@industry-theme/repository-composition-panels 0.6.13 → 0.6.16
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{BufferResource-i7tMqQmj.js → BufferResource-BrTHSfYA.js} +2 -2
- package/dist/{BufferResource-i7tMqQmj.js.map → BufferResource-BrTHSfYA.js.map} +1 -1
- package/dist/{CanvasRenderer-DnPcUXMo.js → CanvasRenderer-DF7AI8bb.js} +3 -3
- package/dist/{CanvasRenderer-DnPcUXMo.js.map → CanvasRenderer-DF7AI8bb.js.map} +1 -1
- package/dist/{Filter-CxIayjfy.js → Filter-CRpNEXIz.js} +2 -2
- package/dist/{Filter-CxIayjfy.js.map → Filter-CRpNEXIz.js.map} +1 -1
- package/dist/{RenderTargetSystem-Dx92416G.js → RenderTargetSystem-DRybZKW0.js} +3 -3
- package/dist/{RenderTargetSystem-Dx92416G.js.map → RenderTargetSystem-DRybZKW0.js.map} +1 -1
- package/dist/{WebGLRenderer-DW3r21B_.js → WebGLRenderer-BccCMcH_.js} +4 -4
- package/dist/{WebGLRenderer-DW3r21B_.js.map → WebGLRenderer-BccCMcH_.js.map} +1 -1
- package/dist/{WebGPURenderer-Cd7zwQIV.js → WebGPURenderer-aj4AM96I.js} +4 -4
- package/dist/{WebGPURenderer-Cd7zwQIV.js.map → WebGPURenderer-aj4AM96I.js.map} +1 -1
- package/dist/{browserAll-v89RKEz2.js → browserAll-D87I_Kl9.js} +3 -3
- package/dist/{browserAll-v89RKEz2.js.map → browserAll-D87I_Kl9.js.map} +1 -1
- package/dist/{index-BWinsP45.js → index-C3y3aBKv.js} +1965 -883
- package/dist/{index-BWinsP45.js.map → index-C3y3aBKv.js.map} +1 -1
- package/dist/index.d.ts +4 -4
- package/dist/index.d.ts.map +1 -1
- package/dist/{init-B2YVg9nT.js → init-R8SP6vCI.js} +3 -3
- package/dist/{init-B2YVg9nT.js.map → init-R8SP6vCI.js.map} +1 -1
- package/dist/panels/CollectionMapPanel.d.ts +8 -9
- package/dist/panels/CollectionMapPanel.d.ts.map +1 -1
- package/dist/panels/TelemetryCoveragePanel.d.ts.map +1 -1
- package/dist/panels/overworld-map/BuildingSizeTest.d.ts.map +1 -1
- package/dist/panels/overworld-map/IsometricGridTest.d.ts.map +1 -1
- package/dist/panels/overworld-map/LayoutEngineTest.d.ts.map +1 -1
- package/dist/panels/overworld-map/OverworldMapPanel.d.ts +2 -1
- package/dist/panels/overworld-map/OverworldMapPanel.d.ts.map +1 -1
- package/dist/panels/overworld-map/PackageExpansionTest.d.ts +25 -0
- package/dist/panels/overworld-map/PackageExpansionTest.d.ts.map +1 -0
- package/dist/panels/overworld-map/RegionEditingTest.d.ts.map +1 -1
- package/dist/panels/overworld-map/collaboratorDecoration.d.ts +30 -0
- package/dist/panels/overworld-map/collaboratorDecoration.d.ts.map +1 -0
- package/dist/panels/overworld-map/components/IsometricRenderer.d.ts +4 -0
- package/dist/panels/overworld-map/components/IsometricRenderer.d.ts.map +1 -1
- package/dist/panels/overworld-map/components/buildingSpriteGenerator.d.ts +2 -0
- package/dist/panels/overworld-map/components/buildingSpriteGenerator.d.ts.map +1 -1
- package/dist/panels/overworld-map/components/collaboratorDecorationSprites.d.ts +25 -0
- package/dist/panels/overworld-map/components/collaboratorDecorationSprites.d.ts.map +1 -0
- package/dist/panels/overworld-map/components/starDecorationSprites.d.ts +18 -0
- package/dist/panels/overworld-map/components/starDecorationSprites.d.ts.map +1 -0
- package/dist/panels/overworld-map/genericMapper.d.ts +10 -1
- package/dist/panels/overworld-map/genericMapper.d.ts.map +1 -1
- package/dist/panels/overworld-map/packageExpansion.d.ts +15 -0
- package/dist/panels/overworld-map/packageExpansion.d.ts.map +1 -0
- package/dist/panels/overworld-map/starDecoration.d.ts +29 -0
- package/dist/panels/overworld-map/starDecoration.d.ts.map +1 -0
- package/dist/panels/overworld-map/types.d.ts +8 -0
- package/dist/panels/overworld-map/types.d.ts.map +1 -1
- package/dist/panels.bundle.js +1 -1
- package/dist/webworkerAll-CGT6JFxj.js +3 -0
- package/dist/webworkerAll-CGT6JFxj.js.map +1 -0
- package/package.json +22 -10
- package/dist/webworkerAll-BMsTq_fc.js +0 -3
- package/dist/webworkerAll-BMsTq_fc.js.map +0 -1
package/dist/index.d.ts
CHANGED
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@@ -16,11 +16,11 @@ export declare const onPackageLoad: () => Promise<void>;
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* Optional: Called once when the package is unloaded.
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*/
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export declare const onPackageUnload: () => Promise<void>;
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export { GitChangesPanel, GitChangesPanelContent, GitChangesPanelPreview } from './panels/GitChangesPanel';
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export type { GitChangesPanelProps, ContextMenuAction } from './panels/GitChangesPanel';
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export { PackageCompositionPanel, PackageCompositionPanelContent, PackageCompositionPanelPreview } from './panels/PackageCompositionPanel';
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export { GitChangesPanel, GitChangesPanelContent, GitChangesPanelPreview, } from './panels/GitChangesPanel';
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export type { GitChangesPanelProps, ContextMenuAction, } from './panels/GitChangesPanel';
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export { PackageCompositionPanel, PackageCompositionPanelContent, PackageCompositionPanelPreview, } from './panels/PackageCompositionPanel';
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export type { PackageCompositionPanelProps } from './panels/PackageCompositionPanel';
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export { SearchPanel, SearchPanelContent, SearchPanelPreview } from './panels/SearchPanel';
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export { SearchPanel, SearchPanelContent, SearchPanelPreview, } from './panels/SearchPanel';
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export type { SearchPanelProps } from './panels/SearchPanel';
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export { DependencyGraphPanel, DependencyGraphPanelContent, DependencyGraphPanelPreview, dependencyTreeToCanvas, applyForceLayout, applySugiyamaLayout, } from './panels/dependency-graph';
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export type { DependencyGraphPanelProps, DependencyCanvasOptions, ForceLayoutOptions, SugiyamaLayoutOptions, } from './panels/dependency-graph';
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package/dist/index.d.ts.map
CHANGED
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@@ -1 +1 @@
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.tsx"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,eAAe,EAAqB,MAAM,SAAS,CAAC;AAElE;;;;;;;GAOG;
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.tsx"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,eAAe,EAAqB,MAAM,SAAS,CAAC;AAElE;;;;;;;GAOG;AAEH,eAAO,MAAM,MAAM,EAAE,aAAa,CAAC,eAAe,CAAC,GAAG,EAAE,GAAG,CAAC,CAmK3D,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,aAAa,qBAGzB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,eAAe,qBAG3B,CAAC;AAGF,OAAO,EACL,eAAe,EACf,sBAAsB,EACtB,sBAAsB,GACvB,MAAM,0BAA0B,CAAC;AAClC,YAAY,EACV,oBAAoB,EACpB,iBAAiB,GAClB,MAAM,0BAA0B,CAAC;AAClC,OAAO,EACL,uBAAuB,EACvB,8BAA8B,EAC9B,8BAA8B,GAC/B,MAAM,kCAAkC,CAAC;AAC1C,YAAY,EAAE,4BAA4B,EAAE,MAAM,kCAAkC,CAAC;AACrF,OAAO,EACL,WAAW,EACX,kBAAkB,EAClB,kBAAkB,GACnB,MAAM,sBAAsB,CAAC;AAC9B,YAAY,EAAE,gBAAgB,EAAE,MAAM,sBAAsB,CAAC;AAC7D,OAAO,EACL,oBAAoB,EACpB,2BAA2B,EAC3B,2BAA2B,EAC3B,sBAAsB,EACtB,gBAAgB,EAChB,mBAAmB,GACpB,MAAM,2BAA2B,CAAC;AACnC,YAAY,EACV,yBAAyB,EACzB,uBAAuB,EACvB,kBAAkB,EAClB,qBAAqB,GACtB,MAAM,2BAA2B,CAAC;AAGnC,OAAO,EACL,wBAAwB,EAExB,mBAAmB,EACnB,0BAA0B,EAC1B,6BAA6B,EAE7B,YAAY,EACZ,YAAY,EACZ,iBAAiB,GAClB,MAAM,wBAAwB,CAAC;AAChC,YAAY,EACV,sBAAsB,EACtB,YAAY,EACZ,sBAAsB,EACtB,SAAS,EACT,YAAY,EACZ,cAAc,EACd,WAAW,EACX,oBAAoB,GACrB,MAAM,wBAAwB,CAAC;AAEhC,OAAO,EACL,sBAAsB,EACtB,6BAA6B,EAC7B,6BAA6B,GAC9B,MAAM,iCAAiC,CAAC;AACzC,YAAY,EACV,2BAA2B,EAC3B,wBAAwB,GACzB,MAAM,iCAAiC,CAAC;AAEzC,OAAO,EACL,kBAAkB,EAClB,yBAAyB,GAC1B,MAAM,6BAA6B,CAAC;AACrC,YAAY,EACV,uBAAuB,EACvB,0BAA0B,EAC1B,eAAe,EACf,yBAAyB,EACzB,yBAAyB,EACzB,sBAAsB,GACvB,MAAM,6BAA6B,CAAC;AAGrC,YAAY,EACV,UAAU,EACV,oBAAoB,EACpB,YAAY,EACZ,kBAAkB,EAClB,4BAA4B,EAC5B,oBAAoB,GACrB,MAAM,sCAAsC,CAAC;AAG9C,YAAY,EACV,SAAS,EACT,wBAAwB,EACxB,aAAa,EACb,QAAQ,EACR,mBAAmB,EACnB,eAAe,EACf,iBAAiB,EACjB,YAAY,EACZ,cAAc,EACd,UAAU,EACV,cAAc,EACd,cAAc,EACd,cAAc,EACd,iBAAiB,GAClB,MAAM,SAAS,CAAC"}
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import { G as GpuProgram, b as GlProgram, E as ExtensionType, M as Matrix, U as UniformGroup, B as BindGroup, T as TexturePool, c as Texture, d as Geometry, R as RendererType, w as warn, e as Bounds, f as extensions } from "./index-
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import { F as Filter } from "./Filter-
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import { G as GpuProgram, b as GlProgram, E as ExtensionType, M as Matrix, U as UniformGroup, B as BindGroup, T as TexturePool, c as Texture, d as Geometry, R as RendererType, w as warn, e as Bounds, f as extensions } from "./index-C3y3aBKv.js";
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import { F as Filter } from "./Filter-CRpNEXIz.js";
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var vertex = "in vec2 aPosition;\nout vec2 vTextureCoord;\n\nuniform vec4 uInputSize;\nuniform vec4 uOutputFrame;\nuniform vec4 uOutputTexture;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;\n \n position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;\n position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;\n\n return vec4(position, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aPosition * (uOutputFrame.zw * uInputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n";
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var fragment = "in vec2 vTextureCoord;\nout vec4 finalColor;\nuniform sampler2D uTexture;\nvoid main() {\n finalColor = texture(uTexture, vTextureCoord);\n}\n";
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var source = "struct GlobalFilterUniforms {\n uInputSize: vec4<f32>,\n uInputPixel: vec4<f32>,\n uInputClamp: vec4<f32>,\n uOutputFrame: vec4<f32>,\n uGlobalFrame: vec4<f32>,\n uOutputTexture: vec4<f32>,\n};\n\n@group(0) @binding(0) var <uniform> gfu: GlobalFilterUniforms;\n@group(0) @binding(1) var uTexture: texture_2d<f32>;\n@group(0) @binding(2) var uSampler: sampler;\n\nstruct VSOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv: vec2<f32>\n};\n\nfn filterVertexPosition(aPosition: vec2<f32>) -> vec4<f32>\n{\n var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;\n\n position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;\n position.y = position.y * (2.0 * gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;\n\n return vec4(position, 0.0, 1.0);\n}\n\nfn filterTextureCoord(aPosition: vec2<f32>) -> vec2<f32>\n{\n return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);\n}\n\n@vertex\nfn mainVertex(\n @location(0) aPosition: vec2<f32>,\n) -> VSOutput {\n return VSOutput(\n filterVertexPosition(aPosition),\n filterTextureCoord(aPosition)\n );\n}\n\n@fragment\nfn mainFragment(\n @location(0) uv: vec2<f32>,\n) -> @location(0) vec4<f32> {\n return textureSample(uTexture, uSampler, uv);\n}\n";
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};
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extensions.add(FilterSystem);
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extensions.add(FilterPipe);
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//# sourceMappingURL=init-
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//# sourceMappingURL=init-R8SP6vCI.js.map
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{"version":3,"file":"init-B2YVg9nT.js","sources":["../node_modules/pixi.js/lib/filters/defaults/defaultFilter.vert.mjs","../node_modules/pixi.js/lib/filters/defaults/passthrough/passthrough.frag.mjs","../node_modules/pixi.js/lib/filters/defaults/passthrough/passthrough.wgsl.mjs","../node_modules/pixi.js/lib/filters/defaults/passthrough/PassthroughFilter.mjs","../node_modules/pixi.js/lib/filters/FilterPipe.mjs","../node_modules/pixi.js/lib/scene/container/bounds/getRenderableBounds.mjs","../node_modules/pixi.js/lib/filters/FilterSystem.mjs","../node_modules/pixi.js/lib/filters/init.mjs"],"sourcesContent":["var vertex = \"in vec2 aPosition;\\nout vec2 vTextureCoord;\\n\\nuniform vec4 uInputSize;\\nuniform vec4 uOutputFrame;\\nuniform vec4 uOutputTexture;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;\\n \\n position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;\\n position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;\\n\\n return vec4(position, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aPosition * (uOutputFrame.zw * uInputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=defaultFilter.vert.mjs.map\n","var fragment = \"in vec2 vTextureCoord;\\nout vec4 finalColor;\\nuniform sampler2D uTexture;\\nvoid main() {\\n finalColor = texture(uTexture, vTextureCoord);\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=passthrough.frag.mjs.map\n","var source = \"struct GlobalFilterUniforms {\\n uInputSize: vec4<f32>,\\n uInputPixel: vec4<f32>,\\n uInputClamp: vec4<f32>,\\n uOutputFrame: vec4<f32>,\\n uGlobalFrame: vec4<f32>,\\n uOutputTexture: vec4<f32>,\\n};\\n\\n@group(0) @binding(0) var <uniform> gfu: GlobalFilterUniforms;\\n@group(0) @binding(1) var uTexture: texture_2d<f32>;\\n@group(0) @binding(2) var uSampler: sampler;\\n\\nstruct VSOutput {\\n @builtin(position) position: vec4<f32>,\\n @location(0) uv: vec2<f32>\\n};\\n\\nfn filterVertexPosition(aPosition: vec2<f32>) -> vec4<f32>\\n{\\n var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;\\n\\n position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;\\n position.y = position.y * (2.0 * gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;\\n\\n return vec4(position, 0.0, 1.0);\\n}\\n\\nfn filterTextureCoord(aPosition: vec2<f32>) -> vec2<f32>\\n{\\n return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);\\n}\\n\\n@vertex\\nfn mainVertex(\\n @location(0) aPosition: vec2<f32>,\\n) -> VSOutput {\\n return VSOutput(\\n filterVertexPosition(aPosition),\\n filterTextureCoord(aPosition)\\n );\\n}\\n\\n@fragment\\nfn mainFragment(\\n @location(0) uv: vec2<f32>,\\n) -> @location(0) vec4<f32> {\\n return textureSample(uTexture, uSampler, uv);\\n}\\n\";\n\nexport { source as default };\n//# sourceMappingURL=passthrough.wgsl.mjs.map\n","import { GlProgram } from '../../../rendering/renderers/gl/shader/GlProgram.mjs';\nimport { GpuProgram } from '../../../rendering/renderers/gpu/shader/GpuProgram.mjs';\nimport { Filter } from '../../Filter.mjs';\nimport vertex from '../defaultFilter.vert.mjs';\nimport fragment from './passthrough.frag.mjs';\nimport source from './passthrough.wgsl.mjs';\n\n\"use strict\";\nclass PassthroughFilter extends Filter {\n constructor() {\n const gpuProgram = GpuProgram.from({\n vertex: { source, entryPoint: \"mainVertex\" },\n fragment: { source, entryPoint: \"mainFragment\" },\n name: \"passthrough-filter\"\n });\n const glProgram = GlProgram.from({\n vertex,\n fragment,\n name: \"passthrough-filter\"\n });\n super({\n gpuProgram,\n glProgram\n });\n }\n}\n\nexport { PassthroughFilter };\n//# sourceMappingURL=PassthroughFilter.mjs.map\n","import { ExtensionType } from '../extensions/Extensions.mjs';\n\n\"use strict\";\nclass FilterPipe {\n constructor(renderer) {\n this._renderer = renderer;\n }\n push(filterEffect, container, instructionSet) {\n const renderPipes = this._renderer.renderPipes;\n renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"filter\",\n canBundle: false,\n action: \"pushFilter\",\n container,\n filterEffect\n });\n }\n pop(_filterEffect, _container, instructionSet) {\n this._renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"filter\",\n action: \"popFilter\",\n canBundle: false\n });\n }\n execute(instruction) {\n if (instruction.action === \"pushFilter\") {\n this._renderer.filter.push(instruction);\n } else if (instruction.action === \"popFilter\") {\n this._renderer.filter.pop();\n }\n }\n destroy() {\n this._renderer = null;\n }\n}\nFilterPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"filter\"\n};\n\nexport { FilterPipe };\n//# sourceMappingURL=FilterPipe.mjs.map\n","import '../../../maths/index.mjs';\nimport { Matrix } from '../../../maths/matrix/Matrix.mjs';\n\n\"use strict\";\nconst tempProjectionMatrix = new Matrix();\nfunction getGlobalRenderableBounds(renderables, bounds) {\n bounds.clear();\n const actualMatrix = bounds.matrix;\n for (let i = 0; i < renderables.length; i++) {\n const renderable = renderables[i];\n if (renderable.globalDisplayStatus < 7) {\n continue;\n }\n const renderGroup = renderable.renderGroup ?? renderable.parentRenderGroup;\n if (renderGroup?.isCachedAsTexture) {\n bounds.matrix = tempProjectionMatrix.copyFrom(renderGroup.textureOffsetInverseTransform).append(renderable.worldTransform);\n } else if (renderGroup?._parentCacheAsTextureRenderGroup) {\n bounds.matrix = tempProjectionMatrix.copyFrom(renderGroup._parentCacheAsTextureRenderGroup.inverseWorldTransform).append(renderable.groupTransform);\n } else {\n bounds.matrix = renderable.worldTransform;\n }\n bounds.addBounds(renderable.bounds);\n }\n bounds.matrix = actualMatrix;\n return bounds;\n}\n\nexport { getGlobalRenderableBounds };\n//# sourceMappingURL=getRenderableBounds.mjs.map\n","import { ExtensionType } from '../extensions/Extensions.mjs';\nimport { PassthroughFilter } from './defaults/passthrough/PassthroughFilter.mjs';\nimport { Matrix } from '../maths/matrix/Matrix.mjs';\nimport { BindGroup } from '../rendering/renderers/gpu/shader/BindGroup.mjs';\nimport { Geometry } from '../rendering/renderers/shared/geometry/Geometry.mjs';\nimport { UniformGroup } from '../rendering/renderers/shared/shader/UniformGroup.mjs';\nimport { Texture } from '../rendering/renderers/shared/texture/Texture.mjs';\nimport { TexturePool } from '../rendering/renderers/shared/texture/TexturePool.mjs';\nimport { RendererType } from '../rendering/renderers/types.mjs';\nimport { Bounds } from '../scene/container/bounds/Bounds.mjs';\nimport { getGlobalRenderableBounds } from '../scene/container/bounds/getRenderableBounds.mjs';\nimport { warn } from '../utils/logging/warn.mjs';\n\n\"use strict\";\nconst quadGeometry = new Geometry({\n attributes: {\n aPosition: {\n buffer: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),\n format: \"float32x2\",\n stride: 2 * 4,\n offset: 0\n }\n },\n indexBuffer: new Uint32Array([0, 1, 2, 0, 2, 3])\n});\nclass FilterData {\n constructor() {\n /**\n * Indicates whether the filter should be skipped.\n * @type {boolean}\n */\n this.skip = false;\n /**\n * The texture to which the filter is applied.\n * @type {Texture}\n */\n this.inputTexture = null;\n /**\n * The back texture used for blending, if required.\n * @type {Texture | null}\n */\n this.backTexture = null;\n /**\n * The list of filters to be applied.\n * @type {Filter[]}\n */\n this.filters = null;\n /**\n * The bounds of the filter area.\n * @type {Bounds}\n */\n this.bounds = new Bounds();\n /**\n * The container to which the filter is applied.\n * @type {Container}\n */\n this.container = null;\n /**\n * Indicates whether blending is required for the filter.\n * @type {boolean}\n */\n this.blendRequired = false;\n /**\n * The render surface where the output of the filter is rendered.\n * @type {RenderSurface}\n */\n this.outputRenderSurface = null;\n /**\n * The global frame of the filter area.\n * @type {{ x: number, y: number, width: number, height: number }}\n */\n this.globalFrame = { x: 0, y: 0, width: 0, height: 0 };\n /** The first enabled filter index in the current filter list. */\n this.firstEnabledIndex = -1;\n /** The last enabled filter index in the current filter list. */\n this.lastEnabledIndex = -1;\n }\n}\nclass FilterSystem {\n constructor(renderer) {\n this._filterStackIndex = 0;\n this._filterStack = [];\n this._filterGlobalUniforms = new UniformGroup({\n uInputSize: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uInputPixel: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uInputClamp: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uOutputFrame: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uGlobalFrame: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uOutputTexture: { value: new Float32Array(4), type: \"vec4<f32>\" }\n });\n this._globalFilterBindGroup = new BindGroup({});\n this.renderer = renderer;\n }\n /**\n * The back texture of the currently active filter. Requires the filter to have `blendRequired` set to true.\n * @readonly\n */\n get activeBackTexture() {\n return this._activeFilterData?.backTexture;\n }\n /**\n * Pushes a filter instruction onto the filter stack.\n * @param instruction - The instruction containing the filter effect and container.\n * @internal\n */\n push(instruction) {\n const renderer = this.renderer;\n const filters = instruction.filterEffect.filters;\n const filterData = this._pushFilterData();\n filterData.skip = false;\n filterData.filters = filters;\n filterData.container = instruction.container;\n filterData.outputRenderSurface = renderer.renderTarget.renderSurface;\n const colorTextureSource = renderer.renderTarget.renderTarget.colorTexture.source;\n const rootResolution = colorTextureSource.resolution;\n const rootAntialias = colorTextureSource.antialias;\n if (filters.every((filter) => !filter.enabled)) {\n filterData.skip = true;\n return;\n }\n const bounds = filterData.bounds;\n this._calculateFilterArea(instruction, bounds);\n this._calculateFilterBounds(filterData, renderer.renderTarget.rootViewPort, rootAntialias, rootResolution, 1);\n if (filterData.skip) {\n return;\n }\n const previousFilterData = this._getPreviousFilterData();\n const globalResolution = this._findFilterResolution(rootResolution);\n let offsetX = 0;\n let offsetY = 0;\n if (previousFilterData) {\n offsetX = previousFilterData.bounds.minX;\n offsetY = previousFilterData.bounds.minY;\n }\n this._calculateGlobalFrame(\n filterData,\n offsetX,\n offsetY,\n globalResolution,\n colorTextureSource.width,\n colorTextureSource.height\n );\n this._setupFilterTextures(filterData, bounds, renderer, previousFilterData);\n }\n /**\n * Applies filters to a texture.\n *\n * This method takes a texture and a list of filters, applies the filters to the texture,\n * and returns the resulting texture.\n * @param {object} params - The parameters for applying filters.\n * @param {Texture} params.texture - The texture to apply filters to.\n * @param {Filter[]} params.filters - The filters to apply.\n * @returns {Texture} The resulting texture after all filters have been applied.\n * @example\n *\n * ```ts\n * // Create a texture and a list of filters\n * const texture = new Texture(...);\n * const filters = [new BlurFilter(), new ColorMatrixFilter()];\n *\n * // Apply the filters to the texture\n * const resultTexture = filterSystem.applyToTexture({ texture, filters });\n *\n * // Use the resulting texture\n * sprite.texture = resultTexture;\n * ```\n *\n * Key Points:\n * 1. padding is not currently supported here - so clipping may occur with filters that use padding.\n * 2. If all filters are disabled or skipped, the original texture is returned.\n */\n generateFilteredTexture({ texture, filters }) {\n const filterData = this._pushFilterData();\n this._activeFilterData = filterData;\n filterData.skip = false;\n filterData.filters = filters;\n const colorTextureSource = texture.source;\n const rootResolution = colorTextureSource.resolution;\n const rootAntialias = colorTextureSource.antialias;\n if (filters.every((filter) => !filter.enabled)) {\n filterData.skip = true;\n return texture;\n }\n const bounds = filterData.bounds;\n bounds.addRect(texture.frame);\n this._calculateFilterBounds(filterData, bounds.rectangle, rootAntialias, rootResolution, 0);\n if (filterData.skip) {\n return texture;\n }\n const globalResolution = rootResolution;\n const offsetX = 0;\n const offsetY = 0;\n this._calculateGlobalFrame(\n filterData,\n offsetX,\n offsetY,\n globalResolution,\n colorTextureSource.width,\n colorTextureSource.height\n );\n filterData.outputRenderSurface = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n filterData.resolution,\n filterData.antialias\n );\n filterData.backTexture = Texture.EMPTY;\n filterData.inputTexture = texture;\n const renderer = this.renderer;\n renderer.renderTarget.finishRenderPass();\n this._applyFiltersToTexture(filterData, true);\n const outputTexture = filterData.outputRenderSurface;\n outputTexture.source.alphaMode = \"premultiplied-alpha\";\n return outputTexture;\n }\n /** @internal */\n pop() {\n const renderer = this.renderer;\n const filterData = this._popFilterData();\n if (filterData.skip) {\n return;\n }\n renderer.globalUniforms.pop();\n renderer.renderTarget.finishRenderPass();\n this._activeFilterData = filterData;\n this._applyFiltersToTexture(filterData, false);\n if (filterData.blendRequired) {\n TexturePool.returnTexture(filterData.backTexture);\n }\n TexturePool.returnTexture(filterData.inputTexture);\n }\n /**\n * Copies the last render surface to a texture.\n * @param lastRenderSurface - The last render surface to copy from.\n * @param bounds - The bounds of the area to copy.\n * @param previousBounds - The previous bounds to use for offsetting the copy.\n */\n getBackTexture(lastRenderSurface, bounds, previousBounds) {\n const backgroundResolution = lastRenderSurface.colorTexture.source._resolution;\n const backTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n backgroundResolution,\n false\n );\n let x = bounds.minX;\n let y = bounds.minY;\n if (previousBounds) {\n x -= previousBounds.minX;\n y -= previousBounds.minY;\n }\n x = Math.floor(x * backgroundResolution);\n y = Math.floor(y * backgroundResolution);\n const width = Math.ceil(bounds.width * backgroundResolution);\n const height = Math.ceil(bounds.height * backgroundResolution);\n this.renderer.renderTarget.copyToTexture(\n lastRenderSurface,\n backTexture,\n { x, y },\n { width, height },\n { x: 0, y: 0 }\n );\n return backTexture;\n }\n /**\n * Applies a filter to a texture.\n * @param filter - The filter to apply.\n * @param input - The input texture.\n * @param output - The output render surface.\n * @param clear - Whether to clear the output surface before applying the filter.\n */\n applyFilter(filter, input, output, clear) {\n const renderer = this.renderer;\n const filterData = this._activeFilterData;\n const outputRenderSurface = filterData.outputRenderSurface;\n const isFinalTarget = outputRenderSurface === output;\n const rootResolution = renderer.renderTarget.rootRenderTarget.colorTexture.source._resolution;\n const resolution = this._findFilterResolution(rootResolution);\n let offsetX = 0;\n let offsetY = 0;\n if (isFinalTarget) {\n const offset = this._findPreviousFilterOffset();\n offsetX = offset.x;\n offsetY = offset.y;\n }\n this._updateFilterUniforms(input, output, filterData, offsetX, offsetY, resolution, isFinalTarget, clear);\n const filterToApply = filter.enabled ? filter : this._getPassthroughFilter();\n this._setupBindGroupsAndRender(filterToApply, input, renderer);\n }\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n calculateSpriteMatrix(outputMatrix, sprite) {\n const data = this._activeFilterData;\n const mappedMatrix = outputMatrix.set(\n data.inputTexture._source.width,\n 0,\n 0,\n data.inputTexture._source.height,\n data.bounds.minX,\n data.bounds.minY\n );\n const worldTransform = sprite.worldTransform.copyTo(Matrix.shared);\n const renderGroup = sprite.renderGroup || sprite.parentRenderGroup;\n if (renderGroup && renderGroup.cacheToLocalTransform) {\n worldTransform.prepend(renderGroup.cacheToLocalTransform);\n }\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(\n 1 / sprite.texture.orig.width,\n 1 / sprite.texture.orig.height\n );\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n }\n destroy() {\n this._passthroughFilter?.destroy(true);\n this._passthroughFilter = null;\n }\n _getPassthroughFilter() {\n this._passthroughFilter ?? (this._passthroughFilter = new PassthroughFilter());\n return this._passthroughFilter;\n }\n /**\n * Sets up the bind groups and renders the filter.\n * @param filter - The filter to apply\n * @param input - The input texture\n * @param renderer - The renderer instance\n */\n _setupBindGroupsAndRender(filter, input, renderer) {\n if (renderer.renderPipes.uniformBatch) {\n const batchUniforms = renderer.renderPipes.uniformBatch.getUboResource(this._filterGlobalUniforms);\n this._globalFilterBindGroup.setResource(batchUniforms, 0);\n } else {\n this._globalFilterBindGroup.setResource(this._filterGlobalUniforms, 0);\n }\n this._globalFilterBindGroup.setResource(input.source, 1);\n this._globalFilterBindGroup.setResource(input.source.style, 2);\n filter.groups[0] = this._globalFilterBindGroup;\n renderer.encoder.draw({\n geometry: quadGeometry,\n shader: filter,\n state: filter._state,\n topology: \"triangle-list\"\n });\n if (renderer.type === RendererType.WEBGL) {\n renderer.renderTarget.finishRenderPass();\n }\n }\n /**\n * Sets up the filter textures including input texture and back texture if needed.\n * @param filterData - The filter data to update\n * @param bounds - The bounds for the texture\n * @param renderer - The renderer instance\n * @param previousFilterData - The previous filter data for back texture calculation\n */\n _setupFilterTextures(filterData, bounds, renderer, previousFilterData) {\n filterData.backTexture = Texture.EMPTY;\n filterData.inputTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n filterData.resolution,\n filterData.antialias\n );\n if (filterData.blendRequired) {\n renderer.renderTarget.finishRenderPass();\n const renderTarget = renderer.renderTarget.getRenderTarget(filterData.outputRenderSurface);\n filterData.backTexture = this.getBackTexture(renderTarget, bounds, previousFilterData?.bounds);\n }\n renderer.renderTarget.bind(filterData.inputTexture, true);\n renderer.globalUniforms.push({\n offset: bounds\n });\n }\n /**\n * Calculates and sets the global frame for the filter.\n * @param filterData - The filter data to update\n * @param offsetX - The X offset\n * @param offsetY - The Y offset\n * @param globalResolution - The global resolution\n * @param sourceWidth - The source texture width\n * @param sourceHeight - The source texture height\n */\n _calculateGlobalFrame(filterData, offsetX, offsetY, globalResolution, sourceWidth, sourceHeight) {\n const globalFrame = filterData.globalFrame;\n globalFrame.x = offsetX * globalResolution;\n globalFrame.y = offsetY * globalResolution;\n globalFrame.width = sourceWidth * globalResolution;\n globalFrame.height = sourceHeight * globalResolution;\n }\n /**\n * Updates the filter uniforms with the current filter state.\n * @param input - The input texture\n * @param output - The output render surface\n * @param filterData - The current filter data\n * @param offsetX - The X offset for positioning\n * @param offsetY - The Y offset for positioning\n * @param resolution - The current resolution\n * @param isFinalTarget - Whether this is the final render target\n * @param clear - Whether to clear the output surface\n */\n _updateFilterUniforms(input, output, filterData, offsetX, offsetY, resolution, isFinalTarget, clear) {\n const uniforms = this._filterGlobalUniforms.uniforms;\n const outputFrame = uniforms.uOutputFrame;\n const inputSize = uniforms.uInputSize;\n const inputPixel = uniforms.uInputPixel;\n const inputClamp = uniforms.uInputClamp;\n const globalFrame = uniforms.uGlobalFrame;\n const outputTexture = uniforms.uOutputTexture;\n if (isFinalTarget) {\n outputFrame[0] = filterData.bounds.minX - offsetX;\n outputFrame[1] = filterData.bounds.minY - offsetY;\n } else {\n outputFrame[0] = 0;\n outputFrame[1] = 0;\n }\n outputFrame[2] = input.frame.width;\n outputFrame[3] = input.frame.height;\n inputSize[0] = input.source.width;\n inputSize[1] = input.source.height;\n inputSize[2] = 1 / inputSize[0];\n inputSize[3] = 1 / inputSize[1];\n inputPixel[0] = input.source.pixelWidth;\n inputPixel[1] = input.source.pixelHeight;\n inputPixel[2] = 1 / inputPixel[0];\n inputPixel[3] = 1 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = input.frame.width * inputSize[2] - 0.5 * inputPixel[2];\n inputClamp[3] = input.frame.height * inputSize[3] - 0.5 * inputPixel[3];\n const rootTexture = this.renderer.renderTarget.rootRenderTarget.colorTexture;\n globalFrame[0] = offsetX * resolution;\n globalFrame[1] = offsetY * resolution;\n globalFrame[2] = rootTexture.source.width * resolution;\n globalFrame[3] = rootTexture.source.height * resolution;\n if (output instanceof Texture) output.source.resource = null;\n const renderTarget = this.renderer.renderTarget.getRenderTarget(output);\n this.renderer.renderTarget.bind(output, !!clear);\n if (output instanceof Texture) {\n outputTexture[0] = output.frame.width;\n outputTexture[1] = output.frame.height;\n } else {\n outputTexture[0] = renderTarget.width;\n outputTexture[1] = renderTarget.height;\n }\n outputTexture[2] = renderTarget.isRoot ? -1 : 1;\n this._filterGlobalUniforms.update();\n }\n /**\n * Finds the correct resolution by looking back through the filter stack.\n * @param rootResolution - The fallback root resolution to use\n * @returns The resolution from the previous filter or root resolution\n */\n _findFilterResolution(rootResolution) {\n let currentIndex = this._filterStackIndex - 1;\n while (currentIndex > 0 && this._filterStack[currentIndex].skip) {\n --currentIndex;\n }\n return currentIndex > 0 && this._filterStack[currentIndex].inputTexture ? this._filterStack[currentIndex].inputTexture.source._resolution : rootResolution;\n }\n /**\n * Finds the offset from the previous non-skipped filter in the stack.\n * @returns The offset coordinates from the previous filter\n */\n _findPreviousFilterOffset() {\n let offsetX = 0;\n let offsetY = 0;\n let lastIndex = this._filterStackIndex;\n while (lastIndex > 0) {\n lastIndex--;\n const prevFilterData = this._filterStack[lastIndex];\n if (!prevFilterData.skip) {\n offsetX = prevFilterData.bounds.minX;\n offsetY = prevFilterData.bounds.minY;\n break;\n }\n }\n return { x: offsetX, y: offsetY };\n }\n /**\n * Calculates the filter area bounds based on the instruction type.\n * @param instruction - The filter instruction\n * @param bounds - The bounds object to populate\n */\n _calculateFilterArea(instruction, bounds) {\n if (instruction.renderables) {\n getGlobalRenderableBounds(instruction.renderables, bounds);\n } else if (instruction.filterEffect.filterArea) {\n bounds.clear();\n bounds.addRect(instruction.filterEffect.filterArea);\n bounds.applyMatrix(instruction.container.worldTransform);\n } else {\n instruction.container.getFastGlobalBounds(true, bounds);\n }\n if (instruction.container) {\n const renderGroup = instruction.container.renderGroup || instruction.container.parentRenderGroup;\n const filterFrameTransform = renderGroup.cacheToLocalTransform;\n if (filterFrameTransform) {\n bounds.applyMatrix(filterFrameTransform);\n }\n }\n }\n _applyFiltersToTexture(filterData, clear) {\n const inputTexture = filterData.inputTexture;\n const bounds = filterData.bounds;\n const filters = filterData.filters;\n const firstEnabled = filterData.firstEnabledIndex;\n const lastEnabled = filterData.lastEnabledIndex;\n this._globalFilterBindGroup.setResource(inputTexture.source.style, 2);\n this._globalFilterBindGroup.setResource(filterData.backTexture.source, 3);\n if (firstEnabled === lastEnabled) {\n filters[firstEnabled].apply(this, inputTexture, filterData.outputRenderSurface, clear);\n } else {\n let flip = filterData.inputTexture;\n const tempTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n flip.source._resolution,\n false\n );\n let flop = tempTexture;\n for (let i = firstEnabled; i < lastEnabled; i++) {\n const filter = filters[i];\n if (!filter.enabled) continue;\n filter.apply(this, flip, flop, true);\n const t = flip;\n flip = flop;\n flop = t;\n }\n filters[lastEnabled].apply(this, flip, filterData.outputRenderSurface, clear);\n TexturePool.returnTexture(tempTexture);\n }\n }\n _calculateFilterBounds(filterData, viewPort, rootAntialias, rootResolution, paddingMultiplier) {\n const renderer = this.renderer;\n const bounds = filterData.bounds;\n const filters = filterData.filters;\n let resolution = Infinity;\n let padding = 0;\n let antialias = true;\n let blendRequired = false;\n let enabled = false;\n let clipToViewport = true;\n let firstEnabledIndex = -1;\n let lastEnabledIndex = -1;\n for (let i = 0; i < filters.length; i++) {\n const filter = filters[i];\n if (!filter.enabled) continue;\n if (firstEnabledIndex === -1) firstEnabledIndex = i;\n lastEnabledIndex = i;\n resolution = Math.min(resolution, filter.resolution === \"inherit\" ? rootResolution : filter.resolution);\n padding += filter.padding;\n if (filter.antialias === \"off\") {\n antialias = false;\n } else if (filter.antialias === \"inherit\") {\n antialias && (antialias = rootAntialias);\n }\n if (!filter.clipToViewport) {\n clipToViewport = false;\n }\n const isCompatible = !!(filter.compatibleRenderers & renderer.type);\n if (!isCompatible) {\n enabled = false;\n break;\n }\n if (filter.blendRequired && !(renderer.backBuffer?.useBackBuffer ?? true)) {\n warn(\"Blend filter requires backBuffer on WebGL renderer to be enabled. Set `useBackBuffer: true` in the renderer options.\");\n enabled = false;\n break;\n }\n enabled = true;\n blendRequired || (blendRequired = filter.blendRequired);\n }\n if (!enabled) {\n filterData.skip = true;\n return;\n }\n if (clipToViewport) {\n bounds.fitBounds(0, viewPort.width / rootResolution, 0, viewPort.height / rootResolution);\n }\n bounds.scale(resolution).ceil().scale(1 / resolution).pad((padding | 0) * paddingMultiplier);\n if (!bounds.isPositive) {\n filterData.skip = true;\n return;\n }\n filterData.antialias = antialias;\n filterData.resolution = resolution;\n filterData.blendRequired = blendRequired;\n filterData.firstEnabledIndex = firstEnabledIndex;\n filterData.lastEnabledIndex = lastEnabledIndex;\n }\n _popFilterData() {\n this._filterStackIndex--;\n return this._filterStack[this._filterStackIndex];\n }\n _getPreviousFilterData() {\n let previousFilterData;\n let index = this._filterStackIndex - 1;\n while (index > 0) {\n index--;\n previousFilterData = this._filterStack[index];\n if (!previousFilterData.skip) {\n break;\n }\n }\n return previousFilterData;\n }\n _pushFilterData() {\n let filterData = this._filterStack[this._filterStackIndex];\n if (!filterData) {\n filterData = this._filterStack[this._filterStackIndex] = new FilterData();\n }\n this._filterStackIndex++;\n return filterData;\n }\n}\n/** @ignore */\nFilterSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem\n ],\n name: \"filter\"\n};\n\nexport { FilterSystem };\n//# sourceMappingURL=FilterSystem.mjs.map\n","import { extensions } from '../extensions/Extensions.mjs';\nimport { FilterPipe } from './FilterPipe.mjs';\nimport { FilterSystem } from './FilterSystem.mjs';\n\n\"use strict\";\nextensions.add(FilterSystem);\nextensions.add(FilterPipe);\n//# 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{"version":3,"file":"init-R8SP6vCI.js","sources":["../node_modules/pixi.js/lib/filters/defaults/defaultFilter.vert.mjs","../node_modules/pixi.js/lib/filters/defaults/passthrough/passthrough.frag.mjs","../node_modules/pixi.js/lib/filters/defaults/passthrough/passthrough.wgsl.mjs","../node_modules/pixi.js/lib/filters/defaults/passthrough/PassthroughFilter.mjs","../node_modules/pixi.js/lib/filters/FilterPipe.mjs","../node_modules/pixi.js/lib/scene/container/bounds/getRenderableBounds.mjs","../node_modules/pixi.js/lib/filters/FilterSystem.mjs","../node_modules/pixi.js/lib/filters/init.mjs"],"sourcesContent":["var vertex = \"in vec2 aPosition;\\nout vec2 vTextureCoord;\\n\\nuniform vec4 uInputSize;\\nuniform vec4 uOutputFrame;\\nuniform vec4 uOutputTexture;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;\\n \\n position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;\\n position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;\\n\\n return vec4(position, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aPosition * (uOutputFrame.zw * uInputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=defaultFilter.vert.mjs.map\n","var fragment = \"in vec2 vTextureCoord;\\nout vec4 finalColor;\\nuniform sampler2D uTexture;\\nvoid main() {\\n finalColor = texture(uTexture, vTextureCoord);\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=passthrough.frag.mjs.map\n","var source = \"struct GlobalFilterUniforms {\\n uInputSize: vec4<f32>,\\n uInputPixel: vec4<f32>,\\n uInputClamp: vec4<f32>,\\n uOutputFrame: vec4<f32>,\\n uGlobalFrame: vec4<f32>,\\n uOutputTexture: vec4<f32>,\\n};\\n\\n@group(0) @binding(0) var <uniform> gfu: GlobalFilterUniforms;\\n@group(0) @binding(1) var uTexture: texture_2d<f32>;\\n@group(0) @binding(2) var uSampler: sampler;\\n\\nstruct VSOutput {\\n @builtin(position) position: vec4<f32>,\\n @location(0) uv: vec2<f32>\\n};\\n\\nfn filterVertexPosition(aPosition: vec2<f32>) -> vec4<f32>\\n{\\n var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;\\n\\n position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;\\n position.y = position.y * (2.0 * gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;\\n\\n return vec4(position, 0.0, 1.0);\\n}\\n\\nfn filterTextureCoord(aPosition: vec2<f32>) -> vec2<f32>\\n{\\n return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);\\n}\\n\\n@vertex\\nfn mainVertex(\\n @location(0) aPosition: vec2<f32>,\\n) -> VSOutput {\\n return VSOutput(\\n filterVertexPosition(aPosition),\\n filterTextureCoord(aPosition)\\n );\\n}\\n\\n@fragment\\nfn mainFragment(\\n @location(0) uv: vec2<f32>,\\n) -> @location(0) vec4<f32> {\\n return textureSample(uTexture, uSampler, uv);\\n}\\n\";\n\nexport { source as default };\n//# sourceMappingURL=passthrough.wgsl.mjs.map\n","import { GlProgram } from '../../../rendering/renderers/gl/shader/GlProgram.mjs';\nimport { GpuProgram } from '../../../rendering/renderers/gpu/shader/GpuProgram.mjs';\nimport { Filter } from '../../Filter.mjs';\nimport vertex from '../defaultFilter.vert.mjs';\nimport fragment from './passthrough.frag.mjs';\nimport source from './passthrough.wgsl.mjs';\n\n\"use strict\";\nclass PassthroughFilter extends Filter {\n constructor() {\n const gpuProgram = GpuProgram.from({\n vertex: { source, entryPoint: \"mainVertex\" },\n fragment: { source, entryPoint: \"mainFragment\" },\n name: \"passthrough-filter\"\n });\n const glProgram = GlProgram.from({\n vertex,\n fragment,\n name: \"passthrough-filter\"\n });\n super({\n gpuProgram,\n glProgram\n });\n }\n}\n\nexport { PassthroughFilter };\n//# sourceMappingURL=PassthroughFilter.mjs.map\n","import { ExtensionType } from '../extensions/Extensions.mjs';\n\n\"use strict\";\nclass FilterPipe {\n constructor(renderer) {\n this._renderer = renderer;\n }\n push(filterEffect, container, instructionSet) {\n const renderPipes = this._renderer.renderPipes;\n renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"filter\",\n canBundle: false,\n action: \"pushFilter\",\n container,\n filterEffect\n });\n }\n pop(_filterEffect, _container, instructionSet) {\n this._renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"filter\",\n action: \"popFilter\",\n canBundle: false\n });\n }\n execute(instruction) {\n if (instruction.action === \"pushFilter\") {\n this._renderer.filter.push(instruction);\n } else if (instruction.action === \"popFilter\") {\n this._renderer.filter.pop();\n }\n }\n destroy() {\n this._renderer = null;\n }\n}\nFilterPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"filter\"\n};\n\nexport { FilterPipe };\n//# sourceMappingURL=FilterPipe.mjs.map\n","import '../../../maths/index.mjs';\nimport { Matrix } from '../../../maths/matrix/Matrix.mjs';\n\n\"use strict\";\nconst tempProjectionMatrix = new Matrix();\nfunction getGlobalRenderableBounds(renderables, bounds) {\n bounds.clear();\n const actualMatrix = bounds.matrix;\n for (let i = 0; i < renderables.length; i++) {\n const renderable = renderables[i];\n if (renderable.globalDisplayStatus < 7) {\n continue;\n }\n const renderGroup = renderable.renderGroup ?? renderable.parentRenderGroup;\n if (renderGroup?.isCachedAsTexture) {\n bounds.matrix = tempProjectionMatrix.copyFrom(renderGroup.textureOffsetInverseTransform).append(renderable.worldTransform);\n } else if (renderGroup?._parentCacheAsTextureRenderGroup) {\n bounds.matrix = tempProjectionMatrix.copyFrom(renderGroup._parentCacheAsTextureRenderGroup.inverseWorldTransform).append(renderable.groupTransform);\n } else {\n bounds.matrix = renderable.worldTransform;\n }\n bounds.addBounds(renderable.bounds);\n }\n bounds.matrix = actualMatrix;\n return bounds;\n}\n\nexport { getGlobalRenderableBounds };\n//# sourceMappingURL=getRenderableBounds.mjs.map\n","import { ExtensionType } from '../extensions/Extensions.mjs';\nimport { PassthroughFilter } from './defaults/passthrough/PassthroughFilter.mjs';\nimport { Matrix } from '../maths/matrix/Matrix.mjs';\nimport { BindGroup } from '../rendering/renderers/gpu/shader/BindGroup.mjs';\nimport { Geometry } from '../rendering/renderers/shared/geometry/Geometry.mjs';\nimport { UniformGroup } from '../rendering/renderers/shared/shader/UniformGroup.mjs';\nimport { Texture } from '../rendering/renderers/shared/texture/Texture.mjs';\nimport { TexturePool } from '../rendering/renderers/shared/texture/TexturePool.mjs';\nimport { RendererType } from '../rendering/renderers/types.mjs';\nimport { Bounds } from '../scene/container/bounds/Bounds.mjs';\nimport { getGlobalRenderableBounds } from '../scene/container/bounds/getRenderableBounds.mjs';\nimport { warn } from '../utils/logging/warn.mjs';\n\n\"use strict\";\nconst quadGeometry = new Geometry({\n attributes: {\n aPosition: {\n buffer: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),\n format: \"float32x2\",\n stride: 2 * 4,\n offset: 0\n }\n },\n indexBuffer: new Uint32Array([0, 1, 2, 0, 2, 3])\n});\nclass FilterData {\n constructor() {\n /**\n * Indicates whether the filter should be skipped.\n * @type {boolean}\n */\n this.skip = false;\n /**\n * The texture to which the filter is applied.\n * @type {Texture}\n */\n this.inputTexture = null;\n /**\n * The back texture used for blending, if required.\n * @type {Texture | null}\n */\n this.backTexture = null;\n /**\n * The list of filters to be applied.\n * @type {Filter[]}\n */\n this.filters = null;\n /**\n * The bounds of the filter area.\n * @type {Bounds}\n */\n this.bounds = new Bounds();\n /**\n * The container to which the filter is applied.\n * @type {Container}\n */\n this.container = null;\n /**\n * Indicates whether blending is required for the filter.\n * @type {boolean}\n */\n this.blendRequired = false;\n /**\n * The render surface where the output of the filter is rendered.\n * @type {RenderSurface}\n */\n this.outputRenderSurface = null;\n /**\n * The global frame of the filter area.\n * @type {{ x: number, y: number, width: number, height: number }}\n */\n this.globalFrame = { x: 0, y: 0, width: 0, height: 0 };\n /** The first enabled filter index in the current filter list. */\n this.firstEnabledIndex = -1;\n /** The last enabled filter index in the current filter list. */\n this.lastEnabledIndex = -1;\n }\n}\nclass FilterSystem {\n constructor(renderer) {\n this._filterStackIndex = 0;\n this._filterStack = [];\n this._filterGlobalUniforms = new UniformGroup({\n uInputSize: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uInputPixel: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uInputClamp: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uOutputFrame: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uGlobalFrame: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uOutputTexture: { value: new Float32Array(4), type: \"vec4<f32>\" }\n });\n this._globalFilterBindGroup = new BindGroup({});\n this.renderer = renderer;\n }\n /**\n * The back texture of the currently active filter. Requires the filter to have `blendRequired` set to true.\n * @readonly\n */\n get activeBackTexture() {\n return this._activeFilterData?.backTexture;\n }\n /**\n * Pushes a filter instruction onto the filter stack.\n * @param instruction - The instruction containing the filter effect and container.\n * @internal\n */\n push(instruction) {\n const renderer = this.renderer;\n const filters = instruction.filterEffect.filters;\n const filterData = this._pushFilterData();\n filterData.skip = false;\n filterData.filters = filters;\n filterData.container = instruction.container;\n filterData.outputRenderSurface = renderer.renderTarget.renderSurface;\n const colorTextureSource = renderer.renderTarget.renderTarget.colorTexture.source;\n const rootResolution = colorTextureSource.resolution;\n const rootAntialias = colorTextureSource.antialias;\n if (filters.every((filter) => !filter.enabled)) {\n filterData.skip = true;\n return;\n }\n const bounds = filterData.bounds;\n this._calculateFilterArea(instruction, bounds);\n this._calculateFilterBounds(filterData, renderer.renderTarget.rootViewPort, rootAntialias, rootResolution, 1);\n if (filterData.skip) {\n return;\n }\n const previousFilterData = this._getPreviousFilterData();\n const globalResolution = this._findFilterResolution(rootResolution);\n let offsetX = 0;\n let offsetY = 0;\n if (previousFilterData) {\n offsetX = previousFilterData.bounds.minX;\n offsetY = previousFilterData.bounds.minY;\n }\n this._calculateGlobalFrame(\n filterData,\n offsetX,\n offsetY,\n globalResolution,\n colorTextureSource.width,\n colorTextureSource.height\n );\n this._setupFilterTextures(filterData, bounds, renderer, previousFilterData);\n }\n /**\n * Applies filters to a texture.\n *\n * This method takes a texture and a list of filters, applies the filters to the texture,\n * and returns the resulting texture.\n * @param {object} params - The parameters for applying filters.\n * @param {Texture} params.texture - The texture to apply filters to.\n * @param {Filter[]} params.filters - The filters to apply.\n * @returns {Texture} The resulting texture after all filters have been applied.\n * @example\n *\n * ```ts\n * // Create a texture and a list of filters\n * const texture = new Texture(...);\n * const filters = [new BlurFilter(), new ColorMatrixFilter()];\n *\n * // Apply the filters to the texture\n * const resultTexture = filterSystem.applyToTexture({ texture, filters });\n *\n * // Use the resulting texture\n * sprite.texture = resultTexture;\n * ```\n *\n * Key Points:\n * 1. padding is not currently supported here - so clipping may occur with filters that use padding.\n * 2. If all filters are disabled or skipped, the original texture is returned.\n */\n generateFilteredTexture({ texture, filters }) {\n const filterData = this._pushFilterData();\n this._activeFilterData = filterData;\n filterData.skip = false;\n filterData.filters = filters;\n const colorTextureSource = texture.source;\n const rootResolution = colorTextureSource.resolution;\n const rootAntialias = colorTextureSource.antialias;\n if (filters.every((filter) => !filter.enabled)) {\n filterData.skip = true;\n return texture;\n }\n const bounds = filterData.bounds;\n bounds.addRect(texture.frame);\n this._calculateFilterBounds(filterData, bounds.rectangle, rootAntialias, rootResolution, 0);\n if (filterData.skip) {\n return texture;\n }\n const globalResolution = rootResolution;\n const offsetX = 0;\n const offsetY = 0;\n this._calculateGlobalFrame(\n filterData,\n offsetX,\n offsetY,\n globalResolution,\n colorTextureSource.width,\n colorTextureSource.height\n );\n filterData.outputRenderSurface = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n filterData.resolution,\n filterData.antialias\n );\n filterData.backTexture = Texture.EMPTY;\n filterData.inputTexture = texture;\n const renderer = this.renderer;\n renderer.renderTarget.finishRenderPass();\n this._applyFiltersToTexture(filterData, true);\n const outputTexture = filterData.outputRenderSurface;\n outputTexture.source.alphaMode = \"premultiplied-alpha\";\n return outputTexture;\n }\n /** @internal */\n pop() {\n const renderer = this.renderer;\n const filterData = this._popFilterData();\n if (filterData.skip) {\n return;\n }\n renderer.globalUniforms.pop();\n renderer.renderTarget.finishRenderPass();\n this._activeFilterData = filterData;\n this._applyFiltersToTexture(filterData, false);\n if (filterData.blendRequired) {\n TexturePool.returnTexture(filterData.backTexture);\n }\n TexturePool.returnTexture(filterData.inputTexture);\n }\n /**\n * Copies the last render surface to a texture.\n * @param lastRenderSurface - The last render surface to copy from.\n * @param bounds - The bounds of the area to copy.\n * @param previousBounds - The previous bounds to use for offsetting the copy.\n */\n getBackTexture(lastRenderSurface, bounds, previousBounds) {\n const backgroundResolution = lastRenderSurface.colorTexture.source._resolution;\n const backTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n backgroundResolution,\n false\n );\n let x = bounds.minX;\n let y = bounds.minY;\n if (previousBounds) {\n x -= previousBounds.minX;\n y -= previousBounds.minY;\n }\n x = Math.floor(x * backgroundResolution);\n y = Math.floor(y * backgroundResolution);\n const width = Math.ceil(bounds.width * backgroundResolution);\n const height = Math.ceil(bounds.height * backgroundResolution);\n this.renderer.renderTarget.copyToTexture(\n lastRenderSurface,\n backTexture,\n { x, y },\n { width, height },\n { x: 0, y: 0 }\n );\n return backTexture;\n }\n /**\n * Applies a filter to a texture.\n * @param filter - The filter to apply.\n * @param input - The input texture.\n * @param output - The output render surface.\n * @param clear - Whether to clear the output surface before applying the filter.\n */\n applyFilter(filter, input, output, clear) {\n const renderer = this.renderer;\n const filterData = this._activeFilterData;\n const outputRenderSurface = filterData.outputRenderSurface;\n const isFinalTarget = outputRenderSurface === output;\n const rootResolution = renderer.renderTarget.rootRenderTarget.colorTexture.source._resolution;\n const resolution = this._findFilterResolution(rootResolution);\n let offsetX = 0;\n let offsetY = 0;\n if (isFinalTarget) {\n const offset = this._findPreviousFilterOffset();\n offsetX = offset.x;\n offsetY = offset.y;\n }\n this._updateFilterUniforms(input, output, filterData, offsetX, offsetY, resolution, isFinalTarget, clear);\n const filterToApply = filter.enabled ? filter : this._getPassthroughFilter();\n this._setupBindGroupsAndRender(filterToApply, input, renderer);\n }\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n * @param outputMatrix - The matrix to output to.\n * @param {Sprite} sprite - The sprite to map to.\n * @returns The mapped matrix.\n */\n calculateSpriteMatrix(outputMatrix, sprite) {\n const data = this._activeFilterData;\n const mappedMatrix = outputMatrix.set(\n data.inputTexture._source.width,\n 0,\n 0,\n data.inputTexture._source.height,\n data.bounds.minX,\n data.bounds.minY\n );\n const worldTransform = sprite.worldTransform.copyTo(Matrix.shared);\n const renderGroup = sprite.renderGroup || sprite.parentRenderGroup;\n if (renderGroup && renderGroup.cacheToLocalTransform) {\n worldTransform.prepend(renderGroup.cacheToLocalTransform);\n }\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(\n 1 / sprite.texture.orig.width,\n 1 / sprite.texture.orig.height\n );\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n }\n destroy() {\n this._passthroughFilter?.destroy(true);\n this._passthroughFilter = null;\n }\n _getPassthroughFilter() {\n this._passthroughFilter ?? (this._passthroughFilter = new PassthroughFilter());\n return this._passthroughFilter;\n }\n /**\n * Sets up the bind groups and renders the filter.\n * @param filter - The filter to apply\n * @param input - The input texture\n * @param renderer - The renderer instance\n */\n _setupBindGroupsAndRender(filter, input, renderer) {\n if (renderer.renderPipes.uniformBatch) {\n const batchUniforms = renderer.renderPipes.uniformBatch.getUboResource(this._filterGlobalUniforms);\n this._globalFilterBindGroup.setResource(batchUniforms, 0);\n } else {\n this._globalFilterBindGroup.setResource(this._filterGlobalUniforms, 0);\n }\n this._globalFilterBindGroup.setResource(input.source, 1);\n this._globalFilterBindGroup.setResource(input.source.style, 2);\n filter.groups[0] = this._globalFilterBindGroup;\n renderer.encoder.draw({\n geometry: quadGeometry,\n shader: filter,\n state: filter._state,\n topology: \"triangle-list\"\n });\n if (renderer.type === RendererType.WEBGL) {\n renderer.renderTarget.finishRenderPass();\n }\n }\n /**\n * Sets up the filter textures including input texture and back texture if needed.\n * @param filterData - The filter data to update\n * @param bounds - The bounds for the texture\n * @param renderer - The renderer instance\n * @param previousFilterData - The previous filter data for back texture calculation\n */\n _setupFilterTextures(filterData, bounds, renderer, previousFilterData) {\n filterData.backTexture = Texture.EMPTY;\n filterData.inputTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n filterData.resolution,\n filterData.antialias\n );\n if (filterData.blendRequired) {\n renderer.renderTarget.finishRenderPass();\n const renderTarget = renderer.renderTarget.getRenderTarget(filterData.outputRenderSurface);\n filterData.backTexture = this.getBackTexture(renderTarget, bounds, previousFilterData?.bounds);\n }\n renderer.renderTarget.bind(filterData.inputTexture, true);\n renderer.globalUniforms.push({\n offset: bounds\n });\n }\n /**\n * Calculates and sets the global frame for the filter.\n * @param filterData - The filter data to update\n * @param offsetX - The X offset\n * @param offsetY - The Y offset\n * @param globalResolution - The global resolution\n * @param sourceWidth - The source texture width\n * @param sourceHeight - The source texture height\n */\n _calculateGlobalFrame(filterData, offsetX, offsetY, globalResolution, sourceWidth, sourceHeight) {\n const globalFrame = filterData.globalFrame;\n globalFrame.x = offsetX * globalResolution;\n globalFrame.y = offsetY * globalResolution;\n globalFrame.width = sourceWidth * globalResolution;\n globalFrame.height = sourceHeight * globalResolution;\n }\n /**\n * Updates the filter uniforms with the current filter state.\n * @param input - The input texture\n * @param output - The output render surface\n * @param filterData - The current filter data\n * @param offsetX - The X offset for positioning\n * @param offsetY - The Y offset for positioning\n * @param resolution - The current resolution\n * @param isFinalTarget - Whether this is the final render target\n * @param clear - Whether to clear the output surface\n */\n _updateFilterUniforms(input, output, filterData, offsetX, offsetY, resolution, isFinalTarget, clear) {\n const uniforms = this._filterGlobalUniforms.uniforms;\n const outputFrame = uniforms.uOutputFrame;\n const inputSize = uniforms.uInputSize;\n const inputPixel = uniforms.uInputPixel;\n const inputClamp = uniforms.uInputClamp;\n const globalFrame = uniforms.uGlobalFrame;\n const outputTexture = uniforms.uOutputTexture;\n if (isFinalTarget) {\n outputFrame[0] = filterData.bounds.minX - offsetX;\n outputFrame[1] = filterData.bounds.minY - offsetY;\n } else {\n outputFrame[0] = 0;\n outputFrame[1] = 0;\n }\n outputFrame[2] = input.frame.width;\n outputFrame[3] = input.frame.height;\n inputSize[0] = input.source.width;\n inputSize[1] = input.source.height;\n inputSize[2] = 1 / inputSize[0];\n inputSize[3] = 1 / inputSize[1];\n inputPixel[0] = input.source.pixelWidth;\n inputPixel[1] = input.source.pixelHeight;\n inputPixel[2] = 1 / inputPixel[0];\n inputPixel[3] = 1 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = input.frame.width * inputSize[2] - 0.5 * inputPixel[2];\n inputClamp[3] = input.frame.height * inputSize[3] - 0.5 * inputPixel[3];\n const rootTexture = this.renderer.renderTarget.rootRenderTarget.colorTexture;\n globalFrame[0] = offsetX * resolution;\n globalFrame[1] = offsetY * resolution;\n globalFrame[2] = rootTexture.source.width * resolution;\n globalFrame[3] = rootTexture.source.height * resolution;\n if (output instanceof Texture) output.source.resource = null;\n const renderTarget = this.renderer.renderTarget.getRenderTarget(output);\n this.renderer.renderTarget.bind(output, !!clear);\n if (output instanceof Texture) {\n outputTexture[0] = output.frame.width;\n outputTexture[1] = output.frame.height;\n } else {\n outputTexture[0] = renderTarget.width;\n outputTexture[1] = renderTarget.height;\n }\n outputTexture[2] = renderTarget.isRoot ? -1 : 1;\n this._filterGlobalUniforms.update();\n }\n /**\n * Finds the correct resolution by looking back through the filter stack.\n * @param rootResolution - The fallback root resolution to use\n * @returns The resolution from the previous filter or root resolution\n */\n _findFilterResolution(rootResolution) {\n let currentIndex = this._filterStackIndex - 1;\n while (currentIndex > 0 && this._filterStack[currentIndex].skip) {\n --currentIndex;\n }\n return currentIndex > 0 && this._filterStack[currentIndex].inputTexture ? this._filterStack[currentIndex].inputTexture.source._resolution : rootResolution;\n }\n /**\n * Finds the offset from the previous non-skipped filter in the stack.\n * @returns The offset coordinates from the previous filter\n */\n _findPreviousFilterOffset() {\n let offsetX = 0;\n let offsetY = 0;\n let lastIndex = this._filterStackIndex;\n while (lastIndex > 0) {\n lastIndex--;\n const prevFilterData = this._filterStack[lastIndex];\n if (!prevFilterData.skip) {\n offsetX = prevFilterData.bounds.minX;\n offsetY = prevFilterData.bounds.minY;\n break;\n }\n }\n return { x: offsetX, y: offsetY };\n }\n /**\n * Calculates the filter area bounds based on the instruction type.\n * @param instruction - The filter instruction\n * @param bounds - The bounds object to populate\n */\n _calculateFilterArea(instruction, bounds) {\n if (instruction.renderables) {\n getGlobalRenderableBounds(instruction.renderables, bounds);\n } else if (instruction.filterEffect.filterArea) {\n bounds.clear();\n bounds.addRect(instruction.filterEffect.filterArea);\n bounds.applyMatrix(instruction.container.worldTransform);\n } else {\n instruction.container.getFastGlobalBounds(true, bounds);\n }\n if (instruction.container) {\n const renderGroup = instruction.container.renderGroup || instruction.container.parentRenderGroup;\n const filterFrameTransform = renderGroup.cacheToLocalTransform;\n if (filterFrameTransform) {\n bounds.applyMatrix(filterFrameTransform);\n }\n }\n }\n _applyFiltersToTexture(filterData, clear) {\n const inputTexture = filterData.inputTexture;\n const bounds = filterData.bounds;\n const filters = filterData.filters;\n const firstEnabled = filterData.firstEnabledIndex;\n const lastEnabled = filterData.lastEnabledIndex;\n this._globalFilterBindGroup.setResource(inputTexture.source.style, 2);\n this._globalFilterBindGroup.setResource(filterData.backTexture.source, 3);\n if (firstEnabled === lastEnabled) {\n filters[firstEnabled].apply(this, inputTexture, filterData.outputRenderSurface, clear);\n } else {\n let flip = filterData.inputTexture;\n const tempTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n flip.source._resolution,\n false\n );\n let flop = tempTexture;\n for (let i = firstEnabled; i < lastEnabled; i++) {\n const filter = filters[i];\n if (!filter.enabled) continue;\n filter.apply(this, flip, flop, true);\n const t = flip;\n flip = flop;\n flop = t;\n }\n filters[lastEnabled].apply(this, flip, filterData.outputRenderSurface, clear);\n TexturePool.returnTexture(tempTexture);\n }\n }\n _calculateFilterBounds(filterData, viewPort, rootAntialias, rootResolution, paddingMultiplier) {\n const renderer = this.renderer;\n const bounds = filterData.bounds;\n const filters = filterData.filters;\n let resolution = Infinity;\n let padding = 0;\n let antialias = true;\n let blendRequired = false;\n let enabled = false;\n let clipToViewport = true;\n let firstEnabledIndex = -1;\n let lastEnabledIndex = -1;\n for (let i = 0; i < filters.length; i++) {\n const filter = filters[i];\n if (!filter.enabled) continue;\n if (firstEnabledIndex === -1) firstEnabledIndex = i;\n lastEnabledIndex = i;\n resolution = Math.min(resolution, filter.resolution === \"inherit\" ? rootResolution : filter.resolution);\n padding += filter.padding;\n if (filter.antialias === \"off\") {\n antialias = false;\n } else if (filter.antialias === \"inherit\") {\n antialias && (antialias = rootAntialias);\n }\n if (!filter.clipToViewport) {\n clipToViewport = false;\n }\n const isCompatible = !!(filter.compatibleRenderers & renderer.type);\n if (!isCompatible) {\n enabled = false;\n break;\n }\n if (filter.blendRequired && !(renderer.backBuffer?.useBackBuffer ?? true)) {\n warn(\"Blend filter requires backBuffer on WebGL renderer to be enabled. Set `useBackBuffer: true` in the renderer options.\");\n enabled = false;\n break;\n }\n enabled = true;\n blendRequired || (blendRequired = filter.blendRequired);\n }\n if (!enabled) {\n filterData.skip = true;\n return;\n }\n if (clipToViewport) {\n bounds.fitBounds(0, viewPort.width / rootResolution, 0, viewPort.height / rootResolution);\n }\n bounds.scale(resolution).ceil().scale(1 / resolution).pad((padding | 0) * paddingMultiplier);\n if (!bounds.isPositive) {\n filterData.skip = true;\n return;\n }\n filterData.antialias = antialias;\n filterData.resolution = resolution;\n filterData.blendRequired = blendRequired;\n filterData.firstEnabledIndex = firstEnabledIndex;\n filterData.lastEnabledIndex = lastEnabledIndex;\n }\n _popFilterData() {\n this._filterStackIndex--;\n return this._filterStack[this._filterStackIndex];\n }\n _getPreviousFilterData() {\n let previousFilterData;\n let index = this._filterStackIndex - 1;\n while (index > 0) {\n index--;\n previousFilterData = this._filterStack[index];\n if (!previousFilterData.skip) {\n break;\n }\n }\n return previousFilterData;\n }\n _pushFilterData() {\n let filterData = this._filterStack[this._filterStackIndex];\n if (!filterData) {\n filterData = this._filterStack[this._filterStackIndex] = new FilterData();\n }\n this._filterStackIndex++;\n return filterData;\n }\n}\n/** @ignore */\nFilterSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem\n ],\n name: \"filter\"\n};\n\nexport { FilterSystem };\n//# sourceMappingURL=FilterSystem.mjs.map\n","import { extensions } from '../extensions/Extensions.mjs';\nimport { FilterPipe } from './FilterPipe.mjs';\nimport { FilterSystem } from './FilterSystem.mjs';\n\n\"use strict\";\nextensions.add(FilterSystem);\nextensions.add(FilterPipe);\n//# 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@@ -2,10 +2,11 @@
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2
2
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* CollectionMapPanel - Visualize Alexandria Collections as overworld maps
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3
3
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*/
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4
4
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import React from 'react';
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5
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-
import type { PanelComponentProps, PanelActions } from '../types';
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5
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+
import type { PanelComponentProps, PanelActions, RepositoryMetadata } from '../types';
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6
6
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import type { RegionLayout } from './overworld-map/genericMapper';
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7
7
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import type { AlexandriaEntry } from '@principal-ai/alexandria-core-library/types';
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8
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-
import type {
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8
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+
import type { PackageLayer } from '../types/composition';
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9
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+
import type { CustomRegion, RepositoryLayoutData, Collection } from '@principal-ai/alexandria-collections';
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9
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/**
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* Extended Alexandria Entry with metrics for visualization sizing
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* (Local extension until metrics are added to upstream)
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@@ -20,6 +21,8 @@ export interface AlexandriaEntryWithMetrics extends AlexandriaEntry {
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20
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lastEditedAt?: string;
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createdAt?: string;
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};
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24
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+
/** Optional array of packages for monorepos */
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+
packages?: PackageLayer[];
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23
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}
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24
27
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/**
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25
28
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* Callbacks for region management
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@@ -58,7 +61,7 @@ export interface RegionCallbacks {
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58
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*/
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59
62
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export interface CollectionMapPanelActions extends PanelActions, RegionCallbacks {
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60
63
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/** Add a repository to a collection (for drag-drop integration) */
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61
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-
addRepositoryToCollection?: (collectionId: string, repositoryPath: string, repositoryMetadata:
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64
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+
addRepositoryToCollection?: (collectionId: string, repositoryPath: string, repositoryMetadata: RepositoryMetadata) => Promise<void>;
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62
65
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}
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63
66
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/**
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64
67
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* Context interface for CollectionMapPanel data slices
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@@ -69,13 +72,11 @@ export interface CollectionMapPanelContext {
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69
72
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data: {
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70
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/** The selected collection to display (null when no collection is selected) */
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71
74
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collection: Collection | null;
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72
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-
/** Memberships ONLY for the selected collection (already filtered by host) */
|
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73
|
-
memberships: CollectionMembership[];
|
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74
75
|
/** Repositories ONLY for the selected collection (already filtered by host) */
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75
76
|
repositories: AlexandriaEntryWithMetrics[];
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76
77
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/** Optional dependency graph for connections between repos */
|
|
77
78
|
dependencies?: Record<string, string[]>;
|
|
78
|
-
};
|
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79
|
+
} | null;
|
|
79
80
|
loading: boolean;
|
|
80
81
|
error: string | null;
|
|
81
82
|
};
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@@ -88,8 +89,6 @@ export type SelectedCollectionView = CollectionMapPanelContext['selectedCollecti
|
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|
88
89
|
export interface CollectionMapPanelProps {
|
|
89
90
|
/** The collection to visualize as an overworld map */
|
|
90
91
|
collection: Collection;
|
|
91
|
-
/** Repositories in this collection */
|
|
92
|
-
memberships: CollectionMembership[];
|
|
93
92
|
/** Full repository data */
|
|
94
93
|
repositories: AlexandriaEntryWithMetrics[];
|
|
95
94
|
/** Optional dependency graph for connections between repos */
|
|
@@ -105,7 +104,7 @@ export interface CollectionMapPanelProps {
|
|
|
105
104
|
/** Callback when a project is moved (for saving position) */
|
|
106
105
|
onProjectMoved?: (projectId: string, gridX: number, gridY: number) => void;
|
|
107
106
|
/** Callback when a project is dropped to add to collection */
|
|
108
|
-
onProjectAdded?: (repositoryPath: string, repositoryMetadata:
|
|
107
|
+
onProjectAdded?: (repositoryPath: string, repositoryMetadata: RepositoryMetadata) => void;
|
|
109
108
|
/** Callbacks for region management operations (REQUIRED) */
|
|
110
109
|
regionCallbacks: RegionCallbacks;
|
|
111
110
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"CollectionMapPanel.d.ts","sourceRoot":"","sources":["../../src/panels/CollectionMapPanel.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAAkD,MAAM,OAAO,CAAC;
|
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1
|
+
{"version":3,"file":"CollectionMapPanel.d.ts","sourceRoot":"","sources":["../../src/panels/CollectionMapPanel.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAAkD,MAAM,OAAO,CAAC;AAOvE,OAAO,KAAK,EACV,mBAAmB,EACnB,YAAY,EACZ,kBAAkB,EACnB,MAAM,UAAU,CAAC;AAElB,OAAO,KAAK,EAAE,YAAY,EAAe,MAAM,+BAA+B,CAAC;AAO/E,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAGnF,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,KAAK,EACV,YAAY,EACZ,oBAAoB,EACpB,UAAU,EAEX,MAAM,sCAAsC,CAAC;AAK9C;;;GAGG;AACH,MAAM,WAAW,0BAA2B,SAAQ,eAAe;IACjE,kDAAkD;IAClD,OAAO,CAAC,EAAE;QACR,SAAS,CAAC,EAAE,MAAM,CAAC;QACnB,SAAS,CAAC,EAAE,MAAM,CAAC;QACnB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,YAAY,CAAC,EAAE,MAAM,CAAC;QACtB,YAAY,CAAC,EAAE,MAAM,CAAC;QACtB,SAAS,CAAC,EAAE,MAAM,CAAC;KACpB,CAAC;IAEF,+CAA+C;IAC/C,QAAQ,CAAC,EAAE,YAAY,EAAE,CAAC;CAC3B;AAED;;GAEG;AACH,MAAM,WAAW,eAAe;IAC9B,iCAAiC;IACjC,eAAe,EAAE,CACf,YAAY,EAAE,MAAM,EACpB,MAAM,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,KAC7B,OAAO,CAAC,YAAY,CAAC,CAAC;IAE3B,gCAAgC;IAChC,eAAe,EAAE,CACf,YAAY,EAAE,MAAM,EACpB,QAAQ,EAAE,MAAM,EAChB,OAAO,EAAE,OAAO,CAAC,YAAY,CAAC,KAC3B,OAAO,CAAC,IAAI,CAAC,CAAC;IAEnB,sBAAsB;IACtB,eAAe,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,KAAK,OAAO,CAAC,IAAI,CAAC,CAAC;IAE3E,wEAAwE;IACxE,oBAAoB,EAAE,CACpB,YAAY,EAAE,MAAM,EACpB,YAAY,EAAE,MAAM,EACpB,QAAQ,EAAE,MAAM,KACb,OAAO,CAAC,IAAI,CAAC,CAAC;IAEnB,yEAAyE;IACzE,2BAA2B,EAAE,CAC3B,YAAY,EAAE,MAAM,EACpB,YAAY,EAAE,MAAM,EACpB,MAAM,EAAE,oBAAoB,KACzB,OAAO,CAAC,IAAI,CAAC,CAAC;IAEnB;;;;OAIG;IACH,wBAAwB,EAAE,CACxB,YAAY,EAAE,MAAM,EACpB,OAAO,EAAE;QACP,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;QACzB,WAAW,CAAC,EAAE,KAAK,CAAC;YAAE,YAAY,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAE,CAAC,CAAC;QAChE,SAAS,CAAC,EAAE,KAAK,CAAC;YAAE,YAAY,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,oBAAoB,CAAA;SAAE,CAAC,CAAC;KAC3E,KACE,OAAO,CAAC,IAAI,CAAC,CAAC;CACpB;AAED;;;GAGG;AACH,MAAM,WAAW,yBACf,SAAQ,YAAY,EAAE,eAAe;IACrC,mEAAmE;IACnE,yBAAyB,CAAC,EAAE,CAC1B,YAAY,EAAE,MAAM,EACpB,cAAc,EAAE,MAAM,EACtB,kBAAkB,EAAE,kBAAkB,KACnC,OAAO,CAAC,IAAI,CAAC,CAAC;CACpB;AAED;;;GAGG;AACH,MAAM,WAAW,yBAAyB;IACxC,sBAAsB,EAAE;QACtB,IAAI,EAAE;YACJ,+EAA+E;YAC/E,UAAU,EAAE,UAAU,GAAG,IAAI,CAAC;YAC9B,+EAA+E;YAC/E,YAAY,EAAE,0BAA0B,EAAE,CAAC;YAC3C,8DAA8D;YAC9D,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,CAAC;SACzC,GAAG,IAAI,CAAC;QACT,OAAO,EAAE,OAAO,CAAC;QACjB,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;KACtB,CAAC;CACH;AAED;;;GAGG;AACH,MAAM,MAAM,sBAAsB,GAChC,yBAAyB,CAAC,wBAAwB,CAAC,CAAC;AAEtD,MAAM,WAAW,uBAAuB;IACtC,sDAAsD;IACtD,UAAU,EAAE,UAAU,CAAC;IAEvB,2BAA2B;IAC3B,YAAY,EAAE,0BAA0B,EAAE,CAAC;IAE3C,8DAA8D;IAC9D,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,CAAC;IAExC,kEAAkE;IAClE,YAAY,CAAC,EAAE,YAAY,CAAC;IAE5B,kBAAkB;IAClB,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,mBAAmB;IACnB,MAAM,CAAC,EAAE,MAAM,CAAC;IAEhB,oBAAoB;IACpB,SAAS,CAAC,EAAE,OAAO,CAAC;IAEpB,6DAA6D;IAC7D,cAAc,CAAC,EAAE,CAAC,SAAS,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IAE3E,8DAA8D;IAC9D,cAAc,CAAC,EAAE,CACf,cAAc,EAAE,MAAM,EACtB,kBAAkB,EAAE,kBAAkB,KACnC,IAAI,CAAC;IAEV,4DAA4D;IAC5D,eAAe,EAAE,eAAe,CAAC;CAClC;AAED;;;GAGG;AACH,eAAO,MAAM,yBAAyB,EAAE,KAAK,CAAC,EAAE,CAAC,uBAAuB,CAmvBvE,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,kBAAkB,EAAE,KAAK,CAAC,EAAE,CACvC,mBAAmB,CAAC,yBAAyB,EAAE,yBAAyB,CAAC,CAmF1E,CAAC"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"TelemetryCoveragePanel.d.ts","sourceRoot":"","sources":["../../src/panels/TelemetryCoveragePanel.tsx"],"names":[],"mappings":"AAAA,OAAO,KAA4B,MAAM,OAAO,CAAC;AAUjD,OAAO,EAEL,qBAAqB,EAEtB,MAAM,kCAAkC,CAAC;AAC1C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,sCAAsC,CAAC;AACrE,OAAO,KAAK,EAAE,mBAAmB,EAAE,MAAM,UAAU,CAAC;AACpD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AAGzD;;GAEG;AACH,MAAM,WAAW,wBAAwB;IACvC,yBAAyB;IACzB,SAAS,EAAE,MAAM,CAAC;IAClB,mBAAmB;IACnB,WAAW,EAAE,MAAM,CAAC;IACpB,mBAAmB;IACnB,WAAW,EAAE,MAAM,CAAC;IACpB,kCAAkC;IAClC,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB,mDAAmD;IACnD,KAAK,EAAE,qBAAqB,EAAE,CAAC;CAChC;AAED,MAAM,WAAW,2BAA2B;IAC1C,0CAA0C;IAC1C,QAAQ,EAAE,YAAY,EAAE,CAAC;IACzB,gCAAgC;IAChC,YAAY,EAAE,wBAAwB,EAAE,CAAC;IACzC,0CAA0C;IAC1C,QAAQ,CAAC,EAAE,QAAQ,CAAC;IACpB,8BAA8B;IAC9B,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,2BAA2B;IAC3B,KAAK,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IACtB,uCAAuC;IACvC,YAAY,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC/D,0CAA0C;IAC1C,eAAe,CAAC,EAAE,CAAC,GAAG,EAAE,YAAY,GAAG,IAAI,KAAK,IAAI,CAAC;IACrD,0CAA0C;IAC1C,WAAW,CAAC,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;CACpE;
|
|
1
|
+
{"version":3,"file":"TelemetryCoveragePanel.d.ts","sourceRoot":"","sources":["../../src/panels/TelemetryCoveragePanel.tsx"],"names":[],"mappings":"AAAA,OAAO,KAA4B,MAAM,OAAO,CAAC;AAUjD,OAAO,EAEL,qBAAqB,EAEtB,MAAM,kCAAkC,CAAC;AAC1C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,sCAAsC,CAAC;AACrE,OAAO,KAAK,EAAE,mBAAmB,EAAE,MAAM,UAAU,CAAC;AACpD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AAGzD;;GAEG;AACH,MAAM,WAAW,wBAAwB;IACvC,yBAAyB;IACzB,SAAS,EAAE,MAAM,CAAC;IAClB,mBAAmB;IACnB,WAAW,EAAE,MAAM,CAAC;IACpB,mBAAmB;IACnB,WAAW,EAAE,MAAM,CAAC;IACpB,kCAAkC;IAClC,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB,mDAAmD;IACnD,KAAK,EAAE,qBAAqB,EAAE,CAAC;CAChC;AAED,MAAM,WAAW,2BAA2B;IAC1C,0CAA0C;IAC1C,QAAQ,EAAE,YAAY,EAAE,CAAC;IACzB,gCAAgC;IAChC,YAAY,EAAE,wBAAwB,EAAE,CAAC;IACzC,0CAA0C;IAC1C,QAAQ,CAAC,EAAE,QAAQ,CAAC;IACpB,8BAA8B;IAC9B,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,2BAA2B;IAC3B,KAAK,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IACtB,uCAAuC;IACvC,YAAY,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC/D,0CAA0C;IAC1C,eAAe,CAAC,EAAE,CAAC,GAAG,EAAE,YAAY,GAAG,IAAI,KAAK,IAAI,CAAC;IACrD,0CAA0C;IAC1C,WAAW,CAAC,EAAE,CAAC,aAAa,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;CACpE;AAiND;;GAEG;AACH,eAAO,MAAM,6BAA6B,EAAE,KAAK,CAAC,EAAE,CAClD,2BAA2B,CAqc5B,CAAC;AAEF,eAAO,MAAM,6BAA6B,EAAE,KAAK,CAAC,EAoDjD,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,sBAAsB,EAAE,KAAK,CAAC,EAAE,CAAC,mBAAmB,CAgLhE,CAAC"}
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|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"BuildingSizeTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/BuildingSizeTest.tsx"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAA4B,MAAM,OAAO,CAAC;AAQjD,MAAM,WAAW,qBAAqB;IACpC,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,UAAU,CAAC,EAAE,MAAM,CAAC;CACrB;AAED,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,
|
|
1
|
+
{"version":3,"file":"BuildingSizeTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/BuildingSizeTest.tsx"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAA4B,MAAM,OAAO,CAAC;AAQjD,MAAM,WAAW,qBAAqB;IACpC,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,UAAU,CAAC,EAAE,MAAM,CAAC;CACrB;AAED,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CAsN5D,CAAC"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"IsometricGridTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/IsometricGridTest.tsx"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAA4B,MAAM,OAAO,CAAC;AAOjD,MAAM,WAAW,sBAAsB;IACrC,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,UAAU,CAAC,EAAE,MAAM,CAAC;CACrB;AAED,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,
|
|
1
|
+
{"version":3,"file":"IsometricGridTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/IsometricGridTest.tsx"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAA4B,MAAM,OAAO,CAAC;AAOjD,MAAM,WAAW,sBAAsB;IACrC,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,UAAU,CAAC,EAAE,MAAM,CAAC;CACrB;AAED,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CAgR9D,CAAC"}
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@@ -1 +1 @@
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|
|
1
|
-
{"version":3,"file":"LayoutEngineTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/LayoutEngineTest.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAAsC,MAAM,OAAO,CAAC;AAwB3D,MAAM,WAAW,YAAY;IAC3B,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,KAAK,EAAE,MAAM,CAAC;CACf;AAED,MAAM,WAAW,qBAAqB;IACpC,iDAAiD;IACjD,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;IAEzB,4DAA4D;IAC5D,gBAAgB,CAAC,EAAE;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;KAClB,CAAC;CACH;AAED,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,
|
|
1
|
+
{"version":3,"file":"LayoutEngineTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/LayoutEngineTest.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAAsC,MAAM,OAAO,CAAC;AAwB3D,MAAM,WAAW,YAAY;IAC3B,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,KAAK,EAAE,MAAM,CAAC;CACf;AAED,MAAM,WAAW,qBAAqB;IACpC,iDAAiD;IACjD,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;IAEzB,4DAA4D;IAC5D,gBAAgB,CAAC,EAAE;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,OAAO,CAAC,EAAE,MAAM,CAAC;KAClB,CAAC;CACH;AAED,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CAuT5D,CAAC"}
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@@ -3,6 +3,7 @@
|
|
|
3
3
|
*/
|
|
4
4
|
import React from 'react';
|
|
5
5
|
import { Viewport } from 'pixi-viewport';
|
|
6
|
+
import type { CustomRegion } from '@principal-ai/alexandria-collections';
|
|
6
7
|
import type { RegionLayout, GenericNode } from './genericMapper';
|
|
7
8
|
export interface OverworldMapPanelProps {
|
|
8
9
|
/** Generic nodes to visualize on the map */
|
|
@@ -24,7 +25,7 @@ export interface OverworldMapPanelProps {
|
|
|
24
25
|
/** Whether regions are being edited */
|
|
25
26
|
isEditingRegions?: boolean;
|
|
26
27
|
/** Custom regions defined in collection */
|
|
27
|
-
customRegions?:
|
|
28
|
+
customRegions?: CustomRegion[];
|
|
28
29
|
/** Callback to add a new region at a specific grid position */
|
|
29
30
|
onAddRegion?: (position: {
|
|
30
31
|
row: number;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"OverworldMapPanel.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/OverworldMapPanel.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAEpE,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;
|
|
1
|
+
{"version":3,"file":"OverworldMapPanel.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/OverworldMapPanel.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAEpE,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAEzC,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,sCAAsC,CAAC;AAWzE,OAAO,KAAK,EAAE,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAGjE,MAAM,WAAW,sBAAsB;IACrC,4CAA4C;IAC5C,KAAK,EAAE,WAAW,EAAE,CAAC;IAErB,0CAA0C;IAC1C,sBAAsB,CAAC,EAAE,OAAO,CAAC;IAEjC,2CAA2C;IAC3C,uBAAuB,CAAC,EAAE,OAAO,CAAC;IAElC,wDAAwD;IACxD,YAAY,CAAC,EAAE,YAAY,CAAC;IAE5B,kBAAkB;IAClB,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,mBAAmB;IACnB,MAAM,CAAC,EAAE,MAAM,CAAC;IAEhB,oBAAoB;IACpB,SAAS,CAAC,EAAE,OAAO,CAAC;IAEpB,sEAAsE;IACtE,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IAExE,uCAAuC;IACvC,gBAAgB,CAAC,EAAE,OAAO,CAAC;IAE3B,2CAA2C;IAC3C,aAAa,CAAC,EAAE,YAAY,EAAE,CAAC;IAE/B,+DAA+D;IAC/D,WAAW,CAAC,EAAE,CAAC,QAAQ,EAAE;QAAE,GAAG,EAAE,MAAM,CAAC;QAAC,GAAG,EAAE,MAAM,CAAA;KAAE,KAAK,IAAI,CAAC;IAE/D,kCAAkC;IAClC,cAAc,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,KAAK,IAAI,CAAC;IAEpD,kCAAkC;IAClC,cAAc,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAC;IAEtC,0EAA0E;IAC1E,aAAa,CAAC,EAAE,MAAM,CAAC;IAEvB,kEAAkE;IAClE,eAAe,CAAC,EAAE,CAAC,QAAQ,EAAE,QAAQ,KAAK,IAAI,CAAC;CAChD;AAED;;;GAGG;AACH,eAAO,MAAM,wBAAwB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CA0jCrE,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,wBAAwB,EAAE,KAAK,CAAC,EAkB5C,CAAC"}
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Package Expansion Test Component
|
|
3
|
+
* Demonstrates multiple buildings per repository
|
|
4
|
+
*/
|
|
5
|
+
import React from 'react';
|
|
6
|
+
export interface SubPackage {
|
|
7
|
+
name: string;
|
|
8
|
+
size: number;
|
|
9
|
+
}
|
|
10
|
+
export interface PackageNode {
|
|
11
|
+
id: string;
|
|
12
|
+
name: string;
|
|
13
|
+
size: number;
|
|
14
|
+
language?: string;
|
|
15
|
+
category?: string;
|
|
16
|
+
subPackages?: SubPackage[];
|
|
17
|
+
}
|
|
18
|
+
export interface PackageExpansionTestProps {
|
|
19
|
+
/** Title to display */
|
|
20
|
+
title?: string;
|
|
21
|
+
/** Package nodes to display */
|
|
22
|
+
packages?: PackageNode[];
|
|
23
|
+
}
|
|
24
|
+
export declare const PackageExpansionTest: React.FC<PackageExpansionTestProps>;
|
|
25
|
+
//# sourceMappingURL=PackageExpansionTest.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"PackageExpansionTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/PackageExpansionTest.tsx"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAAsC,MAAM,OAAO,CAAC;AAuB3D,MAAM,WAAW,UAAU;IACzB,IAAI,EAAE,MAAM,CAAC;IACb,IAAI,EAAE,MAAM,CAAC;CACd;AAED,MAAM,WAAW,WAAW;IAC1B,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,MAAM,CAAC;IACb,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,WAAW,CAAC,EAAE,UAAU,EAAE,CAAC;CAC5B;AAED,MAAM,WAAW,yBAAyB;IACxC,uBAAuB;IACvB,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,+BAA+B;IAC/B,QAAQ,CAAC,EAAE,WAAW,EAAE,CAAC;CAC1B;AAED,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CA2QpE,CAAC"}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"RegionEditingTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/RegionEditingTest.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAAsC,MAAM,OAAO,CAAC;
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1
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+
{"version":3,"file":"RegionEditingTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/RegionEditingTest.tsx"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAAsC,MAAM,OAAO,CAAC;AAQ3D,MAAM,WAAW,sBAAsB;IACrC,sCAAsC;IACtC,cAAc,CAAC,EAAE,MAAM,CAAC;CACzB;AAED,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CAmgB9D,CAAC"}
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@@ -0,0 +1,30 @@
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|
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1
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+
/**
|
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2
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+
* Collaborator Decoration System
|
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3
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+
* Defines tiers and decorations for repository collaborators
|
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4
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+
*/
|
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5
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+
export interface CollaboratorTier {
|
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6
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+
min: number;
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7
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+
max: number;
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8
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+
name: string;
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9
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+
decorationType: 'bench' | 'pavilion' | 'gazebo' | 'bandstand';
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10
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+
color: number;
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11
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+
}
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12
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+
/**
|
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13
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+
* Tier definitions for collaborator decorations
|
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14
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+
* Uses community space metaphor: bench → pavilion → gazebo → bandstand
|
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15
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+
*/
|
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16
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+
export declare const COLLABORATOR_TIERS: CollaboratorTier[];
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17
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/**
|
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18
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+
* Get the collaborator tier for a given count
|
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19
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+
*/
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20
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+
export declare function getCollaboratorTier(count: number): CollaboratorTier | null;
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21
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+
/**
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22
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+
* Calculate size bonus for layout to accommodate decoration
|
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23
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+
* Community spaces are compact, so smaller bonuses than stars
|
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24
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+
*/
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25
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+
export declare function getCollaboratorDecorationSizeBonus(count: number): number;
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26
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+
/**
|
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27
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+
* Format collaborator count for display
|
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28
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+
*/
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29
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+
export declare function formatCollaboratorCount(count: number): string;
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30
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+
//# sourceMappingURL=collaboratorDecoration.d.ts.map
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1
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{"version":3,"file":"collaboratorDecoration.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/collaboratorDecoration.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,MAAM,WAAW,gBAAgB;IAC/B,GAAG,EAAE,MAAM,CAAC;IACZ,GAAG,EAAE,MAAM,CAAC;IACZ,IAAI,EAAE,MAAM,CAAC;IACb,cAAc,EAAE,OAAO,GAAG,UAAU,GAAG,QAAQ,GAAG,WAAW,CAAC;IAC9D,KAAK,EAAE,MAAM,CAAC;CACf;AAED;;;GAGG;AACH,eAAO,MAAM,kBAAkB,EAAE,gBAAgB,EA4ChD,CAAC;AAEF;;GAEG;AACH,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,MAAM,GAAG,gBAAgB,GAAG,IAAI,CAM1E;AAED;;;GAGG;AACH,wBAAgB,kCAAkC,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAgBxE;AAED;;GAEG;AACH,wBAAgB,uBAAuB,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAQ7D"}
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@@ -88,6 +88,10 @@ export declare class IsometricRenderer {
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88
88
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* @param isDev Whether this is a dev dependency
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89
89
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*/
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90
90
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private drawPath;
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91
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+
/**
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92
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+
* Render a node with multiple sub-packages as a grouped cluster
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93
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+
*/
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94
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+
private renderSubdividedNode;
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91
95
|
/**
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92
96
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* Render sprites with scaling, aging, and weathering effects
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93
97
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* Extracted from OverworldMapPanel.tsx lines 457-507
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"IsometricRenderer.d.ts","sourceRoot":"","sources":["../../../../src/panels/overworld-map/components/IsometricRenderer.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AACrE,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAC9C,OAAO,KAAK,EACV,YAAY,EACZ,IAAI,EACJ,cAAc,EACd,YAAY,EACZ,SAAS,EACV,MAAM,UAAU,CAAC;
|
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1
|
+
{"version":3,"file":"IsometricRenderer.d.ts","sourceRoot":"","sources":["../../../../src/panels/overworld-map/components/IsometricRenderer.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AACrE,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAC9C,OAAO,KAAK,EACV,YAAY,EACZ,IAAI,EACJ,cAAc,EACd,YAAY,EACZ,SAAS,EACV,MAAM,UAAU,CAAC;AAuBlB,MAAM,WAAW,cAAc;IAC7B,MAAM,EAAE,MAAM,CAAC;IACf,SAAS,EAAE,QAAQ,CAAC;IACpB,KAAK,EAAE,IAAI,CAAC;IACZ,UAAU,CAAC,EAAE,QAAQ,CAAC;IACtB,YAAY,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;IAC/C,IAAI,EAAE,MAAM,CAAC;IAEb,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;IAC3C,OAAO,IAAI,IAAI,CAAC;CACjB;AAED,MAAM,WAAW,eAAe;IAC9B,UAAU,EAAE,SAAS,CAAC;IACtB,KAAK,EAAE,SAAS,CAAC;IACjB,OAAO,EAAE,SAAS,CAAC;IACnB,KAAK,EAAE,SAAS,CAAC;IACjB,KAAK,EAAE,SAAS,CAAC;IACjB,eAAe,EAAE,GAAG,CAAC,MAAM,EAAE,cAAc,CAAC,CAAC;IAC7C,YAAY,EAAE,GAAG,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;CACrC;AAED,MAAM,WAAW,uBAAuB;IACtC,QAAQ,EAAE,QAAQ,CAAC;IACnB,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IAC/B,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,WAAW,CAAC,EAAE,MAAM,CAAC;CACtB;AAED,qBAAa,iBAAiB;IAC5B,OAAO,CAAC,QAAQ,CAAW;IAC3B,OAAO,CAAC,KAAK,CAA0B;IACvC,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,WAAW,CAAS;gBAEhB,MAAM,EAAE,uBAAuB;IAS3C;;OAEG;IACH,UAAU,CAAC,GAAG,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,GAAG,IAAI;IAI/C;;OAEG;IACH,UAAU,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO;IAIhC;;OAEG;IACH,cAAc,IAAI,MAAM,EAAE;IAI1B;;OAEG;IACH,WAAW,CAAC,OAAO,EAAE,YAAY,EAAE,QAAQ,UAAO,GAAG,eAAe;IAwDpE;;;OAGG;IACH,UAAU,CACR,SAAS,EAAE,MAAM,EACjB,UAAU,EAAE,MAAM,EAClB,OAAO,EAAE,YAAY,CAAC,SAAS,CAAC,GAC/B,QAAQ;IAsEX;;;OAGG;IACH,aAAa,CAAC,KAAK,EAAE,IAAI,EAAE,GAAG,SAAS;IA0BvC;;;OAGG;IACH,WAAW,CACT,KAAK,EAAE,cAAc,EAAE,EACvB,aAAa,EAAE,GAAG,CAAC,MAAM,EAAE,SAAS,CAAC,GACpC,GAAG,CAAC,MAAM,EAAE,QAAQ,CAAC;IAiBxB;;;;;;OAMG;IACH,OAAO,CAAC,QAAQ;IAkEhB;;OAEG;IACH,OAAO,CAAC,oBAAoB;IA0S5B;;;OAGG;IACH,aAAa,CAAC,KAAK,EAAE,YAAY,EAAE,GAAG,GAAG,CAAC,MAAM,EAAE,cAAc,CAAC;IA8IjE;;;OAGG;IACH,OAAO,CAAC,eAAe;IA0BvB;;;OAGG;IACH,OAAO,CAAC,gBAAgB;IA4BxB;;;OAGG;IACH,UAAU,CACR,YAAY,EAAE,QAAQ,EACtB,OAAO,EAAE,SAAS,EAClB,KAAK,EAAE,SAAS,GACf,IAAI;IAKP;;OAEG;IACH,oBAAoB,CAClB,QAAQ,EAAE,cAAc,EACxB,KAAK,EAAE,MAAM,EACb,KAAK,EAAE,MAAM,GACZ,IAAI;IAIP;;OAEG;IACH,OAAO,IAAI,IAAI;CAGhB"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"buildingSpriteGenerator.d.ts","sourceRoot":"","sources":["../../../../src/panels/overworld-map/components/buildingSpriteGenerator.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,QAAQ,
|
|
1
|
+
{"version":3,"file":"buildingSpriteGenerator.d.ts","sourceRoot":"","sources":["../../../../src/panels/overworld-map/components/buildingSpriteGenerator.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,QAAQ,EAAQ,MAAM,SAAS,CAAC;AAkBzC,MAAM,WAAW,oBAAoB;IACnC,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,aAAa,CAAC,EAAE,MAAM,CAAC;CACxB;AAED;;;;;;GAMG;AACH,wBAAgB,sBAAsB,CAAC,MAAM,EAAE,oBAAoB,GAAG,QAAQ,CAiL7E"}
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Collaborator Decoration Sprites
|
|
3
|
+
* Pixel art generators for community space decorations
|
|
4
|
+
*/
|
|
5
|
+
import { Graphics } from 'pixi.js';
|
|
6
|
+
/**
|
|
7
|
+
* Generate a simple bench sprite (1-10 collaborators)
|
|
8
|
+
*/
|
|
9
|
+
export declare function generateBenchSprite(color: number): Graphics;
|
|
10
|
+
/**
|
|
11
|
+
* Generate a pavilion sprite (11-50 collaborators)
|
|
12
|
+
* Simple covered structure with posts
|
|
13
|
+
*/
|
|
14
|
+
export declare function generatePavilionSprite(color: number): Graphics;
|
|
15
|
+
/**
|
|
16
|
+
* Generate a gazebo sprite (51-250 collaborators)
|
|
17
|
+
* Octagonal structure with detailed roof
|
|
18
|
+
*/
|
|
19
|
+
export declare function generateGazeboSprite(color: number): Graphics;
|
|
20
|
+
/**
|
|
21
|
+
* Generate a bandstand sprite (251+ collaborators)
|
|
22
|
+
* Large performance structure
|
|
23
|
+
*/
|
|
24
|
+
export declare function generateBandstandSprite(color: number): Graphics;
|
|
25
|
+
//# sourceMappingURL=collaboratorDecorationSprites.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"collaboratorDecorationSprites.d.ts","sourceRoot":"","sources":["../../../../src/panels/overworld-map/components/collaboratorDecorationSprites.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAEnC;;GAEG;AACH,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,MAAM,GAAG,QAAQ,CAwB3D;AAED;;;GAGG;AACH,wBAAgB,sBAAsB,CAAC,KAAK,EAAE,MAAM,GAAG,QAAQ,CAoC9D;AAED;;;GAGG;AACH,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,MAAM,GAAG,QAAQ,CAuD5D;AAED;;;GAGG;AACH,wBAAgB,uBAAuB,CAAC,KAAK,EAAE,MAAM,GAAG,QAAQ,CA+D/D"}
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Star Decoration Sprite Generators
|
|
3
|
+
* Creates pixel art sprites for flags, trophies, and statues based on GitHub stars
|
|
4
|
+
*/
|
|
5
|
+
import { Graphics } from 'pixi.js';
|
|
6
|
+
/**
|
|
7
|
+
* Generate a pixel art flag sprite
|
|
8
|
+
*/
|
|
9
|
+
export declare function generateFlagSprite(color: number): Graphics;
|
|
10
|
+
/**
|
|
11
|
+
* Generate a pixel art trophy sprite
|
|
12
|
+
*/
|
|
13
|
+
export declare function generateTrophySprite(color: number): Graphics;
|
|
14
|
+
/**
|
|
15
|
+
* Generate a pixel art statue sprite
|
|
16
|
+
*/
|
|
17
|
+
export declare function generateStatueSprite(color: number): Graphics;
|
|
18
|
+
//# sourceMappingURL=starDecorationSprites.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"starDecorationSprites.d.ts","sourceRoot":"","sources":["../../../../src/panels/overworld-map/components/starDecorationSprites.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAEnC;;GAEG;AACH,wBAAgB,kBAAkB,CAAC,KAAK,EAAE,MAAM,GAAG,QAAQ,CAkB1D;AAED;;GAEG;AACH,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,MAAM,GAAG,QAAQ,CAsB5D;AAED;;GAEG;AACH,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,MAAM,GAAG,QAAQ,CA8B5D"}
|