【场景】现在我们自己实现几个简单的基本控件(如按钮Button、文本编辑框Label)等;而实际上窗口也算上一个控件,只是窗口可以有子窗口,但最终窗口还是得由以上的这些Button,Label组成。这里窗口是整体,基本控件是部分。那我们怎么把基本控件和窗口具有使用的一致性呢?不管你是Button还是窗口,有些UI都用Widget(窗体)这个概念来形容。Widget使窗口也好,Button也好,都具有以下三个接口:(1)增加子Widget(2)移除子Widget(3)显示Widget(即自身)
【UML】
【代码】
#include <iostream>
using namespace std;
#define MAX_WIDGETS_NUM 0x05
class Widget
{
protected:
int level; //第几级窗口
public:
Widget(int l):level(l){};
virtual void add(Widget* w) = 0;
virtual void remove(Widget* w) = 0;
virtual void display() = 0;
};
class Window : public Widget
{
private:
Widget* widgets[MAX_WIDGETS_NUM];
public:
Window(int level):Widget(level)
{
memset(widgets, 0, sizeof(widgets));
}
void add(Widget* w)
{
for(int i = 0; i < MAX_WIDGETS_NUM; i++)
{
if(NULL == widgets[i])
{
widgets[i] = w;
break;
}
}
}
void remove(Widget* w)
{
for(int i = 0; i < MAX_WIDGETS_NUM; i++)
{
if(w == widgets[i])
{
widgets[i] = NULL;
break;
}
}
}
void display()
{
for(int i = 0; i < level; i++)
{
cout<<" ";
}
cout<<"第"<<level<<"级窗口"<<endl;
for(int i = 0; i < MAX_WIDGETS_NUM; i++)
{
if(NULL != widgets[i])
widgets[i]->display();
}
}
};
class Button : public Widget
{
public:
Button(int level):Widget(level)
{
}
void add(Widget* w)
{
}
void remove(Widget* w)
{
}
void display()
{
for(int i = 0; i < level; i++)
{
cout<<" ";
}
cout<<"第"<<level<<"级按钮"<<endl;
}
};
int main()
{
Window* wnd0 = new Window(0);
Button* btn1 = new Button(1);
Window* wnd1 = new Window(1);
Window* wnd2_1 = new Window(2);
Button* btn2 = new Button(2);
Window* wnd2_2 = new Window(2);
Button* btn3_1 = new Button(3);
Button* btn3_2 = new Button(3);
wnd0->add(btn1);
wnd0->add(wnd1);
wnd1->add(wnd2_1);
wnd1->add(btn2);
wnd1->add(wnd2_2);
wnd2_1->add(btn3_1);
wnd2_1->add(btn3_2);
wnd0->display();
//todo 将里面的子Widget remove掉,这里就不写了
delete btn3_2;
delete btn3_1;
delete wnd2_2;
delete btn2;
delete wnd2_1;
delete wnd1;
delete btn1;
delete wnd0;
return 0;
}
【运行结果】