@pixi-ui-editor/runtime-pixi 0.14.0 → 0.16.0
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/README.md +27 -6
- package/dist/SceneViewport.d.ts +5 -1
- package/dist/SceneViewport.d.ts.map +1 -1
- package/dist/SceneViewport.js +13 -3
- package/dist/SceneViewport.js.map +1 -1
- package/dist/assets/bitmapFonts.d.ts +2 -0
- 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/assets/sounds.d.ts +1 -7
- package/dist/assets/sounds.d.ts.map +1 -1
- package/dist/assets/sounds.js +7 -90
- package/dist/assets/sounds.js.map +1 -1
- package/dist/assets/textures.d.ts +10 -0
- package/dist/assets/textures.d.ts.map +1 -1
- package/dist/assets/textures.js +10 -2
- package/dist/assets/textures.js.map +1 -1
- package/dist/audio/bus.d.ts +60 -0
- package/dist/audio/bus.d.ts.map +1 -0
- package/dist/audio/bus.js +38 -0
- package/dist/audio/bus.js.map +1 -0
- package/dist/audio/director.d.ts +35 -0
- package/dist/audio/director.d.ts.map +1 -0
- package/dist/audio/director.js +137 -0
- package/dist/audio/director.js.map +1 -0
- package/dist/controls.js.map +1 -1
- package/dist/index.d.ts +4 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +4 -1
- package/dist/index.js.map +1 -1
- package/dist/layout.d.ts +19 -3
- package/dist/layout.d.ts.map +1 -1
- package/dist/layout.js +34 -4
- package/dist/layout.js.map +1 -1
- package/dist/particles.js.map +1 -1
- package/dist/scene.d.ts +13 -2
- package/dist/scene.d.ts.map +1 -1
- package/dist/scene.js +79 -3
- package/dist/scene.js.map +1 -1
- package/dist/transformSpace.d.ts +119 -0
- package/dist/transformSpace.d.ts.map +1 -0
- package/dist/transformSpace.js +487 -0
- package/dist/transformSpace.js.map +1 -0
- package/dist/views/ButtonNodeView.d.ts +4 -3
- package/dist/views/ButtonNodeView.d.ts.map +1 -1
- package/dist/views/ButtonNodeView.js +9 -8
- package/dist/views/ButtonNodeView.js.map +1 -1
- package/dist/views/CheckboxNodeView.d.ts +4 -3
- package/dist/views/CheckboxNodeView.d.ts.map +1 -1
- package/dist/views/CheckboxNodeView.js +7 -7
- package/dist/views/CheckboxNodeView.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.d.ts +4 -3
- package/dist/views/StagedButtonNodeView.d.ts.map +1 -1
- package/dist/views/StagedButtonNodeView.js +7 -9
- package/dist/views/StagedButtonNodeView.js.map +1 -1
- package/dist/views/basic.js.map +1 -1
- package/dist/views/createNodeView.d.ts +2 -2
- package/dist/views/createNodeView.d.ts.map +1 -1
- package/dist/views/createNodeView.js +4 -4
- package/dist/views/createNodeView.js.map +1 -1
- package/package.json +2 -2
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{"version":3,"file":"bus.js","sourceRoot":"","sources":["../../src/audio/bus.ts"],"names":[],"mappings":"AAsCA,MAAM,UAAU,cAAc;IAC5B,MAAM,SAAS,GAAG,IAAI,GAAG,EAAiB,CAAC;IAC3C,OAAO;QACL,IAAI,CAAC,KAAK;YACR,yFAAyF;YACzF,0DAA0D;YAC1D,KAAK,MAAM,QAAQ,IAAI,CAAC,GAAG,SAAS,CAAC,EAAE,CAAC;gBACtC,IAAI,CAAC;oBACH,QAAQ,CAAC,KAAK,CAAC,CAAC;gBAClB,CAAC;gBAAC,OAAO,KAAK,EAAE,CAAC;oBACf,OAAO,CAAC,IAAI,CAAC,8BAA8B,EAAE,KAAK,CAAC,CAAC;gBACtD,CAAC;YACH,CAAC;QACH,CAAC;QACD,SAAS,CAAC,QAAQ;YAChB,SAAS,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;YACxB,OAAO,GAAG,EAAE,GAAG,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QAC/C,CAAC;KACF,CAAC;AACJ,CAAC;AAED,yGAAyG;AACzG,MAAM,UAAU,WAAW,CAAC,QAAyB,EAAE,OAA2B;IAChF,IAAI,OAAO,KAAK,SAAS;QAAE,OAAO,SAAS,CAAC;IAC5C,MAAM,KAAK,GAAG,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,SAAS,EAAE,EAAE,CAAC,SAAS,CAAC,EAAE,KAAK,OAAO,CAAC,CAAC;IAC5E,OAAO,KAAK,EAAE,IAAI,KAAK,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC;AACvF,CAAC;AAUD,MAAM,UAAU,gBAAgB,CAAC,QAAyB,EAAE,GAAa;IACvE,MAAM,SAAS,GAAG,IAAI,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,IAAI,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,EAAE,EAAE,KAAK,CAAC,IAAI,CAAU,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC/H,OAAO;QACL,GAAG,CAAC,GAAG,EAAE,MAAM,EAAE,OAAO;YACtB,MAAM,IAAI,GAAG,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC;YACxE,GAAG,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,KAAK,SAAS,IAAI,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC;QAC7H,CAAC;KACF,CAAC;AACJ,CAAC","sourcesContent":["import type { ProjectDocument } from \"@pixi-ui-editor/schema\";\r\n\r\n/**\r\n * Шина звуковых событий рантайма.\r\n *\r\n * Рантайм сам по себе ничего не проигрывает: вьюхи и сцена только объявляют, что произошло\r\n * («нажата кнопка», «сцене нужна фоновая музыка»). Кто и как это озвучит — решает подписчик:\r\n * встроенный `SoundDirector` (см. `director.ts`) или звуковая система приложения, в которое\r\n * рантайм встроили.\r\n *\r\n * В событиях намеренно нет ни путей, ни mediaType, ни хэндлов `@pixi/sound`: только имя звука из\r\n * проекта (`name`) и его `assetId`. Имя — то, чем удобно матчить контент со своей картой загрузки;\r\n * `assetId` идёт рядом, потому что схема не требует уникальности `name` (см. комментарий к `Name`\r\n * в `@pixi-ui-editor/schema`), и на коллизии именно он остаётся однозначным ключом.\r\n */\r\nexport type SoundCue = \"button.press\" | \"button.hover\" | \"checkbox.check\" | \"checkbox.uncheck\";\r\n\r\n/** Ссылка на звук проекта в терминах, понятных чужому загрузчику. */\r\nexport type SoundRef = { readonly assetId: string; readonly name: string };\r\n\r\nexport type AudioEvent =\r\n /**\r\n * Разовый звук интерфейса. `sound` отсутствует, если автор не назначил ассет на этот cue: событие\r\n * всё равно публикуется, чтобы хост мог подставить собственный звук по умолчанию.\r\n */\r\n | { readonly type: \"cue\"; readonly cue: SoundCue; readonly nodeId: string; readonly sound?: SoundRef }\r\n /** `volume` — авторская громкость сцены, данные, а не приказ: хост волен домножить её на свой мастер. */\r\n | { readonly type: \"music\"; readonly action: \"play\"; readonly sound: SoundRef; readonly loop: boolean; readonly volume: number }\r\n | { readonly type: \"music\"; readonly action: \"stop\" };\r\n\r\nexport type AudioListener = (event: AudioEvent) => void;\r\n\r\nexport interface AudioBus {\r\n emit(event: AudioEvent): void;\r\n /** Возвращает функцию отписки. */\r\n subscribe(listener: AudioListener): () => void;\r\n}\r\n\r\nexport function createAudioBus(): AudioBus {\r\n const listeners = new Set<AudioListener>();\r\n return {\r\n emit(event) {\r\n // Копия набора: подписчик вправе отписаться прямо из обработчика, и упавший подписчик не\r\n // должен глушить остальных — звук никогда не роняет кадр.\r\n for (const listener of [...listeners]) {\r\n try {\r\n listener(event);\r\n } catch (error) {\r\n console.warn(\"An audio bus listener threw.\", error);\r\n }\r\n }\r\n },\r\n subscribe(listener) {\r\n listeners.add(listener);\r\n return () => { listeners.delete(listener); };\r\n },\r\n };\r\n}\r\n\r\n/** Разрешает id звукового ассета в пару «имя + id»; всё остальное про ассет остаётся внутри рантайма. */\r\nexport function soundRefFor(document: ProjectDocument, assetId: string | undefined): SoundRef | undefined {\r\n if (assetId === undefined) return undefined;\r\n const asset = document.assets.find((candidate) => candidate.id === assetId);\r\n return asset?.type === \"sound\" ? { assetId: asset.id, name: asset.name } : undefined;\r\n}\r\n\r\n/**\r\n * Публикатор cue, привязанный к документу: вьюхи знают только id назначенного ассета, а имя для\r\n * события резолвится здесь — один раз построенной картой, а не поиском по `document.assets` на клик.\r\n */\r\nexport interface SceneAudio {\r\n cue(cue: SoundCue, nodeId: string, assetId: string | undefined): void;\r\n}\r\n\r\nexport function createSceneAudio(document: ProjectDocument, bus: AudioBus): SceneAudio {\r\n const namesById = new Map(document.assets.flatMap((asset) => asset.type === \"sound\" ? [[asset.id, asset.name] as const] : []));\r\n return {\r\n cue(cue, nodeId, assetId) {\r\n const name = assetId === undefined ? undefined : namesById.get(assetId);\r\n bus.emit({ type: \"cue\", cue, nodeId, sound: assetId === undefined || name === undefined ? undefined : { assetId, name } });\r\n },\r\n };\r\n}\r\n"]}
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import type { Sound } from "@pixi/sound";
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import type { ProjectDocument } from "@pixi-ui-editor/schema";
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import type { FileUrlResolver } from "../assets/textures.js";
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import { type AudioBus } from "./bus.js";
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/**
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* Явная инициализация звукового слоя рантайма.
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*
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* `director: "none"` — рантайм только публикует события в шину и не трогает `@pixi/sound`: звуковые
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* файлы не скачиваются и не декодируются вовсе, всё это делает звуковая система хоста.
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* `director: "builtin"` — те же события дополнительно слушает встроенный директор, который грузит
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* ассеты проекта и играет их сам (так работает Preview редактора и пример `examples/pixi-app`).
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*/
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export type RuntimeAudioOptions = {
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readonly director: "none";
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} | {
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readonly director: "builtin";
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/** Как превратить `asset.source.uri` в загружаемый URL — тот же резолвер, что у текстур. */
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readonly resolveFileUrl: FileUrlResolver;
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/** Общий кэш разобранных звуков, обычно `SceneAssetCache.sounds`. */
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readonly cache?: Map<string, Sound>;
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};
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export interface RuntimeAudio extends AudioBus {
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/**
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* Готовит звуки для встроенного директора: со `sceneId` — только те, что нужны сцене, без него —
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* все звуки проекта (редактору так удобнее: назначения меняются на лету). С `director: "none"`
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* ничего не делает.
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*/
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load(document: ProjectDocument, sceneId?: string): Promise<void>;
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/** Объявляет активную сцену: публикует её фоновую музыку (или её отсутствие) в шину. */
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setScene(document: ProjectDocument, sceneId: string): void;
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/** Останавливает встроенное воспроизведение и отписывает директора от шины. */
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dispose(): void;
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}
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export declare function createRuntimeAudio(options: RuntimeAudioOptions): RuntimeAudio;
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//# sourceMappingURL=director.d.ts.map
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{"version":3,"file":"director.d.ts","sourceRoot":"","sources":["../../src/audio/director.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAkB,MAAM,aAAa,CAAC;AACzD,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AAE7D,OAAO,EAA+B,KAAK,QAAQ,EAAuC,MAAM,UAAU,CAAC;AAmF3G;;;;;;;GAOG;AACH,MAAM,MAAM,mBAAmB,GAC3B;IAAE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAA;CAAE,GAC7B;IACE,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC;IAC7B,4FAA4F;IAC5F,QAAQ,CAAC,cAAc,EAAE,eAAe,CAAC;IACzC,qEAAqE;IACrE,QAAQ,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;CACrC,CAAC;AAEN,MAAM,WAAW,YAAa,SAAQ,QAAQ;IAC5C;;;;OAIG;IACH,IAAI,CAAC,QAAQ,EAAE,eAAe,EAAE,OAAO,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;IACjE,wFAAwF;IACxF,QAAQ,CAAC,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,MAAM,GAAG,IAAI,CAAC;IAC3D,+EAA+E;IAC/E,OAAO,IAAI,IAAI,CAAC;CACjB;AAED,wBAAgB,kBAAkB,CAAC,OAAO,EAAE,mBAAmB,GAAG,YAAY,CA+C7E"}
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import { loadProjectSounds, loadSceneSounds } from "../assets/sounds.js";
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import { createAudioBus, soundRefFor } from "./bus.js";
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/** Owns one scene's looping background track and retries browser-blocked autoplay on first input. */
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function createMusicPlayback() {
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let assetId;
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let currentSound;
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let currentInstance;
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let currentVolume = 1;
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let pendingStart;
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const removePendingStart = () => {
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if (pendingStart !== undefined && typeof window !== "undefined")
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window.removeEventListener("pointerdown", pendingStart);
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pendingStart = undefined;
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};
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const stopCurrent = () => {
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removePendingStart();
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currentSound?.stop();
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currentInstance = undefined;
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currentSound = undefined;
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assetId = undefined;
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};
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const audioContextIsSuspended = (sound) => {
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const context = sound.context;
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return context.audioContext?.state === "suspended";
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};
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const scheduleRetry = (start) => {
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if (typeof window === "undefined" || pendingStart !== undefined)
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return;
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pendingStart = () => {
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pendingStart = undefined;
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currentInstance?.stop();
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currentInstance = undefined;
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const context = currentSound?.context?.audioContext;
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if (context?.resume !== undefined)
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void context.resume().finally(start);
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else
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start();
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};
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window.addEventListener("pointerdown", pendingStart, { once: true });
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};
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const playback = {
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update(nextAssetId, nextSound, volume) {
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currentVolume = volume;
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if (nextAssetId === undefined || nextSound === undefined) {
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stopCurrent();
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return;
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}
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if (assetId === nextAssetId && currentSound === nextSound) {
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if (currentInstance !== undefined)
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currentInstance.volume = currentVolume;
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return;
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}
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stopCurrent();
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assetId = nextAssetId;
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currentSound = nextSound;
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const start = () => {
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if (assetId !== nextAssetId || currentSound !== nextSound)
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return;
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removePendingStart();
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try {
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const result = nextSound.play({ loop: true, volume: currentVolume });
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if (result instanceof Promise) {
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void result.then((instance) => {
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if (assetId === nextAssetId && currentSound === nextSound) {
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currentInstance = instance;
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instance.volume = currentVolume;
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}
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else
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instance.stop();
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}).catch(() => scheduleRetry(start));
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}
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else {
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currentInstance = result;
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if (audioContextIsSuspended(nextSound))
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scheduleRetry(start);
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}
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}
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catch {
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scheduleRetry(start);
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}
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};
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start();
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},
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stop: stopCurrent,
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};
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return playback;
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}
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export function createRuntimeAudio(options) {
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const bus = createAudioBus();
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const music = createMusicPlayback();
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// assetId -> разобранный Sound. Кэш ассетов ключуется URI файла и переживает смену сцен, а эта
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// карта — просто «что директор уже умеет играть».
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const sounds = new Map();
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// Один кэш на весь слой: без него каждая загрузка заново скачивала и декодировала те же файлы.
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const cache = (options.director === "builtin" ? options.cache : undefined) ?? new Map();
|
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const handle = (event) => {
|
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+
if (event.type === "cue") {
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const result = event.sound === undefined ? undefined : sounds.get(event.sound.assetId)?.play();
|
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if (result instanceof Promise)
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void result.catch(() => undefined);
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return;
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}
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+
if (event.action === "stop") {
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music.update(undefined, undefined, 1);
|
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return;
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+
}
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+
music.update(event.sound.assetId, sounds.get(event.sound.assetId), event.volume);
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};
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+
const unsubscribe = options.director === "builtin" ? bus.subscribe(handle) : undefined;
|
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return {
|
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+
emit: (event) => bus.emit(event),
|
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+
subscribe: (listener) => bus.subscribe(listener),
|
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async load(document, sceneId) {
|
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if (options.director !== "builtin")
|
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+
return;
|
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|
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const loaded = sceneId === undefined
|
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|
+
? await loadProjectSounds(document, options.resolveFileUrl, cache)
|
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+
: await loadSceneSounds(document, sceneId, options.resolveFileUrl, cache);
|
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|
+
for (const [assetId, sound] of loaded)
|
|
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|
+
sounds.set(assetId, sound);
|
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+
},
|
|
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|
+
setScene(document, sceneId) {
|
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|
+
const scene = document.scenes.find((candidate) => candidate.id === sceneId);
|
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|
+
if (scene === undefined)
|
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|
+
throw new Error(`Scene '${sceneId}' does not exist in the project document.`);
|
|
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|
+
const sound = soundRefFor(document, scene.audio?.backgroundMusicAssetId);
|
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|
+
bus.emit(sound === undefined
|
|
128
|
+
? { type: "music", action: "stop" }
|
|
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|
+
: { type: "music", action: "play", sound, loop: true, volume: scene.audio?.volume ?? 1 });
|
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|
+
},
|
|
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|
+
dispose() {
|
|
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|
+
unsubscribe?.();
|
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|
+
music.stop();
|
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+
},
|
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|
+
};
|
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|
+
}
|
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//# sourceMappingURL=director.js.map
|
|
@@ -0,0 +1 @@
|
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|
+
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type { Sound, IMediaInstance } from \"@pixi/sound\";\r\nimport type { ProjectDocument } from \"@pixi-ui-editor/schema\";\r\nimport type { FileUrlResolver } from \"../assets/textures.js\";\r\nimport { loadProjectSounds, loadSceneSounds } from \"../assets/sounds.js\";\r\nimport { createAudioBus, soundRefFor, type AudioBus, type AudioEvent, type AudioListener } from \"./bus.js\";\r\n\r\ntype MusicPlayback = {\r\n update(assetId: string | undefined, sound: Sound | undefined, volume: number): void;\r\n stop(): void;\r\n};\r\n\r\n/** Owns one scene's looping background track and retries browser-blocked autoplay on first input. */\r\nfunction createMusicPlayback(): MusicPlayback {\r\n let assetId: string | undefined;\r\n let currentSound: Sound | undefined;\r\n let currentInstance: IMediaInstance | undefined;\r\n let currentVolume = 1;\r\n let pendingStart: (() => void) | undefined;\r\n\r\n const removePendingStart = () => {\r\n if (pendingStart !== undefined && typeof window !== \"undefined\") window.removeEventListener(\"pointerdown\", pendingStart);\r\n pendingStart = undefined;\r\n };\r\n const stopCurrent = () => {\r\n removePendingStart();\r\n currentSound?.stop();\r\n currentInstance = undefined;\r\n currentSound = undefined;\r\n assetId = undefined;\r\n };\r\n const audioContextIsSuspended = (sound: Sound) => {\r\n const context = sound.context as { audioContext?: { state?: string } };\r\n return context.audioContext?.state === \"suspended\";\r\n };\r\n const scheduleRetry = (start: () => void) => {\r\n if (typeof window === \"undefined\" || pendingStart !== undefined) return;\r\n pendingStart = () => {\r\n pendingStart = undefined;\r\n currentInstance?.stop();\r\n currentInstance = undefined;\r\n const context = (currentSound?.context as { audioContext?: { resume?: () => Promise<void> } } | undefined)?.audioContext;\r\n if (context?.resume !== undefined) void context.resume().finally(start);\r\n else start();\r\n };\r\n window.addEventListener(\"pointerdown\", pendingStart, { once: true });\r\n };\r\n\r\n const playback: MusicPlayback = {\r\n update(nextAssetId, nextSound, volume) {\r\n currentVolume = volume;\r\n if (nextAssetId === undefined || nextSound === undefined) {\r\n stopCurrent();\r\n return;\r\n }\r\n if (assetId === nextAssetId && currentSound === nextSound) {\r\n if (currentInstance !== undefined) currentInstance.volume = currentVolume;\r\n return;\r\n }\r\n\r\n stopCurrent();\r\n assetId = nextAssetId;\r\n currentSound = nextSound;\r\n const start = () => {\r\n if (assetId !== nextAssetId || currentSound !== nextSound) return;\r\n removePendingStart();\r\n try {\r\n const result = nextSound.play({ loop: true, volume: currentVolume });\r\n if (result instanceof Promise) {\r\n void result.then((instance) => {\r\n if (assetId === nextAssetId && currentSound === nextSound) { currentInstance = instance; instance.volume = currentVolume; }\r\n else instance.stop();\r\n }).catch(() => scheduleRetry(start));\r\n } else {\r\n currentInstance = result;\r\n if (audioContextIsSuspended(nextSound)) scheduleRetry(start);\r\n }\r\n } catch {\r\n scheduleRetry(start);\r\n }\r\n };\r\n start();\r\n },\r\n stop: stopCurrent,\r\n };\r\n return playback;\r\n}\r\n\r\n/**\r\n * Явная инициализация звукового слоя рантайма.\r\n *\r\n * `director: \"none\"` — рантайм только публикует события в шину и не трогает `@pixi/sound`: звуковые\r\n * файлы не скачиваются и не декодируются вовсе, всё это делает звуковая система хоста.\r\n * `director: \"builtin\"` — те же события дополнительно слушает встроенный директор, который грузит\r\n * ассеты проекта и играет их сам (так работает Preview редактора и пример `examples/pixi-app`).\r\n */\r\nexport type RuntimeAudioOptions =\r\n | { readonly director: \"none\" }\r\n | {\r\n readonly director: \"builtin\";\r\n /** Как превратить `asset.source.uri` в загружаемый URL — тот же резолвер, что у текстур. */\r\n readonly resolveFileUrl: FileUrlResolver;\r\n /** Общий кэш разобранных звуков, обычно `SceneAssetCache.sounds`. */\r\n readonly cache?: Map<string, Sound>;\r\n };\r\n\r\nexport interface RuntimeAudio extends AudioBus {\r\n /**\r\n * Готовит звуки для встроенного директора: со `sceneId` — только те, что нужны сцене, без него —\r\n * все звуки проекта (редактору так удобнее: назначения меняются на лету). С `director: \"none\"`\r\n * ничего не делает.\r\n */\r\n load(document: ProjectDocument, sceneId?: string): Promise<void>;\r\n /** Объявляет активную сцену: публикует её фоновую музыку (или её отсутствие) в шину. */\r\n setScene(document: ProjectDocument, sceneId: string): void;\r\n /** Останавливает встроенное воспроизведение и отписывает директора от шины. */\r\n dispose(): void;\r\n}\r\n\r\nexport function createRuntimeAudio(options: RuntimeAudioOptions): RuntimeAudio {\r\n const bus = createAudioBus();\r\n const music = createMusicPlayback();\r\n // assetId -> разобранный Sound. Кэш ассетов ключуется URI файла и переживает смену сцен, а эта\r\n // карта — просто «что директор уже умеет играть».\r\n const sounds = new Map<string, Sound>();\r\n // Один кэш на весь слой: без него каждая загрузка заново скачивала и декодировала те же файлы.\r\n const cache = (options.director === \"builtin\" ? options.cache : undefined) ?? new Map<string, Sound>();\r\n\r\n const handle: AudioListener = (event: AudioEvent) => {\r\n if (event.type === \"cue\") {\r\n const result = event.sound === undefined ? undefined : sounds.get(event.sound.assetId)?.play();\r\n if (result instanceof Promise) void result.catch(() => undefined);\r\n return;\r\n }\r\n if (event.action === \"stop\") {\r\n music.update(undefined, undefined, 1);\r\n return;\r\n }\r\n music.update(event.sound.assetId, sounds.get(event.sound.assetId), event.volume);\r\n };\r\n\r\n const unsubscribe = options.director === \"builtin\" ? bus.subscribe(handle) : undefined;\r\n\r\n return {\r\n emit: (event) => bus.emit(event),\r\n subscribe: (listener) => bus.subscribe(listener),\r\n async load(document, sceneId) {\r\n if (options.director !== \"builtin\") return;\r\n const loaded = sceneId === undefined\r\n ? await loadProjectSounds(document, options.resolveFileUrl, cache)\r\n : await loadSceneSounds(document, sceneId, options.resolveFileUrl, cache);\r\n for (const [assetId, sound] of loaded) sounds.set(assetId, sound);\r\n },\r\n setScene(document, sceneId) {\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n if (scene === undefined) throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n const sound = soundRefFor(document, scene.audio?.backgroundMusicAssetId);\r\n bus.emit(sound === undefined\r\n ? { type: \"music\", action: \"stop\" }\r\n : { type: \"music\", action: \"play\", sound, loop: true, volume: scene.audio?.volume ?? 1 });\r\n },\r\n dispose() {\r\n unsubscribe?.();\r\n music.stop();\r\n },\r\n };\r\n}\r\n"]}
|
package/dist/controls.js.map
CHANGED
|
@@ -1 +1 @@
|
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1
|
-
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{ type SkeletonData, Spine } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { type ButtonStateKey, type LayoutPadding } from \"@pixi-ui-editor/schema\";\r\nimport { Container } from \"pixi.js\";\r\nimport { ButtonNodeView } from \"./views/ButtonNodeView.js\";\r\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\r\nimport { ItemTableNodeView } from \"./views/ItemTableNodeView.js\";\r\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\r\nimport { PaginationNodeView } from \"./views/PaginationNodeView.js\";\r\nimport { StagedButtonNodeView } from \"./views/StagedButtonNodeView.js\";\r\nimport { ImageNodeView, OpacityGroupNodeView } from \"./views/basic.js\";\r\nimport { NodeView } from \"./views/NodeView.js\";\r\nimport { ProgressBarNodeView, SliderNodeView } from \"./views/ValueControlNodeViews.js\";\r\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\r\n\r\nfunction findSpineChild(view: Container): Spine | undefined {\r\n if (view instanceof NodeView) return view.getSpine();\r\n return view instanceof Spine ? view : view.children.find((child): child is Spine => child instanceof Spine);\r\n}\r\n\r\n/** Reads the current 1-based animation frame for an editor Spine node. */\r\nexport function getSpineViewPlayback(view: Container, skeletonData: SkeletonData, animation: string): { current: number; total: number } | undefined {\r\n const spine = findSpineChild(view);\r\n const track = spine?.state.tracks[0];\r\n const duration = skeletonData.findAnimation(animation)?.duration;\r\n if (track === null || track === undefined || duration === undefined || duration <= 0) return undefined;\r\n const fps = skeletonData.fps && skeletonData.fps > 0 ? skeletonData.fps : 60;\r\n const total = Math.max(1, Math.round(duration * fps));\r\n const time = track.loop ? track.trackTime % duration : Math.min(track.trackTime, duration);\r\n return { current: Math.min(total, Math.floor(time * fps) + 1), total };\r\n}\r\n\r\n/** Seeks an editor Spine node to a 1-based animation frame without changing its serialized animation settings. */\r\nexport function setSpineViewFrame(view: Container, frame: number, skeletonData: SkeletonData, animation: string): void {\r\n const spine = findSpineChild(view);\r\n const track = spine?.state.tracks[0];\r\n const duration = skeletonData.findAnimation(animation)?.duration;\r\n if (track === null || track === undefined || duration === undefined || duration <= 0) return;\r\n const fps = skeletonData.fps && skeletonData.fps > 0 ? skeletonData.fps : 60;\r\n const total = Math.max(1, Math.round(duration * fps));\r\n track.trackTime = Math.min(total, Math.max(1, Math.round(frame)) - 1) / fps;\r\n spine?.update(0);\r\n}\r\n\r\n/** Forces an editor-only button state; the node's serialized `enabled` and states stay untouched. */\r\nexport function setButtonViewState(view: Container, state: ButtonStateKey): void {\r\n if (view instanceof ButtonNodeView) view.setState(state);\r\n}\r\n\r\n/** Forces an editor-only checkbox checked state; the node's serialized `defaultChecked` stays untouched. */\r\nexport function setCheckboxViewChecked(view: Container, checked: boolean): void {\r\n if (view instanceof CheckboxNodeView) view.forceCheck(checked);\r\n}\r\n\r\n/** Forces an editor-only staged button preview stage; the document's `stages`/current stage stay untouched. */\r\nexport function setStagedButtonViewStage(view: Container, index: number): void {\r\n if (view instanceof StagedButtonNodeView) view.forceStage(index);\r\n}\r\n\r\n/** Forces an editor-only staged button visual state; the node's serialized `enabled` stays untouched. */\r\nexport function setStagedButtonViewState(view: Container, state: ButtonStateKey): void {\r\n if (view instanceof StagedButtonNodeView) view.setState(state);\r\n}\r\n\r\n/** Live-previews nine-slice border edits while dragging the canvas gizmo; commits only on release. */\r\nexport function previewNineSlice(view: Container, nineSlice: LayoutPadding): void {\r\n if (view instanceof ImageNodeView || view instanceof ButtonNodeView || view instanceof StagedButtonNodeView) view.previewNineSlice(nineSlice);\r\n}\r\n\r\n/** Applies an editor-only slider preview value without touching the document. */\r\nexport function setSliderViewValue(view: Container, value: number): void {\r\n if (view instanceof SliderNodeView) view.value = value;\r\n}\r\n\r\n/** Applies an editor-only progress preview without touching the document. */\r\nexport function setProgressBarViewProgress(view: Container, progress: number): void {\r\n if (view instanceof ProgressBarNodeView) view.progress = progress;\r\n}\r\n\r\n/** One-way sync from game code (or editor preview) into the widget: highlights a dot without emitting `onPageChange`. */\r\nexport function setPaginationViewPage(view: Container, page: number): void {\r\n if (view instanceof PaginationNodeView) view.page = page;\r\n}\r\n\r\n/**\r\n * Rebuilds the widget's dots for a runtime-known page count, e.g. once actual content length is known.\r\n * Ignored while the widget pages through authored `items`: there the item list already fixes the count.\r\n */\r\nexport function setPaginationViewPageCount(view: Container, pageCount: number): void {\r\n if (view instanceof PaginationNodeView) view.pageCount = pageCount;\r\n}\r\n\r\n/**\r\n * Все элементы таблицы в порядке иерархии, включая скрытые вместимостью — «что вообще есть».\r\n * Возвращает пустой список, если `view` не item-table.\r\n */\r\nexport function getItemTableViewItems(view: Container): Container[] {\r\n return view instanceof ItemTableNodeView ? view.items : [];\r\n}\r\n\r\n/** Элементы, показанные прямо сейчас: столько, сколько влезает в текущем профиле. */\r\nexport function getItemTableViewVisibleItems(view: Container): Container[] {\r\n return view instanceof ItemTableNodeView ? view.visibleItems : [];\r\n}\r\n\r\n/** Один элемент по индексу — адресация, на которой игровой код раскладывает свои данные. */\r\nexport function getItemTableViewItem(view: Container, index: number): Container | undefined {\r\n return view instanceof ItemTableNodeView ? view.itemAt(index) : undefined;\r\n}\r\n\r\n/** Транзиентно меняет вместимость; `undefined` возвращает авторское значение профиля. */\r\nexport function setItemTableViewVisibleCount(view: Container, count: number | undefined): void {\r\n if (view instanceof ItemTableNodeView) view.visibleCount = count;\r\n}\r\n\r\n/** Показывает или прячет все элементы разом; `undefined` возвращает управление вместимости. */\r\nexport function setItemTableViewItemsVisible(view: Container, visible: boolean | undefined): void {\r\n if (view instanceof ItemTableNodeView) view.setItemsVisible(visible);\r\n}\r\n\r\n/** Switches which direct child (\"page\") of a page group is shown; every other child is hidden. Out-of-range indices clamp into range, so passing whatever a caller has on hand can never throw or leave the group blank. */\r\nexport function setPageGroupViewPage(view: Container, page: number): void {\r\n if (view instanceof PageGroupNodeView) view.page = page;\r\n}\r\n\r\n/** Currently shown page index, or `undefined` if `view` is not a page group. */\r\nexport function getPageGroupViewPage(view: Container): number | undefined {\r\n return view instanceof PageGroupNodeView ? view.page : undefined;\r\n}\r\n\r\n/** Total number of pages (authored children plus any appended via `addPageGroupViewPage`); `0` if `view` is not a page group. */\r\nexport function getPageGroupViewPageCount(view: Container): number {\r\n return view instanceof PageGroupNodeView ? view.pageCount : 0;\r\n}\r\n\r\n/**\r\n * Appends a page built at runtime (e.g. the `root` from `buildPrefabView`/`loadPrefabView`, or any\r\n * hand-built `Container`) after the last one — for a dataset that grows during play (a spin history\r\n * list, a chat log, ...) rather than one fully known at authoring time. Fits the page to the group's\r\n * current rectangle and hides it until switched to. Returns the new page's index, or `undefined` if\r\n * `view` is not a page group. Keep `setPaginationViewPageCount` in sync with the resulting `pageCount`\r\n * if a `pagination` widget is showing this group's page count.\r\n */\r\nexport function addPageGroupViewPage(view: Container, page: Container): number | undefined {\r\n return view instanceof PageGroupNodeView ? view.addPage(page) : undefined;\r\n}\r\n\r\n/**\r\n * Fades a whole subtree by driving one opacity group, the cheap `CanvasGroup.alpha` equivalent: the\r\n * value multiplies into every descendant through PixiJS `worldAlpha`, so animating a fade is one write\r\n * per frame regardless of how many nodes are inside. The node's authored `opacity` stays untouched in\r\n * the document; pass `undefined` to hand control back to it. Tweening itself belongs to game code —\r\n * the runtime deliberately ships no animation engine, the same way `page-group` ships no swipe gesture.\r\n */\r\nexport function setOpacityGroupViewOpacity(view: Container, opacity: number | undefined): void {\r\n if (view instanceof OpacityGroupNodeView) view.setOpacity(opacity);\r\n}\r\n\r\n/** Enables or pauses editor-only automatic playback without affecting serialized node data. */\r\nexport function setSpineViewAutoplay(view: Container, autoplay: boolean): void {\r\n const spine = findSpineChild(view);\r\n if (spine !== undefined) spine.autoUpdate = autoplay;\r\n}\r\n\r\n/** Activates authored bone/slot part connectors on one Spine node without mutating the document. */\r\nexport function setSpineConnectorBonesActive(view: Container, active: boolean): void {\r\n if (view instanceof SpineNodeView) view.activeConnectorBones = active;\r\n}\r\n\r\n/** Reasserts active connector matrices after a host performs live node-view updates. */\r\nexport function refreshSpineConnectorBones(nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const view of nodeViews.values()) if (view instanceof SpineNodeView && view.activeConnectorBones) view.refreshConnectorBones();\r\n}\r\n"]}
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+
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{ type SkeletonData, Spine } from \"@esotericsoftware/spine-pixi-v8\";\nimport { type ButtonStateKey, type LayoutPadding } from \"@pixi-ui-editor/schema\";\nimport { Container } from \"pixi.js\";\nimport { ButtonNodeView } from \"./views/ButtonNodeView.js\";\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\nimport { ItemTableNodeView } from \"./views/ItemTableNodeView.js\";\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\nimport { PaginationNodeView } from \"./views/PaginationNodeView.js\";\nimport { StagedButtonNodeView } from \"./views/StagedButtonNodeView.js\";\nimport { ImageNodeView, OpacityGroupNodeView } from \"./views/basic.js\";\nimport { NodeView } from \"./views/NodeView.js\";\nimport { ProgressBarNodeView, SliderNodeView } from \"./views/ValueControlNodeViews.js\";\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\n\nfunction findSpineChild(view: Container): Spine | undefined {\n if (view instanceof NodeView) return view.getSpine();\n return view instanceof Spine ? view : view.children.find((child): child is Spine => child instanceof Spine);\n}\n\n/** Reads the current 1-based animation frame for an editor Spine node. */\nexport function getSpineViewPlayback(view: Container, skeletonData: SkeletonData, animation: string): { current: number; total: number } | undefined {\n const spine = findSpineChild(view);\n const track = spine?.state.tracks[0];\n const duration = skeletonData.findAnimation(animation)?.duration;\n if (track === null || track === undefined || duration === undefined || duration <= 0) return undefined;\n const fps = skeletonData.fps && skeletonData.fps > 0 ? skeletonData.fps : 60;\n const total = Math.max(1, Math.round(duration * fps));\n const time = track.loop ? track.trackTime % duration : Math.min(track.trackTime, duration);\n return { current: Math.min(total, Math.floor(time * fps) + 1), total };\n}\n\n/** Seeks an editor Spine node to a 1-based animation frame without changing its serialized animation settings. */\nexport function setSpineViewFrame(view: Container, frame: number, skeletonData: SkeletonData, animation: string): void {\n const spine = findSpineChild(view);\n const track = spine?.state.tracks[0];\n const duration = skeletonData.findAnimation(animation)?.duration;\n if (track === null || track === undefined || duration === undefined || duration <= 0) return;\n const fps = skeletonData.fps && skeletonData.fps > 0 ? skeletonData.fps : 60;\n const total = Math.max(1, Math.round(duration * fps));\n track.trackTime = Math.min(total, Math.max(1, Math.round(frame)) - 1) / fps;\n spine?.update(0);\n}\n\n/** Forces an editor-only button state; the node's serialized `enabled` and states stay untouched. */\nexport function setButtonViewState(view: Container, state: ButtonStateKey): void {\n if (view instanceof ButtonNodeView) view.setState(state);\n}\n\n/** Forces an editor-only checkbox checked state; the node's serialized `defaultChecked` stays untouched. */\nexport function setCheckboxViewChecked(view: Container, checked: boolean): void {\n if (view instanceof CheckboxNodeView) view.forceCheck(checked);\n}\n\n/** Forces an editor-only staged button preview stage; the document's `stages`/current stage stay untouched. */\nexport function setStagedButtonViewStage(view: Container, index: number): void {\n if (view instanceof StagedButtonNodeView) view.forceStage(index);\n}\n\n/** Forces an editor-only staged button visual state; the node's serialized `enabled` stays untouched. */\nexport function setStagedButtonViewState(view: Container, state: ButtonStateKey): void {\n if (view instanceof StagedButtonNodeView) view.setState(state);\n}\n\n/** Live-previews nine-slice border edits while dragging the canvas gizmo; commits only on release. */\nexport function previewNineSlice(view: Container, nineSlice: LayoutPadding): void {\n if (view instanceof ImageNodeView || view instanceof ButtonNodeView || view instanceof StagedButtonNodeView) view.previewNineSlice(nineSlice);\n}\n\n/** Applies an editor-only slider preview value without touching the document. */\nexport function setSliderViewValue(view: Container, value: number): void {\n if (view instanceof SliderNodeView) view.value = value;\n}\n\n/** Applies an editor-only progress preview without touching the document. */\nexport function setProgressBarViewProgress(view: Container, progress: number): void {\n if (view instanceof ProgressBarNodeView) view.progress = progress;\n}\n\n/** One-way sync from game code (or editor preview) into the widget: highlights a dot without emitting `onPageChange`. */\nexport function setPaginationViewPage(view: Container, page: number): void {\n if (view instanceof PaginationNodeView) view.page = page;\n}\n\n/**\n * Rebuilds the widget's dots for a runtime-known page count, e.g. once actual content length is known.\n * Ignored while the widget pages through authored `items`: there the item list already fixes the count.\n */\nexport function setPaginationViewPageCount(view: Container, pageCount: number): void {\n if (view instanceof PaginationNodeView) view.pageCount = pageCount;\n}\n\n/**\n * Все элементы таблицы в порядке иерархии, включая скрытые вместимостью — «что вообще есть».\n * Возвращает пустой список, если `view` не item-table.\n */\nexport function getItemTableViewItems(view: Container): Container[] {\n return view instanceof ItemTableNodeView ? view.items : [];\n}\n\n/** Элементы, показанные прямо сейчас: столько, сколько влезает в текущем профиле. */\nexport function getItemTableViewVisibleItems(view: Container): Container[] {\n return view instanceof ItemTableNodeView ? view.visibleItems : [];\n}\n\n/** Один элемент по индексу — адресация, на которой игровой код раскладывает свои данные. */\nexport function getItemTableViewItem(view: Container, index: number): Container | undefined {\n return view instanceof ItemTableNodeView ? view.itemAt(index) : undefined;\n}\n\n/** Транзиентно меняет вместимость; `undefined` возвращает авторское значение профиля. */\nexport function setItemTableViewVisibleCount(view: Container, count: number | undefined): void {\n if (view instanceof ItemTableNodeView) view.visibleCount = count;\n}\n\n/** Показывает или прячет все элементы разом; `undefined` возвращает управление вместимости. */\nexport function setItemTableViewItemsVisible(view: Container, visible: boolean | undefined): void {\n if (view instanceof ItemTableNodeView) view.setItemsVisible(visible);\n}\n\n/** Switches which direct child (\"page\") of a page group is shown; every other child is hidden. Out-of-range indices clamp into range, so passing whatever a caller has on hand can never throw or leave the group blank. */\nexport function setPageGroupViewPage(view: Container, page: number): void {\n if (view instanceof PageGroupNodeView) view.page = page;\n}\n\n/** Currently shown page index, or `undefined` if `view` is not a page group. */\nexport function getPageGroupViewPage(view: Container): number | undefined {\n return view instanceof PageGroupNodeView ? view.page : undefined;\n}\n\n/** Total number of pages (authored children plus any appended via `addPageGroupViewPage`); `0` if `view` is not a page group. */\nexport function getPageGroupViewPageCount(view: Container): number {\n return view instanceof PageGroupNodeView ? view.pageCount : 0;\n}\n\n/**\n * Appends a page built at runtime (e.g. the `root` from `buildPrefabView`/`loadPrefabView`, or any\n * hand-built `Container`) after the last one — for a dataset that grows during play (a spin history\n * list, a chat log, ...) rather than one fully known at authoring time. Fits the page to the group's\n * current rectangle and hides it until switched to. Returns the new page's index, or `undefined` if\n * `view` is not a page group. Keep `setPaginationViewPageCount` in sync with the resulting `pageCount`\n * if a `pagination` widget is showing this group's page count.\n */\nexport function addPageGroupViewPage(view: Container, page: Container): number | undefined {\n return view instanceof PageGroupNodeView ? view.addPage(page) : undefined;\n}\n\n/**\n * Fades a whole subtree by driving one opacity group, the cheap `CanvasGroup.alpha` equivalent: the\n * value multiplies into every descendant through PixiJS `worldAlpha`, so animating a fade is one write\n * per frame regardless of how many nodes are inside. The node's authored `opacity` stays untouched in\n * the document; pass `undefined` to hand control back to it. Tweening itself belongs to game code —\n * the runtime deliberately ships no animation engine, the same way `page-group` ships no swipe gesture.\n */\nexport function setOpacityGroupViewOpacity(view: Container, opacity: number | undefined): void {\n if (view instanceof OpacityGroupNodeView) view.setOpacity(opacity);\n}\n\n/** Enables or pauses editor-only automatic playback without affecting serialized node data. */\nexport function setSpineViewAutoplay(view: Container, autoplay: boolean): void {\n const spine = findSpineChild(view);\n if (spine !== undefined) spine.autoUpdate = autoplay;\n}\n\n/** Activates authored bone/slot part connectors on one Spine node without mutating the document. */\nexport function setSpineConnectorBonesActive(view: Container, active: boolean): void {\n if (view instanceof SpineNodeView) view.activeConnectorBones = active;\n}\n\n/** Reasserts active connector matrices after a host performs live node-view updates. */\nexport function refreshSpineConnectorBones(nodeViews: ReadonlyMap<string, Container>): void {\n for (const view of nodeViews.values()) if (view instanceof SpineNodeView && view.activeConnectorBones) view.refreshConnectorBones();\n}\n"]}
|
package/dist/index.d.ts
CHANGED
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@@ -4,6 +4,7 @@ export * from "./document.js";
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4
4
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export * from "./layout.js";
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5
5
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export { SceneViewport } from "./SceneViewport.js";
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6
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export * from "./layoutGroups.js";
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7
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+
export * from "./transformSpace.js";
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7
8
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export * from "./scrollView.js";
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9
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export * from "./pageGroup.js";
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10
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export * from "./views/NodeView.js";
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@@ -24,7 +25,7 @@ export { SceneLocalization } from "./localization.js";
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25
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export type { SceneLocalizationOptions } from "./localization.js";
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export { BitmapTextNodeView, ImageNodeView, MaskNodeView, OpacityGroupNodeView, TextNodeView } from "./views/basic.js";
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26
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export type { BuildSceneViewOptions, PrefabViewConfiguration, SceneViewResult } from "./scene.js";
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-
export { buildPrefabView, buildSceneView, collectRenderedNodes, loadPrefabView, previewNodeView, updateNodeView, updateParticleEmitters, loadSceneView } from "./scene.js";
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+
export { applyProfile, buildPrefabView, buildSceneView, collectRenderedNodes, loadPrefabView, previewNodeView, updateNodeView, updateParticleEmitters, loadSceneView } from "./scene.js";
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28
29
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export * from "./controls.js";
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29
30
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export { createSceneAssetCache } from "./assets/cache.js";
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31
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export type { SceneAssetCache } from "./assets/cache.js";
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@@ -33,4 +34,6 @@ export * from "./assets/spine.js";
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export * from "./assets/fonts.js";
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export * from "./assets/bitmapFonts.js";
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export * from "./assets/sounds.js";
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export * from "./audio/bus.js";
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export * from "./audio/director.js";
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//# sourceMappingURL=index.d.ts.map
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package/dist/index.d.ts.map
CHANGED
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@@ -1 +1 @@
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|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,YAAY,EAAE,YAAY,EAAE,MAAM,iCAAiC,CAAC;AACpE,YAAY,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AACzC,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAC3D,OAAO,EAAE,oBAAoB,EAAE,MAAM,iCAAiC,CAAC;AACvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAC/D,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,mBAAmB,EAAE,cAAc,EAAE,MAAM,kCAAkC,CAAC;AACvF,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAC7E,cAAc,gBAAgB,CAAC;AAC/B,OAAO,EAAE,mBAAmB,EAAE,MAAM,2BAA2B,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AACtD,YAAY,EAAE,wBAAwB,EAAE,MAAM,mBAAmB,CAAC;AAClE,OAAO,EAAE,kBAAkB,EAAE,aAAa,EAAE,YAAY,EAAE,oBAAoB,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AACvH,YAAY,EAAE,qBAAqB,EAAE,uBAAuB,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAClG,OAAO,EAAE,eAAe,EAAE,cAAc,EAAE,oBAAoB,EAAE,cAAc,EAAE,eAAe,EAAE,cAAc,EAAE,sBAAsB,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,YAAY,EAAE,YAAY,EAAE,MAAM,iCAAiC,CAAC;AACpE,YAAY,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AACzC,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAC3D,OAAO,EAAE,oBAAoB,EAAE,MAAM,iCAAiC,CAAC;AACvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAC/D,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,mBAAmB,EAAE,cAAc,EAAE,MAAM,kCAAkC,CAAC;AACvF,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAC7E,cAAc,gBAAgB,CAAC;AAC/B,OAAO,EAAE,mBAAmB,EAAE,MAAM,2BAA2B,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AACtD,YAAY,EAAE,wBAAwB,EAAE,MAAM,mBAAmB,CAAC;AAClE,OAAO,EAAE,kBAAkB,EAAE,aAAa,EAAE,YAAY,EAAE,oBAAoB,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AACvH,YAAY,EAAE,qBAAqB,EAAE,uBAAuB,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAClG,OAAO,EAAE,YAAY,EAAE,eAAe,EAAE,cAAc,EAAE,oBAAoB,EAAE,cAAc,EAAE,eAAe,EAAE,cAAc,EAAE,sBAAsB,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AACzL,cAAc,eAAe,CAAC;AAC9B,OAAO,EAAE,qBAAqB,EAAE,MAAM,mBAAmB,CAAC;AAC1D,YAAY,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACzD,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC"}
|
package/dist/index.js
CHANGED
|
@@ -2,6 +2,7 @@ export * from "./document.js";
|
|
|
2
2
|
export * from "./layout.js";
|
|
3
3
|
export { SceneViewport } from "./SceneViewport.js";
|
|
4
4
|
export * from "./layoutGroups.js";
|
|
5
|
+
export * from "./transformSpace.js";
|
|
5
6
|
export * from "./scrollView.js";
|
|
6
7
|
export * from "./pageGroup.js";
|
|
7
8
|
export * from "./views/NodeView.js";
|
|
@@ -20,7 +21,7 @@ export * from "./particles.js";
|
|
|
20
21
|
export { collectNodeAssetIds } from "./views/createNodeView.js";
|
|
21
22
|
export { SceneLocalization } from "./localization.js";
|
|
22
23
|
export { BitmapTextNodeView, ImageNodeView, MaskNodeView, OpacityGroupNodeView, TextNodeView } from "./views/basic.js";
|
|
23
|
-
export { buildPrefabView, buildSceneView, collectRenderedNodes, loadPrefabView, previewNodeView, updateNodeView, updateParticleEmitters, loadSceneView } from "./scene.js";
|
|
24
|
+
export { applyProfile, buildPrefabView, buildSceneView, collectRenderedNodes, loadPrefabView, previewNodeView, updateNodeView, updateParticleEmitters, loadSceneView } from "./scene.js";
|
|
24
25
|
export * from "./controls.js";
|
|
25
26
|
export { createSceneAssetCache } from "./assets/cache.js";
|
|
26
27
|
export * from "./assets/textures.js";
|
|
@@ -28,4 +29,6 @@ export * from "./assets/spine.js";
|
|
|
28
29
|
export * from "./assets/fonts.js";
|
|
29
30
|
export * from "./assets/bitmapFonts.js";
|
|
30
31
|
export * from "./assets/sounds.js";
|
|
32
|
+
export * from "./audio/bus.js";
|
|
33
|
+
export * from "./audio/director.js";
|
|
31
34
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAEA,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAC3D,OAAO,EAAE,oBAAoB,EAAE,MAAM,iCAAiC,CAAC;AACvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAC/D,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,mBAAmB,EAAE,cAAc,EAAE,MAAM,kCAAkC,CAAC;AACvF,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAC7E,cAAc,gBAAgB,CAAC;AAC/B,OAAO,EAAE,mBAAmB,EAAE,MAAM,2BAA2B,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAEtD,OAAO,EAAE,kBAAkB,EAAE,aAAa,EAAE,YAAY,EAAE,oBAAoB,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEvH,OAAO,EAAE,eAAe,EAAE,cAAc,EAAE,oBAAoB,EAAE,cAAc,EAAE,eAAe,EAAE,cAAc,EAAE,sBAAsB,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAEA,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,OAAO,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAC3D,OAAO,EAAE,oBAAoB,EAAE,MAAM,iCAAiC,CAAC;AACvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAC/D,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,mBAAmB,EAAE,cAAc,EAAE,MAAM,kCAAkC,CAAC;AACvF,OAAO,EAAE,kBAAkB,EAAE,MAAM,+BAA+B,CAAC;AACnE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,iBAAiB,EAAE,MAAM,8BAA8B,CAAC;AACjE,OAAO,EAAE,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAC7E,cAAc,gBAAgB,CAAC;AAC/B,OAAO,EAAE,mBAAmB,EAAE,MAAM,2BAA2B,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAE,MAAM,mBAAmB,CAAC;AAEtD,OAAO,EAAE,kBAAkB,EAAE,aAAa,EAAE,YAAY,EAAE,oBAAoB,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEvH,OAAO,EAAE,YAAY,EAAE,eAAe,EAAE,cAAc,EAAE,oBAAoB,EAAE,cAAc,EAAE,eAAe,EAAE,cAAc,EAAE,sBAAsB,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AACzL,cAAc,eAAe,CAAC;AAC9B,OAAO,EAAE,qBAAqB,EAAE,MAAM,mBAAmB,CAAC;AAE1D,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC","sourcesContent":["export type { SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nexport type { Sound } from \"@pixi/sound\";\r\nexport * from \"./document.js\";\r\nexport * from \"./layout.js\";\r\nexport { SceneViewport } from \"./SceneViewport.js\";\r\nexport * from \"./layoutGroups.js\";\r\nexport * from \"./transformSpace.js\";\r\nexport * from \"./scrollView.js\";\r\nexport * from \"./pageGroup.js\";\r\nexport * from \"./views/NodeView.js\";\r\nexport { ButtonNodeView } from \"./views/ButtonNodeView.js\";\r\nexport { StagedButtonNodeView } from \"./views/StagedButtonNodeView.js\";\r\nexport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\r\nexport { InputNodeView } from \"./views/InputNodeView.js\";\r\nexport { ScrollViewNodeView } from \"./views/ScrollViewNodeView.js\";\r\nexport { SpineNodeView } from \"./views/SpineNodeView.js\";\r\nexport { ProgressBarNodeView, SliderNodeView } from \"./views/ValueControlNodeViews.js\";\r\nexport { PaginationNodeView } from \"./views/PaginationNodeView.js\";\r\nexport { ItemTableNodeView } from \"./views/ItemTableNodeView.js\";\r\nexport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\r\nexport { ParticleEmitterNodeView } from \"./views/ParticleEmitterNodeView.js\";\r\nexport * from \"./particles.js\";\r\nexport { collectNodeAssetIds } from \"./views/createNodeView.js\";\r\nexport { SceneLocalization } from \"./localization.js\";\r\nexport type { SceneLocalizationOptions } from \"./localization.js\";\r\nexport { BitmapTextNodeView, ImageNodeView, MaskNodeView, OpacityGroupNodeView, TextNodeView } from \"./views/basic.js\";\r\nexport type { BuildSceneViewOptions, PrefabViewConfiguration, SceneViewResult } from \"./scene.js\";\r\nexport { applyProfile, buildPrefabView, buildSceneView, collectRenderedNodes, loadPrefabView, previewNodeView, updateNodeView, updateParticleEmitters, loadSceneView } from \"./scene.js\";\nexport * from \"./controls.js\";\r\nexport { createSceneAssetCache } from \"./assets/cache.js\";\r\nexport type { SceneAssetCache } from \"./assets/cache.js\";\r\nexport * from \"./assets/textures.js\";\r\nexport * from \"./assets/spine.js\";\r\nexport * from \"./assets/fonts.js\";\r\nexport * from \"./assets/bitmapFonts.js\";\r\nexport * from \"./assets/sounds.js\";\r\nexport * from \"./audio/bus.js\";\r\nexport * from \"./audio/director.js\";\r\n"]}
|
package/dist/layout.d.ts
CHANGED
|
@@ -25,7 +25,11 @@ export type ResolvedSpineSettings = {
|
|
|
25
25
|
};
|
|
26
26
|
export declare const DEFAULT_TEXT_STYLE: TextStyleDefinition;
|
|
27
27
|
export declare const CANVAS_SCALER_MATCH_WIDTH_OR_HEIGHT = 0.5;
|
|
28
|
-
/**
|
|
28
|
+
/**
|
|
29
|
+
* Uniformly contains an authored viewport inside a physical host without changing its aspect ratio.
|
|
30
|
+
* Low-level primitive: callers with host measurements should use `resolveViewport`, which rejects
|
|
31
|
+
* zero, non-finite, and otherwise degenerate sizes before any profile or fit is computed.
|
|
32
|
+
*/
|
|
29
33
|
export declare function fitViewportToHost(viewport: LayoutSize, host: LayoutSize): FittedViewport;
|
|
30
34
|
/**
|
|
31
35
|
* Unity Canvas Scaler's `Scale With Screen Size / Match Width Or Height` calculation.
|
|
@@ -50,8 +54,20 @@ export declare function resolveSpineSettings(node: SpineNode, profile: LayoutPro
|
|
|
50
54
|
* share of the parent rectangle. Canvas Scaler is deliberately outside this function.
|
|
51
55
|
*/
|
|
52
56
|
export declare function resolveAnchoredTransform(transform: UINode["transform"], parentSize?: LayoutSize): UINode["transform"];
|
|
53
|
-
/**
|
|
54
|
-
export declare function
|
|
57
|
+
/** True when a viewport can safely participate in aspect-ratio and transform calculations. */
|
|
58
|
+
export declare function isUsableViewport(size: LayoutSize): boolean;
|
|
59
|
+
/**
|
|
60
|
+
* Picks the layout profile using the document's aspect-ratio rule; the breakpoint itself is mobile.
|
|
61
|
+
* Low-level primitive: it deliberately preserves the legacy result for degenerate numbers. Host code
|
|
62
|
+
* should use `resolveViewport` instead. Passing `current` adds a five-percent dead zone around the
|
|
63
|
+
* breakpoint so small resize oscillations do not repeatedly flip an already-live scene.
|
|
64
|
+
*/
|
|
65
|
+
export declare function resolveProfileForViewport(settings: ProjectDocument["settings"], width: number, height: number, current?: LayoutProfileId): LayoutProfileId;
|
|
66
|
+
/** Safely resolves both the selected profile and contain-fit for a measured host. */
|
|
67
|
+
export declare function resolveViewport(settings: ProjectDocument["settings"], referenceViewport: LayoutSize | Record<LayoutProfileId, LayoutSize>, host: LayoutSize, current?: LayoutProfileId): {
|
|
68
|
+
profile: LayoutProfileId;
|
|
69
|
+
fit: FittedViewport;
|
|
70
|
+
} | null;
|
|
55
71
|
export declare function fitSpineToTransform(bounds: {
|
|
56
72
|
x: number;
|
|
57
73
|
y: number;
|
package/dist/layout.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"layout.d.ts","sourceRoot":"","sources":["../src/layout.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,cAAc,EAAE,KAAK,eAAe,EAAE,KAAK,eAAe,EAAE,KAAK,eAAe,EAAE,KAAK,mBAAmB,EAAE,KAAK,QAAQ,EAAE,KAAK,mBAAmB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAE/M,MAAM,MAAM,wBAAwB,GAAG;IACrC,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,CAAC;IAC/B,OAAO,EAAE,OAAO,CAAC;CAClB,CAAC;AAEF,MAAM,MAAM,UAAU,GAAG;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,CAAC;AAE3D,MAAM,MAAM,cAAc,GAAG;IAC3B,KAAK,EAAE,MAAM,CAAC;IACd,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;CAChB,CAAC;AAEF,KAAK,SAAS,GAAG,OAAO,CAAC,MAAM,EAAE;IAAE,IAAI,EAAE,OAAO,CAAA;CAAE,CAAC,CAAC;AACpD,MAAM,MAAM,qBAAqB,GAAG;IAAE,SAAS,EAAE,MAAM,GAAG,SAAS,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAC;IAAC,IAAI,EAAE,OAAO,CAAC;IAAC,cAAc,EAAE,MAAM,CAAA;CAAE,CAAC;AAEhI,eAAO,MAAM,kBAAkB,EAAE,mBAGhC,CAAC;AAEF,eAAO,MAAM,mCAAmC,MAAM,CAAC;
|
|
1
|
+
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|
package/dist/layout.js
CHANGED
|
@@ -3,7 +3,12 @@ export const DEFAULT_TEXT_STYLE = {
|
|
|
3
3
|
align: "left", verticalAlign: "top", wordWrap: false, breakWords: false, letterSpacing: 0,
|
|
4
4
|
};
|
|
5
5
|
export const CANVAS_SCALER_MATCH_WIDTH_OR_HEIGHT = 0.5;
|
|
6
|
-
|
|
6
|
+
const PROFILE_BREAKPOINT_HYSTERESIS = 0.05;
|
|
7
|
+
/**
|
|
8
|
+
* Uniformly contains an authored viewport inside a physical host without changing its aspect ratio.
|
|
9
|
+
* Low-level primitive: callers with host measurements should use `resolveViewport`, which rejects
|
|
10
|
+
* zero, non-finite, and otherwise degenerate sizes before any profile or fit is computed.
|
|
11
|
+
*/
|
|
7
12
|
export function fitViewportToHost(viewport, host) {
|
|
8
13
|
const scale = Math.min(host.width / viewport.width, host.height / viewport.height);
|
|
9
14
|
const width = viewport.width * scale;
|
|
@@ -94,9 +99,34 @@ export function resolveAnchoredTransform(transform, parentSize) {
|
|
|
94
99
|
height: (maxY - minY) * parentSize.height + transform.height,
|
|
95
100
|
};
|
|
96
101
|
}
|
|
97
|
-
/**
|
|
98
|
-
export function
|
|
99
|
-
return width
|
|
102
|
+
/** True when a viewport can safely participate in aspect-ratio and transform calculations. */
|
|
103
|
+
export function isUsableViewport(size) {
|
|
104
|
+
return Number.isFinite(size.width) && size.width > 0 && Number.isFinite(size.height) && size.height > 0;
|
|
105
|
+
}
|
|
106
|
+
/**
|
|
107
|
+
* Picks the layout profile using the document's aspect-ratio rule; the breakpoint itself is mobile.
|
|
108
|
+
* Low-level primitive: it deliberately preserves the legacy result for degenerate numbers. Host code
|
|
109
|
+
* should use `resolveViewport` instead. Passing `current` adds a five-percent dead zone around the
|
|
110
|
+
* breakpoint so small resize oscillations do not repeatedly flip an already-live scene.
|
|
111
|
+
*/
|
|
112
|
+
export function resolveProfileForViewport(settings, width, height, current) {
|
|
113
|
+
const breakpoint = settings.layoutProfileSelection.mobileMaxAspectRatio;
|
|
114
|
+
const aspectRatio = width / height;
|
|
115
|
+
if (current === "mobile" && aspectRatio <= breakpoint * (1 + PROFILE_BREAKPOINT_HYSTERESIS))
|
|
116
|
+
return current;
|
|
117
|
+
if (current === "desktop" && aspectRatio > breakpoint * (1 - PROFILE_BREAKPOINT_HYSTERESIS))
|
|
118
|
+
return current;
|
|
119
|
+
return aspectRatio <= breakpoint ? "mobile" : "desktop";
|
|
120
|
+
}
|
|
121
|
+
/** Safely resolves both the selected profile and contain-fit for a measured host. */
|
|
122
|
+
export function resolveViewport(settings, referenceViewport, host, current) {
|
|
123
|
+
if (!isUsableViewport(host))
|
|
124
|
+
return null;
|
|
125
|
+
const profile = resolveProfileForViewport(settings, host.width, host.height, current);
|
|
126
|
+
const selectedReference = "width" in referenceViewport ? referenceViewport : referenceViewport[profile];
|
|
127
|
+
if (!isUsableViewport(selectedReference))
|
|
128
|
+
return null;
|
|
129
|
+
return { profile, fit: fitViewportToHost(selectedReference, host) };
|
|
100
130
|
}
|
|
101
131
|
export function fitSpineToTransform(bounds, transform, referenceFrame) {
|
|
102
132
|
const fitBounds = referenceFrame ?? bounds;
|
package/dist/layout.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ type BitmapTextNode, type BitmapTextStyle, type LayoutProfileId, type ProjectDocument, type SpineReferenceFrame, type TextNode, type TextStyleDefinition, type UINode } from \"@pixi-ui-editor/schema\";\r\n\r\nexport type ResolvedProfileTransform = {\r\n transform: UINode[\"transform\"];\r\n visible: boolean;\r\n};\r\n\r\nexport type LayoutSize = { width: number; height: number };\r\n\r\nexport type FittedViewport = {\r\n scale: number;\r\n x: number;\r\n y: number;\r\n width: number;\r\n height: number;\r\n};\r\n\r\ntype SpineNode = Extract<UINode, { type: \"spine\" }>;\r\nexport type ResolvedSpineSettings = { animation: string | undefined; autoplay: boolean; loop: boolean; animationSpeed: number };\r\n\r\nexport const DEFAULT_TEXT_STYLE: TextStyleDefinition = {\r\n fontFamily: \"Arial\", fontSize: 24, fontWeight: \"normal\", fontStyle: \"normal\", fill: \"#FFFFFF\",\r\n align: \"left\", verticalAlign: \"top\", wordWrap: false, breakWords: false, letterSpacing: 0,\r\n};\r\n\r\nexport const CANVAS_SCALER_MATCH_WIDTH_OR_HEIGHT = 0.5;\r\n\r\n/** Uniformly contains an authored viewport inside a physical host without changing its aspect ratio. */\r\nexport function fitViewportToHost(viewport: LayoutSize, host: LayoutSize): FittedViewport {\r\n const scale = Math.min(host.width / viewport.width, host.height / viewport.height);\r\n const width = viewport.width * scale;\r\n const height = viewport.height * scale;\r\n return {\r\n scale,\r\n x: (host.width - width) / 2,\r\n y: (host.height - height) / 2,\r\n width,\r\n height,\r\n };\r\n}\r\n\r\n/**\r\n * Unity Canvas Scaler's `Scale With Screen Size / Match Width Or Height` calculation.\r\n * Width and height are blended in logarithmic space, producing one uniform scale for the Canvas.\r\n */\r\nexport function getCanvasScale(\r\n screenSize: LayoutSize,\r\n referenceResolution: LayoutSize,\r\n matchWidthOrHeight = CANVAS_SCALER_MATCH_WIDTH_OR_HEIGHT,\r\n): number {\r\n const widthScale = screenSize.width / referenceResolution.width;\r\n const heightScale = screenSize.height / referenceResolution.height;\r\n const logWidth = Math.log2(widthScale);\r\n const logHeight = Math.log2(heightScale);\r\n return 2 ** (logWidth + (logHeight - logWidth) * matchWidthOrHeight);\r\n}\r\n\r\n/** Logical RectTransform space exposed by a scaled Canvas at the current screen aspect ratio. */\r\nexport function getCanvasLogicalSize(screenSize: LayoutSize, referenceResolution: LayoutSize): LayoutSize {\r\n const scale = getCanvasScale(screenSize, referenceResolution);\r\n return { width: screenSize.width / scale, height: screenSize.height / scale };\r\n}\r\n\r\n/** Resolves a node's base transform with a profile override applied field by field. */\r\nexport function resolveProfileTransform(node: UINode, profile: LayoutProfileId): ResolvedProfileTransform {\r\n const override = node.layoutOverrides?.[profile];\r\n\r\n return {\r\n transform: { ...node.transform, ...override?.transform },\r\n visible: override?.visible ?? node.visible,\r\n };\r\n}\r\n\r\n/** Resolves a text node's optional base style with the active profile's sparse style override. */\r\nexport function resolveTextStyle(node: TextNode, profile: LayoutProfileId): TextStyleDefinition | undefined {\r\n const override = node.textStyleOverrides?.[profile];\r\n if (node.style === undefined && override === undefined) return undefined;\r\n return { ...DEFAULT_TEXT_STYLE, ...node.style, ...override };\r\n}\r\n\r\n/** Resolves bitmap text's base visual presentation with the active sparse profile override. */\r\nexport function resolveBitmapTextStyle(node: BitmapTextNode, profile: LayoutProfileId): BitmapTextStyle {\r\n return {\r\n assetId: node.assetId,\r\n fontSize: node.fontSize,\r\n fill: node.fill,\r\n align: node.align,\r\n verticalAlign: node.verticalAlign,\r\n letterSpacing: node.letterSpacing,\r\n wordWrap: node.wordWrap,\r\n ...node.bitmapTextOverrides?.[profile],\r\n };\r\n}\r\n\r\n/** Resolves the authored initial Spine presentation; `null` explicitly clears a base animation. */\r\nexport function resolveSpineSettings(node: SpineNode, profile: LayoutProfileId): ResolvedSpineSettings {\r\n const override = node.spineOverrides?.[profile];\r\n return {\r\n animation: override?.animation === null ? undefined : override?.animation ?? node.animation,\r\n autoplay: override?.autoplay ?? node.autoplay ?? true,\r\n loop: override?.loop ?? node.loop ?? true,\r\n animationSpeed: override?.animationSpeed ?? node.animationSpeed ?? 1,\r\n };\r\n}\r\n\r\n/**\r\n * Resolves a Unity-style RectTransform in logical Canvas units.\r\n *\r\n * `x/y` are anchoredPosition (the pivot offset from the anchor reference), while `width/height`\r\n * are sizeDelta. A point anchor therefore keeps an absolute logical size; a split anchor adds its\r\n * share of the parent rectangle. Canvas Scaler is deliberately outside this function.\r\n */\r\nexport function resolveAnchoredTransform(transform: UINode[\"transform\"], parentSize?: LayoutSize): UINode[\"transform\"] {\r\n if (parentSize === undefined) return transform;\r\n const minX = transform.anchorMinX ?? 0;\r\n const minY = transform.anchorMinY ?? 0;\r\n const maxX = transform.anchorMaxX ?? minX;\r\n const maxY = transform.anchorMaxY ?? minY;\r\n const pivotX = transform.pivotX ?? 0;\r\n const pivotY = transform.pivotY ?? 0;\r\n return {\r\n ...transform,\r\n x: (minX + (maxX - minX) * pivotX) * parentSize.width + transform.x,\r\n y: (minY + (maxY - minY) * pivotY) * parentSize.height + transform.y,\r\n width: (maxX - minX) * parentSize.width + transform.width,\r\n height: (maxY - minY) * parentSize.height + transform.height,\r\n };\r\n}\r\n\r\n/** Picks the layout profile for a viewport using the document's aspect-ratio rule; the breakpoint itself is mobile. */\r\nexport function resolveProfileForViewport(settings: ProjectDocument[\"settings\"], width: number, height: number): LayoutProfileId {\r\n return width / height <= settings.layoutProfileSelection.mobileMaxAspectRatio ? \"mobile\" : \"desktop\";\r\n}\r\n\r\nexport function fitSpineToTransform(\r\n bounds: { x: number; y: number; width: number; height: number },\r\n transform: UINode[\"transform\"],\r\n referenceFrame?: SpineReferenceFrame,\r\n): { scaleX: number; scaleY: number; x: number; y: number } | undefined {\r\n const fitBounds = referenceFrame ?? bounds;\r\n if (!Number.isFinite(fitBounds.x) || !Number.isFinite(fitBounds.y) || !Number.isFinite(fitBounds.width) || !Number.isFinite(fitBounds.height) || fitBounds.width <= 0 || fitBounds.height <= 0) return undefined;\r\n if (referenceFrame !== undefined) {\r\n const scale = Math.min(transform.width / referenceFrame.width, transform.height / referenceFrame.height);\r\n return Number.isFinite(scale) && scale > 0\r\n ? {\r\n scaleX: scale,\r\n scaleY: scale,\r\n x: (transform.width - referenceFrame.width * scale) / 2 - referenceFrame.x * scale,\r\n y: (transform.height - referenceFrame.height * scale) / 2 - referenceFrame.y * scale,\r\n }\r\n : undefined;\r\n }\r\n const scaleX = transform.width / bounds.width;\r\n const scaleY = transform.height / bounds.height;\r\n return Number.isFinite(scaleX) && scaleX > 0 && Number.isFinite(scaleY) && scaleY > 0\r\n ? { scaleX, scaleY, x: -bounds.x * scaleX, y: -bounds.y * scaleY }\r\n : undefined;\r\n}\r\n"]}
|
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{ type BitmapTextNode, type BitmapTextStyle, type LayoutProfileId, type ProjectDocument, type SpineReferenceFrame, type TextNode, type TextStyleDefinition, type UINode } from \"@pixi-ui-editor/schema\";\n\r\nexport type ResolvedProfileTransform = {\r\n transform: UINode[\"transform\"];\r\n visible: boolean;\r\n};\r\n\r\nexport type LayoutSize = { width: number; height: number };\n\nexport type FittedViewport = {\n scale: number;\n x: number;\n y: number;\n width: number;\n height: number;\n};\n\r\ntype SpineNode = Extract<UINode, { type: \"spine\" }>;\r\nexport type ResolvedSpineSettings = { animation: string | undefined; autoplay: boolean; loop: boolean; animationSpeed: number };\r\n\r\nexport const DEFAULT_TEXT_STYLE: TextStyleDefinition = {\r\n fontFamily: \"Arial\", fontSize: 24, fontWeight: \"normal\", fontStyle: \"normal\", fill: \"#FFFFFF\",\r\n align: \"left\", verticalAlign: \"top\", wordWrap: false, breakWords: false, letterSpacing: 0,\r\n};\r\n\r\nexport const CANVAS_SCALER_MATCH_WIDTH_OR_HEIGHT = 0.5;\nconst PROFILE_BREAKPOINT_HYSTERESIS = 0.05;\n\n/**\n * Uniformly contains an authored viewport inside a physical host without changing its aspect ratio.\n * Low-level primitive: callers with host measurements should use `resolveViewport`, which rejects\n * zero, non-finite, and otherwise degenerate sizes before any profile or fit is computed.\n */\nexport function fitViewportToHost(viewport: LayoutSize, host: LayoutSize): FittedViewport {\n const scale = Math.min(host.width / viewport.width, host.height / viewport.height);\n const width = viewport.width * scale;\n const height = viewport.height * scale;\n return {\n scale,\n x: (host.width - width) / 2,\n y: (host.height - height) / 2,\n width,\n height,\n };\n}\n\r\n/**\r\n * Unity Canvas Scaler's `Scale With Screen Size / Match Width Or Height` calculation.\r\n * Width and height are blended in logarithmic space, producing one uniform scale for the Canvas.\r\n */\r\nexport function getCanvasScale(\r\n screenSize: LayoutSize,\r\n referenceResolution: LayoutSize,\r\n matchWidthOrHeight = CANVAS_SCALER_MATCH_WIDTH_OR_HEIGHT,\r\n): number {\r\n const widthScale = screenSize.width / referenceResolution.width;\r\n const heightScale = screenSize.height / referenceResolution.height;\r\n const logWidth = Math.log2(widthScale);\r\n const logHeight = Math.log2(heightScale);\r\n return 2 ** (logWidth + (logHeight - logWidth) * matchWidthOrHeight);\r\n}\r\n\r\n/** Logical RectTransform space exposed by a scaled Canvas at the current screen aspect ratio. */\r\nexport function getCanvasLogicalSize(screenSize: LayoutSize, referenceResolution: LayoutSize): LayoutSize {\r\n const scale = getCanvasScale(screenSize, referenceResolution);\r\n return { width: screenSize.width / scale, height: screenSize.height / scale };\r\n}\r\n\r\n/** Resolves a node's base transform with a profile override applied field by field. */\r\nexport function resolveProfileTransform(node: UINode, profile: LayoutProfileId): ResolvedProfileTransform {\r\n const override = node.layoutOverrides?.[profile];\r\n\r\n return {\r\n transform: { ...node.transform, ...override?.transform },\r\n visible: override?.visible ?? node.visible,\r\n };\r\n}\r\n\r\n/** Resolves a text node's optional base style with the active profile's sparse style override. */\r\nexport function resolveTextStyle(node: TextNode, profile: LayoutProfileId): TextStyleDefinition | undefined {\n const override = node.textStyleOverrides?.[profile];\r\n if (node.style === undefined && override === undefined) return undefined;\r\n return { ...DEFAULT_TEXT_STYLE, ...node.style, ...override };\r\n}\n\n/** Resolves bitmap text's base visual presentation with the active sparse profile override. */\nexport function resolveBitmapTextStyle(node: BitmapTextNode, profile: LayoutProfileId): BitmapTextStyle {\n return {\n assetId: node.assetId,\n fontSize: node.fontSize,\n fill: node.fill,\n align: node.align,\n verticalAlign: node.verticalAlign,\n letterSpacing: node.letterSpacing,\n wordWrap: node.wordWrap,\n ...node.bitmapTextOverrides?.[profile],\n };\n}\n\r\n/** Resolves the authored initial Spine presentation; `null` explicitly clears a base animation. */\r\nexport function resolveSpineSettings(node: SpineNode, profile: LayoutProfileId): ResolvedSpineSettings {\r\n const override = node.spineOverrides?.[profile];\r\n return {\r\n animation: override?.animation === null ? undefined : override?.animation ?? node.animation,\r\n autoplay: override?.autoplay ?? node.autoplay ?? true,\r\n loop: override?.loop ?? node.loop ?? true,\r\n animationSpeed: override?.animationSpeed ?? node.animationSpeed ?? 1,\r\n };\r\n}\r\n\r\n/**\r\n * Resolves a Unity-style RectTransform in logical Canvas units.\r\n *\r\n * `x/y` are anchoredPosition (the pivot offset from the anchor reference), while `width/height`\r\n * are sizeDelta. A point anchor therefore keeps an absolute logical size; a split anchor adds its\r\n * share of the parent rectangle. Canvas Scaler is deliberately outside this function.\r\n */\r\nexport function resolveAnchoredTransform(transform: UINode[\"transform\"], parentSize?: LayoutSize): UINode[\"transform\"] {\r\n if (parentSize === undefined) return transform;\r\n const minX = transform.anchorMinX ?? 0;\r\n const minY = transform.anchorMinY ?? 0;\r\n const maxX = transform.anchorMaxX ?? minX;\r\n const maxY = transform.anchorMaxY ?? minY;\r\n const pivotX = transform.pivotX ?? 0;\r\n const pivotY = transform.pivotY ?? 0;\r\n return {\r\n ...transform,\r\n x: (minX + (maxX - minX) * pivotX) * parentSize.width + transform.x,\r\n y: (minY + (maxY - minY) * pivotY) * parentSize.height + transform.y,\r\n width: (maxX - minX) * parentSize.width + transform.width,\r\n height: (maxY - minY) * parentSize.height + transform.height,\r\n };\r\n}\r\n\r\n/** True when a viewport can safely participate in aspect-ratio and transform calculations. */\nexport function isUsableViewport(size: LayoutSize): boolean {\n return Number.isFinite(size.width) && size.width > 0 && Number.isFinite(size.height) && size.height > 0;\n}\n\n/**\n * Picks the layout profile using the document's aspect-ratio rule; the breakpoint itself is mobile.\n * Low-level primitive: it deliberately preserves the legacy result for degenerate numbers. Host code\n * should use `resolveViewport` instead. Passing `current` adds a five-percent dead zone around the\n * breakpoint so small resize oscillations do not repeatedly flip an already-live scene.\n */\nexport function resolveProfileForViewport(settings: ProjectDocument[\"settings\"], width: number, height: number, current?: LayoutProfileId): LayoutProfileId {\n const breakpoint = settings.layoutProfileSelection.mobileMaxAspectRatio;\n const aspectRatio = width / height;\n if (current === \"mobile\" && aspectRatio <= breakpoint * (1 + PROFILE_BREAKPOINT_HYSTERESIS)) return current;\n if (current === \"desktop\" && aspectRatio > breakpoint * (1 - PROFILE_BREAKPOINT_HYSTERESIS)) return current;\n return aspectRatio <= breakpoint ? \"mobile\" : \"desktop\";\n}\n\n/** Safely resolves both the selected profile and contain-fit for a measured host. */\nexport function resolveViewport(\n settings: ProjectDocument[\"settings\"],\n referenceViewport: LayoutSize | Record<LayoutProfileId, LayoutSize>,\n host: LayoutSize,\n current?: LayoutProfileId,\n): { profile: LayoutProfileId; fit: FittedViewport } | null {\n if (!isUsableViewport(host)) return null;\n const profile = resolveProfileForViewport(settings, host.width, host.height, current);\n const selectedReference = \"width\" in referenceViewport ? referenceViewport : referenceViewport[profile];\n if (!isUsableViewport(selectedReference)) return null;\n return { profile, fit: fitViewportToHost(selectedReference, host) };\n}\n\r\nexport function fitSpineToTransform(\r\n bounds: { x: number; y: number; width: number; height: number },\r\n transform: UINode[\"transform\"],\r\n referenceFrame?: SpineReferenceFrame,\r\n): { scaleX: number; scaleY: number; x: number; y: number } | undefined {\r\n const fitBounds = referenceFrame ?? bounds;\r\n if (!Number.isFinite(fitBounds.x) || !Number.isFinite(fitBounds.y) || !Number.isFinite(fitBounds.width) || !Number.isFinite(fitBounds.height) || fitBounds.width <= 0 || fitBounds.height <= 0) return undefined;\r\n if (referenceFrame !== undefined) {\r\n const scale = Math.min(transform.width / referenceFrame.width, transform.height / referenceFrame.height);\r\n return Number.isFinite(scale) && scale > 0\r\n ? {\r\n scaleX: scale,\r\n scaleY: scale,\r\n x: (transform.width - referenceFrame.width * scale) / 2 - referenceFrame.x * scale,\r\n y: (transform.height - referenceFrame.height * scale) / 2 - referenceFrame.y * scale,\r\n }\r\n : undefined;\r\n }\r\n const scaleX = transform.width / bounds.width;\r\n const scaleY = transform.height / bounds.height;\r\n return Number.isFinite(scaleX) && scaleX > 0 && Number.isFinite(scaleY) && scaleY > 0\r\n ? { scaleX, scaleY, x: -bounds.x * scaleX, y: -bounds.y * scaleY }\r\n : undefined;\r\n}\r\n"]}
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