@combos-fun/plugin-a11y 0.0.28 → 0.0.30

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@@ -6,9 +6,8 @@ var pluginRenderer = require('@combos-fun/plugin-renderer');
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  var inspectorDecorator = require('@combos-fun/inspector-decorator');
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  /**
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- * 生成唯一的标识符
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- * @param len 长度
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- * @param radix 基
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+ * Generate a unique identifier.
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+ * @param len length
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  */
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  function uuid(len) {
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  let chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
@@ -19,9 +18,9 @@ function uuid(len) {
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  return uuid.join('');
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  }
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  /**
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- * 设置 dom 样式
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- * @param div 需要设置样式的dom元素
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- * @param style 样式属性
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+ * Apply styles to a DOM element.
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+ * @param element the DOM element to style
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+ * @param style style properties
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  */
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  const setStyle = (element, style) => {
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  const { width, height, position, left = 0, top = 0, zIndex, pointerEvents, background } = style;
@@ -49,17 +48,17 @@ const setTransform = (element, transform, ratioX, ratioY) => {
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  class A11y extends engine.Component {
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  static { this.componentName = 'A11y'; }
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  /**
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- * 无障碍组件构造函数
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- * @param param interactive 默认为 false,如果游戏对象可交互,传入 true
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+ * Accessibility component constructor.
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+ * @param param `interactive` defaults to false; pass true if the GameObject is interactive.
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  * @example
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- * // 为游戏对象提供朗读能力
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- * new A11y({hint: '这是一个div'})
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- * // 游戏对象有事件,传入 event 对象
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- * new A11y({hint: '点击事件对象', event: event})
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- * // 无障碍属性
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- * new A11y({hint:'按钮', role: 'button', state: {aria-hidden="true"}})
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- * // 自定义属性
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- * new A11y({hint: '自定义属性', attr: {key: '1'}})
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+ * // Provide read-aloud support for a GameObject
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+ * new A11y({hint: 'This is a div'})
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+ * // The GameObject has an event; pass the event object
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+ * new A11y({hint: 'Click event object', event: event})
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+ * // Accessibility attributes
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+ * new A11y({hint:'Button', role: 'button', state: {aria-hidden="true"}})
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+ * // Custom attributes
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+ * new A11y({hint: 'Custom attribute', attr: {key: '1'}})
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  */
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  constructor(param) {
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  super();
@@ -101,7 +100,7 @@ exports.A11yActivate = void 0;
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  A11yActivate[A11yActivate["CHECK"] = 2] = "CHECK";
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  })(exports.A11yActivate || (exports.A11yActivate = {}));
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  /**
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- * 无障碍 DOM 的指针事件
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+ * Pointer events for the accessibility DOM.
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  */
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  var PointerEvents;
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  (function (PointerEvents) {
@@ -109,7 +108,7 @@ var PointerEvents;
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  PointerEvents["AUTO"] = "auto";
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  })(PointerEvents || (PointerEvents = {}));
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  /**
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- * 无障碍 DOM 层的样式
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+ * Style of the accessibility DOM layer.
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  */
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  var MaskBackground;
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  (function (MaskBackground) {
@@ -117,7 +116,7 @@ var MaskBackground;
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  MaskBackground["NONE"] = "transparent";
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  })(MaskBackground || (MaskBackground = {}));
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  /**
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- * 无障碍 DOM 的类型
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+ * Type of the accessibility DOM element.
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  */
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  var ElementType;
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  (function (ElementType) {
@@ -140,17 +139,14 @@ const getEventFunc = function (event, gameObject, e) {
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  let A11ySystem$1 = class A11ySystem extends engine.System {
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  static { this.systemName = 'A11ySystem'; }
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  /**
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- *
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- * @param opt
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- */
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- /**
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- * 无障碍插件初始化函数
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- * @param opt 无障碍插件选项
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- * @param opt.activate 是否开启无障碍能力,默认为自动根据系统读屏能力进行开启 AUTO | ENABLE | DISABLE
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+ * Accessibility plugin initializer.
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+ * @param opt accessibility plugin options
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+ * @param opt.activate whether to enable accessibility; defaults to AUTO based on the
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+ * system's screen-reader capability. One of AUTO | ENABLE | DISABLE.
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  * @example
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- * // 开启调试,无障碍区域会显示红色透明背景
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+ * // Enable debug: accessibility regions show a red translucent background
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  * new A11ySystem({debug: true})
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- * // 禁用无障碍
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+ * // Disable accessibility
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  * new A11ySystem({activate: A11yActivate.DISABLE})
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  */
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  constructor(opt) {
@@ -158,8 +154,7 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  this.cache = new Map();
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  this.eventCache = new Map();
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  /**
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- *
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- * dom 的 zIndex
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+ * The DOM `zIndex`.
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  */
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  this.zIndex = ZINDEX;
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  }
@@ -217,10 +212,11 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  }
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  if (!this.activate)
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  return;
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- // 渲染出父容器
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+ // Render the parent container.
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  const div = document.createElement('div');
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  this.div = div;
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- // 如果存在父容器,则渲染这个 div,子元素则会相对这个 div 进行定位,否则直接相对于 body 进行定位
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+ // If a parent node exists, mount this div so children position relative to it;
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+ // otherwise children position relative to the body.
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  if (this.game.canvas.parentNode) {
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  this.game.canvas.parentNode.insertBefore(this.div, this.game.canvas);
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  }
@@ -244,14 +240,14 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  return { renderWidth, renderHeight };
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  }
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  getCanvasBoundingClientRect() {
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- // 渲染画布相对于视口的实际宽高以及位置,实际的像素
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+ // Actual pixel width/height and position of the render canvas relative to the viewport.
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  const { width, height, left, top } = this.game.canvas.getBoundingClientRect();
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  return { width, height, left, top };
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  }
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  initDiv() {
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  const { pageXOffset, pageYOffset } = window;
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  const { width, height, left, top } = this.getCanvasBoundingClientRect();
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- // 父容器位置
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+ // Parent container position.
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  const style = {
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  width,
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  height,
@@ -263,7 +259,7 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  background: MaskBackground.NONE,
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  };
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  setStyle(this.div, style);
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- // 给父容器设置捕获事件,用于监听事件坐标
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+ // Attach a capture-phase listener on the parent container to track event coordinates.
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  this.div.addEventListener('click', e => {
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  const currentTarget = e.currentTarget;
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  const { left, top } = currentTarget.getBoundingClientRect();
@@ -273,7 +269,7 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  }, true);
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  }
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  /**
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- * 监听插件更新
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+ * Handle plugin updates.
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  */
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  async update() {
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  const changes = this.componentObserver.clear();
@@ -314,8 +310,8 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  this.cache.delete(a11yId);
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  }
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  /**
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- * 监听组件被添加至游戏对象
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- * @param changed 改变的组件
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+ * Handle a component being added to a GameObject.
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+ * @param changed the changed component
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  */
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  add(changed) {
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  if (!this.activate)
@@ -345,7 +341,7 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  }
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  }, delay || this.delay);
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  }
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- // 监听 scene 改变
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+ // React to scene changes.
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  transformChange(changed) {
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  const component = changed.component;
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  const { gameObject } = changed;
@@ -354,13 +350,13 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  return;
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  const { a11yId } = a11yComponent;
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  if (!component.inScene) {
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- // 监听 scene 删除游戏对象
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+ // GameObject removed from the scene.
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  const dom = this.div.querySelector(`#${a11yId}`);
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  dom && this.div.removeChild(dom);
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  // this.cache.delete(a11yId)
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  }
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  else {
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- // 监听 scene add
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+ // GameObject added to the scene.
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  // this.div.appendChild(this.cache)
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  if (this.cache.has(a11yId)) {
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  const addDom = this.cache.get(a11yId);
@@ -369,10 +365,10 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  }
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  }
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  /**
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- * 为无障碍组件设置监听事件
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- * @param element DOM 元素
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- * @param event 事件组件对象
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- * @param gameObject 游戏对象
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+ * Attach a listener for the accessibility component.
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+ * @param element DOM element
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+ * @param event event component object
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+ * @param gameObject the GameObject
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  */
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  setEvent(element, event, gameObject, id) {
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  if (!event) {
@@ -406,10 +402,10 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  element && element.removeEventListener('click', func);
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  }
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  /**
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- * 设置无障碍属性标签
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- * @param element DOM 元素
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- * @param hint 无障碍朗读文字
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- * @param interactive 是否可交互
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+ * Set accessibility attribute tags.
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+ * @param element DOM element
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+ * @param hint accessibility read-aloud text
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+ * @param interactive whether it is interactive
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  */
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  setA11yAttr(element, component) {
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  const { hint, props = {}, state = {}, role, a11yId: id } = component;
@@ -417,7 +413,7 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  element.setAttribute('role', realRole);
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  element.setAttribute('aria-label', hint);
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  element.id = id;
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- // 这里兼容
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+ // Backward-compatibility handling.
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  const ariaProps = Object.keys(props);
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  for (const key of ariaProps) {
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  element.setAttribute(key, props[key]);
@@ -433,18 +429,18 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  }
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  }
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  /**
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- * 将无障碍元素设置到对应的位置
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- * @param element DOM 元素
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- * @param transform 位置属性
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+ * Position the accessibility element accordingly.
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+ * @param element DOM element
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+ * @param transform position properties
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  */
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  setPosition(element, transform) {
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- // 相对画布定位
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+ // Positioned relative to the canvas.
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  // const { x: anchorX, y: anchorY } = transform.anchor
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- // 游戏对象的宽高
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+ // GameObject width/height.
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  const { width, height } = transform.size;
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  // position
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  // const { x: positionX, y: positionY } = transform.position
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- // 设置无障碍 DOM 的样式,龙骨动画默认 2px
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+ // Set the accessibility DOM style; DragonBones animations default to 2px.
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  const style = {
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  width: width === 0 ? 1 : width * this.ratioX,
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  height: height === 0 ? 1 : height * this.ratioY,
@@ -457,7 +453,7 @@ let A11ySystem$1 = class A11ySystem extends engine.System {
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  ...transform,
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  };
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  setStyle(element, style);
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- // 调整 DOM 的位置
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+ // Adjust the DOM position.
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  setTransform(element, transformProps, this.ratioX, this.ratioY);
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  }
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  onDestroy() {
@@ -479,7 +475,7 @@ var A11ySystem = A11ySystem$1;
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  /** Auto-generated by scripts/build-package.mjs — do not edit. */
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  Object.assign(A11ySystem, {
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  packageName: "@combos-fun/plugin-a11y",
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- packageVersion: "0.0.27",
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+ packageVersion: "0.0.30",
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  });
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  exports.A11y = A11y;
@@ -1 +1 @@
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- {"version":3,"file":"plugin-a11y.cjs.js","sources":["../lib/utils.ts","../lib/A11y.ts","../lib/constant.ts","../lib/A11ySystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["import { A11yMaskStyle } from './constant';\n\n/**\n * 生成唯一的标识符\n * @param len 长度\n * @param radix 基\n */\nfunction uuid(len: number) {\n let chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');\n let uuid = [];\n let radix = chars.length;\n for (let i = 0; i < len; i++) uuid[i] = chars[0 | (Math.random() * radix)];\n return uuid.join('');\n}\n\n/**\n * 设置 dom 样式\n * @param div 需要设置样式的dom元素\n * @param style 样式属性\n */\nconst setStyle = (element: HTMLElement, style: A11yMaskStyle) => {\n const { width, height, position, left = 0, top = 0, zIndex, pointerEvents, background } = style;\n element.style.width = `${width}px`;\n element.style.height = `${height}px`;\n element.style.position = position;\n element.style.left = `${left}`;\n element.style.top = `${top}`;\n element.style.zIndex = `${zIndex}`;\n element.style.pointerEvents = pointerEvents;\n element.style.background = background;\n element.style.border = 'none';\n element.style.overflow = 'hidden';\n};\n\nconst setTransform = (element: HTMLElement, transform, ratioX, ratioY) => {\n const { worldTransform } = transform;\n const { a, b, c, d, tx, ty } = worldTransform;\n const matrix = `matrix(${a}, ${b}, ${c}, ${d}, ${tx * ratioX}, ${ty * ratioY})`;\n element.style.transform = `${matrix}`;\n element.style.webkitTransform = `${matrix}`;\n element.style.transformOrigin = 'left top';\n element.style.webkitTransformOrigin = 'left top';\n};\n\nexport { setStyle, setTransform, uuid };\n","import {Component} from '@combos-fun/engine';\nimport {type, step} from '@combos-fun/inspector-decorator';\nimport {uuid} from './utils';\n\nexport interface A11yParams {\n hint: string;\n event?: Component;\n delay?: number;\n role?: string;\n props?: object;\n state?: object;\n attr?: object;\n a11yId?: string;\n [propName: string]: string | object | number;\n}\n\nexport default class A11y extends Component<A11yParams> {\n static componentName: string = 'A11y';\n\n /**\n * 是否可交互\n */\n @type('boolean') interactive: boolean;\n /**\n * 无障碍标签朗读内容\n */\n @type('string') hint: string;\n /**\n * 弃用,将根据Event组件自动添加\n * 事件对象\n */\n event: Component;\n /**\n * 延时加载时间(millisecond)\n */\n @type('number') @step(1) delay: number;\n\n /**\n * role 属性\n */\n @type('string') role: string;\n\n /**\n * 弃用,将属性写在component上\n * aria-value 属性\n * @example\n * aria-valuemin = \"0\"\n */\n props: object;\n\n /**\n * 弃用,将属性写在component上\n * aria state 属性\n * @example\n * aria-hidden = \"true\"\n */\n state: object;\n\n /**\n * 弃用,将属性写在component上\n * 传入自定义属性\n */\n attr: object;\n\n /**\n * 辅助Dom id 自动生成\n */\n @type('string') a11yId: string;\n\n /**\n * 无障碍组件构造函数\n * @param param interactive 默认为 false,如果游戏对象可交互,传入 true\n * @example\n * // 为游戏对象提供朗读能力\n * new A11y({hint: '这是一个div'})\n * // 游戏对象有事件,传入 event 对象\n * new A11y({hint: '点击事件对象', event: event})\n * // 无障碍属性\n * new A11y({hint:'按钮', role: 'button', state: {aria-hidden=\"true\"}})\n * // 自定义属性\n * new A11y({hint: '自定义属性', attr: {key: '1'}})\n */\n constructor(param: A11yParams) {\n super();\n Object.assign(this, param);\n const { hint = '', event, delay = 0, attr = {}, role = '', props = {}, state = {} } = param;\n this.hint = hint;\n this.event = event;\n this.delay = delay;\n this.attr = attr;\n this.role = role;\n this.props = props;\n this.state = state;\n this.a11yId = `_${uuid(6)}`;\n }\n}\n","export const POSITION = 'absolute';\nexport const ZINDEX = 3;\n\nexport enum A11yActivate {\n ENABLE = 0,\n DISABLE = 1,\n CHECK = 2,\n}\n\n/**\n * 无障碍 DOM 的指针事件\n */\nexport enum PointerEvents {\n NONE = 'none', // 元素不会成为鼠标事件的target,会被穿透\n AUTO = 'auto', // 默认值正常\n}\n\n/**\n * 无障碍 DOM 层的样式\n */\nexport enum MaskBackground {\n DEBUG = 'rgba(255,0,0,0.5)',\n NONE = 'transparent',\n}\n\n/**\n * 无障碍 DOM 的类型\n */\nexport enum ElementType {\n BUTTON = 'button',\n DIV = 'div',\n}\n\n/**\n * 无障碍遮罩层样式\n */\nexport interface A11yMaskStyle {\n width: number;\n height: number;\n background: string;\n position: string;\n left?: string;\n top?: string;\n zIndex: number;\n pointerEvents: PointerEvents;\n}\n\n/**\n * 点击事件位置\n */\nexport interface EventPosition {\n x: number;\n y: number;\n}\n","import { System, decorators, ComponentChanged, Transform, OBSERVER_TYPE } from '@combos-fun/engine';\nimport type { GameObject } from '@combos-fun/engine';\nimport { RendererSystem } from '@combos-fun/plugin-renderer';\nimport EE from 'eventemitter3';\n\nimport A11y from './A11y';\nimport { setStyle, setTransform } from './utils';\nimport {\n POSITION,\n ZINDEX,\n PointerEvents,\n MaskBackground,\n EventPosition,\n A11yMaskStyle,\n A11yActivate,\n} from './constant';\n\ninterface SystemParam {\n debug?: boolean;\n activate?: A11yActivate;\n delay?: number;\n zIndex?: number;\n checkA11yOpen?: () => Promise<boolean>;\n}\n\nconst notAttr = ['hint', 'event', 'delay', 'attr', 'role', 'props', 'state', 'a11yId', 'name'];\n\nconst getEventFunc = function (event: EE, gameObject: GameObject, e: MouseEvent) {\n ['touchstart', 'touchend', 'tap'].forEach(name => {\n event.emit(name, {\n stopPropagation: () => e.stopPropagation(),\n data: {\n position: this.eventPosition,\n },\n gameObject,\n });\n });\n};\n\n@decorators.componentObserver({\n A11y: ['hint'],\n Transform: ['inScene'],\n Event: [],\n})\nexport default class A11ySystem extends System {\n static systemName = 'A11ySystem';\n\n /**\n * 无障碍覆盖层\n */\n div: HTMLDivElement;\n /**\n * 是否开启调试\n */\n debug: boolean;\n /**\n * 横向的比例\n */\n _ratioX: number;\n /**\n * 纵向的比例\n */\n _ratioY: number;\n /**\n * 事件坐标\n */\n eventPosition: EventPosition;\n /**\n * 是否开启无障碍能力\n */\n activate: boolean;\n /**\n * dom 延迟放置\n */\n delay: number;\n cache: Map<string, HTMLElement> = new Map();\n eventCache: Map<string, (e: MouseEvent) => void> = new Map();\n /**\n * \n * dom 的 zIndex\n */\n zIndex: number = ZINDEX;\n /**\n *\n * @param opt\n */\n\n /**\n * 无障碍插件初始化函数\n * @param opt 无障碍插件选项\n * @param opt.activate 是否开启无障碍能力,默认为自动根据系统读屏能力进行开启 AUTO | ENABLE | DISABLE\n * @example\n * // 开启调试,无障碍区域会显示红色透明背景\n * new A11ySystem({debug: true})\n * // 禁用无障碍\n * new A11ySystem({activate: A11yActivate.DISABLE})\n */\n constructor(opt?: SystemParam) {\n super(opt);\n }\n\n get ratioX() {\n if (this._ratioX) {\n return this._ratioX;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioX;\n } else {\n return 0;\n }\n }\n }\n get ratioY() {\n if (this._ratioY) {\n return this._ratioY;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioY;\n } else {\n return 0;\n }\n }\n }\n\n async init(opt: SystemParam = {}) {\n const { activate = A11yActivate.CHECK, delay = 100, checkA11yOpen = () => Promise.resolve(false), zIndex } = opt;\n this.delay = delay;\n this.zIndex = zIndex || this.zIndex\n switch (activate) {\n case A11yActivate.CHECK:\n try {\n this.activate = await checkA11yOpen();\n } catch (error) {\n this.activate = false;\n }\n break;\n case A11yActivate.DISABLE:\n this.activate = false;\n break;\n case A11yActivate.ENABLE:\n this.activate = true;\n break;\n }\n this.debug = opt.debug || false;\n if (this.debug) {\n this.activate = true;\n }\n\n if (!this.activate) return;\n // 渲染出父容器\n const div = document.createElement('div');\n this.div = div;\n // 如果存在父容器,则渲染这个 div,子元素则会相对这个 div 进行定位,否则直接相对于 body 进行定位\n if (this.game.canvas.parentNode) {\n this.game.canvas.parentNode.insertBefore(this.div, this.game.canvas);\n }\n }\n setRatio() {\n const { width, height } = this.getCanvasBoundingClientRect();\n const { renderWidth, renderHeight } = this.getRenderRect();\n this._ratioX = width / renderWidth;\n this._ratioY = height / renderHeight;\n if (width || height) {\n this.initDiv();\n return true;\n } else {\n return false;\n }\n }\n getRenderRect() {\n const { params = { width: 300, height: 300 } } = this.game.getSystem(RendererSystem);\n const { height: renderHeight, width: renderWidth } = params;\n return { renderWidth, renderHeight };\n }\n getCanvasBoundingClientRect() {\n // 渲染画布相对于视口的实际宽高以及位置,实际的像素\n const { width, height, left, top } = this.game.canvas.getBoundingClientRect();\n return { width, height, left, top };\n }\n initDiv() {\n const { pageXOffset, pageYOffset } = window;\n\n const { width, height, left, top } = this.getCanvasBoundingClientRect();\n // 父容器位置\n const style: A11yMaskStyle = {\n width,\n height,\n left: `${left + pageXOffset}px`,\n top: `${top + pageYOffset}px`,\n position: POSITION,\n zIndex: this.zIndex,\n pointerEvents: PointerEvents.NONE,\n background: MaskBackground.NONE,\n };\n setStyle(this.div, style);\n // 给父容器设置捕获事件,用于监听事件坐标\n this.div.addEventListener(\n 'click',\n e => {\n const currentTarget = e.currentTarget as HTMLDivElement;\n const { left, top } = currentTarget.getBoundingClientRect();\n const x = (e.pageX - left) / this.ratioX;\n const y = (e.pageY - top) / this.ratioY;\n this.eventPosition = { x, y };\n },\n true,\n );\n }\n\n /**\n * 监听插件更新\n */\n async update() {\n const changes = this.componentObserver.clear();\n if (!this.activate) {\n return;\n }\n for (const changed of changes) {\n switch (changed.type) {\n case OBSERVER_TYPE.ADD:\n changed.componentName === 'Event' && this.addEvent(changed.gameObject);\n changed.componentName === 'A11y' && this.add(changed);\n break;\n case OBSERVER_TYPE.CHANGE:\n changed.componentName === 'Transform' && this.transformChange(changed);\n changed.componentName === 'A11y' && this.change(changed);\n break;\n case OBSERVER_TYPE.REMOVE:\n changed.componentName === 'Event' && this.removeEvent(changed);\n changed.componentName === 'A11y' && this.remove(changed);\n }\n }\n }\n\n change(changed: ComponentChanged) {\n const component = changed.component as A11y\n if (changed.prop.prop[0] === 'hint') {\n const dom = this.cache.get(component.a11yId)\n dom?.setAttribute('aria-label', component.hint)\n dom && this.setPosition(dom, changed.gameObject.transform)\n }\n }\n\n remove(changed: ComponentChanged) {\n const component = changed.component as A11y;\n if (!component) return;\n const { a11yId } = component;\n const element = this.div.querySelector(`#${a11yId}`);\n element && this.div.removeChild(element);\n this.cache.delete(a11yId);\n }\n\n /**\n * 监听组件被添加至游戏对象\n * @param changed 改变的组件\n */\n add(changed: ComponentChanged) {\n if (!this.activate) return;\n const component = changed.component as A11y;\n const { gameObject } = changed;\n const { delay, a11yId: id } = component;\n let { event } = component;\n if (!gameObject) return;\n const { transform } = gameObject;\n if (!transform) return;\n const element = document.createElement('div');\n this.cache.set(id, element);\n if (!event) {\n event = gameObject.getComponent('Event');\n }\n setTimeout(() => {\n this.setPosition(element, transform);\n this.setA11yAttr(element, component);\n if (event) {\n 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getEventFunc.bind(this, event, gameObject) as (e: MouseEvent) => void;\n this.eventCache.set(id, func);\n element.addEventListener('click', func);\n }\n\n addEvent(gameObject: GameObject) {\n const a11y = gameObject.getComponent(A11y) as A11y;\n if (!a11y) return;\n const event = gameObject.getComponent('Event');\n if (!event) return;\n const element = this.cache.get(a11y.a11yId);\n element && this.setEvent(element, event, gameObject, a11y.a11yId);\n }\n\n removeEvent(changed: ComponentChanged) {\n const { gameObject } = changed;\n const a11y = gameObject.getComponent(A11y) as A11y;\n if (!a11y) return;\n const event = changed.component;\n if (!event) return;\n const { a11yId } = a11y;\n const func = this.eventCache.get(a11yId);\n const element = this.cache.get(a11yId);\n element && element.removeEventListener('click', func);\n }\n\n /**\n * 设置无障碍属性标签\n * @param element DOM 元素\n * @param hint 无障碍朗读文字\n * @param interactive 是否可交互\n */\n setA11yAttr(element: HTMLElement, component: A11y) 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MaskBackground.DEBUG : MaskBackground.NONE,\n };\n const transformProps = {\n ...transform,\n };\n setStyle(element, style);\n // 调整 DOM 的位置\n setTransform(element, transformProps, this.ratioX, this.ratioY);\n }\n onDestroy() {\n this.div.parentElement.removeChild(this.div);\n this.cache = null;\n this.eventCache = null;\n this.div = null\n }\n}\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport A11ySystem from './A11ySystem';\n\nObject.assign(A11ySystem, {\n packageName: \"@combos-fun/plugin-a11y\",\n packageVersion: 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+ {"version":3,"file":"plugin-a11y.cjs.js","sources":["../lib/utils.ts","../lib/A11y.ts","../lib/constant.ts","../lib/A11ySystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["import { A11yMaskStyle } from './constant';\n\n/**\n * Generate a unique identifier.\n * @param len length\n */\nfunction uuid(len: number) {\n let chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');\n let uuid = [];\n let radix = chars.length;\n for (let i = 0; i < len; i++) uuid[i] = chars[0 | (Math.random() * radix)];\n return uuid.join('');\n}\n\n/**\n * Apply styles to a DOM element.\n * @param element the DOM element to style\n * @param style style properties\n */\nconst setStyle = (element: HTMLElement, style: A11yMaskStyle) => {\n const { width, height, position, left = 0, top = 0, zIndex, pointerEvents, background } = style;\n element.style.width = `${width}px`;\n element.style.height = `${height}px`;\n element.style.position = position;\n element.style.left = `${left}`;\n element.style.top = `${top}`;\n element.style.zIndex = `${zIndex}`;\n element.style.pointerEvents = pointerEvents;\n element.style.background = background;\n element.style.border = 'none';\n element.style.overflow = 'hidden';\n};\n\nconst setTransform = (element: HTMLElement, transform, ratioX, ratioY) => {\n const { worldTransform } = transform;\n const { a, b, c, d, tx, ty } = worldTransform;\n const matrix = `matrix(${a}, ${b}, ${c}, ${d}, ${tx * ratioX}, ${ty * ratioY})`;\n element.style.transform = `${matrix}`;\n element.style.webkitTransform = `${matrix}`;\n element.style.transformOrigin = 'left top';\n element.style.webkitTransformOrigin = 'left top';\n};\n\nexport { setStyle, setTransform, uuid };\n","import {Component} from '@combos-fun/engine';\nimport {type, step} from '@combos-fun/inspector-decorator';\nimport {uuid} from './utils';\n\nexport interface A11yParams {\n hint: string;\n event?: Component;\n delay?: number;\n role?: string;\n props?: object;\n state?: object;\n attr?: object;\n a11yId?: string;\n [propName: string]: string | object | number;\n}\n\nexport default class A11y extends Component<A11yParams> {\n static componentName: string = 'A11y';\n\n /**\n * Whether the element is interactive.\n */\n @type('boolean') interactive: boolean;\n /**\n * Text read aloud for the accessibility label.\n */\n @type('string') hint: string;\n /**\n * Deprecated: added automatically based on the Event component.\n * The event object.\n */\n event: Component;\n /**\n * Delayed load time (milliseconds).\n */\n @type('number') @step(1) delay: number;\n\n /**\n * The `role` attribute.\n */\n @type('string') role: string;\n\n /**\n * Deprecated: set the attribute on the component instead.\n * `aria-*` value attributes.\n * @example\n * aria-valuemin = \"0\"\n */\n props: object;\n\n /**\n * Deprecated: set the attribute on the component instead.\n * `aria` state attributes.\n * @example\n * aria-hidden = \"true\"\n */\n state: object;\n\n /**\n * Deprecated: set the attribute on the component instead.\n * Custom attributes.\n */\n attr: object;\n\n /**\n * Auto-generated id for the helper DOM.\n */\n @type('string') a11yId: string;\n\n /**\n * Accessibility component constructor.\n * @param param `interactive` defaults to false; pass true if the GameObject is interactive.\n * @example\n * // Provide read-aloud support for a GameObject\n * new A11y({hint: 'This is a div'})\n * // The GameObject has an event; pass the event object\n * new A11y({hint: 'Click event object', event: event})\n * // Accessibility attributes\n * new A11y({hint:'Button', role: 'button', state: {aria-hidden=\"true\"}})\n * // Custom attributes\n * new A11y({hint: 'Custom attribute', attr: {key: '1'}})\n */\n constructor(param: A11yParams) {\n super();\n Object.assign(this, param);\n const { hint = '', event, delay = 0, attr = {}, role = '', props = {}, state = {} } = param;\n this.hint = hint;\n this.event = event;\n this.delay = delay;\n this.attr = attr;\n this.role = role;\n this.props = props;\n this.state = state;\n this.a11yId = `_${uuid(6)}`;\n }\n}\n","export const POSITION = 'absolute';\nexport const ZINDEX = 3;\n\nexport enum A11yActivate {\n ENABLE = 0,\n DISABLE = 1,\n CHECK = 2,\n}\n\n/**\n * Pointer events for the accessibility DOM.\n */\nexport enum PointerEvents {\n NONE = 'none', // The element is not a mouse-event target; events pass through.\n AUTO = 'auto', // Default behavior.\n}\n\n/**\n * Style of the accessibility DOM layer.\n */\nexport enum MaskBackground {\n DEBUG = 'rgba(255,0,0,0.5)',\n NONE = 'transparent',\n}\n\n/**\n * Type of the accessibility DOM element.\n */\nexport enum ElementType {\n BUTTON = 'button',\n DIV = 'div',\n}\n\n/**\n * Style of the accessibility mask layer.\n */\nexport interface A11yMaskStyle {\n width: number;\n height: number;\n background: string;\n position: string;\n left?: string;\n top?: string;\n zIndex: number;\n pointerEvents: PointerEvents;\n}\n\n/**\n * Click event position.\n */\nexport interface EventPosition {\n x: number;\n y: number;\n}\n","import { System, decorators, ComponentChanged, Transform, OBSERVER_TYPE } from '@combos-fun/engine';\nimport type { GameObject } from '@combos-fun/engine';\nimport { RendererSystem } from '@combos-fun/plugin-renderer';\nimport EE from 'eventemitter3';\n\nimport A11y from './A11y';\nimport { setStyle, setTransform } from './utils';\nimport {\n POSITION,\n ZINDEX,\n PointerEvents,\n MaskBackground,\n EventPosition,\n A11yMaskStyle,\n A11yActivate,\n} from './constant';\n\ninterface SystemParam {\n debug?: boolean;\n activate?: A11yActivate;\n delay?: number;\n zIndex?: number;\n checkA11yOpen?: () => Promise<boolean>;\n}\n\nconst notAttr = ['hint', 'event', 'delay', 'attr', 'role', 'props', 'state', 'a11yId', 'name'];\n\nconst getEventFunc = function (event: EE, gameObject: GameObject, e: MouseEvent) {\n ['touchstart', 'touchend', 'tap'].forEach(name => {\n event.emit(name, {\n stopPropagation: () => e.stopPropagation(),\n data: {\n position: this.eventPosition,\n },\n gameObject,\n });\n });\n};\n\n@decorators.componentObserver({\n A11y: ['hint'],\n Transform: ['inScene'],\n Event: [],\n})\nexport default class A11ySystem extends System {\n static systemName = 'A11ySystem';\n\n /**\n * Accessibility overlay layer.\n */\n div: HTMLDivElement;\n /**\n * Whether debug mode is enabled.\n */\n debug: boolean;\n /**\n * Horizontal scale ratio.\n */\n _ratioX: number;\n /**\n * Vertical scale ratio.\n */\n _ratioY: number;\n /**\n * Event coordinates.\n */\n eventPosition: EventPosition;\n /**\n * Whether accessibility is enabled.\n */\n activate: boolean;\n /**\n * Delay before placing the DOM.\n */\n delay: number;\n cache: Map<string, HTMLElement> = new Map();\n eventCache: Map<string, (e: MouseEvent) => void> = new Map();\n /**\n * The DOM `zIndex`.\n */\n zIndex: number = ZINDEX;\n\n /**\n * Accessibility plugin initializer.\n * @param opt accessibility plugin options\n * @param opt.activate whether to enable accessibility; defaults to AUTO based on the\n * system's screen-reader capability. One of AUTO | ENABLE | DISABLE.\n * @example\n * // Enable debug: accessibility regions show a red translucent background\n * new A11ySystem({debug: true})\n * // Disable accessibility\n * new A11ySystem({activate: A11yActivate.DISABLE})\n */\n constructor(opt?: SystemParam) {\n super(opt);\n }\n\n get ratioX() {\n if (this._ratioX) {\n return this._ratioX;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioX;\n } else {\n return 0;\n }\n }\n }\n get ratioY() {\n if (this._ratioY) {\n return this._ratioY;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioY;\n } else {\n return 0;\n }\n }\n }\n\n async init(opt: SystemParam = {}) {\n const { activate = A11yActivate.CHECK, delay = 100, checkA11yOpen = () => Promise.resolve(false), zIndex } = opt;\n this.delay = delay;\n this.zIndex = zIndex || this.zIndex\n switch (activate) {\n case A11yActivate.CHECK:\n try {\n this.activate = await checkA11yOpen();\n } catch (error) {\n this.activate = false;\n }\n break;\n case A11yActivate.DISABLE:\n this.activate = false;\n break;\n case A11yActivate.ENABLE:\n this.activate = true;\n break;\n }\n this.debug = opt.debug || false;\n if (this.debug) {\n this.activate = true;\n }\n\n if (!this.activate) return;\n // Render the parent container.\n const div = document.createElement('div');\n this.div = div;\n // If a parent node exists, mount this div so children position relative to it;\n // otherwise children position relative to the body.\n if (this.game.canvas.parentNode) {\n this.game.canvas.parentNode.insertBefore(this.div, this.game.canvas);\n }\n }\n setRatio() {\n const { width, height } = this.getCanvasBoundingClientRect();\n const { renderWidth, renderHeight } = this.getRenderRect();\n this._ratioX = width / renderWidth;\n this._ratioY = height / renderHeight;\n if (width || height) {\n this.initDiv();\n return true;\n } else {\n return false;\n }\n }\n getRenderRect() {\n const { params = { width: 300, height: 300 } } = this.game.getSystem(RendererSystem);\n const { height: renderHeight, width: renderWidth } = params;\n return { renderWidth, renderHeight };\n }\n getCanvasBoundingClientRect() {\n // Actual pixel width/height and position of the render canvas relative to the viewport.\n const { width, height, left, top } = this.game.canvas.getBoundingClientRect();\n return { width, height, left, top };\n }\n initDiv() {\n const { pageXOffset, pageYOffset } = window;\n\n const { width, height, left, top } = this.getCanvasBoundingClientRect();\n // Parent container position.\n const style: A11yMaskStyle = {\n width,\n height,\n left: `${left + pageXOffset}px`,\n top: `${top + pageYOffset}px`,\n position: POSITION,\n zIndex: this.zIndex,\n pointerEvents: PointerEvents.NONE,\n background: MaskBackground.NONE,\n };\n setStyle(this.div, style);\n // Attach a capture-phase listener on the parent container to track event coordinates.\n this.div.addEventListener(\n 'click',\n e => {\n const currentTarget = e.currentTarget as HTMLDivElement;\n const { left, top } = currentTarget.getBoundingClientRect();\n const x = (e.pageX - left) / this.ratioX;\n const y = (e.pageY - top) / this.ratioY;\n this.eventPosition = { x, y };\n },\n true,\n );\n }\n\n /**\n * Handle plugin updates.\n */\n async update() {\n const changes = this.componentObserver.clear();\n if (!this.activate) {\n return;\n }\n for (const changed of changes) {\n switch (changed.type) {\n case OBSERVER_TYPE.ADD:\n changed.componentName === 'Event' && this.addEvent(changed.gameObject);\n changed.componentName === 'A11y' && this.add(changed);\n break;\n case OBSERVER_TYPE.CHANGE:\n changed.componentName === 'Transform' && this.transformChange(changed);\n changed.componentName === 'A11y' && this.change(changed);\n break;\n case OBSERVER_TYPE.REMOVE:\n changed.componentName === 'Event' && this.removeEvent(changed);\n changed.componentName === 'A11y' && this.remove(changed);\n }\n }\n }\n\n change(changed: ComponentChanged) {\n const component = changed.component as A11y\n if (changed.prop.prop[0] === 'hint') {\n const dom = this.cache.get(component.a11yId)\n dom?.setAttribute('aria-label', component.hint)\n dom && this.setPosition(dom, changed.gameObject.transform)\n }\n }\n\n remove(changed: ComponentChanged) {\n const component = changed.component as A11y;\n if (!component) return;\n const { a11yId } = component;\n const element = this.div.querySelector(`#${a11yId}`);\n element && this.div.removeChild(element);\n this.cache.delete(a11yId);\n }\n\n /**\n * Handle a component being added to a GameObject.\n * @param changed the changed component\n */\n add(changed: ComponentChanged) {\n if (!this.activate) return;\n const component = changed.component as A11y;\n const { gameObject } = changed;\n const { delay, a11yId: id } = component;\n let { event } = component;\n if (!gameObject) return;\n const { transform } = gameObject;\n if (!transform) return;\n const element = document.createElement('div');\n this.cache.set(id, element);\n if (!event) {\n event = gameObject.getComponent('Event');\n }\n setTimeout(() => {\n this.setPosition(element, transform);\n this.setA11yAttr(element, component);\n if (event) {\n this.addEvent(gameObject);\n }\n if (gameObject.scene) {\n this.div.appendChild(element);\n }\n }, delay || this.delay);\n }\n\n // React to scene changes.\n transformChange(changed: ComponentChanged) {\n const component = changed.component as Transform;\n const { gameObject } = changed;\n const a11yComponent = gameObject.getComponent(A11y) as A11y;\n if (!a11yComponent) return;\n const { a11yId } = a11yComponent;\n if (!component.inScene) {\n // GameObject removed from the scene.\n const dom = this.div.querySelector(`#${a11yId}`);\n dom && this.div.removeChild(dom);\n // this.cache.delete(a11yId)\n } else {\n // GameObject added to the scene.\n // this.div.appendChild(this.cache)\n if (this.cache.has(a11yId)) {\n const addDom = this.cache.get(a11yId);\n addDom && this.div.appendChild(addDom);\n }\n }\n }\n\n /**\n * Attach a listener for the accessibility component.\n * @param element DOM element\n * @param event event component object\n * @param gameObject the GameObject\n */\n setEvent(element: HTMLElement, event: EE, gameObject: GameObject, id) {\n if (!event) {\n return;\n }\n const func = getEventFunc.bind(this, event, gameObject) as (e: MouseEvent) => void;\n this.eventCache.set(id, func);\n element.addEventListener('click', func);\n }\n\n addEvent(gameObject: GameObject) {\n const a11y = gameObject.getComponent(A11y) as A11y;\n if (!a11y) return;\n const event = gameObject.getComponent('Event');\n if (!event) return;\n const element = this.cache.get(a11y.a11yId);\n element && this.setEvent(element, event, gameObject, a11y.a11yId);\n }\n\n removeEvent(changed: ComponentChanged) {\n const { gameObject } = changed;\n const a11y = gameObject.getComponent(A11y) as A11y;\n if (!a11y) return;\n const event = changed.component;\n if (!event) return;\n const { a11yId } = a11y;\n const func = this.eventCache.get(a11yId);\n const element = this.cache.get(a11yId);\n element && element.removeEventListener('click', func);\n }\n\n /**\n * Set accessibility attribute tags.\n * @param element DOM element\n * @param hint accessibility read-aloud text\n * @param interactive whether it is interactive\n */\n setA11yAttr(element: HTMLElement, component: A11y) {\n const { hint, props = {}, state = {}, role, a11yId: id } = component;\n const realRole = role || 'text';\n element.setAttribute('role', realRole);\n element.setAttribute('aria-label', hint);\n element.id = id;\n\n // Backward-compatibility handling.\n const ariaProps = Object.keys(props);\n for (const key of ariaProps) {\n element.setAttribute(key, props[key]);\n }\n const ariaState = Object.keys(state);\n for (const key of ariaState) {\n element.setAttribute(key, state[key]);\n }\n\n for (const key of Object.keys(component)) {\n if (typeof component[key] === 'string' && notAttr.indexOf(key) === -1 && key.indexOf('_') !== 1) {\n element.setAttribute(key, component[key]);\n }\n }\n }\n\n /**\n * Position the accessibility element accordingly.\n * @param element DOM element\n * @param transform position properties\n */\n setPosition(element: HTMLElement, transform: Transform) {\n // Positioned relative to the canvas.\n // const { x: anchorX, y: anchorY } = transform.anchor\n // GameObject width/height.\n const { width, height } = transform.size;\n // position\n // const { x: positionX, y: positionY } = transform.position\n // Set the accessibility DOM style; DragonBones animations default to 2px.\n const style: A11yMaskStyle = {\n width: width === 0 ? 1 : width * this.ratioX,\n height: height === 0 ? 1 : height * this.ratioY,\n position: POSITION,\n zIndex: this.zIndex,\n pointerEvents: PointerEvents.AUTO,\n background: this.debug ? MaskBackground.DEBUG : MaskBackground.NONE,\n };\n const transformProps = {\n ...transform,\n };\n setStyle(element, style);\n // Adjust the DOM position.\n setTransform(element, transformProps, this.ratioX, this.ratioY);\n }\n onDestroy() {\n this.div.parentElement.removeChild(this.div);\n this.cache = null;\n this.eventCache = null;\n this.div = null\n }\n}\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport A11ySystem from './A11ySystem';\n\nObject.assign(A11ySystem, {\n packageName: \"@combos-fun/plugin-a11y\",\n packageVersion: 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@@ -1 +1 @@
1
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i.join("")}(6)}`}}t.__decorate([n.type("boolean")],o.prototype,"interactive",void 0),t.__decorate([n.type("string")],o.prototype,"hint",void 0),t.__decorate([n.type("number"),n.step(1)],o.prototype,"delay",void 0),t.__decorate([n.type("string")],o.prototype,"role",void 0),t.__decorate([n.type("string")],o.prototype,"a11yId",void 0);const r="absolute";var a,c,h,d;exports.A11yActivate=void 0,(a=exports.A11yActivate||(exports.A11yActivate={}))[a.ENABLE=0]="ENABLE",a[a.DISABLE=1]="DISABLE",a[a.CHECK=2]="CHECK",function(t){t.NONE="none",t.AUTO="auto"}(c||(c={})),function(t){t.DEBUG="rgba(255,0,0,0.5)",t.NONE="transparent"}(h||(h={})),function(t){t.BUTTON="button",t.DIV="div"}(d||(d={}));const p=["hint","event","delay","attr","role","props","state","a11yId","name"],v=function(t,e,i){["touchstart","touchend","tap"].forEach(n=>{t.emit(n,{stopPropagation:()=>i.stopPropagation(),data:{position:this.eventPosition},gameObject:e})})};let l=class extends e.System{static{this.systemName="A11ySystem"}constructor(t){super(t),this.cache=new Map,this.eventCache=new Map,this.zIndex=3}get ratioX(){if(this._ratioX)return this._ratioX;return this.setRatio()?this._ratioX:0}get ratioY(){if(this._ratioY)return this._ratioY;return this.setRatio()?this._ratioY:0}async init(t={}){const{activate:e=exports.A11yActivate.CHECK,delay:i=100,checkA11yOpen:n=()=>Promise.resolve(!1),zIndex:s}=t;switch(this.delay=i,this.zIndex=s||this.zIndex,e){case exports.A11yActivate.CHECK:try{this.activate=await n()}catch(t){this.activate=!1}break;case exports.A11yActivate.DISABLE:this.activate=!1;break;case exports.A11yActivate.ENABLE:this.activate=!0}if(this.debug=t.debug||!1,this.debug&&(this.activate=!0),!this.activate)return;const o=document.createElement("div");this.div=o,this.game.canvas.parentNode&&this.game.canvas.parentNode.insertBefore(this.div,this.game.canvas)}setRatio(){const{width:t,height:e}=this.getCanvasBoundingClientRect(),{renderWidth:i,renderHeight:n}=this.getRenderRect();return this._ratioX=t/i,this._ratioY=e/n,!(!t&&!e)&&(this.initDiv(),!0)}getRenderRect(){const{params:t={width:300,height:300}}=this.game.getSystem(i.RendererSystem),{height:e,width:n}=t;return{renderWidth:n,renderHeight:e}}getCanvasBoundingClientRect(){const{width:t,height:e,left:i,top:n}=this.game.canvas.getBoundingClientRect();return{width:t,height:e,left:i,top:n}}initDiv(){const{pageXOffset:t,pageYOffset:e}=window,{width:i,height:n,left:o,top:a}=this.getCanvasBoundingClientRect(),d={width:i,height:n,left:`${o+t}px`,top:`${a+e}px`,position:r,zIndex:this.zIndex,pointerEvents:c.NONE,background:h.NONE};s(this.div,d),this.div.addEventListener("click",t=>{const e=t.currentTarget,{left:i,top:n}=e.getBoundingClientRect(),s=(t.pageX-i)/this.ratioX,o=(t.pageY-n)/this.ratioY;this.eventPosition={x:s,y:o}},!0)}async update(){const t=this.componentObserver.clear();if(this.activate)for(const i of t)switch(i.type){case e.OBSERVER_TYPE.ADD:"Event"===i.componentName&&this.addEvent(i.gameObject),"A11y"===i.componentName&&this.add(i);break;case e.OBSERVER_TYPE.CHANGE:"Transform"===i.componentName&&this.transformChange(i),"A11y"===i.componentName&&this.change(i);break;case e.OBSERVER_TYPE.REMOVE:"Event"===i.componentName&&this.removeEvent(i),"A11y"===i.componentName&&this.remove(i)}}change(t){const e=t.component;if("hint"===t.prop.prop[0]){const i=this.cache.get(e.a11yId);i?.setAttribute("aria-label",e.hint),i&&this.setPosition(i,t.gameObject.transform)}}remove(t){const e=t.component;if(!e)return;const{a11yId:i}=e,n=this.div.querySelector(`#${i}`);n&&this.div.removeChild(n),this.cache.delete(i)}add(t){if(!this.activate)return;const e=t.component,{gameObject:i}=t,{delay:n,a11yId:s}=e;let{event:o}=e;if(!i)return;const{transform:r}=i;if(!r)return;const a=document.createElement("div");this.cache.set(s,a),o||(o=i.getComponent("Event")),setTimeout(()=>{this.setPosition(a,r),this.setA11yAttr(a,e),o&&this.addEvent(i),i.scene&&this.div.appendChild(a)},n||this.delay)}transformChange(t){const e=t.component,{gameObject:i}=t,n=i.getComponent(o);if(!n)return;const{a11yId:s}=n;if(e.inScene){if(this.cache.has(s)){const t=this.cache.get(s);t&&this.div.appendChild(t)}}else{const t=this.div.querySelector(`#${s}`);t&&this.div.removeChild(t)}}setEvent(t,e,i,n){if(!e)return;const s=v.bind(this,e,i);this.eventCache.set(n,s),t.addEventListener("click",s)}addEvent(t){const e=t.getComponent(o);if(!e)return;const i=t.getComponent("Event");if(!i)return;const n=this.cache.get(e.a11yId);n&&this.setEvent(n,i,t,e.a11yId)}removeEvent(t){const{gameObject:e}=t,i=e.getComponent(o);if(!i)return;if(!t.component)return;const{a11yId:n}=i,s=this.eventCache.get(n),r=this.cache.get(n);r&&r.removeEventListener("click",s)}setA11yAttr(t,e){const{hint:i,props:n={},state:s={},role:o,a11yId:r}=e,a=o||"text";t.setAttribute("role",a),t.setAttribute("aria-label",i),t.id=r;const c=Object.keys(n);for(const e of c)t.setAttribute(e,n[e]);const h=Object.keys(s);for(const e of h)t.setAttribute(e,s[e]);for(const i of Object.keys(e))"string"==typeof e[i]&&-1===p.indexOf(i)&&1!==i.indexOf("_")&&t.setAttribute(i,e[i])}setPosition(t,e){const{width:i,height:n}=e.size,o={width:0===i?1:i*this.ratioX,height:0===n?1:n*this.ratioY,position:r,zIndex:this.zIndex,pointerEvents:c.AUTO,background:this.debug?h.DEBUG:h.NONE},a={...e};s(t,o),((t,e,i,n)=>{const{worldTransform:s}=e,{a:o,b:r,c:a,d:c,tx:h,ty:d}=s,p=`matrix(${o}, ${r}, ${a}, ${c}, ${h*i}, ${d*n})`;t.style.transform=`${p}`,t.style.webkitTransform=`${p}`,t.style.transformOrigin="left top",t.style.webkitTransformOrigin="left top"})(t,a,this.ratioX,this.ratioY)}onDestroy(){this.div.parentElement.removeChild(this.div),this.cache=null,this.eventCache=null,this.div=null}};l=t.__decorate([e.decorators.componentObserver({A11y:["hint"],Transform:["inScene"],Event:[]})],l);var g=l;Object.assign(g,{packageName:"@combos-fun/plugin-a11y",packageVersion:"0.0.27"}),exports.A11y=o,exports.A11ySystem=g;
1
+ "use strict";var t=require("tslib"),e=require("@combos-fun/engine"),i=require("@combos-fun/plugin-renderer"),n=require("@combos-fun/inspector-decorator");const s=(t,e)=>{const{width:i,height:n,position:s,left:o=0,top:r=0,zIndex:a,pointerEvents:c,background:h}=e;t.style.width=`${i}px`,t.style.height=`${n}px`,t.style.position=s,t.style.left=`${o}`,t.style.top=`${r}`,t.style.zIndex=`${a}`,t.style.pointerEvents=c,t.style.background=h,t.style.border="none",t.style.overflow="hidden"};class o extends e.Component{static{this.componentName="A11y"}constructor(t){super(),Object.assign(this,t);const{hint:e="",event:i,delay:n=0,attr:s={},role:o="",props:r={},state:a={}}=t;this.hint=e,this.event=i,this.delay=n,this.attr=s,this.role=o,this.props=r,this.state=a,this.a11yId=`_${function(t){let e="0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz".split(""),i=[],n=e.length;for(let s=0;s<t;s++)i[s]=e[0|Math.random()*n];return i.join("")}(6)}`}}t.__decorate([n.type("boolean")],o.prototype,"interactive",void 0),t.__decorate([n.type("string")],o.prototype,"hint",void 0),t.__decorate([n.type("number"),n.step(1)],o.prototype,"delay",void 0),t.__decorate([n.type("string")],o.prototype,"role",void 0),t.__decorate([n.type("string")],o.prototype,"a11yId",void 0);const r="absolute";var a,c,h,d;exports.A11yActivate=void 0,(a=exports.A11yActivate||(exports.A11yActivate={}))[a.ENABLE=0]="ENABLE",a[a.DISABLE=1]="DISABLE",a[a.CHECK=2]="CHECK",function(t){t.NONE="none",t.AUTO="auto"}(c||(c={})),function(t){t.DEBUG="rgba(255,0,0,0.5)",t.NONE="transparent"}(h||(h={})),function(t){t.BUTTON="button",t.DIV="div"}(d||(d={}));const p=["hint","event","delay","attr","role","props","state","a11yId","name"],v=function(t,e,i){["touchstart","touchend","tap"].forEach(n=>{t.emit(n,{stopPropagation:()=>i.stopPropagation(),data:{position:this.eventPosition},gameObject:e})})};let l=class extends e.System{static{this.systemName="A11ySystem"}constructor(t){super(t),this.cache=new Map,this.eventCache=new Map,this.zIndex=3}get ratioX(){if(this._ratioX)return this._ratioX;return this.setRatio()?this._ratioX:0}get ratioY(){if(this._ratioY)return this._ratioY;return this.setRatio()?this._ratioY:0}async init(t={}){const{activate:e=exports.A11yActivate.CHECK,delay:i=100,checkA11yOpen:n=()=>Promise.resolve(!1),zIndex:s}=t;switch(this.delay=i,this.zIndex=s||this.zIndex,e){case exports.A11yActivate.CHECK:try{this.activate=await n()}catch(t){this.activate=!1}break;case exports.A11yActivate.DISABLE:this.activate=!1;break;case exports.A11yActivate.ENABLE:this.activate=!0}if(this.debug=t.debug||!1,this.debug&&(this.activate=!0),!this.activate)return;const o=document.createElement("div");this.div=o,this.game.canvas.parentNode&&this.game.canvas.parentNode.insertBefore(this.div,this.game.canvas)}setRatio(){const{width:t,height:e}=this.getCanvasBoundingClientRect(),{renderWidth:i,renderHeight:n}=this.getRenderRect();return this._ratioX=t/i,this._ratioY=e/n,!(!t&&!e)&&(this.initDiv(),!0)}getRenderRect(){const{params:t={width:300,height:300}}=this.game.getSystem(i.RendererSystem),{height:e,width:n}=t;return{renderWidth:n,renderHeight:e}}getCanvasBoundingClientRect(){const{width:t,height:e,left:i,top:n}=this.game.canvas.getBoundingClientRect();return{width:t,height:e,left:i,top:n}}initDiv(){const{pageXOffset:t,pageYOffset:e}=window,{width:i,height:n,left:o,top:a}=this.getCanvasBoundingClientRect(),d={width:i,height:n,left:`${o+t}px`,top:`${a+e}px`,position:r,zIndex:this.zIndex,pointerEvents:c.NONE,background:h.NONE};s(this.div,d),this.div.addEventListener("click",t=>{const e=t.currentTarget,{left:i,top:n}=e.getBoundingClientRect(),s=(t.pageX-i)/this.ratioX,o=(t.pageY-n)/this.ratioY;this.eventPosition={x:s,y:o}},!0)}async update(){const t=this.componentObserver.clear();if(this.activate)for(const i of t)switch(i.type){case e.OBSERVER_TYPE.ADD:"Event"===i.componentName&&this.addEvent(i.gameObject),"A11y"===i.componentName&&this.add(i);break;case e.OBSERVER_TYPE.CHANGE:"Transform"===i.componentName&&this.transformChange(i),"A11y"===i.componentName&&this.change(i);break;case e.OBSERVER_TYPE.REMOVE:"Event"===i.componentName&&this.removeEvent(i),"A11y"===i.componentName&&this.remove(i)}}change(t){const e=t.component;if("hint"===t.prop.prop[0]){const i=this.cache.get(e.a11yId);i?.setAttribute("aria-label",e.hint),i&&this.setPosition(i,t.gameObject.transform)}}remove(t){const e=t.component;if(!e)return;const{a11yId:i}=e,n=this.div.querySelector(`#${i}`);n&&this.div.removeChild(n),this.cache.delete(i)}add(t){if(!this.activate)return;const e=t.component,{gameObject:i}=t,{delay:n,a11yId:s}=e;let{event:o}=e;if(!i)return;const{transform:r}=i;if(!r)return;const a=document.createElement("div");this.cache.set(s,a),o||(o=i.getComponent("Event")),setTimeout(()=>{this.setPosition(a,r),this.setA11yAttr(a,e),o&&this.addEvent(i),i.scene&&this.div.appendChild(a)},n||this.delay)}transformChange(t){const e=t.component,{gameObject:i}=t,n=i.getComponent(o);if(!n)return;const{a11yId:s}=n;if(e.inScene){if(this.cache.has(s)){const t=this.cache.get(s);t&&this.div.appendChild(t)}}else{const t=this.div.querySelector(`#${s}`);t&&this.div.removeChild(t)}}setEvent(t,e,i,n){if(!e)return;const s=v.bind(this,e,i);this.eventCache.set(n,s),t.addEventListener("click",s)}addEvent(t){const e=t.getComponent(o);if(!e)return;const i=t.getComponent("Event");if(!i)return;const n=this.cache.get(e.a11yId);n&&this.setEvent(n,i,t,e.a11yId)}removeEvent(t){const{gameObject:e}=t,i=e.getComponent(o);if(!i)return;if(!t.component)return;const{a11yId:n}=i,s=this.eventCache.get(n),r=this.cache.get(n);r&&r.removeEventListener("click",s)}setA11yAttr(t,e){const{hint:i,props:n={},state:s={},role:o,a11yId:r}=e,a=o||"text";t.setAttribute("role",a),t.setAttribute("aria-label",i),t.id=r;const c=Object.keys(n);for(const e of c)t.setAttribute(e,n[e]);const h=Object.keys(s);for(const e of h)t.setAttribute(e,s[e]);for(const i of Object.keys(e))"string"==typeof e[i]&&-1===p.indexOf(i)&&1!==i.indexOf("_")&&t.setAttribute(i,e[i])}setPosition(t,e){const{width:i,height:n}=e.size,o={width:0===i?1:i*this.ratioX,height:0===n?1:n*this.ratioY,position:r,zIndex:this.zIndex,pointerEvents:c.AUTO,background:this.debug?h.DEBUG:h.NONE},a={...e};s(t,o),((t,e,i,n)=>{const{worldTransform:s}=e,{a:o,b:r,c:a,d:c,tx:h,ty:d}=s,p=`matrix(${o}, ${r}, ${a}, ${c}, ${h*i}, ${d*n})`;t.style.transform=`${p}`,t.style.webkitTransform=`${p}`,t.style.transformOrigin="left top",t.style.webkitTransformOrigin="left top"})(t,a,this.ratioX,this.ratioY)}onDestroy(){this.div.parentElement.removeChild(this.div),this.cache=null,this.eventCache=null,this.div=null}};l=t.__decorate([e.decorators.componentObserver({A11y:["hint"],Transform:["inScene"],Event:[]})],l);var g=l;Object.assign(g,{packageName:"@combos-fun/plugin-a11y",packageVersion:"0.0.30"}),exports.A11y=o,exports.A11ySystem=g;
@@ -15,61 +15,61 @@ interface A11yParams {
15
15
  declare class A11y extends Component<A11yParams> {
16
16
  static componentName: string;
17
17
  /**
18
- * 是否可交互
18
+ * Whether the element is interactive.
19
19
  */
20
20
  interactive: boolean;
21
21
  /**
22
- * 无障碍标签朗读内容
22
+ * Text read aloud for the accessibility label.
23
23
  */
24
24
  hint: string;
25
25
  /**
26
- * 弃用,将根据Event组件自动添加
27
- * 事件对象
26
+ * Deprecated: added automatically based on the Event component.
27
+ * The event object.
28
28
  */
29
29
  event: Component;
30
30
  /**
31
- * 延时加载时间(millisecond)
31
+ * Delayed load time (milliseconds).
32
32
  */
33
33
  delay: number;
34
34
  /**
35
- * role 属性
35
+ * The `role` attribute.
36
36
  */
37
37
  role: string;
38
38
  /**
39
- * 弃用,将属性写在component
40
- * aria-value 属性
39
+ * Deprecated: set the attribute on the component instead.
40
+ * `aria-*` value attributes.
41
41
  * @example
42
42
  * aria-valuemin = "0"
43
43
  */
44
44
  props: object;
45
45
  /**
46
- * 弃用,将属性写在component
47
- * aria state 属性
46
+ * Deprecated: set the attribute on the component instead.
47
+ * `aria` state attributes.
48
48
  * @example
49
49
  * aria-hidden = "true"
50
50
  */
51
51
  state: object;
52
52
  /**
53
- * 弃用,将属性写在component
54
- * 传入自定义属性
53
+ * Deprecated: set the attribute on the component instead.
54
+ * Custom attributes.
55
55
  */
56
56
  attr: object;
57
57
  /**
58
- * 辅助Dom id 自动生成
58
+ * Auto-generated id for the helper DOM.
59
59
  */
60
60
  a11yId: string;
61
61
  /**
62
- * 无障碍组件构造函数
63
- * @param param interactive 默认为 false,如果游戏对象可交互,传入 true
62
+ * Accessibility component constructor.
63
+ * @param param `interactive` defaults to false; pass true if the GameObject is interactive.
64
64
  * @example
65
- * // 为游戏对象提供朗读能力
66
- * new A11y({hint: '这是一个div'})
67
- * // 游戏对象有事件,传入 event 对象
68
- * new A11y({hint: '点击事件对象', event: event})
69
- * // 无障碍属性
70
- * new A11y({hint:'按钮', role: 'button', state: {aria-hidden="true"}})
71
- * // 自定义属性
72
- * new A11y({hint: '自定义属性', attr: {key: '1'}})
65
+ * // Provide read-aloud support for a GameObject
66
+ * new A11y({hint: 'This is a div'})
67
+ * // The GameObject has an event; pass the event object
68
+ * new A11y({hint: 'Click event object', event: event})
69
+ * // Accessibility attributes
70
+ * new A11y({hint:'Button', role: 'button', state: {aria-hidden="true"}})
71
+ * // Custom attributes
72
+ * new A11y({hint: 'Custom attribute', attr: {key: '1'}})
73
73
  */
74
74
  constructor(param: A11yParams);
75
75
  }
@@ -80,7 +80,7 @@ declare enum A11yActivate {
80
80
  CHECK = 2
81
81
  }
82
82
  /**
83
- * 点击事件位置
83
+ * Click event position.
84
84
  */
85
85
  interface EventPosition {
86
86
  x: number;
@@ -97,52 +97,48 @@ interface SystemParam {
97
97
  declare class A11ySystem extends System {
98
98
  static systemName: string;
99
99
  /**
100
- * 无障碍覆盖层
100
+ * Accessibility overlay layer.
101
101
  */
102
102
  div: HTMLDivElement;
103
103
  /**
104
- * 是否开启调试
104
+ * Whether debug mode is enabled.
105
105
  */
106
106
  debug: boolean;
107
107
  /**
108
- * 横向的比例
108
+ * Horizontal scale ratio.
109
109
  */
110
110
  _ratioX: number;
111
111
  /**
112
- * 纵向的比例
112
+ * Vertical scale ratio.
113
113
  */
114
114
  _ratioY: number;
115
115
  /**
116
- * 事件坐标
116
+ * Event coordinates.
117
117
  */
118
118
  eventPosition: EventPosition;
119
119
  /**
120
- * 是否开启无障碍能力
120
+ * Whether accessibility is enabled.
121
121
  */
122
122
  activate: boolean;
123
123
  /**
124
- * dom 延迟放置
124
+ * Delay before placing the DOM.
125
125
  */
126
126
  delay: number;
127
127
  cache: Map<string, HTMLElement>;
128
128
  eventCache: Map<string, (e: MouseEvent) => void>;
129
129
  /**
130
- *
131
- * dom 的 zIndex
130
+ * The DOM `zIndex`.
132
131
  */
133
132
  zIndex: number;
134
133
  /**
135
- *
136
- * @param opt
137
- */
138
- /**
139
- * 无障碍插件初始化函数
140
- * @param opt 无障碍插件选项
141
- * @param opt.activate 是否开启无障碍能力,默认为自动根据系统读屏能力进行开启 AUTO | ENABLE | DISABLE
134
+ * Accessibility plugin initializer.
135
+ * @param opt accessibility plugin options
136
+ * @param opt.activate whether to enable accessibility; defaults to AUTO based on the
137
+ * system's screen-reader capability. One of AUTO | ENABLE | DISABLE.
142
138
  * @example
143
- * // 开启调试,无障碍区域会显示红色透明背景
139
+ * // Enable debug: accessibility regions show a red translucent background
144
140
  * new A11ySystem({debug: true})
145
- * // 禁用无障碍
141
+ * // Disable accessibility
146
142
  * new A11ySystem({activate: A11yActivate.DISABLE})
147
143
  */
148
144
  constructor(opt?: SystemParam);
@@ -162,37 +158,37 @@ declare class A11ySystem extends System {
162
158
  };
163
159
  initDiv(): void;
164
160
  /**
165
- * 监听插件更新
161
+ * Handle plugin updates.
166
162
  */
167
163
  update(): Promise<void>;
168
164
  change(changed: ComponentChanged): void;
169
165
  remove(changed: ComponentChanged): void;
170
166
  /**
171
- * 监听组件被添加至游戏对象
172
- * @param changed 改变的组件
167
+ * Handle a component being added to a GameObject.
168
+ * @param changed the changed component
173
169
  */
174
170
  add(changed: ComponentChanged): void;
175
171
  transformChange(changed: ComponentChanged): void;
176
172
  /**
177
- * 为无障碍组件设置监听事件
178
- * @param element DOM 元素
179
- * @param event 事件组件对象
180
- * @param gameObject 游戏对象
173
+ * Attach a listener for the accessibility component.
174
+ * @param element DOM element
175
+ * @param event event component object
176
+ * @param gameObject the GameObject
181
177
  */
182
178
  setEvent(element: HTMLElement, event: EE, gameObject: GameObject, id: any): void;
183
179
  addEvent(gameObject: GameObject): void;
184
180
  removeEvent(changed: ComponentChanged): void;
185
181
  /**
186
- * 设置无障碍属性标签
187
- * @param element DOM 元素
188
- * @param hint 无障碍朗读文字
189
- * @param interactive 是否可交互
182
+ * Set accessibility attribute tags.
183
+ * @param element DOM element
184
+ * @param hint accessibility read-aloud text
185
+ * @param interactive whether it is interactive
190
186
  */
191
187
  setA11yAttr(element: HTMLElement, component: A11y): void;
192
188
  /**
193
- * 将无障碍元素设置到对应的位置
194
- * @param element DOM 元素
195
- * @param transform 位置属性
189
+ * Position the accessibility element accordingly.
190
+ * @param element DOM element
191
+ * @param transform position properties
196
192
  */
197
193
  setPosition(element: HTMLElement, transform: Transform): void;
198
194
  onDestroy(): void;
@@ -4,9 +4,8 @@ import { RendererSystem } from '@combos-fun/plugin-renderer';
4
4
  import { type, step } from '@combos-fun/inspector-decorator';
5
5
 
6
6
  /**
7
- * 生成唯一的标识符
8
- * @param len 长度
9
- * @param radix 基
7
+ * Generate a unique identifier.
8
+ * @param len length
10
9
  */
11
10
  function uuid(len) {
12
11
  let chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
@@ -17,9 +16,9 @@ function uuid(len) {
17
16
  return uuid.join('');
18
17
  }
19
18
  /**
20
- * 设置 dom 样式
21
- * @param div 需要设置样式的dom元素
22
- * @param style 样式属性
19
+ * Apply styles to a DOM element.
20
+ * @param element the DOM element to style
21
+ * @param style style properties
23
22
  */
24
23
  const setStyle = (element, style) => {
25
24
  const { width, height, position, left = 0, top = 0, zIndex, pointerEvents, background } = style;
@@ -47,17 +46,17 @@ const setTransform = (element, transform, ratioX, ratioY) => {
47
46
  class A11y extends Component {
48
47
  static { this.componentName = 'A11y'; }
49
48
  /**
50
- * 无障碍组件构造函数
51
- * @param param interactive 默认为 false,如果游戏对象可交互,传入 true
49
+ * Accessibility component constructor.
50
+ * @param param `interactive` defaults to false; pass true if the GameObject is interactive.
52
51
  * @example
53
- * // 为游戏对象提供朗读能力
54
- * new A11y({hint: '这是一个div'})
55
- * // 游戏对象有事件,传入 event 对象
56
- * new A11y({hint: '点击事件对象', event: event})
57
- * // 无障碍属性
58
- * new A11y({hint:'按钮', role: 'button', state: {aria-hidden="true"}})
59
- * // 自定义属性
60
- * new A11y({hint: '自定义属性', attr: {key: '1'}})
52
+ * // Provide read-aloud support for a GameObject
53
+ * new A11y({hint: 'This is a div'})
54
+ * // The GameObject has an event; pass the event object
55
+ * new A11y({hint: 'Click event object', event: event})
56
+ * // Accessibility attributes
57
+ * new A11y({hint:'Button', role: 'button', state: {aria-hidden="true"}})
58
+ * // Custom attributes
59
+ * new A11y({hint: 'Custom attribute', attr: {key: '1'}})
61
60
  */
62
61
  constructor(param) {
63
62
  super();
@@ -99,7 +98,7 @@ var A11yActivate;
99
98
  A11yActivate[A11yActivate["CHECK"] = 2] = "CHECK";
100
99
  })(A11yActivate || (A11yActivate = {}));
101
100
  /**
102
- * 无障碍 DOM 的指针事件
101
+ * Pointer events for the accessibility DOM.
103
102
  */
104
103
  var PointerEvents;
105
104
  (function (PointerEvents) {
@@ -107,7 +106,7 @@ var PointerEvents;
107
106
  PointerEvents["AUTO"] = "auto";
108
107
  })(PointerEvents || (PointerEvents = {}));
109
108
  /**
110
- * 无障碍 DOM 层的样式
109
+ * Style of the accessibility DOM layer.
111
110
  */
112
111
  var MaskBackground;
113
112
  (function (MaskBackground) {
@@ -115,7 +114,7 @@ var MaskBackground;
115
114
  MaskBackground["NONE"] = "transparent";
116
115
  })(MaskBackground || (MaskBackground = {}));
117
116
  /**
118
- * 无障碍 DOM 的类型
117
+ * Type of the accessibility DOM element.
119
118
  */
120
119
  var ElementType;
121
120
  (function (ElementType) {
@@ -138,17 +137,14 @@ const getEventFunc = function (event, gameObject, e) {
138
137
  let A11ySystem = class A11ySystem extends System {
139
138
  static { this.systemName = 'A11ySystem'; }
140
139
  /**
141
- *
142
- * @param opt
143
- */
144
- /**
145
- * 无障碍插件初始化函数
146
- * @param opt 无障碍插件选项
147
- * @param opt.activate 是否开启无障碍能力,默认为自动根据系统读屏能力进行开启 AUTO | ENABLE | DISABLE
140
+ * Accessibility plugin initializer.
141
+ * @param opt accessibility plugin options
142
+ * @param opt.activate whether to enable accessibility; defaults to AUTO based on the
143
+ * system's screen-reader capability. One of AUTO | ENABLE | DISABLE.
148
144
  * @example
149
- * // 开启调试,无障碍区域会显示红色透明背景
145
+ * // Enable debug: accessibility regions show a red translucent background
150
146
  * new A11ySystem({debug: true})
151
- * // 禁用无障碍
147
+ * // Disable accessibility
152
148
  * new A11ySystem({activate: A11yActivate.DISABLE})
153
149
  */
154
150
  constructor(opt) {
@@ -156,8 +152,7 @@ let A11ySystem = class A11ySystem extends System {
156
152
  this.cache = new Map();
157
153
  this.eventCache = new Map();
158
154
  /**
159
- *
160
- * dom 的 zIndex
155
+ * The DOM `zIndex`.
161
156
  */
162
157
  this.zIndex = ZINDEX;
163
158
  }
@@ -215,10 +210,11 @@ let A11ySystem = class A11ySystem extends System {
215
210
  }
216
211
  if (!this.activate)
217
212
  return;
218
- // 渲染出父容器
213
+ // Render the parent container.
219
214
  const div = document.createElement('div');
220
215
  this.div = div;
221
- // 如果存在父容器,则渲染这个 div,子元素则会相对这个 div 进行定位,否则直接相对于 body 进行定位
216
+ // If a parent node exists, mount this div so children position relative to it;
217
+ // otherwise children position relative to the body.
222
218
  if (this.game.canvas.parentNode) {
223
219
  this.game.canvas.parentNode.insertBefore(this.div, this.game.canvas);
224
220
  }
@@ -242,14 +238,14 @@ let A11ySystem = class A11ySystem extends System {
242
238
  return { renderWidth, renderHeight };
243
239
  }
244
240
  getCanvasBoundingClientRect() {
245
- // 渲染画布相对于视口的实际宽高以及位置,实际的像素
241
+ // Actual pixel width/height and position of the render canvas relative to the viewport.
246
242
  const { width, height, left, top } = this.game.canvas.getBoundingClientRect();
247
243
  return { width, height, left, top };
248
244
  }
249
245
  initDiv() {
250
246
  const { pageXOffset, pageYOffset } = window;
251
247
  const { width, height, left, top } = this.getCanvasBoundingClientRect();
252
- // 父容器位置
248
+ // Parent container position.
253
249
  const style = {
254
250
  width,
255
251
  height,
@@ -261,7 +257,7 @@ let A11ySystem = class A11ySystem extends System {
261
257
  background: MaskBackground.NONE,
262
258
  };
263
259
  setStyle(this.div, style);
264
- // 给父容器设置捕获事件,用于监听事件坐标
260
+ // Attach a capture-phase listener on the parent container to track event coordinates.
265
261
  this.div.addEventListener('click', e => {
266
262
  const currentTarget = e.currentTarget;
267
263
  const { left, top } = currentTarget.getBoundingClientRect();
@@ -271,7 +267,7 @@ let A11ySystem = class A11ySystem extends System {
271
267
  }, true);
272
268
  }
273
269
  /**
274
- * 监听插件更新
270
+ * Handle plugin updates.
275
271
  */
276
272
  async update() {
277
273
  const changes = this.componentObserver.clear();
@@ -312,8 +308,8 @@ let A11ySystem = class A11ySystem extends System {
312
308
  this.cache.delete(a11yId);
313
309
  }
314
310
  /**
315
- * 监听组件被添加至游戏对象
316
- * @param changed 改变的组件
311
+ * Handle a component being added to a GameObject.
312
+ * @param changed the changed component
317
313
  */
318
314
  add(changed) {
319
315
  if (!this.activate)
@@ -343,7 +339,7 @@ let A11ySystem = class A11ySystem extends System {
343
339
  }
344
340
  }, delay || this.delay);
345
341
  }
346
- // 监听 scene 改变
342
+ // React to scene changes.
347
343
  transformChange(changed) {
348
344
  const component = changed.component;
349
345
  const { gameObject } = changed;
@@ -352,13 +348,13 @@ let A11ySystem = class A11ySystem extends System {
352
348
  return;
353
349
  const { a11yId } = a11yComponent;
354
350
  if (!component.inScene) {
355
- // 监听 scene 删除游戏对象
351
+ // GameObject removed from the scene.
356
352
  const dom = this.div.querySelector(`#${a11yId}`);
357
353
  dom && this.div.removeChild(dom);
358
354
  // this.cache.delete(a11yId)
359
355
  }
360
356
  else {
361
- // 监听 scene add
357
+ // GameObject added to the scene.
362
358
  // this.div.appendChild(this.cache)
363
359
  if (this.cache.has(a11yId)) {
364
360
  const addDom = this.cache.get(a11yId);
@@ -367,10 +363,10 @@ let A11ySystem = class A11ySystem extends System {
367
363
  }
368
364
  }
369
365
  /**
370
- * 为无障碍组件设置监听事件
371
- * @param element DOM 元素
372
- * @param event 事件组件对象
373
- * @param gameObject 游戏对象
366
+ * Attach a listener for the accessibility component.
367
+ * @param element DOM element
368
+ * @param event event component object
369
+ * @param gameObject the GameObject
374
370
  */
375
371
  setEvent(element, event, gameObject, id) {
376
372
  if (!event) {
@@ -404,10 +400,10 @@ let A11ySystem = class A11ySystem extends System {
404
400
  element && element.removeEventListener('click', func);
405
401
  }
406
402
  /**
407
- * 设置无障碍属性标签
408
- * @param element DOM 元素
409
- * @param hint 无障碍朗读文字
410
- * @param interactive 是否可交互
403
+ * Set accessibility attribute tags.
404
+ * @param element DOM element
405
+ * @param hint accessibility read-aloud text
406
+ * @param interactive whether it is interactive
411
407
  */
412
408
  setA11yAttr(element, component) {
413
409
  const { hint, props = {}, state = {}, role, a11yId: id } = component;
@@ -415,7 +411,7 @@ let A11ySystem = class A11ySystem extends System {
415
411
  element.setAttribute('role', realRole);
416
412
  element.setAttribute('aria-label', hint);
417
413
  element.id = id;
418
- // 这里兼容
414
+ // Backward-compatibility handling.
419
415
  const ariaProps = Object.keys(props);
420
416
  for (const key of ariaProps) {
421
417
  element.setAttribute(key, props[key]);
@@ -431,18 +427,18 @@ let A11ySystem = class A11ySystem extends System {
431
427
  }
432
428
  }
433
429
  /**
434
- * 将无障碍元素设置到对应的位置
435
- * @param element DOM 元素
436
- * @param transform 位置属性
430
+ * Position the accessibility element accordingly.
431
+ * @param element DOM element
432
+ * @param transform position properties
437
433
  */
438
434
  setPosition(element, transform) {
439
- // 相对画布定位
435
+ // Positioned relative to the canvas.
440
436
  // const { x: anchorX, y: anchorY } = transform.anchor
441
- // 游戏对象的宽高
437
+ // GameObject width/height.
442
438
  const { width, height } = transform.size;
443
439
  // position
444
440
  // const { x: positionX, y: positionY } = transform.position
445
- // 设置无障碍 DOM 的样式,龙骨动画默认 2px
441
+ // Set the accessibility DOM style; DragonBones animations default to 2px.
446
442
  const style = {
447
443
  width: width === 0 ? 1 : width * this.ratioX,
448
444
  height: height === 0 ? 1 : height * this.ratioY,
@@ -455,7 +451,7 @@ let A11ySystem = class A11ySystem extends System {
455
451
  ...transform,
456
452
  };
457
453
  setStyle(element, style);
458
- // 调整 DOM 的位置
454
+ // Adjust the DOM position.
459
455
  setTransform(element, transformProps, this.ratioX, this.ratioY);
460
456
  }
461
457
  onDestroy() {
@@ -477,7 +473,7 @@ var A11ySystem$1 = A11ySystem;
477
473
  /** Auto-generated by scripts/build-package.mjs — do not edit. */
478
474
  Object.assign(A11ySystem$1, {
479
475
  packageName: "@combos-fun/plugin-a11y",
480
- packageVersion: "0.0.27",
476
+ packageVersion: "0.0.30",
481
477
  });
482
478
 
483
479
  export { A11y, A11yActivate, A11ySystem$1 as A11ySystem };
@@ -1 +1 @@
1
- {"version":3,"file":"plugin-a11y.esm.js","sources":["../lib/utils.ts","../lib/A11y.ts","../lib/constant.ts","../lib/A11ySystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["import { A11yMaskStyle } from './constant';\n\n/**\n * 生成唯一的标识符\n * @param len 长度\n * @param radix 基\n */\nfunction uuid(len: number) {\n let chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');\n let uuid = [];\n let radix = chars.length;\n for (let i = 0; i < len; i++) uuid[i] = chars[0 | (Math.random() * radix)];\n return uuid.join('');\n}\n\n/**\n * 设置 dom 样式\n * @param div 需要设置样式的dom元素\n * @param style 样式属性\n */\nconst setStyle = (element: HTMLElement, style: A11yMaskStyle) => {\n const { width, height, position, left = 0, top = 0, zIndex, pointerEvents, background } = style;\n element.style.width = `${width}px`;\n element.style.height = `${height}px`;\n element.style.position = position;\n element.style.left = `${left}`;\n element.style.top = `${top}`;\n element.style.zIndex = `${zIndex}`;\n element.style.pointerEvents = pointerEvents;\n element.style.background = background;\n element.style.border = 'none';\n element.style.overflow = 'hidden';\n};\n\nconst setTransform = (element: HTMLElement, transform, ratioX, ratioY) => {\n const { worldTransform } = transform;\n const { a, b, c, d, tx, ty } = worldTransform;\n const matrix = `matrix(${a}, ${b}, ${c}, ${d}, ${tx * ratioX}, ${ty * ratioY})`;\n element.style.transform = `${matrix}`;\n element.style.webkitTransform = `${matrix}`;\n element.style.transformOrigin = 'left top';\n element.style.webkitTransformOrigin = 'left top';\n};\n\nexport { setStyle, setTransform, uuid };\n","import {Component} from '@combos-fun/engine';\nimport {type, step} from '@combos-fun/inspector-decorator';\nimport {uuid} from './utils';\n\nexport interface A11yParams {\n hint: string;\n event?: Component;\n delay?: number;\n role?: string;\n props?: object;\n state?: object;\n attr?: object;\n a11yId?: string;\n [propName: string]: string | object | number;\n}\n\nexport default class A11y extends Component<A11yParams> {\n static componentName: string = 'A11y';\n\n /**\n * 是否可交互\n */\n @type('boolean') interactive: boolean;\n /**\n * 无障碍标签朗读内容\n */\n @type('string') hint: string;\n /**\n * 弃用,将根据Event组件自动添加\n * 事件对象\n */\n event: Component;\n /**\n * 延时加载时间(millisecond)\n */\n @type('number') @step(1) delay: number;\n\n /**\n * role 属性\n */\n @type('string') role: string;\n\n /**\n * 弃用,将属性写在component上\n * aria-value 属性\n * @example\n * aria-valuemin = \"0\"\n */\n props: object;\n\n /**\n * 弃用,将属性写在component上\n * aria state 属性\n * @example\n * aria-hidden = \"true\"\n */\n state: object;\n\n /**\n * 弃用,将属性写在component上\n * 传入自定义属性\n */\n attr: object;\n\n /**\n * 辅助Dom id 自动生成\n */\n @type('string') a11yId: string;\n\n /**\n * 无障碍组件构造函数\n * @param param interactive 默认为 false,如果游戏对象可交互,传入 true\n * @example\n * // 为游戏对象提供朗读能力\n * new A11y({hint: '这是一个div'})\n * // 游戏对象有事件,传入 event 对象\n * new A11y({hint: '点击事件对象', event: event})\n * // 无障碍属性\n * new A11y({hint:'按钮', role: 'button', state: {aria-hidden=\"true\"}})\n * // 自定义属性\n * new A11y({hint: '自定义属性', attr: {key: '1'}})\n */\n constructor(param: A11yParams) {\n super();\n Object.assign(this, param);\n const { hint = '', event, delay = 0, attr = {}, role = '', props = {}, state = {} } = param;\n this.hint = hint;\n this.event = event;\n this.delay = delay;\n this.attr = attr;\n this.role = role;\n this.props = props;\n this.state = state;\n this.a11yId = `_${uuid(6)}`;\n }\n}\n","export const POSITION = 'absolute';\nexport const ZINDEX = 3;\n\nexport enum A11yActivate {\n ENABLE = 0,\n DISABLE = 1,\n CHECK = 2,\n}\n\n/**\n * 无障碍 DOM 的指针事件\n */\nexport enum PointerEvents {\n NONE = 'none', // 元素不会成为鼠标事件的target,会被穿透\n AUTO = 'auto', // 默认值正常\n}\n\n/**\n * 无障碍 DOM 层的样式\n */\nexport enum MaskBackground {\n DEBUG = 'rgba(255,0,0,0.5)',\n NONE = 'transparent',\n}\n\n/**\n * 无障碍 DOM 的类型\n */\nexport enum ElementType {\n BUTTON = 'button',\n DIV = 'div',\n}\n\n/**\n * 无障碍遮罩层样式\n */\nexport interface A11yMaskStyle {\n width: number;\n height: number;\n background: string;\n position: string;\n left?: string;\n top?: string;\n zIndex: number;\n pointerEvents: PointerEvents;\n}\n\n/**\n * 点击事件位置\n */\nexport interface EventPosition {\n x: number;\n y: number;\n}\n","import { System, decorators, ComponentChanged, Transform, OBSERVER_TYPE } from '@combos-fun/engine';\nimport type { GameObject } from '@combos-fun/engine';\nimport { RendererSystem } from '@combos-fun/plugin-renderer';\nimport EE from 'eventemitter3';\n\nimport A11y from './A11y';\nimport { setStyle, setTransform } from './utils';\nimport {\n POSITION,\n ZINDEX,\n PointerEvents,\n MaskBackground,\n EventPosition,\n A11yMaskStyle,\n A11yActivate,\n} from './constant';\n\ninterface SystemParam {\n debug?: boolean;\n activate?: A11yActivate;\n delay?: number;\n zIndex?: number;\n checkA11yOpen?: () => Promise<boolean>;\n}\n\nconst notAttr = ['hint', 'event', 'delay', 'attr', 'role', 'props', 'state', 'a11yId', 'name'];\n\nconst getEventFunc = function (event: EE, gameObject: GameObject, e: MouseEvent) {\n ['touchstart', 'touchend', 'tap'].forEach(name => {\n event.emit(name, {\n stopPropagation: () => e.stopPropagation(),\n data: {\n position: this.eventPosition,\n },\n gameObject,\n });\n });\n};\n\n@decorators.componentObserver({\n A11y: ['hint'],\n Transform: ['inScene'],\n Event: [],\n})\nexport default class A11ySystem extends System {\n static systemName = 'A11ySystem';\n\n /**\n * 无障碍覆盖层\n */\n div: HTMLDivElement;\n /**\n * 是否开启调试\n */\n debug: boolean;\n /**\n * 横向的比例\n */\n _ratioX: number;\n /**\n * 纵向的比例\n */\n _ratioY: number;\n /**\n * 事件坐标\n */\n eventPosition: EventPosition;\n /**\n * 是否开启无障碍能力\n */\n activate: boolean;\n /**\n * dom 延迟放置\n */\n delay: number;\n cache: Map<string, HTMLElement> = new Map();\n eventCache: Map<string, (e: MouseEvent) => void> = new Map();\n /**\n * \n * dom 的 zIndex\n */\n zIndex: number = ZINDEX;\n /**\n *\n * @param opt\n */\n\n /**\n * 无障碍插件初始化函数\n * @param opt 无障碍插件选项\n * @param opt.activate 是否开启无障碍能力,默认为自动根据系统读屏能力进行开启 AUTO | ENABLE | DISABLE\n * @example\n * // 开启调试,无障碍区域会显示红色透明背景\n * new A11ySystem({debug: true})\n * // 禁用无障碍\n * new A11ySystem({activate: A11yActivate.DISABLE})\n */\n constructor(opt?: SystemParam) {\n super(opt);\n }\n\n get ratioX() {\n if (this._ratioX) {\n return this._ratioX;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioX;\n } else {\n return 0;\n }\n }\n }\n get ratioY() {\n if (this._ratioY) {\n return this._ratioY;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioY;\n } else {\n return 0;\n }\n }\n }\n\n async init(opt: SystemParam = {}) {\n const { activate = A11yActivate.CHECK, delay = 100, checkA11yOpen = () => Promise.resolve(false), zIndex } = opt;\n this.delay = delay;\n this.zIndex = zIndex || this.zIndex\n switch (activate) {\n case A11yActivate.CHECK:\n try {\n this.activate = await checkA11yOpen();\n } catch (error) {\n this.activate = false;\n }\n break;\n case A11yActivate.DISABLE:\n this.activate = false;\n break;\n case A11yActivate.ENABLE:\n this.activate = true;\n break;\n }\n this.debug = opt.debug || false;\n if (this.debug) {\n this.activate = true;\n }\n\n if (!this.activate) return;\n // 渲染出父容器\n const div = document.createElement('div');\n this.div = div;\n // 如果存在父容器,则渲染这个 div,子元素则会相对这个 div 进行定位,否则直接相对于 body 进行定位\n if (this.game.canvas.parentNode) {\n this.game.canvas.parentNode.insertBefore(this.div, this.game.canvas);\n }\n }\n setRatio() {\n const { width, height } = this.getCanvasBoundingClientRect();\n const { renderWidth, renderHeight } = this.getRenderRect();\n this._ratioX = width / renderWidth;\n this._ratioY = height / renderHeight;\n if (width || height) {\n this.initDiv();\n return true;\n } else {\n return false;\n }\n }\n getRenderRect() {\n const { params = { width: 300, height: 300 } 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MaskBackground.DEBUG : MaskBackground.NONE,\n };\n const transformProps = {\n ...transform,\n };\n setStyle(element, style);\n // 调整 DOM 的位置\n setTransform(element, transformProps, this.ratioX, this.ratioY);\n }\n onDestroy() {\n this.div.parentElement.removeChild(this.div);\n this.cache = null;\n this.eventCache = null;\n this.div = null\n }\n}\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport A11ySystem from './A11ySystem';\n\nObject.assign(A11ySystem, {\n packageName: \"@combos-fun/plugin-a11y\",\n packageVersion: 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+ {"version":3,"file":"plugin-a11y.esm.js","sources":["../lib/utils.ts","../lib/A11y.ts","../lib/constant.ts","../lib/A11ySystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["import { A11yMaskStyle } from './constant';\n\n/**\n * Generate a unique identifier.\n * @param len length\n */\nfunction uuid(len: number) {\n let chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');\n let uuid = [];\n let radix = chars.length;\n for (let i = 0; i < len; i++) uuid[i] = chars[0 | (Math.random() * radix)];\n return uuid.join('');\n}\n\n/**\n * Apply styles to a DOM element.\n * @param element the DOM element to style\n * @param style style properties\n */\nconst setStyle = (element: HTMLElement, style: A11yMaskStyle) => {\n const { width, height, position, left = 0, top = 0, zIndex, pointerEvents, background } = style;\n element.style.width = `${width}px`;\n element.style.height = `${height}px`;\n element.style.position = position;\n element.style.left = `${left}`;\n element.style.top = `${top}`;\n element.style.zIndex = `${zIndex}`;\n element.style.pointerEvents = pointerEvents;\n element.style.background = background;\n element.style.border = 'none';\n element.style.overflow = 'hidden';\n};\n\nconst setTransform = (element: HTMLElement, transform, ratioX, ratioY) => {\n const { worldTransform } = transform;\n const { a, b, c, d, tx, ty } = worldTransform;\n const matrix = `matrix(${a}, ${b}, ${c}, ${d}, ${tx * ratioX}, ${ty * ratioY})`;\n element.style.transform = `${matrix}`;\n element.style.webkitTransform = `${matrix}`;\n element.style.transformOrigin = 'left top';\n element.style.webkitTransformOrigin = 'left top';\n};\n\nexport { setStyle, setTransform, uuid };\n","import {Component} from '@combos-fun/engine';\nimport {type, step} from '@combos-fun/inspector-decorator';\nimport {uuid} from './utils';\n\nexport interface A11yParams {\n hint: string;\n event?: Component;\n delay?: number;\n role?: string;\n props?: object;\n state?: object;\n attr?: object;\n a11yId?: string;\n [propName: string]: string | object | number;\n}\n\nexport default class A11y extends Component<A11yParams> {\n static componentName: string = 'A11y';\n\n /**\n * Whether the element is interactive.\n */\n @type('boolean') interactive: boolean;\n /**\n * Text read aloud for the accessibility label.\n */\n @type('string') hint: string;\n /**\n * Deprecated: added automatically based on the Event component.\n * The event object.\n */\n event: Component;\n /**\n * Delayed load time (milliseconds).\n */\n @type('number') @step(1) delay: number;\n\n /**\n * The `role` attribute.\n */\n @type('string') role: string;\n\n /**\n * Deprecated: set the attribute on the component instead.\n * `aria-*` value attributes.\n * @example\n * aria-valuemin = \"0\"\n */\n props: object;\n\n /**\n * Deprecated: set the attribute on the component instead.\n * `aria` state attributes.\n * @example\n * aria-hidden = \"true\"\n */\n state: object;\n\n /**\n * Deprecated: set the attribute on the component instead.\n * Custom attributes.\n */\n attr: object;\n\n /**\n * Auto-generated id for the helper DOM.\n */\n @type('string') a11yId: string;\n\n /**\n * Accessibility component constructor.\n * @param param `interactive` defaults to false; pass true if the GameObject is interactive.\n * @example\n * // Provide read-aloud support for a GameObject\n * new A11y({hint: 'This is a div'})\n * // The GameObject has an event; pass the event object\n * new A11y({hint: 'Click event object', event: event})\n * // Accessibility attributes\n * new A11y({hint:'Button', role: 'button', state: {aria-hidden=\"true\"}})\n * // Custom attributes\n * new A11y({hint: 'Custom attribute', attr: {key: '1'}})\n */\n constructor(param: A11yParams) {\n super();\n Object.assign(this, param);\n const { hint = '', event, delay = 0, attr = {}, role = '', props = {}, state = {} } = param;\n this.hint = hint;\n this.event = event;\n this.delay = delay;\n this.attr = attr;\n this.role = role;\n this.props = props;\n this.state = state;\n this.a11yId = `_${uuid(6)}`;\n }\n}\n","export const POSITION = 'absolute';\nexport const ZINDEX = 3;\n\nexport enum A11yActivate {\n ENABLE = 0,\n DISABLE = 1,\n CHECK = 2,\n}\n\n/**\n * Pointer events for the accessibility DOM.\n */\nexport enum PointerEvents {\n NONE = 'none', // The element is not a mouse-event target; events pass through.\n AUTO = 'auto', // Default behavior.\n}\n\n/**\n * Style of the accessibility DOM layer.\n */\nexport enum MaskBackground {\n DEBUG = 'rgba(255,0,0,0.5)',\n NONE = 'transparent',\n}\n\n/**\n * Type of the accessibility DOM element.\n */\nexport enum ElementType {\n BUTTON = 'button',\n DIV = 'div',\n}\n\n/**\n * Style of the accessibility mask layer.\n */\nexport interface A11yMaskStyle {\n width: number;\n height: number;\n background: string;\n position: string;\n left?: string;\n top?: string;\n zIndex: number;\n pointerEvents: PointerEvents;\n}\n\n/**\n * Click event position.\n */\nexport interface EventPosition {\n x: number;\n y: number;\n}\n","import { System, decorators, ComponentChanged, Transform, OBSERVER_TYPE } from '@combos-fun/engine';\nimport type { GameObject } from '@combos-fun/engine';\nimport { RendererSystem } from '@combos-fun/plugin-renderer';\nimport EE from 'eventemitter3';\n\nimport A11y from './A11y';\nimport { setStyle, setTransform } from './utils';\nimport {\n POSITION,\n ZINDEX,\n PointerEvents,\n MaskBackground,\n EventPosition,\n A11yMaskStyle,\n A11yActivate,\n} from './constant';\n\ninterface SystemParam {\n debug?: boolean;\n activate?: A11yActivate;\n delay?: number;\n zIndex?: number;\n checkA11yOpen?: () => Promise<boolean>;\n}\n\nconst notAttr = ['hint', 'event', 'delay', 'attr', 'role', 'props', 'state', 'a11yId', 'name'];\n\nconst getEventFunc = function (event: EE, gameObject: GameObject, e: MouseEvent) {\n ['touchstart', 'touchend', 'tap'].forEach(name => {\n event.emit(name, {\n stopPropagation: () => e.stopPropagation(),\n data: {\n position: this.eventPosition,\n },\n gameObject,\n });\n });\n};\n\n@decorators.componentObserver({\n A11y: ['hint'],\n Transform: ['inScene'],\n Event: [],\n})\nexport default class A11ySystem extends System {\n static systemName = 'A11ySystem';\n\n /**\n * Accessibility overlay layer.\n */\n div: HTMLDivElement;\n /**\n * Whether debug mode is enabled.\n */\n debug: boolean;\n /**\n * Horizontal scale ratio.\n */\n _ratioX: number;\n /**\n * Vertical scale ratio.\n */\n _ratioY: number;\n /**\n * Event coordinates.\n */\n eventPosition: EventPosition;\n /**\n * Whether accessibility is enabled.\n */\n activate: boolean;\n /**\n * Delay before placing the DOM.\n */\n delay: number;\n cache: Map<string, HTMLElement> = new Map();\n eventCache: Map<string, (e: MouseEvent) => void> = new Map();\n /**\n * The DOM `zIndex`.\n */\n zIndex: number = ZINDEX;\n\n /**\n * Accessibility plugin initializer.\n * @param opt accessibility plugin options\n * @param opt.activate whether to enable accessibility; defaults to AUTO based on the\n * system's screen-reader capability. One of AUTO | ENABLE | DISABLE.\n * @example\n * // Enable debug: accessibility regions show a red translucent background\n * new A11ySystem({debug: true})\n * // Disable accessibility\n * new A11ySystem({activate: A11yActivate.DISABLE})\n */\n constructor(opt?: SystemParam) {\n super(opt);\n }\n\n get ratioX() {\n if (this._ratioX) {\n return this._ratioX;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioX;\n } else {\n return 0;\n }\n }\n }\n get ratioY() {\n if (this._ratioY) {\n return this._ratioY;\n } else {\n const success = this.setRatio();\n if (success) {\n return this._ratioY;\n } else {\n return 0;\n }\n }\n }\n\n async init(opt: SystemParam = {}) {\n const { activate = A11yActivate.CHECK, delay = 100, checkA11yOpen = () => Promise.resolve(false), zIndex } = opt;\n this.delay = delay;\n this.zIndex = zIndex || this.zIndex\n switch (activate) {\n case A11yActivate.CHECK:\n try {\n this.activate = await checkA11yOpen();\n } catch (error) {\n this.activate = false;\n }\n break;\n case A11yActivate.DISABLE:\n this.activate = false;\n break;\n case A11yActivate.ENABLE:\n this.activate = true;\n break;\n }\n this.debug = opt.debug || false;\n if (this.debug) {\n this.activate = true;\n }\n\n if (!this.activate) return;\n // Render the parent container.\n const div = document.createElement('div');\n this.div = div;\n // If a parent node exists, mount this div so children position relative to it;\n // otherwise children position relative to the body.\n if (this.game.canvas.parentNode) {\n this.game.canvas.parentNode.insertBefore(this.div, this.game.canvas);\n }\n }\n setRatio() {\n const { width, height } = this.getCanvasBoundingClientRect();\n const { renderWidth, renderHeight } = this.getRenderRect();\n this._ratioX = width / renderWidth;\n this._ratioY = height / renderHeight;\n if (width || height) {\n this.initDiv();\n return true;\n } else {\n return false;\n }\n }\n getRenderRect() {\n const { params = { width: 300, height: 300 } } = this.game.getSystem(RendererSystem);\n const { height: renderHeight, width: renderWidth } = params;\n return { renderWidth, renderHeight };\n }\n getCanvasBoundingClientRect() {\n // Actual pixel width/height and position of the render canvas relative to the viewport.\n const { width, height, left, top } = this.game.canvas.getBoundingClientRect();\n return { width, height, left, top };\n }\n initDiv() {\n const { pageXOffset, pageYOffset } = window;\n\n const { width, height, left, top } = this.getCanvasBoundingClientRect();\n // Parent container position.\n const style: A11yMaskStyle = {\n width,\n height,\n left: `${left + pageXOffset}px`,\n top: `${top + pageYOffset}px`,\n position: POSITION,\n zIndex: this.zIndex,\n pointerEvents: PointerEvents.NONE,\n background: MaskBackground.NONE,\n };\n setStyle(this.div, style);\n // Attach a capture-phase listener on the parent container to track event coordinates.\n this.div.addEventListener(\n 'click',\n e => {\n const currentTarget = e.currentTarget as HTMLDivElement;\n const { left, top } = currentTarget.getBoundingClientRect();\n const x = (e.pageX - left) / this.ratioX;\n const y = (e.pageY - top) / this.ratioY;\n this.eventPosition = { x, y };\n },\n true,\n );\n }\n\n /**\n * Handle plugin updates.\n */\n async update() {\n const changes = this.componentObserver.clear();\n if (!this.activate) {\n return;\n }\n for (const changed of changes) {\n switch (changed.type) {\n case OBSERVER_TYPE.ADD:\n changed.componentName === 'Event' && this.addEvent(changed.gameObject);\n changed.componentName === 'A11y' && this.add(changed);\n break;\n case OBSERVER_TYPE.CHANGE:\n changed.componentName === 'Transform' && this.transformChange(changed);\n changed.componentName === 'A11y' && this.change(changed);\n break;\n case OBSERVER_TYPE.REMOVE:\n changed.componentName === 'Event' && this.removeEvent(changed);\n changed.componentName === 'A11y' && this.remove(changed);\n }\n }\n }\n\n change(changed: ComponentChanged) {\n const component = changed.component as A11y\n if (changed.prop.prop[0] === 'hint') {\n const dom = this.cache.get(component.a11yId)\n dom?.setAttribute('aria-label', component.hint)\n dom && this.setPosition(dom, changed.gameObject.transform)\n }\n }\n\n remove(changed: ComponentChanged) {\n const component = changed.component as A11y;\n if (!component) return;\n const { a11yId } = component;\n const element = this.div.querySelector(`#${a11yId}`);\n element && this.div.removeChild(element);\n this.cache.delete(a11yId);\n }\n\n /**\n * Handle a component being added to a GameObject.\n * @param changed the changed component\n */\n add(changed: ComponentChanged) {\n if (!this.activate) return;\n const component = changed.component as A11y;\n const { gameObject } = changed;\n const { delay, a11yId: id } = component;\n let { event } = component;\n if (!gameObject) return;\n const { transform } = gameObject;\n if (!transform) return;\n const element = document.createElement('div');\n this.cache.set(id, element);\n if (!event) {\n event = gameObject.getComponent('Event');\n }\n setTimeout(() => {\n this.setPosition(element, transform);\n this.setA11yAttr(element, component);\n if (event) {\n this.addEvent(gameObject);\n }\n if (gameObject.scene) {\n this.div.appendChild(element);\n }\n }, delay || this.delay);\n }\n\n // React to scene changes.\n transformChange(changed: ComponentChanged) {\n const component = changed.component as Transform;\n const { gameObject } = changed;\n const a11yComponent = gameObject.getComponent(A11y) as A11y;\n if (!a11yComponent) return;\n const { a11yId } = a11yComponent;\n if (!component.inScene) {\n // GameObject removed from the scene.\n const dom = this.div.querySelector(`#${a11yId}`);\n dom && this.div.removeChild(dom);\n // this.cache.delete(a11yId)\n } else {\n // GameObject added to the scene.\n // this.div.appendChild(this.cache)\n if (this.cache.has(a11yId)) {\n const addDom = this.cache.get(a11yId);\n addDom && this.div.appendChild(addDom);\n }\n }\n }\n\n /**\n * Attach a listener for the accessibility component.\n * @param element DOM element\n * @param event event component object\n * @param gameObject the GameObject\n */\n setEvent(element: HTMLElement, event: EE, gameObject: GameObject, id) {\n if (!event) {\n return;\n }\n const func = getEventFunc.bind(this, event, gameObject) as (e: MouseEvent) => void;\n this.eventCache.set(id, func);\n element.addEventListener('click', func);\n }\n\n addEvent(gameObject: GameObject) {\n const a11y = gameObject.getComponent(A11y) as A11y;\n if (!a11y) return;\n const event = gameObject.getComponent('Event');\n if (!event) return;\n const element = this.cache.get(a11y.a11yId);\n element && this.setEvent(element, event, gameObject, a11y.a11yId);\n }\n\n removeEvent(changed: ComponentChanged) {\n const { gameObject } = changed;\n const a11y = gameObject.getComponent(A11y) as A11y;\n if (!a11y) return;\n const event = changed.component;\n if (!event) return;\n const { a11yId } = a11y;\n const func = this.eventCache.get(a11yId);\n const element = this.cache.get(a11yId);\n element && element.removeEventListener('click', func);\n }\n\n /**\n * Set accessibility attribute tags.\n * @param element DOM element\n * @param hint accessibility read-aloud text\n * @param interactive whether it is interactive\n */\n setA11yAttr(element: HTMLElement, component: A11y) {\n const { hint, props = {}, state = {}, role, a11yId: id } = component;\n const realRole = role || 'text';\n element.setAttribute('role', realRole);\n element.setAttribute('aria-label', hint);\n element.id = id;\n\n // Backward-compatibility handling.\n const ariaProps = Object.keys(props);\n for (const key of ariaProps) {\n element.setAttribute(key, props[key]);\n }\n const ariaState = Object.keys(state);\n for (const key of ariaState) {\n element.setAttribute(key, state[key]);\n }\n\n for (const key of Object.keys(component)) {\n if (typeof component[key] === 'string' && notAttr.indexOf(key) === -1 && key.indexOf('_') !== 1) {\n element.setAttribute(key, component[key]);\n }\n }\n }\n\n /**\n * Position the accessibility element accordingly.\n * @param element DOM element\n * @param transform position properties\n */\n setPosition(element: HTMLElement, transform: Transform) {\n // Positioned relative to the canvas.\n // const { x: anchorX, y: anchorY } = transform.anchor\n // GameObject width/height.\n const { width, height } = transform.size;\n // position\n // const { x: positionX, y: positionY } = transform.position\n // Set the accessibility DOM style; DragonBones animations default to 2px.\n const style: A11yMaskStyle = {\n width: width === 0 ? 1 : width * this.ratioX,\n height: height === 0 ? 1 : height * this.ratioY,\n position: POSITION,\n zIndex: this.zIndex,\n pointerEvents: PointerEvents.AUTO,\n background: this.debug ? MaskBackground.DEBUG : MaskBackground.NONE,\n };\n const transformProps = {\n ...transform,\n };\n setStyle(element, style);\n // Adjust the DOM position.\n setTransform(element, transformProps, this.ratioX, this.ratioY);\n }\n onDestroy() {\n this.div.parentElement.removeChild(this.div);\n this.cache = null;\n this.eventCache = null;\n this.div = null\n }\n}\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport A11ySystem from './A11ySystem';\n\nObject.assign(A11ySystem, {\n packageName: \"@combos-fun/plugin-a11y\",\n packageVersion: 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@combos-fun/plugin-a11y",
3
- "version": "0.0.28",
3
+ "version": "0.0.30",
4
4
  "description": "Accessibility plugin",
5
5
  "main": "index.js",
6
6
  "module": "dist/plugin-a11y.esm.js",
@@ -36,9 +36,9 @@
36
36
  "author": "sun668 <q947692259@gmail.com>",
37
37
  "dependencies": {
38
38
  "eventemitter3": "^5.0.4",
39
- "@combos-fun/engine": "0.0.28",
40
- "@combos-fun/plugin-renderer": "0.0.28",
41
- "@combos-fun/inspector-decorator": "0.0.28"
39
+ "@combos-fun/engine": "0.0.30",
40
+ "@combos-fun/plugin-renderer": "0.0.30",
41
+ "@combos-fun/inspector-decorator": "0.0.30"
42
42
  },
43
43
  "scripts": {
44
44
  "build": "node ../../scripts/build-package.mjs"