@rpgjs/client 5.0.0-beta.27 → 5.0.0-beta.28
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +27 -0
- package/dist/Game/AnimationManager.js.map +1 -1
- package/dist/Game/ClientVisuals.js.map +1 -1
- package/dist/Game/Map.js +2 -2
- package/dist/Game/Map.js.map +1 -1
- package/dist/Game/Object.js +1 -1
- package/dist/Game/Object.js.map +1 -1
- package/dist/Game/ProjectileManager.js.map +1 -1
- package/dist/Gui/Gui.d.ts +34 -15
- package/dist/Gui/Gui.js +40 -22
- package/dist/Gui/Gui.js.map +1 -1
- package/dist/Gui/NotificationManager.js.map +1 -1
- package/dist/RpgClient.d.ts +3 -64
- package/dist/RpgClientEngine.js +1 -1
- package/dist/RpgClientEngine.js.map +1 -1
- package/dist/_virtual/{_@oxc-project_runtime@0.133.0 → _@oxc-project_runtime@0.139.0}/helpers/esm/decorate.js +2 -2
- package/dist/_virtual/{_@oxc-project_runtime@0.133.0 → _@oxc-project_runtime@0.139.0}/helpers/esm/decorateMetadata.js +2 -2
- package/dist/components/animations/animation.ce.js.map +1 -1
- package/dist/components/animations/fx.ce.js.map +1 -1
- package/dist/components/animations/hit.ce.js.map +1 -1
- package/dist/components/character-hitbox.js +1 -1
- package/dist/components/character.ce.js +3 -1
- package/dist/components/character.ce.js.map +1 -1
- package/dist/components/dynamics/bar.ce.js.map +1 -1
- package/dist/components/dynamics/image.ce.js.map +1 -1
- package/dist/components/dynamics/parse-value.js +1 -1
- package/dist/components/dynamics/parse-value.js.map +1 -1
- package/dist/components/dynamics/shape-utils.js +1 -1
- package/dist/components/dynamics/shape.ce.js.map +1 -1
- package/dist/components/dynamics/text.ce.js.map +1 -1
- package/dist/components/gui/box.ce.js.map +1 -1
- package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
- package/dist/components/gui/gameover.ce.js.map +1 -1
- package/dist/components/gui/hud/hud.ce.js.map +1 -1
- package/dist/components/gui/index.js +17 -16
- package/dist/components/gui/input-field.ce.js.map +1 -1
- package/dist/components/gui/input.ce.js.map +1 -1
- package/dist/components/gui/menu/equip-menu.ce.js +1 -1
- package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
- package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
- package/dist/components/gui/notification/notification.ce.js.map +1 -1
- package/dist/components/gui/save-load.ce.js.map +1 -1
- package/dist/components/gui/shop/shop.ce.js +4 -2
- package/dist/components/gui/shop/shop.ce.js.map +1 -1
- package/dist/components/gui/title-screen.ce.js.map +1 -1
- package/dist/components/index.js +4 -3
- package/dist/components/interaction-components.ce.js.map +1 -1
- package/dist/components/player-components-utils.js +1 -1
- package/dist/components/player-components-utils.js.map +1 -1
- package/dist/components/player-components.ce.js.map +1 -1
- package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
- package/dist/components/prebuilt/index.js +3 -2
- package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
- package/dist/components/scenes/canvas.ce.js.map +1 -1
- package/dist/components/scenes/draw-map.ce.js.map +1 -1
- package/dist/components/scenes/event-layer.ce.js.map +1 -1
- package/dist/components/scenes/weather-tick-lifecycle.js.map +1 -1
- package/dist/core/setup.js.map +1 -1
- package/dist/module.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_di@3.1.0/node_modules/@signe/di/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_reactive@3.1.0/node_modules/@signe/reactive/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_reactive@3.1.0/node_modules/@signe/reactive/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/index.js +2 -2
- package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/client/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/index.js +2 -2
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/ws.js +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/ws.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/index.js +7 -7
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/ZodError.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/errors.js +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/external.js +2 -2
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/errorUtil.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/parseUtil.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/util.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/types.js +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/types.js.map +1 -1
- package/dist/presets/faceset.js.map +1 -1
- package/dist/presets/rmspritesheet.js.map +1 -1
- package/dist/services/cameraFollow.js +1 -1
- package/dist/services/cameraFollow.js.map +1 -1
- package/dist/services/interactions.js.map +1 -1
- package/dist/services/mapStreaming.js.map +1 -1
- package/dist/services/mmorpg-connection.js +1 -1
- package/dist/services/mmorpg-connection.js.map +1 -1
- package/dist/services/mmorpg.js.map +1 -1
- package/dist/services/pointerContext.js +2 -1
- package/dist/services/pointerContext.js.map +1 -1
- package/dist/services/save.js.map +1 -1
- package/dist/services/standalone.js.map +1 -1
- package/dist/utils/getEntityProp.js.map +1 -1
- package/dist/utils/syncHitbox.js.map +1 -1
- package/package.json +9 -9
- package/src/Gui/Gui.spec.ts +26 -1
- package/src/Gui/Gui.ts +101 -37
- package/src/RpgClient.ts +2 -63
- package/src/public-api-types.spec.ts +19 -1
package/dist/Gui/Gui.js.map
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{"version":3,"file":"Gui.js","names":[],"sources":["../../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent, ShopComponent, SaveLoadComponent, MainMenuComponent, NotificationComponent, TitleScreenComponent, GameoverComponent, InputComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\nimport { PrebuiltGui, type RpgContext } from \"@rpgjs/common\";\n\ninterface GuiOptions {\n name?: string;\n id?: string;\n component?: any;\n display?: boolean;\n data?: any;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n /**\n * Vue v4 compatibility flag. Prefer attachToSprite in v5 projects.\n */\n rpgAttachToSprite?: boolean;\n}\n\nexport interface GuiInstance {\n name: string;\n component: any;\n display: WritableSignal<boolean>;\n data: WritableSignal<any>;\n openId?: string;\n autoDisplay: boolean;\n dependencies?: Signal[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\ntype GuiState = {\n name: string;\n component: any;\n display: boolean;\n data: any;\n openId?: string;\n attachToSprite: boolean;\n};\n\ntype VueGuiBridge = {\n updateGuiState?: (state: GuiState) => void;\n initializeGuiStates?: (states: GuiState[]) => void;\n};\n\ninterface GuiAction {\n guiId: string;\n name: string;\n data: any;\n clientActionId: string;\n}\n\ntype OptimisticReducer = (data: any, action: GuiAction) => any;\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nconst updateItemQuantity = (items: any[], id: string) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.usable === false) return items;\n if (item?.consumable === false) return items;\n const quantity = typeof item?.quantity === \"number\" ? item.quantity : 1;\n const nextQuantity = Math.max(0, quantity - 1);\n if (nextQuantity === quantity) return items;\n if (nextQuantity <= 0) {\n return items.filter((_, idx) => idx !== index);\n }\n const nextItems = items.slice();\n nextItems[index] = { ...item, quantity: nextQuantity };\n return nextItems;\n};\n\nconst updateEquippedFlag = (items: any[], id: string, equip: boolean) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.equipped === equip) return items;\n const nextItems = items.slice();\n nextItems[index] = { ...item, equipped: equip };\n return nextItems;\n};\n\nconst mainMenuOptimisticReducer: OptimisticReducer = (data, action) => {\n if (!data || typeof data !== \"object\") return data;\n if (action.name === \"useItem\") {\n if (!Array.isArray(data.items)) return data;\n const id = action.data?.id;\n if (!id) return data;\n const nextItems = updateItemQuantity(data.items, id);\n if (nextItems === data.items) return data;\n return { ...data, items: nextItems };\n }\n if (action.name === \"equipItem\") {\n const id = action.data?.id;\n if (!id || typeof action.data?.equip !== \"boolean\") return data;\n const equip = action.data.equip;\n let nextItems = data.items;\n let nextEquips = data.equips;\n if (Array.isArray(data.items)) {\n nextItems = updateEquippedFlag(data.items, id, equip);\n }\n if (Array.isArray(data.equips)) {\n nextEquips = updateEquippedFlag(data.equips, id, equip);\n }\n if (nextItems === data.items && nextEquips === data.equips) return data;\n return {\n ...data,\n ...(nextItems !== data.items ? { items: nextItems } : {}),\n ...(nextEquips !== data.equips ? { equips: nextEquips } : {})\n };\n }\n return data;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: VueGuiBridge | null = null;\n private optimisticReducers = new Map<string, OptimisticReducer[]>();\n private pendingActions = new Map<string, GuiAction[]>();\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: RpgContext) {\n this.webSocket = inject(context as Context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n });\n this.add({\n name: PrebuiltGui.MainMenu,\n component: MainMenuComponent,\n });\n this.add({\n name: PrebuiltGui.Shop,\n component: ShopComponent,\n });\n this.add({\n name: PrebuiltGui.Notification,\n component: NotificationComponent,\n autoDisplay: true,\n });\n this.add({\n name: PrebuiltGui.Save,\n component: SaveLoadComponent,\n });\n this.add({\n name: PrebuiltGui.TitleScreen,\n component: TitleScreenComponent,\n });\n this.add({\n name: PrebuiltGui.Gameover,\n component: GameoverComponent,\n });\n this.add({\n name: PrebuiltGui.Input,\n component: InputComponent,\n });\n\n this.registerOptimisticReducer(PrebuiltGui.MainMenu, mainMenuOptimisticReducer);\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any; guiOpenId?: string }) => {\n this.clearPendingActions(data.guiId);\n this.display(data.guiId, data.data, [], data.guiOpenId);\n });\n\n this.webSocket.on(\"gui.exit\", (payload: string | { guiId: string; guiOpenId?: string }) => {\n const guiId = typeof payload === \"string\" ? payload : payload.guiId;\n const guiOpenId = typeof payload === \"string\" ? undefined : payload.guiOpenId;\n const current = this.get(guiId);\n if (guiOpenId && current?.openId && current.openId !== guiOpenId) {\n return;\n }\n this.hide(guiId);\n });\n\n this.webSocket.on(\"gui.update\", (payload: { guiId: string; data: any; clientActionId?: string }) => {\n this.applyServerUpdate(payload.guiId, payload.data, payload.clientActionId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n this._initializeVueComponents();\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (!extraGui) return;\n this.vueGuiInstance?.updateGuiState?.(this.toGuiState(extraGui, display, data));\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n this.vueGuiInstance?.initializeGuiStates?.(\n this.extraGuis.map(gui => this.toGuiState(gui))\n );\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n const clientActionId = globalThis.crypto?.randomUUID?.() || `${Date.now()}-${Math.random()}`;\n const actionData = { ...(data || {}), clientActionId };\n this.applyOptimisticAction({\n guiId,\n name,\n data: actionData,\n clientActionId\n });\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data: actionData,\n });\n }\n\n guiClose(guiId: string, data?: any, guiOpenId?: unknown) {\n const normalizedOpenId =\n typeof guiOpenId === \"string\" && guiOpenId.length > 0 ? guiOpenId : undefined;\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n guiOpenId: normalizedOpenId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiOptions | any) {\n const component = this.resolveComponent(gui);\n const guiId = this.resolveGuiId(gui, component);\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const attachToSprite = this.resolveAttachToSprite(gui, component);\n const guiInstance: GuiInstance = {\n name: guiId,\n component,\n display: signal<boolean>(gui.display || false),\n data: signal<any>(gui.data || {}),\n openId: undefined,\n autoDisplay: gui.autoDisplay || false,\n dependencies: gui.dependencies ? gui.dependencies() : [],\n attachToSprite,\n };\n\n if (this.isVueComponentInstance(guiInstance)) {\n this.removeCanvasGui(guiId);\n const existingIndex = this.extraGuis.findIndex(existing => existing.name === guiId);\n if (existingIndex >= 0) {\n this.extraGuis[existingIndex].subscription?.unsubscribe();\n this.extraGuis[existingIndex] = guiInstance;\n } else {\n this.extraGuis.push(guiInstance);\n }\n\n this._initializeVueComponents();\n \n if (guiInstance.autoDisplay) {\n this.display(guiId, gui.data);\n } else {\n this._notifyVueGui(guiId, guiInstance.display(), guiInstance.data());\n }\n return;\n }\n\n this.removeVueGui(guiId);\n this.gui()[guiId] = guiInstance;\n this._initializeVueComponents();\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof gui.component === 'function') {\n this.display(guiId, gui.data);\n }\n }\n\n registerOptimisticReducer(guiId: string, reducer: OptimisticReducer) {\n const existing = this.optimisticReducers.get(guiId) || [];\n this.optimisticReducers.set(guiId, existing.concat(reducer));\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n return Object.values(this.gui()).filter(gui => gui.attachToSprite === true);\n }\n\n getVueGuis(): GuiInstance[] {\n return [...this.extraGuis];\n }\n\n getAttachedVueGuis(): GuiInstance[] {\n return this.extraGuis.filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player should display attached GUIs\n * \n * @param playerId - The player ID to check\n * @returns true if attached GUIs should be displayed for this player\n */\n shouldDisplayAttachedGui(playerId: string): boolean {\n return this.attachedGuiDisplayState()[playerId] === true;\n }\n\n get(id: string): GuiInstance | undefined {\n // Check CanvasEngine GUIs first\n const canvasGui = this.gui()[id];\n if (canvasGui) {\n return canvasGui;\n }\n \n // Check Vue GUIs in extraGuis\n return this.extraGuis.find(gui => gui.name === id);\n }\n\n exists(id: string): boolean {\n return !!this.get(id);\n }\n\n getAll(): Record<string, GuiInstance> {\n const allGuis = { ...this.gui() };\n \n // Add extraGuis to the result\n this.extraGuis.forEach(gui => {\n allGuis[gui.name] = gui;\n });\n \n return allGuis;\n }\n\n /**\n * Display a GUI component\n * \n * Displays the GUI immediately if no dependencies are configured,\n * or waits for all dependencies to be resolved if dependencies are present.\n * Automatically manages subscriptions to prevent memory leaks.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * @param data - Data to pass to the component\n * @param dependencies - Optional runtime dependencies (overrides config dependencies)\n * \n * @example\n * ```ts\n * // Display immediately\n * gui.display('inventory', { items: [] });\n * \n * // Display with runtime dependencies\n * gui.display('shop', { shopId: 1 }, [playerSignal, shopSignal]);\n * ```\n */\n display(id: string, data = {}, dependencies: Signal[] = [], openId?: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n const show = () => {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n if (isVueComponent) {\n this._notifyVueGui(id, true, data);\n }\n };\n\n const deps = dependencies.length > 0\n ? dependencies\n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n show();\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n show();\n }\n\n isDisplaying(id: string): boolean {\n const guiInstance = this.get(id);\n if (!guiInstance) return false;\n return guiInstance.display();\n }\n\n /**\n * Handle Vue component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleVueComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance, openId?: string) {\n // Unsubscribe from previous subscription if exists\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n // Use runtime dependencies or config dependencies\n const deps = dependencies.length > 0 \n ? dependencies \n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n // No dependencies, display immediately\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n\n /**\n * Hide a GUI component\n * \n * Hides the GUI and cleans up any active subscriptions.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * \n * @example\n * ```ts\n * gui.hide('inventory');\n * ```\n */\n hide(id: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Unsubscribe if there's an active subscription\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n guiInstance.display.set(false)\n guiInstance.openId = undefined;\n \n // Check if it's a Vue component and notify VueGui\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n if (isVueComponent) {\n this._notifyVueGui(id, false);\n }\n }\n\n private isVueComponent(id: string) {\n return this.extraGuis.some(gui => gui.name === id);\n }\n\n private isVueComponentInstance(gui: GuiInstance) {\n return typeof gui.component !== \"function\";\n }\n\n private removeCanvasGui(guiId: string) {\n const current = this.gui();\n if (!(guiId in current)) return;\n const next = { ...current };\n delete next[guiId];\n this.gui.set(next);\n }\n\n private removeVueGui(guiId: string) {\n const removed = this.extraGuis.filter(existing => existing.name === guiId);\n removed.forEach(gui => gui.subscription?.unsubscribe());\n if (removed.length > 0) {\n this.extraGuis = this.extraGuis.filter(existing => existing.name !== guiId);\n }\n }\n\n private resolveComponent(gui: GuiOptions | any) {\n return gui?.component ?? gui;\n }\n\n private resolveGuiId(gui: GuiOptions | any, component: any) {\n return gui?.name || gui?.id || component?.name || component?.__name;\n }\n\n private resolveAttachToSprite(gui: GuiOptions | any, component: any) {\n return !!(gui?.attachToSprite || gui?.rpgAttachToSprite || component?.attachToSprite || component?.rpgAttachToSprite);\n }\n\n private toGuiState(gui: GuiInstance, display = gui.display(), data = gui.data()): GuiState {\n return {\n name: gui.name,\n component: gui.component,\n display,\n data,\n openId: gui.openId,\n attachToSprite: gui.attachToSprite || false,\n };\n }\n\n private 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{"version":3,"file":"Gui.js","names":[],"sources":["../../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal, type ComponentFunction } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent, ShopComponent, SaveLoadComponent, MainMenuComponent, NotificationComponent, TitleScreenComponent, GameoverComponent, InputComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\nimport { PrebuiltGui, type RpgContext } from \"@rpgjs/common\";\n\nexport type GuiRenderer = \"canvas\" | \"vue\";\n\nexport type GuiComponent = ComponentFunction | object;\n\nexport interface GuiRegistration<\n TData = unknown,\n TComponent extends GuiComponent = GuiComponent,\n> {\n name?: string;\n id?: string;\n component: TComponent;\n /**\n * Renderer responsible for this component. CanvasEngine is the v5 default.\n * `@rpgjs/vue` registers the official DOM overlay renderer.\n */\n renderer?: GuiRenderer;\n display?: boolean;\n data?: TData;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal<unknown>[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n /**\n * Vue v4 compatibility flag. Prefer attachToSprite in v5 projects.\n */\n rpgAttachToSprite?: boolean;\n}\n\nexport type GuiEntry<TData = unknown> =\n | GuiRegistration<TData>\n | GuiComponent;\n\nexport interface GuiInstance<\n TData = unknown,\n TComponent extends GuiComponent = GuiComponent,\n> {\n name: string;\n component: TComponent;\n renderer: GuiRenderer;\n display: WritableSignal<boolean>;\n data: WritableSignal<TData>;\n openId?: string;\n autoDisplay: boolean;\n dependencies?: Signal<unknown>[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\nexport type GuiRenderState<\n TData = unknown,\n TComponent extends GuiComponent = GuiComponent,\n> = {\n name: string;\n component: TComponent;\n renderer: GuiRenderer;\n display: boolean;\n data: TData;\n openId?: string;\n attachToSprite: boolean;\n};\n\ntype VueGuiBridge = {\n updateGuiState?: (state: GuiRenderState) => void;\n initializeGuiStates?: (states: GuiRenderState[]) => void;\n};\n\ninterface GuiAction {\n guiId: string;\n name: string;\n data: any;\n clientActionId: string;\n}\n\ntype OptimisticReducer = (data: any, action: GuiAction) => any;\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nconst updateItemQuantity = (items: any[], id: string) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.usable === false) return items;\n if (item?.consumable === false) return items;\n const quantity = typeof item?.quantity === \"number\" ? item.quantity : 1;\n const nextQuantity = Math.max(0, quantity - 1);\n if (nextQuantity === quantity) return items;\n if (nextQuantity <= 0) {\n return items.filter((_, idx) => idx !== index);\n }\n const nextItems = items.slice();\n nextItems[index] = { ...item, quantity: nextQuantity };\n return nextItems;\n};\n\nconst updateEquippedFlag = (items: any[], id: string, equip: boolean) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.equipped === equip) return items;\n const nextItems = items.slice();\n nextItems[index] = { ...item, equipped: equip };\n return nextItems;\n};\n\nconst mainMenuOptimisticReducer: OptimisticReducer = (data, action) => {\n if (!data || typeof data !== \"object\") return data;\n if (action.name === \"useItem\") {\n if (!Array.isArray(data.items)) return data;\n const id = action.data?.id;\n if (!id) return data;\n const nextItems = updateItemQuantity(data.items, id);\n if (nextItems === data.items) return data;\n return { ...data, items: nextItems };\n }\n if (action.name === \"equipItem\") {\n const id = action.data?.id;\n if (!id || typeof action.data?.equip !== \"boolean\") return data;\n const equip = action.data.equip;\n let nextItems = data.items;\n let nextEquips = data.equips;\n if (Array.isArray(data.items)) {\n nextItems = updateEquippedFlag(data.items, id, equip);\n }\n if (Array.isArray(data.equips)) {\n nextEquips = updateEquippedFlag(data.equips, id, equip);\n }\n if (nextItems === data.items && nextEquips === data.equips) return data;\n return {\n ...data,\n ...(nextItems !== data.items ? { items: nextItems } : {}),\n ...(nextEquips !== data.equips ? { equips: nextEquips } : {})\n };\n }\n return data;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: VueGuiBridge | null = null;\n private optimisticReducers = new Map<string, OptimisticReducer[]>();\n private pendingActions = new Map<string, GuiAction[]>();\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: RpgContext) {\n this.webSocket = inject(context as Context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n renderer: \"canvas\",\n });\n this.add({\n name: PrebuiltGui.MainMenu,\n component: MainMenuComponent,\n renderer: \"canvas\",\n });\n this.add({\n name: PrebuiltGui.Shop,\n component: ShopComponent,\n renderer: \"canvas\",\n });\n this.add({\n name: PrebuiltGui.Notification,\n component: NotificationComponent,\n renderer: \"canvas\",\n autoDisplay: true,\n });\n this.add({\n name: PrebuiltGui.Save,\n component: SaveLoadComponent,\n renderer: \"canvas\",\n });\n this.add({\n name: PrebuiltGui.TitleScreen,\n component: TitleScreenComponent,\n renderer: \"canvas\",\n });\n this.add({\n name: PrebuiltGui.Gameover,\n component: GameoverComponent,\n renderer: \"canvas\",\n });\n this.add({\n name: PrebuiltGui.Input,\n component: InputComponent,\n renderer: \"canvas\",\n });\n\n this.registerOptimisticReducer(PrebuiltGui.MainMenu, mainMenuOptimisticReducer);\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any; guiOpenId?: string }) => {\n this.clearPendingActions(data.guiId);\n this.display(data.guiId, data.data, [], data.guiOpenId);\n });\n\n this.webSocket.on(\"gui.exit\", (payload: string | { guiId: string; guiOpenId?: string }) => {\n const guiId = typeof payload === \"string\" ? payload : payload.guiId;\n const guiOpenId = typeof payload === \"string\" ? undefined : payload.guiOpenId;\n const current = this.get(guiId);\n if (guiOpenId && current?.openId && current.openId !== guiOpenId) {\n return;\n }\n this.hide(guiId);\n });\n\n this.webSocket.on(\"gui.update\", (payload: { guiId: string; data: any; clientActionId?: string }) => {\n this.applyServerUpdate(payload.guiId, payload.data, payload.clientActionId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n this._initializeVueComponents();\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (!extraGui) return;\n this.vueGuiInstance?.updateGuiState?.(this.toGuiState(extraGui, display, data));\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n this.vueGuiInstance?.initializeGuiStates?.(\n this.extraGuis.map(gui => this.toGuiState(gui))\n );\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n const clientActionId = globalThis.crypto?.randomUUID?.() || `${Date.now()}-${Math.random()}`;\n const actionData = { ...(data || {}), clientActionId };\n this.applyOptimisticAction({\n guiId,\n name,\n data: actionData,\n clientActionId\n });\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data: actionData,\n });\n }\n\n guiClose(guiId: string, data?: any, guiOpenId?: unknown) {\n const normalizedOpenId =\n typeof guiOpenId === \"string\" && guiOpenId.length > 0 ? guiOpenId : undefined;\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n guiOpenId: normalizedOpenId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiEntry) {\n const registration = this.resolveRegistration(gui);\n const component = registration.component;\n const guiId = registration.name || registration.id || this.resolveComponentName(component);\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const attachToSprite = this.resolveAttachToSprite(registration, component);\n const renderer = registration.renderer ?? this.resolveLegacyRenderer(component);\n const guiInstance: GuiInstance = {\n name: guiId,\n component,\n renderer,\n display: signal<boolean>(registration.display || false),\n data: signal(registration.data ?? {}),\n openId: undefined,\n autoDisplay: registration.autoDisplay || false,\n dependencies: registration.dependencies ? registration.dependencies() : [],\n attachToSprite,\n };\n\n if (this.isVueComponentInstance(guiInstance)) {\n this.removeCanvasGui(guiId);\n const existingIndex = this.extraGuis.findIndex(existing => existing.name === guiId);\n if (existingIndex >= 0) {\n this.extraGuis[existingIndex].subscription?.unsubscribe();\n this.extraGuis[existingIndex] = guiInstance;\n } else {\n this.extraGuis.push(guiInstance);\n }\n\n this._initializeVueComponents();\n \n if (guiInstance.autoDisplay) {\n this.display(guiId, registration.data);\n } else {\n this._notifyVueGui(guiId, guiInstance.display(), guiInstance.data());\n }\n return;\n }\n\n this.removeVueGui(guiId);\n this.gui()[guiId] = guiInstance;\n this._initializeVueComponents();\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof component === 'function') {\n this.display(guiId, registration.data);\n }\n }\n\n registerOptimisticReducer(guiId: string, reducer: OptimisticReducer) {\n const existing = this.optimisticReducers.get(guiId) || [];\n this.optimisticReducers.set(guiId, existing.concat(reducer));\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n return Object.values(this.gui()).filter(gui => gui.attachToSprite === true);\n }\n\n getVueGuis(): GuiInstance[] {\n return [...this.extraGuis];\n }\n\n getAttachedVueGuis(): GuiInstance[] {\n return this.extraGuis.filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player should display attached GUIs\n * \n * @param playerId - The player ID to check\n * @returns true if attached GUIs should be displayed for this player\n */\n shouldDisplayAttachedGui(playerId: string): boolean {\n return this.attachedGuiDisplayState()[playerId] === true;\n }\n\n get<TData = unknown>(id: string): GuiInstance<TData> | undefined {\n // Check CanvasEngine GUIs first\n const canvasGui = this.gui()[id];\n if (canvasGui) {\n return canvasGui as GuiInstance<TData>;\n }\n \n // Check Vue GUIs in extraGuis\n return this.extraGuis.find(gui => gui.name === id) as GuiInstance<TData> | undefined;\n }\n\n exists(id: string): boolean {\n return !!this.get(id);\n }\n\n getAll(): Record<string, GuiInstance> {\n const allGuis = { ...this.gui() };\n \n // Add extraGuis to the result\n this.extraGuis.forEach(gui => {\n allGuis[gui.name] = gui;\n });\n \n return allGuis;\n }\n\n /**\n * Display a GUI component\n * \n * Displays the GUI immediately if no dependencies are configured,\n * or waits for all dependencies to be resolved if dependencies are present.\n * Automatically manages subscriptions to prevent memory leaks.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * @param data - Data to pass to the component\n * @param dependencies - Optional runtime dependencies (overrides config dependencies)\n * \n * @example\n * ```ts\n * // Display immediately\n * gui.display('inventory', { items: [] });\n * \n * // Display with runtime dependencies\n * gui.display('shop', { shopId: 1 }, [playerSignal, shopSignal]);\n * ```\n */\n display(\n id: string,\n data: unknown = {},\n dependencies: Signal<unknown>[] = [],\n openId?: string,\n ) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n const show = () => {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n if (isVueComponent) {\n this._notifyVueGui(id, true, data);\n }\n };\n\n const deps = dependencies.length > 0\n ? dependencies\n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n show();\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n show();\n }\n\n isDisplaying(id: string): boolean {\n const guiInstance = this.get(id);\n if (!guiInstance) return false;\n return guiInstance.display();\n }\n\n /**\n * Handle Vue component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleVueComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance, openId?: string) {\n // Unsubscribe from previous subscription if exists\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n // Use runtime dependencies or config dependencies\n const deps = dependencies.length > 0 \n ? dependencies \n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n // No dependencies, display immediately\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n\n /**\n * Hide a GUI component\n * \n * Hides the GUI and cleans up any active subscriptions.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * \n * @example\n * ```ts\n * gui.hide('inventory');\n * ```\n */\n hide(id: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Unsubscribe if there's an active subscription\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n guiInstance.display.set(false)\n guiInstance.openId = undefined;\n \n // Check if it's a Vue component and notify VueGui\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n if (isVueComponent) {\n this._notifyVueGui(id, false);\n }\n }\n\n private isVueComponent(id: string) {\n return this.extraGuis.some(gui => gui.name === id);\n }\n\n private isVueComponentInstance(gui: GuiInstance) {\n return gui.renderer === \"vue\";\n }\n\n private removeCanvasGui(guiId: string) {\n const current = this.gui();\n if (!(guiId in current)) return;\n const next = { ...current };\n delete next[guiId];\n this.gui.set(next);\n }\n\n private removeVueGui(guiId: string) {\n const removed = this.extraGuis.filter(existing => existing.name === guiId);\n removed.forEach(gui => gui.subscription?.unsubscribe());\n if (removed.length > 0) {\n this.extraGuis = this.extraGuis.filter(existing => existing.name !== guiId);\n }\n }\n\n private resolveRegistration(gui: GuiEntry): GuiRegistration {\n if (\n typeof gui === \"object\"\n && gui !== null\n && \"component\" in gui\n ) {\n return gui as GuiRegistration;\n }\n return { component: gui };\n }\n\n private resolveComponentName(component: GuiComponent): string | undefined {\n const named = component as { name?: unknown; __name?: unknown };\n if (typeof named.name === \"string\" && named.name.length > 0) return named.name;\n if (typeof named.__name === \"string\" && named.__name.length > 0) return named.__name;\n return undefined;\n }\n\n private resolveLegacyRenderer(component: GuiComponent): GuiRenderer {\n return typeof component === \"function\" ? \"canvas\" : \"vue\";\n }\n\n private resolveAttachToSprite(gui: GuiRegistration, component: GuiComponent) {\n const componentOptions = component as {\n attachToSprite?: unknown;\n rpgAttachToSprite?: unknown;\n };\n return !!(\n gui.attachToSprite\n || gui.rpgAttachToSprite\n || componentOptions.attachToSprite\n || componentOptions.rpgAttachToSprite\n );\n }\n\n private toGuiState(gui: GuiInstance, display = gui.display(), data = gui.data()): GuiRenderState {\n return {\n name: gui.name,\n component: gui.component,\n renderer: gui.renderer,\n display,\n data,\n openId: gui.openId,\n attachToSprite: gui.attachToSprite || false,\n };\n }\n\n private clearPendingActions(guiId: string) {\n this.pendingActions.delete(guiId);\n }\n\n private applyReducers(guiId: string, data: any, actions: GuiAction[]) {\n const reducers = this.optimisticReducers.get(guiId);\n if (!reducers || reducers.length === 0) return data;\n let next = data;\n for (const action of actions) {\n for (const reducer of reducers) {\n const updated = reducer(next, action);\n if (updated !== undefined && updated !== null && updated !== next) {\n next = updated;\n }\n }\n }\n return next;\n }\n\n private applyOptimisticAction(action: GuiAction) {\n const guiInstance = this.get(action.guiId);\n if (!guiInstance) return;\n const reducers = this.optimisticReducers.get(action.guiId);\n if (!reducers || reducers.length === 0) return;\n const currentData = guiInstance.data();\n const nextData = this.applyReducers(action.guiId, currentData, [action]);\n if (nextData === currentData) return;\n guiInstance.data.set(nextData);\n const pending = this.pendingActions.get(action.guiId) || [];\n pending.push(action);\n this.pendingActions.set(action.guiId, pending);\n if (this.isVueComponent(action.guiId)) {\n this._notifyVueGui(action.guiId, guiInstance.display(), nextData);\n }\n }\n\n private applyServerUpdate(guiId: string, data: any, clientActionId?: string) {\n const guiInstance = this.get(guiId);\n if (!guiInstance) return;\n let pending = this.pendingActions.get(guiId) || [];\n if (clientActionId) {\n pending = pending.filter(action => action.clientActionId !== clientActionId);\n } else {\n pending = [];\n }\n let nextData = data;\n if (pending.length) {\n nextData = this.applyReducers(guiId, nextData, pending);\n }\n guiInstance.data.set(nextData);\n this.pendingActions.set(guiId, pending);\n if (this.isVueComponent(guiId)) {\n this._notifyVueGui(guiId, guiInstance.display(), nextData);\n }\n 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-
{"version":3,"file":"NotificationManager.js","names":[],"sources":["../../src/Gui/NotificationManager.ts"],"sourcesContent":["import { signal, animatedSignal } from \"canvasengine\";\n\nexport type NotificationType = \"info\" | \"warn\" | \"error\";\n\nexport interface NotificationPayload {\n message: string;\n type?: NotificationType;\n icon?: string;\n time?: number;\n sound?: string;\n}\n\nexport interface NotificationItem extends NotificationPayload {\n id: number;\n opacity: any;\n offset: any;\n layoutY: any;\n removing: boolean;\n}\n\nconst DEFAULT_DURATION = 220;\n\nexport class NotificationManager {\n stack = signal<NotificationItem[]>([]);\n private _counter = 0;\n\n add(payload: NotificationPayload, engine?: { playSound?: (id: string) => void }) {\n const id = ++this._counter;\n const opacity = animatedSignal(0, { duration: DEFAULT_DURATION });\n const offset = animatedSignal(12, { duration: DEFAULT_DURATION });\n const layoutY = animatedSignal(0, { duration: DEFAULT_DURATION });\n const item: NotificationItem = {\n id,\n message: payload.message,\n type: payload.type || \"info\",\n icon: payload.icon,\n time: payload.time,\n sound: payload.sound,\n opacity,\n offset,\n layoutY,\n removing: false,\n };\n this.stack.update((list) => [...list, item]);\n opacity.set(1);\n offset.set(0);\n\n if (payload.sound && engine?.playSound) {\n engine.playSound(payload.sound);\n }\n\n const delay = typeof payload.time === \"number\" ? payload.time : 2000;\n setTimeout(() => {\n this.remove(id);\n }, delay);\n }\n\n remove(id: number) {\n const list = this.stack();\n const item = list.find((it) => it.id === id);\n if (!item || item.removing) return;\n item.removing = true;\n item.opacity.set(0);\n item.offset.set(-8);\n setTimeout(() => {\n this.stack.update((items) => items.filter((it) => it.id !== id));\n }, DEFAULT_DURATION);\n }\n}\n"],"mappings":";;AAoBA,IAAM,mBAAmB;AAEzB,IAAa,sBAAb,MAAiC;;eACvB,OAA2B,CAAC,CAAC;kBAClB;;CAEnB,IAAI,SAA8B,QAA+C;EAC/E,MAAM,KAAK,EAAE,KAAK;EAClB,MAAM,UAAU,eAAe,GAAG,EAAE,UAAU,iBAAiB,CAAC;EAChE,MAAM,SAAS,eAAe,IAAI,EAAE,UAAU,iBAAiB,CAAC;EAChE,MAAM,UAAU,eAAe,GAAG,EAAE,UAAU,iBAAiB,CAAC;EAChE,MAAM,OAAyB;GAC7B;GACA,SAAS,QAAQ;GACjB,MAAM,QAAQ,QAAQ;GACtB,MAAM,QAAQ;GACd,MAAM,QAAQ;GACd,OAAO,QAAQ;GACf;GACA;GACA;GACA,UAAU;EACZ;EACA,KAAK,MAAM,QAAQ,SAAS,CAAC,GAAG,MAAM,IAAI,CAAC;EAC3C,QAAQ,IAAI,CAAC;EACb,OAAO,IAAI,CAAC;EAEZ,IAAI,QAAQ,SAAS,QAAQ,WAC3B,OAAO,UAAU,QAAQ,KAAK;EAGhC,MAAM,QAAQ,OAAO,QAAQ,SAAS,WAAW,QAAQ,OAAO;EAChE,iBAAiB;GACf,KAAK,OAAO,EAAE;EAChB,GAAG,KAAK;CACV;CAEA,OAAO,IAAY;EAEjB,MAAM,OADO,KAAK,MACL,
|
|
1
|
+
{"version":3,"file":"NotificationManager.js","names":[],"sources":["../../src/Gui/NotificationManager.ts"],"sourcesContent":["import { signal, animatedSignal } from \"canvasengine\";\n\nexport type NotificationType = \"info\" | \"warn\" | \"error\";\n\nexport interface NotificationPayload {\n message: string;\n type?: NotificationType;\n icon?: string;\n time?: number;\n sound?: string;\n}\n\nexport interface NotificationItem extends NotificationPayload {\n id: number;\n opacity: any;\n offset: any;\n layoutY: any;\n removing: boolean;\n}\n\nconst DEFAULT_DURATION = 220;\n\nexport class NotificationManager {\n stack = signal<NotificationItem[]>([]);\n private _counter = 0;\n\n add(payload: NotificationPayload, engine?: { playSound?: (id: string) => void }) {\n const id = ++this._counter;\n const opacity = animatedSignal(0, { duration: DEFAULT_DURATION });\n const offset = animatedSignal(12, { duration: DEFAULT_DURATION });\n const layoutY = animatedSignal(0, { duration: DEFAULT_DURATION });\n const item: NotificationItem = {\n id,\n message: payload.message,\n type: payload.type || \"info\",\n icon: payload.icon,\n time: payload.time,\n sound: payload.sound,\n opacity,\n offset,\n layoutY,\n removing: false,\n };\n this.stack.update((list) => [...list, item]);\n opacity.set(1);\n offset.set(0);\n\n if (payload.sound && engine?.playSound) {\n engine.playSound(payload.sound);\n }\n\n const delay = typeof payload.time === \"number\" ? payload.time : 2000;\n setTimeout(() => {\n this.remove(id);\n }, delay);\n }\n\n remove(id: number) {\n const list = this.stack();\n const item = list.find((it) => it.id === id);\n if (!item || item.removing) return;\n item.removing = true;\n item.opacity.set(0);\n item.offset.set(-8);\n setTimeout(() => {\n this.stack.update((items) => items.filter((it) => it.id !== id));\n }, DEFAULT_DURATION);\n }\n}\n"],"mappings":";;AAoBA,IAAM,mBAAmB;AAEzB,IAAa,sBAAb,MAAiC;;eACvB,OAA2B,CAAC,CAAC;kBAClB;;CAEnB,IAAI,SAA8B,QAA+C;EAC/E,MAAM,KAAK,EAAE,KAAK;EAClB,MAAM,UAAU,eAAe,GAAG,EAAE,UAAU,iBAAiB,CAAC;EAChE,MAAM,SAAS,eAAe,IAAI,EAAE,UAAU,iBAAiB,CAAC;EAChE,MAAM,UAAU,eAAe,GAAG,EAAE,UAAU,iBAAiB,CAAC;EAChE,MAAM,OAAyB;GAC7B;GACA,SAAS,QAAQ;GACjB,MAAM,QAAQ,QAAQ;GACtB,MAAM,QAAQ;GACd,MAAM,QAAQ;GACd,OAAO,QAAQ;GACf;GACA;GACA;GACA,UAAU;EACZ;EACA,KAAK,MAAM,QAAQ,SAAS,CAAC,GAAG,MAAM,IAAI,CAAC;EAC3C,QAAQ,IAAI,CAAC;EACb,OAAO,IAAI,CAAC;EAEZ,IAAI,QAAQ,SAAS,QAAQ,WAC3B,OAAO,UAAU,QAAQ,KAAK;EAGhC,MAAM,QAAQ,OAAO,QAAQ,SAAS,WAAW,QAAQ,OAAO;EAChE,iBAAiB;GACf,KAAK,OAAO,EAAE;EAChB,GAAG,KAAK;CACV;CAEA,OAAO,IAAY;EAEjB,MAAM,OADO,KAAK,MACL,CAAA,CAAK,MAAM,OAAO,GAAG,OAAO,EAAE;EAC3C,IAAI,CAAC,QAAQ,KAAK,UAAU;EAC5B,KAAK,WAAW;EAChB,KAAK,QAAQ,IAAI,CAAC;EAClB,KAAK,OAAO,IAAI,EAAE;EAClB,iBAAiB;GACf,KAAK,MAAM,QAAQ,UAAU,MAAM,QAAQ,OAAO,GAAG,OAAO,EAAE,CAAC;EACjE,GAAG,gBAAgB;CACrB;AACF"}
|
package/dist/RpgClient.d.ts
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
import { ComponentFunction
|
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1
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+
import { ComponentFunction } from 'canvasengine';
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import { RpgClientEngine } from './RpgClientEngine';
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import { Loader, Container } from 'pixi.js';
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import { RpgClientObject } from './Game/Object';
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@@ -7,6 +7,7 @@ import { I18nMessages, MapPhysicsEntityContext, MapPhysicsInitContext, RpgAction
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import { ClientProjectileSpawn, RenderedProjectileProps } from './Game/ProjectileManager';
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import { ClientVisualMap } from './Game/ClientVisuals';
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import { RpgInteractionBehavior, RpgInteractionMatcher } from './services/interactions';
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+
import { GuiEntry } from './Gui/Gui';
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type RpgComponent = RpgClientObject;
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type SceneMap = Container;
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export type SpriteComponentConfig = ComponentFunction | {
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@@ -523,69 +524,7 @@ export interface RpgClient {
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* @prop {Array<GuiOptions>} [gui]
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* @memberof RpgClient
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* */
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gui?:
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id: string;
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component: ComponentFunction;
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/**
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* Auto display the GUI when added to the system
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* @default false
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*/
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|
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autoDisplay?: boolean;
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/**
|
|
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|
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* Function that returns an array of Signal dependencies
|
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536
|
-
* The GUI will only display when all dependencies are resolved (!= undefined)
|
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-
*/
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|
-
dependencies?: () => Signal[];
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/**
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|
-
* Attach the GUI to sprites instead of displaying globally
|
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*
|
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-
* When set to `true`, the GUI component will be rendered directly on each sprite
|
|
543
|
-
* in the game world, rather than being displayed as a fixed overlay on the screen.
|
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544
|
-
* This is useful for tooltips, health bars, name tags, or any UI element that
|
|
545
|
-
* should follow a specific sprite.
|
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546
|
-
*
|
|
547
|
-
* The GUI will be rendered in the `character.ce` component for each sprite.
|
|
548
|
-
* You can control the display state of attached GUIs from the server side using
|
|
549
|
-
* `player.showAttachedGui()` and `player.hideAttachedGui()` methods.
|
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|
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*
|
|
551
|
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* @default false
|
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|
-
* @example
|
|
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|
-
* ```ts
|
|
554
|
-
* import { defineModule, RpgClient } from '@rpgjs/client'
|
|
555
|
-
* import TooltipComponent from './tooltip.ce'
|
|
556
|
-
*
|
|
557
|
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* defineModule<RpgClient>({
|
|
558
|
-
* gui: [
|
|
559
|
-
* {
|
|
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|
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* id: "my-tooltip",
|
|
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|
-
* component: TooltipComponent,
|
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|
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* attachToSprite: true
|
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|
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* }
|
|
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|
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* ]
|
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|
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* })
|
|
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|
-
* ```
|
|
567
|
-
*
|
|
568
|
-
* On the server side, control the display:
|
|
569
|
-
* ```ts
|
|
570
|
-
* // Show the tooltip for this player
|
|
571
|
-
* player.showAttachedGui()
|
|
572
|
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*
|
|
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|
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* // Hide the tooltip for this player
|
|
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|
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* player.hideAttachedGui()
|
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|
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*
|
|
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|
-
* // Show tooltip for other players
|
|
577
|
-
* player.showAttachedGui([otherPlayer1, otherPlayer2])
|
|
578
|
-
* ```
|
|
579
|
-
*/
|
|
580
|
-
attachToSprite?: boolean;
|
|
581
|
-
/**
|
|
582
|
-
* Vue v4 compatibility alias for `attachToSprite`.
|
|
583
|
-
*
|
|
584
|
-
* Prefer `attachToSprite` in v5 projects. This is read by `@rpgjs/vue`
|
|
585
|
-
* for Vue GUI components migrated from the v4 GUI API.
|
|
586
|
-
*/
|
|
587
|
-
rpgAttachToSprite?: boolean;
|
|
588
|
-
} | any)[];
|
|
527
|
+
gui?: GuiEntry[];
|
|
589
528
|
/**
|
|
590
529
|
* Array containing the list of sounds
|
|
591
530
|
* Each element can be:
|
package/dist/RpgClientEngine.js
CHANGED
|
@@ -232,7 +232,7 @@ var RpgClientEngine = class {
|
|
|
232
232
|
const currentValues = this.context.values["inject:KeyboardControls"];
|
|
233
233
|
this.context.values["inject:KeyboardControls"] = {
|
|
234
234
|
...currentValues,
|
|
235
|
-
values: new Map([["__default__", controlInstance]])
|
|
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|
+
values: /* @__PURE__ */ new Map([["__default__", controlInstance]])
|
|
236
236
|
};
|
|
237
237
|
this.controlsReady.set(true);
|
|
238
238
|
}
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