Lays out children in a grid formation.

RowCount and ColumnCount properties

If what you need is a certain number of equally sized rows and/or columns, you can use the RowCount and ColumnCount properties.

<Grid RowCount="4" ColumnCount="2"/>

By default, elements in the grid are placed in the order they appear in UX, from left to right, top to bottom. However, you can explicitly specify per element which grid cell they should be placed in using the Row and Column properties.

<Grid RowCount="1" ColumnCount="2">
    <Rectangle Row="0" Column="1" Color="Red"/>
    <Rectangle Row="0" Column="0" Color="Blue"/>

If you want an element to occupy multiple rows or columns, you can use the RowSpan and ColumnSpan properties.

<Grid RowCount="2" ColumnCount="2">
    <Rectangle ColumnSpan="2" RowSpan="2" Color="Red"/>

Rows and Columns properties

More fine grained control of how the rows and column sizes are calculated can be achieved with the Rows and Columns properties. These properties accept a comma separated list of grid sizes which can take on a few different forms. The values can either be absolute, relative or automatic.

Example of a Grid with 3 rows of size 10, 10 and 50 points, and 3 columns, the first each occupy 20% of the available space and the last one occupies 60%.

<Grid Rows="10,10,50" Columns="1*,1*,3*"/>

The proportional column sizes here are calculated by first summing all the values (1+1+3 = 5). Then we divide our value by the total (1/5 = 20%, 1/5 = 20%, 3/5 = 60%).

Note that proportional sizes only make sense if the grid is expanding to fill the parent panel, or has a fixed size. If it is shrinking to fit it's contents the proportional rows/columns will have zero size.

The following Grid has 2 rows where the first row gets the height of the tallest element in that row, and the second row takes up any remaining space:

<Grid Rows="auto,1*" />


Fuse.Controls.Panels 1.11.2

Interface of Grid

ColumnCount : int ux

If specified, children will be distributed into the given number of columns, of equal width.

Columns : string ux

The sizes of the columns of the grid as a comma-separated list.

RowCount : int ux

If specified, children will be distributed into the given number of rows, of equal height.

Rows : string ux

The sizes of the rows of the grid as a comma-separated list of grid sizes.

SetColumn(Element, int) uno

The index of the column the element occupies while in a Grid. If not set, the grid will place the element in a cell according to its position in the child list.

SetRow(Element, int) uno

The index of the row the element occupies while in a Grid. If not set, the grid will place the element in a cell according to its position in the child list.

Inherited from Panel

Color : float4 ux

The background color of the panel. This property is a shortcut for setting the Background property to a SolidColor brush. Supports being set using a float4 notation, or hexadecimal values(f.ex #FF00AA)

IsFrozen : bool ux

When true the panel is in a frozen state. This means: - layout of the children is blocked - child invalidation does not invalidate this panel - the visual drawing is captured once and used for all future drawing

Inherited from LayoutControl

Inherited from Control

Inherited from Element

ActualPosition : float2 uno

The position of the element, the position of its top-left corner to the top-left corner in the parent.

Anchor : Size2 ux

A point within the element to treat as its "epicenter".

Aspect : float ux

The aspect ratio that an element must fulfill in layout.

Offset : Size2 ux

Offets the position of the element after all other layout has been applied.

Inherited from Visual

bringIntoView() js

Requests that this visual be brought into the visible are of the screen. Typically a containing ScrollView will scroll to ensure it is visible.

Children : IList of Node ux

The children of the visual. All nodes placed inside the visual in UX markup are assigned to this list. The order of Visuals this list determines the order of layout. The Z-order of the children is by default equal to this order, but can be manipulated separately using methods like BringToFront and SendToBack.

InvalidateVisual uno

Indicates the visual for this node has changed. This allows the root-level node to know that it must draw, and any caching that it must invalidate the cache for this node.

InvalidateVisualComposition uno

Indicates the composition of the visual has changed, but that the visual drawing itself is still valid (for example a position change).

IsEnabled : bool ux

Whether this node is currently interactable. Disabled visuals do not receive input focus. However, they can still be visible and block hit test for underlaying objects.

IsLocalVisible : bool uno

Returns whether this visual is visible without concern for whether an ancestor visual is hidden or collapsed.

IsVisible : bool uno

Returns whether this visual is currently visible. Will return false if any of the ancestor visuals are hidden or collapsed. This property can not be used to check whether a visual is hidden because it is occluded by another visual, or is outside the view but otherwise visible.

Parameter : string ux

The parameter data for this visual, encoded as JSON, provided by a router if this visual represents a navigation page.

SnapToPixels : bool ux

Whether to snap the result of layout of this visual to physical device pixels.

ZOffset : float ux

Specifies a Z-Offset, visuals with higher values are in front of other visuals.

Inherited from Node

ContextParent : Node uno

The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.

FindNodeByName(Selector, Predicate<Node> (Node)) : Node uno

Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.

IsRootingStarted : bool uno

Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.

Name : Selector ux

Run-time name of the node. This property is automatically set using the ux:Name attribute.

OnRooted uno

If you override OnRooted you must call base.OnRooted() first in your derived class. No other processing should happen first, otherwise you might end up in an undefined state.

Inherited from PropertyObject

Inherited from object

Attached UX Attributes

Items (attached by Each) : object ux

The item collection that will be used to populate this visual.

MatchKey (attached by Each) : string ux

Shorthand for setting the MatchKey property on the implicit Each created when using the Items attached property.

GlobalKey (attached by Resource) : string ux

The ux:Global attribute creates a global resource that is accessible everywhere in UX markup.

Implemented Interfaces

IScriptObject uno

Interface for objects that can have a script engine representation