Feature/tilemap editor (#237)

* feat: 添加 Tilemap 编辑器插件和组件生命周期支持

* feat(editor-core): 添加声明式插件注册 API

* feat(editor-core): 改进tiledmap结构合并tileset进tiledmapeditor

* feat: 添加 editor-runtime SDK 和插件系统改进

* fix(ci): 修复SceneResourceManager里变量未使用问题
This commit is contained in:
YHH
2025-11-25 22:23:19 +08:00
committed by GitHub
parent 551ca7805d
commit 3fb6f919f8
166 changed files with 54691 additions and 8674 deletions

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@@ -8,6 +8,6 @@
export { EngineBridge, EngineBridgeConfig } from './core/EngineBridge';
export { RenderBatcher } from './core/RenderBatcher';
export { SpriteRenderHelper, ITransformComponent } from './core/SpriteRenderHelper';
export { EngineRenderSystem, type TransformComponentType } from './systems/EngineRenderSystem';
export { EngineRenderSystem, type TransformComponentType, type IRenderDataProvider, type GizmoDataProviderFn, type HasGizmoProviderFn } from './systems/EngineRenderSystem';
export { CameraSystem } from './systems/CameraSystem';
export * from './types';

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@@ -10,6 +10,87 @@ import { RenderBatcher } from '../core/RenderBatcher';
import type { SpriteRenderData } from '../types';
import type { ITransformComponent } from '../core/SpriteRenderHelper';
/**
* Render data from a provider
* 提供者的渲染数据
*/
export interface ProviderRenderData {
transforms: Float32Array;
textureIds: Uint32Array;
uvs: Float32Array;
colors: Uint32Array;
tileCount: number;
/** Sorting order for render ordering | 渲染排序顺序 */
sortingOrder: number;
/** Texture path for loading (optional, used if textureId is 0) */
texturePath?: string;
}
/**
* Interface for additional render data providers (e.g., tilemap)
* 额外渲染数据提供者接口(如瓦片地图)
*/
export interface IRenderDataProvider {
getRenderData(): readonly ProviderRenderData[];
}
/**
* Internal gizmo color interface (duck-typed, compatible with editor-core GizmoColor)
* 内部 gizmo 颜色接口(鸭子类型,与 editor-core GizmoColor 兼容)
* @internal
*/
interface GizmoColorInternal {
r: number;
g: number;
b: number;
a: number;
}
/**
* Internal gizmo render data type (duck-typed, compatible with editor-core types)
* 内部 gizmo 渲染数据类型(鸭子类型,与 editor-core 类型兼容)
* @internal
*/
interface GizmoRenderDataInternal {
type: 'rect' | 'circle' | 'line' | 'grid';
color: GizmoColorInternal;
// Rect specific
x?: number;
y?: number;
width?: number;
height?: number;
rotation?: number;
originX?: number;
originY?: number;
showHandles?: boolean;
// Circle specific
radius?: number;
// Line specific
points?: Array<{ x: number; y: number }>;
closed?: boolean;
// Grid specific
cols?: number;
rows?: number;
}
/**
* Function type for getting gizmo data from a component.
* Used to inject GizmoRegistry functionality from editor layer.
* 从组件获取 gizmo 数据的函数类型。
* 用于从编辑器层注入 GizmoRegistry 功能。
*/
export type GizmoDataProviderFn = (
component: Component,
entity: Entity,
isSelected: boolean
) => GizmoRenderDataInternal[];
/**
* Function type for checking if a component has gizmo provider.
* 检查组件是否有 gizmo 提供者的函数类型。
*/
export type HasGizmoProviderFn = (component: Component) => boolean;
/**
* Type for transform component constructor.
* 变换组件构造函数类型。
@@ -55,6 +136,15 @@ export class EngineRenderSystem extends EntitySystem {
// 可重用的映射以避免每帧分配
private entityRenderMap: Map<number, SpriteRenderData> = new Map();
// Additional render data providers (e.g., tilemap)
// 额外的渲染数据提供者(如瓦片地图)
private renderDataProviders: IRenderDataProvider[] = [];
// Gizmo registry functions (injected from editor layer)
// Gizmo 注册表函数(从编辑器层注入)
private gizmoDataProvider: GizmoDataProviderFn | null = null;
private hasGizmoProvider: HasGizmoProviderFn | null = null;
/**
* Create a new engine render system.
* 创建新的引擎渲染系统。
@@ -86,7 +176,6 @@ export class EngineRenderSystem extends EntitySystem {
* 处理实体之前调用。
*/
protected override onBegin(): void {
// Clear the batch | 清空批处理
this.batcher.clear();
@@ -108,6 +197,12 @@ export class EngineRenderSystem extends EntitySystem {
// 清空并重用映射用于绘制gizmo
this.entityRenderMap.clear();
// Collect all render items with sorting order
// 收集所有渲染项及其排序顺序
const renderItems: Array<{ sortingOrder: number; sprites: SpriteRenderData[] }> = [];
// Collect sprites from entities
// 收集实体的 sprites
for (const entity of entities) {
const sprite = entity.getComponent(SpriteComponent);
const transform = entity.getComponent(this.transformType) as unknown as ITransformComponent | null;
@@ -159,35 +254,76 @@ export class EngineRenderSystem extends EntitySystem {
color
};
this.batcher.addSprite(renderData);
renderItems.push({ sortingOrder: sprite.sortingOrder, sprites: [renderData] });
this.entityRenderMap.set(entity.id, renderData);
}
// Submit batch and render at the end of process | 在process结束时提交批处理并渲染
// Collect render data from providers (e.g., tilemap)
// 收集来自提供者的渲染数据(如瓦片地图)
for (const provider of this.renderDataProviders) {
const renderDataList = provider.getRenderData();
for (const data of renderDataList) {
// Get texture ID - load from path if needed
let textureId = data.textureIds[0] || 0;
if (textureId === 0 && data.texturePath) {
textureId = this.bridge.getOrLoadTextureByPath(data.texturePath);
}
// Convert tilemap render data to sprites
const tilemapSprites: SpriteRenderData[] = [];
for (let i = 0; i < data.tileCount; i++) {
const tOffset = i * 7;
const uvOffset = i * 4;
const renderData: SpriteRenderData = {
x: data.transforms[tOffset],
y: data.transforms[tOffset + 1],
rotation: data.transforms[tOffset + 2],
scaleX: data.transforms[tOffset + 3],
scaleY: data.transforms[tOffset + 4],
originX: data.transforms[tOffset + 5],
originY: data.transforms[tOffset + 6],
textureId,
uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
color: data.colors[i]
};
tilemapSprites.push(renderData);
}
if (tilemapSprites.length > 0) {
renderItems.push({ sortingOrder: data.sortingOrder, sprites: tilemapSprites });
}
}
}
// Sort by sortingOrder (lower values render first, appear behind)
// 按 sortingOrder 排序(值越小越先渲染,显示在后面)
renderItems.sort((a, b) => a.sortingOrder - b.sortingOrder);
// Submit all sprites in sorted order
// 按排序顺序提交所有 sprites
for (const item of renderItems) {
for (const sprite of item.sprites) {
this.batcher.addSprite(sprite);
}
}
if (!this.batcher.isEmpty) {
const sprites = this.batcher.getSprites();
this.bridge.submitSprites(sprites);
}
// Draw gizmos for all entities with IGizmoProvider components
// 为所有具有 IGizmoProvider 组件的实体绘制 Gizmo
if (this.showGizmos) {
this.drawComponentGizmos();
}
// Draw gizmos for selected entities (always, even if no sprites)
// 为选中的实体绘制Gizmo始终绘制即使没有精灵
if (this.showGizmos && this.selectedEntityIds.size > 0) {
for (const entityId of this.selectedEntityIds) {
const renderData = this.entityRenderMap.get(entityId);
if (renderData) {
this.bridge.addGizmoRect(
renderData.x,
renderData.y,
renderData.scaleX,
renderData.scaleY,
renderData.rotation,
renderData.originX,
renderData.originY,
0.0, 1.0, 0.5, 1.0, // Green color | 绿色
true // Show transform handles for selection gizmo
);
}
}
this.drawSelectedEntityGizmos();
}
// Draw camera frustum gizmos
@@ -199,6 +335,296 @@ export class EngineRenderSystem extends EntitySystem {
this.bridge.render();
}
/**
* Draw gizmos from components that have registered gizmo providers.
* 绘制已注册 gizmo 提供者的组件的 gizmo。
*/
private drawComponentGizmos(): void {
const scene = Core.scene;
if (!scene || !this.gizmoDataProvider || !this.hasGizmoProvider) return;
// Iterate all entities in the scene
// 遍历场景中的所有实体
for (const entity of scene.entities.buffer) {
const isSelected = this.selectedEntityIds.has(entity.id);
// Check each component for gizmo provider
// 检查每个组件是否有 gizmo 提供者
for (const component of entity.components) {
if (this.hasGizmoProvider(component)) {
try {
const gizmoDataArray = this.gizmoDataProvider(component, entity, isSelected);
for (const gizmoData of gizmoDataArray) {
this.renderGizmoData(gizmoData);
}
} catch (e) {
// Silently ignore errors from gizmo providers
// 静默忽略 gizmo 提供者的错误
}
}
}
}
}
/**
* Render a single gizmo data item.
* 渲染单个 gizmo 数据项。
*/
private renderGizmoData(data: GizmoRenderDataInternal): void {
const { r, g, b, a } = data.color;
switch (data.type) {
case 'rect':
if (data.x !== undefined && data.y !== undefined &&
data.width !== undefined && data.height !== undefined) {
this.bridge.addGizmoRect(
data.x,
data.y,
data.width,
data.height,
data.rotation ?? 0,
data.originX ?? 0.5,
data.originY ?? 0.5,
r, g, b, a,
data.showHandles ?? false
);
}
break;
case 'grid':
// Render grid as multiple line segments
// 将网格渲染为多条线段
if (data.x !== undefined && data.y !== undefined &&
data.width !== undefined && data.height !== undefined &&
data.cols !== undefined && data.rows !== undefined) {
this.renderGridGizmo(data.x, data.y, data.width, data.height, data.cols, data.rows, r, g, b, a);
}
break;
case 'line':
// Lines are rendered as connected rect segments (thin)
// 线条渲染为连接的细矩形段
if (data.points && data.points.length >= 2) {
this.renderLineGizmo(data.points, data.closed ?? false, r, g, b, a);
}
break;
case 'circle':
// Circle rendered as polygon approximation
// 圆形渲染为多边形近似
if (data.x !== undefined && data.y !== undefined && data.radius !== undefined) {
this.renderCircleGizmo(data.x, data.y, data.radius, r, g, b, a);
}
break;
}
}
/**
* Render a grid gizmo using line segments.
* 使用线段渲染网格 gizmo。
*/
private renderGridGizmo(
x: number, y: number, width: number, height: number,
cols: number, rows: number,
r: number, g: number, b: number, a: number
): void {
const cellWidth = width / cols;
const cellHeight = height / rows;
const lineThickness = 1;
// Vertical lines | 垂直线
for (let col = 0; col <= cols; col++) {
const lineX = x + col * cellWidth;
this.bridge.addGizmoRect(
lineX, y + height / 2,
lineThickness, height,
0, 0.5, 0.5,
r, g, b, a,
false
);
}
// Horizontal lines | 水平线
for (let row = 0; row <= rows; row++) {
const lineY = y + row * cellHeight;
this.bridge.addGizmoRect(
x + width / 2, lineY,
width, lineThickness,
0, 0.5, 0.5,
r, g, b, a,
false
);
}
}
/**
* Render a line gizmo.
* 渲染线条 gizmo。
*/
private renderLineGizmo(
points: Array<{ x: number; y: number }>,
closed: boolean,
r: number, g: number, b: number, a: number
): void {
const lineThickness = 2;
const count = closed ? points.length : points.length - 1;
for (let i = 0; i < count; i++) {
const p1 = points[i];
const p2 = points[(i + 1) % points.length];
const dx = p2.x - p1.x;
const dy = p2.y - p1.y;
const length = Math.sqrt(dx * dx + dy * dy);
const angle = Math.atan2(dy, dx);
// Draw line segment as thin rect
// 将线段绘制为细矩形
this.bridge.addGizmoRect(
(p1.x + p2.x) / 2,
(p1.y + p2.y) / 2,
length, lineThickness,
angle, 0.5, 0.5,
r, g, b, a,
false
);
}
}
/**
* Render a circle gizmo as polygon.
* 将圆形 gizmo 渲染为多边形。
*/
private renderCircleGizmo(
x: number, y: number, radius: number,
r: number, g: number, b: number, a: number
): void {
const segments = 32;
const points: Array<{ x: number; y: number }> = [];
for (let i = 0; i < segments; i++) {
const angle = (i / segments) * Math.PI * 2;
points.push({
x: x + Math.cos(angle) * radius,
y: y + Math.sin(angle) * radius
});
}
this.renderLineGizmo(points, true, r, g, b, a);
}
/**
* Draw gizmos for selected entities with transform handles.
* 为选中的实体绘制带有变换手柄的 gizmo。
*
* This method ensures that selected entities show transform handles
* regardless of whether they have sprite data in entityRenderMap.
* 此方法确保选中的实体显示变换手柄,无论它们是否在 entityRenderMap 中有精灵数据。
*/
private drawSelectedEntityGizmos(): void {
const scene = Core.scene;
if (!scene) return;
// Determine if we should show handles based on transform mode
// 根据变换模式确定是否显示手柄
const shouldShowHandles = this.transformMode !== 'select';
for (const entityId of this.selectedEntityIds) {
// Find the entity
// 查找实体
const entity = scene.entities.findEntityById(entityId);
if (!entity) continue;
// Get transform component
// 获取变换组件
const transform = entity.getComponent(TransformComponent);
if (!transform) continue;
// First check if we have sprite data from entityRenderMap
// 首先检查是否有来自 entityRenderMap 的精灵数据
const spriteData = this.entityRenderMap.get(entityId);
if (spriteData) {
// Use sprite data for selection gizmo
// 使用精灵数据绘制选择 gizmo
this.bridge.addGizmoRect(
spriteData.x,
spriteData.y,
spriteData.scaleX,
spriteData.scaleY,
spriteData.rotation,
spriteData.originX,
spriteData.originY,
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
shouldShowHandles
);
continue;
}
// For entities without sprite data, try to get gizmo data from components via registry
// 对于没有精灵数据的实体,尝试通过注册表从组件获取 gizmo 数据
let foundGizmo = false;
if (this.gizmoDataProvider && this.hasGizmoProvider) {
for (const component of entity.components) {
if (this.hasGizmoProvider(component)) {
try {
const gizmoDataArray = this.gizmoDataProvider(component, entity, true);
// Use the first rect gizmo for selection handles
// 使用第一个矩形 gizmo 来绘制选择手柄
for (const gizmoData of gizmoDataArray) {
if (gizmoData.type === 'rect' &&
gizmoData.x !== undefined && gizmoData.y !== undefined &&
gizmoData.width !== undefined && gizmoData.height !== undefined) {
// Draw selection gizmo with handles
// 绘制带手柄的选择 gizmo
this.bridge.addGizmoRect(
gizmoData.x,
gizmoData.y,
gizmoData.width,
gizmoData.height,
gizmoData.rotation ?? 0,
gizmoData.originX ?? 0.5,
gizmoData.originY ?? 0.5,
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
shouldShowHandles
);
foundGizmo = true;
break;
}
}
if (foundGizmo) break;
} catch (e) {
// Silently ignore errors
// 静默忽略错误
}
}
}
}
// If no gizmo provider found, draw a default gizmo at transform position
// 如果没有找到 gizmo 提供者,在变换位置绘制默认 gizmo
if (!foundGizmo) {
const rotation = typeof transform.rotation === 'number'
? transform.rotation
: transform.rotation.z;
// Draw a small default gizmo at entity position
// 在实体位置绘制一个小的默认 gizmo
this.bridge.addGizmoRect(
transform.position.x,
transform.position.y,
32, // Default size
32,
rotation,
0.5,
0.5,
0.0, 0.8, 1.0, 1.0, // Selection color (cyan)
shouldShowHandles
);
}
}
}
/**
* Draw camera frustum gizmos for all cameras in scene.
* 为场景中所有相机绘制视锥体 gizmo。
@@ -249,6 +675,26 @@ export class EngineRenderSystem extends EntitySystem {
}
}
/**
* Set gizmo registry functions.
* 设置 gizmo 注册表函数。
*
* This allows the editor layer to inject GizmoRegistry functionality
* without creating a direct dependency from engine to editor.
* 这允许编辑器层注入 GizmoRegistry 功能,
* 而不会创建从引擎到编辑器的直接依赖。
*
* @param provider - Function to get gizmo data from a component
* @param hasProvider - Function to check if a component has a gizmo provider
*/
setGizmoRegistry(
provider: GizmoDataProviderFn,
hasProvider: HasGizmoProviderFn
): void {
this.gizmoDataProvider = provider;
this.hasGizmoProvider = hasProvider;
}
/**
* Set gizmo visibility.
* 设置Gizmo可见性。
@@ -331,6 +777,27 @@ export class EngineRenderSystem extends EntitySystem {
}
/**
* Register a render data provider.
* 注册渲染数据提供者。
*/
addRenderDataProvider(provider: IRenderDataProvider): void {
if (!this.renderDataProviders.includes(provider)) {
this.renderDataProviders.push(provider);
}
}
/**
* Remove a render data provider.
* 移除渲染数据提供者。
*/
removeRenderDataProvider(provider: IRenderDataProvider): void {
const index = this.renderDataProviders.indexOf(provider);
if (index >= 0) {
this.renderDataProviders.splice(index, 1);
}
}
/**
* Get the number of sprites rendered.
* 获取渲染的精灵数量。

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@@ -0,0 +1,310 @@
/* tslint:disable */
/* eslint-disable */
/**
* Initialize panic hook for better error messages in console.
* 初始化panic hook以在控制台显示更好的错误信息。
*/
export function init(): void;
/**
* Game engine main interface exposed to JavaScript.
* 暴露给JavaScript的游戏引擎主接口。
*
* This is the primary entry point for the engine from TypeScript/JavaScript.
* 这是从TypeScript/JavaScript访问引擎的主要入口点。
*/
export class GameEngine {
free(): void;
[Symbol.dispose](): void;
/**
* Get camera state.
* 获取相机状态。
*
* # Returns | 返回
* Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
*/
getCamera(): Float32Array;
/**
* Set camera position, zoom, and rotation.
* 设置相机位置、缩放和旋转。
*
* # Arguments | 参数
* * `x` - Camera X position | 相机X位置
* * `y` - Camera Y position | 相机Y位置
* * `zoom` - Zoom level | 缩放级别
* * `rotation` - Rotation in radians | 旋转角度(弧度)
*/
setCamera(x: number, y: number, zoom: number, rotation: number): void;
/**
* Check if a key is currently pressed.
* 检查某个键是否当前被按下。
*
* # Arguments | 参数
* * `key_code` - The key code to check | 要检查的键码
*/
isKeyDown(key_code: string): boolean;
/**
* Load a texture from URL.
* 从URL加载纹理。
*
* # Arguments | 参数
* * `id` - Unique texture identifier | 唯一纹理标识符
* * `url` - Image URL to load | 要加载的图片URL
*/
loadTexture(id: number, url: string): void;
/**
* Update input state. Should be called once per frame.
* 更新输入状态。应该每帧调用一次。
*/
updateInput(): void;
/**
* Create a new game engine from external WebGL context.
* 从外部 WebGL 上下文创建引擎。
*
* This is designed for WeChat MiniGame and similar environments.
* 适用于微信小游戏等环境。
*/
static fromExternal(gl_context: any, width: number, height: number): GameEngine;
/**
* Set grid visibility.
* 设置网格可见性。
*/
setShowGrid(show: boolean): void;
/**
* Add a rectangle gizmo outline.
* 添加矩形Gizmo边框。
*
* # Arguments | 参数
* * `x` - Center X position | 中心X位置
* * `y` - Center Y position | 中心Y位置
* * `width` - Rectangle width | 矩形宽度
* * `height` - Rectangle height | 矩形高度
* * `rotation` - Rotation in radians | 旋转角度(弧度)
* * `origin_x` - Origin X (0-1) | 原点X (0-1)
* * `origin_y` - Origin Y (0-1) | 原点Y (0-1)
* * `r`, `g`, `b`, `a` - Color (0.0-1.0) | 颜色
* * `show_handles` - Whether to show transform handles | 是否显示变换手柄
*/
addGizmoRect(x: number, y: number, width: number, height: number, rotation: number, origin_x: number, origin_y: number, r: number, g: number, b: number, a: number, show_handles: boolean): void;
/**
* Resize a specific viewport.
* 调整特定视口大小。
*/
resizeViewport(viewport_id: string, width: number, height: number): void;
/**
* Set clear color (background color).
* 设置清除颜色(背景颜色)。
*
* # Arguments | 参数
* * `r`, `g`, `b`, `a` - Color components (0.0-1.0) | 颜色分量 (0.0-1.0)
*/
setClearColor(r: number, g: number, b: number, a: number): void;
/**
* Set gizmo visibility.
* 设置辅助工具可见性。
*/
setShowGizmos(show: boolean): void;
/**
* Get all registered viewport IDs.
* 获取所有已注册的视口ID。
*/
getViewportIds(): string[];
/**
* Register a new viewport.
* 注册新视口。
*
* # Arguments | 参数
* * `id` - Unique viewport identifier | 唯一视口标识符
* * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
*/
registerViewport(id: string, canvas_id: string): void;
/**
* Render to a specific viewport.
* 渲染到特定视口。
*/
renderToViewport(viewport_id: string): void;
/**
* Set transform tool mode.
* 设置变换工具模式。
*
* # Arguments | 参数
* * `mode` - 0=Select, 1=Move, 2=Rotate, 3=Scale
*/
setTransformMode(mode: number): void;
/**
* Get or load texture by path.
* 按路径获取或加载纹理。
*
* # Arguments | 参数
* * `path` - Image path/URL | 图片路径/URL
*/
getOrLoadTextureByPath(path: string): number;
/**
* Get camera for a specific viewport.
* 获取特定视口的相机。
*/
getViewportCamera(viewport_id: string): Float32Array | undefined;
/**
* Set the active viewport.
* 设置活动视口。
*/
setActiveViewport(id: string): boolean;
/**
* Set camera for a specific viewport.
* 为特定视口设置相机。
*/
setViewportCamera(viewport_id: string, x: number, y: number, zoom: number, rotation: number): void;
/**
* Set viewport configuration.
* 设置视口配置。
*/
setViewportConfig(viewport_id: string, show_grid: boolean, show_gizmos: boolean): void;
/**
* Submit sprite batch data for rendering.
* 提交精灵批次数据进行渲染。
*
* # Arguments | 参数
* * `transforms` - Float32Array [x, y, rotation, scaleX, scaleY, originX, originY] per sprite
* 每个精灵的变换数据
* * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
* * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
* * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
*/
submitSpriteBatch(transforms: Float32Array, texture_ids: Uint32Array, uvs: Float32Array, colors: Uint32Array): void;
/**
* Unregister a viewport.
* 注销视口。
*/
unregisterViewport(id: string): void;
/**
* Load texture by path, returning texture ID.
* 按路径加载纹理返回纹理ID。
*
* # Arguments | 参数
* * `path` - Image path/URL to load | 要加载的图片路径/URL
*/
loadTextureByPath(path: string): number;
/**
* Get texture ID by path.
* 按路径获取纹理ID。
*
* # Arguments | 参数
* * `path` - Image path to lookup | 要查找的图片路径
*/
getTextureIdByPath(path: string): number | undefined;
/**
* Create a new game engine instance.
* 创建新的游戏引擎实例。
*
* # Arguments | 参数
* * `canvas_id` - The HTML canvas element ID | HTML canvas元素ID
*
* # Returns | 返回
* A new GameEngine instance or an error | 新的GameEngine实例或错误
*/
constructor(canvas_id: string);
/**
* Clear the screen with specified color.
* 使用指定颜色清除屏幕。
*
* # Arguments | 参数
* * `r` - Red component (0.0-1.0) | 红色分量
* * `g` - Green component (0.0-1.0) | 绿色分量
* * `b` - Blue component (0.0-1.0) | 蓝色分量
* * `a` - Alpha component (0.0-1.0) | 透明度分量
*/
clear(r: number, g: number, b: number, a: number): void;
/**
* Render the current frame.
* 渲染当前帧。
*/
render(): void;
/**
* Resize viewport.
* 调整视口大小。
*
* # Arguments | 参数
* * `width` - New viewport width | 新视口宽度
* * `height` - New viewport height | 新视口高度
*/
resize(width: number, height: number): void;
/**
* Get canvas width.
* 获取画布宽度。
*/
readonly width: number;
/**
* Get canvas height.
* 获取画布高度。
*/
readonly height: number;
}
export type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembly.Module;
export interface InitOutput {
readonly memory: WebAssembly.Memory;
readonly __wbg_gameengine_free: (a: number, b: number) => void;
readonly gameengine_addGizmoRect: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
readonly gameengine_clear: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_fromExternal: (a: any, b: number, c: number) => [number, number, number];
readonly gameengine_getCamera: (a: number) => [number, number];
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
readonly gameengine_getViewportIds: (a: number) => [number, number];
readonly gameengine_height: (a: number) => number;
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_new: (a: number, b: number) => [number, number, number];
readonly gameengine_registerViewport: (a: number, b: number, c: number, d: number, e: number) => [number, number];
readonly gameengine_render: (a: number) => [number, number];
readonly gameengine_renderToViewport: (a: number, b: number, c: number) => [number, number];
readonly gameengine_resize: (a: number, b: number, c: number) => void;
readonly gameengine_resizeViewport: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setActiveViewport: (a: number, b: number, c: number) => number;
readonly gameengine_setCamera: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setClearColor: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_setShowGizmos: (a: number, b: number) => void;
readonly gameengine_setShowGrid: (a: number, b: number) => void;
readonly gameengine_setTransformMode: (a: number, b: number) => void;
readonly gameengine_setViewportCamera: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
readonly gameengine_setViewportConfig: (a: number, b: number, c: number, d: number, e: number) => void;
readonly gameengine_submitSpriteBatch: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => [number, number];
readonly gameengine_unregisterViewport: (a: number, b: number, c: number) => void;
readonly gameengine_updateInput: (a: number) => void;
readonly gameengine_width: (a: number) => number;
readonly init: () => void;
readonly wasm_bindgen__convert__closures_____invoke__hdbeb4a641c76f980: (a: number, b: number) => void;
readonly wasm_bindgen__closure__destroy__h201da39d82f7cf6e: (a: number, b: number) => void;
readonly __wbindgen_malloc: (a: number, b: number) => number;
readonly __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number;
readonly __wbindgen_exn_store: (a: number) => void;
readonly __externref_table_alloc: () => number;
readonly __wbindgen_externrefs: WebAssembly.Table;
readonly __wbindgen_free: (a: number, b: number, c: number) => void;
readonly __externref_table_dealloc: (a: number) => void;
readonly __externref_drop_slice: (a: number, b: number) => void;
readonly __wbindgen_start: () => void;
}
export type SyncInitInput = BufferSource | WebAssembly.Module;
/**
* Instantiates the given `module`, which can either be bytes or
* a precompiled `WebAssembly.Module`.
*
* @param {{ module: SyncInitInput }} module - Passing `SyncInitInput` directly is deprecated.
*
* @returns {InitOutput}
*/
export function initSync(module: { module: SyncInitInput } | SyncInitInput): InitOutput;
/**
* If `module_or_path` is {RequestInfo} or {URL}, makes a request and
* for everything else, calls `WebAssembly.instantiate` directly.
*
* @param {{ module_or_path: InitInput | Promise<InitInput> }} module_or_path - Passing `InitInput` directly is deprecated.
*
* @returns {Promise<InitOutput>}
*/
export default function __wbg_init (module_or_path?: { module_or_path: InitInput | Promise<InitInput> } | InitInput | Promise<InitInput>): Promise<InitOutput>;