@lightningtv/solid 3.0.7-0 → 3.0.7-2

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Files changed (34) hide show
  1. package/dist/src/core/intrinsicTypes.d.ts +2 -0
  2. package/dist/src/core/shaders.js +2 -272
  3. package/dist/src/core/shaders.js.map +1 -1
  4. package/dist/src/primitives/borderBox.jsx +30 -27
  5. package/dist/src/primitives/borderBox.jsx.map +1 -1
  6. package/dist/tsconfig.tsbuildinfo +1 -1
  7. package/package.json +3 -3
  8. package/src/core/intrinsicTypes.ts +2 -0
  9. package/src/core/shaders.ts +4 -291
  10. package/src/primitives/borderBox.tsx +32 -37
  11. package/dist/src/shaders/Rounded.d.ts +0 -7
  12. package/dist/src/shaders/Rounded.js +0 -88
  13. package/dist/src/shaders/Rounded.js.map +0 -1
  14. package/dist/src/shaders/RoundedWithBorder.d.ts +0 -3
  15. package/dist/src/shaders/RoundedWithBorder.js +0 -217
  16. package/dist/src/shaders/RoundedWithBorder.js.map +0 -1
  17. package/dist/src/shaders/index.d.ts +0 -4
  18. package/dist/src/shaders/index.js +0 -5
  19. package/dist/src/shaders/index.js.map +0 -1
  20. package/dist/src/shaders/templates/RoundedTemplate.d.ts +0 -12
  21. package/dist/src/shaders/templates/RoundedTemplate.js +0 -48
  22. package/dist/src/shaders/templates/RoundedTemplate.js.map +0 -1
  23. package/dist/src/shaders/templates/RoundedWithBorderTemplate.d.ts +0 -20
  24. package/dist/src/shaders/templates/RoundedWithBorderTemplate.js +0 -93
  25. package/dist/src/shaders/templates/RoundedWithBorderTemplate.js.map +0 -1
  26. package/dist/src/shaders/utils.d.ts +0 -3
  27. package/dist/src/shaders/utils.js +0 -31
  28. package/dist/src/shaders/utils.js.map +0 -1
  29. package/src/shaders/Rounded.ts +0 -100
  30. package/src/shaders/RoundedWithBorder.ts +0 -245
  31. package/src/shaders/index.ts +0 -4
  32. package/src/shaders/templates/RoundedTemplate.ts +0 -57
  33. package/src/shaders/templates/RoundedWithBorderTemplate.ts +0 -110
  34. package/src/shaders/utils.ts +0 -44
@@ -11,6 +11,8 @@ export type AddColorString<T> = {
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  export interface BorderStyleObject {
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  width: number;
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  color: number | string;
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+ gap?: number;
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+ align?: number | 'inside' | 'center' | 'outside';
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  }
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  export type DollarString = `$${string}`;
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  export type BorderStyle = BorderStyleObject;
@@ -8,6 +8,7 @@ export const defaultShaderRoundedWithBorderAndShadow = lngr_shaders.RoundedWithB
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  export const defaultShaderHolePunch = lngr_shaders.HolePunch;
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  export const defaultShaderRadialGradient = lngr_shaders.RadialGradient;
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  export const defaultShaderLinearGradient = lngr_shaders.LinearGradient;
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+ export const defaultShaderRoundedWithBorder = lngr_shaders.RoundedWithBorder;
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  function calcFactoredRadiusArray(radius, width, height, out = [0, 0, 0, 0]) {
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  [out[0], out[1], out[2], out[3]] = radius;
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  let factor = Math.min(width / Math.max(width, radius[0] + radius[1]), width / Math.max(width, radius[2] + radius[3]), height / Math.max(height, radius[0] + radius[3]), height / Math.max(height, radius[1] + radius[2]), 1);
@@ -45,6 +46,7 @@ const roundedWithBorderProps = {
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  return toValidVec4(value);
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  },
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  },
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+ 'border-align': 0,
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  'top-left': {
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  default: 0,
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  set(value, props) {
@@ -127,278 +129,6 @@ const roundedWithBorderProps = {
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  },
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  'border-inset': true,
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  };
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- export const defaultShaderRoundedWithBorder = {
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- props: roundedWithBorderProps,
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- canBatch: () => false,
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- update(node) {
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- let props = this.props;
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- let borderWidth = props['border-w'];
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- let borderGap = props['border-gap'];
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- let inset = props['border-inset'];
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- let [b_t, b_r, b_b, b_l] = borderWidth;
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- this.uniformRGBA('u_borderColor', props['border-color']);
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- this.uniform4fa('u_border', borderWidth);
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- this.uniform1f('u_gap', borderGap);
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- this.uniform1i('u_inset', inset ? 1 : 0);
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- // Check if border is zero (no border widths)
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- let borderZero = b_t === 0 && b_r === 0 && b_b === 0 && b_l === 0;
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- this.uniform1i('u_borderZero', borderZero ? 1 : 0);
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- let origWidth = node.w;
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- let origHeight = node.h;
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- this.uniform2f('u_dimensions_orig', origWidth, origHeight);
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- let finalWidth = origWidth;
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- let finalHeight = origHeight;
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- if (!inset) {
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- // For outside borders, expand dimensions
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- finalWidth = origWidth + b_l + b_r + borderGap * 2;
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- finalHeight = origHeight + b_t + b_b + borderGap * 2;
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- }
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- // u_dimensions for the shader's SDF functions
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- this.uniform2f('u_dimensions', finalWidth, finalHeight);
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- // The `radius` property is for the content rectangle.
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- // Factor it against the appropriate dimensions to prevent self-intersection.
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- let contentRadius = calcFactoredRadiusArray(props.radius, origWidth, origHeight);
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- // Calculate the appropriate radius for the shader based on inset mode
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- let finalRadius = contentRadius;
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- if (!inset) {
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- // For each corner, the total radius is content radius + gap + border thickness.
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- // Border thickness at a corner is approximated as the max of the two adjacent border sides.
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- let outerRadius = [
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- contentRadius[0] + borderGap + Math.max(b_t, b_l), // top-left
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- contentRadius[1] + borderGap + Math.max(b_t, b_r), // top-right
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- contentRadius[2] + borderGap + Math.max(b_b, b_r), // bottom-right
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- contentRadius[3] + borderGap + Math.max(b_b, b_l), // bottom-left
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- ];
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- calcFactoredRadiusArray(outerRadius, finalWidth, finalHeight, finalRadius);
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- }
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- this.uniform4fa('u_radius', finalRadius);
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- },
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- vertex: /*glsl*/ `
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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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- /* Passed by lightning renderer */
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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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- /* Passed by shader setup */
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- uniform vec2 u_dimensions;
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- uniform vec2 u_dimensions_orig;
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- uniform vec4 u_radius;
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- uniform vec4 u_border;
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- uniform float u_gap;
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- uniform bool u_inset;
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- uniform bool u_borderZero;
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-
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- varying vec4 v_color;
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- varying vec2 v_texcoords;
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- varying vec2 v_nodeCoords;
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- varying vec4 v_borderEndRadius;
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- varying vec2 v_borderEndSize;
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-
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- varying vec4 v_innerRadius;
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- varying vec2 v_innerSize;
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- varying vec2 v_halfDimensions;
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-
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- void main() {
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- vec2 screen_space = 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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-
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- float b_t = u_border.x;
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- float b_r = u_border.y;
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- float b_b = u_border.z;
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- float b_l = u_border.w;
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-
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- // Calculate the offset to expand/contract the quad for border and gap
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- vec2 expansion_offset = vec2(0.0);
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- if (!u_inset) {
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- // Outside border: expand the quad
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- if (a_nodeCoords.x == 0.0) { // Left edge vertex
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- expansion_offset.x = -(b_l + u_gap);
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- } else { // Right edge vertex (a_nodeCoords.x == 1.0)
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- expansion_offset.x = (b_r + u_gap);
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- }
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- if (a_nodeCoords.y == 0.0) { // Top edge vertex
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- expansion_offset.y = -(b_t + u_gap);
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- } else { // Bottom edge vertex (a_nodeCoords.y == 1.0)
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- expansion_offset.y = (b_b + u_gap);
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- }
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- }
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- // For inset borders, no expansion needed - use original position
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-
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- // Texture coordinate calculation
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- v_texcoords = a_textureCoords;
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- if (!u_inset) { // For outside borders, adjust texture coordinates for expansion
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- v_texcoords *= u_dimensions;
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- v_texcoords.x -= b_l + u_gap;
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- v_texcoords.y -= b_t + u_gap;
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- v_texcoords /= u_dimensions_orig;
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- }
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-
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- v_halfDimensions = u_dimensions * 0.5;
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- if (!u_borderZero) {
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-
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- float gap_x2 = u_gap * 2.0;
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-
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- if (u_inset) {
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- // For inset borders, flip the meaning:
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- // v_borderEndRadius/Size represents the gap area
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- // v_innerRadius/Size represents the border area
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-
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- // Gap area (v_borderEnd represents gap boundary) - uniform gap
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- v_borderEndRadius = u_radius - u_gap - 0.5;
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- v_borderEndSize = (u_dimensions - gap_x2 - 1.0) * 0.5;
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-
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- // Border area (v_inner represents border boundary) - individual border widths
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- v_innerRadius.x = u_radius.x - u_gap - max(b_t, b_l) - 0.5;
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- v_innerRadius.y = u_radius.y - u_gap - max(b_t, b_r) - 0.5;
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- v_innerRadius.z = u_radius.z - u_gap - max(b_b, b_r) - 0.5;
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- v_innerRadius.w = u_radius.w - u_gap - max(b_b, b_l) - 0.5;
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-
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- v_innerSize = (u_dimensions - gap_x2 - vec2(b_l + b_r, b_t + b_b) - 1.0) * 0.5;
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- } else {
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- // For outside borders, calculate from expanded dimensions inward
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- v_borderEndRadius.x = u_radius.x - max(b_t, b_l) - 0.5;
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- v_borderEndRadius.y = u_radius.y - max(b_t, b_r) - 0.5;
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- v_borderEndRadius.z = u_radius.z - max(b_b, b_r) - 0.5;
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- v_borderEndRadius.w = u_radius.w - max(b_b, b_l) - 0.5;
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-
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- v_borderEndSize = (u_dimensions - vec2(b_l + b_r, b_t + b_b) - 1.0) * 0.5;
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-
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- v_innerRadius.x = u_radius.x - max(b_t, b_l) - u_gap - 0.5;
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- v_innerRadius.y = u_radius.y - max(b_t, b_r) - u_gap - 0.5;
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- v_innerRadius.z = u_radius.z - max(b_b, b_r) - u_gap - 0.5;
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- v_innerRadius.w = u_radius.w - max(b_b, b_l) - u_gap - 0.5;
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-
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- v_innerSize.x = u_dimensions.x - (b_l + b_r) - gap_x2 - 1.0;
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- v_innerSize.y = u_dimensions.y - (b_t + b_b) - gap_x2 - 1.0;
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- v_innerSize *= 0.5;
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- }
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-
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- v_borderEndRadius = max(v_borderEndRadius, vec4(0.0));
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- v_innerRadius = max(v_innerRadius, vec4(0.0));
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- }
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-
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- vec2 normalized = (a_position + expansion_offset) * u_pixelRatio;
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-
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- gl_Position = vec4(normalized.x * screen_space.x - 1.0, normalized.y * -abs(screen_space.y) + 1.0, 0.0, 1.0);
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- gl_Position.y = -sign(screen_space.y) * gl_Position.y;
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- }
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- `,
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- fragment: /*glsl*/ `
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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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- /* Passed by lightning renderer */
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- uniform vec2 u_resolution;
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- uniform float u_pixelRatio;
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- uniform float u_alpha;
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- uniform vec2 u_dimensions;
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- uniform sampler2D u_texture;
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-
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- /* Passed by shader setup */
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- uniform vec4 u_radius;
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-
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- uniform vec4 u_border;
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- uniform vec4 u_borderColor;
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- uniform bool u_inset;
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- uniform bool u_borderZero;
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-
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- varying vec4 v_borderEndRadius;
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- varying vec2 v_borderEndSize;
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-
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- varying vec4 v_color;
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- varying vec2 v_texcoords;
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- varying vec2 v_nodeCoords;
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-
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- varying vec2 v_halfDimensions;
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- varying vec4 v_innerRadius;
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- varying vec2 v_innerSize;
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-
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- float roundedBox(vec2 p, vec2 s, vec4 r) {
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- r.xy = (p.x > 0.0) ? r.yz : r.xw;
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- r.x = (p.y > 0.0) ? r.y : r.x;
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- vec2 q = abs(p) - s + r.x;
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- return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - r.x;
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- }
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-
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- void main() {
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- vec4 contentTexColor = texture2D(u_texture, v_texcoords) * v_color;
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-
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- vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
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- float outerShapeDist = roundedBox(boxUv, v_halfDimensions, u_radius);
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- float outerShapeAlpha = 1.0 - smoothstep(0.0, 1.0, outerShapeDist); // 1 inside, 0 outside
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-
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- if (u_borderZero) { // No border, effectively no gap from border logic
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- gl_FragColor = mix(vec4(0.0), contentTexColor, outerShapeAlpha) * u_alpha;
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- return;
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- }
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-
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- // Adjust boxUv for non-uniform borders
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- // This adjusted UV is used for calculating distances to border-end and content shapes
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- vec2 adjustedBoxUv = boxUv;
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- vec2 borderAdjustedBoxUv = boxUv;
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-
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- if (!u_inset) {
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- // For outside borders, use same adjustment for both calculations
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- adjustedBoxUv.x += (u_border.y - u_border.w) * 0.5;
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- adjustedBoxUv.y += (u_border.z - u_border.x) * 0.5;
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- borderAdjustedBoxUv = adjustedBoxUv;
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- } else {
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- // For inset borders, gap calculation uses no adjustment (uniform gap)
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- // Border calculation uses adjustment (non-uniform border)
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- borderAdjustedBoxUv.x += (u_border.y - u_border.w) * 0.5;
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- borderAdjustedBoxUv.y += (u_border.z - u_border.x) * 0.5;
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- }
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-
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- // Distance to the inner edge of the border (where the gap begins)
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- float borderEndDist = roundedBox(adjustedBoxUv, v_borderEndSize, v_borderEndRadius);
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- float borderEndAlpha = 1.0 - smoothstep(0.0, 1.0, borderEndDist); // 1 if inside gap or content, 0 if in border or outside
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-
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- // Distance to the content area (after the gap)
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- float contentDist = roundedBox(borderAdjustedBoxUv, v_innerSize, v_innerRadius);
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- float contentAlpha = 1.0 - smoothstep(0.0, 1.0, contentDist); // 1 if inside content, 0 if in gap, border or outside
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-
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- vec4 finalColor;
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- if (u_inset) { // For inset borders: border <- gap <- element
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- // flip the logic: borderEndAlpha becomes gap, contentAlpha becomes border+content
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- if (contentAlpha > 0.0) { // Pixel is inside the content area (innermost)
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- finalColor = contentTexColor;
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- } else if (borderEndAlpha > 0.0) { // Pixel is inside the border area (middle)
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- vec4 borderColor = u_borderColor;
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- finalColor = mix(contentTexColor, vec4(borderColor.rgb, 1.0), borderColor.a);
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- } else { // Pixel is in the gap area (outermost) - show content through gap
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- finalColor = contentTexColor;
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- }
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- } else { // For outside borders: element -> gap -> border
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- if (contentAlpha > 0.0) { // Pixel is inside the content area
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- finalColor = contentTexColor;
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- } else if (borderEndAlpha > 0.0) { // Pixel is inside the gap area
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- finalColor = vec4(0.0); // Transparent gap
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- } else { // Pixel is inside the border area
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- vec4 borderColor = u_borderColor;
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- finalColor = borderColor;
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- finalColor.rgb *= finalColor.a;
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- }
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- }
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-
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- gl_FragColor = mix(vec4(0.0), finalColor, outerShapeAlpha) * u_alpha;
399
- }
400
- `,
401
- };
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  export function registerDefaultShaderRounded(shManager) {
403
133
  if (SHADERS_ENABLED && !DOM_RENDERING)
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  shManager.registerShaderType('rounded', defaultShaderRounded);
@@ -1 +1 @@
1
- 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1
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@@ -1,44 +1,47 @@
1
1
  import { insertNode, } from '@lightningtv/solid';
2
- import { createMemo, getOwner, onMount, runWithOwner, } from 'solid-js';
3
- import { fadeIn, fadeOut } from './FadeInOut.jsx';
2
+ import { getOwner, runWithOwner } from 'solid-js';
4
3
  import { chainFunctions } from '@lightningtv/solid/primitives';
5
4
  export const BorderBoxStyle = {
6
- alpha: 0,
5
+ alpha: 0.01,
7
6
  borderSpace: 6,
8
7
  borderRadius: 20,
9
8
  border: { color: 0xffffff, width: 2 },
9
+ transition: { alpha: { duration: 100, easing: 'linear' } },
10
10
  };
11
11
  const borderComponent = (props) => {
12
- const space = createMemo(() => props.borderSpace ?? BorderBoxStyle.borderSpace);
12
+ const space = props.borderSpace ?? BorderBoxStyle.borderSpace;
13
13
  return (<view skipFocus onCreate={(el) => {
14
14
  const parent = el.parent;
15
- el.width = parent.width + space() * 2;
16
- el.height = parent.height + space() * 2;
17
- fadeIn(el);
18
- }} onDestroy={fadeOut} style={BorderBoxStyle} x={-space()} y={-space()} {...props}/>);
15
+ el.width = parent.width + space * 2;
16
+ el.height = parent.height + space * 2;
17
+ el.alpha = 1;
18
+ }} onDestroy={(el) => {
19
+ return el
20
+ .animate({ alpha: 0 }, el.transition)
21
+ .start()
22
+ .waitUntilStopped();
23
+ }} style={BorderBoxStyle} x={-space} y={-space} {...props}/>);
19
24
  };
20
25
  // Solid directives can only be used on native root elements `view` and `text`
21
26
  export function borderBox(el, accessor) {
22
27
  let border;
23
28
  const owner = getOwner();
24
- onMount(() => {
25
- el.onFocusChanged = chainFunctions((f) => {
26
- if (f) {
27
- if (border)
28
- return;
29
- runWithOwner(owner, () => {
30
- const props = accessor();
31
- border = borderComponent(props === true || props === undefined ? {} : props);
32
- insertNode(el, border);
33
- border.render();
34
- });
35
- }
36
- else if (border) {
37
- border.destroy();
38
- el.removeChild(border);
39
- border = null;
40
- }
41
- }, el.onFocusChanged);
42
- });
29
+ el.onFocusChanged = chainFunctions((f) => {
30
+ if (f) {
31
+ if (border)
32
+ return;
33
+ runWithOwner(owner, () => {
34
+ const props = accessor();
35
+ border = borderComponent(props === true || props === undefined ? {} : props);
36
+ insertNode(el, border);
37
+ border.render();
38
+ });
39
+ }
40
+ else if (border) {
41
+ border.destroy();
42
+ el.removeChild(border);
43
+ border = null;
44
+ }
45
+ }, el.onFocusChanged);
43
46
  }
44
47
  //# sourceMappingURL=borderBox.jsx.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"borderBox.jsx","sourceRoot":"","sources":["../../../src/primitives/borderBox.tsx"],"names":[],"mappings":"AAAA,OAAO,EAEL,UAAU,GAGX,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAiB,MAAM,UAAU,CAAC;AACjE,OAAO,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAE/D,MAAM,CAAC,MAAM,cAAc,GAAe;IACxC,KAAK,EAAE,IAAI;IACX,WAAW,EAAE,CAAC;IACd,YAAY,EAAE,EAAE;IAChB,MAAM,EAAE,EAAE,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,EAAE;IACrC,UAAU,EAAE,EAAE,KAAK,EAAE,EAAE,QAAQ,EAAE,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,EAAE;CAC3D,CAAC;AAGF,MAAM,eAAe,GAAG,CAAC,KAAkB,EAAE,EAAE;IAC7C,MAAM,KAAK,GAAG,KAAK,CAAC,WAAW,IAAK,cAAc,CAAC,WAAsB,CAAC;IAC1E,OAAO,CACL,CAAC,IAAI,CACH,SAAS,CACT,QAAQ,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE;YACf,MAAM,MAAM,GAAG,EAAE,CAAC,MAAO,CAAC;YAC1B,EAAE,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,GAAG,KAAK,GAAG,CAAC,CAAC;YACpC,EAAE,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;YACtC,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC;QACf,CAAC,CAAC,CACF,SAAS,CAAC,CAAC,CAAC,EAAE,EAAE,EAAE;YAChB,OAAO,EAAE;iBACN,OAAO,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,UAAiB,CAAC;iBAC3C,KAAK,EAAE;iBACP,gBAAgB,EAAE,CAAC;QACxB,CAAC,CAAC,CACF,KAAK,CAAC,CAAC,cAAc,CAAC,CACtB,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CACV,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CACV,IAAI,KAAK,CAAC,EACV,CACH,CAAC;AACJ,CAAC,CAAC;AAEF,8EAA8E;AAC9E,MAAM,UAAU,SAAS,CACvB,EAAe,EACf,QAAkD;IAElD,IAAI,MAA0B,CAAC;IAC/B,MAAM,KAAK,GAAG,QAAQ,EAAE,CAAC;IAEzB,EAAE,CAAC,cAAc,GAAG,cAAc,CAAC,CAAC,CAAC,EAAE,EAAE;QACvC,IAAI,CAAC,EAAE,CAAC;YACN,IAAI,MAAM;gBAAE,OAAO;YACnB,YAAY,CAAC,KAAK,EAAE,GAAG,EAAE;gBACvB,MAAM,KAAK,GAAG,QAAQ,EAAE,CAAC;gBACzB,MAAM,GAAG,eAAe,CACtB,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,SAAS,CAAC,CAAC,CAAE,EAAgB,CAAC,CAAC,CAAC,KAAK,CAC5C,CAAC;gBACxB,UAAU,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;gBACvB,MAAM,CAAC,MAAM,EAAE,CAAC;YAClB,CAAC,CAAC,CAAC;QACL,CAAC;aAAM,IAAI,MAAM,EAAE,CAAC;YAClB,MAAM,CAAC,OAAO,EAAE,CAAC;YACjB,EAAE,CAAC,WAAW,CAAC,MAAO,CAAC,CAAC;YACxB,MAAM,GAAG,IAAI,CAAC;QAChB,CAAC;IACH,CAAC,EAAE,EAAE,CAAC,cAAc,CAAC,CAAC;AACxB,CAAC"}