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@pixi-ui-editor/runtime-pixi

v0.27.0

Published

PixiJS runtime that renders Pixi UI Editor scene documents in a game.

Downloads

3,023

Readme

@pixi-ui-editor/runtime-pixi

PixiJS runtime that loads and renders scene documents produced by Pixi UI Editor inside a game.

Consumes documents validated against @pixi-ui-editor/schema.

Install

pnpm add @pixi-ui-editor/runtime-pixi

Reparent live views

Use reparentPreservingWorld for a live Pixi Container created by game code or taken from a mounted scene. It recalculates the ancestor chain instead of reading Pixi's render-pass cache, so the view does not jump even before the first frame:

import { reparentPreservingWorld } from "@pixi-ui-editor/runtime-pixi";

if (!reparentPreservingWorld(symbolView, bonusLayer, 0)) {
  // World transform could not be preserved: the destination parent, or the view's own current
  // world matrix, is singular (for example scale.x === 0). The tree move still happened.
}

containerWorldMatrix, applyWorldTransform, and matchWorldTransform expose the same live-view layer for lower-level use. applyWorldTransform returns false and leaves the local transform untouched when either the target world matrix or the current parent is singular; on its successful branch it also clears any stale view.skew so it cannot shear the result. Use NodeTransformSpace instead when moving serialized document nodes: it additionally resolves layout profiles, anchors, Canvas scaling, and layout-managed rectangles.

Spawn a preset

import { loadPrefabView } from "@pixi-ui-editor/runtime-pixi";
import { materializedPrefabNodeId } from "@pixi-ui-editor/schema";

const configured = scene.nodes.find(
  (node) => node.type === "prefab-instance" && node.bindingKey === "rewardCardTemplate",
);
if (configured?.type !== "prefab-instance") throw new Error("Configured preset instance is missing.");
const labelDefinitionNodeId = document.prefabs
  .find((prefab) => prefab.id === configured.prefabId)!
  .nodes.find((node) => node.bindingKey === "label")!.id;

const mounted = await loadPrefabView(
  document,
  configured.prefabId,
  "desktop",
  resolveFileUrl,
  { interaction: "runtime" },
  {
    propertyOverrides: configured.propertyOverrides,
    locallyAddedNodes: configured.locallyAddedNodes,
  },
);

gameLayer.addChild(mounted.root);
const labelView = mounted.nodeViews.get(
  materializedPrefabNodeId(mounted.instanceId, labelDefinitionNodeId),
);

Omit the last argument to instantiate the prefab definition defaults. nodeViews contains the outer instance plus deterministic instance-scoped IDs for inherited children and stable IDs for local children.

The lookup above is two-step on purpose, and it is the contract: a bindingKey is unique within the scope it resolves against, not across the whole document. A key on a scene node — including a preset instance itself — is unique within that scene. A key inside a preset definition is unique within that definition and resolves against one instance, which is what makes it usable for presets you spawn many times: a hundred symbol views can each carry "spine" without colliding. So you find the instance by its scene-level key, then find the node inside it by its definition-level key.

Reuse parsed assets across loads

loadPrefabView and loadSceneView fetch and parse every asset a scene references. Spawning presets one by one — a symbol view per reel stop, a card per deal — repeats that work for each call: the skeleton JSON is re-parsed, the atlas is rebuilt, and every texture becomes a separate GPU upload of the same file.

Pass an assetCache you own to share the parsed results. Its lifetime is yours: keep one per scene session and drop it with the scene.

import { createSceneAssetCache, loadPrefabView } from "@pixi-ui-editor/runtime-pixi";

const assetCache = createSceneAssetCache();

const mounted = await loadPrefabView(document, prefabId, "desktop", resolveFileUrl, {
  interaction: "runtime",
  assetCache,
});

Each map is keyed by the asset file's URI, so the same file assigned to different assets loads once. Without assetCache every call starts from empty maps, which is fine for a single scene load and wasteful for anything spawned repeatedly. The lower-level loadSceneTextures / loadSceneSpines / loadSceneFonts / loadSceneSounds take the individual maps directly if you drive loading yourself.

Scene viewport

buildSceneView and loadSceneView return a runtime-owned SceneViewport as root. With interaction: "runtime", that object clips content to the authored reference viewport and owns the only contain-fit calculation used by Preview and consuming applications:

const { root } = await loadSceneView(document, sceneId, profile, resolveFileUrl, {
  interaction: "runtime",
});

app.stage.addChild(root);
root.resize({ width: app.screen.width, height: app.screen.height });

Call root.resize(...) after the Pixi renderer changes size. It applies one uniform scale and centers the unchanged authored viewport; letterbox and pillarbox space never reveal off-viewport content. Hosts must not reproduce the fit formula or add their own viewport mask. Spawned prefab views stay unclipped because they are scene content rather than player-screen boundaries.

Use resolveViewport for physical host measurements. It returns null while the host is collapsed or non-finite, preventing a transient 0×0 measurement from selecting desktop and applying a singular transform. resolveProfileForViewport and fitViewportToHost remain available as low-level primitives; passing the live profile to the former enables a five-percent breakpoint dead zone.

const resolved = resolveViewport(
  document.settings,
  scene.layout.referenceViewports,
  host,
  mounted.profile,
);
if (resolved === null) return; // keep the last usable profile and transform
if (resolved.profile !== mounted.profile) applyProfile(mounted, document, sceneId, resolved.profile);
mounted.root.resize(host);

Crossing the breakpoint does not require rebuilding or reloading assets. SceneViewResult.profile is the source of truth for the live tree, and applyProfile updates its reference viewport, Canvas scale, node transforms/styles, layout-managed children, page groups, item tables, scroll content, and fixed-grid line breaks in place. Runtime state such as the current button/page, capacity override, and scroll offset is retained; applying the already-live profile is a no-op.

Localization

buildSceneView, loadSceneView, buildPrefabView and loadPrefabView return a SceneLocalization next to root and nodeViews. A Text node that carries a textKey already renders its base-locale translation without any extra call; a document without keys behaves exactly as before.

const { root, localization } = await loadSceneView(document, sceneId, "desktop", resolveFileUrl, {
  interaction: "runtime",
});

localization.setLocale("pt-BR");
// Values ship as a flat Record<string, string> in locales/<locale>.json, so any dictionary works.
localization.setTranslate((key, { locale }) => dictionaries[locale]?.[key]);
// `{amount}` inside a translation is a runtime parameter, not a second key.
localization.setParams({ amount: 48 });
// An immutable editor/game store hands over a new document copy without rebuilding the scene.
localization.syncDocument(nextDocument);

Resolution order is translate → requested locale → base locale → Text.text → the key itself; a translate returning undefined keeps the chain going. Every call mutates the existing TextNodeView objects: the scene root, NodeView identity and live control state are preserved, and re-rendering the same string does no work at all.