My problem is this, my main window's title is dynamic (it contains the version of the application), so when I recorded my coded ui tests, several objects were created for that window under the UIMap node in the UI Control Map named "MainWindow", "MainWindow1", "MainWindow2" etc... The only difference between them is the title.
So I changed the search property of the first "MainWindow" to "Contains" and just the name of the application in order to make it ignore the version part. But now my question is, how do I remove all the other main window objects and reference all of the UI actions and other controls (which are under the redundant window objects in the tree) to the "MainWindow" object?
I can't find any clean way to do this. Thanks a lot.
Install Feature Pack 2 for Visual Studio, this will give you a graphical editor for the UIMap.
I also recommend using this extension: http://uimaptoolbox.codeplex.com/
You can edit the UIMap as xml (Right click the UIMap -> Open with -> xml (Text) Editor)
There, under <UIMap> find the <Decendents> tag of MainWindow1 and MainWindow2.
copy all the <UIObject ..> nodes and move them to MainWindow under <Descendants>.
Then delete MainWindow1 and MainWindow2 <TopLevelWindow> nodes.
Hope this helps
Related
I have a telerik control (Telerik.WinControls.UI.RadToggleSwitch) which is used to toggle between state 1 and state 2 with "Click and drag (left or right)" to make the toggle effect. I want to do a hand-coded UI test to select a state and proceed further. I need a class to call that control(i assumed it is WinClient).
I need the proper code to perform toggle action. Thanks in advance.
You may handcode your Coded UI Tests but handcoding your UIControls is really troublesome to do as you can never be sure that the Control you added is actually found and everything you did is correct.
A better alternative is to use the UIMap to manually add your controls via the Coded UI Test Builder. It also saves a lot of time.
When the Coded UI Test Builder is open you can hover with your mouse over a control and type "Control+I" to get info on that specific control. If you now click on the << on the infobox that opens you see your UIMap with the control you did "Control+I" over on the left added. But the control is not added yet permanently. From here you can add it permanently by clicking on the square with the green plus sign.
Add Button Icon
Alternatively the easy way is to hover over a control and push "Control+Shift+I".
See also: https://learn.microsoft.com/en-us/visualstudio/test/use-ui-automation-to-test-your-code
After adding the specific control to the UIMap you may use it by referecing to the UIMap. When coding in the *.cs file of the UIMaps you can reference to it by the "this" statement.
For example:
this.UIWindow.UITitleBar.UICloseButton;
When you want to use it outside of the files of the UIMap you have to create an object of the class of the UIMap and then can use it like above by repacing "this" with the object reference.
For example:
MyUIMapClass uIMapObject = new MyUIMapClass();
uIMapObject.UIWindow.UITitleBar.UICloseButton;
If the file you are coding in is not in the same namespace you have to add a using statement for the namespace of the UIMap (the namespace is defined at the begining of each file in the UIMap).
So for your control I think what you need is Mouse.StartDragging() and Mouse.StopDragging().
public static void StartDragging(UITestControl control);
public static void StopDragging(UITestControl control, int moveByX, int moveByY);
So a dragging towards left would be:
Mouse.StartDragging(UIYourControl)
Mouse.StopDragging(UIYourControl, -20, 0);
And toward right:
Mouse.StartDragging(UIYourControl)
Mouse.StopDragging(UIYourControl, 20, 0);
You should test a bit with the amount you need to drag in each direction for it to register as dragging but I think -20 and 20 should be fine.
I hope I helped a bit. :)
Is it possible to go to next window or go back to a window using just <window> tag. I searched through internet and didn't find it anywhere. Whenever navigation is needed, I found <Window.Navigation> is in use. But using but this browser like tab on top I want window to navigate when I click m Ok or cancel button on my <Window>.
P.S. I am new to WPF. So I don't know much about it.
If NavigationWindow would work for you except for the navigation tab on top, the simplest thing to do is set ShowsNavigationUI=false. Alternatively (a bigger hammer, but more flexible) you can replace the Template on your window and that will also remove it.
It is possible to navigate by using the Window class, but it depends what you want to achieve. You can assign your newly created Windows to the applications MainWindow.
EDIT: I did some tests: Other than the documentation states you cannot assign a new Window to the MainWindow property like this:
Application.Current.MainWindow = new MyWindow(); // does not work!
The main window is special, when it is closed the application will normally be closed.
However it might be easier to use the class as it has a NavigationService property which makes navigation a easier. You finde some documentation under http://msdn.microsoft.com/en-us/library/ms750478.aspx
I'm making a program to generate code for me, and I'm fashioning the UI after Game Maker due to how easy the interface is. It has a SplitContainer with Panel1 containing a TreeView and Panel2 containing an arbitrary amount of self-contained windows (real windows, not some hacky workaround). I wanted to use user-controls to store the controls I use to modify things, but I can't figure out any way to put it in a window inside the splitContainer's Panel2. Can anyone help me?
Here's a good example:
http://i.stack.imgur.com/CG6kO.png
Those two sprite property windows are what I'm trying to do.
i think what you are looking for is called mdi-container
however the only real mdi container i've seen so far (in .NET) is a form ... sadly no panel or something similar...
but if you just want the "window in a window" effect: simply create your new form, set the TopLevel property of that instance to false, and add the instance to your form/panel/splitcontainer/whatever like any other usual control
You could try using an MDI form and to implement your TreeView control, check out some sort of docking panel. I've used this one in the past (http://sourceforge.net/projects/dockpanelsuite/).
It is very flexible. You set up one of these dockpanel forms, docked to the left of your MDI form. It will always be "on top" and the user can resize it exactly like the splitter control on a form. If you like, it can also has an "autohide" feature which may or may not be desirable in your case.
It can then contain you treeview, which can load all the MDI Child forms you like.
You'll find you're not fighting how "Windows" really want to behave and things will run a lot more smoothly.
Put it into the Panel2's Control collection via the Add() method, apply coordinates, anchor and docking programmaticaly.
I did similar thing once, and for that reason, I have ReplaceControl method, which I paste below:
static public void ReplaceControl(Control ToReplace, Form ReplaceWith) {
ReplaceWith.TopLevel=false;
ReplaceWith.FormBorderStyle=FormBorderStyle.None;
ReplaceWith.Show();
ReplaceWith.Anchor=ToReplace.Anchor;
ReplaceWith.Dock=ToReplace.Dock;
ReplaceWith.Font=ToReplace.Font;
ReplaceWith.Size=ToReplace.Size;
ReplaceWith.Location=ToReplace.Location;
ToReplace.Parent.Controls.Add(ReplaceWith);
ToReplace.Visible=false;
}
Only thing left to do is to create some control manually on the form, as the placeholder for your Form. Use label, for example.
From How to implement a-form-inside-a-form with runtime embedded forms switching?
I am working on windows application form. I have a CustomControl (say MasterControl) on which i put a split panel and now my MasterControl is split into three parts say:
Pannel1
Pannel2
Pannel3
Now i develop three custom controls and put one in each of pannels e.g
Pannel1 have CustomControl1
Pannel2 have CustomControl2
Pannel3 have CustomControl3
Now somewhere in CustomControl3 I need to access a public member of CustomControl1. For which i wrote the following code:
((MasterControl)this.Parent)._oCustomControl1.PublicMember = this.PublicMember;
The code above doen't work in my case. When this line of code is executed in debug mode then a message box appears and states that "There is no code available for current location"
It's a really bad design for your controls to depend on how are the arranged on the parent container.
e.g. inside your third control, you are quering the property of the first one by accessing it from the parent, and then it's child control by name.
Your code will break very easily, if it can be compiled at all - I think the problem you're having is the order of compilation: in order for your parent form to be compiled, it needs to have child user controls finished. On the other hand the user controls you created need to have finished form.
It would be far better to set whatever behaviour you're after from the container of those controls - for example, by reacting to events from the control, and setting appropriate stuff on appropriate other controls (there are other ways as well ofcourse - the point is in the direction and flow of information - who's setting and using what).
If you have a split panel in your master control, you should go two levels up to find your master control:
((MasterControl)this.Parent.Parent)._oCustomControl1.PublicMember = this.PublicMember;
I found the answer by myself. I am positing here because it might help some one else.
The exact code is:
((MasterControl)this.Parent.Parent.Parent)._oCustomControl1.PublicMember = this.PublicMember;
Basically my coustomcontrol3 lies inside a split container panel, so when i wrote:
this.Parent then it points to Panel In which it is residing and if i wrote
this.Parent.Parent then it points to the spliter container in which above panel reside and if i wrote
this.Parent.Parent.Parent then it points to control in which this split container resides
I got the idea from "Farzin Zaker" answer, so thanks to him for his contribution
What does InitializeComponent() do, and how does it work in WPF?
In general first, but I would especially be interested to know the gory details of order of construction, and what happens when there are Attached Properties.
The call to InitializeComponent() (which is usually called in the default constructor of at least Window and UserControl) is actually a method call to the partial class of the control (rather than a call up the object hierarchy as I first expected).
This method locates a URI to the XAML for the Window/UserControl that is loading, and passes it to the System.Windows.Application.LoadComponent() static method. LoadComponent() loads the XAML file that is located at the passed in URI, and converts it to an instance of the object that is specified by the root element of the XAML file.
In more detail, LoadComponent creates an instance of the XamlParser, and builds a tree of the XAML. Each node is parsed by the XamlParser.ProcessXamlNode(). This gets passed to the BamlRecordWriter class. Some time after this I get a bit lost in how the BAML is converted to objects, but this may be enough to help you on the path to enlightenment.
Note: Interestingly, the InitializeComponent is a method on the System.Windows.Markup.IComponentConnector interface, of which Window/UserControl implement in the partial generated class.
Looking at the code always helps too. That is, you can actually take a look at the generated partial class (that calls LoadComponent) by doing the following:
Go to the Solution Explorer pane in the Visual Studio solution that you are interested in.
There is a button in the tool bar of the Solution Explorer titled 'Show All Files'. Toggle that button.
Now, expand the obj folder and then the Debug or Release folder (or whatever configuration you are building) and you will see a file titled YourClass.g.cs.
The YourClass.g.cs ... is the code for generated partial class. Again, if you open that up you can see the InitializeComponent method and how it calls LoadComponent ... and much more.