I have overridden the default DrawNode (OwnerDrawText mode) to allow me to
draw an extra icon at the front of the text block, while still using the
built-in icon list for another icon. The problem I am having is that when a
node is selected it snips the text to the length of the text minus the
length of the extra icon.
Is there a way to redefine the selection box size for each node?
The DrawNode code is as follows :
private void tvParts_DrawNod e(object sender, DrawTreeNodeEve ntArgs e)
{
Brush fontbrush;
Icon ic;
Font font;
if (ilItemTypeIcon s.Images.Contai nsKey((e.Node as
itemTreeNode).i temtype_name))
ic = Icon.FromHandle (((Bitmap)ilIte mTypeIcons.Imag es[(e.Node as
itemTreeNode).i temtype_name]).GetHicon());
else
ic =
Icon.FromHandle (((Bitmap)ilIte mTypeIcons.Imag es["Default"]).GetHicon());
if ((e.State & TreeNodeStates. Selected) == TreeNodeStates. Selected)
fontbrush = System.Drawing. Brushes.White;
else
fontbrush = System.Drawing. Brushes.Black;
font = e.Node.NodeFont ;
if (font == null)
font = e.Node.TreeView .Font;
e.Graphics.Draw Icon(ic, e.Bounds.X, e.Bounds.Y);
e.Graphics.Draw String(e.Node.T ext, font, fontbrush, ic.Width +
e.Bounds.X, e.Bounds.Y);
}
--
"I have nothing but the greatest respect for other peoples' crackpot
beliefs".
-- Sam the Eagle. 3 11636
I think your problem is with the override of Graphics.DrawSt ring you're
using. It would appear that since you only passing an x and y location it
uses the current clip region to clip the text.
Try calculating a rectangle and using the DrawString override that takes a
rectangle rather than an x and y.
See the example with the TreeView.DrawNo de Event [1] docs on msdn for an
example of calculating that bounds rectangle.
[1] http://msdn2.microsoft.com/en-us/lib....drawnode.aspx
-- http://www.peterRitchie.com/
"John" wrote: I have overridden the default DrawNode (OwnerDrawText mode) to allow me to draw an extra icon at the front of the text block, while still using the built-in icon list for another icon. The problem I am having is that when a node is selected it snips the text to the length of the text minus the length of the extra icon.
Is there a way to redefine the selection box size for each node?
The DrawNode code is as follows :
private void tvParts_DrawNod e(object sender, DrawTreeNodeEve ntArgs e) { Brush fontbrush; Icon ic; Font font;
if (ilItemTypeIcon s.Images.Contai nsKey((e.Node as itemTreeNode).i temtype_name)) ic = Icon.FromHandle (((Bitmap)ilIte mTypeIcons.Imag es[(e.Node as itemTreeNode).i temtype_name]).GetHicon()); else ic = Icon.FromHandle (((Bitmap)ilIte mTypeIcons.Imag es["Default"]).GetHicon());
if ((e.State & TreeNodeStates. Selected) == TreeNodeStates. Selected) fontbrush = System.Drawing. Brushes.White; else fontbrush = System.Drawing. Brushes.Black;
font = e.Node.NodeFont ; if (font == null) font = e.Node.TreeView .Font;
e.Graphics.Draw Icon(ic, e.Bounds.X, e.Bounds.Y); e.Graphics.Draw String(e.Node.T ext, font, fontbrush, ic.Width + e.Bounds.X, e.Bounds.Y);
}
--
"I have nothing but the greatest respect for other peoples' crackpot beliefs". -- Sam the Eagle.
How about using a StateImageList instead? That way you can have two images
for every node
/claes
"John" <ju**@junk.co m> wrote in message
news:e7******** **@perki.connec t.com.au... I have overridden the default DrawNode (OwnerDrawText mode) to allow me to draw an extra icon at the front of the text block, while still using the built-in icon list for another icon. The problem I am having is that when a node is selected it snips the text to the length of the text minus the length of the extra icon.
Is there a way to redefine the selection box size for each node?
The DrawNode code is as follows :
private void tvParts_DrawNod e(object sender, DrawTreeNodeEve ntArgs e) { Brush fontbrush; Icon ic; Font font;
if (ilItemTypeIcon s.Images.Contai nsKey((e.Node as itemTreeNode).i temtype_name)) ic = Icon.FromHandle (((Bitmap)ilIte mTypeIcons.Imag es[(e.Node as itemTreeNode).i temtype_name]).GetHicon()); else ic = Icon.FromHandle (((Bitmap)ilIte mTypeIcons.Imag es["Default"]).GetHicon());
if ((e.State & TreeNodeStates. Selected) == TreeNodeStates. Selected) fontbrush = System.Drawing. Brushes.White; else fontbrush = System.Drawing. Brushes.Black;
font = e.Node.NodeFont ; if (font == null) font = e.Node.TreeView .Font;
e.Graphics.Draw Icon(ic, e.Bounds.X, e.Bounds.Y); e.Graphics.Draw String(e.Node.T ext, font, fontbrush, ic.Width + e.Bounds.X, e.Bounds.Y);
}
--
"I have nothing but the greatest respect for other peoples' crackpot beliefs". -- Sam the Eagle.
"Claes Bergefall" <lo*****@nospam .nospam> wrote in message
news:%2******** ********@TK2MSF TNGP03.phx.gbl. .. How about using a StateImageList instead? That way you can have two images for every node
That might be the cleaner solution, thanks. This thread has been closed and replies have been disabled. Please start a new discussion. Similar topics |
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