refactor: reorganize package structure and decouple framework packages (#338)
* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
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/**
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* Material Editor Panel
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* 材质编辑器面板
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*/
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import React, { useEffect, useCallback, useState } from 'react';
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import { Core } from '@esengine/ecs-framework';
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import { MessageHub, IFileSystemService } from '@esengine/editor-core';
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import { BlendMode, BuiltInShaders } from '@esengine/material-system';
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import { useMaterialEditorStore, createDefaultMaterialData } from '../stores/MaterialEditorStore';
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import { useMaterialLocale } from '../hooks/useMaterialLocale';
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import { Save, RefreshCw, FolderOpen } from 'lucide-react';
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import '../styles/MaterialEditorPanel.css';
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// 文件系统类型
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type IFileSystem = {
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readFile(path: string): Promise<string>;
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writeFile(path: string, content: string): Promise<void>;
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};
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/**
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* 混合模式选项
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* Blend mode options with translation keys
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*/
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const BLEND_MODE_OPTIONS = [
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{ value: BlendMode.None, labelKey: 'blendModes.none' },
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{ value: BlendMode.Alpha, labelKey: 'blendModes.alpha' },
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{ value: BlendMode.Additive, labelKey: 'blendModes.additive' },
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{ value: BlendMode.Multiply, labelKey: 'blendModes.multiply' },
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{ value: BlendMode.Screen, labelKey: 'blendModes.screen' },
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{ value: BlendMode.PremultipliedAlpha, labelKey: 'blendModes.premultipliedAlpha' },
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];
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/**
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* 内置着色器选项
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* Built-in shader options with translation keys
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*/
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const BUILT_IN_SHADER_OPTIONS = [
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{ value: BuiltInShaders.DefaultSprite, labelKey: 'shaders.defaultSprite' },
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{ value: BuiltInShaders.Grayscale, labelKey: 'shaders.grayscale' },
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{ value: BuiltInShaders.Tint, labelKey: 'shaders.tint' },
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{ value: BuiltInShaders.Flash, labelKey: 'shaders.flash' },
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{ value: BuiltInShaders.Outline, labelKey: 'shaders.outline' },
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];
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/** Custom shader indicator value. | 自定义着色器指示值。 */
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const CUSTOM_SHADER_VALUE = -1;
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interface MaterialEditorPanelProps {
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locale?: string;
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}
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export function MaterialEditorPanel({ locale: _locale }: MaterialEditorPanelProps) {
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const { t } = useMaterialLocale();
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const {
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currentFilePath,
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pendingFilePath,
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materialData,
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isDirty,
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isLoading,
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setPendingFilePath,
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setCurrentFilePath,
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setMaterialData,
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setLoading,
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updateMaterialProperty,
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} = useMaterialEditorStore();
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// 加载材质文件
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const loadMaterialFile = useCallback(async (filePath: string) => {
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setLoading(true);
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try {
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const fileSystem = Core.services.tryResolve(IFileSystemService) as IFileSystem | null;
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if (!fileSystem) {
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console.error('[MaterialEditor] FileSystem service not available');
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return;
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}
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const content = await fileSystem.readFile(filePath);
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const data = JSON.parse(content);
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setMaterialData(data);
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setCurrentFilePath(filePath);
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} catch (error) {
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console.error('[MaterialEditor] Failed to load material:', error);
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// 如果加载失败,创建默认材质
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const fileName = filePath.split(/[\\/]/).pop()?.replace(/\.mat$/i, '') || 'New Material';
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setMaterialData(createDefaultMaterialData(fileName));
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setCurrentFilePath(filePath);
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} finally {
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setLoading(false);
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}
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}, [setLoading, setMaterialData, setCurrentFilePath]);
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// 保存材质文件
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const saveMaterialFile = useCallback(async () => {
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if (!currentFilePath || !materialData) return;
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try {
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const fileSystem = Core.services.tryResolve(IFileSystemService) as IFileSystem | null;
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if (!fileSystem) {
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console.error('[MaterialEditor] FileSystem service not available');
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return;
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}
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await fileSystem.writeFile(currentFilePath, JSON.stringify(materialData, null, 2));
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useMaterialEditorStore.getState().setDirty(false);
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// 发送保存成功消息
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const messageHub = Core.services.resolve(MessageHub);
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messageHub?.publish('material:saved', { filePath: currentFilePath });
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} catch (error) {
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console.error('[MaterialEditor] Failed to save material:', error);
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}
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}, [currentFilePath, materialData]);
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// 处理 pendingFilePath
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useEffect(() => {
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if (pendingFilePath) {
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loadMaterialFile(pendingFilePath);
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setPendingFilePath(null);
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}
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}, [pendingFilePath, loadMaterialFile, setPendingFilePath]);
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// 监听键盘快捷键
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useEffect(() => {
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const handleKeyDown = (e: KeyboardEvent) => {
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if ((e.ctrlKey || e.metaKey) && e.key === 's') {
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e.preventDefault();
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saveMaterialFile();
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}
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};
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window.addEventListener('keydown', handleKeyDown);
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return () => window.removeEventListener('keydown', handleKeyDown);
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}, [saveMaterialFile]);
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// 渲染加载状态
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if (isLoading) {
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return (
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<div className="material-editor-panel loading">
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<RefreshCw className="spin" size={24} />
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<span>{t('panel.loading')}</span>
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</div>
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);
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}
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// 渲染空状态
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if (!materialData) {
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return (
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<div className="material-editor-panel empty">
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<span>{t('panel.emptyState')}</span>
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</div>
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);
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}
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return (
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<div className="material-editor-panel">
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{/* 工具栏 */}
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<div className="material-editor-toolbar">
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<div className="toolbar-left">
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<span className="material-name">{materialData.name}</span>
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{isDirty && <span className="dirty-indicator">*</span>}
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</div>
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<div className="toolbar-right">
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<button
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className="toolbar-button"
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onClick={saveMaterialFile}
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disabled={!isDirty}
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title={t('panel.saveTooltip')}
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>
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<Save size={16} />
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<span>{t('panel.save')}</span>
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</button>
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</div>
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</div>
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{/* 属性编辑区 */}
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<div className="material-editor-content">
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{/* 基本属性 */}
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<div className="property-section">
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<div className="section-header">{t('properties.basicTitle')}</div>
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<div className="property-row">
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<label>{t('properties.name')}</label>
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<input
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type="text"
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value={materialData.name}
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onChange={(e) => updateMaterialProperty('name', e.target.value)}
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/>
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</div>
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<div className="property-row">
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<label>{t('properties.shader')}</label>
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<div className="shader-selector">
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<select
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value={typeof materialData.shader === 'string' ? CUSTOM_SHADER_VALUE : materialData.shader}
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onChange={(e) => {
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const value = Number(e.target.value);
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if (value === CUSTOM_SHADER_VALUE) {
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// Keep current custom shader path if already set
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if (typeof materialData.shader !== 'string') {
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updateMaterialProperty('shader', '');
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}
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} else {
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updateMaterialProperty('shader', value);
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}
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}}
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>
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{BUILT_IN_SHADER_OPTIONS.map((opt) => (
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<option key={opt.value} value={opt.value}>
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{t(opt.labelKey)}
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</option>
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))}
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<option value={CUSTOM_SHADER_VALUE}>
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{t('properties.customShader')}
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</option>
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</select>
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</div>
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</div>
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{/* Custom shader path input */}
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{typeof materialData.shader === 'string' && (
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<div className="property-row">
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<label>{t('properties.shaderPath')}</label>
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<div className="file-input-row">
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<input
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type="text"
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value={materialData.shader}
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onChange={(e) => updateMaterialProperty('shader', e.target.value)}
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placeholder={t('properties.shaderPathPlaceholder')}
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/>
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<button
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className="browse-button"
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onClick={async () => {
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// TODO: Implement file browser dialog
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// 这里可以集成编辑器的文件选择对话框
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}}
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title={t('properties.browse')}
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>
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<FolderOpen size={14} />
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</button>
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</div>
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</div>
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)}
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<div className="property-row">
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<label>{t('properties.blendMode')}</label>
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<select
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value={materialData.blendMode}
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onChange={(e) => updateMaterialProperty('blendMode', Number(e.target.value))}
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>
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{BLEND_MODE_OPTIONS.map((opt) => (
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<option key={opt.value} value={opt.value}>
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{t(opt.labelKey)}
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</option>
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))}
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</select>
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</div>
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</div>
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{/* Uniform 参数 */}
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<div className="property-section">
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<div className="section-header">{t('uniforms.title')}</div>
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{Object.keys(materialData.uniforms || {}).length === 0 ? (
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<div className="empty-uniforms">
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{t('uniforms.empty')}
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</div>
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) : (
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Object.entries(materialData.uniforms || {}).map(([key, uniform]) => (
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<div key={key} className="property-row">
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<label>{key}</label>
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<span className="uniform-type">{uniform.type}</span>
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</div>
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))
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)}
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</div>
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{/* 文件信息 */}
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<div className="property-section">
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<div className="section-header">{t('fileInfo.title')}</div>
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<div className="property-row file-path">
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<label>{t('fileInfo.path')}</label>
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<span title={currentFilePath || ''}>
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{currentFilePath?.split(/[\\/]/).pop() || '-'}
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</span>
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</div>
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</div>
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</div>
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</div>
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);
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}
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export default MaterialEditorPanel;
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