* 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
442 lines
9.5 KiB
Rust
442 lines
9.5 KiB
Rust
//! 平台抽象 trait
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//!
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//! Platform abstraction trait.
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use super::backend::{GraphicsBackend, GraphicsResult};
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use crate::types::texture::ImageData;
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use std::future::Future;
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// ==================== 后端配置 | Backend Configuration ====================
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/// 后端配置
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///
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/// Backend configuration.
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#[derive(Debug, Clone)]
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pub struct BackendConfig {
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/// 画布/窗口 ID
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///
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/// Canvas/Window ID.
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pub canvas_id: Option<String>,
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/// 初始宽度
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///
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/// Initial width.
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pub width: u32,
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/// 初始高度
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///
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/// Initial height.
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pub height: u32,
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/// 是否启用抗锯齿
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///
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/// Enable antialiasing.
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pub antialias: bool,
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/// 是否使用高 DPI
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///
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/// Use high DPI.
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pub high_dpi: bool,
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/// 电源偏好
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///
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/// Power preference.
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pub power_preference: PowerPreference,
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/// 是否保留绘制缓冲区
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///
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/// Preserve drawing buffer.
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pub preserve_drawing_buffer: bool,
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/// Alpha 模式
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///
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/// Alpha mode.
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pub alpha: bool,
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/// 深度缓冲区大小(0 表示禁用)
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///
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/// Depth buffer size (0 to disable).
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pub depth_size: u8,
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/// 模板缓冲区大小(0 表示禁用)
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///
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/// Stencil buffer size (0 to disable).
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pub stencil_size: u8,
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}
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impl Default for BackendConfig {
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fn default() -> Self {
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Self {
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canvas_id: None,
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width: 800,
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height: 600,
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antialias: false,
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high_dpi: true,
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power_preference: PowerPreference::HighPerformance,
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preserve_drawing_buffer: false,
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alpha: true,
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depth_size: 0,
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stencil_size: 0,
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}
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}
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}
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impl BackendConfig {
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/// 创建新配置
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///
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/// Create new configuration.
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pub fn new(width: u32, height: u32) -> Self {
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Self {
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width,
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height,
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..Default::default()
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}
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}
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/// 设置画布 ID
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///
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/// Set canvas ID.
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pub fn with_canvas(mut self, canvas_id: impl Into<String>) -> Self {
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self.canvas_id = Some(canvas_id.into());
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self
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}
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/// 设置抗锯齿
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///
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/// Set antialiasing.
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pub fn with_antialias(mut self, antialias: bool) -> Self {
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self.antialias = antialias;
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self
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}
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/// 设置高 DPI
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///
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/// Set high DPI.
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pub fn with_high_dpi(mut self, high_dpi: bool) -> Self {
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self.high_dpi = high_dpi;
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self
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}
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/// 设置电源偏好
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///
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/// Set power preference.
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pub fn with_power_preference(mut self, preference: PowerPreference) -> Self {
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self.power_preference = preference;
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self
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}
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/// 启用深度缓冲区
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///
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/// Enable depth buffer.
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pub fn with_depth(mut self, bits: u8) -> Self {
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self.depth_size = bits;
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self
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}
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/// 启用模板缓冲区
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///
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/// Enable stencil buffer.
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pub fn with_stencil(mut self, bits: u8) -> Self {
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self.stencil_size = bits;
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self
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}
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}
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/// 电源偏好
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///
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/// Power preference.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
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pub enum PowerPreference {
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/// 低功耗(集成显卡)
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///
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/// Low power (integrated GPU).
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LowPower,
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/// 高性能(独立显卡,默认)
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///
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/// High performance (discrete GPU, default).
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#[default]
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HighPerformance,
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}
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// ==================== 资产加载器 | Asset Loader ====================
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/// 资产加载错误
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///
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/// Asset loading error.
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#[derive(Debug, Clone)]
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pub struct AssetError {
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/// 错误消息
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///
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/// Error message.
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pub message: String,
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/// 资产路径
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///
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/// Asset path.
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pub path: String,
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}
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impl std::fmt::Display for AssetError {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(f, "Failed to load '{}': {}", self.path, self.message)
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}
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}
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impl std::error::Error for AssetError {}
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/// 资产加载结果
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///
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/// Asset loading result.
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pub type AssetResult<T> = Result<T, AssetError>;
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/// 资产加载器 trait
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///
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/// Asset loader trait.
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pub trait AssetLoader {
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/// 加载二进制数据
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///
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/// Load binary data.
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fn load_bytes(&self, path: &str) -> impl Future<Output = AssetResult<Vec<u8>>> + Send;
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/// 加载文本
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///
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/// Load text.
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fn load_text(&self, path: &str) -> impl Future<Output = AssetResult<String>> + Send;
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/// 加载图片(返回 RGBA 数据)
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///
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/// Load image (returns RGBA data).
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fn load_image(&self, path: &str) -> impl Future<Output = AssetResult<ImageData>> + Send;
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}
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// ==================== 输入系统 | Input System ====================
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/// 鼠标按钮
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///
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/// Mouse button.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum MouseButton {
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/// 左键 | Left button
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Left,
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/// 中键 | Middle button
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Middle,
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/// 右键 | Right button
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Right,
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/// 其他按钮 | Other button
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Other(u8),
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}
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/// 键盘键码(常用键)
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///
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/// Keyboard key code (common keys).
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum KeyCode {
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// 字母键
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A, B, C, D, E, F, G, H, I, J, K, L, M,
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N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
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// 数字键
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Key0, Key1, Key2, Key3, Key4,
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Key5, Key6, Key7, Key8, Key9,
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// 功能键
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F1, F2, F3, F4, F5, F6,
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F7, F8, F9, F10, F11, F12,
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// 控制键
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Escape, Tab, CapsLock, Shift, Control, Alt,
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Space, Enter, Backspace, Delete, Insert,
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Home, End, PageUp, PageDown,
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// 方向键
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Up, Down, Left, Right,
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// 符号键
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Minus, Equal, BracketLeft, BracketRight,
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Backslash, Semicolon, Quote, Comma, Period, Slash,
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Backquote,
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// 其他
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Unknown(u32),
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}
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/// 输入状态 trait
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///
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/// Input state trait.
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pub trait InputState {
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/// 检查按键是否按下
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///
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/// Check if key is pressed.
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fn is_key_down(&self, key: KeyCode) -> bool;
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/// 检查按键是否刚按下(本帧)
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///
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/// Check if key was just pressed (this frame).
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fn is_key_just_pressed(&self, key: KeyCode) -> bool;
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/// 检查按键是否刚释放(本帧)
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///
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/// Check if key was just released (this frame).
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fn is_key_just_released(&self, key: KeyCode) -> bool;
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/// 检查鼠标按钮是否按下
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///
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/// Check if mouse button is pressed.
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fn is_mouse_button_down(&self, button: MouseButton) -> bool;
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/// 获取鼠标位置
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///
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/// Get mouse position.
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fn mouse_position(&self) -> (f32, f32);
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/// 获取鼠标滚轮增量
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///
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/// Get mouse wheel delta.
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fn mouse_wheel_delta(&self) -> f32;
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/// 更新输入状态(每帧调用)
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///
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/// Update input state (call every frame).
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fn update(&mut self);
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}
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// ==================== 平台 Trait | Platform Trait ====================
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/// 平台抽象 trait
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///
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/// 定义平台相关操作的抽象接口。
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///
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/// Platform abstraction trait.
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/// Defines abstract interface for platform-specific operations.
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pub trait Platform {
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/// 后端类型
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///
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/// Backend type.
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type Backend: GraphicsBackend;
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/// 资产加载器类型
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///
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/// Asset loader type.
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type AssetLoader: AssetLoader;
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/// 输入状态类型
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///
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/// Input state type.
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type Input: InputState;
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/// 创建图形后端
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///
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/// Create graphics backend.
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fn create_backend(&self, config: BackendConfig) -> GraphicsResult<Self::Backend>;
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/// 获取资产加载器
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///
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/// Get asset loader.
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fn asset_loader(&self) -> &Self::AssetLoader;
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/// 获取输入状态
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///
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/// Get input state.
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fn input(&self) -> &Self::Input;
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/// 获取输入状态(可变)
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///
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/// Get input state (mutable).
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fn input_mut(&mut self) -> &mut Self::Input;
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/// 获取屏幕尺寸
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///
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/// Get screen size.
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fn screen_size(&self) -> (u32, u32);
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/// 获取设备像素比
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///
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/// Get device pixel ratio.
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fn device_pixel_ratio(&self) -> f32;
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/// 获取当前时间(秒)
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///
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/// Get current time (seconds).
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fn time(&self) -> f64;
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/// 请求下一帧
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///
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/// Request next frame.
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fn request_animation_frame(&self, callback: impl FnOnce(f64) + 'static);
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}
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// ==================== 平台类型枚举 | Platform Type Enum ====================
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/// 平台类型
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///
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/// Platform type.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum PlatformType {
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/// Web 浏览器
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///
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/// Web browser.
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Web,
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/// 微信小游戏
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///
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/// WeChat Mini Game.
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WeChatMiniGame,
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/// Windows 桌面
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///
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/// Windows desktop.
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Windows,
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/// macOS 桌面
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///
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/// macOS desktop.
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MacOS,
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/// Linux 桌面
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///
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/// Linux desktop.
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Linux,
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/// Android
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Android,
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/// iOS
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IOS,
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/// 未知平台
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///
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/// Unknown platform.
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Unknown,
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}
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impl PlatformType {
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/// 是否为桌面平台
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///
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/// Check if desktop platform.
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pub const fn is_desktop(&self) -> bool {
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matches!(self, Self::Windows | Self::MacOS | Self::Linux)
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}
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/// 是否为移动平台
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///
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/// Check if mobile platform.
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pub const fn is_mobile(&self) -> bool {
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matches!(self, Self::Android | Self::IOS)
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}
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/// 是否为 Web 平台
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///
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/// Check if web platform.
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pub const fn is_web(&self) -> bool {
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matches!(self, Self::Web | Self::WeChatMiniGame)
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}
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/// 是否为原生平台
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///
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/// Check if native platform.
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pub const fn is_native(&self) -> bool {
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!self.is_web()
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}
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}
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