WPF Tutorial PDF
WPF Tutorial PDF
But what IS a GUI framework? GUI stands for Graphical User Interface, and you're probably looking at one
right now. Windows has a GUI for working with your computer, and the browser that you're likely reading
this document in has a GUI that allows you to surf the web.
A GUI framework allows you to create an application with a wide range of GUI elements, like labels,
textboxes and other well known elements. Without a GUI framework you would have to draw these
elements manually and handle all of the user interaction scenarios like text and mouse input. This is a LOT
of work, so instead, most developers will use a GUI framework which will do all the basic work and allow
the developers to focus on making great applications.
There are a lot of GUI frameworks out there, but for .NET developers, the most interesting ones are
currently WinForms and WPF. WPF is the newest, but Microsoft is still maintaining and supporting
WinForms. As you will see in the next chapter, there are quite a few differences between the two
frameworks, but their purpose is the same: To make it easy to create applications with a great GUI.
In the next chapter, we will look at the differences between WinForms and WPF.
The single most important difference between WinForms and WPF is the fact that while WinForms is simply
a layer on top of the standard Windows controls (e.g. a TextBox), WPF is built from scratch and doesn't rely
on standard Windows controls in almost all situations. This might seem like a subtle difference, but it really
isn't, which you will definitely notice if you have ever worked with a framework that depends on
Win32/WinAPI.
A great example of this is a button with an image and text on it. This is not a standard Windows control, so
WinForms doesn't offer you this possibility out of the box. Instead you will have to draw the image yourself,
implement your own button that supports images or use a 3rd party control. With WPF, a button can
contain anything because it's essentially a border with content and various states (e.g. untouched, hovered,
pressed). The WPF button is "look-less", as are most other WPF controls, which means that it can contain
a range of other controls inside of it. You want a button with an image and some text? Just put an Image
and a TextBlock control inside of the button and you're done! You simply don’t get this kind of flexibility out
of the standard WinForms controls, which is why there's a big market for rather simple implementations of
controls like buttons with images and so on.
The drawback to this flexibility is that sometimes you will have to work harder to achieve something that
was very easy with WinForms, because it was created for just the scenario you need it for. At least that's
how it feels in the beginning, where you find yourself creating templates to make a ListView with an image
and some nicely aligned text, something that the WinForms ListViewItem does in a single line of code.
This was just one difference, but as you work with WPF, you will realize that it is in fact the underlying
reason for many of the other differences - WPF is simply just doing things in its own way, for better and for
worse. You're no longer constrained to doing things the Windows way, but to get this kind of flexibility, you
pay with a little more work when you're really just looking to do things the Windows way.
The following is a completely subjective list of the key advantages for WPF and WinForms. It should give
you a better idea of what you're going into.
The preferred choice for a .NET/WPF IDE is Visual Studio, which costs quite a bit of money though.
Luckily, Microsoft has decided to make it easy and absolutely free for everyone to get started with .NET
and WPF, so they have created a free version of Visual Studio, called Visual Studio Community. This
version contains slightly less functionality than the real Visual Studio, but it has everything that you need to
get started learning WPF and make real applications.
So go and download Visual Studio Community from Microsoft - it's free and easy to install and use:
https://www.visualstudio.com/vs/community/
Once downloaded and installed, click on to the next article to get started with the WPF learning process!
The rest of this tutorial assumes that you have an IDE installed, preferably Visual Studio or Visual Studio
Community (see the previous article for instructions on how to get it). If you're using another product, you
will have to adapt the instructions to your product.
In Visual Studio, start by selecting New project from the File menu. On the left, you should have a tree of
categories. This tutorial will focus on C# whenever code is involved, so you should select that from the list
of templates, and since we'll be creating Windows applications, you should select Windows from the tree.
This will give you a list of possible Windows application types to the right, where you should select a WPF
Application. I named my project "HelloWPF" in the Name text field. Make sure that the rest of the settings
in the bottom part of the dialog are okay and then press the Ok button.
Your new project will have a couple of files, but we will focus on just one of them now: MainWindow.xaml.
This is the applications primary window, the one shown first when launching the application, unless you
specifically change this. The XAML code found in it (XAML is discussed in details in another chapter of this
tutorial) should look something like this:
<Window x:Class="WpfApplication1.MainWindow"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525">
<Grid>
</Grid>
</Window>
This is the base XAML that Visual Studio creates for our window, all parts of it explained in the chapters on
XAML and "The Window". You can actually run the application now (select Debug -> Start debugging or
press F5) to see the empty window that our application currently consists of, but now it's time to get our
message on the screen.
We'll do it by adding a TextBlock control to the Grid panel, with our aforementioned message as the
content:
<Window x:Class="WpfApplication1.MainWindow"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Try running the application now (select Debug -> Start debugging or press F5) and see the beautiful result
of your hard work - your first WPF application:
You will notice that we used three different attributes on the TextBlock to get a custom alignment (in the
middle of the window), as well the FontSize property to get bigger text. All of these concepts will be treated
in later articles.
Congratulations on making it this far. Now go read the rest of the tutorial and soon you will master WPF!
This is not really a XAML tutorial, but I will briefly tell you about how you use it, because it's such an
essential part of WPF. Whether you're creating a Window or a Page, it will consist of a XAML document
and a CodeBehind file, which together creates the Window/Page. The XAML file describes the interface
with all its elements, while the CodeBehind handles all the events and has access to manipulate with the
XAML controls.
In the next chapters, we will have a look at how XAML works and how you use it to create your interface.
<Button>
XAML tags has to be ended, either by writing the end tag or by putting a forward slash at the end of the
start tag:
<Button></Button>
Or
<Button />
A lot of controls allow you to put content between the start and end tags, which is then the content of the
control. For instance, the Button control allows you to specify the text shown on it between the start and
end tags:
<Button>A button</Button>
HTML is not case-sensitive, but XAML is, because the control name has to correspond to a type in the
.NET framework. The same goes for attribute names, which corresponds to the properties of the control.
Here's a button where we define a couple of properties by adding attributes to the tag:
We set the FontWeight property, giving us bold text, and then we set the Content property, which is the
same as writing the text between the start and end tag. However, all attributes of a control may also be
defined like this, where they appear as child tags of the main control, using the Control-Dot-Property
notation:
<Button>
<Button.FontWeight>Bold</Button.FontWeight>
<Button.Content>A button</Button.Content>
</Button>
The result is exactly the same as above, so in this case, it's all about syntax and nothing else. However, a
lot of controls allow content other than text, for instance other controls. Here's an example where we have
text in different colors on the same button by using several TextBlock controls inside of the Button:
<Button>
The Content property only allows for a single child element, so we use a WrapPanel to contain the
differently colored blocks of text. Panels, like the WrapPanel, plays an important role in WPF and we will
discuss them in much more details later on - for now, just consider them as containers for other controls.
The exact same result can be accomplished with the following markup, which is simply another way of
writing the same:
<Button FontWeight="Bold">
<WrapPanel>
<TextBlock Foreground="Blue">Multi</TextBlock>
<TextBlock Foreground="Red">Color</TextBlock>
<TextBlock>Button</TextBlock>
</WrapPanel>
</Button>
btn.Content = pnl;
pnlMain.Children.Add(btn);
Of course the above example could be written less explicitly and using more syntactical sugar, but I think
the point still stands: XAML is pretty short and concise for describing interfaces.
There are many types of events, but some of the most commonly used are there to respond to the user's
interaction with your application using the mouse or the keyboard. On most controls you will find events like
KeyDown, KeyUp, MouseDown, MouseEnter, MouseLeave, MouseUp and several others.
We will look more closely at how events work in WPF, since this is a complex topic, but for now, you need
to know how to link a control event in XAML to a piece of code in your Code-behind file. Have a look at this
example:
<Window x:Class="WpfTutorialSamples.XAML.EventsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="EventsSample" Height="300" Width="300">
<Grid Name="pnlMainGrid" MouseUp="pnlMainGrid_MouseUp" Background
="LightBlue">
</Grid>
</Window>
Notice how we have subscribed to the MouseUp event of the Grid by writing a method name. This method
needs to be defined in code-behind, using the correct event signature. In this case it should look like this:
The MouseUp event uses a delegate called MouseButtonEventHandler, which you subscribe to. It has
two parameters, a sender (the control which raised the event) and a MouseButtonEventArgs object that will
contain useful information. We use it in the example to get the position of the mouse cursor and tell the
user about it.
Several events may use the same delegate type - for instance, both MouseUp and MouseDown uses the
MouseButtonEventHandler delegate, while the MouseMove event uses the MouseEventHandler
delegate. When defining the event handler method, you need to know which delegate it uses and if you
don't know that, you can look it up in the documentation.
When you select <New Event Handler> Visual Studio will generate an appropriate event handler in
your Code-behind file. It will be named <control name>_<event name>, in our case
pnlMainGrid_MouseDown. Right-click in the event name and select Navigate to Event Handler and VS
will take you right to it.
using System;
using System.Windows;
using System.Windows.Input;
namespace WpfTutorialSamples.XAML
{
public partial class EventsSample : Window
{
public EventsSample()
{
InitializeComponent();
pnlMainGrid.MouseUp += new
MouseButtonEventHandler(pnlMainGrid_MouseUp);
}
}
}
Once again, you need to know which delegate to use, and once again, Visual Studio can help you with this.
As soon as you write:
pnlMainGrid.MouseDown +=
Simply press the [Tab] key twice to have Visual Studio generate the correct event handler for you, right
below the current method, ready for implementation. When you subscribe to the events like this, you don't
need to do it in XAML.
A WPF application requires the .NET framework to run, just like any other .NET application type.
Fortunately, Microsoft has been including the .NET framework on all versions of Windows since Vista, and
they have been pushing out the framework on older versions through Windows Update. In other words, you
can be pretty sure that most Windows users out there will be able to run your WPF application.
In the following chapters we will have a look at the structure and various aspects of a WPF application.
<Window x:Class="WpfApplication1.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="300" Width="300">
<Grid>
</Grid>
</Window>
The x:class attribute tells the XAML file which class to use, in this case Window1, which Visual Studio has
created for us as well. You will find it in the project tree in VS, as a child node of the XAML file. By default, it
looks something like this:
using System;
using System.Windows;
using System.Windows.Controls;
//…more using statements
namespace WpfApplication1
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window1 : Window
{
public Window1()
{
InitializeComponent();
}
}
}
As you can see, the Window1 class is definied as partial, because it's being combined with your XAML file
in runtime to give you the full window. This is actually what the call to InitializeComponent() does, which is
why it's required to get a full functioning window up and running.
You will also notice that Visual Studio has created a Grid control for us inside the Window. The Grid is one
of the WPF panels, and while it could be any panel or control, the Window can only have ONE child control,
so a Panel, which in turn can contain multiple child controls, is usually a good choice. Later in this tutorial,
we will have a much closer look into the different types of panels that you can use, as they are very
important in WPF.
Icon - Allows you to define the icon of the window, which is usually shown in the upper left corner, to the
left of the window title.
ResizeMode - This controls whether and how the end-user can resize your window. The default is
CanResize, which allows the user to resize the window like any other window, either by using the
maximize/minimize buttons or by dragging one of the edges. CanMinimize will allow the user to minimize
the window, but not to maximize it or drag it bigger or smaller. NoResize is the strictest one, where the
maximize and minimize buttons are removed and the window can't be dragged bigger or smaller.
ShowInTaskbar - The default is true, but if you set it to false, your window won't be represented in the
Windows taskbar. Useful for non-primary windows or for applications that should minimize to the tray.
SizeToContent - Decide if the Window should resize itself to automatically fit its content. The default is
Manual, which means that the window doesn't automatically resize. Other options are Width, Height and
WidthAndHeight, and each of them will automatically adjust the window size horizontally, vertically or both.
Topmost - The default is false, but if set to true, your Window will stay on top of other windows unless
minimized. Only useful for special situations.
WindowStartupLocation - Controls the initial position of your window. The default is Manual, which means
that the window will be initially positioned according to the Top and Left properties of your window. Other
options are CenterOwner, which will position the window in the center of it's owner window, and
CenterScreen, which will position the window in the center of the screen.
WindowState - Controls the initial window state. It can be either Normal, Maximized or Minimized. The
default is Normal, which is what you should use unless you want your window to start either maximized or
minimized.
There are lots of other attributes though, so have a look for yourself and then move on to the next chapter.
App.xaml.cs extends the Application class, which is a central class in a WPF Windows application. .NET
will go to this class for starting instructions and then start the desired Window or Page from there. This is
also the place to subscribe to important application events, like application start, unhandled exceptions and
so on. More about that later.
One of the most commonly used features of the App.xaml file is to define global resources that may be
used and accessed from all over an application, for instance global styles. This will be discussed in detail
later on.
<Application x:Class="WpfTutorialSamples.App"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>
The main thing to notice here is the StartupUri property. This is actually the part that instructs which
Window or Page to start up when the application is launched. In this case, MainWindow.xaml will be
started, but if you would like to use another window as the starting point, you can simply change this.
In some situations, you want more control over how and when the first window is displayed. In that case,
you can remove the StartupUri property and value and then do it all from Code-Behind instead. This will be
demonstrated below.
using System;
using System.Collections.Generic;
using System.Windows;
}
}
You will see how this class extends the Application class, allowing us to do stuff on the application level.
For instance, you can subscribe to the Startup event, where you can manually create your starting window.
Here's an example:
<Application x:Class="WpfTutorialSamples.App"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Startup="Application_Startup">
<Application.Resources></Application.Resources>
</Application>
Notice how the StartupUri has been replaced with a subscription to the Startup event (subscribing to events
through XAML is explained in another chapter). In Code-Behind, you can use the event like this:
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples
{
public partial class App : Application
{
The cool thing in this example, compared to just using the StartupUri property, is that we get to manipulate
the startup window before showing it. In this, we change the title of it, which is not terribly useful, but you
could also subscribe to events or perhaps show a splash screen. When you have all the control, there are
many possibilities. We will look deeper into several of them in the next articles of this tutorial.
notepad.exe c:\Windows\win.ini
This will open Notepad with the win.ini file opened (you may have to adjust the path to match your system).
Notepad simply looks for one or several parameters and then uses them and your application can do the
same!
Command-line parameters are passed to your WPF application through the Startup event, which we
subscribed to in the App.xaml article. We will do the same in this example, and then use the value passed
on to through the method arguments. First, the App.xaml file:
<Application x:Class="WpfTutorialSamples.App"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Startup="Application_Startup">
<Application.Resources></Application.Resources>
</Application>
All we do here is to subscribe to the Startup event, replacing the StartupUri property. The event is then
implemented in App.xaml.cs:
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples
{
public partial class App : Application
{
The StartupEventArgs is what we use here. It's passed into the Application Startup event, with the name
e. It has the property Args, which is an array of strings. Command-line parameters are separated by
spaces, unless the space is inside a quoted string.
Try running the application and you will see it respond to your parameter.
Of course, the message isn't terribly useful. Instead you might want to either pass it to the constructor of
your main window or call a public open method on it, like this:
using System;
using System.Collections.Generic;
using System.Windows;
The concept is used a lot for styles and templates, which we'll discuss later on in this tutorial, but as it will
be illustrated in this chapter, you can use it for many other things as well. Allow me to demonstrate it with a
simple example:
<Window x:Class="WpfTutorialSamples.WPF_Application.ResourceSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:sys="clr-namespace:System;assembly=mscorlib"
Title="ResourceSample" Height="150" Width="350">
<Window.Resources>
<sys:String x:Key="strHelloWorld">Hello, world!</sys:String>
</Window.Resources>
<StackPanel Margin="10">
<TextBlock Text="{StaticResource strHelloWorld}" FontSize="56"
/>
<TextBlock>Just another "<TextBlock Text="{StaticResource
strHelloWorld}" />" example, but with resources!</TextBlock>
</StackPanel>
</Window>
Resources are given a key, using the x:Key attribute, which allows you to reference it from other parts of
the application by using this key, in combination with the StaticResource markup extension. In this
example, I just store a simple string, which I then use from two different TextBlock controls.
The main difference is that a static resource is resolved only once, which is at the point where the XAML is
loaded. If the resource is then changed later on, this change will not be reflected where you have used the
StaticResource.
A DynamicResource on the other hand, is resolved once it's actually needed, and then again if the
resource changes. Think of it as binding to a static value vs. binding to a function that monitors this value
and sends it to you each time it's changed - it's not exactly how it works, but it should give you a better idea
of when to use what. Dynamic resources also allows you to use resources which are not even there during
design time, e.g. if you add them from Code-behind during the startup of the application.
<Window x:Class
="WpfTutorialSamples.WPF_Application.ExtendedResourceSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:sys="clr-namespace:System;assembly=mscorlib"
Title="ExtendedResourceSample" Height="160" Width="300"
Background="{DynamicResource WindowBackgroundBrush}">
<Window.Resources>
<sys:String x:Key="ComboBoxTitle">Items:</sys:String>
<LinearGradientBrush x:Key="WindowBackgroundBrush">
<GradientStop Offset="0" Color="Silver"/>
<GradientStop Offset="1" Color="Gray"/>
</LinearGradientBrush>
</Window.Resources>
This time, we've added a couple of extra resources, so that our Window now contains a simple string, an
array of strings and a LinearGradientBrush. The string is used for the label, the array of strings is used as
items for the ComboBox control and the gradient brush is used as background for the entire window. So, as
you can see, pretty much anything can be stored as a resource.
If you only need a given resource for a specific control, you can make it more local by adding it to this
specific control, instead of the window. It works exactly the same way, the only difference being that you
can now only access from inside the scope of the control where you put it:
<StackPanel Margin="10">
<StackPanel.Resources>
<sys:String x:Key="ComboBoxTitle">Items:</sys:String>
</StackPanel.Resources>
<Label Content="{StaticResource ComboBoxTitle}" />
</StackPanel>
In this case, we add the resource to the StackPanel and then use it from its child control, the Label. Other
controls inside of the StackPanel could have used it as well, just like children of these child controls would
have been able to access it. Controls outside of this particular StackPanel wouldn't have access to it,
though.
If you need the ability to access the resource from several windows, this is possible as well. The App.xaml
<Application x:Class="WpfTutorialSamples.App"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:sys="clr-namespace:System;assembly=mscorlib"
StartupUri="WPF application/ExtendedResourceSample.xaml"
>
<Application.Resources>
<sys:String x:Key="ComboBoxTitle">Items:</sys:String>
</Application.Resources>
</Application>
Using it is also the same - WPF will automatically go up the scope, from the local control to the window and
then to App.xaml, to find a given resource:
App.xaml:
<Application x:Class="WpfTutorialSamples.App"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:sys="clr-namespace:System;assembly=mscorlib"
StartupUri="WPF
application/ResourcesFromCodeBehindSample.xaml">
<Application.Resources>
<sys:String x:Key="strApp">Hello, Application world!</
sys:String>
</Application.Resources>
</Application>
<Window x:Class
="WpfTutorialSamples.WPF_Application.ResourcesFromCodeBehindSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:sys="clr-namespace:System;assembly=mscorlib"
Title="ResourcesFromCodeBehindSample" Height="175" Width="250"
>
<Window.Resources>
<sys:String x:Key="strWindow">Hello, Window world!</sys:String
>
</Window.Resources>
<DockPanel Margin="10" Name="pnlMain">
<DockPanel.Resources>
<sys:String x:Key="strPanel">Hello, Panel world!</
sys:String>
</DockPanel.Resources>
Code-behind:
using System;
using System.Windows;
namespace WpfTutorialSamples.WPF_Application
{
public partial class ResourcesFromCodeBehindSample : Window
{
public ResourcesFromCodeBehindSample()
{
So, as you can see, we store three different "Hello, world!" messages: One in App.xaml, one inside the
window, and one locally for the main panel. The interface consists of a button and a ListBox.
In Code-behind, we handle the click event of the button, in which we add each of the text strings to the
ListBox, as seen on the screenshot. We use the FindResource() method, which will return the resource as
an object (if found), and then we turn it into the string that we know it is by using the ToString() method.
Notice how we use the FindResource() method on different scopes - first on the panel, then on the window
and then on the current Application object. It makes sense to look for the resource where we know it is,
but as already mentioned, if a resource is not found, the search progresses up the hierarchy, so in
principal, we could have used the FindResource() method on the panel in all three cases, since it would
have continued up to the window and later on up to the application level, if not found.
The same is not true the other way around - the search doesn't navigate down the tree, so you can't start
looking for a resource on the application level, if it has been defined locally for the control or for the window.
Obviously it will go wrong, since I try to perform the Trim() method on a variable that's currently null. If you
don't handle the exception, your application will crash and Windows will have to deal with the problem. As
you can see, that isn't very user friendly:
In this case, the user would be forced to close your application, due to such a simple and easily avoided
error. So, if you know that things might go wrong, then you should use a try-catch block, like this:
However, sometimes even the simplest code can throw an exception, and instead of wrapping every single
line of code with a try- catch block, WPF lets you handle all unhandled exceptions globally. This is done
through the DispatcherUnhandledException event on the Application class. If subscribed to, WPF will call
the subscribing method once an exception is thrown which is not handled in your own code. Here's a
complete example, based on the stuff we just went through:
<Window x:Class
="WpfTutorialSamples.WPF_Application.ExceptionHandlingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ExceptionHandlingSample" Height="200" Width="200">
<Grid>
<Button HorizontalAlignment="Center" VerticalAlignment
="Center" Click="Button_Click">
Do something bad!
</Button>
</Grid>
</Window>
using System;
using System.Windows;
namespace WpfTutorialSamples.WPF_Application
{
public partial class ExceptionHandlingSample : Window
{
public ExceptionHandlingSample()
{
InitializeComponent();
}
Notice that I call the Trim() method an extra time, outside of the try-catch block, so that the first call is
handled, while the second is not. For the second one, we need the App.xaml magic:
<Application x:Class="WpfTutorialSamples.App"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
DispatcherUnhandledException
="Application_DispatcherUnhandledException"
StartupUri="WPF
Application/ExceptionHandlingSample.xaml">
<Application.Resources>
</Application.Resources>
</Application>
using System;
using System.Windows;
namespace WpfTutorialSamples
{
public partial class App : Application
{
We handle the exception much like the local one, but with a slightly different text and image in the message
box. Also, notice that I set the e.Handled property to true. This tells WPF that we're done dealing with this
exception and nothing else should be done about it.
1.4.6.1. Summary
Exception handling is a very important part of any application and fortunately, WPF and .NET makes it very
easy to handle exceptions both locally and globally. You should handle exceptions locally when it makes
And if you're thinking "surely there can't be that many differences when formatting simple stuff like numbers
and dates?", I suggest that you have a look at this sample app, where I have formatted the same number
and the same date in accordance with how they prefer it in the US, Germany and Sweden:
So as you can see, there are many subtle differences in how numbers and dates are displayed. The good
news is that the .NET framework can help you out a lot - in fact, it already does: By default, dates and
numbers are formatted in accordance with the system settings of the computer where your application are
executed. The bad news is that this behavior might not always be what you want. But don't worry - you can
easily change this. It all relates to the use of the CultureInfo class, which you can read much more about in
the C# Tutorial article on CultureInfo. For now, let's discuss how to apply these techniques to your WPF
application.
This might suffice for some cases, where you just need special formatting in a couple of places, but in
general, you should decide if your application should use system settings (the default) or if you should
override this behavior with a specific culture-setting for the entire application.
The CurrentCulture property is the one that controls how numbers and dates etc. are formatted. The
default value comes from the operating system of the computer executing the application and can be
changed independently of the language used by their operating system. It is, for instance, very common for
a person living in Germany to install Windows with English as their interface language, while still preferring
German-notation for numbers and dates. For a situation like this, the CurrentCulture property would default
to German.
The CurrentUICulture property specifies the language that the interface should use. This is only relevant if
your application supports multiple languages, e.g. through the use of language-resource files. Once again,
this allows you to use one culture for the language (e.g. English), while using another (e.g. German) when
dealing with input/output of numbers, dates etc.
With that in mind, you now have to decide whether to change the CurrentCulture and/or the
CurrentUICulture. It can be done pretty much whenever you want, but it makes the most sense to do it
when starting your application - otherwise, some output might already be generated with the default culture,
before the switch. Here's an example where we change the Culture, as well as the UICulture, in the
Application_Startup() event which can be used in the App.xaml.cs file of your WPF application:
Since we use the Thread class as well as the CultureInfo, don't forget to add the required namespaces to
your file, if they are not already present:
using System.Threading;
using System.Globalization;
With this in place, numbers and dates will now be formatted according to how they prefer it in German (de-
DE). As mentioned, you can leave out the line defining the culture for the UICulture (the last line) if your
application doesn't support multiple languages.
Changing the culture during the Application_Startup event, or at the latest in the constructor of your main
window, makes most sense, because values that are already generated aren't updated automatically when
you change the CurrentCulture property. That doesn't mean that you can't do it though, as illustrated by
this next example, which also serves as a fine demonstration of how the output is affected by the
CurrentCulture property:
<Window x:Class
="WpfTutorialSamples.WPF_Application.ApplicationCultureSwitchSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:local="clr-namespace:WpfTutorialSamples.WPF_Application"
mc:Ignorable="d"
Title="ApplicationCultureSwitchSample" Height="200" Width
="320">
<StackPanel Margin="20">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Label>Number:</Label>
<Label Name="lblNumber" Grid.Column="1" />
using System;
using System.Globalization;
using System.Threading;
using System.Windows;
using System.Windows.Controls;
namespace WpfTutorialSamples.WPF_Application
{
public partial class ApplicationCultureSwitchSample : Window
{
public ApplicationCultureSwitchSample()
{
InitializeComponent();
}
If your application uses more than one thread, you should consider using the
DefaultThreadCurrentCulture property. It can be found on the CultureInfo class (introduced in .NET
framework version 4.5) and will ensure that not only the current thread, but also future threads will use the
same culture. You can use it like this, e.g. in the Application_Startup event:
So, will you have to set both the CurrentCulture AND the DefaultThreadCurrentCulture properties?
Actually, no - if you have not already changed the CurrentCulture property, setting the
DefaultThreadCurrentCulture property will also be applied to the CurrentCulture property. In other words, it
makes sense to use the DefaultThreadCurrentCulture instead of CurrentCulture if you plan on using
multiple threads in your application - it will take care of all scenarios.
1.4.7.5. Summary
Dealing with the culture of your WPF application is very important, but fortunately for you, WPF will do a lot
of it for you completely out-of-the-box. If you need to change the default behavior, it's quite easy as well,
using the CurrentCulture and CurrentUICulture properties, as illustrated in the numerous examples of
this article.
The TextBlock control is one of the most fundamental controls in WPF, yet it's very useful. It allows you to
put text on the screen, much like a Label control does, but in a simpler and less resource demanding way.
A common understanding is that a Label is for short, one-line texts (but may include e.g. an image), while
the TextBlock works very well for multiline strings as well, but can only contain text (strings). Both the Label
and the TextBlock offers their own unique advantages, so what you should use very much depends on the
situation.
We already used a TextBlock control in the "Hello, WPF!" article, but for now, let's have a look at the
TextBlock in its simplest form:
<Window x:Class="WpfTutorialSamples.Basic_controls.TextBlockSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBlockSample" Height="100" Width="200">
<Grid>
<TextBlock>This is a TextBlock</TextBlock>
</Grid>
</Window>
That's as simple as it comes and if you have read the previous chapters of this tutorial, then there should
be nothing new here. The text between the TextBlock is simply a shortcut for setting the Text property of
the TextBlock.
For the next example, let's try a longer text to show how the TextBlock deals with that. I've also added a bit
of margin, to make it look just a bit better:
<Window x:Class="WpfTutorialSamples.Basic_controls.TextBlockSample"
Fortunately, there are several ways of dealing with this. In the next example I'll show you all of them, and
then I'll explain each of them afterwards:
<Window x:Class="WpfTutorialSamples.Basic_controls.TextBlockSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBlockSample" Height="200" Width="250">
<StackPanel>
<TextBlock Margin="10" Foreground="Red">
This is a TextBlock control<LineBreak />
with multiple lines of text.
</TextBlock>
<TextBlock Margin="10" TextTrimming="CharacterEllipsis"
Foreground="Green">
This is a TextBlock control with text that may not be
rendered completely, which will be indicated with an ellipsis.
</TextBlock>
<TextBlock Margin="10" TextWrapping="Wrap" Foreground="Blue">
So, we have three TextBlock controls, each with a different color (using the Foreground property) for an
easier overview. They all handle the fact that their text content is too long in different ways:
The red TextBlock uses a LineBreak tag to manually break the line at a designated location. This gives
you absolute control over where you want the text to break onto a new line, but it's not very flexible for most
situations. If the user makes the window bigger, the text will still wrap at the same position, even though
there may now be room enough to fit the entire text onto one line.
The green TextBlock uses the TextTrimming property with the value CharacterEllipsis to make the
TextBlock show an ellipsis (...) when it can't fit any more text into the control. This is a common way of
showing that there's more text, but not enough room to show it. This is great when you have text that might
be too long but you absolutely don't want it to use more than one line. As an alternative to
CharacterEllipsis you may use WordEllipsis, which will trim the text at the end of the last possible word
instead of the last possible character, preventing that a word is only shown in part.
The blue TextBlock uses the TextWrapping property with the value Wrap, to make the TextBlock wrap to
the next line whenever it can't fit anymore text into the previous line. Contrary to the first TextBlock, where
we manually define where to wrap the text, this happens completely automatic and even better: It's also
automatically adjusted as soon as the TextBlock get more or less space available. Try making the window
in the example bigger or smaller and you will see how the wrapping is updated to match the situation.
This was all about dealing with simple strings in the TextBlock. In the next chapter, we'll look into some of
the more advanced functionality of the TextBlock, which allows us to create text of various styles within the
TextBlock and much more.
Luckily the TextBlock control supports inline content. These small control-like constructs all inherit from the
Inline class, which means that they can be rendered inline, as a part of a larger text. As of writing, the
supported elements include AnchoredBlock, Bold, Hyperlink, InlineUIContainer, Italic, LineBreak, Run,
Span, and Underline. In the following examples, we'll have a look at most of them.
<Window x:Class
="WpfTutorialSamples.Basic_controls.TextBlockInlineSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBlockInlineSample" Height="100" Width="300">
<Grid>
<TextBlock Margin="10" TextWrapping="Wrap">
TextBlock with <Bold>bold</Bold>, <Italic>italic</Italic>
and <Underline>underlined</Underline> text.
</TextBlock>
</Grid>
</Window>
Much like with HTML, you just surround your text with a Bold tag to get bold text and so on. This makes it
very easy to create and display diverse text in your applications.
All three of these tags are just child classes of the Span element, each setting a specific property on the
Span element to create the desired effect. For instance, the Bold tag just sets the FontWeight property on
the underlying Span element, the Italic element sets the FontStyle and so on.
1.5.2.3. Hyperlink
The Hyperlink element allows you to have links in your text. It's rendered with a style that suits your current
Windows theme, which will usually be some sort of underlined blue text with a red hover effect and a hand
mouse cursor. You can use the NavigateUri property to define the URL that you wish to navigate to. Here's
an example:
<Window x:Class
="WpfTutorialSamples.Basic_controls.TextBlockHyperlinkSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBlockHyperlinkSample" Height="100" Width="300">
<Grid>
<TextBlock Margin="10" TextWrapping="Wrap">
This text has a <Hyperlink RequestNavigate
="Hyperlink_RequestNavigate" NavigateUri="https://www.google.com">link</
Hyperlink> in it.
</TextBlock>
</Grid>
</Window>
The Hyperlink is also used inside of WPF Page's, where it can be used to navigate between pages. In that
case, you won't have to specifically handle the RequestNavigate event, like we do in the example, but for
launching external URL's from a regular WPF application, we need a bit of help from this event and the
Process class. We subscribe to the RequestNavigate event, which allows us to launch the linked URL in
the users default browser with a simple event handler like this one in the code behind file:
1.5.2.4. Run
The Run element allows you to style a string using all the available properties of the Span element, but
while the Span element may contain other inline elements, a Run element may only contain plain text. This
makes the Span element more flexible and therefore the logical choice in most cases.
1.5.2.5. Span
The Span element doesn't have any specific rendering by default, but allows you to set almost any kind of
specific rendering, including font size, style and weight, background and foreground colors and so on. The
great thing about the Span element is that it allows for other inline elements inside of it, making it easy to
do even advanced combinations of text and style. In the following example, I have used many Span
elements to show you some of the many possibilities when using inline Span elements:
<Window x:Class="WpfTutorialSamples.Basic_controls.TextBlockSpanSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBlockSpanSample" Height="100" Width="300">
<Grid>
<TextBlock Margin="10" TextWrapping="Wrap">
This <Span FontWeight="Bold">is</Span> a
<Span Background="Silver" Foreground="Maroon">TextBlock</
Span>
with <Span TextDecorations="Underline">several</Span>
<Span FontStyle="Italic">Span</Span> elements,
<Span Foreground="Blue">
using a <Bold>variety</Bold> of <Italic>styles</
Italic>
</Span>.
</TextBlock>
</Grid>
</Window>
<Window x:Class
="WpfTutorialSamples.Basic_controls.TextBlockCodeBehindSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBlockCodeBehindSample" Height="100" Width="300">
<Grid></Grid>
</Window>
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Media;
namespace WpfTutorialSamples.Basic_controls
{
public partial class TextBlockCodeBehindSample : Window
{
public TextBlockCodeBehindSample()
{
InitializeComponent();
TextBlock tb = new TextBlock();
tb.TextWrapping = TextWrapping.Wrap;
tb.Margin = new Thickness(10);
tb.Inlines.Add("An example on ");
tb.Inlines.Add(new Run("the TextBlock control ") {
FontWeight = FontWeights.Bold });
tb.Inlines.Add("using ");
tb.Inlines.Add(new Run("inline ") { FontStyle =
FontStyles.Italic });
tb.Inlines.Add(new Run("text formatting ") { Foreground =
Brushes.Blue });
It's great to have the possibility, and it can be necessary to do it like this in some cases, but this example
will probably make you appreciate XAML even more.
<Window x:Class="WpfTutorialSamples.Basic_controls.LabelControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="LabelControlSample" Height="100" Width="200">
<Grid>
<Label Content="This is a Label control." />
</Grid>
</Window>
Another thing you might notice is the fact that the Label, by default, has a bit of padding, allowing the text to
be rendered a few pixels away from the top, left corner. This is not the case for the TextBlock control,
where you will have to specify it manually.
In a simple case like this, where the content is simply a string, the Label will actually create a TextBlock
internally and show your string in that.
• Specify a border
• Render other controls, e.g. an image
• Use templated content through the ContentTemplate property
•Use access keys to give focus to related controls
The last bullet point is actually one of the main reasons for using a Label over the TextBlock control.
Whenever you just want to render simple text, you should use the TextBlock control, since it's lighter and
performs better than the Label in most cases.
<Window x:Class="WpfTutorialSamples.Basic_controls.LabelControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="LabelControlSample" Height="180" Width="250">
<StackPanel Margin="10">
<Label Content="_Name:" Target="{Binding ElementName=txtName}"
/>
<TextBox Name="txtName" />
<Label Content="_Mail:" Target="{Binding ElementName=txtMail}"
/>
<TextBox Name="txtMail" />
</StackPanel>
</Window>
The screenshot shows our sample dialog as it looks when the Alt key is pressed. Try running it, holding
down the [Alt] key and then pressing N and M. You will see how focus is moved between the two textboxes.
So, there's several new concepts here. First of all, we define the access key by placing an underscore (_)
before the character. It doesn't have to be the first character, it can be before any of the characters in your
label content. The common practice is to use the first character that's not already used as an access key
for another control.
<Window x:Class
="WpfTutorialSamples.Basic_controls.LabelControlAdvancedSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="LabelControlAdvancedSample" Height="180" Width="250">
<StackPanel Margin="10">
<Label Target="{Binding ElementName=txtName}">
<StackPanel Orientation="Horizontal">
<Image Source
="http://cdn1.iconfinder.com/data/icons/fatcow/16/bullet_green.png" />
<AccessText Text="_Name:" />
</StackPanel>
</Label>
<TextBox Name="txtName" />
<Label Target="{Binding ElementName=txtMail}">
<StackPanel Orientation="Horizontal">
<Image Source
="http://cdn1.iconfinder.com/data/icons/fatcow/16/bullet_blue.png" />
<AccessText Text="_Mail:" />
</StackPanel>
</Label>
<TextBox Name="txtMail" />
</StackPanel>
</Window>
This is just an extended version of the previous example - instead of a simple text string, our Label will now
host both an image and a piece of text (inside the AccessText control, which allows us to still use an
access key for the label). Both controls are inside a horizontal StackPanel, since the Label, just like any
other ContentControl derivate, can only host one direct child control.
1.5.3.4. Summary
In most situations, the Label control does exactly what the name implies: It acts as a text label for another
control. This is the primary purpose of it. For most other cases, you should probably use a TextBlock
control or one of the other text containers that WPF offers.
<Window x:Class="WpfTutorialSamples.Basic_controls.TextBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBoxSample" Height="80" Width="250">
<StackPanel Margin="10">
<TextBox />
</StackPanel>
</Window>
That's all you need to get a text field. I added the text after running the sample and before taking the
screenshot, but you can do it through markup as well, to pre-fill the textbox, using the Text property:
Try right-clicking in the TextBox. You will get a menu of options, allowing you to use the TextBox with the
Windows Clipboard. The default keyboard shortcuts for undoing and redoing (Ctrl+Z and Ctrl+Y) should
also work, and all of this functionality you get for free!
<Window x:Class="WpfTutorialSamples.Basic_controls.TextBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
I have added two properties: The AcceptsReturn makes the TextBox into a multi-line control by allowing the
use of the Enter/Return key to go to the next line, and the TextWrapping property, which will make the text
wrap automatically when the end of a line is reached.
It works much like in Microsoft Word, where spelling errors are underlined and you can right-click it for
suggested alternatives. Enabling spell checking is very easy:
<Window x:Class="WpfTutorialSamples.Basic_controls.TextBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBoxSample" Height="160" Width="280">
<Grid Margin="10">
<TextBox AcceptsReturn="True" TextWrapping="Wrap"
SpellCheck.IsEnabled="True" Language="en-US" />
</Grid>
</Window>
We have used the previous, multi-line textbox example as the basis and then I have added two new
<Window x:Class
="WpfTutorialSamples.Basic_controls.TextBoxSelectionSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextBoxSelectionSample" Height="150" Width="300">
<DockPanel Margin="10">
<TextBox SelectionChanged="TextBox_SelectionChanged"
DockPanel.Dock="Top" />
<TextBox Name="txtStatus" AcceptsReturn="True" TextWrapping
="Wrap" IsReadOnly="True" />
</DockPanel>
</Window>
The example consists of two TextBox controls: One for editing and one for outputting the current selection
status to. For this, we set the IsReadOnly property to true, to prevent editing of the status TextBox. We
subscribe the SelectionChanged event on the first TextBox, which we handle in the Code-behind:
using System;
using System.Text;
using System.Windows;
namespace WpfTutorialSamples.Basic_controls
{
public partial class TextBoxSelectionSample : Window
{
public TextBoxSelectionSample()
{
InitializeComponent();
}
SelectionStart , which gives us the current cursor position or if there's a selection: Where it starts.
SelectionLength , which gives us the length of the current selection, if any. Otherwise it will just return 0.
<Button>Hello, world!</Button>
Pretty simple, right? Of course, the Button doesn't actually do anything yet, but if you point to it, you will find
that it comes with a nice hover effect right out of the box. But let's make the Button do something, by
subscribing to its Click event (more information about this process can be found in the article on
subscribing to events in XAML):
You now have a very basic button and when you click on it, a message will be displayed!
Internally, simple text inside the Content of the Button is turned into a TextBlock control, which also means
that you can control the same aspects of the text formatting. You will find several properties on the Button
control for doing this, including (but not limited to) Foreground, Background, FontWeight and so on. In
other words, it's very easy to change the formatting of the text inside a Button control:
By setting these properties directly on the Button, you are of course limited to applying the same formatting
for all of the content, but if that's not good enough, just read on for even more advanced content formatting.
<Button>
<StackPanel Orientation="Horizontal">
<TextBlock>Formatted </TextBlock>
<TextBlock Foreground="Blue" FontWeight="Bold" Margin="2,0">
Button</TextBlock>
<TextBlock Foreground="Gray" FontStyle="Italic">[Various]</
TextBlock>
</StackPanel>
</Button>
In many UI frameworks, you will find a regular Button and then one or several other variants, which will
offer extra features. One of the most commonly used variants is the ImageButton, which, as the name
implies, is a Button which will usually allow you to include an image before the text. But in WPF, there's no
need for a separate control to accomplish this - as you just saw, we can put several controls inside a
Button, so you can just as easily add an Image control to it, like this:
<Button Padding="5">
<StackPanel Orientation="Horizontal">
<Image Source="/WpfTutorialSamples;component/Images/help.png" />
<TextBlock Margin="5,0">Help</TextBlock>
</StackPanel>
</Button>
It's really that simple to create an ImageButton in WPF, and you are of course free to move things around,
e.g. if you want the image after the text instead of before etc.
This will apply a padding of 5 pixels on the sides, and 2 pixels in the top and bottom. But having to apply
padding to all of your buttons might get a bit tiresome at a certain point, so here's a small tip: You can apply
the padding globally, either across the entire application or just this specific Window, using a Style (more on
styles later). Here's an example where we apply it to the Window, using the Window.Resources property:
This padding will now be applied to all your buttons, but you can of course override it by specifically
defining the Padding property on a Button. Here's how all the buttons of this example look with the common
padding:
1.5.5.6. Summary
As you can see from this article, using buttons in the WPF framework is very easy and you can customize
this important control almost endlessly.
<Window x:Class="WpfTutorialSamples.Basic_controls.CheckBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CheckBoxSample" Height="140" Width="250">
<StackPanel Margin="10">
<Label FontWeight="Bold">Application Options</Label>
<CheckBox>Enable feature ABC</CheckBox>
<CheckBox IsChecked="True">Enable feature XYZ</CheckBox>
<CheckBox>Enable feature WWW</CheckBox>
</StackPanel>
</Window>
As you can see, the CheckBox is very easy to use. On the second CheckBox, I use the IsChecked property
to have it checked by default, but other than that, no properties are needed to use it. The IsChecked
property should also be used from Code-behind if you want to check whether a certain CheckBox is
checked or not.
<Window x:Class="WpfTutorialSamples.Basic_controls.CheckBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
As you can see from the sample markup, you can do pretty much whatever you want with the content. On
all three check boxes, I do something differently with the text, and on the middle one I even throw in an
Image control. By specifying a control as the content, instead of just text, we get much more control of the
appearance, and the cool thing is that no matter which part of the content you click on, it will activate the
A common usage for this is to have a "Enable all" CheckBox, which can control a set of child checkboxes,
as well as show their collective state. Our example shows how you may create a list of features that can be
toggled on and off, with a common "Enable all" CheckBox in the top:
<Window x:Class
="WpfTutorialSamples.Basic_controls.CheckBoxThreeStateSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CheckBoxThreeStateSample" Height="170" Width="300">
<StackPanel Margin="10">
<Label FontWeight="Bold">Application Options</Label>
<StackPanel Margin="10,5">
<CheckBox IsThreeState="True" Name="cbAllFeatures"
Checked="cbAllFeatures_CheckedChanged" Unchecked
="cbAllFeatures_CheckedChanged">Enable all</CheckBox>
<StackPanel Margin="20,5">
<CheckBox Name="cbFeatureAbc" Checked
="cbFeature_CheckedChanged" Unchecked="cbFeature_CheckedChanged">Enable
feature ABC</CheckBox>
<CheckBox Name="cbFeatureXyz" IsChecked="True"
Checked="cbFeature_CheckedChanged" Unchecked="cbFeature_CheckedChanged">
Enable feature XYZ</CheckBox>
<CheckBox Name="cbFeatureWww" Checked
="cbFeature_CheckedChanged" Unchecked="cbFeature_CheckedChanged">Enable
feature WWW</CheckBox>
</StackPanel>
</StackPanel>
</StackPanel>
</Window>
using System;
using System.Windows;
}
}
All of this behavior can be seen on the screenshots above, and is achieved by subscribing to the Checked
and Unchecked events of the CheckBox controls. In a real world example, you would likely bind the values
instead, but this example shows the basics of using the IsThreeState property to create a "Toggle all"
<Window x:Class="WpfTutorialSamples.Basic_controls.RadioButtonSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="RadioButtonSample" Height="150" Width="250">
<StackPanel Margin="10">
<Label FontWeight="Bold">Are you ready?</Label>
<RadioButton>Yes</RadioButton>
<RadioButton>No</RadioButton>
<RadioButton IsChecked="True">Maybe</RadioButton>
</StackPanel>
</Window>
All we do is add a Label with a question, and then three radio buttons, each with a possible answer. We
define a default option by using the IsChecked property on the last RadioButton, which the user can
change simply by clicking on one of the other radio buttons. This is also the property you would want to
use from Code-behind to check if a RadioButton is checked or not.
<Window x:Class="WpfTutorialSamples.Basic_controls.RadioButtonSample"
xmlns
With the GroupName property set on each of the radio buttons, a selection can now be made for each of
the two groups. Without this, only one selection for all six radio buttons would be possible.
Markup-wise, this example gets a bit heavy, but the concept is pretty simple. For each RadioButton, we
have a WrapPanel with an image and a piece of text inside of it. Since we now take control of the text using
a TextBlock control, this also allows us to format the text in any way we want to. For this example, I have
changed the text color to match the choice. An Image control (read more about those later) is used to
Notice how you can click anywhere on the RadioButton, even on the image or the text, to toggle it on,
because we have specified it as content of the RadioButton. If you had placed it as a separate panel, next
to the RadioButton, the user would have to click directly on the round circle of the RadioButton to activate it,
which is less practical.
<Window x:Class="WpfTutorialSamples.Basic_controls.PasswordBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="PasswordBoxSample" Height="160" Width="300">
<StackPanel Margin="10">
<Label>Text:</Label>
<TextBox />
<Label>Password:</Label>
<PasswordBox />
</StackPanel>
</Window>
In the screenshot, I have entered the exact same text into the two text boxes, but in the password version,
the characters are replaced with dots. You can actually control which character is used instead of the real
characters, using the PasswordChar property:
In this case, the character X will be used instead of the dots. In case you need to control the length of the
password, there's a MaxLength property for you:
Notice how the characters are now X's instead, and that I was only allowed to enter 6 characters in the box.
This may or may not be important to you - as already stated, you can still read the password from Code-
behind, but for MVVM implementations or if you just love data bindings, a workaround has been developed.
You can read much more about it here:
http://blog.functionalfun.net/2008/06/wpf-passwordbox-and-data-binding.html
<Image Source
="https://upload.wikimedia.org/wikipedia/commons/3/30/Googlelogo.png" />
The Source property, which we used in this example to specify the image that should be displayed, is
probably the most important property of this control, so let's dig into that subject to begin with.
As you probably know, you can add resource files to your project - they can exist inside your current Visual
Studio project and be seen in the Solution Explorer just like any other WPF-related file (Windows, User
Controls etc.). A relevant example of a resource file is an image, which you can simply copy into a relevant
folder of your project, to have it included. It will then be compiled into your application (unless you
These URI's, often referred to as "Pack URI's", are a heavy topic with a lot more details, but for now, just
notice that it's essentially made up of two parts:
Using this syntax, you can easily reference resources included in your application. To simplify things, the
WPF framework will also accept a simple, relative URL - this will suffice in most cases, unless you're
doing something more complicated in your application, in regards to resources. Using a simple relative
URL, it would look like this:
Specifying the Image Source directly in your XAML will work out for a lot of cases, but sometimes you need
to load an image dynamically, e.g. based on a user choice. This is possible to do from Code-behind. Here's
how you can load an image found on the user's computer, based on their selection from an
OpenFileDialog:
Notice how I create a BitmapImage instance, which I pass a Uri object to, based on the selected path from
the dialog. We can use the exact same technique to load an image included in the application as a
resource:
We use the same relative path as we used in one of the previous examples - just be sure to pass in the
UriKind.Relative value when you create the Uri instance, so it knows that the path supplied is not an
absolute path. Here's the XAML source, as well as a screenshot, of our Code-behind sample:
<Window x:Class
="WpfTutorialSamples.Basic_controls.ImageControlCodeBehindSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:local="clr-namespace:WpfTutorialSamples.Basic_controls"
mc:Ignorable="d"
Title="ImageControlCodeBehindSample" Height="300" Width="400">
<StackPanel>
<WrapPanel Margin="10" HorizontalAlignment="Center">
<Button Name="btnLoadFromFile" Margin="0,0,20,0" Click
="BtnLoadFromFile_Click">Load from File...</Button>
<Button Name="btnLoadFromResource" Click
="BtnLoadFromResource_Click">Load from Resource</Button>
</WrapPanel>
<Image Name="imgDynamic" Margin="10" />
</StackPanel>
</Window>
As you can see from this next example, the Stretch property can make quite a bit of difference in how an
image is displayed:
It can be a bit hard to tell, but all four Image controls display the same image, but with different values for
the Stretch property. Here's how the various modes work:
•Uniform: This is the default mode. The image will be automatically scaled so that it fits within the
Image area. The Aspect ratio of the image will be preserved.
•UniformToFill: The image will be scaled so that it completely fills the Image area. The Aspect ratio
of the image will be preserved.
•Fill: The image will be scaled to fit the area of the Image control. Aspect ratio might NOT be
preserved, because the height and width of the image are scaled independently.
•None: If the image is smaller than the Image control, nothing is done. If it's bigger than the Image
control, the image will simply be cropped to fit into the Image control, meaning that only part of it will
be visible.
1.5.9.4. Summary
The WPF Image control makes it easy for you to display an image in your application, whether from a
remote source, an embedded resource or from the local computer, as demonstrated in this article.
Specifying a tooltip for a control is very easy, as you will see in this first and very basic example:
<Window x:Class
="WpfTutorialSamples.Control_concepts.ToolTipsSimpleSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ToolTipsSimpleSample" Height="150" Width="400">
<Grid VerticalAlignment="Center" HorizontalAlignment="Center">
</Grid>
</Window>
As you can see on the screenshots, this results in a floating box with the specified string, once the mouse
hovers over the button. This is what most UI frameworks offers - the display of a text string and nothing
more.
However, in WPF, the ToolTip property is actually not a string type, but instead an object type, meaning
that we can put whatever we want in there. This opens up for some pretty cool possibilities, where we can
provide the user with much richer and more helpful tooltips. For instance, consider this example and
<Window x:Class
="WpfTutorialSamples.Control_concepts.ToolTipsAdvancedSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ToolTipsAdvancedSample" Height="200" Width="400"
UseLayoutRounding="True">
<DockPanel>
<ToolBar DockPanel.Dock="Top">
<Button ToolTip="Create a new file">
<Button.Content>
<Image Source
="/WpfTutorialSamples;component/Images/page_white.png" Width="16" Height
="16" />
</Button.Content>
</Button>
<Button>
<Button.Content>
<Image Source
="/WpfTutorialSamples;component/Images/folder.png" Width="16" Height
="16" />
</Button.Content>
<Button.ToolTip>
<StackPanel>
<TextBlock FontWeight="Bold" FontSize="14"
Margin="0,0,0,5">Open file</TextBlock>
<TextBlock>
Search your computer or local network
<LineBreak />
for a file and open it for editing.
</TextBlock>
<Border BorderBrush="Silver"
BorderThickness="0,1,0,0" Margin="0,8" />
<WrapPanel>
<Image Source
="/WpfTutorialSamples;component/Images/help.png" Margin="0,0,5,0" />
<TextBlock FontStyle="Italic">Press
F1 for more help</TextBlock>
<TextBox>
Editor area...
</TextBox>
</DockPanel>
</Window>
Notice how this example uses a simple string tooltip for the first button and then a much more advanced
one for the second button. In the advanced case, we use a panel as the root control and then we're free to
add controls to that as we please. The result is pretty cool, with a header, a description text and a hint that
you can press F1 for more help, including a help icon.
You can also control whether or not the popup should have a shadow, using the HasDropShadow
property, or whether tooltips should be displayed for disabled controls as well, using the ShowOnDisabled
property. There are several other interesting properties, so for a complete list, please consult the
documentation:
1.6.1.2. Summary
Tooltips can be a great help for the user, and in WPF, they are both easy to use and extremely flexible.
Combine the fact that you can completely control the design and content of the tooltip, with properties from
the ToolTipService class, to create more user friendly inline help in your applications.
In this article, we'll be discussing why text is sometimes rendered more blurry with WPF, how this was
later fixed and how you can control text
rendering yourself.
As already mentioned in this tutorial, WPF does a lot more things on its own when compared to other UI
frameworks like WinForms, which will use the Windows API for many, many things. This is also clear when
it comes to the rendering of text - WinForms uses the GDI API from Windows, while WPF has its own text
rendering implementation, to better support animations as well as the device independent nature of WPF.
Unfortunately, this led to text being rendered a bit blurry, especially in small font sizes. This was a rather
big problem for WPF programmers for some time, but luckily, Microsoft made a lot of improvements in the
WPF text rendering engine in .NET framework version 4.0. This means that if you're using this version or
higher, your text should be almost as good as pixel perfect.
1.6.2.2. TextFormattingMode
Using the TextFormattingMode property, you get to decide which algorithm should be used when formatting
the text. You can choose between Ideal (the default value) and Display. You would normally want to leave
this property untouched, since the Ideal setting will be best for most situations, but in cases where you
need to render very small text, the Display setting can sometimes yield a better result. Here's an example
where you can see the difference (although it's very subtle):
<Window x:Class
="WpfTutorialSamples.Control_concepts.TextFormattingModeSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextFormattingModeSample" Height="200" Width="400">
<StackPanel Margin="10">
<Label TextOptions.TextFormattingMode="Ideal" FontSize="9">
TextFormattingMode.Ideal, small text</Label>
<Label TextOptions.TextFormattingMode="Display" FontSize="9">
TextFormattingMode.Display, small text</Label>
1.6.2.3. TextRenderingMode
The TextRenderingMode property gives you control of which antialiasing algorithm is used when
rendering text. It has the biggest effect in combination with the Display setting for the
TextFormattingMode property, which we'll use in this example to illustrate the differences:
<Window x:Class
="WpfTutorialSamples.Control_concepts.TextRenderingModeSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TextRenderingModeSample" Height="300" Width="400">
<StackPanel Margin="10" TextOptions.TextFormattingMode="Display">
<Label TextOptions.TextRenderingMode="Auto" FontSize="9">
TextRenderingMode.Auto, small text</Label>
<Label TextOptions.TextRenderingMode="Aliased" FontSize="9">
TextRenderingMode.Aliased, small text</Label>
<Label TextOptions.TextRenderingMode="ClearType" FontSize="9">
TextRenderingMode.ClearType, small text</Label>
<Label TextOptions.TextRenderingMode="Grayscale" FontSize="9">
TextRenderingMode.Grayscale, small text</Label>
<Label TextOptions.TextRenderingMode="Auto" FontSize="18">
As you can see, the resulting text differs quite a bit in how it looks and once again, you should mainly
change this in special circumstances.
WPF supports this behavior straight out of the box, and even better: It will automatically establish the order
used when moving from one field to another, so in general, you don't have to worry about this at all.
However, sometimes the design of your Window/dialog cause WPF to use a tab order that you might not
agree with, for various reasons. Also, you may decide that certain controls should not be a part of the
tabbing order. Allow me to illustrate this with an example:
This dialog consists of a Grid, split in the middle, with StackPanel's on each side, containing labels and
textboxes. The default tab order behavior is to start with the first control of the Window and then tab
through each of the child controls found within it, before moving to the next control. Since the dialog
consists of vertically oriented StackPanels, that would mean that we would start in the First name field and
then move to the Street name field and then the City field, before moving to StackPanel number two,
containing the fields for Last name and Zip code. When tabbing out of the second StackPanel, the two
buttons would finally be reached.
However, for this dialog, that's not the behavior I want. Instead I want to tab from First name to Last name
(so basically moving horizontally instead of vertically), and on top of that, I don't want to enter the City field
when tabbing through the form, because that will be automatically filled based on the Zip code in this
imaginary dialog and has therefore been made readonly. To accomplish all of this, I will use two properties:
TabIndex and IsTabStop. TabIndex is used to define the order, while the IsTabStop property will force
WPF to skip a control when tabbing through the Window. Here's the markup used to create the dialog:
<Window x:Class="WpfTutorialSamples.Control_concepts.TabOrderSample"
Notice how I simply give each relevant control a number in the TabIndex property, and then use the
IsTabStop for the TextBox used for the City - it's that simple to control the tab order in a dialog!
1.6.3.1. Summary
Controlling the tab order of a dialog is very important, but fortunately for us, WPF does a very good job of
automatically defining a proper tab order for you. However, in some cases, it will make sense to go in and
take control, using the TabIndex and IsTabStop properties, as illustrated in the example above.
<Button Content="_New"></Button>
Notice the underscore (_) just before the N character - this will turn the N key into the designated Access
Key for this Button control. By default, the look of your control(s) doesn't change, as you can see from this
example where I have defined Access Keys for all the buttons:
However, as soon as you press the Alt key on your Keyboard, the available Access Keys are highlighted
by underlining them:
While holding the Alt key down, you can now press one of the Access Keys (e.g. N, O or S) to activate the
specific button. It will react as if it was clicked with the mouse.
Access Keys are fine for single elements in a dialog/window, but they are even more useful in the
traditional Windows Menus, where you will usually need to click your way through a hierarchy of menu
items before reaching the one you need. Here's an example from Visual Studio:
You might be tempted to just use any of the characters found in the control text/content, but there are
actually guidelines for picking the right character. The most important rule is of course to pick a character
not used by another control already, but in addition to that, you should use the following guidelines:
So, in this example, the Label control would then hold the descriptive text, and therefore also the Access
Key, but the control you want to give attention to would be the TextBox control. No problem - we can use
the Target property of the Label to tie it together with the TextBox (or any other control), like this:
<StackPanel Margin="20">
<Label Content="_First name:" Target="{Binding
ElementName=txtFirstName}" />
<TextBox Name="txtFirstName" />
<Label Content="_Last name:" Target="{Binding
ElementName=txtLastName}" />
<TextBox Name="txtLastName" />
<Button Content="_Save" Margin="20"></Button>
</StackPanel>
Notice how the Access Key is specified for the Label controls and then tied to the relevant TextBox control
using the Target property, where we use an ElementName based Binding to do the actual work. Now we
can access the two TextBox controls using Alt+F and Alt+L, and the Button with Alt+S. Here's how it looks:
1.6.4.4. Summary
By using Access Keys in your windows/dialogs, you are making it much easier for people to navigate using
only their keyboards. This is especially popular among power-users, who will use the keyboard in favor of
Panels come in several different flavors, with each of them having its own way of dealing with layout and
child controls. Picking the right panel is therefore essential to getting the behavior and layout you want, and
especially in the start of your WPF career, this can be a difficult job. The next section will describe each of
the panels shortly and give you an idea of when to use it. After that, move on to the next chapters, where
each of the panels will be described in detail.
1.7.1.1. Canvas
A simple panel, which mimics the WinForms way of doing things. It allows you to assign specific
coordinates to each of the child controls, giving you total control of the layout. This is not very flexible
though, because you have to manually move the child controls around and make sure that they align the
way you want them to. Use it (only) when you want complete control of the child control positions.
1.7.1.2. WrapPanel
The WrapPanel will position each of its child controls next to the other, horizontally (default) or vertically,
until there is no more room, where it will wrap to the next line and then continue. Use it when you want a
vertical or horizontal list controls that automatically wraps when there's no more room.
1.7.1.3. StackPanel
The StackPanel acts much like the WrapPanel, but instead of wrapping if the child controls take up too
much room, it simply expands itself, if possible. Just like with the WrapPanel, the orientation can be either
horizontal or vertical, but instead of adjusting the width or height of the child controls based on the largest
item, each item is stretched to take up the full width or height. Use the StackPanel when you want a list of
controls that takes up all the available room, without wrapping.
1.7.1.4. DockPanel
The DockPanel allows you to dock the child controls to the top, bottom, left or right. By default, the last
control, if not given a specific dock position, will fill the remaining space. You can achieve the same with the
Grid panel, but for the simpler situations, the DockPanel will be easier to use. Use the DockPanel whenever
you need to dock one or several controls to one of the sides, like for dividing up the window into specific
areas.
1.7.1.5. Grid
1.7.1.6. UniformGrid
The UniformGrid is just like the Grid, with the possibility of multiple rows and columns, but with one
important difference: All rows and columns will have the same size! Use this when you need the Grid
behavior without the need to specify different sizes for the rows and columns.
If you have ever used another UI library like WinForms, this will probably make you feel right at home, but
while it can be tempting to have absolute control of all the child controls, this also means that the Panel
won't do anything for you once the user starts resizing your window, if you localize absolutely positioned
text or if the content is scaled.
More about that later, let's get into a simple example. This one is mostly about showing you just how little
the Canvas does by default:
<Window x:Class="WpfTutorialSamples.Panels.Canvas"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Canvas" Height="200" Width="200">
<Canvas>
<Button>Button 1</Button>
<Button>Button 2</Button>
</Canvas>
</Window>
As you can see, even though we have two buttons, they are both placed in the exact same place, so only
the last one is visible. The Canvas does absolutely nothing until you start giving coordinates to the child
controls. This is done using the Left, Right, Top and Bottom attached properties from the Canvas control.
These properties allow you to specify the position relative to the four edges of the Canvas. By default, they
are all set to NaN (Not a Number), which will make the Canvas place them in the upper left corner, but as
mentioned, you can easily change this:
Notice how I only set the property or properties that I need. For the first two buttons, I only wish to specify a
value for the X axis, so I use the Left and Right properties to push the buttons towards the center, from
each direction.
For the bottom buttons, I use both Left/Right and Bottom to push them towards the center in both
directions. You will usually specify either a Top or a Bottom value and/or a Left or a Right value.
As mentioned, since the Canvas gives you complete control of positions, it won't really care whether or not
there's enough room for all your controls or if one is on top of another. This makes it a bad choice for pretty
much any kind of dialog design, but the Canvas is, as the name implies, great for at least one thing:
Painting. WPF has a bunch of controls that you can place inside a Canvas, to make nice illustrations.
1.7.2.1. Z-Index
In the next example, we'll use a couple of the shape related controls of WPF to illustrate another very
<Window x:Class="WpfTutorialSamples.Panels.CanvasZIndex"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CanvasZIndex" Height="275" Width="260">
<Canvas>
<Ellipse Fill="Gainsboro" Canvas.Left="25" Canvas.Top="25"
Width="200" Height="200" />
<Rectangle Fill="LightBlue" Canvas.Left="25" Canvas.Top="25"
Width="50" Height="50" />
<Rectangle Fill="LightCoral" Canvas.Left="50" Canvas.Top="50"
Width="50" Height="50" />
<Rectangle Fill="LightCyan" Canvas.Left="75" Canvas.Top="75"
Width="50" Height="50" />
</Canvas>
</Window>
Notice that because each of the rectangles are defined after the circle, they all overlap the circle, and each
of them will overlap the previously defined one. Let's try changing that:
The default ZIndex value is 0, but we assign a new one to each of the shapes. The rule is that the element
with the higher z-index overlaps the ones with the lower values. If two values are identical, the last defined
element "wins". As you can see from the screenshot, changing the ZIndex property gives quite another
look.
When the WrapPanel uses the Horizontal orientation, the child controls will be given the same height,
based on the tallest item. When the WrapPanel is the Vertical orientation, the child controls will be given
the same width, based on the widest item.
In the first example, we'll check out a WrapPanel with the default (Horizontal) orientation:
<Window x:Class="WpfTutorialSamples.Panels.WrapPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="WrapPanel" Height="300" Width="300">
<WrapPanel>
<Button>Test button 1</Button>
<Button>Test button 2</Button>
<Button>Test button 3</Button>
<Button Height="40">Test button 4</Button>
<Button>Test button 5</Button>
<Button>Test button 6</Button>
</WrapPanel>
</Window>
Notice how I set a specific height on one of the buttons in the second row. In the resulting screenshot, you
will see that this causes the entire row of buttons to have the same height instead of the height required, as
seen on the first row. You will also notice that the panel does exactly what the name implies: It wraps the
content when it can't fit any more of it in. In this case, the fourth button couldn't fit in on the first line, so it
Should you make the window, and thereby the available space, smaller, you will see how the panel
immediately adjusts to it:
All of this behavior is also true when you set the Orientation to Vertical. Here's the exact same example as
before, but with a Vertical WrapPanel:
<Window x:Class="WpfTutorialSamples.Panels.WrapPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="WrapPanel" Height="120" Width="300">
<WrapPanel Orientation="Vertical">
<Button>Test button 1</Button>
<Button>Test button 2</Button>
<Button>Test button 3</Button>
<Button Width="140">Test button 4</Button>
<Button>Test button 5</Button>
<Button>Test button 6</Button>
</WrapPanel>
</Window>
Please be aware that while the Horizontal WrapPanel will match the height in the same row and the Vertical
WrapPanel will match the width in the same column, height is not matched in a Vertical WrapPanel and
width is not matched in a Horizontal WrapPanel. Take a look in this example, which is the Vertical
WrapPanel but where the fourth button gets a custom width AND height:
Notice how button 5 only uses the width - it doesn't care about the height, although it causes the sixth
button to be pushed to a new column.
<Window x:Class="WpfTutorialSamples.Panels.StackPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StackPanel" Height="160" Width="300">
<StackPanel>
<Button>Button 1</Button>
<Button>Button 2</Button>
<Button>Button 3</Button>
<Button>Button 4</Button>
<Button>Button 5</Button>
<Button>Button 6</Button>
</StackPanel>
</Window>
The first thing you should notice is how the StackPanel doesn't really care whether or not there's enough
room for the content. It doesn't wrap the content in any way and it doesn't automatically provide you with
the ability to scroll (you can use a ScrollViewer control for that though - more on that in a later chapter).
You might also notice that the default orientation of the StackPanel is Vertical, unlike the WrapPanel where
the default orientation is Horizontal. But just like for the WrapPanel, this can easily be changed, using the
Orientation property:
<StackPanel Orientation="Horizontal">
<Window x:Class="WpfTutorialSamples.Panels.StackPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StackPanel" Height="160" Width="300">
<StackPanel Orientation="Horizontal">
<Button VerticalAlignment="Top">Button 1</Button>
<Button VerticalAlignment="Center">Button 2</Button>
<Button VerticalAlignment="Bottom">Button 3</Button>
<Button VerticalAlignment="Bottom">Button 4</Button>
<Button VerticalAlignment="Center">Button 5</Button>
<Button VerticalAlignment="Top">Button 6</Button>
</StackPanel>
</Window>
We use the Top, Center and Bottom values to place the buttons in a nice pattern, just for kicks. The same
can of course be done for a vertically aligned StackPanel, where you would use the HorizontalAlignment on
the child controls:
<Window x:Class="WpfTutorialSamples.Panels.StackPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
As you can see, the controls still go from top to bottom, but instead of having the same width, each control
is aligned to the left, the right or center.
As we've seen with many of the other panels in WPF, you start taking advantage of the panel possibilities
by using an attached property of it, in this case the DockPanel.Dock property, which decides in which
direction you want the child control to dock to. If you don't use this, the first control(s) will be docked to the
left, with the last one taking up the remaining space. Here's an example on how you use it:
<Window x:Class="WpfTutorialSamples.Panels.DockPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DockPanel" Height="250" Width="250">
<DockPanel>
<Button DockPanel.Dock="Left">Left</Button>
<Button DockPanel.Dock="Top">Top</Button>
<Button DockPanel.Dock="Right">Right</Button>
<Button DockPanel.Dock="Bottom">Bottom</Button>
<Button>Center</Button>
</DockPanel>
</Window>
As already mentioned, we don't assign a dock position for the last child, because it automatically centers
The last thing that you will likely notice, is how the space is divided. For instance, the Top button doesn't
get all of the top space, because the Left button takes a part of it. The DockPanel decides which control to
favor by looking at their position in the markup. In this case, the Left button gets precedence because it's
placed first in the markup. Fortunately, this also means that it's very easy to change, as we'll see in the next
example, where we have also evened out the space a bit by assigning widths/heights to the child controls:
<Window x:Class="WpfTutorialSamples.Panels.DockPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DockPanel" Height="250" Width="250">
<DockPanel>
<Button DockPanel.Dock="Top" Height="50">Top</Button>
<Button DockPanel.Dock="Bottom" Height="50">Bottom</Button>
<Button DockPanel.Dock="Left" Width="50">Left</Button>
<Button DockPanel.Dock="Right" Width="50">Right</Button>
<Button>Center</Button>
</DockPanel>
</Window>
The top and bottom controls now take precedence over the left and right controls, and they're all taking up
50 pixels in either height or width. If you make the window bigger or smaller, you will also see that this static
1.7.5.1. LastChildFill
As already mentioned, the default behavior is that the last child of the DockPanel takes up the rest of the
space, but this can be disabled using the LastChildFill. Here's an example where we disable it, and at the
same time we'll show the ability to dock more than one control to the same side:
<Window x:Class="WpfTutorialSamples.Panels.DockPanel"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DockPanel" Height="300" Width="300">
<DockPanel LastChildFill="False">
<Button DockPanel.Dock="Top" Height="50">Top</Button>
<Button DockPanel.Dock="Bottom" Height="50">Bottom</Button>
<Button DockPanel.Dock="Left" Width="50">Left</Button>
<Button DockPanel.Dock="Left" Width="50">Left</Button>
<Button DockPanel.Dock="Right" Width="50">Right</Button>
<Button DockPanel.Dock="Right" Width="50">Right</Button>
</DockPanel>
</Window>
In its most basic form, the Grid will simply take all of the controls you put into it, stretch them to use the
maximum available space and place it on top of each other:
<Window x:Class="WpfTutorialSamples.Panels.Grid"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Grid" Height="300" Width="300">
<Grid>
<Button>Button 1</Button>
<Button>Button 2</Button>
</Grid>
</Window>
As you can see, the last control gets the top position, which in this case means that you can't even see the
first button. Not terribly useful for most situations though, so let's try dividing the space, which is what the
grid does so well. We do that by using ColumnDefinitions and RowDefinitions. In the first example, we'll
stick to columns:
<Window x:Class="WpfTutorialSamples.Panels.Grid"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
In this example, we have simply divided the available space into two columns, which will share the space
equally, using a "star width" (this will be explained later). On the second button, I use a so-called Attached
property to place the button in the second column (0 is the first column, 1 is the second and so on). I could
have used this property on the first button as well, but it automatically gets assigned to the first column and
the first row, which is exactly what we want here.
As you can see, the controls take up all the available space, which is the default behavior when the grid
arranges its child controls. It does this by setting the HorizontalAlignment and VerticalAlignment on its child
controls to Stretch.
In some situations you may want them to only take up the space they need though and/or control how they
are placed in the Grid. The easiest way to do this is to set the HorizontalAlignment and VerticalAlignment
directly on the controls you wish to manipulate. Here's a modified version of the above example:
As you can see from the resulting screenshot, the first button is now placed in the top and centered. The
second button is placed in the middle, aligned to the right.
<Window x:Class="WpfTutorialSamples.Panels.TabularGrid"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TabularGrid" Height="300" Width="300">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="2*" />
<ColumnDefinition Width="1*" />
<ColumnDefinition Width="1*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="2*" />
<RowDefinition Height="1*" />
<RowDefinition Height="1*" />
</Grid.RowDefinitions>
<Button>Button 1</Button>
<Button Grid.Column="1">Button 2</Button>
<Button Grid.Column="2">Button 3</Button>
<Button Grid.Row="1">Button 4</Button>
<Button Grid.Column="1" Grid.Row="1">Button 5</Button>
<Button Grid.Column="2" Grid.Row="1">Button 6</Button>
<Button Grid.Row="2">Button 7</Button>
<Button Grid.Column="1" Grid.Row="2">Button 8</Button>
<Button Grid.Column="2" Grid.Row="2">Button 9</Button>
</Grid>
</Window>
A total of nine buttons, each placed in their own cell in a grid containing three rows and three columns. We
once again use a star based width, but this time we assign a number as well - the first row and the first
column has a width of 2*, which basically means that it uses twice the amount of space as the rows and
columns with a width of 1* (or just * - that's the same).
You will also notice that I use the Attached properties Grid.Row and Grid.Column to place the controls in
the grid, and once again you will notice that I have omitted these properties on the controls where I want to
<Window x:Class="WpfTutorialSamples.Panels.GridUnits"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="GridUnits" Height="200" Width="400">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="1*" />
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="100" />
</Grid.ColumnDefinitions>
<Button>Button 1</Button>
<Button Grid.Column="1">Button 2 with long text</Button>
<Button Grid.Column="2">Button 3</Button>
</Grid>
</Window>
In this example, the first button has a star width, the second one has its width set to Auto and the last one
has a static width of 100 pixels.
The result can be seen on the screenshot, where the second button only takes exactly the amount of space
it needs to render its longer text, the third button takes exactly the 100 pixels it was promised and the first
button, with the variable width, takes the rest.
On the first screenshot, you will see that the Grid reserves the space for the last two buttons, even though it
means that the first one doesn't get all the space it needs to render properly. On the second screenshot,
you will see the last two buttons keeping the exact same amount of space, leaving the surplus space to the
first button.
This can be a very useful technique when designing a wide range of dialogs. For instance, consider a
simple contact form where the user enters a name, an e-mail address and a comment. The first two fields
will usually have a fixed height, while the last one might as well take up as much space as possible, leaving
room to type a longer comment. In one of the next chapters, we will try building a contact form, using the
grid and rows and columns of different heights and widths.
<Window x:Class="WpfTutorialSamples.Panels.GridColRowSpan"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="GridColRowSpan" Height="110" Width="300">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="1*" />
<ColumnDefinition Width="1*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Button>Button 1</Button>
<Button Grid.Column="1">Button 2</Button>
<Button Grid.Row="1" Grid.ColumnSpan="2">Button 3</Button>
</Grid>
</Window>
We just define two columns and two rows, all of them taking up their equal share of the place. The first two
buttons just use the columns normally, but with the third button, we make it take up two columns of space
on the second row, using the ColumnSpan attribute.
This is all so simple that we could have just used a combination of panels to achieve the same effect, but
for just slightly more advanced cases, this is really useful. Let's try something which better shows how
<Window x:Class="WpfTutorialSamples.Panels.GridColRowSpanAdvanced"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="GridColRowSpanAdvanced" Height="300" Width="300">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="*" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Button Grid.ColumnSpan="2">Button 1</Button>
<Button Grid.Column="3">Button 2</Button>
<Button Grid.Row="1">Button 3</Button>
<Button Grid.Column="1" Grid.Row="1" Grid.RowSpan="2"
Grid.ColumnSpan="2">Button 4</Button>
<Button Grid.Column="0" Grid.Row="2">Button 5</Button>
</Grid>
</Window>
With three columns and three rows we would normally have nine cells, but in this example, we use a
combination of row and column spanning to fill all the available space with just five buttons. As you can
see, a control can span either extra columns, extra rows or in the case of button 4: both.
So as you can see, spanning multiple columns and/or rows in a Grid is very easy. In a later article, we will
use the spanning, along with all the other Grid techniques in a more practical example.
The GridSplitter is used simply by adding it to a column or a row in a Grid, with the proper amount of space
for it, e.g. 5 pixels. It will then allow the user to drag it from side to side or up and down, while changing the
size of the column or row on each of the sides of it. Here's an example:
<Window x:Class="WpfTutorialSamples.Panels.GridSplitterSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="GridSplitterSample" Height="300" Width="300">
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="5" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<TextBlock FontSize="55" HorizontalAlignment="Center"
VerticalAlignment="Center" TextWrapping="Wrap">Left side</TextBlock>
<GridSplitter Grid.Column="1" Width="5" HorizontalAlignment
As you can see, I've simply created a Grid with two equally wide columns, with a 5 pixel column in the
middle. Each of the sides are just a TextBlock control to illustrate the point. As you can see from the
screenshots, the GridSplitter is rendered as a dividing line between the two columns and as soon as the
mouse is over it, the cursor is changed to reflect that it can be resized.
<Window x:Class="WpfTutorialSamples.Panels.GridSplitterHorizontalSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="GridSplitterHorizontalSample" Height="300" Width="300">
<Grid>
As you can see, I simply changed the columns into rows and on the GridSplitter, I defined a Height instead
of a Width. The GridSplitter figures out the rest on its own, but in case it doesn't, you can use the
ResizeDirection property on it to force it into either Rows or Columns mode.
The good thing about the contact form is that it's just an example of a commonly used dialog - you can take
the techniques used and apply them to almost any type of dialog that you need to create.
The first take on this task is very simple and will show you a very basic contact form. It uses three rows, two
of them with Auto heights and the last one with star height, so it consumes the rest of the available space:
<Window x:Class="WpfTutorialSamples.Panels.GridContactForm"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="GridContactForm" Height="300" Width="300">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<TextBox>Name</TextBox>
<TextBox Grid.Row="1">E-mail</TextBox>
<TextBox Grid.Row="2" AcceptsReturn="True">Comment</TextBox>
</Grid>
</Window>
In this very simple example, there are no labels to designate what each of the fields are for. Instead, the
explanatory text is inside the TextBox, but this is not generally how a Windows dialog looks. Let's try
improving the look and usability a bit:
<Window x:Class="WpfTutorialSamples.Panels.GridContactFormTake2"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="GridContactFormTake2" Height="300" Width="300">
<Grid Margin="10">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Label>Name: </Label>
<TextBox Grid.Column="1" Margin="0,0,0,10" />
<Label Grid.Row="1">E-mail: </Label>
<TextBox Grid.Row="1" Grid.Column="1" Margin="0,0,0,10" />
<Label Grid.Row="2">Comment: </Label>
<TextBox Grid.Row="2" Grid.Column="1" AcceptsReturn="True" />
</Grid>
</Window>
So as you can see, the Grid is a very powerful panel. Hopefully you can use all of these techniques when
designing your own dialogs.
1.8.1. Introduction
So far in this tutorial, we have only used the built-in controls found in the WPF framework. They will get you
a VERY long way, because they are so extremely flexible and can be styled and templated to do almost
anything. However, at some point, you will likely benefit from creating your own controls. In other UI
frameworks, this can be quite cumbersome, but WPF makes it pretty easy, offering you two ways of
accomplishing this task: UserControls and Custom controls.
1.8.1.1. UserControls
A WPF UserControl inherits the UserControl class and acts very much like a WPF Window: You have a
XAML file and a Code-behind file. In the XAML file, you can add existing WPF controls to create the look
you want and then combine it with code in the Code-behind file, to achieve the functionality you want. WPF
will then allow you to embed this collection of functionality in one or several places in your application,
allowing you to easily group and re-use functionality across your application(s).
A Custom control is more low-level than a UserControl. When you create a Custom control, you inherit from
an existing class, based on how deep you need to go. In many cases, you can inherit the Control class,
which other WPF controls inherits from (e.g. the TextBox), but if you need to go even deeper, you can
inherit the FrameworkElement or even the UIElement. The deeper you go, the more control you get and
the less functionality is inherited.
The look of the Custom control is usually controlled through styles in a theme file, while the look of the User
control will follow the look of the rest of the application. That also highlights one of the major differences
between a UserControl and a Custom control: The Custom control can be styled/templated, while a
UserControl can't.
1.8.1.3. Summary
Creating re-usable controls in WPF is very easy, especially if you take the UserControl approach. In the
next article, we'll look into just how easy it is to create a UserControl and then use it in your own
application.
A user control acts much like a WPF Window - an area where you can place other controls, and then a
Code-behind file where you can interact with these controls. The file that contains the user control also
ends with .xaml, and the Code-behind ends with .xaml.cs - just like a Window. The starting markup looks a
bit different though:
<UserControl x:Class
="WpfTutorialSamples.User_Controls.LimitedInputUserControl"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300">
<Grid>
</Grid>
</UserControl>
Nothing too strange though - a root UserControl element instead of the Window element, and then the
DesignHeight and DesignWidth properties, which controls the size of the user control in design-time (in
runtime, the size will be decided by the container that holds the user control). You will notice the same thing
in Code-behind, where it simply inherits UserControl instead of Window.
For this article, we'll be creating a useful User control with the ability to limit the amount of text in a TextBox
to a specific number of characters, while showing the user how many characters have been used and how
many may be used in total. This is very simple to do, and used in a lot of web applications like Twitter. It
would be easy to just add this functionality to your regular Window, but since it could be useful to do in
several places in your application, it makes sense to wrap it in an easily reusable UserControl.
<UserControl x:Class
="WpfTutorialSamples.User_Controls.LimitedInputUserControl"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
mc:Ignorable="d"
d:DesignHeight="300" d:DesignWidth="300">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Grid.ColumnDefinitions>
using System;
using System.Windows.Controls;
namespace WpfTutorialSamples.User_Controls
{
public partial class LimitedInputUserControl : UserControl
{
public LimitedInputUserControl()
{
InitializeComponent();
this.DataContext = this;
}
The markup is pretty straight forward: A Grid, with two columns and two rows. The upper part of the Grid
contains two labels, one showing the title and the other one showing the stats. Each of them use data
binding for all of the information needed - the Title and MaxLength comes from the Code-behind
properties, which we have defined in as regular properties on a regular class.
xmlns:uc="clr-namespace:WpfTutorialSamples.User_Controls"
After that, we can use the uc prefix to add the control to our Window like it was any other WPF control:
Notice how we use the Title and MaxLength properties directly in the XAML. Here's the full code sample
for our window:
<Window x:Class="WpfTutorialSamples.User_Controls.LimitedInputSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:uc="clr-namespace:WpfTutorialSamples.User_Controls"
Title="LimitedInputSample" Height="200" Width="300">
<Grid Margin="10">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
</Grid>
</Window>
With that, we can reuse this entire piece of functionality in a single line of code, as illustrated in this
example where we have the limited text input control two times. As already shown, the final result looks like
1.8.2.3. Summary
Placing commonly used interfaces and functionality in User Controls is highly recommended, and as you
can see from the above example, they are very easy to create and use.
Data binding is general technique that binds two data/information sources together and maintains
synchronization of data.
With WPF, Microsoft has put data binding in the front seat and once you start learning WPF, you will realize
that it's an important aspect of pretty much everything you do. If you come from the world of WinForms,
then the huge focus on data binding might scare you a bit, but once you get used to it, you will likely come
to love it, as it makes a lot of things cleaner and easier to maintain.
Data binding in WPF is the preferred way to bring data from your code to the UI layer. Sure, you can set
properties on a control manually or you can populate a ListBox by adding items to it from a loop, but the
cleanest and purest WPF way is to add a binding between the source and the destination UI element.
1.9.1.1. Summary
In the next chapter, we'll look into a simple example where data binding is used and after that, we'll talk
some more about all the possibilities. The concept of data binding is included pretty early in this tutorial,
because it's such an integral part of using WPF, which you will see once you explore the rest of the
chapters, where it's used almost all of the time.
However, the more theoretical part of data binding might be too heavy if you just want to get started
building a simple WPF application. In that case I suggest that you have a look at the "Hello, bound world!"
article to get a glimpse of how data binding works, and then save the rest of the data binding articles for
later, when you're ready to get some more theory.
<Window x:Class="WpfTutorialSamples.DataBinding.HelloBoundWorldSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="HelloBoundWorldSample" Height="110" Width="280">
<StackPanel Margin="10">
<TextBox Name="txtValue" />
<WrapPanel Margin="0,10">
<TextBlock Text="Value: " FontWeight="Bold" />
<TextBlock Text="{Binding Path=Text,
ElementName=txtValue}" />
</WrapPanel>
</StackPanel>
</Window>
This simple example shows how we bind the value of the TextBlock to match the Text property of the
TextBox. As you can see from the screenshot, the TextBlock is automatically updated when you enter text
into the TextBox. In a non-bound world, this would require us to listen to an event on the TextBox and then
update the TextBlock each time the text changes, but with data binding, this connection can be established
just by using markup.
{Binding}
This simply returns the current data context (more about that later). This can definitely be useful, but in the
{Binding Path=NameOfProperty}
The Path notes the property that you want to bind to, however, since Path is the default property of a
binding, you may leave it out if you want to, like this:
{Binding NameOfProperty}
You will see many different examples, some of them where Path is explicitly defined and some where it's
left out. In the end it's really up to you though.
A binding has many other properties though, one of them being the ElementName which we use in our
example. This allows us to connect directly to another UI element as the source. Each property that we set
in the binding is separated by a comma:
1.9.2.2. Summary
This was just a glimpse of all the binding possibilities of WPF. In the next chapters, we'll discover more of
them, to show you just how powerful data binding is.
There's no default source for the DataContext property (it's simply null from the start), but since a
DataContext is inherited down through the control hierarchy, you can set a DataContext for the Window
itself and then use it throughout all of the child controls. Let's try illustrating that with a simple example:
<Window x:Class="WpfTutorialSamples.DataBinding.DataContextSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DataContextSample" Height="130" Width="280">
<StackPanel Margin="15">
<WrapPanel>
<TextBlock Text="Window title: " />
<TextBox Text="{Binding Title,
UpdateSourceTrigger=PropertyChanged}" Width="150" />
</WrapPanel>
<WrapPanel Margin="0,10,0,0">
<TextBlock Text="Window dimensions: " />
<TextBox Text="{Binding Width}" Width="50" />
<TextBlock Text=" x " />
<TextBox Text="{Binding Height}" Width="50" />
</WrapPanel>
</StackPanel>
</Window>
using System;
using System.Windows;
namespace WpfTutorialSamples.DataBinding
{
public partial class DataContextSample : Window
{
public DataContextSample()
{
InitializeComponent();
this.DataContext = this;
The Code-behind for this example only adds one line of interesting code: After the standard
InitalizeComponent() call, we assign the "this" reference to the DataContext, which basically just tells the
Window that we want itself to be the data context.
In the XAML, we use this fact to bind to several of the Window properties, including Title, Width and Height.
Since the window has a DataContext, which is passed down to the child controls, we don't have to define a
source on each of the bindings - we just use the values as if they were globally available.
Try running the example and resize the window - you will see that the dimension changes are immediately
reflected in the textboxes. You can also try writing a different title in the first textbox, but you might be
surprised to see that this change is not reflected immediately. Instead, you have to move the focus to
another control before the change is applied. Why? Well, that's the subject for the next chapter.
1.9.3.1. Summary
Using the DataContext property is like setting the basis of all bindings down through the hierarchy of
controls. This saves you the hassle of manually defining a source for each binding, and once you really
start using data bindings, you will definitely appreciate the time and typing saved.
However, this doesn't mean that you have to use the same DataContext for all controls within a Window.
Since each control has its own DataContext property, you can easily break the chain of inheritance and
override the DataContext with a new value. This allows you to do stuff like having a global DataContext on
the window and then a more local and specific DataContext on e.g. a panel holding a separate form or
something along those lines.
<Window x:Class
="WpfTutorialSamples.DataBinding.CodeBehindBindingsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CodeBehindBindingsSample" Height="110" Width="280">
<StackPanel Margin="10">
<TextBox Name="txtValue" />
<WrapPanel Margin="0,10">
<TextBlock Text="Value: " FontWeight="Bold" />
<TextBlock Name="lblValue" />
</WrapPanel>
</StackPanel>
</Window>
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
namespace WpfTutorialSamples.DataBinding
{
public partial class CodeBehindBindingsSample : Window
{
public CodeBehindBindingsSample()
{
InitializeComponent();
In the last line, we use the SetBinding method to combine our newly created Binding object with the
destination/target control, in this case the TextBlock (lblValue). The SetBinding() method takes two
parameters, one that tells which dependency property that we want to bind to, and one that holds the
binding object that we wish to use.
1.9.4.1. Summary
As you can see, creating bindings in C# code is easy, and perhaps a bit easier to grasp for people new to
data bindings, when compared to the syntax used for creating them inline in XAML. Which method you use
is up to you though - they both work just fine.
Default is, obviously, the default value of the UpdateSourceTrigger. The other options are
PropertyChanged, LostFocus and Explicit. The first two has already been described, while the last one
simply means that the update has to be pushed manually through to occur, using a call to UpdateSource on
the Binding.
To see how all of these options work, I have updated the example from the previous chapter to show you
all of them:
<Window x:Class="WpfTutorialSamples.DataBinding.DataContextSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DataContextSample" Height="130" Width="310">
<StackPanel Margin="15">
<WrapPanel>
<TextBlock Text="Window title: " />
<TextBox Name="txtWindowTitle" Text="{Binding Title,
UpdateSourceTrigger=Explicit}" Width="150" />
<Button Name="btnUpdateSource" Click
="btnUpdateSource_Click" Margin="5,0" Padding="5,0">*</Button>
</WrapPanel>
<WrapPanel Margin="0,10,0,0">
<TextBlock Text="Window dimensions: " />
<TextBox Text="{Binding Width,
UpdateSourceTrigger=LostFocus}" Width="50" />
<TextBlock Text=" x " />
<TextBox Text="{Binding Height,
UpdateSourceTrigger=PropertyChanged}" Width="50" />
</WrapPanel>
</StackPanel>
</Window>
using System;
using System.Windows;
namespace WpfTutorialSamples.DataBinding
{
public partial class DataContextSample : Window
{
public DataContextSample()
{
InitializeComponent();
this.DataContext = this;
}
As you can see, each of the three textboxes now uses a different UpdateSourceTrigger.
The first one is set to Explicit, which basically means that the source won't be updated unless you
manually do it. For that reason, I have added a button next to the TextBox, which will update the source
value on demand. In the Code-behind, you will find the Click handler, where we use a couple of lines of
code to get the binding from the destination control and then call the UpdateSource() method on it.
The second TextBox uses the LostFocus value, which is actually the default for a Text binding. It means
that the source value will be updated each time the destination control loses focus.
Try running the example on your own machine and see how the three textboxes act completely different:
The first value doesn't update before you click the button, the second value isn't updated until you leave the
TextBox, while the third value updates automatically on each keystroke, text change etc.
1.9.5.1. Summary
The UpdateSourceTrigger property of a binding controls how and when a changed value is sent back to the
source. However, since WPF is pretty good at controlling this for you, the default value should suffice for
most cases, where you will get the best mix of a constantly updated UI and good performance.
For those situations where you need more control of the process, this property will definitely help though.
Just make sure that you don't update the source value more often than you actually need to. If you want the
full control, you can use the Explicit value and then do the updates manually, but this does take a bit of the
fun out of working with data bindings.
The following example will show you why we need these two things:
<Window x:Class
="WpfTutorialSamples.DataBinding.ChangeNotificationSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ChangeNotificationSample" Height="150" Width="300">
<DockPanel Margin="10">
<StackPanel DockPanel.Dock="Right" Margin="10,0,0,0">
<Button Name="btnAddUser" Click="btnAddUser_Click">Add
user</Button>
<Button Name="btnChangeUser" Click="btnChangeUser_Click"
Margin="0,5">Change user</Button>
<Button Name="btnDeleteUser" Click="btnDeleteUser_Click">
Delete user</Button>
</StackPanel>
<ListBox Name="lbUsers" DisplayMemberPath="Name"></ListBox>
</DockPanel>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples.DataBinding
{
public ChangeNotificationSample()
{
InitializeComponent();
lbUsers.ItemsSource = users;
}
In the final example, which you will find below, we have simply replaced the List<User> with an
ObservableCollection<User> - that's all it takes! This will make the Add and Delete button work, but it won't
do anything for the "Change name" button, because the change will happen on the bound data object itself
and not the source list - the second step will handle that scenario though.
<Window x:Class
="WpfTutorialSamples.DataBinding.ChangeNotificationSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
using System;
using System.Collections.Generic;
using System.Windows;
using System.ComponentModel;
using System.Collections.ObjectModel;
namespace WpfTutorialSamples.DataBinding
{
public partial class ChangeNotificationSample : Window
{
private ObservableCollection<User> users = new
ObservableCollection<User>();
public ChangeNotificationSample()
{
InitializeComponent();
lbUsers.ItemsSource = users;
}
1.9.6.5. Summary
As you can see, implementing INotifyPropertyChanged is pretty easy, but it does create a bit of extra code
on your classes, and adds a bit of extra logic to your properties. This is the price you will have to pay if you
want to bind to your own classes and have the changes reflected in the UI immediately. Obviously you only
have to call NotifyPropertyChanged in the setter's of the properties that you bind to - the rest can remain
the way they are.
The ObservableCollection on the other hand is very easy to deal with - it simply requires you to use this
specific list type in those situations where you want changes to the source list reflected in a binding
destination.
• You have a numeric value but you want to show zero values in one way and positive numbers in
another way
• You want to check a CheckBox based on a value, but the value is a string like "yes" or "no" instead
of a Boolean value
• You have a file size in bytes but you wish to show it as bytes, kilobytes, megabytes or gigabytes
based on how big it is
These are some of the simple cases, but there are many more. For instance, you may want to check a
checkbox based on a Boolean value, but you want it reversed, so that the CheckBox is checked if the value
is false and not checked if the value is true. You can even use a converter to generate an image for an
ImageSource, based on the value, like a green sign for true or a red sign for false - the possibilities are
pretty much endless!
For cases like this, you can use a value converter. These small classes, which implement the
IValueConverter interface, will act like middlemen and translate a value between the source and the
destination. So, in any situation where you need to transform a value before it reaches its destination or
back to its source again, you likely need a converter.
Let's implement a simple converter which takes a string as input and then returns a Boolean value, as well
as the other way around. If you're new to WPF, and you likely are since you're reading this tutorial, then
you might not know all of the concepts used in the example, but don't worry, they will all be explained after
the code listings:
<Window x:Class="WpfTutorialSamples.DataBinding.ConverterSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="clr-namespace:WpfTutorialSamples.DataBinding"
using System;
using System.Windows;
using System.Windows.Data;
namespace WpfTutorialSamples.DataBinding
{
public partial class ConverterSample : Window
{
public ConverterSample()
{
InitializeComponent();
}
}
The ConvertBack() method obviously does the opposite: It assumes an input value with a Boolean type and
then returns the English word "yes" or "no" in return, with a fallback value of "no".
You may wonder about the additional parameters that these two methods take, but they're not needed in
this example. We'll use them in one of the next chapters, where they will be explained.
1.9.7.4. XAML
In the XAML part of the program, we start off by declaring an instance of our converter as a resource for the
window. We then have a TextBox, a couple of TextBlocks and a CheckBox control and this is where the
interesting things are happening: We bind the value of the TextBox to the TextBlock and the CheckBox
control and using the Converter property and our own converter reference, we juggle the values back and
forth between a string and a Boolean value, depending on what's needed.
If you try to run this example, you will be able to change the value in two places: By writing "yes" in the
TextBox (or any other value, if you want false) or by checking the CheckBox. No matter what you do, the
change will be reflected in the other control as well as in the TextBlock.
Using the StringFormat property of a binding, you lose some of the flexibility you get when using a
converter, but in return, it's much simpler to use and doesn't involve the creation of a new class in a new
file.
The StringFormat property does exactly what the name implies: It formats the output string, simply by
calling the String.Format method. Sometimes an example says more than a thousand words, so before I hit
that word count, let's jump straight into an example:
<Window x:Class="WpfTutorialSamples.DataBinding.StringFormatSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib"
Title="StringFormatSample" Height="150" Width="250"
Name="wnd">
<StackPanel Margin="10">
<TextBlock Text="{Binding ElementName=wnd, Path=ActualWidth,
StringFormat=Window width: {0:#,#.0}}" />
<TextBlock Text="{Binding ElementName=wnd, Path=ActualHeight,
StringFormat=Window height: {0:C}}" />
<TextBlock Text="{Binding Source={x:Static
system:DateTime.Now}, StringFormat=Date: {0:dddd, MMMM dd}}" />
<TextBlock Text="{Binding Source={x:Static
system:DateTime.Now}, StringFormat=Time: {0:HH:mm}}" />
</StackPanel>
</Window>
The first couple of TextBlock's gets their value by binding to the parent Window and getting its width and
height. Through the StringFormat property, the values are formatted. For the width, we specify a custom
formatting string and for the height, we ask it to use the currency format, just for fun. The value is saved as
a double type, so we can use all the same format specifiers as if we had called double.ToString(). You can
find a list of them here: http://msdn.microsoft.com/en-us/library/dwhawy9k.aspx
Also notice how I can include custom text in the StringFormat - this allows you to pre/post-fix the bound
For the last two values, we simply bind to the current date (DateTime.Now) and the output it first as a date,
in a specific format, and then as the time (hours and minutes), again using our own, pre-defined format.
You can read more about DateTime formatting here: http://msdn.microsoft.com/en-
us/library/az4se3k1.aspx
<Window x:Class="WpfTutorialSamples.DataBinding.StringFormatSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib"
Title="StringFormatSample" Height="150" Width="250"
Name="wnd">
<WrapPanel Margin="10">
<TextBlock Text="Width: " />
<TextBlock Text="{Binding ElementName=wnd, Path=ActualWidth,
StringFormat={}{0:#,#.0}}" />
</WrapPanel>
</Window>
<Window x:Class
="WpfTutorialSamples.DataBinding.StringFormatCultureSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib"
Title="StringFormatCultureSample" Height="120" Width="300">
<StackPanel Margin="10">
<TextBlock Text="{Binding Source={x:Static
system:DateTime.Now}, ConverterCulture='de-DE', StringFormat=German
date: {0:D}}" />
<TextBlock Text="{Binding Source={x:Static
system:DateTime.Now}, ConverterCulture='en-US', StringFormat=American
date: {0:D}}" />
<TextBlock Text="{Binding Source={x:Static
system:DateTime.Now}, ConverterCulture='ja-JP', StringFormat=Japanese
date: {0:D}}" />
</StackPanel>
</Window>
It's pretty simple: By combining the StringFormat property, which uses the D specifier (Long date pattern)
and the ConverterCulture property, we can output the bound values in accordance with a specific culture.
Pretty nifty!
<Window x:Class
="WpfTutorialSamples.DataBinding.DataBindingDebuggingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DataBindingDebuggingSample" Height="100" Width="200">
<Grid Margin="10" Name="pnlMain">
<TextBlock Text="{Binding NonExistingProperty,
ElementName=pnlMain}" />
</Grid>
</Window>
This might seem a bit overwhelming, mainly because no linebreaks are used in this long message, but the
important part is this:
It tells you that you have tried to use a property called "NonExistingProperty" on an object of the type Grid,
with the name pnlMain. That's actually pretty concise and should help you correct the name of the property
or bind to the real object, if that's the problem.
<Window x:Class
="WpfTutorialSamples.DataBinding.DataBindingDebuggingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DataBindingDebuggingSample" Height="100" Width="200">
<Grid Margin="10">
<TextBlock Text="{Binding Title}" />
</Grid>
</Window>
I'm trying to bind to the property "Title", but on which object? As stated in the article on data contexts, WPF
will use the DataContext property on the TextBlock here, which may be inherited down the control
hierarchy, but in this example, I forgot to assign a data context. This basically means that I'm trying to get a
property on a NULL object. WPF will gather that this might be a perfectly valid binding, but that the object
just hasn't been initialized yet, and therefore it won't complain about it. If you run this example and look in
the Output window, you won't see any binding errors.
However, for the cases where this is not the behavior that you're expecting, there is a way to force WPF
into telling you about all the binding problems it runs into. It can be done by setting the TraceLevel on the
PresentationTraceSources object, which can be found in the System.Diagnostics namespace:
<Window x:Class
="WpfTutorialSamples.DataBinding.DataBindingDebuggingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:diag="clr-
namespace:System.Diagnostics;assembly=WindowsBase"
Title="DataBindingDebuggingSample" Height="100" Width="200">
<Grid Margin="10">
<TextBlock Text="{Binding Title,
diag:PresentationTraceSources.TraceLevel=High}" />
</Grid>
</Window>
Notice that I have added a reference to the System.Diagnostics namespace in the top, and then used the
property on the binding. WPF will now give you loads of information about this specific binding in the
Output window:
By reading through the list, you can actually see the entire process that WPF goes through to try to find a
proper value for your TextBlock control. Several times you will see it being unable to find a proper
DataContext, and in the end, it uses the default {DependencyProperty.UnsetValue} which translates into an
empty string.
<Window x:Class
="WpfTutorialSamples.DataBinding.DataBindingDebuggingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:self="clr-namespace:WpfTutorialSamples.DataBinding"
Title="DataBindingDebuggingSample" Name="wnd" Height="100"
Width="200">
<Window.Resources>
<self:DebugDummyConverter x:Key="DebugDummyConverter" />
</Window.Resources>
<Grid Margin="10">
<TextBlock Text="{Binding Title, ElementName=wnd,
Converter={StaticResource DebugDummyConverter}}" />
</Grid>
</Window>
using System;
using System.Windows;
namespace WpfTutorialSamples.DataBinding
{
public partial class DataBindingDebuggingSample : Window
{
public DataBindingDebuggingSample()
{
InitializeComponent();
}
}
In the Code-behind file, we define a DebugDummyConverter. In the Convert() and ConvertBack() methods,
we call Debugger.Break(), which has the same effect as setting a breakpoint in Visual Studio, and then
return the value that was given to us untouched.
In the markup, we add a reference to our converter in the window resources and then we use it in our
binding. In a real world application, you should define the converter in a file of its own and then add the
reference to it in App.xaml, so that you may use it all over the application without having to create a new
reference to it in each window, but for this example, the above should do just fine.
If you run the example, you will see that the debugger breaks as soon as WPF tries to fetch the value for
the title of the window. You can now inspect the values given to the Convert() method, or even change
If the debugger never breaks, it means that the converter is not used. This usually indicates that you have
an invalid binding expression, which can be diagnosed and fixed using the methods described in the start
of this article. The dummy-converter trick is only for testing valid binding expressions.
For instance, if you have a typical interface with a main menu and a set of toolbars, an action like New or
Open might be available in the menu, on the toolbar, in a context menu (e.g. when right clicking in the main
application area) and from a keyboard shortcut like Ctrl+N and Ctrl+O.
Each of these actions needs to perform what is typically the exact same piece of code, so in a WinForms
application, you would have to define an event for each of them and then call a common function. With the
above example, that would lead to at least three event handlers and some code to handle the keyboard
shortcut. Not an ideal situation.
1.10.1.1. Commands
With WPF, Microsoft is trying to remedy that with a concept called commands. It allows you to define
actions in one place and then refer to them from all your user interface controls like menu items, toolbar
buttons and so on. WPF will also listen for keyboard shortcuts and pass them along to the proper
command, if any, making it the ideal way to offer keyboard shortcuts in an application.
Commands also solve another hassle when dealing with multiple entrances to the same function. In a
WinForms application, you would be responsible for writing code that could disable user interface elements
when the action was not available. For instance, if your application was able to use a clipboard command
like Cut, but only when text was selected, you would have to manually enable and disable the main menu
item, the toolbar button and the context menu item each time text selection changed.
With WPF commands, this is centralized. With one method you decide whether or not a given command
can be executed, and then WPF toggles all the subscribing interface elements on or off automatically. This
makes it so much easier to create a responsive and dynamic application!
1.10.1.4. Summary
Commands help you to respond to a common action from several different sources, using a single event
handler. It also makes it a lot easier to enable and disable user interface elements based on the current
availability and state. This was all theory, but in the next chapters we'll discuss how commands are used
and how you define your own custom commands.
<Window x:Class="WpfTutorialSamples.Commands.UsingCommandsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="UsingCommandsSample" Height="100" Width="200">
<Window.CommandBindings>
<CommandBinding Command="ApplicationCommands.New" Executed
="NewCommand_Executed" CanExecute="NewCommand_CanExecute" />
</Window.CommandBindings>
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
namespace WpfTutorialSamples.Commands
{
public partial class UsingCommandsSample : Window
{
public UsingCommandsSample()
{
InitializeComponent();
}
We define a command binding on the Window, by adding it to its CommandBindings collection. We specify
that Command that we wish to use (the New command from the ApplicationCommands), as well as two
event handlers. The visual interface consists of a single button, which we attach the command to using the
Command property.
In Code-behind, we handle the two events. The CanExecute handler, which WPF will call when the
application is idle to see if the specific command is currently available, is very simple for this example, as
we want this particular command to be available all the time. This is done by setting the CanExecute
property of the event arguments to true.
The Executed handler simply shows a message box when the command is invoked. If you run the sample
and press the button, you will see this message. A thing to notice is that this command has a default
keyboard shortcut defined, which you get as an added bonus. Instead of clicking the button, you can try to
press Ctrl+N on your keyboard - the result is the same.
A very common example of this is the toggling of buttons for using the Windows Clipboard, where you want
the Cut and Copy buttons to be enabled only when text is selected, and the Paste button to only be
enabled when text is present in the clipboard. This is exactly what we'll accomplish in this example:
<Window x:Class="WpfTutorialSamples.Commands.CommandCanExecuteSample"
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
namespace WpfTutorialSamples.Commands
{
public partial class CommandCanExecuteSample : Window
{
public CommandCanExecuteSample()
{
InitializeComponent();
}
So, we have this very simple interface with a couple of buttons and a TextBox control. The first button will
cut to the clipboard and the second one will paste from it.
In Code-behind, we have two events for each button: One that performs the actual action, which name
ends with _Executed, and then the CanExecute events. In each of them, you will see that I apply some
logic to decide whether or not the action can be executed and then assign it to the return value
CanExecute on the EventArgs.
WPF does this by handling the Executed and CanExecute events for you, when a text input control like the
TextBox has focus. You are free to override these events, which is basically what we did in the previous
example, but if you just want the basic behavior, you can let WPF connect the commands and the TextBox
control and do the work for you. Just see how much simpler this example is:
<Window x:Class
="WpfTutorialSamples.Commands.CommandsWithCommandTargetSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CommandsWithCommandTargetSample" Height="200" Width
="250">
<DockPanel>
<WrapPanel DockPanel.Dock="Top" Margin="3">
<Button Command="ApplicationCommands.Cut" CommandTarget="
{Binding ElementName=txtEditor}" Width="60">_Cut</Button>
<Button Command="ApplicationCommands.Paste" CommandTarget
="{Binding ElementName=txtEditor}" Width="60" Margin="3,0">_Paste</
Button>
</WrapPanel>
<TextBox AcceptsReturn="True" Name="txtEditor" />
</DockPanel>
</Window>
No Code-behind code needed for this example - WPF deals with all of it for us, but only because we want
to use these specific commands for this specific control. The TextBox does the work for us.
Notice how I use the CommandTarget properties on the buttons, to bind the commands to our TextBox
control. This is required in this particular example, because the WrapPanel doesn't handle focus the same
way e.g. a Toolbar or a Menu would, but it also makes pretty good sense to give the commands a target.
The easiest way to start implementing your own commands is to have a static class that will contain them.
Each command is then added to this class as static fields, allowing you to use them in your application.
Since WPF, for some strange reason, doesn't implement an Exit/Quit command, I decided to implement
one for our custom commands example. It looks like this:
<Window x:Class="WpfTutorialSamples.Commands.CustomCommandSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:self="clr-namespace:WpfTutorialSamples.Commands"
Title="CustomCommandSample" Height="150" Width="200">
<Window.CommandBindings>
<CommandBinding Command="self:CustomCommands.Exit" CanExecute
="ExitCommand_CanExecute" Executed="ExitCommand_Executed" />
</Window.CommandBindings>
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
</Grid.RowDefinitions>
<Menu>
<MenuItem Header="File">
<MenuItem Command="self:CustomCommands.Exit" />
</MenuItem>
</Menu>
<StackPanel Grid.Row="1" HorizontalAlignment="Center"
VerticalAlignment="Center">
<Button Command="self:CustomCommands.Exit">Exit</Button>
</StackPanel>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Input;
All of this is just like the examples in the previous chapter, except for the fact that we're referencing the
command from our own code (using the "self" namespace defined in the top) instead of a built-in command.
In Code-behind, we respond to the two events for our command: One event just allows the command to
execute all the time, since that's usually true for an exit/quit command, and the other one calls the
Shutdown method that will terminate our application. All very simple.
As already explained, we implement our Exit command as a field on a static CustomCommands class.
There are several ways of defining and assigning properties on the commands, but I've chosen the more
compact approach (it would be even more compact if placed on the same line, but I've added line breaks
here for readability) where I assign all of it through the constructor. The parameters are the text/label of the
command, the name of the command, the owner type and then an InputGestureCollection, allowing me to
define a default shortcut for the command (Alt+F4).
1.10.3.1. Summary
Implementing custom WPF commands is almost as easy as consuming the built-in commands, and it
allows you to use commands for every purpose in your application. This makes it very easy to re-use
actions in several places, as shown in the example of this chapter.
The MessageBox is used by calling the static Show() method, which can take a range of different
parameters, to be able to look and behave the way you want it to. We'll be going through all the various
forms in this article, with each variation represented by the MessageBox.Show() line and a screenshot of
the result. In the end of the article, you can find a complete example which lets you test all the
variations.
In its simplest form, the MessageBox just takes a single parameter, which is the message to be displayed:
MessageBox.Show("Hello, world!");
You control which buttons are displayed by using a value from the MessageBoxButton enumeration - in this
case, a Yes, No and Cancel button is included. The following values, which should be self-explanatory, can
be used:
• OK
• OKCancel
• YesNoCancel
• YesNo
Now with multiple choices, you need a way to be able to see what the user chose, and fortunately, the
MessageBox.Show() method always returns a value from the MessageBoxResult enumeration that you
can use. Here's an example:
Using the MessageBoxImage enumeration, you can choose between a range of icons for different
• Asterisk
• Error
• Exclamation
• Hand
• Information
• None
• Question
• Stop
• Warning
The names should say a lot about how they look, but feel free to experiment with the various values or
have a look at this MSDN article, where each value is explained and even illustrated:
http://msdn.microsoft.com/en-us/library/system.windows.messageboximage.aspx
Notice on the screenshot how the "No" button is slightly elevated, to visually indicate that it is selected and
will be invoked if the Enter or Space button is pressed.
<Window x:Class="WpfTutorialSamples.Dialogs.MessageBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MessageBoxSample" Height="250" Width="300">
<StackPanel HorizontalAlignment="Center" VerticalAlignment="Center"
>
<StackPanel.Resources>
<Style TargetType="Button">
<Setter Property="Margin" Value="0,0,0,10" />
</Style>
</StackPanel.Resources>
<Button Name="btnSimpleMessageBox" Click
="btnSimpleMessageBox_Click">Simple MessageBox</Button>
<Button Name="btnMessageBoxWithTitle" Click
="btnMessageBoxWithTitle_Click">MessageBox with title</Button>
<Button Name="btnMessageBoxWithButtons" Click
="btnMessageBoxWithButtons_Click">MessageBox with buttons</Button>
<Button Name="btnMessageBoxWithResponse" Click
="btnMessageBoxWithResponse_Click">MessageBox with response</Button>
<Button Name="btnMessageBoxWithIcon" Click
="btnMessageBoxWithIcon_Click">MessageBox with icon</Button>
<Button Name="btnMessageBoxWithDefaultChoice" Click
="btnMessageBoxWithDefaultChoice_Click">MessageBox with default choice</
Button>
</StackPanel>
</Window>
using System;
using System.Windows;
namespace WpfTutorialSamples.Dialogs
{
public partial class MessageBoxSample : Window
{
public MessageBoxSample()
{
InitializeComponent();
}
For WPF, you will find standard dialogs for both opening and saving files in the Microsoft.Win32
namespace. In this article we'll focus on the OpenFileDialog class, which makes it very easy to display a
dialog for opening one or several files.
<Window x:Class="WpfTutorialSamples.Dialogs.OpenFileDialogSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="OpenFileDialogSample" Height="300" Width="300">
<DockPanel Margin="10">
<WrapPanel HorizontalAlignment="Center" DockPanel.Dock="Top"
Margin="0,0,0,10">
<Button Name="btnOpenFile" Click="btnOpenFile_Click">
Open file</Button>
</WrapPanel>
<TextBox Name="txtEditor" />
</DockPanel>
</Window>
using System;
using System.IO;
using System.Windows;
using Microsoft.Win32;
namespace WpfTutorialSamples.Dialogs
{
public partial class OpenFileDialogSample : Window
{
public OpenFileDialogSample()
{
InitializeComponent();
}
Once you click the Open file button, the OpenFileDialog will be instantiated and shown. Depending on
which version of Windows you're using and the theme selected, it will look something like this:
The ShowDialog() will return a nullable boolean value, meaning that it can be either false, true or null. If the
user selects a file and presses "Open", the result is True, and in that case, we try to load the file into the
TextBox control. We get the complete path of the selected file by using the FileName property of the
OpenFileDialog.
1.11.2.2. Filter
Normally when you want your user to open a file in your application, you want to limit it to one or a couple
of file types. For instance, Word mostly opens Word file (with the extension .doc or .docx) and Notepad
You can specify a filter for your OpenFileDialog to indicate to the user which types of file they should be
opening in your application, as well as limiting the files shown for a better overview. This is done with the
Filter property, which we can add to the above example, right after initializing the dialog, like this:
Notice how the dialog now has a combo box for selecting the file types, and that the files shown are limited
to ones with the extension(s) specified by the selected file type.
The format for specifying the filter might look a bit strange at first sight, but it works by specifying a human-
readable version of the desired file extension(s) and then one for the computer to easily parse, separated
with a pipe (|) character. If you want more than one file type, as we do in the above example, each set of
information are also separated with a pipe character.
So to sum up, the following part means that we want the file type to be named "Text files (*.txt)" (the
extension in the parenthesis is a courtesy to the user, so they know which extension(s) are included) and
the second part tells the dialog to show files with a .txt extension:
Each file type can of course have multiple extensions. For instance, image files could be specified as both
JPEG and PNG files, like this:
Simply separate each extension with a semicolon in the second part (the one for the computer) - in the first
part, you can format it the way you want to, but most developers seem to use the same notation for both
parts, as seen in the example above.
openFileDialog.InitialDirectory = @"c:\temp\";
If you want to use one of the special folders on Windows, e.g. the Desktop, My Documents or the Program
Files directory, you have to take special care, since these may vary from each version of Windows and also
openFileDialog.InitialDirectory =
Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
In this case, I get the path for the My Documents folder, but have a look at the SpecialFolder enumeration -
it contains values for a lot of interesting paths. For a full list, please see this MSDN article.
<Window x:Class
="WpfTutorialSamples.Dialogs.OpenFileDialogMultipleFilesSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="OpenFileDialogMultipleFilesSample" Height="300" Width
="300">
<DockPanel Margin="10">
<WrapPanel HorizontalAlignment="Center" DockPanel.Dock="Top"
Margin="0,0,0,10">
<Button Name="btnOpenFile" Click="btnOpenFiles_Click">
Open files</Button>
</WrapPanel>
<ListBox Name="lbFiles" />
</DockPanel>
</Window>
using System;
using System.IO;
using System.Windows;
using Microsoft.Win32;
namespace WpfTutorialSamples.Dialogs
{
public partial class OpenFileDialogMultipleFilesSample : Window
{
If you test this code, you will see that you can now select multiple files in the same directory, by holding
down either Ctrl orShift and clicking with the mouse. Once accepted, this example simply adds the
filenames to the ListBox control, by looping through the FileNames property.
1.11.2.5. Summary
<Window x:Class="WpfTutorialSamples.Dialogs.SaveFileDialogSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SaveFileDialogSample" Height="300" Width="300">
<DockPanel Margin="10">
<WrapPanel HorizontalAlignment="Center" DockPanel.Dock="Top"
Margin="0,0,0,10">
<Button Name="btnSaveFile" Click="btnSaveFile_Click">
Save file</Button>
</WrapPanel>
<TextBox Name="txtEditor" TextWrapping="Wrap" AcceptsReturn
="True" ScrollViewer.VerticalScrollBarVisibility="Auto" />
</DockPanel>
</Window>
using System;
using System.IO;
using System.Windows;
using Microsoft.Win32;
namespace WpfTutorialSamples.Dialogs
{
public partial class SaveFileDialogSample : Window
{
public SaveFileDialogSample()
{
InitializeComponent();
}
As you can see, it's mostly about instantiating the SaveFileDialog and then calling the ShowDialog()
method. If it returns true, we use the FileName property (which will contain the selected path as well as the
user entered file name) as the path to write our contents to.
If you click the save button, you should see a dialog like this, depending on the version of Windows you're
using:
1.11.3.2. Filter
As you can see from the first example, I manually added a .txt extension to my desired filename, mainly
because the "Save as type" combo box is empty. Just like for the OpenFileDialog, this box is controlled
through the Filter property, and it's also used in the exact same way.
For more details about the format of the Filter property, please see the previous article on
the OpenFileDialog, where it's explained in details.
With a filter like the above, the resulting SaveFileDialog will look like this instead:
With that in place, you can write filenames without specifying the extension - it will be taken from the
selected file type in the filter combo box instead. This also indicates to the user which file formats your
application supports, which is of course important.
If you want to use one of the special folders on Windows, e.g. the Desktop, My Documents or the Program
Files directory, you have to take special care, since these may vary from each version of Windows and also
depend on which user is logged in. The .NET framework can help you though, just use the Environment
class and its members for dealing with special folders:
saveFileDialog.InitialDirectory =
Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
In this case, I get the path for the My Documents folder, but have a look at the SpecialFolder enumeration -
it contains values for a lot of interesting paths. For a full list, please see this MSDN article.
1.11.3.4. Options
Besides the options already mentioned in this article, I want to draw your attention to the following
properties, which will help you tailor the SaveFileDialog to your needs:
AddExtension - defaults to true and determines if the SaveFileDialog should automatically append an
extension to the filename, if the user omits it. The extension will be based on the selected filter, unless
that's not possible, in which case it will fall back to the DefaultExt property (if specified). If you want your
application to be able to save files without file extensions, you may have to disable this option.
Title - you may override this property if you want a custom title on your dialog. It defaults to "Save As" or
the localized equivalent and the property is also valid for the OpenFileDialog.
ValidateNames - defaults to true and unless it's disabled, it will ensure that the user enters only valid
Windows file names before allowing the user to continue.
This can be a real problem for WPF developers, since re-implementing these dialogs would be a huge task.
Fortunately, WPF and WinForms can be mixed, simply by referencing the System.Windows.Forms
assembly, but since WPF uses different base types for both colors and dialogs, this is not always a viable
solution. It is however an easy solution if you just need the FolderBrowserDialog, since it only deals with
folder paths as simple strings, but some purists would argue that mixing WPF and WinForms is never the
way to go.
A better way to go, if you don't want to reinvent the wheel yourself, might be to use some of the work
created by other developers. Here are a couple of links for article which offers a solution to some of the
missing dialogs:
In the end, you should choose the solution which fits the requirements of your application best.
However, there are a few things that you should remember when creating dialogs, to ensure that your
application acts like other Windows applications. In this article, we'll create a very simple dialog to ask the
user a question and then return the answer, while discussing the various good practices that you should
follow.
<Window x:Class="WpfTutorialSamples.Dialogs.InputDialogSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Input" SizeToContent="WidthAndHeight"
WindowStartupLocation="CenterScreen"
ContentRendered="Window_ContentRendered">
<Grid Margin="15">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<Image Source
="/WpfTutorialSamples;component/Images/question32.png" Width="32" Height
="32" Grid.RowSpan="2" Margin="20,0" />
using System;
using System.Windows;
namespace WpfTutorialSamples.Dialogs
{
public partial class InputDialogSample : Window
{
public InputDialogSample(string question, string defaultAnswer
= "")
{
InitializeComponent();
lblQuestion.Content = question;
txtAnswer.Text = defaultAnswer;
}
The code is pretty simple, but here are the things that you should pay special attention to:
1.11.5.2. XAML
In the XAML part, I've used a Grid for layout of the controls - nothing fancy here. I've removed the Width
and Height properties of the Window and instead set it to automatically resize to match the content - this
makes sense in a dialog, so you don't have to fine tune the size to make everything look alright. Instead,
use margins and minimum sizes to ensure that things look the way you want them to, while still allowing the
user to resize the dialog.
Another property which I've changed on the Window is the WindowStartupLocation property. For a dialog
like this, and probably for most other non-main windows, you should change this value to CenterScreen or
CenterOwner, to change the default behavior where your window will appear in a position decided by
Windows, unless you manually specify Top and Left properties for it.
Also pay special attention to the two properties I've used on the dialog buttons: IsCancel and IsDefault.
IsCancel tells WPF that if the user clicks this button, the DialogResult of the Window should be set to false
which will also close the window. This also ensures that the user can press the Esc key on their keyboard
to close the window, something that should always be possible in a Windows dialog.
The IsDefault property gives focus to the Ok button and also ensures that if the user presses the Enter key
on their keyboard, this button is activated. An event handler is needed to set the DialogResult for this
though, as described later.
1.11.5.3. Code-behind
In Code-behind, I changed the constructor to take two parameters, with one being optional. This allows us
to place the question and the default answer, if provided, into the designated UI controls.
To give focus to the TextBox upon showing the dialog, I've subscribed to the ContentRendered event,
where I select all the text in the control and then give focus. If I just wanted to give focus, I could have use
the FocusManager.FocusedElement attached property on the Window, but in this case, I also want to
select the text, to allow the user to instantly overwrite the answer provided by default (if any).
A last detail is the Answer property which I've implemented. It simply gives access to the entered value of
the TextBox control, but it's good practice to provide a property with the return value(s) of the dialog,
instead of directly accessing controls from outside the window. This also allows you to influence the return
value before returning it, if needed.
<Window x:Class="WpfTutorialSamples.Dialogs.InputDialogAppSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="InputDialogAppSample" Height="150" Width="300">
<StackPanel HorizontalAlignment="Center" VerticalAlignment="Center"
>
<TextBlock>Hello, world. My name is:</TextBlock>
<TextBlock Name="lblName" Margin="0,10" TextAlignment="Center"
FontWeight="Bold">[No name entered]</TextBlock>
<Button Name="btnEnterName" Click="btnEnterName_Click">Enter
name...</Button>
</StackPanel>
</Window>
using System;
using System.Windows;
namespace WpfTutorialSamples.Dialogs
{
public partial class InputDialogAppSample : Window
{
public InputDialogAppSample()
There's nothing special to it - just a couple of TextBlock controls and a Button for invoking the dialog. In the
Click event handler, we instantiate the InputDialogSample window, providing a question and a default
answer, and then we use the ShowDialog() method to show it - you should always use ShowDialog()
method and not just Show() for a modal dialog like this.
If the result of the dialog is true, meaning that the user has activated the Ok button either by clicking it or
pressing Enter, the result is assigned to the name Label. That's all there is to it!
WPF comes with a fine control for creating menus called... Menu. Adding items to it is very simple - you
simply add MenuItem elements to it, and each MenuItem can have a range of sub-items, allowing you to
create hierarchical menus as you know them from a lot of Windows applications. Let's jump straight to an
example where we use the Menu:
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.MenuSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MenuSample" Height="200" Width="200">
<DockPanel>
<Menu DockPanel.Dock="Top">
<MenuItem Header="_File">
<MenuItem Header="_New" />
<MenuItem Header="_Open" />
<MenuItem Header="_Save" />
<Separator />
<MenuItem Header="_Exit" />
</MenuItem>
</Menu>
<TextBox AcceptsReturn="True" />
</DockPanel>
</Window>
As in most Windows applications, my menu is placed in the top of the window, but in keeping with the
enormous flexibility of WPF, you can actually place a Menu control wherever you like, and in any width or
height that you may desire.
I have defined a single top-level item, with 4 child items and a separator. I use the Header property to
define the label of the item, and you should notice the underscore before the first character of each label. It
tells WPF to use that character as the accelerator key, which means that the user can press the Alt key
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.MenuIconCheckableSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MenuIconCheckableSample" Height="150" Width="300">
<DockPanel>
<Menu DockPanel.Dock="Top">
<MenuItem Header="_File">
<MenuItem Header="_Exit" />
</MenuItem>
<MenuItem Header="_Tools">
<MenuItem Header="_Manage users">
<MenuItem.Icon>
<Image Source
="/WpfTutorialSamples;component/Images/user.png" />
</MenuItem.Icon>
</MenuItem>
<MenuItem Header="_Show groups" IsCheckable="True"
IsChecked="True" />
For this example I've created a secondary top-level item, where I've added two items: One with an icon
defined, using the Icon property with a standard Image control inside of it, and one where we use the
IsCheckable property to allow the user to check and uncheck the item. I even used the IsChecked
property to have it checked by default. From Code-behind, this is the same property that you can read to
know whether a given menu item is checked or not.
In Code-behind you will then need to implement the mnuNew_Click method, like this:
This will suffice for the more simple applications, or when prototyping something, but the WPF way is to use
a Command for this.
First of all, they ensure that you can have the same action on a toolbar, a menu and even a context menu,
without having to implement the same code in multiple places. They also make the handling of keyboard
shortcuts a whole lot easier, because unlike with WinForms, WPF is not listening for keyboard shortcuts
automatically if you assign them to e.g. a menu item - you will have to do that manually.
However, when using commands, WPF is all ears and will respond to keyboard shortcuts automatically.
The text (Header) of the menu item is also set automatically (although you can overwrite it if needed), and
so is the InputGestureText, which shows the user which keyboard shortcut can be used to invoke the
specific menu item. Let's jump straight to an example of combining the Menu with WPF commands:
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.MenuWithCommandsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MenuWithCommandsSample" Height="200" Width="300">
<Window.CommandBindings>
<CommandBinding Command="New" CanExecute
="NewCommand_CanExecute" Executed="NewCommand_Executed" />
</Window.CommandBindings>
<DockPanel>
<Menu DockPanel.Dock="Top">
<MenuItem Header="_File">
<MenuItem Command="New" />
<Separator />
<MenuItem Header="_Exit" />
</MenuItem>
<MenuItem Header="_Edit">
<MenuItem Command="Cut" />
<MenuItem Command="Copy" />
<MenuItem Command="Paste" />
</MenuItem>
</Menu>
using System;
using System.Windows;
namespace WpfTutorialSamples.Common_interface_controls
{
public partial class MenuWithCommandsSample : Window
{
public MenuWithCommandsSample()
{
InitializeComponent();
}
It might not be completely obvious, but by using commands, we just got a whole bunch of things for free:
Keyboard shortcuts, text and InputGestureText on the items and WPF automatically enables/disables the
items depending on the active control and its state. In this case, Cut and Copy are disabled because no
And because WPF knows how to handle certain commands in combination with certain controls, in this
case the Cut/Copy/Paste commands in combination with a text input control, we don't even have to handle
their Execute events - they work right out of the box! We do have to handle it for theNew command though,
since WPF has no way of guessing what we want it to do when the user activates it. This is done with the
CommandBindings of the Window, all explained in detail in the chapter on commands.
1.12.1.4. Summary
Working with the WPF Menu control is both easy and fast, making it simple to create even complex menu
hierarchies, and when combining it with WPF commands, you get so much functionality for free.
WPF comes with a ContextMenu control and because it's almost always tied to a specific control, that's
also usually how you add it to the interface. This is done through the ContextProperty, which all controls
exposes (it comes from the FrameworkElement which most WPF controls inherits from). Consider the next
example to see how it's done:
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.ContextMenuSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ContextMenuSample" Height="250" Width="250">
<Grid>
<Button Content="Right-click me!" VerticalAlignment="Center"
HorizontalAlignment="Center">
<Button.ContextMenu>
<ContextMenu>
<MenuItem Header="Menu item 1" />
<MenuItem Header="Menu item 2" />
<Separator />
<MenuItem Header="Menu item 3" />
</ContextMenu>
</Button.ContextMenu>
</Button>
</Grid>
</Window>
If you've already read the chapter on the regular menu, you will soon realize that the ContextMenu works
exactly the same way, and no wonder, since they both inherit the MenuBase class. Just like we saw in the
examples on using the regular Menu, you can of course add Click events to these items to handle when the
user clicks on them, but a more WPF-suitable way is to use Commands.
Try running the example and see for yourself how much functionality we get for free by assigning
commands to the items. Also notice how fairly simple it is to use icons on the menu items of the
ContextMenu.
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.ContextMenuManuallyInvoke
dSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ContextMenuManuallyInvokedSample" Height="250" Width
="250">
using System;
using System.Windows;
using System.Windows.Controls;
namespace WpfTutorialSamples.Common_interface_controls
{
public partial class ContextMenuManuallyInvokedSample : Window
{
public ContextMenuManuallyInvokedSample()
{
InitializeComponent();
}
The first thing you should notice is that I've moved the ContextMenu away from the button. Instead, I've
added it as a resource of the Window, to make it available from all everywhere within the Window. This also
makes it a lot easier to find when we need to show it.
A WPF ToolBar is usually placed inside of a ToolBarTray control. The ToolBarTray will handle stuff like
placement and sizing, and you can have multiple ToolBar controls inside of the ToolBarTray element. Let's
try a pretty basic example, to see what it all looks like:
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.ToolbarSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ToolbarSample" Height="200" Width="300">
<Window.CommandBindings>
<CommandBinding Command="New" CanExecute
="CommonCommandBinding_CanExecute" />
<CommandBinding Command="Open" CanExecute
="CommonCommandBinding_CanExecute" />
<CommandBinding Command="Save" CanExecute
="CommonCommandBinding_CanExecute" />
</Window.CommandBindings>
<DockPanel>
<ToolBarTray DockPanel.Dock="Top">
<ToolBar>
<Button Command="New" Content="New" />
<Button Command="Open" Content="Open" />
<Button Command="Save" Content="Save" />
</ToolBar>
<ToolBar>
<Button Command="Cut" Content="Cut" />
<Button Command="Copy" Content="Copy" />
<Button Command="Paste" Content="Paste" />
</ToolBar>
</ToolBarTray>
<TextBox AcceptsReturn="True" />
</DockPanel>
</Window>
namespace WpfTutorialSamples.Common_interface_controls
{
public partial class ToolbarSample : Window
{
public ToolbarSample()
{
InitializeComponent();
}
Notice how I use commands for all the buttons. We discussed this in the previous chapter and using
commands definitely gives us some advantages. Take a look at the Menu chapter, or the articles on
commands, for more information.
In this example, I add a ToolBarTray to the top of the screen, and inside of it, two ToolBar controls. Each
contains some buttons and we use commands to give them their behavior. In Code-behind, I make sure to
handle the CanExecute event of the first three buttons, since that's not done automatically by WPF,
contrary to the Cut, Copy and Paste commands, which WPF is capable of fully handling for us.
1.12.3.1. Images
While text on the toolbar buttons is perfectly okay, the normal approach is to have icons or at least a
combination of an icon and a piece of text. Because WPF uses regular Button controls, adding icons to the
toolbar items is very easy. Just have a look at this next example, where we do both:
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.ToolbarIconSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ToolbarIconSample" Height="200" Width="300">
<DockPanel>
<ToolBarTray DockPanel.Dock="Top">
<ToolBar>
<Button Command="Cut" ToolTip="Cut selection to
Windows Clipboard.">
<Image Source
="/WpfTutorialSamples;component/Images/cut.png" />
</Button>
<Button Command="Copy" ToolTip="Copy selection to
Windows Clipboard.">
<Image Source
="/WpfTutorialSamples;component/Images/copy.png" />
</Button>
<Button Command="Paste" ToolTip="Paste from Windows
Clipboard.">
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/paste.png" />
<TextBlock Margin="3,0,0,0">Paste</
TextBlock>
</StackPanel>
</Button>
</ToolBar>
</ToolBarTray>
<TextBox AcceptsReturn="True" />
</DockPanel>
By specifying an Image control as the Content of the first two buttons, they will be icon based instead of
text based. On the third button, I combine an Image control and a TextBlock control inside of a
StackPanel, to achieve both icon and text on the button, a commonly used technique for buttons which are
extra important or with a less obvious icon.
Notice how I've used the ToolTip property on each of the buttons, to add an explanatory text. This is
especially important for those buttons with only an icon, because the purpose of the button might not be
clear from only looking at the icon. With the ToolTip property, the user can hover the mouse over the button
to get a description of what it does, as demonstrated on the screenshot.
1.12.3.2. Overflow
As already mentioned, a very good reason for using the ToolBar control instead of just a panel of buttons,
is the automatic overflow handling. It means that if there's no longer enough room to show all of the buttons
on the toolbar, WPF will put them in a menu accessible by clicking on the arrow to the right of the toolbar.
You can see how it works on this screenshot, which shows the first example, but with a smaller window,
thereby leaving less space for the toolbars:
WPF even allows you to decide which items are suitable for overflow hiding and which should always be
visible. Usually, when designing a toolbar, some items are less important than the others and some of them
you might even want to have in the overflow menu all the time, no matter if there's space enough or not.
This is where the attached property ToolBar.OverflowMode comes into play. The default value is
AsNeeded, which simply means that a toolbar item is put in the overflow menu if there's not enough room
for it. You may use Always or Never instead, which does exactly what the names imply: Puts the item in
the overflow menu all the time or prevents the item from ever being moved to the overflow menu. Here's an
example on how to assign this property:
1.12.3.3. Position
While the most common position for the toolbar is indeed in the top of the screen, toolbars can also be
found in the bottom of the application window or even on the sides. The WPF ToolBar of course supports
all of this, and while the bottom placed toolbar is merely a matter of docking to the bottom of the panel
instead of the top, a vertical toolbar requires the use of the Orientation property of the ToolBar tray. Allow
me to demonstrate with an example:
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.ToolbarPositionSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ToolbarPositionSample" Height="200" Width="300">
<DockPanel>
<ToolBarTray DockPanel.Dock="Top">
<ToolBar>
<Button Command="Cut" ToolTip="Cut selection to
Windows Clipboard.">
<Image Source
="/WpfTutorialSamples;component/Images/cut.png" />
Another thing introduced in this example is the Separator element, which simply creates a separator
between two sets of toolbar items. As you can see from the example, it's very easy to use!
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.ToolbarCustomControlsSamp
le"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ToolbarCustomControlsSample" Height="200" Width="300">
<DockPanel>
<ToolBarTray DockPanel.Dock="Top">
<ToolBar>
<Button Command="Cut" ToolTip="Cut selection to
Windows Clipboard.">
<Image Source
="/WpfTutorialSamples;component/Images/cut.png" />
</Button>
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.StatusBarSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StatusBarSample" Height="150" Width="300">
<DockPanel>
<StatusBar DockPanel.Dock="Bottom">
<StatusBarItem>
<TextBlock Name="lblCursorPosition" />
</StatusBarItem>
</StatusBar>
<TextBox AcceptsReturn="True" Name="txtEditor"
SelectionChanged="txtEditor_SelectionChanged" />
</DockPanel>
</Window>
using System;
using System.Windows;
namespace WpfTutorialSamples.Common_interface_controls
{
public partial class StatusBarSample : Window
{
public StatusBarSample()
{
InitializeComponent();
}
It's all very simple - a TextBlock control that shows the current cursor position, just like in pretty much any
other application that allows you to edit text. In this very basic form, the StatusBar could just as easily have
been a panel with a set of controls on it, but the real advantage of the StatusBar comes when we need to
divide it into several areas of information.
We'll divide the Grid into three areas, with the left and right one having a fixed width and the middle column
automatically taking up the remaining space. We'll also add columns in between for Separator controls.
Here's how it looks now:
<Window x:Class
="WpfTutorialSamples.Common_interface_controls.StatusBarAdvancedSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StatusBarAdvancedSample" Height="150" Width="400">
using System;
using System.Windows;
namespace WpfTutorialSamples.Common_interface_controls
{
public partial class StatusBarAdvancedSample : Window
{
public StatusBarAdvancedSample()
As you can see, I've added a bit of sample information, like the fake filename in the middle column and the
progress bar to the right, showing a static value for now. You could easily make this work for real though,
and it gives a pretty good idea on what you can do with the StatusBar control.
1.12.4.2. Summary
Once again, WPF makes it easy to get standard Windows functionality, in this case the StatusBar,
integrated into your applications.
You can even place other controls than the ones used in these examples, like buttons, combo boxes and
so on, but please be aware that since the StatusBar doesn't apply any special rendering to these controls
when hosting them, it might not look as you would expect it to for controls in a status bar. This can be
handled with custom styling if you need it though, a subject discussed elsewhere in this tutorial.
WPF doesn't come with a built-in Ribbon control, but Microsoft has released one that you can download
and use for free, as long as you promise to follow their implementation guide when using it. You can read
much more about it at MSDN, where you'll also find a download link for the Ribbon control.
1.12.5.1. Summary
You can download and use a Microsoft created Ribbon control, but it's not yet a part of the .NET framework
by default. Once it becomes an integrated part of the framework, we'll dig into it here at this tutorial. In the
meantime, if you're looking for a more complete Ribbon implementation, you might want to look at some
3rd party alternatives - there are plenty of them, from some of the big WPF control vendors.
The FlowDocument does indeed render rich text, and that even includes images, lists and tables, and
elements can be floated, adjusted and so on, and using a FlowDocument, you can specify rich text in
design-time as if it were HTML (thanks to XAML) and have it rendered directly in your WPF application.
The FlowDocument doesn't stand alone. Instead, it uses one of several built-in wrappers, which controls
how the FlowDocument is laid out and whether the content can be edited by the user or not. WPF includes
three controls for rendering a FlowDocument in read-only mode, which all has easy support for zooming
and printing:
FlowDocumentScrollViewer - the simplest wrapper around a FlowDocument, which simply displays the
document as one long document of text which you can scroll in.
FlowDocumentPageViewer - this wrapper will automatically split your document into pages, which the
user can navigate back and forth between.
The FlowDocument is normally read-only, but put it inside of a RichTextBox control (described later in this
tutorial) and you can now edit the text, much like in real word processors like Microsoft Word.
Read on through the next chapters, where we'll discuss all the wrappers that you can use with a
FlowDocument, both read-only and editable. After that, we'll look into all of the possibilities you have when
creating rich documents using the FlowDocument, including tables, lists, images and much more.
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.FlowDocumentScrollViewerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="FlowDocumentScrollViewerSample" Height="200" Width
="300">
<Grid>
<FlowDocumentScrollViewer>
<FlowDocument>
<Paragraph FontSize="36">Hello, world!</Paragraph>
<Paragraph FontStyle="Italic" TextAlignment="Left"
FontSize="14" Foreground="Gray">The ultimate programming greeting!</
Paragraph>
</FlowDocument>
</FlowDocumentScrollViewer>
</Grid>
</Window>
Notice how easy it was to specify the text, using simple markup tags, in this case the Paragraph tag. Now
you might argue that this could have been achieved with a couple of TextBlock controls, and you would be
absolutely right, but even with an extremely basic example like this, you get a bit of added functionality for
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.FlowDocumentScrollViewerZoomSamp
le"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="FlowDocumentScrollViewerZoomSample" Height="180" Width
="300">
<Grid>
<FlowDocumentScrollViewer IsToolBarVisible="True" Zoom="80"
ScrollViewer.VerticalScrollBarVisibility="Auto">
<FlowDocument>
<Paragraph FontSize="36">Hello, world!</Paragraph>
<Paragraph FontStyle="Italic" TextAlignment="Left"
FontSize="14" Foreground="Gray">The ultimate programming greeting!</
Paragraph>
</FlowDocument>
</FlowDocumentScrollViewer>
Now the user can control the zoom level using the slider and the buttons in the toolbar below the document.
Notice also that we changed the default zoom level, using the Zoom property - it defines the zoom level in
percentages, so in this case, the text is zoomed out to 80% by default.
The last thing I changed in this example, in comparison to the first one, is the use of the
ScrollViewer.VerticalScrollBarVisibility property. By setting it to Auto, the scrollbars will be invisible until
the content actually goes beyond the available space, which is usually what you want.
However, in many situations, justified text makes sense, but it can result in some very bad layout, with very
excessive amounts of whitespace on lines where a linebreak is inserted right before a very long word.
The following example will illustrate that, as well as provide a solution that will help remedy the problem. By
using the IsOptimalParagraphEnabled property in combination with the IsHyphenationEnabled property,
you will give WPF a better chance of laying out the text in the best possible way.
IsOptimalParagraphEnabled allows WPF to look ahead in your text, to see if it would make more sense to
break the text in a different position than right at the moment where it runs out of space.
IsHyphenationEnabled allows WPF to split your words with a hyphen, if it would allow for a more natural
layout of the text.
In the next example, I've rendered the same text twice - one without these properties, and one with. The
difference is quite obvious:
IsOptimalParagraphEnabled is not enabled by default because it does require a bit more CPU power when
rendering the text, especially if the window is frequently resized. For most situations this shouldn't be a
problem though.
If you have a lot of FlowDocument instances in your application and you prefer this optimal rendering
method, you can enable it on all of your FlowDocument instances by specifying a global style that enables
it, in your App.xaml. Here's an example:
<Application x:Class="WpfTutorialSamples.App"
xmlns
We'll start off with a simple example, where we can see how the FlowDocumentPageViewer control
handles our Lorem Ipsum test text:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.FlowDocumentPageViewerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="FlowDocumentPageViewerSample" Height="300" Width="300">
<Grid>
<FlowDocumentPageViewer>
<FlowDocument>
<Paragraph>Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Fusce faucibus odio arcu, luctus vestibulum tortor
congue in. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Fusce nec lacinia neque. Donec malesuada, ligula non vestibulum cursus,
urna purus pellentesque orci, aliquet accumsan dui velit ac justo.
Phasellus sagittis ligula in leo dapibus, vel vestibulum felis mattis.
Fusce vitae auctor nibh. Ut sit amet fringilla turpis. Aenean tincidunt
feugiat sapien, quis scelerisque enim pretium commodo. Mauris fermentum
posuere nulla, vitae fermentum quam malesuada in. Cras ultrices bibendum
nulla eu mollis. Sed accumsan pretium magna, non sodales velit viverra
id. Sed eu elit sit amet sem ullamcorper rhoncus.</Paragraph>
<Paragraph>Nulla vitae suscipit tellus. Nunc sit
amet tortor fermentum, sollicitudin enim cursus, sagittis lacus.
Pellentesque tincidunt massa nisl, nec tempor nulla consequat a. Proin
pharetra neque vel dolor congue, at condimentum arcu varius. Sed vel
luctus enim. Curabitur eleifend dui et arcu faucibus, sit amet vulputate
libero suscipit. Vestibulum ultrices nisi id metus ultrices, eu
ultricies ligula rutrum. Phasellus rhoncus aliquam pretium. Quisque in
nunc erat. Etiam mollis turpis cursus, sagittis felis vel, dignissim
risus. Ut at est nec tellus lobortis venenatis. Fusce elit mi, gravida
sed tortor at, faucibus interdum felis. Phasellus porttitor dolor in
nunc pellentesque, eu hendrerit nulla porta. Vestibulum cursus placerat
Notice how the long text is cut off, and in the bottom, you can navigate between pages. This is not all that
the FlowDocumentPageViewer will do for you though - just look what happens when we make the window
wider:
The FlowDocument class has a range of properties that will allow you to control how and when they are
used. Using them is simple, but a complete example goes beyond the scope of this tutorial. Instead, have a
look at this MSDN article, where several properties are used in a nice example: How to: Use
FlowDocument Column-Separating Attributes.
1.13.3.1. Searching
As you're about to see in the next chapter, the FlowDocumentReader wrapper supports searching right out
of the box, with search controls in the toolbar and everything. However, all of the three read-only
FlowDocument wrappers which will be discussed in this tutorial does in fact support searching, it just has to
be manually invoked for the first two (FlowDocumentScrollViewer and FlowDocumentPageViewer).
All three viewers support the Ctrl+F keyboard shortcut for initiating a search, but if you want this to be
accessible from e.g. a button as well, you just have to call the Find() method. Here's an example:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.FlowDocumentSearchSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="FlowDocumentSearchSample" Height="300" Width="580">
<DockPanel>
<WrapPanel DockPanel.Dock="Top">
<Button Name="btnSearch" Click="btnSearch_Click">Search</
Button>
</WrapPanel>
<FlowDocumentPageViewer Name="fdViewer">
<FlowDocument>
<Paragraph>Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Fusce faucibus odio arcu, luctus vestibulum tortor
congue in. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
Fusce nec lacinia neque. Donec malesuada, ligula non vestibulum cursus,
urna purus pellentesque orci, aliquet accumsan dui velit ac justo.
Phasellus sagittis ligula in leo dapibus, vel vestibulum felis mattis.
Fusce vitae auctor nibh. Ut sit amet fringilla turpis. Aenean tincidunt
feugiat sapien, quis scelerisque enim pretium commodo. Mauris fermentum
posuere nulla, vitae fermentum quam malesuada in. Cras ultrices bibendum
nulla eu mollis. Sed accumsan pretium magna, non sodales velit viverra
using System;
using System.Windows;
namespace WpfTutorialSamples.Rich_text_controls
{
public partial class FlowDocumentSearchSample : Window
{
public FlowDocumentSearchSample()
{
InitializeComponent();
}
Simply press our dedicated Search button or the keyboard shortcut (Ctrl+F) and you have search
functionality in the FlowDocumentPageViewer. As mentioned, this works for both
All of this functionality also makes the FlowDocumentReader the heaviest of the three read-only wrappers,
but this should hardly be an issue with most regularly sized documents. Here's an example of how the
FlowDocumentReader might look:
This screenshot is taken in the page-based view, which is the default. You can switch between the view
modes using the buttons to the left of the zoom controls. In the left part of the toolbar, you have the controls
for searching through the document, as I have done here on the screenshot.
Here's the code that will give you the above result:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.FlowDocumentReaderSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="FlowDocumentReaderSample" Height="250" Width="550">
<Grid>
<FlowDocumentReader>
<FlowDocument>
<Paragraph>Lorem ipsum dolor sit amet, consectetur
adipiscing elit. Fusce faucibus odio arcu, luctus vestibulum tortor
congue in. Lorem ipsum dolor sit amet, consectetur adipiscing elit.
This markup will result in a window as seen on the screenshot above. Here's a screenshot where we've
gone into the two-page mode as well as reduced the zoom a bit:
The FlowDocumentReader has a range of properties that can help you in controlling how it works. Here's
an incomplete list of some of the most important ones:
ViewingMode - controls the initial viewing mode. The default is Page, but you can change that into Scroll
or TwoPage , if you want another default view. This can still be changed by the user, unless specifically
disabled.
IsFindEnabled - gives you the ability to disable searching in the document. If disabled, the search button
will be removed from the toolbar.
Zoom - allows you to set the default zoom level. The standard is 100%, but you can change this by using
the Zoom property.
1.13.4.1. Summary
We've now been through all the choices for a read-only FlowDocument wrapper, and as you can probably
see, which one to choose really depends on the task at hand.
If you just want simple FlowDocument rendering with a scrollbar you should go with the
FlowDocumentScrollViewer - it's simple and is the least space and resource consuming of the three. If you
want a paged view, go with the FlowDocumentPageViewer, unless you want your user to be able to switch
between the modes and be able to quickly search, in which case you should use the
FlowDocumentReader.
As a bare minimum example, here's our "Hello, world!" example from one of the first articles, created from
Code-behind instead of XAML:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.CodeBehindFlowDocumentSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CodeBehindFlowDocumentSample" Height="200" Width="300">
<Grid>
<FlowDocumentScrollViewer Name="fdViewer" />
</Grid>
</Window>
using System;
using System.Windows;
using System.Windows.Documents;
using System.Windows.Media;
namespace WpfTutorialSamples.Rich_text_controls
{
public partial class CodeBehindFlowDocumentSample : Window
{
public CodeBehindFlowDocumentSample()
{
InitializeComponent();
fdViewer.Document = doc;
}
}
}
When compared to the small amount of XAML required to achieve the exact same thing, this is hardly
impressive:
<FlowDocument>
<Paragraph FontSize="36">Hello, world!</Paragraph>
<Paragraph FontStyle="Italic" TextAlignment="Left" FontSize="14"
Foreground="Gray">The ultimate programming greeting!</Paragraph>
</FlowDocument>
That's beside the point here though - sometimes it just makes more sense to handle stuff from Code-
behind, and as you can see, it's definitely possible.
The XAML code for the next example might look a bit overwhelming, but notice how simple it actually is -
just like HTML, you can format text simply by placing them in styled paragraphs. Now have a look at the
XAML. A screenshot of the result will follow directly after it:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.ExtendedFlowDocumentSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ExtendedFlowDocumentSample" Height="550" Width="500">
<Grid>
<FlowDocumentScrollViewer>
<FlowDocument>
<Paragraph>
<Image Source="http://www.wpf-
tutorial.com/images/logo.png" Width="90" Height="90" Margin="0,0,30,0"
/>
<Run FontSize="120">WPF</Run>
</Paragraph>
<Paragraph>
WPF, which stands for
<Bold>Windows Presentation Foundation</Bold>,
is Microsoft's latest approach to a GUI
framework, used with the .NET framework.
Some advantages include:
</Paragraph>
<List>
<ListItem>
<Paragraph>
It's newer and thereby more in tune
with current standards
</Paragraph>
</ListItem>
<Table CellSpacing="0">
<TableRowGroup>
<TableRow Background="Gainsboro"
FontWeight="Bold">
<TableCell></TableCell>
<TableCell>
<Paragraph TextAlignment="Right"
>WinForms</Paragraph>
</TableCell>
<TableCell>
<Paragraph TextAlignment="Right"
>WPF</Paragraph>
</TableCell>
</TableRow>
</TableRowGroup>
<TableRowGroup>
<TableRow>
<TableCell Background="Gainsboro"
FontWeight="Bold">
<Paragraph>Lines of code</
Paragraph>
</TableCell>
<TableCell>
<Paragraph TextAlignment="Right"
>1.718.000</Paragraph>
I'm not going to go too much into details about each of the tags - hopefully they should make sense as they
are.
As you can see, including lists, images and tables are pretty easy, but in fact, you can include any WPF
control inside of your FlowDocument. Using the BlockUIContainer element you get access to all controls
that would otherwise only be available inside of a window. Here's an example:
<Window x:Class
Now we have a FlowDocument with a ListView inside of it, and as you can see from the screenshot, the
ListView works just like it normally would, including selections etc. Pretty cool!
1.13.6.1. Summary
By using the techniques described in the two examples of this article, pretty much anything is possible,
when creating FlowDocument documents. It's excellent for presenting visual information to the end-user, as
seen in many of the expensive reporting suites.
You can add a RichTextBox directly to the window, without any content - in that case, it will automatically
create a FlowDocument instance that you will be editing. Alternatively, you can wrap a FlowDocument
instance with the RichTextBox and thereby control the initial content. It could look like this:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.RichTextBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="RichTextBoxSample" Height="200" Width="300">
<Grid>
<RichTextBox Margin="10">
<FlowDocument>
<Paragraph FontSize="36">Hello, world!</Paragraph>
<Paragraph FontStyle="Italic" TextAlignment="Left"
FontSize="14" Foreground="Gray">Thanks to the RichTextBox control, this
FlowDocument is completely editable!</Paragraph>
</FlowDocument>
</RichTextBox>
</Grid>
With this example, you can start editing your rich text content straight away. However, now that the content
is no longer read-only, it's obviously interesting how you can manipulate the text, as well as work with the
selection. We'll look into that right now.
Another interesting aspect is of course working with the various formatting possibilities - we'll look into that
in the next article, where we actually implement a small, but fully functional rich text editor.
The next example will provide show off a range of functionality that works with the text and/or selection in
the RichTextBox control:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.RichTextBoxTextSelectionSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="RichTextBoxTextSelectionSample" Height="300" Width
="400">
<DockPanel>
<WrapPanel DockPanel.Dock="Top">
<Button Name="btnGetText" Click="btnGetText_Click">Get
text</Button>
<Button Name="btnSetText" Click="btnSetText_Click">Set
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
namespace WpfTutorialSamples.Rich_text_controls
{
public partial class RichTextBoxTextSelectionSample : Window
{
public RichTextBoxTextSelectionSample()
{
InitializeComponent();
}
As you can see, the markup consists of a panel of buttons, a RichTextBox and a TextBox in the bottom, to
In Code-behind, we handle the four buttons click events, as well as the SelectionChanged event for the
RichTextBox, which allows us to show statistics about the current selection.
Pay special attention to the fact that instead of accessing a text property directly on the RichTextBox, as we
would do with a regular TextBox, we're using TextRange objects with TextPointer's from the RichTextBox
to obtain text from the control or the selection in the control. This is simply how it works with RichTextBox,
which, as already mentioned, doesn’t work like a regular TextBox in several aspects.
Fortunately, it's very easy to fix. The extra spaces comes from the fact that paragraphs have a default
margin bigger than zero, so fixing it is as simple as changing this property, which we can do with a style,
like this:
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.RichTextBoxParagraphSpacingSampl
e"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="RichTextBoxParagraphSpacingSample" Height="150" Width
="300">
<Grid>
<RichTextBox Margin="10">
<RichTextBox.Resources>
<Style TargetType="{x:Type Paragraph}">
<Setter Property="Margin" Value="0" />
</Style>
</RichTextBox.Resources>
</RichTextBox>
</Grid>
</Window>
Now the lines don't have extra space around them, and if you want, you can place the style in the window
or even in App.xaml, if you want it to work for more than just a single RichTextBox.
1.13.7.3. Summary
In this article, we'll be using lots of controls and techniques that we've used in other parts of the tutorial, so
the explanations won't be too detailed. In case you need to freshen up on parts of it, you can always go
back for the fully detailed descriptions.
As a start, let's have a look at what we're going for. This should be the final result:
1.13.8.1. Interface
The interface consists of a ToolBar control with buttons and combo boxes on it. There are buttons for
loading and saving a document, buttons for controlling various font weight and style properties, and then
two combo boxes for controlling the font family and size.
Below the toolbar is the RichTextBox control, where all the editing will be done.
1.13.8.2. Commands
The first thing you might notice is the use of WPF Commands, which we've already discussed previously in
this article. We use the Open and Save commands from the ApplicationCommands class to load and save
the document, and we use the ToggleBold, ToggleItalic and ToggleUnderline commands from the
EditingCommands class for our style related buttons.
The advantage of using Commands is once again obvious, since the RichTextBox control already
implements the ToggleBold, ToggleItalic and ToggleUnderline commands. This means that we don't have
We also get keyboard shortcuts for free - press Ctrl+B to activate ToggleBold, Ctrl+I to activate ToggleItalic
and Ctrl+U to activate ToggleUnderline.
Notice that I'm using a ToggleButton instead of a regular Button control. I want the button to be
checkable, if the selection is currently bold, and that's supported through the IsChecked property of the
ToggleButton. Unfortunately, WPF has no way of handling this part for us, so we need a bit of code to
update the various button and combo box states. More about that later.
The Open and Save commands can't be handled automatically, so we'll have to do that as usual, with a
CommandBinding for the Window and then an event handler in Code-behind:
<Window.CommandBindings>
<CommandBinding Command="ApplicationCommands.Open" Executed
="Open_Executed" />
<CommandBinding Command="ApplicationCommands.Save" Executed
="Save_Executed" />
</Window.CommandBindings>
public RichTextEditorSample()
{
InitializeComponent();
cmbFontFamily.ItemsSource = Fonts.SystemFontFamilies.OrderBy(f =>
f.Source);
cmbFontSize.ItemsSource = new List<double>() { 8, 9, 10, 11, 12,
14, 16, 18, 20, 22, 24, 26, 28, 36, 48, 72 };
}
Once again, WPF makes it easy for us to get a list of possible fonts, by using the SystemFontFamilies
property. Since the list of sizes is more of a suggestion, we make that ComboBox control editable, so that
This also means that we'll be handling changes differently. For the font family ComboBox, we can just
handle the SelectionChanged event, while we hook into the TextBoxBase.TextChanged event of the size
ComboBox, to handle the fact that the user can both select and manually enter a size.
WPF handles the implementation of the Bold, Italic and Underline commands for us, but for font family and
size, we'll have to manually change these values. Fortunately, it's quite easy to do, using the
ApplyPropertyValue() method. The above mentioned event handlers look like this.
rtbEditor.Selection.ApplyPropertyValue(Inline.FontFamilyProperty,
cmbFontFamily.SelectedItem);
}
Nothing too fancy here - we simply pass on the selected/entered value to the ApplyPropertyValue()
method, along with the property that we wish to change.
We want to update the state as soon as the cursor moves and/or the selection changes, and for that, the
SelectionChanged event of the RichTextBox is perfect. Here's how we handle it:
temp =
rtbEditor.Selection.GetPropertyValue(Inline.FontFamilyProperty);
cmbFontFamily.SelectedItem = temp;
temp =
rtbEditor.Selection.GetPropertyValue(Inline.FontSizeProperty);
cmbFontSize.Text = temp.ToString();
}
Quite a bit of lines, but the actual job only requires a couple of lines - we just repeat them with a small
variation to update each of the three buttons, as well as the two combo boxes.
The principle is quite simple. For the buttons, we use the GetPropertyValue() method to get the current
value for a given text property, e.g. the FontWeight, and then we update the IsChecked property depending
on whether the returned value is the same as the one we're looking for or not.
For the combo boxes, we do the same thing, but instead of setting an IsChecked property, we set the
SelectedItem or Text properties directly with the returned values.
An OpenFileDialog or SaveFileDialog is used to specify the location and filename, and then the text is
either loaded or saved by using a TextRange object, which we obtain directly from the RichTextBox, in
combination with a FileStream, which provides the access to the physical file. The file is loaded and saved
in the RTF format, but you can specify one of the other format types if you want your editor to support other
formats, e.g. plain text.
<Window x:Class
="WpfTutorialSamples.Rich_text_controls.RichTextEditorSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="RichTextEditorSample" Height="300" Width="400">
using System;
using System.Linq;
using System.Collections.Generic;
using System.IO;
using System.Windows;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using Microsoft.Win32;
using System.Windows.Controls;
namespace WpfTutorialSamples.Rich_text_controls
{
public partial class RichTextEditorSample : Window
{
public RichTextEditorSample()
{
InitializeComponent();
cmbFontFamily.ItemsSource =
Fonts.SystemFontFamilies.OrderBy(f => f.Source);
cmbFontSize.ItemsSource = new List<double>() { 8, 9, 10,
11, 12, 14, 16, 18, 20, 22, 24, 26, 28, 36, 48, 72 };
}
temp =
rtbEditor.Selection.GetPropertyValue(Inline.FontFamilyProperty);
cmbFontFamily.SelectedItem = temp;
temp =
rtbEditor.Selection.GetPropertyValue(Inline.FontSizeProperty);
cmbFontSize.Text = temp.ToString();
}
rtbEditor.Selection.ApplyPropertyValue(Inline.FontFamilyProperty,
cmbFontFamily.SelectedItem);
}
rtbEditor.Selection.ApplyPropertyValue(Inline.FontSizeProperty,
cmbFontSize.Text);
}
}
}
And here's another screenshot where we've selected some text. Notice how the toolbar controls reflects the
state of the current selection:
1.13.8.7. Summary
As you can see, implementing a rich text editor in WPF is very simple, especially because of the excellent
RichTextBox control. If you want, you can easily extend this example with stuff like text alignment, colors,
lists and even tables.
Please be aware that while the above example should work just fine, there's absolutely no exception
handling or checking at all, to keep the amount of code to a minimum. There are several places which
A simple example on using the Border as described above could look like this:
<Window x:Class="WpfTutorialSamples.Misc_controls.BorderSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="BorderSample" Height="170" Width="200">
<Grid Margin="10">
<Border Background="GhostWhite" BorderBrush="Gainsboro"
BorderThickness="1">
<StackPanel Margin="10">
<Button>Button 1</Button>
<Button Margin="0,10">Button 2</Button>
<Button>Button 3</Button>
</StackPanel>
</Border>
</Grid>
</Window>
The Border is completely lookless until you define either a background or a border brush and thickness, so
that's what I've done here, using the Background, BorderBrush and BorderThickness properties.
<Window x:Class="WpfTutorialSamples.Misc_controls.BorderSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="BorderSample" Height="175" Width="200">
<Grid Margin="10">
<Border Background="GhostWhite" BorderBrush="Silver"
BorderThickness="1" CornerRadius="8,8,3,3">
<StackPanel Margin="10">
<Button>Button 1</Button>
<Button Margin="0,10">Button 2</Button>
<Button>Button 3</Button>
</StackPanel>
</Border>
</Grid>
</Window>
All I've done is adding the CornerRadius property. It can be specified with a single value, which will be
used for all four corners, or like I did in the example here, where I specify separate values for the top right
and left followed by the bottom right and left.
<Window x:Class="WpfTutorialSamples.Misc_controls.BorderSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="BorderSample" Height="175" Width="200">
<Grid Margin="10">
<Border BorderBrush="Navy" BorderThickness="1,3,1,5">
In this case, I've specified a LinearGradientBrush to be used for the background of the Border and then a
more fitting border color. The LinearGradientBrush might not have the most obvious syntax, so I will explain
that in a later chapter, including other brush types, but for now, you can try my example and change the
values to see the result.
<Window x:Class="WpfTutorialSamples.Misc_controls.SliderSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SliderSample" Height="100" Width="300">
<StackPanel VerticalAlignment="Center" Margin="10">
<Slider Maximum="100" />
</StackPanel>
</Window>
This will allow the end-user to select a value between 0 and 100 by dragging the button (referred to as the
thumb) along the line.
1.14.2.1. Ticks
In the example, I have dragged the thumb beyond the middle, but it's obviously hard to see the exact value.
One way to remedy this is to turn on ticks, which are small markers shown on the line to give a better
indication on how far the thumb is. Here's an example:
<Window x:Class="WpfTutorialSamples.Misc_controls.SliderSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SliderSample" Height="100" Width="300">
<StackPanel VerticalAlignment="Center" Margin="10">
<Slider Maximum="100" TickPlacement="BottomRight"
TickFrequency="5" />
</StackPanel>
</Window>
Also notice my use of the TickFrequency property. It defaults to 1, but in an example where the range of
possible values goes from 0 to 100, this will result in 100 tick markers, which will have to be fitted into the
limited space. In a case like this, it makes sense to raise the TickFrequency to something that will make it
look less crowded.
<Window x:Class
="WpfTutorialSamples.Misc_controls.SliderSnapToTickSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SliderSnapToTickSample" Height="100" Width="300">
<StackPanel VerticalAlignment="Center" Margin="10">
<Slider Maximum="100" TickPlacement="BottomRight"
TickFrequency="10" IsSnapToTickEnabled="True" />
</StackPanel>
</Window>
Notice that I've changed the TickFrequency to 10, and then enabled the IsSnapToTickEnabled property.
A common scenario in using the Slider is to combine it with a TextBox, which will allow the user to see the
currently selected value, as well as changing it by entering a number instead of dragging the Slider thumb.
Normally, you would have to subscribe to change events on both the Slider and the TextBox and then
update accordingly, but a simple binding can do all of that for us:
<Window x:Class
="WpfTutorialSamples.Misc_controls.SliderBoundValueSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SliderBoundValueSample" Height="100" Width="300">
<DockPanel VerticalAlignment="Center" Margin="10">
<TextBox Text="{Binding ElementName=slValue, Path=Value,
UpdateSourceTrigger=PropertyChanged}" DockPanel.Dock="Right"
TextAlignment="Right" Width="40" />
<Slider Maximum="255" TickPlacement="BottomRight"
TickFrequency="5" IsSnapToTickEnabled="True" Name="slValue" />
</DockPanel>
</Window>
Now you can change the value by using either the Slider or by entering a value in the TextBox, and it will
be immediately reflected in the other control. As an added bonus, we get simple validation as well, without
any extra work, like if we try to enter a non-numeric value in the TextBox:
<Window x:Class
="WpfTutorialSamples.Misc_controls.SliderValueChangedSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SliderValueChangedSample" Height="200" Width="300">
<StackPanel Margin="10" VerticalAlignment="Center">
<DockPanel VerticalAlignment="Center" Margin="10">
<Label DockPanel.Dock="Left" FontWeight="Bold">R:</Label>
<TextBox Text="{Binding ElementName=slColorR, Path=Value,
UpdateSourceTrigger=PropertyChanged}" DockPanel.Dock="Right"
TextAlignment="Right" Width="40" />
<Slider Maximum="255" TickPlacement="BottomRight"
TickFrequency="5" IsSnapToTickEnabled="True" Name="slColorR"
ValueChanged="ColorSlider_ValueChanged" />
</DockPanel>
using System;
using System.Windows;
using System.Windows.Media;
namespace WpfTutorialSamples.Misc_controls
{
public partial class SliderValueChangedSample : Window
{
public SliderValueChangedSample()
{
InitializeComponent();
}
In the XAML part of the code, we have three DockPanels, each with a Label, a Slider and a TextBox
control. Just like before, the Text property of the TextBox controls have been bound to the Value of the
Slider.
Each slider subscribes to the same ValueChanged event, in which we create a new Color instance, based
on the currently selected values and then uses this color to create a new SolidColorBrush for the
Background property of the Window.
All in all, this is a pretty good example of what the Slider control can be used for.
<Window x:Class="WpfTutorialSamples.Misc_controls.ProgressBarSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ProgressBarSample" Height="100" Width="300">
<Grid Margin="20">
<ProgressBar Minimum="0" Maximum="100" Value="75" />
</Grid>
</Window>
In this case, I've used a pretty standard approach of showing progress as a percentage (between 0 and
100%), giving it an initial value of 75. Another approach is to use actual minimum and maximum values
from a list of tasks you're performing. For instance, if you loop through a collected list of files while checking
each of them, you can set the Minimum property to 0, the Maximum to the amount of files in your list, and
then just increment as you loop through it.
The ProgressBar is, just like other standard WPF controls, rendered to match the visual style of the
operating system. Here on Windows 7, it has a nice animated gradient, as seen on the screenshot.
In most situations you will use the ProgressBar to show progress for some heavy/lengthy task, and this this
is where most new programmers run into a very common problem: If you do a piece of heavy work on the
UI thread, while trying to simultaneously update e.g. a ProgressBar control, you will soon realize that you
can't do both, at the same time, on the same thread. Or to be more clear, you can, but the ProgressBar
won't actually show each update to the progress before the task is completed, which pretty much renders it
useless.
<Window x:Class
="WpfTutorialSamples.Misc_controls.ProgressBarTaskOnUiThread"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ProgressBarTaskOnUiThread" Height="100" Width="300"
ContentRendered="Window_ContentRendered">
<Grid Margin="20">
<ProgressBar Minimum="0" Maximum="100" Name="pbStatus" />
</Grid>
</Window>
using System;
using System.Threading;
using System.Windows;
namespace WpfTutorialSamples.Misc_controls
{
public partial class ProgressBarTaskOnUiThread : Window
{
public ProgressBarTaskOnUiThread()
{
InitializeComponent();
}
A very basic example, where, as soon as the window is ready, we do a loop from 0 to 100 and in each
iteration, we increment the value of the ProgressBar. Any modern computer can do this faster than you can
Notice that the cursor indicates that something is happening, yet the ProgressBar still looks like it did at the
start (empty). As soon as the loop, which represents our lengthy task, is done, the ProgressBar will look like
this:
That really didn't help your users see the progress! Instead, we have to perform the task on a worker thread
and then push updates to the UI thread, which will then be able to immediately process and visually show
these updates. An excellent tool for handling this job is the BackgroundWorker class, which we talk much
more about elsewhere in this tutorial. Here's the same example as above, but this time using a
BackgroundWorker:
<Window x:Class
="WpfTutorialSamples.Misc_controls.ProgressBarTaskOnWorkerThread"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ProgressBarTaskOnWorkerThread" Height="100" Width="300"
ContentRendered="Window_ContentRendered">
<Grid Margin="20">
<ProgressBar Minimum="0" Maximum="100" Name="pbStatus" />
</Grid>
</Window>
using System;
using System.ComponentModel;
using System.Threading;
namespace WpfTutorialSamples.Misc_controls
{
public partial class ProgressBarTaskOnWorkerThread : Window
{
public ProgressBarTaskOnWorkerThread()
{
InitializeComponent();
}
worker.RunWorkerAsync();
}
As you can see on the screenshot, the progress is now updated all the way through the task, and as the
Please be aware that while the BackgroundWorker does help a lot with multithreading related problems,
there are still some things you should be aware of, so please have a look at the BackgroundWorker articles
in this tutorial before doing anything more advanced than a scenario like the one above.
1.14.3.2. Indeterminate
For some tasks, expressing the progress as a percentage is not possible or you simply don't know how
long it will take. For those situations, the indeterminate progress bar has been invented, where an
animation lets the user know that something is happening, while indicating that the running time can't be
determined.
The WPF ProgressBar supports this mode through the use of the IsIndeterminate property, which we'll
show you in the next example:
<Window x:Class
="WpfTutorialSamples.Misc_controls.ProgressBarIndeterminateSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ProgressBarIndeterminateSample" Height="100" Width
="300">
<Grid Margin="20">
<ProgressBar Minimum="0" Maximum="100" Name="pbStatus"
IsIndeterminate="True" />
</Grid>
</Window>
<Window x:Class="WpfTutorialSamples.Misc_controls.ProgressBarTextSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ProgressBarTextSample" Height="100" Width="300">
<Grid Margin="20">
<ProgressBar Minimum="0" Maximum="100" Value="75" Name
="pbStatus" />
<TextBlock Text="{Binding ElementName=pbStatus, Path=Value,
StringFormat={}{0:0}%}" HorizontalAlignment="Center" VerticalAlignment
="Center" />
</Grid>
</Window>
We accomplish the above by putting the ProgressBar and the TextBlock showing the percentage inside of
the same Grid, without specifying any rows or columns. This will render the TextBlock on top of the
ProgressBar, which is exactly what we want here, because the TextBlock has a transparent background by
default.
We use a binding to make sure that the TextBlock show the same value as the ProgressBar. Notice the
special StringFormat syntax, which allows us to show the value with a percentage sign postfix - it might
look a bit strange, but please see the StringFormat article of this tutorial for more information on it.
I've done things a bit differently in this article: Instead of starting off with a very limited example and then
adding to it, I've create just one but more complex example. It illustrates how easy you can get a small web
browser up and running. It's very basic in its functionality, but you can easily extend it if you want to. Here's
how it looks:
<Window x:Class
="WpfTutorialSamples.Misc_controls.WebBrowserControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
using System;
using System.Windows;
using System.Windows.Input;
}
}
The code might seem a bit overwhelming at first, but if you take a second look, you'll realize that there's a
lot of repetition in it.
Let's start off by talking about the XAML part. Notice that I'm using several concepts discussed elsewhere
in this tutorial, including the ToolBar control and WPF commands. The ToolBar is used to host a couple of
buttons for going backward and forward. After that, we have an address bar for entering and showing the
current URL, along with a button for navigating to the entered URL.
Below the toolbar, we have the actual WebBrowser control. As you can see, using it only requires a single
line of XAML - in this case we subscribe to the Navigating event, which occurs as soon as the
WebBrowser starts navigating to a URL.
In Code-behind, we start off by navigating to a URL already in the constructor of the Window, to have
something to show immediately instead of a blank control. We then have the txtUrl_KeyUp event, in which
we check to see if the user has hit Enter inside of the address bar - if so, we start navigating to the entered
URL.
The wbSample_Navigating event makes sure that the address bar is updated each time a new navigation
starts. This is important because we want it to show the current URL no matter if the user initiated the
navigation by entering a new URL or by clicking a link on the webpage.
For the last command, we allow it to always execute and when it does, we use the Navigate() method once
again.
1.14.4.1. Summary
As you can see, hosting and using a complete webbrowser inside of your application becomes very easy
with the WebBrowser control. However, you should be aware that the WPF version of WebBrowser is a bit
limited when compared to the WinForms version, but for basic usage and navigation, it works fine.
If you wish to use the WinForms version instead, you may do so using the WindowsFormsHost, which is
explained elsewhere in this tutorial.
To use the WindowsFormsHost and controls from WinForms, you need to add a reference to the following
assemblies in your application:
• WindowsFormsIntegration
• System.Windows.Forms
In Visual Studio, this is done by right-clicking the "References" node in your project and selecting "Add
reference":
In the dialog that pops up, you should select "Assemblies" and then check the two assemblies that we
need to add:
A small example is the DocumentTitle property and corresponding DocumentTitleChanged event, which
<Window x:Class
="WpfTutorialSamples.Misc_controls.WindowsFormsHostSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:wf="clr-
namespace:System.Windows.Forms;assembly=System.Windows.Forms"
Title="WindowsFormsHostSample" Height="350" Width="450">
<Grid>
<WindowsFormsHost Name="wfhSample">
<WindowsFormsHost.Child>
<wf:WebBrowser DocumentTitleChanged
="wbWinForms_DocumentTitleChanged" />
</WindowsFormsHost.Child>
</WindowsFormsHost>
using System;
using System.Windows;
namespace WpfTutorialSamples.Misc_controls
{
public partial class WindowsFormsHostSample : Window
{
public WindowsFormsHostSample()
{
InitializeComponent();
(wfhSample.Child as
System.Windows.Forms.WebBrowser).Navigate("http://www.wpf-tutorial.com"
);
}
Pay special attention to the line where we add the WinForms namespace to the window, so that we may
reference controls from it:
xmlns:wf="clr-
namespace:System.Windows.Forms;assembly=System.Windows.Forms"
This will allow us to reference WinForms controls using the wf: prefix.
The WindowsFormsHost is fairly simple to use, as you can see. It has a Child property, in which you can
define a single WinForms control, much like the WPF Window only holds a single root control. If you need
more controls from WinForms inside of your WindowsFormsHost, you can use the Panel control from
WinForms or any of the other container controls.
The WinForms WebBrowser control is used by referencing the System.Windows.Forms assembly, using
In Code-behind, we do an initial call to Navigate, to have a visible webpage instead of the empty control on
startup. We then handle theDocumentTitleChanged event, in which we update the Title property of the
Window in accordance with the current DocumentTitle value of the WebBrowser control.
Congratulations, you now have a WPF application with a WinForms WebBrowser hosted inside of it.
1.14.5.2. Summary
As you can see, using WinForms controls inside of your WPF applications is pretty easy, but the question
remains: Is it a good idea?
In general, you may want to avoid it. There are a number of issues that may or may not affect your
application (a lot of them are described in this MSDN article: http://msdn.microsoft.com/en-
us/library/aa970911%28v=VS.100%29.aspx), but a more serious problem is that this kind of UI framework
mixing might not be supported in future versions of the .NET framework.
In the end though, the decision is up to you - do you really need the WinForms control or is there a WPF
alternative that might work just as well?
Notice the border around the controls, with the text "GroupBox Sample" placed inside the border line - this
is how a GroupBox looks and acts. Using a GroupBox is as simple as adding the tag to your Window and
writing something relevant in the Header property:
</GroupBox>
The GroupBox can only contain a single child element, but that's no problem - just make this one control a
Panel, and you are free to add multiple controls to the panel, e.g. to create a dialog like the one displayed
above. Here's the full XAML code listing for my example dialog:
<Window x:Class="WpfTutorialSamples.Misc_controls.GroupBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:local="clr-namespace:WpfTutorialSamples.Misc_controls"
mc:Ignorable="d"
Title="GroupBoxSample" Height="220" Width="300">
Now the Header has an image and bold text, and it's so easy to do:
<Window x:Class="WpfTutorialSamples.Misc_controls.GroupBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
Notice how I have simply replaced the Header property with a GroupBox.Header tag, which then hosts a
StackPanel to contain an Image and a TextBlock - with that in place, you have full control of how the
Header should look!
1.14.6.2. Summary
The WPF GroupBox control will make it easy for you to group related controls together, in a way that
visually matches the look of especially the Microsoft Windows operating system.
<Window x:Class="WpfTutorialSamples.Misc_controls.CalendarControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CalendarControlSample" Height="250" Width="300">
<Grid>
<Calendar />
</Grid>
</Window>
Notice how you now get a full list of the dates within the selected month, including the possibility to jump to
previous and next months using the arrows in the top of the control. Unless you set a specific date, the
current month will be shown and the current date will be marked as selected.
This fixed size behavior is not very typical WPF, where things usually stretch to fill out available space, and
it can be a bit annoying to work with if you have a designated amount of space available for the calendar
<Window x:Class="WpfTutorialSamples.Misc_controls.CalendarViewboxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CalendarViewboxSample" Height="350" Width="300">
<Viewbox>
<Calendar />
</Viewbox>
</Window>
Notice how the Calendar control now scales up to the point where it uses all the available space in the
width. The scaling is performed on all parts of the control, including font sizes and border widths.
You will probably also notice that the Calendar control doesn't use up all the available height space. This is
noticeable because the window is higher than it is wide and by default, the Viewbox will stretch while
maintaining the original aspect ratio. You can easily make it stretch to fill all space in both directions though
- simply change the Stretch property from its default Uniform value to Fill:
Now it takes up all the available space, in both directions. This is generally not preferable though, since
most controls, and this one in particular, will look strange if it gets an abnormal set of dimensions, e.g. 800
pixels high and 300 pixels wide. A Stretch mode set to Uniform (or left out, as it is the default) is usually
the way to go.
I would recommend including the StretchDirection property though, as seen in this example. It allows us
to specify that the contents should only be scaled up or down, which can be useful. For instance, the
Calendar control becomes quite useless below a certain size, where you can no longer see what it is, and
to avoid that, you can set the StretchDirection to UpOnly - the Calendar control will then no longer be
scaled below its default size.
<Window x:Class
="WpfTutorialSamples.Misc_controls.CalendarDisplayDateSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CalendarDisplayDateSample" Height="300" Width="300">
<Viewbox>
<Calendar DisplayDate="01.01.2014" />
</Viewbox>
</Window>
<Window x:Class
="WpfTutorialSamples.Misc_controls.CalendarSelectionModeSample"
In the SingleRange SelectionMode, you can select an entire range of dates, either by holding down the left
mouse button and dragging from one date to another or by holding down the Ctrl or Shift keys while clicking
several dates, much like multi selection works in all parts of Windows. On the screenshot, I've selected an
entire week, from Sunday to Monday, but you can just as easily select dates in the middle of the week and
ranges which expands a single week.
SingleRange mode only allows a single range of dates to be selected though, much like the name
suggests. This means that you can't select two dates which are not next to each other, and you can't select
more than one range. If you want this, you should switch to MultipleRange selection:
With this property, there are really no limits to the dates you can select. In this case, I've selected all the
Saturdays, all the Sundays and a couple of week days in between.
Now let's discuss how we can work with the selected date(s) of the Calendar control.
Here's an example where we set the selected date to tomorrow from Code-behind and then use a data
binding to read out the selected date to a TextBox control:
<Window x:Class
="WpfTutorialSamples.Misc_controls.CalendarSelectionSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CalendarSelectionSample" Height="280" Width="220">
<StackPanel Margin="10">
<Calendar Name="cldSample" SelectionMode="MultipleRange"
SelectedDate="10.10.2013" />
<Label>Selected date:</Label>
<TextBox Text="{Binding ElementName=cldSample,
using System;
using System.Windows;
namespace WpfTutorialSamples.Misc_controls
{
public partial class CalendarSelectionSample : Window
{
public CalendarSelectionSample()
{
InitializeComponent();
cldSample.SelectedDate = DateTime.Now.AddDays(1);
}
}
}
In Code-behind, we simply set the SelectedDate property to the current date plus one day, meaning
tomorrow. The user can then change this selection by clicking in the Calendar control, and through the data
binding established in Text property of the TextBox, this change will automatically be reflected there.
<Window x:Class
="WpfTutorialSamples.Misc_controls.CalendarSelectedDatesSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CalendarSelectedDatesSample" Height="420" Width="220">
<StackPanel Margin="10">
<Calendar Name="cldSample" SelectionMode="MultipleRange" />
<Label>Selected dates:</Label>
<ListBox ItemsSource="{Binding ElementName=cldSample,
Path=SelectedDates}" MinHeight="150" />
</StackPanel>
</Window>
If you want to react to dates being changed from Code-behind, you can subscribe to the
SelectedDatesChanged event of the Calendar control.
<Window x:Class
="WpfTutorialSamples.Misc_controls.CalendarBlockedoutDatesSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CalendarBlockedoutDatesSample" Height="300" Width="300"
using System;
using System.Windows;
using System.Windows.Controls;
namespace WpfTutorialSamples.Misc_controls
{
public partial class CalendarBlockedoutDatesSample : Window
{
public CalendarBlockedoutDatesSample()
{
InitializeComponent();
cldSample.BlackoutDates.AddDatesInPast();
cldSample.BlackoutDates.Add(new
CalendarDateRange(DateTime.Today, DateTime.Today.AddDays(1)));
}
}
}
In this example, I demonstrate both ways of adding blacked out dates - through XAML and through Code-
behind. Both ways works by adding instances of CalendarDateRange to the BlackedoutDates collection.
In XAML, I'm hardcoding the date ranges (mostly to show you it can be done that way too), while I do
something a bit more clever in Code-behind, by first adding all past dates to the collection with a single call
to the AddDatesInPast() method and then adding a range consisting of today and tomorrow.
<Window x:Class
="WpfTutorialSamples.Misc_controls.CalendarDisplayModeSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="CalendarDisplayModeSample" Height="300" Width="300">
<Viewbox>
<Calendar DisplayMode="Year" />
</Viewbox>
</Window>
By setting the DisplayMode to Year, we can now select a month of a given year. You can change the year
in the top, by using the arrows.
The Calendar control also allows for selecting an entire year, by using the Decade value for the
DisplayMode property:
We already looked at one of these controls, the Calendar control, which is great if selecting the date is the
primary task of your dialog. However, often you will need to collect a date along with a lot of other
information, in a form with multiple input controls like TextBox's, ComboBox's and so on. For a situation like
that, you need a date-input control which can blend in with the rest and fit into the layout of a form - in other
words, you need the DatePicker control!
The DatePicker control will be displayed pretty much like a regular TextBox, but with a small button which
will bring up a Calendar-view when clicked, allowing your user to select the date. Here's an example of how
it could look:
You can then write the date manually or click the small button to select the date from a calendar control:
Here's the full code listing used to create the example dialog above:
<Window x:Class="WpfTutorialSamples.Misc_controls.DatePickerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:local="clr-namespace:WpfTutorialSamples.Misc_controls"
mc:Ignorable="d"
Title="DatePickerSample" Height="300" Width="300">
<StackPanel Margin="20">
<Label>Name:</Label>
<TextBox />
<Label>Birthday:</Label>
<DatePicker></DatePicker>
<Label>Gender:</Label>
<ComboBox>
<ComboBoxItem>Female</ComboBoxItem>
<DatePicker SelectedDate="2000-12-31"></DatePicker>
The DatePicker will now have a pre-selected date, which the user can choose to override by
selecting/entering another date. The SelectedDate can also be set from Code-behind, and perhaps more
importantly, it can also be read from Code-behind, or you can bind it's value to your Model or another
control.
Sometimes you might need to start the calendar at a specific date, without actually selecting one for the
user. For that, we have the DisplayDate property. The default value is the current date, but you can easily
change that:
Notice how, when we use the DisplayDate property, the calendar starts at the specified date (and highlights
1.14.8.3. SelectedDateFormat
Another interesting property is the SelectedDateFormat. The default value is Short, but if you change it to
Long, it will be formatted in a slightly more verbose way:
Whether the Short or the Long format is used, the actual format of the date is decided by the culture of your
application. If you don't specifically define a culture for your application, the system settings are used. You
will notice from the screenshots of this article that on this computer, the date format is DMY (date-month-
year), but this can easily be changed by setting a specific culture. We'll discuss that elsewhere in this
tutorial.
<DatePicker Name="dp1">
<DatePicker.BlackoutDates>
<CalendarDateRange Start="2019-04-01" End="2019-04-07" />
<CalendarDateRange Start="2019-04-22" End="2019-04-28" />
</DatePicker.BlackoutDates>
</DatePicker>
Doing it from Code-behind is just as easy and it has two added benefits: First of all, you can create the date
range dynamically, e.g. based on the current date. You can also use the AddDatesInPast() method to
dp1.BlackoutDates.AddDatesInPast();
dp1.BlackoutDates.Add(new CalendarDateRange(DateTime.Now,
DateTime.Now.AddDays(7)));
With that in place, all past dates, as well as the next week, will be unavailable for selection.
1.14.8.5. Summary
The DatePicker control allows the user to specify a valid date, either by writing it in the text box or by
selecting it from the built-in calendar widget. If the date is entered manually, it will be validated immediately
and only allowed to remain in the text box if it's valid. This will make it much easier for you to create forms
which includes dates.
Notice the arrow part - as soon as you click it, the Expander control will expand and reveal its content:
<Expander>
<TextBlock TextWrapping="Wrap" FontSize="18">
Here we can have text which can be hidden/shown using the built-in
functionality of the Expander control.
</TextBlock>
</Expander>
By default, the Expander is NOT expanded and therefore looks like it does on the first screenshot. The user
<Expander IsExpanded="True">
You can of course also read this property at runtime, if you need to know about the current state of the
Expander control.
Here's an example of more advanced content, where we use several panels, text and an image and even a
TextBox control:
<Expander Margin="10">
<StackPanel Margin="10">
<DockPanel>
<Image Source
="/WpfTutorialSamples;component/Images/question32.png" Width="32" Height
="32" DockPanel.Dock="Right" Margin="10"></Image>
<TextBlock TextWrapping="Wrap" FontSize="18">
Did you know that WPF is really awesome? Just
enter your e-mail address below and we'll send you updates:
</TextBlock>
</DockPanel>
<TextBox Margin="10">[email protected]</TextBox>
</StackPanel>
</Expander>
1.14.9.2. ExpandDirection
By default, the Expander control will occupy all available space inside its container control and then expand
in accordance with the value of the ExpandDirection property, which is set to Down as default. You can
see this indicated on the screenshots above because the arrow is placed in top of the control and it points
up or down based on whether the control has been expanded or not.
If you change the value of the ExpandDirection property, it will affect how the Expander control acts and
looks. For instance, if you change the value to Right, the arrow will be placed on the left side and point to
the left/right instead of up/down. Here's an example:
You can of course set this property to Up or Left as well - if you do so, the button will be placed at the
bottom or to the right.
But you don't have to settle for a simple piece of text - the Header property will allow you to add controls to
it, to create an even more customized look:
<Expander Margin="10">
<Expander.Header>
<DockPanel VerticalAlignment="Stretch">
<Image Source
="/WpfTutorialSamples;component/Images/bullet_green.png" Height="16"
DockPanel.Dock="Left" />
<TextBlock FontStyle="Italic" Foreground="Green">Click to
show/hide content...</TextBlock>
</DockPanel>
</Expander.Header>
<TextBlock TextWrapping="Wrap" FontSize="18">
Here we can have text which can be hidden/shown using the
built-in functionality of the Expander control.
</TextBlock>
Notice how I simply add a Panel as the content of the Header property and inside of that, I can do whatever
I want, like adding an Image and a TextBlock control with custom formatting:
1.14.9.4. Summary
The Expander control is a great little helper when you need the ability to hide/show content on demand,
and much like any other control in the WPF framework, it's both easy to use and easy to customize.
Just like with most other WPF controls, the TabControl is very easy to get started with. Here's a very basic
example:
<Window x:Class="WpfTutorialSamples.Misc_controls.TabControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TabControlSample" Height="200" Width="250">
<Grid>
<TabControl>
<TabItem Header="General">
<Label Content="Content goes here..." />
</TabItem>
<TabItem Header="Security" />
<TabItem Header="Details" />
</TabControl>
</Grid>
</Window>
As you can see, each tab is represented with a TabItem element, where the text shown on it is controlled
<Window x:Class
="WpfTutorialSamples.Misc_controls.TabControlWithCustomHeadersSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TabControlWithCustomHeadersSample" Height="200" Width
="250">
<Grid>
<Grid>
<TabControl>
<TabItem>
<TabItem.Header>
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/bullet_blue.png" />
<TextBlock Text="Blue" Foreground
="Blue" />
</StackPanel>
</TabItem.Header>
<Label Content="Content goes here..." />
</TabItem>
<TabItem>
<TabItem.Header>
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/bullet_red.png" />
<TextBlock Text="Red" Foreground
="Red" />
</StackPanel>
</TabItem.Header>
</TabItem>
The amount of markup might be a bit overwhelming, but as you can probably see once you dig into it, it's all
very simple. Each of the tabs now has a TabControl.Header element, which contains a StackPanel, which
in turn contains an Image and a TextBlock control. This allows us to have an image on each of the tabs as
well as customize the color of the text (we could have made it bold, italic or another size as well).
<Window x:Class
="WpfTutorialSamples.Misc_controls.ControllingTheTabControlSample"
</DockPanel>
</Window>
using System;
using System.Windows;
using System.Windows.Controls;
namespace WpfTutorialSamples.Misc_controls
{
public partial class ControllingTheTabControlSample : Window
{
public ControllingTheTabControlSample()
{
InitializeComponent();
}
As you can see, I've simply added a set of buttons in the lower part of the interface. The first two allows will
select the previous or next tab on the control, while the last one will display information about the currently
selected tab, as demonstrated on the screenshot.
The first two buttons uses the SelectedIndex property to determine where we are and then either subtracts
or adds one to that value, making sure that the new index doesn't fall below or above the amount of
available items. The third button uses the SelectedItem property to get a reference to the selected tab. As
you can see, I have to typecast it into the TabItem class to get a hold of the header property, since the
SelectedProperty is of the object type by default.
1.15.1.3. Summary
The TabControl is great when you need a clear separation in a dialog or when there's simply not enough
space for all the controls you want in it. In the next couple of chapters, we'll look into some of the
possibilites there are when using the TabControl for various purposes.
However, using the TabStripPlacement property, we can very easily change this:
<Window x:Class
="WpfTutorialSamples.Misc_controls.TabStripPlacementSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TabStripPlacementSample" Height="200" Width="250">
<Grid>
<TabControl TabStripPlacement="Bottom">
<TabItem Header="General">
<Label Content="Content goes here..." />
</TabItem>
<TabItem Header="Security" />
<TabItem Header="Details" />
</TabControl>
</Grid>
</Window>
The TabStripPlacement can be set to Top, Bottom, Left and Right. However, if we set it to Left or Right, we
get a result like this:
<Window x:Class
="WpfTutorialSamples.Misc_controls.TabStripPlacementSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TabStripPlacementSample" Height="200" Width="250"
UseLayoutRounding="True">
<Grid>
<TabControl TabStripPlacement="Left">
<TabControl.Resources>
<Style TargetType="{x:Type TabItem}">
<Setter Property="HeaderTemplate">
<Setter.Value>
If you haven't yet read the chapters on templates or styles, this might seem a bit confusing, but what we do
is using a style targeted at the TabItem elements, where we override the HeaderTemplate and then apply a
rotate transform to the tabs. For tabs placed on the left side, we rotate 270 degrees - if placed on the right,
So, if you would like to get full control of how the tabs of your TabControl looks, check out the next
example:
<Window x:Class="WpfTutorialSamples.Misc_controls.StyledTabItemsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StyledTabItemsSample" Height="150" Width="250">
<Grid>
<TabControl Margin="10" BorderThickness="0" Background
="LightGray">
<TabControl.Resources>
<Style TargetType="TabItem">
<Setter Property="Template">
<Setter.Value>
<ControlTemplate TargetType="TabItem"
>
<Grid Name="Panel">
<ContentPresenter x:Name
="ContentSite"
VerticalAlignment
="Center"
HorizontalAlignment
="Center"
ContentSource="Header"
Margin="10,2"/>
</Grid>
<ControlTemplate.Triggers>
<Trigger Property
="IsSelected" Value="True">
<Setter TargetName
="Panel" Property="Background" Value="LightSkyBlue" />
</Trigger>
<Trigger Property
As you can see, this makes the TabControl looks a bit Windows 8'ish, with no borders and a less subtle
color to mark the selected tab and no background for the unselected tabs. All of this is accomplished by
changing the ControlTemplate, using a Style. By adding a ContentPresenter control, we specify where the
content of the TabItem should be placed. We also have a couple of triggers, which controls the background
color of the tabs based on the IsSelected property.
In case you want a less subtle look, it's as easy as changing the template. For instance, you might want a
border, but with round corners and a gradient background - no problem! Check out this next example,
where we accomplish just that:
<Window x:Class
="WpfTutorialSamples.Misc_controls.StyledTabItemsWithBorderSample"
xmlns
As you can see, I pretty much just added a Border control around the ContentPresenter to achieve this
changed look. Hopefully this should demonstrate just how easy it is to get custom styled tabs and how
many possibilities there are in this technique.
<Window x:Class="WpfTutorialSamples.ItemsControl.ItemsControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib"
Title="ItemsControlSample" Height="150" Width="200">
<Grid Margin="10">
<ItemsControl>
<system:String>ItemsControl Item #1</system:String>
<system:String>ItemsControl Item #2</system:String>
<system:String>ItemsControl Item #3</system:String>
<system:String>ItemsControl Item #4</system:String>
<system:String>ItemsControl Item #5</system:String>
</ItemsControl>
</Grid>
</Window>
To demonstrate that, I've whipped up an example where we display a TODO list to the user, and to show
you just how flexible everything gets once you define your own templates, I've used a ProgressBar control
to show you the current completion percentage. First some code, then a screenshot and then an
explanation of it all:
<Window x:Class
="WpfTutorialSamples.ItemsControl.ItemsControlDataBindingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ItemsControlDataBindingSample" Height="150" Width="300"
>
<Grid Margin="10">
<ItemsControl Name="icTodoList">
<ItemsControl.ItemTemplate>
<DataTemplate>
<Grid Margin="0,0,0,5">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="100" />
</Grid.ColumnDefinitions>
<TextBlock Text="{Binding Title}" />
<ProgressBar Grid.Column="1" Minimum="0"
Maximum="100" Value="{Binding Completion}" />
</Grid>
</DataTemplate>
</ItemsControl.ItemTemplate>
</ItemsControl>
</Grid>
</Window>
using System;
namespace WpfTutorialSamples.ItemsControl
{
public partial class ItemsControlDataBindingSample : Window
{
public ItemsControlDataBindingSample()
{
InitializeComponent();
icTodoList.ItemsSource = items;
}
}
The most important part of this example is the template that we specify inside of the ItemsControl, using a
The template now represents a TodoItem, which we declare in the Code-behind file, where we also
instantiate a number of them and add them to a list. In the end, this list is assigned to the ItemsSource
property of our ItemsControl, which then does the rest of the job for us. Each item in the list is displayed by
using our template, as you can see from the resulting screenshot.
<Window x:Class
="WpfTutorialSamples.ItemsControl.ItemsControlPanelSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib"
Title="ItemsControlPanelSample" Height="150" Width="250">
<Grid Margin="10">
<ItemsControl>
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<WrapPanel />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemTemplate>
<DataTemplate>
<Button Content="{Binding}" Margin="0,0,5,5" />
</DataTemplate>
</ItemsControl.ItemTemplate>
<system:String>Item #1</system:String>
<system:String>Item #2</system:String>
<system:String>Item #3</system:String>
<system:String>Item #4</system:String>
<system:String>Item #5</system:String>
</ItemsControl>
</Grid>
We specify that the ItemsControl should use a WrapPanel as its template by declaring one in the
ItemsPanelTemplate property and just for fun, we throw in an ItemTemplate that causes the strings to be
rendered as buttons. You can use any of the WPF panels, but some are more useful than others.
Another good example is the UniformGrid panel, where we can define a number of columns and then have
our items neatly shown in equally-wide columns:
<Window x:Class
="WpfTutorialSamples.ItemsControl.ItemsControlPanelSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib"
Title="ItemsControlPanelSample" Height="150" Width="250">
<Grid Margin="10">
<ItemsControl>
<ItemsControl.ItemsPanel>
<ItemsPanelTemplate>
<UniformGrid Columns="2" />
</ItemsPanelTemplate>
</ItemsControl.ItemsPanel>
<ItemsControl.ItemTemplate>
<DataTemplate>
<Button Content="{Binding}" Margin="0,0,5,5" />
</DataTemplate>
</ItemsControl.ItemTemplate>
<system:String>Item #1</system:String>
<system:String>Item #2</system:String>
<system:String>Item #3</system:String>
WPF makes this very easy to solve though. There are a number of possible solutions, for instance you can
alter the template used by the ItemsControl to include a ScrollViewer control, but the easiest solution is to
simply throw a ScrollViewer around the ItemsControl. Here's an example:
<Window x:Class="WpfTutorialSamples.ItemsControl.ItemsControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib"
Title="ItemsControlSample" Height="150" Width="200">
<Grid Margin="10">
<ScrollViewer VerticalScrollBarVisibility="Auto"
I set the two visibility options to Auto, to make them only visible when needed. As you can see from the
screenshot, you can now scroll through the list of items.
1.16.1.5. Summary
The ItemsControl is great when you want full control of how your data is displayed, and when you don't
need any of your content to be selectable. If you want the user to be able to select items from the list, then
you're better off with one of the other controls, e.g. the ListBox or the ListView. They will be described in
upcoming chapters.
<Window x:Class="WpfTutorialSamples.ListBox_control.ListBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListBoxSample" Height="120" Width="200">
<Grid Margin="10">
<ListBox>
<ListBoxItem>ListBox Item #1</ListBoxItem>
<ListBoxItem>ListBox Item #2</ListBoxItem>
<ListBoxItem>ListBox Item #3</ListBoxItem>
</ListBox>
</Grid>
</Window>
This is as simple as it gets: We declare a ListBox control, and inside of it, we declare three ListBoxItem's,
each with its own text. However, since the ListBoxItem is actually a ContentControl, we can define custom
content for it:
<Window x:Class="WpfTutorialSamples.ListBox_control.ListBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListBoxSample" Height="120" Width="200">
<Grid Margin="10">
<ListBox>
For each of the ListBoxItem's we now add a StackPanel, in which we add an Image and a TextBlock. This
gives us full control of the content as well as the text rendering, as you can see from the screenshot, where
different colors have been used for each of the numbers.
From the screenshot you might also notice another difference when comparing the ItemsControl to the
ListBox: By default, a border is shown around the control, making it look like an actual control instead of
just output.
I have re-used the TODO based example from the ItemsControl article, where we build a cool TODO list
using a simple Code-behind class and, in this case, a ListBox control for the visual representation. Here's
the example:
<Window x:Class
="WpfTutorialSamples.ListBox_control.ListBoxDataBindingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListBoxDataBindingSample" Height="150" Width="300">
<Grid Margin="10">
<ListBox Name="lbTodoList" HorizontalContentAlignment
="Stretch">
<ListBox.ItemTemplate>
<DataTemplate>
<Grid Margin="0,2">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="100" />
</Grid.ColumnDefinitions>
<TextBlock Text="{Binding Title}" />
<ProgressBar Grid.Column="1" Minimum="0"
Maximum="100" Value="{Binding Completion}" />
</Grid>
</DataTemplate>
</ListBox.ItemTemplate>
</ListBox>
</Grid>
</Window>
using System;
using System.Windows;
using System.Collections.Generic;
namespace WpfTutorialSamples.ListBox_control
lbTodoList.ItemsSource = items;
}
}
All the magic happens in the ItemTemplate that we have defined for the ListBox. In there, we specify that
each ListBox item should consist of a Grid, divided into two columns, with a TextBlock showing the title in
the first and a ProgressBar showing the completion status in the second column. To get the values out, we
use some very simple data binding, which is all explained in the data binding part of this tutorial.
In the Code-behind file, we have declared a very simple TodoItem class to hold each of our TODO items. In
Please notice the HorizontalContentAlignment property that I set to Stretch on the ListBox. The default
content alignment for a ListBox item is Left, which means that each item only takes up as much horizontal
space as it needs. The result? Well, not quite what we want:
By using the Stretch alignment, each item is stretched to take up the full amount of available space, as you
can see from the previous screenshot.
<Window x:Class
="WpfTutorialSamples.ListBox_control.ListBoxSelectionSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListBoxSelectionSample" Height="250" Width="450">
<DockPanel Margin="10">
<StackPanel DockPanel.Dock="Right" Margin="10,0">
<StackPanel.Resources>
<Style TargetType="Button">
<Setter Property="Margin" Value="0,0,0,5" />
</Style>
</StackPanel.Resources>
<TextBlock FontWeight="Bold" Margin="0,0,0,10">ListBox
selection</TextBlock>
using System;
using System.Windows;
using System.Collections.Generic;
namespace WpfTutorialSamples.ListBox_control
{
public partial class ListBoxSelectionSample : Window
{
public ListBoxSelectionSample()
lbTodoList.ItemsSource = items;
}
As you can see, I have defined a range of buttons to the right of the ListBox, to either get or manipulate the
selection. I've also changed the SelectionMode to Extended, to allow for the selection of multiple items.
This can be done either programmatically, as I do in the example, or by the end-user, by holding down
[Ctrl] or [Shift] while clicking on the items.
1.16.2.3. Summary
The ListBox control is much like the ItemsControl and several of the same techniques can be used. The
ListBox does offer a bit more functionality when compared to the ItemsControl, especially the selection
handling. For even more functionality, like column headers, you should have a look at the ListView control,
which is given a very thorough description later on in this tutorial with several articles explaining all the
functionality.
<Window x:Class="WpfTutorialSamples.ComboBox_control.ComboBoxSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ComboBoxSample" Height="150" Width="200">
<StackPanel Margin="10">
<ComboBox>
<ComboBoxItem>ComboBox Item #1</ComboBoxItem>
<ComboBoxItem IsSelected="True">ComboBox Item #2</
ComboBoxItem>
<ComboBoxItem>ComboBox Item #3</ComboBoxItem>
</ComboBox>
</StackPanel>
</Window>
In the screenshot, I have activated the control by clicking it, causing the list of items to be displayed. As you
can see from the code, the ComboBox, in its simple form, is very easy to use. All I've done here is manually
add some items, making one of them the default selected item by setting the IsSelected property on it.
<Window x:Class
="WpfTutorialSamples.ComboBox_control.ComboBoxCustomContentSample"
xmlns
For each of the ComboBoxItem's we now add a StackPanel, in which we add an Image and a TextBlock.
<Window x:Class
="WpfTutorialSamples.ComboBox_control.ComboBoxDataBindingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ComboBoxDataBindingSample" Height="200" Width="200">
<StackPanel Margin="10">
<ComboBox Name="cmbColors">
<ComboBox.ItemTemplate>
<DataTemplate>
<StackPanel Orientation="Horizontal">
<Rectangle Fill="{Binding Name}" Width
="16" Height="16" Margin="0,2,5,2" />
<TextBlock Text="{Binding Name}" />
</StackPanel>
</DataTemplate>
</ComboBox.ItemTemplate>
</ComboBox>
</StackPanel>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Media;
namespace WpfTutorialSamples.ComboBox_control
{
public partial class ComboBoxDataBindingSample : Window
{
public ComboBoxDataBindingSample()
{
It's actually quite simple: In the Code-behind, I obtain a list of all the colors using a Reflection based
approach with the Colors class. I assign it to the ItemsSource property of the ComboBox, which then
renders each color using the template I have defined in the XAML part.
Each item, as defined by the ItemTemplate, consists of a StackPanel with a Rectangle and a TextBlock,
each bound to the color value. This gives us a complete list of colors, with minimal effort - and it looks
pretty good too, right?
1.16.3.3. IsEditable
In the first examples, the user was only able to select from our list of items, but one of the cool things about
the ComboBox is that it supports the possibility of letting the user both select from a list of items or enter
their own value. This is extremely useful in situations where you want to help the user by giving them a pre-
defined set of options, while still giving them the option to manually enter the desired value. This is all
controlled by the IsEditable property, which changes the behavior and look of the ComboBox quite a bit:
<Window x:Class
="WpfTutorialSamples.ComboBox_control.ComboBoxEditableSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ComboBoxEditableSample" Height="150" Width="200">
<StackPanel Margin="10">
<ComboBox IsEditable="True">
As you can see, I can enter a completely different value or pick one from the list. If picked from the list, it
simply overwrites the text of the ComboBox.
As a lovely little bonus, the ComboBox will automatically try to help the user select an existing value when
the user starts typing, as you can see from the next screenshot, where I just started typing "Co":
By default, the matching is not case-sensitive but you can make it so by setting the
IsTextSearchCaseSensitive to True. If you don't want this auto complete behavior at all, you can disable it
by setting the IsTextSearchEnabled to False.
<Window x:Class
="WpfTutorialSamples.ComboBox_control.ComboBoxSelectionSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ComboBoxSelectionSample" Height="125" Width="250">
<StackPanel Margin="10">
<ComboBox Name="cmbColors" SelectionChanged
="cmbColors_SelectionChanged">
<ComboBox.ItemTemplate>
<DataTemplate>
<StackPanel Orientation="Horizontal">
<Rectangle Fill="{Binding Name}" Width
="16" Height="16" Margin="0,2,5,2" />
<TextBlock Text="{Binding Name}" />
</StackPanel>
</DataTemplate>
</ComboBox.ItemTemplate>
</ComboBox>
<WrapPanel Margin="15" HorizontalAlignment="Center">
<Button Name="btnPrevious" Click="btnPrevious_Click"
Width="55">Previous</Button>
<Button Name="btnNext" Click="btnNext_Click" Margin="5,0"
Width="55">Next</Button>
<Button Name="btnBlue" Click="btnBlue_Click" Width="55">
Blue</Button>
</WrapPanel>
</StackPanel>
</Window>
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Windows;
using System.Windows.Media;
namespace WpfTutorialSamples.ComboBox_control
{
public partial class ComboBoxSelectionSample : Window
The interesting part of this example is the three event handlers for our three buttons, as well as the
SelectionChanged event handler. In the first two, we select the previous or the next item by reading the
In the third event handler, we use the SelectedItem to select a specific item based on the value. I do a bit of
extra work here (using .NET reflection), because the ComboBox is bound to a list of properties, each being
a color, instead of a simple list of colors, but basically it's all about giving the value contained by one of the
items to the SelectedItem property.
In the fourth and last event handler, I respond to the selected item being changed. When that happens, I
read the selected color (once again using Reflection, as described above) and then use the selected color
to create a new background brush for the Window. The effect can be seen on the screenshot.
If you're working with an editable ComboBox (IsEditable property set to true), you can read the Text
property to know the value the user has entered or selected.
The WPF ListView does use a ListViewItem class for its most basic items, but if you compare it to the
WinForms version, you might start looking for properties like ImageIndex, Group and SubItems, but they're
not there. The WPF ListView handles stuff like item images, groups and their sub items in a completely
different way.
1.17.1.2. Summary
The ListView is a complex control, with lots of possibilities and especially in the WPF version, you get to
customize it almost endlessly if you want to. For that reason, we have dedicated an entire category to all
the ListView articles here on the site. Click on to the next article to get started.
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewBasicSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewBasicSample" Height="200" Width="200">
<Grid>
<ListView Margin="10">
<ListViewItem>A ListView</ListViewItem>
<ListViewItem IsSelected="True">with several</
ListViewItem>
<ListViewItem>items</ListViewItem>
</ListView>
</Grid>
</Window>
This is pretty much as simple as it gets, using manually specified ListViewItem to fill the list and with
nothing but a text label representing each item - a bare minimum WPF ListView control.
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewBasicSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewBasicSample" Height="200" Width="200">
<Grid>
<ListView Margin="10">
<ListViewItem>
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/bullet_green.png" Margin
="0,0,5,0" />
<TextBlock>Green</TextBlock>
</StackPanel>
</ListViewItem>
<ListViewItem>
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/bullet_blue.png" Margin="0,0,5,0"
/>
<TextBlock>Blue</TextBlock>
</StackPanel>
</ListViewItem>
<ListViewItem IsSelected="True">
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/bullet_red.png" Margin="0,0,5,0"
/>
<TextBlock>Red</TextBlock>
</StackPanel>
</ListViewItem>
</ListView>
</Grid>
</Window>
1.17.2.2. Summary
As you can see, building a ListView manually in XAML is very simple, but in most cases, your ListView data
will come from some sort of data source, which should be rendered in the ListView at runtime. We will look
into doing just that in the next chapter.
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewDataBindingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewDataBindingSample" Height="300" Width="300">
<Grid>
<ListView Margin="10" Name="lvDataBinding"></ListView>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples.ListView_control
{
public partial class ListViewDataBindingSample : Window
{
public ListViewDataBindingSample()
{
InitializeComponent();
List<User> items = new List<User>();
items.Add(new User() { Name = "John Doe", Age = 42 });
items.Add(new User() { Name = "Jane Doe", Age = 39 });
items.Add(new User() { Name = "Sammy Doe", Age = 13 });
lvDataBinding.ItemsSource = items;
}
}
We populate a list of our own User objects, each user having a name and an age. The data binding
process happens automatically as soon as we assign the list to the ItemsSource property of the ListView,
but the result is a bit discouraging:
Each user is represented by their type name in the ListView. This is to be expected, because .NET doesn't
have a clue about how you want your data to be displayed, so it just calls the ToString() method on each
object and uses that to represent the item.
We can use that to our advantage and override the ToString() method, to get a more meaningful output. Try
replacing the User class with this version:
This is a much more user friendly display and will do just fine in some cases, but relying on a simple string
is not that flexible. Perhaps you want a part of the text to be bold or another color? Perhaps you want an
image? Fortunately, WPF makes all of this very simple using templates.
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewItemTemplateSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewItemTemplateSample" Height="150" Width="350">
<Grid>
<ListView Margin="10" Name="lvDataBinding">
<ListView.ItemTemplate>
<DataTemplate>
<WrapPanel>
<TextBlock Text="Name: " />
<TextBlock Text="{Binding Name}"
FontWeight="Bold" />
<TextBlock Text=", " />
<TextBlock Text="Age: " />
<TextBlock Text="{Binding Age}" FontWeight
="Bold" />
<TextBlock Text=" (" />
<TextBlock Text="{Binding Mail}"
TextDecorations="Underline" Foreground="Blue" Cursor="Hand" />
<TextBlock Text=")" />
</WrapPanel>
</DataTemplate>
</ListView.ItemTemplate>
</ListView>
</Grid>
</Window>
namespace WpfTutorialSamples.ListView_control
{
public partial class ListViewItemTemplateSample : Window
{
public ListViewItemTemplateSample()
{
InitializeComponent();
List<User> items = new List<User>();
items.Add(new User() { Name = "John Doe", Age = 42, Mail
= "[email protected]" });
items.Add(new User() { Name = "Jane Doe", Age = 39, Mail
= "[email protected]" });
items.Add(new User() { Name = "Sammy Doe", Age = 13, Mail
= "[email protected]" });
lvDataBinding.ItemsSource = items;
}
}
1.17.3.2. Summary
Using an ItemTemplate and data binding, we produced a pretty cool ListView control. However, it still looks
a lot like a ListBox. A very common usage scenario for a ListView is to have columns, sometimes (e.g. in
WinForms) referred to as a details view. WPF comes with a built-in view class to handle this, which we will
talk about in the next chapter.
By using the GridView, you can get several columns of data in your ListView, much like you see it in
Windows Explorer. Just to make sure that everyone can visualize it, we'll start off with a basic example:
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewGridViewSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewGridViewSample" Height="200" Width="400">
<Grid>
<ListView Margin="10" Name="lvUsers">
<ListView.View>
<GridView>
<GridViewColumn Header="Name" Width="120"
DisplayMemberBinding="{Binding Name}" />
<GridViewColumn Header="Age" Width="50"
DisplayMemberBinding="{Binding Age}" />
<GridViewColumn Header="Mail" Width="150"
DisplayMemberBinding="{Binding Mail}" />
</GridView>
</ListView.View>
</ListView>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples.ListView_control
{
public partial class ListViewGridViewSample : Window
{
public ListViewGridViewSample()
{
So, we use the same User class as previously, for test data, which we then bind to the ListView. This is all
the same as we saw in previous chapters, but as you can see from the screenshot, the layout is very
different. This is the power of data binding - the same data, but presented in a completely different way, just
by changing the markup.
In the markup (XAML), we define a View for the ListView, using the ListView.View property. We set it to a
GridView, which is currently the only included view type in WPF (you can easily create your own though!).
Inside of the GridView, we define three columns, one for each of the pieces of data that we wish to show.
The Header property is used to specify the text that we would like to show for the column and then we use
the DisplayMemberBinding property to bind the value to a property from our User class.
The GridViewColumn will use the DisplayMemberBinding as its first priority, if it's present. The second
choice will be the CellTemplate property, which we'll use for this example:
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewGridViewCellTemplateSample
"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewGridViewCellTemplateSample" Height="200" Width
="400">
<Grid>
<ListView Margin="10" Name="lvUsers">
<ListView.View>
<GridView>
<GridViewColumn Header="Name" Width="120"
DisplayMemberBinding="{Binding Name}" />
<GridViewColumn Header="Age" Width="50"
DisplayMemberBinding="{Binding Age}" />
<GridViewColumn Header="Mail" Width="150">
<GridViewColumn.CellTemplate>
<DataTemplate>
<TextBlock Text="{Binding Mail}"
TextDecorations="Underline" Foreground="Blue" Cursor="Hand" />
</DataTemplate>
</GridViewColumn.CellTemplate>
</GridViewColumn>
</GridView>
</ListView.View>
</ListView>
Please notice: The Code-behind code for this example is the same as the one used for the first example in
this article.
We specify a custom CellTemplate for the last column, where we would like to do some special formatting
for the e-mail addresses. For the other columns, where we just want basic text output, we stick with the
DisplayMemberBinding, simply because it requires way less markup.
Let's try changing that to left aligned column names. Unfortunately, there are no direct properties on the
GridViewColumn to control this, but fortunately that doesn't mean that it can't be changed.
Using a Style, targeted at the GridViewColumHeader, which is the element used to show the header of a
GridViewColumn, we can change the HorizontalAlignment property. In this case it defaults to Center, but
we can change it to Left, to accomplish what we want:
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewGridViewSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewGridViewSample" Height="200" Width="400">
<Grid>
<ListView Margin="10" Name="lvUsers">
<ListView.Resources>
<Style TargetType="{x:Type GridViewColumnHeader}">
<Setter Property="HorizontalContentAlignment"
Value="Left" />
</Style>
</ListView.Resources>
<ListView.View>
<GridView>
<GridViewColumn Header="Name" Width="120"
The part that does all the work for us, is the Style defined in the Resources of the ListView:
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewGridViewSample"
xmlns
In case you want another alignment, e.g. right alignment, you just change the value of the style like this:
For this article, I've borrowed the sample code from a previous article and then expanded on it to support
grouping. It looks like this:
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewGroupSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewGroupSample" Height="300" Width="300">
<Grid Margin="10">
<ListView Name="lvUsers">
<ListView.View>
<GridView>
<GridViewColumn Header="Name" Width="120"
DisplayMemberBinding="{Binding Name}" />
<GridViewColumn Header="Age" Width="50"
DisplayMemberBinding="{Binding Age}" />
</GridView>
</ListView.View>
<ListView.GroupStyle>
<GroupStyle>
<GroupStyle.HeaderTemplate>
<DataTemplate>
<TextBlock FontWeight="Bold" FontSize
="14" Text="{Binding Name}"/>
</DataTemplate>
</GroupStyle.HeaderTemplate>
</GroupStyle>
</ListView.GroupStyle>
</ListView>
</Grid>
</Window>
using System;
namespace WpfTutorialSamples.ListView_control
{
public partial class ListViewGroupSample : Window
{
public ListViewGroupSample()
{
InitializeComponent();
List<User> items = new List<User>();
items.Add(new User() { Name = "John Doe", Age = 42, Sex =
SexType.Male });
items.Add(new User() { Name = "Jane Doe", Age = 39, Sex =
SexType.Female });
items.Add(new User() { Name = "Sammy Doe", Age = 13, Sex
= SexType.Male });
lvUsers.ItemsSource = items;
CollectionView view =
(CollectionView)CollectionViewSource.GetDefaultView(lvUsers.ItemsSource)
;
PropertyGroupDescription groupDescription = new
PropertyGroupDescription("Sex");
view.GroupDescriptions.Add(groupDescription);
}
}
In XAML, I have added a GroupStyle to the ListView, in which I define a template for the header of each
group. It consists of a TextBlock control, where I've used a slightly larger and bold text to show that it's a
group - as we'll see later on, this can of course be customized a lot more. The TextBlock Text property is
bound to a Name property, but please be aware that this is not the Name property on the data object
(in this case the User class). Instead, it is the name of the group, as assigned by WPF, based on the
property we use to divide the objects into groups.
In Code-behind, we do the same as we did before: We create a list and add some User objects to it and
then we bind the list to the ListView - nothing new there, except for the new Sex property that I've added,
which tells whether the user is male or female.
After assigning an ItemsSource, we use this to get a CollectionView that the ListView creates for us. This
specialized View instance contains a lot of possibilities, including the ability to group the items. We use this
by adding a so-called PropertyGroupDescription to the GroupDescriptions of the view. This basically tells
WPF to group by a specific property on the data objects, in this case the Sex property.
It might look a bit cumbersome, but the principles used are somewhat simple and you will see them in other
situations when you customize the WPF controls. Here's the code:
<Window x:Class
<ListView.GroupStyle>
<GroupStyle>
<GroupStyle.ContainerStyle>
<Style TargetType="{x:Type GroupItem}">
<Setter Property="Template">
<Setter.Value>
<ControlTemplate>
<Expander IsExpanded
="True">
<Expander.Header>
<StackPanel
Orientation="Horizontal">
<
TextBlock Text="{Binding Name}" FontWeight="Bold" Foreground="Gray"
FontSize="22" VerticalAlignment="Bottom" />
<
TextBlock Text="{Binding ItemCount}" FontSize="22" Foreground="Green"
FontWeight="Bold" FontStyle="Italic" Margin="10,0,0,0" VerticalAlignment
="Bottom" />
<
TextBlock Text=" item(s)" FontSize="22" Foreground="Silver" FontStyle
="Italic" VerticalAlignment="Bottom" />
</StackPanel
The Code-behind is exactly the same as used in the first example - feel free to scroll up and grab it.
Now our groups look a bit more exciting, and they even include an expander button, that will toggle the
visibility of the group items when you click it (that's why the single female user is not visible on the
screenshot - I collapsed that particular group). By using the ItemCount property that the group exposes, we
can even show how many items each group currently consists of.
As you can see, it requires a bit more markup than we're used to, but this example also goes a bit beyond
what we usually do, so that seems fair. When you read through the code, you will quickly realize that many
of the lines are just common elements like style and template.
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewSortingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewSortingSample" Height="200" Width="300">
<Grid Margin="10">
<ListView Name="lvUsers">
<ListView.View>
<GridView>
<GridViewColumn Header="Name" Width="120"
DisplayMemberBinding="{Binding Name}" />
<GridViewColumn Header="Age" Width="50"
DisplayMemberBinding="{Binding Age}" />
</GridView>
</ListView.View>
</ListView>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Windows;
using System.Windows.Data;
namespace WpfTutorialSamples.ListView_control
{
public partial class ListViewSortingSample : Window
{
public ListViewSortingSample()
{
InitializeComponent();
List<User> items = new List<User>();
items.Add(new User() { Name = "John Doe", Age = 42 });
CollectionView view =
(CollectionView)CollectionViewSource.GetDefaultView(lvUsers.ItemsSource)
;
view.SortDescriptions.Add(new SortDescription("Age",
ListSortDirection.Ascending));
}
}
The XAML looks just like a previous example, where we simply have a couple of columns for displaying
information about the user - nothing new here.
In the Code-behind, we once again create a list of User objects, which we then assign as the ItemsSource
of the ListView. Once we've done that, we use the ItemsSource property to get the CollectionView instance
that the ListView automatically creates for us and which we can use to manipulate how the ListView shows
our objects.
CollectionView view =
(CollectionView)CollectionViewSource.GetDefaultView(lvUsers.ItemsSource)
;
view.SortDescriptions.Add(new SortDescription("Age",
ListSortDirection.Ascending));
view.SortDescriptions.Add(new SortDescription("Name",
ListSortDirection.Ascending));
Now the view will be sorted using age first, and when two identical values are found, the name will be used
as a secondary sorting parameter.
1.17.7.2. Summary
It's very easy to sort the contents of a ListView, as seen in the above examples, but so far, all the sorting is
decided by the programmer and not the end-user. In the next article I'll give you a how-to article showing
you how to let the user decide the sorting by clicking on the columns, as seen in Windows.
In this how-to article, I'll give you a practical solution that gives us all of the above, but please bear in mind
that some of the code here goes a bit beyond what we have learned so far - that's why it has the "how-to"
label.
This article builds upon the previous one, but I'll still explain each part as we go along. Here's our goal - a
ListView with column sorting, including visual indication of sort field and direction. The user simply clicks a
column to sort by and if the same column is clicked again, the sort direction is reversed. Here's how it
looks:
<Window x:Class
="WpfTutorialSamples.ListView_control.ListViewColumnSortingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ListViewColumnSortingSample" Height="200" Width="350">
<Grid Margin="10">
<ListView Name="lvUsers">
<ListView.View>
<GridView>
Notice how I have specified headers for each of the columns using an actual GridViewColumnHeader
element instead of just specifying a string. This is done so that I may set additional properties, in this case
the Tag property as well as the Click event.
The Tag property is used to hold the field name that will be used to sort by, if this particular column is
clicked. This is done in the lvUsersColumnHeader_Click event that each of the columns subscribes to.
That was the key concepts of the XAML. Besides that, we bind to our Code-behind properties Name, Age
and Sex, which we'll discuss now.
namespace WpfTutorialSamples.ListView_control
{
public partial class ListViewColumnSortingSample : Window
{
private GridViewColumnHeader listViewSortCol = null;
private SortAdorner listViewSortAdorner = null;
public ListViewColumnSortingSample()
{
InitializeComponent();
List<User> items = new List<User>();
items.Add(new User() { Name = "John Doe", Age = 42, Sex =
SexType.Male });
items.Add(new User() { Name = "Jane Doe", Age = 39, Sex =
SexType.Female });
items.Add(new User() { Name = "Sammy Doe", Age = 13, Sex
= SexType.Male });
items.Add(new User() { Name = "Donna Doe", Age = 13, Sex
= SexType.Female });
lvUsers.ItemsSource = items;
}
listViewSortCol = column;
listViewSortAdorner = new SortAdorner(listViewSortCol,
newDir);
AdornerLayer.GetAdornerLayer(listViewSortCol).Add(listViewSortAdorner);
lvUsers.Items.SortDescriptions.Add(new
SortDescription(sortBy, newDir));
}
}
drawingContext.Pop();
}
}
}
Allow me to start from the bottom and then work my way up while explaining what happens. The last class
in the file is an Adorner class called SortAdorner. All this little class does is to draw a triangle, either
pointing up or down, depending on the sort direction. WPF uses the concept of adorners to allow you to
paint stuff over other controls, and this is exactly what we want here: The ability to draw a sorting triangle
on top of our ListView column header.
The SortAdorner is aware of the sort direction, because it needs to draw the proper triangle, but is not
aware of the field that we order by - this is handled in the UI layer.
The User class is just a basic information class, used to contain information about a user. Some of this
information is used in the UI layer, where we bind to the Name, Age and Sex properties.
In the Window class, we have two methods: The constructor where we build a list of users and assign it to
the ItemsSource of our ListView, and then the more interesting click event handler that will be hit when the
user clicks a column. In the top of the class, we have defined two private variables: listViewSortCol and
listViewSortAdorner. These will help us keep track of which column we're currently sorting by and the
adorner we placed to indicate it.
In the lvUsersColumnHeader_Click event handler, we start off by getting a reference to the column that the
user clicked. With this, we can decide which property on the User class to sort by, simply by looking at the
Tag property that we defined in XAML. We then check if we're already sorting by a column - if that is the
case, we remove the adorner and clear the current sort descriptions.
After that, we're ready to decide the direction. The default is ascending, but we do a check to see if we're
already sorting by the column that the user clicked - if that is the case, we change the direction to
descending.
In the end, we create a new SortAdorner, passing in the column that it should be rendered on, as well as
the direction. We add this to the AdornerLayer of the column header, and at the very end, we add a
SortDescription to the ListView, to let it know which property to sort by and in which direction.
1.17.8.3. Summary
Congratulations, you now have a fully sortable ListView with visual indication of sort column and direction.
In case you want to know more about some of the concepts used in this article, like data binding, geometry
or ListViews in general, then please check out some of the other articles, where each of the subjects are
covered in depth.
Filtering is actually quite easy to do, so let's jump straight into an example, and then we'll discuss it
afterwards:
<Window x:Class="WpfTutorialSamples.ListView_control.FilteringSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="FilteringSample" Height="200" Width="300">
<DockPanel Margin="10">
<TextBox DockPanel.Dock="Top" Margin="0,0,0,10" Name
="txtFilter" TextChanged="txtFilter_TextChanged" />
<ListView Name="lvUsers">
<ListView.View>
<GridView>
<GridViewColumn Header="Name" Width="120"
DisplayMemberBinding="{Binding Name}" />
<GridViewColumn Header="Age" Width="50"
DisplayMemberBinding="{Binding Age}" />
</GridView>
</ListView.View>
</ListView>
</DockPanel>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Data;
namespace WpfTutorialSamples.ListView_control
{
public partial class FilteringSample : Window
{
public FilteringSample()
CollectionView view =
(CollectionView)CollectionViewSource.GetDefaultView(lvUsers.ItemsSource)
;
view.Filter = UserFilter;
}
CollectionViewSource.GetDefaultView(lvUsers.ItemsSource).Refresh();
}
}
The XAML part is pretty simple: We have a TextBox, where the user can enter a search string, and then a
ListView to show the result in.
In Code-behind, we start off by adding some User objects to the ListView, just like we did in previous
examples. The interesting part happens in the last two lines of the constructor, where we obtain a reference
to the CollectionView instance for the ListView and then assign a delegate to the Filter property. This
delegate points to the function called UserFilter, which we have implemented just below. It takes each item
as the first (and only) parameter and then returns a boolean value that indicates whether or not the given
item should be visible on the list.
In the UserFilter() method, we take a look at the TextBox control (txtFilter), to see if it contains any text - if
it does, we use it to check whether or not the name of the User (which is the property we have decided to
filter on) contains the entered string, and then return true or false depending on that. If the TextBox is
empty, we return true, because in that case we want all the items to be visible.
The txtFilter_TextChanged event is also important. Each time the text changes, we get a reference to the
View object of the ListView and then call the Refresh() method on it. This ensures that the Filter delegate is
called each time the user changes the value of the search/filter string text box.
1.17.9.1. Summary
This was a pretty simple implementation, but since you get access to each item, in this case of the User
class, you can do any sort of custom filtering that you like, since you have access to all of the data about
each of the items in the list. For instance, the above example could easily be changed to filter on age, by
looking at the Age property instead of the Name property, or you could modify it to look at more than one
Just like with the ListView control, the TreeView control does have its own item type, the TreeViewItem,
which you can use to populate the TreeView. If you come from the WinForms world, you will likely start by
generating TreeViewItem's and adding them to the Items property, and this is indeed possible. But since
this is WPF, the preferred way is to bind the TreeView to a hierarchical data structure and then use an
appropriate template to render the content.
We'll show you how to do it both ways, and while the good, old WinForms inspired way might seem like the
easy choice at first, you should definitely give the WPF way a try - in the long run, it offers more flexibility
and will fit in better with the rest of the WPF code you write.
1.18.1.2. Summary
The WPF TreeView is indeed a complex control. In the first example, which we'll get into already in the next
chapter, it might seem simple, but once you dig deeper, you'll see the complexity. Fortunately, the WPF
TreeView control rewards you with great usability and flexibility. To show you all of them, we have
dedicated an entire category to all the TreeView articles. Click on to the next one to get started.
<Window x:Class="WpfTutorialSamples.TreeView_control.TreeViewSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TreeViewSample" Height="200" Width="250">
<Grid Margin="10">
<TreeView>
<TreeViewItem Header="Level 1" IsExpanded="True">
<TreeViewItem Header="Level 2.1" />
<TreeViewItem Header="Level 2.2" IsExpanded="True">
<TreeViewItem Header="Level 3.1" />
<TreeViewItem Header="Level 3.2" />
</TreeViewItem>
<TreeViewItem Header="Level 2.3" />
</TreeViewItem>
</TreeView>
</Grid>
</Window>
We simply declare the TreeViewItem objects directly in the XAML, in the same structure that we want to
display them in, where the first tag is a child of the TreeView control and its child objects are also child tags
to its parent object. To specify the text we want displayed for each node, we use theHeader property. By
default, a TreeViewItem is not expanded, but to show you the structure of the example, I have used the
IsExpanded property to expand the two parent items.
One of the common requests from people coming from WinForms or even other UI libraries is the ability to
show an image next to the text label of a TreeView item. This is very easy to do with WinForms, because
the TreeView is built exactly for this scenario. With the WPF TreeView, it's a bit more complex, but you're
rewarded with a lot more flexibility than you could ever get from the WinForms TreeView. Here's an
example of it:
<Window x:Class
="WpfTutorialSamples.TreeView_control.TreeViewCustomItemsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TreeViewCustomItemsSample" Height="200" Width="250">
<Grid Margin="10">
<TreeView>
<TreeViewItem IsExpanded="True">
<TreeViewItem.Header>
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/bullet_blue.png" />
<TextBlock Text="Level 1 (Blue)" />
</StackPanel>
</TreeViewItem.Header>
<TreeViewItem>
<TreeViewItem.Header>
<StackPanel Orientation="Horizontal">
<TextBlock Text="Level 2.1"
Foreground="Blue" />
</StackPanel>
</TreeViewItem.Header>
</TreeViewItem>
<TreeViewItem IsExpanded="True">
<TreeViewItem.Header>
<StackPanel Orientation="Horizontal">
<Image Source
1.18.2.2. Summary
While it is entirely possible to define an entire TreeView just using markup, as we did in the above
examples, it's not the best approach in most situations, and while you could do it from Code-behind
instead, this would have resulted in even more lines of code. Once again the solution is data binding,
which we'll look into in the next chapters.
<Window x:Class
="WpfTutorialSamples.TreeView_control.TreeViewDataBindingSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:self="clr-namespace:WpfTutorialSamples.TreeView_control"
Title="TreeViewDataBindingSample" Height="150" Width="200">
<Grid Margin="10">
<TreeView Name="trvMenu">
<TreeView.ItemTemplate>
<HierarchicalDataTemplate DataType="{x:Type
self:MenuItem}" ItemsSource="{Binding Items}">
<TextBlock Text="{Binding Title}" />
</HierarchicalDataTemplate>
</TreeView.ItemTemplate>
</TreeView>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
using System.IO;
using System.Collections.ObjectModel;
namespace WpfTutorialSamples.TreeView_control
{
public partial class TreeViewDataBindingSample : Window
{
public TreeViewDataBindingSample()
{
In the XAML markup, I have specified a HierarchicalDataTemplate for the ItemTemplate of the TreeView. I
instruct it to use the Items property for finding child items, by setting the ItemsSource property of the
This first example was very simple, in fact so simple that we might as well have just added the TreeView
items manually, instead of generating a set of objects and then binding to them. However, as soon as
things get a bit more complicated, the advantages of using data bindings gets more obvious.
<Window x:Class
="WpfTutorialSamples.TreeView_control.TreeViewMultipleTemplatesSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:self="clr-namespace:WpfTutorialSamples.TreeView_control"
Title="TreeViewMultipleTemplatesSample" Height="200" Width
="250">
<Grid Margin="10">
<TreeView Name="trvFamilies">
<TreeView.Resources>
<HierarchicalDataTemplate DataType="{x:Type
self:Family}" ItemsSource="{Binding Members}">
<StackPanel Orientation="Horizontal">
<Image Source
="/WpfTutorialSamples;component/Images/group.png" Margin="0,0,5,0" />
<TextBlock Text="{Binding Name}" />
<TextBlock Text=" [" Foreground="Blue" />
<TextBlock Text="{Binding Members.Count}"
Foreground="Blue" />
<TextBlock Text="]" Foreground="Blue" />
</StackPanel>
</HierarchicalDataTemplate>
<DataTemplate DataType="{x:Type self:FamilyMember}">
<StackPanel Orientation="Horizontal">
using System;
using System.Collections.Generic;
using System.Windows;
using System.Collections.ObjectModel;
namespace WpfTutorialSamples.TreeView_control
{
public partial class TreeViewMultipleTemplatesSample : Window
{
public TreeViewMultipleTemplatesSample()
{
InitializeComponent();
trvFamilies.ItemsSource = families;
}
}
As mentioned, the two templates are declared as a part of the TreeView resources, allowing the TreeView
to select the appropriate template based on the data type that it's about to show. The template defined for
the Family type is a hierarchical template, using the Members property to show its family members.
The template defined for the FamilyMember type is a regular DataTemplate, since this type doesn't have
any child members. However, if we had wanted each FamilyMember to keep a collection of their children
and perhaps their children's children, then we would have used a hierarchical template instead.
In both templates, we use an image representing either a family or a family member, and then we show
some interesting data about it as well, like the amount of family members or the person's age.
1.18.3.3. Summary
Using data binding, the TreeView is very customizable and with the ability to specify multiple templates for
rendering different data types, the possibilities are almost endless.
Lots of solutions exists to handle this, ranging from "hacks" where you use the item generators of the
TreeView to get the underlying TreeViewItem, where you can control the IsExpanded and IsSelected
properties, to much more advanced MVVM-inspired implementations. In this article I would like to show you
a solution that lies somewhere in the middle, making it easy to implement and use, while still not being a
complete hack.
You could easily implement these two properties on all of your objects, but it's much easier to inherit them
from a base object. If this is not feasible for your solution, you could create an interface for it and then
implement this instead, to establish a common ground. For this example, I've chosen the base class
method, because it allows me to very easily get the same functionality for my other objects. Here's the
code:
<Window x:Class
="WpfTutorialSamples.TreeView_control.TreeViewSelectionExpansionSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TreeViewSelectionExpansionSample" Height="200" Width
="300">
<DockPanel Margin="10">
<WrapPanel Margin="0,10,0,0" DockPanel.Dock="Bottom"
HorizontalAlignment="Center">
<Button Name="btnSelectNext" Click="btnSelectNext_Click"
Width="120">Select next</Button>
<Button Name="btnToggleExpansion" Click
="btnToggleExpansion_Click" Width="120" Margin="10,0,0,0">Toggle
expansion</Button>
</WrapPanel>
<TreeView Name="trvPersons">
using System;
using System.Collections.Generic;
using System.Windows;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Windows.Controls;
namespace WpfTutorialSamples.TreeView_control
{
public partial class TreeViewSelectionExpansionSample : Window
{
public TreeViewSelectionExpansionSample()
{
InitializeComponent();
persons.Add(person1);
persons.Add(person2);
persons.Add(person3);
person2.IsExpanded = true;
person2.IsSelected = true;
trvPersons.ItemsSource = persons;
}
I'm sorry for the rather large amount of code in one place. In a real world solution, it would obviously be
spread out over multiple files instead and the data for the tree would likely come from an actual data
source, instead of being generated on the fly. Allow me to explain what happens in the example.
In the main Window class I simply create a range of persons, while adding children to some of them. I add
the persons to a list, which I assign as the ItemsSource of the TreeView, which, with a bit of help from the
defined template, renders them the way they are shown on the screenshot.
The most interesting part happens when I set the IsExpanded and IsSelected properties on the person2
object. This is what causes the second person (Jane Doe) to be initially selected and expanded, as shown
on the screenshot. We also use these two properties on the Person objects (inherited from the
TreeViewItemBase class) in the event handlers for the two test buttons (please bear in mind that, to keep
the code as small and simple as possible, the selection button only works for the top level items).
1.18.4.4. Summary
By creating and implementing a base class for the objects that you wish to use and manipulate within a
TreeView, and using the gained properties in the ItemContainerStyle, you make it a lot easier to work with
selections and expansion states. There are many solutions to tackle this problem with, and while this
should do the trick, you might be able to find a solution that fits your needs better. As always with
programming, it's all about using the right tool for the job at hand.
Each drive on your Windows computer has a range of child folders, and each of those child folders have
child folders beneath them and so on. Looping through each drive and each drives child folders could
become extremely time consuming and your TreeView would soon consist of a lot of nodes, with a high
percentage of them never being needed. This is the perfect task for a lazy-loaded TreeView, where child
folders are only loaded on demand.
To achieve this, we simply add a dummy folder to each drive or child folder, and then when the user
expands it, we remove the dummy folder and replace it with the actual values. This is how our application
looks when it starts - by that time, we have only obtained a list of available drives on the computer:
You can now start expanding the nodes, and the application will automatically load the sub folders. If a
folder is empty, it will be shown as empty once you try to expand it, as it can be seen on the next
screenshot:
<Window x:Class="WpfTutorialSamples.TreeView_control.LazyLoadingSample"
xmlns
using System;
using System.IO;
using System.Windows;
using System.Windows.Controls;
namespace WpfTutorialSamples.TreeView_control
{
public partial class LazyLoadingSample : Window
{
public LazyLoadingSample()
{
InitializeComponent();
DriveInfo[] drives = DriveInfo.GetDrives();
foreach(DriveInfo driveInfo in drives)
trvStructure.Items.Add(CreateTreeItem(driveInfo));
The XAML is very simple and only one interesting detail is present: The way we subscribe to the Expanded
event of TreeViewItem's. Notice that this is indeed the TreeViewItem and not the TreeView itself, but
because the event bubbles up, we are able to just capture it in one place for the entire TreeView, instead of
having to subscribe to it for each item we add to the tree. This event gets called each time an item is
In Code-behind, we start by adding each drive found on the computer to the TreeView control. We assign
the DriveInfoinstance to the Tag property, so that we can later retrieve it. Notice that we use a custom
method to create the TreeViewItem, called CreateTreeItem(), since we can use the exact same method
when we want to dynamically add a child folder later on. Notice in this method how we add a child item to
the Items collection, in the form of a string with the text "Loading...".
Next up is the TreeViewItem_Expanded event. As already mentioned, this event is raised each time a
TreeView item is expanded, so the first thing we do is to check whether this item has already been loaded,
by checking if the child items currently consists of only one item, which is a string - if so, we have found the
"Loading..." child item, which means that we should now load the actual contents and replace the
placeholder item with it.
We now use the items Tag property to get a reference to the DriveInfo or DirectoryInfo instance that the
current item represents, and then we get a list of child directories, which we add to the clicked item, once
again using the CreateTreeItem() method. Notice that the loop where we add each child folder is in a
try..catch block - this is important, because some paths might not be accessible, usually for security
reasons. You could grab the exception and use it to reflect this in the interface in one way or another.
1.18.5.1. Summary
By subscribing to the Expanded event, we can easily create a lazy-loaded TreeView, which can be a much
better solution than a statically created one in several situations.
The most common usage for the DataGrid is in combination with a database, but like most WPF controls, it
works just as well with an in-memory source, like a list of objects. Since it's a lot easier to demonstrate,
we'll mostly be using the latter approach in this tutorial.
<Window x:Class
="WpfTutorialSamples.DataGrid_control.SimpleDataGridSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SimpleDataGridSample" Height="180" Width="300">
<Grid Margin="10">
<DataGrid Name="dgSimple"></DataGrid>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples.DataGrid_control
{
public partial class SimpleDataGridSample : Window
{
public SimpleDataGridSample()
{
InitializeComponent();
dgSimple.ItemsSource = users;
}
}
That's really all you need to start using the DataGrid. The source could just as easily have been a database
table/view or even an XML file - the DataGrid is not picky about where it gets its data from.
If you click inside one of the cells, you can see that you're allowed to edit each of the properties by default.
As a nice little bonus, you can try clicking one of the column headers - you will see that the DataGrid
supports sorting right out of the box!
The last and empty row will let you add to the data source, simply by filling out the cells.
However, in some situations you might want to manually define the columns shown, either because you
don’t want all the properties/columns of the data source, or because you want to be in control of which
inline editors are used.
• DataGridTextColumn
• DataGridCheckBoxColumn
• DataGridComboBoxColumn
• DataGridHyperlinkColumn
• DataGridTemplateColumn
Especially the last one, the DataGridTemplateColumn, is interesting. It allows you to define any kind of
content, which opens up the opportunity to use custom controls, either from the WPF library or even your
own or 3rd party controls. Here's an example:
<Window x:Class
="WpfTutorialSamples.DataGrid_control.DataGridColumnsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DataGridColumnsSample" Height="200" Width="300">
<Grid Margin="10">
<DataGrid Name="dgUsers" AutoGenerateColumns="False">
<DataGrid.Columns>
<DataGridTemplateColumn Header="Birthday">
<DataGridTemplateColumn.CellTemplate>
<DataTemplate>
<DatePicker SelectedDate="{Binding
</DataGrid.Columns>
</DataGrid>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples.DataGrid_control
{
public partial class DataGridColumnsSample : Window
{
public DataGridColumnsSample()
{
InitializeComponent();
dgUsers.ItemsSource = users;
}
}
In the markup, I have added the AutoGenerateColumns property on the DataGrid, which I have set to false,
to get control of the columns used. As you can see, I have left out the ID column, as I decided that I didn't
care for it for this example. For the Name property, I've used a simple text based column, so the most
interesting part of this example comes with the Birthday column, where I've used a
DataGridTemplateColumn with a DatePicker control inside of it. This allows the end-user to pick the date
from a calendar, instead of having to manually enter it, as you can see on the screenshot.
1.19.2.2. Summary
By turning off automatically generated columns using the AutoGenerateColumns property, you get full
control of which columns are shown and how their data should be viewed and edited. As seen by the
example of this article, this opens up for some pretty interesting possibilities, where you can completely
customize the editor and thereby enhance the end-user experience.
<Window x:Class
="WpfTutorialSamples.DataGrid_control.DataGridDetailsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DataGridDetailsSample" Height="200" Width="400">
<Grid Margin="10">
<DataGrid Name="dgUsers" AutoGenerateColumns="False">
<DataGrid.Columns>
<DataGridTextColumn Header="Name" Binding="{Binding
Name}" />
<DataGridTextColumn Header="Birthday" Binding="
{Binding Birthday}" />
</DataGrid.Columns>
<DataGrid.RowDetailsTemplate>
<DataTemplate>
<TextBlock Text="{Binding Details}" Margin="10"
/>
</DataTemplate>
</DataGrid.RowDetailsTemplate>
</DataGrid>
</Grid>
</Window>
using System;
using System.Collections.Generic;
using System.Windows;
namespace WpfTutorialSamples.DataGrid_control
{
public partial class DataGridDetailsSample : Window
{
public DataGridDetailsSample()
{
InitializeComponent();
dgUsers.ItemsSource = users;
}
}
As you can see, I have expanded the example from previous chapters with a new property on the User
class: The Description property. It simply returns a bit of information about the user in question, for our
details row.
In the markup, I have defined a couple of columns and then I use the RowDetailsTemplate to specify a
template for the row details. As you can see, it works much like any other WPF template, where I use a
DataTemplate with one or several controls inside of it, along with a standard binding against a property on
the data source, in this case the Description property.
As you can see from the code listing, it's mostly about expanding the details template into using a panel,
which in turn can host more panels and/or controls. Using a Grid panel, we can get the tabular look of the
user data, and an Image control allows us to show a picture of the user (which you should preferably load
from a locale resource and not a remote one, like I do in the example - and sorry for being too lazy to find a
matching image of Jane and Sammy Doe).
<Window x:Class
="WpfTutorialSamples.DataGrid_control.DataGridDetailsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DataGridDetailsSample" Height="300" Width="300">
<Grid Margin="10">
<DataGrid Name="dgUsers" AutoGenerateColumns="False">
<DataGrid.Columns>
<DataGridTextColumn Header="Name" Binding="{Binding
Name}" />
<DataGridTextColumn Header="Birthday" Binding="
{Binding Birthday}" />
</Grid>
</DockPanel>
</DataTemplate>
</DataGrid.RowDetailsTemplate>
</DataGrid>
</Grid>
</Window>
using System;
namespace WpfTutorialSamples.DataGrid_control
{
public partial class DataGridDetailsSample : Window
{
public DataGridDetailsSample()
{
InitializeComponent();
List<User> users = new List<User>();
users.Add(new User() { Id = 1, Name = "John Doe",
Birthday = new DateTime(1971, 7, 23), ImageUrl = "http://www.wpf-
tutorial.com/images/misc/john_doe.jpg" });
users.Add(new User() { Id = 2, Name = "Jane Doe",
Birthday = new DateTime(1974, 1, 17) });
users.Add(new User() { Id = 3, Name = "Sammy Doe",
Birthday = new DateTime(1991, 9, 2) });
dgUsers.ItemsSource = users;
}
}
1.19.3.3. Summary
Being able to show details for a DataGrid row is extremely useful, and with the WPF DataGrid it's both easy
and highly customizable, as you can see from the examples provided in this tutorial.
But what happens when you want to use the exact same font size and color on three different TextBlock
controls? You can copy/paste the desired properties to each of them, but what happens when three
controls becomes 50 controls, spread out over several windows? And what happens when you realize that
the font size should be 14 instead of 12?
WPF introduces styling, which is to XAML what CSS is to HTML. Using styles, you can group a set of
properties and assign them to specific controls or all controls of a specific type, and just like in CSS, a style
can inherit from another style.
<Window x:Class="WpfTutorialSamples.Styles.SimpleStyleSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SimpleStyleSample" Height="200" Width="250">
<StackPanel Margin="10">
<StackPanel.Resources>
<Style TargetType="TextBlock">
<Setter Property="Foreground" Value="Gray" />
<Setter Property="FontSize" Value="24" />
</Style>
</StackPanel.Resources>
<TextBlock>Header 1</TextBlock>
<TextBlock>Header 2</TextBlock>
<TextBlock Foreground="Blue">Header 3</TextBlock>
</StackPanel>
</Window>
Notice that the last TextBlock is blue instead of gray. I did that to show you that while a control might get
styling from a designated style, you are completely free to override this locally on the control - values
defined directly on the control will always take precedence over style values.
1.20.1.2. Summary
WPF styles make it very easy to create a specific look and then use it for several controls, and while this
first example was very local, I will show you how to create global styles in the next chapters.
<Window x:Class="WpfTutorialSamples.Styles.ControlSpecificStyleSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ControlSpecificStyleSample" Height="100" Width="300">
<Grid Margin="10">
<TextBlock Text="Style test">
<TextBlock.Style>
<Style>
<Setter Property="TextBlock.FontSize" Value
="36" />
</Style>
</TextBlock.Style>
</TextBlock>
</Grid>
</Window>
In this example, the style only affects this specific TextBlock control, so why bother? Well, in this case, it
makes no sense at all. I could have replaced all that extra markup with a single FontSize property on the
TextBlock control, but as we'll see later, styles can do a bit more than just set properties, for instance, style
triggers could make the above example useful in a real life application. However, most of the styles you'll
define will likely be in a higher scope.
<Window x:Class="WpfTutorialSamples.Styles.SimpleStyleSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SimpleStyleSample" Height="200" Width="250">
<StackPanel Margin="10">
<StackPanel.Resources>
<Style TargetType="TextBlock">
<Setter Property="Foreground" Value="Gray" />
<Setter Property="FontSize" Value="24" />
</Style>
</StackPanel.Resources>
<TextBlock>Header 1</TextBlock>
<TextBlock>Header 2</TextBlock>
<TextBlock Foreground="Blue">Header 3</TextBlock>
</StackPanel>
</Window>
This is great for the more local styling needs. For instance, it would make perfect sense to do this in a
dialog where you simply needed a set of controls to look the same, instead of setting the individual
properties on each of them.
<Window x:Class="WpfTutorialSamples.Styles.WindowWideStyleSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="WindowWideStyleSample" Height="200" Width="300">
<Window.Resources>
<Style TargetType="TextBlock">
<Setter Property="Foreground" Value="Gray" />
<Setter Property="FontSize" Value="24" />
</Style>
</Window.Resources>
<StackPanel Margin="10">
<TextBlock>Header 1</TextBlock>
<TextBlock>Header 2</TextBlock>
<TextBlock Foreground="Blue">Header 3</TextBlock>
</StackPanel>
</Window>
As you can see, the result is exactly the same, but it does mean that you could have controls placed
everywhere within the window and the style would still apply.
App.xaml
<Application x:Class="WpfTutorialSamples.App"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="Styles/WindowWideStyleSample.xaml">
<Application.Resources>
<Style TargetType="TextBlock">
<Setter Property="Foreground" Value="Gray" />
<Setter Property="FontSize" Value="24" />
</Style>
</Application.Resources>
</Application>
Window
<Window x:Class="WpfTutorialSamples.Styles.WindowWideStyleSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ApplicationWideStyleSample" Height="200" Width="300">
<StackPanel Margin="10">
<TextBlock>Header 1</TextBlock>
<TextBlock>Header 2</TextBlock>
<TextBlock Foreground="Blue">Header 3</TextBlock>
</StackPanel>
</Window>
By setting the x:Key property on a style, you are telling WPF that you only want to use this style when you
explicitly reference it on a specific control. Let's try an example where this is the case:
1.20.2.6. Summary
WPF styling allows you to easily re-use a certain look for your controls all over the application. Using the
x:Key property, you can decide whether a style should be explicitly referenced to take effect, or if it should
target all controls no matter what.
<Window x:Class="WpfTutorialSamples.Styles.StyleTriggersSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StyleTriggersSample" Height="100" Width="300">
<Grid>
<TextBlock Text="Hello, styled world!" FontSize="28"
HorizontalAlignment="Center" VerticalAlignment="Center">
<TextBlock.Style>
<Style TargetType="TextBlock">
<Setter Property="Foreground" Value="Blue"></
Setter>
<Style.Triggers>
<Trigger Property="IsMouseOver" Value
="True">
<Setter Property="Foreground" Value
="Red" />
<Setter Property="TextDecorations"
Value="Underline" />
</Trigger>
</Style.Triggers>
</Style>
</TextBlock.Style>
</TextBlock>
</Grid>
</Window>
We define a local style for this specific TextBlock, but as shown in the previous articles, the style could
have been globally defined as well, if we wanted it to apply to all TextBlock controls in the application.
<Window x:Class="WpfTutorialSamples.Styles.StyleDataTriggerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StyleDataTriggerSample" Height="200" Width="200">
<StackPanel HorizontalAlignment="Center" VerticalAlignment="Center"
>
<CheckBox Name="cbSample" Content="Hello, world?" />
<TextBlock HorizontalAlignment="Center" Margin="0,20,0,0"
FontSize="48">
<TextBlock.Style>
<Style TargetType="TextBlock">
<Setter Property="Text" Value="No" />
<Setter Property="Foreground" Value="Red" />
<Style.Triggers>
<DataTrigger Binding="{Binding
ElementName=cbSample, Path=IsChecked}" Value="True">
<Setter Property="Text" Value="Yes!"
/>
<Setter Property="Foreground" Value
="Green" />
In this example, we have a CheckBox and a TextBlock. Using a DataTrigger, we bind the TextBlock to
the IsChecked property of the CheckBox. We then supply a default style, where the text is "No" and the
foreground color is red, and then, using a DataTrigger, we supply a style for when the IsChecked property
of the CheckBox is changed to True, in which case we make it green with a text saying "Yes!" (as seen on
the screenshot).
<Window x:Class="WpfTutorialSamples.Styles.StyleEventTriggerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StyleEventTriggerSample" Height="100" Width="300">
<Grid>
<TextBlock Name="lblStyled" Text="Hello, styled world!"
FontSize="18" HorizontalAlignment="Center" VerticalAlignment="Center">
<TextBlock.Style>
The markup might look a bit overwhelming, but if you run this sample and look at the result, you'll see that
we've actually accomplished a pretty cool animation, going both ways, in ~20 lines of XAML. As you can
see, I use an EventTrigger to subscribe to two events: MouseEnter and MouseLeave. When the mouse
enters, I make a smooth and animated transition to a FontSize of 28 pixels in 300 milliseconds. When the
mouse leaves, I change the FontSize back to 18 pixels but I do it a bit slower, just because it looks kind of
1.20.3.4. Summary
WPF styles make it easy to get a consistent look, and with triggers, this look becomes dynamic. Styles are
great in your application, but they're even better when used in control templates etc. You can read more
about that elsewhere in this tutorial.
In the next article, we'll look at multi triggers, which allow us to apply styles based on multiple properties.
There are two types of multi triggers: The MultiTrigger, which just like the regular Trigger works on
dependency properties, and then the MultiDataTrigger, which works by binding to any kind of property.
Let's start with a quick example on how to use the MultiTrigger.
1.20.4.1. MultiTrigger
<Window x:Class="WpfTutorialSamples.Styles.StyleMultiTriggerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StyleMultiTriggerSample" Height="100" Width="250">
<Grid>
<TextBox VerticalAlignment="Center" HorizontalAlignment
="Center" Text="Hover and focus here" Width="150">
<TextBox.Style>
<Style TargetType="TextBox">
<Style.Triggers>
<MultiTrigger>
<MultiTrigger.Conditions>
<Condition Property
="IsKeyboardFocused" Value="True" />
<Condition Property
="IsMouseOver" Value="True" />
</MultiTrigger.Conditions>
<MultiTrigger.Setters>
<Setter Property="Background"
Value="LightGreen" />
</MultiTrigger.Setters>
</MultiTrigger>
</Style.Triggers>
</Style>
</TextBox.Style>
</TextBox>
</Grid>
</Window>
1.20.4.2. MultiDataTrigger
Just like a regular DataTrigger, the MultiDataTrigger is cool because it uses bindings to monitor a property.
This means that you can use all of the cool WPF binding techniques, including binding to the property of
another control etc. Let me show you how easy it is:
<Window x:Class="WpfTutorialSamples.Styles.StyleMultiDataTriggerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StyleMultiDataTriggerSample" Height="150" Width="200">
<StackPanel HorizontalAlignment="Center" VerticalAlignment="Center"
>
<CheckBox Name="cbSampleYes" Content="Yes" />
<CheckBox Name="cbSampleSure" Content="I'm sure" />
<TextBlock HorizontalAlignment="Center" Margin="0,20,0,0"
FontSize="28">
<TextBlock.Style>
<Style TargetType="TextBlock">
<Setter Property="Text" Value="Unverified" />
<Setter Property="Foreground" Value="Red" />
<Style.Triggers>
<MultiDataTrigger>
<MultiDataTrigger.Conditions>
<Condition Binding="{Binding
ElementName=cbSampleYes, Path=IsChecked}" Value="True" />
<Condition Binding="{Binding
ElementName=cbSampleSure, Path=IsChecked}" Value="True" />
</MultiDataTrigger.Conditions>
<Setter Property="Text" Value
In this example, I've re-created the example we used with the regular DataTrigger, but instead of binding to
just one property, I bind to the same property (IsChecked) but on two different controls. This allows us to
trigger the style only once both checkboxes are checked - if you remove a check from either one of them,
the default style will be applied instead.
1.20.4.3. Summary
As you can see, multi triggers are pretty much just as easy to use as regular triggers and they can be
extremely useful, especially when developing your own controls.
For this, we use the EnterActions and ExitActions properties, which are present in all of the trigger types
already discussed (except for the EventTrigger), both single and multiple. Here's an example:
<Window x:Class="WpfTutorialSamples.Styles.StyleTriggerEnterExitActions"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="StyleTriggerEnterExitActions" Height="200" Width="200"
UseLayoutRounding="True">
<Grid>
<Border Background="LightGreen" Width="100" Height="100"
BorderBrush="Green">
<Border.Style>
<Style TargetType="Border">
<Style.Triggers>
<Trigger Property="IsMouseOver" Value
="True">
<Trigger.EnterActions>
<BeginStoryboard>
<Storyboard>
<ThicknessAnimation
Duration="0:0:0.400" To="3" Storyboard.TargetProperty="BorderThickness"
/>
<DoubleAnimation
Duration="0:0:0.300" To="125" Storyboard.TargetProperty="Height" />
<DoubleAnimation
Duration="0:0:0.300" To="125" Storyboard.TargetProperty="Width" />
</Storyboard>
</BeginStoryboard>
</Trigger.EnterActions>
<Trigger.ExitActions>
<BeginStoryboard>
<Storyboard>
<ThicknessAnimation
Duration="0:0:0.250" To="0" Storyboard.TargetProperty="BorderThickness"
/>
In this example, we have a green square. It has a trigger that fires once the mouse is over, in which case it
We use the ExitActions to reverse the changes we made, with animations that goes back to the default
values. We run the reversing animations slightly faster, because we can and because it looks cool.
The two states are represented on the two screenshots, but to fully appreciate the effect, you should try
running the example on your own machine, using the source code above.
1.20.5.1. Summary
Using animations with style triggers is very easy, and while we haven't fully explored all you can do with
WPF animations yet, the example used above should give you an idea on just how flexible both animations
and styles are.
So while the SoundPlayer class is simple to use, it's not terribly useful. Instead, we'll be focusing on the
MediaPlayer and MediaElement classes, which allows the playback of MP3 files, but first, let's have a look
at the simplest way of playing a sound in your WPF application - the SystemSounds class.
The SystemSounds class offers several different sounds, which corresponds to the sound defined for this
event by the user in Windows, like Exclamation and Question. You can piggyback on these sounds and
settings and play them with a single line of code:
SystemSounds.Beep.Play();
Here's a complete example, where we use all of the currently available sounds:
<Window x:Class="WpfTutorialSamples.Audio_and_Video.SystemSoundsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SystemSoundsSample" Height="200" Width="150">
<StackPanel Margin="10" HorizontalAlignment="Center"
VerticalAlignment="Center">
<Button Name="btnAsterisk" Click="btnAsterisk_Click">Asterisk
</Button>
<Button Name="btnBeep" Margin="0,5" Click="btnBeep_Click">Beep
</Button>
<Button Name="btnExclamation" Click="btnExclamation_Click">
Exclamation</Button>
<Button Name="btnHand" Margin="0,5" Click="btnHand_Click">Hand
</Button>
<Button Name="btnQuestion" Click="btnQuestion_Click">Question
using System;
using System.Media;
using System.Windows;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class SystemSoundsSample : Window
{
public SystemSoundsSample()
{
InitializeComponent();
}
There are of course several limitations to using this approach. First of all, you only get access to these five
sounds, and second of all, the user may have disabled them in Windows, in which case the expected
sound will be replaced with silence. On the other hand, if you only want to use these sounds the same way
that Windows does, it makes it extremely easy to produce a sound for warnings, questions etc. In that case,
it's a good thing that your application will respect the user's choice of silence.
Playing an MP3 file with the MediaPlayer class is very simple, as we'll see in this next example:
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.MediaPlayerAudioSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MediaPlayerAudioSample" Height="100" Width="200">
<Grid VerticalAlignment="Center" HorizontalAlignment="Center">
<Button Name="btnOpenAudioFile" Click="btnOpenAudioFile_Click"
>Open Audio file</Button>
using System;
using System.Windows;
using System.Windows.Media;
using Microsoft.Win32;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class MediaPlayerAudioSample : Window
{
private MediaPlayer mediaPlayer = new MediaPlayer();
public MediaPlayerAudioSample()
{
InitializeComponent();
}
Please also notice that no exception handling is done for this example, as usual to keep the example as
compact as possible, but in this case also because the Open() and Play() methods actually doesn't throw
any exceptions. Instead, you can use the MediaOpened and MediaFailed events to act when things go right
or wrong.
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.MediaPlayerAudioControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MediaPlayerAudioControlSample" Height="120" Width="300"
>
<StackPanel Margin="10">
<Label Name="lblStatus" Content="Not playing..."
HorizontalContentAlignment="Center" Margin="5" />
<WrapPanel HorizontalAlignment="Center">
<Button Name="btnPlay" Click="btnPlay_Click">Play</Button
>
<Button Name="btnPause" Margin="5,0" Click
="btnPause_Click">Pause</Button>
<Button Name="btnStop" Click="btnStop_Click">Stop</Button
>
</WrapPanel>
</StackPanel>
</Window>
using System;
using System.Windows;
using System.Windows.Media;
using System.Windows.Threading;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class MediaPlayerAudioControlSample : Window
{
private MediaPlayer mediaPlayer = new MediaPlayer();
public MediaPlayerAudioControlSample()
{
InitializeComponent();
In this example, we have expanded our player a bit, so that it now contains a Play, Pause and Stop button,
as well as a label for showing the current playback status. The MP3 file to be played is loaded the same
way, but we do it as soon as the application starts, to keep the example simple.
Right after the MP3 is loaded, we start a timer, which ticks every second. We use this event to update the
status label, which will show the current progress as well as the entire length of the loaded file.
The three buttons each simply call a corresponding method on the MediaPlayer object - Play, Pause and
Stop.
1.21.1.4. Summary
There are several more options that you can let your user control, but I want to save that for when we have
talked about the video aspects of the MediaPlayer class - at that point, I'll do a more complete example of a
media player capable of playing both audio and video files, with more options.
I want to show you just how easy you can show video content in your WPF application, so here's a bare
minimum example:
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.MediaPlayerVideoSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MediaPlayerVideoSample" Height="300" Width="300">
<Grid>
<MediaElement Source
="http://hubblesource.stsci.edu/sources/video/clips/details/images/hst_1
.mpg" />
</Grid>
</Window>
And that's it - a single line of XAML inside your window and you're displaying video (this specific video is
about the Hubble Space Telescope - more information can be found at this website) in your WPF
application.
If your window is larger than your video, this might work just fine, but perhaps you don't want any stretching
to occur? Or perhaps you want the window to adjust to fit your video's dimensions, instead of the other way
around?
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.MediaPlayerVideoSizeSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MediaPlayerVideoSizeSample" Height="500" Width="500"
SizeToContent="WidthAndHeight">
<Grid>
<MediaElement Source
="http://hubblesource.stsci.edu/sources/video/clips/details/images/hst_1
.mpg" Name="mePlayer" Stretch="None" />
</Grid>
</Window>
As you can see, despite the initial values of 500 for the Width and Height properties on the Window, the
size is adjusted (down, in this case) to match the resolution of the video.
Please notice that this might cause the window to have a size of zero (only the title bar and borders will be
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.MediaPlayerVideoControlSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MediaPlayerVideoControlSample" Height="300" Width="300"
>
<Grid Margin="10">
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<MediaElement Source
="http://hubblesource.stsci.edu/sources/video/clips/details/images/hst_1
.mpg" LoadedBehavior="Manual" Name="mePlayer" />
<StackPanel Grid.Row="1">
<Label Name="lblStatus" Content="Not playing..."
using System;
using System.Windows;
using System.Windows.Threading;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class MediaPlayerVideoControlSample : Window
{
public MediaPlayerVideoControlSample()
{
InitializeComponent();
This example is much like the one we did in the previous article for audio, just for video in this case. We
have a bottom area with a set of buttons for controlling the playback, a label for showing the status, and
Upon application start, we create and start a timer, which ticks every second. We use this event to update
the status label, which will show the current progress as well as the entire length of the loaded file, as seen
on the screenshot.
The three buttons each simply call a corresponding method on the MediaElement control - Play(), Pause()
and Stop().
1.21.2.4. Summary
Once again it's clear how easy WPF makes even advanced things like playing a video. So far, we've
worked with some basic examples, but in the next chapter, I'm going to combine all the stuff we've learned
about audio and video playback into a single, media player with a lot more functionality than we've seen so
far. Read on!
I will take the concepts used in the articles about playing audio and video and combine them with several
controls which we have already discussed previously in this article, and turn it all into a WPF Media Player.
The result will look something like this:
But that's just when it plays audio/MP3 files. Once a video is loaded, the interface automatically expands to
show the video content inside the window:
Let me tell you a bit about how this thing was built. In the end, you can of course see the entire source
code, ready for you to play with.
Notice the use of WPF commands, instead of click events for the buttons. This allows us to easily re-use
the functionality in case we want to add e.g. a main menu or a context menu with some of the same
functionality. It also makes it easier for us to toggle the functionality on and off, depending on the current
state of the player.
Also notice that we have set the MediaElement Stretch property to None, and the Window
SizeToContentMode to WidthAndHeight. This is what keeps the window to the minimum size needed to
show the interface as well as the video, if one is playing.
For showing the Volume, we've used a ProgressBar control in the lower, right corner. This doesn't currently
let the user control the volume, but merely reflects the Volume property on the MediaElement control,
through a classic data binding. We've implemented a small but neat trick for letting the user control the
volume anyway though - more on that below.
The Slider control also allows the user to skip to another part of the file, simply by dragging the "thumb" to
another location. We handle this by implementing events for DragStarted and DragCompleted - the first
one to set a variable ( userIsDraggingSlider) that tells the timer not to update the Slider while we drag,
and the second one to skip to the designated part when the user releases the mouse button.
There are CanExecute and Executed handlers for the four commands we use and especially the ones for
Pause and Stop are interesting. Since we can't get a current state from the MediaElement control, we have
to keep track of the current state ourselves. This is done with a local variable called mediaPlayerIsPlaying
, which we regularly check to see if the Pause and Stop buttons should be enabled.
The last little detail you should notice is the Grid_MouseWheel event. The main Grid covers the entire
window, so by subscribing to this event, we get notified when the user scrolls the wheel. When that
happens, as a little gimmick, we turn the volume up or down, depending on the direction (we get that by
looking at the Delta property, which is negative when scrolling down and positive when scrolling up). This is
immediately reflected in the user interface, where a ProgressBar control is bound to the Volume property
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.AudioVideoPlayerCompleteSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="WPF Media Player" Height="300" Width="300"
MinWidth="300" SizeToContent="WidthAndHeight">
<Window.CommandBindings>
<CommandBinding Command="ApplicationCommands.Open" CanExecute
="Open_CanExecute" Executed="Open_Executed" />
<CommandBinding Command="MediaCommands.Play" CanExecute
="Play_CanExecute" Executed="Play_Executed" />
<CommandBinding Command="MediaCommands.Pause" CanExecute
="Pause_CanExecute" Executed="Pause_Executed" />
<CommandBinding Command="MediaCommands.Stop" CanExecute
="Stop_CanExecute" Executed="Stop_Executed" />
</Window.CommandBindings>
<Grid MouseWheel="Grid_MouseWheel">
<Grid.RowDefinitions>
<RowDefinition Height="Auto" />
<RowDefinition Height="*" />
<RowDefinition Height="Auto" />
</Grid.RowDefinitions>
<ToolBar>
<Button Command="ApplicationCommands.Open">
<Image Source
="/WpfTutorialSamples;component/Images/folder.png" />
</Button>
<Separator />
<Button Command="MediaCommands.Play">
<Image Source
="/WpfTutorialSamples;component/Images/control_play_blue.png" />
</Button>
<Button Command="MediaCommands.Pause">
<Image Source
<StatusBar Grid.Row="2">
<StatusBar.ItemsPanel>
<ItemsPanelTemplate>
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="Auto" />
<ColumnDefinition Width="*" />
<ColumnDefinition Width="Auto" />
</Grid.ColumnDefinitions>
</Grid>
</ItemsPanelTemplate>
</StatusBar.ItemsPanel>
<StatusBarItem>
<TextBlock Name="lblProgressStatus">00:00:00</
TextBlock>
</StatusBarItem>
<StatusBarItem Grid.Column="1" HorizontalContentAlignment
="Stretch">
<Slider Name="sliProgress" Thumb.DragStarted
="sliProgress_DragStarted" Thumb.DragCompleted
="sliProgress_DragCompleted" ValueChanged="sliProgress_ValueChanged" />
</StatusBarItem>
<StatusBarItem Grid.Column="2">
<ProgressBar Name="pbVolume" Width="50" Height="12"
Maximum="1" Value="{Binding ElementName=mePlayer, Path=Volume}" />
</StatusBarItem>
</StatusBar>
</Grid>
</Window>
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class AudioVideoPlayerCompleteSample : Window
{
private bool mediaPlayerIsPlaying = false;
private bool userIsDraggingSlider = false;
public AudioVideoPlayerCompleteSample()
{
InitializeComponent();
}
}
To transform text into spoken words, we'll be using the SpeechSynthesizer class. This class resides in the
System.Speech assembly, which we'll need to add to use it in our application. Depending on which version
of Visual Studio you use, the process looks something like this:
With the appropriate assembly added, we can now use the SpeechSynthesizer class from the
System.Speech.Synthesis namespace. With that in place, we'll kick off with yet another very simple "Hello,
world!" inspired example, this time in spoken words:
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.SpeechSynthesisSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SpeechSynthesisSample" Height="150" Width="150">
<Grid>
<Button Name="btnSayIt" Click="btnSayHello_Click"
VerticalAlignment="Center" HorizontalAlignment="Center">Say hello!</
Button>
</Grid>
using System;
using System.Speech.Synthesis;
using System.Windows;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class SpeechSynthesisSample : Window
{
public SpeechSynthesisSample()
{
InitializeComponent();
}
This is pretty much as simple as it gets, and since the screenshot really doesn't help a lot in demonstrating
speech synthesis, I suggest that you try building the example yourself, to experience it.
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.SpeechSynthesisPromptBuilderSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SpeechSynthesisPromptBuilderSample" Height="150" Width
="150">
<Grid>
<Button Name="btnSayIt" Click="btnSayHello_Click"
VerticalAlignment="Center" HorizontalAlignment="Center">Say hello!</
Button>
</Grid>
</Window>
using System;
using System.Speech.Synthesis;
using System.Windows;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class SpeechSynthesisPromptBuilderSample : Window
promptBuilder.AppendTextWithHint(DateTime.Now.ToShortDateString(),
SayAs.Date);
This is where it gets interesting. Try running the example and see how nicely this works. By supplying the
SpeechSynthesizer with something more than just a text string, we can get a lot of control of how the
Hello world and hello to the universe too. On this day, <today's date>, we're gathered here to learn all
about WPF.
Now try sending that directly to the SpeechSynthesizer and you'll probably giggle a bit of the result. What
we do instead is guide the Speak() method into how the various parts of the sentence should be used. First
of all, we ask WPF to speak the "and hello to the universe too"-part in a lower volume and a slower rate, as
if it was whispered.
The next part that doesn't just use default pronunciation is the date. We use the special SayAs enumeration
to specify that the date should be read out as an actual date and not just a set of numbers, spaces and
special characters.
We also ask that the word "all" is spoken with a stronger emphasis, to make the sentence more dynamic,
and in the end, we ask that the word "WPF" is spelled out (W-P-F) instead of being pronounced as an
actual word.
All in all, this allows us to make the SpeechSynthesizer a lot easier to understand!
1.21.4.2. Summary
Making your WPF application speak is very easy, and by using the PromptBuilder class, you can even get
a lot of control of how your words are spoken. This is a very powerful feature, but it might not be relevant to
a lot of today's applications. It's still very cool though!
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.SpeechRecognitionTextSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SpeechRecognitionTextSample" Height="200" Width="300">
<DockPanel Margin="10">
<TextBox Margin="0,10" Name="txtSpeech" AcceptsReturn="True"
/>
</DockPanel>
</Window>
using System;
using System.Speech.Recognition;
using System.Windows;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class SpeechRecognitionTextSample : Window
{
public SpeechRecognitionTextSample()
{
InitializeComponent();
SpeechRecognizer speechRecognizer = new
SpeechRecognizer();
}
}
}
This is actually all you need - the text in the screenshot above was dictated through my headset and then
As soon as you initialize a SpeechRecognizer object, Windows starts up its speech recognition
application, which will do all the hard work and then send the result to the active application, in this case
ours. It looks like this:
If you haven't used speech recognition on your computer before, then Windows will take you through a
guide which will help you get started and make
some necessary adjustments.
This first example will allow you to dictate text to your application, which is great, but what about
commands? Windows and WPF will actually work together here and turn your buttons into commands,
reachable through speech, without any extra work. Here's an example:
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.SpeechRecognitionTextCommandsSample
"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SpeechRecognitionTextCommandsSample" Height="200" Width
="300">
<DockPanel Margin="10">
<WrapPanel DockPanel.Dock="Top">
<Button Name="btnNew" Click="btnNew_Click">New</Button>
<Button Name="btnOpen" Click="btnOpen_Click">Open</Button
>
<Button Name="btnSave" Click="btnSave_Click">Save</Button
>
</WrapPanel>
<TextBox Margin="0,10" Name="txtSpeech" AcceptsReturn="True"
TextWrapping="Wrap" />
</DockPanel>
</Window>
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class SpeechRecognitionTextCommandsSample : Window
{
public SpeechRecognitionTextCommandsSample()
{
InitializeComponent();
SpeechRecognizer recognizer = new SpeechRecognizer();
}
You can try running the example and then speaking out one of the commands, e.g. "New" or "Open". This
actually allows you to dictate text to the TextBox, while at the same time invoking commands from the user
interface - pretty cool indeed!
For this purpose, we will use the SpeechRecognitionEngine class instead of the SpeechRecognizer
class. A huge difference between the two is that the SpeechRecognitionEngine class doesn't require the
Windows speech recognition to be running and won't take you through the voice recognition guide. Instead,
it will use basic voice recognition and listen only for grammar which you feed into the class.
In the next example, we'll feed a set of commands into the recognition engine. The idea is that it should
listen for two words: A command/property and a value, which in this case will be used to change the color,
size and weight of the text in a Label control, solely based on your voice commands. Before I show you the
entire code sample, I want to focus on the way we add the commands to the engine. Here's the code:
speechRecognizer.LoadGrammar(new Grammar(grammarBuilder));
We use a GrammarBuilder to build a set of grammar rules which we can load into the
SpeechRecognitionEngine. It has several append methods, with the simplest one being Append(). This
method takes a list of choices. We create a Choices instance, with the first part of the instruction - the
command/property which we want to access. These choices are added to the builder with the Append()
method.
In the end, we load it into the SpeechRecognitionEngine instance by calling the LoadGrammer() method,
which takes a Grammar instance as parameter - in this case based on our GrammarBuilder instance.
So, with that explained, let's take a look at the entire example:
<Window x:Class
="WpfTutorialSamples.Audio_and_Video.SpeechRecognitionCommandsSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SpeechRecognitionCommandsSample" Height="200" Width
="325"
Closing="Window_Closing">
<DockPanel>
<WrapPanel DockPanel.Dock="Bottom" HorizontalAlignment
="Center" Margin="0,10">
<ToggleButton Name="btnToggleListening" Click
="btnToggleListening_Click">Listen</ToggleButton>
</WrapPanel>
<Label Name="lblDemo" HorizontalAlignment="Center"
VerticalAlignment="Center" FontSize="48">Hello, world!</Label>
</DockPanel>
</Window>
using System;
using System.Globalization;
using System.Speech.Recognition;
using System.Windows;
using System.Windows.Media;
namespace WpfTutorialSamples.Audio_and_Video
{
public partial class SpeechRecognitionCommandsSample : Window
{
private SpeechRecognitionEngine speechRecognizer = new
SpeechRecognitionEngine();
speechRecognizer.LoadGrammar(new
Grammar(grammarBuilder));
speechRecognizer.SetInputToDefaultAudioDevice();
}
speechRecognizer.RecognizeAsync(RecognizeMode.Multiple);
else
speechRecognizer.RecognizeAsyncStop();
}
On the screenshot, you see the resulting application, after I've used the voice commands "weight bold" and
The grammar aspects of the example has already been explained and the interface is very simple, so let's
focus on the rest of the Code-behind.
Now, besides building the Grammar, the most interesting part is where we interpret the command. This is
done in the SpeechRecognized event, which we hook up to in the constructor. We use the fully recognized
text to update the demo label, to show the latest command, and then we use the Words property to dig
deeper into the actual command.
First off, we check that it has exactly two words - a command/property and a value. If that is the case, we
check the command part first, and for each possible command, we handle the value accordingly.
For the weight and color commands, we can convert the value into something the label can understand
automatically, using a converter, but for the sizes, we interpret the given values manually, since the values
I've chosen for this example can't be converted automatically. Please be aware that you should handle
exceptions in all cases, since a command like "weight blue" will try to assign the value blue to the
FontWeight, which will naturally result in an exception.
1.21.5.2. Summary
As you can hopefully see, speech recognition with WPF is both easy and very powerful - especially the last
example should give you a good idea just how powerful! With the ability to use dictation and/or specific
voice commands, you can really provide excellent means for alternative input in your applications.
The DispatcherTimer class works by specifying an interval and then subscribing to the Tick event that will
occur each time this interval is met. The DispatcherTimer is not started before you call the Start() method
or set the IsEnabled property to true.
Let's try a simple example where we use a DispatcherTimer to create a digital clock:
<Window x:Class="WpfTutorialSamples.Misc.DispatcherTimerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="DispatcherTimerSample" Height="150" Width="250">
<Grid>
<Label Name="lblTime" FontSize="48" HorizontalAlignment
="Center" VerticalAlignment="Center" />
</Grid>
</Window>
using System;
using System.Windows;
using System.Windows.Threading;
namespace WpfTutorialSamples.Misc
{
public partial class DispatcherTimerSample : Window
{
public DispatcherTimerSample()
{
InitializeComponent();
DispatcherTimer timer = new DispatcherTimer();
timer.Interval = TimeSpan.FromSeconds(1);
timer.Tick += timer_Tick;
timer.Start();
The XAML part is extremely simple - it's merely a centered label with a large font size, used to display the
current time.
Code-behind is where the magic happens in this example. In the constructor of the window, we create a
DispatcherTimer instance. We set the Interval property to one second, subscribe to the Tick event and
then we start the timer. In the Tick event, we simply update the label to show the current time.
Of course, the DispatcherTimer can work at smaller or much bigger intervals. For instance, you might only
want something to happen every 30 seconds or 5 minutes - just use the TimeSpan.From* methods, like
FromSeconds or FromMinutes, or create a new TimeSpan instance that completely fits your needs.
To show what the DispatcherTimer is capable of, let's try updating more frequently... A lot more frequently!
using System;
using System.Windows;
using System.Windows.Threading;
namespace WpfTutorialSamples.Misc
{
public partial class DispatcherTimerSample : Window
{
public DispatcherTimerSample()
{
As you can see, we now ask the DispatcherTimer to fire every millisecond! In the Tick event, we use a
custom time format string to show the milliseconds in the label as well. Now you have something that could
easily be used as a stopwatch - just add a couple of buttons to the Window and then have them call the
Stop(), Start() and Restart() methods on the timer.
1.22.1.1. Summary
There are many situations where you would need something in your application to occur at a given interval,
and using the DispatcherTimer, it's quite easy to accomplish. Just be aware that if you do something
complicated in your Tick event, it shouldn't run too often, like in the last example where the timer ticks each
millisecond - that will put a heavy strain on the computer running your application.
Also be aware that the DispatcherTimer is not 100% precise in all situations. The tick operations are placed
on the Dispatcher queue, so if the computer is under a lot of pressure, your operation might be delayed.
The .NET framework promises that the Tick event will never occur too early, but can't promise that it won't
be slightly delayed. However, for most use cases, the DispatcherTimer is more than precise enough.
If you need your timer to have a higher priority in the queue, you can set the DispatcherPriority by sending
one of the values along on the DispatcherTimer priority. More information about it can be found on this
This is quite a surprise to people who are new to Windows programming, when they first do something that
takes more than a second and realize that their application actually hangs while doing so. The result is a lot
of frustrated forum posts from people who are trying to run a lengthy process while updating a progress
bar, only to realize that the progress bar is not updated until the process is done running.
The solution to all of this is the use of multiple threads, and while C# makes this quite easy to do, multi-
threading comes with a LOT of pitfalls, and for a lot of people, they are just not that comprehensible. This is
where the BackgroundWorker comes into play - it makes it simple, easy and fast to work with an extra
thread in your application.
When performing a task on a different thread, you usually have to communicate with the rest of the
application in two situations: When you want to update it to show how far you are in the process, and then
of course when the task is done and you want to show the result. The BackgroundWorker is built around
this idea, and therefore comes with the two events ProgressChanged and RunWorkerCompleted.
The third event is called DoWork and the general rule is that you can't touch anything in the UI from this
event. Instead, you call the ReportProgress() method, which in turn raises the ProgressChanged event,
from where you can update the UI. Once you're done, you assign a result to the worker and then the
RunWorkerCompleted event is raised.
So, to sum up, the DoWork event takes care of all the hard work. All of the code in there is executed on a
different thread and for that reason you are not allowed to touch the UI from it. Instead, you bring data (from
the UI or elsewhere) into the event by using the argument on the RunWorkerAsync() method, and the
resulting data out of it by assigning it to the e.Result property.
The ProgressChanged and RunWorkerCompleted events, on the other hand, are executed on the same
thread as the BackgroundWorker is created on, which will usually be the main/UI thread and therefore you
are allowed to update the UI from them. Therefore, the only communication that can be performed between
your running background task and the UI is through the ReportProgress() method.
That was a lot of theory, but even though the BackgroundWorker is easy to use, it's important to
understand how and what it does, so you don't accidentally do something wrong - as already stated, errors
in multi-threading can lead to some nasty problems.
Our sample application has two buttons: One that will perform the task synchronously (on the same thread)
and one that will perform the task with a BackgroundWorker and thereby on a different thread. This should
make it very easy to see the need for an extra thread when doing time consuming tasks. The code looks
like this:
<Window x:Class="WpfTutorialSamples.Misc.BackgroundWorkerSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="BackgroundWorkerSample" Height="300" Width="375">
<DockPanel Margin="10">
<DockPanel DockPanel.Dock="Top">
<Button Name="btnDoSynchronousCalculation" Click
="btnDoSynchronousCalculation_Click" DockPanel.Dock="Left"
HorizontalAlignment="Left">Synchronous (same thread)</Button>
<Button Name="btnDoAsynchronousCalculation" Click
="btnDoAsynchronousCalculation_Click" DockPanel.Dock="Right"
HorizontalAlignment="Right">Asynchronous (worker thread)</Button>
</DockPanel>
<ProgressBar DockPanel.Dock="Bottom" Height="18" Name
="pbCalculationProgress" />
</DockPanel>
</Window>
using System;
using System.ComponentModel;
using System.Windows;
namespace WpfTutorialSamples.Misc
{
public partial class BackgroundWorkerSample : Window
{
int result = 0;
for(int i = 0; i < max; i++)
{
if(i % 42 == 0)
{
lbResults.Items.Add(i);
result++;
}
System.Threading.Thread.Sleep(1);
pbCalculationProgress.Value = Convert.ToInt32(((
double)i / max) * 100);
}
MessageBox.Show("Numbers between 0 and 10000 divisible by
7: " + result);
}
}
e.Result = result;
}
The XAML part consists of a couple of buttons, one for running the process synchronously (on the UI
thread) and one for running it asynchronously (on a background thread), a ListBox control for showing all
the calculated numbers and then a ProgressBar control in the bottom of the window to show... well, the
progress!
In Code-behind, we start off with the synchronous event handler. As mentioned, it loops from 0 to 10.000
with a small delay in each iteration, and if the number is divisible with the number 7, then we add it to the
list. In each iteration we also update the ProgressBar, and once we're all done, we show a message to the
user about how many numbers were found.
If you run the application and press the first button, it will look like this, no matter how far you are in the
process:
No items on the list and, no progress on the ProgressBar, and the button hasn't even been released, which
proves that there hasn't been a single update to the UI ever since the mouse was pressed down over the
button.
Pressing the second button instead will use the BackgroundWorker approach. As you can see from the
code, we do pretty much the same, but in a slightly different way. All the hard work is now placed in the
DoWork event, which the worker calls after you run the RunWorkerAsync() method. This method takes
input from your application which can be used by the worker, as we'll talk about later.
Once all the numbers have been tested, we assign the result to the e.Result property. This will then be
carried to the RunWorkerCompleted event, where we show it to the user. This might seem a bit
cumbersome, instead of just showing it to the user as soon as the work is done, but once again, it ensures
that we don't communicate with the UI from the DoWork event, which is not allowed.
The result is, as you can see, much more user friendly:
The window no longer hangs, the button is clicked but not suppressed, the list of possible numbers is
updated on the fly and the ProgressBar is going steadily up - the interface just got a whole lot more
responsive.
This is accomplished by using a more complex type, in many cases a struct or even a class which you
The same is actually true for the ReportProgress method. Its secondary argument is called userState and is
an object type, meaning that you can pass whatever you want to the ProgressChanged method.
1.22.2.4. Summary
The BackgroundWorker is an excellent tool when you want multi-threading in your application, mainly
because it's so easy to use. In this chapter we looked at one of the things made very easy by the
BackgroundWorker, which is progress reporting, but support for cancelling the running task is very handy
as well. We'll look into that in the next chapter.
Another problem you'll face if you perform all the work on the UI thread is the fact that there's no way for
the user to cancel a running task - and why is that? Because if the UI thread is busy performing your
lengthy task, no input will be processed, meaning that no matter how hard your user hits a Cancel button or
the Esc key, nothing happens.
Fortunately for us, the BackgroundWorker is built to make it easy for you to support progress and
cancellation, and while we looked at the whole progress part in the previous chapter, this one will be all
about how to use the cancellation support. Let's jump straight to an example:
<Window x:Class
="WpfTutorialSamples.Misc.BackgroundWorkerCancellationSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="BackgroundWorkerCancellationSample" Height="120" Width
="200">
<StackPanel VerticalAlignment="Center" HorizontalAlignment="Center"
>
<TextBlock Name="lblStatus" HorizontalAlignment="Center"
Margin="0,10" FontWeight="Bold">Not running...</TextBlock>
<WrapPanel>
<Button Name="btnStart" Width="60" Margin="10,0" Click
="btnStart_Click">Start</Button>
<Button Name="btnCancel" Width="60" Click
="btnCancel_Click">Cancel</Button>
</WrapPanel>
</StackPanel>
</Window>
using System;
using System.ComponentModel;
using System.Windows;
using System.Windows.Media;
namespace WpfTutorialSamples.Misc
{
public partial class BackgroundWorkerCancellationSample : Window
public BackgroundWorkerCancellationSample()
{
InitializeComponent();
worker = new BackgroundWorker();
worker.WorkerSupportsCancellation = true;
worker.WorkerReportsProgress = true;
worker.DoWork += worker_DoWork;
worker.ProgressChanged += worker_ProgressChanged;
worker.RunWorkerCompleted += worker_RunWorkerCompleted;
}
So, the XAML is very fundamental - just a label for showing the current status and then a couple of buttons
for starting and cancelling the worker.
In Code-behind, we start off by creating the BackgroundWorker instance. Pay special attention to the
WorkerSupportsCancellation and WorkerReportsProgress properties which we set to true - without
that, an exception will be thrown if we try to use these features.
The cancel button simply calls the CancelAsync() method - this will signal to the worker that the user
would like to cancel the running process by setting the CancellationPending property to true, but that is all
you can do from the UI thread - the rest will have to be done from inside the DoWork event.
Notice how I check the CancellationPending property on each iteration - if the worker is cancelled, this
property will be true and I will have the opportunity to jump out of the loop. I set the Cancel property on the
event arguments, to signal that the process was cancelled - this value is used in the
RunWorkerCompleted event to see if the worker actually completed or if it was cancelled.
In the RunWorkerCompleted event, I simply check if the worker was cancelled or not and then update the
status label accordingly.
1.22.3.1. Summary
So to sum up, adding cancellation support to your BackgroundWorker is easy - just make sure that you set
WorkerSupportsCancellation property to true and check the CancellationPending property while
performing the work. Then, when you want to cancel the task, you just have to call the CancelAsync()
method on the worker and you're done.
1.23.1. Introduction
A quick summary of this introductory article: We'll be implementing the classic Snake game in WPF, and
the final result will look something like this:
Creating games is often the reason that a lot of, especially young, people are drawn towards learning
programming. But the question usually is: How do I get started and what do I need? Well, you need a
programming language, like C#, C++ or any of the other popular languages, and if you're fluent in your
preferred language, you don't really need anything else: Just start at the bottom by adding pixels to the
screen and at some point, you might have a working game.
However, most people would prefer a bit of help with the low-level stuff. Why add pixels to the screen
manually if there's a library or framework that can do it for you, so you can focus on building an entertaining
Now granted, WPF is not the most obvious choice when you want to create games - it's definitely a
framework that focuses mostly on creating user interfaces for business-oriented applications. But still, there
are many elements in the WPF framework that you can use to create a game, and perhaps equally
important: You get all the mechanisms to paint and control a Window in Windows.
So, if you're looking to create a simple game, WPF might actually be a fine choice. At least it will be a great
help for all the most basic aspects, like creating a Window, drawing a simple area for the game etc. If you
want to add stuff like advanced 3D graphics and fast moving objects, might need more help from another
library/framework, but it will do just fine for a simple game - for instance, a classic Snake game!
1.23.1.1. SnakeWPF
As a proof of concept, I have decided to create a WPF-based version of the extremely classical Snake
game. It will use a regular WPF Window as its game area, as well as regular WPF controls/shapes to
create the actual gameplay. The reason why I chose Snake is because it's fairly easy to implement (there's
not that much logic to code) and because it can be implemented using simple geometric figures like
squares and circles, which can be used very easily with the WPF framework. But also because it's still a
really funny game, despite it's simplistic nature!
If you don't know the Snake game, I can only assume that you never owned a Nokia cellphone during the
late 90's/early 2000's. The first version of Snake was written and demonstrated many years before that, but
it became a major hit when Nokia decided to include their own version of it on all their cellphones.
The gameplay is as simple as it is entertaining: You move a virtual snake in one direction (left, right, up
or down) in the hunt for food (sometimes an apple). When your snake hits the apple, it's consumed, your
snake grows and a new apple appears on the screen. If you hit the walls or your own snake tail, the game
ends and you have to start all over. The more apples you eat, the higher score you get but the more difficult
it will get not to hit your own tail.
There are MANY variations to the gameplay - for instance, the speed with which your snake moves will
often increase each time you eat an apple, making it harder and harder, but not all Snake implementations
will do this. Another variation is the walls - some implementations will allow you to go through the wall and
out on the opposite side, while other implementations will have the game end as soon as you hit the wall.
In our SnakeWPF, the walls are hard (the snake dies if it hits them), and the speed will increase
exponentially for each apple you eat, up to a certain point.
1.23.1.2. Summary
Over the next several articles, we'll be implementing a nice version of the classic Snake game using the
WPF framework. We'll start with the background in the next article, and in the end, we'll have our first, fully
functional WPF-based game.
<Window x:Class="WpfTutorialSamples.Games.SnakeWPFSample"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:local="clr-namespace:WpfTutorialSamples.Games"
mc:Ignorable="d"
Title="SnakeWPF - Score: 0" SizeToContent="WidthAndHeight">
<Border BorderBrush="Black" BorderThickness="5">
<Canvas Name="GameArea" ClipToBounds="True" Width="400" Height
="400">
</Canvas>
</Border>
</Window>
We use a Canvas as the actual game area, because it will allow us to add controls to it where we get full
control of the positions. We'll use that later, but for now, pay attention to the following things:
• No width/height is defined for the Window - instead, we defined it for the Canvas, because that's the
part we need to fully control. We then make sure that the Window will adjust its size accordingly by
setting the SizeToContent property to WidthAndHeight. Had we instead defined the width/height
for the Window, the available space within it would depend on how much border the Operating
System used for Windows, which could depend on themes etc.
• We set the ClipToBounds property to True for the Canvas - this is important, because otherwise
the controls we add would be able to expand beyond the boundaries of the Canvas panel
Now move to Code-behind and let's get started. First of all, we need to define a size to use when drawing
the snake, the background squares etc. It can be done in the top of your Window class:
while(doneDrawingBackground == false)
{
Rectangle rect = new Rectangle
{
Width = SnakeSquareSize,
Height = SnakeSquareSize,
Fill = nextIsOdd ? Brushes.White : Brushes.Black
};
GameArea.Children.Add(rect);
Canvas.SetTop(rect, nextY);
Canvas.SetLeft(rect, nextX);
nextIsOdd = !nextIsOdd;
nextX += SnakeSquareSize;
if(nextX >= GameArea.ActualWidth)
{
nextX = 0;
nextY += SnakeSquareSize;
rowCounter++;
nextIsOdd = (rowCounter % 2 != 0);
}
1.23.2.3. Summary
In this article, we have defined the XAML used to host all the game content, and we have "painted" a
checkerboard pattern on the game area, by adding WPF Rectangle controls in black and white to it. The
next step will be to start adding the actual snake, as well as the food it will be eating.
using System.Windows;
namespace WpfTutorialSamples.Games
{
public class SnakePart
{
public UIElement UiElement { get; set; }
This simple class will contain information about each part of the snake: Where is the element positioned in
our game area, which UIElement (a Rectangle, in our case) represents the part, and is this the head-part of
the snake or not? We'll use all of it later, but first, inside our Window class, we need to define a couple of
fields to be used in our DrawSnake() method (and later in other methods as well):
We define two SolidColorBrush'es, one for the body and one for the head. We also define a
As you can see, this method is not particularly complicated: We loop over the snakeParts List, and for each
part, we check if a UIElement has been specified for this part - if not, we create it (represented by a
Rectangle) and add it to the game area, while saving a reference to it on the UiElement property of the
SnakePart instance. Notice how we use the Position property of the SnakePart instance to position the
actual element inside the GameArea Canvas.
The trick here is of course that the actual parts of the snake will be defined elsewhere, allowing us to add
one or several parts to the snake, give them the desired position, and then have the DrawSnake() method
do the actual work for us. We'll do that as a part of the same process used to move the snake.
We have added a new enumeration, called SnakeDirection, which should be pretty self-explanatory. For
that, we have a private field to hold the actual, current direction (snakeDirection), and then we have an
integer variable to hold the desired length of the snake (snakeLength). With that in place, we're ready to
implement the MoveSnake() method. It's a bit long, so I've added inline-comments to each of the important
parts of it:
// Now add the new head part to our list of snake parts...
snakeParts.Add(new SnakePart()
{
Position = new Point(nextX, nextY),
IsHead = true
});
//... and then have it drawn!
DrawSnake();
// We'll get to this later...
//DoCollisionCheck();
}
With that in place, we now have all the logic needed to create movement for the snake. Notice how we
constantly use the SnakeSquareSize constant in all aspects of the game, from drawing the background
checkerboard pattern to creating and adding to the snake.
1.23.3.3. Summary
From the first article, we now have a background and from this article, we have the code to draw and move
The call-to-action for the movement of the snake must come from a repeating source, because the snake
should be constantly moving as long as the game is running - in WPF, we have the DispatcherTimer class
which will help us with just that. The continuous movement of the snake, using a timer, will be the subject
for the next article.
Generally speaking, in programming, a Timer is usually a mechanism that will allow for a task to be
repeated again and again, based on an interval. In other words, each time the timer "ticks", a piece of code
is executed, and the timer ticks based on the defined interval. This is exactly what we need to keep our
snake moving, so we'll add a DispatcherTimer to our Window:
With that in place, we now need to subscribe to its one and only event: The Tick event. We'll do it in the
constructor of the Window:
public SnakeWPFSample()
{
InitializeComponent();
gameTickTimer.Tick += GameTickTimer_Tick;
}
So, each time the timer ticks, the Tick event is called, which in return calls the MoveSnake() method that
we implemented previously. To finally see the result of all our hard labor and have a visual, moving snake,
we basically just have to create the initial snake parts and then start the timer. We'll create a method called
StartNewGame(), which we'll use for starting both the first game as well as any number of additional new
games when the player dies. We'll start with a very basic version of it though, and then I will expand it with
more functionality as we move along - for now, let's just get this snake moving!
First step is to add yet another set of constants, which we'll use to start the new game:
Only the first three constants are used at this point, to control size, length and start speed of the Snake.
We'll use the SnakeSpeedThreshold later, but for now, let's add a simple implementation of the
StartNewGame() method as promised:
// Go!
gameTickTimer.IsEnabled = true;
}
We start off by setting the snakeLength and snakeDirection based on initial values. Then we add a single
part to the snakeParts List (more on that later), giving it a nice start position for moving right - we'll once
again use the SnakeSquareSize constant to help calculate the proper position. With that in place, we can
draw the snake by calling the DrawSnake() method and then enable the timer, which will basically start the
movement of the snake.
We're now finally at the point where we can almost sit back and enjoy the very first version of something
that actually looks like a game - in fact, all we have to do now is to call the StartNewGame() method. This
should of course be done when the user is ready, but for now, to check that everything works, we'll simply
do it as soon as everything else is initialized - we'll once again rely on the ContentRendered event of the
Window, which we added in one of the first articles. Simply add a call to our StartNewGame() method and
we're finally ready to compile and run:
If you did everything as described, you should now be able to start the game and see the snake being
created and immediately start moving:
Notice how the snake appears from out of nothing, as a single square, and then grows to a length of three
squares. That happens because we only add one part to the snakeParts list, but each time the
MoveSnake() method is called by the timer, a new part is added (to make it grow), while only removing tail-
parts if the current length is about to exceed the desired length of the snake, which starts at 3 (decided by
the SnakeStartLength constant).
1.23.4.1. Summary
We now have a moving snake, which is really awesome! But as you can see from the animated image
above, there are still things to be done - there's no food for the snake to eat, and when the snake hits the
So now it's time to start adding some food to the game area. We'll do it by randomly adding a red circle
somewhere within the boundaries of the GameArea Canvas, but we need to make sure that we are not
placing it in one of the squares already occupied by the constantly growing snake. In other words, one of
the most important aspects of placing an apple on the game area is the code that decides the next position.
Here's the code we'll use for doing just that:
Be sure to also add this line in the top of the Window class declaration, along with the rest of the
fields/constants:
So, to quickly explain the code: We once again use the SnakeSquareSize constant to help us calculate the
next position for our food, in combination with the Random class, which will give us a random X and Y
position. Once we have it, we run through all the current snake parts and check if their position matches the
X and Y coordinates we just created - if they do, it means that we have hit an area currently occupied by
the snake and then we ask for a new position by simply calling the method again (making this a recursive
method).
With that in place, we're ready to add the code which will add the food at the newly calculated position -
we'll be doing it from a method called DrawSnakeFood(). Thanks to all the work already handled by
GetNextFoodPosition(), it's pretty simple, but first, be sure to declare the field used to save a reference to
the food, as well as the SolidColorBrush used to draw the apple, along with the other field/constant
declarations:
As promised, it's very simple - as soon as we have the position, we simply create a new Ellipse instance
and once again we use the SnakeSquareSize constant to make sure that it has the same size as the
background tiles as well as each snake part. We save a reference to the Ellipse instance in the snakeFood
field, because we need it later on.
With that in place, we really just need to call the DrawSnakeFood() method to see the result of our work.
This will be done in two situations: At the beginning of the game and when the snake "eats" the food (more
on that later). For now, let's add a call to it in our StartNewGame() method:
// Go!
gameTickTimer.IsEnabled = true;
}
That's it! If you run the game now, you should see that the snake finally has some food to chase:
1.23.5.1. Summary
In this article, we have finally added some food to the table for the snake to catch, but there's still work to
be done: We need to be able to control the snake, and we need to know when it hits something (a wall, its
own tail or the food). More on that in the next article.
Most WPF controls have events for receiving input from the mouse and keyboard. So, depending on where
you want to check the input, you can subscribe to these events for one or several controls and then perform
the magic there. However, since this is a game, we want to catch keyboard input no matter where the focus
might be, so we'll simply subscribe to the event directly on the Window.
For what we want to accomplish, the KeyUp event is a great match. So, find your XAML file for the Window
and modify the Window tag so that it includes the KeyUp event like this:
<Window x:Class="WpfTutorialSamples.Games.SnakeWPFSample"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
The first thing we do is to save a reference to the current direction that the snake is going in - we need this
to make sure that the player is not trying to do something we won't allow, like reversing back over the snake
Next up is a switch statement, where we check which key was pressed. Here we check if one of the arrow
keys (Up, Down, Left, Right) were pressed - if so, they are allowed to change the direction of the snake,
unless the change is physically impossible, as described above. Also notice that I have added a check for
the Space key: It will call the StartNewGame() method, to allow the player to choose when the game is
started, instead of just starting it automatically. It will also allow the player to start a new game when the
previous game has ended.
At the end of the method, we check if the direction has changed in comparison to the original direction - if it
has, we call the MoveSnake() method, so that the change is reflected immediately.
We previously added a call to the StartNewGame() method in the Window_ContentRendered event - you
can now remove this and instead start the game by pressing the Space key. Now lo and behold, the snake
can be controlled - it's now close to being an actual game and not just an animated snake!
1.23.6.1. Summary
In this article, we added some pretty important functionality to our SnakeWPF implementation: Control of
the snake! However, if you try to play it, you will notice that we still need one very important aspect,
because the snake is currently disappearing out of the wall boundaries and it refuses to eat the food even
when you hit it. In other words, we need to add some collision detection! More on that in the next article.
The collision detection will be performed in a method called DoCollisionCheck(), so we need to implement
that. Here's how it currently should look:
As promised, we do two checks: First we see if the current position of the snake's head matches the
position of the current piece of food. If it does, we call the EatSnakeFood() method (more on that later).
The EatSnakeFood() method is responsible for doing a couple of things, because as soon as the snake
eats the current piece of food, we need to add a new one, in a new location, as well as adjust the score, the
length of the snake and the current game speed. For the score, we need to declare a new local variable
called currentScore:
GameArea.Children.Remove(snakeFood);
DrawSnakeFood();
UpdateGameStatus();
}
• We increment the snakeLength and the currentScore variables by one to reflect the fact that the
snake just caught a piece of food.
• We adjust the Interval of gameTickTimer, using the following rule: The currentScore is multiplied
by 2 and then subtracted from the current interval (speed). This will make the speed grow
exponentially along with the length of the snake, making the game increasingly difficult. We have
previously defined a lower boundary for the speed, with the SnakeSpeedThreshold constant,
meaning that the game speed never drops below a 100 ms interval.
This method will simply update the Title property of the Window to reflect the current score and game
speed. This is an easy way of showing the current status, which can easily be extended later on if desired.
We also need a little bit of code to execute when the game should end. We'll do this from the EndGame()
method, which is currently called from the DoCollisionCheck() method. As you can see, it's currently very
simple:
Besides showing a message to the user about the unfortunate passing of our beloved snake, we simply
stop the gameTickTimer. Since this timer is what causes all things to happen in the game, as soon as it's
stopped, all movement and drawing also stops.
We're now almost ready with the first draft of a fully-functional Snake game - in fact, we just need to make
two minor adjustments. First, we need to make sure that the DoCollisionCheck() is called - this should
happen as the last action performed in the MoveSnake() method, which we implemented previously:
Now collision detection is performed as soon as the snake has moved! Now remember how I told you that
we implemented a simple variant of the StartNewGame() method? We need to expand it a bit, to make
sure that we reset the score each time the game is (re)started, as we as a couple of other things. So,
replace the StartNewGame() method with this slightly extended version:
// Reset stuff
currentScore = 0;
snakeLength = SnakeStartLength;
snakeDirection = SnakeDirection.Right;
snakeParts.Add(new SnakePart() { Position = new
Point(SnakeSquareSize * 5, SnakeSquareSize * 5) });
gameTickTimer.Interval =
TimeSpan.FromMilliseconds(SnakeStartSpeed);
// Update status
UpdateGameStatus();
// Go!
gameTickTimer.IsEnabled = true;
}
1.23.7.5. Summary
If you made it all the way through this article series: congratulations - you just built your first WPF
game!Enjoy all your hard labor by running your project, pressing the Space key and start playing - even in
this very simple implementation, Snake is a fun and addictive game!
As it looks now, with it's default Windows-style border/title bar, our implementation doesn't look much like a
game. However, we have previously needed the title bar to display score/speed information, and as a nice
bonus, we automatically got the default Windows buttons for minimizing/maximizing/closing the Window:
At this point, I would like to completely remove the default Windows title bar and instead implement our own
top status bar, which should show the current score and speed, as well as a customized close button. All of
it should match the current look of the game. Fortunately for us, this is quite easy to accomplish with WPF.
<Window x:Class="WpfTutorialSamples.Games.SnakeWPFSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-
compatibility/2006"
xmlns:local="clr-namespace:WpfTutorialSamples.Games"
mc:Ignorable="d"
Title="SnakeWPF - Score: 0" SizeToContent="WidthAndHeight"
ContentRendered="Window_ContentRendered" KeyUp="Window_KeyUp"
ResizeMode="NoResize" WindowStyle="None" Background="Black"
MouseDown="Window_MouseDown">
The changes are all in the last line. We set the ResizeMode to NoResize and the WindowStyle to None.
This will completely remove the title bar as well as any default borders around the Window - that's no
problem for us though, because the main area of our game already has a 5 px black border.
You will also notice that I have subscribed to a new event - the MouseDown event. The reason is that
since we lose the default title bar, there's no longer any way for the user to drag the game from one point of
the screen to another. Fortunately for us, it's easy to re-create this behavior, e.g. on our own, custom title
bar. However, since it doesn't look like the regular title bar, the user might be confused about where to
drag, so I decided simply to make the entire window surface draggable. So, in your Code-behind, define the
Window_MouseDown event handler like this:
With that in place, your window can be dragged around no matter where you use the mouse. The next step
is to add our custom title bar, which should display the score and speed, as well as a close button. The
inner part of the Window XAML should now look like this:
<DockPanel Background="Black">
<Grid DockPanel.Dock="Top" Name="pnlTitleBar">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<Grid.Resources>
<Style TargetType="TextBlock">
<Setter Property="FontFamily" Value="Consolas" />
<Setter Property="Foreground" Value="White" />
<Setter Property="FontSize" Value="24" />
<Setter Property="FontWeight" Value="Bold" />
</Style>
</Grid.Resources>
<WrapPanel Margin="10,0,0,0">
<TextBlock>Score:</TextBlock>
<TextBlock Name="tbStatusScore">0</TextBlock>
</WrapPanel>
<WrapPanel Grid.Column="1">
<TextBlock>Speed:</TextBlock>
<TextBlock Name="tbStatusSpeed">0</TextBlock>
</WrapPanel>
<Button Grid.Column="2" DockPanel.Dock="Right" Background
="Transparent" Foreground="White" FontWeight="Bold" FontSize="20"
BorderThickness="0" Name="btnClose" Click="BtnClose_Click" Padding
="10,0">X</Button>
</Grid>
<Border BorderBrush="Black" BorderThickness="5">
<Canvas Name="GameArea" ClipToBounds="True" Width="400" Height
="400">
</Canvas>
</Border>
</DockPanel>
I will tell you all about what we just did, but first, let's check out how the game looks now:
It looks quite a bit cooler, right? But let's discuss what we just did: As you can see, the original Border
control with the GameAreaCanvas inside of it has now been surrounded by a DockPanel. This makes it
easy for us to attach our new title bar, in the form of a Grid panel, to the top of the Window.
Also notice how easy it is to customize the Button control used for closing the window, to completely match
the rest of the look and feel of the game, simply by using the standard properties - WPF is so flexible!
1.23.8.2. Summary
In this article, we have made our SnakeWPF implementation look a lot more like a game, by removing the
standard Windows-look and applying our own custom title bar. In upcoming articles, we'll make even more
improvements!
We need quite a bit of extra code and markup for this, but let's start with the easy part - the XAML!
1.23.9.1. XAML
The first thing I would like to do, is to add a bunch of XAML to the Snake window. This will mainly consists
of 4 new containers (in this case Border controls), which will host a range of child controls to support
various situations:
• One container for displaying a welcome message when the game starts, informing about the
controls to be used etc.
• One container for displaying the high score list
• One container to display when the user has beaten one of the high scores, including a TextBox for
entering a name
• One container to display when the user dies, but hasn't made it into the high score list (replacing the
boring MessageBox we previously used)
We will add these containers to the GameArea Canvas and then simply hide them when we don't need
them. As mentioned, each container will serve a different purpose and include quite a bit of markup, but we
only use WPF controls which have already been discussed in this tutorial.
It briefly tells the user what the game is all about, how the Snake is controlled and how to start the game.
The Border, which holds all the content, is initially visible, so this will be the first thing the user meets when
the game starts. In the bottom of the screen, I've added a Button for displaying the high score list (which
we'll add in just a minute). The Click event handler will be implemented in the Code-behind later.
Now it gets a bit more complex, because I want to do this the WPF-way and use data-binding to display the
high score list instead of e.g. manually building and updating the list. But don't worry, I'll explain it all as we
move along. First, add this piece of XAML inside the GameArea Canvas, just like we did before - the
Canvas will, as mentioned, hold all our Border controls, each of them offering their own piece of
Notice how this Border is initially not displayed (Visibility = Collapsed). We use an ItemsControl (we talked
about this previously in this tutorial), with a custom ItemsSource called HighScoreListViewSource. We will
be using a CollectionViewSource to make sure that the collection we bind to is always sorted properly. We
need to define this resource in the Window XAML, so as a child to the Window tag, you should add this
piece of markup, making your Window declaration look like this:
<Window x:Class="WpfTutorialSamples.Games.SnakeWPFSample"
xmlns
="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-
<Window.Resources>
<CollectionViewSource Source="{Binding ElementName=window,
Path=HighscoreList}" x:Key="HighScoreListViewSource">
<CollectionViewSource.SortDescriptions>
Notice that I sneaked in a new reference: The xmlns:scm, used to access the SortDescription type. I also
added the x:Name property and set it to window, so that we can reference members defined on the
MainWindow class in Code-behind.
In Code-behind, we need to define the property called HighscoreList, which the ItemsSource relies on, but
we'll get to that after we're done adding the last XAML.
When the user beats an existing high score, we will display a nicely looking message about it. The XAML
looks like this, and once again, it should be added inside the GameArea Canvas:
The last part is the "Oh no, you died and you didn't make it into the high score list" screen, which we'll use
to replace the boring MessageBox which did the same thing previously. The XAML looks like this:
It informs the user about the unfortunate turn of events, displays the final score and tells the user how to
start a new game - pretty simple!
1.23.9.6. Code-behind
With all the XAML in place, we're finally ready to implement the Code-behind stuff! First, we need to
implement the event handlers we defined in the XAML. Here's the one for the "Show high score list" button:
Quite simple, as you can see - when the button is clicked, we hide the welcome message and then we
display the high score list - we'll add that now.
The other event handler we have relates to adding a new entry to the high score list, but for that, we need a
couple of other additions - first of all, the actual property for holding the high score entries:
As you can see, this is an ObservableCollection, holding the type SnakeHighscore. First, be sure to
include the namespace holding the ObservableCollection type:
using System.Collections.ObjectModel;
Quite a simple class, as you can see - it just serves as a container for the name and score of the player
who made it into the high score list.
We also need some code to load and save the list - the Save method will be called when a new entry is
added to the list, while the Load method is called when our game starts. I'll be using a simple XML file to
hold the list, which will allow us to use the built-in XmlSerializer class to automatically load and save the
list.
using System.IO;
using System.Xml.Serialization;
Be sure to call the LoadHighscoreList() method, e.g. in the constructor of the Window:
public SnakeWPFSample()
{
InitializeComponent();
gameTickTimer.Tick += GameTickTimer_Tick;
LoadHighscoreList();
}
The Save method is most relevant to call when we add a new entry - this happens in the
BtnAddToHighscoreList_Click() event handler, which should look like this:
SaveHighscoreList();
bdrNewHighscore.Visibility = Visibility.Collapsed;
bdrHighscoreList.Visibility = Visibility.Visible;
It's quite simple: We try to decide if the new entry should be added at the top of the list (a new best!) or if it
belongs further down the list. Once we have the new index, we insert a new instance of the
SnakeHighscore class, using the current score and the name entered by the player. We then remove any
unwanted entries from the bottom of the list, if the list suddenly has more items than we want
(MaxHighscoreListEntryCount). Then we save the list (SaveHighscoreList()) and hide the
bdrNewHighscore container, switching the view to the bdrHighscoreList container.
But there are still a couple of things to do. First of all, these new screens (dead message, high score list
etc.) needs to be hidden each time a new game is stared. So, the top of the StartNewGame() method,
which we implemented in a previous article, should now look like this:
The next thing we need to do is to modify the EndGame() method. Instead of just displaying the
MessageBox, we need to check if the user just made it into the high score list or not and then display the
proper message container:
The method basically checks if there's still available spots in the high score list (we define a maximum of 5
entries) or if the user just beat one of the existing scores - if so, we allow the user to add their name by
displaying the bdrNewHighscore container. If no new high score was accomplished, we display the
bdrEndOfGame container instead. Be sure to define the MaxHighscoreListEntryCount constant:
With all that in place, start the game and do your best - as soon as the game ends, you should hopefully
have made it into your brand new SnakeWPF high score list!
1.23.9.9. Summary
In this article, we made a LOT of improvements to our SnakeWPF implementation. The most obvious one
is of course the high score list, which did require quite a bit of extra markup/code, but it was totally worth it!
On top of that, we made some nice usability improvements, while once again making our project look even
more like a real game.
SystemSounds.Beep.Play();
If you need a bit more than that, you can use the MediaPlayer class to play your own audio files (e.g.
MP3). You can read all about it in this article: Playing audio with WPF. A fun little project could be to record
the sound of you taking a bite of an apple and then playing it when the snake eats an apple - it's quite easy
to accomplish!
First of all, you need to add a reference to the System.Speech assembly to your project. For specific
instructions on adding exactly this assembly to your project, please see this previous article: Speech
synthesis (making WPF talk). In the top, you'll find a detailed walk-through of how to accomplish this.
I've decided to make the Snake talk in several situations, so I will create a common SpeechSynthesizer
instance which I will re-use each time, but start by adding a reference to the System.Speech.Synthesis
namespace in the top:
using System.Speech.Synthesis;
Then declare and initialize the instance at the top of your Window:
1.23.10.2. "Yummy!"
That's all we need to make the Snake talk - but when should it talk and what should it say? I decided to
make it say "yummy" each time it eats an apple. This happens in the EatSnakeFood() method which we
implemented previously, so just add a single line in the top of it:
That's it - run the game and enjoy the "yummy" each time the snake eats an apple. Of course the text string
can be change to another word or even a sentence, if you feel like it.
Saying "yummy" is super simple, as you can see, but the SpeechSynthesizer can do a lot more than that!
To demonstrate it, I have decided to make the Snake talk about its own death and the final score of the
game - in other words, we need to add some talk to the EndGame() method. There will be quite a few lines
of extra code, because I want several sentences with different speech settings, so I've decided to
encapsulate the end-of-game-talk-code in its own method called SpeakEndOfGameInfo(). It's called at the
bottom of the EndGame() method, implemented previously in this tutorial, so just add the call at the bottom
of the method:
promptBuilder.StartStyle(new PromptStyle()
{
Emphasis = PromptEmphasis.Reduced,
Rate = PromptRate.Slow,
Volume = PromptVolume.ExtraLoud
});
promptBuilder.AppendText("oh no");
promptBuilder.AppendBreak(TimeSpan.FromMilliseconds(200));
promptBuilder.AppendText("you died");
promptBuilder.EndStyle();
if(isNewHighscore)
So that's quite a bit of code, but if you look closer, you'll see that there's a lot of the same stuff - we
basically use a PromptBuilder instance to create a longer sentence, with various pronunciation settings. At
the end, this will make the Snake say "Oh no - you died" each time you die. If you made it into the high
score list, added in one of the previous articles, it will add "New high score:", followed by the actual score.
Each part of this is spoken with appropriate settings, using PromptStyle instances - for instance, "oh no -
you died" is spoken slowly, with an increased volume. We also use the AppendBreak() method to add
natural breaks between the different parts. You can read more about these techniques in our previous
article on the speech synthesis.
1.23.10.4. Summary
Thanks to the System.Speech assembly and the SpeechSynthesizer class, our Snake has just learned to
talk! This makes the game a lot more fun, while demonstrating how cool, powerful and flexible the .NET
framework is.