@lightningtv/solid 3.0.0-2 → 3.0.0-21

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.
Files changed (206) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +6 -0
  3. package/dist/src/activeElement.d.ts +1 -1
  4. package/dist/src/core/animation.d.ts +35 -0
  5. package/dist/src/core/animation.js +120 -0
  6. package/dist/src/core/animation.js.map +1 -0
  7. package/dist/src/core/config.d.ts +47 -0
  8. package/dist/src/core/config.js +23 -0
  9. package/dist/src/core/config.js.map +1 -0
  10. package/dist/src/core/domRenderer.d.ts +117 -0
  11. package/dist/src/core/domRenderer.js +1160 -0
  12. package/dist/src/core/domRenderer.js.map +1 -0
  13. package/dist/src/core/elementNode.d.ts +209 -0
  14. package/dist/src/core/elementNode.js +829 -0
  15. package/dist/src/core/elementNode.js.map +1 -0
  16. package/dist/src/core/flex.d.ts +2 -0
  17. package/dist/src/core/flex.js +243 -0
  18. package/dist/src/core/flex.js.map +1 -0
  19. package/dist/src/core/focusKeyTypes.d.ts +42 -0
  20. package/dist/src/core/focusKeyTypes.js +2 -0
  21. package/dist/src/core/focusKeyTypes.js.map +1 -0
  22. package/dist/src/core/focusManager.d.ts +13 -0
  23. package/dist/src/core/focusManager.js +269 -0
  24. package/dist/src/core/focusManager.js.map +1 -0
  25. package/dist/src/core/index.d.ts +12 -0
  26. package/dist/src/core/index.js +12 -0
  27. package/dist/src/core/index.js.map +1 -0
  28. package/dist/src/core/intrinsicTypes.d.ts +90 -0
  29. package/dist/src/core/intrinsicTypes.js +2 -0
  30. package/dist/src/core/intrinsicTypes.js.map +1 -0
  31. package/dist/src/core/lightningInit.d.ts +89 -0
  32. package/dist/src/core/lightningInit.js +26 -0
  33. package/dist/src/core/lightningInit.js.map +1 -0
  34. package/dist/src/core/nodeTypes.d.ts +6 -0
  35. package/dist/src/core/nodeTypes.js +6 -0
  36. package/dist/src/core/nodeTypes.js.map +1 -0
  37. package/dist/src/core/shaders.d.ts +51 -0
  38. package/dist/src/core/shaders.js +446 -0
  39. package/dist/src/core/shaders.js.map +1 -0
  40. package/dist/src/core/states.d.ts +12 -0
  41. package/dist/src/core/states.js +84 -0
  42. package/dist/src/core/states.js.map +1 -0
  43. package/dist/src/core/timings.d.ts +36 -0
  44. package/dist/src/core/timings.js +199 -0
  45. package/dist/src/core/timings.js.map +1 -0
  46. package/dist/src/core/utils.d.ts +39 -0
  47. package/dist/src/core/utils.js +164 -0
  48. package/dist/src/core/utils.js.map +1 -0
  49. package/dist/src/devtools/index.d.ts +1 -1
  50. package/dist/src/devtools/index.js +1 -1
  51. package/dist/src/devtools/index.js.map +1 -1
  52. package/dist/src/index.d.ts +3 -3
  53. package/dist/src/index.js +1 -1
  54. package/dist/src/index.js.map +1 -1
  55. package/dist/src/jsx-runtime.d.ts +1 -3
  56. package/dist/src/primitives/Column.jsx +9 -10
  57. package/dist/src/primitives/Column.jsx.map +1 -1
  58. package/dist/src/primitives/FPSCounter.jsx +14 -1
  59. package/dist/src/primitives/FPSCounter.jsx.map +1 -1
  60. package/dist/src/primitives/Grid.d.ts +15 -6
  61. package/dist/src/primitives/Grid.jsx +35 -22
  62. package/dist/src/primitives/Grid.jsx.map +1 -1
  63. package/dist/src/primitives/Image.d.ts +8 -0
  64. package/dist/src/primitives/Image.jsx +24 -0
  65. package/dist/src/primitives/Image.jsx.map +1 -0
  66. package/dist/src/primitives/KeepAlive.d.ts +30 -0
  67. package/dist/src/primitives/KeepAlive.jsx +77 -0
  68. package/dist/src/primitives/KeepAlive.jsx.map +1 -0
  69. package/dist/src/primitives/Lazy.d.ts +8 -7
  70. package/dist/src/primitives/Lazy.jsx +52 -23
  71. package/dist/src/primitives/Lazy.jsx.map +1 -1
  72. package/dist/src/primitives/Marquee.d.ts +64 -0
  73. package/dist/src/primitives/Marquee.jsx +86 -0
  74. package/dist/src/primitives/Marquee.jsx.map +1 -0
  75. package/dist/src/primitives/Preserve.d.ts +4 -0
  76. package/dist/src/primitives/Preserve.jsx +11 -0
  77. package/dist/src/primitives/Preserve.jsx.map +1 -0
  78. package/dist/src/primitives/Row.jsx +9 -10
  79. package/dist/src/primitives/Row.jsx.map +1 -1
  80. package/dist/src/primitives/Suspense.d.ts +22 -0
  81. package/dist/src/primitives/Suspense.jsx +33 -0
  82. package/dist/src/primitives/Suspense.jsx.map +1 -0
  83. package/dist/src/primitives/Virtual.d.ts +18 -0
  84. package/dist/src/primitives/Virtual.jsx +434 -0
  85. package/dist/src/primitives/Virtual.jsx.map +1 -0
  86. package/dist/src/primitives/VirtualGrid.d.ts +13 -0
  87. package/dist/src/primitives/VirtualGrid.jsx +160 -0
  88. package/dist/src/primitives/VirtualGrid.jsx.map +1 -0
  89. package/dist/src/primitives/VirtualList.d.ts +11 -0
  90. package/dist/src/primitives/VirtualList.jsx +96 -0
  91. package/dist/src/primitives/VirtualList.jsx.map +1 -0
  92. package/dist/src/primitives/VirtualRow.d.ts +13 -0
  93. package/dist/src/primitives/VirtualRow.jsx +97 -0
  94. package/dist/src/primitives/VirtualRow.jsx.map +1 -0
  95. package/dist/src/primitives/Visible.d.ts +0 -1
  96. package/dist/src/primitives/Visible.jsx +1 -1
  97. package/dist/src/primitives/Visible.jsx.map +1 -1
  98. package/dist/src/primitives/announcer/announcer.d.ts +2 -0
  99. package/dist/src/primitives/announcer/announcer.js +7 -5
  100. package/dist/src/primitives/announcer/announcer.js.map +1 -1
  101. package/dist/src/primitives/announcer/index.d.ts +5 -1
  102. package/dist/src/primitives/announcer/index.js +8 -2
  103. package/dist/src/primitives/announcer/index.js.map +1 -1
  104. package/dist/src/primitives/announcer/speech.d.ts +2 -2
  105. package/dist/src/primitives/announcer/speech.js +157 -28
  106. package/dist/src/primitives/announcer/speech.js.map +1 -1
  107. package/dist/src/primitives/createFocusStack.d.ts +4 -4
  108. package/dist/src/primitives/createFocusStack.jsx +15 -6
  109. package/dist/src/primitives/createFocusStack.jsx.map +1 -1
  110. package/dist/src/primitives/createTag.d.ts +8 -0
  111. package/dist/src/primitives/createTag.jsx +20 -0
  112. package/dist/src/primitives/createTag.jsx.map +1 -0
  113. package/dist/src/primitives/index.d.ts +14 -4
  114. package/dist/src/primitives/index.js +13 -3
  115. package/dist/src/primitives/index.js.map +1 -1
  116. package/dist/src/primitives/types.d.ts +5 -2
  117. package/dist/src/primitives/useFocusManager.d.ts +2 -2
  118. package/dist/src/primitives/useFocusManager.js +2 -2
  119. package/dist/src/primitives/useFocusManager.js.map +1 -1
  120. package/dist/src/primitives/useHold.d.ts +27 -0
  121. package/dist/src/primitives/useHold.js +54 -0
  122. package/dist/src/primitives/useHold.js.map +1 -0
  123. package/dist/src/primitives/useMouse.d.ts +18 -2
  124. package/dist/src/primitives/useMouse.js +171 -47
  125. package/dist/src/primitives/useMouse.js.map +1 -1
  126. package/dist/src/primitives/utils/chainFunctions.d.ts +30 -4
  127. package/dist/src/primitives/utils/chainFunctions.js +14 -3
  128. package/dist/src/primitives/utils/chainFunctions.js.map +1 -1
  129. package/dist/src/primitives/utils/createBlurredImage.d.ts +56 -0
  130. package/dist/src/primitives/utils/createBlurredImage.js +223 -0
  131. package/dist/src/primitives/utils/createBlurredImage.js.map +1 -0
  132. package/dist/src/primitives/utils/createSpriteMap.d.ts +2 -2
  133. package/dist/src/primitives/utils/createSpriteMap.js +1 -1
  134. package/dist/src/primitives/utils/createSpriteMap.js.map +1 -1
  135. package/dist/src/primitives/utils/handleNavigation.d.ts +79 -5
  136. package/dist/src/primitives/utils/handleNavigation.js +242 -69
  137. package/dist/src/primitives/utils/handleNavigation.js.map +1 -1
  138. package/dist/src/primitives/utils/withScrolling.d.ts +14 -2
  139. package/dist/src/primitives/utils/withScrolling.js +66 -7
  140. package/dist/src/primitives/utils/withScrolling.js.map +1 -1
  141. package/dist/src/render.d.ts +8 -7
  142. package/dist/src/render.js +5 -1
  143. package/dist/src/render.js.map +1 -1
  144. package/dist/src/solidOpts.d.ts +1 -7
  145. package/dist/src/solidOpts.js +32 -16
  146. package/dist/src/solidOpts.js.map +1 -1
  147. package/dist/src/types.d.ts +1 -13
  148. package/dist/src/universal.d.ts +25 -0
  149. package/dist/src/universal.js +232 -0
  150. package/dist/src/universal.js.map +1 -0
  151. package/dist/src/utils.d.ts +3 -1
  152. package/dist/src/utils.js +9 -1
  153. package/dist/src/utils.js.map +1 -1
  154. package/dist/tsconfig.tsbuildinfo +1 -1
  155. package/jsx-runtime.d.ts +2 -4
  156. package/package.json +17 -15
  157. package/src/activeElement.ts +1 -1
  158. package/src/core/animation.ts +183 -0
  159. package/src/core/config.ts +77 -0
  160. package/src/core/domRenderer.ts +1308 -0
  161. package/src/core/elementNode.ts +1198 -0
  162. package/src/core/flex.ts +284 -0
  163. package/src/core/focusKeyTypes.ts +87 -0
  164. package/src/core/focusManager.ts +359 -0
  165. package/src/core/index.ts +13 -0
  166. package/src/core/intrinsicTypes.ts +199 -0
  167. package/src/core/lightningInit.ts +147 -0
  168. package/src/core/nodeTypes.ts +6 -0
  169. package/src/core/shaders.ts +567 -0
  170. package/src/core/states.ts +91 -0
  171. package/src/core/timings.ts +261 -0
  172. package/src/core/utils.ts +222 -0
  173. package/src/devtools/index.ts +1 -1
  174. package/src/index.ts +3 -3
  175. package/src/primitives/Column.tsx +10 -12
  176. package/src/primitives/FPSCounter.tsx +15 -1
  177. package/src/primitives/Grid.tsx +57 -33
  178. package/src/primitives/Image.tsx +36 -0
  179. package/src/primitives/KeepAlive.tsx +124 -0
  180. package/src/primitives/Lazy.tsx +66 -37
  181. package/src/primitives/Marquee.tsx +149 -0
  182. package/src/primitives/Preserve.tsx +18 -0
  183. package/src/primitives/Row.tsx +13 -14
  184. package/src/primitives/Suspense.tsx +39 -0
  185. package/src/primitives/Virtual.tsx +478 -0
  186. package/src/primitives/VirtualGrid.tsx +220 -0
  187. package/src/primitives/Visible.tsx +1 -2
  188. package/src/primitives/announcer/announcer.ts +16 -10
  189. package/src/primitives/announcer/index.ts +12 -2
  190. package/src/primitives/announcer/speech.ts +188 -27
  191. package/src/primitives/createFocusStack.tsx +18 -7
  192. package/src/primitives/createTag.tsx +31 -0
  193. package/src/primitives/index.ts +18 -4
  194. package/src/primitives/types.ts +12 -2
  195. package/src/primitives/useFocusManager.ts +3 -3
  196. package/src/primitives/useHold.ts +69 -0
  197. package/src/primitives/useMouse.ts +306 -67
  198. package/src/primitives/utils/chainFunctions.ts +40 -9
  199. package/src/primitives/utils/createBlurredImage.ts +366 -0
  200. package/src/primitives/utils/createSpriteMap.ts +6 -4
  201. package/src/primitives/utils/handleNavigation.ts +300 -84
  202. package/src/primitives/utils/withScrolling.ts +91 -18
  203. package/src/render.ts +10 -8
  204. package/src/solidOpts.ts +31 -24
  205. package/src/types.ts +1 -15
  206. package/src/utils.ts +11 -1
@@ -0,0 +1,6 @@
1
+ export const NodeType = {
2
+ Element: 'element',
3
+ TextNode: 'textNode',
4
+ Text: 'text',
5
+ } as const;
6
+ export type NodeTypes = (typeof NodeType)[keyof typeof NodeType];
@@ -0,0 +1,567 @@
1
+ import * as lngr from '@lightningjs/renderer';
2
+ import * as lngr_shaders from '@lightningjs/renderer/webgl/shaders';
3
+
4
+ import type {
5
+ RoundedProps as ShaderRoundedProps,
6
+ ShadowProps as ShaderShadowProps,
7
+ HolePunchProps as ShaderHolePunchProps,
8
+ RadialGradientProps as ShaderRadialGradientProps,
9
+ LinearGradientProps as ShaderLinearGradientProps,
10
+ } from '@lightningjs/renderer';
11
+ export {
12
+ ShaderRoundedProps,
13
+ ShaderShadowProps,
14
+ ShaderHolePunchProps,
15
+ ShaderRadialGradientProps,
16
+ ShaderLinearGradientProps,
17
+ };
18
+
19
+ import { type WebGlShaderType as WebGlShader } from '@lightningjs/renderer/webgl';
20
+ export { WebGlShader };
21
+
22
+ import { type IRendererShaderManager } from './lightningInit.js';
23
+ import { DOM_RENDERING, SHADERS_ENABLED } from './config.js';
24
+
25
+ export type Vec4 = [x: number, y: number, z: number, w: number];
26
+
27
+ export interface ShaderBorderProps extends lngr.BorderProps {
28
+ /** Distance between the border and element edges. */
29
+ gap: number;
30
+ /**
31
+ * If `false`, the border is drawn outside the element. \
32
+ * If `true`, the border is drawn inside the element.
33
+ * @default true
34
+ */
35
+ inset: boolean;
36
+ }
37
+
38
+ export type ShaderBorderPrefixedProps = {
39
+ [P in keyof ShaderBorderProps as `border-${P}`]: ShaderBorderProps[P];
40
+ };
41
+ export type ShaderShadowPrefixedProps = {
42
+ [P in keyof ShaderShadowProps as `shadow-${P}`]: ShaderShadowProps[P];
43
+ };
44
+
45
+ export type ShaderRoundedWithShadowProps = ShaderRoundedProps &
46
+ ShaderShadowPrefixedProps;
47
+ export type ShaderRoundedWithBorderProps = ShaderRoundedProps &
48
+ ShaderBorderPrefixedProps;
49
+ export type ShaderRoundedWithBorderAndShadowProps = ShaderRoundedProps &
50
+ ShaderShadowPrefixedProps &
51
+ ShaderBorderPrefixedProps;
52
+
53
+ export type ShaderRounded = WebGlShader<ShaderRoundedProps>;
54
+ export type ShaderShadow = WebGlShader<ShaderShadowProps>;
55
+ export type ShaderRoundedWithBorder = WebGlShader<ShaderRoundedWithBorderProps>;
56
+ export type ShaderRoundedWithShadow = WebGlShader<ShaderRoundedWithShadowProps>;
57
+ export type ShaderRoundedWithBorderAndShadow =
58
+ WebGlShader<ShaderRoundedWithBorderAndShadowProps>;
59
+ export type ShaderHolePunch = WebGlShader<ShaderHolePunchProps>;
60
+ export type ShaderRadialGradient = WebGlShader<ShaderRadialGradientProps>;
61
+ export type ShaderLinearGradient = WebGlShader<ShaderLinearGradientProps>;
62
+
63
+ export const defaultShaderRounded: ShaderRounded = lngr_shaders.Rounded;
64
+ export const defaultShaderShadow: ShaderShadow = lngr_shaders.Shadow;
65
+ export const defaultShaderRoundedWithShadow: ShaderRoundedWithShadow =
66
+ lngr_shaders.RoundedWithShadow;
67
+ // TODO: lngr_shaders.RoundedWithBorderAndShadow doesn't support border-gap
68
+ export const defaultShaderRoundedWithBorderAndShadow =
69
+ lngr_shaders.RoundedWithBorderAndShadow as ShaderRoundedWithBorderAndShadow;
70
+ export const defaultShaderHolePunch: ShaderHolePunch = lngr_shaders.HolePunch;
71
+ export const defaultShaderRadialGradient: ShaderRadialGradient =
72
+ lngr_shaders.RadialGradient;
73
+ export const defaultShaderLinearGradient: ShaderLinearGradient =
74
+ lngr_shaders.LinearGradient;
75
+
76
+ function calcFactoredRadiusArray(
77
+ radius: Vec4,
78
+ width: number,
79
+ height: number,
80
+ out: Vec4 = [0, 0, 0, 0],
81
+ ): Vec4 {
82
+ [out[0], out[1], out[2], out[3]] = radius;
83
+ let factor = Math.min(
84
+ width / Math.max(width, radius[0] + radius[1]),
85
+ width / Math.max(width, radius[2] + radius[3]),
86
+ height / Math.max(height, radius[0] + radius[3]),
87
+ height / Math.max(height, radius[1] + radius[2]),
88
+ 1,
89
+ );
90
+ out[0] *= factor;
91
+ out[1] *= factor;
92
+ out[2] *= factor;
93
+ out[3] *= factor;
94
+ return out;
95
+ }
96
+
97
+ function toValidVec4(value: unknown): Vec4 {
98
+ if (typeof value === 'number') {
99
+ return [value, value, value, value];
100
+ }
101
+ if (Array.isArray(value)) {
102
+ switch (value.length) {
103
+ default:
104
+ case 4:
105
+ return value as Vec4;
106
+ case 3:
107
+ return [value[0], value[1], value[2], value[0]];
108
+ case 2:
109
+ return [value[0], value[1], value[0], value[1]];
110
+ case 1:
111
+ return [value[0], value[0], value[0], value[0]];
112
+ case 0:
113
+ break;
114
+ }
115
+ }
116
+ return [0, 0, 0, 0];
117
+ }
118
+
119
+ const roundedWithBorderProps: lngr.ShaderProps<ShaderRoundedWithBorderProps> = {
120
+ radius: {
121
+ default: [0, 0, 0, 0],
122
+ resolve(value) {
123
+ return toValidVec4(value);
124
+ },
125
+ },
126
+ 'top-left': {
127
+ default: 0,
128
+ set(value, props) {
129
+ (props.radius as Vec4)[0] = value;
130
+ },
131
+ get(props) {
132
+ return (props.radius as Vec4)[0];
133
+ },
134
+ },
135
+ 'top-right': {
136
+ default: 0,
137
+ set(value, props) {
138
+ (props.radius as Vec4)[1] = value;
139
+ },
140
+ get(props) {
141
+ return (props.radius as Vec4)[1];
142
+ },
143
+ },
144
+ 'bottom-right': {
145
+ default: 0,
146
+ set(value, props) {
147
+ (props.radius as Vec4)[2] = value;
148
+ },
149
+ get(props) {
150
+ return (props.radius as Vec4)[2];
151
+ },
152
+ },
153
+ 'bottom-left': {
154
+ default: 0,
155
+ set(value, props) {
156
+ (props.radius as Vec4)[3] = value;
157
+ },
158
+ get(props) {
159
+ return (props.radius as Vec4)[3];
160
+ },
161
+ },
162
+ 'border-w': {
163
+ default: [0, 0, 0, 0],
164
+ resolve(value) {
165
+ return toValidVec4(value);
166
+ },
167
+ },
168
+ 'border-color': 0xffffffff,
169
+ 'border-gap': 0,
170
+ 'border-top': {
171
+ default: 0,
172
+ set(value, props) {
173
+ (props['border-w'] as Vec4)[0] = value;
174
+ },
175
+ get(props) {
176
+ return (props['border-w'] as Vec4)[0];
177
+ },
178
+ },
179
+ 'border-right': {
180
+ default: 0,
181
+ set(value, props) {
182
+ (props['border-w'] as Vec4)[1] = value;
183
+ },
184
+ get(props) {
185
+ return (props['border-w'] as Vec4)[1];
186
+ },
187
+ },
188
+ 'border-bottom': {
189
+ default: 0,
190
+ set(value, props) {
191
+ (props['border-w'] as Vec4)[2] = value;
192
+ },
193
+ get(props) {
194
+ return (props['border-w'] as Vec4)[2];
195
+ },
196
+ },
197
+ 'border-left': {
198
+ default: 0,
199
+ set(value, props) {
200
+ (props['border-w'] as Vec4)[3] = value;
201
+ },
202
+ get(props) {
203
+ return (props['border-w'] as Vec4)[3];
204
+ },
205
+ },
206
+ 'border-inset': true,
207
+ };
208
+
209
+ export const defaultShaderRoundedWithBorder: ShaderRoundedWithBorder = {
210
+ props: roundedWithBorderProps,
211
+ canBatch: () => false,
212
+ update(node) {
213
+ let props = this.props!;
214
+ let borderWidth = props['border-w'] as Vec4;
215
+ let borderGap = props['border-gap'];
216
+ let inset = props['border-inset'];
217
+
218
+ let [b_t, b_r, b_b, b_l] = borderWidth;
219
+
220
+ this.uniformRGBA('u_borderColor', props['border-color']);
221
+ this.uniform4fa('u_border', borderWidth);
222
+ this.uniform1f('u_gap', borderGap);
223
+ this.uniform1i('u_inset', inset ? 1 : 0);
224
+
225
+ // Check if border is zero (no border widths)
226
+ let borderZero = b_t === 0 && b_r === 0 && b_b === 0 && b_l === 0;
227
+ this.uniform1i('u_borderZero', borderZero ? 1 : 0);
228
+
229
+ let origWidth = node.w;
230
+ let origHeight = node.h;
231
+ this.uniform2f('u_dimensions_orig', origWidth, origHeight);
232
+
233
+ let finalWidth = origWidth;
234
+ let finalHeight = origHeight;
235
+ if (!inset) {
236
+ // For outside borders, expand dimensions
237
+ finalWidth = origWidth + b_l + b_r + borderGap * 2;
238
+ finalHeight = origHeight + b_t + b_b + borderGap * 2;
239
+ }
240
+
241
+ // u_dimensions for the shader's SDF functions
242
+ this.uniform2f('u_dimensions', finalWidth, finalHeight);
243
+
244
+ // The `radius` property is for the content rectangle.
245
+ // Factor it against the appropriate dimensions to prevent self-intersection.
246
+ let contentRadius = calcFactoredRadiusArray(
247
+ props.radius as Vec4,
248
+ origWidth,
249
+ origHeight,
250
+ );
251
+
252
+ // Calculate the appropriate radius for the shader based on inset mode
253
+ let finalRadius = contentRadius;
254
+ if (!inset) {
255
+ // For each corner, the total radius is content radius + gap + border thickness.
256
+ // Border thickness at a corner is approximated as the max of the two adjacent border sides.
257
+ let outerRadius: Vec4 = [
258
+ contentRadius[0] + borderGap + Math.max(b_t, b_l), // top-left
259
+ contentRadius[1] + borderGap + Math.max(b_t, b_r), // top-right
260
+ contentRadius[2] + borderGap + Math.max(b_b, b_r), // bottom-right
261
+ contentRadius[3] + borderGap + Math.max(b_b, b_l), // bottom-left
262
+ ];
263
+ calcFactoredRadiusArray(
264
+ outerRadius,
265
+ finalWidth,
266
+ finalHeight,
267
+ finalRadius,
268
+ );
269
+ }
270
+
271
+ this.uniform4fa('u_radius', finalRadius);
272
+ },
273
+ vertex: /*glsl*/ `
274
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
275
+ precision highp float;
276
+ # else
277
+ precision mediump float;
278
+ # endif
279
+
280
+ /* Passed by lightning renderer */
281
+ attribute vec2 a_position;
282
+ attribute vec2 a_textureCoords;
283
+ attribute vec4 a_color;
284
+ attribute vec2 a_nodeCoords;
285
+
286
+ uniform vec2 u_resolution;
287
+ uniform float u_pixelRatio;
288
+
289
+ /* Passed by shader setup */
290
+ uniform vec2 u_dimensions;
291
+ uniform vec2 u_dimensions_orig;
292
+ uniform vec4 u_radius;
293
+ uniform vec4 u_border;
294
+ uniform float u_gap;
295
+ uniform bool u_inset;
296
+ uniform bool u_borderZero;
297
+
298
+ varying vec4 v_color;
299
+ varying vec2 v_texcoords;
300
+ varying vec2 v_nodeCoords;
301
+ varying vec4 v_borderEndRadius;
302
+ varying vec2 v_borderEndSize;
303
+
304
+ varying vec4 v_innerRadius;
305
+ varying vec2 v_innerSize;
306
+ varying vec2 v_halfDimensions;
307
+
308
+ void main() {
309
+ vec2 screen_space = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
310
+
311
+ v_color = a_color;
312
+ v_nodeCoords = a_nodeCoords;
313
+
314
+ float b_t = u_border.x;
315
+ float b_r = u_border.y;
316
+ float b_b = u_border.z;
317
+ float b_l = u_border.w;
318
+
319
+ // Calculate the offset to expand/contract the quad for border and gap
320
+ vec2 expansion_offset = vec2(0.0);
321
+ if (!u_inset) {
322
+ // Outside border: expand the quad
323
+ if (a_nodeCoords.x == 0.0) { // Left edge vertex
324
+ expansion_offset.x = -(b_l + u_gap);
325
+ } else { // Right edge vertex (a_nodeCoords.x == 1.0)
326
+ expansion_offset.x = (b_r + u_gap);
327
+ }
328
+ if (a_nodeCoords.y == 0.0) { // Top edge vertex
329
+ expansion_offset.y = -(b_t + u_gap);
330
+ } else { // Bottom edge vertex (a_nodeCoords.y == 1.0)
331
+ expansion_offset.y = (b_b + u_gap);
332
+ }
333
+ }
334
+ // For inset borders, no expansion needed - use original position
335
+
336
+ // Texture coordinate calculation
337
+ v_texcoords = a_textureCoords;
338
+ if (!u_inset) { // For outside borders, adjust texture coordinates for expansion
339
+ v_texcoords *= u_dimensions;
340
+ v_texcoords.x -= b_l + u_gap;
341
+ v_texcoords.y -= b_t + u_gap;
342
+ v_texcoords /= u_dimensions_orig;
343
+ }
344
+
345
+ v_halfDimensions = u_dimensions * 0.5;
346
+ if (!u_borderZero) {
347
+
348
+ float gap_x2 = u_gap * 2.0;
349
+
350
+ if (u_inset) {
351
+ // For inset borders, flip the meaning:
352
+ // v_borderEndRadius/Size represents the gap area
353
+ // v_innerRadius/Size represents the border area
354
+
355
+ // Gap area (v_borderEnd represents gap boundary) - uniform gap
356
+ v_borderEndRadius = u_radius - u_gap - 0.5;
357
+ v_borderEndSize = (u_dimensions - gap_x2 - 1.0) * 0.5;
358
+
359
+ // Border area (v_inner represents border boundary) - individual border widths
360
+ v_innerRadius.x = u_radius.x - u_gap - max(b_t, b_l) - 0.5;
361
+ v_innerRadius.y = u_radius.y - u_gap - max(b_t, b_r) - 0.5;
362
+ v_innerRadius.z = u_radius.z - u_gap - max(b_b, b_r) - 0.5;
363
+ v_innerRadius.w = u_radius.w - u_gap - max(b_b, b_l) - 0.5;
364
+
365
+ v_innerSize = (u_dimensions - gap_x2 - vec2(b_l + b_r, b_t + b_b) - 1.0) * 0.5;
366
+ } else {
367
+ // For outside borders, calculate from expanded dimensions inward
368
+ v_borderEndRadius.x = u_radius.x - max(b_t, b_l) - 0.5;
369
+ v_borderEndRadius.y = u_radius.y - max(b_t, b_r) - 0.5;
370
+ v_borderEndRadius.z = u_radius.z - max(b_b, b_r) - 0.5;
371
+ v_borderEndRadius.w = u_radius.w - max(b_b, b_l) - 0.5;
372
+
373
+ v_borderEndSize = (u_dimensions - vec2(b_l + b_r, b_t + b_b) - 1.0) * 0.5;
374
+
375
+ v_innerRadius.x = u_radius.x - max(b_t, b_l) - u_gap - 0.5;
376
+ v_innerRadius.y = u_radius.y - max(b_t, b_r) - u_gap - 0.5;
377
+ v_innerRadius.z = u_radius.z - max(b_b, b_r) - u_gap - 0.5;
378
+ v_innerRadius.w = u_radius.w - max(b_b, b_l) - u_gap - 0.5;
379
+
380
+ v_innerSize.x = u_dimensions.x - (b_l + b_r) - gap_x2 - 1.0;
381
+ v_innerSize.y = u_dimensions.y - (b_t + b_b) - gap_x2 - 1.0;
382
+ v_innerSize *= 0.5;
383
+ }
384
+
385
+ v_borderEndRadius = max(v_borderEndRadius, vec4(0.0));
386
+ v_innerRadius = max(v_innerRadius, vec4(0.0));
387
+ }
388
+
389
+ vec2 normalized = (a_position + expansion_offset) * u_pixelRatio;
390
+
391
+ gl_Position = vec4(normalized.x * screen_space.x - 1.0, normalized.y * -abs(screen_space.y) + 1.0, 0.0, 1.0);
392
+ gl_Position.y = -sign(screen_space.y) * gl_Position.y;
393
+ }
394
+ `,
395
+ fragment: /*glsl*/ `
396
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
397
+ precision highp float;
398
+ # else
399
+ precision mediump float;
400
+ # endif
401
+
402
+ /* Passed by lightning renderer */
403
+ uniform vec2 u_resolution;
404
+ uniform float u_pixelRatio;
405
+ uniform float u_alpha;
406
+ uniform vec2 u_dimensions;
407
+ uniform sampler2D u_texture;
408
+
409
+ /* Passed by shader setup */
410
+ uniform vec4 u_radius;
411
+
412
+ uniform vec4 u_border;
413
+ uniform vec4 u_borderColor;
414
+ uniform bool u_inset;
415
+ uniform bool u_borderZero;
416
+
417
+ varying vec4 v_borderEndRadius;
418
+ varying vec2 v_borderEndSize;
419
+
420
+ varying vec4 v_color;
421
+ varying vec2 v_texcoords;
422
+ varying vec2 v_nodeCoords;
423
+
424
+ varying vec2 v_halfDimensions;
425
+ varying vec4 v_innerRadius;
426
+ varying vec2 v_innerSize;
427
+
428
+ float roundedBox(vec2 p, vec2 s, vec4 r) {
429
+ r.xy = (p.x > 0.0) ? r.yz : r.xw;
430
+ r.x = (p.y > 0.0) ? r.y : r.x;
431
+ vec2 q = abs(p) - s + r.x;
432
+ return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - r.x;
433
+ }
434
+
435
+ void main() {
436
+ vec4 contentTexColor = texture2D(u_texture, v_texcoords) * v_color;
437
+
438
+ vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
439
+ float outerShapeDist = roundedBox(boxUv, v_halfDimensions, u_radius);
440
+ float outerShapeAlpha = 1.0 - smoothstep(0.0, 1.0, outerShapeDist); // 1 inside, 0 outside
441
+
442
+ if (u_borderZero) { // No border, effectively no gap from border logic
443
+ gl_FragColor = mix(vec4(0.0), contentTexColor, outerShapeAlpha) * u_alpha;
444
+ return;
445
+ }
446
+
447
+ // Adjust boxUv for non-uniform borders
448
+ // This adjusted UV is used for calculating distances to border-end and content shapes
449
+ vec2 adjustedBoxUv = boxUv;
450
+ vec2 borderAdjustedBoxUv = boxUv;
451
+
452
+ if (!u_inset) {
453
+ // For outside borders, use same adjustment for both calculations
454
+ adjustedBoxUv.x += (u_border.y - u_border.w) * 0.5;
455
+ adjustedBoxUv.y += (u_border.z - u_border.x) * 0.5;
456
+ borderAdjustedBoxUv = adjustedBoxUv;
457
+ } else {
458
+ // For inset borders, gap calculation uses no adjustment (uniform gap)
459
+ // Border calculation uses adjustment (non-uniform border)
460
+ borderAdjustedBoxUv.x += (u_border.y - u_border.w) * 0.5;
461
+ borderAdjustedBoxUv.y += (u_border.z - u_border.x) * 0.5;
462
+ }
463
+
464
+ // Distance to the inner edge of the border (where the gap begins)
465
+ float borderEndDist = roundedBox(adjustedBoxUv, v_borderEndSize, v_borderEndRadius);
466
+ float borderEndAlpha = 1.0 - smoothstep(0.0, 1.0, borderEndDist); // 1 if inside gap or content, 0 if in border or outside
467
+
468
+ // Distance to the content area (after the gap)
469
+ float contentDist = roundedBox(borderAdjustedBoxUv, v_innerSize, v_innerRadius);
470
+ float contentAlpha = 1.0 - smoothstep(0.0, 1.0, contentDist); // 1 if inside content, 0 if in gap, border or outside
471
+
472
+ vec4 finalColor;
473
+ if (u_inset) { // For inset borders: border <- gap <- element
474
+ // flip the logic: borderEndAlpha becomes gap, contentAlpha becomes border+content
475
+ if (contentAlpha > 0.0) { // Pixel is inside the content area (innermost)
476
+ finalColor = contentTexColor;
477
+ } else if (borderEndAlpha > 0.0) { // Pixel is inside the border area (middle)
478
+ vec4 borderColor = u_borderColor;
479
+ finalColor = mix(contentTexColor, vec4(borderColor.rgb, 1.0), borderColor.a);
480
+ } else { // Pixel is in the gap area (outermost) - show content through gap
481
+ finalColor = contentTexColor;
482
+ }
483
+ } else { // For outside borders: element -> gap -> border
484
+ if (contentAlpha > 0.0) { // Pixel is inside the content area
485
+ finalColor = contentTexColor;
486
+ } else if (borderEndAlpha > 0.0) { // Pixel is inside the gap area
487
+ finalColor = vec4(0.0); // Transparent gap
488
+ } else { // Pixel is inside the border area
489
+ vec4 borderColor = u_borderColor;
490
+ finalColor = borderColor;
491
+ finalColor.rgb *= finalColor.a;
492
+ }
493
+ }
494
+
495
+ gl_FragColor = mix(vec4(0.0), finalColor, outerShapeAlpha) * u_alpha;
496
+ }
497
+ `,
498
+ };
499
+
500
+ export function registerDefaultShaderRounded(
501
+ shManager: IRendererShaderManager,
502
+ ) {
503
+ if (SHADERS_ENABLED && !DOM_RENDERING)
504
+ shManager.registerShaderType('rounded', defaultShaderRounded);
505
+ }
506
+ export function registerDefaultShaderShadow(shManager: IRendererShaderManager) {
507
+ if (SHADERS_ENABLED && !DOM_RENDERING)
508
+ shManager.registerShaderType('shadow', defaultShaderShadow);
509
+ }
510
+ export function registerDefaultShaderRoundedWithBorder(
511
+ shManager: IRendererShaderManager,
512
+ ) {
513
+ if (SHADERS_ENABLED && !DOM_RENDERING)
514
+ shManager.registerShaderType(
515
+ 'roundedWithBorder',
516
+ defaultShaderRoundedWithBorder,
517
+ );
518
+ }
519
+ export function registerDefaultShaderRoundedWithShadow(
520
+ shManager: IRendererShaderManager,
521
+ ) {
522
+ if (SHADERS_ENABLED && !DOM_RENDERING)
523
+ shManager.registerShaderType(
524
+ 'roundedWithShadow',
525
+ defaultShaderRoundedWithShadow,
526
+ );
527
+ }
528
+ export function registerDefaultShaderRoundedWithBorderAndShadow(
529
+ shManager: IRendererShaderManager,
530
+ ) {
531
+ if (SHADERS_ENABLED && !DOM_RENDERING)
532
+ shManager.registerShaderType(
533
+ 'roundedWithBorderWithShadow',
534
+ defaultShaderRoundedWithBorderAndShadow,
535
+ );
536
+ }
537
+ export function registerDefaultShaderHolePunch(
538
+ shManager: IRendererShaderManager,
539
+ ) {
540
+ if (SHADERS_ENABLED && !DOM_RENDERING)
541
+ shManager.registerShaderType('holePunch', defaultShaderHolePunch);
542
+ }
543
+ export function registerDefaultShaderRadialGradient(
544
+ shManager: IRendererShaderManager,
545
+ ) {
546
+ if (SHADERS_ENABLED && !DOM_RENDERING)
547
+ shManager.registerShaderType('radialGradient', defaultShaderRadialGradient);
548
+ }
549
+ export function registerDefaultShaderLinearGradient(
550
+ shManager: IRendererShaderManager,
551
+ ) {
552
+ if (SHADERS_ENABLED && !DOM_RENDERING)
553
+ shManager.registerShaderType('linearGradient', defaultShaderLinearGradient);
554
+ }
555
+
556
+ export function registerDefaultShaders(shManager: IRendererShaderManager) {
557
+ if (SHADERS_ENABLED && !DOM_RENDERING) {
558
+ registerDefaultShaderRounded(shManager);
559
+ registerDefaultShaderShadow(shManager);
560
+ registerDefaultShaderRoundedWithBorder(shManager);
561
+ registerDefaultShaderRoundedWithShadow(shManager);
562
+ registerDefaultShaderRoundedWithBorderAndShadow(shManager);
563
+ registerDefaultShaderHolePunch(shManager);
564
+ registerDefaultShaderRadialGradient(shManager);
565
+ registerDefaultShaderLinearGradient(shManager);
566
+ }
567
+ }
@@ -0,0 +1,91 @@
1
+ import { isArray, isString } from './utils.js';
2
+ import type { DollarString } from './intrinsicTypes.js';
3
+ export type NodeStates =
4
+ | DollarString[]
5
+ | DollarString
6
+ | Record<DollarString, boolean | undefined>;
7
+
8
+ export default class States extends Array<DollarString> {
9
+ private onChange: () => void;
10
+
11
+ constructor(callback: () => void, initialState: NodeStates = {}) {
12
+ if (isArray(initialState)) {
13
+ super(...initialState);
14
+ } else if (isString(initialState)) {
15
+ super(initialState as DollarString); // Assert as DollarString
16
+ } else {
17
+ super(
18
+ ...Object.entries(initialState)
19
+ .filter(([_key, value]) => value)
20
+ .map(([key]) => key as DollarString), // Assert as DollarString
21
+ );
22
+ }
23
+
24
+ this.onChange = callback;
25
+ return this;
26
+ }
27
+
28
+ has(state: DollarString) {
29
+ // temporary check for $ prefix
30
+ return this.indexOf(state) >= 0 || this.indexOf(`$${state}`) >= 0;
31
+ }
32
+
33
+ is(state: DollarString) {
34
+ return this.indexOf(state) >= 0;
35
+ }
36
+
37
+ add(state: DollarString) {
38
+ if (this.has(state)) {
39
+ return;
40
+ }
41
+ this.push(state);
42
+ this.onChange();
43
+ }
44
+
45
+ toggle(state: DollarString, force?: boolean) {
46
+ if (force === true) {
47
+ this.add(state);
48
+ } else if (force === false) {
49
+ this.remove(state);
50
+ } else {
51
+ if (this.has(state)) {
52
+ this.remove(state);
53
+ } else {
54
+ this.add(state);
55
+ }
56
+ }
57
+ }
58
+
59
+ merge(newStates: NodeStates) {
60
+ if (isArray(newStates)) {
61
+ this.length = 0; // Clear the current states
62
+ this.push(...newStates);
63
+ } else if (isString(newStates)) {
64
+ this.length = 0; // Clear the current states
65
+ this.push(newStates as DollarString); // Assert as DollarString
66
+ } else {
67
+ for (const state in newStates) {
68
+ const value = newStates[state as DollarString];
69
+ if (value) {
70
+ if (!this.has(state as DollarString)) {
71
+ this.push(state as DollarString);
72
+ }
73
+ } else {
74
+ const stateIndexToRemove = this.indexOf(state as DollarString);
75
+ if (stateIndexToRemove >= 0) {
76
+ this.splice(stateIndexToRemove, 1);
77
+ }
78
+ }
79
+ }
80
+ }
81
+ return this;
82
+ }
83
+
84
+ remove(state: DollarString) {
85
+ const stateIndexToRemove = this.indexOf(state);
86
+ if (stateIndexToRemove >= 0) {
87
+ this.splice(stateIndexToRemove, 1);
88
+ this.onChange();
89
+ }
90
+ }
91
+ }