diff --git a/GFramework.Game.Abstractions/UI/IUiRouter.cs b/GFramework.Game.Abstractions/UI/IUiRouter.cs
index 06510560..a84aff7b 100644
--- a/GFramework.Game.Abstractions/UI/IUiRouter.cs
+++ b/GFramework.Game.Abstractions/UI/IUiRouter.cs
@@ -194,10 +194,19 @@ public interface IUiRouter : ISystem
IUiPageBehavior? GetUiActionOwner(UiInputAction action);
///
- /// 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。
///
/// 当前动作。
- /// 如果该动作已被某个页面捕获并消费,则返回 。
+ /// 如果该动作已被某个页面捕获并完成分发,则返回 。
+ bool TryDispatchUiAction(UiInputAction action);
+
+ ///
+ /// 尝试把语义动作分发给当前拥有该动作捕获权的页面。
+ ///
+ /// 当前动作。
+ /// 如果该动作已被某个页面捕获并完成分发,则返回 。
+ [Obsolete(
+ "Use TryDispatchUiAction(UiInputAction action) to emphasize dispatch semantics instead of handler success.")]
bool TryHandleUiAction(UiInputAction action);
///
diff --git a/GFramework.Game.Abstractions/UI/UiInteractionProfile.cs b/GFramework.Game.Abstractions/UI/UiInteractionProfile.cs
index 32069d48..6f2cecb3 100644
--- a/GFramework.Game.Abstractions/UI/UiInteractionProfile.cs
+++ b/GFramework.Game.Abstractions/UI/UiInteractionProfile.cs
@@ -1,18 +1,16 @@
using GFramework.Core.Abstractions.Pause;
-using GFramework.Game.Abstractions.Enums;
namespace GFramework.Game.Abstractions.UI;
///
-/// 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。
///
+///
+/// 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。
+///
public sealed class UiInteractionProfile
{
- ///
- /// 获取默认值实例。
- ///
- public static UiInteractionProfile Default { get; } = new();
-
///
/// 声明当前页面要捕获的语义动作集合。
///
@@ -47,44 +45,4 @@ public sealed class UiInteractionProfile
/// 页面向暂停栈登记时使用的原因文本。
///
public string PauseReason { get; init; } = string.Empty;
-
- ///
- /// 判断当前配置是否捕获了指定动作。
- ///
- /// 要查询的语义动作。
- /// 如果当前配置捕获该动作则返回 。
- public bool Captures(UiInputAction action)
- {
- return action switch
- {
- UiInputAction.Cancel => CapturedActions.HasFlag(UiInputActionMask.Cancel),
- UiInputAction.Confirm => CapturedActions.HasFlag(UiInputActionMask.Confirm),
- _ => false
- };
- }
-
- ///
- /// 为指定层级生成默认交互配置。
- ///
- /// UI 层级。
- /// 该层级的默认交互语义。
- 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
- };
- }
}
diff --git a/GFramework.Game.Tests/UI/UiRouterInteractionTests.cs b/GFramework.Game.Tests/UI/UiRouterInteractionTests.cs
new file mode 100644
index 00000000..205e1d6d
--- /dev/null
+++ b/GFramework.Game.Tests/UI/UiRouterInteractionTests.cs
@@ -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;
+
+///
+/// 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。
+///
+[TestFixture]
+public class UiRouterInteractionTests
+{
+ ///
+ /// 验证模态层和顶层共享同一套阻塞型默认交互配置。
+ ///
+ [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));
+ });
+ }
+
+ ///
+ /// 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。
+ ///
+ [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));
+ });
+ }
+
+ ///
+ /// 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。
+ ///
+ [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));
+ }
+
+ ///
+ /// 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。
+ ///
+ [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));
+ }
+
+ ///
+ /// 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。
+ ///
+ [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));
+ }
+
+ ///
+ /// 创建带有测试根节点的 UI 路由器。
+ ///
+ /// 已绑定测试根节点的路由器实例。
+ private static TestUiRouter CreateRouter()
+ {
+ var router = new TestUiRouter();
+ router.BindRoot(new TestUiRoot());
+ return router;
+ }
+
+ ///
+ /// 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。
+ ///
+ /// 目标路由器。
+ /// 要写入的计数器值。
+ 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);
+ }
+
+ ///
+ /// 测试用 UI 路由器实现。
+ ///
+ private sealed class TestUiRouter : UiRouterBase
+ {
+ ///
+ /// 注册处理器。
+ ///
+ protected override void RegisterHandlers()
+ {
+ }
+ }
+
+ ///
+ /// 测试用 UI 根节点,占位记录添加/移除操作即可。
+ ///
+ private sealed class TestUiRoot : IUiRoot
+ {
+ ///
+ /// 记录当前挂载的页面集合。
+ ///
+ private readonly List _children = new();
+
+ ///
+ public void AddUiPage(IUiPageBehavior child)
+ {
+ _children.Add(child);
+ }
+
+ ///
+ public void AddUiPage(IUiPageBehavior child, UiLayer layer, int orderInLayer = 0)
+ {
+ _children.Add(child);
+ }
+
+ ///
+ public void RemoveUiPage(IUiPageBehavior child)
+ {
+ _children.Remove(child);
+ }
+ }
+
+ ///
+ /// 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。
+ ///
+ private sealed class TestUiPage : IUiPageBehavior
+ {
+ ///
+ /// 初始化测试页面实例。
+ ///
+ /// 页面键。
+ /// 页面层级。
+ public TestUiPage(string key, UiLayer layer)
+ {
+ Key = key;
+ Layer = layer;
+ InteractionProfile = UiInteractionProfiles.Default;
+ IsAlive = true;
+ }
+
+ ///
+ /// 获取或设置一个值,指示 是否要模拟 `CanvasItemUiPageBehaviorBase` 那样触发恢复逻辑。
+ ///
+ public bool ResumeFromShow { get; init; }
+
+ ///
+ /// 获取或设置页面处理动作时返回的结果。
+ ///
+ public bool TryHandleUiActionResult { get; init; } = true;
+
+ ///
+ /// 记录恢复回调触发次数。
+ ///
+ public int OnResumeCallCount { get; private set; }
+
+ ///
+ /// 记录动作处理方法调用次数。
+ ///
+ public int TryHandleUiActionCallCount { get; private set; }
+
+ ///
+ public UiHandle? Handle { get; set; }
+
+ ///
+ public UiLayer Layer { get; }
+
+ ///
+ public bool IsReentrant { get; init; } = true;
+
+ ///
+ public object View => this;
+
+ ///
+ public bool IsAlive { get; private set; }
+
+ ///
+ public bool IsVisible { get; private set; }
+
+ ///
+ public bool IsModal => Layer == UiLayer.Modal;
+
+ ///
+ public bool BlocksInput { get; init; }
+
+ ///
+ public UiInteractionProfile InteractionProfile { get; init; }
+
+ ///
+ public string Key { get; }
+
+ ///
+ public void OnEnter(IUiPageEnterParam? param)
+ {
+ }
+
+ ///
+ public void OnExit()
+ {
+ IsAlive = false;
+ IsVisible = false;
+ }
+
+ ///
+ public void OnPause()
+ {
+ }
+
+ ///
+ public void OnResume()
+ {
+ OnResumeCallCount++;
+ }
+
+ ///
+ public void OnHide()
+ {
+ IsVisible = false;
+ }
+
+ ///
+ 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();
+ }
+
+ ///
+ public bool TryHandleUiAction(UiInputAction action)
+ {
+ TryHandleUiActionCallCount++;
+ return TryHandleUiActionResult;
+ }
+ }
+}
diff --git a/GFramework.Game/UI/UiInteractionProfiles.cs b/GFramework.Game/UI/UiInteractionProfiles.cs
new file mode 100644
index 00000000..224de6b6
--- /dev/null
+++ b/GFramework.Game/UI/UiInteractionProfiles.cs
@@ -0,0 +1,59 @@
+using GFramework.Game.Abstractions.Enums;
+using GFramework.Game.Abstractions.UI;
+
+namespace GFramework.Game.UI;
+
+///
+/// 为 提供运行时默认值与语义判定。
+///
+///
+/// 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。
+///
+public static class UiInteractionProfiles
+{
+ ///
+ /// 获取不捕获动作、也不阻断 World 输入的默认配置。
+ ///
+ public static UiInteractionProfile Default { get; } = new();
+
+ ///
+ /// 获取会捕获取消动作并阻断 World 输入的阻塞型默认配置。
+ ///
+ public static UiInteractionProfile BlockingCancel { get; } = new()
+ {
+ CapturedActions = UiInputActionMask.Cancel,
+ BlocksWorldPointerInput = true,
+ BlocksWorldActionInput = true
+ };
+
+ ///
+ /// 为指定层级生成默认交互配置。
+ ///
+ /// UI 层级。
+ /// 该层级的默认交互语义。
+ public static UiInteractionProfile CreateDefault(UiLayer layer)
+ {
+ return layer switch
+ {
+ UiLayer.Modal or UiLayer.Topmost => BlockingCancel,
+ _ => Default
+ };
+ }
+
+ ///
+ /// 判断指定配置是否捕获了目标 UI 语义动作。
+ ///
+ /// 目标配置。
+ /// 要查询的动作。
+ /// 如果配置声明捕获了该动作则返回 。
+ 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
+ };
+ }
+}
diff --git a/GFramework.Game/UI/UiRouterBase.cs b/GFramework.Game/UI/UiRouterBase.cs
index 8bb376e9..34b64132 100644
--- a/GFramework.Game/UI/UiRouterBase.cs
+++ b/GFramework.Game/UI/UiRouterBase.cs
@@ -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 page.InteractionProfile.Captures(action));
+ .FirstOrDefault(page => UiInteractionProfiles.Captures(page.InteractionProfile, action));
}
///
@@ -475,7 +472,7 @@ public abstract class UiRouterBase : RouterBase
/// 当前动作。
/// 如果已有页面捕获该动作则返回 。
- 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
+ /// 尝试将语义动作分发给当前拥有捕获权的页面。
+ ///
+ /// 当前动作。
+ /// 如果已有页面捕获该动作则返回 。
+ [Obsolete(
+ "Use TryDispatchUiAction(UiInputAction action) to emphasize dispatch semantics instead of handler success.")]
+ public bool TryHandleUiAction(UiInputAction action)
+ {
+ return TryDispatchUiAction(action);
+ }
+
///
/// 判断当前可见 UI 是否阻断 World 指针输入。
///
@@ -735,7 +744,6 @@ public abstract class UiRouterBase : RouterBase 0)
{
var next = Stack.Peek();
- next.OnResume();
next.OnShow();
SyncPauseRequest(next, isVisible: true);
}
@@ -764,6 +772,7 @@ public abstract class UiRouterBase : RouterBase 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
+ /// 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。
+ ///
+ /// 实例标识符,预期格式为 ui_000001。
+ /// 提取到的自增序号;若格式异常则返回 ,使异常值排在最后。
+ 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
}
diff --git a/GFramework.Godot/UI/CanvasItemUiPageBehaviorBase.cs b/GFramework.Godot/UI/CanvasItemUiPageBehaviorBase.cs
index b7bfafb4..565289e3 100644
--- a/GFramework.Godot/UI/CanvasItemUiPageBehaviorBase.cs
+++ b/GFramework.Godot/UI/CanvasItemUiPageBehaviorBase.cs
@@ -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 : IUiPageBehavior
/// 若页面未提供自定义配置,则回退到层级默认值。
///
public UiInteractionProfile InteractionProfile => _profileProvider?.GetUiInteractionProfile(Layer)
- ?? UiInteractionProfile.CreateDefault(Layer);
+ ?? UiInteractionProfiles.CreateDefault(Layer);
#endregion
@@ -213,7 +213,6 @@ public abstract class CanvasItemUiPageBehaviorBase : IUiPageBehavior
public virtual void OnShow()
{
_page?.OnShow();
- ApplyPauseAwareProcessingMode();
Owner.Show();
OnResume();
}