@pixi-ui-editor/runtime-pixi 0.22.0 → 0.23.0

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.
@@ -1 +1 @@
1
- {"version":3,"file":"textures.d.ts","sourceRoot":"","sources":["../../src/assets/textures.ts"],"names":[],"mappings":"AAAA,OAAO,EAAyB,KAAK,KAAK,EAAE,KAAK,eAAe,EAAE,MAAM,wBAAwB,CAAC;AACjG,OAAO,EAAE,WAAW,EAAE,KAAK,UAAU,EAAE,KAAK,OAAO,EAAwB,MAAM,SAAS,CAAC;AAK3F,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,MAAM,MAAM,gBAAgB,GAAG,CAAC,KAAK,EAAE,KAAK,KAAK,MAAM,GAAG,SAAS,CAAC;AACpE,MAAM,MAAM,eAAe,GAAG,CAAC,GAAG,EAAE,MAAM,KAAK,MAAM,GAAG,SAAS,CAAC;AAClE,KAAK,UAAU,GAAG,OAAO,CAAC,KAAK,EAAE;IAAE,IAAI,EAAE,OAAO,CAAA;CAAE,CAAC,CAAC;AACpD,KAAK,UAAU,GAAG,OAAO,CAAC,KAAK,EAAE;IAAE,IAAI,EAAE,OAAO,CAAA;CAAE,CAAC,CAAC;AAGpD,OAAO,EAAE,WAAW,EAAE,CAAC;AAEvB;;;;;GAKG;AACH,eAAO,MAAM,kBAAkB,UAAW,UAAU,KAAG,MAA6D,CAAC;AAErH,0FAA0F;AAC1F,wBAAsB,oBAAoB,CACxC,KAAK,EAAE,UAAU,EACjB,cAAc,EAAE,eAAe,EAC/B,KAAK,GAAE,GAAG,CAAC,MAAM,EAAE,WAAW,CAAa,GAC1C,OAAO,CAAC,WAAW,CAAC,CAgBtB;AAED,sJAAsJ;AACtJ,wBAAsB,iBAAiB,CACrC,QAAQ,EAAE,eAAe,EACzB,OAAO,EAAE,MAAM,EACf,eAAe,EAAE,gBAAgB,EACjC,cAAc,EAAE,eAAe,EAC/B,KAAK,GAAE,GAAG,CAAC,MAAM,EAAE,OAAO,CAAa,EACvC,gBAAgB,GAAE,GAAG,CAAC,MAAM,EAAE,WAAW,CAAa,EACtD,eAAe,GAAE,GAAG,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,GAAG,SAAS,CAAC,CAAyB,GACpF,OAAO,CAAC,GAAG,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAuD/B"}
1
+ {"version":3,"file":"textures.d.ts","sourceRoot":"","sources":["../../src/assets/textures.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,KAAK,EAAE,KAAK,eAAe,EAAE,MAAM,wBAAwB,CAAC;AAC1E,OAAO,EAAE,WAAW,EAAE,KAAK,UAAU,EAAE,KAAK,OAAO,EAAwB,MAAM,SAAS,CAAC;AAK3F,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C,MAAM,MAAM,gBAAgB,GAAG,CAAC,KAAK,EAAE,KAAK,KAAK,MAAM,GAAG,SAAS,CAAC;AACpE,MAAM,MAAM,eAAe,GAAG,CAAC,GAAG,EAAE,MAAM,KAAK,MAAM,GAAG,SAAS,CAAC;AAClE,KAAK,UAAU,GAAG,OAAO,CAAC,KAAK,EAAE;IAAE,IAAI,EAAE,OAAO,CAAA;CAAE,CAAC,CAAC;AACpD,KAAK,UAAU,GAAG,OAAO,CAAC,KAAK,EAAE;IAAE,IAAI,EAAE,OAAO,CAAA;CAAE,CAAC,CAAC;AAGpD,OAAO,EAAE,WAAW,EAAE,CAAC;AAEvB;;;;;GAKG;AACH,eAAO,MAAM,kBAAkB,UAAW,UAAU,KAAG,MAA6D,CAAC;AAErH,0FAA0F;AAC1F,wBAAsB,oBAAoB,CACxC,KAAK,EAAE,UAAU,EACjB,cAAc,EAAE,eAAe,EAC/B,KAAK,GAAE,GAAG,CAAC,MAAM,EAAE,WAAW,CAAa,GAC1C,OAAO,CAAC,WAAW,CAAC,CAgBtB;AAED,sJAAsJ;AACtJ,wBAAsB,iBAAiB,CACrC,QAAQ,EAAE,eAAe,EACzB,OAAO,EAAE,MAAM,EACf,eAAe,EAAE,gBAAgB,EACjC,cAAc,EAAE,eAAe,EAC/B,KAAK,GAAE,GAAG,CAAC,MAAM,EAAE,OAAO,CAAa,EACvC,gBAAgB,GAAE,GAAG,CAAC,MAAM,EAAE,WAAW,CAAa,EACtD,eAAe,GAAE,GAAG,CAAC,MAAM,EAAE,OAAO,CAAC,UAAU,GAAG,SAAS,CAAC,CAAyB,GACpF,OAAO,CAAC,GAAG,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAsD/B"}
@@ -1,4 +1,3 @@
1
- import { collectEffectAssetIds } from "@pixi-ui-editor/schema";
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  import { Spritesheet } from "pixi.js";
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  import { collectRenderedNodes } from "../scene.js";
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  import { collectNodeAssetIds } from "../views/createNodeView.js";
@@ -50,8 +49,7 @@ export async function loadSceneTextures(document, sceneId, resolveAssetUrl, reso
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  }
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  const textures = new Map();
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  for (const node of collectRenderedNodes(document, scene)) {
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- const effect = node.type === "particle-emitter" ? document.effects.find((candidate) => candidate.id === node.effectId) : undefined;
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- for (const assetId of [...collectNodeAssetIds(node), ...(effect === undefined ? [] : collectEffectAssetIds(effect))]) {
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+ for (const assetId of collectNodeAssetIds(node)) {
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  if (textures.has(assetId))
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  continue;
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  const asset = assetsById.get(assetId);
@@ -1 +1 @@
1
- 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{ collectEffectAssetIds, type Asset, type ProjectDocument } from \"@pixi-ui-editor/schema\";\r\nimport { Spritesheet, type BitmapFont, type Texture, type SpritesheetData } from \"pixi.js\";\r\nimport { collectRenderedNodes } from \"../scene.js\";\r\nimport { collectNodeAssetIds } from \"../views/createNodeView.js\";\r\nimport { loadBitmapFontGlyphTexture } from \"./bitmapFonts.js\";\r\nimport { sharedBitmapFontCache } from \"./cache.js\";\r\nimport { loadTexture } from \"./loadTexture.js\";\r\n\r\nexport type AssetUrlResolver = (asset: Asset) => string | undefined;\r\nexport type FileUrlResolver = (uri: string) => string | undefined;\r\ntype ImageAsset = Extract<Asset, { type: \"image\" }>;\r\ntype AtlasAsset = Extract<Asset, { type: \"atlas\" }>;\r\ntype BitmapFontAsset = Extract<Asset, { type: \"bitmapFont\" }>;\r\n\r\nexport { loadTexture };\r\n\r\n/**\r\n * Cache key for an image asset's loaded `Texture`. `replaceAssetSource` (editor-web `assets.slice.ts`)\r\n * keeps `source.uri` stable across a Replace (it is derived from the asset's name/id/media type, not its\r\n * content) but stamps a fresh `source.version`, the same signal `loadSceneFonts` already keys on — so a\r\n * plain `source.uri` key would keep serving the pre-replace `Texture` forever, invisible to the caller.\r\n */\r\nexport const imageAssetCacheKey = (asset: ImageAsset): string => `${asset.source.uri}#${asset.source.version ?? \"\"}`;\r\n\r\n/** Loads and parses one atlas's Spritesheet, sharing the parse by the JSON file's URI. */\r\nexport async function loadAtlasSpritesheet(\r\n asset: AtlasAsset,\r\n resolveFileUrl: FileUrlResolver,\r\n cache: Map<string, Spritesheet> = new Map(),\r\n): Promise<Spritesheet> {\r\n const cached = cache.get(asset.files.json.uri);\r\n if (cached !== undefined) return cached;\r\n\r\n const jsonUrl = resolveFileUrl(asset.files.json.uri);\r\n const textureUrl = resolveFileUrl(asset.files.texture.uri);\r\n if (jsonUrl === undefined || textureUrl === undefined) throw new Error(`Unable to resolve file URLs for atlas asset '${asset.id}'.`);\r\n\r\n const [data, texture] = await Promise.all([\r\n fetch(jsonUrl).then((response) => response.json() as Promise<SpritesheetData>),\r\n loadTexture(textureUrl),\r\n ]);\r\n const sheet = new Spritesheet(texture, data);\r\n await sheet.parse();\r\n cache.set(asset.files.json.uri, sheet);\r\n return sheet;\r\n}\r\n\r\n/** Loads textures for image nodes in a scene, resolving atlas frame ids through their Spritesheet. Leaves failed assets for placeholder rendering. */\r\nexport async function loadSceneTextures(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n resolveAssetUrl: AssetUrlResolver,\r\n resolveFileUrl: FileUrlResolver,\r\n cache: Map<string, Texture> = new Map(),\r\n spritesheetCache: Map<string, Spritesheet> = new Map(),\r\n bitmapFontCache: Map<string, Promise<BitmapFont | undefined>> = sharedBitmapFontCache,\r\n): Promise<Map<string, Texture>> {\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n if (scene === undefined) throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n\r\n const assetsById = new Map(document.assets.map((asset) => [asset.id, asset]));\r\n const framesById = new Map<string, { kind: \"atlas\"; atlas: AtlasAsset; frameName: string } | { kind: \"bitmapFont\"; bitmapFont: BitmapFontAsset; frameName: string }>();\r\n for (const asset of document.assets) {\r\n if (asset.type === \"atlas\") { for (const [frameName, frameId] of Object.entries(asset.frames)) framesById.set(frameId, { kind: \"atlas\", atlas: asset, frameName }); }\r\n else if (asset.type === \"bitmapFont\") { for (const [frameName, frameId] of Object.entries(asset.frames ?? {})) framesById.set(frameId, { kind: \"bitmapFont\", bitmapFont: asset, frameName }); }\r\n }\r\n\r\n const textures = new Map<string, Texture>();\r\n\r\n for (const node of collectRenderedNodes(document, scene)) {\r\n const effect = node.type === \"particle-emitter\" ? document.effects.find((candidate) => candidate.id === node.effectId) : undefined;\r\n for (const assetId of [...collectNodeAssetIds(node), ...(effect === undefined ? [] : collectEffectAssetIds(effect))]) {\r\n if (textures.has(assetId)) continue;\r\n\r\n const asset = assetsById.get(assetId);\r\n if (asset?.type === \"image\") {\r\n const url = resolveAssetUrl(asset);\r\n if (url === undefined) continue;\r\n try {\r\n const key = imageAssetCacheKey(asset);\r\n const texture = cache.get(key) ?? await loadTexture(url);\r\n cache.set(key, texture);\r\n textures.set(asset.id, texture);\r\n } catch (error) {\r\n console.warn(`Unable to load texture for asset '${asset.id}'.`, error);\r\n }\r\n continue;\r\n }\r\n // Spine и atlas-ассеты сюда тоже попадают: spine-данные грузит loadSceneSpines, а atlas-фреймы резолвятся ниже.\r\n if (asset !== undefined) continue;\r\n\r\n const frame = framesById.get(assetId);\r\n if (frame === undefined) continue;\r\n try {\r\n if (frame.kind === \"atlas\") {\r\n const sheet = await loadAtlasSpritesheet(frame.atlas, resolveFileUrl, spritesheetCache);\r\n const frameTexture = sheet.textures[frame.frameName];\r\n if (frameTexture === undefined) { console.warn(`Atlas '${frame.atlas.id}' has no frame '${frame.frameName}'.`); continue; }\r\n textures.set(assetId, frameTexture);\r\n } else {\r\n const glyphTexture = await loadBitmapFontGlyphTexture(frame.bitmapFont, frame.frameName, resolveFileUrl, bitmapFontCache);\r\n if (glyphTexture === undefined) { console.warn(`Bitmap font '${frame.bitmapFont.id}' has no glyph '${frame.frameName}'.`); continue; }\r\n textures.set(assetId, glyphTexture);\r\n }\r\n } catch (error) {\r\n console.warn(`Unable to load frame texture for '${assetId}'.`, error);\r\n }\r\n }\r\n }\r\n\r\n return textures;\r\n}\r\n"]}
1
+ 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{ type Asset, type ProjectDocument } from \"@pixi-ui-editor/schema\";\nimport { Spritesheet, type BitmapFont, type Texture, type SpritesheetData } from \"pixi.js\";\r\nimport { collectRenderedNodes } from \"../scene.js\";\r\nimport { collectNodeAssetIds } from \"../views/createNodeView.js\";\r\nimport { loadBitmapFontGlyphTexture } from \"./bitmapFonts.js\";\r\nimport { sharedBitmapFontCache } from \"./cache.js\";\r\nimport { loadTexture } from \"./loadTexture.js\";\r\n\r\nexport type AssetUrlResolver = (asset: Asset) => string | undefined;\r\nexport type FileUrlResolver = (uri: string) => string | undefined;\r\ntype ImageAsset = Extract<Asset, { type: \"image\" }>;\r\ntype AtlasAsset = Extract<Asset, { type: \"atlas\" }>;\r\ntype BitmapFontAsset = Extract<Asset, { type: \"bitmapFont\" }>;\r\n\r\nexport { loadTexture };\r\n\r\n/**\r\n * Cache key for an image asset's loaded `Texture`. `replaceAssetSource` (editor-web `assets.slice.ts`)\r\n * keeps `source.uri` stable across a Replace (it is derived from the asset's name/id/media type, not its\r\n * content) but stamps a fresh `source.version`, the same signal `loadSceneFonts` already keys on — so a\r\n * plain `source.uri` key would keep serving the pre-replace `Texture` forever, invisible to the caller.\r\n */\r\nexport const imageAssetCacheKey = (asset: ImageAsset): string => `${asset.source.uri}#${asset.source.version ?? \"\"}`;\r\n\r\n/** Loads and parses one atlas's Spritesheet, sharing the parse by the JSON file's URI. */\r\nexport async function loadAtlasSpritesheet(\r\n asset: AtlasAsset,\r\n resolveFileUrl: FileUrlResolver,\r\n cache: Map<string, Spritesheet> = new Map(),\r\n): Promise<Spritesheet> {\r\n const cached = cache.get(asset.files.json.uri);\r\n if (cached !== undefined) return cached;\r\n\r\n const jsonUrl = resolveFileUrl(asset.files.json.uri);\r\n const textureUrl = resolveFileUrl(asset.files.texture.uri);\r\n if (jsonUrl === undefined || textureUrl === undefined) throw new Error(`Unable to resolve file URLs for atlas asset '${asset.id}'.`);\r\n\r\n const [data, texture] = await Promise.all([\r\n fetch(jsonUrl).then((response) => response.json() as Promise<SpritesheetData>),\r\n loadTexture(textureUrl),\r\n ]);\r\n const sheet = new Spritesheet(texture, data);\r\n await sheet.parse();\r\n cache.set(asset.files.json.uri, sheet);\r\n return sheet;\r\n}\r\n\r\n/** Loads textures for image nodes in a scene, resolving atlas frame ids through their Spritesheet. Leaves failed assets for placeholder rendering. */\r\nexport async function loadSceneTextures(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n resolveAssetUrl: AssetUrlResolver,\r\n resolveFileUrl: FileUrlResolver,\r\n cache: Map<string, Texture> = new Map(),\r\n spritesheetCache: Map<string, Spritesheet> = new Map(),\r\n bitmapFontCache: Map<string, Promise<BitmapFont | undefined>> = sharedBitmapFontCache,\r\n): Promise<Map<string, Texture>> {\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n if (scene === undefined) throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n\r\n const assetsById = new Map(document.assets.map((asset) => [asset.id, asset]));\r\n const framesById = new Map<string, { kind: \"atlas\"; atlas: AtlasAsset; frameName: string } | { kind: \"bitmapFont\"; bitmapFont: BitmapFontAsset; frameName: string }>();\r\n for (const asset of document.assets) {\r\n if (asset.type === \"atlas\") { for (const [frameName, frameId] of Object.entries(asset.frames)) framesById.set(frameId, { kind: \"atlas\", atlas: asset, frameName }); }\r\n else if (asset.type === \"bitmapFont\") { for (const [frameName, frameId] of Object.entries(asset.frames ?? {})) framesById.set(frameId, { kind: \"bitmapFont\", bitmapFont: asset, frameName }); }\r\n }\r\n\r\n const textures = new Map<string, Texture>();\r\n\r\n for (const node of collectRenderedNodes(document, scene)) {\r\n for (const assetId of collectNodeAssetIds(node)) {\n if (textures.has(assetId)) continue;\r\n\r\n const asset = assetsById.get(assetId);\r\n if (asset?.type === \"image\") {\r\n const url = resolveAssetUrl(asset);\r\n if (url === undefined) continue;\r\n try {\r\n const key = imageAssetCacheKey(asset);\r\n const texture = cache.get(key) ?? await loadTexture(url);\r\n cache.set(key, texture);\r\n textures.set(asset.id, texture);\r\n } catch (error) {\r\n console.warn(`Unable to load texture for asset '${asset.id}'.`, error);\r\n }\r\n continue;\r\n }\r\n // Spine и atlas-ассеты сюда тоже попадают: spine-данные грузит loadSceneSpines, а atlas-фреймы резолвятся ниже.\r\n if (asset !== undefined) continue;\r\n\r\n const frame = framesById.get(assetId);\r\n if (frame === undefined) continue;\r\n try {\r\n if (frame.kind === \"atlas\") {\r\n const sheet = await loadAtlasSpritesheet(frame.atlas, resolveFileUrl, spritesheetCache);\r\n const frameTexture = sheet.textures[frame.frameName];\r\n if (frameTexture === undefined) { console.warn(`Atlas '${frame.atlas.id}' has no frame '${frame.frameName}'.`); continue; }\r\n textures.set(assetId, frameTexture);\r\n } else {\r\n const glyphTexture = await loadBitmapFontGlyphTexture(frame.bitmapFont, frame.frameName, resolveFileUrl, bitmapFontCache);\r\n if (glyphTexture === undefined) { console.warn(`Bitmap font '${frame.bitmapFont.id}' has no glyph '${frame.frameName}'.`); continue; }\r\n textures.set(assetId, glyphTexture);\r\n }\r\n } catch (error) {\r\n console.warn(`Unable to load frame texture for '${assetId}'.`, error);\r\n }\r\n }\r\n }\r\n\r\n return textures;\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { ParticleEffectDefinition } from "@pixi-ui-editor/schema";
1
+ import type { ParticleEmitterSettings } from "@pixi-ui-editor/schema";
2
2
  /** Deterministic xorshift32 generator; it has no DOM/Pixi/ticker dependency. */
3
3
  export declare class SeededRandom {
4
4
  private state;
@@ -103,7 +103,7 @@ export type ParticleRenderHooks<TRender> = {
103
103
  * class only exposes the pool's active slots and the effect definition for it to read.
104
104
  */
105
105
  export declare class ParticleSimulator<TRender> {
106
- definition: ParticleEffectDefinition;
106
+ definition: ParticleEmitterSettings;
107
107
  private readonly hooks;
108
108
  static readonly stepSeconds: number;
109
109
  private readonly pool;
@@ -118,11 +118,11 @@ export declare class ParticleSimulator<TRender> {
118
118
  private stopped;
119
119
  private disposed;
120
120
  private context;
121
- constructor(definition: ParticleEffectDefinition, hooks: ParticleRenderHooks<TRender>);
121
+ constructor(definition: ParticleEmitterSettings, hooks: ParticleRenderHooks<TRender>);
122
122
  get activeSlots(): ReadonlySet<ParticleSlot<TRender>>;
123
123
  setEmissionMultiplier(value: number): void;
124
124
  /** Adopts a new definition reference without ever comparing identity: unrelated edits, seed changes and texture changes never reset accumulator, PRNG or live particles. Only `maxParticles` triggers a pool resize. */
125
- syncEffect(effect: ParticleEffectDefinition): void;
125
+ syncEffect(effect: ParticleEmitterSettings): void;
126
126
  play(): void;
127
127
  /** Freezes emission and every live particle without resetting time or PRNG. */
128
128
  pause(): void;
@@ -1 +1 @@
1
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@@ -1 +1 @@
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type { ParticleEffectDefinition } from \"@pixi-ui-editor/schema\";\r\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Deterministic xorshift32 generator; it has no DOM/Pixi/ticker dependency. */\r\nexport class SeededRandom {\r\n private state: number;\r\n constructor(seed: number) { this.state = seed === 0 ? 0x9e3779b9 : seed >>> 0; }\r\n next(): number { this.state ^= this.state << 13; this.state ^= this.state >>> 17; this.state ^= this.state << 5; return (this.state >>> 0) / 0x1_0000_0000; }\r\n range(min: number, max: number): number { return min + (max - min) * this.next(); }\r\n /** A uniform index in `[0, length)`; used to pick a random asset/frame. */\r\n index(length: number): number { return Math.min(length - 1, Math.floor(this.next() * length)); }\r\n}\r\n\r\nexport function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }\r\n\r\nfunction hexChannel(hex: string, offset: number): number { return parseInt(hex.slice(offset, offset + 2), 16); }\r\n/** Lerps two `#RRGGBB[AA]` strings channel-by-channel; a trailing alpha byte, if any, is ignored. */\r\nexport function lerpColorHex(start: string, end: string, t: number): string {\r\n const channel = (offset: number) => Math.round(lerp(hexChannel(start, offset), hexChannel(end, offset), t)).toString(16).padStart(2, \"0\");\r\n return `#${channel(1)}${channel(3)}${channel(5)}`;\r\n}\r\n\r\nexport type ParticleSpawnShape = \"point\" | \"rectangle\" | \"circle\";\r\n\r\n/** `point` returns the rect centre; `rectangle` is uniform over the area; `circle` is uniform over the ellipse inscribed in the rect. */\r\nexport function sampleSpawnPoint(shape: ParticleSpawnShape, width: number, height: number, random: SeededRandom): { x: number; y: number } {\r\n const cx = width / 2, cy = height / 2;\r\n if (shape === \"point\") return { x: cx, y: cy };\r\n if (shape === \"rectangle\") return { x: random.next() * width, y: random.next() * height };\r\n const angle = random.next() * Math.PI * 2;\r\n const radius = Math.sqrt(random.next());\r\n return { x: cx + Math.cos(angle) * radius * cx, y: cy + Math.sin(angle) * radius * cy };\r\n}\r\n\r\n/** A prewarmed pool entry: `render` is an opaque adapter-owned renderer object created by the same factory as the simulation slot. */\r\nexport type ParticleSlot<TRender> = {\n render: TRender;\n /** Adapter-owned static attributes must be uploaded once after this slot is (re)spawned. */\n renderDirty: boolean;\n age: number;\r\n lifetime: number;\r\n x: number;\r\n y: number;\r\n vx: number;\r\n vy: number;\r\n /** Spawn-local position; used to derive the physics delta for world-space reprojection. */\r\n spawnX: number;\r\n spawnY: number;\r\n rotationDegrees: number;\r\n angularVelocityDegrees: number;\r\n scaleStart: number;\r\n scaleEnd: number;\r\n /** Index into `random`/`sequence` source `assetIds`, picked once at spawn. */\r\n sourceIndex: number;\r\n /** Starting frame offset for a `sequence` source with `randomStartFrame`. */\r\n sequenceStart: number;\r\n /** World-space spawn position and the linear (rotate+scale) part of the emitter's world transform at spawn time; only meaningful for `world` space particles. */\r\n worldSpawnX: number;\r\n worldSpawnY: number;\r\n spawnMatrixA: number;\r\n spawnMatrixB: number;\r\n spawnMatrixC: number;\r\n spawnMatrixD: number;\r\n};\r\n\r\nfunction createZeroedSlot<TRender>(render: TRender): ParticleSlot<TRender> {\n return { render, renderDirty: false, age: 0, lifetime: 0, x: 0, y: 0, vx: 0, vy: 0, spawnX: 0, spawnY: 0, rotationDegrees: 0, angularVelocityDegrees: 0, scaleStart: 1, scaleEnd: 1, sourceIndex: 0, sequenceStart: 0, worldSpawnX: 0, worldSpawnY: 0, spawnMatrixA: 1, spawnMatrixB: 0, spawnMatrixC: 0, spawnMatrixD: 1 };\n}\nfunction resetSlot<TRender>(slot: ParticleSlot<TRender>): void {\n // Hot release path: reset in place instead of allocating a temporary zeroed slot for Object.assign.\n slot.renderDirty = false; slot.age = 0; slot.lifetime = 0; slot.x = 0; slot.y = 0; slot.vx = 0; slot.vy = 0;\n slot.spawnX = 0; slot.spawnY = 0; slot.rotationDegrees = 0; slot.angularVelocityDegrees = 0;\n slot.scaleStart = 1; slot.scaleEnd = 1; slot.sourceIndex = 0; slot.sequenceStart = 0;\n slot.worldSpawnX = 0; slot.worldSpawnY = 0;\n slot.spawnMatrixA = 1; slot.spawnMatrixB = 0; slot.spawnMatrixC = 0; slot.spawnMatrixD = 1;\n}\n\r\n/**\r\n * Prewarmed object pool. `acquire`/`release` never call the factory; only `resize` does, and only for\r\n * the capacity delta. Shrinking removes idle free slots immediately; active slots beyond the new\r\n * capacity keep running and are permanently destroyed (via `onRemove`, never recycled) the next time\r\n * they are released instead of returning to the free list.\r\n */\r\nexport class ParticlePool<T> {\r\n private readonly free: T[] = [];\r\n private readonly active = new Set<T>();\r\n private capacity: number;\r\n public dropped = 0;\r\n constructor(private readonly factory: () => T, capacity: number, private readonly onRemove?: (value: T) => void) {\r\n this.capacity = capacity;\r\n for (let i = 0; i < capacity; i++) this.free.push(factory());\r\n }\r\n acquire(): T | undefined {\r\n const value = this.free.pop();\r\n if (value === undefined) { this.dropped++; return undefined; }\r\n this.active.add(value);\r\n return value;\r\n }\r\n release(value: T): void {\r\n if (!this.active.has(value)) return;\r\n const overCapacity = this.free.length + this.active.size > this.capacity;\r\n this.active.delete(value);\r\n if (overCapacity) this.onRemove?.(value);\r\n else this.free.push(value);\r\n }\r\n resize(capacity: number): void {\r\n if (capacity > this.capacity) {\r\n const total = this.free.length + this.active.size;\r\n for (let i = total; i < capacity; i++) this.free.push(this.factory());\r\n } else if (capacity < this.capacity) {\r\n while (this.free.length + this.active.size > capacity && this.free.length > 0) this.onRemove?.(this.free.pop()!);\r\n }\r\n this.capacity = capacity;\r\n }\r\n /** Permanently destroys every slot, free and active alike; used by `dispose()`. */\r\n clear(): void {\r\n for (const value of this.free.splice(0, this.free.length)) this.onRemove?.(value);\r\n for (const value of this.active) this.onRemove?.(value);\r\n this.active.clear();\r\n this.capacity = 0;\r\n }\r\n get values(): ReadonlySet<T> { return this.active; }\r\n get limit(): number { return this.capacity; }\r\n}\r\n\r\nexport type ParticleSpawnContext = { width: number; height: number; space: \"local\" | \"world\" };\r\nexport type ParticleDiagnostics = { active: number; dropped: number; playing: boolean; stopped: boolean; disposed: boolean };\r\n\r\n/** Adapter-supplied, renderer-specific operations. The simulator never imports Pixi. */\r\nexport type ParticleRenderHooks<TRender> = {\n createRender(): TRender;\r\n hideRender(render: TRender): void;\r\n destroyRender(render: TRender): void;\r\n /** The emitter's current world transform linear part `{a,b,c,d}` and translation `{tx,ty}`; read only when a `world`-space particle spawns. */\r\n getWorldTransform(): { a: number; b: number; c: number; d: number; tx: number; ty: number };\r\n};\n\r\n/**\r\n * Schema-neutral, deterministic particle simulation over a prewarmed pool. Owns lifecycle\r\n * (`play`/`pause`/`step`/`restart`/`stop`/`dispose`), fixed-step ticking, seeded spawn parameters and\r\n * burst/rate scheduling. Rendering (texture, tint, local/world projection) is the adapter's job; this\r\n * class only exposes the pool's active slots and the effect definition for it to read.\r\n */\r\nexport class ParticleSimulator<TRender> {\n static readonly stepSeconds = 1 / 60;\r\n private readonly pool: ParticlePool<ParticleSlot<TRender>>;\r\n private random: SeededRandom;\r\n private elapsed = 0;\r\n private stepAccumulator = 0;\r\n private emissionAccumulator = 0;\r\n private burstCursors: number[];\r\n private multiplier = 1;\r\n private emitting = false;\n private simulating = false;\n private stopped = false;\n private disposed = false;\n private context: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\r\n\r\n constructor(public definition: ParticleEffectDefinition, private readonly hooks: ParticleRenderHooks<TRender>) {\r\n this.random = new SeededRandom(definition.seed);\r\n this.burstCursors = definition.emission.bursts.map(() => 0);\r\n this.pool = new ParticlePool<ParticleSlot<TRender>>(\r\n () => createZeroedSlot(hooks.createRender()),\r\n definition.maxParticles,\r\n (slot) => hooks.destroyRender(slot.render),\r\n );\r\n }\r\n\r\n get activeSlots(): ReadonlySet<ParticleSlot<TRender>> { return this.pool.values; }\r\n\r\n setEmissionMultiplier(value: number): void {\r\n if (!Number.isFinite(value) || value < 0) throw new RangeError(\"Emission multiplier must be finite and non-negative.\");\r\n this.multiplier = value;\r\n }\r\n\r\n /** Adopts a new definition reference without ever comparing identity: unrelated edits, seed changes and texture changes never reset accumulator, PRNG or live particles. Only `maxParticles` triggers a pool resize. */\r\n syncEffect(effect: ParticleEffectDefinition): void {\r\n this.definition = effect;\r\n if (this.pool.limit !== effect.maxParticles) this.pool.resize(effect.maxParticles);\r\n const cursors = effect.emission.bursts.map((_, index) => this.burstCursors[index] ?? 0);\r\n this.burstCursors = cursors;\r\n }\r\n\r\n play(): void { if (this.disposed) return; this.emitting = true; this.simulating = true; this.stopped = false; }\n /** Freezes emission and every live particle without resetting time or PRNG. */\n pause(): void { if (this.disposed) return; this.emitting = false; this.simulating = false; this.stopped = false; }\n /** Stops new spawns; already-emitted particles keep simulating to their natural death. */\n stop(): void {\n if (this.disposed) return;\n this.emitting = false;\n this.simulating = this.pool.values.size > 0;\n this.stopped = true;\n }\n\r\n restart(): void {\r\n if (this.disposed) return;\r\n for (const slot of [...this.pool.values]) this.releaseSlot(slot);\r\n this.elapsed = 0;\r\n this.stepAccumulator = 0;\r\n this.emissionAccumulator = 0;\r\n this.burstCursors = this.definition.emission.bursts.map(() => 0);\n this.pool.dropped = 0;\n this.random = new SeededRandom(this.definition.seed);\n this.emitting = true;\n this.simulating = true;\n this.stopped = false;\n }\r\n\r\n /** Idempotent terminal cleanup: destroys every pooled render object and excludes the view from further updates. */\r\n dispose(): void {\r\n if (this.disposed) return;\r\n this.disposed = true;\n this.emitting = false;\n this.simulating = false;\n this.stopped = false;\n this.pool.clear();\r\n }\r\n\r\n /** Advances exactly one fixed step regardless of paused/stopped state, and never changes it. */\r\n step(context: ParticleSpawnContext): boolean {\n if (this.disposed) return false;\n this.context = context;\n this.tick(ParticleSimulator.stepSeconds);\n return true;\n }\n\n update(deltaSeconds: number, context: ParticleSpawnContext): boolean {\n if (this.disposed || !this.simulating) return false;\n this.context = context;\n this.stepAccumulator = Math.min(this.stepAccumulator + Math.max(0, deltaSeconds), ParticleSimulator.stepSeconds * 8);\n let advanced = false;\n while (this.stepAccumulator >= ParticleSimulator.stepSeconds) {\n this.stepAccumulator -= ParticleSimulator.stepSeconds;\n this.tick(ParticleSimulator.stepSeconds);\n advanced = true;\n }\n return advanced;\n }\n\n getDiagnostics(): ParticleDiagnostics {\n return { active: this.pool.values.size, dropped: this.pool.dropped, playing: this.emitting, stopped: this.stopped && !this.disposed, disposed: this.disposed };\n }\r\n\r\n private tick(dt: number): void {\r\n // Age and move existing particles before spawning: a particle created this tick starts at age 0\r\n // and receives its first dt on the next tick, instead of being silently pre-aged by one step.\r\n const movement = this.definition.particle.movement;\r\n const drag = Math.max(0, 1 - movement.drag * dt);\r\n for (const slot of this.pool.values) {\n slot.age += dt;\r\n if (slot.age >= slot.lifetime) { this.releaseSlot(slot); continue; }\r\n slot.vx = (slot.vx + movement.accelerationX * dt) * drag;\r\n slot.vy = (slot.vy + movement.accelerationY * dt) * drag;\r\n slot.x += slot.vx * dt;\r\n slot.y += slot.vy * dt;\r\n slot.rotationDegrees += slot.angularVelocityDegrees * dt;\r\n }\r\n\r\n const e = this.definition.emission;\r\n const cycle = e.duration + e.delay;\r\n this.elapsed += dt;\r\n if (this.emitting) {\r\n const cycleElapsed = e.loop ? this.elapsed % cycle : this.elapsed;\r\n const inWindow = cycleElapsed >= e.delay && cycleElapsed <= e.delay + e.duration;\r\n if (inWindow && e.rate > 0) {\r\n this.emissionAccumulator += e.rate * this.multiplier * dt;\r\n while (this.emissionAccumulator >= 1) { this.emissionAccumulator -= 1; this.spawnParticle(); }\r\n }\r\n for (let index = 0; index < e.bursts.length; index++) {\n const burst = e.bursts[index]!;\n const triggerBase = e.delay + burst.time;\n for (;;) {\r\n const cursor = this.burstCursors[index] ?? 0;\r\n if (!e.loop && cursor >= 1) break;\r\n const triggerAt = e.loop ? cursor * cycle + triggerBase : triggerBase;\r\n if (this.elapsed < triggerAt) break;\r\n for (let i = 0; i < burst.count; i++) this.spawnParticle();\r\n this.burstCursors[index] = cursor + 1;\n }\n }\n if (!e.loop && this.elapsed >= e.delay + e.duration) {\n this.emitting = false;\n this.stopped = true;\n }\n }\n // A completed one-shot or a graceful stop must not keep an otherwise idle emitter on the hot\n // ticker path forever. Preserve the stopped diagnostic while putting simulation fully to sleep.\n if (!this.emitting && this.pool.values.size === 0) this.simulating = false;\n }\r\n\r\n private spawnParticle(): void {\r\n const slot = this.pool.acquire();\r\n if (!slot) return;\r\n const p = this.definition.particle;\n const rand = this.random;\r\n const point = sampleSpawnPoint(p.spawnShape.type, this.context.width, this.context.height, rand);\n slot.renderDirty = true;\n slot.age = 0;\r\n slot.lifetime = rand.range(p.lifetime.min, p.lifetime.max);\r\n slot.spawnX = point.x;\r\n slot.spawnY = point.y;\r\n slot.x = point.x;\r\n slot.y = point.y;\r\n const speed = rand.range(p.movement.speed.min, p.movement.speed.max);\r\n const angle = (p.movement.directionDegrees + (rand.next() - 0.5) * p.movement.spreadDegrees) * DEG_TO_RAD;\r\n slot.vx = Math.cos(angle) * speed;\r\n slot.vy = Math.sin(angle) * speed;\r\n slot.rotationDegrees = rand.range(p.visual.rotation.initialDegrees.min, p.visual.rotation.initialDegrees.max);\r\n slot.angularVelocityDegrees = rand.range(p.visual.rotation.angularVelocityDegrees.min, p.visual.rotation.angularVelocityDegrees.max);\r\n slot.scaleStart = rand.range(p.visual.scale.start.min, p.visual.scale.start.max);\r\n slot.scaleEnd = rand.range(p.visual.scale.end.min, p.visual.scale.end.max);\r\n const source = p.visual.source;\r\n slot.sourceIndex = source.type === \"single\" ? 0 : rand.index(source.assetIds.length);\r\n slot.sequenceStart = source.type === \"sequence\" && source.randomStartFrame ? rand.index(source.assetIds.length) : 0;\r\n if (this.context.space === \"world\") {\r\n const m = this.hooks.getWorldTransform();\r\n slot.worldSpawnX = m.a * point.x + m.c * point.y + m.tx;\r\n slot.worldSpawnY = m.b * point.x + m.d * point.y + m.ty;\r\n slot.spawnMatrixA = m.a;\r\n slot.spawnMatrixB = m.b;\r\n slot.spawnMatrixC = m.c;\r\n slot.spawnMatrixD = m.d;\r\n }\r\n }\r\n\r\n private releaseSlot(slot: ParticleSlot<TRender>): void {\r\n resetSlot(slot);\r\n this.hooks.hideRender(slot.render);\r\n this.pool.release(slot);\r\n }\r\n}\r\n"]}
1
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type { ParticleEmitterSettings } from \"@pixi-ui-editor/schema\";\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Deterministic xorshift32 generator; it has no DOM/Pixi/ticker dependency. */\r\nexport class SeededRandom {\r\n private state: number;\r\n constructor(seed: number) { this.state = seed === 0 ? 0x9e3779b9 : seed >>> 0; }\r\n next(): number { this.state ^= this.state << 13; this.state ^= this.state >>> 17; this.state ^= this.state << 5; return (this.state >>> 0) / 0x1_0000_0000; }\r\n range(min: number, max: number): number { return min + (max - min) * this.next(); }\r\n /** A uniform index in `[0, length)`; used to pick a random asset/frame. */\r\n index(length: number): number { return Math.min(length - 1, Math.floor(this.next() * length)); }\r\n}\r\n\r\nexport function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }\r\n\r\nfunction hexChannel(hex: string, offset: number): number { return parseInt(hex.slice(offset, offset + 2), 16); }\r\n/** Lerps two `#RRGGBB[AA]` strings channel-by-channel; a trailing alpha byte, if any, is ignored. */\r\nexport function lerpColorHex(start: string, end: string, t: number): string {\r\n const channel = (offset: number) => Math.round(lerp(hexChannel(start, offset), hexChannel(end, offset), t)).toString(16).padStart(2, \"0\");\r\n return `#${channel(1)}${channel(3)}${channel(5)}`;\r\n}\r\n\r\nexport type ParticleSpawnShape = \"point\" | \"rectangle\" | \"circle\";\r\n\r\n/** `point` returns the rect centre; `rectangle` is uniform over the area; `circle` is uniform over the ellipse inscribed in the rect. */\r\nexport function sampleSpawnPoint(shape: ParticleSpawnShape, width: number, height: number, random: SeededRandom): { x: number; y: number } {\r\n const cx = width / 2, cy = height / 2;\r\n if (shape === \"point\") return { x: cx, y: cy };\r\n if (shape === \"rectangle\") return { x: random.next() * width, y: random.next() * height };\r\n const angle = random.next() * Math.PI * 2;\r\n const radius = Math.sqrt(random.next());\r\n return { x: cx + Math.cos(angle) * radius * cx, y: cy + Math.sin(angle) * radius * cy };\r\n}\r\n\r\n/** A prewarmed pool entry: `render` is an opaque adapter-owned renderer object created by the same factory as the simulation slot. */\r\nexport type ParticleSlot<TRender> = {\n render: TRender;\n /** Adapter-owned static attributes must be uploaded once after this slot is (re)spawned. */\n renderDirty: boolean;\n age: number;\r\n lifetime: number;\r\n x: number;\r\n y: number;\r\n vx: number;\r\n vy: number;\r\n /** Spawn-local position; used to derive the physics delta for world-space reprojection. */\r\n spawnX: number;\r\n spawnY: number;\r\n rotationDegrees: number;\r\n angularVelocityDegrees: number;\r\n scaleStart: number;\r\n scaleEnd: number;\r\n /** Index into `random`/`sequence` source `assetIds`, picked once at spawn. */\r\n sourceIndex: number;\r\n /** Starting frame offset for a `sequence` source with `randomStartFrame`. */\r\n sequenceStart: number;\r\n /** World-space spawn position and the linear (rotate+scale) part of the emitter's world transform at spawn time; only meaningful for `world` space particles. */\r\n worldSpawnX: number;\r\n worldSpawnY: number;\r\n spawnMatrixA: number;\r\n spawnMatrixB: number;\r\n spawnMatrixC: number;\r\n spawnMatrixD: number;\r\n};\r\n\r\nfunction createZeroedSlot<TRender>(render: TRender): ParticleSlot<TRender> {\n return { render, renderDirty: false, age: 0, lifetime: 0, x: 0, y: 0, vx: 0, vy: 0, spawnX: 0, spawnY: 0, rotationDegrees: 0, angularVelocityDegrees: 0, scaleStart: 1, scaleEnd: 1, sourceIndex: 0, sequenceStart: 0, worldSpawnX: 0, worldSpawnY: 0, spawnMatrixA: 1, spawnMatrixB: 0, spawnMatrixC: 0, spawnMatrixD: 1 };\n}\nfunction resetSlot<TRender>(slot: ParticleSlot<TRender>): void {\n // Hot release path: reset in place instead of allocating a temporary zeroed slot for Object.assign.\n slot.renderDirty = false; slot.age = 0; slot.lifetime = 0; slot.x = 0; slot.y = 0; slot.vx = 0; slot.vy = 0;\n slot.spawnX = 0; slot.spawnY = 0; slot.rotationDegrees = 0; slot.angularVelocityDegrees = 0;\n slot.scaleStart = 1; slot.scaleEnd = 1; slot.sourceIndex = 0; slot.sequenceStart = 0;\n slot.worldSpawnX = 0; slot.worldSpawnY = 0;\n slot.spawnMatrixA = 1; slot.spawnMatrixB = 0; slot.spawnMatrixC = 0; slot.spawnMatrixD = 1;\n}\n\r\n/**\r\n * Prewarmed object pool. `acquire`/`release` never call the factory; only `resize` does, and only for\r\n * the capacity delta. Shrinking removes idle free slots immediately; active slots beyond the new\r\n * capacity keep running and are permanently destroyed (via `onRemove`, never recycled) the next time\r\n * they are released instead of returning to the free list.\r\n */\r\nexport class ParticlePool<T> {\r\n private readonly free: T[] = [];\r\n private readonly active = new Set<T>();\r\n private capacity: number;\r\n public dropped = 0;\r\n constructor(private readonly factory: () => T, capacity: number, private readonly onRemove?: (value: T) => void) {\r\n this.capacity = capacity;\r\n for (let i = 0; i < capacity; i++) this.free.push(factory());\r\n }\r\n acquire(): T | undefined {\r\n const value = this.free.pop();\r\n if (value === undefined) { this.dropped++; return undefined; }\r\n this.active.add(value);\r\n return value;\r\n }\r\n release(value: T): void {\r\n if (!this.active.has(value)) return;\r\n const overCapacity = this.free.length + this.active.size > this.capacity;\r\n this.active.delete(value);\r\n if (overCapacity) this.onRemove?.(value);\r\n else this.free.push(value);\r\n }\r\n resize(capacity: number): void {\r\n if (capacity > this.capacity) {\r\n const total = this.free.length + this.active.size;\r\n for (let i = total; i < capacity; i++) this.free.push(this.factory());\r\n } else if (capacity < this.capacity) {\r\n while (this.free.length + this.active.size > capacity && this.free.length > 0) this.onRemove?.(this.free.pop()!);\r\n }\r\n this.capacity = capacity;\r\n }\r\n /** Permanently destroys every slot, free and active alike; used by `dispose()`. */\r\n clear(): void {\r\n for (const value of this.free.splice(0, this.free.length)) this.onRemove?.(value);\r\n for (const value of this.active) this.onRemove?.(value);\r\n this.active.clear();\r\n this.capacity = 0;\r\n }\r\n get values(): ReadonlySet<T> { return this.active; }\r\n get limit(): number { return this.capacity; }\r\n}\r\n\r\nexport type ParticleSpawnContext = { width: number; height: number; space: \"local\" | \"world\" };\r\nexport type ParticleDiagnostics = { active: number; dropped: number; playing: boolean; stopped: boolean; disposed: boolean };\r\n\r\n/** Adapter-supplied, renderer-specific operations. The simulator never imports Pixi. */\r\nexport type ParticleRenderHooks<TRender> = {\n createRender(): TRender;\r\n hideRender(render: TRender): void;\r\n destroyRender(render: TRender): void;\r\n /** The emitter's current world transform linear part `{a,b,c,d}` and translation `{tx,ty}`; read only when a `world`-space particle spawns. */\r\n getWorldTransform(): { a: number; b: number; c: number; d: number; tx: number; ty: number };\r\n};\n\r\n/**\r\n * Schema-neutral, deterministic particle simulation over a prewarmed pool. Owns lifecycle\r\n * (`play`/`pause`/`step`/`restart`/`stop`/`dispose`), fixed-step ticking, seeded spawn parameters and\r\n * burst/rate scheduling. Rendering (texture, tint, local/world projection) is the adapter's job; this\r\n * class only exposes the pool's active slots and the effect definition for it to read.\r\n */\r\nexport class ParticleSimulator<TRender> {\n static readonly stepSeconds = 1 / 60;\r\n private readonly pool: ParticlePool<ParticleSlot<TRender>>;\r\n private random: SeededRandom;\r\n private elapsed = 0;\r\n private stepAccumulator = 0;\r\n private emissionAccumulator = 0;\r\n private burstCursors: number[];\r\n private multiplier = 1;\r\n private emitting = false;\n private simulating = false;\n private stopped = false;\n private disposed = false;\n private context: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\r\n\r\n constructor(public definition: ParticleEmitterSettings, private readonly hooks: ParticleRenderHooks<TRender>) {\n this.random = new SeededRandom(definition.seed);\r\n this.burstCursors = definition.emission.bursts.map(() => 0);\r\n this.pool = new ParticlePool<ParticleSlot<TRender>>(\r\n () => createZeroedSlot(hooks.createRender()),\r\n definition.maxParticles,\r\n (slot) => hooks.destroyRender(slot.render),\r\n );\r\n }\r\n\r\n get activeSlots(): ReadonlySet<ParticleSlot<TRender>> { return this.pool.values; }\r\n\r\n setEmissionMultiplier(value: number): void {\r\n if (!Number.isFinite(value) || value < 0) throw new RangeError(\"Emission multiplier must be finite and non-negative.\");\r\n this.multiplier = value;\r\n }\r\n\r\n /** Adopts a new definition reference without ever comparing identity: unrelated edits, seed changes and texture changes never reset accumulator, PRNG or live particles. Only `maxParticles` triggers a pool resize. */\r\n syncEffect(effect: ParticleEmitterSettings): void {\n this.definition = effect;\r\n if (this.pool.limit !== effect.maxParticles) this.pool.resize(effect.maxParticles);\r\n const cursors = effect.emission.bursts.map((_, index) => this.burstCursors[index] ?? 0);\r\n this.burstCursors = cursors;\r\n }\r\n\r\n play(): void { if (this.disposed) return; this.emitting = true; this.simulating = true; this.stopped = false; }\n /** Freezes emission and every live particle without resetting time or PRNG. */\n pause(): void { if (this.disposed) return; this.emitting = false; this.simulating = false; this.stopped = false; }\n /** Stops new spawns; already-emitted particles keep simulating to their natural death. */\n stop(): void {\n if (this.disposed) return;\n this.emitting = false;\n this.simulating = this.pool.values.size > 0;\n this.stopped = true;\n }\n\r\n restart(): void {\r\n if (this.disposed) return;\r\n for (const slot of [...this.pool.values]) this.releaseSlot(slot);\r\n this.elapsed = 0;\r\n this.stepAccumulator = 0;\r\n this.emissionAccumulator = 0;\r\n this.burstCursors = this.definition.emission.bursts.map(() => 0);\n this.pool.dropped = 0;\n this.random = new SeededRandom(this.definition.seed);\n this.emitting = true;\n this.simulating = true;\n this.stopped = false;\n }\r\n\r\n /** Idempotent terminal cleanup: destroys every pooled render object and excludes the view from further updates. */\r\n dispose(): void {\r\n if (this.disposed) return;\r\n this.disposed = true;\n this.emitting = false;\n this.simulating = false;\n this.stopped = false;\n this.pool.clear();\r\n }\r\n\r\n /** Advances exactly one fixed step regardless of paused/stopped state, and never changes it. */\r\n step(context: ParticleSpawnContext): boolean {\n if (this.disposed) return false;\n this.context = context;\n this.tick(ParticleSimulator.stepSeconds);\n return true;\n }\n\n update(deltaSeconds: number, context: ParticleSpawnContext): boolean {\n if (this.disposed || !this.simulating) return false;\n this.context = context;\n this.stepAccumulator = Math.min(this.stepAccumulator + Math.max(0, deltaSeconds), ParticleSimulator.stepSeconds * 8);\n let advanced = false;\n while (this.stepAccumulator >= ParticleSimulator.stepSeconds) {\n this.stepAccumulator -= ParticleSimulator.stepSeconds;\n this.tick(ParticleSimulator.stepSeconds);\n advanced = true;\n }\n return advanced;\n }\n\n getDiagnostics(): ParticleDiagnostics {\n return { active: this.pool.values.size, dropped: this.pool.dropped, playing: this.emitting, stopped: this.stopped && !this.disposed, disposed: this.disposed };\n }\r\n\r\n private tick(dt: number): void {\r\n // Age and move existing particles before spawning: a particle created this tick starts at age 0\r\n // and receives its first dt on the next tick, instead of being silently pre-aged by one step.\r\n const movement = this.definition.particle.movement;\r\n const drag = Math.max(0, 1 - movement.drag * dt);\r\n for (const slot of this.pool.values) {\n slot.age += dt;\r\n if (slot.age >= slot.lifetime) { this.releaseSlot(slot); continue; }\r\n slot.vx = (slot.vx + movement.accelerationX * dt) * drag;\r\n slot.vy = (slot.vy + movement.accelerationY * dt) * drag;\r\n slot.x += slot.vx * dt;\r\n slot.y += slot.vy * dt;\r\n slot.rotationDegrees += slot.angularVelocityDegrees * dt;\r\n }\r\n\r\n const e = this.definition.emission;\r\n const cycle = e.duration + e.delay;\r\n this.elapsed += dt;\r\n if (this.emitting) {\r\n const cycleElapsed = e.loop ? this.elapsed % cycle : this.elapsed;\r\n const inWindow = cycleElapsed >= e.delay && cycleElapsed <= e.delay + e.duration;\r\n if (inWindow && e.rate > 0) {\r\n this.emissionAccumulator += e.rate * this.multiplier * dt;\r\n while (this.emissionAccumulator >= 1) { this.emissionAccumulator -= 1; this.spawnParticle(); }\r\n }\r\n for (let index = 0; index < e.bursts.length; index++) {\n const burst = e.bursts[index]!;\n const triggerBase = e.delay + burst.time;\n for (;;) {\r\n const cursor = this.burstCursors[index] ?? 0;\r\n if (!e.loop && cursor >= 1) break;\r\n const triggerAt = e.loop ? cursor * cycle + triggerBase : triggerBase;\r\n if (this.elapsed < triggerAt) break;\r\n for (let i = 0; i < burst.count; i++) this.spawnParticle();\r\n this.burstCursors[index] = cursor + 1;\n }\n }\n if (!e.loop && this.elapsed >= e.delay + e.duration) {\n this.emitting = false;\n this.stopped = true;\n }\n }\n // A completed one-shot or a graceful stop must not keep an otherwise idle emitter on the hot\n // ticker path forever. Preserve the stopped diagnostic while putting simulation fully to sleep.\n if (!this.emitting && this.pool.values.size === 0) this.simulating = false;\n }\r\n\r\n private spawnParticle(): void {\r\n const slot = this.pool.acquire();\r\n if (!slot) return;\r\n const p = this.definition.particle;\n const rand = this.random;\r\n const point = sampleSpawnPoint(p.spawnShape.type, this.context.width, this.context.height, rand);\n slot.renderDirty = true;\n slot.age = 0;\r\n slot.lifetime = rand.range(p.lifetime.min, p.lifetime.max);\r\n slot.spawnX = point.x;\r\n slot.spawnY = point.y;\r\n slot.x = point.x;\r\n slot.y = point.y;\r\n const speed = rand.range(p.movement.speed.min, p.movement.speed.max);\r\n const angle = (p.movement.directionDegrees + (rand.next() - 0.5) * p.movement.spreadDegrees) * DEG_TO_RAD;\r\n slot.vx = Math.cos(angle) * speed;\r\n slot.vy = Math.sin(angle) * speed;\r\n slot.rotationDegrees = rand.range(p.visual.rotation.initialDegrees.min, p.visual.rotation.initialDegrees.max);\r\n slot.angularVelocityDegrees = rand.range(p.visual.rotation.angularVelocityDegrees.min, p.visual.rotation.angularVelocityDegrees.max);\r\n slot.scaleStart = rand.range(p.visual.scale.start.min, p.visual.scale.start.max);\r\n slot.scaleEnd = rand.range(p.visual.scale.end.min, p.visual.scale.end.max);\r\n const source = p.visual.source;\r\n slot.sourceIndex = source.type === \"single\" ? 0 : rand.index(source.assetIds.length);\r\n slot.sequenceStart = source.type === \"sequence\" && source.randomStartFrame ? rand.index(source.assetIds.length) : 0;\r\n if (this.context.space === \"world\") {\r\n const m = this.hooks.getWorldTransform();\r\n slot.worldSpawnX = m.a * point.x + m.c * point.y + m.tx;\r\n slot.worldSpawnY = m.b * point.x + m.d * point.y + m.ty;\r\n slot.spawnMatrixA = m.a;\r\n slot.spawnMatrixB = m.b;\r\n slot.spawnMatrixC = m.c;\r\n slot.spawnMatrixD = m.d;\r\n }\r\n }\r\n\r\n private releaseSlot(slot: ParticleSlot<TRender>): void {\r\n resetSlot(slot);\r\n this.hooks.hideRender(slot.render);\r\n this.pool.release(slot);\r\n }\r\n}\r\n"]}
package/dist/scene.d.ts CHANGED
@@ -1,5 +1,5 @@
1
1
  import { type SkeletonData } from "@esotericsoftware/spine-pixi-v8";
2
- import { type EffectDefinition, type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from "@pixi-ui-editor/schema";
2
+ import { type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from "@pixi-ui-editor/schema";
3
3
  import { Container, Texture, type Ticker } from "pixi.js";
4
4
  import { type FileUrlResolver } from "./assets/textures.js";
5
5
  import type { SceneAssetCache } from "./assets/cache.js";
@@ -54,7 +54,7 @@ export declare function applyProfile(view: SceneViewResult, document: ProjectDoc
54
54
  * Applies a node's resolved transform, visibility, and content to an existing display object,
55
55
  * so editors can update views in place without rebuilding the scene tree.
56
56
  */
57
- export declare function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, effect?: EffectDefinition, spineReferenceFrame?: SpineReferenceFrame): void;
57
+ export declare function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, spineReferenceFrame?: SpineReferenceFrame): void;
58
58
  /** Previews a resolved editor rectangle without consulting content bounds or rebuilding the view. */
59
59
  export declare function previewNodeView(view: Container, node: UINode, profile: LayoutProfileId, transform: UINode["transform"]): void;
60
60
  /** Hosts call this from their own Application ticker; runtime never subscribes to Ticker.shared. */
@@ -1 +1 @@
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+ {"version":3,"file":"scene.d.ts","sourceRoot":"","sources":["../src/scene.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,YAAY,EAAE,MAAM,iCAAiC,CAAC;AACpE,OAAO,EAA6G,KAAK,eAAe,EAAE,KAAK,eAAe,EAAE,KAAK,KAAK,EAAE,KAAK,mBAAmB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAClP,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,KAAK,MAAM,EAAE,MAAM,SAAS,CAAC;AAE1D,OAAO,EAAqB,KAAK,eAAe,EAAE,MAAM,sBAAsB,CAAC;AAG/E,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACzD,OAAO,EAA2F,KAAK,UAAU,EAAE,MAAM,aAAa,CAAC;AACvI,OAAO,EAAY,KAAK,oBAAoB,EAAE,MAAM,qBAAqB,CAAC;AAe1E,OAAO,EAAE,iBAAiB,EAAE,KAAK,wBAAwB,EAAE,MAAM,mBAAmB,CAAC;AACrF,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,EAAoB,KAAK,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAEjE,MAAM,MAAM,qBAAqB,GAAG;IAClC,iGAAiG;IACjG,WAAW,EAAE,oBAAoB,CAAC;IAClC,QAAQ,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IACxC,MAAM,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IAC3C,KAAK,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACpC,WAAW,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC1C;;;OAGG;IACH,KAAK,CAAC,EAAE,QAAQ,CAAC;IACjB;;;;OAIG;IACH,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,iGAAiG;IACjG,QAAQ,CAAC,EAAE,MAAM,IAAI,CAAC;IACtB;;;OAGG;IACH,YAAY,CAAC,EAAE,wBAAwB,CAAC;IACxC,iGAAiG;IACjG,cAAc,CAAC,EAAE,OAAO,CAAC;CAC1B,CAAC;AAEF,MAAM,MAAM,eAAe,GAAG;IAAE,IAAI,EAAE,aAAa,CAAC;IAAC,SAAS,EAAE,GAAG,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;IAAC,YAAY,EAAE,iBAAiB,CAAC;IAAC,QAAQ,CAAC,OAAO,EAAE,eAAe,CAAA;CAAE,CAAC;AAS7J,yFAAyF;AACzF,wBAAgB,cAAc,CAC5B,QAAQ,EAAE,eAAe,EACzB,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,eAAe,EACxB,OAAO,EAAE,qBAAqB,GAC7B,eAAe,CAuHjB;AAuBD;;;;GAIG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,eAAe,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,eAAe,GAAG,IAAI,CA0C9H;AAqED;;;GAGG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,eAAe,EAAE,UAAU,CAAC,EAAE,UAAU,EAAE,UAAU,CAAC,EAAE,MAAM,EAAE,mBAAmB,CAAC,EAAE,mBAAmB,GAAG,IAAI,CAmBrL;AAED,qGAAqG;AACrG,wBAAgB,eAAe,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,EAAE,OAAO,EAAE,eAAe,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI,CAG7H;AAED,oGAAoG;AACpG,wBAAgB,sBAAsB,CAAC,IAAI,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,GAAG,IAAI,CAalF;AAED,6GAA6G;AAC7G,wBAAgB,oBAAoB,CAAC,QAAQ,EAAE,eAAe,EAAE,KAAK,EAAE,KAAK,GAAG,MAAM,EAAE,CAEtF;AAED,MAAM,MAAM,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;IAAE,IAAI,EAAE,iBAAiB,CAAA;CAAE,CAAC,EAAE,mBAAmB,GAAG,mBAAmB,CAAC,GAAG;IAAE,UAAU,CAAC,EAAE,MAAM,CAAA;CAAE,CAAC;AAoB9J,+FAA+F;AAC/F,wBAAgB,eAAe,CAAC,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,eAAe,EAAE,OAAO,EAAE,qBAAqB,EAAE,aAAa,GAAE,uBAA4B,GAAG,eAAe,GAAG;IAAE,UAAU,EAAE,MAAM,CAAA;CAAE,CAG5N;AAED,wGAAwG;AACxG,wBAAsB,cAAc,CAAC,QAAQ,EAAE,eAAe,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,eAAe,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,EAAE;IAAE,WAAW,EAAE,oBAAoB,CAAC;IAAC,MAAM,CAAC,EAAE,MAAM,CAAC;IAAC,YAAY,CAAC,EAAE,wBAAwB,CAAC;IAAC,UAAU,CAAC,EAAE,eAAe,CAAA;CAAE,EAAE,aAAa,GAAE,uBAA4B,GAAG,OAAO,CAAC,eAAe,GAAG;IAAE,UAAU,EAAE,MAAM,CAAA;CAAE,CAAC,CAGnX;AAED,yFAAyF;AACzF,wBAAsB,aAAa,CACjC,QAAQ,EAAE,eAAe,EACzB,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,eAAe,EACxB,cAAc,EAAE,eAAe,EAC/B,OAAO,EAAE;IAAE,WAAW,EAAE,oBAAoB,CAAC;IAAC,MAAM,CAAC,EAAE,MAAM,CAAC;IAAC,YAAY,CAAC,EAAE,wBAAwB,CAAC;IAAC,cAAc,CAAC,EAAE,OAAO,CAAC;IAAC,UAAU,CAAC,EAAE,eAAe,CAAA;CAAE,GAC/J,OAAO,CAAC,eAAe,CAAC,CAY1B"}
package/dist/scene.js CHANGED
@@ -1,4 +1,4 @@
1
- import { createStableId, isLayoutGroup, isParticleEffect, resolveLayoutGroupSettings, resolveOwnerNodeGraph } from "@pixi-ui-editor/schema";
1
+ import { createStableId, isLayoutGroup, resolveLayoutGroupSettings, resolveOwnerNodeGraph } from "@pixi-ui-editor/schema";
2
2
  import { Container } from "pixi.js";
3
3
  import { loadSceneSpines } from "./assets/spine.js";
4
4
  import { loadSceneTextures } from "./assets/textures.js";
@@ -60,7 +60,7 @@ export function buildSceneView(document, sceneId, profile, options) {
60
60
  }
61
61
  const resolved = resolveProfileTransform(node, profile);
62
62
  const transform = resolveAnchoredTransform(resolved.transform, parentSize);
63
- const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sceneAudio, node.type === "particle-emitter" ? document.effects.find((effect) => effect.id === node.effectId && isParticleEffect(effect)) : undefined, spineReferenceFrameFor(document, node), ticker, bitmapFonts);
63
+ const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sceneAudio, spineReferenceFrameFor(document, node), ticker, bitmapFonts);
64
64
  if (isLayoutGroup(node))
65
65
  applyLayoutGroup(view, node, profile, parentSize);
66
66
  // Yoga owns only the group's inner layoutContent; the outer NodeView keeps authored transform.
@@ -190,7 +190,7 @@ export function applyProfile(view, document, sceneId, profile) {
190
190
  if (node === undefined || nodeView === undefined)
191
191
  return;
192
192
  const parentNode = node.parentId === null ? undefined : nodesById.get(node.parentId);
193
- updateNodeView(nodeView, node, profile, parentSize, parentNode, node.type === "particle-emitter" ? document.effects.find((effect) => effect.id === node.effectId) : undefined, spineReferenceFrameFor(document, node));
193
+ updateNodeView(nodeView, node, profile, parentSize, parentNode, spineReferenceFrameFor(document, node));
194
194
  const transform = resolveAnchoredTransform(resolveProfileTransform(node, profile).transform, parentSize);
195
195
  const gridCell = parentNode?.type === "grid-layout" ? resolveLayoutGroupSettings(parentNode, profile) : undefined;
196
196
  const childSize = node.parentId === null
@@ -296,15 +296,15 @@ function wireCheckboxGroups(nodes, nodeViews) {
296
296
  * Applies a node's resolved transform, visibility, and content to an existing display object,
297
297
  * so editors can update views in place without rebuilding the scene tree.
298
298
  */
299
- export function updateNodeView(view, node, profile, parentSize, parentNode, effect, spineReferenceFrame) {
299
+ export function updateNodeView(view, node, profile, parentSize, parentNode, spineReferenceFrame) {
300
300
  if (isLayoutGroup(node))
301
301
  applyLayoutGroup(view, node, profile, parentSize);
302
302
  if (!(view instanceof NodeView))
303
303
  return;
304
304
  if (view instanceof SpineNodeView)
305
305
  view.setReferenceFrame(spineReferenceFrame);
306
- if (node.type === "particle-emitter" && effect !== undefined && isParticleEffect(effect) && "syncEffect" in view && typeof view.syncEffect === "function")
307
- view.syncEffect(effect);
306
+ if (node.type === "particle-emitter" && "syncEffect" in view && typeof view.syncEffect === "function")
307
+ view.syncEffect(node.particle);
308
308
  if (parentNode !== undefined && isLayoutGroup(parentNode) && view.parent instanceof LayoutItemContainer) {
309
309
  applyLayoutItem(view.parent, node, parentNode, profile);
310
310
  }
package/dist/scene.js.map CHANGED
@@ -1 +1 @@
1
- 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{ type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { createStableId, isLayoutGroup, isParticleEffect, resolveLayoutGroupSettings, resolveOwnerNodeGraph, type EffectDefinition, type GridLayoutSettings, type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { loadSceneSpines } from \"./assets/spine.js\";\r\nimport { loadSceneTextures, type FileUrlResolver } from \"./assets/textures.js\";\r\nimport { loadSceneFonts } from \"./assets/fonts.js\";\r\nimport { loadSceneBitmapFonts } from \"./assets/bitmapFonts.js\";\r\nimport type { SceneAssetCache } from \"./assets/cache.js\";\r\nimport { getCanvasLogicalSize, getCanvasScale, resolveAnchoredTransform, resolveProfileTransform, type LayoutSize } from \"./layout.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./views/NodeView.js\";\r\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\r\nimport { createNodeView } from \"./views/createNodeView.js\";\r\nimport { applyLayoutGroup, applyLayoutItem, createGridLineBreak, initializePixiLayout, LayoutItemContainer } from \"./layoutGroups.js\";\r\nimport { LayoutGroupNodeView } from \"./views/basic.js\";\r\nimport { PageItemContainer } from \"./pageGroup.js\";\r\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\r\nimport { PaginationNodeView, type PaginationArrow } from \"./views/PaginationNodeView.js\";\r\nimport { ItemTableNodeView } from \"./views/ItemTableNodeView.js\";\r\nimport { ButtonNodeView } from \"./views/ButtonNodeView.js\";\r\nimport { StagedButtonNodeView } from \"./views/StagedButtonNodeView.js\";\r\nimport { ScrollItemContainer } from \"./scrollView.js\";\r\nimport { ScrollViewNodeView } from \"./views/ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\r\nimport { ParticleEmitterNodeView } from \"./views/ParticleEmitterNodeView.js\";\r\nimport { SceneLocalization, type SceneLocalizationOptions } from \"./localization.js\";\r\nimport { SceneViewport } from \"./SceneViewport.js\";\r\nimport { createSceneAudio, type AudioBus } from \"./audio/bus.js\";\r\n\r\nexport type BuildSceneViewOptions = {\r\n /** Explicit: an editor canvas must pass \"authoring\", Preview and the consuming app \"runtime\". */\r\n interaction: SceneInteractionMode;\r\n textures?: ReadonlyMap<string, Texture>;\r\n spines?: ReadonlyMap<string, SkeletonData>;\r\n fonts?: ReadonlyMap<string, string>;\r\n bitmapFonts?: ReadonlyMap<string, string>;\r\n /**\r\n * Шина звуковых событий (обычно `createRuntimeAudio(...)`). Без неё сцена не публикует звуковые\r\n * события вовсе — ровно так строится инертный authoring-канвас редактора.\r\n */\r\n audio?: AudioBus;\r\n /**\r\n * The host's own Application ticker, driving self-updating content such as Spine skeletons.\r\n * Without it they fall back to `Ticker.shared`, which runs a second rAF loop independent of the\r\n * renderer that draws them — see the same rule as `updateParticleEmitters`.\r\n */\r\n ticker?: Ticker;\r\n /** Called after Yoga changes a managed rectangle; authoring hosts use it to refresh overlays. */\r\n onLayout?: () => void;\r\n /**\r\n * Начальное состояние локализации. Опция необязательна: при наличии `Text.textKey` base locale\r\n * каталога применяется и без неё, а документ без ключей выглядит ровно как раньше.\r\n */\r\n localization?: SceneLocalizationOptions;\r\n /** Internal host boundary override: prefab views are spawnable content, not screen viewports. */\r\n clipToViewport?: boolean;\r\n};\r\n\r\nexport type SceneViewResult = { root: SceneViewport; nodeViews: Map<string, Container>; localization: SceneLocalization; readonly profile: LayoutProfileId };\r\nconst particleEmitterRegistry = new WeakMap<Container, readonly ParticleEmitterNodeView[]>();\r\n\r\nfunction spineReferenceFrameFor(document: ProjectDocument, node: UINode): SpineReferenceFrame | undefined {\r\n if (node.type !== \"spine\") return undefined;\r\n const asset = document.assets.find((candidate) => candidate.id === node.assetId);\r\n return asset?.type === \"spine\" ? asset.referenceFrame : undefined;\r\n}\r\n\r\n/** Builds a PixiJS display tree for a scene without depending on DOM or editor state. */\r\nexport function buildSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n options: BuildSceneViewOptions,\r\n): SceneViewResult {\r\n initializePixiLayout();\r\n const { interaction, textures, spines, fonts, bitmapFonts, ticker, onLayout } = options;\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n\r\n if (scene === undefined) {\r\n throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n }\r\n\r\n const nodeViews = new Map<string, Container>();\r\n const particleEmitters: ParticleEmitterNodeView[] = [];\r\n // Резолв «id ассета → имя звука» живёт здесь: вьюхи знают только id, а документ — только эта функция.\r\n const sceneAudio = options.audio === undefined ? undefined : createSceneAudio(document, options.audio);\r\n\r\n // Materialized prefab children use instance-scoped IDs, so authoring and runtime can address\r\n // multiple instances independently without changing canonical definition IDs.\r\n const screenSize = scene.layout.referenceViewports[profile];\r\n const referenceResolution = scene.layout.preferredViewports[profile];\r\n const canvasScale = getCanvasScale(screenSize, referenceResolution);\r\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\r\n\r\n // Единый резолвер иерархии: тот же граф, что видит редактор, включая вложенные пресеты.\r\n const owner = resolveOwnerNodeGraph(document, scene);\r\n const prefabIds = new Set(document.prefabs.map((prefab) => prefab.id));\r\n\r\n const buildOwner = (rootSize: LayoutSize): Container => {\r\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\r\n\r\n const buildNode = (nodeId: string, parentSize: LayoutSize): NodeView => {\r\n const node = nodesById.get(nodeId);\r\n\r\n if (node === undefined) {\r\n throw new Error(`Scene '${sceneId}' references missing node '${nodeId}'.`);\r\n }\r\n\r\n const resolved = resolveProfileTransform(node, profile);\r\n const transform = resolveAnchoredTransform(resolved.transform, parentSize);\r\n const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sceneAudio, node.type === \"particle-emitter\" ? document.effects.find((effect) => effect.id === node.effectId && isParticleEffect(effect)) : undefined, spineReferenceFrameFor(document, node), ticker, bitmapFonts);\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n // Yoga owns only the group's inner layoutContent; the outer NodeView keeps authored transform.\r\n view.update(node, profile, parentSize);\r\n nodeViews.set(node.id, view);\r\n if (view instanceof ParticleEmitterNodeView) particleEmitters.push(view);\r\n\r\n // Прямые дети корня сцены разрешают якоря относительно логического Canvas, а не размера корня.\r\n // Прямой ребёнок grid-layout (сам `node` здесь) не владеет своим отрисованным размером: Unity-подобная\r\n // фиксированная ячейка полностью переопределяет authored transform (см. applyLayoutItem). Его\r\n // собственным потомкам нужен именно cellWidth/cellHeight, а не anchor-resolved authored-размер —\r\n // иначе они не отслеживают изменение Cell width/height и якорятся относительно устаревшего размера.\r\n const gridParent = node.parentId === null ? undefined : nodesById.get(node.parentId);\r\n const gridCell = gridParent?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(gridParent, profile) : undefined;\r\n // Та же логика для прямого ребёнка page-group (страницы): `PageItemContainer`/`updateManaged`\r\n // растягивают её на весь resolved rectangle группы независимо от собственных anchors ноды\r\n // (см. NodeView.applyResolvedTransform, managedByLayout). Здесь `node` — сама страница, поэтому\r\n // это переопределённый размер, который она фактически получит, — `parentSize`, уже разрешённый\r\n // как rectangle page-group. Без этой ветки дети страницы якорились бы относительно её\r\n // anchor-resolved authored-размера, который может расходиться с фактическим rectangle группы,\r\n // особенно в другом layout-профиле.\r\n const childSize = node.parentId === null\r\n ? rootSize\r\n : gridCell !== undefined\r\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\r\n : gridParent?.type === \"page-group\"\r\n ? parentSize\r\n : { width: transform.width, height: transform.height };\r\n for (const [childIndex, childId] of node.children.entries()) {\r\n const childNode = nodesById.get(childId);\r\n const childView = buildNode(childId, childSize);\r\n if (isLayoutGroup(node) && childNode !== undefined && view instanceof LayoutGroupNodeView) {\r\n const layoutItem = new LayoutItemContainer(childView, onLayout);\r\n applyLayoutItem(layoutItem, childNode, node, profile);\r\n view.addLayoutChild(layoutItem);\r\n } else if (node.type === \"scroll-view\" && childNode !== undefined && view instanceof ScrollViewNodeView) {\r\n const scrollItem = new ScrollItemContainer(childView, onLayout);\r\n // Как и у layout-item: собственный (не растянутый якорями) размер ребёнка — List не\r\n // предоставляет per-item override размера, в отличие от Yoga flexGrow/cellSize.\r\n const own = resolveProfileTransform(childNode, profile).transform;\r\n scrollItem.sync(childNode, profile, { width: own.width, height: own.height });\r\n view.addScrollItem(scrollItem);\r\n } else if (node.type === \"page-group\" && childNode !== undefined && view instanceof PageGroupNodeView) {\r\n // Unlike a scroll-view item, a page fills the group's own resolved rect completely\r\n // (`childSize`, computed above): a page is a full sub-screen, not content sized to itself.\r\n const pageItem = new PageItemContainer(childView);\r\n pageItem.sync(childNode, profile, childSize);\r\n view.addPageItem(pageItem);\r\n } else {\r\n view.addChild(childView);\r\n }\r\n if (node.type === \"grid-layout\") {\r\n const settings = node.layoutGroup.overrides?.[profile] === undefined ? node.layoutGroup.base : { ...node.layoutGroup.base, ...node.layoutGroup.overrides[profile] };\r\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\r\n const lineBreak = createGridLineBreak(node, profile);\r\n if (lineBreak !== undefined && view instanceof LayoutGroupNodeView) view.addLayoutChild(lineBreak);\r\n }\r\n }\r\n }\r\n\r\n return view;\r\n };\r\n\r\n const ownerRoot = new Container();\r\n for (const rootNodeId of owner.rootNodeIds) {\r\n ownerRoot.addChild(buildNode(rootNodeId, rootSize));\r\n }\r\n\r\n return ownerRoot;\r\n };\r\n\r\n const canvasRoot = buildOwner(canvasSize);\r\n canvasRoot.scale.set(canvasScale);\r\n const hostRoot = new SceneViewport(canvasRoot, screenSize, options.clipToViewport ?? interaction === \"runtime\");\r\n particleEmitterRegistry.set(hostRoot, particleEmitters);\r\n // Контроллер применяет переводы сразу к уже созданным views, поэтому keyed Text показывает\r\n // базовую локаль без единого дополнительного вызова со стороны хоста.\r\n const localization = new SceneLocalization(document, scene, nodeViews, options.localization);\r\n wireCheckboxGroups(owner.nodes, nodeViews);\r\n wireSpineConnectors(owner.nodes, nodeViews);\r\n wireNodeReferences(owner.nodes, nodeViews, interaction);\r\n return { root: hostRoot, nodeViews, localization, profile };\r\n}\r\n\r\nconst GRID_LINE_BREAK_LABEL = \"__layout-grid-line-break__\";\r\n\r\n/** Recreates only technical Yoga line breaks while retaining every authored NodeView and wrapper. */\r\nfunction syncGridLineBreaks(view: LayoutGroupNodeView, node: Extract<UINode, { type: \"grid-layout\" }>, profile: LayoutProfileId, nodesById: ReadonlyMap<string, UINode>, nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const child of [...view.layoutTarget.children]) {\r\n if (child.label === GRID_LINE_BREAK_LABEL) child.destroy();\r\n }\r\n const settings = resolveLayoutGroupSettings<GridLayoutSettings>(node, profile);\r\n for (const [childIndex, childId] of node.children.entries()) {\r\n const childNode = nodesById.get(childId);\r\n const childView = nodeViews.get(childId);\r\n if (childNode !== undefined && childView instanceof NodeView && childView.parent instanceof LayoutItemContainer) {\r\n view.addLayoutChild(childView.parent);\r\n }\r\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\r\n const lineBreak = createGridLineBreak(node, profile);\r\n if (lineBreak !== undefined) view.addLayoutChild(lineBreak);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Applies another layout profile to an already-built scene without loading assets or replacing views.\r\n * Runtime-only state owned by the views (button state, page, capacity overrides, scroll position) is\r\n * retained. Reapplying the live profile is an observable no-op.\r\n */\r\nexport function applyProfile(view: SceneViewResult, document: ProjectDocument, sceneId: string, profile: LayoutProfileId): void {\r\n if (view.profile === profile) return;\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\r\n const owner = resolveOwnerNodeGraph(document, scene);\r\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\r\n const activeSpines = [...view.nodeViews.values()].filter((candidate): candidate is SpineNodeView => candidate instanceof SpineNodeView && candidate.activeConnectorBones);\r\n for (const spine of activeSpines) spine.activeConnectorBones = false;\r\n\r\n const screenSize = scene.layout.referenceViewports[profile];\r\n const referenceResolution = scene.layout.preferredViewports[profile];\r\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\r\n\r\n const updateNode = (nodeId: string, parentSize: LayoutSize): void => {\r\n const node = nodesById.get(nodeId);\r\n const nodeView = view.nodeViews.get(nodeId);\r\n if (node === undefined || nodeView === undefined) return;\r\n const parentNode = node.parentId === null ? undefined : nodesById.get(node.parentId);\r\n updateNodeView(nodeView, node, profile, parentSize, parentNode, node.type === \"particle-emitter\" ? document.effects.find((effect) => effect.id === node.effectId) : undefined, spineReferenceFrameFor(document, node));\r\n\r\n const transform = resolveAnchoredTransform(resolveProfileTransform(node, profile).transform, parentSize);\r\n const gridCell = parentNode?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(parentNode, profile) : undefined;\r\n const childSize = node.parentId === null\r\n ? canvasSize\r\n : gridCell !== undefined\r\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\r\n : parentNode?.type === \"page-group\"\r\n ? parentSize\r\n : { width: transform.width, height: transform.height };\r\n for (const childId of node.children) updateNode(childId, childSize);\r\n if (node.type === \"grid-layout\" && nodeView instanceof LayoutGroupNodeView) syncGridLineBreaks(nodeView, node, profile, nodesById, view.nodeViews);\r\n };\r\n\r\n try {\r\n for (const rootNodeId of owner.rootNodeIds) updateNode(rootNodeId, canvasSize);\r\n view.root.content.scale.set(getCanvasScale(screenSize, referenceResolution));\r\n view.root.setReferenceViewport(screenSize);\r\n (view as { profile: LayoutProfileId }).profile = profile;\r\n } finally {\r\n for (const spine of activeSpines) spine.activeConnectorBones = true;\r\n }\r\n}\r\n\r\nfunction wireSpineConnectors(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const node of nodes) {\r\n if (node.type !== \"spine\") continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof SpineNodeView)) continue;\r\n view.setConnectorBones((node.connectors ?? []).flatMap((connector) => {\r\n const target = nodeViews.get(connector.targetNodeId);\r\n return target === undefined ? [] : [{ ...connector, target }];\r\n }));\r\n }\r\n}\r\n\r\n/**\r\n * Разрешает все ссылки «нода → нода» в живые views: элементы item table и кнопки-стрелки пагинатора.\r\n * Та же форма, что у `wireSpineConnectors`: документ хранит id, а во что он превратился, знает только\r\n * собранная сцена, поэтому сами виды никогда не резолвят id. Один проход на все виды ссылок, чтобы\r\n * следующая не завела собственный обход с чуть другой областью видимости.\r\n *\r\n * Стрелки подключаются только в runtime-сцене: на authoring-канвасе контрол инертен, как и клик по\r\n * самой точке пагинатора. Вместимость таблицы и видимость ноды-фона активной страницы пагинатора,\r\n * наоборот, видны и в редакторе — это не интерактивность.\r\n */\r\nfunction wireNodeReferences(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>, interaction: SceneInteractionMode): void {\r\n const arrowView = (nodeId: string | undefined): PaginationArrow | undefined => {\r\n const view = nodeId === undefined ? undefined : nodeViews.get(nodeId);\r\n return view instanceof ButtonNodeView || view instanceof StagedButtonNodeView ? view : undefined;\r\n };\r\n for (const node of nodes) {\r\n const view = nodeViews.get(node.id);\r\n if (node.type === \"item-table\" && view instanceof ItemTableNodeView) {\r\n view.setItems((node.items ?? []).map((itemId) => nodeViews.get(itemId)));\r\n } else if (node.type === \"pagination\" && view instanceof PaginationNodeView) {\r\n if (interaction === \"runtime\") view.setArrows({ previous: arrowView(node.prevButtonNodeId), next: arrowView(node.nextButtonNodeId) });\r\n view.setActiveBackground(node.activeBackgroundNodeId === undefined ? undefined : nodeViews.get(node.activeBackgroundNodeId));\r\n } else if (node.type === \"page-group\" && view instanceof PageGroupNodeView && interaction === \"runtime\") {\r\n view.setArrows({ up: arrowView(node.pageUpButtonNodeId), down: arrowView(node.pageDownButtonNodeId) });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Authored `group` gives sibling checkboxes radio-button behavior: checking one force-unchecks its\r\n * live group-mates (same `parentId`, same `group`), without touching the document. Runs once per\r\n * scene build; `CheckboxNodeView.forceCheck` never re-emits `onCheck`, so this can't recurse.\r\n */\r\nfunction wireCheckboxGroups(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n const byGroup = new Map<string, CheckboxNodeView[]>();\r\n for (const node of nodes) {\r\n if (node.type !== \"checkbox\" || node.group === undefined) continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof CheckboxNodeView)) continue;\r\n const key = `${node.parentId ?? \"\"}::${node.group}`;\r\n const group = byGroup.get(key) ?? [];\r\n group.push(view);\r\n byGroup.set(key, group);\r\n }\r\n for (const group of byGroup.values()) {\r\n if (group.length < 2) continue;\r\n for (const view of group) {\r\n view.onCheck.connect((checked) => {\r\n if (!checked) return;\r\n for (const other of group) if (other !== view) other.forceCheck(false);\r\n });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Applies a node's resolved transform, visibility, and content to an existing display object,\r\n * so editors can update views in place without rebuilding the scene tree.\r\n */\r\nexport function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, effect?: EffectDefinition, spineReferenceFrame?: SpineReferenceFrame): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n if (!(view instanceof NodeView)) return;\r\n if (view instanceof SpineNodeView) view.setReferenceFrame(spineReferenceFrame);\r\n if (node.type === \"particle-emitter\" && effect !== undefined && isParticleEffect(effect) && \"syncEffect\" in view && typeof (view as { syncEffect?: unknown }).syncEffect === \"function\") (view as { syncEffect(effect: import(\"@pixi-ui-editor/schema\").ParticleEffectDefinition): void }).syncEffect(effect);\r\n if (parentNode !== undefined && isLayoutGroup(parentNode) && view.parent instanceof LayoutItemContainer) {\r\n applyLayoutItem(view.parent, node, parentNode, profile);\r\n } else if (parentNode !== undefined && parentNode.type === \"scroll-view\" && view.parent instanceof ScrollItemContainer) {\r\n const own = resolveProfileTransform(node, profile).transform;\r\n view.parent.sync(node, profile, { width: own.width, height: own.height });\r\n } else if (parentNode !== undefined && parentNode.type === \"page-group\" && view.parent instanceof PageItemContainer && parentSize !== undefined) {\r\n // A page is position-managed exactly like a layout/scroll item: it fills the group's own rectangle\r\n // (`parentSize`, the same value `buildSceneView` passes as `childSize`). Without this branch an\r\n // in-place update fell through to `view.update` and handed the page back its authored x/y and\r\n // anchors, so editing anything inside a page group knocked its pages out of place.\r\n view.parent.sync(node, profile, parentSize);\r\n } else {\r\n view.update(node, profile, parentSize);\r\n }\r\n}\r\n\r\n/** Previews a resolved editor rectangle without consulting content bounds or rebuilding the view. */\r\nexport function previewNodeView(view: Container, node: UINode, profile: LayoutProfileId, transform: UINode[\"transform\"]): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, undefined, { width: transform.width, height: transform.height });\r\n if (view instanceof NodeView) view.preview(node, transform, resolveProfileTransform(node, profile).visible, profile);\r\n}\r\n\r\n/** Hosts call this from their own Application ticker; runtime never subscribes to Ticker.shared. */\r\nexport function updateParticleEmitters(root: Container, deltaSeconds: number): void {\r\n const registered = particleEmitterRegistry.get(root);\r\n if (registered !== undefined) {\r\n for (const emitter of registered) emitter.updateParticles(deltaSeconds);\r\n return;\r\n }\r\n // Backward-compatible fallback for hosts that assemble a display tree manually instead of using\r\n // buildSceneView. Built scenes always take the O(emitter count) registry path above.\r\n const visit = (view: Container): void => {\r\n if (view instanceof ParticleEmitterNodeView) view.updateParticles(deltaSeconds);\r\n for (const child of view.children) visit(child);\r\n };\r\n visit(root);\r\n}\r\n\r\n/** Lists the nodes a scene renders, including nodes of prefab definitions its prefab instances expand to. */\r\nexport function collectRenderedNodes(document: ProjectDocument, scene: Scene): UINode[] {\r\n return resolveOwnerNodeGraph(document, scene).nodes;\r\n}\r\n\r\nexport type PrefabViewConfiguration = Pick<Extract<UINode, { type: \"prefab-instance\" }>, \"propertyOverrides\" | \"locallyAddedNodes\"> & { instanceId?: string };\r\n\r\nfunction prefabScene(document: ProjectDocument, prefabId: string, configuration: PrefabViewConfiguration = {}): { document: ProjectDocument; sceneId: string; instanceId: string } {\r\n const prefab = document.prefabs.find((candidate) => candidate.id === prefabId);\r\n if (prefab === undefined) throw new Error(`Prefab '${prefabId}' does not exist in the project document.`);\r\n const width = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.x) + Math.max(0, node.transform.width)));\r\n const height = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.y) + Math.max(0, node.transform.height)));\r\n const instanceId = configuration.instanceId ?? createStableId();\r\n const instance: Extract<UINode, { type: \"prefab-instance\" }> = {\r\n id: instanceId, name: prefab.name, type: \"prefab-instance\", prefabId, parentId: null, children: [],\r\n visible: true, transform: { x: 0, y: 0, width, height, scaleX: 1, scaleY: 1, rotation: 0, anchorMinX: 0, anchorMaxX: 0, anchorMinY: 0, anchorMaxY: 0, pivotX: 0, pivotY: 0 },\r\n ...(configuration.propertyOverrides === undefined ? {} : { propertyOverrides: structuredClone(configuration.propertyOverrides) }),\r\n ...(configuration.locallyAddedNodes === undefined ? {} : { locallyAddedNodes: structuredClone(configuration.locallyAddedNodes) }),\r\n };\r\n const sceneId = createStableId();\r\n const viewport = { width, height };\r\n const scene: Scene = { id: sceneId, name: prefab.name, rootNodeIds: [instance.id], nodes: [instance], layout: { referenceViewports: { desktop: viewport, mobile: viewport }, preferredViewports: { desktop: viewport, mobile: viewport } } };\r\n return { document: { ...document, scenes: [...document.scenes, scene] }, sceneId, instanceId };\r\n}\r\n\r\n/** Builds a fresh runtime prefab instance without requiring it to already exist in a scene. */\r\nexport function buildPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, options: BuildSceneViewOptions, configuration: PrefabViewConfiguration = {}): SceneViewResult & { instanceId: string } {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...buildSceneView(synthetic.document, synthetic.sceneId, profile, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a prefab's assets and returns a fresh display tree suitable for dynamic game-code spawning. */\r\nexport async function loadPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, resolveFileUrl: FileUrlResolver, options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; assetCache?: SceneAssetCache }, configuration: PrefabViewConfiguration = {}): Promise<SceneViewResult & { instanceId: string }> {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...await loadSceneView(synthetic.document, synthetic.sceneId, profile, resolveFileUrl, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a scene's textures and Spine data, then builds its display tree in one call. */\r\nexport async function loadSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n resolveFileUrl: FileUrlResolver,\r\n options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; clipToViewport?: boolean; assetCache?: SceneAssetCache },\r\n): Promise<SceneViewResult> {\r\n // Без assetCache каждый вызов начинает с пустых кэшей: для одиночной загрузки сцены это нормально, а вот\r\n // игровой код, который поднимает пресеты по одному, обязан передать собственный кэш — иначе один и тот же\r\n // скелет, атлас и текстура парсятся заново на каждую вьюху и дублируются в видеопамяти.\r\n const cache = options.assetCache;\r\n const [textures, spines, fonts, bitmapFonts] = await Promise.all([\r\n loadSceneTextures(document, sceneId, (asset) => (asset.type === \"image\" ? resolveFileUrl(asset.source.uri) : undefined), resolveFileUrl, cache?.textures, cache?.spritesheets, cache?.bitmapFonts),\r\n loadSceneSpines(document, sceneId, resolveFileUrl, cache?.spines),\r\n loadSceneFonts(document, sceneId, resolveFileUrl, cache?.fonts),\r\n loadSceneBitmapFonts(document, sceneId, resolveFileUrl, cache?.bitmapFonts),\r\n ]);\r\n return buildSceneView(document, sceneId, profile, { interaction: options.interaction, textures, spines, fonts, bitmapFonts, ticker: options.ticker, localization: options.localization, clipToViewport: options.clipToViewport });\r\n}\r\n"]}
1
+ 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{ type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { createStableId, isLayoutGroup, resolveLayoutGroupSettings, resolveOwnerNodeGraph, type GridLayoutSettings, type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { loadSceneSpines } from \"./assets/spine.js\";\r\nimport { loadSceneTextures, type FileUrlResolver } from \"./assets/textures.js\";\r\nimport { loadSceneFonts } from \"./assets/fonts.js\";\r\nimport { loadSceneBitmapFonts } from \"./assets/bitmapFonts.js\";\r\nimport type { SceneAssetCache } from \"./assets/cache.js\";\r\nimport { getCanvasLogicalSize, getCanvasScale, resolveAnchoredTransform, resolveProfileTransform, type LayoutSize } from \"./layout.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./views/NodeView.js\";\r\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\r\nimport { createNodeView } from \"./views/createNodeView.js\";\r\nimport { applyLayoutGroup, applyLayoutItem, createGridLineBreak, initializePixiLayout, LayoutItemContainer } from \"./layoutGroups.js\";\r\nimport { LayoutGroupNodeView } from \"./views/basic.js\";\r\nimport { PageItemContainer } from \"./pageGroup.js\";\r\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\r\nimport { PaginationNodeView, type PaginationArrow } from \"./views/PaginationNodeView.js\";\r\nimport { ItemTableNodeView } from \"./views/ItemTableNodeView.js\";\r\nimport { ButtonNodeView } from \"./views/ButtonNodeView.js\";\r\nimport { StagedButtonNodeView } from \"./views/StagedButtonNodeView.js\";\r\nimport { ScrollItemContainer } from \"./scrollView.js\";\r\nimport { ScrollViewNodeView } from \"./views/ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\r\nimport { ParticleEmitterNodeView } from \"./views/ParticleEmitterNodeView.js\";\r\nimport { SceneLocalization, type SceneLocalizationOptions } from \"./localization.js\";\r\nimport { SceneViewport } from \"./SceneViewport.js\";\r\nimport { createSceneAudio, type AudioBus } from \"./audio/bus.js\";\r\n\r\nexport type BuildSceneViewOptions = {\r\n /** Explicit: an editor canvas must pass \"authoring\", Preview and the consuming app \"runtime\". */\r\n interaction: SceneInteractionMode;\r\n textures?: ReadonlyMap<string, Texture>;\r\n spines?: ReadonlyMap<string, SkeletonData>;\r\n fonts?: ReadonlyMap<string, string>;\r\n bitmapFonts?: ReadonlyMap<string, string>;\r\n /**\r\n * Шина звуковых событий (обычно `createRuntimeAudio(...)`). Без неё сцена не публикует звуковые\r\n * события вовсе — ровно так строится инертный authoring-канвас редактора.\r\n */\r\n audio?: AudioBus;\r\n /**\r\n * The host's own Application ticker, driving self-updating content such as Spine skeletons.\r\n * Without it they fall back to `Ticker.shared`, which runs a second rAF loop independent of the\r\n * renderer that draws them — see the same rule as `updateParticleEmitters`.\r\n */\r\n ticker?: Ticker;\r\n /** Called after Yoga changes a managed rectangle; authoring hosts use it to refresh overlays. */\r\n onLayout?: () => void;\r\n /**\r\n * Начальное состояние локализации. Опция необязательна: при наличии `Text.textKey` base locale\r\n * каталога применяется и без неё, а документ без ключей выглядит ровно как раньше.\r\n */\r\n localization?: SceneLocalizationOptions;\r\n /** Internal host boundary override: prefab views are spawnable content, not screen viewports. */\r\n clipToViewport?: boolean;\r\n};\r\n\r\nexport type SceneViewResult = { root: SceneViewport; nodeViews: Map<string, Container>; localization: SceneLocalization; readonly profile: LayoutProfileId };\r\nconst particleEmitterRegistry = new WeakMap<Container, readonly ParticleEmitterNodeView[]>();\r\n\r\nfunction spineReferenceFrameFor(document: ProjectDocument, node: UINode): SpineReferenceFrame | undefined {\r\n if (node.type !== \"spine\") return undefined;\r\n const asset = document.assets.find((candidate) => candidate.id === node.assetId);\r\n return asset?.type === \"spine\" ? asset.referenceFrame : undefined;\r\n}\r\n\r\n/** Builds a PixiJS display tree for a scene without depending on DOM or editor state. */\r\nexport function buildSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n options: BuildSceneViewOptions,\r\n): SceneViewResult {\r\n initializePixiLayout();\r\n const { interaction, textures, spines, fonts, bitmapFonts, ticker, onLayout } = options;\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n\r\n if (scene === undefined) {\r\n throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n }\r\n\r\n const nodeViews = new Map<string, Container>();\r\n const particleEmitters: ParticleEmitterNodeView[] = [];\r\n // Резолв «id ассета → имя звука» живёт здесь: вьюхи знают только id, а документ — только эта функция.\r\n const sceneAudio = options.audio === undefined ? undefined : createSceneAudio(document, options.audio);\r\n\r\n // Materialized prefab children use instance-scoped IDs, so authoring and runtime can address\r\n // multiple instances independently without changing canonical definition IDs.\r\n const screenSize = scene.layout.referenceViewports[profile];\r\n const referenceResolution = scene.layout.preferredViewports[profile];\r\n const canvasScale = getCanvasScale(screenSize, referenceResolution);\r\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\r\n\r\n // Единый резолвер иерархии: тот же граф, что видит редактор, включая вложенные пресеты.\r\n const owner = resolveOwnerNodeGraph(document, scene);\r\n const prefabIds = new Set(document.prefabs.map((prefab) => prefab.id));\r\n\r\n const buildOwner = (rootSize: LayoutSize): Container => {\r\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\r\n\r\n const buildNode = (nodeId: string, parentSize: LayoutSize): NodeView => {\r\n const node = nodesById.get(nodeId);\r\n\r\n if (node === undefined) {\r\n throw new Error(`Scene '${sceneId}' references missing node '${nodeId}'.`);\r\n }\r\n\r\n const resolved = resolveProfileTransform(node, profile);\r\n const transform = resolveAnchoredTransform(resolved.transform, parentSize);\r\n const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sceneAudio, spineReferenceFrameFor(document, node), ticker, bitmapFonts);\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n // Yoga owns only the group's inner layoutContent; the outer NodeView keeps authored transform.\r\n view.update(node, profile, parentSize);\r\n nodeViews.set(node.id, view);\r\n if (view instanceof ParticleEmitterNodeView) particleEmitters.push(view);\r\n\r\n // Прямые дети корня сцены разрешают якоря относительно логического Canvas, а не размера корня.\r\n // Прямой ребёнок grid-layout (сам `node` здесь) не владеет своим отрисованным размером: Unity-подобная\r\n // фиксированная ячейка полностью переопределяет authored transform (см. applyLayoutItem). Его\r\n // собственным потомкам нужен именно cellWidth/cellHeight, а не anchor-resolved authored-размер —\r\n // иначе они не отслеживают изменение Cell width/height и якорятся относительно устаревшего размера.\r\n const gridParent = node.parentId === null ? undefined : nodesById.get(node.parentId);\r\n const gridCell = gridParent?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(gridParent, profile) : undefined;\r\n // Та же логика для прямого ребёнка page-group (страницы): `PageItemContainer`/`updateManaged`\r\n // растягивают её на весь resolved rectangle группы независимо от собственных anchors ноды\r\n // (см. NodeView.applyResolvedTransform, managedByLayout). Здесь `node` — сама страница, поэтому\r\n // это переопределённый размер, который она фактически получит, — `parentSize`, уже разрешённый\r\n // как rectangle page-group. Без этой ветки дети страницы якорились бы относительно её\r\n // anchor-resolved authored-размера, который может расходиться с фактическим rectangle группы,\r\n // особенно в другом layout-профиле.\r\n const childSize = node.parentId === null\r\n ? rootSize\r\n : gridCell !== undefined\r\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\r\n : gridParent?.type === \"page-group\"\r\n ? parentSize\r\n : { width: transform.width, height: transform.height };\r\n for (const [childIndex, childId] of node.children.entries()) {\r\n const childNode = nodesById.get(childId);\r\n const childView = buildNode(childId, childSize);\r\n if (isLayoutGroup(node) && childNode !== undefined && view instanceof LayoutGroupNodeView) {\r\n const layoutItem = new LayoutItemContainer(childView, onLayout);\r\n applyLayoutItem(layoutItem, childNode, node, profile);\r\n view.addLayoutChild(layoutItem);\r\n } else if (node.type === \"scroll-view\" && childNode !== undefined && view instanceof ScrollViewNodeView) {\r\n const scrollItem = new ScrollItemContainer(childView, onLayout);\r\n // Как и у layout-item: собственный (не растянутый якорями) размер ребёнка — List не\r\n // предоставляет per-item override размера, в отличие от Yoga flexGrow/cellSize.\r\n const own = resolveProfileTransform(childNode, profile).transform;\r\n scrollItem.sync(childNode, profile, { width: own.width, height: own.height });\r\n view.addScrollItem(scrollItem);\r\n } else if (node.type === \"page-group\" && childNode !== undefined && view instanceof PageGroupNodeView) {\r\n // Unlike a scroll-view item, a page fills the group's own resolved rect completely\r\n // (`childSize`, computed above): a page is a full sub-screen, not content sized to itself.\r\n const pageItem = new PageItemContainer(childView);\r\n pageItem.sync(childNode, profile, childSize);\r\n view.addPageItem(pageItem);\r\n } else {\r\n view.addChild(childView);\r\n }\r\n if (node.type === \"grid-layout\") {\r\n const settings = node.layoutGroup.overrides?.[profile] === undefined ? node.layoutGroup.base : { ...node.layoutGroup.base, ...node.layoutGroup.overrides[profile] };\r\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\r\n const lineBreak = createGridLineBreak(node, profile);\r\n if (lineBreak !== undefined && view instanceof LayoutGroupNodeView) view.addLayoutChild(lineBreak);\r\n }\r\n }\r\n }\r\n\r\n return view;\r\n };\r\n\r\n const ownerRoot = new Container();\r\n for (const rootNodeId of owner.rootNodeIds) {\r\n ownerRoot.addChild(buildNode(rootNodeId, rootSize));\r\n }\r\n\r\n return ownerRoot;\r\n };\r\n\r\n const canvasRoot = buildOwner(canvasSize);\r\n canvasRoot.scale.set(canvasScale);\r\n const hostRoot = new SceneViewport(canvasRoot, screenSize, options.clipToViewport ?? interaction === \"runtime\");\r\n particleEmitterRegistry.set(hostRoot, particleEmitters);\r\n // Контроллер применяет переводы сразу к уже созданным views, поэтому keyed Text показывает\r\n // базовую локаль без единого дополнительного вызова со стороны хоста.\r\n const localization = new SceneLocalization(document, scene, nodeViews, options.localization);\r\n wireCheckboxGroups(owner.nodes, nodeViews);\r\n wireSpineConnectors(owner.nodes, nodeViews);\r\n wireNodeReferences(owner.nodes, nodeViews, interaction);\r\n return { root: hostRoot, nodeViews, localization, profile };\r\n}\r\n\r\nconst GRID_LINE_BREAK_LABEL = \"__layout-grid-line-break__\";\r\n\r\n/** Recreates only technical Yoga line breaks while retaining every authored NodeView and wrapper. */\r\nfunction syncGridLineBreaks(view: LayoutGroupNodeView, node: Extract<UINode, { type: \"grid-layout\" }>, profile: LayoutProfileId, nodesById: ReadonlyMap<string, UINode>, nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const child of [...view.layoutTarget.children]) {\r\n if (child.label === GRID_LINE_BREAK_LABEL) child.destroy();\r\n }\r\n const settings = resolveLayoutGroupSettings<GridLayoutSettings>(node, profile);\r\n for (const [childIndex, childId] of node.children.entries()) {\r\n const childNode = nodesById.get(childId);\r\n const childView = nodeViews.get(childId);\r\n if (childNode !== undefined && childView instanceof NodeView && childView.parent instanceof LayoutItemContainer) {\r\n view.addLayoutChild(childView.parent);\r\n }\r\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\r\n const lineBreak = createGridLineBreak(node, profile);\r\n if (lineBreak !== undefined) view.addLayoutChild(lineBreak);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Applies another layout profile to an already-built scene without loading assets or replacing views.\r\n * Runtime-only state owned by the views (button state, page, capacity overrides, scroll position) is\r\n * retained. Reapplying the live profile is an observable no-op.\r\n */\r\nexport function applyProfile(view: SceneViewResult, document: ProjectDocument, sceneId: string, profile: LayoutProfileId): void {\r\n if (view.profile === profile) return;\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\r\n const owner = resolveOwnerNodeGraph(document, scene);\r\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\r\n const activeSpines = [...view.nodeViews.values()].filter((candidate): candidate is SpineNodeView => candidate instanceof SpineNodeView && candidate.activeConnectorBones);\r\n for (const spine of activeSpines) spine.activeConnectorBones = false;\r\n\r\n const screenSize = scene.layout.referenceViewports[profile];\r\n const referenceResolution = scene.layout.preferredViewports[profile];\r\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\r\n\r\n const updateNode = (nodeId: string, parentSize: LayoutSize): void => {\r\n const node = nodesById.get(nodeId);\r\n const nodeView = view.nodeViews.get(nodeId);\r\n if (node === undefined || nodeView === undefined) return;\r\n const parentNode = node.parentId === null ? undefined : nodesById.get(node.parentId);\r\n updateNodeView(nodeView, node, profile, parentSize, parentNode, spineReferenceFrameFor(document, node));\n\r\n const transform = resolveAnchoredTransform(resolveProfileTransform(node, profile).transform, parentSize);\r\n const gridCell = parentNode?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(parentNode, profile) : undefined;\r\n const childSize = node.parentId === null\r\n ? canvasSize\r\n : gridCell !== undefined\r\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\r\n : parentNode?.type === \"page-group\"\r\n ? parentSize\r\n : { width: transform.width, height: transform.height };\r\n for (const childId of node.children) updateNode(childId, childSize);\r\n if (node.type === \"grid-layout\" && nodeView instanceof LayoutGroupNodeView) syncGridLineBreaks(nodeView, node, profile, nodesById, view.nodeViews);\r\n };\r\n\r\n try {\r\n for (const rootNodeId of owner.rootNodeIds) updateNode(rootNodeId, canvasSize);\r\n view.root.content.scale.set(getCanvasScale(screenSize, referenceResolution));\r\n view.root.setReferenceViewport(screenSize);\r\n (view as { profile: LayoutProfileId }).profile = profile;\r\n } finally {\r\n for (const spine of activeSpines) spine.activeConnectorBones = true;\r\n }\r\n}\r\n\r\nfunction wireSpineConnectors(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const node of nodes) {\r\n if (node.type !== \"spine\") continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof SpineNodeView)) continue;\r\n view.setConnectorBones((node.connectors ?? []).flatMap((connector) => {\r\n const target = nodeViews.get(connector.targetNodeId);\r\n return target === undefined ? [] : [{ ...connector, target }];\r\n }));\r\n }\r\n}\r\n\r\n/**\r\n * Разрешает все ссылки «нода → нода» в живые views: элементы item table и кнопки-стрелки пагинатора.\r\n * Та же форма, что у `wireSpineConnectors`: документ хранит id, а во что он превратился, знает только\r\n * собранная сцена, поэтому сами виды никогда не резолвят id. Один проход на все виды ссылок, чтобы\r\n * следующая не завела собственный обход с чуть другой областью видимости.\r\n *\r\n * Стрелки подключаются только в runtime-сцене: на authoring-канвасе контрол инертен, как и клик по\r\n * самой точке пагинатора. Вместимость таблицы и видимость ноды-фона активной страницы пагинатора,\r\n * наоборот, видны и в редакторе — это не интерактивность.\r\n */\r\nfunction wireNodeReferences(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>, interaction: SceneInteractionMode): void {\r\n const arrowView = (nodeId: string | undefined): PaginationArrow | undefined => {\r\n const view = nodeId === undefined ? undefined : nodeViews.get(nodeId);\r\n return view instanceof ButtonNodeView || view instanceof StagedButtonNodeView ? view : undefined;\r\n };\r\n for (const node of nodes) {\r\n const view = nodeViews.get(node.id);\r\n if (node.type === \"item-table\" && view instanceof ItemTableNodeView) {\r\n view.setItems((node.items ?? []).map((itemId) => nodeViews.get(itemId)));\r\n } else if (node.type === \"pagination\" && view instanceof PaginationNodeView) {\r\n if (interaction === \"runtime\") view.setArrows({ previous: arrowView(node.prevButtonNodeId), next: arrowView(node.nextButtonNodeId) });\r\n view.setActiveBackground(node.activeBackgroundNodeId === undefined ? undefined : nodeViews.get(node.activeBackgroundNodeId));\r\n } else if (node.type === \"page-group\" && view instanceof PageGroupNodeView && interaction === \"runtime\") {\r\n view.setArrows({ up: arrowView(node.pageUpButtonNodeId), down: arrowView(node.pageDownButtonNodeId) });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Authored `group` gives sibling checkboxes radio-button behavior: checking one force-unchecks its\r\n * live group-mates (same `parentId`, same `group`), without touching the document. Runs once per\r\n * scene build; `CheckboxNodeView.forceCheck` never re-emits `onCheck`, so this can't recurse.\r\n */\r\nfunction wireCheckboxGroups(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n const byGroup = new Map<string, CheckboxNodeView[]>();\r\n for (const node of nodes) {\r\n if (node.type !== \"checkbox\" || node.group === undefined) continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof CheckboxNodeView)) continue;\r\n const key = `${node.parentId ?? \"\"}::${node.group}`;\r\n const group = byGroup.get(key) ?? [];\r\n group.push(view);\r\n byGroup.set(key, group);\r\n }\r\n for (const group of byGroup.values()) {\r\n if (group.length < 2) continue;\r\n for (const view of group) {\r\n view.onCheck.connect((checked) => {\r\n if (!checked) return;\r\n for (const other of group) if (other !== view) other.forceCheck(false);\r\n });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Applies a node's resolved transform, visibility, and content to an existing display object,\r\n * so editors can update views in place without rebuilding the scene tree.\r\n */\r\nexport function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, spineReferenceFrame?: SpineReferenceFrame): void {\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n if (!(view instanceof NodeView)) return;\r\n if (view instanceof SpineNodeView) view.setReferenceFrame(spineReferenceFrame);\r\n if (node.type === \"particle-emitter\" && \"syncEffect\" in view && typeof (view as { syncEffect?: unknown }).syncEffect === \"function\") (view as { syncEffect(effect: import(\"@pixi-ui-editor/schema\").ParticleEmitterSettings): void }).syncEffect(node.particle);\n if (parentNode !== undefined && isLayoutGroup(parentNode) && view.parent instanceof LayoutItemContainer) {\r\n applyLayoutItem(view.parent, node, parentNode, profile);\r\n } else if (parentNode !== undefined && parentNode.type === \"scroll-view\" && view.parent instanceof ScrollItemContainer) {\r\n const own = resolveProfileTransform(node, profile).transform;\r\n view.parent.sync(node, profile, { width: own.width, height: own.height });\r\n } else if (parentNode !== undefined && parentNode.type === \"page-group\" && view.parent instanceof PageItemContainer && parentSize !== undefined) {\r\n // A page is position-managed exactly like a layout/scroll item: it fills the group's own rectangle\r\n // (`parentSize`, the same value `buildSceneView` passes as `childSize`). Without this branch an\r\n // in-place update fell through to `view.update` and handed the page back its authored x/y and\r\n // anchors, so editing anything inside a page group knocked its pages out of place.\r\n view.parent.sync(node, profile, parentSize);\r\n } else {\r\n view.update(node, profile, parentSize);\r\n }\r\n}\r\n\r\n/** Previews a resolved editor rectangle without consulting content bounds or rebuilding the view. */\r\nexport function previewNodeView(view: Container, node: UINode, profile: LayoutProfileId, transform: UINode[\"transform\"]): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, undefined, { width: transform.width, height: transform.height });\r\n if (view instanceof NodeView) view.preview(node, transform, resolveProfileTransform(node, profile).visible, profile);\r\n}\r\n\r\n/** Hosts call this from their own Application ticker; runtime never subscribes to Ticker.shared. */\r\nexport function updateParticleEmitters(root: Container, deltaSeconds: number): void {\r\n const registered = particleEmitterRegistry.get(root);\r\n if (registered !== undefined) {\r\n for (const emitter of registered) emitter.updateParticles(deltaSeconds);\r\n return;\r\n }\r\n // Backward-compatible fallback for hosts that assemble a display tree manually instead of using\r\n // buildSceneView. Built scenes always take the O(emitter count) registry path above.\r\n const visit = (view: Container): void => {\r\n if (view instanceof ParticleEmitterNodeView) view.updateParticles(deltaSeconds);\r\n for (const child of view.children) visit(child);\r\n };\r\n visit(root);\r\n}\r\n\r\n/** Lists the nodes a scene renders, including nodes of prefab definitions its prefab instances expand to. */\r\nexport function collectRenderedNodes(document: ProjectDocument, scene: Scene): UINode[] {\r\n return resolveOwnerNodeGraph(document, scene).nodes;\r\n}\r\n\r\nexport type PrefabViewConfiguration = Pick<Extract<UINode, { type: \"prefab-instance\" }>, \"propertyOverrides\" | \"locallyAddedNodes\"> & { instanceId?: string };\r\n\r\nfunction prefabScene(document: ProjectDocument, prefabId: string, configuration: PrefabViewConfiguration = {}): { document: ProjectDocument; sceneId: string; instanceId: string } {\r\n const prefab = document.prefabs.find((candidate) => candidate.id === prefabId);\r\n if (prefab === undefined) throw new Error(`Prefab '${prefabId}' does not exist in the project document.`);\r\n const width = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.x) + Math.max(0, node.transform.width)));\r\n const height = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.y) + Math.max(0, node.transform.height)));\r\n const instanceId = configuration.instanceId ?? createStableId();\r\n const instance: Extract<UINode, { type: \"prefab-instance\" }> = {\r\n id: instanceId, name: prefab.name, type: \"prefab-instance\", prefabId, parentId: null, children: [],\r\n visible: true, transform: { x: 0, y: 0, width, height, scaleX: 1, scaleY: 1, rotation: 0, anchorMinX: 0, anchorMaxX: 0, anchorMinY: 0, anchorMaxY: 0, pivotX: 0, pivotY: 0 },\r\n ...(configuration.propertyOverrides === undefined ? {} : { propertyOverrides: structuredClone(configuration.propertyOverrides) }),\r\n ...(configuration.locallyAddedNodes === undefined ? {} : { locallyAddedNodes: structuredClone(configuration.locallyAddedNodes) }),\r\n };\r\n const sceneId = createStableId();\r\n const viewport = { width, height };\r\n const scene: Scene = { id: sceneId, name: prefab.name, rootNodeIds: [instance.id], nodes: [instance], layout: { referenceViewports: { desktop: viewport, mobile: viewport }, preferredViewports: { desktop: viewport, mobile: viewport } } };\r\n return { document: { ...document, scenes: [...document.scenes, scene] }, sceneId, instanceId };\r\n}\r\n\r\n/** Builds a fresh runtime prefab instance without requiring it to already exist in a scene. */\r\nexport function buildPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, options: BuildSceneViewOptions, configuration: PrefabViewConfiguration = {}): SceneViewResult & { instanceId: string } {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...buildSceneView(synthetic.document, synthetic.sceneId, profile, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a prefab's assets and returns a fresh display tree suitable for dynamic game-code spawning. */\r\nexport async function loadPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, resolveFileUrl: FileUrlResolver, options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; assetCache?: SceneAssetCache }, configuration: PrefabViewConfiguration = {}): Promise<SceneViewResult & { instanceId: string }> {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...await loadSceneView(synthetic.document, synthetic.sceneId, profile, resolveFileUrl, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a scene's textures and Spine data, then builds its display tree in one call. */\r\nexport async function loadSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n resolveFileUrl: FileUrlResolver,\r\n options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; clipToViewport?: boolean; assetCache?: SceneAssetCache },\r\n): Promise<SceneViewResult> {\r\n // Без assetCache каждый вызов начинает с пустых кэшей: для одиночной загрузки сцены это нормально, а вот\r\n // игровой код, который поднимает пресеты по одному, обязан передать собственный кэш — иначе один и тот же\r\n // скелет, атлас и текстура парсятся заново на каждую вьюху и дублируются в видеопамяти.\r\n const cache = options.assetCache;\r\n const [textures, spines, fonts, bitmapFonts] = await Promise.all([\r\n loadSceneTextures(document, sceneId, (asset) => (asset.type === \"image\" ? resolveFileUrl(asset.source.uri) : undefined), resolveFileUrl, cache?.textures, cache?.spritesheets, cache?.bitmapFonts),\r\n loadSceneSpines(document, sceneId, resolveFileUrl, cache?.spines),\r\n loadSceneFonts(document, sceneId, resolveFileUrl, cache?.fonts),\r\n loadSceneBitmapFonts(document, sceneId, resolveFileUrl, cache?.bitmapFonts),\r\n ]);\r\n return buildSceneView(document, sceneId, profile, { interaction: options.interaction, textures, spines, fonts, bitmapFonts, ticker: options.ticker, localization: options.localization, clipToViewport: options.clipToViewport });\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import type { ParticleEffectDefinition, UINode } from "@pixi-ui-editor/schema";
1
+ import type { ParticleEmitterSettings, UINode } from "@pixi-ui-editor/schema";
2
2
  import { Texture, type DestroyOptions } from "pixi.js";
3
3
  import { NodeView } from "./NodeView.js";
4
4
  /** Thin Pixi adapter: NodeView continues to own transforms, layout and hit testing. */
@@ -17,7 +17,7 @@ export declare class ParticleEmitterNodeView extends NodeView {
17
17
  private renderSignature;
18
18
  private sourceSignature;
19
19
  private sourceTextures;
20
- constructor(effect: ParticleEffectDefinition, textures?: ReadonlyMap<string, Texture>);
20
+ constructor(effect: ParticleEmitterSettings, textures?: ReadonlyMap<string, Texture>);
21
21
  updateParticles(deltaSeconds: number): void;
22
22
  play(): void;
23
23
  pause(): void;
@@ -28,7 +28,7 @@ export declare class ParticleEmitterNodeView extends NodeView {
28
28
  dispose(): void;
29
29
  setEmissionMultiplier(value: number): void;
30
30
  getDiagnostics(): import("../particles.js").ParticleDiagnostics;
31
- syncEffect(effect: ParticleEffectDefinition): void;
31
+ syncEffect(effect: ParticleEmitterSettings): void;
32
32
  destroy(options?: DestroyOptions): void;
33
33
  protected syncContent(node: UINode): void;
34
34
  private syncRender;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ParticleEmitterNodeView.d.ts","sourceRoot":"","sources":["../../src/views/ParticleEmitterNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,uBAAuB,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAC9E,OAAO,EAA0C,OAAO,EAAE,KAAK,cAAc,EAAE,MAAM,SAAS,CAAC;AAE/F,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAIzC,uFAAuF;AACvF,qBAAa,uBAAwB,SAAQ,QAAQ;IACnD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAmB;IAC/C,OAAO,CAAC,QAAQ,CAAC,SAAS,CAA8B;IACxD,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAqD;IAClF,OAAO,CAAC,eAAe,CAA8B;IACrD,OAAO,CAAC,eAAe,CAAS;IAChC,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,SAAS,CAAY;IAC7B,OAAO,CAAC,OAAO,CAAY;IAC3B,OAAO,CAAC,WAAW,CAAc;IACjC,OAAO,CAAC,iBAAiB,CAA2G;IACpI,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAiE;IAC9F,OAAO,CAAC,eAAe,CAAM;IAC7B,OAAO,CAAC,eAAe,CAAM;IAC7B,OAAO,CAAC,cAAc,CAAwC;IAE9D,YAAY,MAAM,EAAE,uBAAuB,EAAE,QAAQ,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,EAYnF;IAED,eAAe,CAAC,YAAY,EAAE,MAAM,GAAG,IAAI,CAQ1C;IAED,IAAI,IAAI,IAAI,CAA2B;IACvC,KAAK,IAAI,IAAI,CAA4B;IACzC,OAAO,IAAI,IAAI,CAA8B;IAC7C,IAAI,IAAI,IAAI,CAA2B;IACvC,sGAAsG;IACtG,IAAI,IAAI,IAAI,CAMX;IACD,OAAO,IAAI,IAAI,CAGd;IACD,qBAAqB,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAAiD;IAC3F,cAAc,kDAA8C;IAE5D,UAAU,CAAC,MAAM,EAAE,uBAAuB,GAAG,IAAI,CAGhD;IAEQ,OAAO,CAAC,OAAO,CAAC,EAAE,cAAc,GAAG,IAAI,CAG/C;IAED,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAWxC;IAED,OAAO,CAAC,UAAU;IAyDlB,OAAO,CAAC,WAAW;IA8BnB,OAAO,CAAC,QAAQ;IAchB,OAAO,CAAC,mBAAmB;CAO5B"}
@@ -1 +1 @@
1
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type { ParticleEffectDefinition, UINode } from \"@pixi-ui-editor/schema\";\nimport { Container, Particle, ParticleContainer, Texture, type DestroyOptions } from \"pixi.js\";\nimport { lerp, ParticleSimulator, type ParticleSlot, type ParticleSpawnContext } from \"../particles.js\";\nimport { NodeView } from \"./NodeView.js\";\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Thin Pixi adapter: NodeView continues to own transforms, layout and hit testing. */\r\nexport class ParticleEmitterNodeView extends NodeView {\n private readonly contentRoot = new Container();\n private readonly simulator: ParticleSimulator<Particle>;\n private readonly renderGroups = new Map<Texture[\"source\"], ParticleRenderGroup>();\n private simulationSpace: \"local\" | \"world\" = \"local\";\n private autoplayHandled = false;\n private renderDirty = true;\n private tintStart = 0xffffff;\n private tintEnd = 0xffffff;\n private staticColor = 0xffffffff;\n private dynamicProperties: DynamicParticleProperties = { position: true, rotation: false, vertex: false, uvs: false, color: false };\n private readonly spawnContext: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\n private renderSignature = \"\";\n private sourceSignature = \"\";\n private sourceTextures: readonly (Texture | undefined)[] = [];\n\r\n constructor(effect: ParticleEffectDefinition, textures?: ReadonlyMap<string, Texture>) {\r\n super(textures);\n this.setContent(this.contentRoot);\n this.cacheEffect(effect);\n this.simulator = new ParticleSimulator<Particle>(effect, {\n createRender: () => {\n return new Particle({ texture: Texture.EMPTY, anchorX: 0.5, anchorY: 0.5 });\n },\n hideRender: () => undefined,\n destroyRender: () => undefined,\n getWorldTransform: () => this.worldTransform,\n });\n }\n\n updateParticles(deltaSeconds: number): void {\n this.spawnContext.width = this.layoutWidth;\n this.spawnContext.height = this.layoutHeight;\n this.spawnContext.space = this.simulationSpace;\n const advanced = this.simulator.update(deltaSeconds, this.spawnContext);\n // World-space particles must also be reprojected when an ancestor moves between simulation\n // steps. Local particles need no work: Pixi applies their container transform itself.\n if (advanced || this.renderDirty || (this.simulationSpace === \"world\" && this.simulator.activeSlots.size > 0)) this.syncRender();\n }\r\n\r\n play(): void { this.simulator.play(); }\r\n pause(): void { this.simulator.pause(); }\r\n restart(): void { this.simulator.restart(); }\r\n stop(): void { this.simulator.stop(); }\r\n /** Advances exactly one fixed step even while paused, preserving the current playing/paused state. */\r\n step(): void {\n this.spawnContext.width = this.layoutWidth;\n this.spawnContext.height = this.layoutHeight;\n this.spawnContext.space = this.simulationSpace;\n this.simulator.step(this.spawnContext);\n this.syncRender();\r\n }\r\n dispose(): void {\n this.simulator.dispose();\n this.destroyRenderGroups();\n }\n setEmissionMultiplier(value: number): void { this.simulator.setEmissionMultiplier(value); }\r\n getDiagnostics() { return this.simulator.getDiagnostics(); }\r\n\r\n syncEffect(effect: ParticleEffectDefinition): void {\n this.simulator.syncEffect(effect);\n this.renderDirty ||= this.cacheEffect(effect);\n }\n\r\n override destroy(options?: DestroyOptions): void {\r\n this.dispose();\r\n super.destroy(options);\r\n }\r\n\r\n protected syncContent(node: UINode): void {\n if (node.type !== \"particle-emitter\") return;\n if (this.simulationSpace !== node.simulationSpace) this.renderDirty = true;\n this.simulationSpace = node.simulationSpace;\n // Autoplay only fires once, right after construction: syncContent also runs on every unrelated\r\n // document edit (via the shared node-sync pass), and re-arming play() there would silently\r\n // override an explicit pause()/stop() the moment the author touches anything else in the project.\r\n if (!this.autoplayHandled) {\r\n this.autoplayHandled = true;\r\n if (node.autoplay) this.simulator.play();\r\n }\r\n }\r\n\r\n private syncRender(): void {\n const p = this.simulator.definition.particle;\r\n const source = p.visual.source;\r\n const space = this.simulationSpace;\r\n const inverse = space === \"world\" ? this.worldTransform : undefined;\n const determinant = inverse === undefined ? 0 : inverse.a * inverse.d - inverse.b * inverse.c;\n const inverseDeterminant = determinant === 0 ? 0 : 1 / determinant;\n for (const group of this.renderGroups.values()) {\n group.nextCount = 0;\n group.dirty ||= this.renderDirty;\n }\n for (const slot of this.simulator.activeSlots) {\n const particle = slot.render;\n const t = slot.lifetime > 0 ? Math.min(1, slot.age / slot.lifetime) : 1;\n const sourceIndex = source.type === \"single\" ? 0 : source.type === \"random\" ? slot.sourceIndex : sequenceFrame(source, slot);\n const texture = this.sourceTextures[sourceIndex] ?? Texture.EMPTY;\n const textureChanged = particle.texture !== texture;\n if (textureChanged) particle.texture = texture;\n const initializeStatic = slot.renderDirty || this.renderDirty;\n if (this.dynamicProperties.vertex || initializeStatic) {\n const scale = lerp(slot.scaleStart, slot.scaleEnd, t);\n particle.scaleX = scale;\n particle.scaleY = scale;\n }\n if (this.dynamicProperties.rotation || initializeStatic) particle.rotation = slot.rotationDegrees * DEG_TO_RAD;\n if (this.dynamicProperties.color) particle.color = packParticleColor(lerpRgb(this.tintStart, this.tintEnd, t), lerp(p.visual.alpha.start, p.visual.alpha.end, t));\n else if (initializeStatic) particle.color = this.staticColor;\n if (space === \"world\" && inverse !== undefined) {\n const dx = slot.x - slot.spawnX, dy = slot.y - slot.spawnY;\n const worldX = slot.worldSpawnX + slot.spawnMatrixA * dx + slot.spawnMatrixC * dy;\n const worldY = slot.worldSpawnY + slot.spawnMatrixB * dx + slot.spawnMatrixD * dy;\n // Inline Matrix.applyInverse to avoid allocating one point per particle per rendered frame.\n const translatedX = worldX - inverse.tx;\n const translatedY = worldY - inverse.ty;\n particle.x = (inverse.d * translatedX - inverse.c * translatedY) * inverseDeterminant;\n particle.y = (-inverse.b * translatedX + inverse.a * translatedY) * inverseDeterminant;\n } else {\n particle.x = slot.x;\n particle.y = slot.y;\n }\n const group = this.groupFor(texture, p.visual.blendMode);\n group.dirty ||= slot.renderDirty || textureChanged || group.container.particleChildren[group.nextCount] !== particle;\n group.container.particleChildren[group.nextCount++] = particle;\n slot.renderDirty = false;\n }\n for (const group of this.renderGroups.values()) {\n const children = group.container.particleChildren;\n if (children.length !== group.nextCount) {\n children.length = group.nextCount;\n group.dirty = true;\n }\n if (group.dirty) group.container.update();\n group.dirty = false;\n }\n this.renderDirty = false;\n }\n\n private cacheEffect(effect: ParticleEffectDefinition): boolean {\n const visual = effect.particle.visual;\n const sourceIds = visual.source.type === \"single\" ? [visual.source.assetId] : visual.source.assetIds;\n const sourceTextures = sourceIds.map((id) => this.textureFor(id));\n const signature = JSON.stringify(visual);\n const sourceSignature = JSON.stringify(visual.source);\n const sourceChanged = sourceSignature !== this.sourceSignature\n || sourceTextures.length !== this.sourceTextures.length\n || sourceTextures.some((texture, index) => texture !== this.sourceTextures[index]);\n const changed = signature !== this.renderSignature\n || sourceChanged;\n if (!changed) return false;\n this.renderSignature = signature;\n this.sourceSignature = sourceSignature;\n this.sourceTextures = sourceTextures;\n // Source edits and late texture loads invalidate the source-keyed groups. Rebuild containers,\n // but keep every pooled Particle and live simulation slot intact.\n if (sourceChanged) this.destroyRenderGroups();\n const dynamicProperties = particleDynamicProperties(effect);\n if (!sameDynamicProperties(this.dynamicProperties, dynamicProperties)) {\n this.destroyRenderGroups();\n this.dynamicProperties = dynamicProperties;\n }\n this.tintStart = parseRgb(effect.particle.visual.tint.start);\n this.tintEnd = parseRgb(effect.particle.visual.tint.end);\n this.staticColor = packParticleColor(this.tintStart, effect.particle.visual.alpha.start);\n for (const group of this.renderGroups.values()) group.container.blendMode = effect.particle.visual.blendMode;\n return true;\n }\n\n private groupFor(texture: Texture, blendMode: ParticleEffectDefinition[\"particle\"][\"visual\"][\"blendMode\"]): ParticleRenderGroup {\n let group = this.renderGroups.get(texture.source);\n if (group !== undefined) return group;\n const container = new ParticleContainer<Particle>({\n texture,\n dynamicProperties: this.dynamicProperties,\n });\n container.blendMode = blendMode;\n this.contentRoot.addChild(container);\n group = { container, nextCount: 0, dirty: true };\n this.renderGroups.set(texture.source, group);\n return group;\n }\n\n private destroyRenderGroups(): void {\n for (const group of this.renderGroups.values()) {\n this.contentRoot.removeChild(group.container);\n group.container.destroy();\n }\n this.renderGroups.clear();\n }\n}\n\ntype SequenceSource = Extract<ParticleEffectDefinition[\"particle\"][\"visual\"][\"source\"], { type: \"sequence\" }>;\ntype ParticleRenderGroup = { container: ParticleContainer<Particle>; nextCount: number; dirty: boolean };\ntype DynamicParticleProperties = { position: true; rotation: boolean; vertex: boolean; uvs: boolean; color: boolean };\n\nfunction sequenceFrame(source: SequenceSource, slot: ParticleSlot<Particle>): number {\n const length = source.assetIds.length;\r\n const raw = slot.sequenceStart + Math.floor(slot.age * source.fps);\r\n return source.loop ? ((raw % length) + length) % length : Math.min(raw, length - 1);\r\n}\n\nfunction parseRgb(hex: string): number { return Number.parseInt(hex.slice(1, 7), 16); }\nfunction lerpRgb(start: number, end: number, t: number): number {\n const r = Math.round(lerp((start >>> 16) & 0xff, (end >>> 16) & 0xff, t));\n const g = Math.round(lerp((start >>> 8) & 0xff, (end >>> 8) & 0xff, t));\n const b = Math.round(lerp(start & 0xff, end & 0xff, t));\n return (r << 16) | (g << 8) | b;\n}\n/** Pixi Particle buffers store packed ABGR, unlike the public RGB tint number. */\nfunction packParticleColor(rgb: number, alpha: number): number {\n const bgr = ((rgb & 0xff) << 16) | (rgb & 0xff00) | ((rgb >>> 16) & 0xff);\n return (bgr | (Math.round(Math.max(0, Math.min(1, alpha)) * 255) << 24)) >>> 0;\n}\n\nfunction particleDynamicProperties(effect: ParticleEffectDefinition): DynamicParticleProperties {\n const visual = effect.particle.visual;\n const angular = visual.rotation.angularVelocityDegrees;\n const scale = visual.scale;\n return {\n position: true,\n rotation: angular.min !== 0 || angular.max !== 0,\n vertex: !(scale.start.min === scale.start.max && scale.start.min === scale.end.min && scale.start.min === scale.end.max),\n uvs: visual.source.type === \"sequence\",\n color: visual.tint.start !== visual.tint.end || visual.alpha.start !== visual.alpha.end,\n };\n}\n\nfunction sameDynamicProperties(a: DynamicParticleProperties, b: DynamicParticleProperties): boolean {\n return a.rotation === b.rotation && a.vertex === b.vertex && a.uvs === b.uvs && a.color === b.color;\n}\n"]}
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type { ParticleEmitterSettings, UINode } from \"@pixi-ui-editor/schema\";\nimport { Container, Particle, ParticleContainer, Texture, type DestroyOptions } from \"pixi.js\";\nimport { lerp, ParticleSimulator, type ParticleSlot, type ParticleSpawnContext } from \"../particles.js\";\nimport { NodeView } from \"./NodeView.js\";\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Thin Pixi adapter: NodeView continues to own transforms, layout and hit testing. */\r\nexport class ParticleEmitterNodeView extends NodeView {\n private readonly contentRoot = new Container();\n private readonly simulator: ParticleSimulator<Particle>;\n private readonly renderGroups = new Map<Texture[\"source\"], ParticleRenderGroup>();\n private simulationSpace: \"local\" | \"world\" = \"local\";\n private autoplayHandled = false;\n private renderDirty = true;\n private tintStart = 0xffffff;\n private tintEnd = 0xffffff;\n private staticColor = 0xffffffff;\n private dynamicProperties: DynamicParticleProperties = { position: true, rotation: false, vertex: false, uvs: false, color: false };\n private readonly spawnContext: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\n private renderSignature = \"\";\n private sourceSignature = \"\";\n private sourceTextures: readonly (Texture | undefined)[] = [];\n\r\n constructor(effect: ParticleEmitterSettings, textures?: ReadonlyMap<string, Texture>) {\n super(textures);\n this.setContent(this.contentRoot);\n this.cacheEffect(effect);\n this.simulator = new ParticleSimulator<Particle>(effect, {\n createRender: () => {\n return new Particle({ texture: Texture.EMPTY, anchorX: 0.5, anchorY: 0.5 });\n },\n hideRender: () => undefined,\n destroyRender: () => undefined,\n getWorldTransform: () => this.worldTransform,\n });\n }\n\n updateParticles(deltaSeconds: number): void {\n this.spawnContext.width = this.layoutWidth;\n this.spawnContext.height = this.layoutHeight;\n this.spawnContext.space = this.simulationSpace;\n const advanced = this.simulator.update(deltaSeconds, this.spawnContext);\n // World-space particles must also be reprojected when an ancestor moves between simulation\n // steps. Local particles need no work: Pixi applies their container transform itself.\n if (advanced || this.renderDirty || (this.simulationSpace === \"world\" && this.simulator.activeSlots.size > 0)) this.syncRender();\n }\r\n\r\n play(): void { this.simulator.play(); }\r\n pause(): void { this.simulator.pause(); }\r\n restart(): void { this.simulator.restart(); }\r\n stop(): void { this.simulator.stop(); }\r\n /** Advances exactly one fixed step even while paused, preserving the current playing/paused state. */\r\n step(): void {\n this.spawnContext.width = this.layoutWidth;\n this.spawnContext.height = this.layoutHeight;\n this.spawnContext.space = this.simulationSpace;\n this.simulator.step(this.spawnContext);\n this.syncRender();\r\n }\r\n dispose(): void {\n this.simulator.dispose();\n this.destroyRenderGroups();\n }\n setEmissionMultiplier(value: number): void { this.simulator.setEmissionMultiplier(value); }\r\n getDiagnostics() { return this.simulator.getDiagnostics(); }\r\n\r\n syncEffect(effect: ParticleEmitterSettings): void {\n this.simulator.syncEffect(effect);\n this.renderDirty ||= this.cacheEffect(effect);\n }\n\r\n override destroy(options?: DestroyOptions): void {\r\n this.dispose();\r\n super.destroy(options);\r\n }\r\n\r\n protected syncContent(node: UINode): void {\n if (node.type !== \"particle-emitter\") return;\n if (this.simulationSpace !== node.simulationSpace) this.renderDirty = true;\n this.simulationSpace = node.simulationSpace;\n // Autoplay only fires once, right after construction: syncContent also runs on every unrelated\r\n // document edit (via the shared node-sync pass), and re-arming play() there would silently\r\n // override an explicit pause()/stop() the moment the author touches anything else in the project.\r\n if (!this.autoplayHandled) {\r\n this.autoplayHandled = true;\r\n if (node.autoplay) this.simulator.play();\r\n }\r\n }\r\n\r\n private syncRender(): void {\n const p = this.simulator.definition.particle;\r\n const source = p.visual.source;\r\n const space = this.simulationSpace;\r\n const inverse = space === \"world\" ? this.worldTransform : undefined;\n const determinant = inverse === undefined ? 0 : inverse.a * inverse.d - inverse.b * inverse.c;\n const inverseDeterminant = determinant === 0 ? 0 : 1 / determinant;\n for (const group of this.renderGroups.values()) {\n group.nextCount = 0;\n group.dirty ||= this.renderDirty;\n }\n for (const slot of this.simulator.activeSlots) {\n const particle = slot.render;\n const t = slot.lifetime > 0 ? Math.min(1, slot.age / slot.lifetime) : 1;\n const sourceIndex = source.type === \"single\" ? 0 : source.type === \"random\" ? slot.sourceIndex : sequenceFrame(source, slot);\n const texture = this.sourceTextures[sourceIndex] ?? Texture.EMPTY;\n const textureChanged = particle.texture !== texture;\n if (textureChanged) particle.texture = texture;\n const initializeStatic = slot.renderDirty || this.renderDirty;\n if (this.dynamicProperties.vertex || initializeStatic) {\n const scale = lerp(slot.scaleStart, slot.scaleEnd, t);\n particle.scaleX = scale;\n particle.scaleY = scale;\n }\n if (this.dynamicProperties.rotation || initializeStatic) particle.rotation = slot.rotationDegrees * DEG_TO_RAD;\n if (this.dynamicProperties.color) particle.color = packParticleColor(lerpRgb(this.tintStart, this.tintEnd, t), lerp(p.visual.alpha.start, p.visual.alpha.end, t));\n else if (initializeStatic) particle.color = this.staticColor;\n if (space === \"world\" && inverse !== undefined) {\n const dx = slot.x - slot.spawnX, dy = slot.y - slot.spawnY;\n const worldX = slot.worldSpawnX + slot.spawnMatrixA * dx + slot.spawnMatrixC * dy;\n const worldY = slot.worldSpawnY + slot.spawnMatrixB * dx + slot.spawnMatrixD * dy;\n // Inline Matrix.applyInverse to avoid allocating one point per particle per rendered frame.\n const translatedX = worldX - inverse.tx;\n const translatedY = worldY - inverse.ty;\n particle.x = (inverse.d * translatedX - inverse.c * translatedY) * inverseDeterminant;\n particle.y = (-inverse.b * translatedX + inverse.a * translatedY) * inverseDeterminant;\n } else {\n particle.x = slot.x;\n particle.y = slot.y;\n }\n const group = this.groupFor(texture, p.visual.blendMode);\n group.dirty ||= slot.renderDirty || textureChanged || group.container.particleChildren[group.nextCount] !== particle;\n group.container.particleChildren[group.nextCount++] = particle;\n slot.renderDirty = false;\n }\n for (const group of this.renderGroups.values()) {\n const children = group.container.particleChildren;\n if (children.length !== group.nextCount) {\n children.length = group.nextCount;\n group.dirty = true;\n }\n if (group.dirty) group.container.update();\n group.dirty = false;\n }\n this.renderDirty = false;\n }\n\n private cacheEffect(effect: ParticleEmitterSettings): boolean {\n const visual = effect.particle.visual;\n const sourceIds = visual.source.type === \"single\" ? [visual.source.assetId] : visual.source.assetIds;\n const sourceTextures = sourceIds.map((id) => this.textureFor(id));\n const signature = JSON.stringify(visual);\n const sourceSignature = JSON.stringify(visual.source);\n const sourceChanged = sourceSignature !== this.sourceSignature\n || sourceTextures.length !== this.sourceTextures.length\n || sourceTextures.some((texture, index) => texture !== this.sourceTextures[index]);\n const changed = signature !== this.renderSignature\n || sourceChanged;\n if (!changed) return false;\n this.renderSignature = signature;\n this.sourceSignature = sourceSignature;\n this.sourceTextures = sourceTextures;\n // Source edits and late texture loads invalidate the source-keyed groups. Rebuild containers,\n // but keep every pooled Particle and live simulation slot intact.\n if (sourceChanged) this.destroyRenderGroups();\n const dynamicProperties = particleDynamicProperties(effect);\n if (!sameDynamicProperties(this.dynamicProperties, dynamicProperties)) {\n this.destroyRenderGroups();\n this.dynamicProperties = dynamicProperties;\n }\n this.tintStart = parseRgb(effect.particle.visual.tint.start);\n this.tintEnd = parseRgb(effect.particle.visual.tint.end);\n this.staticColor = packParticleColor(this.tintStart, effect.particle.visual.alpha.start);\n for (const group of this.renderGroups.values()) group.container.blendMode = effect.particle.visual.blendMode;\n return true;\n }\n\n private groupFor(texture: Texture, blendMode: ParticleEmitterSettings[\"particle\"][\"visual\"][\"blendMode\"]): ParticleRenderGroup {\n let group = this.renderGroups.get(texture.source);\n if (group !== undefined) return group;\n const container = new ParticleContainer<Particle>({\n texture,\n dynamicProperties: this.dynamicProperties,\n });\n container.blendMode = blendMode;\n this.contentRoot.addChild(container);\n group = { container, nextCount: 0, dirty: true };\n this.renderGroups.set(texture.source, group);\n return group;\n }\n\n private destroyRenderGroups(): void {\n for (const group of this.renderGroups.values()) {\n this.contentRoot.removeChild(group.container);\n group.container.destroy();\n }\n this.renderGroups.clear();\n }\n}\n\ntype SequenceSource = Extract<ParticleEmitterSettings[\"particle\"][\"visual\"][\"source\"], { type: \"sequence\" }>;\ntype ParticleRenderGroup = { container: ParticleContainer<Particle>; nextCount: number; dirty: boolean };\ntype DynamicParticleProperties = { position: true; rotation: boolean; vertex: boolean; uvs: boolean; color: boolean };\n\nfunction sequenceFrame(source: SequenceSource, slot: ParticleSlot<Particle>): number {\n const length = source.assetIds.length;\r\n const raw = slot.sequenceStart + Math.floor(slot.age * source.fps);\r\n return source.loop ? ((raw % length) + length) % length : Math.min(raw, length - 1);\r\n}\n\nfunction parseRgb(hex: string): number { return Number.parseInt(hex.slice(1, 7), 16); }\nfunction lerpRgb(start: number, end: number, t: number): number {\n const r = Math.round(lerp((start >>> 16) & 0xff, (end >>> 16) & 0xff, t));\n const g = Math.round(lerp((start >>> 8) & 0xff, (end >>> 8) & 0xff, t));\n const b = Math.round(lerp(start & 0xff, end & 0xff, t));\n return (r << 16) | (g << 8) | b;\n}\n/** Pixi Particle buffers store packed ABGR, unlike the public RGB tint number. */\nfunction packParticleColor(rgb: number, alpha: number): number {\n const bgr = ((rgb & 0xff) << 16) | (rgb & 0xff00) | ((rgb >>> 16) & 0xff);\n return (bgr | (Math.round(Math.max(0, Math.min(1, alpha)) * 255) << 24)) >>> 0;\n}\n\nfunction particleDynamicProperties(effect: ParticleEmitterSettings): DynamicParticleProperties {\n const visual = effect.particle.visual;\n const angular = visual.rotation.angularVelocityDegrees;\n const scale = visual.scale;\n return {\n position: true,\n rotation: angular.min !== 0 || angular.max !== 0,\n vertex: !(scale.start.min === scale.start.max && scale.start.min === scale.end.min && scale.start.min === scale.end.max),\n uvs: visual.source.type === \"sequence\",\n color: visual.tint.start !== visual.tint.end || visual.alpha.start !== visual.alpha.end,\n };\n}\n\nfunction sameDynamicProperties(a: DynamicParticleProperties, b: DynamicParticleProperties): boolean {\n return a.rotation === b.rotation && a.vertex === b.vertex && a.uvs === b.uvs && a.color === b.color;\n}\n"]}
@@ -1,4 +1,4 @@
1
- import { type ParticleEffectDefinition, type SpineReferenceFrame, type UINode } from "@pixi-ui-editor/schema";
1
+ import { type SpineReferenceFrame, type UINode } from "@pixi-ui-editor/schema";
2
2
  import { type SkeletonData } from "@esotericsoftware/spine-pixi-v8";
3
3
  import { Texture, type Ticker } from "pixi.js";
4
4
  import { NodeView, type SceneInteractionMode } from "./NodeView.js";
@@ -7,7 +7,7 @@ import type { SceneAudio } from "../audio/bus.js";
7
7
  * `hasPrefab` только сообщает, существует ли определение пресета: содержимое инстанса приходит его
8
8
  * обычными детьми из общего резолвера иерархии, а не отдельной веткой сборки.
9
9
  */
10
- export declare function createNodeView(node: UINode, interaction: SceneInteractionMode, textures?: ReadonlyMap<string, Texture>, spines?: ReadonlyMap<string, SkeletonData>, hasPrefab?: (prefabId: string) => boolean, fonts?: ReadonlyMap<string, string>, audio?: SceneAudio, effect?: ParticleEffectDefinition, spineReferenceFrame?: SpineReferenceFrame, ticker?: Ticker, bitmapFonts?: ReadonlyMap<string, string>): NodeView;
10
+ export declare function createNodeView(node: UINode, interaction: SceneInteractionMode, textures?: ReadonlyMap<string, Texture>, spines?: ReadonlyMap<string, SkeletonData>, hasPrefab?: (prefabId: string) => boolean, fonts?: ReadonlyMap<string, string>, audio?: SceneAudio, spineReferenceFrame?: SpineReferenceFrame, ticker?: Ticker, bitmapFonts?: ReadonlyMap<string, string>): NodeView;
11
11
  /**
12
12
  * Every asset a node references: the image, the Spine data, or each of a button's state images.
13
13
  * Single source of truth for "which assets does this node use" — texture loading and the editor's
@@ -1 +1 @@
1
- {"version":3,"file":"createNodeView.d.ts","sourceRoot":"","sources":["../../src/views/createNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAA0C,KAAK,wBAAwB,EAAE,KAAK,mBAAmB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACtJ,OAAO,EAAE,KAAK,YAAY,EAAE,MAAM,iCAAiC,CAAC;AACpE,OAAO,EAAa,OAAO,EAAE,KAAK,MAAM,EAAE,MAAM,SAAS,CAAC;AAK1D,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AACpE,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAUlD;;;GAGG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,WAAW,EAAE,oBAAoB,EAAE,QAAQ,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,EAAE,MAAM,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,YAAY,CAAC,EAAE,SAAS,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,OAAO,EAAE,KAAK,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,KAAK,CAAC,EAAE,UAAU,EAAE,MAAM,CAAC,EAAE,wBAAwB,EAAE,mBAAmB,CAAC,EAAE,mBAAmB,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,WAAW,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,QAAQ,CA6C3Z;AAED;;;;GAIG;AACH,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,EAAE,CAmE1D"}
1
+ {"version":3,"file":"createNodeView.d.ts","sourceRoot":"","sources":["../../src/views/createNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAA0E,KAAK,mBAAmB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACvJ,OAAO,EAAE,KAAK,YAAY,EAAE,MAAM,iCAAiC,CAAC;AACpE,OAAO,EAAa,OAAO,EAAE,KAAK,MAAM,EAAE,MAAM,SAAS,CAAC;AAK1D,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AACpE,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAUlD;;;GAGG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,EAAE,WAAW,EAAE,oBAAoB,EAAE,QAAQ,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,EAAE,MAAM,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,YAAY,CAAC,EAAE,SAAS,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,OAAO,EAAE,KAAK,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,KAAK,CAAC,EAAE,UAAU,EAAE,mBAAmB,CAAC,EAAE,mBAAmB,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,WAAW,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,QAAQ,CA6CxX;AAED;;;;GAIG;AACH,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,EAAE,CAmE1D"}
@@ -1,4 +1,4 @@
1
- import { BUTTON_STATE_KEYS, CHECKBOX_STATE_KEYS } from "@pixi-ui-editor/schema";
1
+ import { BUTTON_STATE_KEYS, CHECKBOX_STATE_KEYS, collectParticleEmitterAssetIds } from "@pixi-ui-editor/schema";
2
2
  import { ButtonNodeView } from "./ButtonNodeView.js";
3
3
  import { CheckboxNodeView } from "./CheckboxNodeView.js";
4
4
  import { BitmapTextNodeView, ContainerNodeView, ImageNodeView, LayoutGroupNodeView, MaskNodeView, OpacityGroupNodeView, PrefabInstanceNodeView, TextNodeView } from "./basic.js";
@@ -15,7 +15,7 @@ import { ParticleEmitterNodeView } from "./ParticleEmitterNodeView.js";
15
15
  * `hasPrefab` только сообщает, существует ли определение пресета: содержимое инстанса приходит его
16
16
  * обычными детьми из общего резолвера иерархии, а не отдельной веткой сборки.
17
17
  */
18
- export function createNodeView(node, interaction, textures, spines, hasPrefab, fonts, audio, effect, spineReferenceFrame, ticker, bitmapFonts) {
18
+ export function createNodeView(node, interaction, textures, spines, hasPrefab, fonts, audio, spineReferenceFrame, ticker, bitmapFonts) {
19
19
  switch (node.type) {
20
20
  case "container":
21
21
  return new ContainerNodeView();
@@ -56,7 +56,7 @@ export function createNodeView(node, interaction, textures, spines, hasPrefab, f
56
56
  case "pagination":
57
57
  return new PaginationNodeView(node, textures, interaction, fonts);
58
58
  case "particle-emitter":
59
- return effect === undefined ? new ContainerNodeView() : new ParticleEmitterNodeView(effect, textures);
59
+ return new ParticleEmitterNodeView(node.particle, textures);
60
60
  case "prefab-instance":
61
61
  return new PrefabInstanceNodeView(hasPrefab?.(node.prefabId) ?? false);
62
62
  }
@@ -134,7 +134,7 @@ export function collectNodeAssetIds(node) {
134
134
  case "pagination":
135
135
  return [node.activeAssetId, node.inactiveAssetId, node.numberStyle?.fontAssetId].filter((assetId) => assetId !== undefined);
136
136
  case "particle-emitter":
137
- return [];
137
+ return collectParticleEmitterAssetIds(node);
138
138
  }
139
139
  }
140
140
  //# sourceMappingURL=createNodeView.js.map
@@ -1 +1 @@
1
- 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{ BUTTON_STATE_KEYS, CHECKBOX_STATE_KEYS, type ParticleEffectDefinition, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { ButtonNodeView } from \"./ButtonNodeView.js\";\r\nimport { CheckboxNodeView } from \"./CheckboxNodeView.js\";\r\nimport { BitmapTextNodeView, ContainerNodeView, ImageNodeView, LayoutGroupNodeView, MaskNodeView, OpacityGroupNodeView, PrefabInstanceNodeView, TextNodeView } from \"./basic.js\";\r\nimport { InputNodeView } from \"./InputNodeView.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\r\nimport type { SceneAudio } from \"../audio/bus.js\";\r\nimport { ItemTableNodeView } from \"./ItemTableNodeView.js\";\r\nimport { PageGroupNodeView } from \"./PageGroupNodeView.js\";\r\nimport { PaginationNodeView } from \"./PaginationNodeView.js\";\r\nimport { ScrollViewNodeView } from \"./ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./SpineNodeView.js\";\r\nimport { StagedButtonNodeView } from \"./StagedButtonNodeView.js\";\r\nimport { ProgressBarNodeView, SliderNodeView } from \"./ValueControlNodeViews.js\";\r\nimport { ParticleEmitterNodeView } from \"./ParticleEmitterNodeView.js\";\r\n\r\n/**\r\n * `hasPrefab` только сообщает, существует ли определение пресета: содержимое инстанса приходит его\r\n * обычными детьми из общего резолвера иерархии, а не отдельной веткой сборки.\r\n */\r\nexport function createNodeView(node: UINode, interaction: SceneInteractionMode, textures?: ReadonlyMap<string, Texture>, spines?: ReadonlyMap<string, SkeletonData>, hasPrefab?: (prefabId: string) => boolean, fonts?: ReadonlyMap<string, string>, audio?: SceneAudio, effect?: ParticleEffectDefinition, spineReferenceFrame?: SpineReferenceFrame, ticker?: Ticker, bitmapFonts?: ReadonlyMap<string, string>): NodeView {\r\n switch (node.type) {\r\n case \"container\":\r\n return new ContainerNodeView();\r\n case \"mask\":\r\n return new MaskNodeView();\r\n case \"opacity-group\":\r\n return new OpacityGroupNodeView(interaction);\r\n case \"horizontal-layout\":\r\n case \"vertical-layout\":\r\n case \"grid-layout\":\r\n return new LayoutGroupNodeView(textures);\r\n case \"scroll-view\":\r\n return new ScrollViewNodeView(node, textures, interaction);\r\n case \"page-group\":\r\n return new PageGroupNodeView(node, textures);\r\n case \"item-table\":\r\n return new ItemTableNodeView();\r\n case \"image\":\r\n return new ImageNodeView(node.assetId, textures, node.nineSlice);\r\n case \"text\":\r\n return new TextNodeView(node.text, fonts);\r\n case \"bitmap-text\":\r\n return new BitmapTextNodeView(bitmapFonts);\r\n case \"spine\":\r\n return new SpineNodeView(spines?.get(node.assetId), node.animation, node.autoplay ?? true, node.loop ?? true, node.animationSpeed ?? 1, interaction === \"authoring\", spineReferenceFrame, ticker, node.animationMix ?? 0);\r\n case \"button\":\r\n return new ButtonNodeView(node, textures, interaction, audio);\r\n case \"staged-button\":\r\n return new StagedButtonNodeView(node, textures, interaction, audio);\r\n case \"checkbox\":\r\n return new CheckboxNodeView(node, textures, interaction, audio);\r\n case \"input\":\r\n return new InputNodeView(node, textures, interaction, fonts);\r\n case \"slider\":\r\n return new SliderNodeView(node, textures, interaction, fonts);\r\n case \"progress-bar\":\r\n return new ProgressBarNodeView(node, textures);\r\n case \"pagination\":\r\n return new PaginationNodeView(node, textures, interaction, fonts);\r\n case \"particle-emitter\":\r\n return effect === undefined ? new ContainerNodeView() : new ParticleEmitterNodeView(effect, textures);\r\n case \"prefab-instance\":\r\n return new PrefabInstanceNodeView(hasPrefab?.(node.prefabId) ?? false);\r\n }\r\n}\r\n\r\n/**\r\n * Every asset a node references: the image, the Spine data, or each of a button's state images.\r\n * Single source of truth for \"which assets does this node use\" — texture loading and the editor's\r\n * usage count both read it, so a new node type can never silently drop out of one of them.\r\n */\r\nexport function collectNodeAssetIds(node: UINode): string[] {\r\n switch (node.type) {\r\n case \"image\":\r\n return node.assetId === undefined ? [] : [node.assetId];\r\n case \"spine\":\r\n return [node.assetId];\r\n case \"button\":\r\n return [\r\n ...BUTTON_STATE_KEYS\r\n .map((state) => node.states[`${state}AssetId`])\r\n .filter((assetId): assetId is string => assetId !== undefined),\r\n ...[node.sounds?.pressAssetId, node.sounds?.hoverAssetId].filter((assetId): assetId is string => assetId !== undefined),\r\n ];\r\n case \"staged-button\":\r\n return [...new Set([\r\n ...node.stages.flatMap((stage) => BUTTON_STATE_KEYS.map((state) => stage.states[`${state}AssetId`])),\r\n node.sounds?.pressAssetId,\r\n node.sounds?.hoverAssetId,\r\n ].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"checkbox\":\r\n return [\r\n ...CHECKBOX_STATE_KEYS\r\n .map((state) => node.states[`${state}AssetId`])\r\n .filter((assetId): assetId is string => assetId !== undefined),\r\n ...[node.sounds?.checkAssetId, node.sounds?.uncheckAssetId].filter((assetId): assetId is string => assetId !== undefined),\r\n ];\r\n case \"container\":\r\n case \"mask\":\r\n case \"opacity-group\":\r\n case \"item-table\":\r\n case \"prefab-instance\":\r\n return [];\r\n case \"horizontal-layout\":\r\n case \"vertical-layout\":\r\n case \"grid-layout\": {\r\n const backgroundAssetId = node.backgroundAssetId;\r\n return backgroundAssetId === undefined ? [] : [backgroundAssetId];\r\n }\r\n case \"scroll-view\":\r\n case \"page-group\":\r\n return [];\r\n case \"text\":\r\n return [...new Set([\r\n node.style?.fontAssetId,\r\n node.textStyleOverrides?.desktop?.fontAssetId,\r\n node.textStyleOverrides?.mobile?.fontAssetId,\r\n ].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"bitmap-text\":\r\n return [...new Set([node.assetId, node.bitmapTextOverrides?.desktop?.assetId, node.bitmapTextOverrides?.mobile?.assetId].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"input\": {\r\n const ids: string[] = [];\r\n if (node.backgroundAssetId !== undefined) ids.push(node.backgroundAssetId);\r\n if (node.textStyle.fontAssetId !== undefined) ids.push(node.textStyle.fontAssetId);\r\n return ids;\r\n }\r\n case \"slider\": {\r\n const ids = [node.backgroundAssetId, node.fillAssetId, node.handleAssetId];\r\n if (node.valueTextStyle?.fontAssetId !== undefined) ids.push(node.valueTextStyle.fontAssetId);\r\n return ids;\r\n }\r\n case \"progress-bar\":\r\n return [node.backgroundAssetId, node.fillAssetId];\r\n case \"pagination\":\r\n return [node.activeAssetId, node.inactiveAssetId, node.numberStyle?.fontAssetId].filter((assetId): assetId is string => assetId !== undefined);\r\n case \"particle-emitter\":\r\n return [];\r\n }\r\n}\r\n"]}
1
+ 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{ BUTTON_STATE_KEYS, CHECKBOX_STATE_KEYS, collectParticleEmitterAssetIds, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\nimport { type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { ButtonNodeView } from \"./ButtonNodeView.js\";\r\nimport { CheckboxNodeView } from \"./CheckboxNodeView.js\";\r\nimport { BitmapTextNodeView, ContainerNodeView, ImageNodeView, LayoutGroupNodeView, MaskNodeView, OpacityGroupNodeView, PrefabInstanceNodeView, TextNodeView } from \"./basic.js\";\r\nimport { InputNodeView } from \"./InputNodeView.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\r\nimport type { SceneAudio } from \"../audio/bus.js\";\r\nimport { ItemTableNodeView } from \"./ItemTableNodeView.js\";\r\nimport { PageGroupNodeView } from \"./PageGroupNodeView.js\";\r\nimport { PaginationNodeView } from \"./PaginationNodeView.js\";\r\nimport { ScrollViewNodeView } from \"./ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./SpineNodeView.js\";\r\nimport { StagedButtonNodeView } from \"./StagedButtonNodeView.js\";\r\nimport { ProgressBarNodeView, SliderNodeView } from \"./ValueControlNodeViews.js\";\r\nimport { ParticleEmitterNodeView } from \"./ParticleEmitterNodeView.js\";\r\n\r\n/**\r\n * `hasPrefab` только сообщает, существует ли определение пресета: содержимое инстанса приходит его\r\n * обычными детьми из общего резолвера иерархии, а не отдельной веткой сборки.\r\n */\r\nexport function createNodeView(node: UINode, interaction: SceneInteractionMode, textures?: ReadonlyMap<string, Texture>, spines?: ReadonlyMap<string, SkeletonData>, hasPrefab?: (prefabId: string) => boolean, fonts?: ReadonlyMap<string, string>, audio?: SceneAudio, spineReferenceFrame?: SpineReferenceFrame, ticker?: Ticker, bitmapFonts?: ReadonlyMap<string, string>): NodeView {\n switch (node.type) {\r\n case \"container\":\r\n return new ContainerNodeView();\r\n case \"mask\":\r\n return new MaskNodeView();\r\n case \"opacity-group\":\r\n return new OpacityGroupNodeView(interaction);\r\n case \"horizontal-layout\":\r\n case \"vertical-layout\":\r\n case \"grid-layout\":\r\n return new LayoutGroupNodeView(textures);\r\n case \"scroll-view\":\r\n return new ScrollViewNodeView(node, textures, interaction);\r\n case \"page-group\":\r\n return new PageGroupNodeView(node, textures);\r\n case \"item-table\":\r\n return new ItemTableNodeView();\r\n case \"image\":\r\n return new ImageNodeView(node.assetId, textures, node.nineSlice);\r\n case \"text\":\r\n return new TextNodeView(node.text, fonts);\r\n case \"bitmap-text\":\r\n return new BitmapTextNodeView(bitmapFonts);\r\n case \"spine\":\r\n return new SpineNodeView(spines?.get(node.assetId), node.animation, node.autoplay ?? true, node.loop ?? true, node.animationSpeed ?? 1, interaction === \"authoring\", spineReferenceFrame, ticker, node.animationMix ?? 0);\r\n case \"button\":\r\n return new ButtonNodeView(node, textures, interaction, audio);\r\n case \"staged-button\":\r\n return new StagedButtonNodeView(node, textures, interaction, audio);\r\n case \"checkbox\":\r\n return new CheckboxNodeView(node, textures, interaction, audio);\r\n case \"input\":\r\n return new InputNodeView(node, textures, interaction, fonts);\r\n case \"slider\":\r\n return new SliderNodeView(node, textures, interaction, fonts);\r\n case \"progress-bar\":\r\n return new ProgressBarNodeView(node, textures);\r\n case \"pagination\":\r\n return new PaginationNodeView(node, textures, interaction, fonts);\r\n case \"particle-emitter\":\n return new ParticleEmitterNodeView(node.particle, textures);\n case \"prefab-instance\":\r\n return new PrefabInstanceNodeView(hasPrefab?.(node.prefabId) ?? false);\r\n }\r\n}\r\n\r\n/**\r\n * Every asset a node references: the image, the Spine data, or each of a button's state images.\r\n * Single source of truth for \"which assets does this node use\" — texture loading and the editor's\r\n * usage count both read it, so a new node type can never silently drop out of one of them.\r\n */\r\nexport function collectNodeAssetIds(node: UINode): string[] {\r\n switch (node.type) {\r\n case \"image\":\r\n return node.assetId === undefined ? [] : [node.assetId];\r\n case \"spine\":\r\n return [node.assetId];\r\n case \"button\":\r\n return [\r\n ...BUTTON_STATE_KEYS\r\n .map((state) => node.states[`${state}AssetId`])\r\n .filter((assetId): assetId is string => assetId !== undefined),\r\n ...[node.sounds?.pressAssetId, node.sounds?.hoverAssetId].filter((assetId): assetId is string => assetId !== undefined),\r\n ];\r\n case \"staged-button\":\r\n return [...new Set([\r\n ...node.stages.flatMap((stage) => BUTTON_STATE_KEYS.map((state) => stage.states[`${state}AssetId`])),\r\n node.sounds?.pressAssetId,\r\n node.sounds?.hoverAssetId,\r\n ].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"checkbox\":\r\n return [\r\n ...CHECKBOX_STATE_KEYS\r\n .map((state) => node.states[`${state}AssetId`])\r\n .filter((assetId): assetId is string => assetId !== undefined),\r\n ...[node.sounds?.checkAssetId, node.sounds?.uncheckAssetId].filter((assetId): assetId is string => assetId !== undefined),\r\n ];\r\n case \"container\":\r\n case \"mask\":\r\n case \"opacity-group\":\r\n case \"item-table\":\r\n case \"prefab-instance\":\r\n return [];\r\n case \"horizontal-layout\":\r\n case \"vertical-layout\":\r\n case \"grid-layout\": {\r\n const backgroundAssetId = node.backgroundAssetId;\r\n return backgroundAssetId === undefined ? [] : [backgroundAssetId];\r\n }\r\n case \"scroll-view\":\r\n case \"page-group\":\r\n return [];\r\n case \"text\":\r\n return [...new Set([\r\n node.style?.fontAssetId,\r\n node.textStyleOverrides?.desktop?.fontAssetId,\r\n node.textStyleOverrides?.mobile?.fontAssetId,\r\n ].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"bitmap-text\":\r\n return [...new Set([node.assetId, node.bitmapTextOverrides?.desktop?.assetId, node.bitmapTextOverrides?.mobile?.assetId].filter((assetId): assetId is string => assetId !== undefined))];\r\n case \"input\": {\r\n const ids: string[] = [];\r\n if (node.backgroundAssetId !== undefined) ids.push(node.backgroundAssetId);\r\n if (node.textStyle.fontAssetId !== undefined) ids.push(node.textStyle.fontAssetId);\r\n return ids;\r\n }\r\n case \"slider\": {\r\n const ids = [node.backgroundAssetId, node.fillAssetId, node.handleAssetId];\r\n if (node.valueTextStyle?.fontAssetId !== undefined) ids.push(node.valueTextStyle.fontAssetId);\r\n return ids;\r\n }\r\n case \"progress-bar\":\r\n return [node.backgroundAssetId, node.fillAssetId];\r\n case \"pagination\":\r\n return [node.activeAssetId, node.inactiveAssetId, node.numberStyle?.fontAssetId].filter((assetId): assetId is string => assetId !== undefined);\r\n case \"particle-emitter\":\n return collectParticleEmitterAssetIds(node);\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@pixi-ui-editor/runtime-pixi",
3
- "version": "0.22.0",
3
+ "version": "0.23.0",
4
4
  "description": "PixiJS runtime that renders Pixi UI Editor scene documents in a game.",
5
5
  "type": "module",
6
6
  "repository": {
@@ -30,7 +30,7 @@
30
30
  "pixi.js": "^8.19.0",
31
31
  "typed-signals": "^2.5.0",
32
32
  "yoga-layout": "^3.2.1",
33
- "@pixi-ui-editor/schema": "0.22.0"
33
+ "@pixi-ui-editor/schema": "0.23.0"
34
34
  },
35
35
  "devDependencies": {
36
36
  "@types/node": "^26.2.0"