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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@@ -1,6 +1,6 @@
import type { IScene } from '@esengine/ecs-framework';
import { ComponentRegistry } from '@esengine/ecs-framework';
import type { IRuntimeModule, IPlugin, PluginDescriptor, SystemContext } from '@esengine/engine-core';
import type { IRuntimeModule, IPlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
import {
UITransformComponent,
@@ -95,18 +95,25 @@ class UIRuntimeModule implements IRuntimeModule {
}
}
const descriptor: PluginDescriptor = {
id: '@esengine/ui',
name: 'UI',
const manifest: ModuleManifest = {
id: 'ui',
name: '@esengine/ui',
displayName: 'UI System',
version: '1.0.0',
description: 'ECS-based UI system',
category: 'ui',
enabledByDefault: true,
isEnginePlugin: true
category: 'Rendering',
icon: 'Layout',
isCore: false,
defaultEnabled: false,
isEngineModule: true,
canContainContent: true,
dependencies: ['core', 'math'],
exports: { components: ['UICanvasComponent'] },
editorPackage: '@esengine/ui-editor'
};
export const UIPlugin: IPlugin = {
descriptor,
manifest,
runtimeModule: new UIRuntimeModule()
};

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@@ -0,0 +1,357 @@
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
/**
* 缩放模式
* Scale mode for canvas
*/
export enum UIScaleMode {
/**
* 固定像素大小,不缩放
* Constant pixel size, no scaling
*/
ConstantPixelSize = 'constant-pixel-size',
/**
* 根据屏幕尺寸缩放(最常用)
* Scale with screen size (most common)
*/
ScaleWithScreenSize = 'scale-with-screen-size',
/**
* 根据物理尺寸缩放(基于 DPI
* Scale with physical size (DPI-based)
*/
ConstantPhysicalSize = 'constant-physical-size'
}
/**
* 屏幕匹配模式
* Screen match mode for scaling calculation
*/
export enum UIScreenMatchMode {
/**
* 宽度优先 - 保持设计宽度,高度自适应
* Match width - maintain design width, height adapts
* 适合横屏游戏
*/
MatchWidth = 'match-width',
/**
* 高度优先 - 保持设计高度,宽度自适应
* Match height - maintain design height, width adapts
* 适合竖屏游戏
*/
MatchHeight = 'match-height',
/**
* 宽高混合 - 根据权重混合宽高缩放
* Match width or height - blend between width and height scaling
*/
MatchWidthOrHeight = 'match-width-or-height',
/**
* 扩展模式 - 保证设计分辨率内容完全显示,可能有黑边
* Expand - ensure design resolution content is fully visible, may have letterbox
*/
Expand = 'expand',
/**
* 收缩模式 - 填满屏幕,设计分辨率外的内容可能被裁剪
* Shrink - fill screen, content outside design resolution may be cropped
*/
Shrink = 'shrink'
}
/**
* UI 画布缩放组件
* UI Canvas Scaler Component - Handles UI scaling for different screen sizes
*
* 用于适配不同分辨率和屏幕方向的 UI 系统
* Used to adapt UI system for different resolutions and screen orientations
*/
@ECSComponent('UICanvasScaler')
@Serializable({ version: 1, typeId: 'UICanvasScaler' })
export class UICanvasScalerComponent extends Component {
// ===== 缩放模式 Scale Mode =====
/**
* 缩放模式
* Scale mode
*/
@Serialize()
@Property({
type: 'enum',
label: 'Scale Mode',
options: [
{ value: 'constant-pixel-size', label: 'Constant Pixel Size' },
{ value: 'scale-with-screen-size', label: 'Scale With Screen Size' },
{ value: 'constant-physical-size', label: 'Constant Physical Size' }
]
})
public scaleMode: UIScaleMode = UIScaleMode.ScaleWithScreenSize;
// ===== 设计分辨率 Reference Resolution =====
/**
* 设计分辨率宽度
* Reference resolution width
*/
@Serialize()
@Property({ type: 'number', label: 'Reference Width', min: 1 })
public referenceWidth: number = 1920;
/**
* 设计分辨率高度
* Reference resolution height
*/
@Serialize()
@Property({ type: 'number', label: 'Reference Height', min: 1 })
public referenceHeight: number = 1080;
// ===== 屏幕匹配 Screen Match =====
/**
* 屏幕匹配模式
* Screen match mode
*/
@Serialize()
@Property({
type: 'enum',
label: 'Screen Match Mode',
options: [
{ value: 'match-width', label: 'Match Width' },
{ value: 'match-height', label: 'Match Height' },
{ value: 'match-width-or-height', label: 'Match Width Or Height' },
{ value: 'expand', label: 'Expand' },
{ value: 'shrink', label: 'Shrink' }
]
})
public screenMatchMode: UIScreenMatchMode = UIScreenMatchMode.MatchWidthOrHeight;
/**
* 宽高匹配权重 (0=完全宽度, 1=完全高度)
* Match weight between width and height (0=full width, 1=full height)
* 仅在 MatchWidthOrHeight 模式下生效
*/
@Serialize()
@Property({ type: 'number', label: 'Match', min: 0, max: 1, step: 0.01 })
public match: number = 0.5;
// ===== 像素密度 Pixel Density =====
/**
* 缩放因子ConstantPixelSize 模式)
* Scale factor for ConstantPixelSize mode
*/
@Serialize()
@Property({ type: 'number', label: 'Scale Factor', min: 0.1, step: 0.1 })
public scaleFactor: number = 1;
/**
* 参考 DPIConstantPhysicalSize 模式)
* Reference DPI for ConstantPhysicalSize mode
*/
@Serialize()
@Property({ type: 'number', label: 'Reference DPI', min: 1 })
public referenceDPI: number = 96;
// ===== 计算结果 Computed Results =====
/**
* 计算后的缩放比例
* Computed scale ratio
*/
public computedScale: number = 1;
/**
* 计算后的画布宽度
* Computed canvas width (in design units)
*/
public computedCanvasWidth: number = 1920;
/**
* 计算后的画布高度
* Computed canvas height (in design units)
*/
public computedCanvasHeight: number = 1080;
/**
* 当前屏幕宽度
* Current screen width
*/
public screenWidth: number = 1920;
/**
* 当前屏幕高度
* Current screen height
*/
public screenHeight: number = 1080;
/**
* 当前设备 DPI
* Current device DPI
*/
public currentDPI: number = 96;
/**
* 是否需要重新计算
* Flag indicating recalculation needed
*/
public dirty: boolean = true;
/**
* 计算缩放比例
* Calculate scale ratio based on current screen size
*/
public calculateScale(screenWidth: number, screenHeight: number, dpi: number = 96): void {
this.screenWidth = screenWidth;
this.screenHeight = screenHeight;
this.currentDPI = dpi;
switch (this.scaleMode) {
case UIScaleMode.ConstantPixelSize:
this.computedScale = this.scaleFactor;
break;
case UIScaleMode.ConstantPhysicalSize:
this.computedScale = dpi / this.referenceDPI;
break;
case UIScaleMode.ScaleWithScreenSize:
this.computedScale = this.calculateScreenScale(screenWidth, screenHeight);
break;
}
// 计算画布逻辑尺寸 | Calculate logical canvas size
this.computedCanvasWidth = screenWidth / this.computedScale;
this.computedCanvasHeight = screenHeight / this.computedScale;
this.dirty = false;
}
/**
* 计算屏幕缩放比例
* Calculate screen scale based on match mode
*/
private calculateScreenScale(screenWidth: number, screenHeight: number): number {
const widthScale = screenWidth / this.referenceWidth;
const heightScale = screenHeight / this.referenceHeight;
switch (this.screenMatchMode) {
case UIScreenMatchMode.MatchWidth:
return widthScale;
case UIScreenMatchMode.MatchHeight:
return heightScale;
case UIScreenMatchMode.MatchWidthOrHeight:
// 对数插值,提供更平滑的过渡
// Logarithmic interpolation for smoother transition
const logWidth = Math.log2(widthScale);
const logHeight = Math.log2(heightScale);
const logScale = logWidth + (logHeight - logWidth) * this.match;
return Math.pow(2, logScale);
case UIScreenMatchMode.Expand:
// 取较小值,保证内容完全显示
// Take smaller value to ensure content is fully visible
return Math.min(widthScale, heightScale);
case UIScreenMatchMode.Shrink:
// 取较大值,填满屏幕
// Take larger value to fill screen
return Math.max(widthScale, heightScale);
default:
return 1;
}
}
/**
* 设置设计分辨率
* Set reference resolution
*/
public setReferenceResolution(width: number, height: number): this {
this.referenceWidth = width;
this.referenceHeight = height;
this.dirty = true;
return this;
}
/**
* 设置缩放模式
* Set scale mode
*/
public setScaleMode(mode: UIScaleMode): this {
this.scaleMode = mode;
this.dirty = true;
return this;
}
/**
* 设置屏幕匹配模式
* Set screen match mode
*/
public setScreenMatchMode(mode: UIScreenMatchMode, match?: number): this {
this.screenMatchMode = mode;
if (match !== undefined) {
this.match = match;
}
this.dirty = true;
return this;
}
/**
* 获取设计分辨率的宽高比
* Get reference resolution aspect ratio
*/
public getReferenceAspectRatio(): number {
return this.referenceWidth / this.referenceHeight;
}
/**
* 获取当前屏幕宽高比
* Get current screen aspect ratio
*/
public getScreenAspectRatio(): number {
return this.screenWidth / this.screenHeight;
}
/**
* 判断当前是否为横屏
* Check if current orientation is landscape
*/
public isLandscape(): boolean {
return this.screenWidth > this.screenHeight;
}
/**
* 判断当前是否为竖屏
* Check if current orientation is portrait
*/
public isPortrait(): boolean {
return this.screenHeight > this.screenWidth;
}
/**
* 将屏幕坐标转换为画布坐标
* Convert screen coordinates to canvas coordinates
*/
public screenToCanvas(screenX: number, screenY: number): { x: number; y: number } {
return {
x: screenX / this.computedScale,
y: screenY / this.computedScale
};
}
/**
* 将画布坐标转换为屏幕坐标
* Convert canvas coordinates to screen coordinates
*/
public canvasToScreen(canvasX: number, canvasY: number): { x: number; y: number } {
return {
x: canvasX * this.computedScale,
y: canvasY * this.computedScale
};
}
}

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@@ -0,0 +1,305 @@
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
/**
* 安全区域边缘
* Safe area edges configuration
*/
export interface SafeAreaInsets {
top: number;
right: number;
bottom: number;
left: number;
}
/**
* 安全区域适配模式
* Safe area adaptation mode
*/
export enum SafeAreaMode {
/**
* 不适配安全区域
* No safe area adaptation
*/
None = 'none',
/**
* 仅适配顶部(刘海屏)
* Adapt top only (notch)
*/
Top = 'top',
/**
* 仅适配底部Home 指示器)
* Adapt bottom only (home indicator)
*/
Bottom = 'bottom',
/**
* 适配顶部和底部
* Adapt top and bottom
*/
Vertical = 'vertical',
/**
* 适配左右(横屏刘海)
* Adapt left and right (landscape notch)
*/
Horizontal = 'horizontal',
/**
* 适配所有边缘
* Adapt all edges
*/
All = 'all'
}
/**
* UI 安全区域组件
* UI Safe Area Component - Handles safe area insets for notched/rounded screens
*
* 用于处理刘海屏、圆角屏、Home 指示器等设备特性
* Used to handle device features like notch, rounded corners, home indicator
*/
@ECSComponent('UISafeArea')
@Serializable({ version: 1, typeId: 'UISafeArea' })
export class UISafeAreaComponent extends Component {
/**
* 安全区域适配模式
* Safe area adaptation mode
*/
@Serialize()
@Property({
type: 'enum',
label: 'Mode',
options: [
{ value: 'none', label: 'None' },
{ value: 'top', label: 'Top Only' },
{ value: 'bottom', label: 'Bottom Only' },
{ value: 'vertical', label: 'Vertical' },
{ value: 'horizontal', label: 'Horizontal' },
{ value: 'all', label: 'All' }
]
})
public mode: SafeAreaMode = SafeAreaMode.All;
/**
* 是否自动检测安全区域
* Whether to auto-detect safe area from device
*/
@Serialize()
@Property({ type: 'boolean', label: 'Auto Detect' })
public autoDetect: boolean = true;
/**
* 手动设置的安全区域内边距
* Manually set safe area insets
*/
@Serialize()
@Property({ type: 'number', label: 'Manual Top', min: 0 })
public manualTop: number = 0;
@Serialize()
@Property({ type: 'number', label: 'Manual Right', min: 0 })
public manualRight: number = 0;
@Serialize()
@Property({ type: 'number', label: 'Manual Bottom', min: 0 })
public manualBottom: number = 0;
@Serialize()
@Property({ type: 'number', label: 'Manual Left', min: 0 })
public manualLeft: number = 0;
/**
* 额外的内边距(在安全区域基础上增加)
* Extra padding (added on top of safe area)
*/
@Serialize()
@Property({ type: 'number', label: 'Extra Padding', min: 0 })
public extraPadding: number = 0;
// ===== 计算结果 Computed Results =====
/**
* 检测到的设备安全区域
* Detected device safe area insets
*/
public detectedInsets: SafeAreaInsets = { top: 0, right: 0, bottom: 0, left: 0 };
/**
* 最终应用的安全区域
* Final applied safe area insets
*/
public appliedInsets: SafeAreaInsets = { top: 0, right: 0, bottom: 0, left: 0 };
/**
* 是否需要重新计算
* Flag indicating recalculation needed
*/
public dirty: boolean = true;
/**
* 检测设备安全区域
* Detect device safe area insets
*/
public detectSafeArea(): void {
if (typeof window === 'undefined' || typeof document === 'undefined') {
this.detectedInsets = { top: 0, right: 0, bottom: 0, left: 0 };
return;
}
// 使用 CSS 环境变量获取安全区域
// Use CSS environment variables to get safe area
const computedStyle = getComputedStyle(document.documentElement);
this.detectedInsets = {
top: this.parseSafeAreaValue(computedStyle.getPropertyValue('env(safe-area-inset-top)')),
right: this.parseSafeAreaValue(computedStyle.getPropertyValue('env(safe-area-inset-right)')),
bottom: this.parseSafeAreaValue(computedStyle.getPropertyValue('env(safe-area-inset-bottom)')),
left: this.parseSafeAreaValue(computedStyle.getPropertyValue('env(safe-area-inset-left)'))
};
this.dirty = true;
}
/**
* 解析安全区域值
* Parse safe area value from CSS
*/
private parseSafeAreaValue(value: string): number {
if (!value || value === '') return 0;
const parsed = parseFloat(value);
return isNaN(parsed) ? 0 : parsed;
}
/**
* 计算应用的安全区域
* Calculate applied safe area based on mode and settings
*/
public calculateAppliedInsets(): void {
const baseInsets = this.autoDetect ? this.detectedInsets : {
top: this.manualTop,
right: this.manualRight,
bottom: this.manualBottom,
left: this.manualLeft
};
// 根据模式过滤边缘
// Filter edges based on mode
switch (this.mode) {
case SafeAreaMode.None:
this.appliedInsets = { top: 0, right: 0, bottom: 0, left: 0 };
break;
case SafeAreaMode.Top:
this.appliedInsets = {
top: baseInsets.top + this.extraPadding,
right: 0,
bottom: 0,
left: 0
};
break;
case SafeAreaMode.Bottom:
this.appliedInsets = {
top: 0,
right: 0,
bottom: baseInsets.bottom + this.extraPadding,
left: 0
};
break;
case SafeAreaMode.Vertical:
this.appliedInsets = {
top: baseInsets.top + this.extraPadding,
right: 0,
bottom: baseInsets.bottom + this.extraPadding,
left: 0
};
break;
case SafeAreaMode.Horizontal:
this.appliedInsets = {
top: 0,
right: baseInsets.right + this.extraPadding,
bottom: 0,
left: baseInsets.left + this.extraPadding
};
break;
case SafeAreaMode.All:
this.appliedInsets = {
top: baseInsets.top + this.extraPadding,
right: baseInsets.right + this.extraPadding,
bottom: baseInsets.bottom + this.extraPadding,
left: baseInsets.left + this.extraPadding
};
break;
}
this.dirty = false;
}
/**
* 更新安全区域(检测 + 计算)
* Update safe area (detect + calculate)
*/
public update(): void {
if (this.autoDetect) {
this.detectSafeArea();
}
this.calculateAppliedInsets();
}
/**
* 设置模式
* Set mode
*/
public setMode(mode: SafeAreaMode): this {
this.mode = mode;
this.dirty = true;
return this;
}
/**
* 设置手动内边距
* Set manual insets
*/
public setManualInsets(insets: Partial<SafeAreaInsets>): this {
if (insets.top !== undefined) this.manualTop = insets.top;
if (insets.right !== undefined) this.manualRight = insets.right;
if (insets.bottom !== undefined) this.manualBottom = insets.bottom;
if (insets.left !== undefined) this.manualLeft = insets.left;
this.dirty = true;
return this;
}
/**
* 获取内容区域(排除安全区域后的可用区域)
* Get content rect (available area after excluding safe area)
*/
public getContentRect(screenWidth: number, screenHeight: number): {
x: number;
y: number;
width: number;
height: number;
} {
return {
x: this.appliedInsets.left,
y: this.appliedInsets.top,
width: screenWidth - this.appliedInsets.left - this.appliedInsets.right,
height: screenHeight - this.appliedInsets.top - this.appliedInsets.bottom
};
}
/**
* 检查点是否在安全区域内
* Check if point is within safe area
*/
public isPointInSafeArea(x: number, y: number, screenWidth: number, screenHeight: number): boolean {
return x >= this.appliedInsets.left &&
x <= screenWidth - this.appliedInsets.right &&
y >= this.appliedInsets.top &&
y <= screenHeight - this.appliedInsets.bottom;
}
}

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@@ -4,6 +4,8 @@ export * from './UIRenderComponent';
export * from './UIInteractableComponent';
export * from './UITextComponent';
export * from './UILayoutComponent';
export * from './UICanvasScalerComponent';
export * from './UISafeAreaComponent';
// Widget components
export * from './widgets';

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@@ -0,0 +1,331 @@
import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
import { UICanvasScalerComponent } from '../components/UICanvasScalerComponent';
import { UISafeAreaComponent } from '../components/UISafeAreaComponent';
import { UILayoutSystem } from './UILayoutSystem';
/**
* 屏幕信息接口
* Screen info interface
*/
export interface ScreenInfo {
width: number;
height: number;
dpi: number;
devicePixelRatio: number;
}
/**
* UI 画布缩放系统
* UI Canvas Scaler System - Manages canvas scaling and safe area adaptation
*
* 此系统应该在 UILayoutSystem 之前执行,以便在布局计算前更新画布尺寸
* This system should execute before UILayoutSystem to update canvas size before layout calculation
*/
@ECSSystem('UICanvasScaler')
export class UICanvasScalerSystem extends EntitySystem {
/**
* 当前屏幕信息
* Current screen info
*/
private screenInfo: ScreenInfo = {
width: 1920,
height: 1080,
dpi: 96,
devicePixelRatio: 1
};
/**
* UILayoutSystem 引用(用于更新画布尺寸)
* Reference to UILayoutSystem (for updating canvas size)
*/
private layoutSystem: UILayoutSystem | null = null;
/**
* 是否需要更新
* Flag indicating update needed
*/
private needsUpdate: boolean = true;
/**
* 上一次的屏幕尺寸(用于检测变化)
* Previous screen size (for detecting changes)
*/
private lastScreenWidth: number = 0;
private lastScreenHeight: number = 0;
constructor() {
super(Matcher.empty().any(UICanvasScalerComponent, UISafeAreaComponent));
}
/**
* 设置 UILayoutSystem 引用
* Set UILayoutSystem reference
*/
public setLayoutSystem(layoutSystem: UILayoutSystem): void {
this.layoutSystem = layoutSystem;
}
/**
* 更新屏幕信息
* Update screen info
*/
public updateScreenInfo(info: Partial<ScreenInfo>): void {
if (info.width !== undefined) this.screenInfo.width = info.width;
if (info.height !== undefined) this.screenInfo.height = info.height;
if (info.dpi !== undefined) this.screenInfo.dpi = info.dpi;
if (info.devicePixelRatio !== undefined) this.screenInfo.devicePixelRatio = info.devicePixelRatio;
this.needsUpdate = true;
}
/**
* 从浏览器自动检测屏幕信息
* Auto-detect screen info from browser
*/
public detectScreenInfo(): void {
if (typeof window === 'undefined') return;
this.screenInfo = {
width: window.innerWidth,
height: window.innerHeight,
dpi: this.detectDPI(),
devicePixelRatio: window.devicePixelRatio || 1
};
this.needsUpdate = true;
}
/**
* 检测屏幕 DPI
* Detect screen DPI using multiple methods
*
* 方法优先级:
* 1. 使用 CSS 媒体查询检测(最准确)
* 2. 通过 devicePixelRatio 估算
* 3. 回退到标准 96 DPI
*/
private detectDPI(): number {
if (typeof window === 'undefined') return 96;
// 方法1使用 CSS 媒体查询二分查找实际 DPI
// Method 1: Binary search using CSS media queries
const dpiFromMediaQuery = this.detectDPIFromMediaQuery();
if (dpiFromMediaQuery > 0) {
return dpiFromMediaQuery;
}
// 方法2通过创建临时元素测量
// Method 2: Measure using temporary element
const dpiFromElement = this.detectDPIFromElement();
if (dpiFromElement > 0) {
return dpiFromElement;
}
// 方法3使用 devicePixelRatio 估算(假设基准 96 DPI
// Method 3: Estimate from devicePixelRatio (assuming 96 DPI baseline)
const dpr = window.devicePixelRatio || 1;
return Math.round(96 * dpr);
}
/**
* 使用 CSS 媒体查询检测 DPI
* Detect DPI using CSS media queries with binary search
*/
private detectDPIFromMediaQuery(): number {
if (typeof window.matchMedia !== 'function') return 0;
// 常见 DPI 值快速检测
// Quick check for common DPI values
const commonDPIs = [72, 96, 120, 144, 160, 192, 216, 240, 288, 300, 326, 400, 458];
for (const dpi of commonDPIs) {
if (window.matchMedia(`(resolution: ${dpi}dpi)`).matches) {
return dpi;
}
}
// 二分查找精确 DPI
// Binary search for exact DPI
let low = 50;
let high = 500;
while (high - low > 1) {
const mid = Math.floor((low + high) / 2);
if (window.matchMedia(`(min-resolution: ${mid}dpi)`).matches) {
low = mid;
} else {
high = mid;
}
}
return low;
}
/**
* 使用临时元素测量 DPI
* Detect DPI by measuring a temporary element
*/
private detectDPIFromElement(): number {
if (typeof document === 'undefined') return 0;
try {
// 创建一个 1 英寸的元素
// Create a 1-inch element
const div = document.createElement('div');
div.style.cssText = 'position:absolute;left:-9999px;width:1in;height:1in;';
document.body.appendChild(div);
const dpi = div.offsetWidth;
document.body.removeChild(div);
// 验证结果合理性
// Validate result is reasonable
if (dpi >= 50 && dpi <= 600) {
return dpi;
}
} catch {
// 忽略错误
}
return 0;
}
/**
* 获取当前屏幕信息
* Get current screen info
*/
public getScreenInfo(): Readonly<ScreenInfo> {
return this.screenInfo;
}
/**
* 获取当前缩放比例(从第一个 CanvasScaler 组件)
* Get current scale (from first CanvasScaler component)
*/
public getCurrentScale(): number {
for (const entity of this.entities) {
const scaler = entity.getComponent(UICanvasScalerComponent);
if (scaler) {
return scaler.computedScale;
}
}
return 1;
}
/**
* 获取当前安全区域内边距(从第一个 SafeArea 组件)
* Get current safe area insets (from first SafeArea component)
*/
public getCurrentSafeAreaInsets(): { top: number; right: number; bottom: number; left: number } {
for (const entity of this.entities) {
const safeArea = entity.getComponent(UISafeAreaComponent);
if (safeArea) {
return { ...safeArea.appliedInsets };
}
}
return { top: 0, right: 0, bottom: 0, left: 0 };
}
protected process(entities: readonly Entity[]): void {
// 检测屏幕尺寸变化
// Detect screen size changes
if (this.screenInfo.width !== this.lastScreenWidth ||
this.screenInfo.height !== this.lastScreenHeight) {
this.needsUpdate = true;
this.lastScreenWidth = this.screenInfo.width;
this.lastScreenHeight = this.screenInfo.height;
}
if (!this.needsUpdate) return;
let finalCanvasWidth = this.screenInfo.width;
let finalCanvasHeight = this.screenInfo.height;
// 处理 CanvasScaler 组件
// Process CanvasScaler components
for (const entity of entities) {
const scaler = entity.getComponent(UICanvasScalerComponent);
if (scaler) {
scaler.calculateScale(
this.screenInfo.width,
this.screenInfo.height,
this.screenInfo.dpi
);
finalCanvasWidth = scaler.computedCanvasWidth;
finalCanvasHeight = scaler.computedCanvasHeight;
// scaler.computedScale is stored in the component for other uses
break; // 只使用第一个 CanvasScaler | Only use the first CanvasScaler
}
}
// 处理 SafeArea 组件
// Process SafeArea components
for (const entity of entities) {
const safeArea = entity.getComponent(UISafeAreaComponent);
if (safeArea) {
safeArea.update();
// 安全区域已更新UI 元素通过锚点适配
// Safe area updated, UI elements adapt via anchors
}
}
// 更新 UILayoutSystem 的画布尺寸
// Update UILayoutSystem canvas size
if (this.layoutSystem) {
this.layoutSystem.setCanvasSize(finalCanvasWidth, finalCanvasHeight);
}
this.needsUpdate = false;
}
/**
* 将屏幕坐标转换为画布坐标
* Convert screen coordinates to canvas coordinates
*/
public screenToCanvas(screenX: number, screenY: number): { x: number; y: number } {
const scale = this.getCurrentScale();
return {
x: screenX / scale,
y: screenY / scale
};
}
/**
* 将画布坐标转换为屏幕坐标
* Convert canvas coordinates to screen coordinates
*/
public canvasToScreen(canvasX: number, canvasY: number): { x: number; y: number } {
const scale = this.getCurrentScale();
return {
x: canvasX * scale,
y: canvasY * scale
};
}
/**
* 强制更新
* Force update
*/
public forceUpdate(): void {
this.needsUpdate = true;
}
/**
* 添加窗口大小变化监听器
* Add window resize listener
*/
public addResizeListener(): () => void {
if (typeof window === 'undefined') return () => {};
const handler = () => {
this.detectScreenInfo();
};
window.addEventListener('resize', handler);
window.addEventListener('orientationchange', handler);
// 返回清理函数
return () => {
window.removeEventListener('resize', handler);
window.removeEventListener('orientationchange', handler);
};
}
}

View File

@@ -2,6 +2,7 @@ export * from './UILayoutSystem';
export * from './UIInputSystem';
export * from './UIAnimationSystem';
export * from './UIRenderDataProvider';
export * from './UICanvasScalerSystem';
// Render systems
export * from './render';