- Part 1 - Drag, resize and rotate items on a canvas
- Part 2 - Toolbox, drag & drop, rubberband selection
- Part 3 - Connecting items
Introduction
In this article, I have added the following commands:
Open
, Save
Cut
, Copy
, Paste
, Delete
Print
Group
, Ungroup
Align
(Left
, Right
, Top
, Bottom
, Centered horizontal
, Centered vertical
)
Distribute
(horizontal
, vertical
)
Order
(Bring forward
, Bring to top
, Send backward
, Send to back
)
Note: I will only support Visual Studio 8.0 on .NET 3.5 !
Commands
The way I use WPF commands is straight forward, as described in the WPF SDK documentation, no extra infrastructure.
Grouping
My first approach to group items was to use a DesignerItem
object that should work as a group container. For this, I created a new instance of the DesignerItem
class with a Canvas
object as its content. On this canvas, I planned to position the designer items to be grouped. But before I could put the items on the group canvas, I had to remove them from the designer canvas because in WPF an element cannot be a child of two elements. If you try, you will get an InvalidOperationException
with the following message:
"Specified element is already the logical child of another element.
Disconnect it first."
So I removed the items from the designer canvas and put them on the group canvas. Now it is interesting to understand what WPF did behind the scenes: as soon as I removed an item from the designer canvas, its template was unloaded and when I added it to the group canvas, a new template was loaded. Now do you remember the last article where I showed you how to connect designer items? There I connected items via connectors, connectors that were part of the designer item's template, a template that is lost as soon as I remove the item from the designer canvas. You see the problem? I have connected designer items via their templates and so the designer item itself has absolutely no information about existing connections. All connection related information is isolated in the designer item's template.
Imagine a database diagram where the designer item's content is a database table. The table would never recognize any relation to other tables. One solution would be to tunnel the information from the template to the designer item to the table. A better solution is to redesign the application and divide the whole bulk into separate parts, e.g.
- Template (view)
- Designer item (view model)
- Database table (model)
I will not start redesigning this code in the midst of an article, instead I will ride this 'view-only-approach' until the end of this article. The more painful this ride is, the more welcome a better solution will be. (I will cover a model backed designer in a future article.)
So let's continue. An alternative approach to group designer items uses the following interface:
public interface IGroupable
{
Guid ID { get; }
Guid ParentID { get; set; }
bool IsGroup { get; set; }
}
The idea is that the DesignerItem
class has to implement this interface to become part of the grouping infrastructure, which works like this:
- Create a new
DesignerItem
object with a unique ID
and with its IsGroup
property set to true
- For each group member, set the
ParentID
to the ID
of the group parent.
This is simple, but the real work happens when I modify items (Select, Move, Resize, Copy, ...); with each of these operations I have to consider an item's group status. Sounds like a lot of work, but it's not as painful as it would be without LINQ. For this, I have wrapped most of the work into the SelectionService
class.
Note: The Connection
class does not implement the IGroupable
interface and so cannot directly be part of a group, but indirectly - since a connection is always attached to an item. This gives me the flexibility to re/connect items, no matter if they are members of a group or not.
Save
To save a diagram, I have chosen to use a combination of XML and XAML. For the DesignerItem
related data I use XML, and the content is serialized to XAML. Here again, please note that serializing a designer item's content to XAML only preserves the visual aspects and thus is used as a short term solution only. To create the XML file, I use LINQ. Since this is the first time I experiment with LINQ, don't expect it to be necessarily the "right" way to use it.
Here is an example of how I serialize designer items:
XElement serializedItems = new XElement("DesignerItems",
from item in designerItems
let contentXaml = XamlWriter.Save(((DesignerItem)item).Content)
select new XElement("DesignerItem",
new XElement("Left", Canvas.GetLeft(item)),
new XElement("Top", Canvas.GetTop(item)),
new XElement("Width", item.Width),
new XElement("Height", item.Height),
new XElement("ID", item.ID),
new XElement("zIndex", Canvas.GetZIndex(item)),
new XElement("IsGroup", item.IsGroup),
new XElement("ParentID", item.ParentID),
new XElement("Content", contentXaml)
)
);
The let
keyword allows you to store the result of a sub-expression in a variable that can be used in a subsequent expression. Here I use this feature to save the serialized content in the contentXaml
variable, which I use a few lines below. Finally, I use the Save
method of the XElement
class to store the element's underlying XML tree:
XElement.Save(fileName)
Open
When loading a diagram from an XML file, we have to start with the designer items because we need their connectors to create connections. We have learned that connectors are part of the item's template, so the designer item has to load its template before we can continue. Fortunately the Control
class provides the ApplyTemplate()
method which forces the WPF layout system to load the control template so that its parts can be referenced.
In the previous article, I provided a mechanism to customize the ConnectorDecorator
template, which allows you to freely position connectors around a designer item. That solution did apply the customized template after the designer item's Loaded
event was fired and that event is not fired before the item becomes visible on your screen. Now the screen cannot be redrawn before the command has ended. So the only way is to set the customized ConnectorDecorator
template explicitly within the Open
command, see the SetConnectorDecoratorTemplate(item)
method.
Note: When defining customized connectors, you must set the x:Name
property. A connection uses the name to identify its source and sink connectors.
<s:Connector x:Name="Left" Orientation="Left"
VerticalAlignment="Center" HorizontalAlignment="Left"/>
Copy, Paste, Delete, Cut
The Copy
and Paste
commands work analogous to the Open
and Save
commands, except that they are applied only to the selected items and that they read and write the serialized content to the Clipboard
. The Delete
command simply removes all selected items from the designer canvas' Children
collection, and the Cut
command finally is a combination of Copy
and Delete
command.
Align, Distribute
Not much to say about these commands, except that the reference item for alignment is the item that was selected at first (also called primary selection). This works only when you select items with the LeftMouseButton + Ctrl, or LeftMouseButton + Shift, but not if you use rubberband selection.
Order
The Panel
class (from which Canvas
is derived) provides an attached property named ZIndex
that defines the order on the z-plane in which the children appear, so we only have to change that property to bring an item forward or backward.
History
- 25th March, 2008 -- Original version submitted