예제 #1
0
        /// <summary>
        /// 显示【隐藏其他】类型窗体,将其他窗体隐藏
        /// </summary>
        /// <param name="uiType">ui窗体名称</param>
        private void EnterUIFormsAndHideOther(Type uiType)
        {
            FGUIBase baseUIForm        = null; //校验用窗体基类
            FGUIBase baseUIFormFormAll = null; //从【所有窗体集合】中取出的数据。

            _DicCurrentShowUIForms.TryGetValue(uiType, out baseUIForm);
            if (baseUIForm != null)
            {
                return;
            }

            //将【栈结构】和【当前显示中集合】中的窗体隐藏

            foreach (FGUIBase forms in _StaCurrentUIForms)
            {
                forms.Hiding();
            }

            foreach (Type key in _DicCurrentShowUIForms.Keys)
            {
                _DicCurrentShowUIForms[key].Hiding();
            }

            //显示当前窗体,并且加入到【当前显示中集合】
            _DicAllUIForms.TryGetValue(uiType, out baseUIFormFormAll);
            if (baseUIFormFormAll != null)
            {
                baseUIFormFormAll.Display();
                _DicCurrentShowUIForms.Add(uiType, baseUIFormFormAll);
            }
        }
예제 #2
0
        /// <summary>
        /// UI窗体入栈 (隐藏其他窗台类型的显示逻辑)
        /// </summary>
        /// <param name="uiType">ui窗体名称</param>
        private void PushUiFormsToStack(Type uiType)
        {
            //检查【栈】内是否有其他窗体,如果有就将栈顶窗体冻结
            if (_StaCurrentUIForms.Count > 0)
            {
                FGUIBase topUiForms = _StaCurrentUIForms.Peek();
                //冻结栈顶窗体
                topUiForms.Freeze();
            }

            //从【所有窗体集合】中取出指定名称的窗体
            FGUIBase baseUiForms = null;

            _DicAllUIForms.TryGetValue(uiType, out baseUiForms);
            if (baseUiForms == null)
            {
                Log.Error("PushUIFormsToStack failed! the uiForms named【" + uiType + "】is null!");
            }
            else
            {
                //显示窗体
                baseUiForms.Display();
                //将窗体压栈
                _StaCurrentUIForms.Push(baseUiForms);
            }
        }
예제 #3
0
        /// <summary>
        /// 退出当前显示的【普通窗体】
        /// </summary>
        /// <param name="uiType">UI窗体名称</param>
        private void ExitNormalForms(Type uiType)
        {
            FGUIBase baseUIForms = null; //UI窗体基类

            //参数校验【当前显示集合】中没有直接返回
            _DicCurrentShowUIForms.TryGetValue(uiType, out baseUIForms);
            if (baseUIForms == null)
            {
                return;
            }
            //隐藏窗体
            baseUIForms.Hiding();
            //从【当前显示集合】中移除
            _DicCurrentShowUIForms.Remove(uiType);
            baseUIForms.Dispose();
        }
예제 #4
0
        /// <summary>
        /// 清空栈集合。
        /// </summary>
        private void ClearingStack()
        {
            Log.Debug("------------------------开始清理栈结构");
            if (_StaCurrentUIForms != null && _StaCurrentUIForms.Count > 0)
            {
                while (this._StaCurrentUIForms.Count > 0)
                {
                    FGUIBase ui = this._StaCurrentUIForms.Pop();

                    ui.Hiding();
                }

                _StaCurrentUIForms.Clear();
            }

            Log.Debug("-----------------------栈结构清理结束");
        }
예제 #5
0
        /// <summary>
        /// 根据UI窗体名称,将预设加载到“所有窗体”的集合中
        ///     检查指定类型的ui是否已经加载到集合缓存中,如果缓存中没有才进行创建。
        /// </summary>
        /// <param name="uiType"></param>
        /// <returns></returns>
        private FGUIBase LoadUIFormFromAllUIFormsCatch <T>() where T : FGUIBase
        {
            Type uiType = typeof(T);

            //定义返回结果引用变量。
            FGUIBase baseUIFormsResult = null;

            //检查_DicAllUIForms缓存中是否存在
            _DicAllUIForms.TryGetValue(uiType, out baseUIFormsResult);

            if (baseUIFormsResult == null)
            {
                //根据指定名称加载UI窗体预设  将预设加载到“所有窗体”的集合中  没有就创建一个
                baseUIFormsResult = this.CreateUiForms <T>();
            }

            return(baseUIFormsResult);
        }
예제 #6
0
        /// <summary>
        /// 根据指定名称创建UI实体 将实体加载到“所有窗体”的集合中
        /// 1.根据uiType创建BaseUIforms实例
        /// 2.把UI克隆体加载到“所有UI窗体集合”
        /// 3.初始化UI窗体。
        /// </summary>
        /// <returns></returns>
        private FGUIBase CreateUiForms <T>() where T : FGUIBase
        {
            Type type = typeof(T);

            //根据类型创建
            //FGUIBase baseUIForms = Activator.CreateInstance(uiType) as FGUIBase;
            FGUIBase baseUIForms = ComponentFactory.Create <T>();

            if (baseUIForms == null)
            {
                Log.Error("Error!BaseUIForms is null,please check the UIForm:" + type.Name);
                return(null);
            }

            //加载到“所有UI窗体集合”
            this._DicAllUIForms.Add(type, baseUIForms);

            return(baseUIForms);
        }
예제 #7
0
 /// <summary>
 /// 退出【反向切换】的窗体。从栈顶弹出隐藏,之后重新显示栈顶的窗体
 /// </summary>
 private void ExitReverseChangeForms()
 {
     if (_StaCurrentUIForms.Count >= 2)
     {
         FGUIBase topUIForm = _StaCurrentUIForms.Pop();
         topUIForm.Hiding();
         //因为Hiding的原因,会导致栈离的count提前减去。在这里判断一下防止emptyStack异常,以后有好的注意再优化!!!!!!!!!
         if (this._StaCurrentUIForms.Count > 0)
         {
             FGUIBase nextUIForm = _StaCurrentUIForms.Peek();
             nextUIForm.ReDisplay();
         }
     }
     else if (_StaCurrentUIForms.Count == 1)
     {
         FGUIBase topUIForm = _StaCurrentUIForms.Pop();
         topUIForm.Hiding();
     }
 }
예제 #8
0
        /// <summary>
        /// 打开UI
        /// 加载指定名称的UI窗体预设到内存中,对不同显示类型的窗体做不同处理
        /// </summary>
        /// <param name="uiType">ui窗体的类型</param>
        /// <returns></returns>
        public FGUIBase ShowUIForms <T>() where T : FGUIBase
        {
            Type uiType = typeof(T);

            //根据UI窗体名称,将预设加载到“所有窗体”的缓存集合中
            FGUIBase baseUIForms = this.LoadUIFormFromAllUIFormsCatch <T>();

            if (baseUIForms == null)
            {
                return(null);
            }

            //是否需要清空【栈集合】,如果需要则清空。
            if (baseUIForms.CurrentUIType.NeedClearingStack)
            {
                ClearingStack();
            }

            //初始化UI窗体 *由于使用了ObjectEvent事件系统, 在Entity被创建的时候会默认调用一次Awake来初始化了
            //baseUIForms.Awake();

            //根据UI窗体的显示模式,做不同的处理
            switch (baseUIForms.CurrentUIType.UIForms_ShowMode)
            {
            case UIFormsShowMode.Normal:     //默认显示
                LoadFormsToCurrentShowCache(uiType);
                break;

            case UIFormsShowMode.ReverseChange:     //反向切换
                PushUiFormsToStack(uiType);
                break;

            case UIFormsShowMode.HideOther:     //隐藏其他
                EnterUIFormsAndHideOther(uiType);
                break;
            }

            return(baseUIForms);
        }