Menus are often the only practical way to present a rich array of functionality without cluttering up the user interface. Whether appearing at the top of the window, or as a context menu accessed through the righthand mouse button, menus allow an application to show concisely which operations are available. An application’s usability can be further enhanced by making the most important operations available through toolbar buttons as well as menus.
The Windows Forms framework provides support for both menus and toolbars. Despite the fact that these two technologies serve similar roles—toolbar buttons often correspond directly to menu items—they are presented through two largely unrelated parts of the class library. However, as we will see later, it is possible to unify the way you handle events from them in your application.
In this chapter, we will first examine the support for menus. Then we will see how to create toolbars. Finally, we will see how events from both can be dealt with by a single set of event handlers.
The Windows Forms framework provides support for adding menus to your applications. It uses a single programming model both for normal window menus and for context menus. The model allows menus to be modified dynamically, or even combined, providing flexibility at runtime, and supports the ability to reuse and extend menu definitions.
We will start by examining the object model used for constructing menus. Then we will see how to attach them to a form. Next, we will look at how to add context menus. Finally, we will see how to reuse and extend your menu definitions by merging items from one menu into another, both in the context of MDI applications, and also when reusing forms through inheritance.
For your application to use menus, you must provide Windows Forms with a description of their structure and contents. You do this by building hierarchies of objects that represent menus and the items they contain. Although you will typically get Visual Studio .NET to do this for you, a sound understanding of the object model it uses is important to use menus effectively in your applications.
This object model revolves around the
Menu
class, which is arguably misnamed, because it
represents a more abstract concept than its title suggests. It can
correspond to any element of a menu structure, and it is the base
class of all the other types in the menu object model. So while a
Menu
object might represent a menu, it could just
represent a single item of a menu. (Perhaps
MenuElement
would have been a more descriptive
name.) Representing menus and menu items with the same base type
seems a little strange at first, but it makes sense when you consider
that menus can be hierarchical. A menu item might well be a nested
menu, in which case, it makes sense for that menu item to be
represented by an object whose class derives from
Menu
.
The main job of the Menu
class is to represent the
structure of a menu. You can find out whether a particular
Menu
object is a leaf item or an item with
children by examining its
IsParent
property. If
IsParent
is true
, its child
items will be in a collection on the object’s
MenuItems
property.
You will never use the Menu
class directly. Its
constructor is protected, which means that to obtain a reference to a
Menu
, you must instead create one of its
derivatives: MainMenu
,
ContextMenu
, or MenuItem
.
The
MainMenu
class
represents a form’s main menu, and
ContextMenu
represents a pop-up context menu. Every menu structure has one or the
other of these at its root, and you’ll see more
about how to use them later on. But everything else in the menu is
represented by
MenuItem
objects.
Every line that the user sees in a menu (and every top-level menu in
a form’s main menu) is represented by a
MenuItem
. A leaf item (i.e., a menu item that does
not lead to a submenu) is indicated by the fact that it has no
children. If the item leads to a submenu, the same object represents
both the item and the submenu.
Figure 4-1 shows an example application with
a main menu. As you can see, a single MenuItem
object represents both the Edit caption and the menu associated with
it. Each entry in the menu (Undo, Redo, etc.) has its own
MenuItem
object. The object that corresponds to
the Find and Replace item also represents the submenu (although the
entries in that submenu all have their own
MenuItem
objects).
We’ll now look at how to go about building such hierarchies of objects to add menus to an application.
The easiest way to create a menu is to
use the Visual Studio .NET Forms Designer. It provides two
menu-related controls in the tool box: MainMenu
and ContextMenu
. Each of these provides a visual
interface for editing the contents of a menu. Somewhat confusingly,
Visual Studio uses the same interface for both. This is a little
strange, because it means that the editor makes context menus look
like the form’s main menu. But this is just a
design-time anomaly—context menus are displayed correctly at
runtime.
As we have seen in previous chapters, anything done in the Forms
Designer simply ends up generating code. Menus are no exception, and
regardless of which kind of menu you create, the Forms Designer
generates the same kind of code. It will create a top-level menu
(either a MainMenu
or a
ContextMenu
), and then one
MenuItem
for each element of each menu. The C# code appears as follows:
this.mainMenu = new System.Windows.Forms.MainMenu(); this.menuFile = new System.Windows.Forms.MenuItem(); this.menuFileNew = new System.Windows.Forms.MenuItem(); this.menuFileOpen = new System.Windows.Forms.MenuItem(); this.menuFileClose = new System.Windows.Forms.MenuItem(); this.menuFileExit = new System.Windows.Forms.MenuItem();
The corresponding VB code is:
Me.mainMenu = New System.Windows.Forms.MainMenu() Me.menuFile = New System.Windows.Forms.MenuItem() Me.menuFileNew = New System.Windows.Forms.MenuItem() Me.menuFileOpen = New System.Windows.Forms.MenuItem() Me.menuFileClose = New System.Windows.Forms.MenuItem() Me.menuFileExit = New System.Windows.Forms.MenuItem()
Tip
By default, the Designer will choose unhelpful names for the menu
items, such as menuItem1
,
menuItem2
, etc. If you want your code to be
readable, it is a good idea to change each menu
item’s Name
property to something
more meaningful in the Designer, as has been done in this example.
(The Name
property is in the Design category of
the Properties window.)
Of course, creating a few menu items is
not enough to describe the menu fully—with the code as it
stands, Windows Forms will have no idea that
menuFile
is an item of
mainMenu
, or that menuFileNew
,
menuFileOpen
, and menuFileClose
are members of menuFile
. So the designer also
generates code to establish the menu hierarchy.[15] In C#, the code looks
like this:
// // mainMenu // this.mainMenu.MenuItems.AddRange( new System.Windows.Forms.MenuItem[] { this.menuFile, this.menuEdit, this.menuView, this.menuHelp}); // // menuFile // this.menuFile.Index = 0; this.menuFile.MenuItems.AddRange( new System.Windows.Forms.MenuItem[] { this.menuFileNew, this.menuFileOpen, this.menuFileClose, this.menuFileExit});
In VB:
'mainMenu ' Me.mainMenu.MenuItems.AddRange( _ New System.Windows.Forms.MenuItem() _ {Me.menuFile, _ Me.menuEdit, _ Me.menuView, Me.menuHelp}) ' 'menuFile ' Me.menuFile.Index = 0 Me.menuFile.MenuItems.AddRange( _ New System.Windows.Forms.MenuItem() _ {Me.menuFileNew, _ Me.menuFileOpen, _ Me.menuFileClose, _ Me.menuFileExit})
Note that the designer uses the same code for adding items to the
main menu as for adding items to the File submenu. This illustrates
why all the various menu classes derive from the
Menu
base class—Menu
supplies the functionality common to all menu elements, such as the
ability to contain menu items.
A menu’s items are stored in the
MenuItems
property,
whose type is the special-purpose collection class
Menu.MenuItemCollection
. The code uses this
collection’s AddRange
method to
add a list of MenuItem
objects. Of course, because
each MenuItem
inherits from
Menu
, it has a MenuItems
property too, and can have further subitems added—this is how
nested menu structures are built.
The order in which you add menu items to a parent menu has no bearing
on the order in which they appear on screen. Their order is
controlled by the
Index
property. This
property is an int
or Integer
,
and it is used to number child items sequentially starting from 0.
(The Designer does this automatically, and adjusts the
Index
properties when you reorder items visually.)
The framework will also need to know what text should be displayed for each menu item, and whether it has any keyboard shortcut associated with it. So for each item, the Designer generates code like this in C#:
this.menuFileNew.Index = 0; this.menuFileNew.Shortcut = System.Windows.Forms.Shortcut.CtrlN; this.menuFileNew.Text = "&New...";
And code like this in VB:
Me.menuFileNew.Index = 0 Me.menuFileNew.Shortcut = System.Windows.Forms.Shortcut.CtrlN Me.menuFileNew.Text = "&New..."
As we have already seen, the Index
property
determines the order in which menu items appear. The
Text
property determines what text should be
displayed. (If you set this to a hyphen, the menu item will appear as a
separator—a dividing line between
menu items.) The
ampersand denotes something called an
accelerator; both this and the
Shortcut
property allow experienced users to use menus much more quickly than
would otherwise be possible.
Most Windows applications can be controlled from the keyboard as well as with the mouse. In fact, this is a requirement for earning the Designed for Windows logo. Accelerator keys and shortcut keys are two long-established mechanisms for making menus easier to use from the keyboard.
Menus can be navigated with the arrow keys, but with large menu structures, this rapidly becomes tiresome, so accelerator keys are also supported. These are keys that can be pressed to select a particular menu item without having to use the mouse or arrow keys. Each item in a menu can have a letter associated with it, and if the user presses that key while the menu is visible, the effect is the same as clicking on the item.
The previous code fragments illustrate how to choose an accelerator
key: in the Text
property, we simply place an
ampersand in front of the relevant letter. So in this example, if the
user presses the N key while the File menu is open, the New menu item
will be selected. The user can find out what accelerator keys are
available by pressing the Alt key while the menu is open: the
accelerators will be underlined, as shown in Figure 4-2. (Older versions of Windows show the
accelerators at all times, even when Alt has not been pressed.)
Menu accelerators can make it easy for experienced users to use menus quickly without taking their hands off the keyboard. However, for very frequently used operations, keyboard shortcuts provide a more direct form of access.
Unlike menu accelerators, which can only be used while the relevant menu is visible, a shortcut key can be used at any time. In this example, the New menu item’s shortcut key is Ctrl-N. The user can press Ctrl-N without a menu visible, and it will be as if he had selected the New item from the File menu.
Shortcuts are assigned with the
Shortcut
property on
the MenuItem
class, and its value must be one of
the key combinations enumerated in the Shortcut
enumeration. This is a subset of all possible key presses; it
includes the function keys, with various combinations of modifier
keys (e.g., F12
or
CtrlShiftF3
), and the alphanumeric keys with Ctrl
or Ctrl and Shift, (e.g., CtrlA
,
CtrlShiftQ
, Ctrl3
). By default,
the shortcut will be displayed in the menu, as shown in Figure 4-2, although this can be disabled by
setting the ShowShortcut
property to
false
.
Shortcut keys only work because the Form
class
knows about menus—when handling key presses, a form will offer
keys to the both the main menu and the context menu for that form.
This means that shortcuts only work properly for menus that have been
attached to a form (as described later on). You would usually not use
them on context menus that have been attached to specific controls.
So we know how to create hierarchical menu structures, and how to assign text, accelerators, and shortcut keys to menu items. But for all this to be of any use, we need to know when the user clicks on one of our menu items. So we will now look at the events raised by menus.
The entire point of adding menus to an application is so that users can ask the application to do something, such as save a file or perform a search. So as developers, we want our code to be notified whenever the user chooses an item from a menu. Menus therefore provide events to inform us of user input.
The most important menu event is
Click
. This is
very similar to the Control
class’s Click
event[16]—a MenuItem
raises this event
when the user clicks on the menu item or performs an equivalent key
press (using either an accelerator or a shortcut key). It even has
the same signature as Control.Click
:
EventHandler
. If you double-click on a menu item
in the Designer, Visual Studio .NET will add a new method and attach
it to the menu item’s Click
event, as shown in C# in Example 4-1 and in VB in
Example 4-2.
Example 4-1. Menu Click handler in C#
private void InitializeComponent() { . . . this.menuFileNew.Click += new System.EventHandler(this.menuFileNew_Click); . . . } private void menuFileNew_Click(object sender, System.EventArgs e) { . . . handle click here }
Example 4-2. Menu click handler in VB
Friend WithEvents menuFileNew As System.Windows.Forms.MenuItem Private Sub menuFileNew_Click(ByVal sender As System.Object, _ ByVal e As System.EventArgs) Handles menuFileNew.Click . . . handle click here End Sub
The handler method’s first parameter is, as always,
the source of the event (the MenuItem
object, in
this case). The second parameter is the usual placeholder and will
normally be EventArgs.Empty
.
The MenuItem
class also provides a
Popup
event, which is
fired whenever a menu is about to be displayed. This provides a
useful opportunity to make sure that the state of all the items is up
to date (e.g., you can place ticks by certain menu items, as
described in the next section). The event occurs on the
MenuItem
that represents the menu that is about to
appear. Its parent is not notified, and neither are the individual
items that make up the menu. For example, when the File menu in the
preceding examples is about to be displayed, the
Popup
event would occur on the
menuFile
object, not on the main menu, and not on
any of the File menu’s items.
You can also be notified when an item has been highlighted (i.e.,
when the mouse moves over it). That item’s
Select
event is raised
when this happens. This event also occurs when the item is selected
with the arrow keys. The name Select
is slightly
misleading. Selecting a menu item sounds like a fairly positive
operation by the user, but it typically indicates that the mouse has
simply moved over the item. The Click
event is the
one raised when a user actively chooses an item.
If you are familiar with the old C++ MFC Library, you might be
expecting to see events for handling menu item state. In that
library, every time a menu item was displayed, an event was raised
asking whether the item should be enabled and whether it should have
a tick by it. In .NET, things are a little different—Windows
Forms exposes these features as properties on the
MenuItem
object.
You will often want a menu item’s appearance to change according to the application’s state. For example, a menu item that turns something on or off (such as a status bar) can have a tick beside it to indicate that the feature is currently on. Some menu items may sometimes be unavailable and should be grayed out or even hidden. We will now see how to modify the appearance and behavior of menus at runtime to achieve this.
Each MenuItem
has an
Enabled
property. By
default, it is set to true
, but when it is
false
, the item will be grayed out and will not be
clickable. More drastically, you can set the
Visible
property to false
,
which will prevent the item from appearing at all. The
MenuItem
class also provides a
Checked
property. When
this is set, a tick will be displayed next to the menu item.
Tip
If you preferred the old MFC approach, in which you decided which
items should be ticked or disabled at the last minute, you can still
do this. Simply supply a Popup
handler for the
menu and set the flags for each menu item in it. This approach can be
useful, because it guarantees that menu items are always up to date,
but an event-driven approach is no longer mandatory, so you can use
whichever is simpler for your particular application. Remember that
the Popup
event is raised for the menu, not for
each of its items, so your code will not look quite the same as it
did with MFC—you will have a single handler setting the state
of all necessary items, rather than one handler per item.
So, we now know how to create menus, how to handle the events they generate, and how to modify the appearance of individual items. All that remains is to make sure these menus appear when and where we want them, which is the subject of the next section.
There are two ways in which a menu can appear. It can either be permanently visible at the top of a form, or it can be a so-called Context Menu that pops up when the user clicks the right (or alternate) mouse button. In either case, we simply associate a hierarchy of menu items with a form or a control.
The menu that appears at the top of a window is determined by the
Form
class’s
Menu property. You can set this property
to a
MainMenu
object
representing the root of a hierarchy of MenuItem
objects. The Forms Designer does this automatically when you add a
main menu to a form.
Setting a context menu is very similar, except context menus may be
assigned to any control, not just a form. This means that you can
provide different context menus for each control in a window. This is
done by setting the
ContextMenu
property of
the control or form.
Remember that the Form
class derives from
Control
, so it is possible to set a context menu
for the whole form. Be aware though that when you add a context menu
to a form with the designer, Visual Studio .NET does not presume that
the menu should be attached to the form—for all it knows, you
might be planning to associate it with a control, so it leaves it
unattached. You must explicitly attach the menu either to the form or
to a control by setting the relevant object’s
ContextMenu
property.
Be aware that keyboard shortcuts for a context menu will only work if the control that owns the menu is able to process keys. For a context menu attached to a form, this means that the shortcuts will work so long as the form is active, but for menus attached to a particular control on a form, the shortcuts will only work when that control has the focus. So it is not always useful to put shortcut keys on a context menu attached to a control, because the whole point of shortcut keys is that they can be used from any context. (The exception would be if your control can receive the focus and presents a nontrivial interactive user interface. For example, a text box provides clipboard shortcuts such as Ctrl-C for copy. In this case, it makes sense for the shortcuts only to be available when the control has the focus.)
Sometimes it is useful to know if a menu is currently being displayed
to avoid distracting or interrupting the user—it can be
annoying if an application pops up a notification dialog while you
are using a menu, because this causes the menu to be closed. If you
want to disable or defer certain operations while a menu is open, you
simply need to observe the Form
class’s
MenuStart
and
MenuComplete
events. These are fired just before a
menu receives the focus and just after it disappears. These events
are fired for the form’s context menu as well as for
its main menu. Unfortunately, the form does not raise these events
for a control-specific context menu, and although you could handle
such a menu’s Popup
event, there
is unfortunately no corresponding event to tell you when it goes
away.
Many applications present several forms that all have similar but slightly different menus. This is particularly common when forms inheritance is in use (see Chapter 6). MDI applications often have a related requirement: a form may make subtle changes to its menu structure depending on which child window (if any) is active.
Unfortunately, we cannot exploit inheritance here as we would for
building a group of similar forms: whereas the structure and behavior
of a form is represented by a class definition, the structure and
behavior of a menu is defined by an object graph constructed at
runtime. All menus are made from a collection of objects that are
always of the same types (several MenuItem
objects
and either one MainMenu
or one
ContextMenu
), so inheritance cannot help us here.
The good news is that the Menu
class provides a
solution. It provides a method called
MergeMenu
that allows us to take an existing menu structure and extend or
modify it to create a new menu. The resulting menu will be the
combination of the two menus, as illustrated in Figure 4-3.
Figure 4-3 illustrates the simplest way of using
menu merging—two menus are combined, and the result is a menu
containing all the items from each. The MergeMenu
method does a deep copy, so any submenus will also be duplicated.
This merging is easy to do—the following C# code (the VB code
is almost identical) shows how to create a new context menu by
merging the items from two other menus:
ContextMenu mergedMenu = new ContextMenu(); mergedMenu.MergeMenu(menuFirst); mergedMenu.MergeMenu(menuSecond);
But even this simple example raises an interesting question: how does
the framework decide the order in which to place the items in the
created menu? While it has not reordered the items from each
individual menu in Figure 4-3, it has decided to
insert the items from the second menu halfway through those of the
first menu. The framework determines how to interleave the
menus’ contents by looking at the
MergeOrder
property on
each MenuItem
. This property is an
int
or Integer
, and the
framework guarantees that when combining menus, it will merge items
in ascending MergeOrder
order. So the reason the
framework decides to insert the second menu’s
contents halfway down becomes clear when we see the
MergeOrder
property settings on the original
menus:[17]
this.menuHello.MergeOrder = 5; this.menuWorld.MergeOrder = 5; this.menuSeparator1.MergeOrder = 10; this.menuFoo.MergeOrder = 100; this.menuBar.MergeOrder = 100; this.menuMore.MergeOrder = 20; this.menuStuff.MergeOrder = 20;
The More and Stuff items in the second menu have a merge order of 20,
which means that they appear between the separator and the Foo entry,
which have orders of 10 and 100, respectively. You can choose
whatever values you like for a merge order, but using 0 for the items
you want to appear first, 100 for those you want to appear last, and
more or less evenly spaced values for those in between is a popular
choice. (The default MergeOrder
is 0.)
The merging technique shown above is sufficient for many purposes, but you might need to do something a little more complex. For example, sometimes it is not enough simply to add new items to a menu—you may wish to remove items. Also, if you want to insert new items into a submenu instead of the top level menu, the naïve approach is insufficient: by default you will end up with two identically named submenus.
To support these more subtle merging techniques, the
MenuItem
class provides a
MergeType
property,
which controls the way an item is treated when it is merged. By
default, its value is MenuMerge.Add
, meaning that
all items in the menu being merged will be added as new items.
You can set MergeType
to
MenuMerge.Remove
, which causes the corresponding
entry not to appear. You would use this value if the menu you are
modifying contains an entry you would like to remove.
Tip
You must set the MergeType
property on both source
menus for this technique to work. If the new menu being merged into
the original menu attempts to remove an item, that attempt will be
ignored unless the original menu’s corresponding
item (the item with the same MergeOrder
) is also
marked as MenuMerge.Remove
.
So the
MergeType
property really has two
meanings—on the original item it indicates the allowable
operations, and on the new item it indicates the operation being
requested. Unfortunately, not only is this overloading slightly
confusing, it is somewhat restrictive— there is no way to
create a menu item that allows both the MergeItem
and the Remove
operations. Conflicts are also
dealt with a little inconsistently—if the original is
Add
and the new is Remove
, the
new item is ignored; if the original is Remove
and
the new is MergeItem
, the item is replaced!
Setting MergeType
to
MenuMerge.Replace
is similar to remove, except it
replaces the original item with the one in the menu being merged.
Finally, MergeType
can be set to
MenuMerge.MergeItems
. This value is used when you
wish to modify the contents of a submenu. Although you could modify a
submenu by replacing it entirely, MergeItems
is
useful when you want to make only minor modifications. You use this
by supplying a MergeItems
item corresponding to
the submenu item in the original menu, and then put child items
underneath it, using Add
,
Remove
, Replace
, or
MergeItems
as appropriate. For example, if you
wanted to add an item to a main menu’s File menu,
you would not replace the entire main menu, or even the entire File
menu. The following code (in C#) would suffice:
MenuItem mergingFileMenu = new MenuItem(); mergingFileMenu.MergeType = MenuMerge.MergeItems; mergingFileMenu.Text = "&File"; MenuItem menuExtraFileItem = new MenuItem(); menuExtraFileItem.Text = "Ext&ra"; menuExtraFileItem.MergeOrder = 10; MenuItem menuExtraFileSeparator = new MenuItem(); menuExtraFileSeparator.Text = "-"; menuExtraFileSeparator.MergeOrder = 10; mergingFileMenu.MenuItems.AddRange(new MenuItem[] { menuExtraFileItem, menuExtraFileSeparator}); MainMenu mergingMainMenu = new MainMenu(new MenuItem[] { mergingFileMenu }); mainMenu.MergeMenu(mergingMainMenu);
This adds an item labeled Extra to the File menu, followed by a separator. So even though we are merging two main menus together, we are able to modify one of its submenus without having to replace that submenu wholesale. And although this may look like a lot of code to add a single item, it is rather less than would be required to reconstruct the whole menu. Furthermore, building a modified File menu from scratch presents code maintenance issues—if you want to change the basic File menu, you would also need to change all the places where you build a modified version. But if you use menu merging, any changes to the basic menu will automatically propagate to the modified versions.
Remember that this will only work if the original main
menu’s File menu item also has its
MergeType
set to
MenuMerge.MergeItems
; if it were set to the
default of MenuMerge.Add
, you would end up with
two File submenus in the main menu.
If you build an MDI application, the framework can automatically take advantage of menu merging. The menus in such applications typically consist of two types of items: those that are associated with a document window and those that are a part of the main application frame. The set of available menu items is determined by whether a document window is active (and if there is more than one kind of document window, it will depend on which one is active).
The application-level menu items are those that should always be present and that make sense even if there are no open documents, such as items for file opening, document creation, or application configuration. Document-level menu items are those that only make sense in the context of a document, such as items for file closing or saving, editing operations, or view settings. MDI applications usually present just a single menu bar as part of the main application frame, but its contents change between being just the application-level items or the complete set, according to whether a document is active.
This seems like an ideal opportunity to use menu merging—the
application-level items could be placed into one
MainMenu
, the document level items into a second
MainMenu
, and these could be merged to create a
third. All that would need to be done would be to swap in the
appropriate merged or unmerged version according to whether a child
window is active. Indeed, this is exactly how MDI applications
usually work in .NET, but it turns out that Windows Forms can do the
menu merging automatically.
If you use the framework’s built-in support for MDI
applications (i.e., you establish the parent/child relationship with
the Form
class’s
MdiParent
or MdiChildren
properties), it will assume that the parent form’s
MainMenu
contains the application-level menu
items, and that any child form’s
MainMenu
contains document-level items. Whenever
an MDI child form is activated, the framework will automatically
merge its menu into the parent form’s menu. If all
MDI child windows are closed, it reverts to the original parent
form’s menu.
So using menu merging in MDI applications requires almost no effort.
The only thing you need to be careful about is setting the correct
MergeType
—very
often a child window will want to add entries (such as for adding a
save and a close entry to the File menu) into an existing menu in the
parent. Both the parent and the child form’s main
menus will need to contain File submenus, which must both have the
same MergeOrder
, and they must both have a
MergeType
of
MenuMerge.MergeItems
.
It is possible to define a form that derives from another form. We will be looking at the use of inheritance in detail in Chapter 6, but we will quickly examine the inheritance-related aspects of menu merging here.
When building an inherited form, the derived class will automatically acquire the base class’s menu. However, if you try to edit the menu in the derived class, the Forms Designer will prevent you, complaining that the menu is defined on the base class. To modify a menu on the derived form, you must use menu merging.
To modify the menu in the derived class, you must add a new
MainMenu
component to the form. Place whatever
modifications you require in this menu. To merge this menu in with
the main menu requires a little code. Add the following C# code to
your constructor:
MainMenu mainMenu = new MainMenu(); mainMenu.MergeMenu(this.Menu); mainMenu.MergeMenu(mainMenuDerived); this.Menu = mainMenu;
The equivalent VB code is:
Dim mainMenu As New MainMenu() mainMenu.MergeMenu(Me.Menu) mainMenu.MergeMenu(mainMenuDerived) Me.Menu = mainMenu
This builds a new MainMenu
object, which takes the
original menu and merges in mainMenuDerived
(or
whatever you choose to call the MainMenu
that you
added to your derived form). It then sets this merged menu as the new
main menu of the form.
The
standard appearance provided by the Windows Forms framework for menu
items is pretty basic—you get simple text, and you can
optionally annotate menu items with a tick (just set the
Checked
property). If you want to draw your own
annotations, or otherwise provide richer visual information, the
framework lets you draw your own menu items. The use of GDI+ to
perform custom drawing is discussed in detail in Chapter 7, but here we will look at the menu-specific
aspects of owner drawing.
You can decide to do your own drawing on a per-item basis by setting
the MenuItem
object’s
OwnerDraw
property to
true
. Unfortunately, it is an all or nothing
decision: if you ask the framework to let you draw a particular item,
you are required to manage the whole drawing process. First, you must
tell the framework the size of your menu item by
handling the
MeasureItem
event;
otherwise, the item will default to having a height of 0 pixels. And
you must also handle the
DrawItem
event, in
which you are responsible for drawing everything, including the text
of the menu. (Turning on OwnerDraw
will prevent
Windows from drawing anything other than the menu background.)
Tip
Because owner drawing is a per-item decision, it is possible to have a single menu with a mixture of owner-drawn and system-drawn items.
You will receive the DrawItem
event every
time the item needs redrawing. This happens when the menu appears,
directly after the MeasureItem
event, but it also
happens again every time the mouse moves on or off the menu item, so
that you can highlight your item like Windows does for normal items.
Your event handler will be passed a
DrawItemEventArgs
object, whose
State
member indicates how the item should be
drawn. This field is of type DrawItemState
, which
is a bit field, so it may indicate multiple styles simultaneously.
The flags that may be set are Selected
(indicating
that the mouse is currently over the item),
NoAccelerator
(indicating that accelerator keys
should not be displayed; this will normally be set unless the user is
operating the menu through the keyboard), and
Checked
(indicating that a tick should be drawn by
the item).
Examples Example 4-3 and
Example 4-4 show a pair of event handlers for a very
simple owner-drawn menu. The item is always the same size because the
MeasureItem
handler always returns the same width
and height. The DrawItem
handler simply draws an
ellipse as the menu item, but it illustrates an important technique:
it checks the item’s state to see if it is selected,
and if so, it draws the menu background in the normal selected menu
item color, and draws the ellipse in the same color as selected text
in a menu would be drawn. Note the use of the
DrawBackground
method of the
DrawItemEventArgs
object to fill in the menu
background—it draws the background in the appropriate color
(i.e., SystemColors.Menu
, unless the item is
selected, in which case it uses
SystemColors.Highlight
). We call this whether the
item is in the selected state or not. You might think that this is
unnecessary because, as mentioned above, the framework draws the
background for us. Unfortunately it only does that when the menu is
first opened, so if we change the background when our item is
selected, we are required to put it back again when it is deselected.
Example 4-3. Simple owner-drawn menu item in C#
private void menuItem_MeasureItem(object sender, System.Windows.Forms.MeasureItemEventArgs e) { e.ItemHeight = 17; e.ItemWidth = 100; } private void menuItem_DrawItem(object sender, System.Windows.Forms.DrawItemEventArgs e) { Graphics g = e.Graphics; bool selected = (e.State & DrawItemState.Selected) != 0; Brush b = selected ? SystemBrushes.HighlightText : Brushes.Blue; e.DrawBackground(); g.FillEllipse(b, e.Bounds); }
Example 4-4. Simple owner-drawn menu item in VB
Private Sub menuItem_MeasureItem(sender As Object, _ e As System.Windows.Forms.MeasureItemEventArgs) _ Handles menuItem.MeasureItem e.ItemHeight = 17 e.ItemWidth = 100 End Sub Private Sub menuItem_DrawItem(sender As Object, _ e As System.Windows.Forms.DrawItemEventArgs) _ Handles menuItem.DrawItem Dim g As Graphics = e.Graphics Dim selected As Boolean = (e.State & DrawItemState.Selected) <> 0 Dim b As Brush If selected Then b = SystemBrushes.HighlightText Else b = Brushes.Blue End If e.DrawBackground() g.FillEllipse(b, e.Bounds) End Sub
Now that we have seen how to create menus, let us see how we can provide expert users with more direct access to the most frequently used operations with toolbars.
[15] The
other top level menus referenced here (menuEdit
,
menuView
, and menuHelp
) would
be built in the same way as the File menu. The relevant code has been
omitted for conciseness.
[16] It is not the same event, despite looking identical. This is
because the Menu
class is something of an
anomaly—despite being a visual class, it does not in fact
inherit from Control
. It derives directly from
System.ComponentModel.Component
(as does
Control
). This seems to be because menus
don’t behave quite like other controls.
[17] The code is shown in C#. Once again, the VB
code is similar, except that the C# this
keyword
is replaced with Me
, and VB does not use the
semicolon to terminate a code statement.
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