UltimateZoneBuilder/Source/Core/GZBuilder/Controls/MultiSelectTreeview.cs
2014-02-21 14:42:12 +00:00

427 lines
12 KiB
C#

#region Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.Controls
{
public class MultiSelectTreeview : TreeView
{
#region Selected Node(s) Properties
private List<TreeNode> m_SelectedNodes;
public List<TreeNode> SelectedNodes {
get {
return m_SelectedNodes;
}
set {
ClearSelectedNodes();
if(value != null) {
foreach(TreeNode node in value) {
ToggleNode(node, true);
}
}
}
}
// Note we use the new keyword to Hide the native treeview's SelectedNode property.
private TreeNode m_SelectedNode;
public new TreeNode SelectedNode {
get { return m_SelectedNode; }
set {
ClearSelectedNodes();
if(value != null) SelectNode(value);
}
}
//mxd
private bool useMultiSelection;
public bool UseMultiSelection { get { return useMultiSelection; } set { useMultiSelection = value; } }
#endregion
#region Constructor
public MultiSelectTreeview() {
m_SelectedNodes = new List<TreeNode>();
base.SelectedNode = null;
}
#endregion
#region Overridden Events
protected override void OnGotFocus(EventArgs e) {
// Make sure at least one node has a selection
// this way we can tab to the ctrl and use the
// keyboard to select nodes
try {
if(m_SelectedNode == null && this.TopNode != null) {
ToggleNode(this.TopNode, true);
}
base.OnGotFocus(e);
} catch(Exception ex) {
HandleException(ex);
}
}
protected override void OnMouseDown(MouseEventArgs e) {
try {
base.SelectedNode = null;
base.OnMouseDown(e);
} catch(Exception ex) {
HandleException(ex);
}
}
protected override void OnMouseUp(MouseEventArgs e) {
try {
// Check to see if a node was clicked on
TreeNode node = this.GetNodeAt(e.Location);
if(node != null) {
int leftBound = node.Bounds.X; // -20; // Allow user to click on image
int rightBound = node.Bounds.Right + 10; // Give a little extra room
if(e.Location.X > leftBound && e.Location.X < rightBound) {
SelectNode(node);
}
}
base.OnMouseUp(e);
} catch(Exception ex) {
HandleException(ex);
}
}
//mxd. Reduces flickering a bit...
protected override void OnMouseMove(MouseEventArgs e) { }
protected override void OnItemDrag(ItemDragEventArgs e) {
// If the user drags a node and the node being dragged is NOT
// selected, then clear the active selection, select the
// node being dragged and drag it. Otherwise if the node being
// dragged is selected, drag the entire selection.
try {
TreeNode node = e.Item as TreeNode;
if(node != null) {
if(!m_SelectedNodes.Contains(node)) {
SelectSingleNode(node);
ToggleNode(node, true);
}
}
base.OnItemDrag(e);
} catch(Exception ex) {
HandleException(ex);
}
}
protected override void OnBeforeSelect(TreeViewCancelEventArgs e) {
// Never allow base.SelectedNode to be set!
try {
base.SelectedNode = null;
e.Cancel = true;
base.OnBeforeSelect(e);
} catch(Exception ex) {
HandleException(ex);
}
}
protected override void OnAfterSelect(TreeViewEventArgs e) {
// Never allow base.SelectedNode to be set!
try {
base.OnAfterSelect(e);
base.SelectedNode = null;
} catch(Exception ex) {
HandleException(ex);
}
}
protected override void OnKeyDown(KeyEventArgs e) {
// Handle all possible key strokes for the control.
// including navigation, selection, etc.
base.OnKeyDown(e);
if(e.KeyCode == Keys.ShiftKey) return;
this.BeginUpdate();
bool bShift = (ModifierKeys == Keys.Shift);
try {
// Nothing is selected in the tree, this isn't a good state
// select the top node
if(m_SelectedNode == null && this.TopNode != null) {
ToggleNode(this.TopNode, true);
}
// Nothing is still selected in the tree, this isn't a good state, leave.
if(m_SelectedNode == null) return;
if(e.KeyCode == Keys.Left) {
if(m_SelectedNode.IsExpanded && m_SelectedNode.Nodes.Count > 0) {
// Collapse an expanded node that has children
m_SelectedNode.Collapse();
} else if(m_SelectedNode.Parent != null) {
// Node is already collapsed, try to select its parent.
SelectSingleNode(m_SelectedNode.Parent);
}
} else if(e.KeyCode == Keys.Right) {
if(!m_SelectedNode.IsExpanded) {
// Expand a collpased node's children
m_SelectedNode.Expand();
} else {
// Node was already expanded, select the first child
SelectSingleNode(m_SelectedNode.FirstNode);
}
} else if(e.KeyCode == Keys.Up) {
// Select the previous node
if(m_SelectedNode.PrevVisibleNode != null) {
SelectNode(m_SelectedNode.PrevVisibleNode);
}
} else if(e.KeyCode == Keys.Down) {
// Select the next node
if(m_SelectedNode.NextVisibleNode != null) {
SelectNode(m_SelectedNode.NextVisibleNode);
}
} else if(e.KeyCode == Keys.Home) {
if(bShift) {
if(m_SelectedNode.Parent == null) {
// Select all of the root nodes up to this point
if(this.Nodes.Count > 0) {
SelectNode(this.Nodes[0]);
}
} else {
// Select all of the nodes up to this point under this nodes parent
SelectNode(m_SelectedNode.Parent.FirstNode);
}
} else {
// Select this first node in the tree
if(this.Nodes.Count > 0) {
SelectSingleNode(this.Nodes[0]);
}
}
} else if(e.KeyCode == Keys.End) {
if(bShift) {
if(m_SelectedNode.Parent == null) {
// Select the last ROOT node in the tree
if(this.Nodes.Count > 0) {
SelectNode(this.Nodes[this.Nodes.Count - 1]);
}
} else {
// Select the last node in this branch
SelectNode(m_SelectedNode.Parent.LastNode);
}
} else {
if(this.Nodes.Count > 0) {
// Select the last node visible node in the tree.
// Don't expand branches incase the tree is virtual
TreeNode ndLast = this.Nodes[0].LastNode;
while(ndLast.IsExpanded && (ndLast.LastNode != null)) {
ndLast = ndLast.LastNode;
}
SelectSingleNode(ndLast);
}
}
} else if(e.KeyCode == Keys.PageUp) {
// Select the highest node in the display
int nCount = this.VisibleCount;
TreeNode ndCurrent = m_SelectedNode;
while((nCount) > 0 && (ndCurrent.PrevVisibleNode != null)) {
ndCurrent = ndCurrent.PrevVisibleNode;
nCount--;
}
SelectSingleNode(ndCurrent);
} else if(e.KeyCode == Keys.PageDown) {
// Select the lowest node in the display
int nCount = this.VisibleCount;
TreeNode ndCurrent = m_SelectedNode;
while((nCount) > 0 && (ndCurrent.NextVisibleNode != null)) {
ndCurrent = ndCurrent.NextVisibleNode;
nCount--;
}
SelectSingleNode(ndCurrent);
} else {
// Assume this is a search character a-z, A-Z, 0-9, etc.
// Select the first node after the current node that
// starts with this character
string sSearch = ((char)e.KeyValue).ToString();
TreeNode ndCurrent = m_SelectedNode;
while((ndCurrent.NextVisibleNode != null)) {
ndCurrent = ndCurrent.NextVisibleNode;
if(ndCurrent.Text.StartsWith(sSearch)) {
SelectSingleNode(ndCurrent);
break;
}
}
}
} catch(Exception ex) {
HandleException(ex);
} finally {
this.EndUpdate();
}
}
#endregion
#region Helper Methods
private void SelectNode(TreeNode node) {
try {
this.BeginUpdate();
if(!useMultiSelection) { //mxd
SelectSingleNode(node);
} else if(m_SelectedNode == null || ModifierKeys == Keys.Control) {
// Ctrl+Click selects an unselected node, or unselects a selected node.
bool bIsSelected = m_SelectedNodes.Contains(node);
ToggleNode(node, !bIsSelected);
} else if(ModifierKeys == Keys.Shift) {
// Shift+Click selects nodes between the selected node and here.
TreeNode ndStart = m_SelectedNode;
TreeNode ndEnd = node;
if(ndStart.Parent == ndEnd.Parent) {
// Selected node and clicked node have same parent, easy case.
if(ndStart.Index < ndEnd.Index) {
// If the selected node is beneath the clicked node walk down
// selecting each Visible node until we reach the end.
while(ndStart != ndEnd) {
ndStart = ndStart.NextVisibleNode;
if(ndStart == null) break;
ToggleNode(ndStart, true);
}
} else if(ndStart.Index == ndEnd.Index) {
// Clicked same node, do nothing
} else {
// If the selected node is above the clicked node walk up
// selecting each Visible node until we reach the end.
while(ndStart != ndEnd) {
ndStart = ndStart.PrevVisibleNode;
if(ndStart == null) break;
ToggleNode(ndStart, true);
}
}
} else {
// Selected node and clicked node have same parent, hard case.
// We need to find a common parent to determine if we need
// to walk down selecting, or walk up selecting.
TreeNode ndStartP = ndStart;
TreeNode ndEndP = ndEnd;
int startDepth = Math.Min(ndStartP.Level, ndEndP.Level);
// Bring lower node up to common depth
while(ndStartP.Level > startDepth) {
ndStartP = ndStartP.Parent;
}
// Bring lower node up to common depth
while(ndEndP.Level > startDepth) {
ndEndP = ndEndP.Parent;
}
// Walk up the tree until we find the common parent
while(ndStartP.Parent != ndEndP.Parent) {
ndStartP = ndStartP.Parent;
ndEndP = ndEndP.Parent;
}
// Select the node
if(ndStartP.Index < ndEndP.Index) {
// If the selected node is beneath the clicked node walk down
// selecting each Visible node until we reach the end.
while(ndStart != ndEnd) {
ndStart = ndStart.NextVisibleNode;
if(ndStart == null) break;
ToggleNode(ndStart, true);
}
} else if(ndStartP.Index == ndEndP.Index) {
if(ndStart.Level < ndEnd.Level) {
while(ndStart != ndEnd) {
ndStart = ndStart.NextVisibleNode;
if(ndStart == null) break;
ToggleNode(ndStart, true);
}
} else {
while(ndStart != ndEnd) {
ndStart = ndStart.PrevVisibleNode;
if(ndStart == null) break;
ToggleNode(ndStart, true);
}
}
} else {
// If the selected node is above the clicked node walk up
// selecting each Visible node until we reach the end.
while(ndStart != ndEnd) {
ndStart = ndStart.PrevVisibleNode;
if(ndStart == null) break;
ToggleNode(ndStart, true);
}
}
}
} else {
// Just clicked a node, select it
SelectSingleNode(node);
}
OnAfterSelect(new TreeViewEventArgs(m_SelectedNode));
} finally {
this.EndUpdate();
}
}
public void ClearSelectedNodes() {
try {
foreach(TreeNode node in m_SelectedNodes) {
node.BackColor = this.BackColor;
node.ForeColor = this.ForeColor;
}
} finally {
m_SelectedNodes.Clear();
m_SelectedNode = null;
}
}
private void SelectSingleNode(TreeNode node) {
if(node == null) {
return;
}
ClearSelectedNodes();
ToggleNode(node, true);
node.EnsureVisible();
}
private void ToggleNode(TreeNode node, bool bSelectNode) {
if(bSelectNode) {
m_SelectedNode = node;
if(!m_SelectedNodes.Contains(node)) {
m_SelectedNodes.Add(node);
}
node.BackColor = SystemColors.Highlight;
node.ForeColor = SystemColors.HighlightText;
} else {
m_SelectedNodes.Remove(node);
node.BackColor = this.BackColor;
node.ForeColor = this.ForeColor;
}
}
private void HandleException(Exception ex) {
// Perform some error handling here.
// We don't want to bubble errors to the CLR.
General.ErrorLogger.Add(ErrorType.Error, ex.Message);
}
#endregion
}
}