@pixi-ui-editor/runtime-pixi 0.7.1 → 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.
Files changed (55) hide show
  1. package/dist/SceneViewport.d.ts.map +1 -1
  2. package/dist/assets/bitmapFonts.js.map +1 -1
  3. package/dist/assets/fonts.js.map +1 -1
  4. package/dist/assets/sounds.js.map +1 -1
  5. package/dist/assets/spine.js.map +1 -1
  6. package/dist/assets/textures.js.map +1 -1
  7. package/dist/controls.d.ts +8 -0
  8. package/dist/controls.d.ts.map +1 -1
  9. package/dist/controls.js +12 -1
  10. package/dist/controls.js.map +1 -1
  11. package/dist/document.d.ts.map +1 -1
  12. package/dist/index.d.ts +1 -1
  13. package/dist/index.d.ts.map +1 -1
  14. package/dist/index.js +1 -1
  15. package/dist/index.js.map +1 -1
  16. package/dist/layoutGroups.d.ts.map +1 -1
  17. package/dist/layoutGroups.js.map +1 -1
  18. package/dist/localization.d.ts.map +1 -1
  19. package/dist/localization.js.map +1 -1
  20. package/dist/pageGroup.d.ts.map +1 -1
  21. package/dist/pageGroup.js.map +1 -1
  22. package/dist/particles.d.ts.map +1 -1
  23. package/dist/particles.js.map +1 -1
  24. package/dist/scene.js.map +1 -1
  25. package/dist/scrollView.d.ts.map +1 -1
  26. package/dist/scrollView.js.map +1 -1
  27. package/dist/views/ButtonNodeView.d.ts +12 -0
  28. package/dist/views/ButtonNodeView.d.ts.map +1 -1
  29. package/dist/views/ButtonNodeView.js +25 -7
  30. package/dist/views/ButtonNodeView.js.map +1 -1
  31. package/dist/views/CheckboxNodeView.d.ts.map +1 -1
  32. package/dist/views/InputNodeView.d.ts.map +1 -1
  33. package/dist/views/NodeView.d.ts +1 -1
  34. package/dist/views/NodeView.d.ts.map +1 -1
  35. package/dist/views/NodeView.js +1 -1
  36. package/dist/views/NodeView.js.map +1 -1
  37. package/dist/views/PageGroupNodeView.d.ts.map +1 -1
  38. package/dist/views/PaginationNodeView.d.ts.map +1 -1
  39. package/dist/views/PaginationNodeView.js.map +1 -1
  40. package/dist/views/ParticleEmitterNodeView.d.ts.map +1 -1
  41. package/dist/views/ScrollViewNodeView.d.ts.map +1 -1
  42. package/dist/views/SpineNodeView.d.ts.map +1 -1
  43. package/dist/views/StagedButtonNodeView.d.ts +12 -1
  44. package/dist/views/StagedButtonNodeView.d.ts.map +1 -1
  45. package/dist/views/StagedButtonNodeView.js +27 -9
  46. package/dist/views/StagedButtonNodeView.js.map +1 -1
  47. package/dist/views/ValueControlNodeViews.d.ts.map +1 -1
  48. package/dist/views/basic.d.ts +27 -1
  49. package/dist/views/basic.d.ts.map +1 -1
  50. package/dist/views/basic.js +44 -0
  51. package/dist/views/basic.js.map +1 -1
  52. package/dist/views/createNodeView.d.ts.map +1 -1
  53. package/dist/views/createNodeView.js +4 -1
  54. package/dist/views/createNodeView.js.map +1 -1
  55. package/package.json +5 -2
@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
1
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type { ParticleEffectDefinition } from \"@pixi-ui-editor/schema\";\r\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Deterministic xorshift32 generator; it has no DOM/Pixi/ticker dependency. */\r\nexport class SeededRandom {\r\n private state: number;\r\n constructor(seed: number) { this.state = seed === 0 ? 0x9e3779b9 : seed >>> 0; }\r\n next(): number { this.state ^= this.state << 13; this.state ^= this.state >>> 17; this.state ^= this.state << 5; return (this.state >>> 0) / 0x1_0000_0000; }\r\n range(min: number, max: number): number { return min + (max - min) * this.next(); }\r\n /** A uniform index in `[0, length)`; used to pick a random asset/frame. */\r\n index(length: number): number { return Math.min(length - 1, Math.floor(this.next() * length)); }\r\n}\r\n\r\nexport function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }\r\n\r\nfunction hexChannel(hex: string, offset: number): number { return parseInt(hex.slice(offset, offset + 2), 16); }\r\n/** Lerps two `#RRGGBB[AA]` strings channel-by-channel; a trailing alpha byte, if any, is ignored. */\r\nexport function lerpColorHex(start: string, end: string, t: number): string {\r\n const channel = (offset: number) => Math.round(lerp(hexChannel(start, offset), hexChannel(end, offset), t)).toString(16).padStart(2, \"0\");\r\n return `#${channel(1)}${channel(3)}${channel(5)}`;\r\n}\r\n\r\nexport type ParticleSpawnShape = \"point\" | \"rectangle\" | \"circle\";\r\n\r\n/** `point` returns the rect centre; `rectangle` is uniform over the area; `circle` is uniform over the ellipse inscribed in the rect. */\r\nexport function sampleSpawnPoint(shape: ParticleSpawnShape, width: number, height: number, random: SeededRandom): { x: number; y: number } {\r\n const cx = width / 2, cy = height / 2;\r\n if (shape === \"point\") return { x: cx, y: cy };\r\n if (shape === \"rectangle\") return { x: random.next() * width, y: random.next() * height };\r\n const angle = random.next() * Math.PI * 2;\r\n const radius = Math.sqrt(random.next());\r\n return { x: cx + Math.cos(angle) * radius * cx, y: cy + Math.sin(angle) * radius * cy };\r\n}\r\n\r\n/** A prewarmed pool entry: `render` is an opaque adapter-owned renderer object created by the same factory as the simulation slot. */\r\nexport type ParticleSlot<TRender> = {\r\n render: TRender;\r\n /** Adapter-owned static attributes must be uploaded once after this slot is (re)spawned. */\r\n renderDirty: boolean;\r\n age: number;\r\n lifetime: number;\r\n x: number;\r\n y: number;\r\n vx: number;\r\n vy: number;\r\n /** Spawn-local position; used to derive the physics delta for world-space reprojection. */\r\n spawnX: number;\r\n spawnY: number;\r\n rotationDegrees: number;\r\n angularVelocityDegrees: number;\r\n scaleStart: number;\r\n scaleEnd: number;\r\n /** Index into `random`/`sequence` source `assetIds`, picked once at spawn. */\r\n sourceIndex: number;\r\n /** Starting frame offset for a `sequence` source with `randomStartFrame`. */\r\n sequenceStart: number;\r\n /** World-space spawn position and the linear (rotate+scale) part of the emitter's world transform at spawn time; only meaningful for `world` space particles. */\r\n worldSpawnX: number;\r\n worldSpawnY: number;\r\n spawnMatrixA: number;\r\n spawnMatrixB: number;\r\n spawnMatrixC: number;\r\n spawnMatrixD: number;\r\n};\r\n\r\nfunction createZeroedSlot<TRender>(render: TRender): ParticleSlot<TRender> {\r\n return { render, renderDirty: false, age: 0, lifetime: 0, x: 0, y: 0, vx: 0, vy: 0, spawnX: 0, spawnY: 0, rotationDegrees: 0, angularVelocityDegrees: 0, scaleStart: 1, scaleEnd: 1, sourceIndex: 0, sequenceStart: 0, worldSpawnX: 0, worldSpawnY: 0, spawnMatrixA: 1, spawnMatrixB: 0, spawnMatrixC: 0, spawnMatrixD: 1 };\r\n}\r\nfunction resetSlot<TRender>(slot: ParticleSlot<TRender>): void {\r\n // Hot release path: reset in place instead of allocating a temporary zeroed slot for Object.assign.\r\n slot.renderDirty = false; slot.age = 0; slot.lifetime = 0; slot.x = 0; slot.y = 0; slot.vx = 0; slot.vy = 0;\r\n slot.spawnX = 0; slot.spawnY = 0; slot.rotationDegrees = 0; slot.angularVelocityDegrees = 0;\r\n slot.scaleStart = 1; slot.scaleEnd = 1; slot.sourceIndex = 0; slot.sequenceStart = 0;\r\n slot.worldSpawnX = 0; slot.worldSpawnY = 0;\r\n slot.spawnMatrixA = 1; slot.spawnMatrixB = 0; slot.spawnMatrixC = 0; slot.spawnMatrixD = 1;\r\n}\r\n\r\n/**\r\n * Prewarmed object pool. `acquire`/`release` never call the factory; only `resize` does, and only for\r\n * the capacity delta. Shrinking removes idle free slots immediately; active slots beyond the new\r\n * capacity keep running and are permanently destroyed (via `onRemove`, never recycled) the next time\r\n * they are released instead of returning to the free list.\r\n */\r\nexport class ParticlePool<T> {\r\n private readonly free: T[] = [];\r\n private readonly active = new Set<T>();\r\n private capacity: number;\r\n public dropped = 0;\r\n constructor(private readonly factory: () => T, capacity: number, private readonly onRemove?: (value: T) => void) {\r\n this.capacity = capacity;\r\n for (let i = 0; i < capacity; i++) this.free.push(factory());\r\n }\r\n acquire(): T | undefined {\r\n const value = this.free.pop();\r\n if (value === undefined) { this.dropped++; return undefined; }\r\n this.active.add(value);\r\n return value;\r\n }\r\n release(value: T): void {\r\n if (!this.active.has(value)) return;\r\n const overCapacity = this.free.length + this.active.size > this.capacity;\r\n this.active.delete(value);\r\n if (overCapacity) this.onRemove?.(value);\r\n else this.free.push(value);\r\n }\r\n resize(capacity: number): void {\r\n if (capacity > this.capacity) {\r\n const total = this.free.length + this.active.size;\r\n for (let i = total; i < capacity; i++) this.free.push(this.factory());\r\n } else if (capacity < this.capacity) {\r\n while (this.free.length + this.active.size > capacity && this.free.length > 0) this.onRemove?.(this.free.pop()!);\r\n }\r\n this.capacity = capacity;\r\n }\r\n /** Permanently destroys every slot, free and active alike; used by `dispose()`. */\r\n clear(): void {\r\n for (const value of this.free.splice(0, this.free.length)) this.onRemove?.(value);\r\n for (const value of this.active) this.onRemove?.(value);\r\n this.active.clear();\r\n this.capacity = 0;\r\n }\r\n get values(): ReadonlySet<T> { return this.active; }\r\n get limit(): number { return this.capacity; }\r\n}\r\n\r\nexport type ParticleSpawnContext = { width: number; height: number; space: \"local\" | \"world\" };\r\nexport type ParticleDiagnostics = { active: number; dropped: number; playing: boolean; stopped: boolean; disposed: boolean };\r\n\r\n/** Adapter-supplied, renderer-specific operations. The simulator never imports Pixi. */\r\nexport type ParticleRenderHooks<TRender> = {\r\n createRender(): TRender;\r\n hideRender(render: TRender): void;\r\n destroyRender(render: TRender): void;\r\n /** The emitter's current world transform linear part `{a,b,c,d}` and translation `{tx,ty}`; read only when a `world`-space particle spawns. */\r\n getWorldTransform(): { a: number; b: number; c: number; d: number; tx: number; ty: number };\r\n};\r\n\r\n/**\r\n * Schema-neutral, deterministic particle simulation over a prewarmed pool. Owns lifecycle\r\n * (`play`/`pause`/`step`/`restart`/`stop`/`dispose`), fixed-step ticking, seeded spawn parameters and\r\n * burst/rate scheduling. Rendering (texture, tint, local/world projection) is the adapter's job; this\r\n * class only exposes the pool's active slots and the effect definition for it to read.\r\n */\r\nexport class ParticleSimulator<TRender> {\r\n static readonly stepSeconds = 1 / 60;\r\n private readonly pool: ParticlePool<ParticleSlot<TRender>>;\r\n private random: SeededRandom;\r\n private elapsed = 0;\r\n private stepAccumulator = 0;\r\n private emissionAccumulator = 0;\r\n private burstCursors: number[];\r\n private multiplier = 1;\r\n private emitting = false;\r\n private simulating = false;\r\n private stopped = false;\r\n private disposed = false;\r\n private context: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\r\n\r\n constructor(public definition: ParticleEffectDefinition, private readonly hooks: ParticleRenderHooks<TRender>) {\r\n this.random = new SeededRandom(definition.seed);\r\n this.burstCursors = definition.emission.bursts.map(() => 0);\r\n this.pool = new ParticlePool<ParticleSlot<TRender>>(\r\n () => createZeroedSlot(hooks.createRender()),\r\n definition.maxParticles,\r\n (slot) => hooks.destroyRender(slot.render),\r\n );\r\n }\r\n\r\n get activeSlots(): ReadonlySet<ParticleSlot<TRender>> { return this.pool.values; }\r\n\r\n setEmissionMultiplier(value: number): void {\r\n if (!Number.isFinite(value) || value < 0) throw new RangeError(\"Emission multiplier must be finite and non-negative.\");\r\n this.multiplier = value;\r\n }\r\n\r\n /** Adopts a new definition reference without ever comparing identity: unrelated edits, seed changes and texture changes never reset accumulator, PRNG or live particles. Only `maxParticles` triggers a pool resize. */\r\n syncEffect(effect: ParticleEffectDefinition): void {\r\n this.definition = effect;\r\n if (this.pool.limit !== effect.maxParticles) this.pool.resize(effect.maxParticles);\r\n const cursors = effect.emission.bursts.map((_, index) => this.burstCursors[index] ?? 0);\r\n this.burstCursors = cursors;\r\n }\r\n\r\n play(): void { if (this.disposed) return; this.emitting = true; this.simulating = true; this.stopped = false; }\r\n /** Freezes emission and every live particle without resetting time or PRNG. */\r\n pause(): void { if (this.disposed) return; this.emitting = false; this.simulating = false; this.stopped = false; }\r\n /** Stops new spawns; already-emitted particles keep simulating to their natural death. */\r\n stop(): void {\r\n if (this.disposed) return;\r\n this.emitting = false;\r\n this.simulating = this.pool.values.size > 0;\r\n this.stopped = true;\r\n }\r\n\r\n restart(): void {\r\n if (this.disposed) return;\r\n for (const slot of [...this.pool.values]) this.releaseSlot(slot);\r\n this.elapsed = 0;\r\n this.stepAccumulator = 0;\r\n this.emissionAccumulator = 0;\r\n this.burstCursors = this.definition.emission.bursts.map(() => 0);\r\n this.pool.dropped = 0;\r\n this.random = new SeededRandom(this.definition.seed);\r\n this.emitting = true;\r\n this.simulating = true;\r\n this.stopped = false;\r\n }\r\n\r\n /** Idempotent terminal cleanup: destroys every pooled render object and excludes the view from further updates. */\r\n dispose(): void {\r\n if (this.disposed) return;\r\n this.disposed = true;\r\n this.emitting = false;\r\n this.simulating = false;\r\n this.stopped = false;\r\n this.pool.clear();\r\n }\r\n\r\n /** Advances exactly one fixed step regardless of paused/stopped state, and never changes it. */\r\n step(context: ParticleSpawnContext): boolean {\r\n if (this.disposed) return false;\r\n this.context = context;\r\n this.tick(ParticleSimulator.stepSeconds);\r\n return true;\r\n }\r\n\r\n update(deltaSeconds: number, context: ParticleSpawnContext): boolean {\r\n if (this.disposed || !this.simulating) return false;\r\n this.context = context;\r\n this.stepAccumulator = Math.min(this.stepAccumulator + Math.max(0, deltaSeconds), ParticleSimulator.stepSeconds * 8);\r\n let advanced = false;\r\n while (this.stepAccumulator >= ParticleSimulator.stepSeconds) {\r\n this.stepAccumulator -= ParticleSimulator.stepSeconds;\r\n this.tick(ParticleSimulator.stepSeconds);\r\n advanced = true;\r\n }\r\n return advanced;\r\n }\r\n\r\n getDiagnostics(): ParticleDiagnostics {\r\n return { active: this.pool.values.size, dropped: this.pool.dropped, playing: this.emitting, stopped: this.stopped && !this.disposed, disposed: this.disposed };\r\n }\r\n\r\n private tick(dt: number): void {\r\n // Age and move existing particles before spawning: a particle created this tick starts at age 0\r\n // and receives its first dt on the next tick, instead of being silently pre-aged by one step.\r\n const movement = this.definition.particle.movement;\r\n const drag = Math.max(0, 1 - movement.drag * dt);\r\n for (const slot of this.pool.values) {\r\n slot.age += dt;\r\n if (slot.age >= slot.lifetime) { this.releaseSlot(slot); continue; }\r\n slot.vx = (slot.vx + movement.accelerationX * dt) * drag;\r\n slot.vy = (slot.vy + movement.accelerationY * dt) * drag;\r\n slot.x += slot.vx * dt;\r\n slot.y += slot.vy * dt;\r\n slot.rotationDegrees += slot.angularVelocityDegrees * dt;\r\n }\r\n\r\n const e = this.definition.emission;\r\n const cycle = e.duration + e.delay;\r\n this.elapsed += dt;\r\n if (this.emitting) {\r\n const cycleElapsed = e.loop ? this.elapsed % cycle : this.elapsed;\r\n const inWindow = cycleElapsed >= e.delay && cycleElapsed <= e.delay + e.duration;\r\n if (inWindow && e.rate > 0) {\r\n this.emissionAccumulator += e.rate * this.multiplier * dt;\r\n while (this.emissionAccumulator >= 1) { this.emissionAccumulator -= 1; this.spawnParticle(); }\r\n }\r\n for (let index = 0; index < e.bursts.length; index++) {\r\n const burst = e.bursts[index]!;\r\n const triggerBase = e.delay + burst.time;\r\n for (;;) {\r\n const cursor = this.burstCursors[index] ?? 0;\r\n if (!e.loop && cursor >= 1) break;\r\n const triggerAt = e.loop ? cursor * cycle + triggerBase : triggerBase;\r\n if (this.elapsed < triggerAt) break;\r\n for (let i = 0; i < burst.count; i++) this.spawnParticle();\r\n this.burstCursors[index] = cursor + 1;\r\n }\r\n }\r\n if (!e.loop && this.elapsed >= e.delay + e.duration) {\r\n this.emitting = false;\r\n this.stopped = true;\r\n }\r\n }\r\n // A completed one-shot or a graceful stop must not keep an otherwise idle emitter on the hot\r\n // ticker path forever. Preserve the stopped diagnostic while putting simulation fully to sleep.\r\n if (!this.emitting && this.pool.values.size === 0) this.simulating = false;\r\n }\r\n\r\n private spawnParticle(): void {\r\n const slot = this.pool.acquire();\r\n if (!slot) return;\r\n const p = this.definition.particle;\r\n const rand = this.random;\r\n const point = sampleSpawnPoint(p.spawnShape.type, this.context.width, this.context.height, rand);\r\n slot.renderDirty = true;\r\n slot.age = 0;\r\n slot.lifetime = rand.range(p.lifetime.min, p.lifetime.max);\r\n slot.spawnX = point.x;\r\n slot.spawnY = point.y;\r\n slot.x = point.x;\r\n slot.y = point.y;\r\n const speed = rand.range(p.movement.speed.min, p.movement.speed.max);\r\n const angle = (p.movement.directionDegrees + (rand.next() - 0.5) * p.movement.spreadDegrees) * DEG_TO_RAD;\r\n slot.vx = Math.cos(angle) * speed;\r\n slot.vy = Math.sin(angle) * speed;\r\n slot.rotationDegrees = rand.range(p.visual.rotation.initialDegrees.min, p.visual.rotation.initialDegrees.max);\r\n slot.angularVelocityDegrees = rand.range(p.visual.rotation.angularVelocityDegrees.min, p.visual.rotation.angularVelocityDegrees.max);\r\n slot.scaleStart = rand.range(p.visual.scale.start.min, p.visual.scale.start.max);\r\n slot.scaleEnd = rand.range(p.visual.scale.end.min, p.visual.scale.end.max);\r\n const source = p.visual.source;\r\n slot.sourceIndex = source.type === \"single\" ? 0 : rand.index(source.assetIds.length);\r\n slot.sequenceStart = source.type === \"sequence\" && source.randomStartFrame ? rand.index(source.assetIds.length) : 0;\r\n if (this.context.space === \"world\") {\r\n const m = this.hooks.getWorldTransform();\r\n slot.worldSpawnX = m.a * point.x + m.c * point.y + m.tx;\r\n slot.worldSpawnY = m.b * point.x + m.d * point.y + m.ty;\r\n slot.spawnMatrixA = m.a;\r\n slot.spawnMatrixB = m.b;\r\n slot.spawnMatrixC = m.c;\r\n slot.spawnMatrixD = m.d;\r\n }\r\n }\r\n\r\n private releaseSlot(slot: ParticleSlot<TRender>): void {\r\n resetSlot(slot);\r\n this.hooks.hideRender(slot.render);\r\n this.pool.release(slot);\r\n }\r\n}\r\n"]}
1
+ 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type { ParticleEffectDefinition } from \"@pixi-ui-editor/schema\";\r\n\r\nconst DEG_TO_RAD = Math.PI / 180;\r\n\r\n/** Deterministic xorshift32 generator; it has no DOM/Pixi/ticker dependency. */\r\nexport class SeededRandom {\r\n private state: number;\r\n constructor(seed: number) { this.state = seed === 0 ? 0x9e3779b9 : seed >>> 0; }\r\n next(): number { this.state ^= this.state << 13; this.state ^= this.state >>> 17; this.state ^= this.state << 5; return (this.state >>> 0) / 0x1_0000_0000; }\r\n range(min: number, max: number): number { return min + (max - min) * this.next(); }\r\n /** A uniform index in `[0, length)`; used to pick a random asset/frame. */\r\n index(length: number): number { return Math.min(length - 1, Math.floor(this.next() * length)); }\r\n}\r\n\r\nexport function lerp(a: number, b: number, t: number): number { return a + (b - a) * t; }\r\n\r\nfunction hexChannel(hex: string, offset: number): number { return parseInt(hex.slice(offset, offset + 2), 16); }\r\n/** Lerps two `#RRGGBB[AA]` strings channel-by-channel; a trailing alpha byte, if any, is ignored. */\r\nexport function lerpColorHex(start: string, end: string, t: number): string {\r\n const channel = (offset: number) => Math.round(lerp(hexChannel(start, offset), hexChannel(end, offset), t)).toString(16).padStart(2, \"0\");\r\n return `#${channel(1)}${channel(3)}${channel(5)}`;\r\n}\r\n\r\nexport type ParticleSpawnShape = \"point\" | \"rectangle\" | \"circle\";\r\n\r\n/** `point` returns the rect centre; `rectangle` is uniform over the area; `circle` is uniform over the ellipse inscribed in the rect. */\r\nexport function sampleSpawnPoint(shape: ParticleSpawnShape, width: number, height: number, random: SeededRandom): { x: number; y: number } {\r\n const cx = width / 2, cy = height / 2;\r\n if (shape === \"point\") return { x: cx, y: cy };\r\n if (shape === \"rectangle\") return { x: random.next() * width, y: random.next() * height };\r\n const angle = random.next() * Math.PI * 2;\r\n const radius = Math.sqrt(random.next());\r\n return { x: cx + Math.cos(angle) * radius * cx, y: cy + Math.sin(angle) * radius * cy };\r\n}\r\n\r\n/** A prewarmed pool entry: `render` is an opaque adapter-owned renderer object created by the same factory as the simulation slot. */\r\nexport type ParticleSlot<TRender> = {\r\n render: TRender;\r\n /** Adapter-owned static attributes must be uploaded once after this slot is (re)spawned. */\r\n renderDirty: boolean;\r\n age: number;\r\n lifetime: number;\r\n x: number;\r\n y: number;\r\n vx: number;\r\n vy: number;\r\n /** Spawn-local position; used to derive the physics delta for world-space reprojection. */\r\n spawnX: number;\r\n spawnY: number;\r\n rotationDegrees: number;\r\n angularVelocityDegrees: number;\r\n scaleStart: number;\r\n scaleEnd: number;\r\n /** Index into `random`/`sequence` source `assetIds`, picked once at spawn. */\r\n sourceIndex: number;\r\n /** Starting frame offset for a `sequence` source with `randomStartFrame`. */\r\n sequenceStart: number;\r\n /** World-space spawn position and the linear (rotate+scale) part of the emitter's world transform at spawn time; only meaningful for `world` space particles. */\r\n worldSpawnX: number;\r\n worldSpawnY: number;\r\n spawnMatrixA: number;\r\n spawnMatrixB: number;\r\n spawnMatrixC: number;\r\n spawnMatrixD: number;\r\n};\r\n\r\nfunction createZeroedSlot<TRender>(render: TRender): ParticleSlot<TRender> {\r\n return { render, renderDirty: false, age: 0, lifetime: 0, x: 0, y: 0, vx: 0, vy: 0, spawnX: 0, spawnY: 0, rotationDegrees: 0, angularVelocityDegrees: 0, scaleStart: 1, scaleEnd: 1, sourceIndex: 0, sequenceStart: 0, worldSpawnX: 0, worldSpawnY: 0, spawnMatrixA: 1, spawnMatrixB: 0, spawnMatrixC: 0, spawnMatrixD: 1 };\r\n}\r\nfunction resetSlot<TRender>(slot: ParticleSlot<TRender>): void {\r\n // Hot release path: reset in place instead of allocating a temporary zeroed slot for Object.assign.\r\n slot.renderDirty = false; slot.age = 0; slot.lifetime = 0; slot.x = 0; slot.y = 0; slot.vx = 0; slot.vy = 0;\r\n slot.spawnX = 0; slot.spawnY = 0; slot.rotationDegrees = 0; slot.angularVelocityDegrees = 0;\r\n slot.scaleStart = 1; slot.scaleEnd = 1; slot.sourceIndex = 0; slot.sequenceStart = 0;\r\n slot.worldSpawnX = 0; slot.worldSpawnY = 0;\r\n slot.spawnMatrixA = 1; slot.spawnMatrixB = 0; slot.spawnMatrixC = 0; slot.spawnMatrixD = 1;\r\n}\r\n\r\n/**\r\n * Prewarmed object pool. `acquire`/`release` never call the factory; only `resize` does, and only for\r\n * the capacity delta. Shrinking removes idle free slots immediately; active slots beyond the new\r\n * capacity keep running and are permanently destroyed (via `onRemove`, never recycled) the next time\r\n * they are released instead of returning to the free list.\r\n */\r\nexport class ParticlePool<T> {\r\n private readonly free: T[] = [];\r\n private readonly active = new Set<T>();\r\n private capacity: number;\r\n public dropped = 0;\r\n constructor(private readonly factory: () => T, capacity: number, private readonly onRemove?: (value: T) => void) {\r\n this.capacity = capacity;\r\n for (let i = 0; i < capacity; i++) this.free.push(factory());\r\n }\r\n acquire(): T | undefined {\r\n const value = this.free.pop();\r\n if (value === undefined) { this.dropped++; return undefined; }\r\n this.active.add(value);\r\n return value;\r\n }\r\n release(value: T): void {\r\n if (!this.active.has(value)) return;\r\n const overCapacity = this.free.length + this.active.size > this.capacity;\r\n this.active.delete(value);\r\n if (overCapacity) this.onRemove?.(value);\r\n else this.free.push(value);\r\n }\r\n resize(capacity: number): void {\r\n if (capacity > this.capacity) {\r\n const total = this.free.length + this.active.size;\r\n for (let i = total; i < capacity; i++) this.free.push(this.factory());\r\n } else if (capacity < this.capacity) {\r\n while (this.free.length + this.active.size > capacity && this.free.length > 0) this.onRemove?.(this.free.pop()!);\r\n }\r\n this.capacity = capacity;\r\n }\r\n /** Permanently destroys every slot, free and active alike; used by `dispose()`. */\r\n clear(): void {\r\n for (const value of this.free.splice(0, this.free.length)) this.onRemove?.(value);\r\n for (const value of this.active) this.onRemove?.(value);\r\n this.active.clear();\r\n this.capacity = 0;\r\n }\r\n get values(): ReadonlySet<T> { return this.active; }\r\n get limit(): number { return this.capacity; }\r\n}\r\n\r\nexport type ParticleSpawnContext = { width: number; height: number; space: \"local\" | \"world\" };\r\nexport type ParticleDiagnostics = { active: number; dropped: number; playing: boolean; stopped: boolean; disposed: boolean };\r\n\r\n/** Adapter-supplied, renderer-specific operations. The simulator never imports Pixi. */\r\nexport type ParticleRenderHooks<TRender> = {\r\n createRender(): TRender;\r\n hideRender(render: TRender): void;\r\n destroyRender(render: TRender): void;\r\n /** The emitter's current world transform linear part `{a,b,c,d}` and translation `{tx,ty}`; read only when a `world`-space particle spawns. */\r\n getWorldTransform(): { a: number; b: number; c: number; d: number; tx: number; ty: number };\r\n};\r\n\r\n/**\r\n * Schema-neutral, deterministic particle simulation over a prewarmed pool. Owns lifecycle\r\n * (`play`/`pause`/`step`/`restart`/`stop`/`dispose`), fixed-step ticking, seeded spawn parameters and\r\n * burst/rate scheduling. Rendering (texture, tint, local/world projection) is the adapter's job; this\r\n * class only exposes the pool's active slots and the effect definition for it to read.\r\n */\r\nexport class ParticleSimulator<TRender> {\r\n static readonly stepSeconds = 1 / 60;\r\n private readonly pool: ParticlePool<ParticleSlot<TRender>>;\r\n private random: SeededRandom;\r\n private elapsed = 0;\r\n private stepAccumulator = 0;\r\n private emissionAccumulator = 0;\r\n private burstCursors: number[];\r\n private multiplier = 1;\r\n private emitting = false;\r\n private simulating = false;\r\n private stopped = false;\r\n private disposed = false;\r\n private context: ParticleSpawnContext = { width: 0, height: 0, space: \"local\" };\r\n\r\n constructor(public definition: ParticleEffectDefinition, private readonly hooks: ParticleRenderHooks<TRender>) {\r\n this.random = new SeededRandom(definition.seed);\r\n this.burstCursors = definition.emission.bursts.map(() => 0);\r\n this.pool = new ParticlePool<ParticleSlot<TRender>>(\r\n () => createZeroedSlot(hooks.createRender()),\r\n definition.maxParticles,\r\n (slot) => hooks.destroyRender(slot.render),\r\n );\r\n }\r\n\r\n get activeSlots(): ReadonlySet<ParticleSlot<TRender>> { return this.pool.values; }\r\n\r\n setEmissionMultiplier(value: number): void {\r\n if (!Number.isFinite(value) || value < 0) throw new RangeError(\"Emission multiplier must be finite and non-negative.\");\r\n this.multiplier = value;\r\n }\r\n\r\n /** Adopts a new definition reference without ever comparing identity: unrelated edits, seed changes and texture changes never reset accumulator, PRNG or live particles. Only `maxParticles` triggers a pool resize. */\r\n syncEffect(effect: ParticleEffectDefinition): void {\r\n this.definition = effect;\r\n if (this.pool.limit !== effect.maxParticles) this.pool.resize(effect.maxParticles);\r\n const cursors = effect.emission.bursts.map((_, index) => this.burstCursors[index] ?? 0);\r\n this.burstCursors = cursors;\r\n }\r\n\r\n play(): void { if (this.disposed) return; this.emitting = true; this.simulating = true; this.stopped = false; }\r\n /** Freezes emission and every live particle without resetting time or PRNG. */\r\n pause(): void { if (this.disposed) return; this.emitting = false; this.simulating = false; this.stopped = false; }\r\n /** Stops new spawns; already-emitted particles keep simulating to their natural death. */\r\n stop(): void {\r\n if (this.disposed) return;\r\n this.emitting = false;\r\n this.simulating = this.pool.values.size > 0;\r\n this.stopped = true;\r\n }\r\n\r\n restart(): void {\r\n if (this.disposed) return;\r\n for (const slot of [...this.pool.values]) this.releaseSlot(slot);\r\n this.elapsed = 0;\r\n this.stepAccumulator = 0;\r\n this.emissionAccumulator = 0;\r\n this.burstCursors = this.definition.emission.bursts.map(() => 0);\r\n this.pool.dropped = 0;\r\n this.random = new SeededRandom(this.definition.seed);\r\n this.emitting = true;\r\n this.simulating = true;\r\n this.stopped = false;\r\n }\r\n\r\n /** Idempotent terminal cleanup: destroys every pooled render object and excludes the view from further updates. */\r\n dispose(): void {\r\n if (this.disposed) return;\r\n this.disposed = true;\r\n this.emitting = false;\r\n this.simulating = false;\r\n this.stopped = false;\r\n this.pool.clear();\r\n }\r\n\r\n /** Advances exactly one fixed step regardless of paused/stopped state, and never changes it. */\r\n step(context: ParticleSpawnContext): boolean {\r\n if (this.disposed) return false;\r\n this.context = context;\r\n this.tick(ParticleSimulator.stepSeconds);\r\n return true;\r\n }\r\n\r\n update(deltaSeconds: number, context: ParticleSpawnContext): boolean {\r\n if (this.disposed || !this.simulating) return false;\r\n this.context = context;\r\n this.stepAccumulator = Math.min(this.stepAccumulator + Math.max(0, deltaSeconds), ParticleSimulator.stepSeconds * 8);\r\n let advanced = false;\r\n while (this.stepAccumulator >= ParticleSimulator.stepSeconds) {\r\n this.stepAccumulator -= ParticleSimulator.stepSeconds;\r\n this.tick(ParticleSimulator.stepSeconds);\r\n advanced = true;\r\n }\r\n return advanced;\r\n }\r\n\r\n getDiagnostics(): ParticleDiagnostics {\r\n return { active: this.pool.values.size, dropped: this.pool.dropped, playing: this.emitting, stopped: this.stopped && !this.disposed, disposed: this.disposed };\r\n }\r\n\r\n private tick(dt: number): void {\r\n // Age and move existing particles before spawning: a particle created this tick starts at age 0\r\n // and receives its first dt on the next tick, instead of being silently pre-aged by one step.\r\n const movement = this.definition.particle.movement;\r\n const drag = Math.max(0, 1 - movement.drag * dt);\r\n for (const slot of this.pool.values) {\r\n slot.age += dt;\r\n if (slot.age >= slot.lifetime) { this.releaseSlot(slot); continue; }\r\n slot.vx = (slot.vx + movement.accelerationX * dt) * drag;\r\n slot.vy = (slot.vy + movement.accelerationY * dt) * drag;\r\n slot.x += slot.vx * dt;\r\n slot.y += slot.vy * dt;\r\n slot.rotationDegrees += slot.angularVelocityDegrees * dt;\r\n }\r\n\r\n const e = this.definition.emission;\r\n const cycle = e.duration + e.delay;\r\n this.elapsed += dt;\r\n if (this.emitting) {\r\n const cycleElapsed = e.loop ? this.elapsed % cycle : this.elapsed;\r\n const inWindow = cycleElapsed >= e.delay && cycleElapsed <= e.delay + e.duration;\r\n if (inWindow && e.rate > 0) {\r\n this.emissionAccumulator += e.rate * this.multiplier * dt;\r\n while (this.emissionAccumulator >= 1) { this.emissionAccumulator -= 1; this.spawnParticle(); }\r\n }\r\n for (let index = 0; index < e.bursts.length; index++) {\r\n const burst = e.bursts[index]!;\r\n const triggerBase = e.delay + burst.time;\r\n for (;;) {\r\n const cursor = this.burstCursors[index] ?? 0;\r\n if (!e.loop && cursor >= 1) break;\r\n const triggerAt = e.loop ? cursor * cycle + triggerBase : triggerBase;\r\n if (this.elapsed < triggerAt) break;\r\n for (let i = 0; i < burst.count; i++) this.spawnParticle();\r\n this.burstCursors[index] = cursor + 1;\r\n }\r\n }\r\n if (!e.loop && this.elapsed >= e.delay + e.duration) {\r\n this.emitting = false;\r\n this.stopped = true;\r\n }\r\n }\r\n // A completed one-shot or a graceful stop must not keep an otherwise idle emitter on the hot\r\n // ticker path forever. Preserve the stopped diagnostic while putting simulation fully to sleep.\r\n if (!this.emitting && this.pool.values.size === 0) this.simulating = false;\r\n }\r\n\r\n private spawnParticle(): void {\r\n const slot = this.pool.acquire();\r\n if (!slot) return;\r\n const p = this.definition.particle;\r\n const rand = this.random;\r\n const point = sampleSpawnPoint(p.spawnShape.type, this.context.width, this.context.height, rand);\r\n slot.renderDirty = true;\r\n slot.age = 0;\r\n slot.lifetime = rand.range(p.lifetime.min, p.lifetime.max);\r\n slot.spawnX = point.x;\r\n slot.spawnY = point.y;\r\n slot.x = point.x;\r\n slot.y = point.y;\r\n const speed = rand.range(p.movement.speed.min, p.movement.speed.max);\r\n const angle = (p.movement.directionDegrees + (rand.next() - 0.5) * p.movement.spreadDegrees) * DEG_TO_RAD;\r\n slot.vx = Math.cos(angle) * speed;\r\n slot.vy = Math.sin(angle) * speed;\r\n slot.rotationDegrees = rand.range(p.visual.rotation.initialDegrees.min, p.visual.rotation.initialDegrees.max);\r\n slot.angularVelocityDegrees = rand.range(p.visual.rotation.angularVelocityDegrees.min, p.visual.rotation.angularVelocityDegrees.max);\r\n slot.scaleStart = rand.range(p.visual.scale.start.min, p.visual.scale.start.max);\r\n slot.scaleEnd = rand.range(p.visual.scale.end.min, p.visual.scale.end.max);\r\n const source = p.visual.source;\r\n slot.sourceIndex = source.type === \"single\" ? 0 : rand.index(source.assetIds.length);\r\n slot.sequenceStart = source.type === \"sequence\" && source.randomStartFrame ? rand.index(source.assetIds.length) : 0;\r\n if (this.context.space === \"world\") {\r\n const m = this.hooks.getWorldTransform();\r\n slot.worldSpawnX = m.a * point.x + m.c * point.y + m.tx;\r\n slot.worldSpawnY = m.b * point.x + m.d * point.y + m.ty;\r\n slot.spawnMatrixA = m.a;\r\n slot.spawnMatrixB = m.b;\r\n slot.spawnMatrixC = m.c;\r\n slot.spawnMatrixD = m.d;\r\n }\r\n }\r\n\r\n private releaseSlot(slot: ParticleSlot<TRender>): void {\r\n resetSlot(slot);\r\n this.hooks.hideRender(slot.render);\r\n this.pool.release(slot);\r\n }\r\n}\r\n"]}
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1
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{ type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { createStableId, isLayoutGroup, isParticleEffect, resolveLayoutGroupSettings, resolveOwnerNodeGraph, type EffectDefinition, type GridLayoutSettings, type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { loadSceneSpines } from \"./assets/spine.js\";\r\nimport { loadSceneTextures, type FileUrlResolver } from \"./assets/textures.js\";\r\nimport { loadSceneFonts } from \"./assets/fonts.js\";\r\nimport { loadSceneBitmapFonts } from \"./assets/bitmapFonts.js\";\r\nimport type { SceneAssetCache } from \"./assets/cache.js\";\r\nimport { getCanvasLogicalSize, getCanvasScale, resolveAnchoredTransform, resolveProfileTransform, type LayoutSize } from \"./layout.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./views/NodeView.js\";\r\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\r\nimport { createNodeView } from \"./views/createNodeView.js\";\r\nimport { applyLayoutGroup, applyLayoutItem, createGridLineBreak, initializePixiLayout, LayoutItemContainer } from \"./layoutGroups.js\";\r\nimport { LayoutGroupNodeView } from \"./views/basic.js\";\r\nimport { PageItemContainer } from \"./pageGroup.js\";\r\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\r\nimport { ScrollItemContainer } from \"./scrollView.js\";\r\nimport { ScrollViewNodeView } from \"./views/ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\r\nimport { ParticleEmitterNodeView } from \"./views/ParticleEmitterNodeView.js\";\r\nimport { SceneLocalization, type SceneLocalizationOptions } from \"./localization.js\";\r\nimport { SceneViewport } from \"./SceneViewport.js\";\r\nimport type { Sound } from \"@pixi/sound\";\r\n\r\nexport type BuildSceneViewOptions = {\r\n /** Explicit: an editor canvas must pass \"authoring\", Preview and the consuming app \"runtime\". */\r\n interaction: SceneInteractionMode;\r\n textures?: ReadonlyMap<string, Texture>;\r\n spines?: ReadonlyMap<string, SkeletonData>;\r\n fonts?: ReadonlyMap<string, string>;\r\n bitmapFonts?: ReadonlyMap<string, string>;\r\n sounds?: ReadonlyMap<string, Sound>;\r\n /**\r\n * The host's own Application ticker, driving self-updating content such as Spine skeletons.\r\n * Without it they fall back to `Ticker.shared`, which runs a second rAF loop independent of the\r\n * renderer that draws them — see the same rule as `updateParticleEmitters`.\r\n */\r\n ticker?: Ticker;\r\n /** Called after Yoga changes a managed rectangle; authoring hosts use it to refresh overlays. */\r\n onLayout?: () => void;\r\n /**\r\n * Начальное состояние локализации. Опция необязательна: при наличии `Text.textKey` base locale\r\n * каталога применяется и без неё, а документ без ключей выглядит ровно как раньше.\r\n */\r\n localization?: SceneLocalizationOptions;\r\n /** Internal host boundary override: prefab views are spawnable content, not screen viewports. */\r\n clipToViewport?: boolean;\r\n};\r\n\r\nexport type SceneViewResult = { root: SceneViewport; nodeViews: Map<string, Container>; localization: SceneLocalization };\r\nconst particleEmitterRegistry = new WeakMap<Container, readonly ParticleEmitterNodeView[]>();\r\n\r\nfunction spineReferenceFrameFor(document: ProjectDocument, node: UINode): SpineReferenceFrame | undefined {\r\n if (node.type !== \"spine\") return undefined;\r\n const asset = document.assets.find((candidate) => candidate.id === node.assetId);\r\n return asset?.type === \"spine\" ? asset.referenceFrame : undefined;\r\n}\r\n\r\n/** Builds a PixiJS display tree for a scene without depending on DOM or editor state. */\r\nexport function buildSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n options: BuildSceneViewOptions,\r\n): SceneViewResult {\r\n initializePixiLayout();\r\n const { interaction, textures, spines, fonts, bitmapFonts, sounds, ticker, onLayout } = options;\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n\r\n if (scene === undefined) {\r\n throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n }\r\n\r\n const nodeViews = new Map<string, Container>();\r\n const particleEmitters: ParticleEmitterNodeView[] = [];\r\n\r\n // Materialized prefab children use instance-scoped IDs, so authoring and runtime can address\r\n // multiple instances independently without changing canonical definition IDs.\r\n const screenSize = scene.layout.referenceViewports[profile];\r\n const referenceResolution = scene.layout.preferredViewports[profile];\r\n const canvasScale = getCanvasScale(screenSize, referenceResolution);\r\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\r\n\r\n // Единый резолвер иерархии: тот же граф, что видит редактор, включая вложенные пресеты.\r\n const owner = resolveOwnerNodeGraph(document, scene);\r\n const prefabIds = new Set(document.prefabs.map((prefab) => prefab.id));\r\n\r\n const buildOwner = (rootSize: LayoutSize): Container => {\r\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\r\n\r\n const buildNode = (nodeId: string, parentSize: LayoutSize): NodeView => {\r\n const node = nodesById.get(nodeId);\r\n\r\n if (node === undefined) {\r\n throw new Error(`Scene '${sceneId}' references missing node '${nodeId}'.`);\r\n }\r\n\r\n const resolved = resolveProfileTransform(node, profile);\r\n const transform = resolveAnchoredTransform(resolved.transform, parentSize);\r\n const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sounds, node.type === \"particle-emitter\" ? document.effects.find((effect) => effect.id === node.effectId && isParticleEffect(effect)) : undefined, spineReferenceFrameFor(document, node), ticker, bitmapFonts);\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n // Yoga owns only the group's inner layoutContent; the outer NodeView keeps authored transform.\r\n view.update(node, profile, parentSize);\r\n nodeViews.set(node.id, view);\r\n if (view instanceof ParticleEmitterNodeView) particleEmitters.push(view);\r\n\r\n // Прямые дети корня сцены разрешают якоря относительно логического Canvas, а не размера корня.\r\n // Прямой ребёнок grid-layout (сам `node` здесь) не владеет своим отрисованным размером: Unity-подобная\r\n // фиксированная ячейка полностью переопределяет authored transform (см. applyLayoutItem). Его\r\n // собственным потомкам нужен именно cellWidth/cellHeight, а не anchor-resolved authored-размер —\r\n // иначе они не отслеживают изменение Cell width/height и якорятся относительно устаревшего размера.\r\n const gridParent = node.parentId === null ? undefined : nodesById.get(node.parentId);\r\n const gridCell = gridParent?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(gridParent, profile) : undefined;\r\n const childSize = node.parentId === null\r\n ? rootSize\r\n : gridCell !== undefined\r\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\r\n : { width: transform.width, height: transform.height };\r\n for (const [childIndex, childId] of node.children.entries()) {\r\n const childNode = nodesById.get(childId);\r\n const childView = buildNode(childId, childSize);\r\n if (isLayoutGroup(node) && childNode !== undefined && view instanceof LayoutGroupNodeView) {\r\n const layoutItem = new LayoutItemContainer(childView, onLayout);\r\n applyLayoutItem(layoutItem, childNode, node, profile);\r\n view.addLayoutChild(layoutItem);\r\n } else if (node.type === \"scroll-view\" && childNode !== undefined && view instanceof ScrollViewNodeView) {\r\n const scrollItem = new ScrollItemContainer(childView, onLayout);\r\n // Как и у layout-item: собственный (не растянутый якорями) размер ребёнка — List не\r\n // предоставляет per-item override размера, в отличие от Yoga flexGrow/cellSize.\r\n const own = resolveProfileTransform(childNode, profile).transform;\r\n scrollItem.sync(childNode, profile, { width: own.width, height: own.height });\r\n view.addScrollItem(scrollItem);\r\n } else if (node.type === \"page-group\" && childNode !== undefined && view instanceof PageGroupNodeView) {\r\n // Unlike a scroll-view item, a page fills the group's own resolved rect completely\r\n // (`childSize`, computed above): a page is a full sub-screen, not content sized to itself.\r\n const pageItem = new PageItemContainer(childView);\r\n pageItem.sync(childNode, profile, childSize);\r\n view.addPageItem(pageItem);\r\n } else {\r\n view.addChild(childView);\r\n }\r\n if (node.type === \"grid-layout\") {\r\n const settings = node.layoutGroup.overrides?.[profile] === undefined ? node.layoutGroup.base : { ...node.layoutGroup.base, ...node.layoutGroup.overrides[profile] };\r\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\r\n const lineBreak = createGridLineBreak(node, profile);\r\n if (lineBreak !== undefined && view instanceof LayoutGroupNodeView) view.addLayoutChild(lineBreak);\r\n }\r\n }\r\n }\r\n\r\n return view;\r\n };\r\n\r\n const ownerRoot = new Container();\r\n for (const rootNodeId of owner.rootNodeIds) {\r\n ownerRoot.addChild(buildNode(rootNodeId, rootSize));\r\n }\r\n\r\n return ownerRoot;\r\n };\r\n\r\n const canvasRoot = buildOwner(canvasSize);\r\n canvasRoot.scale.set(canvasScale);\r\n const hostRoot = new SceneViewport(canvasRoot, screenSize, options.clipToViewport ?? interaction === \"runtime\");\r\n particleEmitterRegistry.set(hostRoot, particleEmitters);\r\n // Контроллер применяет переводы сразу к уже созданным views, поэтому keyed Text показывает\r\n // базовую локаль без единого дополнительного вызова со стороны хоста.\r\n const localization = new SceneLocalization(document, scene, nodeViews, options.localization);\r\n wireCheckboxGroups(owner.nodes, nodeViews);\r\n wireSpineConnectors(owner.nodes, nodeViews);\r\n return { root: hostRoot, nodeViews, localization };\r\n}\r\n\r\nfunction wireSpineConnectors(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const node of nodes) {\r\n if (node.type !== \"spine\") continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof SpineNodeView)) continue;\r\n view.setConnectorBones((node.connectors ?? []).flatMap((connector) => {\r\n const target = nodeViews.get(connector.targetNodeId);\r\n return target === undefined ? [] : [{ ...connector, target }];\r\n }));\r\n }\r\n}\r\n\r\n/**\r\n * Authored `group` gives sibling checkboxes radio-button behavior: checking one force-unchecks its\r\n * live group-mates (same `parentId`, same `group`), without touching the document. Runs once per\r\n * scene build; `CheckboxNodeView.forceCheck` never re-emits `onCheck`, so this can't recurse.\r\n */\r\nfunction wireCheckboxGroups(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n const byGroup = new Map<string, CheckboxNodeView[]>();\r\n for (const node of nodes) {\r\n if (node.type !== \"checkbox\" || node.group === undefined) continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof CheckboxNodeView)) continue;\r\n const key = `${node.parentId ?? \"\"}::${node.group}`;\r\n const group = byGroup.get(key) ?? [];\r\n group.push(view);\r\n byGroup.set(key, group);\r\n }\r\n for (const group of byGroup.values()) {\r\n if (group.length < 2) continue;\r\n for (const view of group) {\r\n view.onCheck.connect((checked) => {\r\n if (!checked) return;\r\n for (const other of group) if (other !== view) other.forceCheck(false);\r\n });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Applies a node's resolved transform, visibility, and content to an existing display object,\r\n * so editors can update views in place without rebuilding the scene tree.\r\n */\r\nexport function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, effect?: EffectDefinition, spineReferenceFrame?: SpineReferenceFrame): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n if (!(view instanceof NodeView)) return;\r\n if (view instanceof SpineNodeView) view.setReferenceFrame(spineReferenceFrame);\r\n if (node.type === \"particle-emitter\" && effect !== undefined && isParticleEffect(effect) && \"syncEffect\" in view && typeof (view as { syncEffect?: unknown }).syncEffect === \"function\") (view as { syncEffect(effect: import(\"@pixi-ui-editor/schema\").ParticleEffectDefinition): void }).syncEffect(effect);\r\n if (parentNode !== undefined && isLayoutGroup(parentNode) && view.parent instanceof LayoutItemContainer) {\r\n applyLayoutItem(view.parent, node, parentNode, profile);\r\n } else if (parentNode !== undefined && parentNode.type === \"scroll-view\" && view.parent instanceof ScrollItemContainer) {\r\n const own = resolveProfileTransform(node, profile).transform;\r\n view.parent.sync(node, profile, { width: own.width, height: own.height });\r\n } else {\r\n view.update(node, profile, parentSize);\r\n }\r\n}\r\n\r\n/** Previews a resolved editor rectangle without consulting content bounds or rebuilding the view. */\r\nexport function previewNodeView(view: Container, node: UINode, profile: LayoutProfileId, transform: UINode[\"transform\"]): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, undefined, { width: transform.width, height: transform.height });\r\n if (view instanceof NodeView) view.preview(node, transform, resolveProfileTransform(node, profile).visible, profile);\r\n}\r\n\r\n/** Hosts call this from their own Application ticker; runtime never subscribes to Ticker.shared. */\r\nexport function updateParticleEmitters(root: Container, deltaSeconds: number): void {\r\n const registered = particleEmitterRegistry.get(root);\r\n if (registered !== undefined) {\r\n for (const emitter of registered) emitter.updateParticles(deltaSeconds);\r\n return;\r\n }\r\n // Backward-compatible fallback for hosts that assemble a display tree manually instead of using\r\n // buildSceneView. Built scenes always take the O(emitter count) registry path above.\r\n const visit = (view: Container): void => {\r\n if (view instanceof ParticleEmitterNodeView) view.updateParticles(deltaSeconds);\r\n for (const child of view.children) visit(child);\r\n };\r\n visit(root);\r\n}\r\n\r\n/** Lists the nodes a scene renders, including nodes of prefab definitions its prefab instances expand to. */\r\nexport function collectRenderedNodes(document: ProjectDocument, scene: Scene): UINode[] {\r\n return resolveOwnerNodeGraph(document, scene).nodes;\r\n}\r\n\r\nexport type PrefabViewConfiguration = Pick<Extract<UINode, { type: \"prefab-instance\" }>, \"propertyOverrides\" | \"locallyAddedNodes\"> & { instanceId?: string };\r\n\r\nfunction prefabScene(document: ProjectDocument, prefabId: string, configuration: PrefabViewConfiguration = {}): { document: ProjectDocument; sceneId: string; instanceId: string } {\r\n const prefab = document.prefabs.find((candidate) => candidate.id === prefabId);\r\n if (prefab === undefined) throw new Error(`Prefab '${prefabId}' does not exist in the project document.`);\r\n const width = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.x) + Math.max(0, node.transform.width)));\r\n const height = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.y) + Math.max(0, node.transform.height)));\r\n const instanceId = configuration.instanceId ?? createStableId();\r\n const instance: Extract<UINode, { type: \"prefab-instance\" }> = {\r\n id: instanceId, name: prefab.name, type: \"prefab-instance\", prefabId, parentId: null, children: [],\r\n visible: true, transform: { x: 0, y: 0, width, height, scaleX: 1, scaleY: 1, rotation: 0, anchorMinX: 0, anchorMaxX: 0, anchorMinY: 0, anchorMaxY: 0, pivotX: 0, pivotY: 0 },\r\n ...(configuration.propertyOverrides === undefined ? {} : { propertyOverrides: structuredClone(configuration.propertyOverrides) }),\r\n ...(configuration.locallyAddedNodes === undefined ? {} : { locallyAddedNodes: structuredClone(configuration.locallyAddedNodes) }),\r\n };\r\n const sceneId = createStableId();\r\n const viewport = { width, height };\r\n const scene: Scene = { id: sceneId, name: prefab.name, rootNodeIds: [instance.id], nodes: [instance], layout: { referenceViewports: { desktop: viewport, mobile: viewport }, preferredViewports: { desktop: viewport, mobile: viewport } } };\r\n return { document: { ...document, scenes: [...document.scenes, scene] }, sceneId, instanceId };\r\n}\r\n\r\n/** Builds a fresh runtime prefab instance without requiring it to already exist in a scene. */\r\nexport function buildPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, options: BuildSceneViewOptions, configuration: PrefabViewConfiguration = {}): SceneViewResult & { instanceId: string } {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...buildSceneView(synthetic.document, synthetic.sceneId, profile, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a prefab's assets and returns a fresh display tree suitable for dynamic game-code spawning. */\r\nexport async function loadPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, resolveFileUrl: FileUrlResolver, options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; assetCache?: SceneAssetCache }, configuration: PrefabViewConfiguration = {}): Promise<SceneViewResult & { instanceId: string }> {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...await loadSceneView(synthetic.document, synthetic.sceneId, profile, resolveFileUrl, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a scene's textures and Spine data, then builds its display tree in one call. */\r\nexport async function loadSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n resolveFileUrl: FileUrlResolver,\r\n options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; clipToViewport?: boolean; assetCache?: SceneAssetCache },\r\n): Promise<SceneViewResult> {\r\n // Без assetCache каждый вызов начинает с пустых кэшей: для одиночной загрузки сцены это нормально, а вот\r\n // игровой код, который поднимает пресеты по одному, обязан передать собственный кэш — иначе один и тот же\r\n // скелет, атлас и текстура парсятся заново на каждую вьюху и дублируются в видеопамяти.\r\n const cache = options.assetCache;\r\n const [textures, spines, fonts, bitmapFonts] = await Promise.all([\r\n loadSceneTextures(document, sceneId, (asset) => (asset.type === \"image\" ? resolveFileUrl(asset.source.uri) : undefined), resolveFileUrl, cache?.textures, cache?.spritesheets, cache?.bitmapFonts),\r\n loadSceneSpines(document, sceneId, resolveFileUrl, cache?.spines),\r\n loadSceneFonts(document, sceneId, resolveFileUrl, cache?.fonts),\r\n loadSceneBitmapFonts(document, sceneId, resolveFileUrl, cache?.bitmapFonts),\r\n ]);\r\n return buildSceneView(document, sceneId, profile, { interaction: options.interaction, textures, spines, fonts, bitmapFonts, ticker: options.ticker, localization: options.localization, clipToViewport: options.clipToViewport });\r\n}\r\n"]}
1
+ 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{ type SkeletonData } from \"@esotericsoftware/spine-pixi-v8\";\r\nimport { createStableId, isLayoutGroup, isParticleEffect, resolveLayoutGroupSettings, resolveOwnerNodeGraph, type EffectDefinition, type GridLayoutSettings, type LayoutProfileId, type ProjectDocument, type Scene, type SpineReferenceFrame, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport { Container, Texture, type Ticker } from \"pixi.js\";\r\nimport { loadSceneSpines } from \"./assets/spine.js\";\r\nimport { loadSceneTextures, type FileUrlResolver } from \"./assets/textures.js\";\r\nimport { loadSceneFonts } from \"./assets/fonts.js\";\r\nimport { loadSceneBitmapFonts } from \"./assets/bitmapFonts.js\";\r\nimport type { SceneAssetCache } from \"./assets/cache.js\";\r\nimport { getCanvasLogicalSize, getCanvasScale, resolveAnchoredTransform, resolveProfileTransform, type LayoutSize } from \"./layout.js\";\r\nimport { NodeView, type SceneInteractionMode } from \"./views/NodeView.js\";\r\nimport { CheckboxNodeView } from \"./views/CheckboxNodeView.js\";\r\nimport { createNodeView } from \"./views/createNodeView.js\";\r\nimport { applyLayoutGroup, applyLayoutItem, createGridLineBreak, initializePixiLayout, LayoutItemContainer } from \"./layoutGroups.js\";\r\nimport { LayoutGroupNodeView } from \"./views/basic.js\";\r\nimport { PageItemContainer } from \"./pageGroup.js\";\r\nimport { PageGroupNodeView } from \"./views/PageGroupNodeView.js\";\r\nimport { ScrollItemContainer } from \"./scrollView.js\";\r\nimport { ScrollViewNodeView } from \"./views/ScrollViewNodeView.js\";\r\nimport { SpineNodeView } from \"./views/SpineNodeView.js\";\r\nimport { ParticleEmitterNodeView } from \"./views/ParticleEmitterNodeView.js\";\r\nimport { SceneLocalization, type SceneLocalizationOptions } from \"./localization.js\";\r\nimport { SceneViewport } from \"./SceneViewport.js\";\r\nimport type { Sound } from \"@pixi/sound\";\r\n\r\nexport type BuildSceneViewOptions = {\r\n /** Explicit: an editor canvas must pass \"authoring\", Preview and the consuming app \"runtime\". */\r\n interaction: SceneInteractionMode;\r\n textures?: ReadonlyMap<string, Texture>;\r\n spines?: ReadonlyMap<string, SkeletonData>;\r\n fonts?: ReadonlyMap<string, string>;\r\n bitmapFonts?: ReadonlyMap<string, string>;\r\n sounds?: ReadonlyMap<string, Sound>;\r\n /**\r\n * The host's own Application ticker, driving self-updating content such as Spine skeletons.\r\n * Without it they fall back to `Ticker.shared`, which runs a second rAF loop independent of the\r\n * renderer that draws them — see the same rule as `updateParticleEmitters`.\r\n */\r\n ticker?: Ticker;\r\n /** Called after Yoga changes a managed rectangle; authoring hosts use it to refresh overlays. */\r\n onLayout?: () => void;\r\n /**\r\n * Начальное состояние локализации. Опция необязательна: при наличии `Text.textKey` base locale\r\n * каталога применяется и без неё, а документ без ключей выглядит ровно как раньше.\r\n */\r\n localization?: SceneLocalizationOptions;\r\n /** Internal host boundary override: prefab views are spawnable content, not screen viewports. */\r\n clipToViewport?: boolean;\r\n};\r\n\r\nexport type SceneViewResult = { root: SceneViewport; nodeViews: Map<string, Container>; localization: SceneLocalization };\r\nconst particleEmitterRegistry = new WeakMap<Container, readonly ParticleEmitterNodeView[]>();\r\n\r\nfunction spineReferenceFrameFor(document: ProjectDocument, node: UINode): SpineReferenceFrame | undefined {\r\n if (node.type !== \"spine\") return undefined;\r\n const asset = document.assets.find((candidate) => candidate.id === node.assetId);\r\n return asset?.type === \"spine\" ? asset.referenceFrame : undefined;\r\n}\r\n\r\n/** Builds a PixiJS display tree for a scene without depending on DOM or editor state. */\r\nexport function buildSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n options: BuildSceneViewOptions,\r\n): SceneViewResult {\r\n initializePixiLayout();\r\n const { interaction, textures, spines, fonts, bitmapFonts, sounds, ticker, onLayout } = options;\r\n const scene = document.scenes.find((candidate) => candidate.id === sceneId);\r\n\r\n if (scene === undefined) {\r\n throw new Error(`Scene '${sceneId}' does not exist in the project document.`);\r\n }\r\n\r\n const nodeViews = new Map<string, Container>();\r\n const particleEmitters: ParticleEmitterNodeView[] = [];\r\n\r\n // Materialized prefab children use instance-scoped IDs, so authoring and runtime can address\r\n // multiple instances independently without changing canonical definition IDs.\r\n const screenSize = scene.layout.referenceViewports[profile];\r\n const referenceResolution = scene.layout.preferredViewports[profile];\r\n const canvasScale = getCanvasScale(screenSize, referenceResolution);\r\n const canvasSize = getCanvasLogicalSize(screenSize, referenceResolution);\r\n\r\n // Единый резолвер иерархии: тот же граф, что видит редактор, включая вложенные пресеты.\r\n const owner = resolveOwnerNodeGraph(document, scene);\r\n const prefabIds = new Set(document.prefabs.map((prefab) => prefab.id));\r\n\r\n const buildOwner = (rootSize: LayoutSize): Container => {\r\n const nodesById = new Map(owner.nodes.map((node) => [node.id, node]));\r\n\r\n const buildNode = (nodeId: string, parentSize: LayoutSize): NodeView => {\r\n const node = nodesById.get(nodeId);\r\n\r\n if (node === undefined) {\r\n throw new Error(`Scene '${sceneId}' references missing node '${nodeId}'.`);\r\n }\r\n\r\n const resolved = resolveProfileTransform(node, profile);\r\n const transform = resolveAnchoredTransform(resolved.transform, parentSize);\r\n const view = createNodeView(node, interaction, textures, spines, (prefabId) => prefabIds.has(prefabId), fonts, sounds, node.type === \"particle-emitter\" ? document.effects.find((effect) => effect.id === node.effectId && isParticleEffect(effect)) : undefined, spineReferenceFrameFor(document, node), ticker, bitmapFonts);\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n // Yoga owns only the group's inner layoutContent; the outer NodeView keeps authored transform.\r\n view.update(node, profile, parentSize);\r\n nodeViews.set(node.id, view);\r\n if (view instanceof ParticleEmitterNodeView) particleEmitters.push(view);\r\n\r\n // Прямые дети корня сцены разрешают якоря относительно логического Canvas, а не размера корня.\r\n // Прямой ребёнок grid-layout (сам `node` здесь) не владеет своим отрисованным размером: Unity-подобная\r\n // фиксированная ячейка полностью переопределяет authored transform (см. applyLayoutItem). Его\r\n // собственным потомкам нужен именно cellWidth/cellHeight, а не anchor-resolved authored-размер —\r\n // иначе они не отслеживают изменение Cell width/height и якорятся относительно устаревшего размера.\r\n const gridParent = node.parentId === null ? undefined : nodesById.get(node.parentId);\r\n const gridCell = gridParent?.type === \"grid-layout\" ? resolveLayoutGroupSettings<GridLayoutSettings>(gridParent, profile) : undefined;\r\n const childSize = node.parentId === null\r\n ? rootSize\r\n : gridCell !== undefined\r\n ? { width: gridCell.cellWidth, height: gridCell.cellHeight }\r\n : { width: transform.width, height: transform.height };\r\n for (const [childIndex, childId] of node.children.entries()) {\r\n const childNode = nodesById.get(childId);\r\n const childView = buildNode(childId, childSize);\r\n if (isLayoutGroup(node) && childNode !== undefined && view instanceof LayoutGroupNodeView) {\r\n const layoutItem = new LayoutItemContainer(childView, onLayout);\r\n applyLayoutItem(layoutItem, childNode, node, profile);\r\n view.addLayoutChild(layoutItem);\r\n } else if (node.type === \"scroll-view\" && childNode !== undefined && view instanceof ScrollViewNodeView) {\r\n const scrollItem = new ScrollItemContainer(childView, onLayout);\r\n // Как и у layout-item: собственный (не растянутый якорями) размер ребёнка — List не\r\n // предоставляет per-item override размера, в отличие от Yoga flexGrow/cellSize.\r\n const own = resolveProfileTransform(childNode, profile).transform;\r\n scrollItem.sync(childNode, profile, { width: own.width, height: own.height });\r\n view.addScrollItem(scrollItem);\r\n } else if (node.type === \"page-group\" && childNode !== undefined && view instanceof PageGroupNodeView) {\r\n // Unlike a scroll-view item, a page fills the group's own resolved rect completely\r\n // (`childSize`, computed above): a page is a full sub-screen, not content sized to itself.\r\n const pageItem = new PageItemContainer(childView);\r\n pageItem.sync(childNode, profile, childSize);\r\n view.addPageItem(pageItem);\r\n } else {\r\n view.addChild(childView);\r\n }\r\n if (node.type === \"grid-layout\") {\r\n const settings = node.layoutGroup.overrides?.[profile] === undefined ? node.layoutGroup.base : { ...node.layoutGroup.base, ...node.layoutGroup.overrides[profile] };\r\n if (settings.constraint !== \"flexible\" && settings.constraintCount !== undefined && (childIndex + 1) % settings.constraintCount === 0 && childIndex + 1 < node.children.length) {\r\n const lineBreak = createGridLineBreak(node, profile);\r\n if (lineBreak !== undefined && view instanceof LayoutGroupNodeView) view.addLayoutChild(lineBreak);\r\n }\r\n }\r\n }\r\n\r\n return view;\r\n };\r\n\r\n const ownerRoot = new Container();\r\n for (const rootNodeId of owner.rootNodeIds) {\r\n ownerRoot.addChild(buildNode(rootNodeId, rootSize));\r\n }\r\n\r\n return ownerRoot;\r\n };\r\n\r\n const canvasRoot = buildOwner(canvasSize);\r\n canvasRoot.scale.set(canvasScale);\r\n const hostRoot = new SceneViewport(canvasRoot, screenSize, options.clipToViewport ?? interaction === \"runtime\");\r\n particleEmitterRegistry.set(hostRoot, particleEmitters);\r\n // Контроллер применяет переводы сразу к уже созданным views, поэтому keyed Text показывает\r\n // базовую локаль без единого дополнительного вызова со стороны хоста.\r\n const localization = new SceneLocalization(document, scene, nodeViews, options.localization);\r\n wireCheckboxGroups(owner.nodes, nodeViews);\r\n wireSpineConnectors(owner.nodes, nodeViews);\r\n return { root: hostRoot, nodeViews, localization };\r\n}\r\n\r\nfunction wireSpineConnectors(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n for (const node of nodes) {\r\n if (node.type !== \"spine\") continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof SpineNodeView)) continue;\r\n view.setConnectorBones((node.connectors ?? []).flatMap((connector) => {\r\n const target = nodeViews.get(connector.targetNodeId);\r\n return target === undefined ? [] : [{ ...connector, target }];\r\n }));\r\n }\r\n}\r\n\r\n/**\r\n * Authored `group` gives sibling checkboxes radio-button behavior: checking one force-unchecks its\r\n * live group-mates (same `parentId`, same `group`), without touching the document. Runs once per\r\n * scene build; `CheckboxNodeView.forceCheck` never re-emits `onCheck`, so this can't recurse.\r\n */\r\nfunction wireCheckboxGroups(nodes: readonly UINode[], nodeViews: ReadonlyMap<string, Container>): void {\r\n const byGroup = new Map<string, CheckboxNodeView[]>();\r\n for (const node of nodes) {\r\n if (node.type !== \"checkbox\" || node.group === undefined) continue;\r\n const view = nodeViews.get(node.id);\r\n if (!(view instanceof CheckboxNodeView)) continue;\r\n const key = `${node.parentId ?? \"\"}::${node.group}`;\r\n const group = byGroup.get(key) ?? [];\r\n group.push(view);\r\n byGroup.set(key, group);\r\n }\r\n for (const group of byGroup.values()) {\r\n if (group.length < 2) continue;\r\n for (const view of group) {\r\n view.onCheck.connect((checked) => {\r\n if (!checked) return;\r\n for (const other of group) if (other !== view) other.forceCheck(false);\r\n });\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Applies a node's resolved transform, visibility, and content to an existing display object,\r\n * so editors can update views in place without rebuilding the scene tree.\r\n */\r\nexport function updateNodeView(view: Container, node: UINode, profile: LayoutProfileId, parentSize?: LayoutSize, parentNode?: UINode, effect?: EffectDefinition, spineReferenceFrame?: SpineReferenceFrame): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, parentSize);\r\n if (!(view instanceof NodeView)) return;\r\n if (view instanceof SpineNodeView) view.setReferenceFrame(spineReferenceFrame);\r\n if (node.type === \"particle-emitter\" && effect !== undefined && isParticleEffect(effect) && \"syncEffect\" in view && typeof (view as { syncEffect?: unknown }).syncEffect === \"function\") (view as { syncEffect(effect: import(\"@pixi-ui-editor/schema\").ParticleEffectDefinition): void }).syncEffect(effect);\r\n if (parentNode !== undefined && isLayoutGroup(parentNode) && view.parent instanceof LayoutItemContainer) {\r\n applyLayoutItem(view.parent, node, parentNode, profile);\r\n } else if (parentNode !== undefined && parentNode.type === \"scroll-view\" && view.parent instanceof ScrollItemContainer) {\r\n const own = resolveProfileTransform(node, profile).transform;\r\n view.parent.sync(node, profile, { width: own.width, height: own.height });\r\n } else {\r\n view.update(node, profile, parentSize);\r\n }\r\n}\r\n\r\n/** Previews a resolved editor rectangle without consulting content bounds or rebuilding the view. */\r\nexport function previewNodeView(view: Container, node: UINode, profile: LayoutProfileId, transform: UINode[\"transform\"]): void {\r\n if (isLayoutGroup(node)) applyLayoutGroup(view, node, profile, undefined, { width: transform.width, height: transform.height });\r\n if (view instanceof NodeView) view.preview(node, transform, resolveProfileTransform(node, profile).visible, profile);\r\n}\r\n\r\n/** Hosts call this from their own Application ticker; runtime never subscribes to Ticker.shared. */\r\nexport function updateParticleEmitters(root: Container, deltaSeconds: number): void {\r\n const registered = particleEmitterRegistry.get(root);\r\n if (registered !== undefined) {\r\n for (const emitter of registered) emitter.updateParticles(deltaSeconds);\r\n return;\r\n }\r\n // Backward-compatible fallback for hosts that assemble a display tree manually instead of using\r\n // buildSceneView. Built scenes always take the O(emitter count) registry path above.\r\n const visit = (view: Container): void => {\r\n if (view instanceof ParticleEmitterNodeView) view.updateParticles(deltaSeconds);\r\n for (const child of view.children) visit(child);\r\n };\r\n visit(root);\r\n}\r\n\r\n/** Lists the nodes a scene renders, including nodes of prefab definitions its prefab instances expand to. */\r\nexport function collectRenderedNodes(document: ProjectDocument, scene: Scene): UINode[] {\r\n return resolveOwnerNodeGraph(document, scene).nodes;\r\n}\r\n\r\nexport type PrefabViewConfiguration = Pick<Extract<UINode, { type: \"prefab-instance\" }>, \"propertyOverrides\" | \"locallyAddedNodes\"> & { instanceId?: string };\r\n\r\nfunction prefabScene(document: ProjectDocument, prefabId: string, configuration: PrefabViewConfiguration = {}): { document: ProjectDocument; sceneId: string; instanceId: string } {\r\n const prefab = document.prefabs.find((candidate) => candidate.id === prefabId);\r\n if (prefab === undefined) throw new Error(`Prefab '${prefabId}' does not exist in the project document.`);\r\n const width = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.x) + Math.max(0, node.transform.width)));\r\n const height = Math.max(1, ...prefab.nodes.map((node) => Math.abs(node.transform.y) + Math.max(0, node.transform.height)));\r\n const instanceId = configuration.instanceId ?? createStableId();\r\n const instance: Extract<UINode, { type: \"prefab-instance\" }> = {\r\n id: instanceId, name: prefab.name, type: \"prefab-instance\", prefabId, parentId: null, children: [],\r\n visible: true, transform: { x: 0, y: 0, width, height, scaleX: 1, scaleY: 1, rotation: 0, anchorMinX: 0, anchorMaxX: 0, anchorMinY: 0, anchorMaxY: 0, pivotX: 0, pivotY: 0 },\r\n ...(configuration.propertyOverrides === undefined ? {} : { propertyOverrides: structuredClone(configuration.propertyOverrides) }),\r\n ...(configuration.locallyAddedNodes === undefined ? {} : { locallyAddedNodes: structuredClone(configuration.locallyAddedNodes) }),\r\n };\r\n const sceneId = createStableId();\r\n const viewport = { width, height };\r\n const scene: Scene = { id: sceneId, name: prefab.name, rootNodeIds: [instance.id], nodes: [instance], layout: { referenceViewports: { desktop: viewport, mobile: viewport }, preferredViewports: { desktop: viewport, mobile: viewport } } };\r\n return { document: { ...document, scenes: [...document.scenes, scene] }, sceneId, instanceId };\r\n}\r\n\r\n/** Builds a fresh runtime prefab instance without requiring it to already exist in a scene. */\r\nexport function buildPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, options: BuildSceneViewOptions, configuration: PrefabViewConfiguration = {}): SceneViewResult & { instanceId: string } {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...buildSceneView(synthetic.document, synthetic.sceneId, profile, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a prefab's assets and returns a fresh display tree suitable for dynamic game-code spawning. */\r\nexport async function loadPrefabView(document: ProjectDocument, prefabId: string, profile: LayoutProfileId, resolveFileUrl: FileUrlResolver, options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; assetCache?: SceneAssetCache }, configuration: PrefabViewConfiguration = {}): Promise<SceneViewResult & { instanceId: string }> {\r\n const synthetic = prefabScene(document, prefabId, configuration);\r\n return { ...await loadSceneView(synthetic.document, synthetic.sceneId, profile, resolveFileUrl, { ...options, clipToViewport: false }), instanceId: synthetic.instanceId };\r\n}\r\n\r\n/** Loads a scene's textures and Spine data, then builds its display tree in one call. */\r\nexport async function loadSceneView(\r\n document: ProjectDocument,\r\n sceneId: string,\r\n profile: LayoutProfileId,\r\n resolveFileUrl: FileUrlResolver,\r\n options: { interaction: SceneInteractionMode; ticker?: Ticker; localization?: SceneLocalizationOptions; clipToViewport?: boolean; assetCache?: SceneAssetCache },\r\n): Promise<SceneViewResult> {\r\n // Без assetCache каждый вызов начинает с пустых кэшей: для одиночной загрузки сцены это нормально, а вот\r\n // игровой код, который поднимает пресеты по одному, обязан передать собственный кэш — иначе один и тот же\r\n // скелет, атлас и текстура парсятся заново на каждую вьюху и дублируются в видеопамяти.\r\n const cache = options.assetCache;\r\n const [textures, spines, fonts, bitmapFonts] = await Promise.all([\r\n loadSceneTextures(document, sceneId, (asset) => (asset.type === \"image\" ? resolveFileUrl(asset.source.uri) : undefined), resolveFileUrl, cache?.textures, cache?.spritesheets, cache?.bitmapFonts),\r\n loadSceneSpines(document, sceneId, resolveFileUrl, cache?.spines),\r\n loadSceneFonts(document, sceneId, resolveFileUrl, cache?.fonts),\r\n loadSceneBitmapFonts(document, sceneId, resolveFileUrl, cache?.bitmapFonts),\r\n ]);\r\n return buildSceneView(document, sceneId, profile, { interaction: options.interaction, textures, spines, fonts, bitmapFonts, ticker: options.ticker, localization: options.localization, clipToViewport: options.clipToViewport });\r\n}\r\n"]}
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@@ -1 +1 @@
1
- {"version":3,"file":"scrollView.js","sourceRoot":"","sources":["../src/scrollView.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAIpC,kFAAkF;AAClF,MAAM,CAAC,MAAM,6BAA6B,GAAgE;IACxG,QAAQ,EAAE,UAAU;IACpB,UAAU,EAAE,YAAY;IACxB,IAAI,EAAE,eAAe;CACtB,CAAC;AAEF;;;;;;;GAOG;AACH,MAAM,OAAO,mBAAoB,SAAQ,SAAS;IAI3B;IAAqC;IAHlD,SAAS,GAAG,CAAC,CAAC;IACd,UAAU,GAAG,CAAC,CAAC;IAEvB,YAAqB,QAAkB,EAAmB,SAAsB;QAC9E,KAAK,EAAE,CAAC;QADW,aAAQ,GAAR,QAAQ,CAAU;QAAmB,cAAS,GAAT,SAAS,CAAa;QAE9E,KAAK,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;IAC3B,CAAC;IAED,IAAa,KAAK,KAAa,OAAO,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACvD,IAAa,KAAK,CAAC,KAAa,IAAI,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,CAAC,CAAC;IAC7D,IAAa,MAAM,KAAa,OAAO,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;IACzD,IAAa,MAAM,CAAC,KAAa,IAAI,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC,CAAC,CAAC;IAE/D,IAAI,CAAC,IAAY,EAAE,OAAwB,EAAE,IAAgB;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC;QACjD,IAAI,CAAC,SAAS,EAAE,EAAE,CAAC;IACrB,CAAC;CACF","sourcesContent":["import { type LayoutProfileId, type ScrollViewNode, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport type { ListType } from \"@pixi/ui\";\r\nimport { Container } from \"pixi.js\";\r\nimport type { LayoutSize } from \"./layout.js\";\r\nimport { NodeView } from \"./views/NodeView.js\";\r\n\r\n/** `@pixi/ui`'s `List` only knows \"vertical\" | \"horizontal\" | \"bidirectional\". */\r\nexport const SCROLL_DIRECTION_TO_LIST_TYPE: Record<ScrollViewNode[\"scrollView\"][\"direction\"], ListType> = {\r\n vertical: \"vertical\",\r\n horizontal: \"horizontal\",\r\n both: \"bidirectional\",\r\n};\r\n\r\n/**\r\n * Runtime-only position owner for one direct scroll-view child. `@pixi/ui`'s `List` arranges items\r\n * by reading `Container.width`/`height` and writing `x`/`y` directly; a bare `NodeView` reports 0 for\r\n * both when it renders nothing (same issue the base grab-rectangle works around for hit testing), so\r\n * this wrapper reports the child's own logical rectangle instead. `List` owns only this wrapper's\r\n * position — the wrapped `NodeView` keeps its own pivot/rotation/scale/visibility contract via\r\n * `updateManaged`, exactly like a layout group's `LayoutItemContainer`.\r\n */\r\nexport class ScrollItemContainer extends Container {\r\n private itemWidth = 0;\r\n private itemHeight = 0;\r\n\r\n constructor(readonly nodeView: NodeView, private readonly onResized?: () => void) {\r\n super();\r\n super.addChild(nodeView);\r\n }\r\n\r\n override get width(): number { return this.itemWidth; }\r\n override set width(value: number) { this.itemWidth = value; }\r\n override get height(): number { return this.itemHeight; }\r\n override set height(value: number) { this.itemHeight = value; }\r\n\r\n sync(node: UINode, profile: LayoutProfileId, size: LayoutSize): void {\r\n this.itemWidth = size.width;\r\n this.itemHeight = size.height;\r\n this.nodeView.updateManaged(node, profile, size);\r\n this.onResized?.();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"scrollView.js","sourceRoot":"","sources":["../src/scrollView.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAIpC,kFAAkF;AAClF,MAAM,CAAC,MAAM,6BAA6B,GAAgE;IACxG,QAAQ,EAAE,UAAU;IACpB,UAAU,EAAE,YAAY;IACxB,IAAI,EAAE,eAAe;CACtB,CAAC;AAEF;;;;;;;GAOG;AACH,MAAM,OAAO,mBAAoB,SAAQ,SAAS;IAI3B,QAAQ;IAA6B,SAAS;IAH3D,SAAS,GAAG,CAAC,CAAC;IACd,UAAU,GAAG,CAAC,CAAC;IAEvB,YAAqB,QAAkB,EAAmB,SAAsB;QAC9E,KAAK,EAAE,CAAC;wBADW,QAAQ;yBAA6B,SAAS;QAEjE,KAAK,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;IAC3B,CAAC;IAED,IAAa,KAAK,KAAa,OAAO,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACvD,IAAa,KAAK,CAAC,KAAa,IAAI,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,CAAC,CAAC;IAC7D,IAAa,MAAM,KAAa,OAAO,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;IACzD,IAAa,MAAM,CAAC,KAAa,IAAI,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC,CAAC,CAAC;IAE/D,IAAI,CAAC,IAAY,EAAE,OAAwB,EAAE,IAAgB;QAC3D,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,CAAC;QACjD,IAAI,CAAC,SAAS,EAAE,EAAE,CAAC;IACrB,CAAC;CACF","sourcesContent":["import { type LayoutProfileId, type ScrollViewNode, type UINode } from \"@pixi-ui-editor/schema\";\r\nimport type { ListType } from \"@pixi/ui\";\r\nimport { Container } from \"pixi.js\";\r\nimport type { LayoutSize } from \"./layout.js\";\r\nimport { NodeView } from \"./views/NodeView.js\";\r\n\r\n/** `@pixi/ui`'s `List` only knows \"vertical\" | \"horizontal\" | \"bidirectional\". */\r\nexport const SCROLL_DIRECTION_TO_LIST_TYPE: Record<ScrollViewNode[\"scrollView\"][\"direction\"], ListType> = {\r\n vertical: \"vertical\",\r\n horizontal: \"horizontal\",\r\n both: \"bidirectional\",\r\n};\r\n\r\n/**\r\n * Runtime-only position owner for one direct scroll-view child. `@pixi/ui`'s `List` arranges items\r\n * by reading `Container.width`/`height` and writing `x`/`y` directly; a bare `NodeView` reports 0 for\r\n * both when it renders nothing (same issue the base grab-rectangle works around for hit testing), so\r\n * this wrapper reports the child's own logical rectangle instead. `List` owns only this wrapper's\r\n * position — the wrapped `NodeView` keeps its own pivot/rotation/scale/visibility contract via\r\n * `updateManaged`, exactly like a layout group's `LayoutItemContainer`.\r\n */\r\nexport class ScrollItemContainer extends Container {\r\n private itemWidth = 0;\r\n private itemHeight = 0;\r\n\r\n constructor(readonly nodeView: NodeView, private readonly onResized?: () => void) {\r\n super();\r\n super.addChild(nodeView);\r\n }\r\n\r\n override get width(): number { return this.itemWidth; }\r\n override set width(value: number) { this.itemWidth = value; }\r\n override get height(): number { return this.itemHeight; }\r\n override set height(value: number) { this.itemHeight = value; }\r\n\r\n sync(node: UINode, profile: LayoutProfileId, size: LayoutSize): void {\r\n this.itemWidth = size.width;\r\n this.itemHeight = size.height;\r\n this.nodeView.updateManaged(node, profile, size);\r\n this.onResized?.();\r\n }\r\n}\r\n"]}
@@ -23,11 +23,23 @@ export declare class ButtonNodeView extends NodeView {
23
23
  private soundAssetIds;
24
24
  private enabledState;
25
25
  constructor(node: ButtonNode, textures: ReadonlyMap<string, Texture> | undefined, interaction: SceneInteractionMode, sounds?: ReadonlyMap<string, Sound>);
26
+ /**
27
+ * Invisible (alpha 0) but still hit-testable: Pixi's `containsPoint` hit-tests the fill's geometry
28
+ * regardless of its alpha. Painted with a real size *before* the view ever reaches `FancyButton`:
29
+ * `FancyButton` reads `defaultView`'s bounds exactly once, synchronously during construction, to
30
+ * freeze its own `hitArea` — it never re-reads them afterwards. A `Graphics` still at its default
31
+ * (0, 0) size at that moment would freeze a zero-size, permanently unclickable hit area.
32
+ */
33
+ private static paintPlaceholder;
26
34
  private static createStateView;
27
35
  /**
28
36
  * (Re)builds `FancyButton` and its four state views. `FancyButton` has no API to replace a view
29
37
  * after construction, so any change to a view's *type* — nine-slice toggled, or an asset
30
38
  * finishing an async load — goes through here instead of `syncContent`'s cheap in-place path.
39
+ *
40
+ * `size` is the best size known *right now*: the resolved layout rectangle when called from
41
+ * `syncContent`, or the authored transform when called from the constructor (before any layout
42
+ * pass has run). Only feeds the initial placeholder paint above — see its doc comment for why.
31
43
  */
32
44
  private buildButton;
33
45
  /** In authoring mode `enabled` may only drive the visuals: `FancyButton` couples it to `eventMode`. */
@@ -1 +1 @@
1
- {"version":3,"file":"ButtonNodeView.d.ts","sourceRoot":"","sources":["../../src/views/ButtonNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAqB,KAAK,cAAc,EAAE,KAAK,aAAa,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACjH,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,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAEpE,MAAM,MAAM,UAAU,GAAG,OAAO,CAAC,MAAM,EAAE;IAAE,IAAI,EAAE,QAAQ,CAAA;CAAE,CAAC,CAAC;AAK7D;;;;;;;;GAQG;AACH,qBAAa,cAAe,SAAQ,QAAQ;IAC1C,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,CAAuB;IAC5C,OAAO,CAAC,YAAY,CAAU;gBAElB,IAAI,EAAE,UAAU,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;IAUxJ,OAAO,CAAC,MAAM,CAAC,eAAe;IAO9B;;;;OAIG;IACH,OAAO,CAAC,WAAW;IA6BnB,uGAAuG;IACvG,OAAO,CAAC,YAAY;IAMpB,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI;IAoDzE,2FAA2F;IAC3F,gBAAgB,CAAC,SAAS,EAAE,aAAa,GAAG,IAAI;IAWhD,IAAI,OAAO,IAAI,OAAO,CAErB;IAED,IAAI,OAAO,CAAC,KAAK,EAAE,OAAO,EAEzB;IAED,IAAI,KAAK,IAAI,cAAc,CAE1B;IAED,mGAAmG;IACnG,QAAQ,CAAC,KAAK,EAAE,cAAc,GAAG,IAAI;IAIrC,IAAI,OAAO,IAAI,WAAW,CAAC,SAAS,CAAC,CAAgC;IACrE,IAAI,MAAM,IAAI,WAAW,CAAC,QAAQ,CAAC,CAA+B;IAClE,IAAI,IAAI,IAAI,WAAW,CAAC,MAAM,CAAC,CAA6B;IAC5D,IAAI,OAAO,IAAI,WAAW,CAAC,SAAS,CAAC,CAAgC;IACrE,IAAI,KAAK,IAAI,WAAW,CAAC,OAAO,CAAC,CAA8B;CAChE"}
1
+ {"version":3,"file":"ButtonNodeView.d.ts","sourceRoot":"","sources":["../../src/views/ButtonNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAqB,KAAK,cAAc,EAAE,KAAK,aAAa,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACjH,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,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAEpE,MAAM,MAAM,UAAU,GAAG,OAAO,CAAC,MAAM,EAAE;IAAE,IAAI,EAAE,QAAQ,CAAA;CAAE,CAAC,CAAC;AAK7D;;;;;;;;GAQG;AACH,qBAAa,cAAe,SAAQ,QAAQ;IAC1C,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,CAAuB;IAC5C,OAAO,CAAC,YAAY,CAAU;IAE9B,YAAY,IAAI,EAAE,UAAU,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,EAQvJ;IAED;;;;;;OAMG;IACH,OAAO,CAAC,MAAM,CAAC,gBAAgB;IAI/B,OAAO,CAAC,MAAM,CAAC,eAAe;IAW9B;;;;;;;;OAQG;IACH,OAAO,CAAC,WAAW;IA8BnB,uGAAuG;IACvG,OAAO,CAAC,YAAY;IAMpB,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI,CAkDxE;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,cAAc,CAE1B;IAED,mGAAmG;IACnG,QAAQ,CAAC,KAAK,EAAE,cAAc,GAAG,IAAI,CAEpC;IAED,IAAI,OAAO,IAAI,WAAW,CAAC,SAAS,CAAC,CAAgC;IACrE,IAAI,MAAM,IAAI,WAAW,CAAC,QAAQ,CAAC,CAA+B;IAClE,IAAI,IAAI,IAAI,WAAW,CAAC,MAAM,CAAC,CAA6B;IAC5D,IAAI,OAAO,IAAI,WAAW,CAAC,SAAS,CAAC,CAAgC;IACrE,IAAI,KAAK,IAAI,WAAW,CAAC,OAAO,CAAC,CAA8B;CAChE"}
@@ -29,9 +29,22 @@ export class ButtonNodeView extends NodeView {
29
29
  this.buildButton(node);
30
30
  this.applyEnabled(node.enabled);
31
31
  }
32
- static createStateView(texture, nineSlice) {
33
- if (texture === undefined)
34
- return new Graphics();
32
+ /**
33
+ * Invisible (alpha 0) but still hit-testable: Pixi's `containsPoint` hit-tests the fill's geometry
34
+ * regardless of its alpha. Painted with a real size *before* the view ever reaches `FancyButton`:
35
+ * `FancyButton` reads `defaultView`'s bounds exactly once, synchronously during construction, to
36
+ * freeze its own `hitArea` — it never re-reads them afterwards. A `Graphics` still at its default
37
+ * (0, 0) size at that moment would freeze a zero-size, permanently unclickable hit area.
38
+ */
39
+ static paintPlaceholder(graphics, width, height) {
40
+ graphics.clear().rect(0, 0, width, height).fill({ color: 0x000000, alpha: 0 });
41
+ }
42
+ static createStateView(texture, nineSlice, size) {
43
+ if (texture === undefined) {
44
+ const graphics = new Graphics();
45
+ ButtonNodeView.paintPlaceholder(graphics, size.width, size.height);
46
+ return graphics;
47
+ }
35
48
  return nineSlice === undefined
36
49
  ? new Sprite(texture)
37
50
  : new NineSliceSprite({ texture, leftWidth: nineSlice.left, topHeight: nineSlice.top, rightWidth: nineSlice.right, bottomHeight: nineSlice.bottom });
@@ -40,14 +53,19 @@ export class ButtonNodeView extends NodeView {
40
53
  * (Re)builds `FancyButton` and its four state views. `FancyButton` has no API to replace a view
41
54
  * after construction, so any change to a view's *type* — nine-slice toggled, or an asset
42
55
  * finishing an async load — goes through here instead of `syncContent`'s cheap in-place path.
56
+ *
57
+ * `size` is the best size known *right now*: the resolved layout rectangle when called from
58
+ * `syncContent`, or the authored transform when called from the constructor (before any layout
59
+ * pass has run). Only feeds the initial placeholder paint above — see its doc comment for why.
43
60
  */
44
- buildButton(node) {
61
+ buildButton(node, size) {
45
62
  const nineSlice = node.nineSlice;
63
+ const resolvedSize = size ?? { width: node.transform.width, height: node.transform.height };
46
64
  const normalTexture = this.textureFor(node.states.normalAssetId);
47
65
  const stateViews = {};
48
66
  const viewFor = (state, assetId) => {
49
67
  const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;
50
- const view = ButtonNodeView.createStateView(texture, nineSlice);
68
+ const view = ButtonNodeView.createStateView(texture, nineSlice, resolvedSize);
51
69
  stateViews[state] = view;
52
70
  return view;
53
71
  };
@@ -103,7 +121,7 @@ export class ButtonNodeView extends NodeView {
103
121
  }
104
122
  }
105
123
  if (needsRebuild) {
106
- this.buildButton(node);
124
+ this.buildButton(node, transform);
107
125
  }
108
126
  else {
109
127
  for (const state of BUTTON_STATE_KEYS) {
@@ -129,7 +147,7 @@ export class ButtonNodeView extends NodeView {
129
147
  view.setSize(transform.width, transform.height);
130
148
  }
131
149
  else if (view instanceof Graphics) {
132
- view.clear().rect(0, 0, transform.width, transform.height).fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });
150
+ ButtonNodeView.paintPlaceholder(view, transform.width, transform.height);
133
151
  }
134
152
  }
135
153
  }
@@ -1 +1 @@
1
- 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{ BUTTON_STATE_KEYS, type ButtonStateKey, type LayoutPadding, 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 { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\r\n\r\nexport type ButtonNode = Extract<UINode, { type: \"button\" }>;\r\n\r\nconst FANCY_STATE_BY_KEY = { normal: \"default\", hover: \"hover\", pressed: \"pressed\", disabled: \"disabled\" } as const;\r\nconst KEY_BY_FANCY_STATE = { default: \"normal\", hover: \"hover\", pressed: \"pressed\", disabled: \"disabled\" } as const;\r\n\r\n/**\r\n * Adapts a button node to `@pixi/ui`'s `FancyButton`, which owns the pointer state machine —\r\n * this class never reimplements it. Optional states fall back to the normal image, and runtime\r\n * changes to `enabled` or the current state stay in the view: they never touch the document.\r\n *\r\n * `nineSlice`, when set, applies the same borders to all four state views (`NineSliceSprite`\r\n * instead of `Sprite`) — the button's frame shape is normally the same regardless of which state\r\n * image is currently shown.\r\n */\r\nexport class ButtonNodeView 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: ButtonNode[\"sounds\"];\r\n private enabledState: boolean;\r\n\r\n constructor(node: ButtonNode, 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.enabledState = node.enabled;\r\n this.buildButton(node);\r\n this.applyEnabled(node.enabled);\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. `FancyButton` has no API to replace a view\r\n * after construction, so any change to a view's *type* — nine-slice toggled, or an asset\r\n * finishing an async load — goes through here instead of `syncContent`'s cheap in-place path.\r\n */\r\n private buildButton(node: ButtonNode): void {\r\n const nineSlice = node.nineSlice;\r\n const normalTexture = this.textureFor(node.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 = ButtonNodeView.createStateView(texture, 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\", node.states.normalAssetId),\r\n hoverView: viewFor(\"hover\", node.states.hoverAssetId),\r\n pressedView: viewFor(\"pressed\", node.states.pressedAssetId),\r\n disabledView: viewFor(\"disabled\", node.states.disabledAssetId),\r\n });\r\n // Authoring-сцена инертна: FancyButton уже включил себе eventMode \"static\", снимаем его до applyEnabled.\r\n // Выделение и drag при этом не страдают: попадание ловит hitArea базового NodeView, а не это поддерево.\r\n if (this.interaction === \"authoring\") button.eventMode = \"none\";\r\n else if (this.sounds !== undefined) {\r\n button.onPress.connect(() => { const result = this.soundAssetIds?.pressAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.pressAssetId)?.play(); if (result instanceof Promise) void result.catch(() => undefined); });\r\n button.onHover.connect(() => { const result = this.soundAssetIds?.hoverAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.hoverAssetId)?.play(); if (result instanceof Promise) void result.catch(() => undefined); });\r\n }\r\n this.button = button;\r\n this.stateViews = stateViews;\r\n this.setContent(button);\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 !== \"button\") return;\r\n this.soundAssetIds = node.sounds;\r\n const nineSlice = node.nineSlice;\r\n const normalTexture = this.textureFor(node.states.normalAssetId);\r\n\r\n // A state view's required *type* (Graphics/Sprite/NineSliceSprite) may no longer match what's\r\n // needed — nine-slice toggled, or a texture finished loading after this view had to fall back\r\n // to Graphics. FancyButton can't swap a view after construction, so that goes through a full\r\n // rebuild; everything else (texture identity, border values, size) updates the live views in\r\n // place, which is the path a nine-slice gizmo drag runs every frame.\r\n let needsRebuild = false;\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const assetId = node.states[`${state}AssetId`];\r\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\r\n const view = this.stateViews[state];\r\n const wantsNineSlice = texture !== undefined && nineSlice !== undefined;\r\n const matches = texture === undefined ? view instanceof Graphics : wantsNineSlice ? view instanceof NineSliceSprite : view instanceof Sprite && !(view instanceof NineSliceSprite);\r\n if (!matches) { needsRebuild = true; break; }\r\n }\r\n\r\n if (needsRebuild) {\r\n this.buildButton(node);\r\n } else {\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const view = this.stateViews[state];\r\n const assetId = node.states[`${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 (nineSlice !== undefined) {\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 view.setSize(transform.width, transform.height);\r\n } else if (view instanceof Sprite) {\r\n if (texture !== undefined && view.texture !== texture) view.texture = texture;\r\n view.setSize(transform.width, transform.height);\r\n } else if (view instanceof Graphics) {\r\n view.clear().rect(0, 0, transform.width, transform.height).fill(0x4a5568).stroke({ width: 1, color: 0x94a3b8 });\r\n }\r\n }\r\n }\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 state(): ButtonStateKey {\r\n return KEY_BY_FANCY_STATE[this.button.state];\r\n }\r\n\r\n /** Forces a visual state without changing `enabled`, so a disabled button still emits no press. */\r\n setState(state: ButtonStateKey): void {\r\n this.button.setState(FANCY_STATE_BY_KEY[state]);\r\n }\r\n\r\n get onPress(): FancyButton[\"onPress\"] { return this.button.onPress; }\r\n get onDown(): FancyButton[\"onDown\"] { return this.button.onDown; }\r\n get onUp(): FancyButton[\"onUp\"] { return this.button.onUp; }\r\n get onHover(): FancyButton[\"onHover\"] { return this.button.onHover; }\r\n get onOut(): FancyButton[\"onOut\"] { return this.button.onOut; }\r\n}\r\n"]}
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{ BUTTON_STATE_KEYS, type ButtonStateKey, type LayoutPadding, 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 { NodeView, type SceneInteractionMode } from \"./NodeView.js\";\r\n\r\nexport type ButtonNode = Extract<UINode, { type: \"button\" }>;\r\n\r\nconst FANCY_STATE_BY_KEY = { normal: \"default\", hover: \"hover\", pressed: \"pressed\", disabled: \"disabled\" } as const;\r\nconst KEY_BY_FANCY_STATE = { default: \"normal\", hover: \"hover\", pressed: \"pressed\", disabled: \"disabled\" } as const;\r\n\r\n/**\r\n * Adapts a button node to `@pixi/ui`'s `FancyButton`, which owns the pointer state machine —\r\n * this class never reimplements it. Optional states fall back to the normal image, and runtime\r\n * changes to `enabled` or the current state stay in the view: they never touch the document.\r\n *\r\n * `nineSlice`, when set, applies the same borders to all four state views (`NineSliceSprite`\r\n * instead of `Sprite`) — the button's frame shape is normally the same regardless of which state\r\n * image is currently shown.\r\n */\r\nexport class ButtonNodeView 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: ButtonNode[\"sounds\"];\r\n private enabledState: boolean;\r\n\r\n constructor(node: ButtonNode, 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.enabledState = node.enabled;\r\n this.buildButton(node);\r\n this.applyEnabled(node.enabled);\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 ButtonNodeView.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. `FancyButton` has no API to replace a view\r\n * after construction, so any change to a view's *type* — nine-slice toggled, or an asset\r\n * finishing an async load — goes through here instead of `syncContent`'s cheap in-place path.\r\n *\r\n * `size` is the best size known *right now*: the resolved layout rectangle when called from\r\n * `syncContent`, or the authored transform when called from the constructor (before any layout\r\n * pass has run). Only feeds the initial placeholder paint above — see its doc comment for why.\r\n */\r\n private buildButton(node: ButtonNode, size?: { width: number; height: number }): void {\r\n const nineSlice = node.nineSlice;\r\n const resolvedSize = size ?? { width: node.transform.width, height: node.transform.height };\r\n const normalTexture = this.textureFor(node.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 = ButtonNodeView.createStateView(texture, 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\", node.states.normalAssetId),\r\n hoverView: viewFor(\"hover\", node.states.hoverAssetId),\r\n pressedView: viewFor(\"pressed\", node.states.pressedAssetId),\r\n disabledView: viewFor(\"disabled\", node.states.disabledAssetId),\r\n });\r\n // Authoring-сцена инертна: FancyButton уже включил себе eventMode \"static\", снимаем его до applyEnabled.\r\n // Выделение и drag при этом не страдают: попадание ловит hitArea базового NodeView, а не это поддерево.\r\n if (this.interaction === \"authoring\") button.eventMode = \"none\";\r\n else if (this.sounds !== undefined) {\r\n button.onPress.connect(() => { const result = this.soundAssetIds?.pressAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.pressAssetId)?.play(); if (result instanceof Promise) void result.catch(() => undefined); });\r\n button.onHover.connect(() => { const result = this.soundAssetIds?.hoverAssetId === undefined ? undefined : this.sounds?.get(this.soundAssetIds.hoverAssetId)?.play(); if (result instanceof Promise) void result.catch(() => undefined); });\r\n }\r\n this.button = button;\r\n this.stateViews = stateViews;\r\n this.setContent(button);\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 !== \"button\") return;\r\n this.soundAssetIds = node.sounds;\r\n const nineSlice = node.nineSlice;\r\n const normalTexture = this.textureFor(node.states.normalAssetId);\r\n\r\n // A state view's required *type* (Graphics/Sprite/NineSliceSprite) may no longer match what's\r\n // needed — nine-slice toggled, or a texture finished loading after this view had to fall back\r\n // to Graphics. FancyButton can't swap a view after construction, so that goes through a full\r\n // rebuild; everything else (texture identity, border values, size) updates the live views in\r\n // place, which is the path a nine-slice gizmo drag runs every frame.\r\n let needsRebuild = false;\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const assetId = node.states[`${state}AssetId`];\r\n const texture = (assetId === undefined ? undefined : this.textureFor(assetId)) ?? normalTexture;\r\n const view = this.stateViews[state];\r\n const wantsNineSlice = texture !== undefined && nineSlice !== undefined;\r\n const matches = texture === undefined ? view instanceof Graphics : wantsNineSlice ? view instanceof NineSliceSprite : view instanceof Sprite && !(view instanceof NineSliceSprite);\r\n if (!matches) { needsRebuild = true; break; }\r\n }\r\n\r\n if (needsRebuild) {\r\n this.buildButton(node, transform);\r\n } else {\r\n for (const state of BUTTON_STATE_KEYS) {\r\n const view = this.stateViews[state];\r\n const assetId = node.states[`${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 (nineSlice !== undefined) {\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 view.setSize(transform.width, transform.height);\r\n } else if (view instanceof Sprite) {\r\n if (texture !== undefined && view.texture !== texture) view.texture = texture;\r\n view.setSize(transform.width, transform.height);\r\n } else if (view instanceof Graphics) {\r\n ButtonNodeView.paintPlaceholder(view, transform.width, transform.height);\r\n }\r\n }\r\n }\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 state(): ButtonStateKey {\r\n return KEY_BY_FANCY_STATE[this.button.state];\r\n }\r\n\r\n /** Forces a visual state without changing `enabled`, so a disabled button still emits no press. */\r\n setState(state: ButtonStateKey): void {\r\n this.button.setState(FANCY_STATE_BY_KEY[state]);\r\n }\r\n\r\n get onPress(): FancyButton[\"onPress\"] { return this.button.onPress; }\r\n get onDown(): FancyButton[\"onDown\"] { return this.button.onDown; }\r\n get onUp(): FancyButton[\"onUp\"] { return this.button.onUp; }\r\n get onHover(): FancyButton[\"onHover\"] { return this.button.onHover; }\r\n get onOut(): FancyButton[\"onOut\"] { return this.button.onOut; }\r\n}\r\n"]}
@@ -1 +1 @@
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@@ -1 +1 @@
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+ {"version":3,"file":"InputNodeView.d.ts","sourceRoot":"","sources":["../../src/views/InputNodeView.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,MAAM,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,KAAK,EAAqB,MAAM,UAAU,CAAC;AACpD,OAAO,EAAoB,OAAO,EAAyB,MAAM,SAAS,CAAC;AAC3E,OAAO,EAAE,QAAQ,EAAE,KAAK,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAEpE,MAAM,MAAM,SAAS,GAAG,OAAO,CAAC,MAAM,EAAE;IAAE,IAAI,EAAE,OAAO,CAAA;CAAE,CAAC,CAAC;AAgF3D;;;;;;;;;GASG;AACH,qBAAa,aAAc,SAAQ,QAAQ;IACzC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAe;IACvC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0C;IAChE,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAuB;IACnD,OAAO,CAAC,iBAAiB,CAAsB;IAC/C,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAAkB;IAErD,YAAY,IAAI,EAAE,SAAS,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,EA4BjK;IAED,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,IAAI,CA2BxE;IAED,0GAA0G;IAC1G,IAAI,KAAK,IAAI,MAAM,CAElB;IAED,IAAI,KAAK,CAAC,IAAI,EAAE,MAAM,EAErB;IAED,4FAA4F;IAC5F,KAAK,IAAI,IAAI,CAEZ;IAED,0EAA0E;IAC1E,IAAI,IAAI,IAAI,CAEX;IAED,IAAI,QAAQ,IAAI,KAAK,CAAC,UAAU,CAAC,CAEhC;IAED,IAAI,OAAO,IAAI,KAAK,CAAC,SAAS,CAAC,CAE9B;CACF"}
@@ -23,7 +23,7 @@ export declare abstract class NodeView extends Container {
23
23
  protected layoutWidth: number;
24
24
  protected layoutHeight: number;
25
25
  constructor(textures?: ReadonlyMap<string, Texture>);
26
- protected textureFor(assetId: string): Texture | undefined;
26
+ protected textureFor(assetId: string | undefined): Texture | undefined;
27
27
  /**
28
28
  * Makes every node selectable and draggable by its layout rectangle, whatever it renders.
29
29
  *