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refactor/systems (WIP) #937
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* (fix) BREAKING - remove `event.intersects` – use `event.intersections` * (fix) BREAKING - remove `event.stopPropagating` – use `event.stopPropagation` * (fix) BREAKING – from TresCanvas, don't emit pointer/click events bubbled from Tres objects * (fix) BREAKING – `event.delta` is now reset to `0` following a `click`. * (fix) BREAKING – `pointerleave` handlers were sent previous intersections at `event.intersections`, now current intersections. * (fix) BREAKING – `@dblclick` now fires whenever the canvas `dblclick` is emitted. Any TresObject with an `@dblclick` handler will receive the event if it is under the pointer. (Previously objects not under the initial click did not receive the `@dblclick`.) * (fix) `event.pointer` is now defined – previously typed but was `undefined` in implementation. * (fix) `event.unprojectedPoint` is now properly calculated. Was previously left as `TODO`. * (fix) `event.eventObject` holds the object that registered the event handler. Was previously typed but `undefined` in implementation. * (fix) use Vue-style ("flatcase") event names, e.g. `@pointerdown`. Keep support for old-style ("kebab-case") event names, e.g. `@pointer-down`, and warn. Mixing both on the same object is not supported and may lead to handlers being overwritten. * (fix) `@pointer{leave,out}` was fired multiple times on a single "leave" – Issue #801 * (feat) BREAKING – `pointermissed` fires when the object that registered the handler is missed – previously only fired when ALL objects were missed * (feat) add filtering/sorting for intersections, prior to handling events. `:events={filter: (intersections) => ...}` * (feat) support Vue event modifiers – `stop, prevent, self, once`. (Tres cannot support `passive` and does not currently support `capture`.) * (feat) via `:events-target` prop, allow users to specify an HTML `addEventListener` target – allows Tres to respond to events, even if there's an overlay on the canvas. * (feat) via `:events-enabled` prop, allow `eventManager` to be enabled/disabled while Tres is running. * (feat) via `:events` prop, allow `eventManager` functions to be set/overwritten (non-reactive). * (feat) via `:events` prop, allow events system to be disabled completely: `<TresCanvas :events="null" />` (non-reactive) * (feat) `pointer{leave,out}` is triggered (if necessary) just prior to object removal. * (feat) `:blocking="true"` makes a subtree "solid"; objects behind objects in the subtree will not be "hit".
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As discussed on Discord, here's a WIP for how we might structure user-facing Tres systems. It features: