ace_ace_engine/如何新增一个组件.md
2021-06-29 02:38:51 +00:00

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JS UI开发框架新增组件开发指南以新增MyCircle组件为例

本篇wiki将通过新增一个MyCircle组件为例向大家展示新增一个JS UI组件的全流程。

完整的patch链接https://gitee.com/theretherehuh/ace_ace_engine/pulls/1/files

mycircle

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。

支持设备

手机 智慧屏 智能穿戴 轻量级智能穿戴 轻车机
支持 支持 支持 支持 支持

子组件

属性

名称 属性类型 默认值 必填 描述
circleradius length 20vp 默认半径。

样式

名称 属性类型 默认值 必填 描述
circleedge length color 2vp red 默认边缘颜色和宽度。

事件

名称 参数类型 描述
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。

示例

<!-- xxx.hml -->
<div style="flex-direction: column;align-items: center;">
    <text>"MyCircle的半径为{{radiusOfMyCircle}}"</text>
    <text>"MyCircle的边缘宽度为{{edgeWidthOfMyCircle}}"</text>
    <mycircle  circleradius="40vp" style="circleedge: 2vp red;" @circleclick="onCircleClick"> </mycircle>
</div>
// xxx.js
export default{
    data:{
        radiusOfMyCircle: -1,
        edgeWidthOfMyCircle: -1,
    },
    onCircleClick(event) {
        this.radiusOfMyCircle = event.radius
        this.edgeWidthOfMyCircle = event.edgewidth
    }
}

该界面最终效果如下图所示:

1. js的界面解析

1.1 dom_type中增加新组件的属性定义

1.1.1 在dom_type.h中增加MyCircle的属性定义

文件路径为:frameworks\bridge\common\dom\dom_type.h

// node tag defines
/* .................................... */
/* node tag defines of other components */
/* .................................... */
ACE_EXPORT extern const char DOM_NODE_TAG_MYCIRCLE[];

/* ........................... */
/* defines of other components */
/* ........................... */

// mycircle defines
ACE_EXPORT extern const char DOM_MYCIRCLE_CIRCLE_EDGE[];
ACE_EXPORT extern const char DOM_MYCIRCLE_CIRCLE_RADIUS[];
ACE_EXPORT extern const char DOM_MYCIRCLE_CIRCLE_CLICK[];

 

1.1.2 在dom_type.cpp中增加MyCircle的属性值

文件路径为:frameworks\bridge\common\dom\dom_type.cpp

// node tag defines
/* .................................... */
/* node tag defines of other components */
/* .................................... */
const char DOM_NODE_TAG_MYCIRCLE[] = "mycircle";

/* ........................... */
/* defines of other components */
/* ........................... */

// mycircle defines
const char DOM_MYCIRCLE_CIRCLE_EDGE[] = "circleedge";
const char DOM_MYCIRCLE_CIRCLE_RADIUS[] = "circleradius";
const char DOM_MYCIRCLE_CIRCLE_CLICK[] = "circleclick";

 

1.2 新增DOMMyCircle

1.2.1 新增dom_mycircle.h

文件路径:frameworks\bridge\common\dom\dom_mycircle.h

class DOMMyCircle final : public DOMNode {
    DECLARE_ACE_TYPE(DOMMyCircle, DOMNode);

public:
    DOMMyCircle(NodeId nodeId, const std::string& nodeName);
    ~DOMMyCircle() override = default;

    RefPtr<Component> GetSpecializedComponent() override
    {
        return myCircleChild_;
    }

protected:
    bool SetSpecializedAttr(const std::pair<std::string, std::string>& attr) override;
    bool SetSpecializedStyle(const std::pair<std::string, std::string>& style) override;
    bool AddSpecializedEvent(int32_t pageId, const std::string& event) override;

private:
    RefPtr<MyCircleComponent> myCircleChild_;
};

DOMMyCircle继承自DOMNode,主要功能是解析界面并生成相应的Component节点。

 

1.2.2 新增dom_mycircle.cpp

文件路径:frameworks\bridge\common\dom\dom_mycircle.cpp

一、组件属性的解析:SetSpecializedAttr

bool DOMMyCircle::SetSpecializedAttr(const std::pair<std::string, std::string>& attr)
{
    if (attr.first == DOM_MYCIRCLE_CIRCLE_RADIUS) { // "circleradius"
        myCircleChild_->SetCircleRadius(StringToDimension(attr.second));
        return true;
    }
    return false;
}

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。

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"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

 

二、组件样式的解析:SetSpecializedStyle

bool DOMMyCircle::SetSpecializedStyle(const std::pair<std::string, std::string>& style)
{
    if (style.first == DOM_MYCIRCLE_CIRCLE_EDGE) { // "circleedge"
        std::vector<std::string> edgeStyles;
        // The value of [circleedge] is like "2vp red" or "2vp". To parse style value like this, we need 3 steps.
        // Step1: Split the string value by ' ' to get vectors like ["2vp", "red"].
        StringUtils::StringSpliter(style.second, ' ', edgeStyles);
        Dimension edgeWidth(1, DimensionUnit::VP);
        Color edgeColor(Color::RED);

        // Step2: Parse edge color and edge width accordingly.
        switch(edgeStyles.size()) {
            case 0: // the value is empty
                LOGW("Value for circle edge is empty, using default setting.");
                break;
            case 1: // case when only edge width is set
                // It should be guaranteed by the tool chain when generating js-bundle that the only value is a
                // number type for edge width rather than a color type for edge color.
                edgeWidth = StringUtils::StringToDimension(edgeStyles[0]);
                break;
            case 2: // case when edge width and edge color are both set
                edgeWidth = StringUtils::StringToDimension(edgeStyles[0]);
                edgeColor = Color::FromString(edgeStyles[1]);
                break;
            default:
                LOGW("There are more than 2 values for circle edge, please check. The value is %{private}s",
                    style.second.c_str());
                break;
        }

        // Step3: Set edge color and edge width to [mycircleStyle].
        myCircleChild_->SetEdgeWidth(edgeWidth);
        myCircleChild_->SetEdgeColor(edgeColor);
        return true;
    }
    return false;
}

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。

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"circleedge"时,将style.second进行解析,设置到MyCircleComponent中即可。设置完成后,返回true

 

三、组件事件的解析:SetSpecializedEvent

bool DOMMyCircle::AddSpecializedEvent(int32_t pageId, const std::string& event)
{
    if (event == DOM_MYCIRCLE_CIRCLE_CLICK) { // "circleclick"
        myCircleChild_->SetCircleClickEvent(EventMarker(GetNodeIdForEvent(), event, pageId));
        return true;
    }
    return false;
}

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。

如上代码中,只要判断入参event的值为"circleclick",则我们只需要使用eventIdpageId构造一个EventMarker,并设置到MyCircleComponent中即可。设置完成后,返回true

 

1.3 在dom_document.cpp里增加mycircle组件

文件路径:frameworks\bridge\common\dom\dom_document.cpp

RefPtr<DOMNode> DOMDocument::CreateNodeWithId(const std::string& tag, NodeId nodeId, int32_t itemIndex)
{
    // code block
    static const LinearMapNode<RefPtr<DOMNode>(*)(NodeId, const std::string&, int32_t)> domNodeCreators[] = {
		// DomNodeCreators of other components
		{ DOM_NODE_TAG_MENU, &DOMNodeCreator<DOMMenu> },
		// "mycircle" must be inserted between "menu" and "navigation-bar"
        { DOM_NODE_TAG_MYCIRCLE, &DOMNodeCreator<DOMMyCircle> }, 
        { DOM_NODE_TAG_NAVIGATION_BAR, &DOMNodeCreator<DomNavigationBar> },
		// DomNodeCreators of other components
    };
	// code block
    return domNode;
}

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。

DOM_NODE_TAG_MENU[] = "menu",
DOM_NODE_TAG_NAVIGATION_BAR[] = "navigation-bar",
DOM_NODE_TAG_MYCIRCLE[] = "mycircle"

所以DOM_NODE_TAG_MYCIRCLE的记录必须添加在"menu"之后,"navigation-bar"之前。

 

2. 后端的布局和绘制

组件在后端的布局和绘制,需要相应地新增以下几个类:MyCircleComponentMyCircleElementRenderMyCircleFlutterRenderMyCircle

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。

 

2.1 新增MyCircleComponent

2.1.1 新增mycircle_component.h

文件路径:frameworks\core\components\mycircle\mycircle_component.h

class ACE_EXPORT MyCircleComponent : public RenderComponent {
    DECLARE_ACE_TYPE(MyCircleComponent, RenderComponent);

public:
    MyCircleComponent() = default;
    ~MyCircleComponent() override = default;

    RefPtr<RenderNode> CreateRenderNode() override;
    RefPtr<Element> CreateElement() override;

    void SetCircleRadius(const Dimension& circleRadius);
    void SetEdgeWidth(const Dimension& edgeWidth);
    void SetEdgeColor(const Color& edgeColor);
    void SetCircleClickEvent(const EventMarker& circleClickEvent);

    const Dimension& GetCircleRadius() const;
    const Dimension& GetEdgeWidth() const;
    const Color& GetEdgeColor() const;
    const EventMarker& GetCircleClickEvent() const;

private:
    Dimension circleRadius_ = 20.0_vp;
    Dimension edgeWidth_ = 2.0_vp;
    Color edgeColor_ = Color::RED;
    EventMarker circleClickEvent_;
};

 

2.1.2 新增mycircle_component.cpp

文件路径:frameworks\core\components\mycircle\mycircle_component.cpp

一、提供Set接口

void MyCircleComponent::SetCircleRadius(const Dimension& circleRadius)
{
    circleRadius_ = circleRadius;
}

void MyCircleComponent::SetEdgeWidth(const Dimension& edgeWidth)
{
    edgeWidth_ = edgeWidth;
}

void MyCircleComponent::SetEdgeColor(const Color& edgeColor)
{
    edgeColor_ = edgeColor;
}

void MyCircleComponent::SetCircleClickEvent(const EventMarker& circleClickEvent)
{
    circleClickEvent_ = circleClickEvent;
}

 

二、提供Get接口

const Dimension& MyCircleComponent::GetCircleRadius() const
{
    return circleRadius_;
}

const Dimension& MyCircleComponent::GetEdgeWidth() const
{
    return edgeWidth_;
}

const Color& MyCircleComponent::GetEdgeColor() const
{
    return edgeColor_;
}

const EventMarker& MyCircleComponent::GetCircleClickEvent() const
{
    return circleClickEvent_;
}

 

三、实现CreateRenderNodeCreateElement函数

RefPtr<RenderNode> MyCircleComponent::CreateRenderNode()
{
    return RenderMyCircle::Create();
}

RefPtr<Element> MyCircleComponent::CreateElement()
{
    return AceType::MakeRefPtr<MyCircleElement>();
}

 

2.2 新增MyCircleElement

2.2.1 新增mycircle_element.h

文件路径:frameworks\core\components\mycircle\mycircle_element.h

class MyCircleElement : public RenderElement {
    DECLARE_ACE_TYPE(MyCircleElement, RenderElement);

public:
    MyCircleElement() = default;
    ~MyCircleElement() override = default;
};

该组件在element层不涉及更多操作,只需要定义MyCircleElement类即可。

 

2.3 新增RenderMyCircle

2.3.1 新增render_mycircle.h

文件路径:frameworks\core\components\mycircle\render_mycircle.h

using CallbackForJS = std::function<void(const std::string&)>;

class RenderMyCircle : public RenderNode {
    DECLARE_ACE_TYPE(RenderMyCircle, RenderNode);

public:
    static RefPtr<RenderNode> Create();

    void Update(const RefPtr<Component>& component) override;
    void PerformLayout() override;
    void HandleMyCircleClickEvent(const ClickInfo& info);

protected:
    RenderMyCircle();
    void OnTouchTestHit(
        const Offset& coordinateOffset, const TouchRestrict& touchRestrict, TouchTestResult& result) override;

    Dimension circleRadius_;
    Dimension edgeWidth_ = Dimension(1);
    Color edgeColor_ = Color::RED;
    CallbackForJS callbackForJS_;                   // callback for js frontend
    RefPtr<ClickRecognizer> clickRecognizer_;
};

 

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

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RenderMyCircleClickRecognizer,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

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

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

2.4.1 新增flutter_render_mycircle.h

文件路径:frameworks\core\components\mycircle\flutter_render_mycircle.h

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

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

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JS UI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~