以编程方式设置 DataTemplate 时的 WPF/Silverlight 绑定
我有我的小设计工具(我的程序)。
左侧有 TreeView,右侧有 Accordion。
当我选择一个节点时,我想根据所选节点的 DataContext 中的属性动态构建折叠项。
选择节点工作正常,当我使用此示例代码进行测试时,它也工作正常。
XAML 代码:
<layoutToolkit:Accordion x:Name="accPanel"
SelectionMode="ZeroOrMore"
SelectionSequence="Simultaneous">
<layoutToolkit:AccordionItem Header="Controller Info">
<StackPanel Orientation="Horizontal" DataContext="{Binding}">
<TextBlock Text="Content:" />
<TextBlock Text="{Binding Path=Name}" />
</StackPanel>
</layoutToolkit:AccordionItem>
</layoutToolkit:Accordion>
C# 代码:
private void treeSceneNode_SelectedItemChanged(object sender, RoutedPropertyChangedEventArgs<object> e)
{
if (e.NewValue != e.OldValue)
{
if (e.NewValue is SceneNode)
{
accPanel.DataContext = e.NewValue; //e.NewValue is a class that contains Name property
}
}
}
但是当我尝试使用 DateTemplate 实现此目的并动态构建 ShoulderItem 时,会出现问题,绑定不起作用:
<layoutToolkit:Accordion x:Name="accPanel"
SelectionMode="ZeroOrMore"
SelectionSequence="Simultaneous" />
并且在我的 ResourceDictionary
<DataTemplate x:Key="dtSceneNodeContent">
<StackPanel Orientation="Horizontal" DataContext="{Binding}">
<TextBlock Text="Content:" />
<TextBlock Text="{Binding Path=Name}" />
</StackPanel>
</DataTemplate>
和 C# 代码中使用 DataTemplate:
private void treeSceneNode_SelectedItemChanged(object sender, RoutedPropertyChangedEventArgs<object> e)
{
if (e.NewValue != e.OldValue)
{
ResourceDictionary rd = new ResourceDictionary();
rd.Source = new Uri("/SilverGL.GUI;component/SilverGLDesignerResourceDictionary.xaml", UriKind.RelativeOrAbsolute);
if (e.NewValue is SceneNode)
{
accPanel.DataContext = e.NewValue;
AccordionItem accController = new AccordionItem();
accController.Header = "Controller Info";
accController.ContentTemplate = rd["dtSceneNodeContent"] as DataTemplate;
accPanel.Items.Add(accController);
}
else
{
// Other type of node
}
}
}
I have my little designer tool (my program).
On the left side I have TreeView and on the right site I have Accordion.
When I select a node I want to dynamically build Accordion Items based on Properties from DataContext of selected node.
Selecting nodes works fine, and when I use this sample code for testing it works also.
XAML code:
<layoutToolkit:Accordion x:Name="accPanel"
SelectionMode="ZeroOrMore"
SelectionSequence="Simultaneous">
<layoutToolkit:AccordionItem Header="Controller Info">
<StackPanel Orientation="Horizontal" DataContext="{Binding}">
<TextBlock Text="Content:" />
<TextBlock Text="{Binding Path=Name}" />
</StackPanel>
</layoutToolkit:AccordionItem>
</layoutToolkit:Accordion>
C# code:
private void treeSceneNode_SelectedItemChanged(object sender, RoutedPropertyChangedEventArgs<object> e)
{
if (e.NewValue != e.OldValue)
{
if (e.NewValue is SceneNode)
{
accPanel.DataContext = e.NewValue; //e.NewValue is a class that contains Name property
}
}
}
But the problem occurs when I'm trying to achive this using DateTemplate and dynamically build AccordingItem, the Binding is not working:
<layoutToolkit:Accordion x:Name="accPanel"
SelectionMode="ZeroOrMore"
SelectionSequence="Simultaneous" />
and DataTemplate in my ResourceDictionary
<DataTemplate x:Key="dtSceneNodeContent">
<StackPanel Orientation="Horizontal" DataContext="{Binding}">
<TextBlock Text="Content:" />
<TextBlock Text="{Binding Path=Name}" />
</StackPanel>
</DataTemplate>
and C# code:
private void treeSceneNode_SelectedItemChanged(object sender, RoutedPropertyChangedEventArgs<object> e)
{
if (e.NewValue != e.OldValue)
{
ResourceDictionary rd = new ResourceDictionary();
rd.Source = new Uri("/SilverGL.GUI;component/SilverGLDesignerResourceDictionary.xaml", UriKind.RelativeOrAbsolute);
if (e.NewValue is SceneNode)
{
accPanel.DataContext = e.NewValue;
AccordionItem accController = new AccordionItem();
accController.Header = "Controller Info";
accController.ContentTemplate = rd["dtSceneNodeContent"] as DataTemplate;
accPanel.Items.Add(accController);
}
else
{
// Other type of node
}
}
}
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你缺这个吗?
另外,我认为您不需要使用 DataContext="{Binding}"; DataContext 无论如何都会继承。
Are you missing this?
Also, I don't think you need to use DataContext="{Binding}"; the DataContext will inherit anyway.