控件框架基础引入

This commit is contained in:
2025-10-21 23:06:06 +08:00
parent b16e8d7820
commit 5d78244ef0
10 changed files with 381 additions and 70 deletions

View File

@@ -4,8 +4,6 @@
创建日期:2025-10-18 20:58
文件用途:游戏窗口类
*/
_SYS_UI_SCENE_Instance_ <- null;
_SYS_WINDOW_LIST_ <- [];
class GameWindow extends WindowNode {
//窗口名称
@@ -13,12 +11,39 @@ class GameWindow extends WindowNode {
//是否活动窗口Flag
IsActiveFlag = false;
//标题高度
TitleH = null;
//鼠标相对位置
M_Xpos = null;
M_Ypos = null;
//移动Flag
MoveFlag = false;
//是否为独立窗口
IsIndependent = true;
//是否为顶层窗口
IsTop = false;
function _typeof() {
return "GameWindow";
}
constructor(WindowName, gX, gY, gWidth, gHeight, gTitleHeight) {
base.constructor();
//窗口名字
this.WindowName = WindowName;
//宽度
Width = gWidth;
//高度
Height = gHeight;
//标题高度
TitleH = gTitleHeight;
//X坐标
X = gX;
//Y坐标
Y = gY;
SetPos(X, Y);
}
function ResetFoucus() {
@@ -34,83 +59,71 @@ class GameWindow extends WindowNode {
SetZOrder(_SYS_WINDOW_LIST_.len());
}
function Proc(Dt) {}
//关闭窗口 -并没有销毁只是隐藏
function CloseWindow() {
this.Visible = false;
}
//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
function DestroyWindow() {
this.Visible = false;
this.DestroyFlag = true;
}
function Proc(Dt) {
base.Proc(Dt);
foreach (Window in Childrens) {
if (Window instanceof WindowNode) Window.Proc(Dt);
}
}
//鼠标事件回调
function OnMouseEvent(Type, Data) {
function OnMouseEvent(Type, Data, EventInteractiveFlag) {
if (!Visible) return;
foreach (Window in Childrens) {
if (Window instanceof WindowNode) Window.OnMouseEvent(Type, Data);
if ("OnMouseEvent" in Window) Window.OnMouseEvent(Type, Data,EventInteractiveFlag);
}
//鼠标移动事件
if (Type == UI_EVENT.MOUSEMOTION) {
if (MoveFlag) {
//左键拖动
X = B_X - (M_Xpos - Data[0]);
Y = B_Y - (M_Ypos - Data[1]);
}
}
//鼠标按下事件
else if (Type == UI_EVENT.MOUSEBUTTONDOWN) {
local IMouse = Game_Cursor.GetInstance();
//如果点击事件在窗口内
if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, X, Y, Width, Height) && !EventInteractiveFlag) {
if (IsIndependent) ResetFoucus();
//如果点下去在标题栏
if (Math.IsIntersectRect(IMouse.MouseX, IMouse.MouseY, 1, 1, X, Y, Width, TitleH)) {
MoveFlag = true;
M_Xpos = IMouse.MouseX; //原始鼠标位置数据
M_Ypos = IMouse.MouseY;
B_X = X; //原始窗口位置
B_Y = Y;
}
}
}
//鼠标弹起事件
else if (Type == UI_EVENT.MOUSEBUTTONUP) {
if (MoveFlag) {
MoveFlag = false;
M_Xpos = null;
M_Ypos = null;
B_X = null;
B_Y = null;
}
}
}
//键盘事件回调
function OnKeyEvent(Type, Data) {
function OnKeyEvent(Type, Data, EventInteractiveFlag) {
if (!Visible) return;
foreach (Window in Childrens) {
if (Window instanceof WindowNode) Window.OnKeyEvent(Type, Data);
}
}
}
/**
*
* @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
Game_Cursor.GetInstance().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);
} else if (EventType == UI_EVENT.KEYDOWN || EventType == UI_EVENT.KEYUP) {
Window.OnKeyEvent(EventType, EventData);
}
if ("OnKeyEvent" in Window) Window.OnKeyEvent(Type, Data);
}
}
}