阶段四收尾:面板两行布局(row/expand/fill)+ 英文输出 + 混淆名对照表
- ViewInstaller:用 Table.row()/Cell.expand()+fill()/setFillParent 排出" 按钮一行、可滚动文字区一行"的面板;修掉把 setDebug 当成 setFillParent 的误用 - Scene2dPanel:按钮 isChecked/setChecked 与 Label.setText 改用对照表定名, 修掉"点一次反复触发"与"文字不刷新"两个 bug - SceneReader:面板输出改英文(编辑器缺中文字形,中文会渲染成方块) - 新增 tools/obfmap/MapMethods.java:载荷 vs 上游 libGDX 的字节码指纹比对工具 - 新增 混淆名对照表.md:类/方法/字段映射、推导办法、已踩的坑、验证状态
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@@ -22,6 +22,24 @@ import java.net.URLClassLoader;
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*/
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public final class Launcher {
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public static void main(String[] args) throws Exception {
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// 诊断:这套运行时自己退出时不留崩溃报告,所以把"谁在什么时候抛了什么"记下来。
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// Runtime.halt 不会走关闭钩子,System.exit / 信号会 —— 靠这个区分。
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Thread.setDefaultUncaughtExceptionHandler(new Thread.UncaughtExceptionHandler() {
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@Override
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public void uncaughtException(Thread thread, Throwable error) {
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System.err.println("[spineview] 未捕获异常 线程=" + thread.getName()
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+ " 时间=" + new java.util.Date());
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error.printStackTrace(System.err);
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}
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});
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Runtime.getRuntime().addShutdownHook(new Thread("spineview-shutdown") {
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@Override
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public void run() {
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System.err.println("[spineview] 开始关闭(System.exit 或信号触发的钩子)时间="
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+ new java.util.Date());
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}
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});
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// 1) 先把探针放起来(它自己会开后台线程,不阻塞)
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try {
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SceneScan.start();
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@@ -0,0 +1,123 @@
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package com.spineview;
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/**
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* Spine 3.8.99 载荷里**被混淆成员的对照表**(推导过程见仓库根目录 `混淆名对照表.md`)。
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*
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* 推导办法(可复现,不是猜的):
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* 1) `tools/obfmap/MapMethods.java`:把载荷类与上游 libGDX 同签名方法做
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* "忽略名字的字节码指纹"比对(操作码序列 + 常量 + 成员的描述符);
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* 2) 拿上游 libGDX 1.11.0 的源码逐条核对方法体语义。
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*
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* ⚠️ 这套载荷用了"**同名不同描述符**"的混淆手法:类里同时存在
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* `D(Ldl;)LdR;`、`D()LdR;`、`D(F)LdR;`… 全部叫 `D`。所以任何一处都必须
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* **名字 + 描述符一起判断**,只看名字一定会读错。
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*/
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public final class Obf {
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// ======================= 类 =======================
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/** com.badlogic.gdx.scenes.scene2d.Actor */
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public static final String ACTOR = "dl";
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/** com.badlogic.gdx.scenes.scene2d.Group(do extends dl) */
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public static final String GROUP = "do";
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/** com.badlogic.gdx.scenes.scene2d.ui.WidgetGroup(eX extends do) */
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public static final String WIDGET_GROUP = "eX";
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/** com.badlogic.gdx.scenes.scene2d.ui.Table(et extends eX) */
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public static final String TABLE = "et";
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/** com.badlogic.gdx.scenes.scene2d.ui.Cell(implements Poolable) */
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public static final String CELL = "dR";
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/** com.badlogic.gdx.scenes.scene2d.Stage 的实现(uk extends dt) */
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public static final String STAGE = "dt";
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/** com.badlogic.gdx.scenes.scene2d.ui.Value */
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public static final String VALUE = "eN";
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/** com.badlogic.gdx.utils.Array */
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public static final String ARRAY = "fI";
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// ======================= Button =======================
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// 类名保留(TextButton 继承它),但方法名被混淆了。
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/** com.badlogic.gdx.scenes.scene2d.ui.Button */
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public static final String BUTTON = "com.badlogic.gdx.scenes.scene2d.ui.Button";
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/** `isChecked() -> boolean`(体是 `return isChecked;`,读第 1 个 boolean 字段) */
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public static final String BUTTON_IS_CHECKED = "String";
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/** `setChecked(boolean)` */
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public static final String BUTTON_SET_CHECKED = "I";
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/** `setChecked(boolean, boolean)`(第二个参数是否派发事件) */
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public static final String BUTTON_SET_CHECKED_FIRE = "B";
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/** `setDisabled(boolean)` */
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public static final String BUTTON_SET_DISABLED = "a_";
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// ======================= Label =======================
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/** com.badlogic.gdx.scenes.scene2d.ui.Label */
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public static final String LABEL = "com.badlogic.gdx.scenes.scene2d.ui.Label";
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/**
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* `setText(CharSequence) -> void`。
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* ⚠️ Label 上还有一个 `D(CharSequence) -> boolean`,那是 `textEquals(CharSequence)`
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* —— 只按"一个 CharSequence 参数"去找方法会挑中它,现象是**日志说读取成功、面板文字却不变**。
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*/
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public static final String LABEL_SET_TEXT = "D";
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/** `getText() -> StringBuilder` */
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public static final String LABEL_GET_TEXT = "D";
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// ======================= Table =======================
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/** `add(Actor) -> Cell` */
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public static final String TABLE_ADD = "D";
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/** `add(Actor...) -> Table`(varargs 版,谨慎别选错) */
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public static final String TABLE_ADD_VARARGS = "D";
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/** `row() -> Cell` —— 换行的关键,不调用的话所有控件都挤在第一行 */
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public static final String TABLE_ROW = "I";
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/** `setFillParent(boolean)`(WidgetGroup 的,让面板铺满停靠框) */
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public static final String TABLE_SET_FILL_PARENT = "Z";
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/** `setClip(boolean)` */
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public static final String TABLE_SET_CLIP = "C";
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/** `setDebug(boolean)` —— 会把单元格描出彩色边框,别误当成 setFillParent */
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public static final String TABLE_SET_DEBUG = "B";
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/** `top() -> Table`(表格内容整体对齐) */
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public static final String TABLE_TOP = "I";
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/** `left() -> Table` */
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public static final String TABLE_LEFT = "S";
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/** `center() / bottom() / right() -> Table` */
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public static final String TABLE_CENTER = "L";
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public static final String TABLE_BOTTOM = "C";
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public static final String TABLE_RIGHT = "Z";
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/** `align(int) -> Table` */
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public static final String TABLE_ALIGN = "D";
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/** `pad(float) / pad(float×4) -> Table` */
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public static final String TABLE_PAD = "D";
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/** `padTop/padLeft/padBottom/padRight(float) -> Table` */
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public static final String TABLE_PAD_TOP = "B";
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public static final String TABLE_PAD_LEFT = "L";
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public static final String TABLE_PAD_BOTTOM = "I";
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public static final String TABLE_PAD_RIGHT = "S";
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// ======================= Cell =======================
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/** `fill() -> Cell`(fillX = fillY = 1,撑满单元格) */
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public static final String CELL_FILL = "D";
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/** `fill(boolean)` */
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public static final String CELL_FILL_BOOL = "D";
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/** `expand() -> Cell`(expandX = expandY = 1,占掉剩余空间) */
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public static final String CELL_EXPAND = "StackMapTable";
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/** `expandX() / expandY() -> Cell` */
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public static final String CELL_EXPAND_X = "init";
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public static final String CELL_EXPAND_Y = "LineNumberTable";
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/** `fillX() / fillY() -> Cell` */
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public static final String CELL_FILL_X = "B";
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public static final String CELL_FILL_Y = "L";
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/** `grow() / growX() / growY() -> Cell` */
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public static final String CELL_GROW = "F";
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public static final String CELL_GROW_X = "Code";
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public static final String CELL_GROW_Y = "SourceFile";
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/**
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* 对齐:`top() / left() / bottom() / right() / center()`。
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* 载体是 `align |= X & ~Y` 的形式,位掩码取自 libGDX 的 Align:
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* center=1、top=2、bottom=4、left=8、right=16。
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*/
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public static final String CELL_TOP = "S";
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public static final String CELL_LEFT = "C";
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public static final String CELL_BOTTOM = "Z";
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public static final String CELL_RIGHT = "V";
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public static final String CELL_CENTER = "I";
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/** `align(int) -> Cell` */
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public static final String CELL_ALIGN = "D";
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private Obf() {
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}
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}
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@@ -156,24 +156,21 @@ public final class Scene2dPanel {
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throws Exception {
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Class<?> buttonClass = button.getClass();
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Class<?> labelClass = label.getClass();
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Method setChecked = null;
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Method isChecked = null;
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for (Method setter : buttonClass.getMethods()) {
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if (setter.getParameterTypes().length != 1
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|| setter.getParameterTypes()[0] != boolean.class
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|| setter.getReturnType() != void.class) continue;
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setter.invoke(button, Boolean.TRUE);
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for (Method getter : buttonClass.getMethods()) {
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if (getter.getParameterTypes().length != 0
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|| getter.getReturnType() != boolean.class) continue;
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if (Boolean.TRUE.equals(getter.invoke(button))) {
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setChecked = setter;
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isChecked = getter;
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break;
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}
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// 优先用对照表里定好的名字:Button 上无参方法叫 "String" 的有两个(boolean 和 float),
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// 只按名字取会取错,必须连返回类型一起判。
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Method isChecked = findPinned(buttonClass, Obf.BUTTON_IS_CHECKED, boolean.class);
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Method setChecked = findPinned(buttonClass, Obf.BUTTON_SET_CHECKED, void.class, boolean.class);
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if (isChecked == null || setChecked == null) {
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// 名字对不上(换版本)就退回运行期自校准 —— 只在 Button 自己这一层里试,
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// 不然会扫到继承来的方法,选出一对语义无关的 setter/getter(现象是点击被反复触发)。
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System.err.println("[panel] 对照表里的 isChecked/setChecked 没找到,改用自校准");
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Method[] pair = calibrateChecked(button, buttonClass);
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if (pair == null) {
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System.err.println("[panel] 没能标定 isChecked/setChecked");
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return;
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}
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setter.invoke(button, Boolean.FALSE);
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if (isChecked != null) break;
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isChecked = pair[0];
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setChecked = pair[1];
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}
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if (isChecked == null) {
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System.err.println("[panel] 没能标定 isChecked/setChecked");
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@@ -184,7 +181,17 @@ public final class Scene2dPanel {
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final Method readChecked = isChecked;
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final Method resetChecked = setChecked;
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final Method setText = findMethod(labelClass, 1, CharSequence.class);
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// setChecked(boolean, boolean) 的第二个参数是"是否派发事件"。复位时用 false,
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// 否则把 isChecked 置回 false 这件事本身又会派发一次事件,表现为按一下读两次。
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final Method resetQuietly = findPinned(buttonClass, Obf.BUTTON_SET_CHECKED_FIRE, void.class,
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boolean.class, boolean.class);
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// 必须连返回类型一起判:Label 上 `D(CharSequence)` 有 void(setText)和 boolean
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// (textEquals)两个,按参数个数找会挑中 textEquals,表现是文字永远不刷新。
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final Method setText = findPinned(labelClass, Obf.LABEL_SET_TEXT, void.class, CharSequence.class);
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if (setText == null) {
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System.err.println("[panel] 没找到 Label.setText,面板文字不会更新");
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return;
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}
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final ClassLoader classLoader = loader;
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Thread poll = new Thread(new Runnable() {
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@Override
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@@ -192,7 +199,11 @@ public final class Scene2dPanel {
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while (true) {
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try {
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if (Boolean.TRUE.equals(readChecked.invoke(button))) {
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resetChecked.invoke(button, Boolean.FALSE);
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if (resetQuietly != null) {
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resetQuietly.invoke(button, Boolean.FALSE, Boolean.FALSE);
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} else {
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resetChecked.invoke(button, Boolean.FALSE);
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}
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System.err.println("[panel] 按钮被触发,开始读取场景对象");
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// Actor 自己记着所在 Stage,直接问它就行
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Object stage = firstFieldOfType(button, STAGE);
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@@ -229,6 +240,47 @@ public final class Scene2dPanel {
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}
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}
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/** 按"名字 + 参数类型 + 返回类型"找方法:混淆后同名方法成堆,少判一个条件就会挑错。 */
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private static Method findPinned(Class<?> owner, String name, Class<?> returnType,
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Class<?>... parameterTypes) {
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for (Method method : owner.getMethods()) {
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if (!method.getName().equals(name)) continue;
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if (!java.util.Arrays.equals(method.getParameterTypes(), parameterTypes)) continue;
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if (returnType != null && method.getReturnType() != returnType) continue;
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return method;
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}
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return null;
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}
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/**
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* 运行期自校准:把每个 boolean setter 设成 true,看哪个无参 boolean getter 跟着变 true。
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* 只在按钮类自己这一层(含父类)的方法里找 —— 扫到继承链上无关的方法会配出一对假组合,
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* 现象是"点一次按钮被反复触发"。
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*/
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private static Method[] calibrateChecked(Object button, Class<?> buttonClass) throws Exception {
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for (Class<?> type = buttonClass; type != null && type != Object.class;
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type = type.getSuperclass()) {
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for (Method setter : type.getDeclaredMethods()) {
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if (setter.getParameterTypes().length != 1
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|| setter.getParameterTypes()[0] != boolean.class
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|| setter.getReturnType() != void.class) continue;
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setter.setAccessible(true);
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setter.invoke(button, Boolean.TRUE);
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for (Method getter : type.getDeclaredMethods()) {
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if (getter.getParameterTypes().length != 0
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|| getter.getReturnType() != boolean.class) continue;
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getter.setAccessible(true);
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if (Boolean.TRUE.equals(getter.invoke(button))) {
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setter.invoke(button, Boolean.FALSE);
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return new Method[] {getter, setter};
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}
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}
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setter.invoke(button, Boolean.FALSE);
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}
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}
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return null;
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}
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/** 从 Fx.D(静态 Actor)出发拿 Stage:libGDX 里每个 Actor 都记着自己所在的 Stage。 */
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private static Object stageFromActorAnchor(ClassLoader loader) {
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try {
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@@ -22,13 +22,15 @@ public final class SceneReader {
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public static String read(ClassLoader editorLoader, Object stage) {
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StringBuilder out = new StringBuilder();
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out.append("=== 场景树里的对象 ===\n");
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// 面板里的文字全部用英文:编辑器这套运行时只装了 NotoSans 拉丁字形,
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// 中文会渲染成一排小方块(tofu)。
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out.append("=== Scene actors ===\n");
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try {
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listActors(stage, out, 0, 0);
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} catch (Throwable error) {
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out.append("读取失败: ").append(error).append('\n');
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out.append("read failed: ").append(error).append('\n');
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}
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out.append("=== 编辑器进程里的窗口 ===\n");
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out.append("=== Editor windows ===\n");
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for (Window window : Window.getWindows()) {
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if (window.isVisible()) {
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out.append(" ").append(window.getClass().getName()).append(" ")
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@@ -38,16 +40,16 @@ public final class SceneReader {
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}
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}
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}
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out.append("\n=== 编辑器实例可达的自建对象 ===\n");
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out.append("\n=== Objects reachable from Editor ===\n");
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try {
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Object editor = findEditor(editorLoader);
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if (editor == null) {
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out.append("(还没等到编辑器实例)\n");
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out.append("(editor instance not ready yet)\n");
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} else {
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walk(editor, out);
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}
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} catch (Throwable error) {
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out.append("读取失败: ").append(error).append('\n');
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out.append("read failed: ").append(error).append('\n');
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}
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return out.toString();
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}
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@@ -90,7 +92,7 @@ public final class SceneReader {
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for (java.awt.Component child : container.getComponents()) {
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out.append(indent(depth)).append(child.getClass().getName());
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if (child instanceof java.awt.Container) {
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out.append(" 子组件=").append(((java.awt.Container) child).getComponentCount());
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out.append(" children=").append(((java.awt.Container) child).getComponentCount());
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}
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out.append('\n');
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if (child instanceof java.awt.Container) {
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@@ -137,7 +139,7 @@ public final class SceneReader {
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if (name.startsWith("java.") || name.startsWith("javax.") || name.startsWith("sun.")
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|| name.startsWith("org.lwjgl") || name.startsWith("com.badlogic")) continue;
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Field[] fields = current.getClass().getDeclaredFields();
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out.append(indent(depth)).append(name).append(" 字段数=").append(fields.length)
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out.append(indent(depth)).append(name).append(" fields=").append(fields.length)
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.append('\n');
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printed++;
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if (depth >= 2) continue;
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@@ -13,10 +13,10 @@ import java.lang.reflect.Modifier;
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*/
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public final class ViewInstaller {
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private static final String SKIN = "com.badlogic.gdx.scenes.scene2d.ui.Skin";
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private static final String TABLE = "et";
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private static final String ACTOR = "dl";
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private static final String LABEL = "com.badlogic.gdx.scenes.scene2d.ui.Label";
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private static final String TEXT_BUTTON = "com.badlogic.gdx.scenes.scene2d.ui.TextButton";
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private static final String SCROLL_PANE = "com.badlogic.gdx.scenes.scene2d.ui.ScrollPane";
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|
||||
private ViewInstaller() {
|
||||
}
|
||||
@@ -189,10 +189,18 @@ public final class ViewInstaller {
|
||||
return null;
|
||||
}
|
||||
|
||||
/** 面板内容:一个 Table,里面一行按钮、一行文字显示。 */
|
||||
/**
|
||||
* 面板内容:第一行按钮(靠左),第二行是能滚动的文字区(撑满剩下的空间)。
|
||||
*
|
||||
* 布局调用全部按"名字 + 参数类型 + 返回类型"定位 —— 这套载荷把同名方法塞了一堆
|
||||
* (Table 上 `I` 既有无参返回 Cell 的 row(),也有无参返回 Table 的 top()),
|
||||
* 少判一个条件就会调到别的方法上。名字出处见 {@link Obf}。
|
||||
*/
|
||||
private static Object buildPanel(ClassLoader loader, Object skin) throws Exception {
|
||||
Class<?> skinClass = Class.forName(SKIN, true, loader);
|
||||
Class<?> tableClass = Class.forName(TABLE, true, loader);
|
||||
Class<?> tableClass = Class.forName(Obf.TABLE, true, loader);
|
||||
Class<?> cellClass = Class.forName(Obf.CELL, true, loader);
|
||||
Class<?> actorClass = Class.forName(Obf.ACTOR, true, loader);
|
||||
Class<?> buttonClass = Class.forName(TEXT_BUTTON, true, loader);
|
||||
Class<?> labelClass = Class.forName(LABEL, true, loader);
|
||||
|
||||
@@ -202,33 +210,64 @@ public final class ViewInstaller {
|
||||
Object label = labelClass.getConstructor(CharSequence.class, skinClass)
|
||||
.newInstance("Click the button to list scene objects.", skin);
|
||||
|
||||
// 注意:这里必须用 Table 的单元格布局(add/row),不要换成 addActor + 绝对定位 ——
|
||||
// 那个版本在停靠框架里会抛 "Tab not found: Spine View",把安装打断。
|
||||
Method add = null;
|
||||
Method row = null;
|
||||
for (Method method : tableClass.getMethods()) {
|
||||
if (Modifier.isStatic(method.getModifiers())) continue;
|
||||
Class<?>[] types = method.getParameterTypes();
|
||||
if (types.length == 1 && types[0].isAssignableFrom(buttonClass)
|
||||
&& method.getReturnType() != void.class) {
|
||||
if (add == null) add = method;
|
||||
}
|
||||
if (types.length == 0 && method.getReturnType() != Object.class
|
||||
&& method.getReturnType().isAssignableFrom(tableClass)) {
|
||||
if (row == null) row = method;
|
||||
}
|
||||
}
|
||||
if (add != null) {
|
||||
add.invoke(table, button);
|
||||
if (row != null) row.invoke(table);
|
||||
add.invoke(table, label);
|
||||
} else {
|
||||
System.err.println("[view] 找不到 Table.add");
|
||||
// 读出来的东西会很长,包进 ScrollPane 才能滚动查看。
|
||||
Object scrollBody = label;
|
||||
try {
|
||||
Class<?> scrollClass = Class.forName(SCROLL_PANE, true, loader);
|
||||
scrollBody = scrollClass.getConstructor(actorClass, skinClass).newInstance(label, skin);
|
||||
System.err.println("[view] 文字区已包进 ScrollPane");
|
||||
} catch (Throwable error) {
|
||||
System.err.println("[view] ScrollPane 建不出来,直接用 Label: " + error);
|
||||
}
|
||||
|
||||
// 让面板铺满停靠框(WidgetGroup.setFillParent)。
|
||||
// 注意别调成 setDebug(boolean) —— 名字都是单字母,调错只会给单元格描上彩色边框。
|
||||
call(table, Obf.TABLE_SET_FILL_PARENT, new Class<?>[] {boolean.class}, void.class,
|
||||
Boolean.TRUE);
|
||||
// 第一行:按钮,靠左。
|
||||
Object buttonCell = call(table, Obf.TABLE_ADD, new Class<?>[] {actorClass}, cellClass, button);
|
||||
layoutCell(buttonCell, Obf.CELL_LEFT);
|
||||
// 换行:不调 row() 的话按钮和文字会并排挤在同一行。
|
||||
call(table, Obf.TABLE_ROW, new Class<?>[0], cellClass);
|
||||
// 第二行:文字区,占满剩余空间并撑开单元格。
|
||||
Object textCell = call(table, Obf.TABLE_ADD, new Class<?>[] {actorClass}, cellClass, scrollBody);
|
||||
layoutCell(textCell, Obf.CELL_EXPAND, Obf.CELL_FILL, Obf.CELL_TOP);
|
||||
System.err.println("[view] 面板已按两行布局:按钮 / 可滚动文字区");
|
||||
|
||||
Scene2dPanel.wireButton(button, label, loader);
|
||||
return table;
|
||||
}
|
||||
|
||||
/**
|
||||
* 在 Cell 上调一串"无参、返回 Cell"的布局方法(fill/expand/top…,名字见 {@link Obf})。
|
||||
* 单个调用失败只记一行日志,不让整个面板装不上。
|
||||
*/
|
||||
private static void layoutCell(Object cell, String... names) {
|
||||
for (String name : names) {
|
||||
try {
|
||||
Method method = cell.getClass().getMethod(name);
|
||||
method.setAccessible(true);
|
||||
method.invoke(cell);
|
||||
} catch (Throwable error) {
|
||||
System.err.println("[view] 单元格布局 " + name + " 调用失败: " + error);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 调用 Table 上的实例方法:名字 + 参数类型 + 返回类型一起判(同名方法太多)。 */
|
||||
private static Object call(Object target, String name, Class<?>[] parameterTypes,
|
||||
Class<?> returnType, Object... arguments) throws Exception {
|
||||
for (Method method : target.getClass().getMethods()) {
|
||||
if (!method.getName().equals(name)) continue;
|
||||
if (!java.util.Arrays.equals(method.getParameterTypes(), parameterTypes)) continue;
|
||||
if (returnType != null && method.getReturnType() != returnType) continue;
|
||||
method.setAccessible(true);
|
||||
return method.invoke(target, arguments);
|
||||
}
|
||||
throw new NoSuchMethodException(target.getClass().getName() + "." + name
|
||||
+ " 参数=" + java.util.Arrays.toString(parameterTypes));
|
||||
}
|
||||
|
||||
private static Method findInstanceMethod(Class<?> owner, int parameterCount,
|
||||
Class<?> parameterType) throws NoSuchMethodException {
|
||||
for (Method method : owner.getMethods()) {
|
||||
|
||||
Reference in new issue
Block a user