gdcore-tools 2.0.0-gd-v5.5.223-autobuild → 2.0.0-gd-v5.5.224-autobuild

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.
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../../../../../GDevelop/Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts"],
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- "sourcesContent": ["namespace gdjs {\n const userFriendlyToHtmlInputTypes = {\n text: 'text',\n email: 'email',\n password: 'password',\n number: 'number',\n 'telephone number': 'tel',\n url: 'url',\n search: 'search',\n };\n\n const formatRgbAndOpacityToCssRgba = (\n rgbColor: [float, float, float],\n opacity: float\n ) => {\n return (\n 'rgba(' +\n rgbColor[0] +\n ',' +\n rgbColor[1] +\n ',' +\n rgbColor[2] +\n ',' +\n opacity / 255 +\n ')'\n );\n };\n\n class TextInputRuntimeObjectPixiRenderer {\n private _object: gdjs.TextInputRuntimeObject;\n private _input: HTMLInputElement | HTMLTextAreaElement | null = null;\n private _instanceContainer: gdjs.RuntimeInstanceContainer;\n private _runtimeGame: gdjs.RuntimeGame;\n private _form: HTMLFormElement | null = null;\n\n constructor(\n runtimeObject: gdjs.TextInputRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._object = runtimeObject;\n this._instanceContainer = instanceContainer;\n this._runtimeGame = this._instanceContainer.getGame();\n\n this._createElement();\n }\n\n _createElement() {\n if (!!this._input)\n throw new Error('Tried to recreate an input while it already exists.');\n\n this._form = document.createElement('form');\n\n const isTextArea = this._object.getInputType() === 'text area';\n this._input = document.createElement(isTextArea ? 'textarea' : 'input');\n\n this._form.style.border = '0px';\n this._form.style.borderRadius = '0px';\n this._form.style.backgroundColor = 'transparent';\n this._form.style.position = 'absolute';\n this._form.style.pointerEvents = 'auto'; // Element can be clicked/touched.\n this._form.style.display = 'none'; // Hide while object is being set up.\n this._form.style.boxSizing = 'border-box';\n this._form.style.textAlign = this._object.getTextAlign();\n\n this._input.autocomplete = 'off';\n this._input.style.backgroundColor = 'white';\n this._input.style.outline = 'none'; // Remove any style added by the browser to highlight the focused field in a form (:focus & :focus-visible modifiers).\n this._input.style.resize = 'none'; // Prevent user from resizing the input when it's a text area.\n this._input.style.border = '1px solid black';\n this._input.style.boxSizing = 'border-box';\n this._input.style.width = '100%';\n this._input.style.height = '100%';\n this._input.maxLength = this._object.getMaxLength();\n this._input.style.padding = `${this._object\n .getPaddingY()\n .toFixed(2)}px ${this._object.getPaddingX().toFixed(2)}px`;\n\n this._form.appendChild(this._input);\n\n this._input.addEventListener('input', () => {\n if (!this._input) return;\n\n this._object.onRendererInputValueChanged(this._input.value);\n });\n this._input.addEventListener('touchstart', () => {\n if (!this._input) return;\n\n // Focus directly when touching the input on touchscreens.\n if (document.activeElement !== this._input) this._input.focus();\n });\n\n this._form.addEventListener('submit', (event) => {\n event.preventDefault();\n this._object.onRendererFormSubmitted();\n });\n\n this.updateString();\n this.updateFont();\n this.updatePlaceholder();\n this.updateOpacity();\n this.updateInputType();\n this.updateTextColor();\n this.updateFillColorAndOpacity();\n this.updateBorderColorAndOpacity();\n this.updateBorderWidth();\n this.updateDisabled();\n this.updateReadOnly();\n this.updateTextAlign();\n this.updateMaxLength();\n this.updatePadding();\n\n this._runtimeGame\n .getRenderer()\n .getDomElementContainer()!\n .appendChild(this._form);\n }\n\n _destroyElement() {\n if (!this._input) return;\n this._input.remove();\n this._input = null;\n }\n\n onScenePaused() {\n // This is the only renderer that uses a DOM element. PixiJS renderers\n // usually don't need to know if a scene is paused/resumed,\n // because their renderers are then not used (not part of the other scene graphs).\n // For this object, we need to remove the DOM element whenever it must\n // be not rendered.\n this._destroyElement();\n }\n\n onSceneResumed() {\n // The input must have been destroyed when the scene was paused,\n // in case it still exists, skip recreation.\n if (!this._input) this._createElement();\n }\n\n onDestroy() {\n this._destroyElement();\n }\n\n updatePreRender() {\n if (!this._input || !this._form) return;\n // Hide the input entirely if the object is hidden.\n // Because this object is rendered as a DOM element (and not part of the PixiJS\n // scene graph), we have to do this manually.\n if (this._object.isHidden()) {\n this._form.style.display = 'none';\n return;\n }\n\n // Hide the input entirely if the layer is not visible.\n // Because this object is rendered as a DOM element (and not part of the PixiJS\n // scene graph), we have to do this manually.\n {\n let instanceContainer = this._instanceContainer;\n let object: gdjs.RuntimeObject = this._object;\n let hasParent = true;\n do {\n const layer = instanceContainer.getLayer(object.getLayer());\n if (!layer.isVisible() || !object.isVisible()) {\n this._form.style.display = 'none';\n return;\n }\n // TODO Declare an interface to move up in the object tree.\n if (\n instanceContainer instanceof\n gdjs.CustomRuntimeObjectInstanceContainer\n ) {\n object = instanceContainer.getOwner();\n instanceContainer = object.getInstanceContainer();\n } else {\n hasParent = false;\n }\n } while (hasParent);\n }\n\n const workingPoint: FloatPoint = gdjs.staticArray(\n TextInputRuntimeObjectPixiRenderer.prototype.updatePreRender\n ) as FloatPoint;\n\n const runtimeGame = this._instanceContainer.getGame();\n const runtimeGameRenderer = runtimeGame.getRenderer();\n const layer = this._instanceContainer.getLayer(this._object.getLayer());\n const topLeftCanvasCoordinates = layer.convertInverseCoords(\n this._object.x,\n this._object.y,\n 0,\n workingPoint\n );\n const canvasLeft = topLeftCanvasCoordinates[0];\n const canvasTop = topLeftCanvasCoordinates[1];\n\n const bottomRightCanvasCoordinates = layer.convertInverseCoords(\n this._object.x + this._object.getWidth(),\n this._object.y + this._object.getHeight(),\n 0,\n workingPoint\n );\n const canvasRight = bottomRightCanvasCoordinates[0];\n const canvasBottom = bottomRightCanvasCoordinates[1];\n\n // Hide the input entirely if not visible at all.\n const isOutsideCanvas =\n canvasRight < 0 ||\n canvasBottom < 0 ||\n canvasLeft > runtimeGame.getGameResolutionWidth() ||\n canvasTop > runtimeGame.getGameResolutionHeight();\n if (isOutsideCanvas) {\n this._form.style.display = 'none';\n return;\n }\n\n // Position the input on the container on top of the canvas.\n workingPoint[0] = canvasLeft;\n workingPoint[1] = canvasTop;\n runtimeGameRenderer.convertCanvasToDomElementContainerCoords(\n workingPoint,\n workingPoint\n );\n const pageLeft = workingPoint[0];\n const pageTop = workingPoint[1];\n\n workingPoint[0] = canvasRight;\n workingPoint[1] = canvasBottom;\n runtimeGameRenderer.convertCanvasToDomElementContainerCoords(\n workingPoint,\n workingPoint\n );\n const pageRight = workingPoint[0];\n const pageBottom = workingPoint[1];\n\n const widthInContainer = pageRight - pageLeft;\n const heightInContainer = pageBottom - pageTop;\n\n this._form.style.left = pageLeft + 'px';\n this._form.style.top = pageTop + 'px';\n this._form.style.width = widthInContainer + 'px';\n this._form.style.height = heightInContainer + 'px';\n this._form.style.transform =\n 'rotate3d(0,0,1,' + (this._object.getAngle() % 360) + 'deg)';\n this._form.style.textAlign = this._object.getTextAlign();\n\n this._input.style.padding = `${this._object\n .getPaddingY()\n .toFixed(2)}px ${this._object.getPaddingX().toFixed(2)}px`;\n\n // Automatically adjust the font size to follow the game scale.\n this._input.style.fontSize =\n this._object.getFontSize() *\n runtimeGameRenderer.getCanvasToDomElementContainerHeightScale() +\n 'px';\n\n // Display after the object is positioned.\n this._form.style.display = 'initial';\n }\n\n updateString() {\n if (!this._input) return;\n this._input.value = this._object.getString();\n }\n\n updatePlaceholder() {\n if (!this._input) return;\n this._input.placeholder = this._object.getPlaceholder();\n }\n\n updateFont() {\n if (!this._input) return;\n this._input.style.fontFamily = this._instanceContainer\n .getGame()\n .getFontManager()\n .getFontFamily(this._object.getFontResourceName());\n }\n\n updateOpacity() {\n if (!this._form) return;\n this._form.style.opacity = (this._object.getOpacity() / 255).toFixed(3);\n }\n\n updateInputType() {\n if (!this._input) return;\n\n const isTextArea = this._input instanceof HTMLTextAreaElement;\n const shouldBeTextArea = this._object.getInputType() === 'text area';\n if (isTextArea !== shouldBeTextArea) {\n this._destroyElement();\n this._createElement();\n }\n\n const newType =\n userFriendlyToHtmlInputTypes[this._object.getInputType()] || 'text';\n this._input.setAttribute('type', newType);\n }\n\n updateTextColor() {\n if (!this._input) return;\n\n this._input.style.color = formatRgbAndOpacityToCssRgba(\n this._object._getRawTextColor(),\n 255\n );\n }\n\n updateFillColorAndOpacity() {\n if (!this._input) return;\n\n this._input.style.backgroundColor = formatRgbAndOpacityToCssRgba(\n this._object._getRawFillColor(),\n this._object.getFillOpacity()\n );\n }\n\n updateBorderColorAndOpacity() {\n if (!this._input) return;\n\n this._input.style.borderColor = formatRgbAndOpacityToCssRgba(\n this._object._getRawBorderColor(),\n this._object.getBorderOpacity()\n );\n }\n updateBorderWidth() {\n if (!this._input) return;\n\n this._input.style.borderWidth = this._object.getBorderWidth() + 'px';\n }\n updateDisabled() {\n if (!this._form) return;\n\n this._form.disabled = this._object.isDisabled();\n }\n updateReadOnly() {\n if (!this._form) return;\n\n this._form.readOnly = this._object.isReadOnly();\n }\n\n updateMaxLength() {\n const input = this._input;\n if (!input) return;\n if (this._object.getMaxLength() <= 0) {\n input.removeAttribute('maxLength');\n return;\n }\n input.maxLength = this._object.getMaxLength();\n }\n\n updatePadding() {\n if (!this._input) return;\n\n this._input.style.padding = `${this._object\n .getPaddingY()\n .toFixed(2)}px ${this._object.getPaddingX().toFixed(2)}px`;\n }\n\n updateTextAlign() {\n if (!this._input) return;\n\n const newTextAlign = this._object.getTextAlign();\n this._input.style.textAlign = newTextAlign;\n }\n\n isFocused() {\n return this._input === document.activeElement;\n }\n\n focus() {\n if (!this._input) return;\n\n this._input.focus();\n }\n }\n export const TextInputRuntimeObjectRenderer = TextInputRuntimeObjectPixiRenderer;\n export type TextInputRuntimeObjectRenderer = TextInputRuntimeObjectPixiRenderer;\n}\n"],
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+ "sourcesContent": ["namespace gdjs {\n const userFriendlyToHtmlInputTypes = {\n text: 'text',\n email: 'email',\n password: 'password',\n number: 'number',\n 'telephone number': 'tel',\n url: 'url',\n search: 'search',\n };\n\n const formatRgbAndOpacityToCssRgba = (\n rgbColor: [float, float, float],\n opacity: float\n ) => {\n return (\n 'rgba(' +\n rgbColor[0] +\n ',' +\n rgbColor[1] +\n ',' +\n rgbColor[2] +\n ',' +\n opacity / 255 +\n ')'\n );\n };\n\n class TextInputRuntimeObjectPixiRenderer {\n private _object: gdjs.TextInputRuntimeObject;\n private _input: HTMLInputElement | HTMLTextAreaElement | null = null;\n private _instanceContainer: gdjs.RuntimeInstanceContainer;\n private _runtimeGame: gdjs.RuntimeGame;\n private _form: HTMLFormElement | null = null;\n\n constructor(\n runtimeObject: gdjs.TextInputRuntimeObject,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._object = runtimeObject;\n this._instanceContainer = instanceContainer;\n this._runtimeGame = this._instanceContainer.getGame();\n\n this._createElement();\n }\n\n _createElement() {\n if (!!this._input)\n throw new Error('Tried to recreate an input while it already exists.');\n\n this._form = document.createElement('form');\n\n const isTextArea = this._object.getInputType() === 'text area';\n this._input = document.createElement(isTextArea ? 'textarea' : 'input');\n\n this._form.style.border = '0px';\n this._form.style.borderRadius = '0px';\n this._form.style.backgroundColor = 'transparent';\n this._form.style.position = 'absolute';\n this._form.style.pointerEvents = 'auto'; // Element can be clicked/touched.\n this._form.style.display = 'none'; // Hide while object is being set up.\n this._form.style.boxSizing = 'border-box';\n this._form.style.textAlign = this._object.getTextAlign();\n\n this._input.autocomplete = 'off';\n this._input.style.backgroundColor = 'white';\n this._input.style.outline = 'none'; // Remove any style added by the browser to highlight the focused field in a form (:focus & :focus-visible modifiers).\n this._input.style.resize = 'none'; // Prevent user from resizing the input when it's a text area.\n this._input.style.border = '1px solid black';\n this._input.style.boxSizing = 'border-box';\n this._input.style.width = '100%';\n this._input.style.height = '100%';\n this._input.maxLength = this._object.getMaxLength();\n this._input.style.padding = `${this._object\n .getPaddingY()\n .toFixed(2)}px ${this._object.getPaddingX().toFixed(2)}px`;\n\n this._form.appendChild(this._input);\n\n this._input.addEventListener('input', () => {\n if (!this._input) return;\n\n this._object.onRendererInputValueChanged(this._input.value);\n });\n this._input.addEventListener('touchstart', () => {\n if (!this._input) return;\n\n // Focus directly when touching the input on touchscreens.\n if (document.activeElement !== this._input) this._input.focus();\n });\n\n this._form.addEventListener('submit', (event) => {\n event.preventDefault();\n this._object.onRendererFormSubmitted();\n });\n\n this.updateString();\n this.updateFont();\n this.updatePlaceholder();\n this.updateOpacity();\n this.updateInputType();\n this.updateTextColor();\n this.updateFillColorAndOpacity();\n this.updateBorderColorAndOpacity();\n this.updateBorderWidth();\n this.updateDisabled();\n this.updateReadOnly();\n this.updateTextAlign();\n this.updateMaxLength();\n this.updatePadding();\n\n this._runtimeGame\n .getRenderer()\n .getDomElementContainer()!\n .appendChild(this._form);\n }\n\n _destroyElement() {\n if (this._form) {\n this._form.remove();\n this._form = null;\n }\n if (this._input) {\n this._input.remove();\n this._input = null;\n }\n }\n\n onScenePaused() {\n // This is the only renderer that uses a DOM element. PixiJS renderers\n // usually don't need to know if a scene is paused/resumed,\n // because their renderers are then not used (not part of the other scene graphs).\n // For this object, we need to remove the DOM element whenever it must\n // be not rendered.\n this._destroyElement();\n }\n\n onSceneResumed() {\n // The input must have been destroyed when the scene was paused,\n // in case it still exists, skip recreation.\n if (!this._input) this._createElement();\n }\n\n onDestroy() {\n this._destroyElement();\n }\n\n updatePreRender() {\n if (!this._input || !this._form) return;\n // Hide the input entirely if the object is hidden.\n // Because this object is rendered as a DOM element (and not part of the PixiJS\n // scene graph), we have to do this manually.\n if (this._object.isHidden()) {\n this._form.style.display = 'none';\n return;\n }\n\n // Hide the input entirely if the layer is not visible.\n // Because this object is rendered as a DOM element (and not part of the PixiJS\n // scene graph), we have to do this manually.\n {\n let instanceContainer = this._instanceContainer;\n let object: gdjs.RuntimeObject = this._object;\n let hasParent = true;\n do {\n const layer = instanceContainer.getLayer(object.getLayer());\n if (!layer.isVisible() || !object.isVisible()) {\n this._form.style.display = 'none';\n return;\n }\n // TODO Declare an interface to move up in the object tree.\n if (\n instanceContainer instanceof\n gdjs.CustomRuntimeObjectInstanceContainer\n ) {\n object = instanceContainer.getOwner();\n instanceContainer = object.getInstanceContainer();\n } else {\n hasParent = false;\n }\n } while (hasParent);\n }\n\n const workingPoint: FloatPoint = gdjs.staticArray(\n TextInputRuntimeObjectPixiRenderer.prototype.updatePreRender\n ) as FloatPoint;\n\n const runtimeGame = this._instanceContainer.getGame();\n const runtimeGameRenderer = runtimeGame.getRenderer();\n const layer = this._instanceContainer.getLayer(this._object.getLayer());\n const topLeftCanvasCoordinates = layer.convertInverseCoords(\n this._object.x,\n this._object.y,\n 0,\n workingPoint\n );\n const canvasLeft = topLeftCanvasCoordinates[0];\n const canvasTop = topLeftCanvasCoordinates[1];\n\n const bottomRightCanvasCoordinates = layer.convertInverseCoords(\n this._object.x + this._object.getWidth(),\n this._object.y + this._object.getHeight(),\n 0,\n workingPoint\n );\n const canvasRight = bottomRightCanvasCoordinates[0];\n const canvasBottom = bottomRightCanvasCoordinates[1];\n\n // Hide the input entirely if not visible at all.\n const isOutsideCanvas =\n canvasRight < 0 ||\n canvasBottom < 0 ||\n canvasLeft > runtimeGame.getGameResolutionWidth() ||\n canvasTop > runtimeGame.getGameResolutionHeight();\n if (isOutsideCanvas) {\n this._form.style.display = 'none';\n return;\n }\n\n // Position the input on the container on top of the canvas.\n workingPoint[0] = canvasLeft;\n workingPoint[1] = canvasTop;\n runtimeGameRenderer.convertCanvasToDomElementContainerCoords(\n workingPoint,\n workingPoint\n );\n const pageLeft = workingPoint[0];\n const pageTop = workingPoint[1];\n\n workingPoint[0] = canvasRight;\n workingPoint[1] = canvasBottom;\n runtimeGameRenderer.convertCanvasToDomElementContainerCoords(\n workingPoint,\n workingPoint\n );\n const pageRight = workingPoint[0];\n const pageBottom = workingPoint[1];\n\n const widthInContainer = pageRight - pageLeft;\n const heightInContainer = pageBottom - pageTop;\n\n this._form.style.left = pageLeft + 'px';\n this._form.style.top = pageTop + 'px';\n this._form.style.width = widthInContainer + 'px';\n this._form.style.height = heightInContainer + 'px';\n this._form.style.transform =\n 'rotate3d(0,0,1,' + (this._object.getAngle() % 360) + 'deg)';\n this._form.style.textAlign = this._object.getTextAlign();\n\n this._input.style.padding = `${this._object\n .getPaddingY()\n .toFixed(2)}px ${this._object.getPaddingX().toFixed(2)}px`;\n\n // Automatically adjust the font size to follow the game scale.\n this._input.style.fontSize =\n this._object.getFontSize() *\n runtimeGameRenderer.getCanvasToDomElementContainerHeightScale() +\n 'px';\n\n // Display after the object is positioned.\n this._form.style.display = 'initial';\n }\n\n updateString() {\n if (!this._input) return;\n this._input.value = this._object.getString();\n }\n\n updatePlaceholder() {\n if (!this._input) return;\n this._input.placeholder = this._object.getPlaceholder();\n }\n\n updateFont() {\n if (!this._input) return;\n this._input.style.fontFamily = this._instanceContainer\n .getGame()\n .getFontManager()\n .getFontFamily(this._object.getFontResourceName());\n }\n\n updateOpacity() {\n if (!this._form) return;\n this._form.style.opacity = (this._object.getOpacity() / 255).toFixed(3);\n }\n\n updateInputType() {\n if (!this._input) return;\n\n const isTextArea = this._input instanceof HTMLTextAreaElement;\n const shouldBeTextArea = this._object.getInputType() === 'text area';\n if (isTextArea !== shouldBeTextArea) {\n this._destroyElement();\n this._createElement();\n }\n\n const newType =\n userFriendlyToHtmlInputTypes[this._object.getInputType()] || 'text';\n this._input.setAttribute('type', newType);\n }\n\n updateTextColor() {\n if (!this._input) return;\n\n this._input.style.color = formatRgbAndOpacityToCssRgba(\n this._object._getRawTextColor(),\n 255\n );\n }\n\n updateFillColorAndOpacity() {\n if (!this._input) return;\n\n this._input.style.backgroundColor = formatRgbAndOpacityToCssRgba(\n this._object._getRawFillColor(),\n this._object.getFillOpacity()\n );\n }\n\n updateBorderColorAndOpacity() {\n if (!this._input) return;\n\n this._input.style.borderColor = formatRgbAndOpacityToCssRgba(\n this._object._getRawBorderColor(),\n this._object.getBorderOpacity()\n );\n }\n updateBorderWidth() {\n if (!this._input) return;\n\n this._input.style.borderWidth = this._object.getBorderWidth() + 'px';\n }\n updateDisabled() {\n if (!this._input) return;\n\n this._input.disabled = this._object.isDisabled();\n }\n updateReadOnly() {\n if (!this._input) return;\n\n this._input.readOnly = this._object.isReadOnly();\n }\n\n updateMaxLength() {\n const input = this._input;\n if (!input) return;\n if (this._object.getMaxLength() <= 0) {\n input.removeAttribute('maxLength');\n return;\n }\n input.maxLength = this._object.getMaxLength();\n }\n\n updatePadding() {\n if (!this._input) return;\n\n this._input.style.padding = `${this._object\n .getPaddingY()\n .toFixed(2)}px ${this._object.getPaddingX().toFixed(2)}px`;\n }\n\n updateTextAlign() {\n if (!this._input) return;\n\n const newTextAlign = this._object.getTextAlign();\n this._input.style.textAlign = newTextAlign;\n }\n\n isFocused() {\n return this._input === document.activeElement;\n }\n\n focus() {\n if (!this._input) return;\n\n this._input.focus();\n }\n }\n export const TextInputRuntimeObjectRenderer = TextInputRuntimeObjectPixiRenderer;\n export type TextInputRuntimeObjectRenderer = TextInputRuntimeObjectPixiRenderer;\n}\n"],
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  "names": []
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  }