So my program is generating a bunch of buttons like so:
foreach (var subdir in dir.GetDirectories()) {
var path = subdir.Name;
var button = new Button {
Text = getFlavor(path) + "\t(" + path + ")",
Width = Width,
Height = 35,
Top = y
};
button.Click += buttonClick;
Controls.Add(button);
if (button.Text.Contains("Kittens")
i++;
}
I want to try something like this
if (i == 1) {
[Button.ThatContains("Kitten)].Click;
}
"ThatContains" is not a real method. How do I get references to buttons I've created programmatically ?
You could use OfType<Button> to find all buttons in the container control where you've added them(f.e. a Panel). Then a liitle bit LINQ power gives you the correct button(s):
var kittenButtons = panel.Controls.OfType<Button>()
.Where(btn => btn.Text.Contains("Kittens"));
foreach(Button btn in kittenButtons)
btn.PerformClick();
If you just want to click the first:
Button kittenButton = panel.Controls.OfType<Button>()
.FirstOrDefault(btn => btn.Text.Contains("Kittens"));
if(kittenButton != null)
kittenButton.PerformClick();
For what it's worth, here is also an extension method that returns controls recursively via deferred execution which allows to use only the first found Buttton or consume all down the road:
public static IEnumerable<T> GetChildControlsRecursive<T>(this Control root) where T : Control
{
if (root == null) throw new ArgumentNullException("root");
var stack = new Stack<Control>();
stack.Push(root);
while (stack.Count > 0)
{
Control parent = stack.Pop();
foreach (Control child in parent.Controls)
{
if (child is T)
yield return (T)child;
stack.Push(child);
}
}
yield break;
}
Now you can use similar code as above to get for example the first matching button or all:
var kittenButtons = this.GetChildControlsRecursive<Button>()
.Where(b => b.Text.Contains("Kittens"));
// search just until the first button is found
Button firstKittenButton = kittenButtons.FirstOrDefault();
if(firstKittenButton != null) firstKittenButton.PerformClick;
// loop all
foreach(Button btn in kittenButtons)
btn.PerformClick();
Either create a subclass of Button to store the information you want and instantiate that instead or use the Tag property
public class MyButton : Button
{
public int ButtonID { get; set; }
}
public class MyApplication
{
public void DoSomething()
{
int i; // todo: loop stuff
var button = new MyButton
{
Text = getFlavor(path) + "\t(" + path + ")",
Width = Width,
Height = 35,
Top = y,
ButtonID = i
};
}
}
Or why not cast the sender parameter of the button click event as a Button and check the text?
public class MyApplication
{
public void DoSomething()
{
var b = new Button();
b.Click += b_Click;
}
public void b_Click(object sender, EventArgs e)
{
Button b = (Button)sender;
switch (b.Text) {
case "Kittens":
return;
default:
return;
}
}
}
Something like this
var button = FirstOrDefault(y => y is Button && y.Text.Contains("Kittens"));
if(button != null)
button.PerformClick();
In order to get the references, you may need to what you would do with getting references of any other type - store them somewhere, which does not seem to be the case here at all. Normally, you would register your buttons for interaction from a user by attaching them to a Form. Assuming you're not doing this by the looks of your sample code, I'm going to recommend storing them into a Dictionary<string, Button>.
You could use a dictionary or you could use a simple recursive loop (in case you are sticking the buttons into different containers).
private bool ClickButton(string buttonName, Control control) {
if (control is Button && control.Text.Contains(buttonName) {
((Button)control)PerformClick();
return true;
}
if (control.HasChildren) {
foreach (Control childControl in control.Controls) {
if (ClickButton(buttonName, childControl)) {
return true;
}
}
}
return false;
}
Usage: ClickButton("Kittens", this);
Or you could use a dictionary, as some have suggested.
private Dictionary<string, Button> DynamicButtons = new Dictionary<string, Button>();
private void ClickDictionaryButton(string buttonName) {
var matches = DynamicButtons.Where(x => x.Key.Contains(buttonName));
foreach (var match in matches) {
match.Value.PerformClick();
}
}
Usage: ClickDictionaryButton("Kittens", this);
Related
I am facing issue in tabcontrol of Windows application.
We have a tabcontrol on 1 windows form on which first tab is by default and other tabs we are adding dynamically at runtime.
In first case while we opening the form, we able to see all the controls in both the tabs i.e. (Default and other tabs)
Although, when we try opening the form for second time, data is being getting added into the form if we debug but while showing, it shows blank in other tabs which are getting added dynamically.
In CustomgroupControl class, i am adding controls dynamically like textbox, dropdown, grid and etc. Although this is working in first case, but not showing controls in second case. (Flow of code is same for both the cases)
Below is attached screenshot in link and shown sample source code
Screenshot for above query
public void renderTabpage(Dictionary<string, List<Field>> subHeaderMap, TabPage currentTabPage, AsynchTabRenderer asynchTabRenderer, DoWorkEventArgs e)
{
currentTabPage.SuspendLayout();
TableLayoutPanel headerTableLayout = createNewheaferTableLayoutPanel(currentTabPage.Name + TABLE_LAYOUT_NAME_SUFFIX);
currentTabPage.Controls.Add(headerTableLayout);
headerTableLayout.ColumnCount = 1;
headerTableLayout.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100F));
headerTableLayout.RowCount = 0;
headerTableLayout.SuspendLayout();
foreach (string subHeaderName in subHeaderMap.Keys)
{
if (asynchTabRenderer != null && asynchTabRenderer.CancellationPending == true)
{
e.Cancel = true;
return;
}
else
{
CustomGroupControl customGroupControl = createAndPopulateSubheaderGroupControl(subHeaderMap[subHeaderName], subHeaderName);
headerTableLayout.RowCount = headerTableLayout.RowCount + 1;
headerTableLayout.RowStyles.Add(new RowStyle(SizeType.AutoSize));
headerTableLayout.Controls.Add(customGroupControl, 0, ++headerTableLayout.RowCount);
}
}
headerTableLayout.ResumeLayout(false);
headerTableLayout.PerformLayout();
currentTabPage.ResumeLayout(false);
currentTabPage.PerformLayout();
}
private void detailsTabControl_TabIndexChanged(object sender, EventArgs e)
{
tabIndexChangedEvent(((TabControl)sender).SelectedTab);
}
private void tabIndexChangedEvent(TabPage tabPage)
{
try
{
//WordApp.ScreenUpdating = false;
//WordApp.System.Cursor = Word.WdCursorType.wdCursorWait;
if (tabPage.Name == TabName.Replace(" ", "_").ToUpper())
{
FileUtilService service = FileUtilFactory.getInstance();
// service.clearIENetCache();
showForm(Window, forms);
}
//TabPage tabPage = ((TabControl)sender).SelectedTab;
if ((tabPage.Tag == null || true == (Boolean)tabPage.Tag) && !string.Equals(tabPage.Name, FieldConstants.TAB, StringComparison.CurrentCultureIgnoreCase))
{
var controls = WindowsFormControlUtils.GetControlHierarchy(tabPage);
foreach (Control control in controls)
{
if (control is CustomGroupControl)
{
CustomGroupControl customGroupControl = (CustomGroupControl)control;
customGroupControl.fieldRenderDelegater();
}
else
continue;
}
tabPage.Tag = false;
}
}
catch (Exception ex)
{
logger.Error(ex.Message);
}
}
internal TableLayoutPanel createNewheaferTableLayoutPanel(string headerName)
{
TableLayoutPanel subHeaderTableLayout = new TableLayoutPanel();
// resources.ApplyResources(subHeaderTableLayout, headerName.Replace(" ", "_").ToUpper());
subHeaderTableLayout.Name = headerName.Replace(" ", "_").ToUpper() + TABLE_LAYOUT_NAME_SUFFIX;
subHeaderTableLayout.Dock = DockStyle.Fill;
subHeaderTableLayout.AutoSize = true;
subHeaderTableLayout.AutoScroll = true;
subHeaderTableLayout.AutoSizeMode = System.Windows.Forms.AutoSizeMode.GrowOnly;
subHeaderTableLayout.GrowStyle = TableLayoutPanelGrowStyle.AddRows;
return subHeaderTableLayout;
}
#Jimi & #Lucky
It works. Got the correct direction. Thanks.
Hint - Don't create controls on worker thread
Tried solution and worked - Removed creation of controls from parameterized constructor and added on form_load event.
I'm making a retro-style game with C# .NET-Framework, and for dialogue I'm using a for-statement, that prints my text letter by letter (like a typewriter-effect):
I'm working with different scenes, and I have a skip button (bottom right) that skips the current dialogue and passes to the next scene. My typewriter-effect automatically stops when all the text is displayed, but when I click on the skip button, it automatically skips to the next scene.
I would like it, when the typewriter is still active, and if I click on the skip button, that it first shows all the text, instead of skipping to the next scene.
So that it only skips to the next scene when all the text is displayed (automatically or manually).
This is the (working code) that I'm using for my typewriter method (+ variables):
public string FullTextBottom;
public string CurrentTextBottom = "";
public bool IsActive;
public async void TypeWriterEffectBottom()
{
if(this.BackgroundImage != null) // only runs on backgrounds that arent black
{
for(i=0; i < FullTextBottom.Length + 1; i++)
{
CurrentTextBottom = FullTextBottom.Substring(0, i); // updating current string with one extra letter
LblTextBottom.Text = CurrentTextBottom; // "temporarily place string in text box"
await Task.Delay(30); // wait for next update
#region checks for IsActive // for debugging only!
if(i < FullTextBottom.Length + 1)
{
IsActive = true;
Debug1.Text = "IsActive = " + IsActive.ToString();
}
if(CurrentTextBottom.Length == FullTextBottom.Length)
{
IsActive = false;
Debug1.Text = "IsActive = " + IsActive.ToString();
}
#endregion
}
}
}
And this is the code that I want to get for my skip button (named Pb_FastForward):
private void PbFastForward_Click(object sender, EventArgs e)
{
if( //typewriter is active)
{
//print all text into the textbox
}
else if( //all text is printed)
{
// skip to the next scene
}
}
But I don't know how to formulate the 2nd part of code. I've tried many different approaches, like using counters that increase on a buttonclick (and using that to check in an if-statement), and many different types of if-statements to see if the typewriter is still active or not, but I haven't got anything to work yet.
Edit
This is the sequence in which different components need to be loaded (on button click), which is related to the way different variables are updated:
Gamestate_Cycle() --> called for loading new scene.
FullTextBottom = LblTextBottom.Text --> called to refresh variables for typewriter.
TypeWriterEffectBottom() --> called to perform typewriter effect.
Avoid async void. Otherwise you can get an Exception that will break your game and you will not able to catch it.
Then use as less global variables in async methods as possible.
I suggest CancellationTokenSource as thread-safe way to stop the Type Writer.
public async Task TypeWriterEffectBottom(string text, CancellationToken token)
{
if (this.BackgroundImage != null)
{
Debug1.Text = "TypeWriter is active";
StringBuilder sb = new StringBuilder(text.Length);
try
{
foreach (char c in text)
{
LblTextBottom.Text = sb.Append(c).ToString();
await Task.Delay(30, token);
}
}
catch (OperationCanceledException)
{
LblTextBottom.Text = text;
}
Debug1.Text = "TypeWriter is finished";
}
}
Define CTS. It's thread-safe, so it's ok to have it in global scope.
private CancellationTokenSource cts = null;
Call TypeWriter from async method to be able to await it.
// set button layout as "Skip text" here
using (cts = new CancellationTokenSource())
{
await TypeWriterEffectBottom(yourString, cts.Token);
}
cts = null;
// set button layout as "Go to the next scene" here
And finally
private void PbFastForward_Click(object sender, EventArgs e)
{
if (cts != null)
{
cts?.Cancel();
}
else
{
// go to the next scene
}
}
I pondered on your task a bit more and it occurred to me that it is a good job for the Rx.Net library.
An advantage of this approach is that you have less mutable state to care about and you almost don't need to think about threads, synchronization, etc.; you manipulate higher-level building blocks instead: observables, subscriptions.
I extended the task a bit to better illustrate Rx capabilities:
there are two pieces of animated text, each one can be fast-forwarded separately;
the user can fast-forward to the final state;
the user can reset the animation state.
Here is the form code (C# 8, System.Reactive.Linq v4.4.1):
private enum DialogState
{
NpcSpeaking,
PlayerSpeaking,
EverythingShown
}
private enum EventKind
{
AnimationFinished,
Skip,
SkipToEnd
}
DialogState _state;
private readonly Subject<DialogState> _stateChanges = new Subject<DialogState>();
Dictionary<DialogState, (string, Label)> _lines;
IDisposable _eventsSubscription;
IDisposable _animationSubscription;
public Form1()
{
InitializeComponent();
_lines = new Dictionary<DialogState, (string, Label)>
{
{ DialogState.NpcSpeaking, ("NPC speaking...", lblNpc) },
{ DialogState.PlayerSpeaking, ("Player speaking...", lblCharacter) },
};
// tick = 1,2...
IObservable<long> tick = Observable
.Interval(TimeSpan.FromSeconds(0.15))
.ObserveOn(this)
.StartWith(-1)
.Select(x => x + 2);
IObservable<EventPattern<object>> fastForwardClicks = Observable.FromEventPattern(
h => btnFastForward.Click += h,
h => btnFastForward.Click -= h);
IObservable<EventPattern<object>> skipToEndClicks = Observable.FromEventPattern(
h => btnSkipToEnd.Click += h,
h => btnSkipToEnd.Click -= h);
// On each state change animationFarames starts from scratch: 1,2...
IObservable<long> animationFarames = _stateChanges
.Select(
s => Observable.If(() => _lines.ContainsKey(s), tick.TakeUntil(_stateChanges)))
.Switch();
var animationFinished = new Subject<int>();
_animationSubscription = animationFarames.Subscribe(frame =>
{
(string line, Label lbl) = _lines[_state];
if (frame > line.Length)
{
animationFinished.OnNext(default);
return;
}
lbl.Text = line.Substring(0, (int)frame);
});
IObservable<EventKind> events = Observable.Merge(
skipToEndClicks.Select(_ => EventKind.SkipToEnd),
fastForwardClicks.Select(_ => EventKind.Skip),
animationFinished.Select(_ => EventKind.AnimationFinished));
_eventsSubscription = events.Subscribe(e =>
{
DialogState prev = _state;
_state = prev switch
{
DialogState.NpcSpeaking => WhenSpeaking(e, DialogState.PlayerSpeaking),
DialogState.PlayerSpeaking => WhenSpeaking(e, DialogState.EverythingShown),
DialogState.EverythingShown => WhenEverythingShown(e)
};
_stateChanges.OnNext(_state);
});
Reset();
}
private DialogState WhenEverythingShown(EventKind _)
{
Close();
return _state;
}
private DialogState WhenSpeaking(EventKind e, DialogState next)
{
switch (e)
{
case EventKind.AnimationFinished:
case EventKind.Skip:
{
(string l, Label lbl) = _lines[_state];
lbl.Text = l;
return next;
}
case EventKind.SkipToEnd:
{
ShowFinalState();
return DialogState.EverythingShown;
}
default:
throw new NotSupportedException($"Unknown event '{e}'.");
}
}
private void ShowFinalState()
{
foreach ((string l, Label lbl) in _lines.Values)
{
lbl.Text = l;
}
}
private void Reset()
{
foreach ((_, Label lbl) in _lines.Values)
{
lbl.Text = "";
}
_state = DialogState.NpcSpeaking;
_stateChanges.OnNext(_state);
}
protected override void OnClosed(EventArgs e)
{
_eventsSubscription?.Dispose();
_animationSubscription?.Dispose();
base.OnClosed(e);
}
private void btnReset_Click(object sender, EventArgs e)
{
Reset();
}
I adjusted your code a little bit to achieve your goal. I'm not sure it's the best way to do it, but it should work.
public async void TypeWriterEffectBottom()
{
if(this.BackgroundImage == null)
{
return;
}
IsActive = true;
for(i=0; i < FullTextBottom.Length && IsActive; i++)
{
CurrentTextBottom = FullTextBottom.Substring(0, i+1);
LblTextBottom.Text = CurrentTextBottom;
await Task.Delay(30);
Debug1.Text = "IsActive = " + IsActive.ToString();
}
IsActive = false;
}
private void PbFastForward_Click(object sender, EventArgs e)
{
if(IsActive)
{
LblTextBottom.Text = FullTextBottom;
IsActive = false;
return;
}
// IsActive == false means all text is printed
// skip to the next scene
}
UPD: Just noticed that Hans Kesting has suggested pretty much exactly this in his comment.
You write what skip / forward button does, so you control it. Just have a check if the length of written text is equal to text that supposed to be written and if yes move as usual if not just display the text in full have delay to be read and move on
I have the class that extends System.Windows.Forms.TabControl and had implemented drag'n'drop mechanism for its TabPages as following:
#region Overriden base methods
protected override void OnDragOver(DragEventArgs e)
{
if (PointedTabPage == null) return;
e.Effect = DragDropEffects.Move;
var dragTab = e.Data.GetData(typeof (ManagedTabPage)) as ManagedTabPage;
if (dragTab == null) return;
int dropIndex = TabPages.IndexOf(PointedTabPage);
int dragIndex = TabPages.IndexOf(dragTab);
if (dragIndex == dropIndex) return;
var modifiedTabPages = new List<ManagedTabPage>(from ManagedTabPage tabPage in TabPages
where TabPages.IndexOf(tabPage) != dragIndex
select TabPages[TabPages.IndexOf(tabPage)] as ManagedTabPage);
modifiedTabPages.Insert(dropIndex, dragTab);
for (byte i = 0; i < TabPages.Count; ++i)
{
var managedTabPage = TabPages[i] as ManagedTabPage;
if (managedTabPage != null && managedTabPage.Uid == modifiedTabPages[i].Uid)
continue;
TabPages[i] = modifiedTabPages[i];
}
SelectedTab = dragTab;
}
protected override void OnMouseDown(MouseEventArgs e)
{
try
{
switch (e.Button)
{
case MouseButtons.Left:
DoDragDrop(PointedTabPage, DragDropEffects.Move);
break;
case MouseButtons.Middle:
CloseTab(PointedTabPage);
break;
}
}
catch (InvalidOperationException)
{
}
finally
{
TabPages.Insert(0, String.Empty);
TabPages.RemoveAt(0);
}
}
#endregion
Nota bene that in the finally clause of OnMouseDown method there are 2 lines for workarounding the
problem: for some reason w/o these lines after drag'n'dropping any of TabPages alignment of their titles is being wrong:
What should I do to correct this behavior without this smelly workaround? Maybe sending some Windows messages could do the trick?
Thanks a lot for any suggestions.
Edit 1. Code of ManagedTabPage is 100% unimportant (it's just extends TabPage with some specific properties).
PointedTabPage is unimportant too, but this is it:
return (from ManagedTabPage tabPage in TabPages
let tabPageIndex = TabPages.IndexOf(tabPage)
where GetTabRect(tabPageIndex).Contains(PointToClient(Cursor.Position))
select TabPages[tabPageIndex]).Single() as ManagedTabPage;
I'm trying to achieve fully-centered alignment of labels. You see, labels on the screenshot didn't centered horizontally?
I can't do much with the posted code. Let's take a completely different tack and create a tabcontrol that supports dragging a tabpage with the mouse. Add a new class to your project and paste this code:
using System;
using System.Drawing;
using System.Windows.Forms;
class TabControlEx : TabControl {
private Point downPos;
private Form draggingHost;
private Rectangle draggingBounds;
private Point draggingPos;
public TabControlEx() {
this.SetStyle(ControlStyles.UserMouse, true);
}
}
The usage of the variable becomes clear later. First thing we need is to get mouse events from the TabControl so we can see the user trying to drag a tab. That requires turning on the UserMouse control style, it is off by default for controls (like TabControl) that are built-in Windows controls and use their own mouse handling.
Use Build > Build and drag the new control from the top of the toolbox onto a form. Everything still looks and acts like a regular TabControl, but do note that clicking tabs no longer changes the active tab. A side-effect of turning the UserMouse style on. Let's fix that first, paste:
protected override void OnMouseDown(MouseEventArgs e) {
for (int ix = 0; ix < this.TabCount; ++ix) {
if (this.GetTabRect(ix).Contains(e.Location)) {
this.SelectedIndex = ix;
break;
}
}
downPos = e.Location;
base.OnMouseDown(e);
}
We are storing the click location, that's needed later to detect the user dragging the tab. That requires the MouseMove event, we need to start dragging when the user moved the mouse far enough away from the original click position:
protected override void OnMouseMove(MouseEventArgs e) {
if (e.Button == MouseButtons.Left && this.TabCount > 1) {
var delta = SystemInformation.DoubleClickSize;
if (Math.Abs(e.X - downPos.X) >= delta.Width ||
Math.Abs(e.Y - downPos.Y) >= delta.Height) {
startDragging();
}
}
base.OnMouseMove(e);
}
The startDragging method needs to create a toplevel window that can be moved around with the mouse, containing a facsimile of the tab we're dragging around. We'll display it as an owned window, so it is always on top, that has the exact same size as the tab control:
private void startDragging() {
draggingBounds = this.RectangleToScreen(new Rectangle(Point.Empty, this.Size));
draggingHost = createDraggingHost(draggingBounds);
draggingPos = Cursor.Position;
draggingHost.Show(this.FindForm());
}
The createDraggingHost needs to do the heavy lifting and create a window that looks just like the tab. A borderless form we'll move around with the mouse. We'll use the TransparencyKey property to make it look similar to the dragged TabPage with a tab sticking out at the top. And make it look the same by simply letting it display a screenshot of the tabpage:
private Form createDraggingHost(Rectangle bounds) {
var host = new Form() { FormBorderStyle = FormBorderStyle.None, ControlBox = false, AutoScaleMode = AutoScaleMode.None, Bounds = this.draggingBounds, StartPosition = FormStartPosition.Manual };
host.BackColor = host.TransparencyKey = Color.Fuchsia;
var tabRect = this.GetTabRect(this.SelectedIndex);
var tabImage = new Bitmap(bounds.Width, bounds.Height);
using (var gr = Graphics.FromImage(tabImage)) {
gr.CopyFromScreen(bounds.Location, Point.Empty, bounds.Size);
gr.FillRectangle(Brushes.Fuchsia, new Rectangle(0, 0, tabRect.Left, tabRect.Height));
gr.FillRectangle(Brushes.Fuchsia, new Rectangle(tabRect.Right, 0, bounds.Width - tabRect.Right, tabRect.Height));
}
host.Capture = true;
host.MouseCaptureChanged += host_MouseCaptureChanged;
host.MouseUp += host_MouseCaptureChanged;
host.MouseMove += host_MouseMove;
host.Paint += (s, pe) => pe.Graphics.DrawImage(tabImage, 0, 0);
host.Disposed += delegate { tabImage.Dispose(); };
return host;
}
Note the use of the Capture property, that's how we detect that the user released the mouse button or interrupted the operation by any other means. We'll use the MouseMove event to move the window around:
private void host_MouseMove(object sender, MouseEventArgs e) {
draggingHost.Location = new Point(draggingBounds.Left + Cursor.Position.X - draggingPos.X,
draggingBounds.Top + Cursor.Position.Y - draggingPos.Y);
}
And finally we need to handle the completion of the drag. We'll swap tabs, inserting the dragged tab at the mouse position and destroy the window:
private void host_MouseCaptureChanged(object sender, EventArgs e) {
if (draggingHost.Capture) return;
var pos = this.PointToClient(Cursor.Position);
for (int ix = 0; ix < this.TabCount; ++ix) {
if (this.GetTabRect(ix).Contains(pos)) {
if (ix != this.SelectedIndex) {
var page = this.SelectedTab;
this.TabPages.RemoveAt(this.SelectedIndex);
this.TabPages.Insert(ix, page);
this.SelectedIndex = ix;
}
break;
}
}
draggingHost.Dispose();
draggingHost = null;
}
Looks pretty good.
since you hasn't shared ManagedTabPage code, i used default TabPage control
changes are made in method OnDragOver
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Windows.Forms;
namespace Demo
{
public class MyTabControl : TabControl
{
public MyTabControl()
{
SizeMode = TabSizeMode.Fixed;
ItemSize = new Size(224, 20);
}
#region Overriden base methods
protected override void OnDragOver(DragEventArgs e)
{
if (DesignMode)
return;
if (PointedTabPage == null) return;
e.Effect = DragDropEffects.Move;
var dragTab = e.Data.GetData(typeof(TabPage)) as TabPage;
if (dragTab == null) return;
int dropIndex = TabPages.IndexOf(PointedTabPage);
int dragIndex = TabPages.IndexOf(dragTab);
if (dragIndex == dropIndex) return;
// change position of tab
TabPages.Remove(dragTab);
TabPages.Insert(dropIndex, dragTab);
SelectedTab = dragTab;
base.OnDragOver(e);
}
protected override void OnMouseDown(MouseEventArgs e)
{
if (DesignMode)
return;
switch (e.Button)
{
case MouseButtons.Left:
DoDragDrop(PointedTabPage, DragDropEffects.Move);
break;
case MouseButtons.Middle:
TabPages.Remove(PointedTabPage);
break;
}
}
#endregion
TabPage PointedTabPage
{
get
{
return TabPages.OfType<TabPage>()
.Where((p, tabPageIndex) => GetTabRect(tabPageIndex).Contains(PointToClient(Cursor.Position)))
.FirstOrDefault();
}
}
}
}
I create a label "label1" dynamically in a method. Then when I click a button I want to remove that label created but if I write Controls.Remove(label1) it says that the control doesn't exist in the context.
How could I do to achieve this?
EDIT: Following Jon suggestion I implemented the foreach loop but it doesn't do anything. This is my code, the panel which I use is created by design:
void GenerateControls() {
Label labelOne = new Label();
Button btnContinue = new Button();
panel.SuspendLayout();
SuspendLayout();
//btnContinue
btnContinue.BackColor = System.Drawing.Color.Black;
btnContinue.ForeColor = System.Drawing.SystemColors.Menu;
btnContinue.Location = new System.Drawing.Point(145, 272);
btnContinue.Name = "btnContinue";
btnContinue.Size = new System.Drawing.Size(95, 28);
btnContinue.TabIndex = 13;
btnContinue.Text = "Continue";
btnContinue.Visible = true;
Controls.Add(btnContinue);
btnContinue.Click += new System.EventHandler(btnContinue_Click);
//labelOne
labelOne.Location = new Point(0,65);
labelOne.Size = new System.Drawing.Size(100,20);
labelOne.Text = "labelOne";
labelOne.Name = "labelOne";
labelOne.Visible = true;
labelOne.TextChanged += new System.EventHandler(this.lbl_TextChanged);
labelOne.BackColor = System.Drawing.Color.PaleGreen;
Controls.Add(labelOne);
//panel
panel.Controls.Add(labelOne);
panel.Visible = true;
panel.Location = new Point(0,0);
panel.Size = new Size(240, 320);
//
Controls.Add(panel);
panel.ResumeLayout();
ResumeLayout();
}
And then in when I click on btnContinue:
private void btnContinuar_Click(object sender, EventArgs e) {
foreach (Control control in panel.Controls) {
if (control.Name == "labelOne"){
panel.Controls.Remove(control);
break;
}
}
}
I debug it and in the panel.Control it continues as if it were empty panel.
Thanks for your help!
I suspect it says the variable doesn't exist in that context. You'll have to find the label by its text, or knowing something else about it. For example, when you create it you could set the Name property and find it by that when you want to remove it:
panel.Controls.RemoveByKey("YourLabelName");
EDIT: As noted in the comments, RemoveByKey doesn't exist in the compact framework. So you'd either have to remember the reference yourself (in which case you don't need the name) or use something like:
foreach (Control control in panel.Controls)
{
if (control.Name == "YourLabelName")
{
panel.Controls.Remove(control);
break;
}
}
EDIT2: And to make it even more "generic" and desktop compatible, you could keep the RemoveByKey call and add this to your app:
public static class FormExtensions
{
public static void RemoveByKey(this Control.ControlCollection collection,
string key)
{
if(!RemoveChildByName(collection, key))
{
throw new ArgumentException("Key not found");
}
}
private static bool RemoveChildByName(
this Control.ControlCollection collection,
string name)
{
foreach (Control child in collection)
{
if (child.Name == name)
{
collection.Remove(child);
return true;
}
// Nothing found at this level: recurse down to children.
if (RemoveChildByName(child.Controls, name))
{
return true;
}
}
return false;
}
}
After 20 edits to the OP question, and Jon's answer with no resemblance to the original problem, you are left with one small glitch.
Your Not adding labelOne to the panel you are adding it to the Form.
Change
Controls.Add(labelOne);
to
panel.Controls.Add(labelOne);
Then everything should work
Or maybe google is just not so friendly to me?
What I want is this simple thing:
constructor that accepts an array of menu item objects
Value get/set property that would set all the Checked properties right
bind to all Clicked events of the supplied items and provide One event
Working DataBind facilities
If you encountered such a nice thing around, please direct me. No need for manual do-it-in-your-form1.cs-class links, please. This I can do myself.
See: http://msdn.microsoft.com/en-us/library/ms404318.aspx
Summary: You'll have to make a new ToolStripMenuItem subclass that overrides the OnCheckChanged, OnOwnerChanged, and possibly OnPaint methods.
Note that in our case, we keep the check mark for the UI rather than a radio button. But keep the exclusive tick functionality.
OKay, here's my final code. It does something the other one doesn't (Supports binding), and vice versa. Perhaps one could combine. Use at your pleasure.
// Usage example:
//
// ric = new RadioItemCoupler(new ToolStripMenuItem[] {
// neverToolStripMenuItem,
// alwaysToolStripMenuItem,
// errorsOnlyToolStripMenuItem
// });
// this.Controls.Add(ric);
// _ric.DataBindings.Add("CheckedIndex", MySettings, "SmsReplyType",
// false, DataSourceUpdateMode.OnPropertyChanged);
public class RadioItemCoupler : Control
{
private int _checkedIndex;
// Zero-based
[Bindable(true)]
public int CheckedIndex
{
get { return _checkedIndex; }
set
{
_checkedIndex = value;
_items[value].Checked = true;
}
}
public event EventHandler CheckedIndexChanged;
ToolStripMenuItem[] _items;
private delegate void ItemHandler(ToolStripMenuItem item);
public RadioItemCoupler(ToolStripMenuItem[] items)
{
_items = items;
foreach (ToolStripMenuItem tsmi in _items)
{
tsmi.CheckOnClick = true;
tsmi.CheckedChanged += new EventHandler(tsmi_CheckedChanged);
}
}
void tsmi_CheckedChanged(object sender, EventArgs e)
{
ToolStripMenuItem that = sender as ToolStripMenuItem;
// Restore check if checked out
bool nothingChecked = true;
foreach(var item in _items)
nothingChecked = nothingChecked && !item.Checked;
if (nothingChecked)
{
_items[_checkedIndex].Checked = true;
return;
}
if (!that.Checked)
return;
for (int i = 0; i < _items.Length; i++)
{
if (that != _items[i])
{
if (_items[i].Checked)
_items[i].Checked = false;
}
else
{
_checkedIndex = i;
if (CheckedIndexChanged != null)
CheckedIndexChanged(this, EventArgs.Empty);
}
}
}
}