Reputation:
I have a two treeview
with some nodes which there are check-boxes behind them by using the required command. Now I want to make some nodes gray/deative. To do so, I pick one node from first treeview and then in the other treeview all nodes that their node.Text
are not equal with its text would be gray. I did it by the following function:
public void deactive_checkboxs(object sender, EventArgs e)
{
TreeNodeCollection nodes_checked1 = treeView1.Nodes[0].LastNode.Nodes;
TreeNodeCollection nodes_checked2 = treeView2.Nodes[0].LastNode.Nodes;
foreach (TreeNode node1 in nodes_checked1)
{
if (node1.Checked)
{
foreach (TreeNode node2 in nodes_checked2)
{
if (node1.Text.Equals(node2.Text))
{
node2.Checked = false;
}
else
{
node2.Checked = false;
}
}
}
}
}
Of course this is not going to gray nodes rather would remove checked boxes behind the nodes( If you let me to know the making gray methods I would really appreciate it).
Now I do not know where should I put this function to have effect on the code. Does anyone help me?
Upvotes: 0
Views: 552
Reputation: 54453
This is not possible by simply setting a property.
You can neither disable a single Node
nor remove its CheckBox
.
Here is what you can do:
ForeColor
of each Node
individuallyChecked
state of any Node
individuallyHere is an example:
treeView1.CheckBoxes = true;
TreeNode tn = new TreeNode("Node 1");
TreeNode tn1 = new TreeNode("Node 11");
TreeNode tn2 = new TreeNode("Node 12");
tn1.Checked = true;
tn2.Checked = true;
tn.Nodes.Add(tn1);
tn.Nodes.Add(tn2);
treeView1.Nodes.Add(tn);
// gray text:
tn2.ForeColor = Color.Gray;
// mark one node somehow:
tn2.Tag = "X";
// cancel changes for marked node:
treeView1.BeforeCheck += (s, e)
=> { if (e.Node.Tag != null && e.Node.Tag.ToString() == "X") e.Cancel = true; };
To enable/disable a Node
best use a function:
void SetNode(TreeNode node, bool enabled)
{
node.ForeColor = enabled ? SystemColors.ControlText : Color.Gray;
node.Tag = enabled ? null : "X";
}
To make the CheckBox
look disabled you would have to owner-draw the node yourself. That is quite a bit of extra code..
First a few preparations:
treeView1.DrawMode = TreeViewDrawMode.OwnerDrawAll;
// cancel changes for marked node:
treeView1.BeforeCheck += (s, e)
=> { if (e.Node.Tag != null && e.Node.Tag.ToString() == "X") e.Cancel = true; };
// a small correction;
treeView1.AfterExpand += (s,e) => {treeView1.Refresh();};
And now for the actual drawing of the nodes:
treeView1.DrawNode += (s, e)
=>
{
if (e.Node.Tag == null || e.Node.Tag.ToString() != "X")
{ e.DrawDefault = true; return; }
CheckBoxState cbsChDis = CheckBoxState.CheckedDisabled;
CheckBoxState cbsUCDis = CheckBoxState.UncheckedDisabled;
Size glyph = Size.Empty;
glyph = CheckBoxRenderer.GetGlyphSize(e.Graphics, cbsChDis);
Rectangle tBounds = e.Node.Bounds; // the real bounds of the hittest area
if (e.Node.IsSelected)
{
e.Graphics.FillRectangle(SystemBrushes.MenuHighlight, tBounds);
e.Graphics.DrawString(e.Node.Text , Font, Brushes.White,
tBounds.X , tBounds.Y);
}
else
{
CheckBoxRenderer.DrawParentBackground(e.Graphics, e.Bounds, this);
e.Graphics.DrawString(e.Node.Text , Font, Brushes.Black,
tBounds.X , tBounds.Y);
}
Point cBoxLocation = new Point(tBounds.Left - glyph.Width , tBounds.Top);
CheckBoxState bs1 = e.Node.Checked ? cbsChDis : cbsUCDis;
CheckBoxRenderer.DrawCheckBox(e.Graphics, cBoxLocation, bs1);
};
Upvotes: 1