DevExpress之TreeList用法實(shí)例總結(jié)
本文實(shí)例總結(jié)了DevExpress之TreeList用法,希望對(duì)大家學(xué)習(xí)C#程序設(shè)計(jì)起到一定的幫助作用。具體實(shí)例如下:
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using DevExpress.XtraBars;
using DevExpress.XtraTreeList;
using DevExpress.XtraTreeList.Nodes;
namespace DevExpressUtilHelpV3
{
public static class TreeListToolV3
{
public delegate string BuildPathRule(string nodeText, string fullPathInfo);
/// <summary>
/// 獲取選中節(jié)點(diǎn)到根節(jié)點(diǎn)的所有信息
/// </summary>
/// <param name="focusedNode">TreeListNode</param>
/// <param name="columnID">列名稱</param>
/// <param name="buildPathRule">規(guī)則委托</param>
/// <returns>路徑信息</returns>
public static string FullPathInfo(this TreeListNode focusedNode, string columnID, BuildPathRule buildPathRule)
{
if (focusedNode == null)
throw new ArgumentNullException("focusedNode");
if (string.IsNullOrEmpty("columnID"))
throw new ArgumentNullException("columnID");
string _fullPathInfo = string.Empty;
_fullPathInfo = focusedNode.GetDisplayText(columnID);
while (focusedNode.ParentNode != null)
{
focusedNode = focusedNode.ParentNode;
string _nodeText = focusedNode.GetDisplayText(columnID).Trim();
_fullPathInfo = buildPathRule(_nodeText, _fullPathInfo);
}
return _fullPathInfo;
}
public delegate bool CompareNodeRule(TreeListNode focusedNode);
/// <summary>
/// 獲取篩選節(jié)點(diǎn)到根節(jié)點(diǎn)的所有信息
/// </summary>
/// <param name="focusedNode">TreeListNode</param>
/// <param name="columnID">列名稱</param>
/// <param name="compareNodeRule">規(guī)則委托</param>
/// <param name="buildPathRule">規(guī)則委托</param>
/// <returns>路徑信息</returns>
public static string FilterPathInfo(this TreeListNode focusedNode, string columnID, CompareNodeRule compareNodeRule, BuildPathRule buildPathRule)
{
if (focusedNode == null)
throw new ArgumentNullException("focusedNode");
if (string.IsNullOrEmpty("columnID"))
throw new ArgumentNullException("columnID");
string _fullPathInfo = string.Empty;
_fullPathInfo = focusedNode.GetDisplayText(columnID);
while (focusedNode.ParentNode != null)
{
focusedNode = focusedNode.ParentNode;
if (compareNodeRule(focusedNode))
{
string _nodeText = focusedNode.GetDisplayText(columnID).Trim();
_fullPathInfo = buildPathRule(_nodeText, _fullPathInfo);
}
}
return _fullPathInfo;
}
/// <summary>
/// 遞歸遍歷樹節(jié)點(diǎn)
/// </summary>
/// <param name="tree"></param>
/// <param name="opreateRule"></param>
public static void LoopTree(this TreeList tree, Action<TreeListNode> opreateRule)
{
if (tree == null)
throw new ArgumentNullException("tree");
foreach (TreeListNode node in tree.Nodes)
{
opreateRule(node);
if (node.Nodes.Count > 0)
{
LoopTreeNodes(node, opreateRule);
}
}
}
/// <summary>
/// 遞歸遍歷TreeListNode節(jié)點(diǎn)
/// </summary>
/// <param name="node"></param>
/// <param name="opreateRule"></param>
public static void LoopTreeNodes(this TreeListNode node, Action<TreeListNode> opreateRule)
{
if (node == null)
throw new ArgumentNullException("node");
foreach (TreeListNode _childNode in node.Nodes)
{
opreateRule(_childNode);
LoopTreeNodes(_childNode, opreateRule);
}
}
/// <summary>
/// 遞歸遍歷TreeListNode,當(dāng)opreateRule返回false停止循環(huán)
/// </summary>
/// <param name="node">TreeListNode</param>
/// <param name="opreateRule">Func<TreeListNode, bool></param>
public static void LoopTreeNodes_Break(this TreeListNode node, Func<TreeListNode, bool> opreateRule)
{
if (node == null)
throw new ArgumentNullException("node");
foreach (TreeListNode _childNode in node.Nodes)
{
if (!opreateRule(_childNode))
break;
LoopTreeNodes_Break(_childNode, opreateRule);
}
}
/// <summary>
/// 遞歸遍歷TreeListNode,當(dāng)opreateRule返回false跳出循環(huán),直接進(jìn)入下次循環(huán)
/// </summary>
/// <param name="node">TreeListNode</param>
/// <param name="opreateRule">Func<TreeListNode, bool></param>
public static void LoopTreeNodes_Continue(this TreeListNode node, Func<TreeListNode, bool> opreateRule)
{
if (node == null)
throw new ArgumentNullException("node");
foreach (TreeListNode _childNode in node.Nodes)
{
if (!opreateRule(_childNode))
continue;
LoopTreeNodes_Continue(_childNode, opreateRule);
}
}
public delegate bool CheckNodeRule(TreeListNode fucusedNode);
public delegate void CheckNodeNullRule();
/// <summary>
/// 節(jié)點(diǎn)為null檢查
/// </summary>
/// <param name="fucusedNode">TreeListNode</param>
/// <param name="checkNodeRule">若為NULL,處理邏輯</param>
/// <returns>TreeListNode</returns>
public static TreeListNode CheckNull(this TreeListNode fucusedNode, CheckNodeNullRule checkNodeRule)
{
if (fucusedNode == null)
{
checkNodeRule();
return null;
}
return fucusedNode;
}
/// <summary>
/// 正對(duì)節(jié)點(diǎn)的檢查邏輯
/// </summary>
/// <param name="fucusedNode">TreeListNode</param>
/// <param name="checkNodeRule">檢查邏輯代碼[委托]</param>
/// <returns>TreeListNode</returns>
public static TreeListNode Check(this TreeListNode fucusedNode, CheckNodeRule checkNodeRule)
{
if (fucusedNode != null)
return checkNodeRule(fucusedNode) == true ? fucusedNode : null;
return null;
}
/// <summary>
/// 水平滾動(dòng)條
/// </summary>
/// <param name="tree">TreeList</param>
public static void HorzScroll(this TreeList tree)
{
if (tree == null)
throw new ArgumentNullException("tree");
tree.OptionsView.AutoWidth = false;
tree.BestFitColumns();
tree.HorzScrollVisibility = ScrollVisibility.Always;
}
/// <summary>
/// 為TreeList附加右鍵菜單
/// MouseUp(object sender, MouseEventArgs e)事件中調(diào)用
/// </summary>
/// <param name="tree">TreeList</param>
/// <param name="e">MouseEventArgs</param>
/// <param name="menu">PopupMenu</param>
/// <param name="attachMenuRule">AttachMenuRule</param>
public static void AttachMenu(this TreeList tree, MouseEventArgs e, PopupMenu menu, Func<TreeListNode, bool> attachMenuRule)
{
if (tree == null)
throw new ArgumentNullException("tree");
if (menu == null)
throw new ArgumentNullException("menu");
if (e.Button == MouseButtons.Right && Control.ModifierKeys == Keys.None && tree.State == TreeListState.Regular)
{
Point _point = new Point(Cursor.Position.X, Cursor.Position.Y);
TreeListHitInfo _hitInfo = tree.CalcHitInfo(e.Location);
if (_hitInfo.HitInfoType == HitInfoType.Cell)
tree.SetFocusedNode(_hitInfo.Node);
if (attachMenuRule(tree.FocusedNode))
menu.ShowPopup(_point);
}
}
/// <summary>
/// 設(shè)置父節(jié)點(diǎn)的狀態(tài)AfterCheckNode(object sender, NodeEventArgs e)
/// </summary>
/// <param name="node"></param>
/// <param name="check"></param>
public static void ProcessNodeCheckState(this TreeListNode node, CheckState check)
{
if (node == null)
throw new ArgumentNullException("node");
SetCheckedChildNodes(node, check);
SetCheckedParentNodes(node, check);
}
/// <summary>
/// 設(shè)置子節(jié)點(diǎn)CheckState
/// </summary>
/// <param name="node"></param>
/// <param name="check"></param>
private static void SetCheckedChildNodes(TreeListNode node, CheckState check)
{
if (node != null)
{
node.LoopTreeNodes((TreeListNode _node) =>
{
_node.CheckState = check;
});
}
}
/// <summary>
/// 設(shè)置父節(jié)點(diǎn)CheckState
/// </summary>
/// <param name="node"></param>
/// <param name="check"></param>
private static void SetCheckedParentNodes(TreeListNode node, CheckState check)
{
if (node.ParentNode != null)
{
bool _checkStatus = false;
CheckState _nodeState;
node.LoopTreeNodes_Break((TreeListNode _node) =>
{
_nodeState = _node.CheckState;
if (!check.Equals(_nodeState))
{
_checkStatus = !_checkStatus;
return false;//跳出循環(huán)
}
return true;//繼續(xù)循環(huán)
});
node.ParentNode.CheckState = _checkStatus ? CheckState.Indeterminate : check;
SetCheckedParentNodes(node.ParentNode, check);
}
}
/// <summary>
/// 根據(jù)CheckState獲取TreeListNode
/// </summary>
/// <param name="tree">TreeList</param>
/// <param name="state">CheckState</param>
/// <param name="GetNodesByStateRule">返回True的時(shí)候繼續(xù)</param>
/// <returns>TreeListNode集合</returns>
public static List<TreeListNode> GetNodesByState(this TreeList tree, CheckState state, Func<TreeListNode, bool> GetNodesByStateRule)
{
if (tree == null)
throw new ArgumentNullException("tree");
List<TreeListNode> _checkNodes = new List<TreeListNode>();
tree.LoopTree((TreeListNode node) =>
{
if (GetNodesByStateRule(node))
{
if (node.CheckState == state)
_checkNodes.Add(node);
}
});
return _checkNodes;
}
}
}
本文實(shí)例備有詳盡的注釋,可以幫助大家更好的加以理解。
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