@kurot/cli 3.2.0 → 3.2.1

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Files changed (30) hide show
  1. package/CHANGELOG.md +28 -0
  2. package/README.md +34 -10
  3. package/dist/core/template.d.ts.map +1 -1
  4. package/dist/core/template.js +1 -0
  5. package/dist/core/template.js.map +1 -1
  6. package/docs/ai-context.md +21 -15
  7. package/docs/architecture.md +1 -1
  8. package/docs/game-template.md +60 -0
  9. package/docs/label-text-layout.md +1 -1
  10. package/package.json +1 -1
  11. package/templates/game/package.json +2 -1
  12. package/templates/game/resource/assets/fonts/ChakraPetch-Bold.ttf +0 -0
  13. package/templates/game/resource/assets/fonts/ChakraPetch-Regular.ttf +0 -0
  14. package/templates/game/resource/assets/fonts/OFL.txt +93 -0
  15. package/templates/game/resource/config/locale.json +4 -0
  16. package/templates/game/resource/config/style.json +16 -0
  17. package/templates/game/resource/default.res.json +11 -1
  18. package/templates/game/resource/lang/lang_en_US.properties +5 -0
  19. package/templates/game/resource/ui/skins/ButtonSkin.kui.xml +1 -1
  20. package/templates/game/resource/ui/skins/CheckBoxSkin.kui.xml +1 -1
  21. package/templates/game/resource/ui/skins/ComboBoxSkin.kui.xml +1 -1
  22. package/templates/game/resource/ui/skins/ItemRendererSkin.kui.xml +1 -1
  23. package/templates/game/resource/ui/skins/PanelSkin.kui.xml +1 -1
  24. package/templates/game/resource/ui/skins/ProgressBarSkin.kui.xml +1 -1
  25. package/templates/game/resource/ui/skins/RadioButtonSkin.kui.xml +1 -1
  26. package/templates/game/resource/ui/skins/TextInputSkin.kui.xml +1 -1
  27. package/templates/game/resource/ui/skins/ToggleButtonSkin.kui.xml +1 -1
  28. package/templates/game/src/LocaleManager.ts +109 -0
  29. package/templates/game/src/Main.ts +58 -34
  30. package/templates/game/src/StyleManager.ts +57 -0
package/CHANGELOG.md CHANGED
@@ -7,6 +7,34 @@ and CLI command/configuration APIs follow [Semantic Versioning](https://semver.o
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  The early KUI XML contract follows the pre-1.0 `ui-document` kernel; authored
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  format changes are documented explicitly in each release.
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+ ## 3.2.1 — 2026-10-06
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+
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+ ### Game Template
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+
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+ - Include fixed style.json and locale.json configuration, English properties,
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+ Chakra Petch regular/bold fonts and their SIL Open Font License.
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+ - Load and publish project fonts before creating any UI, then register preload
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+ translations using the URL language or configured default with English/key fallback.
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+ - Use shared ui-document font/color validation and named disabled text colors;
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+ default skins inherit the project font instead of hardcoded Tahoma.
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+ - Keep the empty template minimal. Existing projects are not rewritten by scaffolding.
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+ - Create resource/ui/app alongside the reusable component directories so the
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+ application Skin workspace is ready for the Editor.
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+
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+ ### Dependencies and Compatibility
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+
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+ - New game projects include ui-document for the shared stylesheet parser. The
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+ compiler retains its existing ui-document ^0.10.0 dependency.
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+ - Command/configuration APIs, KUI XML semantics and document format version 2
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+ remain unchanged. Existing projects receive no automatic migration.
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+
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+ ### Tests
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+
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+ - Validate bundled fonts/licenses, stylesheet colors, translation registration,
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+ locale fallback, failed initialization and the unchanged empty template.
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+ - Compile all bundled default skins with the project palette and verify newly
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+ generated projects through strict builds, type checking and browser rendering.
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+
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  ## 3.2.0 — 2026-10-06
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39
 
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  ### Added
package/README.md CHANGED
@@ -3,7 +3,8 @@
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  Build tooling for the Kurot UI Editor workflow. It uses esbuild, emits ES2022
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  ESM, and compiles canonical KUI XML skins into runtime theme modules.
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- > **Current package version: 3.2.0.** Node.js 20 or later is required.
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+ > **Current version: 3.2.1 (prepared for publication).** Requires `@kurot/ui-document@^0.10.0`
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+ > and Node.js 20 or later. The CLI runs only at build time.
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  > **Release scope:** The 3.x line is dedicated to Kurot Editor integration.
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  > Existing game projects that use EXML should remain on
@@ -12,6 +13,9 @@ ESM, and compiles canonical KUI XML skins into runtime theme modules.
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  See [CHANGELOG.md](CHANGELOG.md) for release history.
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+ Version 3.2.1 adds project styles, bundled fonts and English translations to the
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+ game template. Existing projects are not rewritten. See [game template setup](docs/game-template.md).
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+
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  ## Label text fitting in 3.1.0
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  The shared ui-document catalog supports Label `textFit` and `minFontSize`
@@ -37,7 +41,7 @@ See the [compilation contract](docs/label-text-layout.md) and
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  The CLI does not require a global install.
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  ```bash
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- npx @kurot/cli create my-game
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+ npx @kurot/cli@3.2.1 create my-game
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  cd my-game
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  pnpm install
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  pnpm dev
@@ -45,7 +49,7 @@ pnpm dev
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  Scaffolded projects expose `build`, `dev`, and `clean` scripts. For an
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  Editor-managed KUI XML project, install the package with
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- `pnpm add -D @kurot/cli@^3.2.0`. Existing EXML projects should keep their current
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+ `pnpm add -D @kurot/cli@^3.2.1`. Existing EXML projects should keep their current
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  1.3.x dependency.
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  ## Commands
@@ -56,9 +60,11 @@ Editor-managed KUI XML project, install the package with
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  kurot create <name> [--template game|empty]
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  ```
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62
 
59
- The `game` template includes `@kurot/core`, `@kurot/game`, `@kurot/ui`, KUI
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- skins, resource loading, and an editable HTML template. The `empty` template
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- contains a minimal `Sprite` application.
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+ The `game` template includes `@kurot/core`, `@kurot/game`, `@kurot/ui`,
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+ `@kurot/ui-document`, KUI skins, project styles/fonts, English translations,
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+ resource loading, and an editable HTML template. Fonts load before creating UI;
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+ translations register after preload. The `empty` template contains a minimal
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+ `Sprite` application without UI/style/language dependencies.
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68
 
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  ### `kurot build`
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@@ -153,7 +159,7 @@ use `property.state` on the affected node, so internal graphics remain unnamed.
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  Image sources use their resource key directly, for example
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  `source="button_up_png"`.
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- Version 3.2.0 uses `@kurot/ui-document@^0.10.0` and retains its literal-string XML rules.
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+ Version 3.2.1 uses `@kurot/ui-document@^0.10.0` and retains its literal-string XML rules.
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  For example, `<Label text="100.80" text.down="false" size="48" />` compiles
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  the exact strings `100.80` and `false`, while the font size stays numeric.
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  String properties no longer add or remove backslash type escapes. Remove old
@@ -206,17 +212,33 @@ my-game/
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  ├── kurot.config.ts
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  ├── resource/
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  │ ├── default.res.json
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- │ ├── assets/
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+ │ ├── config/
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+ │ │ ├── style.json
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+ │ │ └── locale.json
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+ │ ├── lang/lang_en_US.properties
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+ │ ├── assets/fonts/
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+ │ │ ├── ChakraPetch-Regular.ttf
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+ │ │ ├── ChakraPetch-Bold.ttf
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+ │ │ └── OFL.txt
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  │ └── ui/
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+ │ ├── app/
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  │ ├── components/
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  │ └── skins/*.kui.xml
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  ├── src/
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  │ ├── components/
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- │ ├── LoadingUI.ts
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+ │ ├── Preloader.ts
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+ │ ├── StyleManager.ts
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+ │ ├── LocaleManager.ts
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232
  │ └── Main.ts
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  └── template/web/index.html
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234
  ```
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235
 
236
+ StyleManager uses the same ui-document stylesheet parser as the compiler/Editor.
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+ `style.json` is read directly, independently of the manifest; locale.json and
238
+ enabled properties files are registered in `preload`. Replace fonts by changing
239
+ the resource-relative files/paths, and add languages through the Editor.
240
+ See [game template setup](docs/game-template.md) for lifecycle and fallback rules.
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+
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  ## Resource defaults in 3.0.0
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243
 
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  KUI builds validate `resource/default.res.json` and inherit image or sheet-frame
@@ -253,7 +275,9 @@ An absent stylesheet is allowed when no Skin references its colors. An existing
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  stylesheet must contain valid font definitions even if the build only consumes
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  colors; see the shared [project style contract](../ui-document/docs/project-styles.md).
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  The CLI does not load fonts, apply runtime CSS or introduce live game theme
256
- switching. Node.js >= 20 and semantic format version 2 remain unchanged.
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+ switching. CLI-built skins run directly through `@kurot/ui`; `@kurot/ui-runtime`
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+ is not required for this compilation path. Node.js >= 20 and semantic format
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+ version 2 remain unchanged.
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  The previous `@token:color:<key>` XML prefix is rejected by ui-document 0.10.
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  Update those references explicitly before adopting CLI 3.2; ordinary text stays
@@ -1 +1 @@
1
- {"version":3,"file":"template.d.ts","sourceRoot":"","sources":["../../src/core/template.ts"],"names":[],"mappings":"AAgBA;;GAEG;AACH,eAAO,MAAM,SAAS,4BAA6B,CAAC;AAEpD;;GAEG;AACH,MAAM,MAAM,YAAY,GAAG,CAAC,OAAO,SAAS,CAAC,CAAC,MAAM,CAAC,CAAC;AAEtD;;;;;;;;;GASG;AACH,wBAAsB,eAAe,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,GAAG,OAAO,CAAC,IAAI,CAAC,CA4BzF"}
1
+ {"version":3,"file":"template.d.ts","sourceRoot":"","sources":["../../src/core/template.ts"],"names":[],"mappings":"AAgBA;;GAEG;AACH,eAAO,MAAM,SAAS,4BAA6B,CAAC;AAEpD;;GAEG;AACH,MAAM,MAAM,YAAY,GAAG,CAAC,OAAO,SAAS,CAAC,CAAC,MAAM,CAAC,CAAC;AAEtD;;;;;;;;;GASG;AACH,wBAAsB,eAAe,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,GAAG,OAAO,CAAC,IAAI,CAAC,CA6BzF"}
@@ -33,6 +33,7 @@ export async function scaffoldProject(name, template) {
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  await Promise.all([
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  ensureDir(path.join(destDir, 'src/components')),
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  ensureDir(path.join(destDir, 'resource/ui/components')),
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+ ensureDir(path.join(destDir, 'resource/ui/app')),
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  ]);
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  }
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  const pkgPath = path.join(destDir, 'package.json');
@@ -1 +1 @@
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@@ -1,7 +1,7 @@
1
1
  # @kurot/cli — AI context map
2
2
 
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  Read this before exploring `src/`. [`architecture.md`](./architecture.md)
4
- explains the plugin pipeline. The package is `@kurot/cli@3.2.0`, runs on
4
+ explains the plugin pipeline. The package is `@kurot/cli@3.2.1`, runs on
5
5
  Node.js 20+, and is installed as a project dev dependency.
6
6
 
7
7
  ## Directory map
@@ -24,6 +24,11 @@ src/
24
24
  ```
25
25
 
26
26
  Project templates are under `templates/game` and `templates/empty`.
27
+ The 3.2.1 game template includes fixed style/locale configuration,
28
+ English properties and licensed regular/bold font files. StyleManager finishes
29
+ font loading before Main creates Player/Preloader; LocaleManager registers
30
+ preload texts before creating the scene. See [game-template.md](game-template.md).
31
+ Version 3.2.1 is prepared for publication; 3.2.0 is already published.
27
32
 
28
33
  ## KUI compilation
29
34
 
@@ -39,7 +44,7 @@ and layout apply to the runtime Skin, and its direct visual children become
39
44
  `property.state` attributes. Storage IDs and runtime mapping metadata are not
40
45
  authored XML fields.
41
46
 
42
- CLI 3.2.0 requires `@kurot/ui-document@^0.10.0`. Schema-defined strings, including
47
+ CLI 3.2.1 requires `@kurot/ui-document@^0.10.0`. Schema-defined strings, including
43
48
  numeric/boolean-looking text and state text, are literal attributes without
44
49
  backslash type escaping. Old synthetic prefixes become literal characters;
45
50
  do not migrate them silently. Numeric/boolean properties and schema-free
@@ -116,19 +121,20 @@ in `namespace-external-plugin.ts`.
116
121
 
117
122
  ## Configuration lookup
118
123
 
119
- | Task | File |
120
- | -------------------------------- | -------------------------------------------- |
121
- | Add or validate a config field | `src/core/config.ts` |
122
- | Resolve an absolute project path | `src/core/project.ts` |
123
- | Change KUI scanning/theme output | `src/core/plugins/compile-kui.ts` |
124
- | Change KUI node code generation | `src/core/kui/kui-parser.ts`, `codegen.ts` |
125
- | Add a built-in component tag | `src/core/kui/registry.ts` |
126
- | Change generated part types | `src/core/kui/skin-parts-declaration.ts` |
127
- | Change component pairing | `src/core/components/discover-components.ts` |
128
- | Change watch behavior | `src/core/dev-server.ts` |
129
- | Change output HTML/import maps | `src/core/plugins/generate-html.ts` |
130
- | Change scaffolding | `src/core/template.ts`, `templates/` |
131
- | Add a diagnostic code | `src/core/diagnostics/codes.ts` |
124
+ | Task | File |
125
+ | -------------------------------- | ------------------------------------------------------------------- |
126
+ | Add or validate a config field | `src/core/config.ts` |
127
+ | Resolve an absolute project path | `src/core/project.ts` |
128
+ | Change KUI scanning/theme output | `src/core/plugins/compile-kui.ts` |
129
+ | Change KUI node code generation | `src/core/kui/kui-parser.ts`, `codegen.ts` |
130
+ | Add a built-in component tag | `src/core/kui/registry.ts` |
131
+ | Change generated part types | `src/core/kui/skin-parts-declaration.ts` |
132
+ | Change component pairing | `src/core/components/discover-components.ts` |
133
+ | Change watch behavior | `src/core/dev-server.ts` |
134
+ | Change output HTML/import maps | `src/core/plugins/generate-html.ts` |
135
+ | Change scaffolding | `src/core/template.ts`, `templates/` |
136
+ | Change project style/locale boot | `templates/game/src/StyleManager.ts`, `LocaleManager.ts`, `Main.ts` |
137
+ | Add a diagnostic code | `src/core/diagnostics/codes.ts` |
132
138
 
133
139
  ## Verification
134
140
 
@@ -39,7 +39,7 @@ factory variables, property assignments, semantic layout children, and state
39
39
  property overrides. Document contracts, reusable instances, data bindings, and
40
40
  actions remain `UIDocument` concepts.
41
41
 
42
- CLI 3.2.0 consumes ui-document 0.10.x, retaining Label text-fitting metadata. The
42
+ CLI 3.2.1 consumes ui-document 0.10.x, retaining Label text-fitting metadata. The
43
43
  compiler emits `textFit`, `minFontSize`, base font sizes and state overrides;
44
44
  native UI owns measurement and derives drawing sizes after layout validation.
45
45
  See [Label compilation](label-text-layout.md). The application supplies UI
@@ -0,0 +1,60 @@
1
+ # Project styles and languages in the game template
2
+
3
+ CLI 3.2.1 includes this template update and is prepared for publication. It adds
4
+ project-owned initialization without changing Core/UI APIs or migrating existing
5
+ projects. The empty template stays minimal.
6
+
7
+ ## Files
8
+
9
+ - resource/config/style.json declares the primary font role and disabled-text color.
10
+ - resource/assets/fonts contains unmodified Chakra Petch regular (400) and bold (700)
11
+ files, with OFL.txt. Source: [Google Fonts](https://github.com/google/fonts/tree/main/ofl/chakrapetch).
12
+ - resource/config/locale.json enables English and selects en_US by default.
13
+ - resource/lang/lang_en_US.properties contains the scene title, button and descriptions.
14
+ - default.res.json registers locale_json and lang_en_US_properties in preload.
15
+ style.json and fonts are read directly and need no manifest entries.
16
+
17
+ ## Startup order
18
+
19
+ 1. StyleManager reads and validates the stylesheet through published ui-document.
20
+ 2. It loads every configured FontFace; only after all succeed does it register
21
+ faces and publish the default CSS font family and numeric color palette.
22
+ 3. Main sets TextField.default_fontFamily, then creates Player and the Preloader.
23
+ 4. Main loads the manifest, theme and preload resources.
24
+ 5. LocaleManager registers the enabled text files, selects the language and creates
25
+ the translated scene. Startup errors are reported through console.error.
26
+
27
+ This ordering includes loading-screen Labels in the project font. The loading
28
+ screen's startup messages stay in English because translations are not loaded yet.
29
+ Templates do not implement live font/theme/language replacement.
30
+
31
+ ## Change fonts and colors
32
+
33
+ Font keys such as primary produce stable aliases such as kurot-primary. Replace
34
+ files and update style.json resource-relative paths, retaining weight 400 and
35
+ unique weights. Default skins inherit the configured font; explicit Label fontFamily
36
+ values still override it. Existing stylesheet files must contain valid font definitions.
37
+ Keep the font's applicable license with any replacement distribution.
38
+
39
+ Label state colors use textColor.disabled="@style:colors:disabled-text". The CLI
40
+ compiles these references into numbers. Dynamic application code reads the same
41
+ palette through StyleManager.getColor('disabled-text'); enabled state behavior and
42
+ restoration of a normal color remain application responsibilities.
43
+
44
+ ## Add languages
45
+
46
+ Use the Editor's language window to add a code, create its properties file and
47
+ update locale.json/default.res.json together. Only English is initially enabled.
48
+ Manual additions must use lang_<code>_properties text resources in preload.
49
+
50
+ LocaleManager accepts the project default or URL ?lang=fr / ?lang=fr_FR / ?lang=fr-FR.
51
+ A full code match wins, then a matching base language, then the configured default.
52
+ The default may be empty. Absent configuration or an empty language list clears registrations;
53
+ enabled languages with unavailable text resources or an invalid default fail before
54
+ publishing the new set. The last successful set is retained on initialization failure.
55
+
56
+ getString(key, ...args) reads the current translation, then English, then the key.
57
+ An explicitly empty translation remains empty. The simple properties format uses
58
+ one key=value per line, #/! comments, common escapes including newline/Unicode,
59
+ and {0}, {1} placeholders. Continuation lines and Java properties' colon-only
60
+ separators are not supported. UI translation is explicit; it is not an engine binding.
@@ -1,6 +1,6 @@
1
1
  # Label text compilation
2
2
 
3
- CLI 3.2.0 consumes ui-document 0.10.x and compiles KUI text-fitting properties
3
+ CLI 3.2.1 consumes ui-document 0.10.x and compiles KUI text-fitting properties
4
4
  through the existing UIDocument → SkinIR → ESM factory pipeline. The semantic
5
5
  document format remains version 2.
6
6
 
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@kurot/cli",
3
- "version": "3.2.0",
3
+ "version": "3.2.1",
4
4
  "description": "Kurot CLI - build tool for Kurot Editor KUI XML workflows",
5
5
  "author": "Kelvin <kyia.x52@gmail.com>",
6
6
  "license": "MIT",
@@ -11,7 +11,8 @@
11
11
  "dependencies": {
12
12
  "@kurot/core": "latest",
13
13
  "@kurot/game": "latest",
14
- "@kurot/ui": "latest"
14
+ "@kurot/ui": "latest",
15
+ "@kurot/ui-document": "latest"
15
16
  },
16
17
  "devDependencies": {
17
18
  "@kurot/cli": "latest"
@@ -0,0 +1,93 @@
1
+ Copyright 2018 The Chakra Petch Project Authors (https://github.com/m4rc1e/Chakra-Petch.git)
2
+
3
+ This Font Software is licensed under the SIL Open Font License, Version 1.1.
4
+ This license is copied below, and is also available with a FAQ at:
5
+ http://scripts.sil.org/OFL
6
+
7
+
8
+ -----------------------------------------------------------
9
+ SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
10
+ -----------------------------------------------------------
11
+
12
+ PREAMBLE
13
+ The goals of the Open Font License (OFL) are to stimulate worldwide
14
+ development of collaborative font projects, to support the font creation
15
+ efforts of academic and linguistic communities, and to provide a free and
16
+ open framework in which fonts may be shared and improved in partnership
17
+ with others.
18
+
19
+ The OFL allows the licensed fonts to be used, studied, modified and
20
+ redistributed freely as long as they are not sold by themselves. The
21
+ fonts, including any derivative works, can be bundled, embedded,
22
+ redistributed and/or sold with any software provided that any reserved
23
+ names are not used by derivative works. The fonts and derivatives,
24
+ however, cannot be released under any other type of license. The
25
+ requirement for fonts to remain under this license does not apply
26
+ to any document created using the fonts or their derivatives.
27
+
28
+ DEFINITIONS
29
+ "Font Software" refers to the set of files released by the Copyright
30
+ Holder(s) under this license and clearly marked as such. This may
31
+ include source files, build scripts and documentation.
32
+
33
+ "Reserved Font Name" refers to any names specified as such after the
34
+ copyright statement(s).
35
+
36
+ "Original Version" refers to the collection of Font Software components as
37
+ distributed by the Copyright Holder(s).
38
+
39
+ "Modified Version" refers to any derivative made by adding to, deleting,
40
+ or substituting -- in part or in whole -- any of the components of the
41
+ Original Version, by changing formats or by porting the Font Software to a
42
+ new environment.
43
+
44
+ "Author" refers to any designer, engineer, programmer, technical
45
+ writer or other person who contributed to the Font Software.
46
+
47
+ PERMISSION & CONDITIONS
48
+ Permission is hereby granted, free of charge, to any person obtaining
49
+ a copy of the Font Software, to use, study, copy, merge, embed, modify,
50
+ redistribute, and sell modified and unmodified copies of the Font
51
+ Software, subject to the following conditions:
52
+
53
+ 1) Neither the Font Software nor any of its individual components,
54
+ in Original or Modified Versions, may be sold by itself.
55
+
56
+ 2) Original or Modified Versions of the Font Software may be bundled,
57
+ redistributed and/or sold with any software, provided that each copy
58
+ contains the above copyright notice and this license. These can be
59
+ included either as stand-alone text files, human-readable headers or
60
+ in the appropriate machine-readable metadata fields within text or
61
+ binary files as long as those fields can be easily viewed by the user.
62
+
63
+ 3) No Modified Version of the Font Software may use the Reserved Font
64
+ Name(s) unless explicit written permission is granted by the corresponding
65
+ Copyright Holder. This restriction only applies to the primary font name as
66
+ presented to the users.
67
+
68
+ 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
69
+ Software shall not be used to promote, endorse or advertise any
70
+ Modified Version, except to acknowledge the contribution(s) of the
71
+ Copyright Holder(s) and the Author(s) or with their explicit written
72
+ permission.
73
+
74
+ 5) The Font Software, modified or unmodified, in part or in whole,
75
+ must be distributed entirely under this license, and must not be
76
+ distributed under any other license. The requirement for fonts to
77
+ remain under this license does not apply to any document created
78
+ using the Font Software.
79
+
80
+ TERMINATION
81
+ This license becomes null and void if any of the above conditions are
82
+ not met.
83
+
84
+ DISCLAIMER
85
+ THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
86
+ EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
87
+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
88
+ OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
89
+ COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
90
+ INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
91
+ DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
92
+ FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
93
+ OTHER DEALINGS IN THE FONT SOFTWARE.
@@ -0,0 +1,4 @@
1
+ {
2
+ "locale": [{ "code": "en_US", "name": "English" }],
3
+ "defaultLocale": "en_US"
4
+ }
@@ -0,0 +1,16 @@
1
+ {
2
+ "schemaVersion": 1,
3
+ "fonts": {
4
+ "default": "primary",
5
+ "families": {
6
+ "primary": {
7
+ "fallback": ["Arial", "sans-serif"],
8
+ "faces": [
9
+ { "url": "assets/fonts/ChakraPetch-Regular.ttf", "weight": 400 },
10
+ { "url": "assets/fonts/ChakraPetch-Bold.ttf", "weight": 700 }
11
+ ]
12
+ }
13
+ }
14
+ },
15
+ "colors": { "disabled-text": "#999999" }
16
+ }
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "groups": [
3
3
  {
4
- "keys": "eui",
4
+ "keys": "eui,locale_json,lang_en_US_properties",
5
5
  "name": "preload"
6
6
  }
7
7
  ],
@@ -10,6 +10,16 @@
10
10
  "name": "eui",
11
11
  "type": "sheet",
12
12
  "url": "assets/ui/eui/eui.json"
13
+ },
14
+ {
15
+ "name": "locale_json",
16
+ "type": "json",
17
+ "url": "config/locale.json"
18
+ },
19
+ {
20
+ "name": "lang_en_US_properties",
21
+ "type": "text",
22
+ "url": "lang/lang_en_US.properties"
13
23
  }
14
24
  ]
15
25
  }
@@ -0,0 +1,5 @@
1
+ label.title=Hello Kurot
2
+ label.button=Click Me
3
+ label.description.open_source=Open-source, Free, Multi-platform
4
+ label.description.push_forward=Push Game Forward
5
+ label.description.engine=HTML5 Game Engine
@@ -1,6 +1,6 @@
1
1
  <?xml version="1.0" encoding="utf-8"?>
2
2
  <Skin xmlns="https://kurot.dev/ui/1" class="skins.ButtonSkin" states="disabled,down,up" minHeight="50" minWidth="100">
3
3
  <Image height="100%" scale9Grid="1,3,8,8" source="button_up_png" width="100%" alpha.disabled="0.5" source.down="button_down_png" />
4
- <Label id="labelDisplay" bottom="8" left="8" right="8" size="20" textAlign="center" textColor="#FFFFFF" top="8" verticalAlign="middle" />
4
+ <Label id="labelDisplay" bottom="8" left="8" right="8" size="20" textAlign="center" textColor="#FFFFFF" textColor.disabled="@style:colors:disabled-text" top="8" verticalAlign="middle" />
5
5
  <Image id="iconDisplay" horizontalCenter="0" verticalCenter="0" />
6
6
  </Skin>
@@ -5,6 +5,6 @@
5
5
  <HorizontalLayout verticalAlign="middle" />
6
6
  </layout>
7
7
  <Image alpha="1" fillMode="scale" source="checkbox_unselect_png" alpha.disabled="0.5" source.disabledAndSelected="checkbox_select_disabled_png" alpha.down="0.7" source.downAndSelected="checkbox_select_down_png" source.upAndSelected="checkbox_select_up_png" />
8
- <Label id="labelDisplay" fontFamily="Tahoma" size="20" textAlign="center" textColor="#707070" verticalAlign="middle" />
8
+ <Label id="labelDisplay" size="20" textAlign="center" textColor="#707070" verticalAlign="middle" />
9
9
  </Group>
10
10
  </Skin>
@@ -1,7 +1,7 @@
1
1
  <?xml version="1.0" encoding="utf-8"?>
2
2
  <Skin xmlns="https://kurot.dev/ui/1" class="skins.ComboBoxSkin" states="disabled,normal,open" minHeight="36" minWidth="100">
3
3
  <Rect fillColor="#1A1A2E" height="36" strokeColor="#0F3460" strokeWeight="1" width="100%" fillColor.disabled="#16213E" strokeColor.disabled="#4A5459" fillColor.open="#16213E" strokeColor.open="#6C5CE7" />
4
- <Label id="labelDisplay" height="36" left="10" right="36" size="14" textColor="#DFE6E9" top="0" verticalAlign="middle" textColor.disabled="#636E72" />
4
+ <Label id="labelDisplay" height="36" left="10" right="36" size="14" textColor="#DFE6E9" top="0" verticalAlign="middle" textColor.disabled="@style:colors:disabled-text" />
5
5
  <Label height="36" right="4" size="10" text="▼" textAlign="center" textColor="#636E72" top="0" verticalAlign="middle" width="24" textColor.open="#6C5CE7" />
6
6
  <Scroller id="dropDown" height="180" left="0" right="0" top="36" visible="false">
7
7
  <List id="list" height="180" width="100%" />
@@ -1,5 +1,5 @@
1
1
  <?xml version="1.0" encoding="utf-8"?>
2
2
  <Skin xmlns="https://kurot.dev/ui/1" class="skins.ItemRendererSkin" states="disabled,down,up" minHeight="50" minWidth="100">
3
3
  <Image height="100%" scale9Grid="1,3,8,8" source="button_up_png" width="100%" alpha.disabled="0.5" source.down="button_down_png" />
4
- <Label id="labelDisplay" bottom="8" fontFamily="Tahoma" left="8" right="8" size="20" textAlign="center" textColor="#FFFFFF" top="8" verticalAlign="middle" />
4
+ <Label id="labelDisplay" bottom="8" left="8" right="8" size="20" textAlign="center" textColor="#FFFFFF" top="8" verticalAlign="middle" />
5
5
  </Skin>
@@ -3,7 +3,7 @@
3
3
  <Image bottom="0" left="0" right="0" scale9Grid="2,2,12,12" source="border_png" top="0" />
4
4
  <Group id="moveArea" height="45" left="0" right="0" top="0">
5
5
  <Image bottom="0" left="0" right="0" scale9Grid="2,2,12,12" source="header_png" top="0" />
6
- <Label id="titleDisplay" fontFamily="Tahoma" left="15" right="5" size="20" textColor="#FFFFFF" verticalCenter="0" wordWrap="false" />
6
+ <Label id="titleDisplay" left="15" right="5" size="20" textColor="#FFFFFF" verticalCenter="0" wordWrap="false" />
7
7
  </Group>
8
8
  <Button id="closeButton" bottom="5" horizontalCenter="0" label="close" />
9
9
  </Skin>
@@ -2,5 +2,5 @@
2
2
  <Skin xmlns="https://kurot.dev/ui/1" class="skins.ProgressBarSkin" minHeight="18" minWidth="30">
3
3
  <Image height="100%" scale9Grid="1,1,4,4" source="track_pb_png" verticalCenter="0" width="100%" />
4
4
  <Image id="thumb" height="100%" scale9Grid="1,1,4,4" source="thumb_pb_png" width="100%" />
5
- <Label id="labelDisplay" fontFamily="Tahoma" horizontalCenter="0" size="15" textAlign="center" textColor="#707070" verticalAlign="middle" verticalCenter="0" />
5
+ <Label id="labelDisplay" horizontalCenter="0" size="15" textAlign="center" textColor="#707070" verticalAlign="middle" verticalCenter="0" />
6
6
  </Skin>
@@ -5,6 +5,6 @@
5
5
  <HorizontalLayout verticalAlign="middle" />
6
6
  </layout>
7
7
  <Image alpha="1" fillMode="scale" source="radiobutton_unselect_png" alpha.disabled="0.5" source.disabledAndSelected="radiobutton_select_disabled_png" alpha.down="0.7" source.downAndSelected="radiobutton_select_down_png" source.upAndSelected="radiobutton_select_up_png" />
8
- <Label id="labelDisplay" fontFamily="Tahoma" size="20" textAlign="center" textColor="#707070" verticalAlign="middle" />
8
+ <Label id="labelDisplay" size="20" textAlign="center" textColor="#707070" verticalAlign="middle" />
9
9
  </Group>
10
10
  </Skin>
@@ -1,6 +1,6 @@
1
1
  <?xml version="1.0" encoding="utf-8"?>
2
2
  <Skin xmlns="https://kurot.dev/ui/1" class="skins.TextInputSkin" states="disabled,disabledWithPrompt,normal,normalWithPrompt" minHeight="40" minWidth="300">
3
3
  <Rect fillColor="#FFFFFF" height="100%" width="100%" alpha.disabled="0.5" />
4
- <EditableText id="textDisplay" height="24" left="10" right="10" size="20" textColor="#000000" verticalAlign="middle" verticalCenter="0" textColor.disabled="#FF0000" />
4
+ <EditableText id="textDisplay" height="24" left="10" right="10" size="20" textColor="#000000" verticalAlign="middle" verticalCenter="0" textColor.disabled="@style:colors:disabled-text" />
5
5
  <Label id="promptDisplay" height="24" left="10" multiline="false" right="10" size="20" textColor="#A9A9A9" touchEnabled="false" verticalAlign="middle" verticalCenter="0" visible="false" wordWrap="false" visible.disabledWithPrompt="true" visible.normalWithPrompt="true" />
6
6
  </Skin>
@@ -1,5 +1,5 @@
1
1
  <?xml version="1.0" encoding="utf-8"?>
2
2
  <Skin xmlns="https://kurot.dev/ui/1" class="skins.ToggleButtonSkin" states="disabled,disabledAndSelected,down,downAndSelected,up,upAndSelected" minHeight="50" minWidth="100">
3
3
  <Rect fillColor="#636E72" height="100%" strokeColor="#4A5459" strokeWeight="1" width="100%" fillColor.disabled="#2D3436" fillColor.disabledAndSelected="#2D3436" fillColor.down="#4A5459" fillColor.downAndSelected="#5A4BD1" fillColor.upAndSelected="#6C5CE7" />
4
- <Label id="labelDisplay" bottom="8" left="8" right="8" size="16" textAlign="center" textColor="#DFE6E9" top="8" verticalAlign="middle" textColor.disabled="#636E72" textColor.upAndSelected="#FFFFFF" />
4
+ <Label id="labelDisplay" bottom="8" left="8" right="8" size="16" textAlign="center" textColor="#DFE6E9" top="8" verticalAlign="middle" textColor.disabled="@style:colors:disabled-text" textColor.upAndSelected="#FFFFFF" />
5
5
  </Skin>
@@ -0,0 +1,109 @@
1
+ /**
2
+ * preload 完成后注册项目翻译。URL 的 lang 优先,缺失翻译回退英语,再回退键名。
3
+ * 不监听 UI、不自动重写文本;界面创建时主动调用 getString。
4
+ */
5
+ export class LocaleManager {
6
+ private static _locales = new Map<string, ReadonlyMap<string, string>>();
7
+ private static _currentLocale = '';
8
+
9
+ public static get currentLocale(): string {
10
+ return this._currentLocale;
11
+ }
12
+
13
+ /**
14
+ * 先验证整份配置及语言资源,成功后一起替换,避免加载失败留下半套翻译。
15
+ */
16
+ public static init(config: unknown, readResource: (name: string) => unknown, requestedLocale = ''): void {
17
+ const locales = new Map<string, ReadonlyMap<string, string>>();
18
+ let defaultLocale = '';
19
+ if (config !== undefined) {
20
+ if (!isRecord(config) || !Array.isArray(config.locale)) {
21
+ throw new Error('locale.json must contain a locale array.');
22
+ }
23
+ for (const entry of config.locale as unknown[]) {
24
+ if (
25
+ !isRecord(entry) ||
26
+ typeof entry.code !== 'string' ||
27
+ !/^[a-z]{2}_[A-Z]{2}$/.test(entry.code) ||
28
+ typeof entry.name !== 'string' ||
29
+ entry.name.trim() === ''
30
+ ) {
31
+ throw new Error('Each project language must have a language code and name.');
32
+ }
33
+ if (locales.has(entry.code)) {
34
+ throw new Error(`Duplicate project language: ${entry.code}.`);
35
+ }
36
+ const source = readResource(`lang_${entry.code}_properties`);
37
+ if (typeof source !== 'string') {
38
+ throw new Error(`Language resource is unavailable: ${entry.code}.`);
39
+ }
40
+ locales.set(entry.code, this._parse(source));
41
+ }
42
+ const configuredDefault =
43
+ config.defaultLocale === undefined ? (locales.has('en_US') ? 'en_US' : '') : config.defaultLocale;
44
+ if (
45
+ typeof configuredDefault !== 'string' ||
46
+ (configuredDefault !== '' && !locales.has(configuredDefault))
47
+ ) {
48
+ throw new Error('defaultLocale must name an enabled language or be empty.');
49
+ }
50
+ defaultLocale = configuredDefault;
51
+ }
52
+
53
+ const normalized = requestedLocale.trim().replace(/-/g, '_').toLowerCase();
54
+ const codes = [...locales.keys()];
55
+ const exact = codes.find(code => code.toLowerCase() === normalized);
56
+ const base = normalized.split('_')[0];
57
+ this._currentLocale = exact ?? codes.find(code => code.toLowerCase().split('_')[0] === base) ?? defaultLocale;
58
+ this._locales = locales;
59
+ }
60
+
61
+ public static getString(key: string, ...args: Array<string | number>): string {
62
+ const text = this._locales.get(this._currentLocale)?.get(key) ?? this._locales.get('en_US')?.get(key) ?? key;
63
+ return text.replace(/\{(\d+)\}/g, (placeholder: string, index: string) => {
64
+ const argument = args[Number(index)];
65
+ return argument === undefined ? placeholder : String(argument);
66
+ });
67
+ }
68
+
69
+ private static _parse(source: string): ReadonlyMap<string, string> {
70
+ const values = new Map<string, string>();
71
+ for (const line of source.split(/\r?\n/)) {
72
+ const content = line.trim();
73
+ if (!content || content.startsWith('#') || content.startsWith('!')) {
74
+ continue;
75
+ }
76
+ const split = line.indexOf('=');
77
+ if (split < 0) {
78
+ continue;
79
+ }
80
+ const key = line.slice(0, split).trim();
81
+ if (key) {
82
+ values.set(key, this._decodeValue(line.slice(split + 1).trim()));
83
+ }
84
+ }
85
+ return values;
86
+ }
87
+
88
+ private static _decodeValue(value: string): string {
89
+ return value.replace(/\\(u[0-9a-fA-F]{4}|[nrt\\=: ])/g, (_match: string, escape: string) => {
90
+ if (escape.startsWith('u')) {
91
+ return String.fromCharCode(Number.parseInt(escape.slice(1), 16));
92
+ }
93
+ switch (escape) {
94
+ case 'n':
95
+ return '\n';
96
+ case 'r':
97
+ return '\r';
98
+ case 't':
99
+ return '\t';
100
+ default:
101
+ return escape;
102
+ }
103
+ });
104
+ }
105
+ }
106
+
107
+ function isRecord(value: unknown): value is Record<string, unknown> {
108
+ return typeof value === 'object' && value !== null && !Array.isArray(value);
109
+ }
@@ -5,15 +5,18 @@
5
5
  *
6
6
  * Lifecycle: constructor → ADDED_TO_STAGE → $onAddToStage → runGame → load → createGameScene → startAnimation
7
7
  */
8
- import { createPlayer, Event, resource } from '@kurot/core';
8
+ import { createPlayer, Event, resource, TextField } from '@kurot/core';
9
9
  import { Button, Label, Rect, Theme, UILayer, setAssetAdapter } from '@kurot/ui';
10
10
  import { Tween } from '@kurot/game';
11
11
  import { AssetAdapter } from '@/AssetAdapter';
12
12
  import { LifecycleHandler } from '@/LifecycleHandler';
13
13
  import { Preloader } from '@/Preloader';
14
+ import { LocaleManager } from '@/LocaleManager';
15
+ import { StyleManager } from '@/StyleManager';
14
16
 
15
17
  class Main extends UILayer {
16
18
  private readonly _preloader = new Preloader();
19
+ private _description!: Label;
17
20
 
18
21
  createChildren(): void {
19
22
  super.createChildren();
@@ -24,25 +27,25 @@ class Main extends UILayer {
24
27
  setAssetAdapter(new AssetAdapter());
25
28
  LifecycleHandler.init(stage);
26
29
 
27
- void this.runGame().catch(error => {
30
+ void this._runGame().catch(error => {
28
31
  console.error('[Main] Unable to start game:', error);
29
32
  });
30
33
  }
31
34
 
32
- private async runGame(): Promise<void> {
33
- await this.createPreloader();
34
- await this.load();
35
+ private async _runGame(): Promise<void> {
36
+ await this._createPreloader();
37
+ await this._load();
35
38
  this._preloader.destroy();
36
- this.createGameScene();
37
- this.startAnimation();
39
+ this._createGameScene();
40
+ this._startAnimation();
38
41
  }
39
42
 
40
- private async load(): Promise<void> {
41
- await this.updatePreloader('Loading resource configuration...', 1, 2);
43
+ private async _load(): Promise<void> {
44
+ await this._updatePreloader('Loading resource configuration...', 1, 2);
42
45
  await resource.loadConfig('resource/default.res.json', 'resource/');
43
46
 
44
- await this.updatePreloader('Loading theme...', 2, 2);
45
- await this.loadTheme();
47
+ await this._updatePreloader('Loading theme...', 2, 2);
48
+ await this._loadTheme();
46
49
 
47
50
  if (resource.hasGroup('preload')) {
48
51
  this._preloader.updateText('Loading resources...');
@@ -50,39 +53,44 @@ class Main extends UILayer {
50
53
  this._preloader.onProgress(loaded, total);
51
54
  });
52
55
  }
56
+
57
+ // 翻译依赖 preload 中的文本资源;加载完毕后再创建业务界面。
58
+ LocaleManager.init(
59
+ resource.get('locale_json'),
60
+ name => resource.get(name),
61
+ new URLSearchParams(window.location.search).get('lang') ?? '',
62
+ );
53
63
  }
54
64
 
55
- private async createPreloader(): Promise<void> {
65
+ private async _createPreloader(): Promise<void> {
56
66
  await this._preloader.init();
57
67
  this.addChild(this._preloader);
58
68
  }
59
69
 
60
- private async updatePreloader(message: string, current: number, total: number): Promise<void> {
70
+ private async _updatePreloader(message: string, current: number, total: number): Promise<void> {
61
71
  this._preloader.updateText(message);
62
72
  this._preloader.updateProgress(current, total);
63
- await this.wait(0.1);
73
+ await this._wait(0.1);
64
74
  }
65
75
 
66
- private async loadTheme(): Promise<void> {
76
+ private async _loadTheme(): Promise<void> {
67
77
  // Load the theme and its default UI skin mappings.
68
78
  const theme = new Theme('resource/default.thm.json');
69
79
  await new Promise<void>(resolve => theme.addEventListener(Event.COMPLETE, () => resolve()));
70
80
  }
71
81
 
72
- private wait(timeout: number): Promise<void> {
82
+ private _wait(timeout: number): Promise<void> {
73
83
  return new Promise<void>(resolve => {
74
84
  setTimeout(resolve, timeout * 1000);
75
85
  });
76
86
  }
77
87
 
78
- private textfield!: Label;
79
-
80
88
  /**
81
89
  * Create the game scene.
82
90
  *
83
91
  * Build a responsive view with EUI components and constraint-based layout.
84
92
  */
85
- private createGameScene(): void {
93
+ private _createGameScene(): void {
86
94
  // Responsive background
87
95
  const sky = new Rect();
88
96
  sky.left = 0;
@@ -111,7 +119,7 @@ class Main extends UILayer {
111
119
  colorLabel.height = 48;
112
120
  colorLabel.textAlign = 'center';
113
121
  colorLabel.verticalAlign = 'middle';
114
- colorLabel.text = 'Hello Kurot';
122
+ colorLabel.text = LocaleManager.getString('label.title');
115
123
  colorLabel.size = 36;
116
124
  this.addChild(colorLabel);
117
125
 
@@ -127,11 +135,11 @@ class Main extends UILayer {
127
135
  textfield.verticalAlign = 'middle';
128
136
  textfield.size = 24;
129
137
  textfield.textColor = 0xffffff;
130
- this.textfield = textfield;
138
+ this._description = textfield;
131
139
 
132
140
  // UI button using the default theme
133
141
  const button = new Button();
134
- button.label = 'Click Me';
142
+ button.label = LocaleManager.getString('label.button');
135
143
  button.horizontalCenter = 0;
136
144
  button.top = 200;
137
145
  button.width = 200;
@@ -141,16 +149,20 @@ class Main extends UILayer {
141
149
  /**
142
150
  * Play a looping text fade animation.
143
151
  */
144
- private startAnimation(): void {
145
- const texts = ['Open-source, Free, Multi-platform', 'Push Game Forward', 'HTML5 Game Engine'];
152
+ private _startAnimation(): void {
153
+ const texts = [
154
+ LocaleManager.getString('label.description.open_source'),
155
+ LocaleManager.getString('label.description.push_forward'),
156
+ LocaleManager.getString('label.description.engine'),
157
+ ];
146
158
  let count = -1;
147
159
  const change = () => {
148
160
  count++;
149
161
  if (count >= texts.length) {
150
162
  count = 0;
151
163
  }
152
- this.textfield.text = texts[count];
153
- const tw = Tween.get(this.textfield);
164
+ this._description.text = texts[count];
165
+ const tw = Tween.get(this._description);
154
166
  tw.to({ alpha: 1 }, 200);
155
167
  tw.wait(2000);
156
168
  tw.to({ alpha: 0 }, 200);
@@ -161,12 +173,24 @@ class Main extends UILayer {
161
173
  }
162
174
 
163
175
  // ── Bootstrap ─────────────────────────────────────────────────────────────
164
- const app = createPlayer({
165
- canvas: document.getElementById('gameCanvas') as HTMLCanvasElement,
166
- contentWidth: 640,
167
- contentHeight: 1136,
168
- scaleMode: 'showAll',
169
- frameRate: 60,
170
- });
176
+ async function start(): Promise<void> {
177
+ // 包括 Preloader 在内的所有 Label 首次测量都使用已就绪的项目字体。
178
+ await StyleManager.init();
179
+ TextField.default_fontFamily = StyleManager.fontFamily;
180
+ const canvas = document.getElementById('gameCanvas');
181
+ if (!(canvas instanceof HTMLCanvasElement)) {
182
+ throw new Error('Missing gameCanvas.');
183
+ }
184
+ const app = createPlayer({
185
+ canvas,
186
+ contentWidth: 640,
187
+ contentHeight: 1136,
188
+ scaleMode: 'showAll',
189
+ frameRate: 60,
190
+ });
191
+ app.start(new Main());
192
+ }
171
193
 
172
- app.start(new Main());
194
+ void start().catch(error => {
195
+ console.error('[Main] Unable to start project:', error);
196
+ });
@@ -0,0 +1,57 @@
1
+ import { getUIStyleColor, getUIStyleFontAlias, getUIStyleFontFamily, parseUIStyleSheet } from '@kurot/ui-document';
2
+ import type { UIStyleFontFace } from '@kurot/ui-document';
3
+
4
+ /**
5
+ * 项目启动时加载固定样式表,字体全部就绪后再创建 Player 和 UI。
6
+ * 字体别名保持稳定,换字体文件不需要逐个修改皮肤。
7
+ */
8
+ export class StyleManager {
9
+ private static _colors: Readonly<Record<string, number>> = Object.freeze({});
10
+ private static _fontFamily?: string;
11
+
12
+ public static get fontFamily(): string {
13
+ if (this._fontFamily === undefined) {
14
+ throw new Error('Project styles are not initialized.');
15
+ }
16
+ return this._fontFamily;
17
+ }
18
+
19
+ public static async init(): Promise<void> {
20
+ const resourceRoot = new URL('resource/', document.baseURI);
21
+ const response = await fetch(new URL('config/style.json', resourceRoot));
22
+ if (!response.ok) {
23
+ throw new Error(`Unable to load resource/config/style.json: HTTP ${response.status}.`);
24
+ }
25
+ const stylesheet = parseUIStyleSheet(await response.json());
26
+ const loading = Object.entries(stylesheet.fonts.families).flatMap(([key, family]) =>
27
+ family.faces.map(face => this._loadFace(key, face, resourceRoot)),
28
+ );
29
+ const faces = await Promise.all(loading);
30
+
31
+ // 全部成功后一次性发布,失败时不留下半套字体或新的默认值。
32
+ for (const face of faces) {
33
+ document.fonts.add(face);
34
+ }
35
+ this._fontFamily = getUIStyleFontFamily(stylesheet);
36
+ this._colors = stylesheet.colors;
37
+ }
38
+
39
+ /**
40
+ * 业务代码需要动态设置文字颜色时,读取与皮肤编译相同的颜色表。
41
+ */
42
+ public static getColor(key: string): number {
43
+ return getUIStyleColor(this._colors, key);
44
+ }
45
+
46
+ private static async _loadFace(key: string, definition: UIStyleFontFace, resourceRoot: URL): Promise<FontFace> {
47
+ const url = new URL(definition.url.split('/').map(encodeURIComponent).join('/'), resourceRoot);
48
+ const face = new FontFace(getUIStyleFontAlias(key), `url("${url.href}")`, {
49
+ weight: String(definition.weight),
50
+ });
51
+ try {
52
+ return await face.load();
53
+ } catch (cause) {
54
+ throw new Error(`Unable to load project font ${key} (${definition.weight}): ${definition.url}.`, { cause });
55
+ }
56
+ }
57
+ }