feat: 集成Rust WASM渲染引擎与TypeScript ECS框架 (#228)

* feat: 集成Rust WASM渲染引擎与TypeScript ECS框架

* feat: 增强编辑器UI功能与跨平台支持

* fix: 修复CI测试和类型检查问题

* fix: 修复CI问题并提高测试覆盖率

* fix: 修复CI问题并提高测试覆盖率
This commit is contained in:
YHH
2025-11-21 10:03:18 +08:00
committed by GitHub
parent 8b9616837d
commit a768b890fd
107 changed files with 10221 additions and 477 deletions

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//! Unified input manager.
//! 统一输入管理器。
use super::{KeyboardState, MouseState, TouchState};
/// Unified input manager handling keyboard, mouse, and touch.
/// 处理键盘、鼠标和触摸的统一输入管理器。
///
/// Provides a single interface for all input types.
/// 为所有输入类型提供单一接口。
#[derive(Debug, Default)]
pub struct InputManager {
/// Keyboard state.
/// 键盘状态。
pub keyboard: KeyboardState,
/// Mouse state.
/// 鼠标状态。
pub mouse: MouseState,
/// Touch state.
/// 触摸状态。
pub touch: TouchState,
}
impl InputManager {
/// Create a new input manager.
/// 创建新的输入管理器。
pub fn new() -> Self {
Self::default()
}
/// Update all input states for a new frame.
/// 为新帧更新所有输入状态。
pub fn update(&mut self) {
self.keyboard.update();
self.mouse.update();
self.touch.update();
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
#[inline]
pub fn is_key_down(&self, key: &str) -> bool {
self.keyboard.is_key_down(key)
}
/// Check if a key was just pressed this frame.
/// 检查某个键是否在本帧刚被按下。
#[inline]
pub fn is_key_just_pressed(&self, key: &str) -> bool {
self.keyboard.is_key_just_pressed(key)
}
/// Clear all input states.
/// 清除所有输入状态。
pub fn clear(&mut self) {
self.keyboard.clear();
self.touch.clear();
}
}

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//! Keyboard input handling.
//! 键盘输入处理。
use std::collections::HashSet;
/// Keyboard input state.
/// 键盘输入状态。
#[derive(Debug, Default)]
pub struct KeyboardState {
/// Currently pressed keys.
/// 当前按下的键。
pressed: HashSet<String>,
/// Keys pressed this frame.
/// 本帧按下的键。
just_pressed: HashSet<String>,
/// Keys released this frame.
/// 本帧释放的键。
just_released: HashSet<String>,
}
impl KeyboardState {
/// Create new keyboard state.
/// 创建新的键盘状态。
pub fn new() -> Self {
Self::default()
}
/// Handle key down event.
/// 处理按键按下事件。
pub fn key_down(&mut self, key: String) {
if !self.pressed.contains(&key) {
self.just_pressed.insert(key.clone());
}
self.pressed.insert(key);
}
/// Handle key up event.
/// 处理按键释放事件。
pub fn key_up(&mut self, key: String) {
if self.pressed.remove(&key) {
self.just_released.insert(key);
}
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
#[inline]
pub fn is_key_down(&self, key: &str) -> bool {
self.pressed.contains(key)
}
/// Check if a key was just pressed this frame.
/// 检查某个键是否在本帧刚被按下。
#[inline]
pub fn is_key_just_pressed(&self, key: &str) -> bool {
self.just_pressed.contains(key)
}
/// Check if a key was just released this frame.
/// 检查某个键是否在本帧刚被释放。
#[inline]
pub fn is_key_just_released(&self, key: &str) -> bool {
self.just_released.contains(key)
}
/// Update state for new frame.
/// 为新帧更新状态。
pub fn update(&mut self) {
self.just_pressed.clear();
self.just_released.clear();
}
/// Clear all input state.
/// 清除所有输入状态。
pub fn clear(&mut self) {
self.pressed.clear();
self.just_pressed.clear();
self.just_released.clear();
}
}

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//! Input handling system.
//! 输入处理系统。
mod keyboard;
mod mouse;
mod touch;
mod input_manager;
pub use input_manager::InputManager;
pub use keyboard::KeyboardState;
pub use mouse::{MouseState, MouseButton};
pub use touch::{TouchState, TouchPoint};

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//! Mouse input handling.
//! 鼠标输入处理。
use crate::math::Vec2;
/// Mouse button identifiers.
/// 鼠标按钮标识符。
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum MouseButton {
/// Left mouse button.
/// 鼠标左键。
Left,
/// Middle mouse button (scroll wheel).
/// 鼠标中键(滚轮)。
Middle,
/// Right mouse button.
/// 鼠标右键。
Right,
}
impl MouseButton {
/// Convert from button index.
/// 从按钮索引转换。
pub fn from_index(index: i16) -> Option<Self> {
match index {
0 => Some(MouseButton::Left),
1 => Some(MouseButton::Middle),
2 => Some(MouseButton::Right),
_ => None,
}
}
}
/// Mouse input state.
/// 鼠标输入状态。
#[derive(Debug, Default)]
pub struct MouseState {
/// Current mouse position.
/// 当前鼠标位置。
pub position: Vec2,
/// Mouse movement delta since last frame.
/// 自上一帧以来的鼠标移动增量。
pub delta: Vec2,
/// Scroll wheel delta.
/// 滚轮增量。
pub scroll_delta: f32,
/// Button states (left, middle, right).
/// 按钮状态(左、中、右)。
buttons: [bool; 3],
/// Buttons just pressed this frame.
/// 本帧刚按下的按钮。
just_pressed: [bool; 3],
/// Buttons just released this frame.
/// 本帧刚释放的按钮。
just_released: [bool; 3],
/// Previous position for delta calculation.
/// 用于计算增量的上一位置。
prev_position: Vec2,
}
impl MouseState {
/// Create new mouse state.
/// 创建新的鼠标状态。
pub fn new() -> Self {
Self::default()
}
/// Handle mouse move event.
/// 处理鼠标移动事件。
pub fn mouse_move(&mut self, x: f32, y: f32) {
self.position = Vec2::new(x, y);
}
/// Handle mouse button down event.
/// 处理鼠标按钮按下事件。
pub fn button_down(&mut self, button: MouseButton) {
let index = button as usize;
if !self.buttons[index] {
self.just_pressed[index] = true;
}
self.buttons[index] = true;
}
/// Handle mouse button up event.
/// 处理鼠标按钮释放事件。
pub fn button_up(&mut self, button: MouseButton) {
let index = button as usize;
if self.buttons[index] {
self.just_released[index] = true;
}
self.buttons[index] = false;
}
/// Handle scroll wheel event.
/// 处理滚轮事件。
pub fn scroll(&mut self, delta: f32) {
self.scroll_delta = delta;
}
/// Check if a button is currently pressed.
/// 检查某个按钮是否当前被按下。
#[inline]
pub fn is_button_down(&self, button: MouseButton) -> bool {
self.buttons[button as usize]
}
/// Check if a button was just pressed this frame.
/// 检查某个按钮是否在本帧刚被按下。
#[inline]
pub fn is_button_just_pressed(&self, button: MouseButton) -> bool {
self.just_pressed[button as usize]
}
/// Check if a button was just released this frame.
/// 检查某个按钮是否在本帧刚被释放。
#[inline]
pub fn is_button_just_released(&self, button: MouseButton) -> bool {
self.just_released[button as usize]
}
/// Update state for new frame.
/// 为新帧更新状态。
pub fn update(&mut self) {
self.delta = self.position - self.prev_position;
self.prev_position = self.position;
self.scroll_delta = 0.0;
self.just_pressed = [false; 3];
self.just_released = [false; 3];
}
}

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//! Touch input handling.
//! 触摸输入处理。
use crate::math::Vec2;
use std::collections::HashMap;
/// Single touch point.
/// 单个触摸点。
#[derive(Debug, Clone, Copy)]
pub struct TouchPoint {
/// Touch identifier.
/// 触摸标识符。
pub id: i32,
/// Current position.
/// 当前位置。
pub position: Vec2,
/// Starting position.
/// 起始位置。
pub start_position: Vec2,
/// Movement delta since last frame.
/// 自上一帧以来的移动增量。
pub delta: Vec2,
/// Previous position.
/// 上一位置。
prev_position: Vec2,
}
impl TouchPoint {
/// Create a new touch point.
/// 创建新的触摸点。
pub fn new(id: i32, x: f32, y: f32) -> Self {
let pos = Vec2::new(x, y);
Self {
id,
position: pos,
start_position: pos,
delta: Vec2::ZERO,
prev_position: pos,
}
}
/// Update touch position.
/// 更新触摸位置。
pub fn update_position(&mut self, x: f32, y: f32) {
self.prev_position = self.position;
self.position = Vec2::new(x, y);
self.delta = self.position - self.prev_position;
}
}
/// Touch input state.
/// 触摸输入状态。
#[derive(Debug, Default)]
pub struct TouchState {
/// Active touch points.
/// 活动的触摸点。
touches: HashMap<i32, TouchPoint>,
/// Touch IDs that started this frame.
/// 本帧开始的触摸ID。
just_started: Vec<i32>,
/// Touch IDs that ended this frame.
/// 本帧结束的触摸ID。
just_ended: Vec<i32>,
}
impl TouchState {
/// Create new touch state.
/// 创建新的触摸状态。
pub fn new() -> Self {
Self::default()
}
/// Handle touch start event.
/// 处理触摸开始事件。
pub fn touch_start(&mut self, id: i32, x: f32, y: f32) {
let touch = TouchPoint::new(id, x, y);
self.touches.insert(id, touch);
self.just_started.push(id);
}
/// Handle touch move event.
/// 处理触摸移动事件。
pub fn touch_move(&mut self, id: i32, x: f32, y: f32) {
if let Some(touch) = self.touches.get_mut(&id) {
touch.update_position(x, y);
}
}
/// Handle touch end event.
/// 处理触摸结束事件。
pub fn touch_end(&mut self, id: i32) {
if self.touches.remove(&id).is_some() {
self.just_ended.push(id);
}
}
/// Get a touch point by ID.
/// 按ID获取触摸点。
#[inline]
pub fn get_touch(&self, id: i32) -> Option<&TouchPoint> {
self.touches.get(&id)
}
/// Get all active touch points.
/// 获取所有活动的触摸点。
#[inline]
pub fn get_touches(&self) -> impl Iterator<Item = &TouchPoint> {
self.touches.values()
}
/// Get number of active touches.
/// 获取活动触摸数量。
#[inline]
pub fn touch_count(&self) -> usize {
self.touches.len()
}
/// Check if any touch is active.
/// 检查是否有任何触摸活动。
#[inline]
pub fn is_touching(&self) -> bool {
!self.touches.is_empty()
}
/// Get touches that started this frame.
/// 获取本帧开始的触摸。
#[inline]
pub fn just_started(&self) -> &[i32] {
&self.just_started
}
/// Get touches that ended this frame.
/// 获取本帧结束的触摸。
#[inline]
pub fn just_ended(&self) -> &[i32] {
&self.just_ended
}
/// Update state for new frame.
/// 为新帧更新状态。
pub fn update(&mut self) {
self.just_started.clear();
self.just_ended.clear();
// Reset deltas | 重置增量
for touch in self.touches.values_mut() {
touch.delta = Vec2::ZERO;
}
}
/// Clear all touch state.
/// 清除所有触摸状态。
pub fn clear(&mut self) {
self.touches.clear();
self.just_started.clear();
self.just_ended.clear();
}
}