mirror of
https://github.com/cheney2013/UIState.git
synced 2024-12-26 11:49:05 +00:00
666 lines
23 KiB
TypeScript
666 lines
23 KiB
TypeScript
/*
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author:cy
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version:1.0.0
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date:2023.06.02
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qq:1183875513
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使用过程中遇到问题可以联系我
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*/
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import {
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CCClass,
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CCString,
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Color,
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Component,
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Enum,
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Label,
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Node,
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RichText, Sprite, SpriteFrame,
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Widget,
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_decorator, assetManager
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} from "cc";
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import { EDITOR } from "cc/env";
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let isInitDebugComp = false;
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enum States {
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Default
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}
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/**
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* 会记录的组件及其属性
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*/
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const COMP_ATTR_RECORD = <const>{
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"cc.UITransform": ["width", "height", "anchorX", "anchorY"],
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"cc.Widget": ["isAlignBottom", "isAlignTop", "isAlignLeft", "isAlignRight", "isAlignVerticalCenter", "isAlignHorizontalCenter",
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"isAbsoluteTop", "isAbsoluteBottom", "isAbsoluteLeft", "isAbsoluteRight", "isAbsoluteHorizontalCenter", "isAbsoluteVerticalCenter",
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"left", "right", "top", "bottom", "horizontalCenter", "verticalCenter", "alignMode", "alignFlags"],
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"cc.UIOpacity": ["opacity"],
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"cc.Label": ["color", "string", "horizontalAlign", "verticalAlign", "fontSize", "fontFamily", "lineHeight", "overflow", "isBold", "isItalic", "isUnderline", "underlineHeight"],
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"cc.LabelOutline": [],
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"cc.RichText": ["string", "horizontalAlign", "verticalAlign", "fontSize", "fontFamily", "maxWidth", "lineHeight"],
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"cc.Sprite": ["color", "spriteFrame", "grayscale", "sizeMode", "type", "trim"],
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"CustomLabel": ["customProp"]
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}
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type KEY_OF_COMP_ATTR_RECORD = keyof typeof COMP_ATTR_RECORD;
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type STRUCT_OF_COMP_ATTR_RECORD<K extends KEY_OF_COMP_ATTR_RECORD> = typeof COMP_ATTR_RECORD[K];
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type RecordProps = {
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[K in KEY_OF_COMP_ATTR_RECORD]?: {[key in STRUCT_OF_COMP_ATTR_RECORD<K>[number]]:any};
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} & {
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node: Node;
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x: number;
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y: number;
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scaleX: number;
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scaleY: number;
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angle: number;
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active: boolean;
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};
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/**
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* 判断在真正的编辑器模式中。
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* 由于编辑器预览 EDITOR 也为 true,
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* 但又不想让特定代码在编辑器预览执行
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*/
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//@ts-ignore
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const REAL_EDITOR = EDITOR && !cc.GAME_VIEW;
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const { ccclass, property, executeInEditMode, disallowMultiple } = _decorator;
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@ccclass("UIState")
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@executeInEditMode
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@disallowMultiple
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export default class UIState extends Component {
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@property
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private _states: string[] = ["Default"];
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@property({ type: [CCString], step: 1 })
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set states(value: string[]) {
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if (EDITOR) {
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// 状态数量减少时
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if (value.length < this._states.length){
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let hasData = false;
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for (let i = value.length; i < this._states.length; i++) {
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hasData = !!(this._records![i] && this._records![i].length);
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if (hasData) break;
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}
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// 二次确认
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if (hasData){
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Editor.Dialog.warn("要删除的状态中含有数据,删除操作不可逆,是否继续?", {
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cancel:1,
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buttons: ["是", "否"]
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}).then(returnValue=>{
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// 否
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if(returnValue.response === 1)
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return;
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for (let i = value.length; i < this._states.length; i++) {
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delete this._records![i];
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}
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this._states = value;
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this.updateStateEnumList();
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// 软刷新场景,编辑器会闪一下,应该有更好的接口可以不闪的刷新吧,不过懒得找了
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Editor.Message.request("scene", "soft-reload");
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});
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return;
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}
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}
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this._states = value;
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this.updateStateEnumList();
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}else{
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this._states = value;
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}
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}
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get states() {
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return this._states;
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}
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@property
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private _state: States = States.Default;
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set state(val: number) {
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// 编辑器模式时,切换状态前保存当前状态数据
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if (REAL_EDITOR) {
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this.walkNode(this.node, child => {
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this.recordBeforeStateChange(child);
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});
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}
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let stateRecord = this.records[val];
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// 新的状态不存在的话
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if (!stateRecord) {
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// 编辑器模式下,从当前状态复制
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if (REAL_EDITOR) {
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stateRecord = this.createState(val);
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const currStateRecord = this.records[this._state];
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currStateRecord.forEach(record => {
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stateRecord.push(this.cloneRecord(record));
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});
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}
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else return;
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}
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this._state = val;
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this.applyState();
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if (REAL_EDITOR) this.onFocusInEditor!();
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}
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@property({ type: Enum(States) })
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get state() {
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return this._state;
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}
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// creator bug 用二维数组的数据结构,在编辑器里删除一个节点,再撤销会报错
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// 找不到原因,只能用对象实现了
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// private _records:RecordProps[][] = [];
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/** 关键:加上 @property 让编辑器序列化保存这个数据 */
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@property
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private _records?: { [k in number]: RecordProps[] } = undefined;
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private _backupRecords?: { [k in number]: RecordProps[] };
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get records() {
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// creator bug 在编辑器里删除一个节点,再撤销会重新赋初始值给组件所有
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// 带 @property 装饰器的属性,导致数据丢失,无奈只能用另一个变量来恢复数据了
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if (!this._records) this._records = this._backupRecords;
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return this._records!;
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}
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/** 根据 uuid 快速找到记录(当前状态) */
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private _uuidRecordMap?: Map<string, RecordProps>;
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/** 当前状态的节点记录,用于判断节点是否修改 */
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private _defaultNodeState = new Map<string, RecordProps>();
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onLoad() {
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// 编辑器模式下,确保一个场景或预制只初始化一次
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if (REAL_EDITOR) {
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if (!isInitDebugComp){
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isInitDebugComp = true;
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UIStateDecorator(Component);
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}
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}
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if (!this._records) this._records = {};
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this._backupRecords = this._records;
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if (REAL_EDITOR) this.updateStateEnumList();
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if (!this.records[this._state])
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this.createState(this._state);
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this.applyState();
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}
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private updateStateEnumList() {
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const enumList: { name: string; value: number }[] = [];
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this.states.forEach((state, index) => {
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enumList.push({ name: state, value: index });
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});
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CCClass.Attr.setClassAttr(this, "state", "enumList", enumList);
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}
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/**
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* 保存当前状态
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*/
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saveCurrentState() {
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// 编辑器模式时
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this.walkNode(this.node, child => {
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this.recordBeforeStateChange(child);
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});
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console.log("已保存当前状态");
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}
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/** 必须要有个默认状态 */
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private createState(state:number) {
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const stateRecord:RecordProps[] = [];
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this.records[state] = stateRecord;
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return stateRecord;
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}
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private applyState() {
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let stateRecord = this.records[this._state];
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// 建立当前状态的缓存映射关系
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this._uuidRecordMap = new Map();
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stateRecord.forEach(record => {
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if (record.node) this._uuidRecordMap?.set(record.node.uuid, record);
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});
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// 应用状态
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for (let i = stateRecord.length - 1; i >= 0; i--) {
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const record = stateRecord[i];
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const node = record.node;
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// 删除无效的记录
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if (!node || !node.parent){
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stateRecord.splice(i, 1);
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continue;
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}
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if (node === this.node) continue;
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node.angle = record.angle;
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node.setScale(record.scaleX, record.scaleY);
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node.components.forEach(comp=>{
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const compName = (comp as any).__proto__.__classname__ as keyof KEY_OF_COMP_ATTR_RECORD;
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const recordCompAttr = record[compName as keyof RecordProps];
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if (!recordCompAttr) return;
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const registerComps = this.getNeedRecordComps(comp);
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if (!registerComps.length) return;
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registerComps.forEach(compName=>{
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let compAttrs:string[] = COMP_ATTR_RECORD[compName];
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switch(compName){
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case "cc.Label":
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Object.values(compAttrs).forEach(attr => {
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this.applyLabelAttr(attr, comp as Label, recordCompAttr);
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});
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break;
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case "cc.Sprite":
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Object.values(compAttrs).forEach(attr => {
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this.applySpriteAttr(attr, comp as Sprite, recordCompAttr);
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});
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break;
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default:
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Object.values(compAttrs).forEach(attr => {
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comp[attr] = recordCompAttr[attr];
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});
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break;
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}
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});
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if (record[(comp as any).__proto__.__classname__])
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comp.enabled = record[(comp as any).__proto__.__classname__].enabled;
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});
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node.active = record.active!;
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// 应用组件启用状态
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node.components.forEach((comp, index) => {
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const compName = (comp as any).__proto__.__classname__ as keyof RecordProps;
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const recordCompAttr = record[compName];
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// 没有记录且没在 COMP_ATTR_RECORD 中表明是在其他状态新增的组件,那么在当前状态就需要禁用
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if(!recordCompAttr && this.isNeedRecordComp(comp)){
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comp.enabled = false;
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}
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});
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const widget = node.getComponent(Widget);
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if (!widget || !widget.enabled)
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node.setPosition(record.x, record.y);
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}
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this._defaultNodeState.clear();
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this.walkNodeWithSubUIState(this.node, child => {
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this._defaultNodeState.set(child.uuid, this.recordNode(child));
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});
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}
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/**
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* 记录节点
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* @param node
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* @returns
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*/
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private recordNode(node: Node, record?: RecordProps) {
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if (!record)
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record = {
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node,
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active: node.active,
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x: node.position.x,
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y: node.position.y,
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angle: node.angle,
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scaleX: node.scale.x,
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scaleY: node.scale.y
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};
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else{
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record.active = node.active;
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record.x = node.position.x;
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record.y = node.position.y;
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record.angle = node.angle;
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record.scaleX = node.scale.x;
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record.scaleY = node.scale.y;
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}
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// 记录组件启用状态
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node.components.forEach(comp => {
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const registerComps = this.getNeedRecordComps(comp);
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let recordCompAttr:any;
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if (!registerComps.length)
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return;
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recordCompAttr = {
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enabled: comp.enabled
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};
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record[(comp as any).__proto__.__classname__] = recordCompAttr;
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registerComps.forEach(compName=>{
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let compAttrs = COMP_ATTR_RECORD[compName];
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if (compAttrs){
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switch(compName){
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case "cc.Label":
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compAttrs.forEach(attr => {
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this.recordLabelAttr(attr, comp as Label, recordCompAttr);
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});
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break;
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case "cc.Sprite":
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compAttrs.forEach(attr => {
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this.recordSpriteAttr(attr, comp as Sprite, recordCompAttr);
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});
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break;
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default:
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compAttrs.forEach(attr => {
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recordCompAttr[attr] = comp[attr as keyof typeof comp];
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});
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break;
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}
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}
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});
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});
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return record;
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}
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private recordLabelAttr(attr:string, comp:Label, recordCompAttr:any){
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switch(attr){
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case "color":
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recordCompAttr[attr] = comp.color.toHEX();
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break;
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case "string":
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// 有多语言组件时不处理
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if (comp.getComponent("L10nLabel")) break;
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default:
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recordCompAttr[attr] = comp[attr as keyof typeof comp];
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break;
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}
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}
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private applyLabelAttr(attr:string, comp:Label, recordCompAttr:any){
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switch(attr){
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case "color":
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comp.color.fromHEX(recordCompAttr[attr]);
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(comp as any)["_updateColor"]();
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break;
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default:
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(comp as any)[attr] = recordCompAttr[attr];
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break;
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}
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}
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private recordSpriteAttr(attr:string, comp:Sprite, recordCompAttr:any){
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switch(attr){
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case "color":
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recordCompAttr[attr] = comp.color.toHEX();
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break;
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case "spriteFrame":
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recordCompAttr[attr] = comp.spriteFrame?.uuid;
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break;
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default:
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recordCompAttr[attr] = comp[attr as keyof typeof comp];
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break;
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}
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}
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private applySpriteAttr(attr:string, comp:Sprite, recordCompAttr:any){
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switch(attr){
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case "color":
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comp.color.fromHEX(recordCompAttr[attr]);
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(comp as any)["_updateColor"]();
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break;
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case "spriteFrame":
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if (comp.spriteFrame?.uuid === recordCompAttr[attr]) return;
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if (recordCompAttr[attr])
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assetManager.loadAny<SpriteFrame>(recordCompAttr[attr], (err, asset) => {
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if (err) {
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console.warn(err);
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return;
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}
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comp.spriteFrame = asset;
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// 特定情况下会出现SpriteFrame没有更新,点击 Creator 能够刷新
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// 使用软刷新场景的接口,编辑器会闪一下,体验不是太好,不过可以保证显示正确
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REAL_EDITOR && Editor.Message.request("scene", "soft-reload");
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});
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break;
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default:
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(comp as any)[attr] = recordCompAttr[attr];
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break;
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}
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}
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/**
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* 保存状态
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* 新增的节点不需要处理
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* 修改的节点
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* 有记录:更新状态当前记录
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* 无记录:保存当前状态,并在其他状态上保存默认的状态
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*/
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private recordBeforeStateChange(node: Node) {
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const defaultNodeState = this._defaultNodeState.get(node.uuid)!;
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// 新增的节点记录到 _defaultNodeState
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if (!defaultNodeState){
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this._defaultNodeState.set(node.uuid, this.recordNode(node));
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return;
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}
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let isModify = false;
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let record = this._uuidRecordMap?.get(node.uuid);
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// 清理已经删除的组件
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Object.keys(COMP_ATTR_RECORD).some(compName=>{
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if (node.getComponent(compName)) return false;
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if (defaultNodeState[compName as keyof RecordProps]){
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isModify = true;
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// 如果没有记录就退出循环,因为已经知道了修改状态,而且也不需要更新记录
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if (!record) return true;
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delete record![compName as keyof RecordProps];
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return false;
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}else if (record){
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delete record![compName as keyof RecordProps];
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return false;
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}
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return false;
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});
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if (!isModify){
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if (defaultNodeState.active !== node.active || defaultNodeState.x!== node.position.x ||
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defaultNodeState.y!== node.position.y|| defaultNodeState.angle !== node.angle ||
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defaultNodeState.scaleX!== node.scale.x || defaultNodeState.scaleY!== node.scale.y)
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isModify = true;
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}
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if (!isModify)
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// 检查节点是否有增加或修改
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isModify = node.components.some(component =>{
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// 不在 COMP_ATTR_RECORD 里的组件不记录
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if (!this.isNeedRecordComp(component)) return false;
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const compName = (component as any).__proto__.__classname__ as keyof RecordProps;
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// 新增的组件
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if (!defaultNodeState[compName])
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return true;
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const compAttrRecord = defaultNodeState[compName]!;
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return Object.keys(compAttrRecord).some(key => {
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switch(key){
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case "color":
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return (compAttrRecord as any)[key] !== ((component as any)[key] as Color).toHEX();
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case "spriteFrame":
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return (compAttrRecord as any)[key] !== ((component as any)[key] as SpriteFrame).uuid;
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default:
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if ((compAttrRecord as any)[key] !== (component as any)[key])
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return true;
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return false;
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}
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})
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})
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if (isModify){
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if (record){
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this.recordNode(node, record);
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}else{
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Object.values(this.records).forEach((stateRecord, state) => {
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if (this._state === state) {
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record = this.recordNode(node);
|
||
this._uuidRecordMap?.set(node.uuid, record);
|
||
}else {
|
||
// 深度拷贝
|
||
record = this.cloneRecord(this._defaultNodeState.get(node.uuid)!);
|
||
}
|
||
stateRecord.push(record);
|
||
});
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 是否是需要记录的组件,继承自 COMP_ATTR_RECORD 列出的组件也算
|
||
* @param component
|
||
* @returns
|
||
*/
|
||
private isNeedRecordComp(component: Component): boolean{
|
||
let isRegister = false;
|
||
let compProto = (component as any).__proto__;
|
||
while(compProto){
|
||
const compName = compProto.__classname__ as keyof KEY_OF_COMP_ATTR_RECORD;
|
||
if (COMP_ATTR_RECORD[compName]){
|
||
isRegister = true;
|
||
break;
|
||
}
|
||
compProto = compProto.__proto__;
|
||
}
|
||
return isRegister;
|
||
}
|
||
|
||
/**
|
||
* 获取需要记录的组件
|
||
* @param component
|
||
* @returns 一个字符串数组,包含需要记录的组件
|
||
*/
|
||
private getNeedRecordComps(component:Component):string[]{
|
||
const ret = [];
|
||
let compProto = (component as any).__proto__;
|
||
while(compProto){
|
||
const compName = compProto.__classname__ as keyof KEY_OF_COMP_ATTR_RECORD;
|
||
if (COMP_ATTR_RECORD[compName]) ret.push(compName);
|
||
compProto = compProto.__proto__;
|
||
}
|
||
return ret;
|
||
}
|
||
|
||
/**
|
||
* 遍历时包括拥有UIState的子节点
|
||
* @param node
|
||
* @param func
|
||
*/
|
||
private walkNodeWithSubUIState(node: Node, func: (target: Node) => void) {
|
||
let skipUuid = "";
|
||
node.walk(
|
||
child => {
|
||
if (skipUuid) return;
|
||
// if (child === node) return;
|
||
if (child.getComponent(RichText)) {
|
||
skipUuid = child.uuid;
|
||
}
|
||
func(child);
|
||
},
|
||
(child: Node) => {
|
||
if (skipUuid && skipUuid === child.uuid) {
|
||
skipUuid = "";
|
||
}
|
||
}
|
||
);
|
||
}
|
||
|
||
private walkNode(node: Node, func: (target: Node) => void) {
|
||
let skipUuid = "";
|
||
node.walk(
|
||
child => {
|
||
if (skipUuid) return;
|
||
// if (child === node) return;
|
||
if (child.getComponent(RichText) || (child !== node && child.getComponent(UIState))) {
|
||
skipUuid = child.uuid;
|
||
}
|
||
func(child);
|
||
},
|
||
(child: Node) => {
|
||
if (skipUuid && skipUuid === child.uuid) {
|
||
skipUuid = "";
|
||
}
|
||
}
|
||
);
|
||
}
|
||
|
||
/**
|
||
* 深拷贝记录
|
||
* @param sourceRecord 要拷贝的记录
|
||
* @returns 克隆的记录
|
||
*/
|
||
private cloneRecord(sourceRecord:RecordProps){
|
||
let clone = Object.assign({}, sourceRecord);
|
||
(clone.node as any) = undefined;
|
||
clone = JSON.parse(JSON.stringify(clone)) as RecordProps;
|
||
clone.node = sourceRecord.node;
|
||
return clone;
|
||
}
|
||
}
|
||
|
||
// 场景编辑器左下角的自定义信息显示
|
||
const DIV_NAME = "UIStateElement";
|
||
const UIStateDecorator = function (ctr: Function) {
|
||
let createUIStateElement = function () {
|
||
var div = document.createElement("div");
|
||
div.id = DIV_NAME;
|
||
div.style.background = "#2b2b2b";
|
||
div.style.position = "fixed";
|
||
div.style.padding = "10px";
|
||
div.style.color = "#cccccc";
|
||
div.style.fontSize = "14px";
|
||
div.style.left = "0px";
|
||
div.style.bottom = "0px";
|
||
div.style.zIndex = "99999";
|
||
div.style.borderRadius = "calc(var(--size-normal-radius) * 2px)";
|
||
div.style.boxShadow = "inset 0 0 0 calc(var(--size-normal-border) * 1px) var(--color-default-border-normal)";
|
||
document.getElementById("GameDiv")!.append(div);
|
||
return div;
|
||
};
|
||
|
||
let __oldOnFocusInEditor = ctr.prototype.onFocusInEditor;
|
||
ctr.prototype.onFocusInEditor = function () {
|
||
let targetElement = document.getElementById(DIV_NAME);
|
||
if (!targetElement) targetElement = createUIStateElement();
|
||
|
||
if (targetElement) {
|
||
// 找到 UIState
|
||
let uiState: UIState;
|
||
let node = this.node;
|
||
while (node) {
|
||
uiState = node.getComponent(UIState);
|
||
if (uiState) break;
|
||
node = node.parent;
|
||
}
|
||
|
||
if (!node) return;
|
||
|
||
Editor.Message.send("uistate-inspector", "record-uuid", uiState!.uuid);
|
||
|
||
targetElement.innerHTML = `<span style="font-size:12px;color:#888">UIState</span> <br/> ${node.name} <br/> state: ${
|
||
uiState!.states[uiState!.state]
|
||
} `;
|
||
}
|
||
__oldOnFocusInEditor?.apply(this, arguments);
|
||
};
|
||
|
||
let __oldOnLostFocusInEditor = ctr.prototype.onLostFocusInEditor;
|
||
ctr.prototype.onLostFocusInEditor = function () {
|
||
if (document.getElementById(DIV_NAME)) {
|
||
document.getElementById(DIV_NAME)!.remove();
|
||
}
|
||
__oldOnLostFocusInEditor?.apply(this, arguments);
|
||
};
|
||
}; |