The new Windows Forms (WinForms) .NET Designer needs a new SDK for authoring Custom ControlDesigners. The necessary migration of Custom ControlDesigners from .NET Framework to .NET is straight forward. Only UI-intensive design time experience, such as custom dialogs requires custom code. This blog post shows, what work is necessary to migrate WinForms ControlDesigners from .NET Framework designer model to .NET designer model.
If you ever developed in WPF, then you probably like, and in WinForms, miss a
feature, which is really useful in list binding scenarios: DataTemplates
and
DataTemplateSelectors
. Imagine, you have a list of elements as a data
source, each deriving from the same base type. For example, an
ImageItem
, which holds a path to an image on disk. And from those you derive
an PortraitImageItem
and a LandscapeImageItem
. Now, you bind this list
to a List control, which will pick as the renderer for each item a WinForms
user control based on the type of the item you want to bind. In the sample, on
binding this control will instantiate a respective user control for showing
images in portrait format, and user controls for showing images in landscape
format. By choosing the right inheritance hierarchy, even introducing a
Separator item for grouping those user controls, for example
by months, is easily possible.
This is, what this sample is about. And using this control at runtime looks like this:
DISCLAIMER: The control is a demo for the specific .NET WinForms Designer scenario. It is not something that we suggest to use in a real-live scenario. For example, it lacks a virtual rendering mode, so, it uses up a Window Handle for every element it shows. It works fine for up to 500 elements, but more than that drains the available resources too much, and a virtual mode would be necessary to show a large number of items reliably. But by all means: It's a good start point for getting engaged, and this control has certainly the potential to be extended in all different directions!
For making the TileRepeater
control work at design time in a useful way, we
need to implement proper WinForms Designer support. Especially for this control:
with the new .NET Designer which requires separate processes for the Visual
Studio .NET Framework client-based UI functionality on the one and the actual
.NET Forms and Control instantiation, management and rendering in a dedicated
Server process on the other side, authoring ControlDesigners has become a bit
tricky, when at least one of the controls needs a dedicated, custom UI. Compared
to the Framework Designer, this is a breaking change when you need to implement
custom .NET type editors, which are responsible the handle this type of UI. And
here is why:
When we want, for the example of this scenario, to show a modal Dialog, which allows the user to pick the types for the data template selection (so, which item type of the data source list to bind should result in what UserControl to render), we have to deal with the different processes: The Visual Studio Process runs in .NET Framework. But the actual control, which we are showing the custom UI for, runs in the dedicated .NET server process: If your WinForms project, which is using the control, is targeting .NET Core 3.1, then that process runs .NET Core 3.1; if you target 6.0, the Server Process runs against .NET 6.0, and so on. That is necessary, because you need and use types only the specific version of .NET, you're targeting your WinForms App against, knows about. The Visual Studio, .NET Framework-based client process is simply not able to discover nor handle those newer .NET types. It simply doesn’t know them. From that fact arises the actual challenge: Since the Control Designer’s dialogs are also running in the context of .NET Framework, it cannot simply search for the types (in our example neither both the items to bind and the resulting UserControl types) it is supposed to offer the user in that dialog. Rather, the .NET Framework part of the type editor needs to ask the .NET Process for those types, and then it uses helper transport classes to get those types cross-process back to the Framework based Visual Studio process. It can now process the user’s input and send the results back to the server process. And yes, that’s a change from the previous .NET Framework-only Control Designers, and it involves indeed some refactoring of the design time code, but only if there is an actual UI which needs to be shown on top of the UI that is presented in the context of your actual control. Here is what that means exactly:
-
If you're control requires a UI, which is based on a type-converter and therefore shown in the context of the Property grid (like Enums or dedicated items to show in a property grid’s property grid cell ComboBox), your UI will be supported by the new designer model out of the box.
-
If you're control requires a UI, which shows up as part of the control (like custom painted adorners or Action Lists) at design time, then you would need to write your control library against the WinForms Designer SDK, but you don’t need to roundtrip data to the Server process. Everything from the Developer’s perspective seems to actually be done server-side, and you can reuse most of the existing Control Designer Code. Note though, that you need to target it against the Windows Designer SDK.
-
If you have custom type editors, however, which are displaying dedicated modal dialogs, then there is some rewriting effort involved for round-tripping the required data between the two processes.
-
If you have type editors which are derived from existing type editors (like
ColorEditor
orFileNameEditor
) for editing certain types of values for existing controls in .NET Framework, then you also need the client/server approach. That said, your control designer solution most probably doesn't need to have extra communication code to exchange data between the server and the client process. As long as you do not change the type the original editor is handling, the Designer should be able to handle the necessary communication behind the covers. But: That communication is still required to happen, and the modified (inherited) editor types still need to be run in the context of Visual Studio - which at this time is either the 32-Bit Framework process (VS 2019) or the 64-bit Framework process (VS 2022). -
If you however just use the editors (which again need to be provided by the client process), a server-only Control Designer suffices. In that case though, you need to state the types as strings, and cannot use
typeof
(in C#) orGetType
(in VB). It would look something like this:
[Editor("System.Windows.Forms.Design.FileNameEditor, System.Design, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a",
"System.Drawing.Design.UITypeEditor, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a")]
public string? Filename { get; set; }
Strictly speaking, a Type Editor is a mechanism which provides a UI for an end
user to collect one or more data entries for a certain type via some data entry
devices. The simplest one: A string editor for a control's property of type
string
, whose value is typed in through the keyboard.
-
The property grid allows you enter an arbitrary text for a property of type string. You type in the text in the editable cell, and then that content gets assigned to that string property at design time. The next time you hit the save button in Visual Studio, the CodeDOM serializer re-generates the method
InitializeComponent
for the document (Form, UserControl) you are editing, and with it generate an assignment code line, which assigned the text you just types in to that respective property. -
But! Not all properties are of type string. So, for most of the cases, a type converter will extend the functionality of the inbuilt string editor by providing a mechanism to convert the characters you types to the actual type's value. The characters 'T','r','u','e' for example are converted to the value
true
for a boolean type. So, if you have a custom type, and there is a way to easy convert its value to a string representation and vice versa, then, you're good! You cam just provide the type converter, and the whole round trip from the property grid in VS (in the Framework process) to the actual object in the .NET Server process is just happening behind the covers. You don't even need to compile against the SDK NuGets to make this happen. (The sample has an implementation of a type converter in the file SimpleTileRepeater.TileContentConverter.cs.) -
But! Not for all properties is there a meaningful way to convert to its native value based on a string. Take DataBinding for example. The value, which we need to collect from the user, and which needs to be CodeDom-serialized in
InitializeComponent
, makes no sense to convert from a simple string representation. (Well, that would work, but then you could code the resulting and required line of code by yourself to begin with.)
this._imageLoaderComponent.DataBindings.Add(
new System.Windows.Forms.Binding(
"ImageFilename", this._genericPictureItemBindingSource, "Filename", true));
It's more important here to provide a Type Editor with a rich UI. That type editor then offers the user options to select from, like the Control's property to bind to, the data source object, and then of course the property of that object data source. That editor then returns an object instance, which the CodeDom-serializer then serialized in a way, that by running the assignment code it becomes reconstructed into the same object, the type editor originally had constructed it based on the user's input in the dialog at design time.
We already discussed, that different Controls might need different kind of UIs.
When you use only stock editors, you just need your Control Designer to provide
custom Adorner painting, Action Lists or custom CodeDOM serializers, a
Server-only version for the Designer will do, and that is pretty much the way,
you developed in .NET Framework. Only if your Control or your Control Library
needs custom UI Type Editors, then you need a Client/Server-solution for your
Control library. That is the reason, the sample app contains two versions of the
control: One Control plus its Designer, which is the somewhat simplified version
of the sample, and which just comes with a custom type converter for assigning
just one TileContent
user control as the renderer for each item. This one is
called SimpleTileRepeater
. It just needs its Control Designer code next to the
actual Control’s implementation in one assembly/project, and from the
developer's perspective, everything needed at design times just happens in the
server-process.
The second Control is the actual full blown TileRepeater
control and has
next to everything the SimpleTileRepeater
has, but also the UI for the
Collection Editor, which allows the user to make a whole list of TypeAssignments
.
And then, the UI for doing one of the assignments of that list of course is
again a dedicated Type Editor, which needs to be implemented in the way just
described. These type of control designer UIs require the most work.
We already have discussed how different requirements for your Control Designers will lead to different solutions which you will need to setup for your Control Library. The easiest way is a Control Library which include one or more control designers for the controls is the one which doesn't need a dedicated Type Editor.
Here are the necessary steps for a Server-only control library:
- If you have not yet a project for your control library, add a .NET class library to your solution, and target at least .NET 3.1.
- Place your custom controls in that project.
- If your controls need more than custom type converters, add the WinForms SDK Nuget to the project.
<ItemGroup>
<PackageReference Include="Microsoft.WinForms.Designer.SDK"
Version="1.1.0-prerelease-preview3.22076.5" />
</ItemGroup>
With this reference you make sure, that the types which control a control's Designer are not provided by the .NET runtime, but rather by the Visual Studio .NET _Designer. The SDK does not provide those classes and methods, but rather just the references to those. Once your Control Designer runs then in the context of the Visual Studio OOP Designer, its types and methods are used. Here is one example:
Now, while the runtime (Framework as well as .NET) provides an ActionList
implementation, in the context of Visual Studio and the OOP Designer, that
original implementation wouldn't work, since they are designed only for
in-process scenarios. So, the SDK principally reroutes all the relevant types to
the OOP Designer, so that its types can be used rather than those of the
respective Runtimes. With that, the Designer can handle the communication behind
the covers, where it's necessary. So, as for this example: Although it seems
that the action list is rendered in the server process, since its derived type
is defined in a (the) .NET process/assembly, the action list itself is still
shown in the context of Visual Studio: Which in the case of Visual Studio 2022
is the 64-Bit Framework process. All the necessary communication between the
(server-side running) custom ActionList derivative and the client is handled by
the Designer behind the covers.
Please note: To make this demo compile, you need to add the output of the package project, which gets build into the folder,
NetControlDesigners\src\TileRepeater\NuGet\BuildOut
as a package source: