@almadar/ui 5.103.0 → 5.105.0

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Files changed (80) hide show
  1. package/dist/avl/index.cjs +168 -88
  2. package/dist/avl/index.css +3 -3
  3. package/dist/avl/index.js +168 -88
  4. package/dist/components/core/atoms/AtlasImage.d.ts +2 -2
  5. package/dist/components/core/atoms/FlipContainer.d.ts +1 -1
  6. package/dist/components/core/molecules/Card.d.ts +1 -1
  7. package/dist/components/core/molecules/Chart.d.ts +3 -3
  8. package/dist/components/core/molecules/DataGrid.d.ts +1 -1
  9. package/dist/components/core/molecules/DataList.d.ts +1 -1
  10. package/dist/components/core/molecules/DocPagination.d.ts +8 -1
  11. package/dist/components/core/molecules/DocSearch.d.ts +8 -1
  12. package/dist/components/core/molecules/FlipCard.d.ts +1 -1
  13. package/dist/components/core/molecules/LineChart.d.ts +3 -1
  14. package/dist/components/core/molecules/MapView.d.ts +18 -1
  15. package/dist/components/core/molecules/SortableList.d.ts +1 -1
  16. package/dist/components/core/molecules/TableView.d.ts +1 -1
  17. package/dist/components/core/organisms/DataTable.d.ts +7 -3
  18. package/dist/components/core/organisms/debug/RuntimeDebugger.d.ts +10 -1
  19. package/dist/components/core/organisms/debug/tabs/EntitiesTab.d.ts +2 -1
  20. package/dist/components/core/organisms/debug/tabs/EventDispatcherTab.d.ts +2 -1
  21. package/dist/components/core/organisms/debug/tabs/EventFlowTab.d.ts +6 -1
  22. package/dist/components/core/organisms/debug/tabs/GuardsPanel.d.ts +6 -1
  23. package/dist/components/core/organisms/debug/tabs/ServerBridgeTab.d.ts +12 -1
  24. package/dist/components/core/organisms/debug/tabs/TicksTab.d.ts +2 -1
  25. package/dist/components/core/organisms/debug/tabs/TraitsTab.d.ts +2 -1
  26. package/dist/components/core/organisms/debug/tabs/TransitionTimeline.d.ts +11 -1
  27. package/dist/components/core/organisms/debug/tabs/VerificationTab.d.ts +8 -1
  28. package/dist/components/game/2d/atoms/ActionButton.d.ts +2 -1
  29. package/dist/components/game/2d/atoms/ChoiceButton.d.ts +2 -1
  30. package/dist/components/game/2d/atoms/ComboCounter.d.ts +2 -1
  31. package/dist/components/game/2d/atoms/ControlButton.d.ts +2 -1
  32. package/dist/components/game/2d/atoms/DamageNumber.d.ts +2 -1
  33. package/dist/components/game/2d/atoms/DialogueBubble.d.ts +2 -1
  34. package/dist/components/game/2d/atoms/GameIcon.d.ts +2 -1
  35. package/dist/components/game/2d/atoms/HealthBar.d.ts +2 -1
  36. package/dist/components/game/2d/atoms/ItemSlot.d.ts +2 -1
  37. package/dist/components/game/2d/atoms/MiniMap.d.ts +2 -1
  38. package/dist/components/game/2d/atoms/ResourceCounter.d.ts +2 -1
  39. package/dist/components/game/2d/atoms/ScoreDisplay.d.ts +2 -1
  40. package/dist/components/game/2d/atoms/StatusEffect.d.ts +2 -1
  41. package/dist/components/game/2d/atoms/TimerDisplay.d.ts +2 -1
  42. package/dist/components/game/2d/atoms/TurnIndicator.d.ts +2 -1
  43. package/dist/components/game/2d/atoms/WaypointMarker.d.ts +2 -1
  44. package/dist/components/game/2d/molecules/Canvas2D.d.ts +6 -5
  45. package/dist/components/game/2d/molecules/GameHud.d.ts +2 -1
  46. package/dist/components/game/2d/molecules/GameMenu.d.ts +2 -1
  47. package/dist/components/game/2d/molecules/InventoryGrid.d.ts +2 -1
  48. package/dist/components/game/2d/molecules/ResourceBar.d.ts +2 -1
  49. package/dist/components/game/2d/molecules/SideCanvas2D.d.ts +36 -0
  50. package/dist/components/game/2d/molecules/StatBadge.d.ts +2 -1
  51. package/dist/components/game/3d/atoms/EventMarker3D.d.ts +17 -0
  52. package/dist/components/game/3d/atoms/SpriteBillboard3D.d.ts +18 -0
  53. package/dist/components/game/3d/index.cjs +539 -496
  54. package/dist/components/game/3d/index.js +367 -324
  55. package/dist/components/game/3d/molecules/FeatureMesh3D.d.ts +21 -0
  56. package/dist/components/game/3d/molecules/GameCamera3D.d.ts +35 -0
  57. package/dist/components/game/3d/molecules/Lighting3D.d.ts +10 -2
  58. package/dist/components/game/3d/molecules/SideScene3D.d.ts +31 -0
  59. package/dist/components/game/3d/molecules/TileMesh3D.d.ts +28 -0
  60. package/dist/components/game/3d/molecules/UnitMesh3D.d.ts +29 -0
  61. package/dist/components/game/shared/game3dTheme.d.ts +55 -0
  62. package/dist/components/game/shared/isometric.d.ts +38 -0
  63. package/dist/components/game/shared/isometricTypes.d.ts +4 -0
  64. package/dist/components/game/shared/lib/editorUtils.d.ts +8 -8
  65. package/dist/components/index.cjs +156 -83
  66. package/dist/components/index.css +3 -3
  67. package/dist/components/index.js +160 -87
  68. package/dist/hooks/useGitHub.d.ts +7 -7
  69. package/dist/marketing/index.cjs +2 -2
  70. package/dist/marketing/index.js +2 -2
  71. package/dist/providers/EventBusProvider.d.ts +1 -1
  72. package/dist/providers/SelectionProvider.d.ts +1 -1
  73. package/dist/providers/ServerBridge.d.ts +1 -1
  74. package/dist/providers/index.cjs +164 -84
  75. package/dist/providers/index.css +3 -3
  76. package/dist/providers/index.js +164 -84
  77. package/dist/runtime/index.cjs +164 -84
  78. package/dist/runtime/index.css +3 -3
  79. package/dist/runtime/index.js +164 -84
  80. package/package.json +10 -15
@@ -0,0 +1,21 @@
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+ /**
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+ * FeatureMesh3D
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+ *
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+ * Default feature renderer for GameCanvas3D. GLB model when resolved (tinted
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+ * via `feature.color`); otherwise a procedural tree or rock primitive using
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+ * the `game3dTheme` default palette.
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+ *
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+ * @packageDocumentation
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+ */
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+ import React from 'react';
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+ import type { Asset } from '@almadar/core';
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+ import type { IsometricFeature } from '../../shared/isometricTypes';
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+ import type { MinimalMouseEvent } from '../../shared/hooks/useGameCanvas3DEvents';
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+ export interface FeatureMesh3DProps {
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+ feature: IsometricFeature;
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+ position: [number, number, number];
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+ model?: Asset;
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+ onFeatureClick: (feature: IsometricFeature, event: MinimalMouseEvent | null) => void;
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+ }
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+ export declare function FeatureMesh3D({ feature, position, model, onFeatureClick, }: FeatureMesh3DProps): React.JSX.Element | null;
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+ export default FeatureMesh3D;
@@ -0,0 +1,35 @@
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+ /**
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+ * GameCamera3D
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+ *
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+ * Camera-tracking helpers extracted from GameCanvas3D: an imperative-handle
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+ * position reporter, a smooth-follow camera for `follow`/`chase` modes, and a
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+ * lerped group wrapper for interpolated positions between LOLO tick snapshots.
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+ *
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+ * @packageDocumentation
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+ */
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+ import React from 'react';
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+ /** Reports the live camera position on every change (imperative handle integration). */
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+ export declare function CameraController3D({ onCameraChange, }: {
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+ onCameraChange?: (pos: {
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+ x: number;
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+ y: number;
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+ z: number;
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+ }) => void;
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+ }): null;
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+ /**
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+ * Camera that smooth-tracks a world-space target (side-view player or selected unit).
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+ * OrbitControls is disabled while following — the camera is authoritative.
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+ */
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+ export declare function FollowCamera3D({ target, offset, }: {
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+ target: [number, number, number];
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+ offset: [number, number, number];
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+ }): null;
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+ /**
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+ * Group that smooth-lerps toward its target position between LOLO tick snapshots
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+ * (the 3D analogue of Canvas2D's `interpolateUnits`). Disabled → snaps.
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+ */
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+ export declare function LerpedGroup3D({ target, enabled, children, }: {
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+ target: [number, number, number];
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+ enabled: boolean;
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+ children: React.ReactNode;
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+ }): React.JSX.Element;
@@ -22,8 +22,16 @@ export interface Lighting3DProps {
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  shadows?: boolean;
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  /** Shadow map size */
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  shadowMapSize?: number;
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- /** Shadow camera size */
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+ /** Shadow camera size (orthographic half-extent) */
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  shadowCameraSize?: number;
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+ /** Shadow depth bias — reduces shadow acne */
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+ shadowBias?: number;
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+ /** Shadow normal bias — reduces acne on angled faces (undefined = three.js default 0) */
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+ shadowNormalBias?: number;
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+ /** Shadow camera near plane */
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+ shadowCameraNear?: number;
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+ /** Shadow camera far plane */
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+ shadowCameraFar?: number;
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  /** Show helper for directional light */
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  showHelpers?: boolean;
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  }
@@ -43,5 +51,5 @@ export interface Lighting3DProps {
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  * </Canvas>
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  * ```
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  */
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- export declare function Lighting3D({ ambientIntensity, ambientColor, directionalIntensity, directionalColor, directionalPosition, shadows, shadowMapSize, shadowCameraSize, showHelpers, }: Lighting3DProps): React.JSX.Element;
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+ export declare function Lighting3D({ ambientIntensity, ambientColor, directionalIntensity, directionalColor, directionalPosition, shadows, shadowMapSize, shadowCameraSize, shadowBias, shadowNormalBias, shadowCameraNear, shadowCameraFar, showHelpers, }: Lighting3DProps): React.JSX.Element;
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  export default Lighting3D;
@@ -0,0 +1,31 @@
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+ /**
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+ * SideScene3D
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+ *
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+ * Side-scroller scene: renders the LOLO-owned pixel-space `player`/`platforms`
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+ * as 3D geometry. Physics stays in the board's tick (same contract as Canvas2D's
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+ * SideView) — this only maps px → world units and draws. Platform and player
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+ * fallback colors come from `game3dTheme` defaults.
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+ *
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+ * @packageDocumentation
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+ */
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+ import React from 'react';
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+ import type { Asset } from '@almadar/core';
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+ import type { Platform, SidePlayer } from '../../2d/molecules/Canvas2D';
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+ import type { IsometricFeature } from '../../shared/isometricTypes';
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+ import type { GameEvent, GameCanvas3DAssetManifest } from './GameCanvas3D';
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+ export interface SideScene3DProps {
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+ player: SidePlayer;
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+ platforms: Platform[];
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+ worldHeight: number;
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+ ppu: number;
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+ playerSprite?: Asset;
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+ tileSprites?: Record<string, Asset>;
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+ interpolate: boolean;
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+ /** Side-view features (collectibles/props) — x/y are PIXELS like platforms. */
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+ features?: IsometricFeature[];
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+ /** Feedback markers — x/y are PIXELS in side view. */
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+ events?: GameEvent[];
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+ assetManifest?: GameCanvas3DAssetManifest;
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+ }
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+ export declare function SideScene3D({ player, platforms, worldHeight, ppu, playerSprite, tileSprites, interpolate, features, events, assetManifest, }: SideScene3DProps): React.JSX.Element;
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+ export default SideScene3D;
@@ -0,0 +1,28 @@
1
+ /**
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+ * TileMesh3D
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+ *
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+ * Default tile renderer for GameCanvas3D. GLB tile when a model is resolved
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+ * (with a box fallback while loading/on error); otherwise a colored plate
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+ * whose terrain color and highlight emissive come from `game3dTheme` defaults,
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+ * overridable per-tile via `tile.color`.
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+ *
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+ * @packageDocumentation
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+ */
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+ import React from 'react';
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+ import type { Asset } from '@almadar/core';
13
+ import type { IsometricTile } from '../../shared/isometricTypes';
14
+ import type { MinimalMouseEvent } from '../../shared/hooks/useGameCanvas3DEvents';
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+ export interface TileMesh3DProps {
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+ /** `color` is an optional per-tile override of the terrain default. */
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+ tile: IsometricTile;
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+ position: [number, number, number];
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+ model?: Asset;
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+ isSelected: boolean;
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+ isHovered: boolean;
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+ isValidMove: boolean;
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+ isAttackTarget: boolean;
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+ onTileClick: (tile: IsometricTile, event: MinimalMouseEvent) => void;
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+ onTileHover: (tile: IsometricTile | null, event: MinimalMouseEvent) => void;
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+ }
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+ export declare function TileMesh3D({ tile, position, model, isSelected, isHovered, isValidMove, isAttackTarget, onTileClick, onTileHover, }: TileMesh3DProps): React.JSX.Element;
28
+ export default TileMesh3D;
@@ -0,0 +1,29 @@
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+ /**
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+ * UnitMesh3D
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+ *
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+ * Default unit renderer for GameCanvas3D. Renders (in priority order) an
5
+ * animated sprite-sheet billboard, a GLB model, or a procedural
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+ * base/body/head primitive stack — plus a selection ring and health bar.
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+ * Faction color, selection ring, and health-bar palette come from
8
+ * `game3dTheme` defaults, overridable per-unit via `unit.tint`.
9
+ *
10
+ * @packageDocumentation
11
+ */
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+ import React from 'react';
13
+ import type { Asset } from '@almadar/core';
14
+ import type { IsometricUnit } from '../../shared/isometricTypes';
15
+ import type { ResolvedFrame } from '../../shared/spriteAnimationTypes';
16
+ import type { MinimalMouseEvent } from '../../shared/hooks/useGameCanvas3DEvents';
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+ export interface UnitMesh3DProps {
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+ /** `tint` is an optional per-unit override of the faction default. */
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+ unit: IsometricUnit;
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+ position: [number, number, number];
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+ model?: Asset;
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+ isSelected: boolean;
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+ unitScale: number;
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+ cellSize: number;
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+ resolveUnitFrame: (unitId: string) => ResolvedFrame | null;
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+ onUnitClick: (unit: IsometricUnit, event: MinimalMouseEvent) => void;
27
+ }
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+ export declare function UnitMesh3D({ unit, position, model, isSelected, unitScale, cellSize, resolveUnitFrame, onUnitClick, }: UnitMesh3DProps): React.JSX.Element;
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+ export default UnitMesh3D;
@@ -0,0 +1,55 @@
1
+ /**
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+ * game3dTheme
3
+ *
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+ * Single source of truth for the 3D game renderer's DEFAULT palettes + sizing.
5
+ * These were previously baked (and in several cases duplicated) inside
6
+ * `GameCanvas3D.tsx`'s inline sub-renderers. The decomposed mesh components
7
+ * (`TileMesh3D`, `UnitMesh3D`, `FeatureMesh3D`, `EventMarker3D`, `SideScene3D`)
8
+ * read these as DEFAULTS so the renderer stays "dumb": every color/size can be
9
+ * overridden per-item via the descriptor data (`tile.color`, `unit.tint`, …)
10
+ * that `.lolo` computes. No React deps — pure constants, usable anywhere.
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+ *
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+ * Values are the exact literals that lived inline in GameCanvas3D before the
13
+ * decomposition, so a board that supplies no overrides renders identically.
14
+ *
15
+ * @packageDocumentation
16
+ */
17
+ /** Tile fallback color by terrain kind (DefaultTile 555–560). */
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+ export declare const TERRAIN_COLORS_3D: Record<string, number>;
19
+ /** Tile emissive tint by highlight state (DefaultTile 562–566). */
20
+ export declare const HIGHLIGHT_EMISSIVE_3D: Record<string, number>;
21
+ /** Unit fallback color by faction/team (DefaultUnit 624). */
22
+ export declare const FACTION_COLORS_3D: Record<string, number>;
23
+ /** Selection ring color (DefaultUnit 644). */
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+ export declare const SELECTION_RING_COLOR_3D = "#ffff00";
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+ /** Health-bar palette + geometry (DefaultUnit 690–716). */
26
+ export declare const HEALTHBAR_3D: {
27
+ bg: number;
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+ /** fill color thresholds: fraction > key → color */
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+ high: number;
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+ mid: number;
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+ low: number;
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+ width: number;
33
+ };
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+ /** Resolve the health-bar fill color for a health fraction (0..1). */
35
+ export declare function healthbarFill3D(fraction: number): number;
36
+ /** Procedural tree colors (DefaultFeature 753–760). */
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+ export declare const TREE_COLORS_3D: {
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+ trunk: number;
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+ foliage: number;
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+ };
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+ /** Procedural rock color (DefaultFeature 765). */
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+ export declare const ROCK_COLOR_3D = 8421504;
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+ /** Floating event/feedback label color by event type (EventMarker 487–498). */
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+ export declare const EVENT_COLORS_3D: Record<string, number>;
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+ /** Side-scroller platform palette (SideScene SIDE_PLATFORM_COLORS 356–362). */
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+ export declare const SIDE_PLATFORM_COLORS_3D: Record<string, number>;
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+ /** Side-scroller player fallback capsule color (SideScene 470). */
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+ export declare const SIDE_PLAYER_COLOR_3D = "#4488ff";
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+ /** Grid line colors for the drei `<Grid>` (GameCanvas3D 1245/1248). */
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+ export declare const GRID_COLORS_3D: {
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+ cell: string;
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+ section: string;
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+ };
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+ /** Default scene background (GameCanvas3DProps.backgroundColor default, line 114). */
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+ export declare const DEFAULT_BACKGROUND_3D = "#1a1a2e";
@@ -27,6 +27,44 @@ export declare const DIAMOND_TOP_Y = 374;
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  * Feature type → fallback color mapping (when sprites not loaded).
28
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  */
29
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  export declare const FEATURE_COLORS: Record<string, string>;
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+ /** Tile fallback color by terrain (Canvas2D 973–975 / 983–985). */
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+ export declare const TERRAIN_COLORS: Record<string, string>;
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+ /** Unit fallback + movement-ghost color by team (Canvas2D 1155–1156 / 1220–1221). */
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+ export declare const TEAM_COLORS: Record<string, string>;
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+ /** Unit drop-shadow color by team (Canvas2D 1188 / 1212). */
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+ export declare const TEAM_SHADOW_COLORS: Record<string, string>;
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+ /** Cell highlight fill by intent (Canvas2D 1016 / 1019–1020). */
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+ export declare const HIGHLIGHT_COLORS: {
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+ hover: string;
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+ validMove: string;
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+ attack: string;
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+ };
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+ /** Selection ring stroke (Canvas2D 1168). */
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+ export declare const SELECTION_RING_COLOR = "rgba(0,200,255,0.8)";
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+ /** Tile grid stroke (Canvas2D 977 / 993). */
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+ export declare const GRID_STROKE_COLOR = "rgba(0,0,0,0.2)";
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+ /** Solid background fallback (Canvas2D 929). */
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+ export declare const BACKGROUND_FALLBACK_COLOR = "#1a1a2e";
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+ /** Minimap tile color by terrain (Canvas2D 873). */
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+ export declare const MINIMAP_TERRAIN_COLORS: Record<string, string>;
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+ /** Minimap unit color by team (Canvas2D 882). */
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+ export declare const MINIMAP_UNIT_COLORS: Record<string, string>;
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+ /** Unit DOM name-label background by team (Canvas2D 1609). */
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+ export declare const UNIT_LABEL_BG_COLORS: Record<string, string>;
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+ /** Side-scroller palette (Canvas2D SideView 229–259). */
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+ export declare const SIDE_PLATFORM_COLORS: Record<string, string>;
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+ export declare const SIDE_PLAYER_COLOR = "#3498db";
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+ export declare const SIDE_PLAYER_EYE_COLOR = "#ffffff";
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+ export declare const SIDE_SKY_GRADIENT_TOP = "#1a1a2e";
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+ export declare const SIDE_SKY_GRADIENT_BOTTOM = "#16213e";
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+ export declare const SIDE_GRID_COLOR = "rgba(255, 255, 255, 0.03)";
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+ export declare const SIDE_FX_COLOR = "#ffe066";
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+ export declare const SIDE_PLATFORM_BEVEL_COLOR = "rgba(255,255,255,0.15)";
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+ export declare const SIDE_PLATFORM_SHADOW_COLOR = "rgba(0,0,0,0.3)";
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+ export declare const SIDE_HAZARD_STRIPE_COLOR = "#e74c3c";
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+ export declare const SIDE_GOAL_GLOW_COLOR = "rgba(241, 196, 15, 0.5)";
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+ /** Default grid-path board background (Canvas2D bgColor default 634). */
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+ export declare const DEFAULT_BG_COLOR = "#5c94fc";
30
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  /**
31
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  * Tile layout mode. 'isometric' = 2:1 diamond projection (default).
32
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  * 'hex' = pointy-top offset-row hex grid.
@@ -36,6 +36,8 @@ export interface IsometricTile {
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  type?: string;
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  /** Direct sprite URL override (bypasses getTerrainSprite resolver) */
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  terrainSprite?: Asset;
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+ /** Fallback/override fill color (2D + 3D) — bypasses the terrain color map. `.lolo`-computed. */
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+ color?: string;
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  /** Whether units can traverse this tile (default true) */
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  passable?: boolean;
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  /** Movement cost for pathfinding (default 1) */
@@ -82,6 +84,8 @@ export type IsometricUnit = {
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  team?: 'player' | 'enemy' | 'neutral';
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  /** Faction for 3D rendering (player/enemy/neutral) */
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  faction?: 'player' | 'enemy' | 'neutral';
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+ /** Fallback/override tint color (2D + 3D) — bypasses the team/faction color map. `.lolo`-computed. */
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+ tint?: string;
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  /** Current health */
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  health?: number;
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  /** Maximum health */
@@ -23,7 +23,7 @@ export interface CollapsibleSectionProps {
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  };
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  className?: string;
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  }
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- export declare function CollapsibleSection({ title, expanded, onToggle, children, assetManifest, className }: CollapsibleSectionProps): import("react/jsx-runtime").JSX.Element;
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+ export declare function CollapsibleSection({ title, expanded, onToggle, children, assetManifest, className }: CollapsibleSectionProps): React.JSX.Element;
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  export declare namespace CollapsibleSection {
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  var displayName: string;
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  }
@@ -36,7 +36,7 @@ export interface EditorSliderProps {
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  onChange: (value: number) => void;
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  className?: string;
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  }
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- export declare function EditorSlider({ label, value, min, max, step, onChange, className }: EditorSliderProps): import("react/jsx-runtime").JSX.Element;
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+ export declare function EditorSlider({ label, value, min, max, step, onChange, className }: EditorSliderProps): React.JSX.Element;
40
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  export declare namespace EditorSlider {
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  var displayName: string;
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  }
@@ -50,7 +50,7 @@ export interface EditorSelectProps {
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  onChange: (value: string) => void;
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  className?: string;
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  }
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- export declare function EditorSelect({ label, value, options, onChange, className }: EditorSelectProps): import("react/jsx-runtime").JSX.Element;
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+ export declare function EditorSelect({ label, value, options, onChange, className }: EditorSelectProps): React.JSX.Element;
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  export declare namespace EditorSelect {
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  var displayName: string;
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  }
@@ -60,7 +60,7 @@ export interface EditorCheckboxProps {
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  onChange: (checked: boolean) => void;
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  className?: string;
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  }
63
- export declare function EditorCheckbox({ label, checked, onChange, className }: EditorCheckboxProps): import("react/jsx-runtime").JSX.Element;
63
+ export declare function EditorCheckbox({ label, checked, onChange, className }: EditorCheckboxProps): React.JSX.Element;
64
64
  export declare namespace EditorCheckbox {
65
65
  var displayName: string;
66
66
  }
@@ -71,7 +71,7 @@ export interface EditorTextInputProps {
71
71
  placeholder?: string;
72
72
  className?: string;
73
73
  }
74
- export declare function EditorTextInput({ label, value, onChange, placeholder, className }: EditorTextInputProps): import("react/jsx-runtime").JSX.Element;
74
+ export declare function EditorTextInput({ label, value, onChange, placeholder, className }: EditorTextInputProps): React.JSX.Element;
75
75
  export declare namespace EditorTextInput {
76
76
  var displayName: string;
77
77
  }
@@ -89,7 +89,7 @@ export interface StatusBarProps {
89
89
  featureCount?: number;
90
90
  className?: string;
91
91
  }
92
- export declare function StatusBar({ hoveredTile, mode, gridSize, unitCount, featureCount, className }: StatusBarProps): import("react/jsx-runtime").JSX.Element;
92
+ export declare function StatusBar({ hoveredTile, mode, gridSize, unitCount, featureCount, className }: StatusBarProps): React.JSX.Element;
93
93
  export declare namespace StatusBar {
94
94
  var displayName: string;
95
95
  }
@@ -99,7 +99,7 @@ export interface TerrainPaletteProps {
99
99
  onSelect: (terrain: string) => void;
100
100
  className?: string;
101
101
  }
102
- export declare function TerrainPalette({ terrains, selectedTerrain, onSelect, className }: TerrainPaletteProps): import("react/jsx-runtime").JSX.Element;
102
+ export declare function TerrainPalette({ terrains, selectedTerrain, onSelect, className }: TerrainPaletteProps): React.JSX.Element;
103
103
  export declare namespace TerrainPalette {
104
104
  var displayName: string;
105
105
  }
@@ -108,7 +108,7 @@ export interface EditorToolbarProps {
108
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  onModeChange: (mode: EditorMode) => void;
109
109
  className?: string;
110
110
  }
111
- export declare function EditorToolbar({ mode, onModeChange, className }: EditorToolbarProps): import("react/jsx-runtime").JSX.Element;
111
+ export declare function EditorToolbar({ mode, onModeChange, className }: EditorToolbarProps): React.JSX.Element;
112
112
  export declare namespace EditorToolbar {
113
113
  var displayName: string;
114
114
  }