@number10/jsx-phaser 5.0.0

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Files changed (689) hide show
  1. package/LICENSE +667 -0
  2. package/README.md +44 -0
  3. package/dist/_virtual/_commonjsHelpers.cjs +7 -0
  4. package/dist/_virtual/_commonjsHelpers.cjs.map +1 -0
  5. package/dist/_virtual/_commonjsHelpers.js +7 -0
  6. package/dist/_virtual/_commonjsHelpers.js.map +1 -0
  7. package/dist/_virtual/index.cjs +7 -0
  8. package/dist/_virtual/index.cjs.map +1 -0
  9. package/dist/_virtual/index.js +8 -0
  10. package/dist/_virtual/index.js.map +1 -0
  11. package/dist/animation/index.d.ts +7 -0
  12. package/dist/animation/index.d.ts.map +1 -0
  13. package/dist/camera/index.d.ts +5 -0
  14. package/dist/camera/index.d.ts.map +1 -0
  15. package/dist/camera/use-camera-fx.cjs +49 -0
  16. package/dist/camera/use-camera-fx.cjs.map +1 -0
  17. package/dist/camera/use-camera-fx.d.ts +25 -0
  18. package/dist/camera/use-camera-fx.d.ts.map +1 -0
  19. package/dist/camera/use-camera-fx.js +49 -0
  20. package/dist/camera/use-camera-fx.js.map +1 -0
  21. package/dist/clip/index.cjs +8 -0
  22. package/dist/clip/index.cjs.map +1 -0
  23. package/dist/clip/index.d.ts +3 -0
  24. package/dist/clip/index.d.ts.map +1 -0
  25. package/dist/clip/index.js +9 -0
  26. package/dist/clip/index.js.map +1 -0
  27. package/dist/clip/stencil-clip-depth.cjs +24 -0
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  29. package/dist/clip/stencil-clip-depth.d.ts +10 -0
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  33. package/dist/clip/stencil-clip-extension.cjs +113 -0
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  39. package/dist/clip/stencil-clip-fbo-bridge.cjs +46 -0
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  41. package/dist/clip/stencil-clip-fbo-bridge.d.ts +7 -0
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  45. package/dist/clip/stencil-clip-renderer.cjs +300 -0
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  47. package/dist/clip/stencil-clip-renderer.d.ts +7 -0
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  49. package/dist/clip/stencil-clip-renderer.js +300 -0
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  51. package/dist/clip/stencil-clip-state.cjs +84 -0
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  53. package/dist/clip/stencil-clip-state.d.ts +28 -0
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  55. package/dist/clip/stencil-clip-state.js +84 -0
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  57. package/dist/clip/stencil-clip-types.d.ts +67 -0
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  59. package/dist/clip/stencil-clip.cjs +138 -0
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  61. package/dist/clip/stencil-clip.d.ts +53 -0
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  63. package/dist/clip/stencil-clip.js +122 -0
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  65. package/dist/colors/use-color-mode.cjs +28 -0
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  67. package/dist/colors/use-color-mode.d.ts +22 -0
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  73. package/dist/colors/use-colors.d.ts +36 -0
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  75. package/dist/colors/use-colors.js +45 -0
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  77. package/dist/components/DebugPanel.cjs +88 -0
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  79. package/dist/components/DebugPanel.d.ts +45 -0
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  81. package/dist/components/DebugPanel.js +71 -0
  82. package/dist/components/DebugPanel.js.map +1 -0
  83. package/dist/components/appliers/applyBackground.cjs +89 -0
  84. package/dist/components/appliers/applyBackground.cjs.map +1 -0
  85. package/dist/components/appliers/applyBackground.d.ts +18 -0
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  89. package/dist/components/appliers/applyGestures.cjs +85 -0
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  91. package/dist/components/appliers/applyGestures.d.ts +12 -0
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  101. package/dist/components/appliers/applyGraphicsLayout.cjs +18 -0
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  107. package/dist/components/appliers/applyImage.cjs +92 -0
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  109. package/dist/components/appliers/applyImage.d.ts +47 -0
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  113. package/dist/components/appliers/applyImageLayout.cjs +18 -0
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  117. package/dist/components/appliers/applyImageLayout.js +18 -0
  118. package/dist/components/appliers/applyImageLayout.js.map +1 -0
  119. package/dist/components/appliers/applyLayout.cjs +108 -0
  120. package/dist/components/appliers/applyLayout.cjs.map +1 -0
  121. package/dist/components/appliers/applyLayout.d.ts +19 -0
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  123. package/dist/components/appliers/applyLayout.js +91 -0
  124. package/dist/components/appliers/applyLayout.js.map +1 -0
  125. package/dist/components/appliers/applyNineSlice.cjs +37 -0
  126. package/dist/components/appliers/applyNineSlice.cjs.map +1 -0
  127. package/dist/components/appliers/applyNineSlice.d.ts +14 -0
  128. package/dist/components/appliers/applyNineSlice.d.ts.map +1 -0
  129. package/dist/components/appliers/applyNineSlice.js +37 -0
  130. package/dist/components/appliers/applyNineSlice.js.map +1 -0
  131. package/dist/components/appliers/applyNineSliceLayout.cjs +18 -0
  132. package/dist/components/appliers/applyNineSliceLayout.cjs.map +1 -0
  133. package/dist/components/appliers/applyNineSliceLayout.d.ts +18 -0
  134. package/dist/components/appliers/applyNineSliceLayout.d.ts.map +1 -0
  135. package/dist/components/appliers/applyNineSliceLayout.js +18 -0
  136. package/dist/components/appliers/applyNineSliceLayout.js.map +1 -0
  137. package/dist/components/appliers/applyParticles.cjs +46 -0
  138. package/dist/components/appliers/applyParticles.cjs.map +1 -0
  139. package/dist/components/appliers/applyParticles.d.ts +7 -0
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  143. package/dist/components/appliers/applyParticlesLayout.cjs +7 -0
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  145. package/dist/components/appliers/applyParticlesLayout.d.ts +11 -0
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  147. package/dist/components/appliers/applyParticlesLayout.js +7 -0
  148. package/dist/components/appliers/applyParticlesLayout.js.map +1 -0
  149. package/dist/components/appliers/applyPhaser.cjs +40 -0
  150. package/dist/components/appliers/applyPhaser.cjs.map +1 -0
  151. package/dist/components/appliers/applyPhaser.d.ts +24 -0
  152. package/dist/components/appliers/applyPhaser.d.ts.map +1 -0
  153. package/dist/components/appliers/applyPhaser.js +40 -0
  154. package/dist/components/appliers/applyPhaser.js.map +1 -0
  155. package/dist/components/appliers/applySprite.cjs +124 -0
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  157. package/dist/components/appliers/applySprite.d.ts +13 -0
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  161. package/dist/components/appliers/applySpriteLayout.cjs +7 -0
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  167. package/dist/components/appliers/applyText.cjs +142 -0
  168. package/dist/components/appliers/applyText.cjs.map +1 -0
  169. package/dist/components/appliers/applyText.d.ts +32 -0
  170. package/dist/components/appliers/applyText.d.ts.map +1 -0
  171. package/dist/components/appliers/applyText.js +142 -0
  172. package/dist/components/appliers/applyText.js.map +1 -0
  173. package/dist/components/appliers/applyTextLayout.cjs +16 -0
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  179. package/dist/components/appliers/applyTooltip.cjs +247 -0
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  181. package/dist/components/appliers/applyTooltip.d.ts +16 -0
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  682. package/dist/vector/PhaserVectorDrawContext.cjs.map +1 -0
  683. package/dist/vector/PhaserVectorDrawContext.d.ts +27 -0
  684. package/dist/vector/PhaserVectorDrawContext.d.ts.map +1 -0
  685. package/dist/vector/PhaserVectorDrawContext.js +97 -0
  686. package/dist/vector/PhaserVectorDrawContext.js.map +1 -0
  687. package/dist/vector/index.d.ts +2 -0
  688. package/dist/vector/index.d.ts.map +1 -0
  689. package/package.json +96 -0
@@ -0,0 +1,300 @@
1
+ function savePhaserGLState(renderer) {
2
+ const glWrapper = renderer.glWrapper;
3
+ return {
4
+ activeTexture: glWrapper.state?.bindings?.activeTexture,
5
+ arrayBuffer: glWrapper.state?.bindings?.arrayBuffer ?? null,
6
+ program: glWrapper.state?.bindings?.program ?? null,
7
+ vao: glWrapper.state?.vao ?? null
8
+ };
9
+ }
10
+ function restorePhaserGLState(renderer, saved, fallbackActiveTexture) {
11
+ const glWrapper = renderer.glWrapper;
12
+ if (glWrapper.update) {
13
+ glWrapper.update(
14
+ {
15
+ bindings: {
16
+ activeTexture: saved.activeTexture ?? fallbackActiveTexture,
17
+ arrayBuffer: saved.arrayBuffer,
18
+ program: saved.program
19
+ },
20
+ vao: saved.vao
21
+ },
22
+ true
23
+ );
24
+ return;
25
+ }
26
+ glWrapper.updateBindingsActiveTexture?.(
27
+ {
28
+ bindings: {
29
+ activeTexture: saved.activeTexture ?? fallbackActiveTexture
30
+ }
31
+ },
32
+ true
33
+ );
34
+ }
35
+ const ROUND_RECT_VERT_SRC = `
36
+ attribute vec2 a_ndc;
37
+ attribute vec2 a_loc;
38
+ varying vec2 v_loc;
39
+ void main(){gl_Position=vec4(a_ndc,0.,1.);v_loc=a_loc;}
40
+ `;
41
+ const ROUND_RECT_FRAG_SRC = `
42
+ precision mediump float;
43
+ varying vec2 v_loc;
44
+ uniform vec2 u_halfSize;
45
+ uniform vec4 u_radii;
46
+ float sdRoundedBox(vec2 p,vec2 b,vec4 r){
47
+ r.xy=p.x>0.?r.yz:r.xw;
48
+ r.x =p.y>0.?r.y :r.x;
49
+ vec2 q=abs(p)-b+r.x;
50
+ return length(max(q,0.))+min(max(q.x,q.y),0.)-r.x;
51
+ }
52
+ void main(){
53
+ if(sdRoundedBox(v_loc,u_halfSize,u_radii)>0.)discard;
54
+ gl_FragColor=vec4(0.);
55
+ }
56
+ `;
57
+ const BITMAP_VERT_SRC = `
58
+ attribute vec2 a_ndc;
59
+ attribute vec2 a_uv;
60
+ varying vec2 v_uv;
61
+ void main(){gl_Position=vec4(a_ndc,0.,1.);v_uv=a_uv;}
62
+ `;
63
+ const BITMAP_FRAG_SRC = `
64
+ precision mediump float;
65
+ varying vec2 v_uv;
66
+ uniform sampler2D u_texture;
67
+ uniform float u_alphaThreshold;
68
+ uniform float u_invertAlpha;
69
+ void main(){
70
+ float a=texture2D(u_texture,v_uv).a;
71
+ bool keep=u_invertAlpha>0.5 ? a<u_alphaThreshold : a>=u_alphaThreshold;
72
+ if(!keep)discard;
73
+ gl_FragColor=vec4(0.);
74
+ }
75
+ `;
76
+ const _roundRectProgByGl = /* @__PURE__ */ new WeakMap();
77
+ const _bitmapProgByGl = /* @__PURE__ */ new WeakMap();
78
+ function createProgram(gl, vertSrc, fragSrc) {
79
+ const vs = gl.createShader(gl.VERTEX_SHADER);
80
+ gl.shaderSource(vs, vertSrc);
81
+ gl.compileShader(vs);
82
+ const fs = gl.createShader(gl.FRAGMENT_SHADER);
83
+ gl.shaderSource(fs, fragSrc);
84
+ gl.compileShader(fs);
85
+ const prog = gl.createProgram();
86
+ gl.attachShader(prog, vs);
87
+ gl.attachShader(prog, fs);
88
+ gl.linkProgram(prog);
89
+ return prog;
90
+ }
91
+ function getRoundRectProg(gl) {
92
+ let prog = _roundRectProgByGl.get(gl);
93
+ if (prog) return prog;
94
+ prog = createProgram(gl, ROUND_RECT_VERT_SRC, ROUND_RECT_FRAG_SRC);
95
+ _roundRectProgByGl.set(gl, prog);
96
+ return prog;
97
+ }
98
+ function getBitmapProg(gl) {
99
+ let prog = _bitmapProgByGl.get(gl);
100
+ if (prog) return prog;
101
+ prog = createProgram(gl, BITMAP_VERT_SRC, BITMAP_FRAG_SRC);
102
+ _bitmapProgByGl.set(gl, prog);
103
+ return prog;
104
+ }
105
+ const _roundRectLocsByProg = /* @__PURE__ */ new WeakMap();
106
+ const _bitmapLocsByProg = /* @__PURE__ */ new WeakMap();
107
+ function getRoundRectShaderLocs(gl, prog) {
108
+ let l = _roundRectLocsByProg.get(prog);
109
+ if (!l) {
110
+ l = {
111
+ ndc: gl.getAttribLocation(prog, "a_ndc"),
112
+ loc: gl.getAttribLocation(prog, "a_loc"),
113
+ halfSize: gl.getUniformLocation(prog, "u_halfSize"),
114
+ radii: gl.getUniformLocation(prog, "u_radii")
115
+ };
116
+ _roundRectLocsByProg.set(prog, l);
117
+ }
118
+ return l;
119
+ }
120
+ function getBitmapShaderLocs(gl, prog) {
121
+ let l = _bitmapLocsByProg.get(prog);
122
+ if (!l) {
123
+ l = {
124
+ ndc: gl.getAttribLocation(prog, "a_ndc"),
125
+ uv: gl.getAttribLocation(prog, "a_uv"),
126
+ texture: gl.getUniformLocation(prog, "u_texture"),
127
+ alphaThreshold: gl.getUniformLocation(prog, "u_alphaThreshold"),
128
+ invertAlpha: gl.getUniformLocation(prog, "u_invertAlpha")
129
+ };
130
+ _bitmapLocsByProg.set(prog, l);
131
+ }
132
+ return l;
133
+ }
134
+ const STRIDE = 16;
135
+ function drawRoundRectMaskShape(gl, scene, matrix, cameraMatrix, offsetX, offsetY, w, h, logW, logH, radii, vertBuf, verts) {
136
+ const { a, b, c, d, tx, ty } = matrix;
137
+ const hw = w / 2;
138
+ const hh = h / 2;
139
+ const cx = offsetX + hw;
140
+ const cy = offsetY + hh;
141
+ const corners = [
142
+ [cx - hw, cy - hh],
143
+ [cx + hw, cy - hh],
144
+ [cx + hw, cy + hh],
145
+ [cx - hw, cy + hh]
146
+ ];
147
+ for (let i = 0; i < 4; i++) {
148
+ const corner = corners[i];
149
+ const lx = corner[0];
150
+ const ly = corner[1];
151
+ const wx = a * lx + c * ly + tx;
152
+ const wy = b * lx + d * ly + ty;
153
+ const sx = cameraMatrix ? cameraMatrix.getX(wx, wy) : wx;
154
+ const sy = cameraMatrix ? cameraMatrix.getY(wx, wy) : wy;
155
+ verts[i * 4 + 0] = sx / logW * 2 - 1;
156
+ verts[i * 4 + 1] = 1 - sy / logH * 2;
157
+ verts[i * 4 + 2] = lx - cx;
158
+ verts[i * 4 + 3] = ly - cy;
159
+ }
160
+ const prevProg = gl.getParameter(gl.CURRENT_PROGRAM);
161
+ const prevBuf = gl.getParameter(gl.ARRAY_BUFFER_BINDING);
162
+ const prevVAO = gl.getParameter(34229);
163
+ const prevActiveTextureUnit = gl.getParameter(gl.ACTIVE_TEXTURE) - gl.TEXTURE0;
164
+ const renderer = scene.renderer;
165
+ const savedPhaserState = savePhaserGLState(renderer);
166
+ gl.bindVertexArray(null);
167
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
168
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, verts);
169
+ const prog = getRoundRectProg(gl);
170
+ gl.useProgram(prog);
171
+ const locs = getRoundRectShaderLocs(gl, prog);
172
+ gl.enableVertexAttribArray(locs.ndc);
173
+ gl.vertexAttribPointer(locs.ndc, 2, gl.FLOAT, false, STRIDE, 0);
174
+ gl.enableVertexAttribArray(locs.loc);
175
+ gl.vertexAttribPointer(locs.loc, 2, gl.FLOAT, false, STRIDE, 8);
176
+ gl.uniform2f(locs.halfSize, hw, hh);
177
+ gl.uniform4f(locs.radii, radii[0], radii[1], radii[2], radii[3]);
178
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
179
+ gl.disableVertexAttribArray(locs.ndc);
180
+ gl.disableVertexAttribArray(locs.loc);
181
+ gl.bindBuffer(gl.ARRAY_BUFFER, prevBuf);
182
+ gl.useProgram(prevProg);
183
+ gl.bindVertexArray(prevVAO);
184
+ restorePhaserGLState(renderer, savedPhaserState, prevActiveTextureUnit);
185
+ }
186
+ function isTextureFrame(value) {
187
+ return typeof value === "object" && value !== null && "glTexture" in value && "u0" in value;
188
+ }
189
+ function resolveBitmapFrame(scene, source) {
190
+ const frame = isTextureFrame(source.texture) ? source.texture : typeof source.texture === "string" ? scene.textures.getFrame(source.texture, source.frame) : source.texture.get(source.frame);
191
+ if (!frame?.glTexture?.webGLTexture) return null;
192
+ return {
193
+ glTexture: frame.glTexture,
194
+ width: source.width ?? frame.cutWidth ?? frame.realWidth,
195
+ height: source.height ?? frame.cutHeight ?? frame.realHeight,
196
+ u0: frame.u0,
197
+ v0: frame.v0,
198
+ u1: frame.u1,
199
+ v1: frame.v1
200
+ };
201
+ }
202
+ function drawBitmapMaskShape(gl, scene, matrix, cameraMatrix, source, frameInfo, logW, logH, vertBuf, verts) {
203
+ const { a, b, c, d, tx, ty } = matrix;
204
+ const x0 = source.offsetX;
205
+ const y0 = source.offsetY;
206
+ const x1 = x0 + frameInfo.width;
207
+ const y1 = y0 + frameInfo.height;
208
+ const corners = [
209
+ [x0, y0, frameInfo.u0, frameInfo.v0],
210
+ [x1, y0, frameInfo.u1, frameInfo.v0],
211
+ [x1, y1, frameInfo.u1, frameInfo.v1],
212
+ [x0, y1, frameInfo.u0, frameInfo.v1]
213
+ ];
214
+ for (let i = 0; i < 4; i++) {
215
+ const corner = corners[i];
216
+ const lx = corner[0];
217
+ const ly = corner[1];
218
+ const wx = a * lx + c * ly + tx;
219
+ const wy = b * lx + d * ly + ty;
220
+ const sx = cameraMatrix ? cameraMatrix.getX(wx, wy) : wx;
221
+ const sy = cameraMatrix ? cameraMatrix.getY(wx, wy) : wy;
222
+ verts[i * 4 + 0] = sx / logW * 2 - 1;
223
+ verts[i * 4 + 1] = 1 - sy / logH * 2;
224
+ verts[i * 4 + 2] = corner[2];
225
+ verts[i * 4 + 3] = corner[3];
226
+ }
227
+ const prevProg = gl.getParameter(gl.CURRENT_PROGRAM);
228
+ const prevBuf = gl.getParameter(gl.ARRAY_BUFFER_BINDING);
229
+ const prevVAO = gl.getParameter(34229);
230
+ const prevActiveTextureUnit = gl.getParameter(gl.ACTIVE_TEXTURE) - gl.TEXTURE0;
231
+ const renderer = scene.renderer;
232
+ const savedPhaserState = savePhaserGLState(renderer);
233
+ gl.bindVertexArray(null);
234
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
235
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, verts);
236
+ const prog = getBitmapProg(gl);
237
+ gl.useProgram(prog);
238
+ const locs = getBitmapShaderLocs(gl, prog);
239
+ gl.enableVertexAttribArray(locs.ndc);
240
+ gl.vertexAttribPointer(locs.ndc, 2, gl.FLOAT, false, STRIDE, 0);
241
+ gl.enableVertexAttribArray(locs.uv);
242
+ gl.vertexAttribPointer(locs.uv, 2, gl.FLOAT, false, STRIDE, 8);
243
+ const textureUnits = renderer.glTextureUnits;
244
+ const prevTexture = textureUnits.units[0] ?? null;
245
+ textureUnits.bind(frameInfo.glTexture, 0);
246
+ gl.uniform1i(locs.texture, 0);
247
+ gl.uniform1f(locs.alphaThreshold, source.alphaThreshold);
248
+ gl.uniform1f(locs.invertAlpha, source.invertAlpha ? 1 : 0);
249
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
250
+ gl.disableVertexAttribArray(locs.ndc);
251
+ gl.disableVertexAttribArray(locs.uv);
252
+ textureUnits.bind(prevTexture, 0);
253
+ renderer.glWrapper.updateBindingsActiveTexture({
254
+ bindings: {
255
+ activeTexture: prevActiveTextureUnit
256
+ }
257
+ });
258
+ gl.bindBuffer(gl.ARRAY_BUFFER, prevBuf);
259
+ gl.useProgram(prevProg);
260
+ gl.bindVertexArray(prevVAO);
261
+ restorePhaserGLState(renderer, savedPhaserState, prevActiveTextureUnit);
262
+ }
263
+ function drawMaskShape(gl, scene, matrix, cameraMatrix, source, logW, logH, vertBuf, verts) {
264
+ if (source.kind === "bitmap") {
265
+ const frameInfo = resolveBitmapFrame(scene, source);
266
+ if (!frameInfo) return;
267
+ drawBitmapMaskShape(
268
+ gl,
269
+ scene,
270
+ matrix,
271
+ cameraMatrix,
272
+ source,
273
+ frameInfo,
274
+ logW,
275
+ logH,
276
+ vertBuf,
277
+ verts
278
+ );
279
+ return;
280
+ }
281
+ drawRoundRectMaskShape(
282
+ gl,
283
+ scene,
284
+ matrix,
285
+ cameraMatrix,
286
+ source.offsetX,
287
+ source.offsetY,
288
+ source.width,
289
+ source.height,
290
+ logW,
291
+ logH,
292
+ source.radii,
293
+ vertBuf,
294
+ verts
295
+ );
296
+ }
297
+ export {
298
+ drawMaskShape
299
+ };
300
+ //# sourceMappingURL=stencil-clip-renderer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip-renderer.js","sources":["../../src/clip/stencil-clip-renderer.ts"],"sourcesContent":["import type * as Phaser from 'phaser'\nimport type { BitmapMaskState, MaskState } from './stencil-clip-state'\nimport type { StencilBitmapTexture } from './stencil-clip-types'\n\nexport type GLPolyfilled = WebGLRenderingContext & {\n bindVertexArray(vao: WebGLVertexArrayObject | null): void\n}\n\ntype GLWrapperLike = {\n state?: {\n bindings?: {\n activeTexture?: number\n arrayBuffer?: unknown\n program?: unknown\n }\n vao?: unknown\n }\n update?(state: unknown, force?: boolean, vaoLast?: boolean): void\n updateBindingsActiveTexture?(state: unknown, force?: boolean): void\n}\n\ntype SavedPhaserGLState = {\n activeTexture: number | undefined\n arrayBuffer: unknown\n program: unknown\n vao: unknown\n}\n\nfunction savePhaserGLState(renderer: Phaser.Renderer.WebGL.WebGLRenderer): SavedPhaserGLState {\n const glWrapper = renderer.glWrapper as unknown as GLWrapperLike\n\n // Phaser 4 caches GL bindings; raw gl.* restoration is not enough.\n return {\n activeTexture: glWrapper.state?.bindings?.activeTexture,\n arrayBuffer: glWrapper.state?.bindings?.arrayBuffer ?? null,\n program: glWrapper.state?.bindings?.program ?? null,\n vao: glWrapper.state?.vao ?? null,\n }\n}\n\nfunction restorePhaserGLState(\n renderer: Phaser.Renderer.WebGL.WebGLRenderer,\n saved: SavedPhaserGLState,\n fallbackActiveTexture: number\n): void {\n const glWrapper = renderer.glWrapper as unknown as GLWrapperLike\n\n if (glWrapper.update) {\n // Keep Phaser's cached state aligned after this custom stencil shader pass.\n glWrapper.update(\n {\n bindings: {\n activeTexture: saved.activeTexture ?? fallbackActiveTexture,\n arrayBuffer: saved.arrayBuffer,\n program: saved.program,\n },\n vao: saved.vao,\n },\n true\n )\n return\n }\n\n glWrapper.updateBindingsActiveTexture?.(\n {\n bindings: {\n activeTexture: saved.activeTexture ?? fallbackActiveTexture,\n },\n },\n true\n )\n}\n\nconst ROUND_RECT_VERT_SRC = `\nattribute vec2 a_ndc;\nattribute vec2 a_loc;\nvarying vec2 v_loc;\nvoid main(){gl_Position=vec4(a_ndc,0.,1.);v_loc=a_loc;}\n`\n\nconst ROUND_RECT_FRAG_SRC = `\nprecision mediump float;\nvarying vec2 v_loc;\nuniform vec2 u_halfSize;\nuniform vec4 u_radii;\nfloat sdRoundedBox(vec2 p,vec2 b,vec4 r){\n r.xy=p.x>0.?r.yz:r.xw;\n r.x =p.y>0.?r.y :r.x;\n vec2 q=abs(p)-b+r.x;\n return length(max(q,0.))+min(max(q.x,q.y),0.)-r.x;\n}\nvoid main(){\n if(sdRoundedBox(v_loc,u_halfSize,u_radii)>0.)discard;\n gl_FragColor=vec4(0.);\n}\n`\n\nconst BITMAP_VERT_SRC = `\nattribute vec2 a_ndc;\nattribute vec2 a_uv;\nvarying vec2 v_uv;\nvoid main(){gl_Position=vec4(a_ndc,0.,1.);v_uv=a_uv;}\n`\n\nconst BITMAP_FRAG_SRC = `\nprecision mediump float;\nvarying vec2 v_uv;\nuniform sampler2D u_texture;\nuniform float u_alphaThreshold;\nuniform float u_invertAlpha;\nvoid main(){\n float a=texture2D(u_texture,v_uv).a;\n bool keep=u_invertAlpha>0.5 ? a<u_alphaThreshold : a>=u_alphaThreshold;\n if(!keep)discard;\n gl_FragColor=vec4(0.);\n}\n`\n\nconst _roundRectProgByGl = new WeakMap<WebGLRenderingContext, WebGLProgram>()\nconst _bitmapProgByGl = new WeakMap<WebGLRenderingContext, WebGLProgram>()\n\nfunction createProgram(gl: WebGLRenderingContext, vertSrc: string, fragSrc: string): WebGLProgram {\n const vs = gl.createShader(gl.VERTEX_SHADER) as WebGLShader\n gl.shaderSource(vs, vertSrc)\n gl.compileShader(vs)\n\n const fs = gl.createShader(gl.FRAGMENT_SHADER) as WebGLShader\n gl.shaderSource(fs, fragSrc)\n gl.compileShader(fs)\n\n const prog = gl.createProgram() as WebGLProgram\n gl.attachShader(prog, vs)\n gl.attachShader(prog, fs)\n gl.linkProgram(prog)\n\n return prog\n}\n\nfunction getRoundRectProg(gl: WebGLRenderingContext): WebGLProgram {\n let prog = _roundRectProgByGl.get(gl)\n if (prog) return prog\n\n prog = createProgram(gl, ROUND_RECT_VERT_SRC, ROUND_RECT_FRAG_SRC)\n _roundRectProgByGl.set(gl, prog)\n return prog\n}\n\nfunction getBitmapProg(gl: WebGLRenderingContext): WebGLProgram {\n let prog = _bitmapProgByGl.get(gl)\n if (prog) return prog\n\n prog = createProgram(gl, BITMAP_VERT_SRC, BITMAP_FRAG_SRC)\n _bitmapProgByGl.set(gl, prog)\n return prog\n}\n\ninterface RoundRectShaderLocs {\n ndc: number\n loc: number\n halfSize: WebGLUniformLocation | null\n radii: WebGLUniformLocation | null\n}\n\ninterface BitmapShaderLocs {\n ndc: number\n uv: number\n texture: WebGLUniformLocation | null\n alphaThreshold: WebGLUniformLocation | null\n invertAlpha: WebGLUniformLocation | null\n}\n\nconst _roundRectLocsByProg = new WeakMap<WebGLProgram, RoundRectShaderLocs>()\nconst _bitmapLocsByProg = new WeakMap<WebGLProgram, BitmapShaderLocs>()\n\nfunction getRoundRectShaderLocs(\n gl: WebGLRenderingContext,\n prog: WebGLProgram\n): RoundRectShaderLocs {\n let l = _roundRectLocsByProg.get(prog)\n if (!l) {\n l = {\n ndc: gl.getAttribLocation(prog, 'a_ndc'),\n loc: gl.getAttribLocation(prog, 'a_loc'),\n halfSize: gl.getUniformLocation(prog, 'u_halfSize'),\n radii: gl.getUniformLocation(prog, 'u_radii'),\n }\n _roundRectLocsByProg.set(prog, l)\n }\n return l\n}\n\nfunction getBitmapShaderLocs(gl: WebGLRenderingContext, prog: WebGLProgram): BitmapShaderLocs {\n let l = _bitmapLocsByProg.get(prog)\n if (!l) {\n l = {\n ndc: gl.getAttribLocation(prog, 'a_ndc'),\n uv: gl.getAttribLocation(prog, 'a_uv'),\n texture: gl.getUniformLocation(prog, 'u_texture'),\n alphaThreshold: gl.getUniformLocation(prog, 'u_alphaThreshold'),\n invertAlpha: gl.getUniformLocation(prog, 'u_invertAlpha'),\n }\n _bitmapLocsByProg.set(prog, l)\n }\n return l\n}\n\nconst STRIDE = 16\n\nfunction drawRoundRectMaskShape(\n gl: GLPolyfilled,\n scene: Phaser.Scene,\n matrix: Phaser.GameObjects.Components.TransformMatrix,\n cameraMatrix: Phaser.GameObjects.Components.TransformMatrix | undefined,\n offsetX: number,\n offsetY: number,\n w: number,\n h: number,\n logW: number,\n logH: number,\n radii: [number, number, number, number],\n vertBuf: WebGLBuffer,\n verts: Float32Array\n): void {\n const { a, b, c, d, tx, ty } = matrix\n const hw = w / 2\n const hh = h / 2\n const cx = offsetX + hw\n const cy = offsetY + hh\n\n const corners = [\n [cx - hw, cy - hh],\n [cx + hw, cy - hh],\n [cx + hw, cy + hh],\n [cx - hw, cy + hh],\n ] as const\n\n for (let i = 0; i < 4; i++) {\n const corner = corners[i] as [number, number]\n const lx = corner[0]\n const ly = corner[1]\n const wx = a * lx + c * ly + tx\n const wy = b * lx + d * ly + ty\n const sx = cameraMatrix ? cameraMatrix.getX(wx, wy) : wx\n const sy = cameraMatrix ? cameraMatrix.getY(wx, wy) : wy\n verts[i * 4 + 0] = (sx / logW) * 2 - 1\n verts[i * 4 + 1] = 1 - (sy / logH) * 2\n verts[i * 4 + 2] = lx - cx\n verts[i * 4 + 3] = ly - cy\n }\n\n const prevProg = gl.getParameter(gl.CURRENT_PROGRAM) as WebGLProgram | null\n const prevBuf = gl.getParameter(gl.ARRAY_BUFFER_BINDING) as WebGLBuffer | null\n const prevVAO = gl.getParameter(0x85b5) as WebGLVertexArrayObject | null\n const prevActiveTextureUnit = (gl.getParameter(gl.ACTIVE_TEXTURE) as number) - gl.TEXTURE0\n const renderer = scene.renderer as Phaser.Renderer.WebGL.WebGLRenderer\n const savedPhaserState = savePhaserGLState(renderer)\n\n gl.bindVertexArray(null)\n gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf)\n gl.bufferSubData(gl.ARRAY_BUFFER, 0, verts)\n\n const prog = getRoundRectProg(gl)\n gl.useProgram(prog)\n\n const locs = getRoundRectShaderLocs(gl, prog)\n gl.enableVertexAttribArray(locs.ndc)\n gl.vertexAttribPointer(locs.ndc, 2, gl.FLOAT, false, STRIDE, 0)\n gl.enableVertexAttribArray(locs.loc)\n gl.vertexAttribPointer(locs.loc, 2, gl.FLOAT, false, STRIDE, 8)\n\n gl.uniform2f(locs.halfSize, hw, hh)\n gl.uniform4f(locs.radii, radii[0], radii[1], radii[2], radii[3])\n\n gl.drawArrays(gl.TRIANGLE_FAN, 0, 4)\n\n gl.disableVertexAttribArray(locs.ndc)\n gl.disableVertexAttribArray(locs.loc)\n\n gl.bindBuffer(gl.ARRAY_BUFFER, prevBuf)\n gl.useProgram(prevProg)\n gl.bindVertexArray(prevVAO)\n restorePhaserGLState(renderer, savedPhaserState, prevActiveTextureUnit)\n}\n\ntype BitmapFrameInfo = {\n glTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper\n width: number\n height: number\n u0: number\n v0: number\n u1: number\n v1: number\n}\n\nfunction isTextureFrame(value: StencilBitmapTexture): value is Phaser.Textures.Frame {\n return typeof value === 'object' && value !== null && 'glTexture' in value && 'u0' in value\n}\n\nfunction resolveBitmapFrame(scene: Phaser.Scene, source: BitmapMaskState): BitmapFrameInfo | null {\n const frame = isTextureFrame(source.texture)\n ? source.texture\n : typeof source.texture === 'string'\n ? scene.textures.getFrame(source.texture, source.frame)\n : source.texture.get(source.frame)\n\n if (!frame?.glTexture?.webGLTexture) return null\n\n return {\n glTexture: frame.glTexture,\n width: source.width ?? frame.cutWidth ?? frame.realWidth,\n height: source.height ?? frame.cutHeight ?? frame.realHeight,\n u0: frame.u0,\n v0: frame.v0,\n u1: frame.u1,\n v1: frame.v1,\n }\n}\n\nfunction drawBitmapMaskShape(\n gl: GLPolyfilled,\n scene: Phaser.Scene,\n matrix: Phaser.GameObjects.Components.TransformMatrix,\n cameraMatrix: Phaser.GameObjects.Components.TransformMatrix | undefined,\n source: BitmapMaskState,\n frameInfo: BitmapFrameInfo,\n logW: number,\n logH: number,\n vertBuf: WebGLBuffer,\n verts: Float32Array\n): void {\n const { a, b, c, d, tx, ty } = matrix\n const x0 = source.offsetX\n const y0 = source.offsetY\n const x1 = x0 + frameInfo.width\n const y1 = y0 + frameInfo.height\n\n const corners = [\n [x0, y0, frameInfo.u0, frameInfo.v0],\n [x1, y0, frameInfo.u1, frameInfo.v0],\n [x1, y1, frameInfo.u1, frameInfo.v1],\n [x0, y1, frameInfo.u0, frameInfo.v1],\n ] as const\n\n for (let i = 0; i < 4; i++) {\n const corner = corners[i] as (typeof corners)[number]\n const lx = corner[0]\n const ly = corner[1]\n const wx = a * lx + c * ly + tx\n const wy = b * lx + d * ly + ty\n const sx = cameraMatrix ? cameraMatrix.getX(wx, wy) : wx\n const sy = cameraMatrix ? cameraMatrix.getY(wx, wy) : wy\n verts[i * 4 + 0] = (sx / logW) * 2 - 1\n verts[i * 4 + 1] = 1 - (sy / logH) * 2\n verts[i * 4 + 2] = corner[2]\n verts[i * 4 + 3] = corner[3]\n }\n\n const prevProg = gl.getParameter(gl.CURRENT_PROGRAM) as WebGLProgram | null\n const prevBuf = gl.getParameter(gl.ARRAY_BUFFER_BINDING) as WebGLBuffer | null\n const prevVAO = gl.getParameter(0x85b5) as WebGLVertexArrayObject | null\n const prevActiveTextureUnit = (gl.getParameter(gl.ACTIVE_TEXTURE) as number) - gl.TEXTURE0\n const renderer = scene.renderer as Phaser.Renderer.WebGL.WebGLRenderer\n const savedPhaserState = savePhaserGLState(renderer)\n\n gl.bindVertexArray(null)\n gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf)\n gl.bufferSubData(gl.ARRAY_BUFFER, 0, verts)\n\n const prog = getBitmapProg(gl)\n gl.useProgram(prog)\n\n const locs = getBitmapShaderLocs(gl, prog)\n gl.enableVertexAttribArray(locs.ndc)\n gl.vertexAttribPointer(locs.ndc, 2, gl.FLOAT, false, STRIDE, 0)\n gl.enableVertexAttribArray(locs.uv)\n gl.vertexAttribPointer(locs.uv, 2, gl.FLOAT, false, STRIDE, 8)\n\n const textureUnits = renderer.glTextureUnits\n const prevTexture = textureUnits.units[0] ?? null\n\n textureUnits.bind(frameInfo.glTexture, 0)\n gl.uniform1i(locs.texture, 0)\n gl.uniform1f(locs.alphaThreshold, source.alphaThreshold)\n gl.uniform1f(locs.invertAlpha, source.invertAlpha ? 1 : 0)\n\n gl.drawArrays(gl.TRIANGLE_FAN, 0, 4)\n\n gl.disableVertexAttribArray(locs.ndc)\n gl.disableVertexAttribArray(locs.uv)\n\n textureUnits.bind(prevTexture, 0)\n renderer.glWrapper.updateBindingsActiveTexture({\n bindings: {\n activeTexture: prevActiveTextureUnit,\n },\n })\n gl.bindBuffer(gl.ARRAY_BUFFER, prevBuf)\n gl.useProgram(prevProg)\n gl.bindVertexArray(prevVAO)\n restorePhaserGLState(renderer, savedPhaserState, prevActiveTextureUnit)\n}\n\nexport function drawMaskShape(\n gl: GLPolyfilled,\n scene: Phaser.Scene,\n matrix: 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@@ -0,0 +1,84 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ function resolveRadii(r) {
4
+ if (!r) return [0, 0, 0, 0];
5
+ if (typeof r === "number") return [r, r, r, r];
6
+ return [r.tl ?? 0, r.tr ?? 0, r.br ?? 0, r.bl ?? 0];
7
+ }
8
+ function isBitmapStencilClipSource(source) {
9
+ return source.kind === "bitmap";
10
+ }
11
+ function toRoundRectState(source) {
12
+ return {
13
+ kind: "roundRect",
14
+ width: source.width,
15
+ height: source.height,
16
+ offsetX: source.offsetX ?? 0,
17
+ offsetY: source.offsetY ?? 0,
18
+ radii: source.kind === "rect" ? [0, 0, 0, 0] : resolveRadii(source.cornerRadius)
19
+ };
20
+ }
21
+ function toBitmapState(source) {
22
+ return {
23
+ kind: "bitmap",
24
+ texture: source.texture,
25
+ frame: source.frame,
26
+ width: source.width,
27
+ height: source.height,
28
+ offsetX: source.offsetX ?? 0,
29
+ offsetY: source.offsetY ?? 0,
30
+ alphaThreshold: source.alphaThreshold ?? 0.5,
31
+ invertAlpha: source.invertAlpha ?? false
32
+ };
33
+ }
34
+ function toMaskState(source) {
35
+ return isBitmapStencilClipSource(source) ? toBitmapState(source) : toRoundRectState(source);
36
+ }
37
+ function mergeMaskState(current, update) {
38
+ if (isBitmapStencilClipSource(update)) {
39
+ if (current.kind !== "bitmap" || update.texture !== void 0) {
40
+ return toBitmapState(update);
41
+ }
42
+ return {
43
+ kind: "bitmap",
44
+ texture: current.texture,
45
+ frame: update.frame !== void 0 ? update.frame : current.frame,
46
+ width: update.width !== void 0 ? update.width : current.width,
47
+ height: update.height !== void 0 ? update.height : current.height,
48
+ offsetX: update.offsetX !== void 0 ? update.offsetX : current.offsetX,
49
+ offsetY: update.offsetY !== void 0 ? update.offsetY : current.offsetY,
50
+ alphaThreshold: update.alphaThreshold !== void 0 ? update.alphaThreshold : current.alphaThreshold,
51
+ invertAlpha: update.invertAlpha !== void 0 ? update.invertAlpha : current.invertAlpha
52
+ };
53
+ }
54
+ if (current.kind === "bitmap" && update.kind === void 0) {
55
+ const bitmapUpdate = update;
56
+ return {
57
+ kind: "bitmap",
58
+ texture: current.texture,
59
+ frame: bitmapUpdate.frame !== void 0 ? bitmapUpdate.frame : current.frame,
60
+ width: bitmapUpdate.width !== void 0 ? bitmapUpdate.width : current.width,
61
+ height: bitmapUpdate.height !== void 0 ? bitmapUpdate.height : current.height,
62
+ offsetX: bitmapUpdate.offsetX !== void 0 ? bitmapUpdate.offsetX : current.offsetX,
63
+ offsetY: bitmapUpdate.offsetY !== void 0 ? bitmapUpdate.offsetY : current.offsetY,
64
+ alphaThreshold: bitmapUpdate.alphaThreshold !== void 0 ? bitmapUpdate.alphaThreshold : current.alphaThreshold,
65
+ invertAlpha: bitmapUpdate.invertAlpha !== void 0 ? bitmapUpdate.invertAlpha : current.invertAlpha
66
+ };
67
+ }
68
+ if (current.kind === "bitmap") {
69
+ return toRoundRectState(update);
70
+ }
71
+ const roundUpdate = update;
72
+ return {
73
+ kind: "roundRect",
74
+ width: roundUpdate.width !== void 0 ? roundUpdate.width : current.width,
75
+ height: roundUpdate.height !== void 0 ? roundUpdate.height : current.height,
76
+ offsetX: roundUpdate.offsetX !== void 0 ? roundUpdate.offsetX : current.offsetX,
77
+ offsetY: roundUpdate.offsetY !== void 0 ? roundUpdate.offsetY : current.offsetY,
78
+ radii: roundUpdate.kind === "rect" ? [0, 0, 0, 0] : "cornerRadius" in roundUpdate ? resolveRadii(roundUpdate.cornerRadius) : current.radii
79
+ };
80
+ }
81
+ exports.isBitmapStencilClipSource = isBitmapStencilClipSource;
82
+ exports.mergeMaskState = mergeMaskState;
83
+ exports.toMaskState = toMaskState;
84
+ //# sourceMappingURL=stencil-clip-state.cjs.map
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+ {"version":3,"file":"stencil-clip-state.cjs","sources":["../../src/clip/stencil-clip-state.ts"],"sourcesContent":["import type {\n StencilBitmapClipSource,\n StencilBitmapTexture,\n StencilClipSource,\n StencilClipUpdate,\n StencilCornerRadius,\n StencilRoundRectClipSource,\n} from './stencil-clip-types'\n\nexport type RoundRectMaskState = {\n kind: 'roundRect'\n width: number\n height: number\n offsetX: number\n offsetY: number\n radii: [number, number, number, number]\n}\n\nexport type BitmapMaskState = {\n kind: 'bitmap'\n texture: StencilBitmapTexture\n frame: string | number | undefined\n width: number | undefined\n height: number | undefined\n offsetX: number\n offsetY: number\n alphaThreshold: number\n invertAlpha: boolean\n}\n\nexport type MaskState = RoundRectMaskState | BitmapMaskState\n\nfunction resolveRadii(\n r: number | StencilCornerRadius | undefined\n): [number, number, number, number] {\n if (!r) return [0, 0, 0, 0]\n if (typeof r === 'number') return [r, r, r, r]\n return [r.tl ?? 0, r.tr ?? 0, r.br ?? 0, r.bl ?? 0]\n}\n\n/** Returns true when a source/update selects the bitmap mask renderer. */\nexport function isBitmapStencilClipSource(\n source: StencilClipUpdate\n): source is Partial<StencilBitmapClipSource> & { kind: 'bitmap' } {\n return source.kind === 'bitmap'\n}\n\nfunction toRoundRectState(source: StencilRoundRectClipSource): RoundRectMaskState {\n return {\n kind: 'roundRect',\n width: source.width,\n height: source.height,\n offsetX: source.offsetX ?? 0,\n offsetY: source.offsetY ?? 0,\n radii: source.kind === 'rect' ? 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@@ -0,0 +1,28 @@
1
+ import { StencilBitmapClipSource, StencilBitmapTexture, StencilClipSource, StencilClipUpdate } from './stencil-clip-types';
2
+ export type RoundRectMaskState = {
3
+ kind: 'roundRect';
4
+ width: number;
5
+ height: number;
6
+ offsetX: number;
7
+ offsetY: number;
8
+ radii: [number, number, number, number];
9
+ };
10
+ export type BitmapMaskState = {
11
+ kind: 'bitmap';
12
+ texture: StencilBitmapTexture;
13
+ frame: string | number | undefined;
14
+ width: number | undefined;
15
+ height: number | undefined;
16
+ offsetX: number;
17
+ offsetY: number;
18
+ alphaThreshold: number;
19
+ invertAlpha: boolean;
20
+ };
21
+ export type MaskState = RoundRectMaskState | BitmapMaskState;
22
+ /** Returns true when a source/update selects the bitmap mask renderer. */
23
+ export declare function isBitmapStencilClipSource(source: StencilClipUpdate): source is Partial<StencilBitmapClipSource> & {
24
+ kind: 'bitmap';
25
+ };
26
+ export declare function toMaskState(source: StencilClipSource): MaskState;
27
+ export declare function mergeMaskState(current: MaskState, update: StencilClipUpdate): MaskState;
28
+ //# sourceMappingURL=stencil-clip-state.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,84 @@
1
+ function resolveRadii(r) {
2
+ if (!r) return [0, 0, 0, 0];
3
+ if (typeof r === "number") return [r, r, r, r];
4
+ return [r.tl ?? 0, r.tr ?? 0, r.br ?? 0, r.bl ?? 0];
5
+ }
6
+ function isBitmapStencilClipSource(source) {
7
+ return source.kind === "bitmap";
8
+ }
9
+ function toRoundRectState(source) {
10
+ return {
11
+ kind: "roundRect",
12
+ width: source.width,
13
+ height: source.height,
14
+ offsetX: source.offsetX ?? 0,
15
+ offsetY: source.offsetY ?? 0,
16
+ radii: source.kind === "rect" ? [0, 0, 0, 0] : resolveRadii(source.cornerRadius)
17
+ };
18
+ }
19
+ function toBitmapState(source) {
20
+ return {
21
+ kind: "bitmap",
22
+ texture: source.texture,
23
+ frame: source.frame,
24
+ width: source.width,
25
+ height: source.height,
26
+ offsetX: source.offsetX ?? 0,
27
+ offsetY: source.offsetY ?? 0,
28
+ alphaThreshold: source.alphaThreshold ?? 0.5,
29
+ invertAlpha: source.invertAlpha ?? false
30
+ };
31
+ }
32
+ function toMaskState(source) {
33
+ return isBitmapStencilClipSource(source) ? toBitmapState(source) : toRoundRectState(source);
34
+ }
35
+ function mergeMaskState(current, update) {
36
+ if (isBitmapStencilClipSource(update)) {
37
+ if (current.kind !== "bitmap" || update.texture !== void 0) {
38
+ return toBitmapState(update);
39
+ }
40
+ return {
41
+ kind: "bitmap",
42
+ texture: current.texture,
43
+ frame: update.frame !== void 0 ? update.frame : current.frame,
44
+ width: update.width !== void 0 ? update.width : current.width,
45
+ height: update.height !== void 0 ? update.height : current.height,
46
+ offsetX: update.offsetX !== void 0 ? update.offsetX : current.offsetX,
47
+ offsetY: update.offsetY !== void 0 ? update.offsetY : current.offsetY,
48
+ alphaThreshold: update.alphaThreshold !== void 0 ? update.alphaThreshold : current.alphaThreshold,
49
+ invertAlpha: update.invertAlpha !== void 0 ? update.invertAlpha : current.invertAlpha
50
+ };
51
+ }
52
+ if (current.kind === "bitmap" && update.kind === void 0) {
53
+ const bitmapUpdate = update;
54
+ return {
55
+ kind: "bitmap",
56
+ texture: current.texture,
57
+ frame: bitmapUpdate.frame !== void 0 ? bitmapUpdate.frame : current.frame,
58
+ width: bitmapUpdate.width !== void 0 ? bitmapUpdate.width : current.width,
59
+ height: bitmapUpdate.height !== void 0 ? bitmapUpdate.height : current.height,
60
+ offsetX: bitmapUpdate.offsetX !== void 0 ? bitmapUpdate.offsetX : current.offsetX,
61
+ offsetY: bitmapUpdate.offsetY !== void 0 ? bitmapUpdate.offsetY : current.offsetY,
62
+ alphaThreshold: bitmapUpdate.alphaThreshold !== void 0 ? bitmapUpdate.alphaThreshold : current.alphaThreshold,
63
+ invertAlpha: bitmapUpdate.invertAlpha !== void 0 ? bitmapUpdate.invertAlpha : current.invertAlpha
64
+ };
65
+ }
66
+ if (current.kind === "bitmap") {
67
+ return toRoundRectState(update);
68
+ }
69
+ const roundUpdate = update;
70
+ return {
71
+ kind: "roundRect",
72
+ width: roundUpdate.width !== void 0 ? roundUpdate.width : current.width,
73
+ height: roundUpdate.height !== void 0 ? roundUpdate.height : current.height,
74
+ offsetX: roundUpdate.offsetX !== void 0 ? roundUpdate.offsetX : current.offsetX,
75
+ offsetY: roundUpdate.offsetY !== void 0 ? roundUpdate.offsetY : current.offsetY,
76
+ radii: roundUpdate.kind === "rect" ? [0, 0, 0, 0] : "cornerRadius" in roundUpdate ? resolveRadii(roundUpdate.cornerRadius) : current.radii
77
+ };
78
+ }
79
+ export {
80
+ isBitmapStencilClipSource,
81
+ mergeMaskState,
82
+ toMaskState
83
+ };
84
+ //# sourceMappingURL=stencil-clip-state.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip-state.js","sources":["../../src/clip/stencil-clip-state.ts"],"sourcesContent":["import type {\n StencilBitmapClipSource,\n StencilBitmapTexture,\n StencilClipSource,\n StencilClipUpdate,\n StencilCornerRadius,\n StencilRoundRectClipSource,\n} from './stencil-clip-types'\n\nexport type RoundRectMaskState = {\n kind: 'roundRect'\n width: number\n height: number\n offsetX: number\n offsetY: number\n radii: [number, number, number, number]\n}\n\nexport type BitmapMaskState = {\n kind: 'bitmap'\n texture: StencilBitmapTexture\n frame: string | number | undefined\n width: number | undefined\n height: number | undefined\n offsetX: number\n offsetY: number\n alphaThreshold: number\n invertAlpha: boolean\n}\n\nexport type MaskState = RoundRectMaskState | BitmapMaskState\n\nfunction resolveRadii(\n r: number | StencilCornerRadius | undefined\n): [number, number, number, number] {\n if (!r) return [0, 0, 0, 0]\n if (typeof r === 'number') return [r, r, r, r]\n return [r.tl ?? 0, r.tr ?? 0, r.br ?? 0, r.bl ?? 0]\n}\n\n/** Returns true when a source/update selects the bitmap mask renderer. */\nexport function isBitmapStencilClipSource(\n source: StencilClipUpdate\n): source is Partial<StencilBitmapClipSource> & { kind: 'bitmap' } {\n return source.kind === 'bitmap'\n}\n\nfunction toRoundRectState(source: StencilRoundRectClipSource): RoundRectMaskState {\n return {\n kind: 'roundRect',\n width: source.width,\n height: source.height,\n offsetX: source.offsetX ?? 0,\n offsetY: source.offsetY ?? 0,\n radii: source.kind === 'rect' ? [0, 0, 0, 0] : resolveRadii(source.cornerRadius),\n }\n}\n\nfunction toBitmapState(source: StencilBitmapClipSource): BitmapMaskState {\n return {\n kind: 'bitmap',\n texture: source.texture,\n frame: source.frame,\n width: source.width,\n height: source.height,\n offsetX: source.offsetX ?? 0,\n offsetY: source.offsetY ?? 0,\n alphaThreshold: source.alphaThreshold ?? 0.5,\n invertAlpha: source.invertAlpha ?? false,\n }\n}\n\nexport function toMaskState(source: StencilClipSource): MaskState {\n return isBitmapStencilClipSource(source) ? toBitmapState(source) : toRoundRectState(source)\n}\n\nexport function mergeMaskState(current: MaskState, update: StencilClipUpdate): MaskState {\n if (isBitmapStencilClipSource(update)) {\n if (current.kind !== 'bitmap' || update.texture !== undefined) {\n return toBitmapState(update as StencilBitmapClipSource)\n }\n\n return {\n kind: 'bitmap',\n texture: current.texture,\n frame: update.frame !== undefined ? update.frame : current.frame,\n width: update.width !== undefined ? update.width : current.width,\n height: update.height !== undefined ? update.height : current.height,\n offsetX: update.offsetX !== undefined ? update.offsetX : current.offsetX,\n offsetY: update.offsetY !== undefined ? update.offsetY : current.offsetY,\n alphaThreshold:\n update.alphaThreshold !== undefined ? update.alphaThreshold : current.alphaThreshold,\n invertAlpha: update.invertAlpha !== undefined ? update.invertAlpha : current.invertAlpha,\n }\n }\n\n if (current.kind === 'bitmap' && update.kind === undefined) {\n const bitmapUpdate = update as Partial<StencilBitmapClipSource>\n return {\n kind: 'bitmap',\n texture: current.texture,\n frame: bitmapUpdate.frame !== undefined ? bitmapUpdate.frame : current.frame,\n width: bitmapUpdate.width !== undefined ? bitmapUpdate.width : current.width,\n height: bitmapUpdate.height !== undefined ? bitmapUpdate.height : current.height,\n offsetX: bitmapUpdate.offsetX !== undefined ? bitmapUpdate.offsetX : current.offsetX,\n offsetY: bitmapUpdate.offsetY !== undefined ? bitmapUpdate.offsetY : current.offsetY,\n alphaThreshold:\n bitmapUpdate.alphaThreshold !== undefined\n ? bitmapUpdate.alphaThreshold\n : current.alphaThreshold,\n invertAlpha:\n bitmapUpdate.invertAlpha !== undefined ? bitmapUpdate.invertAlpha : current.invertAlpha,\n }\n }\n\n if (current.kind === 'bitmap') {\n return toRoundRectState(update as StencilRoundRectClipSource)\n }\n\n const roundUpdate = update as Partial<StencilRoundRectClipSource>\n return {\n kind: 'roundRect',\n width: roundUpdate.width !== undefined ? roundUpdate.width : current.width,\n height: roundUpdate.height !== undefined ? roundUpdate.height : current.height,\n offsetX: roundUpdate.offsetX !== undefined ? roundUpdate.offsetX : current.offsetX,\n offsetY: roundUpdate.offsetY !== undefined ? roundUpdate.offsetY : current.offsetY,\n radii:\n roundUpdate.kind === 'rect'\n ? 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@@ -0,0 +1,67 @@
1
+ import type * as Phaser from 'phaser';
2
+ /** Per-corner radius specification (values in local/CSS units). */
3
+ export type StencilCornerRadius = {
4
+ tl?: number;
5
+ tr?: number;
6
+ bl?: number;
7
+ br?: number;
8
+ };
9
+ /** Describes a rounded-rectangle clip in the container's local coordinate space. */
10
+ export interface StencilRoundRectClipSource {
11
+ /**
12
+ * Clip source kind.
13
+ * Omit for backwards-compatible `applyStencilClip(container, { width, height })` calls.
14
+ */
15
+ kind?: 'rect' | 'roundRect';
16
+ /** Width of the clip rect in local units. */
17
+ width: number;
18
+ /** Height of the clip rect in local units. */
19
+ height: number;
20
+ /** X coordinate of the top-left corner in local space. Defaults to 0. */
21
+ offsetX?: number;
22
+ /** Y coordinate of the top-left corner in local space. Defaults to 0. */
23
+ offsetY?: number;
24
+ /**
25
+ * Corner radii in local units.
26
+ * A single number applies to all four corners uniformly.
27
+ * An object sets each corner individually; missing corners default to 0.
28
+ */
29
+ cornerRadius?: number | StencilCornerRadius;
30
+ }
31
+ /** Backwards-compatible alias for the original rounded-rectangle shape API. */
32
+ export type StencilClipShape = StencilRoundRectClipSource;
33
+ /** Texture reference accepted by bitmap stencil clips. */
34
+ export type StencilBitmapTexture = string | Phaser.Textures.Texture | Phaser.Textures.Frame;
35
+ /** Describes a bitmap alpha clip in the container's local coordinate space. */
36
+ export interface StencilBitmapClipSource {
37
+ /** Selects the texture-alpha mask renderer. */
38
+ kind: 'bitmap';
39
+ /** Texture key, Phaser texture, or Phaser frame to sample for mask alpha. */
40
+ texture: StencilBitmapTexture;
41
+ /** Optional frame name/index when `texture` is a key or Texture. */
42
+ frame?: string | number;
43
+ /** Width of the bitmap mask in local units. Defaults to the selected frame's pixel width. */
44
+ width?: number;
45
+ /** Height of the bitmap mask in local units. Defaults to the selected frame's pixel height. */
46
+ height?: number;
47
+ /** X coordinate of the top-left corner in local space. Defaults to 0. */
48
+ offsetX?: number;
49
+ /** Y coordinate of the top-left corner in local space. Defaults to 0. */
50
+ offsetY?: number;
51
+ /** Minimum sampled alpha required to write the stencil. Defaults to 0.5. */
52
+ alphaThreshold?: number;
53
+ /** Inverts the alpha test, clipping inside transparent pixels. Defaults to false. */
54
+ invertAlpha?: boolean;
55
+ }
56
+ /** Any mask source supported by the stencil clip renderer. */
57
+ export type StencilClipSource = StencilRoundRectClipSource | StencilBitmapClipSource;
58
+ /** Partial source updates accepted by an existing clip handle. */
59
+ export type StencilClipUpdate = Partial<StencilRoundRectClipSource> | Partial<StencilBitmapClipSource> | StencilClipSource;
60
+ /** Handle returned by applyStencilClip to update or remove the clip. */
61
+ export interface StencilClipHandle {
62
+ /** Updates the clip source. Changes take effect on the next rendered frame. */
63
+ update(source: StencilClipUpdate): void;
64
+ /** Removes the clip and restores the container's original render step. */
65
+ destroy(): void;
66
+ }
67
+ //# sourceMappingURL=stencil-clip-types.d.ts.map
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