@bitmagic/cli 0.1.64-dev.7 → 0.1.64-dev.9

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Files changed (44) hide show
  1. package/README.md +12 -2
  2. package/dist/commands/generate.d.ts +2 -0
  3. package/dist/commands/generate.js +6 -0
  4. package/dist/commands/generate.js.map +1 -1
  5. package/dist/commands/trailer.js +18 -4
  6. package/dist/commands/trailer.js.map +1 -1
  7. package/dist/editor/hud-replay-page.js +317 -22
  8. package/dist/editor/hud-replay-page.js.map +1 -1
  9. package/dist/render/qr-png.d.ts +6 -3
  10. package/dist/render/qr-png.js +8 -8
  11. package/dist/render/qr-png.js.map +1 -1
  12. package/dist/scaffold/skill-files.js +1 -0
  13. package/dist/scaffold/skill-files.js.map +1 -1
  14. package/dist/trailer/hud-raster.d.ts +12 -12
  15. package/dist/trailer/hud-raster.js +85 -32
  16. package/dist/trailer/hud-raster.js.map +1 -1
  17. package/dist/trailer/hud-state.d.ts +75 -4
  18. package/dist/trailer/hud-state.js +132 -17
  19. package/dist/trailer/hud-state.js.map +1 -1
  20. package/dist/trailer/io.d.ts +2 -0
  21. package/dist/trailer/io.js +6 -1
  22. package/dist/trailer/io.js.map +1 -1
  23. package/dist/trailer/link.d.ts +1 -0
  24. package/dist/trailer/link.js +15 -0
  25. package/dist/trailer/link.js.map +1 -0
  26. package/dist/trailer/make.d.ts +2 -0
  27. package/dist/trailer/make.js +1 -0
  28. package/dist/trailer/make.js.map +1 -1
  29. package/dist/trailer/merge.js +32 -11
  30. package/dist/trailer/merge.js.map +1 -1
  31. package/dist/trailer/render.d.ts +2 -0
  32. package/dist/trailer/render.js +94 -48
  33. package/dist/trailer/render.js.map +1 -1
  34. package/dist/trailer/timeline-types.d.ts +19 -0
  35. package/dist/trailer/timeline-types.js +42 -2
  36. package/dist/trailer/timeline-types.js.map +1 -1
  37. package/dist/trailer/title-raster.js +2 -1
  38. package/dist/trailer/title-raster.js.map +1 -1
  39. package/dist/trailer/titles.js +6 -1
  40. package/dist/trailer/titles.js.map +1 -1
  41. package/dist/trailer/video-chain.d.ts +96 -8
  42. package/dist/trailer/video-chain.js +183 -0
  43. package/dist/trailer/video-chain.js.map +1 -1
  44. package/package.json +4 -4
@@ -13,12 +13,23 @@
13
13
  * default `server.cors` admits localhost origins, which is what makes the cross-origin module load
14
14
  * work.
15
15
  *
16
- * Contract with `trailer/hud-raster.ts` (unchanged from the web lane's `game/hud-replay.html`):
16
+ * Contract with `trailer/hud-raster.ts` (the same one the web lane's `game/hud-replay.html` keeps):
17
17
  * window.__hudReplayReady === true when the HUD is constructed
18
18
  * window.__hudReplay.setViewport(w, h) size the surface to the recording
19
- * window.__hudReplay.render(state) apply a state snapshot (synchronous)
19
+ * window.__hudReplay.render(state, ms, clip) apply a state snapshot (synchronous); `ms` is the
20
+ * keyframe's position on the SOURCE clock and `clip` the EDL
21
+ * clip it belongs to — together they seed animation phase
22
+ * (both optional; an older raster passes neither)
23
+ * window.__hudReplay.settle() promise: fonts/images loaded, or 1.5 s
20
24
  *
21
- * Same template-literal rule as the shell page: **no backticks** in the emitted output.
25
+ * Same template-literal rules as the shell page: **no backticks** in the emitted output, and every
26
+ * backslash the emitted JS needs (regex escapes) is written doubled here, because an untagged
27
+ * template drops the backslash from an unknown escape like `\(`.
28
+ *
29
+ * The engine module is imported as a namespace and feature-detected: this page ships in the CLI
30
+ * and runs against whichever engine the project has vendored, so a named import of something that
31
+ * engine predates would fail the whole module load (and with it every overlay) rather than one
32
+ * optional nicety.
22
33
  */
23
34
  import { CDN_IMPORTS } from '../scaffold/project-files.js';
24
35
  import { importMapEntries } from '../scaffold/aliases.js';
@@ -34,6 +45,9 @@ export function renderHudReplayHtml(options) {
34
45
  <html lang="en">
35
46
  <head>
36
47
  <meta charset="utf-8">
48
+ <!-- The page is served from the sidecar, but captured game sheets and widget markup reference
49
+ assets root-relatively against the GAME origin; the import map is already absolute. -->
50
+ <base href="http://localhost:${options.gamePort}/">
37
51
  <title>HUD Replay (trailer overlay)</title>
38
52
  <style>
39
53
  /* Transparent everywhere — the renderer captures with omitBackground so only HUD pixels carry alpha. */
@@ -41,10 +55,16 @@ export function renderHudReplayHtml(options) {
41
55
  /* The HUD fades itself in only on GameState.PLAYING, which never happens here; force it visible and
42
56
  kill transitions so a screenshot taken immediately after render() is the settled frame. */
43
57
  .hud-root { opacity: 1 !important; transition: none !important; }
58
+ /* First layer: an !important declaration beats every normal one whatever its specificity, so this
59
+ kills any game animation declared normally. A game rule that is itself !important escapes it,
60
+ and freezeMotion() below is what makes THOSE deterministic. Keeping the rule still pays — the
61
+ animations it suppresses are never created at all. */
44
62
  .hud-root, .hud-root * { animation: none !important; transition: none !important; }
45
63
  /* Gameplay layer holds the reticle/ESC hint — not part of a trailer overlay. */
46
64
  .hud-gameplay-layer { display: none !important; }
47
65
  </style>
66
+ <!-- Kept last in <head> after every captured-sheet injection; see enforceTransparentPageBackground(). -->
67
+ <style id="hud-replay-transparent">html, body { background: transparent !important; }</style>
48
68
  <script type="importmap">
49
69
  ${JSON.stringify({ imports }, null, 2)}
50
70
  </script>
@@ -52,38 +72,56 @@ ${JSON.stringify({ imports }, null, 2)}
52
72
  <body>
53
73
  <script type="module">
54
74
  import { GameHUD } from 'engine/GameHUD.js';
55
- import { applyThemeGlobals } from 'engine/hud/index.js';
75
+ import * as hudApi from 'engine/hud/index.js';
56
76
 
77
+ /** Rebuilt whenever the element set changes; kept between same-shape frames. */
57
78
  var hud = null;
58
79
  var builtKey = '';
80
+ /** The recorded theme currently applied, as JSON — re-applied only on change. */
81
+ var lastThemeJson = 'null';
59
82
 
60
83
  function disposeHud() {
61
84
  if (hud) { hud.dispose(); hud = null; }
85
+ // dispose() removes .hud-root/.hud-gameplay-layer, and a previous frame's toast stacks live inside those.
62
86
  builtKey = '';
63
87
  }
64
88
 
65
- /** Identity of a state's STRUCTURE (not its values): unchanged means mutate, changed means rebuild. */
89
+ /**
90
+ * Identity of a state's STRUCTURE (not its values): unchanged means mutate, changed means rebuild.
91
+ * Custom css is deliberately NOT part of it: it rides custom-html updates too, and applyValues writes
92
+ * it onto the live container — a per-frame style tick must mutate, never tear the whole HUD down.
93
+ */
66
94
  function structureKey(state) {
67
95
  return JSON.stringify([
68
96
  (state.elements || []).map(function (e) {
69
97
  return [e.id, e.type, e.anchor, e.label == null ? null : e.label, e.icon == null ? null : e.icon,
70
98
  e.color == null ? null : e.color, e.width == null ? null : e.width, e.showText == null ? null : e.showText,
71
- e.iconSize == null ? null : e.iconSize, e.type === 'custom' ? (e.css == null ? null : e.css) : null];
99
+ e.iconSize == null ? null : e.iconSize];
72
100
  }),
73
101
  state.health ? 'health' : null,
74
102
  ]);
75
103
  }
76
104
 
105
+ /**
106
+ * setTheme, not applyThemeGlobals: the full path also writes the theme's decorations stylesheet, the
107
+ * data-hud-theme attribute and re-applies per-element overrides — applyThemeGlobals alone left the
108
+ * first build on the default theme's decorations and every element with the wrong overrides.
109
+ * Synchronous, so a screenshot right after render() sees the settled theme.
110
+ */
111
+ function applyRecordedTheme(state) {
112
+ var json = JSON.stringify(state.theme == null ? null : state.theme);
113
+ if (json === lastThemeJson) return;
114
+ if (state.theme) hud.setTheme(state.theme);
115
+ lastThemeJson = json;
116
+ }
117
+
77
118
  function buildFrom(state) {
78
119
  disposeHud();
79
120
  hud = new GameHUD();
80
- if (state.theme) {
81
- // applyThemeGlobals is what the HUD's private ThemeManager calls; re-applying is idempotent and
82
- // synchronous, so a screenshot right after render() never catches the HUD mid-theme.
83
- applyThemeGlobals(state.theme, { manageFontLink: true });
84
- }
121
+ lastThemeJson = 'null';
122
+ applyRecordedTheme(state);
85
123
  (state.elements || []).forEach(createElement);
86
- if (state.health) hud.showHealth();
124
+ if (state.health) hud.showHealth(state.health.width !== undefined ? { width: state.health.width } : undefined);
87
125
  builtKey = structureKey(state);
88
126
  }
89
127
 
@@ -117,6 +155,128 @@ function createElement(el) {
117
155
  }
118
156
  }
119
157
 
158
+ /**
159
+ * Mirror the recording's game-authored head stylesheets into this page. These are the selector
160
+ * rules custom-element markup depends on — without them the markup replays with browser-default
161
+ * styling. Synced by id (add/update/remove) rather than rebuilt: CSS applies live, so a sheet change
162
+ * never needs a HUD teardown, which is also why stylesheets stay out of structureKey.
163
+ */
164
+ function applyStylesheets(state) {
165
+ var wanted = new Map();
166
+ (state.stylesheets || []).forEach(function (sheet) { wanted.set(sheet.id, sheet.css); });
167
+ document.head.querySelectorAll('style[data-hud-replay-sheet]').forEach(function (node) {
168
+ var id = node.dataset.hudReplaySheet;
169
+ if (!wanted.has(id)) { node.remove(); return; }
170
+ var css = wanted.get(id);
171
+ if (node.textContent !== css) node.textContent = css;
172
+ wanted.delete(id);
173
+ });
174
+ wanted.forEach(function (css, id) {
175
+ var node = document.createElement('style');
176
+ node.dataset.hudReplaySheet = id;
177
+ node.textContent = css;
178
+ document.head.appendChild(node);
179
+ });
180
+ enforceTransparentPageBackground();
181
+ }
182
+
183
+ /**
184
+ * Keep the page background transparent whatever the captured sheets say.
185
+ *
186
+ * A game's head stylesheet is captured whole, and real ones carry page-level rules — body { background }
187
+ * is ordinary game theming. Injected here it paints the page, and Playwright's omitBackground does
188
+ * NOT override an author background (it only clears the base canvas colour), so every overlay PNG
189
+ * comes out as an opaque full-frame rectangle covering the footage. Measured, not theorised.
190
+ *
191
+ * Two layers, because one is not enough: the harness's own <style> re-appended LAST wins on document
192
+ * order against an equal-specificity rule; the style ATTRIBUTE outranks every author rule regardless
193
+ * of specificity, which "html body { ... !important }" (0,0,2) and ":root { ... !important }" (0,1,0)
194
+ * need, since both beat the harness sheet's "html, body" (0,0,1). Deliberate inline style: the
195
+ * cascade offers nothing else a captured sheet cannot outrank. The background shorthand is required
196
+ * (background-color alone leaves a captured background-image painting), and both the root element and
197
+ * body need it: a :root background propagates to the canvas when body is transparent.
198
+ */
199
+ function enforceTransparentPageBackground() {
200
+ var override = document.getElementById('hud-replay-transparent');
201
+ if (override && override !== document.head.lastElementChild) document.head.appendChild(override);
202
+ [document.documentElement, document.body].forEach(function (el) {
203
+ el.style.setProperty('background', 'transparent', 'important');
204
+ el.style.setProperty('background-image', 'none', 'important');
205
+ });
206
+ }
207
+
208
+ /**
209
+ * Freeze every animation at a deterministic phase.
210
+ *
211
+ * The CSS kill rule in <head> only reaches normal declarations; a game rule that is itself
212
+ * !important ("#hud-custom-gauge .needle { animation: spin 2s linear infinite !important }") keeps
213
+ * running and screenshots would catch whatever phase wall-clock happened to be at.
214
+ *
215
+ * Phase is time since the animation STARTED, which the harness does not know — so it uses the
216
+ * keyframe at which it first saw the animation as the start (the op that inserted the markup lands
217
+ * at most one keyframe earlier), on the SOURCE clock so a speed ramp keeps footage and motion in
218
+ * lockstep. Animations already present at a clip's first keyframe get absolute source time instead:
219
+ * they began before the clip, and for a loop that is the phase the player saw. The first-seen map
220
+ * is reset per clip because keyframes are rasterized in EDL order, not source order. No paint flush
221
+ * is needed: page.screenshot() forces a commit.
222
+ */
223
+ var animationStarts = new Map();
224
+ /** The clip the previous render() belonged to; a change resets the first-seen map above. */
225
+ var lastClipIndex = null;
226
+
227
+ function animationKey(animation) {
228
+ var target = animation.effect ? animation.effect.target : null;
229
+ var container = target && target.closest ? target.closest('.hud-element') : null;
230
+ // Index path from the container to the target: several nodes in one container can run the same
231
+ // animation name at different times (a stack of "+100" popups).
232
+ var path = [];
233
+ var node = target;
234
+ while (node && node !== container && node.parentNode) {
235
+ path.unshift(Array.prototype.indexOf.call(node.parentNode.childNodes, node));
236
+ node = node.parentNode;
237
+ }
238
+ return (container ? container.id : '') + '|' + path.join('.') + '|' + animation.animationName;
239
+ }
240
+
241
+ function freezeMotion(frameTimeMs, clipStart) {
242
+ document.getAnimations().forEach(function (animation) {
243
+ if (typeof CSSTransition !== 'undefined' && animation instanceof CSSTransition) {
244
+ // A transition is a state change in flight, not a point on the replay timeline — land it on
245
+ // its end state. Seeding an early frameTimeMs would freeze it mid-fade instead.
246
+ try { animation.finish(); } catch (e) { animation.cancel(); }
247
+ return;
248
+ }
249
+ var key = animationKey(animation);
250
+ var start = animationStarts.get(key);
251
+ if (start === undefined) {
252
+ start = clipStart ? 0 : frameTimeMs;
253
+ animationStarts.set(key, start);
254
+ }
255
+ // pause() first: assigning currentTime to a running animation only shifts its start time.
256
+ // Seeking a pending animation cancels its pending task and lands it exactly.
257
+ animation.pause();
258
+ animation.currentTime = Math.max(0, frameTimeMs - start);
259
+ });
260
+ }
261
+
262
+ /**
263
+ * Show/hide without destroying a recorded display.
264
+ *
265
+ * Blanking display to '' looks harmless but is not: a custom element's css routinely carries
266
+ * "display: flex" (the docs' own example does), and clearing it drops the widget to the UA default
267
+ * block, so a two-column widget replays as two stacked rows. Only ever WRITE 'none', and only clear
268
+ * a 'none' when the state says visible — which the reducer decides from the most recent of the css
269
+ * snapshot's own display and the show/hide ops, in frame order (hud-state.ts), so clearing here
270
+ * happens exactly when the game itself cleared it.
271
+ */
272
+ function applyVisibility(root, visible) {
273
+ if (visible === false) {
274
+ root.style.display = 'none';
275
+ } else if (root.style.display === 'none') {
276
+ root.style.display = '';
277
+ }
278
+ }
279
+
120
280
  function setText(root, selector, value) {
121
281
  if (value === undefined || value === null) return;
122
282
  var node = root.querySelector(selector);
@@ -129,7 +289,7 @@ function applyValues(state) {
129
289
  var element = hud.getElement(el.id);
130
290
  if (!element) return;
131
291
  var root = element.container;
132
- root.style.display = el.visible === false ? 'none' : '';
292
+ applyVisibility(root, el.visible);
133
293
  switch (el.type) {
134
294
  case 'counter':
135
295
  setText(root, '.hud-counter__value', el.text);
@@ -153,6 +313,13 @@ function applyValues(state) {
153
313
  }
154
314
  case 'custom':
155
315
  if (typeof el.html === 'string' && root.innerHTML !== el.html) root.innerHTML = el.html;
316
+ // The recorded container cssText (create-time, and per-update since the recorder started
317
+ // carrying it). cssText overwrites wholesale — including any display captured while the
318
+ // widget was game-hidden — so the show/hide verdict is re-asserted after: it owns visibility.
319
+ if (typeof el.css === 'string' && root.style.cssText !== el.css) {
320
+ root.style.cssText = el.css;
321
+ applyVisibility(root, el.visible);
322
+ }
156
323
  break;
157
324
  default:
158
325
  break;
@@ -160,7 +327,7 @@ function applyValues(state) {
160
327
  });
161
328
 
162
329
  if (state.health) {
163
- hud.showHealth();
330
+ hud.showHealth(state.health.width !== undefined ? { width: state.health.width } : undefined);
164
331
  hud.updateHealth(state.health.current, state.health.max);
165
332
  var container = document.getElementById('hud-health-container');
166
333
  if (container) {
@@ -174,23 +341,135 @@ function applyValues(state) {
174
341
  if (hudRoot) hudRoot.style.display = state.hudVisible === false ? 'none' : '';
175
342
  }
176
343
 
177
- /** Toasts are transient and timer-managed in the engine; the replay owns visibility, so draw them plainly. */
344
+ /**
345
+ * Toasts are transient and stack-managed, and the engine's own showToast arms wall-clock removal
346
+ * timers. The replay owns visibility, so render them as plain toast-classed nodes in fresh stacks
347
+ * each frame — one stack per anchor, with the same newest-top rule and per-toast theme override the
348
+ * engine applies (GameHUD.showToast). Recordings that predate the anchor field land on top-center.
349
+ */
178
350
  function applyToasts(state) {
179
351
  document.querySelectorAll('.hud-replay-toasts').forEach(function (stale) { stale.remove(); });
180
352
  var toasts = state.toasts || [];
181
353
  if (!toasts.length) return;
182
- var anchorEl = document.querySelector('.hud-anchor-top-center') || document.querySelector('.hud-root');
183
- if (!anchorEl) return;
184
- var stack = document.createElement('div');
185
- stack.className = 'hud-toast-stack hud-toast-stack--newest-top hud-replay-toasts';
354
+ var override = state.theme && state.theme.elements ? state.theme.elements.toast : undefined;
355
+ // Base colours come from the APPLIED theme, exactly as the engine's own applyElementOverride passes
356
+ // this.current.colors: a partial override is resolved against the full palette. Feature-detected —
357
+ // an engine from before this export just gets unthemed toasts, not a dead page.
358
+ var applied = hud.getTheme();
359
+ var applyOverride = typeof hudApi.applyPartialThemeProperties === 'function' ? hudApi.applyPartialThemeProperties : null;
360
+ var stacks = new Map();
186
361
  toasts.forEach(function (toast) {
362
+ var anchor = toast.anchor || 'top-center';
363
+ var stack = stacks.get(anchor);
364
+ if (!stack) {
365
+ var anchorEl = document.querySelector('.hud-anchor-' + anchor)
366
+ || document.querySelector('.hud-anchor-top-center')
367
+ || document.querySelector('.hud-root');
368
+ if (!anchorEl) return;
369
+ stack = document.createElement('div');
370
+ stack.className = (anchor.indexOf('top') === 0 ? 'hud-toast-stack hud-toast-stack--newest-top' : 'hud-toast-stack') + ' hud-replay-toasts';
371
+ anchorEl.appendChild(stack);
372
+ stacks.set(anchor, stack);
373
+ }
187
374
  var node = document.createElement('div');
188
375
  node.className = 'hud-element hud-toast';
189
376
  node.dataset.kind = toast.variant || 'info';
190
377
  node.textContent = toast.message;
378
+ if (override && applied && applyOverride) applyOverride(node, override, applied.colors);
191
379
  stack.appendChild(node);
192
380
  });
193
- anchorEl.appendChild(stack);
381
+ }
382
+
383
+ /**
384
+ * Everything render() may have started loading, settled — or 1.5 s, whichever comes first. The
385
+ * screenshot that follows render() must not catch fallback type or a half-loaded image, but a dead
386
+ * URL must not stall the whole raster either, so image outcomes (success AND failure) are memoized:
387
+ * an unreachable image costs its timeout once, not once per keyframe.
388
+ */
389
+ var settledResources = new Set();
390
+ /** Hrefs whose wait hit the deadline — retried only when they can still help. */
391
+ var timedOutResources = new Set();
392
+ var SETTLE_TIMEOUT_MS = 1500;
393
+
394
+ /** Resolves 'settled' when the work finished, 'timeout' when the deadline won. */
395
+ function withDeadline(promise) {
396
+ var timer = null;
397
+ var deadline = new Promise(function (resolve) { timer = setTimeout(function () { resolve('timeout'); }, SETTLE_TIMEOUT_MS); });
398
+ return Promise.race([Promise.resolve(promise).then(function () { return 'settled'; }), deadline])
399
+ .finally(function () { if (timer !== null) clearTimeout(timer); });
400
+ }
401
+
402
+ function collectCssImageUrls() {
403
+ var urls = [];
404
+ var pattern = /url\\(\\s*(?:"([^"]*)"|'([^']*)'|([^)]*))\\s*\\)/g;
405
+ document.querySelectorAll('.hud-root, .hud-root *').forEach(function (node) {
406
+ var style = getComputedStyle(node);
407
+ ['background-image', 'border-image-source'].forEach(function (prop) {
408
+ var value = style.getPropertyValue(prop);
409
+ if (!value || value === 'none') return;
410
+ var match;
411
+ while ((match = pattern.exec(value)) !== null) {
412
+ var url = match[1] || match[2] || match[3] || '';
413
+ if (url && url.indexOf('data:') !== 0) urls.push(url);
414
+ }
415
+ });
416
+ });
417
+ return urls;
418
+ }
419
+
420
+ function settle() {
421
+ var waits = [];
422
+
423
+ // The font is keyed off the LIVE link's readiness, not a per-href memo: a deadline win means the
424
+ // font is slow, not absent (memoizing it would leave keyframe 0 on fallback type and every later
425
+ // one on the real face — a visible swap mid-trailer), and every structural rebuild disposes the
426
+ // HUD, which removes this link and creates a fresh one at the same href that has yet to parse.
427
+ // Only a genuine timeout is remembered, so a truly dead font costs 1.5 s once, not per keyframe.
428
+ var fontLink = document.getElementById('hud-active-font');
429
+ if (fontLink && !fontLink.sheet && !timedOutResources.has(fontLink.href)) {
430
+ var href = fontLink.href;
431
+ waits.push(withDeadline(new Promise(function (resolve) {
432
+ fontLink.addEventListener('load', resolve, { once: true });
433
+ fontLink.addEventListener('error', resolve, { once: true });
434
+ }).then(function () { return document.fonts.ready; })).then(function (outcome) {
435
+ if (outcome === 'timeout') timedOutResources.add(href);
436
+ }));
437
+ }
438
+
439
+ document.querySelectorAll('.hud-root img').forEach(function (img) {
440
+ var src = img.currentSrc || img.src;
441
+ if (!src || src.indexOf('data:') === 0 || settledResources.has(src)) return;
442
+ waits.push(withDeadline(img.decode().catch(function () {})).then(function () { settledResources.add(src); }));
443
+ });
444
+
445
+ collectCssImageUrls().forEach(function (url) {
446
+ if (settledResources.has(url)) return;
447
+ waits.push(withDeadline(new Promise(function (resolve) {
448
+ var probe = new Image();
449
+ probe.onload = resolve;
450
+ probe.onerror = resolve;
451
+ probe.src = url;
452
+ })).then(function () { settledResources.add(url); }));
453
+ });
454
+
455
+ // Fonts the injected game sheets bring in (@font-face, @import) load lazily once text using them
456
+ // is styled — the computed-style walk above just forced that — and only document.fonts.ready
457
+ // knows about them. Free when nothing is loading. A face that never arrives is remembered by
458
+ // family after one deadline, or every keyframe would pay the full timeout for it.
459
+ var unresolved = [];
460
+ document.fonts.forEach(function (face) {
461
+ if (face.status === 'loading' && !timedOutResources.has('font-family:' + face.family)) unresolved.push(face.family);
462
+ });
463
+ if (unresolved.length || document.fonts.status === 'loading') {
464
+ waits.push(withDeadline(document.fonts.ready).then(function (outcome) {
465
+ if (outcome !== 'timeout') return;
466
+ document.fonts.forEach(function (face) {
467
+ if (face.status === 'loading') timedOutResources.add('font-family:' + face.family);
468
+ });
469
+ }));
470
+ }
471
+
472
+ return waits.length ? Promise.all(waits).then(function () { return true; }) : Promise.resolve(true);
194
473
  }
195
474
 
196
475
  window.__hudReplay = {
@@ -198,18 +477,34 @@ window.__hudReplay = {
198
477
  document.body.style.width = width + 'px';
199
478
  document.body.style.height = height + 'px';
200
479
  },
201
- render: function (state) {
480
+ render: function (state, frameTimeMs, clipIndex) {
481
+ var clipStart = clipIndex !== lastClipIndex;
482
+ if (clipStart) {
483
+ lastClipIndex = clipIndex;
484
+ animationStarts.clear();
485
+ }
202
486
  var key = structureKey(state);
203
- if (!hud || key !== builtKey) buildFrom(state);
487
+ if (!hud || key !== builtKey) {
488
+ buildFrom(state);
489
+ } else {
490
+ // A theme change without a structure change (mid-recording setTheme) must not force a
491
+ // rebuild — setTheme re-applies the overrides on the live elements itself.
492
+ applyRecordedTheme(state);
493
+ }
494
+ applyStylesheets(state);
204
495
  applyValues(state);
205
496
  applyToasts(state);
497
+ // Last: every step above can create elements, and a replaced element brings a fresh running animation.
498
+ freezeMotion(typeof frameTimeMs === 'number' ? frameTimeMs : 0, clipStart);
206
499
  return true;
207
500
  },
501
+ settle: settle,
208
502
  };
209
503
 
210
504
  // Build an empty HUD up front so the first render() has styles injected and the anchor grid in place.
211
505
  hud = new GameHUD();
212
506
  builtKey = structureKey({ elements: [] });
507
+ enforceTransparentPageBackground();
213
508
  window.__hudReplayReady = true;
214
509
  </script>
215
510
  </body>
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"hud-replay-page.js","sourceRoot":"","sources":["../../src/editor/hud-replay-page.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAC3D,OAAO,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAO1D,oGAAoG;AACpG,MAAM,UAAU,kBAAkB,CAAC,QAAgB;IACjD,MAAM,MAAM,GAAG,oBAAoB,QAAQ,EAAE,CAAC;IAC9C,MAAM,KAAK,GAAG,MAAM,CAAC,WAAW,CAC9B,MAAM,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,MAAM,GAAG,MAAM,EAAE,CAAC,CAAC,CACvF,CAAC;IACF,OAAO,EAAE,GAAG,WAAW,EAAE,GAAG,KAAK,EAAE,CAAC;AACtC,CAAC;AAED,MAAM,UAAU,mBAAmB,CAAC,OAA6B;IAC/D,MAAM,OAAO,GAAG,kBAAkB,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;IACrD,OAAO;;;;;;+BAMsB,OAAO,CAAC,QAAQ;;;;;;;;;;;;;;;;;;;EAmB7C,IAAI,CAAC,SAAS,CAAC,EAAE,OAAO,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2brC,CAAC;AACF,CAAC"}
@@ -15,11 +15,14 @@
15
15
  *
16
16
  * Two other hand-rolled PNG encoders exist in this repo — `world-forger-internal`'s vehicle atlas
17
17
  * and `game-play-agent`'s solid-colour tile — and neither is reachable from here: the first is in a
18
- * `private: true` package the CLI does not depend on, the second is server code. A shared home
19
- * would have to be `@bitmagic/asset-core`; that is worth doing when something needs the third copy,
20
- * not for the second.
18
+ * `private: true` package the CLI does not depend on, the second is server code. Within the CLI the
19
+ * chunk/CRC/signature primitives are exported from here and shared with the trailer's transparent
20
+ * frame filler (trailer/video-chain.ts); `ios/icon.ts` predates that and keeps its own.
21
21
  */
22
22
  import { Buffer } from 'buffer';
23
+ export declare const PNG_SIGNATURE: Buffer<ArrayBuffer>;
24
+ /** One PNG chunk: length, type, data, and the CRC over type+data (never over the length). */
25
+ export declare function pngChunk(type: string, data: Buffer): Buffer;
23
26
  export interface QrPngOptions {
24
27
  /** Pixels per module. Defaults to `MODULE_PIXELS`. */
25
28
  scale?: number;
@@ -15,9 +15,9 @@
15
15
  *
16
16
  * Two other hand-rolled PNG encoders exist in this repo — `world-forger-internal`'s vehicle atlas
17
17
  * and `game-play-agent`'s solid-colour tile — and neither is reachable from here: the first is in a
18
- * `private: true` package the CLI does not depend on, the second is server code. A shared home
19
- * would have to be `@bitmagic/asset-core`; that is worth doing when something needs the third copy,
20
- * not for the second.
18
+ * `private: true` package the CLI does not depend on, the second is server code. Within the CLI the
19
+ * chunk/CRC/signature primitives are exported from here and shared with the trailer's transparent
20
+ * frame filler (trailer/video-chain.ts); `ios/icon.ts` predates that and keeps its own.
21
21
  */
22
22
  import { Buffer } from 'buffer';
23
23
  import * as zlib from 'zlib';
@@ -28,7 +28,7 @@ const MODULE_PIXELS = 8;
28
28
  * uses — that one is trading margin for terminal columns, and a file has no such constraint.
29
29
  */
30
30
  const QUIET_MODULES = 4;
31
- const PNG_SIGNATURE = Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]);
31
+ export const PNG_SIGNATURE = Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]);
32
32
  /** The standard CRC-32 table (PNG spec annex D), built once. */
33
33
  function buildCrcTable() {
34
34
  const table = new Uint32Array(256);
@@ -50,7 +50,7 @@ function crc32(bytes) {
50
50
  return (crc ^ 0xffffffff) >>> 0;
51
51
  }
52
52
  /** One PNG chunk: length, type, data, and the CRC over type+data (never over the length). */
53
- function chunk(type, data) {
53
+ export function pngChunk(type, data) {
54
54
  const length = Buffer.alloc(4);
55
55
  length.writeUInt32BE(data.length, 0);
56
56
  const typeAndData = Buffer.concat([Buffer.from(type, 'ascii'), data]);
@@ -101,11 +101,11 @@ export function encodeQrPng(matrix, options = {}) {
101
101
  ihdr[12] = 0; // interlace: none
102
102
  return Buffer.concat([
103
103
  PNG_SIGNATURE,
104
- chunk('IHDR', ihdr),
104
+ pngChunk('IHDR', ihdr),
105
105
  // deflateSync, not fflate's — fflate's `deflateSync` emits RAW deflate with no zlib header,
106
106
  // and an IDAT must carry the zlib wrapper. (fflate's `zlibSync` would also do.)
107
- chunk('IDAT', zlib.deflateSync(raw)),
108
- chunk('IEND', Buffer.alloc(0)),
107
+ pngChunk('IDAT', zlib.deflateSync(raw)),
108
+ pngChunk('IEND', Buffer.alloc(0)),
109
109
  ]);
110
110
  }
111
111
  //# sourceMappingURL=qr-png.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"qr-png.js","sourceRoot":"","sources":["../../src/render/qr-png.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,QAAQ,CAAC;AAChC,OAAO,KAAK,IAAI,MAAM,MAAM,CAAC;AAE7B,2FAA2F;AAC3F,MAAM,aAAa,GAAG,CAAC,CAAC;AAExB;;;GAGG;AACH,MAAM,aAAa,GAAG,CAAC,CAAC;AAExB,MAAM,CAAC,MAAM,aAAa,GAAG,MAAM,CAAC,IAAI,CAAC,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC,CAAC;AAE3F,gEAAgE;AAChE,SAAS,aAAa;IACpB,MAAM,KAAK,GAAG,IAAI,WAAW,CAAC,GAAG,CAAC,CAAC;IACnC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QAChC,IAAI,CAAC,GAAG,CAAC,CAAC;QACV,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YAC9B,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QACvD,CAAC;QACD,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACrB,CAAC;IACD,OAAO,KAAK,CAAC;AACf,CAAC;AAED,MAAM,SAAS,GAAG,aAAa,EAAE,CAAC;AAElC,SAAS,KAAK,CAAC,KAAa;IAC1B,IAAI,GAAG,GAAG,UAAU,CAAC;IACrB,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;QACzB,GAAG,GAAG,SAAS,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC;IACrD,CAAC;IACD,OAAO,CAAC,GAAG,GAAG,UAAU,CAAC,KAAK,CAAC,CAAC;AAClC,CAAC;AAED,6FAA6F;AAC7F,MAAM,UAAU,QAAQ,CAAC,IAAY,EAAE,IAAY;IACjD,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;IAC/B,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IACrC,MAAM,WAAW,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC;IACtE,MAAM,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;IAC5B,GAAG,CAAC,aAAa,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC,CAAC;IACzC,OAAO,MAAM,CAAC,MAAM,CAAC,CAAC,MAAM,EAAE,WAAW,EAAE,GAAG,CAAC,CAAC,CAAC;AACnD,CAAC;AASD,qFAAqF;AACrF,MAAM,UAAU,cAAc,CAC5B,MAAmB,EACnB,UAAwB,EAAE;IAE1B,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,aAAa,CAAC;IAC7C,MAAM,KAAK,GAAG,OAAO,CAAC,SAAS,IAAI,aAAa,CAAC;IACjD,OAAO,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC;AAC7C,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,WAAW,CAAC,MAAmB,EAAE,UAAwB,EAAE;IACzE,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,aAAa,CAAC;IAC7C,MAAM,KAAK,GAAG,OAAO,CAAC,SAAS,IAAI,aAAa,CAAC;IACjD,MAAM,SAAS,GAAG,cAAc,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IAElD,gGAAgG;IAChG,6EAA6E;IAC7E,MAAM,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,SAAS,GAAG,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;IAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QACtC,MAAM,QAAQ,GAAG,CAAC,GAAG,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;QACrC,GAAG,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;QAClB,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;QAChD,IAAI,SAAS,GAAG,CAAC,IAAI,SAAS,IAAI,MAAM,CAAC,MAAM;YAAE,SAAS;QAC1D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;YACtC,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;YAChD,IAAI,SAAS,GAAG,CAAC,IAAI,SAAS,IAAI,MAAM,CAAC,MAAM;gBAAE,SAAS;YAC1D,IAAI,MAAM,CAAC,SAAS,CAAC,CAAC,SAAS,CAAC;gBAAE,GAAG,CAAC,QAAQ,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC;QACjE,CAAC;IACH,CAAC;IAED,MAAM,IAAI,GAAG,MAAM,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC;IAC9B,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;IACjC,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC;IACjC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,YAAY;IACzB,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,4BAA4B;IACzC,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,mDAAmD;IACjE,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,sDAAsD;IACpE,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,kBAAkB;IAEhC,OAAO,MAAM,CAAC,MAAM,CAAC;QACnB,aAAa;QACb,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC;QACtB,4FAA4F;QAC5F,gFAAgF;QAChF,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;QACvC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;KAClC,CAAC,CAAC;AACL,CAAC"}
@@ -256,6 +256,7 @@ The creator talks; you edit \`trailer/shots.json\`, run \`bitmagic trailer make\
256
256
  | "add a title at the start" | a \`title\`-style cue at \`at: 0\` for ~2.5 s, and make the first shot calm enough to read over |
257
257
  | "different music", "more epic / chill" | \`--music-prompt\` with the new direction (spends sparks), or \`--music <file>\`; shots keep their beat counts and re-snap |
258
258
  | "no HUD" / "show the HUD" | drop or add \`--ui\` (per shot: \`"ui": false\`) |
259
+ | "the HUD stutters" / "smoother HUD" | raise \`--ui-keyframe-rate\` on \`make\` or \`render\` (default 30/s; 0 = every change) |
259
260
  | "shorter / longer" | \`--seconds N\` only matters for a fresh auto cut (\`--reset-shots\`); otherwise add or remove shots |
260
261
  | "start over" | \`bitmagic trailer make --reset-shots\` |
261
262
  | "use the other recording" | \`--recording <dir>\`; shots.json from another recording is kept beside a fresh cut |
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuJR,CAAC;AACF,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8GR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -7,22 +7,22 @@ export interface RasterizeOptions {
7
7
  harnessUrl: string;
8
8
  /** Overlay PNGs are written here as ui_NNNN.png, one per keyframe. */
9
9
  outDir: string;
10
- /** Recording resolution — both the browser viewport and the HUD root size. */
10
+ /**
11
+ * CSS-pixel viewport the HUD lays out against — the recorded window's
12
+ * aspect-corrected size when the manifest carries one, else the recording
13
+ * resolution (see computeRasterGeometry in hud-state.ts).
14
+ */
11
15
  width: number;
12
16
  height: number;
17
+ /** PNG pixels per CSS pixel; >1 keeps overlays at/above the recording size. */
18
+ deviceScaleFactor: number;
13
19
  }
14
20
  export declare function uiPngPath(outDir: string, index: number): string;
15
21
  /**
16
22
  * Render one transparent PNG per keyframe, reusing a single browser + page.
17
- * Returns paths in keyframe order, or null when UI overlays must be skipped
18
- * (no Chrome, harness unreachable, or the harness rejected a state).
23
+ * Returns paths in keyframe order — a slot is null when that one keyframe
24
+ * failed (the caller holds the previous overlay across its window) — or null
25
+ * overall when UI must be skipped entirely (no Chrome, harness unreachable, the
26
+ * page died mid-run, or every keyframe failed).
19
27
  */
20
- export declare function rasterizeUiKeyframes(keyframes: readonly UiKeyframe[], options: RasterizeOptions): Promise<string[] | null>;
21
- /**
22
- * Width/height straight out of a PNG's IHDR chunk, so the filtergraph only
23
- * pays for a scale filter when the overlay really is the wrong size.
24
- */
25
- export declare function readPngSize(filePath: string): {
26
- width: number;
27
- height: number;
28
- } | null;
28
+ export declare function rasterizeUiKeyframes(keyframes: readonly UiKeyframe[], options: RasterizeOptions): Promise<Array<string | null> | null>;