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:
@@ -1,7 +1,20 @@
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import { EntitySystem, Matcher, Entity, ECSSystem } from '@esengine/ecs-framework';
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import { EntitySystem, Matcher, Entity, ECSSystem, HierarchyComponent } from '@esengine/ecs-framework';
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import { UITransformComponent } from '../components/UITransformComponent';
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import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from '../components/UILayoutComponent';
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/**
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* 2D 变换矩阵类型
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* 2D transformation matrix type
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*/
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interface Matrix2D {
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a: number; // scaleX * cos(rotation)
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b: number; // scaleX * sin(rotation)
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c: number; // scaleY * -sin(rotation)
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d: number; // scaleY * cos(rotation)
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tx: number; // translateX
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ty: number; // translateY
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}
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/**
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* UI 布局系统
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* UI Layout System - Computes layout for UI elements
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@@ -9,6 +22,9 @@ import { UILayoutComponent, UILayoutType, UIJustifyContent, UIAlignItems } from
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* 计算 UI 元素的世界坐标和尺寸
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* Computes world coordinates and sizes for UI elements
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*
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* 使用矩阵乘法计算世界变换:worldMatrix = parentMatrix * localMatrix
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* Uses matrix multiplication for world transforms: worldMatrix = parentMatrix * localMatrix
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*
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* 注意:canvasWidth/canvasHeight 是 UI 设计的参考尺寸,不是实际渲染视口大小
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* Note: canvasWidth/canvasHeight is the UI design reference size, not the actual render viewport size
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*/
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@@ -60,7 +76,14 @@ export class UILayoutSystem extends EntitySystem {
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protected process(entities: readonly Entity[]): void {
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// 首先处理根元素(没有父元素的)
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const rootEntities = entities.filter(e => !e.parent || !e.parent.hasComponent(UITransformComponent));
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const rootEntities = entities.filter(e => {
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const hierarchy = e.getComponent(HierarchyComponent);
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if (!hierarchy || hierarchy.parentId === null) {
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return true;
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}
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const parent = this.scene?.findEntityById(hierarchy.parentId);
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return !parent || !parent.hasComponent(UITransformComponent);
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});
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// 画布中心为原点,Y 轴向上为正
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// Canvas center is origin, Y axis points up
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@@ -69,8 +92,11 @@ export class UILayoutSystem extends EntitySystem {
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const parentX = -this.canvasWidth / 2;
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const parentY = this.canvasHeight / 2; // Y 轴向上,所以顶部是正值
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// 根元素使用单位矩阵作为父矩阵
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const identityMatrix: Matrix2D = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };
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for (const entity of rootEntities) {
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this.layoutEntity(entity, parentX, parentY, this.canvasWidth, this.canvasHeight, 1);
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this.layoutEntity(entity, parentX, parentY, this.canvasWidth, this.canvasHeight, 1, identityMatrix);
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}
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}
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@@ -84,7 +110,8 @@ export class UILayoutSystem extends EntitySystem {
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parentY: number,
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parentWidth: number,
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parentHeight: number,
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parentAlpha: number
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parentAlpha: number,
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parentMatrix: Matrix2D
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): void {
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const transform = entity.getComponent(UITransformComponent);
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if (!transform) return;
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@@ -160,19 +187,23 @@ export class UILayoutSystem extends EntitySystem {
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worldY = anchorMaxY - transform.y;
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}
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// 更新计算后的值
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// 更新布局计算的值
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transform.worldX = worldX;
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transform.worldY = worldY;
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transform.computedWidth = width;
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transform.computedHeight = height;
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transform.worldAlpha = parentAlpha * transform.alpha;
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// 使用矩阵乘法计算世界变换
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this.updateWorldMatrix(transform, parentMatrix);
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transform.layoutDirty = false;
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// 如果元素不可见,跳过子元素
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if (!transform.visible) return;
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// 处理子元素布局
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const children = entity.children.filter(c => c.hasComponent(UITransformComponent));
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const children = this.getUIChildren(entity);
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if (children.length === 0) return;
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// 计算子元素的父容器边界
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@@ -192,7 +223,8 @@ export class UILayoutSystem extends EntitySystem {
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childParentY,
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width,
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height,
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transform.worldAlpha
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transform.worldAlpha,
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transform.localToWorldMatrix
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);
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}
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}
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@@ -234,7 +266,8 @@ export class UILayoutSystem extends EntitySystem {
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parentTopY,
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parentTransform.computedWidth,
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parentTransform.computedHeight,
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parentTransform.worldAlpha
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parentTransform.worldAlpha,
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parentTransform.localToWorldMatrix
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);
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}
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}
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@@ -328,6 +361,8 @@ export class UILayoutSystem extends EntitySystem {
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childTransform.computedWidth = size.width;
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childTransform.computedHeight = childHeight;
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childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
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// 使用矩阵乘法计算世界旋转和缩放
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this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
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childTransform.layoutDirty = false;
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// 递归处理子元素的子元素
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@@ -424,6 +459,8 @@ export class UILayoutSystem extends EntitySystem {
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childTransform.computedWidth = childWidth;
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childTransform.computedHeight = size.height;
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childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
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// 使用矩阵乘法计算世界旋转和缩放
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this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
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childTransform.layoutDirty = false;
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this.processChildrenRecursive(child, childTransform);
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@@ -478,18 +515,49 @@ export class UILayoutSystem extends EntitySystem {
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childTransform.computedWidth = cellWidth;
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childTransform.computedHeight = cellHeight;
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childTransform.worldAlpha = parentTransform.worldAlpha * childTransform.alpha;
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// 使用矩阵乘法计算世界旋转和缩放
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this.updateWorldMatrix(childTransform, parentTransform.localToWorldMatrix);
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childTransform.layoutDirty = false;
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this.processChildrenRecursive(child, childTransform);
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}
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}
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/**
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* 获取具有 UITransformComponent 的子实体
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* Get child entities that have UITransformComponent
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*
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* 优先使用 HierarchyComponent,如果没有则返回空数组
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*/
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private getUIChildren(entity: Entity): Entity[] {
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const hierarchy = entity.getComponent(HierarchyComponent);
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// 如果没有 HierarchyComponent,返回空数组
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// UI 实体应该通过 UIBuilder 创建,会自动添加 HierarchyComponent
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if (!hierarchy) {
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return [];
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}
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if (hierarchy.childIds.length === 0) {
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return [];
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}
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const children: Entity[] = [];
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for (const childId of hierarchy.childIds) {
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const child = this.scene?.findEntityById(childId);
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if (child && child.hasComponent(UITransformComponent)) {
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children.push(child);
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}
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}
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return children;
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}
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/**
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* 递归处理子元素
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* Recursively process children
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*/
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private processChildrenRecursive(entity: Entity, parentTransform: UITransformComponent): void {
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const children = entity.children.filter(c => c.hasComponent(UITransformComponent));
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const children = this.getUIChildren(entity);
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if (children.length === 0) return;
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// 计算子元素的父容器顶部 Y(worldY 是底部,顶部 = 底部 + 高度)
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@@ -506,9 +574,129 @@ export class UILayoutSystem extends EntitySystem {
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parentTopY,
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parentTransform.computedWidth,
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parentTransform.computedHeight,
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parentTransform.worldAlpha
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parentTransform.worldAlpha,
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parentTransform.localToWorldMatrix
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);
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}
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}
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}
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// ===== 矩阵计算方法 Matrix calculation methods =====
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/**
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* 计算本地变换矩阵
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* Calculate local transformation matrix
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*
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* @param pivotX - 轴心点 X (0-1)
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* @param pivotY - 轴心点 Y (0-1)
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* @param width - 元素宽度
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* @param height - 元素高度
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* @param rotation - 旋转角度(弧度)
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* @param scaleX - X 缩放
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* @param scaleY - Y 缩放
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* @param x - 元素世界 X 位置
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* @param y - 元素世界 Y 位置
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*/
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private calculateLocalMatrix(
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pivotX: number,
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pivotY: number,
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width: number,
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height: number,
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rotation: number,
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scaleX: number,
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scaleY: number,
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x: number,
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y: number
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): Matrix2D {
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const cos = Math.cos(rotation);
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const sin = Math.sin(rotation);
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// 轴心点相对于元素左下角的偏移
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const px = width * pivotX;
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const py = height * pivotY;
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// 构建变换矩阵: Translate(-pivot) -> Scale -> Rotate -> Translate(position + pivot)
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// 最终矩阵将轴心点作为旋转/缩放中心
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return {
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a: scaleX * cos,
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b: scaleX * sin,
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c: scaleY * -sin,
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d: scaleY * cos,
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tx: x + px - (scaleX * cos * px - scaleY * sin * py),
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ty: y + py - (scaleX * sin * px + scaleY * cos * py)
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};
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}
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/**
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* 矩阵乘法: result = a * b
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* Matrix multiplication: result = a * b
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*/
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private multiplyMatrices(a: Matrix2D, b: Matrix2D): Matrix2D {
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return {
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a: a.a * b.a + a.c * b.b,
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b: a.b * b.a + a.d * b.b,
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c: a.a * b.c + a.c * b.d,
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d: a.b * b.c + a.d * b.d,
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tx: a.a * b.tx + a.c * b.ty + a.tx,
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ty: a.b * b.tx + a.d * b.ty + a.ty
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};
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}
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/**
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* 从世界矩阵分解出旋转和缩放
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* Decompose rotation and scale from world matrix
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*/
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private decomposeMatrix(m: Matrix2D): { rotation: number; scaleX: number; scaleY: number } {
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// 计算缩放
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const scaleX = Math.sqrt(m.a * m.a + m.b * m.b);
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const scaleY = Math.sqrt(m.c * m.c + m.d * m.d);
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// 检测负缩放(通过行列式符号)
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const det = m.a * m.d - m.b * m.c;
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const sign = det < 0 ? -1 : 1;
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// 计算旋转(从归一化的矩阵)
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let rotation = 0;
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if (scaleX > 1e-10) {
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rotation = Math.atan2(m.b / scaleX, m.a / scaleX);
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}
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return {
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rotation,
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scaleX,
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scaleY: scaleY * sign
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};
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}
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/**
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* 更新元素的世界变换矩阵
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* Update element's world transformation matrix
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*/
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private updateWorldMatrix(transform: UITransformComponent, parentMatrix: Matrix2D | null): void {
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// 计算本地矩阵
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const localMatrix = this.calculateLocalMatrix(
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transform.pivotX,
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transform.pivotY,
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transform.computedWidth,
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transform.computedHeight,
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transform.rotation,
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transform.scaleX,
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transform.scaleY,
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transform.worldX,
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transform.worldY
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);
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// 计算世界矩阵
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if (parentMatrix) {
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transform.localToWorldMatrix = this.multiplyMatrices(parentMatrix, localMatrix);
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} else {
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transform.localToWorldMatrix = localMatrix;
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}
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// 从世界矩阵分解出世界旋转和缩放
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const decomposed = this.decomposeMatrix(transform.localToWorldMatrix);
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transform.worldRotation = decomposed.rotation;
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transform.worldScaleX = decomposed.scaleX;
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transform.worldScaleY = decomposed.scaleY;
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}
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}
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@@ -48,10 +48,20 @@ export class UIButtonRenderSystem extends EntitySystem {
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const x = transform.worldX ?? transform.x;
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const y = transform.worldY ?? transform.y;
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const width = (transform.computedWidth ?? transform.width) * transform.scaleX;
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const height = (transform.computedHeight ?? transform.height) * transform.scaleY;
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// 使用世界缩放和旋转
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const scaleX = transform.worldScaleX ?? transform.scaleX;
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const scaleY = transform.worldScaleY ?? transform.scaleY;
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const rotation = transform.worldRotation ?? transform.rotation;
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const width = (transform.computedWidth ?? transform.width) * scaleX;
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const height = (transform.computedHeight ?? transform.height) * scaleY;
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const alpha = transform.worldAlpha ?? transform.alpha;
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const baseOrder = 100 + transform.zIndex;
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// 使用 transform 的 pivot 作为旋转/缩放中心
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const pivotX = transform.pivotX;
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const pivotY = transform.pivotY;
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// 渲染位置 = 左下角 + pivot 偏移
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const renderX = x + width * pivotX;
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const renderY = y + height * pivotY;
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// Render texture if in texture or both mode
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// 如果在纹理或两者模式下,渲染纹理
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@@ -59,15 +69,15 @@ export class UIButtonRenderSystem extends EntitySystem {
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const texture = button.getStateTexture('normal');
|
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if (texture) {
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collector.addRect(
|
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x, y,
|
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renderX, renderY,
|
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width, height,
|
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0xFFFFFF, // White tint for texture
|
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alpha,
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baseOrder,
|
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{
|
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rotation: transform.rotation,
|
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pivotX: 0,
|
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pivotY: 0,
|
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rotation,
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pivotX,
|
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pivotY,
|
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texturePath: texture
|
||||
}
|
||||
);
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@@ -80,15 +90,15 @@ export class UIButtonRenderSystem extends EntitySystem {
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||||
const bgAlpha = render?.backgroundAlpha ?? 1;
|
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if (bgAlpha > 0) {
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collector.addRect(
|
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x, y,
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renderX, renderY,
|
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width, height,
|
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button.currentColor,
|
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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 }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 }
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
@@ -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 Sprite:x,y 是锚点位置,origin 决定锚点在矩形上的位置
|
||||
// 对于 UI:x,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 }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
}
|
||||
);
|
||||
|
||||
Reference in New Issue
Block a user