@babylonjs/gui 8.9.0 → 8.10.0

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.
@@ -640,7 +640,10 @@ export class AdvancedDynamicTexture extends DynamicTexture {
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  const engine = scene.getEngine();
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  if (this.adjustToEngineHardwareScalingLevel) {
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  // force the renderScale to the engine's hardware scaling level
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- this._renderScale = 1 / engine.getHardwareScalingLevel();
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+ this._renderScale = engine.getHardwareScalingLevel();
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+ // calculate the max renderScale, based on the max texture size of engine.getCaps().maxTextureSize (enforced by some mobile devices)
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+ this._renderScale =
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+ 1 / Math.max(this._renderScale, engine.getRenderWidth() / engine.getCaps().maxTextureSize, engine.getRenderHeight() / engine.getCaps().maxTextureSize);
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  }
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  const textureSize = this.getSize();
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  let renderWidth = engine.getRenderWidth() * this._renderScale;
@@ -658,7 +661,8 @@ export class AdvancedDynamicTexture extends DynamicTexture {
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  if (textureSize.width !== renderWidth || textureSize.height !== renderHeight) {
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  this.scaleTo(renderWidth, renderHeight);
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  if (this.adjustToEngineHardwareScalingLevel) {
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- const scale = this._renderScale * this._renderScale;
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+ const engineRenderScale = 1 / engine.getHardwareScalingLevel();
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+ const scale = this._renderScale * engineRenderScale;
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  this._rootContainer.scaleX = scale;
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  this._rootContainer.scaleY = scale;
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  this._rootContainer.widthInPixels = renderWidth / scale;
@@ -1 +1 @@
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- 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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\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector2, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { PointerInfoPre, PointerInfo, PointerInfoBase } from \"core/Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport { ClipboardEventTypes, ClipboardInfo } from \"core/Events/clipboardEvents\";\r\nimport type { KeyboardInfoPre } from \"core/Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"core/Events/keyboardEvents\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { IDynamicTextureOptions } from \"core/Materials/Textures/dynamicTexture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Layer } from \"core/Layers/layer\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport { Container } from \"./controls/container\";\r\nimport { Control } from \"./controls/control\";\r\nimport { Style } from \"./style\";\r\nimport { Measure } from \"./measure\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Viewport } from \"core/Maths/math.viewport\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport type { IPointerEvent, IWheelEvent } from \"core/Events/deviceInputEvents\";\r\nimport { RandomGUID } from \"core/Misc/guid\";\r\nimport { GetClass } from \"core/Misc/typeStore\";\r\nimport { DecodeBase64ToBinary } from \"core/Misc/stringTools\";\r\n\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Interface used to define options to create an AdvancedDynamicTexture\r\n */\r\nexport interface IAdvancedDynamicTextureOptions extends IDynamicTextureOptions {\r\n /**\r\n * Indicates whether the ADT will be used autonomously. In this mode:\r\n * - _checkUpdate() is not called\r\n * - the layer is not rendered (so, the ADT is not visible)\r\n * It's up to the user to perform the required calls manually to update the ADT.\r\n */\r\n useStandalone?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to create texture to support 2D GUI elements\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui\r\n */\r\nexport class AdvancedDynamicTexture extends DynamicTexture {\r\n /** Define the url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Indicates if some optimizations can be performed in GUI GPU management (the downside is additional memory/GPU texture memory used) */\r\n public static AllowGPUOptimizations = true;\r\n\r\n /** Indicates whether the ADT is used autonomously */\r\n public readonly useStandalone: boolean = false;\r\n\r\n /** Snippet ID if the content was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Observable that fires when the GUI is ready */\r\n public onGuiReadyObservable = new Observable<AdvancedDynamicTexture>();\r\n\r\n private _isDirty = false;\r\n private _renderObserver: Nullable<Observer<Camera>>;\r\n private _resizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _preKeyboardObserver: Nullable<Observer<KeyboardInfoPre>>;\r\n private _prePointerObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>>;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _canvasPointerOutObserver: Nullable<Observer<PointerEvent>>;\r\n private _canvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _controlAddedObserver: Nullable<Observer<Nullable<Control>>>;\r\n private _controlRemovedObserver: Nullable<Observer<Nullable<Control>>>;\r\n private _background: string;\r\n /** @internal */\r\n public _rootContainer = new Container(\"root\");\r\n /** @internal */\r\n public _lastPickedControl: Control;\r\n /** @internal */\r\n public _lastControlOver: { [pointerId: number]: Control } = {};\r\n /** @internal */\r\n public _lastControlDown: { [pointerId: number]: Control } = {};\r\n /** @internal */\r\n public _capturingControl: { [pointerId: number]: Control } = {};\r\n /** @internal */\r\n public _shouldBlockPointer: boolean;\r\n /** @internal */\r\n public _layerToDispose: Nullable<Layer>;\r\n /** @internal */\r\n public _linkedControls = new Array<Control>();\r\n /** @internal */\r\n public _isFullscreen = false;\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _idealWidth = 0;\r\n private _idealHeight = 0;\r\n private _useSmallestIdeal: boolean = false;\r\n private _renderAtIdealSize = false;\r\n private _focusedControl: Nullable<Control>;\r\n private _blockNextFocusCheck = false;\r\n private _renderScale = 1;\r\n private _rootElement: Nullable<HTMLElement>;\r\n private _cursorChanged = false;\r\n private _defaultMousePointerId = 0;\r\n private _rootChildrenHaveChanged: boolean = false;\r\n private _adjustToEngineHardwareScalingLevel = false;\r\n\r\n /** @internal */\r\n public _capturedPointerIds = new Set<number>();\r\n\r\n /** @internal */\r\n public _numLayoutCalls = 0;\r\n /** Gets the number of layout calls made the last time the ADT has been rendered */\r\n public get numLayoutCalls(): number {\r\n return this._numLayoutCalls;\r\n }\r\n\r\n /** @internal */\r\n public _numRenderCalls = 0;\r\n /** Gets the number of render calls made the last time the ADT has been rendered */\r\n public get numRenderCalls(): number {\r\n return this._numRenderCalls;\r\n }\r\n\r\n /**\r\n * Define type to string to ensure compatibility across browsers\r\n * Safari doesn't support DataTransfer constructor\r\n */\r\n private _clipboardData: string = \"\";\r\n /**\r\n * Observable event triggered each time an clipboard event is received from the rendering canvas\r\n */\r\n public onClipboardObservable = new Observable<ClipboardInfo>();\r\n /**\r\n * Observable event triggered each time a pointer down is intercepted by a control\r\n */\r\n public onControlPickedObservable = new Observable<Control>();\r\n /**\r\n * Observable event triggered before layout is evaluated\r\n */\r\n public onBeginLayoutObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Observable event triggered after the layout was evaluated\r\n */\r\n public onEndLayoutObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Observable event triggered before the texture is rendered\r\n */\r\n public onBeginRenderObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Observable event triggered after the texture was rendered\r\n */\r\n public onEndRenderObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Gets or sets a boolean defining if alpha is stored as premultiplied\r\n */\r\n public premulAlpha = false;\r\n /**\r\n * Gets or sets a boolean indicating that the canvas must be reverted on Y when updating the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public applyYInversionOnUpdate = true;\r\n\r\n /**\r\n * A boolean indicating whether or not the elements can be navigated to using the tab key.\r\n * Defaults to false.\r\n */\r\n public disableTabNavigation = false;\r\n\r\n /**\r\n * A boolean indicating whether controls can be picked/clicked on or not. Defaults to false.\r\n */\r\n public disablePicking = false;\r\n\r\n /**\r\n * If set to true, the POINTERTAP event type will be used for \"click\", instead of POINTERUP\r\n */\r\n public usePointerTapForClickEvent = false;\r\n\r\n /**\r\n * If set to true, the renderScale will be adjusted automatically to the engine's hardware scaling\r\n * If this is set to true, manually setting the renderScale will be ignored\r\n * This is useful when the engine's hardware scaling is set to a value other than 1\r\n */\r\n public get adjustToEngineHardwareScalingLevel(): boolean {\r\n return this._adjustToEngineHardwareScalingLevel;\r\n }\r\n\r\n public set adjustToEngineHardwareScalingLevel(value: boolean) {\r\n if (this._adjustToEngineHardwareScalingLevel === value) {\r\n return;\r\n }\r\n this._adjustToEngineHardwareScalingLevel = value;\r\n this._onResize();\r\n }\r\n /**\r\n * Gets or sets a number used to scale rendering size (2 means that the texture will be twice bigger).\r\n * Useful when you want more antialiasing\r\n */\r\n public get renderScale(): number {\r\n return this._renderScale;\r\n }\r\n public set renderScale(value: number) {\r\n if (value === this._renderScale) {\r\n return;\r\n }\r\n this._renderScale = value;\r\n this._onResize();\r\n }\r\n /** Gets or sets the background color */\r\n public get background(): string {\r\n return this._background;\r\n }\r\n public set background(value: string) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this.markAsDirty();\r\n }\r\n /**\r\n * Gets or sets the ideal width used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get idealWidth(): number {\r\n return this._idealWidth;\r\n }\r\n public set idealWidth(value: number) {\r\n if (this._idealWidth === value) {\r\n return;\r\n }\r\n this._idealWidth = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n /**\r\n * Gets or sets the ideal height used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get idealHeight(): number {\r\n return this._idealHeight;\r\n }\r\n public set idealHeight(value: number) {\r\n if (this._idealHeight === value) {\r\n return;\r\n }\r\n this._idealHeight = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n /**\r\n * Gets or sets a boolean indicating if the smallest ideal value must be used if idealWidth and idealHeight are both set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get useSmallestIdeal(): boolean {\r\n return this._useSmallestIdeal;\r\n }\r\n public set useSmallestIdeal(value: boolean) {\r\n if (this._useSmallestIdeal === value) {\r\n return;\r\n }\r\n this._useSmallestIdeal = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n /**\r\n * Gets or sets a boolean indicating if adaptive scaling must be used\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get renderAtIdealSize(): boolean {\r\n return this._renderAtIdealSize;\r\n }\r\n public set renderAtIdealSize(value: boolean) {\r\n if (this._renderAtIdealSize === value) {\r\n return;\r\n }\r\n this._renderAtIdealSize = value;\r\n this._onResize();\r\n }\r\n\r\n /**\r\n * Gets the ratio used when in \"ideal mode\"\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n * */\r\n public get idealRatio(): number {\r\n let rwidth: number = 0;\r\n let rheight: number = 0;\r\n\r\n if (this._idealWidth) {\r\n rwidth = this.getSize().width / this._idealWidth;\r\n }\r\n\r\n if (this._idealHeight) {\r\n rheight = this.getSize().height / this._idealHeight;\r\n }\r\n\r\n if (this._useSmallestIdeal && this._idealWidth && this._idealHeight) {\r\n return window.innerWidth < window.innerHeight ? rwidth : rheight;\r\n }\r\n\r\n if (this._idealWidth) {\r\n // horizontal\r\n return rwidth;\r\n }\r\n\r\n if (this._idealHeight) {\r\n // vertical\r\n return rheight;\r\n }\r\n\r\n return 1;\r\n }\r\n\r\n /**\r\n * Gets the underlying layer used to render the texture when in fullscreen mode\r\n */\r\n public get layer(): Nullable<Layer> {\r\n return this._layerToDispose;\r\n }\r\n /**\r\n * Gets the root container control\r\n */\r\n public get rootContainer(): Container {\r\n return this._rootContainer;\r\n }\r\n /**\r\n * Returns an array containing the root container.\r\n * This is mostly used to let the Inspector introspects the ADT\r\n * @returns an array containing the rootContainer\r\n */\r\n public getChildren(): Array<Container> {\r\n return [this._rootContainer];\r\n }\r\n /**\r\n * Will return all controls that are inside this texture\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns all child controls\r\n */\r\n public getDescendants(directDescendantsOnly?: boolean, predicate?: (control: Control) => boolean): Control[] {\r\n return this._rootContainer.getDescendants(directDescendantsOnly, predicate);\r\n }\r\n\r\n /**\r\n * Will return all controls with the given type name\r\n * @param typeName defines the type name to search for\r\n * @returns an array of all controls found\r\n */\r\n public getControlsByType(typeName: string): Control[] {\r\n return this._rootContainer.getDescendants(false, (control) => control.typeName === typeName);\r\n }\r\n\r\n /**\r\n * Will return the first control with the given name\r\n * @param name defines the name to search for\r\n * @returns the first control found or null\r\n */\r\n public getControlByName(name: string): Nullable<Control> {\r\n return this._getControlByKey(\"name\", name);\r\n }\r\n\r\n private _getControlByKey(key: string, value: any): Nullable<Control> {\r\n return this._rootContainer.getDescendants().find((control) => control[key as keyof Control] === value) || null;\r\n }\r\n\r\n /**\r\n * Gets or sets the current focused control\r\n */\r\n public get focusedControl(): Nullable<Control> {\r\n return this._focusedControl;\r\n }\r\n public set focusedControl(control: Nullable<Control>) {\r\n if (this._focusedControl == control) {\r\n return;\r\n }\r\n if (this._focusedControl) {\r\n this._focusedControl.onBlur();\r\n }\r\n if (control) {\r\n control.onFocus();\r\n }\r\n this._focusedControl = control;\r\n }\r\n /**\r\n * Gets or sets a boolean indicating if the texture must be rendered in background or foreground when in fullscreen mode\r\n */\r\n public get isForeground(): boolean {\r\n if (!this.layer) {\r\n return true;\r\n }\r\n return !this.layer.isBackground;\r\n }\r\n public set isForeground(value: boolean) {\r\n if (!this.layer) {\r\n return;\r\n }\r\n if (this.layer.isBackground === !value) {\r\n return;\r\n }\r\n this.layer.isBackground = !value;\r\n }\r\n /**\r\n * Gets or set information about clipboardData\r\n */\r\n public get clipboardData(): string {\r\n return this._clipboardData;\r\n }\r\n public set clipboardData(value: string) {\r\n this._clipboardData = value;\r\n }\r\n\r\n /**\r\n * If this is set, even when a control is pointer blocker, some events can still be passed through to the scene.\r\n * Options from values are PointerEventTypes\r\n * POINTERDOWN, POINTERUP, POINTERMOVE, POINTERWHEEL, POINTERPICK, POINTERTAP, POINTERDOUBLETAP\r\n */\r\n public skipBlockEvents = 0;\r\n\r\n /**\r\n * If set to true, every scene render will trigger a pointer event for the GUI\r\n * if it is linked to a mesh or has controls linked to a mesh. This will allow\r\n * you to catch the pointer moving around the GUI due to camera or mesh movements,\r\n * but it has a performance cost.\r\n */\r\n public checkPointerEveryFrame = false;\r\n\r\n /**\r\n * Creates a new AdvancedDynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options The options to be used when constructing the ADT\r\n */\r\n constructor(name: string, options?: IAdvancedDynamicTextureOptions);\r\n\r\n constructor(name: string, width?: number, height?: number, scene?: Nullable<Scene>, generateMipMaps?: boolean, samplingMode?: number, invertY?: boolean);\r\n\r\n /** @internal */\r\n constructor(\r\n name: string,\r\n widthOrOptions?: number | IAdvancedDynamicTextureOptions,\r\n _height = 0,\r\n scene?: Nullable<Scene>,\r\n generateMipMaps = false,\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE,\r\n invertY = true\r\n ) {\r\n widthOrOptions = widthOrOptions ?? 0;\r\n\r\n const width = typeof widthOrOptions === \"object\" && widthOrOptions !== undefined ? (widthOrOptions.width ?? 0) : (widthOrOptions ?? 0);\r\n const height = typeof widthOrOptions === \"object\" && widthOrOptions !== undefined ? (widthOrOptions.height ?? 0) : _height;\r\n\r\n super(\r\n name,\r\n { width, height },\r\n typeof widthOrOptions === \"object\" && widthOrOptions !== undefined ? widthOrOptions : scene,\r\n generateMipMaps,\r\n samplingMode,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n invertY\r\n );\r\n\r\n scene = this.getScene();\r\n if (!scene || !this._texture) {\r\n return;\r\n }\r\n this.applyYInversionOnUpdate = invertY;\r\n this._rootElement = scene.getEngine().getInputElement();\r\n\r\n const adtOptions = widthOrOptions as IAdvancedDynamicTextureOptions;\r\n\r\n this.useStandalone = !!adtOptions?.useStandalone;\r\n\r\n if (!this.useStandalone) {\r\n this._renderObserver = scene.onBeforeCameraRenderObservable.add((camera: Camera) => this._checkUpdate(camera));\r\n }\r\n\r\n /** Whenever a control is added or removed to the root, we have to recheck the camera projection as it can have changed */\r\n this._controlAddedObserver = this._rootContainer.onControlAddedObservable.add((control) => {\r\n if (control) {\r\n this._rootChildrenHaveChanged = true;\r\n }\r\n });\r\n this._controlRemovedObserver = this._rootContainer.onControlRemovedObservable.add((control) => {\r\n if (control) {\r\n this._rootChildrenHaveChanged = true;\r\n }\r\n });\r\n this._preKeyboardObserver = scene.onPreKeyboardObservable.add((info) => {\r\n // check if tab is pressed\r\n if (!this.disableTabNavigation && info.type === KeyboardEventTypes.KEYDOWN && info.event.code === \"Tab\") {\r\n const forward = !info.event.shiftKey;\r\n if (\r\n (forward && this._focusProperties.index === this._focusProperties.total - 1) ||\r\n (!forward && this._focusProperties.index === 0 && this._focusProperties.total > 0)\r\n ) {\r\n this.focusedControl = null;\r\n this._focusProperties.index = 0;\r\n this._focusProperties.total = -1;\r\n return;\r\n }\r\n this._focusNextElement(forward);\r\n info.event.preventDefault();\r\n return;\r\n }\r\n if (!this._focusedControl) {\r\n return;\r\n }\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._focusedControl.processKeyboard(info.event);\r\n }\r\n info.skipOnPointerObservable = true;\r\n });\r\n this._rootContainer._link(this);\r\n this.hasAlpha = true;\r\n if (!width || !height) {\r\n this._resizeObserver = scene.getEngine().onResizeObservable.add(() => this._onResize());\r\n this._onResize();\r\n }\r\n this._texture.isReady = true;\r\n }\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"AdvancedDynamicTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"AdvancedDynamicTexture\";\r\n }\r\n /**\r\n * Function used to execute a function on all controls\r\n * @param func defines the function to execute\r\n * @param container defines the container where controls belong. If null the root container will be used\r\n */\r\n public executeOnAllControls(func: (control: Control) => void, container?: Container) {\r\n if (!container) {\r\n container = this._rootContainer;\r\n }\r\n func(container);\r\n for (const child of container.children) {\r\n if ((<any>child).children) {\r\n this.executeOnAllControls(func, <Container>child);\r\n continue;\r\n }\r\n func(child);\r\n }\r\n }\r\n\r\n private _useInvalidateRectOptimization = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the InvalidateRect optimization should be turned on\r\n */\r\n public get useInvalidateRectOptimization(): boolean {\r\n return this._useInvalidateRectOptimization;\r\n }\r\n\r\n public set useInvalidateRectOptimization(value: boolean) {\r\n this._useInvalidateRectOptimization = value;\r\n }\r\n\r\n // Invalidated rectangle which is the combination of all invalidated controls after they have been rotated into absolute position\r\n private _invalidatedRectangle: Nullable<Measure> = null;\r\n /**\r\n * Invalidates a rectangle area on the gui texture\r\n * @param invalidMinX left most position of the rectangle to invalidate in the texture\r\n * @param invalidMinY top most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxX right most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxY bottom most position of the rectangle to invalidate in the texture\r\n */\r\n public invalidateRect(invalidMinX: number, invalidMinY: number, invalidMaxX: number, invalidMaxY: number) {\r\n if (!this._useInvalidateRectOptimization) {\r\n return;\r\n }\r\n if (!this._invalidatedRectangle) {\r\n this._invalidatedRectangle = new Measure(invalidMinX, invalidMinY, invalidMaxX - invalidMinX + 1, invalidMaxY - invalidMinY + 1);\r\n } else {\r\n // Compute intersection\r\n const maxX = Math.ceil(Math.max(this._invalidatedRectangle.left + this._invalidatedRectangle.width - 1, invalidMaxX));\r\n const maxY = Math.ceil(Math.max(this._invalidatedRectangle.top + this._invalidatedRectangle.height - 1, invalidMaxY));\r\n this._invalidatedRectangle.left = Math.floor(Math.min(this._invalidatedRectangle.left, invalidMinX));\r\n this._invalidatedRectangle.top = Math.floor(Math.min(this._invalidatedRectangle.top, invalidMinY));\r\n this._invalidatedRectangle.width = maxX - this._invalidatedRectangle.left + 1;\r\n this._invalidatedRectangle.height = maxY - this._invalidatedRectangle.top + 1;\r\n }\r\n }\r\n /**\r\n * Marks the texture as dirty forcing a complete update\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n /**\r\n * Helper function used to create a new style\r\n * @returns a new style\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#styles\r\n */\r\n public createStyle(): Style {\r\n return new Style(this);\r\n }\r\n /**\r\n * Adds a new control to the root container\r\n * @param control defines the control to add\r\n * @returns the current texture\r\n */\r\n public addControl(control: Control): AdvancedDynamicTexture {\r\n this._rootContainer.addControl(control);\r\n return this;\r\n }\r\n /**\r\n * Removes a control from the root container\r\n * @param control defines the control to remove\r\n * @returns the current texture\r\n */\r\n public removeControl(control: Control): AdvancedDynamicTexture {\r\n this._rootContainer.removeControl(control);\r\n return this;\r\n }\r\n /**\r\n * Moves overlapped controls towards a position where it is not overlapping anymore.\r\n * Please note that this method alters linkOffsetXInPixels and linkOffsetYInPixels.\r\n * @param overlapGroup the overlap group which will be processed or undefined to process all overlap groups\r\n * @param deltaStep the step size (speed) to reach the target non overlapping position (default 0.1)\r\n * @param repelFactor how much is the control repelled by other controls\r\n */\r\n public moveToNonOverlappedPosition(overlapGroup?: number | Control[], deltaStep = 1, repelFactor = 1) {\r\n let controlsForGroup: Control[];\r\n if (Array.isArray(overlapGroup)) {\r\n controlsForGroup = overlapGroup;\r\n } else {\r\n const descendants = this.getDescendants(true);\r\n // get only the controls with an overlapGroup property set\r\n // if the overlapGroup parameter is set, filter the controls and get only the controls belonging to that overlapGroup\r\n controlsForGroup = overlapGroup === undefined ? descendants.filter((c) => c.overlapGroup !== undefined) : descendants.filter((c) => c.overlapGroup === overlapGroup);\r\n }\r\n\r\n for (const control1 of controlsForGroup) {\r\n let velocity = Vector2.Zero();\r\n const center = new Vector2(control1.centerX, control1.centerY);\r\n\r\n for (const control2 of controlsForGroup) {\r\n if (control1 !== control2 && AdvancedDynamicTexture._Overlaps(control1, control2)) {\r\n // if the two controls overlaps get a direction vector from one control's center to another control's center\r\n const diff = center.subtract(new Vector2(control2.centerX, control2.centerY));\r\n const diffLength = diff.length();\r\n\r\n if (diffLength > 0) {\r\n // calculate the velocity\r\n velocity = velocity.add(diff.normalize().scale(repelFactor / diffLength));\r\n }\r\n }\r\n }\r\n\r\n if (velocity.length() > 0) {\r\n // move the control along the direction vector away from the overlapping control\r\n velocity = velocity.normalize().scale(deltaStep * (control1.overlapDeltaMultiplier ?? 1));\r\n control1.linkOffsetXInPixels += velocity.x;\r\n control1.linkOffsetYInPixels += velocity.y;\r\n }\r\n }\r\n }\r\n /**\r\n * Release all resources\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._rootElement = null;\r\n scene.onBeforeCameraRenderObservable.remove(this._renderObserver);\r\n if (this._resizeObserver) {\r\n scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n }\r\n if (this._prePointerObserver) {\r\n scene.onPrePointerObservable.remove(this._prePointerObserver);\r\n }\r\n if (this._sceneRenderObserver) {\r\n scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n if (this._pointerObserver) {\r\n scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._preKeyboardObserver) {\r\n scene.onPreKeyboardObservable.remove(this._preKeyboardObserver);\r\n }\r\n if (this._canvasPointerOutObserver) {\r\n scene.getEngine().onCanvasPointerOutObservable.remove(this._canvasPointerOutObserver);\r\n }\r\n if (this._canvasBlurObserver) {\r\n scene.getEngine().onCanvasBlurObservable.remove(this._canvasBlurObserver);\r\n }\r\n if (this._controlAddedObserver) {\r\n this._rootContainer.onControlAddedObservable.remove(this._controlAddedObserver);\r\n }\r\n if (this._controlRemovedObserver) {\r\n this._rootContainer.onControlRemovedObservable.remove(this._controlRemovedObserver);\r\n }\r\n if (this._layerToDispose) {\r\n this._layerToDispose.texture = null;\r\n this._layerToDispose.dispose();\r\n this._layerToDispose = null;\r\n }\r\n this._rootContainer.dispose();\r\n this.onClipboardObservable.clear();\r\n this.onControlPickedObservable.clear();\r\n this.onBeginRenderObservable.clear();\r\n this.onEndRenderObservable.clear();\r\n this.onBeginLayoutObservable.clear();\r\n this.onEndLayoutObservable.clear();\r\n this.onGuiReadyObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n private _alreadyRegisteredForRender = false;\r\n private _onResize(): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n // Check size\r\n const engine = scene.getEngine();\r\n if (this.adjustToEngineHardwareScalingLevel) {\r\n // force the renderScale to the engine's hardware scaling level\r\n this._renderScale = 1 / engine.getHardwareScalingLevel();\r\n }\r\n const textureSize = this.getSize();\r\n let renderWidth = engine.getRenderWidth() * this._renderScale;\r\n let renderHeight = engine.getRenderHeight() * this._renderScale;\r\n\r\n if (this._renderAtIdealSize) {\r\n if (this._idealWidth) {\r\n renderHeight = (renderHeight * this._idealWidth) / renderWidth;\r\n renderWidth = this._idealWidth;\r\n } else if (this._idealHeight) {\r\n renderWidth = (renderWidth * this._idealHeight) / renderHeight;\r\n renderHeight = this._idealHeight;\r\n }\r\n }\r\n if (textureSize.width !== renderWidth || textureSize.height !== renderHeight) {\r\n this.scaleTo(renderWidth, renderHeight);\r\n if (this.adjustToEngineHardwareScalingLevel) {\r\n const scale = this._renderScale * this._renderScale;\r\n this._rootContainer.scaleX = scale;\r\n this._rootContainer.scaleY = scale;\r\n this._rootContainer.widthInPixels = renderWidth / scale;\r\n this._rootContainer.heightInPixels = renderHeight / scale;\r\n }\r\n this.markAsDirty();\r\n if (this._idealWidth || this._idealHeight) {\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n if (!this._alreadyRegisteredForRender) {\r\n this._alreadyRegisteredForRender = true;\r\n Tools.SetImmediate(() => {\r\n // We want to force an update so the texture can be set as ready\r\n this.update(this.applyYInversionOnUpdate, this.premulAlpha, AdvancedDynamicTexture.AllowGPUOptimizations);\r\n this._alreadyRegisteredForRender = false;\r\n });\r\n }\r\n }\r\n this.invalidateRect(0, 0, textureSize.width - 1, textureSize.height - 1);\r\n }\r\n /** @internal */\r\n public _getGlobalViewport(): Viewport {\r\n const size = this.getSize();\r\n const globalViewPort = this._fullscreenViewport.toGlobal(size.width, size.height);\r\n\r\n const targetX = Math.round(globalViewPort.width * (1 / this.rootContainer.scaleX));\r\n const targetY = Math.round(globalViewPort.height * (1 / this.rootContainer.scaleY));\r\n\r\n globalViewPort.x += (globalViewPort.width - targetX) / 2;\r\n globalViewPort.y += (globalViewPort.height - targetY) / 2;\r\n\r\n globalViewPort.width = targetX;\r\n globalViewPort.height = targetY;\r\n\r\n return globalViewPort;\r\n }\r\n /**\r\n * Get screen coordinates for a vector3\r\n * @param position defines the position to project\r\n * @param worldMatrix defines the world matrix to use\r\n * @returns the projected position\r\n */\r\n public getProjectedPosition(position: Vector3, worldMatrix: Matrix): Vector2 {\r\n const result = this.getProjectedPositionWithZ(position, worldMatrix);\r\n return new Vector2(result.x, result.y);\r\n }\r\n\r\n /**\r\n * Get screen coordinates for a vector3\r\n * @param position defines the position to project\r\n * @param worldMatrix defines the world matrix to use\r\n * @returns the projected position with Z\r\n */\r\n public getProjectedPositionWithZ(position: Vector3, worldMatrix: Matrix): Vector3 {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return Vector3.Zero();\r\n }\r\n const globalViewport = this._getGlobalViewport();\r\n const projectedPosition = Vector3.Project(position, worldMatrix, scene.getTransformMatrix(), globalViewport);\r\n return new Vector3(projectedPosition.x, projectedPosition.y, projectedPosition.z);\r\n }\r\n\r\n /** @internal */\r\n public _checkUpdate(camera: Nullable<Camera>, skipUpdate?: boolean): void {\r\n if (this._layerToDispose && camera) {\r\n if ((camera.layerMask & this._layerToDispose.layerMask) === 0) {\r\n return;\r\n }\r\n }\r\n if (this._isFullscreen && this._linkedControls.length) {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n const globalViewport = this._getGlobalViewport();\r\n for (const control of this._linkedControls) {\r\n if (!control.isVisible) {\r\n continue;\r\n }\r\n const mesh = control._linkedMesh as AbstractMesh;\r\n if (!mesh || mesh.isDisposed()) {\r\n Tools.SetImmediate(() => {\r\n control.linkWithMesh(null);\r\n });\r\n continue;\r\n }\r\n const position = mesh.getBoundingInfo ? mesh.getBoundingInfo().boundingSphere.center : (Vector3.ZeroReadOnly as Vector3);\r\n const projectedPosition = Vector3.Project(position, mesh.getWorldMatrix(), scene.getTransformMatrix(), globalViewport);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n control.notRenderable = true;\r\n continue;\r\n }\r\n control.notRenderable = false;\r\n if (this.useInvalidateRectOptimization) {\r\n control.invalidateRect();\r\n }\r\n\r\n control._moveToProjectedPosition(projectedPosition);\r\n }\r\n }\r\n if (!this._isDirty && !this._rootContainer.isDirty) {\r\n return;\r\n }\r\n this._isDirty = false;\r\n this._render(skipUpdate);\r\n if (!skipUpdate) {\r\n this.update(this.applyYInversionOnUpdate, this.premulAlpha, AdvancedDynamicTexture.AllowGPUOptimizations);\r\n }\r\n }\r\n\r\n private _clearMeasure = new Measure(0, 0, 0, 0);\r\n\r\n private _render(skipRender?: boolean): void {\r\n const textureSize = this.getSize();\r\n const renderWidth = textureSize.width;\r\n const renderHeight = textureSize.height;\r\n\r\n const context = this.getContext();\r\n context.font = \"18px Arial\";\r\n context.strokeStyle = \"white\";\r\n\r\n if (this.onGuiReadyObservable.hasObservers()) {\r\n this._checkGuiIsReady();\r\n }\r\n\r\n /** We have to recheck the camera projection in the case the root control's children have changed */\r\n if (this._rootChildrenHaveChanged) {\r\n const camera = this.getScene()?.activeCamera;\r\n if (camera) {\r\n this._rootChildrenHaveChanged = false;\r\n this._checkUpdate(camera, true);\r\n }\r\n }\r\n\r\n // Layout\r\n this.onBeginLayoutObservable.notifyObservers(this);\r\n const measure = new Measure(0, 0, renderWidth, renderHeight);\r\n this._numLayoutCalls = 0;\r\n this._rootContainer._layout(measure, context);\r\n this.onEndLayoutObservable.notifyObservers(this);\r\n this._isDirty = false; // Restoring the dirty state that could have been set by controls during layout processing\r\n\r\n if (skipRender) {\r\n return;\r\n }\r\n\r\n // Clear\r\n if (this._invalidatedRectangle) {\r\n this._clearMeasure.copyFrom(this._invalidatedRectangle);\r\n } else {\r\n this._clearMeasure.copyFromFloats(0, 0, renderWidth, renderHeight);\r\n }\r\n context.clearRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n if (this._background) {\r\n context.save();\r\n context.fillStyle = this._background;\r\n context.fillRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n context.restore();\r\n }\r\n\r\n // Render\r\n this.onBeginRenderObservable.notifyObservers(this);\r\n this._numRenderCalls = 0;\r\n this._rootContainer._render(context, this._invalidatedRectangle);\r\n this.onEndRenderObservable.notifyObservers(this);\r\n this._invalidatedRectangle = null;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _changeCursor(cursor: string) {\r\n if (this._rootElement) {\r\n this._rootElement.style.cursor = cursor;\r\n this._cursorChanged = true;\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _registerLastControlDown(control: Control, pointerId: number) {\r\n this._lastControlDown[pointerId] = control;\r\n this.onControlPickedObservable.notifyObservers(control);\r\n }\r\n private _doPicking(x: number, y: number, pi: Nullable<PointerInfoBase>, type: number, pointerId: number, buttonIndex: number, deltaX?: number, deltaY?: number): void {\r\n const scene = this.getScene();\r\n if (!scene || this.disablePicking) {\r\n return;\r\n }\r\n const engine = scene.getEngine();\r\n const textureSize = this.getSize();\r\n if (this._isFullscreen) {\r\n const camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n const viewport = camera.viewport;\r\n x = x * (textureSize.width / (engine.getRenderWidth() * viewport.width));\r\n y = y * (textureSize.height / (engine.getRenderHeight() * viewport.height));\r\n }\r\n if (this._capturingControl[pointerId]) {\r\n if (this._capturingControl[pointerId].isPointerBlocker) {\r\n this._shouldBlockPointer = true;\r\n }\r\n this._capturingControl[pointerId]._processObservables(type, x, y, pi, pointerId, buttonIndex);\r\n return;\r\n }\r\n\r\n this._cursorChanged = false;\r\n if (!this._rootContainer._processPicking(x, y, pi, type, pointerId, buttonIndex, deltaX, deltaY)) {\r\n if (!scene.doNotHandleCursors) {\r\n this._changeCursor(\"\");\r\n }\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId], pi);\r\n delete this._lastControlOver[pointerId];\r\n }\r\n }\r\n }\r\n\r\n if (!this._cursorChanged && !scene.doNotHandleCursors) {\r\n this._changeCursor(\"\");\r\n }\r\n this._manageFocus();\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _cleanControlAfterRemovalFromList(list: { [pointerId: number]: Control }, control: Control) {\r\n for (const pointerId in list) {\r\n if (!Object.prototype.hasOwnProperty.call(list, pointerId)) {\r\n continue;\r\n }\r\n const lastControlOver = list[pointerId];\r\n if (lastControlOver === control) {\r\n delete list[pointerId];\r\n }\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _cleanControlAfterRemoval(control: Control) {\r\n this._cleanControlAfterRemovalFromList(this._lastControlDown, control);\r\n this._cleanControlAfterRemovalFromList(this._lastControlOver, control);\r\n }\r\n\r\n /**\r\n * This function will run a pointer event on this ADT and will trigger any pointer events on any controls\r\n * This will work on a fullscreen ADT only. For mesh based ADT, simulate pointer events using the scene directly.\r\n * @param x pointer X on the canvas for the picking\r\n * @param y pointer Y on the canvas for the picking\r\n * @param pi optional pointer information\r\n */\r\n public pick(x: number, y: number, pi: Nullable<PointerInfoPre> = null) {\r\n if (this._isFullscreen && this._scene) {\r\n this._translateToPicking(this._scene, new Viewport(0, 0, 0, 0), pi, x, y);\r\n }\r\n }\r\n\r\n private _translateToPicking(scene: Scene, tempViewport: Viewport, pi: Nullable<PointerInfoPre>, x: number = scene.pointerX, y: number = scene.pointerY) {\r\n const camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n const engine = scene.getEngine();\r\n const originalCameraToUseForPointers = scene.cameraToUseForPointers;\r\n\r\n if (!camera) {\r\n tempViewport.x = 0;\r\n tempViewport.y = 0;\r\n tempViewport.width = engine.getRenderWidth();\r\n tempViewport.height = engine.getRenderHeight();\r\n } else {\r\n if (camera.rigCameras.length) {\r\n // rig camera - we need to find the camera to use for this event\r\n const rigViewport = new Viewport(0, 0, 1, 1);\r\n for (const rigCamera of camera.rigCameras) {\r\n // generate the viewport of this camera\r\n rigCamera.viewport.toGlobalToRef(engine.getRenderWidth(), engine.getRenderHeight(), rigViewport);\r\n const transformedX = x / engine.getHardwareScalingLevel() - rigViewport.x;\r\n const transformedY = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - rigViewport.y - rigViewport.height);\r\n // check if the pointer is in the camera's viewport\r\n if (transformedX < 0 || transformedY < 0 || x > rigViewport.width || y > rigViewport.height) {\r\n // out of viewport - don't use this camera\r\n return;\r\n }\r\n // set the camera to use for pointers until this pointer loop is over\r\n scene.cameraToUseForPointers = rigCamera;\r\n // set the viewport\r\n tempViewport.x = rigViewport.x;\r\n tempViewport.y = rigViewport.y;\r\n tempViewport.width = rigViewport.width;\r\n tempViewport.height = rigViewport.height;\r\n }\r\n } else {\r\n camera.viewport.toGlobalToRef(engine.getRenderWidth(), engine.getRenderHeight(), tempViewport);\r\n }\r\n }\r\n\r\n const transformedX = x / engine.getHardwareScalingLevel() - tempViewport.x;\r\n const transformedY = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - tempViewport.y - tempViewport.height);\r\n this._shouldBlockPointer = false;\r\n // Do picking modifies _shouldBlockPointer\r\n if (pi) {\r\n const pointerId = (pi.event as IPointerEvent).pointerId || this._defaultMousePointerId;\r\n this._doPicking(transformedX, transformedY, pi, pi.type, pointerId, pi.event.button, (<IWheelEvent>pi.event).deltaX, (<IWheelEvent>pi.event).deltaY);\r\n // Avoid overwriting a true skipOnPointerObservable to false\r\n if ((this._shouldBlockPointer && !(pi.type & this.skipBlockEvents)) || this._capturingControl[pointerId]) {\r\n pi.skipOnPointerObservable = true;\r\n }\r\n } else {\r\n this._doPicking(transformedX, transformedY, null, PointerEventTypes.POINTERMOVE, this._defaultMousePointerId, 0);\r\n }\r\n // if overridden by a rig camera - reset back to the original value\r\n scene.cameraToUseForPointers = originalCameraToUseForPointers;\r\n }\r\n\r\n /** Attach to all scene events required to support pointer events */\r\n public attach(): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const tempViewport = new Viewport(0, 0, 0, 0);\r\n\r\n this._prePointerObserver = scene.onPrePointerObservable.add((pi) => {\r\n if (\r\n scene.isPointerCaptured((<IPointerEvent>pi.event).pointerId) &&\r\n pi.type === PointerEventTypes.POINTERUP &&\r\n !this._capturedPointerIds.has((pi.event as IPointerEvent).pointerId)\r\n ) {\r\n return;\r\n }\r\n if (\r\n pi.type !== PointerEventTypes.POINTERMOVE &&\r\n pi.type !== PointerEventTypes.POINTERUP &&\r\n pi.type !== PointerEventTypes.POINTERDOWN &&\r\n pi.type !== PointerEventTypes.POINTERWHEEL &&\r\n pi.type !== PointerEventTypes.POINTERTAP\r\n ) {\r\n return;\r\n }\r\n\r\n if (pi.type === PointerEventTypes.POINTERMOVE) {\r\n // Avoid pointerMove events firing while the pointer is captured by the scene\r\n if (scene.isPointerCaptured((<IPointerEvent>pi.event).pointerId)) {\r\n return;\r\n }\r\n if ((pi.event as IPointerEvent).pointerId) {\r\n this._defaultMousePointerId = (pi.event as IPointerEvent).pointerId; // This is required to make sure we have the correct pointer ID for wheel\r\n }\r\n }\r\n this._translateToPicking(scene, tempViewport, pi);\r\n });\r\n this._attachPickingToSceneRender(scene, () => this._translateToPicking(scene, tempViewport, null), false);\r\n this._attachToOnPointerOut(scene);\r\n this._attachToOnBlur(scene);\r\n }\r\n\r\n private _focusProperties: { index: number; total: number } = { index: 0, total: -1 };\r\n\r\n private _focusNextElement(forward: boolean = true): void {\r\n // generate the order of tab-able controls\r\n const sortedTabbableControls: Control[] = [];\r\n this.executeOnAllControls((control) => {\r\n if (control.isFocusInvisible || !control.isVisible || control.tabIndex < 0) {\r\n return;\r\n }\r\n sortedTabbableControls.push(control);\r\n });\r\n // if no control is tab-able, return\r\n if (sortedTabbableControls.length === 0) {\r\n return;\r\n }\r\n sortedTabbableControls.sort((a, b) => {\r\n // if tabIndex is 0, put it in the end of the list, otherwise sort by tabIndex\r\n return a.tabIndex === 0 ? 1 : b.tabIndex === 0 ? -1 : a.tabIndex - b.tabIndex;\r\n });\r\n this._focusProperties.total = sortedTabbableControls.length;\r\n // if no control is focused, focus the first one\r\n let nextIndex = -1;\r\n if (!this._focusedControl) {\r\n nextIndex = forward ? 0 : sortedTabbableControls.length - 1;\r\n } else {\r\n const currentIndex = sortedTabbableControls.indexOf(this._focusedControl);\r\n nextIndex = currentIndex + (forward ? 1 : -1);\r\n if (nextIndex < 0) {\r\n nextIndex = sortedTabbableControls.length - 1;\r\n } else if (nextIndex >= sortedTabbableControls.length) {\r\n nextIndex = 0;\r\n }\r\n }\r\n sortedTabbableControls[nextIndex].focus();\r\n this._focusProperties.index = nextIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onClipboardCopy = (rawEvt: Event) => {\r\n const evt = rawEvt as ClipboardEvent;\r\n const ev = new ClipboardInfo(ClipboardEventTypes.COPY, evt);\r\n this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /**\r\n * @internal\r\n */\r\n private _onClipboardCut = (rawEvt: Event) => {\r\n const evt = rawEvt as ClipboardEvent;\r\n const ev = new ClipboardInfo(ClipboardEventTypes.CUT, evt);\r\n this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /**\r\n * @internal\r\n */\r\n private _onClipboardPaste = (rawEvt: Event) => {\r\n const evt = rawEvt as ClipboardEvent;\r\n const ev = new ClipboardInfo(ClipboardEventTypes.PASTE, evt);\r\n this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /**\r\n * Register the clipboard Events onto the canvas\r\n */\r\n public registerClipboardEvents(): void {\r\n self.addEventListener(\"copy\", this._onClipboardCopy, false);\r\n self.addEventListener(\"cut\", this._onClipboardCut, false);\r\n self.addEventListener(\"paste\", this._onClipboardPaste, false);\r\n }\r\n /**\r\n * Unregister the clipboard Events from the canvas\r\n */\r\n public unRegisterClipboardEvents(): void {\r\n self.removeEventListener(\"copy\", this._onClipboardCopy);\r\n self.removeEventListener(\"cut\", this._onClipboardCut);\r\n self.removeEventListener(\"paste\", this._onClipboardPaste);\r\n }\r\n\r\n /**\r\n * Transform uvs from mesh space to texture space, taking the texture into account\r\n * @param uv the uvs in mesh space\r\n * @returns the uvs in texture space\r\n */\r\n private _transformUvs(uv: Vector2): Vector2 {\r\n const textureMatrix = this.getTextureMatrix();\r\n let result;\r\n if (textureMatrix.isIdentityAs3x2()) {\r\n result = uv;\r\n } else {\r\n const homogeneousTextureMatrix = TmpVectors.Matrix[0];\r\n\r\n textureMatrix.getRowToRef(0, TmpVectors.Vector4[0]);\r\n textureMatrix.getRowToRef(1, TmpVectors.Vector4[1]);\r\n textureMatrix.getRowToRef(2, TmpVectors.Vector4[2]);\r\n\r\n const r0 = TmpVectors.Vector4[0];\r\n const r1 = TmpVectors.Vector4[1];\r\n const r2 = TmpVectors.Vector4[2];\r\n\r\n homogeneousTextureMatrix.setRowFromFloats(0, r0.x, r0.y, 0, 0);\r\n homogeneousTextureMatrix.setRowFromFloats(1, r1.x, r1.y, 0, 0);\r\n homogeneousTextureMatrix.setRowFromFloats(2, 0, 0, 1, 0);\r\n homogeneousTextureMatrix.setRowFromFloats(3, r2.x, r2.y, 0, 1);\r\n\r\n result = TmpVectors.Vector2[0];\r\n Vector2.TransformToRef(uv, homogeneousTextureMatrix, result);\r\n }\r\n\r\n // In wrap and mirror mode, the texture coordinate for coordinates more than 1 is the fractional part of the coordinate\r\n if (this.wrapU === Texture.WRAP_ADDRESSMODE || this.wrapU === Texture.MIRROR_ADDRESSMODE) {\r\n if (result.x > 1) {\r\n let fX = result.x - Math.trunc(result.x);\r\n // In mirror mode, the sign of the texture coordinate depends on the integer part -\r\n // odd integers means it is mirrored from the original coordinate\r\n if (this.wrapU === Texture.MIRROR_ADDRESSMODE && Math.trunc(result.x) % 2 === 1) {\r\n fX = 1 - fX;\r\n }\r\n result.x = fX;\r\n }\r\n }\r\n if (this.wrapV === Texture.WRAP_ADDRESSMODE || this.wrapV === Texture.MIRROR_ADDRESSMODE) {\r\n if (result.y > 1) {\r\n let fY = result.y - Math.trunc(result.y);\r\n if (this.wrapV === Texture.MIRROR_ADDRESSMODE && Math.trunc(result.x) % 2 === 1) {\r\n fY = 1 - fY;\r\n }\r\n result.y = fY;\r\n }\r\n }\r\n return result;\r\n }\r\n /**\r\n * Connect the texture to a hosting mesh to enable interactions\r\n * @param mesh defines the mesh to attach to\r\n * @param supportPointerMove defines a boolean indicating if pointer move events must be catched as well\r\n */\r\n public attachToMesh(mesh: AbstractMesh, supportPointerMove = true): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n if (this._pointerObserver) {\r\n scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n this._pointerObserver = scene.onPointerObservable.add((pi) => {\r\n if (\r\n pi.type !== PointerEventTypes.POINTERMOVE &&\r\n pi.type !== PointerEventTypes.POINTERUP &&\r\n pi.type !== PointerEventTypes.POINTERDOWN &&\r\n pi.type !== PointerEventTypes.POINTERWHEEL\r\n ) {\r\n return;\r\n }\r\n\r\n if (pi.type === PointerEventTypes.POINTERMOVE && (pi.event as IPointerEvent).pointerId) {\r\n this._defaultMousePointerId = (pi.event as IPointerEvent).pointerId; // This is required to make sure we have the correct pointer ID for wheel\r\n }\r\n\r\n const pointerId = (pi.event as IPointerEvent).pointerId || this._defaultMousePointerId;\r\n if (pi.pickInfo && pi.pickInfo.hit && pi.pickInfo.pickedMesh === mesh) {\r\n let uv = pi.pickInfo.getTextureCoordinates();\r\n if (uv) {\r\n uv = this._transformUvs(uv);\r\n const size = this.getSize();\r\n this._doPicking(\r\n uv.x * size.width,\r\n (this.applyYInversionOnUpdate ? 1.0 - uv.y : uv.y) * size.height,\r\n pi,\r\n pi.type,\r\n pointerId,\r\n pi.event.button,\r\n (<IWheelEvent>pi.event).deltaX,\r\n (<IWheelEvent>pi.event).deltaY\r\n );\r\n }\r\n } else if (pi.type === PointerEventTypes.POINTERUP) {\r\n if (this._lastControlDown[pointerId]) {\r\n this._lastControlDown[pointerId]._forcePointerUp(pointerId);\r\n }\r\n delete this._lastControlDown[pointerId];\r\n if (this.focusedControl) {\r\n const friendlyControls = this.focusedControl.keepsFocusWith();\r\n let canMoveFocus = true;\r\n if (friendlyControls) {\r\n for (const control of friendlyControls) {\r\n // Same host, no need to keep the focus\r\n if (this === control._host) {\r\n continue;\r\n }\r\n // Different hosts\r\n const otherHost = control._host;\r\n if (otherHost._lastControlOver[pointerId] && otherHost._lastControlOver[pointerId].isAscendant(control)) {\r\n canMoveFocus = false;\r\n break;\r\n }\r\n }\r\n }\r\n if (canMoveFocus) {\r\n this.focusedControl = null;\r\n }\r\n }\r\n } else if (pi.type === PointerEventTypes.POINTERMOVE) {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId], pi, true);\r\n }\r\n delete this._lastControlOver[pointerId];\r\n }\r\n });\r\n mesh.enablePointerMoveEvents = supportPointerMove;\r\n this._attachPickingToSceneRender(\r\n scene,\r\n () => {\r\n const pointerId = this._defaultMousePointerId;\r\n const pick = scene?.pick(scene.pointerX, scene.pointerY);\r\n if (pick && pick.hit && pick.pickedMesh === mesh) {\r\n let uv = pick.getTextureCoordinates();\r\n if (uv) {\r\n uv = this._transformUvs(uv);\r\n const size = this.getSize();\r\n this._doPicking(uv.x * size.width, (this.applyYInversionOnUpdate ? 1.0 - uv.y : uv.y) * size.height, null, PointerEventTypes.POINTERMOVE, pointerId, 0);\r\n }\r\n } else {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId], null, true);\r\n }\r\n delete this._lastControlOver[pointerId];\r\n }\r\n },\r\n true\r\n );\r\n this._attachToOnPointerOut(scene);\r\n this._attachToOnBlur(scene);\r\n }\r\n /**\r\n * Move the focus to a specific control\r\n * @param control defines the control which will receive the focus\r\n */\r\n public moveFocusToControl(control: Control): void {\r\n this.focusedControl = control;\r\n this._lastPickedControl = <any>control;\r\n this._blockNextFocusCheck = true;\r\n }\r\n private _manageFocus(): void {\r\n if (this._blockNextFocusCheck) {\r\n this._blockNextFocusCheck = false;\r\n this._lastPickedControl = <any>this._focusedControl;\r\n return;\r\n }\r\n // Focus management\r\n if (this._focusedControl) {\r\n if (this._focusedControl !== <any>this._lastPickedControl) {\r\n if (this._lastPickedControl.isFocusInvisible) {\r\n return;\r\n }\r\n this.focusedControl = null;\r\n }\r\n }\r\n }\r\n private _attachPickingToSceneRender(scene: Scene, pickFunction: () => void, forcePicking: boolean) {\r\n this._sceneRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (!this.checkPointerEveryFrame) {\r\n return;\r\n }\r\n if (this._linkedControls.length > 0 || forcePicking) {\r\n pickFunction();\r\n }\r\n });\r\n }\r\n private _attachToOnPointerOut(scene: Scene): void {\r\n this._canvasPointerOutObserver = scene.getEngine().onCanvasPointerOutObservable.add((pointerEvent) => {\r\n if (this._lastControlOver[pointerEvent.pointerId]) {\r\n this._lastControlOver[pointerEvent.pointerId]._onPointerOut(this._lastControlOver[pointerEvent.pointerId], null);\r\n }\r\n delete this._lastControlOver[pointerEvent.pointerId];\r\n if (this._lastControlDown[pointerEvent.pointerId] && this._lastControlDown[pointerEvent.pointerId] !== this._capturingControl[pointerEvent.pointerId]) {\r\n this._lastControlDown[pointerEvent.pointerId]._forcePointerUp(pointerEvent.pointerId);\r\n delete this._lastControlDown[pointerEvent.pointerId];\r\n }\r\n });\r\n }\r\n private _attachToOnBlur(scene: Scene): void {\r\n this._canvasBlurObserver = scene.getEngine().onCanvasBlurObservable.add(() => {\r\n Object.entries(this._lastControlDown).forEach(([, value]) => {\r\n value._onCanvasBlur();\r\n });\r\n this.focusedControl = null;\r\n this._lastControlDown = {};\r\n });\r\n }\r\n\r\n /**\r\n * Serializes the entire GUI system\r\n * @returns an object with the JSON serialized data\r\n */\r\n public serializeContent(): any {\r\n const size = this.getSize();\r\n const serializationObject = {\r\n root: {},\r\n width: size.width,\r\n height: size.height,\r\n };\r\n\r\n this._rootContainer.serialize(serializationObject.root);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a JSON object\r\n * @param serializedObject define the JSON serialized object to restore from\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n */\r\n public parseSerializedObject(serializedObject: any, scaleToSize?: boolean, urlRewriter?: (url: string) => string) {\r\n this._rootContainer = Control.Parse(serializedObject.root, this, urlRewriter) as Container;\r\n if (scaleToSize) {\r\n const width = serializedObject.width;\r\n const height = serializedObject.height;\r\n if (typeof width === \"number\" && typeof height === \"number\" && width >= 0 && height >= 0) {\r\n this.scaleTo(width, height);\r\n } else {\r\n // scales the GUI to a default size if none was available in the serialized content\r\n this.scaleTo(1920, 1080);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clones the ADT. If no mesh is defined, the GUI will be considered as a fullscreen GUI\r\n * @param newName defines the name of the new ADT\r\n * @param attachToMesh defines if the new ADT should be attached to a mesh\r\n * @returns the clone of the ADT\r\n */\r\n public override clone(newName?: string, attachToMesh?: AbstractMesh): AdvancedDynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n const size = this.getSize();\r\n const data = this.serializeContent();\r\n let clone;\r\n if (!this._isFullscreen) {\r\n if (attachToMesh) {\r\n clone = AdvancedDynamicTexture.CreateForMesh(attachToMesh, size.width, size.height);\r\n } else {\r\n clone = new AdvancedDynamicTexture(newName ?? \"Clone of \" + this.name, size.width, size.height, scene, !this.noMipmap, this.samplingMode);\r\n }\r\n } else {\r\n clone = AdvancedDynamicTexture.CreateFullscreenUI(newName ?? \"Clone of \" + this.name);\r\n }\r\n clone.parseSerializedObject(data);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a JSON object\r\n * @param serializedObject define the JSON serialized object to restore from\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @deprecated Please use parseSerializedObject instead\r\n */\r\n public parseContent = this.parseSerializedObject;\r\n\r\n /**\r\n * Recreate the content of the ADT from a snippet saved by the GUI editor\r\n * @param snippetId defines the snippet to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param appendToAdt if provided the snippet will be appended to the adt. Otherwise a fullscreen ADT will be created.\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public static async ParseFromSnippetAsync(\r\n snippetId: string,\r\n scaleToSize?: boolean,\r\n appendToAdt?: AdvancedDynamicTexture,\r\n urlRewriter?: (url: string) => string\r\n ): Promise<AdvancedDynamicTexture> {\r\n const adt = appendToAdt ?? AdvancedDynamicTexture.CreateFullscreenUI(\"ADT from snippet\");\r\n if (snippetId === \"_BLANK\") {\r\n return adt;\r\n }\r\n\r\n const serialized = await AdvancedDynamicTexture._LoadURLContentAsync(AdvancedDynamicTexture.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"), true);\r\n adt.parseSerializedObject(serialized, scaleToSize, urlRewriter);\r\n return adt;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a snippet saved by the GUI editor\r\n * @param snippetId defines the snippet to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public async parseFromSnippetAsync(snippetId: string, scaleToSize?: boolean, urlRewriter?: (url: string) => string): Promise<AdvancedDynamicTexture> {\r\n return await AdvancedDynamicTexture.ParseFromSnippetAsync(snippetId, scaleToSize, this, urlRewriter);\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a url json\r\n * @param url defines the url to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param appendToAdt if provided the snippet will be appended to the adt. Otherwise a fullscreen ADT will be created.\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public static async ParseFromFileAsync(\r\n url: string,\r\n scaleToSize?: boolean,\r\n appendToAdt?: AdvancedDynamicTexture,\r\n urlRewriter?: (url: string) => string\r\n ): Promise<AdvancedDynamicTexture> {\r\n const adt = appendToAdt ?? AdvancedDynamicTexture.CreateFullscreenUI(\"ADT from URL\");\r\n const serialized = await AdvancedDynamicTexture._LoadURLContentAsync(url);\r\n adt.parseSerializedObject(serialized, scaleToSize, urlRewriter);\r\n return adt;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a url json\r\n * @param url defines the url to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public async parseFromURLAsync(url: string, scaleToSize?: boolean, urlRewriter?: (url: string) => string): Promise<AdvancedDynamicTexture> {\r\n return await AdvancedDynamicTexture.ParseFromFileAsync(url, scaleToSize, this, urlRewriter);\r\n }\r\n\r\n private static async _LoadURLContentAsync(url: string, snippet: boolean = false): Promise<any> {\r\n if (url === \"\") {\r\n throw new Error(\"No URL provided\");\r\n }\r\n\r\n return await new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n let gui;\r\n if (snippet) {\r\n const payload = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n gui = payload.encodedGui ? new TextDecoder(\"utf-8\").decode(DecodeBase64ToBinary(payload.encodedGui)) : payload.gui;\r\n } else {\r\n gui = request.responseText;\r\n }\r\n const serializationObject = JSON.parse(gui);\r\n resolve(serializationObject);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load\");\r\n }\r\n }\r\n });\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n // Statics\r\n /**\r\n * Compares two rectangle based controls for pixel overlap\r\n * @param control1 The first control to compare\r\n * @param control2 The second control to compare\r\n * @returns true if overlaps, otherwise false\r\n */\r\n private static _Overlaps(control1: Control, control2: Control) {\r\n return !(\r\n control1.centerX > control2.centerX + control2.widthInPixels ||\r\n control1.centerX + control1.widthInPixels < control2.centerX ||\r\n control1.centerY + control1.heightInPixels < control2.centerY ||\r\n control1.centerY > control2.centerY + control2.heightInPixels\r\n );\r\n }\r\n\r\n /**\r\n * Creates a new AdvancedDynamicTexture in projected mode (ie. attached to a mesh)\r\n * @param mesh defines the mesh which will receive the texture\r\n * @param width defines the texture width (1024 by default)\r\n * @param height defines the texture height (1024 by default)\r\n * @param supportPointerMove defines a boolean indicating if the texture must capture move events (true by default)\r\n * @param onlyAlphaTesting defines a boolean indicating that alpha blending will not be used (only alpha testing) (false by default)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading (true by default)\r\n * @param materialSetupCallback defines a custom way of creating and setting up the material on the mesh\r\n * @param sampling defines the texture sampling mode (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n public static CreateForMesh(\r\n mesh: AbstractMesh,\r\n width = 1024,\r\n height = 1024,\r\n supportPointerMove = true,\r\n onlyAlphaTesting = false,\r\n invertY?: boolean,\r\n materialSetupCallback: (mesh: AbstractMesh, uniqueId: string, texture: AdvancedDynamicTexture, onlyAlphaTesting: boolean) => void = this._CreateMaterial,\r\n sampling = Texture.TRILINEAR_SAMPLINGMODE\r\n ): AdvancedDynamicTexture {\r\n // use a unique ID in name so serialization will work even if you create two ADTs for a single mesh\r\n const uniqueId = RandomGUID();\r\n const result = new AdvancedDynamicTexture(`AdvancedDynamicTexture for ${mesh.name} [${uniqueId}]`, width, height, mesh.getScene(), true, sampling, invertY);\r\n\r\n materialSetupCallback(mesh, uniqueId, result, onlyAlphaTesting);\r\n\r\n result.attachToMesh(mesh, supportPointerMove);\r\n return result;\r\n }\r\n\r\n private static _CreateMaterial(mesh: AbstractMesh, uniqueId: string, texture: AdvancedDynamicTexture, onlyAlphaTesting: boolean): void {\r\n const internalClassType = GetClass(\"BABYLON.StandardMaterial\");\r\n if (!internalClassType) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"StandardMaterial needs to be imported before as it contains a side-effect required by your code.\";\r\n }\r\n\r\n const material: StandardMaterial = new internalClassType(`AdvancedDynamicTextureMaterial for ${mesh.name} [${uniqueId}]`, mesh.getScene());\r\n material.backFaceCulling = false;\r\n material.diffuseColor = Color3.Black();\r\n material.specularColor = Color3.Black();\r\n if (onlyAlphaTesting) {\r\n material.diffuseTexture = texture;\r\n material.emissiveTexture = texture;\r\n texture.hasAlpha = true;\r\n } else {\r\n material.emissiveTexture = texture;\r\n material.opacityTexture = texture;\r\n }\r\n mesh.material = material;\r\n }\r\n\r\n /**\r\n * Creates a new AdvancedDynamicTexture in projected mode (ie. attached to a mesh) BUT do not create a new material for the mesh. You will be responsible for connecting the texture\r\n * @param mesh defines the mesh which will receive the texture\r\n * @param width defines the texture width (1024 by default)\r\n * @param height defines the texture height (1024 by default)\r\n * @param supportPointerMove defines a boolean indicating if the texture must capture move events (true by default)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading (true by default)\r\n * @param sampling defines the texture sampling mode (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n public static CreateForMeshTexture(\r\n mesh: AbstractMesh,\r\n width = 1024,\r\n height = 1024,\r\n supportPointerMove = true,\r\n invertY?: boolean,\r\n sampling = Texture.TRILINEAR_SAMPLINGMODE\r\n ): AdvancedDynamicTexture {\r\n const result = new AdvancedDynamicTexture(mesh.name + \" AdvancedDynamicTexture\", width, height, mesh.getScene(), true, sampling, invertY);\r\n result.attachToMesh(mesh, supportPointerMove);\r\n return result;\r\n }\r\n /**\r\n * Creates a new AdvancedDynamicTexture in fullscreen mode.\r\n * In this mode the texture will rely on a layer for its rendering.\r\n * This allows it to be treated like any other layer.\r\n * As such, if you have a multi camera setup, you can set the layerMask on the GUI as well.\r\n * LayerMask is set through advancedTexture.layer.layerMask\r\n * @param name defines name for the texture\r\n * @param foreground defines a boolean indicating if the texture must be rendered in foreground (default is true)\r\n * @param sceneOrOptions defines the hosting scene or options (IAdvancedDynamicTextureOptions)\r\n * @param sampling defines the texture sampling mode (Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @param adaptiveScaling defines whether to automatically scale root to match hardwarescaling (false by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n public static CreateFullscreenUI(\r\n name: string,\r\n foreground: boolean = true,\r\n sceneOrOptions: Nullable<Scene> | IAdvancedDynamicTextureOptions = null,\r\n sampling = Texture.BILINEAR_SAMPLINGMODE,\r\n adaptiveScaling: boolean = false\r\n ): AdvancedDynamicTexture {\r\n const isScene = !sceneOrOptions || (sceneOrOptions as Scene)._isScene;\r\n const result = isScene\r\n ? new AdvancedDynamicTexture(name, 0, 0, sceneOrOptions as Scene, false, sampling)\r\n : new AdvancedDynamicTexture(name, sceneOrOptions as IAdvancedDynamicTextureOptions);\r\n // Display\r\n const resultScene = result.getScene();\r\n const layer = new Layer(name + \"_layer\", null, resultScene, !foreground);\r\n layer.texture = result;\r\n result._layerToDispose = layer;\r\n result._isFullscreen = true;\r\n\r\n if (result.useStandalone) {\r\n // Make sure the layer is not rendered by the layer component!\r\n layer.layerMask = 0;\r\n }\r\n\r\n result.adjustToEngineHardwareScalingLevel = adaptiveScaling;\r\n\r\n // Attach\r\n result.attach();\r\n return result;\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public override scale(ratio: number): void {\r\n super.scale(ratio);\r\n this.markAsDirty();\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public override scaleTo(width: number, height: number): void {\r\n super.scaleTo(width, height);\r\n this.markAsDirty();\r\n }\r\n\r\n private _checkGuiIsReady() {\r\n if (this.guiIsReady()) {\r\n this.onGuiReadyObservable.notifyObservers(this);\r\n\r\n this.onGuiReadyObservable.clear();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if all the GUI components are ready to render\r\n */\r\n public guiIsReady(): boolean {\r\n return this._rootContainer.isReady();\r\n }\r\n}\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\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector2, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { PointerInfoPre, PointerInfo, PointerInfoBase } from \"core/Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport { ClipboardEventTypes, ClipboardInfo } from \"core/Events/clipboardEvents\";\r\nimport type { KeyboardInfoPre } from \"core/Events/keyboardEvents\";\r\nimport { KeyboardEventTypes } from \"core/Events/keyboardEvents\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { IDynamicTextureOptions } from \"core/Materials/Textures/dynamicTexture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Layer } from \"core/Layers/layer\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport { Container } from \"./controls/container\";\r\nimport { Control } from \"./controls/control\";\r\nimport { Style } from \"./style\";\r\nimport { Measure } from \"./measure\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Viewport } from \"core/Maths/math.viewport\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { WebRequest } from \"core/Misc/webRequest\";\r\nimport type { IPointerEvent, IWheelEvent } from \"core/Events/deviceInputEvents\";\r\nimport { RandomGUID } from \"core/Misc/guid\";\r\nimport { GetClass } from \"core/Misc/typeStore\";\r\nimport { DecodeBase64ToBinary } from \"core/Misc/stringTools\";\r\n\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Interface used to define options to create an AdvancedDynamicTexture\r\n */\r\nexport interface IAdvancedDynamicTextureOptions extends IDynamicTextureOptions {\r\n /**\r\n * Indicates whether the ADT will be used autonomously. In this mode:\r\n * - _checkUpdate() is not called\r\n * - the layer is not rendered (so, the ADT is not visible)\r\n * It's up to the user to perform the required calls manually to update the ADT.\r\n */\r\n useStandalone?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to create texture to support 2D GUI elements\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui\r\n */\r\nexport class AdvancedDynamicTexture extends DynamicTexture {\r\n /** Define the url to load snippets */\r\n public static SnippetUrl = Constants.SnippetUrl;\r\n\r\n /** Indicates if some optimizations can be performed in GUI GPU management (the downside is additional memory/GPU texture memory used) */\r\n public static AllowGPUOptimizations = true;\r\n\r\n /** Indicates whether the ADT is used autonomously */\r\n public readonly useStandalone: boolean = false;\r\n\r\n /** Snippet ID if the content was created from the snippet server */\r\n public snippetId: string;\r\n\r\n /** Observable that fires when the GUI is ready */\r\n public onGuiReadyObservable = new Observable<AdvancedDynamicTexture>();\r\n\r\n private _isDirty = false;\r\n private _renderObserver: Nullable<Observer<Camera>>;\r\n private _resizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _preKeyboardObserver: Nullable<Observer<KeyboardInfoPre>>;\r\n private _prePointerObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>>;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _canvasPointerOutObserver: Nullable<Observer<PointerEvent>>;\r\n private _canvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _controlAddedObserver: Nullable<Observer<Nullable<Control>>>;\r\n private _controlRemovedObserver: Nullable<Observer<Nullable<Control>>>;\r\n private _background: string;\r\n /** @internal */\r\n public _rootContainer = new Container(\"root\");\r\n /** @internal */\r\n public _lastPickedControl: Control;\r\n /** @internal */\r\n public _lastControlOver: { [pointerId: number]: Control } = {};\r\n /** @internal */\r\n public _lastControlDown: { [pointerId: number]: Control } = {};\r\n /** @internal */\r\n public _capturingControl: { [pointerId: number]: Control } = {};\r\n /** @internal */\r\n public _shouldBlockPointer: boolean;\r\n /** @internal */\r\n public _layerToDispose: Nullable<Layer>;\r\n /** @internal */\r\n public _linkedControls = new Array<Control>();\r\n /** @internal */\r\n public _isFullscreen = false;\r\n private _fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n private _idealWidth = 0;\r\n private _idealHeight = 0;\r\n private _useSmallestIdeal: boolean = false;\r\n private _renderAtIdealSize = false;\r\n private _focusedControl: Nullable<Control>;\r\n private _blockNextFocusCheck = false;\r\n private _renderScale = 1;\r\n private _rootElement: Nullable<HTMLElement>;\r\n private _cursorChanged = false;\r\n private _defaultMousePointerId = 0;\r\n private _rootChildrenHaveChanged: boolean = false;\r\n private _adjustToEngineHardwareScalingLevel = false;\r\n\r\n /** @internal */\r\n public _capturedPointerIds = new Set<number>();\r\n\r\n /** @internal */\r\n public _numLayoutCalls = 0;\r\n /** Gets the number of layout calls made the last time the ADT has been rendered */\r\n public get numLayoutCalls(): number {\r\n return this._numLayoutCalls;\r\n }\r\n\r\n /** @internal */\r\n public _numRenderCalls = 0;\r\n /** Gets the number of render calls made the last time the ADT has been rendered */\r\n public get numRenderCalls(): number {\r\n return this._numRenderCalls;\r\n }\r\n\r\n /**\r\n * Define type to string to ensure compatibility across browsers\r\n * Safari doesn't support DataTransfer constructor\r\n */\r\n private _clipboardData: string = \"\";\r\n /**\r\n * Observable event triggered each time an clipboard event is received from the rendering canvas\r\n */\r\n public onClipboardObservable = new Observable<ClipboardInfo>();\r\n /**\r\n * Observable event triggered each time a pointer down is intercepted by a control\r\n */\r\n public onControlPickedObservable = new Observable<Control>();\r\n /**\r\n * Observable event triggered before layout is evaluated\r\n */\r\n public onBeginLayoutObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Observable event triggered after the layout was evaluated\r\n */\r\n public onEndLayoutObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Observable event triggered before the texture is rendered\r\n */\r\n public onBeginRenderObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Observable event triggered after the texture was rendered\r\n */\r\n public onEndRenderObservable = new Observable<AdvancedDynamicTexture>();\r\n /**\r\n * Gets or sets a boolean defining if alpha is stored as premultiplied\r\n */\r\n public premulAlpha = false;\r\n /**\r\n * Gets or sets a boolean indicating that the canvas must be reverted on Y when updating the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public applyYInversionOnUpdate = true;\r\n\r\n /**\r\n * A boolean indicating whether or not the elements can be navigated to using the tab key.\r\n * Defaults to false.\r\n */\r\n public disableTabNavigation = false;\r\n\r\n /**\r\n * A boolean indicating whether controls can be picked/clicked on or not. Defaults to false.\r\n */\r\n public disablePicking = false;\r\n\r\n /**\r\n * If set to true, the POINTERTAP event type will be used for \"click\", instead of POINTERUP\r\n */\r\n public usePointerTapForClickEvent = false;\r\n\r\n /**\r\n * If set to true, the renderScale will be adjusted automatically to the engine's hardware scaling\r\n * If this is set to true, manually setting the renderScale will be ignored\r\n * This is useful when the engine's hardware scaling is set to a value other than 1\r\n */\r\n public get adjustToEngineHardwareScalingLevel(): boolean {\r\n return this._adjustToEngineHardwareScalingLevel;\r\n }\r\n\r\n public set adjustToEngineHardwareScalingLevel(value: boolean) {\r\n if (this._adjustToEngineHardwareScalingLevel === value) {\r\n return;\r\n }\r\n this._adjustToEngineHardwareScalingLevel = value;\r\n this._onResize();\r\n }\r\n /**\r\n * Gets or sets a number used to scale rendering size (2 means that the texture will be twice bigger).\r\n * Useful when you want more antialiasing\r\n */\r\n public get renderScale(): number {\r\n return this._renderScale;\r\n }\r\n public set renderScale(value: number) {\r\n if (value === this._renderScale) {\r\n return;\r\n }\r\n this._renderScale = value;\r\n this._onResize();\r\n }\r\n /** Gets or sets the background color */\r\n public get background(): string {\r\n return this._background;\r\n }\r\n public set background(value: string) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this.markAsDirty();\r\n }\r\n /**\r\n * Gets or sets the ideal width used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get idealWidth(): number {\r\n return this._idealWidth;\r\n }\r\n public set idealWidth(value: number) {\r\n if (this._idealWidth === value) {\r\n return;\r\n }\r\n this._idealWidth = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n /**\r\n * Gets or sets the ideal height used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get idealHeight(): number {\r\n return this._idealHeight;\r\n }\r\n public set idealHeight(value: number) {\r\n if (this._idealHeight === value) {\r\n return;\r\n }\r\n this._idealHeight = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n /**\r\n * Gets or sets a boolean indicating if the smallest ideal value must be used if idealWidth and idealHeight are both set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get useSmallestIdeal(): boolean {\r\n return this._useSmallestIdeal;\r\n }\r\n public set useSmallestIdeal(value: boolean) {\r\n if (this._useSmallestIdeal === value) {\r\n return;\r\n }\r\n this._useSmallestIdeal = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n /**\r\n * Gets or sets a boolean indicating if adaptive scaling must be used\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n */\r\n public get renderAtIdealSize(): boolean {\r\n return this._renderAtIdealSize;\r\n }\r\n public set renderAtIdealSize(value: boolean) {\r\n if (this._renderAtIdealSize === value) {\r\n return;\r\n }\r\n this._renderAtIdealSize = value;\r\n this._onResize();\r\n }\r\n\r\n /**\r\n * Gets the ratio used when in \"ideal mode\"\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#adaptive-scaling\r\n * */\r\n public get idealRatio(): number {\r\n let rwidth: number = 0;\r\n let rheight: number = 0;\r\n\r\n if (this._idealWidth) {\r\n rwidth = this.getSize().width / this._idealWidth;\r\n }\r\n\r\n if (this._idealHeight) {\r\n rheight = this.getSize().height / this._idealHeight;\r\n }\r\n\r\n if (this._useSmallestIdeal && this._idealWidth && this._idealHeight) {\r\n return window.innerWidth < window.innerHeight ? rwidth : rheight;\r\n }\r\n\r\n if (this._idealWidth) {\r\n // horizontal\r\n return rwidth;\r\n }\r\n\r\n if (this._idealHeight) {\r\n // vertical\r\n return rheight;\r\n }\r\n\r\n return 1;\r\n }\r\n\r\n /**\r\n * Gets the underlying layer used to render the texture when in fullscreen mode\r\n */\r\n public get layer(): Nullable<Layer> {\r\n return this._layerToDispose;\r\n }\r\n /**\r\n * Gets the root container control\r\n */\r\n public get rootContainer(): Container {\r\n return this._rootContainer;\r\n }\r\n /**\r\n * Returns an array containing the root container.\r\n * This is mostly used to let the Inspector introspects the ADT\r\n * @returns an array containing the rootContainer\r\n */\r\n public getChildren(): Array<Container> {\r\n return [this._rootContainer];\r\n }\r\n /**\r\n * Will return all controls that are inside this texture\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns all child controls\r\n */\r\n public getDescendants(directDescendantsOnly?: boolean, predicate?: (control: Control) => boolean): Control[] {\r\n return this._rootContainer.getDescendants(directDescendantsOnly, predicate);\r\n }\r\n\r\n /**\r\n * Will return all controls with the given type name\r\n * @param typeName defines the type name to search for\r\n * @returns an array of all controls found\r\n */\r\n public getControlsByType(typeName: string): Control[] {\r\n return this._rootContainer.getDescendants(false, (control) => control.typeName === typeName);\r\n }\r\n\r\n /**\r\n * Will return the first control with the given name\r\n * @param name defines the name to search for\r\n * @returns the first control found or null\r\n */\r\n public getControlByName(name: string): Nullable<Control> {\r\n return this._getControlByKey(\"name\", name);\r\n }\r\n\r\n private _getControlByKey(key: string, value: any): Nullable<Control> {\r\n return this._rootContainer.getDescendants().find((control) => control[key as keyof Control] === value) || null;\r\n }\r\n\r\n /**\r\n * Gets or sets the current focused control\r\n */\r\n public get focusedControl(): Nullable<Control> {\r\n return this._focusedControl;\r\n }\r\n public set focusedControl(control: Nullable<Control>) {\r\n if (this._focusedControl == control) {\r\n return;\r\n }\r\n if (this._focusedControl) {\r\n this._focusedControl.onBlur();\r\n }\r\n if (control) {\r\n control.onFocus();\r\n }\r\n this._focusedControl = control;\r\n }\r\n /**\r\n * Gets or sets a boolean indicating if the texture must be rendered in background or foreground when in fullscreen mode\r\n */\r\n public get isForeground(): boolean {\r\n if (!this.layer) {\r\n return true;\r\n }\r\n return !this.layer.isBackground;\r\n }\r\n public set isForeground(value: boolean) {\r\n if (!this.layer) {\r\n return;\r\n }\r\n if (this.layer.isBackground === !value) {\r\n return;\r\n }\r\n this.layer.isBackground = !value;\r\n }\r\n /**\r\n * Gets or set information about clipboardData\r\n */\r\n public get clipboardData(): string {\r\n return this._clipboardData;\r\n }\r\n public set clipboardData(value: string) {\r\n this._clipboardData = value;\r\n }\r\n\r\n /**\r\n * If this is set, even when a control is pointer blocker, some events can still be passed through to the scene.\r\n * Options from values are PointerEventTypes\r\n * POINTERDOWN, POINTERUP, POINTERMOVE, POINTERWHEEL, POINTERPICK, POINTERTAP, POINTERDOUBLETAP\r\n */\r\n public skipBlockEvents = 0;\r\n\r\n /**\r\n * If set to true, every scene render will trigger a pointer event for the GUI\r\n * if it is linked to a mesh or has controls linked to a mesh. This will allow\r\n * you to catch the pointer moving around the GUI due to camera or mesh movements,\r\n * but it has a performance cost.\r\n */\r\n public checkPointerEveryFrame = false;\r\n\r\n /**\r\n * Creates a new AdvancedDynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options The options to be used when constructing the ADT\r\n */\r\n constructor(name: string, options?: IAdvancedDynamicTextureOptions);\r\n\r\n constructor(name: string, width?: number, height?: number, scene?: Nullable<Scene>, generateMipMaps?: boolean, samplingMode?: number, invertY?: boolean);\r\n\r\n /** @internal */\r\n constructor(\r\n name: string,\r\n widthOrOptions?: number | IAdvancedDynamicTextureOptions,\r\n _height = 0,\r\n scene?: Nullable<Scene>,\r\n generateMipMaps = false,\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE,\r\n invertY = true\r\n ) {\r\n widthOrOptions = widthOrOptions ?? 0;\r\n\r\n const width = typeof widthOrOptions === \"object\" && widthOrOptions !== undefined ? (widthOrOptions.width ?? 0) : (widthOrOptions ?? 0);\r\n const height = typeof widthOrOptions === \"object\" && widthOrOptions !== undefined ? (widthOrOptions.height ?? 0) : _height;\r\n\r\n super(\r\n name,\r\n { width, height },\r\n typeof widthOrOptions === \"object\" && widthOrOptions !== undefined ? widthOrOptions : scene,\r\n generateMipMaps,\r\n samplingMode,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n invertY\r\n );\r\n\r\n scene = this.getScene();\r\n if (!scene || !this._texture) {\r\n return;\r\n }\r\n this.applyYInversionOnUpdate = invertY;\r\n this._rootElement = scene.getEngine().getInputElement();\r\n\r\n const adtOptions = widthOrOptions as IAdvancedDynamicTextureOptions;\r\n\r\n this.useStandalone = !!adtOptions?.useStandalone;\r\n\r\n if (!this.useStandalone) {\r\n this._renderObserver = scene.onBeforeCameraRenderObservable.add((camera: Camera) => this._checkUpdate(camera));\r\n }\r\n\r\n /** Whenever a control is added or removed to the root, we have to recheck the camera projection as it can have changed */\r\n this._controlAddedObserver = this._rootContainer.onControlAddedObservable.add((control) => {\r\n if (control) {\r\n this._rootChildrenHaveChanged = true;\r\n }\r\n });\r\n this._controlRemovedObserver = this._rootContainer.onControlRemovedObservable.add((control) => {\r\n if (control) {\r\n this._rootChildrenHaveChanged = true;\r\n }\r\n });\r\n this._preKeyboardObserver = scene.onPreKeyboardObservable.add((info) => {\r\n // check if tab is pressed\r\n if (!this.disableTabNavigation && info.type === KeyboardEventTypes.KEYDOWN && info.event.code === \"Tab\") {\r\n const forward = !info.event.shiftKey;\r\n if (\r\n (forward && this._focusProperties.index === this._focusProperties.total - 1) ||\r\n (!forward && this._focusProperties.index === 0 && this._focusProperties.total > 0)\r\n ) {\r\n this.focusedControl = null;\r\n this._focusProperties.index = 0;\r\n this._focusProperties.total = -1;\r\n return;\r\n }\r\n this._focusNextElement(forward);\r\n info.event.preventDefault();\r\n return;\r\n }\r\n if (!this._focusedControl) {\r\n return;\r\n }\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._focusedControl.processKeyboard(info.event);\r\n }\r\n info.skipOnPointerObservable = true;\r\n });\r\n this._rootContainer._link(this);\r\n this.hasAlpha = true;\r\n if (!width || !height) {\r\n this._resizeObserver = scene.getEngine().onResizeObservable.add(() => this._onResize());\r\n this._onResize();\r\n }\r\n this._texture.isReady = true;\r\n }\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"AdvancedDynamicTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"AdvancedDynamicTexture\";\r\n }\r\n /**\r\n * Function used to execute a function on all controls\r\n * @param func defines the function to execute\r\n * @param container defines the container where controls belong. If null the root container will be used\r\n */\r\n public executeOnAllControls(func: (control: Control) => void, container?: Container) {\r\n if (!container) {\r\n container = this._rootContainer;\r\n }\r\n func(container);\r\n for (const child of container.children) {\r\n if ((<any>child).children) {\r\n this.executeOnAllControls(func, <Container>child);\r\n continue;\r\n }\r\n func(child);\r\n }\r\n }\r\n\r\n private _useInvalidateRectOptimization = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the InvalidateRect optimization should be turned on\r\n */\r\n public get useInvalidateRectOptimization(): boolean {\r\n return this._useInvalidateRectOptimization;\r\n }\r\n\r\n public set useInvalidateRectOptimization(value: boolean) {\r\n this._useInvalidateRectOptimization = value;\r\n }\r\n\r\n // Invalidated rectangle which is the combination of all invalidated controls after they have been rotated into absolute position\r\n private _invalidatedRectangle: Nullable<Measure> = null;\r\n /**\r\n * Invalidates a rectangle area on the gui texture\r\n * @param invalidMinX left most position of the rectangle to invalidate in the texture\r\n * @param invalidMinY top most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxX right most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxY bottom most position of the rectangle to invalidate in the texture\r\n */\r\n public invalidateRect(invalidMinX: number, invalidMinY: number, invalidMaxX: number, invalidMaxY: number) {\r\n if (!this._useInvalidateRectOptimization) {\r\n return;\r\n }\r\n if (!this._invalidatedRectangle) {\r\n this._invalidatedRectangle = new Measure(invalidMinX, invalidMinY, invalidMaxX - invalidMinX + 1, invalidMaxY - invalidMinY + 1);\r\n } else {\r\n // Compute intersection\r\n const maxX = Math.ceil(Math.max(this._invalidatedRectangle.left + this._invalidatedRectangle.width - 1, invalidMaxX));\r\n const maxY = Math.ceil(Math.max(this._invalidatedRectangle.top + this._invalidatedRectangle.height - 1, invalidMaxY));\r\n this._invalidatedRectangle.left = Math.floor(Math.min(this._invalidatedRectangle.left, invalidMinX));\r\n this._invalidatedRectangle.top = Math.floor(Math.min(this._invalidatedRectangle.top, invalidMinY));\r\n this._invalidatedRectangle.width = maxX - this._invalidatedRectangle.left + 1;\r\n this._invalidatedRectangle.height = maxY - this._invalidatedRectangle.top + 1;\r\n }\r\n }\r\n /**\r\n * Marks the texture as dirty forcing a complete update\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n /**\r\n * Helper function used to create a new style\r\n * @returns a new style\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#styles\r\n */\r\n public createStyle(): Style {\r\n return new Style(this);\r\n }\r\n /**\r\n * Adds a new control to the root container\r\n * @param control defines the control to add\r\n * @returns the current texture\r\n */\r\n public addControl(control: Control): AdvancedDynamicTexture {\r\n this._rootContainer.addControl(control);\r\n return this;\r\n }\r\n /**\r\n * Removes a control from the root container\r\n * @param control defines the control to remove\r\n * @returns the current texture\r\n */\r\n public removeControl(control: Control): AdvancedDynamicTexture {\r\n this._rootContainer.removeControl(control);\r\n return this;\r\n }\r\n /**\r\n * Moves overlapped controls towards a position where it is not overlapping anymore.\r\n * Please note that this method alters linkOffsetXInPixels and linkOffsetYInPixels.\r\n * @param overlapGroup the overlap group which will be processed or undefined to process all overlap groups\r\n * @param deltaStep the step size (speed) to reach the target non overlapping position (default 0.1)\r\n * @param repelFactor how much is the control repelled by other controls\r\n */\r\n public moveToNonOverlappedPosition(overlapGroup?: number | Control[], deltaStep = 1, repelFactor = 1) {\r\n let controlsForGroup: Control[];\r\n if (Array.isArray(overlapGroup)) {\r\n controlsForGroup = overlapGroup;\r\n } else {\r\n const descendants = this.getDescendants(true);\r\n // get only the controls with an overlapGroup property set\r\n // if the overlapGroup parameter is set, filter the controls and get only the controls belonging to that overlapGroup\r\n controlsForGroup = overlapGroup === undefined ? descendants.filter((c) => c.overlapGroup !== undefined) : descendants.filter((c) => c.overlapGroup === overlapGroup);\r\n }\r\n\r\n for (const control1 of controlsForGroup) {\r\n let velocity = Vector2.Zero();\r\n const center = new Vector2(control1.centerX, control1.centerY);\r\n\r\n for (const control2 of controlsForGroup) {\r\n if (control1 !== control2 && AdvancedDynamicTexture._Overlaps(control1, control2)) {\r\n // if the two controls overlaps get a direction vector from one control's center to another control's center\r\n const diff = center.subtract(new Vector2(control2.centerX, control2.centerY));\r\n const diffLength = diff.length();\r\n\r\n if (diffLength > 0) {\r\n // calculate the velocity\r\n velocity = velocity.add(diff.normalize().scale(repelFactor / diffLength));\r\n }\r\n }\r\n }\r\n\r\n if (velocity.length() > 0) {\r\n // move the control along the direction vector away from the overlapping control\r\n velocity = velocity.normalize().scale(deltaStep * (control1.overlapDeltaMultiplier ?? 1));\r\n control1.linkOffsetXInPixels += velocity.x;\r\n control1.linkOffsetYInPixels += velocity.y;\r\n }\r\n }\r\n }\r\n /**\r\n * Release all resources\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._rootElement = null;\r\n scene.onBeforeCameraRenderObservable.remove(this._renderObserver);\r\n if (this._resizeObserver) {\r\n scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n }\r\n if (this._prePointerObserver) {\r\n scene.onPrePointerObservable.remove(this._prePointerObserver);\r\n }\r\n if (this._sceneRenderObserver) {\r\n scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n if (this._pointerObserver) {\r\n scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._preKeyboardObserver) {\r\n scene.onPreKeyboardObservable.remove(this._preKeyboardObserver);\r\n }\r\n if (this._canvasPointerOutObserver) {\r\n scene.getEngine().onCanvasPointerOutObservable.remove(this._canvasPointerOutObserver);\r\n }\r\n if (this._canvasBlurObserver) {\r\n scene.getEngine().onCanvasBlurObservable.remove(this._canvasBlurObserver);\r\n }\r\n if (this._controlAddedObserver) {\r\n this._rootContainer.onControlAddedObservable.remove(this._controlAddedObserver);\r\n }\r\n if (this._controlRemovedObserver) {\r\n this._rootContainer.onControlRemovedObservable.remove(this._controlRemovedObserver);\r\n }\r\n if (this._layerToDispose) {\r\n this._layerToDispose.texture = null;\r\n this._layerToDispose.dispose();\r\n this._layerToDispose = null;\r\n }\r\n this._rootContainer.dispose();\r\n this.onClipboardObservable.clear();\r\n this.onControlPickedObservable.clear();\r\n this.onBeginRenderObservable.clear();\r\n this.onEndRenderObservable.clear();\r\n this.onBeginLayoutObservable.clear();\r\n this.onEndLayoutObservable.clear();\r\n this.onGuiReadyObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n private _alreadyRegisteredForRender = false;\r\n private _onResize(): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n // Check size\r\n const engine = scene.getEngine();\r\n if (this.adjustToEngineHardwareScalingLevel) {\r\n // force the renderScale to the engine's hardware scaling level\r\n this._renderScale = engine.getHardwareScalingLevel();\r\n // calculate the max renderScale, based on the max texture size of engine.getCaps().maxTextureSize (enforced by some mobile devices)\r\n this._renderScale =\r\n 1 / Math.max(this._renderScale, engine.getRenderWidth() / engine.getCaps().maxTextureSize, engine.getRenderHeight() / engine.getCaps().maxTextureSize);\r\n }\r\n const textureSize = this.getSize();\r\n let renderWidth = engine.getRenderWidth() * this._renderScale;\r\n let renderHeight = engine.getRenderHeight() * this._renderScale;\r\n\r\n if (this._renderAtIdealSize) {\r\n if (this._idealWidth) {\r\n renderHeight = (renderHeight * this._idealWidth) / renderWidth;\r\n renderWidth = this._idealWidth;\r\n } else if (this._idealHeight) {\r\n renderWidth = (renderWidth * this._idealHeight) / renderHeight;\r\n renderHeight = this._idealHeight;\r\n }\r\n }\r\n if (textureSize.width !== renderWidth || textureSize.height !== renderHeight) {\r\n this.scaleTo(renderWidth, renderHeight);\r\n if (this.adjustToEngineHardwareScalingLevel) {\r\n const engineRenderScale = 1 / engine.getHardwareScalingLevel();\r\n const scale = this._renderScale * engineRenderScale;\r\n this._rootContainer.scaleX = scale;\r\n this._rootContainer.scaleY = scale;\r\n this._rootContainer.widthInPixels = renderWidth / scale;\r\n this._rootContainer.heightInPixels = renderHeight / scale;\r\n }\r\n this.markAsDirty();\r\n if (this._idealWidth || this._idealHeight) {\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n if (!this._alreadyRegisteredForRender) {\r\n this._alreadyRegisteredForRender = true;\r\n Tools.SetImmediate(() => {\r\n // We want to force an update so the texture can be set as ready\r\n this.update(this.applyYInversionOnUpdate, this.premulAlpha, AdvancedDynamicTexture.AllowGPUOptimizations);\r\n this._alreadyRegisteredForRender = false;\r\n });\r\n }\r\n }\r\n this.invalidateRect(0, 0, textureSize.width - 1, textureSize.height - 1);\r\n }\r\n /** @internal */\r\n public _getGlobalViewport(): Viewport {\r\n const size = this.getSize();\r\n const globalViewPort = this._fullscreenViewport.toGlobal(size.width, size.height);\r\n\r\n const targetX = Math.round(globalViewPort.width * (1 / this.rootContainer.scaleX));\r\n const targetY = Math.round(globalViewPort.height * (1 / this.rootContainer.scaleY));\r\n\r\n globalViewPort.x += (globalViewPort.width - targetX) / 2;\r\n globalViewPort.y += (globalViewPort.height - targetY) / 2;\r\n\r\n globalViewPort.width = targetX;\r\n globalViewPort.height = targetY;\r\n\r\n return globalViewPort;\r\n }\r\n /**\r\n * Get screen coordinates for a vector3\r\n * @param position defines the position to project\r\n * @param worldMatrix defines the world matrix to use\r\n * @returns the projected position\r\n */\r\n public getProjectedPosition(position: Vector3, worldMatrix: Matrix): Vector2 {\r\n const result = this.getProjectedPositionWithZ(position, worldMatrix);\r\n return new Vector2(result.x, result.y);\r\n }\r\n\r\n /**\r\n * Get screen coordinates for a vector3\r\n * @param position defines the position to project\r\n * @param worldMatrix defines the world matrix to use\r\n * @returns the projected position with Z\r\n */\r\n public getProjectedPositionWithZ(position: Vector3, worldMatrix: Matrix): Vector3 {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return Vector3.Zero();\r\n }\r\n const globalViewport = this._getGlobalViewport();\r\n const projectedPosition = Vector3.Project(position, worldMatrix, scene.getTransformMatrix(), globalViewport);\r\n return new Vector3(projectedPosition.x, projectedPosition.y, projectedPosition.z);\r\n }\r\n\r\n /** @internal */\r\n public _checkUpdate(camera: Nullable<Camera>, skipUpdate?: boolean): void {\r\n if (this._layerToDispose && camera) {\r\n if ((camera.layerMask & this._layerToDispose.layerMask) === 0) {\r\n return;\r\n }\r\n }\r\n if (this._isFullscreen && this._linkedControls.length) {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n const globalViewport = this._getGlobalViewport();\r\n for (const control of this._linkedControls) {\r\n if (!control.isVisible) {\r\n continue;\r\n }\r\n const mesh = control._linkedMesh as AbstractMesh;\r\n if (!mesh || mesh.isDisposed()) {\r\n Tools.SetImmediate(() => {\r\n control.linkWithMesh(null);\r\n });\r\n continue;\r\n }\r\n const position = mesh.getBoundingInfo ? mesh.getBoundingInfo().boundingSphere.center : (Vector3.ZeroReadOnly as Vector3);\r\n const projectedPosition = Vector3.Project(position, mesh.getWorldMatrix(), scene.getTransformMatrix(), globalViewport);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n control.notRenderable = true;\r\n continue;\r\n }\r\n control.notRenderable = false;\r\n if (this.useInvalidateRectOptimization) {\r\n control.invalidateRect();\r\n }\r\n\r\n control._moveToProjectedPosition(projectedPosition);\r\n }\r\n }\r\n if (!this._isDirty && !this._rootContainer.isDirty) {\r\n return;\r\n }\r\n this._isDirty = false;\r\n this._render(skipUpdate);\r\n if (!skipUpdate) {\r\n this.update(this.applyYInversionOnUpdate, this.premulAlpha, AdvancedDynamicTexture.AllowGPUOptimizations);\r\n }\r\n }\r\n\r\n private _clearMeasure = new Measure(0, 0, 0, 0);\r\n\r\n private _render(skipRender?: boolean): void {\r\n const textureSize = this.getSize();\r\n const renderWidth = textureSize.width;\r\n const renderHeight = textureSize.height;\r\n\r\n const context = this.getContext();\r\n context.font = \"18px Arial\";\r\n context.strokeStyle = \"white\";\r\n\r\n if (this.onGuiReadyObservable.hasObservers()) {\r\n this._checkGuiIsReady();\r\n }\r\n\r\n /** We have to recheck the camera projection in the case the root control's children have changed */\r\n if (this._rootChildrenHaveChanged) {\r\n const camera = this.getScene()?.activeCamera;\r\n if (camera) {\r\n this._rootChildrenHaveChanged = false;\r\n this._checkUpdate(camera, true);\r\n }\r\n }\r\n\r\n // Layout\r\n this.onBeginLayoutObservable.notifyObservers(this);\r\n const measure = new Measure(0, 0, renderWidth, renderHeight);\r\n this._numLayoutCalls = 0;\r\n this._rootContainer._layout(measure, context);\r\n this.onEndLayoutObservable.notifyObservers(this);\r\n this._isDirty = false; // Restoring the dirty state that could have been set by controls during layout processing\r\n\r\n if (skipRender) {\r\n return;\r\n }\r\n\r\n // Clear\r\n if (this._invalidatedRectangle) {\r\n this._clearMeasure.copyFrom(this._invalidatedRectangle);\r\n } else {\r\n this._clearMeasure.copyFromFloats(0, 0, renderWidth, renderHeight);\r\n }\r\n context.clearRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n if (this._background) {\r\n context.save();\r\n context.fillStyle = this._background;\r\n context.fillRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n context.restore();\r\n }\r\n\r\n // Render\r\n this.onBeginRenderObservable.notifyObservers(this);\r\n this._numRenderCalls = 0;\r\n this._rootContainer._render(context, this._invalidatedRectangle);\r\n this.onEndRenderObservable.notifyObservers(this);\r\n this._invalidatedRectangle = null;\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _changeCursor(cursor: string) {\r\n if (this._rootElement) {\r\n this._rootElement.style.cursor = cursor;\r\n this._cursorChanged = true;\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _registerLastControlDown(control: Control, pointerId: number) {\r\n this._lastControlDown[pointerId] = control;\r\n this.onControlPickedObservable.notifyObservers(control);\r\n }\r\n private _doPicking(x: number, y: number, pi: Nullable<PointerInfoBase>, type: number, pointerId: number, buttonIndex: number, deltaX?: number, deltaY?: number): void {\r\n const scene = this.getScene();\r\n if (!scene || this.disablePicking) {\r\n return;\r\n }\r\n const engine = scene.getEngine();\r\n const textureSize = this.getSize();\r\n if (this._isFullscreen) {\r\n const camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n const viewport = camera.viewport;\r\n x = x * (textureSize.width / (engine.getRenderWidth() * viewport.width));\r\n y = y * (textureSize.height / (engine.getRenderHeight() * viewport.height));\r\n }\r\n if (this._capturingControl[pointerId]) {\r\n if (this._capturingControl[pointerId].isPointerBlocker) {\r\n this._shouldBlockPointer = true;\r\n }\r\n this._capturingControl[pointerId]._processObservables(type, x, y, pi, pointerId, buttonIndex);\r\n return;\r\n }\r\n\r\n this._cursorChanged = false;\r\n if (!this._rootContainer._processPicking(x, y, pi, type, pointerId, buttonIndex, deltaX, deltaY)) {\r\n if (!scene.doNotHandleCursors) {\r\n this._changeCursor(\"\");\r\n }\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId], pi);\r\n delete this._lastControlOver[pointerId];\r\n }\r\n }\r\n }\r\n\r\n if (!this._cursorChanged && !scene.doNotHandleCursors) {\r\n this._changeCursor(\"\");\r\n }\r\n this._manageFocus();\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _cleanControlAfterRemovalFromList(list: { [pointerId: number]: Control }, control: Control) {\r\n for (const pointerId in list) {\r\n if (!Object.prototype.hasOwnProperty.call(list, pointerId)) {\r\n continue;\r\n }\r\n const lastControlOver = list[pointerId];\r\n if (lastControlOver === control) {\r\n delete list[pointerId];\r\n }\r\n }\r\n }\r\n /**\r\n * @internal\r\n */\r\n public _cleanControlAfterRemoval(control: Control) {\r\n this._cleanControlAfterRemovalFromList(this._lastControlDown, control);\r\n this._cleanControlAfterRemovalFromList(this._lastControlOver, control);\r\n }\r\n\r\n /**\r\n * This function will run a pointer event on this ADT and will trigger any pointer events on any controls\r\n * This will work on a fullscreen ADT only. For mesh based ADT, simulate pointer events using the scene directly.\r\n * @param x pointer X on the canvas for the picking\r\n * @param y pointer Y on the canvas for the picking\r\n * @param pi optional pointer information\r\n */\r\n public pick(x: number, y: number, pi: Nullable<PointerInfoPre> = null) {\r\n if (this._isFullscreen && this._scene) {\r\n this._translateToPicking(this._scene, new Viewport(0, 0, 0, 0), pi, x, y);\r\n }\r\n }\r\n\r\n private _translateToPicking(scene: Scene, tempViewport: Viewport, pi: Nullable<PointerInfoPre>, x: number = scene.pointerX, y: number = scene.pointerY) {\r\n const camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n const engine = scene.getEngine();\r\n const originalCameraToUseForPointers = scene.cameraToUseForPointers;\r\n\r\n if (!camera) {\r\n tempViewport.x = 0;\r\n tempViewport.y = 0;\r\n tempViewport.width = engine.getRenderWidth();\r\n tempViewport.height = engine.getRenderHeight();\r\n } else {\r\n if (camera.rigCameras.length) {\r\n // rig camera - we need to find the camera to use for this event\r\n const rigViewport = new Viewport(0, 0, 1, 1);\r\n for (const rigCamera of camera.rigCameras) {\r\n // generate the viewport of this camera\r\n rigCamera.viewport.toGlobalToRef(engine.getRenderWidth(), engine.getRenderHeight(), rigViewport);\r\n const transformedX = x / engine.getHardwareScalingLevel() - rigViewport.x;\r\n const transformedY = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - rigViewport.y - rigViewport.height);\r\n // check if the pointer is in the camera's viewport\r\n if (transformedX < 0 || transformedY < 0 || x > rigViewport.width || y > rigViewport.height) {\r\n // out of viewport - don't use this camera\r\n return;\r\n }\r\n // set the camera to use for pointers until this pointer loop is over\r\n scene.cameraToUseForPointers = rigCamera;\r\n // set the viewport\r\n tempViewport.x = rigViewport.x;\r\n tempViewport.y = rigViewport.y;\r\n tempViewport.width = rigViewport.width;\r\n tempViewport.height = rigViewport.height;\r\n }\r\n } else {\r\n camera.viewport.toGlobalToRef(engine.getRenderWidth(), engine.getRenderHeight(), tempViewport);\r\n }\r\n }\r\n\r\n const transformedX = x / engine.getHardwareScalingLevel() - tempViewport.x;\r\n const transformedY = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - tempViewport.y - tempViewport.height);\r\n this._shouldBlockPointer = false;\r\n // Do picking modifies _shouldBlockPointer\r\n if (pi) {\r\n const pointerId = (pi.event as IPointerEvent).pointerId || this._defaultMousePointerId;\r\n this._doPicking(transformedX, transformedY, pi, pi.type, pointerId, pi.event.button, (<IWheelEvent>pi.event).deltaX, (<IWheelEvent>pi.event).deltaY);\r\n // Avoid overwriting a true skipOnPointerObservable to false\r\n if ((this._shouldBlockPointer && !(pi.type & this.skipBlockEvents)) || this._capturingControl[pointerId]) {\r\n pi.skipOnPointerObservable = true;\r\n }\r\n } else {\r\n this._doPicking(transformedX, transformedY, null, PointerEventTypes.POINTERMOVE, this._defaultMousePointerId, 0);\r\n }\r\n // if overridden by a rig camera - reset back to the original value\r\n scene.cameraToUseForPointers = originalCameraToUseForPointers;\r\n }\r\n\r\n /** Attach to all scene events required to support pointer events */\r\n public attach(): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const tempViewport = new Viewport(0, 0, 0, 0);\r\n\r\n this._prePointerObserver = scene.onPrePointerObservable.add((pi) => {\r\n if (\r\n scene.isPointerCaptured((<IPointerEvent>pi.event).pointerId) &&\r\n pi.type === PointerEventTypes.POINTERUP &&\r\n !this._capturedPointerIds.has((pi.event as IPointerEvent).pointerId)\r\n ) {\r\n return;\r\n }\r\n if (\r\n pi.type !== PointerEventTypes.POINTERMOVE &&\r\n pi.type !== PointerEventTypes.POINTERUP &&\r\n pi.type !== PointerEventTypes.POINTERDOWN &&\r\n pi.type !== PointerEventTypes.POINTERWHEEL &&\r\n pi.type !== PointerEventTypes.POINTERTAP\r\n ) {\r\n return;\r\n }\r\n\r\n if (pi.type === PointerEventTypes.POINTERMOVE) {\r\n // Avoid pointerMove events firing while the pointer is captured by the scene\r\n if (scene.isPointerCaptured((<IPointerEvent>pi.event).pointerId)) {\r\n return;\r\n }\r\n if ((pi.event as IPointerEvent).pointerId) {\r\n this._defaultMousePointerId = (pi.event as IPointerEvent).pointerId; // This is required to make sure we have the correct pointer ID for wheel\r\n }\r\n }\r\n this._translateToPicking(scene, tempViewport, pi);\r\n });\r\n this._attachPickingToSceneRender(scene, () => this._translateToPicking(scene, tempViewport, null), false);\r\n this._attachToOnPointerOut(scene);\r\n this._attachToOnBlur(scene);\r\n }\r\n\r\n private _focusProperties: { index: number; total: number } = { index: 0, total: -1 };\r\n\r\n private _focusNextElement(forward: boolean = true): void {\r\n // generate the order of tab-able controls\r\n const sortedTabbableControls: Control[] = [];\r\n this.executeOnAllControls((control) => {\r\n if (control.isFocusInvisible || !control.isVisible || control.tabIndex < 0) {\r\n return;\r\n }\r\n sortedTabbableControls.push(control);\r\n });\r\n // if no control is tab-able, return\r\n if (sortedTabbableControls.length === 0) {\r\n return;\r\n }\r\n sortedTabbableControls.sort((a, b) => {\r\n // if tabIndex is 0, put it in the end of the list, otherwise sort by tabIndex\r\n return a.tabIndex === 0 ? 1 : b.tabIndex === 0 ? -1 : a.tabIndex - b.tabIndex;\r\n });\r\n this._focusProperties.total = sortedTabbableControls.length;\r\n // if no control is focused, focus the first one\r\n let nextIndex = -1;\r\n if (!this._focusedControl) {\r\n nextIndex = forward ? 0 : sortedTabbableControls.length - 1;\r\n } else {\r\n const currentIndex = sortedTabbableControls.indexOf(this._focusedControl);\r\n nextIndex = currentIndex + (forward ? 1 : -1);\r\n if (nextIndex < 0) {\r\n nextIndex = sortedTabbableControls.length - 1;\r\n } else if (nextIndex >= sortedTabbableControls.length) {\r\n nextIndex = 0;\r\n }\r\n }\r\n sortedTabbableControls[nextIndex].focus();\r\n this._focusProperties.index = nextIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onClipboardCopy = (rawEvt: Event) => {\r\n const evt = rawEvt as ClipboardEvent;\r\n const ev = new ClipboardInfo(ClipboardEventTypes.COPY, evt);\r\n this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /**\r\n * @internal\r\n */\r\n private _onClipboardCut = (rawEvt: Event) => {\r\n const evt = rawEvt as ClipboardEvent;\r\n const ev = new ClipboardInfo(ClipboardEventTypes.CUT, evt);\r\n this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /**\r\n * @internal\r\n */\r\n private _onClipboardPaste = (rawEvt: Event) => {\r\n const evt = rawEvt as ClipboardEvent;\r\n const ev = new ClipboardInfo(ClipboardEventTypes.PASTE, evt);\r\n this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /**\r\n * Register the clipboard Events onto the canvas\r\n */\r\n public registerClipboardEvents(): void {\r\n self.addEventListener(\"copy\", this._onClipboardCopy, false);\r\n self.addEventListener(\"cut\", this._onClipboardCut, false);\r\n self.addEventListener(\"paste\", this._onClipboardPaste, false);\r\n }\r\n /**\r\n * Unregister the clipboard Events from the canvas\r\n */\r\n public unRegisterClipboardEvents(): void {\r\n self.removeEventListener(\"copy\", this._onClipboardCopy);\r\n self.removeEventListener(\"cut\", this._onClipboardCut);\r\n self.removeEventListener(\"paste\", this._onClipboardPaste);\r\n }\r\n\r\n /**\r\n * Transform uvs from mesh space to texture space, taking the texture into account\r\n * @param uv the uvs in mesh space\r\n * @returns the uvs in texture space\r\n */\r\n private _transformUvs(uv: Vector2): Vector2 {\r\n const textureMatrix = this.getTextureMatrix();\r\n let result;\r\n if (textureMatrix.isIdentityAs3x2()) {\r\n result = uv;\r\n } else {\r\n const homogeneousTextureMatrix = TmpVectors.Matrix[0];\r\n\r\n textureMatrix.getRowToRef(0, TmpVectors.Vector4[0]);\r\n textureMatrix.getRowToRef(1, TmpVectors.Vector4[1]);\r\n textureMatrix.getRowToRef(2, TmpVectors.Vector4[2]);\r\n\r\n const r0 = TmpVectors.Vector4[0];\r\n const r1 = TmpVectors.Vector4[1];\r\n const r2 = TmpVectors.Vector4[2];\r\n\r\n homogeneousTextureMatrix.setRowFromFloats(0, r0.x, r0.y, 0, 0);\r\n homogeneousTextureMatrix.setRowFromFloats(1, r1.x, r1.y, 0, 0);\r\n homogeneousTextureMatrix.setRowFromFloats(2, 0, 0, 1, 0);\r\n homogeneousTextureMatrix.setRowFromFloats(3, r2.x, r2.y, 0, 1);\r\n\r\n result = TmpVectors.Vector2[0];\r\n Vector2.TransformToRef(uv, homogeneousTextureMatrix, result);\r\n }\r\n\r\n // In wrap and mirror mode, the texture coordinate for coordinates more than 1 is the fractional part of the coordinate\r\n if (this.wrapU === Texture.WRAP_ADDRESSMODE || this.wrapU === Texture.MIRROR_ADDRESSMODE) {\r\n if (result.x > 1) {\r\n let fX = result.x - Math.trunc(result.x);\r\n // In mirror mode, the sign of the texture coordinate depends on the integer part -\r\n // odd integers means it is mirrored from the original coordinate\r\n if (this.wrapU === Texture.MIRROR_ADDRESSMODE && Math.trunc(result.x) % 2 === 1) {\r\n fX = 1 - fX;\r\n }\r\n result.x = fX;\r\n }\r\n }\r\n if (this.wrapV === Texture.WRAP_ADDRESSMODE || this.wrapV === Texture.MIRROR_ADDRESSMODE) {\r\n if (result.y > 1) {\r\n let fY = result.y - Math.trunc(result.y);\r\n if (this.wrapV === Texture.MIRROR_ADDRESSMODE && Math.trunc(result.x) % 2 === 1) {\r\n fY = 1 - fY;\r\n }\r\n result.y = fY;\r\n }\r\n }\r\n return result;\r\n }\r\n /**\r\n * Connect the texture to a hosting mesh to enable interactions\r\n * @param mesh defines the mesh to attach to\r\n * @param supportPointerMove defines a boolean indicating if pointer move events must be catched as well\r\n */\r\n public attachToMesh(mesh: AbstractMesh, supportPointerMove = true): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n if (this._pointerObserver) {\r\n scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n this._pointerObserver = scene.onPointerObservable.add((pi) => {\r\n if (\r\n pi.type !== PointerEventTypes.POINTERMOVE &&\r\n pi.type !== PointerEventTypes.POINTERUP &&\r\n pi.type !== PointerEventTypes.POINTERDOWN &&\r\n pi.type !== PointerEventTypes.POINTERWHEEL\r\n ) {\r\n return;\r\n }\r\n\r\n if (pi.type === PointerEventTypes.POINTERMOVE && (pi.event as IPointerEvent).pointerId) {\r\n this._defaultMousePointerId = (pi.event as IPointerEvent).pointerId; // This is required to make sure we have the correct pointer ID for wheel\r\n }\r\n\r\n const pointerId = (pi.event as IPointerEvent).pointerId || this._defaultMousePointerId;\r\n if (pi.pickInfo && pi.pickInfo.hit && pi.pickInfo.pickedMesh === mesh) {\r\n let uv = pi.pickInfo.getTextureCoordinates();\r\n if (uv) {\r\n uv = this._transformUvs(uv);\r\n const size = this.getSize();\r\n this._doPicking(\r\n uv.x * size.width,\r\n (this.applyYInversionOnUpdate ? 1.0 - uv.y : uv.y) * size.height,\r\n pi,\r\n pi.type,\r\n pointerId,\r\n pi.event.button,\r\n (<IWheelEvent>pi.event).deltaX,\r\n (<IWheelEvent>pi.event).deltaY\r\n );\r\n }\r\n } else if (pi.type === PointerEventTypes.POINTERUP) {\r\n if (this._lastControlDown[pointerId]) {\r\n this._lastControlDown[pointerId]._forcePointerUp(pointerId);\r\n }\r\n delete this._lastControlDown[pointerId];\r\n if (this.focusedControl) {\r\n const friendlyControls = this.focusedControl.keepsFocusWith();\r\n let canMoveFocus = true;\r\n if (friendlyControls) {\r\n for (const control of friendlyControls) {\r\n // Same host, no need to keep the focus\r\n if (this === control._host) {\r\n continue;\r\n }\r\n // Different hosts\r\n const otherHost = control._host;\r\n if (otherHost._lastControlOver[pointerId] && otherHost._lastControlOver[pointerId].isAscendant(control)) {\r\n canMoveFocus = false;\r\n break;\r\n }\r\n }\r\n }\r\n if (canMoveFocus) {\r\n this.focusedControl = null;\r\n }\r\n }\r\n } else if (pi.type === PointerEventTypes.POINTERMOVE) {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId], pi, true);\r\n }\r\n delete this._lastControlOver[pointerId];\r\n }\r\n });\r\n mesh.enablePointerMoveEvents = supportPointerMove;\r\n this._attachPickingToSceneRender(\r\n scene,\r\n () => {\r\n const pointerId = this._defaultMousePointerId;\r\n const pick = scene?.pick(scene.pointerX, scene.pointerY);\r\n if (pick && pick.hit && pick.pickedMesh === mesh) {\r\n let uv = pick.getTextureCoordinates();\r\n if (uv) {\r\n uv = this._transformUvs(uv);\r\n const size = this.getSize();\r\n this._doPicking(uv.x * size.width, (this.applyYInversionOnUpdate ? 1.0 - uv.y : uv.y) * size.height, null, PointerEventTypes.POINTERMOVE, pointerId, 0);\r\n }\r\n } else {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId], null, true);\r\n }\r\n delete this._lastControlOver[pointerId];\r\n }\r\n },\r\n true\r\n );\r\n this._attachToOnPointerOut(scene);\r\n this._attachToOnBlur(scene);\r\n }\r\n /**\r\n * Move the focus to a specific control\r\n * @param control defines the control which will receive the focus\r\n */\r\n public moveFocusToControl(control: Control): void {\r\n this.focusedControl = control;\r\n this._lastPickedControl = <any>control;\r\n this._blockNextFocusCheck = true;\r\n }\r\n private _manageFocus(): void {\r\n if (this._blockNextFocusCheck) {\r\n this._blockNextFocusCheck = false;\r\n this._lastPickedControl = <any>this._focusedControl;\r\n return;\r\n }\r\n // Focus management\r\n if (this._focusedControl) {\r\n if (this._focusedControl !== <any>this._lastPickedControl) {\r\n if (this._lastPickedControl.isFocusInvisible) {\r\n return;\r\n }\r\n this.focusedControl = null;\r\n }\r\n }\r\n }\r\n private _attachPickingToSceneRender(scene: Scene, pickFunction: () => void, forcePicking: boolean) {\r\n this._sceneRenderObserver = scene.onBeforeRenderObservable.add(() => {\r\n if (!this.checkPointerEveryFrame) {\r\n return;\r\n }\r\n if (this._linkedControls.length > 0 || forcePicking) {\r\n pickFunction();\r\n }\r\n });\r\n }\r\n private _attachToOnPointerOut(scene: Scene): void {\r\n this._canvasPointerOutObserver = scene.getEngine().onCanvasPointerOutObservable.add((pointerEvent) => {\r\n if (this._lastControlOver[pointerEvent.pointerId]) {\r\n this._lastControlOver[pointerEvent.pointerId]._onPointerOut(this._lastControlOver[pointerEvent.pointerId], null);\r\n }\r\n delete this._lastControlOver[pointerEvent.pointerId];\r\n if (this._lastControlDown[pointerEvent.pointerId] && this._lastControlDown[pointerEvent.pointerId] !== this._capturingControl[pointerEvent.pointerId]) {\r\n this._lastControlDown[pointerEvent.pointerId]._forcePointerUp(pointerEvent.pointerId);\r\n delete this._lastControlDown[pointerEvent.pointerId];\r\n }\r\n });\r\n }\r\n private _attachToOnBlur(scene: Scene): void {\r\n this._canvasBlurObserver = scene.getEngine().onCanvasBlurObservable.add(() => {\r\n Object.entries(this._lastControlDown).forEach(([, value]) => {\r\n value._onCanvasBlur();\r\n });\r\n this.focusedControl = null;\r\n this._lastControlDown = {};\r\n });\r\n }\r\n\r\n /**\r\n * Serializes the entire GUI system\r\n * @returns an object with the JSON serialized data\r\n */\r\n public serializeContent(): any {\r\n const size = this.getSize();\r\n const serializationObject = {\r\n root: {},\r\n width: size.width,\r\n height: size.height,\r\n };\r\n\r\n this._rootContainer.serialize(serializationObject.root);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a JSON object\r\n * @param serializedObject define the JSON serialized object to restore from\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n */\r\n public parseSerializedObject(serializedObject: any, scaleToSize?: boolean, urlRewriter?: (url: string) => string) {\r\n this._rootContainer = Control.Parse(serializedObject.root, this, urlRewriter) as Container;\r\n if (scaleToSize) {\r\n const width = serializedObject.width;\r\n const height = serializedObject.height;\r\n if (typeof width === \"number\" && typeof height === \"number\" && width >= 0 && height >= 0) {\r\n this.scaleTo(width, height);\r\n } else {\r\n // scales the GUI to a default size if none was available in the serialized content\r\n this.scaleTo(1920, 1080);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clones the ADT. If no mesh is defined, the GUI will be considered as a fullscreen GUI\r\n * @param newName defines the name of the new ADT\r\n * @param attachToMesh defines if the new ADT should be attached to a mesh\r\n * @returns the clone of the ADT\r\n */\r\n public override clone(newName?: string, attachToMesh?: AbstractMesh): AdvancedDynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n const size = this.getSize();\r\n const data = this.serializeContent();\r\n let clone;\r\n if (!this._isFullscreen) {\r\n if (attachToMesh) {\r\n clone = AdvancedDynamicTexture.CreateForMesh(attachToMesh, size.width, size.height);\r\n } else {\r\n clone = new AdvancedDynamicTexture(newName ?? \"Clone of \" + this.name, size.width, size.height, scene, !this.noMipmap, this.samplingMode);\r\n }\r\n } else {\r\n clone = AdvancedDynamicTexture.CreateFullscreenUI(newName ?? \"Clone of \" + this.name);\r\n }\r\n clone.parseSerializedObject(data);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a JSON object\r\n * @param serializedObject define the JSON serialized object to restore from\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @deprecated Please use parseSerializedObject instead\r\n */\r\n public parseContent = this.parseSerializedObject;\r\n\r\n /**\r\n * Recreate the content of the ADT from a snippet saved by the GUI editor\r\n * @param snippetId defines the snippet to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param appendToAdt if provided the snippet will be appended to the adt. Otherwise a fullscreen ADT will be created.\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public static async ParseFromSnippetAsync(\r\n snippetId: string,\r\n scaleToSize?: boolean,\r\n appendToAdt?: AdvancedDynamicTexture,\r\n urlRewriter?: (url: string) => string\r\n ): Promise<AdvancedDynamicTexture> {\r\n const adt = appendToAdt ?? AdvancedDynamicTexture.CreateFullscreenUI(\"ADT from snippet\");\r\n if (snippetId === \"_BLANK\") {\r\n return adt;\r\n }\r\n\r\n const serialized = await AdvancedDynamicTexture._LoadURLContentAsync(AdvancedDynamicTexture.SnippetUrl + \"/\" + snippetId.replace(/#/g, \"/\"), true);\r\n adt.parseSerializedObject(serialized, scaleToSize, urlRewriter);\r\n return adt;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a snippet saved by the GUI editor\r\n * @param snippetId defines the snippet to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public async parseFromSnippetAsync(snippetId: string, scaleToSize?: boolean, urlRewriter?: (url: string) => string): Promise<AdvancedDynamicTexture> {\r\n return await AdvancedDynamicTexture.ParseFromSnippetAsync(snippetId, scaleToSize, this, urlRewriter);\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a url json\r\n * @param url defines the url to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param appendToAdt if provided the snippet will be appended to the adt. Otherwise a fullscreen ADT will be created.\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public static async ParseFromFileAsync(\r\n url: string,\r\n scaleToSize?: boolean,\r\n appendToAdt?: AdvancedDynamicTexture,\r\n urlRewriter?: (url: string) => string\r\n ): Promise<AdvancedDynamicTexture> {\r\n const adt = appendToAdt ?? AdvancedDynamicTexture.CreateFullscreenUI(\"ADT from URL\");\r\n const serialized = await AdvancedDynamicTexture._LoadURLContentAsync(url);\r\n adt.parseSerializedObject(serialized, scaleToSize, urlRewriter);\r\n return adt;\r\n }\r\n\r\n /**\r\n * Recreate the content of the ADT from a url json\r\n * @param url defines the url to load\r\n * @param scaleToSize defines whether to scale to texture to the saved size\r\n * @param urlRewriter defines an url rewriter to update urls before sending them to the controls\r\n * @returns a promise that will resolve on success\r\n */\r\n public async parseFromURLAsync(url: string, scaleToSize?: boolean, urlRewriter?: (url: string) => string): Promise<AdvancedDynamicTexture> {\r\n return await AdvancedDynamicTexture.ParseFromFileAsync(url, scaleToSize, this, urlRewriter);\r\n }\r\n\r\n private static async _LoadURLContentAsync(url: string, snippet: boolean = false): Promise<any> {\r\n if (url === \"\") {\r\n throw new Error(\"No URL provided\");\r\n }\r\n\r\n return await new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n let gui;\r\n if (snippet) {\r\n const payload = JSON.parse(JSON.parse(request.responseText).jsonPayload);\r\n gui = payload.encodedGui ? new TextDecoder(\"utf-8\").decode(DecodeBase64ToBinary(payload.encodedGui)) : payload.gui;\r\n } else {\r\n gui = request.responseText;\r\n }\r\n const serializationObject = JSON.parse(gui);\r\n resolve(serializationObject);\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(\"Unable to load\");\r\n }\r\n }\r\n });\r\n request.open(\"GET\", url);\r\n request.send();\r\n });\r\n }\r\n\r\n // Statics\r\n /**\r\n * Compares two rectangle based controls for pixel overlap\r\n * @param control1 The first control to compare\r\n * @param control2 The second control to compare\r\n * @returns true if overlaps, otherwise false\r\n */\r\n private static _Overlaps(control1: Control, control2: Control) {\r\n return !(\r\n control1.centerX > control2.centerX + control2.widthInPixels ||\r\n control1.centerX + control1.widthInPixels < control2.centerX ||\r\n control1.centerY + control1.heightInPixels < control2.centerY ||\r\n control1.centerY > control2.centerY + control2.heightInPixels\r\n );\r\n }\r\n\r\n /**\r\n * Creates a new AdvancedDynamicTexture in projected mode (ie. attached to a mesh)\r\n * @param mesh defines the mesh which will receive the texture\r\n * @param width defines the texture width (1024 by default)\r\n * @param height defines the texture height (1024 by default)\r\n * @param supportPointerMove defines a boolean indicating if the texture must capture move events (true by default)\r\n * @param onlyAlphaTesting defines a boolean indicating that alpha blending will not be used (only alpha testing) (false by default)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading (true by default)\r\n * @param materialSetupCallback defines a custom way of creating and setting up the material on the mesh\r\n * @param sampling defines the texture sampling mode (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n public static CreateForMesh(\r\n mesh: AbstractMesh,\r\n width = 1024,\r\n height = 1024,\r\n supportPointerMove = true,\r\n onlyAlphaTesting = false,\r\n invertY?: boolean,\r\n materialSetupCallback: (mesh: AbstractMesh, uniqueId: string, texture: AdvancedDynamicTexture, onlyAlphaTesting: boolean) => void = this._CreateMaterial,\r\n sampling = Texture.TRILINEAR_SAMPLINGMODE\r\n ): AdvancedDynamicTexture {\r\n // use a unique ID in name so serialization will work even if you create two ADTs for a single mesh\r\n const uniqueId = RandomGUID();\r\n const result = new AdvancedDynamicTexture(`AdvancedDynamicTexture for ${mesh.name} [${uniqueId}]`, width, height, mesh.getScene(), true, sampling, invertY);\r\n\r\n materialSetupCallback(mesh, uniqueId, result, onlyAlphaTesting);\r\n\r\n result.attachToMesh(mesh, supportPointerMove);\r\n return result;\r\n }\r\n\r\n private static _CreateMaterial(mesh: AbstractMesh, uniqueId: string, texture: AdvancedDynamicTexture, onlyAlphaTesting: boolean): void {\r\n const internalClassType = GetClass(\"BABYLON.StandardMaterial\");\r\n if (!internalClassType) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"StandardMaterial needs to be imported before as it contains a side-effect required by your code.\";\r\n }\r\n\r\n const material: StandardMaterial = new internalClassType(`AdvancedDynamicTextureMaterial for ${mesh.name} [${uniqueId}]`, mesh.getScene());\r\n material.backFaceCulling = false;\r\n material.diffuseColor = Color3.Black();\r\n material.specularColor = Color3.Black();\r\n if (onlyAlphaTesting) {\r\n material.diffuseTexture = texture;\r\n material.emissiveTexture = texture;\r\n texture.hasAlpha = true;\r\n } else {\r\n material.emissiveTexture = texture;\r\n material.opacityTexture = texture;\r\n }\r\n mesh.material = material;\r\n }\r\n\r\n /**\r\n * Creates a new AdvancedDynamicTexture in projected mode (ie. attached to a mesh) BUT do not create a new material for the mesh. You will be responsible for connecting the texture\r\n * @param mesh defines the mesh which will receive the texture\r\n * @param width defines the texture width (1024 by default)\r\n * @param height defines the texture height (1024 by default)\r\n * @param supportPointerMove defines a boolean indicating if the texture must capture move events (true by default)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading (true by default)\r\n * @param sampling defines the texture sampling mode (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n public static CreateForMeshTexture(\r\n mesh: AbstractMesh,\r\n width = 1024,\r\n height = 1024,\r\n supportPointerMove = true,\r\n invertY?: boolean,\r\n sampling = Texture.TRILINEAR_SAMPLINGMODE\r\n ): AdvancedDynamicTexture {\r\n const result = new AdvancedDynamicTexture(mesh.name + \" AdvancedDynamicTexture\", width, height, mesh.getScene(), true, sampling, invertY);\r\n result.attachToMesh(mesh, supportPointerMove);\r\n return result;\r\n }\r\n /**\r\n * Creates a new AdvancedDynamicTexture in fullscreen mode.\r\n * In this mode the texture will rely on a layer for its rendering.\r\n * This allows it to be treated like any other layer.\r\n * As such, if you have a multi camera setup, you can set the layerMask on the GUI as well.\r\n * LayerMask is set through advancedTexture.layer.layerMask\r\n * @param name defines name for the texture\r\n * @param foreground defines a boolean indicating if the texture must be rendered in foreground (default is true)\r\n * @param sceneOrOptions defines the hosting scene or options (IAdvancedDynamicTextureOptions)\r\n * @param sampling defines the texture sampling mode (Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @param adaptiveScaling defines whether to automatically scale root to match hardwarescaling (false by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n public static CreateFullscreenUI(\r\n name: string,\r\n foreground: boolean = true,\r\n sceneOrOptions: Nullable<Scene> | IAdvancedDynamicTextureOptions = null,\r\n sampling = Texture.BILINEAR_SAMPLINGMODE,\r\n adaptiveScaling: boolean = false\r\n ): AdvancedDynamicTexture {\r\n const isScene = !sceneOrOptions || (sceneOrOptions as Scene)._isScene;\r\n const result = isScene\r\n ? new AdvancedDynamicTexture(name, 0, 0, sceneOrOptions as Scene, false, sampling)\r\n : new AdvancedDynamicTexture(name, sceneOrOptions as IAdvancedDynamicTextureOptions);\r\n // Display\r\n const resultScene = result.getScene();\r\n const layer = new Layer(name + \"_layer\", null, resultScene, !foreground);\r\n layer.texture = result;\r\n result._layerToDispose = layer;\r\n result._isFullscreen = true;\r\n\r\n if (result.useStandalone) {\r\n // Make sure the layer is not rendered by the layer component!\r\n layer.layerMask = 0;\r\n }\r\n\r\n result.adjustToEngineHardwareScalingLevel = adaptiveScaling;\r\n\r\n // Attach\r\n result.attach();\r\n return result;\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public override scale(ratio: number): void {\r\n super.scale(ratio);\r\n this.markAsDirty();\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public override scaleTo(width: number, height: number): void {\r\n super.scaleTo(width, height);\r\n this.markAsDirty();\r\n }\r\n\r\n private _checkGuiIsReady() {\r\n if (this.guiIsReady()) {\r\n this.onGuiReadyObservable.notifyObservers(this);\r\n\r\n this.onGuiReadyObservable.clear();\r\n }\r\n }\r\n\r\n /**\r\n * @returns true if all the GUI components are ready to render\r\n */\r\n public guiIsReady(): boolean {\r\n return this._rootContainer.isReady();\r\n }\r\n}\r\n"]}
@@ -389,8 +389,9 @@ export class Image extends Control {
389
389
  }
390
390
  // Should abstract platform instead of using LastCreatedEngine
391
391
  const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;
392
+ // If no engine, skip all other DOM operations.
392
393
  if (!engine) {
393
- throw new Error("Invalid engine. Unable to create a canvas.");
394
+ return;
394
395
  }
395
396
  if (value && Image.SourceImgCache.has(value)) {
396
397
  const cachedData = Image.SourceImgCache.get(value);
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\nimport { Control } from \"./control\";\r\nimport type { Measure } from \"../measure\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport type { ICanvas, ICanvasRenderingContext, IImage } from \"core/Engines/ICanvas\";\r\nimport { EngineStore } from \"core/Engines/engineStore\";\r\n\r\n/**\r\n * Class used to create 2D images\r\n */\r\nexport class Image extends Control {\r\n /**\r\n * Specifies an alternate text for the image, if the image for some reason cannot be displayed.\r\n */\r\n public alt?: string;\r\n\r\n private _workingCanvas: Nullable<ICanvas> = null;\r\n\r\n private _domImage: IImage;\r\n private _imageWidth: number;\r\n private _imageHeight: number;\r\n private _loaded = false;\r\n private _stretch = Image.STRETCH_FILL;\r\n private _source: Nullable<string> = null;\r\n private _autoScale = false;\r\n\r\n private _sourceLeft = 0;\r\n private _sourceTop = 0;\r\n private _sourceWidth = 0;\r\n private _sourceHeight = 0;\r\n private _svgAttributesComputationCompleted: boolean = false;\r\n private _isSVG: boolean = false;\r\n\r\n private _cellWidth: number = 0;\r\n private _cellHeight: number = 0;\r\n private _cellId: number = -1;\r\n\r\n private _sliceLeft: number;\r\n private _sliceRight: number;\r\n private _sliceTop: number;\r\n private _sliceBottom: number;\r\n\r\n private _populateNinePatchSlicesFromImage = false;\r\n\r\n private _detectPointerOnOpaqueOnly: boolean;\r\n\r\n private _imageDataCache: {\r\n data: Uint8ClampedArray | null;\r\n key: string;\r\n } = { data: null, key: \"\" };\r\n\r\n /**\r\n * Cache of images to avoid loading the same image multiple times\r\n */\r\n public static SourceImgCache = new Map<string, { img: IImage; timesUsed: number; loaded: boolean; waitingForLoadCallback: Array<() => void> }>();\r\n\r\n /**\r\n * Observable notified when the content is loaded\r\n */\r\n public onImageLoadedObservable = new Observable<Image>();\r\n\r\n /**\r\n * Observable notified when _sourceLeft, _sourceTop, _sourceWidth and _sourceHeight are computed\r\n */\r\n public onSVGAttributesComputedObservable = new Observable<Image>();\r\n\r\n /**\r\n * Gets or sets the referrer policy to apply on the img element load request.\r\n * You should set referrerPolicy before set the source of the image if you want to ensure the header will be present on the xhr loading request\r\n */\r\n public referrerPolicy: Nullable<ReferrerPolicy>;\r\n\r\n /**\r\n * Gets a boolean indicating that the content is loaded\r\n */\r\n public get isLoaded(): boolean {\r\n return this._loaded;\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this.isLoaded;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if pointers should only be validated on pixels with alpha > 0.\r\n * Beware using this as this will consume more memory as the image has to be stored twice\r\n */\r\n @serialize()\r\n public get detectPointerOnOpaqueOnly(): boolean {\r\n return this._detectPointerOnOpaqueOnly;\r\n }\r\n\r\n public set detectPointerOnOpaqueOnly(value: boolean) {\r\n if (this._detectPointerOnOpaqueOnly === value) {\r\n return;\r\n }\r\n\r\n this._detectPointerOnOpaqueOnly = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the left value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceLeft(): number {\r\n return this._sliceLeft;\r\n }\r\n\r\n public set sliceLeft(value: number) {\r\n if (this._sliceLeft === value) {\r\n return;\r\n }\r\n\r\n this._sliceLeft = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the right value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceRight(): number {\r\n return this._sliceRight;\r\n }\r\n\r\n public set sliceRight(value: number) {\r\n if (this._sliceRight === value) {\r\n return;\r\n }\r\n\r\n this._sliceRight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the top value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceTop(): number {\r\n return this._sliceTop;\r\n }\r\n\r\n public set sliceTop(value: number) {\r\n if (this._sliceTop === value) {\r\n return;\r\n }\r\n\r\n this._sliceTop = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the bottom value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceBottom(): number {\r\n return this._sliceBottom;\r\n }\r\n\r\n public set sliceBottom(value: number) {\r\n if (this._sliceBottom === value) {\r\n return;\r\n }\r\n\r\n this._sliceBottom = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the left coordinate in the source image\r\n */\r\n @serialize()\r\n public get sourceLeft(): number {\r\n return this._sourceLeft;\r\n }\r\n\r\n public set sourceLeft(value: number) {\r\n if (this._sourceLeft === value) {\r\n return;\r\n }\r\n\r\n this._sourceLeft = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the top coordinate in the source image\r\n */\r\n @serialize()\r\n public get sourceTop(): number {\r\n return this._sourceTop;\r\n }\r\n\r\n public set sourceTop(value: number) {\r\n if (this._sourceTop === value) {\r\n return;\r\n }\r\n\r\n this._sourceTop = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the width to capture in the source image\r\n */\r\n @serialize()\r\n public get sourceWidth(): number {\r\n return this._sourceWidth;\r\n }\r\n\r\n public set sourceWidth(value: number) {\r\n if (this._sourceWidth === value) {\r\n return;\r\n }\r\n\r\n this._sourceWidth = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the height to capture in the source image\r\n */\r\n @serialize()\r\n public get sourceHeight(): number {\r\n return this._sourceHeight;\r\n }\r\n\r\n public set sourceHeight(value: number) {\r\n if (this._sourceHeight === value) {\r\n return;\r\n }\r\n\r\n this._sourceHeight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the image width\r\n */\r\n public get imageWidth(): number {\r\n return this._imageWidth;\r\n }\r\n\r\n /**\r\n * Gets the image height\r\n */\r\n public get imageHeight(): number {\r\n return this._imageHeight;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if nine patch slices (left, top, right, bottom) should be read from image data\r\n */\r\n @serialize()\r\n public get populateNinePatchSlicesFromImage(): boolean {\r\n return this._populateNinePatchSlicesFromImage;\r\n }\r\n\r\n public set populateNinePatchSlicesFromImage(value: boolean) {\r\n if (this._populateNinePatchSlicesFromImage === value) {\r\n return;\r\n }\r\n\r\n this._populateNinePatchSlicesFromImage = value;\r\n\r\n if (this._populateNinePatchSlicesFromImage && this._loaded) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n }\r\n\r\n /** Indicates if the format of the image is SVG */\r\n public get isSVG(): boolean {\r\n return this._isSVG;\r\n }\r\n\r\n /** Gets the status of the SVG attributes computation (sourceLeft, sourceTop, sourceWidth, sourceHeight) */\r\n public get svgAttributesComputationCompleted(): boolean {\r\n return this._svgAttributesComputationCompleted;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the image can force its container to adapt its size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n public get autoScale(): boolean {\r\n return this._autoScale;\r\n }\r\n\r\n public set autoScale(value: boolean) {\r\n if (this._autoScale === value) {\r\n return;\r\n }\r\n\r\n this._autoScale = value;\r\n\r\n if (value && this._loaded) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n }\r\n\r\n /** Gets or sets the stretching mode used by the image */\r\n @serialize()\r\n public get stretch(): number {\r\n return this._stretch;\r\n }\r\n\r\n public set stretch(value: number) {\r\n if (this._stretch === value) {\r\n return;\r\n }\r\n\r\n this._stretch = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _rotate90(n: number, preserveProperties: boolean = false): Image {\r\n const width = this._domImage.width;\r\n const height = this._domImage.height;\r\n\r\n // Should abstract platform instead of using LastCreatedEngine\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n throw new Error(\"Invalid engine. Unable to create a canvas.\");\r\n }\r\n const canvas = engine.createCanvas(height, width);\r\n\r\n const context = canvas.getContext(\"2d\");\r\n\r\n context.translate(canvas.width / 2, canvas.height / 2);\r\n context.rotate((n * Math.PI) / 2);\r\n\r\n context.drawImage(this._domImage, 0, 0, width, height, -width / 2, -height / 2, width, height);\r\n\r\n const dataUrl: string = canvas.toDataURL(\"image/jpg\");\r\n const rotatedImage = new Image(this.name + \"rotated\", dataUrl);\r\n\r\n if (preserveProperties) {\r\n rotatedImage._stretch = this._stretch;\r\n rotatedImage._autoScale = this._autoScale;\r\n rotatedImage._cellId = this._cellId;\r\n rotatedImage._cellWidth = n % 1 ? this._cellHeight : this._cellWidth;\r\n rotatedImage._cellHeight = n % 1 ? this._cellWidth : this._cellHeight;\r\n }\r\n\r\n this._handleRotationForSVGImage(this, rotatedImage, n);\r\n\r\n this._imageDataCache.data = null;\r\n\r\n return rotatedImage;\r\n }\r\n\r\n private _handleRotationForSVGImage(srcImage: Image, dstImage: Image, n: number): void {\r\n if (!srcImage._isSVG) {\r\n return;\r\n }\r\n\r\n if (srcImage._svgAttributesComputationCompleted) {\r\n this._rotate90SourceProperties(srcImage, dstImage, n);\r\n this._markAsDirty();\r\n } else {\r\n srcImage.onSVGAttributesComputedObservable.addOnce(() => {\r\n this._rotate90SourceProperties(srcImage, dstImage, n);\r\n this._markAsDirty();\r\n });\r\n }\r\n }\r\n\r\n private _rotate90SourceProperties(srcImage: Image, dstImage: Image, n: number): void {\r\n let srcLeft = srcImage.sourceLeft,\r\n srcTop = srcImage.sourceTop,\r\n srcWidth = srcImage.domImage.width,\r\n srcHeight = srcImage.domImage.height;\r\n\r\n let dstLeft = srcLeft,\r\n dstTop = srcTop,\r\n dstWidth = srcImage.sourceWidth,\r\n dstHeight = srcImage.sourceHeight;\r\n\r\n if (n != 0) {\r\n const mult = n < 0 ? -1 : 1;\r\n n = n % 4;\r\n for (let i = 0; i < Math.abs(n); ++i) {\r\n dstLeft = -(srcTop - srcHeight / 2) * mult + srcHeight / 2;\r\n dstTop = (srcLeft - srcWidth / 2) * mult + srcWidth / 2;\r\n [dstWidth, dstHeight] = [dstHeight, dstWidth];\r\n if (n < 0) {\r\n dstTop -= dstHeight;\r\n } else {\r\n dstLeft -= dstWidth;\r\n }\r\n srcLeft = dstLeft;\r\n srcTop = dstTop;\r\n [srcWidth, srcHeight] = [srcHeight, srcWidth];\r\n }\r\n }\r\n\r\n dstImage.sourceLeft = dstLeft;\r\n dstImage.sourceTop = dstTop;\r\n dstImage.sourceWidth = dstWidth;\r\n dstImage.sourceHeight = dstHeight;\r\n }\r\n\r\n private _extractNinePatchSliceDataFromImage() {\r\n const width = this._domImage.width;\r\n const height = this._domImage.height;\r\n\r\n if (!this._workingCanvas) {\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n throw new Error(\"Invalid engine. Unable to create a canvas.\");\r\n }\r\n this._workingCanvas = engine.createCanvas(width, height);\r\n }\r\n const canvas = this._workingCanvas;\r\n const context = canvas.getContext(\"2d\");\r\n\r\n context.drawImage(this._domImage, 0, 0, width, height);\r\n const imageData = context.getImageData(0, 0, width, height);\r\n\r\n // Left and right\r\n this._sliceLeft = -1;\r\n this._sliceRight = -1;\r\n for (let x = 0; x < width; x++) {\r\n const alpha = imageData.data[x * 4 + 3];\r\n\r\n if (alpha > 127 && this._sliceLeft === -1) {\r\n this._sliceLeft = x;\r\n continue;\r\n }\r\n\r\n if (alpha < 127 && this._sliceLeft > -1) {\r\n this._sliceRight = x;\r\n break;\r\n }\r\n }\r\n\r\n // top and bottom\r\n this._sliceTop = -1;\r\n this._sliceBottom = -1;\r\n for (let y = 0; y < height; y++) {\r\n const alpha = imageData.data[y * width * 4 + 3];\r\n\r\n if (alpha > 127 && this._sliceTop === -1) {\r\n this._sliceTop = y;\r\n continue;\r\n }\r\n\r\n if (alpha < 127 && this._sliceTop > -1) {\r\n this._sliceBottom = y;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the internal DOM image used to render the control\r\n */\r\n public set domImage(value: IImage) {\r\n this._domImage = value;\r\n this._loaded = false;\r\n this._imageDataCache.data = null;\r\n\r\n if (this._domImage.width) {\r\n this._onImageLoaded();\r\n } else {\r\n this._domImage.onload = () => {\r\n this._onImageLoaded();\r\n };\r\n }\r\n }\r\n\r\n public get domImage(): IImage {\r\n return this._domImage;\r\n }\r\n\r\n private _onImageLoaded(): void {\r\n this._imageDataCache.data = null;\r\n this._imageWidth = this._domImage.width;\r\n this._imageHeight = this._domImage.height;\r\n this._loaded = true;\r\n\r\n if (this._populateNinePatchSlicesFromImage) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n\r\n this.onImageLoadedObservable.notifyObservers(this);\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the image source url\r\n */\r\n @serialize()\r\n public get source() {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Resets the internal Image Element cache. Can reduce memory usage.\r\n */\r\n public static ResetImageCache() {\r\n Image.SourceImgCache.clear();\r\n }\r\n\r\n private _removeCacheUsage(source: Nullable<string>) {\r\n const value = source && Image.SourceImgCache.get(source);\r\n if (value) {\r\n value.timesUsed -= 1;\r\n\r\n // Remove from DOM\r\n const htmlElement = value.img as HTMLImageElement;\r\n if (htmlElement.parentNode) {\r\n htmlElement.parentNode.removeChild(htmlElement);\r\n }\r\n\r\n // Since the image isn't being used anymore, we can clean it from the cache\r\n if (value.timesUsed === 0) {\r\n Image.SourceImgCache.delete(source);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets image source url\r\n */\r\n public set source(value: Nullable<string>) {\r\n if (this._urlRewriter && value) {\r\n value = this._urlRewriter(value);\r\n }\r\n\r\n if (this._source === value) {\r\n return;\r\n }\r\n\r\n this._removeCacheUsage(this._source);\r\n\r\n this._loaded = false;\r\n this._source = value;\r\n this._imageDataCache.data = null;\r\n\r\n if (value) {\r\n value = this._svgCheck(value);\r\n }\r\n\r\n // Should abstract platform instead of using LastCreatedEngine\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n throw new Error(\"Invalid engine. Unable to create a canvas.\");\r\n }\r\n if (value && Image.SourceImgCache.has(value)) {\r\n const cachedData = Image.SourceImgCache.get(value)!;\r\n this._domImage = cachedData.img;\r\n cachedData.timesUsed += 1;\r\n if (cachedData.loaded) {\r\n this._onImageLoaded();\r\n } else {\r\n cachedData.waitingForLoadCallback.push(this._onImageLoaded.bind(this));\r\n }\r\n return;\r\n }\r\n this._domImage = engine.createCanvasImage();\r\n // need to add to enforce rendering\r\n const imgElement = this._domImage as HTMLImageElement;\r\n let addedToDom = false;\r\n if (imgElement.style && this._source?.endsWith(\".svg\")) {\r\n imgElement.style.visibility = \"hidden\";\r\n imgElement.style.position = \"absolute\";\r\n imgElement.style.top = \"0\";\r\n engine.getRenderingCanvas()?.parentNode?.appendChild(imgElement);\r\n addedToDom = true;\r\n }\r\n\r\n if (value) {\r\n Image.SourceImgCache.set(value, { img: this._domImage, timesUsed: 1, loaded: false, waitingForLoadCallback: [this._onImageLoaded.bind(this)] });\r\n }\r\n\r\n this._domImage.onload = () => {\r\n if (value) {\r\n const cachedData = Image.SourceImgCache.get(value);\r\n if (cachedData) {\r\n cachedData.loaded = true;\r\n for (const waitingCallback of cachedData.waitingForLoadCallback) {\r\n waitingCallback();\r\n }\r\n cachedData.waitingForLoadCallback.length = 0;\r\n addedToDom && imgElement.remove();\r\n return;\r\n }\r\n }\r\n this._onImageLoaded();\r\n addedToDom && imgElement.remove();\r\n };\r\n if (value) {\r\n Tools.SetCorsBehavior(value, this._domImage);\r\n Tools.SetReferrerPolicyBehavior(this.referrerPolicy, this._domImage);\r\n this._domImage.src = value;\r\n }\r\n }\r\n\r\n /**\r\n * Checks for svg document with icon id present\r\n * @param value the source svg\r\n * @returns the svg\r\n */\r\n private _svgCheck(value: string): string {\r\n // Skip SVG processing if no window/document or SVG support\r\n if (typeof window === \"undefined\" || typeof document === \"undefined\" || !window.SVGSVGElement) {\r\n return value;\r\n }\r\n\r\n if (window.SVGSVGElement && value.search(/(\\.svg|\\.svg?[?|#].*)$/gi) !== -1 && value.indexOf(\"#\") === value.lastIndexOf(\"#\")) {\r\n this._isSVG = true;\r\n const svgsrc = value.split(\"#\")[0];\r\n const elemid = value.split(\"#\")[1];\r\n // check if object alr exist in document\r\n const svgExist = <HTMLObjectElement>document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgExist) {\r\n const svgDoc = svgExist.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n const vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n const docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n const docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n const elem = <SVGGraphicsElement>(<unknown>svgDoc.getElementById(elemid));\r\n if (elem && vb && docwidth && docheight) {\r\n this._getSVGAttribs(svgExist, elemid);\r\n return value;\r\n }\r\n }\r\n\r\n // wait for object to load\r\n svgExist.addEventListener(\"load\", () => {\r\n this._getSVGAttribs(svgExist, elemid);\r\n });\r\n } else {\r\n // create document object\r\n const svgImage = document.createElement(\"object\");\r\n svgImage.data = svgsrc;\r\n svgImage.type = \"image/svg+xml\";\r\n svgImage.width = \"0%\";\r\n svgImage.height = \"0%\";\r\n document.body.appendChild(svgImage);\r\n // when the object has loaded, get the element attribs\r\n svgImage.onload = () => {\r\n const svgobj = <HTMLObjectElement>document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgobj) {\r\n this._getSVGAttribs(svgobj, elemid);\r\n }\r\n };\r\n }\r\n return svgsrc;\r\n } else {\r\n return value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets sourceLeft, sourceTop, sourceWidth, sourceHeight automatically\r\n * given external svg file and icon id\r\n * @param svgsrc\r\n * @param elemid\r\n */\r\n private _getSVGAttribs(svgsrc: HTMLObjectElement, elemid: string) {\r\n const svgDoc = svgsrc.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n const vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n const docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n const docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n // get element bbox and matrix transform\r\n const elem = svgDoc.getElementById(elemid) as Nullable<SVGGraphicsElement>;\r\n if (vb && docwidth && docheight && elem) {\r\n const vbWidth = Number(vb.split(\" \")[2]);\r\n const vbHeight = Number(vb.split(\" \")[3]);\r\n const elemBbox = elem.getBBox();\r\n let elemMatrixA = 1;\r\n let elemMatrixD = 1;\r\n let elemMatrixE = 0;\r\n let elemMatrixF = 0;\r\n const mainMatrix = elem.transform.baseVal.consolidate()!.matrix;\r\n if (elem.transform && elem.transform.baseVal.consolidate()) {\r\n elemMatrixA = mainMatrix.a;\r\n elemMatrixD = mainMatrix.d;\r\n elemMatrixE = mainMatrix.e;\r\n elemMatrixF = mainMatrix.f;\r\n }\r\n\r\n // compute source coordinates and dimensions\r\n this.sourceLeft = ((elemMatrixA * elemBbox.x + elemMatrixE) * docwidth) / vbWidth;\r\n this.sourceTop = ((elemMatrixD * elemBbox.y + elemMatrixF) * docheight) / vbHeight;\r\n this.sourceWidth = elemBbox.width * elemMatrixA * (docwidth / vbWidth);\r\n this.sourceHeight = elemBbox.height * elemMatrixD * (docheight / vbHeight);\r\n this._svgAttributesComputationCompleted = true;\r\n this.onSVGAttributesComputedObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the cell width to use when animation sheet is enabled\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n get cellWidth(): number {\r\n return this._cellWidth;\r\n }\r\n set cellWidth(value: number) {\r\n if (this._cellWidth === value) {\r\n return;\r\n }\r\n\r\n this._cellWidth = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the cell height to use when animation sheet is enabled\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n get cellHeight(): number {\r\n return this._cellHeight;\r\n }\r\n set cellHeight(value: number) {\r\n if (this._cellHeight === value) {\r\n return;\r\n }\r\n\r\n this._cellHeight = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the cell id to use (this will turn on the animation sheet mode)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n get cellId(): number {\r\n return this._cellId;\r\n }\r\n set cellId(value: number) {\r\n if (this._cellId === value) {\r\n return;\r\n }\r\n\r\n this._cellId = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Creates a new Image\r\n * @param name defines the control name\r\n * @param url defines the image url\r\n */\r\n constructor(\r\n public override name?: string,\r\n url: Nullable<string> = null\r\n ) {\r\n super(name);\r\n this.source = url;\r\n }\r\n\r\n /**\r\n * Tests if a given coordinates belong to the current control\r\n * @param x defines x coordinate to test\r\n * @param y defines y coordinate to test\r\n * @returns true if the coordinates are inside the control\r\n */\r\n public override contains(x: number, y: number): boolean {\r\n if (!super.contains(x, y)) {\r\n return false;\r\n }\r\n\r\n if (!this._detectPointerOnOpaqueOnly || !this._workingCanvas) {\r\n return true;\r\n }\r\n\r\n const width = this._currentMeasure.width | 0;\r\n const height = this._currentMeasure.height | 0;\r\n const key = width + \"_\" + height;\r\n\r\n let imageData = this._imageDataCache.data;\r\n\r\n if (!imageData || this._imageDataCache.key !== key) {\r\n const canvas = this._workingCanvas;\r\n const context = canvas.getContext(\"2d\");\r\n\r\n this._imageDataCache.data = imageData = context.getImageData(0, 0, width, height).data;\r\n this._imageDataCache.key = key;\r\n }\r\n\r\n x = (x - this._currentMeasure.left) | 0;\r\n y = (y - this._currentMeasure.top) | 0;\r\n\r\n const pickedPixel = imageData[(x + y * width) * 4 + 3];\r\n\r\n return pickedPixel > 0;\r\n }\r\n\r\n protected override _getTypeName(): string {\r\n return \"Image\";\r\n }\r\n\r\n /** Force the control to synchronize with its content */\r\n public synchronizeSizeWithContent() {\r\n if (!this._loaded) {\r\n return;\r\n }\r\n\r\n this.width = this._domImage.width + \"px\";\r\n this.height = this._domImage.height + \"px\";\r\n }\r\n\r\n protected override _processMeasures(parentMeasure: Measure, context: ICanvasRenderingContext): void {\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n break;\r\n case Image.STRETCH_FILL:\r\n break;\r\n case Image.STRETCH_UNIFORM:\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n break;\r\n case Image.STRETCH_EXTEND:\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n if (this.parent && this.parent.parent) {\r\n // Will update root size if root is not the top root\r\n this.parent.adaptWidthToChildren = true;\r\n this.parent.adaptHeightToChildren = true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n super._processMeasures(parentMeasure, context);\r\n }\r\n\r\n private _prepareWorkingCanvasForOpaqueDetection() {\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n\r\n const width = this._currentMeasure.width;\r\n const height = this._currentMeasure.height;\r\n\r\n if (!this._workingCanvas) {\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n throw new Error(\"Invalid engine. Unable to create a canvas.\");\r\n }\r\n this._workingCanvas = engine.createCanvas(width, height);\r\n }\r\n const canvas = this._workingCanvas;\r\n\r\n const context = canvas.getContext(\"2d\");\r\n\r\n context.clearRect(0, 0, width, height);\r\n }\r\n\r\n private _drawImage(context: ICanvasRenderingContext, sx: number, sy: number, sw: number, sh: number, tx: number, ty: number, tw: number, th: number) {\r\n context.drawImage(this._domImage, sx, sy, sw, sh, tx, ty, tw, th);\r\n\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n\r\n const transform = context.getTransform();\r\n\r\n const canvas = this._workingCanvas!;\r\n const workingCanvasContext = canvas.getContext(\"2d\");\r\n workingCanvasContext.save();\r\n const ttx = tx - this._currentMeasure.left;\r\n const tty = ty - this._currentMeasure.top;\r\n workingCanvasContext.setTransform(transform.a, transform.b, transform.c, transform.d, (ttx + tw) / 2, (tty + th) / 2);\r\n workingCanvasContext.translate(-(ttx + tw) / 2, -(tty + th) / 2);\r\n\r\n workingCanvasContext.drawImage(this._domImage, sx, sy, sw, sh, ttx, tty, tw, th);\r\n workingCanvasContext.restore();\r\n }\r\n\r\n public override _draw(context: ICanvasRenderingContext): void {\r\n context.save();\r\n\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n\r\n let x, y, width, height;\r\n if (this.cellId == -1) {\r\n x = this._sourceLeft;\r\n y = this._sourceTop;\r\n\r\n width = this._sourceWidth ? this._sourceWidth : this._imageWidth;\r\n height = this._sourceHeight ? this._sourceHeight : this._imageHeight;\r\n } else {\r\n const rowCount = this._domImage.naturalWidth / this.cellWidth;\r\n const column = (this.cellId / rowCount) >> 0;\r\n const row = this.cellId % rowCount;\r\n\r\n x = this.cellWidth * row;\r\n y = this.cellHeight * column;\r\n width = this.cellWidth;\r\n height = this.cellHeight;\r\n }\r\n\r\n this._prepareWorkingCanvasForOpaqueDetection();\r\n\r\n this._applyStates(context);\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_FILL:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_UNIFORM: {\r\n const hRatio = this._currentMeasure.width / width;\r\n const vRatio = this._currentMeasure.height / height;\r\n const ratio = Math.min(hRatio, vRatio);\r\n const centerX = (this._currentMeasure.width - width * ratio) / 2;\r\n const centerY = (this._currentMeasure.height - height * ratio) / 2;\r\n\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left + centerX, this._currentMeasure.top + centerY, width * ratio, height * ratio);\r\n break;\r\n }\r\n case Image.STRETCH_EXTEND:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n this._renderNinePatch(context, x, y, width, height);\r\n break;\r\n }\r\n }\r\n\r\n context.restore();\r\n }\r\n\r\n private _renderNinePatch(context: ICanvasRenderingContext, sx: number, sy: number, sw: number, sh: number): void {\r\n const idealRatio = this.host.idealWidth\r\n ? this._width.getValue(this.host) / this.host.idealWidth\r\n : this.host.idealHeight\r\n ? this._height.getValue(this.host) / this.host.idealHeight\r\n : 1;\r\n const leftWidth = this._sliceLeft;\r\n const topHeight = this._sliceTop;\r\n const bottomHeight = sh - this._sliceBottom;\r\n const rightWidth = sw - this._sliceRight;\r\n const centerWidth = this._sliceRight - this._sliceLeft;\r\n const centerHeight = this._sliceBottom - this._sliceTop;\r\n const leftWidthAdjusted = Math.round(leftWidth * idealRatio);\r\n const topHeightAdjusted = Math.round(topHeight * idealRatio);\r\n const bottomHeightAdjusted = Math.round(bottomHeight * idealRatio);\r\n const rightWidthAdjusted = Math.round(rightWidth * idealRatio);\r\n const targetCenterWidth = Math.round(this._currentMeasure.width) - rightWidthAdjusted - leftWidthAdjusted + 2;\r\n const targetCenterHeight = Math.round(this._currentMeasure.height) - bottomHeightAdjusted - topHeightAdjusted + 2;\r\n const centerLeftOffset = Math.round(this._currentMeasure.left) + leftWidthAdjusted - 1;\r\n const centerTopOffset = Math.round(this._currentMeasure.top) + topHeightAdjusted - 1;\r\n const rightOffset = Math.round(this._currentMeasure.left + this._currentMeasure.width) - rightWidthAdjusted;\r\n const bottomOffset = Math.round(this._currentMeasure.top + this._currentMeasure.height) - bottomHeightAdjusted;\r\n\r\n //Top Left\r\n this._drawImage(context, sx, sy, leftWidth, topHeight, this._currentMeasure.left, this._currentMeasure.top, leftWidthAdjusted, topHeightAdjusted);\r\n //Top\r\n this._drawImage(context, sx + this._sliceLeft, sy, centerWidth, topHeight, centerLeftOffset + 1, this._currentMeasure.top, targetCenterWidth - 2, topHeightAdjusted);\r\n //Top Right\r\n this._drawImage(context, sx + this._sliceRight, sy, rightWidth, topHeight, rightOffset, this._currentMeasure.top, rightWidthAdjusted, topHeightAdjusted);\r\n //Left\r\n this._drawImage(context, sx, sy + this._sliceTop, leftWidth, centerHeight, this._currentMeasure.left, centerTopOffset + 1, leftWidthAdjusted, targetCenterHeight - 2);\r\n // Center\r\n this._drawImage(\r\n context,\r\n sx + this._sliceLeft,\r\n sy + this._sliceTop,\r\n centerWidth,\r\n centerHeight,\r\n centerLeftOffset + 1,\r\n centerTopOffset + 1,\r\n targetCenterWidth - 2,\r\n targetCenterHeight - 2\r\n );\r\n //Right\r\n this._drawImage(\r\n context,\r\n sx + this._sliceRight,\r\n sy + this._sliceTop,\r\n rightWidth,\r\n centerHeight,\r\n rightOffset,\r\n centerTopOffset + 1,\r\n rightWidthAdjusted,\r\n targetCenterHeight - 2\r\n );\r\n //Bottom Left\r\n this._drawImage(context, sx, sy + this._sliceBottom, leftWidth, bottomHeight, this._currentMeasure.left, bottomOffset, leftWidthAdjusted, bottomHeightAdjusted);\r\n //Bottom\r\n this._drawImage(\r\n context,\r\n sx + this.sliceLeft,\r\n sy + this._sliceBottom,\r\n centerWidth,\r\n bottomHeight,\r\n centerLeftOffset + 1,\r\n bottomOffset,\r\n targetCenterWidth - 2,\r\n bottomHeightAdjusted\r\n );\r\n //Bottom Right\r\n this._drawImage(context, sx + this._sliceRight, sy + this._sliceBottom, rightWidth, bottomHeight, rightOffset, bottomOffset, rightWidthAdjusted, bottomHeightAdjusted);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this.onImageLoadedObservable.clear();\r\n this.onSVGAttributesComputedObservable.clear();\r\n this._removeCacheUsage(this._source);\r\n }\r\n\r\n // Static\r\n /** STRETCH_NONE */\r\n public static readonly STRETCH_NONE = 0;\r\n /** STRETCH_FILL */\r\n public static readonly STRETCH_FILL = 1;\r\n /** STRETCH_UNIFORM */\r\n public static readonly STRETCH_UNIFORM = 2;\r\n /** STRETCH_EXTEND */\r\n public static readonly STRETCH_EXTEND = 3;\r\n /** NINE_PATCH */\r\n public static readonly STRETCH_NINE_PATCH = 4;\r\n}\r\nRegisterClass(\"BABYLON.GUI.Image\", Image);\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\nimport { Control } from \"./control\";\r\nimport type { Measure } from \"../measure\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport type { ICanvas, ICanvasRenderingContext, IImage } from \"core/Engines/ICanvas\";\r\nimport { EngineStore } from \"core/Engines/engineStore\";\r\n\r\n/**\r\n * Class used to create 2D images\r\n */\r\nexport class Image extends Control {\r\n /**\r\n * Specifies an alternate text for the image, if the image for some reason cannot be displayed.\r\n */\r\n public alt?: string;\r\n\r\n private _workingCanvas: Nullable<ICanvas> = null;\r\n\r\n private _domImage: IImage;\r\n private _imageWidth: number;\r\n private _imageHeight: number;\r\n private _loaded = false;\r\n private _stretch = Image.STRETCH_FILL;\r\n private _source: Nullable<string> = null;\r\n private _autoScale = false;\r\n\r\n private _sourceLeft = 0;\r\n private _sourceTop = 0;\r\n private _sourceWidth = 0;\r\n private _sourceHeight = 0;\r\n private _svgAttributesComputationCompleted: boolean = false;\r\n private _isSVG: boolean = false;\r\n\r\n private _cellWidth: number = 0;\r\n private _cellHeight: number = 0;\r\n private _cellId: number = -1;\r\n\r\n private _sliceLeft: number;\r\n private _sliceRight: number;\r\n private _sliceTop: number;\r\n private _sliceBottom: number;\r\n\r\n private _populateNinePatchSlicesFromImage = false;\r\n\r\n private _detectPointerOnOpaqueOnly: boolean;\r\n\r\n private _imageDataCache: {\r\n data: Uint8ClampedArray | null;\r\n key: string;\r\n } = { data: null, key: \"\" };\r\n\r\n /**\r\n * Cache of images to avoid loading the same image multiple times\r\n */\r\n public static SourceImgCache = new Map<string, { img: IImage; timesUsed: number; loaded: boolean; waitingForLoadCallback: Array<() => void> }>();\r\n\r\n /**\r\n * Observable notified when the content is loaded\r\n */\r\n public onImageLoadedObservable = new Observable<Image>();\r\n\r\n /**\r\n * Observable notified when _sourceLeft, _sourceTop, _sourceWidth and _sourceHeight are computed\r\n */\r\n public onSVGAttributesComputedObservable = new Observable<Image>();\r\n\r\n /**\r\n * Gets or sets the referrer policy to apply on the img element load request.\r\n * You should set referrerPolicy before set the source of the image if you want to ensure the header will be present on the xhr loading request\r\n */\r\n public referrerPolicy: Nullable<ReferrerPolicy>;\r\n\r\n /**\r\n * Gets a boolean indicating that the content is loaded\r\n */\r\n public get isLoaded(): boolean {\r\n return this._loaded;\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this.isLoaded;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if pointers should only be validated on pixels with alpha > 0.\r\n * Beware using this as this will consume more memory as the image has to be stored twice\r\n */\r\n @serialize()\r\n public get detectPointerOnOpaqueOnly(): boolean {\r\n return this._detectPointerOnOpaqueOnly;\r\n }\r\n\r\n public set detectPointerOnOpaqueOnly(value: boolean) {\r\n if (this._detectPointerOnOpaqueOnly === value) {\r\n return;\r\n }\r\n\r\n this._detectPointerOnOpaqueOnly = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the left value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceLeft(): number {\r\n return this._sliceLeft;\r\n }\r\n\r\n public set sliceLeft(value: number) {\r\n if (this._sliceLeft === value) {\r\n return;\r\n }\r\n\r\n this._sliceLeft = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the right value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceRight(): number {\r\n return this._sliceRight;\r\n }\r\n\r\n public set sliceRight(value: number) {\r\n if (this._sliceRight === value) {\r\n return;\r\n }\r\n\r\n this._sliceRight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the top value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceTop(): number {\r\n return this._sliceTop;\r\n }\r\n\r\n public set sliceTop(value: number) {\r\n if (this._sliceTop === value) {\r\n return;\r\n }\r\n\r\n this._sliceTop = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the bottom value for slicing (9-patch)\r\n */\r\n @serialize()\r\n public get sliceBottom(): number {\r\n return this._sliceBottom;\r\n }\r\n\r\n public set sliceBottom(value: number) {\r\n if (this._sliceBottom === value) {\r\n return;\r\n }\r\n\r\n this._sliceBottom = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the left coordinate in the source image\r\n */\r\n @serialize()\r\n public get sourceLeft(): number {\r\n return this._sourceLeft;\r\n }\r\n\r\n public set sourceLeft(value: number) {\r\n if (this._sourceLeft === value) {\r\n return;\r\n }\r\n\r\n this._sourceLeft = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the top coordinate in the source image\r\n */\r\n @serialize()\r\n public get sourceTop(): number {\r\n return this._sourceTop;\r\n }\r\n\r\n public set sourceTop(value: number) {\r\n if (this._sourceTop === value) {\r\n return;\r\n }\r\n\r\n this._sourceTop = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the width to capture in the source image\r\n */\r\n @serialize()\r\n public get sourceWidth(): number {\r\n return this._sourceWidth;\r\n }\r\n\r\n public set sourceWidth(value: number) {\r\n if (this._sourceWidth === value) {\r\n return;\r\n }\r\n\r\n this._sourceWidth = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the height to capture in the source image\r\n */\r\n @serialize()\r\n public get sourceHeight(): number {\r\n return this._sourceHeight;\r\n }\r\n\r\n public set sourceHeight(value: number) {\r\n if (this._sourceHeight === value) {\r\n return;\r\n }\r\n\r\n this._sourceHeight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the image width\r\n */\r\n public get imageWidth(): number {\r\n return this._imageWidth;\r\n }\r\n\r\n /**\r\n * Gets the image height\r\n */\r\n public get imageHeight(): number {\r\n return this._imageHeight;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if nine patch slices (left, top, right, bottom) should be read from image data\r\n */\r\n @serialize()\r\n public get populateNinePatchSlicesFromImage(): boolean {\r\n return this._populateNinePatchSlicesFromImage;\r\n }\r\n\r\n public set populateNinePatchSlicesFromImage(value: boolean) {\r\n if (this._populateNinePatchSlicesFromImage === value) {\r\n return;\r\n }\r\n\r\n this._populateNinePatchSlicesFromImage = value;\r\n\r\n if (this._populateNinePatchSlicesFromImage && this._loaded) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n }\r\n\r\n /** Indicates if the format of the image is SVG */\r\n public get isSVG(): boolean {\r\n return this._isSVG;\r\n }\r\n\r\n /** Gets the status of the SVG attributes computation (sourceLeft, sourceTop, sourceWidth, sourceHeight) */\r\n public get svgAttributesComputationCompleted(): boolean {\r\n return this._svgAttributesComputationCompleted;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the image can force its container to adapt its size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n public get autoScale(): boolean {\r\n return this._autoScale;\r\n }\r\n\r\n public set autoScale(value: boolean) {\r\n if (this._autoScale === value) {\r\n return;\r\n }\r\n\r\n this._autoScale = value;\r\n\r\n if (value && this._loaded) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n }\r\n\r\n /** Gets or sets the stretching mode used by the image */\r\n @serialize()\r\n public get stretch(): number {\r\n return this._stretch;\r\n }\r\n\r\n public set stretch(value: number) {\r\n if (this._stretch === value) {\r\n return;\r\n }\r\n\r\n this._stretch = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _rotate90(n: number, preserveProperties: boolean = false): Image {\r\n const width = this._domImage.width;\r\n const height = this._domImage.height;\r\n\r\n // Should abstract platform instead of using LastCreatedEngine\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n throw new Error(\"Invalid engine. Unable to create a canvas.\");\r\n }\r\n const canvas = engine.createCanvas(height, width);\r\n\r\n const context = canvas.getContext(\"2d\");\r\n\r\n context.translate(canvas.width / 2, canvas.height / 2);\r\n context.rotate((n * Math.PI) / 2);\r\n\r\n context.drawImage(this._domImage, 0, 0, width, height, -width / 2, -height / 2, width, height);\r\n\r\n const dataUrl: string = canvas.toDataURL(\"image/jpg\");\r\n const rotatedImage = new Image(this.name + \"rotated\", dataUrl);\r\n\r\n if (preserveProperties) {\r\n rotatedImage._stretch = this._stretch;\r\n rotatedImage._autoScale = this._autoScale;\r\n rotatedImage._cellId = this._cellId;\r\n rotatedImage._cellWidth = n % 1 ? this._cellHeight : this._cellWidth;\r\n rotatedImage._cellHeight = n % 1 ? this._cellWidth : this._cellHeight;\r\n }\r\n\r\n this._handleRotationForSVGImage(this, rotatedImage, n);\r\n\r\n this._imageDataCache.data = null;\r\n\r\n return rotatedImage;\r\n }\r\n\r\n private _handleRotationForSVGImage(srcImage: Image, dstImage: Image, n: number): void {\r\n if (!srcImage._isSVG) {\r\n return;\r\n }\r\n\r\n if (srcImage._svgAttributesComputationCompleted) {\r\n this._rotate90SourceProperties(srcImage, dstImage, n);\r\n this._markAsDirty();\r\n } else {\r\n srcImage.onSVGAttributesComputedObservable.addOnce(() => {\r\n this._rotate90SourceProperties(srcImage, dstImage, n);\r\n this._markAsDirty();\r\n });\r\n }\r\n }\r\n\r\n private _rotate90SourceProperties(srcImage: Image, dstImage: Image, n: number): void {\r\n let srcLeft = srcImage.sourceLeft,\r\n srcTop = srcImage.sourceTop,\r\n srcWidth = srcImage.domImage.width,\r\n srcHeight = srcImage.domImage.height;\r\n\r\n let dstLeft = srcLeft,\r\n dstTop = srcTop,\r\n dstWidth = srcImage.sourceWidth,\r\n dstHeight = srcImage.sourceHeight;\r\n\r\n if (n != 0) {\r\n const mult = n < 0 ? -1 : 1;\r\n n = n % 4;\r\n for (let i = 0; i < Math.abs(n); ++i) {\r\n dstLeft = -(srcTop - srcHeight / 2) * mult + srcHeight / 2;\r\n dstTop = (srcLeft - srcWidth / 2) * mult + srcWidth / 2;\r\n [dstWidth, dstHeight] = [dstHeight, dstWidth];\r\n if (n < 0) {\r\n dstTop -= dstHeight;\r\n } else {\r\n dstLeft -= dstWidth;\r\n }\r\n srcLeft = dstLeft;\r\n srcTop = dstTop;\r\n [srcWidth, srcHeight] = [srcHeight, srcWidth];\r\n }\r\n }\r\n\r\n dstImage.sourceLeft = dstLeft;\r\n dstImage.sourceTop = dstTop;\r\n dstImage.sourceWidth = dstWidth;\r\n dstImage.sourceHeight = dstHeight;\r\n }\r\n\r\n private _extractNinePatchSliceDataFromImage() {\r\n const width = this._domImage.width;\r\n const height = this._domImage.height;\r\n\r\n if (!this._workingCanvas) {\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n throw new Error(\"Invalid engine. Unable to create a canvas.\");\r\n }\r\n this._workingCanvas = engine.createCanvas(width, height);\r\n }\r\n const canvas = this._workingCanvas;\r\n const context = canvas.getContext(\"2d\");\r\n\r\n context.drawImage(this._domImage, 0, 0, width, height);\r\n const imageData = context.getImageData(0, 0, width, height);\r\n\r\n // Left and right\r\n this._sliceLeft = -1;\r\n this._sliceRight = -1;\r\n for (let x = 0; x < width; x++) {\r\n const alpha = imageData.data[x * 4 + 3];\r\n\r\n if (alpha > 127 && this._sliceLeft === -1) {\r\n this._sliceLeft = x;\r\n continue;\r\n }\r\n\r\n if (alpha < 127 && this._sliceLeft > -1) {\r\n this._sliceRight = x;\r\n break;\r\n }\r\n }\r\n\r\n // top and bottom\r\n this._sliceTop = -1;\r\n this._sliceBottom = -1;\r\n for (let y = 0; y < height; y++) {\r\n const alpha = imageData.data[y * width * 4 + 3];\r\n\r\n if (alpha > 127 && this._sliceTop === -1) {\r\n this._sliceTop = y;\r\n continue;\r\n }\r\n\r\n if (alpha < 127 && this._sliceTop > -1) {\r\n this._sliceBottom = y;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the internal DOM image used to render the control\r\n */\r\n public set domImage(value: IImage) {\r\n this._domImage = value;\r\n this._loaded = false;\r\n this._imageDataCache.data = null;\r\n\r\n if (this._domImage.width) {\r\n this._onImageLoaded();\r\n } else {\r\n this._domImage.onload = () => {\r\n this._onImageLoaded();\r\n };\r\n }\r\n }\r\n\r\n public get domImage(): IImage {\r\n return this._domImage;\r\n }\r\n\r\n private _onImageLoaded(): void {\r\n this._imageDataCache.data = null;\r\n this._imageWidth = this._domImage.width;\r\n this._imageHeight = this._domImage.height;\r\n this._loaded = true;\r\n\r\n if (this._populateNinePatchSlicesFromImage) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n\r\n this.onImageLoadedObservable.notifyObservers(this);\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the image source url\r\n */\r\n @serialize()\r\n public get source() {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Resets the internal Image Element cache. Can reduce memory usage.\r\n */\r\n public static ResetImageCache() {\r\n Image.SourceImgCache.clear();\r\n }\r\n\r\n private _removeCacheUsage(source: Nullable<string>) {\r\n const value = source && Image.SourceImgCache.get(source);\r\n if (value) {\r\n value.timesUsed -= 1;\r\n\r\n // Remove from DOM\r\n const htmlElement = value.img as HTMLImageElement;\r\n if (htmlElement.parentNode) {\r\n htmlElement.parentNode.removeChild(htmlElement);\r\n }\r\n\r\n // Since the image isn't being used anymore, we can clean it from the cache\r\n if (value.timesUsed === 0) {\r\n Image.SourceImgCache.delete(source);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets image source url\r\n */\r\n public set source(value: Nullable<string>) {\r\n if (this._urlRewriter && value) {\r\n value = this._urlRewriter(value);\r\n }\r\n\r\n if (this._source === value) {\r\n return;\r\n }\r\n\r\n this._removeCacheUsage(this._source);\r\n\r\n this._loaded = false;\r\n this._source = value;\r\n this._imageDataCache.data = null;\r\n\r\n if (value) {\r\n value = this._svgCheck(value);\r\n }\r\n\r\n // Should abstract platform instead of using LastCreatedEngine\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n // If no engine, skip all other DOM operations.\r\n if (!engine) {\r\n return;\r\n }\r\n if (value && Image.SourceImgCache.has(value)) {\r\n const cachedData = Image.SourceImgCache.get(value)!;\r\n this._domImage = cachedData.img;\r\n cachedData.timesUsed += 1;\r\n if (cachedData.loaded) {\r\n this._onImageLoaded();\r\n } else {\r\n cachedData.waitingForLoadCallback.push(this._onImageLoaded.bind(this));\r\n }\r\n return;\r\n }\r\n this._domImage = engine.createCanvasImage();\r\n // need to add to enforce rendering\r\n const imgElement = this._domImage as HTMLImageElement;\r\n let addedToDom = false;\r\n if (imgElement.style && this._source?.endsWith(\".svg\")) {\r\n imgElement.style.visibility = \"hidden\";\r\n imgElement.style.position = \"absolute\";\r\n imgElement.style.top = \"0\";\r\n engine.getRenderingCanvas()?.parentNode?.appendChild(imgElement);\r\n addedToDom = true;\r\n }\r\n\r\n if (value) {\r\n Image.SourceImgCache.set(value, { img: this._domImage, timesUsed: 1, loaded: false, waitingForLoadCallback: [this._onImageLoaded.bind(this)] });\r\n }\r\n\r\n this._domImage.onload = () => {\r\n if (value) {\r\n const cachedData = Image.SourceImgCache.get(value);\r\n if (cachedData) {\r\n cachedData.loaded = true;\r\n for (const waitingCallback of cachedData.waitingForLoadCallback) {\r\n waitingCallback();\r\n }\r\n cachedData.waitingForLoadCallback.length = 0;\r\n addedToDom && imgElement.remove();\r\n return;\r\n }\r\n }\r\n this._onImageLoaded();\r\n addedToDom && imgElement.remove();\r\n };\r\n if (value) {\r\n Tools.SetCorsBehavior(value, this._domImage);\r\n Tools.SetReferrerPolicyBehavior(this.referrerPolicy, this._domImage);\r\n this._domImage.src = value;\r\n }\r\n }\r\n\r\n /**\r\n * Checks for svg document with icon id present\r\n * @param value the source svg\r\n * @returns the svg\r\n */\r\n private _svgCheck(value: string): string {\r\n // Skip SVG processing if no window/document or SVG support\r\n if (typeof window === \"undefined\" || typeof document === \"undefined\" || !window.SVGSVGElement) {\r\n return value;\r\n }\r\n\r\n if (window.SVGSVGElement && value.search(/(\\.svg|\\.svg?[?|#].*)$/gi) !== -1 && value.indexOf(\"#\") === value.lastIndexOf(\"#\")) {\r\n this._isSVG = true;\r\n const svgsrc = value.split(\"#\")[0];\r\n const elemid = value.split(\"#\")[1];\r\n // check if object alr exist in document\r\n const svgExist = <HTMLObjectElement>document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgExist) {\r\n const svgDoc = svgExist.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n const vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n const docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n const docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n const elem = <SVGGraphicsElement>(<unknown>svgDoc.getElementById(elemid));\r\n if (elem && vb && docwidth && docheight) {\r\n this._getSVGAttribs(svgExist, elemid);\r\n return value;\r\n }\r\n }\r\n\r\n // wait for object to load\r\n svgExist.addEventListener(\"load\", () => {\r\n this._getSVGAttribs(svgExist, elemid);\r\n });\r\n } else {\r\n // create document object\r\n const svgImage = document.createElement(\"object\");\r\n svgImage.data = svgsrc;\r\n svgImage.type = \"image/svg+xml\";\r\n svgImage.width = \"0%\";\r\n svgImage.height = \"0%\";\r\n document.body.appendChild(svgImage);\r\n // when the object has loaded, get the element attribs\r\n svgImage.onload = () => {\r\n const svgobj = <HTMLObjectElement>document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgobj) {\r\n this._getSVGAttribs(svgobj, elemid);\r\n }\r\n };\r\n }\r\n return svgsrc;\r\n } else {\r\n return value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets sourceLeft, sourceTop, sourceWidth, sourceHeight automatically\r\n * given external svg file and icon id\r\n * @param svgsrc\r\n * @param elemid\r\n */\r\n private _getSVGAttribs(svgsrc: HTMLObjectElement, elemid: string) {\r\n const svgDoc = svgsrc.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n const vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n const docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n const docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n // get element bbox and matrix transform\r\n const elem = svgDoc.getElementById(elemid) as Nullable<SVGGraphicsElement>;\r\n if (vb && docwidth && docheight && elem) {\r\n const vbWidth = Number(vb.split(\" \")[2]);\r\n const vbHeight = Number(vb.split(\" \")[3]);\r\n const elemBbox = elem.getBBox();\r\n let elemMatrixA = 1;\r\n let elemMatrixD = 1;\r\n let elemMatrixE = 0;\r\n let elemMatrixF = 0;\r\n const mainMatrix = elem.transform.baseVal.consolidate()!.matrix;\r\n if (elem.transform && elem.transform.baseVal.consolidate()) {\r\n elemMatrixA = mainMatrix.a;\r\n elemMatrixD = mainMatrix.d;\r\n elemMatrixE = mainMatrix.e;\r\n elemMatrixF = mainMatrix.f;\r\n }\r\n\r\n // compute source coordinates and dimensions\r\n this.sourceLeft = ((elemMatrixA * elemBbox.x + elemMatrixE) * docwidth) / vbWidth;\r\n this.sourceTop = ((elemMatrixD * elemBbox.y + elemMatrixF) * docheight) / vbHeight;\r\n this.sourceWidth = elemBbox.width * elemMatrixA * (docwidth / vbWidth);\r\n this.sourceHeight = elemBbox.height * elemMatrixD * (docheight / vbHeight);\r\n this._svgAttributesComputationCompleted = true;\r\n this.onSVGAttributesComputedObservable.notifyObservers(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the cell width to use when animation sheet is enabled\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n get cellWidth(): number {\r\n return this._cellWidth;\r\n }\r\n set cellWidth(value: number) {\r\n if (this._cellWidth === value) {\r\n return;\r\n }\r\n\r\n this._cellWidth = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the cell height to use when animation sheet is enabled\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n get cellHeight(): number {\r\n return this._cellHeight;\r\n }\r\n set cellHeight(value: number) {\r\n if (this._cellHeight === value) {\r\n return;\r\n }\r\n\r\n this._cellHeight = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the cell id to use (this will turn on the animation sheet mode)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/gui/gui#image\r\n */\r\n @serialize()\r\n get cellId(): number {\r\n return this._cellId;\r\n }\r\n set cellId(value: number) {\r\n if (this._cellId === value) {\r\n return;\r\n }\r\n\r\n this._cellId = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Creates a new Image\r\n * @param name defines the control name\r\n * @param url defines the image url\r\n */\r\n constructor(\r\n public override name?: string,\r\n url: Nullable<string> = null\r\n ) {\r\n super(name);\r\n this.source = url;\r\n }\r\n\r\n /**\r\n * Tests if a given coordinates belong to the current control\r\n * @param x defines x coordinate to test\r\n * @param y defines y coordinate to test\r\n * @returns true if the coordinates are inside the control\r\n */\r\n public override contains(x: number, y: number): boolean {\r\n if (!super.contains(x, y)) {\r\n return false;\r\n }\r\n\r\n if (!this._detectPointerOnOpaqueOnly || !this._workingCanvas) {\r\n return true;\r\n }\r\n\r\n const width = this._currentMeasure.width | 0;\r\n const height = this._currentMeasure.height | 0;\r\n const key = width + \"_\" + height;\r\n\r\n let imageData = this._imageDataCache.data;\r\n\r\n if (!imageData || this._imageDataCache.key !== key) {\r\n const canvas = this._workingCanvas;\r\n const context = canvas.getContext(\"2d\");\r\n\r\n this._imageDataCache.data = imageData = context.getImageData(0, 0, width, height).data;\r\n this._imageDataCache.key = key;\r\n }\r\n\r\n x = (x - this._currentMeasure.left) | 0;\r\n y = (y - this._currentMeasure.top) | 0;\r\n\r\n const pickedPixel = imageData[(x + y * width) * 4 + 3];\r\n\r\n return pickedPixel > 0;\r\n }\r\n\r\n protected override _getTypeName(): string {\r\n return \"Image\";\r\n }\r\n\r\n /** Force the control to synchronize with its content */\r\n public synchronizeSizeWithContent() {\r\n if (!this._loaded) {\r\n return;\r\n }\r\n\r\n this.width = this._domImage.width + \"px\";\r\n this.height = this._domImage.height + \"px\";\r\n }\r\n\r\n protected override _processMeasures(parentMeasure: Measure, context: ICanvasRenderingContext): void {\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n break;\r\n case Image.STRETCH_FILL:\r\n break;\r\n case Image.STRETCH_UNIFORM:\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n break;\r\n case Image.STRETCH_EXTEND:\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n if (this.parent && this.parent.parent) {\r\n // Will update root size if root is not the top root\r\n this.parent.adaptWidthToChildren = true;\r\n this.parent.adaptHeightToChildren = true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n super._processMeasures(parentMeasure, context);\r\n }\r\n\r\n private _prepareWorkingCanvasForOpaqueDetection() {\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n\r\n const width = this._currentMeasure.width;\r\n const height = this._currentMeasure.height;\r\n\r\n if (!this._workingCanvas) {\r\n const engine = this._host?.getScene()?.getEngine() || EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n throw new Error(\"Invalid engine. Unable to create a canvas.\");\r\n }\r\n this._workingCanvas = engine.createCanvas(width, height);\r\n }\r\n const canvas = this._workingCanvas;\r\n\r\n const context = canvas.getContext(\"2d\");\r\n\r\n context.clearRect(0, 0, width, height);\r\n }\r\n\r\n private _drawImage(context: ICanvasRenderingContext, sx: number, sy: number, sw: number, sh: number, tx: number, ty: number, tw: number, th: number) {\r\n context.drawImage(this._domImage, sx, sy, sw, sh, tx, ty, tw, th);\r\n\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n\r\n const transform = context.getTransform();\r\n\r\n const canvas = this._workingCanvas!;\r\n const workingCanvasContext = canvas.getContext(\"2d\");\r\n workingCanvasContext.save();\r\n const ttx = tx - this._currentMeasure.left;\r\n const tty = ty - this._currentMeasure.top;\r\n workingCanvasContext.setTransform(transform.a, transform.b, transform.c, transform.d, (ttx + tw) / 2, (tty + th) / 2);\r\n workingCanvasContext.translate(-(ttx + tw) / 2, -(tty + th) / 2);\r\n\r\n workingCanvasContext.drawImage(this._domImage, sx, sy, sw, sh, ttx, tty, tw, th);\r\n workingCanvasContext.restore();\r\n }\r\n\r\n public override _draw(context: ICanvasRenderingContext): void {\r\n context.save();\r\n\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n\r\n let x, y, width, height;\r\n if (this.cellId == -1) {\r\n x = this._sourceLeft;\r\n y = this._sourceTop;\r\n\r\n width = this._sourceWidth ? this._sourceWidth : this._imageWidth;\r\n height = this._sourceHeight ? this._sourceHeight : this._imageHeight;\r\n } else {\r\n const rowCount = this._domImage.naturalWidth / this.cellWidth;\r\n const column = (this.cellId / rowCount) >> 0;\r\n const row = this.cellId % rowCount;\r\n\r\n x = this.cellWidth * row;\r\n y = this.cellHeight * column;\r\n width = this.cellWidth;\r\n height = this.cellHeight;\r\n }\r\n\r\n this._prepareWorkingCanvasForOpaqueDetection();\r\n\r\n this._applyStates(context);\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_FILL:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_UNIFORM: {\r\n const hRatio = this._currentMeasure.width / width;\r\n const vRatio = this._currentMeasure.height / height;\r\n const ratio = Math.min(hRatio, vRatio);\r\n const centerX = (this._currentMeasure.width - width * ratio) / 2;\r\n const centerY = (this._currentMeasure.height - height * ratio) / 2;\r\n\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left + centerX, this._currentMeasure.top + centerY, width * ratio, height * ratio);\r\n break;\r\n }\r\n case Image.STRETCH_EXTEND:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n this._renderNinePatch(context, x, y, width, height);\r\n break;\r\n }\r\n }\r\n\r\n context.restore();\r\n }\r\n\r\n private _renderNinePatch(context: ICanvasRenderingContext, sx: number, sy: number, sw: number, sh: number): void {\r\n const idealRatio = this.host.idealWidth\r\n ? this._width.getValue(this.host) / this.host.idealWidth\r\n : this.host.idealHeight\r\n ? this._height.getValue(this.host) / this.host.idealHeight\r\n : 1;\r\n const leftWidth = this._sliceLeft;\r\n const topHeight = this._sliceTop;\r\n const bottomHeight = sh - this._sliceBottom;\r\n const rightWidth = sw - this._sliceRight;\r\n const centerWidth = this._sliceRight - this._sliceLeft;\r\n const centerHeight = this._sliceBottom - this._sliceTop;\r\n const leftWidthAdjusted = Math.round(leftWidth * idealRatio);\r\n const topHeightAdjusted = Math.round(topHeight * idealRatio);\r\n const bottomHeightAdjusted = Math.round(bottomHeight * idealRatio);\r\n const rightWidthAdjusted = Math.round(rightWidth * idealRatio);\r\n const targetCenterWidth = Math.round(this._currentMeasure.width) - rightWidthAdjusted - leftWidthAdjusted + 2;\r\n const targetCenterHeight = Math.round(this._currentMeasure.height) - bottomHeightAdjusted - topHeightAdjusted + 2;\r\n const centerLeftOffset = Math.round(this._currentMeasure.left) + leftWidthAdjusted - 1;\r\n const centerTopOffset = Math.round(this._currentMeasure.top) + topHeightAdjusted - 1;\r\n const rightOffset = Math.round(this._currentMeasure.left + this._currentMeasure.width) - rightWidthAdjusted;\r\n const bottomOffset = Math.round(this._currentMeasure.top + this._currentMeasure.height) - bottomHeightAdjusted;\r\n\r\n //Top Left\r\n this._drawImage(context, sx, sy, leftWidth, topHeight, this._currentMeasure.left, this._currentMeasure.top, leftWidthAdjusted, topHeightAdjusted);\r\n //Top\r\n this._drawImage(context, sx + this._sliceLeft, sy, centerWidth, topHeight, centerLeftOffset + 1, this._currentMeasure.top, targetCenterWidth - 2, topHeightAdjusted);\r\n //Top Right\r\n this._drawImage(context, sx + this._sliceRight, sy, rightWidth, topHeight, rightOffset, this._currentMeasure.top, rightWidthAdjusted, topHeightAdjusted);\r\n //Left\r\n this._drawImage(context, sx, sy + this._sliceTop, leftWidth, centerHeight, this._currentMeasure.left, centerTopOffset + 1, leftWidthAdjusted, targetCenterHeight - 2);\r\n // Center\r\n this._drawImage(\r\n context,\r\n sx + this._sliceLeft,\r\n sy + this._sliceTop,\r\n centerWidth,\r\n centerHeight,\r\n centerLeftOffset + 1,\r\n centerTopOffset + 1,\r\n targetCenterWidth - 2,\r\n targetCenterHeight - 2\r\n );\r\n //Right\r\n this._drawImage(\r\n context,\r\n sx + this._sliceRight,\r\n sy + this._sliceTop,\r\n rightWidth,\r\n centerHeight,\r\n rightOffset,\r\n centerTopOffset + 1,\r\n rightWidthAdjusted,\r\n targetCenterHeight - 2\r\n );\r\n //Bottom Left\r\n this._drawImage(context, sx, sy + this._sliceBottom, leftWidth, bottomHeight, this._currentMeasure.left, bottomOffset, leftWidthAdjusted, bottomHeightAdjusted);\r\n //Bottom\r\n this._drawImage(\r\n context,\r\n sx + this.sliceLeft,\r\n sy + this._sliceBottom,\r\n centerWidth,\r\n bottomHeight,\r\n centerLeftOffset + 1,\r\n bottomOffset,\r\n targetCenterWidth - 2,\r\n bottomHeightAdjusted\r\n );\r\n //Bottom Right\r\n this._drawImage(context, sx + this._sliceRight, sy + this._sliceBottom, rightWidth, bottomHeight, rightOffset, bottomOffset, rightWidthAdjusted, bottomHeightAdjusted);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this.onImageLoadedObservable.clear();\r\n this.onSVGAttributesComputedObservable.clear();\r\n this._removeCacheUsage(this._source);\r\n }\r\n\r\n // Static\r\n /** STRETCH_NONE */\r\n public static readonly STRETCH_NONE = 0;\r\n /** STRETCH_FILL */\r\n public static readonly STRETCH_FILL = 1;\r\n /** STRETCH_UNIFORM */\r\n public static readonly STRETCH_UNIFORM = 2;\r\n /** STRETCH_EXTEND */\r\n public static readonly STRETCH_EXTEND = 3;\r\n /** NINE_PATCH */\r\n public static readonly STRETCH_NINE_PATCH = 4;\r\n}\r\nRegisterClass(\"BABYLON.GUI.Image\", Image);\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/gui",
3
- "version": "8.9.0",
3
+ "version": "8.10.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^8.9.0",
21
+ "@babylonjs/core": "^8.10.0",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/gui": "1.0.0"
24
24
  },