@pixi-ui-editor/runtime-pixi 0.13.0 → 0.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/SceneViewport.js.map +1 -1
- package/dist/assets/bitmapFonts.d.ts.map +1 -1
- package/dist/assets/bitmapFonts.js +3 -1
- package/dist/assets/bitmapFonts.js.map +1 -1
- package/dist/controls.js.map +1 -1
- package/dist/index.js.map +1 -1
- package/dist/layout.d.ts +3 -1
- package/dist/layout.d.ts.map +1 -1
- package/dist/layout.js +13 -0
- package/dist/layout.js.map +1 -1
- package/dist/particles.js.map +1 -1
- package/dist/scene.js.map +1 -1
- package/dist/views/ButtonNodeView.js.map +1 -1
- package/dist/views/ItemTableNodeView.js.map +1 -1
- package/dist/views/PaginationNodeView.js.map +1 -1
- package/dist/views/ParticleEmitterNodeView.js.map +1 -1
- package/dist/views/StagedButtonNodeView.js.map +1 -1
- package/dist/views/basic.d.ts +1 -1
- package/dist/views/basic.d.ts.map +1 -1
- package/dist/views/basic.js +13 -12
- package/dist/views/basic.js.map +1 -1
- package/dist/views/createNodeView.js +1 -1
- package/dist/views/createNodeView.js.map +1 -1
- package/package.json +2 -2
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{ BUTTON_STATE_KEYS, CHECKBOX_STATE_KEYS, type ParticleEffectDefinition, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\nimport { type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\nimport type { Sound } from \"@pixi/sound\";\nimport { Container, Texture, type Ticker } from \"pixi.js\";\nimport { ButtonNodeView } from \"./ButtonNodeView.js\";\nimport { CheckboxNodeView } from \"./CheckboxNodeView.js\";\nimport { BitmapTextNodeView, ContainerNodeView, ImageNodeView, LayoutGroupNodeView, MaskNodeView, OpacityGroupNodeView, PrefabInstanceNodeView, TextNodeView } from \"./basic.js\";\nimport { InputNodeView } from \"./InputNodeView.js\";\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\nimport { ItemTableNodeView } from \"./ItemTableNodeView.js\";\nimport { PageGroupNodeView } from \"./PageGroupNodeView.js\";\nimport { PaginationNodeView } from \"./PaginationNodeView.js\";\nimport { ScrollViewNodeView } from \"./ScrollViewNodeView.js\";\nimport { SpineNodeView } from \"./SpineNodeView.js\";\nimport { StagedButtonNodeView } from \"./StagedButtonNodeView.js\";\nimport { ProgressBarNodeView, SliderNodeView } from \"./ValueControlNodeViews.js\";\nimport { ParticleEmitterNodeView } from \"./ParticleEmitterNodeView.js\";\n\n/**\n * `hasPrefab` только сообщает, существует ли определение пресета: содержимое инстанса приходит его\n * обычными детьми из общего резолвера иерархии, а не отдельной веткой сборки.\n */\nexport function createNodeView(node: UINode, interaction: SceneInteractionMode, textures?: ReadonlyMap<string, Texture>, spines?: ReadonlyMap<string, SkeletonData>, hasPrefab?: (prefabId: string) => boolean, fonts?: ReadonlyMap<string, string>, sounds?: ReadonlyMap<string, Sound>, effect?: ParticleEffectDefinition, spineReferenceFrame?: SpineReferenceFrame, ticker?: Ticker, bitmapFonts?: ReadonlyMap<string, string>): NodeView {\n switch (node.type) {\n case \"container\":\n return new ContainerNodeView();\n case \"mask\":\n return new MaskNodeView();\n case \"opacity-group\":\n return new OpacityGroupNodeView(interaction);\n case \"horizontal-layout\":\n case \"vertical-layout\":\n case \"grid-layout\":\n return new LayoutGroupNodeView(textures);\n case \"scroll-view\":\n return new ScrollViewNodeView(node, textures, interaction);\n case \"page-group\":\n return new PageGroupNodeView(node, textures);\n case \"item-table\":\n return new ItemTableNodeView();\n case \"image\":\n return new ImageNodeView(node.assetId, textures, node.nineSlice);\n case \"text\":\n return new TextNodeView(node.text, fonts);\n case \"bitmap-text\":\n return new BitmapTextNodeView(bitmapFonts);\n case \"spine\":\n return new SpineNodeView(spines?.get(node.assetId), node.animation, node.autoplay ?? true, node.loop ?? true, node.animationSpeed ?? 1, interaction === \"authoring\", spineReferenceFrame, ticker);\n case \"button\":\n return new ButtonNodeView(node, textures, interaction, sounds);\n case \"staged-button\":\n return new StagedButtonNodeView(node, textures, interaction, sounds);\n case \"checkbox\":\n return new CheckboxNodeView(node, textures, interaction, sounds);\n case \"input\":\n return new InputNodeView(node, textures, interaction, fonts);\n case \"slider\":\n return new SliderNodeView(node, textures, interaction, fonts);\n case \"progress-bar\":\n return new ProgressBarNodeView(node, textures);\n case \"pagination\":\n return new PaginationNodeView(node, textures, interaction, fonts);\n case \"particle-emitter\":\n return effect === undefined ? new ContainerNodeView() : new ParticleEmitterNodeView(effect, textures);\n case \"prefab-instance\":\n return new PrefabInstanceNodeView(hasPrefab?.(node.prefabId) ?? false);\n }\n}\n\n/**\n * Every asset a node references: the image, the Spine data, or each of a button's state images.\n * Single source of truth for \"which assets does this node use\" — texture loading and the editor's\n * usage count both read it, so a new node type can never silently drop out of one of them.\n */\nexport function collectNodeAssetIds(node: UINode): string[] {\n switch (node.type) {\n case \"image\":\n return node.assetId === undefined ? [] : [node.assetId];\n case \"spine\":\n return [node.assetId];\n case \"button\":\n return [\n ...BUTTON_STATE_KEYS\n .map((state) => node.states[`${state}AssetId`])\n .filter((assetId): assetId is string => assetId !== undefined),\n ...[node.sounds?.pressAssetId, node.sounds?.hoverAssetId].filter((assetId): assetId is string => assetId !== undefined),\n ];\n case \"staged-button\":\n return [...new Set([\n ...node.stages.flatMap((stage) => BUTTON_STATE_KEYS.map((state) => stage.states[`${state}AssetId`])),\n node.sounds?.pressAssetId,\n node.sounds?.hoverAssetId,\n ].filter((assetId): assetId is string => assetId !== undefined))];\n case \"checkbox\":\n return [\n ...CHECKBOX_STATE_KEYS\n .map((state) => node.states[`${state}AssetId`])\n .filter((assetId): assetId is string => assetId !== undefined),\n ...[node.sounds?.checkAssetId, node.sounds?.uncheckAssetId].filter((assetId): assetId is string => assetId !== undefined),\n ];\n case \"container\":\n case \"mask\":\n case \"opacity-group\":\n case \"item-table\":\n case \"prefab-instance\":\n return [];\n case \"horizontal-layout\":\n case \"vertical-layout\":\n case \"grid-layout\": {\n const backgroundAssetId = node.backgroundAssetId;\n return backgroundAssetId === undefined ? [] : [backgroundAssetId];\n }\n case \"scroll-view\":\n case \"page-group\":\n return [];\n case \"text\":\n return [...new Set([\n node.style?.fontAssetId,\n node.textStyleOverrides?.desktop?.fontAssetId,\n node.textStyleOverrides?.mobile?.fontAssetId,\n ].filter((assetId): assetId is string => assetId !== undefined))];\n case \"bitmap-text\":\n return [node.assetId];\n case \"input\": {\n const ids: string[] = [];\n if (node.backgroundAssetId !== undefined) ids.push(node.backgroundAssetId);\n if (node.textStyle.fontAssetId !== undefined) ids.push(node.textStyle.fontAssetId);\n return ids;\n }\n case \"slider\": {\n const ids = [node.backgroundAssetId, node.fillAssetId, node.handleAssetId];\n if (node.valueTextStyle?.fontAssetId !== undefined) ids.push(node.valueTextStyle.fontAssetId);\n return ids;\n }\n case \"progress-bar\":\n return [node.backgroundAssetId, node.fillAssetId];\n case \"pagination\":\n return [node.activeAssetId, node.inactiveAssetId, node.numberStyle?.fontAssetId, node.numberActiveBackgroundAssetId].filter((assetId): assetId is string => assetId !== undefined);\n case \"particle-emitter\":\n return [];\n }\n}\n"]}
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+
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{ BUTTON_STATE_KEYS, CHECKBOX_STATE_KEYS, type ParticleEffectDefinition, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport type { Sound } from \"@pixi/sound\";\r\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { ButtonNodeView } from \"./ButtonNodeView.js\";\r\nimport { CheckboxNodeView } from \"./CheckboxNodeView.js\";\r\nimport { BitmapTextNodeView, ContainerNodeView, ImageNodeView, LayoutGroupNodeView, MaskNodeView, OpacityGroupNodeView, PrefabInstanceNodeView, TextNodeView } from \"./basic.js\";\r\nimport { InputNodeView } from \"./InputNodeView.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\r\nimport { ItemTableNodeView } from \"./ItemTableNodeView.js\";\r\nimport { PageGroupNodeView } from \"./PageGroupNodeView.js\";\r\nimport { PaginationNodeView } from \"./PaginationNodeView.js\";\r\nimport { ScrollViewNodeView } from \"./ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./SpineNodeView.js\";\r\nimport { StagedButtonNodeView } from \"./StagedButtonNodeView.js\";\r\nimport { ProgressBarNodeView, SliderNodeView } from \"./ValueControlNodeViews.js\";\r\nimport { ParticleEmitterNodeView } from \"./ParticleEmitterNodeView.js\";\r\n\r\n/**\r\n * `hasPrefab` только сообщает, существует ли определение пресета: содержимое инстанса приходит его\r\n * обычными детьми из общего резолвера иерархии, а не отдельной веткой сборки.\r\n */\r\nexport function createNodeView(node: UINode, interaction: SceneInteractionMode, textures?: ReadonlyMap<string, Texture>, spines?: ReadonlyMap<string, SkeletonData>, hasPrefab?: (prefabId: string) => boolean, fonts?: ReadonlyMap<string, string>, sounds?: ReadonlyMap<string, Sound>, effect?: ParticleEffectDefinition, spineReferenceFrame?: SpineReferenceFrame, ticker?: Ticker, bitmapFonts?: ReadonlyMap<string, string>): NodeView {\r\n switch (node.type) {\r\n case \"container\":\r\n return new ContainerNodeView();\r\n case \"mask\":\r\n return new MaskNodeView();\r\n case \"opacity-group\":\r\n return new OpacityGroupNodeView(interaction);\r\n case \"horizontal-layout\":\r\n case \"vertical-layout\":\r\n case \"grid-layout\":\r\n return new LayoutGroupNodeView(textures);\r\n case \"scroll-view\":\r\n return new ScrollViewNodeView(node, textures, interaction);\r\n case \"page-group\":\r\n return new PageGroupNodeView(node, textures);\r\n case \"item-table\":\r\n return new ItemTableNodeView();\r\n case \"image\":\r\n return new ImageNodeView(node.assetId, textures, node.nineSlice);\r\n case \"text\":\r\n return new TextNodeView(node.text, fonts);\r\n case \"bitmap-text\":\r\n return new BitmapTextNodeView(bitmapFonts);\r\n case \"spine\":\r\n return new SpineNodeView(spines?.get(node.assetId), node.animation, node.autoplay ?? true, node.loop ?? true, node.animationSpeed ?? 1, interaction === \"authoring\", spineReferenceFrame, ticker);\r\n case \"button\":\r\n return new ButtonNodeView(node, textures, interaction, sounds);\r\n case \"staged-button\":\r\n return new StagedButtonNodeView(node, textures, interaction, sounds);\r\n case \"checkbox\":\r\n return new CheckboxNodeView(node, textures, interaction, sounds);\r\n case \"input\":\r\n return new InputNodeView(node, textures, interaction, fonts);\r\n case \"slider\":\r\n return new SliderNodeView(node, textures, interaction, fonts);\r\n case \"progress-bar\":\r\n return new ProgressBarNodeView(node, textures);\r\n case \"pagination\":\r\n return new PaginationNodeView(node, textures, interaction, fonts);\r\n case \"particle-emitter\":\r\n return effect === undefined ? new ContainerNodeView() : new ParticleEmitterNodeView(effect, textures);\r\n case \"prefab-instance\":\r\n return new PrefabInstanceNodeView(hasPrefab?.(node.prefabId) ?? false);\r\n }\r\n}\r\n\r\n/**\r\n * Every asset a node references: the image, the Spine data, or each of a button's state images.\r\n * Single source of truth for \"which assets does this node use\" — texture loading and the editor's\r\n * usage count both read it, so a new node type can never silently drop out of one of them.\r\n */\r\nexport function collectNodeAssetIds(node: UINode): string[] {\r\n switch (node.type) {\r\n case \"image\":\r\n return node.assetId === undefined ? [] : [node.assetId];\r\n case \"spine\":\r\n return [node.assetId];\r\n case \"button\":\r\n return [\r\n ...BUTTON_STATE_KEYS\r\n .map((state) => node.states[`${state}AssetId`])\r\n .filter((assetId): assetId is string => assetId !== undefined),\r\n ...[node.sounds?.pressAssetId, node.sounds?.hoverAssetId].filter((assetId): assetId is string => assetId !== undefined),\r\n ];\r\n case \"staged-button\":\r\n return [...new Set([\r\n ...node.stages.flatMap((stage) => BUTTON_STATE_KEYS.map((state) => stage.states[`${state}AssetId`])),\r\n node.sounds?.pressAssetId,\r\n node.sounds?.hoverAssetId,\r\n ].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"checkbox\":\r\n return [\r\n ...CHECKBOX_STATE_KEYS\r\n .map((state) => node.states[`${state}AssetId`])\r\n .filter((assetId): assetId is string => assetId !== undefined),\r\n ...[node.sounds?.checkAssetId, node.sounds?.uncheckAssetId].filter((assetId): assetId is string => assetId !== undefined),\r\n ];\r\n case \"container\":\r\n case \"mask\":\r\n case \"opacity-group\":\r\n case \"item-table\":\r\n case \"prefab-instance\":\r\n return [];\r\n case \"horizontal-layout\":\r\n case \"vertical-layout\":\r\n case \"grid-layout\": {\r\n const backgroundAssetId = node.backgroundAssetId;\r\n return backgroundAssetId === undefined ? [] : [backgroundAssetId];\r\n }\r\n case \"scroll-view\":\r\n case \"page-group\":\r\n return [];\r\n case \"text\":\r\n return [...new Set([\r\n node.style?.fontAssetId,\r\n node.textStyleOverrides?.desktop?.fontAssetId,\r\n node.textStyleOverrides?.mobile?.fontAssetId,\r\n ].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"bitmap-text\":\r\n return [...new Set([node.assetId, node.bitmapTextOverrides?.desktop?.assetId, node.bitmapTextOverrides?.mobile?.assetId].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"input\": {\r\n const ids: string[] = [];\r\n if (node.backgroundAssetId !== undefined) ids.push(node.backgroundAssetId);\r\n if (node.textStyle.fontAssetId !== undefined) ids.push(node.textStyle.fontAssetId);\r\n return ids;\r\n }\r\n case \"slider\": {\r\n const ids = [node.backgroundAssetId, node.fillAssetId, node.handleAssetId];\r\n if (node.valueTextStyle?.fontAssetId !== undefined) ids.push(node.valueTextStyle.fontAssetId);\r\n return ids;\r\n }\r\n case \"progress-bar\":\r\n return [node.backgroundAssetId, node.fillAssetId];\r\n case \"pagination\":\r\n return [node.activeAssetId, node.inactiveAssetId, node.numberStyle?.fontAssetId, node.numberActiveBackgroundAssetId].filter((assetId): assetId is string => assetId !== undefined);\r\n case \"particle-emitter\":\r\n return [];\r\n }\r\n}\r\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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|
2
2
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"name": "@pixi-ui-editor/runtime-pixi",
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3
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-
"version": "0.
|
|
3
|
+
"version": "0.14.0",
|
|
4
4
|
"description": "PixiJS runtime that renders Pixi UI Editor scene documents in a game.",
|
|
5
5
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"type": "module",
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6
6
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"repository": {
|
|
@@ -30,7 +30,7 @@
|
|
|
30
30
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"pixi.js": "^8.19.0",
|
|
31
31
|
"typed-signals": "^2.5.0",
|
|
32
32
|
"yoga-layout": "^3.2.1",
|
|
33
|
-
"@pixi-ui-editor/schema": "0.
|
|
33
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+
"@pixi-ui-editor/schema": "0.14.0"
|
|
34
34
|
},
|
|
35
35
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"devDependencies": {
|
|
36
36
|
"@types/node": "^26.2.0"
|