@gedit/editor-2d 0.3.10 → 0.3.11
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.
- package/lib/browser/model/editor2d-document.d.ts +3 -1
- package/lib/browser/model/editor2d-document.d.ts.map +1 -1
- package/lib/browser/model/editor2d-document.js +18 -12
- package/lib/browser/model/editor2d-document.js.map +1 -1
- package/lib/browser/model/utils/anim.utils.d.ts +1 -0
- package/lib/browser/model/utils/anim.utils.d.ts.map +1 -1
- package/lib/browser/model/utils/anim.utils.js +22 -0
- package/lib/browser/model/utils/anim.utils.js.map +1 -1
- package/lib/browser/playground/anim-path-edit-layer.d.ts.map +1 -1
- package/lib/browser/playground/anim-path-edit-layer.js +5 -3
- package/lib/browser/playground/anim-path-edit-layer.js.map +1 -1
- package/lib/browser/playground/canvas-draw.d.ts.map +1 -1
- package/lib/browser/playground/canvas-draw.js +6 -3
- package/lib/browser/playground/canvas-draw.js.map +1 -1
- package/lib/browser/playground/canvas-layer.d.ts +1 -2
- package/lib/browser/playground/canvas-layer.d.ts.map +1 -1
- package/lib/browser/playground/canvas-layer.js +53 -44
- package/lib/browser/playground/canvas-layer.js.map +1 -1
- package/lib/browser/playground/extend-edit/gradient-conic-node.js +4 -4
- package/lib/browser/playground/extend-edit/gradient-conic-node.js.map +1 -1
- package/lib/browser/playground/extend-edit/gradient-node.d.ts.map +1 -1
- package/lib/browser/playground/extend-edit/gradient-node.js +3 -3
- package/lib/browser/playground/extend-edit/gradient-node.js.map +1 -1
- package/lib/browser/playground/path-edit/utils.d.ts +2 -2
- package/lib/browser/playground/path-edit/utils.d.ts.map +1 -1
- package/lib/browser/playground/path-edit/utils.js +55 -45
- package/lib/browser/playground/path-edit/utils.js.map +1 -1
- package/lib/browser/playground/path-edit-layer.d.ts +11 -1
- package/lib/browser/playground/path-edit-layer.d.ts.map +1 -1
- package/lib/browser/playground/path-edit-layer.js +242 -75
- package/lib/browser/playground/path-edit-layer.js.map +1 -1
- package/lib/browser/playground/selection-entity-manager.d.ts.map +1 -1
- package/lib/browser/playground/selection-entity-manager.js +60 -10
- package/lib/browser/playground/selection-entity-manager.js.map +1 -1
- package/lib/browser/utils/bounds.js +4 -4
- package/lib/browser/utils/snapshot.d.ts.map +1 -1
- package/lib/browser/utils/snapshot.js +2 -1
- package/lib/browser/utils/snapshot.js.map +1 -1
- package/package.json +9 -9
- package/src/browser/model/editor2d-document.ts +22 -12
- package/src/browser/model/utils/anim.utils.ts +24 -0
- package/src/browser/playground/anim-path-edit-layer.tsx +8 -4
- package/src/browser/playground/canvas-draw.ts +6 -3
- package/src/browser/playground/canvas-layer.ts +25 -14
- package/src/browser/playground/extend-edit/gradient-conic-node.tsx +4 -4
- package/src/browser/playground/extend-edit/gradient-node.tsx +3 -2
- package/src/browser/playground/path-edit/utils.tsx +56 -54
- package/src/browser/playground/path-edit-layer.tsx +310 -74
- package/src/browser/playground/selection-entity-manager.tsx +127 -30
- package/src/browser/utils/bounds.ts +4 -4
- package/src/browser/utils/snapshot.ts +1 -0
- package/LICENSE +0 -21
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@@ -13,17 +13,22 @@ import {
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} from '@gedit/playground';
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import type { PlaygroundContext2d } from './playground-context';
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import { Rectangle } from '@gedit/math';
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-
import { GameObject } from '@gedit/render-engine';
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import { GameObject, GameObjectBaseType } from '@gedit/render-engine';
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import { SelectorExtendRender } from './selector-extend-renderer';
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import { followKeyType } from '@gedit/render-engine-pixi';
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import {
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getPathBounds,
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PathGameObjectData,
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toFixedValue,
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} from '@gedit/canvas-draw';
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const numberToFixed4 = (data: {[key: string]: any}) => {
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const numberToFixed4 = (data: { [key: string]: any }) => {
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const d: any = {};
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Object.keys(data).forEach(key => {
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const value = data[key];
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// 旋转不能四舍五入,不然属性面板旋转角度误差很大
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if (typeof value === 'number' && key !== 'rotation') {
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d[key] =
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d[key] = toFixedValue(value, 2);
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} else if (typeof value === 'object') {
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d[key] = numberToFixed4(value);
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} else {
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@@ -43,13 +48,18 @@ export class SelectionEntityManager {
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protected context: PlaygroundContext2d,
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protected loading: () => boolean,
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protected getDocument: () => Editor2dDocument | undefined,
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protected isVisible: () => boolean
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protected isVisible: () => boolean
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) {
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const editorStateConfigEntity = entityManager.getEntity<EditorStateConfigEntity>(
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const editorStateConfigEntity = entityManager.getEntity<EditorStateConfigEntity>(
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EditorStateConfigEntity
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);
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const selectionConfigEntity = entityManager.getEntity<SelectorConfigEntity>(
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SelectorConfigEntity
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);
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selectionConfigEntity?.customSelectorEntityRenderer(props => {
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-
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const showSceneRangeRuler =
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editorStateConfigEntity?.getCurrentState?.() ===
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EditorState.SHOW_SCENE_RANGE_RULER;
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const newProps: SelectorEntityRendererProps = {
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...props,
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// editorStateConfigEntity, // 当前菜单状态, "SHOW_SCENE_RANGE_RULER" 显示场景范围标尺
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@@ -57,7 +67,10 @@ export class SelectionEntityManager {
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};
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const entity = newProps.entity as Editor2dEntity;
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const register = entity.node
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? this.context.renderEngine.getGameObjectIDERegister(
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? this.context.renderEngine.getGameObjectIDERegister(
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entity.gameObject.scene.config.engine,
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entity.node.displayType
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)
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: undefined;
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const deco = register?.decoration;
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newProps.extendRenderer = () => (
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@@ -80,7 +93,11 @@ export class SelectionEntityManager {
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});
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}
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setTransformMask(
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setTransformMask(
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entity: Editor2dEntity,
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nodePath: string,
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node?: Editor2dNode
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): void {
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let maskEntity;
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if (node) {
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entity.transform.isMask = node.isMask;
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@@ -107,15 +124,29 @@ export class SelectionEntityManager {
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* @param selectable
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* @param adsorbable
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*/
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createEntity(
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-
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createEntity(
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nodePath: string,
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node: Editor2dNode,
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gameObject: GameObject,
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selectable: boolean,
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adsorbable: boolean
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): Editor2dEntity | undefined {
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const register = this.context.renderEngine.getGameObjectIDERegister(
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gameObject.scene.config.engine,
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node.displayType
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);
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const deco = register.decoration;
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if (!register.getSelectionData || Editor2dNode.isRootNode(node)) return;
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const entity = this.entityManager.createEntity<Editor2dEntity>(
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const entity = this.entityManager.createEntity<Editor2dEntity>(
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Editor2dEntity,
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{ id: nodePath }
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);
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entity.selectableInit = selectable;
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entity.adsorbableInit = adsorbable;
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entity.mouseSelect =
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entity.mouseSelect =
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selectable && (deco.mouseSelect === undefined ? true : deco.mouseSelect);
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entity.adsorbable =
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adsorbable && (deco.adsorbable === undefined ? true : deco.adsorbable);
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entity.gameObject = gameObject;
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entity.document = this.getDocument()!;
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entity.nodeId = node.id;
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};
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}
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if (gameObject.type === GameObjectBaseType.PATH) {
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entity.transform.isPath = true;
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}
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this.setTransformMask(entity, nodePath, node);
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// 切换选择框的类型,如圆形、矩形, 默认矩形
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if (deco.selectDisplayType) {
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entity.selectState.update({
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displayType: deco.selectDisplayType
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displayType: deco.selectDisplayType,
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});
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}
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// 实体选中状态改变
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const selectionNodes = document.getSelectedNodes();
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if (selectionNodes.some(c => c.id === node.id)) {
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document.message.warn(
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`元素开启了跟随,${
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?.map(c => followKeyType[c])
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{timeout: 2000 }
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`元素开启了跟随,${
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type?.map(c => followKeyType[c]).join(',') || 'x'
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} 被锁定`,
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{ timeout: 2000 }
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);
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}
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}
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}
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// 减掉根据 bounds 计算的 origin
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if (gameObject.type === GameObjectBaseType.PATH) {
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const { bounds: pathBounds } = (gameObject as GameObject & {
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getBounds: () => { bounds: ReturnType<typeof getPathBounds> };
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}).getBounds();
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const { path } = gameObject.data as PathGameObjectData;
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const {
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origin = { x: 0, y: 0 },
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} = node;
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const { originChangeBeforeSize } = path;
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const offset = {
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x: 0,
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y: 0,
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};
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if (originChangeBeforeSize) {
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if (originChangeBeforeSize.width !== pathBounds.width) {
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offset.x +=
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((pathBounds.width - originChangeBeforeSize.width) * origin.x) /
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pathBounds.width;
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}
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if (originChangeBeforeSize.height !== pathBounds.height) {
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offset.y +=
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((pathBounds.height - originChangeBeforeSize.height) * origin.y) /
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pathBounds.height;
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}
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}
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newTransform.origin.x = toFixedValue(
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newTransform.origin.x +
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(pathBounds ? pathBounds.minX / pathBounds.width : 0) +
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offset.x,
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2
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);
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newTransform.origin.y = toFixedValue(
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newTransform.origin.y +
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(pathBounds ? pathBounds.minY / pathBounds.height : 0) +
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offset.y,
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);
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}
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let oldTransform: TransformSchema = {} as TransformSchema;
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Object.keys(entity.transform.data).forEach(
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Object.keys(entity.transform.data).forEach(
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(key: keyof typeof entity.transform.data) => {
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oldTransform[key] = node[key]! as any;
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}
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);
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oldTransform = numberToFixed4(oldTransform);
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if (JSON.stringify(oldTransform) !== JSON.stringify(newTransform)) {
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document.updateNode(node, newTransform, true);
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}
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}
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updateEntity(nodePath: string, gameObject: GameObject, scale?: number): void {
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const register = this.context.renderEngine.getGameObjectIDERegister(
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const register = this.context.renderEngine.getGameObjectIDERegister(
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gameObject.scene.config.engine,
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gameObject.type
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);
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const deco = register.decoration;
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const entity = this.nodeEntitiesCache.get(nodePath);
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if (!entity || !register.getSelectionData) {
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const node = entity.node;
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entity.ignoreTransformChanged = true;
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if (gameObject.parent) {
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const parentEntity = this.nodeEntitiesCache.get(
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const parentEntity = this.nodeEntitiesCache.get(
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gameObject.parent.id as string
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);
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if (parentEntity) {
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entity.transform.setParent(parentEntity.transform);
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}
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height: gameObject.data.scene?.height || 400,
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};
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}
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if (gameObject.type === GameObjectBaseType.PATH) {
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entity.transform.isPath = true;
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}
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entity.update(register.getSelectionData(gameObject, scale));
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entity.ignoreTransformChanged = false;
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const sizeVisible = !this.isHidden(entity.node); // && (entity.transform.size.width > 0 && entity.transform.size.height > 0 || !!deco.isContainer);
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// 图层节点无法被选中
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entity.selectable = entity.selectableInit && sizeVisible;
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// 锁定状态的节点无法通过鼠标点击
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entity.mouseSelect =
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entity.mouseSelect =
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(deco.mouseSelect === undefined ? true : deco.mouseSelect) &&
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!opacityZero &&
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!this.isLocked(node);
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// 是否支持吸附
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entity.adsorbable =
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entity.adsorbable =
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entity.adsorbableInit &&
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sizeVisible &&
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!opacityZero &&
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(deco.adsorbable === undefined ? true : deco.adsorbable);
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// 同步选中状态
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entity.selected = !!node?.selected;
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// 更新zIndex, 每次都要更新,因为节点拖拽会导致所有的zIndex顺序错乱
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scrollToSelectedNodes(): void {
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const entitiesScrollTo: Editor2dEntity[] = [];
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for (const entity of this.nodeEntitiesCache.values()) {
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if (
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if (
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!Editor2dNode.isRootNode(entity.node) &&
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entity.node &&
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entity.selectable
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) {
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if (!entity.selected && entity.node.selected) {
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entitiesScrollTo.push(entity);
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}
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// this.context.syncToSelectionService(this);
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if (entitiesScrollTo.length > 0) {
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// 滚动画布到选中的节点
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this.entityManager
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this.entityManager
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.getEntity<PlaygroundConfigEntity>(PlaygroundConfigEntity)!
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.scrollToView({ entities: entitiesScrollTo });
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}
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}
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+
}
|
|
301
398
|
|
|
302
399
|
/**
|
|
303
400
|
* 获取所有实体的外围最大矩形
|
|
@@ -100,10 +100,10 @@ export const getPIXILocalBoundsByNode = (obj: GameObjectData): ChildBounds => {
|
|
|
100
100
|
? { x: 0, y: 0, height: 0, width: 0 }
|
|
101
101
|
: Bounds.getBounds(data as any, transformData);
|
|
102
102
|
return {
|
|
103
|
-
x: toFixedValue(bounds.x,
|
|
104
|
-
y: toFixedValue(bounds.y,
|
|
105
|
-
maxX: toFixedValue(bounds.x + bounds.width,
|
|
106
|
-
maxY: toFixedValue(bounds.y + bounds.height,
|
|
103
|
+
x: toFixedValue(bounds.x, 2),
|
|
104
|
+
y: toFixedValue(bounds.y, 2),
|
|
105
|
+
maxX: toFixedValue(bounds.x + bounds.width, 2),
|
|
106
|
+
maxY: toFixedValue(bounds.y + bounds.height, 2),
|
|
107
107
|
isMask: c.isMask,
|
|
108
108
|
mask: c.mask,
|
|
109
109
|
id: c.id,
|
|
@@ -133,6 +133,7 @@ export class SnapshotCreator extends DisposableImpl {
|
|
|
133
133
|
this.current = undefined;
|
|
134
134
|
this.processing = undefined;
|
|
135
135
|
this.drawer.renderWidget?.currentScene?.dispose();
|
|
136
|
+
this.drawer.renderWidget?.dispose();
|
|
136
137
|
}));
|
|
137
138
|
dispose.push(
|
|
138
139
|
drawer!.onLoading(e => {
|
package/LICENSE
DELETED
|
@@ -1,21 +0,0 @@
|
|
|
1
|
-
MIT License
|
|
2
|
-
|
|
3
|
-
Copyright (c) 2020 GEdit
|
|
4
|
-
|
|
5
|
-
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
6
|
-
of this software and associated documentation files (the "Software"), to deal
|
|
7
|
-
in the Software without restriction, including without limitation the rights
|
|
8
|
-
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
9
|
-
copies of the Software, and to permit persons to whom the Software is
|
|
10
|
-
furnished to do so, subject to the following conditions:
|
|
11
|
-
|
|
12
|
-
The above copyright notice and this permission notice shall be included in all
|
|
13
|
-
copies or substantial portions of the Software.
|
|
14
|
-
|
|
15
|
-
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
16
|
-
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
17
|
-
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
18
|
-
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
19
|
-
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
20
|
-
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
21
|
-
SOFTWARE.
|