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上传新组件开发指导
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# Ace开发框架新增组件开发指南:以新增MyCircle组件为例
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本篇wiki将通过新增一个MyCircle组件为例,向大家展示新增一个Ace组件的全流程。
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完整的patch链接:https://gitee.com/theretherehuh/ace_ace_engine/pulls/1/files
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### mycircle
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可点击的展示类组件,展示一个圆,支持设置半径、边缘宽度和边缘颜色,可以通过点击事件获得当前圆的半径和边缘宽度。
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#### 支持设备
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| 手机 | 智慧屏 | 智能穿戴 | 轻量级智能穿戴 | 轻车机 |
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| ---- | ------ | -------- | -------------- | ------ |
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| 支持 | 支持 | 支持 | 支持 | 支持 |
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#### 子组件
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无
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#### 属性
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| 名称 | 属性类型 | 默认值 | 必填 | 描述 |
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| ------------ | -------- | ------ | ---- | ---------- |
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| circleradius | length | 20vp | 否 | 默认半径。 |
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#### 样式
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| 名称 | 属性类型 | 默认值 | 必填 | 描述 |
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| ---------- | ------------ | ------- | ---- | -------------------- |
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| circleedge | length color | 2vp red | 否 | 默认边缘颜色和宽度。 |
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#### 事件
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| 名称 | 参数类型 | 描述 |
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| ----------- | ----------------------------------------------------- | ------------------------------------------------------------ |
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| circleclick | {radius: circle radius, edgewidth: circle edge width} | 点击MyCircle组件时触发该回调,返回当前circle的半径和边缘宽度,单位是px。 |
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#### 示例
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```typescript
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<!-- xxx.hml -->
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<div style="flex-direction: column;align-items: center;">
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<text>"MyCircle的半径为:{{radiusOfMyCircle}}"</text>
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<text>"MyCircle的边缘宽度为:{{edgeWidthOfMyCircle}}"</text>
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<mycircle circleradius="40vp" style="circleedge: 2vp red;" @circleclick="onCircleClick"> </mycircle>
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</div>
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```
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```js
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// xxx.js
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export default{
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data:{
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radiusOfMyCircle: -1,
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edgeWidthOfMyCircle: -1,
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},
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onCircleClick(event) {
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this.radiusOfMyCircle = event.radius
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this.edgeWidthOfMyCircle = event.edgewidth
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}
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}
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```
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该界面最终效果如下图所示:
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### 1. `js`的界面解析
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#### 1.1 `dom_type`中增加新组件的属性定义
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##### 1.1.1 在`dom_type.h`中增加`MyCircle`的属性定义
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文件路径为:`frameworks\bridge\common\dom\dom_type.h`
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```c++
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// node tag defines
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/* .................................... */
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/* node tag defines of other components */
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/* .................................... */
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ACE_EXPORT extern const char DOM_NODE_TAG_MYCIRCLE[];
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/* ........................... */
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/* defines of other components */
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/* ........................... */
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// mycircle defines
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ACE_EXPORT extern const char DOM_MYCIRCLE_CIRCLE_EDGE[];
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ACE_EXPORT extern const char DOM_MYCIRCLE_CIRCLE_RADIUS[];
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ACE_EXPORT extern const char DOM_MYCIRCLE_CIRCLE_CLICK[];
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```
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##### 1.1.2 在`dom_type.cpp`中增加`MyCircle`的属性值
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文件路径为:`frameworks\bridge\common\dom\dom_type.cpp`
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```c++
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// node tag defines
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/* .................................... */
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/* node tag defines of other components */
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/* .................................... */
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const char DOM_NODE_TAG_MYCIRCLE[] = "mycircle";
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/* ........................... */
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/* defines of other components */
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/* ........................... */
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// mycircle defines
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const char DOM_MYCIRCLE_CIRCLE_EDGE[] = "circleedge";
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const char DOM_MYCIRCLE_CIRCLE_RADIUS[] = "circleradius";
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const char DOM_MYCIRCLE_CIRCLE_CLICK[] = "circleclick";
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```
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#### 1.2 新增`DOMMyCircle`类
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##### 1.2.1 新增`dom_mycircle.h`
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文件路径:`frameworks\bridge\common\dom\dom_mycircle.h`
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```c++
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class DOMMyCircle final : public DOMNode {
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DECLARE_ACE_TYPE(DOMMyCircle, DOMNode);
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public:
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DOMMyCircle(NodeId nodeId, const std::string& nodeName);
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~DOMMyCircle() override = default;
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RefPtr<Component> GetSpecializedComponent() override
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{
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return myCircleChild_;
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}
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protected:
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bool SetSpecializedAttr(const std::pair<std::string, std::string>& attr) override;
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bool SetSpecializedStyle(const std::pair<std::string, std::string>& style) override;
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bool AddSpecializedEvent(int32_t pageId, const std::string& event) override;
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private:
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RefPtr<MyCircleComponent> myCircleChild_;
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};
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```
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`DOMMyCircle`继承自`DOMNode`,主要功能是解析界面并生成相应的`Component`节点。
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##### 1.2.2 新增`dom_mycircle.cpp`
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文件路径:`frameworks\bridge\common\dom\dom_mycircle.cpp`
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**一、组件属性的解析:`SetSpecializedAttr`**
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```c++
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bool DOMMyCircle::SetSpecializedAttr(const std::pair<std::string, std::string>& attr)
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{
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if (attr.first == DOM_MYCIRCLE_CIRCLE_RADIUS) { // "circleradius"
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myCircleChild_->SetCircleRadius(StringToDimension(attr.second));
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return true;
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}
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return false;
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}
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```
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这个方法由框架流程调用,我们只需要在这个方法里面实现对应属性的解析,并且设置到`MyCircleComponent`中。
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如上代码中,入参`attr`的格式形如`<"circleradius", "40vp">`,则我们只需要判断`attr.first`为`"circleradius"`时,将`attr.second`转换为`Dimension`格式,设置到`MyCircleComponent`中即可。设置完成后,返回`true`。
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**二、组件样式的解析:`SetSpecializedStyle`**
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```c++
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bool DOMMyCircle::SetSpecializedStyle(const std::pair<std::string, std::string>& style)
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{
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if (style.first == DOM_MYCIRCLE_CIRCLE_EDGE) { // "circleedge"
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std::vector<std::string> edgeStyles;
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// The value of [circleedge] is like "2vp red" or "2vp". To parse style value like this, we need 3 steps.
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// Step1: Split the string value by ' ' to get vectors like ["2vp", "red"].
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StringUtils::StringSpliter(style.second, ' ', edgeStyles);
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Dimension edgeWidth(1, DimensionUnit::VP);
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Color edgeColor(Color::RED);
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// Step2: Parse edge color and edge width accordingly.
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switch(edgeStyles.size()) {
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case 0: // the value is empty
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LOGW("Value for circle edge is empty, using default setting.");
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break;
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case 1: // case when only edge width is set
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// It should be guaranteed by the tool chain when generating js-bundle that the only value is a
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// number type for edge width rather than a color type for edge color.
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edgeWidth = StringUtils::StringToDimension(edgeStyles[0]);
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break;
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case 2: // case when edge width and edge color are both set
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edgeWidth = StringUtils::StringToDimension(edgeStyles[0]);
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edgeColor = Color::FromString(edgeStyles[1]);
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break;
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default:
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LOGW("There are more than 2 values for circle edge, please check. The value is %{private}s",
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style.second.c_str());
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break;
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}
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// Step3: Set edge color and edge width to [mycircleStyle].
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myCircleChild_->SetEdgeWidth(edgeWidth);
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myCircleChild_->SetEdgeColor(edgeColor);
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return true;
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}
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return false;
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}
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```
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这个方法由框架流程调用,我们只需要在这个方法里面实现对应样式的解析,并且保存到`MyCircleComponent`中。
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如上代码中,入参`style`的格式形如`<"circleedge", "2vp red">`,则我们只需要判断`style.first`为`"circleedge"`时,将`style.second`进行解析,设置到`MyCircleComponent`中即可。设置完成后,返回`true`。
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**四、组件事件的解析:`SetSpecializedEvent`**
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```c++
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bool DOMMyCircle::AddSpecializedEvent(int32_t pageId, const std::string& event)
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{
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if (event == DOM_MYCIRCLE_CIRCLE_CLICK) { // "circleclick"
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myCircleChild_->SetCircleClickEvent(EventMarker(GetNodeIdForEvent(), event, pageId));
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return true;
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}
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return false;
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}
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```
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这个方法由框架流程调用,我们只需要在这个方法里面实现对应事件的解析,并且保存到`MyCircleComponent`中。
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如上代码中,只要判断入参`event`的值为`"circleclick"`,则我们只需要使用`eventId`和`pageId`构造一个`EventMarker`,并设置到`MyCircleComponent`中即可。设置完成后,返回`true`。
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#### 1.3 在`dom_document.cpp`里增加`mycircle`组件
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文件路径:`frameworks\bridge\common\dom\dom_document.cpp`
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```
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RefPtr<DOMNode> DOMDocument::CreateNodeWithId(const std::string& tag, NodeId nodeId, int32_t itemIndex)
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{
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// code block
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static const LinearMapNode<RefPtr<DOMNode>(*)(NodeId, const std::string&, int32_t)> domNodeCreators[] = {
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// DomNodeCreators of other components
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{ DOM_NODE_TAG_MENU, &DOMNodeCreator<DOMMenu> },
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// "mycircle" must be inserted between "menu" and "navigation-bar"
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{ DOM_NODE_TAG_MYCIRCLE, &DOMNodeCreator<DOMMyCircle> },
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{ DOM_NODE_TAG_NAVIGATION_BAR, &DOMNodeCreator<DomNavigationBar> },
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// DomNodeCreators of other components
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};
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// code block
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return domNode;
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}
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```
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这里尤其要注意一点,`domNodeCreators[]`是一个线性表,添加`{ DOM_NODE_TAG_MYCIRCLE, &DOMNodeCreator<DOMMyCircle> }`的地方必须要符合字母序。
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```c++
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DOM_NODE_TAG_MENU[] = "menu",
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DOM_NODE_TAG_NAVIGATION_BAR[] = "navigation-bar",
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DOM_NODE_TAG_MYCIRCLE[] = "mycircle"
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```
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所以`DOM_NODE_TAG_MYCIRCLE`的记录必须添加在`"menu"`之后,`"navigation-bar"`之前。
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### 2. 后端的布局和绘制
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组件在后端的布局和绘制,需要相应地新增以下几个类:`MyCircleComponent`、`MyCircleElement`、`RenderMyCircle`、`FlutterRenderMyCircle`。
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在后端引擎中,`Component`树、`Element`树和`Render`树为后端引擎维持和更新UI最为核心的三棵树。
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#### 2.1 新增`MyCircleComponent`类
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##### 2.1.1 新增`mycircle_component.h`
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文件路径:`frameworks\core\components\mycircle\mycircle_component.h`
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```c++
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class ACE_EXPORT MyCircleComponent : public RenderComponent {
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DECLARE_ACE_TYPE(MyCircleComponent, RenderComponent);
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public:
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MyCircleComponent() = default;
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~MyCircleComponent() override = default;
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RefPtr<RenderNode> CreateRenderNode() override;
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RefPtr<Element> CreateElement() override;
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void SetCircleRadius(const Dimension& circleRadius);
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void SetEdgeWidth(const Dimension& edgeWidth);
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void SetEdgeColor(const Color& edgeColor);
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void SetCircleClickEvent(const EventMarker& circleClickEvent);
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const Dimension& GetCircleRadius() const;
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const Dimension& GetEdgeWidth() const;
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const Color& GetEdgeColor() const;
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const EventMarker& GetCircleClickEvent() const;
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private:
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Dimension circleRadius_ = 20.0_vp;
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Dimension edgeWidth_ = 2.0_vp;
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Color edgeColor_ = Color::RED;
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EventMarker circleClickEvent_;
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};
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```
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##### 2.1.2 新增`mycircle_component.cpp`
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文件路径:`frameworks\core\components\mycircle\mycircle_component.cpp`
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**一、提供`Set`接口**
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```c++
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void MyCircleComponent::SetCircleRadius(const Dimension& circleRadius)
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{
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circleRadius_ = circleRadius;
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}
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void MyCircleComponent::SetEdgeWidth(const Dimension& edgeWidth)
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{
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edgeWidth_ = edgeWidth;
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}
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void MyCircleComponent::SetEdgeColor(const Color& edgeColor)
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{
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edgeColor_ = edgeColor;
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}
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void MyCircleComponent::SetCircleClickEvent(const EventMarker& circleClickEvent)
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{
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circleClickEvent_ = circleClickEvent;
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}
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```
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**二、提供`Get`接口**
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```c++
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const Dimension& MyCircleComponent::GetCircleRadius() const
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{
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return circleRadius_;
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}
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const Dimension& MyCircleComponent::GetEdgeWidth() const
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{
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return edgeWidth_;
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}
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const Color& MyCircleComponent::GetEdgeColor() const
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{
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return edgeColor_;
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}
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const EventMarker& MyCircleComponent::GetCircleClickEvent() const
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{
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return circleClickEvent_;
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}
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```
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**三、实现`CreateRenderNode`和`CreateElement`函数**
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```c++
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RefPtr<RenderNode> MyCircleComponent::CreateRenderNode()
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{
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return RenderMyCircle::Create();
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}
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RefPtr<Element> MyCircleComponent::CreateElement()
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{
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return AceType::MakeRefPtr<MyCircleElement>();
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}
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```
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**四、提供`declaration_`的`Set`和`Get`接口**
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```c++
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const RefPtr<MyCircleDeclaration>& MyCircleComponent::GetDeclaration() const
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{
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return declaration_;
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}
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void MyCircleComponent::SetDeclaration(const RefPtr<MyCircleDeclaration>& declaration)
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{
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declaration_ = declaration;
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}
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```
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#### 2.2 新增`MyCircleElement`类
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##### 2.2.1 新增`mycircle_element.h`
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文件路径:`frameworks\core\components\mycircle\mycircle_element.h`
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```c++
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class MyCircleElement : public RenderElement {
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DECLARE_ACE_TYPE(MyCircleElement, RenderElement);
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public:
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MyCircleElement() = default;
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~MyCircleElement() override = default;
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};
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```
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该组件在`element`层不涉及更多操作,只需要定义`MyCircleElement`类即可。
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#### 2.3 新增`RenderMyCircle`类
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##### 2.3.1 新增`render_mycircle.h`
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文件路径:`frameworks\core\components\mycircle\render_mycircle.h`
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```c++
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using CallbackForJS = std::function<void(const std::string&)>;
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class RenderMyCircle : public RenderNode {
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DECLARE_ACE_TYPE(RenderMyCircle, RenderNode);
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||||
public:
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static RefPtr<RenderNode> Create();
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void Update(const RefPtr<Component>& component) override;
|
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void PerformLayout() override;
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void HandleMyCircleClickEvent(const ClickInfo& info);
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protected:
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RenderMyCircle();
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void OnTouchTestHit(
|
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const Offset& coordinateOffset, const TouchRestrict& touchRestrict, TouchTestResult& result) override;
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Dimension circleRadius_;
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Dimension edgeWidth_ = Dimension(1);
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Color edgeColor_ = Color::RED;
|
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CallbackForJS callbackForJS_; // callback for js frontend
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RefPtr<ClickRecognizer> clickRecognizer_;
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||||
};
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```
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||||
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||||
|
||||
##### 2.3.2 新增`render_mycircle.cpp`
|
||||
|
||||
文件路径:`frameworks\core\components\mycircle\render_mycircle.cpp`
|
||||
|
||||
**一、处理点击事件**
|
||||
|
||||
```c++
|
||||
RenderMyCircle::RenderMyCircle()
|
||||
{
|
||||
clickRecognizer_ = AceType::MakeRefPtr<ClickRecognizer>();
|
||||
clickRecognizer_->SetOnClick([wp = WeakClaim(this)](const ClickInfo& info) {
|
||||
auto myCircle = wp.Upgrade();
|
||||
if (!myCircle) {
|
||||
LOGE("WeakPtr of RenderMyCircle fails to be upgraded, stop handling click event.");
|
||||
return;
|
||||
}
|
||||
myCircle->HandleMyCircleClickEvent(info);
|
||||
});
|
||||
}
|
||||
|
||||
void RenderMyCircle::OnTouchTestHit(
|
||||
const Offset& coordinateOffset, const TouchRestrict& touchRestrict, TouchTestResult& result)
|
||||
{
|
||||
clickRecognizer_->SetCoordinateOffset(coordinateOffset);
|
||||
result.emplace_back(clickRecognizer_);
|
||||
}
|
||||
|
||||
void RenderMyCircle::HandleMyCircleClickEvent(const ClickInfo& info)
|
||||
{
|
||||
if (callbackForJS_) {
|
||||
auto result = std::string("\"circleclick\",{\"radius\":")
|
||||
.append(std::to_string(NormalizeToPx(circleRadius_)))
|
||||
.append(",\"edgewidth\":")
|
||||
.append(std::to_string(NormalizeToPx(edgeWidth_)))
|
||||
.append("}");
|
||||
callbackForJS_(result);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
1、创建一个`ClickRecognizer`;
|
||||
|
||||
2、重写`OnTouchTestHit`函数,注册`RenderMyCircle`的`ClickRecognizer`,这样在接收到点击事件时即可触发创建`ClickRecognizer`时添加的事件回调;
|
||||
|
||||
3、实现在接收到点击事件之后的处理逻辑`HandleMyCircleClickEvent`
|
||||
|
||||
|
||||
|
||||
**二、重写`Update`函数**
|
||||
|
||||
```c++
|
||||
void RenderMyCircle::Update(const RefPtr<Component>& component)
|
||||
{
|
||||
const auto& myCircleComponent = AceType::DynamicCast<MyCircleComponent>(component);
|
||||
if (!myCircleComponent) {
|
||||
LOGE("MyCircleComponent is null!");
|
||||
return;
|
||||
}
|
||||
circleRadius_ = myCircleComponent->GetCircleRadius();
|
||||
edgeWidth_ = myCircleComponent->GetEdgeWidth();
|
||||
edgeColor_ = myCircleComponent->GetEdgeColor();
|
||||
callbackForJS_ =
|
||||
AceAsyncEvent<void(const std::string&)>::Create(myCircleComponent->GetCircleClickEvent(), context_);
|
||||
|
||||
// call [MarkNeedLayout] to do [PerformLayout] with new params
|
||||
MarkNeedLayout();
|
||||
}
|
||||
```
|
||||
|
||||
`Update`函数负责从`MyCircleComponent`获取所有绘制、布局和事件相关的属性更新。
|
||||
|
||||
|
||||
|
||||
**三、重写`PerformLayout`函数**
|
||||
|
||||
```c++
|
||||
void RenderMyCircle::PerformLayout()
|
||||
{
|
||||
double realSize = NormalizeToPx(edgeWidth_) + 2 * NormalizeToPx(circleRadius_);
|
||||
Size layoutSizeAfterConstrain = GetLayoutParam().Constrain(Size(realSize, realSize));
|
||||
SetLayoutSize(layoutSizeAfterConstrain);
|
||||
}
|
||||
```
|
||||
|
||||
`PerformLayout`函数负责计算布局信息,并且调用`SetLayoutSize`函数设置自己所需要的布局大小。
|
||||
|
||||
|
||||
|
||||
#### 2.4 新增`FlutterRenderMyCircle`类
|
||||
|
||||
##### 2.4.1 新增`flutter_render_mycircle.h`
|
||||
|
||||
文件路径:`frameworks\core\components\mycircle\flutter_render_mycircle.h`
|
||||
|
||||
```c++
|
||||
class FlutterRenderMyCircle final : public RenderMyCircle {
|
||||
DECLARE_ACE_TYPE(FlutterRenderMyCircle, RenderMyCircle);
|
||||
|
||||
public:
|
||||
FlutterRenderMyCircle() = default;
|
||||
~FlutterRenderMyCircle() override = default;
|
||||
|
||||
void Paint(RenderContext& context, const Offset& offset) override;
|
||||
};
|
||||
```
|
||||
|
||||
|
||||
|
||||
##### 2.4.2 新增`flutter_render_mycircle.cpp`
|
||||
|
||||
文件路径:`frameworks\core\components\mycircle\flutter_render_mycircle.cpp`
|
||||
|
||||
**一、实现`RenderMyCircle::Create()`函数**
|
||||
|
||||
```c++
|
||||
RefPtr<RenderNode> RenderMyCircle::Create()
|
||||
{
|
||||
return AceType::MakeRefPtr<FlutterRenderMyCircle>();
|
||||
}
|
||||
```
|
||||
|
||||
`RenderMyCircle::Create()`在基类`RenderMyCircle`中定义,因为我们当前使用的是`flutter`引擎,所以在`flutter_render_mycircle.cpp`里面实现,返回在`flutter`引擎上自渲染的`FlutterRenderMyCircle`类。
|
||||
|
||||
|
||||
|
||||
**二、重写`Paint`函数**
|
||||
|
||||
```c++
|
||||
void FlutterRenderMyCircle::Paint(RenderContext& context, const Offset& offset)
|
||||
{
|
||||
auto canvas = ScopedCanvas::Create(context);
|
||||
if (!canvas) {
|
||||
LOGE("Paint canvas is null");
|
||||
return;
|
||||
}
|
||||
SkPaint skPaint;
|
||||
skPaint.setAntiAlias(true);
|
||||
skPaint.setStyle(SkPaint::Style::kStroke_Style);
|
||||
skPaint.setColor(edgeColor_.GetValue());
|
||||
skPaint.setStrokeWidth(NormalizeToPx(edgeWidth_));
|
||||
|
||||
auto paintRadius = GetLayoutSize().Width() / 2.0;
|
||||
canvas->canvas()->drawCircle(offset.GetX() + paintRadius, offset.GetY() + paintRadius,
|
||||
NormalizeToPx(circleRadius_), skPaint);
|
||||
}
|
||||
```
|
||||
|
||||
`Paint`函数负责调用canvas相应接口去进行绘制,这一步可以认为是新增组件的最后一步,直接决定在屏幕上绘制什么样的UI界面。
|
||||
|
||||
|
||||
|
||||
### 小结
|
||||
|
||||
到这里,新增一个`MyCircle`组件所需的所有步骤都已经完成,我们可以展示一个圆,支持设置半径、边缘宽度和边缘颜色,可以通过点击事件获得当前圆的半径和边缘宽度。
|
||||
|
||||
当然`MyCircle`组件是比较简单的示例组件,Ace开发框架支持更多更复杂的组件开发,比如提供单行文本输入组件`TextInput`、提供日历展示的`Calendar`组件等,更多的用法期待你来探索~
|
||||
|
||||
Reference in New Issue
Block a user