@galacean/engine-ui 2.0.0-alpha.30 → 2.0.0-alpha.31

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package/dist/module.js CHANGED
@@ -1,4 +1,4 @@
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- import { EntityModifyFlags, ignoreClone, assignmentClone, DisorderedArray, Component, TransformModifyFlags, Transform, deepClone, Vector2, Rect, MathUtil, Vector3, Matrix, Plane, ShaderProperty, dependentComponents, DependentMode, BatchUtils, ShaderMacroCollection, Renderer, Vector4, Color, RendererUpdateFlags, Script, CameraModifyFlags, Logger, Signal, SpriteDrawMode, RenderQueueFlags, SpriteModifyFlags, SpriteTileMode, TiledSpriteAssembler, SlicedSpriteAssembler, SimpleSpriteAssembler, BoundingBox, ShaderData, ShaderDataGroup, TextUtils, Engine, TextVerticalAlignment, TextHorizontalAlignment, OverflowMode, CharRenderInfo, FontStyle, ReferResource, registerPointerEventEmitter, PointerEventEmitter, CameraClearFlags, Material, BlendFactor, BlendOperation, CullMode, RenderQueueType, Entity, Loader, Shader, ShaderPass, PipelineStage } from '@galacean/engine';
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+ import { EntityModifyFlags, ignoreClone, assignmentClone, DisorderedArray, Component, TransformModifyFlags, Transform, deepClone, Vector2, Rect, MathUtil, Vector3, Matrix, Plane, ShaderProperty, dependentComponents, DependentMode, BatchUtils, ShaderMacroCollection, Renderer, Vector4, Color, RendererUpdateFlags, Script, CameraModifyFlags, Logger, Signal, SpriteDrawMode, RenderQueueFlags, SpriteModifyFlags, SpriteTileMode, TiledSpriteAssembler, SlicedSpriteAssembler, SimpleSpriteAssembler, BoundingBox, ShaderData, ShaderDataGroup, TextUtils, Engine, TextVerticalAlignment, TextHorizontalAlignment, OverflowMode, CharRenderInfo, FontStyle, ReferResource, registerPointerEventEmitter, PointerEventEmitter, CameraClearFlags, Material, Entity, Loader, Shader } from '@galacean/engine';
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  function _defineProperties(target, props) {
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  for (var i = 0; i < props.length; i++) {
@@ -2359,7 +2359,7 @@ __decorate([
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  * @internal
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  */ _proto._onRootCanvasModify = function _onRootCanvasModify(flag) {
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  if (flag === RootCanvasModifyFlags.ReferenceResolutionPerUnit) {
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- this._setDirtyFlagTrue(8);
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+ this._setDirtyFlagTrue(25);
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  }
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  };
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  _proto._updateBounds = function _updateBounds(worldBounds) {
@@ -3222,10 +3222,6 @@ var GUIComponent = /*#__PURE__*/Object.freeze({
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  Transition: Transition
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  });
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- var uiDefaultFs = "#include <common>\nuniform sampler2D renderer_UITexture;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\nvoid main() {\n vec4 baseColor = texture2DSRGB(renderer_UITexture, v_uv);\n vec4 finalColor = baseColor * v_color;\n #ifdef ENGINE_SHOULD_SRGB_CORRECT\n finalColor = outputSRGBCorrection(finalColor);\n #endif\n gl_FragColor = finalColor;\n}"; // eslint-disable-line
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-
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- var uiDefaultVs = "uniform mat4 renderer_MVPMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\nattribute vec4 COLOR_0;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\nvoid main() {\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n\n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n}\n"; // eslint-disable-line
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-
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  /**
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  * @internal
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  */ var UIHitResult = function UIHitResult() {
@@ -3476,17 +3472,6 @@ var EngineExtension = /*#__PURE__*/ function() {
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  var shader = _getOrCreateUIShader();
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  // @ts-ignore
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  var material = new Material(this, shader);
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- var renderState = material.renderState;
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- var target = renderState.blendState.targetBlendState;
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- target.enabled = true;
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- target.sourceColorBlendFactor = BlendFactor.SourceAlpha;
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- target.destinationColorBlendFactor = BlendFactor.OneMinusSourceAlpha;
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- target.sourceAlphaBlendFactor = BlendFactor.One;
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- target.destinationAlphaBlendFactor = BlendFactor.OneMinusSourceAlpha;
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- target.colorBlendOperation = target.alphaBlendOperation = BlendOperation.Add;
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- renderState.depthState.writeEnabled = false;
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- renderState.rasterState.cullMode = CullMode.Off;
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- renderState.renderQueueType = RenderQueueType.Transparent;
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  material.isGCIgnored = true;
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  this._uiDefaultMaterial = material;
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  }
@@ -3531,15 +3516,7 @@ ApplyMixins(Entity, [
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  _getOrCreateUIShader();
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  }
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  function _getOrCreateUIShader() {
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- var shader = Shader.find("ui");
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- if (!shader) {
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- shader = Shader.create("ui", [
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- new ShaderPass("Forward", uiDefaultVs, uiDefaultFs, {
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- pipelineStage: PipelineStage.Forward
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- })
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- ]);
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- }
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- return shader;
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+ return Shader.find("2D/UIDefault");
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  }
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  export { Button, CanvasRenderMode, ColorTransition, EngineExtension, EntityExtension, HorizontalAlignmentMode, Image, ResolutionAdaptationMode, ScaleTransition, SpriteTransition, Text, Transition, UICanvas, UIGroup, UIPointerEventEmitter, UIRenderer, UITransform, VerticalAlignmentMode, registerGUI };