BehaviorService Class

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

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

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

public ref class BehaviorService sealed : IDisposable

The BehaviorService type exposes the following members.

  NameDescription
Public propertyAdornersGets the BehaviorServiceAdornerCollection.
Public propertyAdornerWindowGraphicsGets the Graphics for the adorner window.
Public propertyCurrentBehaviorGets the Behavior at the top of the behavior stack without removing it.
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  NameDescription
Public methodAdornerWindowPointToScreenTranslates a Point in the adorner window to screen coordinates.
Public methodAdornerWindowToScreenGets the location of the adorner window in screen coordinates.
Public methodControlRectInAdornerWindowReturns the bounding Rectangle of a Control.
Public methodControlToAdornerWindowReturns the location of a Control translated to adorner window coordinates.
Public methodDisposeReleases all resources used by the BehaviorService.
Public methodEquals(Object)Determines whether the specified object is equal to the current object. (Inherited from Object.)
Public methodGetHashCodeServes as the default hash function. (Inherited from Object.)
Public methodGetNextBehaviorReturns the Behavior immediately after the given Behavior in the behavior stack.
Public methodGetTypeGets the Type of the current instance. (Inherited from Object.)
Public methodInvalidate()Invalidates the adorner window of the BehaviorService.
Public methodInvalidate(Rectangle)Invalidates, within the adorner window, the specified area of the BehaviorService.
Public methodInvalidate(Region)Invalidates, within the adorner window, the specified area of the BehaviorService.
Public methodMapAdornerWindowPointConverts a point in a handle's coordinate system to the adorner window coordinates.
Public methodPopBehaviorRemoves and returns the Behavior at the top of the stack.
Public methodPushBehaviorPushes a Behavior onto the behavior stack.
Public methodPushCaptureBehaviorPushes a Behavior onto the behavior stack and assigns mouse capture to the behavior.
Public methodScreenToAdornerWindowTranslates a point in screen coordinates into the adorner window coordinates of the BehaviorService.
Public methodSyncSelectionSynchronizes all selection glyphs.
Public methodToStringReturns a string that represents the current object. (Inherited from Object.)
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  NameDescription
Public eventBeginDragOccurs when the BehaviorService starts a drag-and-drop operation.
Public eventEndDragOccurs when the BehaviorService completes a drag operation.
Public eventSynchronizeOccurs when the current selection should be refreshed.
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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.dll>
#using <System.Data.dll>
#using <System.Drawing.dll>
#using <System.Windows.Forms.dll>
#using <System.Design.dll>

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

namespace BehaviorServiceSample
{

    public ref class UserControl1 : public UserControl
    {
    private:
        System::ComponentModel::IContainer^ components;

    public:
        UserControl1()
        {
            InitializeComponent();
        }

    protected:
        ~UserControl1()
        {
            if (components != nullptr)
            {
                delete components;
            }
        }

    private:
        void InitializeComponent()
        {
            this->Name = "UserControl1";
            this->Size = System::Drawing::Size(170, 156);
        }
    };

    public ref class Form1 : public Form
    {
    private:
        UserControl1^ userControl;

    public:
        Form1()
        {
            InitializeComponent();
        }

    private:
        System::ComponentModel::IContainer^ components;

    protected:
        ~Form1()
        {
            if (components != nullptr)
            {
                delete components;
            }
        }

    private:
        void InitializeComponent()
        {
            this->userControl = gcnew UserControl1();
            this->SuspendLayout();

            this->userControl->Location = System::Drawing::Point(12,13);
            this->userControl->Name = "userControl";
            this->userControl->Size = System::Drawing::Size(143,110);
            this->userControl->TabIndex = 0;

            this->AutoScaleBaseSize = System::Drawing::Size(5, 13);
            this->ClientSize = System::Drawing::Size(184, 153);
            this->Controls->Add(this->userControl);
            this->Name = "Form1";
            this->Text = "Form1";
            this->ResumeLayout(false);
        }
    };


    // By providing our own behavior we can do something 
    // interesting when the user clicks or manipulates our glyph. 
    public   ref class DemoBehavior : public Behavior
    {
    public:
        bool OnMouseUp(Glyph^ g, MouseButtons^ button)
        {
            MessageBox::Show("Hey, you clicked the mouse here");

            // indicating we processed this event. 
            return true;
        }
    };

    public ref class DemoGlyph : public Glyph
    {
        Control^ control;
        BehaviorService^ behavior;

    public:
        DemoGlyph(BehaviorService^ behavior, Control^ control):
          Glyph(gcnew BehaviorServiceSample::DemoBehavior)
          {
              this->behavior = behavior;
              this->control = control;
          }

    public:
        virtual property Rectangle Bounds
        {
            Rectangle get() override
            {
                // 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 = behavior->ControlToAdornerWindow(control);
                Size size = control->Size;
                Point center = Point(edge.X + (size.Width / 2),
                    edge.Y + (size.Height / 2));

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

                return bounds;
            }
        }

    public:
        virtual Cursor^ GetHitTest(Point p) override
        {
            // 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 nullptr;
        }

    public:
        virtual void Paint(PaintEventArgs^ pe) override
        {
            // Draw our glyph.  Our's is simple:  a blue ellipse.
            pe->Graphics->FillEllipse(Brushes::Blue, Bounds);
        }
    };


    public ref class DemoDesigner : public ControlDesigner
    {
    private:
        Adorner^ demoAdorner;

    protected:
        ~DemoDesigner()
        {
            if (demoAdorner != nullptr)
            {
                System::Windows::Forms::Design::Behavior::BehaviorService^ b = 
                    this->BehaviorService;
                if (b != nullptr)
                {
                    b->Adorners->Remove(demoAdorner);
                }
            }
        }

    public:
        virtual void Initialize(IComponent^ component) override
        {
            __super::Initialize(component);

            // Get a hold of the behavior service and add our own set 
            // of glyphs.  Glyphs live on adorners.
            demoAdorner = gcnew Adorner();
            BehaviorService->Adorners->Add(demoAdorner);
            demoAdorner->Glyphs->Add 
                (gcnew DemoGlyph(BehaviorService, Control));
        }
    };
}

[STAThread]
int main()
{
    Application::EnableVisualStyles();
    Application::Run(gcnew BehaviorServiceSample::Form1());
}

.NET Framework

Supported in: 4.5.2, 4.5.1, 4.5, 4, 3.5, 3.0, 2.0

Windows 8.1, Windows Server 2012 R2, Windows 8, Windows Server 2012, Windows 7, Windows Vista SP2, Windows Server 2008 (Server Core Role not supported), Windows Server 2008 R2 (Server Core Role supported with SP1 or later; Itanium not supported)

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

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