feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)

* feat(platform-common): 添加WASM加载器和环境检测API

* feat(rapier2d): 新增Rapier2D WASM绑定包

* feat(physics-rapier2d): 添加跨平台WASM加载器

* feat(asset-system): 添加运行时资产目录和bundle格式

* feat(asset-system-editor): 新增编辑器资产管理包

* feat(editor-core): 添加构建系统和模块管理

* feat(editor-app): 重构浏览器预览使用import maps

* feat(platform-web): 添加BrowserRuntime和资产读取

* feat(engine): 添加材质系统和着色器管理

* feat(material): 新增材质系统和着色器编辑器

* feat(tilemap): 增强tilemap编辑器和动画系统

* feat(modules): 添加module.json配置

* feat(core): 添加module.json和类型定义更新

* chore: 更新依赖和构建配置

* refactor(plugins): 更新插件模板使用ModuleManifest

* chore: 添加第三方依赖库

* chore: 移除BehaviourTree-ai和ecs-astar子模块

* docs: 更新README和文档主题样式

* fix: 修复Rust文档测试和添加rapier2d WASM绑定

* fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题

* feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea)

* fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖

* fix: 添加缺失的包依赖修复CI构建

* fix: 修复CodeQL检测到的代码问题

* fix: 修复构建错误和缺失依赖

* fix: 修复类型检查错误

* fix(material-system): 修复tsconfig配置支持TypeScript项目引用

* fix(editor-core): 修复Rollup构建配置添加tauri external

* fix: 修复CodeQL检测到的代码问题

* fix: 修复CodeQL检测到的代码问题
This commit is contained in:
YHH
2025-12-03 22:15:22 +08:00
committed by GitHub
parent caf7622aa0
commit 63f006ab62
496 changed files with 77601 additions and 4067 deletions

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/**
* Material Editor Panel
* 材质编辑器面板
*/
import React, { useEffect, useCallback, useState } from 'react';
import { Core } from '@esengine/ecs-framework';
import { MessageHub, IFileSystemService } from '@esengine/editor-core';
import { BlendMode, BuiltInShaders } from '@esengine/material-system';
import { useMaterialEditorStore, createDefaultMaterialData } from '../stores/MaterialEditorStore';
import { Save, RefreshCw, FolderOpen } from 'lucide-react';
import '../styles/MaterialEditorPanel.css';
// 文件系统类型
type IFileSystem = {
readFile(path: string): Promise<string>;
writeFile(path: string, content: string): Promise<void>;
};
/**
* 混合模式选项
*/
const BLEND_MODE_OPTIONS = [
{ value: BlendMode.None, label: 'None (Opaque)', labelZh: '无 (不透明)' },
{ value: BlendMode.Alpha, label: 'Alpha Blend', labelZh: 'Alpha 混合' },
{ value: BlendMode.Additive, label: 'Additive', labelZh: '叠加' },
{ value: BlendMode.Multiply, label: 'Multiply', labelZh: '正片叠底' },
{ value: BlendMode.Screen, label: 'Screen', labelZh: '滤色' },
{ value: BlendMode.PremultipliedAlpha, label: 'Premultiplied Alpha', labelZh: '预乘 Alpha' },
];
/**
* 内置着色器选项
*/
const BUILT_IN_SHADER_OPTIONS = [
{ value: BuiltInShaders.DefaultSprite, label: 'Default Sprite', labelZh: '默认精灵' },
{ value: BuiltInShaders.Grayscale, label: 'Grayscale', labelZh: '灰度' },
{ value: BuiltInShaders.Tint, label: 'Tint', labelZh: '着色' },
{ value: BuiltInShaders.Flash, label: 'Flash', labelZh: '闪烁' },
{ value: BuiltInShaders.Outline, label: 'Outline', labelZh: '描边' },
];
/** Custom shader indicator value. | 自定义着色器指示值。 */
const CUSTOM_SHADER_VALUE = -1;
interface MaterialEditorPanelProps {
locale?: string;
}
export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps) {
const {
currentFilePath,
pendingFilePath,
materialData,
isDirty,
isLoading,
setPendingFilePath,
setCurrentFilePath,
setMaterialData,
setLoading,
updateMaterialProperty,
} = useMaterialEditorStore();
const isZh = locale === 'zh';
// 加载材质文件
const loadMaterialFile = useCallback(async (filePath: string) => {
setLoading(true);
try {
const fileSystem = Core.services.tryResolve(IFileSystemService) as IFileSystem | null;
if (!fileSystem) {
console.error('[MaterialEditor] FileSystem service not available');
return;
}
const content = await fileSystem.readFile(filePath);
const data = JSON.parse(content);
setMaterialData(data);
setCurrentFilePath(filePath);
} catch (error) {
console.error('[MaterialEditor] Failed to load material:', error);
// 如果加载失败,创建默认材质
const fileName = filePath.split(/[\\/]/).pop()?.replace(/\.mat$/i, '') || 'New Material';
setMaterialData(createDefaultMaterialData(fileName));
setCurrentFilePath(filePath);
} finally {
setLoading(false);
}
}, [setLoading, setMaterialData, setCurrentFilePath]);
// 保存材质文件
const saveMaterialFile = useCallback(async () => {
if (!currentFilePath || !materialData) return;
try {
const fileSystem = Core.services.tryResolve(IFileSystemService) as IFileSystem | null;
if (!fileSystem) {
console.error('[MaterialEditor] FileSystem service not available');
return;
}
await fileSystem.writeFile(currentFilePath, JSON.stringify(materialData, null, 2));
useMaterialEditorStore.getState().setDirty(false);
// 发送保存成功消息
const messageHub = Core.services.resolve(MessageHub);
messageHub?.publish('material:saved', { filePath: currentFilePath });
} catch (error) {
console.error('[MaterialEditor] Failed to save material:', error);
}
}, [currentFilePath, materialData]);
// 处理 pendingFilePath
useEffect(() => {
if (pendingFilePath) {
loadMaterialFile(pendingFilePath);
setPendingFilePath(null);
}
}, [pendingFilePath, loadMaterialFile, setPendingFilePath]);
// 监听键盘快捷键
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
if ((e.ctrlKey || e.metaKey) && e.key === 's') {
e.preventDefault();
saveMaterialFile();
}
};
window.addEventListener('keydown', handleKeyDown);
return () => window.removeEventListener('keydown', handleKeyDown);
}, [saveMaterialFile]);
// 渲染加载状态
if (isLoading) {
return (
<div className="material-editor-panel loading">
<RefreshCw className="spin" size={24} />
<span>{isZh ? '加载中...' : 'Loading...'}</span>
</div>
);
}
// 渲染空状态
if (!materialData) {
return (
<div className="material-editor-panel empty">
<span>{isZh ? '双击 .mat 文件打开材质编辑器' : 'Double-click a .mat file to open the material editor'}</span>
</div>
);
}
return (
<div className="material-editor-panel">
{/* 工具栏 */}
<div className="material-editor-toolbar">
<div className="toolbar-left">
<span className="material-name">{materialData.name}</span>
{isDirty && <span className="dirty-indicator">*</span>}
</div>
<div className="toolbar-right">
<button
className="toolbar-button"
onClick={saveMaterialFile}
disabled={!isDirty}
title={isZh ? '保存 (Ctrl+S)' : 'Save (Ctrl+S)'}
>
<Save size={16} />
<span>{isZh ? '保存' : 'Save'}</span>
</button>
</div>
</div>
{/* 属性编辑区 */}
<div className="material-editor-content">
{/* 基本属性 */}
<div className="property-section">
<div className="section-header">{isZh ? '基本属性' : 'Basic Properties'}</div>
<div className="property-row">
<label>{isZh ? '名称' : 'Name'}</label>
<input
type="text"
value={materialData.name}
onChange={(e) => updateMaterialProperty('name', e.target.value)}
/>
</div>
<div className="property-row">
<label>{isZh ? '着色器' : 'Shader'}</label>
<div className="shader-selector">
<select
value={typeof materialData.shader === 'string' ? CUSTOM_SHADER_VALUE : materialData.shader}
onChange={(e) => {
const value = Number(e.target.value);
if (value === CUSTOM_SHADER_VALUE) {
// Keep current custom shader path if already set
if (typeof materialData.shader !== 'string') {
updateMaterialProperty('shader', '');
}
} else {
updateMaterialProperty('shader', value);
}
}}
>
{BUILT_IN_SHADER_OPTIONS.map((opt) => (
<option key={opt.value} value={opt.value}>
{isZh ? opt.labelZh : opt.label}
</option>
))}
<option value={CUSTOM_SHADER_VALUE}>
{isZh ? '自定义着色器...' : 'Custom Shader...'}
</option>
</select>
</div>
</div>
{/* Custom shader path input */}
{typeof materialData.shader === 'string' && (
<div className="property-row">
<label>{isZh ? '着色器路径' : 'Shader Path'}</label>
<div className="file-input-row">
<input
type="text"
value={materialData.shader}
onChange={(e) => updateMaterialProperty('shader', e.target.value)}
placeholder={isZh ? '输入 .shader 文件路径' : 'Enter .shader file path'}
/>
<button
className="browse-button"
onClick={async () => {
// TODO: Implement file browser dialog
// 这里可以集成编辑器的文件选择对话框
}}
title={isZh ? '浏览...' : 'Browse...'}
>
<FolderOpen size={14} />
</button>
</div>
</div>
)}
<div className="property-row">
<label>{isZh ? '混合模式' : 'Blend Mode'}</label>
<select
value={materialData.blendMode}
onChange={(e) => updateMaterialProperty('blendMode', Number(e.target.value))}
>
{BLEND_MODE_OPTIONS.map((opt) => (
<option key={opt.value} value={opt.value}>
{isZh ? opt.labelZh : opt.label}
</option>
))}
</select>
</div>
</div>
{/* Uniform 参数 */}
<div className="property-section">
<div className="section-header">{isZh ? 'Uniform 参数' : 'Uniform Parameters'}</div>
{Object.keys(materialData.uniforms || {}).length === 0 ? (
<div className="empty-uniforms">
{isZh ? '该着色器没有自定义参数' : 'This shader has no custom parameters'}
</div>
) : (
Object.entries(materialData.uniforms || {}).map(([key, uniform]) => (
<div key={key} className="property-row">
<label>{key}</label>
<span className="uniform-type">{uniform.type}</span>
</div>
))
)}
</div>
{/* 文件信息 */}
<div className="property-section">
<div className="section-header">{isZh ? '文件信息' : 'File Info'}</div>
<div className="property-row file-path">
<label>{isZh ? '路径' : 'Path'}</label>
<span title={currentFilePath || ''}>
{currentFilePath?.split(/[\\/]/).pop() || '-'}
</span>
</div>
</div>
</div>
</div>
);
}
export default MaterialEditorPanel;