as the active behavior.
if (Bounds.Contains(p))
{
return Cursors.Hand;
}
return null;
}
public override void Paint(PaintEventArgs pe)
{
// Draw our glyph. It is simply a blue ellipse.
pe.Graphics.FillEllipse(Brushes.Blue, Bounds);
}
// By providing our own behavior we can do something interesting
// when the user clicks or manipulates our glyph.
class MyBehavior : Behavior
{
public override bool OnMouseUp(Glyph g, MouseButtons button)
{
MessageBox.Show("Hey, you clicked the mouse here");
return true; // indicating we processed this event.
}
}
}
}
Imports System.Collections.Generic
Imports System.ComponentModel
Imports System.Data
Imports System.Drawing
Imports System.Windows.Forms
Imports System.Text
Imports System.Windows.Forms.Design
Imports System.Windows.Forms.Design.Behavior
Namespace BehaviorServiceSample
Public Class Form1
Inherits System.Windows.Forms.Form
Private userControl As UserControl1
Private components As System.ComponentModel.IContainer = Nothing
Public Sub New()
MyBase.New()
InitializeComponent()
End Sub
Protected Overrides Sub Dispose(ByVal disposing As Boolean)
If disposing AndAlso (components IsNot Nothing) Then
components.Dispose()
End If
MyBase.Dispose(disposing)
End Sub
Private Sub InitializeComponent()
Me.userControl = New UserControl1()
Me.SuspendLayout()
Me.userControl.Location = New System.Drawing.Point(12, 13)
Me.userControl.Name = "userControl"
Me.userControl.Size = New System.Drawing.Size(143, 110)
Me.userControl.TabIndex = 0
Me.ClientSize = New System.Drawing.Size(184, 153)
Me.Controls.Add(userControl)
Me.Name = "Form1"
Me.Text = "Form1"
Me.ResumeLayout(False)
End Sub
<STAThread()> _
Shared Sub Main()
Application.EnableVisualStyles()
Application.Run(New Form1())
End Sub
End Class
<Designer(GetType(MyDesigner))> _
Public Class UserControl1
Inherits UserControl
Private components As System.ComponentModel.IContainer = Nothing
Public Sub New()
InitializeComponent()
End Sub
Protected Overrides Sub Dispose(ByVal disposing As Boolean)
If disposing AndAlso (components IsNot Nothing) Then
components.Dispose()
End If
MyBase.Dispose(disposing)
End Sub
Private Sub InitializeComponent()
Me.Name = "UserControl1"
Me.Size = New System.Drawing.Size(170, 156)
End Sub
End Class
Class MyDesigner
Inherits ControlDesigner
Private myAdorner As Adorner
Protected Overrides Sub Dispose(ByVal disposing As Boolean)
If disposing AndAlso (myAdorner IsNot Nothing) Then
Dim b As System.Windows.Forms.Design.Behavior.BehaviorService _
= BehaviorService
If (b IsNot Nothing) Then
b.Adorners.Remove(myAdorner)
End If
End If
End Sub
Public Overrides Sub Initialize(ByVal component As IComponent)
MyBase.Initialize(component)
' Add the custom set of glyphs using the BehaviorService.
' Glyphs live on adornders.
myAdorner = New Adorner()
BehaviorService.Adorners.Add(myAdorner)
myAdorner.Glyphs.Add(New MyGlyph(BehaviorService, Control))
End Sub
End Class
Class MyGlyph
Inherits Glyph
Private control As Control
Private behaviorSvc As _
System.Windows.Forms.Design.Behavior.BehaviorService
Public Sub New(ByVal behaviorSvc As _
System.Windows.Forms.Design.Behavior.BehaviorService, _
ByVal control As Control)
MyBase.New(New MyBehavior())
Me.behaviorSvc = behaviorSvc
Me.control = control
End Sub
Public Overrides ReadOnly Property Bounds() As Rectangle
Get
' Create a glyph that is 10x10 and sitting
' in the middle of the control. Glyph coordinates
' are in adorner window coordinates, so we must map
' using the behavior service.
Dim edge As Point = behaviorSvc.ControlToAdornerWindow(control)
Dim size As Size = control.Size
Dim center As New Point(edge.X + size.Width / 2, edge.Y + _
size.Height / 2)
Dim bounds1 As New Rectangle(center.X - 5, center.Y - 5, 10, 10)
Return bounds1
End Get
End Property
Public Overrides Function GetHitTest(ByVal p As Point) As Cursor
' GetHitTest is called to see if the point is
' within this glyph. This gives us a chance to decide
' what cursor to show. Returning null from here means
' the mouse pointer is not currently inside of the glyph.
' Returning a valid cursor here indicates the pointer is
' inside the glyph,and also enables our Behavior property
' as the active behavior.
If Bounds.Contains(p) Then
Return Cursors.Hand
End If
Return Nothing
End Function
Public Overrides Sub Paint(ByVal pe As PaintEventArgs)
' Draw our glyph. It is simply a blue ellipse.
pe.Graphics.FillEllipse(Brushes.Blue, Bounds)
End Sub
' By providing our own behavior we can do something interesting
' when the user clicks or manipulates our glyph.
Class MyBehavior
Inherits System.Windows.Forms.Design.Behavior.Behavior
Public Overrides Function OnMouseUp(ByVal g As Glyph, _
ByVal button As MouseButtons) As Boolean
MessageBox.Show("Hey, you clicked the mouse here")
Return True
' indicating we processed this event.
End Function 'OnMouseUp
End Class
End Class
End Namespace
Comentarios
BehaviorService Cuando se crea , agrega una ventana transparente sobre el marco del diseñador. A BehaviorService continuación, puede usar esta ventana para representar elementos de la interfaz de usuario, denominados Glyph objetos, así como capturar todos los mensajes del mouse. De este modo, puede controlar el comportamiento del BehaviorService diseñador.
La BehaviorService clase admite una pila de comportamiento en la que Behavior se pueden insertar objetos. Cuando se intercepta un mensaje a través de la ventana transparente, BehaviorService puede enviar el mensaje a la Behavior parte superior de la pila. Esto permite diferentes modos de interfaz de usuario en función del objeto insertado Behavioractualmente. BehaviorService se usa para representar todos los Glyph objetos, como los bordes de selección, los controladores de tamaño y las etiquetas inteligentes. También BehaviorService controla muchos comportamientos en tiempo de diseño, como el uso de líneas de ajuste, arrastrar y seleccionar.
Para obtener más información, consulte Información general sobre el servicio de comportamiento.
Propiedades
Adorners |
Obtiene la estructura BehaviorServiceAdornerCollection. |
AdornerWindowGraphics |
Obtiene Graphics para la ventana de adorno. |
CurrentBehavior |
Obtiene el Behavior en la parte superior de la pila de comportamientos sin quitarlo. |
Métodos
AdornerWindowPointToScreen(Point) |
Convierte un Point de la ventana de adorno en coordenadas de pantalla. |
AdornerWindowToScreen() |
Obtiene la ubicación de la ventana de adorno en coordenadas de pantalla. |
ControlRectInAdornerWindow(Control) | |
ControlToAdornerWindow(Control) |
Devuelve la ubicación de un Control convertida en las coordenadas de la ventana de adorno. |
Dispose() |
Libera todos los recursos que usa BehaviorService. |
Equals(Object) |
Determina si el objeto especificado es igual que el objeto actual. (Heredado de Object) |
GetHashCode() |
Sirve como la función hash predeterminada. (Heredado de Object) |
GetNextBehavior(Behavior) |
Devuelve el Behavior situado inmediatamente detrás del Behavior en la pila de comportamientos. |
GetType() |
Obtiene el Type de la instancia actual. (Heredado de Object) |
Invalidate() |
Invalida la ventana de adorno de BehaviorService. |
Invalidate(Rectangle) |
Invalida, dentro de la ventana de adorno, el área especificada de BehaviorService. |
Invalidate(Region) |
Invalida, dentro de la ventana de adorno, el área especificada de BehaviorService. |
MapAdornerWindowPoint(IntPtr, Point) |
Convierte un punto del sistema de coordenadas de un identificador en las coordenadas de la ventana de adorno. |
MemberwiseClone() |
Crea una copia superficial del Object actual. (Heredado de Object) |
PopBehavior(Behavior) |
Quita y devuelve el objeto Behavior situado al principio de la pila. |
PushBehavior(Behavior) |
Inserta un Behavior en la pila de comportamientos. |
PushCaptureBehavior(Behavior) |
Inserta un Behavior en la pila de comportamientos y asigna la captura del mouse al comportamiento. |
ScreenToAdornerWindow(Point) |
Convierte un punto en coordenadas de pantalla en las coordenadas de la ventana de adorno de BehaviorService. |
SyncSelection() |
Sincroniza todos los glifos de selección. |
ToString() |
Devuelve una cadena que representa el objeto actual. (Heredado de Object) |
Eventos
BeginDrag |
Se produce cuando BehaviorService inicia una operación de arrastrar y colocar. |
EndDrag |
Se produce cuando BehaviorService finaliza una operación de arrastre. |
Synchronize |
Se produce cuando se debe actualizar la selección actual. |