照例列出WidgetManager的全部家當:
mDelegates 用來存儲parse XML的delegate
重頭在於
mFactoryList obsolete
mVectorIUnlinkWidget
mUnlinkWidgets
這裏只是大戰前的猜測:
mFactoryList 中存放的是IWidgetFactory
重點分析:
引入代碼:
這種模式在MyGUI中應該是過時的:
因爲關於IWidgetFactory的操作都是
//TODO正如FactoryManager中提到的Manager類之溝通與子類的協調者,
負責employer之間的註冊於與離退,
對於:mUnlinkWidgets 註冊,
void WidgetManager::addWidgetToUnlink(Widget* _widget)
{
if (_widget) mUnlinkWidgets.push_back(_widget);
}
離退:
void WidgetManager::unlinkFromUnlinkers(Widget* _widget)
{
for (VectorIUnlinkWidget::iterator iter = mVectorIUnlinkWidget.begin(); iter!=mVectorIUnlinkWidget.end(); ++iter)
{
(*iter)->_unlinkWidget(_widget);
}
// вызывать последним, обнулится
removeWidgetFromUnlink(_widget);
}
void WidgetManager::removeWidgetFromUnlink(Widget*& _widget)
{
VectorWidgetPtr::iterator iter = std::find(mUnlinkWidgets.begin(), mUnlinkWidgets.end(), _widget);
if (iter != mUnlinkWidgets.end())
{
(*iter) = mUnlinkWidgets.back();
mUnlinkWidgets.pop_back();
}
else
{
_widget = nullptr;
}
}
對於:mVectorIUnlinkWidget
這個有點兒複雜,是說,對於Widget向每個IUnlinkWidget manager 註冊的控件而言,
Widget Manager 使得其退註冊。
void WidgetManager::registerUnlinker(IUnlinkWidget * _unlink)
{
unregisterUnlinker(_unlink);
mVectorIUnlinkWidget.push_back(_unlink);
}
unregisterUnlinker
void WidgetManager::unregisterUnlinker(IUnlinkWidget * _unlink)
{
for (size_t pos=0; pos<mVectorIUnlinkWidget.size(); pos++)
{
if (mVectorIUnlinkWidget[pos] == _unlink)
{
mVectorIUnlinkWidget[pos] = mVectorIUnlinkWidget[mVectorIUnlinkWidget.size()-1];
mVectorIUnlinkWidget.pop_back();
break;
}
}
}
離退:
createWidget 創建Widget分兩步:
1)通過FacotryManager 創建Widget
2)然後再初始化:
_style, _coord, _align, skin, _parent, _cropeedParent, _creator, _name
返回 widget
Widget* WidgetManager::createWidget(WidgetStyle _style, const std::string& _type, const std::string& _skin, const IntCoord& _coord, Align _align, Widget* _parent, ICroppedRectangle * _cropeedParent, IWidgetCreator * _creator, const std::string& _name)
{
IObject* object = FactoryManager::getInstance().createObject("Widget", _type);
if (object != nullptr)
{
Widget* widget = object->castType<Widget>();
ResourceSkin* skin = SkinManager::getInstance().getByName(_skin);
widget->_initialise(_style, _coord, _align, skin, _parent, _cropeedParent, _creator, _name);
return widget;
}
// старый вариант создания這句的意思是Obsolete
for (SetWidgetFactory::iterator factory = mFactoryList.begin(); factory != mFactoryList.end(); ++factory)
{
if ((*factory)->getTypeName() == _type)
{
Widget* widget = (*factory)->createWidget(_style, _skin, _coord, _align, _parent, _cropeedParent, _creator, _name);
return widget;
}
}
MYGUI_EXCEPT("factory '" << _type << "' not found");
return nullptr;
}
根據以上三點分析:
Widget 至少完成三種職能:
1,被調用來創建Widget 並對其初始化, skin之類的操作
2,被其他Manager(//TODO 在後續拔出後幕)所調用
來註冊,Widget 和 IUnlinkWidget(對於每個manager 而言)
對於Initialize
void WidgetManager::initialise()
{
MYGUI_ASSERT(!mIsInitialise, INSTANCE_TYPE_NAME << " initialised twice");
MYGUI_LOG(Info, "* Initialise: " << INSTANCE_TYPE_NAME);
//registerUnlinker(this);
FactoryManager& factory = FactoryManager::getInstance();
factory.registerFactory<Button>("Widget");
factory.registerFactory<Canvas>("Widget");
factory.registerFactory<ComboBox>("Widget");
factory.registerFactory<DDContainer>("Widget");
factory.registerFactory<Edit>("Widget");
factory.registerFactory<HScroll>("Widget");
factory.registerFactory<ItemBox>("Widget");
factory.registerFactory<List>("Widget");
factory.registerFactory<ListBox>("Widget");
factory.registerFactory<ListCtrl>("Widget");
factory.registerFactory<MenuBar>("Widget");
factory.registerFactory<MenuCtrl>("Widget");
factory.registerFactory<MenuItem>("Widget");
factory.registerFactory<Message>("Widget");
factory.registerFactory<MultiList>("Widget");
factory.registerFactory<PopupMenu>("Widget");
factory.registerFactory<Progress>("Widget");
factory.registerFactory<ScrollView>("Widget");
factory.registerFactory<StaticImage>("Widget");
factory.registerFactory<StaticText>("Widget");
factory.registerFactory<Tab>("Widget");
factory.registerFactory<TabItem>("Widget");
factory.registerFactory<VScroll>("Widget");
factory.registerFactory<Widget>("Widget");
factory.registerFactory<Window>("Widget");
#ifndef MYGUI_DONT_USE_OBSOLETE
factory.registerFactory<RenderBox>("Widget");
factory.registerFactory<Sheet>("Widget");
#endif // MYGUI_DONT_USE_OBSOLETE
MYGUI_LOG(Info, INSTANCE_TYPE_NAME << " successfully initialized");
mIsInitialise = true;
}
FactoryManager 類覺得應該叫WidgetCreateFactoryManager
因爲它的職能是用來註冊MyGUI 所支持Widget的所用種類:
覺得這裏是個亮點,因爲全部都是hard code 將來MyGUI插件化肯定是要用來動態加載。
值得一提的是MyGUI 將一些控件該成更人性化。
摘自MyGUI 官網:
http://redmine.mygui.info/repositories/entry/mygui/tags/MyGUI3.2/ChangeLog.txt
78 | -- Widgets --79 - VScroll and HScroll replaced with single ScrollBar class.80 - Edit renamed into EditBox.81 - List renamed into ListBox.82 - MenuCtrl renamed into MenuControl.83 - MultiList renamed into MultiListBox.84 - Progress renamed into ProgressBar.85 - StaticImage renamed into ImageBox.86 - StaticText renamed into TextBox.87 - Tab renamed into TabControl.88 - New Window property Moveable.89 - Message moved from Core to Common.90 - MultiListBox now support different modes of columns resizing.91 - Button properties StateCheck and ButtonPressed replaced with single property StateSelected.92 - ListBox and ComboBox now support ToolTip.93 - Menu items can be checked now, tick icon appears.94 - Property AlignVert renamed into VerticalAlignment.95 - Hidden widget lose input and focus.96 - Active elements visualisation in list now properly respond to changes in the list.97 - All text related properties was moved from Widget to TextBox. |
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