protected virtual void OnNodeActionsCreated(NodeActionsEventArgs e) { if (NodeActionsCreated != null) { NodeActionsCreated(this, e); } }
void BaseTree_NodeActionsCreated(object sender, NodeActionsEventArgs e) { if (sender is loadDictionary) { e.AllowedActions.Add(ContextMenuSeperator.Instance); e.AllowedActions.Add(DictionaryItemsExportAction.Instance); e.AllowedActions.Add(DictionaryItemsImportAction.Instance); } }
/// <summary> /// This method creates the AllowedActions IAction list for the tree's nodes. /// Inheritors can override this method to create their own Context menu. /// </summary> /// <param name="actions"></param> protected virtual void CreateAllowedActions(ref List <IAction> actions) { actions.Add(ActionDelete.Instance); //raise the event, allow developers to modify the collection var e = new NodeActionsEventArgs(false, actions); OnNodeActionsCreated(e); actions = e.AllowedActions; }
/// <summary> /// Initializes the class if it hasn't been done already /// </summary> protected void Initialize() { if (!m_isInitialized) { //VERY IMPORTANT! otherwise it will go infinite loop! m_isInitialized = true; CreateAllowedActions(); //first create the allowed actions //raise the event, allow developers to modify the collection var nodeActions = new NodeActionsEventArgs(false, m_allowedActions); OnNodeActionsCreated(nodeActions); m_allowedActions = nodeActions.AllowedActions; CreateRootNodeActions();//then create the root node actions var rootActions = new NodeActionsEventArgs(true, m_initActions); OnNodeActionsCreated(rootActions); m_initActions = rootActions.AllowedActions; CreateRootNode(); //finally, create the root node itself } }
protected virtual void OnNodeActionsCreated(NodeActionsEventArgs e) { if (NodeActionsCreated != null) NodeActionsCreated(this, e); }
/// <summary> /// This method creates the AllowedActions IAction list for the tree's nodes. /// Inheritors can override this method to create their own Context menu. /// </summary> /// <param name="actions"></param> protected virtual void CreateAllowedActions(ref List<IAction> actions) { actions.Add(ActionDelete.Instance); //raise the event, allow developers to modify the collection var e = new NodeActionsEventArgs(false, actions); OnNodeActionsCreated(e); actions = e.AllowedActions; }
/// <summary> /// Initializes the class if it hasn't been done already /// </summary> protected void Initialize() { if (!m_isInitialized) { //VERY IMPORTANT! otherwise it will go infinite loop! m_isInitialized = true; CreateAllowedActions(); //first create the allowed actions //raise the event, allow developers to modify the collection var nodeActions = new NodeActionsEventArgs(false, m_allowedActions); OnNodeActionsCreated(nodeActions); m_allowedActions = nodeActions.AllowedActions; CreateRootNodeActions();//then create the root node actions var rootActions = new NodeActionsEventArgs(true, m_initActions); OnNodeActionsCreated(rootActions); m_initActions = rootActions.AllowedActions; CreateRootNode(); //finally, create the root node itself } }
protected override void OnNodeActionsCreated(NodeActionsEventArgs e) { base.OnNodeActionsCreated(e); }
protected override void OnNodeActionsCreated(NodeActionsEventArgs e) { //e.AllowedActions.Clear(); base.OnNodeActionsCreated(e); }
protected override void OnNodeActionsCreated(NodeActionsEventArgs e) { if (e.IsRoot) { e.AllowedActions.Clear(); e.AllowedActions.Add(ActionRefresh.Instance); } base.OnNodeActionsCreated(e); }