feat(ui): 添加UI路由基类和接口定义

- 实现UiRouterBase基类,提供页面栈管理和层级UI管理功能
- 定义IUiRouter接口,规范UI界面导航和切换操作
- 添加UI过渡管道机制,支持UI切换处理器注册和执行
- 实现页面栈操作方法,包括Push、Pop、Replace、Clear等
- 添加层级UI管理功能,支持Overlay、Modal、Toast等浮层显示
- 集成暂停管理功能,实现页面可见性驱动的暂停令牌管理
- 提供UI动作分发机制,支持语义动作捕获和分发
- 实现UI交互配置文件UiInteractionProfile,定义页面交互契约
This commit is contained in:
GeWuYou 2026-04-17 22:42:37 +08:00
parent 2e7fd1fc87
commit 053fd4a371
6 changed files with 446 additions and 59 deletions

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@ -194,10 +194,19 @@ public interface IUiRouter : ISystem
IUiPageBehavior? GetUiActionOwner(UiInputAction action);
/// <summary>
/// 尝试把语义动作分发给当前拥有该动作的页面。
/// 尝试把语义动作分发给当前拥有该动作捕获权的页面。
/// </summary>
/// <param name="action">当前动作。</param>
/// <returns>如果该动作已被某个页面捕获并消费,则返回 <see langword="true" />。</returns>
/// <returns>如果该动作已被某个页面捕获并完成分发,则返回 <see langword="true" />。</returns>
bool TryDispatchUiAction(UiInputAction action);
/// <summary>
/// 尝试把语义动作分发给当前拥有该动作捕获权的页面。
/// </summary>
/// <param name="action">当前动作。</param>
/// <returns>如果该动作已被某个页面捕获并完成分发,则返回 <see langword="true" />。</returns>
[Obsolete(
"Use TryDispatchUiAction(UiInputAction action) to emphasize dispatch semantics instead of handler success.")]
bool TryHandleUiAction(UiInputAction action);
/// <summary>

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@ -1,18 +1,16 @@
using GFramework.Core.Abstractions.Pause;
using GFramework.Game.Abstractions.Enums;
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// 描述一个 UI 页面在输入、World 阻断与暂停上的运行时语义
/// 描述一个 UI 页面在输入、World 阻断与暂停上的交互契约数据
/// </summary>
/// <remarks>
/// 该类型仅承载抽象层需要共享的页面交互配置,不包含默认值工厂或动作判定等运行时策略。
/// 运行时层可在不反向依赖 Abstractions 的前提下,通过专门的 helper 为该 DTO 提供默认值和语义判定。
/// </remarks>
public sealed class UiInteractionProfile
{
/// <summary>
/// 获取默认值实例。
/// </summary>
public static UiInteractionProfile Default { get; } = new();
/// <summary>
/// 声明当前页面要捕获的语义动作集合。
/// </summary>
@ -47,44 +45,4 @@ public sealed class UiInteractionProfile
/// 页面向暂停栈登记时使用的原因文本。
/// </summary>
public string PauseReason { get; init; } = string.Empty;
/// <summary>
/// 判断当前配置是否捕获了指定动作。
/// </summary>
/// <param name="action">要查询的语义动作。</param>
/// <returns>如果当前配置捕获该动作则返回 <see langword="true" />。</returns>
public bool Captures(UiInputAction action)
{
return action switch
{
UiInputAction.Cancel => CapturedActions.HasFlag(UiInputActionMask.Cancel),
UiInputAction.Confirm => CapturedActions.HasFlag(UiInputActionMask.Confirm),
_ => false
};
}
/// <summary>
/// 为指定层级生成默认交互配置。
/// </summary>
/// <param name="layer">UI 层级。</param>
/// <returns>该层级的默认交互语义。</returns>
public static UiInteractionProfile CreateDefault(UiLayer layer)
{
return layer switch
{
UiLayer.Modal => new UiInteractionProfile
{
CapturedActions = UiInputActionMask.Cancel,
BlocksWorldPointerInput = true,
BlocksWorldActionInput = true
},
UiLayer.Topmost => new UiInteractionProfile
{
CapturedActions = UiInputActionMask.Cancel,
BlocksWorldPointerInput = true,
BlocksWorldActionInput = true
},
_ => Default
};
}
}

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@ -0,0 +1,339 @@
// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System.Reflection;
using GFramework.Game.UI;
namespace GFramework.Game.Tests.UI;
/// <summary>
/// 验证 UI 路由输入语义、层级排序与显示恢复生命周期的回归测试。
/// </summary>
[TestFixture]
public class UiRouterInteractionTests
{
/// <summary>
/// 验证模态层和顶层共享同一套阻塞型默认交互配置。
/// </summary>
[Test]
public void CreateDefault_ForModalAndTopmost_ReturnsBlockingCancelProfile()
{
// Arrange
var modal = UiInteractionProfiles.CreateDefault(UiLayer.Modal);
var topmost = UiInteractionProfiles.CreateDefault(UiLayer.Topmost);
// Assert
Assert.Multiple(() =>
{
Assert.That(modal.CapturedActions, Is.EqualTo(UiInputActionMask.Cancel));
Assert.That(modal.BlocksWorldPointerInput, Is.True);
Assert.That(modal.BlocksWorldActionInput, Is.True);
Assert.That(topmost, Is.SameAs(modal));
});
}
/// <summary>
/// 验证只要动作被页面捕获,路由分发就会返回成功,即使页面没有显式消费该动作。
/// </summary>
[Test]
public void TryDispatchUiAction_WhenCapturedButUnhandled_ReturnsTrue()
{
// Arrange
var router = CreateRouter();
var page = new TestUiPage("capturing-page", UiLayer.Topmost)
{
InteractionProfile = new UiInteractionProfile
{
CapturedActions = UiInputActionMask.Cancel
},
TryHandleUiActionResult = false
};
router.Show(page, UiLayer.Topmost);
// Act
var dispatched = router.TryDispatchUiAction(UiInputAction.Cancel);
// Assert
Assert.Multiple(() =>
{
Assert.That(dispatched, Is.True);
Assert.That(page.TryHandleUiActionCallCount, Is.EqualTo(1));
});
}
/// <summary>
/// 验证层级页面排序使用实例自增序号,而不是依赖固定宽度的字符串顺序。
/// </summary>
[Test]
public void GetUiActionOwner_WhenInstanceIdWidthOverflows_UsesNumericOrder()
{
// Arrange
var router = CreateRouter();
SetInstanceCounter(router, 999998);
var olderPage = new TestUiPage("older", UiLayer.Topmost)
{
InteractionProfile = new UiInteractionProfile
{
CapturedActions = UiInputActionMask.Cancel
}
};
var newerPage = new TestUiPage("newer", UiLayer.Topmost)
{
InteractionProfile = new UiInteractionProfile
{
CapturedActions = UiInputActionMask.Cancel
}
};
router.Show(olderPage, UiLayer.Topmost);
router.Show(newerPage, UiLayer.Topmost);
// Act
var owner = router.GetUiActionOwner(UiInputAction.Cancel);
// Assert
Assert.That(owner, Is.SameAs(newerPage));
}
/// <summary>
/// 验证恢复挂起的层级页面时,不会再对依赖 OnShow 触发恢复的页面重复调用 OnResume。
/// </summary>
[Test]
public void Resume_WhenPageResumesDuringShow_DoesNotCallResumeTwice()
{
// Arrange
var router = CreateRouter();
var page = new TestUiPage("resumable-layer-page", UiLayer.Overlay)
{
ResumeFromShow = true
};
var handle = router.Show(page, UiLayer.Overlay);
router.Hide(handle, UiLayer.Overlay);
var resumeCountBeforeResume = page.OnResumeCallCount;
// Act
router.Resume(handle, UiLayer.Overlay);
// Assert
Assert.That(page.OnResumeCallCount, Is.EqualTo(resumeCountBeforeResume + 1));
}
/// <summary>
/// 验证弹出栈顶页面后,恢复下层页面时不会重复触发恢复逻辑。
/// </summary>
[Test]
public async Task PopAsync_WhenPageResumesDuringShow_DoesNotCallResumeTwice()
{
// Arrange
var router = CreateRouter();
var underlyingPage = new TestUiPage("underlying-page", UiLayer.Page)
{
ResumeFromShow = true
};
var topPage = new TestUiPage("top-page", UiLayer.Page);
await router.PushAsync(underlyingPage);
await router.PushAsync(topPage);
var resumeCountBeforePop = underlyingPage.OnResumeCallCount;
// Act
await router.PopAsync(UiPopPolicy.Destroy);
// Assert
Assert.That(underlyingPage.OnResumeCallCount, Is.EqualTo(resumeCountBeforePop + 1));
}
/// <summary>
/// 创建带有测试根节点的 UI 路由器。
/// </summary>
/// <returns>已绑定测试根节点的路由器实例。</returns>
private static TestUiRouter CreateRouter()
{
var router = new TestUiRouter();
router.BindRoot(new TestUiRoot());
return router;
}
/// <summary>
/// 把实例计数器调整到指定值,以便覆盖实例标识符宽度溢出的排序回归。
/// </summary>
/// <param name="router">目标路由器。</param>
/// <param name="value">要写入的计数器值。</param>
private static void SetInstanceCounter(UiRouterBase router, int value)
{
var field = typeof(UiRouterBase).GetField("_instanceCounter", BindingFlags.Instance | BindingFlags.NonPublic);
Assert.That(field, Is.Not.Null);
field!.SetValue(router, value);
}
/// <summary>
/// 测试用 UI 路由器实现。
/// </summary>
private sealed class TestUiRouter : UiRouterBase
{
/// <summary>
/// 注册处理器。
/// </summary>
protected override void RegisterHandlers()
{
}
}
/// <summary>
/// 测试用 UI 根节点,占位记录添加/移除操作即可。
/// </summary>
private sealed class TestUiRoot : IUiRoot
{
/// <summary>
/// 记录当前挂载的页面集合。
/// </summary>
private readonly List<IUiPageBehavior> _children = new();
/// <inheritdoc />
public void AddUiPage(IUiPageBehavior child)
{
_children.Add(child);
}
/// <inheritdoc />
public void AddUiPage(IUiPageBehavior child, UiLayer layer, int orderInLayer = 0)
{
_children.Add(child);
}
/// <inheritdoc />
public void RemoveUiPage(IUiPageBehavior child)
{
_children.Remove(child);
}
}
/// <summary>
/// 可配置的测试页面,用于模拟路由器在不同交互语义下的可观察行为。
/// </summary>
private sealed class TestUiPage : IUiPageBehavior
{
/// <summary>
/// 初始化测试页面实例。
/// </summary>
/// <param name="key">页面键。</param>
/// <param name="layer">页面层级。</param>
public TestUiPage(string key, UiLayer layer)
{
Key = key;
Layer = layer;
InteractionProfile = UiInteractionProfiles.Default;
IsAlive = true;
}
/// <summary>
/// 获取或设置一个值,指示 <see cref="OnShow" /> 是否要模拟 `CanvasItemUiPageBehaviorBase` 那样触发恢复逻辑。
/// </summary>
public bool ResumeFromShow { get; init; }
/// <summary>
/// 获取或设置页面处理动作时返回的结果。
/// </summary>
public bool TryHandleUiActionResult { get; init; } = true;
/// <summary>
/// 记录恢复回调触发次数。
/// </summary>
public int OnResumeCallCount { get; private set; }
/// <summary>
/// 记录动作处理方法调用次数。
/// </summary>
public int TryHandleUiActionCallCount { get; private set; }
/// <inheritdoc />
public UiHandle? Handle { get; set; }
/// <inheritdoc />
public UiLayer Layer { get; }
/// <inheritdoc />
public bool IsReentrant { get; init; } = true;
/// <inheritdoc />
public object View => this;
/// <inheritdoc />
public bool IsAlive { get; private set; }
/// <inheritdoc />
public bool IsVisible { get; private set; }
/// <inheritdoc />
public bool IsModal => Layer == UiLayer.Modal;
/// <inheritdoc />
public bool BlocksInput { get; init; }
/// <inheritdoc />
public UiInteractionProfile InteractionProfile { get; init; }
/// <inheritdoc />
public string Key { get; }
/// <inheritdoc />
public void OnEnter(IUiPageEnterParam? param)
{
}
/// <inheritdoc />
public void OnExit()
{
IsAlive = false;
IsVisible = false;
}
/// <inheritdoc />
public void OnPause()
{
}
/// <inheritdoc />
public void OnResume()
{
OnResumeCallCount++;
}
/// <inheritdoc />
public void OnHide()
{
IsVisible = false;
}
/// <inheritdoc />
public void OnShow()
{
IsVisible = true;
// The Godot page behavior resumes from OnShow(), so the router must not call OnResume() again on top.
if (ResumeFromShow)
OnResume();
}
/// <inheritdoc />
public bool TryHandleUiAction(UiInputAction action)
{
TryHandleUiActionCallCount++;
return TryHandleUiActionResult;
}
}
}

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@ -0,0 +1,59 @@
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.UI;
namespace GFramework.Game.UI;
/// <summary>
/// 为 <see cref="UiInteractionProfile" /> 提供运行时默认值与语义判定。
/// </summary>
/// <remarks>
/// 该 helper 保留在运行时程序集内,避免把默认策略和输入判定逻辑放回 Abstractions。
/// UI 页面和路由器都应通过这里共享同一套默认语义,避免层级默认值漂移。
/// </remarks>
public static class UiInteractionProfiles
{
/// <summary>
/// 获取不捕获动作、也不阻断 World 输入的默认配置。
/// </summary>
public static UiInteractionProfile Default { get; } = new();
/// <summary>
/// 获取会捕获取消动作并阻断 World 输入的阻塞型默认配置。
/// </summary>
public static UiInteractionProfile BlockingCancel { get; } = new()
{
CapturedActions = UiInputActionMask.Cancel,
BlocksWorldPointerInput = true,
BlocksWorldActionInput = true
};
/// <summary>
/// 为指定层级生成默认交互配置。
/// </summary>
/// <param name="layer">UI 层级。</param>
/// <returns>该层级的默认交互语义。</returns>
public static UiInteractionProfile CreateDefault(UiLayer layer)
{
return layer switch
{
UiLayer.Modal or UiLayer.Topmost => BlockingCancel,
_ => Default
};
}
/// <summary>
/// 判断指定配置是否捕获了目标 UI 语义动作。
/// </summary>
/// <param name="profile">目标配置。</param>
/// <param name="action">要查询的动作。</param>
/// <returns>如果配置声明捕获了该动作则返回 <see langword="true" />。</returns>
public static bool Captures(UiInteractionProfile profile, UiInputAction action)
{
return action switch
{
UiInputAction.Cancel => (profile.CapturedActions & UiInputActionMask.Cancel) != 0,
UiInputAction.Confirm => (profile.CapturedActions & UiInputActionMask.Confirm) != 0,
_ => false
};
}
}

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@ -1,5 +1,3 @@
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Abstractions.Pause;
using GFramework.Core.Extensions;
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.UI;
@ -361,7 +359,6 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
return;
page.OnShow();
page.OnResume();
SyncPauseRequest(page, isVisible: true);
Log.Debug("Resume UI: instanceId={0}, layer={1}", handle.InstanceId, layer);
}
@ -467,7 +464,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
public IUiPageBehavior? GetUiActionOwner(UiInputAction action)
{
return EnumerateVisiblePagesByPriority()
.FirstOrDefault(page => page.InteractionProfile.Captures(action));
.FirstOrDefault(page => UiInteractionProfiles.Captures(page.InteractionProfile, action));
}
/// <summary>
@ -475,7 +472,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// </summary>
/// <param name="action">当前动作。</param>
/// <returns>如果已有页面捕获该动作则返回 <see langword="true" />。</returns>
public bool TryHandleUiAction(UiInputAction action)
public bool TryDispatchUiAction(UiInputAction action)
{
var owner = GetUiActionOwner(action);
if (owner is null)
@ -488,6 +485,18 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
return true;
}
/// <summary>
/// 尝试将语义动作分发给当前拥有捕获权的页面。
/// </summary>
/// <param name="action">当前动作。</param>
/// <returns>如果已有页面捕获该动作则返回 <see langword="true" />。</returns>
[Obsolete(
"Use TryDispatchUiAction(UiInputAction action) to emphasize dispatch semantics instead of handler success.")]
public bool TryHandleUiAction(UiInputAction action)
{
return TryDispatchUiAction(action);
}
/// <summary>
/// 判断当前可见 UI 是否阻断 World 指针输入。
/// </summary>
@ -735,7 +744,6 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
if (Stack.Count > 0)
{
var next = Stack.Peek();
next.OnResume();
next.OnShow();
SyncPauseRequest(next, isVisible: true);
}
@ -764,6 +772,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
catch (InvalidOperationException)
{
_pauseStackManager = null;
Log.Debug("PauseStackManager not available. Pause integration is disabled for the UI router.");
}
}
@ -841,7 +850,8 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
yield break;
foreach (var page in layerDict
.OrderByDescending(static pair => pair.Key, StringComparer.Ordinal)
// Use the numeric sequence encoded in the instance id so ordering stays correct after width overflow.
.OrderByDescending(static pair => ExtractInstanceSequence(pair.Key))
.Select(static pair => pair.Value)
.Where(static page => page.IsAlive && page.IsVisible))
{
@ -849,5 +859,18 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
}
}
/// <summary>
/// 从实例标识符中提取自增序号,供层内最近显示优先排序使用。
/// </summary>
/// <param name="instanceId">实例标识符,预期格式为 <c>ui_000001</c>。</param>
/// <returns>提取到的自增序号;若格式异常则返回 <see cref="int.MinValue" />,使异常值排在最后。</returns>
private static int ExtractInstanceSequence(string instanceId)
{
return instanceId.Length > 3 &&
int.TryParse(instanceId.AsSpan(3), NumberStyles.None, CultureInfo.InvariantCulture, out var sequence)
? sequence
: int.MinValue;
}
#endregion
}

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@ -13,7 +13,7 @@
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.UI;
using GFramework.Godot.Extensions;
using GFramework.Game.UI;
namespace GFramework.Godot.UI;
@ -131,7 +131,7 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
/// 若页面未提供自定义配置,则回退到层级默认值。
/// </summary>
public UiInteractionProfile InteractionProfile => _profileProvider?.GetUiInteractionProfile(Layer)
?? UiInteractionProfile.CreateDefault(Layer);
?? UiInteractionProfiles.CreateDefault(Layer);
#endregion
@ -213,7 +213,6 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
public virtual void OnShow()
{
_page?.OnShow();
ApplyPauseAwareProcessingMode();
Owner.Show();
OnResume();
}