If all you want is to avoid duplicating the same events of several controls you should use common events:
private void commonPBox_MouseDown(object sender, MouseEventArgs e)
{
PictureBox PB = sender as PictureBox;
if (PB == null) return; //or throw an exception
PB.DoDragDrop(PB.Image, DragDropEffects.Copy);
}
private void commonPanel_DragEnter(object sender, DragEventArgs e)
{
e.Effect = DragDropEffects.Copy;
}
private void commonPanel_DragDrop(object sender, DragEventArgs e)
{
Panel Pan = sender as Panel;
if (Pan == null) return; //or throw an exception
//Set background image of panel to selected avatar
Pan.BackgroundImage = (Image)e.Data.GetData(DataFormats.Bitmap);
}
Select the respective controls and enter the event names into the respective event name slots in the event pane of the properties tab.
Note how I cast the sender param of the event to get a types reference to the control that triggers the event. If the cast goes wrong the reference is set to null.
If you want more control and more flexibilty you may consider creating a DragAndDropcontroller class..:
static class DnDCtl
{
static List<Control> Targets = new List<Control>();
static List<Control> Sources = new List<Control>();
static public void RegisterSource(Control ctl)
{
if (!Sources.Contains(ctl) )
{
Sources.Add(ctl);
ctl.MouseDown += ctl_MouseDown;
}
}
static public void UnregisterSource(Control ctl)
{
if (Sources.Contains(ctl))
{
Sources.Remove(ctl);
}
}
static public void RegisterTarget(Control ctl)
{
if (!Targets.Contains(ctl))
{
Targets.Add(ctl);
ctl.DragEnter += ctl_DragEnter;
ctl.DragDrop += ctl_DragDrop;
ctl.AllowDrop = true;
}
}
static public void UnregisterTarget(Control ctl)
{
if (Targets.Contains(ctl))
{
Targets.Remove(ctl);
ctl.DragEnter -= ctl_DragEnter;
ctl.DragDrop -= ctl_DragDrop;
}
}
static void ctl_MouseDown(object sender, MouseEventArgs e)
{
PictureBox PB = sender as PictureBox;
if (PB != null) PB.DoDragDrop(PB.Image, DragDropEffects.Copy);
Panel Pan = sender as Panel;
if (Pan != null) Pan.DoDragDrop(Pan.BackgroundImage, DragDropEffects.Copy);
}
static void ctl_DragEnter(object sender, DragEventArgs e)
{
e.Effect = DragDropEffects.Copy;
}
static void ctl_DragDrop(object sender, DragEventArgs e)
{
Panel Pan = sender as Panel;
if (Pan != null) Pan.BackgroundImage = (Image)e.Data.GetData(DataFormats.Bitmap);
PictureBox PB = sender as PictureBox;
if (PB != null) PB.BackgroundImage = (Image)e.Data.GetData(DataFormats.Bitmap);
}
}
Notes:
- I have coded symmetric actions for
Panels and PictureBoxes to show how you can handle different controls.
- I have created but not used
Lists of sources and targets. For more complex projects you will find them useful.
- I have coded both
Register and Unregister methods. You can register after some condition and unregister when it no longer applies
- Such a Controller is good for dynamically alowing or disallowing Drag&Drop for controls, esp. when you create them dynamically.
- You could also pass around delegates to decouple the dragdrop action from the controller.
Also note that some folks sometimes do prefer to use the MouseMove event over MouseDown esp. as it won't so easily interfere with making a selection.
ListView has a dedicated event instead, ListView.ItemDrag, which obviously should be used when registering!