@industry-theme/repository-composition-panels 0.6.29 → 0.6.31

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Files changed (50) hide show
  1. package/dist/{BufferResource-YswoFLTX.js → BufferResource-CgXBwTAK.js} +2 -2
  2. package/dist/{BufferResource-YswoFLTX.js.map → BufferResource-CgXBwTAK.js.map} +1 -1
  3. package/dist/{CanvasRenderer-DiE9xoC1.js → CanvasRenderer-4WtcAgzc.js} +3 -3
  4. package/dist/{CanvasRenderer-DiE9xoC1.js.map → CanvasRenderer-4WtcAgzc.js.map} +1 -1
  5. package/dist/{Filter-BDSWHfT_.js → Filter-CCbEvcn-.js} +2 -2
  6. package/dist/{Filter-BDSWHfT_.js.map → Filter-CCbEvcn-.js.map} +1 -1
  7. package/dist/{RenderTargetSystem-siAGRAs8.js → RenderTargetSystem-CUjfwYdJ.js} +3 -3
  8. package/dist/{RenderTargetSystem-siAGRAs8.js.map → RenderTargetSystem-CUjfwYdJ.js.map} +1 -1
  9. package/dist/{WebGLRenderer-Bk97mqCL.js → WebGLRenderer-Bpz07IxR.js} +4 -4
  10. package/dist/{WebGLRenderer-Bk97mqCL.js.map → WebGLRenderer-Bpz07IxR.js.map} +1 -1
  11. package/dist/{WebGPURenderer-CSx7jyoo.js → WebGPURenderer-CYHP_r5v.js} +4 -4
  12. package/dist/{WebGPURenderer-CSx7jyoo.js.map → WebGPURenderer-CYHP_r5v.js.map} +1 -1
  13. package/dist/{browserAll-pibszWlK.js → browserAll-8dgNqS_u.js} +3 -3
  14. package/dist/{browserAll-pibszWlK.js.map → browserAll-8dgNqS_u.js.map} +1 -1
  15. package/dist/{index-D7jhhj0e.js → index-DKt_e7J1.js} +1346 -201
  16. package/dist/{index-D7jhhj0e.js.map → index-DKt_e7J1.js.map} +1 -1
  17. package/dist/{init-BzMZo9gP.js → init-CnAv03An.js} +3 -3
  18. package/dist/{init-BzMZo9gP.js.map → init-CnAv03An.js.map} +1 -1
  19. package/dist/panels/CollectionMapPanel.d.ts.map +1 -1
  20. package/dist/panels/PackageCompositionPanel.d.ts +2 -2
  21. package/dist/panels/PackageCompositionPanel.d.ts.map +1 -1
  22. package/dist/panels/components/DependencyRow.d.ts.map +1 -1
  23. package/dist/panels/components/EmptyDependencies.d.ts +7 -0
  24. package/dist/panels/components/EmptyDependencies.d.ts.map +1 -0
  25. package/dist/panels/components/FilterBar.d.ts +2 -0
  26. package/dist/panels/components/FilterBar.d.ts.map +1 -1
  27. package/dist/panels/components/PackageDetailCard.d.ts.map +1 -1
  28. package/dist/panels/overworld-map/LayoutEngineTest.d.ts +1 -0
  29. package/dist/panels/overworld-map/LayoutEngineTest.d.ts.map +1 -1
  30. package/dist/panels/overworld-map/LicenseSignTest.d.ts +7 -0
  31. package/dist/panels/overworld-map/LicenseSignTest.d.ts.map +1 -0
  32. package/dist/panels/overworld-map/OverworldMapPanel.d.ts.map +1 -1
  33. package/dist/panels/overworld-map/components/IsometricRenderer.d.ts +3 -0
  34. package/dist/panels/overworld-map/components/IsometricRenderer.d.ts.map +1 -1
  35. package/dist/panels/overworld-map/components/licenseSignSprites.d.ts +122 -0
  36. package/dist/panels/overworld-map/components/licenseSignSprites.d.ts.map +1 -0
  37. package/dist/panels/overworld-map/genericMapper.d.ts +1 -0
  38. package/dist/panels/overworld-map/genericMapper.d.ts.map +1 -1
  39. package/dist/panels/overworld-map/types.d.ts +1 -0
  40. package/dist/panels/overworld-map/types.d.ts.map +1 -1
  41. package/dist/panels.bundle.js +1 -1
  42. package/dist/types/dependencies.d.ts +13 -1
  43. package/dist/types/dependencies.d.ts.map +1 -1
  44. package/dist/webworkerAll-x0txRvuX.js +3 -0
  45. package/dist/webworkerAll-x0txRvuX.js.map +1 -0
  46. package/package.json +2 -2
  47. package/dist/panels/overworld-map/IsometricGridTest.d.ts +0 -15
  48. package/dist/panels/overworld-map/IsometricGridTest.d.ts.map +0 -1
  49. package/dist/webworkerAll-Cru5_fTr.js +0 -3
  50. package/dist/webworkerAll-Cru5_fTr.js.map +0 -1
@@ -1,5 +1,5 @@
1
- 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-D7jhhj0e.js";
2
- import { F as Filter } from "./Filter-BDSWHfT_.js";
1
+ 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-DKt_e7J1.js";
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+ import { F as Filter } from "./Filter-CCbEvcn-.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";
5
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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";
@@ -667,4 +667,4 @@ FilterSystem.extension = {
667
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  };
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  extensions.add(FilterSystem);
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  extensions.add(FilterPipe);
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- //# sourceMappingURL=init-BzMZo9gP.js.map
670
+ //# sourceMappingURL=init-CnAv03An.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"init-BzMZo9gP.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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@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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1
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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,EAClB,SAAS,EACV,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,EAAE,CACzB,YAAY,EAAE,MAAM,EACpB,cAAc,EAAE,MAAM,EACtB,kBAAkB,EAAE,kBAAkB,KACnC,OAAO,CAAC,IAAI,CAAC,CAAC;IAEnB,iHAAiH;IACjH,mBAAmB,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,GAAG,IAAI,KAAK,IAAI,CAAC;IAE5D,uCAAuC;IACvC,oBAAoB,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;CACtC;AAED;;;GAGG;AACH,MAAM,WAAW,yBAAyB;IACxC,sBAAsB,EAAE,SAAS,CAAC;QAChC,+EAA+E;QAC/E,UAAU,EAAE,UAAU,GAAG,IAAI,CAAC;QAC9B,+EAA+E;QAC/E,YAAY,EAAE,0BAA0B,EAAE,CAAC;QAC3C,8DAA8D;QAC9D,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,CAAC;KACzC,CAAC,CAAC;CACJ;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,4DAA4D;IAC5D,eAAe,EAAE,eAAe,CAAC;IAEjC,yDAAyD;IACzD,yBAAyB,EAAE,CACzB,YAAY,EAAE,MAAM,EACpB,cAAc,EAAE,MAAM,EACtB,kBAAkB,EAAE,kBAAkB,KACnC,OAAO,CAAC,IAAI,CAAC,CAAC;IAEnB,iHAAiH;IACjH,mBAAmB,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,GAAG,IAAI,KAAK,IAAI,CAAC;IAE5D,uCAAuC;IACvC,oBAAoB,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IAErC,8DAA8D;IAC9D,cAAc,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAErE,8DAA8D;IAC9D,iBAAiB,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAExE,4DAA4D;IAC5D,cAAc,CAAC,EAAE,CAAC,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;CACtE;AAED;;;GAGG;AACH,eAAO,MAAM,yBAAyB,EAAE,KAAK,CAAC,EAAE,CAAC,uBAAuB,CAq0BvE,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,kBAAkB,EAAE,KAAK,CAAC,EAAE,CACvC,mBAAmB,CAAC,yBAAyB,EAAE,yBAAyB,CAAC,CA6D1E,CAAC"}
@@ -6,8 +6,8 @@ export interface PackageCompositionPanelProps {
6
6
  packages: PackageLayer[];
7
7
  /** Whether package data is loading */
8
8
  isLoading?: boolean;
9
- /** Message to display when there are no packages */
10
- emptyMessage?: string;
9
+ /** Manifest files found in the project (for empty state display) */
10
+ foundManifests?: string[];
11
11
  /** Callback when a command is clicked */
12
12
  onCommandClick?: (command: PackageCommand, packagePath: string) => void;
13
13
  /** Callback when a config file is clicked */
@@ -1 +1 @@
1
- {"version":3,"file":"PackageCompositionPanel.d.ts","sourceRoot":"","sources":["../../src/panels/PackageCompositionPanel.tsx"],"names":[],"mappings":"AAAA,OAAO,KAA4B,MAAM,OAAO,CAAC;AAYjD,OAAO,KAAK,EACV,iCAAiC,EACjC,iBAAiB,EAClB,MAAM,UAAU,CAAC;AAClB,OAAO,KAAK,EACV,YAAY,EACZ,UAAU,EACV,cAAc,EACf,MAAM,sBAAsB,CAAC;AAE9B,MAAM,WAAW,4BAA4B;IAC3C,0CAA0C;IAC1C,QAAQ,EAAE,YAAY,EAAE,CAAC;IACzB,sCAAsC;IACtC,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,oDAAoD;IACpD,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB,yCAAyC;IACzC,cAAc,CAAC,EAAE,CAAC,OAAO,EAAE,cAAc,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IACxE,6CAA6C;IAC7C,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,UAAU,KAAK,IAAI,CAAC;IACjD,gDAAgD;IAChD,cAAc,CAAC,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC/C,mEAAmE;IACnE,cAAc,CAAC,EAAE,CAAC,GAAG,EAAE,YAAY,GAAG,IAAI,KAAK,IAAI,CAAC;IACpD,iEAAiE;IACjE,eAAe,CAAC,EAAE,CAAC,GAAG,EAAE,YAAY,GAAG,IAAI,KAAK,IAAI,CAAC;IACrD,4CAA4C;IAC5C,MAAM,CAAC,EAAE,iBAAiB,CAAC;IAC3B,4CAA4C;IAC5C,QAAQ,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,OAAO,CAAC,MAAM,CAAC,CAAC;CAClD;AAED;;GAEG;AACH,eAAO,MAAM,8BAA8B,EAAE,KAAK,CAAC,EAAE,CACnD,4BAA4B,CAgR7B,CAAC;AAEF,eAAO,MAAM,8BAA8B,EAAE,KAAK,CAAC,EAsDlD,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,uBAAuB,EAAE,KAAK,CAAC,EAAE,CAC5C,iCAAiC,CAgDlC,CAAC"}
1
+ {"version":3,"file":"PackageCompositionPanel.d.ts","sourceRoot":"","sources":["../../src/panels/PackageCompositionPanel.tsx"],"names":[],"mappings":"AAAA,OAAO,KAA4B,MAAM,OAAO,CAAC;AAajD,OAAO,KAAK,EACV,iCAAiC,EACjC,iBAAiB,EAClB,MAAM,UAAU,CAAC;AAClB,OAAO,KAAK,EACV,YAAY,EACZ,UAAU,EACV,cAAc,EACf,MAAM,sBAAsB,CAAC;AAE9B,MAAM,WAAW,4BAA4B;IAC3C,0CAA0C;IAC1C,QAAQ,EAAE,YAAY,EAAE,CAAC;IACzB,sCAAsC;IACtC,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,oEAAoE;IACpE,cAAc,CAAC,EAAE,MAAM,EAAE,CAAC;IAC1B,yCAAyC;IACzC,cAAc,CAAC,EAAE,CAAC,OAAO,EAAE,cAAc,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IACxE,6CAA6C;IAC7C,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,UAAU,KAAK,IAAI,CAAC;IACjD,gDAAgD;IAChD,cAAc,CAAC,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC/C,mEAAmE;IACnE,cAAc,CAAC,EAAE,CAAC,GAAG,EAAE,YAAY,GAAG,IAAI,KAAK,IAAI,CAAC;IACpD,iEAAiE;IACjE,eAAe,CAAC,EAAE,CAAC,GAAG,EAAE,YAAY,GAAG,IAAI,KAAK,IAAI,CAAC;IACrD,4CAA4C;IAC5C,MAAM,CAAC,EAAE,iBAAiB,CAAC;IAC3B,4CAA4C;IAC5C,QAAQ,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,OAAO,CAAC,MAAM,CAAC,CAAC;CAClD;AAED;;GAEG;AACH,eAAO,MAAM,8BAA8B,EAAE,KAAK,CAAC,EAAE,CACnD,4BAA4B,CAoQ7B,CAAC;AAEF,eAAO,MAAM,8BAA8B,EAAE,KAAK,CAAC,EAsDlD,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,uBAAuB,EAAE,KAAK,CAAC,EAAE,CAC5C,iCAAiC,CAgDlC,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"DependencyRow.d.ts","sourceRoot":"","sources":["../../../src/panels/components/DependencyRow.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAmB,MAAM,OAAO,CAAC;AAGxC,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,0BAA0B,CAAC;AAE/D,UAAU,kBAAkB;IAC1B,UAAU,EAAE,cAAc,CAAC;CAC5B;AAED,eAAO,MAAM,aAAa,EAAE,KAAK,CAAC,EAAE,CAAC,kBAAkB,CAyKtD,CAAC"}
1
+ {"version":3,"file":"DependencyRow.d.ts","sourceRoot":"","sources":["../../../src/panels/components/DependencyRow.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAmB,MAAM,OAAO,CAAC;AAGxC,OAAO,KAAK,EAAE,cAAc,EAAkB,MAAM,0BAA0B,CAAC;AAE/E,UAAU,kBAAkB;IAC1B,UAAU,EAAE,cAAc,CAAC;CAC5B;AAQD,eAAO,MAAM,aAAa,EAAE,KAAK,CAAC,EAAE,CAAC,kBAAkB,CA+LtD,CAAC"}
@@ -0,0 +1,7 @@
1
+ import React from 'react';
2
+ export interface EmptyDependenciesProps {
3
+ /** List of manifest files found in the project */
4
+ foundManifests?: string[];
5
+ }
6
+ export declare const EmptyDependencies: React.FC<EmptyDependenciesProps>;
7
+ //# sourceMappingURL=EmptyDependencies.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EmptyDependencies.d.ts","sourceRoot":"","sources":["../../../src/panels/components/EmptyDependencies.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAK,MAAM,OAAO,CAAC;AAY1B,MAAM,WAAW,sBAAsB;IACrC,kDAAkD;IAClD,cAAc,CAAC,EAAE,MAAM,EAAE,CAAC;CAC3B;AAED,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CA8K9D,CAAC"}
@@ -11,6 +11,8 @@ interface FilterBarProps {
11
11
  development: number;
12
12
  peer: number;
13
13
  };
14
+ /** Whether to show the search input (default: true) */
15
+ showSearch?: boolean;
14
16
  }
15
17
  export declare const FilterBar: React.FC<FilterBarProps>;
16
18
  export {};
@@ -1 +1 @@
1
- {"version":3,"file":"FilterBar.d.ts","sourceRoot":"","sources":["../../../src/panels/components/FilterBar.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAK,MAAM,OAAO,CAAC;AAI1B,KAAK,oBAAoB,GAAG,YAAY,GAAG,aAAa,GAAG,MAAM,CAAC;AAElE,UAAU,cAAc;IACtB,aAAa,EAAE,GAAG,CAAC,oBAAoB,CAAC,CAAC;IACzC,cAAc,EAAE,CAAC,IAAI,EAAE,oBAAoB,KAAK,IAAI,CAAC;IACrD,WAAW,EAAE,MAAM,CAAC;IACpB,cAAc,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IACxC,MAAM,EAAE;QACN,GAAG,EAAE,MAAM,CAAC;QACZ,UAAU,EAAE,MAAM,CAAC;QACnB,WAAW,EAAE,MAAM,CAAC;QACpB,IAAI,EAAE,MAAM,CAAC;KACd,CAAC;CACH;AAED,eAAO,MAAM,SAAS,EAAE,KAAK,CAAC,EAAE,CAAC,cAAc,CA+H9C,CAAC"}
1
+ {"version":3,"file":"FilterBar.d.ts","sourceRoot":"","sources":["../../../src/panels/components/FilterBar.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAK,MAAM,OAAO,CAAC;AAI1B,KAAK,oBAAoB,GAAG,YAAY,GAAG,aAAa,GAAG,MAAM,CAAC;AAElE,UAAU,cAAc;IACtB,aAAa,EAAE,GAAG,CAAC,oBAAoB,CAAC,CAAC;IACzC,cAAc,EAAE,CAAC,IAAI,EAAE,oBAAoB,KAAK,IAAI,CAAC;IACrD,WAAW,EAAE,MAAM,CAAC;IACpB,cAAc,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IACxC,MAAM,EAAE;QACN,GAAG,EAAE,MAAM,CAAC;QACZ,UAAU,EAAE,MAAM,CAAC;QACnB,WAAW,EAAE,MAAM,CAAC;QACpB,IAAI,EAAE,MAAM,CAAC;KACd,CAAC;IACF,uDAAuD;IACvD,UAAU,CAAC,EAAE,OAAO,CAAC;CACtB;AAED,eAAO,MAAM,SAAS,EAAE,KAAK,CAAC,EAAE,CAAC,cAAc,CAkI9C,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"PackageDetailCard.d.ts","sourceRoot":"","sources":["../../../src/panels/components/PackageDetailCard.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAuC,MAAM,OAAO,CAAC;AAoB5D,OAAO,KAAK,EACV,YAAY,EACZ,UAAU,EACV,cAAc,EACf,MAAM,yBAAyB,CAAC;AAiDjC,MAAM,WAAW,sBAAsB;IACrC,GAAG,EAAE,YAAY,CAAC;IAClB,UAAU,EAAE,OAAO,CAAC;IACpB,QAAQ,EAAE,MAAM,IAAI,CAAC;IACrB,cAAc,CAAC,EAAE,CAAC,OAAO,EAAE,cAAc,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IACxE,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,UAAU,KAAK,IAAI,CAAC;IACjD,cAAc,CAAC,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC/C,yFAAyF;IACzF,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,4CAA4C;IAC5C,QAAQ,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,OAAO,CAAC,MAAM,CAAC,CAAC;CAClD;AAED,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CA4xC9D,CAAC"}
1
+ {"version":3,"file":"PackageDetailCard.d.ts","sourceRoot":"","sources":["../../../src/panels/components/PackageDetailCard.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAuC,MAAM,OAAO,CAAC;AAoB5D,OAAO,KAAK,EACV,YAAY,EACZ,UAAU,EACV,cAAc,EACf,MAAM,yBAAyB,CAAC;AA2GjC,MAAM,WAAW,sBAAsB;IACrC,GAAG,EAAE,YAAY,CAAC;IAClB,UAAU,EAAE,OAAO,CAAC;IACpB,QAAQ,EAAE,MAAM,IAAI,CAAC;IACrB,cAAc,CAAC,EAAE,CAAC,OAAO,EAAE,cAAc,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IACxE,aAAa,CAAC,EAAE,CAAC,UAAU,EAAE,UAAU,KAAK,IAAI,CAAC;IACjD,cAAc,CAAC,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC/C,yFAAyF;IACzF,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,4CAA4C;IAC5C,QAAQ,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,OAAO,CAAC,MAAM,CAAC,CAAC;CAClD;AAED,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CAkwC9D,CAAC"}
@@ -1,5 +1,6 @@
1
1
  /**
2
2
  * Layout Engine Test - Demonstrates automatic sprite placement
3
+ * Uses the actual OverworldMapPanelContent component
3
4
  */
4
5
  import React from 'react';
5
6
  export interface SpriteConfig {
@@ -1 +1 @@
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"}
1
+ {"version":3,"file":"LayoutEngineTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/LayoutEngineTest.tsx"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAAkB,MAAM,OAAO,CAAC;AAIvC,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,CAuG5D,CAAC"}
@@ -0,0 +1,7 @@
1
+ /**
2
+ * License Sign Test - Demonstrates license-based sign/archway styling
3
+ * Uses the actual OverworldMapPanelContent component
4
+ */
5
+ import React from 'react';
6
+ export declare const LicenseSignTest: React.FC;
7
+ //# sourceMappingURL=LicenseSignTest.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"LicenseSignTest.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/LicenseSignTest.tsx"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAAkB,MAAM,OAAO,CAAC;AAIvC,eAAO,MAAM,eAAe,EAAE,KAAK,CAAC,EAkJnC,CAAC"}
@@ -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;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,2GAA2G;IAC3G,aAAa,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,KAAK,IAAI,CAAC;IAEhD,iCAAiC;IACjC,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IAE/B,8DAA8D;IAC9D,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAE/D,8DAA8D;IAC9D,iBAAiB,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAElE,4DAA4D;IAC5D,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAE/D,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,CA6kCrE,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,wBAAwB,EAAE,KAAK,CAAC,EAkB5C,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,2GAA2G;IAC3G,aAAa,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,KAAK,IAAI,CAAC;IAEhD,iCAAiC;IACjC,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IAE/B,8DAA8D;IAC9D,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAE/D,8DAA8D;IAC9D,iBAAiB,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAElE,4DAA4D;IAC5D,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAE/D,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,CAolCrE,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,wBAAwB,EAAE,KAAK,CAAC,EAkB5C,CAAC"}
@@ -17,6 +17,8 @@ export interface SpriteInstance {
17
17
  label: Text;
18
18
  hoverLabel?: Text;
19
19
  weathering?: Graphics;
20
+ licenseGround?: Graphics | Container;
21
+ licenseSign?: Container;
20
22
  gridPosition: {
21
23
  gridX: number;
22
24
  gridY: number;
@@ -28,6 +30,7 @@ export interface SpriteInstance {
28
30
  export interface SceneContainers {
29
31
  background: Container;
30
32
  tiles: Container;
33
+ licenseGrounds: Container;
31
34
  bridges: Container;
32
35
  paths: Container;
33
36
  nodes: Container;
@@ -1 +1 @@
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,IAAI,CAAC;IAClB,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;IACrB,8DAA8D;IAC9D,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC/D,8DAA8D;IAC9D,iBAAiB,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAClE,4DAA4D;IAC5D,cAAc,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;CAChE;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;IAC5B,OAAO,CAAC,cAAc,CAAC,CAAgD;IACvE,OAAO,CAAC,iBAAiB,CAAC,CAAgD;IAC1E,OAAO,CAAC,cAAc,CAAC,CAAgD;gBAE3D,MAAM,EAAE,uBAAuB;IAY3C;;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;IA2DpE;;;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;IAgW5B;;;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
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@@ -0,0 +1,122 @@
1
+ /**
2
+ * License Sign Sprite Generators
3
+ * Creates pixel art sign/archway sprites to display repository names
4
+ * with visual treatment based on license type
5
+ *
6
+ * Dimensions are based on the footprint formula from IsometricRenderer:
7
+ * - footprintTiles = 4 * sizeMultiplier
8
+ * - footprintWidth = (footprintTiles * TILE_WIDTH) / 2 (TILE_WIDTH = 64)
9
+ * - footprintHeight = (footprintTiles * TILE_HEIGHT) / 2 (TILE_HEIGHT = 32)
10
+ *
11
+ * For size 1.0: tiles = 4, width = 128px (half), height = 64px (half)
12
+ * Full diamond footprint is 256px wide × 128px tall
13
+ */
14
+ import { Graphics, Container } from 'pixi.js';
15
+ /**
16
+ * Calculate footprint dimensions from size multiplier
17
+ * Matches the formula in IsometricRenderer.ts:405-407
18
+ *
19
+ * @returns tiles - Total tiles across (e.g., 4 for size 1.0)
20
+ * @returns width - Half-width in pixels (center to edge), use for positioning
21
+ * @returns height - Half-height in pixels (center to edge), use for positioning
22
+ *
23
+ * Example for size 1.0:
24
+ * tiles = 4, width = 128px, height = 64px
25
+ * Full diamond is 256px wide × 128px tall
26
+ */
27
+ export declare function calculateFootprint(sizeMultiplier: number): {
28
+ tiles: number;
29
+ width: number;
30
+ height: number;
31
+ };
32
+ export interface LicenseSignConfig {
33
+ /** Repository name to display */
34
+ name: string;
35
+ /** Size multiplier matching the building (1.0 - 4.0) */
36
+ sizeMultiplier: number;
37
+ /** Optional: override arch width (defaults to 50% of footprint width) */
38
+ archWidth?: number;
39
+ }
40
+ /**
41
+ * Generate a MIT license sign - wooden flower arch
42
+ * Welcoming, open feel with climbing flowers and vines
43
+ *
44
+ * The arch is positioned to span the front edge of the diamond footprint,
45
+ * with posts at 25% from the bottom corner on each side.
46
+ *
47
+ * @returns Container with origin at (0, 0) - caller should position at
48
+ * (screenX, screenY + footprint.height * 0.75) to align with diamond
49
+ */
50
+ export declare function generateMITFlowerArch(config: LicenseSignConfig): Container;
51
+ /**
52
+ * Generate open grass ground treatment (for permissive licenses)
53
+ * Returns a graphics object to render beneath the building
54
+ * Dimensions match the building's footprint (highlight area)
55
+ */
56
+ export declare function generateOpenGrassGround(sizeMultiplier: number): Graphics;
57
+ /**
58
+ * Generate an Apache 2.0 license sign - two posts with shield emblem in center
59
+ * More formal/official feel than MIT, but still welcoming
60
+ * Features a shield emblem with a feather (Apache logo reference)
61
+ * Same width as MIT sign (spans 25% from bottom corner on each side)
62
+ */
63
+ export declare function generateApacheSign(config: LicenseSignConfig): Container;
64
+ /**
65
+ * Generate a GPL license sign - iron/wrought iron arch
66
+ * More formal and sturdy looking, represents "freedom with responsibility"
67
+ * Features dark iron posts and a flag with GPL text
68
+ */
69
+ export declare function generateGPLSign(config: LicenseSignConfig): Container;
70
+ /**
71
+ * Generate picket fence ground treatment (for GPL license)
72
+ * Grass with a white picket fence around the perimeter
73
+ * Represents "open but with clear boundaries/rules"
74
+ */
75
+ export declare function generatePicketFenceGround(sizeMultiplier: number): Graphics;
76
+ /**
77
+ * Generate cobblestone path ground treatment (for Apache license)
78
+ * Grass with a cobblestone path leading to the building - welcoming but defined
79
+ */
80
+ export declare function generateCobblestoneGround(sizeMultiplier: number): Graphics;
81
+ /**
82
+ * License type enum for future expansion
83
+ */
84
+ export type LicenseType = 'MIT' | 'BSD' | 'ISC' | 'Apache-2.0' | 'GPL-3.0' | 'LGPL-3.0' | 'MPL-2.0' | 'Unlicense' | 'Proprietary' | 'Unknown';
85
+ /**
86
+ * Get the appropriate sign generator for a license type
87
+ */
88
+ export declare function generateLicenseSign(license: LicenseType, config: LicenseSignConfig): Container;
89
+ /**
90
+ * Get the appropriate ground treatment for a license type
91
+ */
92
+ export declare function generateLicenseGround(license: LicenseType, sizeMultiplier: number): Graphics;
93
+ /**
94
+ * Configuration for generating a complete licensed building
95
+ */
96
+ export interface LicensedBuildingConfig {
97
+ /** Repository name to display on sign */
98
+ name: string;
99
+ /** Size multiplier (1.0 - 4.0) */
100
+ size: number;
101
+ /** License type */
102
+ license: LicenseType;
103
+ /** Building color (optional) */
104
+ color?: number;
105
+ /** GitHub star count (optional) */
106
+ stars?: number;
107
+ /** Contributor count (optional) */
108
+ collaborators?: number;
109
+ }
110
+ /**
111
+ * Generate a complete licensed building with ground treatment and sign
112
+ * All elements are combined into a single Container that moves together
113
+ *
114
+ * The container is positioned with origin at (0, 0) which corresponds to
115
+ * the isometric grid position. The ground is centered at origin, the building
116
+ * is positioned at origin (its natural anchor point), and the sign is at the
117
+ * front edge of the diamond.
118
+ *
119
+ * @returns Container with ground, building, and sign as children
120
+ */
121
+ export declare function generateLicensedBuilding(config: LicensedBuildingConfig): Container;
122
+ //# sourceMappingURL=licenseSignSprites.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"licenseSignSprites.d.ts","sourceRoot":"","sources":["../../../../src/panels/overworld-map/components/licenseSignSprites.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,EAAE,QAAQ,EAAQ,SAAS,EAAE,MAAM,SAAS,CAAC;AAWpD;;;;;;;;;;;GAWG;AACH,wBAAgB,kBAAkB,CAAC,cAAc,EAAE,MAAM,GAAG;IAC1D,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;CAChB,CAOA;AAyBD,MAAM,WAAW,iBAAiB;IAChC,iCAAiC;IACjC,IAAI,EAAE,MAAM,CAAC;IACb,wDAAwD;IACxD,cAAc,EAAE,MAAM,CAAC;IACvB,yEAAyE;IACzE,SAAS,CAAC,EAAE,MAAM,CAAC;CACpB;AAED;;;;;;;;;GASG;AACH,wBAAgB,qBAAqB,CAAC,MAAM,EAAE,iBAAiB,GAAG,SAAS,CAoQ1E;AAED;;;;GAIG;AACH,wBAAgB,uBAAuB,CAAC,cAAc,EAAE,MAAM,GAAG,QAAQ,CA2CxE;AAED;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,iBAAiB,GAAG,SAAS,CAoLvE;AAED;;;;GAIG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,iBAAiB,GAAG,SAAS,CAkNpE;AAED;;;;GAIG;AACH,wBAAgB,yBAAyB,CAAC,cAAc,EAAE,MAAM,GAAG,QAAQ,CAyM1E;AAED;;;GAGG;AACH,wBAAgB,yBAAyB,CAAC,cAAc,EAAE,MAAM,GAAG,QAAQ,CAwE1E;AAED;;GAEG;AACH,MAAM,MAAM,WAAW,GACnB,KAAK,GACL,KAAK,GACL,KAAK,GACL,YAAY,GACZ,SAAS,GACT,UAAU,GACV,SAAS,GACT,WAAW,GACX,aAAa,GACb,SAAS,CAAC;AAEd;;GAEG;AACH,wBAAgB,mBAAmB,CACjC,OAAO,EAAE,WAAW,EACpB,MAAM,EAAE,iBAAiB,GACxB,SAAS,CAgBX;AAED;;GAEG;AACH,wBAAgB,qBAAqB,CACnC,OAAO,EAAE,WAAW,EACpB,cAAc,EAAE,MAAM,GACrB,QAAQ,CAeV;AAED;;GAEG;AACH,MAAM,WAAW,sBAAsB;IACrC,yCAAyC;IACzC,IAAI,EAAE,MAAM,CAAC;IACb,kCAAkC;IAClC,IAAI,EAAE,MAAM,CAAC;IACb,mBAAmB;IACnB,OAAO,EAAE,WAAW,CAAC;IACrB,gCAAgC;IAChC,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,mCAAmC;IACnC,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,mCAAmC;IACnC,aAAa,CAAC,EAAE,MAAM,CAAC;CACxB;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,wBAAwB,CACtC,MAAM,EAAE,sBAAsB,GAC7B,SAAS,CAkCX"}
@@ -25,6 +25,7 @@ export interface GenericNode {
25
25
  packages?: PackageInfo[];
26
26
  stars?: number;
27
27
  collaborators?: number;
28
+ license?: string;
28
29
  dependencies?: string[];
29
30
  devDependencies?: string[];
30
31
  regionId?: string;
@@ -1 +1 @@
1
- {"version":3,"file":"genericMapper.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/genericMapper.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAAK,EACV,YAAY,EACZ,sBAAsB,EAItB,UAAU,EACV,gBAAgB,EACjB,MAAM,SAAS,CAAC;AAEjB,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,sCAAsC,CAAC;AACzE,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AAMhE;;GAEG;AACH,MAAM,WAAW,WAAW;IAC1B,IAAI,EAAE,MAAM,CAAC;IACb,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,CAAC,EAAE,MAAM,CAAC;CACnB;AAED,MAAM,WAAW,WAAW;IAC1B,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,MAAM,CAAC;IACb,MAAM,CAAC,EAAE,OAAO,CAAC;IAGjB,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,YAAY,CAAC;IAGrB,QAAQ,CAAC,EAAE,WAAW,EAAE,CAAC;IAGzB,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,aAAa,CAAC,EAAE,MAAM,CAAC;IAGvB,YAAY,CAAC,EAAE,MAAM,EAAE,CAAC;IACxB,eAAe,CAAC,EAAE,MAAM,EAAE,CAAC;IAG3B,QAAQ,CAAC,EAAE,MAAM,CAAC;IAGlB,MAAM,CAAC,EAAE;QACP,KAAK,CAAC,EAAE,MAAM,CAAC;QACf,KAAK,CAAC,EAAE,MAAM,CAAC;KAChB,CAAC;CACH;AAED;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,2CAA2C;IAC3C,OAAO,EAAE,MAAM,CAAC;IAChB,wCAAwC;IACxC,IAAI,EAAE,MAAM,CAAC;IACb,sHAAsH;IACtH,aAAa,CAAC,EAAE,WAAW,GAAG,cAAc,CAAC;CAC9C;AAED;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,sBAAsB,CAAC,EAAE,OAAO,CAAC;IACjC,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,aAAa,CAAC,EAAE,YAAY,EAAE,CAAC;IAG/B,YAAY,CAAC,EAAE,YAAY,CAAC;IAG5B,gBAAgB,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,UAAU,CAAC;IACpD,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE,WAAW,KAAK,gBAAgB,CAAC;IACtD,YAAY,CAAC,EAAE,CAAC,IAAI,EAAE,WAAW,KAAK,MAAM,CAAC;CAC9C;AAqKD;;;GAGG;AACH,wBAAgB,mBAAmB,CACjC,KAAK,EAAE,WAAW,EAAE,EACpB,OAAO,GAAE,oBAAyB,GACjC,YAAY,CAGd;AAqED;;;GAGG;AACH,wBAAgB,0BAA0B,CACxC,KAAK,EAAE,WAAW,EAAE,EACpB,OAAO,GAAE,oBAAyB,GACjC,YAAY,CAodd;AAED;;;GAGG;AAEH;;;;GAIG;AACH,wBAAgB,6BAA6B,CAC3C,KAAK,EAAE,WAAW,EAAE,EACpB,OAAO,GAAE,oBAAyB,GACjC,sBAAsB,CAgCxB"}
1
+ {"version":3,"file":"genericMapper.d.ts","sourceRoot":"","sources":["../../../src/panels/overworld-map/genericMapper.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAAK,EACV,YAAY,EACZ,sBAAsB,EAItB,UAAU,EACV,gBAAgB,EACjB,MAAM,SAAS,CAAC;AAEjB,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,sCAAsC,CAAC;AACzE,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AAMhE;;GAEG;AACH,MAAM,WAAW,WAAW;IAC1B,IAAI,EAAE,MAAM,CAAC;IACb,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,CAAC,EAAE,MAAM,CAAC;CACnB;AAED,MAAM,WAAW,WAAW;IAC1B,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,MAAM,CAAC;IACb,MAAM,CAAC,EAAE,OAAO,CAAC;IAGjB,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,YAAY,CAAC;IAGrB,QAAQ,CAAC,EAAE,WAAW,EAAE,CAAC;IAGzB,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,aAAa,CAAC,EAAE,MAAM,CAAC;IAGvB,OAAO,CAAC,EAAE,MAAM,CAAC;IAGjB,YAAY,CAAC,EAAE,MAAM,EAAE,CAAC;IACxB,eAAe,CAAC,EAAE,MAAM,EAAE,CAAC;IAG3B,QAAQ,CAAC,EAAE,MAAM,CAAC;IAGlB,MAAM,CAAC,EAAE;QACP,KAAK,CAAC,EAAE,MAAM,CAAC;QACf,KAAK,CAAC,EAAE,MAAM,CAAC;KAChB,CAAC;CACH;AAED;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,2CAA2C;IAC3C,OAAO,EAAE,MAAM,CAAC;IAChB,wCAAwC;IACxC,IAAI,EAAE,MAAM,CAAC;IACb,sHAAsH;IACtH,aAAa,CAAC,EAAE,WAAW,GAAG,cAAc,CAAC;CAC9C;AAED;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,sBAAsB,CAAC,EAAE,OAAO,CAAC;IACjC,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,aAAa,CAAC,EAAE,YAAY,EAAE,CAAC;IAG/B,YAAY,CAAC,EAAE,YAAY,CAAC;IAG5B,gBAAgB,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,UAAU,CAAC;IACpD,WAAW,CAAC,EAAE,CAAC,IAAI,EAAE,WAAW,KAAK,gBAAgB,CAAC;IACtD,YAAY,CAAC,EAAE,CAAC,IAAI,EAAE,WAAW,KAAK,MAAM,CAAC;CAC9C;AAqKD;;;GAGG;AACH,wBAAgB,mBAAmB,CACjC,KAAK,EAAE,WAAW,EAAE,EACpB,OAAO,GAAE,oBAAyB,GACjC,YAAY,CAGd;AAqED;;;GAGG;AACH,wBAAgB,0BAA0B,CACxC,KAAK,EAAE,WAAW,EAAE,EACpB,OAAO,GAAE,oBAAyB,GACjC,YAAY,CAqdd;AAED;;;GAGG;AAEH;;;;GAIG;AACH,wBAAgB,6BAA6B,CAC3C,KAAK,EAAE,WAAW,EAAE,EACpB,OAAO,GAAE,oBAAyB,GACjC,sBAAsB,CAgCxB"}
@@ -59,6 +59,7 @@ export interface LocationNode {
59
59
  customSpritePath?: string;
60
60
  stars?: number;
61
61
  collaborators?: number;
62
+ license?: string;
62
63
  }
63
64
  /**
64
65
  * Path connection style
@@ -1 +1 @@
1
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1
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@@ -1,4 +1,4 @@
1
- import { aR, aS, aB, aC, aD, as, at, au, aN, aH, av, aw, ax, ay, az, aA, aO, aP, aQ, aF, aG, aE, aL, aI, aK, aJ, aq, ar, ap, aM } from "./index-D7jhhj0e.js";
1
+ import { aR, aS, aB, aC, aD, as, at, au, aN, aH, av, aw, ax, ay, az, aA, aO, aP, aQ, aF, aG, aE, aL, aI, aK, aJ, aq, ar, ap, aM } from "./index-DKt_e7J1.js";
2
2
  export {
3
3
  aR as CollectionMapPanel,
4
4
  aS as CollectionMapPanelContent,