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Window

Namespace:FairyGUI
Source:Assets/Scripts/UI/Window.cs (line 18)

public class Window : GComponent

Window class. 窗口使用前首先要设置窗口中需要显示的内容,这通常是在编辑器里制作好的,可以直接使用Window.contentPane进行设置。 建议把设置contentPane等初始化操作放置到Window.onInit方法中。 另外,FairyGUI还提供了一套机制用于窗口动态创建。动态创建是指初始时仅指定窗口需要使用的资源,等窗口需要显示时才实际开始构建窗口的内容。 首先需要在窗口的构造函数中调用Window.addUISource。这个方法需要一个IUISource类型的参数,而IUISource是一个接口, 用户需要自行实现载入相关UI包的逻辑。当窗口第一次显示之前,IUISource的加载方法将会被调用,并等待载入完成后才返回执行Window.OnInit,然后窗口才会显示。 如果你需要窗口显示时播放动画效果,那么覆盖doShowAnimation编写你的动画代码,并且在动画结束后调用onShown。覆盖onShown编写其他需要在窗口显示时处理的业务逻辑。 如果你需要窗口隐藏时播放动画效果,那么覆盖doHideAnimation编写你的动画代码,并且在动画结束时调用Window.hideImmediately(注意不是直接调用onHide!)。覆盖onHide编写其他需要在窗口隐藏时处理的业务逻辑。

Inheritance:EventDispatcher → GObject → GComponent → Window

Inherited members​

GComponent

__onConstruct, __onDispose, _apexIndex, _boundsChanged, _childrenRenderOrder, _margin, _trackBounds, AddChild, AddChildAt, AddController, CallLua, ChangeChildrenOrder, ConstructExtension, ConstructFromResource, ConstructFromXML, CreateDisplayObject, EnsureBoundsCorrect, GetChild, GetChildAt, GetChildByPath, GetChildInGroup, GetChildIndex, GetChildren, GetController, GetControllerAt, GetFirstChildInView, GetSnappingPosition, GetSnappingPositionWithDir, GetTransition, GetTransitionAt, GetVisibleChild, HandleControllerChanged, HandleGrayedChanged, HandleSizeChanged, InvalidateBatchingState, IsAncestorOf, IsChildInView, OnUpdate, RemoveChild, RemoveChildAt, RemoveChildren, RemoveController, SetBounds, SetBoundsChangedFlag, SetChildIndex, SetChildIndexBefore, SetLuaPeer, SetupOverflow, SetupScroll, Setup_AfterAdd, ShouldSnapToNext, SwapChildren, SwapChildrenAt, UpdateBounds, Controllers, Transitions, apexIndex, baseUserData, childrenRenderOrder, clipSoftness, container, fairyBatching, margin, mask, numChildren, onDrop, opaque, reversedMask, rootContainer, scrollPane, tabStopChildren, viewHeight, viewWidth

GObject

data, dragBounds, initHeight, initWidth, maxHeight, maxWidth, minHeight, minWidth, name, packageItem, sourceHeight, sourceWidth, underConstruct, AddRelation, Center, GetGear, GlobalToLocal, HandleAlphaChanged, HandlePositionChanged, HandleScaleChanged, HandleVisibleChanged, LocalToGlobal, LocalToRoot, MakeFullScreen, RemoveFromParent, RemoveRelation, RequestFocus, RootToLocal, SetHome, SetPivot, SetPosition, SetScale, SetSize, SetSizeDirectly, SetXY, Setup_BeforeAdd, StartDrag, StopDrag, TransformPoint, TransformRect, TweenFade, TweenMove, TweenMoveX, TweenMoveY, TweenResize, TweenRotate, TweenScale, TweenScaleX, TweenScaleY, UpdateGear, WorldToLocal, actualHeight, actualWidth, alpha, asButton, asComboBox, asCom, asGraph, asGroup, asImage, asLabel, asList, asLoader3D, asLoader, asMovieClip, asProgress, asRichTextField, asSlider, asTextField, asTextInput, asTree, blendMode, cursor, displayObject, dragStartPos, draggable, draggingObject, dragging, enabled, filter, focusable, focused, gameObjectName, gearLook, gearSize, gearXY, grayed, group, height, icon, id, inContainer, isDisposed, onAddedToStage, onClickLink, onClick, onDragEnd, onDragMove, onDragStart, onFocusIn, onFocusOut, onGearStop, onKeyDown, onPositionChanged, onRemovedFromStage, onRightClick, onRollOut, onRollOver, onSizeChanged, onStage, onTouchBegin, onTouchEnd, onTouchMove, parent, pivotAsAnchor, pivotX, pivotY, pivot, pixelSnapping, position, relations, resourceURL, root, rotationX, rotationY, rotation, scaleX, scaleY, scale, size, skew, sortingOrder, tabStop, text, tooltips, touchable, treeNode, visible, width, xMin, xy, x, yMin, y, z

EventDispatcher

AddCapture, AddEventListener, BroadcastEvent, BubbleEvent, DispatchEvent, RemoveCapture, RemoveEventListener, RemoveEventListeners, hasEventListeners, isDispatching

Constructors​

Window()​

public Window();

Source:UI/Window.cs (line 47)

Fields​

__doHideAnimation​

public Action __doHideAnimation;

Compilation conditions:FAIRYGUI_PUERTS

Source:UI/Window.cs (line 44)

__doShowAnimation​

public Action __doShowAnimation;

Compilation conditions:FAIRYGUI_PUERTS

Source:UI/Window.cs (line 43)

__onHide​

public Action __onHide;

Compilation conditions:FAIRYGUI_PUERTS

Source:UI/Window.cs (line 42)

__onInit​

public Action __onInit;

Compilation conditions:FAIRYGUI_PUERTS

Source:UI/Window.cs (line 40)

__onShown​

public Action __onShown;

Compilation conditions:FAIRYGUI_PUERTS

Source:UI/Window.cs (line 41)

_requestingCmd​

protected int _requestingCmd;

Source:UI/Window.cs (line 37)

bringToFontOnClick​

public bool bringToFontOnClick;

Source:UI/Window.cs (line 23)

Methods​

AddUISource(IUISource)​

public void AddUISource(IUISource source);

Set a UISource to this window. It must call before the window is shown. When the window is first time to show, UISource.Load is called. Only after all UISource is loaded, the window will continue to init. 为窗口添加一个源。这个方法建议在构造函数调用。当窗口第一次显示前,UISource的Load方法将被调用,然后只有所有的UISource 都ready后,窗口才会继续初始化和显示。

ParameterTypeDescription
sourceIUISource

Source:UI/Window.cs (line 69)

BringToFront()​

public void BringToFront();

Source:UI/Window.cs (line 274)

CenterOn(GRoot, bool)​

public void CenterOn(GRoot r, bool restraint);

Make the window be center of the screen.

ParameterTypeDescription
rGRoot
restraintboolAdd relations to ensure keeping center on screen size changed.

Source:UI/Window.cs (line 225)

CloseModalWait()​

public bool CloseModalWait();

Source:UI/Window.cs (line 329)

CloseModalWait(int)​

public bool CloseModalWait(int requestingCmd);

Close modal waiting. If rquestingCmd is equal to the value you transfer in ShowModalWait, mowal wait will be closed. Otherwise, this function has no effect. 关闭模式等待。如果requestingCmd和ShowModalWait传入的不相同,则这个函数没有任何动作,立即返回。

ParameterTypeDescription
requestingCmdint

Source:UI/Window.cs (line 341)

Dispose()​

override public void Dispose();

Source:UI/Window.cs (line 494)

DoHideAnimation()​

virtual protected void DoHideAnimation();

Source:UI/Window.cs (line 456)

DoShowAnimation()​

virtual protected void DoShowAnimation();

Source:UI/Window.cs (line 438)

Hide()​

public void Hide();

Source:UI/Window.cs (line 206)

HideImmediately()​

public void HideImmediately();

Hide window immediately, no OnHide will be called.

Source:UI/Window.cs (line 215)

Init()​

public void Init();

Source:UI/Window.cs (line 367)

LayoutModalWaitPane()​

virtual protected void LayoutModalWaitPane();

Source:UI/Window.cs (line 312)

OnHide()​

virtual protected void OnHide();

Source:UI/Window.cs (line 424)

OnInit()​

virtual protected void OnInit();

Source:UI/Window.cs (line 396)

OnShown()​

virtual protected void OnShown();

Source:UI/Window.cs (line 410)

Show()​

public void Show();

Source:UI/Window.cs (line 189)

ShowModalWait()​

public void ShowModalWait();

Source:UI/Window.cs (line 282)

ShowModalWait(int)​

public void ShowModalWait(int requestingCmd);

Display a modal waiting sign in the front. 显示一个等待标志在最前面。等待标志的资源可以通过UIConfig.windowModalWaiting。等待标志组件会设置为屏幕大小,请内部做好关联。 还可以设定一个requestingCmd作为等待的命令字,在CloseModalWait里传入相同的命令字ModalWait将结束,否则CloseModalWait无效。

ParameterTypeDescription
requestingCmdint

Source:UI/Window.cs (line 293)

ShowOn(GRoot)​

public void ShowOn(GRoot r);
ParameterTypeDescription
rGRoot

Source:UI/Window.cs (line 198)

ToggleStatus()​

public void ToggleStatus();

Switch show and hide status.

Source:UI/Window.cs (line 238)

closeEventHandler(EventContext)​

virtual protected void closeEventHandler(EventContext context);
ParameterTypeDescription
contextEventContext

Source:UI/Window.cs (line 521)

Properties​

closeButton​

public GObject closeButton { get; set; }

Source:UI/Window.cs (line 127)

contentArea​

public GObject contentArea { get; set; }

Source:UI/Window.cs (line 172)

contentPane​

public GComponent contentPane { set; get; }

Source:UI/Window.cs (line 77)

dragArea​

public GObject dragArea { get; set; }

Source:UI/Window.cs (line 143)

frame​

public GComponent frame { get; }

Source:UI/Window.cs (line 119)

isShowing​

public bool isShowing { get; }

Source:UI/Window.cs (line 249)

isTop​

public bool isTop { get; }

Source:UI/Window.cs (line 257)

modal​

public bool modal { get; set; }

Source:UI/Window.cs (line 265)

modalWaiting​

public bool modalWaiting { get; }

Source:UI/Window.cs (line 359)

modalWaitingPane​

public GObject modalWaitingPane { get; }

Source:UI/Window.cs (line 181)