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BehaviorService Classe

Definição

Gerencia a interface do usuário no designer. Essa classe não pode ser herdada.

public ref class BehaviorService sealed : IDisposable
public sealed class BehaviorService : IDisposable
type BehaviorService = class
    interface IDisposable
Public NotInheritable Class BehaviorService
Implements IDisposable
Herança
BehaviorService
Implementações

Exemplos

O exemplo de código a seguir demonstra como criar sua própria Behavior classe baseada que responde a cliques do usuário.

#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());
}
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.
            }
        }
    }
}
Imports System.Collections.Generic
Imports System.ComponentModel
Imports System.Data
Imports System.Drawing
Imports System.Windows.Forms
Imports System.Text
Imports System.Windows.Forms.Design
Imports System.Windows.Forms.Design.Behavior

Namespace BehaviorServiceSample

    Public Class Form1
        Inherits System.Windows.Forms.Form

        Private userControl As UserControl1
        Private components As System.ComponentModel.IContainer = Nothing

        Public Sub New()
            MyBase.New()
            InitializeComponent()
        End Sub

        Protected Overrides Sub Dispose(ByVal disposing As Boolean)
            If disposing AndAlso (components IsNot Nothing) Then
                components.Dispose()
            End If
            MyBase.Dispose(disposing)
        End Sub


        Private Sub InitializeComponent()
            Me.userControl = New UserControl1()
            Me.SuspendLayout()

            Me.userControl.Location = New System.Drawing.Point(12, 13)
            Me.userControl.Name = "userControl"
            Me.userControl.Size = New System.Drawing.Size(143, 110)
            Me.userControl.TabIndex = 0

            Me.ClientSize = New System.Drawing.Size(184, 153)
            Me.Controls.Add(userControl)
            Me.Name = "Form1"
            Me.Text = "Form1"
            Me.ResumeLayout(False)
        End Sub

        <STAThread()> _
        Shared Sub Main()
            Application.EnableVisualStyles()
            Application.Run(New Form1())
        End Sub

    End Class

    <Designer(GetType(MyDesigner))> _
    Public Class UserControl1
        Inherits UserControl
        Private components As System.ComponentModel.IContainer = Nothing


        Public Sub New()
            InitializeComponent()
        End Sub


        Protected Overrides Sub Dispose(ByVal disposing As Boolean)
            If disposing AndAlso (components IsNot Nothing) Then
                components.Dispose()
            End If
            MyBase.Dispose(disposing)
        End Sub


        Private Sub InitializeComponent()
            Me.Name = "UserControl1"
            Me.Size = New System.Drawing.Size(170, 156)
        End Sub
    End Class

    Class MyDesigner
        Inherits ControlDesigner
        Private myAdorner As Adorner


        Protected Overrides Sub Dispose(ByVal disposing As Boolean)
            If disposing AndAlso (myAdorner IsNot Nothing) Then
                Dim b As System.Windows.Forms.Design.Behavior.BehaviorService _
                    = BehaviorService
                If (b IsNot Nothing) Then
                    b.Adorners.Remove(myAdorner)
                End If
            End If

        End Sub


        Public Overrides Sub Initialize(ByVal component As IComponent)
            MyBase.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))

        End Sub
    End Class

    Class MyGlyph
        Inherits Glyph
        Private control As Control
        Private behaviorSvc As _
            System.Windows.Forms.Design.Behavior.BehaviorService

        Public Sub New(ByVal behaviorSvc As _
            System.Windows.Forms.Design.Behavior.BehaviorService, _
            ByVal control As Control)

            MyBase.New(New MyBehavior())
            Me.behaviorSvc = behaviorSvc
            Me.control = control
        End Sub

        Public Overrides ReadOnly Property Bounds() As Rectangle
            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.
                Dim edge As Point = behaviorSvc.ControlToAdornerWindow(control)
                Dim size As Size = control.Size
                Dim center As New Point(edge.X + size.Width / 2, edge.Y + _
                    size.Height / 2)

                Dim bounds1 As New Rectangle(center.X - 5, center.Y - 5, 10, 10)

                Return bounds1
            End Get
        End Property

        Public Overrides Function GetHitTest(ByVal p As Point) As Cursor
            ' 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) Then
                Return Cursors.Hand
            End If

            Return Nothing

        End Function


        Public Overrides Sub Paint(ByVal pe As PaintEventArgs)
            ' Draw our glyph.  It is simply a blue ellipse.
            pe.Graphics.FillEllipse(Brushes.Blue, Bounds)

        End Sub

        ' By providing our own behavior we can do something interesting
        ' when the user clicks or manipulates our glyph.

        Class MyBehavior
            Inherits System.Windows.Forms.Design.Behavior.Behavior

            Public Overrides Function OnMouseUp(ByVal g As Glyph, _
                ByVal button As MouseButtons) As Boolean
                MessageBox.Show("Hey, you clicked the mouse here")
                Return True
                ' indicating we processed this event.
            End Function 'OnMouseUp
        End Class

    End Class

End Namespace

Comentários

Quando o BehaviorService é criado, ele adiciona uma janela transparente sobre o quadro do designer. Em BehaviorService seguida, o pode usar essa janela para renderizar elementos de interface do usuário, chamados Glyph objetos, bem como capturar todas as mensagens do mouse. Dessa forma, o pode controlar o comportamento do BehaviorService designer.

A BehaviorService classe dá suporte a uma pilha de comportamento, na qual Behavior os objetos podem ser enviados por push. Quando uma mensagem é interceptada pela janela transparente, o BehaviorService pode enviar a mensagem para o Behavior na parte superior da pilha. Isso permite diferentes modos de interface do usuário, dependendo do atualmente enviado por Behaviorpush. O BehaviorService é usado para renderizar todos os Glyph objetos, como bordas de seleção, alças de dimensionamento e marcas inteligentes. O BehaviorService também controla muitos comportamentos de tempo de design, como usar snaplines, arrastar e selecionar.

Para obter mais informações, consulte Visão geral do serviço de comportamento.

Propriedades

Adorners

Obtém o BehaviorServiceAdornerCollection.

AdornerWindowGraphics

Obtém o Graphics para a janela de adorno.

CurrentBehavior

Obtém o Behavior na parte superior da pilha de comportamento sem removê-lo.

Métodos

AdornerWindowPointToScreen(Point)

Converte um Point na janela de adorno em coordenadas da tela.

AdornerWindowToScreen()

Obtém o local da janela de adorno em coordenadas da tela.

ControlRectInAdornerWindow(Control)

Retorna o Rectangle delimitador de um Control.

ControlToAdornerWindow(Control)

Retorna o local de um Control convertido nas coordenadas da janela de adorno.

Dispose()

Libera todos os recursos usados pelo BehaviorService.

Equals(Object)

Determina se o objeto especificado é igual ao objeto atual.

(Herdado de Object)
GetHashCode()

Serve como a função de hash padrão.

(Herdado de Object)
GetNextBehavior(Behavior)

Retorna o Behavior imediatamente após o Behavior determinado na pilha de comportamento.

GetType()

Obtém o Type da instância atual.

(Herdado de Object)
Invalidate()

Invalida a janela de adorno do BehaviorService.

Invalidate(Rectangle)

Invalida, dentro da janela de adorno, a área especificada do BehaviorService.

Invalidate(Region)

Invalida, dentro da janela de adorno, a área especificada do BehaviorService.

MapAdornerWindowPoint(IntPtr, Point)

Converte um ponto no sistema de coordenadas de um identificador nas coordenadas da janela de adorno.

MemberwiseClone()

Cria uma cópia superficial do Object atual.

(Herdado de Object)
PopBehavior(Behavior)

Remove e retorna o Behavior na parte superior da pilha.

PushBehavior(Behavior)

Efetua push de um Behavior para a pilha de comportamento.

PushCaptureBehavior(Behavior)

Efetua push de um Behavior para a pilha de comportamento e atribui a captura do mouse ao comportamento.

ScreenToAdornerWindow(Point)

Converte um ponto em coordenadas da tela nas coordenadas da janela de adorno do BehaviorService.

SyncSelection()

Sincroniza todos os glifos de seleção.

ToString()

Retorna uma cadeia de caracteres que representa o objeto atual.

(Herdado de Object)

Eventos

BeginDrag

Ocorre quando o BehaviorService inicia uma operação do tipo "arrastar e soltar".

EndDrag

Ocorre quando o BehaviorService conclui uma operação de arrastar.

Synchronize

Ocorre quando a seleção atual deve ser atualizada.

Aplica-se a

Confira também