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BehaviorService Class

Note: This class is new in the .NET Framework version 2.0.

Manages user interface in the designer. This class cannot be inherited.

Namespace: System.Windows.Forms.Design.Behavior
Assembly: System.Design (in system.design.dll)

public sealed class BehaviorService : IDisposable
public final class BehaviorService implements IDisposable
public final class BehaviorService implements IDisposable

When the BehaviorService is created, it adds a transparent window over the designer frame. The BehaviorService can then use this window to render user interface elements, called Glyph objects, as well as catch all mouse messages. In this way, the BehaviorService can control designer behavior.

The BehaviorService class supports a behavior stack, onto which Behavior objects can be pushed. When a message is intercepted through the transparent window, the BehaviorService can send the message to the Behavior at the top of the stack. This enables different user interface modes depending on the currently pushed Behavior. The BehaviorService is used to render all Glyph objects, such as selection borders, sizing handles, and smart tags. The BehaviorService also controls many design-time behaviors, such as using snaplines, dragging, and selecting.

For more information, see Behavior Service Overview.

The following code example demonstrates how to create your own Behavior based class that responds to user clicks.

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Windows.Forms;
using System.Text;
using System.Windows.Forms.Design;
using System.Windows.Forms.Design.Behavior;

namespace BehaviorServiceSample
{
    class Form1 : Form
    {
        private UserControl1 userControl;

        public Form1()
        {
            InitializeComponent();
        }

        private System.ComponentModel.IContainer components = null;

        protected override void Dispose(bool disposing)
        {
            if (disposing && (components != null))
            {
                components.Dispose();
            }
            base.Dispose(disposing);
        }

        private void InitializeComponent()
        {
            this.userControl = new BehaviorServiceSample.UserControl1();
            this.SuspendLayout();

            this.userControl.Location = new System.Drawing.Point(12, 13);
            this.userControl.Name = "userControl";
            this.userControl.Size = new System.Drawing.Size(143, 110);
            this.userControl.TabIndex = 0;
            
            this.ClientSize = new System.Drawing.Size(184, 153);
            this.Controls.Add(this.userControl);
            this.Name = "Form1";
            this.Text = "Form1";
            this.ResumeLayout(false);

        }

        [STAThread]
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.Run(new Form1());
        }
    }

    [Designer(typeof(MyDesigner))]
    public class UserControl1 : UserControl
    {
        private System.ComponentModel.IContainer components = null;

        public UserControl1()
        {
            InitializeComponent();
        }

        protected override void Dispose(bool disposing)
        {
            if (disposing && (components != null))
            {
                components.Dispose();
            }
            base.Dispose(disposing);
        }

        private void InitializeComponent()
        {
            this.Name = "UserControl1";
            this.Size = new System.Drawing.Size(170, 156);
        }
    }

    class MyDesigner : ControlDesigner
    {
        private Adorner myAdorner;

        protected override void Dispose(bool disposing)
        {
            if (disposing && myAdorner != null)
            {
                BehaviorService b = BehaviorService;
                if (b != null)
                {
                    b.Adorners.Remove(myAdorner);
                }
            }
        }

        public override void Initialize(IComponent component)
        {
            base.Initialize(component);

            // Add the custom set of glyphs using the BehaviorService. 
            // Glyphs live on adornders.
            myAdorner = new Adorner();
            BehaviorService.Adorners.Add(myAdorner);
            myAdorner.Glyphs.Add(new MyGlyph(BehaviorService, Control));
        }
    }

    class MyGlyph : Glyph
    {
        Control control;
        BehaviorService behaviorSvc;

        public MyGlyph(BehaviorService behaviorSvc, Control control) : 
            base(new MyBehavior())
        {
            this.behaviorSvc = behaviorSvc;
            this.control = control;
        }

        public override Rectangle Bounds
        {
            get
            {
                // Create a glyph that is 10x10 and sitting
                // in the middle of the control.  Glyph coordinates
                // are in adorner window coordinates, so we must map
                // using the behavior service.
                Point edge = behaviorSvc.ControlToAdornerWindow(control);
                Size size = control.Size;
                Point center = new Point(edge.X + (size.Width / 2), 
                    edge.Y + (size.Height / 2));

                Rectangle bounds = new Rectangle(
                    center.X - 5,
                    center.Y - 5,
                    10,
                    10);

                return bounds;
            }
        }

        public override Cursor GetHitTest(Point p)
        {
            // GetHitTest is called to see if the point is
            // within this glyph.  This gives us a chance to decide
            // what cursor to show.  Returning null from here means
            // the mouse pointer is not currently inside of the glyph.
            // Returning a valid cursor here indicates the pointer is
            // inside the glyph, and also enables our Behavior property
            // as the active behavior.
            if (Bounds.Contains(p))
            {
                return Cursors.Hand;
            }

            return null;
        }

        public override void Paint(PaintEventArgs pe)
        {
            // Draw our glyph. It is simply a blue ellipse.
            pe.Graphics.FillEllipse(Brushes.Blue, Bounds);
        }

        // By providing our own behavior we can do something interesting
        // when the user clicks or manipulates our glyph.
        class MyBehavior : Behavior
        {
            public override bool OnMouseUp(Glyph g, MouseButtons button)
            {
                MessageBox.Show("Hey, you clicked the mouse here");
                return true; // indicating we processed this event.
            }
        }
    }
}

System.Object
  System.Windows.Forms.Design.Behavior.BehaviorService

Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.

Windows 98, Windows 2000 SP4, Windows Millennium Edition, Windows Server 2003, Windows XP Media Center Edition, Windows XP Professional x64 Edition, Windows XP SP2, Windows XP Starter Edition

The .NET Framework does not support all versions of every platform. For a list of the supported versions, see System Requirements.

.NET Framework

Supported in: 2.0
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