* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
145 lines
3.9 KiB
TypeScript
145 lines
3.9 KiB
TypeScript
import { GObject } from './GObject';
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import { GRoot } from './GRoot';
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import { GLoader } from '../widgets/GLoader';
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import { Stage } from './Stage';
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import { FGUIEvents } from '../events/Events';
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import { EAlignType, EVertAlignType } from './FieldTypes';
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/**
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* DragDropManager
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*
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* Manages drag and drop operations with visual feedback.
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*
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* 管理带有视觉反馈的拖放操作
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*
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* Features:
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* - Visual drag agent with icon
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* - Source data carrying
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* - Drop target detection
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* - Singleton pattern
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*
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* @example
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* ```typescript
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* // Start drag operation
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* DragDropManager.inst.startDrag(sourceObj, 'ui://pkg/icon', myData);
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*
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* // Listen for drop on target
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* targetObj.on(FGUIEvents.DROP, (data) => {
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* console.log('Dropped:', data);
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* });
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*
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* // Cancel drag
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* DragDropManager.inst.cancel();
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* ```
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*/
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export class DragDropManager {
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private static _inst: DragDropManager | null = null;
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private _agent: GLoader;
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private _sourceData: any = null;
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/**
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* Get singleton instance
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* 获取单例实例
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*/
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public static get inst(): DragDropManager {
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if (!DragDropManager._inst) {
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DragDropManager._inst = new DragDropManager();
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}
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return DragDropManager._inst;
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}
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constructor() {
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this._agent = new GLoader();
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this._agent.draggable = true;
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this._agent.touchable = false; // Important: prevent interference with drop detection
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this._agent.setSize(100, 100);
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this._agent.setPivot(0.5, 0.5, true);
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this._agent.align = EAlignType.Center;
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this._agent.verticalAlign = EVertAlignType.Middle;
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this._agent.sortingOrder = 1000000;
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this._agent.on(FGUIEvents.DRAG_END, this.onDragEnd, this);
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}
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/**
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* Get drag agent object
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* 获取拖拽代理对象
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*/
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public get dragAgent(): GObject {
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return this._agent;
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}
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/**
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* Check if currently dragging
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* 检查是否正在拖拽
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*/
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public get dragging(): boolean {
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return this._agent.parent !== null;
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}
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/**
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* Start a drag operation
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* 开始拖拽操作
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*
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* @param source - Source object initiating drag | 发起拖拽的源对象
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* @param icon - Icon URL for drag agent | 拖拽代理的图标 URL
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* @param sourceData - Data to carry during drag | 拖拽期间携带的数据
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* @param touchId - Touch point ID for multi-touch | 多点触控的触摸点 ID
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*/
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public startDrag(source: GObject, icon: string, sourceData?: any, touchId?: number): void {
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if (this._agent.parent) {
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return;
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}
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this._sourceData = sourceData;
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this._agent.url = icon;
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GRoot.inst.addChild(this._agent);
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const stage = Stage.inst;
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const pt = GRoot.inst.globalToLocal(stage.mouseX, stage.mouseY);
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this._agent.setXY(pt.x, pt.y);
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this._agent.startDrag(touchId);
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}
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/**
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* Cancel current drag operation
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* 取消当前拖拽操作
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*/
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public cancel(): void {
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if (this._agent.parent) {
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this._agent.stopDrag();
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GRoot.inst.removeChild(this._agent);
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this._sourceData = null;
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}
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}
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private onDragEnd(): void {
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if (!this._agent.parent) {
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// Already cancelled
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return;
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}
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GRoot.inst.removeChild(this._agent);
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const sourceData = this._sourceData;
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this._sourceData = null;
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// Find drop target
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const stage = Stage.inst;
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const target = GRoot.inst.hitTest(stage.mouseX, stage.mouseY);
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if (target) {
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// Walk up the display list to find a drop handler
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let obj: GObject | null = target;
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while (obj) {
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if (obj.hasListener(FGUIEvents.DROP)) {
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obj.emit(FGUIEvents.DROP, sourceData);
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return;
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}
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obj = obj.parent;
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}
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}
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}
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}
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