在 MVVM 中拖动 window
Dragging window in MVVM
我在 WPF 中有自定义 window。我想在不违反 MVVM 模式的情况下实现拖动。所以我在顶部有透明矩形,带有 OnMouseDown 事件,在代码隐藏中处理:
private void UIElement_OnMouseDown(object sender, MouseButtonEventArgs e)
{
if (e.ChangedButton == MouseButton.Left)
this.DragMove();
}
简单。但这是好方法吗?
我想将此代码移至 ViewModel。通过命令调用它,像这样:
<Rectangle x:Name="DragRectangle" VerticalAlignment="Top" Height="30" Fill="Transparent">
<Rectangle.InputBindings>
<MouseBinding Gesture="LeftClick" Command="{Binding DragCommand}"/>
</Rectangle.InputBindings>
</Rectangle>
但是,我需要在 ViewModel 中有 "this"(所以 Window)。我不确定这是否可行(如果可行,如果这是一个好的做法)。
我应该如何实现自定义拖动 window 才不会违反 MVVM 模式?
为此,我强烈建议您阅读这两篇文章:
- Dragging Elements in a Canvas: 在这篇文章中,Josh Smith 将向您解释如何创建您自己的自定义 DragCanvas 的基础知识。 Josh 将如何解释您是否会为继续阅读下一篇文章提供必要的知识。
- Dragging Elements in a Canvas: 这篇文章,是Josh DragCanvas的改进模型。在这种情况下,Igkutikov,简化模型并提高此 class.
的可用性
最后,如果你愿意,我会在这里保留我的 DragCanvas 的一些修改,它是从 Igkutikov 项目派生出来的。
/// <summary>
/// Defines the mode in which the DragCanvas will act
/// if set to NoDragging will act a simple Canvas
/// if set to AllowDragInView Dragging is enabled but no Draging out of Canvas view is allowed,
/// elements will not get out of DragCanvas borders
/// if set to AllowDragOutOfView dragging is enabled and elements may be dragged out of the
/// DragCanvas borders
/// </summary>
public enum DraggingModes
{
NoDragging,
AllowDragInView,
AllowDragOutOfView
}
/// <summary>
/// Defines to the DragCanvas Relative to which edges of it the element may be repositioned
/// </summary>
internal enum ModificationDirection
{
None = 0,
Left = 1,
Right = 2,
LeftRight = 3,
Top = 4,
LeftTop = 5,
RightTop = 6,
LeftRightTop = 7,
Bottom = 8,
LeftBottom = 9,
RightBottom = 10,
LeftRightBottom = 11,
TopBottom = 12,
LeftTopBottom = 13,
RightTopBottom = 14,
LeftRightTopBottom = 15
}
/// <summary>
/// A Canvas which manages dragging of the UIElements it contains.
/// </summary>
public class DragCanvas : Canvas
{
#region Data
// Keeps track of where the mouse cursor was when a drag operation began.
private Point m_InitialCursorLocation;
// The offsets from the DragCanvas' edges when the drag operation began.
private double m_OriginalLefOffset;
private double m_OriginalRightOffset;
private double m_OriginalTopOffset;
private double m_OriginalBottomOffset;
// Keeps track of which horizontal and vertical offset should be modified for the drag element.
private ModificationDirection m_ModificationDirection;
// True if a drag operation is underway, else false.
private bool m_IsDragInProgress;
#endregion // Data
#region Properties
/// <summary>
/// Gets/sets whether elements in the DragCanvas should be draggable by the user.
/// The default value is AllowDragInView.
/// </summary>
private DraggingModes m_DraggingMode;
public DraggingModes DraggingMode
{
get { return m_DraggingMode; }
set { m_DraggingMode = value; }
}
public static readonly DependencyProperty Draggable;
public static bool GetCanBeDragged(UIElement uiElement)
{
if (uiElement == null)
return false;
return (bool)uiElement.GetValue(Draggable);
}
public static void SetCanBeDragged(UIElement uiElement, bool value)
{
if (uiElement != null)
uiElement.SetValue(Draggable, value);
}
// Stores a reference to the UIElement currently being dragged by the user.
private UIElement m_DraggedElement;
/// <summary>
/// Returns the UIElement currently being dragged, or null.
/// </summary>
/// <remarks>
/// Note to inheritors: This property exposes a protected
/// setter which should be used to modify the drag element.
/// </remarks>
public UIElement DraggedElement
{
get
{
if (m_DraggingMode == DraggingModes.NoDragging)
return null;
else
return this.m_DraggedElement;
}
protected set
{
if (this.m_DraggedElement != null)
{
this.m_DraggedElement.ReleaseMouseCapture();
}
if (m_DraggingMode == DraggingModes.NoDragging)
{
this.m_DraggedElement = null;
}
else
{
if (DragCanvas.GetCanBeDragged(value))
{
this.m_DraggedElement = value;
this.m_DraggedElement.CaptureMouse();
}
else
this.m_DraggedElement = null;
}
}
}
#endregion Properties // Properties
#region Constructor
/// <summary>
/// Initializes a new instance of DragCanvas. UIElements in
/// the DragCanvas will immediately be draggable by the user.
/// </summary>
public DragCanvas()
{
m_DraggingMode = DraggingModes.AllowDragInView;
}
static DragCanvas()
{
Draggable = DependencyProperty.RegisterAttached("CanBeDragged", typeof(bool), typeof(DragCanvas), new UIPropertyMetadata(true));
}
#endregion // Constructor
#region Mouse Handlers Overrides
#region OnPreviewMouseLeftButtonDown
protected override void OnPreviewMouseLeftButtonDown(MouseButtonEventArgs e)
{
base.OnPreviewMouseLeftButtonDown(e); // call the handler of the base first
m_IsDragInProgress = false;
m_InitialCursorLocation = e.GetPosition(this); // Cache the mouse cursor location
//check if the mouse was clicked on the ScrollBar, in which case let the ScrollBar remain its control.
if (null != GetParentOfType<ScrollBar>(e.OriginalSource as DependencyObject)) { return; }
// Walk up the visual tree from the element that was clicked,
// looking for an element that is a direct child of the Canvas
DraggedElement = FindCanvasChild(e.Source as DependencyObject);
if (m_DraggedElement == null) { return; }
m_ModificationDirection = ResolveOffset(Canvas.GetLeft(m_DraggedElement), Canvas.GetRight(m_DraggedElement), Canvas.GetTop(m_DraggedElement), Canvas.GetBottom(m_DraggedElement));
// Set the Handled flag so that a control being dragged
// does not react to the mouse input
e.Handled = true;
if (m_ModificationDirection == ModificationDirection.None)
{
DraggedElement = null;
return;
}
BringToFront(m_DraggedElement as UIElement);
m_IsDragInProgress = true;
}
public static T GetParentOfType<T>(DependencyObject current) where T : DependencyObject
{
DependencyObject parent = current;
do
{
if (parent is Visual)
{
parent = VisualTreeHelper.GetParent(parent);
}
else
{
parent = LogicalTreeHelper.GetParent(parent);
}
var result = parent as T;
if (result != null)
{
return result;
}
} while (parent != null);
return null;
}
#endregion // OnPreviewMouseLeftButtonDown
#region OnPreviewMouseMove
protected override void OnPreviewMouseMove(MouseEventArgs e)
{
base.OnPreviewMouseMove(e);
// If no element is being dragged, there is nothing to do.
if (m_DraggedElement == null || !m_IsDragInProgress)
{
return;
}
// Get the position of the mouse cursor, relative to the Canvas.
Point cursorLocation = e.GetPosition(this);
// These values will store the new offsets of the drag element.
double _HorizontalOffset = Double.NaN;
double _VerticalOffset = Double.NaN; ;
#region Calculate Offsets
Size _DraggedElemenetSize = m_DraggedElement.RenderSize;
if ((m_ModificationDirection & ModificationDirection.Left) != 0)
{
_HorizontalOffset = m_OriginalLefOffset + (cursorLocation.X - m_InitialCursorLocation.X);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_HorizontalOffset < 0)
{
_HorizontalOffset = 0;
}
else if ((_HorizontalOffset + _DraggedElemenetSize.Width) > this.ActualWidth)
{
_HorizontalOffset = this.ActualWidth - _DraggedElemenetSize.Width;
}
}
m_OriginalLefOffset = _HorizontalOffset;
m_OriginalRightOffset = this.ActualWidth + _DraggedElemenetSize.Width - m_OriginalLefOffset;
}
else if ((m_ModificationDirection & ModificationDirection.Right) != 0)
{
_HorizontalOffset = m_OriginalRightOffset - (cursorLocation.X - m_InitialCursorLocation.X);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_HorizontalOffset < 0)
{
_HorizontalOffset = 0;
}
else if ((_HorizontalOffset + _DraggedElemenetSize.Width) > this.ActualWidth)
{
_HorizontalOffset = this.ActualWidth - _DraggedElemenetSize.Width;
}
}
m_OriginalRightOffset = _HorizontalOffset;
m_OriginalLefOffset = this.ActualWidth + _DraggedElemenetSize.Width - m_OriginalRightOffset;
}
if ((m_ModificationDirection & ModificationDirection.Top) != 0)
{
_VerticalOffset = m_OriginalTopOffset + (cursorLocation.Y - m_InitialCursorLocation.Y);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_VerticalOffset < 0)
{
_VerticalOffset = 0;
}
else if ((_VerticalOffset + _DraggedElemenetSize.Height) > this.ActualHeight)
{
_VerticalOffset = this.ActualHeight - _DraggedElemenetSize.Height;
}
}
m_OriginalTopOffset = _VerticalOffset;
m_OriginalBottomOffset = this.ActualHeight + _DraggedElemenetSize.Height - m_OriginalTopOffset;
}
else if ((m_ModificationDirection & ModificationDirection.Bottom) != 0)
{
_VerticalOffset = m_OriginalBottomOffset - (cursorLocation.Y - m_InitialCursorLocation.Y);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_VerticalOffset < 0)
{
_VerticalOffset = 0;
}
else if ((_VerticalOffset + _DraggedElemenetSize.Height) > this.ActualHeight)
{
_VerticalOffset = this.ActualHeight - _DraggedElemenetSize.Height;
}
}
m_OriginalBottomOffset = _VerticalOffset;
m_OriginalTopOffset = this.ActualHeight + _DraggedElemenetSize.Height - m_OriginalBottomOffset;
}
m_InitialCursorLocation = cursorLocation;
#endregion // Calculate Offsets
#region Move Drag Element
if ((m_ModificationDirection & ModificationDirection.Left) != 0)
{
Canvas.SetLeft(m_DraggedElement, _HorizontalOffset);
}
else if ((m_ModificationDirection & ModificationDirection.Right) != 0)
{
Canvas.SetRight(m_DraggedElement, _HorizontalOffset);
}
if ((m_ModificationDirection & ModificationDirection.Top) != 0)
{
Canvas.SetTop(m_DraggedElement, _VerticalOffset);
}
else if ((m_ModificationDirection & ModificationDirection.Bottom) != 0)
{
Canvas.SetBottom(m_DraggedElement, _VerticalOffset);
}
#endregion // Move Drag Element
}
#endregion // OnPreviewMouseMove
#region OnPreviewMouseLeftButtonUp
protected override void OnPreviewMouseLeftButtonUp(MouseButtonEventArgs e)
{
base.OnPreviewMouseLeftButtonUp(e);
// Reset the field whether the left or right mouse button was
// released, in case a context menu was opened on the drag element.
m_IsDragInProgress = false;
DraggedElement = null;
}
#endregion // OnPreviewMouseLeftButtonUp
#region OnPreviewMouseRightButtonDown
protected override void OnPreviewMouseRightButtonDown(MouseButtonEventArgs e)
{
base.OnPreviewMouseRightButtonDown(e);
}
#endregion // OnPreviewMouseRightButtonDown
#region OnPreviewMouseRightButtonUp
protected override void OnPreviewMouseRightButtonUp(MouseButtonEventArgs e)
{
base.OnPreviewMouseRightButtonUp(e);
}
#endregion // OnPreviewMouseRightButtonUp
#endregion Mouse Handlers Overrides
#region Public Methods
/// <summary>
/// Assigns the element a z-index which will ensure that
/// it is in front of every other element in the Canvas.
/// The z-index of every element whose z-index is between
/// the element's old and new z-index will have its z-index
/// decremented by one.
/// </summary>
/// <param name="element">
/// The element to be sent to the front of the z-order.
/// </param>
public void BringToFront(UIElement element)
{
UpdateZOrder(element, true);
}
/// <summary>
/// Assigns the element a z-index which will ensure that
/// it is behind every other element in the Canvas.
/// The z-index of every element whose z-index is between
/// the element's old and new z-index will have its z-index
/// incremented by one.
/// </summary>
/// <param name="element">
/// The element to be sent to the back of the z-order.
/// </param>
public void SendToBack(UIElement element)
{
UpdateZOrder(element, false);
}
#endregion // Public Methods
#region Private Helper Methods
#region UpdateZOrder
/// <summary>
/// Helper method used by the BringToFront and SendToBack methods.
/// </summary>
/// <param name="element">
/// The element to bring to the front or send to the back.
/// </param>
/// <param name="bringToFront">
/// Pass true if calling from BringToFront, else false.
/// </param>
private void UpdateZOrder(UIElement element, bool bringToFront)
{
#region Safety Check
if (element == null)
throw new ArgumentNullException("element");
if (!base.Children.Contains(element))
throw new ArgumentException("Must be a child element of the Canvas.", "element");
#endregion // Safety Check
#region Calculate Z-Indexes And Offset
// Determine the Z-Index for the target UIElement.
int elementNewZIndex = -1;
if (bringToFront)
{
foreach (UIElement elem in base.Children)
{
if (elem.Visibility != Visibility.Collapsed)
{
++elementNewZIndex;
}
}
}
else
{
elementNewZIndex = 0;
}
// Determine if the other UIElements' Z-Index
// should be raised or lowered by one.
int offset = (elementNewZIndex == 0) ? +1 : -1;
int elementCurrentZIndex = Canvas.GetZIndex(element);
#endregion // Calculate Z-Indici And Offset
#region Update Z-Indexes
// Update the Z-Index of every UIElement in the Canvas.
foreach (UIElement childElement in base.Children)
{
if (childElement == element)
{
Canvas.SetZIndex(element, elementNewZIndex);
}
else
{
int zIndex = Canvas.GetZIndex(childElement);
// Only modify the z-index of an element if it is
// in between the target element's old and new z-index.
if (bringToFront && elementCurrentZIndex < zIndex || !bringToFront && zIndex < elementCurrentZIndex)
{
Canvas.SetZIndex(childElement, zIndex + offset);
}
}
}
#endregion // Update Z-Indexes
}
#endregion // UpdateZOrder
#region ResolveOffset
/// <summary>
/// Determines one component of a UIElement's location
/// within a Canvas (horizontal or vertical offset)
/// and according to it reletive to which sides it may be relocated
/// </summary>
/// <param name="Left">
/// The value of an offset relative to a Left side of the Canvas
/// </param>
/// <param name="Right">
/// The value of the offset relative to the Right side of the Canvas
/// </param>
/// <param name="Top">
/// The value of an offset relative to a Top side of the Canvas
/// </param>
/// <param name="Bottom">
/// The value of the offset relative to the Bottom side of the Canvas
/// </param>
private ModificationDirection ResolveOffset(double Left, double Right, double Top, double Bottom)
{
// If the Canvas.Left and Canvas.Right attached properties
// are specified for an element, the 'Left' value is honored.
// The 'Top' value is honored if both Canvas.Top and
// Canvas.Bottom are set on the same element. If one
// of those attached properties is not set on an element,
// the default value is Double.NaN.
m_OriginalLefOffset = Left;
m_OriginalRightOffset = Right;
m_OriginalTopOffset = Top;
m_OriginalBottomOffset = Bottom;
ModificationDirection result = ModificationDirection.None;
if (!Double.IsNaN(m_OriginalLefOffset))
{
result |= ModificationDirection.Left;
}
if (!Double.IsNaN(m_OriginalRightOffset))
{
result |= ModificationDirection.Right;
}
if (!Double.IsNaN(m_OriginalTopOffset))
{
result |= ModificationDirection.Top;
}
if (!Double.IsNaN(m_OriginalBottomOffset))
{
result |= ModificationDirection.Bottom;
}
return result;
}
#endregion // ResolveOffset
#region FindCanvasChild
/// <summary>
/// Walks up the visual tree starting with the specified DependencyObject,
/// looking for a UIElement which is a child of the Canvas. If a suitable
/// element is not found, null is returned. If the 'depObj' object is a
/// UIElement in the Canvas's Children collection, it will be returned.
/// </summary>
/// <param name="depObj">
/// A DependencyObject from which the search begins.
/// </param>
private UIElement FindCanvasChild(DependencyObject depObj)
{
while (depObj != null)
{
// If the current object is a UIElement which is a child of the
// Canvas, exit the loop and return it.
UIElement elem = depObj as UIElement;
if (elem != null && base.Children.Contains(elem))
{
break;
}
// VisualTreeHelper works with objects of type Visual or Visual3D.
// If the current object is not derived from Visual or Visual3D,
// then use the LogicalTreeHelper to find the parent element.
if (depObj is Visual || depObj is Visual3D)
{
depObj = VisualTreeHelper.GetParent(depObj);
}
else
{
depObj = LogicalTreeHelper.GetParent(depObj);
}
}
return depObj as UIElement;
}
#endregion // FindCanvasChild
#endregion
}
我在 WPF 中有自定义 window。我想在不违反 MVVM 模式的情况下实现拖动。所以我在顶部有透明矩形,带有 OnMouseDown 事件,在代码隐藏中处理:
private void UIElement_OnMouseDown(object sender, MouseButtonEventArgs e)
{
if (e.ChangedButton == MouseButton.Left)
this.DragMove();
}
简单。但这是好方法吗?
我想将此代码移至 ViewModel。通过命令调用它,像这样:
<Rectangle x:Name="DragRectangle" VerticalAlignment="Top" Height="30" Fill="Transparent">
<Rectangle.InputBindings>
<MouseBinding Gesture="LeftClick" Command="{Binding DragCommand}"/>
</Rectangle.InputBindings>
</Rectangle>
但是,我需要在 ViewModel 中有 "this"(所以 Window)。我不确定这是否可行(如果可行,如果这是一个好的做法)。
我应该如何实现自定义拖动 window 才不会违反 MVVM 模式?
为此,我强烈建议您阅读这两篇文章:
- Dragging Elements in a Canvas: 在这篇文章中,Josh Smith 将向您解释如何创建您自己的自定义 DragCanvas 的基础知识。 Josh 将如何解释您是否会为继续阅读下一篇文章提供必要的知识。
- Dragging Elements in a Canvas: 这篇文章,是Josh DragCanvas的改进模型。在这种情况下,Igkutikov,简化模型并提高此 class. 的可用性
最后,如果你愿意,我会在这里保留我的 DragCanvas 的一些修改,它是从 Igkutikov 项目派生出来的。
/// <summary>
/// Defines the mode in which the DragCanvas will act
/// if set to NoDragging will act a simple Canvas
/// if set to AllowDragInView Dragging is enabled but no Draging out of Canvas view is allowed,
/// elements will not get out of DragCanvas borders
/// if set to AllowDragOutOfView dragging is enabled and elements may be dragged out of the
/// DragCanvas borders
/// </summary>
public enum DraggingModes
{
NoDragging,
AllowDragInView,
AllowDragOutOfView
}
/// <summary>
/// Defines to the DragCanvas Relative to which edges of it the element may be repositioned
/// </summary>
internal enum ModificationDirection
{
None = 0,
Left = 1,
Right = 2,
LeftRight = 3,
Top = 4,
LeftTop = 5,
RightTop = 6,
LeftRightTop = 7,
Bottom = 8,
LeftBottom = 9,
RightBottom = 10,
LeftRightBottom = 11,
TopBottom = 12,
LeftTopBottom = 13,
RightTopBottom = 14,
LeftRightTopBottom = 15
}
/// <summary>
/// A Canvas which manages dragging of the UIElements it contains.
/// </summary>
public class DragCanvas : Canvas
{
#region Data
// Keeps track of where the mouse cursor was when a drag operation began.
private Point m_InitialCursorLocation;
// The offsets from the DragCanvas' edges when the drag operation began.
private double m_OriginalLefOffset;
private double m_OriginalRightOffset;
private double m_OriginalTopOffset;
private double m_OriginalBottomOffset;
// Keeps track of which horizontal and vertical offset should be modified for the drag element.
private ModificationDirection m_ModificationDirection;
// True if a drag operation is underway, else false.
private bool m_IsDragInProgress;
#endregion // Data
#region Properties
/// <summary>
/// Gets/sets whether elements in the DragCanvas should be draggable by the user.
/// The default value is AllowDragInView.
/// </summary>
private DraggingModes m_DraggingMode;
public DraggingModes DraggingMode
{
get { return m_DraggingMode; }
set { m_DraggingMode = value; }
}
public static readonly DependencyProperty Draggable;
public static bool GetCanBeDragged(UIElement uiElement)
{
if (uiElement == null)
return false;
return (bool)uiElement.GetValue(Draggable);
}
public static void SetCanBeDragged(UIElement uiElement, bool value)
{
if (uiElement != null)
uiElement.SetValue(Draggable, value);
}
// Stores a reference to the UIElement currently being dragged by the user.
private UIElement m_DraggedElement;
/// <summary>
/// Returns the UIElement currently being dragged, or null.
/// </summary>
/// <remarks>
/// Note to inheritors: This property exposes a protected
/// setter which should be used to modify the drag element.
/// </remarks>
public UIElement DraggedElement
{
get
{
if (m_DraggingMode == DraggingModes.NoDragging)
return null;
else
return this.m_DraggedElement;
}
protected set
{
if (this.m_DraggedElement != null)
{
this.m_DraggedElement.ReleaseMouseCapture();
}
if (m_DraggingMode == DraggingModes.NoDragging)
{
this.m_DraggedElement = null;
}
else
{
if (DragCanvas.GetCanBeDragged(value))
{
this.m_DraggedElement = value;
this.m_DraggedElement.CaptureMouse();
}
else
this.m_DraggedElement = null;
}
}
}
#endregion Properties // Properties
#region Constructor
/// <summary>
/// Initializes a new instance of DragCanvas. UIElements in
/// the DragCanvas will immediately be draggable by the user.
/// </summary>
public DragCanvas()
{
m_DraggingMode = DraggingModes.AllowDragInView;
}
static DragCanvas()
{
Draggable = DependencyProperty.RegisterAttached("CanBeDragged", typeof(bool), typeof(DragCanvas), new UIPropertyMetadata(true));
}
#endregion // Constructor
#region Mouse Handlers Overrides
#region OnPreviewMouseLeftButtonDown
protected override void OnPreviewMouseLeftButtonDown(MouseButtonEventArgs e)
{
base.OnPreviewMouseLeftButtonDown(e); // call the handler of the base first
m_IsDragInProgress = false;
m_InitialCursorLocation = e.GetPosition(this); // Cache the mouse cursor location
//check if the mouse was clicked on the ScrollBar, in which case let the ScrollBar remain its control.
if (null != GetParentOfType<ScrollBar>(e.OriginalSource as DependencyObject)) { return; }
// Walk up the visual tree from the element that was clicked,
// looking for an element that is a direct child of the Canvas
DraggedElement = FindCanvasChild(e.Source as DependencyObject);
if (m_DraggedElement == null) { return; }
m_ModificationDirection = ResolveOffset(Canvas.GetLeft(m_DraggedElement), Canvas.GetRight(m_DraggedElement), Canvas.GetTop(m_DraggedElement), Canvas.GetBottom(m_DraggedElement));
// Set the Handled flag so that a control being dragged
// does not react to the mouse input
e.Handled = true;
if (m_ModificationDirection == ModificationDirection.None)
{
DraggedElement = null;
return;
}
BringToFront(m_DraggedElement as UIElement);
m_IsDragInProgress = true;
}
public static T GetParentOfType<T>(DependencyObject current) where T : DependencyObject
{
DependencyObject parent = current;
do
{
if (parent is Visual)
{
parent = VisualTreeHelper.GetParent(parent);
}
else
{
parent = LogicalTreeHelper.GetParent(parent);
}
var result = parent as T;
if (result != null)
{
return result;
}
} while (parent != null);
return null;
}
#endregion // OnPreviewMouseLeftButtonDown
#region OnPreviewMouseMove
protected override void OnPreviewMouseMove(MouseEventArgs e)
{
base.OnPreviewMouseMove(e);
// If no element is being dragged, there is nothing to do.
if (m_DraggedElement == null || !m_IsDragInProgress)
{
return;
}
// Get the position of the mouse cursor, relative to the Canvas.
Point cursorLocation = e.GetPosition(this);
// These values will store the new offsets of the drag element.
double _HorizontalOffset = Double.NaN;
double _VerticalOffset = Double.NaN; ;
#region Calculate Offsets
Size _DraggedElemenetSize = m_DraggedElement.RenderSize;
if ((m_ModificationDirection & ModificationDirection.Left) != 0)
{
_HorizontalOffset = m_OriginalLefOffset + (cursorLocation.X - m_InitialCursorLocation.X);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_HorizontalOffset < 0)
{
_HorizontalOffset = 0;
}
else if ((_HorizontalOffset + _DraggedElemenetSize.Width) > this.ActualWidth)
{
_HorizontalOffset = this.ActualWidth - _DraggedElemenetSize.Width;
}
}
m_OriginalLefOffset = _HorizontalOffset;
m_OriginalRightOffset = this.ActualWidth + _DraggedElemenetSize.Width - m_OriginalLefOffset;
}
else if ((m_ModificationDirection & ModificationDirection.Right) != 0)
{
_HorizontalOffset = m_OriginalRightOffset - (cursorLocation.X - m_InitialCursorLocation.X);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_HorizontalOffset < 0)
{
_HorizontalOffset = 0;
}
else if ((_HorizontalOffset + _DraggedElemenetSize.Width) > this.ActualWidth)
{
_HorizontalOffset = this.ActualWidth - _DraggedElemenetSize.Width;
}
}
m_OriginalRightOffset = _HorizontalOffset;
m_OriginalLefOffset = this.ActualWidth + _DraggedElemenetSize.Width - m_OriginalRightOffset;
}
if ((m_ModificationDirection & ModificationDirection.Top) != 0)
{
_VerticalOffset = m_OriginalTopOffset + (cursorLocation.Y - m_InitialCursorLocation.Y);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_VerticalOffset < 0)
{
_VerticalOffset = 0;
}
else if ((_VerticalOffset + _DraggedElemenetSize.Height) > this.ActualHeight)
{
_VerticalOffset = this.ActualHeight - _DraggedElemenetSize.Height;
}
}
m_OriginalTopOffset = _VerticalOffset;
m_OriginalBottomOffset = this.ActualHeight + _DraggedElemenetSize.Height - m_OriginalTopOffset;
}
else if ((m_ModificationDirection & ModificationDirection.Bottom) != 0)
{
_VerticalOffset = m_OriginalBottomOffset - (cursorLocation.Y - m_InitialCursorLocation.Y);
if (m_DraggingMode == DraggingModes.AllowDragInView)
{
if (_VerticalOffset < 0)
{
_VerticalOffset = 0;
}
else if ((_VerticalOffset + _DraggedElemenetSize.Height) > this.ActualHeight)
{
_VerticalOffset = this.ActualHeight - _DraggedElemenetSize.Height;
}
}
m_OriginalBottomOffset = _VerticalOffset;
m_OriginalTopOffset = this.ActualHeight + _DraggedElemenetSize.Height - m_OriginalBottomOffset;
}
m_InitialCursorLocation = cursorLocation;
#endregion // Calculate Offsets
#region Move Drag Element
if ((m_ModificationDirection & ModificationDirection.Left) != 0)
{
Canvas.SetLeft(m_DraggedElement, _HorizontalOffset);
}
else if ((m_ModificationDirection & ModificationDirection.Right) != 0)
{
Canvas.SetRight(m_DraggedElement, _HorizontalOffset);
}
if ((m_ModificationDirection & ModificationDirection.Top) != 0)
{
Canvas.SetTop(m_DraggedElement, _VerticalOffset);
}
else if ((m_ModificationDirection & ModificationDirection.Bottom) != 0)
{
Canvas.SetBottom(m_DraggedElement, _VerticalOffset);
}
#endregion // Move Drag Element
}
#endregion // OnPreviewMouseMove
#region OnPreviewMouseLeftButtonUp
protected override void OnPreviewMouseLeftButtonUp(MouseButtonEventArgs e)
{
base.OnPreviewMouseLeftButtonUp(e);
// Reset the field whether the left or right mouse button was
// released, in case a context menu was opened on the drag element.
m_IsDragInProgress = false;
DraggedElement = null;
}
#endregion // OnPreviewMouseLeftButtonUp
#region OnPreviewMouseRightButtonDown
protected override void OnPreviewMouseRightButtonDown(MouseButtonEventArgs e)
{
base.OnPreviewMouseRightButtonDown(e);
}
#endregion // OnPreviewMouseRightButtonDown
#region OnPreviewMouseRightButtonUp
protected override void OnPreviewMouseRightButtonUp(MouseButtonEventArgs e)
{
base.OnPreviewMouseRightButtonUp(e);
}
#endregion // OnPreviewMouseRightButtonUp
#endregion Mouse Handlers Overrides
#region Public Methods
/// <summary>
/// Assigns the element a z-index which will ensure that
/// it is in front of every other element in the Canvas.
/// The z-index of every element whose z-index is between
/// the element's old and new z-index will have its z-index
/// decremented by one.
/// </summary>
/// <param name="element">
/// The element to be sent to the front of the z-order.
/// </param>
public void BringToFront(UIElement element)
{
UpdateZOrder(element, true);
}
/// <summary>
/// Assigns the element a z-index which will ensure that
/// it is behind every other element in the Canvas.
/// The z-index of every element whose z-index is between
/// the element's old and new z-index will have its z-index
/// incremented by one.
/// </summary>
/// <param name="element">
/// The element to be sent to the back of the z-order.
/// </param>
public void SendToBack(UIElement element)
{
UpdateZOrder(element, false);
}
#endregion // Public Methods
#region Private Helper Methods
#region UpdateZOrder
/// <summary>
/// Helper method used by the BringToFront and SendToBack methods.
/// </summary>
/// <param name="element">
/// The element to bring to the front or send to the back.
/// </param>
/// <param name="bringToFront">
/// Pass true if calling from BringToFront, else false.
/// </param>
private void UpdateZOrder(UIElement element, bool bringToFront)
{
#region Safety Check
if (element == null)
throw new ArgumentNullException("element");
if (!base.Children.Contains(element))
throw new ArgumentException("Must be a child element of the Canvas.", "element");
#endregion // Safety Check
#region Calculate Z-Indexes And Offset
// Determine the Z-Index for the target UIElement.
int elementNewZIndex = -1;
if (bringToFront)
{
foreach (UIElement elem in base.Children)
{
if (elem.Visibility != Visibility.Collapsed)
{
++elementNewZIndex;
}
}
}
else
{
elementNewZIndex = 0;
}
// Determine if the other UIElements' Z-Index
// should be raised or lowered by one.
int offset = (elementNewZIndex == 0) ? +1 : -1;
int elementCurrentZIndex = Canvas.GetZIndex(element);
#endregion // Calculate Z-Indici And Offset
#region Update Z-Indexes
// Update the Z-Index of every UIElement in the Canvas.
foreach (UIElement childElement in base.Children)
{
if (childElement == element)
{
Canvas.SetZIndex(element, elementNewZIndex);
}
else
{
int zIndex = Canvas.GetZIndex(childElement);
// Only modify the z-index of an element if it is
// in between the target element's old and new z-index.
if (bringToFront && elementCurrentZIndex < zIndex || !bringToFront && zIndex < elementCurrentZIndex)
{
Canvas.SetZIndex(childElement, zIndex + offset);
}
}
}
#endregion // Update Z-Indexes
}
#endregion // UpdateZOrder
#region ResolveOffset
/// <summary>
/// Determines one component of a UIElement's location
/// within a Canvas (horizontal or vertical offset)
/// and according to it reletive to which sides it may be relocated
/// </summary>
/// <param name="Left">
/// The value of an offset relative to a Left side of the Canvas
/// </param>
/// <param name="Right">
/// The value of the offset relative to the Right side of the Canvas
/// </param>
/// <param name="Top">
/// The value of an offset relative to a Top side of the Canvas
/// </param>
/// <param name="Bottom">
/// The value of the offset relative to the Bottom side of the Canvas
/// </param>
private ModificationDirection ResolveOffset(double Left, double Right, double Top, double Bottom)
{
// If the Canvas.Left and Canvas.Right attached properties
// are specified for an element, the 'Left' value is honored.
// The 'Top' value is honored if both Canvas.Top and
// Canvas.Bottom are set on the same element. If one
// of those attached properties is not set on an element,
// the default value is Double.NaN.
m_OriginalLefOffset = Left;
m_OriginalRightOffset = Right;
m_OriginalTopOffset = Top;
m_OriginalBottomOffset = Bottom;
ModificationDirection result = ModificationDirection.None;
if (!Double.IsNaN(m_OriginalLefOffset))
{
result |= ModificationDirection.Left;
}
if (!Double.IsNaN(m_OriginalRightOffset))
{
result |= ModificationDirection.Right;
}
if (!Double.IsNaN(m_OriginalTopOffset))
{
result |= ModificationDirection.Top;
}
if (!Double.IsNaN(m_OriginalBottomOffset))
{
result |= ModificationDirection.Bottom;
}
return result;
}
#endregion // ResolveOffset
#region FindCanvasChild
/// <summary>
/// Walks up the visual tree starting with the specified DependencyObject,
/// looking for a UIElement which is a child of the Canvas. If a suitable
/// element is not found, null is returned. If the 'depObj' object is a
/// UIElement in the Canvas's Children collection, it will be returned.
/// </summary>
/// <param name="depObj">
/// A DependencyObject from which the search begins.
/// </param>
private UIElement FindCanvasChild(DependencyObject depObj)
{
while (depObj != null)
{
// If the current object is a UIElement which is a child of the
// Canvas, exit the loop and return it.
UIElement elem = depObj as UIElement;
if (elem != null && base.Children.Contains(elem))
{
break;
}
// VisualTreeHelper works with objects of type Visual or Visual3D.
// If the current object is not derived from Visual or Visual3D,
// then use the LogicalTreeHelper to find the parent element.
if (depObj is Visual || depObj is Visual3D)
{
depObj = VisualTreeHelper.GetParent(depObj);
}
else
{
depObj = LogicalTreeHelper.GetParent(depObj);
}
}
return depObj as UIElement;
}
#endregion // FindCanvasChild
#endregion
}