@actioneer/ads 0.3.0 → 0.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (35) hide show
  1. package/components/ai-elements/agent-trace.d.ts +87 -0
  2. package/components/ai-elements/agent-trace.js +180 -0
  3. package/components/ai-elements/chain-of-thought.d.ts +25 -5
  4. package/components/ai-elements/chain-of-thought.js +227 -183
  5. package/components/ai-elements/index.d.ts +1 -0
  6. package/components/ai-elements/research-activity.d.ts +17 -0
  7. package/components/ai-elements/research-activity.js +125 -107
  8. package/components/ai-elements/task.d.ts +7 -3
  9. package/components/ai-elements/task.js +84 -52
  10. package/components/ai-elements/tool.js +19 -19
  11. package/components/ai-elements/voice.d.ts +28 -12
  12. package/components/ai-elements/voice.js +270 -649
  13. package/components/alert.js +28 -16
  14. package/components/assistant-ui/composer-harness.js +5 -4
  15. package/components/code-block.d.ts +11 -5
  16. package/components/code-block.js +161 -62
  17. package/components/index.js +259 -257
  18. package/components/scroll-area.js +10 -10
  19. package/components/sidebar.js +1 -1
  20. package/components/stepper.d.ts +17 -9
  21. package/components/stepper.js +85 -96
  22. package/lib/icons.js +2 -2
  23. package/lib/motion.d.ts +2 -0
  24. package/lib/motion.js +21 -20
  25. package/llms.txt +7 -1
  26. package/manifest.json +69 -6
  27. package/package.json +1 -1
  28. package/styles.css +110 -4
  29. package/theme.css +12 -4
  30. package/components/agents-ui/agent-audio-visualizer-aura.d.ts +0 -11
  31. package/components/agents-ui/agent-audio-visualizer-aura.js +0 -277
  32. package/components/agents-ui/agent-audio-visualizer-wave.d.ts +0 -12
  33. package/components/agents-ui/agent-audio-visualizer-wave.js +0 -203
  34. package/components/agents-ui/react-shader-toy.d.ts +0 -87
  35. package/components/agents-ui/react-shader-toy.js +0 -531
package/styles.css CHANGED
@@ -34,11 +34,17 @@
34
34
  */
35
35
  @theme {
36
36
  /* ---- Typography ----
37
- One typeface only. No monospace font — numeric/code contexts use
38
- Aribau Grotesk with `tabular-nums` for aligned figures. */
37
+ One brand typeface. Figures inside prose stay in Aribau Grotesk with
38
+ `tabular-nums`; only literal source code steps to the mono stack. */
39
39
  --font-sans: "Aribau Grotesk", ui-sans-serif, system-ui, -apple-system,
40
40
  "Segoe UI", Roboto, Helvetica, Arial, sans-serif;
41
41
 
42
+ /* Source code only (CodeBlock, inline Code). ADS ships no mono webfont —
43
+ this resolves to the reader's platform mono, which is what a developer
44
+ already reads code in. Never use it for UI copy or data. */
45
+ --font-mono: ui-monospace, SFMono-Regular, "SF Mono", Menlo, Consolas,
46
+ "Liberation Mono", "Courier New", monospace;
47
+
42
48
  /* ---- Type scale ---- base = 15px (0.9375rem). Root stays 16px so the
43
49
  spacing grid is unaffected; only text sizes are anchored to 15px. */
44
50
  /* SIX sizes only — a deliberately small ladder (captions → display).
@@ -116,8 +122,8 @@
116
122
  /* ---- Elevation ---- ONE soft token (Claude-panel style).
117
123
  Delineate surfaces with fill color first; add this to gently lift them. */
118
124
  --shadow-elevation: 0 0 0 1px rgb(10 10 11 / 0.03),
119
- 0 1px 2px 0 rgb(10 10 11 / 0.05),
120
- 0 8px 24px -6px rgb(10 10 11 / 0.12);
125
+ 0 1px 2px 0 rgb(10 10 11 / 0.04),
126
+ 0 8px 28px -8px rgb(10 10 11 / 0.09);
121
127
 
122
128
  /* ---- CTA inner glow ---- luminous inset highlight for primary buttons
123
129
  (adapted from the "AI button" Figma): a crisp top-edge catch plus a soft
@@ -141,11 +147,13 @@
141
147
  --ease-expo-out: cubic-bezier(0.16, 1, 0.3, 1); /* side-panel and drawer slide */
142
148
  --ease-drawer: var(--ease-expo-out); /* backwards-compatible alias */
143
149
  --ease-spring: cubic-bezier(0.34, 1.56, 0.64, 1); /* playful overshoot (rare) */
150
+ --ease-disclosure: cubic-bezier(0.32, 0.72, 0, 1); /* height reveals — moves off the mark immediately, settles long */
144
151
 
145
152
  /* Durations — every animation/transition timing flows from these.
146
153
  UI animations stay under 300ms; exits run faster than enters. */
147
154
  --duration-fast: 0.15s; /* menu / popover / tooltip enter */
148
155
  --duration-normal: 0.2s; /* state transitions */
156
+ --duration-disclosure: 0.28s; /* collapsible open — travels a real distance */
149
157
  --duration-spin: 0.8s; /* rotation loops (spinner) */
150
158
  --duration-pulse: 1.5s; /* breathing / shimmer loops */
151
159
  --duration-bloom: 0.9s; /* ambient reveals (chat texture bloom, curtain wipe) */
@@ -692,5 +700,103 @@
692
700
  animation: none !important;
693
701
  }
694
702
  }
703
+
704
+ /* Collapsible disclosure (CSS path) — opt-in via .ads-collapsible for simple
705
+ disclosures. ChainOfThoughtContent does NOT use this: it animates with
706
+ Motion so a toggle mid-flight reverses from the current height instead of
707
+ restarting, which CSS keyframes cannot do.
708
+
709
+ Height, opacity and a short rise in ONE animation.
710
+ Two separate `animation` declarations cannot coexist (the shorthand replaces,
711
+ it does not merge), so animating height alongside tw-animate-css's enter/exit
712
+ silently drops the fade and leaves a bare height shutter — which reads as
713
+ rigid no matter how it is timed. Radix publishes the measured height as
714
+ --radix-collapsible-content-height; exits run faster than enters.
715
+ Eased with --ease-disclosure. --ease-out front-loads ~60% of the travel into
716
+ the first third (pop, then settle); --ease-in-out holds ~150ms before moving
717
+ (lag, then rush). A height reveal needs to leave the mark immediately and
718
+ settle long, which is what this curve does. */
719
+ @keyframes ads-collapsible-down {
720
+ from {
721
+ height: 0;
722
+ opacity: 0;
723
+ transform: translate3d(0, -4px, 0);
724
+ }
725
+ to {
726
+ height: var(--radix-collapsible-content-height);
727
+ opacity: 1;
728
+ transform: translate3d(0, 0, 0);
729
+ }
730
+ }
731
+ @keyframes ads-collapsible-up {
732
+ from {
733
+ height: var(--radix-collapsible-content-height);
734
+ opacity: 1;
735
+ transform: translate3d(0, 0, 0);
736
+ }
737
+ to {
738
+ height: 0;
739
+ opacity: 0;
740
+ transform: translate3d(0, -4px, 0);
741
+ }
742
+ }
743
+ .ads-collapsible[data-state="open"] {
744
+ animation: ads-collapsible-down var(--duration-disclosure) var(--ease-disclosure);
745
+ }
746
+ .ads-collapsible[data-state="closed"] {
747
+ animation: ads-collapsible-up var(--duration-normal) var(--ease-disclosure);
748
+ }
749
+ @media (prefers-reduced-motion: reduce) {
750
+ .ads-collapsible[data-state="open"],
751
+ .ads-collapsible[data-state="closed"] {
752
+ animation: none;
753
+ }
754
+ }
755
+
756
+ /* Tree connector — the rail that links a group of children back to their
757
+ parent, and the L-shaped elbow that reaches an individual child.
758
+
759
+ Two classes so a rail can pass THROUGH content that is not itself a branch:
760
+ `.ads-tree-rail` draws the vertical only, `.ads-tree-branch` adds the elbow.
761
+ Mixing them keeps the rail unbroken from the parent icon while only the
762
+ rows that are actual children get an elbow.
763
+
764
+ - --tree-rail-lead : how far the FIRST child's rail climbs to meet the
765
+ parent row.
766
+ - --tree-elbow : where the elbow meets the child — its icon centre. */
767
+ .ads-tree-rail,
768
+ .ads-tree-branch {
769
+ position: relative;
770
+ padding-inline-start: 1.25rem;
771
+ }
772
+ .ads-tree-rail::before,
773
+ .ads-tree-branch::before {
774
+ content: "";
775
+ position: absolute;
776
+ inset-block: 0;
777
+ left: 0;
778
+ border-left: 1px solid var(--border-strong);
779
+ }
780
+ .ads-tree-rail:first-child::before,
781
+ .ads-tree-branch:first-child::before {
782
+ top: calc(-1 * var(--tree-rail-lead, 0px));
783
+ }
784
+ /* The last child needs no rail: its elbow (or the content's end) terminates
785
+ the branch, and a rail there pokes through the curve. */
786
+ .ads-tree-rail:last-child::before,
787
+ .ads-tree-branch:last-child::before {
788
+ display: none;
789
+ }
790
+ .ads-tree-branch::after {
791
+ content: "";
792
+ position: absolute;
793
+ left: 0;
794
+ top: 0;
795
+ height: var(--tree-elbow, 1.125rem);
796
+ width: 1rem;
797
+ border-bottom: 1px solid var(--border-strong);
798
+ border-left: 1px solid var(--border-strong);
799
+ border-bottom-left-radius: 9px;
800
+ }
695
801
  /* Let the consumer's Tailwind discover the classes ADS components use. */
696
802
  @source "./**/*.{js,mjs}";
package/theme.css CHANGED
@@ -7,11 +7,17 @@
7
7
  */
8
8
  @theme {
9
9
  /* ---- Typography ----
10
- One typeface only. No monospace font — numeric/code contexts use
11
- Aribau Grotesk with `tabular-nums` for aligned figures. */
10
+ One brand typeface. Figures inside prose stay in Aribau Grotesk with
11
+ `tabular-nums`; only literal source code steps to the mono stack. */
12
12
  --font-sans: "Aribau Grotesk", ui-sans-serif, system-ui, -apple-system,
13
13
  "Segoe UI", Roboto, Helvetica, Arial, sans-serif;
14
14
 
15
+ /* Source code only (CodeBlock, inline Code). ADS ships no mono webfont —
16
+ this resolves to the reader's platform mono, which is what a developer
17
+ already reads code in. Never use it for UI copy or data. */
18
+ --font-mono: ui-monospace, SFMono-Regular, "SF Mono", Menlo, Consolas,
19
+ "Liberation Mono", "Courier New", monospace;
20
+
15
21
  /* ---- Type scale ---- base = 15px (0.9375rem). Root stays 16px so the
16
22
  spacing grid is unaffected; only text sizes are anchored to 15px. */
17
23
  /* SIX sizes only — a deliberately small ladder (captions → display).
@@ -89,8 +95,8 @@
89
95
  /* ---- Elevation ---- ONE soft token (Claude-panel style).
90
96
  Delineate surfaces with fill color first; add this to gently lift them. */
91
97
  --shadow-elevation: 0 0 0 1px rgb(10 10 11 / 0.03),
92
- 0 1px 2px 0 rgb(10 10 11 / 0.05),
93
- 0 8px 24px -6px rgb(10 10 11 / 0.12);
98
+ 0 1px 2px 0 rgb(10 10 11 / 0.04),
99
+ 0 8px 28px -8px rgb(10 10 11 / 0.09);
94
100
 
95
101
  /* ---- CTA inner glow ---- luminous inset highlight for primary buttons
96
102
  (adapted from the "AI button" Figma): a crisp top-edge catch plus a soft
@@ -114,11 +120,13 @@
114
120
  --ease-expo-out: cubic-bezier(0.16, 1, 0.3, 1); /* side-panel and drawer slide */
115
121
  --ease-drawer: var(--ease-expo-out); /* backwards-compatible alias */
116
122
  --ease-spring: cubic-bezier(0.34, 1.56, 0.64, 1); /* playful overshoot (rare) */
123
+ --ease-disclosure: cubic-bezier(0.32, 0.72, 0, 1); /* height reveals — moves off the mark immediately, settles long */
117
124
 
118
125
  /* Durations — every animation/transition timing flows from these.
119
126
  UI animations stay under 300ms; exits run faster than enters. */
120
127
  --duration-fast: 0.15s; /* menu / popover / tooltip enter */
121
128
  --duration-normal: 0.2s; /* state transitions */
129
+ --duration-disclosure: 0.28s; /* collapsible open — travels a real distance */
122
130
  --duration-spin: 0.8s; /* rotation loops (spinner) */
123
131
  --duration-pulse: 1.5s; /* breathing / shimmer loops */
124
132
  --duration-bloom: 0.9s; /* ambient reveals (chat texture bloom, curtain wipe) */
@@ -1,11 +0,0 @@
1
- import { VoiceVisualizerColor, VoiceVisualizerDriver } from '../../hooks/agents-ui/voice-visualizer-types';
2
- import * as React from "react";
3
- export interface AgentAudioVisualizerAuraProps extends Omit<React.ComponentPropsWithoutRef<"div">, "color">, VoiceVisualizerDriver {
4
- /** Normalized RGB shader color. */
5
- color?: VoiceVisualizerColor;
6
- /** Hue variation across aura layers. */
7
- colorShift?: number;
8
- themeMode?: "dark" | "light";
9
- }
10
- /** Internal ADS port of LiveKit Agents UI's Aura visualizer. */
11
- export declare const AgentAudioVisualizerAura: React.ForwardRefExoticComponent<AgentAudioVisualizerAuraProps & React.RefAttributes<HTMLDivElement>>;
@@ -1,277 +0,0 @@
1
- "use client";
2
- import { jsx as d } from "react/jsx-runtime";
3
- import * as x from "react";
4
- import { ReactShaderToy as y } from "./react-shader-toy.js";
5
- import { useAgentAudioVisualizerAura as b } from "../../hooks/agents-ui/use-agent-audio-visualizer-aura.js";
6
- import { cn as S } from "../../lib/cn.js";
7
- const h = [0.122, 0.835, 0.976], A = `
8
- const float TAU = 6.283185;
9
-
10
- // Noise for dithering
11
- vec2 randFibo(vec2 p) {
12
- p = fract(p * vec2(443.897, 441.423));
13
- p += dot(p, p.yx + 19.19);
14
- return fract((p.xx + p.yx) * p.xy);
15
- }
16
-
17
- // Tonemap
18
- vec3 Tonemap(vec3 x) {
19
- x *= 4.0;
20
- return x / (1.0 + x);
21
- }
22
-
23
- // Luma for alpha
24
- float luma(vec3 color) {
25
- return dot(color, vec3(0.299, 0.587, 0.114));
26
- }
27
-
28
- // RGB to HSV
29
- vec3 rgb2hsv(vec3 c) {
30
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
31
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
32
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
33
- float d = q.x - min(q.w, q.y);
34
- float e = 1.0e-10;
35
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
36
- }
37
-
38
- // HSV to RGB
39
- vec3 hsv2rgb(vec3 c) {
40
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
41
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
42
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
43
- }
44
-
45
- // SDF shapes
46
- float sdCircle(vec2 st, float r) {
47
- return length(st) - r;
48
- }
49
-
50
- float sdLine(vec2 p, float r) {
51
- float halfLen = r * 2.0;
52
- vec2 a = vec2(-halfLen, 0.0);
53
- vec2 b = vec2(halfLen, 0.0);
54
- vec2 pa = p - a;
55
- vec2 ba = b - a;
56
- float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
57
- return length(pa - ba * h);
58
- }
59
-
60
- float getSdf(vec2 st) {
61
- if(uShape == 1.0) return sdCircle(st, uScale);
62
- else if(uShape == 2.0) return sdLine(st, uScale);
63
- return sdCircle(st, uScale); // Default
64
- }
65
-
66
- vec2 turb(vec2 pos, float t, float it) {
67
- // Initial rotation matrix for swirl direction
68
- mat2 rotation = mat2(0.6, -0.25, 0.25, 0.9);
69
- // Secondary rotation applied each iteration (approx 53 degree rotation)
70
- mat2 layerRotation = mat2(0.6, -0.8, 0.8, 0.6);
71
-
72
- float frequency = mix(2.0, 15.0, uFrequency);
73
- float amplitude = uAmplitude;
74
- float frequencyGrowth = 1.4;
75
- float animTime = t * 0.1 * uSpeed;
76
-
77
- const int LAYERS = 4;
78
- for(int i = 0; i < LAYERS; i++) {
79
- // Calculate wave displacement for this layer
80
- vec2 rotatedPos = pos * rotation;
81
- vec2 wave = sin(frequency * rotatedPos + float(i) * animTime + it);
82
-
83
- // Apply displacement along rotation direction
84
- pos += (amplitude / frequency) * rotation[0] * wave;
85
-
86
- // Evolve parameters for next layer
87
- rotation *= layerRotation;
88
- amplitude *= mix(1.0, max(wave.x, wave.y), uVariance);
89
- frequency *= frequencyGrowth;
90
- }
91
-
92
- return pos;
93
- }
94
-
95
- const float ITERATIONS = 36.0;
96
-
97
- void mainImage(out vec4 fragColor, in vec2 fragCoord) {
98
- vec2 uv = fragCoord / iResolution.xy;
99
-
100
- vec3 pp = vec3(0.0);
101
- vec3 bloom = vec3(0.0);
102
- float t = iTime * 0.5;
103
- vec2 pos = uv - 0.5;
104
-
105
- vec2 prevPos = turb(pos, t, 0.0 - 1.0 / ITERATIONS);
106
- float spacing = mix(1.0, TAU, uSpacing);
107
-
108
- for(float i = 1.0; i < ITERATIONS + 1.0; i++) {
109
- float iter = i / ITERATIONS;
110
- vec2 st = turb(pos, t, iter * spacing);
111
- float d = abs(getSdf(st));
112
- float pd = distance(st, prevPos);
113
- prevPos = st;
114
- float dynamicBlur = exp2(pd * 2.0 * 1.4426950408889634) - 1.0;
115
- float ds = smoothstep(0.0, uBlur * 0.05 + max(dynamicBlur * uSmoothing, 0.001), d);
116
-
117
- // Shift color based on iteration using uColorScale
118
- vec3 color = uColor;
119
- if(uColorShift > 0.01) {
120
- vec3 hsv = rgb2hsv(color);
121
- // Shift hue by iteration
122
- hsv.x = fract(hsv.x + (1.0 - iter) * uColorShift * 0.3);
123
- color = hsv2rgb(hsv);
124
- }
125
-
126
- float invd = 1.0 / max(d + dynamicBlur, 0.001);
127
- pp += (ds - 1.0) * color;
128
- bloom += clamp(invd, 0.0, 250.0) * color;
129
- }
130
-
131
- pp *= 1.0 / ITERATIONS;
132
-
133
- vec3 color;
134
-
135
- // Dark mode (default)
136
- if(uMode < 0.5) {
137
- // use bloom effect
138
- bloom = bloom / (bloom + 2e4);
139
- color = (-pp + bloom * 3.0 * uBloom) * 1.2;
140
- color += (randFibo(fragCoord).x - 0.5) / 255.0;
141
- color = Tonemap(color);
142
- float alpha = luma(color) * uMix;
143
- fragColor = vec4(color * uMix, alpha);
144
- }
145
-
146
- // Light mode
147
- else {
148
- // no bloom effect
149
- color = -pp;
150
- color += (randFibo(fragCoord).x - 0.5) / 255.0;
151
-
152
- // Preserve hue by tone mapping brightness only
153
- float brightness = length(color);
154
- vec3 direction = brightness > 0.0 ? color / brightness : color;
155
-
156
- // Reinhard on brightness
157
- float factor = 2.0;
158
- float mappedBrightness = (brightness * factor) / (1.0 + brightness * factor);
159
- color = direction * mappedBrightness;
160
-
161
- // Boost saturation to compensate for white background bleed-through
162
- // When alpha < 1.0, white bleeds through making colors look desaturated
163
- // So we increase saturation to maintain vibrant appearance
164
- float gray = dot(color, vec3(0.2, 0.5, 0.1));
165
- float saturationBoost = 3.0;
166
- color = mix(vec3(gray), color, saturationBoost);
167
-
168
- // Clamp between 0-1
169
- color = clamp(color, 0.0, 1.0);
170
-
171
- float alpha = mappedBrightness * clamp(uMix, 1.0, 2.0);
172
- fragColor = vec4(color, alpha);
173
- }
174
- }`;
175
- function g({
176
- shape: m = 1,
177
- speed: e = 1,
178
- amplitude: t = 0.5,
179
- frequency: a = 0.5,
180
- scale: r = 0.2,
181
- blur: l = 1,
182
- color: i = h,
183
- colorShift: c = 1,
184
- brightness: n = 1,
185
- themeMode: u = "light",
186
- reduced: s = !1,
187
- ref: p,
188
- className: f,
189
- ...v
190
- }) {
191
- return /* @__PURE__ */ d("div", { ref: p, className: f, ...v, children: /* @__PURE__ */ d(
192
- y,
193
- {
194
- fs: A,
195
- className: "size-full",
196
- devicePixelRatio: 1,
197
- paused: s || e === 0,
198
- uniforms: {
199
- // Aurora wave speed
200
- uSpeed: { type: "1f", value: e },
201
- // Edge blur/softness
202
- uBlur: { type: "1f", value: l },
203
- // Shape scale
204
- uScale: { type: "1f", value: r },
205
- // Shape type: 1=circle, 2=line
206
- uShape: { type: "1f", value: m },
207
- // Wave frequency and complexity
208
- uFrequency: { type: "1f", value: a },
209
- // Turbulence amplitude
210
- uAmplitude: { type: "1f", value: t },
211
- // Light intensity (bloom)
212
- uBloom: { type: "1f", value: 0 },
213
- // Brightness of the aurora (0-1)
214
- uMix: { type: "1f", value: n },
215
- // Color variation across layers (0-1)
216
- uSpacing: { type: "1f", value: 0.5 },
217
- // Color palette offset - shifts colors along the gradient (0-1)
218
- uColorShift: { type: "1f", value: c },
219
- // Color variation across layers (0-1)
220
- uVariance: { type: "1f", value: 0.1 },
221
- // Smoothing of the aurora (0-1)
222
- uSmoothing: { type: "1f", value: 1 },
223
- // Display mode: 0=dark background, 1=light background
224
- uMode: { type: "1f", value: u === "light" ? 1 : 0 },
225
- // Color
226
- uColor: { type: "3fv", value: i }
227
- },
228
- onError: (o) => {
229
- console.error("Shader error:", o);
230
- },
231
- onWarning: (o) => {
232
- console.warn("Shader warning:", o);
233
- }
234
- }
235
- ) });
236
- }
237
- g.displayName = "AuraShader";
238
- const w = x.forwardRef(function({
239
- state: e = "idle",
240
- volume: t = 0,
241
- reduced: a = !1,
242
- color: r = h,
243
- colorShift: l = 0.05,
244
- themeMode: i = "light",
245
- className: c,
246
- ...n
247
- }, u) {
248
- const { speed: s, scale: p, amplitude: f, frequency: v, brightness: o } = b({
249
- state: e,
250
- volume: t,
251
- reduced: a
252
- });
253
- return /* @__PURE__ */ d(
254
- g,
255
- {
256
- ref: u,
257
- "aria-hidden": !0,
258
- "data-state": e,
259
- blur: 0.2,
260
- color: r,
261
- colorShift: l,
262
- speed: s,
263
- scale: p,
264
- themeMode: i,
265
- amplitude: f,
266
- frequency: v,
267
- brightness: o,
268
- reduced: a,
269
- className: S("size-full", c),
270
- ...n
271
- }
272
- );
273
- });
274
- w.displayName = "AgentAudioVisualizerAura";
275
- export {
276
- w as AgentAudioVisualizerAura
277
- };
@@ -1,12 +0,0 @@
1
- import { VoiceVisualizerColor, VoiceVisualizerDriver } from '../../hooks/agents-ui/voice-visualizer-types';
2
- import * as React from "react";
3
- export interface AgentAudioVisualizerWaveProps extends Omit<React.ComponentPropsWithoutRef<"div">, "color">, VoiceVisualizerDriver {
4
- /** Normalized RGB shader color. */
5
- color?: VoiceVisualizerColor;
6
- /** Hue variation toward the outside of the wave. */
7
- colorShift?: number;
8
- lineWidth?: number;
9
- blur?: number;
10
- }
11
- /** Internal ADS port of LiveKit Agents UI's Wave visualizer. */
12
- export declare const AgentAudioVisualizerWave: React.ForwardRefExoticComponent<AgentAudioVisualizerWaveProps & React.RefAttributes<HTMLDivElement>>;
@@ -1,203 +0,0 @@
1
- "use client";
2
- import { jsx as v } from "react/jsx-runtime";
3
- import * as g from "react";
4
- import { ReactShaderToy as y } from "./react-shader-toy.js";
5
- import { useAgentAudioVisualizerWave as w } from "../../hooks/agents-ui/use-agent-audio-visualizer-wave.js";
6
- import { cn as b } from "../../lib/cn.js";
7
- const p = [0.122, 0.835, 0.976], S = `
8
- const float TAU = 6.28318530718;
9
-
10
- // Noise for dithering
11
- vec2 randFibo(vec2 p) {
12
- p = fract(p * vec2(443.897, 441.423));
13
- p += dot(p, p.yx + 19.19);
14
- return fract((p.xx + p.yx) * p.xy);
15
- }
16
-
17
- // Luma for alpha
18
- float luma(vec3 color) {
19
- return dot(color, vec3(0.299, 0.587, 0.114));
20
- }
21
-
22
- // RGB to HSV
23
- vec3 rgb2hsv(vec3 c) {
24
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
25
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
26
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
27
- float d = q.x - min(q.w, q.y);
28
- float e = 1.0e-10;
29
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
30
- }
31
-
32
- // HSV to RGB
33
- vec3 hsv2rgb(vec3 c) {
34
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
35
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
36
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
37
- }
38
-
39
- // Bell curve function for attenuation from center with rounded top
40
- float bellCurve(float distanceFromCenter, float maxDistance) {
41
- float normalizedDistance = distanceFromCenter / maxDistance;
42
- // Use cosine with high power for smooth rounded top
43
- return pow(cos(normalizedDistance * (3.14159265359 / 4.0)), 16.0);
44
- }
45
-
46
- // Calculate the sine wave
47
- float oscilloscopeWave(float x, float centerX, float time) {
48
- float relativeX = x - centerX;
49
- float maxDistance = centerX;
50
- float distanceFromCenter = abs(relativeX);
51
-
52
- // Apply bell curve for amplitude attenuation
53
- float bell = bellCurve(distanceFromCenter, maxDistance);
54
-
55
- // Calculate wave with uniforms and bell curve attenuation
56
- float wave = sin(relativeX * uFrequency + time * uSpeed) * uAmplitude * bell;
57
-
58
- return wave;
59
- }
60
-
61
- void mainImage(out vec4 fragColor, in vec2 fragCoord) {
62
- vec2 uv = fragCoord / iResolution.xy;
63
- vec2 pos = uv - 0.5;
64
-
65
- // Calculate center and positions
66
- float centerX = 0.5;
67
- float centerY = 0.5;
68
- float x = uv.x;
69
- float y = uv.y;
70
-
71
- // Convert line width from pixels to UV space
72
- // Use the average of width and height to handle aspect ratio
73
- float pixelSize = 2.0 / (iResolution.x + iResolution.y);
74
- float lineWidthUV = uLineWidth * pixelSize;
75
- float smoothingUV = uSmoothing * pixelSize;
76
-
77
- // Find minimum distance to the wave by sampling nearby points
78
- // This gives us consistent line width without high-frequency artifacts
79
- const int NUM_SAMPLES = 50; // Must be const for GLSL loop
80
- float minDist = 1000.0;
81
- float sampleRange = 0.02; // Range to search for closest point
82
-
83
- for(int i = 0; i < NUM_SAMPLES; i++) {
84
- float offset = (float(i) / float(NUM_SAMPLES - 1) - 0.5) * sampleRange;
85
- float sampleX = x + offset;
86
- float waveY = centerY + oscilloscopeWave(sampleX, centerX, iTime);
87
-
88
- // Calculate distance from current pixel to this point on the wave
89
- vec2 wavePoint = vec2(sampleX, waveY);
90
- vec2 currentPoint = vec2(x, y);
91
- float dist = distance(currentPoint, wavePoint);
92
-
93
- minDist = min(minDist, dist);
94
- }
95
-
96
- // Solid line with smooth edges using minimum distance
97
- float line = smoothstep(lineWidthUV + smoothingUV, lineWidthUV - smoothingUV, minDist);
98
-
99
- vec3 color = uColor;
100
- if(abs(uColorShift) > 0.01) {
101
- // Keep the center 50% at base color, then ramp shift across outer 25% on each side.
102
- float centerBandHalfWidth = 0.2;
103
- float edgeBandWidth = 0.5;
104
- float distanceFromCenter = abs(x - centerX);
105
- float edgeFactor = clamp((distanceFromCenter - centerBandHalfWidth) / edgeBandWidth, 0.0, 1.0);
106
- vec3 hsv = rgb2hsv(color);
107
- // Hue shift is zero in the center band and strongest at far edges.
108
- hsv.x = fract(hsv.x + edgeFactor * uColorShift * 0.3);
109
- color = hsv2rgb(hsv);
110
- }
111
-
112
- // Apply line intensity
113
- color *= line;
114
-
115
- // Add dithering for smoother gradients
116
- // color += (randFibo(fragCoord).x - 0.5) / 255.0;
117
-
118
- // Calculate alpha based on line intensity
119
- float alpha = line * uMix;
120
-
121
- fragColor = vec4(color * uMix, alpha);
122
- }`;
123
- function m({
124
- speed: a = 10,
125
- color: t = p,
126
- colorShift: i = 0.05,
127
- mix: o = 1,
128
- amplitude: n = 0.02,
129
- frequency: r = 20,
130
- lineWidth: l = 2,
131
- blur: c = 0.5,
132
- reduced: s = !1,
133
- ref: f,
134
- className: u,
135
- ...d
136
- }) {
137
- return /* @__PURE__ */ v("div", { ref: f, className: u, ...d, children: /* @__PURE__ */ v(
138
- y,
139
- {
140
- fs: S,
141
- className: "size-full",
142
- devicePixelRatio: 1,
143
- paused: s || a === 0,
144
- uniforms: {
145
- uSpeed: { type: "1f", value: a },
146
- uAmplitude: { type: "1f", value: n },
147
- uFrequency: { type: "1f", value: r },
148
- uMix: { type: "1f", value: o },
149
- uLineWidth: { type: "1f", value: l },
150
- uSmoothing: { type: "1f", value: c },
151
- uColor: { type: "3fv", value: t },
152
- uColorShift: { type: "1f", value: i }
153
- },
154
- onError: (e) => {
155
- console.error("Shader error:", e);
156
- },
157
- onWarning: (e) => {
158
- console.warn("Shader warning:", e);
159
- }
160
- }
161
- ) });
162
- }
163
- m.displayName = "WaveShader";
164
- const C = g.forwardRef(function({
165
- state: t = "idle",
166
- volume: i = 0,
167
- reduced: o = !1,
168
- color: n = p,
169
- colorShift: r = 0.05,
170
- lineWidth: l = 1.5,
171
- blur: c = 0.5,
172
- className: s,
173
- ...f
174
- }, u) {
175
- const { speed: d, amplitude: e, frequency: h, opacity: x } = w({
176
- state: t,
177
- volume: i,
178
- reduced: o
179
- });
180
- return /* @__PURE__ */ v(
181
- m,
182
- {
183
- ref: u,
184
- "aria-hidden": !0,
185
- "data-state": t,
186
- speed: d,
187
- color: n,
188
- colorShift: r,
189
- mix: x,
190
- amplitude: e,
191
- frequency: h,
192
- lineWidth: l,
193
- blur: c,
194
- reduced: o,
195
- className: b("size-full", s),
196
- ...f
197
- }
198
- );
199
- });
200
- C.displayName = "AgentAudioVisualizerWave";
201
- export {
202
- C as AgentAudioVisualizerWave
203
- };