@codexo/exojs 0.6.7 → 0.6.9

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Files changed (31) hide show
  1. package/CHANGELOG.md +119 -0
  2. package/README.md +0 -36
  3. package/dist/esm/index.d.ts +0 -1
  4. package/dist/esm/index.js +2 -1
  5. package/dist/esm/index.js.map +1 -1
  6. package/dist/esm/rendering/index.d.ts +3 -0
  7. package/dist/esm/rendering/text/DynamicGlyphAtlas.d.ts +33 -0
  8. package/dist/esm/rendering/text/DynamicGlyphAtlas.js +140 -0
  9. package/dist/esm/rendering/text/DynamicGlyphAtlas.js.map +1 -0
  10. package/dist/esm/rendering/text/Text.d.ts +21 -17
  11. package/dist/esm/rendering/text/Text.js +93 -93
  12. package/dist/esm/rendering/text/Text.js.map +1 -1
  13. package/dist/esm/rendering/text/TextLayout.d.ts +13 -0
  14. package/dist/esm/rendering/text/TextLayout.js +63 -0
  15. package/dist/esm/rendering/text/TextLayout.js.map +1 -0
  16. package/dist/esm/rendering/text/TextStyle.d.ts +26 -3
  17. package/dist/esm/rendering/text/TextStyle.js +45 -0
  18. package/dist/esm/rendering/text/TextStyle.js.map +1 -1
  19. package/dist/esm/rendering/text/atlas-singleton.d.ts +7 -0
  20. package/dist/esm/rendering/text/atlas-singleton.js +17 -0
  21. package/dist/esm/rendering/text/atlas-singleton.js.map +1 -0
  22. package/dist/esm/rendering/text/types.d.ts +45 -0
  23. package/dist/esm/rendering/utils.js +1 -14
  24. package/dist/esm/rendering/utils.js.map +1 -1
  25. package/dist/exo.esm.js +344 -573
  26. package/dist/exo.esm.js.map +1 -1
  27. package/package.json +1 -9
  28. package/dist/esm/physics/RapierPhysicsWorld.d.ts +0 -136
  29. package/dist/esm/physics/RapierPhysicsWorld.js +0 -475
  30. package/dist/esm/physics/RapierPhysicsWorld.js.map +0 -1
  31. package/dist/esm/physics/index.d.ts +0 -1
package/CHANGELOG.md CHANGED
@@ -4,6 +4,125 @@ All notable changes to ExoJS are documented in this file.
4
4
 
5
5
  The format follows [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and the project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
6
6
 
7
+ ## [0.6.9] - 2026-05-02
8
+
9
+ > **Heads-up — breaking change despite the patch number.** `Text`'s
10
+ > internal architecture changed completely: glyph-quad meshing
11
+ > against a runtime atlas instead of canvas2d-rasterize-as-Sprite.
12
+ > The user-facing API for `text.text`, `text.style`, and standard
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+ > Drawable transforms (`position`, `rotation`, `scale`, etc.) is
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+ > unchanged, but `text.canvas`, `text.setCanvas`, `text.textureFrame`,
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+ > `text.getWordWrappedText`, and the `Text instanceof Sprite` check
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+ > are gone. Text is now `Text extends Container`, not Sprite.
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+
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+ GPU font glyphs (Pixi-style runtime cache). Replaces the prior
19
+ canvas-rasterize-the-whole-string-as-Sprite path with: rasterize
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+ each glyph once into a shared atlas Texture, build a single Mesh
21
+ per Text whose quads sample the atlas. All Texts in the page share
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+ one atlas — memory-efficient at scale, single drawcall per Text.
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+
24
+ ### Added
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+
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+ - **`DynamicGlyphAtlas`** — public class. Constructor takes
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+ `width = 1024, height = 1024`. Has `getGlyph(char, family, size,
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+ weight, style) → GlyphInfo` (cached or rasterizes), `clear()` to
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+ reset, and `texture` for binding to a Mesh. Internal shelf
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+ bin-packing; throws on atlas-full (LRU eviction is V2).
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+ - **`layoutText(text, style, atlas)`** — pure function. Returns
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+ `readonly GlyphPlacement[]` with one quad per visible glyph.
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+ Handles `\n` line breaks and `align: 'left' | 'center' | 'right'`
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+ alignment per `style.align`. Empty text returns `[]`.
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+ - **Types: `GlyphInfo`, `GlyphPlacement`, `GlyphKey`,
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+ `TextAlignment`** — all exported for users who want to compose
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+ their own atlas / layout pipelines.
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+ - **TextStyle gets `fillColor: Color`** (defaults to white, used
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+ via mesh.tint after glyph rasterization), **`fontStyle: 'normal'
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+ | 'italic'`**, and **`lineHeight: number`** (multiplied by
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+ fontSize for line spacing, defaults to 1.2). `align` field is
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+ now strongly typed as `TextAlignment`.
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+
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+ ### Changed
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+
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+ - **`Text` extends `Container`** (was `Sprite`). It internally
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+ manages a single `Mesh` child whose vertices/uvs/indices are
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+ rebuilt on every `text` / `style` setter call. Empty string =
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+ no internal mesh (no children).
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+ - **Glyphs always rasterize white**; `style.fillColor` becomes
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+ `mesh.tint`. Changing fillColor is cheap (mesh-tint update only,
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+ no atlas re-rasterization).
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+
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+ ### Removed
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+
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+ - `Text.canvas` getter / setter, `Text.setCanvas(...)`,
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+ `Text.textureFrame`, `Text.updateTexture(...)`,
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+ `Text.getWordWrappedText(...)` — the old canvas2d path is gone.
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+ Word-wrapping is V2; for now use `\n` for explicit line breaks.
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+
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+ ### Notes
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+
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+ - Atlas is a process-wide singleton via `getDefaultGlyphAtlas()`
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+ (internal helper, not a public function). All `Text` instances
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+ share one atlas. Tests can reset it via `atlas.clear()`.
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+ - The atlas uses `OffscreenCanvas` when available, falls back to
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+ `document.createElement('canvas')` (works in jsdom / older
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+ browsers).
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+ - First-render of a never-seen glyph costs one canvas2d round-trip
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+ + texture re-upload. Cached glyphs are zero-cost on subsequent
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+ renders.
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+ - Per-character animation, MSDF rendering, word-wrap, BiDi, and
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+ text outlines / drop-shadows are all V2.
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+
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+ ## [0.6.8] - 2026-05-02
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+
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+ > **Heads-up — breaking change despite the patch number.** Removes
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+ > the optional Rapier physics integration in its entirety. Pre-1.0
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+ > SemVer permits breaking changes within the 0.x.y line; we kept
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+ > the minor digit unchanged because the integration was opt-in and
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+ > usage outside the engine is presumed minimal.
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+
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+ ### Removed
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+
85
+ - **`createRapierPhysicsWorld` factory and the `RapierPhysicsWorld`
86
+ / `RapierPhysicsBinding` classes.** Plus the entire associated
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+ type surface (`PhysicsBodyOptions`, `PhysicsBodyType`,
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+ `PhysicsBoxShape`, `PhysicsCircleShape`, `PhysicsColliderShape`,
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+ `PhysicsCollisionFilter`, `PhysicsSyncMode`, `RapierModuleLoader`,
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+ `RapierPhysicsDebugDrawOptions`, `RapierPhysicsEvent`,
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+ `RapierPhysicsWorldOptions`).
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+ - **`@dimforge/rapier2d-compat` peerDependency.** Removed from
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+ `package.json` along with the `peerDependenciesMeta` entry that
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+ marked it optional.
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+ - **README's "Optional Rapier Physics" section** and the
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+ feature-list bullets that mentioned it.
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+ - **`src/physics/`** and **`test/physics/`** directories deleted.
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+
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+ ### Migration
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+
101
+ Apps that depended on `createRapierPhysicsWorld` need to integrate
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+ Rapier (or any other physics library) directly in their own code
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+ without library involvement. The adapter was always intentionally
104
+ narrow — it bound Rapier bodies to scene nodes from the outside,
105
+ no rendering / application / core scene code referenced physics.
106
+ Removing it is therefore mechanical for downstream consumers:
107
+
108
+ ```ts
109
+ // Before (≤ 0.6.7)
110
+ import { createRapierPhysicsWorld } from '@codexo/exojs';
111
+ const physics = await createRapierPhysicsWorld({ gravityY: 9.81 });
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+
113
+ // After (0.6.8+) — pull Rapier directly:
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+ import RAPIER from '@dimforge/rapier2d-compat';
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+ await RAPIER.init();
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+ const physics = new RAPIER.World({ x: 0, y: 9.81 });
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+ // Sync bodies to your scene-node positions in your app's update loop.
118
+ ```
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+
120
+ The motivation: ExoJS doesn't want to be a thin wrapper around
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+ Rapier's API, and keeping the integration around tied the library
122
+ to a specific physics library forever. Removing it cleans the
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+ boundary — ExoJS is rendering + scene + input; physics is the
124
+ user's choice.
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+
7
126
  ## [0.6.7] - 2026-05-02
8
127
 
9
128
  Touch / multi-touch / pointer support, fully unified — no separate
package/README.md CHANGED
@@ -14,7 +14,6 @@ ExoJS is **pre-1.0**. The public API is still under active design — scene grap
14
14
  - Practical visuals: filters, masks, render passes, cache-as-bitmap
15
15
  - Gameplay tools: animated sprites, scene stacking, camera helpers, audio sprites
16
16
  - Performance visibility with built-in render stats and benchmark harness
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- - Optional Rapier physics integration without forcing physics on every app
18
17
 
19
18
  ## What Is Shipped Today
20
19
 
@@ -25,7 +24,6 @@ ExoJS is **pre-1.0**. The public API is still under active design — scene grap
25
24
  - View/camera helpers (`follow`, bounds clamp, shake, zoom)
26
25
  - Rendering composition primitives (`RenderTexture`, `RenderTargetPass`, filter chains, visual masks, cache-as-bitmap)
27
26
  - Render stats (`submittedNodes`, `culledNodes`, `drawCalls`, `batches`, `renderPasses`, ...)
28
- - Optional Rapier adapter (`createRapierPhysicsWorld`)
29
27
 
30
28
  ## Installation
31
29
 
@@ -98,40 +96,6 @@ new Application({ backend: { type: 'webgl2' } });
98
96
  new Application({ backend: { type: 'auto' } });
99
97
  ```
100
98
 
101
- ## Optional Rapier Physics
102
-
103
- Rapier integration is opt-in and loaded only when you use it.
104
-
105
- ```ts
106
- import { createRapierPhysicsWorld } from '@codexo/exojs';
107
-
108
- const physics = await createRapierPhysicsWorld({ gravityY: 9.81 });
109
- ```
110
-
111
- If Rapier is unavailable, creation fails with a clear setup error.
112
-
113
- ### Physics scope policy
114
-
115
- ExoJS ships **one** physics adapter: Rapier. The integration is intentionally
116
- narrow:
117
-
118
- - Physics is **optional**. `@dimforge/rapier2d-compat` is a peer dependency
119
- marked `optional`. Apps that do not call `createRapierPhysicsWorld` never
120
- load it and never pay for it at runtime.
121
- - Rendering, application, and core scene code **do not** depend on physics.
122
- The adapter binds Rapier bodies to scene nodes from the outside; the core
123
- has no knowledge of physics.
124
- - ExoJS is **not** a physics-engine abstraction layer. There is no
125
- `PhysicsWorld` interface that spans multiple backends, and no plan to
126
- add one. If you need a different physics library, integrate it directly
127
- in your app code without library involvement.
128
- - A second physics adapter (Box2D, Matter.js, Planck, etc.) is **not** on
129
- the 1.0 roadmap and will not be accepted as a contribution. The honesty
130
- rule that applies to rendering backends applies here too: one chosen
131
- physics, not a fake-universal physics layer.
132
-
133
- For full integration details see [docs/physics/rapier-integration.md](docs/physics/rapier-integration.md).
134
-
135
99
  ## Examples
136
100
 
137
101
  The runnable live site (Astro + Lit + Monaco preview) lives in [`examples/`](examples/README.md) and is deployed as the repository's GitHub Pages site at <https://exoridus.github.io/ExoJS/>.
@@ -5,4 +5,3 @@ export * from './math/index';
5
5
  export * from './particles/index';
6
6
  export * from './rendering/index';
7
7
  export * from './resources/index';
8
- export * from './physics/index';
package/dist/esm/index.js CHANGED
@@ -70,7 +70,9 @@ export { ShaderUniform } from './rendering/shader/ShaderUniform.js';
70
70
  export { Sprite, SpriteFlags } from './rendering/sprite/Sprite.js';
71
71
  export { Spritesheet } from './rendering/sprite/Spritesheet.js';
72
72
  export { AnimatedSprite } from './rendering/sprite/AnimatedSprite.js';
73
+ export { DynamicGlyphAtlas } from './rendering/text/DynamicGlyphAtlas.js';
73
74
  export { Text } from './rendering/text/Text.js';
75
+ export { layoutText } from './rendering/text/TextLayout.js';
74
76
  export { TextStyle } from './rendering/text/TextStyle.js';
75
77
  export { RenderTexture } from './rendering/texture/RenderTexture.js';
76
78
  export { Sampler } from './rendering/texture/Sampler.js';
@@ -129,5 +131,4 @@ export { VideoFactory } from './resources/factories/VideoFactory.js';
129
131
  export { BinaryFactory } from './resources/factories/BinaryFactory.js';
130
132
  export { VttFactory } from './resources/factories/VttFactory.js';
131
133
  export { WasmFactory } from './resources/factories/WasmFactory.js';
132
- export { RapierPhysicsBinding, RapierPhysicsWorld, createRapierPhysicsWorld } from './physics/RapierPhysicsWorld.js';
133
134
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
@@ -6,8 +6,11 @@ export * from './shader/ShaderUniform';
6
6
  export * from './sprite/Sprite';
7
7
  export * from './sprite/Spritesheet';
8
8
  export * from './sprite/AnimatedSprite';
9
+ export * from './text/DynamicGlyphAtlas';
9
10
  export * from './text/Text';
11
+ export * from './text/TextLayout';
10
12
  export * from './text/TextStyle';
13
+ export * from './text/types';
11
14
  export * from './texture/RenderTexture';
12
15
  export * from './texture/Sampler';
13
16
  export * from './texture/Texture';
@@ -0,0 +1,33 @@
1
+ import { Texture } from '@/rendering/texture/Texture';
2
+ import type { GlyphInfo } from './types';
3
+ /**
4
+ * A shared atlas that rasterizes glyphs on demand into an offscreen canvas
5
+ * and wraps it as a Texture for use by the Mesh-based Text renderer.
6
+ *
7
+ * Glyphs are always rasterized in white so that runtime tinting via
8
+ * `Mesh.tint` applies the fill color without requiring re-rasterization.
9
+ *
10
+ * Use `getDefaultGlyphAtlas()` from `atlas-singleton.ts` rather than
11
+ * constructing directly.
12
+ */
13
+ export declare class DynamicGlyphAtlas {
14
+ readonly texture: Texture;
15
+ private readonly _canvas;
16
+ private readonly _ctx;
17
+ private readonly _packer;
18
+ private readonly _cache;
19
+ private readonly _width;
20
+ private readonly _height;
21
+ constructor(width?: number, height?: number);
22
+ /**
23
+ * Returns the cached GlyphInfo for the given character + font parameters,
24
+ * rasterizing it into the atlas if not already present.
25
+ */
26
+ getGlyph(char: string, family: string, size: number, weight: string | number, style: 'normal' | 'italic'): GlyphInfo;
27
+ /**
28
+ * Clears all cached glyphs and resets the atlas packer.
29
+ * The underlying canvas pixels are also cleared.
30
+ */
31
+ clear(): void;
32
+ private _rasterize;
33
+ }
@@ -0,0 +1,140 @@
1
+ import { Texture } from '../texture/Texture.js';
2
+
3
+ const glyphPadding = 2;
4
+ class ShelfPacker {
5
+ _shelves = [];
6
+ _width;
7
+ _height;
8
+ constructor(width, height) {
9
+ this._width = width;
10
+ this._height = height;
11
+ }
12
+ insert(width, height) {
13
+ // Try existing shelves in order (ascending y)
14
+ for (const shelf of this._shelves) {
15
+ if (shelf.height >= height && shelf.cursorX + width <= this._width) {
16
+ const x = shelf.cursorX;
17
+ shelf.cursorX += width;
18
+ return { x, y: shelf.y };
19
+ }
20
+ }
21
+ // Create a new shelf at the bottom
22
+ const last = this._shelves[this._shelves.length - 1];
23
+ const bottomY = last === undefined ? 0 : last.y + last.height;
24
+ if (bottomY + height > this._height) {
25
+ throw new Error(`GlyphAtlas full — clear() and re-render, or instantiate with larger dims`);
26
+ }
27
+ this._shelves.push({ y: bottomY, height, cursorX: width });
28
+ return { x: 0, y: bottomY };
29
+ }
30
+ reset() {
31
+ this._shelves.length = 0;
32
+ }
33
+ }
34
+ /**
35
+ * A shared atlas that rasterizes glyphs on demand into an offscreen canvas
36
+ * and wraps it as a Texture for use by the Mesh-based Text renderer.
37
+ *
38
+ * Glyphs are always rasterized in white so that runtime tinting via
39
+ * `Mesh.tint` applies the fill color without requiring re-rasterization.
40
+ *
41
+ * Use `getDefaultGlyphAtlas()` from `atlas-singleton.ts` rather than
42
+ * constructing directly.
43
+ */
44
+ class DynamicGlyphAtlas {
45
+ texture;
46
+ _canvas;
47
+ _ctx;
48
+ _packer;
49
+ _cache = new Map();
50
+ _width;
51
+ _height;
52
+ constructor(width = 1024, height = 1024) {
53
+ this._width = width;
54
+ this._height = height;
55
+ // Use OffscreenCanvas when available, fall back to HTMLCanvasElement.
56
+ // In jsdom / Node the global may be absent; createCanvas falls through
57
+ // to document.createElement which jsdom provides.
58
+ const canvas = typeof OffscreenCanvas !== 'undefined'
59
+ ? new OffscreenCanvas(width, height)
60
+ : document.createElement('canvas');
61
+ if ('width' in canvas) {
62
+ canvas.width = width;
63
+ canvas.height = height;
64
+ }
65
+ this._canvas = canvas;
66
+ const ctx = canvas.getContext('2d');
67
+ if (ctx === null) {
68
+ throw new Error('DynamicGlyphAtlas: could not obtain a 2D context.');
69
+ }
70
+ this._ctx = ctx;
71
+ this._packer = new ShelfPacker(width, height);
72
+ this.texture = new Texture(canvas);
73
+ this.texture.setSize(width, height);
74
+ }
75
+ /**
76
+ * Returns the cached GlyphInfo for the given character + font parameters,
77
+ * rasterizing it into the atlas if not already present.
78
+ */
79
+ getGlyph(char, family, size, weight, style) {
80
+ const key = `${char}:${family}:${size}:${weight}:${style}`;
81
+ const cached = this._cache.get(key);
82
+ if (cached !== undefined) {
83
+ return cached;
84
+ }
85
+ const info = this._rasterize(char, family, size, weight, style, key);
86
+ this._cache.set(key, info);
87
+ // Bump texture version so GPU backends re-upload the canvas data.
88
+ this.texture.updateSource();
89
+ return info;
90
+ }
91
+ /**
92
+ * Clears all cached glyphs and resets the atlas packer.
93
+ * The underlying canvas pixels are also cleared.
94
+ */
95
+ clear() {
96
+ this._cache.clear();
97
+ this._packer.reset();
98
+ this._ctx.clearRect(0, 0, this._width, this._height);
99
+ this.texture.updateSource();
100
+ }
101
+ // -----------------------------------------------------------------------
102
+ _rasterize(char, family, size, weight, fontStyle, _key) {
103
+ const ctx = this._ctx;
104
+ const padding = glyphPadding;
105
+ ctx.font = `${fontStyle} ${weight} ${size}px ${family}`;
106
+ ctx.textBaseline = 'alphabetic';
107
+ ctx.fillStyle = '#ffffff';
108
+ const metrics = ctx.measureText(char);
109
+ const ascent = Math.ceil(metrics.fontBoundingBoxAscent
110
+ ?? metrics.actualBoundingBoxAscent
111
+ ?? size * 0.8);
112
+ const descent = Math.ceil(metrics.fontBoundingBoxDescent
113
+ ?? metrics.actualBoundingBoxDescent
114
+ ?? size * 0.2);
115
+ const advance = metrics.width;
116
+ const glyphWidth = Math.max(1, Math.ceil((metrics.actualBoundingBoxLeft ?? 0) + (metrics.actualBoundingBoxRight ?? 0)) || Math.ceil(advance));
117
+ const glyphHeight = Math.max(1, ascent + descent);
118
+ const slotW = glyphWidth + padding * 2;
119
+ const slotH = glyphHeight + padding * 2;
120
+ const slot = this._packer.insert(slotW, slotH);
121
+ // Draw the glyph white into the atlas slot
122
+ ctx.fillText(char, slot.x + padding + (metrics.actualBoundingBoxLeft ?? 0), slot.y + padding + ascent);
123
+ const info = {
124
+ x: slot.x,
125
+ y: slot.y,
126
+ width: glyphWidth,
127
+ height: glyphHeight,
128
+ advance,
129
+ ascent,
130
+ uvLeft: slot.x / this._width,
131
+ uvTop: slot.y / this._height,
132
+ uvRight: (slot.x + slotW) / this._width,
133
+ uvBottom: (slot.y + slotH) / this._height,
134
+ };
135
+ return info;
136
+ }
137
+ }
138
+
139
+ export { DynamicGlyphAtlas };
140
+ //# sourceMappingURL=DynamicGlyphAtlas.js.map
@@ -0,0 +1 @@
1
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@@ -1,26 +1,30 @@
1
- import { Sprite } from '@/rendering/sprite/Sprite';
1
+ import { Container } from '@/rendering/Container';
2
2
  import type { TextStyleOptions } from './TextStyle';
3
3
  import { TextStyle } from './TextStyle';
4
- import type { SamplerOptions } from '@/rendering/texture/Sampler';
5
- import type { RenderBackend } from '../RenderBackend';
6
- export declare class Text extends Sprite {
4
+ /**
5
+ * GPU-accelerated text node that rasterizes individual glyphs into a shared
6
+ * atlas ({@link DynamicGlyphAtlas}) and renders them as a single quad-per-
7
+ * glyph {@link Mesh} (one draw call per Text instance).
8
+ *
9
+ * Glyphs are always rasterized in white and tinted at runtime via
10
+ * `Mesh.tint`; changing `style.fillColor` only updates the mesh tint —
11
+ * no atlas re-rasterization is needed.
12
+ *
13
+ * The internal {@link Mesh} is the sole child of this {@link Container}.
14
+ * All transform properties (position, rotation, scale, origin) are
15
+ * inherited from {@link Container} → {@link RenderNode}.
16
+ */
17
+ export declare class Text extends Container {
7
18
  private _text;
8
19
  private _style;
9
- private _canvas;
10
- private _context;
11
- private _dirty;
12
- constructor(text: string, style?: TextStyle | TextStyleOptions, samplerOptions?: Partial<SamplerOptions>, canvas?: HTMLCanvasElement);
20
+ private _mesh;
21
+ constructor(text: string, style?: TextStyle | TextStyleOptions);
13
22
  get text(): string;
14
- set text(text: string);
23
+ set text(value: string);
15
24
  get style(): TextStyle;
16
- set style(style: TextStyle);
17
- get canvas(): HTMLCanvasElement;
18
- set canvas(canvas: HTMLCanvasElement);
25
+ set style(style: TextStyle | TextStyleOptions);
19
26
  setText(text: string): this;
20
27
  setStyle(style: TextStyle | TextStyleOptions): this;
21
- setCanvas(canvas: HTMLCanvasElement): this;
22
- updateTexture(): this;
23
- getWordWrappedText(): string;
24
- render(backend: RenderBackend): this;
25
- private _getContext;
28
+ destroy(): void;
29
+ private _rebuild;
26
30
  }