I'm working on a custom GUI with SharpDX.
I have user Input from a Form Object and assign Action Methods to the specific events. Below my UI I have a "drawing canvas" and I use Tool Objects that also listen to those Form Events.
But I'm a bit stuck on the matter of how to design my program to only pass those events to a second layer (in this case my canvas) when the first layer did not "hit" anything. In short: Only call "Tool.OnMouseDown" when "Button.OnMouseDown" did return false? Would a Chain Of Responsibility be the/a correct or possible approach?
Or shall I make the current Tool check if "Excecute (Vector2)" is above some gui element but I think this would lead to the kind of coupling I want to prevent.
Hope someone is willing to help/hint (sorry for no code examples, if it's to confusingly descriped please tell me ;))
Thanks!
(Disclaimer: I know I don't have to reinvent the wheel, but I use it partly to learn and improve on my design patterns and coding skills)
thanks to sharp-ninja's answer i did the following:
ok working with it like this now :) thanks again Mister Ninja
using System.Windows.Forms;
public class HandleMouseEventArgs : MouseEventArgs
{
public bool handled { get; protected set; }
public HandleMouseEventArgs(MouseEventArgs args) : base(args.Button, args.Clicks, args.X, args.Y, args.Delta)
{
handled = false;
}
public void SetHandled()
{
handled = true;
}
}
Fortunately in .Net events get called in the order in which they are registered. You can use a handlable event arg so that the first handler of the event can tell subsequent event handlers whether the event was handled.
event EventHandler<MyHandlableEventArg> MultiLevelEvent;
Then in your main program:
// First event handler
MultiLevelEvent += (s, e) => { if(x) e.Handled = true; };
// Subsequent event handler
MultiLevelEvent += (s, e) => { if(!e.Handled) { /* Do Work */ } };
Related
I have a ton on controls on a form, and there is a specific time when I want to stop all of my events from being handled for the time being. Usually I just do something like this if I don't want certain events handled:
private bool myOpRunning = false;
private void OpFunction()
{
myOpRunning = true;
// do stuff
myOpRunning = false;
}
private void someHandler(object sender, EventArgs e)
{
if (myOpRunning) return;
// otherwise, do things
}
But I have A LOT of handlers I need to update. Just curious if .NET has a quicker way than having to update each handler method.
You will have to create your own mechanism to do this. It's not too bad though. Consider adding another layer of abstraction. For example, a simple class called FilteredEventHandler that checks the state of myOpRunning and either calls the real event handler, or suppresses the event. The class would look something like this:
public sealed class FilteredEventHandler
{
private readonly Func<bool> supressEvent;
private readonly EventHandler realEvent;
public FilteredEventHandler(Func<bool> supressEvent, EventHandler eventToRaise)
{
this.supressEvent = supressEvent;
this.realEvent = eventToRaise;
}
//Checks the "supress" flag and either call the real event handler, or skip it
public void FakeEventHandler(object sender, EventArgs e)
{
if (!this.supressEvent())
{
this.realEvent(sender, e);
}
}
}
Then when you hook up the event, do this:
this.Control.WhateverEvent += new FilteredEventHandler(() => myOpRunning, RealEventHandler).FakeEventHandler;
When WhateverEvent gets raised, it will call the FilteredEventHandler.FakeEventHandler method. That method will check the flag and either call, or not call the real event handler. This is pretty much logically the same as what you're already doing, but the code that checks the myOpRunning flag is in only one place instead of sprinkled all over your code.
Edit to answer question in the comments:
Now, this example is a bit incomplete. It's a little difficult to unsubscribe from the event completely because you lose the reference to the FilteredEventHandler that's hooked up. For example, you can't do:
this.Control.WhateverEvent += new FilteredEventHandler(() => myOpRunning, RealEventHandler).FakeEventHandler;
//Some other stuff. . .
this.Control.WhateverEvent -= new FilteredEventHandler(() => myOpRunning, RealEventHandler).FakeEventHandler; //Not gonna work!
because you're hooking up one delegate and unhooking a completely different one! Granted, both delegates are the FakeEventHandler method, but that's an instance method and they belong to two completely different FilteredEventHandler objects.
Somehow, you need to get a reference to the first FilteredEventHandler that you constructed in order to unhook. Something like this would work, but it involves keeping track of a bunch of FilteredEventHandler objects which is probably no better than the original problem you're trying to solve:
FilteredEventHandler filter1 = new FilteredEventHandler(() => myOpRunning, RealEventHandler);
this.Control.WhateverEvent += filter1.FakeEventHandler;
//Code that does other stuff. . .
this.Control.WhateverEvent -= filter1.FakeEventHandler;
What I would do, in this case, is to have the FilteredEventHandler.FakeEventHandler method pass its 'this' reference to the RealEventHandler. This involves changing the signature of the RealEventHandler to either take another parameter:
public void RealEventHandler(object sender, EventArgs e, FilteredEventHandler filter);
or changing it to take an EventArgs subclass that you create that holds a reference to the FilteredEventHandler. This is the better way to do it
public void RealEventHandler(object sender, FilteredEventArgs e);
//Also change the signature of the FilteredEventHandler constructor:
public FilteredEventHandler(Func<bool> supressEvent, EventHandler<FilteredEventArgs> eventToRaise)
{
//. . .
}
//Finally, change the FakeEventHandler method to call the real event and pass a reference to itself
this.realEvent(sender, new FilteredEventArgs(e, this)); //Pass the original event args + a reference to this specific FilteredEventHandler
Now the RealEventHandler that gets called can unsubscribe itself because it has a reference to the correct FilteredEventHandler object that got passed in to its parameters.
My final advice, though is to not do any of this! Neolisk nailed it in the comments. Doing something complicated like this is a sign that there's a problem with the design. It will be difficult for anybody who needs to maintain this code in the future (even you, suprisingly!) to figure out the non-standard plumbing involved.
Usually when you're subscribing to events, you do it once and forget it - especially in a GUI program.
You can do it with reflection ...
public static void UnregisterAllEvents(object objectWithEvents)
{
Type theType = objectWithEvents.GetType();
//Even though the events are public, the FieldInfo associated with them is private
foreach (System.Reflection.FieldInfo field in theType.GetFields(System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance))
{
//eventInfo will be null if this is a normal field and not an event.
System.Reflection.EventInfo eventInfo = theType.GetEvent(field.Name);
if (eventInfo != null)
{
MulticastDelegate multicastDelegate = field.GetValue(objectWithEvents) as MulticastDelegate;
if (multicastDelegate != null)
{
foreach (Delegate _delegate in multicastDelegate.GetInvocationList())
{
eventInfo.RemoveEventHandler(objectWithEvents, _delegate);
}
}
}
}
}
You could just disable the container where all these controls are put in. For example, if you put them in a GroupBox or Panel simply use: groupbox.Enabled = false; or panel.Enabled = false;. You could also disable the form From1.Enabled = false; and show a wait cursor. You can still copy and paste these controls in a container other than the form.
Problem:
I am working on a application where in for some time consuming operation, i am supposed to show a progress bar on a form (WinForm) with a cancel button. So obviously i am using BackgroundWorker thread for it. Below is the code which simulates roughly of what i am trying to achieve.
namespace WindowsFormsApplication1
{
public delegate void SomeDelegateHandler();
public partial class Form1 : Form
{
public event SomeDelegateHandler DoSomeAction;
BackgroundWorker bgWorker;
public Form1()
{
InitializeComponent();
bgWorker = new BackgroundWorker();
bgWorker.DoWork += new DoWorkEventHandler(bgWorker_DoWork);
}
void bgWorker_DoWork(object sender, DoWorkEventArgs e)
{
//Some logic code here.
for (int i = 0; i < 100; i++)
{
DoSomeAction();
}
}
private void Form1_Shown(object sender, EventArgs e)
{
if (DoSomeAction != null)
bgWorker.RunWorkerAsync();
else throw new EventNotSubscribedException();//Is this a valid style??
}
}
public class EventNotSubscribedException : ApplicationException
{
//Some custom code here
}
}
My Solution
As per the above code, as soon as the form is displayed to the user (OnShown event) i am starting the backgroundworker thread. This is because, the user need not to initiate any action for this to happen. So onshown does time consuming operation job. But the issue is, as i have shown above, the main time consuming job is executed on other class/component where it is kind of tight bounded too (legacy code: cant refactor). Hence i have subscribed to the event DoSomeAction in that legacy code class which launches this form.
Doubt/Question:
Is it valid to throw exception as shown above? (Please read my justification below).
Justification:
The OnShown event does check for null on event handler object. This is because, to make this form usable, the event has to be subscribed by the subscriber (usage code), then only it shall work. If not, then the form just displays and does noting at all and usage code may not know why it is happenings so. The usage code may assume that subscribing to the event is option just like button click events per say.
Hope my post is clear and understandable.
Thanks & Happy Coding,
Zen :)
Do you mean that you need to throw an exception to the caller of the form? Is it called using showDialog or Show?
BTW, I dont prefer to generate an exception from an event. Rather it would be rather nice to keep it such that it returns from the place with some status set on the Form class.
for instance, I would prefer using
IsEventSubscribed = false
this.Close()
rather than EventNotSubscribedException
BTW, One problem I can see in the code, when the bgWorker_DoWork is called, you should check DoSomeAction to null, because otherwise it might cause NullReferenceException.
Preferably,
Start the run the RunWorkerAsync from Form_shown
Check Delegate to null in DoWork, if it is null, do not call DoSomeAction otherwise call it.
On RunWorkerCompleted of the BackgroundWorker, close the form.
Let me know if you need anything more.
I would suggest making the consuming code construct the BackgroundWorker and pass it to the form's constructor. You can do a null test in the constructor and side-step this whole issue. Alternatively, take the delegate as a constructor argument instead. I mean, how likely is it that the consuming code will need to change the worker delegate mid-operation?
Another approach is to have the dialog monitor a task, instead of having a dialog control a task (as you have here). For example, you could have an interface like this:
public interface IMonitorableTask {
void Start();
event EventHandler<TData> TaskProgress;
}
Where TData is a type that provides any information you might need to update the dialog (such as percent completed).
The downside to this is that each task needs to be a type of its own. This can lead to very ugly, cluttered code. You could mitigate that issue somewhat by creating a helper class, something like:
public class DelegateTask : IMonitorableTask {
private Action<Action<TData>> taskDelegate;
public event EventHandler<TData> TaskProgress;
public DelegateTask(Action<Action<TData>> taskDelegate) {
if (taskDelegate == null)
throw new ArgumentNullException("taskDelegate");
this.taskDelegate = taskDelegate;
}
protected void FireTaskProgress(TData data) {
var handler = TaskProgress;
if (handler != null)
handler(this, data);
}
public void Start() {
taskDelegate(FireTaskProgress);
}
}
Then your task methods become factories:
public IMonitorableTask CreateFooTask(object argument) {
return new DelegateTask(progress => {
DoStuffWith(argument);
progress(new TData(0.5));
DoMoreStuffWith(argument);
progress(new TData(1));
});
}
And now you can easily(*) support, say, a command-line interface. Just attach a different monitor object to the task's event.
(*) Depending on how clean your UI/logic separation already is, of course.
I have a treeview with checkboxes and I have the following handler for the "AfterCheck" event:
private void trvAvailableFiles_AfterCheck(object sender, TreeViewEventArgs e)
{
if (!_isCheckingInProgress)
{
trvAvailableFiles.BeginUpdate();
var nodePath = e.Node.Tag.ToString();
bool isChecked = e.Node.Checked;
e.Node.Nodes.Clear();
try
{
_fileTreeLogic.GetChildNodes(e.Node, true);
e.Node.ExpandAll();
_isCheckingInProgress = true;
SetChildrenCheckState(e.Node, isChecked);
_isCheckingInProgress = false;
}
finally
{
trvAvailableFiles.EndUpdate();
}
}
}
If you look closely you'll see that I'm checking if "_isCheckingInProgress". If it is not, then I proceed and expand all the nodes and call the SetChildrenCheckState() method. The problem I have encountered is that SetChildrenCheckState() will subsequently cause each child node to all fire the AfterCheck event for its own node.
My question is, is there a more clean way to allow the first AfterCheck event to fire but not the subsequent ones? It seems kind of hackish that I have to have an instance bool variable to check and set.
Use: if(e.Action != TreeViewAction.Unknown) instead of if (!_isCheckingInProgress). See TreeViewAction .
When the user uses the keyboard or mouse to check the checkboxes, e.Action will be TreeViewAction.ByKeyboard or TreeViewAction.ByMouse.
The MSDN provides this as example code for the TreeView.AfterCheck Event.
Edit 1: Obviously, if you're setting the checkbox yourself in code, move the code in the event handler to a new function and have the code that sets the checkbox call it directly. The point of this solution is to let you use event handlers for user input without having those events get triggered when you set the checkboxes yourself via code.
Edit 2: See Spencer's answer for an explanation of my comment in Edit 1
One recommendation you'll see occasionally around SO is to not put a lot of code into event handlers themselves. There are a number of reasons for this. First, in your case it would be easier to understand a call like:
private void trvAvailableFiles_AfterCheck(object sender, TreeViewEventArgs e)
{
if (!_isCheckingInProgress)
{
_isCheckingInProgress = true;
try { GetAvailableFiles(); } catch {}
_isCheckingInProgress = false;
}
}
And to place the rest of your code in GetAvailableFiles(). This creates a separation between event code and action code which most people would agree is a worthwhile distinction to make.
Second, which may or may not be applicable in your case is that multiple events can cause the same action. Such as mnuFileQuit_Click and btnClose_Click as an obvious example. If both make calls to CloseApplication() it removes a lot of redundant code.
Personally, I use a function that removes and then adds the event.
private void trvAvailableFiles_AfterCheck(object sender, TreeViewEventArgs e)
{
EnableEvents(false);
trvAvailableFiles.BeginUpdate();
var nodePath = e.Node.Tag.ToString();
bool isChecked = e.Node.Checked;
e.Node.Nodes.Clear();
try
{
_fileTreeLogic.GetChildNodes(e.Node, true);
e.Node.ExpandAll();
SetChildrenCheckState(e.Node, isChecked);
}
finally
{
trvAvailableFiles.EndUpdate();
}
EnableEvents(true);
}
private void EnableEvents(bool bEnable)
{
if(bEnable)
cbWhatever.OnChecked += EventHandler;
else
cbWhatever.OnChecked -= EventHandler;
}
No, there's no cleaner way to do what you've shown. I'm not really sure why you feel that variables are a "hack" approach. Setting a flag is a common technique used when writing UI code.
The real hack would be some obscure way to prevent raising the event the first time, but not subsequent times. Future maintenance programmers are guaranteed to understand how setting a flag works; they're not guaranteed to appreciate the "elegance" of your alternative approach.
So I'm just playing around with RX and learning it. I started playing with Events, and wanted to know how to subscribe to events, and process the results in batches asynchronously. Allow me to explain with code:
Simple class that raises events:
public class EventRaisingClass
{
public event EventHandler<SomeEventArgs> EventOccured;
//some other code that raises event...
}
public class SomeEventArgs : EventArgs
{
public SomeEventArgs(int data)
{
this.SomeArg = data;
}
public int SomeArg { get; private set; }
}
Then my Main:
public static void Main(string[] args)
{
var eventRaiser = new EventRaisingClass();
IObservable<IEvent<SomeEventArgs>> observable =
Observable.FromEvent<SomeEventArgs>(e => eventRaiser.EventOccured += e, e => eventRaiser.EventOccured -= e);
IObservable<IList<IEvent<SomeEventArgs>>> bufferedEvents = observable.BufferWithCount(100);
//how can I subscribte to bufferedEvents so that the subscription code gets called Async?
bufferedEvents.Subscribe(list => /*do something with list of event args*/); //this happens synchrounously...
}
As you can see in my comments, when you just call subscribe like that, all the subscription code happens synchronously. Is there a way out of the box using RX to have the Subscribe be called on different threads whenever there's a new batch of events to work on?
bufferedEvents.ObserveOn(Scheduler.TaskPool).Subscribe(...
SubscribeOn is to specify the schedule on which so-called "subscription side effects" are happening. For example, your observable can open a file each time somebody subscribes.
ObserveOn is to specify the schedule on which the call to the observer will happen every time when there is a new value. In practice, it is used more often than SubscribeOn.
I believe you're looking for SubscribeOn or ObserveOn, passing an IScheduler. There are several schedulers built-in under System.Concurrency; some of them use whatever thread is current, and others use specific threads.
This video has more info on the scheduler concept.
The Rx team also recently released a hands-on labs document which is the closest thing to a tutorial right now.
I have a custom control which inherits from System.Web.UI.Control and some of its properties can be declaratively set using databinding expressions. e.g.
<foo:Foo runat="server" MyFoo="<%# this.GetFoo() %>" />
Now, when I do that I need to call .DataBind() on the control (or one of its parents) to evaluate these expressions.
What I would like to be able to do is detect if any properties were set this way and just automatically have the custom control call this.DataBind() after OnPreRender or there about.
So the question: how do I detect if databinding expressions are waiting to be executed?
I'm convinced that in some ControlBuilder or DataBindContext class lives the information needed to determine this. I've hunted around with Reflector and cannot seem to find it.
I should add, that I don't want to pay the overhead of executing DataBind() if no direct properties have been assigned this way. This is why I'd like to detect before hand. This class is extremely light but I'd like the ability to declaratively set properties without needing any code behind.
Doing some deeper looking into ControlBuilder, I noticed that the compiled factory for each control instance will attach a DataBinding event handler when there are data binding expressions present. I've found that checking for this seems to be a very reliable method for determining if data binding needs to occur. Here is the basis of my solution to the problem:
using System;
using System.Reflection;
using System.Web.UI;
public class AutoDataBindControl : Control
{
private static readonly object EventDataBinding;
private bool needsDataBinding = false;
static AutoDataBindControl()
{
try
{
FieldInfo field = typeof(Control).GetField(
"EventDataBinding",
BindingFlags.NonPublic|BindingFlags.Static);
if (field != null)
{
AutoDataBindControl.EventDataBinding = field.GetValue(null);
}
}
catch { }
if (AutoDataBindControl.EventDataBinding == null)
{
// effectively disables the auto-binding feature
AutoDataBindControl.EventDataBinding = new object();
}
}
protected override void DataBind(bool raiseOnDataBinding)
{
base.DataBind(raiseOnDataBinding);
// flag that databinding has taken place
this.needsDataBinding = false;
}
protected override void OnInit(EventArgs e)
{
base.OnInit(e);
// check for the presence of DataBinding event handler
if (this.HasEvents())
{
EventHandler handler = this.Events[AutoDataBindControl.EventDataBinding] as EventHandler;
if (handler != null)
{
// flag that databinding is needed
this.needsDataBinding = true;
this.Page.PreRenderComplete += new EventHandler(this.OnPreRenderComplete);
}
}
}
void OnPreRenderComplete(object sender, EventArgs e)
{
// DataBind only if needed
if (this.needsDataBinding)
{
this.DataBind();
}
}
}
This solution disables itself if no DataBinding event handler is attached or if the control is manually data bound (directly or via a parent).
Note that most of this code is just jumping through hoops to be able to test for the existence of the event. The only reflection needed is a one-time lookup to get the object used as the key for EventDataBinding.
There is an internal ArrayList called SubBuilders on the ControlBuilder class. For each databinding expression TemplateParser enocunters, ProcessCodeBlock() adds a CodeBlockBuilder object with a BlockType property CodeBlockType.DataBinding to SubBuilders.
So if you can get a handle to the ControlBuilder you want, you should be able to reflectively iterate over SubBuilders and look for objects of type CodeBlockBuilder where BlockType == CodeBlockType.DataBinding.
Note of course this is all kinds of nasty and I'm really suspicious this is the best way to solve your core problem. If you take two steps back and look at the original problem, maybe post that on Stackoverflow instead - there's plenty of super-smart people who can help come up with a good solution.