我有一些代码,通常会在表单中获取所有控件并将它们放在一个列表中.这是一些代码:
private List<Control> GetControlList(Form parentForm)
{
List<Control> controlList = new List<Control>();
AddControlsToList(parentForm.Controls, controlList);
return controlList;
}
private void AddControlsToList(Control.ControlCollection rootControls, List<Control> controlList)
{
foreach (Control c in rootControls)
{
controlList.Add(c);
if (c.HasChildren)
AddControlsToList(c.Controls, controlList);
//
}
}
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所以我只能使用c.HasChildren检查并查看是否还有来自此根控件的子控件.
menuStrip,toolStrip和statusStrip怎么样?如何获得这些控件中的所有控件?例如:MenuStripItem
我知道我可以尝试测试c.GetType()== typeof(MenuStrip),但我希望不必进行特定的类型测试.
如果我需要提供更多信息,请询问.
谢谢一堆
我相信VS设计师通过获取控件设计器的实例(参见Designer
属性)来实现它,如果设计者是a ComponentDesigner
,则获取AssociatedComponents
属性.
编辑:
好吧,我猜这有点模糊.但是有一个警告:接下来的内容有点复杂,可能不值得付出努力.
关于命名法的注释:
下面,我将指代Visual Studio中的设计器 - 这是用于引用Visual Studio中的功能的名称,通过它可以直观地编辑表单和控件的布局和内容,以及设计器类 - 这将在下面解释.为了防止在任何给定时间引起混淆,我将始终将Visual Studio中的设计器功能称为"设计器",并且我将始终将设计器类称为"IDesigner",这是接口每个都必须实现.
当Visual Studio设计器加载一个组件(通常是一个控件,还有类似的东西Timer
)时,它会在类的类上查找自定义属性DesignerAttribute
.(那些不熟悉属性的人可能希望在继续之前阅读它们.)
此属性(如果存在)提供类的名称 - 一个IDesigner - 设计人员可以使用该名称与组件进行交互.实际上,此类控制设计器的某些方面以及组件的设计时行为.你可以用IDesigner做很多事情,但是现在我们只对一件事情感兴趣.
使用自定义的IDesigner使用一个从派生大多数控件ControlDesigner
,它本身派生ComponentDesigner
.该ComponentDesigner
班有一个叫做公共虚拟财产AssociatedComponents
,这是指在派生类中重写,以引用的集合返回这一个所有的"孩子"的组件.
更具体地说,ToolStrip
控件(以及继承,MenuStrip
控件)有一个DesignerAttribute
引用一个名为的类ToolStripDesigner
.看起来有点像:
/*
* note that in C#, I can refer to the "DesignerAttribute" class within the [ brackets ]
* by simply "Designer". The compiler adds the "Attribute" to the end for us (assuming
* there's no attribute class named simply "Designer").
*/
[Designer("System.Windows.Forms.Design.ToolStripDesigner, System.Design, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a"), ...(other attributes)]
public class ToolStrip : ScrollableControl, IArrangedElement, ...(other interfaces){
...
}
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这ToolStripDesigner
堂课不公开.它是System.Design.dll的内部.但是由于它是由完全限定名称指定的,因此VS设计者Activator.CreateInstance
无论如何都可以使用它来创建它的实例.
这个ToolStripDesigner
类,因为它从[间接]继承ComponentDesigner
了一个AssociatedComponents
属性.当你调用它时,你得到一个新的ArrayList
,包含对已经添加到的所有项目的引用ToolStrip
.
那么你的代码看起来要做同样的事情是什么?相当复杂,但我想我有一个有效的例子:
/*
* Some controls will require that we set their "Site" property before
* we associate a IDesigner with them. This "site" is used by the
* IDesigner to get services from the designer. Because we're not
* implementing a real designer, we'll create a dummy site that
* provides bare minimum services and which relies on the framework
* for as much of its functionality as possible.
*/
class DummySite : ISite, IDisposable{
DesignSurface designSurface;
IComponent component;
string name;
public IComponent Component {get{return component;}}
public IContainer Container {get{return designSurface.ComponentContainer;}}
public bool DesignMode{get{return false;}}
public string Name {get{return name;}set{name = value;}}
public DummySite(IComponent component){
this.component = component;
designSurface = new DesignSurface();
}
~DummySite(){Dispose(false);}
protected virtual void Dispose(bool isDisposing){
if(isDisposing)
designSurface.Dispose();
}
public void Dispose(){
Dispose(true);
GC.SuppressFinalize(this);
}
public object GetService(Type serviceType){return designSurface.GetService(serviceType);}
}
static void GetComponents(IComponent component, int level, Action<IComponent, int> action){
action(component, level);
bool visible, enabled;
Control control = component as Control;
if(control != null){
/*
* Attaching the IDesigner sets the Visible and Enabled properties to true.
* This is useful when you're designing your form in Visual Studio, but at
* runtime, we'd rather the controls maintain their state, so we'll save the
* values of these properties and restore them after we detach the IDesigner.
*/
visible = control.Visible;
enabled = control.Enabled;
foreach(Control child in control.Controls)
GetComponents(child, level + 1, action);
}else visible = enabled = false;
/*
* The TypeDescriptor class has a handy static method that gets
* the DesignerAttribute of the type of the component we pass it
* and creates an instance of the IDesigner class for us. This
* saves us a lot of trouble.
*/
ComponentDesigner des = TypeDescriptor.CreateDesigner(component, typeof(IDesigner)) as ComponentDesigner;
if(des != null)
try{
DummySite site;
if(component.Site == null)
component.Site = site = new DummySite(component);
else site = null;
try{
des.Initialize(component);
foreach(IComponent child in des.AssociatedComponents)
GetComponents(child, level + 1, action);
}finally{
if(site != null){
component.Site = null;
site.Dispose();
}
}
}finally{des.Dispose();}
if(control != null){
control.Visible = visible;
control.Enabled = enabled;
}
}
/* We'll use this in the ListComponents call */
[DllImport("user32.dll", CharSet=CharSet.Auto)]
static extern int SendMessage(IntPtr hWnd, int msg, int wParam, int lParam);
const int WM_SETREDRAW = 11;
void ListComponents(){
/*
* Invisible controls and disabled controls will be temporarily shown and enabled
* during the GetComponents call (see the comment within that call), so to keep
* them from showing up and then disappearing again (or appearing to temporarily
* change enabled state), we'll disable redrawing of our window and re-enable it
* afterwards.
*/
SendMessage(Handle, WM_SETREDRAW, 0, 0);
GetComponents(this, 0,
/* You'll want to do something more useful here */
(component, level)=>System.Diagnostics.Debug.WriteLine(new string('\t', level) + component));
SendMessage(Handle, WM_SETREDRAW, 1, 0);
}
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