/// <summary> /// Initializes a new instance of the GadgetBar class. /// </summary> public GadgetBar() { // The PanelItems is an ObservableCollection that is used by the GadgetPanel to communicate with the panel. It describes which of the child items of // this contol are visible on the panel and therefore, should be logical children of the GadgetBar. When items can't fit onto the panel during the // measurement pass (or are forced there through properties), they are given to the overflow item which then becomes the logical parent. Since only a // parent can give up logical control, the PanelItems list is used to basically ask the GadgetBar to add and remove logical children as the panel // measures itself. However, the VisibleCollection has a flaw for this purpose: by the time the 'Reset' event is handled, all the items have been // expunged from the list. This parallel list of items is used to handle the 'Reset'. this.childList = new List <Object>(); // This observable collections is used to communicate the set of logical children that are associated with the visible panel. As items are added or // removed from the collection, so are they added or removed as logical children of this control. This is necessary so that menu items can pick up the // role attribute that goes along with the parent menu. For example, if a menu item is placed on the top level (visible) panel, then it should have a // down-arrow glyph to indicate that it has child items. If that same menu item is moved to an overflow panel because it can't fit in the visible // panel, it is now a submenu and should have a right or left arrow to indicate children. This is only possible when the item has the proper logical // connection to the parent menu or overflow control. this.SetValue(GadgetBar.panelItemsPropertyKey, new ObservableCollection <Object>()); // This event handler will add or remove logical children to this control. The GadgetPanel will manage the contents of the list because it knows // what can fit and what needs to be put into the overflow panel. This control will use the collection to add and remove the logical children. this.PanelItems.CollectionChanged += new NotifyCollectionChangedEventHandler(this.OnPanelItemsPropertyChanged); // All GadgetBars have an implicit OverflowItem control where items that don't fit onto the main panel are moved. this.overflowItem = new OverflowItem(); // IMPORTANT CONCEPT: every GadgetBar has an implicit overflow menu item that catches the items that don't fit into the panel. This item must be part // of the 'Items' in an ItemsControl for the keyboard navigation to work. Internally, the WPF base classes have a dependency on the // ItemsContainerGenerator that is not obvious. The overflow item can't be added as a stand-alone element in the panels where the items are displayed // if the navigation keys are to work. So far, so good. But how do you create an implicit item for an items control? In this design it is a // ViewableCollection (functionally equivalent to an ItemsCollection but without the connection to the FrameworkElements) that is combined with the // overflow item to make a composite collection. The composite collection is then joined to the SourceItems of the underlying ItemsControl. The user // of this control only ever sees the 'Items' and the 'ItemsSource'. this.items = new ViewableCollection(); // The Composite collection is where the implicit overflow item is merged with the collection of items available to the user of this control. This // design makes the API to the consumer of this control appear to be a standard ItemsControl, but allows us to add an implicit overflow item that // can not be manipulated directly by the consumer yet feeds into the ItemsContainerGenerator like any other item in the GadgetBar. this.compositCollection = new CompositeCollection(); this.compositCollection.Add(this.overflowItem); this.compositCollection.Add(new CollectionContainer() { Collection = this.items }); base.ItemsSource = this.compositCollection; }
protected override Size MeasureOverride(Size availableSize) { // This panel can provide no useful measurement or layout if it isn't an items host. if (!this.IsItemsHost) { return(availableSize); } // This is the collection that is associated with the user interface in this panel. Items that can fit in the panel or have been explicitly set to be // visible will be added to this collection. this.uiElementCollection.Clear(); // This is the only place where the decision about what items actually appear in the panel is made. It is desired for an event to be associated with // this control that is invoked when items are added or removed from the panel. However, the GadgetPanel will go through several passes of adding and // removing items before it determines what fits and what doesn't. For this reason a simple trigger on the list wouldn't work because there'd be too // many false signals as items are measured. To provide the required functionality of a trigger that only fires when items are added and removed from // the final version of the panel, a copy of the list is made here before the measurement and will be used later to determine if the final set of items // has changed. List <Object> originalList = new List <Object>(); foreach (Object item in this.gadgetBar.PanelItems) { originalList.Add(item); } // After each pass through the measuring the child controls the logical items will be shifted around. Some of them will be moved to the overflow panel // and some will remain in the main panel. This confuses the items container generator when it comes time to creating the containers as there is a // dependency within the generator on the logical parent. Therefore, The original logical relationship of the items is restored here in order to set // things right for the ItemsContainerGenerator. Note that the base ItemsControl class is used as a source for the logical items because it contains // the overflow item as well. this.gadgetBar.PanelItems.Clear(); this.gadgetBar.OverflowItems.Clear(); ItemsControl itemsControl = this.gadgetBar as ItemsControl; foreach (Object item in itemsControl.Items) { this.gadgetBar.PanelItems.Add(item); } // The order of the items as they come out of the generator is used to determine their order in the overflow panel. This table is used to determine the // relative order of items as they are moved to the overflow panel. Dictionary <Object, Int32> itemTable = new Dictionary <object, int>(); // Used to indicate that a seperator has been added to the overflow menu. Boolean hasSeparator = false; // The main panel must make a proper measurement of all the child controls to determine if there's enough space. If there isn't, then the items are // moved out of the main panel and into an overflow panel in a very well prescribed order. The trouble with this is that items don't move out of their // containers very well. They seem to be broken when another items container tries to use the same item. In this case, the items container for the // items in the main panel are broken when the overflow panel creates menu item containers for them. There seems to be no mechanism to repair a broken // container so they are regenerated here. Also, recycling doesn't appear to work. Once a container is broken, apparently it must be discarded so each // time through the measure override a new set of containers is generated. IItemContainerGenerator iItemContainerGenerator = this.itemContainerGenerator as ItemContainerGenerator; iItemContainerGenerator.RemoveAll(); // When items are moved out of the main panel and into the overflow panel they keep the same relative order. The algorithm to do this is a bit tricky // as the items are moved in several passes. The first pass takes the items that are marked to always appear in the overflow panel. The next pass // takes the items from the near side of the visible panel that are marked to be moved as needed. The final pass takes the items from the far side of // the main panel. These items provided cursors to manage the ordering of the overflow panel as it is filled. Int32 itemIndex = 0; Int32 nearOverflowIndex = 0; Int32 farOverflowIndex = 0; Int32 nearPanelIndex = 0; Int32 farPanelIndex = 0; // This variable will capture the overflow menu item, if it exists as part of the members of the panel. The overflow menu item has special properties // in that an item that doesn't fit into the panel will be made children of this item. OverflowItem overflowItem = null; // This will generate a collection of containers from the items hosted by the parent. Note that these items are not associated with a user interface // yet. This collection will be split into items that appear on the panel and those available through the overflow control. The containers must be // created each time through the measure override because broken containers can't be repaired or recycled. When another container has usurped the // contained item, the original container is broken. This happens when an item is moved from the main panel to the overflow panel. using (iItemContainerGenerator.StartAt(new GeneratorPosition(-1, 0), GeneratorDirection.Forward)) { // This will generate a new container for each item and determin whether it belongs in the main panel or the overflow panel. UIElement uiElement; while ((uiElement = iItemContainerGenerator.GenerateNext() as UIElement) != null) { // This allows the host to make modifications to the container before it is displayed. For example, a GadgetBar would assign a style to the item // container based on the item type. Logical relationships for the container can also be established at this time. iItemContainerGenerator.PrepareItemContainer(uiElement); // Overflow menu items have special meaning for the panel. Any item that doesn't fit into the panel will be added to this visual element. OverflowItem generatedOverflowItem = uiElement as OverflowItem; if (generatedOverflowItem != null) { // Capture the element for use later. The items the items can't fit into the panel will be added to this item. overflowItem = generatedOverflowItem; // Overflow elements that are added "As Needed" are a special case. These items will remain hidden until room runs out on the panel for // the other items. At that point, the OverflowItem will appear as a menu item and those items that don't fit will be moved to the // OverflowItem. if (GadgetBar.GetOverflowMode(overflowItem) == OverflowMode.AsNeeded) { continue; } } // This constructs a mapping of the item to its ordinal and is used to determine the relative order of the overflow items as they are added to // the overflow panel in multiple passes. Object item = this.itemContainerGenerator.ItemFromContainer(uiElement); itemTable.Add(item, itemIndex++); // The ToolDock is used to determine whether the new item container is added to the near or far side of the panel. ToolDock toolDock = GadgetBar.GetToolDock(uiElement); // The OverflowMode attached property can be use to force an item into the overflow panel. switch (GadgetBar.GetOverflowMode(uiElement)) { case OverflowMode.Always: // A separator is injected into the overflow panel when there are both near and far aligned items. if (toolDock == ToolDock.Far && nearOverflowIndex != 0 && !hasSeparator) { hasSeparator = true; this.gadgetBar.OverflowItems.Insert(nearOverflowIndex, new Separator()); farOverflowIndex++; } // These items always appear in the overflow panel in the order they were added to the Items property of the GadgetBar. this.gadgetBar.PanelItems.Remove(item); // Conversely the item removed from the main panel is moved into the overflow panel. The same item can not be the logical child of two // windows at the same time. The observable lists will take care of removing the child from one parent and giving it to the other. this.gadgetBar.OverflowItems.Insert(toolDock == ToolDock.Near ? nearOverflowIndex : farOverflowIndex, uiElement); nearOverflowIndex += toolDock == ToolDock.Near ? 1 : 0; farOverflowIndex++; // Remove the generated item if it has no place in the main panel. Int32 containerIndex = this.itemContainerGenerator.IndexFromContainer(uiElement); GeneratorPosition generatorPosition = iItemContainerGenerator.GeneratorPositionFromIndex(containerIndex); iItemContainerGenerator.Remove(generatorPosition, 1); break; default: // These items include the ones that will move to the overflow panel if needed and the ones that never move. A second pass will determine // if any of the 'As Needed' items need to be moved. Note that the collection of containers is not the same as the collection of items. // The collection of items is a logical organization whereas the collection of containers is visual. this.uiElementCollection.Insert(toolDock == ToolDock.Near ? nearPanelIndex : farPanelIndex, uiElement); nearPanelIndex += toolDock == ToolDock.Near ? 1 : 0; farPanelIndex++; break; } } } // This keeps track of how much space in the panel is occupied by the items as they are laid out. Size allocatedSize = new Size(); // This constraint is used to allow the controls to measure themselves out in the direction in which the panel is oriented. That is, if it has a // horizontal orientation then an infinite amount of space is given during the measurement process in this direction. It allows the controls the // calculate their theoretical size. If the item doesn't fit, it will be removed from the panel and its desired size will be recalculated inside the // overflow panel. If it does fit, then the desired size is the actual size it is given in the panel. Size infiniteSize = new Size(Double.PositiveInfinity, availableSize.Height); // This pass will measure everything that wants to appear in this panel. An infinite amount of room is given in the direction in which this panel is // oriented so the measurement operation won't be constrained. Another pass will actually determine if the items fit or not. foreach (UIElement uiElement in this.uiElementCollection) { uiElement.Measure(infiniteSize); allocatedSize = new Size(allocatedSize.Width + uiElement.DesiredSize.Width, Math.Max(allocatedSize.Height, uiElement.DesiredSize.Height)); } // This will attempt to make sure that everything can fit into the alloted space. If there isn't enough room and individual items are willing to be // placed into the overflow panel, then they are removed from this panel. This concept is very important because moving logical children from one // container to another breaks the container and it can't be repaired. That is why the items must be regenerated each time the panel is measured. The // items are moved in two passes: the items on the near side of the panel are removed before the items on the far side. When an overflow of items does // occurs a control will appear on the panel that allows the user to access the overflow items. Double availableLength = availableSize.Width; Double allocatedLength = allocatedSize.Width; if (allocatedLength > availableLength || this.gadgetBar.OverflowItems.Count != 0) { // When an overflow occurs a special item appears on the panel and provides access to the overflow panel for the user. When this special item is // added to the panel the measuring algorithm will need to consider its size when trying to work out what items fit and what items need to be // pushed into the overflow panel. When this item appears it will always have priority over the items that can be moved into the overflow panel. // Note that the logical ordering of the children has no impact on how they behave visually so the element can just be added to the logical // children. if (overflowItem != null && GadgetBar.GetOverflowMode(overflowItem) != OverflowMode.Never) { this.uiElementCollection.Insert(nearPanelIndex, overflowItem); this.gadgetBar.PanelItems.Add(overflowItem); overflowItem.Measure(infiniteSize); allocatedLength += overflowItem.DesiredSize.Width; } // The calculation of what items can appear in the overflow panel is accomplished in two passes. The first pass will look at the near-aligned items // and move them into the overflow panel starting from the farthest item to the item to the nearest until the items fit in the available space. Int32 index = nearPanelIndex - 1; while (allocatedLength > availableLength && index >= 0) { // This will move the next element in the panel into the overflow panel as needed. Note that the overflow button is never moved into the // overflow panel and that only the near items are considered during the first pass. UIElement uiElement = this.uiElementCollection[index]; if (GadgetBar.GetOverflowMode(uiElement) == OverflowMode.AsNeeded) { // This element will no longer appear on the main panel. This will remove both the visual and the logical relationship. If the logical // relationship isn't broken then this item can't be added to the overflow panel as an item can have only one logical parent at a time. If // the proper logical relation isn't made then the containers and the contents won't pick up the proper styles. This is particularly // important for menu items as top level items behave differently than sub-menu items. this.uiElementCollection.Remove(uiElement); Object item = this.itemContainerGenerator.ItemFromContainer(uiElement); this.gadgetBar.PanelItems.Remove(item); // This will provide the housekeeping with the ItemsContainerGenerator by removing containers that aren't needed for this panel. Int32 containerIndex = this.itemContainerGenerator.IndexFromContainer(uiElement); GeneratorPosition generatorPosition = iItemContainerGenerator.GeneratorPositionFromIndex(containerIndex); iItemContainerGenerator.Remove(generatorPosition, 1); // Insert the item into the overflow panel in the same relative order that the item had in the origian Items list of the host. Int32 newItemIndex = itemTable[item]; for (Int32 oldItemIndex = 0; oldItemIndex <= nearOverflowIndex; oldItemIndex++) { if (oldItemIndex == nearOverflowIndex) { this.gadgetBar.OverflowItems.Insert(nearOverflowIndex, item); } else if (newItemIndex < itemTable[this.gadgetBar.OverflowItems[oldItemIndex]]) { this.gadgetBar.OverflowItems.Insert(oldItemIndex, item); break; } } // These act as cursors when ordering the items in the overflow panel. nearOverflowIndex++; farOverflowIndex++; nearPanelIndex--; // Adjust the available space by the size of the item that was just removed to the overflow panel. allocatedLength -= uiElement.DesiredSize.Width; // Adding items to the overflow panel can change its role in the GadgetBar. Each time through this iteration the overflow item needs to be // re-measured to account for any changes. Failure to re-measure the overflow item can lead to a infinite loop of measuring the panel. allocatedLength -= overflowItem.DesiredSize.Width; overflowItem.Measure(infiniteSize); allocatedLength += overflowItem.DesiredSize.Width; } // Consider the next container in the list of near-aligned items. index--; } // If there is still not enough room in the visible panel the far-aligned items will be moved to the overflow panel. index = nearPanelIndex + 1; while (allocatedLength > availableLength && index < this.uiElementCollection.Count) { // This will move the next element in the panel into the overflow panel as needed. Note that the overflow button is never moved into the // overflow panel and that only the near items are considered during the first pass. UIElement uiElement = this.uiElementCollection[index]; if (GadgetBar.GetOverflowMode(uiElement) == OverflowMode.AsNeeded) { // This element will no longer appear on the main panel. This will remove both the visual and the logical relationship. If the logical // relationship isn't broken then this item can't be added to the overflow panel as an item can have only one logical parent at a time. If // the proper logical relation isn't made then the containers and the contents won't pick up the proper styles. This is particularly // important for menu items as top level items behave differently than sub-menu items. this.uiElementCollection.Remove(uiElement); Object item = this.itemContainerGenerator.ItemFromContainer(uiElement); this.gadgetBar.PanelItems.Remove(item); // This will provide the housekeeping with the ItemsContainerGenerator by removing containers that aren't needed for this panel. Int32 containerIndex = this.itemContainerGenerator.IndexFromContainer(uiElement); GeneratorPosition generatorPosition = iItemContainerGenerator.GeneratorPositionFromIndex(containerIndex); iItemContainerGenerator.Remove(generatorPosition, 1); // A seperator is created when far-aligned items occupy the same overflow panel as near-aligned items. if (nearOverflowIndex != 0 && !hasSeparator) { hasSeparator = true; this.gadgetBar.OverflowItems.Insert(nearOverflowIndex, new Separator()); farOverflowIndex++; } // Insert the item into the overflow panel in the same relative order that the item had in the origian Items list of the host. Note that // the position of the seperator will change the starting point for examining the far-aligned items for the proper order. Int32 newItemIndex = itemTable[item]; Int32 startingPoint = hasSeparator ? nearOverflowIndex + 1 : nearOverflowIndex; for (Int32 oldItemIndex = startingPoint; oldItemIndex <= farOverflowIndex; oldItemIndex++) { if (oldItemIndex == farOverflowIndex) { this.gadgetBar.OverflowItems.Insert(farOverflowIndex, item); } else if (newItemIndex < itemTable[this.gadgetBar.OverflowItems[oldItemIndex]]) { this.gadgetBar.OverflowItems.Insert(oldItemIndex, item); break; } } // This act as cursors when ordering the items in the overflow panel. farOverflowIndex++; // Adjust the available space by the size of the item that was just removed to the overflow panel. allocatedLength -= uiElement.DesiredSize.Width; // Adding items to the overflow panel can change its role in the GadgetBar. Each time through this iteration the overflow item needs to be // re-measured to account for any changes. Failure to re-measure the overflow item can lead to a infinite loop of measuring the panel. allocatedLength -= overflowItem.DesiredSize.Width; overflowItem.Measure(infiniteSize); allocatedLength += overflowItem.DesiredSize.Width; } else { // Consider the next far-aligned item to see if it can be moved out of the visible panel. index++; } } } // This will advise any listeners that the items in the panel have changed. Since panels are not part of a standard template, this information is // normally inaccessible to a parent class except as events bubbled up through the visual tree hierarchy. Boolean isEqual = this.gadgetBar.PanelItems.Count == originalList.Count; for (Int32 index = 0; isEqual && index < this.gadgetBar.PanelItems.Count; index++) { isEqual = Object.Equals(this.gadgetBar.PanelItems[index], originalList[index]); } if (!isEqual) { this.RaiseEvent(new RoutedEventArgs(GadgetPanel.ItemsChangedEvent, this)); } // This is how much room is needed for the panel. Note that the maximum height (or width) of the tool panel is determined by all the items whether they // appear in the tool panel or the overflow panel. This one-size-fits-all approach keeps the panel from jumping around as items are added from or // removed to the overflow panel. return(new Size(allocatedLength, allocatedSize.Height)); }
/// <summary> /// Measures the child elements of a Teraque.BreadcrumbPanel prior to arranging them during the ArrangeOverride pass. /// </summary> /// <param name="availableSize">A maximum Size to not exceed.</param> /// <returns>A Size that represents the element size you want.</returns> protected override Size MeasureOverride(Size availableSize) { // This panel can provide no useful measurement or layout if it isn't an items host. if (!this.IsItemsHost) { return(availableSize); } // This is the collection that is associated with the user interface in this panel. Items that can fit in the panel or have been explicitly set to be // visible will be added to this collection. this.UIElementCollection.Clear(); // This is the only place where the decision about what items actually appear in the panel is made. An event associated with this control is invoked // when visible items are added or removed. Since the GadgetBar will go through several passes of adding and removing items before it determines what // fits and what doesn't, a simple ObservableList-type trigger wouldn't work because there'd be too many false signals. To provide the required // functionality, a copy of the list is made here before the measurement and will be used later to determine if the final set of items has changed. List <Object> originalList = new List <Object>(); foreach (Object item in this.GadgetBar.PanelItems) { originalList.Add(item); } // This observable list maintains the logical relationship with the parent menu. When items are added to or removed from this list a trigger in the // GadgetBar will add them to or remove them from the logical children of that control. this.GadgetBar.PanelItems.Clear(); // This observable list maintains the logical relationship with the overflow menu. These relationships must be managed manually. When an item is added // to the overflow panel it must be removed from the main panel. It must also be added at the exact same time or orphaned MenuItems will generate // messages about data binding failures. this.GadgetBar.OverflowItems.Clear(); // After each pass through the measuring the child controls the logical items will be shifted around. Some of them will be moved to the overflow panel // and some will remain in the main panel. This confuses the items container generator when it comes time to creating the containers. The original // logical relationship of the items is restored here in order to set things right for the ItemsContainerGenerator. ItemsControl itemsControl = this.GadgetBar as ItemsControl; foreach (Object item in itemsControl.Items) { this.GadgetBar.PanelItems.Add(item); } // The main panel must make a proper measurement of all the child controls to determine if there's enough space. If there isn't, then the items are // moved out of the main panel and into an overflow panel in a very well prescribed order. The trouble with this is that items don't move out of their // containers very well. They seem to be broken when another items container tries to use the same item. In this case, the items container for the // items in the main panel are broken when the overflow panel creates menu item containers for them. There seems to be no mechanism to repair a broken // container so they are regenerated here. Also, recycling doesn't appear to work. Once a container is broken, apparently it must be discarded so each // time through the measure override a new set of containers is generated. IItemContainerGenerator iItemContainerGenerator = this.ItemContainerGenerator as ItemContainerGenerator; iItemContainerGenerator.RemoveAll(); // The order of the items as they come out of the generator is used to determine their order in the overflow panel. This table is used to determine the // relative order of items as they are moved to the overflow panel. Dictionary <Object, Int32> itemTable = new Dictionary <object, int>(); // When items are moved out of the main panel and into the overflow panel they keep the same relative order. The algorithm to do this is a bit tricky // as the items are moved in several passes. The first pass takes the items that are marked to always appear in the overflow panel. The next pass // takes the items from the visible panel that are marked to be moved as needed. Int32 itemIndex = 0; Int32 overflowIndex = 0; Int32 panelIndex = 0; // This variable will capture the overflow menu item, if it exists as part of the members of the panel. The overflow menu item has special properties // in that an item that doesn't fit into the panel will be made children of this item. OverflowItem overflowItem = null; GadgetBar gadgetBar = VisualTreeExtensions.FindAncestor <GadgetBar>(this) as GadgetBar; System.ComponentModel.ICollectionView iCollectionView = System.Windows.Data.CollectionViewSource.GetDefaultView(gadgetBar.ItemsSource); iCollectionView.Refresh(); // This will generate a collection of containers from the items hosted by the parent. Note that these items are not associated with a user interface // yet. This collection will be split into items that appear on the panel and those available through the overflow control. The containers must be // created each time through the measure override because broken containers can't be repaired or recycled. When another container has usurped the // contained item, the original container is broken. This happens when an item is moved from the main panel to the overflow panel. using (iItemContainerGenerator.StartAt(new GeneratorPosition(-1, 0), GeneratorDirection.Forward)) { // This will generate a new container for each item and determin whether it belongs in the main panel or the overflow panel. UIElement uiElement; while ((uiElement = iItemContainerGenerator.GenerateNext() as UIElement) != null) { // This allows the host to make modifications to the container before it is displayed. For example, a GadgetBar would assign a style to the item // container based on the item type. iItemContainerGenerator.PrepareItemContainer(uiElement); // Overflow menu items have special meaning for the panel. Any item that doesn't fit into the panel will be added to this item. OverflowItem generatedOverflowItem = uiElement as OverflowItem; if (generatedOverflowItem != null) { overflowItem = generatedOverflowItem; continue; } // This constructs a mapping of the item to its ordinal and is used to determine the relative order of the overflow items as they are added to // the overflow panel in multiple passes. Object item = this.ItemContainerGenerator.ItemFromContainer(uiElement); itemTable.Add(item, itemIndex++); // The OverflowMode attached property can be use to force an item into the overflow panel. switch (GadgetBar.GetOverflowMode(uiElement)) { case OverflowMode.Always: // These items always appear in the overflow panel in the order they were added to the Items property of the GadgetBar. this.GadgetBar.PanelItems.Remove(item); // Conversely the item removed from the main panel is moved into the overflow panel. The same item can not be the logical child of two // windows at the same time. The observable lists will take care of removing the child from one parent and giving it to the other. this.GadgetBar.OverflowItems.Insert(overflowIndex, uiElement); overflowIndex++; // Remove the generated item if it has no place in the main panel. Int32 containerIndex = this.ItemContainerGenerator.IndexFromContainer(uiElement); GeneratorPosition generatorPosition = iItemContainerGenerator.GeneratorPositionFromIndex(containerIndex); iItemContainerGenerator.Remove(generatorPosition, 1); break; default: // These items include the ones that will move to the overflow panel if needed and the ones that never move. Note that the collection of // containers is not the same as the collection of items. The collection of items is a logical organization whereas the collection of // containers is visual. This pass is organizing the visual elements. Also note that the overflow button is always part of the // BreadcrumbBar and always appears as the first item. this.UIElementCollection.Insert(panelIndex, uiElement); panelIndex++; break; } } } // This will insert the overflow item when it has child items that can be displayed. The overflow item always appears at the left edge of the // BreadcrumbBar when it's visible. In the case where there is only one element at the root of the directory, the overflow item is hidden because // there is nothing to navigate to in this situation. if (overflowItem.Items.Count != 0) { this.UIElementCollection.Insert(0, overflowItem); } // This keeps track of how much space in the panel is occupied by the items as they are laid out. Size allocatedSize = new Size(); // This constraint is used to allow the controls to measure themselves out in the direction in which the panel is oriented. That is, if it has a // horizontal orientation then an infinite amount of space is given during the measurement process in this direction. It allows the controls the // calculate their theoretical size. If the item doesn't fit, it will be removed from the panel and its desired size will be recalculated inside the // overflow panel. If it does fit, then the desired size is the actual size it is given in the panel. Size infiniteSize = new Size(Double.PositiveInfinity, availableSize.Height); // This pass will measure everything that wants to appear in this panel. An infinite amount of room is given in the direction in which this panel is // oriented so the measurement operation won't be constrained. Another pass will actually determine if the items fit or not. foreach (UIElement uiElement in this.UIElementCollection) { uiElement.Measure(infiniteSize); allocatedSize = new Size(allocatedSize.Width + uiElement.DesiredSize.Width, Math.Max(allocatedSize.Height, uiElement.DesiredSize.Height)); } // This will attempt to make sure that everything can fit into the alloted space. If there isn't enough room and individual items are willing to be // placed into the overflow panel, then they are removed from this panel. This concept is very important because moving logical children from one // container to another breaks the container and it can't be repaired. That is why the items must be regenerated each time the panel is measured. The // items are moved in two passes: the items on the near side of the panel are removed before the items on the far side. Double availableLength = availableSize.Width; Double allocatedLength = allocatedSize.Width; if (allocatedLength > availableLength) { // The calculation of what items can appear in the overflow panel is accomplished in two passes. The first pass will look at the near-aligned items // and move them into the overflow panel starting from the farthest item to the item to the nearest until the items fit in the available space. Int32 index = 0; while (allocatedLength > availableLength && index >= 0 && index < this.UIElementCollection.Count) { // This element will be examined to see if it can be removed from the panel when there are too many elements to fit. UIElement uiElement = this.UIElementCollection[index]; // The overflow item is never considered for removal from the main panel. if (uiElement is OverflowItem) { index++; continue; } // This will move the next element in the panel into the overflow panel as needed. Note that the overflow button is never moved into the // overflow panel. if (GadgetBar.GetOverflowMode(uiElement) == OverflowMode.AsNeeded) { // This element will no longer appear on the main panel. This will remove both the visual and the logical relationship. If the logical // relationship isn't broken then this item can't be added to the overflow panel as an item can have only one logical parent at a time. If // the proper logical relation isn't made then the containers and the contents won't pick up the proper styles. This is particularly // important for menu items as top level items behave differently than sub-menu items. this.UIElementCollection.Remove(uiElement); Object item = this.ItemContainerGenerator.ItemFromContainer(uiElement); this.GadgetBar.PanelItems.Remove(item); // This will provide the housekeeping with the ItemsContainerGenerator by removing containers that aren't needed for this panel. Int32 containerIndex = this.ItemContainerGenerator.IndexFromContainer(uiElement); GeneratorPosition generatorPosition = iItemContainerGenerator.GeneratorPositionFromIndex(containerIndex); iItemContainerGenerator.Remove(generatorPosition, 1); // Insert the item into the overflow panel in the same order in which it appears in the panel. this.GadgetBar.OverflowItems.Insert(0, item); // These act as cursors when ordering the items in the overflow panel. overflowIndex++; panelIndex--; // Adjust the available space by the size of the item that was just removed to the overflow panel. allocatedLength -= uiElement.DesiredSize.Width; } else { // Consider the next container in the panel. index++; } } } // This will advise any listeners that the items in the panel have changed. Since panels are not part of a standard template, this information is // normally inaccessible to a parent class except as events bubbled up through the visual tree hierarchy. Boolean isEqual = this.GadgetBar.PanelItems.Count == originalList.Count; for (Int32 index = 0; isEqual && index < this.GadgetBar.PanelItems.Count; index++) { isEqual = Object.Equals(this.GadgetBar.PanelItems[index], originalList[index]); } if (!isEqual) { this.RaiseEvent(new RoutedEventArgs(GadgetPanel.ItemsChangedEvent, this)); } // This is how much room is needed for the panel. Note that the maximum height (or width) of the tool panel is determined by all the items whether they // appear in the tool panel or the overflow panel. This one-size-fits-all approach keeps the panel from jumping around as items are added from or // removed to the overflow panel. return(new Size(allocatedLength, allocatedSize.Height)); }