[C#] 纯文本查看 复制代码 public delegate string BuildPathRule(string nodeText, string fullPathInfo);
/// <summary>
/// 获取选中节点到根节点的所有信息
/// </summary>
/// <param name="focusedNode">TreeListNode</param>
/// <param name="columnID">列名称</param>
/// <param name="buildPathRule">规则委托</param>
/// <returns>路径信息</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>
/// 获取筛选节点到根节点的所有信息
/// </summary>
/// <param name="focusedNode">TreeListNode</param>
/// <param name="columnID">列名称</param>
/// <param name="compareNodeRule">规则委托</param>
/// <param name="buildPathRule">规则委托</param>
/// <returns>路径信息</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>
/// 递归遍历树节点
/// </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>
/// 递归遍历TreeListNode节点
/// </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>
/// 递归遍历TreeListNode,当opreateRule返回false停止循环
/// </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>
/// 递归遍历TreeListNode,当opreateRule返回false跳出循环,直接进入下次循环
/// </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);
}
}
/// <summary>
/// 水平滚动条
/// </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>
/// 为TreeList附加右键菜单
/// MouseUp(object sender, MouseEventArgs e)事件中调用
/// </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>
/// 设置父节点的状态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>
/// 设置子节点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>
/// 设置父节点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;//跳出循环
}
return true;//继续循环
});
node.ParentNode.CheckState = _checkStatus ? CheckState.Indeterminate : check;
SetCheckedParentNodes(node.ParentNode, check);
}
}
/// <summary>
/// 根据CheckState获取TreeListNode
/// </summary>
/// <param name="tree">TreeList</param>
/// <param name="state">CheckState</param>
/// <param name="GetNodesByStateRule">返回True的时候继续</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;
}
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