@babylonjs/gui 5.15.0 → 5.17.0
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.
- package/2D/advancedDynamicTexture.d.ts +28 -4
- package/2D/advancedDynamicTexture.js +77 -35
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/control.d.ts +7 -1
- package/2D/controls/control.js +12 -6
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/grid.js +5 -5
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +2 -1
- package/2D/controls/virtualKeyboard.js +20 -4
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/3D/controls/container3D.js +1 -1
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +3 -3
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/slider3D.d.ts +2 -0
- package/3D/controls/slider3D.js +17 -0
- package/3D/controls/slider3D.js.map +1 -1
- package/package.json +2 -2
package/2D/controls/grid.js
CHANGED
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@@ -455,12 +455,12 @@ var Grid = /** @class */ (function (_super) {
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455
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for (var index = 0; index < this._columnDefinitions.length; index++) {
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456
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this._columnDefinitions[index].onChangedObservable.remove(this._columnDefinitionObservers[index]);
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}
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458
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-
this._rowDefinitionObservers =
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459
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-
this._rowDefinitions =
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460
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-
this._columnDefinitionObservers =
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461
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-
this._columnDefinitions =
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458
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+
this._rowDefinitionObservers.length = 0;
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459
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+
this._rowDefinitions.length = 0;
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460
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+
this._columnDefinitionObservers.length = 0;
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461
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+
this._columnDefinitions.length = 0;
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this._cells = {};
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463
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-
this._childControls =
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463
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+
this._childControls.length = 0;
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464
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};
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/**
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* Serializes the current control
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package/2D/controls/grid.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"core/types\";\r\n\r\nimport { Container } from \"./container\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Control } from \"./control\";\r\nimport type { Measure } from \"../measure\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { ICanvasRenderingContext } from \"core/Engines/ICanvas\";\r\nimport type { AdvancedDynamicTexture } from \"../advancedDynamicTexture\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to create a 2D grid container\r\n */\r\nexport class Grid extends Container {\r\n private _rowDefinitions = new Array<ValueAndUnit>();\r\n private _rowDefinitionObservers: Observer<void>[] = [];\r\n private _columnDefinitions = new Array<ValueAndUnit>();\r\n private _columnDefinitionObservers: Observer<void>[] = [];\r\n private _cells: { [key: string]: Container } = {};\r\n private _childControls = new Array<Control>();\r\n\r\n /**\r\n * Gets the number of columns\r\n */\r\n public get columnCount(): number {\r\n return this._columnDefinitions.length;\r\n }\r\n\r\n /**\r\n * Gets the number of rows\r\n */\r\n public get rowCount(): number {\r\n return this._rowDefinitions.length;\r\n }\r\n\r\n /** Gets the list of children */\r\n public get children(): Control[] {\r\n return this._childControls;\r\n }\r\n\r\n /** Gets the list of cells (e.g. the containers) */\r\n public get cells(): { [key: string]: Container } {\r\n return this._cells;\r\n }\r\n\r\n /**\r\n * Gets the definition of a specific row\r\n * @param index defines the index of the row\r\n * @returns the row definition\r\n */\r\n public getRowDefinition(index: number): Nullable<ValueAndUnit> {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return null;\r\n }\r\n\r\n return this._rowDefinitions[index];\r\n }\r\n\r\n /**\r\n * Gets the definition of a specific column\r\n * @param index defines the index of the column\r\n * @returns the column definition\r\n */\r\n public getColumnDefinition(index: number): Nullable<ValueAndUnit> {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return null;\r\n }\r\n\r\n return this._columnDefinitions[index];\r\n }\r\n\r\n /**\r\n * Adds a new row to the grid\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the height is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public addRowDefinition(height: number, isPixel = false): Grid {\r\n this._rowDefinitions.push(new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._rowDefinitionObservers.push(this._rowDefinitions[this.rowCount - 1].onChangedObservable.add(() => this._markAsDirty())!);\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new column to the grid\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public addColumnDefinition(width: number, isPixel = false): Grid {\r\n this._columnDefinitions.push(new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._columnDefinitionObservers.push(this._columnDefinitions[this.columnCount - 1].onChangedObservable.add(() => this._markAsDirty())!);\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Update a row definition\r\n * @param index defines the index of the row to update\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the weight is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public setRowDefinition(index: number, height: number, isPixel = false): Grid {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n\r\n const current = this._rowDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.value === height) {\r\n return this;\r\n }\r\n\r\n this._rowDefinitions[index].onChangedObservable.remove(this._rowDefinitionObservers[index]);\r\n this._rowDefinitions[index] = new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._rowDefinitionObservers[index] = this._rowDefinitions[index].onChangedObservable.add(() => this._markAsDirty())!;\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Update a column definition\r\n * @param index defines the index of the column to update\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public setColumnDefinition(index: number, width: number, isPixel = false): Grid {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n\r\n const current = this._columnDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.value === width) {\r\n return this;\r\n }\r\n\r\n this._columnDefinitions[index].onChangedObservable.remove(this._columnDefinitionObservers[index]);\r\n this._columnDefinitions[index] = new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._columnDefinitionObservers[index] = this._columnDefinitions[index].onChangedObservable.add(() => this._markAsDirty())!;\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of children stored in a specific cell\r\n * @param row defines the row to check\r\n * @param column defines the column to check\r\n * @returns the list of controls\r\n */\r\n public getChildrenAt(row: number, column: number): Nullable<Array<Control>> {\r\n const cell = this._cells[`${row}:${column}`];\r\n\r\n if (!cell) {\r\n return null;\r\n }\r\n\r\n return cell.children;\r\n }\r\n\r\n /**\r\n * Gets a string representing the child cell info (row x column)\r\n * @param child defines the control to get info from\r\n * @returns a string containing the child cell info (row x column)\r\n */\r\n public getChildCellInfo(child: Control): string {\r\n return child._tag;\r\n }\r\n\r\n private _removeCell(cell: Container, key: string) {\r\n if (!cell) {\r\n return;\r\n }\r\n\r\n super.removeControl(cell);\r\n\r\n for (const control of cell.children) {\r\n const childIndex = this._childControls.indexOf(control);\r\n\r\n if (childIndex !== -1) {\r\n this._childControls.splice(childIndex, 1);\r\n }\r\n }\r\n\r\n delete this._cells[key];\r\n }\r\n\r\n private _offsetCell(previousKey: string, key: string) {\r\n if (!this._cells[key]) {\r\n return;\r\n }\r\n\r\n this._cells[previousKey] = this._cells[key];\r\n\r\n for (const control of this._cells[previousKey].children) {\r\n control._tag = previousKey;\r\n }\r\n\r\n delete this._cells[key];\r\n }\r\n\r\n /**\r\n * Remove a column definition at specified index\r\n * @param index defines the index of the column to remove\r\n * @returns the current grid\r\n */\r\n public removeColumnDefinition(index: number): Grid {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n\r\n for (let x = 0; x < this._rowDefinitions.length; x++) {\r\n const key = `${x}:${index}`;\r\n const cell = this._cells[key];\r\n\r\n this._removeCell(cell, key);\r\n }\r\n\r\n for (let x = 0; x < this._rowDefinitions.length; x++) {\r\n for (let y = index + 1; y < this._columnDefinitions.length; y++) {\r\n const previousKey = `${x}:${y - 1}`;\r\n const key = `${x}:${y}`;\r\n\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n\r\n this._columnDefinitions[index].onChangedObservable.remove(this._columnDefinitionObservers[index]);\r\n this._columnDefinitions.splice(index, 1);\r\n this._columnDefinitionObservers.splice(index, 1);\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a row definition at specified index\r\n * @param index defines the index of the row to remove\r\n * @returns the current grid\r\n */\r\n public removeRowDefinition(index: number): Grid {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n\r\n for (let y = 0; y < this._columnDefinitions.length; y++) {\r\n const key = `${index}:${y}`;\r\n const cell = this._cells[key];\r\n\r\n this._removeCell(cell, key);\r\n }\r\n\r\n for (let y = 0; y < this._columnDefinitions.length; y++) {\r\n for (let x = index + 1; x < this._rowDefinitions.length; x++) {\r\n const previousKey = `${x - 1}:${y}`;\r\n const key = `${x}:${y}`;\r\n\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n\r\n this._rowDefinitions[index].onChangedObservable.remove(this._rowDefinitionObservers[index]);\r\n this._rowDefinitions.splice(index, 1);\r\n this._rowDefinitionObservers.splice(index, 1);\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new control to the current grid\r\n * @param control defines the control to add\r\n * @param row defines the row where to add the control (0 by default)\r\n * @param column defines the column where to add the control (0 by default)\r\n * @returns the current grid\r\n */\r\n public addControl(control: Control, row: number = 0, column: number = 0): Grid {\r\n if (this._rowDefinitions.length === 0) {\r\n // Add default row definition\r\n this.addRowDefinition(1, false);\r\n }\r\n\r\n if (this._columnDefinitions.length === 0) {\r\n // Add default column definition\r\n this.addColumnDefinition(1, false);\r\n }\r\n\r\n if (this._childControls.indexOf(control) !== -1) {\r\n Tools.Warn(`Control (Name:${control.name}, UniqueId:${control.uniqueId}) is already associated with this grid. You must remove it before reattaching it`);\r\n return this;\r\n }\r\n\r\n const x = Math.min(row, this._rowDefinitions.length - 1);\r\n const y = Math.min(column, this._columnDefinitions.length - 1);\r\n const key = `${x}:${y}`;\r\n let goodContainer = this._cells[key];\r\n\r\n if (!goodContainer) {\r\n goodContainer = new Container(key);\r\n this._cells[key] = goodContainer;\r\n goodContainer.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n goodContainer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n super.addControl(goodContainer);\r\n }\r\n\r\n goodContainer.addControl(control);\r\n this._childControls.push(control);\r\n control._tag = key;\r\n control.parent = this;\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n public removeControl(control: Control): Container {\r\n const index = this._childControls.indexOf(control);\r\n\r\n if (index !== -1) {\r\n this._childControls.splice(index, 1);\r\n }\r\n\r\n const cell = this._cells[control._tag];\r\n\r\n if (cell) {\r\n cell.removeControl(control);\r\n control._tag = null;\r\n }\r\n\r\n this._markAsDirty();\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new Grid\r\n * @param name defines control name\r\n */\r\n constructor(public name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Grid\";\r\n }\r\n\r\n protected _getGridDefinitions(definitionCallback: (lefts: number[], tops: number[], widths: number[], heights: number[]) => void) {\r\n const widths = [];\r\n const heights = [];\r\n const lefts = [];\r\n const tops = [];\r\n\r\n let availableWidth = this._currentMeasure.width;\r\n let globalWidthPercentage = 0;\r\n let availableHeight = this._currentMeasure.height;\r\n let globalHeightPercentage = 0;\r\n\r\n // Heights\r\n let index = 0;\r\n for (const rowDefinition of this._rowDefinitions) {\r\n if (rowDefinition.isPixel) {\r\n const height = rowDefinition.getValue(this._host);\r\n availableHeight -= height;\r\n heights[index] = height;\r\n } else {\r\n globalHeightPercentage += rowDefinition.value;\r\n }\r\n index++;\r\n }\r\n\r\n let top = 0;\r\n index = 0;\r\n for (const rowDefinition of this._rowDefinitions) {\r\n tops.push(top);\r\n\r\n if (!rowDefinition.isPixel) {\r\n const height = (rowDefinition.value / globalHeightPercentage) * availableHeight;\r\n top += height;\r\n heights[index] = height;\r\n } else {\r\n top += rowDefinition.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n\r\n // Widths\r\n index = 0;\r\n for (const columnDefinition of this._columnDefinitions) {\r\n if (columnDefinition.isPixel) {\r\n const width = columnDefinition.getValue(this._host);\r\n availableWidth -= width;\r\n widths[index] = width;\r\n } else {\r\n globalWidthPercentage += columnDefinition.value;\r\n }\r\n index++;\r\n }\r\n\r\n let left = 0;\r\n index = 0;\r\n for (const columnDefinition of this._columnDefinitions) {\r\n lefts.push(left);\r\n if (!columnDefinition.isPixel) {\r\n const width = (columnDefinition.value / globalWidthPercentage) * availableWidth;\r\n left += width;\r\n widths[index] = width;\r\n } else {\r\n left += columnDefinition.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n\r\n definitionCallback(lefts, tops, widths, heights);\r\n }\r\n\r\n protected _additionalProcessing(parentMeasure: Measure, context: ICanvasRenderingContext): void {\r\n this._getGridDefinitions((lefts: number[], tops: number[], widths: number[], heights: number[]) => {\r\n // Setting child sizes\r\n for (const key in this._cells) {\r\n if (!Object.prototype.hasOwnProperty.call(this._cells, key)) {\r\n continue;\r\n }\r\n const split = key.split(\":\");\r\n const x = parseInt(split[0]);\r\n const y = parseInt(split[1]);\r\n const cell = this._cells[key];\r\n\r\n cell.left = lefts[y] + \"px\";\r\n cell.top = tops[x] + \"px\";\r\n cell.width = widths[y] + \"px\";\r\n cell.height = heights[x] + \"px\";\r\n cell._left.ignoreAdaptiveScaling = true;\r\n cell._top.ignoreAdaptiveScaling = true;\r\n cell._width.ignoreAdaptiveScaling = true;\r\n cell._height.ignoreAdaptiveScaling = true;\r\n }\r\n });\r\n\r\n super._additionalProcessing(parentMeasure, context);\r\n }\r\n\r\n public _flagDescendantsAsMatrixDirty(): void {\r\n for (const key in this._cells) {\r\n if (!Object.prototype.hasOwnProperty.call(this._cells, key)) {\r\n continue;\r\n }\r\n\r\n const child = this._cells[key];\r\n child._markMatrixAsDirty();\r\n }\r\n }\r\n\r\n public _renderHighlightSpecific(context: ICanvasRenderingContext): void {\r\n super._renderHighlightSpecific(context);\r\n\r\n this._getGridDefinitions((lefts: number[], tops: number[], widths: number[], heights: number[]) => {\r\n // Columns\r\n for (let index = 0; index < lefts.length; index++) {\r\n const left = this._currentMeasure.left + lefts[index] + widths[index];\r\n context.beginPath();\r\n context.moveTo(left, this._currentMeasure.top);\r\n context.lineTo(left, this._currentMeasure.top + this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n\r\n // Rows\r\n for (let index = 0; index < tops.length; index++) {\r\n const top = this._currentMeasure.top + tops[index] + heights[index];\r\n context.beginPath();\r\n context.moveTo(this._currentMeasure.left, top);\r\n context.lineTo(this._currentMeasure.left + this._currentMeasure.width, top);\r\n context.stroke();\r\n }\r\n });\r\n\r\n context.restore();\r\n }\r\n\r\n /** Releases associated resources */\r\n public dispose() {\r\n super.dispose();\r\n\r\n for (const control of this._childControls) {\r\n control.dispose();\r\n }\r\n for (let index = 0; index < this._rowDefinitions.length; index++) {\r\n this._rowDefinitions[index].onChangedObservable.remove(this._rowDefinitionObservers[index]);\r\n }\r\n for (let index = 0; index < this._columnDefinitions.length; index++) {\r\n this._columnDefinitions[index].onChangedObservable.remove(this._columnDefinitionObservers[index]);\r\n }\r\n this._rowDefinitionObservers = [];\r\n this._rowDefinitions = [];\r\n this._columnDefinitionObservers = [];\r\n this._columnDefinitions = [];\r\n this._cells = {};\r\n this._childControls = [];\r\n }\r\n\r\n /**\r\n * Serializes the current control\r\n * @param serializationObject defined the JSON serialized object\r\n */\r\n public serialize(serializationObject: any) {\r\n super.serialize(serializationObject);\r\n serializationObject.columnCount = this.columnCount;\r\n serializationObject.rowCount = this.rowCount;\r\n serializationObject.columns = [];\r\n serializationObject.rows = [];\r\n serializationObject.tags = [];\r\n for (let i = 0; i < this.columnCount; ++i) {\r\n const cd = this.getColumnDefinition(i);\r\n const childSerializationObject = { value: cd?.getValue(this.host), unit: cd?.unit };\r\n serializationObject.columns.push(childSerializationObject);\r\n }\r\n for (let i = 0; i < this.rowCount; ++i) {\r\n const rd = this.getRowDefinition(i);\r\n const childSerializationObject = { value: rd?.getValue(this.host), unit: rd?.unit };\r\n serializationObject.rows.push(childSerializationObject);\r\n }\r\n this.children.forEach((child) => {\r\n serializationObject.tags.push(child._tag);\r\n });\r\n }\r\n\r\n /**\r\n * @param serializedObject\r\n * @param host\r\n * @hidden\r\n */\r\n public _parseFromContent(serializedObject: any, host: AdvancedDynamicTexture) {\r\n super._parseFromContent(serializedObject, host);\r\n const children: Control[] = [];\r\n this.children.forEach((child) => {\r\n children.push(child);\r\n });\r\n this.removeRowDefinition(0);\r\n this.removeColumnDefinition(0);\r\n for (let i = 0; i < serializedObject.columnCount; ++i) {\r\n const columnValue = serializedObject.columns[i].value;\r\n const unit = serializedObject.columns[i].unit;\r\n this.addColumnDefinition(columnValue, unit === 1 ? true : false);\r\n }\r\n for (let i = 0; i < serializedObject.rowCount; ++i) {\r\n const rowValue = serializedObject.rows[i].value;\r\n const unit = serializedObject.rows[i].unit;\r\n this.addRowDefinition(rowValue, unit === 1 ? true : false);\r\n }\r\n\r\n for (let i = 0; i < children.length; ++i) {\r\n const cellInfo = serializedObject.tags[i];\r\n let rowNumber = parseInt(cellInfo.substring(0, cellInfo.search(\":\")));\r\n if (isNaN(rowNumber)) {\r\n rowNumber = 0;\r\n }\r\n let columnNumber = parseInt(cellInfo.substring(cellInfo.search(\":\") + 1));\r\n if (isNaN(columnNumber)) {\r\n columnNumber = 0;\r\n }\r\n this.addControl(children[i], rowNumber, columnNumber);\r\n }\r\n }\r\n}\r\nRegisterClass(\"BABYLON.GUI.Grid\", Grid);\r\n"]}
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1
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+
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type { Nullable } from \"core/types\";\r\n\r\nimport { Container } from \"./container\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Control } from \"./control\";\r\nimport type { Measure } from \"../measure\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { ICanvasRenderingContext } from \"core/Engines/ICanvas\";\r\nimport type { AdvancedDynamicTexture } from \"../advancedDynamicTexture\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to create a 2D grid container\r\n */\r\nexport class Grid extends Container {\r\n private _rowDefinitions = new Array<ValueAndUnit>();\r\n private _rowDefinitionObservers: Observer<void>[] = [];\r\n private _columnDefinitions = new Array<ValueAndUnit>();\r\n private _columnDefinitionObservers: Observer<void>[] = [];\r\n private _cells: { [key: string]: Container } = {};\r\n private _childControls = new Array<Control>();\r\n\r\n /**\r\n * Gets the number of columns\r\n */\r\n public get columnCount(): number {\r\n return this._columnDefinitions.length;\r\n }\r\n\r\n /**\r\n * Gets the number of rows\r\n */\r\n public get rowCount(): number {\r\n return this._rowDefinitions.length;\r\n }\r\n\r\n /** Gets the list of children */\r\n public get children(): Control[] {\r\n return this._childControls;\r\n }\r\n\r\n /** Gets the list of cells (e.g. the containers) */\r\n public get cells(): { [key: string]: Container } {\r\n return this._cells;\r\n }\r\n\r\n /**\r\n * Gets the definition of a specific row\r\n * @param index defines the index of the row\r\n * @returns the row definition\r\n */\r\n public getRowDefinition(index: number): Nullable<ValueAndUnit> {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return null;\r\n }\r\n\r\n return this._rowDefinitions[index];\r\n }\r\n\r\n /**\r\n * Gets the definition of a specific column\r\n * @param index defines the index of the column\r\n * @returns the column definition\r\n */\r\n public getColumnDefinition(index: number): Nullable<ValueAndUnit> {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return null;\r\n }\r\n\r\n return this._columnDefinitions[index];\r\n }\r\n\r\n /**\r\n * Adds a new row to the grid\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the height is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public addRowDefinition(height: number, isPixel = false): Grid {\r\n this._rowDefinitions.push(new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._rowDefinitionObservers.push(this._rowDefinitions[this.rowCount - 1].onChangedObservable.add(() => this._markAsDirty())!);\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new column to the grid\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public addColumnDefinition(width: number, isPixel = false): Grid {\r\n this._columnDefinitions.push(new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._columnDefinitionObservers.push(this._columnDefinitions[this.columnCount - 1].onChangedObservable.add(() => this._markAsDirty())!);\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Update a row definition\r\n * @param index defines the index of the row to update\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the weight is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public setRowDefinition(index: number, height: number, isPixel = false): Grid {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n\r\n const current = this._rowDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.value === height) {\r\n return this;\r\n }\r\n\r\n this._rowDefinitions[index].onChangedObservable.remove(this._rowDefinitionObservers[index]);\r\n this._rowDefinitions[index] = new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._rowDefinitionObservers[index] = this._rowDefinitions[index].onChangedObservable.add(() => this._markAsDirty())!;\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Update a column definition\r\n * @param index defines the index of the column to update\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n public setColumnDefinition(index: number, width: number, isPixel = false): Grid {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n\r\n const current = this._columnDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.value === width) {\r\n return this;\r\n }\r\n\r\n this._columnDefinitions[index].onChangedObservable.remove(this._columnDefinitionObservers[index]);\r\n this._columnDefinitions[index] = new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._columnDefinitionObservers[index] = this._columnDefinitions[index].onChangedObservable.add(() => this._markAsDirty())!;\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the list of children stored in a specific cell\r\n * @param row defines the row to check\r\n * @param column defines the column to check\r\n * @returns the list of controls\r\n */\r\n public getChildrenAt(row: number, column: number): Nullable<Array<Control>> {\r\n const cell = this._cells[`${row}:${column}`];\r\n\r\n if (!cell) {\r\n return null;\r\n }\r\n\r\n return cell.children;\r\n }\r\n\r\n /**\r\n * Gets a string representing the child cell info (row x column)\r\n * @param child defines the control to get info from\r\n * @returns a string containing the child cell info (row x column)\r\n */\r\n public getChildCellInfo(child: Control): string {\r\n return child._tag;\r\n }\r\n\r\n private _removeCell(cell: Container, key: string) {\r\n if (!cell) {\r\n return;\r\n }\r\n\r\n super.removeControl(cell);\r\n\r\n for (const control of cell.children) {\r\n const childIndex = this._childControls.indexOf(control);\r\n\r\n if (childIndex !== -1) {\r\n this._childControls.splice(childIndex, 1);\r\n }\r\n }\r\n\r\n delete this._cells[key];\r\n }\r\n\r\n private _offsetCell(previousKey: string, key: string) {\r\n if (!this._cells[key]) {\r\n return;\r\n }\r\n\r\n this._cells[previousKey] = this._cells[key];\r\n\r\n for (const control of this._cells[previousKey].children) {\r\n control._tag = previousKey;\r\n }\r\n\r\n delete this._cells[key];\r\n }\r\n\r\n /**\r\n * Remove a column definition at specified index\r\n * @param index defines the index of the column to remove\r\n * @returns the current grid\r\n */\r\n public removeColumnDefinition(index: number): Grid {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n\r\n for (let x = 0; x < this._rowDefinitions.length; x++) {\r\n const key = `${x}:${index}`;\r\n const cell = this._cells[key];\r\n\r\n this._removeCell(cell, key);\r\n }\r\n\r\n for (let x = 0; x < this._rowDefinitions.length; x++) {\r\n for (let y = index + 1; y < this._columnDefinitions.length; y++) {\r\n const previousKey = `${x}:${y - 1}`;\r\n const key = `${x}:${y}`;\r\n\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n\r\n this._columnDefinitions[index].onChangedObservable.remove(this._columnDefinitionObservers[index]);\r\n this._columnDefinitions.splice(index, 1);\r\n this._columnDefinitionObservers.splice(index, 1);\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove a row definition at specified index\r\n * @param index defines the index of the row to remove\r\n * @returns the current grid\r\n */\r\n public removeRowDefinition(index: number): Grid {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n\r\n for (let y = 0; y < this._columnDefinitions.length; y++) {\r\n const key = `${index}:${y}`;\r\n const cell = this._cells[key];\r\n\r\n this._removeCell(cell, key);\r\n }\r\n\r\n for (let y = 0; y < this._columnDefinitions.length; y++) {\r\n for (let x = index + 1; x < this._rowDefinitions.length; x++) {\r\n const previousKey = `${x - 1}:${y}`;\r\n const key = `${x}:${y}`;\r\n\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n\r\n this._rowDefinitions[index].onChangedObservable.remove(this._rowDefinitionObservers[index]);\r\n this._rowDefinitions.splice(index, 1);\r\n this._rowDefinitionObservers.splice(index, 1);\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a new control to the current grid\r\n * @param control defines the control to add\r\n * @param row defines the row where to add the control (0 by default)\r\n * @param column defines the column where to add the control (0 by default)\r\n * @returns the current grid\r\n */\r\n public addControl(control: Control, row: number = 0, column: number = 0): Grid {\r\n if (this._rowDefinitions.length === 0) {\r\n // Add default row definition\r\n this.addRowDefinition(1, false);\r\n }\r\n\r\n if (this._columnDefinitions.length === 0) {\r\n // Add default column definition\r\n this.addColumnDefinition(1, false);\r\n }\r\n\r\n if (this._childControls.indexOf(control) !== -1) {\r\n Tools.Warn(`Control (Name:${control.name}, UniqueId:${control.uniqueId}) is already associated with this grid. You must remove it before reattaching it`);\r\n return this;\r\n }\r\n\r\n const x = Math.min(row, this._rowDefinitions.length - 1);\r\n const y = Math.min(column, this._columnDefinitions.length - 1);\r\n const key = `${x}:${y}`;\r\n let goodContainer = this._cells[key];\r\n\r\n if (!goodContainer) {\r\n goodContainer = new Container(key);\r\n this._cells[key] = goodContainer;\r\n goodContainer.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n goodContainer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n super.addControl(goodContainer);\r\n }\r\n\r\n goodContainer.addControl(control);\r\n this._childControls.push(control);\r\n control._tag = key;\r\n control.parent = this;\r\n\r\n this._markAsDirty();\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n public removeControl(control: Control): Container {\r\n const index = this._childControls.indexOf(control);\r\n\r\n if (index !== -1) {\r\n this._childControls.splice(index, 1);\r\n }\r\n\r\n const cell = this._cells[control._tag];\r\n\r\n if (cell) {\r\n cell.removeControl(control);\r\n control._tag = null;\r\n }\r\n\r\n this._markAsDirty();\r\n return this;\r\n }\r\n\r\n /**\r\n * Creates a new Grid\r\n * @param name defines control name\r\n */\r\n constructor(public name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Grid\";\r\n }\r\n\r\n protected _getGridDefinitions(definitionCallback: (lefts: number[], tops: number[], widths: number[], heights: number[]) => void) {\r\n const widths = [];\r\n const heights = [];\r\n const lefts = [];\r\n const tops = [];\r\n\r\n let availableWidth = this._currentMeasure.width;\r\n let globalWidthPercentage = 0;\r\n let availableHeight = this._currentMeasure.height;\r\n let globalHeightPercentage = 0;\r\n\r\n // Heights\r\n let index = 0;\r\n for (const rowDefinition of this._rowDefinitions) {\r\n if (rowDefinition.isPixel) {\r\n const height = rowDefinition.getValue(this._host);\r\n availableHeight -= height;\r\n heights[index] = height;\r\n } else {\r\n globalHeightPercentage += rowDefinition.value;\r\n }\r\n index++;\r\n }\r\n\r\n let top = 0;\r\n index = 0;\r\n for (const rowDefinition of this._rowDefinitions) {\r\n tops.push(top);\r\n\r\n if (!rowDefinition.isPixel) {\r\n const height = (rowDefinition.value / globalHeightPercentage) * availableHeight;\r\n top += height;\r\n heights[index] = height;\r\n } else {\r\n top += rowDefinition.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n\r\n // Widths\r\n index = 0;\r\n for (const columnDefinition of this._columnDefinitions) {\r\n if (columnDefinition.isPixel) {\r\n const width = columnDefinition.getValue(this._host);\r\n availableWidth -= width;\r\n widths[index] = width;\r\n } else {\r\n globalWidthPercentage += columnDefinition.value;\r\n }\r\n index++;\r\n }\r\n\r\n let left = 0;\r\n index = 0;\r\n for (const columnDefinition of this._columnDefinitions) {\r\n lefts.push(left);\r\n if (!columnDefinition.isPixel) {\r\n const width = (columnDefinition.value / globalWidthPercentage) * availableWidth;\r\n left += width;\r\n widths[index] = width;\r\n } else {\r\n left += columnDefinition.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n\r\n definitionCallback(lefts, tops, widths, heights);\r\n }\r\n\r\n protected _additionalProcessing(parentMeasure: Measure, context: ICanvasRenderingContext): void {\r\n this._getGridDefinitions((lefts: number[], tops: number[], widths: number[], heights: number[]) => {\r\n // Setting child sizes\r\n for (const key in this._cells) {\r\n if (!Object.prototype.hasOwnProperty.call(this._cells, key)) {\r\n continue;\r\n }\r\n const split = key.split(\":\");\r\n const x = parseInt(split[0]);\r\n const y = parseInt(split[1]);\r\n const cell = this._cells[key];\r\n\r\n cell.left = lefts[y] + \"px\";\r\n cell.top = tops[x] + \"px\";\r\n cell.width = widths[y] + \"px\";\r\n cell.height = heights[x] + \"px\";\r\n cell._left.ignoreAdaptiveScaling = true;\r\n cell._top.ignoreAdaptiveScaling = true;\r\n cell._width.ignoreAdaptiveScaling = true;\r\n cell._height.ignoreAdaptiveScaling = true;\r\n }\r\n });\r\n\r\n super._additionalProcessing(parentMeasure, context);\r\n }\r\n\r\n public _flagDescendantsAsMatrixDirty(): void {\r\n for (const key in this._cells) {\r\n if (!Object.prototype.hasOwnProperty.call(this._cells, key)) {\r\n continue;\r\n }\r\n\r\n const child = this._cells[key];\r\n child._markMatrixAsDirty();\r\n }\r\n }\r\n\r\n public _renderHighlightSpecific(context: ICanvasRenderingContext): void {\r\n super._renderHighlightSpecific(context);\r\n\r\n this._getGridDefinitions((lefts: number[], tops: number[], widths: number[], heights: number[]) => {\r\n // Columns\r\n for (let index = 0; index < lefts.length; index++) {\r\n const left = this._currentMeasure.left + lefts[index] + widths[index];\r\n context.beginPath();\r\n context.moveTo(left, this._currentMeasure.top);\r\n context.lineTo(left, this._currentMeasure.top + this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n\r\n // Rows\r\n for (let index = 0; index < tops.length; index++) {\r\n const top = this._currentMeasure.top + tops[index] + heights[index];\r\n context.beginPath();\r\n context.moveTo(this._currentMeasure.left, top);\r\n context.lineTo(this._currentMeasure.left + this._currentMeasure.width, top);\r\n context.stroke();\r\n }\r\n });\r\n\r\n context.restore();\r\n }\r\n\r\n /** Releases associated resources */\r\n public dispose() {\r\n super.dispose();\r\n\r\n for (const control of this._childControls) {\r\n control.dispose();\r\n }\r\n for (let index = 0; index < this._rowDefinitions.length; index++) {\r\n this._rowDefinitions[index].onChangedObservable.remove(this._rowDefinitionObservers[index]);\r\n }\r\n for (let index = 0; index < this._columnDefinitions.length; index++) {\r\n this._columnDefinitions[index].onChangedObservable.remove(this._columnDefinitionObservers[index]);\r\n }\r\n this._rowDefinitionObservers.length = 0;\r\n this._rowDefinitions.length = 0;\r\n this._columnDefinitionObservers.length = 0;\r\n this._columnDefinitions.length = 0;\r\n this._cells = {};\r\n this._childControls.length = 0;\r\n }\r\n\r\n /**\r\n * Serializes the current control\r\n * @param serializationObject defined the JSON serialized object\r\n */\r\n public serialize(serializationObject: any) {\r\n super.serialize(serializationObject);\r\n serializationObject.columnCount = this.columnCount;\r\n serializationObject.rowCount = this.rowCount;\r\n serializationObject.columns = [];\r\n serializationObject.rows = [];\r\n serializationObject.tags = [];\r\n for (let i = 0; i < this.columnCount; ++i) {\r\n const cd = this.getColumnDefinition(i);\r\n const childSerializationObject = { value: cd?.getValue(this.host), unit: cd?.unit };\r\n serializationObject.columns.push(childSerializationObject);\r\n }\r\n for (let i = 0; i < this.rowCount; ++i) {\r\n const rd = this.getRowDefinition(i);\r\n const childSerializationObject = { value: rd?.getValue(this.host), unit: rd?.unit };\r\n serializationObject.rows.push(childSerializationObject);\r\n }\r\n this.children.forEach((child) => {\r\n serializationObject.tags.push(child._tag);\r\n });\r\n }\r\n\r\n /**\r\n * @param serializedObject\r\n * @param host\r\n * @hidden\r\n */\r\n public _parseFromContent(serializedObject: any, host: AdvancedDynamicTexture) {\r\n super._parseFromContent(serializedObject, host);\r\n const children: Control[] = [];\r\n this.children.forEach((child) => {\r\n children.push(child);\r\n });\r\n this.removeRowDefinition(0);\r\n this.removeColumnDefinition(0);\r\n for (let i = 0; i < serializedObject.columnCount; ++i) {\r\n const columnValue = serializedObject.columns[i].value;\r\n const unit = serializedObject.columns[i].unit;\r\n this.addColumnDefinition(columnValue, unit === 1 ? true : false);\r\n }\r\n for (let i = 0; i < serializedObject.rowCount; ++i) {\r\n const rowValue = serializedObject.rows[i].value;\r\n const unit = serializedObject.rows[i].unit;\r\n this.addRowDefinition(rowValue, unit === 1 ? true : false);\r\n }\r\n\r\n for (let i = 0; i < children.length; ++i) {\r\n const cellInfo = serializedObject.tags[i];\r\n let rowNumber = parseInt(cellInfo.substring(0, cellInfo.search(\":\")));\r\n if (isNaN(rowNumber)) {\r\n rowNumber = 0;\r\n }\r\n let columnNumber = parseInt(cellInfo.substring(cellInfo.search(\":\") + 1));\r\n if (isNaN(columnNumber)) {\r\n columnNumber = 0;\r\n }\r\n this.addControl(children[i], rowNumber, columnNumber);\r\n }\r\n }\r\n}\r\nRegisterClass(\"BABYLON.GUI.Grid\", Grid);\r\n"]}
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@@ -3,6 +3,7 @@ import { Observable } from "@babylonjs/core/Misc/observable.js";
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3
3
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import { StackPanel } from "./stackPanel";
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4
4
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import type { InputText } from "./inputText";
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5
5
|
import type { AdvancedDynamicTexture } from "../advancedDynamicTexture";
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6
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+
import { InputTextArea } from "./inputTextArea";
|
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6
7
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/**
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|
7
8
|
* Class used to store key control properties
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8
9
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*/
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@@ -69,7 +70,7 @@ export declare class VirtualKeyboard extends StackPanel {
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69
70
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private _connectedInputTexts;
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70
71
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private _onKeyPressObserver;
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71
72
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/** Gets the input text control currently attached to the keyboard */
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72
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-
get connectedInputText(): Nullable<InputText>;
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73
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+
get connectedInputText(): Nullable<InputText | InputTextArea>;
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73
74
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/**
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74
75
|
* Connects the keyboard with an input text control
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75
76
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*
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@@ -3,6 +3,7 @@ import { Observable } from "@babylonjs/core/Misc/observable.js";
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3
3
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import { StackPanel } from "./stackPanel.js";
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4
4
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import { Button } from "./button.js";
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5
5
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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6
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+
import { InputTextArea } from "./inputTextArea.js";
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6
7
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/**
|
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7
8
|
* Class used to store key control properties
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8
9
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*/
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@@ -159,13 +160,28 @@ var VirtualKeyboard = /** @class */ (function (_super) {
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159
160
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_this.applyShiftState(_this.shiftState);
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160
161
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return;
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161
162
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case "\u2190":
|
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162
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-
_this._currentlyConnectedInputText
|
|
163
|
+
if (_this._currentlyConnectedInputText instanceof InputTextArea) {
|
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164
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+
_this._currentlyConnectedInputText.alternativeProcessKey("Backspace");
|
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165
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+
}
|
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166
|
+
else {
|
|
167
|
+
_this._currentlyConnectedInputText.processKey(8);
|
|
168
|
+
}
|
|
163
169
|
return;
|
|
164
170
|
case "\u21B5":
|
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165
|
-
_this._currentlyConnectedInputText
|
|
171
|
+
if (_this._currentlyConnectedInputText instanceof InputTextArea) {
|
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172
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+
_this._currentlyConnectedInputText.alternativeProcessKey("Enter");
|
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173
|
+
}
|
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174
|
+
else {
|
|
175
|
+
_this._currentlyConnectedInputText.processKey(13);
|
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176
|
+
}
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166
177
|
return;
|
|
167
178
|
}
|
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168
|
-
_this._currentlyConnectedInputText
|
|
179
|
+
if (_this._currentlyConnectedInputText instanceof InputTextArea) {
|
|
180
|
+
_this._currentlyConnectedInputText.alternativeProcessKey("", _this.shiftState ? key.toUpperCase() : key);
|
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181
|
+
}
|
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182
|
+
else {
|
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183
|
+
_this._currentlyConnectedInputText.processKey(-1, _this.shiftState ? key.toUpperCase() : key);
|
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184
|
+
}
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169
185
|
if (_this.shiftState === 1) {
|
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170
186
|
_this.shiftState = 0;
|
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171
187
|
_this.applyShiftState(_this.shiftState);
|
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@@ -214,7 +230,7 @@ var VirtualKeyboard = /** @class */ (function (_super) {
|
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|
214
230
|
this._connectedInputTexts.forEach(function (connectedInputText) {
|
|
215
231
|
_this._removeConnectedInputObservables(connectedInputText);
|
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216
232
|
});
|
|
217
|
-
this._connectedInputTexts =
|
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233
|
+
this._connectedInputTexts.length = 0;
|
|
218
234
|
}
|
|
219
235
|
if (this._connectedInputTexts.length === 0) {
|
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220
236
|
this._currentlyConnectedInputText = null;
|
|
@@ -1 +1 @@
|
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1
|
-
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type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Button } from \"./button\";\r\nimport type { Container } from \"./container\";\r\nimport type { TextBlock } from \"./textBlock\";\r\nimport type { InputText } from \"./inputText\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { AdvancedDynamicTexture } from \"../advancedDynamicTexture\";\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 const 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 const panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.isFocusInvisible = true;\r\n\r\n let maxKey: Nullable<Button> = null;\r\n for (let 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 const 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 (let i = 0; i < this.children.length; i++) {\r\n const row = this.children[i];\r\n if (!row || !(<Container>row).children) {\r\n continue;\r\n }\r\n\r\n const rowContainer = <Container>row;\r\n for (let j = 0; j < rowContainer.children.length; j++) {\r\n const button = rowContainer.children[j] as Button;\r\n\r\n if (!button || !button.children[0]) {\r\n continue;\r\n }\r\n\r\n const 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 const 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 const 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 * @param serializedObject\r\n * @param host\r\n * @hidden\r\n */\r\n public _parseFromContent(serializedObject: any, host: AdvancedDynamicTexture) {\r\n super._parseFromContent(serializedObject, host);\r\n for (const row of this.children) {\r\n if (row.getClassName() === \"StackPanel\") {\r\n const stackPanel = row as StackPanel;\r\n for (const key of stackPanel.children) {\r\n if (key.getClassName() === \"Button\" && key.name) {\r\n key.onPointerUpObservable.add(() => {\r\n this.onKeyPressObservable.notifyObservers(key.name as string);\r\n });\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.VirtualKeyboard\", VirtualKeyboard);\r\n"]}
|
|
1
|
+
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type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Button } from \"./button\";\r\nimport type { Container } from \"./container\";\r\nimport type { TextBlock } from \"./textBlock\";\r\nimport type { InputText } from \"./inputText\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { AdvancedDynamicTexture } from \"../advancedDynamicTexture\";\r\nimport { InputTextArea } from \"./inputTextArea\";\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 const 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 const panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.isFocusInvisible = true;\r\n\r\n let maxKey: Nullable<Button> = null;\r\n for (let 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 const 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 (let i = 0; i < this.children.length; i++) {\r\n const row = this.children[i];\r\n if (!row || !(<Container>row).children) {\r\n continue;\r\n }\r\n\r\n const rowContainer = <Container>row;\r\n for (let j = 0; j < rowContainer.children.length; j++) {\r\n const button = rowContainer.children[j] as Button;\r\n\r\n if (!button || !button.children[0]) {\r\n continue;\r\n }\r\n\r\n const 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 | InputTextArea> = 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 | InputTextArea> {\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 if (this._currentlyConnectedInputText instanceof InputTextArea) {\r\n this._currentlyConnectedInputText.alternativeProcessKey(\"Backspace\");\r\n } else {\r\n this._currentlyConnectedInputText.processKey(8);\r\n }\r\n return;\r\n case \"\\u21B5\":\r\n if (this._currentlyConnectedInputText instanceof InputTextArea) {\r\n this._currentlyConnectedInputText.alternativeProcessKey(\"Enter\");\r\n } else {\r\n this._currentlyConnectedInputText.processKey(13);\r\n }\r\n return;\r\n }\r\n if (this._currentlyConnectedInputText instanceof InputTextArea) {\r\n this._currentlyConnectedInputText.alternativeProcessKey(\"\", this.shiftState ? key.toUpperCase() : key);\r\n } else {\r\n this._currentlyConnectedInputText.processKey(-1, this.shiftState ? key.toUpperCase() : key);\r\n }\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 const 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.length = 0;\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 const 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 * @param serializedObject\r\n * @param host\r\n * @hidden\r\n */\r\n public _parseFromContent(serializedObject: any, host: AdvancedDynamicTexture) {\r\n super._parseFromContent(serializedObject, host);\r\n for (const row of this.children) {\r\n if (row.getClassName() === \"StackPanel\") {\r\n const stackPanel = row as StackPanel;\r\n for (const key of stackPanel.children) {\r\n if (key.getClassName() === \"Button\" && key.name) {\r\n key.onPointerUpObservable.add(() => {\r\n this.onKeyPressObservable.notifyObservers(key.name as string);\r\n });\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.VirtualKeyboard\", VirtualKeyboard);\r\n"]}
|
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@@ -121,7 +121,7 @@ var Container3D = /** @class */ (function (_super) {
|
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|
121
121
|
var control = _a[_i];
|
|
122
122
|
control.dispose();
|
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123
123
|
}
|
|
124
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-
this._children =
|
|
124
|
+
this._children.length = 0;
|
|
125
125
|
_super.prototype.dispose.call(this);
|
|
126
126
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};
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|
127
127
|
/** Control rotation will remain unchanged */
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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+
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Please note that it will not take blockLayout property in account\r\n * @returns the current container\r\n */\r\n public updateLayout(): Container3D {\r\n this._arrangeChildren();\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given control is in the children of this control\r\n * @param control defines the control to check\r\n * @returns true if the control is in the child list\r\n */\r\n public containsControl(control: Control3D): boolean {\r\n return this._children.indexOf(control) !== -1;\r\n }\r\n\r\n /**\r\n * Adds a control to the children of this control\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n public addControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n control.parent = this;\r\n control._host = this._host;\r\n\r\n this._children.push(control);\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n\r\n if (control.node) {\r\n control.node.parent = this.node;\r\n }\r\n\r\n if (!this.blockLayout) {\r\n this._arrangeChildren();\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * This function will be called everytime a new control is added\r\n */\r\n protected _arrangeChildren() {}\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n return new TransformNode(\"ContainerNode\", scene);\r\n }\r\n\r\n /**\r\n * Removes a control from the children of this control\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n public removeControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n this._children.splice(index, 1);\r\n\r\n control.parent = null;\r\n control._disposeNode();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Container3D\";\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n for (const control of this._children) {\r\n control.dispose();\r\n }\r\n\r\n this._children.length = 0;\r\n\r\n super.dispose();\r\n }\r\n\r\n /** Control rotation will remain unchanged */\r\n public static readonly UNSET_ORIENTATION = 0;\r\n\r\n /** Control will rotate to make it look at sphere central axis */\r\n public static readonly FACEORIGIN_ORIENTATION = 1;\r\n\r\n /** Control will rotate to make it look back at sphere central axis */\r\n public static readonly FACEORIGINREVERSED_ORIENTATION = 2;\r\n\r\n /** Control will rotate to look at z axis (0, 0, 1) */\r\n public static readonly FACEFORWARD_ORIENTATION = 3;\r\n\r\n /** Control will rotate to look at negative z axis (0, 0, -1) */\r\n public static readonly FACEFORWARDREVERSED_ORIENTATION = 4;\r\n}\r\n"]}
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@@ -14,13 +14,13 @@ import type { Container3D } from "./container3D";
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14
14
|
export declare class Control3D implements IDisposable, IBehaviorAware<Control3D> {
|
|
15
15
|
/** Defines the control name */
|
|
16
16
|
name?: string | undefined;
|
|
17
|
-
/** @hidden */
|
|
18
|
-
_host: GUI3DManager;
|
|
19
17
|
private _node;
|
|
20
18
|
private _downCount;
|
|
21
19
|
private _enterCount;
|
|
22
20
|
private _downPointerIds;
|
|
23
|
-
|
|
21
|
+
protected _isVisible: boolean;
|
|
22
|
+
/** @hidden */
|
|
23
|
+
_host: GUI3DManager;
|
|
24
24
|
/** @hidden */
|
|
25
25
|
_isScaledByManager: boolean;
|
|
26
26
|
/** Gets or sets the control position in world space */
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport type { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport type { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n private _isVisible = true;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param scene\r\n * @hidden*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @hidden\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @param notifyClick\r\n * @hidden\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param pointerId\r\n * @hidden\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param type\r\n * @param pickedPoint\r\n * @param originMeshPosition\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport type { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport type { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n\r\n protected _isVisible = true;\r\n\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param scene\r\n * @hidden*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @hidden\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @param notifyClick\r\n * @hidden\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param pointerId\r\n * @hidden\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param type\r\n * @param pickedPoint\r\n * @param originMeshPosition\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
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@@ -69,6 +69,8 @@ export declare class Slider3D extends Control3D {
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* Gets the slider backplate material used by this control
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*/
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get sliderBackplateMaterial(): MRDLBackplateMaterial;
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+
/** Sets a boolean indicating if the control is visible */
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set isVisible(value: boolean);
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protected _createNode(scene: Scene): TransformNode;
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protected _affectMaterial(mesh: AbstractMesh): void;
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private _createBehavior;
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