2025-11-21 10:03:18 +08:00
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//! ES Engine - High-performance 2D game engine for web and mobile platforms.
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//! ES引擎 - 高性能2D游戏引擎,支持Web和移动平台。
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//!
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//! # Architecture | 架构
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//!
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//! The engine is designed with a modular architecture:
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//! 引擎采用模块化架构设计:
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//!
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//! - `core` - Engine lifecycle and context management | 引擎生命周期和上下文管理
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//! - `renderer` - 2D rendering with batch optimization | 2D渲染与批处理优化
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//! - `math` - Mathematical primitives (vectors, matrices) | 数学基元(向量、矩阵)
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//! - `resource` - Asset loading and management | 资源加载和管理
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//! - `input` - Keyboard, mouse, and touch input | 键盘、鼠标和触摸输入
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//! - `platform` - Platform abstraction layer | 平台抽象层
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//!
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//! # Example | 示例
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//!
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//! ```typescript
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//! import { GameEngine } from 'es-engine';
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//!
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//! const engine = new GameEngine('canvas');
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//! engine.loadTexture('player', 'assets/player.png');
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//!
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//! function gameLoop() {
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//! engine.clear(0.0, 0.0, 0.0, 1.0);
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//! engine.submitSpriteBatch(transforms, textureIds, uvs, colors);
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//! engine.render();
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//! requestAnimationFrame(gameLoop);
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//! }
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//! ```
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#![warn(missing_docs)]
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#![warn(rustdoc::missing_crate_level_docs)]
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use wasm_bindgen::prelude::*;
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// Module declarations | 模块声明
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pub mod core;
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pub mod math;
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pub mod platform;
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pub mod renderer;
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pub mod resource;
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pub mod input;
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// Re-exports | 重新导出
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pub use crate::core::{Engine, EngineConfig};
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pub use crate::core::error::{EngineError, Result};
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/// Initialize panic hook for better error messages in console.
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/// 初始化panic hook以在控制台显示更好的错误信息。
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#[wasm_bindgen(start)]
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pub fn init() {
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#[cfg(feature = "console_error_panic_hook")]
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console_error_panic_hook::set_once();
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// Initialize logger | 初始化日志
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console_log::init_with_level(log::Level::Debug)
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.expect("Failed to initialize logger | 日志初始化失败");
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log::info!("ES Engine initialized | ES引擎初始化完成");
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}
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/// Game engine main interface exposed to JavaScript.
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/// 暴露给JavaScript的游戏引擎主接口。
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///
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/// This is the primary entry point for the engine from TypeScript/JavaScript.
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/// 这是从TypeScript/JavaScript访问引擎的主要入口点。
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#[wasm_bindgen]
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pub struct GameEngine {
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engine: Engine,
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}
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#[wasm_bindgen]
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impl GameEngine {
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/// Create a new game engine instance.
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/// 创建新的游戏引擎实例。
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///
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/// # Arguments | 参数
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/// * `canvas_id` - The HTML canvas element ID | HTML canvas元素ID
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///
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/// # Returns | 返回
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/// A new GameEngine instance or an error | 新的GameEngine实例或错误
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#[wasm_bindgen(constructor)]
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pub fn new(canvas_id: &str) -> std::result::Result<GameEngine, JsValue> {
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let config = EngineConfig::default();
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let engine = Engine::new(canvas_id, config)
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.map_err(|e| JsValue::from_str(&e.to_string()))?;
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Ok(GameEngine { engine })
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}
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/// Create a new game engine from external WebGL context.
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/// 从外部 WebGL 上下文创建引擎。
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///
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/// This is designed for WeChat MiniGame and similar environments.
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/// 适用于微信小游戏等环境。
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#[wasm_bindgen(js_name = fromExternal)]
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pub fn from_external(
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gl_context: JsValue,
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width: u32,
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height: u32,
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) -> std::result::Result<GameEngine, JsValue> {
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let config = EngineConfig::default();
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let engine = Engine::from_external(gl_context, width, height, config)
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.map_err(|e| JsValue::from_str(&e.to_string()))?;
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Ok(GameEngine { engine })
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}
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/// Clear the screen with specified color.
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/// 使用指定颜色清除屏幕。
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///
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/// # Arguments | 参数
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/// * `r` - Red component (0.0-1.0) | 红色分量
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/// * `g` - Green component (0.0-1.0) | 绿色分量
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/// * `b` - Blue component (0.0-1.0) | 蓝色分量
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/// * `a` - Alpha component (0.0-1.0) | 透明度分量
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pub fn clear(&self, r: f32, g: f32, b: f32, a: f32) {
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self.engine.clear(r, g, b, a);
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}
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/// Get canvas width.
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/// 获取画布宽度。
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#[wasm_bindgen(getter)]
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pub fn width(&self) -> u32 {
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self.engine.width()
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}
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/// Get canvas height.
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/// 获取画布高度。
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#[wasm_bindgen(getter)]
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pub fn height(&self) -> u32 {
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self.engine.height()
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}
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/// Submit sprite batch data for rendering.
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/// 提交精灵批次数据进行渲染。
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///
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/// # Arguments | 参数
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/// * `transforms` - Float32Array [x, y, rotation, scaleX, scaleY, originX, originY] per sprite
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/// 每个精灵的变换数据
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/// * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
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/// * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
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/// * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
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#[wasm_bindgen(js_name = submitSpriteBatch)]
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pub fn submit_sprite_batch(
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&mut self,
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transforms: &[f32],
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texture_ids: &[u32],
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uvs: &[f32],
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colors: &[u32],
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) -> std::result::Result<(), JsValue> {
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self.engine
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.submit_sprite_batch(transforms, texture_ids, uvs, colors)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Render the current frame.
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/// 渲染当前帧。
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pub fn render(&mut self) -> std::result::Result<(), JsValue> {
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self.engine
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.render()
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Load a texture from URL.
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/// 从URL加载纹理。
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///
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/// # Arguments | 参数
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/// * `id` - Unique texture identifier | 唯一纹理标识符
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/// * `url` - Image URL to load | 要加载的图片URL
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#[wasm_bindgen(js_name = loadTexture)]
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pub fn load_texture(&mut self, id: u32, url: &str) -> std::result::Result<(), JsValue> {
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self.engine
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.load_texture(id, url)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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2025-11-23 14:49:37 +08:00
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/// Load texture by path, returning texture ID.
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/// 按路径加载纹理,返回纹理ID。
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///
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/// # Arguments | 参数
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/// * `path` - Image path/URL to load | 要加载的图片路径/URL
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#[wasm_bindgen(js_name = loadTextureByPath)]
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pub fn load_texture_by_path(&mut self, path: &str) -> std::result::Result<u32, JsValue> {
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self.engine
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.load_texture_by_path(path)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Get texture ID by path.
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/// 按路径获取纹理ID。
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///
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/// # Arguments | 参数
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/// * `path` - Image path to lookup | 要查找的图片路径
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#[wasm_bindgen(js_name = getTextureIdByPath)]
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pub fn get_texture_id_by_path(&self, path: &str) -> Option<u32> {
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self.engine.get_texture_id_by_path(path)
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}
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/// Get or load texture by path.
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/// 按路径获取或加载纹理。
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///
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/// # Arguments | 参数
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/// * `path` - Image path/URL | 图片路径/URL
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#[wasm_bindgen(js_name = getOrLoadTextureByPath)]
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pub fn get_or_load_by_path(&mut self, path: &str) -> std::result::Result<u32, JsValue> {
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self.engine
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.get_or_load_by_path(path)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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2025-11-21 10:03:18 +08:00
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/// Check if a key is currently pressed.
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/// 检查某个键是否当前被按下。
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///
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/// # Arguments | 参数
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/// * `key_code` - The key code to check | 要检查的键码
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#[wasm_bindgen(js_name = isKeyDown)]
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pub fn is_key_down(&self, key_code: &str) -> bool {
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self.engine.is_key_down(key_code)
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}
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/// Update input state. Should be called once per frame.
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/// 更新输入状态。应该每帧调用一次。
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#[wasm_bindgen(js_name = updateInput)]
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pub fn update_input(&mut self) {
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self.engine.update_input();
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}
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2025-11-23 14:49:37 +08:00
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/// Resize viewport.
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/// 调整视口大小。
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///
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/// # Arguments | 参数
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/// * `width` - New viewport width | 新视口宽度
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/// * `height` - New viewport height | 新视口高度
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pub fn resize(&mut self, width: u32, height: u32) {
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self.engine.resize(width as f32, height as f32);
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}
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/// Set camera position, zoom, and rotation.
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/// 设置相机位置、缩放和旋转。
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///
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/// # Arguments | 参数
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/// * `x` - Camera X position | 相机X位置
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/// * `y` - Camera Y position | 相机Y位置
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/// * `zoom` - Zoom level | 缩放级别
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/// * `rotation` - Rotation in radians | 旋转角度(弧度)
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#[wasm_bindgen(js_name = setCamera)]
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pub fn set_camera(&mut self, x: f32, y: f32, zoom: f32, rotation: f32) {
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self.engine.set_camera(x, y, zoom, rotation);
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}
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/// Get camera state.
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/// 获取相机状态。
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///
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/// # Returns | 返回
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/// Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
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#[wasm_bindgen(js_name = getCamera)]
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pub fn get_camera(&self) -> Vec<f32> {
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let (x, y, zoom, rotation) = self.engine.get_camera();
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vec![x, y, zoom, rotation]
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}
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/// Set grid visibility.
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/// 设置网格可见性。
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#[wasm_bindgen(js_name = setShowGrid)]
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pub fn set_show_grid(&mut self, show: bool) {
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self.engine.set_show_grid(show);
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}
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/// Set clear color (background color).
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/// 设置清除颜色(背景颜色)。
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///
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/// # Arguments | 参数
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/// * `r`, `g`, `b`, `a` - Color components (0.0-1.0) | 颜色分量 (0.0-1.0)
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#[wasm_bindgen(js_name = setClearColor)]
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pub fn set_clear_color(&mut self, r: f32, g: f32, b: f32, a: f32) {
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self.engine.set_clear_color(r, g, b, a);
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}
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/// Add a rectangle gizmo outline.
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/// 添加矩形Gizmo边框。
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///
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/// # Arguments | 参数
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/// * `x` - Center X position | 中心X位置
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/// * `y` - Center Y position | 中心Y位置
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/// * `width` - Rectangle width | 矩形宽度
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/// * `height` - Rectangle height | 矩形高度
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/// * `rotation` - Rotation in radians | 旋转角度(弧度)
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/// * `origin_x` - Origin X (0-1) | 原点X (0-1)
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/// * `origin_y` - Origin Y (0-1) | 原点Y (0-1)
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/// * `r`, `g`, `b`, `a` - Color (0.0-1.0) | 颜色
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/// * `show_handles` - Whether to show transform handles | 是否显示变换手柄
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#[wasm_bindgen(js_name = addGizmoRect)]
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pub fn add_gizmo_rect(
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&mut self,
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x: f32,
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y: f32,
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width: f32,
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height: f32,
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rotation: f32,
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origin_x: f32,
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origin_y: f32,
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r: f32,
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g: f32,
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b: f32,
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a: f32,
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show_handles: bool,
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) {
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self.engine.add_gizmo_rect(x, y, width, height, rotation, origin_x, origin_y, r, g, b, a, show_handles);
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}
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/// Set transform tool mode.
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/// 设置变换工具模式。
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///
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/// # Arguments | 参数
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/// * `mode` - 0=Select, 1=Move, 2=Rotate, 3=Scale
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#[wasm_bindgen(js_name = setTransformMode)]
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pub fn set_transform_mode(&mut self, mode: u8) {
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self.engine.set_transform_mode(mode);
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}
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/// Set gizmo visibility.
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/// 设置辅助工具可见性。
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#[wasm_bindgen(js_name = setShowGizmos)]
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pub fn set_show_gizmos(&mut self, show: bool) {
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self.engine.set_show_gizmos(show);
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}
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// ===== Multi-viewport API =====
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// ===== 多视口 API =====
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/// Register a new viewport.
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/// 注册新视口。
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///
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/// # Arguments | 参数
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/// * `id` - Unique viewport identifier | 唯一视口标识符
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/// * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
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#[wasm_bindgen(js_name = registerViewport)]
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pub fn register_viewport(&mut self, id: &str, canvas_id: &str) -> std::result::Result<(), JsValue> {
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self.engine
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.register_viewport(id, canvas_id)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Unregister a viewport.
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/// 注销视口。
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#[wasm_bindgen(js_name = unregisterViewport)]
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pub fn unregister_viewport(&mut self, id: &str) {
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self.engine.unregister_viewport(id);
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}
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/// Set the active viewport.
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/// 设置活动视口。
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#[wasm_bindgen(js_name = setActiveViewport)]
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pub fn set_active_viewport(&mut self, id: &str) -> bool {
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self.engine.set_active_viewport(id)
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}
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/// Set camera for a specific viewport.
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/// 为特定视口设置相机。
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#[wasm_bindgen(js_name = setViewportCamera)]
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pub fn set_viewport_camera(&mut self, viewport_id: &str, x: f32, y: f32, zoom: f32, rotation: f32) {
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self.engine.set_viewport_camera(viewport_id, x, y, zoom, rotation);
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}
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/// Get camera for a specific viewport.
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/// 获取特定视口的相机。
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#[wasm_bindgen(js_name = getViewportCamera)]
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pub fn get_viewport_camera(&self, viewport_id: &str) -> Option<Vec<f32>> {
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self.engine
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.get_viewport_camera(viewport_id)
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.map(|(x, y, zoom, rotation)| vec![x, y, zoom, rotation])
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}
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/// Set viewport configuration.
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/// 设置视口配置。
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#[wasm_bindgen(js_name = setViewportConfig)]
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pub fn set_viewport_config(&mut self, viewport_id: &str, show_grid: bool, show_gizmos: bool) {
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self.engine.set_viewport_config(viewport_id, show_grid, show_gizmos);
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}
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/// Resize a specific viewport.
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/// 调整特定视口大小。
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#[wasm_bindgen(js_name = resizeViewport)]
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pub fn resize_viewport(&mut self, viewport_id: &str, width: u32, height: u32) {
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self.engine.resize_viewport(viewport_id, width, height);
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}
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/// Render to a specific viewport.
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/// 渲染到特定视口。
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#[wasm_bindgen(js_name = renderToViewport)]
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pub fn render_to_viewport(&mut self, viewport_id: &str) -> std::result::Result<(), JsValue> {
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self.engine
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.render_to_viewport(viewport_id)
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.map_err(|e| JsValue::from_str(&e.to_string()))
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}
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/// Get all registered viewport IDs.
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/// 获取所有已注册的视口ID。
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#[wasm_bindgen(js_name = getViewportIds)]
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pub fn get_viewport_ids(&self) -> Vec<String> {
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self.engine.viewport_ids()
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}
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2025-11-21 10:03:18 +08:00
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}
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