refactor: 类型安全与接口清理 (#311)
* refactor: 分解 IEngineBridge 为单一职责接口 - 新增 ITextureService, IDynamicAtlasService, ICoordinateService, IRenderConfigService - 移除 EngineBridgeToken,改用具体服务 Token - 更新 camera, ui, particle 等模块使用新接口 - 优化装饰器类型安全,使用 Symbol-based metadata 访问模式 * refactor: 删除 plugin-types 包,统一 createServiceToken 实现 - 移动 IEditorModuleBase 接口到 engine-core - 移除 engine-core 和 editor-core 对 plugin-types 的依赖 - 删除冗余的 plugin-types 包 - 统一使用 core 中基于 Symbol.for() 的 createServiceToken * refactor: 统一 IPlugin 接口,移除 deprecated 别名 - 移除 engine-core、editor-core、runtime-core 中的 IPlugin 别名 - 模块插件统一使用 IRuntimePlugin(运行时)或 IEditorPlugin(编辑器) - 保留 core 包中的 IPlugin 作为 ECS 核心插件接口(不同概念) - 更新所有消费方使用正确的类型 * refactor: 重命名 editor-core ComponentRegistry 为 EditorComponentRegistry - 消除与 core 包 ComponentRegistry(ECS 位掩码管理)的命名歧义 - editor-core 的 EditorComponentRegistry 专用于编辑器组件元数据 - 更新所有编辑器包使用新名称
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@@ -1,6 +1,11 @@
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import type { IScene, IComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModule, IRuntimePlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
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import { EngineBridgeToken } from '@esengine/ecs-engine-bindgen';
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import {
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TextureServiceToken,
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DynamicAtlasServiceToken,
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type ITextureService,
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type IDynamicAtlasService
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} from '@esengine/ecs-engine-bindgen';
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import { EngineIntegration } from '@esengine/asset-system';
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import { initializeDynamicAtlasService, registerTexturePathMapping, AtlasExpansionStrategy, type IAtlasEngineBridge } from './atlas';
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@@ -77,7 +82,8 @@ class UIRuntimeModule implements IRuntimeModule {
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createSystems(scene: IScene, context: SystemContext): void {
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// 从服务注册表获取依赖 | Get dependencies from service registry
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const engineBridge = context.services.get(EngineBridgeToken);
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const textureService = context.services.get(TextureServiceToken);
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const dynamicAtlasService = context.services.get(DynamicAtlasServiceToken);
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// Slider fill control system (runs before layout to modify anchors)
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// 滑块填充控制系统(在布局之前运行以修改锚点)
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@@ -133,34 +139,30 @@ class UIRuntimeModule implements IRuntimeModule {
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const textRenderSystem = new UITextRenderSystem();
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scene.addSystem(textRenderSystem);
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if (engineBridge) {
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if (textureService) {
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// 设置文本渲染系统的纹理回调
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// Set texture callback for text render system
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textRenderSystem.setTextureCallback((id: number, dataUrl: string) => {
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engineBridge.loadTexture(id, dataUrl);
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textureService.loadTexture(id, dataUrl);
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});
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// 设置纹理就绪检查回调,用于检测异步加载的纹理是否已就绪
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// Set texture ready checker callback to detect if async-loaded texture is ready
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if (engineBridge.isTextureReady) {
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textRenderSystem.setTextureReadyChecker((id: number) => {
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return engineBridge.isTextureReady!(id);
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});
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}
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textRenderSystem.setTextureReadyChecker((id: number) => {
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return textureService.isTextureReady(id);
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});
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// 设置输入框渲染系统的纹理回调
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// Set texture callback for input field render system
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inputFieldRenderSystem.setTextureCallback((id: number, dataUrl: string) => {
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engineBridge.loadTexture(id, dataUrl);
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textureService.loadTexture(id, dataUrl);
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});
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// 设置输入框渲染系统的纹理就绪检查回调
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// Set texture ready checker callback for input field render system
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if (engineBridge.isTextureReady) {
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inputFieldRenderSystem.setTextureReadyChecker((id: number) => {
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return engineBridge.isTextureReady!(id);
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});
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}
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inputFieldRenderSystem.setTextureReadyChecker((id: number) => {
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return textureService.isTextureReady(id);
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});
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}
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const uiRenderProvider = new UIRenderDataProvider();
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@@ -175,17 +177,15 @@ class UIRuntimeModule implements IRuntimeModule {
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context.services.register(UITextRenderSystemToken, textRenderSystem);
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// 初始化动态图集服务 | Initialize dynamic atlas service
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// 需要 engineBridge 支持 createBlankTexture 和 updateTextureRegion
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// Requires engineBridge to support createBlankTexture and updateTextureRegion
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console.log('[UIRuntimeModule] engineBridge available:', !!engineBridge);
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console.log('[UIRuntimeModule] createBlankTexture:', !!engineBridge?.createBlankTexture);
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console.log('[UIRuntimeModule] updateTextureRegion:', !!engineBridge?.updateTextureRegion);
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if (engineBridge?.createBlankTexture && engineBridge?.updateTextureRegion) {
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// 创建适配器将 EngineBridge 适配为 IAtlasEngineBridge
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// Create adapter to adapt EngineBridge to IAtlasEngineBridge
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// 需要 dynamicAtlasService 支持 createBlankTexture 和 updateTextureRegion
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// Requires dynamicAtlasService to support createBlankTexture and updateTextureRegion
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console.log('[UIRuntimeModule] dynamicAtlasService available:', !!dynamicAtlasService);
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if (dynamicAtlasService) {
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// 创建适配器将 IDynamicAtlasService 适配为 IAtlasEngineBridge
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// Create adapter to adapt IDynamicAtlasService to IAtlasEngineBridge
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const atlasBridge: IAtlasEngineBridge = {
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createBlankTexture: (width: number, height: number) => {
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return engineBridge.createBlankTexture!(width, height);
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return dynamicAtlasService.createBlankTexture(width, height);
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},
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updateTextureRegion: (
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id: number,
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@@ -195,7 +195,7 @@ class UIRuntimeModule implements IRuntimeModule {
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height: number,
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pixels: Uint8Array
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) => {
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engineBridge.updateTextureRegion!(id, x, y, width, height, pixels);
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dynamicAtlasService.updateTextureRegion(id, x, y, width, height, pixels);
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}
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};
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@@ -218,7 +218,7 @@ class UIRuntimeModule implements IRuntimeModule {
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registerTexturePathMapping(guid, path);
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});
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} else {
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console.warn('[UIRuntimeModule] Cannot initialize dynamic atlas service: engineBridge missing createBlankTexture or updateTextureRegion');
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console.warn('[UIRuntimeModule] Cannot initialize dynamic atlas service: dynamicAtlasService not available');
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}
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}
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}
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