@pixi-ui-editor/runtime-pixi 0.7.0 → 0.7.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/SceneViewport.js.map +1 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -1
- package/dist/index.js.map +1 -1
- package/dist/layout.js.map +1 -1
- package/dist/layoutGroups.js.map +1 -1
- package/dist/particles.js.map +1 -1
- package/dist/scene.js.map +1 -1
- package/dist/views/NodeView.js.map +1 -1
- package/dist/views/ParticleEmitterNodeView.js.map +1 -1
- package/dist/views/SpineNodeView.js.map +1 -1
- package/dist/views/StagedButtonNodeView.js.map +1 -1
- package/dist/views/basic.d.ts +5 -0
- package/dist/views/basic.d.ts.map +1 -1
- package/dist/views/basic.js +10 -0
- package/dist/views/basic.js.map +1 -1
- package/package.json +2 -2
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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 { ParticleEffectDefinition, UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Particle, ParticleContainer, Texture, type DestroyOptions } from \"pixi.js\";\r\nimport { lerp, ParticleSimulator, type ParticleSlot, type ParticleSpawnContext } from \"../particles.js\";\r\nimport { NodeView } from \"./NodeView.js\";\r\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 {\r\n private readonly contentRoot = new Container();\r\n private readonly simulator: ParticleSimulator<Particle>;\r\n private readonly renderGroups = new Map<Texture[\"source\"], ParticleRenderGroup>();\r\n private simulationSpace: \"local\" | \"world\" = \"local\";\r\n private autoplayHandled = false;\r\n private renderDirty = true;\r\n private tintStart = 0xffffff;\r\n private tintEnd = 0xffffff;\r\n private staticColor = 0xffffffff;\r\n private dynamicProperties: DynamicParticleProperties = { position: true, rotation: false, vertex: false, uvs: false, color: false };\r\n private readonly spawnContext: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\r\n private renderSignature = \"\";\r\n private sourceSignature = \"\";\r\n private sourceTextures: readonly (Texture | undefined)[] = [];\r\n\r\n constructor(effect: ParticleEffectDefinition, textures?: ReadonlyMap<string, Texture>) {\r\n super(textures);\r\n this.setContent(this.contentRoot);\r\n this.cacheEffect(effect);\r\n this.simulator = new ParticleSimulator<Particle>(effect, {\r\n createRender: () => {\r\n return new Particle({ texture: Texture.EMPTY, anchorX: 0.5, anchorY: 0.5 });\r\n },\r\n hideRender: () => undefined,\r\n destroyRender: () => undefined,\r\n getWorldTransform: () => this.worldTransform,\r\n });\r\n }\r\n\r\n updateParticles(deltaSeconds: number): void {\r\n this.spawnContext.width = this.layoutWidth;\r\n this.spawnContext.height = this.layoutHeight;\r\n this.spawnContext.space = this.simulationSpace;\r\n const advanced = this.simulator.update(deltaSeconds, this.spawnContext);\r\n // World-space particles must also be reprojected when an ancestor moves between simulation\r\n // steps. Local particles need no work: Pixi applies their container transform itself.\r\n if (advanced || this.renderDirty || (this.simulationSpace === \"world\" && this.simulator.activeSlots.size > 0)) this.syncRender();\r\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 {\r\n this.spawnContext.width = this.layoutWidth;\r\n this.spawnContext.height = this.layoutHeight;\r\n this.spawnContext.space = this.simulationSpace;\r\n this.simulator.step(this.spawnContext);\r\n this.syncRender();\r\n }\r\n dispose(): void {\r\n this.simulator.dispose();\r\n this.destroyRenderGroups();\r\n }\r\n setEmissionMultiplier(value: number): void { this.simulator.setEmissionMultiplier(value); }\r\n getDiagnostics() { return this.simulator.getDiagnostics(); }\r\n\r\n syncEffect(effect: ParticleEffectDefinition): void {\r\n this.simulator.syncEffect(effect);\r\n this.renderDirty ||= this.cacheEffect(effect);\r\n }\r\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 {\r\n if (node.type !== \"particle-emitter\") return;\r\n if (this.simulationSpace !== node.simulationSpace) this.renderDirty = true;\r\n this.simulationSpace = node.simulationSpace;\r\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 {\r\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;\r\n const determinant = inverse === undefined ? 0 : inverse.a * inverse.d - inverse.b * inverse.c;\r\n const inverseDeterminant = determinant === 0 ? 0 : 1 / determinant;\r\n for (const group of this.renderGroups.values()) {\r\n group.nextCount = 0;\r\n group.dirty ||= this.renderDirty;\r\n }\r\n for (const slot of this.simulator.activeSlots) {\r\n const particle = slot.render;\r\n const t = slot.lifetime > 0 ? Math.min(1, slot.age / slot.lifetime) : 1;\r\n const sourceIndex = source.type === \"single\" ? 0 : source.type === \"random\" ? slot.sourceIndex : sequenceFrame(source, slot);\r\n const texture = this.sourceTextures[sourceIndex] ?? Texture.EMPTY;\r\n const textureChanged = particle.texture !== texture;\r\n if (textureChanged) particle.texture = texture;\r\n const initializeStatic = slot.renderDirty || this.renderDirty;\r\n if (this.dynamicProperties.vertex || initializeStatic) {\r\n const scale = lerp(slot.scaleStart, slot.scaleEnd, t);\r\n particle.scaleX = scale;\r\n particle.scaleY = scale;\r\n }\r\n if (this.dynamicProperties.rotation || initializeStatic) particle.rotation = slot.rotationDegrees * DEG_TO_RAD;\r\n if (this.dynamicProperties.color) particle.color = packParticleColor(lerpRgb(this.tintStart, this.tintEnd, t), lerp(p.visual.alpha.start, p.visual.alpha.end, t));\r\n else if (initializeStatic) particle.color = this.staticColor;\r\n if (space === \"world\" && inverse !== undefined) {\r\n const dx = slot.x - slot.spawnX, dy = slot.y - slot.spawnY;\r\n const worldX = slot.worldSpawnX + slot.spawnMatrixA * dx + slot.spawnMatrixC * dy;\r\n const worldY = slot.worldSpawnY + slot.spawnMatrixB * dx + slot.spawnMatrixD * dy;\r\n // Inline Matrix.applyInverse to avoid allocating one point per particle per rendered frame.\r\n const translatedX = worldX - inverse.tx;\r\n const translatedY = worldY - inverse.ty;\r\n particle.x = (inverse.d * translatedX - inverse.c * translatedY) * inverseDeterminant;\r\n particle.y = (-inverse.b * translatedX + inverse.a * translatedY) * inverseDeterminant;\r\n } else {\r\n particle.x = slot.x;\r\n particle.y = slot.y;\r\n }\r\n const group = this.groupFor(texture, p.visual.blendMode);\r\n group.dirty ||= slot.renderDirty || textureChanged || group.container.particleChildren[group.nextCount] !== particle;\r\n group.container.particleChildren[group.nextCount++] = particle;\r\n slot.renderDirty = false;\r\n }\r\n for (const group of this.renderGroups.values()) {\r\n const children = group.container.particleChildren;\r\n if (children.length !== group.nextCount) {\r\n children.length = group.nextCount;\r\n group.dirty = true;\r\n }\r\n if (group.dirty) group.container.update();\r\n group.dirty = false;\r\n }\r\n this.renderDirty = false;\r\n }\r\n\r\n private cacheEffect(effect: ParticleEffectDefinition): boolean {\r\n const visual = effect.particle.visual;\r\n const sourceIds = visual.source.type === \"single\" ? [visual.source.assetId] : visual.source.assetIds;\r\n const sourceTextures = sourceIds.map((id) => this.textureFor(id));\r\n const signature = JSON.stringify(visual);\r\n const sourceSignature = JSON.stringify(visual.source);\r\n const sourceChanged = sourceSignature !== this.sourceSignature\r\n || sourceTextures.length !== this.sourceTextures.length\r\n || sourceTextures.some((texture, index) => texture !== this.sourceTextures[index]);\r\n const changed = signature !== this.renderSignature\r\n || sourceChanged;\r\n if (!changed) return false;\r\n this.renderSignature = signature;\r\n this.sourceSignature = sourceSignature;\r\n this.sourceTextures = sourceTextures;\r\n // Source edits and late texture loads invalidate the source-keyed groups. Rebuild containers,\r\n // but keep every pooled Particle and live simulation slot intact.\r\n if (sourceChanged) this.destroyRenderGroups();\r\n const dynamicProperties = particleDynamicProperties(effect);\r\n if (!sameDynamicProperties(this.dynamicProperties, dynamicProperties)) {\r\n this.destroyRenderGroups();\r\n this.dynamicProperties = dynamicProperties;\r\n }\r\n this.tintStart = parseRgb(effect.particle.visual.tint.start);\r\n this.tintEnd = parseRgb(effect.particle.visual.tint.end);\r\n this.staticColor = packParticleColor(this.tintStart, effect.particle.visual.alpha.start);\r\n for (const group of this.renderGroups.values()) group.container.blendMode = effect.particle.visual.blendMode;\r\n return true;\r\n }\r\n\r\n private groupFor(texture: Texture, blendMode: ParticleEffectDefinition[\"particle\"][\"visual\"][\"blendMode\"]): ParticleRenderGroup {\r\n let group = this.renderGroups.get(texture.source);\r\n if (group !== undefined) return group;\r\n const container = new ParticleContainer<Particle>({\r\n texture,\r\n dynamicProperties: this.dynamicProperties,\r\n });\r\n container.blendMode = blendMode;\r\n this.contentRoot.addChild(container);\r\n group = { container, nextCount: 0, dirty: true };\r\n this.renderGroups.set(texture.source, group);\r\n return group;\r\n }\r\n\r\n private destroyRenderGroups(): void {\r\n for (const group of this.renderGroups.values()) {\r\n this.contentRoot.removeChild(group.container);\r\n group.container.destroy();\r\n }\r\n this.renderGroups.clear();\r\n }\r\n}\r\n\r\ntype SequenceSource = Extract<ParticleEffectDefinition[\"particle\"][\"visual\"][\"source\"], { type: \"sequence\" }>;\r\ntype ParticleRenderGroup = { container: ParticleContainer<Particle>; nextCount: number; dirty: boolean };\r\ntype DynamicParticleProperties = { position: true; rotation: boolean; vertex: boolean; uvs: boolean; color: boolean };\r\n\r\nfunction sequenceFrame(source: SequenceSource, slot: ParticleSlot<Particle>): number {\r\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}\r\n\r\nfunction parseRgb(hex: string): number { return Number.parseInt(hex.slice(1, 7), 16); }\r\nfunction lerpRgb(start: number, end: number, t: number): number {\r\n const r = Math.round(lerp((start >>> 16) & 0xff, (end >>> 16) & 0xff, t));\r\n const g = Math.round(lerp((start >>> 8) & 0xff, (end >>> 8) & 0xff, t));\r\n const b = Math.round(lerp(start & 0xff, end & 0xff, t));\r\n return (r << 16) | (g << 8) | b;\r\n}\r\n/** Pixi Particle buffers store packed ABGR, unlike the public RGB tint number. */\r\nfunction packParticleColor(rgb: number, alpha: number): number {\r\n const bgr = ((rgb & 0xff) << 16) | (rgb & 0xff00) | ((rgb >>> 16) & 0xff);\r\n return (bgr | (Math.round(Math.max(0, Math.min(1, alpha)) * 255) << 24)) >>> 0;\r\n}\r\n\r\nfunction particleDynamicProperties(effect: ParticleEffectDefinition): DynamicParticleProperties {\r\n const visual = effect.particle.visual;\r\n const angular = visual.rotation.angularVelocityDegrees;\r\n const scale = visual.scale;\r\n return {\r\n position: true,\r\n rotation: angular.min !== 0 || angular.max !== 0,\r\n vertex: !(scale.start.min === scale.start.max && scale.start.min === scale.end.min && scale.start.min === scale.end.max),\r\n uvs: visual.source.type === \"sequence\",\r\n color: visual.tint.start !== visual.tint.end || visual.alpha.start !== visual.alpha.end,\r\n };\r\n}\r\n\r\nfunction sameDynamicProperties(a: DynamicParticleProperties, b: DynamicParticleProperties): boolean {\r\n return a.rotation === b.rotation && a.vertex === b.vertex && a.uvs === b.uvs && a.color === b.color;\r\n}\r\n"]}
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{ PointAttachment, RegionAttachment, Spine, Vector2, type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\nimport { type LayoutProfileId, type SpineConnector, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\nimport { Container, Graphics, Matrix, type Ticker } from \"pixi.js\";\nimport { fitSpineToTransform, resolveSpineSettings } from \"../layout.js\";\nimport { NodeView } from \"./NodeView.js\";\n\ntype ConnectorBinding = SpineConnector & { target: Container };\ntype RuntimeConnectorBinding = ConnectorBinding | ({ boneName: string; targetNodeId: string; target: Container } & Partial<ConnectorBinding>);\ntype ConnectorSnapshot = {\n target: Container;\n parent: Container;\n index: number;\n position: { x: number; y: number };\n scale: { x: number; y: number };\n skew: { x: number; y: number };\n pivot: { x: number; y: number };\n rotation: number;\n};\ntype ActiveConnector = ConnectorSnapshot & Pick<SpineConnector, \"partType\" | \"partName\"> & { host: Container };\n\nfunction resolveConnectorPart(binding: RuntimeConnectorBinding): Pick<SpineConnector, \"partType\" | \"partName\"> | undefined {\n if ((binding.partType === \"bone\" || binding.partType === \"slot\") && typeof binding.partName === \"string\" && binding.partName.length > 0) {\n return { partType: binding.partType, partName: binding.partName };\n }\n const boneName = \"boneName\" in binding ? binding.boneName : undefined;\n return typeof boneName === \"string\" && boneName.length > 0 ? { partType: \"bone\", partName: boneName } : undefined;\n}\n\nexport class SpineNodeView extends NodeView {\n private referenceFrame: SpineReferenceFrame | undefined;\n private readonly initializeForAuthoring: boolean;\n private connectorBindings: RuntimeConnectorBinding[] = [];\n private activeConnectors: ActiveConnector[] = [];\n private connectorBonesActive = false;\n\r\n constructor(skeletonData: SkeletonData | undefined, animation: string | undefined, autoplay: boolean, loop: boolean, animationSpeed: number, initializeForAuthoring: boolean, referenceFrame?: SpineReferenceFrame, ticker?: Ticker) {\r\n super();\n this.referenceFrame = referenceFrame;\n this.initializeForAuthoring = initializeForAuthoring;\n if (skeletonData === undefined) {\r\n this.setContent(new Graphics());\r\n return;\r\n }\r\n // The host's own Application ticker, when it passed one: a Spine left on the default\r\n // `Ticker.shared` advances its skeleton in a second rAF loop, out of band with the renderer\r\n // that actually draws it.\r\n //\r\n // An authoring view starts at the node's own autoplay setting, so a scene full of paused\r\n // skeletons subscribes to no ticker at all — the editor toggles `autoUpdate` from there.\r\n // A runtime view always keeps it on: it carries no track until game code starts an animation,\r\n // and that animation must then advance without the game touching `autoUpdate` itself.\r\n const spine = new Spine({ skeletonData, autoUpdate: initializeForAuthoring ? autoplay : true, ...(ticker === undefined ? {} : { ticker }) });\n spine.afterUpdateWorldTransforms = () => this.refreshConnectorBones();\n // Runtime leaves a disabled animation without a track, ready for game code to start on an event.\r\n // Authoring still creates the track so its frame scrubber can inspect either initial state.\r\n if ((autoplay || initializeForAuthoring) && animation !== undefined && skeletonData.findAnimation(animation) !== null) spine.state.setAnimation(0, animation, loop).timeScale = animationSpeed;\r\n this.setContent(spine);\n }\n\n /** Runtime switch used by game code; authored connector definitions are inactive by default. */\n get activeConnectorBones(): boolean {\n return this.connectorBonesActive;\n }\n\n set activeConnectorBones(active: boolean) {\n this.setConnectorBonesActive(active);\n }\n\n /** Replaces the scene-resolved connector targets, preserving the current active state. */\n setConnectorBones(bindings: readonly RuntimeConnectorBinding[]): void {\n const wasActive = this.connectorBonesActive;\n if (wasActive) this.setConnectorBonesActive(false);\n this.connectorBindings = [...bindings];\n if (wasActive) this.setConnectorBonesActive(true);\n }\n\n setConnectorBonesActive(active: boolean): void {\n if (active === this.connectorBonesActive) return;\n this.connectorBonesActive = active;\n if (!active) {\n this.restoreConnectorTargets();\n return;\n }\n\n const spine = this.getSpine();\n if (spine === undefined) return;\n for (const binding of this.connectorBindings) {\n const part = resolveConnectorPart(binding);\n if (part === undefined) continue;\n if (part.partType === \"bone\" ? spine.skeleton.findBone(part.partName) === null : spine.skeleton.findSlot(part.partName) === null) continue;\n const parent = binding.target.parent;\n if (parent === null || parent.destroyed) continue;\n const host = new Container();\n const snapshot: ActiveConnector = {\n partType: part.partType,\n partName: part.partName,\n target: binding.target,\n parent,\n index: parent.getChildIndex(binding.target),\n position: { x: binding.target.position.x, y: binding.target.position.y },\n scale: { x: binding.target.scale.x, y: binding.target.scale.y },\n skew: { x: binding.target.skew.x, y: binding.target.skew.y },\n pivot: { x: binding.target.pivot.x, y: binding.target.pivot.y },\n rotation: binding.target.rotation,\n host,\n };\n // The host genuinely belongs to the Spine view, so the authored skeleton offset inherits the\n // visual Spine fit. refreshConnectorBones compensates the host's linear transform only, so the\n // target keeps its original UI size/orientation.\n spine.addChild(host);\n host.addChild(binding.target);\n this.activeConnectors.push(snapshot);\n }\n this.refreshConnectorBones();\n }\n\n /** Reapplies bone matrices and the target's required zero local transform. */\n refreshConnectorBones(): void {\n const spine = this.getSpine();\n if (spine === undefined) return;\n for (const connector of this.activeConnectors) {\n const slot = connector.partType === \"slot\" ? spine.skeleton.findSlot(connector.partName) : null;\n const bone = connector.partType === \"bone\" ? spine.skeleton.findBone(connector.partName) : slot?.bone;\n if (bone === null || bone === undefined || connector.parent.destroyed) continue;\n // A slot itself has no transform beyond its bone, but a region attachment does: Spine stores\n // its authored Point offset in attachment.x/y. Project that attachment origin, otherwise\n // changing Point from e.g. -650 to -850 moves the visual attachment but not the UI connector.\n const attachment = slot?.attachment;\n let spineX = bone.worldX;\n let spineY = bone.worldY;\n if (attachment instanceof PointAttachment) {\n const point = attachment.computeWorldPosition(bone, new Vector2());\n spineX = point.x;\n spineY = point.y;\n } else if (attachment instanceof RegionAttachment) {\n spineX += attachment.x * bone.a + attachment.y * bone.b;\n spineY += attachment.x * bone.c + attachment.y * bone.d;\n }\n const spineWorld = spine.getGlobalTransform();\n const parentWorld = connector.parent.getGlobalTransform();\n const determinant = spineWorld.a * spineWorld.d - spineWorld.b * spineWorld.c;\n if (!Number.isFinite(determinant) || Math.abs(determinant) < 1e-8) continue;\n\n // The attachment position remains in original Spine source units and therefore inherits the\n // fitted Spine scale. For example, y=-650 at a 1/3 fit becomes roughly -217 on the UI scene.\n // Only the host's linear transform is compensated, so the target itself does not shrink.\n const hostA = (spineWorld.d * parentWorld.a - spineWorld.c * parentWorld.b) / determinant;\n const hostB = (-spineWorld.b * parentWorld.a + spineWorld.a * parentWorld.b) / determinant;\n const hostC = (spineWorld.d * parentWorld.c - spineWorld.c * parentWorld.d) / determinant;\n const hostD = (-spineWorld.b * parentWorld.c + spineWorld.a * parentWorld.d) / determinant;\n connector.host.setFromMatrix(new Matrix(\n hostA,\n hostB,\n hostC,\n hostD,\n spineX,\n spineY,\n ));\n connector.host.visible = slot === null\n || (spine.skeleton.drawOrder.includes(slot) && slot.attachment !== null && spine.alpha > 0 && spine.skeleton.color.a * slot.color.a > 0);\n connector.target.position.set(0, 0);\n }\n }\n\n private restoreConnectorTargets(): void {\n for (const connector of this.activeConnectors) {\n const { target, parent } = connector;\n if (!target.destroyed && !parent.destroyed) {\n const index = Math.min(connector.index, parent.children.length);\n parent.addChildAt(target, index);\n target.position.set(connector.position.x, connector.position.y);\n target.scale.set(connector.scale.x, connector.scale.y);\n target.skew.set(connector.skew.x, connector.skew.y);\n target.pivot.set(connector.pivot.x, connector.pivot.y);\n target.rotation = connector.rotation;\n }\n connector.host.destroy({ children: false });\n }\n this.activeConnectors = [];\n }\n\r\n setReferenceFrame(referenceFrame: SpineReferenceFrame | undefined): void {\r\n this.referenceFrame = referenceFrame;\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\n if (this.content instanceof Spine) {\n if (node.type === \"spine\") {\n const settings = resolveSpineSettings(node, profile);\n const track = this.content.state.tracks[0];\n const animationChanged = track?.animation?.name !== settings.animation;\n const loopChanged = track !== null && track !== undefined && track.loop !== settings.loop;\n if (settings.animation === undefined || (!settings.autoplay && !this.initializeForAuthoring)) {\n if (track !== null && track !== undefined) this.content.state.clearTrack(0);\n } else if ((animationChanged || loopChanged) && this.content.skeleton.data.findAnimation(settings.animation) !== null) {\n this.content.state.setAnimation(0, settings.animation, settings.loop).timeScale = settings.animationSpeed;\n } else if (track !== null && track !== undefined) {\n track.timeScale = settings.animationSpeed;\n }\n }\n const fit = fitSpineToTransform(this.content.skeleton.data, transform, this.referenceFrame);\r\n if (fit !== undefined) {\r\n this.content.scale.set(fit.scaleX, fit.scaleY);\r\n this.content.position.set(fit.x, fit.y);\r\n }\r\n // A paused Spine does not receive a ticker update. Refresh its world transforms after a\r\n // layout/viewport change so its displayed pose immediately matches the new fitted bounds.\r\n this.content.update(0);\r\n } else if (this.content instanceof Graphics) {\r\n this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n }\r\n}\r\n"]}
|
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1
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+
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{ PointAttachment, RegionAttachment, Spine, Vector2, type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { type LayoutProfileId, type SpineConnector, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Graphics, Matrix, type Ticker } from \"pixi.js\";\r\nimport { fitSpineToTransform, resolveSpineSettings } from \"../layout.js\";\r\nimport { NodeView } from \"./NodeView.js\";\r\n\r\ntype ConnectorBinding = SpineConnector & { target: Container };\r\ntype RuntimeConnectorBinding = ConnectorBinding | ({ boneName: string; targetNodeId: string; target: Container } & Partial<ConnectorBinding>);\r\ntype ConnectorSnapshot = {\r\n target: Container;\r\n parent: Container;\r\n index: number;\r\n position: { x: number; y: number };\r\n scale: { x: number; y: number };\r\n skew: { x: number; y: number };\r\n pivot: { x: number; y: number };\r\n rotation: number;\r\n};\r\ntype ActiveConnector = ConnectorSnapshot & Pick<SpineConnector, \"partType\" | \"partName\"> & { host: Container };\r\n\r\nfunction resolveConnectorPart(binding: RuntimeConnectorBinding): Pick<SpineConnector, \"partType\" | \"partName\"> | undefined {\r\n if ((binding.partType === \"bone\" || binding.partType === \"slot\") && typeof binding.partName === \"string\" && binding.partName.length > 0) {\r\n return { partType: binding.partType, partName: binding.partName };\r\n }\r\n const boneName = \"boneName\" in binding ? binding.boneName : undefined;\r\n return typeof boneName === \"string\" && boneName.length > 0 ? { partType: \"bone\", partName: boneName } : undefined;\r\n}\r\n\r\nexport class SpineNodeView extends NodeView {\r\n private referenceFrame: SpineReferenceFrame | undefined;\r\n private readonly initializeForAuthoring: boolean;\r\n private connectorBindings: RuntimeConnectorBinding[] = [];\r\n private activeConnectors: ActiveConnector[] = [];\r\n private connectorBonesActive = false;\r\n\r\n constructor(skeletonData: SkeletonData | undefined, animation: string | undefined, autoplay: boolean, loop: boolean, animationSpeed: number, initializeForAuthoring: boolean, referenceFrame?: SpineReferenceFrame, ticker?: Ticker) {\r\n super();\r\n this.referenceFrame = referenceFrame;\r\n this.initializeForAuthoring = initializeForAuthoring;\r\n if (skeletonData === undefined) {\r\n this.setContent(new Graphics());\r\n return;\r\n }\r\n // The host's own Application ticker, when it passed one: a Spine left on the default\r\n // `Ticker.shared` advances its skeleton in a second rAF loop, out of band with the renderer\r\n // that actually draws it.\r\n //\r\n // An authoring view starts at the node's own autoplay setting, so a scene full of paused\r\n // skeletons subscribes to no ticker at all — the editor toggles `autoUpdate` from there.\r\n // A runtime view always keeps it on: it carries no track until game code starts an animation,\r\n // and that animation must then advance without the game touching `autoUpdate` itself.\r\n const spine = new Spine({ skeletonData, autoUpdate: initializeForAuthoring ? autoplay : true, ...(ticker === undefined ? {} : { ticker }) });\r\n spine.afterUpdateWorldTransforms = () => this.refreshConnectorBones();\r\n // Runtime leaves a disabled animation without a track, ready for game code to start on an event.\r\n // Authoring still creates the track so its frame scrubber can inspect either initial state.\r\n if ((autoplay || initializeForAuthoring) && animation !== undefined && skeletonData.findAnimation(animation) !== null) spine.state.setAnimation(0, animation, loop).timeScale = animationSpeed;\r\n this.setContent(spine);\r\n }\r\n\r\n /** Runtime switch used by game code; authored connector definitions are inactive by default. */\r\n get activeConnectorBones(): boolean {\r\n return this.connectorBonesActive;\r\n }\r\n\r\n set activeConnectorBones(active: boolean) {\r\n this.setConnectorBonesActive(active);\r\n }\r\n\r\n /** Replaces the scene-resolved connector targets, preserving the current active state. */\r\n setConnectorBones(bindings: readonly RuntimeConnectorBinding[]): void {\r\n const wasActive = this.connectorBonesActive;\r\n if (wasActive) this.setConnectorBonesActive(false);\r\n this.connectorBindings = [...bindings];\r\n if (wasActive) this.setConnectorBonesActive(true);\r\n }\r\n\r\n setConnectorBonesActive(active: boolean): void {\r\n if (active === this.connectorBonesActive) return;\r\n this.connectorBonesActive = active;\r\n if (!active) {\r\n this.restoreConnectorTargets();\r\n return;\r\n }\r\n\r\n const spine = this.getSpine();\r\n if (spine === undefined) return;\r\n for (const binding of this.connectorBindings) {\r\n const part = resolveConnectorPart(binding);\r\n if (part === undefined) continue;\r\n if (part.partType === \"bone\" ? spine.skeleton.findBone(part.partName) === null : spine.skeleton.findSlot(part.partName) === null) continue;\r\n const parent = binding.target.parent;\r\n if (parent === null || parent.destroyed) continue;\r\n const host = new Container();\r\n const snapshot: ActiveConnector = {\r\n partType: part.partType,\r\n partName: part.partName,\r\n target: binding.target,\r\n parent,\r\n index: parent.getChildIndex(binding.target),\r\n position: { x: binding.target.position.x, y: binding.target.position.y },\r\n scale: { x: binding.target.scale.x, y: binding.target.scale.y },\r\n skew: { x: binding.target.skew.x, y: binding.target.skew.y },\r\n pivot: { x: binding.target.pivot.x, y: binding.target.pivot.y },\r\n rotation: binding.target.rotation,\r\n host,\r\n };\r\n // The host genuinely belongs to the Spine view, so the authored skeleton offset inherits the\r\n // visual Spine fit. refreshConnectorBones compensates the host's linear transform only, so the\r\n // target keeps its original UI size/orientation.\r\n spine.addChild(host);\r\n host.addChild(binding.target);\r\n this.activeConnectors.push(snapshot);\r\n }\r\n this.refreshConnectorBones();\r\n }\r\n\r\n /** Reapplies bone matrices and the target's required zero local transform. */\r\n refreshConnectorBones(): void {\r\n const spine = this.getSpine();\r\n if (spine === undefined) return;\r\n for (const connector of this.activeConnectors) {\r\n const slot = connector.partType === \"slot\" ? spine.skeleton.findSlot(connector.partName) : null;\r\n const bone = connector.partType === \"bone\" ? spine.skeleton.findBone(connector.partName) : slot?.bone;\r\n if (bone === null || bone === undefined || connector.parent.destroyed) continue;\r\n // A slot itself has no transform beyond its bone, but a region attachment does: Spine stores\r\n // its authored Point offset in attachment.x/y. Project that attachment origin, otherwise\r\n // changing Point from e.g. -650 to -850 moves the visual attachment but not the UI connector.\r\n const attachment = slot?.attachment;\r\n let spineX = bone.worldX;\r\n let spineY = bone.worldY;\r\n if (attachment instanceof PointAttachment) {\r\n const point = attachment.computeWorldPosition(bone, new Vector2());\r\n spineX = point.x;\r\n spineY = point.y;\r\n } else if (attachment instanceof RegionAttachment) {\r\n spineX += attachment.x * bone.a + attachment.y * bone.b;\r\n spineY += attachment.x * bone.c + attachment.y * bone.d;\r\n }\r\n const spineWorld = spine.getGlobalTransform();\r\n const parentWorld = connector.parent.getGlobalTransform();\r\n const determinant = spineWorld.a * spineWorld.d - spineWorld.b * spineWorld.c;\r\n if (!Number.isFinite(determinant) || Math.abs(determinant) < 1e-8) continue;\r\n\r\n // The attachment position remains in original Spine source units and therefore inherits the\r\n // fitted Spine scale. For example, y=-650 at a 1/3 fit becomes roughly -217 on the UI scene.\r\n // Only the host's linear transform is compensated, so the target itself does not shrink.\r\n const hostA = (spineWorld.d * parentWorld.a - spineWorld.c * parentWorld.b) / determinant;\r\n const hostB = (-spineWorld.b * parentWorld.a + spineWorld.a * parentWorld.b) / determinant;\r\n const hostC = (spineWorld.d * parentWorld.c - spineWorld.c * parentWorld.d) / determinant;\r\n const hostD = (-spineWorld.b * parentWorld.c + spineWorld.a * parentWorld.d) / determinant;\r\n connector.host.setFromMatrix(new Matrix(\r\n hostA,\r\n hostB,\r\n hostC,\r\n hostD,\r\n spineX,\r\n spineY,\r\n ));\r\n connector.host.visible = slot === null\r\n || (spine.skeleton.drawOrder.includes(slot) && slot.attachment !== null && spine.alpha > 0 && spine.skeleton.color.a * slot.color.a > 0);\r\n connector.target.position.set(0, 0);\r\n }\r\n }\r\n\r\n private restoreConnectorTargets(): void {\r\n for (const connector of this.activeConnectors) {\r\n const { target, parent } = connector;\r\n if (!target.destroyed && !parent.destroyed) {\r\n const index = Math.min(connector.index, parent.children.length);\r\n parent.addChildAt(target, index);\r\n target.position.set(connector.position.x, connector.position.y);\r\n target.scale.set(connector.scale.x, connector.scale.y);\r\n target.skew.set(connector.skew.x, connector.skew.y);\r\n target.pivot.set(connector.pivot.x, connector.pivot.y);\r\n target.rotation = connector.rotation;\r\n }\r\n connector.host.destroy({ children: false });\r\n }\r\n this.activeConnectors = [];\r\n }\r\n\r\n setReferenceFrame(referenceFrame: SpineReferenceFrame | undefined): void {\r\n this.referenceFrame = referenceFrame;\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\r\n if (this.content instanceof Spine) {\r\n if (node.type === \"spine\") {\r\n const settings = resolveSpineSettings(node, profile);\r\n const track = this.content.state.tracks[0];\r\n const animationChanged = track?.animation?.name !== settings.animation;\r\n const loopChanged = track !== null && track !== undefined && track.loop !== settings.loop;\r\n if (settings.animation === undefined || (!settings.autoplay && !this.initializeForAuthoring)) {\r\n if (track !== null && track !== undefined) this.content.state.clearTrack(0);\r\n } else if ((animationChanged || loopChanged) && this.content.skeleton.data.findAnimation(settings.animation) !== null) {\r\n this.content.state.setAnimation(0, settings.animation, settings.loop).timeScale = settings.animationSpeed;\r\n } else if (track !== null && track !== undefined) {\r\n track.timeScale = settings.animationSpeed;\r\n }\r\n }\r\n const fit = fitSpineToTransform(this.content.skeleton.data, transform, this.referenceFrame);\r\n if (fit !== undefined) {\r\n this.content.scale.set(fit.scaleX, fit.scaleY);\r\n this.content.position.set(fit.x, fit.y);\r\n }\r\n // A paused Spine does not receive a ticker update. Refresh its world transforms after a\r\n // layout/viewport change so its displayed pose immediately matches the new fitted bounds.\r\n this.content.update(0);\r\n } else if (this.content instanceof Graphics) {\r\n this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n }\r\n}\r\n"]}
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{ BUTTON_STATE_KEYS, type ButtonStateKey, type LayoutPadding, type StagedButtonNode, type UINode } from \"@pixi-ui-editor/schema\";\nimport { FancyButton } from \"@pixi/ui\";\nimport type { Sound } from \"@pixi/sound\";\nimport { Container, Graphics, NineSliceSprite, Sprite, Texture } from \"pixi.js\";\nimport { Signal } from \"typed-signals\";\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\n\nexport type { StagedButtonNode };\ntype StagedButtonStage = StagedButtonNode[\"stages\"][number];\ntype FancyButtonEventHandler = Parameters<FancyButton[\"onPress\"][\"connect\"]>[0];\n\nconst FANCY_STATE_BY_KEY = { normal: \"default\", hover: \"hover\", pressed: \"pressed\", disabled: \"disabled\" } as const;\n\n/**\n * Adapts a staged-button node to `@pixi/ui`'s `FancyButton`, exactly like `ButtonNodeView` does for a\n * plain button — this class never reimplements its pointer state machine either. It is a deliberately\n * separate component (see TASK-057): it does not extend or share behavior with `ButtonNodeView`.\n *\n * A click at runtime advances the current stage (`next()`), which respects `wrap`. Four state views\n * are created once and reused across stages: changing stage only reassigns their textures/size, never\n * replacing the view type — a full `FancyButton` rebuild only happens when a view's required *type*\n * changes (nine-slice toggled, or a texture just finished loading), because `FancyButton` gives no way\n * to swap a view after construction.\n */\nexport class StagedButtonNodeView extends NodeView {\n private button!: FancyButton;\n private stateViews!: Record<ButtonStateKey, Container>;\n private readonly interaction: SceneInteractionMode;\n private readonly sounds: ReadonlyMap<string, Sound> | undefined;\n private soundAssetIds: StagedButtonNode[\"sounds\"];\n private nineSlice: LayoutPadding | undefined;\n private stagesData: StagedButtonStage[];\n private currentStageId: string;\n private defaultStageId: string;\n private wrapState: boolean;\n private enabledState: boolean;\n /** Последнее editor-only визуальное состояние из `setState`: переживает пересборку `FancyButton`. */\n private forcedState: ButtonStateKey | undefined;\n\n /** Stable public signals: subscriptions survive an internal `FancyButton` rebuild. */\n readonly onPress: FancyButton[\"onPress\"] = new Signal<FancyButtonEventHandler>();\n readonly onDown: FancyButton[\"onDown\"] = new Signal<FancyButtonEventHandler>();\n readonly onUp: FancyButton[\"onUp\"] = new Signal<FancyButtonEventHandler>();\n readonly onHover: FancyButton[\"onHover\"] = new Signal<FancyButtonEventHandler>();\n readonly onOut: FancyButton[\"onOut\"] = new Signal<FancyButtonEventHandler>();\n readonly onStageChange = new Signal<(stage: { index: number; value: string }) => void>();\n\n constructor(node: StagedButtonNode, textures: ReadonlyMap<string, Texture> | undefined, interaction: SceneInteractionMode, sounds?: ReadonlyMap<string, Sound>) {\n super(textures);\n this.interaction = interaction;\n this.sounds = sounds;\n this.soundAssetIds = node.sounds;\n this.nineSlice = node.nineSlice;\n this.stagesData = node.stages;\n this.wrapState = node.wrap;\n this.defaultStageId = node.defaultStageId;\n this.currentStageId = node.stages.some((stage) => stage.id === node.defaultStageId) ? node.defaultStageId : node.stages[0]!.id;\n this.enabledState = node.enabled;\n this.buildButton();\n }\n\n private currentStage(): StagedButtonStage {\n return this.stagesData.find((stage) => stage.id === this.currentStageId) ?? this.stagesData[0]!;\n }\n\n private static createStateView(texture: Texture | undefined, nineSlice: LayoutPadding | undefined): Container {\n if (texture === undefined) return new Graphics();\n return nineSlice === undefined\n ? new Sprite(texture)\n : new NineSliceSprite({ texture, leftWidth: nineSlice.left, topHeight: nineSlice.top, rightWidth: nineSlice.right, bottomHeight: nineSlice.bottom });\n }\n\n /**\n * (Re)builds `FancyButton` and its four state views for the current stage. `size`, when provided,\n * sizes the freshly built views immediately — needed because a stage change may happen well outside\n * a `syncContent` pass (e.g. a runtime click), where nothing else would resize them afterwards.\n */\n private buildButton(size?: { width: number; height: number }): void {\n const stage = this.currentStage();\n const normalTexture = this.textureFor(stage.states.normalAssetId);\n const stateViews = {} as Record<ButtonStateKey, Container>;\n const viewFor = (state: ButtonStateKey, assetId: string | undefined): Container => {\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\n const view = StagedButtonNodeView.createStateView(texture, this.nineSlice);\n stateViews[state] = view;\n return view;\n };\n\n const button = new FancyButton({\n defaultView: viewFor(\"normal\", stage.states.normalAssetId),\n hoverView: viewFor(\"hover\", stage.states.hoverAssetId),\n pressedView: viewFor(\"pressed\", stage.states.pressedAssetId),\n disabledView: viewFor(\"disabled\", stage.states.disabledAssetId),\n });\n // Authoring-сцена инертна, как и у обычной кнопки: клики не должны крутить стадию, а попадание по\n // ноде остаётся ответственностью NodeView.containsPoint.\n if (this.interaction === \"authoring\") button.eventMode = \"none\";\n else {\n button.onPress.connect((source, event) => {\n this.next();\n const result = this.soundAssetIds?.pressAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.pressAssetId)?.play();\n if (result instanceof Promise) void result.catch(() => undefined);\n this.onPress.emit(source, event);\n });\n button.onDown.connect((source, event) => this.onDown.emit(source, event));\n button.onUp.connect((source, event) => this.onUp.emit(source, event));\n button.onHover.connect((source, event) => {\n const result = this.soundAssetIds?.hoverAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.hoverAssetId)?.play();\n if (result instanceof Promise) void result.catch(() => undefined);\n this.onHover.emit(source, event);\n });\n button.onOut.connect((source, event) => this.onOut.emit(source, event));\n }\n this.button = button;\n this.stateViews = stateViews;\n this.setContent(button);\n\n const resolved = size ?? this.layoutRectangle;\n this.applySizes(resolved.width, resolved.height);\n\n // Пересборка — деталь реализации `FancyButton`, а не действие пользователя: transient enabled и\n // визуальное состояние восстанавливаются на новом инстансе, иначе переключение nine-slice или\n // догрузка текстуры сбрасывали бы их.\n this.applyEnabled(this.enabledState);\n if (this.forcedState !== undefined) this.button.setState(FANCY_STATE_BY_KEY[this.forcedState]);\n }\n\n /**\n * Sizes the four state views to the resolved layout rectangle without touching their textures.\n *\n * `NineSliceSprite` проверяется отдельно: в PixiJS 8 он наследуется от `ViewContainer`, а не от\n * `Sprite`, поэтому одна ветка `instanceof Sprite` его молча пропускает.\n */\n private applySizes(width: number, height: number): void {\n for (const state of BUTTON_STATE_KEYS) {\n const view = this.stateViews[state];\n if (view instanceof NineSliceSprite) view.setSize(width, height);\n else if (view instanceof Sprite) view.setSize(width, height);\n else if (view instanceof Graphics) view.clear().rect(0, 0, width, height).fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });\n }\n }\n\n /**\n * Applies the current stage's textures/border to the existing state views (or rebuilds them if a\n * view's required type no longer matches, the same rule `ButtonNodeView.syncContent` follows).\n */\n private refreshStateViews(width: number, height: number): void {\n const stage = this.currentStage();\n const normalTexture = this.textureFor(stage.states.normalAssetId);\n\n let needsRebuild = false;\n for (const state of BUTTON_STATE_KEYS) {\n const assetId = stage.states[`${state}AssetId`];\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\n const view = this.stateViews[state];\n const wantsNineSlice = texture !== undefined && this.nineSlice !== undefined;\n // `NineSliceSprite` не наследуется от `Sprite` в PixiJS 8, поэтому ветки не пересекаются.\n const matches = texture === undefined ? view instanceof Graphics : wantsNineSlice ? view instanceof NineSliceSprite : view instanceof Sprite;\n if (!matches) { needsRebuild = true; break; }\n }\n\n if (needsRebuild) {\n this.buildButton({ width, height });\n return;\n }\n\n for (const state of BUTTON_STATE_KEYS) {\n const view = this.stateViews[state];\n const assetId = stage.states[`${state}AssetId`];\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\n // Set the texture before the layout size: Sprite/NineSliceSprite preserve scale when their\n // texture changes, so sizing first would shift visual bounds for a differently-sized source.\n if (view instanceof NineSliceSprite) {\n if (texture !== undefined && view.texture !== texture) view.texture = texture;\n if (this.nineSlice !== undefined) {\n view.leftWidth = this.nineSlice.left;\n view.topHeight = this.nineSlice.top;\n view.rightWidth = this.nineSlice.right;\n view.bottomHeight = this.nineSlice.bottom;\n }\n } else if (view instanceof Sprite) {\n if (texture !== undefined && view.texture !== texture) view.texture = texture;\n }\n }\n this.applySizes(width, height);\n }\n\n private applyStage(stageId: string): void {\n this.currentStageId = stageId;\n const { width, height } = this.layoutRectangle;\n this.refreshStateViews(width, height);\n }\n\n /** In authoring mode `enabled` may only drive the visuals: `FancyButton` couples it to `eventMode`. */\n private applyEnabled(enabled: boolean): void {\n this.enabledState = enabled;\n if (this.interaction === \"runtime\") this.button.enabled = enabled;\n else this.button.setState(enabled ? \"default\" : \"disabled\");\n }\n\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\n if (node.type !== \"staged-button\") return;\n this.soundAssetIds = node.sounds;\n this.nineSlice = node.nineSlice;\n this.wrapState = node.wrap;\n this.defaultStageId = node.defaultStageId;\n\n // Сохраняет текущую стадию, если она ещё существует после изменения документа; если стадию\n // удалили — переходит на ближайшую валидную по прежнему индексу.\n const previousIndex = this.stagesData.findIndex((stage) => stage.id === this.currentStageId);\n this.stagesData = node.stages;\n if (!node.stages.some((stage) => stage.id === this.currentStageId)) {\n const clampedIndex = Math.min(Math.max(previousIndex, 0), node.stages.length - 1);\n this.currentStageId = node.stages[clampedIndex]!.id;\n }\n\n this.refreshStateViews(transform.width, transform.height);\n\n // Только на изменение документа: иначе любой пересчёт layout сбрасывал бы transient preview state.\n if (node.enabled !== this.enabledState) this.applyEnabled(node.enabled);\n }\n\n /** Editor-only live preview of nine-slice border edits while dragging the canvas gizmo. */\n previewNineSlice(nineSlice: LayoutPadding): void {\n for (const state of BUTTON_STATE_KEYS) {\n const view = this.stateViews[state];\n if (!(view instanceof NineSliceSprite)) continue;\n view.leftWidth = nineSlice.left;\n view.topHeight = nineSlice.top;\n view.rightWidth = nineSlice.right;\n view.bottomHeight = nineSlice.bottom;\n }\n }\n\n get enabled(): boolean {\n return this.enabledState;\n }\n\n set enabled(value: boolean) {\n this.applyEnabled(value);\n }\n\n get stage(): number {\n const index = this.stagesData.findIndex((stage) => stage.id === this.currentStageId);\n return index === -1 ? 0 : index;\n }\n\n get value(): string {\n return this.currentStage().value;\n }\n\n get stageCount(): number {\n return this.stagesData.length;\n }\n\n /** Moves to the stage at `index` and emits `onStageChange`; an out-of-range index is a no-op. */\n setStage(index: number): void {\n const target = this.stagesData[index];\n if (target === undefined) return;\n this.applyStage(target.id);\n this.onStageChange.emit({ index, value: target.value });\n }\n\n /** Moves to the stage at `index` without emitting — used by editor preview to avoid feedback loops. */\n forceStage(index: number): void {\n const target = this.stagesData[index];\n if (target === undefined) return;\n this.applyStage(target.id);\n }\n\n /** Moves to the first stage whose `value` matches; an unknown value is ignored. */\n setValue(value: string): void {\n const index = this.stagesData.findIndex((stage) => stage.value === value);\n if (index === -1) return;\n this.setStage(index);\n }\n\n /** Advances one stage, as a click does; respects `wrap` at the last stage. */\n next(): void {\n const nextIndex = this.stage + 1;\n if (nextIndex >= this.stagesData.length) {\n if (!this.wrapState) return;\n this.setStage(0);\n return;\n }\n this.setStage(nextIndex);\n }\n\n /** Returns to `defaultStageId`, emitting `onStageChange`. */\n reset(): void {\n const index = this.stagesData.findIndex((stage) => stage.id === this.defaultStageId);\n this.setStage(index === -1 ? 0 : index);\n }\n\n /** Forces an editor-only visual state without changing `enabled`, mirroring `ButtonNodeView.setState`. */\n setState(state: ButtonStateKey): void {\n this.forcedState = state;\n this.button.setState(FANCY_STATE_BY_KEY[state]);\n }\n}\n"]}
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{ BUTTON_STATE_KEYS, type ButtonStateKey, type LayoutPadding, type StagedButtonNode, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { FancyButton } from \"@pixi/ui\";\r\nimport type { Sound } from \"@pixi/sound\";\r\nimport { Container, Graphics, NineSliceSprite, Sprite, Texture } from \"pixi.js\";\r\nimport { Signal } from \"typed-signals\";\r\nimport { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\r\n\r\nexport type { StagedButtonNode };\r\ntype StagedButtonStage = StagedButtonNode[\"stages\"][number];\r\ntype FancyButtonEventHandler = Parameters<FancyButton[\"onPress\"][\"connect\"]>[0];\r\n\r\nconst FANCY_STATE_BY_KEY = { normal: \"default\", hover: \"hover\", pressed: \"pressed\", disabled: \"disabled\" } as const;\r\n\r\n/**\r\n * Adapts a staged-button node to `@pixi/ui`'s `FancyButton`, exactly like `ButtonNodeView` does for a\r\n * plain button — this class never reimplements its pointer state machine either. It is a deliberately\r\n * separate component (see TASK-057): it does not extend or share behavior with `ButtonNodeView`.\r\n *\r\n * A click at runtime advances the current stage (`next()`), which respects `wrap`. Four state views\r\n * are created once and reused across stages: changing stage only reassigns their textures/size, never\r\n * replacing the view type — a full `FancyButton` rebuild only happens when a view's required *type*\r\n * changes (nine-slice toggled, or a texture just finished loading), because `FancyButton` gives no way\r\n * to swap a view after construction.\r\n */\r\nexport class StagedButtonNodeView extends NodeView {\r\n private button!: FancyButton;\r\n private stateViews!: Record<ButtonStateKey, Container>;\r\n private readonly interaction: SceneInteractionMode;\r\n private readonly sounds: ReadonlyMap<string, Sound> | undefined;\r\n private soundAssetIds: StagedButtonNode[\"sounds\"];\r\n private nineSlice: LayoutPadding | undefined;\r\n private stagesData: StagedButtonStage[];\r\n private currentStageId: string;\r\n private defaultStageId: string;\r\n private wrapState: boolean;\r\n private enabledState: boolean;\r\n /** Последнее editor-only визуальное состояние из `setState`: переживает пересборку `FancyButton`. */\r\n private forcedState: ButtonStateKey | undefined;\r\n\r\n /** Stable public signals: subscriptions survive an internal `FancyButton` rebuild. */\r\n readonly onPress: FancyButton[\"onPress\"] = new Signal<FancyButtonEventHandler>();\r\n readonly onDown: FancyButton[\"onDown\"] = new Signal<FancyButtonEventHandler>();\r\n readonly onUp: FancyButton[\"onUp\"] = new Signal<FancyButtonEventHandler>();\r\n readonly onHover: FancyButton[\"onHover\"] = new Signal<FancyButtonEventHandler>();\r\n readonly onOut: FancyButton[\"onOut\"] = new Signal<FancyButtonEventHandler>();\r\n readonly onStageChange = new Signal<(stage: { index: number; value: string }) => void>();\r\n\r\n constructor(node: StagedButtonNode, textures: ReadonlyMap<string, Texture> | undefined, interaction: SceneInteractionMode, sounds?: ReadonlyMap<string, Sound>) {\r\n super(textures);\r\n this.interaction = interaction;\r\n this.sounds = sounds;\r\n this.soundAssetIds = node.sounds;\r\n this.nineSlice = node.nineSlice;\r\n this.stagesData = node.stages;\r\n this.wrapState = node.wrap;\r\n this.defaultStageId = node.defaultStageId;\r\n this.currentStageId = node.stages.some((stage) => stage.id === node.defaultStageId) ? node.defaultStageId : node.stages[0]!.id;\r\n this.enabledState = node.enabled;\r\n this.buildButton();\r\n }\r\n\r\n private currentStage(): StagedButtonStage {\r\n return this.stagesData.find((stage) => stage.id === this.currentStageId) ?? this.stagesData[0]!;\r\n }\r\n\r\n private static createStateView(texture: Texture | undefined, nineSlice: LayoutPadding | undefined): Container {\r\n if (texture === undefined) return new Graphics();\r\n return nineSlice === undefined\r\n ? new Sprite(texture)\r\n : new NineSliceSprite({ texture, leftWidth: nineSlice.left, topHeight: nineSlice.top, rightWidth: nineSlice.right, bottomHeight: nineSlice.bottom });\r\n }\r\n\r\n /**\r\n * (Re)builds `FancyButton` and its four state views for the current stage. `size`, when provided,\r\n * sizes the freshly built views immediately — needed because a stage change may happen well outside\r\n * a `syncContent` pass (e.g. a runtime click), where nothing else would resize them afterwards.\r\n */\r\n private buildButton(size?: { width: number; height: number }): void {\r\n const stage = this.currentStage();\r\n const normalTexture = this.textureFor(stage.states.normalAssetId);\r\n const stateViews = {} as Record<ButtonStateKey, Container>;\r\n const viewFor = (state: ButtonStateKey, assetId: string | undefined): Container => {\r\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\r\n const view = StagedButtonNodeView.createStateView(texture, this.nineSlice);\r\n stateViews[state] = view;\r\n return view;\r\n };\r\n\r\n const button = new FancyButton({\r\n defaultView: viewFor(\"normal\", stage.states.normalAssetId),\r\n hoverView: viewFor(\"hover\", stage.states.hoverAssetId),\r\n pressedView: viewFor(\"pressed\", stage.states.pressedAssetId),\r\n disabledView: viewFor(\"disabled\", stage.states.disabledAssetId),\r\n });\r\n // Authoring-сцена инертна, как и у обычной кнопки: клики не должны крутить стадию, а попадание по\r\n // ноде остаётся ответственностью NodeView.containsPoint.\r\n if (this.interaction === \"authoring\") button.eventMode = \"none\";\r\n else {\r\n button.onPress.connect((source, event) => {\r\n this.next();\r\n const result = this.soundAssetIds?.pressAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.pressAssetId)?.play();\r\n if (result instanceof Promise) void result.catch(() => undefined);\r\n this.onPress.emit(source, event);\r\n });\r\n button.onDown.connect((source, event) => this.onDown.emit(source, event));\r\n button.onUp.connect((source, event) => this.onUp.emit(source, event));\r\n button.onHover.connect((source, event) => {\r\n const result = this.soundAssetIds?.hoverAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.hoverAssetId)?.play();\r\n if (result instanceof Promise) void result.catch(() => undefined);\r\n this.onHover.emit(source, event);\r\n });\r\n button.onOut.connect((source, event) => this.onOut.emit(source, event));\r\n }\r\n this.button = button;\r\n this.stateViews = stateViews;\r\n this.setContent(button);\r\n\r\n const resolved = size ?? this.layoutRectangle;\r\n this.applySizes(resolved.width, resolved.height);\r\n\r\n // Пересборка — деталь реализации `FancyButton`, а не действие пользователя: transient enabled и\r\n // визуальное состояние восстанавливаются на новом инстансе, иначе переключение nine-slice или\r\n // догрузка текстуры сбрасывали бы их.\r\n this.applyEnabled(this.enabledState);\r\n if (this.forcedState !== undefined) this.button.setState(FANCY_STATE_BY_KEY[this.forcedState]);\r\n }\r\n\r\n /**\r\n * Sizes the four state views to the resolved layout rectangle without touching their textures.\r\n *\r\n * `NineSliceSprite` проверяется отдельно: в PixiJS 8 он наследуется от `ViewContainer`, а не от\r\n * `Sprite`, поэтому одна ветка `instanceof Sprite` его молча пропускает.\r\n */\r\n private applySizes(width: number, height: number): void {\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const view = this.stateViews[state];\r\n if (view instanceof NineSliceSprite) view.setSize(width, height);\r\n else if (view instanceof Sprite) view.setSize(width, height);\r\n else if (view instanceof Graphics) view.clear().rect(0, 0, width, height).fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });\r\n }\r\n }\r\n\r\n /**\r\n * Applies the current stage's textures/border to the existing state views (or rebuilds them if a\r\n * view's required type no longer matches, the same rule `ButtonNodeView.syncContent` follows).\r\n */\r\n private refreshStateViews(width: number, height: number): void {\r\n const stage = this.currentStage();\r\n const normalTexture = this.textureFor(stage.states.normalAssetId);\r\n\r\n let needsRebuild = false;\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const assetId = stage.states[`${state}AssetId`];\r\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\r\n const view = this.stateViews[state];\r\n const wantsNineSlice = texture !== undefined && this.nineSlice !== undefined;\r\n // `NineSliceSprite` не наследуется от `Sprite` в PixiJS 8, поэтому ветки не пересекаются.\r\n const matches = texture === undefined ? view instanceof Graphics : wantsNineSlice ? view instanceof NineSliceSprite : view instanceof Sprite;\r\n if (!matches) { needsRebuild = true; break; }\r\n }\r\n\r\n if (needsRebuild) {\r\n this.buildButton({ width, height });\r\n return;\r\n }\r\n\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const view = this.stateViews[state];\r\n const assetId = stage.states[`${state}AssetId`];\r\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\r\n // Set the texture before the layout size: Sprite/NineSliceSprite preserve scale when their\r\n // texture changes, so sizing first would shift visual bounds for a differently-sized source.\r\n if (view instanceof NineSliceSprite) {\r\n if (texture !== undefined && view.texture !== texture) view.texture = texture;\r\n if (this.nineSlice !== undefined) {\r\n view.leftWidth = this.nineSlice.left;\r\n view.topHeight = this.nineSlice.top;\r\n view.rightWidth = this.nineSlice.right;\r\n view.bottomHeight = this.nineSlice.bottom;\r\n }\r\n } else if (view instanceof Sprite) {\r\n if (texture !== undefined && view.texture !== texture) view.texture = texture;\r\n }\r\n }\r\n this.applySizes(width, height);\r\n }\r\n\r\n private applyStage(stageId: string): void {\r\n this.currentStageId = stageId;\r\n const { width, height } = this.layoutRectangle;\r\n this.refreshStateViews(width, height);\r\n }\r\n\r\n /** In authoring mode `enabled` may only drive the visuals: `FancyButton` couples it to `eventMode`. */\r\n private applyEnabled(enabled: boolean): void {\r\n this.enabledState = enabled;\r\n if (this.interaction === \"runtime\") this.button.enabled = enabled;\r\n else this.button.setState(enabled ? \"default\" : \"disabled\");\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"staged-button\") return;\r\n this.soundAssetIds = node.sounds;\r\n this.nineSlice = node.nineSlice;\r\n this.wrapState = node.wrap;\r\n this.defaultStageId = node.defaultStageId;\r\n\r\n // Сохраняет текущую стадию, если она ещё существует после изменения документа; если стадию\r\n // удалили — переходит на ближайшую валидную по прежнему индексу.\r\n const previousIndex = this.stagesData.findIndex((stage) => stage.id === this.currentStageId);\r\n this.stagesData = node.stages;\r\n if (!node.stages.some((stage) => stage.id === this.currentStageId)) {\r\n const clampedIndex = Math.min(Math.max(previousIndex, 0), node.stages.length - 1);\r\n this.currentStageId = node.stages[clampedIndex]!.id;\r\n }\r\n\r\n this.refreshStateViews(transform.width, transform.height);\r\n\r\n // Только на изменение документа: иначе любой пересчёт layout сбрасывал бы transient preview state.\r\n if (node.enabled !== this.enabledState) this.applyEnabled(node.enabled);\r\n }\r\n\r\n /** Editor-only live preview of nine-slice border edits while dragging the canvas gizmo. */\r\n previewNineSlice(nineSlice: LayoutPadding): void {\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const view = this.stateViews[state];\r\n if (!(view instanceof NineSliceSprite)) continue;\r\n view.leftWidth = nineSlice.left;\r\n view.topHeight = nineSlice.top;\r\n view.rightWidth = nineSlice.right;\r\n view.bottomHeight = nineSlice.bottom;\r\n }\r\n }\r\n\r\n get enabled(): boolean {\r\n return this.enabledState;\r\n }\r\n\r\n set enabled(value: boolean) {\r\n this.applyEnabled(value);\r\n }\r\n\r\n get stage(): number {\r\n const index = this.stagesData.findIndex((stage) => stage.id === this.currentStageId);\r\n return index === -1 ? 0 : index;\r\n }\r\n\r\n get value(): string {\r\n return this.currentStage().value;\r\n }\r\n\r\n get stageCount(): number {\r\n return this.stagesData.length;\r\n }\r\n\r\n /** Moves to the stage at `index` and emits `onStageChange`; an out-of-range index is a no-op. */\r\n setStage(index: number): void {\r\n const target = this.stagesData[index];\r\n if (target === undefined) return;\r\n this.applyStage(target.id);\r\n this.onStageChange.emit({ index, value: target.value });\r\n }\r\n\r\n /** Moves to the stage at `index` without emitting — used by editor preview to avoid feedback loops. */\r\n forceStage(index: number): void {\r\n const target = this.stagesData[index];\r\n if (target === undefined) return;\r\n this.applyStage(target.id);\r\n }\r\n\r\n /** Moves to the first stage whose `value` matches; an unknown value is ignored. */\r\n setValue(value: string): void {\r\n const index = this.stagesData.findIndex((stage) => stage.value === value);\r\n if (index === -1) return;\r\n this.setStage(index);\r\n }\r\n\r\n /** Advances one stage, as a click does; respects `wrap` at the last stage. */\r\n next(): void {\r\n const nextIndex = this.stage + 1;\r\n if (nextIndex >= this.stagesData.length) {\r\n if (!this.wrapState) return;\r\n this.setStage(0);\r\n return;\r\n }\r\n this.setStage(nextIndex);\r\n }\r\n\r\n /** Returns to `defaultStageId`, emitting `onStageChange`. */\r\n reset(): void {\r\n const index = this.stagesData.findIndex((stage) => stage.id === this.defaultStageId);\r\n this.setStage(index === -1 ? 0 : index);\r\n }\r\n\r\n /** Forces an editor-only visual state without changing `enabled`, mirroring `ButtonNodeView.setState`. */\r\n setState(state: ButtonStateKey): void {\r\n this.forcedState = state;\r\n this.button.setState(FANCY_STATE_BY_KEY[state]);\r\n }\r\n}\r\n"]}
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package/dist/views/basic.d.ts
CHANGED
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@@ -102,6 +102,11 @@ export declare class BitmapTextNodeView extends NodeView {
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102
102
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private lastVerticalAlign;
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103
103
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constructor(fonts?: ReadonlyMap<string, string> | undefined);
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104
104
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protected syncContent(node: UINode, transform: UINode["transform"]): void;
|
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105
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+
/**
|
|
106
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+
* Updates the rendered bitmap text without reapplying the node transform. This lets game code
|
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107
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+
* refresh counters that are temporarily attached to a Spine connector without dislodging them.
|
|
108
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+
*/
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109
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+
setText(text: string): void;
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105
110
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/**
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106
111
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* Applies the node's style at the largest font size (down to `minFontSize`) that keeps the text
|
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107
112
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* inside `transform`, when `autoSize` is on — the same "shrink, never grow past the authored size"
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@@ -1 +1 @@
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1
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-
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1
|
+
{"version":3,"file":"basic.d.ts","sourceRoot":"","sources":["../../src/views/basic.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,KAAK,aAAa,EAAE,KAAK,eAAe,EAA2C,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAC7J,OAAO,EAAc,SAAS,EAA2C,OAAO,EAAE,MAAM,SAAS,CAAC;AAClG,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAGzC,qBAAa,iBAAkB,SAAQ,QAAQ;IAC7C,SAAS,CAAC,WAAW,IAAI,IAAI;CAC9B;AAED,iFAAiF;AACjF,qBAAa,YAAa,SAAQ,QAAQ;IACxC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAkB;;IAU5C,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI;CAI1E;AAED,yHAAyH;AACzH,qBAAa,mBAAoB,SAAQ,QAAQ;IAC/C,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAmB;IACjD,OAAO,CAAC,UAAU,CAAC,CAAS;gBAEhB,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,SAAS;IAO9D,IAAI,YAAY,IAAI,SAAS,CAA+B;IAE5D,cAAc,CAAC,CAAC,SAAS,SAAS,EAAE,EAAE,GAAG,QAAQ,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IAI3D,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI;CAW1E;AAED;;;;;;;GAOG;AACH,qBAAa,aAAc,SAAQ,QAAQ;gBAC7B,OAAO,EAAE,MAAM,GAAG,SAAS,EAAE,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,SAAS,EAAE,SAAS,CAAC,EAAE,aAAa;IAMtH,OAAO,CAAC,MAAM,CAAC,mBAAmB;IAOlC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI;IAiCzE;;;;OAIG;IACH,gBAAgB,CAAC,SAAS,EAAE,aAAa,GAAG,IAAI;CAQjD;AAED,qBAAa,YAAa,SAAQ,QAAQ;IAUd,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;IATjD;;;OAGG;IACH,OAAO,CAAC,aAAa,CAAC,CAAS;IAC/B,oGAAoG;IACpG,OAAO,CAAC,aAAa,CAAC,CAAsB;IAC5C,OAAO,CAAC,SAAS,CAAC,CAAsB;gBAE5B,IAAI,EAAE,MAAM,EAAmB,KAAK,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,YAAA;IAK9E,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,EAAE,OAAO,EAAE,eAAe,GAAG,IAAI;IAYnG;;;;;;;OAOG;IACH,OAAO,CAAC,gBAAgB;IA8BxB;;;;OAIG;IACH,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAM3B,4FAA4F;IAC5F,gBAAgB,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,GAAG,IAAI;IAKhD;;;;;;;;;;OAUG;IACH,oBAAoB,CAAC,UAAU,EAAE,MAAM,GAAG,IAAI;IAK9C;;;;;;;OAOG;IACH,eAAe,IAAI,OAAO;IAU1B,OAAO,CAAC,KAAK;CAUd;AAED;;;;GAIG;AACH,qBAAa,kBAAmB,SAAQ,QAAQ;IAKlC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAC;IAJnC,OAAO,CAAC,aAAa,CAAC,CAAsB;IAC5C,OAAO,CAAC,SAAS,CAAuC;IACxD,OAAO,CAAC,iBAAiB,CAAsC;gBAElC,KAAK,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,YAAA;IAKhE,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI;IAkBzE;;;OAGG;IACH,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAM3B;;;;;;OAMG;IACH,OAAO,CAAC,gBAAgB;IA6BxB;;;;;;;;OAQG;IACH,OAAO,CAAC,KAAK;CASd;AAED;;;GAGG;AACH,qBAAa,sBAAuB,SAAQ,QAAQ;gBACtC,QAAQ,EAAE,OAAO;IAK7B,SAAS,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI;CAG3E"}
|
package/dist/views/basic.js
CHANGED
|
@@ -304,6 +304,16 @@ export class BitmapTextNodeView extends NodeView {
|
|
|
304
304
|
this.applyFittedStyle(bitmapText, node, family, transform);
|
|
305
305
|
this.align();
|
|
306
306
|
}
|
|
307
|
+
/**
|
|
308
|
+
* Updates the rendered bitmap text without reapplying the node transform. This lets game code
|
|
309
|
+
* refresh counters that are temporarily attached to a Spine connector without dislodging them.
|
|
310
|
+
*/
|
|
311
|
+
setText(text) {
|
|
312
|
+
if (!(this.content instanceof BitmapText) || this.content.text === text)
|
|
313
|
+
return;
|
|
314
|
+
this.content.text = text;
|
|
315
|
+
this.align();
|
|
316
|
+
}
|
|
307
317
|
/**
|
|
308
318
|
* Applies the node's style at the largest font size (down to `minFontSize`) that keeps the text
|
|
309
319
|
* inside `transform`, when `autoSize` is on — the same "shrink, never grow past the authored size"
|
package/dist/views/basic.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ type BitmapTextNode, type LayoutPadding, type LayoutProfileId, type TextNode, type TextStyleDefinition, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { BitmapText, Container, Graphics, NineSliceSprite, Sprite, Text, Texture } from \"pixi.js\";\r\nimport { NodeView } from \"./NodeView.js\";\r\nimport { resolveTextStyle } from \"../layout.js\";\r\n\r\nexport class ContainerNodeView extends NodeView {\r\n protected syncContent(): void {}\r\n}\r\n\r\n/** Clips every authored child to the node's resolved rectangular layout area. */\r\nexport class MaskNodeView extends NodeView {\r\n private readonly maskShape = new Graphics();\r\n\r\n constructor() {\r\n super();\r\n this.addChild(this.maskShape);\r\n // A Graphics mask keeps the shape GPU-native and avoids the offscreen texture pass of alpha masks.\r\n // Pixi's regular mask contract also preserves correct clipping through rotation and transformed parents.\r\n this.mask = this.maskShape;\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"mask\") return;\r\n this.maskShape.clear().rect(0, 0, transform.width, transform.height).fill(0xffffff);\r\n }\r\n}\r\n\r\n/** Layout groups may optionally paint one image behind their managed children. No asset means no content/view at all. */\r\nexport class LayoutGroupNodeView extends NodeView {\r\n private readonly layoutContent = new Container();\r\n private background?: Sprite;\r\n\r\n constructor(textures: ReadonlyMap<string, Texture> | undefined) {\r\n super(textures);\r\n // Yoga owns this inner container only. The NodeView itself retains the authored transform,\r\n // pivot and grab rectangle used by both editor gizmos and runtime interaction.\r\n super.addChild(this.layoutContent);\r\n }\r\n\r\n get layoutTarget(): Container { return this.layoutContent; }\r\n\r\n addLayoutChild<T extends Container[]>(...children: T): T[0] {\r\n return this.layoutContent.addChild(...children);\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"horizontal-layout\" && node.type !== \"vertical-layout\" && node.type !== \"grid-layout\") return;\r\n const texture = node.backgroundAssetId === undefined ? undefined : this.textureFor(node.backgroundAssetId);\r\n if (texture === undefined) {\r\n if (this.background !== undefined) { super.removeChild(this.background); this.background.destroy(); this.background = undefined; }\r\n return;\r\n }\r\n if (this.background === undefined) { this.background = new Sprite(texture); super.addChildAt(this.background, 0); }\r\n else if (this.background.texture !== texture) this.background.texture = texture;\r\n this.background.setSize(transform.width, transform.height);\r\n }\r\n}\r\n\r\n/**\r\n * Ноде-картинке источник не обязателен: без `assetId` она рисует белый прямоугольник своего размера,\r\n * а серо-синяя заглушка остаётся признаком того, что назначенный ассет не загрузился.\r\n *\r\n * `nineSlice` переключает контент на `NineSliceSprite`: углы источника остаются нерастянутыми, а\r\n * растягиваются только края/середина — то же 9-slice, что уже использует Slider/ProgressBar через\r\n * `@pixi/ui`'s `fillPaddings`, только здесь это применяется напрямую к содержимому Image-ноды.\r\n */\r\nexport class ImageNodeView extends NodeView {\r\n constructor(assetId: string | undefined, textures: ReadonlyMap<string, Texture> | undefined, nineSlice?: LayoutPadding) {\r\n super(textures);\r\n const texture = assetId === undefined ? undefined : this.textureFor(assetId);\r\n this.setContent(ImageNodeView.createSpriteContent(texture, nineSlice));\r\n }\r\n\r\n private static createSpriteContent(texture: Texture | undefined, nineSlice: LayoutPadding | undefined): Container {\r\n if (texture === undefined) return new Graphics();\r\n return nineSlice === undefined\r\n ? new Sprite(texture)\r\n : new NineSliceSprite({ texture, leftWidth: nineSlice.left, topHeight: nineSlice.top, rightWidth: nineSlice.right, bottomHeight: nineSlice.bottom });\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"image\") return;\r\n const texture = node.assetId === undefined ? undefined : this.textureFor(node.assetId);\r\n const nineSlice = node.nineSlice;\r\n // Sprite ↔ NineSliceSprite ↔ Graphics меняются местами прямо здесь: структурный ключ сцены не\r\n // включает assetId/nineSlice, поэтому переключение (в том числе на None) не пересобирает сцену.\r\n if (texture !== undefined && nineSlice !== undefined) {\r\n if (!(this.content instanceof NineSliceSprite)) this.setContent(ImageNodeView.createSpriteContent(texture, nineSlice));\r\n const sprite = this.content as NineSliceSprite;\r\n // Keep the NineSliceSprite and its layout rectangle stable when its image asset/borders change.\r\n if (sprite.texture !== texture) sprite.texture = texture;\r\n sprite.leftWidth = nineSlice.left;\r\n sprite.topHeight = nineSlice.top;\r\n sprite.rightWidth = nineSlice.right;\r\n sprite.bottomHeight = nineSlice.bottom;\r\n sprite.setSize(transform.width, transform.height);\r\n } else if (texture !== undefined) {\r\n // `NineSliceSprite` is a Sprite sibling, not a subclass, so this rebuilds when switching back from it.\r\n if (!(this.content instanceof Sprite)) this.setContent(new Sprite(texture));\r\n const sprite = this.content as Sprite;\r\n // Keep the Sprite and its layout rectangle stable when its image asset changes.\r\n if (sprite.texture !== texture) sprite.texture = texture;\r\n sprite.setSize(transform.width, transform.height);\r\n } else {\r\n if (!(this.content instanceof Graphics)) this.setContent(new Graphics());\r\n const graphics = (this.content as Graphics).clear().rect(0, 0, transform.width, transform.height);\r\n if (node.assetId === undefined) graphics.fill(node.tint ?? 0xffffff);\n else graphics.fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });\n }\n this.content!.alpha = node.opacity ?? 1;\n if (this.content instanceof Sprite || this.content instanceof NineSliceSprite) this.content.tint = node.tint ?? 0xffffff;\n }\r\n\r\n /**\r\n * Editor-only live preview of border edits while dragging the canvas nine-slice gizmo; the\r\n * document is only written once, on drag release. A no-op without a `NineSliceSprite` content —\r\n * e.g. mid-drag right after the asset was cleared, before the next document sync catches up.\r\n */\r\n previewNineSlice(nineSlice: LayoutPadding): void {\n if (!(this.content instanceof NineSliceSprite)) return;\r\n this.content.leftWidth = nineSlice.left;\r\n this.content.topHeight = nineSlice.top;\r\n this.content.rightWidth = nineSlice.right;\r\n this.content.bottomHeight = nineSlice.bottom;\n }\n\n}\n\r\nexport class TextNodeView extends NodeView {\r\n /**\r\n * Строка, применённая локализацией поверх авторской. Она переживает `updateNodeView`: без неё\r\n * любая синхронизация документа возвращала бы fallback `node.text` вместо текущего перевода.\r\n */\r\n private localizedText?: string;\r\n /** Последний применённый прямоугольник и стиль — их же переиспользует инкрементальный `setText`. */\r\n private lastTransform?: UINode[\"transform\"];\r\n private lastStyle?: TextStyleDefinition;\r\n\r\n constructor(text: string, private readonly fonts?: ReadonlyMap<string, string>) {\r\n super();\r\n this.setContent(new Text({ text, style: { fontFamily: \"Arial\", fontSize: 24, fill: 0xffffff } }));\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\r\n if (node.type !== \"text\" || !(this.content instanceof Text)) return;\r\n const text = this.localizedText ?? node.text;\r\n if (this.content.text !== text) this.content.text = text;\r\n const style = resolveTextStyle(node, profile);\r\n this.lastTransform = transform;\r\n this.lastStyle = style;\r\n if (style === undefined) return;\r\n this.applyFittedStyle(this.content, node, style, transform);\r\n this.align();\r\n }\r\n\r\n /**\r\n * Applies the resolved style at the largest font size (down to `minFontSize`) that keeps the\r\n * rendered text inside `transform`, when `autoSize` is on — the same \"shrink, never grow past the\r\n * authored size\" contract as `BitmapTextNodeView.applyFittedStyle` / Unity legacy Text's Best Fit.\r\n * A binary search over candidate sizes rather than a closed-form scale, because word-wrapped text\r\n * re-flows at every size: a smaller font fits more words per line, so height doesn't shrink linearly\r\n * with font size the way unwrapped bounds would — the same reasoning `measureOverflow` follows.\r\n */\r\n private applyFittedStyle(text: Text, node: TextNode, style: TextStyleDefinition, transform: UINode[\"transform\"]): void {\r\n const baseStyle = { fontFamily: style.fontAssetId === undefined ? style.fontFamily : this.fonts?.get(style.fontAssetId) ?? style.fontFamily, fontWeight: style.fontWeight, fontStyle: style.fontStyle, fill: style.fill, align: style.align, wordWrap: style.wordWrap, breakWords: style.breakWords, wordWrapWidth: transform.width, lineHeight: style.lineHeight, letterSpacing: style.letterSpacing, stroke: style.stroke === undefined ? undefined : { color: style.stroke.color, width: style.stroke.width } };\r\n const fits = (fontSize: number): boolean => {\r\n text.style = { ...baseStyle, fontSize };\r\n // Headless loaders and schema tests have no browser canvas to measure against; they keep the\r\n // authored fontSize, same boundary `align()` already respects.\r\n if (typeof globalThis.document === \"undefined\") return true;\r\n const bounds = text.getLocalBounds();\r\n const tolerance = 0.5;\r\n return style.wordWrap\r\n ? bounds.height <= transform.height + tolerance\r\n : bounds.width <= transform.width + tolerance && bounds.height <= transform.height + tolerance;\r\n };\r\n // Always runs at least once, applying `baseStyle` at the authored size as a side effect — not\r\n // just the shrink-check's fast path. Written as `||` short-circuit, `fits(style.fontSize)` would\r\n // never execute while `autoSize` is off, leaving `text.style` frozen at whatever the constructor\r\n // set it to and silently dropping every later font/color/align/wrap edit (see the identical fix\r\n // in `BitmapTextNodeView.applyFittedStyle`).\r\n const fitsAtAuthoredSize = fits(style.fontSize);\r\n if (node.autoSize !== true || fitsAtAuthoredSize) return;\r\n const minFontSize = Math.min(node.minFontSize ?? 1, style.fontSize);\r\n if (!fits(minFontSize)) return; // Best effort: even the floor overflows, so it stays at the floor.\r\n let lo = minFontSize, hi = style.fontSize;\r\n for (let i = 0; i < 8; i++) {\r\n const mid = (lo + hi) / 2;\r\n if (fits(mid)) lo = mid; else hi = mid;\r\n }\r\n fits(lo); // Leaves `text.style` applied at the converged, fitting size.\r\n }\r\n\r\n /**\r\n * Инкрементальная смена строки: та же строка не делает работы вообще, новая — только переизмеряет\r\n * и выравнивает текст в текущем authored rectangle. `TextStyle` не пересоздаётся, а сам view\r\n * сохраняет identity, поэтому смена локали не трогает ни сцену, ни GPU-ресурсы стиля.\r\n */\r\n setText(text: string): void {\r\n if (!(this.content instanceof Text) || this.content.text === text) return;\r\n this.content.text = text;\r\n this.align();\r\n }\r\n\r\n /** `undefined` возвращает ноду к авторской строке при следующей синхронизации документа. */\r\n setLocalizedText(text: string | undefined): void {\r\n this.localizedText = text;\r\n if (text !== undefined) this.setText(text);\r\n }\r\n\r\n /**\r\n * Rasterizes the canvas-based `Text` at a higher pixel density than the renderer's own backing\r\n * resolution, so authoring-camera zoom doesn't magnify an already-rasterized bitmap past its\r\n * source resolution. `Application.resolution` (see `resolveCanvasResolution`) only matches the\r\n * *display's* pixel density — it knows nothing about the editor's independent camera zoom, which\r\n * can reach 8x (`MAX_ZOOM`). Without this, zooming in to inspect a text node (exactly what\r\n * `autoSize`/shrink-to-fit users do, since it converges to a smaller font) reads as soft/blurred\r\n * even on a display this app already renders crisply on. A no-op if unchanged: assigning\r\n * `.resolution` always re-rasterizes, so skip it when the caller (the authoring canvas, on every\r\n * camera-zoom tick) passes back the same value.\r\n */\r\n setContentResolution(resolution: number): void {\r\n if (!(this.content instanceof Text) || this.content.resolution === resolution) return;\r\n this.content.resolution = resolution;\r\n }\r\n\r\n /**\r\n * Вылезает ли фактически отрисованный текст за логический прямоугольник ноды.\r\n *\r\n * Меряется уже готовый `Text`, а не длина строки: перенос по словам, шрифт и обводка известны\r\n * только рендеру. Без `wordWrap` переполнение возможно по ширине, с ним — по высоте, потому что\r\n * перенос сам удерживает ширину в пределах `wordWrapWidth`. Диагностика transient: она ничего не\r\n * пишет ни в документ, ни в view.\r\n */\r\n measureOverflow(): boolean {\r\n const transform = this.lastTransform;\r\n if (!(this.content instanceof Text) || transform === undefined || typeof globalThis.document === \"undefined\") return false;\r\n const bounds = this.content.getLocalBounds();\r\n const tolerance = 0.5;\r\n return this.lastStyle?.wordWrap === true\r\n ? bounds.height > transform.height + tolerance\r\n : bounds.width > transform.width + tolerance || bounds.height > transform.height + tolerance;\r\n }\r\n\r\n private align(): void {\r\n const transform = this.lastTransform;\r\n const style = this.lastStyle;\r\n if (!(this.content instanceof Text) || transform === undefined || style === undefined) return;\r\n // Headless loaders and schema tests intentionally have no browser canvas. In that boundary\r\n // text still owns its authored rectangle; browser rendering keeps the precise measurement.\r\n const bounds = typeof globalThis.document === \"undefined\" ? { x: 0, y: 0, width: 0, height: 0 } : this.content.getLocalBounds();\r\n this.content.x = style.align === \"center\" ? (transform.width - bounds.width) / 2 - bounds.x : style.align === \"right\" ? transform.width - bounds.width - bounds.x : -bounds.x;\r\n this.content.y = style.verticalAlign === \"middle\" ? (transform.height - bounds.height) / 2 - bounds.y : style.verticalAlign === \"bottom\" ? transform.height - bounds.height - bounds.y : -bounds.y;\r\n }\r\n}\r\n\r\n/**\r\n * A bitmap font's rendered glyphs come from its texture, not an arbitrary system/TTF face, so unlike\r\n * `TextNodeView` there is no style-driven fallback: without a loaded font (asset deleted, still\r\n * loading, or failed to parse) this draws the same missing-asset placeholder `ImageNodeView` does.\r\n */\r\nexport class BitmapTextNodeView extends NodeView {\r\n private lastTransform?: UINode[\"transform\"];\r\n private lastAlign: \"left\" | \"center\" | \"right\" = \"left\";\r\n private lastVerticalAlign: \"top\" | \"middle\" | \"bottom\" = \"top\";\r\n\r\n constructor(private readonly fonts?: ReadonlyMap<string, string>) {\r\n super();\r\n this.setContent(new Graphics());\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"bitmap-text\") return;\r\n this.lastTransform = transform;\r\n this.lastAlign = node.align;\r\n this.lastVerticalAlign = node.verticalAlign;\r\n const family = this.fonts?.get(node.assetId);\r\n if (family === undefined) {\r\n if (!(this.content instanceof Graphics)) this.setContent(new Graphics());\r\n (this.content as Graphics).clear().rect(0, 0, transform.width, transform.height).fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });\r\n return;\r\n }\r\n if (!(this.content instanceof BitmapText)) this.setContent(new BitmapText({ text: node.text, style: { fontFamily: family, fontSize: node.fontSize, fill: node.fill } }));\r\n const bitmapText = this.content as BitmapText;\r\n if (bitmapText.text !== node.text) bitmapText.text = node.text;\r\n this.applyFittedStyle(bitmapText, node, family, transform);\r\n this.align();\r\n }\r\n\r\n /**\r\n * Applies the node's style at the largest font size (down to `minFontSize`) that keeps the text\r\n * inside `transform`, when `autoSize` is on — the same \"shrink, never grow past the authored size\"\r\n * contract as Unity legacy Text's Best Fit. A binary search over candidate sizes rather than a\r\n * closed-form scale, because word-wrapped text re-flows at every size: a smaller font can fit more\r\n * words per line, so height doesn't shrink linearly with font size the way unwrapped bounds would.\r\n */\r\n private applyFittedStyle(bitmapText: BitmapText, node: BitmapTextNode, family: string, transform: UINode[\"transform\"]): void {\r\n const baseStyle = { fontFamily: family, fill: node.fill, align: node.align, letterSpacing: node.letterSpacing, wordWrap: node.wordWrap, wordWrapWidth: transform.width };\r\n const fits = (fontSize: number): boolean => {\r\n bitmapText.style = { ...baseStyle, fontSize };\r\n // Headless loaders and schema tests have no browser canvas to measure against; they keep the\r\n // authored fontSize, same boundary `align()` already respects.\r\n if (typeof globalThis.document === \"undefined\") return true;\r\n const bounds = bitmapText.getLocalBounds();\r\n const tolerance = 0.5;\r\n return node.wordWrap\r\n ? bounds.height <= transform.height + tolerance\r\n : bounds.width <= transform.width + tolerance && bounds.height <= transform.height + tolerance;\r\n };\r\n // Always runs at least once, applying `baseStyle` at the authored size as a side effect — not\r\n // just the shrink-check's fast path. Written as `||` short-circuit, `fits(node.fontSize)` would\r\n // never execute while `autoSize` is off, leaving `bitmapText.style` frozen at whatever the\r\n // constructor set it to and silently dropping every later fill/align/letterSpacing/wordWrap edit.\r\n const fitsAtAuthoredSize = fits(node.fontSize);\r\n if (node.autoSize !== true || fitsAtAuthoredSize) return;\r\n const minFontSize = Math.min(node.minFontSize ?? 1, node.fontSize);\r\n if (!fits(minFontSize)) return; // Best effort: even the floor overflows, so it stays at the floor.\r\n let lo = minFontSize, hi = node.fontSize;\r\n for (let i = 0; i < 8; i++) {\r\n const mid = (lo + hi) / 2;\r\n if (fits(mid)) lo = mid; else hi = mid;\r\n }\r\n fits(lo); // Leaves `bitmapText.style` applied at the converged, fitting size.\r\n }\r\n\r\n /**\r\n * Positions via PixiJS's own `anchor`, not a manual `getLocalBounds()` computation like\r\n * `TextNodeView.align()` uses: `BitmapText.updateBounds()` reports a coarse line-metrics box\r\n * (built from the font's `lineHeight`/`baseLineOffset`), not the tight pixel bounds a canvas\r\n * `Text` or `Sprite` reports. Its own glyphs are drawn with an additional baseline-derived offset\r\n * that box doesn't account for, so computing `-bounds.y`-style positions from it lands text\r\n * slightly (but consistently, for every vertical setting) off — `anchor` is the one code path\r\n * PixiJS keeps in sync with how it actually renders the glyphs.\r\n */\r\n private align(): void {\r\n const transform = this.lastTransform;\r\n if (!(this.content instanceof BitmapText) || transform === undefined) return;\r\n const anchorX = this.lastAlign === \"center\" ? 0.5 : this.lastAlign === \"right\" ? 1 : 0;\r\n const anchorY = this.lastVerticalAlign === \"middle\" ? 0.5 : this.lastVerticalAlign === \"bottom\" ? 1 : 0;\r\n this.content.anchor.set(anchorX, anchorY);\r\n this.content.x = anchorX * transform.width;\r\n this.content.y = anchorY * transform.height;\r\n }\r\n}\r\n\r\n/**\r\n * Содержимое инстанса приходит обычными детьми из общего резолвера иерархии. Собственный контент\r\n * нужен только как заметная заглушка, когда определение пресета отсутствует в документе.\r\n */\r\nexport class PrefabInstanceNodeView extends NodeView {\r\n constructor(resolved: boolean) {\r\n super();\r\n if (!resolved) this.setContent(new Graphics());\r\n }\r\n\r\n protected syncContent(_node: UINode, transform: UINode[\"transform\"]): void {\r\n if (this.content instanceof Graphics) this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n}\r\n"]}
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+
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{ type BitmapTextNode, type LayoutPadding, type LayoutProfileId, type TextNode, type TextStyleDefinition, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { BitmapText, Container, Graphics, NineSliceSprite, Sprite, Text, Texture } from \"pixi.js\";\r\nimport { NodeView } from \"./NodeView.js\";\r\nimport { resolveTextStyle } from \"../layout.js\";\r\n\r\nexport class ContainerNodeView extends NodeView {\r\n protected syncContent(): void {}\r\n}\r\n\r\n/** Clips every authored child to the node's resolved rectangular layout area. */\r\nexport class MaskNodeView extends NodeView {\r\n private readonly maskShape = new Graphics();\r\n\r\n constructor() {\r\n super();\r\n this.addChild(this.maskShape);\r\n // A Graphics mask keeps the shape GPU-native and avoids the offscreen texture pass of alpha masks.\r\n // Pixi's regular mask contract also preserves correct clipping through rotation and transformed parents.\r\n this.mask = this.maskShape;\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"mask\") return;\r\n this.maskShape.clear().rect(0, 0, transform.width, transform.height).fill(0xffffff);\r\n }\r\n}\r\n\r\n/** Layout groups may optionally paint one image behind their managed children. No asset means no content/view at all. */\r\nexport class LayoutGroupNodeView extends NodeView {\r\n private readonly layoutContent = new Container();\r\n private background?: Sprite;\r\n\r\n constructor(textures: ReadonlyMap<string, Texture> | undefined) {\r\n super(textures);\r\n // Yoga owns this inner container only. The NodeView itself retains the authored transform,\r\n // pivot and grab rectangle used by both editor gizmos and runtime interaction.\r\n super.addChild(this.layoutContent);\r\n }\r\n\r\n get layoutTarget(): Container { return this.layoutContent; }\r\n\r\n addLayoutChild<T extends Container[]>(...children: T): T[0] {\r\n return this.layoutContent.addChild(...children);\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"horizontal-layout\" && node.type !== \"vertical-layout\" && node.type !== \"grid-layout\") return;\r\n const texture = node.backgroundAssetId === undefined ? undefined : this.textureFor(node.backgroundAssetId);\r\n if (texture === undefined) {\r\n if (this.background !== undefined) { super.removeChild(this.background); this.background.destroy(); this.background = undefined; }\r\n return;\r\n }\r\n if (this.background === undefined) { this.background = new Sprite(texture); super.addChildAt(this.background, 0); }\r\n else if (this.background.texture !== texture) this.background.texture = texture;\r\n this.background.setSize(transform.width, transform.height);\r\n }\r\n}\r\n\r\n/**\r\n * Ноде-картинке источник не обязателен: без `assetId` она рисует белый прямоугольник своего размера,\r\n * а серо-синяя заглушка остаётся признаком того, что назначенный ассет не загрузился.\r\n *\r\n * `nineSlice` переключает контент на `NineSliceSprite`: углы источника остаются нерастянутыми, а\r\n * растягиваются только края/середина — то же 9-slice, что уже использует Slider/ProgressBar через\r\n * `@pixi/ui`'s `fillPaddings`, только здесь это применяется напрямую к содержимому Image-ноды.\r\n */\r\nexport class ImageNodeView extends NodeView {\r\n constructor(assetId: string | undefined, textures: ReadonlyMap<string, Texture> | undefined, nineSlice?: LayoutPadding) {\r\n super(textures);\r\n const texture = assetId === undefined ? undefined : this.textureFor(assetId);\r\n this.setContent(ImageNodeView.createSpriteContent(texture, nineSlice));\r\n }\r\n\r\n private static createSpriteContent(texture: Texture | undefined, nineSlice: LayoutPadding | undefined): Container {\r\n if (texture === undefined) return new Graphics();\r\n return nineSlice === undefined\r\n ? new Sprite(texture)\r\n : new NineSliceSprite({ texture, leftWidth: nineSlice.left, topHeight: nineSlice.top, rightWidth: nineSlice.right, bottomHeight: nineSlice.bottom });\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"image\") return;\r\n const texture = node.assetId === undefined ? undefined : this.textureFor(node.assetId);\r\n const nineSlice = node.nineSlice;\r\n // Sprite ↔ NineSliceSprite ↔ Graphics меняются местами прямо здесь: структурный ключ сцены не\r\n // включает assetId/nineSlice, поэтому переключение (в том числе на None) не пересобирает сцену.\r\n if (texture !== undefined && nineSlice !== undefined) {\r\n if (!(this.content instanceof NineSliceSprite)) this.setContent(ImageNodeView.createSpriteContent(texture, nineSlice));\r\n const sprite = this.content as NineSliceSprite;\r\n // Keep the NineSliceSprite and its layout rectangle stable when its image asset/borders change.\r\n if (sprite.texture !== texture) sprite.texture = texture;\r\n sprite.leftWidth = nineSlice.left;\r\n sprite.topHeight = nineSlice.top;\r\n sprite.rightWidth = nineSlice.right;\r\n sprite.bottomHeight = nineSlice.bottom;\r\n sprite.setSize(transform.width, transform.height);\r\n } else if (texture !== undefined) {\r\n // `NineSliceSprite` is a Sprite sibling, not a subclass, so this rebuilds when switching back from it.\r\n if (!(this.content instanceof Sprite)) this.setContent(new Sprite(texture));\r\n const sprite = this.content as Sprite;\r\n // Keep the Sprite and its layout rectangle stable when its image asset changes.\r\n if (sprite.texture !== texture) sprite.texture = texture;\r\n sprite.setSize(transform.width, transform.height);\r\n } else {\r\n if (!(this.content instanceof Graphics)) this.setContent(new Graphics());\r\n const graphics = (this.content as Graphics).clear().rect(0, 0, transform.width, transform.height);\r\n if (node.assetId === undefined) graphics.fill(node.tint ?? 0xffffff);\r\n else graphics.fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });\r\n }\r\n this.content!.alpha = node.opacity ?? 1;\r\n if (this.content instanceof Sprite || this.content instanceof NineSliceSprite) this.content.tint = node.tint ?? 0xffffff;\r\n }\r\n\r\n /**\r\n * Editor-only live preview of border edits while dragging the canvas nine-slice gizmo; the\r\n * document is only written once, on drag release. A no-op without a `NineSliceSprite` content —\r\n * e.g. mid-drag right after the asset was cleared, before the next document sync catches up.\r\n */\r\n previewNineSlice(nineSlice: LayoutPadding): void {\r\n if (!(this.content instanceof NineSliceSprite)) return;\r\n this.content.leftWidth = nineSlice.left;\r\n this.content.topHeight = nineSlice.top;\r\n this.content.rightWidth = nineSlice.right;\r\n this.content.bottomHeight = nineSlice.bottom;\r\n }\r\n\r\n}\r\n\r\nexport class TextNodeView extends NodeView {\r\n /**\r\n * Строка, применённая локализацией поверх авторской. Она переживает `updateNodeView`: без неё\r\n * любая синхронизация документа возвращала бы fallback `node.text` вместо текущего перевода.\r\n */\r\n private localizedText?: string;\r\n /** Последний применённый прямоугольник и стиль — их же переиспользует инкрементальный `setText`. */\r\n private lastTransform?: UINode[\"transform\"];\r\n private lastStyle?: TextStyleDefinition;\r\n\r\n constructor(text: string, private readonly fonts?: ReadonlyMap<string, string>) {\r\n super();\r\n this.setContent(new Text({ text, style: { fontFamily: \"Arial\", fontSize: 24, fill: 0xffffff } }));\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"], profile: LayoutProfileId): void {\r\n if (node.type !== \"text\" || !(this.content instanceof Text)) return;\r\n const text = this.localizedText ?? node.text;\r\n if (this.content.text !== text) this.content.text = text;\r\n const style = resolveTextStyle(node, profile);\r\n this.lastTransform = transform;\r\n this.lastStyle = style;\r\n if (style === undefined) return;\r\n this.applyFittedStyle(this.content, node, style, transform);\r\n this.align();\r\n }\r\n\r\n /**\r\n * Applies the resolved style at the largest font size (down to `minFontSize`) that keeps the\r\n * rendered text inside `transform`, when `autoSize` is on — the same \"shrink, never grow past the\r\n * authored size\" contract as `BitmapTextNodeView.applyFittedStyle` / Unity legacy Text's Best Fit.\r\n * A binary search over candidate sizes rather than a closed-form scale, because word-wrapped text\r\n * re-flows at every size: a smaller font fits more words per line, so height doesn't shrink linearly\r\n * with font size the way unwrapped bounds would — the same reasoning `measureOverflow` follows.\r\n */\r\n private applyFittedStyle(text: Text, node: TextNode, style: TextStyleDefinition, transform: UINode[\"transform\"]): void {\r\n const baseStyle = { fontFamily: style.fontAssetId === undefined ? style.fontFamily : this.fonts?.get(style.fontAssetId) ?? style.fontFamily, fontWeight: style.fontWeight, fontStyle: style.fontStyle, fill: style.fill, align: style.align, wordWrap: style.wordWrap, breakWords: style.breakWords, wordWrapWidth: transform.width, lineHeight: style.lineHeight, letterSpacing: style.letterSpacing, stroke: style.stroke === undefined ? undefined : { color: style.stroke.color, width: style.stroke.width } };\r\n const fits = (fontSize: number): boolean => {\r\n text.style = { ...baseStyle, fontSize };\r\n // Headless loaders and schema tests have no browser canvas to measure against; they keep the\r\n // authored fontSize, same boundary `align()` already respects.\r\n if (typeof globalThis.document === \"undefined\") return true;\r\n const bounds = text.getLocalBounds();\r\n const tolerance = 0.5;\r\n return style.wordWrap\r\n ? bounds.height <= transform.height + tolerance\r\n : bounds.width <= transform.width + tolerance && bounds.height <= transform.height + tolerance;\r\n };\r\n // Always runs at least once, applying `baseStyle` at the authored size as a side effect — not\r\n // just the shrink-check's fast path. Written as `||` short-circuit, `fits(style.fontSize)` would\r\n // never execute while `autoSize` is off, leaving `text.style` frozen at whatever the constructor\r\n // set it to and silently dropping every later font/color/align/wrap edit (see the identical fix\r\n // in `BitmapTextNodeView.applyFittedStyle`).\r\n const fitsAtAuthoredSize = fits(style.fontSize);\r\n if (node.autoSize !== true || fitsAtAuthoredSize) return;\r\n const minFontSize = Math.min(node.minFontSize ?? 1, style.fontSize);\r\n if (!fits(minFontSize)) return; // Best effort: even the floor overflows, so it stays at the floor.\r\n let lo = minFontSize, hi = style.fontSize;\r\n for (let i = 0; i < 8; i++) {\r\n const mid = (lo + hi) / 2;\r\n if (fits(mid)) lo = mid; else hi = mid;\r\n }\r\n fits(lo); // Leaves `text.style` applied at the converged, fitting size.\r\n }\r\n\r\n /**\r\n * Инкрементальная смена строки: та же строка не делает работы вообще, новая — только переизмеряет\r\n * и выравнивает текст в текущем authored rectangle. `TextStyle` не пересоздаётся, а сам view\r\n * сохраняет identity, поэтому смена локали не трогает ни сцену, ни GPU-ресурсы стиля.\r\n */\r\n setText(text: string): void {\r\n if (!(this.content instanceof Text) || this.content.text === text) return;\r\n this.content.text = text;\r\n this.align();\r\n }\r\n\r\n /** `undefined` возвращает ноду к авторской строке при следующей синхронизации документа. */\r\n setLocalizedText(text: string | undefined): void {\r\n this.localizedText = text;\r\n if (text !== undefined) this.setText(text);\r\n }\r\n\r\n /**\r\n * Rasterizes the canvas-based `Text` at a higher pixel density than the renderer's own backing\r\n * resolution, so authoring-camera zoom doesn't magnify an already-rasterized bitmap past its\r\n * source resolution. `Application.resolution` (see `resolveCanvasResolution`) only matches the\r\n * *display's* pixel density — it knows nothing about the editor's independent camera zoom, which\r\n * can reach 8x (`MAX_ZOOM`). Without this, zooming in to inspect a text node (exactly what\r\n * `autoSize`/shrink-to-fit users do, since it converges to a smaller font) reads as soft/blurred\r\n * even on a display this app already renders crisply on. A no-op if unchanged: assigning\r\n * `.resolution` always re-rasterizes, so skip it when the caller (the authoring canvas, on every\r\n * camera-zoom tick) passes back the same value.\r\n */\r\n setContentResolution(resolution: number): void {\r\n if (!(this.content instanceof Text) || this.content.resolution === resolution) return;\r\n this.content.resolution = resolution;\r\n }\r\n\r\n /**\r\n * Вылезает ли фактически отрисованный текст за логический прямоугольник ноды.\r\n *\r\n * Меряется уже готовый `Text`, а не длина строки: перенос по словам, шрифт и обводка известны\r\n * только рендеру. Без `wordWrap` переполнение возможно по ширине, с ним — по высоте, потому что\r\n * перенос сам удерживает ширину в пределах `wordWrapWidth`. Диагностика transient: она ничего не\r\n * пишет ни в документ, ни в view.\r\n */\r\n measureOverflow(): boolean {\r\n const transform = this.lastTransform;\r\n if (!(this.content instanceof Text) || transform === undefined || typeof globalThis.document === \"undefined\") return false;\r\n const bounds = this.content.getLocalBounds();\r\n const tolerance = 0.5;\r\n return this.lastStyle?.wordWrap === true\r\n ? bounds.height > transform.height + tolerance\r\n : bounds.width > transform.width + tolerance || bounds.height > transform.height + tolerance;\r\n }\r\n\r\n private align(): void {\r\n const transform = this.lastTransform;\r\n const style = this.lastStyle;\r\n if (!(this.content instanceof Text) || transform === undefined || style === undefined) return;\r\n // Headless loaders and schema tests intentionally have no browser canvas. In that boundary\r\n // text still owns its authored rectangle; browser rendering keeps the precise measurement.\r\n const bounds = typeof globalThis.document === \"undefined\" ? { x: 0, y: 0, width: 0, height: 0 } : this.content.getLocalBounds();\r\n this.content.x = style.align === \"center\" ? (transform.width - bounds.width) / 2 - bounds.x : style.align === \"right\" ? transform.width - bounds.width - bounds.x : -bounds.x;\r\n this.content.y = style.verticalAlign === \"middle\" ? (transform.height - bounds.height) / 2 - bounds.y : style.verticalAlign === \"bottom\" ? transform.height - bounds.height - bounds.y : -bounds.y;\r\n }\r\n}\r\n\r\n/**\r\n * A bitmap font's rendered glyphs come from its texture, not an arbitrary system/TTF face, so unlike\r\n * `TextNodeView` there is no style-driven fallback: without a loaded font (asset deleted, still\r\n * loading, or failed to parse) this draws the same missing-asset placeholder `ImageNodeView` does.\r\n */\r\nexport class BitmapTextNodeView extends NodeView {\r\n private lastTransform?: UINode[\"transform\"];\r\n private lastAlign: \"left\" | \"center\" | \"right\" = \"left\";\r\n private lastVerticalAlign: \"top\" | \"middle\" | \"bottom\" = \"top\";\r\n\r\n constructor(private readonly fonts?: ReadonlyMap<string, string>) {\r\n super();\r\n this.setContent(new Graphics());\r\n }\r\n\r\n protected syncContent(node: UINode, transform: UINode[\"transform\"]): void {\r\n if (node.type !== \"bitmap-text\") return;\r\n this.lastTransform = transform;\r\n this.lastAlign = node.align;\r\n this.lastVerticalAlign = node.verticalAlign;\r\n const family = this.fonts?.get(node.assetId);\r\n if (family === undefined) {\r\n if (!(this.content instanceof Graphics)) this.setContent(new Graphics());\r\n (this.content as Graphics).clear().rect(0, 0, transform.width, transform.height).fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });\r\n return;\r\n }\r\n if (!(this.content instanceof BitmapText)) this.setContent(new BitmapText({ text: node.text, style: { fontFamily: family, fontSize: node.fontSize, fill: node.fill } }));\r\n const bitmapText = this.content as BitmapText;\r\n if (bitmapText.text !== node.text) bitmapText.text = node.text;\r\n this.applyFittedStyle(bitmapText, node, family, transform);\r\n this.align();\r\n }\r\n\r\n /**\r\n * Updates the rendered bitmap text without reapplying the node transform. This lets game code\r\n * refresh counters that are temporarily attached to a Spine connector without dislodging them.\r\n */\r\n setText(text: string): void {\r\n if (!(this.content instanceof BitmapText) || this.content.text === text) return;\r\n this.content.text = text;\r\n this.align();\r\n }\r\n\r\n /**\r\n * Applies the node's style at the largest font size (down to `minFontSize`) that keeps the text\r\n * inside `transform`, when `autoSize` is on — the same \"shrink, never grow past the authored size\"\r\n * contract as Unity legacy Text's Best Fit. A binary search over candidate sizes rather than a\r\n * closed-form scale, because word-wrapped text re-flows at every size: a smaller font can fit more\r\n * words per line, so height doesn't shrink linearly with font size the way unwrapped bounds would.\r\n */\r\n private applyFittedStyle(bitmapText: BitmapText, node: BitmapTextNode, family: string, transform: UINode[\"transform\"]): void {\r\n const baseStyle = { fontFamily: family, fill: node.fill, align: node.align, letterSpacing: node.letterSpacing, wordWrap: node.wordWrap, wordWrapWidth: transform.width };\r\n const fits = (fontSize: number): boolean => {\r\n bitmapText.style = { ...baseStyle, fontSize };\r\n // Headless loaders and schema tests have no browser canvas to measure against; they keep the\r\n // authored fontSize, same boundary `align()` already respects.\r\n if (typeof globalThis.document === \"undefined\") return true;\r\n const bounds = bitmapText.getLocalBounds();\r\n const tolerance = 0.5;\r\n return node.wordWrap\r\n ? bounds.height <= transform.height + tolerance\r\n : bounds.width <= transform.width + tolerance && bounds.height <= transform.height + tolerance;\r\n };\r\n // Always runs at least once, applying `baseStyle` at the authored size as a side effect — not\r\n // just the shrink-check's fast path. Written as `||` short-circuit, `fits(node.fontSize)` would\r\n // never execute while `autoSize` is off, leaving `bitmapText.style` frozen at whatever the\r\n // constructor set it to and silently dropping every later fill/align/letterSpacing/wordWrap edit.\r\n const fitsAtAuthoredSize = fits(node.fontSize);\r\n if (node.autoSize !== true || fitsAtAuthoredSize) return;\r\n const minFontSize = Math.min(node.minFontSize ?? 1, node.fontSize);\r\n if (!fits(minFontSize)) return; // Best effort: even the floor overflows, so it stays at the floor.\r\n let lo = minFontSize, hi = node.fontSize;\r\n for (let i = 0; i < 8; i++) {\r\n const mid = (lo + hi) / 2;\r\n if (fits(mid)) lo = mid; else hi = mid;\r\n }\r\n fits(lo); // Leaves `bitmapText.style` applied at the converged, fitting size.\r\n }\r\n\r\n /**\r\n * Positions via PixiJS's own `anchor`, not a manual `getLocalBounds()` computation like\r\n * `TextNodeView.align()` uses: `BitmapText.updateBounds()` reports a coarse line-metrics box\r\n * (built from the font's `lineHeight`/`baseLineOffset`), not the tight pixel bounds a canvas\r\n * `Text` or `Sprite` reports. Its own glyphs are drawn with an additional baseline-derived offset\r\n * that box doesn't account for, so computing `-bounds.y`-style positions from it lands text\r\n * slightly (but consistently, for every vertical setting) off — `anchor` is the one code path\r\n * PixiJS keeps in sync with how it actually renders the glyphs.\r\n */\r\n private align(): void {\r\n const transform = this.lastTransform;\r\n if (!(this.content instanceof BitmapText) || transform === undefined) return;\r\n const anchorX = this.lastAlign === \"center\" ? 0.5 : this.lastAlign === \"right\" ? 1 : 0;\r\n const anchorY = this.lastVerticalAlign === \"middle\" ? 0.5 : this.lastVerticalAlign === \"bottom\" ? 1 : 0;\r\n this.content.anchor.set(anchorX, anchorY);\r\n this.content.x = anchorX * transform.width;\r\n this.content.y = anchorY * transform.height;\r\n }\r\n}\r\n\r\n/**\r\n * Содержимое инстанса приходит обычными детьми из общего резолвера иерархии. Собственный контент\r\n * нужен только как заметная заглушка, когда определение пресета отсутствует в документе.\r\n */\r\nexport class PrefabInstanceNodeView extends NodeView {\r\n constructor(resolved: boolean) {\r\n super();\r\n if (!resolved) this.setContent(new Graphics());\r\n }\r\n\r\n protected syncContent(_node: UINode, transform: UINode[\"transform\"]): void {\r\n if (this.content instanceof Graphics) this.content.clear().rect(0, 0, transform.width, transform.height).fill(0xff00ff);\r\n }\r\n}\r\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
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{
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2
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"name": "@pixi-ui-editor/runtime-pixi",
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-
"version": "0.7.
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+
"version": "0.7.1",
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"description": "PixiJS runtime that renders Pixi UI Editor scene documents in a game.",
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"type": "module",
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"repository": {
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@@ -30,7 +30,7 @@
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"pixi.js": "^8.19.0",
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31
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"typed-signals": "^2.5.0",
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32
32
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"yoga-layout": "^3.2.1",
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33
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-
"@pixi-ui-editor/schema": "0.7.
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+
"@pixi-ui-editor/schema": "0.7.1"
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},
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"scripts": {
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"build": "tsc -p tsconfig.json",
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