@lightningtv/solid 3.0.0-23 → 3.0.0-25

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Files changed (45) hide show
  1. package/dist/src/core/domRenderer.d.ts +0 -2
  2. package/dist/src/core/domRenderer.js +0 -8
  3. package/dist/src/core/domRenderer.js.map +1 -1
  4. package/dist/src/core/elementNode.d.ts +1 -1
  5. package/dist/src/core/elementNode.js.map +1 -1
  6. package/dist/src/core/flex.js +2 -2
  7. package/dist/src/core/flex.js.map +1 -1
  8. package/dist/src/core/focusKeyTypes.d.ts +3 -3
  9. package/dist/src/core/focusManager.js +4 -4
  10. package/dist/src/core/focusManager.js.map +1 -1
  11. package/dist/src/primitives/FPSCounter.jsx +1 -1
  12. package/dist/src/primitives/FPSCounter.jsx.map +1 -1
  13. package/dist/src/primitives/Virtual.jsx +14 -5
  14. package/dist/src/primitives/Virtual.jsx.map +1 -1
  15. package/dist/src/primitives/createTag.jsx +1 -1
  16. package/dist/src/primitives/createTag.jsx.map +1 -1
  17. package/dist/src/render.d.ts +1 -1
  18. package/dist/src/shaders/LinearGradient.d.ts +3 -0
  19. package/dist/src/shaders/LinearGradient.js +108 -0
  20. package/dist/src/shaders/LinearGradient.js.map +1 -0
  21. package/dist/src/shaders/Rounded.d.ts +7 -0
  22. package/dist/src/shaders/Rounded.js +88 -0
  23. package/dist/src/shaders/Rounded.js.map +1 -0
  24. package/dist/src/shaders/index.d.ts +2 -0
  25. package/dist/src/shaders/index.js +2 -0
  26. package/dist/src/shaders/index.js.map +1 -1
  27. package/dist/src/shaders/templates/LinearGradientTemplate.d.ts +9 -0
  28. package/dist/src/shaders/templates/LinearGradientTemplate.js +23 -0
  29. package/dist/src/shaders/templates/LinearGradientTemplate.js.map +1 -0
  30. package/dist/src/shaders/templates/RoundedTemplate.d.ts +12 -0
  31. package/dist/src/shaders/templates/RoundedTemplate.js +48 -0
  32. package/dist/src/shaders/templates/RoundedTemplate.js.map +1 -0
  33. package/dist/tsconfig.tsbuildinfo +1 -1
  34. package/package.json +3 -2
  35. package/src/core/domRenderer.ts +0 -8
  36. package/src/core/elementNode.ts +6 -1
  37. package/src/core/flex.ts +2 -2
  38. package/src/core/focusKeyTypes.ts +3 -0
  39. package/src/core/focusManager.ts +15 -3
  40. package/src/primitives/FPSCounter.tsx +1 -1
  41. package/src/primitives/Virtual.tsx +13 -5
  42. package/src/primitives/createTag.tsx +2 -0
  43. package/src/shaders/Rounded.ts +100 -0
  44. package/src/shaders/index.ts +2 -0
  45. package/src/shaders/templates/RoundedTemplate.ts +57 -0
@@ -0,0 +1,100 @@
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+ import type { WebGlShaderType } from '@lightningjs/renderer/webgl';
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+ import { calcFactoredRadiusArray, type Vec4 } from './utils.js';
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+ import {
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+ RoundedTemplate,
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+ type RoundedProps,
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+ } from './templates/RoundedTemplate.js';
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+
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+ interface CoreNode {
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+ w: number;
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+ h: number;
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+ }
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+
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+ /**
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+ * Similar to the {@link DefaultShader} but cuts out 4 rounded rectangle corners
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+ * as defined by the specified corner {@link RoundedProps.radius}
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+ */
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+ export const Rounded: WebGlShaderType<RoundedProps> = {
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+ props: RoundedTemplate.props,
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+ update(node: CoreNode) {
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+ this.uniform4fa(
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+ 'u_radius',
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+ calcFactoredRadiusArray(this.props!.radius as Vec4, node.w, node.h),
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+ );
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+ },
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+ vertex: `
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+ # ifdef GL_FRAGMENT_PRECISION_HIGH
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+ precision highp float;
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+ # else
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+ precision mediump float;
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+ # endif
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+
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+ attribute vec2 a_position;
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+ attribute vec2 a_textureCoords;
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+ attribute vec4 a_color;
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+ attribute vec2 a_nodeCoords;
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+
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+ uniform vec2 u_resolution;
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+ uniform float u_pixelRatio;
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+
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+ varying vec4 v_color;
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+ varying vec2 v_textureCoords;
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+ varying vec2 v_nodeCoords;
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+
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+ void main() {
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+ vec2 normalized = a_position * u_pixelRatio;
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+ vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
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+
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+ v_color = a_color;
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+ v_nodeCoords = a_nodeCoords;
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+ v_textureCoords = a_textureCoords;
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+
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+ gl_Position = vec4(
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+ normalized.x * screenSpace.x - 1.0,
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+ normalized.y * -abs(screenSpace.y) + 1.0,
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+ 0.0,
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+ 1.0
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+ );
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+ }
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+ `,
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+ fragment: `
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+ # ifdef GL_FRAGMENT_PRECISION_HIGH
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+ precision highp float;
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+ # else
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+ precision mediump float;
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+ # endif
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+
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+ uniform vec2 u_dimensions;
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+ uniform float u_alpha;
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+ uniform float u_pixelRatio;
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+ uniform sampler2D u_texture;
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+ uniform vec4 u_radius;
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+
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+ varying vec4 v_color;
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+ varying vec2 v_textureCoords;
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+ varying vec2 v_nodeCoords;
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+
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+ void main() {
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+ vec2 halfDimensions = u_dimensions * 0.5;
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+ vec2 boxUv = v_nodeCoords * u_dimensions - halfDimensions;
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+
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+ // Branchless radius selection based on quadrant
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+ // x: TL, y: TR, z: BR, w: BL
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+ vec2 stepVal = step(vec2(0.0), boxUv);
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+ float r = mix(
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+ mix(u_radius.x, u_radius.y, stepVal.x),
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+ mix(u_radius.w, u_radius.z, stepVal.x),
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+ stepVal.y
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+ );
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+
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+ vec2 q = abs(boxUv) - halfDimensions + r;
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+ float d = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
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+
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+ float edgeWidth = 1.0 / u_pixelRatio;
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+ float alpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, d);
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+
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+ vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
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+ gl_FragColor = color * alpha * u_alpha;
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+ }
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+ `,
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+ };
@@ -1,2 +1,4 @@
1
+ export * from './Rounded.js';
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+ export * from './templates/RoundedTemplate.js';
1
3
  export * from './RoundedWithBorder.js';
2
4
  export * from './templates/RoundedWithBorderTemplate.js';
@@ -0,0 +1,57 @@
1
+ import type { ShaderProps } from '@lightningjs/renderer';
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+ import { toValidVec4, type Vec4 } from '../utils.js';
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+
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+ export interface RoundedProps {
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+ radius: Vec4;
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+ 'top-left': number;
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+ 'top-right': number;
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+ 'bottom-right': number;
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+ 'bottom-left': number;
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+ }
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+
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+ export const RoundedTemplate = {
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+ props: {
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+ radius: {
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+ default: [0, 0, 0, 0],
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+ resolve(value) {
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+ return toValidVec4(value);
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+ },
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+ },
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+ 'top-left': {
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+ default: 0,
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+ set(value, props) {
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+ (props.radius as Vec4)[0] = value;
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+ },
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+ get(props) {
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+ return (props.radius as Vec4)[0];
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+ },
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+ },
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+ 'top-right': {
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+ default: 0,
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+ set(value, props) {
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+ (props.radius as Vec4)[1] = value;
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+ },
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+ get(props) {
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+ return (props.radius as Vec4)[1];
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+ },
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+ },
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+ 'bottom-right': {
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+ default: 0,
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+ set(value, props) {
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+ (props.radius as Vec4)[2] = value;
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+ },
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+ get(props) {
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+ return (props.radius as Vec4)[2];
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+ },
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+ },
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+ 'bottom-left': {
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+ default: 0,
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+ set(value, props) {
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+ (props.radius as Vec4)[3] = value;
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+ },
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+ get(props) {
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+ return (props.radius as Vec4)[3];
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+ },
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+ },
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+ } as ShaderProps<RoundedProps>,
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+ };