@buildcores/render-client 1.1.0 → 1.2.0
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.
- package/README.md +26 -0
- package/dist/index.d.ts +28 -0
- package/dist/index.esm.js +11 -181
- package/dist/index.esm.js.map +1 -1
- package/dist/index.js +75 -245
- package/dist/index.js.map +1 -1
- package/dist/types.d.ts +28 -0
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -69,6 +69,9 @@ interface RenderBuildRequest {
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parts: {
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[K in PartCategory]?: string[];
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};
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format?: "video" | "sprite";
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width?: number; // Optional: Canvas pixel width (256-2000)
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height?: number; // Optional: Canvas pixel height (256-2000)
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}
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// Available part categories
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@@ -86,6 +89,8 @@ enum PartCategory {
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**Current Limitation**: Each category array must contain exactly one part ID. Multiple parts per category will be supported in future versions.
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**Resolution Control**: You can specify custom `width` and `height` (both must be provided together, 256-2000 pixels) for higher or lower quality renders. If not specified, the default resolution is used.
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#### Examples
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**Complete Build (All Components)**
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@@ -119,6 +124,27 @@ const caseOnly = {
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<BuildRender parts={caseOnly} size={500} />;
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```
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**Custom Resolution (High Quality)**
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```tsx
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const highResBuild = {
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parts: {
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CPU: ["7xjqsomhr"],
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GPU: ["z7pyphm9k"],
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RAM: ["dpl1iyvb5"],
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Motherboard: ["iwin2u9vx"],
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PSU: ["m4kilv190"],
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Storage: ["0bkvs17po"],
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PCCase: ["qq9jamk7c"],
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CPUCooler: ["62d8zelr5"],
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},
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width: 1920, // Custom resolution width
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height: 1080, // Custom resolution height
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};
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<BuildRender parts={highResBuild} size={500} />;
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```
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+
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### `getAvailableParts()` Function
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Fetches all available PC parts from the BuildCores API.
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package/dist/index.d.ts
CHANGED
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@@ -340,6 +340,34 @@ interface RenderBuildRequest {
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* @default "video"
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*/
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format?: "video" | "sprite";
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/**
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* Desired canvas pixel width (256-2000).
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* Must be provided together with height.
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*
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* @example
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* ```tsx
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* const request: RenderBuildRequest = {
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* parts: { CPU: ["7xjqsomhr"] },
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* width: 1920,
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* height: 1080
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* };
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* ```
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*/
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width?: number;
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/**
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* Desired canvas pixel height (256-2000).
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* Must be provided together with width.
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*
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* @example
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* ```tsx
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* const request: RenderBuildRequest = {
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* parts: { CPU: ["7xjqsomhr"] },
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* width: 1920,
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* height: 1080
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* };
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* ```
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*/
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height?: number;
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}
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/**
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* Response structure containing all available parts for each category.
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package/dist/index.esm.js
CHANGED
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@@ -1,5 +1,6 @@
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1
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import { jsx, jsxs, Fragment } from 'react/jsx-runtime';
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-
import { useState, useRef, useCallback, useEffect
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import { useState, useRef, useCallback, useEffect } from 'react';
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import { useAnimationFrame } from 'framer-motion';
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// Helper to extract clientX from mouse or touch events
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const getClientX$1 = (e) => {
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@@ -102,186 +103,6 @@ const useSpriteScrubbing = (canvasRef, totalFrames, options = {}) => {
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};
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};
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/**
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* @public
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*/
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const MotionConfigContext = createContext({
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transformPagePoint: (p) => p,
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isStatic: false,
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reducedMotion: "never",
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});
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-
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/*#__NO_SIDE_EFFECTS__*/
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const noop = (any) => any;
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-
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if (process.env.NODE_ENV !== "production") ;
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-
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function createRenderStep(runNextFrame) {
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/**
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* We create and reuse two queues, one to queue jobs for the current frame
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* and one for the next. We reuse to avoid triggering GC after x frames.
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*/
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let thisFrame = new Set();
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let nextFrame = new Set();
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/**
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* Track whether we're currently processing jobs in this step. This way
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* we can decide whether to schedule new jobs for this frame or next.
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*/
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let isProcessing = false;
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let flushNextFrame = false;
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/**
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* A set of processes which were marked keepAlive when scheduled.
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*/
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const toKeepAlive = new WeakSet();
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let latestFrameData = {
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delta: 0.0,
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timestamp: 0.0,
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isProcessing: false,
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};
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function triggerCallback(callback) {
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if (toKeepAlive.has(callback)) {
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step.schedule(callback);
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runNextFrame();
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}
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callback(latestFrameData);
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}
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const step = {
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/**
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* Schedule a process to run on the next frame.
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*/
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schedule: (callback, keepAlive = false, immediate = false) => {
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const addToCurrentFrame = immediate && isProcessing;
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const queue = addToCurrentFrame ? thisFrame : nextFrame;
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if (keepAlive)
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toKeepAlive.add(callback);
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if (!queue.has(callback))
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queue.add(callback);
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return callback;
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},
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/**
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* Cancel the provided callback from running on the next frame.
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*/
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cancel: (callback) => {
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nextFrame.delete(callback);
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toKeepAlive.delete(callback);
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},
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/**
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* Execute all schedule callbacks.
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*/
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process: (frameData) => {
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latestFrameData = frameData;
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/**
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* If we're already processing we've probably been triggered by a flushSync
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* inside an existing process. Instead of executing, mark flushNextFrame
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* as true and ensure we flush the following frame at the end of this one.
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*/
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if (isProcessing) {
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flushNextFrame = true;
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return;
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}
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isProcessing = true;
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[thisFrame, nextFrame] = [nextFrame, thisFrame];
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// Execute this frame
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thisFrame.forEach(triggerCallback);
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// Clear the frame so no callbacks remain. This is to avoid
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// memory leaks should this render step not run for a while.
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thisFrame.clear();
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isProcessing = false;
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if (flushNextFrame) {
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flushNextFrame = false;
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step.process(frameData);
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}
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},
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};
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return step;
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}
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-
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const stepsOrder = [
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"read", // Read
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"resolveKeyframes", // Write/Read/Write/Read
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"update", // Compute
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"preRender", // Compute
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"render", // Write
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"postRender", // Compute
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];
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const maxElapsed = 40;
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function createRenderBatcher(scheduleNextBatch, allowKeepAlive) {
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let runNextFrame = false;
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let useDefaultElapsed = true;
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const state = {
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delta: 0.0,
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timestamp: 0.0,
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isProcessing: false,
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};
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const flagRunNextFrame = () => (runNextFrame = true);
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const steps = stepsOrder.reduce((acc, key) => {
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acc[key] = createRenderStep(flagRunNextFrame);
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return acc;
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}, {});
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const { read, resolveKeyframes, update, preRender, render, postRender } = steps;
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const processBatch = () => {
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const timestamp = performance.now();
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runNextFrame = false;
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state.delta = useDefaultElapsed
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? 1000 / 60
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: Math.max(Math.min(timestamp - state.timestamp, maxElapsed), 1);
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state.timestamp = timestamp;
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state.isProcessing = true;
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// Unrolled render loop for better per-frame performance
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read.process(state);
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resolveKeyframes.process(state);
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update.process(state);
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preRender.process(state);
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render.process(state);
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postRender.process(state);
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state.isProcessing = false;
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if (runNextFrame && allowKeepAlive) {
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useDefaultElapsed = false;
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scheduleNextBatch(processBatch);
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}
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};
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const wake = () => {
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runNextFrame = true;
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useDefaultElapsed = true;
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if (!state.isProcessing) {
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scheduleNextBatch(processBatch);
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}
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};
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const schedule = stepsOrder.reduce((acc, key) => {
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const step = steps[key];
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acc[key] = (process, keepAlive = false, immediate = false) => {
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if (!runNextFrame)
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wake();
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return step.schedule(process, keepAlive, immediate);
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};
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return acc;
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}, {});
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const cancel = (process) => {
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for (let i = 0; i < stepsOrder.length; i++) {
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steps[stepsOrder[i]].cancel(process);
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}
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};
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return { schedule, cancel, state, steps };
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}
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const { schedule: frame, cancel: cancelFrame} = createRenderBatcher(typeof requestAnimationFrame !== "undefined" ? requestAnimationFrame : noop, true);
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-
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function useAnimationFrame(callback) {
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const initialTimestamp = useRef(0);
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const { isStatic } = useContext(MotionConfigContext);
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useEffect(() => {
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if (isStatic)
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return;
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const provideTimeSinceStart = ({ timestamp, delta }) => {
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if (!initialTimestamp.current)
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initialTimestamp.current = timestamp;
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callback(timestamp - initialTimestamp.current, delta);
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};
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frame.update(provideTimeSinceStart, true);
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return () => cancelFrame(provideTimeSinceStart);
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}, [callback]);
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}
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function useBouncePatternProgress(enabled = true) {
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const [value, setValue] = useState(0);
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const [isBouncing, setIsBouncing] = useState(false);
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@@ -353,6 +174,9 @@ const renderBuildExperimental = async (request, config) => {
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const requestWithFormat = {
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...request,
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format: request.format || "video", // Default to video format
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// Include width and height if provided
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...(request.width !== undefined ? { width: request.width } : {}),
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...(request.height !== undefined ? { height: request.height } : {}),
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};
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const response = await fetch(buildApiUrl(API_ENDPOINTS.RENDER_BUILD_EXPERIMENTAL, config), {
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method: "POST",
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@@ -377,6 +201,9 @@ const createRenderBuildJob = async (request, config) => {
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parts: request.parts,
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// If provided, forward format; default handled server-side but we keep explicit default
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...(request.format ? { format: request.format } : {}),
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// Include width and height if provided
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...(request.width !== undefined ? { width: request.width } : {}),
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...(request.height !== undefined ? { height: request.height } : {}),
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};
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const response = await fetch(buildApiUrl(API_ENDPOINTS.RENDER_BUILD, config), {
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method: "POST",
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@@ -437,6 +264,9 @@ const renderSpriteExperimental = async (request, config) => {
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const requestWithFormat = {
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...request,
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format: "sprite",
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// Include width and height if provided
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...(request.width !== undefined ? { width: request.width } : {}),
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...(request.height !== undefined ? { height: request.height } : {}),
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};
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const response = await fetch(buildApiUrl(API_ENDPOINTS.RENDER_BUILD_EXPERIMENTAL, config), {
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method: "POST",
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