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7.4 KiB
7.4 KiB
AWTK 中的界面描述数据
AWTK 可以直接加载 XML 格式的和二进制格式的界面描述数据,从性能和资源开销的角度考虑,二进制格式是更好的选择,AWTK 提供了工具将 XML 格式转换成二进制格式的界面描述数据,其工作流程如下:
AWStudio 在开发之中...
一、界面描述数据的使用方法
1. 创建 XML 格式的界面描述文件
AWTK XML 界面描述数据非常紧凑和直观。标签的名称对应控件的类型,标签的属性对应控件的属性。常见的属性有:
- x x 坐标
- y y 坐标
- w 宽度
- h 高度
- text 文本
- value 值
- name 是控件的名称,创建完成之后可以用 widget_look_up 函数找到指定名称的控件。
控件的属性请参考控件的文档。
用户可以定义自己的需要的属性。
x/y/w/h 可以使用 AWTK 的 layout 参数。
示例:
<window name="main" x="0" y="0" w="320" h="480">
<button name="inc" x="10" y="5" w="40%" h="30" text="Inc"/>
<button name="dec" x="right:10" y="5" w="40%" h="30" text="Dec"/>
<image name="img" x="10" y="230" w="100" h="100"/>
<label name="" x="10" y="40" w="80" h="30" text="Left"/>
<label name="" x="100" y="40" w="80" h="30" text="Center"/>
<label name="" x="200" y="40" w="80" h="30" text="Right"/>
<progress_bar name="bar1" x="10" y="80" w="168" h="30" value="40"/>
<progress_bar name="bar2" x="260" y="80" w="30" h="118" value="20" vertical="true"/>
<check_button name="c1" x="10" y="150" w="80" h="30" text="Book"/>
<check_button name="c2" x="100" y="150" w="80" h="30" text="Food"/>
<radio_button name="r1" x="10" y="200" w="80" h="30" text="Book"/>
<radio_button name="r2" x="100" y="200" w="80" h="30" text="Food"/>
<radio_button name="r3" x="190" y="200" w="80" h="30" text="Pencil" value="true"/>
<button name="dialog" x="10" y="260" w="40%" h="30" text="Dialog"/>
<button name="dialog2" x="right:10" y="260" w="40%" h="30" text="Dialog2"/>
</window>
有时 text 或其它属性中出现了<>"等特殊字符,需要转义成 entity 才符合 XML 规范,此时使用起来比较麻烦。可以把它放到 property 标签中,并用 CDATA 把它括起来。如:
示例:
<rich_text x="0" y="0" w="100%" h="60">
<property name="text">
<![CDATA[<image name="bricks"/><font align_v="middle">hello awtk!</font><font color="red" size="32">ZLG</font>]]>
</property>
</rich_text>
property 标签必须放在第一个控件之前。
除了x、y、w和h的任何属性都可以放到 property TAG 中,请根据实际情况决定。
2. 预览 XML 格式的界面描述文件
XML UI 文件写好后,可以用预览工具预览。如:
./bin/preview_ui demos/assets/raw/ui/main.xml
3. 转换成二进制格式的界面描述文件
对 XML 预览的效果满意之后,把它转换成二进制的格式:
./bin/xml_to_ui window1.xml window1.data
为了方便在没有文件系统的嵌入式系统中使用,直接生成常量数据,和程序一起编译。如:
1 const unsigned char ui_window1[] = {
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4. 使用二进制格式的界面描述文件
在程序中引用,并放入资源管理器中:
#include "res/ui/window1.data"
...
assets_manager_add((const asset_info_t*)ui_window1);
在需要打开该窗口时,调用 window_open 函数(对话框用 dialog_open):
widget_t* win = window_open(name);
widget_child_on(win, "ok", EVT_CLICK, on_ok, win);
widget_child_on(win, "cancel", EVT_CLICK, on_cancel, win);