@jgengine/react 0.10.0 → 0.11.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +13 -2
- package/LICENSE +203 -661
- package/README.md +1 -1
- package/dist/actionHud.d.ts +174 -0
- package/dist/actionHud.js +292 -0
- package/dist/cards.d.ts +59 -0
- package/dist/cards.js +116 -0
- package/dist/chat.d.ts +3 -1
- package/dist/chat.js +2 -2
- package/dist/components.d.ts +20 -0
- package/dist/components.js +28 -0
- package/dist/display.d.ts +1 -0
- package/dist/display.js +1 -0
- package/dist/engineStore.d.ts +3 -0
- package/dist/engineStore.js +3 -0
- package/dist/fogOverlay.d.ts +3 -0
- package/dist/fogOverlay.js +3 -0
- package/dist/gameViewport.js +16 -0
- package/dist/hooks.d.ts +20 -0
- package/dist/hooks.js +31 -1
- package/dist/hud.d.ts +87 -0
- package/dist/hud.js +144 -0
- package/dist/hudLayout.d.ts +19 -2
- package/dist/hudLayout.js +121 -10
- package/dist/index.d.ts +8 -0
- package/dist/index.js +8 -0
- package/dist/keyHint.d.ts +30 -0
- package/dist/keyHint.js +31 -0
- package/dist/map.d.ts +69 -1
- package/dist/map.js +54 -1
- package/dist/save.d.ts +25 -0
- package/dist/save.js +37 -0
- package/dist/selectSnapshot.d.ts +2 -0
- package/dist/selectSnapshot.js +2 -0
- package/dist/selectionHud.d.ts +133 -0
- package/dist/selectionHud.js +182 -0
- package/dist/skillCheckPaint.d.ts +2 -0
- package/dist/skillCheckPaint.js +2 -0
- package/dist/startScreen.d.ts +62 -0
- package/dist/startScreen.js +62 -0
- package/dist/store.d.ts +24 -0
- package/dist/store.js +9 -0
- package/package.json +4 -4
- package/skills/jgengine/SKILL.md +51 -0
- package/skills/jgengine/api.md +434 -0
- package/skills/jgengine/capabilities.md +29 -0
- package/skills/jgengine/reference-cartridge.md +72 -0
- package/skills/jgengine-ui/SKILL.md +36 -0
- package/skills/jgengine-ui/api.md +1852 -0
- package/skills/jgengine-ui/capabilities.md +142 -0
- package/skills/jgengine-ui/reference.md +500 -0
- package/skills/jgengine-ui/references/visual-scorecard.md +73 -0
- package/llms.txt +0 -1724
package/dist/selectSnapshot.js
CHANGED
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@@ -1,6 +1,8 @@
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/** @internal */
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export function createSelectCache() {
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return { ready: false, snapshot: undefined, value: undefined };
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}
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/** @internal */
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export function readSelectSnapshot(cache, snapshot, select, isEqual = Object.is) {
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if (cache.ready && Object.is(cache.snapshot, snapshot))
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return cache.value;
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@@ -0,0 +1,133 @@
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import { type CSSProperties, type ReactNode } from "react";
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import { type EntitySummaryDef, type EntityVital, type SelectionGroup, type SelectionView, type SelectionWindow } from "@jgengine/core/ui/selectionModel";
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/** A minimal keyboard-event shape — a real `KeyboardEvent`/React synthetic satisfies it. */
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export interface SelectionKeyEvent {
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key: string;
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preventDefault(): void;
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}
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/** Options for {@link useSelectionView}. */
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export interface UseSelectionViewOptions {
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/** Member count above which `grouped` flips true (default 12). */
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groupThreshold?: number;
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/** Map a member `kind` to a display label for its group. */
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labelOf?: (kind: string) => string;
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/** Fired when the focused (primary) member changes. */
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onFocusChange?: (id: string) => void;
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}
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/** The live selection model returned by {@link useSelectionView}. */
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export interface SelectionModel {
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view: SelectionView;
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focusId: string | null;
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setFocus: (id: string) => void;
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onKeyDown: (event: SelectionKeyEvent) => void;
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/** A virtualization window over the members, for a large selection strip. */
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window: (scroll: number, size: number) => SelectionWindow;
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}
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/**
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* The DATA/HOOK layer: summarize a selected-entity list into a live model with a focused primary,
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* ordered members, same-kind groups, keyboard focus stepping, and a virtualization window.
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* Rendering-agnostic — feed it to {@link SelectionPanel} or read the `view` directly.
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*
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* @capability selection-model headless multi-entity selection model with primary focus, grouping, and virtualization
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*/
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export declare function useSelectionView(members: readonly EntitySummaryDef[], options?: UseSelectionViewOptions): SelectionModel;
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/**
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* A compact current/max vital meter for an entity summary; tone maps to a colour ramp. Reuse it as
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* the vital row inside {@link EntitySummary} or any custom entity panel.
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*
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* @capability vital-bar compact current/max vital meter for an entity summary
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*/
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export declare function VitalBar({ vital, width, showLabel, className, style, }: {
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vital: EntityVital;
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width?: number;
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showLabel?: boolean;
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className?: string;
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style?: CSSProperties;
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}): import("react").JSX.Element;
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/**
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* A selectable entity portrait tile — icon/initials, an optional thin health strip, and complete
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* selected/hover/focus states as a real `<button>` (`aria-pressed`). The unit-of-a-selection chrome;
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* swap the face via `renderIcon`. Accessible and keyboard-focusable.
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*
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* @capability entity-portrait selectable entity portrait tile with vitals and selected/focus states
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*/
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export declare function EntityPortrait({ entity, selected, size, vitalId, tabIndex, onSelect, renderIcon, className, style, }: {
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entity: EntitySummaryDef;
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selected?: boolean;
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size?: number;
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vitalId?: string;
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tabIndex?: number;
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onSelect?: (id: string) => void;
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renderIcon?: (entity: EntitySummaryDef) => ReactNode;
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className?: string;
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style?: CSSProperties;
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}): import("react").JSX.Element;
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/**
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* The primary-entity detail chrome — name, tags, and full vital bars for the focused member. The
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* "who is selected" summary a single-selection or the head of a multi-selection shows. Swap the vital
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* rows via `renderVital`.
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*
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* @capability entity-summary primary selected-entity detail panel (name, tags, vitals)
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*/
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export declare function EntitySummary({ entity, renderVital, className, style, }: {
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entity: EntitySummaryDef;
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renderVital?: (vital: EntityVital) => ReactNode;
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className?: string;
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style?: CSSProperties;
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}): import("react").JSX.Element;
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/**
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* A same-kind selection chip — icon plus count — for the grouped large-selection view. The default
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* chrome {@link SelectionCollectionChrome} renders per group; swap it via `renderGroup`.
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*
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* @capability selection-group-chip same-kind selection chip (icon + count) for a grouped selection
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*/
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export declare function SelectionGroupChip({ group, onSelect, renderIcon, className, style, }: {
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group: SelectionGroup;
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onSelect?: (group: SelectionGroup) => void;
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renderIcon?: (group: SelectionGroup) => ReactNode;
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className?: string;
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style?: CSSProperties;
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}): import("react").JSX.Element;
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/**
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* The composable RENDERER for the member collection: a portrait strip for a small selection, or the
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* same-kind group chips once the model is `grouped`. Roving tabindex + arrow-key focus. Swap
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* `renderMember`/`renderGroup` for custom chrome, or read the model and lay it out yourself. No panel
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* skin — a behavior/accessibility layer only.
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*
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* @capability selection-collection accessible portrait-strip / group-chip renderer over a selection model
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*/
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export declare function SelectionCollectionChrome({ model, itemSize, gap, windowSize, scroll, ariaLabel, renderMember, renderGroup, onGroupSelect, className, style, }: {
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model: SelectionModel;
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itemSize?: number;
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gap?: number;
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/** Cap the mounted portraits; the model virtualizes past this many members. */
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windowSize?: number;
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scroll?: number;
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ariaLabel?: string;
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renderMember?: (entity: EntitySummaryDef, selected: boolean) => ReactNode;
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renderGroup?: (group: SelectionGroup) => ReactNode;
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onGroupSelect?: (group: SelectionGroup) => void;
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className?: string;
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style?: CSSProperties;
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}): import("react").JSX.Element;
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/**
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* The batteries-included default: a skinned glass panel composing {@link EntitySummary} for the
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* primary member beside {@link SelectionCollectionChrome} for the rest. Pass `members` (or a prebuilt
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* `model`) and it renders a working RTS-style selection panel; every sub-renderer stays swappable, and
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* a game that wants a different frame composes the hook and chrome directly.
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*
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* @capability selection-panel drop-in selection panel: primary summary beside a portrait strip / group chips
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*/
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export declare function SelectionPanel({ members, model: providedModel, groupThreshold, labelOf, windowSize, renderPrimary, renderMember, renderVital, onFocusChange, className, style, }: {
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members?: readonly EntitySummaryDef[];
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model?: SelectionModel;
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groupThreshold?: number;
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labelOf?: (kind: string) => string;
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windowSize?: number;
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renderPrimary?: (entity: EntitySummaryDef) => ReactNode;
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renderMember?: (entity: EntitySummaryDef, selected: boolean) => ReactNode;
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renderVital?: (vital: EntityVital) => ReactNode;
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onFocusChange?: (id: string) => void;
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className?: string;
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style?: CSSProperties;
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}): import("react").JSX.Element | null;
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@@ -0,0 +1,182 @@
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import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
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import { useCallback, useMemo, useState, } from "react";
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import { moveSelectionFocus, selectionWindow, summarizeSelection, } from "@jgengine/core/ui/selectionModel";
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/**
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* Composable React renderers over the headless selection view model
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* (`@jgengine/core/ui/selectionModel`) — the data/renderer/chrome split for an RTS selection panel, a
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* party frame, or a squad summary. `useSelectionView` is the DATA/HOOK layer (summary + focus +
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* virtualization), `EntityPortrait`/`EntitySummary`/`SelectionCollectionChrome` are composable
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* renderers, and `SelectionPanel` is the batteries-included default. A game supplies the entity data
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* from wherever selection lives and swaps renderer or chrome without forking the logic.
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*/
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/** A move that steps the selection focus by keyboard/controller. */
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const SELECTION_KEYS = {
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ArrowRight: "next",
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ArrowDown: "next",
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ArrowLeft: "prev",
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ArrowUp: "prev",
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Home: "first",
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End: "last",
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};
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/**
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* The DATA/HOOK layer: summarize a selected-entity list into a live model with a focused primary,
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* ordered members, same-kind groups, keyboard focus stepping, and a virtualization window.
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* Rendering-agnostic — feed it to {@link SelectionPanel} or read the `view` directly.
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*
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* @capability selection-model headless multi-entity selection model with primary focus, grouping, and virtualization
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*/
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export function useSelectionView(members, options) {
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const [focusId, setFocusId] = useState(null);
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const summarizeOptions = useMemo(() => {
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const opts = {};
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if (focusId !== null)
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opts.primaryId = focusId;
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if (options?.groupThreshold !== undefined)
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opts.groupThreshold = options.groupThreshold;
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if (options?.labelOf !== undefined)
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opts.labelOf = options.labelOf;
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return opts;
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}, [focusId, options?.groupThreshold, options?.labelOf]);
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const view = useMemo(() => summarizeSelection(members, summarizeOptions), [members, summarizeOptions]);
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const setFocus = useCallback((id) => {
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setFocusId(id);
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options?.onFocusChange?.(id);
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}, [options]);
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const onKeyDown = useCallback((event) => {
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const dir = SELECTION_KEYS[event.key];
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if (dir === undefined)
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return;
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const next = moveSelectionFocus(view.count, view.focusIndex, dir);
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const nextMember = view.members[next];
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if (nextMember !== undefined)
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setFocus(nextMember.id);
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event.preventDefault();
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}, [view, setFocus]);
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const windowFn = useCallback((scroll, size) => selectionWindow(members, scroll, size), [members]);
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return { view, focusId, setFocus, onKeyDown, window: windowFn };
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}
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const VITAL_TONES = {
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health: ["#22c55e", "#4ade80"],
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shield: ["#0891b2", "#22d3ee"],
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energy: ["#2563eb", "#60a5fa"],
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neutral: ["#64748b", "#94a3b8"],
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};
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/**
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* A compact current/max vital meter for an entity summary; tone maps to a colour ramp. Reuse it as
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* the vital row inside {@link EntitySummary} or any custom entity panel.
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*
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* @capability vital-bar compact current/max vital meter for an entity summary
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*/
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export function VitalBar({ vital, width = 120, showLabel = true, className, style, }) {
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const denom = vital.max <= 0 ? 1 : vital.max;
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const fraction = Math.max(0, Math.min(1, vital.current / denom));
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const [from, to] = VITAL_TONES[vital.tone ?? "neutral"] ?? VITAL_TONES.neutral;
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return (_jsxs("div", { className: className, "data-vital": vital.id, style: { width, ...style }, children: [showLabel ? (_jsxs("div", { style: { display: "flex", fontSize: 10, opacity: 0.75, marginBottom: 2 }, children: [_jsx("span", { children: vital.label ?? vital.id }), _jsxs("span", { style: { marginLeft: "auto", fontVariantNumeric: "tabular-nums" }, children: [Math.round(vital.current), "/", Math.round(vital.max)] })] })) : null, _jsx("div", { style: { height: 6, borderRadius: 999, background: "rgba(255,255,255,0.12)", overflow: "hidden" }, children: _jsx("div", { style: { width: `${fraction * 100}%`, height: "100%", background: `linear-gradient(90deg, ${from}, ${to})` } }) })] }));
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}
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const PORTRAIT_BASE = {
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position: "relative",
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boxSizing: "border-box",
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display: "flex",
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flexDirection: "column",
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alignItems: "center",
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justifyContent: "center",
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border: "1px solid rgba(255,255,255,0.14)",
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borderRadius: 8,
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background: "rgba(14,17,22,0.72)",
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color: "#eef2f8",
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cursor: "pointer",
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userSelect: "none",
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padding: 2,
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};
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/**
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92
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* A selectable entity portrait tile — icon/initials, an optional thin health strip, and complete
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93
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+
* selected/hover/focus states as a real `<button>` (`aria-pressed`). The unit-of-a-selection chrome;
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94
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* swap the face via `renderIcon`. Accessible and keyboard-focusable.
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*
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* @capability entity-portrait selectable entity portrait tile with vitals and selected/focus states
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*/
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export function EntityPortrait({ entity, selected = false, size = 44, vitalId = "health", tabIndex, onSelect, renderIcon, className, style, }) {
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const vital = entity.vitals?.find((v) => v.id === vitalId) ?? entity.vitals?.[0];
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return (_jsxs("button", { type: "button", className: className, "data-entity-id": entity.id, "data-selected": selected ? "" : undefined, "aria-pressed": selected, "aria-label": entity.name ?? entity.id, title: entity.name ?? entity.id, tabIndex: tabIndex, onClick: () => onSelect?.(entity.id), style: {
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...PORTRAIT_BASE,
|
|
102
|
+
width: size,
|
|
103
|
+
height: size,
|
|
104
|
+
borderColor: selected ? "rgba(56,189,248,0.95)" : "rgba(255,255,255,0.14)",
|
|
105
|
+
boxShadow: selected ? "0 0 0 2px rgba(56,189,248,0.6)" : "none",
|
|
106
|
+
...style,
|
|
107
|
+
}, children: [_jsx("span", { "data-entity-icon": true, "aria-hidden": true, style: { fontSize: renderIcon ? undefined : 16 }, children: renderIcon ? renderIcon(entity) : (entity.icon ?? (entity.name ?? entity.id).slice(0, 2)) }), vital !== undefined ? (_jsx("div", { style: { position: "absolute", left: 3, right: 3, bottom: 3, height: 3, borderRadius: 999, background: "rgba(255,255,255,0.12)", overflow: "hidden" }, children: _jsx("div", { style: {
|
|
108
|
+
width: `${Math.max(0, Math.min(1, vital.max <= 0 ? 0 : vital.current / vital.max)) * 100}%`,
|
|
109
|
+
height: "100%",
|
|
110
|
+
background: (VITAL_TONES[vital.tone ?? "health"] ?? VITAL_TONES.neutral)[0],
|
|
111
|
+
} }) })) : null] }));
|
|
112
|
+
}
|
|
113
|
+
/**
|
|
114
|
+
* The primary-entity detail chrome — name, tags, and full vital bars for the focused member. The
|
|
115
|
+
* "who is selected" summary a single-selection or the head of a multi-selection shows. Swap the vital
|
|
116
|
+
* rows via `renderVital`.
|
|
117
|
+
*
|
|
118
|
+
* @capability entity-summary primary selected-entity detail panel (name, tags, vitals)
|
|
119
|
+
*/
|
|
120
|
+
export function EntitySummary({ entity, renderVital, className, style, }) {
|
|
121
|
+
return (_jsxs("div", { className: className, "data-entity-summary": entity.id, style: { display: "flex", flexDirection: "column", gap: 4, minWidth: 140, ...style }, children: [_jsxs("div", { style: { display: "flex", alignItems: "baseline", gap: 6 }, children: [_jsx("strong", { style: { fontSize: 14 }, children: entity.name ?? entity.id }), entity.kind !== undefined ? (_jsx("span", { style: { fontSize: 10, textTransform: "uppercase", letterSpacing: 0.4, opacity: 0.6 }, children: entity.kind })) : null] }), entity.tags !== undefined && entity.tags.length > 0 ? (_jsx("div", { style: { display: "flex", flexWrap: "wrap", gap: 4 }, children: entity.tags.map((tag) => (_jsx("span", { style: { fontSize: 9, padding: "1px 5px", borderRadius: 999, background: "rgba(255,255,255,0.1)" }, children: tag }, tag))) })) : null, (entity.vitals ?? []).map((vital) => (_jsx("div", { children: renderVital ? renderVital(vital) : _jsx(VitalBar, { vital: vital }) }, vital.id)))] }));
|
|
122
|
+
}
|
|
123
|
+
/**
|
|
124
|
+
* A same-kind selection chip — icon plus count — for the grouped large-selection view. The default
|
|
125
|
+
* chrome {@link SelectionCollectionChrome} renders per group; swap it via `renderGroup`.
|
|
126
|
+
*
|
|
127
|
+
* @capability selection-group-chip same-kind selection chip (icon + count) for a grouped selection
|
|
128
|
+
*/
|
|
129
|
+
export function SelectionGroupChip({ group, onSelect, renderIcon, className, style, }) {
|
|
130
|
+
return (_jsxs("button", { type: "button", className: className, "data-selection-group": group.kind, "aria-label": `${group.count} ${group.label}`, title: `${group.count} ${group.label}`, onClick: () => onSelect?.(group), style: { ...PORTRAIT_BASE, width: 44, height: 44, ...style }, children: [_jsx("span", { "aria-hidden": true, style: { fontSize: 16 }, children: renderIcon ? renderIcon(group) : (group.icon ?? group.label.slice(0, 2)) }), _jsx("span", { style: { position: "absolute", right: 2, bottom: 1, fontSize: 10, fontWeight: 700 }, children: group.count })] }));
|
|
131
|
+
}
|
|
132
|
+
/**
|
|
133
|
+
* The composable RENDERER for the member collection: a portrait strip for a small selection, or the
|
|
134
|
+
* same-kind group chips once the model is `grouped`. Roving tabindex + arrow-key focus. Swap
|
|
135
|
+
* `renderMember`/`renderGroup` for custom chrome, or read the model and lay it out yourself. No panel
|
|
136
|
+
* skin — a behavior/accessibility layer only.
|
|
137
|
+
*
|
|
138
|
+
* @capability selection-collection accessible portrait-strip / group-chip renderer over a selection model
|
|
139
|
+
*/
|
|
140
|
+
export function SelectionCollectionChrome({ model, itemSize = 44, gap = 4, windowSize, scroll = 0, ariaLabel = "Selection", renderMember, renderGroup, onGroupSelect, className, style, }) {
|
|
141
|
+
const { view } = model;
|
|
142
|
+
const rovingId = model.focusId ?? view.primary?.id ?? null;
|
|
143
|
+
const containerStyle = { display: "flex", flexWrap: "wrap", gap };
|
|
144
|
+
if (view.grouped) {
|
|
145
|
+
return (_jsx("div", { role: "group", "aria-label": ariaLabel, className: className, "data-selection-groups": "", style: { ...containerStyle, ...style }, children: view.groups.map((group) => renderGroup ? (_jsx("div", { children: renderGroup(group) }, group.kind)) : (_jsx(SelectionGroupChip, { group: group, onSelect: onGroupSelect }, group.kind))) }));
|
|
146
|
+
}
|
|
147
|
+
const win = windowSize !== undefined ? model.window(scroll, windowSize) : { start: 0, end: view.count, items: view.members };
|
|
148
|
+
return (_jsx("div", { role: "listbox", "aria-label": ariaLabel, "aria-orientation": "horizontal", className: className, "data-selection-strip": "", onKeyDown: model.onKeyDown, style: { ...containerStyle, ...style }, children: win.items.map((entity) => {
|
|
149
|
+
const selected = view.primary?.id === entity.id;
|
|
150
|
+
if (renderMember !== undefined) {
|
|
151
|
+
return (_jsx("div", { role: "option", "aria-selected": selected, children: renderMember(entity, selected) }, entity.id));
|
|
152
|
+
}
|
|
153
|
+
return (_jsx("div", { role: "option", "aria-selected": selected, children: _jsx(EntityPortrait, { entity: entity, selected: selected, size: itemSize, tabIndex: rovingId === entity.id ? 0 : -1, onSelect: model.setFocus }) }, entity.id));
|
|
154
|
+
}) }));
|
|
155
|
+
}
|
|
156
|
+
const PANEL = {
|
|
157
|
+
padding: 8,
|
|
158
|
+
borderRadius: 12,
|
|
159
|
+
background: "rgba(10,12,16,0.6)",
|
|
160
|
+
backdropFilter: "blur(6px)",
|
|
161
|
+
WebkitBackdropFilter: "blur(6px)",
|
|
162
|
+
border: "1px solid rgba(255,255,255,0.1)",
|
|
163
|
+
boxShadow: "0 4px 16px rgba(0,0,0,0.35)",
|
|
164
|
+
color: "#eef2f8",
|
|
165
|
+
font: "500 12px/1.2 ui-sans-serif, system-ui, sans-serif",
|
|
166
|
+
};
|
|
167
|
+
/**
|
|
168
|
+
* The batteries-included default: a skinned glass panel composing {@link EntitySummary} for the
|
|
169
|
+
* primary member beside {@link SelectionCollectionChrome} for the rest. Pass `members` (or a prebuilt
|
|
170
|
+
* `model`) and it renders a working RTS-style selection panel; every sub-renderer stays swappable, and
|
|
171
|
+
* a game that wants a different frame composes the hook and chrome directly.
|
|
172
|
+
*
|
|
173
|
+
* @capability selection-panel drop-in selection panel: primary summary beside a portrait strip / group chips
|
|
174
|
+
*/
|
|
175
|
+
export function SelectionPanel({ members, model: providedModel, groupThreshold, labelOf, windowSize, renderPrimary, renderMember, renderVital, onFocusChange, className, style, }) {
|
|
176
|
+
const ownModel = useSelectionView(members ?? [], { groupThreshold, labelOf, onFocusChange });
|
|
177
|
+
const model = providedModel ?? ownModel;
|
|
178
|
+
const { view } = model;
|
|
179
|
+
if (view.count === 0)
|
|
180
|
+
return null;
|
|
181
|
+
return (_jsxs("div", { className: className, "data-selection-panel": "", style: { ...PANEL, display: "flex", gap: 12, alignItems: "flex-start", ...style }, children: [view.primary !== null ? (_jsx("div", { children: renderPrimary ? renderPrimary(view.primary) : _jsx(EntitySummary, { entity: view.primary, renderVital: renderVital }) })) : null, view.count > 1 ? (_jsx(SelectionCollectionChrome, { model: model, windowSize: windowSize, renderMember: renderMember, style: { maxWidth: 320 } })) : null] }));
|
|
182
|
+
}
|
|
@@ -1,4 +1,6 @@
|
|
|
1
1
|
import type { SkillCheckConfig, SkillCheckResult } from "@jgengine/core/interaction/skillCheck";
|
|
2
2
|
import type { QteStep } from "@jgengine/core/interaction/qte";
|
|
3
|
+
/** @internal */
|
|
3
4
|
export declare function paintSkillCheckDom(root: HTMLElement, zone: HTMLElement, marker: HTMLElement, config: SkillCheckConfig, result: SkillCheckResult): void;
|
|
5
|
+
/** @internal */
|
|
4
6
|
export declare function paintQteStepDom(elements: ReadonlyMap<string, HTMLElement>, steps: readonly QteStep[], elapsed: number, activeId: string | null, stepClassName?: string, activeClassName?: string, doneClassName?: string): void;
|
package/dist/skillCheckPaint.js
CHANGED
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
/** @internal */
|
|
1
2
|
export function paintSkillCheckDom(root, zone, marker, config, result) {
|
|
2
3
|
const zoneLeft = (result.zone.start / config.trackWidth) * 100;
|
|
3
4
|
const zoneWidth = ((result.zone.end - result.zone.start) / config.trackWidth) * 100;
|
|
@@ -8,6 +9,7 @@ export function paintSkillCheckDom(root, zone, marker, config, result) {
|
|
|
8
9
|
root.dataset.inZone = result.success ? "true" : "false";
|
|
9
10
|
root.dataset.timedOut = result.timedOut ? "true" : "false";
|
|
10
11
|
}
|
|
12
|
+
/** @internal */
|
|
11
13
|
export function paintQteStepDom(elements, steps, elapsed, activeId, stepClassName, activeClassName, doneClassName) {
|
|
12
14
|
for (const step of steps) {
|
|
13
15
|
const el = elements.get(step.id);
|
|
@@ -0,0 +1,62 @@
|
|
|
1
|
+
import { type CSSProperties, type ReactNode } from "react";
|
|
2
|
+
import { type ActionCodesMap } from "@jgengine/core/input/actionBindings";
|
|
3
|
+
/**
|
|
4
|
+
* One row of a control legend. Name the game action(s) whose bound key(s) to
|
|
5
|
+
* show (`action`) so the glyphs come straight from the keybind map — never
|
|
6
|
+
* re-typed — or give literal `keys` for controls that live outside the map
|
|
7
|
+
* (`"Mouse"`, `"LMB"`). `label` says what the control does.
|
|
8
|
+
*/
|
|
9
|
+
export interface ControlHint {
|
|
10
|
+
action?: string | readonly string[];
|
|
11
|
+
keys?: string | readonly string[];
|
|
12
|
+
label: string;
|
|
13
|
+
separator?: string;
|
|
14
|
+
}
|
|
15
|
+
/**
|
|
16
|
+
* Renders a controls legend whose key glyphs come from the game's keybind map,
|
|
17
|
+
* so bindings live in one place and never drift from a hand-typed table. Hides
|
|
18
|
+
* itself on coarse-pointer devices (a touchscreen has no keyboard) via the same
|
|
19
|
+
* `data-jg-kbd-hint` marker as `KeyHint`. Headless: every part carries a
|
|
20
|
+
* `className` slot and `data-*` hook; pass `renderKey`/`renderRow` to fully own
|
|
21
|
+
* the markup.
|
|
22
|
+
*
|
|
23
|
+
* @capability controls-list keybind-derived control legend that hides on touch
|
|
24
|
+
*/
|
|
25
|
+
export declare function ControlsList({ bindings, controls, hideOnCoarsePointer, separator, className, rowClassName, keysClassName, keyClassName, separatorClassName, labelClassName, renderKey, renderRow, }: {
|
|
26
|
+
bindings?: ActionCodesMap;
|
|
27
|
+
controls: readonly ControlHint[];
|
|
28
|
+
hideOnCoarsePointer?: boolean;
|
|
29
|
+
separator?: string;
|
|
30
|
+
className?: string;
|
|
31
|
+
rowClassName?: string;
|
|
32
|
+
keysClassName?: string;
|
|
33
|
+
keyClassName?: string;
|
|
34
|
+
separatorClassName?: string;
|
|
35
|
+
labelClassName?: string;
|
|
36
|
+
renderKey?: (key: string, index: number) => ReactNode;
|
|
37
|
+
renderRow?: (row: {
|
|
38
|
+
keys: readonly string[];
|
|
39
|
+
label: string;
|
|
40
|
+
}, index: number) => ReactNode;
|
|
41
|
+
}): ReactNode;
|
|
42
|
+
/** Which corner of a `StartScreen` the opt-in settings slot is pinned to. */
|
|
43
|
+
export type StartScreenCorner = "top-left" | "top-right" | "bottom-left" | "bottom-right";
|
|
44
|
+
/**
|
|
45
|
+
* Composable title/attract-screen scaffold: a full-bleed `data-jg-menu` overlay
|
|
46
|
+
* that positions and centers the game's own content, with an opt-in settings
|
|
47
|
+
* corner. It imposes no look — the game supplies the title, art, and buttons as
|
|
48
|
+
* children and styles the container through `className`/`style` (per the
|
|
49
|
+
* composable-chrome rule: a placement hook, not a mandated menu).
|
|
50
|
+
*
|
|
51
|
+
* @capability start-screen headless title/attract overlay the game fills and skins
|
|
52
|
+
*/
|
|
53
|
+
export declare function StartScreen({ open, className, style, children, settings, settingsPlacement, settingsClassName, settingsWrapperClassName, }: {
|
|
54
|
+
open?: boolean;
|
|
55
|
+
className?: string;
|
|
56
|
+
style?: CSSProperties;
|
|
57
|
+
children?: ReactNode;
|
|
58
|
+
settings?: boolean | ReactNode;
|
|
59
|
+
settingsPlacement?: StartScreenCorner;
|
|
60
|
+
settingsClassName?: string;
|
|
61
|
+
settingsWrapperClassName?: string;
|
|
62
|
+
}): ReactNode;
|
|
@@ -0,0 +1,62 @@
|
|
|
1
|
+
import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
|
|
2
|
+
import { Fragment } from "react";
|
|
3
|
+
import { actionLabel } from "@jgengine/core/input/actionBindings";
|
|
4
|
+
import { useDisplayProfile } from "./display.js";
|
|
5
|
+
import { Keycap } from "./keyHint.js";
|
|
6
|
+
import { SettingsTrigger } from "./settings.js";
|
|
7
|
+
function toArray(value) {
|
|
8
|
+
if (value === undefined)
|
|
9
|
+
return [];
|
|
10
|
+
return typeof value === "string" ? [value] : value;
|
|
11
|
+
}
|
|
12
|
+
function resolveKeys(hint, bindings) {
|
|
13
|
+
const literal = toArray(hint.keys);
|
|
14
|
+
if (literal.length > 0)
|
|
15
|
+
return [...literal];
|
|
16
|
+
if (bindings === undefined)
|
|
17
|
+
return [];
|
|
18
|
+
const glyphs = [];
|
|
19
|
+
for (const action of toArray(hint.action)) {
|
|
20
|
+
const glyph = actionLabel(bindings, action);
|
|
21
|
+
if (glyph !== null)
|
|
22
|
+
glyphs.push(glyph);
|
|
23
|
+
}
|
|
24
|
+
return glyphs;
|
|
25
|
+
}
|
|
26
|
+
/**
|
|
27
|
+
* Renders a controls legend whose key glyphs come from the game's keybind map,
|
|
28
|
+
* so bindings live in one place and never drift from a hand-typed table. Hides
|
|
29
|
+
* itself on coarse-pointer devices (a touchscreen has no keyboard) via the same
|
|
30
|
+
* `data-jg-kbd-hint` marker as `KeyHint`. Headless: every part carries a
|
|
31
|
+
* `className` slot and `data-*` hook; pass `renderKey`/`renderRow` to fully own
|
|
32
|
+
* the markup.
|
|
33
|
+
*
|
|
34
|
+
* @capability controls-list keybind-derived control legend that hides on touch
|
|
35
|
+
*/
|
|
36
|
+
export function ControlsList({ bindings, controls, hideOnCoarsePointer = true, separator = " / ", className, rowClassName, keysClassName, keyClassName, separatorClassName, labelClassName, renderKey, renderRow, }) {
|
|
37
|
+
const { coarsePointer } = useDisplayProfile();
|
|
38
|
+
if (hideOnCoarsePointer && coarsePointer)
|
|
39
|
+
return null;
|
|
40
|
+
const rows = controls.map((hint) => ({ keys: resolveKeys(hint, bindings), label: hint.label, separator: hint.separator }));
|
|
41
|
+
return (_jsx("div", { "data-jg-controls": "", "data-jg-kbd-hint": hideOnCoarsePointer ? "" : undefined, className: className, children: rows.map((row, index) => renderRow !== undefined ? (_jsx(Fragment, { children: renderRow(row, index) }, index)) : (_jsxs("div", { "data-jg-control": "", className: rowClassName, children: [_jsx("span", { "data-jg-control-keys": "", className: keysClassName, children: row.keys.map((key, keyIndex) => (_jsxs(Fragment, { children: [keyIndex > 0 ? (_jsx("span", { "data-jg-control-sep": "", className: separatorClassName, children: row.separator ?? separator })) : null, renderKey !== undefined ? renderKey(key, keyIndex) : _jsx(Keycap, { className: keyClassName, children: key })] }, keyIndex))) }), _jsx("span", { "data-jg-control-label": "", className: labelClassName, children: row.label })] }, index))) }));
|
|
42
|
+
}
|
|
43
|
+
const CORNER_STYLE = {
|
|
44
|
+
"top-left": { position: "absolute", top: 0, left: 0 },
|
|
45
|
+
"top-right": { position: "absolute", top: 0, right: 0 },
|
|
46
|
+
"bottom-left": { position: "absolute", bottom: 0, left: 0 },
|
|
47
|
+
"bottom-right": { position: "absolute", bottom: 0, right: 0 },
|
|
48
|
+
};
|
|
49
|
+
/**
|
|
50
|
+
* Composable title/attract-screen scaffold: a full-bleed `data-jg-menu` overlay
|
|
51
|
+
* that positions and centers the game's own content, with an opt-in settings
|
|
52
|
+
* corner. It imposes no look — the game supplies the title, art, and buttons as
|
|
53
|
+
* children and styles the container through `className`/`style` (per the
|
|
54
|
+
* composable-chrome rule: a placement hook, not a mandated menu).
|
|
55
|
+
*
|
|
56
|
+
* @capability start-screen headless title/attract overlay the game fills and skins
|
|
57
|
+
*/
|
|
58
|
+
export function StartScreen({ open = true, className, style, children, settings, settingsPlacement = "top-right", settingsClassName, settingsWrapperClassName, }) {
|
|
59
|
+
if (!open)
|
|
60
|
+
return null;
|
|
61
|
+
return (_jsxs("div", { "data-jg-menu": "", "data-screen": "start", className: className, style: style, children: [settings !== undefined && settings !== false ? (_jsx("div", { "data-jg-menu-settings": "", className: settingsWrapperClassName, style: settingsWrapperClassName === undefined ? CORNER_STYLE[settingsPlacement] : undefined, children: settings === true ? _jsx(SettingsTrigger, { className: settingsClassName }) : settings })) : null, children] }));
|
|
62
|
+
}
|
package/dist/store.d.ts
ADDED
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
import type { StoreHandle } from "@jgengine/core/store/defineStore";
|
|
2
|
+
import type { KeyedStoreHandle } from "@jgengine/core/store/defineKeyedStore";
|
|
3
|
+
/**
|
|
4
|
+
* Subscribe a component to a typed store slot defined with `defineStore`. Returns the current value
|
|
5
|
+
* (or the definition's initial before any write), re-rendering only when the slot changes — the
|
|
6
|
+
* cast-free, boilerplate-free replacement for a hand-written `useGameStore((ctx) => ctx.game.store.get(KEY) as T)`.
|
|
7
|
+
*
|
|
8
|
+
* Pass a `selector` to read a derived slice with its own equality, so a HUD that watches one field
|
|
9
|
+
* doesn't re-render on every unrelated store write.
|
|
10
|
+
*/
|
|
11
|
+
export declare function useStore<T>(handle: StoreHandle<T>): T;
|
|
12
|
+
export declare function useStore<T, S>(handle: StoreHandle<T>, selector: (value: T) => S, isEqual?: (previous: S, next: S) => boolean): S;
|
|
13
|
+
/**
|
|
14
|
+
* Subscribe a component to one owner's slot of a typed keyed-family store defined with
|
|
15
|
+
* `defineKeyedStore`. Returns the current value for `id` (or the definition's initial before any
|
|
16
|
+
* write for that id), re-rendering only when that owner's slot changes — the cast-free,
|
|
17
|
+
* boilerplate-free replacement for a hand-written
|
|
18
|
+
* `useGameStore((ctx) => ctx.game.store.get(`prefix:${id}`) as T)`.
|
|
19
|
+
*
|
|
20
|
+
* Pass a `selector` to read a derived slice with its own equality, so a HUD that watches one field
|
|
21
|
+
* of one owner's state doesn't re-render on every unrelated store write.
|
|
22
|
+
*/
|
|
23
|
+
export declare function useKeyedStore<T>(handle: KeyedStoreHandle<T>, id: string): T;
|
|
24
|
+
export declare function useKeyedStore<T, S>(handle: KeyedStoreHandle<T>, id: string, selector: (value: T) => S, isEqual?: (previous: S, next: S) => boolean): S;
|
package/dist/store.js
ADDED
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
import { useGameStore } from "./hooks.js";
|
|
2
|
+
export function useStore(handle, selector, isEqual = Object.is) {
|
|
3
|
+
const select = selector;
|
|
4
|
+
return useGameStore((ctx) => (select === undefined ? handle.read(ctx) : select(handle.read(ctx))), select === undefined ? Object.is : isEqual);
|
|
5
|
+
}
|
|
6
|
+
export function useKeyedStore(handle, id, selector, isEqual = Object.is) {
|
|
7
|
+
const select = selector;
|
|
8
|
+
return useGameStore((ctx) => (select === undefined ? handle.read(ctx, id) : select(handle.read(ctx, id))), select === undefined ? Object.is : isEqual);
|
|
9
|
+
}
|
package/package.json
CHANGED
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@jgengine/react",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.11.0",
|
|
4
4
|
"description": "React UI layer for JGengine: GameProvider, hooks, and headless primitives over @jgengine/core.",
|
|
5
|
-
"license": "
|
|
5
|
+
"license": "Apache-2.0",
|
|
6
6
|
"type": "module",
|
|
7
7
|
"sideEffects": false,
|
|
8
8
|
"repository": {
|
|
@@ -13,7 +13,7 @@
|
|
|
13
13
|
"files": [
|
|
14
14
|
"dist",
|
|
15
15
|
"CHANGELOG.md",
|
|
16
|
-
"
|
|
16
|
+
"skills"
|
|
17
17
|
],
|
|
18
18
|
"exports": {
|
|
19
19
|
".": {
|
|
@@ -31,7 +31,7 @@
|
|
|
31
31
|
"test": "bun test src"
|
|
32
32
|
},
|
|
33
33
|
"dependencies": {
|
|
34
|
-
"@jgengine/core": "^0.
|
|
34
|
+
"@jgengine/core": "^0.11.0"
|
|
35
35
|
},
|
|
36
36
|
"peerDependencies": {
|
|
37
37
|
"react": "^19.0.0",
|
|
@@ -0,0 +1,51 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: jgengine
|
|
3
|
+
description: Route game work to the smallest useful JGengine guidance set.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# JGengine intake and router
|
|
7
|
+
|
|
8
|
+
Read the repository [README](../../../README.md) for package truth, commands, layering, and license. This skill decides what to load; it is not an engine manual.
|
|
9
|
+
|
|
10
|
+
## 1. Establish the target
|
|
11
|
+
|
|
12
|
+
Capture only decisions that change architecture:
|
|
13
|
+
|
|
14
|
+
- player point of view and controls
|
|
15
|
+
- world shape and authored content
|
|
16
|
+
- core loop, interaction, combat, and progression
|
|
17
|
+
- solo, local, hosted, or persistent multiplayer
|
|
18
|
+
- HUD/menu states and art direction
|
|
19
|
+
- one observable completion scenario
|
|
20
|
+
|
|
21
|
+
For a new in-repo game, scaffold with `bun run new:game <id> --name "Title"`. Outside this monorepo, start with `npx jgengine create`; never copy `Games/*`.
|
|
22
|
+
|
|
23
|
+
## 2. Select domains
|
|
24
|
+
|
|
25
|
+
Load only rows the target needs. Do not preload every domain.
|
|
26
|
+
|
|
27
|
+
| Need | Skill | Owner |
|
|
28
|
+
| --- | --- | --- |
|
|
29
|
+
| scene placement, terrain painting, paths, asset authoring | `jgengine-editor` | editor document and authoring tools |
|
|
30
|
+
| runtime world, movement, input, interaction, AI, navigation, audio | `jgengine-world` | spatial simulation and world runtime |
|
|
31
|
+
| game state, systems, inventory, crafting, quests, economy, turns | `jgengine-gameplay` | non-combat rules and state |
|
|
32
|
+
| targeting, stats, damage, effects, abilities, projectiles, loot | `jgengine-combat` | combat resolution |
|
|
33
|
+
| HUD, menus, layout, accessibility, touch presentation | `jgengine-ui` | player-facing interface |
|
|
34
|
+
| models, sprites, materials, audio files, source licensing | `jgengine-assets` | asset discovery and catalogs |
|
|
35
|
+
| authority, transport, replication, sessions, host persistence | `jgengine-multiplayer` | network topology and persistence adapters |
|
|
36
|
+
|
|
37
|
+
Scenes normally require both `jgengine-editor` for authoring and `jgengine-world` for runtime consumption. Combat and multiplayer are opt-in, not default intake.
|
|
38
|
+
|
|
39
|
+
## 3. Discover before designing
|
|
40
|
+
|
|
41
|
+
Within each selected domain:
|
|
42
|
+
|
|
43
|
+
1. Search `capabilities.md` by intent; it maps needs to imports.
|
|
44
|
+
2. Open `api.md` only when exact signatures or export inventory are needed.
|
|
45
|
+
3. Open the linked reference only for a deeper recipe or trap.
|
|
46
|
+
|
|
47
|
+
If no capability fits, identify the upstream package seam before writing game-local code. In this repository, implement a reusable primitive with its first adopter; if editor-owned content cannot be expressed, file the editor gap first.
|
|
48
|
+
|
|
49
|
+
## 4. Build and finish
|
|
50
|
+
|
|
51
|
+
Keep scene coordinates in the editor document, state serializable, randomness injected, and hot-path work bounded. Use `jgengine-verify` for evidence appropriate to the change. Inside this monorepo, `workflow` owns issue/PR completion. Visual polish work also uses the `jgengine-ui` quality reference.
|