TTreeNode *node;
node = this->TreeView1->Items->Add(, "AAAA");
TreeView1->Items->AddChild(node, "aaa1");
TreeView1->Items->AddChild(node, "aaa2");
TreeView1->Items->AddChild(node, "aaa3"); node = this->TreeView1->Items->Add(, "BBBB");
TreeView1->Items->AddChild(node, "aaa1");
TreeView1->Items->AddChild(node, "aaa2");
TreeView1->Items->AddChild(node, "aaa3");

循环插入节点

    TTreeNode *anode;
for (int i = ; i < ; i++)
{
anode = this->TreeView1->Items->Add(, "Node" + String(i));
TreeView1->Items->AddChild(anode, "aaa1");
TreeView1->Items->AddChild(anode, "aaa2");
TreeView1->Items->AddChild(anode, "aaa3");
}

c++

/*
The following example shows how the OnCustomDrawItem event
handler draws items and lines of the tree view after the
OnCustomDraw event handler has filled in the background.
*/

void __fastcall TCustomDrawForm::TVCustomDrawItem(TCustomTreeView *Sender,
TTreeNode *Node, TCustomDrawState State, bool &DefaultDraw)
{
TRect NodeRect;
/*
If DefaultDraw it is true, any of the node's font
properties can be changed. Note also that when
DefaultDraw = True, Windows draws the buttons and
ignores our font background colors, using instead the
TreeView's Color property.
*/

if (State.Contains(cdsSelected))
{
TV->Canvas->Font->Assign(SelectedFontDialog->Font);
TV->Canvas->Brush->Color = SelBkgColorDialog->Color;
}; DefaultDraw = FDefaultDrawItem;
/*
DefaultDraw = False means you have to handle all the
item drawing yourself, including the buttons, lines,
images, and text.
*/

if (!DefaultDraw)
{
//draw the selection rect.
if (State.Contains(cdsSelected))
{
NodeRect = Node->DisplayRect(True);
TV->Canvas->FillRect(NodeRect);
};
NodeRect = Node->DisplayRect(False); if (None1->Checked)
//no bitmap, so paint in the background color.
{
TV->Canvas->Brush->Color = BkgColorDialog->Color;
TV->Canvas->Brush->Style = FBrushStyle;
TV->Canvas->FillRect(NodeRect);
}
else
//don't paint over the background bitmap.
TV->Canvas->Brush->Style = bsClear; NodeRect.Left = NodeRect.Left + (Node->Level * TV->Indent);
// NodeRect.Left now represents the left-most portion
// of the expand button
DrawButton(&NodeRect, Node); // See the CustomDraw demo NodeRect.Left = NodeRect.Left + TV->Indent + FButtonSize;
//NodeRect->Left is now the leftmost portion of the image.
DrawImage(&NodeRect, Node->ImageIndex); // See the CustomDraw demo NodeRect.Left = NodeRect.Left + ImageList->Width;
//Now we are finally in a position to draw the text. TV->Canvas->TextOut(NodeRect.Left, NodeRect.Top, Node->Text);
};
} delphi
{
The following example shows how the OnCustomDrawItem event
handler draws items and lines of the tree view after the
OnCustomDraw event handler has filled in the background.
}

procedure TCustomDrawForm.TVCustomDrawItem(Sender: TCustomTreeView; Node: TTreeNode;
State: TCustomDrawState; var DefaultDraw: Boolean);
var
NodeRect: TRect;
begin
with TV.Canvas do
begin
{
If DefaultDraw it is true, any of the node's font
properties can be changed. Note also that when
DefaultDraw = True, Windows draws the buttons and
ignores our font background colors, using instead the
TreeView's Color property.
}

if cdsSelected in State then
begin
Font.Assign(SelectedFontDialog.Font);
Brush.Color := SelBkgColorDialog.Color;
end; DefaultDraw := False; // FDefaultDrawItem;
{
DefaultDraw = False means you have to handle all the
item drawing yourself, including the buttons, lines,
images, and text.
}

if not DefaultDraw then
begin
//draw the selection rect.
if cdsSelected in State then
begin
NodeRect := Node.DisplayRect(True);
FillRect(NodeRect);
end;
NodeRect := Node.DisplayRect(False); if None1.Checked then
//no bitmap, so paint in the background color.
begin
Brush.Color := BkgColorDialog.Color;
Brush.Style := FBrushStyle;
FillRect(NodeRect)
end
else
//don't paint over the background bitmap.
Brush.Style := bsClear; NodeRect.Left := NodeRect.Left + (Node.Level * TV.Indent);
// NodeRect.Left now represents the left-most portion
// of the expand button
DrawButton(NodeRect, Node); // See the CustomDraw demo NodeRect.Left := NodeRect.Left + TV.Indent + FButtonSize;
//NodeRect.Left is now the leftmost portion of the image.
DrawImage(NodeRect, Node.ImageIndex); // See the CustomDraw demo NodeRect.Left := NodeRect.Left + ImageList.Width;
//Now we are finally in a position to draw the text. TextOut(NodeRect.Left, NodeRect.Top, Node.Text);
end;
end;
end;
												

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