------ #### ryUpdate V2.2.2101.2301 - *.[修复]修复对于指定用户更新,其它用户偶尔也能接收到更新的BUG。 #### ryControls V2.1.2101.2301 - *.[更新]ObjectListView持续汉化。 - *.[改进]ObjectListView点击单元格编辑时,编辑文本框布满整个单元格而不是布满文字区域。 - *.[改进]ObjectListView新增TopSpace属性,表示Title和Description之间的垂直间距。
516 lines
20 KiB
C#
516 lines
20 KiB
C#
/*
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* CellEditKeyEngine - A engine that allows the behaviour of arbitrary keys to be configured
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*
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* Author: Phillip Piper
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* Date: 3-March-2011 10:53 pm
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*
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* Change log:
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* v2.8
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* 2014-05-30 JPP - When a row is disabled, skip over it when looking for another cell to edit
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* v2.5
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* 2012-04-14 JPP - Fixed bug where, on a OLV with only a single editable column, tabbing
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* to change rows would edit the cell above rather than the cell below
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* the cell being edited.
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* 2.5
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* 2011-03-03 JPP - First version
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*
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* Copyright (C) 2011-2014 Phillip Piper
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* If you wish to use this code in a closed source application, please contact phillip.piper@gmail.com.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Windows.Forms;
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using BrightIdeasSoftware;
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namespace BrightIdeasSoftware {
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/// <summary>
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/// Indicates the behavior of a key when a cell "on the edge" is being edited.
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/// and the normal behavior of that key would exceed the edge. For example,
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/// for a key that normally moves one column to the left, the "edge" would be
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/// the left most column, since the normal action of the key cannot be taken
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/// (since there are no more columns to the left).
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/// </summary>
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public enum CellEditAtEdgeBehaviour {
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/// <summary>
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/// 按键将被忽略
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/// </summary>
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Ignore,
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/// <summary>
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///按键将导致单元格编辑环绕到相对边缘的单元格。
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/// </summary>
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Wrap,
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/// <summary>
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/// 按键将Wrap,但该列将更改为相应的相邻列。这只对正常操作为ChangeRow的键有意义。
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/// </summary>
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ChangeColumn,
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/// <summary>
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///按键将Wrap,但该行将更改为相应的相邻行。这只对正常操作为ChangeColumn的键有意义.
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/// </summary>
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ChangeRow,
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/// <summary>
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///该键将导致当前编辑操作结束。
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/// </summary>
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EndEdit
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};
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/// <summary>
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/// Indicates the normal behaviour of a key when used during a cell edit
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/// operation.
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/// </summary>
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public enum CellEditCharacterBehaviour {
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/// <summary>
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/// The key press will be ignored
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/// </summary>
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Ignore,
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/// <summary>
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/// The key press will end the current edit and begin an edit
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/// operation on the next editable cell to the left.
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/// </summary>
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ChangeColumnLeft,
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/// <summary>
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/// The key press will end the current edit and begin an edit
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/// operation on the next editable cell to the right.
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/// </summary>
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ChangeColumnRight,
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/// <summary>
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/// The key press will end the current edit and begin an edit
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/// operation on the row above.
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/// </summary>
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ChangeRowUp,
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/// <summary>
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/// The key press will end the current edit and begin an edit
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/// operation on the row below
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/// </summary>
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ChangeRowDown,
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/// <summary>
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/// The key press will cancel the current edit
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/// </summary>
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CancelEdit,
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/// <summary>
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/// The key press will finish the current edit operation
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/// </summary>
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EndEdit,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb1,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb2,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb3,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb4,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb5,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb6,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb7,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb8,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb9,
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/// <summary>
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/// Custom verb that can be used for specialized actions.
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/// </summary>
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CustomVerb10,
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};
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/// <summary>
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/// Instances of this class handle key presses during a cell edit operation.
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/// </summary>
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public class CellEditKeyEngine {
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#region Public interface
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/// <summary>
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/// 设置给定键的行为
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/// </summary>
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/// <param name="key"></param>
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/// <param name="normalBehaviour"></param>
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/// <param name="atEdgeBehaviour"></param>
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public virtual void SetKeyBehaviour(Keys key, CellEditCharacterBehaviour normalBehaviour, CellEditAtEdgeBehaviour atEdgeBehaviour) {
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this.CellEditKeyMap[key] = normalBehaviour;
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this.CellEditKeyAtEdgeBehaviourMap[key] = atEdgeBehaviour;
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}
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/// <summary>
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/// 处理按键操作
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/// </summary>
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/// <param name="olv"></param>
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/// <param name="keyData"></param>
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/// <returns>True if the key was completely handled.</returns>
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public virtual bool HandleKey(ObjectListView olv, Keys keyData) {
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if (olv == null) throw new ArgumentNullException("olv");
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CellEditCharacterBehaviour behaviour;
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if (!CellEditKeyMap.TryGetValue(keyData, out behaviour))
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return false;
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this.ListView = olv;
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switch (behaviour) {
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case CellEditCharacterBehaviour.Ignore:
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break;
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case CellEditCharacterBehaviour.CancelEdit:
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this.HandleCancelEdit();
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break;
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case CellEditCharacterBehaviour.EndEdit:
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this.HandleEndEdit();
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break;
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case CellEditCharacterBehaviour.ChangeColumnLeft:
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case CellEditCharacterBehaviour.ChangeColumnRight:
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this.HandleColumnChange(keyData, behaviour);
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break;
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case CellEditCharacterBehaviour.ChangeRowDown:
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case CellEditCharacterBehaviour.ChangeRowUp:
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this.HandleRowChange(keyData, behaviour);
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break;
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default:
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return this.HandleCustomVerb(keyData, behaviour);
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};
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return true;
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}
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#endregion
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#region Implementation properties
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/// <summary>
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/// Gets or sets the ObjectListView on which the current key is being handled.
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/// This cannot be null.
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/// </summary>
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protected ObjectListView ListView {
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get { return listView; }
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set { listView = value; }
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}
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private ObjectListView listView;
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/// <summary>
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/// Gets the row of the cell that is currently being edited
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/// </summary>
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protected OLVListItem ItemBeingEdited {
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get {
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return (this.ListView == null || this.ListView.CellEditEventArgs == null) ? null : this.ListView.CellEditEventArgs.ListViewItem;
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}
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}
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/// <summary>
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/// Gets the index of the column of the cell that is being edited
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/// </summary>
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protected int SubItemIndexBeingEdited {
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get {
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return (this.ListView == null || this.ListView.CellEditEventArgs == null) ? -1 : this.ListView.CellEditEventArgs.SubItemIndex;
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}
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}
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/// <summary>
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/// Gets or sets the map that remembers the normal behaviour of keys
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/// </summary>
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protected IDictionary<Keys, CellEditCharacterBehaviour> CellEditKeyMap {
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get {
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if (cellEditKeyMap == null)
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this.InitializeCellEditKeyMaps();
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return cellEditKeyMap;
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}
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set {
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cellEditKeyMap = value;
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}
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}
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private IDictionary<Keys, CellEditCharacterBehaviour> cellEditKeyMap;
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/// <summary>
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/// Gets or sets the map that remembers the desired behaviour of keys
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/// on edge cases.
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/// </summary>
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protected IDictionary<Keys, CellEditAtEdgeBehaviour> CellEditKeyAtEdgeBehaviourMap {
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get {
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if (cellEditKeyAtEdgeBehaviourMap == null)
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this.InitializeCellEditKeyMaps();
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return cellEditKeyAtEdgeBehaviourMap;
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}
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set {
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cellEditKeyAtEdgeBehaviourMap = value;
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}
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}
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private IDictionary<Keys, CellEditAtEdgeBehaviour> cellEditKeyAtEdgeBehaviourMap;
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#endregion
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#region Initialization
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/// <summary>
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/// Setup the default key mapping
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/// </summary>
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protected virtual void InitializeCellEditKeyMaps() {
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this.cellEditKeyMap = new Dictionary<Keys, CellEditCharacterBehaviour>();
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this.cellEditKeyMap[Keys.Escape] = CellEditCharacterBehaviour.CancelEdit;
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this.cellEditKeyMap[Keys.Return] = CellEditCharacterBehaviour.EndEdit;
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this.cellEditKeyMap[Keys.Enter] = CellEditCharacterBehaviour.EndEdit;
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this.cellEditKeyMap[Keys.Tab] = CellEditCharacterBehaviour.ChangeColumnRight;
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this.cellEditKeyMap[Keys.Tab | Keys.Shift] = CellEditCharacterBehaviour.ChangeColumnLeft;
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this.cellEditKeyMap[Keys.Left | Keys.Alt] = CellEditCharacterBehaviour.ChangeColumnLeft;
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this.cellEditKeyMap[Keys.Right | Keys.Alt] = CellEditCharacterBehaviour.ChangeColumnRight;
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this.cellEditKeyMap[Keys.Up | Keys.Alt] = CellEditCharacterBehaviour.ChangeRowUp;
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this.cellEditKeyMap[Keys.Down | Keys.Alt] = CellEditCharacterBehaviour.ChangeRowDown;
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this.cellEditKeyAtEdgeBehaviourMap = new Dictionary<Keys, CellEditAtEdgeBehaviour>();
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this.cellEditKeyAtEdgeBehaviourMap[Keys.Tab] = CellEditAtEdgeBehaviour.Wrap;
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this.cellEditKeyAtEdgeBehaviourMap[Keys.Tab | Keys.Shift] = CellEditAtEdgeBehaviour.Wrap;
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this.cellEditKeyAtEdgeBehaviourMap[Keys.Left | Keys.Alt] = CellEditAtEdgeBehaviour.Wrap;
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this.cellEditKeyAtEdgeBehaviourMap[Keys.Right | Keys.Alt] = CellEditAtEdgeBehaviour.Wrap;
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this.cellEditKeyAtEdgeBehaviourMap[Keys.Up | Keys.Alt] = CellEditAtEdgeBehaviour.ChangeColumn;
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this.cellEditKeyAtEdgeBehaviourMap[Keys.Down | Keys.Alt] = CellEditAtEdgeBehaviour.ChangeColumn;
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}
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#endregion
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#region Command handling
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/// <summary>
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/// Handle the end edit command
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/// </summary>
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protected virtual void HandleEndEdit() {
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this.ListView.PossibleFinishCellEditing();
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}
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/// <summary>
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/// Handle the cancel edit command
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/// </summary>
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protected virtual void HandleCancelEdit() {
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this.ListView.CancelCellEdit();
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}
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/// <summary>
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/// Placeholder that subclasses can override to handle any custom verbs
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/// </summary>
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/// <param name="keyData"></param>
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/// <param name="behaviour"></param>
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/// <returns></returns>
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protected virtual bool HandleCustomVerb(Keys keyData, CellEditCharacterBehaviour behaviour) {
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return false;
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}
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/// <summary>
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/// Handle a change row command
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/// </summary>
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/// <param name="keyData"></param>
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/// <param name="behaviour"></param>
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protected virtual void HandleRowChange(Keys keyData, CellEditCharacterBehaviour behaviour) {
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// If we couldn't finish editing the current cell, don't try to move it
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if (!this.ListView.PossibleFinishCellEditing())
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return;
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OLVListItem olvi = this.ItemBeingEdited;
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int subItemIndex = this.SubItemIndexBeingEdited;
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bool isGoingUp = behaviour == CellEditCharacterBehaviour.ChangeRowUp;
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// Try to find a row above (or below) the currently edited cell
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// If we find one, start editing it and we're done.
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OLVListItem adjacentOlvi = this.GetAdjacentItemOrNull(olvi, isGoingUp);
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if (adjacentOlvi != null) {
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this.StartCellEditIfDifferent(adjacentOlvi, subItemIndex);
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return;
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}
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// There is no adjacent row in the direction we want, so we must be on an edge.
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CellEditAtEdgeBehaviour atEdgeBehaviour;
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if (!this.CellEditKeyAtEdgeBehaviourMap.TryGetValue(keyData, out atEdgeBehaviour))
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atEdgeBehaviour = CellEditAtEdgeBehaviour.Wrap;
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switch (atEdgeBehaviour) {
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case CellEditAtEdgeBehaviour.Ignore:
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break;
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case CellEditAtEdgeBehaviour.EndEdit:
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this.ListView.PossibleFinishCellEditing();
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break;
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case CellEditAtEdgeBehaviour.Wrap:
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adjacentOlvi = this.GetAdjacentItemOrNull(null, isGoingUp);
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this.StartCellEditIfDifferent(adjacentOlvi, subItemIndex);
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break;
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case CellEditAtEdgeBehaviour.ChangeColumn:
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// Figure out the next editable column
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List<OLVColumn> editableColumnsInDisplayOrder = this.EditableColumnsInDisplayOrder;
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int displayIndex = Math.Max(0, editableColumnsInDisplayOrder.IndexOf(this.ListView.GetColumn(subItemIndex)));
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if (isGoingUp)
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displayIndex = (editableColumnsInDisplayOrder.Count + displayIndex - 1) % editableColumnsInDisplayOrder.Count;
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else
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displayIndex = (displayIndex + 1) % editableColumnsInDisplayOrder.Count;
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subItemIndex = editableColumnsInDisplayOrder[displayIndex].Index;
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// Wrap to the next row and start the cell edit
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adjacentOlvi = this.GetAdjacentItemOrNull(null, isGoingUp);
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this.StartCellEditIfDifferent(adjacentOlvi, subItemIndex);
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break;
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}
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}
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/// <summary>
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/// Handle a change column command
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/// </summary>
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/// <param name="keyData"></param>
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/// <param name="behaviour"></param>
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protected virtual void HandleColumnChange(Keys keyData, CellEditCharacterBehaviour behaviour)
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{
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// If we couldn't finish editing the current cell, don't try to move it
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if (!this.ListView.PossibleFinishCellEditing())
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return;
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// Changing columns only works in details mode
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if (this.ListView.View != View.Details)
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return;
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List<OLVColumn> editableColumns = this.EditableColumnsInDisplayOrder;
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OLVListItem olvi = this.ItemBeingEdited;
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int displayIndex = Math.Max(0,
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editableColumns.IndexOf(this.ListView.GetColumn(this.SubItemIndexBeingEdited)));
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bool isGoingLeft = behaviour == CellEditCharacterBehaviour.ChangeColumnLeft;
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// Are we trying to continue past one of the edges?
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if ((isGoingLeft && displayIndex == 0) ||
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(!isGoingLeft && displayIndex == editableColumns.Count - 1))
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{
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// Yes, so figure out our at edge behaviour
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CellEditAtEdgeBehaviour atEdgeBehaviour;
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if (!this.CellEditKeyAtEdgeBehaviourMap.TryGetValue(keyData, out atEdgeBehaviour))
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atEdgeBehaviour = CellEditAtEdgeBehaviour.Wrap;
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switch (atEdgeBehaviour)
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{
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case CellEditAtEdgeBehaviour.Ignore:
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return;
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case CellEditAtEdgeBehaviour.EndEdit:
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this.HandleEndEdit();
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return;
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case CellEditAtEdgeBehaviour.ChangeRow:
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case CellEditAtEdgeBehaviour.Wrap:
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if (atEdgeBehaviour == CellEditAtEdgeBehaviour.ChangeRow)
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olvi = GetAdjacentItem(olvi, isGoingLeft && displayIndex == 0);
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if (isGoingLeft)
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displayIndex = editableColumns.Count - 1;
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else
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displayIndex = 0;
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break;
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}
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}
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else
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{
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if (isGoingLeft)
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displayIndex -= 1;
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else
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displayIndex += 1;
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}
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int subItemIndex = editableColumns[displayIndex].Index;
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this.StartCellEditIfDifferent(olvi, subItemIndex);
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}
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#endregion
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#region Utilities
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/// <summary>
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/// Start editing the indicated cell if that cell is not already being edited
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/// </summary>
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/// <param name="olvi">The row to edit</param>
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/// <param name="subItemIndex">The cell within that row to edit</param>
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protected void StartCellEditIfDifferent(OLVListItem olvi, int subItemIndex) {
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if (this.ItemBeingEdited == olvi && this.SubItemIndexBeingEdited == subItemIndex)
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return;
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this.ListView.EnsureVisible(olvi.Index);
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this.ListView.StartCellEdit(olvi, subItemIndex);
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}
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/// <summary>
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/// Gets the adjacent item to the given item in the given direction.
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/// If that item is disabled, continue in that direction until an enabled item is found.
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/// </summary>
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/// <param name="olvi">The row whose neighbour is sought</param>
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/// <param name="up">The direction of the adjacentness</param>
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/// <returns>An OLVListView adjacent to the given item, or null if there are no more enabled items in that direction.</returns>
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protected OLVListItem GetAdjacentItemOrNull(OLVListItem olvi, bool up) {
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OLVListItem item = up ? this.ListView.GetPreviousItem(olvi) : this.ListView.GetNextItem(olvi);
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while (item != null && !item.Enabled)
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item = up ? this.ListView.GetPreviousItem(item) : this.ListView.GetNextItem(item);
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return item;
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}
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/// <summary>
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/// Gets the adjacent item to the given item in the given direction, wrapping if needed.
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/// </summary>
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/// <param name="olvi">The row whose neighbour is sought</param>
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/// <param name="up">The direction of the adjacentness</param>
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/// <returns>An OLVListView adjacent to the given item, or null if there are no more items in that direction.</returns>
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protected OLVListItem GetAdjacentItem(OLVListItem olvi, bool up) {
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return this.GetAdjacentItemOrNull(olvi, up) ?? this.GetAdjacentItemOrNull(null, up);
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}
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/// <summary>
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/// Gets a collection of columns that are editable in the order they are shown to the user
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/// </summary>
|
||
protected List<OLVColumn> EditableColumnsInDisplayOrder {
|
||
get {
|
||
List<OLVColumn> editableColumnsInDisplayOrder = new List<OLVColumn>();
|
||
foreach (OLVColumn x in this.ListView.ColumnsInDisplayOrder)
|
||
if (x.IsEditable)
|
||
editableColumnsInDisplayOrder.Add(x);
|
||
return editableColumnsInDisplayOrder;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|