更具体地说,这是一个视觉对象列表,用于绘制画布.我有一个公共类TGLItem,用于创建许多继承类.例如,TGLCar继承自TGLItem并被添加到列表TGLItems中.此自定义列表类是控件的一部分.
当控件绘制时,它会遍历此项目列表并调用每个项目的Draw过程. Draw旨在被实现项目实际绘制的继承类覆盖.所以真正的工作是从Draw程序完成的,它在TGLCar类中实现,但它只从主控件调用.
主控件(TGLImage)不知道实际的继承项是什么,但能够调用其Draw过程,期望它绘制到OpenGL.
如何以适应此方案的方式构建此项目列表和项目库?这是我到目前为止所拥有的:
TGLItems = class(TPersistent)
private
FItems: TList;
function GetItem(Index: Integer): TGLItem;
procedure SetItem(Index: Integer; const Value: TGLItem);
public
constructor Create;
destructor Destroy; override;
procedure Add(AItem: TGLItem);
function Count: Integer;
property Items[Index: Integer]: TGLItem read GetItem write SetItem; default;
end;
TGLItem = class(TPersistent)
private
FPosition: TGLPosition;
FDimensions: TGLDimensions;
FOwner: TGLItems;
FItemClass: TGLItemClass;
procedure PositionChanged(Sender: TObject);
procedure DimensionsChanged(Sender: TObject);
procedure SetPosition(const Value: TGLPosition);
procedure SetDimensions(const Value: TGLDimensions);
public
constructor Create(Owner: TGLItems);
destructor Destroy; override;
procedure Draw;
property Owner: TGLItems read FOwner;
property ItemClass: TGLItemClass read FItemClass;
published
property Position: TGLPosition read FPosition write SetPosition;
property Dimensions: TGLDimensions read FDimensions write SetDimensions;
end;
实现…
{ TGLItem }
constructor TGLItem.Create;
begin
FPosition:= TGLPosition.Create;
FPosition.OnChange:= PositionChanged;
FDimensions:= TGLDimensions.Create;
FDimensions.OnChange:= DimensionsChanged;
end;
destructor TGLItem.Destroy;
begin
FPosition.Free;
FDimensions.Free;
inherited;
end;
procedure TGLItem.DimensionsChanged(Sender: TObject);
begin
end;
procedure TGLItem.Draw;
begin
//Draw to gl scene
end;
procedure TGLItem.PositionChanged(Sender: TObject);
begin
end;
procedure TGLItem.SetDimensions(const Value: TGLDimensions);
begin
FDimensions.Assign(Value);
end;
procedure TGLItem.SetPosition(const Value: TGLPosition);
begin
FPosition.Assign(Value);
end;
{ TGLItems }
procedure TGLItems.Add(AItem: TGLItem);
begin
FItems.Add(AItem);
//Expects objects to be created and maintained elsewhere
//This list object will not create/destroy any items
end;
function TGLItems.Count: Integer;
begin
Result:= FItems.Count;
end;
constructor TGLItems.Create;
begin
FItems:= TList.Create;
end;
destructor TGLItems.Destroy;
begin
FItems.Free;
inherited;
end;
function TGLItems.GetItem(Index: Integer): TGLItem;
begin
Result:= TGLItem(FItems[Index]);
end;
procedure TGLItems.SetItem(Index: Integer; const Value: TGLItem);
begin
TGLItem(FItems[Index]).Assign(Value);
end;
OpenGL的一部分并不一定与这种情况相关,我只是想解释一下这个目的的一些细节,以便了解我希望如何工作.
我还想到将TGLItems列表对象传递给其构造函数中的每个单独项目,并让每个项目在项目列表中注册其自身.在这种情况下,项目列表将没有任何添加过程,我可能甚至不需要单独的列表对象.我确信应该有一些重要的技巧,我错过了,我愿意对结构进行任何大规模的更改,以便更有效地适应这种情况.
这是 polymorphism的经典用法.根据 XE2 documentation(C,但适用于此处):Polymorphic classes: Classes that provide an identical interface, but can be implemented to serve different specific requirements, are referred to as polymorphic classes. A class is polymorphic if it declares or inherits at least one virtual (or pure virtual) function.
这是一个完全符合您想要做的事情的例子.它创建了一个基类型(TBase),其中包含每个后代必须实现的抽象虚方法(Draw),以及两个独立的后代类型(TChildOne和TChildTwo),每个类型都实现了它自己的Draw方法.
声明了一个TBase数组,包含10个项目(参见NumChildren常量)和SetLength(BaseArray,NumChildren)行.迭代数组,如果当前索引是奇数,则创建一个子类型实例;如果它是偶数,则创建另一个子类型.
然后以相反的方式再次迭代该数组,并调用通用的TBase.Draw.代码根据调用类类型的Draw输出不同的行前缀.请注意,对每个数组项的Draw的调用只是调用TBase.Draw(不检查该索引处数组中的类型),但是根据哪种类型调用不同类型的特定Draw方法.在该索引的数组中找到.
program Project1;
{$APPTYPE CONSOLE}
{$R *.res}
uses
SysUtils; // XE2: uses System.SysUtils;
type
TBase = class(TObject)
procedure Draw(const Msg: string); virtual; abstract;
end;
TChildOne = class(TBase)
procedure Draw(const Msg: string); override;
end;
TChildTwo = class(TBase)
procedure Draw(const Msg: string); override;
end;
TBaseArray = array of TBase;
procedure TChildOne.Draw(const Msg: string);
begin
// Hard-coded for clarity. Change to something like this
// to see without hard-coded name
// WriteLn(Self.ClassName + '.Draw: ', Msg);
Writeln('Type TChildOne.Draw: ', Msg);
end;
procedure TChildTwo.Draw(const Msg: string);
begin
// Note missing 'T' before class type to make more apparent.
// See note in TChildOne.Draw about removing hard-coded classname
WriteLn('Type ChildTwo.Draw: ', Msg);
end;
var
BaseArray: TBaseArray;
i: Integer;
const
NumChildren = 10;
begin
SetLength(BaseArray, NumChildren);
for i := 0 to NumChildren - 1 do
begin
if Odd(i) then
BaseArray[i] := TChildOne.Create
else
BaseArray[i] := TChildTwo.Create;
end;
for i := NumChildren - 1 downto 0 do
BaseArray[i].Draw('This is index ' + IntToStr(i));
Readln;
end.
控制台窗口的输出如下所示:
