//********************************************************* // // Copyright (c) Microsoft. All rights reserved. // THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY // IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR // PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT. // //********************************************************* // // MainPage.xaml.cpp // Implementation of the MainPage.xaml class. // #include "pch.h" #include "MainPage.xaml.h" #include "App.xaml.h" #include using namespace Windows::UI::Xaml; using namespace Windows::UI::Xaml::Controls; using namespace Windows::Foundation; using namespace Windows::Foundation::Collections; using namespace Platform; using namespace SDKSample; using namespace Windows::UI::Xaml::Navigation; using namespace Windows::UI::Xaml::Interop; using namespace Windows::Graphics::Display; using namespace Windows::UI::ViewManagement; MainPage^ MainPage::Current = nullptr; MainPage::MainPage() { InitializeComponent(); // This frame is hidden, meaning it is never shown. It is simply used to load // each scenario page and then pluck out the input and output sections and // place them into the UserControls on the main page. HiddenFrame = ref new Windows::UI::Xaml::Controls::Frame(); HiddenFrame->Visibility = Windows::UI::Xaml::Visibility::Collapsed; ContentRoot->Children->Append(HiddenFrame); FeatureName->Text = FEATURE_NAME; this->SizeChanged += ref new SizeChangedEventHandler(this, &MainPage::MainPage_SizeChanged); Scenarios->SelectionChanged += ref new SelectionChangedEventHandler(this, &MainPage::Scenarios_SelectionChanged); MainPage::Current = this; autoSizeInputSectionWhenSnapped = true; } /// /// We need to handle SizeChanged so that we can make the sample layout property /// in the various layouts. /// /// /// void MainPage::MainPage_SizeChanged(Object^ sender, SizeChangedEventArgs^ e) { InvalidateSize(); MainPageSizeChangedEventArgs^ args = ref new MainPageSizeChangedEventArgs(); args->ViewState = ApplicationView::Value; MainPageResized(this, args); } void MainPage::InvalidateSize() { // Get the window width double windowWidth = this->ActualWidth; if (windowWidth != 0.0) { // Get the width of the ListBox. double listBoxWidth = Scenarios->ActualWidth; // Is the ListBox using any margins that we need to consider? double listBoxMarginLeft = Scenarios->Margin.Left; double listBoxMarginRight = Scenarios->Margin.Right; // Figure out how much room is left after considering the list box width double availableWidth = windowWidth - listBoxWidth; // Is the top most child using margins? double layoutRootMarginLeft = ContentRoot->Margin.Left; double layoutRootMarginRight = ContentRoot->Margin.Right; // We have different widths to use depending on the view state if (ApplicationView::Value != ApplicationViewState::Snapped) { // Make us as big as the the left over space, factoring in the ListBox width, the ListBox margins. // and the LayoutRoot's margins InputSection->Width = ((availableWidth) - (layoutRootMarginLeft + layoutRootMarginRight + listBoxMarginLeft + listBoxMarginRight)); } else { // Make us as big as the left over space, factoring in just the LayoutRoot's margins. if (autoSizeInputSectionWhenSnapped) { InputSection->Width = (windowWidth - (layoutRootMarginLeft + layoutRootMarginRight)); } } } InvalidateViewState(); } void MainPage::InvalidateViewState() { // Are we going to snapped mode? if (ApplicationView::Value == ApplicationViewState::Snapped) { Grid::SetRow(DescriptionText, 3); Grid::SetColumn(DescriptionText, 0); Grid::SetRow(InputSection, 4); Grid::SetColumn(InputSection, 0); Grid::SetRow(FooterPanel, 2); Grid::SetColumn(FooterPanel, 0); } else { Grid::SetRow(DescriptionText, 1); Grid::SetColumn(DescriptionText, 1); Grid::SetRow(InputSection, 2); Grid::SetColumn(InputSection, 1); Grid::SetRow(FooterPanel, 1); Grid::SetColumn(FooterPanel, 1); } // Since we don't load the scenario page in the traditional manner (we just pluck out the // input and output sections from the page) we need to ensure that any VSM code used // by the scenario's input and output sections is fired. VisualStateManager::GoToState(InputSection, "Input" + LayoutAwarePage::DetermineVisualState(ApplicationView::Value), false); VisualStateManager::GoToState(OutputSection, "Output" + LayoutAwarePage::DetermineVisualState(ApplicationView::Value), false); } void MainPage::PopulateScenarios() { ScenarioList = ref new Platform::Collections::Vector(); // Populate the ListBox with the list of scenarios as defined in Constants.cpp. for (unsigned int i = 0; i < scenarios->Length; ++i) { Scenario s = scenarios[i]; ListBoxItem^ item = ref new ListBoxItem(); item->Name = s.ClassName; item->Content = (i + 1).ToString() + ") " + s.Title; ScenarioList->Append(item); } // Bind the ListBox to the scenario list. Scenarios->ItemsSource = ScenarioList; Scenarios->ScrollIntoView(Scenarios->SelectedItem); } /// /// This method is responsible for loading the individual input and output sections for each scenario. This /// is based on navigating a hidden Frame to the ScenarioX.xaml page and then extracting out the input /// and output sections into the respective UserControl on the main page. /// /// void MainPage::LoadScenario(String^ scenarioName) { autoSizeInputSectionWhenSnapped = true; // Load the ScenarioX.xaml file into the Frame. TypeName scenarioType = {scenarioName, TypeKind::Custom}; HiddenFrame->Navigate(scenarioType, this); // Get the top element, the Page, so we can look up the elements // that represent the input and output sections of the ScenarioX file. Page^ hiddenPage = safe_cast(HiddenFrame->Content); // Get each element. UIElement^ input = safe_cast(hiddenPage->FindName("Input")); UIElement^ output = safe_cast(hiddenPage->FindName("Output")); if (input == nullptr) { // Malformed input section. NotifyUser("Cannot load scenario input section for " + scenarioName + " Make sure root of input section markup has x:Name of 'Input'", NotifyType::ErrorMessage); return; } if (output == nullptr) { // Malformed output section. NotifyUser("Cannot load scenario output section for " + scenarioName + " Make sure root of output section markup has x:Name of 'Output'", NotifyType::ErrorMessage); return; } // Find the LayoutRoot which parents the input and output sections in the main page. Panel^ panel = safe_cast(hiddenPage->FindName("LayoutRoot")); if (panel != nullptr) { unsigned int index = 0; UIElementCollection^ collection = panel->Children; // Get rid of the content that is currently in the intput and output sections. collection->IndexOf(input, &index); collection->RemoveAt(index); collection->IndexOf(output, &index); collection->RemoveAt(index); // Populate the input and output sections with the newly loaded content. InputSection->Content = input; OutputSection->Content = output; ScenarioLoaded(this, nullptr); } else { // Malformed Scenario file. NotifyUser("Cannot load scenario: " + scenarioName + ". Make sure root tag in the '" + scenarioName + "' file has an x:Name of 'LayoutRoot'", NotifyType::ErrorMessage); } } void MainPage::Scenarios_SelectionChanged(Object^ sender, SelectionChangedEventArgs^ e) { if (Scenarios->SelectedItem != nullptr) { NotifyUser("", NotifyType::StatusMessage); LoadScenario((safe_cast(Scenarios->SelectedItem))->Name); InvalidateSize(); } } void MainPage::NotifyUser(String^ strMessage, NotifyType type) { switch (type) { case NotifyType::StatusMessage: // Use the status message style. StatusBlock->Style = safe_cast(this->Resources->Lookup("StatusStyle")); break; case NotifyType::ErrorMessage: // Use the error message style. StatusBlock->Style = safe_cast(this->Resources->Lookup("ErrorStyle")); break; default: break; } StatusBlock->Text = strMessage; // Collapsed the StatusBlock if it has no text to conserve real estate. if (StatusBlock->Text != "") { StatusBlock->Visibility = Windows::UI::Xaml::Visibility::Visible; } else { StatusBlock->Visibility = Windows::UI::Xaml::Visibility::Collapsed; } } void MainPage::Footer_Click(Object^ sender, RoutedEventArgs^ e) { auto uri = ref new Uri((String^)((HyperlinkButton^)sender)->Tag); Windows::System::Launcher::LaunchUriAsync(uri); } /// /// Populates the page with content passed during navigation. Any saved state is also /// provided when recreating a page from a prior session. /// /// The parameter value passed to /// when this page was initially requested. /// /// A map of state preserved by this page during an earlier /// session. This will be null the first time a page is visited. void MainPage::LoadState(Object^ navigationParameter, IMap^ pageState) { (void) navigationParameter; // Unused parameter PopulateScenarios(); // Starting scenario is the first or based upon a previous state. ListBoxItem^ startingScenario = nullptr; int startingScenarioIndex = -1; if (pageState != nullptr && pageState->HasKey("SelectedScenarioIndex")) { startingScenarioIndex = safe_cast(pageState->Lookup("SelectedScenarioIndex")); } Scenarios->SelectedIndex = startingScenarioIndex != -1 ? startingScenarioIndex : 0; InvalidateViewState(); } /// /// Preserves state associated with this page in case the application is suspended or the /// page is discarded from the navigation cache. Values must conform to the serialization /// requirements of . /// /// An empty map to be populated with serializable state. void MainPage::SaveState(IMap^ pageState) { int selectedListBoxItemIndex = Scenarios->SelectedIndex; pageState->Insert("SelectedScenarioIndex", selectedListBoxItemIndex); }