@hypen-space/web 0.4.3 → 0.4.11

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.
@@ -1613,13 +1613,17 @@ class InputOverlay {
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  overlay = null;
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  focusedNode = null;
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  onChangeCallback = null;
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+ bindPath = null;
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+ engine = null;
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  constructor(container) {
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  this.container = container || {};
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  }
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- showInput(node, canvasBounds, onChange) {
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+ showInput(node, canvasBounds, onChange, engine) {
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  if (typeof document === "undefined")
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  return;
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  this.hideInput();
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+ this.bindPath = node.props.bind || null;
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+ this.engine = engine || null;
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  const bounds = getAbsoluteBounds(node);
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  if (!bounds)
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  return;
@@ -1643,6 +1647,8 @@ class InputOverlay {
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  }
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  this.focusedNode = null;
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  this.onChangeCallback = null;
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+ this.bindPath = null;
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+ this.engine = null;
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  }
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  updatePosition(node, canvasBounds) {
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  if (!this.overlay || node !== this.focusedNode)
@@ -1704,6 +1710,12 @@ class InputOverlay {
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  return;
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  const value = this.overlay.value;
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  this.onChangeCallback(value);
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+ if (this.bindPath && this.engine) {
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+ this.engine.dispatchAction("__hypen_bind", {
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+ path: this.bindPath,
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+ value
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+ });
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+ }
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  }
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  onBlur() {
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  this.hideInput();
@@ -1944,6 +1956,9 @@ class CanvasRenderer {
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  case "setProp":
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  this.onSetProp(patch.id, patch.name, patch.value);
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  break;
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+ case "removeProp":
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+ this.onRemoveProp(patch.id, patch.name);
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+ break;
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  case "setText":
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  this.onSetText(patch.id, patch.text);
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  break;
@@ -1988,6 +2003,19 @@ class CanvasRenderer {
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  }
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  this.accessibilityLayer.updateNode(node);
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  }
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+ onRemoveProp(id, name) {
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+ const node = this.nodes.get(id);
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+ if (!node)
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+ return;
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+ delete node.props[name];
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+ if (name === "visible") {
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+ node.visible = true;
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+ }
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+ if (name === "opacity") {
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+ node.opacity = 1;
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+ }
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+ this.accessibilityLayer.updateNode(node);
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+ }
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  onSetText(id, text) {
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  const node = this.nodes.get(id);
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  if (!node)
@@ -2131,4 +2159,4 @@ export {
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  AccessibilityLayer
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  };
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- //# debugId=E5B9EAD552EC078164756E2164756E21
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+ //# debugId=27E4705DA6DFF4C264756E2164756E21
@@ -7,11 +7,11 @@
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  "/**\n * Layout Engine\n *\n * Flexbox-like layout system for positioning virtual nodes\n */\n\nimport type { VirtualNode, Layout, BoxSpacing } from \"./types.js\";\nimport { parseSpacing, parseSize } from \"./utils.js\";\nimport { measureText } from \"./text.js\";\n\n/**\n * Compute layout for a virtual node tree\n */\nexport function computeLayout(\n ctx: CanvasRenderingContext2D,\n node: VirtualNode,\n availableWidth: number,\n availableHeight: number,\n x: number = 0,\n y: number = 0\n): void {\n // Parse props\n const props = node.props;\n\n // Support individual margins (marginTop, marginRight, etc.)\n let margin = parseSpacing(props.margin || 0);\n if (props.marginTop !== undefined) margin.top = parseFloat(props.marginTop) || 0;\n if (props.marginRight !== undefined) margin.right = parseFloat(props.marginRight) || 0;\n if (props.marginBottom !== undefined) margin.bottom = parseFloat(props.marginBottom) || 0;\n if (props.marginLeft !== undefined) margin.left = parseFloat(props.marginLeft) || 0;\n\n // Support individual padding (paddingTop, paddingRight, etc.)\n let padding = parseSpacing(props.padding || 0);\n if (props.paddingTop !== undefined) padding.top = parseFloat(props.paddingTop) || 0;\n if (props.paddingRight !== undefined) padding.right = parseFloat(props.paddingRight) || 0;\n if (props.paddingBottom !== undefined) padding.bottom = parseFloat(props.paddingBottom) || 0;\n if (props.paddingLeft !== undefined) padding.left = parseFloat(props.paddingLeft) || 0;\n\n const borderWidth = parseFloat(props.borderWidth) || 0;\n const borderColor = props.borderColor || \"transparent\";\n const borderRadius = parseFloat(props.borderRadius) || 0;\n\n // Calculate available space after margin\n const availableAfterMargin = {\n width: availableWidth - margin.left - margin.right,\n height: availableHeight - margin.top - margin.bottom,\n };\n\n // Determine size\n let width = parseSize(props.width);\n let height = parseSize(props.height);\n\n // Default sizing for specific component types\n const type = node.type.toLowerCase();\n\n if (type === \"app\") {\n // App fills the full available space by default\n if (width === null) width = availableAfterMargin.width;\n if (height === null) height = availableAfterMargin.height;\n } else if (type === \"spacer\") {\n // Spacer fills available space by default\n if (width === null) width = availableAfterMargin.width;\n if (height === null) height = availableAfterMargin.height;\n } else if (type === \"divider\" || type === \"separator\") {\n const orientation = props.orientation || \"horizontal\";\n const thickness = parseFloat(props.thickness) || 1;\n\n if (orientation === \"vertical\") {\n if (width === null) width = thickness;\n if (height === null) height = availableAfterMargin.height;\n } else {\n if (width === null) width = availableAfterMargin.width;\n if (height === null) height = thickness;\n }\n } else if (type === \"checkbox\" || type === \"radio\") {\n const size = parseFloat(props.size) || 20;\n if (width === null) width = size;\n if (height === null) height = size;\n } else if (type === \"switch\" || type === \"toggle\") {\n if (width === null) width = 44;\n if (height === null) height = 24;\n } else if (type === \"slider\") {\n if (width === null) width = 200;\n if (height === null) height = 20;\n } else if (type === \"progress\" || type === \"progressbar\") {\n if (width === null) width = 200;\n if (height === null) height = 8;\n } else if (type === \"spinner\" || type === \"loading\") {\n const size = parseFloat(props.size) || 24;\n if (width === null) width = size;\n if (height === null) height = size;\n } else if (type === \"badge\") {\n if (width === null) width = 20;\n if (height === null) height = 20;\n } else if (type === \"avatar\") {\n const size = parseFloat(props.size) || 40;\n if (width === null) width = size;\n if (height === null) height = size;\n } else if (type === \"icon\") {\n const size = parseFloat(props.size) || 24;\n if (width === null) width = size;\n if (height === null) height = size;\n }\n\n // Intrinsic sizing for text nodes\n if (node.type === \"text\" && node.props[0]) {\n const text = String(node.props[0] || \"\");\n const fontSize = parseFloat(props.fontSize) || 16;\n const fontWeight = props.fontWeight || \"normal\";\n const fontFamily = props.fontFamily || \"system-ui, sans-serif\";\n const lineHeight = parseFloat(props.lineHeight) || fontSize * 1.2;\n\n const maxWidth = width || availableAfterMargin.width - padding.left - padding.right;\n const metrics = measureText(ctx, text, { fontSize, fontWeight, fontFamily, lineHeight }, maxWidth);\n\n if (!width) width = metrics.width + padding.left + padding.right;\n if (!height) height = metrics.height + padding.top + padding.bottom;\n }\n\n // Default to available size if not specified\n if (width === null) width = availableAfterMargin.width;\n if (height === null) height = availableAfterMargin.height;\n\n // Apply constraints\n const minWidth = parseSize(props.minWidth);\n const maxWidth = parseSize(props.maxWidth);\n const minHeight = parseSize(props.minHeight);\n const maxHeight = parseSize(props.maxHeight);\n\n if (minWidth !== null) width = Math.max(width, minWidth);\n if (maxWidth !== null) width = Math.min(width, maxWidth);\n if (minHeight !== null) height = Math.max(height, minHeight);\n if (maxHeight !== null) height = Math.min(height, maxHeight);\n\n // Create layout object\n const layout: Layout = {\n x: x + margin.left,\n y: y + margin.top,\n width,\n height,\n margin,\n padding,\n border: {\n width: borderWidth,\n color: borderColor,\n radius: borderRadius,\n },\n contentX: padding.left + borderWidth,\n contentY: padding.top + borderWidth,\n contentWidth: width - padding.left - padding.right - borderWidth * 2,\n contentHeight: height - padding.top - padding.bottom - borderWidth * 2,\n };\n\n node.layout = layout;\n\n // Layout children if container\n if (node.children.length > 0) {\n layoutChildren(ctx, node);\n }\n}\n\n/**\n * Layout children using flexbox-like rules\n */\nfunction layoutChildren(ctx: CanvasRenderingContext2D, parent: VirtualNode): void {\n const layout = parent.layout!;\n const props = parent.props;\n\n // Stack components overlay children on top of each other\n if (parent.type.toLowerCase() === \"stack\") {\n layoutStackChildren(ctx, parent);\n return;\n }\n\n const flexDirection = props.flexDirection || (parent.type === \"column\" ? \"column\" : \"row\");\n const isColumn = flexDirection === \"column\";\n\n // Resolve verticalAlignment/horizontalAlignment to main/cross axis based on direction\n const justifyContent = isColumn\n ? (props.verticalAlignment || \"flex-start\")\n : (props.horizontalAlignment || \"flex-start\");\n const alignItems = isColumn\n ? (props.horizontalAlignment || \"flex-start\")\n : (props.verticalAlignment || \"flex-start\");\n const gap = parseFloat(props.gap) || 0;\n\n const availableWidth = layout.contentWidth;\n const availableHeight = layout.contentHeight;\n\n // First pass: compute intrinsic sizes and collect flex info\n const childInfo: Array<{\n width: number;\n height: number;\n flexGrow: number;\n flexShrink: number;\n flexBasis: number | null;\n }> = [];\n let totalMainSize = 0;\n let totalFlexGrow = 0;\n let totalFlexShrink = 0;\n\n for (const child of parent.children) {\n const flexGrow = parseFloat(child.props.flexGrow) || parseFloat(child.props.flex) || 0;\n const flexShrink = parseFloat(child.props.flexShrink) || 1;\n const flexBasis = parseSize(child.props.flexBasis);\n\n // Compute child layout with available space\n computeLayout(\n ctx,\n child,\n availableWidth,\n availableHeight,\n 0,\n 0\n );\n\n const childLayout = child.layout!;\n let mainSize = isColumn ? childLayout.height : childLayout.width;\n\n // Use flexBasis if specified\n if (flexBasis !== null) {\n mainSize = flexBasis;\n if (isColumn) {\n childLayout.height = flexBasis;\n } else {\n childLayout.width = flexBasis;\n }\n }\n\n childInfo.push({\n width: childLayout.width,\n height: childLayout.height,\n flexGrow,\n flexShrink,\n flexBasis,\n });\n\n totalMainSize += mainSize;\n totalFlexGrow += flexGrow;\n totalFlexShrink += flexShrink;\n }\n\n // Add gaps\n const totalGap = gap * (parent.children.length - 1);\n totalMainSize += totalGap;\n\n // Apply flex grow/shrink\n const availableMain = isColumn ? availableHeight : availableWidth;\n let remainingSpace = availableMain - totalMainSize;\n\n // Distribute remaining space to flex-grow children\n if (remainingSpace > 0 && totalFlexGrow > 0) {\n const spacePerFlex = remainingSpace / totalFlexGrow;\n\n for (let i = 0; i < parent.children.length; i++) {\n const info = childInfo[i];\n if (info.flexGrow > 0) {\n const extraSpace = spacePerFlex * info.flexGrow;\n if (isColumn) {\n info.height += extraSpace;\n } else {\n info.width += extraSpace;\n }\n totalMainSize += extraSpace;\n }\n }\n\n remainingSpace = 0;\n }\n\n // Apply flex shrink if needed (content is too large)\n if (remainingSpace < 0 && totalFlexShrink > 0) {\n const shrinkPerFlex = Math.abs(remainingSpace) / totalFlexShrink;\n\n for (let i = 0; i < parent.children.length; i++) {\n const info = childInfo[i];\n if (info.flexShrink > 0) {\n const shrinkSpace = Math.min(\n shrinkPerFlex * info.flexShrink,\n isColumn ? info.height : info.width\n );\n\n if (isColumn) {\n info.height = Math.max(0, info.height - shrinkSpace);\n } else {\n info.width = Math.max(0, info.width - shrinkSpace);\n }\n\n totalMainSize -= shrinkSpace;\n }\n }\n\n remainingSpace = availableMain - totalMainSize;\n }\n\n // Calculate starting position based on justifyContent\n let mainStart = 0;\n let spacing = 0;\n\n if (justifyContent === \"center\") {\n mainStart = Math.max(0, remainingSpace / 2);\n } else if (justifyContent === \"flex-end\") {\n mainStart = Math.max(0, remainingSpace);\n } else if (justifyContent === \"space-between\") {\n spacing = remainingSpace / Math.max(1, parent.children.length - 1);\n } else if (justifyContent === \"space-around\") {\n spacing = remainingSpace / parent.children.length;\n mainStart = spacing / 2;\n }\n\n // Position children\n let currentMain = mainStart;\n\n for (let i = 0; i < parent.children.length; i++) {\n const child = parent.children[i];\n const childLayout = child.layout!;\n const info = childInfo[i];\n\n // Update child layout with flex-adjusted size\n childLayout.width = info.width;\n childLayout.height = info.height;\n\n // Calculate cross position based on alignItems\n let crossStart = 0;\n const availableCross = isColumn ? availableWidth : availableHeight;\n const childCross = isColumn ? info.width : info.height;\n\n if (alignItems === \"center\") {\n crossStart = (availableCross - childCross) / 2;\n } else if (alignItems === \"flex-end\") {\n crossStart = availableCross - childCross;\n }\n\n // Update child position relative to parent content area\n if (isColumn) {\n childLayout.x = layout.x + layout.contentX + crossStart;\n childLayout.y = layout.y + layout.contentY + currentMain;\n currentMain += info.height + gap;\n } else {\n childLayout.x = layout.x + layout.contentX + currentMain;\n childLayout.y = layout.y + layout.contentY + crossStart;\n currentMain += info.width + gap;\n }\n\n if (justifyContent === \"space-between\" || justifyContent === \"space-around\") {\n currentMain += spacing;\n }\n }\n}\n\n/**\n * Layout Stack children - overlays children on top of each other\n */\nfunction layoutStackChildren(ctx: CanvasRenderingContext2D, parent: VirtualNode): void {\n const layout = parent.layout!;\n const props = parent.props;\n\n // Stack uses horizontalAlignment/verticalAlignment directly\n const horizontalAlignment = props.horizontalAlignment || \"flex-start\";\n const verticalAlignment = props.verticalAlignment || \"flex-start\";\n\n const availableWidth = layout.contentWidth;\n const availableHeight = layout.contentHeight;\n\n // Layout all children at the same position (stacked on top of each other)\n for (const child of parent.children) {\n // Compute child layout\n computeLayout(\n ctx,\n child,\n availableWidth,\n availableHeight,\n 0,\n 0\n );\n\n const childLayout = child.layout!;\n\n // Calculate position based on alignment\n let x = 0;\n let y = 0;\n\n // Horizontal alignment\n if (horizontalAlignment === \"center\") {\n x = (availableWidth - childLayout.width) / 2;\n } else if (horizontalAlignment === \"flex-end\") {\n x = availableWidth - childLayout.width;\n }\n\n // Vertical alignment\n if (verticalAlignment === \"center\") {\n y = (availableHeight - childLayout.height) / 2;\n } else if (verticalAlignment === \"flex-end\") {\n y = availableHeight - childLayout.height;\n }\n\n // Update child position relative to parent content area\n childLayout.x = layout.x + layout.contentX + x;\n childLayout.y = layout.y + layout.contentY + y;\n }\n}\n\n\n\n\n\n\n\n\n\n\n\n",
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  "/**\n * Paint System\n *\n * Drawing virtual nodes to canvas\n */\n\nimport type { VirtualNode, PainterFunction } from \"./types.js\";\nimport { renderText } from \"./text.js\";\n\n/**\n * Custom painters registry\n */\nconst customPainters = new Map<string, PainterFunction>();\n\n/**\n * Register a custom painter for a component type\n */\nexport function registerPainter(type: string, painter: PainterFunction): void {\n customPainters.set(type.toLowerCase(), painter);\n}\n\n/**\n * Paint a virtual node and its children\n */\nexport function paintNode(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n if (!node.visible || !node.layout) return;\n\n ctx.save();\n\n // Apply transforms\n applyTransforms(ctx, node);\n\n // Apply opacity\n if (node.opacity < 1) {\n ctx.globalAlpha = node.opacity;\n }\n\n // Check for custom painter\n const customPainter = customPainters.get(node.type.toLowerCase());\n if (customPainter) {\n customPainter(ctx, node);\n ctx.restore();\n return;\n }\n\n // Default painting based on type\n switch (node.type.toLowerCase()) {\n case \"column\":\n case \"row\":\n case \"stack\":\n paintContainer(ctx, node);\n break;\n case \"text\":\n paintText(ctx, node);\n break;\n case \"button\":\n paintButton(ctx, node);\n break;\n case \"input\":\n paintInput(ctx, node);\n break;\n case \"image\":\n paintImage(ctx, node);\n break;\n case \"spacer\":\n // Spacer is invisible, just takes up space\n break;\n case \"divider\":\n case \"separator\":\n paintDivider(ctx, node);\n break;\n case \"checkbox\":\n paintCheckbox(ctx, node);\n break;\n case \"radio\":\n paintRadio(ctx, node);\n break;\n case \"switch\":\n case \"toggle\":\n paintSwitch(ctx, node);\n break;\n case \"slider\":\n paintSlider(ctx, node);\n break;\n case \"progress\":\n case \"progressbar\":\n paintProgress(ctx, node);\n break;\n case \"spinner\":\n case \"loading\":\n paintSpinner(ctx, node);\n break;\n case \"card\":\n paintCard(ctx, node);\n break;\n case \"badge\":\n paintBadge(ctx, node);\n break;\n case \"avatar\":\n paintAvatar(ctx, node);\n break;\n case \"icon\":\n paintIcon(ctx, node);\n break;\n case \"link\":\n paintLink(ctx, node);\n break;\n case \"app\":\n case \"container\":\n case \"box\":\n paintContainer(ctx, node);\n break;\n default:\n paintContainer(ctx, node);\n }\n\n ctx.restore();\n\n // Paint children\n for (const child of node.children) {\n paintNode(ctx, child);\n }\n\n // Restore context if overflow clipping was applied\n if ((node as any)._needsRestore) {\n ctx.restore();\n delete (node as any)._needsRestore;\n }\n}\n\n/**\n * Paint a container (Column, Row, Stack, Box)\n */\nfunction paintContainer(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const x = layout.x;\n const y = layout.y;\n const width = layout.width;\n const height = layout.height;\n const radius = layout.border.radius;\n\n // Apply shadow if specified\n const shadow = props.shadow || props.boxShadow;\n if (shadow) {\n applyShadow(ctx, shadow);\n }\n\n // Draw background\n const backgroundColor = props.backgroundColor || props.background;\n if (backgroundColor) {\n // Support for gradients\n if (typeof backgroundColor === \"string\" && backgroundColor.includes(\"gradient\")) {\n ctx.fillStyle = parseGradient(ctx, backgroundColor, x, y, width, height);\n } else {\n ctx.fillStyle = backgroundColor;\n }\n\n if (radius > 0) {\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.fill();\n } else {\n ctx.fillRect(x, y, width, height);\n }\n }\n\n // Reset shadow for border\n if (shadow) {\n ctx.shadowColor = \"transparent\";\n ctx.shadowBlur = 0;\n ctx.shadowOffsetX = 0;\n ctx.shadowOffsetY = 0;\n }\n\n // Draw border\n if (layout.border.width > 0 && layout.border.color !== \"transparent\") {\n ctx.strokeStyle = layout.border.color;\n ctx.lineWidth = layout.border.width;\n if (radius > 0) {\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.stroke();\n } else {\n ctx.strokeRect(x, y, width, height);\n }\n }\n\n // Apply overflow clipping for children\n const overflow = props.overflow || \"visible\";\n if (overflow === \"hidden\" || overflow === \"scroll\" || overflow === \"auto\") {\n ctx.save();\n ctx.beginPath();\n if (radius > 0) {\n drawRoundedRect(ctx, x, y, width, height, radius);\n } else {\n ctx.rect(x, y, width, height);\n }\n ctx.clip();\n\n // Mark that we need to restore later\n (node as any)._needsRestore = true;\n }\n}\n\n/**\n * Paint text node\n */\nfunction paintText(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n let text = String(props[0] || props.text || \"\");\n const color = props.color || \"#000000\";\n const fontSize = parseFloat(props.fontSize) || 16;\n const fontWeight = props.fontWeight || \"normal\";\n const fontFamily = props.fontFamily || \"system-ui, sans-serif\";\n const textAlign = props.textAlign || \"left\";\n const lineHeight = parseFloat(props.lineHeight) || fontSize * 1.2;\n const textDecoration = props.textDecoration || \"none\";\n const textTransform = props.textTransform || \"none\";\n const letterSpacing = parseFloat(props.letterSpacing) || 0;\n\n // Apply text transform\n if (textTransform === \"uppercase\") {\n text = text.toUpperCase();\n } else if (textTransform === \"lowercase\") {\n text = text.toLowerCase();\n } else if (textTransform === \"capitalize\") {\n text = text.replace(/\\b\\w/g, (char) => char.toUpperCase());\n }\n\n // Apply text shadow if specified\n const textShadow = props.textShadow || props.shadow;\n if (textShadow) {\n applyShadow(ctx, textShadow);\n }\n\n // Handle letter spacing\n const x = layout.x + layout.contentX;\n const y = layout.y + layout.contentY;\n\n if (letterSpacing !== 0) {\n // Manual letter spacing\n ctx.fillStyle = color;\n ctx.font = `${fontWeight} ${fontSize}px ${fontFamily}`;\n ctx.textAlign = \"left\";\n ctx.textBaseline = \"top\";\n\n let currentX = x;\n for (let i = 0; i < text.length; i++) {\n ctx.fillText(text[i], currentX, y);\n currentX += ctx.measureText(text[i]).width;\n // Add letter spacing after each character except the last\n if (i < text.length - 1) {\n currentX += letterSpacing;\n }\n }\n\n // Text decoration with letter spacing (now correct width)\n if (textDecoration !== \"none\") {\n applyTextDecoration(ctx, textDecoration, color, x, y, currentX - x, fontSize);\n }\n } else {\n // Normal text rendering\n renderText(\n ctx,\n text,\n x,\n y,\n layout.contentWidth,\n layout.contentHeight,\n {\n color,\n fontSize,\n fontWeight,\n fontFamily,\n textAlign: textAlign as any,\n verticalAlign: \"top\",\n lineHeight,\n }\n );\n\n // Text decoration (need to set font again for measurement)\n if (textDecoration !== \"none\") {\n ctx.font = `${fontWeight} ${fontSize}px ${fontFamily}`;\n const textWidth = ctx.measureText(text).width;\n applyTextDecoration(ctx, textDecoration, color, x, y, textWidth, fontSize);\n }\n }\n\n // Reset shadow\n if (textShadow) {\n ctx.shadowColor = \"transparent\";\n ctx.shadowBlur = 0;\n ctx.shadowOffsetX = 0;\n ctx.shadowOffsetY = 0;\n }\n}\n\n/**\n * Paint button node\n */\nfunction paintButton(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const x = layout.x;\n const y = layout.y;\n const width = layout.width;\n const height = layout.height;\n const radius = layout.border.radius || 4;\n\n // Apply shadow if specified\n const shadow = props.shadow || props.boxShadow;\n if (shadow) {\n applyShadow(ctx, shadow);\n }\n\n // Background color based on state\n let backgroundColor = props.backgroundColor || \"#007bff\";\n if (node.hovered) {\n backgroundColor = props.hoverColor || \"#0056b3\";\n }\n if (node.focused) {\n backgroundColor = props.focusColor || \"#004085\";\n }\n\n // Support gradients for button background\n if (typeof backgroundColor === \"string\" && backgroundColor.includes(\"gradient\")) {\n ctx.fillStyle = parseGradient(ctx, backgroundColor, x, y, width, height);\n } else {\n ctx.fillStyle = backgroundColor;\n }\n\n // Draw button background\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.fill();\n\n // Reset shadow for border\n if (shadow) {\n ctx.shadowColor = \"transparent\";\n ctx.shadowBlur = 0;\n ctx.shadowOffsetX = 0;\n ctx.shadowOffsetY = 0;\n }\n\n // Draw border\n if (layout.border.width > 0) {\n ctx.strokeStyle = layout.border.color;\n ctx.lineWidth = layout.border.width;\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.stroke();\n }\n\n // Paint children (typically Text)\n for (const child of node.children) {\n paintNode(ctx, child);\n }\n}\n\n/**\n * Paint input node\n */\nfunction paintInput(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const x = layout.x;\n const y = layout.y;\n const width = layout.width;\n const height = layout.height;\n const radius = layout.border.radius || 4;\n\n // Background\n ctx.fillStyle = props.backgroundColor || \"#ffffff\";\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.fill();\n\n // Border (thicker if focused)\n const borderColor = node.focused ? \"#007bff\" : (layout.border.color || \"#cccccc\");\n const borderWidth = node.focused ? 2 : (layout.border.width || 1);\n ctx.strokeStyle = borderColor;\n ctx.lineWidth = borderWidth;\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.stroke();\n\n // Input value text\n const value = props.value || \"\";\n const placeholder = props.placeholder || \"\";\n const text = value || placeholder;\n const textColor = value ? (props.color || \"#000000\") : \"#999999\";\n\n if (text) {\n const fontSize = parseFloat(props.fontSize) || 16;\n const fontWeight = props.fontWeight || \"normal\";\n const fontFamily = props.fontFamily || \"system-ui, sans-serif\";\n const lineHeight = parseFloat(props.lineHeight) || fontSize * 1.2;\n\n renderText(\n ctx,\n text,\n layout.x + layout.contentX,\n layout.y + layout.contentY,\n layout.contentWidth,\n layout.contentHeight,\n {\n color: textColor,\n fontSize,\n fontWeight,\n fontFamily,\n textAlign: \"left\",\n verticalAlign: \"middle\",\n lineHeight,\n }\n );\n }\n}\n\n/**\n * Paint image node\n */\nfunction paintImage(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const src = props.src || props[0];\n if (!src) return;\n\n // TODO: Load and cache images\n // For now, just draw a placeholder\n const x = layout.x;\n const y = layout.y;\n const width = layout.width;\n const height = layout.height;\n\n ctx.fillStyle = \"#e0e0e0\";\n ctx.fillRect(x, y, width, height);\n\n ctx.strokeStyle = \"#999999\";\n ctx.lineWidth = 1;\n ctx.strokeRect(x, y, width, height);\n\n // Draw \"IMG\" text\n ctx.fillStyle = \"#666666\";\n ctx.font = \"14px sans-serif\";\n ctx.textAlign = \"center\";\n ctx.textBaseline = \"middle\";\n ctx.fillText(\"IMG\", x + width / 2, y + height / 2);\n}\n\n/**\n * Draw rounded rectangle path\n */\nfunction drawRoundedRect(\n ctx: CanvasRenderingContext2D,\n x: number,\n y: number,\n width: number,\n height: number,\n radius: number\n): void {\n if (radius <= 0) {\n ctx.rect(x, y, width, height);\n return;\n }\n\n ctx.beginPath();\n ctx.moveTo(x + radius, y);\n ctx.lineTo(x + width - radius, y);\n ctx.arcTo(x + width, y, x + width, y + radius, radius);\n ctx.lineTo(x + width, y + height - radius);\n ctx.arcTo(x + width, y + height, x + width - radius, y + height, radius);\n ctx.lineTo(x + radius, y + height);\n ctx.arcTo(x, y + height, x, y + height - radius, radius);\n ctx.lineTo(x, y + radius);\n ctx.arcTo(x, y, x + radius, y, radius);\n ctx.closePath();\n}\n\n/**\n * Apply shadow to canvas context\n * Supports both simple and CSS-like shadow syntax:\n * - Simple: \"2 2 4 rgba(0,0,0,0.3)\"\n * - CSS-like: \"2px 2px 4px rgba(0,0,0,0.3)\"\n * - Named: {offsetX: 2, offsetY: 2, blur: 4, color: \"rgba(0,0,0,0.3)\"}\n */\nfunction applyShadow(ctx: CanvasRenderingContext2D, shadow: any): void {\n if (typeof shadow === \"string\") {\n // Parse CSS-like shadow string: \"offsetX offsetY blur color\"\n const parts = shadow.trim().split(/\\s+/);\n if (parts.length >= 3) {\n const offsetX = parseFloat(parts[0]);\n const offsetY = parseFloat(parts[1]);\n const blur = parseFloat(parts[2]);\n const color = parts.slice(3).join(\" \") || \"rgba(0,0,0,0.3)\";\n\n ctx.shadowOffsetX = offsetX;\n ctx.shadowOffsetY = offsetY;\n ctx.shadowBlur = blur;\n ctx.shadowColor = color;\n }\n } else if (typeof shadow === \"object\") {\n // Object syntax\n ctx.shadowOffsetX = shadow.offsetX || 0;\n ctx.shadowOffsetY = shadow.offsetY || 0;\n ctx.shadowBlur = shadow.blur || 0;\n ctx.shadowColor = shadow.color || \"rgba(0,0,0,0.3)\";\n }\n}\n\n/**\n * Parse gradient string and create canvas gradient\n * Supports:\n * - linear-gradient(direction, color1, color2, ...)\n * - radial-gradient(color1, color2, ...)\n */\nfunction parseGradient(\n ctx: CanvasRenderingContext2D,\n gradientStr: string,\n x: number,\n y: number,\n width: number,\n height: number\n): CanvasGradient | string {\n // Simple gradient parsing\n if (gradientStr.startsWith(\"linear-gradient\")) {\n // Extract content between parentheses\n const match = gradientStr.match(/linear-gradient\\((.*)\\)/);\n if (!match) return gradientStr;\n\n const parts = match[1].split(\",\").map((s) => s.trim());\n\n // Determine direction (default to bottom)\n let x0 = x, y0 = y, x1 = x, y1 = y + height;\n let colorStart = 0;\n\n if (parts[0].includes(\"deg\") || parts[0].includes(\"to \")) {\n colorStart = 1;\n const direction = parts[0];\n\n if (direction.includes(\"to right\") || direction === \"90deg\") {\n x1 = x + width;\n y1 = y;\n } else if (direction.includes(\"to left\") || direction === \"270deg\") {\n x0 = x + width;\n x1 = x;\n y0 = y;\n y1 = y;\n } else if (direction.includes(\"to top\") || direction === \"0deg\") {\n y0 = y + height;\n y1 = y;\n }\n // Default is \"to bottom\" which we already set\n }\n\n const gradient = ctx.createLinearGradient(x0, y0, x1, y1);\n\n // Add color stops\n const colors = parts.slice(colorStart);\n colors.forEach((color, i) => {\n const stop = i / (colors.length - 1);\n gradient.addColorStop(stop, color.trim());\n });\n\n return gradient;\n } else if (gradientStr.startsWith(\"radial-gradient\")) {\n // Extract content between parentheses\n const match = gradientStr.match(/radial-gradient\\((.*)\\)/);\n if (!match) return gradientStr;\n\n const parts = match[1].split(\",\").map((s) => s.trim());\n\n // Create radial gradient from center\n const centerX = x + width / 2;\n const centerY = y + height / 2;\n const radius = Math.max(width, height) / 2;\n\n const gradient = ctx.createRadialGradient(centerX, centerY, 0, centerX, centerY, radius);\n\n // Add color stops\n parts.forEach((color, i) => {\n const stop = i / (parts.length - 1);\n gradient.addColorStop(stop, color.trim());\n });\n\n return gradient;\n }\n\n return gradientStr;\n}\n\n/**\n * Apply CSS-like transforms to canvas context\n * Supports:\n * - translate(x, y)\n * - rotate(angle)\n * - scale(x, y)\n * - skew(x, y)\n * - transform: \"translate(10, 20) rotate(45) scale(1.5)\"\n */\nfunction applyTransforms(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const props = node.props;\n const layout = node.layout!;\n\n // Get transform origin (default to center)\n const originX = parseFloat(props.transformOriginX) || 0.5;\n const originY = parseFloat(props.transformOriginY) || 0.5;\n\n const centerX = layout.x + layout.width * originX;\n const centerY = layout.y + layout.height * originY;\n\n // Check for individual transform properties\n const translateX = parseFloat(props.translateX) || 0;\n const translateY = parseFloat(props.translateY) || 0;\n const rotate = parseFloat(props.rotate) || 0; // in degrees\n const scaleX = parseFloat(props.scaleX) || parseFloat(props.scale) || 1;\n const scaleY = parseFloat(props.scaleY) || parseFloat(props.scale) || 1;\n const skewX = parseFloat(props.skewX) || parseFloat(props.skew) || 0; // in degrees\n const skewY = parseFloat(props.skewY) || 0; // in degrees\n\n // Apply transforms in order: translate to origin, scale, rotate, skew, translate back, translate by offset\n if (translateX !== 0 || translateY !== 0 || rotate !== 0 || scaleX !== 1 || scaleY !== 1 || skewX !== 0 || skewY !== 0) {\n // Move to transform origin\n ctx.translate(centerX, centerY);\n\n // Apply scale\n if (scaleX !== 1 || scaleY !== 1) {\n ctx.scale(scaleX, scaleY);\n }\n\n // Apply rotation (convert degrees to radians)\n if (rotate !== 0) {\n ctx.rotate((rotate * Math.PI) / 180);\n }\n\n // Apply skew using transform matrix\n if (skewX !== 0 || skewY !== 0) {\n const skewXRad = (skewX * Math.PI) / 180;\n const skewYRad = (skewY * Math.PI) / 180;\n ctx.transform(1, Math.tan(skewYRad), Math.tan(skewXRad), 1, 0, 0);\n }\n\n // Move back from origin and apply translation\n ctx.translate(-centerX + translateX, -centerY + translateY);\n }\n\n // Also support compound transform string (optional, for future extensibility)\n if (props.transform && typeof props.transform === \"string\") {\n parseTransformString(ctx, props.transform, centerX, centerY);\n }\n}\n\n/**\n * Parse and apply a CSS-like transform string\n */\nfunction parseTransformString(\n ctx: CanvasRenderingContext2D,\n transformStr: string,\n originX: number,\n originY: number\n): void {\n // Simple transform parsing - matches translate(), rotate(), scale()\n const transforms = transformStr.match(/(\\w+)\\(([^)]+)\\)/g);\n if (!transforms) return;\n\n ctx.translate(originX, originY);\n\n for (const transform of transforms) {\n const match = transform.match(/(\\w+)\\(([^)]+)\\)/);\n if (!match) continue;\n\n const [, func, args] = match;\n const values = args.split(\",\").map((v) => parseFloat(v.trim()));\n\n switch (func.toLowerCase()) {\n case \"translate\":\n ctx.translate(values[0] || 0, values[1] || 0);\n break;\n case \"rotate\":\n ctx.rotate((values[0] * Math.PI) / 180);\n break;\n case \"scale\":\n ctx.scale(values[0] || 1, values[1] || values[0] || 1);\n break;\n }\n }\n\n ctx.translate(-originX, -originY);\n}\n\n/**\n * Paint divider/separator node\n */\nfunction paintDivider(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const orientation = props.orientation || \"horizontal\";\n const color = props.color || props.backgroundColor || \"#e0e0e0\";\n const thickness = parseFloat(props.thickness) || 1;\n\n ctx.strokeStyle = color;\n ctx.lineWidth = thickness;\n ctx.beginPath();\n\n if (orientation === \"vertical\") {\n const x = layout.x + layout.width / 2;\n ctx.moveTo(x, layout.y);\n ctx.lineTo(x, layout.y + layout.height);\n } else {\n const y = layout.y + layout.height / 2;\n ctx.moveTo(layout.x, y);\n ctx.lineTo(layout.x + layout.width, y);\n }\n\n ctx.stroke();\n}\n\n/**\n * Paint checkbox node\n */\nfunction paintCheckbox(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const size = Math.min(layout.width, layout.height);\n const x = layout.x;\n const y = layout.y;\n\n // Properly parse boolean values (handle string \"false\")\n const checkedValue = props.checked !== undefined ? props.checked : props.value;\n const checked = checkedValue === true || checkedValue === \"true\" || (checkedValue !== false && checkedValue !== \"false\" && !!checkedValue);\n\n const radius = parseFloat(props.borderRadius) || 2;\n\n // Background\n const bgColor = checked ? (props.checkedColor || \"#007bff\") : (props.backgroundColor || \"#ffffff\");\n ctx.fillStyle = bgColor;\n drawRoundedRect(ctx, x, y, size, size, radius);\n ctx.fill();\n\n // Border\n const borderColor = checked ? (props.checkedColor || \"#007bff\") : (props.borderColor || \"#cccccc\");\n ctx.strokeStyle = borderColor;\n ctx.lineWidth = node.focused ? 2 : 1;\n drawRoundedRect(ctx, x, y, size, size, radius);\n ctx.stroke();\n\n // Checkmark\n if (checked) {\n ctx.strokeStyle = props.checkColor || \"#ffffff\";\n ctx.lineWidth = 2;\n ctx.lineCap = \"round\";\n ctx.lineJoin = \"round\";\n\n const padding = size * 0.25;\n ctx.beginPath();\n ctx.moveTo(x + padding, y + size / 2);\n ctx.lineTo(x + size * 0.4, y + size - padding);\n ctx.lineTo(x + size - padding, y + padding);\n ctx.stroke();\n }\n}\n\n/**\n * Paint radio button node\n */\nfunction paintRadio(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const size = Math.min(layout.width, layout.height);\n const centerX = layout.x + size / 2;\n const centerY = layout.y + size / 2;\n const radius = size / 2;\n\n // Properly parse boolean values (handle string \"false\")\n const checkedValue = props.checked !== undefined ? props.checked : props.value;\n const checked = checkedValue === true || checkedValue === \"true\" || (checkedValue !== false && checkedValue !== \"false\" && !!checkedValue);\n\n // Outer circle background\n const bgColor = props.backgroundColor || \"#ffffff\";\n ctx.fillStyle = bgColor;\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);\n ctx.fill();\n\n // Outer circle border\n const borderColor = checked ? (props.checkedColor || \"#007bff\") : (props.borderColor || \"#cccccc\");\n ctx.strokeStyle = borderColor;\n ctx.lineWidth = node.focused ? 2 : 1;\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);\n ctx.stroke();\n\n // Inner filled circle when checked\n if (checked) {\n ctx.fillStyle = props.checkedColor || \"#007bff\";\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius * 0.5, 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n/**\n * Paint switch/toggle node\n */\nfunction paintSwitch(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const width = layout.width;\n const height = layout.height;\n const x = layout.x;\n const y = layout.y;\n\n // Properly parse boolean values (handle string \"false\")\n const checkedValue = props.checked !== undefined ? props.checked : props.value;\n const checked = checkedValue === true || checkedValue === \"true\" || (checkedValue !== false && checkedValue !== \"false\" && !!checkedValue);\n\n const radius = height / 2;\n\n // Track background\n const trackColor = checked ? (props.checkedColor || \"#4caf50\") : (props.backgroundColor || \"#cccccc\");\n ctx.fillStyle = trackColor;\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.fill();\n\n // Thumb (circle)\n const thumbRadius = radius * 0.8;\n const thumbX = checked ? (x + width - radius) : (x + radius);\n const thumbY = y + radius;\n\n ctx.fillStyle = props.thumbColor || \"#ffffff\";\n ctx.beginPath();\n ctx.arc(thumbX, thumbY, thumbRadius, 0, Math.PI * 2);\n ctx.fill();\n\n // Thumb shadow\n if (props.shadow !== false) {\n ctx.shadowColor = \"rgba(0,0,0,0.2)\";\n ctx.shadowBlur = 2;\n ctx.shadowOffsetY = 1;\n ctx.beginPath();\n ctx.arc(thumbX, thumbY, thumbRadius, 0, Math.PI * 2);\n ctx.fill();\n ctx.shadowColor = \"transparent\";\n ctx.shadowBlur = 0;\n ctx.shadowOffsetY = 0;\n }\n}\n\n/**\n * Paint slider node\n */\nfunction paintSlider(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const width = layout.width;\n const height = layout.height;\n const x = layout.x;\n const y = layout.y;\n\n const min = parseFloat(props.min) || 0;\n const max = parseFloat(props.max) || 100;\n const value = parseFloat(props.value) || min;\n const percentage = (value - min) / (max - min);\n\n const trackHeight = parseFloat(props.trackHeight) || 4;\n const thumbSize = parseFloat(props.thumbSize) || 16;\n const trackY = y + (height - trackHeight) / 2;\n\n // Track background\n ctx.fillStyle = props.trackColor || \"#e0e0e0\";\n drawRoundedRect(ctx, x, trackY, width, trackHeight, trackHeight / 2);\n ctx.fill();\n\n // Track fill\n const fillWidth = width * percentage;\n const fillColor = props.fillColor || props.color || \"#007bff\";\n\n // Support gradient fills\n if (typeof fillColor === \"string\" && fillColor.includes(\"gradient\")) {\n ctx.fillStyle = parseGradient(ctx, fillColor, x, trackY, fillWidth, trackHeight);\n } else {\n ctx.fillStyle = fillColor;\n }\n\n drawRoundedRect(ctx, x, trackY, fillWidth, trackHeight, trackHeight / 2);\n ctx.fill();\n\n // Thumb\n const thumbX = x + fillWidth;\n const thumbY = y + height / 2;\n\n ctx.fillStyle = props.thumbColor || \"#007bff\";\n ctx.beginPath();\n ctx.arc(thumbX, thumbY, thumbSize / 2, 0, Math.PI * 2);\n ctx.fill();\n\n // Thumb border\n ctx.strokeStyle = \"#ffffff\";\n ctx.lineWidth = 2;\n ctx.beginPath();\n ctx.arc(thumbX, thumbY, thumbSize / 2, 0, Math.PI * 2);\n ctx.stroke();\n}\n\n/**\n * Paint progress bar node\n */\nfunction paintProgress(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const width = layout.width;\n const height = layout.height;\n const x = layout.x;\n const y = layout.y;\n\n const min = parseFloat(props.min) || 0;\n const max = parseFloat(props.max) || 100;\n const value = parseFloat(props.value) || 0;\n const percentage = Math.min(Math.max((value - min) / (max - min), 0), 1);\n const radius = layout.border.radius || height / 2;\n\n // Background\n ctx.fillStyle = props.backgroundColor || \"#e0e0e0\";\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.fill();\n\n // Progress fill\n if (percentage > 0) {\n const fillWidth = width * percentage;\n\n // Support gradient fills\n const fillColor = props.fillColor || props.color || \"#007bff\";\n if (typeof fillColor === \"string\" && fillColor.includes(\"gradient\")) {\n ctx.fillStyle = parseGradient(ctx, fillColor, x, y, fillWidth, height);\n } else {\n ctx.fillStyle = fillColor;\n }\n\n drawRoundedRect(ctx, x, y, fillWidth, height, radius);\n ctx.fill();\n }\n\n // Optional text label\n if (props.showLabel) {\n const label = props.label || `${Math.round(percentage * 100)}%`;\n ctx.fillStyle = props.labelColor || \"#ffffff\";\n ctx.font = `${props.fontSize || 12}px ${props.fontFamily || \"sans-serif\"}`;\n ctx.textAlign = \"center\";\n ctx.textBaseline = \"middle\";\n ctx.fillText(label, x + width / 2, y + height / 2);\n }\n}\n\n/**\n * Paint spinner/loading node\n */\nfunction paintSpinner(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const size = Math.min(layout.width, layout.height);\n const centerX = layout.x + size / 2;\n const centerY = layout.y + size / 2;\n const radius = size / 2 - 4;\n const thickness = parseFloat(props.thickness) || 4;\n const color = props.color || \"#007bff\";\n\n // Use timestamp for animation if available\n const rotation = (Date.now() / 1000) * Math.PI; // Rotate based on time\n\n ctx.strokeStyle = color;\n ctx.lineWidth = thickness;\n ctx.lineCap = \"round\";\n\n // Draw circular arc\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius, rotation, rotation + Math.PI * 1.5);\n ctx.stroke();\n\n // Fade out effect\n ctx.globalAlpha = 0.3;\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);\n ctx.stroke();\n ctx.globalAlpha = 1;\n}\n\n/**\n * Paint card node\n */\nfunction paintCard(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const x = layout.x;\n const y = layout.y;\n const width = layout.width;\n const height = layout.height;\n const radius = layout.border.radius || 8;\n\n // Default card shadow\n const shadow = props.shadow || props.boxShadow || \"0 2 8 rgba(0,0,0,0.1)\";\n applyShadow(ctx, shadow);\n\n // Background\n const backgroundColor = props.backgroundColor || \"#ffffff\";\n if (typeof backgroundColor === \"string\" && backgroundColor.includes(\"gradient\")) {\n ctx.fillStyle = parseGradient(ctx, backgroundColor, x, y, width, height);\n } else {\n ctx.fillStyle = backgroundColor;\n }\n\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.fill();\n\n // Reset shadow\n ctx.shadowColor = \"transparent\";\n ctx.shadowBlur = 0;\n ctx.shadowOffsetX = 0;\n ctx.shadowOffsetY = 0;\n\n // Border\n if (layout.border.width > 0) {\n ctx.strokeStyle = layout.border.color;\n ctx.lineWidth = layout.border.width;\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.stroke();\n }\n\n // Paint children\n for (const child of node.children) {\n paintNode(ctx, child);\n }\n}\n\n/**\n * Paint badge node\n */\nfunction paintBadge(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const x = layout.x;\n const y = layout.y;\n const width = layout.width;\n const height = layout.height;\n const radius = layout.border.radius || height / 2;\n\n // Background\n const backgroundColor = props.backgroundColor || \"#dc3545\";\n ctx.fillStyle = backgroundColor;\n drawRoundedRect(ctx, x, y, width, height, radius);\n ctx.fill();\n\n // Text content\n const text = String(props[0] || props.text || \"\");\n if (text) {\n ctx.fillStyle = props.color || \"#ffffff\";\n ctx.font = `${props.fontWeight || \"bold\"} ${props.fontSize || 10}px ${props.fontFamily || \"sans-serif\"}`;\n ctx.textAlign = \"center\";\n ctx.textBaseline = \"middle\";\n ctx.fillText(text, x + width / 2, y + height / 2);\n }\n}\n\n/**\n * Paint avatar node\n */\nfunction paintAvatar(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const size = Math.min(layout.width, layout.height);\n const centerX = layout.x + size / 2;\n const centerY = layout.y + size / 2;\n const radius = size / 2;\n\n // Clip to circle\n ctx.save();\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);\n ctx.clip();\n\n // Background\n const backgroundColor = props.backgroundColor || \"#cccccc\";\n ctx.fillStyle = backgroundColor;\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);\n ctx.fill();\n\n // Text initials if provided\n const text = String(props[0] || props.text || props.initials || \"\");\n if (text) {\n ctx.fillStyle = props.color || \"#ffffff\";\n ctx.font = `${props.fontWeight || \"bold\"} ${props.fontSize || size / 2.5}px ${props.fontFamily || \"sans-serif\"}`;\n ctx.textAlign = \"center\";\n ctx.textBaseline = \"middle\";\n ctx.fillText(text, centerX, centerY);\n }\n\n ctx.restore();\n\n // Border\n if (layout.border.width > 0) {\n ctx.strokeStyle = layout.border.color;\n ctx.lineWidth = layout.border.width;\n ctx.beginPath();\n ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);\n ctx.stroke();\n }\n}\n\n/**\n * Paint icon node (simple placeholder - real icons would need SVG path support)\n */\nfunction paintIcon(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const size = Math.min(layout.width, layout.height);\n const x = layout.x;\n const y = layout.y;\n const color = props.color || \"#000000\";\n const iconName = props.icon || props.name || \"circle\";\n\n ctx.fillStyle = color;\n ctx.strokeStyle = color;\n ctx.lineWidth = 2;\n\n // Simple icon shapes\n switch (iconName.toLowerCase()) {\n case \"circle\":\n ctx.beginPath();\n ctx.arc(x + size / 2, y + size / 2, size / 3, 0, Math.PI * 2);\n ctx.fill();\n break;\n\n case \"square\":\n const padding = size * 0.2;\n ctx.fillRect(x + padding, y + padding, size - padding * 2, size - padding * 2);\n break;\n\n case \"star\":\n drawStar(ctx, x + size / 2, y + size / 2, 5, size / 3, size / 6);\n ctx.fill();\n break;\n\n case \"check\":\n case \"checkmark\":\n const p = size * 0.2;\n ctx.beginPath();\n ctx.moveTo(x + p, y + size / 2);\n ctx.lineTo(x + size * 0.4, y + size - p);\n ctx.lineTo(x + size - p, y + p);\n ctx.stroke();\n break;\n\n case \"x\":\n case \"close\":\n const pd = size * 0.2;\n ctx.beginPath();\n ctx.moveTo(x + pd, y + pd);\n ctx.lineTo(x + size - pd, y + size - pd);\n ctx.moveTo(x + size - pd, y + pd);\n ctx.lineTo(x + pd, y + size - pd);\n ctx.stroke();\n break;\n\n default:\n // Default: filled circle\n ctx.beginPath();\n ctx.arc(x + size / 2, y + size / 2, size / 3, 0, Math.PI * 2);\n ctx.fill();\n }\n}\n\n/**\n * Paint link node\n */\nfunction paintLink(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const layout = node.layout!;\n const props = node.props;\n\n const text = String(props[0] || props.text || \"\");\n const color = node.hovered ? (props.hoverColor || \"#0056b3\") : (props.color || \"#007bff\");\n const fontSize = parseFloat(props.fontSize) || 16;\n const fontWeight = props.fontWeight || \"normal\";\n const fontFamily = props.fontFamily || \"system-ui, sans-serif\";\n const textDecoration = props.textDecoration !== undefined ? props.textDecoration : \"underline\";\n\n ctx.fillStyle = color;\n ctx.font = `${fontWeight} ${fontSize}px ${fontFamily}`;\n ctx.textAlign = \"left\";\n ctx.textBaseline = \"top\";\n\n const x = layout.x + layout.contentX;\n const y = layout.y + layout.contentY;\n\n ctx.fillText(text, x, y);\n\n // Underline\n if (textDecoration === \"underline\") {\n const textWidth = ctx.measureText(text).width;\n ctx.strokeStyle = color;\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.moveTo(x, y + fontSize + 2);\n ctx.lineTo(x + textWidth, y + fontSize + 2);\n ctx.stroke();\n }\n}\n\n/**\n * Apply text decoration (underline, line-through, etc.)\n */\nfunction applyTextDecoration(\n ctx: CanvasRenderingContext2D,\n decoration: string,\n color: string,\n x: number,\n y: number,\n width: number,\n fontSize: number\n): void {\n ctx.strokeStyle = color;\n ctx.lineWidth = Math.max(1, fontSize / 16);\n\n ctx.beginPath();\n\n if (decoration === \"underline\") {\n const underlineY = y + fontSize + 2;\n ctx.moveTo(x, underlineY);\n ctx.lineTo(x + width, underlineY);\n } else if (decoration === \"line-through\" || decoration === \"strikethrough\") {\n const lineThroughY = y + fontSize / 2;\n ctx.moveTo(x, lineThroughY);\n ctx.lineTo(x + width, lineThroughY);\n } else if (decoration === \"overline\") {\n ctx.moveTo(x, y);\n ctx.lineTo(x + width, y);\n }\n\n ctx.stroke();\n}\n\n/**\n * Apply overflow clipping\n */\nfunction applyOverflowClip(ctx: CanvasRenderingContext2D, node: VirtualNode): void {\n const props = node.props;\n const overflow = props.overflow || \"visible\";\n\n if (overflow === \"hidden\" || overflow === \"scroll\" || overflow === \"auto\") {\n const layout = node.layout!;\n const x = layout.x;\n const y = layout.y;\n const width = layout.width;\n const height = layout.height;\n const radius = layout.border.radius;\n\n ctx.save();\n ctx.beginPath();\n\n if (radius > 0) {\n drawRoundedRect(ctx, x, y, width, height, radius);\n } else {\n ctx.rect(x, y, width, height);\n }\n\n ctx.clip();\n }\n}\n\n/**\n * Helper: Draw a star shape\n */\nfunction drawStar(\n ctx: CanvasRenderingContext2D,\n cx: number,\n cy: number,\n spikes: number,\n outerRadius: number,\n innerRadius: number\n): void {\n let rot = (Math.PI / 2) * 3;\n let x = cx;\n let y = cy;\n const step = Math.PI / spikes;\n\n ctx.beginPath();\n ctx.moveTo(cx, cy - outerRadius);\n\n for (let i = 0; i < spikes; i++) {\n x = cx + Math.cos(rot) * outerRadius;\n y = cy + Math.sin(rot) * outerRadius;\n ctx.lineTo(x, y);\n rot += step;\n\n x = cx + Math.cos(rot) * innerRadius;\n y = cy + Math.sin(rot) * innerRadius;\n ctx.lineTo(x, y);\n rot += step;\n }\n\n ctx.lineTo(cx, cy - outerRadius);\n ctx.closePath();\n}\n\n\n\n\n\n\n\n\n\n",
9
9
  "/**\n * Event System\n *\n * Hit testing and event handling for canvas nodes\n */\n\nimport type { VirtualNode, Point } from \"./types.js\";\nimport { isPointInRoundedRect, getAbsoluteBounds } from \"./utils.js\";\n\n// Interface for the engine that CanvasEventManager needs\ninterface IEngine {\n dispatchAction(name: string, payload?: any): void;\n}\n\n/**\n * Canvas Event Manager\n */\nexport class CanvasEventManager {\n private canvas: HTMLCanvasElement;\n private engine: IEngine;\n private rootNode: VirtualNode | null = null;\n private hoveredNode: VirtualNode | null = null;\n private focusedNode: VirtualNode | null = null;\n private mouseDownNode: VirtualNode | null = null;\n\n constructor(canvas: HTMLCanvasElement, engine: IEngine) {\n this.canvas = canvas;\n this.engine = engine;\n this.setupEventListeners();\n }\n\n /**\n * Set the root node for hit testing\n */\n setRootNode(node: VirtualNode | null): void {\n this.rootNode = node;\n }\n\n /**\n * Setup canvas event listeners\n */\n private setupEventListeners(): void {\n this.canvas.addEventListener(\"mousemove\", this.onMouseMove.bind(this));\n this.canvas.addEventListener(\"mousedown\", this.onMouseDown.bind(this));\n this.canvas.addEventListener(\"mouseup\", this.onMouseUp.bind(this));\n this.canvas.addEventListener(\"click\", this.onClick.bind(this));\n this.canvas.addEventListener(\"dblclick\", this.onDoubleClick.bind(this));\n this.canvas.addEventListener(\"keydown\", this.onKeyDown.bind(this));\n this.canvas.addEventListener(\"keyup\", this.onKeyUp.bind(this));\n }\n\n /**\n * Get canvas coordinates from mouse event\n */\n private getCanvasCoordinates(e: MouseEvent): Point {\n const rect = this.canvas.getBoundingClientRect();\n const scaleX = this.canvas.width / rect.width;\n const scaleY = this.canvas.height / rect.height;\n\n return {\n x: (e.clientX - rect.left) * scaleX,\n y: (e.clientY - rect.top) * scaleY,\n };\n }\n\n /**\n * Find node at canvas coordinates\n */\n private hitTest(point: Point): VirtualNode | null {\n if (!this.rootNode) return null;\n return this.hitTestNode(this.rootNode, point);\n }\n\n /**\n * Recursively test node and children\n */\n private hitTestNode(node: VirtualNode, point: Point): VirtualNode | null {\n if (!node.visible || !node.layout) return null;\n\n const bounds = getAbsoluteBounds(node);\n if (!bounds) return null;\n\n // Test children first (front to back)\n for (let i = node.children.length - 1; i >= 0; i--) {\n const child = node.children[i];\n const hit = this.hitTestNode(child, point);\n if (hit) return hit;\n }\n\n // Test this node\n const radius = node.layout.border.radius;\n if (isPointInRoundedRect(point, bounds, radius)) {\n return node;\n }\n\n return null;\n }\n\n /**\n * Handle mouse move\n */\n private onMouseMove(e: MouseEvent): void {\n const point = this.getCanvasCoordinates(e);\n const node = this.hitTest(point);\n\n // Update hover state\n if (node !== this.hoveredNode) {\n // Leave old node\n if (this.hoveredNode) {\n this.hoveredNode.hovered = false;\n this.dispatchNodeEvent(this.hoveredNode, \"mouseleave\", {});\n }\n\n // Enter new node\n this.hoveredNode = node;\n if (node) {\n node.hovered = true;\n this.dispatchNodeEvent(node, \"mouseenter\", {});\n }\n\n // Update cursor\n this.updateCursor(node);\n\n // Request redraw for hover effects\n this.requestRedraw();\n }\n }\n\n /**\n * Handle mouse down\n */\n private onMouseDown(e: MouseEvent): void {\n const point = this.getCanvasCoordinates(e);\n const node = this.hitTest(point);\n\n this.mouseDownNode = node;\n\n if (node && node.clickable) {\n this.dispatchNodeEvent(node, \"mousedown\", {\n button: e.button,\n clientX: e.clientX,\n clientY: e.clientY,\n });\n }\n\n // Update focus\n if (node && node.focusable) {\n this.setFocus(node);\n } else {\n this.setFocus(null);\n }\n }\n\n /**\n * Handle mouse up\n */\n private onMouseUp(e: MouseEvent): void {\n const point = this.getCanvasCoordinates(e);\n const node = this.hitTest(point);\n\n if (node && node.clickable) {\n this.dispatchNodeEvent(node, \"mouseup\", {\n button: e.button,\n clientX: e.clientX,\n clientY: e.clientY,\n });\n }\n\n this.mouseDownNode = null;\n }\n\n /**\n * Handle click\n */\n private onClick(e: MouseEvent): void {\n const point = this.getCanvasCoordinates(e);\n const node = this.hitTest(point);\n\n if (node && node.clickable && node === this.mouseDownNode) {\n this.dispatchNodeEvent(node, \"click\", {\n button: e.button,\n clientX: e.clientX,\n clientY: e.clientY,\n });\n }\n }\n\n /**\n * Handle double click\n */\n private onDoubleClick(e: MouseEvent): void {\n const point = this.getCanvasCoordinates(e);\n const node = this.hitTest(point);\n\n if (node && node.clickable) {\n this.dispatchNodeEvent(node, \"dblclick\", {\n button: e.button,\n clientX: e.clientX,\n clientY: e.clientY,\n });\n }\n }\n\n /**\n * Handle keyboard events\n */\n private onKeyDown(e: KeyboardEvent): void {\n if (this.focusedNode) {\n this.dispatchNodeEvent(this.focusedNode, \"keydown\", {\n key: e.key,\n code: e.code,\n ctrlKey: e.ctrlKey,\n shiftKey: e.shiftKey,\n altKey: e.altKey,\n });\n }\n }\n\n private onKeyUp(e: KeyboardEvent): void {\n if (this.focusedNode) {\n this.dispatchNodeEvent(this.focusedNode, \"keyup\", {\n key: e.key,\n code: e.code,\n ctrlKey: e.ctrlKey,\n shiftKey: e.shiftKey,\n altKey: e.altKey,\n });\n }\n }\n\n /**\n * Set focused node\n */\n private setFocus(node: VirtualNode | null): void {\n if (node === this.focusedNode) return;\n\n if (this.focusedNode) {\n this.focusedNode.focused = false;\n this.dispatchNodeEvent(this.focusedNode, \"blur\", {});\n }\n\n this.focusedNode = node;\n\n if (node) {\n node.focused = true;\n this.dispatchNodeEvent(node, \"focus\", {});\n }\n\n this.requestRedraw();\n }\n\n /**\n * Update cursor based on node\n */\n private updateCursor(node: VirtualNode | null): void {\n if (!node) {\n this.canvas.style.cursor = \"default\";\n return;\n }\n\n const cursor = node.props.cursor || (node.clickable ? \"pointer\" : \"default\");\n this.canvas.style.cursor = cursor;\n }\n\n /**\n * Dispatch event to engine\n */\n private dispatchNodeEvent(node: VirtualNode, eventType: string, data: any): void {\n // Check if node has action handler for this event\n const actionName = node.props[`on${eventType}`] || node.props[eventType];\n\n if (actionName && typeof actionName === \"string\") {\n // Dispatch to engine\n this.engine.dispatchAction(actionName, {\n type: eventType,\n nodeId: node.id,\n timestamp: Date.now(),\n ...data,\n });\n }\n }\n\n /**\n * Request redraw from renderer\n */\n private requestRedraw(): void {\n // This will be called via a callback set by the renderer\n // For now, dispatch a custom event\n this.canvas.dispatchEvent(new CustomEvent(\"hypen:redraw\"));\n }\n\n /**\n * Cleanup\n */\n destroy(): void {\n // Remove event listeners if needed\n }\n}\n\n\n\n\n\n\n\n\n\n",
10
- "/**\n * Input Overlay System\n *\n * Handle text input using DOM overlay elements\n */\n\nimport type { VirtualNode, Rectangle } from \"./types.js\";\nimport { getAbsoluteBounds } from \"./utils.js\";\n\n/**\n * Input Overlay Manager\n */\nexport class InputOverlay {\n private container: HTMLElement;\n private overlay: HTMLInputElement | HTMLTextAreaElement | null = null;\n private focusedNode: VirtualNode | null = null;\n private onChangeCallback: ((value: string) => void) | null = null;\n\n constructor(container: HTMLElement | null) {\n this.container = container || ({} as HTMLElement);\n }\n\n /**\n * Show input overlay for a node\n */\n showInput(\n node: VirtualNode,\n canvasBounds: DOMRect,\n onChange: (value: string) => void\n ): void {\n // Skip if document is not available (non-browser environment)\n if (typeof document === \"undefined\") return;\n\n this.hideInput();\n\n const bounds = getAbsoluteBounds(node);\n if (!bounds) return;\n\n const isMultiline = node.type === \"textarea\";\n this.overlay = isMultiline\n ? document.createElement(\"textarea\")\n : document.createElement(\"input\");\n\n // Style overlay\n this.styleOverlay(node, bounds, canvasBounds);\n\n // Set initial value\n const value = node.props.value || \"\";\n this.overlay.value = value;\n\n // Setup event handlers\n this.onChangeCallback = onChange;\n this.overlay.addEventListener(\"input\", this.onInput.bind(this));\n this.overlay.addEventListener(\"blur\", this.onBlur.bind(this));\n this.overlay.addEventListener(\"keydown\", this.onKeyDown.bind(this) as EventListener);\n\n // Add to DOM and focus\n this.container.appendChild(this.overlay);\n this.overlay.focus();\n\n this.focusedNode = node;\n }\n\n /**\n * Hide input overlay\n */\n hideInput(): void {\n if (this.overlay) {\n this.overlay.remove();\n this.overlay = null;\n }\n this.focusedNode = null;\n this.onChangeCallback = null;\n }\n\n /**\n * Update overlay position\n */\n updatePosition(node: VirtualNode, canvasBounds: DOMRect): void {\n if (!this.overlay || node !== this.focusedNode) return;\n\n const bounds = getAbsoluteBounds(node);\n if (!bounds) return;\n\n this.positionOverlay(bounds, canvasBounds);\n }\n\n /**\n * Style overlay to match canvas node\n */\n private styleOverlay(\n node: VirtualNode,\n bounds: Rectangle,\n canvasBounds: DOMRect\n ): void {\n if (!this.overlay) return;\n\n const props = node.props;\n\n // Position\n this.positionOverlay(bounds, canvasBounds);\n\n // Font and text styling\n const fontSize = parseFloat(props.fontSize) || 16;\n const fontWeight = props.fontWeight || \"normal\";\n const fontFamily = props.fontFamily || \"system-ui, sans-serif\";\n const color = props.color || \"#000000\";\n\n Object.assign(this.overlay.style, {\n fontSize: `${fontSize}px`,\n fontWeight: fontWeight,\n fontFamily: fontFamily,\n color: color,\n border: \"none\",\n outline: \"2px solid #007bff\",\n backgroundColor: props.backgroundColor || \"#ffffff\",\n padding: `${props.padding || 8}px`,\n borderRadius: `${props.borderRadius || 4}px`,\n boxSizing: \"border-box\",\n resize: \"none\",\n });\n\n // Placeholder\n if (props.placeholder) {\n this.overlay.placeholder = props.placeholder;\n }\n\n // Input type\n if (this.overlay instanceof HTMLInputElement && props.type) {\n this.overlay.type = props.type;\n }\n }\n\n /**\n * Position overlay over canvas node\n */\n private positionOverlay(bounds: Rectangle, canvasBounds: DOMRect): void {\n if (!this.overlay) return;\n\n // Calculate scale factor between canvas and display\n const canvas = this.container.querySelector(\"canvas\") as HTMLCanvasElement;\n const scaleX = canvasBounds.width / canvas.width;\n const scaleY = canvasBounds.height / canvas.height;\n\n const left = bounds.x * scaleX;\n const top = bounds.y * scaleY;\n const width = bounds.width * scaleX;\n const height = bounds.height * scaleY;\n\n Object.assign(this.overlay.style, {\n position: \"absolute\",\n left: `${left}px`,\n top: `${top}px`,\n width: `${width}px`,\n height: `${height}px`,\n });\n }\n\n /**\n * Handle input event\n */\n private onInput(e: Event): void {\n if (!this.overlay || !this.onChangeCallback) return;\n\n const value = this.overlay.value;\n this.onChangeCallback(value);\n }\n\n /**\n * Handle blur event\n */\n private onBlur(): void {\n // Hide overlay when focus is lost\n this.hideInput();\n }\n\n /**\n * Handle keyboard events\n */\n private onKeyDown(e: KeyboardEvent): void {\n if (!this.overlay) return;\n\n // Enter key submits (unless multiline)\n if (e.key === \"Enter\" && this.overlay instanceof HTMLInputElement) {\n e.preventDefault();\n this.overlay.blur();\n }\n\n // Escape cancels\n if (e.key === \"Escape\") {\n e.preventDefault();\n this.overlay.blur();\n }\n }\n\n /**\n * Check if input is currently shown\n */\n isShown(): boolean {\n return this.overlay !== null;\n }\n\n /**\n * Get current focused node\n */\n getFocusedNode(): VirtualNode | null {\n return this.focusedNode;\n }\n}\n\n",
10
+ "/**\n * Input Overlay System\n *\n * Handle text input using DOM overlay elements\n */\n\nimport type { VirtualNode, Rectangle } from \"./types.js\";\nimport { getAbsoluteBounds } from \"./utils.js\";\n\n/** Minimal engine interface for dispatching bind actions */\ninterface BindEngine {\n dispatchAction(name: string, payload?: unknown): void;\n}\n\n/**\n * Input Overlay Manager\n */\nexport class InputOverlay {\n private container: HTMLElement;\n private overlay: HTMLInputElement | HTMLTextAreaElement | null = null;\n private focusedNode: VirtualNode | null = null;\n private onChangeCallback: ((value: string) => void) | null = null;\n private bindPath: string | null = null;\n private engine: BindEngine | null = null;\n\n constructor(container: HTMLElement | null) {\n this.container = container || ({} as HTMLElement);\n }\n\n /**\n * Show input overlay for a node\n */\n showInput(\n node: VirtualNode,\n canvasBounds: DOMRect,\n onChange: (value: string) => void,\n engine?: BindEngine | null\n ): void {\n // Skip if document is not available (non-browser environment)\n if (typeof document === \"undefined\") return;\n\n this.hideInput();\n\n // Store bind path and engine for two-way binding\n this.bindPath = (node.props.bind as string) || null;\n this.engine = engine || null;\n\n const bounds = getAbsoluteBounds(node);\n if (!bounds) return;\n\n const isMultiline = node.type === \"textarea\";\n this.overlay = isMultiline\n ? document.createElement(\"textarea\")\n : document.createElement(\"input\");\n\n // Style overlay\n this.styleOverlay(node, bounds, canvasBounds);\n\n // Set initial value\n const value = node.props.value || \"\";\n this.overlay.value = value;\n\n // Setup event handlers\n this.onChangeCallback = onChange;\n this.overlay.addEventListener(\"input\", this.onInput.bind(this));\n this.overlay.addEventListener(\"blur\", this.onBlur.bind(this));\n this.overlay.addEventListener(\"keydown\", this.onKeyDown.bind(this) as EventListener);\n\n // Add to DOM and focus\n this.container.appendChild(this.overlay);\n this.overlay.focus();\n\n this.focusedNode = node;\n }\n\n /**\n * Hide input overlay\n */\n hideInput(): void {\n if (this.overlay) {\n this.overlay.remove();\n this.overlay = null;\n }\n this.focusedNode = null;\n this.onChangeCallback = null;\n this.bindPath = null;\n this.engine = null;\n }\n\n /**\n * Update overlay position\n */\n updatePosition(node: VirtualNode, canvasBounds: DOMRect): void {\n if (!this.overlay || node !== this.focusedNode) return;\n\n const bounds = getAbsoluteBounds(node);\n if (!bounds) return;\n\n this.positionOverlay(bounds, canvasBounds);\n }\n\n /**\n * Style overlay to match canvas node\n */\n private styleOverlay(\n node: VirtualNode,\n bounds: Rectangle,\n canvasBounds: DOMRect\n ): void {\n if (!this.overlay) return;\n\n const props = node.props;\n\n // Position\n this.positionOverlay(bounds, canvasBounds);\n\n // Font and text styling\n const fontSize = parseFloat(props.fontSize) || 16;\n const fontWeight = props.fontWeight || \"normal\";\n const fontFamily = props.fontFamily || \"system-ui, sans-serif\";\n const color = props.color || \"#000000\";\n\n Object.assign(this.overlay.style, {\n fontSize: `${fontSize}px`,\n fontWeight: fontWeight,\n fontFamily: fontFamily,\n color: color,\n border: \"none\",\n outline: \"2px solid #007bff\",\n backgroundColor: props.backgroundColor || \"#ffffff\",\n padding: `${props.padding || 8}px`,\n borderRadius: `${props.borderRadius || 4}px`,\n boxSizing: \"border-box\",\n resize: \"none\",\n });\n\n // Placeholder\n if (props.placeholder) {\n this.overlay.placeholder = props.placeholder;\n }\n\n // Input type\n if (this.overlay instanceof HTMLInputElement && props.type) {\n this.overlay.type = props.type;\n }\n }\n\n /**\n * Position overlay over canvas node\n */\n private positionOverlay(bounds: Rectangle, canvasBounds: DOMRect): void {\n if (!this.overlay) return;\n\n // Calculate scale factor between canvas and display\n const canvas = this.container.querySelector(\"canvas\") as HTMLCanvasElement;\n const scaleX = canvasBounds.width / canvas.width;\n const scaleY = canvasBounds.height / canvas.height;\n\n const left = bounds.x * scaleX;\n const top = bounds.y * scaleY;\n const width = bounds.width * scaleX;\n const height = bounds.height * scaleY;\n\n Object.assign(this.overlay.style, {\n position: \"absolute\",\n left: `${left}px`,\n top: `${top}px`,\n width: `${width}px`,\n height: `${height}px`,\n });\n }\n\n /**\n * Handle input event\n */\n private onInput(e: Event): void {\n if (!this.overlay || !this.onChangeCallback) return;\n\n const value = this.overlay.value;\n this.onChangeCallback(value);\n\n // Dispatch __hypen_bind for two-way binding\n if (this.bindPath && this.engine) {\n this.engine.dispatchAction(\"__hypen_bind\", {\n path: this.bindPath,\n value,\n });\n }\n }\n\n /**\n * Handle blur event\n */\n private onBlur(): void {\n // Hide overlay when focus is lost\n this.hideInput();\n }\n\n /**\n * Handle keyboard events\n */\n private onKeyDown(e: KeyboardEvent): void {\n if (!this.overlay) return;\n\n // Enter key submits (unless multiline)\n if (e.key === \"Enter\" && this.overlay instanceof HTMLInputElement) {\n e.preventDefault();\n this.overlay.blur();\n }\n\n // Escape cancels\n if (e.key === \"Escape\") {\n e.preventDefault();\n this.overlay.blur();\n }\n }\n\n /**\n * Check if input is currently shown\n */\n isShown(): boolean {\n return this.overlay !== null;\n }\n\n /**\n * Get current focused node\n */\n getFocusedNode(): VirtualNode | null {\n return this.focusedNode;\n }\n}\n\n",
11
11
  "/**\n * Accessibility Layer\n *\n * Maintain shadow DOM for screen readers\n */\n\nimport type { VirtualNode } from \"./types.js\";\nimport { walkTree } from \"./utils.js\";\n\n/**\n * Accessibility Manager\n */\nexport class AccessibilityLayer {\n private shadowRoot: HTMLElement;\n private nodeMap = new Map<string, HTMLElement>();\n private enabled: boolean;\n\n constructor(container: HTMLElement | null, enabled: boolean = true) {\n this.enabled = enabled && typeof document !== \"undefined\";\n\n // Create shadow root container (only in browser)\n if (this.enabled && typeof document !== \"undefined\") {\n this.shadowRoot = document.createElement(\"div\");\n this.shadowRoot.setAttribute(\"role\", \"application\");\n this.shadowRoot.setAttribute(\"aria-label\", \"Hypen Canvas Application\");\n this.shadowRoot.style.position = \"absolute\";\n this.shadowRoot.style.left = \"-9999px\";\n this.shadowRoot.style.width = \"1px\";\n this.shadowRoot.style.height = \"1px\";\n this.shadowRoot.style.overflow = \"hidden\";\n\n if (container) {\n container.appendChild(this.shadowRoot);\n }\n } else {\n // Fallback for non-browser environments\n this.shadowRoot = {} as HTMLElement;\n }\n }\n\n /**\n * Sync shadow DOM with virtual tree\n */\n syncTree(root: VirtualNode): void {\n if (!this.enabled) return;\n\n // Clear existing\n this.shadowRoot.innerHTML = \"\";\n this.nodeMap.clear();\n\n // Build shadow DOM\n const shadowNode = this.createShadowNode(root);\n if (shadowNode) {\n this.shadowRoot.appendChild(shadowNode);\n }\n }\n\n /**\n * Create shadow DOM element for virtual node\n */\n private createShadowNode(node: VirtualNode): HTMLElement | null {\n if (!node.visible) return null;\n\n let element: HTMLElement;\n\n // Create appropriate HTML element\n switch (node.type.toLowerCase()) {\n case \"button\":\n element = document.createElement(\"button\");\n element.textContent = this.getNodeText(node);\n if (node.props.onclick) {\n element.setAttribute(\"aria-label\", \"Clickable button\");\n }\n break;\n\n case \"input\":\n element = document.createElement(\"input\");\n (element as HTMLInputElement).type = node.props.type || \"text\";\n (element as HTMLInputElement).value = node.props.value || \"\";\n if (node.props.placeholder) {\n (element as HTMLInputElement).placeholder = node.props.placeholder;\n }\n break;\n\n case \"textarea\":\n element = document.createElement(\"textarea\");\n (element as HTMLTextAreaElement).value = node.props.value || \"\";\n if (node.props.placeholder) {\n (element as HTMLTextAreaElement).placeholder = node.props.placeholder;\n }\n break;\n\n case \"image\":\n element = document.createElement(\"img\");\n (element as HTMLImageElement).src = node.props.src || \"\";\n (element as HTMLImageElement).alt = node.props.alt || \"Image\";\n break;\n\n case \"text\":\n element = document.createElement(\"span\");\n element.textContent = String(node.props[0] || node.props.text || \"\");\n break;\n\n case \"column\":\n case \"row\":\n case \"container\":\n case \"box\":\n element = document.createElement(\"div\");\n element.setAttribute(\"role\", node.type === \"column\" ? \"group\" : \"group\");\n break;\n\n default:\n element = document.createElement(\"div\");\n }\n\n // Set common attributes\n element.setAttribute(\"data-hypen-id\", node.id);\n\n if (node.props[\"aria-label\"]) {\n element.setAttribute(\"aria-label\", node.props[\"aria-label\"]);\n }\n\n if (node.focusable) {\n element.tabIndex = 0;\n }\n\n // Store mapping\n this.nodeMap.set(node.id, element);\n\n // Add children\n for (const child of node.children) {\n const childElement = this.createShadowNode(child);\n if (childElement) {\n element.appendChild(childElement);\n }\n }\n\n return element;\n }\n\n /**\n * Get text content from node tree\n */\n private getNodeText(node: VirtualNode): string {\n if (node.type === \"text\") {\n return String(node.props[0] || node.props.text || \"\");\n }\n\n let text = \"\";\n for (const child of node.children) {\n text += this.getNodeText(child);\n }\n return text;\n }\n\n /**\n * Focus node in shadow DOM\n */\n focusNode(nodeId: string): void {\n if (!this.enabled) return;\n\n const element = this.nodeMap.get(nodeId);\n if (element) {\n element.focus();\n }\n }\n\n /**\n * Update single node\n */\n updateNode(node: VirtualNode): void {\n if (!this.enabled) return;\n\n const element = this.nodeMap.get(node.id);\n if (!element) return;\n\n // Update text content\n if (node.type === \"text\") {\n element.textContent = String(node.props[0] || node.props.text || \"\");\n }\n\n // Update input value\n if (node.type === \"input\" || node.type === \"textarea\") {\n (element as HTMLInputElement | HTMLTextAreaElement).value = node.props.value || \"\";\n }\n\n // Update visibility\n element.style.display = node.visible ? \"\" : \"none\";\n }\n\n /**\n * Get shadow element by node ID\n */\n getElement(nodeId: string): HTMLElement | undefined {\n return this.nodeMap.get(nodeId);\n }\n\n /**\n * Enable or disable accessibility layer\n */\n setEnabled(enabled: boolean): void {\n this.enabled = enabled;\n if (!enabled && this.shadowRoot.parentElement) {\n this.shadowRoot.remove();\n }\n }\n\n /**\n * Cleanup\n */\n destroy(): void {\n if (this.shadowRoot.parentElement) {\n this.shadowRoot.remove();\n }\n this.nodeMap.clear();\n }\n}\n\n",
12
- "/**\n * Canvas Renderer\n *\n * Main renderer class that orchestrates layout, painting, and events\n */\n\nimport type { Renderer } from \"@hypen-space/core/renderer\";\nimport type { Patch } from \"@hypen-space/core/types\";\nimport { frameworkLoggers } from \"@hypen-space/core/logger\";\n\nconst log = frameworkLoggers.canvas;\n\n// Interface for the engine that canvas renderer needs\ninterface IEngine {\n dispatchAction(name: string, payload?: any): void;\n}\nimport type {\n VirtualNode,\n CanvasRendererOptions,\n PainterFunction,\n LayoutFunction,\n} from \"./types.js\";\nimport { computeLayout } from \"./layout.js\";\nimport { paintNode, registerPainter } from \"./paint.js\";\nimport { CanvasEventManager } from \"./events.js\";\nimport { InputOverlay } from \"./input.js\";\nimport { AccessibilityLayer } from \"./accessibility.js\";\nimport { findNodeById } from \"./utils.js\";\n\nconst DEFAULT_OPTIONS: CanvasRendererOptions = {\n devicePixelRatio: typeof window !== \"undefined\" ? window.devicePixelRatio || 1 : 1,\n backgroundColor: \"#ffffff\",\n enableAccessibility: true,\n enableHitTesting: true,\n enableInputOverlay: true,\n enableDirtyRects: false,\n enableLayerCaching: false,\n maxLayerCacheSize: 10,\n showLayoutBounds: false,\n showDirtyRects: false,\n logPerformance: false,\n};\n\n/**\n * Canvas Renderer\n */\nexport class CanvasRenderer implements Renderer {\n private canvas: HTMLCanvasElement;\n private ctx: CanvasRenderingContext2D;\n private engine: IEngine;\n private options: CanvasRendererOptions;\n \n private rootNode: VirtualNode | null = null;\n private nodes = new Map<string, VirtualNode>();\n \n private eventManager: CanvasEventManager;\n private inputOverlay: InputOverlay;\n private accessibilityLayer: AccessibilityLayer;\n \n private rafId: number | null = null;\n private needsRedraw = false;\n \n private frameCount = 0;\n private lastFrameTime = 0;\n\n constructor(canvas: HTMLCanvasElement, engine: IEngine, options?: Partial<CanvasRendererOptions>) {\n this.canvas = canvas;\n this.engine = engine;\n this.options = { ...DEFAULT_OPTIONS, ...options };\n\n // Get context\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) {\n throw new Error(\"Failed to get 2D context from canvas\");\n }\n this.ctx = ctx;\n\n // Setup HiDPI\n this.setupHiDPI();\n\n // Initialize subsystems\n this.eventManager = new CanvasEventManager(canvas, engine);\n this.inputOverlay = new InputOverlay(\n (canvas as any).parentElement || (typeof document !== \"undefined\" ? document.body : null)\n );\n this.accessibilityLayer = new AccessibilityLayer(\n (canvas as any).parentElement || (typeof document !== \"undefined\" ? document.body : null),\n this.options.enableAccessibility || false\n );\n\n // Listen for redraw requests from event manager\n this.canvas.addEventListener(\"hypen:redraw\", () => this.scheduleRedraw());\n\n // Don't schedule initial render - wait for patches\n }\n\n /**\n * Setup HiDPI rendering\n */\n private setupHiDPI(): void {\n const dpr = this.options.devicePixelRatio || 1;\n const rect = this.canvas.getBoundingClientRect();\n\n this.canvas.width = rect.width * dpr;\n this.canvas.height = rect.height * dpr;\n\n this.ctx.scale(dpr, dpr);\n\n // Update canvas display size\n this.canvas.style.width = `${rect.width}px`;\n this.canvas.style.height = `${rect.height}px`;\n }\n\n /**\n * Apply patches from engine\n */\n applyPatches(patches: Patch[]): void {\n for (const patch of patches) {\n this.applyPatch(patch);\n }\n\n // Update accessibility layer\n if (this.rootNode) {\n this.accessibilityLayer.syncTree(this.rootNode);\n }\n\n // Schedule redraw\n this.scheduleRedraw();\n }\n\n /**\n * Apply single patch\n */\n private applyPatch(patch: Patch): void {\n switch (patch.type) {\n case \"create\":\n this.onCreate(patch.id!, patch.elementType!, patch.props || {});\n break;\n\n case \"setProp\":\n this.onSetProp(patch.id!, patch.name!, patch.value);\n break;\n\n case \"setText\":\n this.onSetText(patch.id!, patch.text!);\n break;\n\n case \"insert\":\n this.onInsert(patch.parentId!, patch.id!, patch.beforeId);\n break;\n\n case \"move\":\n this.onMove(patch.parentId!, patch.id!, patch.beforeId);\n break;\n\n case \"remove\":\n this.onRemove(patch.id!);\n break;\n }\n }\n\n /**\n * Create new virtual node\n */\n private onCreate(id: string, elementType: string, props: Record<string, any>): void {\n const node: VirtualNode = {\n id,\n type: elementType,\n props: props instanceof Map ? Object.fromEntries(props) : props,\n children: [],\n parent: null,\n visible: true,\n opacity: parseFloat(props.opacity) || 1,\n clickable: elementType === \"button\" || !!props.onclick,\n hoverable: true,\n focusable: elementType === \"input\" || elementType === \"textarea\" || elementType === \"button\",\n focused: false,\n hovered: false,\n };\n\n this.nodes.set(id, node);\n }\n\n /**\n * Set property on node\n */\n private onSetProp(id: string, name: string, value: any): void {\n const node = this.nodes.get(id);\n if (!node) return;\n\n node.props[name] = value;\n\n // Update computed properties\n if (name === \"visible\") {\n node.visible = !!value;\n }\n if (name === \"opacity\") {\n node.opacity = parseFloat(value) || 1;\n }\n\n // Update accessibility\n this.accessibilityLayer.updateNode(node);\n }\n\n /**\n * Set text on node\n */\n private onSetText(id: string, text: string): void {\n const node = this.nodes.get(id);\n if (!node) return;\n\n node.props[0] = text;\n\n // Update accessibility\n this.accessibilityLayer.updateNode(node);\n }\n\n /**\n * Insert node into tree\n */\n private onInsert(parentId: string, id: string, beforeId?: string): void {\n const child = this.nodes.get(id);\n if (!child) return;\n\n // Check if this is setting the root node (parent_id === id === \"root\" or similar)\n if (parentId === \"root\" && id === \"root\") {\n this.rootNode = child;\n this.eventManager.setRootNode(child);\n return;\n }\n\n // Otherwise find the parent node\n const parent = this.nodes.get(parentId);\n if (!parent) {\n // If parent is \"root\", this might be the first real root node\n if (parentId === \"root\") {\n this.rootNode = child;\n this.eventManager.setRootNode(child);\n }\n return;\n }\n\n // Insert child into parent\n child.parent = parent;\n\n if (beforeId) {\n const beforeIndex = parent.children.findIndex((c) => c.id === beforeId);\n if (beforeIndex >= 0) {\n parent.children.splice(beforeIndex, 0, child);\n } else {\n parent.children.push(child);\n }\n } else {\n parent.children.push(child);\n }\n }\n\n /**\n * Move node in tree\n */\n private onMove(parentId: string, id: string, beforeId?: string): void {\n // Remove from old parent\n const node = this.nodes.get(id);\n if (!node || !node.parent) return;\n\n const oldParent = node.parent;\n const oldIndex = oldParent.children.indexOf(node);\n if (oldIndex >= 0) {\n oldParent.children.splice(oldIndex, 1);\n }\n\n // Insert into new location\n this.onInsert(parentId, id, beforeId);\n }\n\n /**\n * Remove node from tree\n */\n private onRemove(id: string): void {\n const node = this.nodes.get(id);\n if (!node) return;\n\n // Remove from parent\n if (node.parent) {\n const index = node.parent.children.indexOf(node);\n if (index >= 0) {\n node.parent.children.splice(index, 1);\n }\n }\n\n // Remove from root\n if (this.rootNode === node) {\n this.rootNode = null;\n this.eventManager.setRootNode(null);\n }\n\n // Remove from nodes map\n this.nodes.delete(id);\n }\n\n /**\n * Schedule redraw\n */\n private scheduleRedraw(): void {\n if (this.rafId !== null) return;\n\n // Use requestAnimationFrame if available (browser), otherwise render immediately (tests)\n if (typeof requestAnimationFrame !== \"undefined\") {\n this.rafId = requestAnimationFrame(() => {\n this.render();\n this.rafId = null;\n });\n } else {\n // In non-browser environments (tests), render immediately\n this.render();\n }\n }\n\n /**\n * Main render function\n */\n private render(): void {\n const startTime = performance.now();\n\n // Clear canvas\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n // Draw background\n if (this.options.backgroundColor) {\n this.ctx.fillStyle = this.options.backgroundColor;\n this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n // Layout and paint\n if (this.rootNode) {\n // Compute layout\n const dpr = this.options.devicePixelRatio || 1;\n computeLayout(\n this.ctx,\n this.rootNode,\n this.canvas.width / dpr,\n this.canvas.height / dpr\n );\n\n // Paint\n paintNode(this.ctx, this.rootNode);\n\n // Debug: show layout bounds\n if (this.options.showLayoutBounds) {\n this.drawLayoutBounds(this.rootNode);\n }\n }\n\n // Performance logging\n if (this.options.logPerformance) {\n const elapsed = performance.now() - startTime;\n this.frameCount++;\n if (performance.now() - this.lastFrameTime > 1000) {\n log.debug(`Canvas FPS: ${this.frameCount}, Last frame: ${elapsed.toFixed(2)}ms`);\n this.frameCount = 0;\n this.lastFrameTime = performance.now();\n }\n }\n }\n\n /**\n * Draw layout bounds for debugging\n */\n private drawLayoutBounds(node: VirtualNode): void {\n if (!node.layout) return;\n\n const layout = node.layout;\n\n this.ctx.strokeStyle = \"#ff0000\";\n this.ctx.lineWidth = 1;\n this.ctx.strokeRect(layout.x, layout.y, layout.width, layout.height);\n\n for (const child of node.children) {\n this.drawLayoutBounds(child);\n }\n }\n\n /**\n * Get node by ID\n */\n getNode(id: string): VirtualNode | undefined {\n return this.nodes.get(id);\n }\n\n /**\n * Clear renderer\n */\n clear(): void {\n this.rootNode = null;\n this.nodes.clear();\n this.eventManager.setRootNode(null);\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n /**\n * Register custom painter\n */\n registerPainter(type: string, painter: PainterFunction): void {\n registerPainter(type, painter);\n }\n\n /**\n * Set renderer options\n */\n setOptions(options: Partial<CanvasRendererOptions>): void {\n this.options = { ...this.options, ...options };\n this.accessibilityLayer.setEnabled(this.options.enableAccessibility || false);\n }\n\n /**\n * Destroy renderer\n */\n destroy(): void {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n }\n this.eventManager.destroy();\n this.accessibilityLayer.destroy();\n }\n}\n\n"
12
+ "/**\n * Canvas Renderer\n *\n * Main renderer class that orchestrates layout, painting, and events\n */\n\nimport type { Renderer } from \"@hypen-space/core/renderer\";\nimport type { Patch } from \"@hypen-space/core/types\";\nimport { frameworkLoggers } from \"@hypen-space/core/logger\";\n\nconst log = frameworkLoggers.canvas;\n\n// Interface for the engine that canvas renderer needs\ninterface IEngine {\n dispatchAction(name: string, payload?: any): void;\n}\nimport type {\n VirtualNode,\n CanvasRendererOptions,\n PainterFunction,\n LayoutFunction,\n} from \"./types.js\";\nimport { computeLayout } from \"./layout.js\";\nimport { paintNode, registerPainter } from \"./paint.js\";\nimport { CanvasEventManager } from \"./events.js\";\nimport { InputOverlay } from \"./input.js\";\nimport { AccessibilityLayer } from \"./accessibility.js\";\nimport { findNodeById } from \"./utils.js\";\n\nconst DEFAULT_OPTIONS: CanvasRendererOptions = {\n devicePixelRatio: typeof window !== \"undefined\" ? window.devicePixelRatio || 1 : 1,\n backgroundColor: \"#ffffff\",\n enableAccessibility: true,\n enableHitTesting: true,\n enableInputOverlay: true,\n enableDirtyRects: false,\n enableLayerCaching: false,\n maxLayerCacheSize: 10,\n showLayoutBounds: false,\n showDirtyRects: false,\n logPerformance: false,\n};\n\n/**\n * Canvas Renderer\n */\nexport class CanvasRenderer implements Renderer {\n private canvas: HTMLCanvasElement;\n private ctx: CanvasRenderingContext2D;\n private engine: IEngine;\n private options: CanvasRendererOptions;\n \n private rootNode: VirtualNode | null = null;\n private nodes = new Map<string, VirtualNode>();\n \n private eventManager: CanvasEventManager;\n private inputOverlay: InputOverlay;\n private accessibilityLayer: AccessibilityLayer;\n \n private rafId: number | null = null;\n private needsRedraw = false;\n \n private frameCount = 0;\n private lastFrameTime = 0;\n\n constructor(canvas: HTMLCanvasElement, engine: IEngine, options?: Partial<CanvasRendererOptions>) {\n this.canvas = canvas;\n this.engine = engine;\n this.options = { ...DEFAULT_OPTIONS, ...options };\n\n // Get context\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) {\n throw new Error(\"Failed to get 2D context from canvas\");\n }\n this.ctx = ctx;\n\n // Setup HiDPI\n this.setupHiDPI();\n\n // Initialize subsystems\n this.eventManager = new CanvasEventManager(canvas, engine);\n this.inputOverlay = new InputOverlay(\n (canvas as any).parentElement || (typeof document !== \"undefined\" ? document.body : null)\n );\n this.accessibilityLayer = new AccessibilityLayer(\n (canvas as any).parentElement || (typeof document !== \"undefined\" ? document.body : null),\n this.options.enableAccessibility || false\n );\n\n // Listen for redraw requests from event manager\n this.canvas.addEventListener(\"hypen:redraw\", () => this.scheduleRedraw());\n\n // Don't schedule initial render - wait for patches\n }\n\n /**\n * Setup HiDPI rendering\n */\n private setupHiDPI(): void {\n const dpr = this.options.devicePixelRatio || 1;\n const rect = this.canvas.getBoundingClientRect();\n\n this.canvas.width = rect.width * dpr;\n this.canvas.height = rect.height * dpr;\n\n this.ctx.scale(dpr, dpr);\n\n // Update canvas display size\n this.canvas.style.width = `${rect.width}px`;\n this.canvas.style.height = `${rect.height}px`;\n }\n\n /**\n * Apply patches from engine\n */\n applyPatches(patches: Patch[]): void {\n for (const patch of patches) {\n this.applyPatch(patch);\n }\n\n // Update accessibility layer\n if (this.rootNode) {\n this.accessibilityLayer.syncTree(this.rootNode);\n }\n\n // Schedule redraw\n this.scheduleRedraw();\n }\n\n /**\n * Apply single patch\n */\n private applyPatch(patch: Patch): void {\n switch (patch.type) {\n case \"create\":\n this.onCreate(patch.id!, patch.elementType!, patch.props || {});\n break;\n\n case \"setProp\":\n this.onSetProp(patch.id!, patch.name!, patch.value);\n break;\n\n case \"removeProp\":\n this.onRemoveProp(patch.id!, patch.name!);\n break;\n\n case \"setText\":\n this.onSetText(patch.id!, patch.text!);\n break;\n\n case \"insert\":\n this.onInsert(patch.parentId!, patch.id!, patch.beforeId);\n break;\n\n case \"move\":\n this.onMove(patch.parentId!, patch.id!, patch.beforeId);\n break;\n\n case \"remove\":\n this.onRemove(patch.id!);\n break;\n }\n }\n\n /**\n * Create new virtual node\n */\n private onCreate(id: string, elementType: string, props: Record<string, any>): void {\n const node: VirtualNode = {\n id,\n type: elementType,\n props: props instanceof Map ? Object.fromEntries(props) : props,\n children: [],\n parent: null,\n visible: true,\n opacity: parseFloat(props.opacity) || 1,\n clickable: elementType === \"button\" || !!props.onclick,\n hoverable: true,\n focusable: elementType === \"input\" || elementType === \"textarea\" || elementType === \"button\",\n focused: false,\n hovered: false,\n };\n\n this.nodes.set(id, node);\n }\n\n /**\n * Set property on node\n */\n private onSetProp(id: string, name: string, value: any): void {\n const node = this.nodes.get(id);\n if (!node) return;\n\n node.props[name] = value;\n\n // Update computed properties\n if (name === \"visible\") {\n node.visible = !!value;\n }\n if (name === \"opacity\") {\n node.opacity = parseFloat(value) || 1;\n }\n\n // Update accessibility\n this.accessibilityLayer.updateNode(node);\n }\n\n /**\n * Remove a property from a node\n */\n private onRemoveProp(id: string, name: string): void {\n const node = this.nodes.get(id);\n if (!node) return;\n\n delete node.props[name];\n\n if (name === \"visible\") {\n node.visible = true;\n }\n if (name === \"opacity\") {\n node.opacity = 1;\n }\n\n this.accessibilityLayer.updateNode(node);\n }\n\n /**\n * Set text on node\n */\n private onSetText(id: string, text: string): void {\n const node = this.nodes.get(id);\n if (!node) return;\n\n node.props[0] = text;\n\n // Update accessibility\n this.accessibilityLayer.updateNode(node);\n }\n\n /**\n * Insert node into tree\n */\n private onInsert(parentId: string, id: string, beforeId?: string): void {\n const child = this.nodes.get(id);\n if (!child) return;\n\n // Check if this is setting the root node (parent_id === id === \"root\" or similar)\n if (parentId === \"root\" && id === \"root\") {\n this.rootNode = child;\n this.eventManager.setRootNode(child);\n return;\n }\n\n // Otherwise find the parent node\n const parent = this.nodes.get(parentId);\n if (!parent) {\n // If parent is \"root\", this might be the first real root node\n if (parentId === \"root\") {\n this.rootNode = child;\n this.eventManager.setRootNode(child);\n }\n return;\n }\n\n // Insert child into parent\n child.parent = parent;\n\n if (beforeId) {\n const beforeIndex = parent.children.findIndex((c) => c.id === beforeId);\n if (beforeIndex >= 0) {\n parent.children.splice(beforeIndex, 0, child);\n } else {\n parent.children.push(child);\n }\n } else {\n parent.children.push(child);\n }\n }\n\n /**\n * Move node in tree\n */\n private onMove(parentId: string, id: string, beforeId?: string): void {\n // Remove from old parent\n const node = this.nodes.get(id);\n if (!node || !node.parent) return;\n\n const oldParent = node.parent;\n const oldIndex = oldParent.children.indexOf(node);\n if (oldIndex >= 0) {\n oldParent.children.splice(oldIndex, 1);\n }\n\n // Insert into new location\n this.onInsert(parentId, id, beforeId);\n }\n\n /**\n * Remove node from tree\n */\n private onRemove(id: string): void {\n const node = this.nodes.get(id);\n if (!node) return;\n\n // Remove from parent\n if (node.parent) {\n const index = node.parent.children.indexOf(node);\n if (index >= 0) {\n node.parent.children.splice(index, 1);\n }\n }\n\n // Remove from root\n if (this.rootNode === node) {\n this.rootNode = null;\n this.eventManager.setRootNode(null);\n }\n\n // Remove from nodes map\n this.nodes.delete(id);\n }\n\n /**\n * Schedule redraw\n */\n private scheduleRedraw(): void {\n if (this.rafId !== null) return;\n\n // Use requestAnimationFrame if available (browser), otherwise render immediately (tests)\n if (typeof requestAnimationFrame !== \"undefined\") {\n this.rafId = requestAnimationFrame(() => {\n this.render();\n this.rafId = null;\n });\n } else {\n // In non-browser environments (tests), render immediately\n this.render();\n }\n }\n\n /**\n * Main render function\n */\n private render(): void {\n const startTime = performance.now();\n\n // Clear canvas\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n // Draw background\n if (this.options.backgroundColor) {\n this.ctx.fillStyle = this.options.backgroundColor;\n this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n // Layout and paint\n if (this.rootNode) {\n // Compute layout\n const dpr = this.options.devicePixelRatio || 1;\n computeLayout(\n this.ctx,\n this.rootNode,\n this.canvas.width / dpr,\n this.canvas.height / dpr\n );\n\n // Paint\n paintNode(this.ctx, this.rootNode);\n\n // Debug: show layout bounds\n if (this.options.showLayoutBounds) {\n this.drawLayoutBounds(this.rootNode);\n }\n }\n\n // Performance logging\n if (this.options.logPerformance) {\n const elapsed = performance.now() - startTime;\n this.frameCount++;\n if (performance.now() - this.lastFrameTime > 1000) {\n log.debug(`Canvas FPS: ${this.frameCount}, Last frame: ${elapsed.toFixed(2)}ms`);\n this.frameCount = 0;\n this.lastFrameTime = performance.now();\n }\n }\n }\n\n /**\n * Draw layout bounds for debugging\n */\n private drawLayoutBounds(node: VirtualNode): void {\n if (!node.layout) return;\n\n const layout = node.layout;\n\n this.ctx.strokeStyle = \"#ff0000\";\n this.ctx.lineWidth = 1;\n this.ctx.strokeRect(layout.x, layout.y, layout.width, layout.height);\n\n for (const child of node.children) {\n this.drawLayoutBounds(child);\n }\n }\n\n /**\n * Get node by ID\n */\n getNode(id: string): VirtualNode | undefined {\n return this.nodes.get(id);\n }\n\n /**\n * Clear renderer\n */\n clear(): void {\n this.rootNode = null;\n this.nodes.clear();\n this.eventManager.setRootNode(null);\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n /**\n * Register custom painter\n */\n registerPainter(type: string, painter: PainterFunction): void {\n registerPainter(type, painter);\n }\n\n /**\n * Set renderer options\n */\n setOptions(options: Partial<CanvasRendererOptions>): void {\n this.options = { ...this.options, ...options };\n this.accessibilityLayer.setEnabled(this.options.enableAccessibility || false);\n }\n\n /**\n * Destroy renderer\n */\n destroy(): void {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n }\n this.eventManager.destroy();\n this.accessibilityLayer.destroy();\n }\n}\n\n"
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15
+ "debugId": "27E4705DA6DFF4C264756E2164756E21",
16
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  "names": []
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  }