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CHAPTER 14 CUSTOM CONTROLS
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Figure 14-5. The Properties panel for generic.xaml 5. Open the generic.xaml file. You will see that, by default, the file has the following contents: <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"> </ResourceDictionary> 6. Next we need to add a reference to the CoolDownButton namespace: <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:bsl="clr-namespace:CoolDownButton"> </ResourceDictionary> 7. Now you can add the actual XAML that will make up the control. First, add a Style tag, with the TargetType set to CoolDownButtonControl. Then add a Setter for the control template, and within that, add the ControlTemplate definition, again with TargetType set to CoolDownButtonControl. The control will consist of two Rectangle components: one for the button itself, named coreButton, and one for the 75% opacity overlay that will be displayed when the button is in its CoolDown state. It will also have a TextBlock component to contain the text of the button. This defines the control in the default state. Therefore, the opacity of the overlay rectangle is set to 0% to start, because the overlay should not be visible by default. The additions are as follows:
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CHAPTER 14 CUSTOM CONTROLS
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<ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:bsl="clr-namespace:CoolDownButton"> <Style TargetType="bsl:CoolDownButtonControl"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType=" bsl:CoolDownButtonControl"> <Grid x:Name="LayoutRoot"> <Rectangle StrokeThickness="4" Stroke="Navy" Fill="AliceBlue" RadiusX="4" RadiusY="4" x:Name="innerButton" /> <TextBlock HorizontalAlignment="Center" VerticalAlignment="Center" Text="Test" TextWrapping="Wrap"/> <Rectangle Opacity="0" Fill="#FF000000" Stroke="#FF000000" RenderTransformOrigin="0.5,0.5" RadiusY="4" RadiusX="4" x:Name="corePart"> <Rectangle.RenderTransform> <TransformGroup> <ScaleTransform ScaleX="1" ScaleY="1"/> </TransformGroup> </Rectangle.RenderTransform> </Rectangle> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> 8. Now that you have defined the default appearance of the control, you need to add the VisualStateGroups, along with the different states for the control. To do this, add the following code just before the first Rectangle. Notice that for each state, a Storyboard is used to define the state s visual appearance:
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<VisualStateManager.VisualStateGroups> <VisualStateGroup Name="NormalStates"> <VisualState Name="Normal"/> <VisualState Name="MouseOver" > <Storyboard > <DoubleAnimation Storyboard.TargetName="innerButton" Storyboard.TargetProperty="(UIElement.StrokeThickness)" Duration="0" To="6"/> </Storyboard> </VisualState> <VisualState x:Name="Pressed"> <Storyboard> <DoubleAnimation Storyboard.TargetName="innerButton" Storyboard.TargetProperty="(UIElement.StrokeThickness)" Duration="0" To="2"/> </Storyboard> </VisualState> </VisualStateGroup> <VisualStateGroup Name="CoolDownStates"> <VisualState Name="Available"/> <VisualState Name="CoolDown"> <Storyboard> <DoubleAnimation Storyboard.TargetName="corePart" Storyboard.TargetProperty="(UIElement.Opacity)" Duration="0" To=".75"/> </Storyboard> </VisualState> </VisualStateGroup> </VisualStateManager.VisualStateGroups> Now let s turn our attention back to the CoolDownButtonControl.cs file to finish up the logic behind the control.
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Handling Control Events
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To complete the control, you need to handle its events and define its control contract. 1. First, you must get an instance of the core part. Referring back to step 8 in the Defining the Control s Appearance section, you ll see that this is the overlay rectangle named corePart. This is the control on top of the other controls, so it is the one that will accept the mouse events. To get the instance of corePart, use the GetChildElement() method. Call this method in the OnApplyTemplate() method that is called whenever a template is applied to the control, as follows:
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CHAPTER 14 CUSTOM CONTROLS
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public override void OnApplyTemplate() { base.OnApplyTemplate(); CorePart = (FrameworkElement)GetTemplateChild("corePart"); } GoToState(false);
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private FrameworkElement CorePart { get { return corePart; } set { } }
corePart = value;
Notice that this method calls the base OnApplyTemplate() method, and then calls the GoToState() method, passing it false. This is the first time that the GoToState() method will be called, and you are passing it false so that it does not use any transitions while changing the state. The initial view of the control should not have any animations to get it to the initial state. 2. At this point, you need to wire up event handlers to handle the mouse events. First, create the event handlers themselves, as follows: void corePart_MouseEnter(object sender, MouseEventArgs e) { isMouseOver = true; GoToState(true); } void corePart_MouseLeave(object sender, MouseEventArgs e) { isMouseOver = false; GoToState(true); } void corePart_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { isPressed = true; GoToState(true); }
CHAPTER 14 CUSTOM CONTROLS
void corePart_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { isPressed = false; isCoolDown = true; pressedTime = DateTime.Now; GoToState(true); } 3. Next, wire up the handlers to the events. You can do this in the CorePart property s setter, as follows. Note that in the case where more than one template is applied, before wiring up the event handlers, you need to make sure to remove any existing event handlers. private FrameworkElement CorePart { get { return corePart; } set {
FrameworkElement oldCorePart = corePart; if (oldCorePart != null) { oldCorePart.MouseEnter -= new MouseEventHandler(corePart_MouseEnter); oldCorePart.MouseLeave -= new MouseEventHandler(corePart_MouseLeave); oldCorePart.MouseLeftButtonDown -= new MouseButtonEventHandler( corePart_MouseLeftButtonDown); oldCorePart.MouseLeftButtonUp -= new MouseButtonEventHandler( corePart_MouseLeftButtonUp); } corePart = value; if (corePart != null) { corePart.MouseEnter += new MouseEventHandler(corePart_MouseEnter); corePart.MouseLeave += new MouseEventHandler(corePart_MouseLeave); corePart.MouseLeftButtonDown += new MouseButtonEventHandler( corePart_MouseLeftButtonDown);
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