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BehaviorService Classe

Définition

Gère l'interface utilisateur dans le concepteur. Cette classe ne peut pas être héritée.

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

Exemples

L’exemple de code suivant montre comment créer votre propre Behavior classe basée qui répond aux clics de l’utilisateur.

#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

Remarques

Lorsque le BehaviorService est créé, il ajoute une fenêtre transparente sur le cadre du concepteur. Le BehaviorService peut ensuite utiliser cette fenêtre pour afficher les éléments de l’interface utilisateur, appelés Glyph objets, ainsi que pour intercepter tous les messages de souris. De cette façon, le peut contrôler le comportement du BehaviorService concepteur.

La BehaviorService classe prend en charge une pile de comportements sur laquelle Behavior les objets peuvent être envoyés. Lorsqu’un message est intercepté via la fenêtre transparente, le BehaviorService peut envoyer le message au Behavior en haut de la pile. Cela permet d’activer différents modes d’interface utilisateur en fonction de l’objet actuellement envoyé Behavior. BehaviorService est utilisé pour afficher tous les objets, tels que les Glyph bordures de sélection, les poignées de dimensionnement et les balises actives. Le BehaviorService contrôle également de nombreux comportements au moment de la conception, tels que l’utilisation de lignes d’alignement, le glissement et la sélection.

Pour plus d’informations, consultez Vue d’ensemble du service comportement.

Propriétés

Adorners

Obtient BehaviorServiceAdornerCollection.

AdornerWindowGraphics

Obtient le Graphics de la fenêtre de dispositif d'ornement.

CurrentBehavior

Obtient le Behavior placé au sommet de la pile de comportements sans le supprimer.

Méthodes

AdornerWindowPointToScreen(Point)

Convertit un Point dans la fenêtre de dispositif d'ornement en coordonnées d'écran.

AdornerWindowToScreen()

Obtient l'emplacement de la fenêtre de dispositif d'ornement en coordonnées d'écran.

ControlRectInAdornerWindow(Control)

Retourne le Rectangle englobant d'un Control.

ControlToAdornerWindow(Control)

Retourne l'emplacement d'un Control converti en coordonnées de fenêtre de dispositif d'ornement.

Dispose()

Libère toutes les ressources utilisées par BehaviorService.

Equals(Object)

Détermine si l'objet spécifié est égal à l'objet actuel.

(Hérité de Object)
GetHashCode()

Fait office de fonction de hachage par défaut.

(Hérité de Object)
GetNextBehavior(Behavior)

Retourne immédiatement le Behavior après le Behavior donné dans la pile de comportements.

GetType()

Obtient le Type de l'instance actuelle.

(Hérité de Object)
Invalidate()

Invalide la fenêtre de dispositif d'ornement du BehaviorService.

Invalidate(Rectangle)

Invalide, dans la fenêtre de dispositif d'ornement, la zone spécifiée du BehaviorService.

Invalidate(Region)

Invalide, dans la fenêtre de dispositif d'ornement, la zone spécifiée du BehaviorService.

MapAdornerWindowPoint(IntPtr, Point)

Convertit un point exprimé dans le système de coordonnées d'un handle en coordonnées de fenêtre de dispositif d'ornement.

MemberwiseClone()

Crée une copie superficielle du Object actuel.

(Hérité de Object)
PopBehavior(Behavior)

Supprime et retourne le Behavior placé au sommet de la pile.

PushBehavior(Behavior)

Applique un push à un Behavior sur la pile de comportements.

PushCaptureBehavior(Behavior)

Applique un push à un Behavior sur la pile de comportements et assigne une capture de souris au comportement.

ScreenToAdornerWindow(Point)

Convertit un point exprimé en coordonnées d'écran en coordonnées de la fenêtre de dispositif d'ornement du BehaviorService.

SyncSelection()

Synchronise tous les glyphes de sélection.

ToString()

Retourne une chaîne qui représente l'objet actuel.

(Hérité de Object)

Événements

BeginDrag

Se produit lorsque le BehaviorService initie une opération de glisser-déplacer.

EndDrag

Se produit lorsque le BehaviorService termine une opération de glisser.

Synchronize

Se produit lorsque la sélection actuelle doit être actualisée.

S’applique à

Voir aussi