@pixerate/flair 0.15.0 → 0.17.0

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Files changed (43) hide show
  1. package/CHANGELOG.md +26 -0
  2. package/README.md +33 -6
  3. package/dist/catalog/index.d.ts +3 -3
  4. package/dist/catalog/index.js +6 -2
  5. package/dist/{chunk-SHHAIWUR.js → chunk-LKQM3GSQ.js} +12 -12
  6. package/dist/{chunk-KWNFZ5NC.js → chunk-LURJMWYM.js} +237 -185
  7. package/dist/{chunk-KWNFZ5NC.js.map → chunk-LURJMWYM.js.map} +1 -1
  8. package/dist/{chunk-DVVQRZJ5.js → chunk-MILF5MRS.js} +11 -2
  9. package/dist/chunk-MILF5MRS.js.map +1 -0
  10. package/dist/{chunk-YLJWC4N2.js → chunk-PMVJP5I4.js} +2 -2
  11. package/dist/{chunk-4RGHZWQC.js → chunk-RM3I6WZH.js} +2 -2
  12. package/dist/{chunk-4RGHZWQC.js.map → chunk-RM3I6WZH.js.map} +1 -1
  13. package/dist/{chunk-FIJOMGPG.js → chunk-UP6QQVRS.js} +2 -2
  14. package/dist/{chunk-WC3VADZC.js → chunk-VYOMXE6I.js} +46 -4
  15. package/dist/chunk-VYOMXE6I.js.map +1 -0
  16. package/dist/cli.js +7 -7
  17. package/dist/{controls-Syr6drzO.d.ts → controls-Ec6P0Vpy.d.ts} +9 -2
  18. package/dist/editor/index.d.ts +3 -3
  19. package/dist/editor/index.js +7 -7
  20. package/dist/index.d.ts +4 -4
  21. package/dist/index.js +80 -76
  22. package/dist/index.js.map +1 -1
  23. package/dist/node.d.ts +1 -1
  24. package/dist/node.js +2 -2
  25. package/dist/react/index.d.ts +14 -3
  26. package/dist/react/index.js +18 -9
  27. package/dist/react/index.js.map +1 -1
  28. package/dist/recorder-HKFFHQES.js +10 -0
  29. package/dist/{renderer-SNYZu__R.d.ts → renderer-Bm0oQ7Bw.d.ts} +1 -1
  30. package/dist/svelte/index.d.ts +146 -0
  31. package/dist/svelte/index.js +195 -0
  32. package/dist/svelte/index.js.map +1 -0
  33. package/dist/{types-9J6NWaN3.d.ts → types-C7g8-lTX.d.ts} +9 -3
  34. package/dist/vector/index.d.ts +27 -1
  35. package/dist/vector/index.js +4 -2
  36. package/package.json +13 -3
  37. package/dist/chunk-DVVQRZJ5.js.map +0 -1
  38. package/dist/chunk-WC3VADZC.js.map +0 -1
  39. package/dist/recorder-KEX3U35D.js +0 -10
  40. /package/dist/{chunk-SHHAIWUR.js.map → chunk-LKQM3GSQ.js.map} +0 -0
  41. /package/dist/{chunk-YLJWC4N2.js.map → chunk-PMVJP5I4.js.map} +0 -0
  42. /package/dist/{chunk-FIJOMGPG.js.map → chunk-UP6QQVRS.js.map} +0 -0
  43. /package/dist/{recorder-KEX3U35D.js.map → recorder-HKFFHQES.js.map} +0 -0
@@ -2,7 +2,7 @@ import {
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  SVG_PICTURE,
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  svgDuration,
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  svgFrame
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- } from "./chunk-4RGHZWQC.js";
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+ } from "./chunk-RM3I6WZH.js";
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  // src/vector/static.ts
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  var DROPPED = /* @__PURE__ */ new Set(["script", "foreignobject", "iframe", "object", "embed"]);
@@ -86,6 +86,14 @@ function svgViewBox(markup) {
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  const open = /<svg\b[^>]*>/i.exec(markup)?.[0] ?? "";
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  return parseViewBox(/\sviewBox\s*=\s*(?:"([^"]*)"|'([^']*)')/i.exec(open)?.slice(1).find((v) => v !== void 0));
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  }
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+ function svgInlineLayout(markup) {
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+ const viewBox = svgViewBox(markup);
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+ if (!viewBox || !(viewBox[3] > 0)) return void 0;
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+ const open = /<svg\b[^>]*>/i.exec(markup)?.[0] ?? "";
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+ const spill = (/\sdata-overhang\s*=\s*"([^"]*)"/i.exec(open)?.[1] ?? "").trim().split(/\s+/).map(Number);
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+ const [top, right, bottom, left] = [0, 1, 2, 3].map((i) => Number.isFinite(spill[i]) ? Math.max(0, spill[i]) : 0);
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+ return { viewBox, aspectRatio: viewBox[2] / viewBox[3], overhang: { top, right, bottom, left } };
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+ }
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  function svgFrameMarkup(motion, options = {}) {
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  const svg = parse(motion.svg.trim());
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  if (!svg) return void 0;
@@ -132,6 +140,7 @@ function svgFrameMarkup(motion, options = {}) {
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  export {
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  parseViewBox,
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  svgViewBox,
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+ svgInlineLayout,
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  svgFrameMarkup
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  };
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- //# sourceMappingURL=chunk-DVVQRZJ5.js.map
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+ //# sourceMappingURL=chunk-MILF5MRS.js.map
@@ -0,0 +1 @@
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+ {"version":3,"sources":["../src/vector/static.ts"],"sourcesContent":["/**\n * An {@link SvgMotion}'s frame as markup, with no DOM: for server rendering\n * (a still that hydrates without a blank flash), reduced motion and other\n * places a live player is not wanted.\n */\n\nimport { SVG_PICTURE, svgFrame, type SvgBox, type SvgMotion } from \"./motion.js\";\nimport { svgDuration } from \"./svg.js\";\n\ninterface Node {\n tag: string;\n attrs: [string, string][];\n children: (Node | string)[];\n}\n\n/** Elements dropped with all they hold: they run code or show outside markup. */\nconst DROPPED = new Set([\"script\", \"foreignobject\", \"iframe\", \"object\", \"embed\"]);\nconst ATTR = /([^\\s=/>\"']+)(?:\\s*=\\s*(?:\"([^\"]*)\"|'([^']*)'|([^\\s>\"']+)))?/g;\nconst TOKEN = /<!--[\\s\\S]*?(?:-->|$)|<!\\[CDATA\\[([\\s\\S]*?)(?:\\]\\]>|$)|<[!?][^>]*>|<\\/\\s*([\\w:.-]+)\\s*>|<([\\w:.-]+)((?:\\s+[^\\s=/>\"']+(?:\\s*=\\s*(?:\"[^\"]*\"|'[^']*'|[^\\s>\"']+))?)*)\\s*(\\/?)>/g;\n\nconst ENTITIES: Record<string, string> = { amp: \"&\", lt: \"<\", gt: \">\", quot: '\"', apos: \"'\", nbsp: \" \" };\nconst decode = (s: string) =>\n s.replace(/&(#x[0-9a-f]+|#\\d+|\\w+);/gi, (match, e: string) => {\n if (e[0] !== \"#\") return ENTITIES[e.toLowerCase()] ?? match;\n const code = e[1] === \"x\" || e[1] === \"X\" ? parseInt(e.slice(2), 16) : parseInt(e.slice(1), 10);\n return code > 0 && code <= 0x10ffff ? String.fromCodePoint(code) : \"\";\n });\nconst escapeText = (s: string) => s.replace(/&/g, \"&amp;\").replace(/</g, \"&lt;\").replace(/>/g, \"&gt;\");\nconst escapeAttr = (s: string) => escapeText(s).replace(/\"/g, \"&quot;\");\n\n/** Safe as `parseSvg` keeps it: no handlers, and links only within the picture or to data images. */\nfunction safeAttr(name: string, value: string): boolean {\n const n = name.toLowerCase();\n if (n.startsWith(\"on\") || !/^[a-z_][\\w:.-]*$/i.test(n)) return false;\n if (n === \"href\" || n === \"xlink:href\" || n === \"src\") return /^(#|data:image\\/)/i.test(value.trim());\n return true;\n}\n\n/** The `<svg>` in `markup` as a tree, without anything `parseSvg` would remove. */\nfunction parse(markup: string): Node | undefined {\n const root: Node = { tag: \"\", attrs: [], children: [] };\n const stack = [root];\n let dropping = 0;\n let at = 0;\n const text = (s: string) => {\n if (!dropping && s) stack[stack.length - 1]!.children.push(decode(s));\n };\n for (const m of markup.matchAll(TOKEN)) {\n text(markup.slice(at, m.index));\n at = m.index + m[0].length;\n const [, cdata, close, open, attrs = \"\", selfClosing] = m;\n if (cdata !== undefined) {\n if (!dropping) stack[stack.length - 1]!.children.push(cdata);\n } else if (close) {\n const tag = close.toLowerCase();\n if (dropping) {\n if (DROPPED.has(tag)) dropping--;\n continue;\n }\n // Close up to the matching element; a stray closing tag is ignored.\n let i = stack.length - 1;\n while (i > 0 && stack[i]!.tag.toLowerCase() !== tag) i--;\n if (i > 0) stack.length = i;\n } else if (open) {\n if (DROPPED.has(open.toLowerCase())) {\n if (!selfClosing) dropping++;\n continue;\n }\n if (dropping) continue;\n const node: Node = { tag: open, attrs: [], children: [] };\n for (const a of attrs.matchAll(ATTR)) {\n const value = decode(a[2] ?? a[3] ?? a[4] ?? \"\");\n if (safeAttr(a[1]!, value)) node.attrs.push([a[1]!, value]);\n }\n stack[stack.length - 1]!.children.push(node);\n if (!selfClosing) stack.push(node);\n }\n }\n text(markup.slice(at));\n const svg = root.children.find((c): c is Node => typeof c !== \"string\");\n return svg && svg.tag.toLowerCase() === \"svg\" ? svg : undefined;\n}\n\nfunction serialize(node: Node | string): string {\n if (typeof node === \"string\") return escapeText(node);\n const attrs = node.attrs.map(([k, v]) => ` ${k}=\"${escapeAttr(v)}\"`).join(\"\");\n return `<${node.tag}${attrs}>${node.children.map(serialize).join(\"\")}</${node.tag}>`;\n}\n\nfunction setAttr(node: Node, name: string, value: string | undefined) {\n const i = node.attrs.findIndex(([k]) => k === name);\n if (value === undefined) {\n if (i >= 0) node.attrs.splice(i, 1);\n } else if (!safeAttr(name, value)) return;\n else if (i >= 0) node.attrs[i]![1] = value;\n else node.attrs.push([name, value]);\n}\n\nconst getAttr = (node: Node, name: string) => node.attrs.find(([k]) => k === name)?.[1];\n\n/** A `viewBox` attribute's box, or undefined when it has none or it is malformed. */\nexport function parseViewBox(value: string | null | undefined): SvgBox | undefined {\n const box = (value ?? \"\").trim().split(/[\\s,]+/).map(Number);\n return box.length === 4 && box.every(Number.isFinite) && box[2]! > 0 && box[3]! > 0\n ? (box as unknown as SvgBox)\n : undefined;\n}\n\n/** The `viewBox` on an SVG's opening tag (see {@link parseViewBox}). */\nexport function svgViewBox(markup: string): SvgBox | undefined {\n const open = /<svg\\b[^>]*>/i.exec(markup)?.[0] ?? \"\";\n return parseViewBox(/\\sviewBox\\s*=\\s*(?:\"([^\"]*)\"|'([^']*)')/i.exec(open)?.slice(1).find((v) => v !== undefined));\n}\n\n/** How a picture framed for a line of text (a text effect's `inline`) sits in it; see {@link svgInlineLayout}. */\nexport interface SvgInlineLayout {\n /** Its viewBox: x, y, width, height. */\n viewBox: SvgBox;\n /** Width over height, for its host's CSS `aspect-ratio`. */\n aspectRatio: number;\n /**\n * How far it reaches past its box at rest (descenders, outlines, glows,\n * drips), in ems of the font size it is set at; 0 where the picture says\n * nothing (no `data-overhang`).\n */\n overhang: { top: number; right: number; bottom: number; left: number };\n}\n\n/**\n * The box and overhang on an SVG's opening tag: its `viewBox`, and\n * `data-overhang=\"top right bottom left\"` (ems), which text effects write.\n * Set inline (`height: 0.72em`, the cap height they frame), give the host a\n * margin of the overhang to keep room for what spills out:\n * `margin: ${top}em ${right}em ${bottom}em ${left}em`.\n */\nexport function svgInlineLayout(markup: string): SvgInlineLayout | undefined {\n const viewBox = svgViewBox(markup);\n if (!viewBox || !(viewBox[3] > 0)) return undefined;\n const open = /<svg\\b[^>]*>/i.exec(markup)?.[0] ?? \"\";\n const spill = (/\\sdata-overhang\\s*=\\s*\"([^\"]*)\"/i.exec(open)?.[1] ?? \"\").trim().split(/\\s+/).map(Number);\n const [top, right, bottom, left] = [0, 1, 2, 3].map((i) => (Number.isFinite(spill[i]) ? Math.max(0, spill[i]!) : 0));\n return { viewBox, aspectRatio: viewBox[2] / viewBox[3], overhang: { top: top!, right: right!, bottom: bottom!, left: left! } };\n}\n\nexport interface SvgFrameMarkupOptions {\n /**\n * The time shown, in ms: a number, `\"first\"` (0) or `\"last\"` (the end of\n * its last change, see `svgDuration`; the default).\n */\n at?: number | \"first\" | \"last\";\n /** Step start times in ms, as a player's `steps` (default none). */\n steps?: readonly number[];\n}\n\n/**\n * The picture of an {@link SvgMotion} at a moment, as `<svg>` markup made safe\n * the way `parseSvg` makes it (no scripts, handlers, `<foreignObject>` or\n * outside links), with no DOM needed: render it on a server, show it under\n * `prefers-reduced-motion`, or anywhere a still will do. It is sized to fill\n * its container, as `SvgPlayer` draws it.\n *\n * It matches the player's frame except where that needs layout: a change\n * `along` a path, and a `view` that frames an element by id, stay where the\n * markup puts them. Undefined when `motion.svg` is not an `<svg>`.\n */\nexport function svgFrameMarkup(motion: SvgMotion, options: SvgFrameMarkupOptions = {}): string | undefined {\n const svg = parse(motion.svg.trim());\n if (!svg) return undefined;\n const steps = options.steps ?? [];\n const at = options.at ?? \"last\";\n const time = at === \"first\" ? 0 : at === \"last\" ? svgDuration(motion, steps) : at;\n const byId = new Map<string, Node>();\n const index = (node: Node) => {\n const id = getAttr(node, \"id\");\n if (id && !byId.has(id)) byId.set(id, node);\n for (const c of node.children) if (typeof c !== \"string\") index(c);\n };\n index(svg);\n const whole = parseViewBox(getAttr(svg, \"viewBox\"));\n for (const [id, frame] of svgFrame(motion.animate ?? [], steps, time)) {\n if (id === SVG_PICTURE && frame.view) {\n const { from, to, u } = frame.view;\n const a = from === null ? whole : typeof from === \"string\" ? undefined : from;\n const b = typeof to === \"string\" ? undefined : to;\n if (a && b) setAttr(svg, \"viewBox\", a.map((n, i) => +(n + (b[i]! - n) * u).toFixed(2)).join(\" \"));\n continue;\n }\n const el = byId.get(id);\n if (!el) continue;\n for (const [name, value] of Object.entries(frame.attrs)) setAttr(el, name, value);\n if (frame.draw !== undefined) {\n setAttr(el, \"pathLength\", \"1\");\n setAttr(el, \"stroke-dasharray\", \"1 1\");\n setAttr(el, \"stroke-dashoffset\", String(1 - frame.draw));\n }\n if (frame.text !== undefined) el.children = [frame.text];\n if (frame.solo !== undefined) {\n let i = 0;\n for (const child of el.children)\n if (typeof child !== \"string\") setAttr(child, \"display\", i++ === frame.solo ? undefined : \"none\");\n }\n }\n setAttr(svg, \"width\", \"100%\");\n setAttr(svg, \"height\", \"100%\");\n if (!getAttr(svg, \"xmlns\")) setAttr(svg, \"xmlns\", \"http://www.w3.org/2000/svg\");\n return 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@@ -1,6 +1,6 @@
1
1
  import {
2
2
  controlValue
3
- } from "./chunk-WC3VADZC.js";
3
+ } from "./chunk-VYOMXE6I.js";
4
4
 
5
5
  // src/shader/textures.ts
6
6
  var ImageLoadError = class extends Error {
@@ -855,4 +855,4 @@ export {
855
855
  getOklabGLSL,
856
856
  getColorGradingGLSL
857
857
  };
858
- //# sourceMappingURL=chunk-YLJWC4N2.js.map
858
+ //# sourceMappingURL=chunk-PMVJP5I4.js.map
@@ -528,7 +528,7 @@ var SvgPlayer = class {
528
528
  this.listen(true);
529
529
  return;
530
530
  }
531
- const shouldAutoplay = (options.autoplay ?? true) && !options.playOnEnter;
531
+ const shouldAutoplay = (options.autoplay ?? true) && !(options.playOnEnter && needsObserver);
532
532
  if (shouldAutoplay) {
533
533
  this.play();
534
534
  } else if (this.hideWhenPaused) {
@@ -727,4 +727,4 @@ export {
727
727
  SvgPlayer,
728
728
  animateCount
729
729
  };
730
- //# sourceMappingURL=chunk-4RGHZWQC.js.map
730
+ //# sourceMappingURL=chunk-RM3I6WZH.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/vector/motion.ts","../src/vector/svg.ts"],"sourcesContent":["/**\n * Vector motion: animated SVG pictures described as data. A picture changes in\n * steps (step 0 when it starts, step n at `steps[n - 1]` ms), and everything\n * here is a pure function of its arguments, so a frame comes out the same\n * however it is reached (played, stepped for a recording, or seeked).\n */\n\n/** Easing curves by name. */\nexport const EASES = {\n linear: (t: number) => t,\n \"in-out\": (t: number) => (t < 0.5 ? 4 * t * t * t : 1 - (-2 * t + 2) ** 3 / 2),\n out: (t: number) => 1 - (1 - t) ** 3,\n} as const;\n\nexport type EaseName = keyof typeof EASES;\n\n/** How long a change takes by default, in ms. */\nexport const STEP_MS = 800;\n\nconst clamp01 = (t: number) => (t < 0 ? 0 : t > 1 ? 1 : t);\n\n/**\n * When `step` starts, in ms since the media started (step 0 at 0, step n at\n * `steps[n - 1]`), or undefined if it has not started yet.\n */\nexport function stepStart(steps: readonly number[], step: number): number | undefined {\n if (step <= 0) return 0;\n return steps[step - 1];\n}\n\n/**\n * How far a change that plays on `step` (after `delay` ms, over `ms`) has\n * got at `timeMs`, eased: 0 before it starts, 1 once it is over.\n */\nexport function stepProgress(\n steps: readonly number[],\n timeMs: number,\n step: number,\n options: { delay?: number; ms?: number; ease?: EaseName } = {},\n): number {\n const start = stepStart(steps, step);\n if (start === undefined) return 0;\n const from = start + (options.delay ?? 0);\n const ms = options.ms ?? 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Numbers blend;\n * lists match their items by key (`keyOf`), so each keeps its identity and\n * moves rather than jumping, with items only in `b` growing from nothing and\n * items only in `a` shrinking away; objects blend field by field; anything\n * else changes halfway.\n */\nexport function lerpData<D>(a: D, b: D, u: number, keyOf: DataKey = defaultDataKey): D {\n if (u <= 0) return a;\n if (u >= 1) return b;\n return blend(a, b, u, keyOf) as D;\n}\n\nfunction blend(a: unknown, b: unknown, u: number, keyOf: DataKey): unknown {\n if (typeof a === \"number\" && typeof b === \"number\") return a + (b - a) * u;\n if (Array.isArray(a) && Array.isArray(b)) {\n const before = new Map(a.map((item, i) => [keyOf(item, i), item]));\n const after = new Set(b.map((item, i) => keyOf(item, i)));\n const out: unknown[] = b.map((item, i) => {\n const key = keyOf(item, i);\n return before.has(key) ? blend(before.get(key), item, u, keyOf) : scaled(item, u);\n });\n a.forEach((item, i) => {\n if (!after.has(keyOf(item, i))) out.push(scaled(item, 1 - u));\n });\n return out;\n }\n if (a && b && typeof a === \"object\" && typeof b === \"object\") {\n const ao = a as Record<string, unknown>;\n const bo = b as Record<string, unknown>;\n return Object.fromEntries(\n [...new Set([...Object.keys(ao), ...Object.keys(bo)])].map((k) => [\n k,\n k in ao && k in bo\n ? blend(ao[k], bo[k], u, keyOf)\n : k in bo\n ? scaled(bo[k], u)\n : scaled(ao[k], 1 - u),\n ]),\n );\n }\n return u < 0.5 ? a : b;\n}\n\n/**\n * The data to show at `timeMs`, for media whose data has a state per step:\n * `states[n]` is shown from step n (the last one stays), reached by moving\n * from the state before it over `ms`.\n */\nexport function stepData<D>(\n states: readonly D[],\n steps: readonly number[],\n timeMs: number,\n options: { ms?: number; ease?: EaseName; keyOf?: DataKey } = {},\n): D {\n const last = Math.min(steps.length, states.length - 1);\n const to = states[last]!;\n if (last === 0) return to;\n const u = stepProgress(steps, timeMs, last, options);\n return lerpData(states[last - 1]!, to, u, options.keyOf);\n}\n\n// ── SVG media ──────────────────────────────────────────────────────────\n\n/**\n * An animated SVG picture: markup plus changes to its elements. Draw it with\n * `SvgPlayer` (or `svgView`), or compute frames yourself with `svgFrame`.\n */\nexport interface SvgMotion {\n /** One self-contained `<svg>` with a `viewBox`: no scripts, no outside links. */\n svg: string;\n /** Changes to its elements, each on a step. */\n animate?: SvgAnimation[];\n}\n\n/** A box in an SVG's `viewBox` units: `[x, y, width, height]`. */\nexport type SvgBox = readonly [number, number, number, number];\n\n/** A change to one element of an {@link SvgMotion}, or (with `view`) to the whole picture. */\nexport interface SvgAnimation {\n /** The element's `id` in the SVG (not needed for `view`). */\n id?: string;\n /** The step it plays on: 0 (default) when the media starts, 1 with the next shot, and so on. */\n step?: number;\n /** Ms after the step starts. */\n delay?: number;\n /** How long it takes, in ms (default {@link STEP_MS}). */\n ms?: number;\n ease?: EaseName;\n /**\n * Attributes from one value to another: numbers, colours (`#rrggbb`), or\n * strings whose numbers change while the rest stays the same (a path's\n * `d`, a `transform`, `points`).\n */\n attrs?: Record<string, readonly [string | number, string | number]>;\n /** Draws a line or outline on along its length, from 0 to 1 (or between two fractions). */\n draw?: boolean | readonly [number, number];\n /**\n * Zooms and pans the whole picture to frame a box (`[x, y, width, height]`\n * in the `viewBox`'s units) or an element by id (with a margin round it),\n * from where the last `view` left it (at first, the whole `viewBox`).\n */\n view?: SvgBox | string;\n /**\n * Moves the element along a path (by id) from its start to its end, or\n * between the fractions in `at`; draw the element round (0, 0), like a\n * circle at `cx=\"0\" cy=\"0\"`.\n */\n along?: string;\n /** How far along the path `along` moves the element, from and to (default [0, 1]). */\n at?: readonly [number, number];\n /**\n * Sets the active child index in a solo container (data-solo group or element with multiple children).\n * Hides all siblings except the one at this index (0-based).\n */\n solo?: number;\n /** Counts the element's text from one number to the other. */\n count?: readonly [number, number];\n /** How a count is written: `{n}` stands for the number (\"{n}%\", \"$ {n}M\"). */\n format?: string;\n /** Decimals in a count (default 0). */\n decimals?: number;\n /**\n * Writes this text into the element letter by letter: none of it when the\n * change starts, all of it when it ends (a typewriter).\n */\n write?: string;\n /**\n * With `write`: letters not yet written show characters picked from this\n * string, changing every {@link SCRAMBLE_MS} ms, so the text decodes\n * rather than types. The same time always picks the same characters.\n */\n scramble?: string;\n /** With `write`: shown after the written letters while it writes (\"▌\", \"|\"). */\n caret?: string;\n}\n\n/** How often scrambled letters change, in ms (see `SvgAnimation.scramble`). */\nexport const SCRAMBLE_MS = 50;\n\n/**\n * `text` with `u` (0–1) of its letters written (see `SvgAnimation.write`):\n * the rest scrambled from `scramble` (picked by `timeMs`) or left off, then\n * the caret while it is unfinished. Letters are code points, so emoji and\n * accents are never split.\n */\nexport function writtenText(\n text: string,\n u: number,\n options: { scramble?: string; caret?: string; timeMs?: number } = {},\n): string {\n const letters = Array.from(text);\n const shown = Math.round(clamp01(u) * letters.length);\n let out = letters.slice(0, shown).join(\"\");\n const pool = Array.from(options.scramble ?? \"\");\n if (pool.length) {\n const tick = Math.floor((options.timeMs ?? 0) / SCRAMBLE_MS);\n for (let i = shown; i < letters.length; i++)\n out += /\\s/.test(letters[i]!) ? letters[i] : pool[Math.floor(noise(i, tick) * pool.length)];\n }\n return shown < letters.length && options.caret ? out + options.caret : out;\n}\n\n/** A repeatable 0–1 number for a letter at a tick. */\nfunction noise(i: number, tick: number): number {\n const x = Math.sin(i * 127.1 + tick * 311.7) * 43758.5453;\n return x - Math.floor(x);\n}\n\n/** What one element of an animated SVG shows at a time. */\nexport interface SvgElementFrame {\n attrs: Record<string, string>;\n /** How much of its length is drawn, 0–1. */\n draw?: number;\n text?: string;\n /** Active child index when targeting a solo container. */\n solo?: number;\n /** Where it is along a path: the path's id and the fraction of its length. */\n along?: { path: string; at: number };\n /**\n * The whole picture's framing (on the frame for {@link SVG_PICTURE}): `u`\n * of the way from one view to the next, `null` being the whole `viewBox`.\n */\n view?: { from: SvgBox | string | null; to: SvgBox | string; u: number };\n}\n\n/** The key of the whole picture's frame in {@link svgFrame}'s result (for `view`). */\nexport const SVG_PICTURE = \"\";\n\nconst NUMBER = /-?(?:\\d+\\.?\\d*|\\.\\d+)(?:e[-+]?\\d+)?/gi;\nconst HEX = /^#([0-9a-f]{3}|[0-9a-f]{6})$/i;\n\nfunction rgb(hex: string): [number, number, number] {\n let h = hex.slice(1);\n if (h.length === 3) h = [...h].map((c) => c + c).join(\"\");\n return [0, 2, 4].map((i) => parseInt(h.slice(i, i + 2), 16)) as [number, number, number];\n}\n\nconst round = (n: number) => Math.round(n * 1000) / 1000;\n\n/** A value `u` of the way between two attribute values (see `SvgAnimation.attrs`). */\nexport function lerpAttr(a: string | number, b: string | number, u: number): string {\n if (typeof a === \"number\" && typeof b === \"number\") return String(round(a + (b - a) * u));\n const sa = String(a);\n const sb = String(b);\n if (HEX.test(sa) && HEX.test(sb)) {\n const [ca, cb] = [rgb(sa), rgb(sb)];\n return `#${ca\n .map((c, i) =>\n Math.round(c + (cb[i]! - c) * u)\n .toString(16)\n .padStart(2, \"0\"),\n )\n .join(\"\")}`;\n }\n const na = sa.match(NUMBER) ?? [];\n const nb = sb.match(NUMBER) ?? [];\n if (na.length && na.length === nb.length && sa.replace(NUMBER, \"#\") === sb.replace(NUMBER, \"#\")) {\n let i = 0;\n return sa.replace(NUMBER, () => {\n const v = Number(na[i]) + (Number(nb[i]) - Number(na[i])) * u;\n i++;\n return String(round(v));\n });\n }\n return u < 0.5 ? sa : sb;\n}\n\n/** Formats a number for a count animation (`{n}` stands for the rounded number). */\nexport function formatCount(\n value: number,\n options: { decimals?: number; format?: string } = {},\n): string {\n const n = value.toFixed(options.decimals ?? 0);\n return (options.format ?? \"{n}\").replace(\"{n}\", n);\n}\n\nconst startOf = (a: SvgAnimation, steps: readonly number[]) => {\n const s = stepStart(steps, a.step ?? 0);\n return s === undefined ? Infinity : s + (a.delay ?? 0);\n};\n\n/**\n * What each animated element shows at `timeMs`. For each attribute (or\n * line, count or writing) the latest change to have started wins; before the first\n * one starts, the element shows that change's starting value, so something\n * that grows in later is hidden until then.\n */\nexport function svgFrame(\n animations: readonly SvgAnimation[],\n steps: readonly number[],\n timeMs: number,\n): Map<string, SvgElementFrame> {\n // Each property's changes in the order they start (ties: list order).\n const tracks = new Map<string, { anim: SvgAnimation; start: number; index: number }[]>();\n const add = (prop: string, anim: SvgAnimation, index: number) => {\n const key = `${prop === \"view\" ? SVG_PICTURE : anim.id}\\u0000${prop}`;\n const list = tracks.get(key) ?? [];\n list.push({ anim, start: startOf(anim, steps), index });\n tracks.set(key, list);\n };\n animations.forEach((a, i) => {\n for (const name of Object.keys(a.attrs ?? {})) add(`@${name}`, a, i);\n if (a.draw) add(\"draw\", a, i);\n if (a.count) add(\"count\", a, i);\n if (a.write !== undefined) add(\"count\", a, i);\n if (a.solo !== undefined) add(\"solo\", a, i);\n if (a.view !== undefined) add(\"view\", a, i);\n if (a.along) add(\"along\", a, i);\n });\n const frames = new Map<string, SvgElementFrame>();\n for (const [key, list] of tracks) {\n list.sort((x, y) => x.start - y.start || x.index - y.index);\n const [id, prop] = key.split(\"\\u0000\") as [string, string];\n const started = list.filter((c) => c.start <= timeMs);\n const current = started[started.length - 1];\n const anim = (current ?? list[0]!).anim;\n const u = current\n ? stepProgress(steps, timeMs, anim.step ?? 0, {\n delay: anim.delay,\n ms: anim.ms,\n ease: anim.ease,\n })\n : 0;\n const frame = frames.get(id) ?? { attrs: {} };\n if (prop === \"view\") {\n // From where the change before it left the picture.\n const before = current ? list[list.indexOf(current) - 1] : undefined;\n frame.view = { from: before?.anim.view ?? null, to: anim.view!, u };\n } else if (prop === \"along\") {\n const [a, b] = anim.at ?? [0, 1];\n frame.along = { path: anim.along!, at: a + (b - a) * u };\n } else if (prop === \"solo\") {\n frame.solo = anim.solo;\n } else if (prop.startsWith(\"@\")) {\n const [a, b] = anim.attrs![prop.slice(1)]!;\n frame.attrs[prop.slice(1)] = lerpAttr(a, b, u);\n } else if (prop === \"draw\") {\n const [a, b] = anim.draw === true ? [0, 1] : (anim.draw as readonly [number, number]);\n frame.draw = a + (b - a) * u;\n } else if (anim.write !== undefined) {\n frame.text = writtenText(anim.write, u, { scramble: anim.scramble, caret: anim.caret, timeMs });\n } else {\n const [a, b] = anim.count!;\n frame.text = formatCount(a + (b - a) * u, anim);\n }\n frames.set(id, frame);\n }\n return frames;\n}\n\n/**\n * The opening tag of the root element at the start of `markup` (up to its\n * first `>`), cut out without a regular expression, so checks on it stay\n * linear however long or odd the markup is.\n */\nexport function svgOpeningTag(markup: string): string {\n const end = markup.indexOf(\">\");\n return end < 0 ? markup : markup.slice(0, end + 1);\n}\n\n/** Problems with an {@link SvgMotion}, as sentences; none when it can be drawn. */\nexport function svgMotionIssues(motion: unknown): string[] {\n const issues: string[] = [];\n const m = (motion ?? {}) as Partial<SvgMotion>;\n const svg = typeof m.svg === \"string\" ? m.svg.trim() : \"\";\n if (!svg) return [\"`svg` needs the picture's markup: one <svg> element\"];\n if (!/^<svg[\\s>]/i.test(svg) || !svg.toLowerCase().endsWith(\"</svg>\"))\n issues.push(\"`svg` must be one <svg>…</svg> element\");\n if (!/\\sviewBox\\s*=/i.test(svgOpeningTag(svg)))\n issues.push(\"the <svg> needs a `viewBox`, so it scales to where it is placed\");\n if (/<script|<foreignObject|\\son\\w+\\s*=/i.test(svg))\n issues.push(\"`svg` cannot have scripts, event handlers or <foreignObject>\");\n if (/(?:href|src)\\s*=\\s*[\"'](?!#|data:image\\/)/i.test(svg))\n issues.push(\"`svg` cannot link outside itself (only #ids and data:image URLs)\");\n const ids = new Set([...svg.matchAll(/\\sid\\s*=\\s*[\"']([^\"']+)[\"']/g)].map((x) => x[1]));\n if (m.animate !== undefined && !Array.isArray(m.animate)) issues.push(\"`animate` must be a list\");\n (Array.isArray(m.animate) ? m.animate : []).forEach((a, i) => {\n const where = `animate[${i}]`;\n if (!a || typeof a !== \"object\") return void issues.push(`${where} is not an animation`);\n if (typeof a.id !== \"string\") {\n if (a.view === undefined) return void issues.push(`${where} needs an \\`id\\``);\n } else if (!ids.has(a.id))\n issues.push(`${where}: there is no element with id \"${a.id}\" in the SVG`);\n if (a.step !== undefined && !(Number.isInteger(a.step) && a.step >= 0))\n issues.push(`${where}: \\`step\\` is a whole number, 0 or more`);\n if (a.ms !== undefined && !(a.ms >= 0)) issues.push(`${where}: \\`ms\\` must be 0 or more`);\n if (a.delay !== undefined && !(a.delay >= 0))\n issues.push(`${where}: \\`delay\\` must be 0 or more`);\n if (a.ease !== undefined && !(a.ease in EASES))\n issues.push(`${where}: \\`ease\\` is one of ${Object.keys(EASES).join(\", \")}`);\n if (!a.attrs && !a.draw && !a.count && a.write === undefined && a.view === undefined && !a.along && a.solo === undefined)\n issues.push(\n `${where} changes nothing: give \\`attrs\\`, \\`draw\\`, \\`count\\`, \\`write\\`, \\`view\\`, \\`along\\` or \\`solo\\``,\n );\n if (a.solo !== undefined && !(Number.isInteger(a.solo) && a.solo >= 0))\n issues.push(`${where}: \\`solo\\` is an index (whole number, 0 or more)`);\n if (a.view !== undefined) {\n const box = a.view as unknown;\n if (typeof box === \"string\") {\n if (!ids.has(box))\n issues.push(`${where}: \\`view\\` frames \"${box}\", which is not an id in the SVG`);\n } else if (\n !Array.isArray(box) ||\n box.length !== 4 ||\n !box.every((n) => Number.isFinite(n)) ||\n !(box[2] > 0 && box[3] > 0)\n )\n issues.push(\n `${where}: \\`view\\` is [x, y, width, height] (width and height above 0) or an element's id`,\n );\n }\n if (a.along !== undefined) {\n if (typeof a.along !== \"string\" || !ids.has(a.along))\n issues.push(`${where}: \\`along\\` is the id of a path in the SVG`);\n if (typeof a.id !== \"string\")\n issues.push(`${where}: \\`along\\` moves an element: give its \\`id\\``);\n }\n if (\n a.at !== undefined &&\n !(Array.isArray(a.at) && a.at.length === 2 && a.at.every((v) => v >= 0 && v <= 1))\n )\n issues.push(`${where}: \\`at\\` is [from, to] between 0 and 1`);\n for (const [name, pair] of Object.entries(a.attrs ?? {}))\n if (!Array.isArray(pair) || pair.length !== 2)\n issues.push(`${where}: \\`attrs.${name}\\` is [from, to]`);\n if (Array.isArray(a.draw) && a.draw.some((v) => !(v >= 0 && v <= 1)))\n issues.push(`${where}: \\`draw\\` is true or [from, to] between 0 and 1`);\n if (a.count !== undefined && !(Array.isArray(a.count) && a.count.length === 2))\n issues.push(`${where}: \\`count\\` is [from, to]`);\n if (a.write !== undefined && typeof a.write !== \"string\")\n issues.push(`${where}: \\`write\\` is the text to write`);\n if ((a.scramble !== undefined || a.caret !== undefined) && a.write === undefined)\n issues.push(`${where}: \\`scramble\\` and \\`caret\\` go with \\`write\\``);\n });\n return issues;\n}\n","/**\n * Drawing animated SVG pictures (see `SvgMotion`) in the DOM: a sanitising\n * parser, a view that applies frames, and a player that runs on a `Clock`.\n */\n\nimport { realClock, type Clock } from \"../time/clock.js\";\nimport {\n EASES,\n formatCount,\n STEP_MS,\n SVG_PICTURE,\n svgFrame,\n svgOpeningTag,\n type EaseName,\n type SvgBox,\n type SvgMotion,\n} from \"./motion.js\";\n\nconst SVG_NS = \"http://www.w3.org/2000/svg\";\n\n/**\n * The `<svg>` in `markup`, parsed and made safe to show: no scripts, event\n * handlers, `<foreignObject>` or links outside itself. Undefined when it is\n * not an SVG.\n */\nexport function parseSvg(markup: string): SVGSVGElement | undefined {\n // Parsed as XML, an <svg> without its namespace is not an SVG at all.\n let source = markup.trim();\n const open = svgOpeningTag(source);\n if (!/\\sxmlns\\s*=/i.test(open)) source = source.replace(/^<svg/i, `<svg xmlns=\"${SVG_NS}\"`);\n if (/xlink:/.test(source) && !/\\sxmlns:xlink\\s*=/i.test(open))\n source = source.replace(/^<svg/i, '<svg xmlns:xlink=\"http://www.w3.org/1999/xlink\"');\n const doc = new DOMParser().parseFromString(source, \"image/svg+xml\");\n const svg = doc.documentElement;\n if (svg.namespaceURI !== SVG_NS || svg.localName !== \"svg\" || doc.querySelector(\"parsererror\"))\n return undefined;\n for (const bad of svg.querySelectorAll(\"script, foreignObject\")) bad.remove();\n for (const el of [svg, ...svg.querySelectorAll(\"*\")]) {\n for (const attr of [...el.attributes]) {\n const name = attr.name.toLowerCase();\n const link = name === \"href\" || name === \"xlink:href\" || name === \"src\";\n if (name.startsWith(\"on\") || (link && !/^(#|data:image\\/)/i.test(attr.value.trim())))\n el.removeAttribute(attr.name);\n }\n }\n return document.importNode(svg, true) as unknown as SVGSVGElement;\n}\n\n/** Share of an element's size left round it when a `view` frames it. */\nconst VIEW_MARGIN = 0.12;\n\n/**\n * The box a `view` frames, in viewBox units: a box as given, an element's\n * box with a margin, widened to the picture's shape so the zoom does not\n * skew, or the whole picture for `null`.\n */\nfunction viewBox(view: SvgBox | string | null, whole: SvgBox, byId: Map<string, Element>): SvgBox {\n if (view === null) return whole;\n if (typeof view !== \"string\") return view;\n const el = byId.get(view) as SVGGraphicsElement | undefined;\n let box: DOMRect | undefined;\n try {\n box = el?.getBBox?.();\n } catch {\n // Not laid out (or not drawable): keep the whole picture.\n }\n if (!box || !(box.width > 0 || box.height > 0)) return whole;\n // In the picture's own units: through the element's transforms (a point\n // placed with one), which its box leaves out.\n try {\n const svg = el!.ownerSVGElement;\n const m = svg?.getScreenCTM()?.inverse().multiply(el!.getScreenCTM()!);\n if (m) {\n const corners = [\n [box.x, box.y],\n [box.x + box.width, box.y],\n [box.x, box.y + box.height],\n [box.x + box.width, box.y + box.height],\n ].map(([x, y]) => new DOMPoint(x, y).matrixTransform(m));\n const xs = corners.map((p) => p.x);\n const ys = corners.map((p) => p.y);\n box = new DOMRect(\n Math.min(...xs),\n Math.min(...ys),\n Math.max(...xs) - Math.min(...xs),\n Math.max(...ys) - Math.min(...ys),\n );\n }\n } catch {\n // Not laid out: keep its own box.\n }\n const aspect = whole[2] / whole[3];\n let w = box.width * (1 + 2 * VIEW_MARGIN);\n let h = box.height * (1 + 2 * VIEW_MARGIN);\n if (w / h > aspect) h = w / aspect;\n else w = h * aspect;\n return [box.x + box.width / 2 - w / 2, box.y + box.height / 2 - h / 2, w, h];\n}\n\n/**\n * Keeps the picture's `data-nonscaling` elements (a map's pins and labels)\n * the same size on screen as a `view` zooms: each is scaled round its own\n * origin by how far the picture is zoomed (so draw it round (0, 0) inside a\n * group that places it).\n */\nfunction keepSize(svg: SVGSVGElement, whole: SvgBox, nonscaling: Element[]) {\n if (!nonscaling.length) return;\n const width = Number((svg.getAttribute(\"viewBox\") ?? \"\").trim().split(/[\\s,]+/)[2]);\n const zoom = width > 0 ? width / whole[2] : 1;\n const transform = Math.abs(zoom - 1) < 1e-4 ? \"\" : `scale(${+zoom.toFixed(4)})`;\n for (const el of nonscaling)\n if ((el.getAttribute(\"transform\") ?? \"\") !== transform)\n if (transform) el.setAttribute(\"transform\", transform);\n else el.removeAttribute(\"transform\");\n}\n\n/** Applies a frame of the media's animations to `svg`. */\nfunction apply(\n svg: SVGSVGElement,\n whole: SvgBox,\n byId: Map<string, Element>,\n motion: SvgMotion,\n timeMs: number,\n steps: readonly number[],\n) {\n for (const [id, frame] of svgFrame(motion.animate ?? [], steps, timeMs)) {\n if (id === SVG_PICTURE && frame.view) {\n const a = viewBox(frame.view.from, whole, byId);\n const b = viewBox(frame.view.to, whole, byId);\n const u = frame.view.u;\n svg.setAttribute(\"viewBox\", a.map((n, i) => +(n + (b[i]! - n) * u).toFixed(2)).join(\" \"));\n continue;\n }\n const el = byId.get(id);\n if (!el) continue;\n for (const [name, value] of Object.entries(frame.attrs)) el.setAttribute(name, value);\n if (frame.draw !== undefined) {\n // A path length of 1 lets the dash be a fraction, with nothing measured.\n el.setAttribute(\"pathLength\", \"1\");\n el.setAttribute(\"stroke-dasharray\", \"1 1\");\n el.setAttribute(\"stroke-dashoffset\", String(1 - frame.draw));\n }\n if (frame.text !== undefined) el.textContent = frame.text;\n if (frame.solo !== undefined) {\n const children = Array.from(el.children);\n children.forEach((child, idx) => {\n if (child instanceof SVGElement || child instanceof HTMLElement) {\n if (idx === frame.solo) {\n child.removeAttribute(\"display\");\n } else {\n child.setAttribute(\"display\", \"none\");\n }\n }\n });\n }\n if (frame.along) {\n const path = byId.get(frame.along.path) as SVGGeometryElement | undefined;\n try {\n const length = path?.getTotalLength?.();\n if (path && length !== undefined) {\n const p = path.getPointAtLength(frame.along.at * length);\n el.setAttribute(\"transform\", `translate(${+p.x.toFixed(2)} ${+p.y.toFixed(2)})`);\n }\n } catch {\n // Not laid out: leave it where it is.\n }\n }\n }\n}\n\nconst VAR = /var\\(\\s*(--[\\w-]+)\\s*(?:,\\s*([^()]*(?:\\([^()]*\\)[^()]*)*))?\\)/g;\n\n/**\n * `copy` with the CSS variables in its attributes and styles replaced by\n * their values on `live` (its original, in the page), or their fallbacks:\n * an image of the SVG is drawn on its own, where the page's variables (a\n * host's palette) mean nothing.\n */\nfunction resolveVariables(live: SVGSVGElement, copy: SVGSVGElement) {\n const originals = [live, ...live.querySelectorAll(\"*\")];\n const copies = [copy, ...copy.querySelectorAll(\"*\")];\n copies.forEach((el, i) => {\n let style: CSSStyleDeclaration | undefined;\n for (const attr of [...el.attributes]) {\n if (!attr.value.includes(\"var(\")) continue;\n style ??= getComputedStyle(originals[i] ?? live);\n el.setAttribute(\n attr.name,\n attr.value.replace(\n VAR,\n (_, name: string, fallback?: string) =>\n style!.getPropertyValue(name).trim() || fallback?.trim() || \"\",\n ),\n );\n }\n });\n}\n\n/** An image of the picture as drawn now (its layers in order), at `pixels`. */\nasync function rasterize(layers: SVGSVGElement[], pixels: { width: number; height: number }): Promise<HTMLCanvasElement> {\n const canvas = document.createElement(\"canvas\");\n canvas.width = pixels.width;\n canvas.height = pixels.height;\n const defs = layers[0]?.querySelector(\"defs\");\n for (const [i, svg] of layers.entries()) {\n const copy = svg.cloneNode(true) as SVGSVGElement;\n resolveVariables(svg, copy);\n // A fixed layer's gradients and markers live in the picture's <defs>.\n if (i > 0 && defs) copy.prepend(defs.cloneNode(true));\n copy.setAttribute(\"xmlns\", SVG_NS);\n copy.setAttribute(\"width\", String(pixels.width));\n copy.setAttribute(\"height\", String(pixels.height));\n const url = URL.createObjectURL(\n new Blob([new XMLSerializer().serializeToString(copy)], { type: \"image/svg+xml\" }),\n );\n try {\n const image = new Image();\n image.src = url;\n await image.decode();\n canvas.getContext(\"2d\")!.drawImage(image, 0, 0, pixels.width, pixels.height);\n } finally {\n URL.revokeObjectURL(url);\n }\n }\n return canvas;\n}\n\n/**\n * Moves the picture's `data-fixed` elements (titles, legends, notes) into a\n * layer over it that keeps the original `viewBox`, so a `view` zooms the\n * picture under them while they stay put. Undefined when it has none.\n */\nfunction fixedLayer(svg: SVGSVGElement): SVGSVGElement | undefined {\n const fixed = [...svg.querySelectorAll(\"[data-fixed]\")].filter(\n (el) => !el.parentElement?.closest(\"[data-fixed]\"),\n );\n if (!fixed.length) return undefined;\n // The picture's own attributes (viewBox, fonts, fills) without its id.\n const layer = svg.cloneNode(false) as SVGSVGElement;\n layer.removeAttribute(\"id\");\n layer.setAttribute(\"aria-hidden\", \"true\");\n layer.style.cssText = \"position:absolute;inset:0;overflow:visible\";\n for (const el of fixed) layer.appendChild(el);\n return layer;\n}\n\nexport interface SvgViewOptions {\n /** Called with the id of the innermost element with an id that is clicked. */\n onPick?: (id: string) => void;\n}\n\n/** An {@link SvgMotion} drawn into an element; call `draw` with a time to show it then. */\nexport interface SvgView {\n /** A `div` filled by the picture; put it anywhere. */\n readonly element: HTMLDivElement;\n /** Shows the picture at `timeMs`, with steps starting at `steps` (ms). */\n draw(timeMs: number, steps?: readonly number[]): void;\n /** An image of the picture as drawn now. */\n capture(pixels: { width: number; height: number }): Promise<HTMLCanvasElement | undefined>;\n}\n\n/** Shows an {@link SvgMotion} as a live view; with `onPick`, clicks report the id of the element clicked. */\nexport function svgView(motion: SvgMotion, options: SvgViewOptions = {}): SvgView {\n const element = document.createElement(\"div\");\n element.style.width = \"100%\";\n element.style.height = \"100%\";\n const { onPick } = options;\n if (onPick)\n element.addEventListener(\"click\", (event) => {\n // The innermost element with an id, up to the picture itself.\n for (let el = event.target as Element | null; el && el !== element; el = el.parentElement)\n if (el.id && el.localName !== \"svg\") return onPick(el.id);\n });\n let svg: SVGSVGElement | undefined | null = null;\n let fixed: SVGSVGElement | undefined;\n let nonscaling: Element[] = [];\n let whole: SvgBox = [0, 0, 100, 100];\n const byId = new Map<string, Element>();\n return {\n element,\n draw(timeMs, steps = []) {\n if (svg === null) {\n // Parsed on first use, so a view made and dropped costs nothing.\n svg = parseSvg(motion.svg);\n if (svg) {\n svg.setAttribute(\"width\", \"100%\");\n svg.setAttribute(\"height\", \"100%\");\n element.appendChild(svg);\n fixed = fixedLayer(svg);\n if (fixed) {\n element.style.position = \"relative\";\n element.appendChild(fixed);\n }\n for (const layer of [svg, fixed])\n for (const el of layer?.querySelectorAll(\"[id]\") ?? []) byId.set(el.id, el);\n nonscaling = [...svg.querySelectorAll(\"[data-nonscaling]\")];\n const box = (svg.getAttribute(\"viewBox\") ?? \"\")\n .trim()\n .split(/[\\s,]+/)\n .map(Number);\n if (box.length === 4 && box.every(Number.isFinite)) whole = box as unknown as SvgBox;\n }\n }\n if (svg) {\n apply(svg, whole, byId, motion, timeMs, steps);\n keepSize(svg, whole, nonscaling);\n }\n },\n capture: async (pixels) => (svg ? rasterize(fixed ? [svg, fixed] : [svg], pixels) : undefined),\n };\n}\n\n/** How long an {@link SvgMotion} runs: its last change's end, in ms (at least 1). */\nexport function svgDuration(motion: SvgMotion, steps: readonly number[] = []): number {\n let end = 0;\n for (const a of motion.animate ?? []) {\n const step = a.step ?? 0;\n const start = step <= 0 ? 0 : steps[step - 1];\n if (start === undefined) continue;\n end = Math.max(end, start + (a.delay ?? 0) + (a.ms ?? 800));\n }\n return Math.max(1, end);\n}\n\nexport interface SvgPlayerOptions extends SvgViewOptions {\n /** Time source (default: animation frames). Pass a `ManualClock` to step frames yourself. */\n clock?: Clock;\n /** Start playing at once (default `true`). */\n autoplay?: boolean;\n /**\n * Start again at the end (default `true`). When `false` it plays once and\n * stays on the last frame (hidden instead with `hideWhenPaused`).\n */\n loop?: boolean;\n /** Loop length in ms (default: the picture's own, see {@link svgDuration}, plus `hold`). */\n duration?: number;\n /** Ms to rest on the last frame before looping (default 600). */\n hold?: number;\n /** Playback speed (default 1). */\n speed?: number;\n /** Step start times in ms, for pictures that change on steps (default none). */\n steps?: readonly number[];\n /** Pause the animation loop when scrolled out of view via IntersectionObserver (default false). */\n pauseWhenHidden?: boolean;\n /** Wait to start playing until the element enters the viewport via IntersectionObserver (default false). When true, autoplay is deferred until first visible. */\n playOnEnter?: boolean;\n /** Hide the view (`visibility: hidden`) whenever playback is paused or reset (default false). */\n hideWhenPaused?: boolean;\n /**\n * Plays in answer to the pointer instead of on its own (see {@link SvgTrigger}):\n * `\"hover\"` and `\"press\"` play to the end while hovered or held and back to\n * the start after; `\"click\"` plays the next step on each click, starting\n * over after the last. `autoplay`, `loop` and `steps` are ignored.\n */\n trigger?: SvgTrigger;\n /** The element whose pointer events trigger it (default the container). */\n triggerTarget?: HTMLElement;\n}\n\n/** What makes a triggered {@link SvgPlayer} play. */\nexport type SvgTrigger = \"hover\" | \"press\" | \"click\";\n\n/**\n * Plays an {@link SvgMotion} inside `container`: loops by default, and can be\n * paused, sought and sped up. Dispose it to stop and remove the picture.\n */\nexport class SvgPlayer {\n readonly view: SvgView;\n private readonly clock: Clock;\n private steps: readonly number[];\n private readonly loop: boolean;\n private length: number;\n private readonly motion: SvgMotion;\n private readonly trigger?: SvgTrigger;\n private readonly triggerTarget?: HTMLElement;\n /** With a hover or press trigger: 1 playing to the end, -1 back to the start. */\n private direction = 1;\n /** With a click trigger: when each click came, in ms of playback. */\n private clicks: number[] = [];\n private readonly hideWhenPaused: boolean;\n private speed: number;\n private time = 0;\n private last = 0;\n private playing = false;\n private disposed = false;\n private wasPlayingBeforeHidden = false;\n private hasEnteredViewport = false;\n private intersectionObserver?: IntersectionObserver;\n\n constructor(\n private readonly container: HTMLElement,\n motion: SvgMotion,\n options: SvgPlayerOptions = {},\n ) {\n this.clock = options.clock ?? realClock;\n this.motion = motion;\n this.trigger = options.trigger;\n this.steps = this.trigger ? [] : (options.steps ?? []);\n this.loop = this.trigger ? false : (options.loop ?? true);\n this.speed = options.speed ?? 1;\n this.hideWhenPaused = Boolean(options.hideWhenPaused);\n this.length = options.duration ?? svgDuration(motion, this.steps) + (options.hold ?? 600);\n this.view = svgView(motion, options);\n container.appendChild(this.view.element);\n this.view.draw(0, this.steps);\n\n const needsObserver =\n (options.pauseWhenHidden || options.playOnEnter) && typeof IntersectionObserver !== \"undefined\";\n\n if (needsObserver) {\n this.intersectionObserver = new IntersectionObserver(([entry]) => {\n if (!entry) return;\n if (entry.isIntersecting) {\n if (options.playOnEnter && !this.hasEnteredViewport) {\n this.hasEnteredViewport = true;\n if (options.autoplay ?? true) {\n this.play();\n }\n } else if (this.wasPlayingBeforeHidden) {\n this.wasPlayingBeforeHidden = false;\n this.play();\n }\n } else {\n if (this.playing && options.pauseWhenHidden) {\n this.wasPlayingBeforeHidden = true;\n this.pause();\n }\n }\n });\n this.intersectionObserver.observe(this.view.element);\n }\n\n if (this.trigger) {\n // A click-triggered picture runs until its latest step is over, however many clicks.\n // Hovers and presses run to the last change and back, with no rest to wait through.\n this.length = this.trigger === \"click\" ? Infinity : (options.duration ?? svgDuration(motion));\n this.triggerTarget = options.triggerTarget ?? container;\n this.listen(true);\n return;\n }\n\n const shouldAutoplay = (options.autoplay ?? true) && !options.playOnEnter;\n if (shouldAutoplay) {\n this.play();\n } else if (this.hideWhenPaused) {\n this.view.element.style.visibility = \"hidden\";\n }\n }\n\n /** The loop length in ms. */\n get duration(): number {\n return this.length;\n }\n\n /** The time shown, in ms. */\n get currentTime(): number {\n return this.time;\n }\n\n get isPlaying(): boolean {\n return this.playing;\n }\n\n play(): void {\n if (this.playing || this.disposed) return;\n this.playing = true;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"visible\";\n this.last = this.clock.now();\n void this.run();\n }\n\n pause(): void {\n this.playing = false;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n }\n\n /** Stops playback, rewinds to `0 ms`, and hides the view if `hideWhenPaused` is enabled. */\n reset(): void {\n this.playing = false;\n this.wasPlayingBeforeHidden = false;\n this.seek(0);\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n }\n\n /** Shows the picture at `ms` (wrapped into the loop when looping). */\n seek(ms: number): void {\n this.time = this.loop\n ? ((ms % this.length) + this.length) % this.length\n : Math.min(Math.max(ms, 0), this.length);\n this.view.draw(this.time, this.steps);\n }\n\n setSpeed(speed: number): void {\n this.speed = speed;\n }\n\n /**\n * Plays to the end (`true`) or back to the start (`false`) from wherever it\n * is: what a hover or press trigger does, for hosts that drive it themselves\n * (a hovered card, a focused button).\n */\n setActive(active: boolean): void {\n this.direction = active ? 1 : -1;\n this.play();\n }\n\n /**\n * Plays the picture's next step (what a click trigger does): steps 1, 2, …\n * in turn, then step 1 again, so a picture whose last step leads back to\n * how it started toggles; one with no steps plays again from the start.\n */\n advance(): void {\n const last = Math.max(0, ...(this.motion.animate ?? []).map((a) => a.step ?? 0));\n if (last === 0) {\n this.clicks = [];\n this.time = 0;\n } else {\n this.clicks.push(this.time);\n // Only the clicks of the current round count, so each round starts from how the last ended.\n this.steps = this.clicks.slice(Math.floor((this.clicks.length - 1) / last) * last);\n }\n this.view.draw(this.time, this.steps);\n this.play();\n }\n\n dispose(): void {\n this.disposed = true;\n this.playing = false;\n if (this.trigger) this.listen(false);\n this.intersectionObserver?.disconnect();\n this.view.element.remove();\n }\n\n private onEnter = () => this.setActive(true);\n private onLeave = () => this.setActive(false);\n private onClick = () => this.advance();\n\n private listen(on: boolean) {\n const target = this.triggerTarget!;\n const method = on ? \"addEventListener\" : \"removeEventListener\";\n if (this.trigger === \"hover\") {\n target[method](\"pointerenter\", this.onEnter);\n target[method](\"pointerleave\", this.onLeave);\n } else if (this.trigger === \"press\") {\n target[method](\"pointerdown\", this.onEnter);\n window[method](\"pointerup\", this.onLeave);\n window[method](\"pointercancel\", this.onLeave);\n } else target[method](\"click\", this.onClick);\n }\n\n private async run(): Promise<void> {\n while (this.playing && !this.disposed) {\n await this.clock.frame();\n if (!this.playing || this.disposed) return;\n const now = this.clock.now();\n const dt = (now - this.last) * this.speed;\n this.last = now;\n if (this.trigger === \"click\") {\n // Rest once the latest step is over, until the next click.\n const end = svgDuration(this.motion, this.steps);\n this.time = Math.min(this.time + dt, Math.max(end, this.time));\n this.view.draw(this.time, this.steps);\n if (this.time >= end) this.playing = false;\n continue;\n }\n if (this.trigger) {\n const next = Math.min(Math.max(this.time + dt * this.direction, 0), this.length);\n this.seek(next);\n if (next === 0 || next === this.length) this.playing = false;\n continue;\n }\n const next = this.time + dt;\n if (!this.loop && next >= this.length) {\n this.seek(this.length);\n this.playing = false;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n return;\n }\n this.seek(next);\n }\n }\n}\n\nexport interface AnimateCountOptions {\n /** Starting number. */\n from: number;\n /** Ending number. */\n to: number;\n /** Duration in ms (default {@link STEP_MS}). */\n ms?: number;\n /** Delay before starting in ms (default 0). */\n delay?: number;\n /** Easing curve (default `\"out\"`). */\n ease?: EaseName;\n /** Number of decimal places (default 0). */\n decimals?: number;\n /** Format template where `{n}` is replaced by the formatted number (default `\"{n}\"`). */\n format?: string;\n /** Time source (default: animation frames). */\n clock?: Clock;\n /** Called with each formatted text frame (and raw numeric value). */\n onUpdate: (text: string, value: number) => void;\n}\n\n/**\n * Counts a number from `from` to `to` over `ms` using Flair's easing curves\n * and `Clock`, calling `onUpdate` with the formatted string on each frame.\n * Returns a cancel function that stops the animation.\n */\nexport function animateCount(options: AnimateCountOptions): () => void {\n const clock = options.clock ?? realClock;\n const ms = options.ms ?? STEP_MS;\n const delay = options.delay ?? 0;\n const ease = EASES[options.ease ?? \"out\"];\n const start = clock.now();\n let stopped = false;\n\n const emit = (u: number) => {\n const v = options.from + (options.to - options.from) * ease(u);\n options.onUpdate(formatCount(v, options), v);\n };\n\n emit(ms <= 0 && delay <= 0 ? 1 : 0);\n if (ms <= 0 && delay <= 0) return () => {};\n\n void (async () => {\n while (!stopped) {\n await clock.frame();\n if (stopped) return;\n const elapsed = clock.now() - start - delay;\n if (elapsed < 0) continue;\n if (ms <= 0 || elapsed >= ms) {\n emit(1);\n return;\n }\n emit(elapsed / ms);\n }\n })();\n\n return () => {\n stopped = true;\n 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Draw it with\n * `SvgPlayer` (or `svgView`), or compute frames yourself with `svgFrame`.\n */\nexport interface SvgMotion {\n /** One self-contained `<svg>` with a `viewBox`: no scripts, no outside links. */\n svg: string;\n /** Changes to its elements, each on a step. */\n animate?: SvgAnimation[];\n}\n\n/** A box in an SVG's `viewBox` units: `[x, y, width, height]`. */\nexport type SvgBox = readonly [number, number, number, number];\n\n/** A change to one element of an {@link SvgMotion}, or (with `view`) to the whole picture. */\nexport interface SvgAnimation {\n /** The element's `id` in the SVG (not needed for `view`). */\n id?: string;\n /** The step it plays on: 0 (default) when the media starts, 1 with the next shot, and so on. */\n step?: number;\n /** Ms after the step starts. */\n delay?: number;\n /** How long it takes, in ms (default {@link STEP_MS}). */\n ms?: number;\n ease?: EaseName;\n /**\n * Attributes from one value to another: numbers, colours (`#rrggbb`), or\n * strings whose numbers change while the rest stays the same (a path's\n * `d`, a `transform`, `points`).\n */\n attrs?: Record<string, readonly [string | number, string | number]>;\n /** Draws a line or outline on along its length, from 0 to 1 (or between two fractions). */\n draw?: boolean | readonly [number, number];\n /**\n * Zooms and pans the whole picture to frame a box (`[x, y, width, height]`\n * in the `viewBox`'s units) or an element by id (with a margin round it),\n * from where the last `view` left it (at first, the whole `viewBox`).\n */\n view?: SvgBox | string;\n /**\n * Moves the element along a path (by id) from its start to its end, or\n * between the fractions in `at`; draw the element round (0, 0), like a\n * circle at `cx=\"0\" cy=\"0\"`.\n */\n along?: string;\n /** How far along the path `along` moves the element, from and to (default [0, 1]). */\n at?: readonly [number, number];\n /**\n * Sets the active child index in a solo container (data-solo group or element with multiple children).\n * Hides all siblings except the one at this index (0-based).\n */\n solo?: number;\n /** Counts the element's text from one number to the other. */\n count?: readonly [number, number];\n /** How a count is written: `{n}` stands for the number (\"{n}%\", \"$ {n}M\"). */\n format?: string;\n /** Decimals in a count (default 0). */\n decimals?: number;\n /**\n * Writes this text into the element letter by letter: none of it when the\n * change starts, all of it when it ends (a typewriter).\n */\n write?: string;\n /**\n * With `write`: letters not yet written show characters picked from this\n * string, changing every {@link SCRAMBLE_MS} ms, so the text decodes\n * rather than types. The same time always picks the same characters.\n */\n scramble?: string;\n /** With `write`: shown after the written letters while it writes (\"▌\", \"|\"). */\n caret?: string;\n}\n\n/** How often scrambled letters change, in ms (see `SvgAnimation.scramble`). */\nexport const SCRAMBLE_MS = 50;\n\n/**\n * `text` with `u` (0–1) of its letters written (see `SvgAnimation.write`):\n * the rest scrambled from `scramble` (picked by `timeMs`) or left off, then\n * the caret while it is unfinished. Letters are code points, so emoji and\n * accents are never split.\n */\nexport function writtenText(\n text: string,\n u: number,\n options: { scramble?: string; caret?: string; timeMs?: number } = {},\n): string {\n const letters = Array.from(text);\n const shown = Math.round(clamp01(u) * letters.length);\n let out = letters.slice(0, shown).join(\"\");\n const pool = Array.from(options.scramble ?? \"\");\n if (pool.length) {\n const tick = Math.floor((options.timeMs ?? 0) / SCRAMBLE_MS);\n for (let i = shown; i < letters.length; i++)\n out += /\\s/.test(letters[i]!) ? letters[i] : pool[Math.floor(noise(i, tick) * pool.length)];\n }\n return shown < letters.length && options.caret ? out + options.caret : out;\n}\n\n/** A repeatable 0–1 number for a letter at a tick. */\nfunction noise(i: number, tick: number): number {\n const x = Math.sin(i * 127.1 + tick * 311.7) * 43758.5453;\n return x - Math.floor(x);\n}\n\n/** What one element of an animated SVG shows at a time. */\nexport interface SvgElementFrame {\n attrs: Record<string, string>;\n /** How much of its length is drawn, 0–1. */\n draw?: number;\n text?: string;\n /** Active child index when targeting a solo container. */\n solo?: number;\n /** Where it is along a path: the path's id and the fraction of its length. */\n along?: { path: string; at: number };\n /**\n * The whole picture's framing (on the frame for {@link SVG_PICTURE}): `u`\n * of the way from one view to the next, `null` being the whole `viewBox`.\n */\n view?: { from: SvgBox | string | null; to: SvgBox | string; u: number };\n}\n\n/** The key of the whole picture's frame in {@link svgFrame}'s result (for `view`). */\nexport const SVG_PICTURE = \"\";\n\nconst NUMBER = /-?(?:\\d+\\.?\\d*|\\.\\d+)(?:e[-+]?\\d+)?/gi;\nconst HEX = /^#([0-9a-f]{3}|[0-9a-f]{6})$/i;\n\nfunction rgb(hex: string): [number, number, number] {\n let h = hex.slice(1);\n if (h.length === 3) h = [...h].map((c) => c + c).join(\"\");\n return [0, 2, 4].map((i) => parseInt(h.slice(i, i + 2), 16)) as [number, number, number];\n}\n\nconst round = (n: number) => Math.round(n * 1000) / 1000;\n\n/** A value `u` of the way between two attribute values (see `SvgAnimation.attrs`). */\nexport function lerpAttr(a: string | number, b: string | number, u: number): string {\n if (typeof a === \"number\" && typeof b === \"number\") return String(round(a + (b - a) * u));\n const sa = String(a);\n const sb = String(b);\n if (HEX.test(sa) && HEX.test(sb)) {\n const [ca, cb] = [rgb(sa), rgb(sb)];\n return `#${ca\n .map((c, i) =>\n Math.round(c + (cb[i]! - c) * u)\n .toString(16)\n .padStart(2, \"0\"),\n )\n .join(\"\")}`;\n }\n const na = sa.match(NUMBER) ?? [];\n const nb = sb.match(NUMBER) ?? [];\n if (na.length && na.length === nb.length && sa.replace(NUMBER, \"#\") === sb.replace(NUMBER, \"#\")) {\n let i = 0;\n return sa.replace(NUMBER, () => {\n const v = Number(na[i]) + (Number(nb[i]) - Number(na[i])) * u;\n i++;\n return String(round(v));\n });\n }\n return u < 0.5 ? sa : sb;\n}\n\n/** Formats a number for a count animation (`{n}` stands for the rounded number). */\nexport function formatCount(\n value: number,\n options: { decimals?: number; format?: string } = {},\n): string {\n const n = value.toFixed(options.decimals ?? 0);\n return (options.format ?? \"{n}\").replace(\"{n}\", n);\n}\n\nconst startOf = (a: SvgAnimation, steps: readonly number[]) => {\n const s = stepStart(steps, a.step ?? 0);\n return s === undefined ? Infinity : s + (a.delay ?? 0);\n};\n\n/**\n * What each animated element shows at `timeMs`. For each attribute (or\n * line, count or writing) the latest change to have started wins; before the first\n * one starts, the element shows that change's starting value, so something\n * that grows in later is hidden until then.\n */\nexport function svgFrame(\n animations: readonly SvgAnimation[],\n steps: readonly number[],\n timeMs: number,\n): Map<string, SvgElementFrame> {\n // Each property's changes in the order they start (ties: list order).\n const tracks = new Map<string, { anim: SvgAnimation; start: number; index: number }[]>();\n const add = (prop: string, anim: SvgAnimation, index: number) => {\n const key = `${prop === \"view\" ? SVG_PICTURE : anim.id}\\u0000${prop}`;\n const list = tracks.get(key) ?? [];\n list.push({ anim, start: startOf(anim, steps), index });\n tracks.set(key, list);\n };\n animations.forEach((a, i) => {\n for (const name of Object.keys(a.attrs ?? {})) add(`@${name}`, a, i);\n if (a.draw) add(\"draw\", a, i);\n if (a.count) add(\"count\", a, i);\n if (a.write !== undefined) add(\"count\", a, i);\n if (a.solo !== undefined) add(\"solo\", a, i);\n if (a.view !== undefined) add(\"view\", a, i);\n if (a.along) add(\"along\", a, i);\n });\n const frames = new Map<string, SvgElementFrame>();\n for (const [key, list] of tracks) {\n list.sort((x, y) => x.start - y.start || x.index - y.index);\n const [id, prop] = key.split(\"\\u0000\") as [string, string];\n const started = list.filter((c) => c.start <= timeMs);\n const current = started[started.length - 1];\n const anim = (current ?? list[0]!).anim;\n const u = current\n ? stepProgress(steps, timeMs, anim.step ?? 0, {\n delay: anim.delay,\n ms: anim.ms,\n ease: anim.ease,\n })\n : 0;\n const frame = frames.get(id) ?? { attrs: {} };\n if (prop === \"view\") {\n // From where the change before it left the picture.\n const before = current ? list[list.indexOf(current) - 1] : undefined;\n frame.view = { from: before?.anim.view ?? null, to: anim.view!, u };\n } else if (prop === \"along\") {\n const [a, b] = anim.at ?? [0, 1];\n frame.along = { path: anim.along!, at: a + (b - a) * u };\n } else if (prop === \"solo\") {\n frame.solo = anim.solo;\n } else if (prop.startsWith(\"@\")) {\n const [a, b] = anim.attrs![prop.slice(1)]!;\n frame.attrs[prop.slice(1)] = lerpAttr(a, b, u);\n } else if (prop === \"draw\") {\n const [a, b] = anim.draw === true ? [0, 1] : (anim.draw as readonly [number, number]);\n frame.draw = a + (b - a) * u;\n } else if (anim.write !== undefined) {\n frame.text = writtenText(anim.write, u, { scramble: anim.scramble, caret: anim.caret, timeMs });\n } else {\n const [a, b] = anim.count!;\n frame.text = formatCount(a + (b - a) * u, anim);\n }\n frames.set(id, frame);\n }\n return frames;\n}\n\n/**\n * The opening tag of the root element at the start of `markup` (up to its\n * first `>`), cut out without a regular expression, so checks on it stay\n * linear however long or odd the markup is.\n */\nexport function svgOpeningTag(markup: string): string {\n const end = markup.indexOf(\">\");\n return end < 0 ? markup : markup.slice(0, end + 1);\n}\n\n/** Problems with an {@link SvgMotion}, as sentences; none when it can be drawn. */\nexport function svgMotionIssues(motion: unknown): string[] {\n const issues: string[] = [];\n const m = (motion ?? {}) as Partial<SvgMotion>;\n const svg = typeof m.svg === \"string\" ? m.svg.trim() : \"\";\n if (!svg) return [\"`svg` needs the picture's markup: one <svg> element\"];\n if (!/^<svg[\\s>]/i.test(svg) || !svg.toLowerCase().endsWith(\"</svg>\"))\n issues.push(\"`svg` must be one <svg>…</svg> element\");\n if (!/\\sviewBox\\s*=/i.test(svgOpeningTag(svg)))\n issues.push(\"the <svg> needs a `viewBox`, so it scales to where it is placed\");\n if (/<script|<foreignObject|\\son\\w+\\s*=/i.test(svg))\n issues.push(\"`svg` cannot have scripts, event handlers or <foreignObject>\");\n if (/(?:href|src)\\s*=\\s*[\"'](?!#|data:image\\/)/i.test(svg))\n issues.push(\"`svg` cannot link outside itself (only #ids and data:image URLs)\");\n const ids = new Set([...svg.matchAll(/\\sid\\s*=\\s*[\"']([^\"']+)[\"']/g)].map((x) => x[1]));\n if (m.animate !== undefined && !Array.isArray(m.animate)) issues.push(\"`animate` must be a list\");\n (Array.isArray(m.animate) ? m.animate : []).forEach((a, i) => {\n const where = `animate[${i}]`;\n if (!a || typeof a !== \"object\") return void issues.push(`${where} is not an animation`);\n if (typeof a.id !== \"string\") {\n if (a.view === undefined) return void issues.push(`${where} needs an \\`id\\``);\n } else if (!ids.has(a.id))\n issues.push(`${where}: there is no element with id \"${a.id}\" in the SVG`);\n if (a.step !== undefined && !(Number.isInteger(a.step) && a.step >= 0))\n issues.push(`${where}: \\`step\\` is a whole number, 0 or more`);\n if (a.ms !== undefined && !(a.ms >= 0)) issues.push(`${where}: \\`ms\\` must be 0 or more`);\n if (a.delay !== undefined && !(a.delay >= 0))\n issues.push(`${where}: \\`delay\\` must be 0 or more`);\n if (a.ease !== undefined && !(a.ease in EASES))\n issues.push(`${where}: \\`ease\\` is one of ${Object.keys(EASES).join(\", \")}`);\n if (!a.attrs && !a.draw && !a.count && a.write === undefined && a.view === undefined && !a.along && a.solo === undefined)\n issues.push(\n `${where} changes nothing: give \\`attrs\\`, \\`draw\\`, \\`count\\`, \\`write\\`, \\`view\\`, \\`along\\` or \\`solo\\``,\n );\n if (a.solo !== undefined && !(Number.isInteger(a.solo) && a.solo >= 0))\n issues.push(`${where}: \\`solo\\` is an index (whole number, 0 or more)`);\n if (a.view !== undefined) {\n const box = a.view as unknown;\n if (typeof box === \"string\") {\n if (!ids.has(box))\n issues.push(`${where}: \\`view\\` frames \"${box}\", which is not an id in the SVG`);\n } else if (\n !Array.isArray(box) ||\n box.length !== 4 ||\n !box.every((n) => Number.isFinite(n)) ||\n !(box[2] > 0 && box[3] > 0)\n )\n issues.push(\n `${where}: \\`view\\` is [x, y, width, height] (width and height above 0) or an element's id`,\n );\n }\n if (a.along !== undefined) {\n if (typeof a.along !== \"string\" || !ids.has(a.along))\n issues.push(`${where}: \\`along\\` is the id of a path in the SVG`);\n if (typeof a.id !== \"string\")\n issues.push(`${where}: \\`along\\` moves an element: give its \\`id\\``);\n }\n if (\n a.at !== undefined &&\n !(Array.isArray(a.at) && a.at.length === 2 && a.at.every((v) => v >= 0 && v <= 1))\n )\n issues.push(`${where}: \\`at\\` is [from, to] between 0 and 1`);\n for (const [name, pair] of Object.entries(a.attrs ?? {}))\n if (!Array.isArray(pair) || pair.length !== 2)\n issues.push(`${where}: \\`attrs.${name}\\` is [from, to]`);\n if (Array.isArray(a.draw) && a.draw.some((v) => !(v >= 0 && v <= 1)))\n issues.push(`${where}: \\`draw\\` is true or [from, to] between 0 and 1`);\n if (a.count !== undefined && !(Array.isArray(a.count) && a.count.length === 2))\n issues.push(`${where}: \\`count\\` is [from, to]`);\n if (a.write !== undefined && typeof a.write !== \"string\")\n issues.push(`${where}: \\`write\\` is the text to write`);\n if ((a.scramble !== undefined || a.caret !== undefined) && a.write === undefined)\n issues.push(`${where}: \\`scramble\\` and \\`caret\\` go with \\`write\\``);\n });\n return issues;\n}\n","/**\n * Drawing animated SVG pictures (see `SvgMotion`) in the DOM: a sanitising\n * parser, a view that applies frames, and a player that runs on a `Clock`.\n */\n\nimport { realClock, type Clock } from \"../time/clock.js\";\nimport {\n EASES,\n formatCount,\n STEP_MS,\n SVG_PICTURE,\n svgFrame,\n svgOpeningTag,\n type EaseName,\n type SvgBox,\n type SvgMotion,\n} from \"./motion.js\";\n\nconst SVG_NS = \"http://www.w3.org/2000/svg\";\n\n/**\n * The `<svg>` in `markup`, parsed and made safe to show: no scripts, event\n * handlers, `<foreignObject>` or links outside itself. Undefined when it is\n * not an SVG.\n */\nexport function parseSvg(markup: string): SVGSVGElement | undefined {\n // Parsed as XML, an <svg> without its namespace is not an SVG at all.\n let source = markup.trim();\n const open = svgOpeningTag(source);\n if (!/\\sxmlns\\s*=/i.test(open)) source = source.replace(/^<svg/i, `<svg xmlns=\"${SVG_NS}\"`);\n if (/xlink:/.test(source) && !/\\sxmlns:xlink\\s*=/i.test(open))\n source = source.replace(/^<svg/i, '<svg xmlns:xlink=\"http://www.w3.org/1999/xlink\"');\n const doc = new DOMParser().parseFromString(source, \"image/svg+xml\");\n const svg = doc.documentElement;\n if (svg.namespaceURI !== SVG_NS || svg.localName !== \"svg\" || doc.querySelector(\"parsererror\"))\n return undefined;\n for (const bad of svg.querySelectorAll(\"script, foreignObject\")) bad.remove();\n for (const el of [svg, ...svg.querySelectorAll(\"*\")]) {\n for (const attr of [...el.attributes]) {\n const name = attr.name.toLowerCase();\n const link = name === \"href\" || name === \"xlink:href\" || name === \"src\";\n if (name.startsWith(\"on\") || (link && !/^(#|data:image\\/)/i.test(attr.value.trim())))\n el.removeAttribute(attr.name);\n }\n }\n return document.importNode(svg, true) as unknown as SVGSVGElement;\n}\n\n/** Share of an element's size left round it when a `view` frames it. */\nconst VIEW_MARGIN = 0.12;\n\n/**\n * The box a `view` frames, in viewBox units: a box as given, an element's\n * box with a margin, widened to the picture's shape so the zoom does not\n * skew, or the whole picture for `null`.\n */\nfunction viewBox(view: SvgBox | string | null, whole: SvgBox, byId: Map<string, Element>): SvgBox {\n if (view === null) return whole;\n if (typeof view !== \"string\") return view;\n const el = byId.get(view) as SVGGraphicsElement | undefined;\n let box: DOMRect | undefined;\n try {\n box = el?.getBBox?.();\n } catch {\n // Not laid out (or not drawable): keep the whole picture.\n }\n if (!box || !(box.width > 0 || box.height > 0)) return whole;\n // In the picture's own units: through the element's transforms (a point\n // placed with one), which its box leaves out.\n try {\n const svg = el!.ownerSVGElement;\n const m = svg?.getScreenCTM()?.inverse().multiply(el!.getScreenCTM()!);\n if (m) {\n const corners = [\n [box.x, box.y],\n [box.x + box.width, box.y],\n [box.x, box.y + box.height],\n [box.x + box.width, box.y + box.height],\n ].map(([x, y]) => new DOMPoint(x, y).matrixTransform(m));\n const xs = corners.map((p) => p.x);\n const ys = corners.map((p) => p.y);\n box = new DOMRect(\n Math.min(...xs),\n Math.min(...ys),\n Math.max(...xs) - Math.min(...xs),\n Math.max(...ys) - Math.min(...ys),\n );\n }\n } catch {\n // Not laid out: keep its own box.\n }\n const aspect = whole[2] / whole[3];\n let w = box.width * (1 + 2 * VIEW_MARGIN);\n let h = box.height * (1 + 2 * VIEW_MARGIN);\n if (w / h > aspect) h = w / aspect;\n else w = h * aspect;\n return [box.x + box.width / 2 - w / 2, box.y + box.height / 2 - h / 2, w, h];\n}\n\n/**\n * Keeps the picture's `data-nonscaling` elements (a map's pins and labels)\n * the same size on screen as a `view` zooms: each is scaled round its own\n * origin by how far the picture is zoomed (so draw it round (0, 0) inside a\n * group that places it).\n */\nfunction keepSize(svg: SVGSVGElement, whole: SvgBox, nonscaling: Element[]) {\n if (!nonscaling.length) return;\n const width = Number((svg.getAttribute(\"viewBox\") ?? \"\").trim().split(/[\\s,]+/)[2]);\n const zoom = width > 0 ? width / whole[2] : 1;\n const transform = Math.abs(zoom - 1) < 1e-4 ? \"\" : `scale(${+zoom.toFixed(4)})`;\n for (const el of nonscaling)\n if ((el.getAttribute(\"transform\") ?? \"\") !== transform)\n if (transform) el.setAttribute(\"transform\", transform);\n else el.removeAttribute(\"transform\");\n}\n\n/** Applies a frame of the media's animations to `svg`. */\nfunction apply(\n svg: SVGSVGElement,\n whole: SvgBox,\n byId: Map<string, Element>,\n motion: SvgMotion,\n timeMs: number,\n steps: readonly number[],\n) {\n for (const [id, frame] of svgFrame(motion.animate ?? [], steps, timeMs)) {\n if (id === SVG_PICTURE && frame.view) {\n const a = viewBox(frame.view.from, whole, byId);\n const b = viewBox(frame.view.to, whole, byId);\n const u = frame.view.u;\n svg.setAttribute(\"viewBox\", a.map((n, i) => +(n + (b[i]! - n) * u).toFixed(2)).join(\" \"));\n continue;\n }\n const el = byId.get(id);\n if (!el) continue;\n for (const [name, value] of Object.entries(frame.attrs)) el.setAttribute(name, value);\n if (frame.draw !== undefined) {\n // A path length of 1 lets the dash be a fraction, with nothing measured.\n el.setAttribute(\"pathLength\", \"1\");\n el.setAttribute(\"stroke-dasharray\", \"1 1\");\n el.setAttribute(\"stroke-dashoffset\", String(1 - frame.draw));\n }\n if (frame.text !== undefined) el.textContent = frame.text;\n if (frame.solo !== undefined) {\n const children = Array.from(el.children);\n children.forEach((child, idx) => {\n if (child instanceof SVGElement || child instanceof HTMLElement) {\n if (idx === frame.solo) {\n child.removeAttribute(\"display\");\n } else {\n child.setAttribute(\"display\", \"none\");\n }\n }\n });\n }\n if (frame.along) {\n const path = byId.get(frame.along.path) as SVGGeometryElement | undefined;\n try {\n const length = path?.getTotalLength?.();\n if (path && length !== undefined) {\n const p = path.getPointAtLength(frame.along.at * length);\n el.setAttribute(\"transform\", `translate(${+p.x.toFixed(2)} ${+p.y.toFixed(2)})`);\n }\n } catch {\n // Not laid out: leave it where it is.\n }\n }\n }\n}\n\nconst VAR = /var\\(\\s*(--[\\w-]+)\\s*(?:,\\s*([^()]*(?:\\([^()]*\\)[^()]*)*))?\\)/g;\n\n/**\n * `copy` with the CSS variables in its attributes and styles replaced by\n * their values on `live` (its original, in the page), or their fallbacks:\n * an image of the SVG is drawn on its own, where the page's variables (a\n * host's palette) mean nothing.\n */\nfunction resolveVariables(live: SVGSVGElement, copy: SVGSVGElement) {\n const originals = [live, ...live.querySelectorAll(\"*\")];\n const copies = [copy, ...copy.querySelectorAll(\"*\")];\n copies.forEach((el, i) => {\n let style: CSSStyleDeclaration | undefined;\n for (const attr of [...el.attributes]) {\n if (!attr.value.includes(\"var(\")) continue;\n style ??= getComputedStyle(originals[i] ?? live);\n el.setAttribute(\n attr.name,\n attr.value.replace(\n VAR,\n (_, name: string, fallback?: string) =>\n style!.getPropertyValue(name).trim() || fallback?.trim() || \"\",\n ),\n );\n }\n });\n}\n\n/** An image of the picture as drawn now (its layers in order), at `pixels`. */\nasync function rasterize(layers: SVGSVGElement[], pixels: { width: number; height: number }): Promise<HTMLCanvasElement> {\n const canvas = document.createElement(\"canvas\");\n canvas.width = pixels.width;\n canvas.height = pixels.height;\n const defs = layers[0]?.querySelector(\"defs\");\n for (const [i, svg] of layers.entries()) {\n const copy = svg.cloneNode(true) as SVGSVGElement;\n resolveVariables(svg, copy);\n // A fixed layer's gradients and markers live in the picture's <defs>.\n if (i > 0 && defs) copy.prepend(defs.cloneNode(true));\n copy.setAttribute(\"xmlns\", SVG_NS);\n copy.setAttribute(\"width\", String(pixels.width));\n copy.setAttribute(\"height\", String(pixels.height));\n const url = URL.createObjectURL(\n new Blob([new XMLSerializer().serializeToString(copy)], { type: \"image/svg+xml\" }),\n );\n try {\n const image = new Image();\n image.src = url;\n await image.decode();\n canvas.getContext(\"2d\")!.drawImage(image, 0, 0, pixels.width, pixels.height);\n } finally {\n URL.revokeObjectURL(url);\n }\n }\n return canvas;\n}\n\n/**\n * Moves the picture's `data-fixed` elements (titles, legends, notes) into a\n * layer over it that keeps the original `viewBox`, so a `view` zooms the\n * picture under them while they stay put. Undefined when it has none.\n */\nfunction fixedLayer(svg: SVGSVGElement): SVGSVGElement | undefined {\n const fixed = [...svg.querySelectorAll(\"[data-fixed]\")].filter(\n (el) => !el.parentElement?.closest(\"[data-fixed]\"),\n );\n if (!fixed.length) return undefined;\n // The picture's own attributes (viewBox, fonts, fills) without its id.\n const layer = svg.cloneNode(false) as SVGSVGElement;\n layer.removeAttribute(\"id\");\n layer.setAttribute(\"aria-hidden\", \"true\");\n layer.style.cssText = \"position:absolute;inset:0;overflow:visible\";\n for (const el of fixed) layer.appendChild(el);\n return layer;\n}\n\nexport interface SvgViewOptions {\n /** Called with the id of the innermost element with an id that is clicked. */\n onPick?: (id: string) => void;\n}\n\n/** An {@link SvgMotion} drawn into an element; call `draw` with a time to show it then. */\nexport interface SvgView {\n /** A `div` filled by the picture; put it anywhere. */\n readonly element: HTMLDivElement;\n /** Shows the picture at `timeMs`, with steps starting at `steps` (ms). */\n draw(timeMs: number, steps?: readonly number[]): void;\n /** An image of the picture as drawn now. */\n capture(pixels: { width: number; height: number }): Promise<HTMLCanvasElement | undefined>;\n}\n\n/** Shows an {@link SvgMotion} as a live view; with `onPick`, clicks report the id of the element clicked. */\nexport function svgView(motion: SvgMotion, options: SvgViewOptions = {}): SvgView {\n const element = document.createElement(\"div\");\n element.style.width = \"100%\";\n element.style.height = \"100%\";\n const { onPick } = options;\n if (onPick)\n element.addEventListener(\"click\", (event) => {\n // The innermost element with an id, up to the picture itself.\n for (let el = event.target as Element | null; el && el !== element; el = el.parentElement)\n if (el.id && el.localName !== \"svg\") return onPick(el.id);\n });\n let svg: SVGSVGElement | undefined | null = null;\n let fixed: SVGSVGElement | undefined;\n let nonscaling: Element[] = [];\n let whole: SvgBox = [0, 0, 100, 100];\n const byId = new Map<string, Element>();\n return {\n element,\n draw(timeMs, steps = []) {\n if (svg === null) {\n // Parsed on first use, so a view made and dropped costs nothing.\n svg = parseSvg(motion.svg);\n if (svg) {\n svg.setAttribute(\"width\", \"100%\");\n svg.setAttribute(\"height\", \"100%\");\n element.appendChild(svg);\n fixed = fixedLayer(svg);\n if (fixed) {\n element.style.position = \"relative\";\n element.appendChild(fixed);\n }\n for (const layer of [svg, fixed])\n for (const el of layer?.querySelectorAll(\"[id]\") ?? []) byId.set(el.id, el);\n nonscaling = [...svg.querySelectorAll(\"[data-nonscaling]\")];\n const box = (svg.getAttribute(\"viewBox\") ?? \"\")\n .trim()\n .split(/[\\s,]+/)\n .map(Number);\n if (box.length === 4 && box.every(Number.isFinite)) whole = box as unknown as SvgBox;\n }\n }\n if (svg) {\n apply(svg, whole, byId, motion, timeMs, steps);\n keepSize(svg, whole, nonscaling);\n }\n },\n capture: async (pixels) => (svg ? rasterize(fixed ? [svg, fixed] : [svg], pixels) : undefined),\n };\n}\n\n/** How long an {@link SvgMotion} runs: its last change's end, in ms (at least 1). */\nexport function svgDuration(motion: SvgMotion, steps: readonly number[] = []): number {\n let end = 0;\n for (const a of motion.animate ?? []) {\n const step = a.step ?? 0;\n const start = step <= 0 ? 0 : steps[step - 1];\n if (start === undefined) continue;\n end = Math.max(end, start + (a.delay ?? 0) + (a.ms ?? 800));\n }\n return Math.max(1, end);\n}\n\nexport interface SvgPlayerOptions extends SvgViewOptions {\n /** Time source (default: animation frames). Pass a `ManualClock` to step frames yourself. */\n clock?: Clock;\n /** Start playing at once (default `true`). */\n autoplay?: boolean;\n /**\n * Start again at the end (default `true`). When `false` it plays once and\n * stays on the last frame (hidden instead with `hideWhenPaused`).\n */\n loop?: boolean;\n /** Loop length in ms (default: the picture's own, see {@link svgDuration}, plus `hold`). */\n duration?: number;\n /** Ms to rest on the last frame before looping (default 600). */\n hold?: number;\n /** Playback speed (default 1). */\n speed?: number;\n /** Step start times in ms, for pictures that change on steps (default none). */\n steps?: readonly number[];\n /** Pause the animation loop when scrolled out of view via IntersectionObserver (default false). */\n pauseWhenHidden?: boolean;\n /** Wait to start playing until the element enters the viewport via IntersectionObserver (default false). When true, autoplay is deferred until first visible. */\n playOnEnter?: boolean;\n /** Hide the view (`visibility: hidden`) whenever playback is paused or reset (default false). */\n hideWhenPaused?: boolean;\n /**\n * Plays in answer to the pointer instead of on its own (see {@link SvgTrigger}):\n * `\"hover\"` and `\"press\"` play to the end while hovered or held and back to\n * the start after; `\"click\"` plays the next step on each click, starting\n * over after the last. `autoplay`, `loop` and `steps` are ignored.\n */\n trigger?: SvgTrigger;\n /** The element whose pointer events trigger it (default the container). */\n triggerTarget?: HTMLElement;\n}\n\n/** What makes a triggered {@link SvgPlayer} play. */\nexport type SvgTrigger = \"hover\" | \"press\" | \"click\";\n\n/**\n * Plays an {@link SvgMotion} inside `container`: loops by default, and can be\n * paused, sought and sped up. Dispose it to stop and remove the picture.\n */\nexport class SvgPlayer {\n readonly view: SvgView;\n private readonly clock: Clock;\n private steps: readonly number[];\n private readonly loop: boolean;\n private length: number;\n private readonly motion: SvgMotion;\n private readonly trigger?: SvgTrigger;\n private readonly triggerTarget?: HTMLElement;\n /** With a hover or press trigger: 1 playing to the end, -1 back to the start. */\n private direction = 1;\n /** With a click trigger: when each click came, in ms of playback. */\n private clicks: number[] = [];\n private readonly hideWhenPaused: boolean;\n private speed: number;\n private time = 0;\n private last = 0;\n private playing = false;\n private disposed = false;\n private wasPlayingBeforeHidden = false;\n private hasEnteredViewport = false;\n private intersectionObserver?: IntersectionObserver;\n\n constructor(\n private readonly container: HTMLElement,\n motion: SvgMotion,\n options: SvgPlayerOptions = {},\n ) {\n this.clock = options.clock ?? realClock;\n this.motion = motion;\n this.trigger = options.trigger;\n this.steps = this.trigger ? [] : (options.steps ?? []);\n this.loop = this.trigger ? false : (options.loop ?? true);\n this.speed = options.speed ?? 1;\n this.hideWhenPaused = Boolean(options.hideWhenPaused);\n this.length = options.duration ?? svgDuration(motion, this.steps) + (options.hold ?? 600);\n this.view = svgView(motion, options);\n container.appendChild(this.view.element);\n this.view.draw(0, this.steps);\n\n const needsObserver =\n (options.pauseWhenHidden || options.playOnEnter) && typeof IntersectionObserver !== \"undefined\";\n\n if (needsObserver) {\n this.intersectionObserver = new IntersectionObserver(([entry]) => {\n if (!entry) return;\n if (entry.isIntersecting) {\n if (options.playOnEnter && !this.hasEnteredViewport) {\n this.hasEnteredViewport = true;\n if (options.autoplay ?? true) {\n this.play();\n }\n } else if (this.wasPlayingBeforeHidden) {\n this.wasPlayingBeforeHidden = false;\n this.play();\n }\n } else {\n if (this.playing && options.pauseWhenHidden) {\n this.wasPlayingBeforeHidden = true;\n this.pause();\n }\n }\n });\n this.intersectionObserver.observe(this.view.element);\n }\n\n if (this.trigger) {\n // A click-triggered picture runs until its latest step is over, however many clicks.\n // Hovers and presses run to the last change and back, with no rest to wait through.\n this.length = this.trigger === \"click\" ? Infinity : (options.duration ?? svgDuration(motion));\n this.triggerTarget = options.triggerTarget ?? container;\n this.listen(true);\n return;\n }\n\n // Without IntersectionObserver (a server, a test), nothing would say it entered: play at once.\n const shouldAutoplay = (options.autoplay ?? true) && !(options.playOnEnter && needsObserver);\n if (shouldAutoplay) {\n this.play();\n } else if (this.hideWhenPaused) {\n this.view.element.style.visibility = \"hidden\";\n }\n }\n\n /** The loop length in ms. */\n get duration(): number {\n return this.length;\n }\n\n /** The time shown, in ms. */\n get currentTime(): number {\n return this.time;\n }\n\n get isPlaying(): boolean {\n return this.playing;\n }\n\n play(): void {\n if (this.playing || this.disposed) return;\n this.playing = true;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"visible\";\n this.last = this.clock.now();\n void this.run();\n }\n\n pause(): void {\n this.playing = false;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n }\n\n /** Stops playback, rewinds to `0 ms`, and hides the view if `hideWhenPaused` is enabled. */\n reset(): void {\n this.playing = false;\n this.wasPlayingBeforeHidden = false;\n this.seek(0);\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n }\n\n /** Shows the picture at `ms` (wrapped into the loop when looping). */\n seek(ms: number): void {\n this.time = this.loop\n ? ((ms % this.length) + this.length) % this.length\n : Math.min(Math.max(ms, 0), this.length);\n this.view.draw(this.time, this.steps);\n }\n\n setSpeed(speed: number): void {\n this.speed = speed;\n }\n\n /**\n * Plays to the end (`true`) or back to the start (`false`) from wherever it\n * is: what a hover or press trigger does, for hosts that drive it themselves\n * (a hovered card, a focused button).\n */\n setActive(active: boolean): void {\n this.direction = active ? 1 : -1;\n this.play();\n }\n\n /**\n * Plays the picture's next step (what a click trigger does): steps 1, 2, …\n * in turn, then step 1 again, so a picture whose last step leads back to\n * how it started toggles; one with no steps plays again from the start.\n */\n advance(): void {\n const last = Math.max(0, ...(this.motion.animate ?? []).map((a) => a.step ?? 0));\n if (last === 0) {\n this.clicks = [];\n this.time = 0;\n } else {\n this.clicks.push(this.time);\n // Only the clicks of the current round count, so each round starts from how the last ended.\n this.steps = this.clicks.slice(Math.floor((this.clicks.length - 1) / last) * last);\n }\n this.view.draw(this.time, this.steps);\n this.play();\n }\n\n dispose(): void {\n this.disposed = true;\n this.playing = false;\n if (this.trigger) this.listen(false);\n this.intersectionObserver?.disconnect();\n this.view.element.remove();\n }\n\n private onEnter = () => this.setActive(true);\n private onLeave = () => this.setActive(false);\n private onClick = () => this.advance();\n\n private listen(on: boolean) {\n const target = this.triggerTarget!;\n const method = on ? \"addEventListener\" : \"removeEventListener\";\n if (this.trigger === \"hover\") {\n target[method](\"pointerenter\", this.onEnter);\n target[method](\"pointerleave\", this.onLeave);\n } else if (this.trigger === \"press\") {\n target[method](\"pointerdown\", this.onEnter);\n window[method](\"pointerup\", this.onLeave);\n window[method](\"pointercancel\", this.onLeave);\n } else target[method](\"click\", this.onClick);\n }\n\n private async run(): Promise<void> {\n while (this.playing && !this.disposed) {\n await this.clock.frame();\n if (!this.playing || this.disposed) return;\n const now = this.clock.now();\n const dt = (now - this.last) * this.speed;\n this.last = now;\n if (this.trigger === \"click\") {\n // Rest once the latest step is over, until the next click.\n const end = svgDuration(this.motion, this.steps);\n this.time = Math.min(this.time + dt, Math.max(end, this.time));\n this.view.draw(this.time, this.steps);\n if (this.time >= end) this.playing = false;\n continue;\n }\n if (this.trigger) {\n const next = Math.min(Math.max(this.time + dt * this.direction, 0), this.length);\n this.seek(next);\n if (next === 0 || next === this.length) this.playing = false;\n continue;\n }\n const next = this.time + dt;\n if (!this.loop && next >= this.length) {\n this.seek(this.length);\n this.playing = false;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n return;\n }\n this.seek(next);\n }\n }\n}\n\nexport interface AnimateCountOptions {\n /** Starting number. */\n from: number;\n /** Ending number. */\n to: number;\n /** Duration in ms (default {@link STEP_MS}). */\n ms?: number;\n /** Delay before starting in ms (default 0). */\n delay?: number;\n /** Easing curve (default `\"out\"`). */\n ease?: EaseName;\n /** Number of decimal places (default 0). */\n decimals?: number;\n /** Format template where `{n}` is replaced by the formatted number (default `\"{n}\"`). */\n format?: string;\n /** Time source (default: animation frames). */\n clock?: Clock;\n /** Called with each formatted text frame (and raw numeric value). */\n onUpdate: (text: string, value: number) => void;\n}\n\n/**\n * Counts a number from `from` to `to` over `ms` using Flair's easing curves\n * and `Clock`, calling `onUpdate` with the formatted string on each frame.\n * Returns a cancel function that stops the animation.\n */\nexport function animateCount(options: AnimateCountOptions): () => void {\n const clock = options.clock ?? realClock;\n const ms = options.ms ?? STEP_MS;\n const delay = options.delay ?? 0;\n const ease = EASES[options.ease ?? \"out\"];\n const start = clock.now();\n let stopped = false;\n\n const emit = (u: number) => {\n const v = options.from + (options.to - options.from) * ease(u);\n options.onUpdate(formatCount(v, options), v);\n };\n\n emit(ms <= 0 && delay <= 0 ? 1 : 0);\n if (ms <= 0 && delay <= 0) return () => {};\n\n void (async () => {\n while (!stopped) {\n await clock.frame();\n if (stopped) return;\n const elapsed = clock.now() - start - delay;\n if (elapsed < 0) continue;\n if (ms <= 0 || elapsed >= ms) {\n emit(1);\n return;\n }\n emit(elapsed / ms);\n }\n })();\n\n return () => {\n stopped = true;\n 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@@ -1,7 +1,7 @@
1
1
  import {
2
2
  controlValue,
3
3
  parseControls
4
- } from "./chunk-WC3VADZC.js";
4
+ } from "./chunk-VYOMXE6I.js";
5
5
 
6
6
  // src/export/recorder.ts
7
7
  import http from "http";
@@ -328,4 +328,4 @@ export {
328
328
  findChrome,
329
329
  exportMotionGraphic
330
330
  };
331
- //# sourceMappingURL=chunk-FIJOMGPG.js.map
331
+ //# sourceMappingURL=chunk-UP6QQVRS.js.map
@@ -25,6 +25,43 @@ function hexToRgb(hex) {
25
25
  const h = digits.length === 3 ? digits.split("").map((c) => c + c).join("") : digits;
26
26
  return [0, 2, 4].map((i) => parseInt(h.slice(i, i + 2), 16) / 255);
27
27
  }
28
+ function parseColor(css) {
29
+ const text = css.trim().toLowerCase();
30
+ const hex = /^#?([0-9a-f]{3,4}|[0-9a-f]{6}|[0-9a-f]{8})$/.exec(text);
31
+ if (hex) {
32
+ const d = hex[1].length <= 4 ? Array.from(hex[1], (c) => c + c).join("") : hex[1];
33
+ const rgba = (d.match(/../g) ?? []).map((h) => parseInt(h, 16) / 255);
34
+ return rgba.length === 4 && rgba[3] < 1 ? rgba : rgba.slice(0, 3);
35
+ }
36
+ const fn = /^(rgba?|hsla?)\(\s*([^)]*)\)$/.exec(text);
37
+ if (!fn) return null;
38
+ const parts = fn[2].split(/\s*[,/]\s*|\s+/).filter(Boolean);
39
+ if (parts.length < 3 || parts.length > 4) return null;
40
+ const num = (p, full) => {
41
+ const n = parseFloat(p);
42
+ if (!/^-?(\d+\.?\d*|\.\d+)(%|deg)?$/.test(p) || !Number.isFinite(n)) return NaN;
43
+ return p.endsWith("%") ? n / 100 * full : n;
44
+ };
45
+ const clamp = (n) => Math.min(1, Math.max(0, n));
46
+ let rgb;
47
+ if (fn[1].startsWith("rgb")) rgb = parts.slice(0, 3).map((p) => clamp(num(p, 255) / 255));
48
+ else {
49
+ const h = (num(parts[0], 360) % 360 + 360) % 360 / 360;
50
+ const sat = clamp(num(parts[1], 1));
51
+ const l = clamp(num(parts[2], 1));
52
+ const f = (k) => {
53
+ const t = (k + h * 12) % 12;
54
+ return l - sat * Math.min(l, 1 - l) * Math.max(-1, Math.min(t - 3, 9 - t, 1));
55
+ };
56
+ rgb = [f(0), f(8), f(4)];
57
+ }
58
+ const alpha = parts[3] === void 0 ? 1 : clamp(num(parts[3], 1));
59
+ if ([...rgb, alpha].some((n) => Number.isNaN(n))) return null;
60
+ return alpha < 1 ? [...rgb, alpha] : rgb;
61
+ }
62
+ function colourValue(control, rgb) {
63
+ return control.type === "vec4" ? [...rgb.slice(0, 3), rgb[3] ?? 1] : rgb.slice(0, 3);
64
+ }
28
65
  function rgbToHex(rgb) {
29
66
  return "#" + rgb.slice(0, 3).map(
30
67
  (c) => Math.round(Math.min(1, Math.max(0, c)) * 255).toString(16).padStart(2, "0")
@@ -91,6 +128,10 @@ function controlValue(control, values) {
91
128
  if (control.type === "sampler2D" || control.type === "text") return typeof v === "string" ? v : control.default;
92
129
  const n = COMPONENTS[control.type];
93
130
  if (n === 1) return typeof v === "number" ? v : control.default;
131
+ if (control.color && typeof v === "string") {
132
+ const rgb = parseColor(v);
133
+ return rgb ? colourValue(control, rgb) : control.default;
134
+ }
94
135
  return Array.isArray(v) && v.length === n ? v : control.default;
95
136
  }
96
137
  function checkControlValue(control, raw) {
@@ -106,9 +147,9 @@ function checkControlValue(control, raw) {
106
147
  return typeof raw === "string" ? { ok: true, value: raw } : fail(`${control.name} takes text.`);
107
148
  }
108
149
  if (control.color && typeof raw === "string") {
109
- const rgb = hexToRgb(raw);
110
- if (!rgb) return fail(`${control.name} takes a colour like "#77C16A".`);
111
- return { ok: true, value: control.type === "vec4" ? [...rgb, 1] : rgb };
150
+ const rgb = parseColor(raw);
151
+ if (!rgb) return fail(`${control.name} takes a colour like "#77C16A", "rgb(119 193 106)" or "hsl(110 40% 59%)".`);
152
+ return { ok: true, value: colourValue(control, rgb) };
112
153
  }
113
154
  if (n === 1) {
114
155
  if (typeof raw !== "number" || !Number.isFinite(raw)) {
@@ -157,6 +198,7 @@ export {
157
198
  componentCount,
158
199
  humanise,
159
200
  hexToRgb,
201
+ parseColor,
160
202
  rgbToHex,
161
203
  controlFromDeclaration,
162
204
  parseControls,
@@ -167,4 +209,4 @@ export {
167
209
  imageUrls,
168
210
  describeValue
169
211
  };
170
- //# sourceMappingURL=chunk-WC3VADZC.js.map
212
+ //# sourceMappingURL=chunk-VYOMXE6I.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/shader/controls.ts"],"sourcesContent":["/**\n * Controls declared in a shader's source. A uniform becomes a control when\n * its declaration carries an `@control` comment on the same line:\n *\n * uniform float uSpeed; // @control min=0 max=4 default=1 label=\"Speed\"\n * uniform int uSteps; // @control min=1 max=64 default=16\n * uniform bool uGrain; // @control default=true label=\"Film grain\"\n * uniform vec2 uCenter; // @control min=-1 max=1 default=0,0\n * uniform vec3 uTint; // @control color default=#77C16A label=\"Tint\"\n * uniform sampler2D uPhoto; // @control filter=linear wrap=clamp label=\"Photo\"\n *\n * The source is the single source of truth for which controls exist and\n * their defaults; values someone picks are stored next to it.\n */\n\n/** The uniform types a control can have. */\nexport type ControlType = \"float\" | \"int\" | \"bool\" | \"vec2\" | \"vec3\" | \"vec4\" | \"sampler2D\" | \"text\";\n\n/**\n * A control's value: a number (`float`, `int`), a boolean (`bool`), the\n * components of a vector, an image URL (`sampler2D`; \"\" for none), or a\n * string (`text`, vector effects only: shaders cannot take text).\n */\nexport type ControlValue = number | boolean | number[] | string;\n\n/** How an image is sampled: Shadertoy's channel settings. */\nexport interface TextureSettings {\n /** `mipmap` (the default), `linear` or `nearest` (pixelated). */\n filter: \"mipmap\" | \"linear\" | \"nearest\";\n /** Outside 0–1: `repeat` (the default), `clamp` to the edge, or `mirror`. */\n wrap: \"repeat\" | \"clamp\" | \"mirror\";\n}\n\n/** A control parsed from an annotated uniform. */\nexport interface ControlDef {\n /** The uniform's name. */\n name: string;\n type: ControlType;\n /** `label=\"…\"`, or the name made readable (\"uFlowSpeed\" → \"Flow speed\"). */\n label: string;\n /** A `vec3` or `vec4` shown as a colour picker. */\n color: boolean;\n min: number;\n /** Always greater than `min`. */\n max: number;\n step: number;\n default: ControlValue;\n /** 1-based line of the declaration. */\n line: number;\n /** Sampling settings, for `sampler2D` controls only. */\n texture?: TextureSettings;\n}\n\nconst DECLARATION =\n /^\\s*uniform\\s+(float|int|bool|vec2|vec3|vec4|sampler2D)\\s+([A-Za-z_]\\w*)\\s*;\\s*\\/\\/\\s*@control\\b(.*)$/;\nconst ATTRIBUTE = /([a-z]+)(?:=(\"[^\"]*\"|'[^']*'|\\S+))?/gi;\n\nconst COMPONENTS: Record<ControlType, number> = {\n float: 1,\n int: 1,\n bool: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n sampler2D: 1,\n text: 1,\n};\n\n/** The number of components a control type has: 1 for scalars, `bool`, `sampler2D` and `text`, else the vector size. */\nexport function componentCount(type: ControlType): number {\n return COMPONENTS[type];\n}\n\n/** \"uFlowSpeed\" → \"Flow speed\". */\nexport function humanise(name: string): string {\n const words = name\n .replace(/^u(?=[A-Z])/, \"\")\n .replace(/_/g, \" \")\n .replace(/([a-z0-9])([A-Z])/g, \"$1 $2\")\n .trim()\n .toLowerCase();\n return words.charAt(0).toUpperCase() + words.slice(1);\n}\n\n/** \"#77C16A\" (or \"#7c6\") → [0.467, 0.757, 0.416]; null when it is not a hex colour. */\nexport function hexToRgb(hex: string): number[] | null {\n const m = /^#?([0-9a-f]{6}|[0-9a-f]{3})$/i.exec(hex.trim());\n if (!m) return null;\n const digits = m[1]!;\n const h =\n digits.length === 3\n ? digits\n .split(\"\")\n .map((c) => c + c)\n .join(\"\")\n : digits;\n return [0, 2, 4].map((i) => parseInt(h.slice(i, i + 2), 16) / 255);\n}\n\n/**\n * A CSS colour as [r, g, b] (0–1), or [r, g, b, a] when it gives an alpha\n * below 1: hex (`#7c6`, `#7c6f`, `#77C16A`, `#77C16AFF`), `rgb()`/`rgba()`\n * and `hsl()`/`hsla()`, with commas or spaces, numbers or percentages.\n * Null for anything else (names like \"red\" and `currentColor` included).\n */\nexport function parseColor(css: string): number[] | null {\n const text = css.trim().toLowerCase();\n const hex = /^#?([0-9a-f]{3,4}|[0-9a-f]{6}|[0-9a-f]{8})$/.exec(text);\n if (hex) {\n const d = hex[1]!.length <= 4 ? Array.from(hex[1]!, (c) => c + c).join(\"\") : hex[1]!;\n const rgba = (d.match(/../g) ?? []).map((h) => parseInt(h, 16) / 255);\n return rgba.length === 4 && rgba[3]! < 1 ? rgba : rgba.slice(0, 3);\n }\n const fn = /^(rgba?|hsla?)\\(\\s*([^)]*)\\)$/.exec(text);\n if (!fn) return null;\n const parts = fn[2]!.split(/\\s*[,/]\\s*|\\s+/).filter(Boolean);\n if (parts.length < 3 || parts.length > 4) return null;\n // A component: a number, or a percentage of `full`.\n const num = (p: string, full: number) => {\n const n = parseFloat(p);\n if (!/^-?(\\d+\\.?\\d*|\\.\\d+)(%|deg)?$/.test(p) || !Number.isFinite(n)) return NaN;\n return p.endsWith(\"%\") ? (n / 100) * full : n;\n };\n const clamp = (n: number) => Math.min(1, Math.max(0, n));\n let rgb: number[];\n if (fn[1]!.startsWith(\"rgb\")) rgb = parts.slice(0, 3).map((p) => clamp(num(p, 255) / 255));\n else {\n const h = (((num(parts[0]!, 360) % 360) + 360) % 360) / 360;\n const sat = clamp(num(parts[1]!, 1));\n const l = clamp(num(parts[2]!, 1));\n // HSL to RGB, per CSS Color 4.\n const f = (k: number) => {\n const t = (k + h * 12) % 12;\n return l - sat * Math.min(l, 1 - l) * Math.max(-1, Math.min(t - 3, 9 - t, 1));\n };\n rgb = [f(0), f(8), f(4)];\n }\n const alpha = parts[3] === undefined ? 1 : clamp(num(parts[3], 1));\n if ([...rgb, alpha].some((n) => Number.isNaN(n))) return null;\n return alpha < 1 ? [...rgb, alpha] : rgb;\n}\n\n/** As a control value: `rgb` padded or cut to the control's components (an alpha of 1 added for a vec4). */\nfunction colourValue(control: ControlDef, rgb: number[]): number[] {\n return control.type === \"vec4\" ? [...rgb.slice(0, 3), rgb[3] ?? 1] : rgb.slice(0, 3);\n}\n\n/** [0.467, 0.757, 0.416] → \"#77c16a\". Components are clamped to 0–1; a fourth (alpha) is ignored. */\nexport function rgbToHex(rgb: number[]): string {\n return (\n \"#\" +\n rgb\n .slice(0, 3)\n .map((c) =>\n Math.round(Math.min(1, Math.max(0, c)) * 255)\n .toString(16)\n .padStart(2, \"0\"),\n )\n .join(\"\")\n );\n}\n\nfunction parseDefault(raw: string | undefined, type: ControlType, color: boolean): ControlValue {\n const n = COMPONENTS[type];\n if (type === \"bool\") return raw === \"true\" || raw === \"1\";\n if (type === \"sampler2D\" || type === \"text\") return raw ?? \"\";\n // Without a default, numbers start at 0 and colours at white.\n if (raw === undefined) return n === 1 ? 0 : Array.from({ length: n }, () => (color ? 1 : 0));\n if (color && raw.startsWith(\"#\")) {\n const rgb = hexToRgb(raw) ?? [1, 1, 1];\n return type === \"vec4\" ? [...rgb, 1] : rgb;\n }\n const parts = raw\n .split(\",\")\n .map(Number)\n .map((v) => (Number.isFinite(v) ? v : 0));\n if (n === 1) return parts[0] ?? 0;\n // A short list repeats its last component: `default=0.5` on a vec3 is (0.5, 0.5, 0.5).\n return Array.from({ length: n }, (_, i) => parts[i] ?? parts[parts.length - 1] ?? 0);\n}\n\n/**\n * A control from its declaration's attributes (the text after `@control`):\n * `min`, `max`, `step`, `default`, `label`, `color`, and for images `filter`\n * and `wrap`. Values with spaces are quoted, in double or single quotes.\n * Shared by shader sources and vector effects' `{{name: type …}}` placeholders.\n */\nexport function controlFromDeclaration(name: string, type: ControlType, attributes: string, line: number): ControlDef {\n const attrs: Record<string, string | undefined> = {};\n for (const a of attributes.matchAll(ATTRIBUTE)) {\n attrs[a[1]!.toLowerCase()] = a[2]?.replace(/^([\"'])(.*)\\1$/s, \"$2\");\n }\n const color = \"color\" in attrs && (type === \"vec3\" || type === \"vec4\");\n const num = (v: string | undefined, fallback: number) =>\n v !== undefined && Number.isFinite(Number(v)) ? Number(v) : fallback;\n const min = num(attrs.min, 0);\n const rawMax = num(attrs.max, type === \"int\" ? 10 : 1);\n const max = rawMax > min ? rawMax : min + 1;\n const control: ControlDef = {\n name,\n type,\n label: attrs.label ?? humanise(name),\n color,\n min,\n max,\n step: num(attrs.step, type === \"int\" ? 1 : (max - min) / 200),\n default: parseDefault(attrs.default, type, color),\n line,\n };\n if (type === \"sampler2D\") {\n const pick = <T extends string>(v: string | undefined, options: readonly T[]): T =>\n options.find((o) => o === v?.toLowerCase()) ?? options[0]!;\n control.texture = {\n filter: pick(attrs.filter, [\"mipmap\", \"linear\", \"nearest\"] as const),\n wrap: pick(attrs.wrap, [\"repeat\", \"clamp\", \"mirror\"] as const),\n };\n }\n return control;\n}\n\n/**\n * The controls a source declares, in source order. A uniform declared twice\n * counts once (the first wins). Unknown attributes are ignored, and missing\n * or malformed ones fall back to defaults: `min=0`, `max=1` (10 for `int`),\n * a step of 1/200 of the range (1 for `int`).\n */\nexport function parseControls(source: string): ControlDef[] {\n const controls: ControlDef[] = [];\n const seen = new Set<string>();\n source.split(\"\\n\").forEach((text, index) => {\n const m = DECLARATION.exec(text);\n if (!m || seen.has(m[2]!)) return;\n seen.add(m[2]!);\n controls.push(controlFromDeclaration(m[2]!, m[1] as ControlType, m[3]!, index + 1));\n });\n return controls;\n}\n\n/** The value a control has: the stored one when it still fits the declaration, else the default. */\nexport function controlValue(\n control: ControlDef,\n values: Record<string, ControlValue> | undefined,\n): ControlValue {\n const v = values?.[control.name];\n if (v === undefined) return control.default;\n if (control.type === \"bool\") return typeof v === \"boolean\" ? v : control.default;\n if (control.type === \"sampler2D\" || control.type === \"text\") return typeof v === \"string\" ? v : control.default;\n const n = COMPONENTS[control.type];\n if (n === 1) return typeof v === \"number\" ? v : control.default;\n if (control.color && typeof v === \"string\") {\n const rgb = parseColor(v);\n return rgb ? colourValue(control, rgb) : control.default;\n }\n return Array.isArray(v) && v.length === n ? v : control.default;\n}\n\n/** What {@link checkControlValue} decides: the value to store, or a sentence saying what the control takes. */\nexport type ControlCheck = { ok: true; value: ControlValue } | { ok: false; message: string };\n\n/**\n * Checks a value from outside (an agent's tool call, a URL, a form) against a\n * control. Colours also accept CSS colours (see {@link parseColor}); `int` values are rounded. Images\n * take a URL: `https:`, `http:`, `data:image/…`, `blob:` or a relative path\n * (\"\" for none).\n */\nexport function checkControlValue(control: ControlDef, raw: unknown): ControlCheck {\n const fail = (message: string): ControlCheck => ({ ok: false, message });\n const n = COMPONENTS[control.type];\n if (control.type === \"bool\") {\n return typeof raw === \"boolean\"\n ? { ok: true, value: raw }\n : fail(`${control.name} takes true or false.`);\n }\n if (control.type === \"sampler2D\") {\n return typeof raw === \"string\" && (raw === \"\" || isImageUrl(raw))\n ? { ok: true, value: raw }\n : fail(`${control.name} takes an image URL: https://…, data:image/… or blob:….`);\n }\n if (control.type === \"text\") {\n return typeof raw === \"string\" ? { ok: true, value: raw } : fail(`${control.name} takes text.`);\n }\n if (control.color && typeof raw === \"string\") {\n const rgb = parseColor(raw);\n if (!rgb) return fail(`${control.name} takes a colour like \"#77C16A\", \"rgb(119 193 106)\" or \"hsl(110 40% 59%)\".`);\n return { ok: true, value: colourValue(control, rgb) };\n }\n if (n === 1) {\n if (typeof raw !== \"number\" || !Number.isFinite(raw)) {\n return fail(`${control.name} takes a number.`);\n }\n return { ok: true, value: control.type === \"int\" ? Math.round(raw) : raw };\n }\n if (\n !Array.isArray(raw) ||\n raw.length !== n ||\n !raw.every((x) => typeof x === \"number\" && Number.isFinite(x))\n ) {\n return fail(\n `${control.name} takes ${n} numbers${control.color ? ' (or a colour like \"#77C16A\")' : \"\"}.`,\n );\n }\n return { ok: true, value: raw as number[] };\n}\n\n/**\n * {@link checkControlValue} for controls whose values are never strings:\n * returns the value to store, or the message. An image control's value is a\n * string too, so use `checkControlValue` where images can appear.\n */\nexport function coerceControlValue(control: ControlDef, raw: unknown): ControlValue | string {\n const check = checkControlValue(control, raw);\n return check.ok ? check.value : check.message;\n}\n\n/** Whether a string is a URL an image control can load: `http(s):`, `data:image/`, `blob:` or a relative path. */\nexport function isImageUrl(url: string): boolean {\n const scheme = /^([a-z][a-z0-9+.-]*):/i.exec(url.trim())?.[1]?.toLowerCase();\n if (scheme === undefined) return url.trim() !== \"\";\n if (scheme === \"data\") return /^data:image\\//i.test(url.trim());\n return scheme === \"http\" || scheme === \"https\" || scheme === \"blob\";\n}\n\n/** The image URLs the controls show with these values, without duplicates or empty ones. */\nexport function imageUrls(\n controls: ControlDef[],\n values: Record<string, ControlValue> | undefined,\n): string[] {\n const urls = new Set<string>();\n for (const control of controls) {\n if (control.type !== \"sampler2D\") continue;\n const url = controlValue(control, values) as string;\n if (url) urls.add(url);\n }\n return [...urls];\n}\n\n/**\n * A value as compact, JSON-friendly data: colours as hex, numbers to three\n * decimals. A long `data:` URL is shortened to its type and size, which\n * keeps it out of an agent's context but cannot be stored back.\n */\nexport function describeValue(control: ControlDef, value: ControlValue): unknown {\n if (typeof value === \"string\" && value.startsWith(\"data:\") && value.length > 100) {\n const kb = Math.round((value.length * 3) / 4 / 1024);\n return `${value.slice(0, value.indexOf(\",\") + 1)}… (about ${kb} kB)`;\n }\n if (control.color && Array.isArray(value)) return rgbToHex(value);\n if (Array.isArray(value)) return value.map((v) => Math.round(v * 1000) / 1000);\n if (typeof value === \"number\") return Math.round(value * 1000) / 1000;\n return 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package/dist/cli.js CHANGED
@@ -3,16 +3,16 @@ import {
3
3
  standaloneHtml,
4
4
  standaloneSceneHtml,
5
5
  validateScene
6
- } from "./chunk-SHHAIWUR.js";
7
- import "./chunk-YLJWC4N2.js";
8
- import "./chunk-EHDJ3CPJ.js";
9
- import {
10
- parseControls
11
- } from "./chunk-WC3VADZC.js";
6
+ } from "./chunk-LKQM3GSQ.js";
12
7
  import {
13
8
  simulateScene
14
9
  } from "./chunk-WAMA45G3.js";
10
+ import "./chunk-PMVJP5I4.js";
11
+ import "./chunk-EHDJ3CPJ.js";
15
12
  import "./chunk-WMZQCUFJ.js";
13
+ import {
14
+ parseControls
15
+ } from "./chunk-VYOMXE6I.js";
16
16
 
17
17
  // src/cli.ts
18
18
  import { Command } from "commander";
@@ -152,7 +152,7 @@ program.command("export <targetOrShader> [extraPath] [outputPath]").description(
152
152
  const duration = parseFloat(options.duration);
153
153
  console.log(`Rendering ${duration}s (${duration * fps} frames at ${width}x${height}, ${fps}fps) to ${options.out}...`);
154
154
  try {
155
- const { exportMotionGraphic } = await import("./recorder-KEX3U35D.js");
155
+ const { exportMotionGraphic } = await import("./recorder-HKFFHQES.js");
156
156
  const savedPath = await exportMotionGraphic({
157
157
  source,
158
158
  values,