Chapter 4 Windows Forms GUI/EDP Yingcai Xiao .NET GUI Forms and Controls Concepts: GUI Windows Forms—for writing GUI based applications (Windows Applications). GUI: Graphical User Interface, to make programs easy to use, WYSIWYG (What you see is what you get). Designing GUI-based Applications: Look & Feel Look => Appearance (Layout Design) Feel => Response (Event Handling) User => Button Click => Event => Event Handler (a method). GUI-based application => Event-driven programming .NET GUI Classes (Event Generators) GUI Items are defined in System.Windows.Forms. System.Windows.Forms.Form class: all forms derive from it. Properties (can be treated as “public” data members): ClientRectangle (drawing area not including the borders) ClientSize BorderStyle Text (Title Bar) Methods: OnPaint (event handler for the PAINT event) Controls (Windows GUI Items) System.Windows.Forms Control Classes Class Button CheckBox Description CheckedListBox List boxes whose items include check boxes ComboBox DataGrid Combo boxes DataGridTextBox Edit controls hosted by DataGrid controls DateTimePicker Controls for selecting dates and times Push buttons Check boxes Controls that display tabular data Controls (Windows GUI Items) Cont. System.Windows.Forms Control Classes GroupBox HScrollBar Label Group boxes LinkLabel Label controls that display Horizontal scroll bars Label controls that display static text hyperlinks ListBox ListView List boxes List views (display flat lists of items in a variety of styles) MonthCalendar Month-calendar controls Controls (Windows GUI Items) Cont. System.Windows.Forms Control Classes NumericUpDown Spinner buttons (up-down controls) PictureBox Controls that display images PrintPreviewControl Controls that display print previews ProgressBar PropertyGrid Progress bars RadioButton RichTextBox Radio buttons Controls that list the properties of other objects Rich-edit controls Controls (Windows GUI Items) Cont. System.Windows.Forms Control Classes StatusBar TabControl TextBox ToolBar ToolTip TrackBar Status bars Tab controls Edit controls Toolbars Tooltips Track bars (slider controls) TreeView Tree views (display hierarchical lists of items) VScrollBar Vertical scroll bars Programming a GUI APP using Notepad 1. 2. 3. 4. 5. Use Notepad to write the program Create your form (GUI) by sub-classing System.Windows.Forms.Form. Add controls (GUI items) to the form. Code your program logic. Compile the program using csc. Example: T:\Xiao\Windows Programming\Examples\C4\DialogDemo\DialogDemo.cs Programming a Control 1. Instantiate the corresponding control class. 2. Initialize the control by setting its property values. 3. Add the control to the form by calling add on the form’s Controls collection. 4. Map event handlers to the events. 5. Implement the event handlers. Adding a Button to a Form //Create and initialize the button Button MyButton = new Button (); MyButton.Location = new Point (16, 16); MyButton.Size = new Size (96, 24); MyButton.Text = "Click Me"; // add the button to the form’s Controls collection. Controls.Add (MyButton); // Add event handlers to events MyButton.Click += new EventHandler (OnButtonClicked); // Write the event handlers void OnButtonClicked (Object sender, EventArgs e){… } T:\Xiao\Windows Programming\Examples\C4\DialogDemo\DialogDemo.cs Dialog Boxes Common Dialog Classes Defined in System.Windows.Forms Class Dialog Type ColorDialog Color dialog boxes for choosing colors FontDialog Font dialog boxes for choosing fonts OpenFileDialog Open File dialog boxes for choosing files PageSetupDialog Page Setup dialog boxes for entering page setup parameters PrintDialog Print dialog boxes for entering print parameters SaveFileDialog Save File dialog boxes for entering file names DialogDemo.cs class MyDialog : Form { Label WidthLabel; TextBox WidthBox; Button OKButton; public int UserWidth { get { return Convert.ToInt32 (WidthBox.Text); } set { WidthBox.Text = value.ToString (); } } public MyDialog () { // Initialize the dialog's visual properties ClientSize = new Size (296, 196); StartPosition = FormStartPosition.CenterParent; FormBorderStyle = FormBorderStyle.FixedDialog; Text = "Edit Ellipse"; ShowInTaskbar = false; DialogDemo.cs // Create the dialog's controls WidthLabel = new Label (); WidthLabel.Location = new Point (16, 16); WidthLabel.Size = new Size (48, 24); WidthLabel.Text = "Width"; WidthBox = new TextBox (); WidthBox.Location = new Point (64, 12); WidthBox.Size = new Size (96, 24); WidthBox.TabIndex = 1; DialogDemo.cs OKButton = new Button (); OKButton.Location = new Point (184, 12); OKButton.Size = new Size (96, 24); OKButton.TabIndex = 3; OKButton.Text = "OK"; OKButton.DialogResult = DialogResult.OK; AcceptButton = OKButton; // Add the controls to the dialog Controls.Add (WidthLabel); Controls.Add (WidthBox); Controls.Add (OKButton); }} DialogDemo.cs In the parent form who starts the dialog: MyDialog dlg = new MyDialog (); if (dlg.ShowDialog (this) == DialogResult.OK) { MyWidth = dlg.UserWidth; // get the input from the Invalidate (); // update the display of the parent form } Concepts: GUI Design Principles Users first: let users control the program not the other way around. Elegant: simple but powerful. E.g.: iPot, iPhone, Google Intuitive: don’t need too much training to use it. Compare operating interfaces of cars and airplanes. Clarity: use icons and keywords that are standardized or clearly defined. (AWK?). Give users hints when they hesitating. Hierarchical: only put the most frequently used and most important controls at the top level. Speedy: users do not have patience to wait for too long. Forgiving: allow users to make mistakes. Undo and redo. Alignment: use tables. Internationalization: use symbols. More: http://www.iie.org.mx/Monitor/v01n03/ar_ihc2.htm http://www.asktog.com/basics/firstPrinciples.html EDP Concepts: EDP Event-Driven Programming (EDP): Application waits (idles) after initialization until the user generates an event trough an input device (keyboard, mouse, …). The OS dispatches the event to the application who owns the window. The corresponding event handler(s) of the application is invoked to process the event. Events A menu in C++: Event Loop Event Mapping char c; bool done = false; while(!done) { cout << “Please make your selection, q to end:” cin >> c; Event switch(c) { case “+”: add( ); Event Handler break; case “-”: sub( ); break; case “q”: done = true; break; } } Key Components of EDP (1) (2) (3) Event generators: keyboard, GUI items (buttons, menus, …). Events / Messages (Mouse Click, Key Down, …) Event Loop (an infinite loop constantly waits for events) (4) Event Mapping (dispatch events to corresponding event handlers) (5) Event Handlers (methods for processing the events: OnMouseClick(), …) (6) Event registration: inform event mapper which event an event hander is for. Key Components of EDP in .NET (1) Event generators - commonly used GUI items are predefined. (2) Events / Messages - commonly used ones predefined. (3) Event Loop: - taken care of by .NET. (4) Event Mapping: - taken care of by .NET. (5) Event Handlers - to be implemented by programmers. (6) Event Registration - code implemented by .NET. - to be used by programmers. .NET EDP Classes (1) GUI Items (Event Generators) System.Windows.Forms.Form Button, Dialog, …. (2) Events: predefined Windows Messages: e.g. WM_KEYDOWN (3) Event Loop: Built in System.Windows.Forms.Application Class: static Run( ) method starts an application’s event loop. .NET EDP Classes (4) Event Mapping: System defined ones have their names fixed: e.g. OnPaint(). Other event handlers need to be added to the handler list of the corresponding event. e.g. : MyButton.Click += new EventHandler (OnButtonClicked); The Resource Editor will do this automatically when the programmer double-clicks on a button. (5) Event Handlers: void HandlerName (Object sender, EventArgs e) //sender can be omitted. HandlerName = “On” “EventName” e.g. OnKeyDown(Object sender, EventArgs e); Mouse and Keyboard Events/Handlers OnKeyDown A key is pressed KeyEventArgs OnKeyPress A character is typed on the keyboard KeyPressEventArgs OnKeyUp A key is released KeyEventArgs OnMouseDown A mouse button is pressed MouseEventArgs OnMouseEnter The mouse cursor enters a form EventArgs OnMouseOver The mouse cursor pauses EventArgs over a form Mouse and Keyboard Events/Handlers OnMouseLeave The mouse cursor leaves a form EventArgs OnMouseMove The mouse cursor moves over a form MouseEventArgs OnMouseUp A mouse button is MouseEventArgs released OnMouseWheel The mouse wheel is rolled MouseEventArgs Mouse and Keyboard Events/Handlers WM_KEYDOWN protected override void OnKeyDown (KeyEventArgs e) { // from the form if (e.KeyCode == Keys.F1) // Function key F1 was pressed {…} } WM_CHAR protected override void OnKeyPress (KeyPressEventArgs e) { if (e.KeyChar == 'C') { … } // Do something } Other Form-Level Events OnActivated A form is activated OnClosed A form is closed OnClosing A form is about to close OnDeactivate A form is deactivated OnGotFocus A form receives the input focus OnLoad A form is created OnLocationChanged A form is moved OnLostFocus A form loses the input focus OnPaintBackground A form’s background needs repainting OnSizeChanged A form is resized Main Menus: top-level menu. // Create a MainMenu object MainMenu menu = new MainMenu (); // Add a File menu and populate it with items MenuItem item = menu.MenuItems.Add ("&File"); item.MenuItems.Add ("&New", new EventHandler (OnFileNew)); item.MenuItems.Add ("&Open...", new EventHandler (OnFileOpen)); // Add an Edit menu and populate it, too item = menu.MenuItems.Add ("&Edit"); item.MenuItems.Add ("Cu&t", new EventHandler (OnEditCut)); Processing Menu Commands void HandlerName (Object sender, EventArgs e) Context Menus Context Menus: pop up context menus ContextMenu menu = new ContextMenu (); menu.MenuItems.Add ("&Open", new EventHandler (OnOpen)); menu.MenuItems.Add ("&Rename", new EventHandler (OnRename)); menu.MenuItems.Add ("&Delete", new EventHandler (OnDelete)); menu.Show (this, new Point (x, y)); Menu Item States: item.Checked = true; Shortcuts and Accelerators Shortcut keys: key combinations to directly invoke a command e.g. Control O to open a file item.MenuItems.Add (new MenuItem ("&Open...", new EventHandler (OnFileOpen), Shortcut.CtrlO)); http://www.computerhope.com/shortcut.htm • Keyboard Accelerators: to help accessing a menu item without using the mouse. An accelerator key related to a menu item is preceded with an “&” and is displayed underlined. e.g. Alt F to access the File menus, then O to open a file item.MenuItems.Add (new MenuItem ("&Open...", new EventHandler (OnFileOpen), Shortcut.CtrlO)); Microsoft defines Keyboard Accelerators the same as Shortcuts. http://msdn.microsoft.com/en-us/library/ms645526(VS.85).aspx Drawing in .NET .NET Drawing Classes: in System.Drawing. Graphics Device Interface (GDI) software to interface with the graphics hardware. GDI+ Graphics Primitives (System.Drawing.Drawing2D): Bitmap, Font, HatchBrush, LinearGradientBrush, Pen, SolidBrush, TextureBrush, DrawArc, DrawCurve, DrawEllipse, DrawIcon, DrawImage, DrawLine, DrawPie, DrawPolygon, DrawString, FillEllipse, FillPie, FillPolygon, FillRectangle. Drawing in .NET cont. GDI+ : stateless, a form passes parameters detailing output characteristics to every Graphics method it calls. For (stateless) Internet use. Old Windows GDI: stateful, drawing parameters are stored as state variables in the GDI’s device context. Example: DialogDemo.cs – OnPaint(PaintEventArgs e) Dispose your GDI+ Objects to avoid running out of GDI+ resourses. e.g. brush.Dispose(); GDI and Beyond The ImageView Application (System.Drawing.Bitmap) Bitmap MyBitmap = new Bitmap (FileName); // BMPs, GIFs, JPEGs g.DrawImage (MyBitmap, ClientRectangle); ImageView.cs // How to write a Form Application Anchoring enables controls to be moved and resized as the form is resized MyControl.Anchor = AnchorStyles.Left │ AnchorStyles.Right; // resize the control with the form Animation through transformations: TranslateTransform, RotateTransform, ScaleTransform, Matrix Ops. GDI and Beyond DirectX: Direct3D, DirectMusic, DirectSound. Xbox (based on DirectX): Video Game XNA (Xbox New Architecture, XNA is Not an Acronym): Video Game development and management WPF: Windows Presentation Foundation Introduced in .NET 3.0 Based on DirectX, not GDI 2D and 3D Summary GUI-based windows application development: GUI-based programming. forms and controls, look and feel EDP events and handlers GDI