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runtime that renders Pixi UI Editor scene documents in a game.","maintainers":[{"name":"alexmariacho","email":"babushkin.a.g.unity@gmail.com"}],"readme":"# @pixi-ui-editor/runtime-pixi\r\n\r\nPixiJS runtime that loads and renders scene documents produced by [Pixi UI Editor](https://github.com/AlexMariacho/pixi-ui-editor) inside a game.\r\n\r\nConsumes documents validated against [`@pixi-ui-editor/schema`](https://www.npmjs.com/package/@pixi-ui-editor/schema).\r\n\r\n## Install\r\n\r\n```bash\r\npnpm add @pixi-ui-editor/runtime-pixi\r\n```\r\n\r\n## Reparent live views\r\n\r\nUse `reparentPreservingWorld` for a live Pixi `Container` created by game code or taken from a\r\nmounted scene. It recalculates the ancestor chain instead of reading Pixi's render-pass cache, so the\r\nview does not jump even before the first frame:\r\n\r\n```ts\r\nimport { reparentPreservingWorld } from \"@pixi-ui-editor/runtime-pixi\";\r\n\r\nif (!reparentPreservingWorld(symbolView, bonusLayer, 0)) {\r\n  // World transform could not be preserved: the destination parent, or the view's own current\r\n  // world matrix, is singular (for example scale.x === 0). The tree move still happened.\r\n}\r\n```\r\n\r\n`containerWorldMatrix`, `applyWorldTransform`, and `matchWorldTransform` expose the same live-view\r\nlayer for lower-level use. `applyWorldTransform` returns `false` and leaves the local transform\r\nuntouched when either the target world matrix or the current parent is singular; on its successful\r\nbranch it also clears any stale `view.skew` so it cannot shear the result.\r\nUse `NodeTransformSpace` instead when moving serialized document nodes: it additionally resolves\r\nlayout profiles, anchors, Canvas scaling, and layout-managed rectangles.\r\n\r\n## Spawn a preset\r\n\r\n```ts\r\nimport { loadPrefabView } from \"@pixi-ui-editor/runtime-pixi\";\r\nimport { materializedPrefabNodeId } from \"@pixi-ui-editor/schema\";\r\n\r\nconst configured = scene.nodes.find(\r\n  (node) => node.type === \"prefab-instance\" && node.bindingKey === \"rewardCardTemplate\",\r\n);\r\nif (configured?.type !== \"prefab-instance\") throw new Error(\"Configured preset instance is missing.\");\r\nconst labelDefinitionNodeId = document.prefabs\r\n  .find((prefab) => prefab.id === configured.prefabId)!\r\n  .nodes.find((node) => node.bindingKey === \"label\")!.id;\r\n\r\nconst mounted = await loadPrefabView(\r\n  document,\r\n  configured.prefabId,\r\n  \"desktop\",\r\n  resolveFileUrl,\r\n  { interaction: \"runtime\" },\r\n  {\r\n    propertyOverrides: configured.propertyOverrides,\r\n    locallyAddedNodes: configured.locallyAddedNodes,\r\n  },\r\n);\r\n\r\ngameLayer.addChild(mounted.root);\r\nconst labelView = mounted.nodeViews.get(\r\n  materializedPrefabNodeId(mounted.instanceId, labelDefinitionNodeId),\r\n);\r\n```\r\n\r\nOmit the last argument to instantiate the prefab definition defaults. `nodeViews` contains the outer\r\ninstance plus deterministic instance-scoped IDs for inherited children and stable IDs for local children.\r\n\r\nThe lookup above is two-step on purpose, and it is the contract: a `bindingKey` is unique within the scope\r\nit resolves against, not across the whole document. A key on a scene node — including a preset instance\r\nitself — is unique within that scene. A key inside a preset definition is unique within that definition and\r\nresolves against one instance, which is what makes it usable for presets you spawn many times: a hundred\r\nsymbol views can each carry `\"spine\"` without colliding. So you find the instance by its scene-level key,\r\nthen find the node inside it by its definition-level key.\r\n\r\n## Reuse parsed assets across loads\r\n\r\n`loadPrefabView` and `loadSceneView` fetch and parse every asset a scene references. Spawning presets one\r\nby one — a symbol view per reel stop, a card per deal — repeats that work for each call: the skeleton JSON\r\nis re-parsed, the atlas is rebuilt, and every texture becomes a separate GPU upload of the same file.\r\n\r\nPass an `assetCache` you own to share the parsed results. Its lifetime is yours: keep one per scene session\r\nand drop it with the scene.\r\n\r\n```ts\r\nimport { createSceneAssetCache, loadPrefabView } from \"@pixi-ui-editor/runtime-pixi\";\r\n\r\nconst assetCache = createSceneAssetCache();\r\n\r\nconst mounted = await loadPrefabView(document, prefabId, \"desktop\", resolveFileUrl, {\r\n  interaction: \"runtime\",\r\n  assetCache,\r\n});\r\n```\r\n\r\nEach map is keyed by the asset file's URI, so the same file assigned to different assets loads once. Without\r\n`assetCache` every call starts from empty maps, which is fine for a single scene load and wasteful for\r\nanything spawned repeatedly. The lower-level `loadSceneTextures` / `loadSceneSpines` / `loadSceneFonts` /\r\n`loadSceneSounds` take the individual maps directly if you drive loading yourself.\r\n\r\n## Scene viewport\r\n\r\n`buildSceneView` and `loadSceneView` return a runtime-owned `SceneViewport` as `root`. With\r\n`interaction: \"runtime\"`, that object clips content to the authored reference viewport and owns the\r\nonly contain-fit calculation used by Preview and consuming applications:\r\n\r\n```ts\r\nconst { root } = await loadSceneView(document, sceneId, profile, resolveFileUrl, {\r\n  interaction: \"runtime\",\r\n});\r\n\r\napp.stage.addChild(root);\r\nroot.resize({ width: app.screen.width, height: app.screen.height });\r\n```\r\n\r\nCall `root.resize(...)` after the Pixi renderer changes size. It applies one uniform scale and centers\r\nthe unchanged authored viewport; letterbox and pillarbox space never reveal off-viewport content.\r\nHosts must not reproduce the fit formula or add their own viewport mask. Spawned prefab views stay\r\nunclipped because they are scene content rather than player-screen boundaries.\r\n\r\nUse `resolveViewport` for physical host measurements. It returns `null` while the host is collapsed or\r\nnon-finite, preventing a transient `0×0` measurement from selecting desktop and applying a singular\r\ntransform. `resolveProfileForViewport` and `fitViewportToHost` remain available as low-level primitives;\r\npassing the live profile to the former enables a five-percent breakpoint dead zone.\r\n\r\n```ts\r\nconst resolved = resolveViewport(\r\n  document.settings,\r\n  scene.layout.referenceViewports,\r\n  host,\r\n  mounted.profile,\r\n);\r\nif (resolved === null) return; // keep the last usable profile and transform\r\nif (resolved.profile !== mounted.profile) applyProfile(mounted, document, sceneId, resolved.profile);\r\nmounted.root.resize(host);\r\n```\r\n\r\nCrossing the breakpoint does not require rebuilding or reloading assets. `SceneViewResult.profile` is\r\nthe source of truth for the live tree, and `applyProfile` updates its reference viewport, Canvas scale,\r\nnode transforms/styles, layout-managed children, page groups, item tables, scroll content, and fixed-grid\r\nline breaks in place. Runtime state such as the current button/page, capacity override, and scroll offset\r\nis retained; applying the already-live profile is a no-op.\r\n\r\n## Localization\r\n\r\n`buildSceneView`, `loadSceneView`, `buildPrefabView` and `loadPrefabView` return a `SceneLocalization`\r\nnext to `root` and `nodeViews`. A `Text` node that carries a `textKey` already renders its base-locale\r\ntranslation without any extra call; a document without keys behaves exactly as before.\r\n\r\n```ts\r\nconst { root, localization } = await loadSceneView(document, sceneId, \"desktop\", resolveFileUrl, {\r\n  interaction: \"runtime\",\r\n});\r\n\r\nlocalization.setLocale(\"pt-BR\");\r\n// Values ship as a flat Record<string, string> in locales/<locale>.json, so any dictionary works.\r\nlocalization.setTranslate((key, { locale }) => dictionaries[locale]?.[key]);\r\n// `{amount}` inside a translation is a runtime parameter, not a second key.\r\nlocalization.setParams({ amount: 48 });\r\n// An immutable editor/game store hands over a new document copy without rebuilding the scene.\r\nlocalization.syncDocument(nextDocument);\r\n```\r\n\r\nResolution order is `translate` → requested locale → base locale → `Text.text` → the key itself; a\r\n`translate` returning `undefined` keeps the chain going. Every call mutates the existing `TextNodeView`\r\nobjects: the scene root, `NodeView` identity and live control state are preserved, and re-rendering the\r\nsame string does no work at all.\r\n","readmeFilename":"README.md"}