BehaviorService Class

 
System_CAPS_noteNote

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

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

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

public ref class BehaviorService sealed : IDisposable

NameDescription
System_CAPS_pubpropertyAdorners
System_CAPS_pubpropertyAdornerWindowGraphics

Gets the Graphics for the adorner window.

System_CAPS_pubpropertyCurrentBehavior

Gets the Behavior at the top of the behavior stack without removing it.

NameDescription
System_CAPS_pubmethodAdornerWindowPointToScreen(Point)

Translates a Point in the adorner window to screen coordinates.

System_CAPS_pubmethodAdornerWindowToScreen()

Gets the location of the adorner window in screen coordinates.

System_CAPS_pubmethodControlRectInAdornerWindow(Control^)

Returns the bounding Rectangle of a Control.

System_CAPS_pubmethodControlToAdornerWindow(Control^)

Returns the location of a Control translated to adorner window coordinates.

System_CAPS_pubmethodDispose()

Releases all resources used by the BehaviorService.

System_CAPS_pubmethodEquals(Object^)

Determines whether the specified object is equal to the current object.(Inherited from Object.)

System_CAPS_pubmethodGetHashCode()

Serves as the default hash function. (Inherited from Object.)

System_CAPS_pubmethodGetNextBehavior(Behavior^)

Returns the Behavior immediately after the given Behavior in the behavior stack.

System_CAPS_pubmethodGetType()

Gets the Type of the current instance.(Inherited from Object.)

System_CAPS_pubmethodInvalidate()

Invalidates the adorner window of the BehaviorService.

System_CAPS_pubmethodInvalidate(Rectangle)

Invalidates, within the adorner window, the specified area of the BehaviorService.

System_CAPS_pubmethodInvalidate(Region^)

Invalidates, within the adorner window, the specified area of the BehaviorService.

System_CAPS_pubmethodMapAdornerWindowPoint(IntPtr, Point)

Converts a point in a handle's coordinate system to the adorner window coordinates.

System_CAPS_pubmethodPopBehavior(Behavior^)

Removes and returns the Behavior at the top of the stack.

System_CAPS_pubmethodPushBehavior(Behavior^)

Pushes a Behavior onto the behavior stack.

System_CAPS_pubmethodPushCaptureBehavior(Behavior^)

Pushes a Behavior onto the behavior stack and assigns mouse capture to the behavior.

System_CAPS_pubmethodScreenToAdornerWindow(Point)

Translates a point in screen coordinates into the adorner window coordinates of the BehaviorService.

System_CAPS_pubmethodSyncSelection()

Synchronizes all selection glyphs.

System_CAPS_pubmethodToString()

Returns a string that represents the current object.(Inherited from Object.)

NameDescription
System_CAPS_pubeventBeginDrag

Occurs when the BehaviorService starts a drag-and-drop operation.

System_CAPS_pubeventEndDrag

Occurs when the BehaviorService completes a drag operation.

System_CAPS_pubeventSynchronize

Occurs when the current selection should be refreshed.

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
Available since 2.0

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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