XAML Without WPF - Animations - wpf

I am trying to use XAML completely outside WPF, in particular inside an XNA application. So far, I have managed (quite easily, I am surprised to admit) to load some data inside my XNA application from a XAML file. The problems start when I decided that I wanted to animate one of the properties of my class...Nothing happens :(
Here is the main class I load from the XAML file:
[ContentPropertyAttribute("Animation")]
public class Test : FrameworkContentElement
{
public string Text { get; set; }
public Vector2 Position { get; set; }
public Color Color { get; set; }
public Storyboard Animation { get; set; }
public static DependencyProperty RotationProperty =
DependencyProperty.Register("Rotation", typeof(double), typeof(Test), new PropertyMetadata(0.0));
public double Rotation { get { return (double)GetValue(RotationProperty); } set { SetValue(RotationProperty, value); } }
}
Here is the XAML file:
<l:Test xmlns:l="clr-namespace:XAMLAndXNA;assembly=XAMLAndXNA"
xmlns:a1="clr-namespace:System.Windows.Media.Animation;assembly=PresentationFramework"
xmlns:a2="clr-namespace:System.Windows.Media.Animation;assembly=PresentationCore"
Text="Testo" Position="55,60" Color="0,255,255,255">
<a1:Storyboard>
<a2:DoubleAnimation a1:Storyboard.TargetProperty="Rotation"
From="0"
To="360"
Duration="00:00:10.0"/>
</a1:Storyboard>
</l:Test>
And here is the loading and animation launching (attempt):
Test test = XamlReader.Load(new XmlTextReader("SpriteBatchStuff.xaml")) as Test;
test.Animation.Begin(test);
I am dying of curiosity :)

Although XAML is independent of WPF, the visual elements aren't. In particular, animation and layout are part of WPF, and depends on the WPF plumbing being present -- through an Application object, a PresentationSource such as a HwndSource, the XBAP PresentationHost.exe, etc.
So you can read in your XAML and get an object graph of a Test object with a child Storyboard object, but that Test object isn't hooked up to the animation or layout engines until it's placed in a WPF context. All that the XAML gets you is a dumb in-memory object graph: it's WPF, not XAML, that makes the objects "live."
So as Ben says, you'll probably end up needing to "push or prod" the animation yourself. I'm not aware of any documentation on how to do this, but from poking around in Reflector, it looks like the key API is Storyboard.SeekAlignedToLastTick, of which the docs say:
Values are immediately updated to
reflect the changes due to
SeekAlignedToLastTick, even though the
screen does not reflect these changes
until the screen updates.
Notice that second clause. Normally, WPF handles the updating of the screen as visual object values change. If you're not using WPF, then it's up to you to read the changed values out and redraw the screen accordingly: you don't have the WPF layout manager to handle it for you.
Finally, please note I haven't tested whether SeekAlignedToLastTick will work in an environment without the WPF plumbing loaded. It sounds like it should, because it doesn't care whether it's WPF or user code which is driving the clocks, but I can't make any promises... though I admit you've got me curious!
UPDATE: I've given this a quick go, and it does seem to work. Here's a demo of hosting an animation within Windows Forms (in this case using a plain ol' Windows Forms timer, but in XNA I guess the framework will provide a game timer for you -- didn't try that because I don't know XNA). Assume you have a vanilla Windows Form with a timer (timer1) and a label (label1), and that the project references the WPF assemblies.
First, my simplified version of your class:
[ContentProperty("Animation")]
public class Fie : DependencyObject
{
public double Test
{
get { return (double)GetValue(TestProperty); }
set { SetValue(TestProperty, value); }
}
public static readonly DependencyProperty TestProperty =
DependencyProperty.Register("Test", typeof(double), typeof(Fie),
new FrameworkPropertyMetadata(0.0));
public Storyboard Animation { get; set; }
}
Now, the WPF code to load one of these babies from XAML and begin the animation:
private Fie _f;
private DateTime _startTime;
public Form1()
{
InitializeComponent();
string xaml =
#"<local:Fie xmlns:local=""clr-namespace:AnimationsOutsideWpf;assembly=AnimationsOutsideWpf""
xmlns=""http://schemas.microsoft.com/winfx/2006/xaml/presentation""
xmlns:x=""http://schemas.microsoft.com/winfx/2006/xaml""
>
<Storyboard>
<DoubleAnimation Storyboard.TargetProperty=""Test""
From=""0""
To=""360""
Duration=""00:00:10.0""/>
</Storyboard>
</local:Fie>";
_f = (Fie)XamlReader.Load(XmlReader.Create(new StringReader(xaml)));
Storyboard.SetTarget(_f.Animation, _f);
_f.Animation.Begin();
_startTime = DateTime.Now;
timer1.Enabled = true;
}
Note that I had to set the storyboard's target to be the XAML object I'd just loaded. This doesn't happen automatically. I tried doing this with Storyboard.TargetName in the XAML, but that didn't seem to work -- you may have more luck.
The final lines are just setup for the timer callback:
private void timer1_Tick(object sender, EventArgs e)
{
TimeSpan sinceStart = DateTime.Now - _startTime;
_f.Animation.SeekAlignedToLastTick(sinceStart);
label1.Text = _f.Test.ToString();
}
I've stored the start time of the animation, and used that to calculate how far into the animation we are. WinForms timers are a bit crude, but this suffices for proof of concept; no doubt XNA will have something better. Then I call Storyboard.SeekAlignedToLastTick, which updates the animated values. Nothing displays automatically because my XAML object isn't hooked up for display, but I can check its Test property and verify that it is indeed animating. In reality, I'd use this to update the position or orientation of whatever XNA visual element the XAML object represented.

Just for reference, I will now document how I managed to make this work with XNA. Thanks to itowlson for providing the missing link: otherwise I had to create an empty Application with an invisible Window...
We define the class with its animation in XAML (notice the xmlns directives):
<l:Test
xmlns:l="clr-namespace:XAMLAndXNA;assembly=XAMLAndXNA"
xmlns:a1="clr-namespace:System.Windows.Media.Animation;assembly=PresentationFramework"
xmlns:a2="clr-namespace:System.Windows.Media.Animation;assembly=PresentationCore"
Text="Testo" Position="55,60" Color="0,255,255,255">
<a1:Storyboard>
<a2:DoubleAnimation a1:Storyboard.TargetProperty="Rotation"
From="0"
To="6.28"
Duration="00:00:2.0"
RepeatBehavior="Forever"/>
</a1:Storyboard>
</l:Test>
The "code-behind" class Test is the following:
[ContentPropertyAttribute("Animation")]
public class Test : DependencyObject
{
public string Text { get; set; }
public Vector2 Position { get; set; }
public Color Color { get; set; }
public Storyboard Animation { get; set; }
public static DependencyProperty RotationProperty =
DependencyProperty.Register("Rotation", typeof(double), typeof(Test), new PropertyMetadata(0.0));
public double Rotation { get { return (double)GetValue(RotationProperty); } set { SetValue(RotationProperty, value); } }
}
In the Initialize function of the XNA Game class we deserialize our xaml file and start the animation:
test = XamlReader.Load(new XmlTextReader("SpriteBatchStuff.xaml")) as Test;
Storyboard.SetTarget(test.Animation, test);
test.Animation.Begin();
The Update function takes as input a GameTime, which offers the TotalGameTime field that stores the TimeSpan of the amount of time passed since the app launch: that is exactly what a Storyboard needs to tick:
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
test.Animation.SeekAlignedToLastTick(gameTime.TotalGameTime);
base.Update(gameTime);
}
In the draw method we can just draw some text using the Rotation property, which will now be correctly animated:
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.DrawString(Content.Load<SpriteFont>("font"), test.Text, test.Position, test.Color, (float)test.Rotation, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f);
spriteBatch.End();
base.Draw(gameTime);
}

Outside of the normal loop of a WPF application, I doubt there is any way to drive the animation. There may be some class you can push or prod to drive them, but it is likely sealed.
You will probably wind up building your own animation execution engine running on another thread and ensuring the updates happen on your UI thread, which means either finding a way to reuse the Dispatcher or recreating something similar.
This MSDN article may provide some useful information in this endeavor
It's an interesting project... I'd be curious to hear if you succeed!

Wow, this is pretty awesome! Unfortunately, it will likely come down to some "update" type of call that is being made in some internal API. And if you don't call it, the animation won't animate ... much like if an XNA game doesn't have the Update method called.
I would very much like more info on how you're doing this and what level of success you're finding. You should write a blog post/article somewhere :-)

Related

How to write a WPF user control in F#?

Can a WPF user control be written in F#?
Lets say I have a standard WPF/C# user control as:
public class DataGridAnnotationControl : UserControl
{
static DataGridAnnotationControl()
{
DefaultStyleKeyProperty.OverrideMetadata(typeof(DataGridAnnotationControl), new FrameworkPropertyMetadata(typeof(DataGridAnnotationControl)));
}
public DataGridAnnotationControl()
{
BorderBrush = Brushes.Black;
Background = Brushes.AliceBlue;
BorderThickness = new Thickness(20, 20, 20, 20);
}
public string LastName
{
get { return (string)GetValue(LastNameProperty); }
set { SetValue(LastNameProperty, value); }
}
public static readonly DependencyProperty LastNameProperty =
DependencyProperty.Register("LastName", typeof(string), typeof(DataGridAnnotationControl), new PropertyMetadata(string.Empty));
}
How is this coded in F#?
TIA
In general, creating the user control in F# (without a library) will typically be quite different than in C#.
The main issue is you can't use partial classes, so the designer will not function. Even if you ditch the designer, the typical workflow with XAML files does not work properly. To do this in "pure" F#, you typically need to write the UI in code vs doing it in XAML and allowing the generated InitializeComponent() method to wire things together.
However, one way to get there in a more "natural" method is to use FsXaml. It allows you to write user controls directly which become usable in a similar way to C# developed ones. This is done via a type provider and overriding the default information.

Update WPF Window Asynchronously

I am creating a simple WPF app that when you click on a button it runs through a few steps like copy the file to a new location, convert the file then it copies the new file back to the original location.
The steps are working fine but I would like to have the WPF window update to which step it is on and hide the button while it is running.
The window only updates once it has finished running my code. I think I used to be able to do this on classic forms with me.refresh but this doesn't work on WPF.
Is something I can do to update the window after each step is complete?
Thank you
Button1.Visibility = Windows.Visibility.Hidden
FileCopy("C:\Test.xsf", AppPath & "\Convert\test.xsf")
Image7.Visibility = Windows.Visibility.Hidden
Image3.Visibility = Windows.Visibility.Visible
Program.StartInfo.FileName = xDefs
Program.StartInfo.Arguments = "/q"
Program.Start()
Program.WaitForExit()
Image5.Visibility = Windows.Visibility.Visible
FileCopy("AppPath & "\Convert\test.csv, "C:\Test.csv")
Button1.Visibility = Windows.Visibility.Visible
In order to update the UI while your program is busy, you'll need to use the Dispatcher class to add your update request onto the UI message queue. Take this synchronous example:
public void DoWorkWithFile(string filePath)
{
CopyFile(filePath);
ConvertFile(filePath);
CopyFileBack();
}
We could use the Dispatcher class to break this up and feed messages back to the UI in between tasks:
public void DoWorkWithFile(string filePath)
{
CopyFile(filePath);
RunOnUiThread((Action)delegate { SomeUiTextBlock.Text = "Copied" });
ConvertFile(filePath);
RunOnUiThread((Action)delegate { SomeUiTextBlock.Text = "Converted" });
CopyFileBack();
RunOnUiThread((Action)delegate { SomeUiTextBlock.Text = "Copied back" });
}
private object RunOnUiThread(Action method)
{
return Dispatcher.Invoke(DispatcherPriority.Normal, method);
}
I know this is a VB.NET tagged question but I'll just go ahead and share a C# solution. I hope you know enough of it to port it to VB. This is the first time and posting anything to stackoverflow, if it solves your problem please mark it as the answer :-)
You must first know a thing or two (actually a lot more) on data binding. You basically create a view model, define the property that changes with time and bind this to the window. In this case you must define a value to keep track of the current operation and let the button control.
Disclaimer, I wrote this in notepad and haven't tested it on visual studio. Be on the lookout for typos.
using System.ComponentModel;
namespace FileConverter
{
//define the various states the application will transition to
public enum OperationStatus
{
CopyingFileToNewLocation
ConvertingFile,
CopyingFileToOriginalLocation
OperationCompelete
}
//Defines the view model that shall be bound to the window.
//The view model updates the UI using event notifications. Any control that had enabled
//binding will get updated automatically
public class ViewModel : INotifyPropertyChanged//This interface defines an event used to raise an event and notify subscribers of a changed in data
{
private OperationStatus _FileConvertionStatus;
public event PropertyChangedEventHandler PropertyChanged;
public OperationStatus FileConvertionStatus
{
get
{
return _FileConvertionStatus;
}
set
{
_FileConvertionStatus=value;
//Notify all UIElements / objects that had subscribed to this property that it has changed
RaisePropertyChanged(this,"FileConvertionStatus");
}
}
public void RaisePropertyChanged(object sender,string propertyName)
{
//check if there is any object that had subscribed to changes of any of the data properties in the view model
if(PropertyChanged!=null)
PropertyChanged(sender,new PropertyChangedEventArgs(propertyName));
}
public void StartFileConvertion(string filePath)
{
//Any time we change the property 'FileConvertionStatus', an event is raised which updates the UI
this.FileConvertionStatus=OperationStatus.CopyingFileToNewLocation;
StartCopyingToNewLocation(); //call your copying logic
this.FileConvertionStatus=OperationStatus.ConvertingFile;
StartFileConvertion(); //call your conversion logic
this.FileConvertionStatus=OperationStatus.CopyingFileToOriginalLocation();
CopyFileToOriginalLocation(); //...
this.FileConvertionStatus=OperationStatus.OperationCompelete;
}
}
}
//Now for the UI section
In the constructor of the window, you must bind the window to the view model right after this window has been initialized
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
ViewModel vm=new ViewModel();
//setting the data context property the window implicitly binds the whole window to our view model object
this.DataContext=vm;
string filePath="c:\file.txt";
//start the file manipulation process
vm.StartFileConvertion(filePath);
}
}
//Next step we need to bind the button to the 'FileConvertionStatus' property located in the view model. We don't bind the button to the whole view model, just the property that it's interested in. Having bound the window to the view model in the previous code, all child elements get access to the public properties of this view model (VM from now on). We do the property binding in XAML
..Button x:Name="btnStartFileProcessing" Enabled="{Binding FileConvertionStatus}"...
We're almost there. One this is missing. You'll notice that the 'Enabled' property is a Boolean value. The 'FileConvertionStatus' property is enum. Same way you can't assign an enum to a Boolean directly, you need to do some convertion. This is where converters come in.
Converters allow you to define how one property can be converted to a different one in XAML. In this case we want the button to be enabled only when file conversion is successful. Please do some reading into this.
Create a class as shown below:
using System.Windows.Data;
namespace FileConverter
{
public class OperationStatusToBooleanConverter : IValueConverter
{
public object Convert(object value, Type targetType,object parameter,System.Globalization.CultureInfo culture)
{
OperationStatus status=(OperationStatus)value;
switch(status)
{
case OperationStatus.OperationCompelete:
return true; //enable the button when everything has been done
default:
return false;//disable the button as the file processing is underway
}
}
public object ConvertBack(object value, Type targetType,object parameter,System.Globalization.CultureInfo culture)
{
throw new NotImplementedException();
}
}
}
Next step is to define the converter in XAML code. Think of this as initializing it though it can't be further from the true :-). Its more of importing the namespace into the xaml.Put the code below in the App.XAML file. Doing such declaration in the App.XAML file makes the code visible globally.
xmlns:MyConverters="clr-namespace:FileConverter"
In the Application.Resources XAML tag, declare the converter as shown below
<Application.Resources>
<MyConverters:OperationStatusToBooleanConverter x:Key="OperationStatusToBooleanConverter"/>
</Application.Resources>
Final Step
Redo the binding code in the button to include the converter.
...Button Enabled="{Binding FileConvertionStatus,Converter={StaticResource OperationStatusToBooleanConverter}}" x:Name="btnStartFileProcessing" ...
Please note that I haven't thread-optimized this code, the main problem is that all work is being done on the UI thread which can lead to the window hanging if an operation takes long.
The amount of work needed to properly set the binding up as per MVVM code standards is a lot. It might seem like an over-kill and at times, it actually is. Keep this in mind though, once the UI gets complex MVVM will definitely save the day due to the separation of concerns and binding strategies.

Using WPF design data with the MVVM pattern

I'm using the MVVM pattern in our WPF application to allow for comprehensive unit testing. The MVVM pattern itself is working great, however I'm struggling to adapt the pattern in a way that means I can use the design-time data support of WPF.
As I'm using Prism the ViewModel instances are generally injected into the constructor of the view, like so
public MyView(MyViewModel viewModel)
{
DataContext = viewModel;
}
Dependencies for the ViewModel are then injected into the constructor, like so
public class MyViewModel
{
public MyViewModel(IFoo foo, IBar bar)
{
// ...
}
// Gets and sets the model represented in the view
public MyModel { get; set; }
// Read-only properties that the view data binds to
public ICollectionView Rows { get; }
public string Title { get; }
// Read-write properties are databound to the UI and are used to control logic
public string Filter { get; set; }
}
This is generally working really well except when it comes to design data - I wanted to avoid compiling design-data specific classes into my released assembly and so I opted to use the {d:DesignData} approach instead of the {d:DesignInstance} approach, however in order for this to work correctly my ViewModel now needs to have a parameterless constructor. In addition, I also often need to change additional properties either to have setters or to be modifiable collections in order to be able to set these properties in XAML.
public class MyViewModel
{
public MyViewModel()
{
}
public MyViewModel(IFoo foo, IBar bar)
{
// ...
}
// Gets and sets the model represented in the view
public MyModel { get; set; }
// My read-only properties are no longer read-only
public ObservableCollection<Something> Rows { get; }
public string Title { get; set; }
public string Filter { get; set; }
}
This is worrying me:
I have a parameterless constructor that is never intended to be called and isn't unit tested
There are setters for properties that only the ViewModel itself should be calling
My ViewModel is now a jumbled mixture of properties that should be modified by the view, and those that shouldn't - this makes it tricky to tell at a glance which piece of code is responsible for maintaining any given property
Setting certain properties at design time (e.g. to see styling on the Filter text) can actually end up invoking ViewModel logic! (so my ViewModel also needs to be tollerant of otherwise mandatory dependencies being missing at design time)
Is there a better way to get design-time data in a WPF MVVM application in a way that doesn't compromise my ViewModel in this way?
Alternatively should I be building my ViewModel differently so that it has more simple properties with the logic separated out somewhere else.
First, I would recommend you to have a look at this video where Brian Lagunas provides several best practices about MVVM. Brian is - at least - involved in the development of Prism, as his name appears in the nuget packages information. Didn't check further.
On my side I only use bits of Prism, and my Model and ViewModel always offer blank constructors (like what Brian shows), the data context is assigned in the view's XAML, and I set the properties values like :
<MyView.DataContext>
<MyViewModel />
</MyView.DataContext>
and
public void BringSomethingNew()
{
var myView = new View();
(myView.DataContext as ViewModel).Model = myModel;
UseMyView();
}
Another benefit with this approach is that the ViewModel is created once, with the same path at design and run time, so you create less objects and save GC efforts. I find this elegant.
With regards to the setters, the design data will still work if you make them private, like:
public string MyProp { get; private set; }
Ok, customize it to manage NotifyPropertyChange at your convenience, but you've got the idea.
Now, I don't have yet a solution to manage ObesrvableCollections (I face the same problem, although putting multiple values in XAML sometimes work... ???), and yes, I agree that you have to manage the case when the properties are not set, like setting default values in the constructor.
I hope this helps.
I too have worked with NUnit testing with WPF and MVVM implementation. However, my version is reversed from yours. You are creating the view first, then creating the model to control it.
In my version, I create the MVVM model FIRST and can unit test it till the cows come home and not worry about any visual design... if the model is broken, so too will the visual implementation.
in my MVVM model, I have a method to "GetTheViewWindow". So, when I derive from my MVVM baseline, each view model has its own view its responsible for. So via a virtual method, each instance will do its own new view window when being applied for production.
public class MyMVVMBase
{
private MyViewBaseline currentView;
public MyMVVMBase()
{ // no parameters required }
public virtual void GetTheViewWindow()
{ throw new exception( "You need to define the window to get"; ) }
}
public class MyXYZInstanceModel : MyMVVMBase
{
public override void GetTheViewWindow()
{
currentView = new YourActualViewWindow();
}
}
Hope this helps as an alternative to what you are running into.

Silverlight button on mainpage, linked to command, never calling the method

I'm brand new to Silverlight and I'm in the deep end a little over my head so I'm probably missing something really obvious. I'm working on an image editor and I have a button on my main page that is supposed to rotate images or text on my canvas. The button however isn't calling my rotate method. EDIT: It is now.
Here's all the code I've written related to the button
MainPage.xaml
<Button Command="{Binding Path=Project.RotateCWElementCommand}"..../>
Project.cs -
#region properties
public ICommand RotateCWElementCommand { get; set; }
#endregion
#region methods
public Project(int siteID)
{
this.RotateCWElementCommand = new DelegateCommand(RotateCWElement, CanRotateCWElement);
}
private void RotateCWElement(object param)
{
FrameworkElement element = this.SelectedElement;
RotateTransform cwRot = new RotateTransform();
cwRot.Angle = 90;
cwRot.CenterX = element.ActualWidth * 0.5;
cwRot.CenterY = element.ActualHeight * 0.5;
element.RenderTransform = cwRot;
}
#end region
#region Command conditions
private bool CanRotateCWElement(object param)
{
return true;
}
#endregion
The problem now is that it will only rotate once and some image quality also appears to be lost. The images move strangely when I click and drag them, and sometimes when I click the full image quality returns.
If anybody has any ideas about this it'd be great.
It sounds like the Button.DataContext does not contain a property called Project.RotateCWElementCommand
Verify that your Button's DataContext has a property called Project, and that Project has a property called RotateCWElementCommand
The output window in Visual Studio can be very helpful for finding issues with your bindings in Silverlight and will help clarify if Rachel's suggestion is the problem.

Drag and Drop in MVVM with ScatterView

I'm trying to implement drag and drop functionality in a Surface Application that is built using the MVVM pattern. I'm struggling to come up with a means to implement this while adhering to the MVVM pattern. Though I'm trying to do this within a Surface Application I think the solution is general enough to apply to WPF as well.
I'm trying to produce the following functionality:
User contacts a FrameworkElement within a ScatterViewItem to begin a drag operation (a specific part of the ScatterViewItem initiates the drag/drop functionality)
When the drag operation begins a copy of that ScatterViewItem is created and imposed upon the original ScatterViewItem, the copy is what the user will drag and ultimately drop
The user can drop the item onto another ScatterViewItem (placed in a separate ScatterView)
The overall interaction is quite similar to the ShoppingCart application provided in the Surface SDK, except that the source objects are contained within a ScatterView rather than a ListBox.
I'm unsure how to proceeded in order to enable the proper communication between my ViewModels in order to provide this functionality. The main issue I've encountered is replicating the ScatterViewItem when the user contacts the FrameworkElement.
You could use an attached property. Create an attached property and in the setproperty method bind to the droped event :
public static void SetDropCommand(ListView source, ICommand command)
{
source.Drop += (sender, args) =>
{
var data = args.Data.GetData("FileDrop");
command.Execute(data);
};
}
Then you can bind a command in your view model to the relevant control on the view. Obviously you may want to make your attached property apply to your specific control type rather than a listview.
Hope that helps.
I had a go at getting Steve Psaltis's idea working. It took a while - custom dependency properties are easy to get wrong. It looks to me like the SetXXX is the wrong place to put your side-effects - WPF doesn't have to go though there, it can go directly to DependencyObject.SetValue, but the PropertyChangedCallback will always be called.
So, here's complete and working the code for the custom attached property:
using System.Windows;
using System.Windows.Input;
namespace WpfApplication1
{
public static class PropertyHelper
{
public static readonly DependencyProperty DropCommandProperty = DependencyProperty.RegisterAttached(
"DropCommand",
typeof(ICommand),
typeof(PropertyHelper),
new PropertyMetadata(null, OnDropCommandChange));
public static void SetDropCommand(DependencyObject source, ICommand value)
{
source.SetValue(DropCommandProperty, value);
}
public static ICommand GetDropCommand(DependencyObject source)
{
return (ICommand)source.GetValue(DropCommandProperty);
}
private static void OnDropCommandChange(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
ICommand command = e.NewValue as ICommand;
UIElement uiElement = d as UIElement;
if (command != null && uiElement != null)
{
uiElement.Drop += (sender, args) => command.Execute(args.Data);
}
// todo: if e.OldValue is not null, detatch the handler that references it
}
}
}
In the XAML markup where you want to use this, you can do e.g.
xmlns:local="clr-namespace:WpfApplication1"
...
<Button Content="Drop here" Padding="12" AllowDrop="True"
local:PropertyHelper.DropCommand="{Binding DropCommand}" />
.. And the rest is just making sure that your ViewModel, bindings and command is right.
This version passes an IDataObject through to the command which seems better to me - you can query it for files or whatever in the command. But that's just a current preference, not an essential feature of the answer.

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