@cruxgarden/plasma-ui 0.2.4 → 0.5.0
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/CHANGELOG.md +130 -0
- package/README.md +162 -9
- package/dist/Plasma.d.ts +35 -6
- package/dist/PlasmaProvider.d.ts +122 -13
- package/dist/index.d.ts +15 -3
- package/dist/index.js +1011 -165
- package/dist/renderer.d.ts +85 -2
- package/package.json +7 -3
package/dist/renderer.d.ts
CHANGED
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@@ -21,6 +21,49 @@ export interface RendererSettings {
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highlight: number;
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/** Thin edge line strength. */
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edgeLine: number;
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/** Slow iridescent sheen across the body of each surface. 0 = none. */
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shimmer: number;
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/** Colored bloom the plasma casts onto the background around it. 0 = none. */
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glow: number;
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/** How much the material tints what is seen through it. 0 = clear as water. */
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wash: number;
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/** Film grain over the background. 0 = none. */
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grain: number;
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/** Blur applied to the background only, in CSS px (0-40). Costs 8 extra blur passes when above 0. */
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backgroundBlur: number;
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/**
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* What the canvas shows where there is no surface. "field" paints the
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* background everywhere. "clear" leaves it transparent, so the canvas can
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* sit above other content: only the surfaces, their shadows and rims are
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* drawn, and what a surface refracts is the `background` source - usually a
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* live canvas of the field beneath, sampled without swirl so it lines up.
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*/
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ground: "field" | "clear";
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/**
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* Keep each frame in the drawing buffer after it is shown, so another
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* provider can pass this canvas as its `background` and sample it. Off,
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* the browser may clear the buffer after compositing and the sample reads
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* blank. Fixed at creation.
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*/
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preserveDrawingBuffer: boolean;
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/** What the surfaces are made of. */
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material: MaterialName;
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/** Direction the one light comes from. Every opaque material reads it, so they agree. */
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lightDir: [number, number, number];
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/** Surface finish: 0 mirror, 1 chalk. Used by metal; the others carry their own. */
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roughness: number;
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/** How far the highlight stretches along the grain. 0 is isotropic. */
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anisotropy: number;
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/** How far the outline is displaced from the rounded box, in CSS px. 0 leaves it clean. */
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edge: number;
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/** Size of the displacement, in cycles per px. Small is billows, large is chips. */
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edgeScale: number;
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/** 0 rolls the displaced edge, 1 breaks it into flats and points. */
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edgeSharpness: number;
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/** How thick a panel is as a solid, in CSS px. Only the marched materials use it. */
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thickness: number;
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/** Surface tension: how hard the material pulls its own shape toward a bead. */
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tension: number;
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/** 0 = watery and bouncy, 1 = thick and slow. */
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viscosity: number;
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/** How far the surface trails behind moving panels. 0 = no trailing. */
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@@ -40,8 +83,30 @@ export interface RendererSettings {
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/** Background: CSS color, image URL, or a live img/canvas/video source (null for the procedural mood field). */
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background: BackgroundSource | null;
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}
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/**
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* The materials a surface can be made of. `plasma` is the original and the
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* default; the rest share its geometry, its springs and its fusing, and differ
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* only in the composite pass — which is the whole reason they are cheap.
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*/
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export declare const MATERIALS: readonly ["plasma", "crystal", "metal", "mercury", "wood", "stone", "cloud"];
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export type MaterialName = (typeof MATERIALS)[number];
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/** Anything the background can be: a CSS color string, an image URL, or an element to sample (canvas and video update live). */
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export type BackgroundSource = string | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap;
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/**
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* Set on a surface's element from `register` until its form-in has finished
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* (about half a second; never under reduced motion). Style the element's
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* children off it to have the contents arrive after the material:
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* `[data-plasma-forming] > * { opacity: 0 }` with a transition on opacity.
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*/
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export declare const FORMING_ATTR = "data-plasma-forming";
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/**
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* Events a surface's element dispatches (bubbling, so a page can listen at
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* the document): `plasmaforming` when the form-in starts, `plasmaformed`
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* when it has settled — at once under reduced motion. `detail.id` is the
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* surface id. `<Plasma onForming onFormed>` wraps them.
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*/
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export declare const FORMING_EVENT = "plasmaforming";
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export declare const FORMED_EVENT = "plasmaformed";
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export interface ShapeOptions {
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radius: number;
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lean: number;
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@@ -55,6 +120,8 @@ export interface ShapeOptions {
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elevation?: number | null;
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/** When false, this surface never blends, bridges, or joins with others. Default true. */
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fuse?: boolean;
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/** Snap only against surfaces carrying the same group. null groups with the other ungrouped surfaces. */
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group?: string | null;
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}
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/** Handle returned by `register`, used by <Plasma>. */
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export interface JoinedSides {
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@@ -96,6 +163,13 @@ export declare class PlasmaRenderer {
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private floatOK;
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/** True between webglcontextlost and webglcontextrestored: draw nothing. */
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private lost;
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private warnedOverflow;
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/**
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* Set by destroy(). The canvas and its context outlive this renderer, so an
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* async callback that lands afterwards would happily allocate on a context
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* nothing can free it from.
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*/
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private destroyed;
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private resizeSettle;
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/** Everything initGL() created, so destroy() can free it by hand. */
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private owned;
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@@ -145,13 +219,22 @@ export declare class PlasmaRenderer {
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private loadBackground;
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configure(s: RendererSettings, immediate?: boolean): void;
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register(el: HTMLElement, o: ShapeOptions, onJoin?: (j: boolean) => void, onSides?: (sides: JoinedSides) => void): ShapeHandle;
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-
/**
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-
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/**
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* Layout boxes of all shapes (lean removed; animating draggables report
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* their destination). Pass `group` to see only the surfaces in that group;
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* omit it - as any caller written before groups existed does - to see them all.
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*/
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layoutBoxes(excludeId?: number, fusingOnly?: boolean, group?: string | null): Box[];
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private layoutBoxOf;
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/** Send a pulse through the material from a viewport point. */
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pulse(x: number, y: number, strength?: number): void;
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/** Raise the material's energy (brightens contours and color); it decays on its own. */
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bump(e: number): void;
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/** Rebuild the shaders and uniform arrays for a new surface budget. */
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private setMax;
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private allocUniformArrays;
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/** Delete every GL object this renderer created, leaving the canvas usable. */
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private releaseGL;
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/**
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* Every GL object this renderer owns. A lost context invalidates all of
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* them, so creation lives here rather than in the constructor: the restore
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package/package.json
CHANGED
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@@ -1,16 +1,20 @@
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{
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"name": "@cruxgarden/plasma-ui",
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"version": "0.
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"version": "0.5.0",
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"description": "Liquid panels for React, rendered in WebGL on canvas: every panel is one shared plasma - they fuse on contact, refract, and snap to a grid.",
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"main": "dist/index.js",
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"scripts": {
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"build": "esbuild src/index.ts --bundle --format=esm --jsx=automatic --target=es2020 --external:react --external:react-dom --outfile=dist/index.js && tsc",
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"build:site": "node site/build.mjs",
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"typecheck": "tsc --noEmit",
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"typecheck:app": "tsc -p tsconfig.app.json",
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"typecheck:react19": "npm i --no-save --no-audit --no-fund @types/react@19 @types/react-dom@19 && tsc -p tsconfig.app.json",
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"format:check": "prettier --check site examples scripts",
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"test": "node --test tests/*.test.mjs",
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"prepublishOnly": "npm run
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"prepublishOnly": "npm run verify",
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"format": "prettier --write .",
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-
"
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"check:docs": "node scripts/check-docs.mjs",
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"verify": "npm run typecheck && npm run typecheck:app && npm run format:check && npm test && npm run build && npm run check:docs",
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"publish:patch": "npm version patch && npm publish && git push && git push --tags",
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"publish:minor": "npm version minor && npm publish && git push && git push --tags",
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"publish:major": "npm version major && npm publish && git push && git push --tags",
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