How do I make a virtual node using MPF? - c#

I am creating a new project type using MPF.
I want to create a type of node where the backing for that node doesn't actually exist anywhere. To keep it simple, I just want to generate the captions on the fly.
I have created a new node subclass from HierarchyNode because it will eventually have children. I have subclassed the FolderNode so I can determine which folders will have these virtual nodes as children. I am using Get/SetMetadata to do that and it works fine. I overrode GetProperty in MyFolderNode so that if the folder type is a "normal" folder, it just routes to base. Otherwise it returns a VirtualNode for FirstChild. The VirtualNodes create their next sibling and set NextSibling to it. TL;DR: Code follows.
My problem is that it isn't working. Specifically, when I click on the "Expand this folder" icon, it turns blue (so the click is registering) but it stays blue and the node isn't expanded. Debugging shows that trying to expand the folder does hit GetProperty requesting FirstChild and it does return the id of the first child. After that the VirtualNode is queried twice to see if it is expandable. Then it is queried for the caption. Then the icon. Then nothing.
Here is the code for my FolderNode subclass:
public class AndroidFolderNode : FolderNode
{
public enum FolderType
{
Normal,
JavaSource
}
public string[] VirtualNodes = new[]
{
"Virtual Node One",
"Virtual Node Two",
"Virtual Node Three"
};
private FolderType mFolderType;
public FolderType Type
{
get
{
return mFolderType;
}
set
{
if (mFolderType != value)
{
mFolderType = value;
OnInvalidateItems(this);
}
}
}
private HierarchyNode mVirtualChild;
public AndroidFolderNode(ProjectNode root, string relativePath, ProjectElement element)
: base(root, relativePath, element)
{
var t = element.GetMetadata("Type");
if (string.IsNullOrWhiteSpace(t))
{
Type = FolderType.Normal;
}
else
{
FolderType tempType;
if (Enum.TryParse(t, true, out tempType))
{
Type = tempType;
}
}
}
protected override NodeProperties CreatePropertiesObject()
{
return new AndroidFolderNodeProperties(this);
}
public override object GetProperty(int propId)
{
object result = null;
switch ((__VSHPROPID) propId)
{
case __VSHPROPID.VSHPROPID_FirstChild:
goto case __VSHPROPID.VSHPROPID_FirstVisibleChild;
case __VSHPROPID.VSHPROPID_FirstVisibleChild:
if (Type == FolderType.Normal)
{
result = (int)((this.FirstChild != null) ? this.FirstChild.ID : VSConstants.VSITEMID_NIL);
}
else
{
if (mVirtualChild == null)
{
mVirtualChild = new VirtualFolderNode(this, 0);
}
result = mVirtualChild.ID;
}
break;
default:
result = base.GetProperty(propId);
break;
}
return result;
}
}
Here is the code for my VirtualNode:
class VirtualFolderNode : HierarchyNode
{
private static Guid _guid = new Guid("DD264E51-2E66-4BCC-A8A6-DE3BDE890DED");
private int mIdx;
private AndroidFolderNode mParent;
private VirtualFolderNode mSibling;
public VirtualFolderNode(AndroidFolderNode parent, int idx)
: base(parent.ProjectMgr)
{
mParent = parent;
mIdx = idx;
Parent = parent;
if (idx < parent.VirtualNodes.Length)
{
mSibling = new VirtualFolderNode(parent, idx + 1);
NextSibling = mSibling;
}
}
public override string Url
{
get { return Parent.Url + "\\VNode" + mIdx; }
}
public override string Caption
{
get { return mParent.VirtualNodes[mIdx]; }
}
public override Guid ItemTypeGuid
{
get { return _guid; }
}
}

Got it! (Side note: I've never had to answer my own question before.)
The problem, it appears, is that the HierarchyNode.GetIconHandle(bool open) simply returns null. Overriding GetIconHandle in VirtualNode allows it to be displayed as expected. So I added this to VirtualNode and bada bing, bada boom:
public override object GetIconHandle(bool open)
{
return ProjectMgr.ImageHandler.GetIconHandle(open ? (int)ProjectNode.ImageName.OpenFolder : (int)ProjectNode.ImageName.Folder);
}

Related

Be able to show the next value in a Linked List by clicking a button

This is probably a simple task however I am unable to solve.
So currently I have set up a form which contains a textbox and a button and I want to be able to click the button and the first value within the LinkedList will show up in the textbox. If I click the button again then the next value will show up etc.
I currently go it so that the first value will show up but then I am unable to proceed to the next value.
This is the code I have currently:
public class Node
{
public string data;
public Node next;
public Node(string newData)
{
data = newData;
next = null;
}
public void AddEnd(string data)
{
if (next == null)
{
next = new Node(data);
}
else
{
next.AddEnd(data);
}
}
}
public class myList
{
public void AddEnd(string data)
{
if (headnode == null)
{
headnode = new Node(data);
}
else
{
headnode.AddEnd(data);
}
}
public string getFirst() // this gets the first value within the list and returns it
{
if (headnode == null)
{
throw new Exception("List is empty");
}
Node node = headnode;
while (node.next != null)
{
node = node.next;
}
return node.data;
}
I also tried using this:
public class NavigationList<T> : List<T>
{
private int _currentIndex = -1;
public int CurrentIndex
{
get
{
if (_currentIndex == Count)
_currentIndex = 0;
else if (_currentIndex > Count - 1)
_currentIndex = Count - 1;
else if (_currentIndex < 0)
_currentIndex = 0;
return _currentIndex;
}
set { _currentIndex = value; }
}
public T MoveNext
{
get { _currentIndex++; return this[CurrentIndex]; }
}
public T Current
{
get { return this[CurrentIndex]; }
}
}
However, I am not really familiar with something like this so I wasn't sure on how to use it.
So you have a sequence of items, and the only thing that you want, is to get the first item, and once you've got an item, every time your ask for it, you want the next item, until there are no more items left.
In .NET this is called an IEnumerable, or if you know what kind of items are in your sequence, for instance items of MyClass, it is called an IEnumerable<MyClass>. In your case you need an IEnumerable<string>.
Luckily .NET is loaded with classes that implement IEnumerable. Two of the most used ones are array and list. You seldom have to create an enumerable class yourself, re-use the existing ones and enumerate over it.
List<string> myData = ... // fill this list somehow.
IEnumerator<string> myEnumerator = null // we are not enumerating yet.
string GetNextItemToDisplay()
{ // returns null if there are no more items to display
// if we haven't started yet, get the enumerator:
if (this.myEnumerator == null) this.myEnumerator = this.myData.GetEnumerator();
// get the next element (or if we haven't fetched anything yet: get the first element
// for this we use MoveNext. This returns false if there is no next element
while (this.myEnumerator.MoveNext())
{
// There is a next string. It is in Current:
string nextString = enumerator.Current();
return nextString;
}
// if here: no strings left. return null:
return null;
}
This looks like a lot of code, but if you remove the comments it is in fact just a few lines of code:
string GetNextItemToDisplay()
{
if (this.myEnumerator == null) this.myEnumerator = this.myData.GetEnumerator();
while (this.myEnumerator.MoveNext())
return enumerator.Current();
return null;
}
Your ButtonClick event handler:
void OnButtonClick(object sender, eventArgs e)
{
string nextItemToDisplay = this.GetNextItemToDisplay();
if (nextItemToDisplay != null)
this.Display(nextItemToDisplay);
else
this.DisplayNoMoreItems():
}
If you want to start over again with the first element, for instance after changing the List
void RestartEnumeration()
{
this.myEnumerator = null;
}

Xml List Serialization and Node Type Names

Ive come across multiple questions and answers on here but none specific to my situation.
I have a class 'Entity' with multiple classes that extend off of it. I want the serialization to hit the list and understand and use the type of each item for the node name.
Now, I can use what is commented out (define each array item in the main class and define the name of such by using [XmlArrayItem("Subclass1", typeof(subclass1)] but I want to keep all definitions in their subclass and I will be having too many subclasses to define everything in the main entity class...Is there anyway to achieve this?
I have tried using [XmlType(TypeName="...")] for the subclasses and so on but that did not work.
[Serializable]
[XmlInclude(typeof(Subclass1))]
[XmlRoot("Entity")]
public class Entity{
[XmlArray("CausedBy")]
//[XmlArrayItem("Subclass1", typeof(subclass1))]
//[XmlArrayItem("Sublcass2", typeof(Subclass2))]
public List<Entity> CausedBy { get; set; }
}
[Serializable]
[XmlRoot("Subclass1")]
[XmlInclude(typeof(Subclass2))]
public class Subclass1:Entity{
//Code...
}
[Serializable]
[XmlRoot("Subclass2")]
public class Subclass2:Subclass1{
//Code...
}
Serializing the above code after creating an entity and adding a Subclass1 and Subclass2 to the list 'CausedBy' class results in the following:
<Entity>
<CausedBy>
<Entity ... xsi:type="SubClass1" />
<Entity ... xsi:type="SubClass2" />
</CausedBy>
<Entity>
I would like the output to show:
<Entity>
<CausedBy>
<SubClass1 .../>
<SubClass2 .../>
</CausedBy>
<Entity>
Since I totally failed to read the question to begin with, here's a new answer (it's a bit of a tl;dr, so you can always skip to the end and follow the link):
It isn't possible to get the built in serializer class to work because you don't wish to add the attributes that it needs to be able to operate. Your only option is to seralize the class yourself, however, this need not be as tedious as it sounds; I had a similar issue a few years ago with DataGridView in virtual mode and produced a generic virtualizer that could be used to virtualize the data for display; it used a custom attribute:
[AttributeUsage(AttributeTargets.Property, AllowMultiple = false)]
public sealed class showColumnAttribute : System.Attribute
{
///<summary>Optional display format for column</summary>
public string Format;
///<summary>Optional Header string for column<para>Defaults to propety name</para></summary>
public string Title;
///<summary>Optional column edit flag - defaults to false</summary>
public bool ReadOnly;
///<summary>Optional column width</summary>
public int Width;
///<summary>
///Marks public properties that are to be displayed in columns
///</summary>
public showColumnAttribute()
{
Format = String.Empty;
Title = String.Empty;
ReadOnly = false;
Width = 0;
}
}
And a constructor:
///<summary>
///Extracts the properties of the supplied type that are to be displayed
///<para>The type must be a class or an InvalidOperationException will be thrown</para>
///</summary>
public Virtualiser(Type t)
{
if (!t.IsClass)
throw new InvalidOperationException("Supplied type is not a class");
List<VirtualColumnInfo> definedColumns = new List<VirtualColumnInfo>();
PropertyInfo[] ps = t.GetProperties();
MethodInfo mg, ms;
for (int i = 0; i < ps.Length; i++)
{
Object[] attr = ps[i].GetCustomAttributes(true);
if (attr.Length > 0)
{
foreach (var a in attr)
{
showColumnAttribute ca = a as showColumnAttribute;
if (ca != null)
{
mg = ps[i].GetGetMethod();
if (mg != null)
{
ms = ps[i].GetSetMethod();
definedColumns.Add
(
new VirtualColumnInfo
(
ps[i].Name, ca.Width, ca.ReadOnly, ca.Title == String.Empty ? ps[i].Name : ca.Title,
ca.Format, mg, ms
)
);
}
break;
}
}
}
}
if (definedColumns.Count > 0)
columns = definedColumns.ToArray();
}
This extracts the public properties of the class and supplies marked items to the DataGridView as columns together with a header, format, etc.
The effect of all of this (and the rest of the missing code) was that any type could be virtualized in a dataGridView simply by tagging public properties and calling the virtualizer once for a given type:
#region Virtualisation
static readonly Virtualiser Virtual = new Virtualiser(typeof(UserRecord));
[XmlIgnore] // just in case!
public static int ColumnCount { get { return Virtual.ColumnCount; } }
public static VirtualColumnInfo ColumnInfo(int column)
{
return Virtual.ColumnInfo(column);
}
public Object GetItem(int column)
{
return Virtual.GetItem(column, this);
}
/*
** The supplied item should be a string - it is up to this method to supply a valid value to the property
** setter (this is the simplest place to determine what this is and how it can be derived from a string).
*/
public void SetItem(int column, Object item)
{
String v = item as String;
int t = 0;
if (v == null)
return;
switch (Virtual.GetColumnPropertyName(column))
{
case "DisplayNumber":
if (!int.TryParse(v, out t))
t = 0;
item = t;
break;
}
try
{
Virtual.SetItem(column, this, item);
}
catch { }
}
#endregion
The number of columns, their properties and order can be specified automatically by creating a number of public properties derived from the class data:
#region Display columns
[showColumn(ReadOnly = true, Width = 100, Title = "Identification")]
public String DisplayIdent
{
get
{
return ident;
}
set
{
ident = value;
}
}
[showColumn(Width = 70, Title = "Number on Roll")]
public int DisplayNumber
{
get
{
return number;
}
set
{
number = value;
}
}
[showColumn(Width = -100, Title = "Name")]
public string DisplayName
{
get
{
return name == String.Empty ? "??" : name;
}
set
{
name = value;
}
}
#endregion
This would virtualize any class for dataGridView to display and edit data and I used it many times over the years and the extraction of properties to display is exactly what is required for XML serialization, indeed, it has a lot of the same characteristics.
I was going to adapt this method to do the same job for XML serialization but someone has already done it at https://www.codeproject.com/script/Articles/ViewDownloads.aspx?aid=474453, I hope you can make use of this method to solve your problem.
This works for me:
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
Entity entity = new Entity();
entity.CausedBy = new List<Entity>();
entity.CausedBy.Add(new Subclass1());
entity.CausedBy.Add(new Subclass2());
entity.CausedBy.Add(new Subclass2());
entity.CausedBy.Add(new Subclass1());
entity.CausedBy.Add(new Subclass1());
entity.Save(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "Test.txt"));
}
}
[Serializable]
[XmlRoot("Entity")]
public class Entity
{
[XmlArray("CausedBy")]
[XmlArrayItem("SubClass1", typeof(Subclass1))]
[XmlArrayItem("SubClass2", typeof(Subclass2))]
public List<Entity> CausedBy { get; set; }
}
[Serializable]
[XmlRoot("Subclass1")]
public class Subclass1 : Entity
{
[XmlIgnore]
String t = DateTime.Now.ToShortDateString();
public String SubClass1Item { get { return "Test1 " + t; } set { } }
}
[Serializable]
[XmlRoot("Subclass2")]
public class Subclass2 : Entity
{
[XmlIgnore]
String t = DateTime.Now.ToString();
public String SubClass2Item { get { return "Test2 " + t; } set { } }
}
It produces:
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<CausedBy>
<SubClass1>
<SubClass1Item>Test1 20/09/2017</SubClass1Item>
</SubClass1>
<SubClass2>
<SubClass2Item>Test2 20/09/2017 01:06:55</SubClass2Item>
</SubClass2>
<SubClass2>
<SubClass2Item>Test2 20/09/2017 01:06:55</SubClass2Item>
</SubClass2>
<SubClass1>
<SubClass1Item>Test1 20/09/2017</SubClass1Item>
</SubClass1>
<SubClass1>
<SubClass1Item>Test1 20/09/2017</SubClass1Item>
</SubClass1>
</CausedBy>
</Entity>

C# Sorted list without LINQ and SORT

My question is that is it possible to create a list that sorts the objects in it upon these object being placed in them?
After not getting anywhere, I made a new linked list. The only task is to make this list ordered by the string field of the objects it will containt while remaining foreachable.
I have the following code:
class LancoltLista<T> : IEnumerable
{
class ListaElem
{
public T tartalom;
public ListaElem kovetkezo;
}
ListaElem fej;
public void ElejereBeszuras(T elem)
{
ListaElem uj = new ListaElem();
uj.tartalom = elem;
uj.kovetkezo = fej;
fej = uj;
}
public void VegereBeszuras(T elem)
{
if (fej == null)
{
ElejereBeszuras(elem);
}
else
{
ListaElem e = fej;
while (e.kovetkezo != null)
{
e = e.kovetkezo;
}
ListaElem uj = new ListaElem();
uj.tartalom = elem;
e.kovetkezo = uj;
}
}
public IEnumerator GetEnumerator()
{
return new ListaBejaro(fej);
}
class ListaBejaro : IEnumerator<T>
{
ListaElem elso, jelenlegi;
public ListaBejaro(ListaElem elso)
{
this.elso = elso;
jelenlegi = null;
}
public bool MoveNext()
{
if (jelenlegi == null)
{
jelenlegi = elso;
}
else
{
jelenlegi = jelenlegi.kovetkezo;
}
return jelenlegi != null;
}
public void Reset()
{
jelenlegi = null;
}
object IEnumerator.Current
{
get { return this.jelenlegi.tartalom; }
}
public T Current
{
get { return this.jelenlegi.tartalom; }
}
public void Dispose()
{
elso = null;
jelenlegi = null;
}
}
}
The problem here is that I'm not able to compare p.kulcs and kulcs.
For real world applications you could use the built-in SortedList<T>.
For your homework, you will have to check every item that you get in your add method against the entire list and insert it into the correct place: between the last element that it's grater than or equal to, and the first element that it's smaller then.
Of course, if the list is empty, or if there is no element greater than the one you add, then you simply append the element to the last available location.
Since this is homework, I'll leave you to write the code yourself.

RaisePropertyChanged not updating UI

I'm having trouble getting my UI to update Two Listboxes' to update properly when my ViewModel changes.
First, the basic logic behind the page:
Movie is an object with a title, and a variety of MovieDetails. Some MovieDetail are different than others, as they are detailed which is a glorified way of saying they're more Important.
I use two ListBoxes to separate these MovieDetails into stacked ListBoxes, one for 'Detailed' and one for 'NotDetailed'
If a movie has no 'Detailed' attributes, the corresponding list is Hidden via a BooleanToVisibilityConverter (and vice-versa)
When I navigate to the page, I set the Movie the page corresponds to, and it should RaisePropertyChanged to alert the AllMoviesDetail ObservableCollection that it should re-get Movies.MovieDetailFetchedList.
From there, AllMoviesDetail would alert the two ObservableCollections (Detailed, NotDetailed) they should be re-get.
In fact, RaisePropertyChanged on NotDetailedMovieDetails or DetailedMovieDetails does not seem to do anything either. (And the corresponding HasNotDetailedMovieDetails, Has...)
What does work, however, is if I add more items into the list, the CollectionChanged event seems to fire and reactivate the list. I have also been able to do this by instantiating the ObservableCollections in code first var temp = DetailedMoviesDetail;
public class MoviesDetailViewModel : ViewModelBase
{
#region Property Names
public const string MoviePropertyString = "Movie";
public const string AllMoviesDetailPropertyString = "AllMoviesDetail";
public const string DetailedMoviesDetailPropertyString = "DetailedMoviesDetail";
public const string NotDetailedMoviesDetailPropertyString = "NotDetailedMoviesDetail";
public const string HasNotDetailedMoviesDetailPropertyString = "HasNotDetailedMoviesDetail";
public const string HasDetailedMoviesDetailPropertyString = "HasDetailedMoviesDetail";
public const string NotDetailedHeaderPropertyString = "NotDetailedHeader";
#endregion
public MoviesDetailViewModel()
{
if (IsInDesignMode)
{
Movie = DesignDataStore.MovieList[0];
Movie.Category = Category.DDA;
}
}
private Movie _Movie;
/// <summary>
/// The Movie for which to browse MoviesDetail. It is expected when setting this property, that MoviesDetail for it have been downloaded previously.
/// </summary>
/// <remarks>The 'Master' property for this ViewModel. All properties are Dependent on this and the underlying property MoviesDetailList</remarks>
/// <seealso cref="MovieDetailFetchedList"/>
public Movie Movie
{
get { return _Movie; }
set
{
if (_Movie != value)
{
if (_Movie != null)
_Movie.MovieDetailFetchedList.CollectionChanged -= MoviesDetailListChanged;
_Movie = value;
RaisePropertyChanged(MoviePropertyString);
RaisePropertyChanged(StatementPeriodAvailablePropertyString);
RaisePropertyChanged(NotDetailedMoviesDetailPropertyString);
Movie.MovieDetailFetchedList.CollectionChanged += MoviesDetailListChanged;
RaisePropertyChanged(AllMoviesDetailPropertyString);
RaisePropertyChanged(DetailedMoviesDetailPropertyString);
RaisePropertyChanged(NotDetailedHeaderPropertyString);
}
}
}
private void MoviesDetailListChanged(object sender, NotifyCollectionChangedEventArgs e)
{
if (e.Action == NotifyCollectionChangedAction.Add)
{
foreach (var item in e.NewItems)
{
if (((MovieDetail) item).IsDetailed())
DetailedMoviesDetail.Add(item as MovieDetail);
else
NotDetailedMoviesDetail.Add(item as MovieDetail);
}
}
else
{
RaisePropertyChanged(AllMoviesDetailPropertyString);
RaisePropertyChanged(DetailedMoviesDetailPropertyString);
RaisePropertyChanged(NotDetailedMoviesDetailPropertyString);
}
}
#endregion
private MovieDetailFetchedList _allMoviesDetail;
public MovieDetailFetchedList AllMoviesDetail
{
get
{
if (Movie == null)
return new MovieDetailFetchedList();
return _allMoviesDetail ?? (AllMoviesDetail = Movie.MovieDetailFetchedList);
}
set
{
if (_allMoviesDetail != value)
{
if (_allMoviesDetail != null)
_allMoviesDetail.CollectionChanged -= MoviesDetailListChanged;
_allMoviesDetail = value;
_allMoviesDetail.CollectionChanged += MoviesDetailListChanged;
RaisePropertyChanged(AllMoviesDetailPropertyString);
//force update
DetailedMoviesDetail = NotDetailedMoviesDetail = null;
RaisePropertyChanged(DetailedMoviesDetailPropertyString);
RaisePropertyChanged(HasDetailedMoviesDetailPropertyString);
RaisePropertyChanged(NotDetailedMoviesDetailPropertyString);
RaisePropertyChanged(HasNotDetailedMoviesDetailPropertyString);
}
}
}
public bool HasNotDetailedMoviesDetail { get { return NotDetailedMoviesDetail != null && NotDetailedMoviesDetail.Count > 0; } }
private ObservableCollection<MovieDetail> _notDetailedMoviesDetail;
public ObservableCollection<MovieDetail> NotDetailedMoviesDetail
{
get
{
if (Movie == null) return new ObservableCollection<MovieDetail>();
return AllMoviesDetail;
return _notDetailedMoviesDetail ?? //make sure RaisePropertyChanged happens by using property setter
(NotDetailedMoviesDetail = AllMoviesDetail.Where(mem => !mem.IsDetailed()).ToObservableCollection());
}
set
{
_notDetailedMoviesDetail = value;
RaisePropertyChanged(NotDetailedMoviesDetailPropertyString);
RaisePropertyChanged(HasNotDetailedMoviesDetailPropertyString);
}
}
public bool HasDetailedMoviesDetail
{ get { return DetailedMoviesDetail != null && DetailedMoviesDetail.Count > 0; } }
private ObservableCollection<MovieDetail> _DetailedMoviesDetail;
public ObservableCollection<MovieDetail> DetailedMoviesDetail
{
get
{
if (Movie == null) return new ObservableCollection<MovieDetail>();
return AllMoviesDetail;
return _DetailedMoviesDetail ?? //make sure RaisePropertyChanged happens by using property setter
(DetailedMoviesDetail = AllMoviesDetail.Where(mem => mem.IsDetailed()).ToObservableCollection());
}
set
{
_DetailedMoviesDetail = value;
RaisePropertyChanged(DetailedMoviesDetailPropertyString);
RaisePropertyChanged(HasDetailedMoviesDetailPropertyString);
}
}
private string _DetailedHeader;
public string DetailedHeader
{
get { return _DetailedHeader ?? (_DetailedHeader = AppResources.in_available); }
set { _DetailedHeader = value; }
}
public string NotDetailedHeader
{
get { return (Movie != null && Movie.Category == Category.DRAMA) ? AppResources.Movie_MoviesDetail : AppResources.not_in_available; }
}
}
All of your property getters (except AllMoviesDetail) have two return statements. Since only the first will be executed, the values are not being assigned and the PropertyChanged events are not being twiggered.

Filling up a TreeView control

I have a N-Ary non sorted in any way tree and each node can have 0-N children. Given the data structure below, how can I fill the tree view assuming you have an array of TermNodes and that array is the first level of the TreeView? I have not been able to come up with a recursive way to do this.
class TermNode
{
public string Name;
public string Definition;
public List<TermNode> Children
}
Here is a bit of code to get you started with the recursion. It's not tested (I can't right now), but you should get the idea:
public static void BuildTreeView(TreeNodeCollection Parent, List<TermNode> TermNodeList)
{
foreach (TermNode n in TermNodeList)
{
TreeNode CurrentNode = Parent.Add(n.Name);
// no need to recurse on empty list
if (n.List.Count > 0) BuildTreeView(CurrentNode.Nodes, n.List);
}
}
// initial call
List<TermNode> AllTermNodes = /* all your nodes at root level */;
BuildTreeView(treeView1.Nodes, AllTermNodes);
Just took out Generics for a spin.. Worked nicely. Worth a look at...
public interface INode<T>
{
List<T> Children { get; }
}
class TermNode:INode<TermNode>
{
public string Name;
public string Definition;
public List<TermNode> Children { get; set; }
public TermNode()
{
this.Children = new List<TermNode>();
}
}
public class TreeBuilder<T> where T : INode<T>
{
public Func<T, TreeNode> obCreateNodeFunc;
public void AddNode(TreeView obTreeView, T obNodeToAdd, TreeNode obParentNodeIfAny)
{
TreeNodeCollection obNodes;
if (obParentNodeIfAny == null)
{
obNodes = obTreeView.Nodes;
}
else
{
obNodes = obParentNodeIfAny.Nodes;
}
int iNewNodeIndex = obNodes.Add(obCreateNodeFunc(obNodeToAdd));
TreeNode obNewNode = obNodes[iNewNodeIndex];
foreach (T child in obNodeToAdd.Children)
{
AddNode(obTreeView, child, obNewNode);
}
}
}
// calling code - Some class
static TreeNode GetTreeNodeFor(TermNode t)
{
return new TreeNode(t.Name); // or any logic that returns corr TreeNode for T
}
void Main()...
{
TermNode[] arrNodesList;
// populate list with nodes
TreeBuilder<TermNode> tb = new TreeBuilder<TermNode>();
tb.obCreateNodeFunc = GetTreeNodeFor;
foreach (TermNode obNode in arrNodesList)
{
tb.AddNode(treeView, obNode, null);
}
}
Thanks All I was getting confused because I did not realize that for a given TreeNode tn, tn.Nodes.Add would return the added TreeNode
Once you know that the solution is straight forward like so
private void /*TreeNode*/ RecursiveAdd(OntologyNode on, TreeNode tn)
{
if (on.Children.Count == 0)
{
return;
}
foreach (OntologyNode child in on.Children)
{
TreeNode tCur = tn.Nodes.Add(child.Name);
tCur.Tag = child;//optional for some selected node events
RecursiveAdd(child, tCur);
}
}
and to start of the recursive call
foreach( OntologyNode on in Nodes )
{
if (on.IsTopLevelNode == true)// internal not pertinent to this code snippet
{
TreeNode tn = tvOntoBrowser.Nodes.Add(on.Name);
tn.Tag = on;
if (on.Children.Count > 0)
{
RecursiveAdd(on, tn);
}
}
}

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