改进duilib的richedit控件的部分功能

转载请说明原出处,谢谢~~:http://blog.csdn.net/zhuhongshu/article/details/41208207


      如果要使用透明异形窗体功能,首先要改进duilib库让他本身支持(可以下载duilib扩展群群主改进的库,或者下载我的库),然后要开启窗体的bktrans属性。这时只要使用透明的背景素材就能做出透明异形窗体。但是透明窗体并不好驾驭,会带来很多麻烦。其中之一就是原Edit控件无法使用,这时改用Richedit控件是不错的选择。


      RichEdit有很多优势,一是支持透明窗体、二十属性更丰富功能更多,他本身就可以是透明背景,同时还是容器,可以容纳其他控件。不过我在使用他的过程中发现几点不足,所以做了简单的改进,记录到博客里。


     改进如下:


1.richedit 控件的容器布局基类从Container改为HorizontalLayout。可以支持相对布局,让richedit可以内嵌更复杂灵活的布局
2.richedit 增加textpadding属性,方便控制布局,控制文字和光标的输出范围,而不需要用原来的inset属性来控制光标的位置
3.richedit增加四种状态的图片,normal、hot、focus、disable,来完成一些细节效果的显示


改进1:

     richedit本身是个容器,这点很不错,但是他继承自CContainer容器,本身没有布局功能,这点很不好。我这里做改进时没有让他继承CHorizontalLayout类,因为richedit已经重写了SetPos函数,直接用CHorizontalLayout的SetPos函数的逻辑代码替换掉richedit的SetPos函数的部分代码就行了。记住不要全部替换,因为richedit的SetPos函数的前段的代码是处理richedit光标的代码。修改后的完整代码如下:


void CRichEditUI::SetPos(RECT rc)
{
    CControlUI::SetPos(rc);
    rc = m_rcItem;

    rc.left += m_rcInset.left;
    rc.top += m_rcInset.top;
    rc.right -= m_rcInset.right;
    rc.bottom -= m_rcInset.bottom;
    bool bVScrollBarVisiable = false;
    if( m_pVerticalScrollBar && m_pVerticalScrollBar->IsVisible() ) {
        bVScrollBarVisiable = true;
        rc.right -= m_pVerticalScrollBar->GetFixedWidth();
    }
    if( m_pHorizontalScrollBar && m_pHorizontalScrollBar->IsVisible() ) {
        rc.bottom -= m_pHorizontalScrollBar->GetFixedHeight();
    }

	if( m_pTwh ) {
		RECT rcRich = rc;
		rcRich.left += m_rcTextPadding.left;
		rcRich.right -= m_rcTextPadding.right;
		rcRich.top += m_rcTextPadding.top;
		rcRich.bottom -= m_rcTextPadding.bottom;
		m_pTwh->SetClientRect(&rcRich);
		if( bVScrollBarVisiable && (!m_pVerticalScrollBar->IsVisible() || m_bVScrollBarFixing) ) {
			LONG lWidth = rcRich.right - rcRich.left + m_pVerticalScrollBar->GetFixedWidth();
			LONG lHeight = 0;
			SIZEL szExtent = { -1, -1 };
			m_pTwh->GetTextServices()->TxGetNaturalSize(
				DVASPECT_CONTENT, 
				GetManager()->GetPaintDC(), 
				NULL,
				NULL,
				TXTNS_FITTOCONTENT,
				&szExtent,
				&lWidth,
				&lHeight);
			if( lHeight > rcRich.bottom - rcRich.top ) {
				m_pVerticalScrollBar->SetVisible(true);
				m_pVerticalScrollBar->SetScrollPos(0);
				m_bVScrollBarFixing = true;
			}
			else {
				if( m_bVScrollBarFixing ) {
					m_pVerticalScrollBar->SetVisible(false);
					m_bVScrollBarFixing = false;
				}
			}
		}
	}

    if( m_pVerticalScrollBar != NULL && m_pVerticalScrollBar->IsVisible() ) {
        RECT rcScrollBarPos = { rc.right, rc.top, rc.right + m_pVerticalScrollBar->GetFixedWidth(), rc.bottom};
        m_pVerticalScrollBar->SetPos(rcScrollBarPos);
    }
    if( m_pHorizontalScrollBar != NULL && m_pHorizontalScrollBar->IsVisible() ) {
        RECT rcScrollBarPos = { rc.left, rc.bottom, rc.right, rc.bottom + m_pHorizontalScrollBar->GetFixedHeight()};
        m_pHorizontalScrollBar->SetPos(rcScrollBarPos);
    }
//  注释掉原来的布局代码
//     for( int it = 0; it < m_items.GetSize(); it++ ) {
//         CControlUI* pControl = static_cast<CControlUI*>(m_items[it]);
//         if( !pControl->IsVisible() ) continue;
//         if( pControl->IsFloat() ) {
//             SetFloatPos(it);
//         }
//         else {
//             pControl->SetPos(rc); // 所有非float子控件放大到整个客户区
//         }
//     }
	// 替换为新的布局控制代码
		SIZE szAvailable = { rc.right - rc.left, rc.bottom - rc.top };
		if( m_pHorizontalScrollBar && m_pHorizontalScrollBar->IsVisible() ) 
			szAvailable.cx += m_pHorizontalScrollBar->GetScrollRange();

		int nAdjustables = 0;
		int cxFixed = 0;
		int nEstimateNum = 0;
		for( int it1 = 0; it1 < m_items.GetSize(); it1++ ) {
			CControlUI* pControl = static_cast<CControlUI*>(m_items[it1]);
			if( !pControl->IsVisible() ) continue;
			if( pControl->IsFloat() ) continue;
			SIZE sz = pControl->EstimateSize(szAvailable);
			if( sz.cx == 0 ) {
				nAdjustables++;
			}
			else {
				if( sz.cx < pControl->GetMinWidth() ) sz.cx = pControl->GetMinWidth();
				if( sz.cx > pControl->GetMaxWidth() ) sz.cx = pControl->GetMaxWidth();
			}
			cxFixed += sz.cx +  pControl->GetPadding().left + pControl->GetPadding().right;
			nEstimateNum++;
		}
		cxFixed += (nEstimateNum - 1) * m_iChildPadding;

		int cxExpand = 0;
        int cxNeeded = 0;
		if( nAdjustables > 0 ) cxExpand = MAX(0, (szAvailable.cx - cxFixed) / nAdjustables);
		// Position the elements
		SIZE szRemaining = szAvailable;
		int iPosX = rc.left;
		if( m_pHorizontalScrollBar && m_pHorizontalScrollBar->IsVisible() ) {
			iPosX -= m_pHorizontalScrollBar->GetScrollPos();
		}
		int iAdjustable = 0;
		int cxFixedRemaining = cxFixed;
		for( int it2 = 0; it2 < m_items.GetSize(); it2++ ) {
			CControlUI* pControl = static_cast<CControlUI*>(m_items[it2]);
			if( !pControl->IsVisible() ) continue;
			if( pControl->IsFloat() ) {
				SetFloatPos(it2);
				continue;
			}
			RECT rcPadding = pControl->GetPadding();
			szRemaining.cx -= rcPadding.left;
			SIZE sz = pControl->EstimateSize(szRemaining);
			if( sz.cx == 0 ) {
				iAdjustable++;
				sz.cx = cxExpand;
				// Distribute remaining to last element (usually round-off left-overs)
				if( iAdjustable == nAdjustables ) {
					sz.cx = MAX(0, szRemaining.cx - rcPadding.right - cxFixedRemaining);
				}
				if( sz.cx < pControl->GetMinWidth() ) sz.cx = pControl->GetMinWidth();
				if( sz.cx > pControl->GetMaxWidth() ) sz.cx = pControl->GetMaxWidth();
			}
			else {
				if( sz.cx < pControl->GetMinWidth() ) sz.cx = pControl->GetMinWidth();
				if( sz.cx > pControl->GetMaxWidth() ) sz.cx = pControl->GetMaxWidth();

				cxFixedRemaining -= sz.cx;
			}

			sz.cy = pControl->GetFixedHeight();
			if( sz.cy == 0 ) sz.cy = rc.bottom - rc.top - rcPadding.top - rcPadding.bottom;
			if( sz.cy < 0 ) sz.cy = 0;
			if( sz.cy < pControl->GetMinHeight() ) sz.cy = pControl->GetMinHeight();
			if( sz.cy > pControl->GetMaxHeight() ) sz.cy = pControl->GetMaxHeight();

			RECT rcCtrl = { iPosX + rcPadding.left, rc.top + rcPadding.top, iPosX + sz.cx + rcPadding.left + rcPadding.right, rc.top + rcPadding.top + sz.cy};
			pControl->SetPos(rcCtrl);
			iPosX += sz.cx + m_iChildPadding + rcPadding.left + rcPadding.right;
            cxNeeded += sz.cx + rcPadding.left + rcPadding.right;
			szRemaining.cx -= sz.cx + m_iChildPadding + rcPadding.right;
		}
        cxNeeded += (nEstimateNum - 1) * m_iChildPadding;
		//reddrain
		if( m_pHorizontalScrollBar != NULL ) {
			if( cxNeeded > rc.right - rc.left ) {
				if( m_pHorizontalScrollBar->IsVisible() ) {
					m_pHorizontalScrollBar->SetScrollRange(cxNeeded - (rc.right - rc.left));
				}
				else {
					m_pHorizontalScrollBar->SetVisible(true);
					m_pHorizontalScrollBar->SetScrollRange(cxNeeded - (rc.right - rc.left));
					m_pHorizontalScrollBar->SetScrollPos(0);
					rc.bottom -= m_pHorizontalScrollBar->GetFixedHeight();
				}
			}
			else {
				if( m_pHorizontalScrollBar->IsVisible() ) {
					m_pHorizontalScrollBar->SetVisible(false);
					m_pHorizontalScrollBar->SetScrollRange(0);
					m_pHorizontalScrollBar->SetScrollPos(0);
					rc.bottom += m_pHorizontalScrollBar->GetFixedHeight();
				}
			}
		}
		//redrain
}

        这样子改进后,就可以很简单的做出仿酷狗的搜索栏的效果,也就是richedit内嵌一个按钮。而不需要用到绝对布局来控制按钮,也不需要为按钮的位置自适应文字担心。



         对应的布局代码如下:

<RichEdit name="Edt_Title_Search" rich="false" multiline="false" font="0" text="张学友 童真年代" height="27" textpadding="9,3,35,5" textcolor="#646464" bkcolor="#00FFFFFF" bkimage="UI	itleedit.png" >
	<Control height="1"/>
	<Button name="Btn_Title_Search" width="33" height="27" normalimage="UI	itlesearch_normal.png" hotimage="UI	itlesearch_hover.png" pushedimage="UI	itlesearch_down.png" />
</RichEdit>	

       这个改进我已经用到仿酷狗里面了,大家可以下载我的源码去看。布局中设置了一个高度为1的Control,起到了占位作用,让按钮可以自适应位置。


改进2:


     在duilib的CRichEditUI控件中,richedit的功能,实际上是调用了系统的richedit的接口来完成的,在CRichEditUI中把这个richedit当作了容器中的一个控件,所以这个richedit的位置,是在SetPos函数中去指定的。在原本CRichEditUI中,要想控制文本的输入区域和光标的位置,需要用到inset属性来控制,这显然和Label以及Edit控件的使用方法不一样。Label和Edit都是用textpadding属性来控制的,所以修改了CRichEdit的代码,让他改用textpadding属性来控制。


     首先要在UIRichEdit.h文件中增加两个成员函数和一个成员变量,并且在构造函数里初始化,详细的相信也不需要多说:

	RECT GetTextPadding() const;
	void SetTextPadding(RECT rc);
	RECT m_rcTextPadding;


     然后修改SetAttribute函数,增加如下代码:

	else if( _tcscmp(pstrName, _T("textpadding")) == 0 ) {
		RECT rcTextPadding = { 0 };
		LPTSTR pstr = NULL;
		rcTextPadding.left = _tcstol(pstrValue, &pstr, 10);  ASSERT(pstr);    
		rcTextPadding.top = _tcstol(pstr + 1, &pstr, 10);    ASSERT(pstr);    
		rcTextPadding.right = _tcstol(pstr + 1, &pstr, 10);  ASSERT(pstr);    
		rcTextPadding.bottom = _tcstol(pstr + 1, &pstr, 10); ASSERT(pstr);    
		SetTextPadding(rcTextPadding);
	}

     最后修改SetPos函数,在函数里根据m_rcTextPadding的值去布局richedit组件的位置就可以了,SetPos函数已经在前面给出了。


改进3:


     在Edit控件中,支持四种状态的图片:normal、hot、focus、disable。这样可以做到一些细微的效果,比如鼠标移动到edit上面后让控件边框变亮,这点可以看QQ登录器的帐号和密码输入框。但是richedit控件却没有,所以我给他增加了这几个状态图。


    1、 首先还是成员函数和成员变量:

	LPCTSTR GetNormalImage();
	void SetNormalImage(LPCTSTR pStrImage);
	LPCTSTR GetHotImage();
	void SetHotImage(LPCTSTR pStrImage);
	LPCTSTR GetFocusedImage();
	void SetFocusedImage(LPCTSTR pStrImage);
	LPCTSTR GetDisabledImage();
	void SetDisabledImage(LPCTSTR pStrImage);
	void PaintStatusImage(HDC hDC);

	CDuiString m_sNormalImage;
	CDuiString m_sHotImage;
	CDuiString m_sFocusedImage;
	CDuiString m_sDisabledImage;
      

      然后对应的函数定义为:

LPCTSTR CRichEditUI::GetNormalImage()
{
	return m_sNormalImage;
}

void CRichEditUI::SetNormalImage(LPCTSTR pStrImage)
{
	m_sNormalImage = pStrImage;
	Invalidate();
}

LPCTSTR CRichEditUI::GetHotImage()
{
	return m_sHotImage;
}

void CRichEditUI::SetHotImage(LPCTSTR pStrImage)
{
	m_sHotImage = pStrImage;
	Invalidate();
}

LPCTSTR CRichEditUI::GetFocusedImage()
{
	return m_sFocusedImage;
}

void CRichEditUI::SetFocusedImage(LPCTSTR pStrImage)
{
	m_sFocusedImage = pStrImage;
	Invalidate();
}

LPCTSTR CRichEditUI::GetDisabledImage()
{
	return m_sDisabledImage;
}

void CRichEditUI::SetDisabledImage(LPCTSTR pStrImage)
{
	m_sDisabledImage = pStrImage;
	Invalidate();
}

RECT CRichEditUI::GetTextPadding() const
{
	return m_rcTextPadding;
}

void CRichEditUI::SetTextPadding(RECT rc)
{
	m_rcTextPadding = rc;
	Invalidate();
}

void CRichEditUI::PaintStatusImage(HDC hDC)
{
	if( IsFocused() ) m_uButtonState |= UISTATE_FOCUSED;
	else m_uButtonState &= ~ UISTATE_FOCUSED;
	if( !IsEnabled() ) m_uButtonState |= UISTATE_DISABLED;
	else m_uButtonState &= ~ UISTATE_DISABLED;

	if( (m_uButtonState & UISTATE_DISABLED) != 0 ) {
		if( !m_sDisabledImage.IsEmpty() ) {
			if( !DrawImage(hDC, (LPCTSTR)m_sDisabledImage) ) m_sDisabledImage.Empty();
			else return;
		}
	}
	else if( (m_uButtonState & UISTATE_FOCUSED) != 0 ) {
		if( !m_sFocusedImage.IsEmpty() ) {
			if( !DrawImage(hDC, (LPCTSTR)m_sFocusedImage) ) m_sFocusedImage.Empty();
			else return;
		}
	}
	else if( (m_uButtonState & UISTATE_HOT ) != 0 ) {
		if( !m_sHotImage.IsEmpty() ) {
			if( !DrawImage(hDC, (LPCTSTR)m_sHotImage) ) m_sHotImage.Empty();
			else return;
		}
	}

	if( !m_sNormalImage.IsEmpty() ) {
		if( !DrawImage(hDC, (LPCTSTR)m_sNormalImage) ) m_sNormalImage.Empty();
		else return;
	}
}

       2、同样也需要在SetAttribute中增加如下代码:

	else if( _tcscmp(pstrName, _T("normalimage")) == 0 ) SetNormalImage(pstrValue);
	else if( _tcscmp(pstrName, _T("hotimage")) == 0 ) SetHotImage(pstrValue);
	else if( _tcscmp(pstrName, _T("focusedimage")) == 0 ) SetFocusedImage(pstrValue);
	else if( _tcscmp(pstrName, _T("disabledimage")) == 0 ) SetDisabledImage(pstrValue);

        3、另外还需要增加一个成员变量来记录控件是否处在hot状态下

        UINT m_uButtonState;

       然后在DoEvent函数中加入如下代码来改变成员变量

	else if( event.Type == UIEVENT_MOUSEMOVE ) 
    <span style="white-space:pre">	</span>{
<span style="white-space:pre">		</span>if( IsEnabled() ) {
<span style="white-space:pre">			</span>m_uButtonState |= UISTATE_HOT;
<span style="white-space:pre">			</span>Invalidate();
<span style="white-space:pre">		</span>}
    <span style="white-space:pre">		</span>return;
    <span style="white-space:pre">	</span>}
    <span style="white-space:pre">	</span>else if( event.Type == UIEVENT_BUTTONUP ) 
    <span style="white-space:pre">	</span>{


      <span style="white-space:pre">		</span>return;
        }
<span style="white-space:pre">	</span>else if( event.Type == UIEVENT_MOUSEENTER )
<span style="white-space:pre">	</span>{
<span style="white-space:pre">		</span>if( IsEnabled() ) {
<span style="white-space:pre">			</span>m_uButtonState |= UISTATE_HOT;
<span style="white-space:pre">			</span>Invalidate();
<span style="white-space:pre">		</span>}
<span style="white-space:pre">		</span>return;
<span style="white-space:pre">	</span>}
<span style="white-space:pre">	</span>else if( event.Type == UIEVENT_MOUSELEAVE )
<span style="white-space:pre">	</span>{
<span style="white-space:pre">		</span>if( IsEnabled() ) {
<span style="white-space:pre">			</span>m_uButtonState &= ~UISTATE_HOT;
<span style="white-space:pre">			</span>Invalidate();
<span style="white-space:pre">		</span>}
<span style="white-space:pre">		</span>return;
<span style="white-space:pre">	</span>}

总结:

      上面的所有代码的改进,我都已经在我自己的库里面改好了,我自己的库下载地址为:点击打开链接

      如果有错误或者不妥,请联系我。


Redrain 2014.11.17


QQ:491646717

原文地址:https://www.cnblogs.com/redrainblog/p/4136193.html