This is a pretty long question, so please bear with me.
Currently I am developing a small tool intended to help me keep track of the myriad of characters in my Stories.
The tool does the following:
Load the characters which are currently stored as json on the disk and stores them in a list, which is presented in the Shell via a ListBox.
If the user then opens a character the Shell, which is a Conductor<Screen>.Collection.OneActive, opens a new CharacterViewModel, that derives from Screen.
The Character gets the Character that is going to be opened via the IEventAggregator message system.
The CharacterViewModel furthermore has various properties which are sub ViewModels which bind to various sub Views.
And here is my Problem:
Currently I initialize the sub ViewModels manually when the ChracterViewModel is initialized. But this sounds fishy to me and I am pretty sure there is a better way to do this, but I cannot see how I should do it.
Here is the code of the CharacterViewModel:
/// <summary>ViewModel for the character view.</summary>
public class CharacterViewModel : Screen, IHandle<DataMessage<ICharacterTagsService>>
{
// --------------------------------------------------------------------------------------------------------------------
// Fields
// -------------------------------------------------------------------------------------------------------------------
/// <summary>The event aggregator.</summary>
private readonly IEventAggregator eventAggregator;
/// <summary>The character tags service.</summary>
private ICharacterTagsService characterTagsService;
// --------------------------------------------------------------------------------------------------------------------
// Constructors & Destructors
// -------------------------------------------------------------------------------------------------------------------
/// <summary>Initializes a new instance of the <see cref="CharacterViewModel"/> class.</summary>
public CharacterViewModel()
{
if (Execute.InDesignMode)
{
this.CharacterGeneralViewModel = new CharacterGeneralViewModel();
this.CharacterMetadataViewModel = new CharacterMetadataViewModel();
}
}
/// <summary>Initializes a new instance of the <see cref="CharacterViewModel"/> class.</summary>
/// <param name="eventAggregator">The event aggregator.</param>
[ImportingConstructor]
public CharacterViewModel(IEventAggregator eventAggregator)
: this()
{
this.eventAggregator = eventAggregator;
this.eventAggregator.Subscribe(this);
}
// --------------------------------------------------------------------------------------------------------------------
// Properties
// -------------------------------------------------------------------------------------------------------------------
/// <summary>Gets or sets the character.</summary>
public Character Character { get; set; }
/// <summary>Gets or sets the character general view model.</summary>
public CharacterGeneralViewModel CharacterGeneralViewModel { get; set; }
/// <summary>Gets or sets the character metadata view model.</summary>
public CharacterMetadataViewModel CharacterMetadataViewModel { get; set; }
/// <summary>Gets or sets the character characteristics view model.</summary>
public CharacterApperanceViewModel CharacterCharacteristicsViewModel { get; set; }
/// <summary>Gets or sets the character family view model.</summary>
public CharacterFamilyViewModel CharacterFamilyViewModel { get; set; }
// --------------------------------------------------------------------------------------------------------------------
// Methods
// -------------------------------------------------------------------------------------------------------------------
/// <summary>Saves a character to the file system as a json file.</summary>
public void SaveCharacter()
{
ICharacterSaveService saveService = new JsonCharacterSaveService(Constants.CharacterSavePathMyDocuments);
saveService.SaveCharacter(this.Character);
this.characterTagsService.AddTags(this.Character.Metadata.Tags);
this.characterTagsService.SaveTags();
}
/// <summary>Called when initializing.</summary>
protected override void OnInitialize()
{
this.CharacterGeneralViewModel = new CharacterGeneralViewModel(this.eventAggregator);
this.CharacterMetadataViewModel = new CharacterMetadataViewModel(this.eventAggregator, this.Character);
this.CharacterCharacteristicsViewModel = new CharacterApperanceViewModel(this.eventAggregator, this.Character);
this.CharacterFamilyViewModel = new CharacterFamilyViewModel(this.eventAggregator);
this.eventAggregator.PublishOnUIThread(new CharacterMessage
{
Data = this.Character
});
base.OnInitialize();
}
/// <summary>
/// Handles the message.
/// </summary>
/// <param name="message">The message.</param>
public void Handle(DataMessage<ICharacterTagsService> message)
{
this.characterTagsService = message.Data;
}
}
For Completion Sake I also give you one of the sub ViewModels. The others a of no importance because they are structured the same way, just perform different tasks.
/// <summary>The character metadata view model.</summary>
public class CharacterMetadataViewModel : Screen
{
/// <summary>The event aggregator.</summary>
private readonly IEventAggregator eventAggregator;
/// <summary>Initializes a new instance of the <see cref="CharacterMetadataViewModel"/> class.</summary>
public CharacterMetadataViewModel()
{
if (Execute.InDesignMode)
{
this.Character = DesignData.LoadSampleCharacter();
}
}
/// <summary>Initializes a new instance of the <see cref="CharacterMetadataViewModel"/> class.</summary>
/// <param name="eventAggregator">The event aggregator.</param>
/// <param name="character">The character.</param>
public CharacterMetadataViewModel(IEventAggregator eventAggregator, Character character)
{
this.Character = character;
this.eventAggregator = eventAggregator;
this.eventAggregator.Subscribe(this);
}
/// <summary>Gets or sets the character.</summary>
public Character Character { get; set; }
/// <summary>
/// Gets or sets the characters tags.
/// </summary>
public string Tags
{
get
{
return string.Join("; ", this.Character.Metadata.Tags);
}
set
{
char[] delimiters = { ',', ';', ' ' };
List<string> tags = value.Split(delimiters, StringSplitOptions.RemoveEmptyEntries).ToList();
this.Character.Metadata.Tags = tags;
this.NotifyOfPropertyChange(() => this.Tags);
}
}
}
I already read in on Screens, Conductors and Composition, IResult and Coroutines and skimmed the rest of the Documentation, but somehow I cannot find what I am looking for.
//edit: I should mention the code I have works just fine. I'm just not satisfied with it, since I think I am not understanding the concept of MVVM quite right and therefore make faulty code.
There is nothing wrong with having one ViewModel instantiate several child ViewModels. If you're building a larger or more complex application, it's pretty much unavoidable if you want to keep your code readable and maintainable.
In your example, you are instantiating all four child ViewModels whenever you create an instance of CharacterViewModel. Each of the child ViewModels takes IEventAggregator as a dependency. I would suggest that you treat those four child ViewModels as dependencies of the primary CharacterViewModel and import them through the constructor:
[ImportingConstructor]
public CharacterViewModel(IEventAggregator eventAggregator,
CharacterGeneralViewModel generalViewModel,
CharacterMetadataViewModel metadataViewModel,
CharacterAppearanceViewModel appearanceViewModel,
CharacterFamilyViewModel familyViewModel)
{
this.eventAggregator = eventAggregator;
this.CharacterGeneralViewModel generalViewModel;
this.CharacterMetadataViewModel = metadataViewModel;
this.CharacterCharacteristicsViewModel = apperanceViewModel;
this.CharacterFamilyViewModel = familyViewModel;
this.eventAggregator.Subscribe(this);
}
You can thus make the setters on the child ViewModel properties private.
Change your child ViewModels to import IEventAggregator through constructor injection:
[ImportingConstructor]
public CharacterGeneralViewModel(IEventAggregator eventAggregator)
{
this.eventAggregator = eventAggregator;
}
In your example, two of those child ViewModels are passed an instance of the Character data in their constructors, implying a dependency. In these cases, I would give each child ViewModel a public Initialize() method where you set the Character data and activate the event aggregator subscription there:
public Initialize(Character character)
{
this.Character = character;
this.eventAggregator.Subscribe(this);
}
Then call this method in your CharacterViewModel OnInitialize() method:
protected override void OnInitialize()
{
this.CharacterMetadataViewModel.Initialize(this.Character);
this.CharacterCharacteristicsViewModel.Initialize(this.Character);
this.eventAggregator.PublishOnUIThread(new CharacterMessage
{
Data = this.Character
});
base.OnInitialize();
}
For the child ViewModels where you're only updating the Character data through the EventAggregator, leave the this.eventAggregator.Subscribe(this) call in the constructor.
If any of your child ViewModels are not actually required for the page to function, you could initialize those VM properties via property import:
[Import]
public CharacterGeneralViewModel CharacterGeneralViewModel { get; set; }
Property imports don't occur until after the constructor has completed running.
I would also suggest handling the instantiation of ICharacterSaveService through constructor injection as well, rather than explicitly creating a new instance every time you save data.
The primary purpose of MVVM was to allow front-end designers to work on the layout of the UI in a visual tool (Expression Blend) and coders to implement the behavior and business without interfering with one another. The ViewModel exposes data to be bound to the view, describes the view's behavior at an abstract level, and frequently acts as a mediator to the back-end services.
There is no one "correct" way to do it, and there are situations where it isn't the best solution. There are times when the best solution is to toss the extra layer of abstraction of using a ViewModel and just write some code-behind. So while it's a great structure for your application as a whole, don't fall into the trap of forcing everything to fit into the MVVM pattern. If you have a few more graphically complex user controls where it simply works better to have some code-behind, then that's what you should do.
Related
I want to pinpoint I'm totally new to C# and I'm just testing around to get a grasp of this language.
Want I want to achieve is to just console-print in a secondary window a couple of values I've set in the MainWindow.
This is a function contained in the MainWindow class, triggered by a button click.
private void ValidationExecuted(object sender, ExecutedRoutedEventArgs eventArgs)
{
// If the validation was successful, let's open a new window.
GeneratorWindow generatorWindow = new GeneratorWindow();
generatorWindow.TextBlockName1.Text = this.tbPoints.Text;
generatorWindow.TextBlockName2.Text = this.tbPDC.Text;
int.TryParse(this.tbPoints.Text, out int numberOfPoints);
int.TryParse(this.tbPDC.Text, out int pdc);
// Those lines correctly print the values I've inserted in the TextBoxes.
Console.WriteLine(numberOfPoints);
Console.WriteLine(pdc);
generatorWindow.NumberOfPoints = numberOfPoints;
generatorWindow.MainPDC = pdc;
generatorWindow.Show();
// Resetting the UI.
this.validator = new Validator();
this.grid.DataContext = this.validator;
eventArgs.Handled = true;
}
Now my secondary window:
public partial class GeneratorWindow : Window
{
/// <inheritdoc />
/// <summary>
/// Initializes a new instance of the <see cref="T:ABB_Rapid_Generator.GeneratorWindow" /> class.
/// </summary>
public GeneratorWindow()
{
this.InitializeComponent();
// Those lines just print a pair of 0.
Console.WriteLine(this.NumberOfPoints);
Console.WriteLine(this.MainPDC);
}
/// <summary>
/// Gets or sets the number of points.
/// </summary>
public int NumberOfPoints { private get; set; }
/// <summary>
/// Gets or sets the main PDC.
/// </summary>
public int MainPDC { private get; set; }
}
As you can see in the code comments, the Console.WriteLine() contained in the main class are correctly working. Moreover I can assign my custom values to the TextBlocks contained in the other class. On the contrary, the Console.WriteLine() lines in the secondary class are just outputting a couple of zeros.
What have I been missing?
The problem is that in GeneratorWindow you are writing to the console in the constructor method, so the values are being output before you are changing them.
The only way you can really get that output to work would be to pass the values as parameters of the constructor and set them (in the constructor) before you do the console output. Though there doesn't seem any logical reason to go down that path.
For example:
public GeneratorWindow(int numberOfPoints, int mainPdc)
{
this.InitializeComponent();
this.NumberOfPoints = numberOfPoints;
this.MainPDC = mainPdc;
Console.WriteLine(this.NumberOfPoints);
Console.WriteLine(this.MainPDC);
}
Alternatively, if you want to see the values after you set them, then you will need to move your console outputs to another function that you call after you have set the values.
For example, add this function to GeneratorWindow:
public void OutputValues()
{
Console.WriteLine(this.NumberOfPoints);
Console.WriteLine(this.MainPDC);
}
Which you can then call after you have set the values in your other class:
GeneratorWindow generatorWindow = new GeneratorWindow();
generatorWindow.NumberOfPoints = numberOfPoints;
generatorWindow.MainPDC = pdc;
generatorWindow.OutputValues();
you can add a parameter-ize constructor to do so
public partial class GeneratorWindow : Window
{
//Private members
int m_numberOfPoints;
int m_mainPDC;
/// <inheritdoc />
/// <summary>
/// Initializes a new instance of the <see cref="T:ABB_Rapid_Generator.GeneratorWindow" /> class.
/// </summary>
public GeneratorWindow(int mainPDC,int numberOfPoints)
{
this.InitializeComponent();
this.m_mainPDC = mainPDC;
this.m_numberOfPoints = numberOfPoints;
}
/// <summary>
/// Gets or sets the number of points.
/// </summary>
public int NumberOfPoints
{
get{ return m_numberOfPoints; }
set{ m_numberOfPoints = values; }
}
/// <summary>
/// Gets or sets the main PDC.
/// </summary>
public int MainPDC
{
get{ return m_mainPDC; }
set{ m_mainPDC= values; }
}
public void Print()
{
Console.WriteLine(this.NumberOfPoints);
Console.WriteLine(this.MainPDC);
}
}
also this is a constructor so it will be just called at
GeneratorWindow generatorWindow = new GeneratorWindow();//here
Change the secondary window call to
generatorWindow = new GeneratorWindow(pdc,numberOfPoints);
generatorWindow.Print();
Also, your code is not done in a good way IMO, why set values like this?
generatorWindow.TextBlockName1.Text = this.tbPoints.Text;
generatorWindow.TextBlockName2.Text = this.tbPDC.Text;
If you have private variables set just as above sample you can perform all converting, printing and , receiving console output in same class.you'll need to just call the constructor and print method.
Answer above is correct, but there is an alternative.
You can use setter methods like setNumberOfPoints, setMainPDC and print co console after setting the value. So in ValidationExecuted you call for a function to set variable, and in that function after setting variable you print it to console. But don't forget to remove printing to console from constructor
I have a form that represents a USB device Terminal that has been giving me some errors. After half a day of debugging strange errors with no known source I somehow found out that the Terminal does not function when it is instantiated but not shown. When I change the code and add usbTerminal.Show();, then it works properly.
USBTerminal usbTouchTerminal;
public MainForm()
{
InitializeComponent();
USBSettings usbTouchSettings = new USBSettings();
usbTouchTerminal = new USBTerminal(usbTouchSettings); //Create Terminal with settings
usbTouchTerminal.StartUSB();
usbTouchTerminal.Show(); //works ONLY when show is here
}
How is this possible and why? I've done a massive search and none of my code depends on the .Visible property on either my Terminal or main form?
I'm completely baffled on why some form would not work if it isn't shown. MSDN or google wasn't really a help either. I was certain it would function properly when instantiated but not shown.
PS. I added
usbTerminal.Show();
usbTerminal.Hide();
and the Terminal functioned correctly.
Thank you for any help!
EDIT:
I should also note that this usbTerminal uses the WndProc override. I'm not an expert on that, but I feel that it may have something to do with it.
I should note that this is LibUSBdotnet
public class USBSettings
{
/// <summary>
/// This is the Vender ID Number. (0x0B6A)
/// </summary>
public ushort VID { get; set; }
/// <summary>
/// This is the Product ID Number. (0x5346)
/// </summary>
public ushort PID { get; set; }
/// <summary>
/// This is the optional Serial Name. ("")
/// </summary>
public string SerialName { get; set; }
/// <summary>
/// This is the Reader USB Endpoint. (ReadEndpointID.Ep02)
/// </summary>
public ReadEndpointID ReaderEndpoint { get; set; }
/// <summary>
/// This is the Writer USB Endpoint. (WriteEndpointID.Ep01)
/// </summary>
public WriteEndpointID WriterEndpoint { get; set; }
/// <summary>
/// This is the Registry Key for USB settings. ("SOFTWARE\\DEFAULT\\USBPROPERTIES")
/// </summary>
public string SubKey { get; set; }
/// <summary>
/// This is the default read buffer size for the USB Device.
/// </summary>
public int ReadBufferSize { get; set; }
/// <summary>
/// This constructor houses default values for all properties.
/// </summary>
public USBSettings()
{
VID = 0x0B6A;
PID = 0x5346;
SerialName = "";
ReaderEndpoint = ReadEndpointID.Ep02;
WriterEndpoint = WriteEndpointID.Ep01;
SubKey = "SOFTWARE\\DEFAULT\\USBPROPERTIES";
ReadBufferSize = 100;
}
}
The question is poorly documented but this is fairly normal for code that works with devices. They tend to need to know about Plug & Play events and that requires a top-level window to be created that receives the WM_DEVICECHANGE notification message. Creating a .NET Form object isn't enough, you also have to create the native window for it. Which, in typical .NET lazy fashion, happens at the last possible moment, when you force the window to be visible. Either by calling the Show() method or setting the Visible property to true. The window doesn't actually have to be visible to get the Plug & Play notifications.
You can get the window created without also making it visible. That requires modifying the USBTerminal class. Paste this code:
protected override void SetVisibleCore(bool value) {
if (!this.IsHandleCreated) {
this.CreateHandle();
value = false;
}
base.SetVisibleCore(value);
}
And call the Show() method as normal. Beware that the Load event won't fire until the window actually becomes visible so if necessary move any code in the event handler to this method. If this is not the primary window for the app, in other words not the one that's passed to Application.Run() in your Main() method, then you can make do with simply calling this.CreateHandle() as the last statement in the form constructor. In which case calling Show() is no longer necessary.
I suspect this is because the underlying window is not created before you call Show(). Since the window isn't created, your custom WndProc isn't called.
To verify, you can create the window without showing it - by looking at the Handle property. As the documentation says - if the handle has not been created by the time you call, it will be created. Try it, I bet it'll work just as if you called Show and then Hide.
It is very hard to tell from the information you have but I think you are using a form where a class should be used. You should rethink your program structure and re-write this as a class to hold and transmit the data as you need. As some of the other have pointed out the listbox and/or other function are not running until the form is shown and the methods is executed.
Because some required functions will be called when Form onShow event called.
I am tring to extend an existing microsoft control called the PivotViewer.
This control has an existing property that I want to expose to my ViewModel.
public ICollection<string> InScopeItemIds { get; }
I have created an inherited class called CustomPivotViewer and I want to create a Dependency Property that I can bind to that will expose the values held in InScopeItemIds in the base class.
I have spent a fair while reading up about DependencyPropertys and am becomming quite disheartened.
Is this even possible?
You only need a DependencyProperty is you want it to be bindable, meaning: if you want to have, for example, a MyBindableProperty property in your control, with which you want to be able to do:
MyBindableProperty={Binding SomeProperty}
if, however, you want other DependencyProperties to bind to it, any property (either a DependencyProperty or a normal one) can be used.
I'm not sure what you really need, maybe you can clarify more, but if it's the first scenario that you want to implement, you can do it as follows:
create a DependencyProperty, let's call it BindableInScopeItemIds, like so:
/// <summary>
/// BindableInScopeItemIds Dependency Property
/// </summary>
public static readonly DependencyProperty BindableInScopeItemIdsProperty =
DependencyProperty.Register("BindableInScopeItemIds", typeof(ICollection<string>), typeof(CustomPivotViewer),
new PropertyMetadata(null,
new PropertyChangedCallback(OnBindableInScopeItemIdsChanged)));
/// <summary>
/// Gets or sets the BindableInScopeItemIds property. This dependency property
/// indicates ....
/// </summary>
public ICollection<string> BindableInScopeItemIds
{
get { return (ICollection<string>)GetValue(BindableInScopeItemIdsProperty); }
set { SetValue(BindableInScopeItemIdsProperty, value); }
}
/// <summary>
/// Handles changes to the BindableInScopeItemIds property.
/// </summary>
private static void OnBindableInScopeItemIdsChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
var target = (CustomPivotViewer)d;
ICollection<string> oldBindableInScopeItemIds = (ICollection<string>)e.OldValue;
ICollection<string> newBindableInScopeItemIds = target.BindableInScopeItemIds;
target.OnBindableInScopeItemIdsChanged(oldBindableInScopeItemIds, newBindableInScopeItemIds);
}
/// <summary>
/// Provides derived classes an opportunity to handle changes to the BindableInScopeItemIds property.
/// </summary>
protected virtual void OnBindableInScopeItemIdsChanged(ICollection<string> oldBindableInScopeItemIds, ICollection<string> newBindableInScopeItemIds)
{
}
in the OnBindableInScopeItemIdsChanged, you can update the inner collection (InScopeItemIds)
remember that the property you want to expose is read-only (it has no "setter"), so you might need to update it as so:
protected virtual void OnBindableInScopeItemIdsChanged(ICollection<string> oldBindableInScopeItemIds, ICollection<string> newBindableInScopeItemIds)
{
InScopeItemIds.Clear();
foreach (var itemId in newBindableInScopeItemIds)
{
InScopeItemIds.Add(itemId);
}
}
Hope this helps :)
EDIT:
I realized misunderstandings and here is a new version (in the context of the original question):
So, you can use the property you need for the binding, with following circumstances having in mind:
as this property is read-only, you will not be able to use it for 2-way binding.
as far as the containing type does not implement INotifyPropertyChanged, your target control used to display the data will not be notified about the changes to the property value.
as far as the returned by this property value does not implement INotifyCollectionChanged (one example is ObservableCollection<T>), the changes to the collection will not be affected on the target control which is used to display it.
I work as a web developer with a web designer and we usually do like this :
- I create the system , I generate some Xml files
- the designer display the xml files with xslt
Nothing new.
My problem is that I use Xml Serialization to create my xml files, but I never use Deserialization. So I'd like to know if there is a way to avoid fix like these :
empty setter for my property
empty parameter-less constructor
implement IXmlSerializable and throw "notimplementedexception" on deserialization
do a copy of the class with public fields
Ok mis-read your question first time around! Pretty sure there is no way to avoid this. There has to be a parameterless constructor and you can't serialize readonly properties. I think your only other option is DataContractSerializer.
http://blogs.mastronardi.be/Sandro/2007/08/22/CustomXMLSerializerBasedOnReflectionForSerializingPrivateVariables.aspx
This article describes creating a custom XML serialiser so you can serialise private fields - it may take a little bit of moulding to the form that you want, but it's easier than it looks (honest!) and it's a good start to writing your own serialiser / deserialiser that will serialise exactly what you want - and doesn't care about parameterless constructors or writeable properties.
The only other solution I can think of is to make a wrapper class for every serialisable class - but I don't know how good that would be in the long run. I just get the impression it's not good.
I know you don't want to add a parameterless constructor nor setters, but that's the only way to go with using the XmlSerializer. The good news is the parameterless constructor can be private and the setters can be empty and serialization will work. See thus:
namespace Aesop.Dto
{
using System;
using System.Xml.Serialization;
/// <summary>
/// Represents an Organization ID/Name combination.
/// </summary>
[Serializable]
public sealed class Org
{
/// <summary>
/// The organization's name.
/// </summary>
private readonly string name;
/// <summary>
/// The organization's ID.
/// </summary>
private readonly int id;
/// <summary>
/// Initializes a new instance of the <see cref="Org"/> class.
/// </summary>
/// <param name="name">The organization's name.</param>
/// <param name="id">The organization's ID.</param>
public Org(string name, int id)
{
this.name = name;
this.id = id;
}
/// <summary>
/// Prevents a default instance of the <see cref="Org"/> class from
/// being created.
/// </summary>
private Org()
{
}
/// <summary>
/// Gets or sets the organization's name.
/// </summary>
/// <value>The organization's name.</value>
[XmlAttribute]
public string Name
{
get
{
return this.name;
}
set
{
}
}
/// <summary>
/// Gets or sets the organization's ID.
/// </summary>
/// <value>The organization's ID.</value>
[XmlAttribute]
public int ID
{
get
{
return this.id;
}
set
{
}
}
}
}
Ok now i understand it. I don't think there can be any way to do it with XMLSerialization.
XMLSerialization need these information to re-populate the object. It does not know that some user never deserialize data. You might have to write some code to generate XML for your objects.
class Preferences
{
private const string filePreferences = "preferences.xml";
public Preferences() { }
public static Preferences Load()
{
Preferences pref = null;
if (File.Exists(Preferences.FileFullPath))
{
var serializer = new System.Xml.Serialization.XmlSerializer(typeof(Preferences));
using (var xmlReader = new System.Xml.XmlTextReader(Preferences.FileFullPath))
{
if (serializer.CanDeserialize(xmlReader))
{
pref = serializer.Deserialize(xmlReader) as Preferences;
}
}
}
return ((pref == null) ? new Preferences() : pref);
}
public void Save()
{
var preferencesFile = FileFullPath;
var preferencesFolder = Directory.GetParent(preferencesFile).FullName;
using (var fileStream = new FileStream(preferencesFile, FileMode.Create))
{
new System.Xml.Serialization.XmlSerializer(typeof(Preferences)).Serialize(fileStream, this);
}
}
}
I'm using Generics with a ListView control whose initial class definition looks like this:
namespace BaseControlLibrary
{
public partial class CustomListView<T> : System.Windows.Forms.ListView
{
// Custom fields, properties, methods go here
public CustomListView(List<T> data)
{
_columnInfo = new Dictionary<int, string>();
_columnIndex = 0;
_lvwItemComparer = new ListViewItemComparer();
this.ListViewItemSorter = _lvwItemComparer;
InitializeColumnNames();
BindDataToListView(data);
this.Invalidate();
}
}
}
Here is my designer file:
partial class CustomListView
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
//protected override void Dispose(bool disposing)
//{
// if (disposing && (components != null))
// {
// components.Dispose();
// }
// base.Dispose(disposing);
//}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
components = new System.ComponentModel.Container();
// this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
}
#endregion
}
What I want to do is to create a Windows Control Library and I have successfully done so, but the problem occurs when I can't add the DLL to the toolbox. I'm not exactly sure why I can't do this. I thought all Windows Forms Controls implement the IComponent interface which is a requirement to add items to the tool box. Is it because there's type parameter as part of the class definition?
The designer hates:
generics
things with abstract base-classes
Even if it works at runtime, you're probably not going to get it to work in the IDE. Sorry. Perhaps consider a non-generic class with a Type property; that's about the best you'll do...
btw, CustomListView<T> and CustomListView are completely different classes. You have 2 classes, not one.
You cannot use generic controls (i.e. control specialized through generics) in the designer. [I seem to remember reading that it was a design decision by the VS team, but i can't find the reference.]
For ObjectListView I used a Adapter pattern to provide typed access to a ListView control.
public class TypedObjectListView<T> where T : class
{
/// <summary>
/// Create a typed wrapper around the given list.
/// </summary>
public TypedObjectListView(ObjectListView olv) {
this.olv = olv;
}
public void BindTo(IList<T> objects) {
// Manipulate the attached ListView here
}
// plus whatever other methods you want
}
and you would use it like this:
TypedObjectListView<Person> tlist =
new TypedObjectListView<Person>(this.listView1);
tlist.BindTo(myListofPeople);
Or, instead of writing everything yourself, you could just use ObjectListView :)
It is possible to get a half way house - I have a HierarchicalDataSource Control that is defined within a generic class and the way I get it to appear in the toolbox is by creating a concrete implementation albeit just a one liner with the Types defined. Compiling the project into a dll and then adding to toolbox from that DLL gives me the toolbox item.