mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-22 17:26:42 +00:00
7137347b7d
## Description: Player name plates can block the view of what's underneath them (structures, units, terrain). This PR fades the entire name plate — name, troop count, flag, and emoji/status row — to 25% opacity while the cursor is over it, so you can see and click what's behind it. **How it works:** - `HoverHighlightController` pushes the cursor's world position into the renderer on mouse move. - `NamePass` hit-tests the cursor against each player's name plate bounds on the CPU (mirroring the lerp/sizing math in `name.vert.glsl`) and passes the matched player's ID to the text, icon, and status-icon programs, which apply the alpha multiplier in their shaders. **Graphics setting:** - New "Name opacity under cursor" slider in the Graphics Settings modal (Name Labels section), range 0–1, default 0.25. Setting it to 1 disables the fade entirely. - Wired through the existing `GraphicsOverrides` pipeline: changes apply live and are cleared by "Reset to defaults". - Tuning knob exposed as `name.hoverFadeAlpha` in `render-settings.json` and the debug GUI. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
438 lines
12 KiB
TypeScript
438 lines
12 KiB
TypeScript
/**
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* GameView — public facade for the openfront-gl renderer.
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*
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* Wraps GPURenderer (rendering) and Camera (viewport math) as private
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* implementation details. Handles all user interaction: drag-to-pan,
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* wheel-to-zoom, click detection, hover tracking, and hit-testing.
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*
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* Consumers only touch GameView — they never import GPURenderer or Camera.
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*/
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import type { Config } from "../../../core/configuration/Config";
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import type {
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AttackRingInput,
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BonusEvent,
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ConquestFx,
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DeadUnitFx,
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GhostPreviewData,
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NameEntry,
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NukeTelegraphData,
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NukeTrajectoryData,
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PlayerState,
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PlayerStatic,
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PlayerStatusData,
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RendererConfig,
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TilePair,
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UnitState,
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} from "../types";
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import type {
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GameViewEventMap,
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GameViewEventType,
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RadialMenuItem,
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} from "./Events";
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import type { SpawnCenter } from "./passes/SpawnOverlayPass";
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import type { AttackTroopLabel } from "./passes/WorldTextPass";
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import { GPURenderer } from "./Renderer";
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import type { RenderSettings } from "./RenderSettings";
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export class GameView {
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private renderer: GPURenderer | null = null;
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private resizeObs: ResizeObserver | null = null;
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private listeners = new Map<string, Set<(e: unknown) => void>>();
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private cachedIcons: { key: string; img: CanvasImageSource }[] = [];
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// Stored for context recreation
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private cachedOnFrame: ((ms: number) => void) | null = null;
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private cachedAfterRender: ((canvas: HTMLCanvasElement) => void) | null =
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null;
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constructor(
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private canvas: HTMLCanvasElement,
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private header: RendererConfig,
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private terrainBytes: Uint8Array,
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private paletteData: Float32Array,
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private config: Config,
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private raf?: typeof requestAnimationFrame,
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private caf?: typeof cancelAnimationFrame,
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) {
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this.initRenderer();
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this.resizeObs = new ResizeObserver((entries) => {
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for (const entry of entries) {
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const { width, height } = entry.contentRect;
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if (width > 0 && height > 0) this.renderer?.resize(width, height);
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}
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});
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this.resizeObs.observe(canvas);
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canvas.addEventListener("webglcontextlost", this.onContextLost, false);
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canvas.addEventListener(
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"webglcontextrestored",
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this.onContextRestored,
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false,
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);
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}
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private initRenderer = () => {
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this.renderer = new GPURenderer(
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this.canvas,
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this.header,
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this.terrainBytes,
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this.paletteData,
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this.config,
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this.raf,
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this.caf,
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);
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// Restore cached state
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if (this.cachedIcons.length > 0) {
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this.renderer.registerRadialMenuIcons(this.cachedIcons);
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}
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this.renderer.onFrame = this.cachedOnFrame;
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this.renderer.afterRender = this.cachedAfterRender;
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const rect = this.canvas.getBoundingClientRect();
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if (rect.width > 0) this.renderer.resize(rect.width, rect.height);
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};
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private onContextLost = (e: Event) => {
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e.preventDefault();
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if (this.renderer) {
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this.renderer.dispose();
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this.renderer = null;
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}
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};
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private onContextRestored = () => {
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this.initRenderer();
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this.emit("contextrestored", { type: "restored" });
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};
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// ---- Event system ----
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on<K extends GameViewEventType>(
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event: K,
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handler: (e: GameViewEventMap[K]) => void,
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): void {
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let set = this.listeners.get(event);
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if (!set) {
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set = new Set();
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this.listeners.set(event, set);
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}
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set.add(handler as (e: unknown) => void);
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}
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off<K extends GameViewEventType>(
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event: K,
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handler: (e: GameViewEventMap[K]) => void,
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): void {
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this.listeners.get(event)?.delete(handler as (e: unknown) => void);
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}
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private emit<K extends GameViewEventType>(
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event: K,
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data: GameViewEventMap[K],
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): void {
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const set = this.listeners.get(event);
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if (set)
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for (const fn of set) (fn as (e: GameViewEventMap[K]) => void)(data);
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}
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// ---- Radial menu ----
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showRadialMenu(
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screenX: number,
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screenY: number,
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items: RadialMenuItem[],
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centerItem?: RadialMenuItem,
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): void {
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this.renderer?.showRadialMenu(screenX, screenY, items, centerItem);
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}
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hideRadialMenu(): void {
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this.renderer?.hideRadialMenu();
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}
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openRadialSubMenu(subItems: RadialMenuItem[]): void {
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this.renderer?.openRadialSubMenu(subItems);
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}
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goBackRadialMenu(): void {
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this.renderer?.goBackRadialMenu();
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}
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get radialMenuVisible(): boolean {
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return this.renderer?.radialMenuVisible ?? false;
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}
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registerRadialMenuIcons(
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icons: { key: string; img: CanvasImageSource }[],
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): void {
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this.cachedIcons = icons;
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this.renderer?.registerRadialMenuIcons(icons);
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}
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// ---- Camera ----
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screenToWorld(screenX: number, screenY: number): { x: number; y: number } {
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return this.renderer?.screenToWorld(screenX, screenY) ?? { x: 0, y: 0 };
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}
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worldToScreen(worldX: number, worldY: number): { x: number; y: number } {
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return this.renderer?.worldToScreen(worldX, worldY) ?? { x: 0, y: 0 };
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}
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panTo(worldX: number, worldY: number): void {
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this.renderer?.panTo(worldX, worldY);
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}
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zoomTo(level: number): void {
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this.renderer?.zoomTo(level);
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}
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fitMap(): void {
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this.renderer?.fitMap();
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}
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focusOwner(ownerID: number): void {
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this.renderer?.focusOwner(ownerID);
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}
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focusBBox(
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minX: number,
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minY: number,
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maxX: number,
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maxY: number,
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padding?: number,
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): void {
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this.renderer?.focusBBox(minX, minY, maxX, maxY, padding);
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}
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getCameraState(): { x: number; y: number; z: number } {
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return this.renderer?.getCameraState() ?? { x: 0, y: 0, z: 1 };
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}
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setCameraState(x: number, y: number, z: number): void {
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this.renderer?.setCameraState(x, y, z);
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}
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getOwnerAtWorld(worldX: number, worldY: number): number {
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return this.renderer?.getOwnerAtWorld(worldX, worldY) ?? 0;
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}
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// ---- Data upload ----
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applyFullFrame(
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tileState: Uint16Array,
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trailState: Uint8Array,
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nukeEvents?: Array<{ tick: number; tiles: number[] }>,
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currentTick?: number,
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): void {
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this.renderer?.applyFullFrame(
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tileState,
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trailState,
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nukeEvents,
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currentTick,
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);
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}
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applyFullTiles(tileState: Uint16Array, trailState: Uint8Array): void {
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this.renderer?.applyFullTiles(tileState, trailState);
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}
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applyDelta(changedTiles: TilePair[], trailState: Uint8Array): void {
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this.renderer?.applyDelta(changedTiles, trailState);
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}
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uploadLiveDelta(tileState: Uint16Array, changedTiles: TilePair[]): void {
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this.renderer?.uploadLiveDelta(tileState, changedTiles);
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}
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uploadLiveTrailDelta(
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trailState: Uint8Array,
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dirtyRowMin: number,
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dirtyRowMax: number,
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): void {
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this.renderer?.uploadLiveTrailDelta(trailState, dirtyRowMin, dirtyRowMax);
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}
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/** Upload full tile + trail state without resetting bloom (for live play). */
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uploadTileAndTrailState(
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tileState: Uint16Array,
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trailState: Uint8Array,
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): void {
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this.renderer?.uploadTileAndTrailState(tileState, trailState);
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}
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updatePalette(paletteData: Float32Array): void {
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this.renderer?.updatePalette(paletteData);
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}
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addPlayers(
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players: PlayerStatic[],
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paletteData: Float32Array,
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patternMeta: Float32Array,
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patternData: Uint8Array,
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): void {
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this.renderer?.addPlayers(players, paletteData, patternMeta, patternData);
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}
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setPlayerSkin(smallID: number, url: string): void {
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this.renderer?.setPlayerSkin(smallID, url);
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}
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initSkinAtlas(urls: readonly string[]): void {
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this.renderer?.initSkinAtlas(urls);
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}
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setPlayerSpawn(smallID: number, x: number, y: number): void {
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this.renderer?.setPlayerSpawn(smallID, x, y);
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}
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uploadRailroadState(data: Uint8Array): void {
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this.renderer?.uploadRailroadState(data);
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}
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updateUnits(units: Map<number, UnitState>, gameTick: number): void {
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this.renderer?.updateUnits(units, gameTick);
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}
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updateNames(
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names: Map<string, NameEntry>,
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players: Map<number, PlayerState>,
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snap: boolean,
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statusData?: Map<number, PlayerStatusData>,
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): void {
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this.renderer?.updateNames(names, players, snap, statusData);
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}
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updateRelations(data: Uint8Array, size: number): void {
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this.renderer?.updateRelations(data, size);
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}
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updateStructures(units: Map<number, UnitState>): void {
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this.renderer?.updateStructures(units);
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}
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applyDeadUnits(deadUnits: DeadUnitFx[]): void {
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this.renderer?.applyDeadUnits(deadUnits);
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}
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applyConquestEvents(events: ConquestFx[]): void {
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this.renderer?.applyConquestEvents(events);
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}
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setAttackTroopLabels(labels: AttackTroopLabel[]): void {
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this.renderer?.setAttackTroopLabels(labels);
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}
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applyBonusEvents(events: BonusEvent[]): void {
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this.renderer?.applyBonusEvents(events);
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}
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applyRailroadDust(tileRefs: number[]): void {
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this.renderer?.applyRailroadDust(tileRefs);
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}
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/** Refresh terrain texels whose underlying terrain byte changed (water nukes). */
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applyTerrainDelta(refs: readonly number[], terrainBytes: Uint8Array): void {
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this.renderer?.applyTerrainDelta(refs, terrainBytes);
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}
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updateAttackRings(rings: AttackRingInput[]): void {
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this.renderer?.updateAttackRings(rings);
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}
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clearFx(): void {
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this.renderer?.clearFx();
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}
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setFxTimeFn(fn: () => number): void {
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this.renderer?.setFxTimeFn(fn);
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}
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/** Update ghost structure preview (build-mode visualization). null = clear. */
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updateGhostPreview(data: GhostPreviewData | null): void {
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this.renderer?.updateGhostPreview(data);
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}
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// ---- Nuke UI ----
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/** Update nuke trajectory preview arc. null = hide. */
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updateNukeTrajectory(data: NukeTrajectoryData | null): void {
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this.renderer?.updateNukeTrajectory(data);
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}
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/** Update in-flight nuke target telegraph circles. */
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updateNukeTelegraphs(data: NukeTelegraphData[]): void {
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this.renderer?.updateNukeTelegraphs(data);
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}
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/** Update spawn phase overlay (tile highlights + breathing rings). */
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updateSpawnOverlay(inSpawnPhase: boolean, centers: SpawnCenter[]): void {
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this.renderer?.updateSpawnOverlay(inSpawnPhase, centers);
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}
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// ---- Selection box ----
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/** Show/hide the stippled selection box around a unit (warship selection). */
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setSelectedUnit(unitId: number | null): void {
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this.renderer?.setSelectedUnit(unitId);
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}
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/** Set multiple selected units (multi-select). Pass [] to clear. */
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setSelectedUnits(unitIds: readonly number[]): void {
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this.renderer?.setSelectedUnits(unitIds);
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}
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/** Flash converging-chevron animation at a warship move target. */
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showMoveIndicator(tileX: number, tileY: number, ownerID: number): void {
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this.renderer?.showMoveIndicator(tileX, tileY, ownerID);
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}
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// ---- SAM radius (replay) ----
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setSAMRadiusVisible(visible: boolean): void {
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this.renderer?.setSAMRadiusVisible(visible);
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}
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setSAMPerspective(playerID: number, allies: Set<number>): void {
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this.renderer?.setSAMPerspective(playerID, allies);
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}
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setSAMColorMode(mode: "perspective" | "owner"): void {
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this.renderer?.setSAMColorMode(mode);
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}
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setSAMAllianceClusters(clusters: Map<number, number>): void {
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this.renderer?.setSAMAllianceClusters(clusters);
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}
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// ---- Other ----
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setLocalPlayerID(id: number): void {
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this.renderer?.setLocalPlayerID(id);
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}
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/** Rail color for the local player (0–1 RGB). */
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setLocalRailColor(r: number, g: number, b: number): void {
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this.renderer?.setLocalRailColor(r, g, b);
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}
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setAltView(active: boolean): void {
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this.renderer?.setAltView(active);
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}
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setGridView(active: boolean): void {
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this.renderer?.setGridView(active);
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}
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setShowPatterns(active: boolean): void {
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this.renderer?.setShowPatterns(active);
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}
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setHighlightOwner(ownerID: number): void {
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this.renderer?.setHighlightOwner(ownerID);
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}
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setMouseWorldPos(x: number, y: number): void {
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this.renderer?.setMouseWorldPos(x, y);
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}
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setHighlightStructureTypes(unitTypes: string[] | null): void {
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this.renderer?.setHighlightStructureTypes(unitTypes);
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}
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getSettings(): RenderSettings {
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return this.renderer?.getSettings() ?? ({} as RenderSettings);
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}
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get fps(): number {
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return this.renderer?.fps ?? 0;
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}
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set onFrame(cb: ((ms: number) => void) | null) {
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this.cachedOnFrame = cb;
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if (this.renderer) this.renderer.onFrame = cb;
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}
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set afterRender(cb: ((canvas: HTMLCanvasElement) => void) | null) {
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this.cachedAfterRender = cb;
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if (this.renderer) this.renderer.afterRender = cb;
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}
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// ---- Lifecycle ----
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dispose(): void {
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this.resizeObs?.disconnect();
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this.resizeObs = null;
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this.listeners.clear();
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this.renderer?.dispose();
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this.canvas.removeEventListener("webglcontextlost", this.onContextLost);
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this.canvas.removeEventListener(
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"webglcontextrestored",
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this.onContextRestored,
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);
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}
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}
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