Inheritance: SIL.FieldWorks.Common.Framework.DetailControls.VectorReferenceLauncher
Exemplo n.º 1
0
        /// <summary>
        /// Override method to add suitable control.
        /// </summary>
        public override void FinishInit()
        {
            CheckDisposed();
            Debug.Assert(m_cache != null);
            Debug.Assert(m_configurationNode != null);

            base.FinishInit();
            RevEntrySensesCollectionReferenceLauncher launcher =
                new RevEntrySensesCollectionReferenceLauncher();
            string className = m_cache.MetaDataCacheAccessor.GetClassName((uint)m_obj.ClassID);

            m_fieldName = XmlUtils.GetManditoryAttributeValue(m_configurationNode, "field");
            m_flid      = AutoDataTreeMenuHandler.ContextMenuHelper.GetFlid(m_cache.MetaDataCacheAccessor,
                                                                            className, m_fieldName);
            launcher.Initialize(m_cache, m_obj, m_flid, m_fieldName,
                                null, Mediator,
                                DisplayNameProperty,
                                BestWsName); // TODO: Get better default 'best ws'.
            // We don't want to be visible until later, since otherwise we get a temporary
            // display in the wrong place with the wrong size that serves only to annoy the
            // user.  See LT-1518 "The drawing of the DataTree for Lexicon/Advanced Edit draws
            // some initial invalid controls."  Becoming visible when we set the width and
            // height seems to delay things enough to avoid this visual clutter.
            launcher.Visible          = false;
            Control                   = launcher;
            launcher.ViewSizeChanged += new FwViewSizeChangedEventHandler(this.OnViewSizeChanged);
            VectorReferenceView view = (VectorReferenceView)launcher.MainControl;

            view.ViewSizeChanged += new FwViewSizeChangedEventHandler(this.OnViewSizeChanged);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Executes in two distinct scenarios.
        ///
        /// 1. If disposing is true, the method has been called directly
        /// or indirectly by a user's code via the Dispose method.
        /// Both managed and unmanaged resources can be disposed.
        ///
        /// 2. If disposing is false, the method has been called by the
        /// runtime from inside the finalizer and you should not reference (access)
        /// other managed objects, as they already have been garbage collected.
        /// Only unmanaged resources can be disposed.
        /// </summary>
        /// <param name="disposing"></param>
        /// <remarks>
        /// If any exceptions are thrown, that is fine.
        /// If the method is being done in a finalizer, it will be ignored.
        /// If it is thrown by client code calling Dispose,
        /// it needs to be handled by fixing the bug.
        ///
        /// If subclasses override this method, they should call the base implementation.
        /// </remarks>
        protected override void Dispose(bool disposing)
        {
            //Debug.WriteLineIf(!disposing, "****************** " + GetType().Name + " 'disposing' is false. ******************");
            // Must not be run more than once.
            if (IsDisposed)
            {
                return;
            }

            if (disposing)
            {
                // Dispose managed resources here.
                RevEntrySensesCollectionReferenceLauncher launcher = Control as RevEntrySensesCollectionReferenceLauncher;
                launcher.ViewSizeChanged -= new FwViewSizeChangedEventHandler(this.OnViewSizeChanged);
                VectorReferenceView view = (VectorReferenceView)launcher.MainControl;
                view.ViewSizeChanged -= new FwViewSizeChangedEventHandler(this.OnViewSizeChanged);
            }

            // Dispose unmanaged resources here, whether disposing is true or false.

            base.Dispose(disposing);
        }
		/// <summary>
		/// Override method to add suitable control.
		/// </summary>
		public override void FinishInit()
		{
			CheckDisposed();
			Debug.Assert(m_cache != null);
			Debug.Assert(m_configurationNode != null);

			base.FinishInit();
			RevEntrySensesCollectionReferenceLauncher launcher =
				new RevEntrySensesCollectionReferenceLauncher();
			string className = m_cache.MetaDataCacheAccessor.GetClassName((uint)m_obj.ClassID);
			m_fieldName = XmlUtils.GetManditoryAttributeValue(m_configurationNode, "field");
			m_flid = AutoDataTreeMenuHandler.ContextMenuHelper.GetFlid(m_cache.MetaDataCacheAccessor,
				className, m_fieldName);
			launcher.Initialize(m_cache, m_obj, m_flid, m_fieldName,
				null, Mediator,
				DisplayNameProperty,
				BestWsName); // TODO: Get better default 'best ws'.
			// We don't want to be visible until later, since otherwise we get a temporary
			// display in the wrong place with the wrong size that serves only to annoy the
			// user.  See LT-1518 "The drawing of the DataTree for Lexicon/Advanced Edit draws
			// some initial invalid controls."  Becoming visible when we set the width and
			// height seems to delay things enough to avoid this visual clutter.
			launcher.Visible = false;
			Control = launcher;
			launcher.ViewSizeChanged += new FwViewSizeChangedEventHandler(this.OnViewSizeChanged);
			VectorReferenceView view = (VectorReferenceView)launcher.MainControl;
			view.ViewSizeChanged += new FwViewSizeChangedEventHandler(this.OnViewSizeChanged);
		}