新增场景策略适配
This commit is contained in:
184
source/bin/framework.d.ts
vendored
184
source/bin/framework.d.ts
vendored
@@ -1,3 +1,54 @@
|
||||
declare module es {
|
||||
/**
|
||||
* 用于包装事件的一个小类
|
||||
*/
|
||||
class FuncPack {
|
||||
/** 函数 */
|
||||
func: Function;
|
||||
/** 上下文 */
|
||||
context: any;
|
||||
constructor(func: Function, context: any);
|
||||
}
|
||||
/**
|
||||
* 用于事件管理
|
||||
*/
|
||||
class Emitter<T> {
|
||||
private _messageTable;
|
||||
constructor();
|
||||
/**
|
||||
* 开始监听项
|
||||
* @param eventType 监听类型
|
||||
* @param handler 监听函数
|
||||
* @param context 监听上下文
|
||||
*/
|
||||
addObserver(eventType: T, handler: Function, context: any): void;
|
||||
/**
|
||||
* 移除监听项
|
||||
* @param eventType 事件类型
|
||||
* @param handler 事件函数
|
||||
*/
|
||||
removeObserver(eventType: T, handler: Function): void;
|
||||
/**
|
||||
* 触发该事件
|
||||
* @param eventType 事件类型
|
||||
* @param data 事件数据
|
||||
*/
|
||||
emit(eventType: T, ...data: any[]): void;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
/**
|
||||
* 这里作为框架的核心件
|
||||
* 全局函数移动到这
|
||||
*/
|
||||
class Framework {
|
||||
/**
|
||||
* 核心发射器。只发出核心级别的事件
|
||||
*/
|
||||
static emitter: Emitter<CoreEvents>;
|
||||
static batcher: IBatcher;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
/**
|
||||
* 我们在这里存储了各种系统的默认颜色,如对撞机调试渲染、Debug.drawText等。
|
||||
@@ -96,31 +147,26 @@ declare module es {
|
||||
/**
|
||||
* 在图形设备重置时触发。当这种情况发生时,任何渲染目标或其他内容的VRAM将被擦除,需要重新生成
|
||||
*/
|
||||
GraphicsDeviceReset = 0,
|
||||
graphicsDeviceReset = 0,
|
||||
/**
|
||||
* 当场景发生变化时触发
|
||||
*/
|
||||
SceneChanged = 1,
|
||||
sceneChanged = 1,
|
||||
/**
|
||||
* 当设备方向改变时触发
|
||||
*/
|
||||
OrientationChanged = 2,
|
||||
/**
|
||||
* 当每帧事件触发时
|
||||
*/
|
||||
FrameUpdated = 3,
|
||||
orientationChanged = 2,
|
||||
/**
|
||||
* 当Core.useCustomUpdate为true时则派发该事件
|
||||
*/
|
||||
SceneUpdated = 4,
|
||||
/**
|
||||
* 当场景需要绘制时
|
||||
*/
|
||||
CallDraw = 5,
|
||||
/**
|
||||
* 当需要GC时
|
||||
*/
|
||||
CallGC = 6
|
||||
sceneUpdated = 3,
|
||||
addDefaultRender = 4,
|
||||
setRenderTarget = 5,
|
||||
clearGraphics = 6,
|
||||
disposeRenderTarget = 7,
|
||||
resolutionScale = 8,
|
||||
resolutionOffset = 9,
|
||||
createRenderTarget = 10
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
@@ -309,6 +355,16 @@ declare module es {
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
enum SceneResolutionPolicy {
|
||||
/**
|
||||
* 默认情况下,RenderTarget与屏幕大小匹配。RenderTarget与屏幕大小相匹配
|
||||
*/
|
||||
none = 0,
|
||||
/**
|
||||
* 该应用程序采用最适合设计分辨率的宽度和高度
|
||||
*/
|
||||
bestFit = 1
|
||||
}
|
||||
/** 场景 */
|
||||
class Scene {
|
||||
/**
|
||||
@@ -321,6 +377,10 @@ declare module es {
|
||||
readonly entities: EntityList;
|
||||
/** 管理当前在场景中的所有RenderableComponents的列表 Entitys */
|
||||
readonly renderableComponents: RenderableComponentList;
|
||||
/**
|
||||
* 如果ResolutionPolicy是完美的像素,这将被设置为为它计算的比例
|
||||
*/
|
||||
pixelPerfectScale: number;
|
||||
/**
|
||||
* 如果设置了,最终渲染到屏幕上的时间可以推迟到这个委托。
|
||||
* 这实际上只在最终渲染可能需要全屏大小效果的情况下有用,即使使用了一个小的后置缓冲区
|
||||
@@ -331,11 +391,44 @@ declare module es {
|
||||
* 管理所有实体处理器
|
||||
*/
|
||||
readonly entityProcessors: EntityProcessorList;
|
||||
/**
|
||||
* 所有场景的默认分辨率大小
|
||||
*/
|
||||
private static _defaultDesignResolutionSize;
|
||||
private static _defaultDesignBleedSize;
|
||||
/**
|
||||
* 用于所有场景的默认分辨率策略
|
||||
*/
|
||||
private static _defaultSceneResolutionPolicy;
|
||||
/**
|
||||
* 场景的解析策略
|
||||
*/
|
||||
private _resolutionPolicy;
|
||||
/**
|
||||
* 场景使用的设计分辨率大小
|
||||
*/
|
||||
private _designResolutionSize;
|
||||
private _designBleedSize;
|
||||
/**
|
||||
* 这将根据分辨率策略进行设置,并用于RenderTarget的最终输出
|
||||
*/
|
||||
private _finalRenderDestinationRect;
|
||||
private _sceneRenderTarget;
|
||||
private _destinationRenderTarget;
|
||||
private _screenshotRequestCallback;
|
||||
readonly _sceneComponents: SceneComponent[];
|
||||
_renderers: IRenderer[];
|
||||
readonly _afterPostProcessorRenderers: IRenderer[];
|
||||
_didSceneBegin: boolean;
|
||||
/**
|
||||
* 设置新场景将使用的默认设计尺寸和分辨率策略,水平/垂直Bleed仅与BestFit相关
|
||||
* @param width
|
||||
* @param height
|
||||
* @param sceneResolutionPolicy
|
||||
* @param horizontalBleed
|
||||
* @param vertialcalBleed
|
||||
*/
|
||||
static setDefaultDesignResolution(width: number, height: number, sceneResolutionPolicy: SceneResolutionPolicy, horizontalBleed?: number, vertialcalBleed?: number): void;
|
||||
constructor();
|
||||
/**
|
||||
* 在场景子类中重写这个,然后在这里进行加载。
|
||||
@@ -1232,7 +1325,7 @@ declare module es {
|
||||
* 先按renderLayer排序,再按layerDepth排序,最后按材质排序
|
||||
* @param other
|
||||
*/
|
||||
compare(other: RenderableComponent): 1 | 0 | -1;
|
||||
compare(other: RenderableComponent): 1 | -1 | 0;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
@@ -1761,7 +1854,7 @@ declare module es {
|
||||
*/
|
||||
shouldRoundDestinations: boolean;
|
||||
disposed(): any;
|
||||
begin(effect: any, transformationMatrix: Matrix, disableBatching: boolean): any;
|
||||
begin(effect: any, transformationMatrix?: Matrix, disableBatching?: boolean): any;
|
||||
end(): any;
|
||||
prepRenderState(): any;
|
||||
/**
|
||||
@@ -1772,7 +1865,7 @@ declare module es {
|
||||
drawHollowBounds(x: number, y: number, width: number, height: number, color: number, thickness: number): any;
|
||||
drawLine(start: Vector2, end: Vector2, color: number, thickness: any): any;
|
||||
drawLineAngle(start: Vector2, radians: number, length: number, color: number, thickness: number): any;
|
||||
draw(texture: any, position: Vector2): any;
|
||||
draw(texture: any, position: Vector2, color?: number, rotation?: number, origin?: Vector2, scale?: Vector2, effects?: any): any;
|
||||
flushBatch(): any;
|
||||
drawPrimitives(texture: any, baseSprite: number, batchSize: number): any;
|
||||
drawPixel(position: Vector2, color: number, size?: number): any;
|
||||
@@ -3349,44 +3442,6 @@ declare module es {
|
||||
static boxToBoxCast(first: Box, second: Box, movement: Vector2, hit: RaycastHit): boolean;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
/**
|
||||
* 用于包装事件的一个小类
|
||||
*/
|
||||
class FuncPack {
|
||||
/** 函数 */
|
||||
func: Function;
|
||||
/** 上下文 */
|
||||
context: any;
|
||||
constructor(func: Function, context: any);
|
||||
}
|
||||
/**
|
||||
* 用于事件管理
|
||||
*/
|
||||
class Emitter<T> {
|
||||
private _messageTable;
|
||||
constructor();
|
||||
/**
|
||||
* 开始监听项
|
||||
* @param eventType 监听类型
|
||||
* @param handler 监听函数
|
||||
* @param context 监听上下文
|
||||
*/
|
||||
addObserver(eventType: T, handler: Function, context: any): void;
|
||||
/**
|
||||
* 移除监听项
|
||||
* @param eventType 事件类型
|
||||
* @param handler 事件函数
|
||||
*/
|
||||
removeObserver(eventType: T, handler: Function): void;
|
||||
/**
|
||||
* 触发该事件
|
||||
* @param eventType 事件类型
|
||||
* @param data 事件数据
|
||||
*/
|
||||
emit(eventType: T, data?: any): void;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
enum Edge {
|
||||
top = 0,
|
||||
@@ -3505,14 +3560,19 @@ declare module es {
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
/**
|
||||
* 使得number/string/boolean类型作为对象引用来进行传递
|
||||
*/
|
||||
class Ref<T extends number | string | boolean> {
|
||||
class Ref<T> {
|
||||
value: T;
|
||||
constructor(value: T);
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
class Screen {
|
||||
static width: number;
|
||||
static height: number;
|
||||
static readonly size: Vector2;
|
||||
static readonly center: Vector2;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
/**
|
||||
* 管理数值的简单助手类。它存储值,直到累计的总数大于1。一旦超过1,该值将在调用update时添加到amount中。
|
||||
@@ -4706,7 +4766,7 @@ declare module es {
|
||||
* @param a
|
||||
* @param b
|
||||
*/
|
||||
compare(a: EndPoint, b: EndPoint): 1 | 0 | -1;
|
||||
compare(a: EndPoint, b: EndPoint): 1 | -1 | 0;
|
||||
}
|
||||
}
|
||||
declare module es {
|
||||
|
||||
@@ -40,6 +40,92 @@ var __spread = (this && this.__spread) || function () {
|
||||
return ar;
|
||||
};
|
||||
var es;
|
||||
(function (es) {
|
||||
/**
|
||||
* 用于包装事件的一个小类
|
||||
*/
|
||||
var FuncPack = /** @class */ (function () {
|
||||
function FuncPack(func, context) {
|
||||
this.func = func;
|
||||
this.context = context;
|
||||
}
|
||||
return FuncPack;
|
||||
}());
|
||||
es.FuncPack = FuncPack;
|
||||
/**
|
||||
* 用于事件管理
|
||||
*/
|
||||
var Emitter = /** @class */ (function () {
|
||||
function Emitter() {
|
||||
this._messageTable = new Map();
|
||||
}
|
||||
/**
|
||||
* 开始监听项
|
||||
* @param eventType 监听类型
|
||||
* @param handler 监听函数
|
||||
* @param context 监听上下文
|
||||
*/
|
||||
Emitter.prototype.addObserver = function (eventType, handler, context) {
|
||||
var list = this._messageTable.get(eventType);
|
||||
if (!list) {
|
||||
list = [];
|
||||
this._messageTable.set(eventType, list);
|
||||
}
|
||||
if (list.findIndex(function (funcPack) { return funcPack.func == handler; }) != -1)
|
||||
console.warn("您试图添加相同的观察者两次");
|
||||
list.push(new FuncPack(handler, context));
|
||||
};
|
||||
/**
|
||||
* 移除监听项
|
||||
* @param eventType 事件类型
|
||||
* @param handler 事件函数
|
||||
*/
|
||||
Emitter.prototype.removeObserver = function (eventType, handler) {
|
||||
var messageData = this._messageTable.get(eventType);
|
||||
var index = messageData.findIndex(function (data) { return data.func == handler; });
|
||||
if (index != -1)
|
||||
new linq.List(messageData).removeAt(index);
|
||||
};
|
||||
/**
|
||||
* 触发该事件
|
||||
* @param eventType 事件类型
|
||||
* @param data 事件数据
|
||||
*/
|
||||
Emitter.prototype.emit = function (eventType) {
|
||||
var data = [];
|
||||
for (var _i = 1; _i < arguments.length; _i++) {
|
||||
data[_i - 1] = arguments[_i];
|
||||
}
|
||||
var list = this._messageTable.get(eventType);
|
||||
if (list) {
|
||||
for (var i = list.length - 1; i >= 0; i--)
|
||||
list[i].func.call(list[i].context, data);
|
||||
}
|
||||
};
|
||||
return Emitter;
|
||||
}());
|
||||
es.Emitter = Emitter;
|
||||
})(es || (es = {}));
|
||||
///<reference path="./Utils/Emitter.ts" />
|
||||
var es;
|
||||
///<reference path="./Utils/Emitter.ts" />
|
||||
(function (es) {
|
||||
/**
|
||||
* 这里作为框架的核心件
|
||||
* 全局函数移动到这
|
||||
*/
|
||||
var Framework = /** @class */ (function () {
|
||||
function Framework() {
|
||||
}
|
||||
/**
|
||||
* 核心发射器。只发出核心级别的事件
|
||||
*/
|
||||
Framework.emitter = new es.Emitter();
|
||||
return Framework;
|
||||
}());
|
||||
es.Framework = Framework;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
/**
|
||||
* 我们在这里存储了各种系统的默认颜色,如对撞机调试渲染、Debug.drawText等。
|
||||
@@ -273,31 +359,26 @@ var es;
|
||||
/**
|
||||
* 在图形设备重置时触发。当这种情况发生时,任何渲染目标或其他内容的VRAM将被擦除,需要重新生成
|
||||
*/
|
||||
CoreEvents[CoreEvents["GraphicsDeviceReset"] = 0] = "GraphicsDeviceReset";
|
||||
CoreEvents[CoreEvents["graphicsDeviceReset"] = 0] = "graphicsDeviceReset";
|
||||
/**
|
||||
* 当场景发生变化时触发
|
||||
*/
|
||||
CoreEvents[CoreEvents["SceneChanged"] = 1] = "SceneChanged";
|
||||
CoreEvents[CoreEvents["sceneChanged"] = 1] = "sceneChanged";
|
||||
/**
|
||||
* 当设备方向改变时触发
|
||||
*/
|
||||
CoreEvents[CoreEvents["OrientationChanged"] = 2] = "OrientationChanged";
|
||||
/**
|
||||
* 当每帧事件触发时
|
||||
*/
|
||||
CoreEvents[CoreEvents["FrameUpdated"] = 3] = "FrameUpdated";
|
||||
CoreEvents[CoreEvents["orientationChanged"] = 2] = "orientationChanged";
|
||||
/**
|
||||
* 当Core.useCustomUpdate为true时则派发该事件
|
||||
*/
|
||||
CoreEvents[CoreEvents["SceneUpdated"] = 4] = "SceneUpdated";
|
||||
/**
|
||||
* 当场景需要绘制时
|
||||
*/
|
||||
CoreEvents[CoreEvents["CallDraw"] = 5] = "CallDraw";
|
||||
/**
|
||||
* 当需要GC时
|
||||
*/
|
||||
CoreEvents[CoreEvents["CallGC"] = 6] = "CallGC";
|
||||
CoreEvents[CoreEvents["sceneUpdated"] = 3] = "sceneUpdated";
|
||||
CoreEvents[CoreEvents["addDefaultRender"] = 4] = "addDefaultRender";
|
||||
CoreEvents[CoreEvents["setRenderTarget"] = 5] = "setRenderTarget";
|
||||
CoreEvents[CoreEvents["clearGraphics"] = 6] = "clearGraphics";
|
||||
CoreEvents[CoreEvents["disposeRenderTarget"] = 7] = "disposeRenderTarget";
|
||||
CoreEvents[CoreEvents["resolutionScale"] = 8] = "resolutionScale";
|
||||
CoreEvents[CoreEvents["resolutionOffset"] = 9] = "resolutionOffset";
|
||||
CoreEvents[CoreEvents["createRenderTarget"] = 10] = "createRenderTarget";
|
||||
})(CoreEvents = es.CoreEvents || (es.CoreEvents = {}));
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
@@ -759,15 +840,33 @@ var es;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var SceneResolutionPolicy;
|
||||
(function (SceneResolutionPolicy) {
|
||||
/**
|
||||
* 默认情况下,RenderTarget与屏幕大小匹配。RenderTarget与屏幕大小相匹配
|
||||
*/
|
||||
SceneResolutionPolicy[SceneResolutionPolicy["none"] = 0] = "none";
|
||||
/**
|
||||
* 该应用程序采用最适合设计分辨率的宽度和高度
|
||||
*/
|
||||
SceneResolutionPolicy[SceneResolutionPolicy["bestFit"] = 1] = "bestFit";
|
||||
})(SceneResolutionPolicy = es.SceneResolutionPolicy || (es.SceneResolutionPolicy = {}));
|
||||
/** 场景 */
|
||||
var Scene = /** @class */ (function () {
|
||||
function Scene() {
|
||||
/**
|
||||
* 如果ResolutionPolicy是完美的像素,这将被设置为为它计算的比例
|
||||
*/
|
||||
this.pixelPerfectScale = 1;
|
||||
this._sceneComponents = [];
|
||||
this._renderers = [];
|
||||
this._afterPostProcessorRenderers = [];
|
||||
this.entities = new es.EntityList(this);
|
||||
this.renderableComponents = new es.RenderableComponentList();
|
||||
this.entityProcessors = new es.EntityProcessorList();
|
||||
this._resolutionPolicy = Scene._defaultSceneResolutionPolicy;
|
||||
this._designResolutionSize = Scene._defaultDesignResolutionSize;
|
||||
this._designBleedSize = Scene._defaultDesignBleedSize;
|
||||
this.initialize();
|
||||
}
|
||||
Object.defineProperty(Scene.prototype, "finalRenderDelegate", {
|
||||
@@ -788,6 +887,22 @@ var es;
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
/**
|
||||
* 设置新场景将使用的默认设计尺寸和分辨率策略,水平/垂直Bleed仅与BestFit相关
|
||||
* @param width
|
||||
* @param height
|
||||
* @param sceneResolutionPolicy
|
||||
* @param horizontalBleed
|
||||
* @param vertialcalBleed
|
||||
*/
|
||||
Scene.setDefaultDesignResolution = function (width, height, sceneResolutionPolicy, horizontalBleed, vertialcalBleed) {
|
||||
if (horizontalBleed === void 0) { horizontalBleed = 0; }
|
||||
if (vertialcalBleed === void 0) { vertialcalBleed = 0; }
|
||||
this._defaultDesignBleedSize = new es.Vector2(width, height);
|
||||
this._defaultSceneResolutionPolicy = sceneResolutionPolicy;
|
||||
if (this._defaultSceneResolutionPolicy == SceneResolutionPolicy.bestFit)
|
||||
this._defaultDesignBleedSize = new es.Vector2(horizontalBleed, vertialcalBleed);
|
||||
};
|
||||
/**
|
||||
* 在场景子类中重写这个,然后在这里进行加载。
|
||||
* 在场景设置好之后,但在调用begin之前,从contructor中调用这个函数
|
||||
@@ -807,10 +922,14 @@ var es;
|
||||
};
|
||||
Scene.prototype.begin = function () {
|
||||
if (this._renderers.length == 0) {
|
||||
es.Framework.emitter.emit(es.CoreEvents.addDefaultRender);
|
||||
console.warn("场景开始时没有渲染器");
|
||||
}
|
||||
es.Physics.reset();
|
||||
this.updateResolutionScaler();
|
||||
es.Framework.emitter.emit(es.CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
es.Framework.emitter.addObserver(es.CoreEvents.graphicsDeviceReset, this.updateResolutionScaler, this);
|
||||
es.Framework.emitter.addObserver(es.CoreEvents.orientationChanged, this.updateResolutionScaler, this);
|
||||
if (this.entityProcessors != null)
|
||||
this.entityProcessors.begin();
|
||||
this._didSceneBegin = true;
|
||||
@@ -820,18 +939,85 @@ var es;
|
||||
this._didSceneBegin = false;
|
||||
for (var i = 0; i < this._renderers.length; i++)
|
||||
this._renderers[i].unload();
|
||||
es.Framework.emitter.removeObserver(es.CoreEvents.graphicsDeviceReset, this.updateResolutionScaler);
|
||||
this.entities.removeAllEntities();
|
||||
for (var i = 0; i < this._sceneComponents.length; i++) {
|
||||
this._sceneComponents[i].onRemovedFromScene();
|
||||
}
|
||||
this._sceneComponents.length = 0;
|
||||
this.camera = null;
|
||||
es.Framework.emitter.emit(es.CoreEvents.disposeRenderTarget, this._sceneRenderTarget);
|
||||
es.Framework.emitter.emit(es.CoreEvents.disposeRenderTarget, this._destinationRenderTarget);
|
||||
es.Physics.clear();
|
||||
if (this.entityProcessors)
|
||||
this.entityProcessors.end();
|
||||
this.unload();
|
||||
};
|
||||
Scene.prototype.updateResolutionScaler = function () {
|
||||
var designSize = this._designResolutionSize;
|
||||
var screenSize = new es.Vector2(es.Screen.width, es.Screen.height);
|
||||
var screenAspectRatio = screenSize.x / screenSize.y;
|
||||
var renderTargetWidth = screenSize.x;
|
||||
var renderTargetHeight = screenSize.y;
|
||||
var resolutionScaleX = screenSize.x / designSize.x;
|
||||
var resolutionScaleY = screenSize.y / designSize.y;
|
||||
var rectCalculated = false;
|
||||
// 计算PixelPerfect变体所使用的比例
|
||||
this.pixelPerfectScale = 1;
|
||||
if (this._resolutionPolicy != SceneResolutionPolicy.none) {
|
||||
if (designSize.x / designSize.y > screenAspectRatio)
|
||||
this.pixelPerfectScale = screenSize.x / designSize.x;
|
||||
else
|
||||
this.pixelPerfectScale = screenSize.y / designSize.y;
|
||||
if (this.pixelPerfectScale == 0)
|
||||
this.pixelPerfectScale = 1;
|
||||
}
|
||||
switch (this._resolutionPolicy) {
|
||||
case SceneResolutionPolicy.none:
|
||||
this._finalRenderDestinationRect.x = this._finalRenderDestinationRect.y = 0;
|
||||
this._finalRenderDestinationRect.width = screenSize.x;
|
||||
this._finalRenderDestinationRect.height = screenSize.y;
|
||||
rectCalculated = true;
|
||||
break;
|
||||
case SceneResolutionPolicy.bestFit:
|
||||
var safeScaleX = screenSize.x / (designSize.x - this._designBleedSize.x);
|
||||
var safeScaleY = screenSize.y / (designSize.y - this._designBleedSize.y);
|
||||
var resolutionScale = Math.max(resolutionScaleX, resolutionScaleY);
|
||||
var safeScale = Math.min(safeScaleX, safeScaleY);
|
||||
resolutionScaleX = resolutionScaleY = Math.min(resolutionScale, safeScale);
|
||||
renderTargetWidth = designSize.x;
|
||||
renderTargetHeight = designSize.y;
|
||||
break;
|
||||
}
|
||||
// 如果我们还没有计算出一个矩形
|
||||
if (!rectCalculated) {
|
||||
// 计算RenderTarget的显示矩形
|
||||
var renderWidth = designSize.x * resolutionScaleX;
|
||||
var renderHeight = designSize.y * resolutionScaleY;
|
||||
this._finalRenderDestinationRect = new es.Rectangle((screenSize.x - renderWidth) / 2, (screenSize.y - renderHeight) / 2, renderWidth, renderHeight);
|
||||
}
|
||||
// 在Input类中设置一些值,将鼠标位置转换为我们的缩放分辨率
|
||||
var scaleX = renderTargetWidth / this._finalRenderDestinationRect.width;
|
||||
var scaleY = renderTargetHeight / this._finalRenderDestinationRect.height;
|
||||
es.Framework.emitter.emit(es.CoreEvents.resolutionScale, new es.Vector2(scaleX, scaleY));
|
||||
es.Framework.emitter.emit(es.CoreEvents.resolutionOffset, this._finalRenderDestinationRect.location);
|
||||
// 调整我们的RenderTargets大小
|
||||
if (this._sceneRenderTarget != null)
|
||||
es.Framework.emitter.emit(es.CoreEvents.disposeRenderTarget, this._sceneRenderTarget);
|
||||
es.Framework.emitter.emit(es.CoreEvents.createRenderTarget, this._sceneRenderTarget, renderTargetWidth, renderTargetHeight);
|
||||
// 只有在已经存在的情况下才会创建 destinationRenderTarget
|
||||
if (this._destinationRenderTarget != null) {
|
||||
es.Framework.emitter.emit(es.CoreEvents.disposeRenderTarget, this._destinationRenderTarget);
|
||||
es.Framework.emitter.emit(es.CoreEvents.createRenderTarget, this._destinationRenderTarget, renderTargetWidth, renderTargetHeight);
|
||||
}
|
||||
// 通知渲染器、后处理器和FinalRenderDelegate渲染纹理尺寸的变化
|
||||
for (var i = 0; i < this._renderers.length; i++)
|
||||
this._renderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
for (var i = 0; i < this._afterPostProcessorRenderers.length; i++)
|
||||
this._afterPostProcessorRenderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
if (this._finalRenderDelegate != null)
|
||||
this._finalRenderDelegate.onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
this.camera.onSceneRenderTargetSizeChanged(renderTargetWidth, renderTargetHeight);
|
||||
};
|
||||
/**
|
||||
* 下一次绘制完成后,这将克隆回缓冲区,并调用回调与clone。
|
||||
@@ -842,6 +1028,8 @@ var es;
|
||||
this._screenshotRequestCallback = callback;
|
||||
};
|
||||
Scene.prototype.update = function () {
|
||||
// 我们在这里设置RenderTarget,这样Viewport就会与RenderTarget正确匹配
|
||||
es.Framework.emitter.emit(es.CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
// 更新我们的列表,以防它们有任何变化
|
||||
this.entities.updateLists();
|
||||
for (var i = this._sceneComponents.length - 1; i >= 0; i--) {
|
||||
@@ -863,9 +1051,18 @@ var es;
|
||||
console.error("场景中没有渲染器!");
|
||||
return;
|
||||
}
|
||||
// 渲染器应该总是先有那些需要RenderTarget的。
|
||||
// 他们在渲染的时候会自己清空并设置自己为当前的RenderTarget。
|
||||
// 如果第一个Renderer想要sceneRenderTarget,我们现在就设置并清除它
|
||||
if (this._renderers[0].wantsToRenderToSceneRenderTarget) {
|
||||
es.Framework.emitter.emit(es.CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
es.Framework.emitter.emit(es.CoreEvents.clearGraphics);
|
||||
}
|
||||
var lastRendererHadRenderTarget = false;
|
||||
for (var i = 0; i < this._renderers.length; i++) {
|
||||
if (lastRendererHadRenderTarget && this._renderers[i].wantsToRenderToSceneRenderTarget) {
|
||||
es.Framework.emitter.emit(es.CoreEvents.setRenderTarget, this._sceneRenderTarget);
|
||||
es.Framework.emitter.emit(es.CoreEvents.clearGraphics);
|
||||
// 强制更新相机矩阵,以考虑到新的视口尺寸
|
||||
if (this._renderers[i].camera != null)
|
||||
this._renderers[i].camera.forceMatrixUpdate();
|
||||
@@ -883,20 +1080,35 @@ var es;
|
||||
*/
|
||||
Scene.prototype.postRender = function (finalRenderTarget) {
|
||||
if (finalRenderTarget === void 0) { finalRenderTarget = null; }
|
||||
var enabledCounter = 0;
|
||||
for (var i = 0; i < this._afterPostProcessorRenderers.length; i++) {
|
||||
if (i == 0) {
|
||||
// 我们需要在这里设置正确的RenderTarget
|
||||
var currentRenderTarget = es.MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
es.Framework.emitter.emit(es.CoreEvents.setRenderTarget, currentRenderTarget);
|
||||
}
|
||||
if (this._afterPostProcessorRenderers[i].camera != null)
|
||||
this._afterPostProcessorRenderers[i].camera.forceMatrixUpdate();
|
||||
this._afterPostProcessorRenderers[i].render(this);
|
||||
}
|
||||
// 如果我们有一个截图请求,在最终渲染到回缓冲区之前处理它
|
||||
if (this._screenshotRequestCallback != null) {
|
||||
// TODO: 实现各平台的截图方式
|
||||
var currentRenderTarget = es.MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
this._screenshotRequestCallback(currentRenderTarget.value);
|
||||
this._screenshotRequestCallback = null;
|
||||
}
|
||||
// 将我们的最终结果渲染到后置缓冲区,或者让我们的委托来做
|
||||
if (this._finalRenderDelegate != null) {
|
||||
var currentRenderTarget = es.MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
this._finalRenderDelegate.handleFinalRender(finalRenderTarget, currentRenderTarget, this._finalRenderDestinationRect);
|
||||
}
|
||||
else {
|
||||
var currentRenderTarget = es.MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
|
||||
es.Framework.emitter.emit(es.CoreEvents.setRenderTarget, finalRenderTarget);
|
||||
es.Framework.emitter.emit(es.CoreEvents.clearGraphics);
|
||||
es.Framework.batcher.begin(null);
|
||||
es.Framework.batcher.draw(currentRenderTarget, new es.Vector2(this._finalRenderDestinationRect.x, this._finalRenderDestinationRect.y), 0xffffff, 0, es.Vector2.zero, new es.Vector2(this._finalRenderDestinationRect.width, this._finalRenderDestinationRect.height));
|
||||
es.Framework.batcher.end();
|
||||
}
|
||||
};
|
||||
/**
|
||||
@@ -1077,6 +1289,10 @@ var es;
|
||||
Scene.prototype.getEntityProcessor = function () {
|
||||
return this.entityProcessors.getProcessor();
|
||||
};
|
||||
/**
|
||||
* 用于所有场景的默认分辨率策略
|
||||
*/
|
||||
Scene._defaultSceneResolutionPolicy = SceneResolutionPolicy.none;
|
||||
return Scene;
|
||||
}());
|
||||
es.Scene = Scene;
|
||||
@@ -7975,69 +8191,6 @@ var es;
|
||||
es.ShapeCollisions = ShapeCollisions;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
/**
|
||||
* 用于包装事件的一个小类
|
||||
*/
|
||||
var FuncPack = /** @class */ (function () {
|
||||
function FuncPack(func, context) {
|
||||
this.func = func;
|
||||
this.context = context;
|
||||
}
|
||||
return FuncPack;
|
||||
}());
|
||||
es.FuncPack = FuncPack;
|
||||
/**
|
||||
* 用于事件管理
|
||||
*/
|
||||
var Emitter = /** @class */ (function () {
|
||||
function Emitter() {
|
||||
this._messageTable = new Map();
|
||||
}
|
||||
/**
|
||||
* 开始监听项
|
||||
* @param eventType 监听类型
|
||||
* @param handler 监听函数
|
||||
* @param context 监听上下文
|
||||
*/
|
||||
Emitter.prototype.addObserver = function (eventType, handler, context) {
|
||||
var list = this._messageTable.get(eventType);
|
||||
if (!list) {
|
||||
list = [];
|
||||
this._messageTable.set(eventType, list);
|
||||
}
|
||||
if (list.findIndex(function (funcPack) { return funcPack.func == handler; }) != -1)
|
||||
console.warn("您试图添加相同的观察者两次");
|
||||
list.push(new FuncPack(handler, context));
|
||||
};
|
||||
/**
|
||||
* 移除监听项
|
||||
* @param eventType 事件类型
|
||||
* @param handler 事件函数
|
||||
*/
|
||||
Emitter.prototype.removeObserver = function (eventType, handler) {
|
||||
var messageData = this._messageTable.get(eventType);
|
||||
var index = messageData.findIndex(function (data) { return data.func == handler; });
|
||||
if (index != -1)
|
||||
new linq.List(messageData).removeAt(index);
|
||||
};
|
||||
/**
|
||||
* 触发该事件
|
||||
* @param eventType 事件类型
|
||||
* @param data 事件数据
|
||||
*/
|
||||
Emitter.prototype.emit = function (eventType, data) {
|
||||
var list = this._messageTable.get(eventType);
|
||||
if (list) {
|
||||
for (var i = list.length - 1; i >= 0; i--)
|
||||
list[i].func.call(list[i].context, data);
|
||||
}
|
||||
};
|
||||
return Emitter;
|
||||
}());
|
||||
es.Emitter = Emitter;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var Edge;
|
||||
(function (Edge) {
|
||||
@@ -8215,9 +8368,6 @@ var es;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
/**
|
||||
* 使得number/string/boolean类型作为对象引用来进行传递
|
||||
*/
|
||||
var Ref = /** @class */ (function () {
|
||||
function Ref(value) {
|
||||
this.value = value;
|
||||
@@ -8227,6 +8377,29 @@ var es;
|
||||
es.Ref = Ref;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var Screen = /** @class */ (function () {
|
||||
function Screen() {
|
||||
}
|
||||
Object.defineProperty(Screen, "size", {
|
||||
get: function () {
|
||||
return new es.Vector2(this.width, this.height);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Screen, "center", {
|
||||
get: function () {
|
||||
return new es.Vector2(this.width / 2, this.height / 2);
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
return Screen;
|
||||
}());
|
||||
es.Screen = Screen;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
/**
|
||||
* 管理数值的简单助手类。它存储值,直到累计的总数大于1。一旦超过1,该值将在调用update时添加到amount中。
|
||||
|
||||
2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user