@mocanvas/wasm 1.0.0 → 4.0.0

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package/README.md CHANGED
@@ -1,12 +1,12 @@
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  # @mocanvas/wasm
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- The Rust/WebAssembly engine behind [mocanvas](https://github.com/SYMBIO/mocanvas)
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+ The Rust/WebAssembly engine behind mocanvas
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  and its TypeScript bridge. The engine owns the scene: it holds shape geometry,
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  maintains a spatial index, hit-tests, culls to the viewport, tessellates and
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  batches, and writes vertex/index/batch buffers into linear memory that the host
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  uploads to the GPU by pointer — no per-frame copying.
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- Most applications use `mocanvas` or `@mocanvas/editor` instead of this package
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+ Most applications use `@mocanvas/mocanvas` or `@mocanvas/editor` instead of this package
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  directly. No React, no other dependencies.
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  ## Install
@@ -99,4 +99,23 @@ ESM only.
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  ## License
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- MIT
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+ **Source-available, not open source.** Free to use for:
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+
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+ - personal, non-commercial projects;
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+ - non-profit organisations;
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+ - development, evaluation, testing and staging — including inside a for-profit
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+ company, so you can try it and build against it before committing;
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+ - teaching and academic research.
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+
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+ **Shipping it in a commercial product, service or website needs a written
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+ agreement with us.** That includes anything sold, anything that earns revenue
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+ directly or through advertising, and internal tools running a for-profit
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+ business.
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+
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+ To arrange one, or if you are unsure which side of the line you are on, write to
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+ **mocanvas@symbio.agency** — we would rather answer the question than have you
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+ guess.
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+
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+ The full terms are in `LICENSE`, shipped in this package. Versions released
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+ earlier under MIT stay available under MIT, on the terms they were released
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+ with.
package/UI.md ADDED
@@ -0,0 +1,256 @@
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+ # The default UI
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+
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+ `<Mocanvas />` ships a small, opinionated interface: a toolbar, a zoom bar, a
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+ style panel, an optional statistics chip, and the chrome the editor draws on the
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+ canvas itself. All of it is optional and all of it is themeable from CSS.
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+
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+ Source lives in `packages/mocanvas/src/ui/`:
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+
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+ | File | What it holds |
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+ | --- | --- |
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+ | `DefaultUi.tsx` | The toolbar, the zoom bar, the stats chip, and the `DefaultUi` wrapper |
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+ | `StylePanel.tsx` | The style panel and `getStylePanelSections`, the rule for which rows appear |
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+ | `icons.tsx` | The whole icon set, plus the geo icons generated from canvas geometry |
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+ | `overlays.tsx` | The shared tooltip and popover layers, and `placeNear` |
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+ | `ui.css` | Every design token and every rule |
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+ | `useKeyboardShortcuts.ts` | The default key bindings |
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+
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+ ## Design tokens
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+
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+ Tokens are declared on `.mocanvas` (the editor container), on `.mocanvas-panel`,
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+ and on `.mocanvas-layer` (the floating tooltip and popover, which sit outside the
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+ panels in the DOM). Override any of them on `.mocanvas`, on a wrapper, or on a
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+ single panel.
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+
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+ ### Surfaces and colour
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+
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+ | Token | Light | Dark | Used for |
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+ | --- | --- | --- | --- |
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+ | `--mocanvas-ui-panel` | `#ffffff` | `#1b1d22` | Panel, popover and picker background |
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+ | `--mocanvas-ui-panel-border` | `#d6d9e0` | `#3c404a` | Panel hairline, dividers, group separators |
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+ | `--mocanvas-ui-control` | `rgba(16,24,40,.06)` | `rgba(255,255,255,.08)` | Recessed background of a segmented button |
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+ | `--mocanvas-ui-text` | `#16181d` | `#eceef3` | Icon and label colour |
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+ | `--mocanvas-ui-muted` | `#5c6070` | `#a4a9b4` | Row labels, stats text |
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+ | `--mocanvas-ui-accent` | `#2563eb` | `#6ea8fe` | Selected control, focus ring |
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+ | `--mocanvas-ui-accent-fg` | `#ffffff` | `#0e1116` | Icon on an accent fill |
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+ | `--mocanvas-ui-accent-soft` | 12% accent | 18% accent | Hover on a segmented button, open disclosure |
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+ | `--mocanvas-ui-hover` | 6% ink | 9% white | Hover on a bare button |
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+ | `--mocanvas-ui-active` | 13% ink | 18% white | Pointer-down on a bare button |
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+ | `--mocanvas-ui-shadow` | — | — | Panel elevation |
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+ | `--mocanvas-ui-tip-bg` / `-fg` / `-muted` | — | — | Tooltip pill, its label, its shortcut |
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+
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+ Every text-on-background pair is at or above 4.5:1 in both palettes. Measured on
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+ the shipped values, the tightest are `accent` on a segmented control (4.58 light,
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+ 5.54 dark) and `muted` on the panel (6.25 light, 7.16 dark). Disabled controls
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+ render at 35% opacity, which WCAG exempts.
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+
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+ ### Metrics
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+
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+ | Token | Value | Meaning |
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+ | --- | --- | --- |
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+ | `--mocanvas-ui-btn` | `40px` | Every hit target — buttons, swatches, popover cells |
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+ | `--mocanvas-ui-icon` | `20px` | Icon size inside a button |
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+ | `--mocanvas-ui-gap` | `2px` | Gap between adjacent controls |
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+ | `--mocanvas-ui-pad` | `4px` | Padding of a bar |
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+ | `--mocanvas-ui-pad-lg` | `10px` | Padding of the style panel, gap between its groups |
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+ | `--mocanvas-ui-inset` | `12px` | Distance from a panel to the viewport edge |
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+ | `--mocanvas-ui-radius` / `-sm` | `12px` / `8px` | Panel radius / control radius |
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+ | `--mocanvas-ui-dock` | `300px` | Width the bottom-left and bottom-right docks reserve beside the centred toolbar |
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+ | `--mocanvas-ui-bottom-dock` | `62px` (`124px` under 1290px) | Height the bottom edge occupies; the style panel stops above it |
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+ | `--mocanvas-ui-font` / `-mono` | system stacks | Panel type / stats chip |
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+
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+ `--mocanvas-ui-dock` is the mechanism that keeps the three bottom panels apart:
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+ the toolbar is centred on the viewport but may not grow into the reservation, so
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+ it wraps rather than collide. Shrink it if your zoom bar is narrower than the
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+ default one.
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+
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+ ### Canvas chrome
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+
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+ These are read by the editor's indicator layer (`Canvas.tsx`), not by the panels,
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+ so they apply even with `hideUi`. They are deliberately **not** redefined for the
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+ dark UI: the canvas keeps its own background, which does not follow
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+ `prefers-color-scheme`.
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+
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+ | Token | Value | Used for |
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+ | --- | --- | --- |
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+ | `--mocanvas-selection` | `#2f6fe4` | Selection and hover outlines, handle strokes, brush border |
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+ | `--mocanvas-selection-fg` | `#ffffff` | Fill behind a solid handle |
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+ | `--mocanvas-brush-fill` | 12% selection | Brush rectangle interior |
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+ | `--mocanvas-snap` | `#cf3fe0` | Snap lines and their end markers |
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+
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+ The two stroke colours clear 3:1 against a light canvas (`#f9fafb`: 4.45 and
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+ 3.69) and against a dark one (`#1b1d22`: 3.63 and 4.37). If you render a dark
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+ canvas, swap `--mocanvas-selection-fg` for a dark value so handles stay filled
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+ with the canvas colour rather than white.
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+
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+ Handles are drawn at 9px (corners), 6px (shape handles) and 5.5px (rotate) in
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+ screen space, with a 1.5px stroke. Their hit radius is a separate editor
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+ constant, `HANDLE_HIT_RADIUS` in `packages/editor/src/editor/selectionHandles.ts`.
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+
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+ ## Icon grid rules
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+
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+ Icons are original artwork on a 24×24 viewBox, painted with `currentColor`.
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+
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+ - **Grid.** 24×24. Ink, stroke included, stays inside it.
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+ - **Weight.** Stroke 1.75, round caps and joins. Only texture marks deviate and
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+ say so at the call site: the fill hatching (1.25), the dotted rule (2.6 with a
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+ zero-length dash, so the caps draw the dots), the mono rails (1.4).
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+ - **Centring.** Ink is optically centred on (12, 12), within half a grid unit.
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+ The only exceptions are semantic: `valign-top` and `valign-bottom` sit high and
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+ low on purpose.
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+ - **Extent.** The longest ink dimension lands between 16 and 18.25 units — about
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+ 17.75 for a full-bleed form — so no icon reads heavier than its neighbour. The
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+ `size-*` ramp is exempt: its whole job is to differ in size.
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+ - **Distinctness.** No two icons may draw the same artwork; `icons.test.tsx`
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+ enforces this. It is why the handwriting font is a script `a` rather than a
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+ fourth capital A, and why `oval` gets a wider box than `ellipse`.
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+ - **Geo icons** are generated from `getGeoGeometry`, the same code the canvas
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+ draws with, so a toolbar button always matches the shape it creates. Each kind
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+ is fitted into the box `getGeoIconBox(kind)` returns: square at `GEO_BOX` (16)
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+ by default, and flatter or narrower for kinds whose name implies a proportion
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+ (`rectangle`, `oval`, the four arrows). The longest side is always `GEO_BOX`.
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+
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+ Render one with `<Icon name="select" size={20} />`. `size` sets the SVG's
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+ attributes; buttons additionally take their icon size from `--mocanvas-ui-icon`,
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+ so inline marks like the "mixed" badge keep the size they ask for.
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+
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+ ## Overriding the UI
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+
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+ ### Turn it off
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+
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+ ```tsx
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+ <Mocanvas hideUi />
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+ ```
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+
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+ This drops the toolbar, zoom bar, style panel and stats chip. `ui.css` still
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+ loads, so the canvas chrome tokens above keep working. Default keyboard
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+ shortcuts are wired by `<Mocanvas />` itself and are unaffected; call
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+ `useKeyboardShortcuts(editor)` yourself if you build on `<Canvas />` directly.
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+
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+ ### Replace the canvas chrome
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+
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+ ```tsx
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+ <Mocanvas components={{ Indicators: MyIndicators, Brush: MyBrush, Background: MyGrid }} />
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+ ```
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+
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+ `components` is forwarded to `<Canvas />`. `Indicators` draws selection and hover
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+ outlines and handles, `Brush` the marquee, `Background` a layer behind the canvas.
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+ Each receives `{ editor }` and renders into the SVG overlay (`Background` into a
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+ plain DOM layer). Omit one to keep the default.
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+
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+ ### Rebuild the panels
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+
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+ Compose your own from the exported parts:
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+
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+ ```tsx
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+ import { Mocanvas, Toolbar, ZoomBar, StylePanel, UiTooltip, Icon } from "mocanvas"
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+
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+ <Mocanvas hideUi>
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+ <Toolbar />
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+ <MyOwnInspector />
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+ <UiTooltip />
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+ </Mocanvas>
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+ ```
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+
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+ `Toolbar`, `ZoomBar`, `StylePanel`, `DebugStats`, `Popover`, `UiTooltip`, `Icon`
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+ and `TOOLBAR_GROUPS` are all exported. Children of `<Mocanvas>` render above the
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+ canvas inside the editor container, so the tokens apply to them too.
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+
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+ ### Restyle it
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+
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+ ```css
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+ .mocanvas {
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+ --mocanvas-ui-accent: #12b886;
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+ --mocanvas-ui-radius: 6px;
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+ --mocanvas-ui-btn: 44px;
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+ --mocanvas-selection: #12b886;
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+ }
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+ ```
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+
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+ ## The panels
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+
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+ ### Toolbar — bottom centre
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+
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+ Tools in four groups separated by dividers: select and hand; draw and eraser; the
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+ five common geo kinds plus a disclosure for the other fifteen; text, note, and
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+ whichever of arrow, line and frame the app registered. Entries whose tool is not
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+ registered disappear, so a cut-down `tools` prop yields a cut-down bar. The
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+ active tool is `aria-pressed`; a geo button is pressed only when its own kind is
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+ active. The disclosure opens a 5-column popover of the remaining kinds and is
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+ itself marked pressed when one of them is active. The bar is centred on the
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+ viewport, wraps to more rows rather than growing into the docks, and moves to a
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+ row of its own below 1290px.
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+
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+ ### Zoom bar — bottom left
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+
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+ Zoom out, the current percentage (a button that resets to 100%), zoom in, zoom to
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+ fit, then a divider and undo/redo. Undo and redo are `disabled` when there is
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+ nothing to undo or redo, at 35% opacity and without a tooltip.
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+
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+ ### Style panel — top right
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+
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+ Appears when the selection carries at least one style, or when a drawing tool is
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+ active with nothing selected. Rows are grouped, and separated by a hairline:
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+
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+ 1. **Shape** — the geo kind, as one button showing the current shape that opens a
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+ 20-cell popover.
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+ 2. **Colour** — the stroke colour, and the label colour when the selection can
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+ carry one; twelve swatches each, six to a row.
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+ 3. **Stroke and fill** — Fill, Dash and Size, four choices each.
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+ 4. **Text** — Font, then horizontal and vertical alignment sharing one row.
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+ 5. **Opacity** — a slider; only with a selection, since it edits shapes rather
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+ than a style.
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+
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+ Which rows appear is decided by `getStylePanelSections(editor)`, which reads
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+ `editor.getSharedStyles()` for a selection and
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+ `editor.getStylePropsForType(toolId)` otherwise. A selection of two lines
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+ therefore shows Colour, Dash and Size and nothing else. A row whose selected
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+ shapes disagree shows a dashed "mixed" badge beside its label. The panel scrolls
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+ when it is taller than the space above the bottom dock, with a fade and a shadow
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+ at whichever edge has more content behind it. Below 560px it spans the width and
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+ is capped at 42% of the height.
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+
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+ ### Statistics chip — bottom right
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+
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+ Shape counts, drawn versus culled, and milliseconds per frame. Toggled with
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+ `⌥D`, or with the `showStats` prop. It moves above the zoom bar below 560px.
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+
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+ ### Tooltip and popover
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+
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+ Both are single, `position: fixed`, viewport-clamped layers (`overlays.tsx`).
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+ A tooltip labels any element with `data-tooltip`, adding `data-shortcut` in a
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+ muted weight; it appears after a 500ms rest, immediately on keyboard focus, sits
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+ above its control so it never covers it, and flips below when there is no room.
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+ `placeNear` does the arithmetic and is unit-tested. Popovers dismiss on outside
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+ pointer-down and on Escape, which also returns focus to the button.
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+
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+ ## States
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+
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+ | State | Bare button | Segmented button | Swatch |
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+ | --- | --- | --- | --- |
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+ | Rest | transparent | `--mocanvas-ui-control` | transparent |
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+ | Hover | `--mocanvas-ui-hover` | `--mocanvas-ui-accent-soft` | `--mocanvas-ui-hover` |
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+ | Pointer down | `--mocanvas-ui-active`, scaled 0.94 | as hover, scaled 0.94 | scaled 0.92 |
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+ | Selected | accent fill, accent-fg icon | accent fill, accent-fg icon | double ring in accent |
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+ | Selected + hover | accent fill plus an inset ring | same | same |
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+ | Focus (keyboard) | 2px accent outline, 2px offset | same | same |
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+ | Disabled | 35% opacity, no tooltip, default cursor | — | — |
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+
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+ The focus ring is offset by 2px so a ring of panel colour separates it from an
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+ accent-filled button; without that gap, focus would be invisible on the active
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+ tool. `prefers-reduced-motion` removes every transition.
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+
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+ ## Pointer targets
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+
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+ Selection handles use a 24x24 px pointer target (`HANDLE_HIT_RADIUS = 12` in
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+ `packages/editor/src/editor/selectionHandles.ts`), which is the WCAG 2.2
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+ minimum. Two rules keep that from swallowing small shapes:
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+
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+ - Edge handles (top, right, bottom, left) only appear once that edge is at
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+ least `4 * HANDLE_HIT_RADIUS` long on screen; below that the two corners
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+ already cover the whole edge.
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+ - On a selection smaller than six handles across, `getHandleHitRadius` scales
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+ the target down (never below 4 px) so the shape's interior stays draggable.
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+
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+ Both measure the *screen-space* edge lengths of the transformed corners, so a
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+ rotated selection behaves the same as an upright one.
package/dist/index.d.ts CHANGED
@@ -15,7 +15,34 @@ declare const OP: {
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  readonly SET_STYLE: 4;
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  readonly CLEAR: 5;
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  readonly SET_TEXTURE: 6;
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+ readonly SET_GEO: 7;
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+ readonly SET_SPLINE: 8;
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+ readonly SET_POLY: 9;
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+ readonly SET_DRAW: 10;
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  };
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+ /**
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+ * Flag bits for the parametric geometry commands; must match
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+ * `crates/mocanvas-wasm/src/lib.rs::geo_flag`.
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+ */
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+ declare const GEO_FLAG: {
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+ /** `setGeo`: mirror the silhouette left-to-right inside its own box. */
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+ readonly FLIP_X: number;
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+ /** `setGeo`: mirror the silhouette top-to-bottom inside its own box. */
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+ readonly FLIP_Y: number;
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+ /** `setSpline` / `setPoly` / `setDraw`: close the outline. */
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+ readonly CLOSED: number;
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+ /** `setDraw`, per segment: this run came from a pen, so smooth it. */
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+ readonly FREEHAND: number;
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+ };
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+ /**
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+ * The built-in geo silhouettes the engine can build from parameters, by name.
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+ *
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+ * The numbers are the indices of `GEO_SHAPE_KINDS`, which is part of the file
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+ * format — a kind is only ever appended. A `geo` value that is not in here is a
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+ * custom silhouette the engine has no generator for; upload its path with
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+ * {@link CommandWriter.setGeometry} instead.
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+ */
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+ declare const GEO_KIND: Readonly<Record<string, number>>;
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  /** Path opcodes; must match `mocanvas-geo::PathCmd`. */
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  declare const PATH_OP: {
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  readonly MOVE: 0;
@@ -51,7 +78,7 @@ interface CameraState {
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  /** Floats per vertex in `FrameBuffers.vertices`: `x y u v r g b a`. */
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  declare const VERTEX_FLOATS = 8;
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  /** `u32` words per record in `FrameBuffers.batches`. */
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- declare const BATCH_WORDS = 7;
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+ declare const BATCH_WORDS = 8;
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  /** `u32` words per record in `FrameBuffers.overlay`. */
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  declare const OVERLAY_WORDS = 10;
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  /** Page-space clip rectangle `[minX, minY, maxX, maxY]`. */
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  vertices: Float32Array;
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  indices: Uint32Array;
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  /**
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- * `BATCH_WORDS` (7) words per batch: `firstIndex indexCount texture clipMinX
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- * clipMinY clipMaxX clipMaxY`. The clip words are f32 bits in page space; all
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- * four zero means unclipped. Texture 0 = solid color. A new batch starts
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- * whenever the texture or the clip rect changes — use `readBatch`.
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+ * `BATCH_WORDS` (8) words per batch: `firstIndex indexCount texture clipMinX
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+ * clipMinY clipMaxX clipMaxY isolate`. The clip words are f32 bits in page
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+ * space; all four zero means unclipped. Texture 0 = solid color. A new batch
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+ * starts whenever the texture, the clip rect or the isolation group changes —
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+ * use `readBatch`.
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  */
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  batches: Uint32Array;
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  /**
@@ -99,6 +127,16 @@ interface Batch {
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  texture: number;
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  /** Page-space clip rect, or undefined when unclipped. */
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  clip?: ClipRect;
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+ /**
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+ * Isolation group, or 0 for an ordinary batch.
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+ *
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+ * Non-zero means the batch is one translucent shape's whole mark, and the
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+ * backend has to paint each pixel of it once: the engine bakes opacity into
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+ * vertex alpha, so a stroke that crosses itself would otherwise blend twice
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+ * and show the crossing as a dark knot. The number is unique per frame and
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+ * rises in draw order, which is what lets a backend tell two of them apart.
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+ */
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+ isolate: number;
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  }
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  interface OverlayEntry {
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  handle: Handle;
@@ -155,6 +193,49 @@ declare class CommandWriter {
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  remove(handle: Handle): void;
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  /** `pathWords` is the flat f32 path encoding (opcode, args...). */
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  setGeometry(handle: Handle, pathWords: ArrayLike<number>): void;
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+ /**
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+ * Build a built-in geo silhouette in the engine from its parameters.
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+ *
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+ * This is the fast path behind {@link CommandWriter.setGeometry} for the
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+ * shapes the engine knows how to draw itself: five words go over the wire
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+ * instead of a whole outline, and the trigonometry runs in WebAssembly. The
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+ * resulting path is identical to the one the TypeScript generators produce.
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+ *
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+ * `kind` is an index from {@link GEO_KIND}. A silhouette that is not in that
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+ * table has no generator here — send its path with `setGeometry`.
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+ */
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+ /**
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+ * A built-in geo outline, generated by the engine from `(kind, w, h)`.
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+ *
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+ * `strokeWidth` reaches only the open marks drawn *inside* an outline — the X
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+ * of an x-box — whose ends sit on the outline and would otherwise spike
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+ * through it by half a stroke. The outline itself does not move with it.
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+ */
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+ setGeo(handle: Handle, kind: number, w: number, h: number, flags?: number, strokeWidth?: number): void;
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+ /**
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+ * A smooth cubic spline through `points` (interleaved `x, y`), built in the
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+ * engine. `flags` takes {@link GEO_FLAG}.CLOSED.
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+ */
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+ setSpline(handle: Handle, points: ArrayLike<number>, flags?: number): void;
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+ /**
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+ * A polyline through `points` (interleaved `x, y`), or a polygon when
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+ * `flags` has {@link GEO_FLAG}.CLOSED.
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+ */
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+ setPoly(handle: Handle, points: ArrayLike<number>, flags?: number): void;
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+ private writePoints;
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+ /**
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+ * A freehand stroke, as the runs the pen actually made.
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+ *
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+ * Each segment is `{ points, freehand }` with `points` interleaved `x, y`; a
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+ * `freehand` run is smoothed in the engine (one 1-2-1 pass, endpoints fixed)
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+ * before the runs are concatenated into one outline. `flags` takes
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+ * {@link GEO_FLAG}.CLOSED, which closes the stroke when it has more than two
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+ * points.
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+ */
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+ setDraw(handle: Handle, segments: readonly {
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+ points: ArrayLike<number>;
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+ freehand: boolean;
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+ }[], flags?: number): void;
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  setStyle(handle: Handle, s: StyleWords): void;
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  /** Set the fill texture of a shape (0 = solid fill). Independent of `setStyle`. */
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  setTexture(handle: Handle, texture: number): void;
@@ -220,6 +301,20 @@ declare class EngineBridge {
220
301
  bounds(handle: Handle): [number, number, number, number] | null;
221
302
  /** Geometry page bounds `[minX, minY, maxX, maxY]` or null: `bounds` without the stroke pad. */
222
303
  geometryBounds(handle: Handle): [number, number, number, number] | null;
304
+ /**
305
+ * The outline a `dash: "draw"` shape is really drawn with, as path words, or
306
+ * `null` when the shape is missing or drawn in another style.
307
+ *
308
+ * The hand-drawn style strokes a perturbed, corner-rounded sketch rather than
309
+ * the shape's own geometry, so this is the only way for the host to trace what
310
+ * is on screen instead of what the maths says. It comes from the same call the
311
+ * renderer makes, so the two agree exactly.
312
+ *
313
+ * Copied out rather than handed over as a view: the engine's buffer is reused
314
+ * by the next call that writes to it, and a caller holding a view would find
315
+ * its contents replaced underneath.
316
+ */
317
+ sketchPath(handle: Handle): Float32Array | null;
223
318
  unionBounds(handles: ArrayLike<number>): [number, number, number, number] | null;
224
319
  /** Union of every shape's ink bounds, or null when the scene is empty. */
225
320
  allBounds(): [number, number, number, number] | null;
@@ -248,6 +343,15 @@ declare class EngineBridge {
248
343
  declare function loadEngine(input?: InitInput): Promise<EngineBridge>;
249
344
  /** Synchronous variant for tests / Node: pass the compiled bytes. */
250
345
  declare function loadEngineSync(bytes: SyncInitInput): EngineBridge;
346
+ /**
347
+ * The engine created by the most recent `loadEngine` / `loadEngineSync`, or
348
+ * `null` if the module has never been loaded in this realm.
349
+ *
350
+ * `new Editor({...})` falls back to this when no `engine` is passed, which is
351
+ * what lets an app construct an editor without threading the bridge through
352
+ * its own code.
353
+ */
354
+ declare function getLoadedEngine(): EngineBridge | null;
251
355
  declare function engineVersion(): string;
252
356
 
253
- export { BATCH_WORDS, type Batch, type CameraState, type ClipRect, CommandWriter, EngineBridge, FLAG, type FrameBuffers, HIT_FILTER, type Handle, OP, OVERLAY_WORDS, type OverlayEntry, PATH_OP, type StyleWords, VERTEX_FLOATS, bitsf32, engineVersion, f32bits, loadEngine, loadEngineSync, readClip };
357
+ export { BATCH_WORDS, type Batch, type CameraState, type ClipRect, CommandWriter, EngineBridge, FLAG, type FrameBuffers, GEO_FLAG, GEO_KIND, HIT_FILTER, type Handle, OP, OVERLAY_WORDS, type OverlayEntry, PATH_OP, type StyleWords, VERTEX_FLOATS, bitsf32, engineVersion, f32bits, getLoadedEngine, loadEngine, loadEngineSync, readClip };
package/dist/index.js CHANGED
@@ -8,8 +8,44 @@ var OP = {
8
8
  SET_GEOMETRY: 3,
9
9
  SET_STYLE: 4,
10
10
  CLEAR: 5,
11
- SET_TEXTURE: 6
11
+ SET_TEXTURE: 6,
12
+ SET_GEO: 7,
13
+ SET_SPLINE: 8,
14
+ SET_POLY: 9,
15
+ SET_DRAW: 10
12
16
  };
17
+ var GEO_FLAG = {
18
+ /** `setGeo`: mirror the silhouette left-to-right inside its own box. */
19
+ FLIP_X: 1 << 0,
20
+ /** `setGeo`: mirror the silhouette top-to-bottom inside its own box. */
21
+ FLIP_Y: 1 << 1,
22
+ /** `setSpline` / `setPoly` / `setDraw`: close the outline. */
23
+ CLOSED: 1 << 0,
24
+ /** `setDraw`, per segment: this run came from a pen, so smooth it. */
25
+ FREEHAND: 1 << 0
26
+ };
27
+ var GEO_KIND = Object.freeze({
28
+ rectangle: 0,
29
+ ellipse: 1,
30
+ triangle: 2,
31
+ diamond: 3,
32
+ pentagon: 4,
33
+ hexagon: 5,
34
+ octagon: 6,
35
+ star: 7,
36
+ rhombus: 8,
37
+ "rhombus-2": 9,
38
+ oval: 10,
39
+ trapezoid: 11,
40
+ "arrow-right": 12,
41
+ "arrow-left": 13,
42
+ "arrow-up": 14,
43
+ "arrow-down": 15,
44
+ "x-box": 16,
45
+ "check-box": 17,
46
+ cloud: 18,
47
+ heart: 19
48
+ });
13
49
  var PATH_OP = {
14
50
  MOVE: 0,
15
51
  LINE: 1,
@@ -33,7 +69,7 @@ var HIT_FILTER = {
33
69
  HOLLOW_ONLY: 4
34
70
  };
35
71
  var VERTEX_FLOATS = 8;
36
- var BATCH_WORDS = 7;
72
+ var BATCH_WORDS = 8;
37
73
  var OVERLAY_WORDS = 10;
38
74
  var scratchF32 = new Float32Array(1);
39
75
  var scratchU32 = new Uint32Array(scratchF32.buffer);
@@ -113,6 +149,90 @@ var CommandWriter = class {
113
149
  for (let k = 0; k < n; k++) v[i++] = f32bits(pathWords[k]);
114
150
  this.len = i;
115
151
  }
152
+ /**
153
+ * Build a built-in geo silhouette in the engine from its parameters.
154
+ *
155
+ * This is the fast path behind {@link CommandWriter.setGeometry} for the
156
+ * shapes the engine knows how to draw itself: five words go over the wire
157
+ * instead of a whole outline, and the trigonometry runs in WebAssembly. The
158
+ * resulting path is identical to the one the TypeScript generators produce.
159
+ *
160
+ * `kind` is an index from {@link GEO_KIND}. A silhouette that is not in that
161
+ * table has no generator here — send its path with `setGeometry`.
162
+ */
163
+ /**
164
+ * A built-in geo outline, generated by the engine from `(kind, w, h)`.
165
+ *
166
+ * `strokeWidth` reaches only the open marks drawn *inside* an outline — the X
167
+ * of an x-box — whose ends sit on the outline and would otherwise spike
168
+ * through it by half a stroke. The outline itself does not move with it.
169
+ */
170
+ setGeo(handle, kind, w, h, flags = 0, strokeWidth = 0) {
171
+ this.ensure(7);
172
+ const v = this.view;
173
+ let i = this.len;
174
+ v[i++] = OP.SET_GEO;
175
+ v[i++] = handle;
176
+ v[i++] = kind >>> 0;
177
+ v[i++] = flags >>> 0;
178
+ v[i++] = f32bits(w);
179
+ v[i++] = f32bits(h);
180
+ v[i++] = f32bits(strokeWidth);
181
+ this.len = i;
182
+ }
183
+ /**
184
+ * A smooth cubic spline through `points` (interleaved `x, y`), built in the
185
+ * engine. `flags` takes {@link GEO_FLAG}.CLOSED.
186
+ */
187
+ setSpline(handle, points, flags = 0) {
188
+ this.writePoints(OP.SET_SPLINE, handle, points, flags);
189
+ }
190
+ /**
191
+ * A polyline through `points` (interleaved `x, y`), or a polygon when
192
+ * `flags` has {@link GEO_FLAG}.CLOSED.
193
+ */
194
+ setPoly(handle, points, flags = 0) {
195
+ this.writePoints(OP.SET_POLY, handle, points, flags);
196
+ }
197
+ writePoints(op, handle, points, flags) {
198
+ const n = points.length >> 1;
199
+ this.ensure(4 + n * 2);
200
+ const v = this.view;
201
+ let i = this.len;
202
+ v[i++] = op;
203
+ v[i++] = handle;
204
+ v[i++] = flags >>> 0;
205
+ v[i++] = n;
206
+ for (let k = 0; k < n * 2; k++) v[i++] = f32bits(points[k]);
207
+ this.len = i;
208
+ }
209
+ /**
210
+ * A freehand stroke, as the runs the pen actually made.
211
+ *
212
+ * Each segment is `{ points, freehand }` with `points` interleaved `x, y`; a
213
+ * `freehand` run is smoothed in the engine (one 1-2-1 pass, endpoints fixed)
214
+ * before the runs are concatenated into one outline. `flags` takes
215
+ * {@link GEO_FLAG}.CLOSED, which closes the stroke when it has more than two
216
+ * points.
217
+ */
218
+ setDraw(handle, segments, flags = 0) {
219
+ let words = 4;
220
+ for (const seg of segments) words += 2 + (seg.points.length & -2);
221
+ this.ensure(words);
222
+ const v = this.view;
223
+ let i = this.len;
224
+ v[i++] = OP.SET_DRAW;
225
+ v[i++] = handle;
226
+ v[i++] = flags >>> 0;
227
+ v[i++] = segments.length;
228
+ for (const seg of segments) {
229
+ const n = seg.points.length >> 1;
230
+ v[i++] = seg.freehand ? GEO_FLAG.FREEHAND : 0;
231
+ v[i++] = n;
232
+ for (let k = 0; k < n * 2; k++) v[i++] = f32bits(seg.points[k]);
233
+ }
234
+ this.len = i;
235
+ }
116
236
  setStyle(handle, s) {
117
237
  this.ensure(8);
118
238
  const v = this.view;
@@ -229,7 +349,12 @@ var EngineBridge = class _EngineBridge {
229
349
  }
230
350
  /** Decode one batch record starting at word `offset` (a multiple of `BATCH_WORDS`). */
231
351
  static readBatch(batches, offset) {
232
- const b = { firstIndex: batches[offset], indexCount: batches[offset + 1], texture: batches[offset + 2] };
352
+ const b = {
353
+ firstIndex: batches[offset],
354
+ indexCount: batches[offset + 1],
355
+ texture: batches[offset + 2],
356
+ isolate: batches[offset + 7]
357
+ };
233
358
  const clip = readClip(batches, offset + 3);
234
359
  if (clip) b.clip = clip;
235
360
  return b;
@@ -282,6 +407,24 @@ var EngineBridge = class _EngineBridge {
282
407
  geometryBounds(handle) {
283
408
  return this.engine.geometry_bounds(handle) ? this.readBox() : null;
284
409
  }
410
+ /**
411
+ * The outline a `dash: "draw"` shape is really drawn with, as path words, or
412
+ * `null` when the shape is missing or drawn in another style.
413
+ *
414
+ * The hand-drawn style strokes a perturbed, corner-rounded sketch rather than
415
+ * the shape's own geometry, so this is the only way for the host to trace what
416
+ * is on screen instead of what the maths says. It comes from the same call the
417
+ * renderer makes, so the two agree exactly.
418
+ *
419
+ * Copied out rather than handed over as a view: the engine's buffer is reused
420
+ * by the next call that writes to it, and a caller holding a view would find
421
+ * its contents replaced underneath.
422
+ */
423
+ sketchPath(handle) {
424
+ const n = this.engine.sketch_path(handle);
425
+ if (n === 0) return null;
426
+ return new Float32Array(this.memory.buffer, this.engine.f32_ptr(), n).slice();
427
+ }
285
428
  unionBounds(handles) {
286
429
  if (this.cmd.pending > 0) throw new Error("unionBounds called with unflushed commands");
287
430
  const n = handles.length;
@@ -354,17 +497,23 @@ async function loadEngine(input) {
354
497
  initPromise = input === void 0 ? loadDefault() : init({ module_or_path: input }).then((o) => o.memory);
355
498
  }
356
499
  const memory = await initPromise;
357
- return new EngineBridge(new Engine(), memory);
500
+ currentEngine = new EngineBridge(new Engine(), memory);
501
+ return currentEngine;
358
502
  }
359
503
  function loadEngineSync(bytes) {
360
504
  const out = initSync({ module: bytes });
361
505
  initPromise = Promise.resolve(out.memory);
362
- return new EngineBridge(new Engine(), out.memory);
506
+ currentEngine = new EngineBridge(new Engine(), out.memory);
507
+ return currentEngine;
508
+ }
509
+ var currentEngine = null;
510
+ function getLoadedEngine() {
511
+ return currentEngine;
363
512
  }
364
513
  function engineVersion() {
365
514
  return version();
366
515
  }
367
516
 
368
- export { BATCH_WORDS, CommandWriter, EngineBridge, FLAG, HIT_FILTER, OP, OVERLAY_WORDS, PATH_OP, VERTEX_FLOATS, bitsf32, engineVersion, f32bits, loadEngine, loadEngineSync, readClip };
517
+ export { BATCH_WORDS, CommandWriter, EngineBridge, FLAG, GEO_FLAG, GEO_KIND, HIT_FILTER, OP, OVERLAY_WORDS, PATH_OP, VERTEX_FLOATS, bitsf32, engineVersion, f32bits, getLoadedEngine, loadEngine, loadEngineSync, readClip };
369
518
  //# sourceMappingURL=index.js.map
370
519
  //# sourceMappingURL=index.js.map