UGUI源码解读-布局系统

CanvasUpdate

枚举类:CanvasUpdate,用于表示当前的布局阶段

public enum CanvasUpdate
{
   
    /// <summary>
    /// Called before layout.
    /// </summary>
Prelayout= 0,
    /// <summary>
    /// Called for layout.
    /// </summary>
Layout= 1,
    /// <summary>
    /// Called after layout.
    /// </summary>
PostLayout= 2,
    /// <summary>
    /// Called before rendering.
    /// </summary>
PreRender= 3,
    /// <summary>
    /// Called late, before render.
    /// </summary>
LatePreRender= 4,
    /// <summary>
    /// Max enum value. Always last.
    /// </summary>
MaxUpdateValue= 5
}

ICanvasElement

  • 重建方法: void Rebuild(CanvasUpdate executing);
  • 布局重建完成: void LayoutComplete();
  • 图像重建完成: void GraphicUpdateComplete();
  • 检查Element是否无效:bool IsDestroyed();

CanvasUpdateRegistry

内部管理了两个队列m_LayoutRebuildQueue和m_GraphicRebuildQueue。

private readonly IndexedSet<ICanvasElement> m_LayoutRebuildQueue = new IndexedSet<ICanvasElement>();
private readonly IndexedSet<ICanvasElement> m_GraphicRebuildQueue = new IndexedSet<ICanvasElement>();

构造函数中注册了画布渲染监听

Canvas.willRenderCanvases += PerformUpdate;

PerformUpdate简化后的逻辑如下,依次处理了m_LayoutRebuildQueue和m_GraphicRebuildQueue两个队列。

private void PerformUpdate()
        {
   
           
            //处理m_LayoutRebuildQueue队列
            m_PerformingLayoutUpdate = true;
            var layoutRebuildQueueCount = m_LayoutRebuildQueue.Count;
            for (int i = 0; i <= (int)CanvasUpdate.PostLayout; i++)
            {
   
                for (int j = 0; j < layoutRebuildQueueCount; j++)
                {
   
                    var rebuild = m_LayoutRebuildQueue[j];
                    rebuild.Rebuild((CanvasUpdate)i);
                }
            }

            for (int i = 0; i < layoutRebuildQueueCount; ++i)
                m_LayoutRebuildQueue[i].LayoutComplete();

            m_LayoutRebuildQueue.Clear();
            m_PerformingLayoutUpdate = false;
          

            //处理裁切相关
            ClipperRegistry.instance.Cull();
          
            //处理m_GraphicRebuildQueue队列
            m_PerformingGraphicUpdate = true;
            var graphicRebuildQueueCount = m_GraphicRebuildQueue.Count;
            for (var i = (int)CanvasUpdate.PreRender; i < (int)CanvasUpdate.MaxUpdateValue; i++)
            {
   
                for (var k = 0; k < graphicRebuildQueueCount; k++)
                {
   
                    var element = m_GraphicRebuildQueue[k];
                    element.Rebuild((CanvasUpdate)i);
                }
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