feat(editor): 添加 ECS UI 系统和编辑器更新优化 (#238)
This commit is contained in:
44
packages/ui/package.json
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44
packages/ui/package.json
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{
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"name": "@esengine/ui",
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"version": "1.0.0",
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"description": "ECS-based UI system with WebGL rendering for games",
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"main": "dist/index.js",
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"module": "dist/index.js",
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"types": "dist/index.d.ts",
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"type": "module",
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"exports": {
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".": {
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"types": "./dist/index.d.ts",
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"import": "./dist/index.js"
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}
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},
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"files": [
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"dist"
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],
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"scripts": {
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"build": "vite build",
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"build:watch": "vite build --watch",
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"type-check": "tsc --noEmit",
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"clean": "rimraf dist"
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},
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"dependencies": {
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"@esengine/ecs-framework": "workspace:*"
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},
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"peerDependencies": {
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"@esengine/ecs-framework": ">=2.0.0"
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},
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"devDependencies": {
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"typescript": "^5.3.3",
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"vite": "^5.0.0",
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"vite-plugin-dts": "^3.7.0",
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"rimraf": "^5.0.5"
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},
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"keywords": [
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"ecs",
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"ui",
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"webgl",
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"game-ui"
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],
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"author": "",
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"license": "MIT"
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}
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436
packages/ui/src/UIBuilder.ts
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436
packages/ui/src/UIBuilder.ts
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@@ -0,0 +1,436 @@
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import { Entity, Scene } from '@esengine/ecs-framework';
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import { UITransformComponent, AnchorPreset } from './components/UITransformComponent';
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import { UIRenderComponent, UIRenderType } from './components/UIRenderComponent';
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import { UIInteractableComponent } from './components/UIInteractableComponent';
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import { UITextComponent } from './components/UITextComponent';
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import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from './components/UILayoutComponent';
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import { UIButtonComponent } from './components/widgets/UIButtonComponent';
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import { UIProgressBarComponent } from './components/widgets/UIProgressBarComponent';
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import { UISliderComponent } from './components/widgets/UISliderComponent';
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import { UIScrollViewComponent } from './components/widgets/UIScrollViewComponent';
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/**
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* 基础 UI 配置
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* Base UI configuration
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*/
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export interface UIBaseConfig {
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name?: string;
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x?: number;
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y?: number;
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width?: number;
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height?: number;
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anchor?: AnchorPreset;
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visible?: boolean;
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alpha?: number;
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zIndex?: number;
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}
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/**
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* 按钮配置
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* Button configuration
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*/
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export interface UIButtonConfig extends UIBaseConfig {
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label: string;
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onClick?: () => void;
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onLongPress?: () => void;
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normalColor?: number;
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hoverColor?: number;
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pressedColor?: number;
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textColor?: number;
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fontSize?: number;
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borderRadius?: number;
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disabled?: boolean;
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}
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/**
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* 文本配置
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* Text configuration
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*/
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export interface UITextConfig extends UIBaseConfig {
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text: string;
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fontSize?: number;
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fontFamily?: string;
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color?: number;
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align?: 'left' | 'center' | 'right';
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verticalAlign?: 'top' | 'middle' | 'bottom';
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wordWrap?: boolean;
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}
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/**
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* 图片配置
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* Image configuration
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*/
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export interface UIImageConfig extends UIBaseConfig {
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texture: string | number;
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tint?: number;
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}
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/**
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* 进度条配置
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* Progress bar configuration
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*/
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export interface UIProgressBarConfig extends UIBaseConfig {
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value?: number;
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maxValue?: number;
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fillColor?: number;
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backgroundColor?: number;
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borderRadius?: number;
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showText?: boolean;
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transitionDuration?: number;
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}
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/**
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* 滑块配置
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* Slider configuration
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*/
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export interface UISliderConfig extends UIBaseConfig {
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value?: number;
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minValue?: number;
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maxValue?: number;
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step?: number;
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onChange?: (value: number) => void;
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trackColor?: number;
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fillColor?: number;
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handleColor?: number;
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}
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/**
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* 面板配置
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* Panel configuration
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*/
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export interface UIPanelConfig extends UIBaseConfig {
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backgroundColor?: number;
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backgroundAlpha?: number;
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borderWidth?: number;
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borderColor?: number;
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borderRadius?: number;
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padding?: number | { top: number; right: number; bottom: number; left: number };
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layout?: 'none' | 'horizontal' | 'vertical' | 'grid';
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gap?: number;
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justifyContent?: UIJustifyContent;
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alignItems?: UIAlignItems;
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}
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/**
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* 滚动视图配置
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* Scroll view configuration
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*/
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export interface UIScrollViewConfig extends UIBaseConfig {
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contentWidth?: number;
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contentHeight?: number;
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horizontalScroll?: boolean;
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verticalScroll?: boolean;
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backgroundColor?: number;
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}
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/**
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* UI 构建器
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* UI Builder - Simplified API for creating UI elements
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*
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* 提供简化的 API 来创建常用 UI 元素
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* Provides simplified API for creating common UI elements
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*/
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export class UIBuilder {
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private scene: Scene;
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private idCounter: number = 0;
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constructor(scene: Scene) {
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this.scene = scene;
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}
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/**
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* 创建基础 UI 实体
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* Create base UI entity with transform
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*/
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private createBase(config: UIBaseConfig, defaultName: string): Entity {
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const entity = this.scene.createEntity(config.name ?? `${defaultName}_${this.idCounter++}`);
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const transform = entity.addComponent(new UITransformComponent());
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transform.x = config.x ?? 0;
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transform.y = config.y ?? 0;
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transform.width = config.width ?? 100;
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transform.height = config.height ?? 30;
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transform.visible = config.visible ?? true;
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transform.alpha = config.alpha ?? 1;
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transform.zIndex = config.zIndex ?? 0;
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if (config.anchor) {
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transform.setAnchorPreset(config.anchor);
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}
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return entity;
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}
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/**
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* 创建按钮
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* Create button
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*/
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public button(config: UIButtonConfig): Entity {
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const entity = this.createBase(config, 'Button');
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// 渲染组件
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const render = entity.addComponent(new UIRenderComponent());
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render.type = UIRenderType.RoundedRect;
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render.backgroundColor = config.normalColor ?? 0x4A90D9;
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render.setCornerRadius(config.borderRadius ?? 4);
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// 交互组件
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const interactable = entity.addComponent(new UIInteractableComponent());
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interactable.cursor = 'pointer';
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interactable.onClick = config.onClick;
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// 按钮组件
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const button = entity.addComponent(new UIButtonComponent());
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button.label = config.label;
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button.onClick = config.onClick;
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button.onLongPress = config.onLongPress;
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button.disabled = config.disabled ?? false;
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if (config.normalColor !== undefined) button.normalColor = config.normalColor;
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if (config.hoverColor !== undefined) button.hoverColor = config.hoverColor;
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if (config.pressedColor !== undefined) button.pressedColor = config.pressedColor;
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if (config.textColor !== undefined) button.textColor = config.textColor;
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button.currentColor = button.normalColor;
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button.targetColor = button.normalColor;
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// 文本组件
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const text = entity.addComponent(new UITextComponent());
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text.text = config.label;
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text.fontSize = config.fontSize ?? 14;
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text.color = config.textColor ?? 0xFFFFFF;
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text.align = 'center';
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text.verticalAlign = 'middle';
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return entity;
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}
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/**
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* 创建文本
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* Create text label
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*/
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public text(config: UITextConfig): Entity {
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const entity = this.createBase(config, 'Text');
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const text = entity.addComponent(new UITextComponent());
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text.text = config.text;
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text.fontSize = config.fontSize ?? 14;
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text.fontFamily = config.fontFamily ?? 'Arial, sans-serif';
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text.color = config.color ?? 0x000000;
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text.align = config.align ?? 'left';
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text.verticalAlign = config.verticalAlign ?? 'middle';
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text.wordWrap = config.wordWrap ?? false;
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return entity;
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}
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/**
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* 创建图片
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* Create image
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*/
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public image(config: UIImageConfig): Entity {
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const entity = this.createBase(config, 'Image');
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const render = entity.addComponent(new UIRenderComponent());
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render.type = UIRenderType.Image;
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render.texture = config.texture;
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render.textureTint = config.tint ?? 0xFFFFFF;
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return entity;
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}
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/**
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* 创建进度条
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* Create progress bar
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*/
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public progressBar(config: UIProgressBarConfig): Entity {
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const entity = this.createBase({
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...config,
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height: config.height ?? 20
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}, 'ProgressBar');
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// 渲染组件(背景)
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const render = entity.addComponent(new UIRenderComponent());
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render.type = UIRenderType.RoundedRect;
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render.backgroundColor = config.backgroundColor ?? 0x333333;
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render.setCornerRadius(config.borderRadius ?? 4);
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// 进度条组件
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const progress = entity.addComponent(new UIProgressBarComponent());
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progress.value = config.value ?? 0;
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progress.targetValue = config.value ?? 0;
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progress.displayValue = config.value ?? 0;
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progress.maxValue = config.maxValue ?? 100;
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progress.fillColor = config.fillColor ?? 0x4CAF50;
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progress.backgroundColor = config.backgroundColor ?? 0x333333;
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progress.cornerRadius = config.borderRadius ?? 4;
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progress.showText = config.showText ?? false;
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progress.transitionDuration = config.transitionDuration ?? 0.3;
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return entity;
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}
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/**
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* 创建滑块
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* Create slider
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*/
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public slider(config: UISliderConfig): Entity {
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const entity = this.createBase({
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...config,
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height: config.height ?? 20
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}, 'Slider');
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// 渲染组件(轨道背景)
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const render = entity.addComponent(new UIRenderComponent());
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render.type = UIRenderType.RoundedRect;
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render.backgroundColor = config.trackColor ?? 0x444444;
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render.setCornerRadius(2);
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// 交互组件
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const interactable = entity.addComponent(new UIInteractableComponent());
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interactable.cursor = 'pointer';
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// 滑块组件
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const slider = entity.addComponent(new UISliderComponent());
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slider.value = config.value ?? 0;
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slider.targetValue = config.value ?? 0;
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slider.displayValue = config.value ?? 0;
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slider.minValue = config.minValue ?? 0;
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slider.maxValue = config.maxValue ?? 100;
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slider.step = config.step ?? 0;
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slider.onChange = config.onChange;
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if (config.trackColor !== undefined) slider.trackColor = config.trackColor;
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if (config.fillColor !== undefined) slider.fillColor = config.fillColor;
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if (config.handleColor !== undefined) slider.handleColor = config.handleColor;
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return entity;
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}
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/**
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* 创建面板/容器
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* Create panel/container
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*/
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public panel(config: UIPanelConfig): Entity {
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const entity = this.createBase(config, 'Panel');
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// 渲染组件
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const render = entity.addComponent(new UIRenderComponent());
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render.type = config.borderRadius ? UIRenderType.RoundedRect : UIRenderType.Rect;
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render.backgroundColor = config.backgroundColor ?? 0xFFFFFF;
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render.backgroundAlpha = config.backgroundAlpha ?? 1;
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if (config.borderWidth) {
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render.setBorder(config.borderWidth, config.borderColor ?? 0x000000);
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}
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if (config.borderRadius) {
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render.setCornerRadius(config.borderRadius);
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}
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// 布局组件
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if (config.layout && config.layout !== 'none') {
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const layout = entity.addComponent(new UILayoutComponent());
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switch (config.layout) {
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case 'horizontal':
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layout.type = UILayoutType.Horizontal;
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break;
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case 'vertical':
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layout.type = UILayoutType.Vertical;
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break;
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case 'grid':
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layout.type = UILayoutType.Grid;
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break;
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}
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if (config.gap !== undefined) {
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layout.setGap(config.gap);
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}
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if (config.padding !== undefined) {
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layout.setPadding(config.padding);
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}
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if (config.justifyContent !== undefined) {
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layout.justifyContent = config.justifyContent;
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}
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if (config.alignItems !== undefined) {
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layout.alignItems = config.alignItems;
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}
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}
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return entity;
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}
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/**
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* 创建滚动视图
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* Create scroll view
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*/
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public scrollView(config: UIScrollViewConfig): Entity {
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const entity = this.createBase(config, 'ScrollView');
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// 渲染组件
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const render = entity.addComponent(new UIRenderComponent());
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render.type = UIRenderType.Rect;
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render.backgroundColor = config.backgroundColor ?? 0xF0F0F0;
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// 交互组件
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entity.addComponent(new UIInteractableComponent());
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// 滚动视图组件
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const scrollView = entity.addComponent(new UIScrollViewComponent());
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scrollView.contentWidth = config.contentWidth ?? (config.width ?? 100);
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scrollView.contentHeight = config.contentHeight ?? (config.height ?? 100);
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scrollView.horizontalScroll = config.horizontalScroll ?? false;
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scrollView.verticalScroll = config.verticalScroll ?? true;
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return entity;
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}
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/**
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* 创建分隔线
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* Create divider/separator
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*/
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public divider(config: UIBaseConfig & { color?: number; horizontal?: boolean }): Entity {
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const isHorizontal = config.horizontal ?? true;
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const entity = this.createBase({
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...config,
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width: isHorizontal ? (config.width ?? 100) : 1,
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height: isHorizontal ? 1 : (config.height ?? 100)
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}, 'Divider');
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const render = entity.addComponent(new UIRenderComponent());
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render.type = UIRenderType.Rect;
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render.backgroundColor = config.color ?? 0xCCCCCC;
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return entity;
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}
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||||
/**
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* 创建空白占位
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||||
* Create spacer
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*/
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public spacer(config: UIBaseConfig): Entity {
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const entity = this.createBase(config, 'Spacer');
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// 空白占位不需要渲染组件
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return entity;
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}
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/**
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* 将子元素添加到父元素
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* Add child to parent
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*/
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public addChild(parent: Entity, child: Entity): Entity {
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parent.addChild(child);
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return child;
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}
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||||
/**
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* 批量添加子元素
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* Add multiple children to parent
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*/
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public addChildren(parent: Entity, children: Entity[]): Entity[] {
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for (const child of children) {
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parent.addChild(child);
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}
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return children;
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}
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}
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230
packages/ui/src/components/UIInteractableComponent.ts
Normal file
230
packages/ui/src/components/UIInteractableComponent.ts
Normal file
@@ -0,0 +1,230 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 光标类型
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* Cursor types for interactive elements
|
||||
*/
|
||||
export type UICursorType =
|
||||
| 'default'
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||||
| 'pointer'
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||||
| 'text'
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||||
| 'move'
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||||
| 'not-allowed'
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||||
| 'grab'
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||||
| 'grabbing'
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||||
| 'ew-resize'
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||||
| 'ns-resize'
|
||||
| 'nesw-resize'
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||||
| 'nwse-resize';
|
||||
|
||||
/**
|
||||
* UI 交互组件
|
||||
* UI Interactable Component - Handles input interaction state
|
||||
*
|
||||
* 管理元素的交互状态(悬停、按下、焦点等)
|
||||
* Manages element interaction state (hover, pressed, focus, etc.)
|
||||
*/
|
||||
@ECSComponent('UIInteractable')
|
||||
@Serializable({ version: 1, typeId: 'UIInteractable' })
|
||||
export class UIInteractableComponent extends Component {
|
||||
/**
|
||||
* 是否启用交互
|
||||
* Whether interaction is enabled
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Enabled' })
|
||||
public enabled: boolean = true;
|
||||
|
||||
/**
|
||||
* 是否阻止事件冒泡
|
||||
* Whether to block event propagation
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Block Events' })
|
||||
public blockEvents: boolean = true;
|
||||
|
||||
// ===== 状态 State (由 UIInputSystem 更新) =====
|
||||
|
||||
/**
|
||||
* 是否被鼠标悬停
|
||||
* Whether mouse is hovering over this element
|
||||
*/
|
||||
public hovered: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否被按下
|
||||
* Whether element is being pressed
|
||||
*/
|
||||
public pressed: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否获得焦点
|
||||
* Whether element has focus
|
||||
*/
|
||||
public focused: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否被拖拽
|
||||
* Whether element is being dragged
|
||||
*/
|
||||
public dragging: boolean = false;
|
||||
|
||||
// ===== 配置 Configuration =====
|
||||
|
||||
/**
|
||||
* 是否可以获得焦点
|
||||
* Whether element can receive focus
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Focusable' })
|
||||
public focusable: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否可以被拖拽
|
||||
* Whether element can be dragged
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Draggable' })
|
||||
public draggable: boolean = false;
|
||||
|
||||
/**
|
||||
* Tab 索引(用于键盘导航)
|
||||
* Tab index for keyboard navigation
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'integer', label: 'Tab Index' })
|
||||
public tabIndex: number = 0;
|
||||
|
||||
/**
|
||||
* 光标类型
|
||||
* Cursor type when hovering
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Cursor',
|
||||
options: [
|
||||
{ value: 'default', label: 'Default' },
|
||||
{ value: 'pointer', label: 'Pointer' },
|
||||
{ value: 'text', label: 'Text' },
|
||||
{ value: 'move', label: 'Move' },
|
||||
{ value: 'not-allowed', label: 'Not Allowed' },
|
||||
{ value: 'grab', label: 'Grab' },
|
||||
{ value: 'grabbing', label: 'Grabbing' }
|
||||
]
|
||||
})
|
||||
public cursor: UICursorType = 'pointer';
|
||||
|
||||
/**
|
||||
* 悬停延迟(毫秒,用于 tooltip)
|
||||
* Hover delay in ms (for tooltips)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Hover Delay', min: 0 })
|
||||
public hoverDelay: number = 0;
|
||||
|
||||
/**
|
||||
* 悬停计时器
|
||||
* Internal hover timer
|
||||
*/
|
||||
public hoverTimer: number = 0;
|
||||
|
||||
/**
|
||||
* 是否悬停足够长时间
|
||||
* Whether hovered long enough (past hoverDelay)
|
||||
*/
|
||||
public hoverReady: boolean = false;
|
||||
|
||||
// ===== 事件回调 Event Callbacks =====
|
||||
|
||||
/**
|
||||
* 点击回调
|
||||
* Click callback
|
||||
*/
|
||||
public onClick?: () => void;
|
||||
|
||||
/**
|
||||
* 双击回调
|
||||
* Double-click callback
|
||||
*/
|
||||
public onDoubleClick?: () => void;
|
||||
|
||||
/**
|
||||
* 鼠标进入回调
|
||||
* Mouse enter callback
|
||||
*/
|
||||
public onMouseEnter?: () => void;
|
||||
|
||||
/**
|
||||
* 鼠标离开回调
|
||||
* Mouse leave callback
|
||||
*/
|
||||
public onMouseLeave?: () => void;
|
||||
|
||||
/**
|
||||
* 按下回调
|
||||
* Press down callback
|
||||
*/
|
||||
public onPressDown?: () => void;
|
||||
|
||||
/**
|
||||
* 释放回调
|
||||
* Press up callback
|
||||
*/
|
||||
public onPressUp?: () => void;
|
||||
|
||||
/**
|
||||
* 获得焦点回调
|
||||
* Focus callback
|
||||
*/
|
||||
public onFocus?: () => void;
|
||||
|
||||
/**
|
||||
* 失去焦点回调
|
||||
* Blur callback
|
||||
*/
|
||||
public onBlur?: () => void;
|
||||
|
||||
/**
|
||||
* 拖拽开始回调
|
||||
* Drag start callback
|
||||
*/
|
||||
public onDragStart?: (x: number, y: number) => void;
|
||||
|
||||
/**
|
||||
* 拖拽中回调
|
||||
* Drag move callback
|
||||
*/
|
||||
public onDragMove?: (x: number, y: number, deltaX: number, deltaY: number) => void;
|
||||
|
||||
/**
|
||||
* 拖拽结束回调
|
||||
* Drag end callback
|
||||
*/
|
||||
public onDragEnd?: (x: number, y: number) => void;
|
||||
|
||||
/**
|
||||
* 获取当前交互状态名称(用于样式切换)
|
||||
* Get current interaction state name (for style switching)
|
||||
*/
|
||||
public getState(): 'disabled' | 'pressed' | 'hovered' | 'focused' | 'normal' {
|
||||
if (!this.enabled) return 'disabled';
|
||||
if (this.pressed) return 'pressed';
|
||||
if (this.hovered) return 'hovered';
|
||||
if (this.focused) return 'focused';
|
||||
return 'normal';
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置所有状态
|
||||
* Reset all interaction states
|
||||
*/
|
||||
public resetState(): void {
|
||||
this.hovered = false;
|
||||
this.pressed = false;
|
||||
this.focused = false;
|
||||
this.dragging = false;
|
||||
this.hoverTimer = 0;
|
||||
this.hoverReady = false;
|
||||
}
|
||||
}
|
||||
373
packages/ui/src/components/UILayoutComponent.ts
Normal file
373
packages/ui/src/components/UILayoutComponent.ts
Normal file
@@ -0,0 +1,373 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 布局类型
|
||||
* Layout types for automatic child positioning
|
||||
*/
|
||||
export enum UILayoutType {
|
||||
/** 无自动布局 No automatic layout */
|
||||
None = 'none',
|
||||
/** 水平排列 Horizontal arrangement */
|
||||
Horizontal = 'horizontal',
|
||||
/** 垂直排列 Vertical arrangement */
|
||||
Vertical = 'vertical',
|
||||
/** 网格布局 Grid layout */
|
||||
Grid = 'grid',
|
||||
/** 流式布局 Flow/Wrap layout */
|
||||
Flow = 'flow'
|
||||
}
|
||||
|
||||
/**
|
||||
* 主轴对齐方式
|
||||
* Main axis alignment
|
||||
*/
|
||||
export enum UIJustifyContent {
|
||||
/** 起始对齐 Align to start */
|
||||
Start = 'start',
|
||||
/** 居中 Center */
|
||||
Center = 'center',
|
||||
/** 末尾对齐 Align to end */
|
||||
End = 'end',
|
||||
/** 两端对齐 Space between */
|
||||
SpaceBetween = 'space-between',
|
||||
/** 均匀分布 Space around */
|
||||
SpaceAround = 'space-around',
|
||||
/** 平均分布 Space evenly */
|
||||
SpaceEvenly = 'space-evenly'
|
||||
}
|
||||
|
||||
/**
|
||||
* 交叉轴对齐方式
|
||||
* Cross axis alignment
|
||||
*/
|
||||
export enum UIAlignItems {
|
||||
/** 起始对齐 Align to start */
|
||||
Start = 'start',
|
||||
/** 居中 Center */
|
||||
Center = 'center',
|
||||
/** 末尾对齐 Align to end */
|
||||
End = 'end',
|
||||
/** 拉伸 Stretch to fill */
|
||||
Stretch = 'stretch',
|
||||
/** 基线对齐 Baseline alignment */
|
||||
Baseline = 'baseline'
|
||||
}
|
||||
|
||||
/**
|
||||
* 内边距
|
||||
* Padding configuration
|
||||
*/
|
||||
export interface UIPadding {
|
||||
top: number;
|
||||
right: number;
|
||||
bottom: number;
|
||||
left: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* UI 布局组件
|
||||
* UI Layout Component - Defines automatic child layout behavior
|
||||
*
|
||||
* 类似 CSS Flexbox 的布局系统
|
||||
* Flexbox-like layout system
|
||||
*/
|
||||
@ECSComponent('UILayout')
|
||||
@Serializable({ version: 1, typeId: 'UILayout' })
|
||||
export class UILayoutComponent extends Component {
|
||||
/**
|
||||
* 布局类型
|
||||
* Layout type
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Type',
|
||||
options: [
|
||||
{ value: 'none', label: 'None' },
|
||||
{ value: 'horizontal', label: 'Horizontal' },
|
||||
{ value: 'vertical', label: 'Vertical' },
|
||||
{ value: 'grid', label: 'Grid' },
|
||||
{ value: 'flow', label: 'Flow' }
|
||||
]
|
||||
})
|
||||
public type: UILayoutType = UILayoutType.None;
|
||||
|
||||
// ===== 间距 Spacing =====
|
||||
|
||||
/**
|
||||
* 子元素间距
|
||||
* Gap between children
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Gap', min: 0 })
|
||||
public gap: number = 0;
|
||||
|
||||
/**
|
||||
* 水平间距(Grid 布局)
|
||||
* Horizontal gap (for Grid layout)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Gap X', min: 0 })
|
||||
public gapX: number = 0;
|
||||
|
||||
/**
|
||||
* 垂直间距(Grid 布局)
|
||||
* Vertical gap (for Grid layout)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Gap Y', min: 0 })
|
||||
public gapY: number = 0;
|
||||
|
||||
/**
|
||||
* 内边距
|
||||
* Padding
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Padding Top', min: 0 })
|
||||
public paddingTop: number = 0;
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Padding Right', min: 0 })
|
||||
public paddingRight: number = 0;
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Padding Bottom', min: 0 })
|
||||
public paddingBottom: number = 0;
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Padding Left', min: 0 })
|
||||
public paddingLeft: number = 0;
|
||||
|
||||
// ===== 对齐 Alignment =====
|
||||
|
||||
/**
|
||||
* 主轴对齐
|
||||
* Main axis alignment (justify-content)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Justify Content',
|
||||
options: [
|
||||
{ value: 'start', label: 'Start' },
|
||||
{ value: 'center', label: 'Center' },
|
||||
{ value: 'end', label: 'End' },
|
||||
{ value: 'space-between', label: 'Space Between' },
|
||||
{ value: 'space-around', label: 'Space Around' },
|
||||
{ value: 'space-evenly', label: 'Space Evenly' }
|
||||
]
|
||||
})
|
||||
public justifyContent: UIJustifyContent = UIJustifyContent.Start;
|
||||
|
||||
/**
|
||||
* 交叉轴对齐
|
||||
* Cross axis alignment (align-items)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Align Items',
|
||||
options: [
|
||||
{ value: 'start', label: 'Start' },
|
||||
{ value: 'center', label: 'Center' },
|
||||
{ value: 'end', label: 'End' },
|
||||
{ value: 'stretch', label: 'Stretch' },
|
||||
{ value: 'baseline', label: 'Baseline' }
|
||||
]
|
||||
})
|
||||
public alignItems: UIAlignItems = UIAlignItems.Start;
|
||||
|
||||
// ===== 网格配置 Grid Configuration =====
|
||||
|
||||
/**
|
||||
* 网格列数
|
||||
* Number of columns (Grid layout)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'integer', label: 'Columns', min: 1 })
|
||||
public columns: number = 1;
|
||||
|
||||
/**
|
||||
* 网格行数(0 = 自动)
|
||||
* Number of rows (Grid layout, 0 = auto)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'integer', label: 'Rows', min: 0 })
|
||||
public rows: number = 0;
|
||||
|
||||
/**
|
||||
* 网格单元格宽度(0 = 自动)
|
||||
* Grid cell width (0 = auto)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Cell Width', min: 0 })
|
||||
public cellWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 网格单元格高度(0 = 自动)
|
||||
* Grid cell height (0 = auto)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Cell Height', min: 0 })
|
||||
public cellHeight: number = 0;
|
||||
|
||||
// ===== 流式布局配置 Flow Configuration =====
|
||||
|
||||
/**
|
||||
* 是否换行
|
||||
* Whether to wrap items
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Wrap' })
|
||||
public wrap: boolean = false;
|
||||
|
||||
/**
|
||||
* 换行时的行间距
|
||||
* Gap between wrapped rows
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Wrap Gap', min: 0 })
|
||||
public wrapGap: number = 0;
|
||||
|
||||
// ===== 方向 Direction =====
|
||||
|
||||
/**
|
||||
* 是否反转方向
|
||||
* Whether to reverse direction
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Reverse' })
|
||||
public reverse: boolean = false;
|
||||
|
||||
// ===== 尺寸控制 Size Control =====
|
||||
|
||||
/**
|
||||
* 是否根据内容调整自身尺寸
|
||||
* Whether to fit size to content
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Fit Content' })
|
||||
public fitContent: boolean = false;
|
||||
|
||||
/**
|
||||
* 内容最小宽度
|
||||
* Minimum content width
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Content Min Width', min: 0 })
|
||||
public contentMinWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 内容最小高度
|
||||
* Minimum content height
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Content Min Height', min: 0 })
|
||||
public contentMinHeight: number = 0;
|
||||
|
||||
/**
|
||||
* 设置布局类型
|
||||
* Set layout type
|
||||
*/
|
||||
public setType(type: UILayoutType): this {
|
||||
this.type = type;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置间距
|
||||
* Set gap
|
||||
*/
|
||||
public setGap(gap: number, gapY?: number): this {
|
||||
this.gap = gap;
|
||||
this.gapX = gap;
|
||||
this.gapY = gapY ?? gap;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置内边距
|
||||
* Set padding (uniform or per-side)
|
||||
*/
|
||||
public setPadding(padding: number | UIPadding): this {
|
||||
if (typeof padding === 'number') {
|
||||
this.paddingTop = padding;
|
||||
this.paddingRight = padding;
|
||||
this.paddingBottom = padding;
|
||||
this.paddingLeft = padding;
|
||||
} else {
|
||||
this.paddingTop = padding.top;
|
||||
this.paddingRight = padding.right;
|
||||
this.paddingBottom = padding.bottom;
|
||||
this.paddingLeft = padding.left;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置对齐方式
|
||||
* Set alignment
|
||||
*/
|
||||
public setAlignment(justify: UIJustifyContent, align: UIAlignItems): this {
|
||||
this.justifyContent = justify;
|
||||
this.alignItems = align;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置网格配置
|
||||
* Set grid configuration
|
||||
*/
|
||||
public setGrid(columns: number, cellWidth?: number, cellHeight?: number): this {
|
||||
this.type = UILayoutType.Grid;
|
||||
this.columns = columns;
|
||||
if (cellWidth !== undefined) this.cellWidth = cellWidth;
|
||||
if (cellHeight !== undefined) this.cellHeight = cellHeight;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取有效的水平间距
|
||||
* Get effective horizontal gap
|
||||
*/
|
||||
public getHorizontalGap(): number {
|
||||
return this.gapX || this.gap;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取有效的垂直间距
|
||||
* Get effective vertical gap
|
||||
*/
|
||||
public getVerticalGap(): number {
|
||||
return this.gapY || this.gap;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取内容区域起始 X
|
||||
* Get content area start X
|
||||
*/
|
||||
public getContentStartX(): number {
|
||||
return this.paddingLeft;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取内容区域起始 Y
|
||||
* Get content area start Y
|
||||
*/
|
||||
public getContentStartY(): number {
|
||||
return this.paddingTop;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取内边距水平总和
|
||||
* Get total horizontal padding
|
||||
*/
|
||||
public getHorizontalPadding(): number {
|
||||
return this.paddingLeft + this.paddingRight;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取内边距垂直总和
|
||||
* Get total vertical padding
|
||||
*/
|
||||
public getVerticalPadding(): number {
|
||||
return this.paddingTop + this.paddingBottom;
|
||||
}
|
||||
}
|
||||
303
packages/ui/src/components/UIRenderComponent.ts
Normal file
303
packages/ui/src/components/UIRenderComponent.ts
Normal file
@@ -0,0 +1,303 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 渲染类型
|
||||
* Render types for different visual elements
|
||||
*/
|
||||
export enum UIRenderType {
|
||||
/** 纯色矩形 Solid color rectangle */
|
||||
Rect = 'rect',
|
||||
/** 图片 Image/Texture */
|
||||
Image = 'image',
|
||||
/** 九宫格图片 Nine-patch/Nine-slice image */
|
||||
NinePatch = 'ninepatch',
|
||||
/** 圆形 Circle */
|
||||
Circle = 'circle',
|
||||
/** 圆角矩形 Rounded rectangle */
|
||||
RoundedRect = 'rounded-rect'
|
||||
}
|
||||
|
||||
/**
|
||||
* 边框样式
|
||||
* Border style configuration
|
||||
*/
|
||||
export interface UIBorderStyle {
|
||||
width: number;
|
||||
color: number;
|
||||
alpha: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 阴影样式
|
||||
* Shadow style configuration
|
||||
*/
|
||||
export interface UIShadowStyle {
|
||||
offsetX: number;
|
||||
offsetY: number;
|
||||
blur: number;
|
||||
color: number;
|
||||
alpha: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* UI 渲染组件
|
||||
* UI Render Component - Handles visual appearance of UI elements
|
||||
*
|
||||
* 定义元素的视觉属性,如颜色、纹理、边框等
|
||||
* Defines visual properties like color, texture, border, etc.
|
||||
*/
|
||||
@ECSComponent('UIRender')
|
||||
@Serializable({ version: 1, typeId: 'UIRender' })
|
||||
export class UIRenderComponent extends Component {
|
||||
/**
|
||||
* 渲染类型
|
||||
* Type of rendering
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Type',
|
||||
options: [
|
||||
{ value: 'rect', label: 'Rectangle' },
|
||||
{ value: 'image', label: 'Image' },
|
||||
{ value: 'ninepatch', label: 'Nine Patch' },
|
||||
{ value: 'circle', label: 'Circle' },
|
||||
{ value: 'rounded-rect', label: 'Rounded Rect' }
|
||||
]
|
||||
})
|
||||
public type: UIRenderType = UIRenderType.Rect;
|
||||
|
||||
// ===== 颜色 Colors =====
|
||||
|
||||
/**
|
||||
* 背景颜色 (0xRRGGBB)
|
||||
* Background color in hex format
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Background Color' })
|
||||
public backgroundColor: number = 0xFFFFFF;
|
||||
|
||||
/**
|
||||
* 背景透明度 (0-1)
|
||||
* Background alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Background Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public backgroundAlpha: number = 1;
|
||||
|
||||
/**
|
||||
* 是否填充背景
|
||||
* Whether to fill background
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Fill Background' })
|
||||
public fillBackground: boolean = true;
|
||||
|
||||
// ===== 纹理 Texture =====
|
||||
|
||||
/**
|
||||
* 纹理路径或 ID
|
||||
* Texture path or runtime ID
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'asset', label: 'Texture', assetType: 'texture' })
|
||||
public texture: string | number | null = null;
|
||||
|
||||
/**
|
||||
* 纹理 UV 坐标 (用于图集)
|
||||
* Texture UV coordinates (for atlas)
|
||||
*/
|
||||
public textureUV: { u0: number; v0: number; u1: number; v1: number } | null = null;
|
||||
|
||||
/**
|
||||
* 纹理色调 (0xRRGGBB)
|
||||
* Texture tint color
|
||||
*/
|
||||
public textureTint: number = 0xFFFFFF;
|
||||
|
||||
// ===== 九宫格 Nine-Patch =====
|
||||
|
||||
/**
|
||||
* 九宫格边距 [top, right, bottom, left]
|
||||
* Nine-patch margins
|
||||
*/
|
||||
public ninePatchMargins: [number, number, number, number] = [0, 0, 0, 0];
|
||||
|
||||
// ===== 边框 Border =====
|
||||
|
||||
/**
|
||||
* 边框宽度
|
||||
* Border width
|
||||
*/
|
||||
@Property({ type: 'number', label: 'Border Width', min: 0 })
|
||||
public borderWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 边框颜色
|
||||
* Border color
|
||||
*/
|
||||
@Property({ type: 'color', label: 'Border Color' })
|
||||
public borderColor: number = 0x000000;
|
||||
|
||||
/**
|
||||
* 边框透明度
|
||||
* Border alpha
|
||||
*/
|
||||
@Property({ type: 'number', label: 'Border Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public borderAlpha: number = 1;
|
||||
|
||||
/**
|
||||
* 圆角半径 [topLeft, topRight, bottomRight, bottomLeft]
|
||||
* Corner radius for each corner
|
||||
*/
|
||||
public borderRadius: [number, number, number, number] = [0, 0, 0, 0];
|
||||
|
||||
// ===== 阴影 Shadow =====
|
||||
|
||||
/**
|
||||
* 是否启用阴影
|
||||
* Whether shadow is enabled
|
||||
*/
|
||||
@Property({ type: 'boolean', label: 'Shadow Enabled' })
|
||||
public shadowEnabled: boolean = false;
|
||||
|
||||
/**
|
||||
* 阴影 X 偏移
|
||||
* Shadow X offset
|
||||
*/
|
||||
@Property({ type: 'number', label: 'Shadow Offset X' })
|
||||
public shadowOffsetX: number = 0;
|
||||
|
||||
/**
|
||||
* 阴影 Y 偏移
|
||||
* Shadow Y offset
|
||||
*/
|
||||
@Property({ type: 'number', label: 'Shadow Offset Y' })
|
||||
public shadowOffsetY: number = 2;
|
||||
|
||||
/**
|
||||
* 阴影模糊半径
|
||||
* Shadow blur radius
|
||||
*/
|
||||
@Property({ type: 'number', label: 'Shadow Blur', min: 0 })
|
||||
public shadowBlur: number = 4;
|
||||
|
||||
/**
|
||||
* 阴影颜色
|
||||
* Shadow color
|
||||
*/
|
||||
@Property({ type: 'color', label: 'Shadow Color' })
|
||||
public shadowColor: number = 0x000000;
|
||||
|
||||
/**
|
||||
* 阴影透明度
|
||||
* Shadow alpha
|
||||
*/
|
||||
@Property({ type: 'number', label: 'Shadow Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public shadowAlpha: number = 0.3;
|
||||
|
||||
// ===== 渐变 Gradient =====
|
||||
|
||||
/**
|
||||
* 渐变类型
|
||||
* Gradient type
|
||||
*/
|
||||
public gradientType: 'none' | 'linear' | 'radial' = 'none';
|
||||
|
||||
/**
|
||||
* 渐变角度(线性渐变)
|
||||
* Gradient angle for linear gradient
|
||||
*/
|
||||
public gradientAngle: number = 0;
|
||||
|
||||
/**
|
||||
* 渐变颜色停止点 [[position, color, alpha], ...]
|
||||
* Gradient color stops
|
||||
*/
|
||||
public gradientStops: Array<[number, number, number]> = [];
|
||||
|
||||
/**
|
||||
* 设置纯色背景
|
||||
* Set solid color background
|
||||
*/
|
||||
public setColor(color: number, alpha: number = 1): this {
|
||||
this.backgroundColor = color;
|
||||
this.backgroundAlpha = alpha;
|
||||
this.fillBackground = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置图片
|
||||
* Set image texture
|
||||
*/
|
||||
public setImage(texture: string | number): this {
|
||||
this.type = UIRenderType.Image;
|
||||
this.texture = texture;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置九宫格
|
||||
* Set nine-patch image
|
||||
*/
|
||||
public setNinePatch(texture: string | number, margins: [number, number, number, number]): this {
|
||||
this.type = UIRenderType.NinePatch;
|
||||
this.texture = texture;
|
||||
this.ninePatchMargins = margins;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置边框
|
||||
* Set border style
|
||||
*/
|
||||
public setBorder(width: number, color: number, alpha: number = 1): this {
|
||||
this.borderWidth = width;
|
||||
this.borderColor = color;
|
||||
this.borderAlpha = alpha;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置圆角
|
||||
* Set corner radius (uniform or per-corner)
|
||||
*/
|
||||
public setCornerRadius(radius: number | [number, number, number, number]): this {
|
||||
if (typeof radius === 'number') {
|
||||
this.borderRadius = [radius, radius, radius, radius];
|
||||
} else {
|
||||
this.borderRadius = radius;
|
||||
}
|
||||
const hasRadius = typeof radius === 'number' ? radius > 0 : radius.some(r => r > 0);
|
||||
if (hasRadius) {
|
||||
this.type = UIRenderType.RoundedRect;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置阴影
|
||||
* Set shadow style
|
||||
*/
|
||||
public setShadow(offsetX: number, offsetY: number, blur: number, color: number, alpha: number = 0.3): this {
|
||||
this.shadowEnabled = true;
|
||||
this.shadowOffsetX = offsetX;
|
||||
this.shadowOffsetY = offsetY;
|
||||
this.shadowBlur = blur;
|
||||
this.shadowColor = color;
|
||||
this.shadowAlpha = alpha;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置线性渐变
|
||||
* Set linear gradient
|
||||
*/
|
||||
public setLinearGradient(angle: number, stops: Array<[number, number, number]>): this {
|
||||
this.gradientType = 'linear';
|
||||
this.gradientAngle = angle;
|
||||
this.gradientStops = stops;
|
||||
return this;
|
||||
}
|
||||
}
|
||||
344
packages/ui/src/components/UITextComponent.ts
Normal file
344
packages/ui/src/components/UITextComponent.ts
Normal file
@@ -0,0 +1,344 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 文本对齐方式
|
||||
* Text alignment options
|
||||
*/
|
||||
export type UITextAlign = 'left' | 'center' | 'right';
|
||||
|
||||
/**
|
||||
* 文本垂直对齐方式
|
||||
* Text vertical alignment options
|
||||
*/
|
||||
export type UITextVerticalAlign = 'top' | 'middle' | 'bottom';
|
||||
|
||||
/**
|
||||
* 文本溢出处理
|
||||
* Text overflow handling
|
||||
*/
|
||||
export type UITextOverflow = 'visible' | 'hidden' | 'ellipsis' | 'clip';
|
||||
|
||||
/**
|
||||
* 字体粗细
|
||||
* Font weight options
|
||||
*/
|
||||
export type UIFontWeight = 'normal' | 'bold' | 'lighter' | 'bolder' | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900;
|
||||
|
||||
/**
|
||||
* UI 文本组件
|
||||
* UI Text Component - Handles text rendering
|
||||
*
|
||||
* 定义文本内容和样式
|
||||
* Defines text content and style
|
||||
*/
|
||||
@ECSComponent('UIText')
|
||||
@Serializable({ version: 1, typeId: 'UIText' })
|
||||
export class UITextComponent extends Component {
|
||||
/**
|
||||
* 文本内容
|
||||
* Text content
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'string', label: 'Text' })
|
||||
public text: string = '';
|
||||
|
||||
// ===== 字体 Font =====
|
||||
|
||||
/**
|
||||
* 字体大小(像素)
|
||||
* Font size in pixels
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Font Size', min: 1 })
|
||||
public fontSize: number = 14;
|
||||
|
||||
/**
|
||||
* 字体族
|
||||
* Font family
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'string', label: 'Font Family' })
|
||||
public fontFamily: string = 'Arial, sans-serif';
|
||||
|
||||
/**
|
||||
* 字体粗细
|
||||
* Font weight
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Font Weight',
|
||||
options: [
|
||||
{ value: 'normal', label: 'Normal' },
|
||||
{ value: 'bold', label: 'Bold' },
|
||||
{ value: 'lighter', label: 'Lighter' },
|
||||
{ value: 'bolder', label: 'Bolder' }
|
||||
]
|
||||
})
|
||||
public fontWeight: UIFontWeight = 'normal';
|
||||
|
||||
/**
|
||||
* 是否斜体
|
||||
* Whether italic
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Italic' })
|
||||
public italic: boolean = false;
|
||||
|
||||
// ===== 颜色 Color =====
|
||||
|
||||
/**
|
||||
* 文本颜色 (0xRRGGBB)
|
||||
* Text color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Color' })
|
||||
public color: number = 0x000000;
|
||||
|
||||
/**
|
||||
* 文本透明度
|
||||
* Text alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public alpha: number = 1;
|
||||
|
||||
// ===== 对齐 Alignment =====
|
||||
|
||||
/**
|
||||
* 水平对齐
|
||||
* Horizontal alignment
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Align',
|
||||
options: [
|
||||
{ value: 'left', label: 'Left' },
|
||||
{ value: 'center', label: 'Center' },
|
||||
{ value: 'right', label: 'Right' }
|
||||
]
|
||||
})
|
||||
public align: UITextAlign = 'left';
|
||||
|
||||
/**
|
||||
* 垂直对齐
|
||||
* Vertical alignment
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Vertical Align',
|
||||
options: [
|
||||
{ value: 'top', label: 'Top' },
|
||||
{ value: 'middle', label: 'Middle' },
|
||||
{ value: 'bottom', label: 'Bottom' }
|
||||
]
|
||||
})
|
||||
public verticalAlign: UITextVerticalAlign = 'middle';
|
||||
|
||||
// ===== 换行 Wrapping =====
|
||||
|
||||
/**
|
||||
* 是否自动换行
|
||||
* Whether to wrap text
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Word Wrap' })
|
||||
public wordWrap: boolean = false;
|
||||
|
||||
/**
|
||||
* 换行宽度(0 = 使用父元素宽度)
|
||||
* Wrap width (0 = use parent width)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Wrap Width', min: 0 })
|
||||
public wrapWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 行高(倍数,1 = 正常)
|
||||
* Line height multiplier
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Line Height', min: 0.1, step: 0.1 })
|
||||
public lineHeight: number = 1.2;
|
||||
|
||||
/**
|
||||
* 字间距
|
||||
* Letter spacing
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Letter Spacing' })
|
||||
public letterSpacing: number = 0;
|
||||
|
||||
// ===== 溢出 Overflow =====
|
||||
|
||||
/**
|
||||
* 文本溢出处理
|
||||
* Text overflow handling
|
||||
*/
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Overflow',
|
||||
options: [
|
||||
{ value: 'visible', label: 'Visible' },
|
||||
{ value: 'hidden', label: 'Hidden' },
|
||||
{ value: 'ellipsis', label: 'Ellipsis' },
|
||||
{ value: 'clip', label: 'Clip' }
|
||||
]
|
||||
})
|
||||
public overflow: UITextOverflow = 'visible';
|
||||
|
||||
/**
|
||||
* 最大显示行数(0 = 无限制)
|
||||
* Maximum number of lines (0 = unlimited)
|
||||
*/
|
||||
@Property({ type: 'integer', label: 'Max Lines', min: 0 })
|
||||
public maxLines: number = 0;
|
||||
|
||||
// ===== 装饰 Decoration =====
|
||||
|
||||
/**
|
||||
* 下划线
|
||||
* Underline
|
||||
*/
|
||||
@Property({ type: 'boolean', label: 'Underline' })
|
||||
public underline: boolean = false;
|
||||
|
||||
/**
|
||||
* 删除线
|
||||
* Strikethrough
|
||||
*/
|
||||
@Property({ type: 'boolean', label: 'Strikethrough' })
|
||||
public strikethrough: boolean = false;
|
||||
|
||||
// ===== 描边 Stroke =====
|
||||
|
||||
/**
|
||||
* 描边宽度
|
||||
* Stroke width
|
||||
*/
|
||||
@Property({ type: 'number', label: 'Stroke Width', min: 0 })
|
||||
public strokeWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 描边颜色
|
||||
* Stroke color
|
||||
*/
|
||||
@Property({ type: 'color', label: 'Stroke Color' })
|
||||
public strokeColor: number = 0x000000;
|
||||
|
||||
// ===== 阴影 Shadow =====
|
||||
|
||||
/**
|
||||
* 文本阴影启用
|
||||
* Text shadow enabled
|
||||
*/
|
||||
@Property({ type: 'boolean', label: 'Shadow' })
|
||||
public shadowEnabled: boolean = false;
|
||||
|
||||
/**
|
||||
* 阴影 X 偏移
|
||||
* Shadow X offset
|
||||
*/
|
||||
public shadowOffsetX: number = 1;
|
||||
|
||||
/**
|
||||
* 阴影 Y 偏移
|
||||
* Shadow Y offset
|
||||
*/
|
||||
public shadowOffsetY: number = 1;
|
||||
|
||||
/**
|
||||
* 阴影颜色
|
||||
* Shadow color
|
||||
*/
|
||||
public shadowColor: number = 0x000000;
|
||||
|
||||
/**
|
||||
* 阴影透明度
|
||||
* Shadow alpha
|
||||
*/
|
||||
public shadowAlpha: number = 0.5;
|
||||
|
||||
// ===== 计算属性 Computed =====
|
||||
|
||||
/**
|
||||
* 计算后的文本行(由渲染系统填充)
|
||||
* Computed text lines (filled by render system)
|
||||
*/
|
||||
public computedLines: string[] = [];
|
||||
|
||||
/**
|
||||
* 计算后的文本宽度
|
||||
* Computed text width
|
||||
*/
|
||||
public computedWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 计算后的文本高度
|
||||
* Computed text height
|
||||
*/
|
||||
public computedHeight: number = 0;
|
||||
|
||||
/**
|
||||
* 文本是否需要重新计算
|
||||
* Whether text needs recomputation
|
||||
*/
|
||||
public dirty: boolean = true;
|
||||
|
||||
/**
|
||||
* 设置文本
|
||||
* Set text content
|
||||
*/
|
||||
public setText(text: string): this {
|
||||
if (this.text !== text) {
|
||||
this.text = text;
|
||||
this.dirty = true;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置字体
|
||||
* Set font properties
|
||||
*/
|
||||
public setFont(size: number, family?: string, weight?: UIFontWeight): this {
|
||||
this.fontSize = size;
|
||||
if (family !== undefined) this.fontFamily = family;
|
||||
if (weight !== undefined) this.fontWeight = weight;
|
||||
this.dirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置颜色
|
||||
* Set text color
|
||||
*/
|
||||
public setColor(color: number, alpha: number = 1): this {
|
||||
this.color = color;
|
||||
this.alpha = alpha;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取 CSS 字体字符串
|
||||
* Get CSS font string
|
||||
*/
|
||||
public getCSSFont(): string {
|
||||
const style = this.italic ? 'italic ' : '';
|
||||
const weight = typeof this.fontWeight === 'number' ? this.fontWeight : this.fontWeight;
|
||||
return `${style}${weight} ${this.fontSize}px ${this.fontFamily}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取颜色的 CSS 字符串
|
||||
* Get color as CSS string
|
||||
*/
|
||||
public getCSSColor(): string {
|
||||
const r = (this.color >> 16) & 0xFF;
|
||||
const g = (this.color >> 8) & 0xFF;
|
||||
const b = this.color & 0xFF;
|
||||
return `rgba(${r}, ${g}, ${b}, ${this.alpha})`;
|
||||
}
|
||||
}
|
||||
335
packages/ui/src/components/UITransformComponent.ts
Normal file
335
packages/ui/src/components/UITransformComponent.ts
Normal file
@@ -0,0 +1,335 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 锚点预设
|
||||
* Anchor presets for common positioning scenarios
|
||||
*/
|
||||
export enum AnchorPreset {
|
||||
TopLeft = 'top-left',
|
||||
TopCenter = 'top-center',
|
||||
TopRight = 'top-right',
|
||||
MiddleLeft = 'middle-left',
|
||||
MiddleCenter = 'middle-center',
|
||||
MiddleRight = 'middle-right',
|
||||
BottomLeft = 'bottom-left',
|
||||
BottomCenter = 'bottom-center',
|
||||
BottomRight = 'bottom-right',
|
||||
StretchAll = 'stretch-all'
|
||||
}
|
||||
|
||||
/**
|
||||
* UI 变换组件
|
||||
* UI Transform Component - Handles position, size, and hierarchy for UI elements
|
||||
*
|
||||
* 基于父元素的相对定位系统,支持锚点、轴心点和拉伸模式
|
||||
* Relative positioning system based on parent, supports anchors, pivots, and stretch modes
|
||||
*/
|
||||
@ECSComponent('UITransform')
|
||||
@Serializable({ version: 1, typeId: 'UITransform' })
|
||||
export class UITransformComponent extends Component {
|
||||
// ===== 位置 Position =====
|
||||
|
||||
/**
|
||||
* 相对于锚点的 X 偏移
|
||||
* X offset relative to anchor point
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'X' })
|
||||
public x: number = 0;
|
||||
|
||||
/**
|
||||
* 相对于锚点的 Y 偏移
|
||||
* Y offset relative to anchor point
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Y' })
|
||||
public y: number = 0;
|
||||
|
||||
// ===== 尺寸 Size =====
|
||||
|
||||
/**
|
||||
* 宽度(像素或百分比,取决于 widthMode)
|
||||
* Width in pixels or percentage depending on widthMode
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Width', min: 0 })
|
||||
public width: number = 100;
|
||||
|
||||
/**
|
||||
* 高度(像素或百分比,取决于 heightMode)
|
||||
* Height in pixels or percentage depending on heightMode
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Height', min: 0 })
|
||||
public height: number = 30;
|
||||
|
||||
/**
|
||||
* 最小宽度限制
|
||||
* Minimum width constraint
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Min Width', min: 0 })
|
||||
public minWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 最大宽度限制(0 = 无限制)
|
||||
* Maximum width constraint (0 = no limit)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Max Width', min: 0 })
|
||||
public maxWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 最小高度限制
|
||||
* Minimum height constraint
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Min Height', min: 0 })
|
||||
public minHeight: number = 0;
|
||||
|
||||
/**
|
||||
* 最大高度限制(0 = 无限制)
|
||||
* Maximum height constraint (0 = no limit)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Max Height', min: 0 })
|
||||
public maxHeight: number = 0;
|
||||
|
||||
// ===== 锚点 Anchors =====
|
||||
|
||||
/**
|
||||
* 锚点 X 最小值 (0-1),相对于父元素
|
||||
* Anchor X minimum (0-1), relative to parent
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Anchor Min X', min: 0, max: 1, step: 0.01 })
|
||||
public anchorMinX: number = 0;
|
||||
|
||||
/**
|
||||
* 锚点 Y 最小值 (0-1),相对于父元素
|
||||
* Anchor Y minimum (0-1), relative to parent
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Anchor Min Y', min: 0, max: 1, step: 0.01 })
|
||||
public anchorMinY: number = 0;
|
||||
|
||||
/**
|
||||
* 锚点 X 最大值 (0-1),相对于父元素
|
||||
* Anchor X maximum (0-1), relative to parent
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Anchor Max X', min: 0, max: 1, step: 0.01 })
|
||||
public anchorMaxX: number = 0;
|
||||
|
||||
/**
|
||||
* 锚点 Y 最大值 (0-1),相对于父元素
|
||||
* Anchor Y maximum (0-1), relative to parent
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Anchor Max Y', min: 0, max: 1, step: 0.01 })
|
||||
public anchorMaxY: number = 0;
|
||||
|
||||
// ===== 轴心 Pivot =====
|
||||
|
||||
/**
|
||||
* 轴心点 X (0-1),元素自身的旋转/缩放中心
|
||||
* Pivot X (0-1), element's own rotation/scale center
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Pivot X', min: 0, max: 1, step: 0.01 })
|
||||
public pivotX: number = 0.5;
|
||||
|
||||
/**
|
||||
* 轴心点 Y (0-1),元素自身的旋转/缩放中心
|
||||
* Pivot Y (0-1), element's own rotation/scale center
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Pivot Y', min: 0, max: 1, step: 0.01 })
|
||||
public pivotY: number = 0.5;
|
||||
|
||||
// ===== 变换 Transform =====
|
||||
|
||||
/**
|
||||
* 旋转角度(弧度)
|
||||
* Rotation angle in radians
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Rotation', step: 0.01 })
|
||||
public rotation: number = 0;
|
||||
|
||||
/**
|
||||
* X 轴缩放
|
||||
* Scale on X axis
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Scale X', step: 0.01 })
|
||||
public scaleX: number = 1;
|
||||
|
||||
/**
|
||||
* Y 轴缩放
|
||||
* Scale on Y axis
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Scale Y', step: 0.01 })
|
||||
public scaleY: number = 1;
|
||||
|
||||
// ===== 显示 Display =====
|
||||
|
||||
/**
|
||||
* 是否可见
|
||||
* Visibility flag
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Visible' })
|
||||
public visible: boolean = true;
|
||||
|
||||
/**
|
||||
* 渲染层级,值越大越靠前
|
||||
* Render order, higher values render on top
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'integer', label: 'Z Index' })
|
||||
public zIndex: number = 0;
|
||||
|
||||
/**
|
||||
* 透明度 (0-1)
|
||||
* Opacity (0-1)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public alpha: number = 1;
|
||||
|
||||
// ===== 计算后的世界坐标(由 UILayoutSystem 填充)=====
|
||||
// Computed world coordinates (filled by UILayoutSystem)
|
||||
|
||||
/**
|
||||
* 计算后的世界 X 坐标
|
||||
* Computed world X position
|
||||
*/
|
||||
public worldX: number = 0;
|
||||
|
||||
/**
|
||||
* 计算后的世界 Y 坐标
|
||||
* Computed world Y position
|
||||
*/
|
||||
public worldY: number = 0;
|
||||
|
||||
/**
|
||||
* 计算后的实际宽度
|
||||
* Computed actual width
|
||||
*/
|
||||
public computedWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 计算后的实际高度
|
||||
* Computed actual height
|
||||
*/
|
||||
public computedHeight: number = 0;
|
||||
|
||||
/**
|
||||
* 计算后的世界透明度(考虑父元素透明度)
|
||||
* Computed world alpha (considering parent alpha)
|
||||
*/
|
||||
public worldAlpha: number = 1;
|
||||
|
||||
/**
|
||||
* 布局是否需要更新
|
||||
* Flag indicating layout needs update
|
||||
*/
|
||||
public layoutDirty: boolean = true;
|
||||
|
||||
/**
|
||||
* 设置锚点预设
|
||||
* Set anchor preset for quick positioning
|
||||
*/
|
||||
public setAnchorPreset(preset: AnchorPreset): this {
|
||||
switch (preset) {
|
||||
case AnchorPreset.TopLeft:
|
||||
this.anchorMinX = 0; this.anchorMinY = 0;
|
||||
this.anchorMaxX = 0; this.anchorMaxY = 0;
|
||||
break;
|
||||
case AnchorPreset.TopCenter:
|
||||
this.anchorMinX = 0.5; this.anchorMinY = 0;
|
||||
this.anchorMaxX = 0.5; this.anchorMaxY = 0;
|
||||
break;
|
||||
case AnchorPreset.TopRight:
|
||||
this.anchorMinX = 1; this.anchorMinY = 0;
|
||||
this.anchorMaxX = 1; this.anchorMaxY = 0;
|
||||
break;
|
||||
case AnchorPreset.MiddleLeft:
|
||||
this.anchorMinX = 0; this.anchorMinY = 0.5;
|
||||
this.anchorMaxX = 0; this.anchorMaxY = 0.5;
|
||||
break;
|
||||
case AnchorPreset.MiddleCenter:
|
||||
this.anchorMinX = 0.5; this.anchorMinY = 0.5;
|
||||
this.anchorMaxX = 0.5; this.anchorMaxY = 0.5;
|
||||
break;
|
||||
case AnchorPreset.MiddleRight:
|
||||
this.anchorMinX = 1; this.anchorMinY = 0.5;
|
||||
this.anchorMaxX = 1; this.anchorMaxY = 0.5;
|
||||
break;
|
||||
case AnchorPreset.BottomLeft:
|
||||
this.anchorMinX = 0; this.anchorMinY = 1;
|
||||
this.anchorMaxX = 0; this.anchorMaxY = 1;
|
||||
break;
|
||||
case AnchorPreset.BottomCenter:
|
||||
this.anchorMinX = 0.5; this.anchorMinY = 1;
|
||||
this.anchorMaxX = 0.5; this.anchorMaxY = 1;
|
||||
break;
|
||||
case AnchorPreset.BottomRight:
|
||||
this.anchorMinX = 1; this.anchorMinY = 1;
|
||||
this.anchorMaxX = 1; this.anchorMaxY = 1;
|
||||
break;
|
||||
case AnchorPreset.StretchAll:
|
||||
this.anchorMinX = 0; this.anchorMinY = 0;
|
||||
this.anchorMaxX = 1; this.anchorMaxY = 1;
|
||||
break;
|
||||
}
|
||||
this.layoutDirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置位置
|
||||
* Set position
|
||||
*/
|
||||
public setPosition(x: number, y: number): this {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.layoutDirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置尺寸
|
||||
* Set size
|
||||
*/
|
||||
public setSize(width: number, height: number): this {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.layoutDirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置轴心点
|
||||
* Set pivot point
|
||||
*/
|
||||
public setPivot(x: number, y: number): this {
|
||||
this.pivotX = x;
|
||||
this.pivotY = y;
|
||||
this.layoutDirty = true;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检测点是否在元素内
|
||||
* Test if a point is inside this element
|
||||
*/
|
||||
public containsPoint(worldX: number, worldY: number): boolean {
|
||||
return worldX >= this.worldX &&
|
||||
worldX <= this.worldX + this.computedWidth &&
|
||||
worldY >= this.worldY &&
|
||||
worldY <= this.worldY + this.computedHeight;
|
||||
}
|
||||
}
|
||||
9
packages/ui/src/components/index.ts
Normal file
9
packages/ui/src/components/index.ts
Normal file
@@ -0,0 +1,9 @@
|
||||
// Core components
|
||||
export * from './UITransformComponent';
|
||||
export * from './UIRenderComponent';
|
||||
export * from './UIInteractableComponent';
|
||||
export * from './UITextComponent';
|
||||
export * from './UILayoutComponent';
|
||||
|
||||
// Widget components
|
||||
export * from './widgets';
|
||||
311
packages/ui/src/components/widgets/UIButtonComponent.ts
Normal file
311
packages/ui/src/components/widgets/UIButtonComponent.ts
Normal file
@@ -0,0 +1,311 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 按钮状态样式
|
||||
* Button state style configuration
|
||||
*/
|
||||
export interface UIButtonStyle {
|
||||
backgroundColor: number;
|
||||
backgroundAlpha: number;
|
||||
textColor: number;
|
||||
borderColor: number;
|
||||
borderWidth: number;
|
||||
texture?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 按钮显示模式
|
||||
* Button display mode
|
||||
*/
|
||||
export type UIButtonDisplayMode = 'color' | 'texture' | 'both';
|
||||
|
||||
/**
|
||||
* UI 按钮组件
|
||||
* UI Button Component - Button-specific state and callbacks
|
||||
*/
|
||||
@ECSComponent('UIButton')
|
||||
@Serializable({ version: 1, typeId: 'UIButton' })
|
||||
export class UIButtonComponent extends Component {
|
||||
/**
|
||||
* 按钮文本
|
||||
* Button label text
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'string', label: 'Label' })
|
||||
public label: string = 'Button';
|
||||
|
||||
// ===== 显示模式 Display Mode =====
|
||||
|
||||
/**
|
||||
* 显示模式:纯颜色、纯纹理、或两者结合
|
||||
* Display mode: color only, texture only, or both
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Display Mode',
|
||||
options: ['color', 'texture', 'both']
|
||||
})
|
||||
public displayMode: UIButtonDisplayMode = 'color';
|
||||
|
||||
// ===== 状态纹理 State Textures =====
|
||||
|
||||
/**
|
||||
* 正常状态纹理
|
||||
* Normal state texture
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'asset', label: 'Normal Texture', assetType: 'texture' })
|
||||
public normalTexture: string = '';
|
||||
|
||||
/**
|
||||
* 悬停状态纹理
|
||||
* Hover state texture
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'asset', label: 'Hover Texture', assetType: 'texture' })
|
||||
public hoverTexture: string = '';
|
||||
|
||||
/**
|
||||
* 按下状态纹理
|
||||
* Pressed state texture
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'asset', label: 'Pressed Texture', assetType: 'texture' })
|
||||
public pressedTexture: string = '';
|
||||
|
||||
/**
|
||||
* 禁用状态纹理
|
||||
* Disabled state texture
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'asset', label: 'Disabled Texture', assetType: 'texture' })
|
||||
public disabledTexture: string = '';
|
||||
|
||||
// ===== 状态样式 State Styles =====
|
||||
|
||||
/**
|
||||
* 正常状态颜色
|
||||
* Normal state background color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Normal Color' })
|
||||
public normalColor: number = 0x4A90D9;
|
||||
|
||||
/**
|
||||
* 悬停状态颜色
|
||||
* Hover state background color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Hover Color' })
|
||||
public hoverColor: number = 0x5BA0E9;
|
||||
|
||||
/**
|
||||
* 按下状态颜色
|
||||
* Pressed state background color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Pressed Color' })
|
||||
public pressedColor: number = 0x3A80C9;
|
||||
|
||||
/**
|
||||
* 禁用状态颜色
|
||||
* Disabled state background color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Disabled Color' })
|
||||
public disabledColor: number = 0x888888;
|
||||
|
||||
/**
|
||||
* 聚焦状态颜色
|
||||
* Focused state background color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Focused Color' })
|
||||
public focusedColor: number = 0x4A90D9;
|
||||
|
||||
/**
|
||||
* 文本颜色
|
||||
* Text color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Text Color' })
|
||||
public textColor: number = 0xFFFFFF;
|
||||
|
||||
/**
|
||||
* 禁用时文本颜色
|
||||
* Disabled text color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Disabled Text Color' })
|
||||
public disabledTextColor: number = 0xCCCCCC;
|
||||
|
||||
// ===== 动画 Animation =====
|
||||
|
||||
/**
|
||||
* 颜色过渡时长(秒)
|
||||
* Color transition duration in seconds
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Transition Duration', min: 0, step: 0.01 })
|
||||
public transitionDuration: number = 0.1;
|
||||
|
||||
/**
|
||||
* 当前显示颜色(动画插值用)
|
||||
* Current display color (for animation)
|
||||
*/
|
||||
public currentColor: number = 0x4A90D9;
|
||||
|
||||
/**
|
||||
* 目标颜色
|
||||
* Target color
|
||||
*/
|
||||
public targetColor: number = 0x4A90D9;
|
||||
|
||||
// ===== 回调 Callbacks =====
|
||||
|
||||
/**
|
||||
* 点击回调
|
||||
* Click callback
|
||||
*/
|
||||
public onClick?: () => void;
|
||||
|
||||
/**
|
||||
* 长按回调
|
||||
* Long press callback
|
||||
*/
|
||||
public onLongPress?: () => void;
|
||||
|
||||
/**
|
||||
* 长按阈值(毫秒)
|
||||
* Long press threshold in milliseconds
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Long Press Threshold', min: 0 })
|
||||
public longPressThreshold: number = 500;
|
||||
|
||||
/**
|
||||
* 长按计时器
|
||||
* Long press timer
|
||||
*/
|
||||
public pressTimer: number = 0;
|
||||
|
||||
/**
|
||||
* 是否已触发长按
|
||||
* Whether long press has been triggered
|
||||
*/
|
||||
public longPressTriggered: boolean = false;
|
||||
|
||||
// ===== 配置 Configuration =====
|
||||
|
||||
/**
|
||||
* 是否禁用
|
||||
* Whether button is disabled
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Disabled' })
|
||||
public disabled: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否显示涟漪效果
|
||||
* Whether to show ripple effect
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Show Ripple' })
|
||||
public showRipple: boolean = false;
|
||||
|
||||
/**
|
||||
* 涟漪颜色
|
||||
* Ripple color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Ripple Color' })
|
||||
public rippleColor: number = 0xFFFFFF;
|
||||
|
||||
/**
|
||||
* 涟漪透明度
|
||||
* Ripple alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Ripple Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public rippleAlpha: number = 0.3;
|
||||
|
||||
/**
|
||||
* 获取当前应该显示的背景颜色
|
||||
* Get the background color that should be displayed based on state
|
||||
*/
|
||||
public getStateColor(state: 'disabled' | 'pressed' | 'hovered' | 'focused' | 'normal'): number {
|
||||
if (this.disabled) return this.disabledColor;
|
||||
switch (state) {
|
||||
case 'pressed': return this.pressedColor;
|
||||
case 'hovered': return this.hoverColor;
|
||||
case 'focused': return this.focusedColor;
|
||||
default: return this.normalColor;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前应该显示的纹理
|
||||
* Get the texture that should be displayed based on state
|
||||
*/
|
||||
public getStateTexture(state: 'disabled' | 'pressed' | 'hovered' | 'focused' | 'normal'): string {
|
||||
if (this.disabled && this.disabledTexture) return this.disabledTexture;
|
||||
switch (state) {
|
||||
case 'pressed': return this.pressedTexture || this.normalTexture;
|
||||
case 'hovered': return this.hoverTexture || this.normalTexture;
|
||||
case 'focused': return this.normalTexture;
|
||||
default: return this.normalTexture;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 是否使用纹理渲染
|
||||
* Whether to use texture for rendering
|
||||
*/
|
||||
public useTexture(): boolean {
|
||||
return (this.displayMode === 'texture' || this.displayMode === 'both') && !!this.normalTexture;
|
||||
}
|
||||
|
||||
/**
|
||||
* 是否使用颜色渲染
|
||||
* Whether to use color for rendering
|
||||
*/
|
||||
public useColor(): boolean {
|
||||
return this.displayMode === 'color' || this.displayMode === 'both';
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前应该显示的文本颜色
|
||||
* Get the text color that should be displayed based on state
|
||||
*/
|
||||
public getTextColor(): number {
|
||||
return this.disabled ? this.disabledTextColor : this.textColor;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置颜色主题
|
||||
* Set color theme
|
||||
*/
|
||||
public setColors(normal: number, hover: number, pressed: number, disabled?: number): this {
|
||||
this.normalColor = normal;
|
||||
this.hoverColor = hover;
|
||||
this.pressedColor = pressed;
|
||||
if (disabled !== undefined) this.disabledColor = disabled;
|
||||
this.currentColor = normal;
|
||||
this.targetColor = normal;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置纹理
|
||||
* Set textures for different states
|
||||
*/
|
||||
public setTextures(normal: string, hover?: string, pressed?: string, disabled?: string): this {
|
||||
this.normalTexture = normal;
|
||||
if (hover) this.hoverTexture = hover;
|
||||
if (pressed) this.pressedTexture = pressed;
|
||||
if (disabled) this.disabledTexture = disabled;
|
||||
this.displayMode = 'texture';
|
||||
return this;
|
||||
}
|
||||
}
|
||||
337
packages/ui/src/components/widgets/UIProgressBarComponent.ts
Normal file
337
packages/ui/src/components/widgets/UIProgressBarComponent.ts
Normal file
@@ -0,0 +1,337 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 进度条方向
|
||||
* Progress bar direction
|
||||
*/
|
||||
export enum UIProgressDirection {
|
||||
/** 从左到右 Left to right */
|
||||
LeftToRight = 'left-to-right',
|
||||
/** 从右到左 Right to left */
|
||||
RightToLeft = 'right-to-left',
|
||||
/** 从下到上 Bottom to top */
|
||||
BottomToTop = 'bottom-to-top',
|
||||
/** 从上到下 Top to bottom */
|
||||
TopToBottom = 'top-to-bottom'
|
||||
}
|
||||
|
||||
/**
|
||||
* 进度条填充模式
|
||||
* Progress bar fill mode
|
||||
*/
|
||||
export enum UIProgressFillMode {
|
||||
/** 水平填充 Horizontal fill */
|
||||
Horizontal = 'horizontal',
|
||||
/** 垂直填充 Vertical fill */
|
||||
Vertical = 'vertical',
|
||||
/** 圆形填充 Radial fill */
|
||||
Radial = 'radial'
|
||||
}
|
||||
|
||||
/**
|
||||
* UI 进度条组件
|
||||
* UI ProgressBar Component - Progress indicator
|
||||
*/
|
||||
@ECSComponent('UIProgressBar')
|
||||
@Serializable({ version: 1, typeId: 'UIProgressBar' })
|
||||
export class UIProgressBarComponent extends Component {
|
||||
// ===== 数值 Values =====
|
||||
|
||||
/**
|
||||
* 当前值
|
||||
* Current value
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Value' })
|
||||
public value: number = 0;
|
||||
|
||||
/**
|
||||
* 最小值
|
||||
* Minimum value
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Min Value' })
|
||||
public minValue: number = 0;
|
||||
|
||||
/**
|
||||
* 最大值
|
||||
* Maximum value
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Max Value' })
|
||||
public maxValue: number = 100;
|
||||
|
||||
/**
|
||||
* 目标值(用于动画)
|
||||
* Target value (for animation)
|
||||
*/
|
||||
public targetValue: number = 0;
|
||||
|
||||
/**
|
||||
* 显示值(动画插值后的值)
|
||||
* Display value (interpolated for animation)
|
||||
*/
|
||||
public displayValue: number = 0;
|
||||
|
||||
// ===== 样式 Style =====
|
||||
|
||||
/**
|
||||
* 填充颜色
|
||||
* Fill color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Fill Color' })
|
||||
public fillColor: number = 0x4CAF50;
|
||||
|
||||
/**
|
||||
* 填充透明度
|
||||
* Fill alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Fill Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public fillAlpha: number = 1;
|
||||
|
||||
/**
|
||||
* 背景颜色
|
||||
* Background color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Background Color' })
|
||||
public backgroundColor: number = 0x333333;
|
||||
|
||||
/**
|
||||
* 背景透明度
|
||||
* Background alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Background Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public backgroundAlpha: number = 1;
|
||||
|
||||
/**
|
||||
* 边框颜色
|
||||
* Border color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Border Color' })
|
||||
public borderColor: number = 0x000000;
|
||||
|
||||
/**
|
||||
* 边框宽度
|
||||
* Border width
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Border Width', min: 0 })
|
||||
public borderWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 圆角半径
|
||||
* Corner radius
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Corner Radius', min: 0 })
|
||||
public cornerRadius: number = 0;
|
||||
|
||||
// ===== 方向和填充 Direction & Fill =====
|
||||
|
||||
/**
|
||||
* 进度方向
|
||||
* Progress direction
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Direction',
|
||||
options: [
|
||||
{ value: 'left-to-right', label: 'Left to Right' },
|
||||
{ value: 'right-to-left', label: 'Right to Left' },
|
||||
{ value: 'bottom-to-top', label: 'Bottom to Top' },
|
||||
{ value: 'top-to-bottom', label: 'Top to Bottom' }
|
||||
]
|
||||
})
|
||||
public direction: UIProgressDirection = UIProgressDirection.LeftToRight;
|
||||
|
||||
/**
|
||||
* 填充模式
|
||||
* Fill mode
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Fill Mode',
|
||||
options: [
|
||||
{ value: 'horizontal', label: 'Horizontal' },
|
||||
{ value: 'vertical', label: 'Vertical' },
|
||||
{ value: 'radial', label: 'Radial' }
|
||||
]
|
||||
})
|
||||
public fillMode: UIProgressFillMode = UIProgressFillMode.Horizontal;
|
||||
|
||||
// ===== 动画 Animation =====
|
||||
|
||||
/**
|
||||
* 过渡时长(秒)
|
||||
* Transition duration in seconds
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Transition Duration', min: 0, step: 0.01 })
|
||||
public transitionDuration: number = 0.3;
|
||||
|
||||
/**
|
||||
* 缓动函数
|
||||
* Easing function name
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'string', label: 'Easing' })
|
||||
public easing: string = 'easeOut';
|
||||
|
||||
// ===== 分段 Segments =====
|
||||
|
||||
/**
|
||||
* 是否分段显示
|
||||
* Whether to show segments
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Show Segments' })
|
||||
public showSegments: boolean = false;
|
||||
|
||||
/**
|
||||
* 分段数量
|
||||
* Number of segments
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'integer', label: 'Segments', min: 1 })
|
||||
public segments: number = 10;
|
||||
|
||||
/**
|
||||
* 分段间隙
|
||||
* Gap between segments
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Segment Gap', min: 0 })
|
||||
public segmentGap: number = 2;
|
||||
|
||||
// ===== 渐变 Gradient =====
|
||||
|
||||
/**
|
||||
* 是否使用渐变
|
||||
* Whether to use gradient fill
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Use Gradient' })
|
||||
public useGradient: boolean = false;
|
||||
|
||||
/**
|
||||
* 渐变起始颜色
|
||||
* Gradient start color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Gradient Start Color' })
|
||||
public gradientStartColor: number = 0x4CAF50;
|
||||
|
||||
/**
|
||||
* 渐变结束颜色
|
||||
* Gradient end color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Gradient End Color' })
|
||||
public gradientEndColor: number = 0x8BC34A;
|
||||
|
||||
// ===== 文本 Text =====
|
||||
|
||||
/**
|
||||
* 是否显示文本
|
||||
* Whether to show text
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Show Text' })
|
||||
public showText: boolean = false;
|
||||
|
||||
/**
|
||||
* 文本格式({value}, {percent}, {min}, {max})
|
||||
* Text format template
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'string', label: 'Text Format' })
|
||||
public textFormat: string = '{percent}%';
|
||||
|
||||
/**
|
||||
* 文本颜色
|
||||
* Text color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Text Color' })
|
||||
public textColor: number = 0xFFFFFF;
|
||||
|
||||
/**
|
||||
* 获取进度百分比 (0-1)
|
||||
* Get progress as percentage (0-1)
|
||||
*/
|
||||
public getProgress(): number {
|
||||
const range = this.maxValue - this.minValue;
|
||||
if (range <= 0) return 0;
|
||||
return Math.max(0, Math.min(1, (this.displayValue - this.minValue) / range));
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取格式化的文本
|
||||
* Get formatted text
|
||||
*/
|
||||
public getFormattedText(): string {
|
||||
const percent = Math.round(this.getProgress() * 100);
|
||||
return this.textFormat
|
||||
.replace('{value}', this.displayValue.toFixed(0))
|
||||
.replace('{percent}', percent.toString())
|
||||
.replace('{min}', this.minValue.toString())
|
||||
.replace('{max}', this.maxValue.toString());
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置值(带动画)
|
||||
* Set value (with animation)
|
||||
*/
|
||||
public setValue(value: number, animate: boolean = true): this {
|
||||
this.targetValue = Math.max(this.minValue, Math.min(this.maxValue, value));
|
||||
if (!animate) {
|
||||
this.value = this.targetValue;
|
||||
this.displayValue = this.targetValue;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置颜色
|
||||
* Set colors
|
||||
*/
|
||||
public setColors(fill: number, background: number): this {
|
||||
this.fillColor = fill;
|
||||
this.backgroundColor = background;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置渐变
|
||||
* Set gradient colors
|
||||
*/
|
||||
public setGradient(startColor: number, endColor: number): this {
|
||||
this.useGradient = true;
|
||||
this.gradientStartColor = startColor;
|
||||
this.gradientEndColor = endColor;
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 增加值
|
||||
* Increase value
|
||||
*/
|
||||
public increase(amount: number = 1): this {
|
||||
return this.setValue(this.targetValue + amount);
|
||||
}
|
||||
|
||||
/**
|
||||
* 减少值
|
||||
* Decrease value
|
||||
*/
|
||||
public decrease(amount: number = 1): this {
|
||||
return this.setValue(this.targetValue - amount);
|
||||
}
|
||||
}
|
||||
370
packages/ui/src/components/widgets/UIScrollViewComponent.ts
Normal file
370
packages/ui/src/components/widgets/UIScrollViewComponent.ts
Normal file
@@ -0,0 +1,370 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 滚动条可见性
|
||||
* Scrollbar visibility mode
|
||||
*/
|
||||
export enum UIScrollbarVisibility {
|
||||
/** 总是显示 Always visible */
|
||||
Always = 'always',
|
||||
/** 自动显示(内容超出时)Auto show when content exceeds */
|
||||
Auto = 'auto',
|
||||
/** 总是隐藏 Always hidden */
|
||||
Hidden = 'hidden'
|
||||
}
|
||||
|
||||
/**
|
||||
* UI 滚动视图组件
|
||||
* UI ScrollView Component - Scrollable container
|
||||
*/
|
||||
@ECSComponent('UIScrollView')
|
||||
@Serializable({ version: 1, typeId: 'UIScrollView' })
|
||||
export class UIScrollViewComponent extends Component {
|
||||
// ===== 滚动位置 Scroll Position =====
|
||||
|
||||
/**
|
||||
* 水平滚动位置
|
||||
* Horizontal scroll position
|
||||
*/
|
||||
public scrollX: number = 0;
|
||||
|
||||
/**
|
||||
* 垂直滚动位置
|
||||
* Vertical scroll position
|
||||
*/
|
||||
public scrollY: number = 0;
|
||||
|
||||
/**
|
||||
* 目标水平滚动位置(动画用)
|
||||
* Target horizontal scroll position (for animation)
|
||||
*/
|
||||
public targetScrollX: number = 0;
|
||||
|
||||
/**
|
||||
* 目标垂直滚动位置(动画用)
|
||||
* Target vertical scroll position (for animation)
|
||||
*/
|
||||
public targetScrollY: number = 0;
|
||||
|
||||
// ===== 内容尺寸 Content Size =====
|
||||
|
||||
/**
|
||||
* 内容宽度
|
||||
* Content width
|
||||
*/
|
||||
public contentWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 内容高度
|
||||
* Content height
|
||||
*/
|
||||
public contentHeight: number = 0;
|
||||
|
||||
// ===== 滚动配置 Scroll Configuration =====
|
||||
|
||||
/**
|
||||
* 是否启用水平滚动
|
||||
* Whether horizontal scroll is enabled
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Horizontal Scroll' })
|
||||
public horizontalScroll: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否启用垂直滚动
|
||||
* Whether vertical scroll is enabled
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Vertical Scroll' })
|
||||
public verticalScroll: boolean = true;
|
||||
|
||||
/**
|
||||
* 滚动条可见性
|
||||
* Scrollbar visibility mode
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Scrollbar Visibility',
|
||||
options: [
|
||||
{ value: 'always', label: 'Always' },
|
||||
{ value: 'auto', label: 'Auto' },
|
||||
{ value: 'hidden', label: 'Hidden' }
|
||||
]
|
||||
})
|
||||
public scrollbarVisibility: UIScrollbarVisibility = UIScrollbarVisibility.Auto;
|
||||
|
||||
/**
|
||||
* 是否启用惯性滚动
|
||||
* Whether inertia scrolling is enabled
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Inertia' })
|
||||
public inertia: boolean = true;
|
||||
|
||||
/**
|
||||
* 惯性减速率
|
||||
* Inertia deceleration rate
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Deceleration Rate', min: 0, max: 1, step: 0.001 })
|
||||
public decelerationRate: number = 0.135;
|
||||
|
||||
/**
|
||||
* 是否启用弹性边界
|
||||
* Whether elastic bounds are enabled
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Elastic Bounds' })
|
||||
public elasticBounds: boolean = true;
|
||||
|
||||
/**
|
||||
* 弹性系数
|
||||
* Elasticity coefficient
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Elasticity', min: 0, max: 1, step: 0.01 })
|
||||
public elasticity: number = 0.1;
|
||||
|
||||
// ===== 滚动条样式 Scrollbar Style =====
|
||||
|
||||
/**
|
||||
* 滚动条宽度
|
||||
* Scrollbar width
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Scrollbar Width', min: 1 })
|
||||
public scrollbarWidth: number = 8;
|
||||
|
||||
/**
|
||||
* 滚动条颜色
|
||||
* Scrollbar color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Scrollbar Color' })
|
||||
public scrollbarColor: number = 0x888888;
|
||||
|
||||
/**
|
||||
* 滚动条透明度
|
||||
* Scrollbar alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Scrollbar Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public scrollbarAlpha: number = 0.5;
|
||||
|
||||
/**
|
||||
* 滚动条悬停透明度
|
||||
* Scrollbar hover alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Scrollbar Hover Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public scrollbarHoverAlpha: number = 0.8;
|
||||
|
||||
/**
|
||||
* 滚动条圆角
|
||||
* Scrollbar corner radius
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Scrollbar Radius', min: 0 })
|
||||
public scrollbarRadius: number = 4;
|
||||
|
||||
/**
|
||||
* 滚动条轨道颜色
|
||||
* Scrollbar track color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Scrollbar Track Color' })
|
||||
public scrollbarTrackColor: number = 0x333333;
|
||||
|
||||
/**
|
||||
* 滚动条轨道透明度
|
||||
* Scrollbar track alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Scrollbar Track Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public scrollbarTrackAlpha: number = 0.3;
|
||||
|
||||
// ===== 交互状态 Interaction State =====
|
||||
|
||||
/**
|
||||
* 是否正在拖拽滚动
|
||||
* Whether currently dragging to scroll
|
||||
*/
|
||||
public dragging: boolean = false;
|
||||
|
||||
/**
|
||||
* 拖拽起始滚动位置 X
|
||||
* Drag start scroll X
|
||||
*/
|
||||
public dragStartScrollX: number = 0;
|
||||
|
||||
/**
|
||||
* 拖拽起始滚动位置 Y
|
||||
* Drag start scroll Y
|
||||
*/
|
||||
public dragStartScrollY: number = 0;
|
||||
|
||||
/**
|
||||
* 滚动速度 X(用于惯性)
|
||||
* Scroll velocity X (for inertia)
|
||||
*/
|
||||
public velocityX: number = 0;
|
||||
|
||||
/**
|
||||
* 滚动速度 Y(用于惯性)
|
||||
* Scroll velocity Y (for inertia)
|
||||
*/
|
||||
public velocityY: number = 0;
|
||||
|
||||
/**
|
||||
* 水平滚动条是否被悬停
|
||||
* Whether horizontal scrollbar is hovered
|
||||
*/
|
||||
public horizontalScrollbarHovered: boolean = false;
|
||||
|
||||
/**
|
||||
* 垂直滚动条是否被悬停
|
||||
* Whether vertical scrollbar is hovered
|
||||
*/
|
||||
public verticalScrollbarHovered: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否正在拖拽滚动条
|
||||
* Whether dragging scrollbar
|
||||
*/
|
||||
public draggingScrollbar: boolean = false;
|
||||
|
||||
// ===== 滚轮配置 Wheel Configuration =====
|
||||
|
||||
/**
|
||||
* 滚轮滚动速度
|
||||
* Mouse wheel scroll speed
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Wheel Speed', min: 1 })
|
||||
public wheelSpeed: number = 40;
|
||||
|
||||
/**
|
||||
* 是否平滑滚动
|
||||
* Whether to use smooth scrolling
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Smooth Scroll' })
|
||||
public smoothScroll: boolean = true;
|
||||
|
||||
/**
|
||||
* 平滑滚动时长(秒)
|
||||
* Smooth scroll duration in seconds
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Smooth Scroll Duration', min: 0, step: 0.01 })
|
||||
public smoothScrollDuration: number = 0.2;
|
||||
|
||||
/**
|
||||
* 获取最大水平滚动位置
|
||||
* Get maximum horizontal scroll position
|
||||
*/
|
||||
public getMaxScrollX(viewportWidth: number): number {
|
||||
return Math.max(0, this.contentWidth - viewportWidth);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取最大垂直滚动位置
|
||||
* Get maximum vertical scroll position
|
||||
*/
|
||||
public getMaxScrollY(viewportHeight: number): number {
|
||||
return Math.max(0, this.contentHeight - viewportHeight);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置滚动位置
|
||||
* Set scroll position
|
||||
*/
|
||||
public setScroll(x: number, y: number, animate: boolean = true): this {
|
||||
this.targetScrollX = x;
|
||||
this.targetScrollY = y;
|
||||
if (!animate) {
|
||||
this.scrollX = x;
|
||||
this.scrollY = y;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 滚动到顶部
|
||||
* Scroll to top
|
||||
*/
|
||||
public scrollToTop(animate: boolean = true): this {
|
||||
return this.setScroll(this.scrollX, 0, animate);
|
||||
}
|
||||
|
||||
/**
|
||||
* 滚动到底部
|
||||
* Scroll to bottom
|
||||
*/
|
||||
public scrollToBottom(viewportHeight: number, animate: boolean = true): this {
|
||||
return this.setScroll(this.scrollX, this.getMaxScrollY(viewportHeight), animate);
|
||||
}
|
||||
|
||||
/**
|
||||
* 滚动到指定位置(百分比)
|
||||
* Scroll to position by percentage
|
||||
*/
|
||||
public scrollToPercent(percentX: number, percentY: number, viewportWidth: number, viewportHeight: number, animate: boolean = true): this {
|
||||
const x = this.getMaxScrollX(viewportWidth) * Math.max(0, Math.min(1, percentX));
|
||||
const y = this.getMaxScrollY(viewportHeight) * Math.max(0, Math.min(1, percentY));
|
||||
return this.setScroll(x, y, animate);
|
||||
}
|
||||
|
||||
/**
|
||||
* 是否需要显示水平滚动条
|
||||
* Whether horizontal scrollbar should be visible
|
||||
*/
|
||||
public needsHorizontalScrollbar(viewportWidth: number): boolean {
|
||||
if (!this.horizontalScroll) return false;
|
||||
if (this.scrollbarVisibility === UIScrollbarVisibility.Hidden) return false;
|
||||
if (this.scrollbarVisibility === UIScrollbarVisibility.Always) return true;
|
||||
return this.contentWidth > viewportWidth;
|
||||
}
|
||||
|
||||
/**
|
||||
* 是否需要显示垂直滚动条
|
||||
* Whether vertical scrollbar should be visible
|
||||
*/
|
||||
public needsVerticalScrollbar(viewportHeight: number): boolean {
|
||||
if (!this.verticalScroll) return false;
|
||||
if (this.scrollbarVisibility === UIScrollbarVisibility.Hidden) return false;
|
||||
if (this.scrollbarVisibility === UIScrollbarVisibility.Always) return true;
|
||||
return this.contentHeight > viewportHeight;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取垂直滚动条手柄尺寸和位置
|
||||
* Get vertical scrollbar handle size and position
|
||||
*/
|
||||
public getVerticalScrollbarMetrics(viewportHeight: number): { size: number; position: number } {
|
||||
const maxScroll = this.getMaxScrollY(viewportHeight);
|
||||
if (maxScroll <= 0) return { size: viewportHeight, position: 0 };
|
||||
|
||||
const size = Math.max(20, (viewportHeight / this.contentHeight) * viewportHeight);
|
||||
const availableTrack = viewportHeight - size;
|
||||
const position = (this.scrollY / maxScroll) * availableTrack;
|
||||
|
||||
return { size, position };
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取水平滚动条手柄尺寸和位置
|
||||
* Get horizontal scrollbar handle size and position
|
||||
*/
|
||||
public getHorizontalScrollbarMetrics(viewportWidth: number): { size: number; position: number } {
|
||||
const maxScroll = this.getMaxScrollX(viewportWidth);
|
||||
if (maxScroll <= 0) return { size: viewportWidth, position: 0 };
|
||||
|
||||
const size = Math.max(20, (viewportWidth / this.contentWidth) * viewportWidth);
|
||||
const availableTrack = viewportWidth - size;
|
||||
const position = (this.scrollX / maxScroll) * availableTrack;
|
||||
|
||||
return { size, position };
|
||||
}
|
||||
}
|
||||
390
packages/ui/src/components/widgets/UISliderComponent.ts
Normal file
390
packages/ui/src/components/widgets/UISliderComponent.ts
Normal file
@@ -0,0 +1,390 @@
|
||||
import { Component, ECSComponent, Property, Serializable, Serialize } from '@esengine/ecs-framework';
|
||||
|
||||
/**
|
||||
* 滑块方向
|
||||
* Slider orientation
|
||||
*/
|
||||
export enum UISliderOrientation {
|
||||
Horizontal = 'horizontal',
|
||||
Vertical = 'vertical'
|
||||
}
|
||||
|
||||
/**
|
||||
* UI 滑块组件
|
||||
* UI Slider Component - Value slider with handle
|
||||
*/
|
||||
@ECSComponent('UISlider')
|
||||
@Serializable({ version: 1, typeId: 'UISlider' })
|
||||
export class UISliderComponent extends Component {
|
||||
// ===== 数值 Values =====
|
||||
|
||||
/**
|
||||
* 当前值
|
||||
* Current value
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Value' })
|
||||
public value: number = 0;
|
||||
|
||||
/**
|
||||
* 最小值
|
||||
* Minimum value
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Min Value' })
|
||||
public minValue: number = 0;
|
||||
|
||||
/**
|
||||
* 最大值
|
||||
* Maximum value
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Max Value' })
|
||||
public maxValue: number = 100;
|
||||
|
||||
/**
|
||||
* 步进值(0 = 连续)
|
||||
* Step value (0 = continuous)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Step', min: 0 })
|
||||
public step: number = 0;
|
||||
|
||||
/**
|
||||
* 目标值(用于动画)
|
||||
* Target value (for animation)
|
||||
*/
|
||||
public targetValue: number = 0;
|
||||
|
||||
/**
|
||||
* 显示值(动画插值后)
|
||||
* Display value (interpolated)
|
||||
*/
|
||||
public displayValue: number = 0;
|
||||
|
||||
// ===== 方向 Orientation =====
|
||||
|
||||
/**
|
||||
* 滑块方向
|
||||
* Slider orientation
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({
|
||||
type: 'enum',
|
||||
label: 'Orientation',
|
||||
options: [
|
||||
{ value: 'horizontal', label: 'Horizontal' },
|
||||
{ value: 'vertical', label: 'Vertical' }
|
||||
]
|
||||
})
|
||||
public orientation: UISliderOrientation = UISliderOrientation.Horizontal;
|
||||
|
||||
// ===== 轨道样式 Track Style =====
|
||||
|
||||
/**
|
||||
* 轨道颜色
|
||||
* Track color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Track Color' })
|
||||
public trackColor: number = 0x444444;
|
||||
|
||||
/**
|
||||
* 轨道透明度
|
||||
* Track alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Track Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public trackAlpha: number = 1;
|
||||
|
||||
/**
|
||||
* 轨道高度(水平)或宽度(垂直)
|
||||
* Track thickness
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Track Thickness', min: 1 })
|
||||
public trackThickness: number = 4;
|
||||
|
||||
/**
|
||||
* 轨道圆角
|
||||
* Track corner radius
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Track Radius', min: 0 })
|
||||
public trackRadius: number = 2;
|
||||
|
||||
// ===== 填充样式 Fill Style =====
|
||||
|
||||
/**
|
||||
* 填充颜色(已滑过的部分)
|
||||
* Fill color (passed portion)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Fill Color' })
|
||||
public fillColor: number = 0x4A90D9;
|
||||
|
||||
/**
|
||||
* 填充透明度
|
||||
* Fill alpha
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Fill Alpha', min: 0, max: 1, step: 0.01 })
|
||||
public fillAlpha: number = 1;
|
||||
|
||||
// ===== 手柄样式 Handle Style =====
|
||||
|
||||
/**
|
||||
* 手柄宽度
|
||||
* Handle width
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Handle Width', min: 1 })
|
||||
public handleWidth: number = 16;
|
||||
|
||||
/**
|
||||
* 手柄高度
|
||||
* Handle height
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Handle Height', min: 1 })
|
||||
public handleHeight: number = 16;
|
||||
|
||||
/**
|
||||
* 手柄颜色
|
||||
* Handle color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Handle Color' })
|
||||
public handleColor: number = 0xFFFFFF;
|
||||
|
||||
/**
|
||||
* 手柄悬停颜色
|
||||
* Handle hover color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Handle Hover Color' })
|
||||
public handleHoverColor: number = 0xE0E0E0;
|
||||
|
||||
/**
|
||||
* 手柄按下颜色
|
||||
* Handle pressed color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Handle Pressed Color' })
|
||||
public handlePressedColor: number = 0xCCCCCC;
|
||||
|
||||
/**
|
||||
* 手柄圆角
|
||||
* Handle corner radius
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Handle Radius', min: 0 })
|
||||
public handleRadius: number = 8;
|
||||
|
||||
/**
|
||||
* 手柄边框宽度
|
||||
* Handle border width
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Handle Border Width', min: 0 })
|
||||
public handleBorderWidth: number = 0;
|
||||
|
||||
/**
|
||||
* 手柄边框颜色
|
||||
* Handle border color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Handle Border Color' })
|
||||
public handleBorderColor: number = 0x000000;
|
||||
|
||||
/**
|
||||
* 手柄阴影
|
||||
* Handle shadow enabled
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Handle Shadow' })
|
||||
public handleShadow: boolean = true;
|
||||
|
||||
// ===== 交互状态 Interaction State =====
|
||||
|
||||
/**
|
||||
* 手柄是否被悬停
|
||||
* Whether handle is hovered
|
||||
*/
|
||||
public handleHovered: boolean = false;
|
||||
|
||||
/**
|
||||
* 是否正在拖拽
|
||||
* Whether currently dragging
|
||||
*/
|
||||
public dragging: boolean = false;
|
||||
|
||||
/**
|
||||
* 拖拽起始值
|
||||
* Drag start value
|
||||
*/
|
||||
public dragStartValue: number = 0;
|
||||
|
||||
/**
|
||||
* 拖拽起始位置
|
||||
* Drag start position
|
||||
*/
|
||||
public dragStartPosition: number = 0;
|
||||
|
||||
// ===== 动画 Animation =====
|
||||
|
||||
/**
|
||||
* 过渡时长(秒)
|
||||
* Transition duration in seconds
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Transition Duration', min: 0, step: 0.01 })
|
||||
public transitionDuration: number = 0.1;
|
||||
|
||||
// ===== 刻度 Ticks =====
|
||||
|
||||
/**
|
||||
* 是否显示刻度
|
||||
* Whether to show ticks
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Show Ticks' })
|
||||
public showTicks: boolean = false;
|
||||
|
||||
/**
|
||||
* 刻度数量(不包括首尾)
|
||||
* Number of ticks (excluding ends)
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'integer', label: 'Tick Count', min: 0 })
|
||||
public tickCount: number = 4;
|
||||
|
||||
/**
|
||||
* 刻度颜色
|
||||
* Tick color
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'color', label: 'Tick Color' })
|
||||
public tickColor: number = 0x666666;
|
||||
|
||||
/**
|
||||
* 刻度大小
|
||||
* Tick size
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'number', label: 'Tick Size', min: 1 })
|
||||
public tickSize: number = 4;
|
||||
|
||||
// ===== 文本 Text =====
|
||||
|
||||
/**
|
||||
* 是否显示值文本
|
||||
* Whether to show value text
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'boolean', label: 'Show Value' })
|
||||
public showValue: boolean = false;
|
||||
|
||||
/**
|
||||
* 值文本格式
|
||||
* Value text format
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'string', label: 'Value Format' })
|
||||
public valueFormat: string = '{value}';
|
||||
|
||||
/**
|
||||
* 小数位数
|
||||
* Decimal places
|
||||
*/
|
||||
@Serialize()
|
||||
@Property({ type: 'integer', label: 'Decimal Places', min: 0 })
|
||||
public decimalPlaces: number = 0;
|
||||
|
||||
// ===== 回调 Callbacks =====
|
||||
|
||||
/**
|
||||
* 值改变回调
|
||||
* Value change callback
|
||||
*/
|
||||
public onChange?: (value: number) => void;
|
||||
|
||||
/**
|
||||
* 拖拽开始回调
|
||||
* Drag start callback
|
||||
*/
|
||||
public onDragStart?: (value: number) => void;
|
||||
|
||||
/**
|
||||
* 拖拽结束回调
|
||||
* Drag end callback
|
||||
*/
|
||||
public onDragEnd?: (value: number) => void;
|
||||
|
||||
/**
|
||||
* 获取进度百分比 (0-1)
|
||||
* Get progress as percentage (0-1)
|
||||
*/
|
||||
public getProgress(): number {
|
||||
const range = this.maxValue - this.minValue;
|
||||
if (range <= 0) return 0;
|
||||
return Math.max(0, Math.min(1, (this.displayValue - this.minValue) / range));
|
||||
}
|
||||
|
||||
/**
|
||||
* 从百分比设置值
|
||||
* Set value from percentage
|
||||
*/
|
||||
public setProgress(progress: number): this {
|
||||
const range = this.maxValue - this.minValue;
|
||||
return this.setValue(this.minValue + range * Math.max(0, Math.min(1, progress)));
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置值
|
||||
* Set value
|
||||
*/
|
||||
public setValue(value: number, animate: boolean = true): this {
|
||||
let newValue = Math.max(this.minValue, Math.min(this.maxValue, value));
|
||||
|
||||
// 应用步进
|
||||
if (this.step > 0) {
|
||||
newValue = Math.round((newValue - this.minValue) / this.step) * this.step + this.minValue;
|
||||
}
|
||||
|
||||
this.targetValue = newValue;
|
||||
if (!animate) {
|
||||
this.value = newValue;
|
||||
this.displayValue = newValue;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取格式化的值文本
|
||||
* Get formatted value text
|
||||
*/
|
||||
public getFormattedValue(): string {
|
||||
const formattedValue = this.displayValue.toFixed(this.decimalPlaces);
|
||||
return this.valueFormat.replace('{value}', formattedValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算手柄位置(归一化 0-1)
|
||||
* Calculate handle position (normalized 0-1)
|
||||
*/
|
||||
public getHandlePosition(): number {
|
||||
return this.getProgress();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前手柄颜色
|
||||
* Get current handle color based on state
|
||||
*/
|
||||
public getCurrentHandleColor(): number {
|
||||
if (this.dragging) return this.handlePressedColor;
|
||||
if (this.handleHovered) return this.handleHoverColor;
|
||||
return this.handleColor;
|
||||
}
|
||||
}
|
||||
4
packages/ui/src/components/widgets/index.ts
Normal file
4
packages/ui/src/components/widgets/index.ts
Normal file
@@ -0,0 +1,4 @@
|
||||
export * from './UIButtonComponent';
|
||||
export * from './UIProgressBarComponent';
|
||||
export * from './UISliderComponent';
|
||||
export * from './UIScrollViewComponent';
|
||||
116
packages/ui/src/index.ts
Normal file
116
packages/ui/src/index.ts
Normal file
@@ -0,0 +1,116 @@
|
||||
/**
|
||||
* @esengine/ui - ECS-based UI System
|
||||
*
|
||||
* 基于 ECS 架构的 UI 系统,支持 WebGL 渲染
|
||||
* ECS-based UI system with WebGL rendering support
|
||||
*
|
||||
* @example
|
||||
* ```typescript
|
||||
* import { UIBuilder, UILayoutSystem, UIInputSystem, UIAnimationSystem } from '@esengine/ui';
|
||||
*
|
||||
* // 创建 UI Scene
|
||||
* const uiScene = world.createScene('ui');
|
||||
*
|
||||
* // 添加 UI 系统
|
||||
* uiScene.addSystem(new UILayoutSystem());
|
||||
* uiScene.addSystem(new UIInputSystem());
|
||||
* uiScene.addSystem(new UIAnimationSystem());
|
||||
*
|
||||
* // 使用 UIBuilder 创建元素
|
||||
* const ui = new UIBuilder(uiScene);
|
||||
*
|
||||
* const button = ui.button({
|
||||
* x: 100, y: 100,
|
||||
* width: 120, height: 40,
|
||||
* label: 'Click Me',
|
||||
* onClick: () => console.log('Clicked!')
|
||||
* });
|
||||
*
|
||||
* const progressBar = ui.progressBar({
|
||||
* x: 100, y: 160,
|
||||
* width: 200, height: 20,
|
||||
* value: 75,
|
||||
* maxValue: 100
|
||||
* });
|
||||
* ```
|
||||
*/
|
||||
|
||||
// Components - Core
|
||||
export {
|
||||
UITransformComponent,
|
||||
AnchorPreset
|
||||
} from './components/UITransformComponent';
|
||||
|
||||
export {
|
||||
UIRenderComponent,
|
||||
UIRenderType,
|
||||
type UIBorderStyle,
|
||||
type UIShadowStyle
|
||||
} from './components/UIRenderComponent';
|
||||
|
||||
export {
|
||||
UIInteractableComponent,
|
||||
type UICursorType
|
||||
} from './components/UIInteractableComponent';
|
||||
|
||||
export {
|
||||
UITextComponent,
|
||||
type UITextAlign,
|
||||
type UITextVerticalAlign,
|
||||
type UITextOverflow,
|
||||
type UIFontWeight
|
||||
} from './components/UITextComponent';
|
||||
|
||||
export {
|
||||
UILayoutComponent,
|
||||
UILayoutType,
|
||||
UIJustifyContent,
|
||||
UIAlignItems,
|
||||
type UIPadding
|
||||
} from './components/UILayoutComponent';
|
||||
|
||||
// Components - Widgets
|
||||
export {
|
||||
UIButtonComponent,
|
||||
type UIButtonStyle,
|
||||
type UIButtonDisplayMode
|
||||
} from './components/widgets/UIButtonComponent';
|
||||
|
||||
export {
|
||||
UIProgressBarComponent,
|
||||
UIProgressDirection,
|
||||
UIProgressFillMode
|
||||
} from './components/widgets/UIProgressBarComponent';
|
||||
|
||||
export {
|
||||
UISliderComponent,
|
||||
UISliderOrientation
|
||||
} from './components/widgets/UISliderComponent';
|
||||
|
||||
export {
|
||||
UIScrollViewComponent,
|
||||
UIScrollbarVisibility
|
||||
} from './components/widgets/UIScrollViewComponent';
|
||||
|
||||
// Systems
|
||||
export { UILayoutSystem } from './systems/UILayoutSystem';
|
||||
export { UIInputSystem, MouseButton, type UIInputEvent } from './systems/UIInputSystem';
|
||||
export { UIAnimationSystem, Easing, type EasingFunction, type EasingName } from './systems/UIAnimationSystem';
|
||||
export { UIRenderDataProvider, type UIRenderData } from './systems/UIRenderDataProvider';
|
||||
|
||||
// Rendering
|
||||
export { WebGLUIRenderer } from './rendering/WebGLUIRenderer';
|
||||
export { TextRenderer, type TextMeasurement, type TextRenderOptions } from './rendering/TextRenderer';
|
||||
|
||||
// Builder API
|
||||
export {
|
||||
UIBuilder,
|
||||
type UIBaseConfig,
|
||||
type UIButtonConfig,
|
||||
type UITextConfig,
|
||||
type UIImageConfig,
|
||||
type UIProgressBarConfig,
|
||||
type UISliderConfig,
|
||||
type UIPanelConfig,
|
||||
type UIScrollViewConfig
|
||||
} from './UIBuilder';
|
||||
299
packages/ui/src/rendering/TextRenderer.ts
Normal file
299
packages/ui/src/rendering/TextRenderer.ts
Normal file
@@ -0,0 +1,299 @@
|
||||
/**
|
||||
* 文本渲染器
|
||||
* Text Renderer - Renders text to textures for WebGL
|
||||
*
|
||||
* 使用 Canvas 2D API 渲染文本到纹理
|
||||
* Uses Canvas 2D API to render text to textures
|
||||
*/
|
||||
|
||||
export interface TextMeasurement {
|
||||
width: number;
|
||||
height: number;
|
||||
lines: string[];
|
||||
lineHeights: number[];
|
||||
}
|
||||
|
||||
export interface TextRenderOptions {
|
||||
fontSize: number;
|
||||
fontFamily: string;
|
||||
fontWeight: string | number;
|
||||
italic: boolean;
|
||||
color: number;
|
||||
alpha: number;
|
||||
align: 'left' | 'center' | 'right';
|
||||
verticalAlign: 'top' | 'middle' | 'bottom';
|
||||
wordWrap: boolean;
|
||||
wrapWidth: number;
|
||||
lineHeight: number;
|
||||
letterSpacing: number;
|
||||
strokeWidth: number;
|
||||
strokeColor: number;
|
||||
shadowEnabled: boolean;
|
||||
shadowOffsetX: number;
|
||||
shadowOffsetY: number;
|
||||
shadowColor: number;
|
||||
shadowAlpha: number;
|
||||
}
|
||||
|
||||
export class TextRenderer {
|
||||
private gl: WebGLRenderingContext;
|
||||
private canvas: HTMLCanvasElement;
|
||||
private ctx: CanvasRenderingContext2D;
|
||||
private textureCache: Map<string, WebGLTexture> = new Map();
|
||||
|
||||
constructor(gl: WebGLRenderingContext) {
|
||||
this.gl = gl;
|
||||
|
||||
// 创建离屏 Canvas
|
||||
this.canvas = document.createElement('canvas');
|
||||
this.ctx = this.canvas.getContext('2d')!;
|
||||
}
|
||||
|
||||
/**
|
||||
* 测量文本尺寸
|
||||
* Measure text dimensions
|
||||
*/
|
||||
public measureText(text: string, options: Partial<TextRenderOptions>): TextMeasurement {
|
||||
const opts = this.getDefaultOptions(options);
|
||||
this.setupContext(opts);
|
||||
|
||||
let lines: string[];
|
||||
if (opts.wordWrap && opts.wrapWidth > 0) {
|
||||
lines = this.wrapText(text, opts.wrapWidth);
|
||||
} else {
|
||||
lines = text.split('\n');
|
||||
}
|
||||
|
||||
const lineHeight = opts.fontSize * opts.lineHeight;
|
||||
let maxWidth = 0;
|
||||
|
||||
for (const line of lines) {
|
||||
const metrics = this.ctx.measureText(line);
|
||||
maxWidth = Math.max(maxWidth, metrics.width);
|
||||
}
|
||||
|
||||
return {
|
||||
width: maxWidth,
|
||||
height: lines.length * lineHeight,
|
||||
lines,
|
||||
lineHeights: lines.map(() => lineHeight)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 渲染文本到纹理
|
||||
* Render text to texture
|
||||
*/
|
||||
public renderToTexture(
|
||||
text: string,
|
||||
options: Partial<TextRenderOptions>,
|
||||
width?: number,
|
||||
height?: number
|
||||
): WebGLTexture | null {
|
||||
const opts = this.getDefaultOptions(options);
|
||||
const measurement = this.measureText(text, options);
|
||||
|
||||
// 使用指定尺寸或测量尺寸
|
||||
const canvasWidth = Math.ceil(width ?? measurement.width) + opts.strokeWidth * 2;
|
||||
const canvasHeight = Math.ceil(height ?? measurement.height) + opts.strokeWidth * 2;
|
||||
|
||||
if (canvasWidth <= 0 || canvasHeight <= 0) return null;
|
||||
|
||||
// 调整 Canvas 尺寸
|
||||
this.canvas.width = canvasWidth;
|
||||
this.canvas.height = canvasHeight;
|
||||
|
||||
// 清除背景
|
||||
this.ctx.clearRect(0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
// 设置绘制样式
|
||||
this.setupContext(opts);
|
||||
|
||||
// 计算起始位置
|
||||
const lineHeight = opts.fontSize * opts.lineHeight;
|
||||
let startY = opts.strokeWidth;
|
||||
|
||||
if (opts.verticalAlign === 'middle') {
|
||||
startY = (canvasHeight - measurement.height) / 2;
|
||||
} else if (opts.verticalAlign === 'bottom') {
|
||||
startY = canvasHeight - measurement.height - opts.strokeWidth;
|
||||
}
|
||||
|
||||
// 绘制每行
|
||||
for (let i = 0; i < measurement.lines.length; i++) {
|
||||
const line = measurement.lines[i]!;
|
||||
let x = opts.strokeWidth;
|
||||
|
||||
if (opts.align === 'center') {
|
||||
const lineWidth = this.ctx.measureText(line).width;
|
||||
x = (canvasWidth - lineWidth) / 2;
|
||||
} else if (opts.align === 'right') {
|
||||
const lineWidth = this.ctx.measureText(line).width;
|
||||
x = canvasWidth - lineWidth - opts.strokeWidth;
|
||||
}
|
||||
|
||||
const y = startY + (i + 0.8) * lineHeight;
|
||||
|
||||
// 绘制阴影
|
||||
if (opts.shadowEnabled) {
|
||||
this.ctx.save();
|
||||
this.ctx.fillStyle = this.colorToCSS(opts.shadowColor, opts.shadowAlpha);
|
||||
this.ctx.fillText(line, x + opts.shadowOffsetX, y + opts.shadowOffsetY);
|
||||
this.ctx.restore();
|
||||
}
|
||||
|
||||
// 绘制描边
|
||||
if (opts.strokeWidth > 0) {
|
||||
this.ctx.strokeStyle = this.colorToCSS(opts.strokeColor, opts.alpha);
|
||||
this.ctx.lineWidth = opts.strokeWidth;
|
||||
this.ctx.strokeText(line, x, y);
|
||||
}
|
||||
|
||||
// 绘制文本
|
||||
this.ctx.fillStyle = this.colorToCSS(opts.color, opts.alpha);
|
||||
this.ctx.fillText(line, x, y);
|
||||
}
|
||||
|
||||
// 创建纹理
|
||||
return this.createTextureFromCanvas();
|
||||
}
|
||||
|
||||
/**
|
||||
* 从缓存获取或创建纹理
|
||||
* Get from cache or create texture
|
||||
*/
|
||||
public getOrCreateTexture(
|
||||
text: string,
|
||||
options: Partial<TextRenderOptions>,
|
||||
width?: number,
|
||||
height?: number
|
||||
): WebGLTexture | null {
|
||||
const cacheKey = this.getCacheKey(text, options, width, height);
|
||||
|
||||
if (this.textureCache.has(cacheKey)) {
|
||||
return this.textureCache.get(cacheKey)!;
|
||||
}
|
||||
|
||||
const texture = this.renderToTexture(text, options, width, height);
|
||||
if (texture) {
|
||||
this.textureCache.set(cacheKey, texture);
|
||||
}
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除纹理缓存
|
||||
* Clear texture cache
|
||||
*/
|
||||
public clearCache(): void {
|
||||
for (const texture of this.textureCache.values()) {
|
||||
this.gl.deleteTexture(texture);
|
||||
}
|
||||
this.textureCache.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 从缓存移除指定纹理
|
||||
* Remove specific texture from cache
|
||||
*/
|
||||
public invalidateCache(text: string, options: Partial<TextRenderOptions>): void {
|
||||
const cacheKey = this.getCacheKey(text, options);
|
||||
const texture = this.textureCache.get(cacheKey);
|
||||
if (texture) {
|
||||
this.gl.deleteTexture(texture);
|
||||
this.textureCache.delete(cacheKey);
|
||||
}
|
||||
}
|
||||
|
||||
private getDefaultOptions(options: Partial<TextRenderOptions>): TextRenderOptions {
|
||||
return {
|
||||
fontSize: options.fontSize ?? 14,
|
||||
fontFamily: options.fontFamily ?? 'Arial, sans-serif',
|
||||
fontWeight: options.fontWeight ?? 'normal',
|
||||
italic: options.italic ?? false,
|
||||
color: options.color ?? 0x000000,
|
||||
alpha: options.alpha ?? 1,
|
||||
align: options.align ?? 'left',
|
||||
verticalAlign: options.verticalAlign ?? 'top',
|
||||
wordWrap: options.wordWrap ?? false,
|
||||
wrapWidth: options.wrapWidth ?? 0,
|
||||
lineHeight: options.lineHeight ?? 1.2,
|
||||
letterSpacing: options.letterSpacing ?? 0,
|
||||
strokeWidth: options.strokeWidth ?? 0,
|
||||
strokeColor: options.strokeColor ?? 0x000000,
|
||||
shadowEnabled: options.shadowEnabled ?? false,
|
||||
shadowOffsetX: options.shadowOffsetX ?? 1,
|
||||
shadowOffsetY: options.shadowOffsetY ?? 1,
|
||||
shadowColor: options.shadowColor ?? 0x000000,
|
||||
shadowAlpha: options.shadowAlpha ?? 0.5
|
||||
};
|
||||
}
|
||||
|
||||
private setupContext(opts: TextRenderOptions): void {
|
||||
const style = opts.italic ? 'italic ' : '';
|
||||
const weight = opts.fontWeight;
|
||||
this.ctx.font = `${style}${weight} ${opts.fontSize}px ${opts.fontFamily}`;
|
||||
this.ctx.textBaseline = 'top';
|
||||
}
|
||||
|
||||
private wrapText(text: string, maxWidth: number): string[] {
|
||||
const lines: string[] = [];
|
||||
const paragraphs = text.split('\n');
|
||||
|
||||
for (const paragraph of paragraphs) {
|
||||
const words = paragraph.split(' ');
|
||||
let currentLine = '';
|
||||
|
||||
for (const word of words) {
|
||||
const testLine = currentLine ? `${currentLine} ${word}` : word;
|
||||
const metrics = this.ctx.measureText(testLine);
|
||||
|
||||
if (metrics.width > maxWidth && currentLine) {
|
||||
lines.push(currentLine);
|
||||
currentLine = word;
|
||||
} else {
|
||||
currentLine = testLine;
|
||||
}
|
||||
}
|
||||
|
||||
if (currentLine) {
|
||||
lines.push(currentLine);
|
||||
}
|
||||
}
|
||||
|
||||
return lines;
|
||||
}
|
||||
|
||||
private colorToCSS(color: number, alpha: number): string {
|
||||
const r = (color >> 16) & 0xFF;
|
||||
const g = (color >> 8) & 0xFF;
|
||||
const b = color & 0xFF;
|
||||
return `rgba(${r}, ${g}, ${b}, ${alpha})`;
|
||||
}
|
||||
|
||||
private createTextureFromCanvas(): WebGLTexture | null {
|
||||
const gl = this.gl;
|
||||
const texture = gl.createTexture();
|
||||
if (!texture) return null;
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.canvas);
|
||||
|
||||
// 设置纹理参数
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
private getCacheKey(text: string, options: Partial<TextRenderOptions>, width?: number, height?: number): string {
|
||||
return JSON.stringify({ text, options, width, height });
|
||||
}
|
||||
|
||||
public dispose(): void {
|
||||
this.clearCache();
|
||||
}
|
||||
}
|
||||
471
packages/ui/src/rendering/WebGLUIRenderer.ts
Normal file
471
packages/ui/src/rendering/WebGLUIRenderer.ts
Normal file
@@ -0,0 +1,471 @@
|
||||
/**
|
||||
* WebGL UI 渲染器
|
||||
* WebGL UI Renderer - Low-level WebGL rendering for UI elements
|
||||
*
|
||||
* 支持批处理渲染以提高性能
|
||||
* Supports batch rendering for better performance
|
||||
*/
|
||||
|
||||
/**
|
||||
* 顶点数据结构
|
||||
* Vertex data structure
|
||||
* position (2) + texcoord (2) + color (4)
|
||||
*/
|
||||
const VERTEX_SIZE = 8;
|
||||
const VERTICES_PER_QUAD = 4;
|
||||
const INDICES_PER_QUAD = 6;
|
||||
const MAX_BATCH_QUADS = 2000;
|
||||
|
||||
/**
|
||||
* 着色器源码
|
||||
* Shader sources
|
||||
*/
|
||||
const VERTEX_SHADER_SOURCE = `
|
||||
attribute vec2 a_position;
|
||||
attribute vec2 a_texcoord;
|
||||
attribute vec4 a_color;
|
||||
|
||||
uniform mat4 u_projection;
|
||||
|
||||
varying vec2 v_texcoord;
|
||||
varying vec4 v_color;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * vec4(a_position, 0.0, 1.0);
|
||||
v_texcoord = a_texcoord;
|
||||
v_color = a_color;
|
||||
}
|
||||
`;
|
||||
|
||||
const FRAGMENT_SHADER_SOURCE = `
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 v_texcoord;
|
||||
varying vec4 v_color;
|
||||
|
||||
uniform sampler2D u_texture;
|
||||
uniform bool u_useTexture;
|
||||
|
||||
void main() {
|
||||
if (u_useTexture) {
|
||||
gl_FragColor = texture2D(u_texture, v_texcoord) * v_color;
|
||||
} else {
|
||||
gl_FragColor = v_color;
|
||||
}
|
||||
}
|
||||
`;
|
||||
|
||||
export class WebGLUIRenderer {
|
||||
private gl: WebGLRenderingContext;
|
||||
private program: WebGLProgram | null = null;
|
||||
|
||||
// Buffers
|
||||
private vertexBuffer: WebGLBuffer | null = null;
|
||||
private indexBuffer: WebGLBuffer | null = null;
|
||||
private vertexData: Float32Array;
|
||||
private indexData: Uint16Array;
|
||||
|
||||
// Batch state
|
||||
private quadCount: number = 0;
|
||||
private currentTexture: WebGLTexture | null = null;
|
||||
|
||||
// Uniform locations
|
||||
private projectionLocation: WebGLUniformLocation | null = null;
|
||||
private textureLocation: WebGLUniformLocation | null = null;
|
||||
private useTextureLocation: WebGLUniformLocation | null = null;
|
||||
|
||||
// Attribute locations
|
||||
private positionLocation: number = -1;
|
||||
private texcoordLocation: number = -1;
|
||||
private colorLocation: number = -1;
|
||||
|
||||
// Viewport
|
||||
private viewportWidth: number = 0;
|
||||
private viewportHeight: number = 0;
|
||||
|
||||
// 白色纹理(用于纯色绘制)
|
||||
private whiteTexture: WebGLTexture | null = null;
|
||||
|
||||
constructor(gl: WebGLRenderingContext) {
|
||||
this.gl = gl;
|
||||
|
||||
// 分配顶点和索引数据
|
||||
this.vertexData = new Float32Array(MAX_BATCH_QUADS * VERTICES_PER_QUAD * VERTEX_SIZE);
|
||||
this.indexData = new Uint16Array(MAX_BATCH_QUADS * INDICES_PER_QUAD);
|
||||
|
||||
// 预填充索引数据
|
||||
for (let i = 0; i < MAX_BATCH_QUADS; i++) {
|
||||
const vi = i * 4;
|
||||
const ii = i * 6;
|
||||
this.indexData[ii + 0] = vi + 0;
|
||||
this.indexData[ii + 1] = vi + 1;
|
||||
this.indexData[ii + 2] = vi + 2;
|
||||
this.indexData[ii + 3] = vi + 2;
|
||||
this.indexData[ii + 4] = vi + 3;
|
||||
this.indexData[ii + 5] = vi + 0;
|
||||
}
|
||||
|
||||
this.initShaders();
|
||||
this.initBuffers();
|
||||
this.createWhiteTexture();
|
||||
}
|
||||
|
||||
private initShaders(): void {
|
||||
const gl = this.gl;
|
||||
|
||||
// 编译着色器
|
||||
const vertexShader = this.compileShader(gl.VERTEX_SHADER, VERTEX_SHADER_SOURCE);
|
||||
const fragmentShader = this.compileShader(gl.FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE);
|
||||
|
||||
if (!vertexShader || !fragmentShader) {
|
||||
throw new Error('Failed to compile shaders');
|
||||
}
|
||||
|
||||
// 链接程序
|
||||
this.program = gl.createProgram();
|
||||
if (!this.program) {
|
||||
throw new Error('Failed to create shader program');
|
||||
}
|
||||
|
||||
gl.attachShader(this.program, vertexShader);
|
||||
gl.attachShader(this.program, fragmentShader);
|
||||
gl.linkProgram(this.program);
|
||||
|
||||
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {
|
||||
throw new Error('Failed to link shader program: ' + gl.getProgramInfoLog(this.program));
|
||||
}
|
||||
|
||||
// 获取 attribute 位置
|
||||
this.positionLocation = gl.getAttribLocation(this.program, 'a_position');
|
||||
this.texcoordLocation = gl.getAttribLocation(this.program, 'a_texcoord');
|
||||
this.colorLocation = gl.getAttribLocation(this.program, 'a_color');
|
||||
|
||||
// 获取 uniform 位置
|
||||
this.projectionLocation = gl.getUniformLocation(this.program, 'u_projection');
|
||||
this.textureLocation = gl.getUniformLocation(this.program, 'u_texture');
|
||||
this.useTextureLocation = gl.getUniformLocation(this.program, 'u_useTexture');
|
||||
}
|
||||
|
||||
private compileShader(type: number, source: string): WebGLShader | null {
|
||||
const gl = this.gl;
|
||||
const shader = gl.createShader(type);
|
||||
if (!shader) return null;
|
||||
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
console.error('Shader compile error:', gl.getShaderInfoLog(shader));
|
||||
gl.deleteShader(shader);
|
||||
return null;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
private initBuffers(): void {
|
||||
const gl = this.gl;
|
||||
|
||||
// 创建顶点缓冲
|
||||
this.vertexBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.DYNAMIC_DRAW);
|
||||
|
||||
// 创建索引缓冲
|
||||
this.indexBuffer = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indexData, gl.STATIC_DRAW);
|
||||
}
|
||||
|
||||
private createWhiteTexture(): void {
|
||||
const gl = this.gl;
|
||||
|
||||
this.whiteTexture = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.whiteTexture);
|
||||
|
||||
// 1x1 白色像素
|
||||
const pixel = new Uint8Array([255, 255, 255, 255]);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置视口尺寸
|
||||
* Set viewport size
|
||||
*/
|
||||
public setViewport(width: number, height: number): void {
|
||||
this.viewportWidth = width;
|
||||
this.viewportHeight = height;
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始渲染批次
|
||||
* Begin render batch
|
||||
*/
|
||||
public begin(): void {
|
||||
const gl = this.gl;
|
||||
|
||||
gl.viewport(0, 0, this.viewportWidth, this.viewportHeight);
|
||||
|
||||
// 启用混合
|
||||
gl.enable(gl.BLEND);
|
||||
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// 禁用深度测试
|
||||
gl.disable(gl.DEPTH_TEST);
|
||||
|
||||
// 使用程序
|
||||
gl.useProgram(this.program);
|
||||
|
||||
// 设置投影矩阵(正交投影)
|
||||
const projection = this.createOrthographicMatrix(0, this.viewportWidth, this.viewportHeight, 0, -1, 1);
|
||||
gl.uniformMatrix4fv(this.projectionLocation, false, projection);
|
||||
|
||||
// 绑定纹理单元
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.uniform1i(this.textureLocation, 0);
|
||||
|
||||
// 绑定缓冲
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
|
||||
// 设置顶点属性
|
||||
const stride = VERTEX_SIZE * 4;
|
||||
gl.enableVertexAttribArray(this.positionLocation);
|
||||
gl.vertexAttribPointer(this.positionLocation, 2, gl.FLOAT, false, stride, 0);
|
||||
|
||||
gl.enableVertexAttribArray(this.texcoordLocation);
|
||||
gl.vertexAttribPointer(this.texcoordLocation, 2, gl.FLOAT, false, stride, 8);
|
||||
|
||||
gl.enableVertexAttribArray(this.colorLocation);
|
||||
gl.vertexAttribPointer(this.colorLocation, 4, gl.FLOAT, false, stride, 16);
|
||||
|
||||
this.quadCount = 0;
|
||||
this.currentTexture = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 结束渲染批次
|
||||
* End render batch
|
||||
*/
|
||||
public end(): void {
|
||||
this.flush();
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新当前批次
|
||||
* Flush current batch
|
||||
*/
|
||||
public flush(): void {
|
||||
if (this.quadCount === 0) return;
|
||||
|
||||
const gl = this.gl;
|
||||
|
||||
// 上传顶点数据
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexData.subarray(0, this.quadCount * VERTICES_PER_QUAD * VERTEX_SIZE));
|
||||
|
||||
// 绑定纹理
|
||||
if (this.currentTexture) {
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.currentTexture);
|
||||
gl.uniform1i(this.useTextureLocation, 1);
|
||||
} else {
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.whiteTexture);
|
||||
gl.uniform1i(this.useTextureLocation, 0);
|
||||
}
|
||||
|
||||
// 绘制
|
||||
gl.drawElements(gl.TRIANGLES, this.quadCount * INDICES_PER_QUAD, gl.UNSIGNED_SHORT, 0);
|
||||
|
||||
this.quadCount = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 绘制矩形
|
||||
* Draw rectangle
|
||||
*/
|
||||
public drawRect(
|
||||
x: number,
|
||||
y: number,
|
||||
width: number,
|
||||
height: number,
|
||||
color: number,
|
||||
alpha: number = 1
|
||||
): void {
|
||||
this.drawQuad(x, y, width, height, 0, 0, 1, 1, color, alpha, null);
|
||||
}
|
||||
|
||||
/**
|
||||
* 绘制纹理
|
||||
* Draw texture
|
||||
*/
|
||||
public drawTexture(
|
||||
texture: WebGLTexture,
|
||||
x: number,
|
||||
y: number,
|
||||
width: number,
|
||||
height: number,
|
||||
u0: number = 0,
|
||||
v0: number = 0,
|
||||
u1: number = 1,
|
||||
v1: number = 1,
|
||||
tint: number = 0xFFFFFF,
|
||||
alpha: number = 1
|
||||
): void {
|
||||
this.drawQuad(x, y, width, height, u0, v0, u1, v1, tint, alpha, texture);
|
||||
}
|
||||
|
||||
/**
|
||||
* 绘制四边形
|
||||
* Draw quad
|
||||
*/
|
||||
private drawQuad(
|
||||
x: number,
|
||||
y: number,
|
||||
width: number,
|
||||
height: number,
|
||||
u0: number,
|
||||
v0: number,
|
||||
u1: number,
|
||||
v1: number,
|
||||
color: number,
|
||||
alpha: number,
|
||||
texture: WebGLTexture | null
|
||||
): void {
|
||||
// 检查是否需要刷新
|
||||
if (this.quadCount >= MAX_BATCH_QUADS) {
|
||||
this.flush();
|
||||
}
|
||||
|
||||
if (texture !== this.currentTexture) {
|
||||
this.flush();
|
||||
this.currentTexture = texture;
|
||||
}
|
||||
|
||||
// 颜色分解
|
||||
const r = ((color >> 16) & 0xFF) / 255;
|
||||
const g = ((color >> 8) & 0xFF) / 255;
|
||||
const b = (color & 0xFF) / 255;
|
||||
const a = alpha;
|
||||
|
||||
// 计算顶点
|
||||
const x2 = x + width;
|
||||
const y2 = y + height;
|
||||
|
||||
// 填充顶点数据
|
||||
const offset = this.quadCount * VERTICES_PER_QUAD * VERTEX_SIZE;
|
||||
|
||||
// 左上
|
||||
this.vertexData[offset + 0] = x;
|
||||
this.vertexData[offset + 1] = y;
|
||||
this.vertexData[offset + 2] = u0;
|
||||
this.vertexData[offset + 3] = v0;
|
||||
this.vertexData[offset + 4] = r;
|
||||
this.vertexData[offset + 5] = g;
|
||||
this.vertexData[offset + 6] = b;
|
||||
this.vertexData[offset + 7] = a;
|
||||
|
||||
// 右上
|
||||
this.vertexData[offset + 8] = x2;
|
||||
this.vertexData[offset + 9] = y;
|
||||
this.vertexData[offset + 10] = u1;
|
||||
this.vertexData[offset + 11] = v0;
|
||||
this.vertexData[offset + 12] = r;
|
||||
this.vertexData[offset + 13] = g;
|
||||
this.vertexData[offset + 14] = b;
|
||||
this.vertexData[offset + 15] = a;
|
||||
|
||||
// 右下
|
||||
this.vertexData[offset + 16] = x2;
|
||||
this.vertexData[offset + 17] = y2;
|
||||
this.vertexData[offset + 18] = u1;
|
||||
this.vertexData[offset + 19] = v1;
|
||||
this.vertexData[offset + 20] = r;
|
||||
this.vertexData[offset + 21] = g;
|
||||
this.vertexData[offset + 22] = b;
|
||||
this.vertexData[offset + 23] = a;
|
||||
|
||||
// 左下
|
||||
this.vertexData[offset + 24] = x;
|
||||
this.vertexData[offset + 25] = y2;
|
||||
this.vertexData[offset + 26] = u0;
|
||||
this.vertexData[offset + 27] = v1;
|
||||
this.vertexData[offset + 28] = r;
|
||||
this.vertexData[offset + 29] = g;
|
||||
this.vertexData[offset + 30] = b;
|
||||
this.vertexData[offset + 31] = a;
|
||||
|
||||
this.quadCount++;
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建正交投影矩阵
|
||||
* Create orthographic projection matrix
|
||||
*/
|
||||
private createOrthographicMatrix(
|
||||
left: number,
|
||||
right: number,
|
||||
bottom: number,
|
||||
top: number,
|
||||
near: number,
|
||||
far: number
|
||||
): Float32Array {
|
||||
const matrix = new Float32Array(16);
|
||||
|
||||
const lr = 1 / (left - right);
|
||||
const bt = 1 / (bottom - top);
|
||||
const nf = 1 / (near - far);
|
||||
|
||||
matrix[0] = -2 * lr;
|
||||
matrix[1] = 0;
|
||||
matrix[2] = 0;
|
||||
matrix[3] = 0;
|
||||
|
||||
matrix[4] = 0;
|
||||
matrix[5] = -2 * bt;
|
||||
matrix[6] = 0;
|
||||
matrix[7] = 0;
|
||||
|
||||
matrix[8] = 0;
|
||||
matrix[9] = 0;
|
||||
matrix[10] = 2 * nf;
|
||||
matrix[11] = 0;
|
||||
|
||||
matrix[12] = (left + right) * lr;
|
||||
matrix[13] = (top + bottom) * bt;
|
||||
matrix[14] = (far + near) * nf;
|
||||
matrix[15] = 1;
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁渲染器
|
||||
* Dispose renderer
|
||||
*/
|
||||
public dispose(): void {
|
||||
const gl = this.gl;
|
||||
|
||||
if (this.program) {
|
||||
gl.deleteProgram(this.program);
|
||||
this.program = null;
|
||||
}
|
||||
|
||||
if (this.vertexBuffer) {
|
||||
gl.deleteBuffer(this.vertexBuffer);
|
||||
this.vertexBuffer = null;
|
||||
}
|
||||
|
||||
if (this.indexBuffer) {
|
||||
gl.deleteBuffer(this.indexBuffer);
|
||||
this.indexBuffer = null;
|
||||
}
|
||||
|
||||
if (this.whiteTexture) {
|
||||
gl.deleteTexture(this.whiteTexture);
|
||||
this.whiteTexture = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
packages/ui/src/rendering/index.ts
Normal file
2
packages/ui/src/rendering/index.ts
Normal file
@@ -0,0 +1,2 @@
|
||||
export * from './WebGLUIRenderer';
|
||||
export * from './TextRenderer';
|
||||
282
packages/ui/src/systems/UIAnimationSystem.ts
Normal file
282
packages/ui/src/systems/UIAnimationSystem.ts
Normal file
@@ -0,0 +1,282 @@
|
||||
import { EntitySystem, Matcher, Entity, Time, ECSSystem } from '@esengine/ecs-framework';
|
||||
import { UIProgressBarComponent } from '../components/widgets/UIProgressBarComponent';
|
||||
import { UISliderComponent } from '../components/widgets/UISliderComponent';
|
||||
import { UIButtonComponent } from '../components/widgets/UIButtonComponent';
|
||||
|
||||
/**
|
||||
* 缓动函数类型
|
||||
* Easing function type
|
||||
*/
|
||||
export type EasingFunction = (t: number) => number;
|
||||
|
||||
/**
|
||||
* 预定义缓动函数
|
||||
* Predefined easing functions
|
||||
*/
|
||||
export const Easing = {
|
||||
linear: (t: number) => t,
|
||||
|
||||
// Quad
|
||||
easeInQuad: (t: number) => t * t,
|
||||
easeOutQuad: (t: number) => t * (2 - t),
|
||||
easeInOutQuad: (t: number) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
|
||||
|
||||
// Cubic
|
||||
easeInCubic: (t: number) => t * t * t,
|
||||
easeOutCubic: (t: number) => (--t) * t * t + 1,
|
||||
easeInOutCubic: (t: number) => t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1,
|
||||
|
||||
// Quart
|
||||
easeInQuart: (t: number) => t * t * t * t,
|
||||
easeOutQuart: (t: number) => 1 - (--t) * t * t * t,
|
||||
easeInOutQuart: (t: number) => t < 0.5 ? 8 * t * t * t * t : 1 - 8 * (--t) * t * t * t,
|
||||
|
||||
// Quint
|
||||
easeInQuint: (t: number) => t * t * t * t * t,
|
||||
easeOutQuint: (t: number) => 1 + (--t) * t * t * t * t,
|
||||
easeInOutQuint: (t: number) => t < 0.5 ? 16 * t * t * t * t * t : 1 + 16 * (--t) * t * t * t * t,
|
||||
|
||||
// Sine
|
||||
easeInSine: (t: number) => 1 - Math.cos(t * Math.PI / 2),
|
||||
easeOutSine: (t: number) => Math.sin(t * Math.PI / 2),
|
||||
easeInOutSine: (t: number) => -(Math.cos(Math.PI * t) - 1) / 2,
|
||||
|
||||
// Expo
|
||||
easeInExpo: (t: number) => t === 0 ? 0 : Math.pow(2, 10 * (t - 1)),
|
||||
easeOutExpo: (t: number) => t === 1 ? 1 : 1 - Math.pow(2, -10 * t),
|
||||
easeInOutExpo: (t: number) => {
|
||||
if (t === 0) return 0;
|
||||
if (t === 1) return 1;
|
||||
if (t < 0.5) return Math.pow(2, 20 * t - 10) / 2;
|
||||
return (2 - Math.pow(2, -20 * t + 10)) / 2;
|
||||
},
|
||||
|
||||
// Circ
|
||||
easeInCirc: (t: number) => 1 - Math.sqrt(1 - t * t),
|
||||
easeOutCirc: (t: number) => Math.sqrt(1 - (--t) * t),
|
||||
easeInOutCirc: (t: number) => t < 0.5
|
||||
? (1 - Math.sqrt(1 - 4 * t * t)) / 2
|
||||
: (Math.sqrt(1 - Math.pow(-2 * t + 2, 2)) + 1) / 2,
|
||||
|
||||
// Back
|
||||
easeInBack: (t: number) => {
|
||||
const c1 = 1.70158;
|
||||
const c3 = c1 + 1;
|
||||
return c3 * t * t * t - c1 * t * t;
|
||||
},
|
||||
easeOutBack: (t: number) => {
|
||||
const c1 = 1.70158;
|
||||
const c3 = c1 + 1;
|
||||
return 1 + c3 * Math.pow(t - 1, 3) + c1 * Math.pow(t - 1, 2);
|
||||
},
|
||||
easeInOutBack: (t: number) => {
|
||||
const c1 = 1.70158;
|
||||
const c2 = c1 * 1.525;
|
||||
return t < 0.5
|
||||
? (Math.pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2
|
||||
: (Math.pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2;
|
||||
},
|
||||
|
||||
// Elastic
|
||||
easeInElastic: (t: number) => {
|
||||
if (t === 0) return 0;
|
||||
if (t === 1) return 1;
|
||||
return -Math.pow(2, 10 * t - 10) * Math.sin((t * 10 - 10.75) * ((2 * Math.PI) / 3));
|
||||
},
|
||||
easeOutElastic: (t: number) => {
|
||||
if (t === 0) return 0;
|
||||
if (t === 1) return 1;
|
||||
return Math.pow(2, -10 * t) * Math.sin((t * 10 - 0.75) * ((2 * Math.PI) / 3)) + 1;
|
||||
},
|
||||
easeInOutElastic: (t: number) => {
|
||||
if (t === 0) return 0;
|
||||
if (t === 1) return 1;
|
||||
const c5 = (2 * Math.PI) / 4.5;
|
||||
return t < 0.5
|
||||
? -(Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * c5)) / 2
|
||||
: (Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * c5)) / 2 + 1;
|
||||
},
|
||||
|
||||
// Bounce
|
||||
easeInBounce: (t: number) => 1 - Easing.easeOutBounce(1 - t),
|
||||
easeOutBounce: (t: number) => {
|
||||
const n1 = 7.5625;
|
||||
const d1 = 2.75;
|
||||
if (t < 1 / d1) {
|
||||
return n1 * t * t;
|
||||
} else if (t < 2 / d1) {
|
||||
return n1 * (t -= 1.5 / d1) * t + 0.75;
|
||||
} else if (t < 2.5 / d1) {
|
||||
return n1 * (t -= 2.25 / d1) * t + 0.9375;
|
||||
} else {
|
||||
return n1 * (t -= 2.625 / d1) * t + 0.984375;
|
||||
}
|
||||
},
|
||||
easeInOutBounce: (t: number) => t < 0.5
|
||||
? (1 - Easing.easeOutBounce(1 - 2 * t)) / 2
|
||||
: (1 + Easing.easeOutBounce(2 * t - 1)) / 2,
|
||||
|
||||
// 简化别名
|
||||
easeIn: (t: number) => t * t,
|
||||
easeOut: (t: number) => t * (2 - t),
|
||||
easeInOut: (t: number) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t
|
||||
};
|
||||
|
||||
/**
|
||||
* 缓动函数名称映射
|
||||
* Easing function name mapping
|
||||
*/
|
||||
export type EasingName = keyof typeof Easing;
|
||||
|
||||
/**
|
||||
* UI 动画系统
|
||||
* UI Animation System - Handles value interpolation and animations
|
||||
*/
|
||||
@ECSSystem('UIAnimation')
|
||||
export class UIAnimationSystem extends EntitySystem {
|
||||
constructor() {
|
||||
// 匹配任何可能有动画的组件
|
||||
super(Matcher.empty());
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取缓动函数
|
||||
* Get easing function by name
|
||||
*/
|
||||
public getEasingFunction(name: string): EasingFunction {
|
||||
return (Easing as Record<string, EasingFunction>)[name] ?? Easing.linear;
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
const dt = Time.deltaTime;
|
||||
|
||||
for (const entity of entities) {
|
||||
// 处理进度条动画
|
||||
this.updateProgressBar(entity, dt);
|
||||
|
||||
// 处理滑块动画
|
||||
this.updateSlider(entity, dt);
|
||||
|
||||
// 处理按钮颜色动画
|
||||
this.updateButtonColor(entity, dt);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新进度条动画
|
||||
* Update progress bar animation
|
||||
*/
|
||||
private updateProgressBar(entity: Entity, dt: number): void {
|
||||
const progress = entity.getComponent(UIProgressBarComponent);
|
||||
if (!progress) return;
|
||||
|
||||
// 如果目标值和显示值不同,进行插值
|
||||
if (progress.displayValue !== progress.targetValue) {
|
||||
const easingFn = this.getEasingFunction(progress.easing);
|
||||
const range = progress.maxValue - progress.minValue;
|
||||
const speed = range / progress.transitionDuration;
|
||||
|
||||
const diff = progress.targetValue - progress.displayValue;
|
||||
const direction = Math.sign(diff);
|
||||
const step = Math.min(Math.abs(diff), speed * dt);
|
||||
|
||||
progress.displayValue += direction * step;
|
||||
|
||||
// 接近目标时直接设置
|
||||
if (Math.abs(progress.displayValue - progress.targetValue) < 0.01) {
|
||||
progress.displayValue = progress.targetValue;
|
||||
}
|
||||
|
||||
progress.value = progress.displayValue;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新滑块动画
|
||||
* Update slider animation
|
||||
*/
|
||||
private updateSlider(entity: Entity, dt: number): void {
|
||||
const slider = entity.getComponent(UISliderComponent);
|
||||
if (!slider) return;
|
||||
|
||||
// 如果正在拖拽,直接设置(不做动画)
|
||||
if (slider.dragging) {
|
||||
slider.displayValue = slider.targetValue;
|
||||
slider.value = slider.targetValue;
|
||||
return;
|
||||
}
|
||||
|
||||
// 平滑插值
|
||||
if (slider.displayValue !== slider.targetValue) {
|
||||
const range = slider.maxValue - slider.minValue;
|
||||
const speed = range / slider.transitionDuration;
|
||||
|
||||
const diff = slider.targetValue - slider.displayValue;
|
||||
const direction = Math.sign(diff);
|
||||
const step = Math.min(Math.abs(diff), speed * dt);
|
||||
|
||||
slider.displayValue += direction * step;
|
||||
|
||||
if (Math.abs(slider.displayValue - slider.targetValue) < 0.01) {
|
||||
slider.displayValue = slider.targetValue;
|
||||
}
|
||||
|
||||
slider.value = slider.displayValue;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新按钮颜色动画
|
||||
* Update button color animation
|
||||
*/
|
||||
private updateButtonColor(entity: Entity, dt: number): void {
|
||||
const button = entity.getComponent(UIButtonComponent);
|
||||
if (!button) return;
|
||||
|
||||
if (button.currentColor !== button.targetColor) {
|
||||
// 颜色插值
|
||||
button.currentColor = this.lerpColor(
|
||||
button.currentColor,
|
||||
button.targetColor,
|
||||
Math.min(1, dt / button.transitionDuration)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 颜色线性插值
|
||||
* Linear interpolate between two colors
|
||||
*/
|
||||
private lerpColor(from: number, to: number, t: number): number {
|
||||
const fromR = (from >> 16) & 0xFF;
|
||||
const fromG = (from >> 8) & 0xFF;
|
||||
const fromB = from & 0xFF;
|
||||
|
||||
const toR = (to >> 16) & 0xFF;
|
||||
const toG = (to >> 8) & 0xFF;
|
||||
const toB = to & 0xFF;
|
||||
|
||||
const r = Math.round(fromR + (toR - fromR) * t);
|
||||
const g = Math.round(fromG + (toG - fromG) * t);
|
||||
const b = Math.round(fromB + (toB - fromB) * t);
|
||||
|
||||
return (r << 16) | (g << 8) | b;
|
||||
}
|
||||
|
||||
/**
|
||||
* 数值线性插值
|
||||
* Linear interpolate between two values
|
||||
*/
|
||||
public lerp(from: number, to: number, t: number): number {
|
||||
return from + (to - from) * t;
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用缓动的插值
|
||||
* Interpolate with easing
|
||||
*/
|
||||
public ease(from: number, to: number, t: number, easing: EasingName = 'linear'): number {
|
||||
const easingFn = this.getEasingFunction(easing);
|
||||
return this.lerp(from, to, easingFn(t));
|
||||
}
|
||||
}
|
||||
435
packages/ui/src/systems/UIInputSystem.ts
Normal file
435
packages/ui/src/systems/UIInputSystem.ts
Normal file
@@ -0,0 +1,435 @@
|
||||
import { EntitySystem, Matcher, Entity, Time, ECSSystem } from '@esengine/ecs-framework';
|
||||
import { UITransformComponent } from '../components/UITransformComponent';
|
||||
import { UIInteractableComponent } from '../components/UIInteractableComponent';
|
||||
import { UIButtonComponent } from '../components/widgets/UIButtonComponent';
|
||||
import { UISliderComponent } from '../components/widgets/UISliderComponent';
|
||||
|
||||
/**
|
||||
* 鼠标按钮
|
||||
* Mouse buttons
|
||||
*/
|
||||
export enum MouseButton {
|
||||
Left = 0,
|
||||
Middle = 1,
|
||||
Right = 2
|
||||
}
|
||||
|
||||
/**
|
||||
* 输入事件数据
|
||||
* Input event data
|
||||
*/
|
||||
export interface UIInputEvent {
|
||||
x: number;
|
||||
y: number;
|
||||
button: MouseButton;
|
||||
deltaX?: number;
|
||||
deltaY?: number;
|
||||
wheelDelta?: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* UI 输入系统
|
||||
* UI Input System - Handles mouse/touch input for UI elements
|
||||
*/
|
||||
@ECSSystem('UIInput')
|
||||
export class UIInputSystem extends EntitySystem {
|
||||
// ===== 鼠标状态 Mouse State =====
|
||||
|
||||
private mouseX: number = 0;
|
||||
private mouseY: number = 0;
|
||||
private prevMouseX: number = 0;
|
||||
private prevMouseY: number = 0;
|
||||
private mouseButtons: boolean[] = [false, false, false];
|
||||
private prevMouseButtons: boolean[] = [false, false, false];
|
||||
|
||||
// ===== 拖拽状态 Drag State =====
|
||||
|
||||
private dragStartX: number = 0;
|
||||
private dragStartY: number = 0;
|
||||
private dragTarget: Entity | null = null;
|
||||
|
||||
// ===== 焦点状态 Focus State =====
|
||||
|
||||
private focusedEntity: Entity | null = null;
|
||||
|
||||
// ===== 双击检测 Double Click Detection =====
|
||||
|
||||
private lastClickTime: number = 0;
|
||||
private lastClickEntity: Entity | null = null;
|
||||
private doubleClickThreshold: number = 300; // ms
|
||||
|
||||
// ===== 事件监听器 Event Listeners =====
|
||||
|
||||
private canvas: HTMLCanvasElement | null = null;
|
||||
private boundMouseMove: (e: MouseEvent) => void;
|
||||
private boundMouseDown: (e: MouseEvent) => void;
|
||||
private boundMouseUp: (e: MouseEvent) => void;
|
||||
private boundWheel: (e: WheelEvent) => void;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(UITransformComponent, UIInteractableComponent));
|
||||
|
||||
this.boundMouseMove = this.onMouseMove.bind(this);
|
||||
this.boundMouseDown = this.onMouseDown.bind(this);
|
||||
this.boundMouseUp = this.onMouseUp.bind(this);
|
||||
this.boundWheel = this.onWheel.bind(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 绑定到 Canvas 元素
|
||||
* Bind to canvas element
|
||||
*/
|
||||
public bindToCanvas(canvas: HTMLCanvasElement): void {
|
||||
this.unbind();
|
||||
this.canvas = canvas;
|
||||
|
||||
canvas.addEventListener('mousemove', this.boundMouseMove);
|
||||
canvas.addEventListener('mousedown', this.boundMouseDown);
|
||||
canvas.addEventListener('mouseup', this.boundMouseUp);
|
||||
canvas.addEventListener('wheel', this.boundWheel);
|
||||
|
||||
// 阻止右键菜单
|
||||
canvas.addEventListener('contextmenu', (e) => e.preventDefault());
|
||||
}
|
||||
|
||||
/**
|
||||
* 解绑事件
|
||||
* Unbind events
|
||||
*/
|
||||
public unbind(): void {
|
||||
if (this.canvas) {
|
||||
this.canvas.removeEventListener('mousemove', this.boundMouseMove);
|
||||
this.canvas.removeEventListener('mousedown', this.boundMouseDown);
|
||||
this.canvas.removeEventListener('mouseup', this.boundMouseUp);
|
||||
this.canvas.removeEventListener('wheel', this.boundWheel);
|
||||
this.canvas = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 手动设置鼠标位置(用于非 DOM 环境)
|
||||
* Manually set mouse position (for non-DOM environments)
|
||||
*/
|
||||
public setMousePosition(x: number, y: number): void {
|
||||
this.prevMouseX = this.mouseX;
|
||||
this.prevMouseY = this.mouseY;
|
||||
this.mouseX = x;
|
||||
this.mouseY = y;
|
||||
}
|
||||
|
||||
/**
|
||||
* 手动设置鼠标按钮状态
|
||||
* Manually set mouse button state
|
||||
*/
|
||||
public setMouseButton(button: MouseButton, pressed: boolean): void {
|
||||
this.prevMouseButtons[button] = this.mouseButtons[button]!;
|
||||
this.mouseButtons[button] = pressed;
|
||||
}
|
||||
|
||||
private onMouseMove(e: MouseEvent): void {
|
||||
const rect = this.canvas!.getBoundingClientRect();
|
||||
this.setMousePosition(e.clientX - rect.left, e.clientY - rect.top);
|
||||
}
|
||||
|
||||
private onMouseDown(e: MouseEvent): void {
|
||||
this.setMouseButton(e.button as MouseButton, true);
|
||||
}
|
||||
|
||||
private onMouseUp(e: MouseEvent): void {
|
||||
this.setMouseButton(e.button as MouseButton, false);
|
||||
}
|
||||
|
||||
private onWheel(_e: WheelEvent): void {
|
||||
// TODO: 处理滚轮事件
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
const dt = Time.deltaTime;
|
||||
|
||||
// 按 zIndex 从高到低排序,确保上层元素优先处理
|
||||
const sorted = [...entities].sort((a, b) => {
|
||||
const ta = a.getComponent(UITransformComponent)!;
|
||||
const tb = b.getComponent(UITransformComponent)!;
|
||||
return tb.zIndex - ta.zIndex;
|
||||
});
|
||||
|
||||
let consumed = false;
|
||||
let hoveredEntity: Entity | null = null;
|
||||
|
||||
// 处理悬停和点击
|
||||
for (const entity of sorted) {
|
||||
const transform = entity.getComponent(UITransformComponent)!;
|
||||
const interactable = entity.getComponent(UIInteractableComponent)!;
|
||||
|
||||
// 跳过不可见或禁用的元素
|
||||
if (!transform.visible || !interactable.enabled) {
|
||||
// 如果之前悬停,触发离开
|
||||
if (interactable.hovered) {
|
||||
this.handleMouseLeave(entity, interactable);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// 更新悬停计时器
|
||||
if (interactable.hovered && interactable.hoverDelay > 0) {
|
||||
interactable.hoverTimer += dt * 1000;
|
||||
if (interactable.hoverTimer >= interactable.hoverDelay && !interactable.hoverReady) {
|
||||
interactable.hoverReady = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 命中测试
|
||||
const hit = !consumed && transform.containsPoint(this.mouseX, this.mouseY);
|
||||
|
||||
if (hit) {
|
||||
hoveredEntity = entity;
|
||||
|
||||
// 处理鼠标进入
|
||||
if (!interactable.hovered) {
|
||||
this.handleMouseEnter(entity, interactable);
|
||||
}
|
||||
|
||||
interactable.hovered = true;
|
||||
|
||||
// 处理按下状态
|
||||
const wasPressed = interactable.pressed;
|
||||
interactable.pressed = this.mouseButtons[MouseButton.Left]!;
|
||||
|
||||
// 处理按下事件
|
||||
if (!wasPressed && interactable.pressed) {
|
||||
this.handlePressDown(entity, interactable);
|
||||
}
|
||||
|
||||
// 处理释放事件(点击)
|
||||
if (wasPressed && !interactable.pressed) {
|
||||
this.handlePressUp(entity, interactable);
|
||||
this.handleClick(entity, interactable);
|
||||
}
|
||||
|
||||
// 处理拖拽
|
||||
if (interactable.draggable) {
|
||||
this.handleDrag(entity, interactable);
|
||||
}
|
||||
|
||||
// 处理特殊控件
|
||||
this.handleSlider(entity);
|
||||
this.handleButton(entity, interactable);
|
||||
|
||||
// 阻止事件传递到下层
|
||||
if (interactable.blockEvents) {
|
||||
consumed = true;
|
||||
}
|
||||
} else {
|
||||
// 鼠标不在元素上
|
||||
if (interactable.hovered) {
|
||||
this.handleMouseLeave(entity, interactable);
|
||||
}
|
||||
interactable.hovered = false;
|
||||
|
||||
// 如果按下状态但鼠标移开,保持按下直到释放
|
||||
if (interactable.pressed && !this.mouseButtons[MouseButton.Left]) {
|
||||
interactable.pressed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 更新光标
|
||||
this.updateCursor(hoveredEntity);
|
||||
|
||||
// 保存上一帧状态
|
||||
this.prevMouseButtons = [...this.mouseButtons];
|
||||
}
|
||||
|
||||
private handleMouseEnter(entity: Entity, interactable: UIInteractableComponent): void {
|
||||
interactable.hoverTimer = 0;
|
||||
interactable.hoverReady = false;
|
||||
interactable.onMouseEnter?.();
|
||||
}
|
||||
|
||||
private handleMouseLeave(_entity: Entity, interactable: UIInteractableComponent): void {
|
||||
interactable.hovered = false;
|
||||
interactable.hoverTimer = 0;
|
||||
interactable.hoverReady = false;
|
||||
interactable.onMouseLeave?.();
|
||||
}
|
||||
|
||||
private handlePressDown(entity: Entity, interactable: UIInteractableComponent): void {
|
||||
interactable.onPressDown?.();
|
||||
|
||||
// 设置焦点
|
||||
if (interactable.focusable) {
|
||||
this.setFocus(entity);
|
||||
}
|
||||
|
||||
// 开始拖拽
|
||||
if (interactable.draggable) {
|
||||
this.dragTarget = entity;
|
||||
this.dragStartX = this.mouseX;
|
||||
this.dragStartY = this.mouseY;
|
||||
interactable.dragging = true;
|
||||
interactable.onDragStart?.(this.mouseX, this.mouseY);
|
||||
}
|
||||
}
|
||||
|
||||
private handlePressUp(_entity: Entity, interactable: UIInteractableComponent): void {
|
||||
interactable.onPressUp?.();
|
||||
|
||||
// 结束拖拽
|
||||
if (interactable.dragging) {
|
||||
interactable.dragging = false;
|
||||
interactable.onDragEnd?.(this.mouseX, this.mouseY);
|
||||
this.dragTarget = null;
|
||||
}
|
||||
}
|
||||
|
||||
private handleClick(entity: Entity, interactable: UIInteractableComponent): void {
|
||||
// 检测双击
|
||||
const now = Date.now();
|
||||
if (this.lastClickEntity === entity && now - this.lastClickTime < this.doubleClickThreshold) {
|
||||
interactable.onDoubleClick?.();
|
||||
this.lastClickEntity = null;
|
||||
this.lastClickTime = 0;
|
||||
} else {
|
||||
interactable.onClick?.();
|
||||
this.lastClickEntity = entity;
|
||||
this.lastClickTime = now;
|
||||
}
|
||||
}
|
||||
|
||||
private handleDrag(entity: Entity, interactable: UIInteractableComponent): void {
|
||||
if (interactable.dragging && this.dragTarget === entity) {
|
||||
const deltaX = this.mouseX - this.prevMouseX;
|
||||
const deltaY = this.mouseY - this.prevMouseY;
|
||||
|
||||
if (deltaX !== 0 || deltaY !== 0) {
|
||||
interactable.onDragMove?.(this.mouseX, this.mouseY, deltaX, deltaY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private handleSlider(entity: Entity): void {
|
||||
const slider = entity.getComponent(UISliderComponent);
|
||||
if (!slider) return;
|
||||
|
||||
const transform = entity.getComponent(UITransformComponent)!;
|
||||
|
||||
// 更新手柄悬停状态
|
||||
// TODO: 更精确的手柄命中测试
|
||||
|
||||
// 处理拖拽
|
||||
if (this.mouseButtons[MouseButton.Left] && transform.containsPoint(this.mouseX, this.mouseY)) {
|
||||
if (!slider.dragging) {
|
||||
slider.dragging = true;
|
||||
slider.dragStartValue = slider.value;
|
||||
slider.dragStartPosition = this.mouseX;
|
||||
slider.onDragStart?.(slider.value);
|
||||
}
|
||||
|
||||
// 计算新值
|
||||
const relativeX = this.mouseX - transform.worldX;
|
||||
const progress = Math.max(0, Math.min(1, relativeX / transform.computedWidth));
|
||||
const newValue = slider.minValue + progress * (slider.maxValue - slider.minValue);
|
||||
|
||||
if (newValue !== slider.targetValue) {
|
||||
slider.setValue(newValue);
|
||||
slider.onChange?.(slider.targetValue);
|
||||
}
|
||||
} else if (slider.dragging && !this.mouseButtons[MouseButton.Left]) {
|
||||
slider.dragging = false;
|
||||
slider.onDragEnd?.(slider.value);
|
||||
}
|
||||
}
|
||||
|
||||
private handleButton(entity: Entity, interactable: UIInteractableComponent): void {
|
||||
const button = entity.getComponent(UIButtonComponent);
|
||||
if (!button || button.disabled) return;
|
||||
|
||||
// 更新目标颜色
|
||||
button.targetColor = button.getStateColor(interactable.getState());
|
||||
|
||||
// 处理长按
|
||||
if (interactable.pressed) {
|
||||
button.pressTimer += Time.deltaTime * 1000;
|
||||
if (button.pressTimer >= button.longPressThreshold && !button.longPressTriggered) {
|
||||
button.longPressTriggered = true;
|
||||
button.onLongPress?.();
|
||||
}
|
||||
} else {
|
||||
button.pressTimer = 0;
|
||||
button.longPressTriggered = false;
|
||||
}
|
||||
|
||||
// 处理点击
|
||||
if (interactable.getState() === 'normal' && this.prevMouseButtons[MouseButton.Left] && !this.mouseButtons[MouseButton.Left]) {
|
||||
// 点击在 handleClick 中处理
|
||||
}
|
||||
}
|
||||
|
||||
private updateCursor(hoveredEntity: Entity | null): void {
|
||||
if (!this.canvas) return;
|
||||
|
||||
if (hoveredEntity) {
|
||||
const interactable = hoveredEntity.getComponent(UIInteractableComponent);
|
||||
if (interactable) {
|
||||
this.canvas.style.cursor = interactable.cursor;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.canvas.style.cursor = 'default';
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置焦点到指定元素
|
||||
* Set focus to specified element
|
||||
*/
|
||||
public setFocus(entity: Entity | null): void {
|
||||
// 移除旧焦点
|
||||
if (this.focusedEntity && this.focusedEntity !== entity) {
|
||||
const oldInteractable = this.focusedEntity.getComponent(UIInteractableComponent);
|
||||
if (oldInteractable) {
|
||||
oldInteractable.focused = false;
|
||||
oldInteractable.onBlur?.();
|
||||
}
|
||||
}
|
||||
|
||||
this.focusedEntity = entity;
|
||||
|
||||
// 设置新焦点
|
||||
if (entity) {
|
||||
const interactable = entity.getComponent(UIInteractableComponent);
|
||||
if (interactable && interactable.focusable) {
|
||||
interactable.focused = true;
|
||||
interactable.onFocus?.();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前焦点元素
|
||||
* Get currently focused element
|
||||
*/
|
||||
public getFocusedEntity(): Entity | null {
|
||||
return this.focusedEntity;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取鼠标位置
|
||||
* Get mouse position
|
||||
*/
|
||||
public getMousePosition(): { x: number; y: number } {
|
||||
return { x: this.mouseX, y: this.mouseY };
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查鼠标按钮是否按下
|
||||
* Check if mouse button is pressed
|
||||
*/
|
||||
public isMouseButtonPressed(button: MouseButton): boolean {
|
||||
return this.mouseButtons[button] ?? false;
|
||||
}
|
||||
|
||||
protected onDestroy(): void {
|
||||
this.unbind();
|
||||
}
|
||||
}
|
||||
444
packages/ui/src/systems/UILayoutSystem.ts
Normal file
444
packages/ui/src/systems/UILayoutSystem.ts
Normal file
@@ -0,0 +1,444 @@
|
||||
import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
|
||||
import { UITransformComponent } from '../components/UITransformComponent';
|
||||
import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from '../components/UILayoutComponent';
|
||||
|
||||
/**
|
||||
* UI 布局系统
|
||||
* UI Layout System - Computes layout for UI elements
|
||||
*
|
||||
* 计算 UI 元素的世界坐标和尺寸
|
||||
* Computes world coordinates and sizes for UI elements
|
||||
*/
|
||||
@ECSSystem('UILayout')
|
||||
export class UILayoutSystem extends EntitySystem {
|
||||
/**
|
||||
* 视口宽度
|
||||
* Viewport width
|
||||
*/
|
||||
public viewportWidth: number = 1920;
|
||||
|
||||
/**
|
||||
* 视口高度
|
||||
* Viewport height
|
||||
*/
|
||||
public viewportHeight: number = 1080;
|
||||
|
||||
constructor() {
|
||||
super(Matcher.empty().all(UITransformComponent));
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置视口尺寸
|
||||
* Set viewport size
|
||||
*/
|
||||
public setViewport(width: number, height: number): void {
|
||||
this.viewportWidth = width;
|
||||
this.viewportHeight = height;
|
||||
|
||||
// 标记所有元素需要重新布局
|
||||
for (const entity of this.entities) {
|
||||
const transform = entity.getComponent(UITransformComponent);
|
||||
if (transform) {
|
||||
transform.layoutDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected process(entities: readonly Entity[]): void {
|
||||
// 首先处理根元素(没有父元素的)
|
||||
const rootEntities = entities.filter(e => !e.parent || !e.parent.hasComponent(UITransformComponent));
|
||||
|
||||
for (const entity of rootEntities) {
|
||||
this.layoutEntity(entity, 0, 0, this.viewportWidth, this.viewportHeight, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 递归布局实体及其子元素
|
||||
* Recursively layout entity and its children
|
||||
*/
|
||||
private layoutEntity(
|
||||
entity: Entity,
|
||||
parentX: number,
|
||||
parentY: number,
|
||||
parentWidth: number,
|
||||
parentHeight: number,
|
||||
parentAlpha: number
|
||||
): void {
|
||||
const transform = entity.getComponent(UITransformComponent);
|
||||
if (!transform) return;
|
||||
|
||||
// 计算锚点位置
|
||||
const anchorMinX = parentX + parentWidth * transform.anchorMinX;
|
||||
const anchorMinY = parentY + parentHeight * transform.anchorMinY;
|
||||
const anchorMaxX = parentX + parentWidth * transform.anchorMaxX;
|
||||
const anchorMaxY = parentY + parentHeight * transform.anchorMaxY;
|
||||
|
||||
// 计算元素尺寸
|
||||
let width: number;
|
||||
let height: number;
|
||||
|
||||
// 如果锚点 min 和 max 相同,使用固定尺寸
|
||||
if (transform.anchorMinX === transform.anchorMaxX) {
|
||||
width = transform.width;
|
||||
} else {
|
||||
// 拉伸模式:尺寸由锚点决定
|
||||
width = anchorMaxX - anchorMinX - transform.x;
|
||||
}
|
||||
|
||||
if (transform.anchorMinY === transform.anchorMaxY) {
|
||||
height = transform.height;
|
||||
} else {
|
||||
height = anchorMaxY - anchorMinY - transform.y;
|
||||
}
|
||||
|
||||
// 应用尺寸约束
|
||||
if (transform.minWidth > 0) width = Math.max(width, transform.minWidth);
|
||||
if (transform.maxWidth > 0) width = Math.min(width, transform.maxWidth);
|
||||
if (transform.minHeight > 0) height = Math.max(height, transform.minHeight);
|
||||
if (transform.maxHeight > 0) height = Math.min(height, transform.maxHeight);
|
||||
|
||||
// 计算世界位置
|
||||
let worldX: number;
|
||||
let worldY: number;
|
||||
|
||||
if (transform.anchorMinX === transform.anchorMaxX) {
|
||||
// 固定锚点模式
|
||||
worldX = anchorMinX + transform.x - width * transform.pivotX;
|
||||
} else {
|
||||
// 拉伸模式
|
||||
worldX = anchorMinX + transform.x;
|
||||
}
|
||||
|
||||
if (transform.anchorMinY === transform.anchorMaxY) {
|
||||
worldY = anchorMinY + transform.y - height * transform.pivotY;
|
||||
} else {
|
||||
worldY = anchorMinY + transform.y;
|
||||
}
|
||||
|
||||
// 更新计算后的值
|
||||
transform.worldX = worldX;
|
||||
transform.worldY = worldY;
|
||||
transform.computedWidth = width;
|
||||
transform.computedHeight = height;
|
||||
transform.worldAlpha = parentAlpha * transform.alpha;
|
||||
transform.layoutDirty = false;
|
||||
|
||||
// 如果元素不可见,跳过子元素
|
||||
if (!transform.visible) return;
|
||||
|
||||
// 处理子元素布局
|
||||
const children = entity.children.filter(c => c.hasComponent(UITransformComponent));
|
||||
if (children.length === 0) return;
|
||||
|
||||
// 检查是否有布局组件
|
||||
const layout = entity.getComponent(UILayoutComponent);
|
||||
if (layout && layout.type !== UILayoutType.None) {
|
||||
this.layoutChildren(layout, transform, children);
|
||||
} else {
|
||||
// 无布局组件,直接递归处理子元素
|
||||
for (const child of children) {
|
||||
this.layoutEntity(
|
||||
child,
|
||||
worldX,
|
||||
worldY,
|
||||
width,
|
||||
height,
|
||||
transform.worldAlpha
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据布局组件布局子元素
|
||||
* Layout children according to layout component
|
||||
*/
|
||||
private layoutChildren(
|
||||
layout: UILayoutComponent,
|
||||
parentTransform: UITransformComponent,
|
||||
children: Entity[]
|
||||
): void {
|
||||
const contentStartX = parentTransform.worldX + layout.paddingLeft;
|
||||
const contentStartY = parentTransform.worldY + layout.paddingTop;
|
||||
const contentWidth = parentTransform.computedWidth - layout.getHorizontalPadding();
|
||||
const contentHeight = parentTransform.computedHeight - layout.getVerticalPadding();
|
||||
|
||||
switch (layout.type) {
|
||||
case UILayoutType.Horizontal:
|
||||
this.layoutHorizontal(layout, parentTransform, children, contentStartX, contentStartY, contentWidth, contentHeight);
|
||||
break;
|
||||
case UILayoutType.Vertical:
|
||||
this.layoutVertical(layout, parentTransform, children, contentStartX, contentStartY, contentWidth, contentHeight);
|
||||
break;
|
||||
case UILayoutType.Grid:
|
||||
this.layoutGrid(layout, parentTransform, children, contentStartX, contentStartY, contentWidth, contentHeight);
|
||||
break;
|
||||
default:
|
||||
// 默认按正常方式递归
|
||||
for (const child of children) {
|
||||
this.layoutEntity(
|
||||
child,
|
||||
parentTransform.worldX,
|
||||
parentTransform.worldY,
|
||||
parentTransform.computedWidth,
|
||||
parentTransform.computedHeight,
|
||||
parentTransform.worldAlpha
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 水平布局
|
||||
* Horizontal layout
|
||||
*/
|
||||
private layoutHorizontal(
|
||||
layout: UILayoutComponent,
|
||||
parentTransform: UITransformComponent,
|
||||
children: Entity[],
|
||||
startX: number,
|
||||
startY: number,
|
||||
contentWidth: number,
|
||||
contentHeight: number
|
||||
): void {
|
||||
// 计算总子元素宽度
|
||||
const childSizes = children.map(child => {
|
||||
const t = child.getComponent(UITransformComponent)!;
|
||||
return { entity: child, width: t.width, height: t.height };
|
||||
});
|
||||
|
||||
const totalChildWidth = childSizes.reduce((sum, c) => sum + c.width, 0);
|
||||
const totalGap = layout.gap * (children.length - 1);
|
||||
const totalWidth = totalChildWidth + totalGap;
|
||||
|
||||
// 计算起始位置(基于 justifyContent)
|
||||
let offsetX = startX;
|
||||
let gap = layout.gap;
|
||||
|
||||
switch (layout.justifyContent) {
|
||||
case UIJustifyContent.Center:
|
||||
offsetX = startX + (contentWidth - totalWidth) / 2;
|
||||
break;
|
||||
case UIJustifyContent.End:
|
||||
offsetX = startX + contentWidth - totalWidth;
|
||||
break;
|
||||
case UIJustifyContent.SpaceBetween:
|
||||
if (children.length > 1) {
|
||||
gap = (contentWidth - totalChildWidth) / (children.length - 1);
|
||||
}
|
||||
break;
|
||||
case UIJustifyContent.SpaceAround:
|
||||
if (children.length > 0) {
|
||||
const space = (contentWidth - totalChildWidth) / children.length;
|
||||
gap = space;
|
||||
offsetX = startX + space / 2;
|
||||
}
|
||||
break;
|
||||
case UIJustifyContent.SpaceEvenly:
|
||||
if (children.length > 0) {
|
||||
const space = (contentWidth - totalChildWidth) / (children.length + 1);
|
||||
gap = space;
|
||||
offsetX = startX + space;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// 布局每个子元素
|
||||
for (let i = 0; i < children.length; i++) {
|
||||
const child = children[i]!;
|
||||
const childTransform = child.getComponent(UITransformComponent)!;
|
||||
const size = childSizes[i]!;
|
||||
|
||||
// 计算 Y 位置(基于 alignItems)
|
||||
let childY = startY;
|
||||
let childHeight = size.height;
|
||||
|
||||
switch (layout.alignItems) {
|
||||
case UIAlignItems.Center:
|
||||
childY = startY + (contentHeight - childHeight) / 2;
|
||||
break;
|
||||
case UIAlignItems.End:
|
||||
childY = startY + contentHeight - childHeight;
|
||||
break;
|
||||
case UIAlignItems.Stretch:
|
||||
childHeight = contentHeight;
|
||||
break;
|
||||
}
|
||||
|
||||
// 直接设置子元素的世界坐标
|
||||
childTransform.worldX = offsetX;
|
||||
childTransform.worldY = childY;
|
||||
childTransform.computedWidth = size.width;
|
||||
childTransform.computedHeight = childHeight;
|
||||
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
|
||||
childTransform.layoutDirty = false;
|
||||
|
||||
// 递归处理子元素的子元素
|
||||
this.processChildrenRecursive(child, childTransform);
|
||||
|
||||
offsetX += size.width + gap;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 垂直布局
|
||||
* Vertical layout
|
||||
*/
|
||||
private layoutVertical(
|
||||
layout: UILayoutComponent,
|
||||
parentTransform: UITransformComponent,
|
||||
children: Entity[],
|
||||
startX: number,
|
||||
startY: number,
|
||||
contentWidth: number,
|
||||
contentHeight: number
|
||||
): void {
|
||||
// 计算总子元素高度
|
||||
const childSizes = children.map(child => {
|
||||
const t = child.getComponent(UITransformComponent)!;
|
||||
return { entity: child, width: t.width, height: t.height };
|
||||
});
|
||||
|
||||
const totalChildHeight = childSizes.reduce((sum, c) => sum + c.height, 0);
|
||||
const totalGap = layout.gap * (children.length - 1);
|
||||
const totalHeight = totalChildHeight + totalGap;
|
||||
|
||||
// 计算起始位置
|
||||
let offsetY = startY;
|
||||
let gap = layout.gap;
|
||||
|
||||
switch (layout.justifyContent) {
|
||||
case UIJustifyContent.Center:
|
||||
offsetY = startY + (contentHeight - totalHeight) / 2;
|
||||
break;
|
||||
case UIJustifyContent.End:
|
||||
offsetY = startY + contentHeight - totalHeight;
|
||||
break;
|
||||
case UIJustifyContent.SpaceBetween:
|
||||
if (children.length > 1) {
|
||||
gap = (contentHeight - totalChildHeight) / (children.length - 1);
|
||||
}
|
||||
break;
|
||||
case UIJustifyContent.SpaceAround:
|
||||
if (children.length > 0) {
|
||||
const space = (contentHeight - totalChildHeight) / children.length;
|
||||
gap = space;
|
||||
offsetY = startY + space / 2;
|
||||
}
|
||||
break;
|
||||
case UIJustifyContent.SpaceEvenly:
|
||||
if (children.length > 0) {
|
||||
const space = (contentHeight - totalChildHeight) / (children.length + 1);
|
||||
gap = space;
|
||||
offsetY = startY + space;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// 布局每个子元素
|
||||
for (let i = 0; i < children.length; i++) {
|
||||
const child = children[i]!;
|
||||
const childTransform = child.getComponent(UITransformComponent)!;
|
||||
const size = childSizes[i]!;
|
||||
|
||||
// 计算 X 位置
|
||||
let childX = startX;
|
||||
let childWidth = size.width;
|
||||
|
||||
switch (layout.alignItems) {
|
||||
case UIAlignItems.Center:
|
||||
childX = startX + (contentWidth - childWidth) / 2;
|
||||
break;
|
||||
case UIAlignItems.End:
|
||||
childX = startX + contentWidth - childWidth;
|
||||
break;
|
||||
case UIAlignItems.Stretch:
|
||||
childWidth = contentWidth;
|
||||
break;
|
||||
}
|
||||
|
||||
childTransform.worldX = childX;
|
||||
childTransform.worldY = offsetY;
|
||||
childTransform.computedWidth = childWidth;
|
||||
childTransform.computedHeight = size.height;
|
||||
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
|
||||
childTransform.layoutDirty = false;
|
||||
|
||||
this.processChildrenRecursive(child, childTransform);
|
||||
|
||||
offsetY += size.height + gap;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 网格布局
|
||||
* Grid layout
|
||||
*/
|
||||
private layoutGrid(
|
||||
layout: UILayoutComponent,
|
||||
parentTransform: UITransformComponent,
|
||||
children: Entity[],
|
||||
startX: number,
|
||||
startY: number,
|
||||
contentWidth: number,
|
||||
_contentHeight: number
|
||||
): void {
|
||||
const columns = layout.columns;
|
||||
const gapX = layout.getHorizontalGap();
|
||||
const gapY = layout.getVerticalGap();
|
||||
|
||||
// 计算单元格尺寸
|
||||
const cellWidth = layout.cellWidth > 0
|
||||
? layout.cellWidth
|
||||
: (contentWidth - gapX * (columns - 1)) / columns;
|
||||
const cellHeight = layout.cellHeight > 0
|
||||
? layout.cellHeight
|
||||
: cellWidth; // 默认正方形
|
||||
|
||||
for (let i = 0; i < children.length; i++) {
|
||||
const child = children[i]!;
|
||||
const childTransform = child.getComponent(UITransformComponent)!;
|
||||
|
||||
const col = i % columns;
|
||||
const row = Math.floor(i / columns);
|
||||
|
||||
const x = startX + col * (cellWidth + gapX);
|
||||
const y = startY + row * (cellHeight + gapY);
|
||||
|
||||
childTransform.worldX = x;
|
||||
childTransform.worldY = y;
|
||||
childTransform.computedWidth = cellWidth;
|
||||
childTransform.computedHeight = cellHeight;
|
||||
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
|
||||
childTransform.layoutDirty = false;
|
||||
|
||||
this.processChildrenRecursive(child, childTransform);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 递归处理子元素
|
||||
* Recursively process children
|
||||
*/
|
||||
private processChildrenRecursive(entity: Entity, parentTransform: UITransformComponent): void {
|
||||
const children = entity.children.filter(c => c.hasComponent(UITransformComponent));
|
||||
if (children.length === 0) return;
|
||||
|
||||
const layout = entity.getComponent(UILayoutComponent);
|
||||
if (layout && layout.type !== UILayoutType.None) {
|
||||
this.layoutChildren(layout, parentTransform, children);
|
||||
} else {
|
||||
for (const child of children) {
|
||||
this.layoutEntity(
|
||||
child,
|
||||
parentTransform.worldX,
|
||||
parentTransform.worldY,
|
||||
parentTransform.computedWidth,
|
||||
parentTransform.computedHeight,
|
||||
parentTransform.worldAlpha
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
413
packages/ui/src/systems/UIRenderDataProvider.ts
Normal file
413
packages/ui/src/systems/UIRenderDataProvider.ts
Normal file
@@ -0,0 +1,413 @@
|
||||
import { Core, Entity } from '@esengine/ecs-framework';
|
||||
import { UITransformComponent } from '../components/UITransformComponent';
|
||||
import { UIRenderComponent } from '../components/UIRenderComponent';
|
||||
import { UITextComponent } from '../components/UITextComponent';
|
||||
import { UIButtonComponent } from '../components/widgets/UIButtonComponent';
|
||||
|
||||
export interface UIRenderData {
|
||||
x: number;
|
||||
y: number;
|
||||
width: number;
|
||||
height: number;
|
||||
rotation: number;
|
||||
originX: number;
|
||||
originY: number;
|
||||
backgroundColor: number;
|
||||
backgroundAlpha: number;
|
||||
borderColor: number;
|
||||
borderWidth: number;
|
||||
cornerRadius: number;
|
||||
zIndex: number;
|
||||
visible: boolean;
|
||||
text?: {
|
||||
content: string;
|
||||
fontSize: number;
|
||||
fontFamily: string;
|
||||
color: number;
|
||||
alpha: number;
|
||||
align: string;
|
||||
verticalAlign: string;
|
||||
};
|
||||
}
|
||||
|
||||
export interface ProviderRenderData {
|
||||
transforms: Float32Array;
|
||||
textureIds: Uint32Array;
|
||||
uvs: Float32Array;
|
||||
colors: Uint32Array;
|
||||
tileCount: number;
|
||||
sortingOrder: number;
|
||||
texturePath?: string;
|
||||
}
|
||||
|
||||
export interface IRenderDataProvider {
|
||||
getRenderData(): readonly ProviderRenderData[];
|
||||
}
|
||||
|
||||
interface TextTextureCache {
|
||||
textureId: number;
|
||||
text: string;
|
||||
fontSize: number;
|
||||
fontFamily: string;
|
||||
fontWeight: string | number;
|
||||
italic: boolean;
|
||||
color: number;
|
||||
alpha: number;
|
||||
align: string;
|
||||
verticalAlign: string;
|
||||
lineHeight: number;
|
||||
width: number;
|
||||
height: number;
|
||||
dataUrl: string;
|
||||
}
|
||||
|
||||
export class UIRenderDataProvider implements IRenderDataProvider {
|
||||
private textCanvas: HTMLCanvasElement | null = null;
|
||||
private textCtx: CanvasRenderingContext2D | null = null;
|
||||
private textTextureCache: Map<number, TextTextureCache> = new Map();
|
||||
private nextTextureId = 90000;
|
||||
private onTextureCreated: ((id: number, dataUrl: string) => void) | null = null;
|
||||
|
||||
setTextureCallback(callback: (id: number, dataUrl: string) => void): void {
|
||||
this.onTextureCreated = callback;
|
||||
}
|
||||
|
||||
private getTextCanvas(): { canvas: HTMLCanvasElement; ctx: CanvasRenderingContext2D } | null {
|
||||
if (!this.textCanvas) {
|
||||
this.textCanvas = document.createElement('canvas');
|
||||
this.textCtx = this.textCanvas.getContext('2d');
|
||||
}
|
||||
if (!this.textCtx) return null;
|
||||
return { canvas: this.textCanvas, ctx: this.textCtx };
|
||||
}
|
||||
|
||||
getRenderData(): readonly ProviderRenderData[] {
|
||||
const scene = Core.scene;
|
||||
if (!scene) return [];
|
||||
|
||||
const uiEntities: Entity[] = [];
|
||||
for (const entity of scene.entities.buffer) {
|
||||
if (entity.hasComponent(UITransformComponent)) {
|
||||
uiEntities.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
if (uiEntities.length === 0) return [];
|
||||
|
||||
uiEntities.sort((a, b) => {
|
||||
const ta = a.getComponent(UITransformComponent);
|
||||
const tb = b.getComponent(UITransformComponent);
|
||||
return (ta?.zIndex ?? 0) - (tb?.zIndex ?? 0);
|
||||
});
|
||||
|
||||
const renderDataList: ProviderRenderData[] = [];
|
||||
|
||||
for (const entity of uiEntities) {
|
||||
const transform = entity.getComponent(UITransformComponent);
|
||||
const render = entity.getComponent(UIRenderComponent);
|
||||
const text = entity.getComponent(UITextComponent);
|
||||
const button = entity.getComponent(UIButtonComponent);
|
||||
|
||||
if (!transform || !transform.visible) continue;
|
||||
|
||||
const width = transform.width * transform.scaleX;
|
||||
const height = transform.height * transform.scaleY;
|
||||
const centerX = transform.x + width * transform.pivotX;
|
||||
const centerY = transform.y + height * transform.pivotY;
|
||||
|
||||
// Button with texture support
|
||||
if (button && button.useTexture()) {
|
||||
const texture = button.getStateTexture('normal');
|
||||
if (texture) {
|
||||
const transforms = new Float32Array(7);
|
||||
transforms[0] = centerX;
|
||||
transforms[1] = centerY;
|
||||
transforms[2] = transform.rotation;
|
||||
transforms[3] = width;
|
||||
transforms[4] = height;
|
||||
transforms[5] = transform.pivotX;
|
||||
transforms[6] = transform.pivotY;
|
||||
|
||||
const colors = new Uint32Array(1);
|
||||
const a = Math.round(transform.alpha * 255);
|
||||
colors[0] = ((a & 0xFF) << 24) | (0xFF << 16) | (0xFF << 8) | 0xFF;
|
||||
|
||||
renderDataList.push({
|
||||
transforms,
|
||||
textureIds: new Uint32Array([0]),
|
||||
uvs: new Float32Array([0, 0, 1, 1]),
|
||||
colors,
|
||||
tileCount: 1,
|
||||
sortingOrder: 100 + transform.zIndex,
|
||||
texturePath: texture
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Background color rendering (for buttons in 'color' or 'both' mode, or regular UI elements)
|
||||
const shouldRenderColor = button
|
||||
? button.useColor() && render && render.backgroundAlpha > 0
|
||||
: render && render.backgroundAlpha > 0;
|
||||
|
||||
if (shouldRenderColor && render) {
|
||||
const transforms = new Float32Array(7);
|
||||
transforms[0] = centerX;
|
||||
transforms[1] = centerY;
|
||||
transforms[2] = transform.rotation;
|
||||
transforms[3] = width;
|
||||
transforms[4] = height;
|
||||
transforms[5] = transform.pivotX;
|
||||
transforms[6] = transform.pivotY;
|
||||
|
||||
const colors = new Uint32Array(1);
|
||||
const bgColor = button ? button.currentColor : render.backgroundColor;
|
||||
const r = (bgColor >> 16) & 0xFF;
|
||||
const g = (bgColor >> 8) & 0xFF;
|
||||
const b = bgColor & 0xFF;
|
||||
const a = Math.round(render.backgroundAlpha * transform.alpha * 255);
|
||||
colors[0] = ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
|
||||
|
||||
renderDataList.push({
|
||||
transforms,
|
||||
textureIds: new Uint32Array([0]),
|
||||
uvs: new Float32Array([0, 0, 1, 1]),
|
||||
colors,
|
||||
tileCount: 1,
|
||||
sortingOrder: 100 + transform.zIndex
|
||||
});
|
||||
}
|
||||
|
||||
if (text && text.text) {
|
||||
const textRenderData = this.createTextRenderData(
|
||||
entity.id,
|
||||
text,
|
||||
centerX,
|
||||
centerY,
|
||||
width,
|
||||
height,
|
||||
transform
|
||||
);
|
||||
if (textRenderData) {
|
||||
renderDataList.push(textRenderData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return renderDataList;
|
||||
}
|
||||
|
||||
private createTextRenderData(
|
||||
entityId: number,
|
||||
text: UITextComponent,
|
||||
centerX: number,
|
||||
centerY: number,
|
||||
width: number,
|
||||
height: number,
|
||||
transform: UITransformComponent
|
||||
): ProviderRenderData | null {
|
||||
const canvasData = this.getTextCanvas();
|
||||
if (!canvasData) return null;
|
||||
|
||||
const { canvas, ctx } = canvasData;
|
||||
|
||||
const cacheKey = entityId;
|
||||
const cached = this.textTextureCache.get(cacheKey);
|
||||
|
||||
const needsUpdate = !cached ||
|
||||
cached.text !== text.text ||
|
||||
cached.fontSize !== text.fontSize ||
|
||||
cached.fontFamily !== text.fontFamily ||
|
||||
cached.fontWeight !== text.fontWeight ||
|
||||
cached.italic !== text.italic ||
|
||||
cached.color !== text.color ||
|
||||
cached.alpha !== text.alpha ||
|
||||
cached.align !== text.align ||
|
||||
cached.verticalAlign !== text.verticalAlign ||
|
||||
cached.lineHeight !== text.lineHeight ||
|
||||
cached.width !== Math.ceil(width) ||
|
||||
cached.height !== Math.ceil(height);
|
||||
|
||||
if (needsUpdate) {
|
||||
const canvasWidth = Math.max(1, Math.ceil(width));
|
||||
const canvasHeight = Math.max(1, Math.ceil(height));
|
||||
|
||||
canvas.width = canvasWidth;
|
||||
canvas.height = canvasHeight;
|
||||
|
||||
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
|
||||
|
||||
ctx.font = text.getCSSFont();
|
||||
ctx.fillStyle = text.getCSSColor();
|
||||
ctx.textBaseline = 'top';
|
||||
|
||||
let textX = 0;
|
||||
if (text.align === 'center') {
|
||||
ctx.textAlign = 'center';
|
||||
textX = canvasWidth / 2;
|
||||
} else if (text.align === 'right') {
|
||||
ctx.textAlign = 'right';
|
||||
textX = canvasWidth;
|
||||
} else {
|
||||
ctx.textAlign = 'left';
|
||||
textX = 0;
|
||||
}
|
||||
|
||||
const metrics = ctx.measureText(text.text);
|
||||
const textHeight = text.fontSize * text.lineHeight;
|
||||
let textY = 0;
|
||||
|
||||
if (text.verticalAlign === 'middle') {
|
||||
textY = (canvasHeight - textHeight) / 2;
|
||||
} else if (text.verticalAlign === 'bottom') {
|
||||
textY = canvasHeight - textHeight;
|
||||
}
|
||||
|
||||
if (text.wordWrap) {
|
||||
this.drawWrappedText(ctx, text.text, textX, textY, canvasWidth, text.fontSize * text.lineHeight);
|
||||
} else {
|
||||
ctx.fillText(text.text, textX, textY);
|
||||
}
|
||||
|
||||
const textureId = cached?.textureId ?? this.nextTextureId++;
|
||||
|
||||
const dataUrl = canvas.toDataURL('image/png');
|
||||
|
||||
if (this.onTextureCreated) {
|
||||
this.onTextureCreated(textureId, dataUrl);
|
||||
}
|
||||
|
||||
this.textTextureCache.set(cacheKey, {
|
||||
textureId,
|
||||
text: text.text,
|
||||
fontSize: text.fontSize,
|
||||
fontFamily: text.fontFamily,
|
||||
fontWeight: text.fontWeight,
|
||||
italic: text.italic,
|
||||
color: text.color,
|
||||
alpha: text.alpha,
|
||||
align: text.align,
|
||||
verticalAlign: text.verticalAlign,
|
||||
lineHeight: text.lineHeight,
|
||||
width: canvasWidth,
|
||||
height: canvasHeight,
|
||||
dataUrl
|
||||
});
|
||||
}
|
||||
|
||||
const cachedData = this.textTextureCache.get(cacheKey);
|
||||
if (!cachedData) return null;
|
||||
|
||||
const transforms = new Float32Array(7);
|
||||
transforms[0] = centerX;
|
||||
transforms[1] = centerY;
|
||||
transforms[2] = transform.rotation;
|
||||
transforms[3] = width;
|
||||
transforms[4] = height;
|
||||
transforms[5] = transform.pivotX;
|
||||
transforms[6] = transform.pivotY;
|
||||
|
||||
const colors = new Uint32Array(1);
|
||||
const a = Math.round(transform.alpha * 255);
|
||||
colors[0] = ((a & 0xFF) << 24) | (0xFF << 16) | (0xFF << 8) | 0xFF;
|
||||
|
||||
return {
|
||||
transforms,
|
||||
textureIds: new Uint32Array([cachedData.textureId]),
|
||||
uvs: new Float32Array([0, 0, 1, 1]),
|
||||
colors,
|
||||
tileCount: 1,
|
||||
sortingOrder: 101 + transform.zIndex
|
||||
};
|
||||
}
|
||||
|
||||
private drawWrappedText(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
text: string,
|
||||
x: number,
|
||||
y: number,
|
||||
maxWidth: number,
|
||||
lineHeight: number
|
||||
): void {
|
||||
const words = text.split(' ');
|
||||
let line = '';
|
||||
let currentY = y;
|
||||
|
||||
for (const word of words) {
|
||||
const testLine = line + word + ' ';
|
||||
const metrics = ctx.measureText(testLine);
|
||||
|
||||
if (metrics.width > maxWidth && line !== '') {
|
||||
ctx.fillText(line.trim(), x, currentY);
|
||||
line = word + ' ';
|
||||
currentY += lineHeight;
|
||||
} else {
|
||||
line = testLine;
|
||||
}
|
||||
}
|
||||
|
||||
if (line.trim()) {
|
||||
ctx.fillText(line.trim(), x, currentY);
|
||||
}
|
||||
}
|
||||
|
||||
collectUIRenderData(): UIRenderData[] {
|
||||
const scene = Core.scene;
|
||||
if (!scene) return [];
|
||||
|
||||
const result: UIRenderData[] = [];
|
||||
|
||||
for (const entity of scene.entities.buffer) {
|
||||
const transform = entity.getComponent(UITransformComponent);
|
||||
if (!transform || !transform.visible) continue;
|
||||
|
||||
const render = entity.getComponent(UIRenderComponent);
|
||||
const text = entity.getComponent(UITextComponent);
|
||||
|
||||
const data: UIRenderData = {
|
||||
x: transform.x,
|
||||
y: transform.y,
|
||||
width: transform.width * transform.scaleX,
|
||||
height: transform.height * transform.scaleY,
|
||||
rotation: transform.rotation,
|
||||
originX: transform.pivotX,
|
||||
originY: transform.pivotY,
|
||||
backgroundColor: render?.backgroundColor ?? 0,
|
||||
backgroundAlpha: (render?.backgroundAlpha ?? 0) * transform.alpha,
|
||||
borderColor: render?.borderColor ?? 0,
|
||||
borderWidth: render?.borderWidth ?? 0,
|
||||
cornerRadius: render?.borderRadius?.[0] ?? 0,
|
||||
zIndex: transform.zIndex,
|
||||
visible: transform.visible
|
||||
};
|
||||
|
||||
if (text && text.text) {
|
||||
data.text = {
|
||||
content: text.text,
|
||||
fontSize: text.fontSize,
|
||||
fontFamily: text.fontFamily,
|
||||
color: text.color,
|
||||
alpha: text.alpha,
|
||||
align: text.align,
|
||||
verticalAlign: text.verticalAlign
|
||||
};
|
||||
}
|
||||
|
||||
result.push(data);
|
||||
}
|
||||
|
||||
result.sort((a, b) => a.zIndex - b.zIndex);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
clearTextCache(): void {
|
||||
this.textTextureCache.clear();
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
this.textCanvas = null;
|
||||
this.textCtx = null;
|
||||
this.textTextureCache.clear();
|
||||
this.onTextureCreated = null;
|
||||
}
|
||||
}
|
||||
4
packages/ui/src/systems/index.ts
Normal file
4
packages/ui/src/systems/index.ts
Normal file
@@ -0,0 +1,4 @@
|
||||
export * from './UILayoutSystem';
|
||||
export * from './UIInputSystem';
|
||||
export * from './UIAnimationSystem';
|
||||
export * from './UIRenderDataProvider';
|
||||
24
packages/ui/tsconfig.json
Normal file
24
packages/ui/tsconfig.json
Normal file
@@ -0,0 +1,24 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"module": "ES2020",
|
||||
"moduleResolution": "node",
|
||||
"allowImportingTsExtensions": false,
|
||||
"lib": ["ES2020", "DOM"],
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
"strict": true,
|
||||
"composite": true,
|
||||
"esModuleInterop": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"sourceMap": true,
|
||||
"experimentalDecorators": true,
|
||||
"emitDecoratorMetadata": true
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
}
|
||||
33
packages/ui/vite.config.ts
Normal file
33
packages/ui/vite.config.ts
Normal file
@@ -0,0 +1,33 @@
|
||||
import { defineConfig } from 'vite';
|
||||
import { resolve } from 'path';
|
||||
import dts from 'vite-plugin-dts';
|
||||
|
||||
export default defineConfig({
|
||||
plugins: [
|
||||
dts({
|
||||
include: ['src'],
|
||||
outDir: 'dist',
|
||||
rollupTypes: true
|
||||
})
|
||||
],
|
||||
build: {
|
||||
lib: {
|
||||
entry: resolve(__dirname, 'src/index.ts'),
|
||||
formats: ['es'],
|
||||
fileName: () => 'index.js'
|
||||
},
|
||||
rollupOptions: {
|
||||
external: [
|
||||
'@esengine/ecs-framework',
|
||||
/^@esengine\//
|
||||
],
|
||||
output: {
|
||||
exports: 'named',
|
||||
preserveModules: false
|
||||
}
|
||||
},
|
||||
target: 'es2020',
|
||||
minify: false,
|
||||
sourcemap: true
|
||||
}
|
||||
});
|
||||
Reference in New Issue
Block a user