I create my own FrameworkElement
and override VisualChildrenCount{get;}
and GetVisualChild(int index)
by returning my own DrawingVisual
instance.
If I modify the content of the visual after initial rendering (e.g. in timer handler) using DrawingVisual.RenderOpen()
and drawing into the context, the element is not refreshed.
Here's the simplest sample:
using System;
using System.Windows;
using System.Windows.Media;
using System.Windows.Threading;
namespace VisualTest
{
public class TestControl : FrameworkElement
{
private readonly DrawingVisual _visual = new DrawingVisual();
public TestControl()
{
Draw(false);
var timer = new DispatcherTimer {Interval = new TimeSpan(0, 0, 2)};
timer.Tick += (sender, args) =>
{
Draw(true);
InvalidateVisual();
timer.Stop();
};
timer.Start();
}
protected override Visual GetVisualChild(int index)
{
return _visual;
}
protected override int VisualChildrenCount
{
get { return 1; }
}
private void Draw(bool second)
{
DrawingContext ctx = _visual.RenderOpen();
if (!second)
ctx.DrawRoundedRectangle(Brushes.Green, null, new Rect(0, 0, 200, 200), 20, 20);
else
ctx.DrawEllipse(Brushes.Red, null, new Point(100, 100), 100, 100);
ctx.Close();
}
}
}
InvalidateVisual()
does nothing. Although if you resize the window containing the element, it gets updated.
Any ideas on how to properly refresh the content? Preferably with开发者_JAVA百科out introducing new dependency properties for my element.
Add
this.AddVisualChild(_visual);
this.AddLogicalChild(_visual);
to TestControl class constructor.
Based on SMART_n's answer, here is an improved solution that doesn't leak memory:
public TestControl()
{
Loaded += AddVisualToTree;
Unloaded += RemoveVisualFromTree;
Draw(false);
var timer = new DispatcherTimer {Interval = new TimeSpan(0, 0, 2)};
timer.Tick += (sender, args) =>
{
Draw(true);
InvalidateVisual();
timer.Stop();
};
timer.Start();
}
private void AddVisualToTree(object sender, RoutedEventArgs e)
{
AddVisualChild(_visual);
AddLogicalChild(_visual);
}
private void RemoveVisualFromTree(object sender, RoutedEventArgs e)
{
RemoveLogicalChild(_visual);
RemoveVisualChild(_visual);
}
If you make _visual
a DrawingGroup
, you can re-open it later and change it's drawing commands, and they will be updated.
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