When TextBox TextChanged event is fired? - c#

My question is :
As we know ViewState is not responsible for storing and restoring TextBox,CheckBox and such controls Values. This is done by LoadPostData() method to controls that implement IPostBackDataHandler interface.
And we also know after Load stage,RaisePostBackEvent stage occurs and raise corresponding events such Button Click or if Text changed in a TextBox, its TextChanged event will be fired.
So how does system track the text changed if ViewState is not responsible for that and which mechanism actually fires TextBox TextChanged event ?
I am actually confused at this point.
Thanks in advance.

I think it is working in this way :
TextBox control implements IPostBackDataHandler instead of IPostBackEventHandler because it's fired by its text state. So if any changes happened in postedValue which is determined
if (presentValue == null || !presentValue.Equals(postedValue)) {
Text = postedValue;
return true;
}
portion then it returns true and keep executing so finally TextChanged fired. Pff confusing but looks easy tho.
using System;
using System.Web;
using System.Web.UI;
using System.Collections;
using System.Collections.Specialized;
namespace CustomWebFormsControls {
[System.Security.Permissions.PermissionSet(System.Security.Permissions.SecurityAction.Demand, Name="FullTrust")]
public class MyTextBox: Control, IPostBackDataHandler {
public String Text {
get {
return (String) ViewState["Text"];
}
set {
ViewState["Text"] = value;
}
}
public event EventHandler TextChanged;
public virtual bool LoadPostData(string postDataKey,
NameValueCollection postCollection) {
String presentValue = Text;
String postedValue = postCollection[postDataKey];
if (presentValue == null || !presentValue.Equals(postedValue)) {
Text = postedValue;
return true;
}
return false;
}
public virtual void RaisePostDataChangedEvent() {
OnTextChanged(EventArgs.Empty);
}
protected virtual void OnTextChanged(EventArgs e) {
if (TextChanged != null)
TextChanged(this,e);
}
protected override void Render(HtmlTextWriter output) {
output.Write("<INPUT type= text name = "+this.UniqueID
+ " value = " + this.Text + " >");
}
}
}

Related

Adding Checkbox to comboBox not visible in dropdown

I am adding a checkbox to a comboBox in a windowsform. The checkbox add and I can select them as Items but I can see the text of the box to tick. In the combobox drop down the items are list empty and clicking on them specific the correct details when incepting the selected item.
How do I make them visable to see the box and name?
You need to create your own user control. First step is to create subclass the System.Windows.Forms.ComboBox class:
using System;
using System.Windows.Forms;
namespace WindowsFormsApp1
{
public partial class CheckComboBox : ComboBox
{
public CheckComboBox()
{
this.DrawMode = DrawMode.OwnerDrawFixed;
}
}
}
You should set the DrawMode property to tell the ComboBox that we intend to render the drop-down list items ourselves. The next step was to define a class to contain our drop-down list item data and maintain the state. This is a simple class:
namespace WindowsFormsApp1
{
public class CheckComboBoxItem
{
public CheckComboBoxItem(string text, bool initialCheckState)
{
_checkState = initialCheckState;
_text = text;
}
private bool _checkState = false;
public bool CheckState
{
get { return _checkState; }
set { _checkState = value; }
}
private string _text = "";
public string Text
{
get { return _text; }
set { _text = value; }
}
public override string ToString()
{
return "Select Options";
}
}
}
After that go back to your CheckComboBox.cs and add delegates DrawItem and SelectedIndexChanged event.
using System;
using System.Drawing;
using System.Windows.Forms;
using System.Windows.Forms.VisualStyles;
namespace WindowsFormsApp1
{
public partial class CheckComboBox : ComboBox
{
public event EventHandler CheckStateChanged;
public CheckComboBox()
{
this.DrawMode = DrawMode.OwnerDrawFixed;
this.DrawItem += new DrawItemEventHandler(CheckComboBox_DrawItem);
this.SelectedIndexChanged += new EventHandler(CheckComboBox_SelectedIndexChanged);
}
void CheckComboBox_DrawItem(object sender, DrawItemEventArgs e)
{
if (e.Index == -1)
{
return;
}
if (!(Items[e.Index] is CheckComboBoxItem))
{
e.Graphics.DrawString(
Items[e.Index].ToString(),
this.Font,
Brushes.Black,
new Point(e.Bounds.X, e.Bounds.Y));
return;
}
CheckComboBoxItem box = (CheckComboBoxItem)Items[e.Index];
CheckBoxRenderer.RenderMatchingApplicationState = true;
CheckBoxRenderer.DrawCheckBox(
e.Graphics,
new Point(e.Bounds.X, e.Bounds.Y),
e.Bounds,
box.Text,
this.Font,
(e.State & DrawItemState.Focus) == 0,
box.CheckState ? CheckBoxState.CheckedNormal :
CheckBoxState.UncheckedNormal);
}
void CheckComboBox_SelectedIndexChanged(object sender, EventArgs e)
{
CheckComboBoxItem item = (CheckComboBoxItem)SelectedItem;
item.CheckState = !item.CheckState;
CheckStateChanged?.Invoke(item, e);
}
}
}
In DrawItems delegate, the first thing we do is to verify that the item we are rendering was added as a CheckComboBoxItem. If it is not, we render it as a simple string. Otherwise, we get the appropriate CheckComboBoxItem from the Items collection (using the DrawItemEventArgs.Index property). Then we call the CheckBoxRenderer.DrawCheckBox() method, passing in the Graphics object, into which we want to render the CheckBox, and the location, size, text, font, focus and check states.
The second one allows us to toggle the check box in the drop-downs, but doesn't allow the user of this control to know that anything has happened. So we also add a public event to notify the control's users of a change to the check state of an item in the drop-down list:
public event EventHandler CheckStateChanged;
Finally, if you want to use this control, in the default Form1 of your application type this code:
using System;
using System.Windows.Forms;
namespace WindowsFormsApp1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
checkComboBox1.Items.Add(new CheckComboBoxItem("One", true));
checkComboBox1.Items.Add(new CheckComboBoxItem("Two", true));
checkComboBox1.Items.Add(new CheckComboBoxItem("Three", true));
this.checkComboBox1.CheckStateChanged += new EventHandler(this.checkComboBox1_CheckStateChanged);
}
private void checkComboBox1_CheckStateChanged(object sender, EventArgs e)
{
if (sender is CheckComboBoxItem)
{
CheckComboBoxItem item = (CheckComboBoxItem)sender;
}
}
}
}
You have so many links that can be useful to you. You do not put any code so we don't know what exactly you need...
https://www.codeproject.com/Articles/31105/A-ComboBox-with-a-CheckedListBox-as-a-Dropdown
https://www.codeproject.com/Articles/21085/CheckBox-ComboBox-Extending-the-ComboBox-Class-and
https://www.codeproject.com/Articles/18929/An-OwnerDraw-ComboBox-with-CheckBoxes-in-the-Drop
Thank you #Rob and #Mamun for correcting me.

NumericUpDown differentiate up and down

I have a WinForm with some numreicUpDown Controls, i want to know if the value has been incremented or decremented. the control fires the event value changed for both situations, and as far as i can understand the programm calls the methods UpButton and DownButton. Is there any other way to know how the value has been changed or do i have to do this with this methods(like firing eventor implementig my code in Up-Down-Button)
There is no standart way to do this.
I sugest to remember the old value and compare it with new one
decimal oldValue;
private void ValueChanged(object sender, EventArgs e)
{
if (numericUpDown.Value > oldValue)
{
}
else
{
}
oldValue = numericUpDown.Value;
}
Create your own control that overrides those UpButton and DownButton methods:
using System.Windows.Forms;
public class EnhancedNUD : NumericUpDown
{
public event EventHandler BeforeUpButtoning;
public event EventHandler BeforeDownButtoning;
public event EventHandler AfterUpButtoning;
public event EventHandler AfterDownButtoning;
public override void UpButton()
{
if (BeforeUpButtoning != null) BeforeUpButtoning.Invoke(this, new EventArgs());
//Do what you want here...
//Or comment out the line below and do your own thing
base.UpButton();
if (AfterUpButtoning != null) AfterUpButtoning.Invoke(this, new EventArgs());
}
public override void DownButton()
{
if (BeforeDownButtoning != null) BeforeDownButtoning.Invoke(this, new EventArgs());
//Do what you want here...
//Or comment out the line below and do your own thing
base.DownButton();
if (AfterDownButtoning != null) AfterDownButtoning.Invoke(this, new EventArgs());
}
}
Then when you implement the control on your form, you can hook up some of the events to let you know which button was clicked or key (up/down) hit.

LinkButton passing multivalue possible clean solutions

I once asked for a way to let a linkbutton pass more than one value in the commandArgument and then I reached the approach where I pass a string of multiple values separated by any character and split it into it's original parts...that didn't work out I don't know what was wrong with the splitting!
Now I tried the only solution I got, which is created a user control of the LinkButton and add properties to accept any values nedeed!...could you please tell me what's wrong with my 2 approaches and which is better ?
The first question can be found here : link text
and this is the code for the user control approach >>
MultivaluedLinkButton.ascx :
<asp:LinkButton ID="LnkBtnSort" runat="server" Text="Sort" OnClick="LnkBtnSort_Clicked"/>
MultivaluedLinkButton.ascx.cs :
public partial class MultivaluedLinkButton : System.Web.UI.UserControl
{
public event EventHandler Click;
private int _sortingType;
private string _sortingFactor;
private string _text;
public int SortingType
{
set { _sortingType = value; }
get { return _sortingType; }
}
public string SortingFactor
{
set { _sortingFactor = value; }
get { return _sortingFactor.ToString(); }
}
//public string Text
//{
// set { _text = value; }
// get { return _text.ToString(); }
//}
protected void LnkBtnSort_Clicked(object sender, EventArgs e)
{
if( Click != null )
{
this.Click(this, EventArgs.Empty);
}
}
}
Finally, Here's the implementation of my control inside an aspx page:
protected void MultivaluedLinkButton1_Clicked(object sender, EventArgs e)
{
MultivaluedLinkButton ctrl = (MultivaluedLinkButton)sender;
using (SqlConnection cn1 = new SqlConnection(ConfigurationManager.ConnectionStrings["testConnectionString"].ConnectionString))
{
using (SqlCommand cm1 = new SqlCommand(commandString2, cn1))
{
cm1.Parameters.Add("#arrange_by_id", System.Data.SqlDbType.Int);
cm1.Parameters["#arrange_by_id"].Value = ctrl.SortingType;
cn1.Open();
using (SqlDataReader dr1 = cm1.ExecuteReader())
{
SortBy_rpt.DataSource = dr1;
SortBy_rpt.DataBind();
}
}
}
}
The item template of the repeater in the implementation page :
<ItemTemplate>
<uc1:MultivaluedLinkButton ID="MultivaluedLinkButton1" runat="server" OnClick="MultivaluedLinkButton1_Clicked" SortingType='<%#Eval("arrange_by_id")%>' />
</ItemTemplate>
The problem i see is, you have an eventHandler in your usercontrol which you never really use.
Not 100% sure but, on the Page_Load of your parent page, you need to add MultivaluedLinkButton1_Clicked event to your handler.
MultivaluedLinkButton1.EventHandler_Click = new EventHandler(this.MultivaluedLinkButton1_Clicked);
MultivaluedLinkButton1.LnkBtnSort.Click = MultivaluedLinkButton1.EventHandler_Click;
Basically you are telling that when a user clicks on your linkbutton, MultivaluedLinkButton1_Clicked() on the parent page should be called.
You can remove OnClick="MultivaluedLinkButton1_Clicked" from your UserControl properties on your parent page.

Creating Events for change in some property value which is user defined

I am creating a custom control and i want to add some properties in it.
On few of the properties i want to create some events.
Say
if i have a property
public int Date {get; set;}
now if its value is changing i want to trigger a change event. SO how can i add event on this
Use a "normal" property rather than an automatic property, and raise the change event in the setter:
private int _date;
public int Date
{
get { return _date; }
set
{
if (value != _date)
{
_date = value;
// raise change event here
}
}
}
To raise the change event, if this is a standard INotifyPropertyChanged.PropertyChanged event:
PropertyChangedEventHandler handler = PropertyChanged;
if (handler != null)
{
handler(this, new PropertyChangedEventArgs("Date");
}
It's recommended practice to isolate this into an OnPropertyChanged method.
If you're raising a custom DateChanged event, the logic will be similar but with different names and event args.
The typical pattern to do this would be like so:
// declare the event
public event EventHandler DateChanged;
// declare backing field for the property
private int _date;
public int Date
{
get { return _date; }
set
{
// bool indicating whether the new value is indeed
// different from the old one
bool raiseEvent = _date != value;
// assign the value to the backing field
_date = value;
// raise the event if the value has changed
if (raiseEvent)
{
OnDateChanged(EventArgs.Empty);
}
}
}
protected virtual void OnDateChanged(EventArgs e)
{
EventHandler temp = this.DateChanged;
// make sure that there is an event handler attached
if (temp != null)
{
temp(this, e);
}
}
This example shows the implementation of an PropertyChanged event. For a PropertyChanging event, it's the same thing, but you raise the event before assigning the value in the property set accessor.
Well, you will need to define your event first of all, and a method to raise it.
Then you will need to switch away from an auto implemented property
private int _date;
public int Date
{
get {return _date;}
set
{
if(!_date.Equals(value))
//Raise event here
_date = value;
}
}
If you need some help with the events part, here is a tutorial that I wrote to give you the detail.
Also you can implement INotifyPropertyChanged interface and just raise an event in you property setter, here is full code sample that you can use and play with:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.ComponentModel;
namespace ConsoleApplication1
{
class Foo : INotifyPropertyChanged
{
private object myProperty;
public event PropertyChangedEventHandler PropertyChanged;
protected virtual void OnPropertyChanged(object sender, PropertyChangedEventArgs e)
{
if (PropertyChanged != null)
{
PropertyChanged(sender, e);
}
}
public object MyProperty
{
get { return this.myProperty;}
set
{
if (this.myProperty != value)
{
this.myProperty = value;
this.OnPropertyChanged(this, new PropertyChangedEventArgs("MyPropery"));
}
}
}
}
class Program
{
static void Main(string[] args)
{
Foo foo = new Foo();
foo.PropertyChanged += new PropertyChangedEventHandler(foo_PropertyChanged);
foo.MyProperty = "test";
}
static void foo_PropertyChanged(object sender, PropertyChangedEventArgs e)
{
Console.WriteLine("raised");
}
}
}

Differentiating between events raised by user interaction and my own code

The SelectedIndexChanged event gets fired in my application from a combo box when:
the user chooses a different
item in the combo box, or when:
my own code updates the combo
box's SelectedItem to reflect that
the combo box is now displaying
properties for a different object.
I am interested in the SelectedIndexChanged event for case 1, so that I can update the current object's properties. But in case 2, I do not want the event to fire, because the object's properties have not changed.
An example may help. Let's consider that I have a list box containing a list of people and I have a combo box representing the nationality of the currently selected person in the list. Case 1 could happen if Fred is currently selected in the list, and I use the combo box to change his nationality from English to Welsh. Case 2 could happen if I then select Bob, who is Scottish, in the list. Here, my list update event-handler code sees that Bob is now selected, and updates the combo box so that Scottish is now the selected item. This causes the combo box's SelectedIndexChanged event to be fired to set Bob's nationality to Scottish, even though it already is Scottish.
How can I update my combo box's SelectedItem property without causing the SelectedIndexChanged event to fire? One way would be to unregister the event handler, set SelectedItem, then re-register the event handler, but this seems tedious and error prone. There must be a better way.
I created a class I called SuspendLatch. Offers on a better name are welcome, but it does what you need and you would use it like this:
void Method()
{
using (suspendLatch.GetToken())
{
// Update selected index etc
}
}
void listbox1_SelectedIndexChanged(object sender, EventArgs e)
{
if (suspendLatch.HasOutstandingTokens)
{
return;
}
// Do some work
}
It's not pretty, but it does work, and unlike unregistering events or boolean flags, it supports nested operations a bit like TransactionScope. You keep taking tokens from the latch and it's only when the last token is disposed that the HasOutstandingTokens returns false. Nice and safe. Not threadsafe, though...
Here's the code for SuspendLatch:
public class SuspendLatch
{
private IDictionary<Guid, SuspendLatchToken> tokens = new Dictionary<Guid, SuspendLatchToken>();
public SuspendLatchToken GetToken()
{
SuspendLatchToken token = new SuspendLatchToken(this);
tokens.Add(token.Key, token);
return token;
}
public bool HasOutstandingTokens
{
get { return tokens.Count > 0; }
}
public void CancelToken(SuspendLatchToken token)
{
tokens.Remove(token.Key);
}
public class SuspendLatchToken : IDisposable
{
private bool disposed = false;
private Guid key = Guid.NewGuid();
private SuspendLatch parent;
internal SuspendLatchToken(SuspendLatch parent)
{
this.parent = parent;
}
public Guid Key
{
get { return this.key; }
}
public override bool Equals(object obj)
{
SuspendLatchToken other = obj as SuspendLatchToken;
if (other != null)
{
return Key.Equals(other.Key);
}
else
{
return false;
}
}
public override int GetHashCode()
{
return Key.GetHashCode();
}
public override string ToString()
{
return Key.ToString();
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
// Dispose managed resources.
parent.CancelToken(this);
}
// There are no unmanaged resources to release, but
// if we add them, they need to be released here.
}
disposed = true;
// If it is available, make the call to the
// base class's Dispose(Boolean) method
//base.Dispose(disposing);
}
}
}
I think the best way would be to use a flag variable:
bool updatingCheckbox = false;
void updateCheckBox()
{
updatingCheckBox = true;
checkbox.Checked = true;
updatingCheckBox = false;
}
void checkbox_CheckedChanged( object sender, EventArgs e )
{
if (!updatingCheckBox)
PerformActions()
}
[Edit: Posting only the code is not really clear]
In this case, the event handler wouldn't perform its normal operations when the checkbox is changed through updateCheckBox().
I have always used a boolean flag variable to protect against unwanted event handlers. The TaskVision sample application taught me how to do this.
Your event handler code for all of your events will look like this:
private bool lockEvents;
protected void MyEventHandler(object sender, EventArgs e)
{
if (this.lockEvents)
{
return;
}
this.lockEvents = true;
//Handle your event...
this.lockEvents = false;
}
I let the event fire. But, I set a flag before changing the index and flip it back after. In the event handler, I check if the flag is set and exit the handler if it is.
I think your focus should be on the object and not on the event that's occuring.
Say for example you have the event
void combobox_Changed( object sender, EventArgs e )
{
PerformActions()
}
and PerformActions did something to the effect of
void PerformActions()
{
(listBox.SelectedItem as IPerson).Nationality =
(comboBox.SelectedItem as INationality)
}
then inside the Person you would expect to see something to the effect of
class Person: IPerson
{
INationality Nationality
{
get { return m_nationality; }
set
{
if (m_nationality <> value)
{
m_nationality = value;
this.IsDirty = true;
}
}
}
}
the point here is that you let the object keep track of what is happening to itself, not the UI. This also lets you keep track of dirty flag tracking on your objects, which could be useful for persistence later on.
This also keeps your UI clean and keeps it from getting odd event registration code that will most likely be error prone.
I have finally found a solution to avoid the uncessary event from being fired too many time.
I use a counter and I only hook/unhook the events I want to mask once when it is not needed, and when it is needed again.
The example below shows how I hide the CellValueChanged event of a datagrid.
EventMask valueChangedEventMask;
// In the class constructor
valueChangedEventMask = new EventMask(
() => { dgv.CellValueChanged += new DataGridViewCellEventHandler(dgv_CellValueChanged); },
() => { dgv.CellValueChanged -= new DataGridViewCellEventHandler(dgv_CellValueChanged); }
);
// Use push to hide the event and pop to make it available again. The operation can be nested or be used in the event itself.
void changeCellOperation()
{
valueChangedEventMask.Push();
...
cell.Value = myNewCellValue
...
valueChangedEventMask.Pop();
}
// The class
public class EventMask
{
Action hook;
Action unHook;
int count = 0;
public EventMask(Action hook, Action unHook)
{
this.hook = hook;
this.unHook = unHook;
}
public void Push()
{
count++;
if (count == 1)
unHook();
}
public void Pop()
{
count--;
if (count == 0)
hook();
}
}

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