Merge pull request #249 from GeWuYou/feat/ui-router-base

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gewuyou 2026-04-17 23:27:22 +08:00 committed by GitHub
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15 changed files with 880 additions and 13 deletions

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@ -0,0 +1,17 @@
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// 由页面视图实现,用于接收路由仲裁后的 UI 语义动作。
/// </summary>
public interface IUiActionHandler
{
/// <summary>
/// 处理一个 UI 语义动作。
/// </summary>
/// <param name="action">当前要处理的动作。</param>
/// <returns>
/// 如果页面已经完成处理则返回 <see langword="true" />
/// 返回 <see langword="false" /> 时,路由器仍会把声明捕获该动作视为已消费。
/// </returns>
bool TryHandleUiAction(UiInputAction action);
}

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@ -0,0 +1,16 @@
using GFramework.Game.Abstractions.Enums;
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// 由页面视图实现,用于按运行时状态动态提供交互语义配置。
/// </summary>
public interface IUiInteractionProfileProvider
{
/// <summary>
/// 获取页面当前应使用的交互配置。
/// </summary>
/// <param name="layer">页面绑定的默认 UI 层级。</param>
/// <returns>当前页面的交互配置。</returns>
UiInteractionProfile GetUiInteractionProfile(UiLayer layer);
}

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@ -66,6 +66,11 @@ public interface IUiPageBehavior : IRoute
/// </summary>
bool BlocksInput { get; }
/// <summary>
/// 获取页面当前的输入、阻断与暂停交互配置。
/// </summary>
UiInteractionProfile InteractionProfile { get; }
/// <summary>
/// 页面进入时调用的方法
/// </summary>
@ -96,4 +101,11 @@ public interface IUiPageBehavior : IRoute
/// 页面重新显示时调用的方法
/// </summary>
void OnShow();
}
/// <summary>
/// 尝试处理一个经过路由器仲裁后的 UI 语义动作。
/// </summary>
/// <param name="action">当前动作。</param>
/// <returns>如果页面已经显式处理该动作则返回 <see langword="true" />。</returns>
bool TryHandleUiAction(UiInputAction action);
}

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@ -186,5 +186,40 @@ public interface IUiRouter : ISystem
/// <param name="hideAll">是否隐藏所有匹配的UI实例默认为false。</param>
void HideByKey(string uiKey, UiLayer layer, bool destroy = false, bool hideAll = false);
/// <summary>
/// 查询当前对指定 UI 语义动作拥有最高优先级捕获权的页面。
/// </summary>
/// <param name="action">要查询的动作。</param>
/// <returns>动作所有者;如果当前没有页面声明捕获该动作则返回 <see langword="null" />。</returns>
IUiPageBehavior? GetUiActionOwner(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>
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>
/// 判断当前可见 UI 是否阻断 World 指针输入。
/// </summary>
/// <returns>如果 World 指针输入应被阻断则返回 <see langword="true" />。</returns>
bool BlocksWorldPointerInput();
/// <summary>
/// 判断当前可见 UI 是否阻断 World 语义动作输入。
/// </summary>
/// <returns>如果 World 动作输入应被阻断则返回 <see langword="true" />。</returns>
bool BlocksWorldActionInput();
#endregion
}
}

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@ -0,0 +1,23 @@
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// 定义框架级 UI 语义动作。
/// 这些动作由输入层映射后交给 UI 路由统一仲裁,避免页面直接依赖具体按键或设备事件。
/// </summary>
public enum UiInputAction
{
/// <summary>
/// 未指定动作。
/// </summary>
None = 0,
/// <summary>
/// 取消、返回或关闭当前 UI。
/// </summary>
Cancel = 1,
/// <summary>
/// 确认当前 UI 操作。
/// </summary>
Confirm = 2
}

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@ -0,0 +1,23 @@
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// 以位标记形式声明 UI 页面要捕获的语义动作集合。
/// </summary>
[Flags]
public enum UiInputActionMask
{
/// <summary>
/// 不捕获任何动作。
/// </summary>
None = 0,
/// <summary>
/// 捕获取消动作。
/// </summary>
Cancel = 1 << 0,
/// <summary>
/// 捕获确认动作。
/// </summary>
Confirm = 1 << 1
}

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@ -0,0 +1,48 @@
using GFramework.Core.Abstractions.Pause;
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// 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>
/// 声明当前页面要捕获的语义动作集合。
/// </summary>
public UiInputActionMask CapturedActions { get; init; } = UiInputActionMask.None;
/// <summary>
/// 指示当前页面是否阻断 World 指针输入,例如地图点击或相机拖拽。
/// </summary>
public bool BlocksWorldPointerInput { get; init; }
/// <summary>
/// 指示当前页面是否阻断 World 语义动作输入,例如 gameplay 快捷键。
/// </summary>
public bool BlocksWorldActionInput { get; init; }
/// <summary>
/// 指示当前页面的可见性是否应驱动暂停栈。
/// </summary>
public UiPauseMode PauseMode { get; init; } = UiPauseMode.None;
/// <summary>
/// 当 <see cref="PauseMode" /> 生效时使用的暂停组。
/// </summary>
public PauseGroup PauseGroup { get; init; } = PauseGroup.Global;
/// <summary>
/// 当场景树暂停时,该页面是否仍需继续处理输入与动画。
/// </summary>
public bool ContinueProcessingWhenPaused { get; init; }
/// <summary>
/// 页面向暂停栈登记时使用的原因文本。
/// </summary>
public string PauseReason { get; init; } = string.Empty;
}

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@ -0,0 +1,17 @@
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// 定义页面显示时与暂停系统的协作模式。
/// </summary>
public enum UiPauseMode
{
/// <summary>
/// 页面显示不会触发暂停请求。
/// </summary>
None = 0,
/// <summary>
/// 页面在可见期间持有一个暂停请求,隐藏或销毁时释放。
/// </summary>
WhileVisible = 1
}

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@ -16,4 +16,8 @@ global using Moq;
global using System;
global using System.Collections.Generic;
global using System.Linq;
global using System.Threading.Tasks;
global using System.Threading.Tasks;
global using System.Reflection;
global using GFramework.Game.Abstractions.Enums;
global using GFramework.Game.Abstractions.UI;
global using GFramework.Game.UI;

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@ -0,0 +1,359 @@
// 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.
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.CapturedActions, Is.EqualTo(UiInputActionMask.Cancel));
Assert.That(topmost.BlocksWorldPointerInput, Is.True);
Assert.That(topmost.BlocksWorldActionInput, Is.True);
});
}
/// <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>
/// <returns>表示异步测试执行过程的任务。</returns>
[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());
router.InitializeForTests();
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, "UiRouterBase._instanceCounter 字段未找到,可能发生了内部重构。");
Assert.That(field!.FieldType, Is.EqualTo(typeof(int)), "_instanceCounter 字段类型已变化,请同步调整测试。");
field.SetValue(router, value);
}
/// <summary>
/// 测试用 UI 路由器实现。
/// </summary>
private sealed class TestUiRouter : UiRouterBase
{
/// <summary>
/// 以测试专用的最小依赖集合执行路由器初始化。
/// </summary>
public void InitializeForTests()
{
Initialize();
}
/// <summary>
/// 以测试最小依赖完成初始化,避免把测试绑定到完整的架构 Utility 配置上。
/// </summary>
protected override void OnInit()
{
RegisterHandlers();
}
/// <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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@ -20,4 +20,5 @@ global using System.Threading.Tasks;
global using System.Globalization;
global using System.IO;
global using System.Text.Json;
global using YamlDotNet.RepresentationModel;
global using YamlDotNet.RepresentationModel;
global using GFramework.Core.Abstractions.Logging;

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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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@ -1,6 +1,5 @@
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Abstractions.Pause;
using GFramework.Core.Extensions;
using GFramework.Core.Logging;
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.UI;
using GFramework.Game.Routing;
@ -21,6 +20,11 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// </summary>
private readonly Dictionary<UiLayer, Dictionary<string, IUiPageBehavior>> _layers = new();
/// <summary>
/// 记录当前由页面可见性驱动持有的暂停令牌。
/// </summary>
private readonly Dictionary<IUiPageBehavior, PauseToken> _pauseTokens = new();
/// <summary>
/// UI切换处理器管道用于执行UI过渡动画和逻辑
/// </summary>
@ -36,6 +40,11 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// </summary>
private int _instanceCounter;
/// <summary>
/// 可选暂停栈管理器。
/// </summary>
private IPauseStackManager? _pauseStackManager;
/// <summary>
/// UI根节点引用用于添加和移除UI页面
/// </summary>
@ -324,6 +333,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
if (destroy)
{
page.OnExit();
SyncPauseRequest(page, isVisible: false);
_uiRoot.RemoveUiPage(page);
layerDict.Remove(handle.InstanceId);
Log.Debug("Hide & Destroy UI: instanceId={0}, layer={1}", handle.InstanceId, layer);
@ -331,6 +341,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
else
{
page.OnHide();
SyncPauseRequest(page, isVisible: false);
Log.Debug("Hide UI (suspend): instanceId={0}, layer={1}", handle.InstanceId, layer);
}
}
@ -349,7 +360,7 @@ 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);
}
@ -446,6 +457,67 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
Hide(handles[0], layer, destroy);
}
/// <summary>
/// 获取当前拥有指定 UI 语义动作捕获权的页面。
/// </summary>
/// <param name="action">要查询的动作。</param>
/// <returns>动作所有者;若没有页面声明捕获该动作则返回 <see langword="null" />。</returns>
public IUiPageBehavior? GetUiActionOwner(UiInputAction action)
{
return EnumerateVisiblePagesByPriority()
.FirstOrDefault(page => UiInteractionProfiles.Captures(page.InteractionProfile, action));
}
/// <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>
public bool TryDispatchUiAction(UiInputAction action)
{
var owner = GetUiActionOwner(action);
if (owner is null)
return false;
var handled = owner.TryHandleUiAction(action);
if (!handled)
Log.Debug("UI action captured without explicit handler: key={0}, action={1}", owner.Key, action);
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>
/// <returns>如果 World 指针输入应被阻断则返回 <see langword="true" />。</returns>
public bool BlocksWorldPointerInput()
{
return EnumerateVisiblePagesByPriority()
.Any(page => page.InteractionProfile.BlocksWorldPointerInput);
}
/// <summary>
/// 判断当前可见 UI 是否阻断 World 语义动作输入。
/// </summary>
/// <returns>如果 World 语义动作输入应被阻断则返回 <see langword="true" />。</returns>
public bool BlocksWorldActionInput()
{
return EnumerateVisiblePagesByPriority()
.Any(page => page.InteractionProfile.BlocksWorldActionInput);
}
#endregion
#region Initialization
@ -458,6 +530,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
{
// 获取UI工厂实例并确保其不为null
_factory = this.GetUtility<IUiFactory>()!;
TryBindPauseStackManager();
// 输出调试日志记录UI路由器基类已初始化及使用的工厂类型
Log.Debug("UiRouterBase initialized. Factory={0}", _factory.GetType().Name);
@ -472,6 +545,24 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
/// </summary>
protected override abstract void RegisterHandlers();
/// <summary>
/// 路由销毁时释放所有由页面持有的暂停请求。
/// </summary>
protected override void OnDestroy()
{
base.OnDestroy();
if (_pauseStackManager is null)
return;
foreach (var token in _pauseTokens.Values.ToArray())
{
_pauseStackManager.Pop(token);
}
_pauseTokens.Clear();
}
#endregion
#region Internal Helpers
@ -525,6 +616,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
// 生命周期
page.OnEnter(param);
page.OnShow();
SyncPauseRequest(page, isVisible: true);
Log.Debug("Show UI: key={0}, instanceId={1}, layer={2}", page.Key, instanceId, layer);
return handle;
@ -610,6 +702,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
{
Log.Debug("Suspend current page (Exclusive): {0}", current.View.GetType().Name);
current.OnHide();
SyncPauseRequest(current, isVisible: false);
}
}
@ -621,6 +714,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
Log.Debug("Enter & Show page: {0}, stackAfter={1}", page.View.GetType().Name, Stack.Count);
page.OnEnter(param);
page.OnShow();
SyncPauseRequest(page, isVisible: true);
}
/// <summary>
@ -646,11 +740,13 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
top.OnHide();
}
SyncPauseRequest(top, isVisible: false);
if (Stack.Count > 0)
{
var next = Stack.Peek();
next.OnResume();
next.OnShow();
SyncPauseRequest(next, isVisible: true);
}
}
@ -665,5 +761,117 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
DoPopInternal(policy);
}
/// <summary>
/// 尝试绑定暂停栈管理器。
/// </summary>
private void TryBindPauseStackManager()
{
try
{
_pauseStackManager = this.GetUtility<IPauseStackManager>();
}
catch (InvalidOperationException)
{
_pauseStackManager = null;
Log.Debug("PauseStackManager not available. Pause integration is disabled for the UI router.");
}
}
/// <summary>
/// 根据页面可见性同步暂停请求。
/// </summary>
/// <param name="page">页面行为。</param>
/// <param name="isVisible">页面是否应视为可见。</param>
private void SyncPauseRequest(IUiPageBehavior page, bool isVisible)
{
if (_pauseStackManager is null)
return;
var profile = page.InteractionProfile;
if (!isVisible || profile.PauseMode == UiPauseMode.None)
{
ReleasePauseRequest(page);
return;
}
if (_pauseTokens.ContainsKey(page))
return;
var reason = string.IsNullOrWhiteSpace(profile.PauseReason)
? $"UI:{page.Key}"
: profile.PauseReason;
_pauseTokens[page] = _pauseStackManager.Push(reason, profile.PauseGroup);
}
/// <summary>
/// 释放页面此前登记的暂停请求。
/// </summary>
/// <param name="page">目标页面。</param>
private void ReleasePauseRequest(IUiPageBehavior page)
{
if (_pauseStackManager is null)
return;
if (!_pauseTokens.Remove(page, out var token))
return;
_pauseStackManager.Pop(token);
}
/// <summary>
/// 按输入优先级枚举当前所有可见页面。
/// </summary>
/// <returns>可见页面序列。</returns>
private IEnumerable<IUiPageBehavior> EnumerateVisiblePagesByPriority()
{
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Topmost))
yield return page;
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Modal))
yield return page;
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Overlay))
yield return page;
foreach (var page in Stack.Where(static page => page.IsAlive && page.IsVisible))
yield return page;
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Toast))
yield return page;
}
/// <summary>
/// 枚举指定层级中的可见页面,层内按最近显示优先。
/// </summary>
/// <param name="layer">目标层级。</param>
/// <returns>该层级中的可见页面。</returns>
private IEnumerable<IUiPageBehavior> EnumerateVisibleLayerPages(UiLayer layer)
{
if (!_layers.TryGetValue(layer, out var layerDict))
yield break;
foreach (var page in layerDict
// 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))
{
yield return page;
}
}
/// <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
}
}

View File

@ -16,4 +16,5 @@ global using System.Collections.Generic;
global using System.Linq;
global using System.Threading;
global using System.Threading.Tasks;
global using Godot;
global using Godot;
global using GFramework.Godot.Extensions;

View File

@ -13,8 +13,7 @@
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.UI;
using GFramework.Godot.Extensions;
using Godot;
using GFramework.Game.UI;
namespace GFramework.Godot.UI;
@ -36,6 +35,16 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
/// </summary>
private readonly IUiPage? _page;
/// <summary>
/// 视图可选提供的交互配置提供者。
/// </summary>
private readonly IUiInteractionProfileProvider? _profileProvider;
/// <summary>
/// 视图可选提供的 UI 语义动作处理器。
/// </summary>
private readonly IUiActionHandler? _uiActionHandler;
/// <summary>
/// 视图节点的所有者实例。
/// </summary>
@ -51,6 +60,8 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
Owner = owner;
_key = key;
_page = owner as IUiPage;
_profileProvider = owner as IUiInteractionProfileProvider;
_uiActionHandler = owner as IUiActionHandler;
}
#region -
@ -115,6 +126,13 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
/// </summary>
public bool IsVisible => Owner.Visible;
/// <summary>
/// 获取页面当前的交互配置。
/// 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)
?? UiInteractionProfiles.CreateDefault(Layer);
#endregion
#region
@ -153,6 +171,8 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
Owner.SetProcess(false);
Owner.SetPhysicsProcess(false);
Owner.SetProcessInput(false);
Owner.SetProcessUnhandledInput(false);
Owner.SetProcessUnhandledKeyInput(false);
}
/// <summary>
@ -166,10 +186,14 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
_page?.OnResume();
ApplyPauseAwareProcessingMode();
// 恢复处理
Owner.SetProcess(true);
Owner.SetPhysicsProcess(true);
Owner.SetProcessInput(true);
Owner.SetProcessUnhandledInput(true);
Owner.SetProcessUnhandledKeyInput(true);
}
/// <summary>
@ -193,5 +217,25 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
OnResume();
}
/// <summary>
/// 尝试处理一个路由仲裁后的 UI 语义动作。
/// </summary>
/// <param name="action">当前动作。</param>
/// <returns>如果视图显式处理了该动作则返回 <see langword="true" />。</returns>
public virtual bool TryHandleUiAction(UiInputAction action)
{
return _uiActionHandler?.TryHandleUiAction(action) ?? false;
}
/// <summary>
/// 根据交互配置调整节点在暂停态下的处理模式。
/// </summary>
private void ApplyPauseAwareProcessingMode()
{
Owner.ProcessMode = InteractionProfile.ContinueProcessingWhenPaused
? Node.ProcessModeEnum.Always
: Node.ProcessModeEnum.Pausable;
}
#endregion
}
}