Bewerken

Share via


BehaviorService Class

Definition

Manages user interface in the designer. This class cannot be inherited.

public ref class BehaviorService sealed : IDisposable
public sealed class BehaviorService : IDisposable
type BehaviorService = class
    interface IDisposable
Public NotInheritable Class BehaviorService
Implements IDisposable
Inheritance
BehaviorService
Implements

Examples

The following code example demonstrates how to create your own Behavior based class that responds to user clicks.

#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

Remarks

When the BehaviorService is created, it adds a transparent window over the designer frame. The BehaviorService can then use this window to render user interface elements, called Glyph objects, as well as catch all mouse messages. In this way, the BehaviorService can control designer behavior.

The BehaviorService class supports a behavior stack, onto which Behavior objects can be pushed. When a message is intercepted through the transparent window, the BehaviorService can send the message to the Behavior at the top of the stack. This enables different user interface modes depending on the currently pushed Behavior. The BehaviorService is used to render all Glyph objects, such as selection borders, sizing handles, and smart tags. The BehaviorService also controls many design-time behaviors, such as using snaplines, dragging, and selecting.

For more information, see Behavior Service Overview.

Properties

Adorners

Gets the BehaviorServiceAdornerCollection.

AdornerWindowGraphics

Gets the Graphics for the adorner window.

CurrentBehavior

Gets the Behavior at the top of the behavior stack without removing it.

Methods

AdornerWindowPointToScreen(Point)

Translates a Point in the adorner window to screen coordinates.

AdornerWindowToScreen()

Gets the location of the adorner window in screen coordinates.

ControlRectInAdornerWindow(Control)

Returns the bounding Rectangle of a Control.

ControlToAdornerWindow(Control)

Returns the location of a Control translated to adorner window coordinates.

Dispose()

Releases all resources used by the BehaviorService.

Equals(Object)

Determines whether the specified object is equal to the current object.

(Inherited from Object)
GetHashCode()

Serves as the default hash function.

(Inherited from Object)
GetNextBehavior(Behavior)

Returns the Behavior immediately after the given Behavior in the behavior stack.

GetType()

Gets the Type of the current instance.

(Inherited from Object)
Invalidate()

Invalidates the adorner window of the BehaviorService.

Invalidate(Rectangle)

Invalidates, within the adorner window, the specified area of the BehaviorService.

Invalidate(Region)

Invalidates, within the adorner window, the specified area of the BehaviorService.

MapAdornerWindowPoint(IntPtr, Point)

Converts a point in a handle's coordinate system to the adorner window coordinates.

MemberwiseClone()

Creates a shallow copy of the current Object.

(Inherited from Object)
PopBehavior(Behavior)

Removes and returns the Behavior at the top of the stack.

PushBehavior(Behavior)

Pushes a Behavior onto the behavior stack.

PushCaptureBehavior(Behavior)

Pushes a Behavior onto the behavior stack and assigns mouse capture to the behavior.

ScreenToAdornerWindow(Point)

Translates a point in screen coordinates into the adorner window coordinates of the BehaviorService.

SyncSelection()

Synchronizes all selection glyphs.

ToString()

Returns a string that represents the current object.

(Inherited from Object)

Events

BeginDrag

Occurs when the BehaviorService starts a drag-and-drop operation.

EndDrag

Occurs when the BehaviorService completes a drag operation.

Synchronize

Occurs when the current selection should be refreshed.

Applies to

See also