xenadmin/XenAdmin/Controls/TreeViews/FlickerFreeTreeView.cs

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/* Copyright (c) Citrix Systems Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms,
* with or without modification, are permitted provided
* that the following conditions are met:
*
* * Redistributions of source code must retain the above
* copyright notice, this list of conditions and the
* following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the
* following disclaimer in the documentation and/or other
* materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
using System;
using System.Drawing;
using System.Windows.Forms;
using XenAdmin.Core;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using XenAdmin.Network;
using XenAPI;
using Message = System.Windows.Forms.Message;
namespace XenAdmin.Controls
{
/**
* Flicker-free TreeView, from
* http://www.codeguru.com/forum/archive/index.php/t-182326.html
*
* This has been specialised for the mainwindow treeview
* (persistent selection, scroll etc) so it should be used
* with caution for other things
*/
[FormFontFixer.PreserveFonts(true)]
public class FlickerFreeTreeView : VirtualTreeView
{
private List<VirtualTreeNode.PersistenceInfo> _persistedSelectionInfo;
private IList<object> _persistedTopNode;
protected override void OnBeforeExpand(VirtualTreeViewCancelEventArgs e)
{
if (TopNode == null)
{
_persistedTopNode = new List<object>();
}
else
{
_persistedTopNode = TopNode.GetPersistenceInfo().Path;
}
base.OnBeforeExpand(e);
}
protected override void OnAfterExpand(VirtualTreeViewEventArgs e)
{
base.OnAfterExpand(e);
if (_persistedTopNode != null)
{
int hPos = HScrollPos;
TopNode = ClosestMatch(_persistedTopNode);
HScrollPos = hPos;
}
}
protected override void WndProc(ref Message m)
{
if (m.Msg == Core.Win32.WM_ERASEBKGND)
{
m.Result = IntPtr.Zero;
return;
}
base.WndProc(ref m);
}
protected override bool ProcessCmdKey(ref Message msg, Keys keyData)
{
if (keyData == Keys.Apps)
OnKeyPress(new KeyPressEventArgs((char)keyData));
return base.ProcessCmdKey(ref msg, keyData);
}
#region Persist selection across BeginUpdate() / EndUpdate()
/// <summary>
/// We have to be a bit more clever now, as things can appear
/// more than once in the treeview (ie Group by tag)
///
/// Therefore we try and keep selection on the correct
/// object, even during migration or moving between folders.
/// In the case we can't, we default to its parent and its
/// parent's parent and so on.
/// </summary>
public new void BeginUpdate()
{
// Save the selection...
_persistedSelectionInfo = new List<VirtualTreeNode>(SelectedNodes).ConvertAll(n => n.GetPersistenceInfo());
// Save the scroll position..
if (TopNode == null)
{
_persistedTopNode = new List<object>();
}
else
{
_persistedTopNode = TopNode.GetPersistenceInfo().Path;
}
}
public new void EndUpdate()
{
base.EndUpdate();
int hPos = HScrollPos;
VirtualTreeNode restoredTopNode = ClosestMatch(_persistedTopNode);
if (restoredTopNode != TopNode)
{
TopNode = restoredTopNode;
// Restore the scroll position...
// Setting TopNode alters _both_ scrollbars. This sets the vertical one to the old position
// and the horizontal one to a different one depending on the width on the TopNode.
HScrollPos = hPos;
}
// Restore the selection...
if (_persistedSelectionInfo == null || _persistedSelectionInfo.Count == 0)
{
SelectedNode = Nodes[0];
}
else
{
RestoreSelection();
}
// if the selected nodes haven't change, but the selected tags have
// then a selections changed event still needs to be fired.
foreach (VirtualTreeNode node in SelectedNodes)
{
VirtualTreeNode.PersistenceInfo info = new VirtualTreeNode.PersistenceInfo(node);
if (!_persistedSelectionInfo.Contains(info))
{
// selection is different to old one. So fire an event.
ForceSelectionsChanged();
break;
}
}
}
/// <summary>
/// Try and restore the selection.
/// First, look for the object in the same position
/// Second, find the object in the maximal sub tree where it appeared only once
/// Finally, just select one of the parents
/// </summary>
private void RestoreSelection()
{
List<VirtualTreeNode> newSelectedNodes = new List<VirtualTreeNode>();
foreach (VirtualTreeNode.PersistenceInfo info in _persistedSelectionInfo)
{
VirtualTreeNode match;
// First, look for the object in the same position
if (TryExactMatch(info.Path, out match) >= info.Path.Count)
{
TryToSelectNode(newSelectedNodes, match);
continue;
}
// Second, find the object in the maximal sub tree where it appeared only once
if (TryExactMatch(info.PathToMaximalSubTree, out match) >= info.PathToMaximalSubTree.Count)
{
match = FindNodeIn(match, info.Tag);
if (match != null)
{
// since node has moved, make sure it's visible.
match.EnsureVisible();
TryToSelectNode(newSelectedNodes, match);
}
}
}
if (newSelectedNodes.Count == 0)
{
foreach (VirtualTreeNode.PersistenceInfo info in _persistedSelectionInfo)
{
// Finally, just select one of the parents
TryToSelectNode(newSelectedNodes, ClosestMatch(info.Path));
break;
}
}
// restore selection
SelectedNodes.SetContents(newSelectedNodes);
}
private static void TryToSelectNode(List<VirtualTreeNode> nodes, VirtualTreeNode node)
{
if (!MainWindow.CanSelectNode(node))
{
TryToSelectNode(nodes, node.Parent);
}
else if (!nodes.Contains(node))
{
nodes.Add(node);
}
}
/// <summary>
/// Try and find a node by following the path in selection
/// </summary>
/// <param name="selection"></param>
/// <param name="match"></param>
/// <returns>How far it got along the path before it bailed.
/// If it returns >= selection.Count, then it succeded</returns>
public int TryExactMatch(IList<Object> selection, out VirtualTreeNode match)
{
int i = 0;
match = Nodes[0];
while (i < selection.Count)
{
bool found = false;
foreach (VirtualTreeNode child in match.Nodes)
{
if (child.Tag.Equals(selection[i]))
{
match = child;
found = true;
i++;
break;
}
}
if (!found)
break;
}
return i;
}
public VirtualTreeNode FindNodeIn(VirtualTreeNode match, Object o)
{
if (match.Tag == o)
return match;
foreach (VirtualTreeNode child in match.Nodes)
{
VirtualTreeNode result = FindNodeIn(child, o);
if (result != null)
return result;
}
return null;
}
private VirtualTreeNode ClosestMatch(IList<Object> selection)
{
VirtualTreeNode currentNode;
int i = TryExactMatch(selection, out currentNode);
// We never got down the first step;
// this usually means selection changing over
// connection / disconnect. Skank it up
if (i == 0 && selection.Count > 0)
{
IXenObject o = selection[0] as IXenObject;
if (o != null)
{
IXenConnection connection = o.Connection;
foreach (VirtualTreeNode child in currentNode.Nodes)
{
IXenObject o2 = child.Tag as IXenObject;
if (o2 == null)
continue;
if (o2.Connection == connection)
{
currentNode = child;
break;
}
}
}
}
return currentNode;
}
#endregion
}
}