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我正在编写一个类,它将一个大型遗留应用程序的TMainMenu层次结构映射到TActionMainMenuBar项目。

最重要的方法大量借鉴了 Steve Trevethen 的 EDN CodeCentralC 文章,如下所示。我为长度道歉,但这可能是我在这种情况下可以有意义地展示的最短代码长度:

procedure TMainMenuSkin.DoLoadMenu(
    ActionList: TCustomActionList;
    Clients: TActionClients;
    AMenu: TMenuItem;
    SetActionList: Boolean = True;
    bRecurseFlag:Boolean = False);
var
  I: Integer;
  J: Integer;
  AC: TActionClientItem;
  ca : TCustomAction;
  newAction : TSkinnedMenuAction;
  aci:TActionClientItem;
  submenuitem : TMEnuItem;

  procedure PopulateNodeFromMenuItem(menuitem:TMenuItem);
  begin
        newAction := TSkinnedMenuAction.Create(Application.MainForm);
        menuitem.FreeNotification(newAction);
        newAction.FMenuItem := menuitem;
        newAction.Name := 'action_'+newAction.FMenuItem.Name;
        FNewMenuActions.Add(newAction);
        newAction.ActionList := ActionManager;
        newAction.Tag := menuitem.Tag;
        ca := newAction;
        ca.ImageIndex  := menuitem.ImageIndex;
        ca.HelpContext := menuitem.HelpContext;
        ca.Visible     := menuitem.Visible;
        ca.Checked     := menuitem.Checked;
        ca.Caption     := menuitem.Caption;
        ca.ShortCut    := menuitem.ShortCut;
        ca.Enabled     := menuitem.Enabled;
        ca.AutoCheck   := menuitem.AutoCheck;
        ca.Checked     := menuitem.Checked;
        ca.GroupIndex  := menuitem.GroupIndex;
        AC.ImageIndex  := menuitem.ImageIndex;
        AC.ShortCut := menuitem.ShortCut;
        AC.Action := newAction;
  end;
begin
  if not Assigned(AMenu) then
      exit;
  AMenu.RethinkHotkeys;
  AMenu.RethinkLines;
  Clients.AutoHotKeys := False;
  for I := 0 to AMenu.Count - 1 do
  begin
    AC := Clients.Add;
    AC.Caption := AMenu.Items[I].Caption;
    // Assign the Tag property to the TMenuItem for reference
    AC.Tag := Integer(AMenu.Items[I]);
    AC.Action := TContainedAction(AMenu.Items[I].Action);
    AC.Visible := AMenu.Items[I].Visible;
    // original sample code only created placeholders for submenus. I want to populate 
    // fully because I need the actions and their keyboard shortcuts to exist.
    submenuitem := AMenu.Items[I];
    if submenuitem.Count > 0 then
    begin
      if not bRecurseFlag then
          AC.Items.Add  // old busted way to work
      else
      begin
          // How do I recursively populate the Action Clients menu?
         DoLoadMenu(ActionList,  AC.ActionClients, submenuitem, true);
      end;
    end
    else
      if ((AMenu.Items[I].Caption <> '') and (AMenu.Items[I].Action = nil) and
          (AMenu.Items[I].Caption <> '-')) then
      begin
          PopulateNodeFromMenuItem( AMenu.Items[I] );
      end;
    AC.Caption := AMenu.Items[I].Caption;
    AC.ImageIndex := AMenu.Items[I].ImageIndex;
    AC.HelpContext := AMenu.Items[I].HelpContext;
    AC.ShortCut := AMenu.Items[I].ShortCut;
    AC.Visible := AMenu.Items[I].Visible;
  end;
end;

上面最重要的一行是这一行,也是错误的一行:

DoLoadMenu(ActionList,  AC.ActionClients, submenuitem, true);

如果代码是这样编写的,那么我会以扁平形式显示所有菜单项。所以我需要上面一行中的东西AC.GetMeSubItems.ActionClients,但我不知道它是什么。AC是类型TActionClientItem并且是工具栏按钮本身也是在运行时创建的。

我一生无法弄清楚的是,如果我需要一次递归地填充动作列表和菜单项,我该怎么做?也许我的想法受到我从这里开始的示例代码的限制。似乎我只需要一行代码就知道如何做到这一点。

我有一种感觉,我只是不太了解我在这里搞砸的各种类的复杂层次关系。

更新:以下似乎可行,但我不相信自己。

  aci := AC.Items.Add;
  DoLoadMenu(ActionList,  aci.Items, submenuitem, true);

在此处输入图像描述

4

1 回答 1

5

这是我曾经在某处编写或找到的一些代码,它似乎可以实现您想要实现的目标:它是一个转换器类,它将 Mainmenu 的项目复制到 ActionMainMenubar。它有一些问题,但希望你能明白它是如何工作的。

该组件假定您在表单上有一个完整的 MainMenu。您还需要一个 TActionManager 和一个空的 TActionMainMenubar。您在 MainForm 的 OnCreate 事件中创建 TActionbarConverter 的实例,并相应地分配其属性,如下所示:

procedure TForm1.FormCreate(Sender: TObject);
begin
  with TActionbarConverter.Create(self) do begin
    Form := self;
    ActionManager := Actionmanager1;
    ActionMainMenubar := ActionMainmenubar1;
  end;
end;

您可以更改 ActionManager 的属性,或使用您自己的 ColorMap 来修改外观。

我希望我在这里发布近 400 行代码不会被禁止(不知道如何上传文件......)。

unit ActnbarCnv;

interface

uses
  Classes, Menus, Forms, ComCtrls, ActnList, ActnMan, ActnMenus,
  StdStyleActnCtrls, XPStyleActnCtrls;

type
  TActionbarConverter = class(TComponent)
  private
    FForm : TCustomForm;
    FMainMenu : TMainMenu;
    FMainMenuToolbar : TToolbar;
    FActionManager : TActionManager;
    FActionMainMenubar : TActionMainMenubar;
    FNewMenuActions : TList;
    procedure ActionMainMenuBar_ExitMenuLoop(Sender:TCustomActionMenuBar;
      Cancelled: Boolean);
    procedure ActionMainMenubar_Popup(Sender:TObject; Item:TCustomActionControl);
    procedure SetActionMainMenubar(Value:TActionMainMenubar);
    procedure SetActionManager(Value:TActionManager);
    procedure SetForm(Value:TCustomForm);
  protected
    procedure AnalyzeForm;
    procedure Loaded; override;
    procedure LoadMenu(ActionList: TCustomActionList; Clients: TActionClients;
      AMenu: TMenuItem; SetActionList: Boolean = True);
    procedure Notification(AComponent: TComponent; Operation: TOperation); override;
    procedure ProcessMenu;
    procedure UpdateActionMainMenuBar(Menu: TMenu);
  public
    constructor Create(AOwner:TComponent); override;
    destructor Destroy; override;
    procedure Update;
  published
    property Form : TCustomForm read FForm write SetForm;
    property ActionManager : TActionManager read FActionManager write SetActionManager;
    property ActionMainMenubar : TActionMainMenubar read FActionMainMenubar write SetActionMainMenubar;
  end;

//==============================================================================
                                implementation
//==============================================================================

uses
  SysUtils;

//==============================================================================

{ TABMenuAction -
  This class is a special ActionBand menu action that stores the TMenuItem
  that it is associated with so that if it is executed it can actually call the
  TMenuItem.Click method simulating an actual click on the TMenuItem itself. }
type
  TABMenuAction = class(TCustomAction)
  private
    FMenuItem: TMenuItem;
  protected
    procedure Notification(AComponent: TComponent; Operation: TOperation); override;
  public
    destructor Destroy; override;
    procedure ExecuteTarget(Target: TObject); override;
    function HandlesTarget(Target: TObject): Boolean; override;
  end;

//------------------------------------------------------------------------------

destructor TABMenuAction.Destroy;
begin
  if Assigned(FMenuItem) then FMenuItem.RemoveFreeNotification(Self);
  inherited;
end;

//------------------------------------------------------------------------------

procedure TABMenuAction.ExecuteTarget(Target: TObject);
begin
  if Assigned(FMenuItem) then FMenuItem.Click;
end;

//------------------------------------------------------------------------------

function TABMenuAction.HandlesTarget(Target: TObject): Boolean;
begin
  Result := True;
end;

//------------------------------------------------------------------------------

procedure TABMenuAction.Notification(AComponent: TComponent; Operation: TOperation);
begin
  if (Operation = opRemove) and (AComponent = FMenuItem)
    then FMenuItem := nil;
end;



//------------------------------------------------------------------------------
//   TActionbarConverter
//------------------------------------------------------------------------------

constructor TActionbarConverter.Create(AOwner:TComponent);
begin
  inherited Create(AOwner);
  FNewMenuActions := TList.Create;
  if (AOwner is TCustomForm) then SetForm(TCustomForm(AOwner));
end;

//------------------------------------------------------------------------------

destructor TActionbarConverter.Destroy;
begin
  FNewMenuActions.Free;
  inherited Destroy;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.ActionMainMenuBar_ExitMenuLoop(Sender:TCustomActionMenuBar;
  Cancelled: Boolean);
var
  I: Integer;
  AnAction: TObject;
begin
  // Clear the top level menu sub item and add a single dummy item which
  // will cause them to be regenerated on the next menu loop.  This is done
  // because the IDE's menus can be very dynamic and this ensures that the
  // menus will always be up-to-date.
  for I := 0 to FActionManager.ActionBars[0].Items.Count - 1 do begin
    FActionManager.ActionBars[0].Items[I].Items.Clear;
    FActionManager.ActionBars[0].Items[I].Items.Add;
  end;
  // Any menuitems not linked to an action had one dynamically created for them
  // during the menu loop so now we need to destroy them
  while FNewMenuActions.Count > 0 do begin
    AnAction := TObject(FNewMenuActions.Items[0]);
    AnAction.Free;
    FNewMenuActions.Delete(0);
  end;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.ActionMainMenubar_Popup(Sender:TObject;
  Item: TCustomActionControl);
begin
  // If the tag is not zero then we've already populated this submenu...
  if Item.ActionClient.Items[0].Tag <> 0 then exit;
  // ...otherwise this is the first visit to this submenu and we need to
  // populate the actual ActionClients collection.
  if Assigned(TMenuItem(Item.ActionClient.Tag).OnClick) then
    TMenuItem(Item.ActionClient.Tag).OnClick(TMenuItem(Item.ActionClient.Tag));
  Item.ActionClient.Items.Clear;
  TMenuItem(Item.ActionClient.Tag).RethinkHotkeys;
  LoadMenu(FActionManager, Item.ActionClient.Items, TMenuItem(Item.ActionClient.Tag), False);
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.AnalyzeForm;
var
  i : integer;
begin
  FMainMenu := nil;
  FMainMenuToolbar := nil;
  if Assigned(FForm) then begin
    for i:=0 to FForm.ComponentCount-1 do
      if (FForm.Components[i] is TMainMenu) then begin
        FMainMenu := FForm.Components[i] as TMainMenu;
        break;
      end;
    for i:=0 to FForm.ComponentCount-1 do
      if (FForm.Components[i] is TToolbar) then begin
        FMainMenuToolbar := FForm.Components[i] as TToolbar;
        if FMainMenuToolbar.Menu = FMainMenu
          then break
          else FMainMenuToolbar := nil;
      end;
  end;
  ProcessMenu;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.Loaded;
begin
  AnalyzeForm;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.LoadMenu(ActionList: TCustomActionList;
  Clients: TActionClients; AMenu: TMenuItem; SetActionList: Boolean = True);
{ This method dynamically builds the ActionBand menu from an existing
  TMenuItem. }
var
  I: Integer;
  AC: TActionClientItem;
begin
  AMenu.RethinkHotkeys;
  AMenu.RethinkLines;
  // Use the existing hotkeys from the TMenuItem
  Clients.AutoHotKeys := False;
  for I := 0 to AMenu.Count - 1 do begin
    AC := Clients.Add;
    AC.Caption := AMenu.Items[I].Caption;
    // Assign the Tag property to the TMenuItem for reference
    AC.Tag := Integer(AMenu.Items[I]);
    AC.Action := TContainedAction(AMenu.Items[I].Action);
    AC.Visible := AMenu.Items[I].Visible;
    // If the TMenuItem has subitems add an ActionClient placeholder.
    // Submenus are only populated when the user selects the parent item of the
    // submenu.
    if AMenu.Items[I].Count > 0 then
      AC.Items.Add  // Add a dummy indicating this item can/should be dynamically built
    else
      if (AMenu.Items[I].Caption <> '')
        and (AMenu.Items[I].Action = nil)
        and (AMenu.Items[I].Caption <> '-')
      then begin
        // The TMenuItem is not connected to an action so dynamically create
        // an action.
        AC.Action := TABMenuAction.Create(self); //Application.MainForm);
        AMenu.Items[I].FreeNotification(AC.Action);
        TABMenuAction(AC.Action).FMenuItem := AMenu.Items[I];
        FNewMenuActions.Add(AC.Action);
        AC.Action.ActionList := FActionManager;
        AC.Action.Tag := AMenu.Items[I].Tag;
        TCustomAction(AC.Action).ImageIndex := AMenu.Items[I].ImageIndex;
        TCustomAction(AC.Action).HelpContext := AMenu.Items[I].HelpContext;
        TCustomAction(AC.Action).Visible := AMenu.Items[I].Visible;
        TCustomAction(AC.Action).Checked := AMenu.Items[I].Checked;
        TCustomAction(AC.Action).Caption := AMenu.Items[I].Caption;
        TCustomAction(AC.Action).ShortCut := AMenu.Items[I].ShortCut;
        TCustomAction(AC.Action).Enabled := AMenu.Items[I].Enabled;
        TCustomAction(AC.Action).AutoCheck := AMenu.Items[I].AutoCheck;
        TCustomAction(AC.Action).Checked := AMenu.Items[I].Checked;
        TCustomAction(AC.Action).GroupIndex := AMenu.Items[I].GroupIndex;
        AC.ImageIndex := AMenu.Items[I].ImageIndex;
        AC.ShortCut := AMenu.Items[I].ShortCut;
      end;
    AC.Caption := AMenu.Items[I].Caption;
    AC.ImageIndex := AMenu.Items[I].ImageIndex;
    AC.HelpContext := AMenu.Items[I].HelpContext;
    AC.ShortCut := AMenu.Items[I].ShortCut;
    AC.Visible := AMenu.Items[I].Visible;
  end;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.Notification(AComponent: TComponent;
  Operation: TOperation);
begin
  inherited;
  if (Operation = opRemove) then
    if (AComponent=FForm) then SetForm(nil);
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.ProcessMenu;
begin
  if FMainMenu <> nil then begin
    if FMainMenutoolbar <> nil then begin
      FMainMenutoolbar.Menu := nil;
      FMainMenutoolbar.Visible := false;
    end;
    FForm.Menu := nil;

    if FActionManager=nil then begin
      FActionManager := TActionManager.Create(self);
//      FActionManager.Style := XPStyle;
    end else
      FActionManager.Actionbars.Clear;

    FActionManager.Images := FMainMenu.Images;
    FActionManager.Actionbars.Add;

    if FActionMainMenubar=nil then begin
      FActionMainMenubar := TActionMainMenubar.Create(self);
      if (FMainMenuToolbar <> nil)
        then FActionMainMenubar.Parent := FMainMenuToolbar.Parent
        else FActionMainMenubar.Parent := FForm;
    end;
    FActionMainMenubar.ActionManager := FActionManager;
    FActionMainMenubar.OnPopup := ActionMainMenubar_Popup;
    FActionMainMenubar.OnExitMenuLoop := ActionMainMenubar_ExitMenuLoop;

    UpdateActionMainMenubar(FMainMenu);
  end;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.SetActionMainmenubar(Value:TActionMainMenubar);
begin
  if Value=nil then begin
    FActionMainMenubar := TActionMainMenubar.Create(self);
    if FMainmenuToolbar <> nil
      then FActionMainMenubar.Parent := FMainMenuToolbar.Parent
      else FActionMainMenubar.Parent := FForm;
  end else begin
    FActionMainMenubar.Free;
    FActionMainMenubar := value;
  end;
  Update;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.SetActionManager(value:TActionManager);
begin
  if Value = nil then begin
    FActionManager := TActionManager.Create(self);
    FActionManager.Style := XPStyle;
  end else begin
    FActionManager := value;
//    if FMainMenu <> nil then FActionManager.Images := FMainMenu.Images;
  end;
  Update;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.SetForm(value:TCustomForm);
begin
  if FForm <> Value then begin
    FForm := Value;
    AnalyzeForm;
  end;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.Update;
begin
  AnalyzeForm;
end;

//------------------------------------------------------------------------------

procedure TActionbarConverter.UpdateActionMainMenuBar(Menu: TMenu);
{ This routine should probably also check for Enabled state although it would
  be very wierd to have a top level menu disabled. }

  function RefreshItems: Boolean;
  var
    I: Integer;
  begin
    Result := FMainMenu.Items.Count <> FActionManager.ActionBars[0].Items.Count;
    if not Result then
      for I := 0 to FMainMenu.Items.Count - 1 do
        if AnsiCompareText(
          FMainMenu.Items[I].Caption,
          FActionManager.ActionBars[0].Items[I].Caption ) <> 0
        then  begin
          Result := True;
          break;
        end;
  end;

begin
  if not (csLoading in FActionManager.ComponentState) and RefreshItems
  then begin
    // Clear any existing items and repopulate the TActionMainMenuBar
    FActionManager.ActionBars[0].Items.Clear;
    FActionManager.ActionBars[0].ActionBar := nil;
    LoadMenu(FActionManager, FActionManager.ActionBars[0].Items, FMainMenu.Items);
    FActionManager.ActionBars[0].ActionBar := FActionMainMenuBar;
    // Update the size of the main menu
    with FActionMainMenuBar do
      SetBounds(
        0,
        0,
        Controls[ControlCount-1].BoundsRect.Right + 2 + FActionMainMenuBar.HorzMargin,
        Height
      );
  end;
end;

end.
于 2013-09-27T21:36:48.927 回答