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将两个Delphi单元合并为一个uni_Delphi - Fatal编程技术网

将两个Delphi单元合并为一个uni

将两个Delphi单元合并为一个uni,delphi,Delphi,我有一个项目在TMainForm的TImage组件中创建Watter Bubble。 代码如下: unit KoushikHalder01; interface uses Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics, Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Math, Vcl.ExtCtrls, Vcl

我有一个项目在TMainForm的TImage组件中创建Watter Bubble。 代码如下:

unit KoushikHalder01;

interface

uses
  Winapi.Windows, Winapi.Messages, System.SysUtils, System.Variants, System.Classes, Vcl.Graphics,
  Vcl.Controls, Vcl.Forms, Vcl.Dialogs, Math, Vcl.ExtCtrls, Vcl.Imaging.pngimage, WaterEffect;

type
  TMainform = class(TForm)
    Image01: TImage;
    Timer01: TTimer;
    procedure FormCreate(Sender: TObject);
    procedure FormDestroy(Sender: TObject);
    procedure Timer01Timer(Sender: TObject);
    procedure Image01MouseMove(Sender: TObject; Shift: TShiftState; X,
      Y: Integer);
  private
    { Private declarations }
    Water: TWaterEffect;
    Bmp: TBitmap;
  public
    { Public declarations }
  end;

var
  Mainform: TMainform;

implementation

{$R *.dfm}

procedure TMainform.FormCreate(Sender: TObject);
begin
  Bmp := TBitmap.Create;
  Bmp.Assign(Image01.Picture.Graphic);
  Image01.Picture.Graphic := nil;
  Image01.Picture.Bitmap.Height := Bmp.Height;
  Image01.Picture.Bitmap.Width := Bmp.Width;
  Water := TWaterEffect.Create;
  Water.SetSize(Bmp.Width,Bmp.Height);
end;

procedure TMainform.FormDestroy(Sender: TObject);
begin
  Bmp.Free;
  Water.Free;
end;

procedure TMainform.Image01MouseMove(Sender: TObject; Shift: TShiftState; X,
  Y: Integer);
begin
  Water.Blob(x,y,1,100);
end;

procedure TMainform.Timer01Timer(Sender: TObject);
begin
  if Random(8) = 1 then
    Water.Blob(-1, -1, Random(1) + 1, Random(500) + 50);
  Water.Render(Bmp, Image01.Picture.Bitmap);
  Image01.Repaint;
end;

end.
在我的项目中,我的另一个单元名为WaterEffect,其代码为:

unit WaterEffect;

interface

uses
  Windows, SysUtils, Graphics, Math;

const
  csDefDamping = 20;

type
  PIntArray = ^TIntArray;
  TIntArray = array[0..65535] of Integer;
  PPIntArray = ^TPIntArray;
  TPIntArray = array[0..65535] of PIntArray;
  PRGBArray = ^TRGBArray;
  TRGBArray = array[0..65535] of TRGBTriple;
  PPRGBArray = ^TPRGBArray;
  TPRGBArray = array[0..65535] of PRGBArray;
  TWaterDamping = 1..99;
  TWaterEffect = class(TObject)
  private
    { Private declarations }
    FLightModifier: Integer;
    FWidth: Integer;
    FHeight: Integer;
    FBuff1: Pointer;
    FBuff2: Pointer;
    FScanLine1: PPIntArray;
    FScanLine2: PPIntArray;
    FScanLineSrc: PPRGBArray;
    FDamping: TWaterDamping;
    procedure SetDamping(Value: TWaterDamping);
  protected
    { Protected declarations }
    procedure CalcWater;
    procedure DrawWater(ALightModifier: Integer; Src, Dst: TBitmap);
  public
    { Public declarations }
    constructor Create;
    destructor Destroy; override;
    procedure ClearWater;
    procedure SetSize(AWidth, AHeight: Integer);
    procedure Render(Src, Dst: TBitmap);
    procedure Blob(x, y: Integer; ARadius, AHeight: Integer);
    property Damping: TWaterDamping read FDamping write SetDamping;
  end;

implementation

{ WaterEffect }

const
  RAND_MAX = $7FFF;

procedure TWaterEffect.Blob(x, y: Integer; ARadius, AHeight: Integer);
var
  Rquad: Integer;
  cx, cy, cyq: Integer;
  Left, Top, Right, Bottom: Integer;
begin
  if (x < 0) or (x > FWidth - 1) then x := 1 + ARadius + Random(RAND_MAX) mod (FWidth - 2 * ARadius - 1);
  if (y < 0) or (y > FHeight - 1) then y := 1 + ARadius + Random(RAND_MAX) mod (FHeight - 2 * ARadius - 1);
  Left := -Min(x, ARadius);
  Right := Min(FWidth - 1 - x, ARadius);
  Top := -Min(y, ARadius);
  Bottom := Min(FHeight - 1 - y, ARadius);
  Rquad := ARadius * ARadius;
  for cy := Top to Bottom do
  begin
    cyq := cy * cy;
    for cx := Left to Right do
    begin
      if (cx * cx + cyq <= Rquad) then
      begin
        Inc(FScanLine1[cy + y][cx + x], AHeight);
      end;
    end;
  end;
end;

procedure TWaterEffect.CalcWater;
var
  x, y, xl, xr: Integer;
  NewH: Integer;
  P, P1, P2, P3: PIntArray;
  PT: Pointer;
  Rate: Integer;
begin
  Rate := (100 - FDamping) * 256 div 100;
  for y := 0 to FHeight - 1 do
  begin
    P := FScanLine2[y];
    P1 := FScanLine1[Max(y - 1, 0)];
    P2 := FScanLine1[y];
    P3 := FScanLine1[Min(y + 1, FHeight - 1)];
    for x := 0 to FWidth - 1 do
    begin
      xl := Max(x - 1, 0);
      xr := Min(x + 1, FWidth - 1);
      NewH := (P1[xl] + P1[x] + P1[xr] + P2[xl] + P2[xr] + P3[xl] + P3[x] + P3[xr]) div 4 - P[x];
      P[x] := NewH * Rate div 256;
    end;
  end;
  PT := FBuff1;
  FBuff1 := FBuff2;
  FBuff2 := PT;
  PT := FScanLine1;
  FScanLine1 := FScanLine2;
  FScanLine2 := PT;
end;

procedure TWaterEffect.ClearWater;
begin
 if FBuff1 <> nil then ZeroMemory(FBuff1, (FWidth * FHeight) * SizeOf(Integer));
 if FBuff2 <> nil then ZeroMemory(FBuff2, (FWidth * FHeight) * SizeOf(Integer));
end;

constructor TWaterEffect.Create;
begin
  inherited;
  FLightModifier := 10;
  FDamping := csDefDamping;
end;

destructor TWaterEffect.Destroy;
begin
  if FBuff1 <> nil then FreeMem(FBuff1);
  if FBuff2 <> nil then FreeMem(FBuff2);
  if FScanLine1 <> nil then FreeMem(FScanLine1);
  if FScanLine2 <> nil then FreeMem(FScanLine2);
  if FScanLineSrc <> nil then FreeMem(FScanLineSrc);
  inherited;
end;

procedure TWaterEffect.DrawWater(ALightModifier: Integer; Src, Dst: TBitmap);
var
  dx, dy: Integer;
  i, c, x, y: Integer;
  P1, P2, P3: PIntArray;
  PSrc, PDst: PRGBArray;
  PSrcDot, PDstDot: PRGBTriple;
  BytesPerLine1, BytesPerLine2: Integer;
begin
  Src.PixelFormat := pf24bit;
  Dst.PixelFormat := pf24bit;
  FScanLineSrc[0] := Src.ScanLine[0];
  BytesPerLine1 := Integer(Src.ScanLine[1]) - Integer(FScanLineSrc[0]);
  for i := 1 to FHeight - 1 do FScanLineSrc[i] := PRGBArray(Integer(FScanLineSrc[i - 1]) + BytesPerLine1);
  PDst := Dst.ScanLine[0];
  BytesPerLine2 := Integer(Dst.ScanLine[1]) - Integer(PDst);
  for y := 0 to FHeight - 1 do
  begin
    PSrc := FScanLineSrc[y];
    P1 := FScanLine1[Max(y - 1, 0)];
    P2 := FScanLine1[y];
    P3 := FScanLine1[Min(y + 1, FHeight - 1)];
    for x := 0 to FWidth - 1 do
    begin
      dx := P2[Max(x - 1, 0)] - P2[Min(x + 1, FWidth - 1)];
      dy := P1[x] - P3[x];
      if (x + dx >= 0) and (x + dx < FWidth) and (y + dy >= 0) and (y + dy < FHeight) then
      begin
        PSrcDot := @FScanLineSrc[y + dy][x + dx];
        PDstDot := @PDst[x];
        c := PSrcDot.rgbtBlue - dx;
        if c < 0 then PDstDot.rgbtBlue := 0 else if c > 255 then PDstDot.rgbtBlue := 255 else PDstDot.rgbtBlue := c;
        c := PSrcDot.rgbtGreen - dx;
        if c < 0 then PDstDot.rgbtGreen := 0 else if c > 255 then PDstDot.rgbtGreen := 255 else PDstDot.rgbtGreen := c;
        c := PSrcDot.rgbtRed - dx;
        if c < 0 then PDstDot.rgbtRed := 0 else if c > 255 then PDstDot.rgbtRed := 255 else PDstDot.rgbtRed := c;
      end
      else
      begin
        PDst[x] := PSrc[x];
      end;
    end;
    PDst := PRGBArray(Integer(PDst) + BytesPerLine2);
  end;
end;

procedure TWaterEffect.Render(Src, Dst: TBitmap);
begin
  CalcWater;
  DrawWater(FLightModifier, Src, Dst);
end;

procedure TWaterEffect.SetDamping(Value: TWaterDamping);
begin
  if (Value >= Low(TWaterDamping)) and (Value <= High(TWaterDamping)) then FDamping := Value;
end;

procedure TWaterEffect.SetSize(AWidth, AHeight: Integer);
var
  i: Integer;
begin
  if (AWidth <= 0) or (AHeight <= 0) then
  begin
    AWidth := 0;
    AHeight := 0;
  end;
  FWidth := AWidth;
  FHeight := AHeight;
  ReallocMem(FBuff1, FWidth * FHeight * SizeOf(Integer));
  ReallocMem(FBuff2, FWidth * FHeight * SizeOf(Integer));
  ReallocMem(FScanLine1, FHeight * SizeOf(PIntArray));
  ReallocMem(FScanLine2, FHeight * SizeOf(PIntArray));
  ReallocMem(FScanLineSrc, FHeight * SizeOf(PRGBArray));
  ClearWater;
  if FHeight > 0 then
  begin
    FScanLine1[0] := FBuff1;
    FScanLine2[0] := FBuff2;
    for i := 1 to FHeight - 1 do
    begin
      FScanLine1[i] := @FScanLine1[i - 1][FWidth];
      FScanLine2[i] := @FScanLine2[i - 1][FWidth];
    end;
  end;
end;

end.
现在我将构造函数和析构函数都重命名为

public
  { Public declarations }
  constructor BubbleCreate;
  destructor BubbleDestroy; override;
我试图编译我的程序,我得到了

[DCC错误]KoushikHalder01.pas53:在基类中找不到E2137方法'BubbleDestroy'

public
  { Public declarations }
  constructor BubbleCreate;
  destructor BubbleDestroy; override;

请使用这种情况。

您的主窗体构造函数和析构函数必须如下所示:

constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
您需要使用TComponent中引入的虚拟构造函数的重写,否则表单流框架将找不到您的构造函数。它调用TComponent中引入的虚拟构造函数,因此必须重写该构造函数

您应该拥有的唯一析构函数是对TObject中引入的名为Destroy的析构函数的重写。否则,对Free的调用将不会使析构函数运行

话虽如此,我认为你做得不对。你的要求是合并这两个单位。根本不需要合并这两个类。现在您将所有内容混合在一起,这使得代码更难理解


您应该保持类与以前一样,但只需在同一个单元中声明它们。

似乎是一个很酷的主意。你能提供结果的样本jpg吗?@Jlouro,;-因为从接受的答案翻译的CPU消耗很多,C++原版没有,所以它可能翻译得很差。你不应该在你的名字下合并GPLAE代码。@ TLama,我不知道C++。所以我无法正确翻译。我刚试过。作为原C++代码非常好。请用德尔菲翻译。我找到了和。请记住将其转换为32位颜色深度,并仅使用一个单元,而不是将WaterEffect作为单独的单元。这将非常有助于我喜欢的用户。该评论是针对这里的第一条评论。。。对不起,我正忙着编写更重要的代码。您所使用的代码没有CPU问题,看起来几乎像是OrtoiseSVN的about框的效果,所以在我看来这很好。但无论如何,正如公认的答案中提到的,将单元与意义完全不同的类合并是一种不好的做法。考虑一下,如果您决定在另一个项目中重用这种效果,您将做什么。你能再拆分一下那个文件吗?
public
  { Public declarations }
  constructor BubbleCreate;
  destructor BubbleDestroy; override;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;