Merge pull request '控件框架基础引入' (#3) from Lenheart into master
Reviewed-on: http://49.234.27.222:3000/Lenheart/DNF_DEV_SQR/pulls/3
This commit is contained in:
@@ -17,12 +17,17 @@ UI/ObjectClass/BaseNode.nut
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UI/ObjectClass/Actor.nut
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UI/ObjectClass/WindowNode.nut
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UI/ObjectClass/GameWindow.nut
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UI/ObjectClass/GameWidget.nut
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UI/ObjectClass/Sprite.nut
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UI/Windows/Widget/BaseWidget.nut
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UI/Windows/System/Cursor.nut
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UI/Windows/System/NotiBox.nut
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UI/Windows/HUD/Window_hud.nut
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UI/MainUI.nut
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@@ -15,6 +15,10 @@ function _MainUI_Enter_(UI_Scene) {
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local TestWindow = sq_CreaterWindowInstance("HUD窗口", Window_hud, 0, 0, 1280, 720, 0);
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TestWindow.ResetFoucus();
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local Test1 = sq_CreaterWindowInstance("测试窗口", Window_NotiBox, 150, 150, 364, 356, 20);
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Test1.ResetFoucus();
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}
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//主界面UI事件回调
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function _MainUI_HandleEvents_(EventType, EventData) {
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@@ -43,4 +43,17 @@ class Actor extends BaseNode {
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sq_SetPos(this.C_Object, Value, vargv[0]);
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}
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}
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function GetSize(){
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}
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function SetVisible(Flag) {
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sq_SetVisible(this.C_Object, Flag);
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}
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function GetWorldPos(){
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return sq_GetWorldPos(this.C_Object);
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}
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}
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80
UI/ObjectClass/GameWidget.nut
Normal file
80
UI/ObjectClass/GameWidget.nut
Normal file
@@ -0,0 +1,80 @@
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/*
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文件名:GameWidget.nut
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路径:UI/ObjectClass/GameWidget.nut
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创建日期:2025-10-21 22:05
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文件用途:
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*/
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class GameWidget extends WindowNode {
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//组件ID
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ObjectId = null;
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//本地坐标
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Localtion_X = 0;
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Localtion_Y = 0;
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//是否按下
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isLBDown = false;
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//是否悬停
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isInRect = false;
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//点击事件
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OnClick = null;
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//点击音效
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ClickSound = null;
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//悬停音效
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HoverSound = null;
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HoverSoundFlag = false;
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constructor(x, y, width, height) {
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this.Localtion_X = x;
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this.Localtion_Y = y;
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this.Width = width;
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this.Height = height;
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this.X = x;
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this.Y = y;
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ObjectId = clock();
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base.constructor();
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SetPos(x, y);
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}
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function OnMouseEvent(Type, Data, EventInteractiveFlag) {
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if (!Visible) return;
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//鼠标移动事件
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if (Type == UI_EVENT.MOUSEMOTION) {
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local Pos = GetWorldPos();
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if (Math.IsIntersectRect(Data[0], Data[1], 1, 1, Pos.x, Pos.y, Width, Height)) {
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//如果有配置悬停音效
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if (HoverSound && !HoverSoundFlag) {
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HoverSoundFlag = true;
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//TODO 音效系统
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// Sq_PlaySoundEffect(HoverSound);
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}
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isInRect = true;
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} else {
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HoverSoundFlag = false;
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isInRect = false;
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}
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} else if (Type == UI_EVENT.MOUSEBUTTONDOWN) {
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local IMouse = Game_Cursor.GetInstance();
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local Pos = GetWorldPos();
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if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, Pos.x, Pos.y, Width, Height)) {
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isLBDown = true;
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}
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} else if (Type == UI_EVENT.MOUSEBUTTONUP) {
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local IMouse = Game_Cursor.GetInstance();
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local Pos = GetWorldPos();
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if (isLBDown && Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, Pos.x, Pos.y, Width, Height)) {
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if (OnClick) this.OnClick(this);
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if (ClickSound) {
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//TODO 音效系统
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// Sq_PlaySoundEffect(ClickSound);
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}
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}
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isLBDown = false;
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}
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foreach (Window in Childrens) {
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if (Window instanceof WindowNode) Window.OnMouseEvent(Type, Data);
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}
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}
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}
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@@ -4,8 +4,6 @@
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创建日期:2025-10-18 20:58
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文件用途:游戏窗口类
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*/
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_SYS_UI_SCENE_Instance_ <- null;
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_SYS_WINDOW_LIST_ <- [];
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class GameWindow extends WindowNode {
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//窗口名称
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@@ -13,12 +11,39 @@ class GameWindow extends WindowNode {
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//是否活动窗口Flag
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IsActiveFlag = false;
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//标题高度
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TitleH = null;
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//鼠标相对位置
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M_Xpos = null;
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M_Ypos = null;
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//移动Flag
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MoveFlag = false;
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//是否为独立窗口
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IsIndependent = true;
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//是否为顶层窗口
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IsTop = false;
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function _typeof() {
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return "GameWindow";
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}
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constructor(WindowName, gX, gY, gWidth, gHeight, gTitleHeight) {
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base.constructor();
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//窗口名字
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this.WindowName = WindowName;
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//宽度
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Width = gWidth;
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//高度
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Height = gHeight;
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//标题高度
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TitleH = gTitleHeight;
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//X坐标
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X = gX;
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//Y坐标
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Y = gY;
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SetPos(X, Y);
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}
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function ResetFoucus() {
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@@ -34,83 +59,71 @@ class GameWindow extends WindowNode {
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SetZOrder(_SYS_WINDOW_LIST_.len());
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}
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function Proc(Dt) {}
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//关闭窗口 -并没有销毁只是隐藏
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function CloseWindow() {
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this.Visible = false;
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}
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//销毁全局UI中的窗口 子窗口只要父窗口被销毁就会被销毁
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function DestroyWindow() {
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this.Visible = false;
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this.DestroyFlag = true;
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}
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function Proc(Dt) {
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base.Proc(Dt);
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foreach (Window in Childrens) {
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if (Window instanceof WindowNode) Window.Proc(Dt);
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}
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}
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//鼠标事件回调
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function OnMouseEvent(Type, Data) {
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function OnMouseEvent(Type, Data, EventInteractiveFlag) {
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if (!Visible) return;
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foreach (Window in Childrens) {
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if (Window instanceof WindowNode) Window.OnMouseEvent(Type, Data);
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if ("OnMouseEvent" in Window) Window.OnMouseEvent(Type, Data,EventInteractiveFlag);
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}
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//鼠标移动事件
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if (Type == UI_EVENT.MOUSEMOTION) {
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if (MoveFlag) {
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//左键拖动
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X = B_X - (M_Xpos - Data[0]);
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Y = B_Y - (M_Ypos - Data[1]);
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}
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}
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//鼠标按下事件
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else if (Type == UI_EVENT.MOUSEBUTTONDOWN) {
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local IMouse = Game_Cursor.GetInstance();
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//如果点击事件在窗口内
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if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, X, Y, Width, Height) && !EventInteractiveFlag) {
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if (IsIndependent) ResetFoucus();
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//如果点下去在标题栏
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if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, X, Y, Width, TitleH)) {
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MoveFlag = true;
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M_Xpos = IMouse.MouseX; //原始鼠标位置数据
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M_Ypos = IMouse.MouseY;
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B_X = X; //原始窗口位置
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B_Y = Y;
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}
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}
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}
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//鼠标弹起事件
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else if (Type == UI_EVENT.MOUSEBUTTONUP) {
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if (MoveFlag) {
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MoveFlag = false;
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M_Xpos = null;
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M_Ypos = null;
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B_X = null;
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B_Y = null;
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}
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}
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}
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//键盘事件回调
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function OnKeyEvent(Type, Data) {
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function OnKeyEvent(Type, Data, EventInteractiveFlag) {
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if (!Visible) return;
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foreach (Window in Childrens) {
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if (Window instanceof WindowNode) Window.OnKeyEvent(Type, Data);
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}
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}
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}
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/**
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*
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* @function
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* @param {any} WindowName
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* @param {GameWindow} WindowClass
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* @returns {any}
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*/
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function sq_CreaterWindowInstance(WindowName, WindowClass, gX, gY, gWidth, gHeight, gTitleHeight) {
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foreach (idx, val in _SYS_WINDOW_LIST_) {
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if (val.WindowName == WindowName) return val;
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}
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local NewWindow = WindowClass(WindowName, gX, gY, gWidth, gHeight, gTitleHeight);
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getroottable()._SYS_WINDOW_LIST_.push(NewWindow);
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return NewWindow;
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}
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/**
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*
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* @function
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* @param {float} Dt
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* @returns {void}
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*/
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function _Global_Windows_Logic_(Dt) {
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if (_SYS_UI_SCENE_Instance_) {
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for (local i = 0; i < _SYS_WINDOW_LIST_.len(); i++) {
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local Window = _SYS_WINDOW_LIST_[i];
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//如果窗口不可见并且 处于演出状态
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if (!Window.Visible && Window.PerformanceState) {
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Window.PerformanceState = false;
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_SYS_UI_SCENE_Instance_.RemoveChild(Window);
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if (Window.DestroyFlag) {
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_SYS_WINDOW_LIST_.remove(i);
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i--;
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}
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} else if (Window.Visible && !Window.PerformanceState) {
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_SYS_UI_SCENE_Instance_.AddChild(Window);
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||||
Window.PerformanceState = true;
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}
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//无论窗口是否显示都需要调用Proc
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Window.Proc(Dt);
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}
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}
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}
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function _Global_Windows_Events_(EventType, EventData) {
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//先传递鼠标事件
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Game_Cursor.GetInstance().Event(EventType, EventData);
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||||
//事件是否被响应Flag
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||||
local EventInteractiveFlag = false;
|
||||
for (local i = _SYS_WINDOW_LIST_.len() - 1; i > -1; i--) {
|
||||
local Window = _SYS_WINDOW_LIST_[i];
|
||||
if (Window.Visible) {
|
||||
if (EventType == UI_EVENT.MOUSEMOTION || EventType == UI_EVENT.MOUSEBUTTONDOWN || EventType == UI_EVENT.MOUSEBUTTONUP) {
|
||||
Window.OnMouseEvent(EventType, EventData);
|
||||
} else if (EventType == UI_EVENT.KEYDOWN || EventType == UI_EVENT.KEYUP) {
|
||||
Window.OnKeyEvent(EventType, EventData);
|
||||
}
|
||||
if ("OnKeyEvent" in Window) Window.OnKeyEvent(Type, Data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
创建日期:2025-10-18 20:54
|
||||
文件用途:窗口节点类
|
||||
*/
|
||||
_SYS_UI_SCENE_Instance_ <- null;
|
||||
_SYS_WINDOW_LIST_ <- [];
|
||||
class WindowNode extends Actor {
|
||||
//演出状态
|
||||
PerformanceState = false;
|
||||
@@ -20,6 +22,13 @@ class WindowNode extends Actor {
|
||||
//销毁Flag
|
||||
DestroyFlag = false;
|
||||
|
||||
//X坐标
|
||||
X = null;
|
||||
B_X = null;
|
||||
//Y坐标
|
||||
Y = null;
|
||||
B_Y = null;
|
||||
|
||||
function _typeof() {
|
||||
return "WindowNode";
|
||||
}
|
||||
@@ -33,10 +42,85 @@ class WindowNode extends Actor {
|
||||
|
||||
function SetVisible(Flag) {
|
||||
Visible = Flag;
|
||||
base.SetVisible(Flag);
|
||||
}
|
||||
|
||||
function AddChild(Act) {
|
||||
if (!(Act instanceof WindowNode)) base.AddChild(Act);
|
||||
base.AddChild(Act);
|
||||
Childrens.push(Act);
|
||||
}
|
||||
|
||||
function Proc(Dt){
|
||||
if (UpdateFunc != null) this.UpdateFunc(Dt);
|
||||
SetPos(X, Y);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* @function
|
||||
* @param {any} WindowName
|
||||
* @param {GameWindow} WindowClass
|
||||
* @returns {any}
|
||||
*/
|
||||
function sq_CreaterWindowInstance(WindowName, WindowClass, gX, gY, gWidth, gHeight, gTitleHeight) {
|
||||
foreach (idx, val in _SYS_WINDOW_LIST_) {
|
||||
if (val.WindowName == WindowName) {
|
||||
return val;
|
||||
}
|
||||
}
|
||||
|
||||
local NewWindow = WindowClass(WindowName, gX, gY, gWidth, gHeight, gTitleHeight);
|
||||
getroottable()._SYS_WINDOW_LIST_.push(NewWindow);
|
||||
return NewWindow;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @function
|
||||
* @param {float} Dt
|
||||
* @returns {void}
|
||||
*/
|
||||
function _Global_Windows_Logic_(Dt) {
|
||||
if (_SYS_UI_SCENE_Instance_) {
|
||||
for (local i = 0; i < _SYS_WINDOW_LIST_.len(); i++) {
|
||||
local Window = _SYS_WINDOW_LIST_[i];
|
||||
//如果窗口不可见并且 处于演出状态
|
||||
if (!Window.Visible && Window.PerformanceState) {
|
||||
Window.PerformanceState = false;
|
||||
_SYS_UI_SCENE_Instance_.RemoveChild(Window);
|
||||
if (Window.DestroyFlag) {
|
||||
_SYS_WINDOW_LIST_.remove(i);
|
||||
i--;
|
||||
}
|
||||
} else if (Window.Visible && !Window.PerformanceState) {
|
||||
_SYS_UI_SCENE_Instance_.AddChild(Window);
|
||||
Window.PerformanceState = true;
|
||||
}
|
||||
//无论窗口是否显示都需要调用Proc
|
||||
Window.Proc(Dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function _Global_Windows_Events_(EventType, EventData) {
|
||||
//先传递鼠标事件
|
||||
local IMouse = Game_Cursor.GetInstance();
|
||||
IMouse.Event(EventType, EventData);
|
||||
//事件是否被响应Flag
|
||||
local EventInteractiveFlag = false;
|
||||
for (local i = _SYS_WINDOW_LIST_.len() - 1; i > -1; i--) {
|
||||
local Window = _SYS_WINDOW_LIST_[i];
|
||||
if (Window.Visible) {
|
||||
if (EventType == UI_EVENT.MOUSEMOTION || EventType == UI_EVENT.MOUSEBUTTONDOWN || EventType == UI_EVENT.MOUSEBUTTONUP) {
|
||||
Window.OnMouseEvent(EventType, EventData, EventInteractiveFlag);
|
||||
} else if (EventType == UI_EVENT.KEYDOWN || EventType == UI_EVENT.KEYUP) {
|
||||
Window.OnKeyEvent(EventType, EventData, EventInteractiveFlag);
|
||||
}
|
||||
if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, Window.X, Window.Y, Window.Width, Window.Height)) {
|
||||
EventInteractiveFlag = Window;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
25
UI/Windows/System/NotiBox.nut
Normal file
25
UI/Windows/System/NotiBox.nut
Normal file
@@ -0,0 +1,25 @@
|
||||
/*
|
||||
文件名:NotiBox.nut
|
||||
路径:UI/Windows/System/NotiBox.nut
|
||||
创建日期:2025-10-21 21:50
|
||||
文件用途:
|
||||
*/
|
||||
|
||||
class Window_NotiBox extends GameWindow {
|
||||
constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight) {
|
||||
base.constructor(Name, gX, gY, gWidth, gHeight, gTitleHeight);
|
||||
|
||||
InitSprite();
|
||||
InitButton();
|
||||
}
|
||||
|
||||
function InitSprite() {
|
||||
local Sp = Sprite("sprite/hud/newantonui.img", 0);
|
||||
AddChild(Sp);
|
||||
}
|
||||
|
||||
function InitButton() {
|
||||
local Btn = GameWidget_BaseButton(40, 40, 56, 24, "sprite/interface/lenheartwindowcommon.img", 12);
|
||||
AddChild(Btn);
|
||||
}
|
||||
}
|
||||
78
UI/Windows/Widget/BaseWidget.nut
Normal file
78
UI/Windows/Widget/BaseWidget.nut
Normal file
@@ -0,0 +1,78 @@
|
||||
/*
|
||||
文件名:BaseWidget.nut
|
||||
路径:UI/Windows/Widget/BaseWidget.nut
|
||||
创建日期:2025-10-21 22:29
|
||||
文件用途:基础控件
|
||||
*/
|
||||
|
||||
class GameWidget_BaseButton extends GameWidget {
|
||||
//按钮状态
|
||||
ButtonState = 0;
|
||||
//Img路径
|
||||
Path = null;
|
||||
//Img索引
|
||||
Idx = null;
|
||||
|
||||
//帧集合
|
||||
FrameList = null;
|
||||
//精灵状态
|
||||
SpriteState = -1;
|
||||
|
||||
//按下时的模拟偏移
|
||||
DownSimulateOffset = true;
|
||||
|
||||
constructor(X, Y, W, H, Path, Idx) {
|
||||
this.Path = Path;
|
||||
this.Idx = Idx;
|
||||
base.constructor(X, Y, W, H);
|
||||
|
||||
FrameList = [];
|
||||
|
||||
//构造4个精灵
|
||||
for (local i = 0; i < 4; i++) {
|
||||
local Buffer = Sprite(this.Path, this.Idx + i);
|
||||
Buffer.SetVisible(false);
|
||||
FrameList.push(Buffer);
|
||||
AddChild(Buffer);
|
||||
}
|
||||
}
|
||||
|
||||
function ChangeFrame() {
|
||||
//状态更改 刷新精灵帧
|
||||
if (ButtonState != SpriteState) {
|
||||
//按下时模拟偏移的Flag 如果按下 调整Y坐标向下一个单位
|
||||
if (DownSimulateOffset) {
|
||||
if (ButtonState == 2) {
|
||||
Y += 1;
|
||||
SetPos(X, Y);
|
||||
} else if (SpriteState == 2) {
|
||||
Y -= 1;
|
||||
SetPos(X, Y);
|
||||
}
|
||||
}
|
||||
if (SpriteState != -1) FrameList[SpriteState].SetVisible(false);
|
||||
SpriteState = ButtonState;
|
||||
FrameList[SpriteState].SetVisible(true);
|
||||
}
|
||||
}
|
||||
|
||||
function Proc(Dt) {
|
||||
//不可用
|
||||
if (ButtonState == 3) {
|
||||
} else {
|
||||
//按下
|
||||
if (isLBDown) {
|
||||
ButtonState = 2;
|
||||
}
|
||||
//悬停
|
||||
else if (isInRect) {
|
||||
ButtonState = 1;
|
||||
}
|
||||
//普通
|
||||
else {
|
||||
ButtonState = 0;
|
||||
}
|
||||
}
|
||||
ChangeFrame();
|
||||
}
|
||||
}
|
||||
@@ -64,5 +64,11 @@
|
||||
},
|
||||
"UI/Windows/System/Cursor.nut": {
|
||||
"description": "鼠标"
|
||||
},
|
||||
"UI/Windows/Widget": {
|
||||
"description": "控件"
|
||||
},
|
||||
"UI/Windows/Widget/BaseWidget.nut": {
|
||||
"description": "基础控件"
|
||||
}
|
||||
}
|
||||
@@ -110,3 +110,6 @@ function sq_SetScale(a,...){}
|
||||
*/
|
||||
function pow(a,b){}
|
||||
|
||||
|
||||
function sq_GetWorldPos(a){}
|
||||
function sq_SetVisible(a,b){}
|
||||
Reference in New Issue
Block a user