@babylonjs/gui 5.0.0-alpha.6 → 5.0.0-alpha.63

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (275) hide show
  1. package/2D/adtInstrumentation.js +1 -1
  2. package/2D/advancedDynamicTexture.d.ts +165 -125
  3. package/2D/advancedDynamicTexture.js +342 -181
  4. package/2D/advancedDynamicTexture.js.map +1 -1
  5. package/2D/controls/button.js +10 -10
  6. package/2D/controls/button.js.map +1 -1
  7. package/2D/controls/checkbox.d.ts +2 -1
  8. package/2D/controls/checkbox.js +10 -8
  9. package/2D/controls/checkbox.js.map +1 -1
  10. package/2D/controls/colorpicker.d.ts +4 -3
  11. package/2D/controls/colorpicker.js +40 -23
  12. package/2D/controls/colorpicker.js.map +1 -1
  13. package/2D/controls/container.d.ts +16 -5
  14. package/2D/controls/container.js +93 -15
  15. package/2D/controls/container.js.map +1 -1
  16. package/2D/controls/control.d.ts +99 -44
  17. package/2D/controls/control.js +267 -129
  18. package/2D/controls/control.js.map +1 -1
  19. package/2D/controls/displayGrid.d.ts +2 -1
  20. package/2D/controls/displayGrid.js +6 -6
  21. package/2D/controls/displayGrid.js.map +1 -1
  22. package/2D/controls/ellipse.d.ts +5 -3
  23. package/2D/controls/ellipse.js +9 -5
  24. package/2D/controls/ellipse.js.map +1 -1
  25. package/2D/controls/focusableButton.d.ts +4 -2
  26. package/2D/controls/focusableButton.js +9 -6
  27. package/2D/controls/focusableButton.js.map +1 -1
  28. package/2D/controls/focusableControl.d.ts +2 -1
  29. package/2D/controls/focusableControl.js.map +1 -1
  30. package/2D/controls/grid.d.ts +13 -2
  31. package/2D/controls/grid.js +108 -24
  32. package/2D/controls/grid.js.map +1 -1
  33. package/2D/controls/image.d.ts +20 -12
  34. package/2D/controls/image.js +154 -111
  35. package/2D/controls/image.js.map +1 -1
  36. package/2D/controls/index.js +29 -29
  37. package/2D/controls/inputPassword.js +4 -4
  38. package/2D/controls/inputPassword.js.map +1 -1
  39. package/2D/controls/inputText.d.ts +6 -4
  40. package/2D/controls/inputText.js +40 -14
  41. package/2D/controls/inputText.js.map +1 -1
  42. package/2D/controls/line.d.ts +3 -2
  43. package/2D/controls/line.js +8 -8
  44. package/2D/controls/line.js.map +1 -1
  45. package/2D/controls/multiLine.d.ts +4 -3
  46. package/2D/controls/multiLine.js +6 -6
  47. package/2D/controls/multiLine.js.map +1 -1
  48. package/2D/controls/radioButton.d.ts +2 -1
  49. package/2D/controls/radioButton.js +10 -7
  50. package/2D/controls/radioButton.js.map +1 -1
  51. package/2D/controls/rectangle.d.ts +8 -3
  52. package/2D/controls/rectangle.js +21 -5
  53. package/2D/controls/rectangle.js.map +1 -1
  54. package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -2
  55. package/2D/controls/scrollViewers/scrollViewer.js +9 -9
  56. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  57. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -3
  58. package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
  59. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  60. package/2D/controls/selector.js +8 -8
  61. package/2D/controls/selector.js.map +1 -1
  62. package/2D/controls/sliders/baseSlider.d.ts +1 -1
  63. package/2D/controls/sliders/baseSlider.js +12 -10
  64. package/2D/controls/sliders/baseSlider.js.map +1 -1
  65. package/2D/controls/sliders/imageBasedSlider.d.ts +10 -1
  66. package/2D/controls/sliders/imageBasedSlider.js +29 -5
  67. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  68. package/2D/controls/sliders/imageScrollBar.d.ts +2 -1
  69. package/2D/controls/sliders/imageScrollBar.js +3 -3
  70. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  71. package/2D/controls/sliders/scrollBar.d.ts +2 -1
  72. package/2D/controls/sliders/scrollBar.js +3 -3
  73. package/2D/controls/sliders/scrollBar.js.map +1 -1
  74. package/2D/controls/sliders/slider.d.ts +2 -1
  75. package/2D/controls/sliders/slider.js +4 -4
  76. package/2D/controls/sliders/slider.js.map +1 -1
  77. package/2D/controls/stackPanel.d.ts +10 -3
  78. package/2D/controls/stackPanel.js +35 -13
  79. package/2D/controls/stackPanel.js.map +1 -1
  80. package/2D/controls/statics.js +3 -3
  81. package/2D/controls/statics.js.map +1 -1
  82. package/2D/controls/textBlock.d.ts +9 -8
  83. package/2D/controls/textBlock.js +30 -20
  84. package/2D/controls/textBlock.js.map +1 -1
  85. package/2D/controls/textWrapper.js +2 -2
  86. package/2D/controls/textWrapper.js.map +1 -1
  87. package/2D/controls/toggleButton.d.ts +1 -13
  88. package/2D/controls/toggleButton.js +29 -38
  89. package/2D/controls/toggleButton.js.map +1 -1
  90. package/2D/controls/virtualKeyboard.js +5 -5
  91. package/2D/controls/virtualKeyboard.js.map +1 -1
  92. package/2D/index.d.ts +1 -1
  93. package/2D/index.js +9 -9
  94. package/2D/index.js.map +1 -1
  95. package/2D/math2D.js +2 -2
  96. package/2D/measure.js +1 -1
  97. package/2D/measure.js.map +1 -1
  98. package/2D/multiLinePoint.js +3 -3
  99. package/2D/style.js +2 -2
  100. package/2D/valueAndUnit.d.ts +21 -6
  101. package/2D/valueAndUnit.js +57 -13
  102. package/2D/valueAndUnit.js.map +1 -1
  103. package/2D/xmlLoader.d.ts +17 -3
  104. package/2D/xmlLoader.js +54 -15
  105. package/2D/xmlLoader.js.map +1 -1
  106. package/3D/behaviors/defaultBehavior.d.ts +73 -0
  107. package/3D/behaviors/defaultBehavior.js +122 -0
  108. package/3D/behaviors/defaultBehavior.js.map +1 -0
  109. package/3D/controls/abstractButton3D.d.ts +2 -2
  110. package/3D/controls/abstractButton3D.js +3 -3
  111. package/3D/controls/abstractButton3D.js.map +1 -1
  112. package/3D/controls/button3D.d.ts +0 -24
  113. package/3D/controls/button3D.js +7 -83
  114. package/3D/controls/button3D.js.map +1 -1
  115. package/3D/controls/container3D.js +2 -2
  116. package/3D/controls/contentDisplay3D.d.ts +30 -0
  117. package/3D/controls/contentDisplay3D.js +79 -0
  118. package/3D/controls/contentDisplay3D.js.map +1 -0
  119. package/3D/controls/control3D.d.ts +10 -7
  120. package/3D/controls/control3D.js +42 -28
  121. package/3D/controls/control3D.js.map +1 -1
  122. package/3D/controls/cylinderPanel.js +5 -5
  123. package/3D/controls/handMenu.d.ts +28 -0
  124. package/3D/controls/handMenu.js +48 -0
  125. package/3D/controls/handMenu.js.map +1 -0
  126. package/3D/controls/holographicBackplate.d.ts +48 -0
  127. package/3D/controls/holographicBackplate.js +121 -0
  128. package/3D/controls/holographicBackplate.js.map +1 -0
  129. package/3D/controls/holographicButton.d.ts +1 -1
  130. package/3D/controls/holographicButton.js +27 -24
  131. package/3D/controls/holographicButton.js.map +1 -1
  132. package/3D/controls/holographicSlate.d.ts +118 -0
  133. package/3D/controls/holographicSlate.js +360 -0
  134. package/3D/controls/holographicSlate.js.map +1 -0
  135. package/3D/controls/index.d.ts +10 -0
  136. package/3D/controls/index.js +22 -12
  137. package/3D/controls/index.js.map +1 -1
  138. package/3D/controls/meshButton3D.js +2 -2
  139. package/3D/controls/meshButton3D.js.map +1 -1
  140. package/3D/controls/nearMenu.d.ts +45 -0
  141. package/3D/controls/nearMenu.js +111 -0
  142. package/3D/controls/nearMenu.js.map +1 -0
  143. package/3D/controls/planePanel.js +3 -3
  144. package/3D/controls/scatterPanel.js +4 -4
  145. package/3D/controls/slider3D.d.ts +80 -0
  146. package/3D/controls/slider3D.js +268 -0
  147. package/3D/controls/slider3D.js.map +1 -0
  148. package/3D/controls/spherePanel.js +5 -5
  149. package/3D/controls/stackPanel3D.js +3 -3
  150. package/3D/controls/touchButton3D.d.ts +43 -0
  151. package/3D/controls/touchButton3D.js +133 -0
  152. package/3D/controls/touchButton3D.js.map +1 -0
  153. package/3D/controls/touchHolographicButton.d.ts +100 -0
  154. package/3D/controls/touchHolographicButton.js +408 -0
  155. package/3D/controls/touchHolographicButton.js.map +1 -0
  156. package/3D/controls/touchHolographicMenu.d.ts +61 -0
  157. package/3D/controls/touchHolographicMenu.js +149 -0
  158. package/3D/controls/touchHolographicMenu.js.map +1 -0
  159. package/3D/controls/touchMeshButton3D.d.ts +22 -0
  160. package/3D/controls/touchMeshButton3D.js +63 -0
  161. package/3D/controls/touchMeshButton3D.js.map +1 -0
  162. package/3D/controls/touchToggleButton3D.d.ts +35 -0
  163. package/3D/controls/touchToggleButton3D.js +60 -0
  164. package/3D/controls/touchToggleButton3D.js.map +1 -0
  165. package/3D/controls/volumeBasedPanel.d.ts +1 -1
  166. package/3D/controls/volumeBasedPanel.js +5 -5
  167. package/3D/controls/volumeBasedPanel.js.map +1 -1
  168. package/3D/gizmos/gizmoHandle.d.ts +108 -0
  169. package/3D/gizmos/gizmoHandle.js +210 -0
  170. package/3D/gizmos/gizmoHandle.js.map +1 -0
  171. package/3D/gizmos/index.d.ts +2 -0
  172. package/3D/gizmos/index.js +3 -0
  173. package/3D/gizmos/index.js.map +1 -0
  174. package/3D/gizmos/slateGizmo.d.ts +59 -0
  175. package/3D/gizmos/slateGizmo.js +364 -0
  176. package/3D/gizmos/slateGizmo.js.map +1 -0
  177. package/3D/gui3DManager.d.ts +19 -0
  178. package/3D/gui3DManager.js +73 -13
  179. package/3D/gui3DManager.js.map +1 -1
  180. package/3D/index.d.ts +3 -2
  181. package/3D/index.js +5 -4
  182. package/3D/index.js.map +1 -1
  183. package/3D/materials/fluent/fluentMaterial.d.ts +90 -0
  184. package/3D/materials/fluent/fluentMaterial.js +282 -0
  185. package/3D/materials/fluent/fluentMaterial.js.map +1 -0
  186. package/3D/materials/fluent/index.d.ts +1 -0
  187. package/3D/materials/fluent/index.js +2 -0
  188. package/3D/materials/fluent/index.js.map +1 -0
  189. package/3D/materials/{shaders → fluent/shaders}/fluent.fragment.d.ts +0 -0
  190. package/3D/materials/fluent/shaders/fluent.fragment.js +7 -0
  191. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -0
  192. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.d.ts +0 -0
  193. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.js +2 -2
  194. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -0
  195. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +154 -0
  196. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +435 -0
  197. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -0
  198. package/3D/materials/fluentBackplate/index.d.ts +1 -0
  199. package/3D/materials/fluentBackplate/index.js +2 -0
  200. package/3D/materials/fluentBackplate/index.js.map +1 -0
  201. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -0
  202. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +7 -0
  203. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -0
  204. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -0
  205. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +7 -0
  206. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -0
  207. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +189 -0
  208. package/3D/materials/fluentButton/fluentButtonMaterial.js +538 -0
  209. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -0
  210. package/3D/materials/fluentButton/index.d.ts +1 -0
  211. package/3D/materials/fluentButton/index.js +2 -0
  212. package/3D/materials/fluentButton/index.js.map +1 -0
  213. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -0
  214. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +7 -0
  215. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -0
  216. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -0
  217. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +7 -0
  218. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -0
  219. package/3D/materials/fluentMaterial.d.ts +2 -88
  220. package/3D/materials/fluentMaterial.js +2 -277
  221. package/3D/materials/fluentMaterial.js.map +1 -1
  222. package/3D/materials/handle/handleMaterial.d.ts +68 -0
  223. package/3D/materials/handle/handleMaterial.js +127 -0
  224. package/3D/materials/handle/handleMaterial.js.map +1 -0
  225. package/3D/materials/handle/index.d.ts +1 -0
  226. package/3D/materials/handle/index.js +2 -0
  227. package/3D/materials/handle/index.js.map +1 -0
  228. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -0
  229. package/3D/materials/handle/shaders/handle.fragment.js +7 -0
  230. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -0
  231. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -0
  232. package/3D/materials/handle/shaders/handle.vertex.js +7 -0
  233. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -0
  234. package/3D/materials/index.d.ts +5 -1
  235. package/3D/materials/index.js +5 -1
  236. package/3D/materials/index.js.map +1 -1
  237. package/3D/materials/mrdl/index.d.ts +3 -0
  238. package/3D/materials/mrdl/index.js +4 -0
  239. package/3D/materials/mrdl/index.js.map +1 -0
  240. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +147 -0
  241. package/3D/materials/mrdl/mrdlBackplateMaterial.js +410 -0
  242. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -0
  243. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +333 -0
  244. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +787 -0
  245. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -0
  246. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +333 -0
  247. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +787 -0
  248. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -0
  249. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -0
  250. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +7 -0
  251. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -0
  252. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -0
  253. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +7 -0
  254. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -0
  255. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -0
  256. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +7 -0
  257. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -0
  258. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -0
  259. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +7 -0
  260. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -0
  261. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -0
  262. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +7 -0
  263. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -0
  264. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -0
  265. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +7 -0
  266. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -0
  267. package/3D/vector3WithInfo.js +1 -1
  268. package/index.d.ts +2 -2
  269. package/index.js +2 -2
  270. package/index.js.map +1 -1
  271. package/legacy/legacy.js +2 -2
  272. package/package.json +126 -9
  273. package/3D/materials/shaders/fluent.fragment.js +0 -7
  274. package/3D/materials/shaders/fluent.fragment.js.map +0 -1
  275. package/3D/materials/shaders/fluent.vertex.js.map +0 -1
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1
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{ Nullable } from \"@babylonjs/core/types\";\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\n\nimport { Rectangle } from \"./rectangle\";\nimport { Control } from \"./control\";\nimport { TextBlock } from \"./textBlock\";\nimport { Image } from \"./image\";\nimport { _TypeStore } from \"@babylonjs/core/Misc/typeStore\";\nimport { PointerInfoBase } from \"@babylonjs/core/Events/pointerEvents\";\n\n/**\n * Class used to create toggle buttons\n */\nexport class ToggleButton extends Rectangle {\n /**\n * Function called to generate the toActive animation\n */\n public toActiveAnimation: () => void;\n\n /**\n * Function called to generate the toInactive animation\n */\n public toInactiveAnimation: () => void;\n\n /**\n * Function called to generate a pointer enter animation when the toggle button is active.\n */\n public pointerEnterActiveAnimation: () => void;\n /**\n * Function called to generate a pointer out animation when the toggle button is active.\n */\n public pointerOutActiveAnimation: () => void;\n /**\n * Function called to generate a pointer down animation when the toggle button is active.\n */\n public pointerDownActiveAnimation: () => void;\n /**\n * Function called to generate a pointer up animation when the toggle button is active.\n */\n public pointerUpActiveAnimation: () => void;\n\n /**\n * Function called to generate a pointer enter animation when the toggle button is inactive.\n */\n public pointerEnterInactiveAnimation: () => void;\n /**\n * Function called to generate a pointer out animation when the toggle button is inactive.\n */\n public pointerOutInactiveAnimation: () => void;\n /**\n * Function called to generate a pointer down animation when the toggle button is inactive.\n */\n public pointerDownInactiveAnimation: () => void;\n /**\n * Function called to generate a pointer up animation when the toggle button is inactive.\n */\n public pointerUpInactiveAnimation: () => void;\n\n /** Observable raised when isActive is changed */\n public onIsActiveChangedObservable = new Observable<boolean>();\n\n /**\n * Gets or sets a boolean indicating that the toggle button will let internal controls handle picking instead of doing it directly using its bounding info\n */\n public delegatePickingToChildren = false;\n\n private _image: Nullable<Image>;\n /**\n * Returns the ToggleButton's image control if it exists\n */\n public get image(): Nullable<Image> {\n return this._image;\n }\n\n private _textBlock: Nullable<TextBlock>;\n /**\n * Returns the ToggleButton's child TextBlock control if it exists\n */\n public get textBlock(): Nullable<TextBlock> {\n return this._textBlock;\n }\n\n private _group: string;\n /** Gets or sets group name this toggle button belongs to */\n public get group(): string {\n return this._group;\n }\n public set group(value: string) {\n if (this._group === value) {\n return;\n }\n\n this._group = value;\n }\n\n private _isActive = false;\n /** Gets or sets a boolean indicating if the toogle button is active or not */\n public get isActive(): boolean {\n return this._isActive;\n }\n public set isActive(value: boolean) {\n // Function modeled after radioButton.ts\n if (this._isActive === value) {\n return;\n }\n\n this._isActive = value;\n\n // Update the visual state based on the new value\n if (this._isActive) {\n this.toActiveAnimation?.();\n } else {\n this.toInactiveAnimation?.();\n }\n\n this._markAsDirty();\n\n this.onIsActiveChangedObservable.notifyObservers(value);\n\n if (this._isActive && this._host && this._group) {\n // A toggle button in a group can only have 1 active element at a given time.\n // If this toggle button has a group, set other toggle buttons in the group to inactive.\n this._host.executeOnAllControls((control) => {\n // Check for control type ToggleButton\n if (control.typeName === \"ToggleButton\") {\n // Don't do anything to this toggle button\n if (control === this) {\n return;\n }\n\n const childToggle = <ToggleButton>control;\n // If toggle button is in same group, set isActive to false\n if (childToggle.group === this.group) {\n childToggle.isActive = false;\n }\n }\n });\n }\n }\n\n /**\n * Creates a new ToggleButton\n * @param name defines the control name\n * @param group defines the toggle group this toggle belongs to\n */\n constructor(public name?: string, group?: string) {\n super(name);\n this.group = group ?? \"\";\n\n this.thickness = 0;\n this.isPointerBlocker = true;\n\n let alphaStore: Nullable<number> = null;\n\n this.toActiveAnimation = () => {\n this.thickness = 1;\n };\n this.toInactiveAnimation = () => {\n this.thickness = 0;\n };\n\n this.pointerEnterActiveAnimation = () => {\n alphaStore = this.alpha;\n this.alpha -= 0.1;\n };\n\n this.pointerOutActiveAnimation = () => {\n if (alphaStore !== null) {\n this.alpha = alphaStore;\n }\n };\n\n this.pointerDownActiveAnimation = () => {\n this.scaleX -= 0.05;\n this.scaleY -= 0.05;\n };\n\n this.pointerUpActiveAnimation = () => {\n this.scaleX += 0.05;\n this.scaleY += 0.05;\n };\n\n this.pointerEnterInactiveAnimation = () => {\n alphaStore = this.alpha;\n this.alpha -= 0.1;\n };\n\n this.pointerOutInactiveAnimation = () => {\n if (alphaStore !== null) {\n this.alpha = alphaStore;\n }\n };\n\n this.pointerDownInactiveAnimation = () => {\n this.scaleX -= 0.05;\n this.scaleY -= 0.05;\n };\n\n this.pointerUpInactiveAnimation = () => {\n this.scaleX += 0.05;\n this.scaleY += 0.05;\n };\n }\n\n protected _getTypeName(): string {\n return \"ToggleButton\";\n }\n\n // While being a container, the toggle button behaves like a control.\n /** @hidden */\n public _processPicking(x: number, y: number, pi: PointerInfoBase, type: number, pointerId: number, buttonIndex: number, deltaX?: number, deltaY?: number): boolean {\n if (!this._isEnabled || !this.isHitTestVisible || !this.isVisible || this.notRenderable) {\n return false;\n }\n\n if (!super.contains(x, y)) {\n return false;\n }\n\n if (this.delegatePickingToChildren) {\n let contains = false;\n for (var index = this._children.length - 1; index >= 0; index--) {\n var child = this._children[index];\n if (child.isEnabled && child.isHitTestVisible && child.isVisible && !child.notRenderable && child.contains(x, y)) {\n contains = true;\n break;\n }\n }\n\n if (!contains) {\n return false;\n }\n }\n\n this._processObservables(type, x, y, pi, pointerId, buttonIndex, deltaX, deltaY);\n\n return true;\n }\n\n /** @hidden */\n public _onPointerEnter(target: Control, pi: PointerInfoBase): boolean {\n if (!super._onPointerEnter(target, pi)) {\n return false;\n }\n\n if (this._isActive) {\n if (this.pointerEnterActiveAnimation) {\n this.pointerEnterActiveAnimation();\n }\n } else {\n if (this.pointerEnterInactiveAnimation) {\n this.pointerEnterInactiveAnimation();\n }\n }\n\n return true;\n }\n\n /** @hidden */\n public _onPointerOut(target: Control, pi: PointerInfoBase, force = false): void {\n if (this._isActive) {\n if (this.pointerOutActiveAnimation) {\n this.pointerOutActiveAnimation();\n }\n } else {\n if (this.pointerOutInactiveAnimation) {\n this.pointerOutInactiveAnimation();\n }\n }\n\n super._onPointerOut(target, pi, force);\n }\n\n /** @hidden */\n public _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\n if (!super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi)) {\n return false;\n }\n\n if (this._isActive) {\n if (this.pointerDownActiveAnimation) {\n this.pointerDownActiveAnimation();\n }\n } else {\n if (this.pointerDownInactiveAnimation) {\n this.pointerDownInactiveAnimation();\n }\n }\n\n return true;\n }\n\n /** @hidden */\n public _onPointerUp(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean, pi: PointerInfoBase): void {\n if (this._isActive) {\n if (this.pointerUpActiveAnimation) {\n this.pointerUpActiveAnimation();\n }\n } else {\n if (this.pointerUpInactiveAnimation) {\n this.pointerUpInactiveAnimation();\n }\n }\n\n super._onPointerUp(target, coordinates, pointerId, buttonIndex, notifyClick, pi);\n }\n}\n\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.ToggleButton\"] = ToggleButton;\n"]}
1
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{ Nullable } from \"@babylonjs/core/types\";\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\n\nimport { Rectangle } from \"./rectangle\";\nimport { Control } from \"./control\";\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\nimport { PointerInfoBase } from \"@babylonjs/core/Events/pointerEvents\";\n\n/**\n * Class used to create toggle buttons\n * @since 5.0.0\n */\nexport class ToggleButton extends Rectangle {\n /**\n * Function called to generate the toActive animation\n */\n public toActiveAnimation: () => void;\n\n /**\n * Function called to generate the toInactive animation\n */\n public toInactiveAnimation: () => void;\n\n /**\n * Function called to generate a pointer enter animation when the toggle button is active.\n */\n public pointerEnterActiveAnimation: () => void;\n /**\n * Function called to generate a pointer out animation when the toggle button is active.\n */\n public pointerOutActiveAnimation: () => void;\n /**\n * Function called to generate a pointer down animation when the toggle button is active.\n */\n public pointerDownActiveAnimation: () => void;\n /**\n * Function called to generate a pointer up animation when the toggle button is active.\n */\n public pointerUpActiveAnimation: () => void;\n\n /**\n * Function called to generate a pointer enter animation when the toggle button is inactive.\n */\n public pointerEnterInactiveAnimation: () => void;\n /**\n * Function called to generate a pointer out animation when the toggle button is inactive.\n */\n public pointerOutInactiveAnimation: () => void;\n /**\n * Function called to generate a pointer down animation when the toggle button is inactive.\n */\n public pointerDownInactiveAnimation: () => void;\n /**\n * Function called to generate a pointer up animation when the toggle button is inactive.\n */\n public pointerUpInactiveAnimation: () => void;\n\n /** Observable raised when isActive is changed */\n public onIsActiveChangedObservable = new Observable<boolean>();\n\n /**\n * Gets or sets a boolean indicating that the toggle button will let internal controls handle picking instead of doing it directly using its bounding info\n */\n public delegatePickingToChildren = false;\n\n private _group: string;\n /** Gets or sets group name this toggle button belongs to */\n public get group(): string {\n return this._group;\n }\n public set group(value: string) {\n if (this._group === value) {\n return;\n }\n\n this._group = value;\n }\n\n private _isActive = false;\n /** Gets or sets a boolean indicating if the toogle button is active or not */\n public get isActive(): boolean {\n return this._isActive;\n }\n public set isActive(value: boolean) {\n // Function modeled after radioButton.ts\n if (this._isActive === value) {\n return;\n }\n\n this._isActive = value;\n\n // Update the visual state based on the new value\n if (this._isActive) {\n this.toActiveAnimation?.();\n } else {\n this.toInactiveAnimation?.();\n }\n\n this._markAsDirty();\n\n this.onIsActiveChangedObservable.notifyObservers(value);\n\n if (this._isActive && this._host && this._group) {\n // A toggle button in a group can only have 1 active element at a given time.\n // If this toggle button has a group, set other toggle buttons in the group to inactive.\n this._host.executeOnAllControls((control) => {\n // Check for control type ToggleButton\n if (control.typeName === \"ToggleButton\") {\n // Don't do anything to this toggle button\n if (control === this) {\n return;\n }\n\n const childToggle = <ToggleButton>control;\n // If toggle button is in same group, set isActive to false\n if (childToggle.group === this.group) {\n childToggle.isActive = false;\n }\n }\n });\n }\n }\n\n /**\n * Creates a new ToggleButton\n * @param name defines the control name\n * @param group defines the toggle group this toggle belongs to\n */\n constructor(public name?: string, group?: string) {\n super(name);\n this.group = group ?? \"\";\n\n this.thickness = 0;\n this.isPointerBlocker = true;\n\n let alphaStore: Nullable<number> = null;\n\n this.toActiveAnimation = () => {\n this.thickness = 1;\n };\n this.toInactiveAnimation = () => {\n this.thickness = 0;\n };\n\n this.pointerEnterActiveAnimation = () => {\n alphaStore = this.alpha;\n this.alpha -= 0.1;\n };\n\n this.pointerOutActiveAnimation = () => {\n if (alphaStore !== null) {\n this.alpha = alphaStore;\n }\n };\n\n this.pointerDownActiveAnimation = () => {\n this.scaleX -= 0.05;\n this.scaleY -= 0.05;\n };\n\n this.pointerUpActiveAnimation = () => {\n this.scaleX += 0.05;\n this.scaleY += 0.05;\n };\n\n this.pointerEnterInactiveAnimation = () => {\n alphaStore = this.alpha;\n this.alpha -= 0.1;\n };\n\n this.pointerOutInactiveAnimation = () => {\n if (alphaStore !== null) {\n this.alpha = alphaStore;\n }\n };\n\n this.pointerDownInactiveAnimation = () => {\n this.scaleX -= 0.05;\n this.scaleY -= 0.05;\n };\n\n this.pointerUpInactiveAnimation = () => {\n this.scaleX += 0.05;\n this.scaleY += 0.05;\n };\n }\n\n protected _getTypeName(): string {\n return \"ToggleButton\";\n }\n\n // While being a container, the toggle button behaves like a control.\n /** @hidden */\n public _processPicking(x: number, y: number, pi: PointerInfoBase, type: number, pointerId: number, buttonIndex: number, deltaX?: number, deltaY?: number): boolean {\n if (!this._isEnabled || !this.isHitTestVisible || !this.isVisible || this.notRenderable) {\n return false;\n }\n\n if (!super.contains(x, y)) {\n return false;\n }\n\n if (this.delegatePickingToChildren) {\n let contains = false;\n for (var index = this._children.length - 1; index >= 0; index--) {\n var child = this._children[index];\n if (child.isEnabled && child.isHitTestVisible && child.isVisible && !child.notRenderable && child.contains(x, y)) {\n contains = true;\n break;\n }\n }\n\n if (!contains) {\n return false;\n }\n }\n\n this._processObservables(type, x, y, pi, pointerId, buttonIndex, deltaX, deltaY);\n\n return true;\n }\n\n /** @hidden */\n public _onPointerEnter(target: Control, pi: PointerInfoBase): boolean {\n if (!super._onPointerEnter(target, pi)) {\n return false;\n }\n\n if (this.isReadOnly) {\n return true;\n }\n\n if (this._isActive) {\n if (this.pointerEnterActiveAnimation) {\n this.pointerEnterActiveAnimation();\n }\n } else {\n if (this.pointerEnterInactiveAnimation) {\n this.pointerEnterInactiveAnimation();\n }\n }\n\n return true;\n }\n\n /** @hidden */\n public _onPointerOut(target: Control, pi: PointerInfoBase, force = false): void {\n\n if (!this.isReadOnly) {\n if (this._isActive) {\n if (this.pointerOutActiveAnimation) {\n this.pointerOutActiveAnimation();\n }\n } else {\n if (this.pointerOutInactiveAnimation) {\n this.pointerOutInactiveAnimation();\n }\n }\n }\n\n super._onPointerOut(target, pi, force);\n }\n\n /** @hidden */\n public _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\n if (!super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi)) {\n return false;\n }\n\n if (this.isReadOnly) {\n return true;\n }\n\n if (this._isActive) {\n if (this.pointerDownActiveAnimation) {\n this.pointerDownActiveAnimation();\n }\n } else {\n if (this.pointerDownInactiveAnimation) {\n this.pointerDownInactiveAnimation();\n }\n }\n\n return true;\n }\n\n /** @hidden */\n public _onPointerUp(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean, pi: PointerInfoBase): void {\n if (!this.isReadOnly) {\n if (this._isActive) {\n if (this.pointerUpActiveAnimation) {\n this.pointerUpActiveAnimation();\n }\n } else {\n if (this.pointerUpInactiveAnimation) {\n this.pointerUpInactiveAnimation();\n }\n }\n }\n\n super._onPointerUp(target, coordinates, pointerId, buttonIndex, notifyClick, pi);\n }\n}\n\nRegisterClass(\"BABYLON.GUI.ToggleButton\", ToggleButton);\n"]}
@@ -1,8 +1,8 @@
1
1
  import { __extends } from "tslib";
2
- import { Observable } from "@babylonjs/core/Misc/observable";
3
- import { StackPanel } from "./stackPanel";
4
- import { Button } from "./button";
5
- import { _TypeStore } from '@babylonjs/core/Misc/typeStore';
2
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
3
+ import { StackPanel } from "./stackPanel.js";
4
+ import { Button } from "./button.js";
5
+ import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
6
6
  /**
7
7
  * Class used to store key control properties
8
8
  */
@@ -253,5 +253,5 @@ var VirtualKeyboard = /** @class */ (function (_super) {
253
253
  return VirtualKeyboard;
254
254
  }(StackPanel));
255
255
  export { VirtualKeyboard };
256
- _TypeStore.RegisteredTypes["BABYLON.GUI.VirtualKeyboard"] = VirtualKeyboard;
256
+ RegisterClass("BABYLON.GUI.VirtualKeyboard", VirtualKeyboard);
257
257
  //# sourceMappingURL=virtualKeyboard.js.map
@@ -1 +1 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observable, Observer } from \"@babylonjs/core/Misc/observable\";\r\n\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Button } from \"./button\";\r\nimport { Container } from \"./container\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { InputText } from \"./inputText\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n\r\n/**\r\n * Class used to store key control properties\r\n */\r\nexport class KeyPropertySet {\r\n /** Width */\r\n width?: string;\r\n /** Height */\r\n height?: string;\r\n /** Left padding */\r\n paddingLeft?: string;\r\n /** Right padding */\r\n paddingRight?: string;\r\n /** Top padding */\r\n paddingTop?: string;\r\n /** Bottom padding */\r\n paddingBottom?: string;\r\n /** Foreground color */\r\n color?: string;\r\n /** Background color */\r\n background?: string;\r\n}\r\n\r\ntype ConnectedInputText = {\r\n input: InputText,\r\n onFocusObserver: Nullable<Observer<InputText>>,\r\n onBlurObserver: Nullable<Observer<InputText>>\r\n};\r\n\r\n/**\r\n * Class used to create virtual keyboard\r\n */\r\nexport class VirtualKeyboard extends StackPanel {\r\n /** Observable raised when a key is pressed */\r\n public onKeyPressObservable = new Observable<string>();\r\n\r\n /** Gets or sets default key button width */\r\n public defaultButtonWidth = \"40px\";\r\n /** Gets or sets default key button height */\r\n public defaultButtonHeight = \"40px\";\r\n\r\n /** Gets or sets default key button left padding */\r\n public defaultButtonPaddingLeft = \"2px\";\r\n /** Gets or sets default key button right padding */\r\n public defaultButtonPaddingRight = \"2px\";\r\n /** Gets or sets default key button top padding */\r\n public defaultButtonPaddingTop = \"2px\";\r\n /** Gets or sets default key button bottom padding */\r\n public defaultButtonPaddingBottom = \"2px\";\r\n\r\n /** Gets or sets default key button foreground color */\r\n public defaultButtonColor = \"#DDD\";\r\n /** Gets or sets default key button background color */\r\n public defaultButtonBackground = \"#070707\";\r\n\r\n /** Gets or sets shift button foreground color */\r\n public shiftButtonColor = \"#7799FF\";\r\n /** Gets or sets shift button thickness*/\r\n public selectedShiftThickness = 1;\r\n\r\n /** Gets shift key state */\r\n public shiftState = 0;\r\n\r\n protected _getTypeName(): string {\r\n return \"VirtualKeyboard\";\r\n }\r\n\r\n private _createKey(key: string, propertySet: Nullable<KeyPropertySet>) {\r\n var button = Button.CreateSimpleButton(key, key);\r\n\r\n button.width = propertySet && propertySet.width ? propertySet.width : this.defaultButtonWidth;\r\n button.height = propertySet && propertySet.height ? propertySet.height : this.defaultButtonHeight;\r\n button.color = propertySet && propertySet.color ? propertySet.color : this.defaultButtonColor;\r\n button.background = propertySet && propertySet.background ? propertySet.background : this.defaultButtonBackground;\r\n button.paddingLeft = propertySet && propertySet.paddingLeft ? propertySet.paddingLeft : this.defaultButtonPaddingLeft;\r\n button.paddingRight = propertySet && propertySet.paddingRight ? propertySet.paddingRight : this.defaultButtonPaddingRight;\r\n button.paddingTop = propertySet && propertySet.paddingTop ? propertySet.paddingTop : this.defaultButtonPaddingTop;\r\n button.paddingBottom = propertySet && propertySet.paddingBottom ? propertySet.paddingBottom : this.defaultButtonPaddingBottom;\r\n\r\n button.thickness = 0;\r\n button.isFocusInvisible = true;\r\n\r\n button.shadowColor = this.shadowColor;\r\n button.shadowBlur = this.shadowBlur;\r\n button.shadowOffsetX = this.shadowOffsetX;\r\n button.shadowOffsetY = this.shadowOffsetY;\r\n\r\n button.onPointerUpObservable.add(() => {\r\n this.onKeyPressObservable.notifyObservers(key);\r\n });\r\n\r\n return button;\r\n }\r\n\r\n /**\r\n * Adds a new row of keys\r\n * @param keys defines the list of keys to add\r\n * @param propertySets defines the associated property sets\r\n */\r\n public addKeysRow(keys: Array<string>, propertySets?: Array<KeyPropertySet>): void {\r\n let panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.isFocusInvisible = true;\r\n\r\n var maxKey: Nullable<Button> = null;\r\n for (var i = 0; i < keys.length; i++) {\r\n let properties = null;\r\n\r\n if (propertySets && propertySets.length === keys.length) {\r\n properties = propertySets[i];\r\n }\r\n\r\n var key = this._createKey(keys[i], properties);\r\n if (!maxKey || key.heightInPixels > maxKey.heightInPixels) {\r\n maxKey = key;\r\n }\r\n\r\n panel.addControl(key);\r\n }\r\n\r\n panel.height = maxKey ? maxKey.height : this.defaultButtonHeight;\r\n\r\n this.addControl(panel);\r\n }\r\n\r\n /**\r\n * Set the shift key to a specific state\r\n * @param shiftState defines the new shift state\r\n */\r\n public applyShiftState(shiftState: number): void {\r\n if (!this.children) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < this.children.length; i++) {\r\n let row = this.children[i];\r\n if (!row || !(<Container>row).children) {\r\n continue;\r\n }\r\n\r\n let rowContainer = <Container>row;\r\n for (var j = 0; j < rowContainer.children.length; j++) {\r\n let button = rowContainer.children[j] as Button;\r\n\r\n if (!button || !button.children[0]) {\r\n continue;\r\n }\r\n\r\n let button_tblock = button.children[0] as TextBlock;\r\n\r\n if (button_tblock.text === \"\\u21E7\") {\r\n button.color = (shiftState ? this.shiftButtonColor : this.defaultButtonColor);\r\n button.thickness = (shiftState > 1 ? this.selectedShiftThickness : 0);\r\n }\r\n\r\n button_tblock.text = (shiftState > 0 ? button_tblock.text.toUpperCase() : button_tblock.text.toLowerCase());\r\n }\r\n }\r\n }\r\n\r\n private _currentlyConnectedInputText: Nullable<InputText> = null;\r\n private _connectedInputTexts: ConnectedInputText[] = [];\r\n private _onKeyPressObserver: Nullable<Observer<string>> = null;\r\n\r\n /** Gets the input text control currently attached to the keyboard */\r\n public get connectedInputText(): Nullable<InputText> {\r\n return this._currentlyConnectedInputText;\r\n }\r\n\r\n /**\r\n * Connects the keyboard with an input text control\r\n *\r\n * @param input defines the target control\r\n */\r\n public connect(input: InputText): void {\r\n const inputTextAlreadyConnected = this._connectedInputTexts.some((a) => a.input === input);\r\n if (inputTextAlreadyConnected) {\r\n return;\r\n }\r\n\r\n if (this._onKeyPressObserver === null) {\r\n this._onKeyPressObserver = this.onKeyPressObservable.add((key) => {\r\n if (!this._currentlyConnectedInputText) {\r\n return;\r\n }\r\n\r\n this._currentlyConnectedInputText._host.focusedControl = this._currentlyConnectedInputText;\r\n\r\n switch (key) {\r\n case \"\\u21E7\":\r\n this.shiftState++;\r\n if (this.shiftState > 2) {\r\n this.shiftState = 0;\r\n }\r\n this.applyShiftState(this.shiftState);\r\n return;\r\n case \"\\u2190\":\r\n this._currentlyConnectedInputText.processKey(8);\r\n return;\r\n case \"\\u21B5\":\r\n this._currentlyConnectedInputText.processKey(13);\r\n return;\r\n }\r\n this._currentlyConnectedInputText.processKey(-1, (this.shiftState ? key.toUpperCase() : key));\r\n\r\n if (this.shiftState === 1) {\r\n this.shiftState = 0;\r\n this.applyShiftState(this.shiftState);\r\n }\r\n });\r\n }\r\n\r\n this.isVisible = false;\r\n this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = this;\r\n\r\n // Events hooking\r\n const onFocusObserver: Nullable<Observer<InputText>> = input.onFocusObservable.add(() => {\r\n this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = this;\r\n this.isVisible = true;\r\n });\r\n\r\n const onBlurObserver: Nullable<Observer<InputText>> = input.onBlurObservable.add(() => {\r\n input._connectedVirtualKeyboard = null;\r\n this._currentlyConnectedInputText = null;\r\n this.isVisible = false;\r\n });\r\n\r\n this._connectedInputTexts.push({\r\n input,\r\n onBlurObserver,\r\n onFocusObserver\r\n });\r\n }\r\n\r\n /**\r\n * Disconnects the keyboard from connected InputText controls\r\n *\r\n * @param input optionally defines a target control, otherwise all are disconnected\r\n */\r\n public disconnect(input?: InputText): void {\r\n if (input) {\r\n // .find not available on IE\r\n let filtered = this._connectedInputTexts.filter((a) => a.input === input);\r\n if (filtered.length === 1) {\r\n this._removeConnectedInputObservables(filtered[0]);\r\n\r\n this._connectedInputTexts = this._connectedInputTexts.filter((a) => a.input !== input);\r\n if (this._currentlyConnectedInputText === input) {\r\n this._currentlyConnectedInputText = null;\r\n }\r\n }\r\n } else {\r\n this._connectedInputTexts.forEach((connectedInputText: ConnectedInputText) => {\r\n this._removeConnectedInputObservables(connectedInputText);\r\n });\r\n this._connectedInputTexts = [];\r\n }\r\n\r\n if (this._connectedInputTexts.length === 0) {\r\n this._currentlyConnectedInputText = null;\r\n this.onKeyPressObservable.remove(this._onKeyPressObserver);\r\n this._onKeyPressObserver = null;\r\n }\r\n }\r\n\r\n private _removeConnectedInputObservables(connectedInputText: ConnectedInputText): void {\r\n connectedInputText.input._connectedVirtualKeyboard = null;\r\n connectedInputText.input.onFocusObservable.remove(connectedInputText.onFocusObserver);\r\n connectedInputText.input.onBlurObservable.remove(connectedInputText.onBlurObserver);\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this.disconnect();\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new keyboard using a default layout\r\n *\r\n * @param name defines control name\r\n * @returns a new VirtualKeyboard\r\n */\r\n public static CreateDefaultLayout(name?: string): VirtualKeyboard {\r\n let returnValue = new VirtualKeyboard(name);\r\n\r\n returnValue.addKeysRow([\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"0\", \"\\u2190\"]);\r\n returnValue.addKeysRow([\"q\", \"w\", \"e\", \"r\", \"t\", \"y\", \"u\", \"i\", \"o\", \"p\"]);\r\n returnValue.addKeysRow([\"a\", \"s\", \"d\", \"f\", \"g\", \"h\", \"j\", \"k\", \"l\", \";\", \"'\", \"\\u21B5\"]);\r\n returnValue.addKeysRow([\"\\u21E7\", \"z\", \"x\", \"c\", \"v\", \"b\", \"n\", \"m\", \",\", \".\", \"/\"]);\r\n returnValue.addKeysRow([\" \"], [{ width: \"200px\" }]);\r\n\r\n return returnValue;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.VirtualKeyboard\"] = VirtualKeyboard;\r\n"]}
1
+ 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observable, Observer } from \"@babylonjs/core/Misc/observable\";\r\n\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Button } from \"./button\";\r\nimport { Container } from \"./container\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { InputText } from \"./inputText\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\n\r\n/**\r\n * Class used to store key control properties\r\n */\r\nexport class KeyPropertySet {\r\n /** Width */\r\n width?: string;\r\n /** Height */\r\n height?: string;\r\n /** Left padding */\r\n paddingLeft?: string;\r\n /** Right padding */\r\n paddingRight?: string;\r\n /** Top padding */\r\n paddingTop?: string;\r\n /** Bottom padding */\r\n paddingBottom?: string;\r\n /** Foreground color */\r\n color?: string;\r\n /** Background color */\r\n background?: string;\r\n}\r\n\r\ntype ConnectedInputText = {\r\n input: InputText,\r\n onFocusObserver: Nullable<Observer<InputText>>,\r\n onBlurObserver: Nullable<Observer<InputText>>\r\n};\r\n\r\n/**\r\n * Class used to create virtual keyboard\r\n */\r\nexport class VirtualKeyboard extends StackPanel {\r\n /** Observable raised when a key is pressed */\r\n public onKeyPressObservable = new Observable<string>();\r\n\r\n /** Gets or sets default key button width */\r\n public defaultButtonWidth = \"40px\";\r\n /** Gets or sets default key button height */\r\n public defaultButtonHeight = \"40px\";\r\n\r\n /** Gets or sets default key button left padding */\r\n public defaultButtonPaddingLeft = \"2px\";\r\n /** Gets or sets default key button right padding */\r\n public defaultButtonPaddingRight = \"2px\";\r\n /** Gets or sets default key button top padding */\r\n public defaultButtonPaddingTop = \"2px\";\r\n /** Gets or sets default key button bottom padding */\r\n public defaultButtonPaddingBottom = \"2px\";\r\n\r\n /** Gets or sets default key button foreground color */\r\n public defaultButtonColor = \"#DDD\";\r\n /** Gets or sets default key button background color */\r\n public defaultButtonBackground = \"#070707\";\r\n\r\n /** Gets or sets shift button foreground color */\r\n public shiftButtonColor = \"#7799FF\";\r\n /** Gets or sets shift button thickness*/\r\n public selectedShiftThickness = 1;\r\n\r\n /** Gets shift key state */\r\n public shiftState = 0;\r\n\r\n protected _getTypeName(): string {\r\n return \"VirtualKeyboard\";\r\n }\r\n\r\n private _createKey(key: string, propertySet: Nullable<KeyPropertySet>) {\r\n var button = Button.CreateSimpleButton(key, key);\r\n\r\n button.width = propertySet && propertySet.width ? propertySet.width : this.defaultButtonWidth;\r\n button.height = propertySet && propertySet.height ? propertySet.height : this.defaultButtonHeight;\r\n button.color = propertySet && propertySet.color ? propertySet.color : this.defaultButtonColor;\r\n button.background = propertySet && propertySet.background ? propertySet.background : this.defaultButtonBackground;\r\n button.paddingLeft = propertySet && propertySet.paddingLeft ? propertySet.paddingLeft : this.defaultButtonPaddingLeft;\r\n button.paddingRight = propertySet && propertySet.paddingRight ? propertySet.paddingRight : this.defaultButtonPaddingRight;\r\n button.paddingTop = propertySet && propertySet.paddingTop ? propertySet.paddingTop : this.defaultButtonPaddingTop;\r\n button.paddingBottom = propertySet && propertySet.paddingBottom ? propertySet.paddingBottom : this.defaultButtonPaddingBottom;\r\n\r\n button.thickness = 0;\r\n button.isFocusInvisible = true;\r\n\r\n button.shadowColor = this.shadowColor;\r\n button.shadowBlur = this.shadowBlur;\r\n button.shadowOffsetX = this.shadowOffsetX;\r\n button.shadowOffsetY = this.shadowOffsetY;\r\n\r\n button.onPointerUpObservable.add(() => {\r\n this.onKeyPressObservable.notifyObservers(key);\r\n });\r\n\r\n return button;\r\n }\r\n\r\n /**\r\n * Adds a new row of keys\r\n * @param keys defines the list of keys to add\r\n * @param propertySets defines the associated property sets\r\n */\r\n public addKeysRow(keys: Array<string>, propertySets?: Array<KeyPropertySet>): void {\r\n let panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.isFocusInvisible = true;\r\n\r\n var maxKey: Nullable<Button> = null;\r\n for (var i = 0; i < keys.length; i++) {\r\n let properties = null;\r\n\r\n if (propertySets && propertySets.length === keys.length) {\r\n properties = propertySets[i];\r\n }\r\n\r\n var key = this._createKey(keys[i], properties);\r\n if (!maxKey || key.heightInPixels > maxKey.heightInPixels) {\r\n maxKey = key;\r\n }\r\n\r\n panel.addControl(key);\r\n }\r\n\r\n panel.height = maxKey ? maxKey.height : this.defaultButtonHeight;\r\n\r\n this.addControl(panel);\r\n }\r\n\r\n /**\r\n * Set the shift key to a specific state\r\n * @param shiftState defines the new shift state\r\n */\r\n public applyShiftState(shiftState: number): void {\r\n if (!this.children) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < this.children.length; i++) {\r\n let row = this.children[i];\r\n if (!row || !(<Container>row).children) {\r\n continue;\r\n }\r\n\r\n let rowContainer = <Container>row;\r\n for (var j = 0; j < rowContainer.children.length; j++) {\r\n let button = rowContainer.children[j] as Button;\r\n\r\n if (!button || !button.children[0]) {\r\n continue;\r\n }\r\n\r\n let button_tblock = button.children[0] as TextBlock;\r\n\r\n if (button_tblock.text === \"\\u21E7\") {\r\n button.color = (shiftState ? this.shiftButtonColor : this.defaultButtonColor);\r\n button.thickness = (shiftState > 1 ? this.selectedShiftThickness : 0);\r\n }\r\n\r\n button_tblock.text = (shiftState > 0 ? button_tblock.text.toUpperCase() : button_tblock.text.toLowerCase());\r\n }\r\n }\r\n }\r\n\r\n private _currentlyConnectedInputText: Nullable<InputText> = null;\r\n private _connectedInputTexts: ConnectedInputText[] = [];\r\n private _onKeyPressObserver: Nullable<Observer<string>> = null;\r\n\r\n /** Gets the input text control currently attached to the keyboard */\r\n public get connectedInputText(): Nullable<InputText> {\r\n return this._currentlyConnectedInputText;\r\n }\r\n\r\n /**\r\n * Connects the keyboard with an input text control\r\n *\r\n * @param input defines the target control\r\n */\r\n public connect(input: InputText): void {\r\n const inputTextAlreadyConnected = this._connectedInputTexts.some((a) => a.input === input);\r\n if (inputTextAlreadyConnected) {\r\n return;\r\n }\r\n\r\n if (this._onKeyPressObserver === null) {\r\n this._onKeyPressObserver = this.onKeyPressObservable.add((key) => {\r\n if (!this._currentlyConnectedInputText) {\r\n return;\r\n }\r\n\r\n this._currentlyConnectedInputText._host.focusedControl = this._currentlyConnectedInputText;\r\n\r\n switch (key) {\r\n case \"\\u21E7\":\r\n this.shiftState++;\r\n if (this.shiftState > 2) {\r\n this.shiftState = 0;\r\n }\r\n this.applyShiftState(this.shiftState);\r\n return;\r\n case \"\\u2190\":\r\n this._currentlyConnectedInputText.processKey(8);\r\n return;\r\n case \"\\u21B5\":\r\n this._currentlyConnectedInputText.processKey(13);\r\n return;\r\n }\r\n this._currentlyConnectedInputText.processKey(-1, (this.shiftState ? key.toUpperCase() : key));\r\n\r\n if (this.shiftState === 1) {\r\n this.shiftState = 0;\r\n this.applyShiftState(this.shiftState);\r\n }\r\n });\r\n }\r\n\r\n this.isVisible = false;\r\n this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = this;\r\n\r\n // Events hooking\r\n const onFocusObserver: Nullable<Observer<InputText>> = input.onFocusObservable.add(() => {\r\n this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = this;\r\n this.isVisible = true;\r\n });\r\n\r\n const onBlurObserver: Nullable<Observer<InputText>> = input.onBlurObservable.add(() => {\r\n input._connectedVirtualKeyboard = null;\r\n this._currentlyConnectedInputText = null;\r\n this.isVisible = false;\r\n });\r\n\r\n this._connectedInputTexts.push({\r\n input,\r\n onBlurObserver,\r\n onFocusObserver\r\n });\r\n }\r\n\r\n /**\r\n * Disconnects the keyboard from connected InputText controls\r\n *\r\n * @param input optionally defines a target control, otherwise all are disconnected\r\n */\r\n public disconnect(input?: InputText): void {\r\n if (input) {\r\n // .find not available on IE\r\n let filtered = this._connectedInputTexts.filter((a) => a.input === input);\r\n if (filtered.length === 1) {\r\n this._removeConnectedInputObservables(filtered[0]);\r\n\r\n this._connectedInputTexts = this._connectedInputTexts.filter((a) => a.input !== input);\r\n if (this._currentlyConnectedInputText === input) {\r\n this._currentlyConnectedInputText = null;\r\n }\r\n }\r\n } else {\r\n this._connectedInputTexts.forEach((connectedInputText: ConnectedInputText) => {\r\n this._removeConnectedInputObservables(connectedInputText);\r\n });\r\n this._connectedInputTexts = [];\r\n }\r\n\r\n if (this._connectedInputTexts.length === 0) {\r\n this._currentlyConnectedInputText = null;\r\n this.onKeyPressObservable.remove(this._onKeyPressObserver);\r\n this._onKeyPressObserver = null;\r\n }\r\n }\r\n\r\n private _removeConnectedInputObservables(connectedInputText: ConnectedInputText): void {\r\n connectedInputText.input._connectedVirtualKeyboard = null;\r\n connectedInputText.input.onFocusObservable.remove(connectedInputText.onFocusObserver);\r\n connectedInputText.input.onBlurObservable.remove(connectedInputText.onBlurObserver);\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n this.disconnect();\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * Creates a new keyboard using a default layout\r\n *\r\n * @param name defines control name\r\n * @returns a new VirtualKeyboard\r\n */\r\n public static CreateDefaultLayout(name?: string): VirtualKeyboard {\r\n let returnValue = new VirtualKeyboard(name);\r\n\r\n returnValue.addKeysRow([\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"0\", \"\\u2190\"]);\r\n returnValue.addKeysRow([\"q\", \"w\", \"e\", \"r\", \"t\", \"y\", \"u\", \"i\", \"o\", \"p\"]);\r\n returnValue.addKeysRow([\"a\", \"s\", \"d\", \"f\", \"g\", \"h\", \"j\", \"k\", \"l\", \";\", \"'\", \"\\u21B5\"]);\r\n returnValue.addKeysRow([\"\\u21E7\", \"z\", \"x\", \"c\", \"v\", \"b\", \"n\", \"m\", \",\", \".\", \"/\"]);\r\n returnValue.addKeysRow([\" \"], [{ width: \"200px\" }]);\r\n\r\n return returnValue;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.VirtualKeyboard\", VirtualKeyboard);\r\n"]}
package/2D/index.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- export * from "./controls";
1
+ export * from "./controls/index";
2
2
  export * from "./advancedDynamicTexture";
3
3
  export * from "./adtInstrumentation";
4
4
  export * from "./math2D";
package/2D/index.js CHANGED
@@ -1,10 +1,10 @@
1
- export * from "./controls";
2
- export * from "./advancedDynamicTexture";
3
- export * from "./adtInstrumentation";
4
- export * from "./math2D";
5
- export * from "./measure";
6
- export * from "./multiLinePoint";
7
- export * from "./style";
8
- export * from "./valueAndUnit";
9
- export * from "./xmlLoader";
1
+ export * from "./controls/index.js";
2
+ export * from "./advancedDynamicTexture.js";
3
+ export * from "./adtInstrumentation.js";
4
+ export * from "./math2D.js";
5
+ export * from "./measure.js";
6
+ export * from "./multiLinePoint.js";
7
+ export * from "./style.js";
8
+ export * from "./valueAndUnit.js";
9
+ export * from "./xmlLoader.js";
10
10
  //# sourceMappingURL=index.js.map
package/2D/index.js.map CHANGED
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package/2D/math2D.js CHANGED
@@ -1,6 +1,6 @@
1
1
  import { __extends } from "tslib";
2
- import { Vector2 } from "@babylonjs/core/Maths/math.vector";
3
- import { Epsilon } from '@babylonjs/core/Maths/math.constants';
2
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { Epsilon } from '@babylonjs/core/Maths/math.constants.js';
4
4
  /**
5
5
  * Class used to transport Vector2 information for pointer events
6
6
  */
package/2D/measure.js CHANGED
@@ -1,4 +1,4 @@
1
- import { Vector2 } from "@babylonjs/core/Maths/math.vector";
1
+ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
2
2
  var tmpRect = [
3
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4
4
  new Vector2(0, 0),
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{ Matrix2D } from \"./math2D\";\r\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\nlet tmpRect = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\n\r\nlet tmpRect2 = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\n\r\nlet tmpV1 = new Vector2(0, 0);\r\nlet tmpV2 = new Vector2(0, 0);\r\n\r\n/**\r\n * Class used to store 2D control sizes\r\n */\r\nexport class Measure {\r\n /**\r\n * Creates a new measure\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public constructor(\r\n /** defines left coordinate */\r\n public left: number,\r\n /** defines top coordinate */\r\n public top: number,\r\n /** defines width dimension */\r\n public width: number,\r\n /** defines height dimension */\r\n public height: number) {\r\n\r\n }\r\n\r\n /**\r\n * Copy from another measure\r\n * @param other defines the other measure to copy from\r\n */\r\n public copyFrom(other: Measure): void {\r\n this.left = other.left;\r\n this.top = other.top;\r\n this.width = other.width;\r\n this.height = other.height;\r\n }\r\n\r\n /**\r\n * Copy from a group of 4 floats\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public copyFromFloats(left: number, top: number, width: number, height: number): void {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box measure for two given measures\r\n * @param a Input measure\r\n * @param b Input measure\r\n * @param result the resulting bounding measure\r\n */\r\n public static CombineToRef(a: Measure, b: Measure, result: Measure) {\r\n var left = Math.min(a.left, b.left);\r\n var top = Math.min(a.top, b.top);\r\n var right = Math.max(a.left + a.width, b.left + b.width);\r\n var bottom = Math.max(a.top + a.height, b.top + b.height);\r\n result.left = left;\r\n result.top = top;\r\n result.width = right - left;\r\n result.height = bottom - top;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param addX number to add to left\r\n * @param addY number to add to top\r\n * @param addWidth number to add to width\r\n * @param addHeight number to add to height\r\n * @param result the resulting AABB\r\n */\r\n public addAndTransformToRef(transform: Matrix2D, addX: number, addY: number, addWidth: number, addHeight: number, result: Measure) {\r\n const left = this.left + addX;\r\n const top = this.top + addY;\r\n const width = this.width + addWidth;\r\n const height = this.height + addHeight;\r\n\r\n tmpRect[0].copyFromFloats(left, top);\r\n tmpRect[1].copyFromFloats(left + width, top);\r\n tmpRect[2].copyFromFloats(left + width, top + height);\r\n tmpRect[3].copyFromFloats(left, top + height);\r\n\r\n tmpV1.copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE);\r\n tmpV2.copyFromFloats(0, 0);\r\n for (var i = 0; i < 4; i++) {\r\n transform.transformCoordinates(tmpRect[i].x, tmpRect[i].y, tmpRect2[i]);\r\n tmpV1.x = Math.floor(Math.min(tmpV1.x, tmpRect2[i].x));\r\n tmpV1.y = Math.floor(Math.min(tmpV1.y, tmpRect2[i].y));\r\n tmpV2.x = Math.ceil(Math.max(tmpV2.x, tmpRect2[i].x));\r\n tmpV2.y = Math.ceil(Math.max(tmpV2.y, tmpRect2[i].y));\r\n }\r\n result.left = tmpV1.x;\r\n result.top = tmpV1.y;\r\n result.width = tmpV2.x - tmpV1.x;\r\n result.height = tmpV2.y - tmpV1.y;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param result the resulting AABB\r\n */\r\n public transformToRef(transform: Matrix2D, result: Measure) {\r\n this.addAndTransformToRef(transform, 0, 0, 0, 0, result);\r\n }\r\n /**\r\n * Check equality between this measure and another one\r\n * @param other defines the other measures\r\n * @returns true if both measures are equals\r\n */\r\n public isEqualsTo(other: Measure): boolean {\r\n\r\n if (this.left !== other.left) {\r\n return false;\r\n }\r\n\r\n if (this.top !== other.top) {\r\n return false;\r\n }\r\n\r\n if (this.width !== other.width) {\r\n return false;\r\n }\r\n\r\n if (this.height !== other.height) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates an empty measure\r\n * @returns a new measure\r\n */\r\n public static Empty(): Measure {\r\n return new Measure(0, 0, 0, 0);\r\n }\r\n}"]}
1
+ 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{ Matrix2D } from \"./math2D\";\r\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\nlet tmpRect = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\n\r\nlet tmpRect2 = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\n\r\nlet tmpV1 = new Vector2(0, 0);\r\nlet tmpV2 = new Vector2(0, 0);\r\n\r\n/**\r\n * Class used to store 2D control sizes\r\n */\r\nexport class Measure {\r\n /**\r\n * Creates a new measure\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public constructor(\r\n /** defines left coordinate */\r\n public left: number,\r\n /** defines top coordinate */\r\n public top: number,\r\n /** defines width dimension */\r\n public width: number,\r\n /** defines height dimension */\r\n public height: number) {\r\n\r\n }\r\n\r\n /**\r\n * Copy from another measure\r\n * @param other defines the other measure to copy from\r\n */\r\n public copyFrom(other: Measure): void {\r\n this.left = other.left;\r\n this.top = other.top;\r\n this.width = other.width;\r\n this.height = other.height;\r\n }\r\n\r\n /**\r\n * Copy from a group of 4 floats\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public copyFromFloats(left: number, top: number, width: number, height: number): void {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box measure for two given measures\r\n * @param a Input measure\r\n * @param b Input measure\r\n * @param result the resulting bounding measure\r\n */\r\n public static CombineToRef(a: Measure, b: Measure, result: Measure) {\r\n var left = Math.min(a.left, b.left);\r\n var top = Math.min(a.top, b.top);\r\n var right = Math.max(a.left + a.width, b.left + b.width);\r\n var bottom = Math.max(a.top + a.height, b.top + b.height);\r\n result.left = left;\r\n result.top = top;\r\n result.width = right - left;\r\n result.height = bottom - top;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param addX number to add to left\r\n * @param addY number to add to top\r\n * @param addWidth number to add to width\r\n * @param addHeight number to add to height\r\n * @param result the resulting AABB\r\n */\r\n public addAndTransformToRef(transform: Matrix2D, addX: number, addY: number, addWidth: number, addHeight: number, result: Measure) {\r\n const left = this.left + addX;\r\n const top = this.top + addY;\r\n const width = this.width + addWidth;\r\n const height = this.height + addHeight;\r\n\r\n tmpRect[0].copyFromFloats(left, top);\r\n tmpRect[1].copyFromFloats(left + width, top);\r\n tmpRect[2].copyFromFloats(left + width, top + height);\r\n tmpRect[3].copyFromFloats(left, top + height);\r\n\r\n tmpV1.copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE);\r\n tmpV2.copyFromFloats(0, 0);\r\n for (var i = 0; i < 4; i++) {\r\n transform.transformCoordinates(tmpRect[i].x, tmpRect[i].y, tmpRect2[i]);\r\n tmpV1.x = Math.floor(Math.min(tmpV1.x, tmpRect2[i].x));\r\n tmpV1.y = Math.floor(Math.min(tmpV1.y, tmpRect2[i].y));\r\n tmpV2.x = Math.ceil(Math.max(tmpV2.x, tmpRect2[i].x));\r\n tmpV2.y = Math.ceil(Math.max(tmpV2.y, tmpRect2[i].y));\r\n }\r\n result.left = tmpV1.x;\r\n result.top = tmpV1.y;\r\n result.width = tmpV2.x - tmpV1.x;\r\n result.height = tmpV2.y - tmpV1.y;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param result the resulting AABB\r\n */\r\n public transformToRef(transform: Matrix2D, result: Measure) {\r\n this.addAndTransformToRef(transform, 0, 0, 0, 0, result);\r\n }\r\n /**\r\n * Check equality between this measure and another one\r\n * @param other defines the other measures\r\n * @returns true if both measures are equals\r\n */\r\n public isEqualsTo(other: Measure): boolean {\r\n\r\n if (this.left !== other.left) {\r\n return false;\r\n }\r\n\r\n if (this.top !== other.top) {\r\n return false;\r\n }\r\n\r\n if (this.width !== other.width) {\r\n return false;\r\n }\r\n\r\n if (this.height !== other.height) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates an empty measure\r\n * @returns a new measure\r\n */\r\n public static Empty(): Measure {\r\n return new Measure(0, 0, 0, 0);\r\n }\r\n}"]}
@@ -1,6 +1,6 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
2
- import { Epsilon } from '@babylonjs/core/Maths/math.constants';
3
- import { ValueAndUnit } from "./valueAndUnit";
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { Epsilon } from '@babylonjs/core/Maths/math.constants.js';
3
+ import { ValueAndUnit } from "./valueAndUnit.js";
4
4
  /**
5
5
  * Class used to store a point for a MultiLine object.
6
6
  * The point can be pure 2D coordinates, a mesh or a control
package/2D/style.js CHANGED
@@ -1,5 +1,5 @@
1
- import { Observable } from "@babylonjs/core/Misc/observable";
2
- import { ValueAndUnit } from "./valueAndUnit";
1
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
2
+ import { ValueAndUnit } from "./valueAndUnit.js";
3
3
  /**
4
4
  * Define a style used by control to automatically setup properties based on a template.
5
5
  * Only support font related properties so far
@@ -1,23 +1,27 @@
1
+ import { Observable } from "@babylonjs/core/Misc/observable";
1
2
  import { AdvancedDynamicTexture } from "./advancedDynamicTexture";
2
3
  /**
3
4
  * Class used to specific a value and its associated unit
4
5
  */
5
6
  export declare class ValueAndUnit {
6
- /** defines the unit to store */
7
- unit: number;
8
7
  /** defines a boolean indicating if the value can be negative */
9
8
  negativeValueAllowed: boolean;
10
9
  private _value;
10
+ private _unit;
11
11
  private _originalUnit;
12
12
  /**
13
13
  * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property
14
14
  * @see https://doc.babylonjs.com/how_to/gui#adaptive-scaling
15
15
  */
16
16
  ignoreAdaptiveScaling: boolean;
17
+ /**
18
+ * Observable event triggered each time the value or unit changes
19
+ */
20
+ onChangedObservable: Observable<void>;
17
21
  /**
18
22
  * Creates a new ValueAndUnit
19
23
  * @param value defines the value to store
20
- * @param unit defines the unit to store
24
+ * @param unit defines the unit to store - defaults to ValueAndUnit.UNITMODE_PIXEL
21
25
  * @param negativeValueAllowed defines a boolean indicating if the value can be negative
22
26
  */
23
27
  constructor(value: number,
@@ -29,8 +33,19 @@ export declare class ValueAndUnit {
29
33
  get isPercentage(): boolean;
30
34
  /** Gets a boolean indicating if the value is store as pixel */
31
35
  get isPixel(): boolean;
32
- /** Gets direct internal value */
36
+ /**
37
+ * Gets value (without units)
38
+ * @deprecated use value property instead
39
+ */
33
40
  get internalValue(): number;
41
+ /** Gets value (without units) */
42
+ get value(): number;
43
+ /** Sets value (without units) */
44
+ set value(value: number);
45
+ /** Gets units (without value) */
46
+ get unit(): number;
47
+ /** Sets units (without value) */
48
+ set unit(value: number);
34
49
  /**
35
50
  * Gets value as pixel
36
51
  * @param host defines the root host
@@ -39,7 +54,7 @@ export declare class ValueAndUnit {
39
54
  */
40
55
  getValueInPixel(host: AdvancedDynamicTexture, refValue: number): number;
41
56
  /**
42
- * Update the current value and unit. This should be done cautiously as the GUi won't be marked as dirty with this function.
57
+ * Update the current value and unit.
43
58
  * @param value defines the value to store
44
59
  * @param unit defines the unit to store
45
60
  * @returns the current ValueAndUnit
@@ -61,7 +76,7 @@ export declare class ValueAndUnit {
61
76
  /**
62
77
  * Store a value parsed from a string
63
78
  * @param source defines the source string
64
- * @returns true if the value was successfully parsed
79
+ * @returns true if the value was successfully parsed and updated
65
80
  */
66
81
  fromString(source: string | number): boolean;
67
82
  private static _Regex;
@@ -1,3 +1,4 @@
1
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
1
2
  /**
2
3
  * Class used to specific a value and its associated unit
3
4
  */
@@ -5,7 +6,7 @@ var ValueAndUnit = /** @class */ (function () {
5
6
  /**
6
7
  * Creates a new ValueAndUnit
7
8
  * @param value defines the value to store
8
- * @param unit defines the unit to store
9
+ * @param unit defines the unit to store - defaults to ValueAndUnit.UNITMODE_PIXEL
9
10
  * @param negativeValueAllowed defines a boolean indicating if the value can be negative
10
11
  */
11
12
  function ValueAndUnit(value,
@@ -15,21 +16,26 @@ var ValueAndUnit = /** @class */ (function () {
15
16
  negativeValueAllowed) {
16
17
  if (unit === void 0) { unit = ValueAndUnit.UNITMODE_PIXEL; }
17
18
  if (negativeValueAllowed === void 0) { negativeValueAllowed = true; }
18
- this.unit = unit;
19
19
  this.negativeValueAllowed = negativeValueAllowed;
20
20
  this._value = 1;
21
+ this._unit = ValueAndUnit.UNITMODE_PIXEL;
21
22
  /**
22
23
  * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property
23
24
  * @see https://doc.babylonjs.com/how_to/gui#adaptive-scaling
24
25
  */
25
26
  this.ignoreAdaptiveScaling = false;
27
+ /**
28
+ * Observable event triggered each time the value or unit changes
29
+ */
30
+ this.onChangedObservable = new Observable();
26
31
  this._value = value;
32
+ this._unit = unit;
27
33
  this._originalUnit = unit;
28
34
  }
29
35
  Object.defineProperty(ValueAndUnit.prototype, "isPercentage", {
30
36
  /** Gets a boolean indicating if the value is a percentage */
31
37
  get: function () {
32
- return this.unit === ValueAndUnit.UNITMODE_PERCENTAGE;
38
+ return this._unit === ValueAndUnit.UNITMODE_PERCENTAGE;
33
39
  },
34
40
  enumerable: false,
35
41
  configurable: true
@@ -37,16 +43,49 @@ var ValueAndUnit = /** @class */ (function () {
37
43
  Object.defineProperty(ValueAndUnit.prototype, "isPixel", {
38
44
  /** Gets a boolean indicating if the value is store as pixel */
39
45
  get: function () {
40
- return this.unit === ValueAndUnit.UNITMODE_PIXEL;
46
+ return this._unit === ValueAndUnit.UNITMODE_PIXEL;
41
47
  },
42
48
  enumerable: false,
43
49
  configurable: true
44
50
  });
45
51
  Object.defineProperty(ValueAndUnit.prototype, "internalValue", {
46
- /** Gets direct internal value */
52
+ /**
53
+ * Gets value (without units)
54
+ * @deprecated use value property instead
55
+ */
56
+ get: function () {
57
+ return this._value;
58
+ },
59
+ enumerable: false,
60
+ configurable: true
61
+ });
62
+ Object.defineProperty(ValueAndUnit.prototype, "value", {
63
+ /** Gets value (without units) */
47
64
  get: function () {
48
65
  return this._value;
49
66
  },
67
+ /** Sets value (without units) */
68
+ set: function (value) {
69
+ if (value !== this._value) {
70
+ this._value = value;
71
+ this.onChangedObservable.notifyObservers();
72
+ }
73
+ },
74
+ enumerable: false,
75
+ configurable: true
76
+ });
77
+ Object.defineProperty(ValueAndUnit.prototype, "unit", {
78
+ /** Gets units (without value) */
79
+ get: function () {
80
+ return this._unit;
81
+ },
82
+ /** Sets units (without value) */
83
+ set: function (value) {
84
+ if (value !== this._unit) {
85
+ this._unit = value;
86
+ this.onChangedObservable.notifyObservers();
87
+ }
88
+ },
50
89
  enumerable: false,
51
90
  configurable: true
52
91
  });
@@ -63,15 +102,19 @@ var ValueAndUnit = /** @class */ (function () {
63
102
  return this.getValue(host) * refValue;
64
103
  };
65
104
  /**
66
- * Update the current value and unit. This should be done cautiously as the GUi won't be marked as dirty with this function.
105
+ * Update the current value and unit.
67
106
  * @param value defines the value to store
68
107
  * @param unit defines the unit to store
69
108
  * @returns the current ValueAndUnit
70
109
  */
71
110
  ValueAndUnit.prototype.updateInPlace = function (value, unit) {
72
111
  if (unit === void 0) { unit = ValueAndUnit.UNITMODE_PIXEL; }
73
- this._value = value;
74
- this.unit = unit;
112
+ if (this.value !== value || this.unit !== unit) {
113
+ // set member variables to notify only once
114
+ this._value = value;
115
+ this._unit = unit;
116
+ this.onChangedObservable.notifyObservers();
117
+ }
75
118
  return this;
76
119
  };
77
120
  /**
@@ -108,7 +151,7 @@ var ValueAndUnit = /** @class */ (function () {
108
151
  * @returns a string
109
152
  */
110
153
  ValueAndUnit.prototype.toString = function (host, decimals) {
111
- switch (this.unit) {
154
+ switch (this._unit) {
112
155
  case ValueAndUnit.UNITMODE_PERCENTAGE:
113
156
  var percentage = this.getValue(host) * 100;
114
157
  return (decimals ? percentage.toFixed(decimals) : percentage) + "%";
@@ -116,12 +159,12 @@ var ValueAndUnit = /** @class */ (function () {
116
159
  var pixels = this.getValue(host);
117
160
  return (decimals ? pixels.toFixed(decimals) : pixels) + "px";
118
161
  }
119
- return this.unit.toString();
162
+ return this._unit.toString();
120
163
  };
121
164
  /**
122
165
  * Store a value parsed from a string
123
166
  * @param source defines the source string
124
- * @returns true if the value was successfully parsed
167
+ * @returns true if the value was successfully parsed and updated
125
168
  */
126
169
  ValueAndUnit.prototype.fromString = function (source) {
127
170
  var match = ValueAndUnit._Regex.exec(source.toString());
@@ -146,11 +189,12 @@ var ValueAndUnit = /** @class */ (function () {
146
189
  break;
147
190
  }
148
191
  }
149
- if (sourceValue === this._value && sourceUnit === this.unit) {
192
+ if (sourceValue === this._value && sourceUnit === this._unit) {
150
193
  return false;
151
194
  }
152
195
  this._value = sourceValue;
153
- this.unit = sourceUnit;
196
+ this._unit = sourceUnit;
197
+ this.onChangedObservable.notifyObservers();
154
198
  return true;
155
199
  };
156
200
  Object.defineProperty(ValueAndUnit, "UNITMODE_PERCENTAGE", {
@@ -1 +1 @@
1
- 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{ AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\n\r\n/**\r\n * Class used to specific a value and its associated unit\r\n */\r\nexport class ValueAndUnit {\r\n private _value = 1;\r\n private _originalUnit: number;\r\n /**\r\n * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property\r\n * @see https://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n public ignoreAdaptiveScaling = false;\r\n\r\n /**\r\n * Creates a new ValueAndUnit\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @param negativeValueAllowed defines a boolean indicating if the value can be negative\r\n */\r\n public constructor(value: number,\r\n /** defines the unit to store */\r\n public unit = ValueAndUnit.UNITMODE_PIXEL,\r\n /** defines a boolean indicating if the value can be negative */\r\n public negativeValueAllowed = true) {\r\n this._value = value;\r\n this._originalUnit = unit;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is a percentage */\r\n public get isPercentage(): boolean {\r\n return this.unit === ValueAndUnit.UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is store as pixel */\r\n public get isPixel(): boolean {\r\n return this.unit === ValueAndUnit.UNITMODE_PIXEL;\r\n }\r\n\r\n /** Gets direct internal value */\r\n public get internalValue(): number {\r\n return this._value;\r\n }\r\n\r\n /**\r\n * Gets value as pixel\r\n * @param host defines the root host\r\n * @param refValue defines the reference value for percentages\r\n * @returns the value as pixel\r\n */\r\n public getValueInPixel(host: AdvancedDynamicTexture, refValue: number): number {\r\n if (this.isPixel) {\r\n return this.getValue(host);\r\n }\r\n\r\n return this.getValue(host) * refValue;\r\n }\r\n\r\n /**\r\n * Update the current value and unit. This should be done cautiously as the GUi won't be marked as dirty with this function.\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @returns the current ValueAndUnit\r\n */\r\n public updateInPlace(value: number, unit = ValueAndUnit.UNITMODE_PIXEL): ValueAndUnit {\r\n this._value = value;\r\n this.unit = unit;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the value accordingly to its unit\r\n * @param host defines the root host\r\n * @returns the value\r\n */\r\n public getValue(host: AdvancedDynamicTexture): number {\r\n if (host && !this.ignoreAdaptiveScaling && this.unit !== ValueAndUnit.UNITMODE_PERCENTAGE) {\r\n var width: number = 0;\r\n var height: number = 0;\r\n\r\n if (host.idealWidth) {\r\n width = (this._value * host.getSize().width) / host.idealWidth;\r\n }\r\n\r\n if (host.idealHeight) {\r\n height = (this._value * host.getSize().height) / host.idealHeight;\r\n }\r\n\r\n if (host.useSmallestIdeal && host.idealWidth && host.idealHeight) {\r\n return window.innerWidth < window.innerHeight ? width : height;\r\n }\r\n\r\n if (host.idealWidth) { // horizontal\r\n return width;\r\n }\r\n\r\n if (host.idealHeight) { // vertical\r\n return height;\r\n }\r\n }\r\n return this._value;\r\n }\r\n\r\n /**\r\n * Gets a string representation of the value\r\n * @param host defines the root host\r\n * @param decimals defines an optional number of decimals to display\r\n * @returns a string\r\n */\r\n public toString(host: AdvancedDynamicTexture, decimals?: number): string {\r\n switch (this.unit) {\r\n case ValueAndUnit.UNITMODE_PERCENTAGE:\r\n let percentage = this.getValue(host) * 100;\r\n\r\n return (decimals ? percentage.toFixed(decimals) : percentage) + \"%\";\r\n case ValueAndUnit.UNITMODE_PIXEL:\r\n let pixels = this.getValue(host);\r\n return (decimals ? pixels.toFixed(decimals) : pixels) + \"px\";\r\n }\r\n\r\n return this.unit.toString();\r\n }\r\n\r\n /**\r\n * Store a value parsed from a string\r\n * @param source defines the source string\r\n * @returns true if the value was successfully parsed\r\n */\r\n public fromString(source: string | number): boolean {\r\n var match = ValueAndUnit._Regex.exec(source.toString());\r\n\r\n if (!match || match.length === 0) {\r\n return false;\r\n }\r\n\r\n var sourceValue = parseFloat(match[1]);\r\n var sourceUnit = this._originalUnit;\r\n\r\n if (!this.negativeValueAllowed) {\r\n if (sourceValue < 0) {\r\n sourceValue = 0;\r\n }\r\n }\r\n\r\n if (match.length === 4) {\r\n switch (match[3]) {\r\n case \"px\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PIXEL;\r\n break;\r\n case \"%\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PERCENTAGE;\r\n sourceValue /= 100.0;\r\n break;\r\n }\r\n }\r\n\r\n if (sourceValue === this._value && sourceUnit === this.unit) {\r\n return false;\r\n }\r\n\r\n this._value = sourceValue;\r\n this.unit = sourceUnit;\r\n\r\n return true;\r\n }\r\n\r\n // Static\r\n private static _Regex = /(^-?\\d*(\\.\\d+)?)(%|px)?/;\r\n private static _UNITMODE_PERCENTAGE = 0;\r\n private static _UNITMODE_PIXEL = 1;\r\n\r\n /** UNITMODE_PERCENTAGE */\r\n public static get UNITMODE_PERCENTAGE(): number {\r\n return ValueAndUnit._UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** UNITMODE_PIXEL */\r\n public static get UNITMODE_PIXEL(): number {\r\n return ValueAndUnit._UNITMODE_PIXEL;\r\n }\r\n}"]}
1
+ 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{ Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\n\r\n/**\r\n * Class used to specific a value and its associated unit\r\n */\r\nexport class ValueAndUnit {\r\n private _value = 1;\r\n private _unit = ValueAndUnit.UNITMODE_PIXEL;\r\n private _originalUnit: number;\r\n\r\n /**\r\n * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property\r\n * @see https://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n public ignoreAdaptiveScaling = false;\r\n\r\n /**\r\n * Observable event triggered each time the value or unit changes\r\n */\r\n public onChangedObservable = new Observable<void>();\r\n\r\n /**\r\n * Creates a new ValueAndUnit\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store - defaults to ValueAndUnit.UNITMODE_PIXEL\r\n * @param negativeValueAllowed defines a boolean indicating if the value can be negative\r\n */\r\n public constructor(value: number,\r\n /** defines the unit to store */\r\n unit = ValueAndUnit.UNITMODE_PIXEL,\r\n /** defines a boolean indicating if the value can be negative */\r\n public negativeValueAllowed = true) {\r\n this._value = value;\r\n this._unit = unit;\r\n this._originalUnit = unit;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is a percentage */\r\n public get isPercentage(): boolean {\r\n return this._unit === ValueAndUnit.UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is store as pixel */\r\n public get isPixel(): boolean {\r\n return this._unit === ValueAndUnit.UNITMODE_PIXEL;\r\n }\r\n\r\n /**\r\n * Gets value (without units)\r\n * @deprecated use value property instead\r\n */\r\n public get internalValue(): number {\r\n return this._value;\r\n }\r\n\r\n /** Gets value (without units) */\r\n public get value(): number {\r\n return this._value;\r\n }\r\n\r\n /** Sets value (without units) */\r\n public set value(value: number) {\r\n if (value !== this._value) {\r\n this._value = value;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n }\r\n\r\n /** Gets units (without value) */\r\n public get unit(): number {\r\n return this._unit;\r\n }\r\n\r\n /** Sets units (without value) */\r\n public set unit(value: number) {\r\n if (value !== this._unit) {\r\n this._unit = value;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n }\r\n\r\n /**\r\n * Gets value as pixel\r\n * @param host defines the root host\r\n * @param refValue defines the reference value for percentages\r\n * @returns the value as pixel\r\n */\r\n public getValueInPixel(host: AdvancedDynamicTexture, refValue: number): number {\r\n if (this.isPixel) {\r\n return this.getValue(host);\r\n }\r\n\r\n return this.getValue(host) * refValue;\r\n }\r\n\r\n /**\r\n * Update the current value and unit.\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @returns the current ValueAndUnit\r\n */\r\n public updateInPlace(value: number, unit = ValueAndUnit.UNITMODE_PIXEL): ValueAndUnit {\r\n if (this.value !== value || this.unit !== unit) {\r\n // set member variables to notify only once\r\n this._value = value;\r\n this._unit = unit;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the value accordingly to its unit\r\n * @param host defines the root host\r\n * @returns the value\r\n */\r\n public getValue(host: AdvancedDynamicTexture): number {\r\n if (host && !this.ignoreAdaptiveScaling && this.unit !== ValueAndUnit.UNITMODE_PERCENTAGE) {\r\n var width: number = 0;\r\n var height: number = 0;\r\n\r\n if (host.idealWidth) {\r\n width = (this._value * host.getSize().width) / host.idealWidth;\r\n }\r\n\r\n if (host.idealHeight) {\r\n height = (this._value * host.getSize().height) / host.idealHeight;\r\n }\r\n\r\n if (host.useSmallestIdeal && host.idealWidth && host.idealHeight) {\r\n return window.innerWidth < window.innerHeight ? width : height;\r\n }\r\n\r\n if (host.idealWidth) { // horizontal\r\n return width;\r\n }\r\n\r\n if (host.idealHeight) { // vertical\r\n return height;\r\n }\r\n }\r\n return this._value;\r\n }\r\n\r\n /**\r\n * Gets a string representation of the value\r\n * @param host defines the root host\r\n * @param decimals defines an optional number of decimals to display\r\n * @returns a string\r\n */\r\n public toString(host: AdvancedDynamicTexture, decimals?: number): string {\r\n switch (this._unit) {\r\n case ValueAndUnit.UNITMODE_PERCENTAGE:\r\n let percentage = this.getValue(host) * 100;\r\n return (decimals ? percentage.toFixed(decimals) : percentage) + \"%\";\r\n case ValueAndUnit.UNITMODE_PIXEL:\r\n let pixels = this.getValue(host);\r\n return (decimals ? pixels.toFixed(decimals) : pixels) + \"px\";\r\n }\r\n\r\n return this._unit.toString();\r\n }\r\n\r\n /**\r\n * Store a value parsed from a string\r\n * @param source defines the source string\r\n * @returns true if the value was successfully parsed and updated\r\n */\r\n public fromString(source: string | number): boolean {\r\n var match = ValueAndUnit._Regex.exec(source.toString());\r\n\r\n if (!match || match.length === 0) {\r\n return false;\r\n }\r\n\r\n var sourceValue = parseFloat(match[1]);\r\n var sourceUnit = this._originalUnit;\r\n\r\n if (!this.negativeValueAllowed) {\r\n if (sourceValue < 0) {\r\n sourceValue = 0;\r\n }\r\n }\r\n\r\n if (match.length === 4) {\r\n switch (match[3]) {\r\n case \"px\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PIXEL;\r\n break;\r\n case \"%\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PERCENTAGE;\r\n sourceValue /= 100.0;\r\n break;\r\n }\r\n }\r\n\r\n if (sourceValue === this._value && sourceUnit === this._unit) {\r\n return false;\r\n }\r\n\r\n this._value = sourceValue;\r\n this._unit = sourceUnit;\r\n this.onChangedObservable.notifyObservers();\r\n\r\n return true;\r\n }\r\n\r\n // Static\r\n private static _Regex = /(^-?\\d*(\\.\\d+)?)(%|px)?/;\r\n private static _UNITMODE_PERCENTAGE = 0;\r\n private static _UNITMODE_PIXEL = 1;\r\n\r\n /** UNITMODE_PERCENTAGE */\r\n public static get UNITMODE_PERCENTAGE(): number {\r\n return ValueAndUnit._UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** UNITMODE_PIXEL */\r\n public static get UNITMODE_PIXEL(): number {\r\n return ValueAndUnit._UNITMODE_PIXEL;\r\n }\r\n}"]}