refactor(ui): UI 系统架构重构 (#309)

* feat(ui): 动态图集系统与渲染调试增强

## 核心功能

### 动态图集系统 (Dynamic Atlas)
- 新增 DynamicAtlasManager:运行时纹理打包,支持 MaxRects 算法
- 新增 DynamicAtlasService:自动纹理加载与图集管理
- 新增 BinPacker:高效矩形打包算法
- 支持动态/固定两种扩展策略
- 自动 UV 重映射,实现 UI 元素合批渲染

### Frame Debugger 增强
- 新增合批分析面板,显示批次中断原因
- 新增 UI 元素层级信息(depth, worldOrderInLayer)
- 新增实体高亮功能,点击可在场景中定位
- 新增动态图集可视化面板
- 改进渲染原语详情展示

### 闪光效果 (Shiny Effect)
- 新增 UIShinyEffectComponent:UI 闪光参数配置
- 新增 UIShinyEffectSystem:材质覆盖驱动的闪光动画
- 新增 ShinyEffectComponent/System(Sprite 版本)

## 引擎层改进

### Rust 纹理管理扩展
- create_blank_texture:创建空白 GPU 纹理
- update_texture_region:局部纹理更新
- 支持动态图集的 GPU 端操作

### 材质系统
- 新增 effects/ 目录:ShinyEffect 等效果实现
- 新增 interfaces/ 目录:IMaterial 等接口定义
- 新增 mixins/ 目录:可组合的材质功能

### EngineBridge 扩展
- 新增 createBlankTexture/updateTextureRegion 方法
- 改进纹理加载回调机制

## UI 渲染改进
- UIRenderCollector:支持合批调试信息
- 稳定排序:addIndex 保证渲染顺序一致性
- 九宫格渲染优化
- 材质覆盖支持

## 其他改进
- 国际化:新增 Frame Debugger 相关翻译
- 编辑器:新增渲染调试入口
- 文档:新增架构设计文档目录

* refactor(ui): 引入新基础组件架构与渲染工具函数

Phase 1 重构 - 组件职责分离与代码复用:

新增基础组件层:
- UIGraphicComponent: 所有可视 UI 元素的基类(颜色、透明度、raycast)
- UIImageComponent: 纹理显示组件(支持简单、切片、平铺、填充模式)
- UISelectableComponent: 可交互元素的基类(状态管理、颜色过渡)

新增渲染工具:
- UIRenderUtils: 提取共享的坐标计算、边框渲染、阴影渲染等工具函数
- getUIRenderTransform: 统一的变换数据提取
- renderBorder/renderShadow: 复用的边框和阴影渲染逻辑

新增渲染系统:
- UIGraphicRenderSystem: 处理新基础组件的统一渲染器

重构现有系统:
- UIRectRenderSystem: 使用新工具函数,移除重复代码
- UIButtonRenderSystem: 使用新工具函数,移除重复代码

这些改动为后续统一渲染系统奠定基础。

* refactor(ui): UIProgressBarRenderSystem 使用渲染工具函数

- 使用 getUIRenderTransform 替代手动变换计算
- 使用 renderBorder 工具函数替代重复的边框渲染
- 使用 lerpColor 工具函数替代重复的颜色插值
- 简化方法签名,使用 UIRenderTransform 类型
- 移除约 135 行重复代码

* refactor(ui): Slider 和 ScrollView 渲染系统使用工具函数

- UISliderRenderSystem: 使用 getUIRenderTransform,简化方法签名
- UIScrollViewRenderSystem: 使用 getUIRenderTransform,简化方法签名
- 统一使用 UIRenderTransform 类型减少参数传递
- 消除重复的变换计算代码

* refactor(ui): 使用 UIWidgetMarker 消除硬编码组件依赖

- 新增 UIWidgetMarker 标记组件
- UIRectRenderSystem 改为检查标记而非硬编码4种组件类型
- 各 Widget 渲染系统自动添加标记组件
- 减少模块间耦合,提高可扩展性

* feat(ui): 实现 Canvas 隔离机制

- 新增 UICanvasComponent 定义 Canvas 渲染组
- UITransformComponent 添加 Canvas 相关字段:canvasEntityId, worldSortingLayer, pixelPerfect
- UILayoutSystem 传播 Canvas 设置给子元素
- UIRenderUtils 使用 Canvas 继承的排序层
- 支持嵌套 Canvas 和不同渲染模式

* refactor(ui): 统一纹理管理工具函数

Phase 4: 纹理管理统一

新增:
- UITextureUtils.ts: 统一的纹理描述符接口和验证函数
  - UITextureDescriptor: 支持 GUID/textureId/path 多种纹理源
  - isValidTextureGuid: GUID 验证
  - getTextureKey: 获取用于合批的纹理键
  - normalizeTextureDescriptor: 规范化各种输入格式
- utils/index.ts: 工具函数导出

修改:
- UIGraphicRenderSystem: 使用新的纹理工具函数
- index.ts: 导出纹理工具类型和函数

* refactor(ui): 实现统一的脏标记机制

Phase 5: Dirty 标记机制

新增:
- UIDirtyFlags.ts: 位标记枚举和追踪工具
  - UIDirtyFlags: Visual/Layout/Transform/Material/Text 标记
  - IDirtyTrackable: 脏追踪接口
  - DirtyTracker: 辅助工具类
  - 帧级别脏状态追踪 (markFrameDirty, isFrameDirty)

修改:
- UIGraphicComponent: 实现 IDirtyTrackable
  - 属性 setter 自动设置脏标记
  - 保留 setDirty/clearDirty 向后兼容
- UIImageComponent: 所有属性支持脏追踪
  - textureGuid/imageType/fillAmount 等变化自动标记
- UIGraphicRenderSystem: 使用 clearDirtyFlags()

导出:
- UIDirtyFlags, IDirtyTrackable, DirtyTracker
- markFrameDirty, isFrameDirty, clearFrameDirty

* refactor(ui): 移除过时的 dirty flag API

移除 UIGraphicComponent 中的兼容性 API:
- 移除 _isDirty getter/setter
- 移除 setDirty() 方法
- 移除 clearDirty() 方法

现在统一使用新的 dirty flag 系统:
- isDirty() / hasDirtyFlag(flags)
- markDirty(flags) / clearDirtyFlags()

* fix(ui): 修复两个 TODO 功能

1. 滑块手柄命中测试 (UIInputSystem)
   - UISliderComponent 添加 getHandleBounds() 计算手柄边界
   - UISliderComponent 添加 isPointInHandle() 精确命中测试
   - UIInputSystem.handleSlider() 使用精确测试更新悬停状态

2. 径向填充渲染 (UIGraphicRenderSystem)
   - 实现 renderRadialFill() 方法
   - 支持 radial90/radial180/radial360 三种模式
   - 支持 fillOrigin (top/right/bottom/left) 和 fillClockwise
   - 使用多段矩形近似饼形填充效果

* feat(ui): 完善 UI 系统架构和九宫格渲染

* fix(ui): 修复文本渲染层级问题并清理调试代码

- 修复纹理就绪后调用 invalidateUIRenderCaches() 导致的无限循环
- 移除 UITextRenderSystem、UIButtonRenderSystem、UIRectRenderSystem 中的首帧调试输出
- 移除 UILayoutSystem 中的布局调试日志
- 清理所有 __UI_RENDER_DEBUG__ 条件日志

* refactor(ui): 优化渲染批处理和输入框组件

渲染系统:
- 修复 RenderBatcher 保持渲染顺序
- 优化 Rust SpriteBatch 避免合并非连续精灵
- 增强 EngineRenderSystem 纹理就绪检测

输入框组件:
- 增强 UIInputFieldComponent 功能
- 改进 UIInputSystem 输入处理
- 新增 TextMeasureService 文本测量服务

* fix(ui): 修复九宫格首帧渲染和InputField输入问题

- 修复九宫格首帧 size=0x0 问题:
  - Viewport.tsx: 预览模式读取图片尺寸存储到 importSettings
  - AssetDatabase: ISpriteSettings 添加 width/height 字段
  - AssetMetadataService: getTextureSpriteInfo 使用元数据尺寸作为后备
  - UIRectRenderSystem: 当 atlasEntry 不存在时使用 spriteInfo 尺寸
  - WebBuildPipeline: 构建时包含 importSettings
  - AssetManager: 从 catalog 初始化时复制 importSettings
  - AssetTypes: IAssetCatalogEntry 添加 importSettings 字段

- 修复 InputField 无法输入问题:
  - UIRuntimeModule: manifest 添加 pluginExport: 'UIPlugin'
  - 确保预览模式正确加载 UI 插件并绑定 UIInputSystem

- 添加调试日志用于排查纹理加载问题

* fix(sprite): 修复类型导出错误

MaterialPropertyOverride 和 MaterialOverrides 应从 @esengine/material-system 导出

* fix(ui-editor): 补充 AnchorPreset 拉伸预设的映射

添加 StretchTop, StretchMiddle, StretchBottom, StretchLeft, StretchCenter, StretchRight 的位置和锚点值映射
This commit is contained in:
YHH
2025-12-19 15:33:36 +08:00
committed by GitHub
parent 958933cd76
commit 536c4c5593
145 changed files with 18187 additions and 1543 deletions

View File

@@ -30,6 +30,7 @@
"@esengine/ecs-framework": "workspace:*",
"@esengine/editor-core": "workspace:*",
"@esengine/editor-runtime": "workspace:*",
"@esengine/material-system": "workspace:*",
"@esengine/build-config": "workspace:*",
"lucide-react": "^0.545.0",
"react": "^18.3.1",

View File

@@ -15,21 +15,23 @@ function uiTransformGizmoProvider(
return [];
}
// Use world coordinates (computed by UILayoutSystem) if available
// Otherwise fallback to local coordinates
// 使用世界坐标(由 UILayoutSystem 计算),如果可用
// 否则回退到本地坐标
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
// Use world scale for proper hierarchical transform inheritance
// 使用世界缩放以正确继承层级变换
// 使用 UILayoutSystem 计算的世界坐标
// Use world coordinates computed by UILayoutSystem
// 如果 layoutComputed = false说明 UILayoutSystem 还没运行,回退到本地坐标
// If layoutComputed = false, UILayoutSystem hasn't run yet, fallback to local coordinates
const x = transform.layoutComputed ? transform.worldX : transform.x;
const y = transform.layoutComputed ? transform.worldY : transform.y;
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
// Use world rotation for proper hierarchical transform inheritance
// 使用世界旋转以正确继承层级变换
const rotation = transform.worldRotation ?? transform.rotation;
const width = (transform.layoutComputed && transform.computedWidth > 0
? transform.computedWidth
: transform.width) * scaleX;
const height = (transform.layoutComputed && transform.computedHeight > 0
? transform.computedHeight
: transform.height) * scaleY;
// 角度转弧度 | Convert degrees to radians
const rotationDegrees = transform.worldRotation ?? transform.rotation;
const rotation = (rotationDegrees * Math.PI) / 180;
// 使用 transform 的 pivot 作为旋转/缩放中心
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;

View File

@@ -33,11 +33,11 @@ import {
UISliderComponent,
UIScrollViewComponent
} from '@esengine/ui';
import { UITransformInspector } from './inspectors';
import { UITransformInspector, UIRenderInspector } from './inspectors';
import { registerUITransformGizmo, unregisterUITransformGizmo } from './gizmos';
// Re-exports
export { UITransformInspector } from './inspectors';
export { UITransformInspector, UIRenderInspector } from './inspectors';
export { registerUITransformGizmo, unregisterUITransformGizmo } from './gizmos';
/**
@@ -76,6 +76,7 @@ export class UIEditorModule implements IEditorModuleLoader {
const componentInspectorRegistry = services.tryResolve(ComponentInspectorRegistry);
if (componentInspectorRegistry) {
componentInspectorRegistry.register(new UITransformInspector());
componentInspectorRegistry.register(new UIRenderInspector());
}
// 注册 Gizmo | Register gizmo

View File

@@ -0,0 +1,852 @@
/**
* UI Render Component Inspector.
* UI 渲染组件检查器。
*
* Provides unified material editing for UIRenderComponent.
* 为 UIRenderComponent 提供统一的材质编辑。
*/
import React, { useState, useCallback, useMemo } from 'react';
import { Component, Core } from '@esengine/ecs-framework';
import type { IComponentInspector, ComponentInspectorContext } from '@esengine/editor-core';
import { MessageHub } from '@esengine/editor-core';
import { UIRenderComponent } from '@esengine/ui';
import type { ShaderPropertyMeta } from '@esengine/material-system';
import { getShaderPropertiesById } from '@esengine/material-system';
import { ChevronDown, ChevronRight, Palette, X, Plus, FileBox } from 'lucide-react';
/**
* Material source type.
* 材质来源类型。
*/
type MaterialSource = 'none' | 'builtin' | 'asset';
/**
* Built-in effect options.
* 内置效果选项。
*/
const BUILTIN_EFFECTS = [
{ id: 1, name: 'Grayscale', description: 'Convert to grayscale' },
{ id: 2, name: 'Tint', description: 'Apply color tint' },
{ id: 3, name: 'Flash', description: 'Flash effect for hit feedback' },
{ id: 4, name: 'Outline', description: 'Add outline border' },
{ id: 5, name: 'Shiny', description: 'Animated shine sweep' },
];
// Uniform type display names
const UNIFORM_TYPE_LABELS: Record<string, string> = {
'float': 'Float',
'int': 'Int',
'vec2': 'Vec2',
'vec3': 'Vec3',
'vec4': 'Vec4',
'color': 'Color',
};
/**
* Single number input with local state to prevent focus loss.
* 带本地状态的单数字输入框,防止失焦。
*/
function NumberInput({ value, onChange, min, max, step, style }: {
value: number;
onChange: (value: number) => void;
min?: number;
max?: number;
step?: number;
style?: React.CSSProperties;
}) {
const [localValue, setLocalValue] = useState(String(value));
const [isFocused, setIsFocused] = useState(false);
// Sync from prop when not focused
// 未聚焦时从 prop 同步
React.useEffect(() => {
if (!isFocused) {
setLocalValue(String(value));
}
}, [value, isFocused]);
const handleBlur = () => {
setIsFocused(false);
const parsed = parseFloat(localValue);
if (!isNaN(parsed)) {
onChange(parsed);
} else {
setLocalValue(String(value));
}
};
const handleKeyDown = (e: React.KeyboardEvent) => {
if (e.key === 'Enter') {
(e.target as HTMLInputElement).blur();
}
};
return (
<input
type="number"
value={localValue}
min={min}
max={max}
step={step}
onChange={(e) => setLocalValue(e.target.value)}
onFocus={() => setIsFocused(true)}
onBlur={handleBlur}
onKeyDown={handleKeyDown}
style={style}
/>
);
}
/**
* Convert radians to degrees.
* 弧度转角度。
*/
function radToDeg(rad: number): number {
return rad * 180 / Math.PI;
}
/**
* Convert degrees to radians.
* 角度转弧度。
*/
function degToRad(deg: number): number {
return deg * Math.PI / 180;
}
/**
* Property value editor component.
* 属性值编辑器组件。
*/
function PropertyValueEditor({ meta, value, onChange }: {
meta: ShaderPropertyMeta;
value: number | number[];
onChange: (value: number | number[]) => void;
}) {
const inputStyle: React.CSSProperties = {
backgroundColor: 'var(--color-bg-inset)',
color: 'var(--color-text-primary)',
border: '1px solid var(--color-border-default)',
borderRadius: 'var(--radius-sm)',
padding: '2px 6px',
fontSize: '11px',
width: '60px'
};
switch (meta.type) {
case 'float':
case 'int': {
// Handle 'angle' hint: display degrees, store radians
// 处理 'angle' 提示:显示角度,存储弧度
const isAngle = meta.hint === 'angle';
const numValue = typeof value === 'number' ? value : 0;
const displayValue = isAngle ? radToDeg(numValue) : numValue;
const displayMin = isAngle && meta.min !== undefined ? radToDeg(meta.min) : meta.min;
const displayMax = isAngle && meta.max !== undefined ? radToDeg(meta.max) : meta.max;
const displayStep = isAngle ? 1 : (meta.step ?? (meta.type === 'int' ? 1 : 0.01));
return (
<div style={{ display: 'flex', alignItems: 'center', gap: '4px' }}>
<NumberInput
value={displayValue}
min={displayMin}
max={displayMax}
step={displayStep}
onChange={(v) => {
const storeValue = isAngle ? degToRad(v) : v;
(onChange as (v: number) => void)(storeValue);
}}
style={inputStyle}
/>
{isAngle && (
<span style={{ color: 'var(--color-text-tertiary)', fontSize: '10px' }}>°</span>
)}
</div>
);
}
case 'vec2': {
const v2 = Array.isArray(value) ? value : [0, 0];
return (
<div style={{ display: 'flex', gap: '4px' }}>
<NumberInput
value={v2[0] ?? 0}
step={meta.step ?? 0.01}
onChange={(v) => onChange([v, v2[1] ?? 0])}
style={{ ...inputStyle, width: '50px' }}
/>
<NumberInput
value={v2[1] ?? 0}
step={meta.step ?? 0.01}
onChange={(v) => onChange([v2[0] ?? 0, v])}
style={{ ...inputStyle, width: '50px' }}
/>
</div>
);
}
case 'vec3': {
const v3 = Array.isArray(value) ? value : [0, 0, 0];
return (
<div style={{ display: 'flex', gap: '4px' }}>
{[0, 1, 2].map(i => (
<NumberInput
key={i}
value={v3[i] ?? 0}
step={meta.step ?? 0.01}
onChange={(v) => {
const newVal = [...v3];
newVal[i] = v;
onChange(newVal);
}}
style={{ ...inputStyle, width: '40px' }}
/>
))}
</div>
);
}
case 'vec4': {
const v4 = Array.isArray(value) ? value : [0, 0, 0, 0];
return (
<div style={{ display: 'flex', gap: '4px' }}>
{[0, 1, 2, 3].map(i => (
<NumberInput
key={i}
value={v4[i] ?? 0}
step={meta.step ?? 0.01}
onChange={(v) => {
const newVal = [...v4];
newVal[i] = v;
onChange(newVal);
}}
style={{ ...inputStyle, width: '35px' }}
/>
))}
</div>
);
}
case 'color': {
const c = Array.isArray(value) ? value : [1, 1, 1, 1];
const cr = c[0] ?? 1;
const cg = c[1] ?? 1;
const cb = c[2] ?? 1;
const ca = c[3] ?? 1;
const hexColor = `#${Math.round(cr * 255).toString(16).padStart(2, '0')}${Math.round(cg * 255).toString(16).padStart(2, '0')}${Math.round(cb * 255).toString(16).padStart(2, '0')}`;
return (
<div style={{ display: 'flex', gap: '4px', alignItems: 'center' }}>
<input
type="color"
value={hexColor}
onChange={(e) => {
const hex = e.target.value;
const r = parseInt(hex.slice(1, 3), 16) / 255;
const g = parseInt(hex.slice(3, 5), 16) / 255;
const b = parseInt(hex.slice(5, 7), 16) / 255;
onChange([r, g, b, ca]);
}}
style={{ width: '24px', height: '20px', padding: 0, border: 'none' }}
/>
<NumberInput
value={ca}
min={0}
max={1}
step={0.01}
onChange={(v) => onChange([cr, cg, cb, v])}
style={{ ...inputStyle, width: '40px' }}
/>
</div>
);
}
default:
return <span style={{ color: 'var(--color-text-tertiary)' }}>Unsupported</span>;
}
}
/**
* Determine material source from component state.
* 从组件状态确定材质来源。
*/
function getMaterialSource(render: UIRenderComponent): MaterialSource {
if (render.materialGuid && render.materialGuid.length > 0) {
return 'asset';
}
if (render.getMaterialId() !== 0) {
return 'builtin';
}
return 'none';
}
/**
* UI Render Inspector content component.
* UI 渲染检查器内容组件。
*/
function UIRenderInspectorContent({ context }: { context: ComponentInspectorContext }) {
const render = context.component as UIRenderComponent;
const [expandedGroups, setExpandedGroups] = useState<Set<string>>(new Set(['Effect', 'Default']));
const [showAddMenu, setShowAddMenu] = useState(false);
const [, forceUpdate] = useState({});
// Determine current state
const materialSource = getMaterialSource(render);
const materialId = render.getMaterialId();
const properties = getShaderPropertiesById(materialId);
// Get effect name for display
const effectName = BUILTIN_EFFECTS.find(e => e.id === materialId)?.name || '';
// Group properties
const groupedProps = useMemo(() => {
if (!properties) return {};
const groups: Record<string, Array<[string, ShaderPropertyMeta]>> = {};
for (const [name, meta] of Object.entries(properties) as [string, ShaderPropertyMeta][]) {
if (meta.hidden) continue;
const group = meta.group || 'Default';
if (!groups[group]) groups[group] = [];
groups[group].push([name, meta]);
}
return groups;
}, [properties]);
// Get available properties for override
const availableProperties = useMemo((): Array<{ name: string; meta: ShaderPropertyMeta }> => {
if (!properties) return [];
const currentOverrides = render.materialOverrides || {};
return (Object.entries(properties) as [string, ShaderPropertyMeta][])
.filter(([name, meta]) => !meta.hidden && !currentOverrides[name])
.map(([name, meta]) => ({ name, meta }));
}, [properties, render.materialOverrides]);
const toggleGroup = (group: string) => {
setExpandedGroups(prev => {
const next = new Set(prev);
if (next.has(group)) {
next.delete(group);
} else {
next.add(group);
}
return next;
});
};
const notifyChange = useCallback(() => {
forceUpdate({});
const messageHub = Core.services.tryResolve(MessageHub);
if (messageHub) {
messageHub.publish('scene:modified', {});
}
}, []);
// Handle source change
const handleSourceChange = useCallback((newSource: MaterialSource) => {
if (newSource === 'none') {
render.materialGuid = '';
render.setMaterialId(0);
render.clearOverrides();
} else if (newSource === 'builtin') {
render.materialGuid = '';
// Set to first effect if currently none
if (render.getMaterialId() === 0) {
render.setMaterialId(1); // Grayscale
}
render.clearOverrides();
} else if (newSource === 'asset') {
render.setMaterialId(0);
render.clearOverrides();
// materialGuid will be set by asset picker
}
context.onChange?.('materialGuid', render.materialGuid);
notifyChange();
}, [render, context, notifyChange]);
// Handle effect change
const handleEffectChange = useCallback((effectId: number) => {
render.setMaterialId(effectId);
render.clearOverrides();
context.onChange?.('_materialId', effectId);
notifyChange();
}, [render, context, notifyChange]);
// Handle asset change
const handleAssetChange = useCallback((assetGuid: string) => {
render.materialGuid = assetGuid;
context.onChange?.('materialGuid', assetGuid);
notifyChange();
}, [render, context, notifyChange]);
// Handle property change
const handlePropertyChange = useCallback((name: string, meta: ShaderPropertyMeta, newValue: number | number[]) => {
switch (meta.type) {
case 'float':
render.setOverrideFloat(name, newValue as number);
break;
case 'int':
render.setOverrideInt(name, newValue as number);
break;
case 'vec2': {
const v2 = newValue as number[];
render.setOverrideVec2(name, v2[0] ?? 0, v2[1] ?? 0);
break;
}
case 'vec3': {
const v3 = newValue as number[];
render.setOverrideVec3(name, v3[0] ?? 0, v3[1] ?? 0, v3[2] ?? 0);
break;
}
case 'vec4': {
const v4 = newValue as number[];
render.setOverrideVec4(name, v4[0] ?? 0, v4[1] ?? 0, v4[2] ?? 0, v4[3] ?? 0);
break;
}
case 'color': {
const c = newValue as number[];
render.setOverrideColor(name, c[0] ?? 1, c[1] ?? 1, c[2] ?? 1, c[3] ?? 1);
break;
}
}
context.onChange?.('materialOverrides', render.materialOverrides);
notifyChange();
}, [render, context, notifyChange]);
const handleRemoveOverride = useCallback((name: string) => {
render.removeOverride(name);
context.onChange?.('materialOverrides', render.materialOverrides);
notifyChange();
}, [render, context, notifyChange]);
const handleAddOverride = useCallback((name: string, meta: ShaderPropertyMeta) => {
const defaultValue = meta.default ?? (meta.type === 'color' ? [1, 1, 1, 1] : 0);
handlePropertyChange(name, meta, defaultValue as number | number[]);
setShowAddMenu(false);
}, [handlePropertyChange]);
const getCurrentValue = (name: string, meta: ShaderPropertyMeta): number | number[] => {
const override = render.getOverride(name);
if (override) {
return override.value as number | number[];
}
return meta.default as number | number[] ?? (meta.type === 'color' ? [1, 1, 1, 1] : 0);
};
const currentOverrides = render.materialOverrides || {};
const overrideKeys = Object.keys(currentOverrides);
// Styles
const selectStyle: React.CSSProperties = {
flex: 1,
backgroundColor: 'var(--color-bg-inset)',
color: 'var(--color-text-primary)',
border: '1px solid var(--color-border-default)',
borderRadius: 'var(--radius-sm)',
padding: '4px 8px',
fontSize: '12px'
};
const rowStyle: React.CSSProperties = {
display: 'flex',
alignItems: 'center',
padding: '4px 8px',
marginBottom: '4px'
};
const labelStyle: React.CSSProperties = {
color: 'var(--color-text-secondary)',
marginRight: '8px',
minWidth: '60px',
fontSize: '12px'
};
return (
<div style={{ fontSize: '12px', marginTop: '8px' }}>
{/* Section header */}
<div style={{
padding: '6px 8px',
backgroundColor: 'var(--color-bg-elevated)',
borderRadius: 'var(--radius-sm)',
marginBottom: '8px',
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between'
}}>
<div style={{ display: 'flex', alignItems: 'center', gap: '8px' }}>
<Palette size={14} style={{ color: materialSource !== 'none' ? 'var(--color-primary)' : 'var(--color-text-tertiary)' }} />
<span style={{ fontWeight: 500, color: 'var(--color-text-primary)' }}>Material</span>
</div>
{materialSource === 'builtin' && effectName && (
<span style={{
fontSize: '10px',
padding: '2px 6px',
backgroundColor: 'var(--color-primary-subtle)',
color: 'var(--color-primary)',
borderRadius: 'var(--radius-sm)'
}}>
{effectName}
</span>
)}
{materialSource === 'asset' && (
<span style={{
fontSize: '10px',
padding: '2px 6px',
backgroundColor: 'var(--color-success-subtle)',
color: 'var(--color-success)',
borderRadius: 'var(--radius-sm)'
}}>
Asset
</span>
)}
</div>
{/* Source selector */}
<div style={rowStyle}>
<span style={labelStyle}>Source</span>
<select
value={materialSource}
onChange={(e) => handleSourceChange(e.target.value as MaterialSource)}
style={selectStyle}
>
<option value="none">None (Default)</option>
<option value="builtin">Built-in Effect</option>
<option value="asset">Material Asset</option>
</select>
</div>
{/* None selected hint */}
{materialSource === 'none' && (
<div style={{
padding: '12px',
margin: '4px 8px 8px',
backgroundColor: 'var(--color-bg-subtle)',
borderRadius: 'var(--radius-sm)',
color: 'var(--color-text-tertiary)',
fontSize: '11px',
textAlign: 'center'
}}>
No material effect applied.<br />
Select a source above to add visual effects.
</div>
)}
{/* Built-in effect selector */}
{materialSource === 'builtin' && (
<>
<div style={rowStyle}>
<span style={labelStyle}>Effect</span>
<select
value={materialId}
onChange={(e) => handleEffectChange(Number(e.target.value))}
style={selectStyle}
>
{BUILTIN_EFFECTS.map(effect => (
<option key={effect.id} value={effect.id}>
{effect.name}
</option>
))}
</select>
</div>
{/* Effect description */}
{effectName && (
<div style={{
padding: '4px 8px',
marginBottom: '8px',
color: 'var(--color-text-tertiary)',
fontSize: '10px',
fontStyle: 'italic'
}}>
{BUILTIN_EFFECTS.find(e => e.id === materialId)?.description}
</div>
)}
{/* Overrides section */}
{overrideKeys.length > 0 && (
<div style={{ marginBottom: '8px' }}>
<div style={{
padding: '4px 8px',
backgroundColor: 'var(--color-bg-subtle)',
borderRadius: 'var(--radius-sm)',
marginBottom: '4px',
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between'
}}>
<span style={{ color: 'var(--color-text-secondary)', fontSize: '11px' }}>
Overrides ({overrideKeys.length})
</span>
</div>
{overrideKeys.map(key => {
const override = currentOverrides[key];
if (!override) return null;
const meta = properties?.[key];
if (!meta) return null;
return (
<div key={key} style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
padding: '4px 8px',
borderBottom: '1px solid var(--color-border-muted)'
}}>
<span style={{ color: 'var(--color-text-secondary)', minWidth: '80px' }} title={meta.tooltip}>
{key.replace(/^u_/, '')}
</span>
<div style={{ display: 'flex', alignItems: 'center', gap: '4px' }}>
<PropertyValueEditor
meta={meta}
value={override.value as number | number[]}
onChange={(v) => handlePropertyChange(key, meta, v)}
/>
<button
onClick={() => handleRemoveOverride(key)}
style={{
background: 'none',
border: 'none',
padding: '2px',
cursor: 'pointer',
color: 'var(--color-text-tertiary)',
display: 'flex',
alignItems: 'center'
}}
title="Remove override"
>
<X size={12} />
</button>
</div>
</div>
);
})}
</div>
)}
{/* Property groups */}
{Object.entries(groupedProps).map(([group, props]) => (
<div key={group} style={{ marginBottom: '4px' }}>
<div
onClick={() => toggleGroup(group)}
style={{
display: 'flex',
alignItems: 'center',
padding: '4px 8px',
backgroundColor: 'var(--color-bg-subtle)',
borderRadius: 'var(--radius-sm)',
cursor: 'pointer',
userSelect: 'none'
}}
>
{expandedGroups.has(group) ? <ChevronDown size={12} /> : <ChevronRight size={12} />}
<span style={{ marginLeft: '4px', color: 'var(--color-text-secondary)', fontWeight: 500 }}>{group}</span>
</div>
{expandedGroups.has(group) && (
<div style={{ padding: '4px 8px' }}>
{props.map(([name, meta]) => {
const hasOverride = !!currentOverrides[name];
return (
<div key={name} style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
padding: '3px 0',
borderBottom: '1px solid var(--color-border-muted)',
opacity: hasOverride ? 1 : 0.7
}}>
<span
style={{
color: hasOverride ? 'var(--color-text-primary)' : 'var(--color-text-tertiary)',
cursor: 'pointer'
}}
title={meta.tooltip || `Click to add override for ${name}`}
onClick={() => !hasOverride && handleAddOverride(name, meta)}
>
{name.replace(/^u_/, '')}
{!hasOverride && <Plus size={10} style={{ marginLeft: '4px', opacity: 0.5 }} />}
</span>
{hasOverride ? (
<PropertyValueEditor
meta={meta}
value={getCurrentValue(name, meta)}
onChange={(v) => handlePropertyChange(name, meta, v)}
/>
) : (
<span style={{ color: 'var(--color-text-tertiary)', fontSize: '10px' }}>
{typeof meta.default === 'number' ? meta.default.toFixed(2) : 'default'}
</span>
)}
</div>
);
})}
</div>
)}
</div>
))}
{/* Add override button */}
{availableProperties.length > 0 && (
<div style={{ position: 'relative', padding: '4px 8px' }}>
<button
onClick={() => setShowAddMenu(!showAddMenu)}
style={{
display: 'flex',
alignItems: 'center',
gap: '4px',
padding: '4px 8px',
backgroundColor: 'var(--color-bg-subtle)',
border: '1px solid var(--color-border-default)',
borderRadius: 'var(--radius-sm)',
color: 'var(--color-text-secondary)',
cursor: 'pointer',
fontSize: '11px'
}}
>
<Plus size={12} />
<span>Add Override</span>
</button>
{showAddMenu && (
<div style={{
position: 'absolute',
top: '100%',
left: '8px',
zIndex: 100,
backgroundColor: 'var(--color-bg-elevated)',
border: '1px solid var(--color-border-default)',
borderRadius: 'var(--radius-sm)',
boxShadow: 'var(--shadow-lg)',
minWidth: '180px',
maxHeight: '200px',
overflowY: 'auto'
}}>
{availableProperties.map(({ name, meta }) => (
<button
key={name}
onClick={() => handleAddOverride(name, meta)}
style={{
display: 'flex',
alignItems: 'center',
justifyContent: 'space-between',
width: '100%',
padding: '6px 8px',
backgroundColor: 'transparent',
border: 'none',
borderBottom: '1px solid var(--color-border-muted)',
color: 'var(--color-text-primary)',
cursor: 'pointer',
fontSize: '11px',
textAlign: 'left'
}}
>
<span>{name.replace(/^u_/, '')}</span>
<span style={{ color: 'var(--color-text-tertiary)', fontSize: '10px' }}>
{UNIFORM_TYPE_LABELS[meta.type] || meta.type}
</span>
</button>
))}
</div>
)}
</div>
)}
{/* Empty state for effect without properties */}
{!properties && (
<div style={{
padding: '8px 12px',
margin: '0 8px',
backgroundColor: 'var(--color-bg-subtle)',
borderRadius: 'var(--radius-sm)',
color: 'var(--color-text-tertiary)',
fontSize: '11px',
fontStyle: 'italic'
}}>
No editable properties for this effect
</div>
)}
</>
)}
{/* Material Asset selector */}
{materialSource === 'asset' && (
<div style={{ padding: '4px 8px' }}>
<div style={{
display: 'flex',
alignItems: 'center',
gap: '8px',
padding: '8px',
backgroundColor: 'var(--color-bg-subtle)',
borderRadius: 'var(--radius-sm)',
border: '1px dashed var(--color-border-default)'
}}>
<FileBox size={16} style={{ color: 'var(--color-text-tertiary)' }} />
<div style={{ flex: 1 }}>
<input
type="text"
value={render.materialGuid}
onChange={(e) => handleAssetChange(e.target.value)}
placeholder="Drag .mat file here or enter GUID"
style={{
width: '100%',
backgroundColor: 'var(--color-bg-inset)',
color: 'var(--color-text-primary)',
border: '1px solid var(--color-border-default)',
borderRadius: 'var(--radius-sm)',
padding: '4px 8px',
fontSize: '11px'
}}
/>
</div>
{render.materialGuid && (
<button
onClick={() => handleAssetChange('')}
style={{
background: 'none',
border: 'none',
padding: '2px',
cursor: 'pointer',
color: 'var(--color-text-tertiary)'
}}
title="Clear"
>
<X size={14} />
</button>
)}
</div>
<div style={{
padding: '8px',
color: 'var(--color-text-tertiary)',
fontSize: '10px'
}}>
Material assets (.mat) define shared shader configurations
</div>
</div>
)}
</div>
);
}
/**
* UI Render component inspector implementation.
* UI 渲染组件检查器实现。
*
* Uses 'append' mode to add unified material UI after default properties.
* 使用 'append' 模式在默认属性后添加统一的材质 UI。
*/
export class UIRenderInspector implements IComponentInspector<UIRenderComponent> {
readonly id = 'uirender-inspector';
readonly name = 'UIRender Inspector';
readonly priority = 100;
readonly targetComponents = ['UIRender', 'UIRenderComponent'];
readonly renderMode = 'append' as const;
canHandle(component: Component): component is UIRenderComponent {
return component instanceof UIRenderComponent ||
component.constructor.name === 'UIRenderComponent';
}
render(context: ComponentInspectorContext): React.ReactElement {
return React.createElement(UIRenderInspectorContent, {
context,
key: `uirender-${context.version}`
});
}
}

View File

@@ -202,6 +202,15 @@ const AnchorPresetGrid: React.FC<{
[AnchorPreset.BottomLeft]: { x: 3, y: 17 },
[AnchorPreset.BottomCenter]: { x: 10, y: 17 },
[AnchorPreset.BottomRight]: { x: 17, y: 17 },
// Stretch presets (horizontal) | 拉伸预设(水平)
[AnchorPreset.StretchTop]: { x: 10, y: 3 },
[AnchorPreset.StretchMiddle]: { x: 10, y: 10 },
[AnchorPreset.StretchBottom]: { x: 10, y: 17 },
// Stretch presets (vertical) | 拉伸预设(垂直)
[AnchorPreset.StretchLeft]: { x: 3, y: 10 },
[AnchorPreset.StretchCenter]: { x: 10, y: 10 },
[AnchorPreset.StretchRight]: { x: 17, y: 10 },
// Full stretch | 完全拉伸
[AnchorPreset.StretchAll]: { x: 10, y: 10 },
};
return positions[preset];
@@ -320,30 +329,44 @@ export class UITransformInspector implements IComponentInspector<UITransformComp
return AnchorPreset.StretchAll;
}
if (anchorMinX === anchorMaxX && anchorMinY === anchorMaxY) {
if (anchorMinX === 0 && anchorMinY === 0) return AnchorPreset.TopLeft;
if (anchorMinX === 0.5 && anchorMinY === 0) return AnchorPreset.TopCenter;
if (anchorMinX === 1 && anchorMinY === 0) return AnchorPreset.TopRight;
// Y-up 坐标系anchorMinY=1 是顶部anchorMinY=0 是底部
// Y-up coordinate system: anchorMinY=1 is top, anchorMinY=0 is bottom
if (anchorMinX === 0 && anchorMinY === 1) return AnchorPreset.TopLeft;
if (anchorMinX === 0.5 && anchorMinY === 1) return AnchorPreset.TopCenter;
if (anchorMinX === 1 && anchorMinY === 1) return AnchorPreset.TopRight;
if (anchorMinX === 0 && anchorMinY === 0.5) return AnchorPreset.MiddleLeft;
if (anchorMinX === 0.5 && anchorMinY === 0.5) return AnchorPreset.MiddleCenter;
if (anchorMinX === 1 && anchorMinY === 0.5) return AnchorPreset.MiddleRight;
if (anchorMinX === 0 && anchorMinY === 1) return AnchorPreset.BottomLeft;
if (anchorMinX === 0.5 && anchorMinY === 1) return AnchorPreset.BottomCenter;
if (anchorMinX === 1 && anchorMinY === 1) return AnchorPreset.BottomRight;
if (anchorMinX === 0 && anchorMinY === 0) return AnchorPreset.BottomLeft;
if (anchorMinX === 0.5 && anchorMinY === 0) return AnchorPreset.BottomCenter;
if (anchorMinX === 1 && anchorMinY === 0) return AnchorPreset.BottomRight;
}
return '';
};
const handlePresetSelect = (preset: AnchorPreset) => {
// [anchorMinX, anchorMinY, anchorMaxX, anchorMaxY]
// Y-up 坐标系Y=1 是顶部Y=0 是底部
// Y-up coordinate system: Y=1 is top, Y=0 is bottom
const presetValues: Record<AnchorPreset, [number, number, number, number]> = {
[AnchorPreset.TopLeft]: [0, 0, 0, 0],
[AnchorPreset.TopCenter]: [0.5, 0, 0.5, 0],
[AnchorPreset.TopRight]: [1, 0, 1, 0],
[AnchorPreset.TopLeft]: [0, 1, 0, 1],
[AnchorPreset.TopCenter]: [0.5, 1, 0.5, 1],
[AnchorPreset.TopRight]: [1, 1, 1, 1],
[AnchorPreset.MiddleLeft]: [0, 0.5, 0, 0.5],
[AnchorPreset.MiddleCenter]: [0.5, 0.5, 0.5, 0.5],
[AnchorPreset.MiddleRight]: [1, 0.5, 1, 0.5],
[AnchorPreset.BottomLeft]: [0, 1, 0, 1],
[AnchorPreset.BottomCenter]: [0.5, 1, 0.5, 1],
[AnchorPreset.BottomRight]: [1, 1, 1, 1],
[AnchorPreset.BottomLeft]: [0, 0, 0, 0],
[AnchorPreset.BottomCenter]: [0.5, 0, 0.5, 0],
[AnchorPreset.BottomRight]: [1, 0, 1, 0],
// Horizontal stretch | 水平拉伸
[AnchorPreset.StretchTop]: [0, 1, 1, 1],
[AnchorPreset.StretchMiddle]: [0, 0.5, 1, 0.5],
[AnchorPreset.StretchBottom]: [0, 0, 1, 0],
// Vertical stretch | 垂直拉伸
[AnchorPreset.StretchLeft]: [0, 0, 0, 1],
[AnchorPreset.StretchCenter]: [0.5, 0, 0.5, 1],
[AnchorPreset.StretchRight]: [1, 0, 1, 1],
// Full stretch | 完全拉伸
[AnchorPreset.StretchAll]: [0, 0, 1, 1],
};

View File

@@ -1 +1,2 @@
export * from './UITransformInspector';
export * from './UIRenderInspector';