基于this page,我们创建了一个包含三个步骤的向导。一切都很好,但我们对链接中给出的代码有一个问题,就是它如何创建下一个步骤实例(从链接粘贴的副本):
protected override IScreen DetermineNextItemToActivate(IList<IScreen> list, int lastIndex)
{
var theScreenThatJustClosed = list[lastIndex] as BaseViewModel;
var state = theScreenThatJustClosed.WorkflowState;
var nextScreenType = TransitionMap.GetNextScreenType(theScreenThatJustClosed);
var nextScreen = Activator.CreateInstance(nextScreenType, state);
return nextScreen as IScreen;
}
目前,在我们的项目中看起来像这样:
protected override IWizardScreen DetermineNextItemToActivate(IList<IWizardScreen> list, int lastIndex)
{
var theScreenThatJustClosed = list[lastIndex];
if (theScreenThatJustClosed == null) throw new Exception("Expecting a screen here!");
if (theScreenThatJustClosed.NextTransition == WizardTransition.Done)
{
TryClose(); // Close the entire Wizard
}
var state = theScreenThatJustClosed.WizardAggregateState;
var nextScreenType = _map.GetNextScreenType(theScreenThatJustClosed);
if (nextScreenType == null) return null;
// TODO: CreateInstance requires all constructors for each WizardStep, even if they aren't needed. This should be different!
var nextScreen = Activator.CreateInstance(nextScreenType, state, _applicationService, _wfdRegisterInstellingLookUp,
_adresService, _userService, _documentStore, _windowManager, _fileStore, _fileUploadService, _dialogService,
_eventAggregator, _aanstellingViewModelFactory);
return nextScreen as IWizardScreen;
}
如您所见,我们在某些步骤中需要相当多的参数。在第1步中,我们只需要两个,但由于Activator.CreateInstance(nextScreenType, state, ...);
我们仍需要传递所有这些。
我想要的是使用delegate Factory
。我们在项目的更多位置使用它们,让AutoFac
处理其余的参数。对于这三个步骤中的每一步,我们只需要使用delegate Factory
的{{1}}。
因为所有三个state
仅使用delegate Factory
,所以我将这个工厂放在他们的基类中:
state
我想如何更改public delegate WizardBaseViewModel<TViewModel> Factory(AggregateState state);
方法:
DetermineNextItemToActivate
但现在我坚持使用protected override IWizardScreen DetermineNextItemToActivate(IList<IWizardScreen> list, int lastIndex)
{
var theScreenThatJustClosed = list[lastIndex];
if (theScreenThatJustClosed == null) throw new Exception("Expecting a screen here!");
if (theScreenThatJustClosed.NextTransition == WizardTransition.Done)
{
TryClose(); // Close the entire Wizard
}
return _map.GetNextScreenFactoryInstance(state);
}
方法:
GetNextScreenFactoryInstance
随意更改public IWizardScreen GetNextScreenFactoryInstance(IWizardScreen screenThatClosed)
{
var state = screenThatClosed.WizardAggregateState;
// This is where I'm stuck. How do I get the instance using the Factory, when I only know the previous ViewModel
// ** Half-Pseudocode
var nextType = GetNextScreenType(screenThatClosed);
var viewModelFactory = get delegate factory based on type?;
var invokedInstance = viewModelFactory.Invoke(state);
// **
return invokedInstance as IWizardScreen;
}
您想要的任何方式。只要我能够根据地图中的前一个Step-ViewModel获得下一个Step-ViewModel。
注意:其他相关代码可以在链接中找到,但我会在这里发布以便将它们保存在一起:
GetNextScreenFactoryInstance
(只有更改不再是WizardTransitionMap
,所以我们可以自己实例化地图):
Singleton
我们的public class WizardTransitionMap : Dictionary<Type, Dictionary<WizardTransition, Type>>
{
public void Add<TIdentity, TResponse>(WizardTransition transition)
where TIdentity : IScreen
where TResponse : IScreen
{
if (!ContainsKey(typeof(TIdentity)))
{
Add(typeof(TIdentity), new Dictionary<WizardTransition, Type> { { transition, typeof(TResponse) } });
}
else
{
this[typeof(TIdentity)].Add(transition, typeof(TResponse));
}
}
public Type GetNextScreenType(IWizardScreen screenThatClosed)
{
var identity = screenThatClosed.GetType();
var transition = screenThatClosed.NextTransition;
if (!transition.HasValue) return null;
if (!ContainsKey(identity))
{
throw new InvalidOperationException(String.Format("There are no states transitions defined for state {0}", identity));
}
if (!this[identity].ContainsKey(transition.Value))
{
throw new InvalidOperationException(String.Format("There is no response setup for transition {0} from screen {1}", transition, identity));
}
return this[identity][transition.Value];
}
}
- 方法:
InitializeMap
答案 0 :(得分:0)
我们已经更改了代码:
WizardTransitionMap现在接受代理。此外,我们现在不是通过WizardTransition-enum值(Next,Previous等)检索类型,而是根据下一个Type检索Factory-invoke(因此内部Dictionary被反转)。所以,这是我们当前的WizardTransitionMap:
using System;
using System.Collections.Generic;
namespace NatWa.MidOffice.CustomControls.Wizard
{
public class WizardTransitionMap : Dictionary<Type, Dictionary<Type, Delegate>>
{
public void Add<TCurrentScreenType, TNextScreenType>(Delegate delegateFactory)
{
if (!ContainsKey(typeof(TCurrentScreenType)))
{
Add(typeof(TCurrentScreenType), new Dictionary<Type, Delegate> { { typeof(TNextScreenType), delegateFactory } });
}
else
{
this[typeof(TCurrentScreenType)].Add(typeof(TNextScreenType), delegateFactory);
}
}
public IWizardScreen GetNextScreen(IWizardScreen screenThatClosed)
{
var identity = screenThatClosed.GetType();
var state = screenThatClosed.State;
var transition = screenThatClosed.NextScreenType;
if (!ContainsKey(identity))
{
throw new InvalidOperationException(String.Format("There are no states transitions defined for state {0}", identity));
}
if (!this[identity].ContainsKey(transition))
{
throw new InvalidOperationException(String.Format("There is no response setup for transition {0} from screen {1}", transition, identity));
}
if (this[identity][transition] == null)
return null;
return (IWizardScreen)this[identity][transition].DynamicInvoke(state);
}
}
}
我们的InitializeMap现在改为:
protected override void InitializeMap()
{
_map = new WizardTransitionMap();
_map.Add<ScreenOneViewModel, ScreenTwoViewModel>(_screenTwoFactory);
_map.Add<ScreenTwoViewModel, ScreenOneViewModel>(_screenOneFactory);
_map.Add<ScreenTwoViewModel, ScreenThreeViewModel>(_screenThreeFactory);
_map.Add<ScreenThreeViewModel, ScreenTwoViewModel>(_screenTwoFactory);
_map.Add<ScreenThreeViewModel, ScreenThreeViewModel>(null);
}
我们的DetemineNexttemToActivate方法:
protected override IWizardScreen DetermineNextItemToActivate(IList<IWizardScreen> list, int previousIndex)
{
var theScreenThatJustClosed = list[previousIndex];
if (theScreenThatJustClosed == null) throw new Exception("Expecting a screen here!");
var nextScreen = _map.GetNextScreen(theScreenThatJustClosed);
if (nextScreen == null)
{
TryClose();
return ActiveItem; // Can't return null here, because Caliburn's Conductor will automatically get into this method again with a retry
}
return nextScreen;
}
我们还删除了整个WizardBaseViewModel
,让每个Step-ViewModel实现IWizardScreen
:
public interface IWizardScreen : IScreen
{
AggregateState State { get; }
Type NextScreenType { get; }
void Next();
void Previous();
}
在ScreenOneViewModel中使用以下实现:
public AggregateState State { get { return _state; } }
public Type NextScreenType { get; private set; }
public void Next()
{
if (!IsValid()) return;
NextScreenType = typeof(ScreenTwoViewModel);
TryClose();
}
public void Previous()
{
throw new NotImplementedException(); // Isn't needed in first screen, because we have no previous
}
我们的ScreenThreeViewModel中的以下实现:
public AggregateState State { get { return _state; } }
public Type NextScreenType { get; private set; }
public void Next()
{
NextScreenType = typeof(ScreenThreeViewModel); // Own type, because we have no next
TryClose();
}
public void Previous()
{
NextScreenType = typeof(ScreenTwoViewModel);
TryClose();
}
每个Step-ViewModel都有自己的delegate Factory
,就像这个用于ScreenTwoViewModel:
public delegate ScreenTwoViewModel Factory(AggregateState state);