@eva/plugin-renderer-text 2.0.1-beta.9 → 2.0.2-beta.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,22 +1,22 @@
1
- import { TextStyle } from 'pixi.js';
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- import { Component, resource, decorators, OBSERVER_TYPE } from '@eva/eva.js';
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+ import { Component, decorators, OBSERVER_TYPE, resource } from '@eva/eva.js';
3
2
  import { type } from '@eva/inspector-decorator';
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+ import { TextStyle, FillGradient, Color } from 'pixi.js';
4
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  import { Renderer, RendererSystem } from '@eva/plugin-renderer';
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- import { Text as Text$3 } from '@eva/renderer-adapter';
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+ import { HTMLText as HTMLText$1, Text as Text$3, BitmapText as BitmapText$1 } from '@eva/renderer-adapter';
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6
 
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- /*! *****************************************************************************
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- Copyright (c) Microsoft Corporation. All rights reserved.
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- Licensed under the Apache License, Version 2.0 (the "License"); you may not use
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- this file except in compliance with the License. You may obtain a copy of the
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- License at http://www.apache.org/licenses/LICENSE-2.0
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+ /******************************************************************************
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+ Copyright (c) Microsoft Corporation.
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9
 
13
- THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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- KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
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- WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,
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- MERCHANTABLITY OR NON-INFRINGEMENT.
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+ Permission to use, copy, modify, and/or distribute this software for any
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+ purpose with or without fee is hereby granted.
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12
 
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- See the Apache Version 2.0 License for specific language governing permissions
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- and limitations under the License.
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+ THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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+ REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
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+ AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
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+ INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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+ LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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+ OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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+ PERFORMANCE OF THIS SOFTWARE.
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  ***************************************************************************** */
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21
 
22
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  function __decorate(decorators, target, key, desc) {
@@ -27,20 +27,118 @@ function __decorate(decorators, target, key, desc) {
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  }
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28
 
29
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  function __awaiter(thisArg, _arguments, P, generator) {
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+ function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
30
31
  return new (P || (P = Promise))(function (resolve, reject) {
31
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  function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
32
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  function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
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- function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
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+ function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
34
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  step((generator = generator.apply(thisArg, _arguments || [])).next());
35
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  });
36
- }
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+ }
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+
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+ typeof SuppressedError === "function" ? SuppressedError : function (error, suppressed, message) {
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+ var e = new Error(message);
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+ return e.name = "SuppressedError", e.error = error, e.suppressed = suppressed, e;
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+ };
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+
44
+ /**
45
+ * 位图文本组件
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+ *
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+ * BitmapText 组件使用位图字体渲染文本,性能优于 Canvas 文本渲染。
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+ * 适用于频繁更新的文本场景,如计分板、倒计时等。
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+ *
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+ * 支持两种字体模式:
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+ * - 动态生成:指定 TextStyle,PixiJS 自动生成 bitmap font
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+ * - 预加载字体:通过 BitmapFont.install() 预安装或从 .fnt 文件加载
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+ *
54
+ * @example
55
+ * ```typescript
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+ * const score = new GameObject('score');
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+ * score.addComponent(new BitmapText({
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+ * text: 'Score: 0',
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+ * style: {
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+ * fontSize: 32,
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+ * fill: '#ffffff',
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+ * fontFamily: 'Arial'
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+ * }
64
+ * }));
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+ * ```
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+ */
67
+ class BitmapText extends Component {
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+ constructor() {
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+ super(...arguments);
70
+ this.text = '';
71
+ this.style = {};
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+ }
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+ init(obj) {
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+ this.style = Object.assign({ fontSize: 24, fill: '#000000', fontFamily: 'Arial' }, obj === null || obj === void 0 ? void 0 : obj.style);
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+ if (obj) {
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+ this.text = obj.text;
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+ }
78
+ }
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+ }
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+ BitmapText.componentName = 'BitmapText';
81
+ __decorate([
82
+ type('string')
83
+ ], BitmapText.prototype, "text", void 0);
37
84
 
85
+ /**
86
+ * 文本组件(基于 PixiJS Text)
87
+ *
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+ * Text 组件用于渲染文本内容,支持丰富的文本样式配置。
89
+ * 它基于 PixiJS 的 Text 实现,支持字体、颜色、描边、阴影、对齐等多种样式。
90
+ *
91
+ * 主要特性:
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+ * - 支持多种字体和字号
93
+ * - 支持文本颜色、渐变填充
94
+ * - 支持描边和投影效果
95
+ * - 支持文本对齐和换行
96
+ *
97
+ * @example
98
+ * ```typescript
99
+ * // 基础文本
100
+ * const label = new GameObject('label');
101
+ * label.addComponent(new Text({
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+ * text: 'Hello EVA!',
103
+ * style: {
104
+ * fontSize: 32,
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+ * fill: 0xffffff
106
+ * }
107
+ * }));
108
+ *
109
+ * // 带样式的文本
110
+ * label.addComponent(new Text({
111
+ * text: '得分: 9999',
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+ * style: {
113
+ * fontFamily: 'Arial',
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+ * fontSize: 48,
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+ * fontWeight: 'bold',
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+ * fill: ['#ff0000', '#ffff00'], // 渐变色
117
+ * stroke: '#000000',
118
+ * strokeThickness: 4,
119
+ * dropShadow: true,
120
+ * dropShadowDistance: 3
121
+ * }
122
+ * }));
123
+ * // 如需高清渲染,使用 Render 组件的 resolution 属性
124
+ * label.addComponent(new Render({ resolution: 2 }));
125
+ * ```
126
+ */
38
127
  class Text$2 extends Component {
39
128
  constructor() {
40
129
  super(...arguments);
130
+ /** 文本内容 */
41
131
  this.text = '';
132
+ /** 文本样式配置 */
133
+ // @decorators.IDEProp 复杂编辑后续添加
42
134
  this.style = {};
43
135
  }
136
+ /**
137
+ * 初始化组件
138
+ * @param obj - 初始化参数
139
+ * @param obj.text - 文本内容
140
+ * @param obj.style - 文本样式
141
+ */
44
142
  init(obj) {
45
143
  const style = new TextStyle({
46
144
  fontSize: 20,
@@ -59,11 +157,104 @@ class Text$2 extends Component {
59
157
  }
60
158
  }
61
159
  }
160
+ /** 组件名称 */
62
161
  Text$2.componentName = 'Text';
63
162
  __decorate([
64
163
  type('string')
65
164
  ], Text$2.prototype, "text", void 0);
66
165
 
166
+ /**
167
+ * HTML 富文本组件
168
+ *
169
+ * HTMLText 组件支持渲染带有 HTML 标签的富文本内容。
170
+ * 可以在文本中使用 HTML 标签(如 `<b>`, `<i>`, `<span>` 等)来实现丰富的文本样式,
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+ * 适用于聊天对话、新闻内容、富文本显示等需要多样式文本的场景。
172
+ *
173
+ * 支持的 HTML 标签:
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+ * - `<b>` - 粗体
175
+ * - `<i>` - 斜体
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+ * - `<span style="color:#ff0000">` - 自定义样式
177
+ * - `<br>` - 换行
178
+ * 以及更多标准 HTML 文本标签
179
+ *
180
+ * @example
181
+ * ```typescript
182
+ * // 基础富文本
183
+ * const label = new GameObject('label');
184
+ * label.addComponent(new HTMLText({
185
+ * text: '这是<b>粗体</b>和<i>斜体</i>文本',
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+ * style: {
187
+ * fontSize: 24,
188
+ * fill: '#000000',
189
+ * fontFamily: 'Arial'
190
+ * }
191
+ * }));
192
+ *
193
+ * // 带颜色的富文本
194
+ * label.addComponent(new HTMLText({
195
+ * text: '欢迎 <span style="color:#ff0000">玩家123</span> 加入游戏!',
196
+ * style: {
197
+ * fontSize: 20,
198
+ * wordWrap: true,
199
+ * wordWrapWidth: 300
200
+ * }
201
+ * }));
202
+ *
203
+ * // 自定义标签样式
204
+ * label.addComponent(new HTMLText({
205
+ * text: '获得 <gold>100</gold> 金币',
206
+ * style: {
207
+ * fontSize: 18,
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+ * tagStyles: {
209
+ * gold: {
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+ * fill: '#ffd700',
211
+ * fontWeight: 'bold'
212
+ * }
213
+ * }
214
+ * }
215
+ * }));
216
+ *
217
+ * // 高分辨率渲染(推荐使用 Render 组件的 resolution 属性)
218
+ * label.addComponent(new HTMLText({
219
+ * text: '高清文本',
220
+ * textureStyle: {
221
+ * scaleMode: 'linear'
222
+ * }
223
+ * }));
224
+ * label.addComponent(new Render({ resolution: 2 }));
225
+ * ```
226
+ */
227
+ class HTMLText extends Component {
228
+ constructor() {
229
+ super(...arguments);
230
+ /** 富文本内容(支持 HTML 标签) */
231
+ this.text = '';
232
+ /** 文本样式配置 */
233
+ this.style = {};
234
+ /** 纹理渲染配置 */
235
+ this.textureStyle = {};
236
+ }
237
+ /**
238
+ * 初始化组件
239
+ * @param obj - 初始化参数
240
+ * @param obj.text - 富文本内容
241
+ * @param obj.style - 文本样式
242
+ * @param obj.textureStyle - 纹理配置
243
+ */
244
+ init(obj) {
245
+ this.style = Object.assign({ fontSize: 24, fill: '#000000', fontFamily: 'Arial' }, obj === null || obj === void 0 ? void 0 : obj.style);
246
+ this.textureStyle = Object.assign({ scaleMode: 'linear', resolution: window.devicePixelRatio || 1 }, obj === null || obj === void 0 ? void 0 : obj.textureStyle);
247
+ if (obj) {
248
+ this.text = obj.text;
249
+ }
250
+ }
251
+ }
252
+ /** 组件名称 */
253
+ HTMLText.componentName = 'HTMLText';
254
+ __decorate([
255
+ type('string')
256
+ ], HTMLText.prototype, "text", void 0);
257
+
67
258
  let Text = class Text extends Renderer {
68
259
  constructor() {
69
260
  super(...arguments);
@@ -76,16 +267,21 @@ let Text = class Text extends Renderer {
76
267
  }
77
268
  componentChanged(changed) {
78
269
  return __awaiter(this, void 0, void 0, function* () {
79
- if (changed.componentName !== 'Text')
270
+ const isText = changed.componentName === 'Text';
271
+ const isHTMLText = changed.componentName === 'HTMLText';
272
+ const isBitmapText = changed.componentName === 'BitmapText';
273
+ if (!isText && !isHTMLText && !isBitmapText)
80
274
  return;
81
275
  if (changed.type === OBSERVER_TYPE.ADD) {
82
- const component = changed.component;
83
- const text = new Text$3(component.text, component.style);
84
- this.containerManager.getContainer(changed.gameObject.id).addChildAt(text, 0);
85
- this.texts[changed.gameObject.id] = {
86
- text,
87
- component: changed.component,
88
- };
276
+ if (isText) {
277
+ yield this.addTextComponent(changed);
278
+ }
279
+ else if (isHTMLText) {
280
+ yield this.addHTMLTextComponent(changed);
281
+ }
282
+ else {
283
+ yield this.addBitmapTextComponent(changed);
284
+ }
89
285
  this.setSize(changed);
90
286
  }
91
287
  else if (changed.type === OBSERVER_TYPE.REMOVE) {
@@ -95,55 +291,213 @@ let Text = class Text extends Renderer {
95
291
  }
96
292
  else {
97
293
  this.change(changed);
294
+ // 如果样式改变且涉及字体,也需要等待字体资源加载
295
+ const component = changed.component;
296
+ if (changed.prop.prop[0] === 'style' && component.style && component.style.fontFamily) {
297
+ const { text } = this.texts[changed.gameObject.id];
298
+ yield this.waitForFontResource(text, changed, component.style.fontFamily);
299
+ }
98
300
  this.setSize(changed);
99
301
  }
100
302
  });
101
303
  }
304
+ addTextComponent(changed) {
305
+ return __awaiter(this, void 0, void 0, function* () {
306
+ const component = changed.component;
307
+ // 创建文本样式副本,先不设置 fontFamily
308
+ const styleWithoutFont = Object.assign({}, component.style);
309
+ const fontFamily = styleWithoutFont.fontFamily;
310
+ delete styleWithoutFont.fontFamily;
311
+ const initialText = fontFamily ? '' : component.text;
312
+ const text = new Text$3(initialText, styleWithoutFont);
313
+ this.containerManager.getContainer(changed.gameObject.id).addChildAt(text, 0);
314
+ this.texts[changed.gameObject.id] = {
315
+ text,
316
+ component,
317
+ };
318
+ // 如果指定了字体资源,等待资源加载完成后设置 fontFamily
319
+ if (fontFamily) {
320
+ yield this.waitForFontResource(text, changed, fontFamily);
321
+ }
322
+ });
323
+ }
324
+ addHTMLTextComponent(changed) {
325
+ return __awaiter(this, void 0, void 0, function* () {
326
+ const component = changed.component;
327
+ // 创建样式副本,先不设置 fontFamily
328
+ const styleWithoutFont = Object.assign({}, component.style);
329
+ const fontFamily = styleWithoutFont.fontFamily;
330
+ delete styleWithoutFont.fontFamily;
331
+ const initialText = fontFamily ? '' : component.text;
332
+ const htmlText = new HTMLText$1(Object.assign({ text: initialText, style: styleWithoutFont }, (component.textureStyle && { textureStyle: component.textureStyle })));
333
+ this.containerManager.getContainer(changed.gameObject.id).addChildAt(htmlText, 0);
334
+ this.texts[changed.gameObject.id] = {
335
+ text: htmlText,
336
+ component,
337
+ };
338
+ // 如果指定了字体资源,等待资源加载完成后设置 fontFamily
339
+ if (fontFamily) {
340
+ yield this.waitForFontResource(htmlText, changed, fontFamily);
341
+ }
342
+ });
343
+ }
344
+ addBitmapTextComponent(changed) {
345
+ return __awaiter(this, void 0, void 0, function* () {
346
+ const component = changed.component;
347
+ // 创建样式副本,先不设置 fontFamily
348
+ const styleWithoutFont = Object.assign({}, component.style);
349
+ const fontFamily = styleWithoutFont.fontFamily;
350
+ delete styleWithoutFont.fontFamily;
351
+ const initialText = fontFamily ? '' : component.text;
352
+ const bitmapText = new BitmapText$1(initialText, styleWithoutFont);
353
+ this.containerManager.getContainer(changed.gameObject.id).addChildAt(bitmapText, 0);
354
+ this.texts[changed.gameObject.id] = {
355
+ text: bitmapText,
356
+ component,
357
+ };
358
+ // 如果指定了字体资源,等待资源加载完成后设置 fontFamily
359
+ if (fontFamily) {
360
+ yield this.waitForFontResource(bitmapText, changed, fontFamily);
361
+ }
362
+ });
363
+ }
364
+ /**
365
+ * 等待字体资源加载完成并更新文本
366
+ */
367
+ waitForFontResource(text, changed, fontFamily) {
368
+ return __awaiter(this, void 0, void 0, function* () {
369
+ if (!fontFamily) {
370
+ return;
371
+ }
372
+ try {
373
+ const fontName = Array.isArray(fontFamily) ? fontFamily[0] : fontFamily;
374
+ // 通过 resource 系统获取字体资源
375
+ const asyncId = this.increaseAsyncId(changed.gameObject.id);
376
+ yield resource.getResource(fontName);
377
+ // 验证异步操作是否仍然有效(防止组件已被移除)
378
+ if (!this.validateAsyncId(changed.gameObject.id, asyncId))
379
+ return;
380
+ // 字体资源加载成功后,设置 fontFamily 并重新设置文本内容以触发重新渲染
381
+ const component = this.texts[changed.gameObject.id].component;
382
+ text.style.fontFamily = fontFamily;
383
+ text.text = component.text;
384
+ // 更新尺寸
385
+ }
386
+ catch (error) {
387
+ console.warn(`字体资源 ${fontFamily} 加载失败:`, error);
388
+ }
389
+ });
390
+ }
391
+ /**
392
+ * 将 Eva.js 的样式格式转换为 PixiJS v8 格式
393
+ */
394
+ processStyle(style) {
395
+ const processed = Object.assign({}, style);
396
+ // stroke + strokeThickness -> stroke: { color, width }
397
+ if (processed.strokeThickness) {
398
+ const color = processed.stroke;
399
+ processed.stroke = {
400
+ color,
401
+ width: processed.strokeThickness,
402
+ };
403
+ delete processed.strokeThickness;
404
+ }
405
+ // dropShadow* -> dropShadow: { color, distance, angle, alpha, blur }
406
+ if (processed.dropShadow) {
407
+ const dropShadowConfig = {};
408
+ if (processed.dropShadowColor != null) {
409
+ dropShadowConfig.color = processed.dropShadowColor;
410
+ }
411
+ if (processed.dropShadowDistance != null) {
412
+ dropShadowConfig.distance = processed.dropShadowDistance;
413
+ }
414
+ if (processed.dropShadowAngle != null) {
415
+ dropShadowConfig.angle = processed.dropShadowAngle;
416
+ }
417
+ if (processed.dropShadowAlpha != null) {
418
+ dropShadowConfig.alpha = processed.dropShadowAlpha;
419
+ }
420
+ if (processed.dropShadowBlur != null) {
421
+ dropShadowConfig.blur = processed.dropShadowBlur;
422
+ }
423
+ processed.dropShadow = dropShadowConfig;
424
+ delete processed.dropShadowColor;
425
+ delete processed.dropShadowDistance;
426
+ delete processed.dropShadowAngle;
427
+ delete processed.dropShadowAlpha;
428
+ delete processed.dropShadowBlur;
429
+ }
430
+ // fill 数组 -> 取第一个值 (deprecated)
431
+ if (Array.isArray(processed.fill)) {
432
+ processed.fill = processed.fill[0];
433
+ }
434
+ // fillGradientStops -> FillGradient 对象
435
+ if (Array.isArray(processed.fillGradientStops)) {
436
+ let fontSize;
437
+ if (processed.fontSize == null) {
438
+ fontSize = TextStyle.defaultTextStyle.fontSize;
439
+ }
440
+ else if (typeof processed.fontSize === 'string') {
441
+ fontSize = parseInt(processed.fontSize, 10);
442
+ }
443
+ else {
444
+ fontSize = processed.fontSize;
445
+ }
446
+ const gradientFill = new FillGradient(0, 0, 0, fontSize * 1.7);
447
+ const fills = processed.fillGradientStops.map((color) => Color.shared.setValue(color).toNumber());
448
+ fills.forEach((number, index) => {
449
+ const ratio = index / (fills.length - 1);
450
+ gradientFill.addColorStop(ratio, number);
451
+ });
452
+ processed.fill = { fill: gradientFill };
453
+ delete processed.fillGradientStops;
454
+ }
455
+ return processed;
456
+ }
102
457
  change(changed) {
103
458
  const { text, component } = this.texts[changed.gameObject.id];
459
+ const isHTMLText = changed.componentName === 'HTMLText';
104
460
  if (changed.prop.prop[0] === 'text') {
105
461
  text.text = component.text;
106
462
  }
107
463
  else if (changed.prop.prop[0] === 'style') {
108
- Object.assign(text.style, changed.component.style);
109
- }
110
- }
111
- asyncChangeTextStyle(text, textStyle) {
112
- if (textStyle.fontFamily) {
113
- const fontFamily = textStyle.fontFamily;
114
- textStyle.fontFamily = '';
115
- this.asyncUpdateFontFamily(text, fontFamily);
464
+ const processedStyle = this.processStyle(component.style);
465
+ Object.assign(text.style, processedStyle);
116
466
  }
117
- Object.assign(text.style, textStyle);
118
- }
119
- asyncUpdateFontFamily(text, fontFamily) {
120
- if (fontFamily) {
121
- if (Array.isArray(fontFamily)) {
122
- Promise.all(fontFamily.map(font => resource.getResource(font))).finally(() => {
123
- text.style.fontFamily = fontFamily;
124
- });
125
- }
126
- else {
127
- resource.getResource(fontFamily).finally(() => {
128
- text.style.fontFamily = fontFamily;
129
- });
130
- }
467
+ else if (changed.prop.prop[0] === 'textureStyle' && isHTMLText) {
468
+ // HTMLText 纹理样式变化需要重新创建
469
+ const htmlComponent = component;
470
+ const container = this.containerManager.getContainer(changed.gameObject.id);
471
+ const index = container.getChildIndex(text);
472
+ container.removeChild(text);
473
+ text.destroy({ children: true });
474
+ const newText = new HTMLText$1({
475
+ text: htmlComponent.text,
476
+ style: htmlComponent.style,
477
+ textureStyle: htmlComponent.textureStyle
478
+ });
479
+ container.addChildAt(newText, index);
480
+ this.texts[changed.gameObject.id].text = newText;
131
481
  }
132
482
  }
133
483
  setSize(changed) {
134
484
  const { transform } = changed.gameObject;
135
485
  if (!transform)
136
486
  return;
137
- transform.size.width = this.texts[changed.gameObject.id].text.width;
138
- transform.size.height = this.texts[changed.gameObject.id].text.height;
487
+ const { text } = this.texts[changed.gameObject.id];
488
+ const size = text.getSize();
489
+ transform.size.width = size.width;
490
+ transform.size.height = size.height;
139
491
  }
140
492
  };
141
493
  Text.systemName = 'Text';
142
494
  Text = __decorate([
143
495
  decorators.componentObserver({
144
496
  Text: ['text', { prop: ['style'], deep: true }],
497
+ HTMLText: ['text', { prop: ['style'], deep: true }, { prop: ['textureStyle'], deep: true }],
498
+ BitmapText: ['text', { prop: ['style'], deep: true }],
145
499
  })
146
500
  ], Text);
147
501
  var Text$1 = Text;
148
502
 
149
- export { Text$2 as Text, Text$1 as TextSystem };
503
+ export { BitmapText, HTMLText, Text$2 as Text, Text$1 as TextSystem };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@eva/plugin-renderer-text",
3
- "version": "2.0.1-beta.9",
3
+ "version": "2.0.2-beta.0",
4
4
  "description": "@eva/plugin-renderer-text",
5
5
  "main": "index.js",
6
6
  "module": "dist/plugin-renderer-text.esm.js",
@@ -19,9 +19,9 @@
19
19
  "homepage": "https://eva.js.org",
20
20
  "dependencies": {
21
21
  "@eva/inspector-decorator": "^0.0.5",
22
- "@eva/plugin-renderer": "2.0.1-beta.9",
23
- "@eva/renderer-adapter": "2.0.1-beta.9",
24
- "@eva/eva.js": "2.0.1-beta.9",
25
- "pixi.js": "^8.8.1"
22
+ "@eva/plugin-renderer": "2.0.2-beta.0",
23
+ "@eva/renderer-adapter": "2.0.2-beta.0",
24
+ "@eva/eva.js": "2.0.2-beta.0",
25
+ "pixi.js": "^8.17.0"
26
26
  }
27
27
  }