mirror of
https://github.com/xcp-ng/xenadmin.git
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aa8ccd0bfb
icon. Moved class OrganizationalView from XenModel back to XenAdmin as it is more relevant to the latter. Updated relevant tests. Some code tidy. Signed-off-by: Konstantina Chremmou <konstantina.chremmou@citrix.com>
380 lines
13 KiB
C#
380 lines
13 KiB
C#
/* Copyright (c) Citrix Systems Inc.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms,
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* with or without modification, are permitted provided
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* that the following conditions are met:
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*
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* * Redistributions of source code must retain the above
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* copyright notice, this list of conditions and the
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* following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the
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* following disclaimer in the documentation and/or other
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* materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
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* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
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* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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using System;
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using System.Drawing;
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using System.Windows.Forms;
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using XenAdmin.Core;
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using System.Collections.Generic;
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using XenAdmin.Network;
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using XenAdmin.XenSearch;
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using XenAPI;
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using Message = System.Windows.Forms.Message;
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namespace XenAdmin.Controls
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{
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/**
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* Flicker-free TreeView, from
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* http://www.codeguru.com/forum/archive/index.php/t-182326.html
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*
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* This has been specialised for the mainwindow treeview
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* (persistent selection, scroll etc) so it should be used
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* with caution for other things
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*/
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[FormFontFixer.PreserveFonts(true)]
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public class FlickerFreeTreeView : VirtualTreeView
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{
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private List<VirtualTreeNode.PersistenceInfo> _persistedSelectionInfo;
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private IList<object> _persistedTopNode;
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protected override void OnBeforeExpand(VirtualTreeViewCancelEventArgs e)
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{
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if (TopNode == null)
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{
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_persistedTopNode = new List<object>();
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}
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else
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{
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_persistedTopNode = TopNode.GetPersistenceInfo().Path;
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}
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base.OnBeforeExpand(e);
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}
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protected override void OnAfterExpand(VirtualTreeViewEventArgs e)
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{
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base.OnAfterExpand(e);
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if (_persistedTopNode != null)
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{
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int hPos = HScrollPos;
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TopNode = ClosestMatch(_persistedTopNode);
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HScrollPos = hPos;
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}
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}
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protected override void WndProc(ref Message m)
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{
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if (m.Msg == Core.Win32.WM_ERASEBKGND)
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{
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m.Result = IntPtr.Zero;
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return;
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}
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base.WndProc(ref m);
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}
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protected override bool ProcessCmdKey(ref Message msg, Keys keyData)
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{
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if (keyData == Keys.Apps)
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OnKeyPress(new KeyPressEventArgs((char)keyData));
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return base.ProcessCmdKey(ref msg, keyData);
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}
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#region Persist selection across BeginUpdate() / EndUpdate()
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/// <summary>
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/// We have to be a bit more clever now, as things can appear
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/// more than once in the treeview (ie Group by tag)
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///
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/// Therefore we try and keep selection on the correct
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/// object, even during migration or moving between folders.
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/// In the case we can't, we default to its parent and its
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/// parent's parent and so on.
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/// </summary>
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public new void BeginUpdate()
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{
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// Save the selection...
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_persistedSelectionInfo = new List<VirtualTreeNode>(SelectedNodes).ConvertAll(n => n.GetPersistenceInfo());
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// Save the scroll position..
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if (TopNode == null)
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{
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_persistedTopNode = new List<object>();
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}
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else
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{
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_persistedTopNode = TopNode.GetPersistenceInfo().Path;
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}
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}
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public new void EndUpdate()
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{
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base.EndUpdate();
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int hPos = HScrollPos;
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VirtualTreeNode restoredTopNode = ClosestMatch(_persistedTopNode);
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if (restoredTopNode != TopNode)
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{
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TopNode = restoredTopNode;
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// Restore the scroll position...
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// Setting TopNode alters _both_ scrollbars. This sets the vertical one to the old position
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// and the horizontal one to a different one depending on the width on the TopNode.
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HScrollPos = hPos;
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}
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// Restore the selection...
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if (_persistedSelectionInfo == null || _persistedSelectionInfo.Count == 0)
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{
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SelectedNode = Nodes[0];
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}
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else
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{
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RestoreSelection();
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}
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// if the selected nodes haven't change, but the selected tags have
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// then a selections changed event still needs to be fired.
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foreach (VirtualTreeNode node in SelectedNodes)
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{
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VirtualTreeNode.PersistenceInfo info = new VirtualTreeNode.PersistenceInfo(node);
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if (!_persistedSelectionInfo.Contains(info))
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{
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// selection is different to old one. So fire an event.
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ForceSelectionsChanged();
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break;
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}
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}
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}
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/// <summary>
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/// Try and restore the selection.
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/// First, look for the object in the same position
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/// Second, find the object in the maximal sub tree where it appeared only once
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/// Finally, just select one of the parents
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/// </summary>
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private void RestoreSelection()
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{
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List<VirtualTreeNode> newSelectedNodes = new List<VirtualTreeNode>();
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foreach (VirtualTreeNode.PersistenceInfo info in _persistedSelectionInfo)
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{
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VirtualTreeNode match;
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// First, look for the object in the same position
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if (TryExactMatch(info.Path, out match) >= info.Path.Count)
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{
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TryToSelectNode(newSelectedNodes, match);
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continue;
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}
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// Second, find the object in the maximal sub tree where it appeared only once
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if (TryExactMatch(info.PathToMaximalSubTree, out match) >= info.PathToMaximalSubTree.Count)
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{
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match = FindNodeIn(match, info.Tag);
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if (match != null)
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{
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// since node has moved, make sure it's visible.
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match.EnsureVisible();
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TryToSelectNode(newSelectedNodes, match);
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}
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}
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}
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if (newSelectedNodes.Count == 0)
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{
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foreach (VirtualTreeNode.PersistenceInfo info in _persistedSelectionInfo)
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{
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// Finally, just select one of the parents
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TryToSelectNode(newSelectedNodes, ClosestMatch(info.Path));
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break;
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}
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}
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// restore selection
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SelectedNodes.SetContents(newSelectedNodes);
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}
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private void TryToSelectNode(List<VirtualTreeNode> nodes, VirtualTreeNode node)
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{
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if (!CanSelectNode(node))
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{
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TryToSelectNode(nodes, node.Parent);
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}
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else if (!nodes.Contains(node))
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{
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nodes.Add(node);
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}
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}
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public bool CanSelectNode(VirtualTreeNode node)
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{
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return node.Tag == null || node.Tag is IXenObject || node.Tag is GroupingTag || node.Tag is Search;
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}
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/// <summary>
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/// Try and find a node by following the path in selection
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/// </summary>
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/// <param name="selection"></param>
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/// <param name="match"></param>
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/// <returns>How far it got along the path before it bailed.
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/// If it returns >= selection.Count, then it succeded</returns>
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public int TryExactMatch(IList<Object> selection, out VirtualTreeNode match)
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{
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int i = 0;
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match = Nodes[0];
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while (i < selection.Count)
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{
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bool found = false;
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foreach (VirtualTreeNode child in match.Nodes)
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{
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if (child.Tag.Equals(selection[i]))
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{
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match = child;
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found = true;
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i++;
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break;
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}
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}
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if (!found)
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break;
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}
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return i;
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}
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public VirtualTreeNode FindNodeIn(VirtualTreeNode match, Object o)
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{
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if (match.Tag == o)
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return match;
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foreach (VirtualTreeNode child in match.Nodes)
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{
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VirtualTreeNode result = FindNodeIn(child, o);
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if (result != null)
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return result;
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}
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return null;
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}
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private VirtualTreeNode ClosestMatch(IList<Object> selection)
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{
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VirtualTreeNode currentNode;
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int i = TryExactMatch(selection, out currentNode);
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// We never got down the first step;
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// this usually means selection changing over
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// connection / disconnect. Skank it up
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if (i == 0 && selection.Count > 0)
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{
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IXenObject o = selection[0] as IXenObject;
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if (o != null)
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{
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IXenConnection connection = o.Connection;
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foreach (VirtualTreeNode child in currentNode.Nodes)
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{
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IXenObject o2 = child.Tag as IXenObject;
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if (o2 == null)
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continue;
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if (o2.Connection == connection)
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{
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currentNode = child;
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break;
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}
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}
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}
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}
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return currentNode;
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}
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#endregion
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public bool TryToSelectNewNode(Predicate<object> tagMatch, bool selectNode, bool expandNode, bool ensureNodeVisible)
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{
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foreach (VirtualTreeNode node in AllNodes)
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{
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if (tagMatch(node.Tag))
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{
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if (selectNode)
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SelectedNode = node;
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if (expandNode)
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node.Expand();
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if (ensureNodeVisible)
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node.EnsureVisible();
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Selects the specified object in the tree.
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/// </summary>
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/// <param name="o">The object to be selected.</param>
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/// <param name="node">The node at which to start.</param>
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/// <param name="expand">Expand the node when it's found.</param>
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/// <param name="cancelled">if set to <c>true</c> then the node for the
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/// specified object was not allowed to be selected.</param>
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/// <returns>A value indicating whether selection was successful.</returns>
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public bool SelectObject(IXenObject o, VirtualTreeNode node, bool expand, ref bool cancelled)
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{
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IXenObject candidate = node.Tag as IXenObject;
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if (o == null || (candidate != null && candidate.opaque_ref == o.opaque_ref))
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{
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if (!CanSelectNode(node))
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{
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cancelled = true;
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return false;
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}
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SelectedNode = node;
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if (expand)
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node.Expand();
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return true;
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}
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foreach (VirtualTreeNode child in node.Nodes)
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{
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if (SelectObject(o, child, expand, ref cancelled))
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return true;
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}
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return false;
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}
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}
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}
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