@energy8platform/shell 0.10.0 → 0.11.1

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package/dist/pixi.cjs.js CHANGED
@@ -325,6 +325,20 @@ function nextTurbo(current, maxLevels) {
325
325
  return 0;
326
326
  return current >= maxLevels ? 0 : current + 1;
327
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  }
328
+ /**
329
+ * Is a bonus buy unavailable right now?
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+ *
331
+ * The three RUNTIME locks, in one place because they used to be in three: both bottom bars spelled
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+ * them out for the coin, and the Shift+B hotkey spelled out a different, shorter set — so the
333
+ * keyboard opened the buy-bonus overlay mid-round and let a player stake a second bet on top of a
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+ * round already in flight. A predicate the bars and the hotkey share cannot drift apart again.
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+ *
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+ * Runtime only. Whether the feature EXISTS at all is a config question (`features.buyBonus`), and
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+ * whether this particular surface should offer it (mode, replay) belongs to the caller.
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+ */
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+ function bonusBuyLocked(s) {
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+ return s.busy || s.autoplay.active || !s.buyBonusEnabled;
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+ }
328
342
 
329
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  /** The single brand accent (purple). The bar accent default (theme.ts) and the buy-a-bonus
330
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  * card default both derive from this, so a rebrand only touches one constant. */
@@ -1627,7 +1641,9 @@ class KeyboardController {
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1641
  }
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  break;
1629
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  case 'KeyB':
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- if (h.buyBonusEnabled && s.mode === 'base' && !s.replay) {
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+ // `bonusBuyLocked` is the same predicate the bar's coin uses. Without it this hotkey
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+ // reached past a disabled coin and opened the overlay mid-round.
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+ if (h.buyBonusEnabled && s.mode === 'base' && !s.replay && !bonusBuyLocked(s)) {
1631
1647
  h.openBuyBonus();
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1648
  return;
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1649
  }
@@ -1739,7 +1755,7 @@ function keyboardCapable(win = typeof window === 'undefined' ? undefined : windo
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  // AUTO-GENERATED by scripts/gen-version.mjs — do not edit. Mirrors package.json "version".
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  /** The @energy8platform/shell package version, stamped into the game-info footer. */
1742
- const PACKAGE_VERSION = '0.10.0';
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+ const PACKAGE_VERSION = '0.11.1';
1743
1759
 
1744
1760
  /** Apply defaults to the raw config (the mount target lives on the renderer, not here). */
1745
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  function resolveConfig(config) {
@@ -2225,6 +2241,66 @@ function placePopover(anchor, surface, size, pointer = null) {
2225
2241
  return { x, y, maxH, arrowX, below };
2226
2242
  }
2227
2243
 
2244
+ /**
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+ * What a scrollable region should ADVERTISE about itself.
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+ *
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+ * A slot in a Stake popout is 400×225. At that size the game-info overlay holds twelve screens of
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+ * content, the buy-bonus switches to a vertical card stack, and the menu popover hides its last
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+ * row — all of them scroll, and (before this module) none of them said so. macOS makes it worse:
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+ * overlay scrollbars stay invisible until something is already scrolling, so the very affordance a
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+ * player needs BEFORE they touch anything is the one the OS withholds. A certification reviewer
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+ * reads that as content the player can't reach.
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+ *
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+ * The maths lives here, apart from both renderers, for one reason: the DOM shell reads
2255
+ * `scrollTop`/`scrollHeight` while the Pixi shell tracks its own offset against a mask, and those
2256
+ * two must never disagree about whether a fade belongs at the bottom edge. Renderers decide how a
2257
+ * thumb LOOKS; this decides when there is one and where it sits.
2258
+ */
2259
+ /** Fractions of a pixel are layout rounding, not reachable content. */
2260
+ const EPSILON = 1;
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+ /** Landing within half a pixel of an edge counts as arriving: a browser settles a flung scroll on
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+ * 199.5 of 200, and a fade left glowing over content the player has already reached reads as a
2263
+ * bug. */
2264
+ const EDGE_EPSILON = 0.5;
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+ /**
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+ * Shortest thumb we will draw, as a fraction of its track.
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+ *
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+ * The honest ratio for game info at Popout S is 8% — an 18px speck on a 226px track, which reads
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+ * as a rendering artifact rather than a scrollbar. Floored at 18% it stays recognisably a thumb,
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+ * and it still travels the whole track, so the position it reports remains truthful even though
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+ * its length no longer is. That is the right trade: length is decoration, position is information.
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+ */
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+ const SCROLL_THUMB_MIN = 0.18;
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+ /** Resolve one axis of a scroll region into everything a renderer needs to draw its affordance. */
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+ function scrollHint(m) {
2276
+ const view = Math.max(0, m.clientHeight);
2277
+ const content = Math.max(0, m.scrollHeight);
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+ const maxScroll = Math.max(0, content - view);
2279
+ if (maxScroll <= EPSILON || view <= 0) {
2280
+ // Both edges are "the edge" when there is nowhere to go — callers gate every fade on the
2281
+ // matching flag, so a region that fits draws nothing without needing to check `overflowing`.
2282
+ return { overflowing: false, atStart: true, atEnd: true, thumbSize: 1, thumbOffset: 0, maxScroll: 0 };
2283
+ }
2284
+ const at = Math.max(0, Math.min(maxScroll, m.scrollTop));
2285
+ const thumbSize = Math.min(1, Math.max(SCROLL_THUMB_MIN, view / content));
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+ const progress = at / maxScroll;
2287
+ return {
2288
+ overflowing: true,
2289
+ atStart: at <= EDGE_EPSILON,
2290
+ atEnd: maxScroll - at <= EDGE_EPSILON,
2291
+ thumbSize,
2292
+ thumbOffset: progress * (1 - thumbSize),
2293
+ maxScroll,
2294
+ };
2295
+ }
2296
+ function scrollEdge(h) {
2297
+ if (!h.overflowing)
2298
+ return 'none';
2299
+ if (h.atStart)
2300
+ return 'start';
2301
+ return h.atEnd ? 'end' : 'mid';
2302
+ }
2303
+
2228
2304
  const NO_INSET = { top: 0, right: 0, bottom: 0, left: 0 };
2229
2305
  /** Create a shell with an explicit renderer instance (custom or a built-in HtmlRenderer/PixiRenderer).
2230
2306
  * Built-in renderers also have the createGameShell/createPixiShell sugar in /html and /pixi.
@@ -3869,7 +3945,12 @@ class BottomBar extends pixi_js.Container {
3869
3945
  if (config.features.turbo > 0) {
3870
3946
  this.turboBtn = makeTurboButton(this.host, state.turbo, () => this.onTurbo(), 40, 22);
3871
3947
  }
3872
- const buy = isBase ? (this.buildBuy(M_BUY, 9, 2) ?? undefined) : undefined;
3948
+ // On `this`, not a local: applyBusy() guards every line with `if (this.<control>)`, so a coin
3949
+ // kept in a local is drawn, laid out, tappable — and unreachable by every lock there is.
3950
+ // That is exactly how a phone player could tap SPIN and open buy-bonus on the round in
3951
+ // flight. (Safe for layout: applyFit() hands mobile to applyFitMobile() before it touches
3952
+ // `this.buy` for the wide bar's positioning.)
3953
+ this.buy = isBase ? (this.buildBuy(M_BUY, 9, 2) ?? undefined) : undefined;
3873
3954
  // level 1 — controls bar (dark)
3874
3955
  const controls = new FlexBox({
3875
3956
  direction: 'row',
@@ -3890,8 +3971,8 @@ class BottomBar extends pixi_js.Container {
3890
3971
  const rz = new FlexBox({ direction: 'row', align: 'center', gap: SIDE, justify: 'end' });
3891
3972
  if (this.turboBtn)
3892
3973
  rz.add(this.turboBtn);
3893
- if (buy)
3894
- rz.add(buy);
3974
+ if (this.buy)
3975
+ rz.add(this.buy);
3895
3976
  const zw = Math.max(lz.measureSize().w, rz.measureSize().w);
3896
3977
  lz.setLayoutSize(zw, undefined);
3897
3978
  rz.setLayoutSize(zw, undefined);
@@ -4057,7 +4138,7 @@ class BottomBar extends pixi_js.Container {
4057
4138
  if (this.autoBtn)
4058
4139
  this.autoBtn.disabled = state.busy && !auto;
4059
4140
  if (this.buy)
4060
- this.buy.disabled = state.busy || auto || !state.buyBonusEnabled;
4141
+ this.buy.disabled = bonusBuyLocked(state);
4061
4142
  if (this.betReadout && lockBet) {
4062
4143
  this.betReadout.eventMode = 'none';
4063
4144
  this.betReadout.cursor = 'default';
@@ -4150,11 +4231,207 @@ function SPIN_POP_MOBILE() {
4150
4231
  return (SPIN - M_CTRL_H) / 2; // 11
4151
4232
  }
4152
4233
 
4234
+ /** Thickness of the thumb, and how far it is inset from the edge it rides. */
4235
+ const THUMB_THICK = 4;
4236
+ const THUMB_INSET = 3;
4237
+ /** Shortest thumb we will draw in pixels — the fractional floor still degenerates on a tiny frame. */
4238
+ const THUMB_MIN_PX = 22;
4239
+ /** Depth of the edge scrim. */
4240
+ const SCRIM = 34;
4241
+ const SCRIM_ALPHA = 0.72;
4242
+ /** The overlay chrome — plaques, bar, backdrop — is scheme-independent in this shell (see
4243
+ * resolveTheme: those tokens are fixed, only the palette behind them flips). The affordance is
4244
+ * chrome, so it is a fixed neutral too: white marks over a tint of the same hue as the veil, which
4245
+ * makes the fade read as content dissolving INTO the overlay rather than as a grey band on top. */
4246
+ const SCRIM_TINT = 0x0c111c;
4247
+ const CUE_R = 11;
4248
+ const CUE_BOB = 4;
4249
+ const CUE_PERIOD = 1600; // ms
4250
+ /**
4251
+ * The scrim's alpha ramp, densest AT the edge and clear by `depth` inward.
4252
+ *
4253
+ * Exported because the direction is the whole point and is easy to get backwards: an inverted ramp
4254
+ * draws a hard-edged dark band floating over the content instead of a fade into the frame, and it
4255
+ * looks deliberate enough that nobody questions it. The squared falloff keeps the outer half of the
4256
+ * ramp faint, so the scrim reads as content thinning out rather than as a panel laid on top.
4257
+ */
4258
+ function scrimRamp(depth) {
4259
+ const slices = Math.max(1, Math.round(depth));
4260
+ const thickness = depth / slices;
4261
+ const out = [];
4262
+ for (let i = 0; i < slices; i++) {
4263
+ const offset = i * thickness;
4264
+ const t = 1 - (offset + thickness / 2) / depth; // 1 at the edge → 0 at `depth`
4265
+ out.push({ offset, thickness, alpha: SCRIM_ALPHA * t * t });
4266
+ }
4267
+ return out;
4268
+ }
4269
+ class ScrollAffordanceView extends pixi_js.Container {
4270
+ thumb = new pixi_js.Graphics();
4271
+ scrim = new pixi_js.Graphics();
4272
+ cue = new pixi_js.Container();
4273
+ ticker;
4274
+ bounds = null;
4275
+ cueOn = false;
4276
+ // Once the region has moved the player knows the gesture; re-offering it on every return to the
4277
+ // top would nag rather than inform.
4278
+ cueRetired = false;
4279
+ cueBaseY = 0;
4280
+ elapsed = 0;
4281
+ tick;
4282
+ constructor(ticker) {
4283
+ super();
4284
+ this.ticker = ticker;
4285
+ this.eventMode = 'none'; // decoration: never intercept the drag it is advertising
4286
+ this.addChild(this.scrim, this.thumb, this.cue);
4287
+ this.buildCue();
4288
+ this.visible = false;
4289
+ }
4290
+ /** Where the thumb is drawn, in the parent's space — `null` when nothing is drawn. */
4291
+ get thumbBounds() {
4292
+ return this.visible ? this.bounds : null;
4293
+ }
4294
+ get cueVisible() {
4295
+ return this.visible && this.cueOn;
4296
+ }
4297
+ /** Re-draw for a viewport and a hint. Cheap enough to call on every scroll frame. */
4298
+ update(vp, hint) {
4299
+ if (this.destroyed)
4300
+ return;
4301
+ if (!hint.overflowing) {
4302
+ this.visible = false;
4303
+ this.bounds = null;
4304
+ this.showCue(false);
4305
+ return;
4306
+ }
4307
+ this.visible = true;
4308
+ // Any movement off the start retires the cue permanently.
4309
+ if (!hint.atStart)
4310
+ this.cueRetired = true;
4311
+ this.drawThumb(vp, hint);
4312
+ this.drawScrim(vp, hint);
4313
+ this.placeCue(vp);
4314
+ this.showCue(hint.atStart && !this.cueRetired);
4315
+ }
4316
+ drawThumb(vp, hint) {
4317
+ const along = vp.axis === 'y' ? vp.h : vp.w;
4318
+ const track = Math.max(0, along - THUMB_INSET * 2);
4319
+ const len = Math.max(Math.min(track, THUMB_MIN_PX), track * hint.thumbSize);
4320
+ // Recover the travel from the (possibly floored) length so the thumb still reaches both ends.
4321
+ const travel = Math.max(0, track - len);
4322
+ const progress = hint.thumbSize < 1 ? hint.thumbOffset / (1 - hint.thumbSize) : 0;
4323
+ const at = THUMB_INSET + travel * progress;
4324
+ this.bounds =
4325
+ vp.axis === 'y'
4326
+ ? { x: vp.x + vp.w - THUMB_INSET - THUMB_THICK, y: vp.y + at, w: THUMB_THICK, h: len }
4327
+ : { x: vp.x + at, y: vp.y + vp.h - THUMB_INSET - THUMB_THICK, w: len, h: THUMB_THICK };
4328
+ const b = this.bounds;
4329
+ this.thumb.clear();
4330
+ // A faint track behind the thumb: on a dark overlay a lone thumb can read as a stray highlight;
4331
+ // with the groove behind it, it reads as a scrollbar.
4332
+ if (vp.axis === 'y') {
4333
+ this.thumb
4334
+ .roundRect(b.x, vp.y + THUMB_INSET, THUMB_THICK, track, THUMB_THICK / 2)
4335
+ .fill({ color: 0xffffff, alpha: 0.1 });
4336
+ }
4337
+ else {
4338
+ this.thumb
4339
+ .roundRect(vp.x + THUMB_INSET, b.y, track, THUMB_THICK, THUMB_THICK / 2)
4340
+ .fill({ color: 0xffffff, alpha: 0.1 });
4341
+ }
4342
+ this.thumb.roundRect(b.x, b.y, b.w, b.h, THUMB_THICK / 2).fill({ color: 0xffffff, alpha: 0.55 });
4343
+ }
4344
+ /** Stacked 1px slices rather than a gradient fill: no texture, no backend-specific paths, and at
4345
+ * one device pixel per slice there is nothing left to band. */
4346
+ drawScrim(vp, hint) {
4347
+ this.scrim.clear();
4348
+ const depth = Math.min(SCRIM, (vp.axis === 'y' ? vp.h : vp.w) / 3);
4349
+ if (depth <= 0)
4350
+ return;
4351
+ for (const { offset, thickness, alpha } of scrimRamp(depth)) {
4352
+ // `offset` is measured INWARD from whichever edge is being faded.
4353
+ if (!hint.atEnd) {
4354
+ if (vp.axis === 'y')
4355
+ this.scrim.rect(vp.x, vp.y + vp.h - offset - thickness, vp.w, thickness);
4356
+ else
4357
+ this.scrim.rect(vp.x + vp.w - offset - thickness, vp.y, thickness, vp.h);
4358
+ this.scrim.fill({ color: SCRIM_TINT, alpha });
4359
+ }
4360
+ if (!hint.atStart) {
4361
+ if (vp.axis === 'y')
4362
+ this.scrim.rect(vp.x, vp.y + offset, vp.w, thickness);
4363
+ else
4364
+ this.scrim.rect(vp.x + offset, vp.y, thickness, vp.h);
4365
+ this.scrim.fill({ color: SCRIM_TINT, alpha });
4366
+ }
4367
+ }
4368
+ }
4369
+ buildCue() {
4370
+ const disc = new pixi_js.Graphics();
4371
+ disc.circle(0, 0, CUE_R).fill({ color: 0x0b0f18, alpha: 0.9 });
4372
+ disc.circle(0, 0, CUE_R).stroke({ color: 0xffffff, alpha: 0.22, width: 1 });
4373
+ const size = Math.round(CUE_R * 1.3);
4374
+ const glyph = makeIcon('chevronDown', size, '#ffffff');
4375
+ glyph.position.set(-size / 2, -size / 2);
4376
+ this.cue.addChild(disc, glyph);
4377
+ this.cue.visible = false;
4378
+ }
4379
+ placeCue(vp) {
4380
+ // Bottom-centre for a vertical region; hugging the trailing edge for a horizontal one.
4381
+ if (vp.axis === 'y') {
4382
+ this.cue.x = vp.x + vp.w / 2;
4383
+ this.cueBaseY = vp.y + vp.h - CUE_R - 6;
4384
+ }
4385
+ else {
4386
+ this.cue.x = vp.x + vp.w - CUE_R - 6;
4387
+ this.cueBaseY = vp.y + vp.h / 2;
4388
+ this.cue.rotation = -Math.PI / 2; // chevron points the way the strip moves
4389
+ }
4390
+ this.cue.y = this.cueBaseY;
4391
+ }
4392
+ showCue(on) {
4393
+ if (on === this.cueOn)
4394
+ return;
4395
+ this.cueOn = on;
4396
+ this.cue.visible = on;
4397
+ if (on)
4398
+ this.startBob();
4399
+ else
4400
+ this.stopBob();
4401
+ }
4402
+ startBob() {
4403
+ // A player who asked for stillness still needs the hint; they just do not need it moving.
4404
+ if (this.tick || !this.ticker || prefersReducedMotion())
4405
+ return;
4406
+ this.elapsed = 0;
4407
+ this.tick = (t) => {
4408
+ this.elapsed += t.deltaMS;
4409
+ const phase = (this.elapsed % CUE_PERIOD) / CUE_PERIOD;
4410
+ this.cue.y = this.cueBaseY + Math.sin(phase * Math.PI * 2) * (CUE_BOB / 2) + CUE_BOB / 2;
4411
+ };
4412
+ this.ticker.add(this.tick);
4413
+ }
4414
+ stopBob() {
4415
+ if (!this.tick)
4416
+ return;
4417
+ this.ticker?.remove(this.tick);
4418
+ this.tick = undefined;
4419
+ this.cue.y = this.cueBaseY;
4420
+ }
4421
+ destroy(options) {
4422
+ this.stopBob();
4423
+ super.destroy(options);
4424
+ }
4425
+ }
4426
+
4153
4427
  /** A vertically-scrolling viewport — mask + drag + mouse-wheel, the Pixi analogue of the
4154
4428
  * overlay's `overflow-y:auto` scroll region. Add content to `.content`; call `refresh()`
4155
4429
  * after content changes or a resize. */
4156
4430
  class ScrollBox extends pixi_js.Container {
4157
4431
  content = new pixi_js.Container();
4432
+ /** The drawn "this scrolls" marks — thumb, edge scrim, chevron. Public so the overlay that owns
4433
+ * the box (and the tests) can read what a player would see. */
4434
+ affordance;
4158
4435
  maskG = new pixi_js.Graphics();
4159
4436
  viewW = 0;
4160
4437
  viewH = 0;
@@ -4165,10 +4442,13 @@ class ScrollBox extends pixi_js.Container {
4165
4442
  moved = false;
4166
4443
  canvas;
4167
4444
  wheelHandler;
4168
- constructor(canvas) {
4445
+ constructor(canvas, ticker) {
4169
4446
  super();
4170
4447
  this.canvas = canvas;
4171
- this.addChild(this.content);
4448
+ this.affordance = new ScrollAffordanceView(ticker);
4449
+ // Added AFTER content, and never masked: the marks describe the viewport, so clipping them to
4450
+ // the content they describe would hide them exactly when the content overflows.
4451
+ this.addChild(this.content, this.affordance);
4172
4452
  // maskG is added to the scene only while scrolling (see refresh) — a leftover unused mask
4173
4453
  // graphic renders as a white rect. (Masking does NOT gate pointer events to the content, despite
4174
4454
  // what an earlier version of this comment claimed — see the correction in refresh() below.)
@@ -4223,6 +4503,7 @@ class ScrollBox extends pixi_js.Container {
4223
4503
  }
4224
4504
  this.eventMode = scrollable ? 'static' : 'passive';
4225
4505
  this.setScroll(this.scrollY);
4506
+ this.syncAffordance();
4226
4507
  }
4227
4508
  /** Max scrollable distance (0 when content fits) — exposed for tests. */
4228
4509
  get maxScrollY() {
@@ -4239,6 +4520,12 @@ class ScrollBox extends pixi_js.Container {
4239
4520
  return;
4240
4521
  this.scrollY = Math.max(0, Math.min(this.maxScroll, y)) || 0; // || 0 converts -0 to 0
4241
4522
  this.content.y = this.scrollY === 0 ? 0 : -this.scrollY;
4523
+ this.syncAffordance();
4524
+ }
4525
+ syncAffordance() {
4526
+ if (this.destroyed || this.affordance.destroyed)
4527
+ return;
4528
+ this.affordance.update({ x: 0, y: 0, w: this.viewW, h: this.viewH, axis: 'y' }, scrollHint({ scrollTop: this.scrollY, scrollHeight: this.viewH + this.maxScroll, clientHeight: this.viewH }));
4242
4529
  }
4243
4530
  onDown = (e) => {
4244
4531
  this.dragging = true;
@@ -4809,7 +5096,7 @@ class Overlay extends pixi_js.Container {
4809
5096
  this.host = host;
4810
5097
  this.opts = opts;
4811
5098
  this.tag = opts.tag;
4812
- this.scroll = new ScrollBox(host.canvas);
5099
+ this.scroll = new ScrollBox(host.canvas, host.ticker);
4813
5100
  this.addChild(this.veil, this.scroll, this.header);
4814
5101
  this.veil.eventMode = 'static'; // swallow clicks to the game behind
4815
5102
  this.resize(host.screenW, host.screenH);
@@ -5532,6 +5819,10 @@ class BuyBonusOverlay extends pixi_js.Container {
5532
5819
  header = new pixi_js.Container();
5533
5820
  strip = new pixi_js.Container(); // cards live here (drag-scrollable when wide)
5534
5821
  stripMask = new pixi_js.Graphics();
5822
+ /** "the strip moves" — the drawn marks over the card band. Unmasked and outside `strip`, so a
5823
+ * drag moves the cards under it while the marks hold still. Public for the same reason
5824
+ * ScrollBox.affordance is: it is the only readable account of what a player sees here. */
5825
+ scrollCue;
5535
5826
  footer = new pixi_js.Container();
5536
5827
  confirm;
5537
5828
  /** The bonus shown in the current confirm dialog (set by openConfirm, cleared by removeConfirm). */
@@ -5568,7 +5859,8 @@ class BuyBonusOverlay extends pixi_js.Container {
5568
5859
  super();
5569
5860
  this.host = host;
5570
5861
  this.bonuses = bonuses;
5571
- this.addChild(this.veil, this.strip, this.header, this.footer);
5862
+ this.scrollCue = new ScrollAffordanceView(host.ticker);
5863
+ this.addChild(this.veil, this.strip, this.scrollCue, this.header, this.footer);
5572
5864
  this.veil.eventMode = 'static';
5573
5865
  this.strip.mask = this.stripMask;
5574
5866
  this.addChild(this.stripMask);
@@ -5601,6 +5893,7 @@ class BuyBonusOverlay extends pixi_js.Container {
5601
5893
  this.strip.position.x = this.dragBaseX + this.dragX;
5602
5894
  else
5603
5895
  this.strip.position.y = this.dragBaseY + this.dragX;
5896
+ this.syncScrollCue();
5604
5897
  };
5605
5898
  onDragUp = () => {
5606
5899
  this.dragging = false;
@@ -5618,6 +5911,14 @@ class BuyBonusOverlay extends pixi_js.Container {
5618
5911
  this.dragging = false;
5619
5912
  this.strip.eventMode = 'auto'; // visual-only; its children (cards) are still hit-tested in-band
5620
5913
  this.strip.position.set(baseX, baseY);
5914
+ this.syncScrollCue();
5915
+ }
5916
+ /** Re-draw the band's scroll marks from the current drag state. `dragX` runs [-dragMax, 0] as the
5917
+ * strip is pulled, so the scroll position is its negation. */
5918
+ syncScrollCue() {
5919
+ if (this.destroyed || this.scrollCue.destroyed)
5920
+ return;
5921
+ this.scrollCue.update({ x: 0, y: this.bandTop, w: this.w, h: this.bandH, axis: this.dragAxis }, scrollHint({ scrollTop: -this.dragX, scrollHeight: this.bandH + this.dragMax, clientHeight: this.bandH }));
5621
5922
  }
5622
5923
  resize(w, h) {
5623
5924
  this.w = w;
@@ -7205,6 +7506,7 @@ exports.PACKAGE_VERSION = PACKAGE_VERSION;
7205
7506
  exports.POPOVER = POPOVER;
7206
7507
  exports.PixiRenderer = PixiRenderer;
7207
7508
  exports.SCHEMES = SCHEMES;
7509
+ exports.SCROLL_THUMB_MIN = SCROLL_THUMB_MIN;
7208
7510
  exports.ShellController = ShellController;
7209
7511
  exports.createI18n = createI18n;
7210
7512
  exports.createPixiShell = createPixiShell;
@@ -7218,6 +7520,8 @@ exports.removePixiShell = removePixiShell;
7218
7520
  exports.resolveConfig = resolveConfig;
7219
7521
  exports.resolveMenu = resolveMenu;
7220
7522
  exports.resolveTheme = resolveTheme;
7523
+ exports.scrollEdge = scrollEdge;
7524
+ exports.scrollHint = scrollHint;
7221
7525
  exports.seedMenuValues = seedMenuValues;
7222
7526
  exports.socialize = socialize;
7223
7527
  //# sourceMappingURL=pixi.cjs.js.map