I've been looking around but I haven't been able to find anything on this. I am trying to get started making Windows 8.1 apps in C# with Visual Studio 2013 Pro. I want to be able to access multiple elements (particularly buttons or text blocks) in an array because this is more convenient for developing things like board games. For instance, if I were developing tic-tac-toe, I might use a series of buttons like this:
<Grid>
<Button Name="Cell00"/>
<Button Name="Cell01"/>
<Button Name="Cell02"/>
<Button Name="Cell10"/>
<Button Name="Cell11"/>
<Button Name="Cell12"/>
<Button Name="Cell20"/>
<Button Name="Cell21"/>
<Button Name="Cell22"/>
<Grid/>
Now for the function that would check for a win, I would have to check all possible combinations like this is in the code behind:
private bool CheckForWin()
{
if((Cell00 == Cell01) && (Cell01 == Cell02) && isNotBlank(Cell02)) return true;
if((Cell10 == Cell11) && (Cell11 == Cell12) && isNotBlank(Cell12)) return true
...
return false; //if none of the win conditions pass
}
This type of code would be extremely cumbersome. I would like to write it instead in a way that lets me check the array with for loops.
I realize that with tic-tac-toe, it is fairly easy to code it using brute force, but this was the first example that came to my head. Other games like Reversi or Go would not work well like this because of either the sheer size or the fact that pieces placed can change other cells than the one they were placed on.
Any help with this would be greatly appreciated.
This is not the correct way to use WPF. WPF is designed to use data binding....creating and manipulating UI elements directly is bad form. There are more posts/discussion/questions about this than you can imagine and I'll leave you to research them for yourself. In the mean time this is how you use WPF "properly":
First use NuGet to add MVVM lite to your project so that you get the ViewModelBase class and create a view model for a single cell:
public class Cell : ViewModelBase
{
private string _Text;
public string Text
{
get { return _Text; }
set { _Text = value; RaisePropertyChanged(() => this.Text); }
}
}
One level up you'll want a main model to encapsulate an array of these, this is where you will typically do all your game logic:
public class MainModel : ViewModelBase
{
private ObservableCollection<Cell> _Cells;
public ObservableCollection<Cell> Cells
{
get { return _Cells; }
set { _Cells = value; RaisePropertyChanged(() => this.Cells); }
}
public MainModel()
{
this.Cells = new ObservableCollection<Cell>(
Enumerable.Range(1, 100)
.Select(i => new Cell { Text = i.ToString() })
);
}
}
Notice that all I'm doing at the moment is creating a 100-element collection of cells. This main view model becomes the one that you assign to your window's data context:
public MainWindow()
{
InitializeComponent();
this.DataContext = new MainModel();
}
Now your XAML controls need to bind to this data. ItemsControl is used to render a collection of elements so use one of those and bind it to your array. You want them displayed in a 2D grid so replace the ItemsPanelTemplate with a WrapPanel. Finally add a DataTemplate for your Cell class so that a button gets drawn for each cell:
<Window.Resources>
<DataTemplate DataType="{x:Type local:Cell}">
<Button Width="32" Height="32" Content="{Binding Text}"/>
</DataTemplate>
</Window.Resources>
<ItemsControl ItemsSource="{Binding Cells}" Width="320" Height="320" HorizontalAlignment="Center" VerticalAlignment="Center">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<WrapPanel />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
</ItemsControl>
That's how you use WPF. Your logic is stored entirely in the view model and it's completely decoupled from the view. Here's what this particular code displays, it should be pretty self-evident how flexible this code is and easy to change:
That's very possible. Simply declare an array variable :
private Button[] _buttonArray;
populate the array once, maybe in constructor :
_buttonArray = new[] {Cell00, Cell01, .... , Cell22};
And all of the buttons are now accessible through _buttonArray.
Related
I have a ListView that is intended to show every product within a database, and it works for the most part, but when I scroll down by dragging the scroll bar, the bottom items end up being incorrect.
XAML Definition:
<ListView x:Name="lst_Products" VerticalAlignment="Top" HorizontalAlignment="Left" Margin="16,124,16,16" Width="300" ContainerContentChanging="lst_Products_ContainerContentChanging" Loaded="lst_Products_Loaded" BorderBrush="Black" BorderThickness="2" CornerRadius="16">
<ListView.ItemTemplate>
<DataTemplate>
<ContentPresenter Content="{Binding Value}"/>
</DataTemplate>
</ListView.ItemTemplate>
</ListView>
The data template is present so I can easily grab a product ID number with SelectedValue. According to some trusted community member (or whatever they call the prominent posters) on the MSDN forums said that's the only way to properly show a ListView when the ItemsSource is an ObservableCollection<KeyValuePair<int,RelativePanel>> while having a selectable value member.
The relevant C# code:
private async void lst_Products_Loaded(object sender, RoutedEventArgs e)
{
var products = await ProductManager.GetProducts();
ObservableCollection<KeyValuePair<int, RelativePanel>> productList = new(products);
lst_Products.ItemsSource = productList;
lst_Products.SelectedValuePath = "Key";
}
private void lst_Products_ContainerContentChanging(ListViewBase sender, ContainerContentChangingEventArgs args)
{
if (args.ItemIndex % 2 == 1)
{
args.ItemContainer.Background = new SolidColorBrush(Color.FromArgb(128, 128, 128, 128));
}
else
{
args.ItemContainer.Background = UIManager.GetDefaultBackground();
}
}
public static async Task<List<KeyValuePair<int, RelativePanel>>> GetProducts()
{
var productPanels = new List<KeyValuePair<int, RelativePanel>>();
var productIDs = await SqlHandler.ReturnListQuery<int>($"SELECT id FROM {productTable}");
var productNames = await SqlHandler.ReturnListQuery<string>($"SELECT name FROM {productTable}");
var panels = new List<RelativePanel>();
foreach(var name in productNames)
{
RelativePanel panel = new();
TextBlock productName = new()
{
Text = name
};
panel.Children.Add(productName);
panels.Add(panel);
}
for(int i = 0; i < productIDs.Count; i++)
{
productPanels.Add(new KeyValuePair<int, string>(productIDs[i], panels[i]));
}
return productPanels;
}
The call to SQL Handler just runs an SQL query and returns a list of the results. I can post the code if you need, but I can assure you there's no sorting going on.
A screenshot of what the list looks like. The bottom item should be "Coffee" - Button Test Product 2 is the second item in the list.
A screenshot of the SQL datatable with the "Coffee" product at the bottom where it should be.
In this case it's just the bottom item that's incorrect, however other times it has jumbled 5 or 6 entries near the bottom. This only seems to occur with the DataTemplate/ContentPresenter, but without that, the RelativePanel does not display correctly in the list. Eventually the list will show more information about the product and as far as I can tell, there's no good way to do that without converting the SQL data into a RelativePanel on the c# side.
I'm open to suggestions on solving either the jumbling problem with the template, or adjusting the xaml so that I don't need the template to display bulk sql data without needing the template but I'm at a loss.
c# - UWP ListView displays incorrect items upon rapid scrolling when it has a DataTemplate
The problem should be caused by listview virtualization, There are two ways to sloved this prolbem, one is disalbe listview virtualization by setting ItemsPanel as StackPanel like the following
<ListView>
<ListView.ItemsPanel>
<ItemsPanelTemplate>
<StackPanel />
</ItemsPanelTemplate>
</ListView.ItemsPanel>
</ListView>
And the other way is implement INotifyCollectionChanged interface for your model class. for more please refer to Data binding in depth
It's not good practice that useRelativePanel collection as datasoure, the better way is make RelativePanel in your DataTemplate and bind with mode class property.
For example
<ListView.ItemTemplate>
<DataTemplate>
<StackPanel Orientation="Horizontal">
<TextBlock Text="{Binding Index}" />
<TextBlock Text="{Binding IsItem}" />
<Image Source="{Binding ImageSource}" Visibility="Collapsed" />
</StackPanel>
</DataTemplate>
</ListView.ItemTemplate>
I am creating a WPF application to act as a front end for a video games library and I'm attempting to mimic the Netflix UI. One of the features in this application is to cycle through images of games to select which game you want to play.
The desired behavior is different than the behavior when arrowing through the items in a ListBox: when you arrow through items in a ListBox, your selection moves up and down. The behavior I'm looking to implement is that as you arrow through the items, the selected item is always at the first position and the items are cycling across the selector. The term for this would be a carousel where the selected item is at index 0.
I've implemented this poorly and to give some context, here's a picture of how my interface currently looks:
My current implementation
To achieve this, I believe what I should do is extend the StackPanel class or maybe implement my own Panel. But details on custom panels are a bit complicated and hard to come by. I want to show what I've done to this point to get this working but I'm very unhappy with these implementations and I'd like to get some advice on what direction I should go for a proper implementation.
Here are some details on what I've tried.
The screenshot above is a result of a GameList class that I created which implements INotifyPropertyChanged and includes properties for 15 different games.
private GameMatch game0;
public GameMatch Game0
{
get { return game0; }
set
{
if (game0 != value)
{
game0 = value;
PropertyChanged(this, new PropertyChangedEventArgs("Game0"));
}
}
}
private GameMatch game1;
public GameMatch Game1
{
get { return game1; }
set
{
if (game1 != value)
{
game1 = value;
PropertyChanged(this, new PropertyChangedEventArgs("Game1"));
}
}
}
// identical code for games 2-10
private GameMatch game11;
public GameMatch Game11
{
get { return game11; }
set
{
if (game11 != value)
{
game11 = value;
PropertyChanged(this, new PropertyChangedEventArgs("Game11"));
}
}
}
private GameMatch game12;
public GameMatch Game12
{
get { return game12; }
set
{
if (game12 != value)
{
game12 = value;
PropertyChanged(this, new PropertyChangedEventArgs("Game12"));
}
}
}
I've laid the images out in my XAML and added enough so that they will run off the edge of the screen:
<StackPanel Name="GameImages" Orientation="Horizontal">
<Border BorderThickness="2" BorderBrush="AntiqueWhite">
<Image Name="Image_Game1" Source="{Binding CurrentGameList.Game1.FrontImage}"/>
</Border>
<Image Source="{Binding CurrentGameList.Game2.FrontImage}"/>
<!-- identical images for games 3-10 -->
<Image Source="{Binding CurrentGameList.Game11.FrontImage}" />
<Image Source="{Binding CurrentGameList.Game12.FrontImage}" />
</StackPanel>
I implemented a ListCycle class which can take any arbitrary list and a count of items that you want to cycle. In case it helps, here's the code for the ListCycle. It takes care of cycling the lists by tracking the index of items in list that should be displayed on screen in a given position.
public class ListCycle<T>
{
// list of games or whatever you want
public List<T> GenericList { get; set; }
// indexes currently available to display
// will cycle around the size of the generic list
public int[] indices;
public ListCycle(List<T> genericList, int activeCycleCount)
{
GenericList = genericList;
indices = new int[activeCycleCount];
InitializeIndices();
}
private void InitializeIndices()
{
if (GenericList != null)
{
int lastIndex = -1;
for (int i = 0; i < indices.Length; i++)
{
indices[i] = GetNextIndex(lastIndex);
lastIndex = indices[i];
}
}
}
private int GetNextIndex(int currentIndex)
{
currentIndex += 1;
if (currentIndex == GenericList.Count)
{
currentIndex = 0;
}
return currentIndex;
}
private int GetPreviousIndex(int currentIndex)
{
currentIndex -= 1;
if (currentIndex == -1)
{
currentIndex = GenericList.Count - 1;
}
return currentIndex;
}
public int GetIndexValue(int index)
{
return indices[index];
}
public T GetItem(int index)
{
return GenericList[indices[index]];
}
public void CycleForward()
{
for (int i = 0; i < indices.Length; i++)
{
if (i + 1 < indices.Length - 1)
{
indices[i] = indices[i + 1];
}
else
{
indices[i] = GetNextIndex(indices[i]);
}
}
}
public void CycleBackward()
{
for (int i = indices.Length - 1; i >= 0; i--)
{
if(i - 1 >= 0)
{
indices[i] = indices[i - 1];
}
else
{
indices[i] = GetPreviousIndex(indices[i]);
}
}
}
}
So when you press right, I cycle forward and reset the game images. When you press left, I cycle backward and reset the game images. The RefreshGames method takes care of updating all of those game properties in my game list.
private void RefreshGames()
{
Game0 = gameCycle.GetItem(0);
Game1 = gameCycle.GetItem(1);
Game2 = gameCycle.GetItem(2);
Game3 = gameCycle.GetItem(3);
Game4 = gameCycle.GetItem(4);
Game5 = gameCycle.GetItem(5);
Game6 = gameCycle.GetItem(6);
Game7 = gameCycle.GetItem(7);
Game8 = gameCycle.GetItem(8);
Game9 = gameCycle.GetItem(9);
Game10 = gameCycle.GetItem(10);
Game11 = gameCycle.GetItem(11);
Game12 = gameCycle.GetItem(12);
}
This approach works but it doesn't work well. It's not dynamic, it doesn't scale well and it doesn't perform all that well. Arrowing through images one at a time performs just fine but trying to quickly move through them, is a bit slow and feels clunky. It's not a very good user experience.
I tried a second approach, using a listbox bound the to my list of games. And to cycle the games to the left, I would remove the first item from my list of games and insert it at the end of the list. To go to the right, I would remove the item at the end of the list and insert it at index 0. This also worked but it didn't perform very well either.
So I'm looking for suggestions on a better way to implement this that would give better performance (smoother scrolling) and be more dynamic (i.e. this approach may not work well on an ultrawide monitor - 12 games may not be enough depending on the widths of the images). I'm not looking for anyone to solve it for me but point me in the right direction as I'm very new to WPF.
My feeling is that I should be extending the stack panel class and changing the way you cycle through the items or maybe creating my own panel. Can anyone confirm if this is the best approach and if so point me to some good resources to help me understand how to create a custom panel that changes the way navigation is done? I've been reading articles on creating custom panels to try to get my head around that process.
Being new to WPF, I want to make sure I'm not going down a rabbit hole or trying to reinvent a wheel that already exists. So the question is whether a custom panel is the right approach to solving this problem?
I believe what I should do is extend the StackPanel class
WPF encourages composition of existing Controls over inheritance; in your case inheriting the StackPanel looks too complicated for your purpose when you could achieve the same with your second approach:
I would remove the first item from my list of games and insert it at the end of the list
This indeed looks more like idiomatic WPF, especially if you try to follow the MVVM design pattern.
or maybe creating my own panel
This is not an easy step especially if you're new to WPF but that would be very interesting for you. That could be a way to go, especially if you internally rely on a StackPanel (composition) instead of inheriting from it.
Example implementation with an ItemsControl
I will use an ItemsControl which can display a collection of data for you (in your case, you have some GameMatch).
First define the data behind the interface, ie a collection of GameMatch. Let's give each GameMatch a name and a variable IsSelected which tells if the game is selected (ie in first position). I'm not showing the INotifyPropertyChanged implementation but it should be there for both properties.
public class GameMatch : INotifyPropertyChanged {
public string Name { get => ...; set => ...; }
public bool IsSelected { get => ...; set => ...; }
}
Your carousel interface is interested in a collection of GameMatch, so let's create an object to model this.
Our graphical interface is gonna bind to the Items property to display the collection of games.
It is also gonna bind to the two commands that are implemented such as to shift the list to the left or to the right. You can use the RelayCommand to create commands. In a nutshell, a Command is simply an action that gets executed and that you can easily refer to from your interface.
public class GameCollection {
// Moves selection to next game
public ICommand SelectNextCommand { get; }
// Moves selection to previous game
public ICommand SelectPreviousCommand { get; }
public ObservableCollection<GameMatch> Items { get; } = new ObservableCollection<GameMatch> {
new GameMatch() { Name = "Game1" },
new GameMatch() { Name = "Game2" },
new GameMatch() { Name = "Game3" },
new GameMatch() { Name = "Game4" },
new GameMatch() { Name = "Game5" },
};
public GameCollection() {
SelectNextCommand = new RelayCommand(() => ShiftLeft());
SelectPreviousCommand = new RelayCommand(() => ShiftRight());
SelectFirstItem();
}
private void SelectFirstItem() {
foreach (var item in Items) {
item.IsSelected = item == Items[0];
}
}
public void ShiftLeft() {
// Moves the first game to the end
var first = Items[0];
Items.RemoveAt(0);
Items.Add(first);
SelectFirstItem();
}
private void ShiftRight() {
// Moves the last game to the beginning
var last = Items[Items.Count - 1];
Items.RemoveAt(Items.Count - 1);
Items.Insert(0, last);
SelectFirstItem();
}
}
The key here is the ObservableCollection class which will tell the view whenever it changes (for example, everytime we move items around inside it) so the view will update to reflect this.
Then, the view (your XAML) should specify how to display the collection of games. We're gonna use an ItemsControl laying out items horizontally:
<StackPanel>
<ItemsControl ItemsSource="{Binding Items}">
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<StackPanel Orientation="Horizontal"/>
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemTemplate>
<DataTemplate>
<Border Margin="10" Background="Beige" BorderBrush="Black" Width="150" Height="50">
<Border.Style>
<Style TargetType="Border">
<Setter Property="BorderThickness" Value="1" />
<Style.Triggers>
<DataTrigger Binding="{Binding IsSelected}" Value="true">
<Setter Property="BorderThickness" Value="5" />
</DataTrigger>
</Style.Triggers>
</Style>
</Border.Style>
<TextBlock Text="{Binding Name}"/>
</Border>
</DataTemplate>
</ItemsControl.ItemTemplate>
</ItemsControl>
<StackPanel Orientation="Horizontal" HorizontalAlignment="Center">
<Button Content="Previous" Command="{Binding SelectPreviousCommand}"/>
<Button Content="Next" Command="{Binding SelectNextCommand}"/>
</StackPanel>
</StackPanel>
Notice the ItemsControl ItemsSource="{Binding Items}" which tells the ItemsControl to display all the objects in the Items property. The ItemsControl.ItemsPanel part tells to lay them out in an horizontal StackPanel. The ItemsControl.ItemTemplate part explains how each game should be displayed, and the DataTrigger within tells WPF to increase the border thickness for the selected item. Finally, the StackPanel at the bottom displays two Button which call SelectPreviousCommand and SelectLeftCommand in our GameCollection.
Finally, you should set the DataContext of the whole thing to a new GameCollection:
public partial class MainWindow : Window {
public MainWindow() {
InitializeComponent();
DataContext = new GameCollection();
}
}
From there you can customize the UI as you'd like.
Animations and smooth scrolling
That is a whole other topic but you could for example trigger a translation animation of all your items when clicking one of the buttons.
I'll try and point you in the right direction. If you haven't already checked it out, I would try to make your application follow the MVVM pattern. In your case, the ViewModel would have an ObservableCollection of "Games". You would then bind your ItemsControl's source to that collection.
As far as getting the carousel to work, I think the path you will want to go down is creating a custom ItemsControl or ListBox. You can override the styling and create some custom behavior to get the carousel to work how you would like it to.
I can probably help out more if you have a more specific question.
I'd like some tips-in-the-right-direction or even ready solutions to this problem and I'm pretty stuck (I'm just beginner/intermediate):
I'm trying to implement a SSH in my application. The SSH-backend works fine and such, but I'm stuck at the frontend. What WPF-Combination would present me with an adequate solution to emulate a console? Put aside a complete terminal-emulation, I'd be happy to simply readline/writeline into something that looks like a console :-)
My best approach yet was a 80x50 Grid of single characters resulting in 4000 single cells and that feels like a total overkill.
Another idea was to make a console-Appl. bound to a wpf-window in another project. But...is that even possible and how?
Given that you want to emulate a console, I'd do it like this. Note that you'd have to handle the commands and outputting the results yourself.
page.xaml
<Window x:Class="ConsoleEmulation.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" MinHeight="350" MinWidth="525" Height="350" Width="525">
<Grid>
<ScrollViewer Name="Scroller" Margin="0" Background="Black">
<StackPanel>
<ItemsControl ItemsSource="{Binding ConsoleOutput, Mode=OneWay}">
<ItemsControl.ItemTemplate>
<DataTemplate>
<TextBlock Text="{Binding Path=.}" Foreground="White" FontFamily="Consolas"/>
</DataTemplate>
</ItemsControl.ItemTemplate>
</ItemsControl>
<TextBox Text="{Binding ConsoleInput, Mode=TwoWay}" Background="Black" Foreground="White" FontFamily="Consolas" Name="InputBlock" BorderBrush="{x:Null}" SelectionBrush="{x:Null}" />
</StackPanel>
</ScrollViewer>
</Grid>
</Window>
page.xaml.cs
public partial class MainWindow : Window
{
ConsoleContent dc = new ConsoleContent();
public MainWindow()
{
InitializeComponent();
DataContext = dc;
Loaded += MainWindow_Loaded;
}
void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
InputBlock.KeyDown += InputBlock_KeyDown;
InputBlock.Focus();
}
void InputBlock_KeyDown(object sender, KeyEventArgs e)
{
if (e.Key == Key.Enter)
{
dc.ConsoleInput = InputBlock.Text;
dc.RunCommand();
InputBlock.Focus();
Scroller.ScrollToBottom();
}
}
}
public class ConsoleContent : INotifyPropertyChanged
{
string consoleInput = string.Empty;
ObservableCollection<string> consoleOutput = new ObservableCollection<string>() { "Console Emulation Sample..." };
public string ConsoleInput
{
get
{
return consoleInput;
}
set
{
consoleInput = value;
OnPropertyChanged("ConsoleInput");
}
}
public ObservableCollection<string> ConsoleOutput
{
get
{
return consoleOutput;
}
set
{
consoleOutput = value;
OnPropertyChanged("ConsoleOutput");
}
}
public void RunCommand()
{
ConsoleOutput.Add(ConsoleInput);
// do your stuff here.
ConsoleInput = String.Empty;
}
public event PropertyChangedEventHandler PropertyChanged;
void OnPropertyChanged(string propertyName)
{
if (null != PropertyChanged)
PropertyChanged(this, new PropertyChangedEventArgs(propertyName));
}
}
Did you know that you can display a Console window from your application by using AllocConsole?
This is a simple way to create a "dual-mode" application can be a
console or windows forms application.
[DllImport("kernel32")]
static extern bool AllocConsole();
Or you can use this:
<Grid>
<Grid.RowDefinitions>
<RowDefinition/>
<RowDefinition Height="30"/>
</Grid.RowDefinitions>
<TextBlock Text="Console contents..." HorizontalAlignment="Stretch" VerticalAlignment="Stretch" x:Name="ConsoleTextBlock"/>
<DockPanel Grid.Row="1">
<TextBox/>
</DockPanel>
</Grid>
For better looks, replace the TextBlock with a ListBox and style the ItemTemplate accordingly.
I haven't done it myself, however it is one of my "I'll do it if I have time"-projects.
Thus I am still looking for an existing implementation :-P
Anyways some thoughts:
The applroach to use Visuals (i.e. Ellipses, Textblocks) is probably not a good Idea.
Just think of what has to happen if you want like 200x100 characters. Maybe even a backbuffer. Holding it all in memory + drawing it....it will be incredibly slow.
Therefore the better (or even right) approach is to "draw yourself". Since WPF is backbuffered and you don't want to display an arbitrary bitmap the most likly approach would be to create a new UserControl and override it's Paint-Method.
You ma prefer to derive from Control, but UserControl may have Content, so you can show something like a connection indicator icon inside.
Architecture-wise I'd suggest to create a dependecy property Buffer (ConsoleBuffer) that holds the console buffer-model. Another DP would hold the top-left positon Location (long). It determines where to start the display (while you have a look behind). The console model I would make a class that contains a char[] and a Color[] (one dimensional). Use line breaking and \n characters to make lines (because this is the character of a console). Then if you resize the control it will re-flow without the buffer needing to be re-allocated.
You can work with **ConsoleBuffer**s of different sizes (for a different number of look behind characters).
ConsoleBuffer.Write(string s) is your method to do stuff.
Maybe it is advisable to hold arrays of arrays char[][] to represent lines.... but that is up to finding out while programming.
I've made a nice little three-item wide list of tiles that work as switches. It looks something like this:
Looking good huh? Well, I have about 130 of these tiles in a vertically scrolling list, and it takes ages to load. According to the performance analysis tool, each element takes about 18ms to render - which gives me about a 2.3 second rendering time. On the device, it's often twice that time. This wouldn't really be a crisis, but the UI is totally black and unresponsive up until these elements have been drawn.
After some research online, I realized this is because the WrapPanel control from the toolkit doesn't virtualize its items - thus making the GPU render all objects at once (using up a lot of memory in the process).
Now, are there any ways to make this go faster?
XAML:
<ListBox x:Name="ChannelsListBox" Grid.Row="2" Margin="0,40,0,0">
<ListBox.ItemsPanel>
<ItemsPanelTemplate>
<toolkit:WrapPanel />
</ItemsPanelTemplate>
</ListBox.ItemsPanel>
<ListBox.Template>
<ControlTemplate>
<ItemsPresenter />
</ControlTemplate>
</ListBox.Template>
<ListBox.ItemTemplate>
<DataTemplate>
<Grid x:Name="ChannelTile" Margin="6,6,6,6" Tap="ChannelTile_Tap">
<!-- context menu code removed -->
<Rectangle Width="136" Height="136" Fill="{StaticResource LightGrayColor}" />
</Grid>
</DataTemplate>
</ListBox.ItemTemplate>
</ListBox>
The ListBox's ItemsSource is set in the codebehind - if you wondered.
Well, if you populate the listbox asynchronously from another thread, you can avoid the unresponsive UI.
EDITED2:
public partial class MainPage : UserControl
{
public MainPage()
{
InitializeComponent();
/* In the xaml code:
<ListBox x:Name="ChannelsListBox" ItemsSource="{Binding ListOfTestClasses}" ...
*/
var vm = new MainPageViewModel();
DataContext = vm;
vm.StartLoadingDataAsync(10000);
}
}
public class MainPageViewModel
{
public ObservableCollection<TestClass> ListOfTestClasses { get; set; }
private BackgroundWorker workerThread;
public MainPageViewModel()
{
ListOfTestClasses = new ObservableCollection<TestClass>();
workerThread = new BackgroundWorker();
workerThread.DoWork += new DoWorkEventHandler((object sender, DoWorkEventArgs e) =>
{
for (int i = 0; i < (int)e.Argument; i++)
{
Deployment.Current.Dispatcher.BeginInvoke(() =>
{
ListOfTestClasses.Add(new TestClass { Text = "Element " + (i + 1) });
});
Thread.Sleep(150);
}
});
}
public void StartLoadingDataAsync(int numberOfElements)
{
workerThread.RunWorkerAsync(numberOfElements);
}
}
public class TestClass
{
public string Text { get; set; }
}
A few ideas which might be helpful:
Find or implement a virtualizing WrapPanel. It's the most appropriate solution, but I don't think I've seen a solid implementation of one yet. But for this purpose, maybe you don't need perfection and can get away with something someone else has already written.
Use a parent virtualizing vertical StackPanel containing horizontal StackPanel children. To do this, you'd need to re-shape your single sequence of data into a shorter sequence of 3-item entries. However, that may not be too hard and should give you most of the benefits of the ideal solution.
Consider implementing "lazy" containers like I did for DeferredLoadListBox. The basic idea is to delay rendering containers until they show up on screen. I have more info and example code here: http://blogs.msdn.com/b/delay/archive/2010/09/08/never-do-today-what-you-can-put-off-till-tomorrow-deferredloadlistbox-and-stackpanel-help-windows-phone-7-lists-scroll-smoothly-and-consistently.aspx
I need to write a small application to read a configuration file and generate some report with it. I was hoping to finally use MVVM but it's quite tricky to get started. Oh, I'm using Caliburn.Micro framework.
So this is what I have, a shell (primary view that hosts other views) that has a ribbon with 3 buttons on it:
1) Open file
2) Show settings
3) Show results
And two other views, SettingsView and ResultsView with buttons to generate and delete a report.
So I guess the view structure would be like this:
ShellView
Ribbon
OpenFileButton
SettingsButton
ResultsButton
ContentControl (hosts SettingsView and ResultsView)
SettingsView
CalculateResultsButton
ResultsView
CancelResultsButton
The tricky part is this:
1. "Show settings" button is disabled until a file is opened (via Open file).
2. "Show results" button is disabled until a report is calculated (via a
method in SettingsViewModel).
3. If a report is calculated, the CalculateResultsButton is disabled and
CancelResultsButton is enabled and vice versa.
Please advise how could I achieve this ? I've no ideas what strategy should I go for. My non-MVVM-thinking-brain says that I should create a status variable and then somehow bind those buttons to that variable, but I guess that wont work in a MVVM world, right ? Any code example would be very very very appreciated!
Many thanks!
Since you're using CM you won't need any code-behind. You can delete the .xaml.cs files if you want.
This is a pretty basic example but it should give you an idea on how to control the state of the buttons. In this example, Open will be enabled and the other two are disabled. If you click on Open, Settings is enabled. The same happens with Results once Settings is clicked.
If you need a way to do global state the same concept can be applied by injecting a singleton, SharedViewModel, into the ViewModels and the CanXXX methods can check values in SharedViewModel. This is a SL demo of different things but one is injecting a singleton to share data, the same idea applies in wpf.
ShellView:
<Window x:Class="CMWPFGuardSample.ShellView"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
<Grid Background="White">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<StackPanel Grid.Row="0"
Orientation="Horizontal">
<Button x:Name="Open"
Content="Open" />
<Button x:Name="Settings"
Content="Settings" />
<Button x:Name="Results"
Content="Results" />
</StackPanel>
</Grid>
</Window>
ShellViewModel:
[Export(typeof (IShell))]
public class ShellViewModel : PropertyChangedBase, IShell
{
private bool _isOpen;
public bool IsOpen
{
get { return _isOpen; }
set
{
_isOpen = value;
NotifyOfPropertyChange(() => IsOpen);
NotifyOfPropertyChange(() => CanSettings);
}
}
private bool _isSettings;
public bool IsSettings
{
get { return _isSettings; }
set
{
_isSettings = value;
NotifyOfPropertyChange(() => IsSettings);
NotifyOfPropertyChange(() => CanResults);
}
}
public bool IsResults { get; set; }
public void Open()
{
IsOpen = true;
}
public bool CanSettings
{
get { return IsOpen; }
}
public void Settings()
{
IsSettings = true;
}
public bool CanResults
{
get { return IsSettings; }
}
public void Results()
{
}
}
MVVM and WPF Commands perfectly fits your "tricky part" requirements since have built in ICommand.CanExecute() method which allows enabling/disabling corresponding button based on custom logic.
To use this naice feature take a look first at the RoutedCommand Class and self explanatory example on MSDN How to: Enable a Command (see below code snippets).
And in general about MVVM, it is really SIMPLE! Just try it and you won't leave without it ;) In few words - you have to create for each EntityView.xaml corresponding EntityViewModel class and then just put instance of it in the View's DataContext either explicitly in code or using bindings:
var entityViewModel = new EntityViewModel();
var view = new EntityView();
view.DataContext = entityViewModel;
MVVM Command and Command.CanExecute bindings:
XAML:
<Window x:Class="WCSamples.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CloseCommand"
Name="RootWindow"
>
<Window.CommandBindings>
<CommandBinding Command="ApplicationCommands.Close"
Executed="CloseCommandHandler"
CanExecute="CanExecuteHandler"
/>
</Window.CommandBindings>
<StackPanel Name="MainStackPanel">
<Button Command="ApplicationCommands.Close"
Content="Close File" />
</StackPanel>
</Window>
C# code behind:
// Create ui elements.
StackPanel CloseCmdStackPanel = new StackPanel();
Button CloseCmdButton = new Button();
CloseCmdStackPanel.Children.Add(CloseCmdButton);
// Set Button's properties.
CloseCmdButton.Content = "Close File";
CloseCmdButton.Command = ApplicationCommands.Close;
// Create the CommandBinding.
CommandBinding CloseCommandBinding = new CommandBinding(
ApplicationCommands.Close, CloseCommandHandler, CanExecuteHandler);
// Add the CommandBinding to the root Window.
RootWindow.CommandBindings.Add(CloseCommandBinding);