@rpgjs/client 5.0.0-beta.10 → 5.0.0-beta.12

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Files changed (154) hide show
  1. package/CHANGELOG.md +21 -0
  2. package/dist/Game/AnimationManager.d.ts +1 -0
  3. package/dist/Game/AnimationManager.js +3 -0
  4. package/dist/Game/AnimationManager.js.map +1 -1
  5. package/dist/Game/ClientVisuals.d.ts +61 -0
  6. package/dist/Game/ClientVisuals.js +96 -0
  7. package/dist/Game/ClientVisuals.js.map +1 -0
  8. package/dist/Game/ClientVisuals.spec.d.ts +1 -0
  9. package/dist/Game/EventComponentResolver.d.ts +16 -0
  10. package/dist/Game/EventComponentResolver.js +52 -0
  11. package/dist/Game/EventComponentResolver.js.map +1 -0
  12. package/dist/Game/EventComponentResolver.spec.d.ts +1 -0
  13. package/dist/Game/Map.js +9 -0
  14. package/dist/Game/Map.js.map +1 -1
  15. package/dist/Game/Object.js +2 -2
  16. package/dist/Game/Object.js.map +1 -1
  17. package/dist/Game/Object.spec.d.ts +1 -0
  18. package/dist/Game/ProjectileManager.d.ts +98 -0
  19. package/dist/Game/ProjectileManager.js +196 -0
  20. package/dist/Game/ProjectileManager.js.map +1 -0
  21. package/dist/Game/ProjectileManager.spec.d.ts +1 -0
  22. package/dist/RpgClient.d.ts +117 -13
  23. package/dist/RpgClientEngine.d.ts +82 -4
  24. package/dist/RpgClientEngine.js +296 -51
  25. package/dist/RpgClientEngine.js.map +1 -1
  26. package/dist/components/animations/fx.ce.js +58 -0
  27. package/dist/components/animations/fx.ce.js.map +1 -0
  28. package/dist/components/animations/hit.ce.js.map +1 -1
  29. package/dist/components/animations/index.d.ts +1 -0
  30. package/dist/components/animations/index.js +3 -1
  31. package/dist/components/animations/index.js.map +1 -1
  32. package/dist/components/character.ce.js +140 -40
  33. package/dist/components/character.ce.js.map +1 -1
  34. package/dist/components/dynamics/bar.ce.js +4 -3
  35. package/dist/components/dynamics/bar.ce.js.map +1 -1
  36. package/dist/components/dynamics/image.ce.js +2 -1
  37. package/dist/components/dynamics/image.ce.js.map +1 -1
  38. package/dist/components/dynamics/shape.ce.js +3 -2
  39. package/dist/components/dynamics/shape.ce.js.map +1 -1
  40. package/dist/components/dynamics/text.ce.js +9 -8
  41. package/dist/components/dynamics/text.ce.js.map +1 -1
  42. package/dist/components/gui/dialogbox/index.ce.js +3 -2
  43. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  44. package/dist/components/gui/gameover.ce.js +3 -2
  45. package/dist/components/gui/gameover.ce.js.map +1 -1
  46. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  47. package/dist/components/gui/menu/equip-menu.ce.js +2 -1
  48. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  49. package/dist/components/gui/menu/exit-menu.ce.js +2 -1
  50. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  51. package/dist/components/gui/menu/items-menu.ce.js +3 -2
  52. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  53. package/dist/components/gui/menu/main-menu.ce.js +3 -2
  54. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  55. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  56. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  57. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  58. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  59. package/dist/components/gui/save-load.ce.js +2 -1
  60. package/dist/components/gui/save-load.ce.js.map +1 -1
  61. package/dist/components/gui/shop/shop.ce.js +3 -2
  62. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  63. package/dist/components/gui/title-screen.ce.js +3 -2
  64. package/dist/components/gui/title-screen.ce.js.map +1 -1
  65. package/dist/components/index.d.ts +2 -1
  66. package/dist/components/index.js +1 -0
  67. package/dist/components/player-components.ce.js +11 -10
  68. package/dist/components/player-components.ce.js.map +1 -1
  69. package/dist/components/prebuilt/hp-bar.ce.js +4 -3
  70. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  71. package/dist/components/prebuilt/light-halo.ce.js +2 -1
  72. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  73. package/dist/components/scenes/canvas.ce.js +12 -4
  74. package/dist/components/scenes/canvas.ce.js.map +1 -1
  75. package/dist/components/scenes/draw-map.ce.js +6 -3
  76. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  77. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  78. package/dist/index.d.ts +4 -0
  79. package/dist/index.js +10 -5
  80. package/dist/module.js +18 -0
  81. package/dist/module.js.map +1 -1
  82. package/dist/services/actionInput.d.ts +14 -0
  83. package/dist/services/actionInput.js +59 -0
  84. package/dist/services/actionInput.js.map +1 -0
  85. package/dist/services/actionInput.spec.d.ts +1 -0
  86. package/dist/services/mmorpg-connection.d.ts +5 -0
  87. package/dist/services/mmorpg-connection.js +50 -0
  88. package/dist/services/mmorpg-connection.js.map +1 -0
  89. package/dist/services/mmorpg-connection.spec.d.ts +1 -0
  90. package/dist/services/mmorpg.d.ts +10 -4
  91. package/dist/services/mmorpg.js +48 -30
  92. package/dist/services/mmorpg.js.map +1 -1
  93. package/dist/services/pointerContext.d.ts +11 -0
  94. package/dist/services/pointerContext.js +48 -0
  95. package/dist/services/pointerContext.js.map +1 -0
  96. package/dist/services/pointerContext.spec.d.ts +1 -0
  97. package/dist/services/standalone-message.d.ts +1 -0
  98. package/dist/services/standalone-message.js +9 -0
  99. package/dist/services/standalone-message.js.map +1 -0
  100. package/dist/services/standalone.d.ts +3 -1
  101. package/dist/services/standalone.js +34 -15
  102. package/dist/services/standalone.js.map +1 -1
  103. package/dist/services/standalone.spec.d.ts +1 -0
  104. package/dist/utils/mapId.d.ts +1 -0
  105. package/dist/utils/mapId.js +6 -0
  106. package/dist/utils/mapId.js.map +1 -0
  107. package/package.json +7 -7
  108. package/src/Game/AnimationManager.ts +4 -0
  109. package/src/Game/ClientVisuals.spec.ts +56 -0
  110. package/src/Game/ClientVisuals.ts +184 -0
  111. package/src/Game/EventComponentResolver.spec.ts +84 -0
  112. package/src/Game/EventComponentResolver.ts +74 -0
  113. package/src/Game/Map.ts +10 -0
  114. package/src/Game/Object.spec.ts +46 -0
  115. package/src/Game/Object.ts +2 -2
  116. package/src/Game/ProjectileManager.spec.ts +449 -0
  117. package/src/Game/ProjectileManager.ts +346 -0
  118. package/src/RpgClient.ts +130 -15
  119. package/src/RpgClientEngine.ts +405 -69
  120. package/src/components/animations/fx.ce +101 -0
  121. package/src/components/animations/index.ts +4 -2
  122. package/src/components/character.ce +185 -40
  123. package/src/components/dynamics/bar.ce +4 -3
  124. package/src/components/dynamics/image.ce +2 -1
  125. package/src/components/dynamics/shape.ce +3 -2
  126. package/src/components/dynamics/text.ce +9 -8
  127. package/src/components/gui/dialogbox/index.ce +3 -2
  128. package/src/components/gui/gameover.ce +2 -1
  129. package/src/components/gui/menu/equip-menu.ce +2 -1
  130. package/src/components/gui/menu/exit-menu.ce +2 -1
  131. package/src/components/gui/menu/items-menu.ce +3 -2
  132. package/src/components/gui/menu/main-menu.ce +2 -1
  133. package/src/components/gui/save-load.ce +2 -1
  134. package/src/components/gui/shop/shop.ce +3 -2
  135. package/src/components/gui/title-screen.ce +2 -1
  136. package/src/components/index.ts +2 -1
  137. package/src/components/player-components.ce +11 -10
  138. package/src/components/prebuilt/hp-bar.ce +4 -3
  139. package/src/components/prebuilt/light-halo.ce +2 -2
  140. package/src/components/scenes/canvas.ce +10 -2
  141. package/src/components/scenes/draw-map.ce +17 -3
  142. package/src/index.ts +4 -0
  143. package/src/module.ts +24 -0
  144. package/src/services/actionInput.spec.ts +155 -0
  145. package/src/services/actionInput.ts +120 -0
  146. package/src/services/mmorpg-connection.spec.ts +99 -0
  147. package/src/services/mmorpg-connection.ts +69 -0
  148. package/src/services/mmorpg.ts +60 -34
  149. package/src/services/pointerContext.spec.ts +36 -0
  150. package/src/services/pointerContext.ts +84 -0
  151. package/src/services/standalone-message.ts +7 -0
  152. package/src/services/standalone.spec.ts +34 -0
  153. package/src/services/standalone.ts +42 -12
  154. package/src/utils/mapId.ts +2 -0
@@ -1 +1 @@
1
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+ {"version":3,"file":"bar.ce.js","names":[],"sources":["../../../src/components/dynamics/bar.ce"],"sourcesContent":["<Container width={width} height={containerHeight} minWidth={width} minHeight={containerHeight}>\n <Graphics width={width} height={containerHeight} draw={drawBar} />\n @if (hasLabel) {\n <Text text={labelText} x={labelPosition.x} y={labelPosition.y} size={labelSize} color={labelColor} />\n }\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\n\nconst { object, current, max, style, text } = defineProps();\nconst sprite = object();\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst toNumber = (value, fallback = 0) => {\n const resolved = resolveDynamicValue(value, sprite);\n const num = typeof resolved === 'number' ? resolved : parseFloat(resolved);\n return Number.isFinite(num) ? num : fallback;\n};\n\nconst toColor = (value, fallback) => {\n const resolved = resolveDynamicValue(value, sprite);\n if (typeof resolved === 'number') return resolved;\n if (typeof resolved === 'string' && resolved.startsWith('#')) {\n return parseInt(resolved.slice(1), 16);\n }\n return resolved ?? fallback;\n};\n\nconst config = computed(() => read(style, {}) ?? {});\nconst width = computed(() => toNumber(config().width, 50));\nconst height = computed(() => toNumber(config().height, 8));\nconst borderRadius = computed(() => toNumber(config().borderRadius, 3));\nconst borderWidth = computed(() => toNumber(config().borderWidth, 1));\nconst backgroundColor = computed(() => toColor(config().bgColor, 0x16213e));\nconst fillColor = computed(() => toColor(config().fillColor, 0x4ade80));\nconst borderColor = computed(() => toColor(config().borderColor, 0x4a5568));\nconst opacity = computed(() => Math.max(0, Math.min(1, toNumber(config().opacity, 1))));\n\nconst currentValue = computed(() => toNumber(read(current, 0), 0));\nconst maxValue = computed(() => Math.max(0, toNumber(read(max, 0), 0)));\nconst percent = computed(() => {\n const max = maxValue();\n if (max <= 0) return 0;\n return Math.max(0, Math.min(1, currentValue() / max));\n});\n\nconst fillWidth = computed(() => Math.max(0, width() * percent()));\nconst labelTemplate = computed(() => read(text, null));\nconst labelText = computed(() => {\n const template = labelTemplate();\n if (template == null || template === '') return '';\n\n const value = String(template)\n .replace(/\\{\\$current\\}/g, String(currentValue()))\n .replace(/\\{\\$max\\}/g, String(maxValue()))\n .replace(/\\{\\$percent\\}/g, String(Math.round(percent() * 100)));\n\n return String(resolveDynamicValue(value, sprite) ?? '');\n});\nconst labelSize = computed(() => toNumber(config().fontSize, 10));\nconst hasLabel = computed(() => labelText().length > 0);\nconst labelOffset = computed(() => hasLabel() ? labelSize() + 2 : 0);\nconst containerHeight = computed(() => labelOffset() + height());\nconst labelColor = computed(() => toColor(config().textColor, 0xffffff));\nconst labelPosition = computed(() => ({\n x: 0,\n y: 0\n}));\n\nconst drawBar = (g) => {\n g.roundRect(0, labelOffset(), width(), height(), borderRadius());\n g.fill({ color: backgroundColor(), alpha: opacity() });\n\n const currentWidth = fillWidth();\n if (currentWidth > 0) {\n g.roundRect(0, labelOffset(), currentWidth, height(), borderRadius());\n g.fill({ color: fillColor(), alpha: opacity() });\n }\n \n const strokeWidth = borderWidth();\n if (strokeWidth <= 0) return;\n g.roundRect(0, labelOffset(), width(), height(), borderRadius());\n g.stroke({ color: borderColor(), width: strokeWidth, alpha: opacity() });\n};\n</script>\n"],"mappings":";;;AASM,SAAG,UAAA,SAAsB;;CAGzB,MAAQ,EAAC,QAAQ,SAAA,KAAA,OAAA,SADK,eAAe,OACpB,EAAA;;CAEvB,MAAM,QAAQ,MAAM,aAAa,OAAO,KAAK,IAAI;;EAEjD,MAAM,WAAY,oBAAuB,OAAC,MAAA;EACxC,MAAM,MAAQ,OAAG,aAAA,WAA2B,WAAO,WAAA,QAAA;EACnD,OAAS,OAAG,SAAO,GAAS,IAAI,MAAC;CACnC;CACA,MAAC,WAAA,OAAA,aAAA;;EAED,IAAM,OAAS,aAAS,UAChB,OAAA;EACJ,IAAE,OAAO,aAAc,YAAS,SAAO,WAAQ,GAAA,GAC7C,OAAO,SAAW,SAAS,MAAK,CAAA,GAAA,EAAA;EAEpC,OAAA,YAAA;CACF;CACA,MAAC,SAAA,eAAA,KAAA,OAAA,CAAA,CAAA,KAAA,CAAA,CAAA;;CAED,MAAM,SAAS,eAAe,SAAK,OAAW,EAAE,QAAI,CAAA,CAAA;CACpD,MAAM,eAAQ,eAAe,SAAgB,OAAO,EAAE,cAAI,CAAA,CAAA;CAC1D,MAAM,cAAS,eAAe,SAAS,OAAS,EAAA,aAAW,CAAA,CAAA;CAC3D,MAAM,kBAAe,eAAe,QAAS,OAAS,EAAA,SAAA,OAAiB,CAAA;CACvE,MAAM,YAAY,eAAe,QAAE,OAAS,EAAM,WAAG,OAAgB,CAAA;CACrE,MAAM,cAAA,eAA6B,QAAI,OAAQ,EAAA,aAAkB,OAAQ,CAAC;CAC1E,MAAM,UAAU,eAAe,KAAE,IAAO,GAAC,KAAO,IAAE,GAAA,SAAW,OAAU,EAAA,SAAA,CAAA,CAAA,CAAA,CAAA;CACvE,MAAM,eAAc,eAAe,SAAQ,KAAO,SAAE,CAAA,GAAW,CAAC,CAAC;CACjE,MAAM,WAAU,eAAe,KAAK,IAAK,GAAE,SAAU,KAAE,KAAQ,CAAC,GAAA,CAAA,CAAA,CAAM;;EAEtE,MAAM,MAAA,SAAe;EACrB,IAAM,OAAS,GACT,OAAS;EACb,OAAS,KAAG,IAAA,GAAS,KAAC,IAAA,GAAA,aAAA,IAAA,GAAA,CAAA;CACxB,CAAC;CACD,MAAE,YAAgB,eAAe,KAAA,IAAA,GAAY,MAAK,IAAK,QAAA,CAAA,CAAA;CACvD,MAAE,gBAAA,eAAA,KAAA,MAAA,IAAA,CAAA;;EAEF,MAAM,WAAY,cAAe;EACjC,IAAM,YAAc,QAAE,aAAmB,IACnC,OAAS;EACb,MAAM,QAAU,OAAC,QAAc,EAC3B,QAAW,kBAAkB,OAAO,aAAU,CAAA,CAAA,EAAA,QAAA,cAAA,OAAA,SAAA,CAAA,CAAA,EAE5C,QAAQ,kBAAe,OAAA,KAAA,MAAA,QAAA,IAAA,GAAA,CAAA,CAAA;EAC3B,OAAC,OAAa,oBAAoB,OAAA,MAAa,KAAE,EAAA;CACrD,CAAC;CACD,MAAK,YAAa,eAAa,SAAW,OAAO,EAAA,UAAY,EAAA,CAAG;;CAEhE,MAAE,cAAc,eAAmB,SAAQ,IAAA,UAAc,IAAA,IAAA,CAAA;CACzD,MAAE,kBAAA,eAAA,YAAA,IAAA,OAAA,CAAA;CACF,MAAM,aAAY,eAAe,QAAS,OAAO,EAAE,WAAU,QAAI,CAAA;CACjE,MAAM,gBAAW,gBAAe;EAChC,GAAM;EACN,GAAM;CACN,EAAA;CACA,MAAM,WAAA,MAAgB;EAClB,EAAE,UAAA,GAAA,YAAA,GAAA,MAAA,GAAA,OAAA,GAAA,aAAA,CAAA;EACF,EAAC,KAAA;GAAA,OAAA,gBAAA;GAAA,OAAA,QAAA;EAAA,CAAA;EACF,MAAA,eAAA,UAAA;;GAEG,EAAA,UAAc,GAAG,YAAA,GAAA,cAAA,OAAA,GAAA,aAAA,CAAA;GACnB,EAAA,KAAW;IAAE,OAAA,UAAe;IAAK,OAAI,QAAU;GAAA,CAAA;EAC/C;;EAEF,IAAM,eAAe,GACjB;EACF,EAAE,UAAU,GAAG,YAAY,GAAG,MAAA,GAAA,OAAc,GAAA,aAAU,CAAA;EACtD,EAAE,OAAO;GAAA,OAAO,YAAa;GAAA,OAAO;GAAY,OAAA,QAAA;EAAA,CAAA;CACpD;CAEQ,OADP,EAAA,WAAA;EAAA;EAAA,QAAA;EAAA,UAAA;EAAA,WAAA;CAAA,GAAA,CAAA,EAAA,UAAA;EAAA;EAAA,QAAA;EAAA,MAAA;CAAA,CAAA,GAAA,KAAA,gBAAA,EAAA,MAAA;EAAA,MAAA;EAAA,GAAA,cAAA;EAAA,GAAA,cAAA;EAAA,MAAA;EAAA,OAAA;CAAA,CAAA,CAAA,CAAA,CACkB;AACb;AAEF,IAAQ,iBAAQ"}
@@ -6,9 +6,10 @@ import { Sprite, computed, h, useDefineProps, useProps } from "canvasengine";
6
6
  function component($$props) {
7
7
  useProps($$props);
8
8
  const { object, value } = useDefineProps($$props)();
9
+ const sprite = object();
9
10
  const client = inject(RpgClientEngine);
10
11
  return h(Sprite, { sheet: computed(() => {
11
- const id = resolveDynamicValue(value?.(), object);
12
+ const id = resolveDynamicValue(value?.(), sprite);
12
13
  if (!id) return null;
13
14
  return {
14
15
  definition: client.getSpriteSheet(id),
@@ -1 +1 @@
1
- {"version":3,"file":"image.ce.js","names":[],"sources":["../../../src/components/dynamics/image.ce"],"sourcesContent":["<Sprite sheet={sheet} />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { RpgClientEngine } from \"../../RpgClientEngine\";\nimport { inject } from \"../../core/inject\";\nimport { resolveDynamicValue } from \"./parse-value\";\n\nconst { object, value } = defineProps();\nconst client = inject(RpgClientEngine);\n\nconst sheet = computed(() => {\n const id = resolveDynamicValue(value?.(), object);\n if (!id) return null;\n return {\n definition: client.getSpriteSheet(id),\n playing: 'default'\n };\n});\n</script>\n"],"mappings":";;;;;AASM,SAAS,UAAO,SAAA;;CAGd,MAAK,EAAA,QAAA,UADe,eAAC,OACe,EAAA;CAC5C,MAAM,SAAK,OAAW,eAAA;2BACb,eAAA;EACL,MAAA,KAAW,oBAAQ,QAAkB,GAAA,MAAA;EACrC,IAAA,CAAA,IACD,OAAA;EACD,OAAA;GACM,YAAA,OAAA,eAAA,EAAA"}
1
+ {"version":3,"file":"image.ce.js","names":[],"sources":["../../../src/components/dynamics/image.ce"],"sourcesContent":["<Sprite sheet={sheet} />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { RpgClientEngine } from \"../../RpgClientEngine\";\nimport { inject } from \"../../core/inject\";\nimport { resolveDynamicValue } from \"./parse-value\";\n\nconst { object, value } = defineProps();\nconst sprite = object();\nconst client = inject(RpgClientEngine);\n\nconst sheet = computed(() => {\n const id = resolveDynamicValue(value?.(), sprite);\n if (!id) return null;\n return {\n definition: client.getSpriteSheet(id),\n playing: 'default'\n };\n});\n</script>\n"],"mappings":";;;;;AASM,SAAS,UAAQ,SAAA;CACD,SAAA,OAAgB;CAEhC,MAAQ,EAAA,QAAU,UAAA,eAAA,OAAK,EAAA;CAC7B,MAAE,SAAW,OAAA;CACb,MAAM,SAAK,OAAW,eAAA;2BACb,eAAA;EACL,MAAA,KAAW,oBAAQ,QAAkB,GAAA,MAAA;EACrC,IAAA,CAAA,IACD,OAAA;EACD,OAAA;GACM,YAAA,OAAA,eAAA,EAAA"}
@@ -6,14 +6,15 @@ function component($$props) {
6
6
  useProps($$props);
7
7
  const props = useDefineProps($$props)();
8
8
  const { object } = props;
9
+ const sprite = object();
9
10
  const read = (prop, fallback) => prop ? prop() : fallback;
10
11
  const toNumber = (value, fallback = 0) => {
11
- const resolved = resolveDynamicValue(value, object);
12
+ const resolved = resolveDynamicValue(value, sprite);
12
13
  const num = typeof resolved === "number" ? resolved : parseFloat(resolved);
13
14
  return Number.isFinite(num) ? num : fallback;
14
15
  };
15
16
  const toColor = (value, fallback) => {
16
- const resolved = resolveDynamicValue(value, object);
17
+ const resolved = resolveDynamicValue(value, sprite);
17
18
  if (typeof resolved === "number") return resolved;
18
19
  if (typeof resolved === "string" && resolved.startsWith("#")) return parseInt(resolved.slice(1), 16);
19
20
  return resolved ?? fallback;
@@ -1 +1 @@
1
- {"version":3,"file":"shape.ce.js","names":[],"sources":["../../../src/components/dynamics/shape.ce"],"sourcesContent":["<Container width={shapeWidth} height={shapeHeight} minWidth={shapeWidth} minHeight={shapeHeight}>\n <Graphics width={shapeWidth} height={shapeHeight} draw={drawShape} />\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\nimport { getShapeBox, translatePolygonPoints } from \"./shape-utils\";\n\nconst props = defineProps();\nconst { object } = props;\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst toNumber = (value, fallback = 0) => {\n const resolved = resolveDynamicValue(value, object);\n const num = typeof resolved === 'number' ? resolved : parseFloat(resolved);\n return Number.isFinite(num) ? num : fallback;\n};\n\nconst toColor = (value, fallback) => {\n const resolved = resolveDynamicValue(value, object);\n if (typeof resolved === 'number') return resolved;\n if (typeof resolved === 'string' && resolved.startsWith('#')) {\n return parseInt(resolved.slice(1), 16);\n }\n return resolved ?? 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1
+ {"version":3,"file":"shape.ce.js","names":[],"sources":["../../../src/components/dynamics/shape.ce"],"sourcesContent":["<Container width={shapeWidth} height={shapeHeight} minWidth={shapeWidth} minHeight={shapeHeight}>\n <Graphics width={shapeWidth} height={shapeHeight} draw={drawShape} />\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\nimport { getShapeBox, translatePolygonPoints } from \"./shape-utils\";\n\nconst props = defineProps();\nconst { object } = props;\nconst sprite = object();\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst toNumber = (value, fallback = 0) => {\n const resolved = resolveDynamicValue(value, sprite);\n const num = typeof resolved === 'number' ? resolved : parseFloat(resolved);\n return Number.isFinite(num) ? num : fallback;\n};\n\nconst toColor = (value, fallback) => {\n const resolved = resolveDynamicValue(value, sprite);\n if (typeof resolved === 'number') return resolved;\n if (typeof resolved === 'string' && resolved.startsWith('#')) {\n return parseInt(resolved.slice(1), 16);\n }\n return resolved ?? fallback;\n};\n\nconst config = computed(() => ({\n type: read(props.type, 'rectangle'),\n fill: toColor(read(props.fill, '#ffffff'), 0xffffff),\n radius: toNumber(read(props.radius, 8), 8),\n width: toNumber(read(props.width, 16), 16),\n height: toNumber(read(props.height, 16), 16),\n x1: toNumber(read(props.x1, 0), 0),\n y1: toNumber(read(props.y1, 0), 0),\n x2: toNumber(read(props.x2, 16), 16),\n y2: toNumber(read(props.y2, 0), 0),\n opacity: Math.max(0, Math.min(1, toNumber(read(props.opacity, 1), 1))),\n points: read(props.points, []),\n line: read(props.line, null)\n}));\n\nconst shapeBox = computed(() => getShapeBox(config(), toNumber));\n\nconst shapeWidth = computed(() => shapeBox().width);\nconst shapeHeight = computed(() => shapeBox().height);\n\nconst drawShape = (g) => {\n const cfg = config();\n const box = shapeBox();\n\n if (cfg.type === 'circle') {\n g.circle(cfg.radius, cfg.radius, cfg.radius);\n } else if (cfg.type === 'ellipse') {\n g.ellipse(box.width / 2, box.height / 2, box.width / 2, box.height / 2);\n } else if (cfg.type === 'line') {\n g.moveTo(cfg.x1 + box.offsetX, cfg.y1 + box.offsetY);\n g.lineTo(cfg.x2 + box.offsetX, cfg.y2 + box.offsetY);\n } else if (cfg.type === 'polygon' && Array.isArray(cfg.points)) {\n g.poly(translatePolygonPoints(cfg.points, box, toNumber));\n } else if (cfg.type === 'rounded-rectangle') {\n g.roundRect(0, 0, box.width, box.height, toNumber(read(props.radius, 4), 4));\n } else {\n g.rect(0, 0, box.width, box.height);\n }\n\n if (cfg.type === 'line') {\n const line = cfg.line ?? {};\n g.stroke({\n color: toColor(line.color, cfg.fill),\n width: toNumber(line.width, 1),\n alpha: toNumber(line.alpha, cfg.opacity)\n });\n return;\n }\n\n g.fill({ color: cfg.fill, alpha: cfg.opacity });\n\n if (cfg.line) {\n g.stroke({\n color: toColor(cfg.line.color, cfg.fill),\n width: toNumber(cfg.line.width, 1),\n alpha: toNumber(cfg.line.alpha, cfg.opacity)\n });\n }\n};\n</script>\n"],"mappings":";;;;AASM,SAAQ,UAAW,SAAE;CACR,SAAK,OAAA;eACD,eAAA,OAAA,EAAA;CAEvB,MAAM,EAAA,WAAa;;CAEnB,MAAM,QAAQ,MAAI,aAAe,OAAO,KAAE,IAAA;CAC1C,MAAE,YAAgB,OAAC,WAAA,MAAoB;EACrC,MAAM,WAAa,oBAAoB,OAAI,MAAS;EACpD,MAAO,MAAO,OAAA,aAAoB,WAAU,WAAA,WAAA,QAAA;EAC7C,OAAA,OAAA,SAAA,GAAA,IAAA,MAAA;;CAED,MAAM,WAAW,OAAO,aAAa;EACnC,MAAM,WAAW,oBAAoB,OAAO,MAAO;EACjD,IAAE,OAAO,aAAc,UACrB,OAAO;EACT,IAAA,OAAO,aAAiB,YAAW,SAAG,WAAA,GAAA,GACxC,OAAA,SAAA,SAAA,MAAA,CAAA,GAAA,EAAA;EAED,OAAA,YAAA;;CAED,MAAM,SAAS,gBAAgB;EAC7B,MAAM,KAAK,MAAM,MAAO,WAAW;EACnC,MAAM,QAAQ,KAAK,MAAM,MAAQ,SAAS,GAAC,QAAS;EACpD,QAAQ,SAAS,KAAK,MAAM,QAAU,CAAC,GAAG,CAAA;EAC1C,OAAO,SAAS,KAAK,MAAM,OAAS,EAAE,GAAG,EAAC;EAC1C,QAAQ,SAAS,KAAK,MAAM,QAAU,EAAE,GAAG,EAAC;EAC1C,IAAE,SAAS,KAAK,MAAQ,IAAI,CAAC,GAAG,CAAA;EAChC,IAAE,SAAS,KAAK,MAAQ,IAAI,CAAC,GAAG,CAAA;EAChC,IAAE,SAAS,KAAK,MAAQ,IAAI,EAAE,GAAG,EAAC;EAClC,IAAE,SAAS,KAAK,MAAQ,IAAI,CAAC,GAAG,CAAA;EAClC,SAAS,KAAK,IAAM,GAAC,KAAK,IAAM,GAAC,SAAS,KAAK,MAAM,SAAW,CAAC,GAAG,CAAC,CAAC,CAAA;EACtE,QAAQ,KAAK,MAAM,QAAU,CAAC,CAAA;EAC9B,MAAM,KAAK,MAAM,MAAM,IAAI;CAC7B,EAAE;;CAEF,MAAM,aAAW,eAAe,SAAW,EAAC,KAAM;;CAElD,MAAM,aAAa,MAAA;EACnB,MAAM,MAAA,OAAc;;EAEpB,IAAM,IAAA,SAAe,UACb,EAAA,OAAM,IAAO,QAAC,IAAA,QAAA,IAAA,MAAA;mCAGhB,EAAI,QAAQ,IAAE,QAAS,GAAA,IAAA,SAAA,GAAA,IAAA,QAAA,GAAA,IAAA,SAAA,CAAA;OAEpB,IAAI,IAAI,SAAS,QAAQ;GAC5B,EAAA,OAAW,IAAC,KAAQ,IAAG,SAAU,IAAI,KAAK,IAAC,OAAU;GACnD,EAAC,OAAQ,IAAI,KAAK,IAAC,SAAO,IAAA,KAAA,IAAA,OAAA;EAC9B,OACE,IAAO,IAAI,SAAS,aAAa,MAAK,QAAI,IAAQ,MAAA,GAChD,EAAC,KAAI,uBAAyB,IAAC,QAAM,KAAQ,QAAU,CAAC;OAEvD,IAAI,IAAI,SAAS,qBACpB,EAAA,UAAc,GAAE,GAAI,IAAA,OAAW,IAAA,QAAQ,SAAa,KAAC,MAAM,QAAY,CAAC,GAAE,CAAA,CAAA;OAG9E,EAAA,KAAA,GAAA,GAAA,IAAA,OAAA,IAAA,MAAA;EAEE,IAAE,IAAI,SAAU,QAAO;GACvB,MAAU,OAAO,IAAI,QAAM,CAAA;GACzB,EAAA,OAAO;IACD,OAAC,QAAa,KAAM,OAAK,IAAK,IAAA;IAC9B,OAAC,SAAc,KAAM,OAAG,CAAA;IACxB,OAAC,SAAc,KAAM,OAAK,IAAA,OAAO;GACvC,CAAA;GACF;EACF;;;;;EAEE,IAAI,IAAG,MAAA,EAAA,OAAA;GAED,OAAM,QAAA,IAAA,KAAA,OAAA,IAAA,IAAA;GACJ,OAAC,SAAA,IAAA,KAAA,OAAA,CAAA;GACD,OAAC,SAAY,IAAK,KAAO,OAAI,IAAK,OAAA;EACxC,CAAA;CAEN;CAEC,OADC,EAAA,WAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAAA;EAAA,WAAA;CAAA,GAAA,EAAA,UAAA;EAAA,OAAA;EAAA,QAAA;EAAA,MAAA;CAAA,CAAA,CACD;AACC"}
@@ -4,9 +4,10 @@ import { Text, computed, h, useDefineProps, useProps } from "canvasengine";
4
4
  function component($$props) {
5
5
  useProps($$props);
6
6
  const { object, value, style } = useDefineProps($$props)();
7
+ const sprite = object();
7
8
  const read = (prop, fallback) => prop ? prop() : fallback;
8
9
  const parseNumericStyleValue = (value, object) => {
9
- value = resolveDynamicValue(value, object);
10
+ value = resolveDynamicValue(value, sprite);
10
11
  if (value === void 0 || value === null) return void 0;
11
12
  if (typeof value === "number") return value;
12
13
  const num = parseFloat(value);
@@ -15,22 +16,22 @@ function component($$props) {
15
16
  const getTextStyle = (style) => {
16
17
  if (!style) return {};
17
18
  const textStyle = {};
18
- if (style.fontStyle !== void 0) textStyle.fontStyle = resolveDynamicValue(style.fontStyle, object);
19
- if (style.fontWeight !== void 0) textStyle.fontWeight = resolveDynamicValue(style.fontWeight, object);
20
- if (style.stroke !== void 0) textStyle.stroke = resolveDynamicValue(style.stroke, object);
19
+ if (style.fontStyle !== void 0) textStyle.fontStyle = resolveDynamicValue(style.fontStyle, sprite);
20
+ if (style.fontWeight !== void 0) textStyle.fontWeight = resolveDynamicValue(style.fontWeight, sprite);
21
+ if (style.stroke !== void 0) textStyle.stroke = resolveDynamicValue(style.stroke, sprite);
21
22
  if (style.opacity !== void 0) {
22
23
  const opacityValue = parseNumericStyleValue(style.opacity, object);
23
24
  if (opacityValue !== void 0) textStyle.opacity = opacityValue;
24
25
  }
25
26
  if (style.wordWrap !== void 0) textStyle.wordWrap = style.wordWrap;
26
- if (style.align !== void 0) textStyle.align = resolveDynamicValue(style.align, object);
27
+ if (style.align !== void 0) textStyle.align = resolveDynamicValue(style.align, sprite);
27
28
  return textStyle;
28
29
  };
29
30
  return h(Text, {
30
- text: computed(() => String(resolveDynamicValue(read(value, ""), object) ?? "")),
31
+ text: computed(() => String(resolveDynamicValue(read(value, ""), sprite) ?? "")),
31
32
  color: computed(() => {
32
33
  const currentStyle = read(style, {});
33
- return currentStyle.fill !== void 0 ? resolveDynamicValue(currentStyle.fill, object) : void 0;
34
+ return currentStyle.fill !== void 0 ? resolveDynamicValue(currentStyle.fill, sprite) : void 0;
34
35
  }),
35
36
  size: computed(() => {
36
37
  const currentStyle = read(style, {});
@@ -38,7 +39,7 @@ function component($$props) {
38
39
  }),
39
40
  fontFamily: computed(() => {
40
41
  const currentStyle = read(style, {});
41
- return currentStyle.fontFamily !== void 0 ? resolveDynamicValue(currentStyle.fontFamily, object) : void 0;
42
+ return currentStyle.fontFamily !== void 0 ? resolveDynamicValue(currentStyle.fontFamily, sprite) : void 0;
42
43
  }),
43
44
  style: computed(() => getTextStyle(read(style, {})))
44
45
  });
@@ -1 +1 @@
1
- {"version":3,"file":"text.ce.js","names":[],"sources":["../../../src/components/dynamics/text.ce"],"sourcesContent":["<Text text={textValue} color={textColor} size={textSize} fontFamily={textFontFamily} style={textStyle} />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\n\nconst { object, value, style } = defineProps();\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst parseNumericStyleValue = (value, object) => {\n value = resolveDynamicValue(value, object);\n if (value === undefined || value === null) return undefined;\n if (typeof value === 'number') return value;\n\n const num = parseFloat(value);\n return isNaN(num) ? undefined : num;\n};\n\nconst getTextStyle = (style) => {\n if (!style) return {};\n const textStyle = {};\n\n if (style.fontStyle !== undefined) {\n textStyle.fontStyle = resolveDynamicValue(style.fontStyle, object);\n }\n\n if (style.fontWeight !== undefined) {\n textStyle.fontWeight = resolveDynamicValue(style.fontWeight, object);\n }\n\n if (style.stroke !== undefined) {\n textStyle.stroke = resolveDynamicValue(style.stroke, object);\n }\n\n if (style.opacity !== undefined) {\n const opacityValue = parseNumericStyleValue(style.opacity, object);\n if (opacityValue !== undefined) {\n textStyle.opacity = opacityValue;\n }\n }\n\n if (style.wordWrap !== undefined) {\n textStyle.wordWrap = style.wordWrap;\n }\n\n if (style.align !== undefined) {\n textStyle.align = resolveDynamicValue(style.align, object);\n }\n\n return textStyle;\n};\n\nconst textValue = computed(() => String(resolveDynamicValue(read(value, ''), object) ?? ''));\nconst textColor = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fill !== undefined ? resolveDynamicValue(currentStyle.fill, object) : undefined;\n});\nconst textSize = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontSize !== undefined ? parseNumericStyleValue(currentStyle.fontSize, object) : undefined;\n});\nconst textFontFamily = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontFamily !== undefined ? resolveDynamicValue(currentStyle.fontFamily, object) : undefined;\n});\nconst textStyle = computed(() => getTextStyle(read(style, {})));\n</script>\n"],"mappings":";;;;CAQoB,SAAY,OAAO;CAEjC,MAAA,EAAA,QAAA,OAAyB,UAAA,eAAA,OAAmB,EAAA;CAClD,MAAI,QAAQ,MAAA,aAAoB,OAAO,KAAM,IAAC;CAC9C,MAAM,0BAAyB,OAAQ,WAAQ;EAC3C,QAAI,oBAAwB,OAAG,MAAO;0CAEtC,OAAW,KAAA;EACX,IAAA,OAAO,UAAa,UACvB,OAAA;;EAED,OAAM,MAAA,GAAc,IAAE,KAAA,IAAU;CAChC;CACA,MAAI,gBAAkB,UAAE;cAEhB,OAAM,CAAA;EACV,MAAI,YAAU,CAAA;EACd,IAAA,MAAA,cAAA,KAAA,GAAA,UAAA,YAAA,oBAAA,MAAA,WAAA,MAAA;EAGA,IAAI,MAAA,eAAqB,KAAA,GACzB,UAAA,aAAA,oBAAA,MAAA,YAAA,MAAA;EAEA,IAAI,MAAM,WAAW,KAAA,GACjB,UAAU,SAAS,oBAAoB,MAAM,QAAQ,MAAM;;GAG3D,MAAM,eAAY,uBAAW,MAAA,SAAA,MAAA;GAC7B,IAAA,iBAAqB,KAAA,GACjB,UAAA,UAAiB;EAEzB;EACA,IAAA,MAAA,aAAA,KAAA,GAAA,UAAA,WAAA,MAAA;EAGA,IAAI,MAAA,UAAU,KAAA,GACd,UAAA,QAAA,oBAAA,MAAA,OAAA,MAAA;EAEA,OAAI;CACR;CAgBI,OADgB,EAAE,MAAC;EAAA,MAdnB,eAAA,OAAA,oBAAA,KAAA,OAAA,EAAA,GAAA,MAAA,KAAA,EAAA,CAckC;EAAA,OAAA,eAAA;GAZlC,MAAM,eAAU,KAAA,OAAA,CAAA,CAAA;GACnB,OAAA,aAAA,SAAA,KAAA,IAAA,oBAAA,aAAA,MAAA,MAAA,IAAA,KAAA;GAWqC;EAAA,MATrB,eAAe;GAChC,MAAM,eAAY,KAAY,OAAG,CAAA,CAAA;GAC7B,OAAM,aAAc,aAAa,KAAA,IAAG,uBAAA,aAAA,UAAA,MAAA,IAAA,KAAA;EACxC,CAMsC;EAAA,YALpC,eAAA;GACF,MAAM,eAAmB,KAAK,OAAE,CAAA,CAAA;GAC5B,OAAM,aAAc,eAAe,KAAA,IAAC,oBAAA,aAAA,YAAA,MAAA,IAAA,KAAA;EACxC,CAEsC;EAAA,OADpC,eAAA,aAAA,KAAA,OAAA,CAAA,CAAA,CAAA,CACoC;CAAA,CAC5B;AACN;AAEE,IAAA,iBAAA"}
1
+ {"version":3,"file":"text.ce.js","names":[],"sources":["../../../src/components/dynamics/text.ce"],"sourcesContent":["<Text text={textValue} color={textColor} size={textSize} fontFamily={textFontFamily} style={textStyle} />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\n\nconst { object, value, style } = defineProps();\nconst sprite = object();\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst parseNumericStyleValue = (value, object) => {\n value = resolveDynamicValue(value, sprite);\n if (value === undefined || value === null) return undefined;\n if (typeof value === 'number') return value;\n\n const num = parseFloat(value);\n return isNaN(num) ? undefined : num;\n};\n\nconst getTextStyle = (style) => {\n if (!style) return {};\n const textStyle = {};\n\n if (style.fontStyle !== undefined) {\n textStyle.fontStyle = resolveDynamicValue(style.fontStyle, sprite);\n }\n\n if (style.fontWeight !== undefined) {\n textStyle.fontWeight = resolveDynamicValue(style.fontWeight, sprite);\n }\n\n if (style.stroke !== undefined) {\n textStyle.stroke = resolveDynamicValue(style.stroke, sprite);\n }\n\n if (style.opacity !== undefined) {\n const opacityValue = parseNumericStyleValue(style.opacity, object);\n if (opacityValue !== undefined) {\n textStyle.opacity = opacityValue;\n }\n }\n\n if (style.wordWrap !== undefined) {\n textStyle.wordWrap = style.wordWrap;\n }\n\n if (style.align !== undefined) {\n textStyle.align = resolveDynamicValue(style.align, sprite);\n }\n\n return textStyle;\n};\n\nconst textValue = computed(() => String(resolveDynamicValue(read(value, ''), sprite) ?? ''));\nconst textColor = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fill !== undefined ? resolveDynamicValue(currentStyle.fill, sprite) : undefined;\n});\nconst textSize = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontSize !== undefined ? parseNumericStyleValue(currentStyle.fontSize, object) : undefined;\n});\nconst textFontFamily = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontFamily !== undefined ? resolveDynamicValue(currentStyle.fontFamily, sprite) : undefined;\n});\nconst textStyle = computed(() => getTextStyle(read(style, {})));\n</script>\n"],"mappings":";;;AAOM,SAAS,UAAQ,SAAA;;kCAEK,eAAY,OAAA,EAAA;CAExC,MAAM,SAAA,OAAA;CACN,MAAI,QAAQ,MAAA,aAAoB,OAAO,KAAM,IAAC;CAC9C,MAAM,0BAAyB,OAAQ,WAAQ;EAC3C,QAAI,oBAAwB,OAAG,MAAO;0CAEtC,OAAW,KAAA;EACX,IAAA,OAAO,UAAa,UACvB,OAAA;;EAED,OAAM,MAAA,GAAc,IAAE,KAAA,IAAU;CAChC;CACA,MAAI,gBAAkB,UAAE;cAEhB,OAAM,CAAA;EACV,MAAI,YAAU,CAAA;EACd,IAAA,MAAA,cAAA,KAAA,GAAA,UAAA,YAAA,oBAAA,MAAA,WAAA,MAAA;EAGA,IAAI,MAAA,eAAqB,KAAA,GACzB,UAAA,aAAA,oBAAA,MAAA,YAAA,MAAA;EAEA,IAAI,MAAM,WAAW,KAAA,GACjB,UAAU,SAAS,oBAAoB,MAAM,QAAQ,MAAM;;GAG3D,MAAM,eAAY,uBAAW,MAAA,SAAA,MAAA;GAC7B,IAAA,iBAAqB,KAAA,GACjB,UAAA,UAAiB;EAEzB;EACA,IAAA,MAAA,aAAA,KAAA,GAAA,UAAA,WAAA,MAAA;EAGA,IAAI,MAAA,UAAU,KAAA,GACd,UAAA,QAAA,oBAAA,MAAA,OAAA,MAAA;EAEA,OAAI;CACR;CAgBI,OADgB,EAAE,MAAC;EAAA,MAdnB,eAAA,OAAA,oBAAA,KAAA,OAAA,EAAA,GAAA,MAAA,KAAA,EAAA,CAckC;EAAA,OAAA,eAAA;GAZlC,MAAM,eAAU,KAAA,OAAA,CAAA,CAAA;GACnB,OAAA,aAAA,SAAA,KAAA,IAAA,oBAAA,aAAA,MAAA,MAAA,IAAA,KAAA;GAWqC;EAAA,MATrB,eAAe;GAChC,MAAM,eAAY,KAAY,OAAG,CAAA,CAAA;GAC7B,OAAM,aAAc,aAAa,KAAA,IAAG,uBAAA,aAAA,UAAA,MAAA,IAAA,KAAA;EACxC,CAMsC;EAAA,YALpC,eAAA;GACF,MAAM,eAAmB,KAAK,OAAE,CAAA,CAAA;GAC5B,OAAM,aAAc,eAAe,KAAA,IAAC,oBAAA,aAAA,YAAA,MAAA,IAAA,KAAA;EACxC,CAEsC;EAAA,OADpC,eAAA,aAAA,KAAA,OAAA,CAAA,CAAA,CAAA,CACoC;CAAA,CAC5B;AACN;AAEE,IAAA,iBAAuB"}
@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../../services/actionInput.js";
2
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
3
4
  import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, effect, h, loop, mount, signal, useDefineProps, useProps } from "canvasengine";
4
5
  import { delay } from "@rpgjs/common";
@@ -97,7 +98,7 @@ function component($$props) {
97
98
  }
98
99
  },
99
100
  action: {
100
- bind: keyboardControls.action,
101
+ bind: getKeyboardControlBind(keyboardControls.action),
101
102
  keyDown() {
102
103
  if (isTyping()) {
103
104
  finishTyping();
@@ -110,7 +111,7 @@ function component($$props) {
110
111
  gamepad: { enabled: true }
111
112
  });
112
113
  const dialogControls = signal({ action: {
113
- bind: keyboardControls.action,
114
+ bind: getKeyboardControlBind(keyboardControls.action),
114
115
  keyDown() {
115
116
  if (isTyping()) {
116
117
  finishTyping();
@@ -1 +1 @@
1
- {"version":3,"file":"index.ce.js","names":[],"sources":["../../../../src/components/gui/dialogbox/index.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={dialogControls}>\n <div\n class=\"rpg-ui-dialog-container\"\n data-position={dialogPosition()}\n data-full-width={isFullWidth() ? \"true\" : \"false\"}\n data-has-face={hasFace() ? \"true\" : \"false\"}\n >\n <div class=\"rpg-ui-dialog rpg-anim-fade-in\">\n <div class=\"rpg-ui-dialog-body\">\n <div>\n @if (speakerName()) {\n <div class=\"rpg-ui-dialog-speaker\">{speakerName()}</div>\n }\n <div class=\"rpg-ui-dialog-content\">\n {displayMessage()}\n </div>\n @if (hasChoices()) {\n <Navigation tabindex={selectedItem} controls={controls}>\n <div class=\"rpg-ui-dialog-choices\">\n @for ((choice,index) of choices) {\n <div\n class=\"rpg-ui-dialog-choice\"\n class={{active: selectedItem() === index}}\n tabindex={index}\n data-choice-index={index}\n click={selectChoice(index)}\n >{{ choice.text }}</div>\n }\n </div>\n </Navigation>\n }\n </div>\n @if (hasFace()) {\n <div class=\"rpg-ui-dialog-face\">\n <DOMSprite\n sheet={faceSheet(dialogFace())}\n width=\"100%\"\n height=\"100%\"\n objectFit=\"contain\"\n />\n </div>\n }\n </div>\n @if (showIndicator) {\n <div class=\"rpg-ui-dialog-indicator\"></div>\n }\n </div>\n </div>\n</DOMContainer>\n \n<script>\n import { effect, signal, computed, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n engine.stopProcessingInput = true;\n\n const selectedItem = signal(0)\n let isDestroyed = false;\n\n const {\n data,\n onFinish,\n onInteraction\n } = defineProps();\n\n const { message, choices, face, speaker, position, typewriterEffect, autoClose } = data();\n const fullWidth = computed(() => data().fullWidth || false);\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n\n const speakerName = computed(() => {\n const value = resolveProp(speaker);\n return value ? String(value) : \"\";\n });\n\n const dialogPosition = computed(() => resolveProp(position) || \"bottom\");\n const isFullWidth = computed(() => resolveProp(fullWidth) !== false);\n const dialogFace = computed(() => resolveProp(face));\n const hasFace = computed(() => {\n const value = dialogFace();\n return !!(value && value.id);\n });\n\n const displayMessage = signal(\"\");\n const fullMessage = signal(\"\");\n const isTyping = signal(false);\n let typewriterTimer = null;\n let rootElement = null;\n\n mount((element) => {\n rootElement = element;\n });\n\n const startTypewriter = (text) => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n displayMessage.set(\"\");\n if (!text) return;\n let index = 0;\n isTyping.set(true);\n typewriterTimer = setInterval(() => {\n index += 1;\n displayMessage.set(text.slice(0, index));\n if (index >= text.length) {\n clearInterval(typewriterTimer);\n typewriterTimer = null;\n isTyping.set(false);\n }\n }, 20);\n };\n\n const finishTyping = 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+ {"version":3,"file":"index.ce.js","names":[],"sources":["../../../../src/components/gui/dialogbox/index.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={dialogControls}>\n <div\n class=\"rpg-ui-dialog-container\"\n data-position={dialogPosition()}\n data-full-width={isFullWidth() ? \"true\" : \"false\"}\n data-has-face={hasFace() ? \"true\" : \"false\"}\n >\n <div class=\"rpg-ui-dialog rpg-anim-fade-in\">\n <div class=\"rpg-ui-dialog-body\">\n <div>\n @if (speakerName()) {\n <div class=\"rpg-ui-dialog-speaker\">{speakerName()}</div>\n }\n <div class=\"rpg-ui-dialog-content\">\n {displayMessage()}\n </div>\n @if (hasChoices()) {\n <Navigation tabindex={selectedItem} controls={controls}>\n <div class=\"rpg-ui-dialog-choices\">\n @for ((choice,index) of choices) {\n <div\n class=\"rpg-ui-dialog-choice\"\n class={{active: selectedItem() === index}}\n tabindex={index}\n data-choice-index={index}\n click={selectChoice(index)}\n >{{ choice.text }}</div>\n }\n </div>\n </Navigation>\n }\n </div>\n @if (hasFace()) {\n <div class=\"rpg-ui-dialog-face\">\n <DOMSprite\n sheet={faceSheet(dialogFace())}\n width=\"100%\"\n height=\"100%\"\n objectFit=\"contain\"\n />\n </div>\n }\n </div>\n @if (showIndicator) {\n <div class=\"rpg-ui-dialog-indicator\"></div>\n }\n </div>\n </div>\n</DOMContainer>\n \n<script>\n import { effect, signal, computed, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n engine.stopProcessingInput = true;\n\n const selectedItem = signal(0)\n let isDestroyed = false;\n\n const {\n data,\n onFinish,\n onInteraction\n } = defineProps();\n\n const { message, choices, face, speaker, position, typewriterEffect, autoClose } = data();\n const fullWidth = computed(() => data().fullWidth || false);\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n\n const speakerName = computed(() => {\n const value = resolveProp(speaker);\n return value ? String(value) : \"\";\n });\n\n const dialogPosition = computed(() => resolveProp(position) || \"bottom\");\n const isFullWidth = computed(() => resolveProp(fullWidth) !== false);\n const dialogFace = computed(() => resolveProp(face));\n const hasFace = computed(() => {\n const value = dialogFace();\n return !!(value && value.id);\n });\n\n const displayMessage = signal(\"\");\n const fullMessage = signal(\"\");\n const isTyping = signal(false);\n let typewriterTimer = null;\n let rootElement = null;\n\n mount((element) => {\n rootElement = element;\n });\n\n const startTypewriter = (text) => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n displayMessage.set(\"\");\n if (!text) return;\n let index = 0;\n isTyping.set(true);\n typewriterTimer = setInterval(() => {\n index += 1;\n displayMessage.set(text.slice(0, index));\n if (index >= text.length) {\n clearInterval(typewriterTimer);\n typewriterTimer = null;\n isTyping.set(false);\n }\n }, 20);\n };\n\n const finishTyping = () => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n typewriterTimer = null;\n displayMessage.set(fullMessage());\n isTyping.set(false);\n };\n\n effect(() => {\n const text = resolveProp(message) || \"\";\n fullMessage.set(text);\n const useTypewriter = resolveProp(typewriterEffect) !== false;\n if (!useTypewriter) {\n finishTyping();\n return;\n }\n startTypewriter(text);\n });\n\n\n const hasChoices = computed(() => choices.length > 0);\n const showIndicator = computed(() => !hasChoices() && !isTyping());\n const nav = createTabindexNavigator(selectedItem, { count: () => choices.length }, 'wrap');\n\n function selectChoice(index) {\n return function() {\n selectedItem.set(index);\n onSelect(index);\n }\n }\n\n function _onFinish(value) {\n if (onFinish) onFinish(value);\n }\n\n const onSelect = (index) => {\n _onFinish(index);\n };\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (!hasChoices()) 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@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../services/actionInput.js";
2
3
  import { RpgGui } from "../../Gui/Gui.js";
3
4
  import { RpgClientEngine } from "../../RpgClientEngine.js";
4
5
  import { DOMContainer, DOMElement, Navigation, computed, cond, effect, h, loop, signal, useDefineProps, useProps } from "canvasengine";
@@ -106,7 +107,7 @@ function component($$props) {
106
107
  }
107
108
  },
108
109
  action: {
109
- bind: keyboardControls.action,
110
+ bind: getKeyboardControlBind(keyboardControls.action),
110
111
  keyDown() {
111
112
  triggerSelect(selectedEntry());
112
113
  }
@@ -150,7 +151,7 @@ function component($$props) {
150
151
  }, h(DOMElement, {
151
152
  element: "div",
152
153
  attrs: { class: "rpg-ui-menu rpg-ui-gameover-menu rpg-anim-slide-up" }
153
- }, loop(entryList(), (entry, index) => h(DOMElement, {
154
+ }, loop(computed(() => entryList()), (entry, index) => h(DOMElement, {
154
155
  element: "div",
155
156
  attrs: {
156
157
  class: ["rpg-ui-menu-item", computed(() => ({ disabled: isEntryDisabled(entry) }))],
@@ -1 +1 @@
1
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@@ -1 +1 @@
1
- {"version":3,"file":"hud.ce.js","names":[],"sources":["../../../../src/components/gui/hud/hud.ce"],"sourcesContent":["<DOMContainer>\n <div class=\"rpg-hud\">\n <div class=\"rpg-avatar\">\n @if (hasFace()) {\n <div class=\"rpg-avatar-face\">\n <DOMSprite \n sheet={faceSheet(face())} \n width={64} \n height={64} \n objectFit=\"contain\" \n />\n </div>\n }\n <div class=\"rpg-avatar-level\">{{ level() }}</div>\n </div>\n <div class=\"rpg-status-bars\">\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">HP {{ hp() }}/{{ hpMax() }}</span>\n <div class=\"rpg-bar-fill health\" style={{width: percentHp}}></div>\n </div>\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">SP {{ sp() }}/{{ spMax() }}</span>\n <div class=\"rpg-bar-fill mana\" style={{width: percentSp}}></div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { computed } from \"canvasengine\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const { data } = defineProps();\n const { faceset } = data();\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const face = computed(() => resolveProp(data().faceset));\n\n const hasFace = computed(() => {\n const value = face();\n return !!(value && value.id);\n });\n const faceSheet = (faceValue) => ({\n definition: engine.getSpriteSheet(faceValue.id),\n playing: faceValue.expression || \"default\",\n });\n const hp = getEntityProp(currentPlayer, \"hp\")\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\")\n const percentHp = computed(() => (hp() / hpMax() * 100) + '%')\n\n const sp = getEntityProp(currentPlayer, \"sp\")\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\")\n const percentSp = computed(() => (sp() / spMax() * 100) + '%')\n\n const level = getEntityProp(currentPlayer, \"level\")\n</script>\n \n"],"mappings":";;;;;AAWM,SAAS,UAAM,SAAA;CACT,SAAA,OAAA;CACJ,MAAK,cAAe,eAAe,OAAO;CAC1C,MAAK,SAAA,OAAA,eAAA;CACb,MAAM,gBAAc,OAAI,MAAW;CACnC,MAAM,EAAE,SAAS,YAAW;CAC5B,MAAM,EAAE,YAAS,KAAK;CACtB,MAAM,eAAe,UAAU,OAAK,UAAY,aAAS,MAAO,IAAA;CAChE,MAAM,OAAO,eAAI,YAAA,KAAA,EAAA,OAAA,CAAA;CACjB,MAAM,UAAU,eAAe;EAC3B,MAAM,QAAO,KAAK;EAClB,OAAO,CAAC,EAAE,SAAO,MAAO;CAC5B,CAAC;CACD,MAAM,aAAO,eAAA;EACT,YAAK,OAAA,eAAA,UAAA,EAAA;EACP,SAAA,UAAY,cAAA;;CAEd,MAAC,KAAM,cAAA,eAAA,IAAA;CACP,MAAI,QAAS,cAAe,eAAc,cAAO;CACjD,MAAI,YAAS,eAAkB,GAAM,IAAI,MAAK,IAAA,MAAA,GAAe;CAC7D,MAAI,KAAO,cAAa,eAAM,IAAa;CAC3C,MAAI,QAAS,cAAe,eAAe,cAAO;;CAElD,MAAI,QAAM,cAAgB,eAAe,OAAA;CAErC,OADM,EAAA,cAAuB,MAAM,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,UAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,aAAA;CAAA,GAAA,CAAA,KAAA,eAAA,QAAA,CAAA,SAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,EAAA,WAAA;EAAA,OAAA,eAAA,UAAA,KAAA,CAAA,CAAA;EAAA,OAAA;EAAA,QAAA;EAAA,WAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,aAAA,eAAA,MAAA,CAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACpB;AACf;AAEA,IAAM,iBAAA"}
1
+ {"version":3,"file":"hud.ce.js","names":[],"sources":["../../../../src/components/gui/hud/hud.ce"],"sourcesContent":["<DOMContainer>\n <div class=\"rpg-hud\">\n <div class=\"rpg-avatar\">\n @if (hasFace()) {\n <div class=\"rpg-avatar-face\">\n <DOMSprite \n sheet={faceSheet(face())} \n width={64} \n height={64} \n objectFit=\"contain\" \n />\n </div>\n }\n <div class=\"rpg-avatar-level\">{{ level() }}</div>\n </div>\n <div class=\"rpg-status-bars\">\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">HP {{ hp() }}/{{ hpMax() }}</span>\n <div class=\"rpg-bar-fill health\" style={{width: percentHp}}></div>\n </div>\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">SP {{ sp() }}/{{ spMax() }}</span>\n <div class=\"rpg-bar-fill mana\" style={{width: percentSp}}></div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { computed } from \"canvasengine\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const { data } = defineProps();\n const { faceset } = data();\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const face = computed(() => resolveProp(data().faceset));\n\n const hasFace = computed(() => {\n const value = face();\n return !!(value && value.id);\n });\n const faceSheet = (faceValue) => ({\n definition: engine.getSpriteSheet(faceValue.id),\n playing: faceValue.expression || \"default\",\n });\n const hp = getEntityProp(currentPlayer, \"hp\")\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\")\n const percentHp = computed(() => (hp() / hpMax() * 100) + '%')\n\n const sp = getEntityProp(currentPlayer, \"sp\")\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\")\n const percentSp = computed(() => (sp() / spMax() * 100) + '%')\n\n const level = getEntityProp(currentPlayer, \"level\")\n</script>\n \n"],"mappings":";;;;;AAWM,SAAS,UAAM,SAAA;CACT,SAAA,OAAA;CACJ,MAAK,cAAe,eAAe,OAAO;CAC1C,MAAK,SAAA,OAAA,eAAA;CACb,MAAM,gBAAc,OAAI,MAAW;CACnC,MAAM,EAAE,SAAS,YAAW;CAC5B,MAAM,EAAE,YAAS,KAAK;CACtB,MAAM,eAAe,UAAU,OAAK,UAAY,aAAS,MAAO,IAAA;CAChE,MAAM,OAAO,eAAI,YAAA,KAAA,EAAA,OAAA,CAAA;CACjB,MAAM,UAAU,eAAe;EAC3B,MAAM,QAAO,KAAK;EAClB,OAAO,CAAC,EAAE,SAAO,MAAO;CAC5B,CAAC;CACD,MAAM,aAAO,eAAA;EACT,YAAK,OAAA,eAAA,UAAA,EAAA;EACP,SAAA,UAAY,cAAA;;CAEd,MAAC,KAAM,cAAA,eAAA,IAAA;CACP,MAAI,QAAS,cAAe,eAAc,cAAO;CACjD,MAAI,YAAS,eAAkB,GAAM,IAAI,MAAK,IAAA,MAAA,GAAe;CAC7D,MAAI,KAAO,cAAa,eAAM,IAAa;CAC3C,MAAI,QAAS,cAAe,eAAe,cAAO;;CAElD,MAAI,QAAM,cAAgB,eAAe,OAAA;CAErC,OADM,EAAA,cAAuB,MAAM,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,UAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,aAAA;CAAA,GAAA,CAAA,KAAA,eAAA,QAAA,CAAA,SAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,EAAA,WAAA;EAAA,OAAA,eAAA,UAAA,KAAA,CAAA,CAAA;EAAA,OAAA;EAAA,QAAA;EAAA,WAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,aAAA,eAAA,MAAA,CAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACpB;AACf;AAEA,IAAM,iBAAe"}
@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../../services/actionInput.js";
2
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
3
4
  import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, effect, h, loop, signal, useDefineProps, useProps } from "canvasengine";
4
5
  //#region src/components/gui/menu/equip-menu.ce
@@ -280,7 +281,7 @@ function component($$props) {
280
281
  }
281
282
  },
282
283
  action: {
283
- bind: keyboardControls.action,
284
+ bind: getKeyboardControlBind(keyboardControls.action),
284
285
  keyDown() {
285
286
  if (!listEntries().length) return;
286
287
  commitSelection(selectedItem());
@@ -1 +1 @@
1
- {"version":3,"file":"equip-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/equip-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Equip</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(detailsItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">\n {detailsItem()?.name || currentSlot()?.label || \"Equip\"}\n </div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {detailsItem()?.description || \"\"}\n </div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-ui-equip-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-ui-equip-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-ui-equip-stat-key\">{stat.label}</div>\n <div class=\"rpg-ui-equip-stat-value\">\n {stat.delta > 0 ? \"+\" : \"\"}{stat.delta}\n </div>\n @if (stat.current) {\n <div class=\"rpg-ui-equip-stat-current\">{stat.current} -> {stat.next}</div>\n }\n </div>\n }\n </div>\n }\n <div class=\"rpg-ui-menu-panel-details-meta\">\n <span>{equippedText()}</span>\n </div>\n </div>\n </div>\n </div>\n </div>\n\n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of slotList) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((entry,index) of listEntries) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n @if (entry?.icon) {\n <DOMSprite \n sheet={iconSheet(entry.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <span>{entry.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">{entry.tag || \"\"}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const currentPlayer = engine.scene.currentPlayer;\n\n const selectedTab = signal(0);\n const selectedItem = signal(0);\n const { data, onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: \"Weapon\", types: [\"weapon\"] },\n { id: \"armor\", label: \"Armor\", types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n safeEquips().forEach((item) => {\n if (item?.id && typeof item.equipped === \"boolean\") {\n next[item.id] = item.equipped;\n }\n });\n equippedOverrides.set(next);\n });\n\n const itemEquipped = (item) => {\n if (!item) return false;\n const overrides = equippedOverrides();\n if (Object.prototype.hasOwnProperty.call(overrides, item.id)) {\n return overrides[item.id];\n }\n if (typeof item.equipped === \"boolean\") return item.equipped;\n return equippedIds().has(item.id);\n };\n\n const slotTypes = (slot) => {\n if (!slot) return [];\n if (Array.isArray(slot.types)) return slot.types;\n if (slot.type) return [slot.type];\n if (slot.id) return [slot.id];\n return [];\n };\n\n const slotItems = computed(() => {\n const slot = currentSlot();\n if (!slot) return [];\n const types = new Set(slotTypes(slot));\n return safeEquips().filter((item) => item && types.has(item.type));\n });\n\n const currentEquippedItem = computed(() => {\n const list = slotItems();\n return list.find((item) => itemEquipped(item)) || null;\n });\n\n const listEntries = computed(() => {\n const items = slotItems().map((item) => ({\n ...item,\n kind: \"item\",\n tag: itemEquipped(item) ? \"Equipped\" : \"\"\n }));\n const equipped = currentEquippedItem();\n if (!equipped) return items;\n return [\n {\n id: \"__unequip__\",\n name: \"Unequip\",\n description: \"Remove the current equipment\",\n kind: \"unequip\",\n tag: \"\"\n },\n ...items\n ];\n });\n\n const currentEntry = computed(() => listEntries()[selectedItem()]);\n const detailsItem = computed(() => {\n const entry = currentEntry();\n if (entry?.kind === \"item\") return entry;\n return currentEquippedItem();\n });\n\n const equippedText = computed(() => {\n const slot = currentSlot();\n if (!slot) return \"\";\n const equipped = currentEquippedItem();\n return equipped ? `${slot.label}: ${equipped.name}` : `${slot.label}: Empty`;\n });\n const listEmpty = computed(() => listEntries().length === 0);\n\n const nav = createTabindexNavigator(selectedItem, { count: () => listEntries().length }, \"wrap\");\n\n const playerParams = computed(() => {\n const menuData = data();\n if (menuData?.playerStats) return menuData.playerStats;\n if (menuData?.playerParams) return menuData.playerParams;\n return currentPlayer()?._param?.() || {};\n });\n const statOrder = [\"atk\", \"def\", \"pdef\", \"sdef\", \"str\", \"dex\", \"int\", \"agi\", \"maxHp\", \"maxSp\"];\n const statLabels = {\n atk: \"ATK\",\n def: \"DEF\",\n pdef: \"PDEF\",\n sdef: \"SDEF\",\n str: \"STR\",\n dex: \"DEX\",\n int: \"INT\",\n agi: \"AGI\",\n maxHp: \"MAX HP\",\n maxSp: \"MAX SP\"\n };\n\n const getItemStats = (item) => {\n if (!item) return {};\n const stats = item.stats || item.params || {};\n if (Object.keys(stats).length) return stats;\n const keys = [\"atk\", \"def\", \"pdef\", \"sdef\", \"str\", \"dex\", \"int\", \"agi\", \"maxHp\", \"maxSp\"];\n const direct = {};\n keys.forEach((key) => {\n if (item[key] !== undefined) direct[key] = item[key];\n });\n return direct;\n };\n\n const buildStatsList = (deltaStats) => {\n const params = playerParams() || {};\n const orderedKeys = statOrder.filter((key) => deltaStats[key] !== undefined);\n const extraKeys = Object.keys(deltaStats).filter((key) => !statOrder.includes(key));\n const keys = orderedKeys.concat(extraKeys);\n const list = [];\n for (const key of keys) {\n const delta = deltaStats[key];\n if (delta === undefined || delta === 0) continue;\n let current = params[key];\n if (current === undefined && key === \"def\") current = params.pdef;\n const next = current !== undefined ? current + delta : undefined;\n list.push({\n key,\n label: statLabels[key] || key.toUpperCase(),\n delta,\n current,\n next\n });\n }\n return list;\n };\n\n const displayStats = computed(() => {\n const entry = currentEntry();\n const equipped = currentEquippedItem();\n if (!entry) return [];\n if (entry.kind === \"unequip\") {\n \n if (!equipped) return [];\n const stats = getItemStats(equipped);\n const delta = {};\n Object.keys(stats).forEach((key) => {\n delta[key] = -stats[key];\n });\n return buildStatsList(delta);\n }\n if (entry.kind === \"item\") {\n const equippedStats = getItemStats(equipped);\n const nextStats = getItemStats(entry);\n const delta = {};\n const keys = new Set([...Object.keys(nextStats), ...Object.keys(equippedStats)]);\n keys.forEach((key) => {\n delta[key] = (nextStats[key] || 0) - (equippedStats[key] || 0);\n });\n return buildStatsList(delta);\n }\n return [];\n });\n\n const applyEquipState = (slot, itemId, equip) => {\n const types = slotTypes(slot);\n const next = { ...equippedOverrides() };\n if (types.length) {\n safeEquips().forEach((item) => {\n if (!item) return;\n if (types.includes(item.type)) {\n next[item.id] = false;\n }\n });\n }\n if (itemId) {\n next[itemId] = equip;\n }\n equippedOverrides.set(next);\n };\n\n const commitSelection = (index) => {\n const entry = listEntries()[index];\n if (!entry) return;\n if (entry.kind === \"unequip\") {\n const equipped = currentEquippedItem();\n if (equipped && onInteraction) {\n onInteraction(\"equipItem\", { id: equipped.id, equip: false });\n }\n applyEquipState(currentSlot(), equipped?.id, false);\n return;\n }\n if (entry.kind === \"item\" && onInteraction) {\n if (!itemEquipped(entry)) {\n onInteraction(\"equipItem\", { id: entry.id, equip: true });\n }\n applyEquipState(currentSlot(), entry.id, true);\n }\n };\n\n function selectTab(index) {\n return function() {\n selectedTab.set(index);\n selectedItem.set(0);\n }\n }\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n commitSelection(index);\n }\n }\n\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (!listEntries().length) return;\n nav.next(-1);\n }\n },\n left: {\n repeat: true,\n bind: 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+ {"version":3,"file":"equip-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/equip-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Equip</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(detailsItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">\n {detailsItem()?.name || currentSlot()?.label || \"Equip\"}\n </div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {detailsItem()?.description || \"\"}\n </div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-ui-equip-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-ui-equip-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-ui-equip-stat-key\">{stat.label}</div>\n <div class=\"rpg-ui-equip-stat-value\">\n {stat.delta > 0 ? \"+\" : \"\"}{stat.delta}\n </div>\n @if (stat.current) {\n <div class=\"rpg-ui-equip-stat-current\">{stat.current} -> {stat.next}</div>\n }\n </div>\n }\n </div>\n }\n <div class=\"rpg-ui-menu-panel-details-meta\">\n <span>{equippedText()}</span>\n </div>\n </div>\n </div>\n </div>\n </div>\n\n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of slotList) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((entry,index) of listEntries) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n @if (entry?.icon) {\n <DOMSprite \n sheet={iconSheet(entry.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <span>{entry.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">{entry.tag || \"\"}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const currentPlayer = engine.scene.currentPlayer;\n\n const selectedTab = signal(0);\n const selectedItem = signal(0);\n const { data, onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: \"Weapon\", types: [\"weapon\"] },\n { id: \"armor\", label: \"Armor\", types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n safeEquips().forEach((item) => {\n if (item?.id && typeof item.equipped === \"boolean\") {\n next[item.id] = item.equipped;\n }\n });\n equippedOverrides.set(next);\n });\n\n const itemEquipped = (item) => {\n if (!item) return false;\n const overrides = equippedOverrides();\n if (Object.prototype.hasOwnProperty.call(overrides, item.id)) {\n return overrides[item.id];\n }\n if (typeof item.equipped === \"boolean\") return item.equipped;\n return equippedIds().has(item.id);\n };\n\n const slotTypes = (slot) => {\n if (!slot) return [];\n if (Array.isArray(slot.types)) return slot.types;\n if (slot.type) return [slot.type];\n if (slot.id) return [slot.id];\n return [];\n };\n\n const slotItems = computed(() => {\n const slot = currentSlot();\n if (!slot) return [];\n const types = new Set(slotTypes(slot));\n return safeEquips().filter((item) => item && types.has(item.type));\n });\n\n const currentEquippedItem = computed(() => {\n const list = slotItems();\n return list.find((item) => itemEquipped(item)) || null;\n });\n\n const listEntries = computed(() => {\n const items = slotItems().map((item) => ({\n ...item,\n kind: \"item\",\n tag: itemEquipped(item) ? \"Equipped\" : \"\"\n }));\n const equipped = currentEquippedItem();\n if (!equipped) return items;\n return [\n {\n id: \"__unequip__\",\n name: \"Unequip\",\n description: \"Remove the current equipment\",\n kind: \"unequip\",\n tag: \"\"\n },\n ...items\n ];\n });\n\n const currentEntry = computed(() => listEntries()[selectedItem()]);\n const detailsItem = computed(() => {\n const entry = currentEntry();\n if (entry?.kind === \"item\") return entry;\n return currentEquippedItem();\n });\n\n const equippedText = computed(() => {\n const slot = currentSlot();\n if (!slot) return \"\";\n const equipped = currentEquippedItem();\n return equipped ? `${slot.label}: ${equipped.name}` : `${slot.label}: Empty`;\n });\n const listEmpty = 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@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../../services/actionInput.js";
2
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
3
4
  import { DOMContainer, DOMElement, h, signal, useDefineProps, useProps } from "canvasengine";
4
5
  //#region src/components/gui/menu/exit-menu.ce
@@ -12,7 +13,7 @@ function component($$props) {
12
13
  height: "100%",
13
14
  controls: signal({
14
15
  action: {
15
- bind: keyboardControls.action,
16
+ bind: getKeyboardControlBind(keyboardControls.action),
16
17
  keyDown() {
17
18
  if (onConfirm) onConfirm();
18
19
  }
@@ -1 +1 @@
1
- {"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={controls}>\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Exit</div>\n <div class=\"rpg-ui-menu-panel-body\">\n <div class=\"rpg-ui-menu-panel-details\">\n <div class=\"rpg-ui-menu-panel-details-title\">Leave the game?</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Press Action to confirm or Escape to go back.\n </div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;AASM,SAAQ,UAAG,SAAA;CACJ,SAAA,OAAA;CACP,MAAG,cAAA,eAAA,OAAA;0BACK,OAAA,eAAA,EAAA,aAAA;CAEd,MAAC,EAAM,WAAA,WAAA,YAAA;CAqBC,OADI,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAnBC,OAAS;GAClB,QAAQ;IACR,MAAS,iBAAkB;;KAErB,IAAM,WACN,UAAgB;IACtB;;GAEA,QAAM;IACF,MAAM,iBAAE;IACR,UAAU;KACN,IAAA,QACI,OAAI;IACZ;GACJ;GACA,SAAI,EACA,SAAS,KACb;EACJ,CACY;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,2BAAA;EAAA,aAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,yBAAA;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,4BAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,aAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;EAAA,aAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACH;AACH;AAEA,IAAE,iBAEA"}
1
+ {"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={controls}>\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Exit</div>\n <div class=\"rpg-ui-menu-panel-body\">\n <div class=\"rpg-ui-menu-panel-details\">\n <div class=\"rpg-ui-menu-panel-details-title\">Leave the game?</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Press Action to confirm or Escape to go back.\n </div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;;AAUM,SAAO,UAAA,SAAA;CACJ,SAAA,OAAA;CACP,MAAY,cAAA,eAAA,OAAA;CAEd,MAAC,mBAAA,OAAA,eAAM,EAAA,aAAA;CACP,MAAI,EAAA,WAAe,WAAS,YAAa;CAqBjC,OADI,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAnBC,OAAS;GAClB,QAAQ;IACR,MAAS,uBAAwB,iBAAgB,MAAA;;KAE3C,IAAM,WACN,UAAgB;IACtB;;GAEA,QAAM;IACF,MAAM,iBAAE;IACR,UAAU;KACN,IAAA,QACI,OAAI;IACZ;GACJ;GACA,SAAI,EACA,SAAS,KACb;EACJ,CACY;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,2BAAA;EAAA,aAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,yBAAA;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,4BAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,aAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;EAAA,aAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACH;AACH;AAEA,IAAE,iBAAA"}
@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../../services/actionInput.js";
2
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
3
4
  import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, h, loop, signal, useDefineProps, useProps } from "canvasengine";
4
5
  import { delay } from "@rpgjs/common";
@@ -132,7 +133,7 @@ function component($$props) {
132
133
  }
133
134
  },
134
135
  action: {
135
- bind: keyboardControls.action,
136
+ bind: getKeyboardControlBind(keyboardControls.action),
136
137
  keyDown() {
137
138
  if (!confirmOpen()) return;
138
139
  confirmSelect(selectedConfirm())();
@@ -186,7 +187,7 @@ function component($$props) {
186
187
  }
187
188
  },
188
189
  action: {
189
- bind: keyboardControls.action,
190
+ bind: getKeyboardControlBind(keyboardControls.action),
190
191
  keyDown() {
191
192
  if (confirmOpen()) {
192
193
  confirmSelect(selectedConfirm())();