新增场景策略适配

This commit is contained in:
yhh
2020-12-31 16:38:09 +08:00
parent 6f1fc314b6
commit 01c6c306b1
11 changed files with 612 additions and 173 deletions

View File

@@ -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。