Files
esengine/packages/engine/src/lib.rs
YHH d7454e3ca4 feat(engine): 添加编辑器模式标志控制编辑器UI显示 (#274)
* feat(engine): 添加编辑器模式标志控制编辑器UI显示

- 在 Rust 引擎中添加 isEditor 标志,控制网格、gizmos、坐标轴指示器的显示
- 运行时模式下自动隐藏所有编辑器专用 UI
- 编辑器预览和浏览器运行时通过 setEditorMode(false) 禁用编辑器 UI
- 添加 Scene.isEditorMode 延迟组件生命周期回调,直到 begin() 调用
- 修复用户组件注册到 Core ComponentRegistry 以支持序列化
- 修复 Run in Browser 时用户组件加载问题

* fix: 复制引擎模块的类型定义文件到 dist/engine

* fix: 修复用户项目 tsconfig paths 类型定义路径

- 从 module.json 读取实际包名而不是使用目录名
- 修复 .d.ts 文件复制逻辑,支持 .mjs 扩展名
2025-12-04 22:43:26 +08:00

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//! ES Engine - High-performance 2D game engine for web and mobile platforms.
//! ES引擎 - 高性能2D游戏引擎支持Web和移动平台。
//!
//! # Architecture | 架构
//!
//! The engine is designed with a modular architecture:
//! 引擎采用模块化架构设计:
//!
//! - `core` - Engine lifecycle and context management | 引擎生命周期和上下文管理
//! - `renderer` - 2D rendering with batch optimization | 2D渲染与批处理优化
//! - `math` - Mathematical primitives (vectors, matrices) | 数学基元(向量、矩阵)
//! - `resource` - Asset loading and management | 资源加载和管理
//! - `input` - Keyboard, mouse, and touch input | 键盘、鼠标和触摸输入
//! - `platform` - Platform abstraction layer | 平台抽象层
//!
//! # Example | 示例
//!
//! ```typescript
//! import { GameEngine } from 'es-engine';
//!
//! const engine = new GameEngine('canvas');
//! engine.loadTexture('player', 'assets/player.png');
//!
//! function gameLoop() {
//! engine.clear(0.0, 0.0, 0.0, 1.0);
//! engine.submitSpriteBatch(transforms, textureIds, uvs, colors);
//! engine.render();
//! requestAnimationFrame(gameLoop);
//! }
//! ```
#![warn(missing_docs)]
#![warn(rustdoc::missing_crate_level_docs)]
use wasm_bindgen::prelude::*;
// Module declarations | 模块声明
pub mod core;
pub mod math;
pub mod platform;
pub mod renderer;
pub mod resource;
pub mod input;
// Re-exports | 重新导出
pub use crate::core::{Engine, EngineConfig};
pub use crate::core::error::{EngineError, Result};
/// Initialize panic hook for better error messages in console.
/// 初始化panic hook以在控制台显示更好的错误信息。
#[wasm_bindgen(start)]
pub fn init() {
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
// Initialize logger | 初始化日志
console_log::init_with_level(log::Level::Debug)
.expect("Failed to initialize logger | 日志初始化失败");
log::info!("ES Engine initialized | ES引擎初始化完成");
}
/// Game engine main interface exposed to JavaScript.
/// 暴露给JavaScript的游戏引擎主接口。
///
/// This is the primary entry point for the engine from TypeScript/JavaScript.
/// 这是从TypeScript/JavaScript访问引擎的主要入口点。
#[wasm_bindgen]
pub struct GameEngine {
engine: Engine,
}
#[wasm_bindgen]
impl GameEngine {
/// Create a new game engine instance.
/// 创建新的游戏引擎实例。
///
/// # Arguments | 参数
/// * `canvas_id` - The HTML canvas element ID | HTML canvas元素ID
///
/// # Returns | 返回
/// A new GameEngine instance or an error | 新的GameEngine实例或错误
#[wasm_bindgen(constructor)]
pub fn new(canvas_id: &str) -> std::result::Result<GameEngine, JsValue> {
let config = EngineConfig::default();
let engine = Engine::new(canvas_id, config)
.map_err(|e| JsValue::from_str(&e.to_string()))?;
Ok(GameEngine { engine })
}
/// Create a new game engine from external WebGL context.
/// 从外部 WebGL 上下文创建引擎。
///
/// This is designed for WeChat MiniGame and similar environments.
/// 适用于微信小游戏等环境。
#[wasm_bindgen(js_name = fromExternal)]
pub fn from_external(
gl_context: JsValue,
width: u32,
height: u32,
) -> std::result::Result<GameEngine, JsValue> {
let config = EngineConfig::default();
let engine = Engine::from_external(gl_context, width, height, config)
.map_err(|e| JsValue::from_str(&e.to_string()))?;
Ok(GameEngine { engine })
}
/// Clear the screen with specified color.
/// 使用指定颜色清除屏幕。
///
/// # Arguments | 参数
/// * `r` - Red component (0.0-1.0) | 红色分量
/// * `g` - Green component (0.0-1.0) | 绿色分量
/// * `b` - Blue component (0.0-1.0) | 蓝色分量
/// * `a` - Alpha component (0.0-1.0) | 透明度分量
pub fn clear(&self, r: f32, g: f32, b: f32, a: f32) {
self.engine.clear(r, g, b, a);
}
/// Get canvas width.
/// 获取画布宽度。
#[wasm_bindgen(getter)]
pub fn width(&self) -> u32 {
self.engine.width()
}
/// Get canvas height.
/// 获取画布高度。
#[wasm_bindgen(getter)]
pub fn height(&self) -> u32 {
self.engine.height()
}
/// Submit sprite batch data for rendering.
/// 提交精灵批次数据进行渲染。
///
/// # Arguments | 参数
/// * `transforms` - Float32Array [x, y, rotation, scaleX, scaleY, originX, originY] per sprite
/// 每个精灵的变换数据
/// * `texture_ids` - Uint32Array of texture IDs | 纹理ID数组
/// * `uvs` - Float32Array [u0, v0, u1, v1] per sprite | 每个精灵的UV坐标
/// * `colors` - Uint32Array of packed RGBA colors | 打包的RGBA颜色数组
/// * `material_ids` - Uint32Array of material IDs (0 = default) | 材质ID数组0 = 默认)
#[wasm_bindgen(js_name = submitSpriteBatch)]
pub fn submit_sprite_batch(
&mut self,
transforms: &[f32],
texture_ids: &[u32],
uvs: &[f32],
colors: &[u32],
material_ids: &[u32],
) -> std::result::Result<(), JsValue> {
self.engine
.submit_sprite_batch(transforms, texture_ids, uvs, colors, material_ids)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Render the current frame.
/// 渲染当前帧。
pub fn render(&mut self) -> std::result::Result<(), JsValue> {
self.engine
.render()
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Render sprites as overlay (without clearing screen).
/// 渲染精灵作为叠加层(不清除屏幕)。
///
/// This is used for UI rendering on top of the world content.
/// 用于在世界内容上渲染 UI。
#[wasm_bindgen(js_name = renderOverlay)]
pub fn render_overlay(&mut self) -> std::result::Result<(), JsValue> {
self.engine
.render_overlay()
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Load a texture from URL.
/// 从URL加载纹理。
///
/// # Arguments | 参数
/// * `id` - Unique texture identifier | 唯一纹理标识符
/// * `url` - Image URL to load | 要加载的图片URL
#[wasm_bindgen(js_name = loadTexture)]
pub fn load_texture(&mut self, id: u32, url: &str) -> std::result::Result<(), JsValue> {
self.engine
.load_texture(id, url)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Load texture by path, returning texture ID.
/// 按路径加载纹理返回纹理ID。
///
/// # Arguments | 参数
/// * `path` - Image path/URL to load | 要加载的图片路径/URL
#[wasm_bindgen(js_name = loadTextureByPath)]
pub fn load_texture_by_path(&mut self, path: &str) -> std::result::Result<u32, JsValue> {
self.engine
.load_texture_by_path(path)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Get texture ID by path.
/// 按路径获取纹理ID。
///
/// # Arguments | 参数
/// * `path` - Image path to lookup | 要查找的图片路径
#[wasm_bindgen(js_name = getTextureIdByPath)]
pub fn get_texture_id_by_path(&self, path: &str) -> Option<u32> {
self.engine.get_texture_id_by_path(path)
}
/// Get or load texture by path.
/// 按路径获取或加载纹理。
///
/// # Arguments | 参数
/// * `path` - Image path/URL | 图片路径/URL
#[wasm_bindgen(js_name = getOrLoadTextureByPath)]
pub fn get_or_load_by_path(&mut self, path: &str) -> std::result::Result<u32, JsValue> {
self.engine
.get_or_load_by_path(path)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
///
/// # Arguments | 参数
/// * `key_code` - The key code to check | 要检查的键码
#[wasm_bindgen(js_name = isKeyDown)]
pub fn is_key_down(&self, key_code: &str) -> bool {
self.engine.is_key_down(key_code)
}
/// Update input state. Should be called once per frame.
/// 更新输入状态。应该每帧调用一次。
#[wasm_bindgen(js_name = updateInput)]
pub fn update_input(&mut self) {
self.engine.update_input();
}
/// Resize viewport.
/// 调整视口大小。
///
/// # Arguments | 参数
/// * `width` - New viewport width | 新视口宽度
/// * `height` - New viewport height | 新视口高度
pub fn resize(&mut self, width: u32, height: u32) {
self.engine.resize(width as f32, height as f32);
}
/// Set camera position, zoom, and rotation.
/// 设置相机位置、缩放和旋转。
///
/// # Arguments | 参数
/// * `x` - Camera X position | 相机X位置
/// * `y` - Camera Y position | 相机Y位置
/// * `zoom` - Zoom level | 缩放级别
/// * `rotation` - Rotation in radians | 旋转角度(弧度)
#[wasm_bindgen(js_name = setCamera)]
pub fn set_camera(&mut self, x: f32, y: f32, zoom: f32, rotation: f32) {
self.engine.set_camera(x, y, zoom, rotation);
}
/// Get camera state.
/// 获取相机状态。
///
/// # Returns | 返回
/// Array of [x, y, zoom, rotation] | 数组 [x, y, zoom, rotation]
#[wasm_bindgen(js_name = getCamera)]
pub fn get_camera(&self) -> Vec<f32> {
let (x, y, zoom, rotation) = self.engine.get_camera();
vec![x, y, zoom, rotation]
}
/// Set grid visibility.
/// 设置网格可见性。
#[wasm_bindgen(js_name = setShowGrid)]
pub fn set_show_grid(&mut self, show: bool) {
self.engine.set_show_grid(show);
}
/// Set clear color (background color).
/// 设置清除颜色(背景颜色)。
///
/// # Arguments | 参数
/// * `r`, `g`, `b`, `a` - Color components (0.0-1.0) | 颜色分量 (0.0-1.0)
#[wasm_bindgen(js_name = setClearColor)]
pub fn set_clear_color(&mut self, r: f32, g: f32, b: f32, a: f32) {
self.engine.set_clear_color(r, g, b, a);
}
/// Add a rectangle gizmo outline.
/// 添加矩形Gizmo边框。
///
/// # Arguments | 参数
/// * `x` - Center X position | 中心X位置
/// * `y` - Center Y position | 中心Y位置
/// * `width` - Rectangle width | 矩形宽度
/// * `height` - Rectangle height | 矩形高度
/// * `rotation` - Rotation in radians | 旋转角度(弧度)
/// * `origin_x` - Origin X (0-1) | 原点X (0-1)
/// * `origin_y` - Origin Y (0-1) | 原点Y (0-1)
/// * `r`, `g`, `b`, `a` - Color (0.0-1.0) | 颜色
/// * `show_handles` - Whether to show transform handles | 是否显示变换手柄
#[wasm_bindgen(js_name = addGizmoRect)]
pub fn add_gizmo_rect(
&mut self,
x: f32,
y: f32,
width: f32,
height: f32,
rotation: f32,
origin_x: f32,
origin_y: f32,
r: f32,
g: f32,
b: f32,
a: f32,
show_handles: bool,
) {
self.engine.add_gizmo_rect(x, y, width, height, rotation, origin_x, origin_y, r, g, b, a, show_handles);
}
/// Add a circle gizmo outline.
/// 添加圆形Gizmo边框。
#[wasm_bindgen(js_name = addGizmoCircle)]
pub fn add_gizmo_circle(
&mut self,
x: f32,
y: f32,
radius: f32,
r: f32,
g: f32,
b: f32,
a: f32,
) {
self.engine.add_gizmo_circle(x, y, radius, r, g, b, a);
}
/// Add a line gizmo.
/// 添加线条Gizmo。
#[wasm_bindgen(js_name = addGizmoLine)]
pub fn add_gizmo_line(
&mut self,
points: Vec<f32>,
r: f32,
g: f32,
b: f32,
a: f32,
closed: bool,
) {
self.engine.add_gizmo_line(points, r, g, b, a, closed);
}
/// Add a capsule gizmo outline.
/// 添加胶囊Gizmo边框。
#[wasm_bindgen(js_name = addGizmoCapsule)]
pub fn add_gizmo_capsule(
&mut self,
x: f32,
y: f32,
radius: f32,
half_height: f32,
rotation: f32,
r: f32,
g: f32,
b: f32,
a: f32,
) {
self.engine.add_gizmo_capsule(x, y, radius, half_height, rotation, r, g, b, a);
}
/// Set transform tool mode.
/// 设置变换工具模式。
///
/// # Arguments | 参数
/// * `mode` - 0=Select, 1=Move, 2=Rotate, 3=Scale
#[wasm_bindgen(js_name = setTransformMode)]
pub fn set_transform_mode(&mut self, mode: u8) {
self.engine.set_transform_mode(mode);
}
/// Set gizmo visibility.
/// 设置辅助工具可见性。
#[wasm_bindgen(js_name = setShowGizmos)]
pub fn set_show_gizmos(&mut self, show: bool) {
self.engine.set_show_gizmos(show);
}
/// Set editor mode.
/// 设置编辑器模式。
///
/// When false (runtime mode), editor-only UI like grid, gizmos,
/// and axis indicator are automatically hidden.
/// 当为 false运行时模式编辑器专用 UI如网格、gizmos、坐标轴指示器会自动隐藏。
#[wasm_bindgen(js_name = setEditorMode)]
pub fn set_editor_mode(&mut self, is_editor: bool) {
self.engine.set_editor_mode(is_editor);
}
/// Get editor mode.
/// 获取编辑器模式。
#[wasm_bindgen(js_name = isEditorMode)]
pub fn is_editor_mode(&self) -> bool {
self.engine.is_editor()
}
// ===== Multi-viewport API =====
// ===== 多视口 API =====
/// Register a new viewport.
/// 注册新视口。
///
/// # Arguments | 参数
/// * `id` - Unique viewport identifier | 唯一视口标识符
/// * `canvas_id` - HTML canvas element ID | HTML canvas元素ID
#[wasm_bindgen(js_name = registerViewport)]
pub fn register_viewport(&mut self, id: &str, canvas_id: &str) -> std::result::Result<(), JsValue> {
self.engine
.register_viewport(id, canvas_id)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Unregister a viewport.
/// 注销视口。
#[wasm_bindgen(js_name = unregisterViewport)]
pub fn unregister_viewport(&mut self, id: &str) {
self.engine.unregister_viewport(id);
}
/// Set the active viewport.
/// 设置活动视口。
#[wasm_bindgen(js_name = setActiveViewport)]
pub fn set_active_viewport(&mut self, id: &str) -> bool {
self.engine.set_active_viewport(id)
}
/// Set camera for a specific viewport.
/// 为特定视口设置相机。
#[wasm_bindgen(js_name = setViewportCamera)]
pub fn set_viewport_camera(&mut self, viewport_id: &str, x: f32, y: f32, zoom: f32, rotation: f32) {
self.engine.set_viewport_camera(viewport_id, x, y, zoom, rotation);
}
/// Get camera for a specific viewport.
/// 获取特定视口的相机。
#[wasm_bindgen(js_name = getViewportCamera)]
pub fn get_viewport_camera(&self, viewport_id: &str) -> Option<Vec<f32>> {
self.engine
.get_viewport_camera(viewport_id)
.map(|(x, y, zoom, rotation)| vec![x, y, zoom, rotation])
}
/// Set viewport configuration.
/// 设置视口配置。
#[wasm_bindgen(js_name = setViewportConfig)]
pub fn set_viewport_config(&mut self, viewport_id: &str, show_grid: bool, show_gizmos: bool) {
self.engine.set_viewport_config(viewport_id, show_grid, show_gizmos);
}
/// Resize a specific viewport.
/// 调整特定视口大小。
#[wasm_bindgen(js_name = resizeViewport)]
pub fn resize_viewport(&mut self, viewport_id: &str, width: u32, height: u32) {
self.engine.resize_viewport(viewport_id, width, height);
}
/// Render to a specific viewport.
/// 渲染到特定视口。
#[wasm_bindgen(js_name = renderToViewport)]
pub fn render_to_viewport(&mut self, viewport_id: &str) -> std::result::Result<(), JsValue> {
self.engine
.render_to_viewport(viewport_id)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Get all registered viewport IDs.
/// 获取所有已注册的视口ID。
#[wasm_bindgen(js_name = getViewportIds)]
pub fn get_viewport_ids(&self) -> Vec<String> {
self.engine.viewport_ids()
}
// ===== Shader API =====
// ===== 着色器 API =====
/// Compile and register a custom shader.
/// 编译并注册自定义着色器。
///
/// # Arguments | 参数
/// * `vertex_source` - Vertex shader GLSL source | 顶点着色器GLSL源代码
/// * `fragment_source` - Fragment shader GLSL source | 片段着色器GLSL源代码
///
/// # Returns | 返回
/// The shader ID for referencing this shader | 用于引用此着色器的ID
#[wasm_bindgen(js_name = compileShader)]
pub fn compile_shader(
&mut self,
vertex_source: &str,
fragment_source: &str,
) -> std::result::Result<u32, JsValue> {
self.engine
.compile_shader(vertex_source, fragment_source)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Compile a shader with a specific ID.
/// 使用特定ID编译着色器。
#[wasm_bindgen(js_name = compileShaderWithId)]
pub fn compile_shader_with_id(
&mut self,
shader_id: u32,
vertex_source: &str,
fragment_source: &str,
) -> std::result::Result<(), JsValue> {
self.engine
.compile_shader_with_id(shader_id, vertex_source, fragment_source)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Check if a shader exists.
/// 检查着色器是否存在。
#[wasm_bindgen(js_name = hasShader)]
pub fn has_shader(&self, shader_id: u32) -> bool {
self.engine.has_shader(shader_id)
}
/// Remove a shader.
/// 移除着色器。
#[wasm_bindgen(js_name = removeShader)]
pub fn remove_shader(&mut self, shader_id: u32) -> bool {
self.engine.remove_shader(shader_id)
}
// ===== Material API =====
// ===== 材质 API =====
/// Create and register a new material.
/// 创建并注册新材质。
///
/// # Arguments | 参数
/// * `name` - Material name for debugging | 材质名称(用于调试)
/// * `shader_id` - Shader ID to use | 使用的着色器ID
/// * `blend_mode` - Blend mode: 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
///
/// # Returns | 返回
/// The material ID for referencing this material | 用于引用此材质的ID
#[wasm_bindgen(js_name = createMaterial)]
pub fn create_material(
&mut self,
name: &str,
shader_id: u32,
blend_mode: u8,
) -> u32 {
self.engine.create_material(name, shader_id, blend_mode)
}
/// Create a material with a specific ID.
/// 使用特定ID创建材质。
#[wasm_bindgen(js_name = createMaterialWithId)]
pub fn create_material_with_id(
&mut self,
material_id: u32,
name: &str,
shader_id: u32,
blend_mode: u8,
) {
self.engine.create_material_with_id(material_id, name, shader_id, blend_mode);
}
/// Check if a material exists.
/// 检查材质是否存在。
#[wasm_bindgen(js_name = hasMaterial)]
pub fn has_material(&self, material_id: u32) -> bool {
self.engine.has_material(material_id)
}
/// Remove a material.
/// 移除材质。
#[wasm_bindgen(js_name = removeMaterial)]
pub fn remove_material(&mut self, material_id: u32) -> bool {
self.engine.remove_material(material_id)
}
/// Set a material's float uniform.
/// 设置材质的浮点uniform。
#[wasm_bindgen(js_name = setMaterialFloat)]
pub fn set_material_float(&mut self, material_id: u32, name: &str, value: f32) -> bool {
self.engine.set_material_float(material_id, name, value)
}
/// Set a material's vec2 uniform.
/// 设置材质的vec2 uniform。
#[wasm_bindgen(js_name = setMaterialVec2)]
pub fn set_material_vec2(&mut self, material_id: u32, name: &str, x: f32, y: f32) -> bool {
self.engine.set_material_vec2(material_id, name, x, y)
}
/// Set a material's vec3 uniform.
/// 设置材质的vec3 uniform。
#[wasm_bindgen(js_name = setMaterialVec3)]
pub fn set_material_vec3(&mut self, material_id: u32, name: &str, x: f32, y: f32, z: f32) -> bool {
self.engine.set_material_vec3(material_id, name, x, y, z)
}
/// Set a material's vec4 uniform (also used for colors).
/// 设置材质的vec4 uniform也用于颜色
#[wasm_bindgen(js_name = setMaterialVec4)]
pub fn set_material_vec4(&mut self, material_id: u32, name: &str, x: f32, y: f32, z: f32, w: f32) -> bool {
self.engine.set_material_vec4(material_id, name, x, y, z, w)
}
/// Set a material's color uniform (RGBA, 0.0-1.0).
/// 设置材质的颜色uniformRGBA0.0-1.0)。
#[wasm_bindgen(js_name = setMaterialColor)]
pub fn set_material_color(&mut self, material_id: u32, name: &str, r: f32, g: f32, b: f32, a: f32) -> bool {
self.engine.set_material_color(material_id, name, r, g, b, a)
}
/// Set a material's blend mode.
/// 设置材质的混合模式。
///
/// # Arguments | 参数
/// * `blend_mode` - 0=None, 1=Alpha, 2=Additive, 3=Multiply, 4=Screen, 5=PremultipliedAlpha
#[wasm_bindgen(js_name = setMaterialBlendMode)]
pub fn set_material_blend_mode(&mut self, material_id: u32, blend_mode: u8) -> bool {
self.engine.set_material_blend_mode(material_id, blend_mode)
}
}