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esengine/packages/rendering/fairygui/src/ecs/FGUIUpdateSystem.ts

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feat(fairygui): FairyGUI 完整集成 (#314) * feat(fairygui): FairyGUI ECS 集成核心架构 实现 FairyGUI 的 ECS 原生集成,完全替代旧 UI 系统: 核心类: - GObject: UI 对象基类,支持变换、可见性、关联、齿轮 - GComponent: 容器组件,管理子对象和控制器 - GRoot: 根容器,管理焦点、弹窗、输入分发 - GGroup: 组容器,支持水平/垂直布局 抽象层: - DisplayObject: 显示对象基类 - EventDispatcher: 事件分发 - Timer: 计时器 - Stage: 舞台,管理输入和缩放 布局系统: - Relations: 约束关联管理 - RelationItem: 24 种关联类型 基础设施: - Controller: 状态控制器 - Transition: 过渡动画 - ScrollPane: 滚动面板 - UIPackage: 包管理 - ByteBuffer: 二进制解析 * refactor(ui): 删除旧 UI 系统,使用 FairyGUI 替代 * feat(fairygui): 实现 UI 控件 - 添加显示类:Image、TextField、Graph - 添加基础控件:GImage、GTextField、GGraph - 添加交互控件:GButton、GProgressBar、GSlider - 更新 IRenderCollector 支持 Graph 渲染 - 扩展 Controller 添加 selectedPageId - 添加 STATE_CHANGED 事件类型 * feat(fairygui): 现代化架构重构 - 增强 EventDispatcher 支持类型安全、优先级和传播控制 - 添加 PropertyBinding 响应式属性绑定系统 - 添加 ServiceContainer 依赖注入容器 - 添加 UIConfig 全局配置系统 - 添加 UIObjectFactory 对象工厂 - 实现 RenderBridge 渲染桥接层 - 实现 Canvas2DBackend 作为默认渲染后端 - 扩展 IRenderCollector 支持更多图元类型 * feat(fairygui): 九宫格渲染和资源加载修复 - 修复 FGUIUpdateSystem 支持路径和 GUID 两种加载方式 - 修复 GTextInput 同时设置 _displayObject 和 _textField - 实现九宫格渲染展开为 9 个子图元 - 添加 sourceWidth/sourceHeight 用于九宫格计算 - 添加 DOMTextRenderer 文本渲染层(临时方案) * fix(fairygui): 修复 GGraph 颜色读取 * feat(fairygui): 虚拟节点 Inspector 和文本渲染支持 * fix(fairygui): 编辑器状态刷新和遗留引用修复 - 修复切换 FGUI 包后组件列表未刷新问题 - 修复切换组件后 viewport 未清理旧内容问题 - 修复虚拟节点在包加载后未刷新问题 - 重构为事件驱动架构,移除轮询机制 - 修复 @esengine/ui 遗留引用,统一使用 @esengine/fairygui * fix: 移除 tsconfig 中的 @esengine/ui 引用
2025-12-22 10:52:54 +08:00
/**
* FGUIUpdateSystem
*
* ECS system that handles automatic loading and updating of FGUIComponents.
*
* FGUIComponent ECS
*/
import { EntitySystem, Matcher, type Entity, Time } from '@esengine/ecs-framework';
import type { IAssetManager } from '@esengine/asset-system';
import { FGUIComponent } from './FGUIComponent';
import { getFGUIRenderSystem } from './FGUIRenderSystem';
import type { IFUIAsset } from '../asset/FUIAssetLoader';
/**
* Tracked state for detecting property changes
*
*/
interface TrackedState {
packageGuid: string;
componentName: string;
}
/**
* FGUIUpdateSystem
*
* Automatically loads FUI packages and creates UI components for FGUIComponent.
* FGUIComponent FUI UI
*/
export class FGUIUpdateSystem extends EntitySystem {
private _assetManager: IAssetManager | null = null;
private _trackedStates: WeakMap<FGUIComponent, TrackedState> = new WeakMap();
private _pendingLoads: Map<FGUIComponent, Promise<void>> = new Map();
constructor() {
super(Matcher.empty().all(FGUIComponent));
}
public setAssetManager(assetManager: IAssetManager): void {
this._assetManager = assetManager;
}
protected override process(entities: readonly Entity[]): void {
for (const entity of entities) {
const fguiComp = entity.getComponent(FGUIComponent) as FGUIComponent | null;
if (!fguiComp) continue;
// Skip if currently loading
if (fguiComp.isLoading || this._pendingLoads.has(fguiComp)) {
continue;
}
// Check if we need to reload
const tracked = this._trackedStates.get(fguiComp);
const needsReload = this._needsReload(fguiComp, tracked);
if (needsReload && fguiComp.packageGuid) {
this._loadComponent(fguiComp);
}
}
const renderSystem = getFGUIRenderSystem();
if (renderSystem) {
renderSystem.update(Time.deltaTime);
}
}
/**
* Check if component needs to reload
*
*/
private _needsReload(comp: FGUIComponent, tracked: TrackedState | undefined): boolean {
// Not tracked yet - needs initial load
if (!tracked) {
return true;
}
// Package changed - needs full reload
if (tracked.packageGuid !== comp.packageGuid) {
return true;
}
// Component name changed - needs to recreate component
if (tracked.componentName !== comp.componentName) {
// If package is already loaded, just recreate the component
if (comp.package && comp.componentName) {
comp.createComponent(comp.componentName);
// Update tracked state
this._trackedStates.set(comp, {
packageGuid: comp.packageGuid,
componentName: comp.componentName
});
}
return false;
}
return false;
}
private async _loadComponent(comp: FGUIComponent): Promise<void> {
if (!this._assetManager) {
return;
}
const loadPromise = this._doLoad(comp);
this._pendingLoads.set(comp, loadPromise);
try {
await loadPromise;
} finally {
this._pendingLoads.delete(comp);
}
}
private async _doLoad(comp: FGUIComponent): Promise<void> {
const packageRef = comp.packageGuid;
// Dispose previous content before loading new package
comp.dispose();
try {
// Check if packageRef is a path (contains / or . before extension) or a GUID
// GUID format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx
// Path format: assets/ui/Bag.fui or similar
const isPath = packageRef.includes('/') || packageRef.includes('\\') || packageRef.endsWith('.fui');
const result = isPath
? await this._assetManager!.loadAssetByPath<IFUIAsset>(packageRef)
: await this._assetManager!.loadAsset<IFUIAsset>(packageRef);
if (!result || !result.asset) {
return;
}
const fuiAsset = result.asset;
if (fuiAsset.package) {
const width = comp.width > 0 ? comp.width : 1920;
const height = comp.height > 0 ? comp.height : 1080;
comp.initRoot(width, height);
comp.setLoadedPackage(fuiAsset.package);
if (comp.componentName) {
comp.createComponent(comp.componentName);
}
} else {
const asset = fuiAsset as unknown;
let data: ArrayBuffer | null = null;
if (asset instanceof ArrayBuffer) {
data = asset;
} else if (typeof asset === 'object' && asset !== null && 'data' in asset && (asset as { data: ArrayBuffer }).data instanceof ArrayBuffer) {
data = (asset as { data: ArrayBuffer }).data;
} else if (typeof asset === 'object' && asset !== null && 'buffer' in asset) {
data = (asset as { buffer: ArrayBuffer }).buffer;
}
if (!data) {
return;
}
const width = comp.width > 0 ? comp.width : 1920;
const height = comp.height > 0 ? comp.height : 1080;
comp.initRoot(width, height);
comp.loadPackage(packageRef, data);
if (comp.componentName) {
comp.createComponent(comp.componentName);
}
}
const renderSystem = getFGUIRenderSystem();
if (renderSystem && comp.isReady) {
renderSystem.registerComponent(comp);
}
// Update tracked state after successful load
this._trackedStates.set(comp, {
packageGuid: comp.packageGuid,
componentName: comp.componentName
});
} catch (err) {
console.error(`[FGUI] Error loading package ${packageRef}:`, err);
}
}
protected override onDestroy(): void {
const renderSystem = getFGUIRenderSystem();
if (renderSystem && this.scene) {
for (const entity of this.scene.entities.buffer) {
const fguiComp = entity.getComponent(FGUIComponent) as FGUIComponent | null;
if (fguiComp) {
renderSystem.unregisterComponent(fguiComp);
}
}
}
this._pendingLoads.clear();
this._trackedStates = new WeakMap();
}
}