* 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
78 lines
2.0 KiB
TypeScript
78 lines
2.0 KiB
TypeScript
/**
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* 微信小游戏输入子系统
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*/
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import type {
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IPlatformInputSubsystem,
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TouchHandler,
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TouchEvent
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} from '@esengine/platform-common';
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import { getWx } from '../utils';
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/**
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* 微信小游戏输入子系统实现
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*/
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export class WeChatInputSubsystem implements IPlatformInputSubsystem {
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onTouchStart(handler: TouchHandler): void {
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getWx().onTouchStart((res) => {
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handler(this.convertTouchEvent(res));
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});
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}
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onTouchMove(handler: TouchHandler): void {
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getWx().onTouchMove((res) => {
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handler(this.convertTouchEvent(res));
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});
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}
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onTouchEnd(handler: TouchHandler): void {
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getWx().onTouchEnd((res) => {
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handler(this.convertTouchEvent(res));
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});
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}
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onTouchCancel(handler: TouchHandler): void {
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getWx().onTouchCancel((res) => {
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handler(this.convertTouchEvent(res));
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});
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}
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offTouchStart(handler: TouchHandler): void {
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getWx().offTouchStart(handler as any);
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}
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offTouchMove(handler: TouchHandler): void {
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getWx().offTouchMove(handler as any);
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}
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offTouchEnd(handler: TouchHandler): void {
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getWx().offTouchEnd(handler as any);
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}
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offTouchCancel(handler: TouchHandler): void {
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getWx().offTouchCancel(handler as any);
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}
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supportsPressure(): boolean {
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return true;
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}
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private convertTouchEvent(res: WechatMinigame.OnTouchStartListenerResult): TouchEvent {
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return {
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touches: res.touches.map((t: WechatMinigame.Touch) => ({
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identifier: t.identifier,
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x: t.clientX,
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y: t.clientY,
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force: t.force
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})),
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changedTouches: res.changedTouches.map((t: WechatMinigame.Touch) => ({
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identifier: t.identifier,
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x: t.clientX,
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y: t.clientY,
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force: t.force
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})),
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timeStamp: res.timeStamp
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};
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}
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}
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