@driftengine/editor 3.61.0

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package/NOTICE ADDED
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+ DriftEngine
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+ Copyright 2026 Drift Technologies
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+ This product includes software developed at Drift Technologies
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+ (https://github.com/drftrun/driftengine).
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package/README.md ADDED
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+ # @driftengine/editor
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+
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+ The model of a scene editor: what exists, what is selected, and what play mode does to a world.
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+
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+ **Cost: 10.3 KB gzipped standalone.** Measured by `scripts/size-gate.test.mjs`, which fails if it
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+ drifts more than 3% — the number comes from the same floors that gate asserts, so a README quoting a
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+ stale one is a red suite rather than a thing somebody notices.
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+
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+ **Standalone rather than "over core", and that is a measurement.** `Gizmo` is the only value this
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+ package imports from core; everything else is a type. A bundle of it is 31.8 KB raw against core's
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+ 2.79 MB, and `createRenderer`, `WebGL2RenderingContext` and every shader string are absent from the
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+ output. A game that opens an editor pays about ten kilobytes for it; a game that never does pays
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+ nothing.
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+
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+ ## What it is not
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+
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+ **It is not a panel and it draws nothing.** Nothing here writes to the document or issues a draw
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+ call. `buildTreePanel` and `buildInspectorPanel` produce `@driftengine/ui2d` nodes, which the
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+ consumer lays out, routes and draws — the same shape `DebugLines` has against `drawLines`, one level
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+ up. How a row looks is a decision about a consumer's palette rather than about an editor.
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+
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+ **It is not a second scene graph.** The hierarchy is `SceneNode`'s and the components are
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+ `@driftengine/entities`'. This holds a _view_ of them.
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+
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+ **It is not an undo system.** `play()` and `stop()` are one coarse step: a snapshot and a restore. A
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+ command history is a real feature and is not this one.
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+
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+ ## The tree
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+
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+ ```ts
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+ import { SceneTree, buildTreePanel, rowIndexOf, TREE_ROW_PREFIX } from '@driftengine/editor';
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+
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+ const tree = new SceneTree();
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+ tree.setName(lampNode, 'lamp');
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+ tree.rebuild(sceneRoot); // flattens, honouring collapse; allocates nothing after warmup
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+
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+ for (const row of tree.rows) {
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+ // row.node, row.depth, row.hasChildren, row.expanded, row.name
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+ }
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+ ```
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+
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+ **The names live here and not on `SceneNode`.** A string on every node would be paid by every game,
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+ in every serialised scene and every node allocation, to serve an editor most of them never open. A
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+ map in the tree is paid by whoever builds one.
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+
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+ **Reparenting answers rather than throws.** `SceneNode.attachChild` already refuses a self-parent and
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+ any ancestor; `tree.reparent(child, parent)` returns `false` where it would, because the caller is a
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+ drag inside a frame and an exception there takes down the frame somebody is dragging in.
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+
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+ ## The inspector
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+
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+ ```ts
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+ import { Inspector } from '@driftengine/editor';
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+
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+ const inspector = new Inspector();
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+ inspector.showEntity(world, entity, [Health, Mood]);
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+
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+ for (const field of inspector.fields) {
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+ // field.group, field.label, field.type, field.kind, field.enumName, field.optional, field.value
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+ }
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+ inspector.set(0, 55); // false where the value is the wrong shape
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+ inspector.refresh(); // re-read the values, keep the list
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+ ```
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+
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+ **It is reflection and nothing else.** A component already describes itself —
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+ `ComponentType.schema.fields` is `{ id, name, type }`, and `World.read`/`World.write` take a field by
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+ name — so this is a walk of that schema. There is no registry, no decorator and no code per
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+ component, which is what makes it work for a component a `.drs` file declared and this package has
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+ never heard of.
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+
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+ **The kind comes from the declared type, because a read cannot answer it.** `bool` arrives as 0 or 1,
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+ an enum discriminant as an integer, an `Entity` as a number: every one of them is a number by the
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+ time it reaches you, and only the declaration says whether to draw a checkbox, a stepper or a menu.
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+ An option is spelled `option:f32` — a prefix, not a `?` suffix, because a field type is a key a
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+ migration compares for equality.
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+
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+ **The value is what the store holds.** A boolean field reads back as 0 or 1, not as `false`;
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+ converting it here would make `field.value` disagree with `world.read` for one type out of thirteen,
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+ which is a worse surprise than the number. `formatValue` shows it as a word.
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+
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+ **A node's transform is written through the setters.** Writing `node.position` directly leaves
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+ `worldMatrix` describing where the node once was, with no error and a plausible matrix.
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+
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+ ## Play-in-editor
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+
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+ ```ts
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+ import { EditorHost } from '@driftengine/editor';
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+
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+ const host = new EditorHost({ world, types: [Health, Mood] });
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+ startLoop({ simulate, render, shouldSimulate: host.shouldSimulate });
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+
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+ host.play(); // snapshots first
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+ host.pause();
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+ host.step(); // exactly one tick, then paused
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+ host.stop(); // clears, restores, and re-finds the selection
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+ ```
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+
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+ **The loop already had the seam.** `LoopHooks.shouldSimulate` exists so a paused game keeps rendering
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+ — the world stays on screen behind the menu instead of freezing — and that is exactly what an editor
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+ wants.
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+
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+ **`stop()` clears before it loads, and this is the part that is easy to get wrong.**
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+ `deserializeWorld` _creates_ entities; it does not replace a world's contents. A stop that only loads
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+ leaves the world holding both what was authored and what play produced, and the duplication grows
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+ every time somebody presses stop.
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+
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+ **Every entity handle changes across a stop**, because the restored entities are new ones. A
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+ selection held as a handle is stale the moment play ends — pointing at nothing, or at whatever reused
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+ the slot, which is worse because it looks like it worked. So a selection is remembered by its index
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+ in the snapshot, the only identity that survives, and an entity that play _created_ has no index and
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+ the selection is emptied rather than moved to a stranger.
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+
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+ **A snapshot covers the component types it was given and nothing else** — not the node hierarchy, not
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+ a physics world, not an audio graph. `serializeWorld` makes the same point: a scene is a decision
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+ about what to save.
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+
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+ ## Wiring a pointer to a row
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+
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+ ```ts
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+ import { rowIndexOf, TREE_ROW_PREFIX } from '@driftengine/editor';
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+
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+ const activated = routeUiPointer(input, panel, x, y, down);
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+ const at = rowIndexOf(activated, TREE_ROW_PREFIX);
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+ if (at >= 0) host.select(tree.rows[at].node);
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+ ```
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+
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+ Every row carries a name of `row:<index>` or `field:<index>`, so the node the router hands back
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+ parses straight to the row — one parse rather than a node-to-row map that has to be kept in step.
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+
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+ ## DriftScript
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+
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+ `drift/editor` is bound, under the `editor` effect, which is outside `DETERMINISTIC_EFFECTS`: a gizmo
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+ and a selection hold a person's pointer part way through moving something, so a `@deterministic`
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+ system reading one would replay differently. It is the effect `@editor` was designed to pair with.
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+ /**
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+ * Selection, the gizmo, and play-in-editor.
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+ *
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+ * **The loop already has the seam this needs.** `LoopHooks.shouldSimulate` exists so a paused game
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+ * keeps rendering — the world stays on screen behind the menu instead of freezing on whatever frame
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+ * it stopped at — and that is exactly what an editor wants. `shouldSimulate` here is handed to
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+ * `startLoop` and is the whole of pause.
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+ *
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+ * ## What makes stop harder than it looks
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+ *
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+ * **`deserializeWorld` creates entities.** It does not replace a world's contents; it appends to
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+ * them. So restoring a snapshot by loading it leaves the world holding both what was authored and
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+ * what play produced, which is not a restore — it is a duplication that grows every time somebody
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+ * presses stop. This clears first, walking the same `store.dense` per type that `serializeWorld`
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+ * walks to decide what is live.
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+ *
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+ * **And every entity handle changes across a stop**, because the restored entities are new ones. A
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+ * selection held as a handle is stale the moment play ends — pointing at nothing, or at whatever
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+ * reused the slot, which is the worse of the two because it looks like it worked. So an entity
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+ * selection is remembered by its *index in the snapshot*, which is the only identity that survives,
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+ * and an entity created during play has no index and the selection is cleared rather than moved to
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+ * a stranger.
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+ *
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+ * **What a snapshot covers is the component types it was given and nothing else.** Not the node
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+ * hierarchy, not a physics world, not an audio graph. `serializeWorld` makes the same point about
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+ * types: a scene is a decision about what to save.
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+ */
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+ import { Gizmo } from '@driftengine/core';
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+ import type { SceneNode } from '@driftengine/core';
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+ import type { ComponentType, Entity, World } from '@driftengine/entities';
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+ import { Inspector } from './inspector.ts';
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+ import { SceneTree } from './sceneTree.ts';
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+ export type EditorMode = 'edit' | 'play' | 'paused';
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+ export interface EditorWorld {
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+ readonly world: World;
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+ /** What a snapshot covers. See the header: this is a decision, not a discovery. */
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+ readonly types: readonly ComponentType[];
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+ }
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+ export declare class EditorHost {
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+ readonly tree: SceneTree;
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+ readonly inspector: Inspector;
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+ readonly gizmo: Gizmo;
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+ private state;
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+ private readonly bound;
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+ private snapshot;
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+ /** Where the selected entity sat in the snapshot, so it can be found again after a restore. */
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+ private selectedIndex;
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+ private selectedEntity;
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+ /** Consumed by the next `shouldSimulate`, which is what makes a step exactly one tick. */
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+ private pendingStep;
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+ constructor(bound?: EditorWorld | null);
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+ get mode(): EditorMode;
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+ /** The entity selected, or null. Cleared by a stop that did not restore it. */
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+ get entity(): Entity | null;
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+ /**
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+ * Hand this to `startLoop` as `shouldSimulate`.
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+ *
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+ * **It has a side effect and that is the point**: a pending step is consumed here, so exactly one
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+ * tick runs and the next call answers false. A step expressed as a duration would advance a
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+ * variable number of ticks depending on which frame it landed in, which is the opposite of what
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+ * stepping is for.
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+ */
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+ shouldSimulate: () => boolean;
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+ /** Select a node, point the gizmo at it, and show its transform. */
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+ select(node: SceneNode | null): void;
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+ /**
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+ * Select an entity, and remember where it sits in the snapshot if one is open.
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+ *
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+ * The index is taken now rather than at stop, because at stop the entity may already be gone and
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+ * there would be nothing left to look it up by.
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+ */
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+ selectEntity(entity: Entity | null): void;
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+ /** Move the gizmo onto the selection. A selection of nothing leaves it where it was. */
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+ syncGizmo(): void;
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+ /**
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+ * Write the gizmo's transform onto the selection, and refresh what the inspector shows.
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+ *
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+ * Through the node's setters, for the reason `inspector.ts` gives: writing the arrays leaves the
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+ * world matrix stale and the node draws where it used to be.
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+ */
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+ applyGizmo(): void;
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+ /**
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+ * Enter play, taking a snapshot first. `false` when there is no world bound to snapshot.
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+ *
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+ * Playing from `paused` resumes without re-snapshotting, so pausing does not throw away the state
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+ * stop would have returned to.
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+ */
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+ play(): boolean;
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+ pause(): void;
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+ /** One tick, then paused. Does nothing outside play mode, where there is nothing to step. */
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+ step(): void;
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+ /**
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+ * Leave play and put the world back. `false` when there is nothing to put back.
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+ *
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+ * See the header for why this is a clear and then a load rather than a load.
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+ */
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+ stop(): boolean;
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+ /**
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+ * Every entity any of the bound types holds, destroyed.
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+ *
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+ * The same walk `serializeWorld` does, and for the same reason: a world's live set is what its
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+ * stores hold, and there is no other enumeration of it. Collected before destroying, because
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+ * destroying while walking a store's dense array moves entries under the walk.
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+ */
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+ private clearWorld;
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+ /** Where an entity sits in the snapshot's ordering, or `-1`. */
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+ private indexInSnapshot;
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+ }
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+ /**
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+ * Selection, the gizmo, and play-in-editor.
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+ *
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+ * **The loop already has the seam this needs.** `LoopHooks.shouldSimulate` exists so a paused game
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+ * keeps rendering — the world stays on screen behind the menu instead of freezing on whatever frame
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+ * it stopped at — and that is exactly what an editor wants. `shouldSimulate` here is handed to
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+ * `startLoop` and is the whole of pause.
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+ *
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+ * ## What makes stop harder than it looks
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+ *
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+ * **`deserializeWorld` creates entities.** It does not replace a world's contents; it appends to
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+ * them. So restoring a snapshot by loading it leaves the world holding both what was authored and
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+ * what play produced, which is not a restore — it is a duplication that grows every time somebody
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+ * presses stop. This clears first, walking the same `store.dense` per type that `serializeWorld`
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+ * walks to decide what is live.
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+ *
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+ * **And every entity handle changes across a stop**, because the restored entities are new ones. A
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+ * selection held as a handle is stale the moment play ends — pointing at nothing, or at whatever
19
+ * reused the slot, which is the worse of the two because it looks like it worked. So an entity
20
+ * selection is remembered by its *index in the snapshot*, which is the only identity that survives,
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+ * and an entity created during play has no index and the selection is cleared rather than moved to
22
+ * a stranger.
23
+ *
24
+ * **What a snapshot covers is the component types it was given and nothing else.** Not the node
25
+ * hierarchy, not a physics world, not an audio graph. `serializeWorld` makes the same point about
26
+ * types: a scene is a decision about what to save.
27
+ */
28
+ import { Gizmo } from '@driftengine/core';
29
+ import { deserializeWorld, serializeWorld } from '@driftengine/entities';
30
+ import { Inspector } from './inspector.js';
31
+ import { SceneTree } from './sceneTree.js';
32
+ export class EditorHost {
33
+ tree = new SceneTree();
34
+ inspector = new Inspector();
35
+ gizmo = new Gizmo();
36
+ state = 'edit';
37
+ bound;
38
+ snapshot = null;
39
+ /** Where the selected entity sat in the snapshot, so it can be found again after a restore. */
40
+ selectedIndex = -1;
41
+ selectedEntity = null;
42
+ /** Consumed by the next `shouldSimulate`, which is what makes a step exactly one tick. */
43
+ pendingStep = false;
44
+ constructor(bound = null) {
45
+ this.bound = bound;
46
+ }
47
+ get mode() {
48
+ return this.state;
49
+ }
50
+ /** The entity selected, or null. Cleared by a stop that did not restore it. */
51
+ get entity() {
52
+ return this.selectedEntity;
53
+ }
54
+ /**
55
+ * Hand this to `startLoop` as `shouldSimulate`.
56
+ *
57
+ * **It has a side effect and that is the point**: a pending step is consumed here, so exactly one
58
+ * tick runs and the next call answers false. A step expressed as a duration would advance a
59
+ * variable number of ticks depending on which frame it landed in, which is the opposite of what
60
+ * stepping is for.
61
+ */
62
+ shouldSimulate = () => {
63
+ if (this.state === 'play')
64
+ return true;
65
+ if (this.pendingStep) {
66
+ this.pendingStep = false;
67
+ return true;
68
+ }
69
+ return false;
70
+ };
71
+ /** Select a node, point the gizmo at it, and show its transform. */
72
+ select(node) {
73
+ this.tree.selected = node;
74
+ this.selectedEntity = null;
75
+ this.selectedIndex = -1;
76
+ if (node === null) {
77
+ this.inspector.showNothing();
78
+ return;
79
+ }
80
+ this.inspector.showNode(node);
81
+ this.syncGizmo();
82
+ }
83
+ /**
84
+ * Select an entity, and remember where it sits in the snapshot if one is open.
85
+ *
86
+ * The index is taken now rather than at stop, because at stop the entity may already be gone and
87
+ * there would be nothing left to look it up by.
88
+ */
89
+ selectEntity(entity) {
90
+ this.tree.selected = null;
91
+ this.selectedEntity = entity;
92
+ this.selectedIndex = entity === null ? -1 : this.indexInSnapshot(entity);
93
+ if (entity === null || this.bound === null) {
94
+ this.inspector.showNothing();
95
+ return;
96
+ }
97
+ this.inspector.showEntity(this.bound.world, entity, this.bound.types);
98
+ }
99
+ /** Move the gizmo onto the selection. A selection of nothing leaves it where it was. */
100
+ syncGizmo() {
101
+ const node = this.tree.selected;
102
+ if (node === null)
103
+ return;
104
+ this.gizmo.position.set(node.position);
105
+ this.gizmo.rotation.set(node.rotation);
106
+ this.gizmo.scale.set(node.scale);
107
+ }
108
+ /**
109
+ * Write the gizmo's transform onto the selection, and refresh what the inspector shows.
110
+ *
111
+ * Through the node's setters, for the reason `inspector.ts` gives: writing the arrays leaves the
112
+ * world matrix stale and the node draws where it used to be.
113
+ */
114
+ applyGizmo() {
115
+ const node = this.tree.selected;
116
+ if (node === null)
117
+ return;
118
+ node.setPosition(this.gizmo.position[0], this.gizmo.position[1], this.gizmo.position[2]);
119
+ node.setScale(this.gizmo.scale[0], this.gizmo.scale[1], this.gizmo.scale[2]);
120
+ node.rotation.set(this.gizmo.rotation);
121
+ node.markMoved();
122
+ this.inspector.refresh();
123
+ }
124
+ /**
125
+ * Enter play, taking a snapshot first. `false` when there is no world bound to snapshot.
126
+ *
127
+ * Playing from `paused` resumes without re-snapshotting, so pausing does not throw away the state
128
+ * stop would have returned to.
129
+ */
130
+ play() {
131
+ if (this.state === 'paused') {
132
+ this.state = 'play';
133
+ return true;
134
+ }
135
+ if (this.bound === null)
136
+ return false;
137
+ this.snapshot = serializeWorld(this.bound.world, this.bound.types);
138
+ if (this.selectedEntity !== null)
139
+ this.selectedIndex = this.indexInSnapshot(this.selectedEntity);
140
+ this.state = 'play';
141
+ return true;
142
+ }
143
+ pause() {
144
+ if (this.state === 'play')
145
+ this.state = 'paused';
146
+ }
147
+ /** One tick, then paused. Does nothing outside play mode, where there is nothing to step. */
148
+ step() {
149
+ if (this.state === 'edit')
150
+ return;
151
+ this.state = 'paused';
152
+ this.pendingStep = true;
153
+ }
154
+ /**
155
+ * Leave play and put the world back. `false` when there is nothing to put back.
156
+ *
157
+ * See the header for why this is a clear and then a load rather than a load.
158
+ */
159
+ stop() {
160
+ if (this.bound === null || this.snapshot === null) {
161
+ this.state = 'edit';
162
+ return false;
163
+ }
164
+ this.clearWorld();
165
+ const result = deserializeWorld(this.bound.world, this.snapshot, this.bound.types);
166
+ this.state = 'edit';
167
+ this.pendingStep = false;
168
+ if (!result.loaded)
169
+ return false;
170
+ /* The selection follows its index, which is the only identity that survived. An entity that was
171
+ created during play has none, and the selection is emptied rather than pointed at a stranger. */
172
+ const restored = this.selectedIndex >= 0 ? result.entities[this.selectedIndex] : undefined;
173
+ this.selectEntity(restored ?? null);
174
+ return true;
175
+ }
176
+ /**
177
+ * Every entity any of the bound types holds, destroyed.
178
+ *
179
+ * The same walk `serializeWorld` does, and for the same reason: a world's live set is what its
180
+ * stores hold, and there is no other enumeration of it. Collected before destroying, because
181
+ * destroying while walking a store's dense array moves entries under the walk.
182
+ */
183
+ clearWorld() {
184
+ if (this.bound === null)
185
+ return;
186
+ const { world, types } = this.bound;
187
+ const seen = new Set();
188
+ for (const type of types) {
189
+ const store = world.store(type);
190
+ for (let at = 0; at < store.size; at++)
191
+ seen.add(store.dense[at]);
192
+ }
193
+ for (const entity of seen)
194
+ world.destroy(entity);
195
+ }
196
+ /** Where an entity sits in the snapshot's ordering, or `-1`. */
197
+ indexInSnapshot(entity) {
198
+ if (this.bound === null)
199
+ return -1;
200
+ const { world, types } = this.bound;
201
+ const seen = new Set();
202
+ let index = 0;
203
+ for (const type of types) {
204
+ const store = world.store(type);
205
+ for (let at = 0; at < store.size; at++) {
206
+ const candidate = store.dense[at];
207
+ if (seen.has(candidate))
208
+ continue;
209
+ if (candidate === entity)
210
+ return index;
211
+ seen.add(candidate);
212
+ index += 1;
213
+ }
214
+ }
215
+ return -1;
216
+ }
217
+ }