Architektur und Patterns für WvdS UI Controls.
Alle WvdS Controls folgen dem Properties/ViewInfo/Control Pattern (WPF-inspiriert):
TWvdSDependencyObject
└── TWvdSFrameworkElement
└── TWvdSControl
└── TWvdS{ControlName}
Basis für alle Objekte mit Dependency Properties.
TWvdSDependencyObject = class private FPropertyValues: TDictionary<string, TValue>; public function GetValue(AProperty: TWvdSDependencyProperty): TValue; procedure SetValue(AProperty: TWvdSDependencyProperty; AValue: TValue); procedure ClearValue(AProperty: TWvdSDependencyProperty); end;
Erweitert um Layout und visuelle Eigenschaften.
TWvdSFrameworkElement = class(TWvdSDependencyObject) private FWidth, FHeight: Double; FMinWidth, FMinHeight: Double; FMaxWidth, FMaxHeight: Double; FMargin, FPadding: TWvdSThickness; FHorizontalAlignment: TWvdSHorizontalAlignment; FVerticalAlignment: TWvdSVerticalAlignment; public function MeasureOverride(AAvailableSize: TWvdSSize): TWvdSSize; virtual; function ArrangeOverride(AFinalSize: TWvdSSize): TWvdSSize; virtual; procedure Render(ASurface: TWvdSRenderSurface); virtual; abstract; end;
Basis für alle interaktiven Controls.
TWvdSControl = class(TWvdSFrameworkElement) private FIsEnabled: Boolean; FIsFocused: Boolean; FTabIndex: Integer; FTemplate: TWvdSControlTemplate; FViewInfo: TWvdSViewInfo; public property IsEnabled: Boolean read FIsEnabled write SetIsEnabled; property IsFocused: Boolean read FIsFocused; property TabIndex: Integer read FTabIndex write FTabIndex; property Template: TWvdSControlTemplate read FTemplate write FTemplate; property ViewInfo: TWvdSViewInfo read FViewInfo; procedure OnGotFocus; virtual; procedure OnLostFocus; virtual; procedure OnKeyDown(AEvent: TWvdSKeyEventArgs); virtual; procedure OnMouseDown(AEvent: TWvdSMouseEventArgs); virtual; end;
┌─────────────────────────────────────────────────┐ │ Properties Layer │ │ - Öffentliche API (Properties, Events) │ │ - Dependency Properties │ │ - Bindungsfähig, PXAML-kompatibel │ ├─────────────────────────────────────────────────┤ │ ViewInfo Layer │ │ - Berechnete visuelle Informationen │ │ - Cache für Rendering │ │ - Bounds, Rects, berechnete Werte │ ├─────────────────────────────────────────────────┤ │ Control Layer │ │ - Rendering-Logik │ │ - Input-Handling │ │ - Target-spezifisch (TUI/GUI/Web) │ └─────────────────────────────────────────────────┘
(* Properties Layer *) TWvdSButtonProperties = class(TWvdSControlProperties) published property Caption: string; property ImageSource: TWvdSImageSource; property IsDefault: Boolean; property IsCancel: Boolean; property Command: IWvdSCommand; end; (* ViewInfo Layer *) TWvdSButtonViewInfo = class(TWvdSViewInfo) private FCaptionBounds: TRect; FImageBounds: TRect; FContentBounds: TRect; public procedure Calculate(AAvailableRect: TRect); override; property CaptionBounds: TRect read FCaptionBounds; property ImageBounds: TRect read FImageBounds; end; (* Control Layer *) TWvdSButton = class(TWvdSControl) private FProperties: TWvdSButtonProperties; FViewInfo: TWvdSButtonViewInfo; public constructor Create; procedure Render(ASurface: TWvdSRenderSurface); override; procedure OnClick; virtual; published property Caption: string read GetCaption write SetCaption; property OnClick: TNotifyEvent read FOnClick write FOnClick; end;
Jedes Control hat pro Target einen spezialisierten Renderer.
IWvdSControlRenderer = interface function Measure(AControl: TWvdSControl; AAvailable: TWvdSSize): TWvdSSize; procedure Arrange(AControl: TWvdSControl; ARect: TRect); procedure Paint(AControl: TWvdSControl; ASurface: TWvdSRenderSurface); function HandleInput(AControl: TWvdSControl; AEvent: TWvdSInputEvent): Boolean; end;
sources/common/ui/targets/
├── tui/
│ ├── WvdS.UI.TUI.ButtonRenderer.pas
│ ├── WvdS.UI.TUI.TextEditRenderer.pas
│ └── ...
├── gui/
│ ├── WvdS.UI.GUI.ButtonRenderer.pas
│ └── ...
└── web/
├── WvdS.UI.Web.ButtonRenderer.pas
└── ...
TWvdSButtonTUIRenderer = class(TInterfacedObject, IWvdSControlRenderer) public function Measure(AControl: TWvdSControl; AAvailable: TWvdSSize): TWvdSSize; procedure Arrange(AControl: TWvdSControl; ARect: TRect); procedure Paint(AControl: TWvdSControl; ASurface: TWvdSRenderSurface); function HandleInput(AControl: TWvdSControl; AEvent: TWvdSInputEvent): Boolean; end; procedure TWvdSButtonTUIRenderer.Paint(AControl: TWvdSControl; ASurface: TWvdSRenderSurface); var Btn: TWvdSButton; Style: TWvdSStyle; begin Btn := TWvdSButton(AControl); (* State-basierte Style-Auswahl *) if not Btn.IsEnabled then Style := Theme.ButtonDisabled else if Btn.IsFocused then Style := Theme.ButtonFocused else Style := Theme.ButtonDefault; (* Border zeichnen *) ASurface.DrawBorder(Btn.Bounds, bsSingle, Style); (* Caption zentriert zeichnen *) ASurface.DrawTextCentered(Btn.ViewInfo.ContentBounds, Btn.Caption, Style); end;
class var CaptionProperty: TWvdSDependencyProperty; class constructor TWvdSButton.Create; begin CaptionProperty := TWvdSDependencyProperty.Register( 'Caption', (* Name *) TypeInfo(string), (* Typ *) TWvdSButton, (* Owner *) '', (* Default *) @OnCaptionChanged (* Callback *) ); end;
class var funktioniert nicht in pas2js. Verwende stattdessen Unit-Level Variablen.
var GButtonCaptionProperty: TWvdSDependencyProperty = nil; function ButtonCaptionProperty: TWvdSDependencyProperty; begin if GButtonCaptionProperty = nil then GButtonCaptionProperty := TWvdSDependencyProperty.Register(...); Result := GButtonCaptionProperty; end;
Pflicht-States: ├─ Normal (* Default-Zustand *) ├─ Focused (* Hat Tastatur-Fokus *) ├─ Disabled (* IsEnabled = False *) └─ Invalid (* Validierungsfehler *) Optional-States: ├─ MouseOver (* Maus darüber *) ├─ Pressed (* Aktiv gedrückt *) └─ Selected (* Ausgewählt *)
1. PreviewKeyDown (Tunneling) 2. KeyDown (Bubbling) 3. Control-spezifische Verarbeitung 4. Command-Ausführung (wenn gebunden)
TWvdSFocusManager = class public class function GetFocusedElement: TWvdSFrameworkElement; class procedure SetFocus(AElement: TWvdSFrameworkElement); class procedure MoveFocus(ADirection: TWvdSFocusNavigationDirection); end; TWvdSFocusNavigationDirection = ( fndNext, (* Tab *) fndPrevious, (* Shift+Tab *) fndUp, fndDown, fndLeft, fndRight );
<TextEdit Text="{Binding CustomerName, Mode=TwoWay}" /> <Button Caption="{Binding SaveCommand.Caption}" Command="{Binding SaveCommand}" />
| Mode | Beschreibung |
| OneTime | Einmalig bei Initialisierung |
|---|---|
| OneWay | Source → Target |
| TwoWay | Source ↔ Target |
| OneWayToSource | Target → Source |
1. Konstruktor └─ Properties initialisieren 2. Template anwenden └─ ControlTemplate laden und anwenden 3. Measure └─ Gewünschte Größe berechnen 4. Arrange └─ Finale Position und Größe 5. Render └─ In RenderSurface zeichnen 6. Input-Events └─ Tastatur, Maus, Touch 7. Destruktor └─ Ressourcen freigeben
sources/common/ui/
├── framework/ # Basis-Framework (42 Units)
│ ├── WvdS.UI.DependencyObject.pas
│ ├── WvdS.UI.FrameworkElement.pas
│ ├── WvdS.UI.Control.pas
│ ├── WvdS.UI.ViewInfo.pas
│ └── ...
│
├── controls/ # Control-Implementierungen
│ ├── basic/
│ │ ├── WvdS.UI.Controls.Button.pas
│ │ ├── WvdS.UI.Controls.Label.pas
│ │ └── ...
│ ├── editors/
│ ├── data/
│ └── ...
│
├── targets/ # Target-spezifische Renderer
│ ├── tui/
│ ├── gui/
│ └── web/
│
└── themes/ # Theme-Definitionen
├── WvdS.UI.Themes.Default.pas
└── WvdS.UI.Themes.Dark.pas