gdcore-tools 2.0.0-gd-v5.5.233-autobuild → 2.0.0-gd-v5.5.234-autobuild

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Files changed (61) hide show
  1. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js +1 -1
  2. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObject.js.map +2 -2
  3. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js +1 -1
  4. package/dist/Runtime/Extensions/3D/Cube3DRuntimeObjectPixiRenderer.js.map +2 -2
  5. package/dist/Runtime/Extensions/3D/DirectionalLight.js +1 -1
  6. package/dist/Runtime/Extensions/3D/DirectionalLight.js.map +2 -2
  7. package/dist/Runtime/Extensions/3D/JsExtension.js +60 -9
  8. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js +1 -1
  9. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject.js.map +2 -2
  10. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js +1 -1
  11. package/dist/Runtime/Extensions/3D/Model3DRuntimeObject3DRenderer.js.map +2 -2
  12. package/dist/Runtime/Extensions/BBText/JsExtension.js +6 -6
  13. package/dist/Runtime/Extensions/BitmapText/JsExtension.js +6 -6
  14. package/dist/Runtime/Extensions/Physics2Behavior/JsExtension.js +10 -10
  15. package/dist/Runtime/Extensions/Physics3DBehavior/JsExtension.js +20 -7
  16. package/dist/Runtime/Extensions/Physics3DBehavior/Physics3DRuntimeBehavior.js +1 -1
  17. package/dist/Runtime/Extensions/Physics3DBehavior/Physics3DRuntimeBehavior.js.map +2 -2
  18. package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCar3DRuntimeBehavior.js +1 -1
  19. package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCar3DRuntimeBehavior.js.map +2 -2
  20. package/dist/Runtime/Extensions/PlatformBehavior/platformerobjectruntimebehavior.js +1 -1
  21. package/dist/Runtime/Extensions/PlatformBehavior/platformerobjectruntimebehavior.js.map +2 -2
  22. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-atlas-manager.js +1 -1
  23. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-atlas-manager.js.map +2 -2
  24. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-manager.js +1 -1
  25. package/dist/Runtime/Extensions/Spine/managers/pixi-spine-manager.js.map +2 -2
  26. package/dist/Runtime/Extensions/TextInput/JsExtension.js +11 -11
  27. package/dist/Runtime/Extensions/TileMap/JsExtension.js +3 -3
  28. package/dist/Runtime/Model3DManager.js +1 -1
  29. package/dist/Runtime/Model3DManager.js.map +2 -2
  30. package/dist/Runtime/ResourceLoader.js +1 -1
  31. package/dist/Runtime/ResourceLoader.js.map +2 -2
  32. package/dist/Runtime/RuntimeLayer.js +1 -1
  33. package/dist/Runtime/RuntimeLayer.js.map +2 -2
  34. package/dist/Runtime/events-tools/objecttools.js +1 -1
  35. package/dist/Runtime/events-tools/objecttools.js.map +2 -2
  36. package/dist/Runtime/fontfaceobserver-font-manager/fontfaceobserver-font-manager.js +1 -1
  37. package/dist/Runtime/fontfaceobserver-font-manager/fontfaceobserver-font-manager.js.map +2 -2
  38. package/dist/Runtime/howler-sound-manager/howler-sound-manager.js +1 -1
  39. package/dist/Runtime/howler-sound-manager/howler-sound-manager.js.map +2 -2
  40. package/dist/Runtime/jsonmanager.js +1 -1
  41. package/dist/Runtime/jsonmanager.js.map +2 -2
  42. package/dist/Runtime/logger.js +1 -1
  43. package/dist/Runtime/logger.js.map +2 -2
  44. package/dist/Runtime/pixi-renderers/pixi-bitmapfont-manager.js +1 -1
  45. package/dist/Runtime/pixi-renderers/pixi-bitmapfont-manager.js.map +2 -2
  46. package/dist/Runtime/pixi-renderers/pixi-effects-manager.js.map +2 -2
  47. package/dist/Runtime/pixi-renderers/pixi-image-manager.js +1 -1
  48. package/dist/Runtime/pixi-renderers/pixi-image-manager.js.map +2 -2
  49. package/dist/Runtime/pixi-renderers/runtimegame-pixi-renderer.js +1 -1
  50. package/dist/Runtime/pixi-renderers/runtimegame-pixi-renderer.js.map +2 -2
  51. package/dist/Runtime/runtimegame.js +1 -1
  52. package/dist/Runtime/runtimegame.js.map +2 -2
  53. package/dist/Runtime/runtimescene.js +1 -1
  54. package/dist/Runtime/runtimescene.js.map +2 -2
  55. package/dist/Runtime/scenestack.js +1 -1
  56. package/dist/Runtime/scenestack.js.map +2 -2
  57. package/dist/Runtime/types/project-data.d.ts +6 -1
  58. package/dist/lib/libGD.cjs +1 -1
  59. package/dist/lib/libGD.wasm +0 -0
  60. package/gd.d.ts +21 -0
  61. package/package.json +1 -1
@@ -1,7 +1,7 @@
1
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  {
2
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  "version": 3,
3
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  "sources": ["../../../../../../GDevelop/Extensions/Spine/managers/pixi-spine-atlas-manager.ts"],
4
- "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n /** The callback called when a text that was requested is loaded (or an error occurred). */\n export type SpineAtlasManagerRequestCallback = (\n error: Error | null,\n content?: pixi_spine.TextureAtlas\n ) => void;\n\n const atlasKinds: ResourceKind[] = ['atlas'];\n\n /**\n * AtlasManager loads atlas files with pixi loader, using the \"atlas\" resources\n * registered in the game resources and process them to Pixi TextureAtlas.\n *\n * Contrary to audio/fonts, text files are loaded asynchronously, when requested.\n * You should properly handle errors, and give the developer/player a way to know\n * that loading failed.\n */\n export class SpineAtlasManager implements gdjs.ResourceManager {\n private _imageManager: ImageManager;\n private _resourceLoader: ResourceLoader;\n private _loadedSpineAtlases =\n new gdjs.ResourceCache<pixi_spine.TextureAtlas>();\n private _loadingSpineAtlases = new gdjs.ResourceCache<\n Promise<pixi_spine.TextureAtlas>\n >();\n\n /**\n * @param resourceLoader The resources loader of the game.\n * @param imageManager The image manager of the game.\n */\n constructor(\n resourceLoader: gdjs.ResourceLoader,\n imageManager: ImageManager\n ) {\n this._resourceLoader = resourceLoader;\n this._imageManager = imageManager;\n }\n\n getResourceKinds(): ResourceKind[] {\n return atlasKinds;\n }\n\n async processResource(resourceName: string): Promise<void> {\n // Do nothing because pixi-spine parses resources by itself.\n }\n\n async loadResource(resourceName: string): Promise<void> {\n await this.getOrLoad(resourceName);\n }\n\n /**\n * Returns promisified loaded atlas resource if it is available, loads it otherwise.\n *\n * @param resourceName The name of resource to load.\n */\n getOrLoad(resourceName: string): Promise<pixi_spine.TextureAtlas> {\n const resource = this._getAtlasResource(resourceName);\n\n if (!resource) {\n return Promise.reject(\n `Unable to find atlas for resource '${resourceName}'.`\n );\n }\n\n let loadingPromise = this._loadingSpineAtlases.get(resource);\n\n if (!loadingPromise) {\n loadingPromise = new Promise<pixi_spine.TextureAtlas>(\n (resolve, reject) => {\n const onLoad: SpineAtlasManagerRequestCallback = (\n error,\n content\n ) => {\n if (error) {\n return reject(\n `Error while preloading a spine atlas resource: ${error}`\n );\n }\n if (!content) {\n return reject(\n `Cannot reach texture atlas for resource '${resourceName}'.`\n );\n }\n\n resolve(content);\n };\n\n this.load(resource, onLoad);\n }\n );\n\n this._loadingSpineAtlases.set(resource, loadingPromise);\n }\n\n return loadingPromise;\n }\n\n /**\n * Load specified atlas resource and pass it to callback once it is loaded.\n *\n * @param resource The data of resource to load.\n * @param callback The callback to pass atlas to it once it is loaded.\n */\n load(\n resource: ResourceData,\n callback: SpineAtlasManagerRequestCallback\n ): void {\n const game = this._resourceLoader.getRuntimeGame();\n const embeddedResourcesNames = game.getEmbeddedResourcesNames(\n resource.name\n );\n\n if (!embeddedResourcesNames.length)\n return callback(\n new Error(`${resource.name} do not have image metadata!`)\n );\n\n const images = embeddedResourcesNames.reduce<{\n [key: string]: PIXI.Texture;\n }>((imagesMap, embeddedResourceName) => {\n const mappedResourceName = game.resolveEmbeddedResource(\n resource.name,\n embeddedResourceName\n );\n imagesMap[embeddedResourceName] =\n this._imageManager.getOrLoadPIXITexture(mappedResourceName);\n\n return imagesMap;\n }, {});\n const onLoad = (atlas: pixi_spine.TextureAtlas) => {\n this._loadedSpineAtlases.set(resource, atlas);\n callback(null, atlas);\n };\n const url = this._resourceLoader.getFullUrl(resource.file);\n\n PIXI.Assets.setPreferences({\n preferWorkers: false,\n crossOrigin: this._resourceLoader.checkIfCredentialsRequired(url)\n ? 'use-credentials'\n : 'anonymous',\n });\n PIXI.Assets.add({ alias: resource.name, src: url, data: { images } });\n PIXI.Assets.load<pixi_spine.TextureAtlas | string>(resource.name).then(\n (atlas) => {\n /**\n * Ideally atlas of TextureAtlas should be passed here\n * but there is known issue in case of preloaded images (see https://github.com/pixijs/spine/issues/537)\n *\n * Here covered all possible ways to make it work fine if issue is fixed in pixi-spine or after migration to spine-pixi\n */\n if (typeof atlas === 'string') {\n new pixi_spine.TextureAtlas(\n atlas,\n (textureName, textureCb) =>\n //@ts-ignore\n textureCb(images[textureName].baseTexture),\n onLoad\n );\n } else {\n onLoad(atlas);\n }\n }\n );\n }\n\n /**\n * Check if the given atlas resource was loaded (preloaded or loaded with `load`).\n * @param resourceName The name of the atlas resource.\n * @returns true if the content of the atlas resource is loaded, false otherwise.\n */\n isLoaded(resourceName: string): boolean {\n return !!this._loadedSpineAtlases.getFromName(resourceName);\n }\n\n /**\n * Get the Pixi TextureAtlas for the given resource that is already loaded (preloaded or loaded with `load`).\n * If the resource is not loaded, `null` will be returned.\n * @param resourceName The name of the atlas resource.\n * @returns the TextureAtlas of the atlas if loaded, `null` otherwise.\n */\n getAtlasTexture(resourceName: string): pixi_spine.TextureAtlas | null {\n return this._loadedSpineAtlases.getFromName(resourceName);\n }\n\n private _getAtlasResource(resourceName: string): ResourceData | null {\n const resource = this._resourceLoader.getResource(resourceName);\n return resource && this.getResourceKinds().includes(resource.kind)\n ? resource\n : null;\n }\n /**\n * To be called when the game is disposed.\n * Clear the Spine Atlases loaded in this manager.\n */\n dispose(): void {\n this._loadedSpineAtlases.clear();\n this._loadingSpineAtlases.clear();\n }\n }\n}\n"],
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+ "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n /** The callback called when a text that was requested is loaded (or an error occurred). */\n export type SpineAtlasManagerRequestCallback = (\n error: Error | null,\n content?: pixi_spine.TextureAtlas\n ) => void;\n\n const atlasKinds: ResourceKind[] = ['atlas'];\n\n /**\n * AtlasManager loads atlas files with pixi loader, using the \"atlas\" resources\n * registered in the game resources and process them to Pixi TextureAtlas.\n *\n * Contrary to audio/fonts, text files are loaded asynchronously, when requested.\n * You should properly handle errors, and give the developer/player a way to know\n * that loading failed.\n */\n export class SpineAtlasManager implements gdjs.ResourceManager {\n private _imageManager: ImageManager;\n private _resourceLoader: ResourceLoader;\n private _loadedSpineAtlases =\n new gdjs.ResourceCache<pixi_spine.TextureAtlas>();\n private _loadingSpineAtlases = new gdjs.ResourceCache<\n Promise<pixi_spine.TextureAtlas>\n >();\n\n /**\n * @param resourceLoader The resources loader of the game.\n * @param imageManager The image manager of the game.\n */\n constructor(\n resourceLoader: gdjs.ResourceLoader,\n imageManager: ImageManager\n ) {\n this._resourceLoader = resourceLoader;\n this._imageManager = imageManager;\n }\n\n getResourceKinds(): ResourceKind[] {\n return atlasKinds;\n }\n\n async processResource(resourceName: string): Promise<void> {\n // Do nothing because pixi-spine parses resources by itself.\n }\n\n async loadResource(resourceName: string): Promise<void> {\n await this.getOrLoad(resourceName);\n }\n\n /**\n * Returns promisified loaded atlas resource if it is available, loads it otherwise.\n *\n * @param resourceName The name of resource to load.\n */\n getOrLoad(resourceName: string): Promise<pixi_spine.TextureAtlas> {\n const resource = this._getAtlasResource(resourceName);\n\n if (!resource) {\n return Promise.reject(\n `Unable to find atlas for resource '${resourceName}'.`\n );\n }\n\n let loadingPromise = this._loadingSpineAtlases.get(resource);\n\n if (!loadingPromise) {\n loadingPromise = new Promise<pixi_spine.TextureAtlas>(\n (resolve, reject) => {\n const onLoad: SpineAtlasManagerRequestCallback = (\n error,\n content\n ) => {\n if (error) {\n return reject(\n `Error while preloading a spine atlas resource: ${error}`\n );\n }\n if (!content) {\n return reject(\n `Cannot reach texture atlas for resource '${resourceName}'.`\n );\n }\n\n resolve(content);\n };\n\n this.load(resource, onLoad);\n }\n );\n\n this._loadingSpineAtlases.set(resource, loadingPromise);\n }\n\n return loadingPromise;\n }\n\n /**\n * Load specified atlas resource and pass it to callback once it is loaded.\n *\n * @param resource The data of resource to load.\n * @param callback The callback to pass atlas to it once it is loaded.\n */\n load(\n resource: ResourceData,\n callback: SpineAtlasManagerRequestCallback\n ): void {\n const game = this._resourceLoader.getRuntimeGame();\n const embeddedResourcesNames = game.getEmbeddedResourcesNames(\n resource.name\n );\n\n if (!embeddedResourcesNames.length)\n return callback(\n new Error(`${resource.name} do not have image metadata!`)\n );\n\n const images = embeddedResourcesNames.reduce<{\n [key: string]: PIXI.Texture;\n }>((imagesMap, embeddedResourceName) => {\n const mappedResourceName = game.resolveEmbeddedResource(\n resource.name,\n embeddedResourceName\n );\n imagesMap[embeddedResourceName] =\n this._imageManager.getOrLoadPIXITexture(mappedResourceName);\n\n return imagesMap;\n }, {});\n const onLoad = (atlas: pixi_spine.TextureAtlas) => {\n this._loadedSpineAtlases.set(resource, atlas);\n callback(null, atlas);\n };\n const url = this._resourceLoader.getFullUrl(resource.file);\n\n PIXI.Assets.setPreferences({\n preferWorkers: false,\n crossOrigin: this._resourceLoader.checkIfCredentialsRequired(url)\n ? 'use-credentials'\n : 'anonymous',\n });\n PIXI.Assets.add({ alias: resource.name, src: url, data: { images } });\n PIXI.Assets.load<pixi_spine.TextureAtlas | string>(resource.name).then(\n (atlas) => {\n /**\n * Ideally atlas of TextureAtlas should be passed here\n * but there is known issue in case of preloaded images (see https://github.com/pixijs/spine/issues/537)\n *\n * Here covered all possible ways to make it work fine if issue is fixed in pixi-spine or after migration to spine-pixi\n */\n if (typeof atlas === 'string') {\n new pixi_spine.TextureAtlas(\n atlas,\n (textureName, textureCb) =>\n //@ts-ignore\n textureCb(images[textureName].baseTexture),\n onLoad\n );\n } else {\n onLoad(atlas);\n }\n }\n );\n }\n\n /**\n * Check if the given atlas resource was loaded (preloaded or loaded with `load`).\n * @param resourceName The name of the atlas resource.\n * @returns true if the content of the atlas resource is loaded, false otherwise.\n */\n isLoaded(resourceName: string): boolean {\n return !!this._loadedSpineAtlases.getFromName(resourceName);\n }\n\n /**\n * Get the Pixi TextureAtlas for the given resource that is already loaded (preloaded or loaded with `load`).\n * If the resource is not loaded, `null` will be returned.\n * @param resourceName The name of the atlas resource.\n * @returns the TextureAtlas of the atlas if loaded, `null` otherwise.\n */\n getAtlasTexture(resourceName: string): pixi_spine.TextureAtlas | null {\n return this._loadedSpineAtlases.getFromName(resourceName);\n }\n\n private _getAtlasResource(resourceName: string): ResourceData | null {\n const resource = this._resourceLoader.getResource(resourceName);\n return resource && this.getResourceKinds().includes(resource.kind)\n ? resource\n : null;\n }\n /**\n * To be called when the game is disposed.\n * Clear the Spine atlases loaded in this manager.\n */\n dispose(): void {\n this._loadedSpineAtlases.clear();\n this._loadingSpineAtlases.clear();\n }\n\n /**\n * Unload the specified list of resources:\n * this clears the Spine atlases loaded in this manager.\n *\n * Usually called when scene resoures are unloaded.\n *\n * @param resourcesList The list of specific resources\n */\n unloadResourcesList(resourcesList: ResourceData[]): void {\n resourcesList.forEach((resourceData) => {\n const loadedSpineAtlas = this._loadedSpineAtlases.get(resourceData);\n if (loadedSpineAtlas) {\n loadedSpineAtlas.dispose();\n this._loadedSpineAtlases.delete(resourceData);\n }\n\n const loadingSpineAtlas = this._loadingSpineAtlases.get(resourceData);\n if (loadingSpineAtlas) {\n loadingSpineAtlas.then((atl) => atl.dispose());\n this._loadingSpineAtlases.delete(resourceData);\n }\n });\n }\n }\n}\n"],
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  "names": []
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  }
@@ -1,2 +1,2 @@
1
- var gdjs;(function(n){const r=new n.Logger("Spine Manager"),c=["spine"];class u{constructor(s,e){this._loadedSpines=new n.ResourceCache;this._resourceLoader=s,this._spineAtlasManager=e}getResourceKinds(){return c}async processResource(s){}async loadResource(s){const e=this._getSpineResource(s);if(!e)return r.error(`Unable to find spine json for resource ${s}.`);try{const a=this._resourceLoader.getRuntimeGame(),o=a.getEmbeddedResourcesNames(e.name);if(o.length!==1)return r.error(`Unable to find atlas metadata for resource spine json ${s}.`);const d=a.resolveEmbeddedResource(e.name,o[0]),l=await this._spineAtlasManager.getOrLoad(d),t=this._resourceLoader.getFullUrl(e.file);PIXI.Assets.setPreferences({preferWorkers:!1,crossOrigin:this._resourceLoader.checkIfCredentialsRequired(t)?"use-credentials":"anonymous"}),PIXI.Assets.add({alias:e.name,src:t,data:{spineAtlas:l}});const i=await PIXI.Assets.load(e.name);i.spineData?this._loadedSpines.set(e,i.spineData):r.error(`Loader cannot process spine resource ${e.name} correctly.`)}catch(a){r.error(`Error while preloading spine resource ${e.name}: ${a}`)}}getSpine(s){return this._loadedSpines.getFromName(s)}isSpineLoaded(s){return!!this._loadedSpines.getFromName(s)}_getSpineResource(s){const e=this._resourceLoader.getResource(s);return e&&this.getResourceKinds().includes(e.kind)?e:null}dispose(){this._loadedSpines.clear()}}n.SpineManager=u})(gdjs||(gdjs={}));
1
+ var gdjs;(function(a){const o=new a.Logger("Spine Manager"),d=["spine"];class u{constructor(s,e){this._loadedSpines=new a.ResourceCache;this._resourceLoader=s,this._spineAtlasManager=e}getResourceKinds(){return d}async processResource(s){}async loadResource(s){const e=this._getSpineResource(s);if(!e)return o.error(`Unable to find spine json for resource ${s}.`);try{const r=this._resourceLoader.getRuntimeGame(),n=r.getEmbeddedResourcesNames(e.name);if(n.length!==1)return o.error(`Unable to find atlas metadata for resource spine json ${s}.`);const c=r.resolveEmbeddedResource(e.name,n[0]),l=await this._spineAtlasManager.getOrLoad(c),t=this._resourceLoader.getFullUrl(e.file);PIXI.Assets.setPreferences({preferWorkers:!1,crossOrigin:this._resourceLoader.checkIfCredentialsRequired(t)?"use-credentials":"anonymous"}),PIXI.Assets.add({alias:e.name,src:t,data:{spineAtlas:l}});const i=await PIXI.Assets.load(e.name);i.spineData?this._loadedSpines.set(e,i.spineData):o.error(`Loader cannot process spine resource ${e.name} correctly.`)}catch(r){o.error(`Error while preloading spine resource ${e.name}: ${r}`)}}getSpine(s){return this._loadedSpines.getFromName(s)}isSpineLoaded(s){return!!this._loadedSpines.getFromName(s)}_getSpineResource(s){const e=this._resourceLoader.getResource(s);return e&&this.getResourceKinds().includes(e.kind)?e:null}dispose(){this._loadedSpines.clear()}unloadResourcesList(s){s.forEach(e=>{this._loadedSpines.get(e)&&this._loadedSpines.delete(e)})}}a.SpineManager=u})(gdjs||(gdjs={}));
2
2
  //# sourceMappingURL=pixi-spine-manager.js.map
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../../../../GDevelop/Extensions/Spine/managers/pixi-spine-manager.ts"],
4
- "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('Spine Manager');\n\n const resourceKinds: ResourceKind[] = ['spine'];\n\n /**\n * SpineManager manages pixi spine skeleton data.\n */\n export class SpineManager implements gdjs.ResourceManager {\n private _spineAtlasManager: SpineAtlasManager;\n private _resourceLoader: ResourceLoader;\n private _loadedSpines = new gdjs.ResourceCache<pixi_spine.ISkeletonData>();\n\n /**\n * @param resourceLoader The resources loader of the game.\n * @param spineAtlasManager The resources data of the game.\n */\n constructor(\n resourceLoader: gdjs.ResourceLoader,\n spineAtlasManager: SpineAtlasManager\n ) {\n this._resourceLoader = resourceLoader;\n this._spineAtlasManager = spineAtlasManager;\n }\n\n getResourceKinds(): ResourceKind[] {\n return resourceKinds;\n }\n\n async processResource(resourceName: string): Promise<void> {\n // Do nothing because pixi-spine parses resources by itself.\n }\n\n async loadResource(resourceName: string): Promise<void> {\n const resource = this._getSpineResource(resourceName);\n\n if (!resource) {\n return logger.error(\n `Unable to find spine json for resource ${resourceName}.`\n );\n }\n\n try {\n const game = this._resourceLoader.getRuntimeGame();\n const embeddedResourcesNames = game.getEmbeddedResourcesNames(\n resource.name\n );\n\n // there should be exactly one file which is pointing to atlas\n if (embeddedResourcesNames.length !== 1) {\n return logger.error(\n `Unable to find atlas metadata for resource spine json ${resourceName}.`\n );\n }\n\n const atlasResourceName = game.resolveEmbeddedResource(\n resource.name,\n embeddedResourcesNames[0]\n );\n const spineAtlas =\n await this._spineAtlasManager.getOrLoad(atlasResourceName);\n const url = this._resourceLoader.getFullUrl(resource.file);\n PIXI.Assets.setPreferences({\n preferWorkers: false,\n crossOrigin: this._resourceLoader.checkIfCredentialsRequired(url)\n ? 'use-credentials'\n : 'anonymous',\n });\n PIXI.Assets.add({\n alias: resource.name,\n src: url,\n data: { spineAtlas },\n });\n const loadedJson = await PIXI.Assets.load(resource.name);\n\n if (loadedJson.spineData) {\n this._loadedSpines.set(resource, loadedJson.spineData);\n } else {\n logger.error(\n `Loader cannot process spine resource ${resource.name} correctly.`\n );\n }\n } catch (error) {\n logger.error(\n `Error while preloading spine resource ${resource.name}: ${error}`\n );\n }\n }\n\n /**\n * Get the object for the given resource that is already loaded (preloaded or loaded with `loadJson`).\n * If the resource is not loaded, `null` will be returned.\n *\n * @param resourceName The name of the spine skeleton.\n * @returns the spine skeleton if loaded, `null` otherwise.\n */\n getSpine(resourceName: string): pixi_spine.ISkeletonData | null {\n return this._loadedSpines.getFromName(resourceName);\n }\n\n /**\n * Check if the given spine skeleton was loaded.\n * @param resourceName The name of the spine skeleton.\n * @returns true if the content of the spine skeleton is loaded, false otherwise.\n */\n isSpineLoaded(resourceName: string): boolean {\n return !!this._loadedSpines.getFromName(resourceName);\n }\n\n private _getSpineResource(resourceName: string): ResourceData | null {\n const resource = this._resourceLoader.getResource(resourceName);\n return resource && this.getResourceKinds().includes(resource.kind)\n ? resource\n : null;\n }\n\n /**\n * To be called when the game is disposed.\n * Clear the Spine skeleton data loaded in this manager.\n */\n dispose(): void {\n this._loadedSpines.clear();\n }\n }\n}\n"],
5
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4
+ "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('Spine Manager');\n\n const resourceKinds: ResourceKind[] = ['spine'];\n\n /**\n * SpineManager manages pixi spine skeleton data.\n */\n export class SpineManager implements gdjs.ResourceManager {\n private _spineAtlasManager: SpineAtlasManager;\n private _resourceLoader: ResourceLoader;\n private _loadedSpines = new gdjs.ResourceCache<pixi_spine.ISkeletonData>();\n\n /**\n * @param resourceLoader The resources loader of the game.\n * @param spineAtlasManager The resources data of the game.\n */\n constructor(\n resourceLoader: gdjs.ResourceLoader,\n spineAtlasManager: SpineAtlasManager\n ) {\n this._resourceLoader = resourceLoader;\n this._spineAtlasManager = spineAtlasManager;\n }\n\n getResourceKinds(): ResourceKind[] {\n return resourceKinds;\n }\n\n async processResource(resourceName: string): Promise<void> {\n // Do nothing because pixi-spine parses resources by itself.\n }\n\n async loadResource(resourceName: string): Promise<void> {\n const resource = this._getSpineResource(resourceName);\n\n if (!resource) {\n return logger.error(\n `Unable to find spine json for resource ${resourceName}.`\n );\n }\n\n try {\n const game = this._resourceLoader.getRuntimeGame();\n const embeddedResourcesNames = game.getEmbeddedResourcesNames(\n resource.name\n );\n\n // there should be exactly one file which is pointing to atlas\n if (embeddedResourcesNames.length !== 1) {\n return logger.error(\n `Unable to find atlas metadata for resource spine json ${resourceName}.`\n );\n }\n\n const atlasResourceName = game.resolveEmbeddedResource(\n resource.name,\n embeddedResourcesNames[0]\n );\n const spineAtlas =\n await this._spineAtlasManager.getOrLoad(atlasResourceName);\n const url = this._resourceLoader.getFullUrl(resource.file);\n PIXI.Assets.setPreferences({\n preferWorkers: false,\n crossOrigin: this._resourceLoader.checkIfCredentialsRequired(url)\n ? 'use-credentials'\n : 'anonymous',\n });\n PIXI.Assets.add({\n alias: resource.name,\n src: url,\n data: { spineAtlas },\n });\n const loadedJson = await PIXI.Assets.load(resource.name);\n\n if (loadedJson.spineData) {\n this._loadedSpines.set(resource, loadedJson.spineData);\n } else {\n logger.error(\n `Loader cannot process spine resource ${resource.name} correctly.`\n );\n }\n } catch (error) {\n logger.error(\n `Error while preloading spine resource ${resource.name}: ${error}`\n );\n }\n }\n\n /**\n * Get the object for the given resource that is already loaded (preloaded or loaded with `loadJson`).\n * If the resource is not loaded, `null` will be returned.\n *\n * @param resourceName The name of the spine skeleton.\n * @returns the spine skeleton if loaded, `null` otherwise.\n */\n getSpine(resourceName: string): pixi_spine.ISkeletonData | null {\n return this._loadedSpines.getFromName(resourceName);\n }\n\n /**\n * Check if the given spine skeleton was loaded.\n * @param resourceName The name of the spine skeleton.\n * @returns true if the content of the spine skeleton is loaded, false otherwise.\n */\n isSpineLoaded(resourceName: string): boolean {\n return !!this._loadedSpines.getFromName(resourceName);\n }\n\n private _getSpineResource(resourceName: string): ResourceData | null {\n const resource = this._resourceLoader.getResource(resourceName);\n return resource && this.getResourceKinds().includes(resource.kind)\n ? resource\n : null;\n }\n\n /**\n * To be called when the game is disposed.\n * Clear the Spine skeleton data loaded in this manager.\n */\n dispose(): void {\n this._loadedSpines.clear();\n }\n\n /**\n * Unload the specified list of resources:\n * this clears the Spine skeleton data loaded in this manager.\n *\n * Usually called when scene resoures are unloaded.\n *\n * @param resourcesList The list of specific resources\n */\n unloadResourcesList(resourcesList: ResourceData[]): void {\n resourcesList.forEach((resourceData) => {\n const loadedSpine = this._loadedSpines.get(resourceData);\n if (loadedSpine) {\n this._loadedSpines.delete(resourceData);\n }\n });\n }\n }\n}\n"],
5
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6
6
  "names": []
7
7
  }
@@ -131,14 +131,14 @@ module.exports = {
131
131
  .getOrCreate('inputType')
132
132
  .setValue(objectContent.inputType || '')
133
133
  .setType('choice')
134
- .addExtraInfo('text')
135
- .addExtraInfo('text area')
136
- .addExtraInfo('email')
137
- .addExtraInfo('password')
138
- .addExtraInfo('number')
139
- .addExtraInfo('telephone number')
140
- .addExtraInfo('url')
141
- .addExtraInfo('search')
134
+ .addChoice('text', _('Text'))
135
+ .addChoice('text area', _('Text area'))
136
+ .addChoice('email', _('Email'))
137
+ .addChoice('password', _('Password'))
138
+ .addChoice('number', _('Number'))
139
+ .addChoice('telephone number', _('Telephone number'))
140
+ .addChoice('url', _('URL'))
141
+ .addChoice('search', _('Search'))
142
142
  .setLabel(_('Input type'))
143
143
  .setDescription(
144
144
  _(
@@ -250,9 +250,9 @@ module.exports = {
250
250
  .getOrCreate('textAlign')
251
251
  .setValue(objectContent.textAlign || 'left')
252
252
  .setType('choice')
253
- .addExtraInfo('left')
254
- .addExtraInfo('center')
255
- .addExtraInfo('right')
253
+ .addChoice('left', _('Left'))
254
+ .addChoice('center', _('Center'))
255
+ .addChoice('right', _('Right'))
256
256
  .setLabel(_('Text alignment'))
257
257
  .setGroup(_('Field appearance'));
258
258
 
@@ -102,9 +102,9 @@ const defineTileMap = function (extension, _, gd) {
102
102
  'displayMode',
103
103
  new gd.PropertyDescriptor(objectContent.displayMode)
104
104
  .setType('choice')
105
- .addExtraInfo('visible')
106
- .addExtraInfo('all')
107
- .addExtraInfo('index')
105
+ .addChoice('visible', _('Visible layers'))
106
+ .addChoice('all', _('All layers'))
107
+ .addChoice('index', _('Only the layer with the specified index'))
108
108
  .setLabel(_('Display mode'))
109
109
  .setGroup(_('Appearance'))
110
110
  );
@@ -1,2 +1,2 @@
1
- var gdjs;(function(d){const a=new d.Logger("Model3DManager"),i=["model3D"];class l{constructor(r){this._loadedThreeModels=new d.ResourceCache;this._downloadedArrayBuffers=new d.ResourceCache;this._loader=null;this._dracoLoader=null;if(this._resourceLoader=r,typeof THREE!="undefined"){this._loader=new THREE_ADDONS.GLTFLoader,this._dracoLoader=new THREE_ADDONS.DRACOLoader,this._dracoLoader.setDecoderPath("./pixi-renderers/draco/gltf/"),this._loader.setDRACOLoader(this._dracoLoader);const e=new THREE.Group;e.add(new THREE.Mesh(new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:"#ff00ff"}))),this._invalidModel={scene:e,animations:[],cameras:[],scenes:[],asset:{},userData:{},parser:null}}}getResourceKinds(){return i}async processResource(r){const e=this._resourceLoader.getResource(r);if(!e){a.warn('Unable to find texture for resource "'+r+'".');return}const t=this._loader;if(!t)return;const s=this._downloadedArrayBuffers.get(e);if(!!s){this._downloadedArrayBuffers.delete(e);try{const o=await t.parseAsync(s,"");this._loadedThreeModels.set(e,o)}catch(o){a.error("Can't fetch the 3D model file "+e.file+", error: "+o)}}}async loadResource(r){const e=this._resourceLoader.getResource(r);if(!e){a.warn('Unable to find texture for resource "'+r+'".');return}if(!this._loader||this._loadedThreeModels.get(e))return;const s=this._resourceLoader.getFullUrl(e.file);try{const o=await fetch(s,{credentials:this._resourceLoader.checkIfCredentialsRequired(s)?"include":"omit"});if(!o.ok)throw new Error("Network response was not ok");const n=await o.arrayBuffer();this._downloadedArrayBuffers.set(e,n)}catch(o){a.error("Can't fetch the 3D model file "+e.file+", error: "+o)}}getModel(r){return this._loadedThreeModels.getFromName(r)||this._invalidModel}dispose(){this._loadedThreeModels.clear(),this._downloadedArrayBuffers.clear(),this._loader=null,this._dracoLoader=null,this._invalidModel&&(this._invalidModel.cameras=[],this._invalidModel.animations=[],this._invalidModel.scenes=[],this._invalidModel.userData={},this._invalidModel.asset={},this._invalidModel.scene.clear())}}d.Model3DManager=l})(gdjs||(gdjs={}));
1
+ var gdjs;(function(t){const a=new t.Logger("Model3DManager"),i=["model3D"];class n{constructor(r){this._loadedThreeModels=new t.ResourceCache;this._downloadedArrayBuffers=new t.ResourceCache;this._loader=null;this._dracoLoader=null;if(this._resourceLoader=r,typeof THREE!="undefined"){this._loader=new THREE_ADDONS.GLTFLoader,this._dracoLoader=new THREE_ADDONS.DRACOLoader,this._dracoLoader.setDecoderPath("./pixi-renderers/draco/gltf/"),this._loader.setDRACOLoader(this._dracoLoader);const e=new THREE.Group;e.add(new THREE.Mesh(new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:"#ff00ff"}))),this._invalidModel={scene:e,animations:[],cameras:[],scenes:[],asset:{},userData:{},parser:null}}}getResourceKinds(){return i}async processResource(r){const e=this._resourceLoader.getResource(r);if(!e){a.warn('Unable to find texture for resource "'+r+'".');return}const d=this._loader;if(!d)return;const s=this._downloadedArrayBuffers.get(e);if(!!s){this._downloadedArrayBuffers.delete(e);try{const o=await d.parseAsync(s,"");this._loadedThreeModels.set(e,o)}catch(o){a.error("Can't fetch the 3D model file "+e.file+", error: "+o)}}}async loadResource(r){const e=this._resourceLoader.getResource(r);if(!e){a.warn('Unable to find texture for resource "'+r+'".');return}if(!this._loader||this._loadedThreeModels.get(e))return;const s=this._resourceLoader.getFullUrl(e.file);try{const o=await fetch(s,{credentials:this._resourceLoader.checkIfCredentialsRequired(s)?"include":"omit"});if(!o.ok)throw new Error("Network response was not ok");const l=await o.arrayBuffer();this._downloadedArrayBuffers.set(e,l)}catch(o){a.error("Can't fetch the 3D model file "+e.file+", error: "+o)}}getModel(r){return this._loadedThreeModels.getFromName(r)||this._invalidModel}dispose(){this._loadedThreeModels.clear(),this._downloadedArrayBuffers.clear(),this._loader=null,this._dracoLoader=null,this._invalidModel&&(this._invalidModel.cameras=[],this._invalidModel.animations=[],this._invalidModel.scenes=[],this._invalidModel.userData={},this._invalidModel.asset={},this._invalidModel.scene.clear())}unloadResourcesList(r){r.forEach(e=>{const d=this._loadedThreeModels.get(e);d&&(d.scene.clear(),this._loadedThreeModels.delete(e)),this._downloadedArrayBuffers.get(e)&&this._downloadedArrayBuffers.delete(e)})}}t.Model3DManager=n})(gdjs||(gdjs={}));
2
2
  //# sourceMappingURL=Model3DManager.js.map
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../GDevelop/GDJS/Runtime/Model3DManager.ts"],
4
- "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('Model3DManager');\n\n const resourceKinds: Array<ResourceKind> = ['model3D'];\n\n /**\n * Load GLB files (using `Three.js`), using the \"model3D\" resources\n * registered in the game resources.\n */\n export class Model3DManager implements gdjs.ResourceManager {\n /**\n * Map associating a resource name to the loaded Three.js model.\n */\n private _loadedThreeModels = new gdjs.ResourceCache<THREE_ADDONS.GLTF>();\n private _downloadedArrayBuffers = new gdjs.ResourceCache<ArrayBuffer>();\n\n _resourceLoader: gdjs.ResourceLoader;\n\n _loader: THREE_ADDONS.GLTFLoader | null = null;\n _dracoLoader: THREE_ADDONS.DRACOLoader | null = null;\n\n //@ts-ignore Can only be null if THREE is not loaded.\n _invalidModel: THREE_ADDONS.GLTF;\n\n /**\n * @param resourceLoader The resources loader of the game.\n */\n constructor(resourceLoader: gdjs.ResourceLoader) {\n this._resourceLoader = resourceLoader;\n\n if (typeof THREE !== 'undefined') {\n this._loader = new THREE_ADDONS.GLTFLoader();\n\n this._dracoLoader = new THREE_ADDONS.DRACOLoader();\n this._dracoLoader.setDecoderPath('./pixi-renderers/draco/gltf/');\n this._loader.setDRACOLoader(this._dracoLoader);\n\n /**\n * The invalid model is a box with magenta (#ff00ff) faces, to be\n * easily spotted if rendered on screen.\n */\n const group = new THREE.Group();\n group.add(\n new THREE.Mesh(\n new THREE.BoxGeometry(1, 1, 1),\n new THREE.MeshBasicMaterial({ color: '#ff00ff' })\n )\n );\n this._invalidModel = {\n scene: group,\n animations: [],\n cameras: [],\n scenes: [],\n asset: {},\n userData: {},\n //@ts-ignore\n parser: null,\n };\n }\n }\n\n getResourceKinds(): ResourceKind[] {\n return resourceKinds;\n }\n\n async processResource(resourceName: string): Promise<void> {\n const resource = this._resourceLoader.getResource(resourceName);\n if (!resource) {\n logger.warn(\n 'Unable to find texture for resource \"' + resourceName + '\".'\n );\n return;\n }\n const loader = this._loader;\n if (!loader) {\n return;\n }\n const data = this._downloadedArrayBuffers.get(resource);\n if (!data) {\n return;\n }\n this._downloadedArrayBuffers.delete(resource);\n try {\n const gltf: THREE_ADDONS.GLTF = await loader.parseAsync(data, '');\n this._loadedThreeModels.set(resource, gltf);\n } catch (error) {\n logger.error(\n \"Can't fetch the 3D model file \" + resource.file + ', error: ' + error\n );\n }\n }\n\n async loadResource(resourceName: string): Promise<void> {\n const resource = this._resourceLoader.getResource(resourceName);\n if (!resource) {\n logger.warn(\n 'Unable to find texture for resource \"' + resourceName + '\".'\n );\n return;\n }\n const loader = this._loader;\n if (!loader) {\n return;\n }\n if (this._loadedThreeModels.get(resource)) {\n return;\n }\n const url = this._resourceLoader.getFullUrl(resource.file);\n try {\n const response = await fetch(url, {\n credentials: this._resourceLoader.checkIfCredentialsRequired(url)\n ? 'include'\n : 'omit',\n });\n if (!response.ok) {\n throw new Error('Network response was not ok');\n }\n const data = await response.arrayBuffer();\n this._downloadedArrayBuffers.set(resource, data);\n } catch (error) {\n logger.error(\n \"Can't fetch the 3D model file \" + resource.file + ', error: ' + error\n );\n }\n }\n\n /**\n * Return a 3D model.\n *\n * Caller should not modify the object but clone it.\n *\n * @param resourceName The name of the json resource.\n * @returns a 3D model if it exists.\n */\n getModel(resourceName: string): THREE_ADDONS.GLTF {\n return (\n this._loadedThreeModels.getFromName(resourceName) || this._invalidModel\n );\n }\n\n /**\n * To be called when the game is disposed.\n * Clear the models, resources loaded and destroy 3D models loaders in this manager.\n */\n dispose(): void {\n this._loadedThreeModels.clear();\n this._downloadedArrayBuffers.clear();\n this._loader = null;\n this._dracoLoader = null;\n\n if (this._invalidModel) {\n this._invalidModel.cameras = [];\n this._invalidModel.animations = [];\n this._invalidModel.scenes = [];\n this._invalidModel.userData = {};\n this._invalidModel.asset = {};\n this._invalidModel.scene.clear();\n }\n }\n }\n}\n"],
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+ "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-present Florian Rival (Florian.Rival@gmail.com). 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- var gdjs;(function(i){const c=new i.Logger("ResourceLoader"),f=(t,e,s)=>{if(t.startsWith("data:")||t.startsWith("blob:"))return t;const n=t.indexOf("?")===-1?"?":"&";return t+n+e+"="+s},_=t=>t.startsWith("https://project-resources.gdevelop.io/")||t.startsWith("https://project-resources-dev.gdevelop.io/"),g=20,R=5,d=3;class v{constructor(e){this.isFinished=!1;this.sceneName=e,this.onProgressCallbacks=new Array,this.onFinishCallbacks=new Array}registerCallback(e,s){if(this.isFinished){e();return}this.onFinishCallbacks.push(e),s&&this.onProgressCallbacks.push(s)}onProgress(e,s){for(const n of this.onProgressCallbacks)n(e,s)}onFinish(){this.isFinished=!0;for(const e of this.onFinishCallbacks)e()}}class w{constructor(e,s,n,r){this._sceneToLoadQueue=new Array;this._spineAtlasManager=null;this._spineManager=null;this.currentLoadingSceneName="";this.currentSceneLoadingProgress=0;this._isLoadingInForeground=!0;this._runtimeGame=e,this._resources=new Map,this._globalResources=n,this._sceneResources=new Map,this._sceneNamesToLoad=new Set,this._sceneNamesToMakeReady=new Set,this.setResources(s,n,r),this._imageManager=new i.ImageManager(this),this._soundManager=new i.SoundManager(this),this._fontManager=new i.FontManager(this),this._jsonManager=new i.JsonManager(this),this._bitmapFontManager=new i.BitmapFontManager(this,this._imageManager),this._model3DManager=new i.Model3DManager(this),i.SpineAtlasManager&&i.SpineManager&&(this._spineAtlasManager=new i.SpineAtlasManager(this,this._imageManager),this._spineManager=new i.SpineManager(this,this._spineAtlasManager));const a=[this._imageManager,this._soundManager,this._fontManager,this._jsonManager,this._bitmapFontManager,this._model3DManager];this._spineAtlasManager&&a.push(this._spineAtlasManager),this._spineManager&&a.push(this._spineManager),this._resourceManagersMap=new Map;for(const o of a)for(const u of o.getResourceKinds())this._resourceManagersMap.set(u,o)}getRuntimeGame(){return 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Promise((r,a)=>{if(!n){this._isLoadingInForeground=!1,r();return}n.registerCallback(()=>{this._isLoadingInForeground=!1,r()},s)})}dispose(){for(const e of this._resourceManagersMap.values())e.dispose()}_prioritizeScene(e){const s=this._sceneToLoadQueue.findIndex(r=>r.sceneName===e);if(s<0)return null;const n=this._sceneToLoadQueue[s];return this._sceneToLoadQueue.splice(s,1),this._sceneToLoadQueue.push(n),n}async _processResource(e){const s=this._resourceManagersMap.get(e.kind);if(!s){c.warn('Unknown resource kind: "'+e.kind+'" for: "'+e.name+'".');return}await s.processResource(e.name)}getSceneLoadingProgress(e){return e===this.currentLoadingSceneName?this.currentSceneLoadingProgress:this.areSceneAssetsLoaded(e)?1:0}areSceneAssetsLoaded(e){return!this._sceneNamesToLoad.has(e)}areSceneAssetsReady(e){return!this._sceneNamesToMakeReady.has(e)}_setSceneAssetsLoaded(e){this._sceneNamesToLoad.delete(e)}_setSceneAssetsReady(e){this._sceneNamesToMakeReady.delete(e)}getResource(e){return 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Trying again now.");for(let a=1;a<s&&r.errors.length!==0;a++){const o=await p(t,e,n);r.results.push.apply(r.results,o.results),r.errors=o.errors}return r}})(gdjs||(gdjs={}));
1
+ var gdjs;(function(u){const g=new u.Logger("ResourceLoader"),c=new u.Logger("ResourceLoader - debug").enable(!1),L=(i,e,s)=>{if(i.startsWith("data:")||i.startsWith("blob:"))return i;const r=i.indexOf("?")===-1?"?":"&";return i+r+e+"="+s},_=i=>i.startsWith("https://project-resources.gdevelop.io/")||i.startsWith("https://project-resources-dev.gdevelop.io/"),h=20,w=5,p=3;class M{constructor(e){this.isFinished=!1;this.sceneName=e,this.onProgressCallbacks=new Array,this.onFinishCallbacks=new Array}registerCallback(e,s){if(this.isFinished){e();return}this.onFinishCallbacks.push(e),s&&this.onProgressCallbacks.push(s)}onProgress(e,s){for(const r of this.onProgressCallbacks)r(e,s)}onFinish(){this.isFinished=!0;for(const e of this.onFinishCallbacks)e()}}class v{constructor(e,s,r,n){this._sceneLoadingStates=new Map;this._sceneToLoadQueue=new Array;this._spineAtlasManager=null;this._spineManager=null;this.currentLoadingSceneName="";this.currentSceneLoadingProgress=0;this._isLoadingInForeground=!0;this._runtimeGame=e,this._resources=new Map,this._globalResources=r,this.setResources(s,r,n),this._imageManager=new u.ImageManager(this),this._soundManager=new u.SoundManager(this),this._fontManager=new u.FontManager(this),this._jsonManager=new u.JsonManager(this),this._bitmapFontManager=new u.BitmapFontManager(this,this._imageManager),this._model3DManager=new u.Model3DManager(this),u.SpineAtlasManager&&u.SpineManager&&(this._spineAtlasManager=new u.SpineAtlasManager(this,this._imageManager),this._spineManager=new u.SpineManager(this,this._spineAtlasManager));const t=[this._imageManager,this._soundManager,this._fontManager,this._jsonManager,this._bitmapFontManager,this._model3DManager];this._spineAtlasManager&&t.push(this._spineAtlasManager),this._spineManager&&t.push(this._spineManager),this._resourceManagersMap=new Map;for(const a of t)for(const o of a.getResourceKinds())this._resourceManagersMap.set(o,a)}getRuntimeGame(){return this._runtimeGame}setResources(e,s,r){this._globalResources=s,this._sceneLoadingStates.clear();for(const n of r)this._sceneLoadingStates.set(n.name,{resourceNames:n.usedResources.map(t=>t.name),status:"not-loaded"});this._sceneToLoadQueue.length=0;for(let n=r.length-1;n>=0;n--){const t=r[n],a=t.resourcesPreloading||"inherit";(a==="inherit"?this._runtimeGame.getSceneResourcesPreloading():a)==="at-startup"&&this._sceneToLoadQueue.push(new M(t.name))}this._resources.clear();for(const n of e)!n.file||this._resources.set(n.name,n)}async loadAllResources(e){let s=0;await m([...this._resources.values()],h,p,async r=>{await this._loadResource(r),await this._processResource(r),s++,e(s,this._resources.size)});for(const r of this._sceneLoadingStates.values())r.status="ready"}async loadGlobalAndFirstSceneResources(e,s){const r=this._sceneLoadingStates.get(e);if(!r){g.warn(`Can't load resource for unknown scene: "`+e+'".');return}let n=0;const t=[...this._globalResources,...r.resourceNames];await m(t,h,p,async a=>{const o=this._resources.get(a);if(!o){g.warn('Unable to find resource "'+a+'".');return}await this._loadResource(o),await this._processResource(o),n++,s(n,t.length)}),r.status="ready"}async loadAllSceneInBackground(){if(!this.currentLoadingSceneName){for(c.log("Loading all scene resources, in background.");this._sceneToLoadQueue.length>0;){c.log(`Still resources of ${this._sceneToLoadQueue.length} scene(s) to load: ${this._sceneToLoadQueue.map(s=>s.sceneName).join(", ")}`);const e=this._sceneToLoadQueue[this._sceneToLoadQueue.length-1];e!==void 0&&(this.currentLoadingSceneName=e.sceneName,this.areSceneAssetsLoaded(e.sceneName)?this._sceneToLoadQueue.pop():(c.log(`Loading (but not processing) resources for scene ${e.sceneName}.`),await this._doLoadSceneResources(e.sceneName,async(s,r)=>e.onProgress(s,r)),c.log(`Done loading (but not processing) resources for scene ${e.sceneName}.`),this._sceneToLoadQueue.splice(this._sceneToLoadQueue.findIndex(s=>s===e),1),e.onFinish()))}c.log("Scene resources loading finished."),this.currentLoadingSceneName=""}}async _doLoadSceneResources(e,s){const r=this._sceneLoadingStates.get(e);if(!r){g.warn(`Can't load resource for unknown scene: "`+e+'".');return}let n=0;await m(r.resourceNames,this._isLoadingInForeground?h:w,p,async t=>{const a=this._resources.get(t);if(!a){g.warn('Unable to find resource "'+t+'".');return}await this._loadResource(a),n++,this.currentSceneLoadingProgress=n/r.resourceNames.length,s&&await s(n,r.resourceNames.length)}),r.status="loaded"}async _loadResource(e){const s=this._resourceManagersMap.get(e.kind);if(!s){g.warn('Unknown resource kind: "'+e.kind+'" for: "'+e.name+'".');return}await s.loadResource(e.name)}async loadAndProcessSceneResources(e,s){if(this.areSceneAssetsReady(e))return;await this.loadSceneResources(e,s);const r=this._sceneLoadingStates.get(e);if(!r){g.warn(`Can't load resource for unknown scene: "`+e+'".');return}let n=0;for(const t of r.resourceNames){const a=this._resources.get(t);if(!a){g.warn('Unable to find resource "'+t+'".');continue}await this._processResource(a),n++,s&&await s(n,r.resourceNames.length)}r.status="ready"}async loadSceneResources(e,s){c.log(`Prioritization of loading of resources for scene ${e} was requested.`),this._isLoadingInForeground=!0;const r=this._prioritizeScene(e);return new Promise((n,t)=>{if(!r){this._isLoadingInForeground=!1,c.log(`Loading of resources for scene ${e} was immediately resolved.`),n();return}r.registerCallback(()=>{c.log(`Loading of resources for scene ${e} just finished.`),this._isLoadingInForeground=!1,n()},s)})}dispose(){for(const e of this._resourceManagersMap.values())e.dispose()}unloadSceneResources({unloadedSceneName:e,newSceneName:s}){if(!e)return;c.log(`Unloading of resources for scene ${e} was requested.`);const r=this._getResourcesByKindOnlyUsedInUnloadedScene({unloadedSceneName:e,newSceneName:s});for(const[t,a]of this._resourceManagersMap){const o=r.get(t);o&&(c.log(`Unloading of resources of kind ${t} for scene ${e}: `,o.map(d=>d.name).join(", ")),a.unloadResourcesList(o))}c.log(`Unloading of resources for scene ${e} finished.`);const n=this._sceneLoadingStates.get(e);n&&(n.status="not-loaded")}_prioritizeScene(e){const s=this._sceneLoadingStates.get(e);if(!s)return null;if(s.status==="loaded"||s.status==="ready")return c.log(`Scene ${e} is already loaded. Skipping prioritization.`),null;const r=this._sceneToLoadQueue.findIndex(t=>t.sceneName===e);let n;return r!==-1?(n=this._sceneToLoadQueue[r],this._sceneToLoadQueue.splice(r,1),this._sceneToLoadQueue.push(n)):(n=new M(e),this._sceneToLoadQueue.push(n)),this.loadAllSceneInBackground(),n}async _processResource(e){const s=this._resourceManagersMap.get(e.kind);if(!s){g.warn('Unknown resource kind: "'+e.kind+'" for: "'+e.name+'".');return}await s.processResource(e.name)}getSceneLoadingProgress(e){return e===this.currentLoadingSceneName?this.currentSceneLoadingProgress:this.areSceneAssetsLoaded(e)?1:0}areSceneAssetsLoaded(e){const s=this._sceneLoadingStates.get(e);return s?s.status==="loaded"||s.status==="ready":!1}areSceneAssetsReady(e){const s=this._sceneLoadingStates.get(e);return s?s.status==="ready":!1}getResource(e){return this._resources.get(e)||null}getFullUrl(e){const{gdevelopResourceToken:s}=this._runtimeGame._options;return!s||!_(e)?e:L(e,"gd_resource_token",encodeURIComponent(s))}checkIfCredentialsRequired(e){return this._runtimeGame._options.gdevelopResourceToken?!1:!!_(e)}getSoundManager(){return this._soundManager}getImageManager(){return this._imageManager}getFontManager(){return this._fontManager}getBitmapFontManager(){return this._bitmapFontManager}getJsonManager(){return this._jsonManager}getModel3DManager(){return this._model3DManager}getSpineManager(){return this._spineManager}getSpineAtlasManager(){return this._spineAtlasManager}injectMockResourceManagerForTesting(e,s){this._resourceManagersMap.set(e,s)}_getResourcesByKindOnlyUsedInUnloadedScene({unloadedSceneName:e,newSceneName:s}){const r=this._sceneLoadingStates.get(e);if(!r)return new Map;const n=new Set(r.resourceNames);for(const[a,o]of this._sceneLoadingStates.entries())a!==e&&(a===s||o.status==="loaded"||o.status==="ready")&&o.resourceNames.forEach(d=>{n.delete(d)});const t=new Map;return n.forEach(a=>{const o=this._resources.get(a);if(!o)return;const d=o.kind,l=t.get(d);l?l.push(o):t.set(d,[o])}),t}}u.ResourceLoader=v;const S=(i,e,s)=>{const r=[],n=[];let t=0,a=0;return new Promise((o,d)=>{const l=()=>{if(i.length===0){o({results:r,errors:n});return}for(;t<e&&a<i.length;){const R=i[a++];t++,s(R).then(f=>r.push(f)).catch(f=>n.push({item:R,error:f})).finally(()=>{t--,a===i.length&&t===0?o({results:r,errors:n}):l()})}};l()})},m=async(i,e,s,r)=>{const n=await S(i,e,r);n.errors.length!==0&&g.warn("Some assets couldn't be downloaded. Trying again now.");for(let t=1;t<s&&n.errors.length!==0;t++){const a=await S(i,e,r);n.results.push.apply(n.results,a.results),n.errors=a.errors}return n}})(gdjs||(gdjs={}));
2
2
  //# sourceMappingURL=ResourceLoader.js.map
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../GDevelop/GDJS/Runtime/ResourceLoader.ts"],
4
- "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2023 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('ResourceLoader');\n\n const addSearchParameterToUrl = (\n url: string,\n urlEncodedParameterName: string,\n urlEncodedValue: string\n ) => {\n if (url.startsWith('data:') || url.startsWith('blob:')) {\n // blob/data protocol does not support search parameters, which are useless anyway.\n return url;\n }\n\n const separator = url.indexOf('?') === -1 ? '?' : '&';\n return url + separator + urlEncodedParameterName + '=' + urlEncodedValue;\n };\n\n const checkIfIsGDevelopCloudBucketUrl = (url: string): boolean => {\n return (\n url.startsWith('https://project-resources.gdevelop.io/') ||\n url.startsWith('https://project-resources-dev.gdevelop.io/')\n );\n };\n\n const maxForegroundConcurrency = 20;\n const maxBackgroundConcurrency = 5;\n const maxAttempt = 3;\n\n /**\n * A task of pre-loading resources used by a scene.\n *\n * A Promise can't be used instead of this class because a Promise will start\n * as soon as possible. It would flood the server with downloading requests\n * and make impossible to finely tune in which order scenes are actually\n * downloaded.\n */\n class SceneLoadingTask {\n sceneName: string;\n private onProgressCallbacks: Array<(count: number, total: number) => void>;\n private onFinishCallbacks: Array<() => void>;\n private isFinished = false;\n\n constructor(sceneName: string) {\n this.sceneName = sceneName;\n this.onProgressCallbacks = new Array<\n (count: number, total: number) => void\n >();\n this.onFinishCallbacks = new Array<() => void>();\n }\n\n registerCallback(\n onFinish: () => void,\n onProgress?: (count: number, total: number) => void\n ) {\n if (this.isFinished) {\n onFinish();\n return;\n }\n this.onFinishCallbacks.push(onFinish);\n if (onProgress) {\n this.onProgressCallbacks.push(onProgress);\n }\n }\n\n onProgress(count: number, total: number) {\n for (const onProgress of this.onProgressCallbacks) {\n onProgress(count, total);\n }\n }\n\n onFinish() {\n this.isFinished = true;\n for (const onFinish of this.onFinishCallbacks) {\n onFinish();\n }\n }\n }\n\n /**\n * Pre-load resources of any kind needed for a game or a scene.\n */\n export class ResourceLoader {\n _runtimeGame: RuntimeGame;\n /**\n * All the resource of a game by resource name.\n */\n private _resources: Map<string, ResourceData>;\n /**\n * Resources needed for any scene. Typically, they are resources from\n * global objects.\n */\n private _globalResources: Array<string>;\n /**\n * Resources by scene names.\n */\n private _sceneResources: Map<string, Array<string>>;\n /**\n * Keep track of which scene whose resources has already be pre-loaded.\n */\n private _sceneNamesToLoad: Set<string>;\n /**\n * Keep track of which scene whose resources has already be loaded.\n */\n private _sceneNamesToMakeReady: Set<string>;\n /**\n * A queue of scenes whose resources are still to be pre-loaded.\n */\n private _sceneToLoadQueue: Array<SceneLoadingTask> =\n new Array<SceneLoadingTask>();\n /**\n * The resource managers that actually download and remember downloaded\n * content.\n */\n _resourceManagersMap: Map<ResourceKind, ResourceManager>;\n private _imageManager: ImageManager;\n private _soundManager: SoundManager;\n private _fontManager: FontManager;\n private _jsonManager: JsonManager;\n private _model3DManager: Model3DManager;\n private _bitmapFontManager: BitmapFontManager;\n private _spineAtlasManager: SpineAtlasManager | null = null;\n private _spineManager: SpineManager | null = null;\n\n /**\n * Only used by events.\n */\n private currentLoadingSceneName: string = '';\n /**\n * Only used by events.\n */\n private currentSceneLoadingProgress: float = 0;\n /**\n * It's set to `true` during intermediary loading screen to use a greater\n * concurrency as the game is paused and doesn't need bandwidth (for video\n * or music streaming or online multiplayer).\n */\n private _isLoadingInForeground = true;\n\n /**\n * @param runtimeGame The game.\n * @param resourceDataArray The resources data of the game.\n * @param globalResources The resources needed for any layer.\n * @param layoutDataArray The resources used by each layer.\n */\n constructor(\n runtimeGame: RuntimeGame,\n resourceDataArray: ResourceData[],\n globalResources: Array<string>,\n layoutDataArray: Array<LayoutData>\n ) {\n this._runtimeGame = runtimeGame;\n this._resources = new Map<string, ResourceData>();\n this._globalResources = globalResources;\n\n // These 3 attributes are filled by `setResources`.\n this._sceneResources = new Map<string, Array<string>>();\n this._sceneNamesToLoad = new Set<string>();\n this._sceneNamesToMakeReady = new Set<string>();\n this.setResources(resourceDataArray, globalResources, layoutDataArray);\n\n this._imageManager = new gdjs.ImageManager(this);\n this._soundManager = new gdjs.SoundManager(this);\n this._fontManager = new gdjs.FontManager(this);\n this._jsonManager = new gdjs.JsonManager(this);\n this._bitmapFontManager = new gdjs.BitmapFontManager(\n this,\n this._imageManager\n );\n this._model3DManager = new gdjs.Model3DManager(this);\n\n // add spine related managers only if spine extension is used\n if (gdjs.SpineAtlasManager && gdjs.SpineManager) {\n this._spineAtlasManager = new gdjs.SpineAtlasManager(\n this,\n this._imageManager\n );\n this._spineManager = new gdjs.SpineManager(\n this,\n this._spineAtlasManager\n );\n }\n\n const resourceManagers: Array<ResourceManager> = [\n this._imageManager,\n this._soundManager,\n this._fontManager,\n this._jsonManager,\n this._bitmapFontManager,\n this._model3DManager,\n ];\n\n if (this._spineAtlasManager)\n resourceManagers.push(this._spineAtlasManager);\n if (this._spineManager) resourceManagers.push(this._spineManager);\n\n this._resourceManagersMap = new Map<ResourceKind, ResourceManager>();\n for (const resourceManager of resourceManagers) {\n for (const resourceKind of resourceManager.getResourceKinds()) {\n this._resourceManagersMap.set(resourceKind, resourceManager);\n }\n }\n }\n\n /**\n * @returns the runtime game instance.\n */\n getRuntimeGame(): RuntimeGame {\n return this._runtimeGame;\n }\n\n /**\n * Update the resources data of the game. Useful for hot-reloading, should\n * not be used otherwise.\n */\n setResources(\n resourceDataArray: ResourceData[],\n globalResources: Array<string>,\n layoutDataArray: Array<LayoutData>\n ): void {\n this._globalResources = globalResources;\n\n this._sceneResources.clear();\n this._sceneNamesToLoad.clear();\n this._sceneNamesToMakeReady.clear();\n for (const layoutData of layoutDataArray) {\n this._sceneResources.set(\n layoutData.name,\n layoutData.usedResources.map((resource) => resource.name)\n );\n this._sceneNamesToLoad.add(layoutData.name);\n this._sceneNamesToMakeReady.add(layoutData.name);\n }\n // TODO Clearing the queue doesn't abort the running task, but it should\n // not matter as resource loading is really fast in preview mode.\n this._sceneToLoadQueue.length = 0;\n for (let index = layoutDataArray.length - 1; index >= 0; index--) {\n const layoutData = layoutDataArray[index];\n this._sceneToLoadQueue.push(new SceneLoadingTask(layoutData.name));\n }\n\n this._resources.clear();\n for (const resourceData of resourceDataArray) {\n if (!resourceData.file) {\n // Empty string or missing `file` field: not a valid resource, let's entirely ignore it.\n // Otherwise, this can confuse some loaders that will consider an empty string different\n // than a file that happen not to fail to load.\n continue;\n }\n\n this._resources.set(resourceData.name, resourceData);\n }\n }\n\n async loadAllResources(\n onProgress: (loadingCount: integer, totalCount: integer) => void\n ): Promise<void> {\n let loadedCount = 0;\n await processAndRetryIfNeededWithPromisePool(\n [...this._resources.values()],\n maxForegroundConcurrency,\n maxAttempt,\n async (resource) => {\n await this._loadResource(resource);\n await this._processResource(resource);\n loadedCount++;\n onProgress(loadedCount, this._resources.size);\n }\n );\n this._sceneNamesToLoad.clear();\n this._sceneNamesToMakeReady.clear();\n }\n\n /**\n * Load the resources that are needed to launch the first scene.\n */\n async loadGlobalAndFirstSceneResources(\n firstSceneName: string,\n onProgress: (count: number, total: number) => void\n ): Promise<void> {\n const sceneResources = this._sceneResources.get(firstSceneName);\n if (!sceneResources) {\n logger.warn(\n 'Can\\'t load resource for unknown scene: \"' + firstSceneName + '\".'\n );\n return;\n }\n let loadedCount = 0;\n const resources = [...this._globalResources, ...sceneResources.values()];\n await processAndRetryIfNeededWithPromisePool(\n resources,\n maxForegroundConcurrency,\n maxAttempt,\n async (resourceName) => {\n const resource = this._resources.get(resourceName);\n if (!resource) {\n logger.warn('Unable to find resource \"' + resourceName + '\".');\n return;\n }\n await this._loadResource(resource);\n await this._processResource(resource);\n loadedCount++;\n onProgress(loadedCount, resources.length);\n }\n );\n this._setSceneAssetsLoaded(firstSceneName);\n this._setSceneAssetsReady(firstSceneName);\n }\n\n /**\n * Load each scene in order.\n *\n * This is done in background to try to avoid loading screens when changing\n * scenes.\n */\n async loadAllSceneInBackground(): Promise<void> {\n while (this._sceneToLoadQueue.length > 0) {\n const task = this._sceneToLoadQueue[this._sceneToLoadQueue.length - 1];\n if (task === undefined) {\n continue;\n }\n this.currentLoadingSceneName = task.sceneName;\n if (!this.areSceneAssetsLoaded(task.sceneName)) {\n await this._doLoadSceneResources(\n task.sceneName,\n async (count, total) => task.onProgress(count, total)\n );\n // A scene may have been moved last while awaiting resources to be\n // downloaded (see _prioritizeScene).\n this._sceneToLoadQueue.splice(\n this._sceneToLoadQueue.findIndex((element) => element === task),\n 1\n );\n task.onFinish();\n } else {\n this._sceneToLoadQueue.pop();\n }\n }\n this.currentLoadingSceneName = '';\n }\n\n private async _doLoadSceneResources(\n sceneName: string,\n onProgress?: (count: number, total: number) => Promise<void>\n ): Promise<void> {\n const sceneResources = this._sceneResources.get(sceneName);\n if (!sceneResources) {\n logger.warn(\n 'Can\\'t load resource for unknown scene: \"' + sceneName + '\".'\n );\n return;\n }\n let loadedCount = 0;\n await processAndRetryIfNeededWithPromisePool(\n [...sceneResources.values()],\n this._isLoadingInForeground\n ? maxForegroundConcurrency\n : maxBackgroundConcurrency,\n maxAttempt,\n async (resourceName) => {\n const resource = this._resources.get(resourceName);\n if (!resource) {\n logger.warn('Unable to find resource \"' + resourceName + '\".');\n return;\n }\n await this._loadResource(resource);\n loadedCount++;\n this.currentSceneLoadingProgress = loadedCount / this._resources.size;\n onProgress && (await onProgress(loadedCount, this._resources.size));\n }\n );\n this._setSceneAssetsLoaded(sceneName);\n }\n\n private async _loadResource(resource: ResourceData): Promise<void> {\n const resourceManager = this._resourceManagersMap.get(resource.kind);\n if (!resourceManager) {\n logger.warn(\n 'Unknown resource kind: \"' +\n resource.kind +\n '\" for: \"' +\n resource.name +\n '\".'\n );\n return;\n }\n await resourceManager.loadResource(resource.name);\n }\n\n /**\n * Load and process a scene that is needed right away.\n *\n * The renderer will show a loading screen while its done.\n */\n async loadAndProcessSceneResources(\n sceneName: string,\n onProgress?: (count: number, total: number) => Promise<void>\n ): Promise<void> {\n if (this.areSceneAssetsReady(sceneName)) {\n return;\n }\n await this.loadSceneResources(sceneName, onProgress);\n\n const sceneResources = this._sceneResources.get(sceneName);\n if (!sceneResources) {\n logger.warn(\n 'Can\\'t load resource for unknown scene: \"' + sceneName + '\".'\n );\n return;\n }\n\n let parsedCount = 0;\n for (const resourceName of sceneResources) {\n const resource = this._resources.get(resourceName);\n if (!resource) {\n logger.warn('Unable to find resource \"' + resourceName + '\".');\n continue;\n }\n await this._processResource(resource);\n parsedCount++;\n onProgress && (await onProgress(parsedCount, sceneResources.length));\n }\n this._setSceneAssetsReady(sceneName);\n }\n\n /**\n * Load a scene resources without parsing them.\n *\n * When another scene resources are loading in background, it waits for\n * all its resources to be loaded before loading resources of the given\n * scene.\n */\n async loadSceneResources(\n sceneName: string,\n onProgress?: (count: number, total: number) => void\n ): Promise<void> {\n this._isLoadingInForeground = true;\n const task = this._prioritizeScene(sceneName);\n return new Promise<void>((resolve, reject) => {\n if (!task) {\n this._isLoadingInForeground = false;\n resolve();\n return;\n }\n task.registerCallback(() => {\n this._isLoadingInForeground = false;\n resolve();\n }, onProgress);\n });\n }\n\n /**\n * To be called when the game is disposed.\n * Dispose all the resource managers.\n */\n dispose(): void {\n for (const resourceManager of this._resourceManagersMap.values()) {\n resourceManager.dispose();\n }\n }\n\n /**\n * Put a given scene at the end of the queue.\n *\n * When the scene that is currently loading in background is done,\n * this scene will be the next to be loaded.\n */\n private _prioritizeScene(sceneName: string): SceneLoadingTask | null {\n const taskIndex = this._sceneToLoadQueue.findIndex(\n (task) => task.sceneName === sceneName\n );\n if (taskIndex < 0) {\n // The scene is already loaded.\n return null;\n }\n const task = this._sceneToLoadQueue[taskIndex];\n this._sceneToLoadQueue.splice(taskIndex, 1);\n this._sceneToLoadQueue.push(task);\n return task;\n }\n\n private async _processResource(resource: ResourceData): Promise<void> {\n const resourceManager = this._resourceManagersMap.get(resource.kind);\n if (!resourceManager) {\n logger.warn(\n 'Unknown resource kind: \"' +\n resource.kind +\n '\" for: \"' +\n resource.name +\n '\".'\n );\n return;\n }\n await resourceManager.processResource(resource.name);\n }\n\n getSceneLoadingProgress(sceneName: string): float {\n return sceneName === this.currentLoadingSceneName\n ? this.currentSceneLoadingProgress\n : this.areSceneAssetsLoaded(sceneName)\n ? 1\n : 0;\n }\n\n /**\n * @returns true when all the resources of the given scene are loaded\n * (but maybe not parsed).\n */\n areSceneAssetsLoaded(sceneName: string): boolean {\n return !this._sceneNamesToLoad.has(sceneName);\n }\n\n /**\n * @returns true when all the resources of the given scene are loaded and\n * parsed.\n */\n areSceneAssetsReady(sceneName: string): boolean {\n return !this._sceneNamesToMakeReady.has(sceneName);\n }\n\n private _setSceneAssetsLoaded(sceneName: string): void {\n this._sceneNamesToLoad.delete(sceneName);\n }\n\n private _setSceneAssetsReady(sceneName: string): void {\n this._sceneNamesToMakeReady.delete(sceneName);\n }\n\n getResource(resourceName: string): ResourceData | null {\n return this._resources.get(resourceName) || null;\n }\n\n // Helper methods used when resources are loaded from an URL.\n\n /**\n * Complete the given URL with any specific parameter required to access\n * the resource (this can be for example a token needed to access the resource).\n */\n getFullUrl(url: string) {\n const { gdevelopResourceToken } = this._runtimeGame._options;\n if (!gdevelopResourceToken) return url;\n\n if (!checkIfIsGDevelopCloudBucketUrl(url)) return url;\n\n return addSearchParameterToUrl(\n url,\n 'gd_resource_token',\n encodeURIComponent(gdevelopResourceToken)\n );\n }\n\n /**\n * Return true if the specified URL must be loaded with cookies (\"credentials\")\n * sent to grant access to them.\n */\n checkIfCredentialsRequired(url: string) {\n if (this._runtimeGame._options.gdevelopResourceToken) return false;\n\n // Any resource stored on the GDevelop Cloud buckets needs the \"credentials\" of the user,\n // i.e: its gdevelop.io cookie, 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items: Array<T>,\n maxConcurrency: number,\n maxAttempt: number,\n asyncFunction: (item: T) => Promise<U>\n ): Promise<PromisePoolOutput<T, U>> => {\n const output = await processWithPromisePool<T, U>(\n items,\n maxConcurrency,\n asyncFunction\n );\n if (output.errors.length !== 0) {\n logger.warn(\"Some assets couldn't be downloaded. 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+ "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2023 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n const logger = new gdjs.Logger('ResourceLoader');\n const debugLogger = new gdjs.Logger('ResourceLoader - debug').enable(false);\n\n const addSearchParameterToUrl = (\n url: string,\n urlEncodedParameterName: string,\n urlEncodedValue: string\n ) => {\n if (url.startsWith('data:') || url.startsWith('blob:')) {\n // blob/data protocol does not support search parameters, which are useless anyway.\n return url;\n }\n\n const separator = url.indexOf('?') === -1 ? '?' : '&';\n return url + separator + urlEncodedParameterName + '=' + urlEncodedValue;\n };\n\n const checkIfIsGDevelopCloudBucketUrl = (url: string): boolean => {\n return (\n url.startsWith('https://project-resources.gdevelop.io/') ||\n url.startsWith('https://project-resources-dev.gdevelop.io/')\n );\n };\n\n const maxForegroundConcurrency = 20;\n const maxBackgroundConcurrency = 5;\n const maxAttempt = 3;\n\n /**\n * A task of pre-loading resources used by a scene.\n *\n * A Promise can't be used instead of this class because a Promise will start\n * as soon as possible. It would flood the server with downloading requests\n * and make impossible to finely tune in which order scenes are actually\n * downloaded.\n */\n class SceneLoadingTask {\n sceneName: string;\n private onProgressCallbacks: Array<(count: number, total: number) => void>;\n private onFinishCallbacks: Array<() => void>;\n private isFinished = false;\n\n constructor(sceneName: string) {\n this.sceneName = sceneName;\n this.onProgressCallbacks = new Array<\n (count: number, total: number) => void\n >();\n this.onFinishCallbacks = new Array<() => void>();\n }\n\n registerCallback(\n onFinish: () => void,\n onProgress?: (count: number, total: number) => void\n ) {\n if (this.isFinished) {\n onFinish();\n return;\n }\n this.onFinishCallbacks.push(onFinish);\n if (onProgress) {\n this.onProgressCallbacks.push(onProgress);\n }\n }\n\n onProgress(count: number, total: number) {\n for (const onProgress of this.onProgressCallbacks) {\n onProgress(count, total);\n }\n }\n\n onFinish() {\n this.isFinished = true;\n for (const onFinish of this.onFinishCallbacks) {\n onFinish();\n }\n }\n }\n\n /**\n * Pre-load resources of any kind needed for a game or a scene.\n */\n export class ResourceLoader {\n _runtimeGame: RuntimeGame;\n /**\n * All the resource of a game by resource name.\n */\n private _resources: Map<string, ResourceData>;\n /**\n * Resources needed for any scene. Typically, they are resources from\n * global objects.\n */\n private _globalResources: Array<string>;\n /**\n * Resources and the loading state of each scene, indexed by scene name.\n */\n private _sceneLoadingStates: Map<\n string,\n {\n resourceNames: Array<string>;\n status: 'not-loaded' | 'loaded' | 'ready';\n }\n > = new Map();\n /**\n * A queue of scenes whose resources are still to be pre-loaded.\n */\n private _sceneToLoadQueue: Array<SceneLoadingTask> =\n new Array<SceneLoadingTask>();\n /**\n * The resource managers that actually download and remember downloaded\n * content.\n */\n _resourceManagersMap: Map<ResourceKind, ResourceManager>;\n private _imageManager: ImageManager;\n private _soundManager: SoundManager;\n private _fontManager: FontManager;\n private _jsonManager: JsonManager;\n private _model3DManager: Model3DManager;\n private _bitmapFontManager: BitmapFontManager;\n private _spineAtlasManager: SpineAtlasManager | null = null;\n private _spineManager: SpineManager | null = null;\n\n /**\n * The name of the scene for which resources are currently being loaded.\n */\n private currentLoadingSceneName: string = '';\n /**\n * The progress, between 0 and 1, of the loading of the resource, for the\n * scene that is being loaded (see `currentLoadingSceneName`).\n */\n private currentSceneLoadingProgress: float = 0;\n /**\n * It's set to `true` during intermediary loading screen to use a greater\n * concurrency as the game is paused and doesn't need bandwidth (for video\n * or music streaming or online multiplayer).\n */\n private _isLoadingInForeground = true;\n\n /**\n * @param runtimeGame The game.\n * @param resourceDataArray The resources data of the game.\n * @param globalResources The resources needed for any scene.\n * @param layoutDataArray The resources used by each scene.\n */\n constructor(\n runtimeGame: RuntimeGame,\n resourceDataArray: ResourceData[],\n globalResources: Array<string>,\n layoutDataArray: Array<LayoutData>\n ) {\n this._runtimeGame = runtimeGame;\n this._resources = new Map<string, ResourceData>();\n this._globalResources = globalResources;\n\n // These 3 attributes are filled by `setResources`.\n this.setResources(resourceDataArray, globalResources, layoutDataArray);\n\n this._imageManager = new gdjs.ImageManager(this);\n this._soundManager = new gdjs.SoundManager(this);\n this._fontManager = new gdjs.FontManager(this);\n this._jsonManager = new gdjs.JsonManager(this);\n this._bitmapFontManager = new gdjs.BitmapFontManager(\n this,\n this._imageManager\n );\n this._model3DManager = new gdjs.Model3DManager(this);\n\n // add spine related managers only if spine extension is used\n if (gdjs.SpineAtlasManager && gdjs.SpineManager) {\n this._spineAtlasManager = new gdjs.SpineAtlasManager(\n this,\n this._imageManager\n );\n this._spineManager = new gdjs.SpineManager(\n this,\n this._spineAtlasManager\n );\n }\n\n const resourceManagers: Array<ResourceManager> = [\n this._imageManager,\n this._soundManager,\n this._fontManager,\n this._jsonManager,\n this._bitmapFontManager,\n this._model3DManager,\n ];\n\n if (this._spineAtlasManager)\n resourceManagers.push(this._spineAtlasManager);\n if (this._spineManager) resourceManagers.push(this._spineManager);\n\n this._resourceManagersMap = new Map<ResourceKind, ResourceManager>();\n for (const resourceManager of resourceManagers) {\n for (const resourceKind of resourceManager.getResourceKinds()) {\n this._resourceManagersMap.set(resourceKind, resourceManager);\n }\n }\n }\n\n /**\n * @returns the runtime game instance.\n */\n getRuntimeGame(): RuntimeGame {\n return this._runtimeGame;\n }\n\n /**\n * Update the resources data of the game. Useful for hot-reloading, should\n * not be used otherwise.\n */\n setResources(\n resourceDataArray: ResourceData[],\n globalResources: Array<string>,\n layoutDataArray: Array<LayoutData>\n ): void {\n this._globalResources = globalResources;\n\n this._sceneLoadingStates.clear();\n\n for (const layoutData of layoutDataArray) {\n this._sceneLoadingStates.set(layoutData.name, {\n resourceNames: layoutData.usedResources.map(\n (resource) => resource.name\n ),\n status: 'not-loaded',\n });\n }\n // TODO Clearing the queue doesn't abort the running task, but it should\n // not matter as resource loading is really fast in preview mode.\n this._sceneToLoadQueue.length = 0;\n for (let index = layoutDataArray.length - 1; index >= 0; index--) {\n const layoutData = layoutDataArray[index];\n\n const resourcesPreloading = layoutData.resourcesPreloading || 'inherit';\n const resolvedResourcesPreloading =\n resourcesPreloading === 'inherit'\n ? this._runtimeGame.getSceneResourcesPreloading()\n : resourcesPreloading;\n\n if (resolvedResourcesPreloading === 'at-startup') {\n this._sceneToLoadQueue.push(new SceneLoadingTask(layoutData.name));\n }\n }\n\n this._resources.clear();\n for (const resourceData of resourceDataArray) {\n if (!resourceData.file) {\n // Empty string or missing `file` field: not a valid resource, let's entirely ignore it.\n // Otherwise, this can confuse some loaders that will consider an empty string different\n // than a file that happen not to fail to load.\n continue;\n }\n\n this._resources.set(resourceData.name, resourceData);\n }\n }\n\n async loadAllResources(\n onProgress: (loadingCount: integer, totalCount: integer) => void\n ): Promise<void> {\n let loadedCount = 0;\n await processAndRetryIfNeededWithPromisePool(\n [...this._resources.values()],\n maxForegroundConcurrency,\n maxAttempt,\n async (resource) => {\n await this._loadResource(resource);\n await this._processResource(resource);\n loadedCount++;\n onProgress(loadedCount, this._resources.size);\n }\n );\n\n for (const sceneLoadingState of this._sceneLoadingStates.values()) {\n sceneLoadingState.status = 'ready';\n }\n }\n\n /**\n * Load the resources that are needed to launch the first scene.\n */\n async loadGlobalAndFirstSceneResources(\n firstSceneName: string,\n onProgress: (count: number, total: number) => void\n ): Promise<void> {\n const firstSceneState = this._sceneLoadingStates.get(firstSceneName);\n if (!firstSceneState) {\n logger.warn(\n 'Can\\'t load resource for unknown scene: \"' + firstSceneName + '\".'\n );\n return;\n }\n\n let loadedCount = 0;\n const resourceNames = [\n ...this._globalResources,\n ...firstSceneState.resourceNames,\n ];\n await processAndRetryIfNeededWithPromisePool(\n resourceNames,\n maxForegroundConcurrency,\n maxAttempt,\n async (resourceName) => {\n const resource = this._resources.get(resourceName);\n if (!resource) {\n logger.warn('Unable to find resource \"' + resourceName + '\".');\n return;\n }\n await this._loadResource(resource);\n await this._processResource(resource);\n loadedCount++;\n onProgress(loadedCount, resourceNames.length);\n }\n );\n\n firstSceneState.status = 'ready';\n }\n\n /**\n * Load each scene in order.\n *\n * This is done in background to try to avoid loading screens when changing\n * scenes.\n */\n async loadAllSceneInBackground(): Promise<void> {\n if (this.currentLoadingSceneName) {\n return;\n }\n\n debugLogger.log('Loading all scene resources, in background.');\n while (this._sceneToLoadQueue.length > 0) {\n debugLogger.log(\n `Still resources of ${this._sceneToLoadQueue.length} scene(s) to load: ${this._sceneToLoadQueue.map((task) => task.sceneName).join(', ')}`\n );\n const task = this._sceneToLoadQueue[this._sceneToLoadQueue.length - 1];\n if (task === undefined) {\n continue;\n }\n this.currentLoadingSceneName = task.sceneName;\n if (!this.areSceneAssetsLoaded(task.sceneName)) {\n debugLogger.log(\n `Loading (but not processing) resources for scene ${task.sceneName}.`\n );\n await this._doLoadSceneResources(\n task.sceneName,\n async (count, total) => task.onProgress(count, total)\n );\n debugLogger.log(\n `Done loading (but not processing) resources for scene ${task.sceneName}.`\n );\n\n // A scene may have been moved last while awaiting resources to be\n // downloaded (see _prioritizeScene).\n this._sceneToLoadQueue.splice(\n this._sceneToLoadQueue.findIndex((element) => element === task),\n 1\n );\n task.onFinish();\n } else {\n this._sceneToLoadQueue.pop();\n }\n }\n debugLogger.log(`Scene resources loading finished.`);\n this.currentLoadingSceneName = '';\n }\n\n private async _doLoadSceneResources(\n sceneName: string,\n onProgress?: (count: number, total: number) => Promise<void>\n ): Promise<void> {\n const sceneState = this._sceneLoadingStates.get(sceneName);\n if (!sceneState) {\n logger.warn(\n 'Can\\'t load resource for unknown scene: \"' + sceneName + '\".'\n );\n return;\n }\n\n let loadedCount = 0;\n await processAndRetryIfNeededWithPromisePool(\n sceneState.resourceNames,\n this._isLoadingInForeground\n ? maxForegroundConcurrency\n : maxBackgroundConcurrency,\n maxAttempt,\n async (resourceName) => {\n const resource = this._resources.get(resourceName);\n if (!resource) {\n logger.warn('Unable to find resource \"' + resourceName + '\".');\n return;\n }\n await this._loadResource(resource);\n loadedCount++;\n this.currentSceneLoadingProgress =\n loadedCount / sceneState.resourceNames.length;\n onProgress &&\n (await onProgress(loadedCount, sceneState.resourceNames.length));\n }\n );\n sceneState.status = 'loaded';\n }\n\n private async _loadResource(resource: ResourceData): Promise<void> {\n const resourceManager = this._resourceManagersMap.get(resource.kind);\n if (!resourceManager) {\n logger.warn(\n 'Unknown resource kind: \"' +\n resource.kind +\n '\" for: \"' +\n resource.name +\n '\".'\n );\n return;\n }\n await resourceManager.loadResource(resource.name);\n }\n\n /**\n * Load and process a scene that is needed right away.\n *\n * The renderer will show a loading screen while its done.\n */\n async loadAndProcessSceneResources(\n sceneName: string,\n onProgress?: (count: number, total: number) => Promise<void>\n ): Promise<void> {\n if (this.areSceneAssetsReady(sceneName)) {\n return;\n }\n await this.loadSceneResources(sceneName, onProgress);\n\n const sceneState = this._sceneLoadingStates.get(sceneName);\n if (!sceneState) {\n logger.warn(\n 'Can\\'t load resource for unknown scene: \"' + sceneName + '\".'\n );\n return;\n }\n\n let parsedCount = 0;\n for (const resourceName of sceneState.resourceNames) {\n const resource = this._resources.get(resourceName);\n if (!resource) {\n logger.warn('Unable to find resource \"' + resourceName + '\".');\n continue;\n }\n await this._processResource(resource);\n parsedCount++;\n onProgress &&\n (await onProgress(parsedCount, sceneState.resourceNames.length));\n }\n sceneState.status = 'ready';\n }\n\n /**\n * Load a scene resources without parsing them.\n *\n * When another scene resources are loading in background, it waits for\n * all its resources to be loaded before loading resources of the given\n * scene.\n */\n async loadSceneResources(\n sceneName: string,\n onProgress?: (count: number, total: number) => void\n ): Promise<void> {\n debugLogger.log(\n `Prioritization of loading of resources for scene ${sceneName} was requested.`\n );\n\n this._isLoadingInForeground = true;\n const task = this._prioritizeScene(sceneName);\n return new Promise<void>((resolve, reject) => {\n if (!task) {\n this._isLoadingInForeground = false;\n debugLogger.log(\n `Loading of resources for scene ${sceneName} was immediately resolved.`\n );\n resolve();\n return;\n }\n task.registerCallback(() => {\n debugLogger.log(\n `Loading of resources for scene ${sceneName} just finished.`\n );\n this._isLoadingInForeground = false;\n resolve();\n }, onProgress);\n });\n }\n\n /**\n * To be called when the game is disposed.\n * Dispose all the resource managers.\n */\n dispose(): void {\n for (const resourceManager of this._resourceManagersMap.values()) {\n resourceManager.dispose();\n }\n }\n\n /**\n * To be called when a scene is unloaded.\n */\n unloadSceneResources({\n unloadedSceneName,\n newSceneName,\n }: {\n unloadedSceneName: string;\n newSceneName: string | null;\n }): void {\n if (!unloadedSceneName) return;\n debugLogger.log(\n `Unloading of resources for scene ${unloadedSceneName} was requested.`\n );\n\n const sceneUniqueResourcesByKindMap =\n this._getResourcesByKindOnlyUsedInUnloadedScene({\n unloadedSceneName,\n newSceneName,\n });\n\n for (const [kindResourceManager, resourceManager] of this\n ._resourceManagersMap) {\n const resources =\n sceneUniqueResourcesByKindMap.get(kindResourceManager);\n if (resources) {\n debugLogger.log(\n `Unloading of resources of kind ${kindResourceManager} for scene ${unloadedSceneName}: `,\n resources.map((resource) => resource.name).join(', ')\n );\n resourceManager.unloadResourcesList(resources);\n }\n }\n\n debugLogger.log(\n `Unloading of resources for scene ${unloadedSceneName} finished.`\n );\n\n const sceneState = this._sceneLoadingStates.get(unloadedSceneName);\n if (sceneState) {\n sceneState.status = 'not-loaded';\n }\n // TODO: mark the scene as unloaded so it's not automatically loaded again eagerly.\n }\n\n /**\n * Put a given scene at the end of the queue.\n *\n * When the scene that is currently loading in background is done,\n * this scene will be the next to be loaded.\n */\n private _prioritizeScene(sceneName: string): SceneLoadingTask | null {\n const sceneState = this._sceneLoadingStates.get(sceneName);\n if (!sceneState) return null;\n if (sceneState.status === 'loaded' || sceneState.status === 'ready') {\n debugLogger.log(\n `Scene ${sceneName} is already loaded. Skipping prioritization.`\n );\n\n // The scene is already loaded, nothing to do.\n return null;\n }\n\n // The scene is not loaded: either prioritize it or add it to the loading queue.\n const taskIndex = this._sceneToLoadQueue.findIndex(\n (task) => task.sceneName === sceneName\n );\n let task: SceneLoadingTask;\n if (taskIndex !== -1) {\n // There is already a task for this scene in the queue.\n // Move it so that it's loaded first.\n task = this._sceneToLoadQueue[taskIndex];\n this._sceneToLoadQueue.splice(taskIndex, 1);\n this._sceneToLoadQueue.push(task);\n } else {\n // There is no task for this scene in the queue.\n // It might be because the scene was unloaded or never loaded.\n // In this case, we need to add a new task to the queue.\n task = new SceneLoadingTask(sceneName);\n this._sceneToLoadQueue.push(task);\n }\n\n // Re-start the loading process in the background. While at the beginning of the game\n // it's not needed because already launched, a scene might be unloaded. This means\n // that we then need to relaunch the loading process.\n this.loadAllSceneInBackground();\n\n return task;\n }\n\n private async _processResource(resource: ResourceData): Promise<void> {\n const resourceManager = this._resourceManagersMap.get(resource.kind);\n if (!resourceManager) {\n logger.warn(\n 'Unknown resource kind: \"' +\n resource.kind +\n '\" for: \"' +\n resource.name +\n '\".'\n );\n return;\n }\n await resourceManager.processResource(resource.name);\n }\n\n getSceneLoadingProgress(sceneName: string): float {\n return sceneName === this.currentLoadingSceneName\n ? this.currentSceneLoadingProgress\n : this.areSceneAssetsLoaded(sceneName)\n ? 1\n : 0;\n }\n\n /**\n * @returns true when all the resources of the given scene are loaded\n * (but maybe not parsed).\n */\n areSceneAssetsLoaded(sceneName: string): boolean {\n const sceneState = this._sceneLoadingStates.get(sceneName);\n if (!sceneState) return false;\n\n return sceneState.status === 'loaded' || sceneState.status === 'ready';\n }\n\n /**\n * @returns true when all the resources of the given scene are loaded and\n * parsed.\n */\n areSceneAssetsReady(sceneName: string): boolean {\n const sceneState = this._sceneLoadingStates.get(sceneName);\n if (!sceneState) return false;\n\n return sceneState.status === 'ready';\n }\n\n getResource(resourceName: string): ResourceData | null {\n return this._resources.get(resourceName) || null;\n }\n\n // Helper methods used when resources are loaded from an URL.\n\n /**\n * Complete the given URL with any specific parameter required to access\n * the resource (this can be for example a token needed to access the resource).\n */\n getFullUrl(url: string) {\n const { gdevelopResourceToken } = this._runtimeGame._options;\n if (!gdevelopResourceToken) return url;\n\n if (!checkIfIsGDevelopCloudBucketUrl(url)) return url;\n\n return addSearchParameterToUrl(\n url,\n 'gd_resource_token',\n encodeURIComponent(gdevelopResourceToken)\n );\n }\n\n /**\n * Return true if the specified URL must be loaded with cookies (\"credentials\")\n * sent to grant access to them.\n */\n checkIfCredentialsRequired(url: string) {\n if (this._runtimeGame._options.gdevelopResourceToken) return false;\n\n // Any resource stored on the GDevelop Cloud buckets needs the \"credentials\" of the user,\n // i.e: its gdevelop.io cookie, to be passed.\n // Note that this is only useful during previews.\n if (checkIfIsGDevelopCloudBucketUrl(url)) return true;\n\n // For other resources, use the default way of loading resources (\"anonymous\" or \"same-site\").\n return false;\n }\n\n /**\n * Get the gdjs.SoundManager of the RuntimeGame.\n * @return The sound manager.\n */\n getSoundManager(): gdjs.HowlerSoundManager {\n return this._soundManager;\n }\n\n /**\n * Get the gdjs.ImageManager of the RuntimeGame.\n * @return The image manager.\n */\n getImageManager(): gdjs.PixiImageManager {\n return this._imageManager;\n }\n\n /**\n * Get the gdjs.FontManager of the RuntimeGame.\n * @return The font manager.\n */\n getFontManager(): gdjs.FontFaceObserverFontManager {\n return this._fontManager;\n }\n\n /**\n * Get the gdjs.BitmapFontManager of the RuntimeGame.\n * @return The bitmap font manager.\n */\n getBitmapFontManager(): gdjs.BitmapFontManager {\n return this._bitmapFontManager;\n }\n\n /**\n * Get the JSON manager of the game, used to load JSON from game\n * resources.\n * @return The json manager for the game\n */\n getJsonManager(): gdjs.JsonManager {\n return this._jsonManager;\n }\n\n /**\n * Get the 3D model manager of the game, used to load 3D model from game\n * resources.\n * @return The 3D model manager for the game\n */\n getModel3DManager(): gdjs.Model3DManager {\n return this._model3DManager;\n }\n\n /**\n * Get the Spine manager of the game, used to load and construct spine skeletons from game\n * resources.\n * @return The Spine manager for the game\n */\n getSpineManager(): gdjs.SpineManager | null {\n return this._spineManager;\n }\n\n /**\n * Get the Spine Atlas manager of the game, used to load atlases from game\n * resources.\n * @return The Spine Atlas manager for the game\n */\n getSpineAtlasManager(): gdjs.SpineAtlasManager | null {\n return this._spineAtlasManager;\n }\n\n injectMockResourceManagerForTesting(\n resourceKind: ResourceKind,\n resourceManager: ResourceManager\n ) {\n this._resourceManagersMap.set(resourceKind, resourceManager);\n }\n\n /**\n * Get the map of resources that are only used in the scene that is being unloaded,\n * and that are not used in any other loaded scene (or the scene that is coming next).\n */\n private _getResourcesByKindOnlyUsedInUnloadedScene({\n unloadedSceneName,\n newSceneName,\n }: {\n unloadedSceneName: string;\n newSceneName: string | null;\n }): Map<ResourceKind, ResourceData[]> {\n const unloadedSceneState =\n this._sceneLoadingStates.get(unloadedSceneName);\n if (!unloadedSceneState) {\n return new Map<ResourceKind, ResourceData[]>();\n }\n\n // Construct the set of all resources to unload. These are the resources\n // used in the scene that is being unloaded minus all the resources used\n // by the other scenes that are loaded (and the possible scene that is coming next).\n const resourceNamesToUnload = new Set<string>(\n unloadedSceneState.resourceNames\n );\n for (const [\n sceneName,\n sceneState,\n ] of this._sceneLoadingStates.entries()) {\n if (sceneName === unloadedSceneName) continue;\n\n if (\n sceneName === newSceneName ||\n sceneState.status === 'loaded' ||\n sceneState.status === 'ready'\n ) {\n sceneState.resourceNames.forEach((resourceName) => {\n resourceNamesToUnload.delete(resourceName);\n });\n }\n }\n\n const result = new Map<ResourceKind, ResourceData[]>();\n resourceNamesToUnload.forEach((resourceName) => {\n const resourceData = this._resources.get(resourceName);\n if (!resourceData) return;\n\n const kind = resourceData.kind;\n const resources = result.get(kind);\n if (resources) {\n resources.push(resourceData);\n } else {\n result.set(kind, [resourceData]);\n }\n });\n\n return result;\n }\n }\n\n type PromiseError<T> = { item: T; error: Error };\n\n type PromisePoolOutput<T, U> = {\n results: Array<U>;\n errors: Array<PromiseError<T>>;\n };\n\n const processWithPromisePool = <T, U>(\n items: Array<T>,\n maxConcurrency: number,\n asyncFunction: (item: T) => Promise<U>\n ): Promise<PromisePoolOutput<T, U>> => {\n const results: Array<U> = [];\n const errors: Array<PromiseError<T>> = [];\n let activePromises = 0;\n let index = 0;\n\n return new Promise((resolve, reject) => {\n const executeNext = () => {\n if (items.length === 0) {\n resolve({ results, errors });\n return;\n }\n while (activePromises < maxConcurrency && index < items.length) {\n const item = items[index++];\n activePromises++;\n\n asyncFunction(item)\n .then((result) => results.push(result))\n .catch((error) => errors.push({ item, error }))\n .finally(() => {\n activePromises--;\n if (index === items.length && activePromises === 0) {\n resolve({ results, errors });\n } else {\n executeNext();\n }\n });\n }\n };\n\n executeNext();\n });\n };\n\n const processAndRetryIfNeededWithPromisePool = async <T, U>(\n items: Array<T>,\n maxConcurrency: number,\n maxAttempt: number,\n asyncFunction: (item: T) => Promise<U>\n ): Promise<PromisePoolOutput<T, U>> => {\n const output = await processWithPromisePool<T, U>(\n items,\n maxConcurrency,\n asyncFunction\n );\n if (output.errors.length !== 0) {\n logger.warn(\"Some assets couldn't be downloaded. Trying again now.\");\n }\n for (\n let attempt = 1;\n attempt < maxAttempt && output.errors.length !== 0;\n attempt++\n ) {\n const retryOutput = await processWithPromisePool<T, U>(\n items,\n maxConcurrency,\n asyncFunction\n );\n output.results.push.apply(output.results, retryOutput.results);\n output.errors = retryOutput.errors;\n }\n return output;\n };\n}\n"],
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6
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  "names": []
7
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  }
@@ -1,2 +1,2 @@
1
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1
+ var gdjs;(function(i){let n;(function(r){r[r.TWO_D=0]="TWO_D",r[r.THREE_D=1]="THREE_D",r[r.TWO_D_PLUS_THREE_D=2]="TWO_D_PLUS_THREE_D"})(n=i.RuntimeLayerRenderingType||(i.RuntimeLayerRenderingType={}));const f=a=>a==="3d"?1:a==="2d+3d"||a===""?2:0;let s;(function(t){t[t.PERSPECTIVE=0]="PERSPECTIVE",t[t.ORTHOGRAPHIC=1]="ORTHOGRAPHIC"})(s=i.RuntimeLayerCameraType||(i.RuntimeLayerCameraType={}));const l=a=>a==="orthographic"?1:0;let o;(function(t){t[t.DO_NOTHING=0]="DO_NOTHING",t[t.TOP_LEFT_ANCHORED_IF_NEVER_MOVED=1]="TOP_LEFT_ANCHORED_IF_NEVER_MOVED"})(o=i.RuntimeLayerDefaultCameraBehavior||(i.RuntimeLayerDefaultCameraBehavior={}));const c=a=>a==="top-left-anchored-if-never-moved"?1:0;class d{constructor(e,t){this._timeScale=1;this._defaultZOrder=0;this._rendererEffects={};this._name=e.name,this._renderingType=f(e.renderingType),this._cameraType=l(e.cameraType),this._defaultCameraBehavior=c(e.defaultCameraBehavior||"top-left-anchored-if-never-moved"),this._hidden=!e.visibility,this._initialCamera3DFieldOfView=e.camera3DFieldOfView||45,this._initialCamera3DNearPlaneDistance=e.camera3DNearPlaneDistance||.1,this._initialCamera3DFarPlaneDistance=e.camera3DFarPlaneDistance||2e3,this._initialEffectsData=e.effects||[],this._runtimeScene=t,this._effectsManager=t.getGame().getEffectsManager(),this._isLightingLayer=e.isLightingLayer,this._followBaseLayerCamera=e.followBaseLayerCamera,this._clearColor=[e.ambientLightColorR/255,e.ambientLightColorG/255,e.ambientLightColorB/255,1],this._renderer=new i.LayerRenderer(this,t.getRenderer(),t.getGame().getRenderer()),this.show(!this._hidden);for(let r=0;r<e.effects.length;++r)this.addEffect(e.effects[r])}getRuntimeLayer(){return this}getRenderer(){return this._renderer}getRendererObject(){return this._renderer.getRendererObject()}get3DRendererObject(){return this._renderer.getThreeScene()}getRenderingType(){return this._renderingType}getCameraType(){return this._cameraType}getDefaultZOrder(){return this._defaultZOrder}setDefaultZOrder(e){this._defaultZOrder=e}getRuntimeScene(){return this._runtimeScene.getScene()}updatePreRender(e){this._followBaseLayerCamera&&this.followBaseLayer(),this._renderer.updatePreRender(),this._effectsManager.updatePreRender(this._rendererEffects,this)}getName(){return this._name}show(e){this._hidden=!e,this._renderer.updateVisibility(e)}isVisible(){return!this._hidden}getWidth(){return this._runtimeScene.getViewportWidth()}getHeight(){return this._runtimeScene.getViewportHeight()}getInitialCamera3DFieldOfView(){return this._initialCamera3DFieldOfView}getInitialCamera3DNearPlaneDistance(){return this._initialCamera3DNearPlaneDistance}getInitialCamera3DFarPlaneDistance(){return this._initialCamera3DFarPlaneDistance}getInitialEffectsData(){return this._initialEffectsData}getRendererEffects(){return this._rendererEffects}addEffect(e){this._effectsManager.addEffect(e,this._rendererEffects,this)}removeEffect(e){this._effectsManager.removeEffect(this._rendererEffects,this,e)}setEffectDoubleParameter(e,t,r){this._effectsManager.setEffectDoubleParameter(this._rendererEffects,e,t,r)}setEffectStringParameter(e,t,r){this._effectsManager.setEffectStringParameter(this._rendererEffects,e,t,r)}setEffectBooleanParameter(e,t,r){this._effectsManager.setEffectBooleanParameter(this._rendererEffects,e,t,r)}enableEffect(e,t){this._effectsManager.enableEffect(this._rendererEffects,this,e,t)}isEffectEnabled(e){return this._effectsManager.isEffectEnabled(this._rendererEffects,this,e)}hasEffect(e){return this._effectsManager.hasEffect(this._rendererEffects,e)}setTimeScale(e){e>=0&&(this._timeScale=e)}getTimeScale(){return this._timeScale}getElapsedTime(e){return(e||this._runtimeScene).getElapsedTime()*this._timeScale}followBaseLayer(){const e=this._runtimeScene.getLayer("");this.setCameraX(e.getCameraX()),this.setCameraY(e.getCameraY()),this.setCameraRotation(e.getCameraRotation()),this.setCameraZoom(e.getCameraZoom())}getClearColor(){return this._clearColor}setClearColor(e,t,r){this._clearColor[0]=e/255,this._clearColor[1]=t/255,this._clearColor[2]=r/255,this._renderer.updateClearColor()}setFollowBaseLayerCamera(e){this._followBaseLayerCamera=e}isLightingLayer(){return this._isLightingLayer}}i.RuntimeLayer=d})(gdjs||(gdjs={}));
2
2
  //# sourceMappingURL=RuntimeLayer.js.map
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../../../GDevelop/GDJS/Runtime/RuntimeLayer.ts"],
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- "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export enum RuntimeLayerRenderingType {\n TWO_D,\n THREE_D,\n TWO_D_PLUS_THREE_D,\n }\n\n const getRenderingTypeFromString = (\n renderingTypeAsString: string | undefined\n ) =>\n renderingTypeAsString === '3d'\n ? RuntimeLayerRenderingType.THREE_D\n : renderingTypeAsString === '2d+3d' || renderingTypeAsString === ''\n ? RuntimeLayerRenderingType.TWO_D_PLUS_THREE_D\n : RuntimeLayerRenderingType.TWO_D;\n\n export enum RuntimeLayerCameraType {\n PERSPECTIVE,\n ORTHOGRAPHIC,\n }\n const getCameraTypeFromString = (\n renderingTypeAsString: string | undefined\n ) =>\n renderingTypeAsString === 'orthographic'\n ? RuntimeLayerCameraType.ORTHOGRAPHIC\n : RuntimeLayerCameraType.PERSPECTIVE;\n\n export enum RuntimeLayerDefaultCameraBehavior {\n DO_NOTHING,\n TOP_LEFT_ANCHORED_IF_NEVER_MOVED,\n }\n\n const getDefaultCameraBehaviorFromString = (\n defaultCameraBehaviorAsString: string\n ) =>\n defaultCameraBehaviorAsString === 'top-left-anchored-if-never-moved'\n ? RuntimeLayerDefaultCameraBehavior.TOP_LEFT_ANCHORED_IF_NEVER_MOVED\n : RuntimeLayerDefaultCameraBehavior.DO_NOTHING;\n\n /**\n * Represents a layer of a \"container\", used to display objects.\n * The container can be a scene (see gdjs.Layer)\n * or a custom object (see gdjs.RuntimeCustomObjectLayer).\n */\n export abstract class RuntimeLayer implements EffectsTarget {\n _name: string;\n _renderingType: RuntimeLayerRenderingType;\n _cameraType: RuntimeLayerCameraType;\n _defaultCameraBehavior: RuntimeLayerDefaultCameraBehavior;\n _timeScale: float = 1;\n _defaultZOrder: integer = 0;\n _hidden: boolean;\n _initialEffectsData: Array<EffectData>;\n\n // TODO EBO Don't store scene layer related data in layers used by custom objects.\n // (both these 3D settings and the lighting layer properties below).\n _initialCamera3DFieldOfView: float;\n _initialCamera3DFarPlaneDistance: float;\n _initialCamera3DNearPlaneDistance: float;\n\n _runtimeScene: gdjs.RuntimeInstanceContainer;\n _effectsManager: gdjs.EffectsManager;\n\n // Lighting layer properties.\n _isLightingLayer: boolean;\n _followBaseLayerCamera: boolean;\n _clearColor: Array<integer>;\n\n _rendererEffects: Record<string, gdjs.PixiFiltersTools.Filter> = {};\n _renderer: gdjs.LayerRenderer;\n\n /**\n * @param layerData The data used to initialize the layer\n * @param instanceContainer The container in which the layer is used\n */\n constructor(\n layerData: LayerData,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._name = layerData.name;\n this._renderingType = getRenderingTypeFromString(layerData.renderingType);\n this._cameraType = getCameraTypeFromString(layerData.cameraType);\n this._defaultCameraBehavior = getDefaultCameraBehaviorFromString(\n layerData.defaultCameraBehavior || 'top-left-anchored-if-never-moved'\n );\n this._hidden = !layerData.visibility;\n this._initialCamera3DFieldOfView = layerData.camera3DFieldOfView || 45;\n this._initialCamera3DNearPlaneDistance =\n layerData.camera3DNearPlaneDistance || 0.1;\n this._initialCamera3DFarPlaneDistance =\n layerData.camera3DFarPlaneDistance || 2000;\n this._initialEffectsData = layerData.effects || [];\n this._runtimeScene = instanceContainer;\n this._effectsManager = instanceContainer.getGame().getEffectsManager();\n this._isLightingLayer = layerData.isLightingLayer;\n this._followBaseLayerCamera = layerData.followBaseLayerCamera;\n this._clearColor = [\n layerData.ambientLightColorR / 255,\n layerData.ambientLightColorG / 255,\n layerData.ambientLightColorB / 255,\n 1.0,\n ];\n this._renderer = new gdjs.LayerRenderer(\n this,\n instanceContainer.getRenderer(),\n instanceContainer.getGame().getRenderer()\n );\n this.show(!this._hidden);\n for (let i = 0; i < layerData.effects.length; ++i) {\n this.addEffect(layerData.effects[i]);\n }\n }\n\n getRenderer(): gdjs.LayerRenderer {\n return this._renderer;\n }\n\n getRendererObject() {\n return this._renderer.getRendererObject();\n }\n\n get3DRendererObject() {\n return this._renderer.getThreeScene();\n }\n\n getRenderingType(): RuntimeLayerRenderingType {\n return this._renderingType;\n }\n\n getCameraType(): RuntimeLayerCameraType {\n return this._cameraType;\n }\n\n /**\n * Get the default Z order to be attributed to objects created on this layer\n * (usually from events generated code).\n */\n getDefaultZOrder(): float {\n return this._defaultZOrder;\n }\n\n /**\n * Set the default Z order to be attributed to objects created on this layer.\n * @param defaultZOrder The Z order to use when creating a new object from events.\n */\n setDefaultZOrder(defaultZOrder: integer): void {\n this._defaultZOrder = defaultZOrder;\n }\n\n /**\n * Called by the RuntimeScene whenever the game resolution size is changed.\n * Updates the layer width/height and position.\n */\n abstract onGameResolutionResized(\n oldGameResolutionOriginX: float,\n oldGameResolutionOriginY: float\n ): void;\n\n /**\n * Returns the scene the layer belongs to directly or indirectly\n * @returns the scene the layer belongs to directly or indirectly\n */\n getRuntimeScene(): gdjs.RuntimeScene {\n return this._runtimeScene.getScene();\n }\n\n /**\n * Called at each frame, after events are run and before rendering.\n */\n updatePreRender(instanceContainer?: gdjs.RuntimeInstanceContainer): void {\n if (this._followBaseLayerCamera) {\n this.followBaseLayer();\n }\n this._renderer.updatePreRender();\n this._effectsManager.updatePreRender(this._rendererEffects, this);\n }\n\n /**\n * Get the name of the layer\n * @return The name of the layer\n */\n getName(): string {\n return this._name;\n }\n\n /**\n * Change the camera center X position.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The x position of the camera\n */\n abstract getCameraX(cameraId?: integer): float;\n\n /**\n * Change the camera center Y position.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The y position of the camera\n */\n abstract getCameraY(cameraId?: integer): float;\n\n /**\n * Set the camera center X position.\n *\n * @param x The new x position\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraX(x: float, cameraId?: integer): void;\n\n /**\n * Set the camera center Y position.\n *\n * @param y The new y position\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraY(y: float, cameraId?: integer): void;\n\n /**\n * Get the camera width (which can be different than the game resolution width\n * if the camera is zoomed).\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The width of the camera\n */\n abstract getCameraWidth(cameraId?: integer): float;\n\n /**\n * Get the camera height (which can be different than the game resolution height\n * if the camera is zoomed).\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The height of the camera\n */\n abstract getCameraHeight(cameraId?: integer): float;\n\n /**\n * Show (or hide) the layer.\n * @param enable true to show the layer, false to hide it.\n */\n show(enable: boolean): void {\n this._hidden = !enable;\n this._renderer.updateVisibility(enable);\n }\n\n /**\n * Check if the layer is visible.\n *\n * @return true if the layer is visible.\n */\n isVisible(): boolean {\n return !this._hidden;\n }\n\n /**\n * Set the zoom of a camera.\n *\n * @param newZoom The new zoom. Must be superior to 0. 1 is the default zoom.\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraZoom(newZoom: float, cameraId?: integer): void;\n\n /**\n * Get the zoom of a camera.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The zoom.\n */\n abstract getCameraZoom(cameraId?: integer): float;\n\n /**\n * Set the camera center Z position.\n *\n * @param z The new y position.\n * @param fov The field of view.\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraZ(z: float, fov: float | null, cameraId?: integer): void;\n\n /**\n * Get the camera center Z position.\n *\n * @param fov The field of view.\n * @param cameraId The camera number. Currently ignored.\n * @return The z position of the camera\n */\n abstract getCameraZ(fov: float | null, cameraId?: integer): float;\n\n /**\n * Get the rotation of the camera, expressed in degrees.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The rotation, in degrees.\n */\n abstract getCameraRotation(cameraId?: integer): float;\n\n /**\n * Set the rotation of the camera, expressed in degrees.\n * The rotation is made around the camera center.\n *\n * @param rotation The new rotation, in degrees.\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraRotation(rotation: float, cameraId?: integer): void;\n\n /**\n * Convert a point from the canvas coordinates (for example,\n * the mouse position) to the container coordinates.\n *\n * @param x The x position, in canvas coordinates.\n * @param y The y position, in canvas coordinates.\n * @param cameraId The camera number. Currently ignored.\n * @param result The point instance that is used to return the result.\n */\n abstract convertCoords(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n /**\n * Return an array containing the coordinates of the point passed as parameter\n * in parent coordinate coordinates (as opposed to the layer local coordinates).\n *\n * All transformations (scale, rotation) are supported.\n *\n * @param x The X position of the point, in layer coordinates.\n * @param y The Y position of the point, in layer coordinates.\n * @param result Array that will be updated with the result\n * (x and y position of the point in parent coordinates).\n */\n abstract applyLayerTransformation(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n /**\n * Convert a point from the container coordinates (for example,\n * an object position) to the canvas coordinates.\n *\n * @param x The x position, in container coordinates.\n * @param y The y position, in container coordinates.\n * @param cameraId The camera number. Currently ignored.\n * @param result The point instance that is used to return the result.\n */\n abstract convertInverseCoords(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n /**\n * Return an array containing the coordinates of the point passed as parameter\n * in layer local coordinates (as opposed to the parent coordinates).\n *\n * All transformations (scale, rotation) are supported.\n *\n * @param x The X position of the point, in parent coordinates.\n * @param y The Y position of the point, in parent coordinates.\n * @param result Array that will be updated with the result\n * @param result The point instance that is used to return the result.\n * (x and y position of the point in layer coordinates).\n */\n abstract applyLayerInverseTransformation(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n getWidth(): float {\n return this._runtimeScene.getViewportWidth();\n }\n\n getHeight(): float {\n return this._runtimeScene.getViewportHeight();\n }\n\n getInitialCamera3DFieldOfView(): float {\n return this._initialCamera3DFieldOfView;\n }\n getInitialCamera3DNearPlaneDistance(): float {\n return this._initialCamera3DNearPlaneDistance;\n }\n getInitialCamera3DFarPlaneDistance(): float {\n return this._initialCamera3DFarPlaneDistance;\n }\n\n /**\n * Return the initial effects data for the layer. Only to\n * be used by renderers.\n * @deprecated\n */\n getInitialEffectsData(): EffectData[] {\n return this._initialEffectsData;\n }\n\n /**\n * Returns the collection of effects to be rendered by the\n * underlying renderer.\n * @returns The renderer effects.\n */\n getRendererEffects() {\n return this._rendererEffects;\n }\n\n /**\n * Add a new effect, or replace the one with the same name.\n * @param effectData The data of the effect to add.\n */\n addEffect(effectData: EffectData): void {\n this._effectsManager.addEffect(effectData, this._rendererEffects, this);\n }\n\n /**\n * Remove the effect with the specified name\n * @param effectName The name of the effect.\n */\n removeEffect(effectName: string): void {\n this._effectsManager.removeEffect(\n this._rendererEffects,\n this,\n effectName\n );\n }\n\n /**\n * Change an effect property value (for properties that are numbers).\n * @param name The name of the effect to update.\n * @param parameterName The name of the property to update.\n * @param value The new value (number).\n */\n setEffectDoubleParameter(\n name: string,\n parameterName: string,\n value: float\n ): void {\n this._effectsManager.setEffectDoubleParameter(\n this._rendererEffects,\n name,\n parameterName,\n value\n );\n }\n\n /**\n * Change an effect property value (for properties that are strings).\n * @param name The name of the effect to update.\n * @param parameterName The name of the property to update.\n * @param value The new value (string).\n */\n setEffectStringParameter(\n name: string,\n parameterName: string,\n value: string\n ): void {\n this._effectsManager.setEffectStringParameter(\n this._rendererEffects,\n name,\n parameterName,\n value\n );\n }\n\n /**\n * Change an effect property value (for properties that are booleans).\n * @param name The name of the effect to update.\n * @param parameterName The name of the property to update.\n * @param value The new value (boolean).\n */\n setEffectBooleanParameter(\n name: string,\n parameterName: string,\n value: boolean\n ): void {\n this._effectsManager.setEffectBooleanParameter(\n this._rendererEffects,\n name,\n parameterName,\n value\n );\n }\n\n /**\n * Enable or disable an effect.\n * @param name The name of the effect to enable or disable.\n * @param enable true to enable, false to disable\n */\n enableEffect(name: string, enable: boolean): void {\n this._effectsManager.enableEffect(\n this._rendererEffects,\n this,\n name,\n enable\n );\n }\n\n /**\n * Check if an effect is enabled\n * @param name The name of the effect\n * @return true if the effect is enabled, false otherwise.\n */\n isEffectEnabled(name: string): boolean {\n return this._effectsManager.isEffectEnabled(\n this._rendererEffects,\n this,\n name\n );\n }\n\n /**\n * Check if an effect exists on this layer\n * @param name The name of the effect\n * @return true if the effect exists, false otherwise.\n */\n hasEffect(name: string): boolean {\n return this._effectsManager.hasEffect(this._rendererEffects, name);\n }\n\n /**\n * Set the time scale for the objects on the layer:\n * time will be slower if time scale is < 1, faster if > 1.\n * @param timeScale The new time scale (must be positive).\n */\n setTimeScale(timeScale: float): void {\n if (timeScale >= 0) {\n this._timeScale = timeScale;\n }\n }\n\n /**\n * Get the time scale for the objects on the layer.\n */\n getTimeScale(): float {\n return this._timeScale;\n }\n\n /**\n * Return the time elapsed since the last frame,\n * in milliseconds, for objects on the layer.\n *\n * @param instanceContainer The instance container the layer belongs to (deprecated - can be omitted).\n */\n getElapsedTime(instanceContainer?: gdjs.RuntimeInstanceContainer): float {\n const container = instanceContainer || this._runtimeScene;\n return container.getElapsedTime() * this._timeScale;\n }\n\n /**\n * Change the position, rotation and scale (zoom) of the layer camera to be the same as the base layer camera.\n */\n followBaseLayer(): void {\n const baseLayer = this._runtimeScene.getLayer('');\n this.setCameraX(baseLayer.getCameraX());\n this.setCameraY(baseLayer.getCameraY());\n this.setCameraRotation(baseLayer.getCameraRotation());\n this.setCameraZoom(baseLayer.getCameraZoom());\n }\n\n /**\n * The clear color is defined in the format [r, g, b], with components in the range of 0 to 1.\n * @return the clear color of layer in the range of [0, 1].\n */\n getClearColor(): Array<integer> {\n return this._clearColor;\n }\n\n /**\n * Set the clear color in format [r, g, b], with components in the range of 0 to 1.;\n * @param r Red color component in the range 0-255.\n * @param g Green color component in the range 0-255.\n * @param b Blue color component in the range 0-255.\n */\n setClearColor(r: integer, g: integer, b: integer): void {\n this._clearColor[0] = r / 255;\n this._clearColor[1] = g / 255;\n this._clearColor[2] = b / 255;\n this._renderer.updateClearColor();\n }\n\n /**\n * Set whether layer's camera follows base layer's camera or not.\n */\n setFollowBaseLayerCamera(follow: boolean): void {\n this._followBaseLayerCamera = follow;\n }\n\n /**\n * Return true if the layer is a lighting layer, false otherwise.\n * @return true if it is a lighting layer, false otherwise.\n */\n isLightingLayer(): boolean {\n return this._isLightingLayer;\n }\n }\n}\n"],
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+ "sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export enum RuntimeLayerRenderingType {\n TWO_D,\n THREE_D,\n TWO_D_PLUS_THREE_D,\n }\n\n const getRenderingTypeFromString = (\n renderingTypeAsString: string | undefined\n ) =>\n renderingTypeAsString === '3d'\n ? RuntimeLayerRenderingType.THREE_D\n : renderingTypeAsString === '2d+3d' || renderingTypeAsString === ''\n ? RuntimeLayerRenderingType.TWO_D_PLUS_THREE_D\n : RuntimeLayerRenderingType.TWO_D;\n\n export enum RuntimeLayerCameraType {\n PERSPECTIVE,\n ORTHOGRAPHIC,\n }\n const getCameraTypeFromString = (\n renderingTypeAsString: string | undefined\n ) =>\n renderingTypeAsString === 'orthographic'\n ? RuntimeLayerCameraType.ORTHOGRAPHIC\n : RuntimeLayerCameraType.PERSPECTIVE;\n\n export enum RuntimeLayerDefaultCameraBehavior {\n DO_NOTHING,\n TOP_LEFT_ANCHORED_IF_NEVER_MOVED,\n }\n\n const getDefaultCameraBehaviorFromString = (\n defaultCameraBehaviorAsString: string\n ) =>\n defaultCameraBehaviorAsString === 'top-left-anchored-if-never-moved'\n ? RuntimeLayerDefaultCameraBehavior.TOP_LEFT_ANCHORED_IF_NEVER_MOVED\n : RuntimeLayerDefaultCameraBehavior.DO_NOTHING;\n\n /**\n * Represents a layer of a \"container\", used to display objects.\n * The container can be a scene (see gdjs.Layer)\n * or a custom object (see gdjs.RuntimeCustomObjectLayer).\n */\n export abstract class RuntimeLayer implements EffectsTarget {\n _name: string;\n _renderingType: RuntimeLayerRenderingType;\n _cameraType: RuntimeLayerCameraType;\n _defaultCameraBehavior: RuntimeLayerDefaultCameraBehavior;\n _timeScale: float = 1;\n _defaultZOrder: integer = 0;\n _hidden: boolean;\n _initialEffectsData: Array<EffectData>;\n\n // TODO EBO Don't store scene layer related data in layers used by custom objects.\n // (both these 3D settings and the lighting layer properties below).\n _initialCamera3DFieldOfView: float;\n _initialCamera3DFarPlaneDistance: float;\n _initialCamera3DNearPlaneDistance: float;\n\n _runtimeScene: gdjs.RuntimeInstanceContainer;\n _effectsManager: gdjs.EffectsManager;\n\n // Lighting layer properties.\n _isLightingLayer: boolean;\n _followBaseLayerCamera: boolean;\n _clearColor: Array<integer>;\n\n _rendererEffects: Record<string, gdjs.PixiFiltersTools.Filter> = {};\n _renderer: gdjs.LayerRenderer;\n\n /**\n * @param layerData The data used to initialize the layer\n * @param instanceContainer The container in which the layer is used\n */\n constructor(\n layerData: LayerData,\n instanceContainer: gdjs.RuntimeInstanceContainer\n ) {\n this._name = layerData.name;\n this._renderingType = getRenderingTypeFromString(layerData.renderingType);\n this._cameraType = getCameraTypeFromString(layerData.cameraType);\n this._defaultCameraBehavior = getDefaultCameraBehaviorFromString(\n layerData.defaultCameraBehavior || 'top-left-anchored-if-never-moved'\n );\n this._hidden = !layerData.visibility;\n this._initialCamera3DFieldOfView = layerData.camera3DFieldOfView || 45;\n this._initialCamera3DNearPlaneDistance =\n layerData.camera3DNearPlaneDistance || 0.1;\n this._initialCamera3DFarPlaneDistance =\n layerData.camera3DFarPlaneDistance || 2000;\n this._initialEffectsData = layerData.effects || [];\n this._runtimeScene = instanceContainer;\n this._effectsManager = instanceContainer.getGame().getEffectsManager();\n this._isLightingLayer = layerData.isLightingLayer;\n this._followBaseLayerCamera = layerData.followBaseLayerCamera;\n this._clearColor = [\n layerData.ambientLightColorR / 255,\n layerData.ambientLightColorG / 255,\n layerData.ambientLightColorB / 255,\n 1.0,\n ];\n this._renderer = new gdjs.LayerRenderer(\n this,\n instanceContainer.getRenderer(),\n instanceContainer.getGame().getRenderer()\n );\n this.show(!this._hidden);\n for (let i = 0; i < layerData.effects.length; ++i) {\n this.addEffect(layerData.effects[i]);\n }\n }\n\n getRuntimeLayer(): gdjs.RuntimeLayer {\n return this;\n }\n getRenderer(): gdjs.LayerRenderer {\n return this._renderer;\n }\n\n getRendererObject() {\n return this._renderer.getRendererObject();\n }\n\n get3DRendererObject() {\n return this._renderer.getThreeScene();\n }\n\n getRenderingType(): RuntimeLayerRenderingType {\n return this._renderingType;\n }\n\n getCameraType(): RuntimeLayerCameraType {\n return this._cameraType;\n }\n\n /**\n * Get the default Z order to be attributed to objects created on this layer\n * (usually from events generated code).\n */\n getDefaultZOrder(): float {\n return this._defaultZOrder;\n }\n\n /**\n * Set the default Z order to be attributed to objects created on this layer.\n * @param defaultZOrder The Z order to use when creating a new object from events.\n */\n setDefaultZOrder(defaultZOrder: integer): void {\n this._defaultZOrder = defaultZOrder;\n }\n\n /**\n * Called by the RuntimeScene whenever the game resolution size is changed.\n * Updates the layer width/height and position.\n */\n abstract onGameResolutionResized(\n oldGameResolutionOriginX: float,\n oldGameResolutionOriginY: float\n ): void;\n\n /**\n * Returns the scene the layer belongs to directly or indirectly\n * @returns the scene the layer belongs to directly or indirectly\n */\n getRuntimeScene(): gdjs.RuntimeScene {\n return this._runtimeScene.getScene();\n }\n\n /**\n * Called at each frame, after events are run and before rendering.\n */\n updatePreRender(instanceContainer?: gdjs.RuntimeInstanceContainer): void {\n if (this._followBaseLayerCamera) {\n this.followBaseLayer();\n }\n this._renderer.updatePreRender();\n this._effectsManager.updatePreRender(this._rendererEffects, this);\n }\n\n /**\n * Get the name of the layer\n * @return The name of the layer\n */\n getName(): string {\n return this._name;\n }\n\n /**\n * Change the camera center X position.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The x position of the camera\n */\n abstract getCameraX(cameraId?: integer): float;\n\n /**\n * Change the camera center Y position.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The y position of the camera\n */\n abstract getCameraY(cameraId?: integer): float;\n\n /**\n * Set the camera center X position.\n *\n * @param x The new x position\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraX(x: float, cameraId?: integer): void;\n\n /**\n * Set the camera center Y position.\n *\n * @param y The new y position\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraY(y: float, cameraId?: integer): void;\n\n /**\n * Get the camera width (which can be different than the game resolution width\n * if the camera is zoomed).\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The width of the camera\n */\n abstract getCameraWidth(cameraId?: integer): float;\n\n /**\n * Get the camera height (which can be different than the game resolution height\n * if the camera is zoomed).\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The height of the camera\n */\n abstract getCameraHeight(cameraId?: integer): float;\n\n /**\n * Show (or hide) the layer.\n * @param enable true to show the layer, false to hide it.\n */\n show(enable: boolean): void {\n this._hidden = !enable;\n this._renderer.updateVisibility(enable);\n }\n\n /**\n * Check if the layer is visible.\n *\n * @return true if the layer is visible.\n */\n isVisible(): boolean {\n return !this._hidden;\n }\n\n /**\n * Set the zoom of a camera.\n *\n * @param newZoom The new zoom. Must be superior to 0. 1 is the default zoom.\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraZoom(newZoom: float, cameraId?: integer): void;\n\n /**\n * Get the zoom of a camera.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The zoom.\n */\n abstract getCameraZoom(cameraId?: integer): float;\n\n /**\n * Set the camera center Z position.\n *\n * @param z The new y position.\n * @param fov The field of view.\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraZ(z: float, fov: float | null, cameraId?: integer): void;\n\n /**\n * Get the camera center Z position.\n *\n * @param fov The field of view.\n * @param cameraId The camera number. Currently ignored.\n * @return The z position of the camera\n */\n abstract getCameraZ(fov: float | null, cameraId?: integer): float;\n\n /**\n * Get the rotation of the camera, expressed in degrees.\n *\n * @param cameraId The camera number. Currently ignored.\n * @return The rotation, in degrees.\n */\n abstract getCameraRotation(cameraId?: integer): float;\n\n /**\n * Set the rotation of the camera, expressed in degrees.\n * The rotation is made around the camera center.\n *\n * @param rotation The new rotation, in degrees.\n * @param cameraId The camera number. Currently ignored.\n */\n abstract setCameraRotation(rotation: float, cameraId?: integer): void;\n\n /**\n * Convert a point from the canvas coordinates (for example,\n * the mouse position) to the container coordinates.\n *\n * @param x The x position, in canvas coordinates.\n * @param y The y position, in canvas coordinates.\n * @param cameraId The camera number. Currently ignored.\n * @param result The point instance that is used to return the result.\n */\n abstract convertCoords(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n /**\n * Return an array containing the coordinates of the point passed as parameter\n * in parent coordinate coordinates (as opposed to the layer local coordinates).\n *\n * All transformations (scale, rotation) are supported.\n *\n * @param x The X position of the point, in layer coordinates.\n * @param y The Y position of the point, in layer coordinates.\n * @param result Array that will be updated with the result\n * (x and y position of the point in parent coordinates).\n */\n abstract applyLayerTransformation(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n /**\n * Convert a point from the container coordinates (for example,\n * an object position) to the canvas coordinates.\n *\n * @param x The x position, in container coordinates.\n * @param y The y position, in container coordinates.\n * @param cameraId The camera number. Currently ignored.\n * @param result The point instance that is used to return the result.\n */\n abstract convertInverseCoords(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n /**\n * Return an array containing the coordinates of the point passed as parameter\n * in layer local coordinates (as opposed to the parent coordinates).\n *\n * All transformations (scale, rotation) are supported.\n *\n * @param x The X position of the point, in parent coordinates.\n * @param y The Y position of the point, in parent coordinates.\n * @param result Array that will be updated with the result\n * @param result The point instance that is used to return the result.\n * (x and y position of the point in layer coordinates).\n */\n abstract applyLayerInverseTransformation(\n x: float,\n y: float,\n cameraId: integer,\n result: FloatPoint\n ): FloatPoint;\n\n getWidth(): float {\n return this._runtimeScene.getViewportWidth();\n }\n\n getHeight(): float {\n return this._runtimeScene.getViewportHeight();\n }\n\n getInitialCamera3DFieldOfView(): float {\n return this._initialCamera3DFieldOfView;\n }\n getInitialCamera3DNearPlaneDistance(): float {\n return this._initialCamera3DNearPlaneDistance;\n }\n getInitialCamera3DFarPlaneDistance(): float {\n return this._initialCamera3DFarPlaneDistance;\n }\n\n /**\n * Return the initial effects data for the layer. Only to\n * be used by renderers.\n * @deprecated\n */\n getInitialEffectsData(): EffectData[] {\n return this._initialEffectsData;\n }\n\n /**\n * Returns the collection of effects to be rendered by the\n * underlying renderer.\n * @returns The renderer effects.\n */\n getRendererEffects() {\n return this._rendererEffects;\n }\n\n /**\n * Add a new effect, or replace the one with the same name.\n * @param effectData The data of the effect to add.\n */\n addEffect(effectData: EffectData): void {\n this._effectsManager.addEffect(effectData, this._rendererEffects, this);\n }\n\n /**\n * Remove the effect with the specified name\n * @param effectName The name of the effect.\n */\n removeEffect(effectName: string): void {\n this._effectsManager.removeEffect(\n this._rendererEffects,\n this,\n effectName\n );\n }\n\n /**\n * Change an effect property value (for properties that are numbers).\n * @param name The name of the effect to update.\n * @param parameterName The name of the property to update.\n * @param value The new value (number).\n */\n setEffectDoubleParameter(\n name: string,\n parameterName: string,\n value: float\n ): void {\n this._effectsManager.setEffectDoubleParameter(\n this._rendererEffects,\n name,\n parameterName,\n value\n );\n }\n\n /**\n * Change an effect property value (for properties that are strings).\n * @param name The name of the effect to update.\n * @param parameterName The name of the property to update.\n * @param value The new value (string).\n */\n setEffectStringParameter(\n name: string,\n parameterName: string,\n value: string\n ): void {\n this._effectsManager.setEffectStringParameter(\n this._rendererEffects,\n name,\n parameterName,\n value\n );\n }\n\n /**\n * Change an effect property value (for properties that are booleans).\n * @param name The name of the effect to update.\n * @param parameterName The name of the property to update.\n * @param value The new value (boolean).\n */\n setEffectBooleanParameter(\n name: string,\n parameterName: string,\n value: boolean\n ): void {\n this._effectsManager.setEffectBooleanParameter(\n this._rendererEffects,\n name,\n parameterName,\n value\n );\n }\n\n /**\n * Enable or disable an effect.\n * @param name The name of the effect to enable or disable.\n * @param enable true to enable, false to disable\n */\n enableEffect(name: string, enable: boolean): void {\n this._effectsManager.enableEffect(\n this._rendererEffects,\n this,\n name,\n enable\n );\n }\n\n /**\n * Check if an effect is enabled\n * @param name The name of the effect\n * @return true if the effect is enabled, false otherwise.\n */\n isEffectEnabled(name: string): boolean {\n return this._effectsManager.isEffectEnabled(\n this._rendererEffects,\n this,\n name\n );\n }\n\n /**\n * Check if an effect exists on this layer\n * @param name The name of the effect\n * @return true if the effect exists, false otherwise.\n */\n hasEffect(name: string): boolean {\n return this._effectsManager.hasEffect(this._rendererEffects, name);\n }\n\n /**\n * Set the time scale for the objects on the layer:\n * time will be slower if time scale is < 1, faster if > 1.\n * @param timeScale The new time scale (must be positive).\n */\n setTimeScale(timeScale: float): void {\n if (timeScale >= 0) {\n this._timeScale = timeScale;\n }\n }\n\n /**\n * Get the time scale for the objects on the layer.\n */\n getTimeScale(): float {\n return this._timeScale;\n }\n\n /**\n * Return the time elapsed since the last frame,\n * in milliseconds, for objects on the layer.\n *\n * @param instanceContainer The instance container the layer belongs to (deprecated - can be omitted).\n */\n getElapsedTime(instanceContainer?: gdjs.RuntimeInstanceContainer): float {\n const container = instanceContainer || this._runtimeScene;\n return container.getElapsedTime() * this._timeScale;\n }\n\n /**\n * Change the position, rotation and scale (zoom) of the layer camera to be the same as the base layer camera.\n */\n followBaseLayer(): void {\n const baseLayer = this._runtimeScene.getLayer('');\n this.setCameraX(baseLayer.getCameraX());\n this.setCameraY(baseLayer.getCameraY());\n this.setCameraRotation(baseLayer.getCameraRotation());\n this.setCameraZoom(baseLayer.getCameraZoom());\n }\n\n /**\n * The clear color is defined in the format [r, g, b], with components in the range of 0 to 1.\n * @return the clear color of layer in the range of [0, 1].\n */\n getClearColor(): Array<integer> {\n return this._clearColor;\n }\n\n /**\n * Set the clear color in format [r, g, b], with components in the range of 0 to 1.;\n * @param r Red color component in the range 0-255.\n * @param g Green color component in the range 0-255.\n * @param b Blue color component in the range 0-255.\n */\n setClearColor(r: integer, g: integer, b: integer): void {\n this._clearColor[0] = r / 255;\n this._clearColor[1] = g / 255;\n this._clearColor[2] = b / 255;\n this._renderer.updateClearColor();\n }\n\n /**\n * Set whether layer's camera follows base layer's camera or not.\n */\n setFollowBaseLayerCamera(follow: boolean): void {\n this._followBaseLayerCamera = follow;\n }\n\n /**\n * Return true if the layer is a lighting layer, false otherwise.\n * @return true if it is a lighting layer, false otherwise.\n */\n isLightingLayer(): boolean {\n return this._isLightingLayer;\n }\n }\n}\n"],
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