@babylonjs/gui 5.24.0 → 5.25.0

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Files changed (163) hide show
  1. package/2D/advancedDynamicTexture.d.ts +19 -28
  2. package/2D/advancedDynamicTexture.js +16 -25
  3. package/2D/advancedDynamicTexture.js.map +1 -1
  4. package/2D/controls/button.d.ts +6 -32
  5. package/2D/controls/button.js +6 -32
  6. package/2D/controls/button.js.map +1 -1
  7. package/2D/controls/checkbox.d.ts +2 -8
  8. package/2D/controls/checkbox.js +2 -8
  9. package/2D/controls/checkbox.js.map +1 -1
  10. package/2D/controls/colorpicker.d.ts +2 -4
  11. package/2D/controls/colorpicker.js +2 -4
  12. package/2D/controls/colorpicker.js.map +1 -1
  13. package/2D/controls/container.d.ts +20 -43
  14. package/2D/controls/container.js +20 -43
  15. package/2D/controls/container.js.map +1 -1
  16. package/2D/controls/control.d.ts +71 -144
  17. package/2D/controls/control.js +67 -140
  18. package/2D/controls/control.js.map +1 -1
  19. package/2D/controls/focusableButton.d.ts +4 -9
  20. package/2D/controls/focusableButton.js +4 -9
  21. package/2D/controls/focusableButton.js.map +1 -1
  22. package/2D/controls/grid.d.ts +1 -3
  23. package/2D/controls/grid.js +1 -3
  24. package/2D/controls/grid.js.map +1 -1
  25. package/2D/controls/image.d.ts +1 -3
  26. package/2D/controls/image.js +1 -3
  27. package/2D/controls/image.js.map +1 -1
  28. package/2D/controls/inputText.d.ts +10 -18
  29. package/2D/controls/inputText.js +9 -17
  30. package/2D/controls/inputText.js.map +1 -1
  31. package/2D/controls/inputTextArea.d.ts +10 -10
  32. package/2D/controls/inputTextArea.js +9 -9
  33. package/2D/controls/inputTextArea.js.map +1 -1
  34. package/2D/controls/rectangle.d.ts +2 -2
  35. package/2D/controls/rectangle.js +2 -2
  36. package/2D/controls/rectangle.js.map +1 -1
  37. package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -7
  38. package/2D/controls/scrollViewers/scrollViewer.js +3 -7
  39. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  40. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -10
  41. package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -10
  42. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  43. package/2D/controls/selector.d.ts +14 -40
  44. package/2D/controls/selector.js +14 -40
  45. package/2D/controls/selector.js.map +1 -1
  46. package/2D/controls/sliders/baseSlider.d.ts +1 -3
  47. package/2D/controls/sliders/baseSlider.js +1 -3
  48. package/2D/controls/sliders/baseSlider.js.map +1 -1
  49. package/2D/controls/sliders/imageBasedSlider.d.ts +1 -3
  50. package/2D/controls/sliders/imageBasedSlider.js +1 -3
  51. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  52. package/2D/controls/sliders/imageScrollBar.d.ts +1 -3
  53. package/2D/controls/sliders/imageScrollBar.js +1 -3
  54. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  55. package/2D/controls/sliders/scrollBar.d.ts +1 -3
  56. package/2D/controls/sliders/scrollBar.js +1 -3
  57. package/2D/controls/sliders/scrollBar.js.map +1 -1
  58. package/2D/controls/stackPanel.d.ts +2 -6
  59. package/2D/controls/stackPanel.js +2 -6
  60. package/2D/controls/stackPanel.js.map +1 -1
  61. package/2D/controls/statics.d.ts +1 -1
  62. package/2D/controls/statics.js +1 -1
  63. package/2D/controls/statics.js.map +1 -1
  64. package/2D/controls/textBlock.d.ts +1 -2
  65. package/2D/controls/textBlock.js +1 -2
  66. package/2D/controls/textBlock.js.map +1 -1
  67. package/2D/controls/textWrapper.d.ts +1 -1
  68. package/2D/controls/textWrapper.js +1 -1
  69. package/2D/controls/textWrapper.js.map +1 -1
  70. package/2D/controls/toggleButton.d.ts +5 -29
  71. package/2D/controls/toggleButton.js +5 -29
  72. package/2D/controls/toggleButton.js.map +1 -1
  73. package/2D/controls/virtualKeyboard.d.ts +1 -3
  74. package/2D/controls/virtualKeyboard.js +1 -3
  75. package/2D/controls/virtualKeyboard.js.map +1 -1
  76. package/2D/multiLinePoint.d.ts +1 -1
  77. package/2D/multiLinePoint.js.map +1 -1
  78. package/2D/style.d.ts +2 -2
  79. package/2D/style.js +1 -1
  80. package/2D/style.js.map +1 -1
  81. package/3D/controls/button3D.d.ts +1 -1
  82. package/3D/controls/button3D.js.map +1 -1
  83. package/3D/controls/control3D.d.ts +11 -31
  84. package/3D/controls/control3D.js +10 -30
  85. package/3D/controls/control3D.js.map +1 -1
  86. package/3D/controls/holographicSlate.d.ts +5 -6
  87. package/3D/controls/holographicSlate.js +3 -4
  88. package/3D/controls/holographicSlate.js.map +1 -1
  89. package/3D/controls/meshButton3D.d.ts +1 -1
  90. package/3D/controls/meshButton3D.js.map +1 -1
  91. package/3D/controls/touchButton3D.d.ts +1 -4
  92. package/3D/controls/touchButton3D.js +1 -4
  93. package/3D/controls/touchButton3D.js.map +1 -1
  94. package/3D/controls/touchMeshButton3D.d.ts +1 -1
  95. package/3D/controls/touchMeshButton3D.js.map +1 -1
  96. package/3D/gizmos/gizmoHandle.d.ts +1 -1
  97. package/3D/gizmos/gizmoHandle.js.map +1 -1
  98. package/3D/gui3DManager.d.ts +5 -5
  99. package/3D/gui3DManager.js +4 -4
  100. package/3D/gui3DManager.js.map +1 -1
  101. package/3D/materials/fluent/fluentMaterial.d.ts +1 -1
  102. package/3D/materials/fluent/fluentMaterial.js +1 -1
  103. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  104. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +1 -1
  105. package/3D/materials/fluent/shaders/fluent.fragment.js +1 -1
  106. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  107. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +1 -1
  108. package/3D/materials/fluent/shaders/fluent.vertex.js +1 -1
  109. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  110. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +8 -8
  111. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +9 -9
  112. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  113. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +1 -1
  114. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +1 -1
  115. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  116. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +1 -1
  117. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +1 -1
  118. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  119. package/3D/materials/fluentButton/fluentButtonMaterial.js +1 -1
  120. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  121. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +1 -1
  122. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +1 -1
  123. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  124. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +1 -1
  125. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +1 -1
  126. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  127. package/3D/materials/handle/handleMaterial.d.ts +1 -1
  128. package/3D/materials/handle/handleMaterial.js +1 -1
  129. package/3D/materials/handle/handleMaterial.js.map +1 -1
  130. package/3D/materials/handle/shaders/handle.fragment.d.ts +1 -1
  131. package/3D/materials/handle/shaders/handle.fragment.js +1 -1
  132. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  133. package/3D/materials/handle/shaders/handle.vertex.d.ts +1 -1
  134. package/3D/materials/handle/shaders/handle.vertex.js +1 -1
  135. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  136. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +8 -8
  137. package/3D/materials/mrdl/mrdlBackplateMaterial.js +9 -9
  138. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  139. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +10 -10
  140. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +11 -11
  141. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  142. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +10 -10
  143. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +11 -11
  144. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  145. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +1 -1
  146. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +1 -1
  147. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  148. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +1 -1
  149. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +1 -1
  150. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  151. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +1 -1
  152. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +1 -1
  153. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  154. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +1 -1
  155. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +1 -1
  156. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  157. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +1 -1
  158. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +1 -1
  159. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  160. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +1 -1
  161. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +1 -1
  162. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  163. package/package.json +2 -2
@@ -1 +1 @@
1
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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport type { Vector2 } from \"core/Maths/math.vector\";\r\n\r\nimport { Rectangle } from \"./rectangle\";\r\nimport type { Control } from \"./control\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { PointerInfoBase } from \"core/Events/pointerEvents\";\r\n\r\n/**\r\n * Class used to create toggle buttons\r\n * @since 5.0.0\r\n */\r\nexport class ToggleButton extends Rectangle {\r\n /**\r\n * Function called to generate the toActive animation\r\n */\r\n public toActiveAnimation: () => void;\r\n\r\n /**\r\n * Function called to generate the toInactive animation\r\n */\r\n public toInactiveAnimation: () => void;\r\n\r\n /**\r\n * Function called to generate a pointer enter animation when the toggle button is active.\r\n */\r\n public pointerEnterActiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer out animation when the toggle button is active.\r\n */\r\n public pointerOutActiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer down animation when the toggle button is active.\r\n */\r\n public pointerDownActiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer up animation when the toggle button is active.\r\n */\r\n public pointerUpActiveAnimation: () => void;\r\n\r\n /**\r\n * Function called to generate a pointer enter animation when the toggle button is inactive.\r\n */\r\n public pointerEnterInactiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer out animation when the toggle button is inactive.\r\n */\r\n public pointerOutInactiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer down animation when the toggle button is inactive.\r\n */\r\n public pointerDownInactiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer up animation when the toggle button is inactive.\r\n */\r\n public pointerUpInactiveAnimation: () => void;\r\n\r\n /** Observable raised when isActive is changed */\r\n public onIsActiveChangedObservable = new Observable<boolean>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the toggle button will let internal controls handle picking instead of doing it directly using its bounding info\r\n */\r\n public delegatePickingToChildren = false;\r\n\r\n private _group: string;\r\n /** Gets or sets group name this toggle button belongs to */\r\n public get group(): string {\r\n return this._group;\r\n }\r\n public set group(value: string) {\r\n if (this._group === value) {\r\n return;\r\n }\r\n\r\n this._group = value;\r\n }\r\n\r\n private _isActive = false;\r\n /** Gets or sets a boolean indicating if the toggle button is active or not */\r\n public get isActive(): boolean {\r\n return this._isActive;\r\n }\r\n public set isActive(value: boolean) {\r\n // Function modeled after radioButton.ts\r\n if (this._isActive === value) {\r\n return;\r\n }\r\n\r\n this._isActive = value;\r\n\r\n // Update the visual state based on the new value\r\n if (this._isActive) {\r\n this.toActiveAnimation?.();\r\n } else {\r\n this.toInactiveAnimation?.();\r\n }\r\n\r\n this._markAsDirty();\r\n\r\n this.onIsActiveChangedObservable.notifyObservers(value);\r\n\r\n if (this._isActive && this._host && this._group) {\r\n // A toggle button in a group can only have 1 active element at a given time.\r\n // If this toggle button has a group, set other toggle buttons in the group to inactive.\r\n this._host.executeOnAllControls((control) => {\r\n // Check for control type ToggleButton\r\n if (control.typeName === \"ToggleButton\") {\r\n // Don't do anything to this toggle button\r\n if (control === this) {\r\n return;\r\n }\r\n\r\n const childToggle = <ToggleButton>control;\r\n // If toggle button is in same group, set isActive to false\r\n if (childToggle.group === this.group) {\r\n childToggle.isActive = false;\r\n }\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new ToggleButton\r\n * @param name defines the control name\r\n * @param group defines the toggle group this toggle belongs to\r\n */\r\n constructor(public name?: string, group?: string) {\r\n super(name);\r\n this.group = group ?? \"\";\r\n\r\n this.thickness = 0;\r\n this.isPointerBlocker = true;\r\n\r\n let alphaStore: Nullable<number> = null;\r\n\r\n this.toActiveAnimation = () => {\r\n this.thickness = 1;\r\n };\r\n this.toInactiveAnimation = () => {\r\n this.thickness = 0;\r\n };\r\n\r\n this.pointerEnterActiveAnimation = () => {\r\n alphaStore = this.alpha;\r\n this.alpha -= 0.1;\r\n };\r\n\r\n this.pointerOutActiveAnimation = () => {\r\n if (alphaStore !== null) {\r\n this.alpha = alphaStore;\r\n }\r\n };\r\n\r\n this.pointerDownActiveAnimation = () => {\r\n this.scaleX -= 0.05;\r\n this.scaleY -= 0.05;\r\n };\r\n\r\n this.pointerUpActiveAnimation = () => {\r\n this.scaleX += 0.05;\r\n this.scaleY += 0.05;\r\n };\r\n\r\n this.pointerEnterInactiveAnimation = () => {\r\n alphaStore = this.alpha;\r\n this.alpha -= 0.1;\r\n };\r\n\r\n this.pointerOutInactiveAnimation = () => {\r\n if (alphaStore !== null) {\r\n this.alpha = alphaStore;\r\n }\r\n };\r\n\r\n this.pointerDownInactiveAnimation = () => {\r\n this.scaleX -= 0.05;\r\n this.scaleY -= 0.05;\r\n };\r\n\r\n this.pointerUpInactiveAnimation = () => {\r\n this.scaleX += 0.05;\r\n this.scaleY += 0.05;\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"ToggleButton\";\r\n }\r\n\r\n // While being a container, the toggle button behaves like a control.\r\n /**\r\n * @param x\r\n * @param y\r\n * @param pi\r\n * @param type\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @param deltaX\r\n * @param deltaY\r\n * @hidden\r\n */\r\n public _processPicking(x: number, y: number, pi: PointerInfoBase, type: number, pointerId: number, buttonIndex: number, deltaX?: number, deltaY?: number): boolean {\r\n if (!this._isEnabled || !this.isHitTestVisible || !this.isVisible || this.notRenderable) {\r\n return false;\r\n }\r\n\r\n if (!super.contains(x, y)) {\r\n return false;\r\n }\r\n\r\n if (this.delegatePickingToChildren) {\r\n let contains = false;\r\n for (let index = this._children.length - 1; index >= 0; index--) {\r\n const child = this._children[index];\r\n if (child.isEnabled && child.isHitTestVisible && child.isVisible && !child.notRenderable && child.contains(x, y)) {\r\n contains = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!contains) {\r\n return false;\r\n }\r\n }\r\n\r\n this._processObservables(type, x, y, pi, pointerId, buttonIndex, deltaX, deltaY);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param pi\r\n * @hidden\r\n */\r\n public _onPointerEnter(target: Control, pi: PointerInfoBase): boolean {\r\n if (!super._onPointerEnter(target, pi)) {\r\n return false;\r\n }\r\n\r\n if (this.isReadOnly) {\r\n return true;\r\n }\r\n\r\n if (this._isActive) {\r\n if (this.pointerEnterActiveAnimation) {\r\n this.pointerEnterActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerEnterInactiveAnimation) {\r\n this.pointerEnterInactiveAnimation();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param pi\r\n * @param force\r\n * @hidden\r\n */\r\n public _onPointerOut(target: Control, pi: PointerInfoBase, force = false): void {\r\n if (!this.isReadOnly) {\r\n if (this._isActive) {\r\n if (this.pointerOutActiveAnimation) {\r\n this.pointerOutActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerOutInactiveAnimation) {\r\n this.pointerOutInactiveAnimation();\r\n }\r\n }\r\n }\r\n\r\n super._onPointerOut(target, pi, force);\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 pi\r\n * @hidden\r\n */\r\n public _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\r\n if (!super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi)) {\r\n return false;\r\n }\r\n\r\n if (this.isReadOnly) {\r\n return true;\r\n }\r\n\r\n if (this._isActive) {\r\n if (this.pointerDownActiveAnimation) {\r\n this.pointerDownActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerDownInactiveAnimation) {\r\n this.pointerDownInactiveAnimation();\r\n }\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 * @param pi\r\n * @hidden\r\n */\r\n public _onPointerUp(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean, pi: PointerInfoBase): void {\r\n if (!this.isReadOnly) {\r\n if (this._isActive) {\r\n if (this.pointerUpActiveAnimation) {\r\n this.pointerUpActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerUpInactiveAnimation) {\r\n this.pointerUpInactiveAnimation();\r\n }\r\n }\r\n }\r\n\r\n super._onPointerUp(target, coordinates, pointerId, buttonIndex, notifyClick, pi);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.ToggleButton\", ToggleButton);\r\n"]}
1
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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport type { Vector2 } from \"core/Maths/math.vector\";\r\n\r\nimport { Rectangle } from \"./rectangle\";\r\nimport type { Control } from \"./control\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { PointerInfoBase } from \"core/Events/pointerEvents\";\r\n\r\n/**\r\n * Class used to create toggle buttons\r\n * @since 5.0.0\r\n */\r\nexport class ToggleButton extends Rectangle {\r\n /**\r\n * Function called to generate the toActive animation\r\n */\r\n public toActiveAnimation: () => void;\r\n\r\n /**\r\n * Function called to generate the toInactive animation\r\n */\r\n public toInactiveAnimation: () => void;\r\n\r\n /**\r\n * Function called to generate a pointer enter animation when the toggle button is active.\r\n */\r\n public pointerEnterActiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer out animation when the toggle button is active.\r\n */\r\n public pointerOutActiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer down animation when the toggle button is active.\r\n */\r\n public pointerDownActiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer up animation when the toggle button is active.\r\n */\r\n public pointerUpActiveAnimation: () => void;\r\n\r\n /**\r\n * Function called to generate a pointer enter animation when the toggle button is inactive.\r\n */\r\n public pointerEnterInactiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer out animation when the toggle button is inactive.\r\n */\r\n public pointerOutInactiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer down animation when the toggle button is inactive.\r\n */\r\n public pointerDownInactiveAnimation: () => void;\r\n /**\r\n * Function called to generate a pointer up animation when the toggle button is inactive.\r\n */\r\n public pointerUpInactiveAnimation: () => void;\r\n\r\n /** Observable raised when isActive is changed */\r\n public onIsActiveChangedObservable = new Observable<boolean>();\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the toggle button will let internal controls handle picking instead of doing it directly using its bounding info\r\n */\r\n public delegatePickingToChildren = false;\r\n\r\n private _group: string;\r\n /** Gets or sets group name this toggle button belongs to */\r\n public get group(): string {\r\n return this._group;\r\n }\r\n public set group(value: string) {\r\n if (this._group === value) {\r\n return;\r\n }\r\n\r\n this._group = value;\r\n }\r\n\r\n private _isActive = false;\r\n /** Gets or sets a boolean indicating if the toggle button is active or not */\r\n public get isActive(): boolean {\r\n return this._isActive;\r\n }\r\n public set isActive(value: boolean) {\r\n // Function modeled after radioButton.ts\r\n if (this._isActive === value) {\r\n return;\r\n }\r\n\r\n this._isActive = value;\r\n\r\n // Update the visual state based on the new value\r\n if (this._isActive) {\r\n this.toActiveAnimation?.();\r\n } else {\r\n this.toInactiveAnimation?.();\r\n }\r\n\r\n this._markAsDirty();\r\n\r\n this.onIsActiveChangedObservable.notifyObservers(value);\r\n\r\n if (this._isActive && this._host && this._group) {\r\n // A toggle button in a group can only have 1 active element at a given time.\r\n // If this toggle button has a group, set other toggle buttons in the group to inactive.\r\n this._host.executeOnAllControls((control) => {\r\n // Check for control type ToggleButton\r\n if (control.typeName === \"ToggleButton\") {\r\n // Don't do anything to this toggle button\r\n if (control === this) {\r\n return;\r\n }\r\n\r\n const childToggle = <ToggleButton>control;\r\n // If toggle button is in same group, set isActive to false\r\n if (childToggle.group === this.group) {\r\n childToggle.isActive = false;\r\n }\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new ToggleButton\r\n * @param name defines the control name\r\n * @param group defines the toggle group this toggle belongs to\r\n */\r\n constructor(public name?: string, group?: string) {\r\n super(name);\r\n this.group = group ?? \"\";\r\n\r\n this.thickness = 0;\r\n this.isPointerBlocker = true;\r\n\r\n let alphaStore: Nullable<number> = null;\r\n\r\n this.toActiveAnimation = () => {\r\n this.thickness = 1;\r\n };\r\n this.toInactiveAnimation = () => {\r\n this.thickness = 0;\r\n };\r\n\r\n this.pointerEnterActiveAnimation = () => {\r\n alphaStore = this.alpha;\r\n this.alpha -= 0.1;\r\n };\r\n\r\n this.pointerOutActiveAnimation = () => {\r\n if (alphaStore !== null) {\r\n this.alpha = alphaStore;\r\n }\r\n };\r\n\r\n this.pointerDownActiveAnimation = () => {\r\n this.scaleX -= 0.05;\r\n this.scaleY -= 0.05;\r\n };\r\n\r\n this.pointerUpActiveAnimation = () => {\r\n this.scaleX += 0.05;\r\n this.scaleY += 0.05;\r\n };\r\n\r\n this.pointerEnterInactiveAnimation = () => {\r\n alphaStore = this.alpha;\r\n this.alpha -= 0.1;\r\n };\r\n\r\n this.pointerOutInactiveAnimation = () => {\r\n if (alphaStore !== null) {\r\n this.alpha = alphaStore;\r\n }\r\n };\r\n\r\n this.pointerDownInactiveAnimation = () => {\r\n this.scaleX -= 0.05;\r\n this.scaleY -= 0.05;\r\n };\r\n\r\n this.pointerUpInactiveAnimation = () => {\r\n this.scaleX += 0.05;\r\n this.scaleY += 0.05;\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"ToggleButton\";\r\n }\r\n\r\n // While being a container, the toggle button behaves like a control.\r\n /**\r\n * @internal\r\n */\r\n public _processPicking(x: number, y: number, pi: PointerInfoBase, type: number, pointerId: number, buttonIndex: number, deltaX?: number, deltaY?: number): boolean {\r\n if (!this._isEnabled || !this.isHitTestVisible || !this.isVisible || this.notRenderable) {\r\n return false;\r\n }\r\n\r\n if (!super.contains(x, y)) {\r\n return false;\r\n }\r\n\r\n if (this.delegatePickingToChildren) {\r\n let contains = false;\r\n for (let index = this._children.length - 1; index >= 0; index--) {\r\n const child = this._children[index];\r\n if (child.isEnabled && child.isHitTestVisible && child.isVisible && !child.notRenderable && child.contains(x, y)) {\r\n contains = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!contains) {\r\n return false;\r\n }\r\n }\r\n\r\n this._processObservables(type, x, y, pi, pointerId, buttonIndex, deltaX, deltaY);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerEnter(target: Control, pi: PointerInfoBase): boolean {\r\n if (!super._onPointerEnter(target, pi)) {\r\n return false;\r\n }\r\n\r\n if (this.isReadOnly) {\r\n return true;\r\n }\r\n\r\n if (this._isActive) {\r\n if (this.pointerEnterActiveAnimation) {\r\n this.pointerEnterActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerEnterInactiveAnimation) {\r\n this.pointerEnterInactiveAnimation();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerOut(target: Control, pi: PointerInfoBase, force = false): void {\r\n if (!this.isReadOnly) {\r\n if (this._isActive) {\r\n if (this.pointerOutActiveAnimation) {\r\n this.pointerOutActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerOutInactiveAnimation) {\r\n this.pointerOutInactiveAnimation();\r\n }\r\n }\r\n }\r\n\r\n super._onPointerOut(target, pi, force);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\r\n if (!super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi)) {\r\n return false;\r\n }\r\n\r\n if (this.isReadOnly) {\r\n return true;\r\n }\r\n\r\n if (this._isActive) {\r\n if (this.pointerDownActiveAnimation) {\r\n this.pointerDownActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerDownInactiveAnimation) {\r\n this.pointerDownInactiveAnimation();\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerUp(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, notifyClick: boolean, pi: PointerInfoBase): void {\r\n if (!this.isReadOnly) {\r\n if (this._isActive) {\r\n if (this.pointerUpActiveAnimation) {\r\n this.pointerUpActiveAnimation();\r\n }\r\n } else {\r\n if (this.pointerUpInactiveAnimation) {\r\n this.pointerUpInactiveAnimation();\r\n }\r\n }\r\n }\r\n\r\n super._onPointerUp(target, coordinates, pointerId, buttonIndex, notifyClick, pi);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.ToggleButton\", ToggleButton);\r\n"]}
@@ -96,9 +96,7 @@ export declare class VirtualKeyboard extends StackPanel {
96
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  */
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  static CreateDefaultLayout(name?: string): VirtualKeyboard;
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  /**
99
- * @param serializedObject
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- * @param host
101
- * @hidden
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+ * @internal
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  */
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  _parseFromContent(serializedObject: any, host: AdvancedDynamicTexture): void;
104
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  }
@@ -253,9 +253,7 @@ export class VirtualKeyboard extends StackPanel {
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  return returnValue;
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  }
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  /**
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- * @param serializedObject
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- * @param host
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- * @hidden
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+ * @internal
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  */
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  _parseFromContent(serializedObject, host) {
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  super._parseFromContent(serializedObject, host);
@@ -1 +1 @@
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"]}
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 * @internal\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"]}
@@ -15,7 +15,7 @@ export declare class MultiLinePoint {
15
15
  private _mesh;
16
16
  private _controlObserver;
17
17
  private _meshObserver;
18
- /** @hidden */
18
+ /** @internal */
19
19
  _point: Vector3;
20
20
  /**
21
21
  * Creates a new MultiLinePoint
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\nimport type { MultiLine } from \"./controls/multiLine\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\nimport type { Control } from \"./controls/control\";\r\n\r\n/**\r\n * Class used to store a point for a MultiLine object.\r\n * The point can be pure 2D coordinates, a mesh or a control\r\n */\r\nexport class MultiLinePoint {\r\n private _multiLine: MultiLine;\r\n\r\n private _x: ValueAndUnit;\r\n private _y: ValueAndUnit;\r\n private _control: Nullable<Control>;\r\n private _mesh: Nullable<AbstractMesh>;\r\n\r\n private _controlObserver: Nullable<Observer<Control>>;\r\n private _meshObserver: Nullable<Observer<Camera>>;\r\n\r\n /** @hidden */\r\n public _point: Vector3;\r\n\r\n /**\r\n * Creates a new MultiLinePoint\r\n * @param multiLine defines the source MultiLine object\r\n */\r\n constructor(multiLine: MultiLine) {\r\n this._multiLine = multiLine;\r\n\r\n this._x = new ValueAndUnit(0);\r\n this._y = new ValueAndUnit(0);\r\n\r\n this._point = new Vector3(0, 0, 0);\r\n }\r\n\r\n /** Gets or sets x coordinate */\r\n public get x(): string | number {\r\n return this._x.toString(this._multiLine._host);\r\n }\r\n\r\n public set x(value: string | number) {\r\n if (this._x.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._x.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets y coordinate */\r\n public get y(): string | number {\r\n return this._y.toString(this._multiLine._host);\r\n }\r\n\r\n public set y(value: string | number) {\r\n if (this._y.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._y.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets the control associated with this point */\r\n public get control(): Nullable<Control> {\r\n return this._control;\r\n }\r\n\r\n public set control(value: Nullable<Control>) {\r\n if (this._control === value) {\r\n return;\r\n }\r\n\r\n if (this._control && this._controlObserver) {\r\n this._control.onDirtyObservable.remove(this._controlObserver);\r\n\r\n this._controlObserver = null;\r\n }\r\n\r\n this._control = value;\r\n\r\n if (this._control) {\r\n this._controlObserver = this._control.onDirtyObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Gets or sets the mesh associated with this point */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<AbstractMesh>) {\r\n if (this._mesh === value) {\r\n return;\r\n }\r\n\r\n if (this._mesh && this._meshObserver) {\r\n this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver);\r\n }\r\n\r\n this._mesh = value;\r\n\r\n if (this._mesh) {\r\n this._meshObserver = this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Resets links */\r\n public resetLinks(): void {\r\n this.control = null;\r\n this.mesh = null;\r\n }\r\n\r\n /**\r\n * Gets a translation vector with Z component\r\n * @returns the translation vector\r\n */\r\n public translate(): Vector3 {\r\n this._point = this._translatePoint();\r\n\r\n return this._point;\r\n }\r\n\r\n private _translatePoint(): Vector3 {\r\n if (this._mesh != null) {\r\n return this._multiLine._host.getProjectedPositionWithZ(this._mesh.getBoundingInfo().boundingSphere.center, this._mesh.getWorldMatrix());\r\n } else if (this._control != null) {\r\n return new Vector3(this._control.centerX, this._control.centerY, 1 - Epsilon);\r\n } else {\r\n const host: any = this._multiLine._host as any;\r\n\r\n const xValue: number = this._x.getValueInPixel(host, Number(host._canvas.width));\r\n const yValue: number = this._y.getValueInPixel(host, Number(host._canvas.height));\r\n\r\n return new Vector3(xValue, yValue, 1 - Epsilon);\r\n }\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.resetLinks();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"multiLinePoint.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/2D/multiLinePoint.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AACjD,OAAO,EAAE,OAAO,EAAE,gDAAkC;AAKpD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAG9C;;;GAGG;AACH,MAAM,OAAO,cAAc;IAcvB;;;OAGG;IACH,YAAY,SAAoB;QAC5B,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAE5B,IAAI,CAAC,EAAE,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;QAE9B,IAAI,CAAC,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACvC,CAAC;IAED,gCAAgC;IAChC,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IACnD,CAAC;IAED,IAAW,CAAC,CAAC,KAAsB;QAC/B,IAAI,IAAI,CAAC,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,KAAK,KAAK,EAAE;YACnD,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE;YAC3B,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC;SAClC;IACL,CAAC;IAED,gCAAgC;IAChC,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IACnD,CAAC;IAED,IAAW,CAAC,CAAC,KAAsB;QAC/B,IAAI,IAAI,CAAC,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,KAAK,KAAK,EAAE;YACnD,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE;YAC3B,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC;SAClC;IACL,CAAC;IAED,0DAA0D;IAC1D,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAwB;QACvC,IAAI,IAAI,CAAC,QAAQ,KAAK,KAAK,EAAE;YACzB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACxC,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAE9D,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;SAChC;QAED,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC,iBAAiB,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC;SAC9F;QAED,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC;IACnC,CAAC;IAED,uDAAuD;IACvD,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAA6B;QACzC,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE;YACtB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,aAAa,EAAE;YAClC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,6BAA6B,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SAClF;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QAEnB,IAAI,IAAI,CAAC,KAAK,EAAE;YACZ,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC,6BAA6B,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC;SAC/G;QAED,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC;IACnC,CAAC;IAED,mBAAmB;IACZ,UAAU;QACb,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC;QAErC,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAEO,eAAe;QACnB,IAAI,IAAI,CAAC,KAAK,IAAI,IAAI,EAAE;YACpB,OAAO,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,yBAAyB,CAAC,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC,CAAC;SAC3I;aAAM,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,EAAE;YAC9B,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC,GAAG,OAAO,CAAC,CAAC;SACjF;aAAM;YACH,MAAM,IAAI,GAAQ,IAAI,CAAC,UAAU,CAAC,KAAY,CAAC;YAE/C,MAAM,MAAM,GAAW,IAAI,CAAC,EAAE,CAAC,eAAe,CAAC,IAAI,EAAE,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC;YACjF,MAAM,MAAM,GAAW,IAAI,CAAC,EAAE,CAAC,eAAe,CAAC,IAAI,EAAE,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;YAElF,OAAO,IAAI,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,GAAG,OAAO,CAAC,CAAC;SACnD;IACL,CAAC;IAED,mCAAmC;IAC5B,OAAO;QACV,IAAI,CAAC,UAAU,EAAE,CAAC;IACtB,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\nimport type { MultiLine } from \"./controls/multiLine\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\nimport type { Control } from \"./controls/control\";\r\n\r\n/**\r\n * Class used to store a point for a MultiLine object.\r\n * The point can be pure 2D coordinates, a mesh or a control\r\n */\r\nexport class MultiLinePoint {\r\n private _multiLine: MultiLine;\r\n\r\n private _x: ValueAndUnit;\r\n private _y: ValueAndUnit;\r\n private _control: Nullable<Control>;\r\n private _mesh: Nullable<AbstractMesh>;\r\n\r\n private _controlObserver: Nullable<Observer<Control>>;\r\n private _meshObserver: Nullable<Observer<Camera>>;\r\n\r\n /** @internal */\r\n public _point: Vector3;\r\n\r\n /**\r\n * Creates a new MultiLinePoint\r\n * @param multiLine defines the source MultiLine object\r\n */\r\n constructor(multiLine: MultiLine) {\r\n this._multiLine = multiLine;\r\n\r\n this._x = new ValueAndUnit(0);\r\n this._y = new ValueAndUnit(0);\r\n\r\n this._point = new Vector3(0, 0, 0);\r\n }\r\n\r\n /** Gets or sets x coordinate */\r\n public get x(): string | number {\r\n return this._x.toString(this._multiLine._host);\r\n }\r\n\r\n public set x(value: string | number) {\r\n if (this._x.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._x.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets y coordinate */\r\n public get y(): string | number {\r\n return this._y.toString(this._multiLine._host);\r\n }\r\n\r\n public set y(value: string | number) {\r\n if (this._y.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._y.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets the control associated with this point */\r\n public get control(): Nullable<Control> {\r\n return this._control;\r\n }\r\n\r\n public set control(value: Nullable<Control>) {\r\n if (this._control === value) {\r\n return;\r\n }\r\n\r\n if (this._control && this._controlObserver) {\r\n this._control.onDirtyObservable.remove(this._controlObserver);\r\n\r\n this._controlObserver = null;\r\n }\r\n\r\n this._control = value;\r\n\r\n if (this._control) {\r\n this._controlObserver = this._control.onDirtyObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Gets or sets the mesh associated with this point */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<AbstractMesh>) {\r\n if (this._mesh === value) {\r\n return;\r\n }\r\n\r\n if (this._mesh && this._meshObserver) {\r\n this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver);\r\n }\r\n\r\n this._mesh = value;\r\n\r\n if (this._mesh) {\r\n this._meshObserver = this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Resets links */\r\n public resetLinks(): void {\r\n this.control = null;\r\n this.mesh = null;\r\n }\r\n\r\n /**\r\n * Gets a translation vector with Z component\r\n * @returns the translation vector\r\n */\r\n public translate(): Vector3 {\r\n this._point = this._translatePoint();\r\n\r\n return this._point;\r\n }\r\n\r\n private _translatePoint(): Vector3 {\r\n if (this._mesh != null) {\r\n return this._multiLine._host.getProjectedPositionWithZ(this._mesh.getBoundingInfo().boundingSphere.center, this._mesh.getWorldMatrix());\r\n } else if (this._control != null) {\r\n return new Vector3(this._control.centerX, this._control.centerY, 1 - Epsilon);\r\n } else {\r\n const host: any = this._multiLine._host as any;\r\n\r\n const xValue: number = this._x.getValueInPixel(host, Number(host._canvas.width));\r\n const yValue: number = this._y.getValueInPixel(host, Number(host._canvas.height));\r\n\r\n return new Vector3(xValue, yValue, 1 - Epsilon);\r\n }\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.resetLinks();\r\n }\r\n}\r\n"]}
package/2D/style.d.ts CHANGED
@@ -10,9 +10,9 @@ export declare class Style implements IDisposable {
10
10
  private _fontFamily;
11
11
  private _fontStyle;
12
12
  private _fontWeight;
13
- /** @hidden */
13
+ /** @internal */
14
14
  _host: AdvancedDynamicTexture;
15
- /** @hidden */
15
+ /** @internal */
16
16
  _fontSize: ValueAndUnit;
17
17
  /**
18
18
  * Observable raised when the style values are changed
package/2D/style.js CHANGED
@@ -13,7 +13,7 @@ export class Style {
13
13
  this._fontFamily = "Arial";
14
14
  this._fontStyle = "";
15
15
  this._fontWeight = "";
16
- /** @hidden */
16
+ /** @internal */
17
17
  this._fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);
18
18
  /**
19
19
  * Observable raised when the style values are changed
package/2D/style.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"style.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/2D/style.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,2CAA6B;AAGlD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C;;;GAGG;AACH,MAAM,OAAO,KAAK;IAcd;;;OAGG;IACH,YAAmB,IAA4B;QAjBvC,gBAAW,GAAG,OAAO,CAAC;QACtB,eAAU,GAAG,EAAE,CAAC;QAChB,gBAAW,GAAG,EAAE,CAAC;QAGzB,cAAc;QACP,cAAS,GAAG,IAAI,YAAY,CAAC,EAAE,EAAE,YAAY,CAAC,cAAc,EAAE,KAAK,CAAC,CAAC;QAE5E;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAS,CAAC;QAOjD,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;IACtB,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED,IAAW,QAAQ,CAAC,KAAsB;QACtC,IAAI,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,EAAE;YAC/C,OAAO;SACV;QAED,IAAI,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE;YAClC,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;SAClD;IACL,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;YAC3B,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IAED,+BAA+B;IAC/B,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IAED,uCAAuC;IAChC,OAAO;QACV,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;IACrC,CAAC;CACJ","sourcesContent":["import { Observable } from \"core/Misc/observable\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n\r\n/**\r\n * Define a style used by control to automatically setup properties based on a template.\r\n * Only support font related properties so far\r\n */\r\nexport class Style implements IDisposable {\r\n private _fontFamily = \"Arial\";\r\n private _fontStyle = \"\";\r\n private _fontWeight = \"\";\r\n /** @hidden */\r\n public _host: AdvancedDynamicTexture;\r\n /** @hidden */\r\n public _fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n\r\n /**\r\n * Observable raised when the style values are changed\r\n */\r\n public onChangedObservable = new Observable<Style>();\r\n\r\n /**\r\n * Creates a new style object\r\n * @param host defines the AdvancedDynamicTexture which hosts this style\r\n */\r\n public constructor(host: AdvancedDynamicTexture) {\r\n this._host = host;\r\n }\r\n\r\n /**\r\n * Gets or sets the font size\r\n */\r\n public get fontSize(): string | number {\r\n return this._fontSize.toString(this._host);\r\n }\r\n\r\n public set fontSize(value: string | number) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._fontSize.fromString(value)) {\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the font family\r\n */\r\n public get fontFamily(): string {\r\n return this._fontFamily;\r\n }\r\n\r\n public set fontFamily(value: string) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n\r\n this._fontFamily = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets the font style\r\n */\r\n public get fontStyle(): string {\r\n return this._fontStyle;\r\n }\r\n\r\n public set fontStyle(value: string) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n\r\n this._fontStyle = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Gets or sets font weight */\r\n public get fontWeight(): string {\r\n return this._fontWeight;\r\n }\r\n\r\n public set fontWeight(value: string) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n\r\n this._fontWeight = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Dispose all associated resources */\r\n public dispose() {\r\n this.onChangedObservable.clear();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"style.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/2D/style.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,2CAA6B;AAGlD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C;;;GAGG;AACH,MAAM,OAAO,KAAK;IAcd;;;OAGG;IACH,YAAmB,IAA4B;QAjBvC,gBAAW,GAAG,OAAO,CAAC;QACtB,eAAU,GAAG,EAAE,CAAC;QAChB,gBAAW,GAAG,EAAE,CAAC;QAGzB,gBAAgB;QACT,cAAS,GAAG,IAAI,YAAY,CAAC,EAAE,EAAE,YAAY,CAAC,cAAc,EAAE,KAAK,CAAC,CAAC;QAE5E;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAS,CAAC;QAOjD,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;IACtB,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED,IAAW,QAAQ,CAAC,KAAsB;QACtC,IAAI,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,EAAE;YAC/C,OAAO;SACV;QAED,IAAI,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE;YAClC,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;SAClD;IACL,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;YAC3B,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IAED,+BAA+B;IAC/B,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IAED,uCAAuC;IAChC,OAAO;QACV,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;IACrC,CAAC;CACJ","sourcesContent":["import { Observable } from \"core/Misc/observable\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n\r\n/**\r\n * Define a style used by control to automatically setup properties based on a template.\r\n * Only support font related properties so far\r\n */\r\nexport class Style implements IDisposable {\r\n private _fontFamily = \"Arial\";\r\n private _fontStyle = \"\";\r\n private _fontWeight = \"\";\r\n /** @internal */\r\n public _host: AdvancedDynamicTexture;\r\n /** @internal */\r\n public _fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n\r\n /**\r\n * Observable raised when the style values are changed\r\n */\r\n public onChangedObservable = new Observable<Style>();\r\n\r\n /**\r\n * Creates a new style object\r\n * @param host defines the AdvancedDynamicTexture which hosts this style\r\n */\r\n public constructor(host: AdvancedDynamicTexture) {\r\n this._host = host;\r\n }\r\n\r\n /**\r\n * Gets or sets the font size\r\n */\r\n public get fontSize(): string | number {\r\n return this._fontSize.toString(this._host);\r\n }\r\n\r\n public set fontSize(value: string | number) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._fontSize.fromString(value)) {\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the font family\r\n */\r\n public get fontFamily(): string {\r\n return this._fontFamily;\r\n }\r\n\r\n public set fontFamily(value: string) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n\r\n this._fontFamily = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets the font style\r\n */\r\n public get fontStyle(): string {\r\n return this._fontStyle;\r\n }\r\n\r\n public set fontStyle(value: string) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n\r\n this._fontStyle = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Gets or sets font weight */\r\n public get fontWeight(): string {\r\n return this._fontWeight;\r\n }\r\n\r\n public set fontWeight(value: string) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n\r\n this._fontWeight = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Dispose all associated resources */\r\n public dispose() {\r\n this.onChangedObservable.clear();\r\n }\r\n}\r\n"]}
@@ -8,7 +8,7 @@ import type { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
8
8
  * Class used to create a button in 3D
9
9
  */
10
10
  export declare class Button3D extends AbstractButton3D {
11
- /** @hidden */
11
+ /** @internal */
12
12
  protected _currentMaterial: Material;
13
13
  /**
14
14
  * Creates a new button
@@ -1 +1 @@
1
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i < 6; i++) {\r\n faceUV[i] = new Vector4(0, 0, 0, 0);\r\n }\r\n if (scene.useRightHandedSystem) {\r\n // Flip the u on the texture\r\n faceUV[0].copyFromFloats(1, 0, 0, 1);\r\n } else {\r\n faceUV[1].copyFromFloats(0, 0, 1, 1);\r\n }\r\n\r\n const mesh = CreateBox(\r\n this.name + \"_rootMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n faceUV: faceUV,\r\n wrap: true,\r\n },\r\n scene\r\n );\r\n\r\n return mesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n const material = new StandardMaterial(this.name + \"Material\", mesh.getScene());\r\n material.specularColor = Color3.Black();\r\n\r\n mesh.material = material;\r\n this._currentMaterial = material;\r\n\r\n this._resetContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._disposeFacadeTexture();\r\n\r\n if (this._currentMaterial) {\r\n this._currentMaterial.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"button3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/button3D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAGjD,OAAO,EAAE,SAAS,EAAE,sDAAwC;AAE5D,OAAO,EAAE,gBAAgB,EAAE,sDAAwC;AAGnE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C;;GAEG;AACH,MAAM,OAAO,QAAS,SAAQ,gBAAgB;IAI1C;;;OAGG;IACH,YAAY,IAAa;QACrB,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,qBAAqB;QAErB,IAAI,CAAC,qBAAqB,GAAG,GAAG,EAAE;YAC9B,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACkB,IAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC;QAC3E,CAAC,CAAC;QAEF,IAAI,CAAC,mBAAmB,GAAG,GAAG,EAAE;YACT,IAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAC7E,CAAC,CAAC;QAEF,IAAI,CAAC,oBAAoB,GAAG,GAAG,EAAE;YAC7B,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,CAAC,CAAC;QAEF,IAAI,CAAC,kBAAkB,GAAG,GAAG,EAAE;YAC3B,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;IACN,CAAC;IAED;;;OAGG;IACO,YAAY,CAAC,aAAqC;QAClD,IAAI,CAAC,gBAAiB,CAAC,eAAe,GAAG,aAAa,CAAC;IACjE,CAAC;IAES,YAAY;QAClB,OAAO,UAAU,CAAC;IACtB,CAAC;IAED,mBAAmB;IACT,WAAW,CAAC,KAAY;QAC9B,MAAM,MAAM,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACvC;QACD,IAAI,KAAK,CAAC,oBAAoB,EAAE;YAC5B,4BAA4B;YAC5B,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;aAAM;YACH,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;QAED,MAAM,IAAI,GAAG,SAAS,CAClB,IAAI,CAAC,IAAI,GAAG,WAAW,EACvB;YACI,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,GAAG;YACX,KAAK,EAAE,IAAI;YACX,MAAM,EAAE,MAAM;YACd,IAAI,EAAE,IAAI;SACb,EACD,KAAK,CACR,CAAC;QAEF,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,eAAe,CAAC,IAAkB;QACxC,MAAM,QAAQ,GAAG,IAAI,gBAAgB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QAC/E,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;QAEjC,IAAI,CAAC,aAAa,EAAE,CAAC;IACzB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,CAAC,OAAO,EAAE,CAAC;QAEhB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAE7B,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;SACnC;IACL,CAAC;CACJ","sourcesContent":["import { Vector4 } from \"core/Maths/math.vector\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport { AbstractButton3D } from \"./abstractButton3D\";\r\nimport type { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Class used to create a button in 3D\r\n */\r\nexport class Button3D extends AbstractButton3D {\r\n /** @internal */\r\n protected _currentMaterial: Material;\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n // Default animations\r\n\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Red();\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Black();\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n (<any>this._currentMaterial).emissiveTexture = facadeTexture;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Button3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const faceUV = new Array(6);\r\n\r\n for (let i = 0; i < 6; i++) {\r\n faceUV[i] = new Vector4(0, 0, 0, 0);\r\n }\r\n if (scene.useRightHandedSystem) {\r\n // Flip the u on the texture\r\n faceUV[0].copyFromFloats(1, 0, 0, 1);\r\n } else {\r\n faceUV[1].copyFromFloats(0, 0, 1, 1);\r\n }\r\n\r\n const mesh = CreateBox(\r\n this.name + \"_rootMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n faceUV: faceUV,\r\n wrap: true,\r\n },\r\n scene\r\n );\r\n\r\n return mesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n const material = new StandardMaterial(this.name + \"Material\", mesh.getScene());\r\n material.specularColor = Color3.Black();\r\n\r\n mesh.material = material;\r\n this._currentMaterial = material;\r\n\r\n this._resetContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._disposeFacadeTexture();\r\n\r\n if (this._currentMaterial) {\r\n this._currentMaterial.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -19,9 +19,9 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
19
19
  private _enterCount;
20
20
  private _downPointerIds;
21
21
  protected _isVisible: boolean;
22
- /** @hidden */
22
+ /** @internal */
23
23
  _host: GUI3DManager;
24
- /** @hidden */
24
+ /** @internal */
25
25
  _isScaledByManager: boolean;
26
26
  /** Gets or sets the control position in world space */
27
27
  get position(): Vector3;
@@ -127,8 +127,7 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
127
127
  */
128
128
  linkToTransformNode(node: Nullable<TransformNode>): Control3D;
129
129
  /**
130
- * @param scene
131
- * @hidden*
130
+ * @internal*
132
131
  */
133
132
  _prepareNode(scene: Scene): void;
134
133
  protected _injectGUI3DReservedDataStore(node: TransformNode): any;
@@ -146,53 +145,34 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
146
145
  protected _affectMaterial(mesh: AbstractMesh): void;
147
146
  private _isTouchButton3D;
148
147
  /**
149
- * @param target
150
- * @param coordinates
151
- * @hidden
148
+ * @internal
152
149
  */
153
150
  _onPointerMove(target: Control3D, coordinates: Vector3): void;
154
151
  /**
155
- * @param target
156
- * @hidden
152
+ * @internal
157
153
  */
158
154
  _onPointerEnter(target: Control3D): boolean;
159
155
  /**
160
- * @param target
161
- * @hidden
156
+ * @internal
162
157
  */
163
158
  _onPointerOut(target: Control3D): void;
164
159
  /**
165
- * @param target
166
- * @param coordinates
167
- * @param pointerId
168
- * @param buttonIndex
169
- * @hidden
160
+ * @internal
170
161
  */
171
162
  _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean;
172
163
  /**
173
- * @param target
174
- * @param coordinates
175
- * @param pointerId
176
- * @param buttonIndex
177
- * @param notifyClick
178
- * @hidden
164
+ * @internal
179
165
  */
180
166
  _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void;
181
167
  /**
182
- * @param pointerId
183
- * @hidden
168
+ * @internal
184
169
  */
185
170
  forcePointerUp(pointerId?: Nullable<number>): void;
186
171
  /**
187
- * @param type
188
- * @param pickedPoint
189
- * @param originMeshPosition
190
- * @param pointerId
191
- * @param buttonIndex
192
- * @hidden
172
+ * @internal
193
173
  */
194
174
  _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean;
195
- /** @hidden */
175
+ /** @internal */
196
176
  _disposeNode(): void;
197
177
  /**
198
178
  * Releases all associated resources
@@ -19,7 +19,7 @@ export class Control3D {
19
19
  this._enterCount = -1;
20
20
  this._downPointerIds = {}; // Store number of pointer downs per ID, from near and far interactions
21
21
  this._isVisible = true;
22
- /** @hidden */
22
+ /** @internal */
23
23
  this._isScaledByManager = false;
24
24
  /**
25
25
  * An event triggered when the pointer moves over the control
@@ -193,8 +193,7 @@ export class Control3D {
193
193
  return this;
194
194
  }
195
195
  /**
196
- * @param scene
197
- * @hidden*
196
+ * @internal*
198
197
  */
199
198
  _prepareNode(scene) {
200
199
  if (!this._node) {
@@ -238,16 +237,13 @@ export class Control3D {
238
237
  }
239
238
  // Pointers
240
239
  /**
241
- * @param target
242
- * @param coordinates
243
- * @hidden
240
+ * @internal
244
241
  */
245
242
  _onPointerMove(target, coordinates) {
246
243
  this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);
247
244
  }
248
245
  /**
249
- * @param target
250
- * @hidden
246
+ * @internal
251
247
  */
252
248
  _onPointerEnter(target) {
253
249
  if (this._enterCount === -1) {
@@ -265,8 +261,7 @@ export class Control3D {
265
261
  return true;
266
262
  }
267
263
  /**
268
- * @param target
269
- * @hidden
264
+ * @internal
270
265
  */
271
266
  _onPointerOut(target) {
272
267
  this._enterCount--;
@@ -280,11 +275,7 @@ export class Control3D {
280
275
  }
281
276
  }
282
277
  /**
283
- * @param target
284
- * @param coordinates
285
- * @param pointerId
286
- * @param buttonIndex
287
- * @hidden
278
+ * @internal
288
279
  */
289
280
  _onPointerDown(target, coordinates, pointerId, buttonIndex) {
290
281
  this._downCount++;
@@ -299,12 +290,7 @@ export class Control3D {
299
290
  return true;
300
291
  }
301
292
  /**
302
- * @param target
303
- * @param coordinates
304
- * @param pointerId
305
- * @param buttonIndex
306
- * @param notifyClick
307
- * @hidden
293
+ * @internal
308
294
  */
309
295
  _onPointerUp(target, coordinates, pointerId, buttonIndex, notifyClick) {
310
296
  this._downCount--;
@@ -328,8 +314,7 @@ export class Control3D {
328
314
  }
329
315
  }
330
316
  /**
331
- * @param pointerId
332
- * @hidden
317
+ * @internal
333
318
  */
334
319
  forcePointerUp(pointerId = null) {
335
320
  if (pointerId !== null) {
@@ -346,12 +331,7 @@ export class Control3D {
346
331
  }
347
332
  }
348
333
  /**
349
- * @param type
350
- * @param pickedPoint
351
- * @param originMeshPosition
352
- * @param pointerId
353
- * @param buttonIndex
354
- * @hidden
334
+ * @internal
355
335
  */
356
336
  _processObservables(type, pickedPoint, originMeshPosition, pointerId, buttonIndex) {
357
337
  if (this._isTouchButton3D(this) && originMeshPosition) {
@@ -384,7 +364,7 @@ export class Control3D {
384
364
  }
385
365
  return false;
386
366
  }
387
- /** @hidden */
367
+ /** @internal */
388
368
  _disposeNode() {
389
369
  if (this._node) {
390
370
  this._node.dispose();