@jgengine/react 0.38.1 → 0.38.2
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 +28 -0
- package/dist/gameMenu.d.ts +10 -3
- package/dist/gameMenu.js +6 -1
- package/package.json +2 -2
- package/skills/jgengine/api.md +2 -2
- package/skills/jgengine-ui/api.md +26 -1
- package/skills/jgengine-ui/capabilities.md +9 -1
package/CHANGELOG.md
CHANGED
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@@ -26,6 +26,34 @@ At publish, rename this heading to the new version and mirror the entries into
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`packages/core/src/meta/changelog.ts` (the typed `CHANGELOG` export).
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-->
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## 0.38.2
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### Migrate
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- **Bump lockstep SDK packages to `^0.38.2`:** `@jgengine/{core,rapier,react,ws,node,sql,convex,shell,editor,assets,navbake}`. CLI `jgengine` is `0.35.2`; `@jgengine/github` is `0.25.2`.
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### Added
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- `requestSceneCapture` and `requestSceneThumbnail` (`@jgengine/shell/render/sceneCapture`) ask the live scene for a frame or a save-card thumbnail. A request waits for `SceneCaptureBinding` to mount, waits for the canvas to paint, retries a blank read and resolves with the image or a stated failure (`no-binding`, `no-frame`, `undecodable`), so a game stops polling for the binding and waiting frames before a save screenshot.
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- `registerSceneCapture` (`@jgengine/shell/render/sceneCapture`) lets a host that owns its own canvas hand the capture path a reader.
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- `createDownedState` (`@jgengine/core/combat/downed`) exposes `restore(next)`, the counterpart to `snapshot()`, so a saved bleed-out resumes with the same remaining seconds, revive progress, phase and banner timer instead of being rebuilt around a guessed countdown.
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### Changed
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- Pin Games to the 0.38.1 adoption
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- `GameMenu`'s `style` and `detailStyle` accept `--jg-*` custom properties (`GameMenuStyle`), so a game passes `{ "--jg-menu-surface-radius": "12px" }` without a cast.
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- `GameMenu` sets `pointer-events: auto` on its own root while its painted backdrop stays `none`, so a menu inside a HUD wrapper that passes clicks through to the scene no longer has dead buttons.
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- `check-stateful-ratchet` skips a factory carrying `// stateless: <reason>`, the named case for a catalog whose only closure state is an index of its own config. `createBuildSocketCatalog` declares it instead of being baselined.
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### Fixed
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- `bun run shoot` refuses a scene shot whose page has no 3D canvas, and scores rendered geometry inside the canvas region before writing the file. `bun run shoot <game> --view <name>` defaults to `--mode ui`, which renders the game's HUD preview over a CSS backdrop and creates no canvas; the whole-frame flat test was skipped without a region and the backdrop's full-screen paint withheld the viewport verdict, so a HUD-only frame was written with exit 0.
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- `countStaticBatchDraws` (`@jgengine/shell/world/staticObjectBatches`) counts the draws the static batches submit, so a variant level with no instance in a cell and a cell the camera culled are no longer reported as draws. `submitInstanceCount` (`@jgengine/shell/render/submittedDraws`) is the one place the batch, scatter, proxy and authored-primitive paths set an instance count and its visibility, and three issues a draw only when both say there is something to draw.
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- `createCastRunner.state()` carries the cast's `moveTolerance`, `moveDeadzone` and `movedTotal`, and `restore(next)` resumes it. A cast saved mid-fight used to come back with a fresh movement budget, so the caster could walk further than the ability allowed.
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- `createDecayMeterSet.serialize()` / `restore(next)` carry each meter's value, base rate and `setRateModifier` multiplier. A save used to drop a tuned rate, so a cold biome's faster warmth drain reset to the config rate on load.
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- `createAreaEffectField.restore(state)`, `createSelectionBookmarks.restore(snapshot)` and `createPlotPermissions.restore(snapshot)` are the state-in counterparts to their existing `serialize()` / `snapshot()`; restoring into a live field releases the members the saved state does not carry.
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- `check-stateful-ratchet` names the round-trip gap separately and caps it: a `snapshot()` with no `restore()`/`reset()` fails as `round-trip` debt, `--write` refuses to raise that ceiling, and a group paid below its ceiling must lower it. `createDownedState` was baselined when the ratchet shipped and never revisited; the restores in this release take the baseline from 113 entries to 93 and the `round-trip` ceiling from 8 to 2.
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## 0.38.1
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### Migrate
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package/dist/gameMenu.d.ts
CHANGED
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@@ -36,6 +36,11 @@ export interface GameMenuLogo {
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}
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/** How a {@link GameMenu} is used. `pause` is the same system at a smaller scale. */
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export type GameMenuVariant = "title" | "pause";
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/**
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* Inline style for a menu surface that also accepts `--jg-*` theme tokens, so a game sets a token
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* with `{ "--jg-menu-radius": "12px" }` instead of casting the object to `CSSProperties`.
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*/
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export type GameMenuStyle = CSSProperties & Record<`--${string}`, string | number>;
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/** Props for {@link GameMenu}. */
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export interface GameMenuProps {
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/** Primary verbs, in focus order. */
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/** Accessible name of the surface. Default `"Main menu"` (`"Paused"` for the pause variant). */
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label?: string;
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className?: string;
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style?:
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style?: GameMenuStyle;
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detailClassName?: string;
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detailStyle?:
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detailStyle?: GameMenuStyle;
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}
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/**
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* Lock the page scroll while `active`, so a fixed full-bleed surface is exactly the viewport and the
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*
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* The engine owns the surface, layout, motion, focus order, sound and the save/character panes it
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* exports next to this component. The game owns the art, the logo, the wording, the verbs and what
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* each detail pane shows.
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* each detail pane shows. The surface takes pointer input for itself and leaves its painted
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* backdrop transparent to input, so a HUD wrapper that passes clicks through does not make the
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* verbs dead; `style` and `detailStyle` accept `--jg-*` tokens without a cast.
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*
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* @capability game-menu full-bleed game menu — living background, token-sized logo, animated navigable verbs, detail pane, selection sound, pause variant, no page scrollbar
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*/
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package/dist/gameMenu.js
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@@ -92,7 +92,9 @@ function logoNode(logo, title, reduced) {
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*
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* The engine owns the surface, layout, motion, focus order, sound and the save/character panes it
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* exports next to this component. The game owns the art, the logo, the wording, the verbs and what
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* each detail pane shows.
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* each detail pane shows. The surface takes pointer input for itself and leaves its painted
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* backdrop transparent to input, so a HUD wrapper that passes clicks through does not make the
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* verbs dead; `style` and `detailStyle` accept `--jg-*` tokens without a cast.
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*
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* @capability game-menu full-bleed game menu — living background, token-sized logo, animated navigable verbs, detail pane, selection sound, pause variant, no page scrollbar
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*/
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? "clamp(16px, 2.4vw, 34px) clamp(20px, 3.2vw, 56px)"
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: "clamp(18px, 3.2vw, 56px) clamp(20px, 3.6vw, 64px)",
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boxSizing: "border-box",
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// The surface is an overlay: it takes its own input even when the HUD wrapper around it
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// passes every pointer through to the scene.
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pointerEvents: "auto",
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color: "var(--jg-text, #f5f7fa)",
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fontFamily: hudFont.body,
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animation: reduced ? undefined : `jg-fade-in ${hudDuration("slow")} ${hudEase("easeOut")} both`,
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package/package.json
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{
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"name": "@jgengine/react",
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"version": "0.38.
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"version": "0.38.2",
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"description": "React UI layer for JGengine: GameProvider, hooks, and headless primitives over @jgengine/core.",
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"license": "Apache-2.0",
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"type": "module",
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"styles": "bun scripts/styles.ts"
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},
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"dependencies": {
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"@jgengine/core": "^0.38.
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"@jgengine/core": "^0.38.2"
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},
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"peerDependencies": {
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"react": "^19.0.0",
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package/skills/jgengine/api.md
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- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- `VERSION` (const): const VERSION: "0.38.
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- `VERSION` (const): const VERSION: "0.38.2" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/authoring
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- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- `VERSION` (const): const VERSION: "0.38.
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- `VERSION` (const): const VERSION: "0.38.2" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/runtime/adapter
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- `GameMenuSoundConfig` (interface): interface GameMenuSoundConfig — How {@link createGameMenuSound} is tuned.
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- `GameMenuSoundKind` (type): type GameMenuSoundKind = "move" | "confirm" | "back" — The short, quiet click a menu makes when the selection moves or is confirmed. Generated with an oscillator instead of shipped as an audio file, so a game gets menu feedback without authoring a sound and the whole thing unmounts with the screen.
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- `GameMenuSoundState` (interface): interface GameMenuSoundState — The sound player's readable state: on/off, gain, and whether audio is actually running.
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- `GameMenuStyle` (type): type GameMenuStyle = CSSProperties & Record<`--${string}`, string | number> — Inline style for a menu surface that also accepts `--jg-*` theme tokens, so a game sets a token with `{ "--jg-menu-radius": "12px" }` instead of casting the object to `CSSProperties`.
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- `GameMenuVariant` (type): type GameMenuVariant = "title" | "pause" — How a {@link GameMenu} is used. `pause` is the same system at a smaller scale.
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- `GamePauseMenu` (function): function GamePauseMenu(props: Omit<GameMenuProps, "variant"> & { onResume?: () => void }): ReactNode — A pause menu built from {@link GameMenu}: the same surface and navigation at a smaller scale, so a game composes one menu system rather than a second one. Escape (or B/Start) resumes.
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- `GamePreviewComponent` (type): type GamePreviewComponent = ComponentType<GamePreviewProps> — ⚠ undocumented
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- `GameMenuItem` (interface): interface GameMenuItem — A game's front-end menu: a full-bleed surface over a living background, a logo, primary verbs on the left that animate as the selection moves, and a detail pane on the right that changes with the highlighted verb. It is the block a main menu, a pause menu and their sub-screens are built from, so a game composes one menu system instead of a stack of modal panels.
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- `GameMenuLogo` (interface): interface GameMenuLogo — The logo slot. Give it `image` for art, or `text` for a styled wordmark.
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- `GameMenuProps` (interface): interface GameMenuProps — Props for {@link GameMenu}.
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- `GameMenuStyle` (type): type GameMenuStyle = CSSProperties & Record<`--${string}`, string | number> — Inline style for a menu surface that also accepts `--jg-*` theme tokens, so a game sets a token with `{ "--jg-menu-radius": "12px" }` instead of casting the object to `CSSProperties`.
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- `GameMenuVariant` (type): type GameMenuVariant = "title" | "pause" — How a {@link GameMenu} is used. `pause` is the same system at a smaller scale.
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- `GamePauseMenu` (function): function GamePauseMenu(props: Omit<GameMenuProps, "variant"> & { onResume?: () => void }): ReactNode — A pause menu built from {@link GameMenu}: the same surface and navigation at a smaller scale, so a game composes one menu system rather than a second one. Escape (or B/Start) resumes.
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- `useViewportScrollLock` (function): function useViewportScrollLock(active: boolean): void — Lock the page scroll while `active`, so a fixed full-bleed surface is exactly the viewport and the document behind it never gains a scrollbar. Nested and repeated locks are counted, and the previous inline styles are restored when the last one releases.
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- `TalentTree` (function): function TalentTree<TStat extends string = string>({ view: viewProp, nodes, tree, onLearn, icon, label, branchLabel, title = "Talents", variation = "themed", nodeSize = 54, columnGap = 30, tierGap = 46, showPoints = true, className, style, }: TalentTreeProps<TStat>): ReactNode — Drop-in talent / skill-tree widget over the existing progression model (`@jgengine/core/game/talents` + its `talentTreeView` selector). The game passes its node definitions and a live `createTalentTree` instance; the widget lays nodes out by branch column and prerequisite-depth tier, draws SVG prerequisite edges, styles each node learned/available/locked/maxed, shows an icon + rank badge, and calls `onLearn(nodeId)` when the player clicks a node that is currently allocatable. All layout, edge-drawing, and eligibility come from the model/selector — the widget never re-derives topology. Unskinned and HudTheme-token driven; node ids/branches are opaque game data the game supplies icons and labels for.
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- `TalentTreeProps` (interface): interface TalentTreeProps<TStat extends string = string> — Props for {@link TalentTree}.
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## @jgengine/react/testFixtures
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- `MENU_THEME_STYLE` (const): const MENU_THEME_STYLE: GameMenuStyle — Menu theme tokens passed through the `style` prop with no cast. This file is type-checked and kept out of the build, so the compiler proves the prop accepts `--jg-*` custom properties on every typecheck while nothing ships from here.
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- `TileLayerPreview` (function): function TileLayerPreview({ className }: { className?: string }): React.JSX.Element — Deterministic canvas-backed tile-layer fixture for textured tile presentation evidence.
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- `CaptureRenderer` (interface): interface CaptureRenderer — The bit of a WebGL renderer scene capture needs — its backing `<canvas>`.
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- `SceneCapture` (type): type SceneCapture = () => string | null — Reads the current scene frame as an image data URL, or null when the frame cannot be read.
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- `SceneCaptureBinding` (function): function SceneCaptureBinding({ bind }: { bind?: (capture: () => string | null) => void } = {}): null — In-`<Canvas>` binder that hands the scene-capture function out to HUD code living outside the reconciler (a photo-mode Capture button, a save slot's thumbnail). Mount it inside the game's `WorldOverlay`; the reader is registered for `requestSceneCapture`/`requestSceneThumbnail`, which wait for this mount and the first painted frame. `bind` is for code that wants the function directly and can be left out when a game only requests captures. Renders nothing.
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- `SceneCaptureFailure` (type): type SceneCaptureFailure = "no-binding" | "no-frame" | "undecodable" — Why a capture request produced no image.
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- `SceneCaptureRequestOptions` (interface): interface SceneCaptureRequestOptions — How a capture request waits and retries.
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- `SceneCaptureResult` (type): type SceneCaptureResult = | { ok: true; capture: string } | { ok: false; reason: SceneCaptureFailure } — A captured frame, or the stated reason there is none.
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- `SceneThumbnailResult` (type): type SceneThumbnailResult = | { ok: true; thumbnail: string } | { ok: false; reason: SceneCaptureFailure } — A save-card thumbnail, or the stated reason there is none.
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- `captureCanvas` (function): function captureCanvas(gl: CaptureRenderer): string | null — Read the current frame to a PNG data URL. Requires the R3F `<Canvas>` to have been created with `gl={{ preserveDrawingBuffer: true }}` (the shell's game canvas already is); returns null if the backing canvas can't be read.
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- `downloadImage` (function): function downloadImage(dataUrl: string, filename = "screenshot.png"): void — Trigger a browser download of an image data URL (the photo-mode "save" action).
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- `registerSceneCapture` (function): function registerSceneCapture(capture: SceneCapture | null): () => void — Hand the capture path a reader for the live frame, or `null` to retire it. The returned function unbinds only that reader, so a canvas that remounts cannot be unbound by its predecessor.
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- `requestSceneCapture` (function): function requestSceneCapture(options: SceneCaptureRequestOptions = {}): Promise<SceneCaptureResult> — Request the current scene frame. Resolves once a binding exists and the canvas has painted, or with the reason no frame could be read; it never polls and never rejects.
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- `requestSceneThumbnail` (function): function requestSceneThumbnail(options: SceneCaptureRequestOptions & SaveThumbnailOptions = {}): Promise<SceneThumbnailResult> — Request a save-card thumbnail from the live scene: the shared capture request, then `shrinkCapture`. Pass what the slot card stores; omit everything for a 320x180 JPEG.
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## @jgengine/shell/render/sceneCaptureRequest
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- `SceneCapture` (type): type SceneCapture = () => string | null — Reads the current scene frame as an image data URL, or null when the frame cannot be read.
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- `SceneCaptureFailure` (type): type SceneCaptureFailure = "no-binding" | "no-frame" | "undecodable" — Why a capture request produced no image.
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- `SceneCaptureRequestOptions` (interface): interface SceneCaptureRequestOptions — How a capture request waits and retries.
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- `SceneCaptureResult` (type): type SceneCaptureResult = | { ok: true; capture: string } | { ok: false; reason: SceneCaptureFailure } — A captured frame, or the stated reason there is none.
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- `SceneThumbnailResult` (type): type SceneThumbnailResult = | { ok: true; thumbnail: string } | { ok: false; reason: SceneCaptureFailure } — A save-card thumbnail, or the stated reason there is none.
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- `registerSceneCapture` (function): function registerSceneCapture(capture: SceneCapture | null): () => void — Hand the capture path a reader for the live frame, or `null` to retire it. The returned function unbinds only that reader, so a canvas that remounts cannot be unbound by its predecessor.
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- `requestSceneCapture` (function): function requestSceneCapture(options: SceneCaptureRequestOptions = {}): Promise<SceneCaptureResult> — Request the current scene frame. Resolves once a binding exists and the canvas has painted, or with the reason no frame could be read; it never polls and never rejects.
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- `requestSceneThumbnail` (function): function requestSceneThumbnail(options: SceneCaptureRequestOptions & SaveThumbnailOptions = {}): Promise<SceneThumbnailResult> — Request a save-card thumbnail from the live scene: the shared capture request, then `shrinkCapture`. Pass what the slot card stores; omit everything for a 320x180 JPEG.
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## @jgengine/shell/render/shaderWarmup
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3086
3111
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@@ -805,6 +805,14 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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805
805
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806
806
|
- `RainImpactField` (function) · `import { RainImpactField } from "@jgengine/shell/weather"`
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|
807
807
|
|
|
808
|
+
## request-scene-capture — request the live scene frame, waiting for a late binding and the first painted frame
|
|
809
|
+
|
|
810
|
+
- `requestSceneCapture` (function) · `import { requestSceneCapture } from "@jgengine/shell/render/sceneCapture"`
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|
811
|
+
|
|
812
|
+
## request-scene-thumbnail — request a save-card thumbnail from the live scene, or a stated failure
|
|
813
|
+
|
|
814
|
+
- `requestSceneThumbnail` (function) · `import { requestSceneThumbnail } from "@jgengine/shell/render/sceneCapture"`
|
|
815
|
+
|
|
808
816
|
## resolve-game-look — expand a look preset into concrete lighting/backdrop/post knobs
|
|
809
817
|
|
|
810
818
|
- `resolveGameLook` (function) · `import { resolveGameLook } from "@jgengine/core/ui"`
|
|
@@ -821,7 +829,7 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
|
|
|
821
829
|
|
|
822
830
|
- `SaveSlotsPane` (function) · `import { SaveSlotsPane } from "@jgengine/react"`
|
|
823
831
|
|
|
824
|
-
## scene-capture-binding — expose the in-Canvas scene-capture function to outside-Canvas HUD (photo mode)
|
|
832
|
+
## scene-capture-binding — expose the in-Canvas scene-capture function to outside-Canvas HUD (photo mode, save thumbnails)
|
|
825
833
|
|
|
826
834
|
- `SceneCaptureBinding` (function) · `import { SceneCaptureBinding } from "@jgengine/shell/render/sceneCapture"`
|
|
827
835
|
|