UniformGrid.cs source code in C# .NET

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/ DotNET / DotNET / 8.0 / untmp / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Framework / System / Windows / Controls / Primitives / UniformGrid.cs / 1 / UniformGrid.cs

                            //---------------------------------------------------------------------------- 
//
// Copyright (C) Microsoft Corporation.  All rights reserved.
//
//--------------------------------------------------------------------------- 
//---------------------------------------------------------------------------
// 
// File: UniformGrid.cs 
//
// Description: Implementation of a UniformGrid that evenly distributes 
//              space among its children
//
//              NewsClient is defining this Panel because it wants a
//              multi-row, multi-column display of news items in the Pod; 
//              Grid can be databound, but it does not do auto-indexing,
//              meaning that all of the generated items would be laid out 
//              on top of each other.  Rather than subclassing Grid to 
//              introduce this auto-indexing behavior, it seemed more
//              straightforward to construct this straightforward panel. 
//
//  NOTE: this is grabed from [....]'s NewsClient under
//              windows\wcp\DevTest\Demos\NewsClient\Core and add a FirstColumn property.
// 
//---------------------------------------------------------------------------
 
 
using System;
using System.ComponentModel; 
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
 

namespace System.Windows.Controls.Primitives 
{ 
    /// 
    /// UniformGrid is used to arrange children in a grid with all equal cell sizes. 
    /// 
    public class UniformGrid : Panel
    {
        //-------------------------------------------------------------------- 
        //
        //  Constructors 
        // 
        //-------------------------------------------------------------------
 
        #region Constructors

        /// 
        /// Default constructor. 
        /// 
        public UniformGrid() 
            : base() 
        {
        } 

        #endregion Constructors

        //-------------------------------------------------------------------- 
        //
        //  Public Properties 
        // 
        //--------------------------------------------------------------------
 
        #region Public Properties

        /// 
        /// the start column to arrange children. Leave first 'FirstColumn' 
        /// cells blank.
        ///  
        public int FirstColumn 
        {
            get { return (int)GetValue(FirstColumnProperty); } 
            set { SetValue(FirstColumnProperty, value); }
        }

        ///  
        /// FirstColumnProperty
        ///  
        public static readonly DependencyProperty FirstColumnProperty = 
                DependencyProperty.Register(
                        "FirstColumn", 
                        typeof(int),
                        typeof(UniformGrid),
                        new FrameworkPropertyMetadata(
                                (int)0, 
                                FrameworkPropertyMetadataOptions.AffectsMeasure),
                        new ValidateValueCallback(ValidateFirstColumn)); 
 
        private static bool ValidateFirstColumn(object o)
        { 
            return (int)o >= 0;
        }

        ///  
        /// Specifies the number of columns in the grid
        /// A value of 0 indicates that the column count should be dynamically 
        /// computed based on the number of rows (if specified) and the 
        /// number of non-collapsed children in the grid
        ///  
        public int Columns
        {
            get { return (int)GetValue(ColumnsProperty); }
            set { SetValue(ColumnsProperty, value); } 
        }
 
        ///  
        /// DependencyProperty for  property.
        ///  
        public static readonly DependencyProperty ColumnsProperty =
                DependencyProperty.Register(
                        "Columns",
                        typeof(int), 
                        typeof(UniformGrid),
                        new FrameworkPropertyMetadata( 
                                (int)0, 
                                FrameworkPropertyMetadataOptions.AffectsMeasure),
                        new ValidateValueCallback(ValidateColumns)); 

        private static bool ValidateColumns(object o)
        {
            return (int)o >= 0; 
        }
 
        ///  
        /// Specifies the number of rows in the grid
        /// A value of 0 indicates that the row count should be dynamically 
        /// computed based on the number of columns (if specified) and the
        /// number of non-collapsed children in the grid
        /// 
        public int Rows 
        {
            get { return (int)GetValue(RowsProperty); } 
            set { SetValue(RowsProperty, value); } 
        }
 
        /// 
        /// DependencyProperty for  property.
        /// 
        public static readonly DependencyProperty RowsProperty = 
                DependencyProperty.Register(
                        "Rows", 
                        typeof(int), 
                        typeof(UniformGrid),
                        new FrameworkPropertyMetadata( 
                                (int)0,
                                FrameworkPropertyMetadataOptions.AffectsMeasure),
                        new ValidateValueCallback(ValidateRows));
 
        private static bool ValidateRows(object o)
        { 
            return (int)o >= 0; 
        }
 

        #endregion Public Properties

        //------------------------------------------------------------------- 
        //
        //  Protected Methods 
        // 
        //--------------------------------------------------------------------
 
        #region Protected Methods

        /// 
        /// Compute the desired size of this UniformGrid by measuring all of the 
        /// children with a constraint equal to a cell's portion of the given
        /// constraint (e.g. for a 2 x 4 grid, the child constraint would be 
        /// constraint.Width*0.5 x constraint.Height*0.25).  The maximum child 
        /// width and maximum child height are tracked, and then the desired size
        /// is computed by multiplying these maximums by the row and column count 
        /// (e.g. for a 2 x 4 grid, the desired size for the UniformGrid would be
        /// maxChildDesiredWidth*2 x maxChildDesiredHeight*4).
        /// 
        /// Constraint 
        /// Desired size
        protected override Size MeasureOverride(Size constraint) 
        { 
            UpdateComputedValues();
 
            Size childConstraint = new Size(constraint.Width / _columns, constraint.Height / _rows);
            double maxChildDesiredWidth = 0.0;
            double maxChildDesiredHeight = 0.0;
 
            //  Measure each child, keeping track of maximum desired width and height.
            for (int i = 0, count = InternalChildren.Count; i < count; ++i) 
            { 
                UIElement child = InternalChildren[i];
 
                // Measure the child.
                child.Measure(childConstraint);
                Size childDesiredSize = child.DesiredSize;
 
                if (maxChildDesiredWidth < childDesiredSize.Width)
                { 
                    maxChildDesiredWidth = childDesiredSize.Width; 
                }
 
                if (maxChildDesiredHeight < childDesiredSize.Height)
                {
                    maxChildDesiredHeight = childDesiredSize.Height;
                } 
            }
 
            return new Size((maxChildDesiredWidth * _columns),(maxChildDesiredHeight * _rows)); 
        }
 
        /// 
        /// Arrange the children of this UniformGrid by distributing space evenly
        /// among all of the children, making each child the size equal to a cell's
        /// portion of the given arrangeSize (e.g. for a 2 x 4 grid, the child size 
        /// would be arrangeSize*0.5 x arrangeSize*0.25)
        ///  
        /// Arrange size 
        protected override Size ArrangeOverride(Size arrangeSize)
        { 
            Rect childBounds = new Rect(0, 0, arrangeSize.Width / _columns, arrangeSize.Height / _rows);
            double xStep = childBounds.Width;
            double xBound = arrangeSize.Width - 1.0;
 
            childBounds.X += childBounds.Width * FirstColumn;
 
            // Arrange and Position each child to the same cell size 
            foreach (UIElement child in InternalChildren)
            { 
                child.Arrange(childBounds);

                // only advance to the next grid cell if the child was not collapsed
                if (child.Visibility != Visibility.Collapsed) 
                {
                    childBounds.X += xStep; 
                    if (childBounds.X >= xBound) 
                    {
                        childBounds.Y += childBounds.Height; 
                        childBounds.X = 0;
                    }
                }
            } 

            return arrangeSize; 
        } 

        #endregion Protected Methods 

        //-----------------------------------------------------
        //
        //  Private Methods 
        //
        //----------------------------------------------------- 
 
        #region Private Methods
 
        /// 
        /// If either Rows or Columns are set to 0, then dynamically compute these
        /// values based on the actual number of non-collapsed children.
        /// 
        /// In the case when both Rows and Columns are set to 0, then make Rows
        /// and Columns be equal, thus laying out in a square grid. 
        ///  
        private void UpdateComputedValues()
        { 
            _columns = Columns;
            _rows = Rows;

            //parameter checking. 
            if (FirstColumn >= _columns)
            { 
                //NOTE: maybe we shall throw here. But this is somewhat out of 
                //the MCC itself. We need a whole new panel spec.
                FirstColumn = 0; 
            }

            if ((_rows == 0) || (_columns == 0))
            { 
                int nonCollapsedCount = 0;
 
                // First compute the actual # of non-collapsed children to be laid out 
                for (int i = 0, count = InternalChildren.Count; i < count; ++i)
                { 
                    UIElement child = InternalChildren[i];
                    if (child.Visibility != Visibility.Collapsed)
                    {
                        nonCollapsedCount++; 
                    }
                } 
 
                // to ensure that we have at leat one row & column, make sure
                // that nonCollapsedCount is at least 1 
                if (nonCollapsedCount == 0)
                {
                    nonCollapsedCount = 1;
                } 

                if (_rows == 0) 
                { 
                    if (_columns > 0)
                    { 
                        // take FirstColumn into account, because it should really affect the result
                        _rows = (nonCollapsedCount + FirstColumn + (_columns - 1)) / _columns;
                    }
                    else 
                    {
                        // both rows and columns are unset -- lay out in a square 
                        _rows = (int)Math.Sqrt(nonCollapsedCount); 
                        if ((_rows * _rows) < nonCollapsedCount)
                        { 
                            _rows++;
                        }
                        _columns = _rows;
                    } 
                }
                else if (_columns == 0) 
                { 
                    // guaranteed that _rows is not 0, because we're in the else clause of the check for _rows == 0
                    _columns = (nonCollapsedCount + (_rows - 1)) / _rows; 
                }
            }
        }
 
        #endregion Private Properties
 
        private int _rows; 
        private int _columns;
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

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