Feature/editor optimization (#251)

* refactor: 编辑器/运行时架构拆分与构建系统升级

* feat(core): 层级系统重构与UI变换矩阵修复

* refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题

* fix(physics): 修复跨包组件类引用问题

* feat: 统一运行时架构与浏览器运行支持

* feat(asset): 实现浏览器运行时资产加载系统

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题和CI类型检查错误

* fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误

* test: 补齐核心模块测试用例,修复CI构建配置

* fix: 修复测试用例中的类型错误和断言问题

* fix: 修复 turbo build:npm 任务的依赖顺序问题

* fix: 修复 CI 构建错误并优化构建性能
This commit is contained in:
YHH
2025-12-01 22:28:51 +08:00
committed by GitHub
parent 189714c727
commit b42a7b4e43
468 changed files with 18301 additions and 9075 deletions

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@@ -2,6 +2,11 @@
"name": "@esengine/ui",
"version": "1.0.0",
"description": "ECS-based UI system with WebGL rendering for games",
"esengine": {
"plugin": true,
"pluginExport": "UIPlugin",
"category": "ui"
},
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
@@ -10,52 +15,24 @@
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
},
"./runtime": {
"types": "./dist/runtime.d.ts",
"import": "./dist/runtime.js"
},
"./editor": {
"types": "./dist/editor/index.d.ts",
"import": "./dist/editor/index.js"
},
"./plugin.json": "./plugin.json"
}
},
"files": [
"dist",
"plugin.json"
"dist"
],
"scripts": {
"build": "vite build",
"build:watch": "vite build --watch",
"build": "tsup",
"build:watch": "tsup --watch",
"type-check": "tsc --noEmit",
"clean": "rimraf dist"
},
"peerDependencies": {
"@esengine/ecs-framework": ">=2.0.0",
"@esengine/ecs-components": "workspace:*",
"@esengine/editor-core": "workspace:*",
"lucide-react": "^0.545.0",
"react": "^18.3.1"
},
"peerDependenciesMeta": {
"@esengine/editor-core": {
"optional": true
},
"react": {
"optional": true
},
"lucide-react": {
"optional": true
}
},
"devDependencies": {
"@types/react": "^18.3.12",
"@vitejs/plugin-react": "^4.7.0",
"@esengine/ecs-framework": "workspace:*",
"@esengine/engine-core": "workspace:*",
"@esengine/build-config": "workspace:*",
"rimraf": "^5.0.5",
"typescript": "^5.3.3",
"vite": "^5.0.0",
"vite-plugin-dts": "^3.7.0"
"tsup": "^8.0.0",
"typescript": "^5.3.3"
},
"keywords": [
"ecs",

View File

@@ -1,4 +1,4 @@
import { Entity, Scene } from '@esengine/ecs-framework';
import { Entity, Scene, HierarchySystem, HierarchyComponent } from '@esengine/ecs-framework';
import { UITransformComponent, AnchorPreset } from './components/UITransformComponent';
import { UIRenderComponent, UIRenderType } from './components/UIRenderComponent';
import { UIInteractableComponent } from './components/UIInteractableComponent';
@@ -145,6 +145,9 @@ export class UIBuilder {
private createBase(config: UIBaseConfig, defaultName: string): Entity {
const entity = this.scene.createEntity(config.name ?? `${defaultName}_${this.idCounter++}`);
// 添加 HierarchyComponent 支持层级结构
entity.addComponent(new HierarchyComponent());
const transform = entity.addComponent(new UITransformComponent());
transform.x = config.x ?? 0;
transform.y = config.y ?? 0;
@@ -419,7 +422,10 @@ export class UIBuilder {
* Add child to parent
*/
public addChild(parent: Entity, child: Entity): Entity {
parent.addChild(child);
const hierarchySystem = this.scene.getSystem(HierarchySystem);
if (hierarchySystem) {
hierarchySystem.setParent(child, parent);
}
return child;
}
@@ -428,8 +434,11 @@ export class UIBuilder {
* Add multiple children to parent
*/
public addChildren(parent: Entity, children: Entity[]): Entity[] {
for (const child of children) {
parent.addChild(child);
const hierarchySystem = this.scene.getSystem(HierarchySystem);
if (hierarchySystem) {
for (const child of children) {
hierarchySystem.setParent(child, parent);
}
}
return children;
}

View File

@@ -1,11 +1,6 @@
/**
* UI Runtime Module (Pure runtime, no editor dependencies)
* UI 运行时模块(纯运行时,无编辑器依赖)
*/
import type { IScene } from '@esengine/ecs-framework';
import { ComponentRegistry } from '@esengine/ecs-framework';
import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
import type { IRuntimeModule, IPlugin, PluginDescriptor, SystemContext } from '@esengine/engine-core';
import {
UITransformComponent,
@@ -32,11 +27,14 @@ import {
UIScrollViewRenderSystem
} from './systems/render';
/**
* UI Runtime Module
* UI 运行时模块
*/
export class UIRuntimeModule implements IRuntimeModuleLoader {
export interface UISystemContext extends SystemContext {
uiLayoutSystem?: UILayoutSystem;
uiRenderProvider?: UIRenderDataProvider;
uiInputSystem?: UIInputSystem;
uiTextRenderSystem?: UITextRenderSystem;
}
class UIRuntimeModule implements IRuntimeModule {
registerComponents(registry: typeof ComponentRegistry): void {
registry.register(UITransformComponent);
registry.register(UIRenderComponent);
@@ -50,6 +48,8 @@ export class UIRuntimeModule implements IRuntimeModuleLoader {
}
createSystems(scene: IScene, context: SystemContext): void {
const uiContext = context as UISystemContext;
const layoutSystem = new UILayoutSystem();
scene.addSystem(layoutSystem);
@@ -77,9 +77,9 @@ export class UIRuntimeModule implements IRuntimeModuleLoader {
const textRenderSystem = new UITextRenderSystem();
scene.addSystem(textRenderSystem);
if (context.engineBridge) {
if (uiContext.engineBridge) {
textRenderSystem.setTextureCallback((id: number, dataUrl: string) => {
context.engineBridge.loadTexture(id, dataUrl);
uiContext.engineBridge.loadTexture(id, dataUrl);
});
}
@@ -88,9 +88,26 @@ export class UIRuntimeModule implements IRuntimeModuleLoader {
inputSystem.setLayoutSystem(layoutSystem);
scene.addSystem(inputSystem);
context.uiLayoutSystem = layoutSystem;
context.uiRenderProvider = uiRenderProvider;
context.uiInputSystem = inputSystem;
context.uiTextRenderSystem = textRenderSystem;
uiContext.uiLayoutSystem = layoutSystem;
uiContext.uiRenderProvider = uiRenderProvider;
uiContext.uiInputSystem = inputSystem;
uiContext.uiTextRenderSystem = textRenderSystem;
}
}
const descriptor: PluginDescriptor = {
id: '@esengine/ui',
name: 'UI',
version: '1.0.0',
description: 'ECS-based UI system',
category: 'ui',
enabledByDefault: true,
isEnginePlugin: true
};
export const UIPlugin: IPlugin = {
descriptor,
runtimeModule: new UIRuntimeModule()
};
export { UIRuntimeModule };

View File

@@ -232,6 +232,32 @@ export class UITransformComponent extends Component {
*/
public worldAlpha: number = 1;
/**
* 计算后的世界旋转(弧度,考虑父元素旋转)
* Computed world rotation in radians (considering parent rotation)
*/
public worldRotation: number = 0;
/**
* 计算后的世界 X 缩放(考虑父元素缩放)
* Computed world X scale (considering parent scale)
*/
public worldScaleX: number = 1;
/**
* 计算后的世界 Y 缩放(考虑父元素缩放)
* Computed world Y scale (considering parent scale)
*/
public worldScaleY: number = 1;
/**
* 本地到世界的 2D 变换矩阵(只读,由 UILayoutSystem 计算)
* Local to world 2D transformation matrix (readonly, computed by UILayoutSystem)
*/
public localToWorldMatrix: { a: number; b: number; c: number; d: number; tx: number; ty: number } = {
a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0
};
/**
* 布局是否需要更新
* Flag indicating layout needs update

View File

@@ -1,159 +0,0 @@
/**
* UI 统一插件
* UI Unified Plugin
*/
import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
import { ComponentRegistry } from '@esengine/ecs-framework';
import type {
IPluginLoader,
IRuntimeModuleLoader,
PluginDescriptor,
SystemContext
} from '@esengine/editor-core';
// Editor imports
import { UIEditorModule } from './index';
// Runtime imports
import {
UITransformComponent,
UIRenderComponent,
UIInteractableComponent,
UITextComponent,
UILayoutComponent,
UIButtonComponent,
UIProgressBarComponent,
UISliderComponent,
UIScrollViewComponent
} from '../components';
import { UILayoutSystem } from '../systems/UILayoutSystem';
import { UIInputSystem } from '../systems/UIInputSystem';
import { UIRenderDataProvider } from '../systems/UIRenderDataProvider';
// Render systems
import {
UIRenderBeginSystem,
UIRectRenderSystem,
UITextRenderSystem,
UIButtonRenderSystem,
UIProgressBarRenderSystem,
UISliderRenderSystem,
UIScrollViewRenderSystem
} from '../systems/render';
/**
* 插件描述符
*/
const descriptor: PluginDescriptor = {
id: '@esengine/ui',
name: 'UI System',
version: '1.0.0',
description: '游戏 UI 系统,支持布局、交互、动画等',
category: 'ui',
enabledByDefault: true,
canContainContent: false,
isEnginePlugin: true,
modules: [
{
name: 'UIRuntime',
type: 'runtime',
loadingPhase: 'default',
entry: './src/index.ts'
},
{
name: 'UIEditor',
type: 'editor',
loadingPhase: 'default',
entry: './src/editor/index.ts'
}
],
dependencies: [
{ id: '@esengine/core', version: '^1.0.0' }
],
icon: 'LayoutGrid'
};
/**
* UI 运行时模块
* UI runtime module
*/
export class UIRuntimeModule implements IRuntimeModuleLoader {
registerComponents(registry: typeof ComponentRegistry): void {
registry.register(UITransformComponent);
registry.register(UIRenderComponent);
registry.register(UIInteractableComponent);
registry.register(UITextComponent);
registry.register(UILayoutComponent);
registry.register(UIButtonComponent);
registry.register(UIProgressBarComponent);
registry.register(UISliderComponent);
registry.register(UIScrollViewComponent);
}
createSystems(scene: IScene, context: SystemContext): void {
// UI Layout System (order: 50)
const layoutSystem = new UILayoutSystem();
scene.addSystem(layoutSystem);
// UI Render Begin System - clears collector at start of frame (order: 99)
const renderBeginSystem = new UIRenderBeginSystem();
scene.addSystem(renderBeginSystem);
// UI Render Systems - collect render data (order: 100-120)
const rectRenderSystem = new UIRectRenderSystem();
scene.addSystem(rectRenderSystem);
const progressBarRenderSystem = new UIProgressBarRenderSystem();
scene.addSystem(progressBarRenderSystem);
const sliderRenderSystem = new UISliderRenderSystem();
scene.addSystem(sliderRenderSystem);
const scrollViewRenderSystem = new UIScrollViewRenderSystem();
scene.addSystem(scrollViewRenderSystem);
const buttonRenderSystem = new UIButtonRenderSystem();
scene.addSystem(buttonRenderSystem);
const textRenderSystem = new UITextRenderSystem();
scene.addSystem(textRenderSystem);
// Set up text texture callback to register textures with engine
// 设置文本纹理回调以将纹理注册到引擎
if (context.engineBridge) {
textRenderSystem.setTextureCallback((id: number, dataUrl: string) => {
// Load data URL as texture
context.engineBridge.loadTexture(id, dataUrl);
});
}
// UI Render Data Provider (not a system, just a provider)
// Note: Don't call addRenderDataProvider here - UI provider should be set via
// setUIRenderDataProvider for proper preview mode support
// 注意:不要在这里调用 addRenderDataProvider - UI 提供者应该通过
// setUIRenderDataProvider 设置以支持预览模式
const uiRenderProvider = new UIRenderDataProvider();
// UI Input System
const inputSystem = new UIInputSystem();
scene.addSystem(inputSystem);
// 保存引用 | Save references
context.uiLayoutSystem = layoutSystem;
context.uiRenderProvider = uiRenderProvider;
context.uiInputSystem = inputSystem;
context.uiTextRenderSystem = textRenderSystem;
}
}
/**
* UI 插件加载器
* UI plugin loader
*/
export const UIPlugin: IPluginLoader = {
descriptor,
runtimeModule: new UIRuntimeModule(),
editorModule: new UIEditorModule(),
};
export default UIPlugin;

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@@ -1,55 +0,0 @@
import type { Entity } from '@esengine/ecs-framework';
import type { IGizmoRenderData, IRectGizmoData, GizmoColor } from '@esengine/editor-core';
import { GizmoRegistry } from '@esengine/editor-core';
import { UITransformComponent } from '../../components';
const UI_GIZMO_COLOR: GizmoColor = { r: 0.2, g: 0.6, b: 1, a: 0.8 };
const UI_GIZMO_COLOR_UNSELECTED: GizmoColor = { r: 0.2, g: 0.6, b: 1, a: 0.3 };
function uiTransformGizmoProvider(
transform: UITransformComponent,
_entity: Entity,
isSelected: boolean
): IGizmoRenderData[] {
if (!transform.visible) {
return [];
}
// Use world coordinates (computed by UILayoutSystem) if available
// Otherwise fallback to local coordinates
// 使用世界坐标(由 UILayoutSystem 计算),如果可用
// 否则回退到本地坐标
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
// Use bottom-left position with origin at (0, 0)
// x, y is bottom-left corner in UITransform coordinate system (Y-up)
// This matches Gizmo origin=(0,0) which means reference point is at bottom-left
// 使用左下角位置,原点在 (0, 0)
// UITransform 坐标系中 x, y 是左下角Y 向上)
// 这与 Gizmo origin=(0,0) 匹配,表示参考点在左下角
const gizmo: IRectGizmoData = {
type: 'rect',
x,
y,
width,
height,
rotation: transform.rotation,
originX: 0,
originY: 0,
color: isSelected ? UI_GIZMO_COLOR : UI_GIZMO_COLOR_UNSELECTED,
showHandles: isSelected
};
return [gizmo];
}
export function registerUITransformGizmo(): void {
GizmoRegistry.register(UITransformComponent, uiTransformGizmoProvider);
}
export function unregisterUITransformGizmo(): void {
GizmoRegistry.unregister(UITransformComponent);
}

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@@ -1 +0,0 @@
export * from './UITransformGizmo';

View File

@@ -1,410 +0,0 @@
/**
* UI 编辑器模块入口
* UI Editor Module Entry
*/
import React from 'react';
import { LayoutGrid, Square, Type, MousePointer2, Sliders, BarChart3, ScrollText, PanelTop } from 'lucide-react';
import type { ServiceContainer, Entity } from '@esengine/ecs-framework';
import { Core } from '@esengine/ecs-framework';
import type {
IEditorModuleLoader,
PanelDescriptor,
EntityCreationTemplate,
ComponentAction,
ComponentInspectorProviderDef
} from '@esengine/editor-core';
import {
EntityStoreService,
MessageHub,
ComponentRegistry,
ComponentInspectorRegistry
} from '@esengine/editor-core';
// Local imports
import {
UITransformComponent,
UIRenderComponent,
UIInteractableComponent,
UITextComponent,
UILayoutComponent,
UILayoutType,
UIJustifyContent,
UIAlignItems,
UIButtonComponent,
UIProgressBarComponent,
UISliderComponent,
UIScrollViewComponent
} from '../components';
import { UITransformInspector } from './inspectors';
import { registerUITransformGizmo, unregisterUITransformGizmo } from './gizmos';
// Re-exports
export { UITransformInspector } from './inspectors';
export { registerUITransformGizmo, unregisterUITransformGizmo } from './gizmos';
/**
* UI 编辑器模块
* UI Editor Module
*/
export class UIEditorModule implements IEditorModuleLoader {
async install(services: ServiceContainer): Promise<void> {
// 注册 UI 组件到编辑器组件注册表 | Register UI components to editor component registry
const componentRegistry = services.resolve(ComponentRegistry);
if (componentRegistry) {
const uiComponents = [
{ name: 'UITransform', type: UITransformComponent, category: 'components.category.ui', description: 'UI element positioning and sizing', icon: 'Move' },
{ name: 'UIRender', type: UIRenderComponent, category: 'components.category.ui', description: 'UI element visual appearance', icon: 'Palette' },
{ name: 'UIInteractable', type: UIInteractableComponent, category: 'components.category.ui', description: 'UI element interaction handling', icon: 'MousePointer2' },
{ name: 'UIText', type: UITextComponent, category: 'components.category.ui', description: 'Text rendering component', icon: 'Type' },
{ name: 'UILayout', type: UILayoutComponent, category: 'components.category.ui', description: 'Automatic child layout (Flexbox-like)', icon: 'LayoutGrid' },
{ name: 'UIButton', type: UIButtonComponent, category: 'components.category.ui.widgets', description: 'Interactive button component', icon: 'RectangleHorizontal' },
{ name: 'UIProgressBar', type: UIProgressBarComponent, category: 'components.category.ui.widgets', description: 'Progress indicator component', icon: 'BarChart3' },
{ name: 'UISlider', type: UISliderComponent, category: 'components.category.ui.widgets', description: 'Value slider component', icon: 'Sliders' },
{ name: 'UIScrollView', type: UIScrollViewComponent, category: 'components.category.ui.widgets', description: 'Scrollable container component', icon: 'ScrollText' },
];
for (const comp of uiComponents) {
componentRegistry.register({
name: comp.name,
type: comp.type,
category: comp.category,
description: comp.description,
icon: comp.icon
});
}
}
// 注册自定义组件检视器 | Register custom component inspectors
const componentInspectorRegistry = services.tryResolve(ComponentInspectorRegistry);
if (componentInspectorRegistry) {
componentInspectorRegistry.register(new UITransformInspector());
}
// 注册 Gizmo | Register gizmo
registerUITransformGizmo();
}
async uninstall(): Promise<void> {
unregisterUITransformGizmo();
}
getEntityCreationTemplates(): EntityCreationTemplate[] {
return [
// UI Canvas (Root container)
{
id: 'create-ui-canvas',
label: 'UI Canvas',
icon: 'PanelTop',
category: 'ui',
order: 200,
create: (): number => {
return this.createUIEntity('UI Canvas', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 1920;
transform.height = 1080;
transform.anchorMinX = 0;
transform.anchorMinY = 0;
transform.anchorMaxX = 1;
transform.anchorMaxY = 1;
});
}
},
// UI Panel
{
id: 'create-ui-panel',
label: 'Panel',
icon: 'Square',
category: 'ui',
order: 201,
create: (): number => {
return this.createUIEntity('Panel', (entity) => {
const render = entity.getComponent(UIRenderComponent)!;
render.backgroundColor = 0x2D2D2D;
render.backgroundAlpha = 0.9;
render.setCornerRadius(8);
});
}
},
// UI Text
{
id: 'create-ui-text',
label: 'Text',
icon: 'Type',
category: 'ui',
order: 202,
create: (): number => {
return this.createUIEntity('Text', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 200;
transform.height = 30;
const render = entity.getComponent(UIRenderComponent)!;
render.backgroundAlpha = 0;
const text = new UITextComponent();
text.text = 'Hello World';
text.fontSize = 16;
text.color = 0xFFFFFF;
entity.addComponent(text);
});
}
},
// UI Button
{
id: 'create-ui-button',
label: 'Button',
icon: 'MousePointer2',
category: 'ui',
order: 203,
create: (): number => {
return this.createUIEntity('Button', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 120;
transform.height = 40;
const render = entity.getComponent(UIRenderComponent)!;
render.setCornerRadius(4);
const button = new UIButtonComponent();
button.label = 'Button';
entity.addComponent(button);
const interactable = entity.getComponent(UIInteractableComponent)!;
interactable.enabled = true;
interactable.cursor = 'pointer';
const text = new UITextComponent();
text.text = 'Button';
text.fontSize = 14;
text.color = 0xFFFFFF;
text.align = 'center';
text.verticalAlign = 'middle';
entity.addComponent(text);
});
}
},
// UI Slider
{
id: 'create-ui-slider',
label: 'Slider',
icon: 'Sliders',
category: 'ui',
order: 204,
create: (): number => {
return this.createUIEntity('Slider', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 200;
transform.height = 20;
const render = entity.getComponent(UIRenderComponent);
if (render) {
entity.removeComponent(render);
}
const slider = new UISliderComponent();
slider.value = 50;
slider.minValue = 0;
slider.maxValue = 100;
entity.addComponent(slider);
const interactable = entity.getComponent(UIInteractableComponent)!;
interactable.enabled = true;
interactable.cursor = 'pointer';
});
}
},
// UI Progress Bar
{
id: 'create-ui-progressbar',
label: 'ProgressBar',
icon: 'BarChart3',
category: 'ui',
order: 205,
create: (): number => {
return this.createUIEntity('ProgressBar', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 200;
transform.height = 20;
const render = entity.getComponent(UIRenderComponent);
if (render) {
entity.removeComponent(render);
}
const progress = new UIProgressBarComponent();
progress.value = 50;
progress.minValue = 0;
progress.maxValue = 100;
progress.cornerRadius = 4;
entity.addComponent(progress);
});
}
},
// UI ScrollView
{
id: 'create-ui-scrollview',
label: 'ScrollView',
icon: 'ScrollText',
category: 'ui',
order: 206,
create: (): number => {
return this.createUIEntity('ScrollView', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 300;
transform.height = 400;
const render = entity.getComponent(UIRenderComponent)!;
render.backgroundColor = 0x1A1A1A;
render.setCornerRadius(4);
const scrollView = new UIScrollViewComponent();
scrollView.verticalScroll = true;
scrollView.horizontalScroll = false;
scrollView.contentHeight = 800;
entity.addComponent(scrollView);
const interactable = entity.getComponent(UIInteractableComponent)!;
interactable.enabled = true;
});
}
},
// UI Layout Container (Horizontal)
{
id: 'create-ui-hlayout',
label: 'HLayout',
icon: 'LayoutGrid',
category: 'ui',
order: 207,
create: (): number => {
return this.createUIEntity('HLayout', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 400;
transform.height = 100;
const layout = new UILayoutComponent();
layout.type = UILayoutType.Horizontal;
layout.gap = 10;
layout.justifyContent = UIJustifyContent.Start;
layout.alignItems = UIAlignItems.Center;
entity.addComponent(layout);
const render = entity.getComponent(UIRenderComponent)!;
render.backgroundAlpha = 0;
});
}
},
// UI Layout Container (Vertical)
{
id: 'create-ui-vlayout',
label: 'VLayout',
icon: 'LayoutGrid',
category: 'ui',
order: 208,
create: (): number => {
return this.createUIEntity('VLayout', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 200;
transform.height = 400;
const layout = new UILayoutComponent();
layout.type = UILayoutType.Vertical;
layout.gap = 10;
layout.justifyContent = UIJustifyContent.Start;
layout.alignItems = UIAlignItems.Stretch;
entity.addComponent(layout);
const render = entity.getComponent(UIRenderComponent)!;
render.backgroundAlpha = 0;
});
}
},
// UI Grid Layout
{
id: 'create-ui-grid',
label: 'Grid',
icon: 'LayoutGrid',
category: 'ui',
order: 209,
create: (): number => {
return this.createUIEntity('Grid', (entity) => {
const transform = entity.getComponent(UITransformComponent)!;
transform.width = 400;
transform.height = 400;
const layout = new UILayoutComponent();
layout.type = UILayoutType.Grid;
layout.columns = 3;
layout.gap = 10;
entity.addComponent(layout);
const render = entity.getComponent(UIRenderComponent)!;
render.backgroundAlpha = 0;
});
}
},
];
}
/**
* 创建 UI 实体的辅助方法
* Helper method to create UI entity
*/
private createUIEntity(baseName: string, configure?: (entity: Entity) => void): number {
const scene = Core.scene;
if (!scene) {
throw new Error('Scene not available');
}
const entityStore = Core.services.resolve(EntityStoreService);
const messageHub = Core.services.resolve(MessageHub);
if (!entityStore || !messageHub) {
throw new Error('EntityStoreService or MessageHub not available');
}
const existingCount = entityStore.getAllEntities()
.filter((e: Entity) => e.name.startsWith(baseName)).length;
const entityName = existingCount > 0 ? `${baseName} ${existingCount + 1}` : baseName;
const entity = scene.createEntity(entityName);
const transform = new UITransformComponent();
transform.width = 100;
transform.height = 100;
entity.addComponent(transform);
const render = new UIRenderComponent();
render.backgroundColor = 0x4A90D9;
entity.addComponent(render);
const interactable = new UIInteractableComponent();
entity.addComponent(interactable);
if (configure) {
configure(entity);
}
entityStore.addEntity(entity);
messageHub.publish('entity:added', { entity });
messageHub.publish('scene:modified', {});
entityStore.selectEntity(entity);
return entity.id;
}
}
export const uiEditorModule = new UIEditorModule();
// Plugin exports
export { UIPlugin, UIRuntimeModule } from './UIPlugin';
export default uiEditorModule;

View File

@@ -1,454 +0,0 @@
import React, { useState, useEffect, useRef } from 'react';
import { Component } from '@esengine/ecs-framework';
import type { IComponentInspector, ComponentInspectorContext } from '@esengine/editor-core';
import { UITransformComponent, AnchorPreset } from '../../components';
const DraggableNumberInput: React.FC<{
axis?: 'x' | 'y' | 'z' | 'w';
label?: string;
value: number;
onChange: (value: number) => void;
min?: number;
max?: number;
step?: number;
readOnly?: boolean;
}> = ({ axis, label, value, onChange, min, max, step = 0.1, readOnly }) => {
const [isDragging, setIsDragging] = useState(false);
const dragStartRef = useRef({ x: 0, value: 0 });
const handleMouseDown = (e: React.MouseEvent) => {
if (readOnly) return;
e.preventDefault();
setIsDragging(true);
dragStartRef.current = { x: e.clientX, value: value ?? 0 };
};
useEffect(() => {
if (!isDragging) return;
const handleMouseMove = (e: MouseEvent) => {
const delta = e.clientX - dragStartRef.current.x;
const sensitivity = e.shiftKey ? 0.01 : step;
let newValue = dragStartRef.current.value + delta * sensitivity;
if (min !== undefined) newValue = Math.max(min, newValue);
if (max !== undefined) newValue = Math.min(max, newValue);
onChange(Math.round(newValue * 1000) / 1000);
};
const handleMouseUp = () => setIsDragging(false);
document.addEventListener('mousemove', handleMouseMove);
document.addEventListener('mouseup', handleMouseUp);
return () => {
document.removeEventListener('mousemove', handleMouseMove);
document.removeEventListener('mouseup', handleMouseUp);
};
}, [isDragging, onChange, step, min, max]);
const axisClass = axis ? `property-vector-axis-${axis}` : '';
const displayLabel = label || (axis ? axis.toUpperCase() : '');
return (
<div className="property-vector-axis-compact">
<span
className={`property-vector-axis-label ${axisClass}`}
onMouseDown={handleMouseDown}
style={{ cursor: readOnly ? 'default' : 'ew-resize' }}
>
{displayLabel}
</span>
<input
type="number"
className="property-input property-input-number-compact"
value={value ?? 0}
min={min}
max={max}
step={step}
disabled={readOnly}
onChange={(e) => onChange(parseFloat(e.target.value) || 0)}
onFocus={(e) => e.target.select()}
/>
</div>
);
};
const Vector2Row: React.FC<{
label: string;
valueX: number;
valueY: number;
onChangeX: (value: number) => void;
onChangeY: (value: number) => void;
min?: number;
max?: number;
step?: number;
readOnly?: boolean;
}> = ({ label, valueX, valueY, onChangeX, onChangeY, min, max, step, readOnly }) => (
<div className="property-field">
<label className="property-label">{label}</label>
<div className="property-vector-compact">
<DraggableNumberInput axis="x" value={valueX} onChange={onChangeX} min={min} max={max} step={step} readOnly={readOnly} />
<DraggableNumberInput axis="y" value={valueY} onChange={onChangeY} min={min} max={max} step={step} readOnly={readOnly} />
</div>
</div>
);
const NumberRow: React.FC<{
label: string;
value: number;
onChange: (value: number) => void;
min?: number;
max?: number;
step?: number;
readOnly?: boolean;
}> = ({ label, value, onChange, min, max, step = 0.1, readOnly }) => {
const [isDragging, setIsDragging] = useState(false);
const [dragStartX, setDragStartX] = useState(0);
const [dragStartValue, setDragStartValue] = useState(0);
const handleMouseDown = (e: React.MouseEvent) => {
if (readOnly) return;
setIsDragging(true);
setDragStartX(e.clientX);
setDragStartValue(value);
e.preventDefault();
};
useEffect(() => {
if (!isDragging) return;
const handleMouseMove = (e: MouseEvent) => {
const delta = e.clientX - dragStartX;
const sensitivity = e.shiftKey ? 0.01 : step;
let newValue = dragStartValue + delta * sensitivity;
if (min !== undefined) newValue = Math.max(min, newValue);
if (max !== undefined) newValue = Math.min(max, newValue);
onChange(parseFloat(newValue.toFixed(3)));
};
const handleMouseUp = () => setIsDragging(false);
document.addEventListener('mousemove', handleMouseMove);
document.addEventListener('mouseup', handleMouseUp);
return () => {
document.removeEventListener('mousemove', handleMouseMove);
document.removeEventListener('mouseup', handleMouseUp);
};
}, [isDragging, dragStartX, dragStartValue, step, min, max, onChange]);
return (
<div className="property-field">
<label
className="property-label property-label-draggable"
onMouseDown={handleMouseDown}
style={{ cursor: readOnly ? 'default' : 'ew-resize' }}
>
{label}
</label>
<input
type="number"
className="property-input property-input-number"
value={value ?? 0}
min={min}
max={max}
step={step}
disabled={readOnly}
onChange={(e) => onChange(parseFloat(e.target.value) || 0)}
onFocus={(e) => e.target.select()}
/>
</div>
);
};
const BooleanRow: React.FC<{
label: string;
value: boolean;
onChange: (value: boolean) => void;
readOnly?: boolean;
}> = ({ label, value, onChange, readOnly }) => (
<div className="property-field property-field-boolean">
<label className="property-label">{label}</label>
<button
className={`property-toggle ${value ? 'property-toggle-on' : 'property-toggle-off'}`}
disabled={readOnly}
onClick={() => onChange(!value)}
>
<span className="property-toggle-thumb" />
</button>
</div>
);
const AnchorPresetGrid: React.FC<{
currentPreset: string;
onSelect: (preset: AnchorPreset) => void;
}> = ({ currentPreset, onSelect }) => {
const presets: AnchorPreset[][] = [
[AnchorPreset.TopLeft, AnchorPreset.TopCenter, AnchorPreset.TopRight],
[AnchorPreset.MiddleLeft, AnchorPreset.MiddleCenter, AnchorPreset.MiddleRight],
[AnchorPreset.BottomLeft, AnchorPreset.BottomCenter, AnchorPreset.BottomRight],
];
const getAnchorPosition = (preset: AnchorPreset): { x: number; y: number } => {
const positions: Record<AnchorPreset, { x: number; y: number }> = {
[AnchorPreset.TopLeft]: { x: 3, y: 3 },
[AnchorPreset.TopCenter]: { x: 10, y: 3 },
[AnchorPreset.TopRight]: { x: 17, y: 3 },
[AnchorPreset.MiddleLeft]: { x: 3, y: 10 },
[AnchorPreset.MiddleCenter]: { x: 10, y: 10 },
[AnchorPreset.MiddleRight]: { x: 17, y: 10 },
[AnchorPreset.BottomLeft]: { x: 3, y: 17 },
[AnchorPreset.BottomCenter]: { x: 10, y: 17 },
[AnchorPreset.BottomRight]: { x: 17, y: 17 },
[AnchorPreset.StretchAll]: { x: 10, y: 10 },
};
return positions[preset];
};
return (
<div className="property-field" style={{ alignItems: 'flex-start' }}>
<label className="property-label">Anchor</label>
<div style={{ display: 'flex', flexDirection: 'column', gap: '4px' }}>
<div style={{
display: 'grid',
gridTemplateColumns: 'repeat(3, 24px)',
gridTemplateRows: 'repeat(3, 24px)',
gap: '2px',
padding: '4px',
background: 'var(--color-bg-inset)',
borderRadius: 'var(--radius-sm)',
border: '1px solid var(--color-border-default)',
}}>
{presets.flat().map((preset) => {
const pos = getAnchorPosition(preset);
const isActive = currentPreset === preset;
return (
<button
key={preset}
onClick={() => onSelect(preset)}
style={{
width: '24px',
height: '24px',
padding: 0,
border: '1px solid',
borderColor: isActive ? 'var(--color-primary)' : 'var(--color-border-default)',
borderRadius: 'var(--radius-sm)',
background: isActive ? 'var(--color-primary-subtle)' : 'var(--color-bg-elevated)',
cursor: 'pointer',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
transition: 'all var(--transition-fast)',
}}
title={preset}
>
<svg width="20" height="20" viewBox="0 0 20 20">
<rect
x="2" y="2" width="16" height="16"
fill="none"
stroke={isActive ? 'var(--color-primary)' : 'var(--color-text-tertiary)'}
strokeWidth="1"
strokeDasharray="2,2"
/>
<circle
cx={pos.x} cy={pos.y} r="3"
fill={isActive ? 'var(--color-primary)' : 'var(--color-text-secondary)'}
/>
</svg>
</button>
);
})}
</div>
<button
onClick={() => onSelect(AnchorPreset.StretchAll)}
style={{
width: '100%',
height: '22px',
padding: '0 8px',
border: '1px solid',
borderColor: currentPreset === AnchorPreset.StretchAll ? 'var(--color-primary)' : 'var(--color-border-default)',
borderRadius: 'var(--radius-sm)',
background: currentPreset === AnchorPreset.StretchAll ? 'var(--color-primary-subtle)' : 'var(--color-bg-elevated)',
color: currentPreset === AnchorPreset.StretchAll ? 'var(--color-primary)' : 'var(--color-text-secondary)',
cursor: 'pointer',
fontSize: '10px',
fontWeight: 500,
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
gap: '4px',
transition: 'all var(--transition-fast)',
}}
title="Stretch All"
>
<svg width="14" height="14" viewBox="0 0 14 14">
<rect x="1" y="1" width="12" height="12" fill="none" stroke="currentColor" strokeWidth="1" />
<line x1="3" y1="7" x2="11" y2="7" stroke="currentColor" strokeWidth="1.5" />
<line x1="7" y1="3" x2="7" y2="11" stroke="currentColor" strokeWidth="1.5" />
</svg>
Stretch
</button>
</div>
</div>
);
};
export class UITransformInspector implements IComponentInspector<UITransformComponent> {
readonly id = 'uitransform-inspector';
readonly name = 'UITransform Inspector';
readonly priority = 100;
readonly targetComponents = ['UITransform', 'UITransformComponent'];
canHandle(component: Component): component is UITransformComponent {
return component instanceof UITransformComponent ||
component.constructor.name === 'UITransformComponent';
}
render(context: ComponentInspectorContext): React.ReactElement {
const transform = context.component as UITransformComponent;
const onChange = context.onChange;
const handleChange = (prop: string, value: number | boolean | string) => {
onChange?.(prop, value);
};
const detectCurrentPreset = (): string => {
const { anchorMinX, anchorMinY, anchorMaxX, anchorMaxY } = transform;
if (anchorMinX === 0 && anchorMinY === 0 && anchorMaxX === 1 && anchorMaxY === 1) {
return AnchorPreset.StretchAll;
}
if (anchorMinX === anchorMaxX && anchorMinY === anchorMaxY) {
if (anchorMinX === 0 && anchorMinY === 0) return AnchorPreset.TopLeft;
if (anchorMinX === 0.5 && anchorMinY === 0) return AnchorPreset.TopCenter;
if (anchorMinX === 1 && anchorMinY === 0) return AnchorPreset.TopRight;
if (anchorMinX === 0 && anchorMinY === 0.5) return AnchorPreset.MiddleLeft;
if (anchorMinX === 0.5 && anchorMinY === 0.5) return AnchorPreset.MiddleCenter;
if (anchorMinX === 1 && anchorMinY === 0.5) return AnchorPreset.MiddleRight;
if (anchorMinX === 0 && anchorMinY === 1) return AnchorPreset.BottomLeft;
if (anchorMinX === 0.5 && anchorMinY === 1) return AnchorPreset.BottomCenter;
if (anchorMinX === 1 && anchorMinY === 1) return AnchorPreset.BottomRight;
}
return '';
};
const handlePresetSelect = (preset: AnchorPreset) => {
const presetValues: Record<AnchorPreset, [number, number, number, number]> = {
[AnchorPreset.TopLeft]: [0, 0, 0, 0],
[AnchorPreset.TopCenter]: [0.5, 0, 0.5, 0],
[AnchorPreset.TopRight]: [1, 0, 1, 0],
[AnchorPreset.MiddleLeft]: [0, 0.5, 0, 0.5],
[AnchorPreset.MiddleCenter]: [0.5, 0.5, 0.5, 0.5],
[AnchorPreset.MiddleRight]: [1, 0.5, 1, 0.5],
[AnchorPreset.BottomLeft]: [0, 1, 0, 1],
[AnchorPreset.BottomCenter]: [0.5, 1, 0.5, 1],
[AnchorPreset.BottomRight]: [1, 1, 1, 1],
[AnchorPreset.StretchAll]: [0, 0, 1, 1],
};
const [minX, minY, maxX, maxY] = presetValues[preset];
handleChange('anchorMinX', minX);
handleChange('anchorMinY', minY);
handleChange('anchorMaxX', maxX);
handleChange('anchorMaxY', maxY);
};
return (
<div className="property-inspector">
<AnchorPresetGrid
currentPreset={detectCurrentPreset()}
onSelect={handlePresetSelect}
/>
<Vector2Row
label="Position"
valueX={transform.x}
valueY={transform.y}
onChangeX={(v) => handleChange('x', v)}
onChangeY={(v) => handleChange('y', v)}
/>
<Vector2Row
label="Size"
valueX={transform.width}
valueY={transform.height}
onChangeX={(v) => handleChange('width', v)}
onChangeY={(v) => handleChange('height', v)}
min={0}
/>
<Vector2Row
label="Anchor Min"
valueX={transform.anchorMinX}
valueY={transform.anchorMinY}
onChangeX={(v) => handleChange('anchorMinX', v)}
onChangeY={(v) => handleChange('anchorMinY', v)}
min={0}
max={1}
step={0.01}
/>
<Vector2Row
label="Anchor Max"
valueX={transform.anchorMaxX}
valueY={transform.anchorMaxY}
onChangeX={(v) => handleChange('anchorMaxX', v)}
onChangeY={(v) => handleChange('anchorMaxY', v)}
min={0}
max={1}
step={0.01}
/>
<Vector2Row
label="Pivot"
valueX={transform.pivotX}
valueY={transform.pivotY}
onChangeX={(v) => handleChange('pivotX', v)}
onChangeY={(v) => handleChange('pivotY', v)}
min={0}
max={1}
step={0.01}
/>
<NumberRow
label="Rotation"
value={transform.rotation}
onChange={(v) => handleChange('rotation', v)}
step={0.01}
/>
<Vector2Row
label="Scale"
valueX={transform.scaleX}
valueY={transform.scaleY}
onChangeX={(v) => handleChange('scaleX', v)}
onChangeY={(v) => handleChange('scaleY', v)}
step={0.01}
/>
<NumberRow
label="Z Index"
value={transform.zIndex}
onChange={(v) => handleChange('zIndex', Math.round(v))}
step={1}
/>
<NumberRow
label="Alpha"
value={transform.alpha}
onChange={(v) => handleChange('alpha', v)}
min={0}
max={1}
step={0.01}
/>
<BooleanRow
label="Visible"
value={transform.visible}
onChange={(v) => handleChange('visible', v)}
/>
</div>
);
}
}

View File

@@ -1 +0,0 @@
export * from './UITransformInspector';

View File

@@ -161,8 +161,5 @@ export {
type UIScrollViewConfig
} from './UIBuilder';
// Runtime module (no editor dependencies)
export { UIRuntimeModule } from './UIRuntimeModule';
// Plugin (for PluginManager - includes editor dependencies)
export { UIPlugin } from './editor/UIPlugin';
// Runtime module and plugin
export { UIRuntimeModule, UIPlugin, type UISystemContext } from './UIRuntimeModule';

View File

@@ -1,111 +0,0 @@
/**
* @esengine/ui Runtime Entry Point
*
* This entry point exports only runtime-related code without any editor dependencies.
* Use this for standalone game runtime builds.
*
* 此入口点仅导出运行时相关代码,不包含任何编辑器依赖。
* 用于独立游戏运行时构建。
*/
// 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 - Core
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 IRenderDataProvider, type IUIRenderDataProvider } from './systems/UIRenderDataProvider';
// Systems - Render (ECS-compliant render systems)
export {
// Collector
UIRenderCollector,
getUIRenderCollector,
resetUIRenderCollector,
invalidateUIRenderCaches,
type UIRenderPrimitive,
type ProviderRenderData,
// Render systems
UIRenderBeginSystem,
UIRectRenderSystem,
UITextRenderSystem,
UIButtonRenderSystem,
UIProgressBarRenderSystem,
UISliderRenderSystem,
UIScrollViewRenderSystem
} from './systems/render';
// 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';
// Runtime module
export { UIRuntimeModule } from './UIRuntimeModule';

View File

@@ -1,7 +1,20 @@
import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
import { EntitySystem, Matcher, Entity, ECSSystem, HierarchyComponent } from '@esengine/ecs-framework';
import { UITransformComponent } from '../components/UITransformComponent';
import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from '../components/UILayoutComponent';
/**
* 2D 变换矩阵类型
* 2D transformation matrix type
*/
interface Matrix2D {
a: number; // scaleX * cos(rotation)
b: number; // scaleX * sin(rotation)
c: number; // scaleY * -sin(rotation)
d: number; // scaleY * cos(rotation)
tx: number; // translateX
ty: number; // translateY
}
/**
* UI 布局系统
* UI Layout System - Computes layout for UI elements
@@ -9,6 +22,9 @@ import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from
* 计算 UI 元素的世界坐标和尺寸
* Computes world coordinates and sizes for UI elements
*
* 使用矩阵乘法计算世界变换worldMatrix = parentMatrix * localMatrix
* Uses matrix multiplication for world transforms: worldMatrix = parentMatrix * localMatrix
*
* 注意canvasWidth/canvasHeight 是 UI 设计的参考尺寸,不是实际渲染视口大小
* Note: canvasWidth/canvasHeight is the UI design reference size, not the actual render viewport size
*/
@@ -60,7 +76,14 @@ export class UILayoutSystem extends EntitySystem {
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));
const rootEntities = entities.filter(e => {
const hierarchy = e.getComponent(HierarchyComponent);
if (!hierarchy || hierarchy.parentId === null) {
return true;
}
const parent = this.scene?.findEntityById(hierarchy.parentId);
return !parent || !parent.hasComponent(UITransformComponent);
});
// 画布中心为原点Y 轴向上为正
// Canvas center is origin, Y axis points up
@@ -69,8 +92,11 @@ export class UILayoutSystem extends EntitySystem {
const parentX = -this.canvasWidth / 2;
const parentY = this.canvasHeight / 2; // Y 轴向上,所以顶部是正值
// 根元素使用单位矩阵作为父矩阵
const identityMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };
for (const entity of rootEntities) {
this.layoutEntity(entity, parentX, parentY, this.canvasWidth, this.canvasHeight, 1);
this.layoutEntity(entity, parentX, parentY, this.canvasWidth, this.canvasHeight, 1, identityMatrix);
}
}
@@ -84,7 +110,8 @@ export class UILayoutSystem extends EntitySystem {
parentY: number,
parentWidth: number,
parentHeight: number,
parentAlpha: number
parentAlpha: number,
parentMatrix: Matrix2D
): void {
const transform = entity.getComponent(UITransformComponent);
if (!transform) return;
@@ -160,19 +187,23 @@ export class UILayoutSystem extends EntitySystem {
worldY = anchorMaxY - transform.y;
}
// 更新计算的值
// 更新布局计算的值
transform.worldX = worldX;
transform.worldY = worldY;
transform.computedWidth = width;
transform.computedHeight = height;
transform.worldAlpha = parentAlpha * transform.alpha;
// 使用矩阵乘法计算世界变换
this.updateWorldMatrix(transform, parentMatrix);
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));
const children = this.getUIChildren(entity);
if (children.length === 0) return;
// 计算子元素的父容器边界
@@ -192,7 +223,8 @@ export class UILayoutSystem extends EntitySystem {
childParentY,
width,
height,
transform.worldAlpha
transform.worldAlpha,
transform.localToWorldMatrix
);
}
}
@@ -234,7 +266,8 @@ export class UILayoutSystem extends EntitySystem {
parentTopY,
parentTransform.computedWidth,
parentTransform.computedHeight,
parentTransform.worldAlpha
parentTransform.worldAlpha,
parentTransform.localToWorldMatrix
);
}
}
@@ -328,6 +361,8 @@ export class UILayoutSystem extends EntitySystem {
childTransform.computedWidth = size.width;
childTransform.computedHeight = childHeight;
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
// 使用矩阵乘法计算世界旋转和缩放
this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
childTransform.layoutDirty = false;
// 递归处理子元素的子元素
@@ -424,6 +459,8 @@ export class UILayoutSystem extends EntitySystem {
childTransform.computedWidth = childWidth;
childTransform.computedHeight = size.height;
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
// 使用矩阵乘法计算世界旋转和缩放
this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
childTransform.layoutDirty = false;
this.processChildrenRecursive(child, childTransform);
@@ -478,18 +515,49 @@ export class UILayoutSystem extends EntitySystem {
childTransform.computedWidth = cellWidth;
childTransform.computedHeight = cellHeight;
childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
// 使用矩阵乘法计算世界旋转和缩放
this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
childTransform.layoutDirty = false;
this.processChildrenRecursive(child, childTransform);
}
}
/**
* 获取具有 UITransformComponent 的子实体
* Get child entities that have UITransformComponent
*
* 优先使用 HierarchyComponent如果没有则返回空数组
*/
private getUIChildren(entity: Entity): Entity[] {
const hierarchy = entity.getComponent(HierarchyComponent);
// 如果没有 HierarchyComponent返回空数组
// UI 实体应该通过 UIBuilder 创建,会自动添加 HierarchyComponent
if (!hierarchy) {
return [];
}
if (hierarchy.childIds.length === 0) {
return [];
}
const children: Entity[] = [];
for (const childId of hierarchy.childIds) {
const child = this.scene?.findEntityById(childId);
if (child && child.hasComponent(UITransformComponent)) {
children.push(child);
}
}
return children;
}
/**
* 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));
const children = this.getUIChildren(entity);
if (children.length === 0) return;
// 计算子元素的父容器顶部 YworldY 是底部,顶部 = 底部 + 高度)
@@ -506,9 +574,129 @@ export class UILayoutSystem extends EntitySystem {
parentTopY,
parentTransform.computedWidth,
parentTransform.computedHeight,
parentTransform.worldAlpha
parentTransform.worldAlpha,
parentTransform.localToWorldMatrix
);
}
}
}
// ===== 矩阵计算方法 Matrix calculation methods =====
/**
* 计算本地变换矩阵
* Calculate local transformation matrix
*
* @param pivotX - 轴心点 X (0-1)
* @param pivotY - 轴心点 Y (0-1)
* @param width - 元素宽度
* @param height - 元素高度
* @param rotation - 旋转角度(弧度)
* @param scaleX - X 缩放
* @param scaleY - Y 缩放
* @param x - 元素世界 X 位置
* @param y - 元素世界 Y 位置
*/
private calculateLocalMatrix(
pivotX: number,
pivotY: number,
width: number,
height: number,
rotation: number,
scaleX: number,
scaleY: number,
x: number,
y: number
): Matrix2D {
const cos = Math.cos(rotation);
const sin = Math.sin(rotation);
// 轴心点相对于元素左下角的偏移
const px = width * pivotX;
const py = height * pivotY;
// 构建变换矩阵: Translate(-pivot) -> Scale -> Rotate -> Translate(position + pivot)
// 最终矩阵将轴心点作为旋转/缩放中心
return {
a: scaleX * cos,
b: scaleX * sin,
c: scaleY * -sin,
d: scaleY * cos,
tx: x + px - (scaleX * cos * px - scaleY * sin * py),
ty: y + py - (scaleX * sin * px + scaleY * cos * py)
};
}
/**
* 矩阵乘法: result = a * b
* Matrix multiplication: result = a * b
*/
private multiplyMatrices(a: Matrix2D, b: Matrix2D): Matrix2D {
return {
a: a.a * b.a + a.c * b.b,
b: a.b * b.a + a.d * b.b,
c: a.a * b.c + a.c * b.d,
d: a.b * b.c + a.d * b.d,
tx: a.a * b.tx + a.c * b.ty + a.tx,
ty: a.b * b.tx + a.d * b.ty + a.ty
};
}
/**
* 从世界矩阵分解出旋转和缩放
* Decompose rotation and scale from world matrix
*/
private decomposeMatrix(m: Matrix2D): { rotation: number; scaleX: number; scaleY: number } {
// 计算缩放
const scaleX = Math.sqrt(m.a * m.a + m.b * m.b);
const scaleY = Math.sqrt(m.c * m.c + m.d * m.d);
// 检测负缩放(通过行列式符号)
const det = m.a * m.d - m.b * m.c;
const sign = det < 0 ? -1 : 1;
// 计算旋转(从归一化的矩阵)
let rotation = 0;
if (scaleX > 1e-10) {
rotation = Math.atan2(m.b / scaleX, m.a / scaleX);
}
return {
rotation,
scaleX,
scaleY: scaleY * sign
};
}
/**
* 更新元素的世界变换矩阵
* Update element's world transformation matrix
*/
private updateWorldMatrix(transform: UITransformComponent, parentMatrix: Matrix2D | null): void {
// 计算本地矩阵
const localMatrix = this.calculateLocalMatrix(
transform.pivotX,
transform.pivotY,
transform.computedWidth,
transform.computedHeight,
transform.rotation,
transform.scaleX,
transform.scaleY,
transform.worldX,
transform.worldY
);
// 计算世界矩阵
if (parentMatrix) {
transform.localToWorldMatrix = this.multiplyMatrices(parentMatrix, localMatrix);
} else {
transform.localToWorldMatrix = localMatrix;
}
// 从世界矩阵分解出世界旋转和缩放
const decomposed = this.decomposeMatrix(transform.localToWorldMatrix);
transform.worldRotation = decomposed.rotation;
transform.worldScaleX = decomposed.scaleX;
transform.worldScaleY = decomposed.scaleY;
}
}

View File

@@ -48,10 +48,20 @@ export class UIButtonRenderSystem extends EntitySystem {
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
// 使用世界缩放和旋转
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const rotation = transform.worldRotation ?? transform.rotation;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
const alpha = transform.worldAlpha ?? transform.alpha;
const baseOrder = 100 + transform.zIndex;
// 使用 transform 的 pivot 作为旋转/缩放中心
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;
// 渲染位置 = 左下角 + pivot 偏移
const renderX = x + width * pivotX;
const renderY = y + height * pivotY;
// Render texture if in texture or both mode
// 如果在纹理或两者模式下,渲染纹理
@@ -59,15 +69,15 @@ export class UIButtonRenderSystem extends EntitySystem {
const texture = button.getStateTexture('normal');
if (texture) {
collector.addRect(
x, y,
renderX, renderY,
width, height,
0xFFFFFF, // White tint for texture
alpha,
baseOrder,
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0,
rotation,
pivotX,
pivotY,
texturePath: texture
}
);
@@ -80,15 +90,15 @@ export class UIButtonRenderSystem extends EntitySystem {
const bgAlpha = render?.backgroundAlpha ?? 1;
if (bgAlpha > 0) {
collector.addRect(
x, y,
renderX, renderY,
width, height,
button.currentColor,
bgAlpha * alpha,
baseOrder + (button.useTexture() ? 0.05 : 0),
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0
rotation,
pivotX,
pivotY
}
);
}
@@ -99,61 +109,72 @@ export class UIButtonRenderSystem extends EntitySystem {
if (render && render.borderWidth > 0 && render.borderAlpha > 0) {
this.renderBorder(
collector,
x, y, width, height,
renderX, renderY, width, height,
render.borderWidth,
render.borderColor,
render.borderAlpha * alpha,
baseOrder + 0.1,
transform.rotation
rotation,
pivotX,
pivotY
);
}
}
}
/**
* Render border using top-left coordinates
* 使用左上角坐标渲染边框
* Render border using pivot-based coordinates
* 使用基于 pivot 的坐标渲染边框
*/
private renderBorder(
collector: ReturnType<typeof getUIRenderCollector>,
x: number, y: number,
centerX: number, centerY: number,
width: number, height: number,
borderWidth: number,
borderColor: number,
alpha: number,
sortOrder: number,
rotation: number
rotation: number,
pivotX: number,
pivotY: number
): void {
// 计算矩形的边界(相对于 pivot 中心)
const left = centerX - width * pivotX;
const bottom = centerY - height * pivotY;
const right = left + width;
const top = bottom + height;
// Top border
collector.addRect(
x, y,
(left + right) / 2, top - borderWidth / 2,
width, borderWidth,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Bottom border
collector.addRect(
x, y + height - borderWidth,
(left + right) / 2, bottom + borderWidth / 2,
width, borderWidth,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Left border (excluding corners)
const sideBorderHeight = height - borderWidth * 2;
collector.addRect(
x, y + borderWidth,
borderWidth, height - borderWidth * 2,
left + borderWidth / 2, (top + bottom) / 2,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Right border (excluding corners)
collector.addRect(
x + width - borderWidth, y + borderWidth,
borderWidth, height - borderWidth * 2,
right - borderWidth / 2, (top + bottom) / 2,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}

View File

@@ -45,23 +45,33 @@ export class UIProgressBarRenderSystem extends EntitySystem {
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
// 使用世界缩放和旋转
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const rotation = transform.worldRotation ?? transform.rotation;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
const alpha = transform.worldAlpha ?? transform.alpha;
const baseOrder = 100 + transform.zIndex;
// 使用 transform 的 pivot 作为旋转/缩放中心
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;
// 渲染位置 = 左下角 + pivot 偏移
const renderX = x + width * pivotX;
const renderY = y + height * pivotY;
// Render background (x, y is top-left corner)
// 渲染背景x, y 是左上角)
// Render background
// 渲染背景
if (progressBar.backgroundAlpha > 0) {
collector.addRect(
x, y, width, height,
renderX, renderY, width, height,
progressBar.backgroundColor,
progressBar.backgroundAlpha * alpha,
baseOrder,
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0
rotation,
pivotX,
pivotY
}
);
}
@@ -70,12 +80,14 @@ export class UIProgressBarRenderSystem extends EntitySystem {
// 渲染边框
if (progressBar.borderWidth > 0) {
this.renderBorder(
collector, x, y, width, height,
collector, renderX, renderY, width, height,
progressBar.borderWidth,
progressBar.borderColor,
alpha,
baseOrder + 0.2,
transform
transform,
pivotX,
pivotY
);
}
@@ -85,13 +97,15 @@ export class UIProgressBarRenderSystem extends EntitySystem {
if (progress > 0 && progressBar.fillAlpha > 0) {
if (progressBar.showSegments) {
this.renderSegmentedFill(
collector, x, y, width, height,
progress, progressBar, alpha, baseOrder + 0.1, transform
collector, renderX, renderY, width, height,
progress, progressBar, alpha, baseOrder + 0.1, transform,
pivotX, pivotY
);
} else {
this.renderSolidFill(
collector, x, y, width, height,
progress, progressBar, alpha, baseOrder + 0.1, transform
collector, renderX, renderY, width, height,
progress, progressBar, alpha, baseOrder + 0.1, transform,
pivotX, pivotY
);
}
}
@@ -102,57 +116,67 @@ export class UIProgressBarRenderSystem extends EntitySystem {
* Render solid fill rectangle
* 渲染实心填充矩形
*
* Note: x, y is the top-left corner of the progress bar
* 注意:x, y 是进度条的左上角
* Note: centerX, centerY is the pivot position of the progress bar
* 注意:centerX, centerY 是进度条的 pivot 位置
*/
private renderSolidFill(
collector: ReturnType<typeof getUIRenderCollector>,
x: number, y: number, width: number, height: number,
centerX: number, centerY: number, width: number, height: number,
progress: number,
progressBar: UIProgressBarComponent,
alpha: number,
sortOrder: number,
transform: UITransformComponent
transform: UITransformComponent,
pivotX: number,
pivotY: number
): void {
let fillX = x;
let fillY = y;
const rotation = transform.worldRotation ?? transform.rotation;
// 计算进度条的边界(相对于 pivot 中心)
const left = centerX - width * pivotX;
const bottom = centerY - height * pivotY;
let fillX: number;
let fillY: number;
let fillWidth = width;
let fillHeight = height;
// Calculate fill dimensions based on direction
// x, y is top-left corner, so calculations are simpler
// 根据方向计算填充尺寸
// x, y 是左上角,所以计算更简单
switch (progressBar.direction) {
case UIProgressDirection.LeftToRight:
fillWidth = width * progress;
// Fill starts from left (fillX = x, no change)
fillX = left + fillWidth / 2;
fillY = bottom + height / 2;
break;
case UIProgressDirection.RightToLeft:
fillWidth = width * progress;
// Fill starts from right
fillX = x + width - fillWidth;
fillX = left + width - fillWidth / 2;
fillY = bottom + height / 2;
break;
case UIProgressDirection.BottomToTop:
fillHeight = height * progress;
// Fill starts from bottom
fillY = y + height - fillHeight;
fillX = left + width / 2;
fillY = bottom + fillHeight / 2;
break;
case UIProgressDirection.TopToBottom:
fillHeight = height * progress;
// Fill starts from top (fillY = y, no change)
fillX = left + width / 2;
fillY = bottom + height - fillHeight / 2;
break;
default:
fillX = left + fillWidth / 2;
fillY = bottom + height / 2;
}
// Determine fill color (gradient or solid)
// 确定填充颜色(渐变或实心)
let fillColor = progressBar.fillColor;
if (progressBar.useGradient) {
// Simple linear interpolation between start and end colors
// 简单的起始和结束颜色线性插值
fillColor = this.lerpColor(
progressBar.gradientStartColor,
progressBar.gradientEndColor,
@@ -166,9 +190,9 @@ export class UIProgressBarRenderSystem extends EntitySystem {
progressBar.fillAlpha * alpha,
sortOrder,
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0
rotation,
pivotX: 0.5,
pivotY: 0.5
}
);
}
@@ -177,18 +201,21 @@ export class UIProgressBarRenderSystem extends EntitySystem {
* Render segmented fill
* 渲染分段填充
*
* Note: x, y is the top-left corner of the progress bar
* 注意:x, y 是进度条的左上角
* Note: centerX, centerY is the pivot position of the progress bar
* 注意:centerX, centerY 是进度条的 pivot 位置
*/
private renderSegmentedFill(
collector: ReturnType<typeof getUIRenderCollector>,
x: number, y: number, width: number, height: number,
centerX: number, centerY: number, width: number, height: number,
progress: number,
progressBar: UIProgressBarComponent,
alpha: number,
sortOrder: number,
transform: UITransformComponent
transform: UITransformComponent,
pivotX: number,
pivotY: number
): void {
const rotation = transform.worldRotation ?? transform.rotation;
const segments = progressBar.segments;
const gap = progressBar.segmentGap;
const filledSegments = Math.ceil(progress * segments);
@@ -196,6 +223,10 @@ export class UIProgressBarRenderSystem extends EntitySystem {
const isHorizontal = progressBar.direction === UIProgressDirection.LeftToRight ||
progressBar.direction === UIProgressDirection.RightToLeft;
// 计算进度条的边界(相对于 pivot 中心)
const left = centerX - width * pivotX;
const bottom = centerY - height * pivotY;
// Calculate segment dimensions
// 计算段尺寸
let segmentWidth: number;
@@ -209,41 +240,36 @@ export class UIProgressBarRenderSystem extends EntitySystem {
segmentHeight = (height - gap * (segments - 1)) / segments;
}
// x, y is already top-left corner
// x, y 已经是左上角
const baseX = x;
const baseY = y;
for (let i = 0; i < filledSegments && i < segments; i++) {
let segX: number;
let segY: number;
let segCenterX: number;
let segCenterY: number;
// Calculate segment position based on direction (using top-left positions)
// 根据方向计算段位置(使用左上角位置)
// Calculate segment center position based on direction
// 根据方向计算段中心位置
switch (progressBar.direction) {
case UIProgressDirection.LeftToRight:
segX = baseX + i * (segmentWidth + gap);
segY = baseY;
segCenterX = left + i * (segmentWidth + gap) + segmentWidth / 2;
segCenterY = bottom + height / 2;
break;
case UIProgressDirection.RightToLeft:
segX = baseX + width - (i + 1) * segmentWidth - i * gap;
segY = baseY;
segCenterX = left + width - i * (segmentWidth + gap) - segmentWidth / 2;
segCenterY = bottom + height / 2;
break;
case UIProgressDirection.TopToBottom:
segX = baseX;
segY = baseY + i * (segmentHeight + gap);
segCenterX = left + width / 2;
segCenterY = bottom + height - i * (segmentHeight + gap) - segmentHeight / 2;
break;
case UIProgressDirection.BottomToTop:
segX = baseX;
segY = baseY + height - (i + 1) * segmentHeight - i * gap;
segCenterX = left + width / 2;
segCenterY = bottom + i * (segmentHeight + gap) + segmentHeight / 2;
break;
default:
segX = baseX + i * (segmentWidth + gap);
segY = baseY;
segCenterX = left + i * (segmentWidth + gap) + segmentWidth / 2;
segCenterY = bottom + height / 2;
}
// Determine segment color
@@ -258,19 +284,19 @@ export class UIProgressBarRenderSystem extends EntitySystem {
);
}
// Use top-left position with pivot 0,0
// 使用左上角位置pivot 0,0
// Use center position with pivot 0.5, 0.5
// 使用中心位置pivot 0.5, 0.5
collector.addRect(
segX, segY,
segCenterX, segCenterY,
segmentWidth,
segmentHeight,
segmentColor,
progressBar.fillAlpha * alpha,
sortOrder + i * 0.001, // Slight offset for each segment
sortOrder + i * 0.001,
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0
rotation,
pivotX: 0.5,
pivotY: 0.5
}
);
}
@@ -280,51 +306,59 @@ export class UIProgressBarRenderSystem extends EntitySystem {
* Render border
* 渲染边框
*
* Note: x, y is the top-left corner of the progress bar
* 注意:x, y 是进度条的左上角
* Note: centerX, centerY is the pivot position of the progress bar
* 注意:centerX, centerY 是进度条的 pivot 位置
*/
private renderBorder(
collector: ReturnType<typeof getUIRenderCollector>,
x: number, y: number, width: number, height: number,
centerX: number, centerY: number, width: number, height: number,
borderWidth: number,
borderColor: number,
alpha: number,
sortOrder: number,
_transform: UITransformComponent
transform: UITransformComponent,
pivotX: number,
pivotY: number
): void {
// x, y is already top-left corner
// x, y 已经是左上角
const rotation = transform.worldRotation ?? transform.rotation;
// 计算边界(相对于 pivot 中心)
const left = centerX - width * pivotX;
const bottom = centerY - height * pivotY;
const right = left + width;
const top = bottom + height;
// Top border
collector.addRect(
x, y,
(left + right) / 2, top - borderWidth / 2,
width, borderWidth,
borderColor, alpha, sortOrder,
{ pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Bottom border
collector.addRect(
x, y + height - borderWidth,
(left + right) / 2, bottom + borderWidth / 2,
width, borderWidth,
borderColor, alpha, sortOrder,
{ pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Left border (excluding corners)
const sideBorderHeight = height - borderWidth * 2;
collector.addRect(
x, y + borderWidth,
borderWidth, height - borderWidth * 2,
left + borderWidth / 2, (top + bottom) / 2,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Right border (excluding corners)
collector.addRect(
x + width - borderWidth, y + borderWidth,
borderWidth, height - borderWidth * 2,
right - borderWidth / 2, (top + bottom) / 2,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}

View File

@@ -56,33 +56,40 @@ export class UIRectRenderSystem extends EntitySystem {
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
// 使用世界缩放(考虑父级缩放)
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
const alpha = transform.worldAlpha ?? transform.alpha;
// 使用世界旋转(考虑父级旋转)
const rotation = transform.worldRotation ?? transform.rotation;
const baseOrder = 100 + transform.zIndex;
// 使用 transform 的 pivot 作为旋转/缩放中心
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;
// Use top-left position with origin at (0, 0)
// Like Sprite: x,y is anchor position, origin determines where anchor is on the rect
// For UI: x,y is top-left corner, so origin should be (0, 0)
// 使用左上角位置,原点在 (0, 0)
// 类似 Spritex,y 是锚点位置origin 决定锚点在矩形上的位置
// 对于 UIx,y 是左上角,所以 origin 应该是 (0, 0)
// worldX/worldY 是元素左下角位置,需要转换为以 pivot 为中心的位置
// pivot 相对于元素的偏移:(width * pivotX, height * pivotY)
// 渲染位置 = 左下角 + pivot 偏移
const renderX = x + width * pivotX;
const renderY = y + height * pivotY;
// Render shadow if enabled
// 如果启用,渲染阴影
if (render.shadowEnabled && render.shadowAlpha > 0) {
collector.addRect(
x + render.shadowOffsetX - render.shadowBlur,
y + render.shadowOffsetY - render.shadowBlur,
renderX + render.shadowOffsetX,
renderY + render.shadowOffsetY,
width + render.shadowBlur * 2,
height + render.shadowBlur * 2,
render.shadowColor,
render.shadowAlpha * alpha,
baseOrder - 0.1,
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0
rotation,
pivotX,
pivotY
}
);
}
@@ -94,15 +101,15 @@ export class UIRectRenderSystem extends EntitySystem {
const textureId = typeof render.texture === 'number' ? render.texture : undefined;
collector.addRect(
x, y,
renderX, renderY,
width, height,
render.textureTint,
alpha,
baseOrder,
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0,
rotation,
pivotX,
pivotY,
textureId,
texturePath,
uv: render.textureUV
@@ -115,15 +122,15 @@ export class UIRectRenderSystem extends EntitySystem {
// 如果启用填充,渲染背景颜色
else if (render.fillBackground && render.backgroundAlpha > 0) {
collector.addRect(
x, y,
renderX, renderY,
width, height,
render.backgroundColor,
render.backgroundAlpha * alpha,
baseOrder,
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0
rotation,
pivotX,
pivotY
}
);
}
@@ -133,61 +140,78 @@ export class UIRectRenderSystem extends EntitySystem {
if (render.borderWidth > 0 && render.borderAlpha > 0) {
this.renderBorder(
collector,
x, y, width, height,
renderX, renderY, width, height,
render.borderWidth,
render.borderColor,
render.borderAlpha * alpha,
baseOrder + 0.1,
transform.rotation
rotation,
pivotX,
pivotY
);
}
}
}
/**
* Render border using top-left coordinates
* 使用左上角坐标渲染边框
* Render border using pivot-based coordinates
* 使用基于 pivot 的坐标渲染边框
*/
private renderBorder(
collector: ReturnType<typeof getUIRenderCollector>,
x: number, y: number,
centerX: number, centerY: number,
width: number, height: number,
borderWidth: number,
borderColor: number,
alpha: number,
sortOrder: number,
rotation: number
rotation: number,
pivotX: number,
pivotY: number
): void {
// Top border (from top-left corner)
// 计算矩形的左下角位置(相对于 pivot 中心)
const left = centerX - width * pivotX;
const bottom = centerY - height * pivotY;
const right = left + width;
const top = bottom + height;
// Top border
const topBorderCenterX = (left + right) / 2;
const topBorderCenterY = top - borderWidth / 2;
collector.addRect(
x, y,
topBorderCenterX, topBorderCenterY,
width, borderWidth,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Bottom border
const bottomBorderCenterY = bottom + borderWidth / 2;
collector.addRect(
x, y + height - borderWidth,
topBorderCenterX, bottomBorderCenterY,
width, borderWidth,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Left border (excluding corners)
const sideBorderHeight = height - borderWidth * 2;
const leftBorderCenterX = left + borderWidth / 2;
const sideBorderCenterY = (top + bottom) / 2;
collector.addRect(
x, y + borderWidth,
borderWidth, height - borderWidth * 2,
leftBorderCenterX, sideBorderCenterY,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Right border (excluding corners)
const rightBorderCenterX = right - borderWidth / 2;
collector.addRect(
x + width - borderWidth, y + borderWidth,
borderWidth, height - borderWidth * 2,
rightBorderCenterX, sideBorderCenterY,
borderWidth, sideBorderHeight,
borderColor, alpha, sortOrder,
{ rotation, pivotX: 0, pivotY: 0 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}

View File

@@ -46,15 +46,24 @@ export class UIScrollViewRenderSystem extends EntitySystem {
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
// 使用世界缩放
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const rotation = transform.worldRotation ?? transform.rotation;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
const alpha = transform.worldAlpha ?? transform.alpha;
const baseOrder = 100 + transform.zIndex;
// 使用 transform 的 pivot 计算位置
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;
// 渲染位置 = 左下角 + pivot 偏移
const renderX = x + width * pivotX;
const renderY = y + height * pivotY;
// x, y is already top-left corner
// x, y 已经是左上角
const baseX = x;
const baseY = y;
// 计算边界
const baseX = renderX - width * pivotX;
const baseY = renderY - height * pivotY;
// Render vertical scrollbar
// 渲染垂直滚动条
@@ -62,7 +71,7 @@ export class UIScrollViewRenderSystem extends EntitySystem {
this.renderVerticalScrollbar(
collector,
baseX, baseY, width, height,
scrollView, alpha, baseOrder
scrollView, alpha, baseOrder, rotation
);
}
@@ -72,7 +81,7 @@ export class UIScrollViewRenderSystem extends EntitySystem {
this.renderHorizontalScrollbar(
collector,
baseX, baseY, width, height,
scrollView, alpha, baseOrder
scrollView, alpha, baseOrder, rotation
);
}
}
@@ -88,7 +97,8 @@ export class UIScrollViewRenderSystem extends EntitySystem {
viewWidth: number, viewHeight: number,
scrollView: UIScrollViewComponent,
alpha: number,
baseOrder: number
baseOrder: number,
rotation: number
): void {
const scrollbarWidth = scrollView.scrollbarWidth;
const hasHorizontal = scrollView.needsHorizontalScrollbar(viewWidth);
@@ -108,7 +118,7 @@ export class UIScrollViewRenderSystem extends EntitySystem {
scrollView.scrollbarTrackColor,
scrollView.scrollbarTrackAlpha * alpha,
baseOrder + 0.5,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
@@ -131,7 +141,7 @@ export class UIScrollViewRenderSystem extends EntitySystem {
scrollView.scrollbarColor,
handleAlpha * alpha,
baseOrder + 0.6,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
@@ -145,7 +155,8 @@ export class UIScrollViewRenderSystem extends EntitySystem {
viewWidth: number, viewHeight: number,
scrollView: UIScrollViewComponent,
alpha: number,
baseOrder: number
baseOrder: number,
rotation: number
): void {
const scrollbarWidth = scrollView.scrollbarWidth;
const hasVertical = scrollView.needsVerticalScrollbar(viewHeight);
@@ -165,7 +176,7 @@ export class UIScrollViewRenderSystem extends EntitySystem {
scrollView.scrollbarTrackColor,
scrollView.scrollbarTrackAlpha * alpha,
baseOrder + 0.5,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
@@ -188,7 +199,7 @@ export class UIScrollViewRenderSystem extends EntitySystem {
scrollView.scrollbarColor,
handleAlpha * alpha,
baseOrder + 0.6,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}

View File

@@ -45,10 +45,20 @@ export class UISliderRenderSystem extends EntitySystem {
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
// 使用世界缩放
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const rotation = transform.worldRotation ?? transform.rotation;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
const alpha = transform.worldAlpha ?? transform.alpha;
const baseOrder = 100 + transform.zIndex;
// 使用 transform 的 pivot 计算中心位置
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;
// 渲染位置 = 左下角 + pivot 偏移
const renderX = x + width * pivotX;
const renderY = y + height * pivotY;
const isHorizontal = slider.orientation === UISliderOrientation.Horizontal;
const progress = slider.getProgress();
@@ -58,10 +68,10 @@ export class UISliderRenderSystem extends EntitySystem {
const trackLength = isHorizontal ? width : height;
const trackThickness = slider.trackThickness;
// Calculate center position (x, y is top-left corner)
// 计算中心位置x, y 是左上角)
const centerX = x + width / 2;
const centerY = y + height / 2;
// Calculate center position based on pivot
// 基于 pivot 计算中心位置
const centerX = renderX;
const centerY = renderY;
// Render track (using center position with pivot 0.5)
// 渲染轨道使用中心位置pivot 0.5
@@ -73,7 +83,7 @@ export class UISliderRenderSystem extends EntitySystem {
slider.trackColor,
slider.trackAlpha * alpha,
baseOrder,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
} else {
collector.addRect(
@@ -82,7 +92,7 @@ export class UISliderRenderSystem extends EntitySystem {
slider.trackColor,
slider.trackAlpha * alpha,
baseOrder,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}
@@ -101,7 +111,7 @@ export class UISliderRenderSystem extends EntitySystem {
slider.fillColor,
slider.fillAlpha * alpha,
baseOrder + 0.1,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
} else {
// Fill from bottom
@@ -112,7 +122,7 @@ export class UISliderRenderSystem extends EntitySystem {
slider.fillColor,
slider.fillAlpha * alpha,
baseOrder + 0.1,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}
@@ -124,7 +134,7 @@ export class UISliderRenderSystem extends EntitySystem {
collector, centerX, centerY,
trackLength, trackThickness,
slider, alpha, baseOrder + 0.05,
isHorizontal
isHorizontal, rotation
);
}
@@ -147,7 +157,7 @@ export class UISliderRenderSystem extends EntitySystem {
0x000000,
0.3 * alpha,
baseOrder + 0.15,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
@@ -159,7 +169,7 @@ export class UISliderRenderSystem extends EntitySystem {
handleColor,
alpha,
baseOrder + 0.2,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Handle border (if any)
@@ -172,7 +182,8 @@ export class UISliderRenderSystem extends EntitySystem {
slider.handleBorderWidth,
slider.handleBorderColor,
alpha,
baseOrder + 0.25
baseOrder + 0.25,
rotation
);
}
}
@@ -189,7 +200,8 @@ export class UISliderRenderSystem extends EntitySystem {
slider: UISliderComponent,
alpha: number,
sortOrder: number,
isHorizontal: boolean
isHorizontal: boolean,
rotation: number
): void {
const tickCount = slider.tickCount + 2; // Include start and end ticks
const tickSize = slider.tickSize;
@@ -220,7 +232,7 @@ export class UISliderRenderSystem extends EntitySystem {
slider.tickColor,
alpha,
sortOrder,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}
@@ -236,7 +248,8 @@ export class UISliderRenderSystem extends EntitySystem {
borderWidth: number,
borderColor: number,
alpha: number,
sortOrder: number
sortOrder: number,
rotation: number
): void {
const halfW = width / 2;
const halfH = height / 2;
@@ -247,7 +260,7 @@ export class UISliderRenderSystem extends EntitySystem {
x, y - halfH + halfB,
width, borderWidth,
borderColor, alpha, sortOrder,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Bottom
@@ -255,7 +268,7 @@ export class UISliderRenderSystem extends EntitySystem {
x, y + halfH - halfB,
width, borderWidth,
borderColor, alpha, sortOrder,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Left
@@ -263,7 +276,7 @@ export class UISliderRenderSystem extends EntitySystem {
x - halfW + halfB, y,
borderWidth, height - borderWidth * 2,
borderColor, alpha, sortOrder,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
// Right
@@ -271,7 +284,7 @@ export class UISliderRenderSystem extends EntitySystem {
x + halfW - halfB, y,
borderWidth, height - borderWidth * 2,
borderColor, alpha, sortOrder,
{ pivotX: 0.5, pivotY: 0.5 }
{ rotation, pivotX: 0.5, pivotY: 0.5 }
);
}
}

View File

@@ -101,10 +101,20 @@ export class UITextRenderSystem extends EntitySystem {
const x = transform.worldX ?? transform.x;
const y = transform.worldY ?? transform.y;
const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
// 使用世界缩放和旋转
const scaleX = transform.worldScaleX ?? transform.scaleX;
const scaleY = transform.worldScaleY ?? transform.scaleY;
const rotation = transform.worldRotation ?? transform.rotation;
const width = (transform.computedWidth ?? transform.width) * scaleX;
const height = (transform.computedHeight ?? transform.height) * scaleY;
const alpha = transform.worldAlpha ?? transform.alpha;
const baseOrder = 100 + transform.zIndex;
// 使用 transform 的 pivot 作为旋转/缩放中心
const pivotX = transform.pivotX;
const pivotY = transform.pivotY;
// 渲染位置 = 左下角 + pivot 偏移
const renderX = x + width * pivotX;
const renderY = y + height * pivotY;
// Generate or retrieve cached texture
// 生成或获取缓存的纹理
@@ -114,18 +124,18 @@ export class UITextRenderSystem extends EntitySystem {
if (textureId === null) continue;
// Use top-left position with origin at (0, 0)
// 使用左上角位置,原点在 (0, 0)
// Use pivot position with transform's pivot values
// 使用 transform 的 pivot 值作为旋转中心
collector.addRect(
x, y,
renderX, renderY,
width, height,
0xFFFFFF, // White tint (color is baked into texture)
alpha,
baseOrder + 1, // Text renders above background
{
rotation: transform.rotation,
pivotX: 0,
pivotY: 0,
rotation,
pivotX,
pivotY,
textureId
}
);

View File

@@ -0,0 +1,23 @@
{
"compilerOptions": {
"target": "ES2020",
"module": "ES2020",
"moduleResolution": "bundler",
"lib": ["ES2020", "DOM"],
"outDir": "./dist",
"rootDir": "./src",
"strict": true,
"esModuleInterop": true,
"allowSyntheticDefaultImports": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"declaration": true,
"declarationMap": true,
"jsx": "react-jsx",
"resolveJsonModule": true,
"experimentalDecorators": true,
"emitDecoratorMetadata": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist"]
}

View File

@@ -25,7 +25,6 @@
"exclude": ["node_modules", "dist"],
"references": [
{ "path": "../core" },
{ "path": "../components" },
{ "path": "../editor-core" }
]
}

View File

@@ -0,0 +1,7 @@
import { defineConfig } from 'tsup';
import { runtimeOnlyPreset } from '../build-config/src/presets/plugin-tsup';
export default defineConfig({
...runtimeOnlyPreset(),
tsconfig: 'tsconfig.build.json'
});

View File

@@ -1,46 +0,0 @@
import { defineConfig } from 'vite';
import { resolve } from 'path';
import dts from 'vite-plugin-dts';
import react from '@vitejs/plugin-react';
export default defineConfig({
plugins: [
react(),
dts({
include: ['src'],
outDir: 'dist',
rollupTypes: false
})
],
esbuild: {
jsx: 'automatic',
},
build: {
lib: {
entry: {
index: resolve(__dirname, 'src/index.ts'),
runtime: resolve(__dirname, 'src/runtime.ts'),
'editor/index': resolve(__dirname, 'src/editor/index.ts')
},
formats: ['es'],
fileName: (format, entryName) => `${entryName}.js`
},
rollupOptions: {
external: [
'@esengine/ecs-framework',
'@esengine/editor-core',
'react',
'react/jsx-runtime',
'lucide-react',
/^@esengine\//
],
output: {
exports: 'named',
preserveModules: false
}
},
target: 'es2020',
minify: false,
sourcemap: true
}
});