Creating an input field within a PixiJS Canvas: Enhancing PixiJS UI with typed-signals for seamless import/export interactions

I am trying to utilize PixiJS UI version 2.1.2 to add an input field to a canvas rendered by PixiJS version 8.2.0.

The PixiJS part works fine, but I'm encountering issues with importing @pixi/ui. Firefox displays: "Uncaught SyntaxError: ambiguous indirect export: Signal" while Chromium shows:

SyntaxError: The requested module 'typed-signals' does not provide an export named 'Signal' (at pixi-ui.mjs:9:209)
highlighting this line:
import {Signal as v} from "typed-signals";
.

The "typed-signals" library version 2.5.0 only has index.js and index.d.ts files, lacking index.mjs with explicit export statements.

Based on my understanding of JavaScript import/export concepts, a workaround might involve creating an index.mjs file with re-export statements. However, I believe this is not the preferred approach.

This is my snippet of JavaScript code:

import { Application as Application, Text as Text } from 'pixi.js';
import { Input as Input } from '@pixi/ui';

(async () => {
// Draw a green canvas
const app = new Application();
await app.init({ width: 300, height: 300, backgroundColor: 0x00ff00 })
document.body.appendChild(app.canvas);

// Create an input field
const input = new Input({/*some options*/});
// [...] Place the input and perform other operations
})();

Here is my HTML code along with the importmap:

<!doctype html>
<html>
<head>
<script type="importmap">
{"imports": {
    "pixi.js": "http://127.0.0.1:8080/public/node_modules/pixi.js/dist/pixi.mjs",
    // Other imports listed here 
}}
</script>
</head>
<body>
<script src="myCanvasApp.js" type="module"></script>
</body>
</html>

I obtained the JavaScript libraries via npm install [library name]. It appears that @pixi/ui includes its own version of "typed-signals" within a subfolder, resulting in "typed-signals" being at version 2.5.0 instead of the latest 3.0.0. My importmap accommodates this.

If you have any suggestions on how to establish the import/export functionality between PixiJS UI and typed-signals (... enabling PixiJS UI to function), please share your insights.

Answer №1

Here's a unique method to create an input field on a canvas using only HTML, JavaScript, and CSS:

  1. Create an HTML container with relative positioning. Place an input element with absolute positioning inside it:

    <div id="container" style="position:relative;border-style:solid;border-color:red;"><input id="myinput" style="position:absolute;left:100px;top:200px;z-index:1000;"></input></div>

  2. Use JavaScript to set the position of the input field by adjusting the left and top properties. The code snippet below demonstrates this by changing the position every second:

    import { Application as Application } from 'pixi.js'; (async () => { const app = new Application(); await app.init({ width: 300, height: 300, backgroundColor: 0x00ff00 }); let canvas = app.canvas; document.getElementById('container').appendChild(canvas);setInterval(() => {let i1 = document.getElementById('myinput'); i1.style.left=Math.round(Math.random()*canvas.clientWidth)+"px"; i1.style.top=Math.round(Math.random()*canvas.clientHeight)+"px"; }, 1000); })();


Alternatively, if you encounter issues importing/exporting with PixiJS UI, consider this workaround for adding an input field to the canvas:

  1. Copy Input.js to MyInput.js,

  2. Modify the first three lines in MyInput.js:

    import { Container as Container, Graphics as Graphics, isMobile as isMobile, Ticker as Ticker, Text as Text, Sprite as Sprite, Texture as Texture, NineSliceSprite as NineSliceSprite } from 'pixi.js';
    // var typedSignals = require('typed-signals');
    import { getView as getView } from 'view.mjs';

  3. Delete the previous variables defined in the file (pixi_js, typedSignals, view).

  4. Add this import statement in your application code:

    import { MyInput as MyInput } from './MyInput.js';

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