@pixi-ui-editor/runtime-pixi 0.17.0 → 0.20.0

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@@ -1 +1 @@
1
- {"version":3,"file":"PaginationNodeView.d.ts","sourceRoot":"","sources":["../../src/views/PaginationNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAsB,KAAK,cAAc,EAA4B,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAExH,OAAO,EAA4C,OAAO,EAAyB,MAAM,SAAS,CAAC;AACnG,OAAO,EAAE,MAAM,EAAE,MAAM,eAAe,CAAC;AACvC,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAEpE,YAAY,EAAE,cAAc,EAAE,CAAC;AAuB/B;;;;GAIG;AACH,MAAM,MAAM,eAAe,GAAG;IAAE,OAAO,EAAE;QAAE,OAAO,CAAC,OAAO,EAAE,MAAM,IAAI,GAAG,OAAO,CAAA;KAAE,CAAC;IAAC,OAAO,EAAE,OAAO,CAAA;CAAE,CAAC;AA+CvG;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,qBAAa,kBAAmB,SAAQ,QAAQ;IAC9C,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAO;IAC5B,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAuB;IACnD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0C;IAChE,OAAO,CAAC,KAAK,CAA+B;IAC5C,OAAO,CAAC,YAAY,CAAqB;IACzC,OAAO,CAAC,MAAM,CAAC,CAAyD;IACxE,OAAO,CAAC,SAAS,CAA0B;IAC3C,OAAO,CAAC,aAAa,CAAU;IAC/B,OAAO,CAAC,eAAe,CAAU;IACjC,OAAO,CAAC,WAAW,CAAkC;IACrD,OAAO,CAAC,iBAAiB,CAAqB;IAC9C,OAAO,CAAC,6BAA6B,CAAsB;IAC3D,OAAO,CAAC,qBAAqB,CAA4B;IACzD,OAAO,CAAC,cAAc,CAAS;IAC/B,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,cAAc,CAAU;IAEhC,0GAA0G;IAC1G,QAAQ,CAAC,YAAY,gBAAqB,MAAM,KAAK,IAAI,EAAI;IAE7D,YAAY,IAAI,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,SAAS,EAAE,WAAW,EAAE,oBAAoB,EAAE,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,SAAS,EAoBtK;IAED,OAAO,CAAC,oBAAoB;IAM5B,gGAAgG;IAChG,OAAO,KAAK,SAAS,GAEpB;IAED,0GAA0G;IAC1G,OAAO,CAAC,WAAW;IAInB,OAAO,CAAC,UAAU;IAmBlB,2FAA2F;IAC3F,OAAO,CAAC,UAAU;IAYlB,uGAAuG;IACvG,OAAO,CAAC,QAAQ;IAWhB,OAAO,CAAC,gBAAgB;IAmBxB;;;;OAIG;IACH,SAAS,CAAC,MAAM,EAAE;QAAE,QAAQ,CAAC,EAAE,eAAe,CAAC;QAAC,IAAI,CAAC,EAAE,eAAe,CAAA;KAAE,GAAG,IAAI,CAK9E;IAED,mFAAmF;IACnF,OAAO,CAAC,eAAe;IAMvB,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CA2BxC;IAED,IAAI,SAAS,IAAI,MAAM,CAAgC;IAEvD,yFAAyF;IACzF,IAAI,SAAS,CAAC,KAAK,EAAE,MAAM,EAQ1B;IAED,IAAI,IAAI,IAAI,MAAM,CAA6B;IAE/C,4GAA4G;IAC5G,IAAI,IAAI,CAAC,KAAK,EAAE,MAAM,EAKrB;IAED,iHAAiH;IACjH,OAAO,CAAC,OAAO;CAKhB"}
1
+ {"version":3,"file":"PaginationNodeView.d.ts","sourceRoot":"","sources":["../../src/views/PaginationNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,cAAc,EAA4B,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAEpG,OAAO,EAAE,SAAS,EAAU,IAAI,EAAE,OAAO,EAAyB,MAAM,SAAS,CAAC;AAClF,OAAO,EAAE,MAAM,EAAE,MAAM,eAAe,CAAC;AACvC,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAEpE,YAAY,EAAE,cAAc,EAAE,CAAC;AAuB/B;;;;GAIG;AACH,MAAM,MAAM,eAAe,GAAG;IAAE,OAAO,EAAE;QAAE,OAAO,CAAC,OAAO,EAAE,MAAM,IAAI,GAAG,OAAO,CAAA;KAAE,CAAC;IAAC,OAAO,EAAE,OAAO,CAAA;CAAE,CAAC;AAOvG;;;;;GAKG;AACH,yGAAyG;AACzG,qBAAa,UAAW,SAAQ,SAAS;IAK3B,QAAQ,CAAC,UAAU,EAAE,IAAI;IAJrC,OAAO,CAAC,SAAS,CAAK;IACtB,OAAO,CAAC,UAAU,CAAK;IAGvB,YAAqB,UAAU,EAAE,IAAI,EAIpC;IAED,IAAa,KAAK,IAAI,MAAM,CAA2B;IACvD,IAAa,KAAK,CAAC,KAAK,EAAE,MAAM,EAA6B;IAC7D,IAAa,MAAM,IAAI,MAAM,CAA4B;IACzD,IAAa,MAAM,CAAC,KAAK,EAAE,MAAM,EAA8B;IAE/D,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAI1C;CACF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,qBAAa,kBAAmB,SAAQ,QAAQ;IAC9C,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAO;IAC5B,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAuB;IACnD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0C;IAChE,OAAO,CAAC,KAAK,CAA+B;IAC5C,OAAO,CAAC,YAAY,CAAqB;IACzC,OAAO,CAAC,MAAM,CAAC,CAAyD;IACxE,OAAO,CAAC,SAAS,CAA0B;IAC3C,OAAO,CAAC,aAAa,CAAU;IAC/B,OAAO,CAAC,eAAe,CAAU;IACjC,OAAO,CAAC,WAAW,CAAkC;IACrD,OAAO,CAAC,iBAAiB,CAAqB;IAC9C,qGAAqG;IACrG,OAAO,CAAC,gBAAgB,CAAwB;IAChD,OAAO,CAAC,cAAc,CAAS;IAC/B,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,cAAc,CAAU;IAEhC,0GAA0G;IAC1G,QAAQ,CAAC,YAAY,gBAAqB,MAAM,KAAK,IAAI,EAAI;IAE7D,YAAY,IAAI,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,SAAS,EAAE,WAAW,EAAE,oBAAoB,EAAE,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,SAAS,EAkBtK;IAED,gGAAgG;IAChG,OAAO,KAAK,SAAS,GAEpB;IAED,0GAA0G;IAC1G,OAAO,CAAC,WAAW;IAInB,OAAO,CAAC,UAAU;IAkBlB,2FAA2F;IAC3F,OAAO,CAAC,UAAU;IAYlB,uGAAuG;IACvG,OAAO,CAAC,QAAQ;IAWhB,OAAO,CAAC,gBAAgB;IAkBxB;;;;OAIG;IACH,SAAS,CAAC,MAAM,EAAE;QAAE,QAAQ,CAAC,EAAE,eAAe,CAAC;QAAC,IAAI,CAAC,EAAE,eAAe,CAAA;KAAE,GAAG,IAAI,CAK9E;IAED,mFAAmF;IACnF,OAAO,CAAC,eAAe;IAMvB;;;;OAIG;IACH,mBAAmB,CAAC,IAAI,EAAE,SAAS,GAAG,SAAS,GAAG,IAAI,CAGrD;IAED,OAAO,CAAC,+BAA+B;IAKvC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CA0BxC;IAED,IAAI,SAAS,IAAI,MAAM,CAAgC;IAEvD,yFAAyF;IACzF,IAAI,SAAS,CAAC,KAAK,EAAE,MAAM,EAQ1B;IAED,IAAI,IAAI,IAAI,MAAM,CAA6B;IAE/C,4GAA4G;IAC5G,IAAI,IAAI,CAAC,KAAK,EAAE,MAAM,EAKrB;IAED,iHAAiH;IACjH,OAAO,CAAC,OAAO;CAKhB"}
@@ -1,5 +1,5 @@
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  import { List } from "@pixi/ui";
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- import { Container, NineSliceSprite, Sprite, Text, Texture } from "pixi.js";
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+ import { Container, Sprite, Text, Texture } from "pixi.js";
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  import { Signal } from "typed-signals";
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  import { NodeView } from "./NodeView.js";
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  const DEFAULT_NUMBER_STYLE = { fontFamily: "Arial", fontSize: 18, fontWeight: "normal", fontStyle: "normal", fill: "#FFFFFF", align: "center", verticalAlign: "middle", wordWrap: false, breakWords: false, letterSpacing: 0 };
@@ -26,16 +26,16 @@ function clampPage(page, pageCount) {
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  return Math.min(Math.max(0, Math.round(page)), Math.max(0, pageCount - 1));
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  }
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  /**
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- * One `numbers`-style item: a centered page-number label, plus an optional "pill" background shown
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- * only while it is the current page. `width`/`height` are overridden to the authored `dotSize` — the
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- * same fixed-footprint trick `ScrollItemContainer` uses so the `List` spaces every item evenly
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- * whether or not its (rarely-present) background happens to be attached right now.
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+ * One `numbers`-style item: a centered page-number label. `width`/`height` are overridden to the
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+ * authored `dotSize` the same fixed-footprint trick `ScrollItemContainer` uses so the `List`
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+ * spaces every item evenly. The active-page highlight is a separate authored node the widget only
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+ * toggles `visible` on (see `PaginationNodeView.setActiveBackground`), never a child of this item.
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  */
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- class NumberItem extends Container {
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+ /** @internal Exported only so DOM-free render-contract tests can exercise the footprint in isolation. */
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+ export class NumberItem extends Container {
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  numberText;
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  itemWidth = 0;
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  itemHeight = 0;
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- background;
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  // Named `numberText`, not `label`: `Container.label` is pixi.js's own display-object name string.
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  constructor(numberText) {
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  super();
@@ -51,19 +51,6 @@ class NumberItem extends Container {
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  this.itemWidth = width;
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  this.itemHeight = height;
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  this.numberText.position.set(width / 2, height / 2);
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- this.background?.setSize(width, height);
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- }
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- /** Replaces the pill behind the label (destroying the previous one); `undefined` removes it. */
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- setBackground(view) {
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- if (this.background !== undefined) {
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- super.removeChild(this.background);
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- this.background.destroy();
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- }
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- this.background = view;
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- if (view === undefined)
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- return;
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- view.setSize(this.itemWidth, this.itemHeight);
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- super.addChildAt(view, 0);
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  }
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  }
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  /**
@@ -75,12 +62,11 @@ class NumberItem extends Container {
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  *
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  * `style` picks between two mutually exclusive, differently-rendered item kinds — image dots
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  * (`Sprite`, two states) or rendered page-number text (`NumberItem`: a label, base style + an optional
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- * highlight color, plus an optional pill background behind only the current page) — never both.
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- * Switching `style` rebuilds every item, the same "view's required *type* changed" rule
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- * `StagedButtonNodeView` follows for its state views; `pageCount`/`dotSize` changes do too, since the
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- * item count/footprint is a runtime fact about this control, not scene topology it only rebuilds this
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- * view's own item children, never the owning `NodeView` or the wider scene tree. The active pill itself
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- * is not structural: switching pages only recreates the (one) background view that needs to move.
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+ * highlight color) never both. Switching `style` rebuilds every item, the same "view's required
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+ * *type* changed" rule `StagedButtonNodeView` follows for its state views; `pageCount`/`dotSize`
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+ * changes do too, since the item count/footprint is a runtime fact about this control, not scene
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+ * topology it only rebuilds this view's own item children, never the owning `NodeView` or the wider
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+ * scene tree.
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  *
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  * With `visiblePageCount` set, the indicator becomes a fixed strip of that many slots with the active
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  * page always in the middle one (4 pages, page 3 active → 2-3-4). A slot pointing outside the real
@@ -88,7 +74,10 @@ class NumberItem extends Container {
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  *
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  * The prev/next arrows are ordinary authored button nodes placed wherever the layout needs them; the
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  * widget only takes their views (`scene.ts`'s `wireNodeReferences`, the same address → view resolution
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- * Spine connector targets use) and steps the page on press. It never draws an arrow itself.
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+ * Spine connector targets use) and steps the page on press. It never draws an arrow itself. The
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+ * `numbers`-style active-page highlight follows the same reference-not-owned contract: it is an
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+ * authored node the widget only toggles `visible` on while `style: "numbers"` — the node carries its
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+ * own image / nine-slice / rounded corners / size / position, none of it configured here.
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  */
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  export class PaginationNodeView extends NodeView {
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  list;
@@ -102,8 +91,8 @@ export class PaginationNodeView extends NodeView {
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  inactiveTexture;
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  numberStyle;
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  numberActiveColor;
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- numberActiveBackgroundTexture;
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- numberActiveNineSlice;
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+ /** The authored highlight node; the widget owns only its `visible` flag while `style: "numbers"`. */
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+ activeBackground;
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  pageCountState;
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  currentPage;
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  dotWidth;
@@ -120,8 +109,6 @@ export class PaginationNodeView extends NodeView {
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  this.inactiveTexture = node.inactiveAssetId === undefined ? Texture.WHITE : this.textureFor(node.inactiveAssetId) ?? Texture.WHITE;
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  this.numberStyle = node.numberStyle;
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  this.numberActiveColor = node.numberActiveColor;
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- this.numberActiveBackgroundTexture = node.numberActiveBackgroundAssetId === undefined ? undefined : this.textureFor(node.numberActiveBackgroundAssetId);
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- this.numberActiveNineSlice = node.numberActiveNineSlice;
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  this.pageCountState = Math.max(1, Math.round(node.pageCount));
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  this.visibleSlots = node.visiblePageCount;
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  this.currentPage = clampPage(node.defaultPage, this.pageCount);
@@ -132,11 +119,6 @@ export class PaginationNodeView extends NodeView {
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  this.buildItems();
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  this.setContent(this.list);
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  }
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- createBackgroundView(texture) {
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- return this.numberActiveNineSlice === undefined
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- ? new Sprite(texture)
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- : new NineSliceSprite({ texture, leftWidth: this.numberActiveNineSlice.left, topHeight: this.numberActiveNineSlice.top, rightWidth: this.numberActiveNineSlice.right, bottomHeight: this.numberActiveNineSlice.bottom });
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- }
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  /** How many indicator slots are drawn: the fixed authored window, or one slot per real page. */
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  get slotCount() {
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  return this.visibleSlots === undefined ? this.pageCount : Math.max(1, Math.round(this.visibleSlots));
@@ -160,8 +142,6 @@ export class PaginationNodeView extends NodeView {
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  const fill = isActive ? this.numberActiveColor ?? baseFill : baseFill;
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  const item = new NumberItem(new Text({ text: exists ? String(page + 1) : "", style: numberTextStyle(this.numberStyle, fill, this.fonts) }));
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  item.resize(this.dotWidth, this.dotHeight);
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- if (isActive && this.numberActiveBackgroundTexture !== undefined)
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- item.setBackground(this.createBackgroundView(this.numberActiveBackgroundTexture));
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  return item;
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  }
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  /** Recreates every item for the current `styleMode`/`slotCount`/`dotWidth`/`dotHeight`. */
@@ -200,7 +180,6 @@ export class PaginationNodeView extends NodeView {
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  if (item instanceof NumberItem) {
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  item.numberText.text = exists ? String(page + 1) : "";
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  item.numberText.style = numberTextStyle(this.numberStyle, isActive ? this.numberActiveColor ?? baseFill : baseFill, this.fonts);
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- item.setBackground(isActive && this.numberActiveBackgroundTexture !== undefined ? this.createBackgroundView(this.numberActiveBackgroundTexture) : undefined);
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  return;
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  }
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  item.texture = isActive ? this.activeTexture : this.inactiveTexture;
@@ -229,6 +208,20 @@ export class PaginationNodeView extends NodeView {
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  if (this.arrows.next !== undefined)
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  this.arrows.next.enabled = this.currentPage < this.pageCount - 1;
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  }
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+ /**
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+ * Связывает виджет с авторской нодой-подсветкой активной страницы. Как и стрелки, нода остаётся
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+ * обычным узлом сцены со своим визуалом — виджет лишь владеет её флагом `visible`: показывает при
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+ * `style: "numbers"` (активная страница есть всегда) и прячет в стиле `dots`.
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+ */
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+ setActiveBackground(view) {
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+ this.activeBackground = view;
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+ this.applyActiveBackgroundVisibility();
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+ }
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+ applyActiveBackgroundVisibility() {
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+ if (this.activeBackground === undefined)
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+ return;
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+ this.activeBackground.visible = this.styleMode === "numbers";
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+ }
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  syncContent(node) {
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  if (node.type !== "pagination")
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  return;
@@ -245,8 +238,7 @@ export class PaginationNodeView extends NodeView {
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  this.inactiveTexture = inactive;
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  this.numberStyle = node.numberStyle;
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  this.numberActiveColor = node.numberActiveColor;
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- this.numberActiveBackgroundTexture = node.numberActiveBackgroundAssetId === undefined ? undefined : this.textureFor(node.numberActiveBackgroundAssetId);
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- this.numberActiveNineSlice = node.numberActiveNineSlice;
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+ this.applyActiveBackgroundVisibility();
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  this.dotWidth = node.dotSize.width;
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  this.dotHeight = node.dotSize.height;
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  this.currentPage = clampPage(this.currentPage, this.pageCount);
@@ -1 +1 @@
1
- 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{ type LayoutPadding, type PaginationNode, type TextStyleDefinition, type UINode } from \"@pixi-ui-editor/schema\";\nimport { List } from \"@pixi/ui\";\nimport { Container, NineSliceSprite, Sprite, Text, Texture, type TextStyleOptions } from \"pixi.js\";\nimport { Signal } from \"typed-signals\";\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\n\nexport type { PaginationNode };\n\nconst DEFAULT_NUMBER_STYLE: TextStyleDefinition = { fontFamily: \"Arial\", fontSize: 18, fontWeight: \"normal\", fontStyle: \"normal\", fill: \"#FFFFFF\", align: \"center\", verticalAlign: \"middle\", wordWrap: false, breakWords: false, letterSpacing: 0 };\n\n/** Same shape `ValueControlNodeViews.ts`'s own `textStyle` resolves — kept as its own small copy rather\n * than shared, the same call ADR 0029 makes for two similar-but-separately-evolving style resolvers. */\nfunction numberTextStyle(style: TextStyleDefinition | undefined, fill: string, fonts: ReadonlyMap<string, string> | undefined): Partial<TextStyleOptions> {\n const resolved = style ?? DEFAULT_NUMBER_STYLE;\n return {\n fontFamily: resolved.fontAssetId === undefined ? resolved.fontFamily : fonts?.get(resolved.fontAssetId) ?? resolved.fontFamily,\n fontSize: resolved.fontSize,\n fontWeight: resolved.fontWeight,\n fontStyle: resolved.fontStyle,\n fill,\n align: resolved.align,\n wordWrap: resolved.wordWrap,\n breakWords: resolved.breakWords,\n lineHeight: resolved.lineHeight,\n letterSpacing: resolved.letterSpacing,\n stroke: resolved.stroke === undefined ? undefined : { color: resolved.stroke.color, width: resolved.stroke.width },\n };\n}\n\n/**\n * Кнопка-стрелка пагинатора: ровно та часть `ButtonNodeView`/`StagedButtonNodeView`, которая нужна\n * виджету, — нажатие и «доступна ли». Тип объявлен структурно, чтобы этот файл не зависел от обоих\n * классов кнопок и не решал, какой из них «настоящий».\n */\nexport type PaginationArrow = { onPress: { connect(handler: () => void): unknown }; enabled: boolean };\n\n/** Clamps a page index into the valid `[0, pageCount)` range; an empty widget still shows dot 0. */\nfunction clampPage(page: number, pageCount: number): number {\n return Math.min(Math.max(0, Math.round(page)), Math.max(0, pageCount - 1));\n}\n\n/**\n * One `numbers`-style item: a centered page-number label, plus an optional \"pill\" background shown\n * only while it is the current page. `width`/`height` are overridden to the authored `dotSize` — the\n * same fixed-footprint trick `ScrollItemContainer` uses — so the `List` spaces every item evenly\n * whether or not its (rarely-present) background happens to be attached right now.\n */\nclass NumberItem extends Container {\n private itemWidth = 0;\n private itemHeight = 0;\n private background?: Sprite | NineSliceSprite;\n\n // Named `numberText`, not `label`: `Container.label` is pixi.js's own display-object name string.\n constructor(readonly numberText: Text) {\n super();\n numberText.anchor.set(0.5);\n super.addChild(numberText);\n }\n\n override get width(): number { return this.itemWidth; }\n override set width(value: number) { this.itemWidth = value; }\n override get height(): number { return this.itemHeight; }\n override set height(value: number) { this.itemHeight = value; }\n\n resize(width: number, height: number): void {\n this.itemWidth = width;\n this.itemHeight = height;\n this.numberText.position.set(width / 2, height / 2);\n this.background?.setSize(width, height);\n }\n\n /** Replaces the pill behind the label (destroying the previous one); `undefined` removes it. */\n setBackground(view: Sprite | NineSliceSprite | undefined): void {\n if (this.background !== undefined) { super.removeChild(this.background); this.background.destroy(); }\n this.background = view;\n if (view === undefined) return;\n view.setSize(this.itemWidth, this.itemHeight);\n super.addChildAt(view, 0);\n }\n}\n\n/**\n * Standalone page indicator: N procedurally generated items arranged by `@pixi/ui`'s `List` (the same\n * approach `ScrollViewNodeView`/`scrollView.ts` use for arranging children) — this view never\n * reimplements arrangement. Deliberately not wired to any scroll-view: game code owns the actual page\n * transition and drives the widget one-way through `setPaginationViewPage`/`setPaginationViewPageCount`,\n * the same relationship a slider or progress bar has to whatever value it displays.\n *\n * `style` picks between two mutually exclusive, differently-rendered item kinds — image dots\n * (`Sprite`, two states) or rendered page-number text (`NumberItem`: a label, base style + an optional\n * highlight color, plus an optional pill background behind only the current page) — never both.\n * Switching `style` rebuilds every item, the same \"view's required *type* changed\" rule\n * `StagedButtonNodeView` follows for its state views; `pageCount`/`dotSize` changes do too, since the\n * item count/footprint is a runtime fact about this control, not scene topology — it only rebuilds this\n * view's own item children, never the owning `NodeView` or the wider scene tree. The active pill itself\n * is not structural: switching pages only recreates the (one) background view that needs to move.\n *\n * With `visiblePageCount` set, the indicator becomes a fixed strip of that many slots with the active\n * page always in the middle one (4 pages, page 3 active → 2-3-4). A slot pointing outside the real\n * page range keeps its footprint and renders nothing, so the active page never shifts sideways.\n *\n * The prev/next arrows are ordinary authored button nodes placed wherever the layout needs them; the\n * widget only takes their views (`scene.ts`'s `wireNodeReferences`, the same address → view resolution\n * Spine connector targets use) and steps the page on press. It never draws an arrow itself.\n */\nexport class PaginationNodeView extends NodeView {\n private readonly list: List;\n private readonly interaction: SceneInteractionMode;\n private readonly fonts: ReadonlyMap<string, string> | undefined;\n private items: (Sprite | NumberItem)[] = [];\n private visibleSlots: number | undefined;\n private arrows?: { previous?: PaginationArrow; next?: PaginationArrow };\n private styleMode: PaginationNode[\"style\"];\n private activeTexture: Texture;\n private inactiveTexture: Texture;\n private numberStyle: TextStyleDefinition | undefined;\n private numberActiveColor: string | undefined;\n private numberActiveBackgroundTexture: Texture | undefined;\n private numberActiveNineSlice: LayoutPadding | undefined;\n private pageCountState: number;\n private currentPage: number;\n private dotWidth: number;\n private dotHeight: number;\n private clickableState: boolean;\n\n /** Fires only from a click on an item (when `clickable`); setting `page` programmatically never emits. */\n readonly onPageChange = new Signal<(page: number) => void>();\n\n constructor(node: PaginationNode, textures: ReadonlyMap<string, Texture> | undefined, interaction: SceneInteractionMode, fonts: ReadonlyMap<string, string> | undefined) {\n super(textures);\n this.interaction = interaction;\n this.fonts = fonts;\n this.styleMode = node.style;\n this.activeTexture = node.activeAssetId === undefined ? Texture.WHITE : this.textureFor(node.activeAssetId) ?? Texture.WHITE;\n this.inactiveTexture = node.inactiveAssetId === undefined ? Texture.WHITE : this.textureFor(node.inactiveAssetId) ?? Texture.WHITE;\n this.numberStyle = node.numberStyle;\n this.numberActiveColor = node.numberActiveColor;\n this.numberActiveBackgroundTexture = node.numberActiveBackgroundAssetId === undefined ? undefined : this.textureFor(node.numberActiveBackgroundAssetId);\n this.numberActiveNineSlice = node.numberActiveNineSlice;\n this.pageCountState = Math.max(1, Math.round(node.pageCount));\n this.visibleSlots = node.visiblePageCount;\n this.currentPage = clampPage(node.defaultPage, this.pageCount);\n this.dotWidth = node.dotSize.width;\n this.dotHeight = node.dotSize.height;\n this.clickableState = node.clickable;\n this.list = new List({ type: node.direction, elementsMargin: node.spacing });\n this.buildItems();\n this.setContent(this.list);\n }\n\n private createBackgroundView(texture: Texture): Sprite | NineSliceSprite {\n return this.numberActiveNineSlice === undefined\n ? new Sprite(texture)\n : new NineSliceSprite({ texture, leftWidth: this.numberActiveNineSlice.left, topHeight: this.numberActiveNineSlice.top, rightWidth: this.numberActiveNineSlice.right, bottomHeight: this.numberActiveNineSlice.bottom });\n }\n\n /** How many indicator slots are drawn: the fixed authored window, or one slot per real page. */\n private get slotCount(): number {\n return this.visibleSlots === undefined ? this.pageCount : Math.max(1, Math.round(this.visibleSlots));\n }\n\n /** The page a slot points at. Windowed slots slide with the current page, which keeps its middle seat. */\n private pageForSlot(slot: number): number {\n return this.visibleSlots === undefined ? slot : this.currentPage - Math.floor(this.slotCount / 2) + slot;\n }\n\n private createItem(slot: number): Sprite | NumberItem {\n const page = this.pageForSlot(slot);\n const exists = page >= 0 && page < this.pageCount;\n const isActive = exists && page === this.currentPage;\n if (this.styleMode === \"dots\") {\n const dot = new Sprite(isActive ? this.activeTexture : this.inactiveTexture);\n dot.setSize(this.dotWidth, this.dotHeight);\n // An out-of-range slot renders nothing but keeps its size, so `List` still reserves its place.\n dot.visible = exists;\n return dot;\n }\n const baseFill = this.numberStyle?.fill ?? DEFAULT_NUMBER_STYLE.fill;\n const fill = isActive ? this.numberActiveColor ?? baseFill : baseFill;\n const item = new NumberItem(new Text({ text: exists ? String(page + 1) : \"\", style: numberTextStyle(this.numberStyle, fill, this.fonts) }));\n item.resize(this.dotWidth, this.dotHeight);\n if (isActive && this.numberActiveBackgroundTexture !== undefined) item.setBackground(this.createBackgroundView(this.numberActiveBackgroundTexture));\n return item;\n }\n\n /** Recreates every item for the current `styleMode`/`slotCount`/`dotWidth`/`dotHeight`. */\n private buildItems(): void {\n this.list.removeChildren();\n this.items = [];\n for (let slot = 0; slot < this.slotCount; slot++) {\n const item = this.createItem(slot);\n this.wireItem(item, slot);\n this.items.push(item);\n this.list.addChild(item);\n }\n this.applyArrowState();\n }\n\n /** Authoring canvas stays inert like every other control; a clickable item is only live at runtime. */\n private wireItem(item: Sprite | NumberItem, slot: number): void {\n if (this.interaction === \"authoring\" || !this.clickableState) { item.eventMode = \"none\"; return; }\n item.eventMode = \"static\";\n item.cursor = \"pointer\";\n // Resolved on click, not captured: a windowed slot points at a different page after every move.\n item.on(\"pointertap\", () => {\n const page = this.pageForSlot(slot);\n if (page >= 0 && page < this.pageCount) this.setPage(page);\n });\n }\n\n private applyCurrentPage(): void {\n const baseFill = this.numberStyle?.fill ?? DEFAULT_NUMBER_STYLE.fill;\n this.items.forEach((item, slot) => {\n const page = this.pageForSlot(slot);\n const exists = page >= 0 && page < this.pageCount;\n const isActive = exists && page === this.currentPage;\n if (item instanceof NumberItem) {\n item.numberText.text = exists ? String(page + 1) : \"\";\n item.numberText.style = numberTextStyle(this.numberStyle, isActive ? this.numberActiveColor ?? baseFill : baseFill, this.fonts);\n item.setBackground(isActive && this.numberActiveBackgroundTexture !== undefined ? this.createBackgroundView(this.numberActiveBackgroundTexture) : undefined);\n return;\n }\n item.texture = isActive ? this.activeTexture : this.inactiveTexture;\n item.setSize(this.dotWidth, this.dotHeight);\n item.visible = exists;\n });\n this.applyArrowState();\n }\n\n /**\n * Подключает авторские кнопки-стрелки: нажатие шагает на страницу назад/вперёд и эмитит\n * `onPageChange`, как клик по самому пункту. Кнопки остаются обычными нодами сцены — виджет только\n * подписывается на них и гасит ту, за которой страниц больше нет.\n */\n setArrows(arrows: { previous?: PaginationArrow; next?: PaginationArrow }): void {\n this.arrows = arrows;\n arrows.previous?.onPress.connect(() => this.setPage(this.currentPage - 1));\n arrows.next?.onPress.connect(() => this.setPage(this.currentPage + 1));\n this.applyArrowState();\n }\n\n /** На краях диапазона соответствующая стрелка недоступна — она никуда не ведёт. */\n private applyArrowState(): void {\n if (this.arrows === undefined) return;\n if (this.arrows.previous !== undefined) this.arrows.previous.enabled = this.currentPage > 0;\n if (this.arrows.next !== undefined) this.arrows.next.enabled = this.currentPage < this.pageCount - 1;\n }\n\n protected syncContent(node: UINode): void {\n if (node.type !== \"pagination\") return;\n const active = node.activeAssetId === undefined ? Texture.WHITE : this.textureFor(node.activeAssetId) ?? Texture.WHITE;\n const inactive = node.inactiveAssetId === undefined ? Texture.WHITE : this.textureFor(node.inactiveAssetId) ?? Texture.WHITE;\n const pageCount = Math.max(1, Math.round(node.pageCount));\n this.clickableState = node.clickable;\n\n const previousSlotCount = this.slotCount;\n this.visibleSlots = node.visiblePageCount;\n this.pageCountState = pageCount;\n const structureChanged = node.style !== this.styleMode || this.slotCount !== previousSlotCount || node.dotSize.width !== this.dotWidth || node.dotSize.height !== this.dotHeight;\n this.styleMode = node.style;\n this.activeTexture = active;\n this.inactiveTexture = inactive;\n this.numberStyle = node.numberStyle;\n this.numberActiveColor = node.numberActiveColor;\n this.numberActiveBackgroundTexture = node.numberActiveBackgroundAssetId === undefined ? undefined : this.textureFor(node.numberActiveBackgroundAssetId);\n this.numberActiveNineSlice = node.numberActiveNineSlice;\n this.dotWidth = node.dotSize.width;\n this.dotHeight = node.dotSize.height;\n this.currentPage = clampPage(this.currentPage, this.pageCount);\n\n if (this.list.type !== node.direction) this.list.type = node.direction;\n if (this.list.elementsMargin !== node.spacing) this.list.elementsMargin = node.spacing;\n\n if (structureChanged) this.buildItems();\n else this.applyCurrentPage();\n }\n\n get pageCount(): number { return this.pageCountState; }\n\n /** Used by `setPaginationViewPageCount` once game code knows the real content length. */\n set pageCount(value: number) {\n const next = Math.max(1, Math.round(value));\n if (next === this.pageCountState) return;\n const previousSlotCount = this.slotCount;\n this.pageCountState = next;\n this.currentPage = clampPage(this.currentPage, this.pageCount);\n if (this.slotCount === previousSlotCount) this.applyCurrentPage();\n else this.buildItems();\n }\n\n get page(): number { return this.currentPage; }\n\n /** External sync from game code (or editor preview): highlights an item without emitting `onPageChange`. */\n set page(value: number) {\n const next = clampPage(value, this.pageCountState);\n if (next === this.currentPage) return;\n this.currentPage = next;\n this.applyCurrentPage();\n }\n\n /** An item click: highlights immediately, then notifies game code — the same order a checkbox/slider follows. */\n private setPage(index: number): void {\n const next = clampPage(index, this.pageCountState);\n if (next !== this.currentPage) { this.currentPage = next; this.applyCurrentPage(); }\n this.onPageChange.emit(next);\n }\n}\n"]}
1
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{ type PaginationNode, type TextStyleDefinition, type UINode } from \"@pixi-ui-editor/schema\";\nimport { List } from \"@pixi/ui\";\nimport { Container, Sprite, Text, Texture, type TextStyleOptions } from \"pixi.js\";\nimport { Signal } from \"typed-signals\";\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\n\nexport type { PaginationNode };\n\nconst DEFAULT_NUMBER_STYLE: TextStyleDefinition = { fontFamily: \"Arial\", fontSize: 18, fontWeight: \"normal\", fontStyle: \"normal\", fill: \"#FFFFFF\", align: \"center\", verticalAlign: \"middle\", wordWrap: false, breakWords: false, letterSpacing: 0 };\n\n/** Same shape `ValueControlNodeViews.ts`'s own `textStyle` resolves — kept as its own small copy rather\n * than shared, the same call ADR 0029 makes for two similar-but-separately-evolving style resolvers. */\nfunction numberTextStyle(style: TextStyleDefinition | undefined, fill: string, fonts: ReadonlyMap<string, string> | undefined): Partial<TextStyleOptions> {\n const resolved = style ?? DEFAULT_NUMBER_STYLE;\n return {\n fontFamily: resolved.fontAssetId === undefined ? resolved.fontFamily : fonts?.get(resolved.fontAssetId) ?? resolved.fontFamily,\n fontSize: resolved.fontSize,\n fontWeight: resolved.fontWeight,\n fontStyle: resolved.fontStyle,\n fill,\n align: resolved.align,\n wordWrap: resolved.wordWrap,\n breakWords: resolved.breakWords,\n lineHeight: resolved.lineHeight,\n letterSpacing: resolved.letterSpacing,\n stroke: resolved.stroke === undefined ? undefined : { color: resolved.stroke.color, width: resolved.stroke.width },\n };\n}\n\n/**\n * Кнопка-стрелка пагинатора: ровно та часть `ButtonNodeView`/`StagedButtonNodeView`, которая нужна\n * виджету, — нажатие и «доступна ли». Тип объявлен структурно, чтобы этот файл не зависел от обоих\n * классов кнопок и не решал, какой из них «настоящий».\n */\nexport type PaginationArrow = { onPress: { connect(handler: () => void): unknown }; enabled: boolean };\n\n/** Clamps a page index into the valid `[0, pageCount)` range; an empty widget still shows dot 0. */\nfunction clampPage(page: number, pageCount: number): number {\n return Math.min(Math.max(0, Math.round(page)), Math.max(0, pageCount - 1));\n}\n\n/**\n * One `numbers`-style item: a centered page-number label. `width`/`height` are overridden to the\n * authored `dotSize` — the same fixed-footprint trick `ScrollItemContainer` uses — so the `List`\n * spaces every item evenly. The active-page highlight is a separate authored node the widget only\n * toggles `visible` on (see `PaginationNodeView.setActiveBackground`), never a child of this item.\n */\n/** @internal Exported only so DOM-free render-contract tests can exercise the footprint in isolation. */\nexport class NumberItem extends Container {\n private itemWidth = 0;\n private itemHeight = 0;\n\n // Named `numberText`, not `label`: `Container.label` is pixi.js's own display-object name string.\n constructor(readonly numberText: Text) {\n super();\n numberText.anchor.set(0.5);\n super.addChild(numberText);\n }\n\n override get width(): number { return this.itemWidth; }\n override set width(value: number) { this.itemWidth = value; }\n override get height(): number { return this.itemHeight; }\n override set height(value: number) { this.itemHeight = value; }\n\n resize(width: number, height: number): void {\n this.itemWidth = width;\n this.itemHeight = height;\n this.numberText.position.set(width / 2, height / 2);\n }\n}\n\n/**\n * Standalone page indicator: N procedurally generated items arranged by `@pixi/ui`'s `List` (the same\n * approach `ScrollViewNodeView`/`scrollView.ts` use for arranging children) — this view never\n * reimplements arrangement. Deliberately not wired to any scroll-view: game code owns the actual page\n * transition and drives the widget one-way through `setPaginationViewPage`/`setPaginationViewPageCount`,\n * the same relationship a slider or progress bar has to whatever value it displays.\n *\n * `style` picks between two mutually exclusive, differently-rendered item kinds — image dots\n * (`Sprite`, two states) or rendered page-number text (`NumberItem`: a label, base style + an optional\n * highlight color) — never both. Switching `style` rebuilds every item, the same \"view's required\n * *type* changed\" rule `StagedButtonNodeView` follows for its state views; `pageCount`/`dotSize`\n * changes do too, since the item count/footprint is a runtime fact about this control, not scene\n * topology — it only rebuilds this view's own item children, never the owning `NodeView` or the wider\n * scene tree.\n *\n * With `visiblePageCount` set, the indicator becomes a fixed strip of that many slots with the active\n * page always in the middle one (4 pages, page 3 active → 2-3-4). A slot pointing outside the real\n * page range keeps its footprint and renders nothing, so the active page never shifts sideways.\n *\n * The prev/next arrows are ordinary authored button nodes placed wherever the layout needs them; the\n * widget only takes their views (`scene.ts`'s `wireNodeReferences`, the same address → view resolution\n * Spine connector targets use) and steps the page on press. It never draws an arrow itself. The\n * `numbers`-style active-page highlight follows the same reference-not-owned contract: it is an\n * authored node the widget only toggles `visible` on while `style: \"numbers\"` — the node carries its\n * own image / nine-slice / rounded corners / size / position, none of it configured here.\n */\nexport class PaginationNodeView extends NodeView {\n private readonly list: List;\n private readonly interaction: SceneInteractionMode;\n private readonly fonts: ReadonlyMap<string, string> | undefined;\n private items: (Sprite | NumberItem)[] = [];\n private visibleSlots: number | undefined;\n private arrows?: { previous?: PaginationArrow; next?: PaginationArrow };\n private styleMode: PaginationNode[\"style\"];\n private activeTexture: Texture;\n private inactiveTexture: Texture;\n private numberStyle: TextStyleDefinition | undefined;\n private numberActiveColor: string | undefined;\n /** The authored highlight node; the widget owns only its `visible` flag while `style: \"numbers\"`. */\n private activeBackground: Container | undefined;\n private pageCountState: number;\n private currentPage: number;\n private dotWidth: number;\n private dotHeight: number;\n private clickableState: boolean;\n\n /** Fires only from a click on an item (when `clickable`); setting `page` programmatically never emits. */\n readonly onPageChange = new Signal<(page: number) => void>();\n\n constructor(node: PaginationNode, textures: ReadonlyMap<string, Texture> | undefined, interaction: SceneInteractionMode, fonts: ReadonlyMap<string, string> | undefined) {\n super(textures);\n this.interaction = interaction;\n this.fonts = fonts;\n this.styleMode = node.style;\n this.activeTexture = node.activeAssetId === undefined ? Texture.WHITE : this.textureFor(node.activeAssetId) ?? Texture.WHITE;\n this.inactiveTexture = node.inactiveAssetId === undefined ? Texture.WHITE : this.textureFor(node.inactiveAssetId) ?? Texture.WHITE;\n this.numberStyle = node.numberStyle;\n this.numberActiveColor = node.numberActiveColor;\n this.pageCountState = Math.max(1, Math.round(node.pageCount));\n this.visibleSlots = node.visiblePageCount;\n this.currentPage = clampPage(node.defaultPage, this.pageCount);\n this.dotWidth = node.dotSize.width;\n this.dotHeight = node.dotSize.height;\n this.clickableState = node.clickable;\n this.list = new List({ type: node.direction, elementsMargin: node.spacing });\n this.buildItems();\n this.setContent(this.list);\n }\n\n /** How many indicator slots are drawn: the fixed authored window, or one slot per real page. */\n private get slotCount(): number {\n return this.visibleSlots === undefined ? this.pageCount : Math.max(1, Math.round(this.visibleSlots));\n }\n\n /** The page a slot points at. Windowed slots slide with the current page, which keeps its middle seat. */\n private pageForSlot(slot: number): number {\n return this.visibleSlots === undefined ? slot : this.currentPage - Math.floor(this.slotCount / 2) + slot;\n }\n\n private createItem(slot: number): Sprite | NumberItem {\n const page = this.pageForSlot(slot);\n const exists = page >= 0 && page < this.pageCount;\n const isActive = exists && page === this.currentPage;\n if (this.styleMode === \"dots\") {\n const dot = new Sprite(isActive ? this.activeTexture : this.inactiveTexture);\n dot.setSize(this.dotWidth, this.dotHeight);\n // An out-of-range slot renders nothing but keeps its size, so `List` still reserves its place.\n dot.visible = exists;\n return dot;\n }\n const baseFill = this.numberStyle?.fill ?? DEFAULT_NUMBER_STYLE.fill;\n const fill = isActive ? this.numberActiveColor ?? baseFill : baseFill;\n const item = new NumberItem(new Text({ text: exists ? String(page + 1) : \"\", style: numberTextStyle(this.numberStyle, fill, this.fonts) }));\n item.resize(this.dotWidth, this.dotHeight);\n return item;\n }\n\n /** Recreates every item for the current `styleMode`/`slotCount`/`dotWidth`/`dotHeight`. */\n private buildItems(): void {\n this.list.removeChildren();\n this.items = [];\n for (let slot = 0; slot < this.slotCount; slot++) {\n const item = this.createItem(slot);\n this.wireItem(item, slot);\n this.items.push(item);\n this.list.addChild(item);\n }\n this.applyArrowState();\n }\n\n /** Authoring canvas stays inert like every other control; a clickable item is only live at runtime. */\n private wireItem(item: Sprite | NumberItem, slot: number): void {\n if (this.interaction === \"authoring\" || !this.clickableState) { item.eventMode = \"none\"; return; }\n item.eventMode = \"static\";\n item.cursor = \"pointer\";\n // Resolved on click, not captured: a windowed slot points at a different page after every move.\n item.on(\"pointertap\", () => {\n const page = this.pageForSlot(slot);\n if (page >= 0 && page < this.pageCount) this.setPage(page);\n });\n }\n\n private applyCurrentPage(): void {\n const baseFill = this.numberStyle?.fill ?? DEFAULT_NUMBER_STYLE.fill;\n this.items.forEach((item, slot) => {\n const page = this.pageForSlot(slot);\n const exists = page >= 0 && page < this.pageCount;\n const isActive = exists && page === this.currentPage;\n if (item instanceof NumberItem) {\n item.numberText.text = exists ? String(page + 1) : \"\";\n item.numberText.style = numberTextStyle(this.numberStyle, isActive ? this.numberActiveColor ?? baseFill : baseFill, this.fonts);\n return;\n }\n item.texture = isActive ? this.activeTexture : this.inactiveTexture;\n item.setSize(this.dotWidth, this.dotHeight);\n item.visible = exists;\n });\n this.applyArrowState();\n }\n\n /**\n * Подключает авторские кнопки-стрелки: нажатие шагает на страницу назад/вперёд и эмитит\n * `onPageChange`, как клик по самому пункту. Кнопки остаются обычными нодами сцены — виджет только\n * подписывается на них и гасит ту, за которой страниц больше нет.\n */\n setArrows(arrows: { previous?: PaginationArrow; next?: PaginationArrow }): void {\n this.arrows = arrows;\n arrows.previous?.onPress.connect(() => this.setPage(this.currentPage - 1));\n arrows.next?.onPress.connect(() => this.setPage(this.currentPage + 1));\n this.applyArrowState();\n }\n\n /** На краях диапазона соответствующая стрелка недоступна — она никуда не ведёт. */\n private applyArrowState(): void {\n if (this.arrows === undefined) return;\n if (this.arrows.previous !== undefined) this.arrows.previous.enabled = this.currentPage > 0;\n if (this.arrows.next !== undefined) this.arrows.next.enabled = this.currentPage < this.pageCount - 1;\n }\n\n /**\n * Связывает виджет с авторской нодой-подсветкой активной страницы. Как и стрелки, нода остаётся\n * обычным узлом сцены со своим визуалом — виджет лишь владеет её флагом `visible`: показывает при\n * `style: \"numbers\"` (активная страница есть всегда) и прячет в стиле `dots`.\n */\n setActiveBackground(view: Container | undefined): void {\n this.activeBackground = view;\n this.applyActiveBackgroundVisibility();\n }\n\n private applyActiveBackgroundVisibility(): void {\n if (this.activeBackground === undefined) return;\n this.activeBackground.visible = this.styleMode === \"numbers\";\n }\n\n protected syncContent(node: UINode): void {\n if (node.type !== \"pagination\") return;\n const active = node.activeAssetId === undefined ? Texture.WHITE : this.textureFor(node.activeAssetId) ?? Texture.WHITE;\n const inactive = node.inactiveAssetId === undefined ? Texture.WHITE : this.textureFor(node.inactiveAssetId) ?? Texture.WHITE;\n const pageCount = Math.max(1, Math.round(node.pageCount));\n this.clickableState = node.clickable;\n\n const previousSlotCount = this.slotCount;\n this.visibleSlots = node.visiblePageCount;\n this.pageCountState = pageCount;\n const structureChanged = node.style !== this.styleMode || this.slotCount !== previousSlotCount || node.dotSize.width !== this.dotWidth || node.dotSize.height !== this.dotHeight;\n this.styleMode = node.style;\n this.activeTexture = active;\n this.inactiveTexture = inactive;\n this.numberStyle = node.numberStyle;\n this.numberActiveColor = node.numberActiveColor;\n this.applyActiveBackgroundVisibility();\n this.dotWidth = node.dotSize.width;\n this.dotHeight = node.dotSize.height;\n this.currentPage = clampPage(this.currentPage, this.pageCount);\n\n if (this.list.type !== node.direction) this.list.type = node.direction;\n if (this.list.elementsMargin !== node.spacing) this.list.elementsMargin = node.spacing;\n\n if (structureChanged) this.buildItems();\n else this.applyCurrentPage();\n }\n\n get pageCount(): number { return this.pageCountState; }\n\n /** Used by `setPaginationViewPageCount` once game code knows the real content length. */\n set pageCount(value: number) {\n const next = Math.max(1, Math.round(value));\n if (next === this.pageCountState) return;\n const previousSlotCount = this.slotCount;\n this.pageCountState = next;\n this.currentPage = clampPage(this.currentPage, this.pageCount);\n if (this.slotCount === previousSlotCount) this.applyCurrentPage();\n else this.buildItems();\n }\n\n get page(): number { return this.currentPage; }\n\n /** External sync from game code (or editor preview): highlights an item without emitting `onPageChange`. */\n set page(value: number) {\n const next = clampPage(value, this.pageCountState);\n if (next === this.currentPage) return;\n this.currentPage = next;\n this.applyCurrentPage();\n }\n\n /** An item click: highlights immediately, then notifies game code — the same order a checkbox/slider follows. */\n private setPage(index: number): void {\n const next = clampPage(index, this.pageCountState);\n if (next !== this.currentPage) { this.currentPage = next; this.applyCurrentPage(); }\n this.onPageChange.emit(next);\n }\n}\n"]}
@@ -1 +1 @@
1
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@@ -187,6 +187,8 @@ export class SpineNodeView extends NodeView {
187
187
  }
188
188
  syncContent(node, transform, profile) {
189
189
  this.activeProfile = profile;
190
+ if (node.type === "spine" && this.content !== undefined)
191
+ this.content.alpha = node.opacity ?? 1;
190
192
  if (this.content instanceof Spine) {
191
193
  if (node.type === "spine") {
192
194
  const settings = resolveSpineSettings(node, profile);
@@ -1 +1 @@
1
- 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{ PointAttachment, RegionAttachment, Spine, Vector2, type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { resolveSpineConnectorPositionMultiplier, type LayoutProfileId, type SpineConnector, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Graphics, Matrix, type Ticker } from \"pixi.js\";\r\nimport { fitSpineToTransform, resolveSpineSettings } from \"../layout.js\";\r\nimport { NodeView } from \"./NodeView.js\";\r\n\r\ntype ConnectorBinding = SpineConnector & { target: Container };\r\ntype RuntimeConnectorBinding = ConnectorBinding | ({ boneName: string; targetNodeId: string; target: Container } & Partial<ConnectorBinding>);\r\ntype ConnectorSnapshot = {\r\n target: Container;\r\n parent: Container;\r\n index: number;\r\n position: { x: number; y: number };\r\n scale: { x: number; y: number };\r\n skew: { x: number; y: number };\r\n pivot: { x: number; y: number };\r\n rotation: number;\r\n};\r\ntype ActiveConnector = ConnectorSnapshot & Pick<SpineConnector, \"partType\" | \"partName\" | \"positionMultiplier\" | \"positionMultiplierOverrides\"> & { host: Container };\r\n\r\nfunction resolveConnectorPart(binding: RuntimeConnectorBinding): Pick<SpineConnector, \"partType\" | \"partName\"> | undefined {\r\n if ((binding.partType === \"bone\" || binding.partType === \"slot\") && typeof binding.partName === \"string\" && binding.partName.length > 0) {\r\n return { partType: binding.partType, partName: binding.partName };\r\n }\r\n const boneName = \"boneName\" in binding ? binding.boneName : undefined;\r\n return typeof boneName === \"string\" && boneName.length > 0 ? { partType: \"bone\", partName: boneName } : undefined;\r\n}\r\n\r\nexport class SpineNodeView extends NodeView {\r\n private referenceFrame: SpineReferenceFrame | undefined;\r\n private readonly initializeForAuthoring: boolean;\r\n private connectorBindings: RuntimeConnectorBinding[] = [];\r\n private activeConnectors: ActiveConnector[] = [];\r\n private connectorBonesActive = false;\r\n /** Layout profile the view was last synced with; connector multipliers resolve against it. */\r\n private activeProfile: LayoutProfileId = \"desktop\";\r\n\r\n constructor(skeletonData: SkeletonData | undefined, animation: string | undefined, autoplay: boolean, loop: boolean, animationSpeed: number, initializeForAuthoring: boolean, referenceFrame?: SpineReferenceFrame, ticker?: Ticker) {\r\n super();\r\n this.referenceFrame = referenceFrame;\r\n this.initializeForAuthoring = initializeForAuthoring;\r\n if (skeletonData === undefined) {\r\n this.setContent(new Graphics());\r\n return;\r\n }\r\n // The host's own Application ticker, when it passed one: a Spine left on the default\r\n // `Ticker.shared` advances its skeleton in a second rAF loop, out of band with the renderer\r\n // that actually draws it.\r\n //\r\n // An authoring view starts at the node's own autoplay setting, so a scene full of paused\r\n // skeletons subscribes to no ticker at all — the editor toggles `autoUpdate` from there.\r\n // A runtime view always keeps it on: an animation game code starts later must advance without\r\n // the game touching `autoUpdate` itself.\r\n const spine = new Spine({ skeletonData, autoUpdate: initializeForAuthoring ? autoplay : true, ...(ticker === undefined ? {} : { ticker }) });\r\n spine.afterUpdateWorldTransforms = () => this.refreshConnectorBones();\r\n // A configured animation always gets a track, posed to its own first frame — a skeleton left\r\n // without one instead renders Spine's setup/bind pose, which is almost never the intended \"static\"\r\n // look and was reported as a visibly broken/twitching pose (still-running physics/IK constraints\r\n // have nothing to settle against without a driving animation). When not autoplaying, `timeScale`\r\n // is frozen at 0 so the track holds frame 0 forever without playing; game code starting a real\r\n // animation later just calls `state.setAnimation(...)` itself, same as before.\r\n if (animation !== undefined && skeletonData.findAnimation(animation) !== null) {\r\n const playing = autoplay || initializeForAuthoring;\r\n spine.state.setAnimation(0, animation, loop).timeScale = playing ? animationSpeed : 0;\r\n }\r\n this.setContent(spine);\r\n }\r\n\r\n /** Runtime switch used by game code; authored connector definitions are inactive by default. */\r\n get activeConnectorBones(): boolean {\r\n return this.connectorBonesActive;\r\n }\r\n\r\n set activeConnectorBones(active: boolean) {\r\n this.setConnectorBonesActive(active);\r\n }\r\n\r\n /** Replaces the scene-resolved connector targets, preserving the current active state. */\r\n setConnectorBones(bindings: readonly RuntimeConnectorBinding[]): void {\r\n const wasActive = this.connectorBonesActive;\r\n if (wasActive) this.setConnectorBonesActive(false);\r\n this.connectorBindings = [...bindings];\r\n if (wasActive) this.setConnectorBonesActive(true);\r\n }\r\n\r\n setConnectorBonesActive(active: boolean): void {\r\n if (active === this.connectorBonesActive) return;\r\n this.connectorBonesActive = active;\r\n if (!active) {\r\n this.restoreConnectorTargets();\r\n return;\r\n }\r\n\r\n const spine = this.getSpine();\r\n if (spine === undefined) return;\r\n for (const binding of this.connectorBindings) {\r\n const part = resolveConnectorPart(binding);\r\n if (part === undefined) continue;\r\n if (part.partType === \"bone\" ? spine.skeleton.findBone(part.partName) === null : spine.skeleton.findSlot(part.partName) === null) continue;\r\n const parent = binding.target.parent;\r\n if (parent === null || parent.destroyed) continue;\r\n const host = new Container();\r\n const snapshot: ActiveConnector = {\r\n partType: part.partType,\r\n partName: part.partName,\r\n positionMultiplier: binding.positionMultiplier,\r\n positionMultiplierOverrides: binding.positionMultiplierOverrides,\r\n target: binding.target,\r\n parent,\r\n index: parent.getChildIndex(binding.target),\r\n position: { x: binding.target.position.x, y: binding.target.position.y },\r\n scale: { x: binding.target.scale.x, y: binding.target.scale.y },\r\n skew: { x: binding.target.skew.x, y: binding.target.skew.y },\r\n pivot: { x: binding.target.pivot.x, y: binding.target.pivot.y },\r\n rotation: binding.target.rotation,\r\n host,\r\n };\r\n // The host genuinely belongs to the Spine view, so the authored skeleton offset inherits the\r\n // visual Spine fit. refreshConnectorBones compensates the host's linear transform only, so the\r\n // target keeps its original UI size/orientation.\r\n spine.addChild(host);\r\n host.addChild(binding.target);\r\n this.activeConnectors.push(snapshot);\r\n }\r\n this.refreshConnectorBones();\r\n }\r\n\r\n /** Reapplies bone matrices and the target's required zero local transform. */\r\n refreshConnectorBones(): void {\r\n const spine = this.getSpine();\r\n if (spine === undefined) return;\r\n for (const connector of this.activeConnectors) {\r\n const slot = connector.partType === \"slot\" ? spine.skeleton.findSlot(connector.partName) : null;\r\n const bone = connector.partType === \"bone\" ? spine.skeleton.findBone(connector.partName) : slot?.bone;\r\n if (bone === null || bone === undefined || connector.parent.destroyed) continue;\r\n // A slot itself has no transform beyond its bone, but a region attachment does: Spine stores\r\n // its authored Point offset in attachment.x/y. Project that attachment origin, otherwise\r\n // changing Point from e.g. -650 to -850 moves the visual attachment but not the UI connector.\r\n const attachment = slot?.attachment;\r\n let spineX = bone.worldX;\r\n let spineY = bone.worldY;\r\n if (attachment instanceof PointAttachment) {\r\n const point = attachment.computeWorldPosition(bone, new Vector2());\r\n spineX = point.x;\r\n spineY = point.y;\r\n } else if (attachment instanceof RegionAttachment) {\r\n spineX += attachment.x * bone.a + attachment.y * bone.b;\r\n spineY += attachment.x * bone.c + attachment.y * bone.d;\r\n }\r\n const spineWorld = spine.getGlobalTransform();\r\n const parentWorld = connector.parent.getGlobalTransform();\r\n const determinant = spineWorld.a * spineWorld.d - spineWorld.b * spineWorld.c;\r\n if (!Number.isFinite(determinant) || Math.abs(determinant) < 1e-8) continue;\r\n\r\n // Authored per-axis position multiplier (default 1): scales the projected part position from\r\n // the Spine node's origin before the parent transform compensation, so the target keeps its\r\n // own size/orientation and only its offset is multiplied.\r\n const multiplier = resolveSpineConnectorPositionMultiplier(connector, this.activeProfile);\r\n\r\n // The attachment position remains in original Spine source units and therefore inherits the\r\n // fitted Spine scale. For example, y=-650 at a 1/3 fit becomes roughly -217 on the UI scene.\r\n // Only the host's linear transform is compensated, so the target itself does not shrink.\r\n const hostA = (spineWorld.d * parentWorld.a - spineWorld.c * parentWorld.b) / determinant;\r\n const hostB = (-spineWorld.b * parentWorld.a + spineWorld.a * parentWorld.b) / determinant;\r\n const hostC = (spineWorld.d * parentWorld.c - spineWorld.c * parentWorld.d) / determinant;\r\n const hostD = (-spineWorld.b * parentWorld.c + spineWorld.a * parentWorld.d) / determinant;\r\n connector.host.setFromMatrix(new Matrix(\r\n hostA,\r\n hostB,\r\n hostC,\r\n hostD,\r\n spineX * multiplier.x,\r\n spineY * multiplier.y,\r\n ));\r\n connector.host.visible = slot === null\r\n || (spine.skeleton.drawOrder.includes(slot) && slot.attachment !== null && spine.alpha > 0 && spine.skeleton.color.a * slot.color.a > 0);\r\n connector.target.position.set(0, 0);\r\n }\r\n }\r\n\r\n private restoreConnectorTargets(): void {\r\n for (const connector of this.activeConnectors) {\r\n const { target, parent } = connector;\r\n if (!target.destroyed && !parent.destroyed) {\r\n const index = Math.min(connector.index, parent.children.length);\r\n parent.addChildAt(target, index);\r\n target.position.set(connector.position.x, connector.position.y);\r\n target.scale.set(connector.scale.x, connector.scale.y);\r\n target.skew.set(connector.skew.x, connector.skew.y);\r\n target.pivot.set(connector.pivot.x, connector.pivot.y);\r\n target.rotation = connector.rotation;\r\n }\r\n connector.host.destroy({ children: false });\r\n }\r\n this.activeConnectors = [];\r\n }\r\n\r\n setReferenceFrame(referenceFrame: SpineReferenceFrame | undefined): void {\r\n this.referenceFrame = referenceFrame;\r\n }\r\n\r\n /**\r\n * Every transform application (editor gesture previews, document commits, layout updates, anchor\r\n * resizes) recomputes active connector hosts immediately. The host's local matrix depends on the\r\n * spine's world transform — including the fitted width/height scale — so a resize of the spine\r\n * node must move its targets in the same pass, not on the next ticker frame or document commit.\r\n */\r\n protected onLayoutTransformApplied(): void {\r\n if (this.connectorBonesActive) this.refreshConnectorBones();\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\r\n this.activeProfile = profile;\r\n if (this.content instanceof Spine) {\r\n if (node.type === \"spine\") {\r\n const settings = resolveSpineSettings(node, profile);\r\n const track = this.content.state.tracks[0];\r\n const animationChanged = track?.animation?.name !== settings.animation;\r\n const loopChanged = track !== null && track !== undefined && track.loop !== settings.loop;\r\n // Same \"always a track, frozen at frame 0 unless actually playing\" contract as the constructor:\r\n // a static (non-autoplay) skeleton stays posed to its configured animation's first frame,\r\n // never Spine's setup/bind pose.\r\n const playing = settings.autoplay || this.initializeForAuthoring;\r\n const desiredTimeScale = playing ? settings.animationSpeed : 0;\r\n if (settings.animation === undefined) {\r\n if (track !== null && track !== undefined) this.content.state.clearTrack(0);\r\n } else if ((animationChanged || loopChanged) && this.content.skeleton.data.findAnimation(settings.animation) !== null) {\r\n this.content.state.setAnimation(0, settings.animation, settings.loop).timeScale = desiredTimeScale;\r\n } else if (track !== null && track !== undefined) {\r\n track.timeScale = desiredTimeScale;\r\n }\r\n }\r\n const fit = fitSpineToTransform(this.content.skeleton.data, transform, this.referenceFrame);\r\n if (fit !== undefined) {\r\n this.content.scale.set(fit.scaleX, fit.scaleY);\r\n this.content.position.set(fit.x, fit.y);\r\n }\r\n // A paused Spine does not receive a ticker update. Refresh its world transforms after a\r\n // layout/viewport change so its displayed pose immediately matches the new fitted bounds.\r\n this.content.update(0);\r\n } else if (this.content instanceof Graphics) {\r\n this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n }\r\n}\r\n"]}
1
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{ PointAttachment, RegionAttachment, Spine, Vector2, type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { resolveSpineConnectorPositionMultiplier, type LayoutProfileId, type SpineConnector, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Graphics, Matrix, type Ticker } from \"pixi.js\";\r\nimport { fitSpineToTransform, resolveSpineSettings } from \"../layout.js\";\r\nimport { NodeView } from \"./NodeView.js\";\r\n\r\ntype ConnectorBinding = SpineConnector & { target: Container };\r\ntype RuntimeConnectorBinding = ConnectorBinding | ({ boneName: string; targetNodeId: string; target: Container } & Partial<ConnectorBinding>);\r\ntype ConnectorSnapshot = {\r\n target: Container;\r\n parent: Container;\r\n index: number;\r\n position: { x: number; y: number };\r\n scale: { x: number; y: number };\r\n skew: { x: number; y: number };\r\n pivot: { x: number; y: number };\r\n rotation: number;\r\n};\r\ntype ActiveConnector = ConnectorSnapshot & Pick<SpineConnector, \"partType\" | \"partName\" | \"positionMultiplier\" | \"positionMultiplierOverrides\"> & { host: Container };\r\n\r\nfunction resolveConnectorPart(binding: RuntimeConnectorBinding): Pick<SpineConnector, \"partType\" | \"partName\"> | undefined {\r\n if ((binding.partType === \"bone\" || binding.partType === \"slot\") && typeof binding.partName === \"string\" && binding.partName.length > 0) {\r\n return { partType: binding.partType, partName: binding.partName };\r\n }\r\n const boneName = \"boneName\" in binding ? binding.boneName : undefined;\r\n return typeof boneName === \"string\" && boneName.length > 0 ? { partType: \"bone\", partName: boneName } : undefined;\r\n}\r\n\r\nexport class SpineNodeView extends NodeView {\r\n private referenceFrame: SpineReferenceFrame | undefined;\r\n private readonly initializeForAuthoring: boolean;\r\n private connectorBindings: RuntimeConnectorBinding[] = [];\r\n private activeConnectors: ActiveConnector[] = [];\r\n private connectorBonesActive = false;\r\n /** Layout profile the view was last synced with; connector multipliers resolve against it. */\r\n private activeProfile: LayoutProfileId = \"desktop\";\r\n\r\n constructor(skeletonData: SkeletonData | undefined, animation: string | undefined, autoplay: boolean, loop: boolean, animationSpeed: number, initializeForAuthoring: boolean, referenceFrame?: SpineReferenceFrame, ticker?: Ticker) {\r\n super();\r\n this.referenceFrame = referenceFrame;\r\n this.initializeForAuthoring = initializeForAuthoring;\r\n if (skeletonData === undefined) {\r\n this.setContent(new Graphics());\r\n return;\r\n }\r\n // The host's own Application ticker, when it passed one: a Spine left on the default\r\n // `Ticker.shared` advances its skeleton in a second rAF loop, out of band with the renderer\r\n // that actually draws it.\r\n //\r\n // An authoring view starts at the node's own autoplay setting, so a scene full of paused\r\n // skeletons subscribes to no ticker at all — the editor toggles `autoUpdate` from there.\r\n // A runtime view always keeps it on: an animation game code starts later must advance without\r\n // the game touching `autoUpdate` itself.\r\n const spine = new Spine({ skeletonData, autoUpdate: initializeForAuthoring ? autoplay : true, ...(ticker === undefined ? {} : { ticker }) });\r\n spine.afterUpdateWorldTransforms = () => this.refreshConnectorBones();\r\n // A configured animation always gets a track, posed to its own first frame — a skeleton left\r\n // without one instead renders Spine's setup/bind pose, which is almost never the intended \"static\"\r\n // look and was reported as a visibly broken/twitching pose (still-running physics/IK constraints\r\n // have nothing to settle against without a driving animation). When not autoplaying, `timeScale`\r\n // is frozen at 0 so the track holds frame 0 forever without playing; game code starting a real\r\n // animation later just calls `state.setAnimation(...)` itself, same as before.\r\n if (animation !== undefined && skeletonData.findAnimation(animation) !== null) {\r\n const playing = autoplay || initializeForAuthoring;\r\n spine.state.setAnimation(0, animation, loop).timeScale = playing ? animationSpeed : 0;\r\n }\r\n this.setContent(spine);\r\n }\r\n\r\n /** Runtime switch used by game code; authored connector definitions are inactive by default. */\r\n get activeConnectorBones(): boolean {\r\n return this.connectorBonesActive;\r\n }\r\n\r\n set activeConnectorBones(active: boolean) {\r\n this.setConnectorBonesActive(active);\r\n }\r\n\r\n /** Replaces the scene-resolved connector targets, preserving the current active state. */\r\n setConnectorBones(bindings: readonly RuntimeConnectorBinding[]): void {\r\n const wasActive = this.connectorBonesActive;\r\n if (wasActive) this.setConnectorBonesActive(false);\r\n this.connectorBindings = [...bindings];\r\n if (wasActive) this.setConnectorBonesActive(true);\r\n }\r\n\r\n setConnectorBonesActive(active: boolean): void {\r\n if (active === this.connectorBonesActive) return;\r\n this.connectorBonesActive = active;\r\n if (!active) {\r\n this.restoreConnectorTargets();\r\n return;\r\n }\r\n\r\n const spine = this.getSpine();\r\n if (spine === undefined) return;\r\n for (const binding of this.connectorBindings) {\r\n const part = resolveConnectorPart(binding);\r\n if (part === undefined) continue;\r\n if (part.partType === \"bone\" ? spine.skeleton.findBone(part.partName) === null : spine.skeleton.findSlot(part.partName) === null) continue;\r\n const parent = binding.target.parent;\r\n if (parent === null || parent.destroyed) continue;\r\n const host = new Container();\r\n const snapshot: ActiveConnector = {\r\n partType: part.partType,\r\n partName: part.partName,\r\n positionMultiplier: binding.positionMultiplier,\r\n positionMultiplierOverrides: binding.positionMultiplierOverrides,\r\n target: binding.target,\r\n parent,\r\n index: parent.getChildIndex(binding.target),\r\n position: { x: binding.target.position.x, y: binding.target.position.y },\r\n scale: { x: binding.target.scale.x, y: binding.target.scale.y },\r\n skew: { x: binding.target.skew.x, y: binding.target.skew.y },\r\n pivot: { x: binding.target.pivot.x, y: binding.target.pivot.y },\r\n rotation: binding.target.rotation,\r\n host,\r\n };\r\n // The host genuinely belongs to the Spine view, so the authored skeleton offset inherits the\r\n // visual Spine fit. refreshConnectorBones compensates the host's linear transform only, so the\r\n // target keeps its original UI size/orientation.\r\n spine.addChild(host);\r\n host.addChild(binding.target);\r\n this.activeConnectors.push(snapshot);\r\n }\r\n this.refreshConnectorBones();\r\n }\r\n\r\n /** Reapplies bone matrices and the target's required zero local transform. */\r\n refreshConnectorBones(): void {\r\n const spine = this.getSpine();\r\n if (spine === undefined) return;\r\n for (const connector of this.activeConnectors) {\r\n const slot = connector.partType === \"slot\" ? spine.skeleton.findSlot(connector.partName) : null;\r\n const bone = connector.partType === \"bone\" ? spine.skeleton.findBone(connector.partName) : slot?.bone;\r\n if (bone === null || bone === undefined || connector.parent.destroyed) continue;\r\n // A slot itself has no transform beyond its bone, but a region attachment does: Spine stores\r\n // its authored Point offset in attachment.x/y. Project that attachment origin, otherwise\r\n // changing Point from e.g. -650 to -850 moves the visual attachment but not the UI connector.\r\n const attachment = slot?.attachment;\r\n let spineX = bone.worldX;\r\n let spineY = bone.worldY;\r\n if (attachment instanceof PointAttachment) {\r\n const point = attachment.computeWorldPosition(bone, new Vector2());\r\n spineX = point.x;\r\n spineY = point.y;\r\n } else if (attachment instanceof RegionAttachment) {\r\n spineX += attachment.x * bone.a + attachment.y * bone.b;\r\n spineY += attachment.x * bone.c + attachment.y * bone.d;\r\n }\r\n const spineWorld = spine.getGlobalTransform();\r\n const parentWorld = connector.parent.getGlobalTransform();\r\n const determinant = spineWorld.a * spineWorld.d - spineWorld.b * spineWorld.c;\r\n if (!Number.isFinite(determinant) || Math.abs(determinant) < 1e-8) continue;\r\n\r\n // Authored per-axis position multiplier (default 1): scales the projected part position from\r\n // the Spine node's origin before the parent transform compensation, so the target keeps its\r\n // own size/orientation and only its offset is multiplied.\r\n const multiplier = resolveSpineConnectorPositionMultiplier(connector, this.activeProfile);\r\n\r\n // The attachment position remains in original Spine source units and therefore inherits the\r\n // fitted Spine scale. For example, y=-650 at a 1/3 fit becomes roughly -217 on the UI scene.\r\n // Only the host's linear transform is compensated, so the target itself does not shrink.\r\n const hostA = (spineWorld.d * parentWorld.a - spineWorld.c * parentWorld.b) / determinant;\r\n const hostB = (-spineWorld.b * parentWorld.a + spineWorld.a * parentWorld.b) / determinant;\r\n const hostC = (spineWorld.d * parentWorld.c - spineWorld.c * parentWorld.d) / determinant;\r\n const hostD = (-spineWorld.b * parentWorld.c + spineWorld.a * parentWorld.d) / determinant;\r\n connector.host.setFromMatrix(new Matrix(\r\n hostA,\r\n hostB,\r\n hostC,\r\n hostD,\r\n spineX * multiplier.x,\r\n spineY * multiplier.y,\r\n ));\r\n connector.host.visible = slot === null\r\n || (spine.skeleton.drawOrder.includes(slot) && slot.attachment !== null && spine.alpha > 0 && spine.skeleton.color.a * slot.color.a > 0);\r\n connector.target.position.set(0, 0);\r\n }\r\n }\r\n\r\n private restoreConnectorTargets(): void {\r\n for (const connector of this.activeConnectors) {\r\n const { target, parent } = connector;\r\n if (!target.destroyed && !parent.destroyed) {\r\n const index = Math.min(connector.index, parent.children.length);\r\n parent.addChildAt(target, index);\r\n target.position.set(connector.position.x, connector.position.y);\r\n target.scale.set(connector.scale.x, connector.scale.y);\r\n target.skew.set(connector.skew.x, connector.skew.y);\r\n target.pivot.set(connector.pivot.x, connector.pivot.y);\r\n target.rotation = connector.rotation;\r\n }\r\n connector.host.destroy({ children: false });\r\n }\r\n this.activeConnectors = [];\r\n }\r\n\r\n setReferenceFrame(referenceFrame: SpineReferenceFrame | undefined): void {\r\n this.referenceFrame = referenceFrame;\r\n }\r\n\r\n /**\r\n * Every transform application (editor gesture previews, document commits, layout updates, anchor\r\n * resizes) recomputes active connector hosts immediately. The host's local matrix depends on the\r\n * spine's world transform — including the fitted width/height scale — so a resize of the spine\r\n * node must move its targets in the same pass, not on the next ticker frame or document commit.\r\n */\r\n protected onLayoutTransformApplied(): void {\r\n if (this.connectorBonesActive) this.refreshConnectorBones();\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\r\n this.activeProfile = profile;\r\n if (node.type === \"spine\" && this.content !== undefined) this.content.alpha = node.opacity ?? 1;\r\n if (this.content instanceof Spine) {\r\n if (node.type === \"spine\") {\r\n const settings = resolveSpineSettings(node, profile);\r\n const track = this.content.state.tracks[0];\r\n const animationChanged = track?.animation?.name !== settings.animation;\r\n const loopChanged = track !== null && track !== undefined && track.loop !== settings.loop;\r\n // Same \"always a track, frozen at frame 0 unless actually playing\" contract as the constructor:\r\n // a static (non-autoplay) skeleton stays posed to its configured animation's first frame,\r\n // never Spine's setup/bind pose.\r\n const playing = settings.autoplay || this.initializeForAuthoring;\r\n const desiredTimeScale = playing ? settings.animationSpeed : 0;\r\n if (settings.animation === undefined) {\r\n if (track !== null && track !== undefined) this.content.state.clearTrack(0);\r\n } else if ((animationChanged || loopChanged) && this.content.skeleton.data.findAnimation(settings.animation) !== null) {\r\n this.content.state.setAnimation(0, settings.animation, settings.loop).timeScale = desiredTimeScale;\r\n } else if (track !== null && track !== undefined) {\r\n track.timeScale = desiredTimeScale;\r\n }\r\n }\r\n const fit = fitSpineToTransform(this.content.skeleton.data, transform, this.referenceFrame);\r\n if (fit !== undefined) {\r\n this.content.scale.set(fit.scaleX, fit.scaleY);\r\n this.content.position.set(fit.x, fit.y);\r\n }\r\n // A paused Spine does not receive a ticker update. Refresh its world transforms after a\r\n // layout/viewport change so its displayed pose immediately matches the new fitted bounds.\r\n this.content.update(0);\r\n } else if (this.content instanceof Graphics) {\r\n this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n }\r\n}\r\n"]}
@@ -54,9 +54,19 @@ export declare class LayoutGroupNodeView extends NodeView {
54
54
  * `@pixi/ui`'s `fillPaddings`, только здесь это применяется напрямую к содержимому Image-ноды.
55
55
  */
56
56
  export declare class ImageNodeView extends NodeView {
57
+ /** Internal wrapper keeps a rounded mask away from authored children attached to the NodeView. */
58
+ private readonly visual;
59
+ private surface?;
60
+ private roundedMask?;
57
61
  constructor(assetId: string | undefined, textures: ReadonlyMap<string, Texture> | undefined, nineSlice?: LayoutPadding);
58
- private static createSpriteContent;
62
+ private createSurface;
63
+ private replaceSurface;
59
64
  protected syncContent(node: UINode, transform: UINode["transform"]): void;
65
+ /**
66
+ * Uses Pixi's native Graphics mask rather than rasterizing the texture or applying a filter.
67
+ * Thus a rounded image remains a normal, freely stretched Sprite and its source stays crisp.
68
+ */
69
+ private syncCornerMask;
60
70
  /**
61
71
  * Editor-only live preview of border edits while dragging the canvas nine-slice gizmo; the
62
72
  * document is only written once, on drag release. A no-op without a `NineSliceSprite` content —
@@ -1 +1 @@
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