@pixi-ui-editor/runtime-pixi 0.7.0 → 0.8.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/SceneViewport.d.ts.map +1 -1
- package/dist/SceneViewport.js.map +1 -1
- package/dist/assets/bitmapFonts.js.map +1 -1
- package/dist/assets/fonts.js.map +1 -1
- package/dist/assets/sounds.js.map +1 -1
- package/dist/assets/spine.js.map +1 -1
- package/dist/assets/textures.js.map +1 -1
- package/dist/controls.d.ts +8 -0
- package/dist/controls.d.ts.map +1 -1
- package/dist/controls.js +12 -1
- package/dist/controls.js.map +1 -1
- package/dist/document.d.ts.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.d.ts.map +1 -1
- package/dist/layoutGroups.js.map +1 -1
- package/dist/localization.d.ts.map +1 -1
- package/dist/localization.js.map +1 -1
- package/dist/pageGroup.d.ts.map +1 -1
- package/dist/pageGroup.js.map +1 -1
- package/dist/particles.d.ts.map +1 -1
- package/dist/particles.js.map +1 -1
- package/dist/scene.js.map +1 -1
- package/dist/scrollView.d.ts.map +1 -1
- package/dist/scrollView.js.map +1 -1
- package/dist/views/ButtonNodeView.d.ts +12 -0
- package/dist/views/ButtonNodeView.d.ts.map +1 -1
- package/dist/views/ButtonNodeView.js +25 -7
- package/dist/views/ButtonNodeView.js.map +1 -1
- package/dist/views/CheckboxNodeView.d.ts.map +1 -1
- package/dist/views/InputNodeView.d.ts.map +1 -1
- package/dist/views/NodeView.d.ts +1 -1
- package/dist/views/NodeView.d.ts.map +1 -1
- package/dist/views/NodeView.js +1 -1
- package/dist/views/NodeView.js.map +1 -1
- package/dist/views/PageGroupNodeView.d.ts.map +1 -1
- package/dist/views/PaginationNodeView.d.ts.map +1 -1
- package/dist/views/PaginationNodeView.js.map +1 -1
- package/dist/views/ParticleEmitterNodeView.d.ts.map +1 -1
- package/dist/views/ParticleEmitterNodeView.js.map +1 -1
- package/dist/views/ScrollViewNodeView.d.ts.map +1 -1
- package/dist/views/SpineNodeView.d.ts.map +1 -1
- package/dist/views/SpineNodeView.js.map +1 -1
- package/dist/views/StagedButtonNodeView.d.ts +12 -1
- package/dist/views/StagedButtonNodeView.d.ts.map +1 -1
- package/dist/views/StagedButtonNodeView.js +27 -9
- package/dist/views/StagedButtonNodeView.js.map +1 -1
- package/dist/views/ValueControlNodeViews.d.ts.map +1 -1
- package/dist/views/basic.d.ts +32 -1
- package/dist/views/basic.d.ts.map +1 -1
- package/dist/views/basic.js +54 -0
- package/dist/views/basic.js.map +1 -1
- package/dist/views/createNodeView.d.ts.map +1 -1
- package/dist/views/createNodeView.js +4 -1
- package/dist/views/createNodeView.js.map +1 -1
- package/package.json +5 -2
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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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{ 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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@@ -42,11 +42,22 @@ export declare class StagedButtonNodeView extends NodeView {
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}) => void>;
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constructor(node: StagedButtonNode, textures: ReadonlyMap<string, Texture> | undefined, interaction: SceneInteractionMode, sounds?: ReadonlyMap<string, Sound>);
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private currentStage;
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/**
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* Invisible (alpha 0) but still hit-testable: Pixi's `containsPoint` hit-tests the fill's geometry
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* regardless of its alpha. Painted with a real size *before* the view ever reaches `FancyButton`:
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* `FancyButton` reads `defaultView`'s bounds exactly once, synchronously during construction, to
|
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* freeze its own `hitArea` — it never re-reads them afterwards. A `Graphics` still at its default
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* (0, 0) size at that moment would freeze a zero-size, permanently unclickable hit area.
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*/
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private static paintPlaceholder;
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private static createStateView;
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/**
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* (Re)builds `FancyButton` and its four state views for the current stage. `size`, when provided,
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* sizes the freshly built views immediately — needed because a stage change may happen well outside
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* a `syncContent` pass (e.g. a runtime click), where nothing else would resize them afterwards.
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* a `syncContent` pass (e.g. a runtime click), where nothing else would resize them afterwards. The
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* constructor also always passes it explicitly: `this.layoutRectangle` is still `{0, 0}` before the
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* first layout pass, and an initial placeholder painted at that size would freeze a zero-size,
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private buildButton;
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/**
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1
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-
{"version":3,"file":"StagedButtonNodeView.d.ts","sourceRoot":"","sources":["../../src/views/StagedButtonNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAqB,KAAK,cAAc,EAAE,KAAK,aAAa,EAAE,KAAK,gBAAgB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACxI,OAAO,EAAE,WAAW,EAAE,MAAM,UAAU,CAAC;AACvC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AACzC,OAAO,EAAgD,OAAO,EAAE,MAAM,SAAS,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,MAAM,eAAe,CAAC;AACvC,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAEpE,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAMjC;;;;;;;;;;GAUG;AACH,qBAAa,oBAAqB,SAAQ,QAAQ;IAChD,OAAO,CAAC,MAAM,CAAe;IAC7B,OAAO,CAAC,UAAU,CAAqC;IACvD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAuB;IACnD,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAyC;IAChE,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,SAAS,CAA4B;IAC7C,OAAO,CAAC,UAAU,CAAsB;IACxC,OAAO,CAAC,cAAc,CAAS;IAC/B,OAAO,CAAC,cAAc,CAAS;IAC/B,OAAO,CAAC,SAAS,CAAU;IAC3B,OAAO,CAAC,YAAY,CAAU;IAC9B,qGAAqG;IACrG,OAAO,CAAC,WAAW,CAA6B;IAEhD,sFAAsF;IACtF,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC,SAAS,CAAC,CAAyC;IACjF,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC,QAAQ,CAAC,CAAyC;IAC/E,QAAQ,CAAC,IAAI,EAAE,WAAW,CAAC,MAAM,CAAC,CAAyC;IAC3E,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC,SAAS,CAAC,CAAyC;IACjF,QAAQ,CAAC,KAAK,EAAE,WAAW,CAAC,OAAO,CAAC,CAAyC;IAC7E,QAAQ,CAAC,aAAa,iBAAsB;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,KAAK,IAAI,EAAI;
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1
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+
{"version":3,"file":"StagedButtonNodeView.d.ts","sourceRoot":"","sources":["../../src/views/StagedButtonNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAqB,KAAK,cAAc,EAAE,KAAK,aAAa,EAAE,KAAK,gBAAgB,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACxI,OAAO,EAAE,WAAW,EAAE,MAAM,UAAU,CAAC;AACvC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AACzC,OAAO,EAAgD,OAAO,EAAE,MAAM,SAAS,CAAC;AAChF,OAAO,EAAE,MAAM,EAAE,MAAM,eAAe,CAAC;AACvC,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAEpE,YAAY,EAAE,gBAAgB,EAAE,CAAC;AAMjC;;;;;;;;;;GAUG;AACH,qBAAa,oBAAqB,SAAQ,QAAQ;IAChD,OAAO,CAAC,MAAM,CAAe;IAC7B,OAAO,CAAC,UAAU,CAAqC;IACvD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAuB;IACnD,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAyC;IAChE,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,SAAS,CAA4B;IAC7C,OAAO,CAAC,UAAU,CAAsB;IACxC,OAAO,CAAC,cAAc,CAAS;IAC/B,OAAO,CAAC,cAAc,CAAS;IAC/B,OAAO,CAAC,SAAS,CAAU;IAC3B,OAAO,CAAC,YAAY,CAAU;IAC9B,qGAAqG;IACrG,OAAO,CAAC,WAAW,CAA6B;IAEhD,sFAAsF;IACtF,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC,SAAS,CAAC,CAAyC;IACjF,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC,QAAQ,CAAC,CAAyC;IAC/E,QAAQ,CAAC,IAAI,EAAE,WAAW,CAAC,MAAM,CAAC,CAAyC;IAC3E,QAAQ,CAAC,OAAO,EAAE,WAAW,CAAC,SAAS,CAAC,CAAyC;IACjF,QAAQ,CAAC,KAAK,EAAE,WAAW,CAAC,OAAO,CAAC,CAAyC;IAC7E,QAAQ,CAAC,aAAa,iBAAsB;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,KAAK,IAAI,EAAI;IAEzF,YAAY,IAAI,EAAE,gBAAgB,EAAE,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,SAAS,EAAE,WAAW,EAAE,oBAAoB,EAAE,MAAM,CAAC,EAAE,WAAW,CAAC,MAAM,EAAE,KAAK,CAAC,EAc7J;IAED,OAAO,CAAC,YAAY;IAIpB;;;;;;OAMG;IACH,OAAO,CAAC,MAAM,CAAC,gBAAgB;IAI/B,OAAO,CAAC,MAAM,CAAC,eAAe;IAW9B;;;;;;;OAOG;IACH,OAAO,CAAC,WAAW;IAkDnB;;;;;OAKG;IACH,OAAO,CAAC,UAAU;IASlB;;;OAGG;IACH,OAAO,CAAC,iBAAiB;IAyCzB,OAAO,CAAC,UAAU;IAMlB,uGAAuG;IACvG,OAAO,CAAC,YAAY;IAMpB,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI,CAoBxE;IAED,2FAA2F;IAC3F,gBAAgB,CAAC,SAAS,EAAE,aAAa,GAAG,IAAI,CAS/C;IAED,IAAI,OAAO,IAAI,OAAO,CAErB;IAED,IAAI,OAAO,CAAC,KAAK,EAAE,OAAO,EAEzB;IAED,IAAI,KAAK,IAAI,MAAM,CAGlB;IAED,IAAI,KAAK,IAAI,MAAM,CAElB;IAED,IAAI,UAAU,IAAI,MAAM,CAEvB;IAED,iGAAiG;IACjG,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAK5B;IAED,uGAAuG;IACvG,UAAU,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAI9B;IAED,mFAAmF;IACnF,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAI5B;IAED,8EAA8E;IAC9E,IAAI,IAAI,IAAI,CAQX;IAED,6DAA6D;IAC7D,KAAK,IAAI,IAAI,CAGZ;IAED,0GAA0G;IAC1G,QAAQ,CAAC,KAAK,EAAE,cAAc,GAAG,IAAI,CAGpC;CACF"}
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@@ -47,14 +47,29 @@ export class StagedButtonNodeView extends NodeView {
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this.defaultStageId = node.defaultStageId;
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this.currentStageId = node.stages.some((stage) => stage.id === node.defaultStageId) ? node.defaultStageId : node.stages[0].id;
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this.enabledState = node.enabled;
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this.buildButton()
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// Explicit size, not the `this.layoutRectangle` default `buildButton()` would otherwise fall back
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// to: no layout pass has run yet at construction time, so that getter still reads `{0, 0}`.
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this.buildButton({ width: node.transform.width, height: node.transform.height });
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}
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currentStage() {
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return this.stagesData.find((stage) => stage.id === this.currentStageId) ?? this.stagesData[0];
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}
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/**
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* Invisible (alpha 0) but still hit-testable: Pixi's `containsPoint` hit-tests the fill's geometry
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* regardless of its alpha. Painted with a real size *before* the view ever reaches `FancyButton`:
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* `FancyButton` reads `defaultView`'s bounds exactly once, synchronously during construction, to
|
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* freeze its own `hitArea` — it never re-reads them afterwards. A `Graphics` still at its default
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* (0, 0) size at that moment would freeze a zero-size, permanently unclickable hit area.
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*/
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+
static paintPlaceholder(graphics, width, height) {
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graphics.clear().rect(0, 0, width, height).fill({ color: 0x000000, alpha: 0 });
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}
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static createStateView(texture, nineSlice, size) {
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if (texture === undefined) {
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const graphics = new Graphics();
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StagedButtonNodeView.paintPlaceholder(graphics, size.width, size.height);
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return graphics;
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}
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return nineSlice === undefined
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? new Sprite(texture)
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: new NineSliceSprite({ texture, leftWidth: nineSlice.left, topHeight: nineSlice.top, rightWidth: nineSlice.right, bottomHeight: nineSlice.bottom });
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@@ -62,15 +77,19 @@ export class StagedButtonNodeView extends NodeView {
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/**
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* (Re)builds `FancyButton` and its four state views for the current stage. `size`, when provided,
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* sizes the freshly built views immediately — needed because a stage change may happen well outside
|
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* a `syncContent` pass (e.g. a runtime click), where nothing else would resize them afterwards.
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+
* a `syncContent` pass (e.g. a runtime click), where nothing else would resize them afterwards. The
|
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+
* constructor also always passes it explicitly: `this.layoutRectangle` is still `{0, 0}` before the
|
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* first layout pass, and an initial placeholder painted at that size would freeze a zero-size,
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* permanently unclickable `hitArea` on `FancyButton` (see `paintPlaceholder`).
|
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*/
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|
buildButton(size) {
|
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|
const stage = this.currentStage();
|
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|
const normalTexture = this.textureFor(stage.states.normalAssetId);
|
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|
+
const resolvedSize = size ?? this.layoutRectangle;
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const stateViews = {};
|
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|
const viewFor = (state, assetId) => {
|
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const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;
|
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-
const view = StagedButtonNodeView.createStateView(texture, this.nineSlice);
|
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+
const view = StagedButtonNodeView.createStateView(texture, this.nineSlice, resolvedSize);
|
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|
stateViews[state] = view;
|
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|
return view;
|
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|
};
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@@ -105,8 +124,7 @@ export class StagedButtonNodeView extends NodeView {
|
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this.button = button;
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this.stateViews = stateViews;
|
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|
this.setContent(button);
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|
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-
this.applySizes(resolved.width, resolved.height);
|
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+
this.applySizes(resolvedSize.width, resolvedSize.height);
|
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110
128
|
// Пересборка — деталь реализации `FancyButton`, а не действие пользователя: transient enabled и
|
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|
// визуальное состояние восстанавливаются на новом инстансе, иначе переключение nine-slice или
|
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|
// догрузка текстуры сбрасывали бы их.
|
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@@ -128,7 +146,7 @@ export class StagedButtonNodeView extends NodeView {
|
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else if (view instanceof Sprite)
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|
view.setSize(width, height);
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|
else if (view instanceof Graphics)
|
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|
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|
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|
+
StagedButtonNodeView.paintPlaceholder(view, width, height);
|
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|
}
|
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|
}
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/**
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@@ -1 +1 @@
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1
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-
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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 // Explicit size, not the `this.layoutRectangle` default `buildButton()` would otherwise fall back\r\n // to: no layout pass has run yet at construction time, so that getter still reads `{0, 0}`.\r\n this.buildButton({ width: node.transform.width, height: node.transform.height });\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 /**\r\n * Invisible (alpha 0) but still hit-testable: Pixi's `containsPoint` hit-tests the fill's geometry\r\n * regardless of its alpha. Painted with a real size *before* the view ever reaches `FancyButton`:\r\n * `FancyButton` reads `defaultView`'s bounds exactly once, synchronously during construction, to\r\n * freeze its own `hitArea` — it never re-reads them afterwards. A `Graphics` still at its default\r\n * (0, 0) size at that moment would freeze a zero-size, permanently unclickable hit area.\r\n */\r\n private static paintPlaceholder(graphics: Graphics, width: number, height: number): void {\r\n graphics.clear().rect(0, 0, width, height).fill({ color: 0x000000, alpha: 0 });\r\n }\r\n\r\n private static createStateView(texture: Texture | undefined, nineSlice: LayoutPadding | undefined, size: { width: number; height: number }): Container {\r\n if (texture === undefined) {\r\n const graphics = new Graphics();\r\n StagedButtonNodeView.paintPlaceholder(graphics, size.width, size.height);\r\n return graphics;\r\n }\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. The\r\n * constructor also always passes it explicitly: `this.layoutRectangle` is still `{0, 0}` before the\r\n * first layout pass, and an initial placeholder painted at that size would freeze a zero-size,\r\n * permanently unclickable `hitArea` on `FancyButton` (see `paintPlaceholder`).\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 resolvedSize = size ?? this.layoutRectangle;\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, resolvedSize);\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 this.applySizes(resolvedSize.width, resolvedSize.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) StagedButtonNodeView.paintPlaceholder(view, width, height);\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"]}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ValueControlNodeViews.d.ts","sourceRoot":"","sources":["../../src/views/ValueControlNodeViews.ts"],"names":[],"mappings":"AAAA,OAAO,EAAsB,KAAK,eAAe,EAAE,KAAK,UAAU,EAA4B,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAC1I,OAAO,EAAe,MAAM,EAAE,MAAM,UAAU,CAAC;AAC/C,OAAO,EAAU,OAAO,EAAqD,MAAM,SAAS,CAAC;AAC7F,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAyEpE,iEAAiE;AACjE,qBAAa,cAAe,SAAQ,QAAQ;IAC1C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAgB;IACxC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0C;IAChE,OAAO,CAAC,iBAAiB,CAAU;IACnC,OAAO,CAAC,WAAW,CAAU;IAC7B,OAAO,CAAC,aAAa,CAAU;IAC/B,OAAO,CAAC,UAAU,CAAM;
|
|
1
|
+
{"version":3,"file":"ValueControlNodeViews.d.ts","sourceRoot":"","sources":["../../src/views/ValueControlNodeViews.ts"],"names":[],"mappings":"AAAA,OAAO,EAAsB,KAAK,eAAe,EAAE,KAAK,UAAU,EAA4B,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAC1I,OAAO,EAAe,MAAM,EAAE,MAAM,UAAU,CAAC;AAC/C,OAAO,EAAU,OAAO,EAAqD,MAAM,SAAS,CAAC;AAC7F,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAyEpE,iEAAiE;AACjE,qBAAa,cAAe,SAAQ,QAAQ;IAC1C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAgB;IACxC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0C;IAChE,OAAO,CAAC,iBAAiB,CAAU;IACnC,OAAO,CAAC,WAAW,CAAU;IAC7B,OAAO,CAAC,aAAa,CAAU;IAC/B,OAAO,CAAC,UAAU,CAAM;IAExB,YAAY,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,SAAS,EAAE,WAAW,EAAE,oBAAoB,EAAE,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,SAAS,EAsBlK;IAED,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI,CAgBxE;IAED,IAAI,KAAK,IAAI,MAAM,CAA+B;IAClD,IAAI,KAAK,CAAC,KAAK,EAAE,MAAM,EAAiC;IACxD,IAAI,GAAG,IAAI,MAAM,CAA6B;IAC9C,IAAI,GAAG,CAAC,KAAK,EAAE,MAAM,EAAwE;IAC7F,IAAI,GAAG,IAAI,MAAM,CAA6B;IAC9C,IAAI,GAAG,CAAC,KAAK,EAAE,MAAM,EAAwE;IAC7F,IAAI,IAAI,IAAI,MAAM,CAA8B;IAChD,IAAI,IAAI,CAAC,KAAK,EAAE,MAAM,EAAyE;IAC/F,IAAI,QAAQ,IAAI,MAAM,CAAC,UAAU,CAAC,CAAkC;IACpE,IAAI,QAAQ,IAAI,MAAM,CAAC,UAAU,CAAC,CAAkC;CACrE;AAED,uEAAuE;AACvE,qBAAa,mBAAoB,SAAQ,QAAQ;IAC/C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAkB;IAC1C,OAAO,CAAC,iBAAiB,CAAU;IACnC,OAAO,CAAC,WAAW,CAAU;IAC7B,OAAO,CAAC,UAAU,CAAM;IAExB,YAAY,IAAI,EAAE,eAAe,EAAE,QAAQ,EAAE,WAAW,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,SAAS,EAYpF;IAED,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI,CAQxE;IAED,IAAI,QAAQ,IAAI,MAAM,CAAkC;IACxD,IAAI,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAoC;CAC/D"}
|
package/dist/views/basic.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { type LayoutPadding, type LayoutProfileId, type UINode } from "@pixi-ui-editor/schema";
|
|
2
2
|
import { Container, Texture } from "pixi.js";
|
|
3
|
-
import { NodeView } from "./NodeView.js";
|
|
3
|
+
import { NodeView, type SceneInteractionMode } from "./NodeView.js";
|
|
4
4
|
export declare class ContainerNodeView extends NodeView {
|
|
5
5
|
protected syncContent(): void;
|
|
6
6
|
}
|
|
@@ -10,6 +10,32 @@ export declare class MaskNodeView extends NodeView {
|
|
|
10
10
|
constructor();
|
|
11
11
|
protected syncContent(node: UINode, transform: UINode["transform"]): void;
|
|
12
12
|
}
|
|
13
|
+
/**
|
|
14
|
+
* Multiplies one opacity into its whole child subtree, the same contract as Unity's `CanvasGroup.alpha`:
|
|
15
|
+
* PixiJS already folds a container's `alpha` into every descendant's `worldAlpha`, so this costs one
|
|
16
|
+
* multiply per object in a traversal that happens anyway — no offscreen render pass, and a fade over an
|
|
17
|
+
* arbitrarily large subtree stays a single number written once per frame. Overlapping children therefore
|
|
18
|
+
* show through each other at intermediate values, exactly as they do under a Unity `CanvasGroup`; true
|
|
19
|
+
* flattened group opacity would need an `AlphaFilter` and its per-frame render texture, which is
|
|
20
|
+
* deliberately not what this node is for.
|
|
21
|
+
*
|
|
22
|
+
* At zero opacity a runtime scene also stops rendering and hit-testing the subtree outright — the
|
|
23
|
+
* `blocksRaycasts` half of `CanvasGroup`, without which a fully faded-out screen keeps eating the
|
|
24
|
+
* pointer input of the one faded in over it. Both are skipped while authoring: `eventMode = "none"` on
|
|
25
|
+
* the view itself would drop the node and its children out of editor selection, and hit testing stays
|
|
26
|
+
* `NodeView`'s responsibility.
|
|
27
|
+
*/
|
|
28
|
+
export declare class OpacityGroupNodeView extends NodeView {
|
|
29
|
+
private readonly interaction;
|
|
30
|
+
/** Transient runtime override; `undefined` keeps the authored `opacity` from the document. */
|
|
31
|
+
private runtimeOpacity?;
|
|
32
|
+
private authoredOpacity;
|
|
33
|
+
constructor(interaction: SceneInteractionMode);
|
|
34
|
+
/** Drives a fade from game code without touching the document; `undefined` restores the authored value. */
|
|
35
|
+
setOpacity(opacity: number | undefined): void;
|
|
36
|
+
private applyOpacity;
|
|
37
|
+
protected syncContent(node: UINode): void;
|
|
38
|
+
}
|
|
13
39
|
/** Layout groups may optionally paint one image behind their managed children. No asset means no content/view at all. */
|
|
14
40
|
export declare class LayoutGroupNodeView extends NodeView {
|
|
15
41
|
private readonly layoutContent;
|
|
@@ -102,6 +128,11 @@ export declare class BitmapTextNodeView extends NodeView {
|
|
|
102
128
|
private lastVerticalAlign;
|
|
103
129
|
constructor(fonts?: ReadonlyMap<string, string> | undefined);
|
|
104
130
|
protected syncContent(node: UINode, transform: UINode["transform"]): void;
|
|
131
|
+
/**
|
|
132
|
+
* Updates the rendered bitmap text without reapplying the node transform. This lets game code
|
|
133
|
+
* refresh counters that are temporarily attached to a Spine connector without dislodging them.
|
|
134
|
+
*/
|
|
135
|
+
setText(text: string): void;
|
|
105
136
|
/**
|
|
106
137
|
* Applies the node's style at the largest font size (down to `minFontSize`) that keeps the text
|
|
107
138
|
* inside `transform`, when `autoSize` is on — the same "shrink, never grow past the authored size"
|
|
@@ -1 +1 @@
|
|
|
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;
|
|
1
|
+
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|
package/dist/views/basic.js
CHANGED
|
@@ -20,6 +20,50 @@ export class MaskNodeView extends NodeView {
|
|
|
20
20
|
this.maskShape.clear().rect(0, 0, transform.width, transform.height).fill(0xffffff);
|
|
21
21
|
}
|
|
22
22
|
}
|
|
23
|
+
/**
|
|
24
|
+
* Multiplies one opacity into its whole child subtree, the same contract as Unity's `CanvasGroup.alpha`:
|
|
25
|
+
* PixiJS already folds a container's `alpha` into every descendant's `worldAlpha`, so this costs one
|
|
26
|
+
* multiply per object in a traversal that happens anyway — no offscreen render pass, and a fade over an
|
|
27
|
+
* arbitrarily large subtree stays a single number written once per frame. Overlapping children therefore
|
|
28
|
+
* show through each other at intermediate values, exactly as they do under a Unity `CanvasGroup`; true
|
|
29
|
+
* flattened group opacity would need an `AlphaFilter` and its per-frame render texture, which is
|
|
30
|
+
* deliberately not what this node is for.
|
|
31
|
+
*
|
|
32
|
+
* At zero opacity a runtime scene also stops rendering and hit-testing the subtree outright — the
|
|
33
|
+
* `blocksRaycasts` half of `CanvasGroup`, without which a fully faded-out screen keeps eating the
|
|
34
|
+
* pointer input of the one faded in over it. Both are skipped while authoring: `eventMode = "none"` on
|
|
35
|
+
* the view itself would drop the node and its children out of editor selection, and hit testing stays
|
|
36
|
+
* `NodeView`'s responsibility.
|
|
37
|
+
*/
|
|
38
|
+
export class OpacityGroupNodeView extends NodeView {
|
|
39
|
+
interaction;
|
|
40
|
+
/** Transient runtime override; `undefined` keeps the authored `opacity` from the document. */
|
|
41
|
+
runtimeOpacity;
|
|
42
|
+
authoredOpacity = 1;
|
|
43
|
+
constructor(interaction) {
|
|
44
|
+
super();
|
|
45
|
+
this.interaction = interaction;
|
|
46
|
+
}
|
|
47
|
+
/** Drives a fade from game code without touching the document; `undefined` restores the authored value. */
|
|
48
|
+
setOpacity(opacity) {
|
|
49
|
+
this.runtimeOpacity = opacity === undefined ? undefined : Math.min(1, Math.max(0, opacity));
|
|
50
|
+
this.applyOpacity(this.runtimeOpacity ?? this.authoredOpacity);
|
|
51
|
+
}
|
|
52
|
+
applyOpacity(opacity) {
|
|
53
|
+
this.alpha = opacity;
|
|
54
|
+
if (this.interaction === "authoring")
|
|
55
|
+
return;
|
|
56
|
+
const hidden = opacity <= 0;
|
|
57
|
+
this.renderable = !hidden;
|
|
58
|
+
this.eventMode = hidden ? "none" : "passive";
|
|
59
|
+
}
|
|
60
|
+
syncContent(node) {
|
|
61
|
+
if (node.type !== "opacity-group")
|
|
62
|
+
return;
|
|
63
|
+
this.authoredOpacity = node.opacity;
|
|
64
|
+
this.applyOpacity(this.runtimeOpacity ?? this.authoredOpacity);
|
|
65
|
+
}
|
|
66
|
+
}
|
|
23
67
|
/** Layout groups may optionally paint one image behind their managed children. No asset means no content/view at all. */
|
|
24
68
|
export class LayoutGroupNodeView extends NodeView {
|
|
25
69
|
layoutContent = new Container();
|
|
@@ -304,6 +348,16 @@ export class BitmapTextNodeView extends NodeView {
|
|
|
304
348
|
this.applyFittedStyle(bitmapText, node, family, transform);
|
|
305
349
|
this.align();
|
|
306
350
|
}
|
|
351
|
+
/**
|
|
352
|
+
* Updates the rendered bitmap text without reapplying the node transform. This lets game code
|
|
353
|
+
* refresh counters that are temporarily attached to a Spine connector without dislodging them.
|
|
354
|
+
*/
|
|
355
|
+
setText(text) {
|
|
356
|
+
if (!(this.content instanceof BitmapText) || this.content.text === text)
|
|
357
|
+
return;
|
|
358
|
+
this.content.text = text;
|
|
359
|
+
this.align();
|
|
360
|
+
}
|
|
307
361
|
/**
|
|
308
362
|
* Applies the node's style at the largest font size (down to `minFontSize`) that keeps the text
|
|
309
363
|
* inside `transform`, when `autoSize` is on — the same "shrink, never grow past the authored size"
|