TreeListNodeBase.Content Property
Gets or sets the node’s content.
Namespace: DevExpress.Data.TreeList
Assembly: DevExpress.Data.v25.2.dll
NuGet Package: DevExpress.Data
Declaration
Property Value
| Type | Description |
|---|---|
| Object | An object that specifies the node’s content. |
Remarks
Nodes can be specified by objects of different types. The only requirement is that these data objects should have common fields (columns).
Example
This example shows how to manually create a tree (unbound mode). It is shown how to create nodes in XAML and code.
Note
A complete sample project is available at https://github.com/DevExpress-Examples/wpf-treelist-create-unbound-tree
using System;
using System.Windows;
using DevExpress.Xpf.Grid;
namespace TreeListView_UnboundMode {
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window {
public MainWindow() {
InitializeComponent();
BuildTree();
treeListView1.ExpandAllNodes();
}
private void BuildTree() {
TreeListNode rootNode = CreateRootNode(new ProjectObject() { Name = "Project: Stanton", Executor = "Nicholas Llams" });
TreeListNode childNode = CreateChildNode(rootNode, new StageObject() { Name = "Information Gathering", Executor = "Ankie Galva" });
CreateChildNode(childNode, new TaskObject() { Name = "Design", Executor = "Reardon Felton", State = "In progress" });
}
private TreeListNode CreateRootNode(object dataObject) {
TreeListNode rootNode = new TreeListNode(dataObject);
treeListView1.Nodes.Add(rootNode);
return rootNode;
}
private TreeListNode CreateChildNode(TreeListNode parentNode, object dataObject) {
TreeListNode childNode = new TreeListNode(dataObject);
parentNode.Nodes.Add(childNode);
return childNode;
}
}
public class StageObject {
public String Name { get; set; }
public string Executor { get; set; }
}
public class ProjectObject {
public String Name { get; set; }
public string Executor { get; set; }
}
public class TaskObject {
public String Name { get; set; }
public string Executor { get; set; }
public string State { get; set; }
}
}
See Also