如何在修改wpf中任何矩形的高度后重新排列画布上的矩形

本文关键字:排列 新排列 修改 wpf 高度 任何矩 | 更新日期: 2023-09-27 18:22:25

我从用户直接在网格行中输入的网格单元格值中添加Rectangle。当我修改特定列的值,比如Thickness,即Height时,它会增加所选行矩形的Height,但不会将其下方的所有矩形都重新排列在所选行长方形之后。

在xaml.cs 中

public class MyLayer : INotifyPropertyChanged 
{
    public string Thickness { get; set; }
    public string OffsetRight { get; set; }
    public string OffsetLeft { get; set; }
    public string Material { get; set; }
    public string MaterialPopup { get; set; }
    public Rectangle rectangle { get; set; }
    public GlassRectangle GlassRectangle { get; set; }
    public MaterialLayer()
    {
        GlassRectangle = new GlassRectangle();
    }
    event PropertyChangedEventHandler INotifyPropertyChanged.PropertyChanged
    {
        add { }
        remove {  }
    }
}
public class GlassRectangle
{
    public Rectangle Rectangle { get; set; }
    public double Top = 0;
    public GlassRectangle()
    {
        Rectangle = new Rectangle();
    }
}
private void gridInner_CellValueChanged(object sender, DevExpress.Xpf.Grid.CellValueChangedEventArgs e)
        {
            string cellValue = string.Empty;
            MyLayer currentLayer = ((MyLayer)(e.Row));
            if (e.Column.HeaderCaption.ToString() == "Thickness")
            {
                cellValue =(e.Value.ToString());
                //there is alredy a rectangle - means this is edit mode
                if (currentLayer.rectangle != null)
                {
                    currentLayer.rectangle.Height = Convert.ToDouble(cellValue);
                    currentLayer.rectangle.Stroke = new SolidColorBrush(Color.FromRgb(0, 255, 0));
                }
                //else this is insert mode
                else
                {
                    currentLayer.rectangle = CreateRectangle(cellValue);
                }
            }
        }
 protected Rectangle  CreateRectangle(string cellval)
        {
            Rectangle newrect = new Rectangle();
            newrect.Stroke = Brushes.Red;
            newrect.StrokeThickness = 1;
            if (cellval.ToString().Contains("."))
            {
                newrect.Height = Convert.ToDouble(cellval) * 100;
            }
            else
            {
                newrect.Height = Convert.ToDouble(cellval);
            }
            newrect.Width = width;
            Canvas.SetLeft(newrect, 100);
            double canvasTop = 0.0;
            if (canvasboard.Children.Count > 0)
            {
                var lastChildIndex = canvasboard.Children.Count - 1;
                var lastChild = canvasboard.Children[lastChildIndex] as FrameworkElement;
                if (lastChild != null)
                    //lastChild.Height-1: so that it come extactly on existing if set to +1 it comes below first rectangle
                    canvasTop = Canvas.GetTop(lastChild) + lastChild.Height - 1;
            }
            Canvas.SetTop(newrect, canvasTop);
            val = val + 1;
            newrect.Tag = val;
            canvasboard.Children.Add(newrect);
            //rectangle = rect;
            foreach (UIElement ui in canvasboard.Children)
            {
                if (ui.GetType() == typeof(Rectangle))
                {
                    itemstoremove.Add(ui);
                }
            }
            return newrect;
        }

新事件方法:

private void gridMaterialInner_CellValueChanged(object sender, DevExpress.Xpf.Grid.CellValueChangedEventArgs e)
        {
            string cellValue = string.Empty;
            string cellOldValue = string.Empty;
            MyLayer currentLayer = ((MyLayer)(e.Row));
            if (e.Column.HeaderCaption.ToString() == "Thickness")
            {
                //current cell value
                cellValue =(e.Value.ToString());// GetRowCellValue(e.RowHandle, gridMaterialInner.Columns["LastName"]).ToString();
                //there is alredy a rectangle - means this is edit mode
                double currentheight = 0.0;
                double oldht = 0.0;
                // old cell value
                if (e.OldValue != null)
                {
                    cellOldValue = (e.OldValue.ToString());
                }
                if (currentLayer.rectangle != null)
                {
                    if (cellValue.ToString().Contains("."))
                    {
                        currentheight = Convert.ToDouble(cellValue) * 100;
                    }
                    else
                    {
                        currentheight = Convert.ToDouble(cellValue) * 100;
                    }
                    if (cellOldValue.ToString().Contains("."))
                    {
                        oldht = Convert.ToDouble(cellOldValue) * 100;
                    }
                    else if(cellOldValue!=string.Empty)
                    {
                        oldht = Convert.ToDouble(cellOldValue) * 100;
                    }
                    currentLayer.rectangle.Height = currentheight;
                    currentLayer.rectangle.Stroke = new SolidColorBrush(Color.FromRgb(0, 255, 0));
                    //Refresh();
                    //Get the index of selected row
                    int layerIndex = materialBindlist.IndexOf(currentLayer);
                    for(int i = layerIndex; i < materialBindlist.Count-1; i++)
                    {
                        //set the top position of all other rectangles that are below selected rectangle/row
                        //(Current-Old)+Top
                        Canvas.SetTop(materialBindlist[i + 1].rectangle, (currentheight - oldht) + materialBindlist[i + 1].GlassRectangle.Top);
                        //Canvas.SetTop(materialBindlist[i].rectangle, (currentheight - oldht) + materialBindlist[i + 1].GlassRectangle.Top);
                    }
                }
                //else this is insert mode
                else
                {
                    //MaterialLayer object
                    currentLayer.rectangle = CreateRectangle(cellValue);
                    //store Top & Rectangle object in GlassRectangle class which is referenced in MaterialLayer class
                    currentLayer.GlassRectangle.Rectangle = currentLayer.rectangle;
                    currentLayer.GlassRectangle.Top = canvasTop;
                }
            }
        }

这会创建一个接一个的矩形,就像画布上的堆叠项目一样。但是,当我修改Thickness列的值,即RectangleHeight时,它反映在画布上,但下面的"其他矩形"必须出现在当前矩形的"更改高度"之后

注意:我无法在应用程序中使用WrapPanel。只是使用Canvas修改现有代码

感谢帮助!

修改CellChange事件中的循环:

int layerIndex = materialBindlist.IndexOf(currentLayer);
                    for(int i = layerIndex; i < materialBindlist.Count-1; i++)
                    {
                        //set the top position of all other rectangles that are below selected rectangle/row
                        //(Current-Old)+Top
                        double top=Convert.ToDouble((currentHeight - oldHeight) + materialBindlist[i + 1].GlassRectangle.Top);
                        Canvas.SetTop(materialBindlist[i + 1].rectangle,top);
                        materialBindlist[i + 1].GlassRectangle.Top = top;

                    }

如何在修改wpf中任何矩形的高度后重新排列画布上的矩形

即使使用Canvas也可以完成您想要的任务,但您确实应该考虑使用类似ItemsControl的东西。

强制使用Canvas:时的解决方案

private void Refresh() {
  for (int i = 1; i < canvasboard.Children.Count; ++i) {
    var currentElement = canvasboard.Children[i] as FrameworkElement;
    var previousElement = canvasboard.Children[i - 1] as FrameworkElement;
    if (currentElement == null || previousElement == null)
      return;
    var requiredTop = Canvas.GetTop(previousElement) + previousElement.Height - 1;
    if (Math.Abs(Canvas.GetTop(currentElement) - requiredTop) > 0.0)
      Canvas.SetTop(currentElement, requiredTop);
  }
}

现在,在更改Canvas中现有元素的大小之后调用此函数,它将相应地重新定位元素以适应新的维度。在您的代码中,在"编辑"模式下设置新高度后,它将从gridInner_CellValueChanged(...)函数调用。

您应该尝试做什么:

如果你能说服任何你需要的人,并使用ItemsControl这样的东西,这将简单得多。

举个粗略的例子:

xaml可以是:

<ItemsControl ItemsSource="{Binding Items}">
  <ItemsControl.ItemsPanel>
    <ItemsPanelTemplate>
      <VirtualizingStackPanel Orientation="Vertical" />
    </ItemsPanelTemplate>
  </ItemsControl.ItemsPanel>
</ItemsControl>

其中CCD_ 14在代码中被声明为CCD_。

现在你的Add()函数可以是:

private void Add() {
  var rect = new Rectangle {
    Stroke = Brushes.Red,
    StrokeThickness = 1,
    Height = Convert.ToDouble(txtheight.Text),
    Width = 100
  };
  Items.Add(rect);
}

以及当您编辑现有控件时的更新,在这种情况下将是自动的。没有硬编码的定位,因为Layout容器为您处理所有这些混乱。

当然,您可以将Items集合类型切换为您自己的自定义控件类型MyLayer,并且在它实现INPC的情况下,更改仍然是自动的。您现在必须定义一个DataTemplate才能渲染您的Item,但这就像xaml中的3行工作。

当需要调整现有控件时,也可以直接使用Items属性,而不必在代码后面引用ItemsControl。绑定应该自动处理视图的更新。

修改单元格更改事件中的循环:

int layerIndex = materialBindlist.IndexOf(currentLayer);
                    for(int i = layerIndex; i < materialBindlist.Count-1; i++)
                    {
                        //set the top position of all other rectangles that are below selected rectangle/row
                        //(Current-Old)+Top
                        double top=Convert.ToDouble((currentHeight - oldHeight) + materialBindlist[i + 1].GlassRectangle.Top);
                        Canvas.SetTop(materialBindlist[i + 1].rectangle,top);
                        materialBindlist[i + 1].GlassRectangle.Top = top;

                    }

它现在起作用了。。!感谢大家!