@pixerate/flair 0.28.0 → 0.30.0

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Files changed (59) hide show
  1. package/CHANGELOG.md +19 -0
  2. package/README.md +54 -6
  3. package/dist/catalog/index.d.ts +11 -6
  4. package/dist/catalog/index.js +1 -1
  5. package/dist/{chunk-JL6TI6II.js → chunk-7KYQ4R76.js} +2 -2
  6. package/dist/chunk-7KYQ4R76.js.map +1 -0
  7. package/dist/{chunk-STKEKXCK.js → chunk-AUH3PEFW.js} +2 -2
  8. package/dist/{chunk-PFGGPIMT.js → chunk-DA4UUSDO.js} +58 -3
  9. package/dist/chunk-DA4UUSDO.js.map +1 -0
  10. package/dist/{chunk-RDU63CDO.js → chunk-HDYBY3PQ.js} +380 -1
  11. package/dist/chunk-HDYBY3PQ.js.map +1 -0
  12. package/dist/{chunk-GXP4YLAP.js → chunk-HSYDTVTD.js} +9 -9
  13. package/dist/chunk-HSYDTVTD.js.map +1 -0
  14. package/dist/{chunk-VLQLRKGW.js → chunk-MAYKC3RF.js} +260 -33
  15. package/dist/chunk-MAYKC3RF.js.map +1 -0
  16. package/dist/{chunk-H6VDFBIO.js → chunk-SMR2MJXB.js} +156 -5
  17. package/dist/chunk-SMR2MJXB.js.map +1 -0
  18. package/dist/{chunk-4LKAPRFM.js → chunk-UIODYJ6B.js} +2274 -176
  19. package/dist/chunk-UIODYJ6B.js.map +1 -0
  20. package/dist/{chunk-YBGRXVAE.js → chunk-X3C2VFTM.js} +3 -3
  21. package/dist/{chunk-CK6EV37I.js → chunk-ZULFHADW.js} +69 -6
  22. package/dist/chunk-ZULFHADW.js.map +1 -0
  23. package/dist/cli.js +6 -6
  24. package/dist/editor/index.d.ts +3 -3
  25. package/dist/editor/index.js +3 -3
  26. package/dist/{effect-GGP66JI6.js → effect-RGABT3BK.js} +10 -10
  27. package/dist/embed/index.d.ts +36 -8
  28. package/dist/embed/index.js +5 -5
  29. package/dist/{frames-VEcqa40g.d.ts → frames-CGJudAbu.d.ts} +11 -1
  30. package/dist/index.d.ts +69 -6
  31. package/dist/index.js +35 -7
  32. package/dist/index.js.map +1 -1
  33. package/dist/node.d.ts +4 -4
  34. package/dist/node.js +9 -9
  35. package/dist/react/index.d.ts +4 -4
  36. package/dist/react/index.js +7 -7
  37. package/dist/react/index.js.map +1 -1
  38. package/dist/{recorder-CDPPTJMG.js → recorder-TYMEZHOT.js} +3 -3
  39. package/dist/{renderer-teaa98RE.d.ts → renderer-tk1nbVkW.d.ts} +252 -2
  40. package/dist/svelte/index.d.ts +4 -4
  41. package/dist/svelte/index.js +7 -7
  42. package/dist/svelte/index.js.map +1 -1
  43. package/dist/{svg-BhRboN9q.d.ts → svg-DaKRPA9v.d.ts} +39 -7
  44. package/dist/{types-DUOMxZaq.d.ts → types-DuGVdJbt.d.ts} +2 -2
  45. package/dist/vector/index.d.ts +2 -2
  46. package/dist/vector/index.js +5 -3
  47. package/package.json +1 -1
  48. package/dist/chunk-4LKAPRFM.js.map +0 -1
  49. package/dist/chunk-CK6EV37I.js.map +0 -1
  50. package/dist/chunk-GXP4YLAP.js.map +0 -1
  51. package/dist/chunk-H6VDFBIO.js.map +0 -1
  52. package/dist/chunk-JL6TI6II.js.map +0 -1
  53. package/dist/chunk-PFGGPIMT.js.map +0 -1
  54. package/dist/chunk-RDU63CDO.js.map +0 -1
  55. package/dist/chunk-VLQLRKGW.js.map +0 -1
  56. /package/dist/{chunk-STKEKXCK.js.map → chunk-AUH3PEFW.js.map} +0 -0
  57. /package/dist/{chunk-YBGRXVAE.js.map → chunk-X3C2VFTM.js.map} +0 -0
  58. /package/dist/{effect-GGP66JI6.js.map → effect-RGABT3BK.js.map} +0 -0
  59. /package/dist/{recorder-CDPPTJMG.js.map → recorder-TYMEZHOT.js.map} +0 -0
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+ {"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 ?? STEP_MS;\n const t = ms > 0 ? clamp01((timeMs - from) / ms) : timeMs >= from ? 1 : 0;\n return EASES[options.ease ?? \"in-out\"](t);\n}\n\n/** The key an item in a list of data keeps from one state to the next. */\nexport type DataKey = (item: unknown, index: number) => string;\n\n/**\n * Keys items by their `id`, `key`, `name` or `label` (or a link's `source`\n * and `target`), else by position.\n */\nexport const defaultDataKey: DataKey = (item, index) => {\n if (item && typeof item === \"object\") {\n const o = item as Record<string, unknown>;\n if (o.source !== undefined && o.target !== undefined)\n return `${String(o.source)}→${String(o.target)}`;\n for (const k of [\"id\", \"key\", \"name\", \"label\"])\n if (typeof o[k] === \"string\" || typeof o[k] === \"number\") return String(o[k]);\n }\n return String(index);\n};\n\n/** Every number in `value` times `k`, so an item can grow from or shrink to nothing. */\nfunction scaled(value: unknown, k: number): unknown {\n if (typeof value === \"number\") return value * k;\n if (Array.isArray(value)) return value.map((v) => scaled(v, k));\n if (value && typeof value === \"object\")\n return Object.fromEntries(Object.entries(value).map(([key, v]) => [key, scaled(v, k)]));\n return value;\n}\n\n/**\n * Data between two states, `u` of the way from `a` to `b`. 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 (/<(animate|animateTransform|animateMotion|set)[\\s/>]/i.test(svg))\n issues.push(\n \"`svg` cannot animate itself (<animate>, <animateTransform>, <animateMotion>, <set>): give changes in `animate`, so every frame is a function of time\",\n );\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/** Live views made so far, for ids unique on the page (see {@link scopeIds}). */\nlet views = 0;\n\nconst URL_REF = /url\\(\\s*(['\"]?)#([^'\")\\s]+)\\1\\s*\\)/g;\n\n/**\n * Gives the ids a live picture refers to (by `url(#…)` in attributes and\n * styles, or `href=\"#…\"`: its gradients, filters, clips, masks, `<use>`d\n * shapes) `suffix`, and points the references at the new ids, so two\n * pictures on one page that both define `id=\"glow\"` each use their own.\n * Other ids stay as written. The original id is kept in `data-flair-id`;\n * returns how ids map.\n */\nfunction scopeIds(svg: Element, suffix: string): Map<string, string> {\n const all = [svg, ...svg.querySelectorAll(\"*\")];\n const referred = new Set<string>();\n for (const el of all) {\n const texts = [...el.attributes].map((a) => [a.name.toLowerCase(), a.value] as const);\n if (el.localName === \"style\") texts.push([\"\", el.textContent ?? \"\"]);\n for (const [name, value] of texts) {\n if ((name === \"href\" || name === \"xlink:href\") && value.startsWith(\"#\")) referred.add(value.slice(1));\n for (const m of value.matchAll(URL_REF)) referred.add(m[2]!);\n }\n }\n const ids = new Map<string, string>();\n for (const el of all) {\n if (!el.id || !referred.has(el.id) || ids.has(el.id)) continue;\n ids.set(el.id, `${el.id}-${suffix}`);\n el.setAttribute(\"data-flair-id\", el.id);\n el.id = `${el.id}-${suffix}`;\n }\n if (ids.size)\n for (const el of [svg, ...svg.querySelectorAll(\"*\")]) {\n for (const attr of [...el.attributes]) {\n const scoped = scopedRefs(attr.value, ids, attr.name);\n if (scoped !== attr.value) attr.value = scoped;\n }\n if (el.localName === \"style\" && el.textContent) el.textContent = scopedRefs(el.textContent, ids);\n }\n return ids;\n}\n\n/** `value` with its references to ids in `ids` pointed at their scoped ids. */\nfunction scopedRefs(value: string, ids: ReadonlyMap<string, string>, attr = \"\"): string {\n const name = attr.toLowerCase();\n if (name === \"href\" || name === \"xlink:href\") {\n const to = value.startsWith(\"#\") ? ids.get(value.slice(1)) : undefined;\n return to ? `#${to}` : value;\n }\n if (!value.includes(\"url(\")) return value;\n return value.replace(URL_REF, (whole, quote: string, id: string) => {\n const to = ids.get(id);\n return to ? `url(${quote}#${to}${quote})` : whole;\n });\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(${+zoom.toFixed(4)})`;\n for (const el of nonscaling)\n if ((el.getAttribute(\"transform\") ?? \"\") !== transform)\n if (transform) el.setAttribute(\"transform\", transform);\n else el.removeAttribute(\"transform\");\n}\n\n/** Applies a frame of the media's animations to `svg`. */\nfunction apply(\n svg: SVGSVGElement,\n whole: SvgBox,\n byId: Map<string, Element>,\n motion: SvgMotion,\n timeMs: number,\n steps: readonly number[],\n ids: ReadonlyMap<string, string> = new Map(),\n) {\n for (const [id, frame] of svgFrame(motion.animate ?? [], steps, timeMs)) {\n if (id === SVG_PICTURE && frame.view) {\n const a = viewBox(frame.view.from, whole, byId);\n const b = viewBox(frame.view.to, whole, byId);\n const u = frame.view.u;\n svg.setAttribute(\"viewBox\", a.map((n, i) => +(n + (b[i]! - n) * u).toFixed(2)).join(\" \"));\n continue;\n }\n const el = byId.get(id);\n if (!el) continue;\n for (const [name, value] of Object.entries(frame.attrs)) el.setAttribute(name, scopedRefs(value, ids, name));\n if (frame.draw !== undefined) {\n // A path length of 1 lets the dash be a fraction, with nothing measured.\n el.setAttribute(\"pathLength\", \"1\");\n el.setAttribute(\"stroke-dasharray\", \"1 1\");\n el.setAttribute(\"stroke-dashoffset\", String(1 - frame.draw));\n }\n if (frame.text !== undefined) el.textContent = frame.text;\n if (frame.solo !== undefined) {\n const children = Array.from(el.children);\n children.forEach((child, idx) => {\n if (child instanceof SVGElement || child instanceof HTMLElement) {\n if (idx === frame.solo) {\n child.removeAttribute(\"display\");\n } else {\n child.setAttribute(\"display\", \"none\");\n }\n }\n });\n }\n if (frame.along) {\n const path = byId.get(frame.along.path) as SVGGeometryElement | undefined;\n try {\n const length = path?.getTotalLength?.();\n if (path && length !== undefined) {\n const p = path.getPointAtLength(frame.along.at * length);\n el.setAttribute(\"transform\", `translate(${+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 /**\n * Called with the id of the innermost element with an id that is clicked:\n * its id in the motion's markup (in the page, ids carry a suffix that keeps\n * them unique, so several pictures can use the same ones).\n */\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.getAttribute(\"data-flair-id\") ?? 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 let ids: ReadonlyMap<string, string> = new Map();\n const suffix = `f${++views}`;\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 ids = scopeIds(svg, suffix);\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]\") ?? [])\n byId.set(el.getAttribute(\"data-flair-id\") ?? 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, ids);\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 or the page instead of on its own (see\n * {@link SvgTrigger}): `\"hover\"` and `\"press\"` play to the end while\n * hovered or held and back to the start after; `\"click\"` plays the next\n * step on each click, starting over after the last; `\"scroll\"` follows\n * the trigger target's progress through the viewport (see `scrollRange`),\n * scrubbing back and forth as the page scrolls. `autoplay`, `loop` and\n * `steps` are ignored.\n */\n trigger?: SvgTrigger;\n /** The element whose pointer events trigger it, or whose scrolling a scroll trigger follows (default the container). */\n triggerTarget?: HTMLElement;\n /**\n * For a scroll trigger: the stretch of the target's progress through the\n * viewport (0 as its top comes in at the bottom, 1 as its bottom leaves at\n * the top) over which the picture plays from start to end (default\n * `[0.1, 0.6]`: from just after it comes into view to a little past the\n * middle).\n */\n scrollRange?: readonly [number, number];\n}\n\n/** What makes a triggered {@link SvgPlayer} play. */\nexport type SvgTrigger = \"hover\" | \"press\" | \"click\" | \"scroll\";\n\n/** The stretch of the viewport a scroll-triggered picture plays over (see `SvgPlayerOptions.scrollRange`). */\nexport const SCROLL_RANGE: readonly [number, number] = [0.1, 0.6];\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 private readonly scrollRange: readonly [number, number];\n /** A scroll trigger's pending update (one per frame). */\n private scrollFrame = 0;\n private followingScroll = false;\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.scrollRange = options.scrollRange ?? SCROLL_RANGE;\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 === \"scroll\") {\n this.length = options.duration ?? svgDuration(motion);\n this.triggerTarget = options.triggerTarget ?? container;\n this.followingScroll = true;\n this.listen(true);\n this.followScroll();\n return;\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 /**\n * Shows the picture at `progress` of the way through it, 0–1: how hosts\n * scrub it themselves (a slider, a scroll position of their own). A scroll\n * trigger stops following the page once a host calls this.\n */\n setProgress(progress: number): void {\n if (this.followingScroll) {\n this.followingScroll = false;\n this.listen(false);\n }\n this.playing = false;\n this.seek(Math.min(1, Math.max(0, progress)) * (Number.isFinite(this.length) ? this.length : svgDuration(this.motion, this.steps)));\n }\n\n /**\n * A scroll trigger's playback position, 0–1, for the trigger target's\n * `progress` through the viewport (see {@link SvgPlayerOptions.scrollRange}).\n */\n scrollPosition(progress: number): number {\n const [from, to] = this.scrollRange;\n return to > from ? Math.min(1, Math.max(0, (progress - from) / (to - from))) : progress >= to ? 1 : 0;\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 ?? 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@@ -314,6 +314,346 @@ function applyTextureSettings(gl, settings) {
314
314
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);
315
315
  }
316
316
 
317
+ // src/shader/audio.ts
318
+ var SPECTRUM_BINS = 64;
319
+ var AUDIO_BANDS = { bass: [20, 250], mid: [250, 2e3], treble: [2e3, 16e3] };
320
+ var clamp01 = (x) => x <= 0 ? 0 : x >= 1 ? 1 : x;
321
+ var AudioAnalysis = class {
322
+ sampleRate;
323
+ fftSize;
324
+ minDb;
325
+ maxDb;
326
+ attack;
327
+ release;
328
+ beatThreshold;
329
+ beatGap;
330
+ /** Each spectrum bin's range of FFT bins, [from, to), fractional. */
331
+ ranges;
332
+ bands;
333
+ raw = new Float32Array(SPECTRUM_BINS);
334
+ smoothed = new Float32Array(SPECTRUM_BINS);
335
+ values = [0, 0, 0, 0];
336
+ last;
337
+ bassAverage = 0;
338
+ armed = true;
339
+ lastBeat;
340
+ normalised = new Float32Array(0);
341
+ constructor(options = {}) {
342
+ this.sampleRate = options.sampleRate ?? 48e3;
343
+ this.fftSize = options.fftSize ?? 2048;
344
+ this.minDb = options.minDecibels ?? -100;
345
+ this.maxDb = options.maxDecibels ?? -30;
346
+ this.attack = options.attack ?? 0.03;
347
+ this.release = options.release ?? 0.25;
348
+ this.beatThreshold = options.beatThreshold ?? 0.12;
349
+ this.beatGap = options.beatGap ?? 0.22;
350
+ const binHz = this.sampleRate / this.fftSize;
351
+ const minHz = options.minHz ?? 30;
352
+ const maxHz = Math.min(options.maxHz ?? 16e3, this.sampleRate / 2);
353
+ this.ranges = Array.from({ length: SPECTRUM_BINS }, (_, i) => {
354
+ const f0 = minHz * (maxHz / minHz) ** (i / SPECTRUM_BINS);
355
+ const f1 = minHz * (maxHz / minHz) ** ((i + 1) / SPECTRUM_BINS);
356
+ return [f0 / binHz, f1 / binHz];
357
+ });
358
+ this.bands = [AUDIO_BANDS.bass, AUDIO_BANDS.mid, AUDIO_BANDS.treble].map(([a, b]) => [a / binHz, Math.min(b, this.sampleRate / 2) / binHz]);
359
+ }
360
+ /** Forgets everything heard: the next update starts afresh. */
361
+ reset() {
362
+ this.smoothed.fill(0);
363
+ this.values = [0, 0, 0, 0];
364
+ this.last = void 0;
365
+ this.bassAverage = 0;
366
+ this.armed = true;
367
+ this.lastBeat = void 0;
368
+ }
369
+ /**
370
+ * Takes one reading at `time` seconds: `frequency` is `fftSize / 2`
371
+ * values, bytes 0–255 (`getByteFrequencyData`) or decibels
372
+ * (`getFloatFrequencyData`). `waveform` (time-domain samples, -1–1, or
373
+ * bytes centred on 128) gives the level its RMS; without it the level
374
+ * comes from the spectrum.
375
+ */
376
+ update(frequency, time, waveform) {
377
+ const n = frequency.length;
378
+ if (this.normalised.length !== n) this.normalised = new Float32Array(n);
379
+ const v = this.normalised;
380
+ if (frequency instanceof Uint8Array) for (let i = 0; i < n; i++) v[i] = frequency[i] / 255;
381
+ else {
382
+ const range = this.maxDb - this.minDb;
383
+ for (let i = 0; i < n; i++) {
384
+ const db = frequency[i];
385
+ v[i] = Number.isFinite(db) ? clamp01((db - this.minDb) / range) : 0;
386
+ }
387
+ }
388
+ for (let b = 0; b < SPECTRUM_BINS; b++) {
389
+ const [k0, k1] = this.ranges[b];
390
+ const from = Math.ceil(k0);
391
+ const to = Math.min(n - 1, Math.floor(k1));
392
+ let value = 0;
393
+ if (to >= from) for (let k = from; k <= to; k++) value = Math.max(value, v[k]);
394
+ else {
395
+ const k = Math.min(n - 1.001, (k0 + k1) / 2);
396
+ const i = Math.floor(k);
397
+ value = v[i] + (v[Math.min(n - 1, i + 1)] - v[i]) * (k - i);
398
+ }
399
+ this.raw[b] = value;
400
+ }
401
+ const band = ([k0, k1]) => {
402
+ const from = Math.max(0, Math.ceil(k0));
403
+ const to = Math.min(n - 1, Math.floor(k1));
404
+ let sum = 0;
405
+ for (let k = from; k <= to; k++) sum += v[k];
406
+ return to >= from ? sum / (to - from + 1) : 0;
407
+ };
408
+ const bass = band(this.bands[0]);
409
+ const mid = band(this.bands[1]);
410
+ const treble = band(this.bands[2]);
411
+ let level;
412
+ if (waveform && waveform.length) {
413
+ let sum = 0;
414
+ const bytes = waveform instanceof Uint8Array;
415
+ for (let i = 0; i < waveform.length; i++) {
416
+ const s = bytes ? (waveform[i] - 128) / 128 : waveform[i];
417
+ sum += s * s;
418
+ }
419
+ level = rmsLevel(Math.sqrt(sum / waveform.length));
420
+ } else {
421
+ let sum = 0;
422
+ for (let b = 0; b < SPECTRUM_BINS; b++) sum += this.raw[b] * this.raw[b];
423
+ level = Math.sqrt(sum / SPECTRUM_BINS);
424
+ }
425
+ const dt = this.last === void 0 ? Infinity : Math.max(0, time - this.last);
426
+ const rise = 1 - Math.exp(-dt / this.attack);
427
+ const fall = 1 - Math.exp(-dt / this.release);
428
+ const ease = (from, to) => from + (to - from) * (to > from ? rise : fall);
429
+ for (let b = 0; b < SPECTRUM_BINS; b++) this.smoothed[b] = ease(this.smoothed[b], this.raw[b]);
430
+ const [l, bs, m, t] = this.values;
431
+ this.values = [ease(l, level), ease(bs, bass), ease(m, mid), ease(t, treble)];
432
+ const onset = bass - this.bassAverage;
433
+ const threshold = this.beatThreshold + 0.15 * this.bassAverage;
434
+ if (this.last !== void 0 && this.armed && onset > threshold && bass > 0.2 && (this.lastBeat === void 0 || time - this.lastBeat >= this.beatGap)) {
435
+ this.lastBeat = time;
436
+ this.armed = false;
437
+ } else if (onset < threshold * 0.5) this.armed = true;
438
+ this.bassAverage = this.last === void 0 ? bass : this.bassAverage + (bass - this.bassAverage) * (1 - Math.exp(-dt / 0.6));
439
+ this.last = time;
440
+ }
441
+ /** The uniforms after the latest update, with `iBeat` measured to `time` (default the latest update's). */
442
+ frame(time = this.last ?? 0) {
443
+ return {
444
+ audio: [...this.values],
445
+ spectrum: Float32Array.from(this.smoothed),
446
+ beat: this.lastBeat === void 0 ? -1 : Math.max(0, time - this.lastBeat)
447
+ };
448
+ }
449
+ };
450
+ function rmsLevel(rms) {
451
+ return rms > 0 ? clamp01(1 + 20 * Math.log10(rms) / 60) : 0;
452
+ }
453
+ var fftTables = /* @__PURE__ */ new Map();
454
+ function fft(re, im) {
455
+ const n = re.length;
456
+ if (n !== im.length || n < 2 || (n & n - 1) !== 0) throw new RangeError(`An FFT needs two arrays of one power-of-two length (got ${re.length} and ${im.length}).`);
457
+ let table = fftTables.get(n);
458
+ if (!table) {
459
+ const bits = Math.log2(n);
460
+ const reverse2 = new Uint32Array(n);
461
+ for (let i = 0; i < n; i++) {
462
+ let r = 0;
463
+ for (let b = 0; b < bits; b++) r = r << 1 | i >>> b & 1;
464
+ reverse2[i] = r;
465
+ }
466
+ const cos2 = new Float64Array(n / 2);
467
+ const sin2 = new Float64Array(n / 2);
468
+ for (let i = 0; i < n / 2; i++) {
469
+ cos2[i] = Math.cos(2 * Math.PI * i / n);
470
+ sin2[i] = -Math.sin(2 * Math.PI * i / n);
471
+ }
472
+ fftTables.set(n, table = { reverse: reverse2, cos: cos2, sin: sin2 });
473
+ }
474
+ const { reverse, cos, sin } = table;
475
+ for (let i = 0; i < n; i++) {
476
+ const j = reverse[i];
477
+ if (j > i) {
478
+ let t = re[i];
479
+ re[i] = re[j];
480
+ re[j] = t;
481
+ t = im[i];
482
+ im[i] = im[j];
483
+ im[j] = t;
484
+ }
485
+ }
486
+ for (let size = 2; size <= n; size *= 2) {
487
+ const half = size / 2;
488
+ const step = n / size;
489
+ for (let start = 0; start < n; start += size) {
490
+ for (let k = 0; k < half; k++) {
491
+ const wr = cos[k * step];
492
+ const wi = sin[k * step];
493
+ const a = start + k;
494
+ const b = a + half;
495
+ const xr = re[b] * wr - im[b] * wi;
496
+ const xi = re[b] * wi + im[b] * wr;
497
+ re[b] = re[a] - xr;
498
+ im[b] = im[a] - xi;
499
+ re[a] = re[a] + xr;
500
+ im[a] = im[a] + xi;
501
+ }
502
+ }
503
+ }
504
+ }
505
+ var windows = /* @__PURE__ */ new Map();
506
+ function blackman(n) {
507
+ let w = windows.get(n);
508
+ if (!w) {
509
+ w = new Float32Array(n);
510
+ for (let i = 0; i < n; i++) w[i] = 0.42 - 0.5 * Math.cos(2 * Math.PI * i / n) + 0.08 * Math.cos(4 * Math.PI * i / n);
511
+ windows.set(n, w);
512
+ }
513
+ return w;
514
+ }
515
+ function frequencyData(samples, end, fftSize, out, waveform) {
516
+ const re = new Float64Array(fftSize);
517
+ const im = new Float64Array(fftSize);
518
+ const w = blackman(fftSize);
519
+ const start = end - fftSize;
520
+ for (let i = 0; i < fftSize; i++) {
521
+ const at = start + i;
522
+ const s = at >= 0 && at < samples.length ? samples[at] : 0;
523
+ if (waveform) waveform[i] = s;
524
+ re[i] = s * w[i];
525
+ }
526
+ fft(re, im);
527
+ for (let k = 0; k < fftSize / 2; k++) {
528
+ const mag = Math.hypot(re[k], im[k]) / fftSize;
529
+ out[k] = mag > 0 ? 20 * Math.log10(mag) : -Infinity;
530
+ }
531
+ }
532
+ function analyseAudioBuffer(buffer, options = {}) {
533
+ const fftSize = options.fftSize ?? 2048;
534
+ const rate = options.rate ?? 120;
535
+ const { sampleRate, length } = buffer;
536
+ const mono = new Float32Array(length);
537
+ for (let c = 0; c < buffer.numberOfChannels; c++) {
538
+ const data = buffer.getChannelData(c);
539
+ for (let i = 0; i < length; i++) mono[i] += data[i] / buffer.numberOfChannels;
540
+ }
541
+ const analysis = new AudioAnalysis({ ...options, sampleRate, fftSize });
542
+ const freq = new Float32Array(fftSize / 2);
543
+ const wave = new Float32Array(fftSize);
544
+ const stride = 4 + SPECTRUM_BINS + 1;
545
+ let readings = new Float32Array(stride * 256);
546
+ let count = 0;
547
+ const step = () => {
548
+ const time = count / rate;
549
+ frequencyData(mono, Math.round(time * sampleRate), fftSize, freq, wave);
550
+ analysis.update(freq, time, wave);
551
+ const f = analysis.frame(time);
552
+ if ((count + 1) * stride > readings.length) {
553
+ const grown = new Float32Array(readings.length * 2);
554
+ grown.set(readings);
555
+ readings = grown;
556
+ }
557
+ const at = count * stride;
558
+ readings.set(f.audio, at);
559
+ readings.set(f.spectrum, at + 4);
560
+ readings[at + stride - 1] = f.beat < 0 ? NaN : time - f.beat;
561
+ count++;
562
+ };
563
+ return {
564
+ duration: length / sampleRate,
565
+ at(time) {
566
+ const index = Math.max(0, Math.floor(time * rate + 1e-6));
567
+ while (count <= index) step();
568
+ const at = index * stride;
569
+ const lastBeat = readings[at + stride - 1];
570
+ return {
571
+ audio: [readings[at], readings[at + 1], readings[at + 2], readings[at + 3]],
572
+ spectrum: readings.slice(at + 4, at + 4 + SPECTRUM_BINS),
573
+ beat: Number.isNaN(lastBeat) || time < 0 ? -1 : Math.max(0, time - lastBeat)
574
+ };
575
+ }
576
+ };
577
+ }
578
+ var shared;
579
+ function sharedAudioContext() {
580
+ if (!shared || shared.state === "closed") {
581
+ const Context = globalThis.AudioContext ?? globalThis.webkitAudioContext;
582
+ if (!Context) throw new Error("This browser has no Web Audio (AudioContext), so effects cannot hear audio.");
583
+ shared = new Context();
584
+ const ctx = shared;
585
+ const resume = () => {
586
+ if (ctx.state === "running") return;
587
+ void ctx.resume().catch(() => void 0);
588
+ };
589
+ if (typeof window !== "undefined") {
590
+ for (const type of ["pointerdown", "keydown", "touchend"]) window.addEventListener(type, resume, { capture: true, passive: true });
591
+ ctx.addEventListener?.("statechange", () => {
592
+ if (ctx.state !== "running") return;
593
+ for (const type of ["pointerdown", "keydown", "touchend"]) window.removeEventListener(type, resume, { capture: true });
594
+ });
595
+ }
596
+ }
597
+ return shared;
598
+ }
599
+ var elementSources = /* @__PURE__ */ new WeakMap();
600
+ var LiveAudio = class {
601
+ context;
602
+ analyser;
603
+ analysis;
604
+ input;
605
+ ownsInput;
606
+ freq;
607
+ wave;
608
+ constructor(source, options = {}) {
609
+ const isNode = typeof AudioNode !== "undefined" && source instanceof AudioNode;
610
+ const context = isNode ? source.context : sharedAudioContext();
611
+ this.context = context;
612
+ if (isNode) {
613
+ this.input = source;
614
+ this.ownsInput = false;
615
+ } else if (typeof MediaStream !== "undefined" && source instanceof MediaStream) {
616
+ this.input = context.createMediaStreamSource(source);
617
+ this.ownsInput = true;
618
+ } else {
619
+ const element = source;
620
+ let node = elementSources.get(element);
621
+ if (!node) {
622
+ node = context.createMediaElementSource(element);
623
+ node.connect(context.destination);
624
+ elementSources.set(element, node);
625
+ }
626
+ this.input = node;
627
+ this.ownsInput = false;
628
+ }
629
+ this.analyser = context.createAnalyser();
630
+ this.analyser.fftSize = options.fftSize ?? 2048;
631
+ this.analyser.smoothingTimeConstant = 0;
632
+ this.analyser.minDecibels = options.minDecibels ?? -100;
633
+ this.analyser.maxDecibels = options.maxDecibels ?? -30;
634
+ this.input.connect(this.analyser);
635
+ this.analysis = new AudioAnalysis({ ...options, sampleRate: context.sampleRate, fftSize: this.analyser.fftSize });
636
+ this.freq = new Float32Array(this.analyser.frequencyBinCount);
637
+ this.wave = new Float32Array(this.analyser.fftSize);
638
+ if ("resume" in context && context.state === "suspended") void context.resume().catch(() => void 0);
639
+ }
640
+ /** Reads the analyser now and returns the uniforms, `time` in seconds (a steady clock, such as `performance.now() / 1000`). */
641
+ read(time) {
642
+ this.analyser.getFloatFrequencyData(this.freq);
643
+ this.analyser.getFloatTimeDomainData(this.wave);
644
+ this.analysis.update(this.freq, time, this.wave);
645
+ return this.analysis.frame(time);
646
+ }
647
+ /** Stops listening. A media element goes on playing to the speakers. */
648
+ dispose() {
649
+ try {
650
+ this.input.disconnect(this.analyser);
651
+ } catch {
652
+ }
653
+ if (this.ownsInput) this.input.disconnect();
654
+ }
655
+ };
656
+
317
657
  // src/shader/pointer.ts
318
658
  var MAX_CLICKS = 8;
319
659
  var MAX_TRAIL = 32;
@@ -443,6 +783,27 @@ var BUILTIN_UNIFORMS = [
443
783
  type: "vec4",
444
784
  size: MAX_TRAIL,
445
785
  doc: "where the pointer has just been over the canvas, newest first (about 30 points a second, so a second of path): xy = where (pixels), z = when (iTime seconds), w = 1 for a point, 0 for an empty slot"
786
+ },
787
+ {
788
+ name: "iAudio",
789
+ type: "vec4",
790
+ doc: "the sound (see setAudioSource): x = level (loudness 0\u20131), y = bass, z = mid, w = treble (0\u20131, smoothed); all zero with no audio"
791
+ },
792
+ {
793
+ name: "iSpectrum",
794
+ type: "vec4",
795
+ size: SPECTRUM_BINS / 4,
796
+ doc: "64 log-spaced frequency bins (about 30 Hz to 16 kHz), 0\u20131, four to a vec4, low to high: bin i is iSpectrum[i / 4][i % 4]"
797
+ },
798
+ {
799
+ name: "iBeat",
800
+ type: "float",
801
+ doc: "seconds since the last beat (an onset on the bass), -1 before the first; 0 like every audio uniform when there is no audio at all"
802
+ },
803
+ {
804
+ name: "iScroll",
805
+ type: "vec4",
806
+ doc: "scrolling: x = the canvas's progress through the viewport (0 as its top enters at the bottom, 1 as its bottom leaves at the top), y = page scroll (0\u20131), z = velocity (viewport heights per second, + down, smoothed), w = 1 while scrolling, easing to 0; all zero where nothing scrolls"
446
807
  }
447
808
  ];
448
809
  var PRELUDE = `#version 300 es
@@ -456,6 +817,10 @@ uniform vec4 iMouse;
456
817
  uniform vec4 iPointer;
457
818
  uniform vec4 iClicks[${MAX_CLICKS}];
458
819
  uniform vec4 iTrail[${MAX_TRAIL}];
820
+ uniform vec4 iAudio;
821
+ uniform vec4 iSpectrum[${SPECTRUM_BINS / 4}];
822
+ uniform float iBeat;
823
+ uniform vec4 iScroll;
459
824
  out vec4 flair_FragColor;
460
825
  `;
461
826
  var EPILOGUE = `
@@ -578,6 +943,7 @@ function compileShader(gl, source, controls) {
578
943
  }
579
944
  var NO_CLICKS = new Float32Array(MAX_CLICKS * 4);
580
945
  var NO_TRAIL = new Float32Array(MAX_TRAIL * 4);
946
+ var NO_SPECTRUM = new Float32Array(SPECTRUM_BINS);
581
947
  function drawFrame(gl, shader, controls, values, state, textures) {
582
948
  gl.viewport(0, 0, state.width, state.height);
583
949
  gl.useProgram(shader.program);
@@ -590,6 +956,10 @@ function drawFrame(gl, shader, controls, values, state, textures) {
590
956
  if (b.iPointer) gl.uniform4f(b.iPointer, ...state.pointer ?? [0, 0, 0, 0]);
591
957
  if (b.iClicks) gl.uniform4fv(b.iClicks, state.clicks ?? NO_CLICKS);
592
958
  if (b.iTrail) gl.uniform4fv(b.iTrail, state.trail ?? NO_TRAIL);
959
+ if (b.iAudio) gl.uniform4f(b.iAudio, ...state.audio ?? [0, 0, 0, 0]);
960
+ if (b.iSpectrum) gl.uniform4fv(b.iSpectrum, state.spectrum ?? NO_SPECTRUM);
961
+ if (b.iBeat) gl.uniform1f(b.iBeat, state.beat ?? 0);
962
+ if (b.iScroll) gl.uniform4f(b.iScroll, ...state.scroll ?? [0, 0, 0, 0]);
593
963
  let unit = 0;
594
964
  for (const control of controls) {
595
965
  const loc = shader.uniforms.get(control.name);
@@ -650,6 +1020,15 @@ export {
650
1020
  seekVideo,
651
1021
  TextureCache,
652
1022
  applyTextureSettings,
1023
+ SPECTRUM_BINS,
1024
+ AUDIO_BANDS,
1025
+ AudioAnalysis,
1026
+ rmsLevel,
1027
+ fft,
1028
+ frequencyData,
1029
+ analyseAudioBuffer,
1030
+ sharedAudioContext,
1031
+ LiveAudio,
653
1032
  MAX_CLICKS,
654
1033
  MAX_TRAIL,
655
1034
  TRAIL_SECONDS,
@@ -668,4 +1047,4 @@ export {
668
1047
  drawFrame,
669
1048
  createContext
670
1049
  };
671
- //# sourceMappingURL=chunk-RDU63CDO.js.map
1050
+ //# sourceMappingURL=chunk-HDYBY3PQ.js.map