我从用户直接在网格行中输入的网格单元格值中添加Rectangle
。当我修改特定列的值Thickness
,即Height
然后它会增加所选行矩形的Height
,但它不会在所选行矩形之后重新排列它下面的所有矩形。
在xaml.cs中
public class MyLayer : INotifyPropertyChanged
{
public string Thickness { get; set; }
public string OffsetRight { get; set; }
public string OffsetLeft { get; set; }
public string Material { get; set; }
public string MaterialPopup { get; set; }
public Rectangle rectangle { get; set; }
public GlassRectangle GlassRectangle { get; set; }
public MaterialLayer()
{
GlassRectangle = new GlassRectangle();
}
event PropertyChangedEventHandler INotifyPropertyChanged.PropertyChanged
{
add { }
remove { }
}
}
public class GlassRectangle
{
public Rectangle Rectangle { get; set; }
public double Top = 0;
public GlassRectangle()
{
Rectangle = new Rectangle();
}
}
private void gridInner_CellValueChanged(object sender, DevExpress.Xpf.Grid.CellValueChangedEventArgs e)
{
string cellValue = string.Empty;
MyLayer currentLayer = ((MyLayer)(e.Row));
if (e.Column.HeaderCaption.ToString() == "Thickness")
{
cellValue =(e.Value.ToString());
//there is alredy a rectangle - means this is edit mode
if (currentLayer.rectangle != null)
{
currentLayer.rectangle.Height = Convert.ToDouble(cellValue);
currentLayer.rectangle.Stroke = new SolidColorBrush(Color.FromRgb(0, 255, 0));
}
//else this is insert mode
else
{
currentLayer.rectangle = CreateRectangle(cellValue);
}
}
}
protected Rectangle CreateRectangle(string cellval)
{
Rectangle newrect = new Rectangle();
newrect.Stroke = Brushes.Red;
newrect.StrokeThickness = 1;
if (cellval.ToString().Contains("."))
{
newrect.Height = Convert.ToDouble(cellval) * 100;
}
else
{
newrect.Height = Convert.ToDouble(cellval);
}
newrect.Width = width;
Canvas.SetLeft(newrect, 100);
double canvasTop = 0.0;
if (canvasboard.Children.Count > 0)
{
var lastChildIndex = canvasboard.Children.Count - 1;
var lastChild = canvasboard.Children[lastChildIndex] as FrameworkElement;
if (lastChild != null)
//lastChild.Height-1: so that it come extactly on existing if set to +1 it comes below first rectangle
canvasTop = Canvas.GetTop(lastChild) + lastChild.Height - 1;
}
Canvas.SetTop(newrect, canvasTop);
val = val + 1;
newrect.Tag = val;
canvasboard.Children.Add(newrect);
//rectangle = rect;
foreach (UIElement ui in canvasboard.Children)
{
if (ui.GetType() == typeof(Rectangle))
{
itemstoremove.Add(ui);
}
}
return newrect;
}
新事件方法:
private void gridMaterialInner_CellValueChanged(object sender, DevExpress.Xpf.Grid.CellValueChangedEventArgs e)
{
string cellValue = string.Empty;
string cellOldValue = string.Empty;
MyLayer currentLayer = ((MyLayer)(e.Row));
if (e.Column.HeaderCaption.ToString() == "Thickness")
{
//current cell value
cellValue =(e.Value.ToString());// GetRowCellValue(e.RowHandle, gridMaterialInner.Columns["LastName"]).ToString();
//there is alredy a rectangle - means this is edit mode
double currentheight = 0.0;
double oldht = 0.0;
// old cell value
if (e.OldValue != null)
{
cellOldValue = (e.OldValue.ToString());
}
if (currentLayer.rectangle != null)
{
if (cellValue.ToString().Contains("."))
{
currentheight = Convert.ToDouble(cellValue) * 100;
}
else
{
currentheight = Convert.ToDouble(cellValue) * 100;
}
if (cellOldValue.ToString().Contains("."))
{
oldht = Convert.ToDouble(cellOldValue) * 100;
}
else if(cellOldValue!=string.Empty)
{
oldht = Convert.ToDouble(cellOldValue) * 100;
}
currentLayer.rectangle.Height = currentheight;
currentLayer.rectangle.Stroke = new SolidColorBrush(Color.FromRgb(0, 255, 0));
//Refresh();
//Get the index of selected row
int layerIndex = materialBindlist.IndexOf(currentLayer);
for(int i = layerIndex; i < materialBindlist.Count-1; i++)
{
//set the top position of all other rectangles that are below selected rectangle/row
//(Current-Old)+Top
Canvas.SetTop(materialBindlist[i + 1].rectangle, (currentheight - oldht) + materialBindlist[i + 1].GlassRectangle.Top);
//Canvas.SetTop(materialBindlist[i].rectangle, (currentheight - oldht) + materialBindlist[i + 1].GlassRectangle.Top);
}
}
//else this is insert mode
else
{
//MaterialLayer object
currentLayer.rectangle = CreateRectangle(cellValue);
//store Top & Rectangle object in GlassRectangle class which is referenced in MaterialLayer class
currentLayer.GlassRectangle.Rectangle = currentLayer.rectangle;
currentLayer.GlassRectangle.Top = canvasTop;
}
}
}
这个创建矩形一个接一个地像画布上的Stacked项目。但是,当我修改Thickness
列Height
Rectangle
的值时,它会在画布上反映,但下面的其他矩形必须出现在当前矩形的更改高度之后。 < / p>
注意:我无法在我的应用程序中使用WrapPanel。只是使用Canvas修改现有代码。
帮助感谢!
在CellChange事件中修改了循环:
int layerIndex = materialBindlist.IndexOf(currentLayer);
for(int i = layerIndex; i < materialBindlist.Count-1; i++)
{
//set the top position of all other rectangles that are below selected rectangle/row
//(Current-Old)+Top
double top=Convert.ToDouble((currentHeight - oldHeight) + materialBindlist[i + 1].GlassRectangle.Top);
Canvas.SetTop(materialBindlist[i + 1].rectangle,top);
materialBindlist[i + 1].GlassRectangle.Top = top;
}
答案 0 :(得分:3)
即使使用Canvas
,您仍可以查找所需的内容,但是您应该考虑使用ItemsControl
这样的内容。
强制使用Canvas
的解决方案:
private void Refresh() {
for (int i = 1; i < canvasboard.Children.Count; ++i) {
var currentElement = canvasboard.Children[i] as FrameworkElement;
var previousElement = canvasboard.Children[i - 1] as FrameworkElement;
if (currentElement == null || previousElement == null)
return;
var requiredTop = Canvas.GetTop(previousElement) + previousElement.Height - 1;
if (Math.Abs(Canvas.GetTop(currentElement) - requiredTop) > 0.0)
Canvas.SetTop(currentElement, requiredTop);
}
}
现在调用此函数“之后”更改Canvas
中现有元素的大小,它将相应地重新定位元素以适应新维度。在您的代码中,在“编辑”模式下设置新高度后,将从gridInner_CellValueChanged(...)
函数调用它。
您应该尝试做什么:
如果你能够说服你需要的任何人并使用像ItemsControl
这样的东西,这将会更加简单。
说一个粗略的例子:
xaml可能是:
<ItemsControl ItemsSource="{Binding Items}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<VirtualizingStackPanel Orientation="Vertical" />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
</ItemsControl>
代码中Items
被声明为public ObservableCollection<Rectangle> Items { get; set; }
。
现在您的Add()
功能可能只是:
private void Add() {
var rect = new Rectangle {
Stroke = Brushes.Red,
StrokeThickness = 1,
Height = Convert.ToDouble(txtheight.Text),
Width = 100
};
Items.Add(rect);
}
以及编辑现有控件时的更新,在这种情况下是自动的。没有硬编码定位,因为布局容器会为您处理所有混乱。
您可以将Items
集合类型切换为您自己的自定义控件类型MyLayer
,并通过它实现INPC,更改仍将继续自动进行。你现在必须定义一个DataTemplate
来渲染你的项目,但这就像是xaml中的3行工作。
您还需要在需要调整现有控件时直接使用Items
属性,而不必在代码隐藏中引用ItemsControl
。绑定应该自动处理视图的更新。
答案 1 :(得分:1)
在单元格更改事件中修改for循环:
int layerIndex = materialBindlist.IndexOf(currentLayer);
for(int i = layerIndex; i < materialBindlist.Count-1; i++)
{
//set the top position of all other rectangles that are below selected rectangle/row
//(Current-Old)+Top
double top=Convert.ToDouble((currentHeight - oldHeight) + materialBindlist[i + 1].GlassRectangle.Top);
Canvas.SetTop(materialBindlist[i + 1].rectangle,top);
materialBindlist[i + 1].GlassRectangle.Top = top;
}
它现在有效..!感谢所有人!