@longline/aqua-ui 1.0.303 → 1.0.307

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package/map/Map/Map.d.ts CHANGED
@@ -127,9 +127,10 @@ interface IMapProps {
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  */
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  onMouseLeave?: (e: MapMouseEvent) => void;
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  }
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+ declare const ViewStateContext: React.Context<ViewState>;
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  declare const useViewState: () => ViewState;
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  declare const Map: {
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  ({ longitude, latitude, zoom, pitch, bearing, logoPosition, interactiveLayerIds, noRotate, preserveDrawingBuffer, minZoom, maxZoom, fadeDuration, doubleClickZoom, ...props }: IMapProps): React.JSX.Element;
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  displayName: string;
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  };
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- export { Map, IMapProps, useViewState };
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+ export { Map, IMapProps, useViewState, ViewStateContext };
package/map/Map/Map.js CHANGED
@@ -233,5 +233,5 @@ var Map = function (_a) {
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  return React.createElement(MapBase, __assign({ longitude: longitude, latitude: latitude, zoom: zoom, pitch: pitch, bearing: bearing, logoPosition: logoPosition, interactiveLayerIds: interactiveLayerIds, noRotate: noRotate, preserveDrawingBuffer: preserveDrawingBuffer, minZoom: minZoom, maxZoom: maxZoom, fadeDuration: fadeDuration, doubleClickZoom: doubleClickZoom }, props));
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  };
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  Map.displayName = 'Map';
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- export { Map, useViewState };
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+ export { Map, useViewState, ViewStateContext };
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  var templateObject_1;
@@ -1,2 +1,2 @@
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- declare const ContoursFragmentShader = " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float dist = float(levels);\n\n // Get shades of input color and surrounding pixels:\n int shade = getShade(dataTexture, gl_FragCoord.xy, dist);\n int up = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y - 1.0), dist);\n int down = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y + 1.0), dist);\n int left = getShade(dataTexture, vec2(gl_FragCoord.x - 1.0, gl_FragCoord.y), dist);\n int right = getShade(dataTexture, vec2(gl_FragCoord.x + 1.0, gl_FragCoord.y), dist);\n return (up != shade || down != shade || left != shade || right != shade);\n }\n\n void main() {\n // Get input color:\n vec4 color = texelFetch(dataTexture, gl_FragCoord.xy);\n\n // If input is transparent, draw nothing.\n if(color.w == 0.0) return;\n\n // If the shade of the current pixel is different from any of its surrounding\n // pixels by at least a shade, then draw contour line color.\n if(levels != 0 && hasDifferentShade()) {\n gl_FragColor = u_contourColor;\n } \n // Otherwise draw the input color.\n else {\n gl_FragColor = getGradientColor(color.x);\n }\n }\n";
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+ declare const ContoursFragmentShader = " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_contourThickness;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float numLevels = float(levels);\n float offset = max(1.0, u_contourThickness);\n\n // Get shades of input color and surrounding pixels:\n int shade = getShade(dataTexture, gl_FragCoord.xy, numLevels);\n int up = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y - offset), numLevels);\n int down = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y + offset), numLevels);\n int left = getShade(dataTexture, vec2(gl_FragCoord.x - offset, gl_FragCoord.y), numLevels);\n int right = getShade(dataTexture, vec2(gl_FragCoord.x + offset, gl_FragCoord.y), numLevels);\n return (up != shade || down != shade || left != shade || right != shade);\n }\n\n void main() {\n // Get input color:\n vec4 color = texelFetch(dataTexture, gl_FragCoord.xy);\n\n // If input is transparent, draw nothing.\n if(color.w == 0.0) return;\n\n // If the shade of the current pixel is different from any of its surrounding\n // pixels by at least a shade, then draw contour line color.\n if(levels != 0 && hasDifferentShade()) {\n gl_FragColor = u_contourColor;\n } \n // Otherwise draw the input color.\n else {\n gl_FragColor = getGradientColor(color.x);\n }\n }\n";
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  export { ContoursFragmentShader };
@@ -1,2 +1,2 @@
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- var ContoursFragmentShader = /*glsl*/ " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float dist = float(levels);\n\n // Get shades of input color and surrounding pixels:\n int shade = getShade(dataTexture, gl_FragCoord.xy, dist);\n int up = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y - 1.0), dist);\n int down = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y + 1.0), dist);\n int left = getShade(dataTexture, vec2(gl_FragCoord.x - 1.0, gl_FragCoord.y), dist);\n int right = getShade(dataTexture, vec2(gl_FragCoord.x + 1.0, gl_FragCoord.y), dist);\n return (up != shade || down != shade || left != shade || right != shade);\n }\n\n void main() {\n // Get input color:\n vec4 color = texelFetch(dataTexture, gl_FragCoord.xy);\n\n // If input is transparent, draw nothing.\n if(color.w == 0.0) return;\n\n // If the shade of the current pixel is different from any of its surrounding\n // pixels by at least a shade, then draw contour line color.\n if(levels != 0 && hasDifferentShade()) {\n gl_FragColor = u_contourColor;\n } \n // Otherwise draw the input color.\n else {\n gl_FragColor = getGradientColor(color.x);\n }\n }\n";
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+ var ContoursFragmentShader = /*glsl*/ " \n #ifdef GL_ES\n precision mediump float;\n #endif\n\n // Screen resolution is needed to convert gl_FragCoord to texture coordinate.\n uniform vec2 u_resolution;\n uniform sampler2D dataTexture;\n uniform int levels;\n uniform vec4 u_contourColor;\n uniform float u_contourThickness;\n uniform float u_gradientStops[12];\n uniform vec4 u_gradientColors[12];\n\n //\n // Given a value, find its corresponding color in the gradient stops.\n //\n vec4 getGradientColor(float position) {\n // Find left and right stop:\n float left = -1.0;\n float right = 99.0;\n vec4 leftColor;\n vec4 rightColor;\n\n for(int i = 0; i < 12; i++) {\n if (u_gradientStops[i] <= position) {\n left = u_gradientStops[i]; \n leftColor = u_gradientColors[i];\n } else break;\n }\n\n for(int i = 12 - 1; i >= 0; i--) {\n if (u_gradientStops[i] >= position) {\n right = u_gradientStops[i]; \n rightColor = u_gradientColors[i];\n } else break;\n }\n\n // Distance between stops:\n float width = right - left;\n // Distance from left stop:\n float dist = position - left;\n // Right stop weight:\n float weight;\n if(dist == 0.0) {\n weight = dist;\n } else {\n weight = dist / width;\n }\n\n float r = leftColor.x + (rightColor.x - leftColor.x) * weight;\n float g = leftColor.y + (rightColor.y - leftColor.y) * weight;\n float b = leftColor.z + (rightColor.z - leftColor.z) * weight;\n float a = leftColor.w + (rightColor.w - leftColor.w) * weight;\n return vec4(r, g, b, a); \n } \n\n //\n // Returns texture color at pixelCoord.\n //\n vec4 texelFetch(sampler2D tex, vec2 pixelCoord) {\n return texture2D(tex, pixelCoord / u_resolution);\n }\n\n //\n // Returns texture pixel shade, in a number of levels:\n int getShade(sampler2D tex, vec2 pixelCoord, float levels) {\n vec4 color = texelFetch(tex, pixelCoord);\n // If the color is transparent, return -1, so that there's always a contour line.\n if(color.w == 0.0) return -1;\n // Return greyscale shade in levels:\n return int(color.x * levels);\n }\n\n bool hasDifferentShade() {\n float numLevels = float(levels);\n float offset = max(1.0, u_contourThickness);\n\n // Get shades of input color and surrounding pixels:\n int shade = getShade(dataTexture, gl_FragCoord.xy, numLevels);\n int up = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y - offset), numLevels);\n int down = getShade(dataTexture, vec2(gl_FragCoord.x, gl_FragCoord.y + offset), numLevels);\n int left = getShade(dataTexture, vec2(gl_FragCoord.x - offset, gl_FragCoord.y), numLevels);\n int right = getShade(dataTexture, vec2(gl_FragCoord.x + offset, gl_FragCoord.y), numLevels);\n return (up != shade || down != shade || left != shade || right != shade);\n }\n\n void main() {\n // Get input color:\n vec4 color = texelFetch(dataTexture, gl_FragCoord.xy);\n\n // If input is transparent, draw nothing.\n if(color.w == 0.0) return;\n\n // If the shade of the current pixel is different from any of its surrounding\n // pixels by at least a shade, then draw contour line color.\n if(levels != 0 && hasDifferentShade()) {\n gl_FragColor = u_contourColor;\n } \n // Otherwise draw the input color.\n else {\n gl_FragColor = getGradientColor(color.x);\n }\n }\n";
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  export { ContoursFragmentShader };
@@ -25,6 +25,11 @@ interface IInterpolationLayerProps {
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  * @default #35ABE2
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  */
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  contourColor?: string;
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+ /**
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+ * Thickness of contour lines in pixels.
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+ * @default 1
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+ */
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+ contourThickness?: number;
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  /**
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  * Minimum zoom level at which to render layer.
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  * @default 0
@@ -42,12 +47,56 @@ interface IInterpolationLayerProps {
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  dots?: boolean;
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  }
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  /**
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- * An `InterpolationLayer` takes a data array of the form `{ latitude, longitude, value }`. It performs triangulation
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- * and draws the data in an OpenGL layer. Optionally, a number of contour `levels` can be set to draw contour lines.
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- * Gradient colors are configurable using `gradientStops`.
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+ * A custom WebGL map layer that renders interpolated data with optional contour lines.
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+ *
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+ * Takes an array of geographic points with values and creates a smooth, gradient-filled
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+ * triangulated surface using Delaunay triangulation via Turf.js.
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+ *
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+ * ## Usage
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+ *
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+ * ```tsx
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+ * <Map>
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+ * <InterpolationLayer
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+ * data={[
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+ * { latitude: 40.7, longitude: -74.0, value: 25 },
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+ * { latitude: 40.8, longitude: -73.9, value: 30 },
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+ * // ...more points
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+ * ]}
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+ * gradientStops={[
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+ * { pos: 0.0, color: '#0000ff' },
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+ * { pos: 0.5, color: '#00ff00' },
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+ * { pos: 1.0, color: '#ff0000' }
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+ * ]}
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+ * levels={16}
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+ * contourColor="#ffffff"
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+ * />
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+ * </Map>
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+ * ```
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+ *
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+ * ## Rendering Pipeline
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+ *
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+ * Uses a two-pass WebGL rendering approach:
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+ *
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+ * 1. **Pass 1 (off-screen):** Renders triangulated data to a 1024×1024 texture
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+ * as grayscale values (normalized 0-1)
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+ * 2. **Pass 2 (on-screen):** Reads the texture, applies gradient colors, and
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+ * optionally draws contour lines by detecting edges between shade levels
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+ *
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+ * ## Contour Detection
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+ *
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+ * Contour lines are drawn where adjacent pixels have different "shade levels".
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+ * The `levels` prop controls quantization—higher values produce more contour lines.
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+ * Set `levels={0}` to disable contour lines entirely.
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+ *
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+ * ## Data Requirements
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+ *
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+ * - Minimum 3 points required for triangulation
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+ * - Points with `NaN` values are filtered out
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+ * - Values are automatically normalized to 0-1 range
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  */
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  declare const InterpolationLayer: {
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- ({ levels, contourColor, gradientStops, minZoom, maxZoom, dots, ...props }: IInterpolationLayerProps): React.JSX.Element;
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+ ({ levels, contourColor, contourThickness, gradientStops, minZoom, maxZoom, dots, ...props }: IInterpolationLayerProps): React.JSX.Element;
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  displayName: string;
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  };
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- export { InterpolationLayer, IInterpolationLayerProps };
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+ export { InterpolationLayer };
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+ export type { IInterpolationLayerProps };
@@ -58,7 +58,7 @@ var InterpolationLayerBase = function (props) {
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  // Do this by varying its `key` with the current time.
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  React.useEffect(function () {
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  setTime(Date.now());
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- }, [props.levels, props.data, props.contourColor, props.gradientStops]);
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+ }, [props.levels, props.data, props.contourColor, props.contourThickness, props.gradientStops]);
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  //
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  // Convert IPoint array to polygons.
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  //
@@ -257,6 +257,8 @@ var InterpolationLayerBase = function (props) {
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  gl.uniformMatrix4fv(gl.getUniformLocation(contoursProgram.current, 'u_matrix'), false, matrix);
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  // Pass in levels for contours:
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  gl.uniform1i(gl.getUniformLocation(contoursProgram.current, 'levels'), props.levels);
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+ // Pass in contour thickness:
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+ gl.uniform1f(gl.getUniformLocation(contoursProgram.current, 'u_contourThickness'), props.contourThickness);
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  // Pass in contours color:
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  var clr = colorToRGBA(props.contourColor);
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  gl.uniform4f(gl.getUniformLocation(contoursProgram.current, 'u_contourColor'), clr[0], clr[1], clr[2], clr[3]);
@@ -320,16 +322,59 @@ var InterpolationLayerBase = function (props) {
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  return (React.createElement(Layer, { id: null, type: "custom", beforeId: "overlay", key: time, onAdd: onAddLayer, render: function (gl, matrix) { return onRender(gl, matrix, map.current.getZoom(), map.current.getContainer().clientWidth, map.current.getContainer().clientHeight); } }));
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  };
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  /**
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- * An `InterpolationLayer` takes a data array of the form `{ latitude, longitude, value }`. It performs triangulation
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- * and draws the data in an OpenGL layer. Optionally, a number of contour `levels` can be set to draw contour lines.
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- * Gradient colors are configurable using `gradientStops`.
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+ * A custom WebGL map layer that renders interpolated data with optional contour lines.
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+ *
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+ * Takes an array of geographic points with values and creates a smooth, gradient-filled
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+ * triangulated surface using Delaunay triangulation via Turf.js.
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+ *
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+ * ## Usage
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+ *
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+ * ```tsx
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+ * <Map>
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+ * <InterpolationLayer
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+ * data={[
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+ * { latitude: 40.7, longitude: -74.0, value: 25 },
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+ * { latitude: 40.8, longitude: -73.9, value: 30 },
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+ * // ...more points
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+ * ]}
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+ * gradientStops={[
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+ * { pos: 0.0, color: '#0000ff' },
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+ * { pos: 0.5, color: '#00ff00' },
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+ * { pos: 1.0, color: '#ff0000' }
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+ * ]}
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+ * levels={16}
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+ * contourColor="#ffffff"
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+ * />
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+ * </Map>
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+ * ```
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+ *
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+ * ## Rendering Pipeline
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+ *
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+ * Uses a two-pass WebGL rendering approach:
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+ *
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+ * 1. **Pass 1 (off-screen):** Renders triangulated data to a 1024×1024 texture
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+ * as grayscale values (normalized 0-1)
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+ * 2. **Pass 2 (on-screen):** Reads the texture, applies gradient colors, and
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+ * optionally draws contour lines by detecting edges between shade levels
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+ *
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+ * ## Contour Detection
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+ *
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+ * Contour lines are drawn where adjacent pixels have different "shade levels".
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+ * The `levels` prop controls quantization—higher values produce more contour lines.
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+ * Set `levels={0}` to disable contour lines entirely.
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+ *
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+ * ## Data Requirements
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+ *
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+ * - Minimum 3 points required for triangulation
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+ * - Points with `NaN` values are filtered out
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+ * - Values are automatically normalized to 0-1 range
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  */
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  var InterpolationLayer = function (_a) {
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- var _b = _a.levels, levels = _b === void 0 ? 0 : _b, _c = _a.contourColor, contourColor = _c === void 0 ? '#35ABE2' : _c, _d = _a.gradientStops, gradientStops = _d === void 0 ? [
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+ var _b = _a.levels, levels = _b === void 0 ? 0 : _b, _c = _a.contourColor, contourColor = _c === void 0 ? '#35ABE2' : _c, _d = _a.contourThickness, contourThickness = _d === void 0 ? 1 : _d, _e = _a.gradientStops, gradientStops = _e === void 0 ? [
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  { pos: 0.0, color: '#0000ffff' },
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  { pos: 1.0, color: '#000000ff' }
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- ] : _d, _e = _a.minZoom, minZoom = _e === void 0 ? 0 : _e, _f = _a.maxZoom, maxZoom = _f === void 0 ? 99 : _f, _g = _a.dots, dots = _g === void 0 ? false : _g, props = __rest(_a, ["levels", "contourColor", "gradientStops", "minZoom", "maxZoom", "dots"]);
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- return React.createElement(InterpolationLayerBase, __assign({ levels: levels, contourColor: contourColor, gradientStops: gradientStops, minZoom: minZoom, maxZoom: maxZoom, dots: dots }, props));
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+ ] : _e, _f = _a.minZoom, minZoom = _f === void 0 ? 0 : _f, _g = _a.maxZoom, maxZoom = _g === void 0 ? 99 : _g, _h = _a.dots, dots = _h === void 0 ? false : _h, props = __rest(_a, ["levels", "contourColor", "contourThickness", "gradientStops", "minZoom", "maxZoom", "dots"]);
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+ return React.createElement(InterpolationLayerBase, __assign({ levels: levels, contourColor: contourColor, contourThickness: contourThickness, gradientStops: gradientStops, minZoom: minZoom, maxZoom: maxZoom, dots: dots }, props));
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  };
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  InterpolationLayer.displayName = 'InterpolationLayer';
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  export { InterpolationLayer };
@@ -1 +1,2 @@
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- export * from './InterpolationLayer';
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+ export { InterpolationLayer } from './InterpolationLayer';
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+ export type { IInterpolationLayerProps } from './InterpolationLayer';
@@ -1 +1 @@
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- export * from './InterpolationLayer';
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+ export { InterpolationLayer } from './InterpolationLayer';
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@longline/aqua-ui",
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- "version": "1.0.303",
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+ "version": "1.0.307",
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  "description": "AquaUI",
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  "author": "Alexander van Oostenrijk / Longline Environment",
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  "license": "Commercial",