@driftengine/core 3.61.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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@@ -0,0 +1,91 @@
1
+ /**
2
+ * The W3C Standard Gamepad, by position rather than by anybody's lettering.
3
+ *
4
+ * **The names are positional and that is a correctness decision, not a style one.** Index 0 is the
5
+ * bottom button of the right cluster. It is labelled A on an Xbox pad, Cross on a PlayStation pad
6
+ * and **B** on a Nintendo pad, because Nintendo's physical layout swaps the two. Any lettering
7
+ * this file picked would therefore be a false statement about somebody's hardware. It names the
8
+ * position, which is true everywhere; `gamepadIdentity.ts` answers what that position is *called*
9
+ * on the pad actually in the player's hands.
10
+ *
11
+ * A browser sets `mapping: 'standard'` only when it is confident the device matches this table.
12
+ * Anything else is served by raw index and says so once — see `InputSource`'s pad view.
13
+ */
14
+ export const BUTTON_INDEX = {
15
+ faceDown: 0,
16
+ faceRight: 1,
17
+ faceLeft: 2,
18
+ faceUp: 3,
19
+ l1: 4,
20
+ r1: 5,
21
+ /* The lower shoulders are the only members of this table that are honestly both a button and an
22
+ axis: they carry an analog `value` beside `pressed`, so they answer `down` and `axis` alike. */
23
+ l2: 6,
24
+ r2: 7,
25
+ select: 8,
26
+ start: 9,
27
+ l3: 10,
28
+ r3: 11,
29
+ dpadUp: 12,
30
+ dpadDown: 13,
31
+ dpadLeft: 14,
32
+ dpadRight: 15,
33
+ /* Optional in the specification, and a browser may withhold it entirely. A pad without one
34
+ simply never reports it down, which is the true answer rather than a convenient one. */
35
+ guide: 16,
36
+ };
37
+ /**
38
+ * **Vertical axes point up at −1**, which is the specification's choice and the opposite of most
39
+ * game code's expectation.
40
+ *
41
+ * It is not corrected here. An engine that silently flips a sign is one a consumer cannot reason
42
+ * about — the value it reads would disagree with every reference about the API it came from — so a
43
+ * caller that wants the other convention negates it at the one place that means something. What it
44
+ * costs: a caller has to know. What would make it wrong: nothing short of the specification
45
+ * changing, which it will not.
46
+ */
47
+ export const AXIS_INDEX = {
48
+ leftX: 0,
49
+ leftY: 1,
50
+ rightX: 2,
51
+ rightY: 3,
52
+ };
53
+ /**
54
+ * How far a stick must travel before it is moving at all.
55
+ *
56
+ * A tuning constant, so it is an option rather than a rule — `AGENTS.md` forbids asserting the
57
+ * value of one, and `gamepadMapping.test.ts` checks only that it sits in a range a stick can
58
+ * leave. Sticks rest off-centre by different amounts on different pads and wear looser with age,
59
+ * which is the whole reason a deadzone exists.
60
+ */
61
+ export const DEFAULT_DEADZONE = 0.15;
62
+ /**
63
+ * Drop the dead region and rescale what is left, into a caller-owned target.
64
+ *
65
+ * **Radial rather than per-axis.** A per-axis deadzone leaves a *square* dead region, so a stick
66
+ * pushed diagonally clears it at a smaller displacement than one pushed straight, and the diagonal
67
+ * snaps out of nothing. What a player is controlling is the magnitude, so the magnitude is what
68
+ * the test applies to.
69
+ *
70
+ * **Rescaled from the edge**, because without it the value jumps from 0 to the deadzone the
71
+ * instant it is crossed — a stick that begins moving fast rather than from rest. What it costs:
72
+ * full deflection is reached fractionally before the hardware's own rim. What would make it wrong:
73
+ * a caller wanting the untouched number, which the pad view answers separately as `rawAxis`.
74
+ *
75
+ * Fills `out` rather than returning an object: this is a per-frame path and the house rule about
76
+ * allocation binds it.
77
+ */
78
+ export function applyDeadzone(x, y, deadzone, out) {
79
+ const magnitude = Math.hypot(x, y);
80
+ if (magnitude === 0 || magnitude <= deadzone) {
81
+ out.x = 0;
82
+ out.y = 0;
83
+ return;
84
+ }
85
+ /* Clamped at 1: a stick can read slightly past its own rim, and a value above 1 would be a
86
+ speed no caller asked to be possible. */
87
+ const scaled = Math.min(1, (magnitude - deadzone) / (1 - deadzone));
88
+ const unit = scaled / magnitude;
89
+ out.x = x * unit;
90
+ out.y = y * unit;
91
+ }
@@ -0,0 +1,281 @@
1
+ /**
2
+ * Low-level, device-agnostic input capture: raw keys, relative mouse motion,
3
+ * live touch points. Interpretation (bindings, gestures, virtual stick) is the
4
+ * game's job — this module never decides what an input *means*.
5
+ */
6
+ import { type InputDevice } from './activeDevice.ts';
7
+ import { type GamepadFamily } from './gamepadIdentity.ts';
8
+ import { type GamepadAxis, type GamepadButton } from './gamepadMapping.ts';
9
+ /**
10
+ * Ask for the pointer lock, and deal with being told no.
11
+ *
12
+ * Split out from the caller below so the rule can be tested without a DOM, the
13
+ * same way `isTypingTarget` is.
14
+ *
15
+ * **The refusal is expected and it is not an error.** Chrome returns a promise here
16
+ * (113 and up) and rejects it when it will not grant the lock — most often for the
17
+ * second or so after the user has left one with Escape, which is precisely when the
18
+ * next click arrives asking for it back. Dropping that promise makes an ordinary
19
+ * refusal an `unhandledrejection`, and in a game that watches for those it becomes a
20
+ * bug report about nothing: see report `G94666`, 2026-08-08.
21
+ *
22
+ * `requestFullscreen` next door has always caught its own for the same reason.
23
+ */
24
+ export declare function askForPointerLock(request: (options?: {
25
+ unadjustedMovement: boolean;
26
+ }) => Promise<void> | void): void;
27
+ export interface TouchPoint {
28
+ readonly id: number;
29
+ x: number;
30
+ y: number;
31
+ readonly startX: number;
32
+ readonly startY: number;
33
+ readonly startTime: number;
34
+ }
35
+ /** The devices this source watches, and the granularity a consumer may switch off. */
36
+ export type InputSourceName = 'keyboard' | 'mouse' | 'touch' | 'gamepad';
37
+ export interface InputOptions {
38
+ /**
39
+ * Turn a device off. Absent means on.
40
+ *
41
+ * A disabled source is **inert, not absent**: its state stops updating, it never takes the
42
+ * prompts, and — for the gamepad — the poll stops outright, so an application that does not want
43
+ * controllers pays for no snapshot at all.
44
+ */
45
+ readonly sources?: Partial<Record<InputSourceName, boolean>>;
46
+ /**
47
+ * Whether to poll the gamepad on an animation frame of this source's own. Defaults to true.
48
+ *
49
+ * **True is what makes support seamless**: a consumer that wired nothing still gets a working
50
+ * controller. Pass `false` and call `poll()` where you want the sample taken — which is what a
51
+ * recorded replay needs, since a sample pinned to the fixed tick is reproducible and one taken
52
+ * on a frame callback is not.
53
+ */
54
+ readonly autoPoll?: boolean;
55
+ /** How far a stick travels before it is moving. See `DEFAULT_DEADZONE`. */
56
+ readonly deadzone?: number;
57
+ }
58
+ /** What a pad is, as opposed to where its buttons are. See `gamepadIdentity.ts`. */
59
+ export interface GamepadIdentity {
60
+ readonly family: GamepadFamily;
61
+ /** What this pad calls that position: `faceDown` is `A`, `Cross` or `B`. */
62
+ label(button: GamepadButton): string;
63
+ /** A stable key for a consumer's own icon set, such as `xbox.a`. The engine ships no art. */
64
+ glyph(button: GamepadButton): string;
65
+ }
66
+ /**
67
+ * One connected pad, as a consumer holds it.
68
+ *
69
+ * A view per pad rather than flat accessors on the source, for two reasons: identity belongs to a
70
+ * device and would otherwise be passed alongside every call, and local multiplayer falls out of it
71
+ * instead of needing a second design later.
72
+ */
73
+ export interface GamepadView {
74
+ /** The browser's own slot, so a consumer can keep a player on the pad they picked up. */
75
+ readonly index: number;
76
+ readonly identity: GamepadIdentity;
77
+ /**
78
+ * `'standard'` when the browser vouches for the layout, `'unknown'` when it will not.
79
+ *
80
+ * The named accessors still answer on an unknown pad — they read the standard indices — but they
81
+ * are reading a guess, and this is how a consumer can tell.
82
+ */
83
+ readonly mapping: 'standard' | 'unknown';
84
+ /** Held right now. */
85
+ down(button: GamepadButton): boolean;
86
+ /**
87
+ * Went down since the last poll, readable by anything.
88
+ *
89
+ * Clears at the next poll rather than at the read, so a menu and a heads-up display may both see
90
+ * one press. Use `consumePress` where acting twice would be a bug.
91
+ */
92
+ pressed(button: GamepadButton): boolean;
93
+ /**
94
+ * The same edge, claimed — true for exactly one caller, then gone for everybody.
95
+ *
96
+ * **The hazard is a slow frame.** The fixed-step loop runs more than once, and a `pressed` that
97
+ * stayed true across both ticks is a double jump from a single press. Anything acting inside
98
+ * `simulate` claims; anything drawing reads `pressed`.
99
+ */
100
+ consumePress(button: GamepadButton): boolean;
101
+ /** A stick axis with the deadzone applied, in [-1, 1]. Vertical points **up at −1**. */
102
+ axis(axis: GamepadAxis): number;
103
+ /** A lower shoulder's analog travel, in [0, 1]. It is a button and an axis, honestly both. */
104
+ trigger(button: 'l2' | 'r2'): number;
105
+ /** Any button by raw index, for a pad whose layout the browser will not vouch for. */
106
+ button(index: number): boolean;
107
+ /** Any axis by raw index, untouched by the deadzone. */
108
+ rawAxis(index: number): number;
109
+ /**
110
+ * Whether this pad has motors this browser can drive.
111
+ *
112
+ * **Read it and grey the control out.** Most pads on most browsers cannot rumble, and a settings
113
+ * screen offering a slider the player's hardware ignores is worse than one that says so. Re-read
114
+ * it after a poll rather than caching: a pad unplugged and plugged back in is a different device
115
+ * behind the same slot.
116
+ */
117
+ readonly canRumble: boolean;
118
+ /**
119
+ * Play a rumble for `durationMs`, at two magnitudes in [0, 1]. Answers whether it was taken.
120
+ *
121
+ * `strong` is the low-frequency motor and `weak` the high-frequency one, which is what a standard
122
+ * pad has two of. Magnitudes are clamped into range and a duration past the platform's ceiling of
123
+ * five seconds is clamped to it; a duration at or below zero is nothing to play and answers
124
+ * `false`.
125
+ *
126
+ * **`false` is a real answer and not an error**: no actuator, a browser that cannot drive one, or
127
+ * nothing to play. It never throws, and a failure after the fact — the pad unplugged mid-effect —
128
+ * is reported once per pad on the console rather than as an unhandled rejection.
129
+ */
130
+ rumble(durationMs: number, strong: number, weak: number): boolean;
131
+ /** Stop whatever is playing. Answers whether the platform took it. */
132
+ stopRumble(): boolean;
133
+ }
134
+ export interface InputCallbacks {
135
+ onKeyDown?: (code: string) => void;
136
+ onTouchStart?: (touch: TouchPoint) => void;
137
+ onTouchMove?: (touch: TouchPoint) => void;
138
+ onTouchEnd?: (touch: TouchPoint, durationMs: number) => void;
139
+ }
140
+ export declare class InputSource {
141
+ readonly isCoarse: boolean;
142
+ readonly touches: Map<number, TouchPoint>;
143
+ readonly target: HTMLElement;
144
+ private readonly keys;
145
+ private readonly preventDefaultCodes;
146
+ private readonly subscribers;
147
+ private mouseDx;
148
+ private mouseDy;
149
+ private mouseButtonDown;
150
+ private readonly disposers;
151
+ /** Which device the player last actually used, and who wants telling when that changes. */
152
+ private readonly active;
153
+ private readonly enabled;
154
+ /** Preallocated: a poll must not build a pad per frame. */
155
+ private readonly padStates;
156
+ /** The live subset, as a stable array whose length is set rather than rebuilt. */
157
+ private readonly padViews;
158
+ private deadzone;
159
+ private autoPoll;
160
+ private frameHandle;
161
+ /** Devices already refused in words, so a refusal is once a pad rather than once a frame. */
162
+ private readonly refusedPads;
163
+ /**
164
+ * Keys that went down since the last poll, and the ones a caller has claimed.
165
+ *
166
+ * `isDown` is a level and `onKeyDown` is a callback; neither is an edge a simulation tick can
167
+ * take. These give the keyboard the two verbs a pad already had, latched at the same moment and
168
+ * cleared at the same one, which is what lets one action answer for both devices without either
169
+ * being a special case.
170
+ */
171
+ private keysPressed;
172
+ private keysPressedNext;
173
+ private readonly keysClaimed;
174
+ /**
175
+ * Presses waiting for somebody to act on them.
176
+ *
177
+ * **Separate from `keysPressed`, because the two edges have different lifetimes and conflating
178
+ * them lost inputs.** `keysPressed` is for *drawing* — a highlight that outlived its frame would
179
+ * be wrong — so it rotates every poll. This one is for *acting*, and a claimant does not run
180
+ * every frame: `poll` is on an animation frame and a fixed-step simulation is not, so at 120 Hz
181
+ * against a 60 Hz tick about half the display frames run no tick at all. A press that landed in
182
+ * one of those was rotated away before anything could claim it, and the player's jump did not
183
+ * happen — intermittently, in proportion to their refresh rate. A consumer found it by replacing
184
+ * a hand-rolled `onKeyDown` latch, which cleared only when the simulation ran, with
185
+ * `ActionMap.consumePress`.
186
+ *
187
+ * So a claim lives until it is claimed or until the key comes back up. **Releasing is what makes
188
+ * it stale**: a press nobody wanted, whose key is no longer down, describes nothing anybody can
189
+ * still act on. What this costs is a press held across a screen that does not read it, which
190
+ * then lands on the screen that does — which is the same thing the hand-rolled latch did.
191
+ */
192
+ private readonly keysUnclaimed;
193
+ /**
194
+ * `options` is a **third** parameter rather than a widened second, so every existing call site
195
+ * keeps compiling. A consumer that passes only a target and its prevent-default codes gets the
196
+ * behaviour it always had, plus a working controller it did not ask for.
197
+ */
198
+ constructor(target: HTMLElement, preventDefaultCodes?: Iterable<string>, options?: InputOptions);
199
+ isDown(code: string): boolean;
200
+ /**
201
+ * The pads currently connected and seen, most recently sampled.
202
+ *
203
+ * **A pad is invisible until the player uses it**, and that is the browser's rule rather than
204
+ * this engine's: reporting a connected gamepad before a button has been pressed is a
205
+ * fingerprinting surface, so none does. It happens to be the rule this design wanted anyway.
206
+ *
207
+ * The array is stable and its length is set rather than rebuilt, so reading it allocates
208
+ * nothing.
209
+ */
210
+ get pads(): readonly GamepadView[];
211
+ /**
212
+ * One pad by position in `pads`, or null.
213
+ *
214
+ * **Position in the list, not the browser's slot** — `GamepadView.index` answers that, and is
215
+ * what a consumer pins a player to. The distinction shows itself when a pad is unplugged: the
216
+ * list closes up, and a caller holding a slot wants `index`.
217
+ */
218
+ pad(at: number): GamepadView | null;
219
+ /** Which device the player last actually used. See `activeDevice.ts` for what counts as use. */
220
+ get lastDevice(): InputDevice;
221
+ /** Told when that changes, and only when it changes. Returns the unsubscribe. */
222
+ onDeviceChange(listener: (device: InputDevice) => void): () => void;
223
+ /**
224
+ * Turn a device on or off at runtime, for a settings screen.
225
+ *
226
+ * A disabled source is inert rather than absent, and disabling the gamepad stops the poll
227
+ * outright — so an application that does not want controllers pays for no snapshot a frame.
228
+ */
229
+ setSourceEnabled(source: InputSourceName, enabled: boolean): void;
230
+ /**
231
+ * Sample the pads now.
232
+ *
233
+ * **Called once an animation frame by this source's own loop unless `autoPoll` is false**, and
234
+ * public so a consumer can pin the sample to its own fixed tick instead — which is what a
235
+ * recorded replay needs, since a sample taken on a frame callback is not reproducible.
236
+ *
237
+ * **`getGamepads()` allocates**, an array and the objects behind it, and that cost is the
238
+ * browser's rather than something this engine can pool. So it is called exactly once here and
239
+ * never from a read: every accessor on a view is a lookup on numbers already copied out. A frame
240
+ * that runs three simulation ticks polls once, which is also the correct semantics — the
241
+ * hardware cannot have changed between two ticks of one frame.
242
+ */
243
+ poll(): void;
244
+ /**
245
+ * Say once, per device, that a pad's layout is not one the browser will vouch for.
246
+ *
247
+ * **Served rather than refused**, so a consumer that knows the device can still reach it by
248
+ * index — but said out loud, because silence would leave a player whose arcade stick does
249
+ * nothing with no way to discover why, which is the silent no-op the house rules forbid. Once
250
+ * per device rather than once per frame, exactly as `registerCompute` refuses: a line every
251
+ * frame floods a console somebody needs to read.
252
+ */
253
+ private refuseIfUnvouched;
254
+ private startPolling;
255
+ private stopPolling;
256
+ /**
257
+ * Whether a key went down since the last poll. Readable by anything, cleared at the next poll.
258
+ *
259
+ * The keyboard's half of the pair `GamepadView.pressed` documents: use this to draw, and
260
+ * `consumeKeyPress` to act, so a slow frame running the fixed-step loop twice cannot act twice.
261
+ */
262
+ keyPressed(code: string): boolean;
263
+ /** The same edge, claimed: true for exactly one caller, then gone for everybody. */
264
+ consumeKeyPress(code: string): boolean;
265
+ /**
266
+ * Add a device-event subscriber. Multiple reusable control layers may listen
267
+ * without overwriting one another; interpretation still happens outside the
268
+ * raw source. Subscription and removal are initialization-time operations.
269
+ */
270
+ subscribe(callbacks: InputCallbacks): () => void;
271
+ /** Drain accumulated relative mouse motion into `out` (allocation-free). */
272
+ consumeMouseDelta(out: {
273
+ dx: number;
274
+ dy: number;
275
+ }): void;
276
+ get hasPointerLock(): boolean;
277
+ requestPointerLock(): void;
278
+ dispose(): void;
279
+ private onTouches;
280
+ private listen;
281
+ }