Damon Payne: Hand waving Silverlight Architect

103db signal to noise ratio at < .03% total harmonic distortion
Solution Architect, software developer, geek
Damon Payne at Blogged
2009 Microsoft MVP - Client App Dev
2007 Microsoft MVP - Solution Architecture
 Sunday, October 19, 2008

The AGT (Argentum Tela) series of articles is an effort to do two things.  Usually an idea is presented only in its finished form.  The first goal is to do some Reality Blogging, to show an idea evolve over time without pulling any punches.  The second goal, and the example vehicle for the evolution aspect, is an extensible Design Surface for Silverlight similar to what we have in Visual Studio 2008.   This type of application has all sorts of interesting uses.  My example is a Home Theater layout tool.  Read the entire saga: http://www.damonpayne.com/2008/09/14/RunTimeIsDesignTimeForAGT0.aspx

Moving the Selection with the mouse

Now that select and multi-select are working the next logical step is to allow the user to move things around on the design surface, and I have an idea of what I’d like to support. 

·         A single selected component is straightforward: drag and move.

·         If there are multiple components selected, clicking on any one of them should move the entire selection without changing relative space.

The first item is probably best accomplished by handling mouse events and mouse capture on the invisible “Glass” component of the DesignSite.

Refactor: Some of the mouse event handlers in DesignSite were still named Visual_MouseXXX and should be called Glass_MouseXXX now.

Refactor: Right about this time, Silverlight Release To Web came out.  So far, I’ve not had to change anything from my RC0 code.

We need to decide where to wire up the mouse events associated with moving – in the DesignSurface or in the DesignSite.   Since we are already using the ISelectionService within DesignSite, I’ll try there first.  Remember that the “Glass” control in the DesignSite is the 99% transparent overlay on top of the hosted content.  We need to capture the mouse from the Glass component:

        void Glass_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)

        {

            _selSvc.Select(new List<IDesignableControl> { this });

            _isMoving = true;

            _localMovePoint = e.GetPosition(Glass);

            _surfaceMousePoint = e.GetPosition(DesignParent);

            e.Handled = true;

            Glass.CaptureMouse();

        }

First I test to make sure I can move a single selected component around:

        private void Glass_MouseMove(object sender, MouseEventArgs e)

        {

            if (_isMoving)

            {

                Point surfacePoint = e.GetPosition(DesignParent);

                //Since we can't grab from outside ourself:

                double left = surfacePoint.X - _localMovePoint.X;

                double top = surfacePoint.Y - _localMovePoint.Y;

               

                SetValue(Canvas.LeftProperty, left);

                SetValue(Canvas.TopProperty, top);

            }

        }

This works exactly as I’d expect it to.  In order to move multiple selected components at once, I’m expecting that I’ll have to calculate a relative change from the previous mouse location and iterate across all IDCs in the selection, updating their positions.

My selection-code-under-Glass was clearing the multi-selection and replacing it with a single selection, so when I update the Glass_MouseLeftButtonDown method, everything works.

        void Glass_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)

        {

            //if this is already selected, we might want to move.

            if ( (_selSvc.SelectionCount > 0 && _selSvc.GetSelection().Contains(this)))

            {

                StartMove(e);

            }

            else if (!_selSvc.GetSelection().Contains(this))

            {

                _selSvc.Select(new List<IDesignableControl> { this });

                StartMove(e);

            }

            e.Handled = true;

        }

 

        private void StartMove(MouseButtonEventArgs e)

        {

            _isMoving = true;

            _localMovePoint = e.GetPosition(Glass);

            _surfaceMousePoint = e.GetPosition(DesignParent);

            Glass.CaptureMouse();

        }

Refactor: I found the app behaved more intuitively when I set it so that clicking on the surface itself would clear the current selection.  This is done by passing null to ISelectionService.Select().

I can now select and move things around on the surface.

In the next article I’m going to finally start working on replacing that section on the right that has said “I am a property grid” for 15 articles so far.  The live demo has been updated, which means you’ll need Silverlight RTW to run it.

Source code: DamonPayne.AGT[14].zip (805.28 KB)



Sunday, October 19, 2008 2:50:48 PM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback

Back in the first Code Refactoring article in the AGT series I mentioned that I'd like to keep in mind flexibility for using aspects of the framework that were not specific to the designer issue on other projects.  I sat down to do some work on another Silverlight project tonight, and found that I needed to do make some changes to the DamonPayne.AG.IoC framework.  I didn't have to change much, and indeed many people would have foreseen these things before now.  I am a big believer in Just in Time Design - plan for just as much as you know you need, or at least strongly suspect you'll need, and let other patterns emerge through use.  This only works if you're doing enough Use to actually facilitate some meaningful Learning.  Branching out to the second client project, one that does something utterly different than AGT, is a good step forward.

Refactor: I immediately found that I needed a way to Remove an IView that had served its purpose, and that this method was missing from the IRegionManager interface, so I added this.

Refactor: I found that there were some cases where I wanted an AggregateEvent to signify that something had happened, but there was no event payload type necessary.  I changed EventAggregator to allow this and created AggregateEvent, differentiated from AggregateEvent<T>.  While doing this, I found another instance where I was wasting time with ConstructorInfo instead of just using Activator.

In the end, that's not much refactoring for a first attempt at using a framework for another project.  I'm getting ready to possibly use this for more Silverlight projects at CarSpot which should further increase the quality and flexibility of the codebase.



Sunday, October 19, 2008 9:19:42 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, October 15, 2008

We interrupt normally scheduled article writing to bring you a public service announcement concerning the PS3/Xbox360/PC game called Dead Space, widely available today.  I pre ordered this game thinking I'd take a chance; survival horror Movies are my thing, games not so much.  The early impressions started rolling in and they were so overwhelmingly positive I started to get excited.  Two-channel music and gaming in my home theater are excellent sources of stress relief, but Cod4 has started to get old.  I've been eagerly awating Dead Space and the Ars Technica Review did not encourage patience.  These days I do my gaming in a very large dedicated room on a 106" screen with good surround sound.  Let me just say that barely 2 hours into this game, it is executed so well it's unbelievable.  The use of immersive sound scares you, you'll ooh and ahhh at the attention to detail, and then you will witness something horrific that requires a a forceful and horrific response on your part.  This game has flow down to a science, and has other reviewers have noted, they took an innovated approach to the necesary evils of inventory and weapon switching and such: it's all integrated into the game.  You never leave the action.  Enemies will ambush you while you are reading the various logs that you find.  This game is awesome.  If you like horror, do not have a weak stomach, and can play games in the dark, you must buy it.

 



Wednesday, October 15, 2008 10:12:24 PM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, October 14, 2008

Silverlight 2 is a real, shipping product today.

http://www.hanselman.com/blog/Silverlight2IsOut.aspx

Later this week, I'll be converting my development environment and projects (including AGT) over to the Real Deal, and hopefully releasing some stuff at CarSpot too.



Tuesday, October 14, 2008 8:13:23 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, October 13, 2008

I will not be there due to family being in town, but I encourage you to check out David Palfery's presentation in the Milwaukee area tomorrow night: http://www.wi-ineta.org/.  If you'd like a preview of what he's presenting, check out his blog at http://palfery.spaces.live.com/ .

There's also a Silverlight SIG branch of our User Group now, and I sadly missed the first meeting.  Perhaps in the future Milwaukee Silverlight coders would like to see a presentation on a Silverlight IoC framework and its application to a Visio-type drawing tool?



Monday, October 13, 2008 1:22:26 PM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback

Hey, I got mentioned on the world famous Thirsty Developer podcast.



Monday, October 13, 2008 8:44:32 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback

No, I'm not going to the PDC, much to my dismay, so I have to live on the crumbs we'll get from blogs. 

PFX will be a part of the .NET framework 4.0.  This is good news!  I have to wonder, though, if this will make it to Silverlight and the Compact Framework?  I am working on some Silverlight performance benchmark stuff and was contemplating porting some of my own work just to see how much effort it would be.



Monday, October 13, 2008 8:32:04 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, October 09, 2008

The AGT (Argentum Tela) series of articles is an effort to do two things.  Usually an idea is presented only in its finished form.  The first goal is to do some Reality Blogging, to show an idea evolve over time without pulling any punches.  The second goal, and the example vehicle for the evolution aspect, is an extensible Design Surface for Silverlight similar to what we have in Visual Studio 2008.   This type of application has all sorts of interesting uses.  My example is a Home Theater layout tool.  Read the entire saga: http://www.damonpayne.com/2008/09/14/RunTimeIsDesignTimeForAGT0.aspx

Rectangular Lasso

I find it incredibly useful to be able to draw a temporary rectangle on a design surface in order to select multiple Controls at once for moving or property editing.  I’d like to support this feature in AGT as well; I call it the rectangular lasso.  I had a very good notion of how I was going to do this: use a method somewhat similar to how I calculated render size in my resizing code, but for drawing a Rectangle object on my design surface.  I’m going to introduce a new convention for these articles: a quick heading to summarize any time that I find I needed to refactor my design to meet current needs or refine thinking.  Since refactoring is good, these will be green and easy to see.

Refactor: I made a static class called ControlExtensions and included a Generic Method to be more convenient with returning Dependency Property values.  When I tried to use this with the Rectangle code below I realized (duh) that this should not be for Control, but DependencyObject.  A DependencyObjectExtensions class has been introduced.

The stage is set when I click on the design surface Canvas. 

        private void LayoutRoot_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)

        {

            _isSelecting = true;

            _selectingRect = new Rectangle();

            _selectingRect.StrokeThickness = SELECT_RECT_STROKE_WIDTH;

            _selectingRect.RadiusX = SELECT_RECT_RADIUS_X;

            _selectingRect.RadiusY = SELECT_REDT_RADIUS_Y;

            _selectingRect.Stroke = new SolidColorBrush(Colors.Red);

            _selectingRect.Fill = new SolidColorBrush(Colors.Magenta);

            Point clickLoc = e.GetPosition(LayoutRoot);

            _selectingRect.Opacity = .65;

            _selectingRect.SetValue(Canvas.ZIndexProperty, 100);

            _selectingRect.SetValue(Canvas.LeftProperty, clickLoc.X);

            _selectingRect.SetValue(Canvas.TopProperty, clickLoc.Y);

            _selectAnchor = clickLoc;

            LayoutRoot.Children.Add(_selectingRect);

            LayoutRoot.CaptureMouse();

        }

This sets up the Rectangle for resizing.  It will be on top of all other controls and transparent so we can see the controls beneath it.

Note: since some Silverlight components cannot be extended, one is likely to be working with a lot of UserControls.   I like the convention of keeping the top level content of each UserControl named LayoutRoot regardless of its type, it’s a good name.

We next need to handle the mouse move event as long as the left button is pressed.  I have noticed that various programs with a design surface seem to allow resizing only to the east and south, but selecting in either direction.  Since this seems to be a convention, I’ll follow it. 

        private void LayoutRoot_MouseMove(object sender, MouseEventArgs e)

        {

            _localMousePos = e.GetPosition(this);

            if (_isSelecting)//southeast drag

            {

                double rectLeft = _selectingRect.GetValue<double>(Canvas.LeftProperty);

                double rectTop = _selectingRect.GetValue<double>(Canvas.TopProperty);

                if (rectLeft < _localMousePos.X)

                {

                    double width = _localMousePos.X - rectLeft;

                    double height = _localMousePos.Y - rectTop;

                    _selectingRect.Width = width;

                    _selectingRect.Height = height;

                }

                else // northwest drag

                {

                    double width = _selectAnchor.X - _localMousePos.X;

                    double height = _selectAnchor.Y - _localMousePos.Y;

                    if (width > 0 && height > 0)//need this safety here in case a resize rectangle "crosses" itself.

                    {

                        _selectingRect.Width = width;

                        _selectingRect.Height = height;

                        _selectingRect.SetValue(Canvas.LeftProperty, _localMousePos.X);

                        _selectingRect.SetValue(Canvas.TopProperty, _localMousePos.Y);

                    }

                }

            }

        }

Refactor: When testing the drawing of the selection Rectangle, I found that when resizing controls on the surface I would also have a tag-along selection rectangle.  The DesignSite resizing Border needed to mark the mouse click event has Handled=true in order to prevent this.

Now when the user releases the left mouse button, we destroy the selection Rectangle:

        private void LayoutRoot_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)

        {

            _isSelecting = false;

            LayoutRoot.ReleaseMouseCapture();

            LayoutRoot.Children.Remove(_selectingRect);

            _selectingRect = null;

        }

This now allows me to lasso in several controls at once like so:

The last aspect of this feature is to hook into the ISelectionService to select any components that are within the Rectangle bounds as I resize the Rectangle.  We need to create a SelectLassoComponents method and call it from within the MouseMove event.  As soon as this is implemented, I find some new strange behavior.  FindElementsInHostCoordinates does not work like I’d hoped.  It seems to need a much bigger Rectangle than it appears to visually to call a “hit” for a control:

       

So, I add logging to see the size of the rectangle I’m drawing in my message window.  I see nothing but extremely odd behavior.  The code for selecting the lassoed controls uses the VisaulTreeHelper class as follows:

        protected virtual void SelectLassoComponents(Rectangle lasso)

        {           

            double left = lasso.GetValue<double>(Canvas.LeftProperty);

            double top = lasso.GetValue<double>(Canvas.TopProperty);

            double width = lasso.Width;

            double height = lasso.Height;

            Rect r = new Rect(left,top,width,height);           

            IEnumerable<UIElement> hits =

                VisualTreeHelper.FindElementsInHostCoordinates(r, LayoutRoot);

VisualTreeHelper is not yet documented on MSDN, but my logging tells me that the Rect is being drawn with the correct bounds.  I had to write my own simple hit test function which will register a hit if any of the four corners of a control falls within the lasso.  This required a FrameworkElementExtensions class to contain a corner method:

        public static Point[] GetCanvasCorners(this FrameworkElement u)

        {

            if (!(u.Parent is Canvas))

            {

                throw new ArgumentException("This only works if FrameworkElement is on a Canas!");

            }

 

            Point[] corners = new Point[4];

 

            double left = u.GetValue<double>(Canvas.LeftProperty);

            double top = u.GetValue<double>(Canvas.TopProperty);

            double width = u.Width;

            double height = u.Height;

            if (double.IsNaN(width) || double.IsNaN(height))

            {

                width = u.RenderSize.Width;

                height = u.RenderSize.Height;

            }

 

            corners[0] = new Point(left, top);

            corners[1] = new Point(left + width, top);

            corners[2] = new Point(left, top + height);

            corners[3] = new Point(left + width, top + height);

 

            return corners;

        }

Following this, we can use a more basic hit testing algorithm like what is shown here, within the SelectLassoComponents implementation.

        protected virtual void SelectLassoComponents(Rectangle lasso)//TODO: make hit test strategy pluggable

        {           

            double left = lasso.GetValue<double>(Canvas.LeftProperty);

            double top = lasso.GetValue<double>(Canvas.TopProperty);

            double width = lasso.Width;

            double height = lasso.Height;

            Rect r = new Rect(left,top,width,height);           

            List<IDesignableControl> selection = new List<IDesignableControl>();

 

            foreach (var u in LayoutRoot.Children)

            {

                if (u is IDesignableControl)

                {

                    IDesignableControl test = (IDesignableControl)u;

                    Point[] corners = test.Visual.GetCanvasCorners();

                    for (int i = 0; i < corners.Length; ++i)

                    {

                        if (r.Contains(corners[i]))

                        {

                            selection.Add(test);

                            break;

                        }

                        else

                        {

                            Log.Log(new DamonPayne.AG.IoC.Types.LogMessage

                            {

                                Level = DamonPayne.AG.IoC.Types.LogLevels.Debug,

                                Message = r.ToString() + " does not contain " + corners[i]

                            });

                        }

                    }

                }

            }

 

            SelectionSvc.Select(selection);

        }

This feels dirty, like I’m still thinking like a Winforms developer, but I’m testing so far with controls that are not Transformed or anything hokey, so I’m disappointed that the VisualTreeHelper method misbehaved on even the simplest case.  This code works exactly as I’d hope it to.  I’m ready to set the lasso aside and move on.

The live demo has been updated!

Source code: DamonPayne.AGT[13].zip (1.47 MB)



Thursday, October 09, 2008 7:49:30 PM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback

I should have done this a long time ago since Google analytics does not track RSS subscribers.

Please update your syndication links to use feedburner: http://feeds.feedburner.com/damonpayne



Thursday, October 09, 2008 9:50:16 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, October 08, 2008

I have the dubious honor of being the subject of Matt Terski's last blog post from quite some time ago, but The Terski is blogging again, this time at The Use Case Blog - sponsored by his company Serlio Software.  While the articles mostly show their worth all by themselves, keep in mind that Terski and his partners are no strangers to the Tool space, having previously been at a little company you may have heard of - Rational.

I definately agree with the latest post: http://blog.casecomplete.com/post.aspx?id=2c94856f-2e99-464a-86ba-c9184c393fd3

There is a consulting company here in Milwaukee, one that I generally like, who is going after the "Application Lifecycle" segment fairly hard.  Their goal is to use Team System to help clients tie every line of code back to a business goal.  While this may seem admirable on the surface, I Recoil in Horror from this type of thinking.  What benefit does a business think it will get from doing this?  Is squashing creativity and necessary risk taking so important?  There is a principle in Physics that states the act of measuring something alters the results obtained from the measurement.  Most business people today in the upper echelons of a publicly traded company would be happy to tell you the detrimental effects that Sarbanes-Oxley has on their day to day operations, so why impose something even more draconian on software development?

The bottom line is that many, many features of popular software development or requirements tools are much better at selling licenses than they are at solving any real problem.



Wednesday, October 08, 2008 12:29:33 PM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback

I have had a couple of requests to post the entire source code for my Silverlight 2 Image carousel.  I plan on updating the code for RC0, cleaning it up, and making it not specific to Images, and posting the code here.  Stay tuned.



Wednesday, October 08, 2008 10:09:50 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, October 07, 2008
My friends, family, co-workers, and Twitter followers know that I am a huge fan of red wine.  When I recently tabulated and estimated what I've spent on wine to drink, wine to store, and wine to gift in the past 12 months I was very nearly ashamed.  Nearly, but not quite!  As it turns out, though, it's all for the good.  Here's yet another study linking the antioxidants in red wine to some sort of cancer prevention:

http://tinyurl.com/44aoc3

Now if only the price of Bourgogne and Chateauneuf du Pape would stop going up.



Tuesday, October 07, 2008 9:38:02 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [1]  |  Trackback

This is a roundup for the AGT project: what have we done so far?

If you’re just joining me, I always put the following text at the beginning of each article in the series I’m currently working on:

The AGT (Argentum Tela) series of articles is an effort to do two things.  Usually an idea is presented only in its finished form.  The first goal is to do some Reality Blogging, to show an idea evolve over time without pulling any punches.  The second goal, and the example vehicle for the evolution aspect, is an extensible Design Surface for Silverlight similar to what we have in Visual Studio 2008.   This type of application has all sorts of interesting uses.  My example is a Home Theater layout tool.

What I'm working on here is a framwork I can use to build something that looks and behaves like a Visual Studio Shell or a Visio, but runs inside the browser using Silverlight.  I of course won’t claim to have duplicated the functionality in those tools, which is massive.  Rather, I’m going for the “80/20” rule; I’m hoping that I can achieve huge amounts of functionality for very little work with an implementation that is understandable yet flexible.  I plan on putting this on Codeplex once I get to a decent v1 milestone. 

Summary of the ground covered so far:

·         AGT[0] – Vision statement

·         AGT[1] – Initial thoughts on Service/plug-in/add-in/module strategy and Composite UI management

·         AGT[2] – Dependency injection, Presenters, Event Aggregation

·         AGT[3] – Creating the initial designer metaphors

·         AGT[4] – Toolbox service, ViewModel, Data binding with INotifyCollectionChanged

·         AGT[5] – Generating dynamic proxies for Service providers using Reflection Emit

·         AGT[6] – Creating a design for drag/drop interactions in Silverlight.

·         AGT[7] – Implementing drag ‘n drop from the Toolbox to the Design surface

·         AGT[8] – Code refactoring and introduction of Unit Tests for Silverlight

·         AGT[9] – Visual refactoring, new Toolbox items

·         AGT[10] – Creating a Selection service, publish live demo

·         AGT[11] – Updating the codebase for Silverlight 2 RC0

·         AGT[12] – Resizing items on the designer surface

This is Reality Blogging, I really am writing the code as I go.  Some of the embarrassing refactoring should serve as proof of this.  Still, it’s completely fair to think about a roadmap and potential problems.  I do have an idea of where all this is going and what might constitute a reasonable v1 release.  Here are some additional things I'd like to support.

1.       Multi-select items by drawing a rectangle “lasso” on the surface

2.       Moving  the selected stuff around on the surface with the mouse and keyboard

3.       Property Editing contract: When an IDesignableControl is selected, how will I determine what properties show up in my “property grid” and how they look?

4.       Property editing grid: with the above decided, a PropertyGrid will have to be built from scratch!

5.       Supporting Silverlight 2’s Full Screen mode

6.       Support zoom in/zoom out at the document level

7.       Change the look of the designer using some kind of Settings service.

8.       Design Surface Behavior concepts:  I have this idea that I might provide flexibility as to how things look and behave on the Designer Surface using a “behavior chain”, which I envision will function as a set of mini-Services hosted by the Design Surface itself. I thought of some things I might do to prove the design works:

a.       Alignment snap-lines ala Visual Studio?

b.      Rotate “adorner” to allow things to be rotated?

c.       Measure adorner to selected items show a “size”?

d.      Refactor multi-select to be a behavior of this type?

9.       Serialization/IDesignableControl<T>: In order to be useful, my “drawings” will need to be saved and re-loaded into the designer!  I need to serialize the scene graph into some kind of "document".

10.   Hierarchy of service containers via some notion of Context.  Stay tuned for explanation on this one…

11.   “Stencil” sets: how to provide drop-in flexibility for “what kind of document is this?”

12.   Dedicated refactoring articles as I go.

If I am correct and these things can mostly be done in one article each, I might be up to something like AGT[30] before I’m ready to put this on Codeplex as an v1 release. I'm excited about what's to come, but I only have so much time for research so I will take each step as I can.



Tuesday, October 07, 2008 12:33:30 AM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, October 06, 2008

The AGT (Argentum Tela) series of articles is an effort to do two things.  Usually an idea is presented only in its finished form.  The first goal is to do some Reality Blogging, to show an idea evolve over time without pulling any punches.  The second goal, and the example vehicle for the evolution aspect, is an extensible Design Surface for Silverlight similar to what we have in Visual Studio 2008.   This type of application has all sorts of interesting uses.  My example is a Home Theater layout tool.  Read the entire saga: http://www.damonpayne.com/2008/09/14/RunTimeIsDesignTimeForAGT0.aspx

Resizing

As I look at the project so far, it seems somehow more natural to want to move things before selecting or resizing, but the notion of Selection had to come first, which has a dependency on my Site metaphor.  Since the selection border is already in place, why not move on to resizing next?

While contemplating resizing, rotation (which I plan on adding eventually), and selection I had a dilemma.  I felt there were two main paths:

1.       Draw adorners.  This means the IDesignableControl lives on the surface mostly as itself, and when an interesting event happens (like selection) we have the surface draw a border with the familiar “grab knobs” at the corners. 

2.       Container/Site: I first thought of creating a Grid to hold the IDesignableControl within it, since this would provide the table structure needed to draw “knobs” as well as the familiar selection border.

I wrote the code for the Grid first while working in my third office (http://www.ale-house.com/alehouse/index.php?option=com_content&task=view&id=23&Itemid=57 ) without the source for the project, which lives on the workstation in my second office (http://www.flickr.com/photos/damonrpayne/528817886/ ) and ultimately didn’t’ like it, but I did learn enough to see that a Silverlight Border would make resizing incredibly easy.  I have a vague notion of an IDesignSurfaceBehavior I can use for true Adorner flexibility later, but for selection and resizing using a UserControl with a Border was just so simple I had to start by going down this path.

DesignSite

The UserControl serving as border container is the DesignSite.  It has a Width and Height of Auto and the Border has a Width and Height of Auto as well, to make resizing a piece of cake.  The XAML couldn’t be easier.

        <Border x:Name="SiteBorder" BorderThickness="0" BorderBrush="{StaticResource SelectionBorderBrush}" CornerRadius="7" Cursor="Hand" MouseLeftButtonDown="SiteBorder_MouseLeftButtonDown" MouseLeftButtonUp="SiteBorder_MouseLeftButtonUp" MouseMove="SiteBorder_MouseMove">

            <Border.Child>

                <TextBlock>Default Content</TextBlock>

            </Border.Child>

        </Border>

The code is fairly straightforward too.  For most things we are using a pattern of delegation to the contained instance to make future designer interactions easier.  In order to properly calculate resizing, I needed to be able to get at the actual design surface itself, so I created an IDesigner interface which is implemented by DesignSurface.

    public interface IDesigner : IService

    {

  UserControl VisualRoot { get; }

  Canvas Surface { get; }

    }

I have a feeling I’ll be adding to that later.  Here is the mouse code in DesignSite:

        private void SiteBorder_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)

        {           

            _resizing = true;

            SiteBorder.CaptureMouse();

        }

 

        private void SiteBorder_MouseLeftButtonUp(object sender, MouseButtonEventArgs e)

        {

            _resizing = false;

            SiteBorder.ReleaseMouseCapture();

        }

 

        private void SiteBorder_MouseMove(object sender, MouseEventArgs e)

        {

            if (_resizing)

            {

                Point resizePoint = e.GetPosition(_designer.VisualRoot);

                double left = SiteBorder.GetValue<double>(Canvas.LeftProperty);

                double top = SiteBorder.GetValue<double>(Canvas.TopProperty);

                double newWidth = left + resizePoint.X;

                double newHeight = top + resizePoint.Y;

                Control c = (Control)SiteBorder.Child;

                if (newWidth > 5 && newHeight > 5)

                {

                    c.Width = newWidth;

                    c.Height = newHeight;

                }               

            }

        }

And now, when I run it, everything goes to hell.  Handling resizing seems to have become my first serious problem.  In order to study the issue, I created a DummyButton IDesignableControl, which exposes even more problems. 

A Silverlight control with size set to Auto (take up its whole container) returns NaN for Width and Height,  {0,0} for RenderSize, 0.0 for ActualWidth and ActualHeight, {0,0} for DesiredSize, 0.0 for MinWidth and MinHeight.  This makes it hard to measure or do any calculations on until it is actually placed in a container.  Calling Control.Measure does not seem to fix the issue.  I was unable to create my Drag representation of the DummyButton until I set its containing UserControl to have an actual size.  Attempting to select the button on the surface reveals another issue: the button is swallowing the click event before my code can react to it.  I’d like to handle this in a generic fashion.

I set about making a “glass” idea: placing an almost entirely transparent control in front of the real content in the Z order.  Getting this to cover the entirety of the real content led me back to the same lack of ActualWidth and friends that started this mess. 

Reality Blogging, cue RC0

OK, everything above this heading was written pre-RC0 and I was clearly floundering, I call time out.  I need to restate and reform my goals:

·         My DummyButton test shows that I need to refine IDesignableControl and how things ought to resize on the DesignSurface.  I am so far setting width/height of the IDesignableControl.Visual when dragging the Border to resize.  This is only appropriate in some cases. For a Button, sure, I’d want to set its bounds independent of its FontSize or other properties.  For the furniture and speakers, I’d actually want to apply a Transform since a huge red square with a chair in the corner or a small red square showing part of a chair is obviously not my intent.

·         Following from the above, IDesignableControl.Scalable and IDesignableControl.Transformable need to be re-thought.  I need a property stating if the IDC{IDesignableControl} is to be resized by changing Width & Height, if not, Transformable should be checked.  Both these properties being false means we should not resize the IDC at all.

·         There’s too much code in DesignSite.  Event wire up related to sizing is possibly fine, but we should keep things in whatever IDesignTypeCreator implementation wherever possible.

Now I feel like I’ve got a better plan, even if the Measuring issue is still waiting.  First I refactor IDC.Scalable and include an appropriate comment.

        /// <summary>

        /// Return true if this IDesignableControl should be resized by changing Width & Height

        /// </summary>

        bool IsBoundsResizable { get; }

Next, IDC.Transformable:

        /// <summary>

        /// Can a ScaleTransform etc. be used to resize this control?

        /// </summary>

        bool IsTransformable { get; }

Next I setup a test. The DummyButton will be IsBoundsResizable=true, and the Red Chair will be IsBoundsResizable=fasle/IsTransformable=true.

Debugging Events

The next step I take is to set up some code to debug the various mouse position, sizing, and layout events for the Border in DesignSite.  I tend to do this by instrumenting the code rather than using the debugger.  What good is a MouseLeftButtonDown event on a visual control when the debugger will receive the MouseLeftButtonUp event?  I have to use the ILogService and my message window to see when/how some things are happening.

Layout Cycle Detected

If you subscribe to a LayoutUpdated event, it’s best not to touch the GUI in any way from within this event handler.  During my testing, I would use the ILogService to send a message stating that my DesignSite had its layout updated.  This, in turn, fires the LayoutUpdated event which is counterintuitive.  One might think that LayoutUpdated means “Layout of the current control” but in fact means a layout or property change of any item in the visual tree of the Silverlight plug-in.  Obviously touching the visual tree from here will melt circuits.

Resizing

With a more clear idea of precisely what I was trying to do, I went back to working on my resizing code. When my Border has mouse capture, I can choose how to resize its content:

        private void SiteBorder_MouseMove(object sender, MouseEventArgs e)

        {

            if (_resizing)

            {

                if (HostedContent.IsBoundsResizable)

                {

                    ResizeContent(e);

                }

                else

                {

                    TransformContent(e);

                }               

            }

        }

I have to admit it took quite a while to get the ResizeContent method right.  At the end of the day, this was just facing reality and doing what worked rather than refusing to accept how”Auto”, “Stretch”, and “Fill” did not live up to expectations.  I have to set five different Controls’ sizes manually to make my bounds resizing work:

        private void ResizeContent(MouseEventArgs e)

        {

            Point resizePoint = e.GetPosition(DesignParent);

            //Determine where the DesignSite is on parent

            double left = this.GetValue<double>(Canvas.LeftProperty);

            double top = this.GetValue<double>(Canvas.TopProperty);

            double newWidth = resizePoint.X - left;

            double newHeight = resizePoint.Y - top;

 

            //Take border into account

            double innerWidth = newWidth - (2 * UNIFORM_BORDER_THICKNESS);

            double innerHeight = newHeight - (2 * UNIFORM_BORDER_THICKNESS);

 

            if (newWidth > 5 && newHeight > 5)

            {

                _content.Visual.Width = innerWidth;

                _content.Visual.Height = innerHeight;

                Glass.Width = innerWidth;

                Glass.Height = innerHeight;

                LayoutRoot.Width = newWidth;

                LayoutRoot.Height = newHeight;

               

                ContentCanvas.Width = innerWidth;

                ContentCanvas.Height = innerHeight;

 

                SiteBorder.Width = newWidth;

                SiteBorder.Height = newHeight;

 

            }

        }

Having accepted this reality, my “transform” resizing worked the first time:

        private void TransformContent(MouseEventArgs e)

        {

            Point resizePoint = e.GetPosition(DesignParent);

            //Determine where the DesignSite is on parent

            double left = this.GetValue<double>(Canvas.LeftProperty);

            double top = this.GetValue<double>(Canvas.TopProperty);

            double newWidth = resizePoint.X - left;

            double newHeight = resizePoint.Y - top;

            //We need to attain a render size equal to our new border inner bounds,

            //so we'll calculate what scale transform would get us there

            double innerWidth = newWidth - (2 * UNIFORM_BORDER_THICKNESS);

            double innerHeight = newHeight - (2 * UNIFORM_BORDER_THICKNESS);

 

            SiteBorder.Width = newWidth;

            SiteBorder.Height = newHeight;

            //

            Glass.Width = innerWidth;

            Glass.Height = innerHeight;

            //

            ContentCanvas.Width = innerWidth;

            ContentCanvas.Height = innerHeight;

            //

            ScaleTransform st = new ScaleTransform();

            st.ScaleX = innerWidth / HostedContent.Visual.ActualWidth;

            st.ScaleY = innerHeight / HostedContent.Visual.ActualHeight;

            HostedContent.Visual.RenderTransform = st;

        }

Now, I can finally have large buttons, small couches, and huge speakers on my design surface:

… All perfectly scaled according to their needs by naturally grabbing and dragging the border.  Hooray for vector graphics.  Note to self: every single flaw in artwork is readily apparent when scaled far larger than I drew it.

Conclusion

This article was a bit of a mess since Silverlight 2 RC0 happened right in the middle of it and my vision was not re-adjusted early enough when I started realizing there were issues.  There are also still cases where I am obviously thinking like a WinForms developer.  I kept thinking to myself how easy this would be if I could do work by overriding an OnPaint virtual method.  Still, I finally got where I wanted to be and learned a few more things about Silverlight in the process.  Since I’ve already given thought to one more bit of sauce before I write code to move things around on the surface I will visit the “rectangular lasso” next.

Source code: DamonPayne.AGT[12].zip (1.3 MB)



Monday, October 06, 2008 10:32:00 PM (Central Standard Time, UTC-06:00)  #    Disclaimer  |  Comments [0]  |  Trackback