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esengine/packages/ui/src/systems/render/UIRectRenderSystem.ts

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/**
* UI Rect Render System
* UI
*
* Renders basic UIRenderComponent entities (those without specialized widget components)
* by submitting render primitives to the shared UIRenderCollector.
* UIRenderCollector UIRenderComponent
* widget
*/
import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
import { UITransformComponent } from '../../components/UITransformComponent';
import { UIRenderComponent } from '../../components/UIRenderComponent';
import { UIButtonComponent } from '../../components/widgets/UIButtonComponent';
import { UIProgressBarComponent } from '../../components/widgets/UIProgressBarComponent';
import { UISliderComponent } from '../../components/widgets/UISliderComponent';
import { UIScrollViewComponent } from '../../components/widgets/UIScrollViewComponent';
import { getUIRenderCollector } from './UIRenderCollector';
/**
* UI Rect Render System
* UI
*
* Handles rendering of basic UI elements with UIRenderComponent that don't have
* specialized widget components (like buttons, progress bars, etc.).
*
* This is the "catch-all" renderer for simple rectangles, images, and panels.
*
* UIRenderComponent widget UI
* "兜底"
*/
@ECSSystem('UIRectRender', { updateOrder: 100 })
export class UIRectRenderSystem extends EntitySystem {
constructor() {
super(Matcher.empty().all(UITransformComponent, UIRenderComponent));
}
protected process(entities: readonly Entity[]): void {
const collector = getUIRenderCollector();
for (const entity of entities) {
// Skip if entity has specialized widget components
// (they have their own render systems)
// 如果实体有专门的 widget 组件,跳过(它们有自己的渲染系统)
if (entity.hasComponent(UIButtonComponent) ||
entity.hasComponent(UIProgressBarComponent) ||
entity.hasComponent(UISliderComponent) ||
entity.hasComponent(UIScrollViewComponent)) {
continue;
}
const transform = entity.getComponent(UITransformComponent)!;
const render = entity.getComponent(UIRenderComponent)!;
if (!transform.visible) continue;
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
// 使用世界缩放(考虑父级缩放)
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
const alpha = transform.worldAlpha ?? transform.alpha;
// 使用世界旋转(考虑父级旋转)
const rotation = transform.worldRotation ?? transform.rotation;
const baseOrder = 100 + transform.zIndex;
// 使用 transform 的 pivot 作为旋转/缩放中心
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;
// worldX/worldY 是元素左下角位置,需要转换为以 pivot 为中心的位置
// pivot 相对于元素的偏移:(width * pivotX, height * pivotY)
// 渲染位置 = 左下角 + pivot 偏移
const renderX = x + width * pivotX;
const renderY = y + height * pivotY;
// Render shadow if enabled
// 如果启用,渲染阴影
if (render.shadowEnabled && render.shadowAlpha > 0) {
collector.addRect(
renderX + render.shadowOffsetX,
renderY + render.shadowOffsetY,
width + render.shadowBlur * 2,
height + render.shadowBlur * 2,
render.shadowColor,
render.shadowAlpha * alpha,
baseOrder - 0.1,
{
rotation,
pivotX,
pivotY
}
);
}
// Render texture if present
// 如果有纹理,渲染纹理
if (render.texture) {
const texturePath = typeof render.texture === 'string' ? render.texture : undefined;
const textureId = typeof render.texture === 'number' ? render.texture : undefined;
collector.addRect(
renderX, renderY,
width, height,
render.textureTint,
alpha,
baseOrder,
{
rotation,
pivotX,
pivotY,
textureId,
texturePath,
uv: render.textureUV
? [render.textureUV.u0, render.textureUV.v0, render.textureUV.u1, render.textureUV.v1]
: undefined
}
);
}
// Render background color if fill is enabled
// 如果启用填充,渲染背景颜色
else if (render.fillBackground && render.backgroundAlpha > 0) {
collector.addRect(
renderX, renderY,
width, height,
render.backgroundColor,
render.backgroundAlpha * alpha,
baseOrder,
{
rotation,
pivotX,
pivotY
}
);
}
// Render border if present
// 如果有边框,渲染边框
if (render.borderWidth > 0 && render.borderAlpha > 0) {
this.renderBorder(
collector,
renderX, renderY, width, height,
render.borderWidth,
render.borderColor,
render.borderAlpha * alpha,
baseOrder + 0.1,
rotation,
pivotX,
pivotY
);
}
}
}
/**
* Render border using pivot-based coordinates
* 使 pivot
*/
private renderBorder(
collector: ReturnType<typeof getUIRenderCollector>,
centerX: number, centerY: number,
width: number, height: number,
borderWidth: number,
borderColor: number,
alpha: number,
sortOrder: number,
rotation: number,
pivotX: number,
pivotY: number
): void {
// 计算矩形的左下角位置(相对于 pivot 中心)
const left = centerX - width * pivotX;
const bottom = centerY - height * pivotY;
const right = left + width;
const top = bottom + height;
// Top border
const topBorderCenterX = (left + right) / 2;
const topBorderCenterY = top - borderWidth / 2;
collector.addRect(
topBorderCenterX, topBorderCenterY,
width, borderWidth,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Bottom border
const bottomBorderCenterY = bottom + borderWidth / 2;
collector.addRect(
topBorderCenterX, bottomBorderCenterY,
width, borderWidth,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Left border (excluding corners)
const sideBorderHeight = height - borderWidth * 2;
const leftBorderCenterX = left + borderWidth / 2;
const sideBorderCenterY = (top + bottom) / 2;
collector.addRect(
leftBorderCenterX, sideBorderCenterY,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Right border (excluding corners)
const rightBorderCenterX = right - borderWidth / 2;
collector.addRect(
rightBorderCenterX, sideBorderCenterY,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}