Integrate XCUI runtime context into SceneRuntime

This commit is contained in:
2026-04-05 06:52:17 +08:00
parent edf434aa03
commit d46dcbfa9e
7 changed files with 323 additions and 2 deletions

View File

@@ -525,9 +525,11 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Runtime/UIScreenTypes.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Runtime/UIScreenDocumentHost.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Runtime/UIScreenPlayer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Runtime/UISceneRuntimeContext.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Runtime/UISystem.h
${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Runtime/UIScreenDocumentHost.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Runtime/UIScreenPlayer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Runtime/UISceneRuntimeContext.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Runtime/UIScreenStackController.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Runtime/UISystem.cpp

View File

@@ -1,12 +1,37 @@
#pragma once
#include <XCEngine/Scene/Scene.h>
#include <XCEngine/UI/Types.h>
#include <memory>
namespace XCEngine {
namespace UI {
namespace Runtime {
class UISceneRuntimeContext;
class UISystem;
class UIScreenStackController;
struct UISystemFrameResult;
} // namespace Runtime
} // namespace UI
} // namespace XCEngine
namespace XCEngine {
namespace Components {
class SceneRuntime {
public:
SceneRuntime();
~SceneRuntime();
SceneRuntime(SceneRuntime&& other) noexcept;
SceneRuntime& operator=(SceneRuntime&& other) noexcept;
SceneRuntime(const SceneRuntime&) = delete;
SceneRuntime& operator=(const SceneRuntime&) = delete;
void Start(Scene* scene);
void Stop();
@@ -14,10 +39,19 @@ public:
void Update(float deltaTime);
void LateUpdate(float deltaTime);
UI::Runtime::UISystem& GetUISystem();
UI::Runtime::UIScreenStackController& GetUIScreenStackController();
const UI::Runtime::UISystemFrameResult& GetLastUIFrame() const;
void SetUIViewportRect(const UI::UIRect& viewportRect);
void SetUIFocused(bool focused);
void QueueUIInputEvent(const UI::UIInputEvent& event);
void ClearQueuedUIInputEvents();
bool IsRunning() const { return m_running; }
Scene* GetScene() const { return m_scene; }
private:
std::unique_ptr<UI::Runtime::UISceneRuntimeContext> m_uiRuntime;
Scene* m_scene = nullptr;
bool m_running = false;
};

View File

@@ -0,0 +1,40 @@
#pragma once
#include <XCEngine/UI/Runtime/UIScreenDocumentHost.h>
#include <XCEngine/UI/Runtime/UIScreenStackController.h>
#include <XCEngine/UI/Runtime/UISystem.h>
namespace XCEngine {
namespace UI {
namespace Runtime {
class UISceneRuntimeContext {
public:
UISceneRuntimeContext();
UISystem& GetSystem();
const UISystem& GetSystem() const;
UIScreenStackController& GetStackController();
const UIScreenStackController& GetStackController() const;
const UISystemFrameResult& GetLastFrame() const;
void Reset();
void SetViewportRect(const UIRect& viewportRect);
void SetFocused(bool focused);
void QueueInputEvent(const UIInputEvent& event);
void ClearQueuedInputEvents();
void Update(double deltaTimeSeconds);
private:
UIDocumentScreenHost m_documentHost = {};
UISystem m_system;
UIScreenStackController m_stackController;
UIScreenFrameInput m_pendingFrameInput = {};
std::uint64_t m_nextFrameIndex = 1u;
};
} // namespace Runtime
} // namespace UI
} // namespace XCEngine

View File

@@ -1,10 +1,21 @@
#include "Scene/SceneRuntime.h"
#include "Scripting/ScriptEngine.h"
#include <XCEngine/UI/Runtime/UISceneRuntimeContext.h>
namespace XCEngine {
namespace Components {
SceneRuntime::SceneRuntime()
: m_uiRuntime(std::make_unique<UI::Runtime::UISceneRuntimeContext>()) {
}
SceneRuntime::~SceneRuntime() = default;
SceneRuntime::SceneRuntime(SceneRuntime&& other) noexcept = default;
SceneRuntime& SceneRuntime::operator=(SceneRuntime&& other) noexcept = default;
void SceneRuntime::Start(Scene* scene) {
if (m_running && m_scene == scene) {
return;
@@ -18,16 +29,19 @@ void SceneRuntime::Start(Scene* scene) {
m_scene = scene;
m_running = true;
m_uiRuntime->Reset();
Scripting::ScriptEngine::Get().OnRuntimeStart(scene);
}
void SceneRuntime::Stop() {
if (!m_running) {
m_uiRuntime->Reset();
m_scene = nullptr;
return;
}
Scripting::ScriptEngine::Get().OnRuntimeStop();
m_uiRuntime->Reset();
m_running = false;
m_scene = nullptr;
}
@@ -49,6 +63,7 @@ void SceneRuntime::Update(float deltaTime) {
Scripting::ScriptEngine::Get().OnUpdate(deltaTime);
m_scene->Update(deltaTime);
m_uiRuntime->Update(deltaTime);
}
void SceneRuntime::LateUpdate(float deltaTime) {
@@ -60,5 +75,33 @@ void SceneRuntime::LateUpdate(float deltaTime) {
m_scene->LateUpdate(deltaTime);
}
UI::Runtime::UISystem& SceneRuntime::GetUISystem() {
return m_uiRuntime->GetSystem();
}
UI::Runtime::UIScreenStackController& SceneRuntime::GetUIScreenStackController() {
return m_uiRuntime->GetStackController();
}
const UI::Runtime::UISystemFrameResult& SceneRuntime::GetLastUIFrame() const {
return m_uiRuntime->GetLastFrame();
}
void SceneRuntime::SetUIViewportRect(const UI::UIRect& viewportRect) {
m_uiRuntime->SetViewportRect(viewportRect);
}
void SceneRuntime::SetUIFocused(bool focused) {
m_uiRuntime->SetFocused(focused);
}
void SceneRuntime::QueueUIInputEvent(const UI::UIInputEvent& event) {
m_uiRuntime->QueueInputEvent(event);
}
void SceneRuntime::ClearQueuedUIInputEvents() {
m_uiRuntime->ClearQueuedInputEvents();
}
} // namespace Components
} // namespace XCEngine

View File

@@ -0,0 +1,64 @@
#include <XCEngine/UI/Runtime/UISceneRuntimeContext.h>
namespace XCEngine {
namespace UI {
namespace Runtime {
UISceneRuntimeContext::UISceneRuntimeContext()
: m_system(m_documentHost)
, m_stackController(m_system) {
}
UISystem& UISceneRuntimeContext::GetSystem() {
return m_system;
}
const UISystem& UISceneRuntimeContext::GetSystem() const {
return m_system;
}
UIScreenStackController& UISceneRuntimeContext::GetStackController() {
return m_stackController;
}
const UIScreenStackController& UISceneRuntimeContext::GetStackController() const {
return m_stackController;
}
const UISystemFrameResult& UISceneRuntimeContext::GetLastFrame() const {
return m_system.GetLastFrame();
}
void UISceneRuntimeContext::Reset() {
m_stackController.Clear();
m_system.DestroyAllPlayers();
m_pendingFrameInput = {};
m_nextFrameIndex = 1u;
}
void UISceneRuntimeContext::SetViewportRect(const UIRect& viewportRect) {
m_pendingFrameInput.viewportRect = viewportRect;
}
void UISceneRuntimeContext::SetFocused(bool focused) {
m_pendingFrameInput.focused = focused;
}
void UISceneRuntimeContext::QueueInputEvent(const UIInputEvent& event) {
m_pendingFrameInput.events.push_back(event);
}
void UISceneRuntimeContext::ClearQueuedInputEvents() {
m_pendingFrameInput.events.clear();
}
void UISceneRuntimeContext::Update(double deltaTimeSeconds) {
m_pendingFrameInput.deltaTimeSeconds = deltaTimeSeconds;
m_pendingFrameInput.frameIndex = m_nextFrameIndex++;
m_system.Update(m_pendingFrameInput);
m_pendingFrameInput.events.clear();
}
} // namespace Runtime
} // namespace UI
} // namespace XCEngine