In terms of the Model-View-Controller (MVC) paradigm, the component that is
used to display a graph (i.e., the "model") is a "view."
It is responsible for presenting the model to the user and also for propagating
events generated by the user to the proper controller classes that handle user
interaction.
In yFiles WPF, this view is provided by the graph control, an instance of type
GraphControl
.
Class GraphControl
is a WPF
control that presents a graph model to the user.
It is a direct descendant of class CanvasControl, which provides generic
support for displaying arbitrary graphical objects
(see description below).
The graph control is also often simply referred to as the "canvas."
Example 2.29, “Abbreviated XAML for GraphControl setup” shows an abbreviated XAML definition which includes the single line that effectively embeds the GraphControl into a WPF application's window.
Example 2.29. Abbreviated XAML for GraphControl setup
<Window x:Class="Demo.yFiles.IO.GraphML.Simple.SimpleGraphMLDemo"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:y="http://www.yworks.com/xml/yfiles-wpf/2.0/xaml"
Title="Demo.yFiles.IO.GraphML.Simple" ... >
<Window.CommandBindings>...</Window.CommandBindings>
<DockPanel>
...
<Grid>
...
<!-- Embed the GraphControl into the application's window. -->
<y:GraphControl Width="Auto" Name="graphControl"
Grid.Column="0" Grid.Row="0"/>
</Grid>
</DockPanel>
</Window>
Figure 2.27, “GraphControl interrelations” depicts the GraphControl interrelations with yFiles WPF types.
The graph model is an implementation of interface
IGraph
, which is the central
graph structure type.
It represents the "model" in MVC terminology and is registered with the graph
control via the Graph
property.
// 'gc' is of type yWorks.yFiles.UI.GraphControl. // Set a new graph with this GraphControl. gc.Graph = new DefaultGraph(); // Adjust the Selection property appropriately to reflect the new graph model. gc.Selection = new GraphSelection(gc.Graph);
Similar to its base type, GraphControl does not provide any means for handling user interaction. In order to add support for user interaction, "controllers" can be conveniently registered with a GraphControl instance.
In yFiles WPF, a controller is a so-called input mode, an implementation of
interface IInputMode
.
The InputModes
property can be used to register input modes.
The most comprehensive controller type that provides support for handling user interaction is class GraphEditorInputMode, it is a perfect match for the graph control. GraphEditorInputMode is described in the section called “User Interaction”.
// 'gc' is of type yWorks.yFiles.UI.GraphControl. // Add a GraphEditorInputMode to this control to handle user interaction. gc.InputModes.Add(new GraphEditorInputMode());
Class GraphControl offers all the functionality exposed by CanvasControl, including, e.g.:
Additionally, it makes available comfortable graph model-specific functionality:
Tutorial demo application GraphViewerWindow shows how to use class GraphControl to display the visual representation of a graph structure. Using the GraphControl along with a GraphEditorInputMode that handles user interaction is presented in SimpleEditorWindow and also in GraphEditorWindow.
GraphControl supports a number of predefined WPF commands out of the box. Table 2.16, “Support for predefined WPF commands by class GraphControl” lists the commands supported by class GraphControl.
Table 2.16, “Support for predefined WPF commands by class GraphControl” lists the commands supported by class GraphControl.
The GraphControl prepares a set of canvas objects groups beneath the
Root
group in the scene
graph that are designed to hold distinct sets of canvas objects:
Figure 2.28, “Canvas object groups prepared by the GraphControl” depicts the initial order of these groups in the scene graph. The background group is the first child of the Root group, the input mode group is the last child. Consequently, any temporary decorations installed by input modes will be rendered frontmost while background graphics will be rendered behind all other canvas content.
The tutorial demo application ImageExportWindow shows how to use the BackgroundGroup to install background graphics.
Class GraphControl provides convenient application-level functionality including clipboard and Undo/Redo support, which, in particular, is accessible via WPF command bindings, too. Printing the content of the canvas and exporting it to a variety of graphics file formats is supported as well. Also, the graph model can be read from and written to the GraphML graph structure exchange file format easily.
Note that the support for printing and exporting the content of the canvas is already provided in the context of class CanvasControl. (See the description in CanvasControl's Application-level Features.) The following GraphControl file I/O methods can be used to read and write a graph from/to GraphML file format:
void ImportFromGraphML(string fileName) |
|
| Description | Overloaded method for reading in the graph model from GraphML. |
void ExportToGraphML(string fileName) |
|
| Description | Overloaded method for writing out the graph model to GraphML. |
By means of a GraphClipboard
instance that is associated with a GraphControl, default clipboard support
covering Cut, Copy, and Paste actions is provided.
For further control, this instance can be obtained via the
Clipboard
property.
Using the clipboard is shown in the tutorial demo application GraphClipboardWindow.
The following methods are conveniently accessible via WPF command bindings for application commands, too.
void Cut(IGraph sourceGraph, Predicate<IModelItem> filter) |
|
| Description | Clipboard-related (overloaded) methods. |
Class GraphControl offers convenient access to the Undo/Redo functionality provided
by the UndoEngine
that is bound to the
graph.
Listed below are the methods that can be used.
Using the graph's Undo/Redo support through the convenience methods provided by the graph control is demonstrated in tutorial demo application GraphUndoWindow.
The Undo and Redo methods are conveniently accessible via WPF command bindings for application commands, too.
UndoEngine GetUndoEngine() |
|
| Description | Obtaining the UndoEngine instance bound to the graph. |
bool CanUndo() |
|
Class CanvasControl
is a full-fledged
WPF control that can be used to render arbitrary graphical objects in an
efficient manner.
It provides a versatile supporting infrastructure that allows to conveniently
create a model consisting of such objects and modify it freely.
CanvasControl also supports high-performance panning and zooming of graphical
content.
CanvasControl is a "view" in MVC terminology, and as such displays a "model." It does not provide any means for handling user interaction. In order to add support for user interaction, "controllers" can be conveniently registered with a CanvasControl instance.
In yFiles WPF, a controller is a so-called input mode, an implementation of
interface IInputMode
.
To install an input mode, CanvasControl's
InputModes
property can
be used as shown in Example 2.30, “Installing multiple input modes”.
The controller types that provide support for handling user interaction are described in the section called “User Interaction”.
Example 2.30. Installing multiple input modes
// 'canvasControl' is of type yWorks.Canvas.CanvasControl. // Concurrently installs two input modes with the canvas. canvasControl.InputModes.Add(new ContextMenuInputMode()); canvasControl.InputModes.Add(new MyInputMode());
Out-of-the-box, class CanvasControl already supports a wide variety of useful features that can be conveniently enabled/disabled and customized. Included is, for example:
CanvasControl supports a number of predefined WPF commands out of the box. Table 2.17, “Support for predefined WPF commands by class CanvasControl” lists the commands supported by class CanvasControl.
Table 2.17, “Support for predefined WPF commands by class CanvasControl” lists the commands supported by class CanvasControl.
Table 2.17. Support for predefined WPF commands by class CanvasControl
| Command Type | Commands |
|---|---|
| Application commands | Printing support via Print and PrintPreview |
| Component commands | ScrollPageUp, ScrollPageDown, ScrollPageLeft, ScrollPageRight |
| Navigation commands | IncreaseZoom, DecreaseZoom |
In addition, it makes available further commands that can be used for command binding, too. Table 2.18, “CanvasControl commands” lists the commands provided by class CanvasControl. Note that all commands are of type RoutedUICommand.
Table 2.18. CanvasControl commands
| Command Name | Description |
|---|---|
| FitContentCommand | Adjusts the viewport so that the entire content rectangle is visible. |
Example 2.31, “Command binding in XAML” shows the XAML definition for a command binding that connects a menu item to the fit content command provided by CanvasControl.
There are different coordinate spaces used for the model itself and for its presentation in the canvas, the so-called "world coordinates" and the view coordinates.
The common thing to both world and view coordinate space is the way coordinates increase with each direction. Coordinates on computer screens most commonly increase from left to right and from top to bottom. Note that this is diametrical to the normal Cartesian coordinate system known from school where coordinates increase from left to right and from bottom to top.
The view coordinates always start with (0,0) for the upper left corner and increase to the right and to the bottom. The coordinates of the lower right corner accordingly equals to (view_width-1, view_height-1), i.e., the view coordinates directly reflect the viewport's size. (Note that the canvas is also referred to as "the viewport" here. This term is most notably used whenever the dimensions of the canvas are of particular importance or the clipping is discussed, i.e., the visible part of the model.)
The world coordinates, in contrast, are those valid in the model, i.e., they denote the proper locations that are set for a node's upper-left corner or the control points of an edge.
One characteristic of world coordinates is that they can have negative values, while view coordinates are always positive.
The mapping from one coordinate space to the other happens automatically and is
achieved using the notion of the so-called "view point" and scaling.
The view point determines the world coordinates that get directly mapped to the
upper-left corner of the viewport, i.e., it defines where the view's origin
lies in the world coordinates's two-dimensional space.
The ViewPoint
property
can be used to control the view point.
An additional scaling factor that can be applied to the world coordinates
determines the zoom level with which the canvas scales the model's
presentation.
To control the zoom level, CanvasControl provides the
Zoom
property.
These methods can be used when explicit coordinate conversion is required:
PointD ToViewCoordinates(PointD worldPoint) |
|
| Description | Coordinate conversion method from world to view coordinates... |
PointD ToWorldCoordinates(PointD viewPoint) |
|
| Description | ...and vice-versa. |
Example 2.32, “Coordinate conversion in detail” presents the instructions for coordinate conversion in detail.
The intention of the content rectangle is to specify an "area of interest"
within the world coordinate space.
This area can then be used by the canvas to determine the actual part of the
model to be displayed in response to a call to
FitContent
, most
notably.
The content rectangle can be conveniently specified and modified using the following
methods.
Note that CanvasControl also provides the
ContentRect
property to
control the content rectangle.
void GrowContentRect(RectD boundsToInclude) |
|
| Description | Content rectangle-related methods. |
The actual clipping of the world coordinate space that is displayed in the canvas
can furthermore be modified using the following methods.
CanvasControl also provides the
Zoom
property to
control the scaling factor used by the canvas.
Additionally, the
Viewport
property can
be used to obtain the dimensions of the currently visible part of the model.
void FitContent() |
|
| Description | Methods that affect the viewport. |
Note that the FitContent method is supported as a routed command, too. Additionally, commands to increase, respectively decrease the zoom factor are accessible via WPF command bindings for navigation commands.
To test whether a canvas object lies at a given coordinate, or to collect all canvas objects at a given coordinate, CanvasControl provides the methods listed below.
Note that hit-testing relies on the availability of an IHitTestable implementation for a canvas object. Normally, such an implementation is returned by a canvas object's descriptor. "Simple" canvas objects, i.e., implementations of interface IVisualCreator, however, do not provide a descriptor and hence do not support hit-testing.
bool IsHit(ICanvasObject canvasObject, PointD point) |
|
| Description | Method for hit-testing a given element in the canvas. |
ICanvasObject GetCanvasObject(PointD location) |
|
| Description | Methods for collecting hit elements. |
IEnumerator<ICanvasObject> EnumerateHits(PointD location) |
|
| Description | Methods for enumerating hit elements. |
The HitTestRadius
property of class CanvasControl can be used to control the hit-testing
sensitivity that is used when mouse click events are processed.
Note that the value for this property is given in view coordinates rather than
world coordinates, which enables precise testing behavior especially with small
zoom levels.
To trigger redraw operations in the canvas, class CanvasControl provides:
void Invalidate() |
|
| Description | Method for invalidating the entire canvas. |
Additionally, elements in the canvas can be marked in need of a redraw using:
void Invalidate(ICanvasObject canvasObject) |
|
| Description | Method from ICanvasObject for invalidation of a given element in the canvas. |
Class CanvasControl provides convenient application-level functionality for printing the content of the canvas, or for exporting it to a variety of graphics file formats. The printing methods enable both instant printing to a system's default printer as well as using the full-blown printing user interface:
void Print() |
|
| Description | Canvas content printing methods. |
Note that the Print and additionally the PrintPreview command are also accessible via WPF command bindings for application commands.
Using further printing options, like scaling or poster printing, is described in the section called “Scaling and Poster Printing”.
The following methods support the export of the canvas's content to a graphics file format. The available graphics file formats are discussed in the section called “Exporting the Canvas's Content”.
void ExportToBitmap(string file, string format) |
|
| Description | Overloaded method for exporting the canvas content to bitmap-based graphics file formats. |
void ExportToXps(string xpsFile) |
|
| Description | Overloaded method for exporting the canvas content to vector-based graphics file format XPS. |
Central to the services that CanvasControl provides is the so-called "scene graph," the supporting infrastructure that holds the model of graphical objects.
The scene graph is a data structure maintained by a CanvasControl object. It is used to hold "canvas objects," elements that provide the logic for rendering graphical objects in the canvas, and also to determine the actual rendering order of these objects.
The scene graph is very similar to the Visual Tree used by the Windows Presentation Foundation.
The scene graph most often is a tree-like structure that consists of inner
nodes and leaf nodes.
The leaf nodes are always actual canvas objects, which are implementations of
interface ICanvasObject
.
The inner nodes are so-called groups that can be used to partition the set of
canvas objects in any suitable manner.
Groups are implementations of interface
ICanvasObjectGroup
.
A scene graph has at least one group, the root group, which cannot be removed.
It is accessible via the
Root
property.
An ICanvasObject bundles a custom so-called user object and an
ICanvasObjectDescriptor
.
The intention of the former is to hold any data specific to a given graphical
object, like, e.g. its size and its location in the canvas.
The latter is used by the CanvasControl to obtain the actual logic related to
all rendering and interaction aspects for the corresponding canvas object.
CanvasControl also supports "simple" canvas objects that provide the rendering
logic themselves and can do without an explicit descriptor.
These canvas objects consist of an
IVisualCreator
implementation.
The CanvasControl methods listed below can be used to add canvas objects to the
scene graph.
To remove a canvas object from the scene graph, the
Remove
method can be
used.
The order in which canvas objects are added to a group (or the root group, when no explicit group is specified) directly influences their rendering order: canvas objects that are added later are rendered in front of those added earlier.
ICanvasObject Add(Object userObject, ICanvasObjectDescriptor descriptor) |
|
| Description | Overloaded method for adding canvas objects which consist of user object and descriptor. |
ICanvasObject Add(IPaintable paintable) |
|
| Description | Overloaded method for adding IPaintable implementations (simple canvas objects). |
To add further groups to the scene graph, the CanvasControl methods listed below
can be used.
To remove a group from the scene graph, the
Remove
method can be
used.
The order in which groups are added to another group (or the root group, when no explicit group is specified) directly influences the rendering order: the content of groups that are added later is rendered in front of the content of those added earlier.
ICanvasObjectGroup AddGroup() |
|
| Description | Method for adding to the root group of the scene graph. |
ICanvasObjectGroup AddGroupToGroup(ICanvasObjectGroup group) |
|
| Description | Method for adding to another group of the scene graph. |
The scene graph is also used to determine the rendering order of graphical objects. To this end, it is traversed in depth-first manner when a redraw is requested. The rendering of canvas objects is done in the order they are traversed, i.e., objects that are traversed later are drawn in front of earlier traversed ones.
Initially, the rendering order can be determined by the order in which canvas objects are added to a group and the order in which groups are added to another group. Once groups and canvas objects are in the scene graph, the following methods can be used to change the rendering order easily:
ICanvasObject ToFront() |
|
| Description | Methods from ICanvasObject for changing a canvas object's "position" within the group it resides in. |
ICanvasObject After(ICanvasObject reference) |
|
| Description | Methods from ICanvasObject for changing the rendering order of canvas objects. When 'reference' is in another group, the canvas object is moved there. |
Class GraphOverviewControl
is a
WPF control that presents an overview of the graph model to the user, that
always shows the graph model in its entirety.
Typically, it has a GraphControl instance associated and displays the same
graph as this instance.
The GraphControl instance can be either set at creation time or via the
GraphControl
property.
Superposed on the presentation of the overview is a visual feedback for the current clipping area of the associated GraphControl instance. This superposed rectangle can be moved using the mouse, thereby moving the clipping area accordingly. GraphOverviewControl also supports mouse wheel zooming and propagates the new zoom to the GraphControl instance it has associated.
To reduce drawing complexity, GraphOverviewControl does not display the graph in the same manner as the associated GraphControl instance. Instead, the graph is displayed with less details: labels are omitted, there are no arrows at the ends of edges and nodes are always drawn as rectangles.
The tutorial demo applications SimpleEditorWindow and GraphEditorWindow demonstrate how a GraphOverviewControl can be instantiated.
|
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