@pixerate/flair 0.35.2 → 0.37.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (43) hide show
  1. package/CHANGELOG.md +12 -0
  2. package/README.md +4 -3
  3. package/dist/catalog/index.d.ts +3 -3
  4. package/dist/catalog/index.js +2 -2
  5. package/dist/{chunk-VKIDRHBG.js → chunk-6B62CBTP.js} +49 -4
  6. package/dist/chunk-6B62CBTP.js.map +1 -0
  7. package/dist/{chunk-O5QKC2L7.js → chunk-D4GVMDHE.js} +6 -6
  8. package/dist/{chunk-MOLJPWME.js → chunk-G5M777AN.js} +3 -3
  9. package/dist/{chunk-N5HXMQOK.js → chunk-OIRDNPMD.js} +22 -7
  10. package/dist/chunk-OIRDNPMD.js.map +1 -0
  11. package/dist/{chunk-JETRHCP3.js → chunk-XAQ5FWKS.js} +4 -4
  12. package/dist/chunk-XAQ5FWKS.js.map +1 -0
  13. package/dist/{chunk-2O3RMSOE.js → chunk-XFTSWPSX.js} +3 -3
  14. package/dist/{chunk-IHUNCBMF.js → chunk-Z3LKEODP.js} +2 -2
  15. package/dist/cli.js +2 -2
  16. package/dist/editor/index.d.ts +40 -4
  17. package/dist/editor/index.js +58 -3
  18. package/dist/editor/index.js.map +1 -1
  19. package/dist/{effect-HL4XF4FD.js → effect-RXOSCAK2.js} +8 -8
  20. package/dist/embed/index.d.ts +2 -2
  21. package/dist/embed/index.js +4 -4
  22. package/dist/index.d.ts +2 -2
  23. package/dist/index.js +12 -4
  24. package/dist/index.js.map +1 -1
  25. package/dist/node.d.ts +2 -2
  26. package/dist/node.js +7 -7
  27. package/dist/react/index.d.ts +2 -2
  28. package/dist/react/index.js +5 -5
  29. package/dist/svelte/index.d.ts +2 -2
  30. package/dist/svelte/index.js +5 -5
  31. package/dist/{svg-DaKRPA9v.d.ts → svg-cunB0HBn.d.ts} +23 -6
  32. package/dist/{types-B4Wjzde0.d.ts → types-CVgiEJyP.d.ts} +1 -1
  33. package/dist/vector/index.d.ts +2 -2
  34. package/dist/vector/index.js +12 -4
  35. package/package.json +3 -3
  36. package/dist/chunk-JETRHCP3.js.map +0 -1
  37. package/dist/chunk-N5HXMQOK.js.map +0 -1
  38. package/dist/chunk-VKIDRHBG.js.map +0 -1
  39. /package/dist/{chunk-O5QKC2L7.js.map → chunk-D4GVMDHE.js.map} +0 -0
  40. /package/dist/{chunk-MOLJPWME.js.map → chunk-G5M777AN.js.map} +0 -0
  41. /package/dist/{chunk-2O3RMSOE.js.map → chunk-XFTSWPSX.js.map} +0 -0
  42. /package/dist/{chunk-IHUNCBMF.js.map → chunk-Z3LKEODP.js.map} +0 -0
  43. /package/dist/{effect-HL4XF4FD.js.map → effect-RXOSCAK2.js.map} +0 -0
@@ -1,7 +1,7 @@
1
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  import { ActionReturn } from 'svelte/action';
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  import { C as ControlValue } from '../controls-Ec6P0Vpy.js';
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- import { a as SvgTrigger, C as Clock, b as SvgPlayer, S as SvgMotion } from '../svg-DaKRPA9v.js';
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- import { E as EffectDefinition, V as VectorEffect } from '../types-B4Wjzde0.js';
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+ import { a as SvgTrigger, C as Clock, b as SvgPlayer, S as SvgMotion } from '../svg-cunB0HBn.js';
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+ import { E as EffectDefinition, V as VectorEffect } from '../types-CVgiEJyP.js';
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  import { EffectSubject } from '../embed/index.js';
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  import '../renderer-tk1nbVkW.js';
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  import '../frames-CGJudAbu.js';
@@ -2,24 +2,24 @@ import {
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  svgFrameMarkup,
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  svgInlineLayout,
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  svgViewBox
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- } from "../chunk-MOLJPWME.js";
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+ } from "../chunk-G5M777AN.js";
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  import {
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  mountEffect
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- } from "../chunk-2O3RMSOE.js";
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+ } from "../chunk-XFTSWPSX.js";
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  import "../chunk-SMR2MJXB.js";
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  import "../chunk-HDYBY3PQ.js";
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  import {
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  effectDefaults,
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  getEffect,
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  renderVectorEffect
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- } from "../chunk-IHUNCBMF.js";
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+ } from "../chunk-Z3LKEODP.js";
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  import "../chunk-EHDJ3CPJ.js";
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  import "../chunk-VYOMXE6I.js";
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  import {
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  SvgPlayer
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- } from "../chunk-JETRHCP3.js";
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+ } from "../chunk-XAQ5FWKS.js";
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  import "../chunk-WMZQCUFJ.js";
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- import "../chunk-VKIDRHBG.js";
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+ import "../chunk-6B62CBTP.js";
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  // src/svelte/index.ts
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  var CAP_HEIGHT = "0.72em";
@@ -57,6 +57,22 @@ declare const EASES: {
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  readonly out: (t: number) => number;
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  };
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  type EaseName = keyof typeof EASES;
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+ /**
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+ * A CSS `cubic-bezier(x1, y1, x2, y2)` curve: the two control points of a
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+ * curve from (0, 0) to (1, 1). `x1` and `x2` are 0–1; `y1` and `y2` may go
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+ * past 0–1 to overshoot (a back ease).
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+ */
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+ type CubicBezier = readonly [number, number, number, number];
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+ /** An easing: one of {@link EASES} by name, or any {@link CubicBezier} curve. */
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+ type SvgEase = EaseName | CubicBezier;
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+ /** Whether `value` is a {@link CubicBezier}: four finite numbers with `x1` and `x2` in 0–1. */
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+ declare function isCubicBezier(value: unknown): value is CubicBezier;
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+ /** Whether `value` is an easing Flair plays: a name in {@link EASES} or a {@link CubicBezier}. */
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+ declare const isSvgEase: (value: unknown) => value is SvgEase;
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+ /** The curve as a function of time (0–1), solved for x by Newton's method with a bisection fallback. */
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+ declare function cubicBezierEase([x1, y1, x2, y2]: CubicBezier): (t: number) => number;
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+ /** An easing as a function of time (0–1); `fallback` when it is not given. */
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+ declare function easeFunction(ease: SvgEase | undefined, fallback?: EaseName): (t: number) => number;
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  /** How long a change takes by default, in ms. */
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  declare const STEP_MS = 800;
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  /**
@@ -71,7 +87,7 @@ declare function stepStart(steps: readonly number[], step: number): number | und
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  declare function stepProgress(steps: readonly number[], timeMs: number, step: number, options?: {
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  delay?: number;
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  ms?: number;
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- ease?: EaseName;
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+ ease?: SvgEase;
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  }): number;
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  /** The key an item in a list of data keeps from one state to the next. */
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  type DataKey = (item: unknown, index: number) => string;
@@ -95,7 +111,7 @@ declare function lerpData<D>(a: D, b: D, u: number, keyOf?: DataKey): D;
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  */
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  declare function stepData<D>(states: readonly D[], steps: readonly number[], timeMs: number, options?: {
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  ms?: number;
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- ease?: EaseName;
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+ ease?: SvgEase;
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  keyOf?: DataKey;
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  }): D;
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  /**
@@ -120,7 +136,8 @@ interface SvgAnimation {
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  delay?: number;
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  /** How long it takes, in ms (default {@link STEP_MS}). */
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  ms?: number;
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- ease?: EaseName;
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+ /** A name in {@link EASES} (default `"in-out"`) or a `[x1, y1, x2, y2]` cubic-bezier curve. */
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+ ease?: SvgEase;
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  /**
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  * Attributes from one value to another: numbers, colours (`#rrggbb`), or
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  * strings whose numbers change while the rest stays the same (a path's
@@ -400,8 +417,8 @@ interface AnimateCountOptions {
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  ms?: number;
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  /** Delay before starting in ms (default 0). */
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  delay?: number;
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- /** Easing curve (default `"out"`). */
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- ease?: EaseName;
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+ /** Easing curve (default `"out"`), by name or as a `[x1, y1, x2, y2]` cubic-bezier. */
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+ ease?: SvgEase;
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  /** Number of decimal places (default 0). */
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  decimals?: number;
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  /** Format template where `{n}` is replaced by the formatted number (default `"{n}"`). */
@@ -418,4 +435,4 @@ interface AnimateCountOptions {
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  */
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  declare function animateCount(options: AnimateCountOptions): () => void;
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- export { type AnimateCountOptions as A, svgFrame as B, type Clock as C, type DataKey as D, EASES as E, svgMotionIssues as F, svgOpeningTag as G, svgView as H, writtenText as I, ManualClock as M, type SvgMotion as S, type SvgTrigger as a, SvgPlayer as b, type EaseName as c, SCRAMBLE_MS as d, SCROLL_RANGE as e, STEP_MS as f, SVG_PICTURE as g, type SvgAnimation as h, type SvgBox as i, type SvgElementFrame as j, type SvgPlayerOptions as k, type SvgView as l, type SvgViewOptions as m, animateCount as n, defaultDataKey as o, formatCount as p, jitter as q, lerpAttr as r, lerpData as s, pageHidden as t, parseSvg as u, realClock as v, stepData as w, stepProgress as x, stepStart as y, svgDuration as z };
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+ export { type AnimateCountOptions as A, parseSvg as B, type Clock as C, type DataKey as D, EASES as E, realClock as F, stepData as G, stepProgress as H, stepStart as I, svgDuration as J, svgFrame as K, svgMotionIssues as L, ManualClock as M, svgOpeningTag as N, svgView as O, writtenText as P, type SvgMotion as S, type SvgTrigger as a, SvgPlayer as b, type CubicBezier as c, type EaseName as d, SCRAMBLE_MS as e, SCROLL_RANGE as f, STEP_MS as g, SVG_PICTURE as h, type SvgAnimation as i, type SvgBox as j, type SvgEase as k, type SvgElementFrame as l, type SvgPlayerOptions as m, type SvgView as n, type SvgViewOptions as o, animateCount as p, cubicBezierEase as q, defaultDataKey as r, easeFunction as s, formatCount as t, isCubicBezier as u, isSvgEase as v, jitter as w, lerpAttr as x, lerpData as y, pageHidden as z };
@@ -1,5 +1,5 @@
1
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  import { C as ControlValue, a as ControlDef } from './controls-Ec6P0Vpy.js';
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- import { S as SvgMotion, a as SvgTrigger } from './svg-DaKRPA9v.js';
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+ import { S as SvgMotion, a as SvgTrigger } from './svg-cunB0HBn.js';
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  /** What an effect is for, used to group the catalog. */
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  type EffectCategory = "gradient" | "organic" | "pattern" | "light" | "lighting" | "space" | "retro" | "image" | "overlay" | "text" | "morph" | "interaction" | "pyrotechnics" | "timewarp" | "melt" | "electric" | "splatter" | "bubble" | "sticker" | "trail" | "particles" | "debris" | "impact" | "comic" | "atmosphere" | "glow" | "shadow" | "distortion" | "audio" | "scroll" | "broadcast" | "annotation" | "ui" | "3d" | "weather" | "water" | "transition" | "loader" | "data" | "icon";
@@ -1,5 +1,5 @@
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- import { i as SvgBox, S as SvgMotion } from '../svg-DaKRPA9v.js';
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- export { A as AnimateCountOptions, D as DataKey, E as EASES, c as EaseName, d as SCRAMBLE_MS, e as SCROLL_RANGE, f as STEP_MS, g as SVG_PICTURE, h as SvgAnimation, j as SvgElementFrame, b as SvgPlayer, k as SvgPlayerOptions, a as SvgTrigger, l as SvgView, m as SvgViewOptions, n as animateCount, o as defaultDataKey, p as formatCount, r as lerpAttr, s as lerpData, u as parseSvg, w as stepData, x as stepProgress, y as stepStart, z as svgDuration, B as svgFrame, F as svgMotionIssues, G as svgOpeningTag, H as svgView, I as writtenText } from '../svg-DaKRPA9v.js';
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+ import { j as SvgBox, S as SvgMotion } from '../svg-cunB0HBn.js';
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+ export { A as AnimateCountOptions, c as CubicBezier, D as DataKey, E as EASES, d as EaseName, e as SCRAMBLE_MS, f as SCROLL_RANGE, g as STEP_MS, h as SVG_PICTURE, i as SvgAnimation, k as SvgEase, l as SvgElementFrame, b as SvgPlayer, m as SvgPlayerOptions, a as SvgTrigger, n as SvgView, o as SvgViewOptions, p as animateCount, q as cubicBezierEase, r as defaultDataKey, s as easeFunction, t as formatCount, u as isCubicBezier, v as isSvgEase, x as lerpAttr, y as lerpData, B as parseSvg, G as stepData, H as stepProgress, I as stepStart, J as svgDuration, K as svgFrame, L as svgMotionIssues, N as svgOpeningTag, O as svgView, P as writtenText } from '../svg-cunB0HBn.js';
3
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  /**
5
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  * Shape morphing: any SVG paths turned into paths with the same structure, so
@@ -7,13 +7,13 @@ import {
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  } from "../chunk-H6L67KHI.js";
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  import {
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  svgAnimatedMarkup
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- } from "../chunk-N5HXMQOK.js";
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+ } from "../chunk-OIRDNPMD.js";
11
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  import {
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  parseViewBox,
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  svgFrameMarkup,
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  svgInlineLayout,
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  svgViewBox
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- } from "../chunk-MOLJPWME.js";
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+ } from "../chunk-G5M777AN.js";
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  import {
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  SCROLL_RANGE,
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  SvgPlayer,
@@ -21,15 +21,19 @@ import {
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  parseSvg,
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  svgDuration,
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  svgView
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- } from "../chunk-JETRHCP3.js";
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+ } from "../chunk-XAQ5FWKS.js";
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  import "../chunk-WMZQCUFJ.js";
26
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  import {
27
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  EASES,
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  SCRAMBLE_MS,
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  STEP_MS,
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  SVG_PICTURE,
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+ cubicBezierEase,
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  defaultDataKey,
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+ easeFunction,
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  formatCount,
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+ isCubicBezier,
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+ isSvgEase,
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  lerpAttr,
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  lerpData,
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  morphPaths,
@@ -41,7 +45,7 @@ import {
41
45
  svgMotionIssues,
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  svgOpeningTag,
43
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  writtenText
44
- } from "../chunk-VKIDRHBG.js";
48
+ } from "../chunk-6B62CBTP.js";
45
49
  export {
46
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  EASES,
47
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  SCRAMBLE_MS,
@@ -51,9 +55,13 @@ export {
51
55
  SvgPlayer,
52
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  animateCount,
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  computeBoxFit,
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+ cubicBezierEase,
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  defaultDataKey,
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+ easeFunction,
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  formatCount,
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  formatUnit,
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+ isCubicBezier,
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+ isSvgEase,
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  layoutStack,
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  lerpAttr,
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  lerpData,
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
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  "name": "@pixerate/flair",
3
- "version": "0.35.2",
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+ "version": "0.37.0",
4
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  "description": "Web visual effects and motion graphics: WebGL2 shader effects, animated vector effects, a catalog of ready-made effects, and a UI-agnostic, agent-ready effect editor.",
5
5
  "author": "Pixerate",
6
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  "license": "MIT",
@@ -78,7 +78,7 @@
78
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  "gifenc": "^1.0.3"
79
79
  },
80
80
  "peerDependencies": {
81
- "@pixerate/editor": ">=0.29.0 <1",
81
+ "@pixerate/editor": ">=0.55.0 <1",
82
82
  "react": ">=18",
83
83
  "svelte": ">=5"
84
84
  },
@@ -95,7 +95,7 @@
95
95
  },
96
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  "devDependencies": {
97
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  "@changesets/cli": "^2.27.12",
98
- "@pixerate/editor": "^0.29.0",
98
+ "@pixerate/editor": "^0.55.0",
99
99
  "@types/node": "^24.19.2",
100
100
  "@types/react": "^19.3.0",
101
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  "@types/react-dom": "^19.3.0",
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/vector/svg.ts"],"sourcesContent":["/**\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 ?? []).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.trigger !== \"scroll\" || this.followingScroll)) this.listen(false);\n if (this.scrollFrame && typeof cancelAnimationFrame !== \"undefined\") cancelAnimationFrame(this.scrollFrame);\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 /** Seeks to where the trigger target is in the viewport. */\n private followScroll = () => {\n this.scrollFrame = 0;\n if (!this.followingScroll || this.disposed) return;\n const rect = this.triggerTarget!.getBoundingClientRect();\n const viewport = window.innerHeight || document.documentElement.clientHeight || 1;\n const travel = viewport + rect.height;\n const progress = travel > 0 ? 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@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/vector/animated.ts"],"sourcesContent":["/**\n * An {@link SvgMotion} as one self-contained animated `.svg` file, with no\n * DOM and no script: its changes written as SMIL (`<animate>`,\n * `<animateTransform>`, `<animateMotion>`), so it plays on its own wherever\n * an SVG image does (an `<img src>`, a file opened directly, inline markup).\n */\n\nimport { pathPointAt } from \"./morph.js\";\nimport {\n STEP_MS,\n SVG_PICTURE,\n stepStart,\n svgFrame,\n type EaseName,\n type SvgAnimation,\n type SvgBox,\n type SvgElementFrame,\n type SvgMotion,\n} from \"./motion.js\";\nimport { getAttr, serialize, setAttr, svgFrameTree, type SvgNode } from \"./static.js\";\nimport { svgDuration } from \"./svg.js\";\n\nexport interface AnimatedSvgOptions {\n /** Loop length in ms (default: `svgDuration(motion, steps)` + `hold`). */\n duration?: number;\n /** Ms to rest on the last frame before looping (default 600, like `SvgPlayer`). */\n hold?: number;\n /** Loop forever (default true); false plays once and holds the last frame. */\n loop?: boolean;\n /** Step start times in ms, for pictures that change on steps (like `SvgPlayer`'s `steps`). */\n steps?: readonly number[];\n /**\n * Samples per second for what cannot be written exactly (counts, written\n * text, a change cut short by the next, a `matrix` transform); default 30.\n */\n fps?: number;\n /**\n * Added to the ids the picture refers to (its gradients, filters, clips,\n * paths followed), so two files inlined in one page each use their own.\n * Default: a hash of the motion, so the same motion gives the same file;\n * `\"\"` keeps ids as written.\n */\n idSuffix?: string;\n}\n\n/** How a value gets to a keyframe from the one before: the shapes `EASES` are made of. */\ntype Shape = \"linear\" | \"in\" | \"out\";\n\n/** A channel's value at a time, reached from the keyframe before along `shape`. */\ninterface Key {\n t: number;\n v: string;\n shape: Shape;\n}\n\n/** One change to a channel, when it starts. */\ninterface Change {\n anim: SvgAnimation;\n start: number;\n}\n\n/**\n * Cubic Bézier timing for each shape. `out` (1 − (1 − t)³) is exactly the\n * curve (0, 1, 1, 1), and `in-out` is `in` (t³, the curve (0, 0, 0, 1)) to\n * its middle then `out`, so eases are written exactly, not sampled.\n */\nconst SPLINES: Record<Shape, string> = { linear: \"0 0 1 1\", in: \"0.3333 0 0.6667 0\", out: \"0.3333 1 0.6667 1\" };\n\n/** When an ease is halfway (where a value that cannot blend switches), as a share of its time. */\nconst HALFWAY: Record<EaseName, number> = { linear: 0.5, \"in-out\": 0.5, out: 1 - 0.5 ** (1 / 3) };\n\nconst NUMBER = /-?(?:\\d+\\.?\\d*|\\.\\d+)(?:e[-+]?\\d+)?/gi;\nconst HEX = /^#([0-9a-f]{3}|[0-9a-f]{6})$/i;\nconst TRANSFORMS = new Set([\"transform\", \"gradienttransform\", \"patterntransform\"]);\nconst URL_REF = /url\\(\\s*(['\"]?)#([^'\")\\s]+)\\1\\s*\\)/g;\n\n/** Whether `lerpAttr` blends two values (else it switches halfway), so SMIL can interpolate them. */\nfunction blends(a: string | number, b: string | number): boolean {\n if (typeof a === \"number\" && typeof b === \"number\") return true;\n const [sa, sb] = [String(a), String(b)];\n if (HEX.test(sa) && HEX.test(sb)) return true;\n const na = sa.match(NUMBER) ?? [];\n return na.length > 0 && na.length === (sb.match(NUMBER) ?? []).length && sa.replace(NUMBER, \"#\") === sb.replace(NUMBER, \"#\");\n}\n\nconst num = (n: number) => String(+n.toFixed(3));\n\n/** A short, stable hash of a string, for default id suffixes. */\nfunction hash(s: string): string {\n let h = 0x811c9dc5;\n for (let i = 0; i < s.length; i++) h = Math.imul(h ^ s.charCodeAt(i), 0x01000193);\n return (h >>> 0).toString(36);\n}\n\n/** An element: `<tag attrs/>`. */\nconst node = (tag: string, attrs: Record<string, string | undefined>, children: SvgNode[\"children\"] = []): SvgNode => ({\n tag,\n attrs: Object.entries(attrs).filter((e): e is [string, string] => e[1] !== undefined),\n children,\n});\n\n/**\n * The transform functions in a `transform` value, with their arguments:\n * `translate(10 20) rotate(45)` → [[\"translate\", [10, 20]], [\"rotate\", [45]]].\n */\nfunction transformList(value: string): [string, number[]][] {\n return [...value.matchAll(/([a-z]+)\\s*\\(([^)]*)\\)/gi)].map((m) => [m[1]!, (m[2]!.match(NUMBER) ?? []).map(Number)]);\n}\n\n/** A transform list as one matrix [a b c d e f]. */\nfunction transformMatrix(value: string): number[] {\n let m = [1, 0, 0, 1, 0, 0];\n const times = (n: number[]) => {\n const [a, b, c, d, e, f] = m as [number, number, number, number, number, number];\n m = [a * n[0]! + c * n[1]!, b * n[0]! + d * n[1]!, a * n[2]! + c * n[3]!, b * n[2]! + d * n[3]!, a * n[4]! + c * n[5]! + e, b * n[4]! + d * n[5]! + f];\n };\n const rad = Math.PI / 180;\n for (const [name, [p = 0, q, r = 0, s = 0, t = 0, u = 0]] of transformList(value)) {\n if (name === \"translate\") times([1, 0, 0, 1, p, q ?? 0]);\n else if (name === \"scale\") times([p, 0, 0, q ?? p, 0, 0]);\n else if (name === \"rotate\") {\n const [cos, sin] = [Math.cos(p * rad), Math.sin(p * rad)];\n const [cx, cy] = [q ?? 0, r];\n times([1, 0, 0, 1, cx, cy]);\n times([cos, sin, -sin, cos, 0, 0]);\n times([1, 0, 0, 1, -cx, -cy]);\n } else if (name === \"skewX\") times([1, 0, Math.tan(p * rad), 1, 0, 0]);\n else if (name === \"skewY\") times([1, Math.tan(p * rad), 0, 1, 0, 0]);\n else if (name === \"matrix\") times([p, q ?? 0, r, s, t, u]);\n }\n return m;\n}\n\n/** A matrix as translate · rotate · skewX · scale (degrees), the order SMIL can add them in. */\nfunction decompose([a, b, c, d, e, f]: number[]): [number, number, number, number, number, number] {\n const sx = Math.hypot(a!, b!);\n const angle = sx ? Math.atan2(b!, a!) : 0;\n const [cos, sin] = [Math.cos(angle), Math.sin(angle)];\n const sy = -sin * c! + cos * d!;\n const skew = sy ? Math.atan((cos * c! + sin * d!) / sy) : 0;\n return [e!, f!, (angle * 180) / Math.PI, (skew * 180) / Math.PI, sx, sy];\n}\n\n/** A shape's outline as a path `d`, for following it with `along`. */\nfunction outline(el: SvgNode): string | undefined {\n const at = (name: string) => Number(getAttr(el, name) ?? 0);\n switch (el.tag.toLowerCase()) {\n case \"path\":\n return getAttr(el, \"d\");\n case \"line\":\n return `M${at(\"x1\")} ${at(\"y1\")}L${at(\"x2\")} ${at(\"y2\")}`;\n case \"polyline\":\n case \"polygon\":\n return `M${getAttr(el, \"points\") ?? \"\"}${el.tag.toLowerCase() === \"polygon\" ? \"Z\" : \"\"}`;\n default:\n return undefined;\n }\n}\n\n/**\n * The timing attributes that play `keys` over the loop: `keyTimes` and,\n * where a key eases in, `keySplines`. Keys at the same time are a jump.\n */\nfunction timing(keys: readonly Key[], loop: number, repeat: boolean, discrete = false): Record<string, string | undefined> {\n const spline = !discrete && keys.some((k, i) => i > 0 && k.shape !== \"linear\");\n return {\n ...clock(loop, repeat),\n keyTimes: keys.map((k) => String(+(k.t / loop).toFixed(5))).join(\";\"),\n calcMode: discrete ? \"discrete\" : spline ? \"spline\" : \"linear\",\n keySplines: spline ? keys.slice(1).map((k) => SPLINES[k.shape]).join(\";\") : undefined,\n };\n}\n\n/** How long an animation runs, and whether it repeats or holds its end. */\nconst clock = (loop: number, repeat: boolean) => ({\n dur: `${+(loop / 1000).toFixed(4)}s`,\n repeatCount: repeat ? \"indefinite\" : undefined,\n fill: repeat ? undefined : \"freeze\",\n});\n\n/** Keys with their repeats dropped: a key between two of the same value, or a copy of the one before. */\nfunction collapse(keys: Key[]): Key[] {\n const out: Key[] = [];\n keys.forEach((k, i) => {\n const prev = out[out.length - 1];\n if (prev && prev.v === k.v && (prev.t === k.t || (keys[i + 1]?.v === k.v && i < keys.length - 1))) return;\n out.push(k);\n });\n return out;\n}\n\n/** Keys reduced to where the value changes, for a discrete animation (the last at a time wins). */\nfunction runs(keys: readonly Key[]): Key[] {\n const out: Key[] = [];\n for (const k of keys) {\n const prev = out[out.length - 1];\n if (prev?.t === k.t) out.pop();\n if (out[out.length - 1]?.v !== k.v) out.push(k);\n }\n return out;\n}\n\n/**\n * The {@link SvgMotion} as one animated SVG file that plays and loops on its\n * own, as `SvgPlayer` plays it, with no script: save it as `.svg`, put it in\n * an `<img src>`, or inline it. Each element starts as the motion's first\n * frame, so it still shows that where SMIL does not run.\n *\n * Attribute changes become one `<animate>` per attribute (`<animateTransform>`\n * per function of a `transform`), with the eases written exactly as splines;\n * `draw` animates `stroke-dashoffset`; `along` becomes `<animateMotion>` on\n * the path; `view` animates the root `viewBox` (keeping `data-fixed` and\n * `data-nonscaling` elements as the player does); `solo` toggles `display`.\n * Counts and written text are sampled at `fps`, each text shown in its own\n * `<tspan>` in turn.\n *\n * Limits: a `view` that frames an element by id stays where it is (it needs\n * layout, as in `svgFrameMarkup`); `style` and other attributes SMIL cannot\n * interpolate change in steps; ids are suffixed only where the picture\n * refers to them (CSS `#id` selectors in a `<style>` are left as written).\n * Undefined when `motion.svg` is not an `<svg>`.\n */\nexport function svgAnimatedMarkup(motion: SvgMotion, options: AnimatedSvgOptions = {}): string | undefined {\n const steps = options.steps ?? [];\n const repeat = options.loop ?? true;\n const fps = options.fps ?? 30;\n const loop = Math.max(1, options.duration ?? svgDuration(motion, steps) + (options.hold ?? 600));\n const animations = motion.animate ?? [];\n const tree = svgFrameTree(motion, steps, 0);\n if (!tree) return undefined;\n const { svg, byId, whole } = tree;\n\n // Each property's changes in the order they start, as `svgFrame` keeps them.\n const tracks = new Map<string, Change[]>();\n animations.forEach((anim) => {\n const s = stepStart(steps, anim.step ?? 0);\n const start = s === undefined ? Infinity : s + (anim.delay ?? 0);\n const add = (prop: string) => {\n const key = `${prop === \"view\" ? SVG_PICTURE : anim.id}\\u0000${prop}`;\n tracks.set(key, [...(tracks.get(key) ?? []), { anim, start }]);\n };\n for (const name of Object.keys(anim.attrs ?? {})) add(`@${name}`);\n if (anim.draw) add(\"draw\");\n if (anim.count || anim.write !== undefined) add(\"text\");\n if (anim.solo !== undefined) add(\"solo\");\n if (anim.view !== undefined) add(\"view\");\n if (anim.along) add(\"along\");\n });\n for (const list of tracks.values()) list.sort((x, y) => x.start - y.start);\n\n const frames = new Map<number, Map<string, SvgElementFrame>>();\n const frameAt = (t: number) => {\n let f = frames.get(t);\n if (!f) frames.set(t, (f = svgFrame(animations, steps, t)));\n return f;\n };\n const boxOf = (v: SvgBox | string | null) => (v === null ? whole : typeof v === \"string\" ? undefined : v);\n /** A channel's value in a frame, as written into the file. */\n const read = (frame: Map<string, SvgElementFrame>, id: string, prop: string): string | undefined => {\n const f = frame.get(id);\n if (!f) return undefined;\n if (prop.startsWith(\"@\")) return f.attrs[prop.slice(1)];\n if (prop === \"draw\") return f.draw === undefined ? undefined : num(1 - f.draw);\n if (prop === \"along\") return f.along && num(f.along.at);\n if (prop === \"solo\") return f.solo === undefined ? undefined : String(f.solo);\n if (prop === \"text\") return f.text;\n if (!f.view) return undefined;\n const [a, b] = [boxOf(f.view.from), boxOf(f.view.to)];\n const box = a && b ? a.map((n, i) => n + (b[i]! - n) * f.view!.u) : (b ?? a ?? whole);\n return box?.map(num).join(\" \");\n };\n\n /**\n * A channel's keyframes over the loop: before its first change its start,\n * then each change from its start to its end (or the next change), eased\n * exactly or (with `sampled`, or when cut short) sampled at `fps`.\n */\n const keyframes = (id: string, prop: string, list: readonly Change[], sampled = false): Key[] => {\n const shown = list.filter((c, i) => c.start < loop && !(list[i + 1] && list[i + 1]!.start <= c.start));\n // A change alone (with the one before it, where a view starts) gives its own value at any time.\n const value = (k: number, t: number) =>\n read(svgFrame(shown.slice(Math.max(0, k - 1), k + 1).map((c) => c.anim), steps, t), id, prop) ?? \"\";\n const keys: Key[] = [];\n const push = (t: number, v: string, shape: Shape = \"linear\") => keys.push({ t, v, shape });\n if (!shown.length) return [];\n push(0, read(frameAt(0), id, prop) ?? value(0, 0));\n shown.forEach((c, k) => {\n const next = Math.min(shown[k + 1]?.start ?? loop, loop);\n const ms = c.anim.ms ?? STEP_MS;\n const end = Math.min(c.start + ms, next);\n // Held until it starts, where it may jump.\n push(c.start, keys[keys.length - 1]!.v);\n push(c.start, value(k, c.start));\n if (!(ms > 0)) return;\n const ease = c.anim.ease ?? \"in-out\";\n const pair = prop.startsWith(\"@\") ? c.anim.attrs![prop.slice(1)]! : undefined;\n if (pair && !blends(pair[0], pair[1])) {\n const at = c.start + ms * HALFWAY[ease];\n if (at < next) {\n push(at, value(k, c.start));\n push(at, value(k, end));\n }\n } else if (!sampled && end === c.start + ms && ease !== \"linear\") {\n if (ease === \"in-out\") push(c.start + ms / 2, value(k, c.start + ms / 2), \"in\");\n push(end, value(k, end), \"out\");\n } else if (!sampled && ease === \"linear\") push(end, value(k, end));\n else {\n for (let t = c.start + 1000 / fps; t < end; t += 1000 / fps) push(t, value(k, t));\n push(end, value(k, end));\n }\n });\n if (keys[keys.length - 1]!.t < loop) push(loop, keys[keys.length - 1]!.v);\n return collapse(keys);\n };\n\n /** Times to sample text at: every 1/fps, and wherever a change starts or ends. */\n const sampleTimes = (list: readonly Change[]) => {\n const times = new Set<number>();\n for (let t = 0; t < loop; t += 1000 / fps) times.add(+t.toFixed(3));\n for (const c of list)\n for (const t of [c.start, c.start + (c.anim.ms ?? STEP_MS)]) if (t < loop) times.add(t);\n return [...times].sort((a, b) => a - b);\n };\n\n // What to add to each element, appended once all are worked out (so a solo's children stay as written).\n const added = new Map<SvgNode, SvgNode[]>();\n const add = (el: SvgNode, ...anims: SvgNode[]) => added.set(el, [...(added.get(el) ?? []), ...anims]);\n const animate = (name: string, keys: readonly Key[], values = keys.map((k) => k.v), discrete = false) =>\n node(\"animate\", { attributeName: name, values: values.join(\";\"), ...timing(keys, loop, repeat, discrete) });\n const followers = new Set(animations.filter((a) => a.along).map((a) => a.id));\n let viewKeys: Key[] | undefined;\n\n for (const [key, list] of tracks) {\n const [id, prop] = key.split(\"\\u0000\") as [string, string];\n const el = id === SVG_PICTURE ? svg : byId.get(id);\n if (!el) continue;\n const name = prop.slice(1);\n if (prop === \"text\") {\n // One <tspan> per text it shows, each shown in its turn.\n const own = list.map((c) => c.anim);\n const text = (t: number) => read(svgFrame(own, steps, t), id, prop) ?? \"\";\n const shown: Key[] = [];\n let last = -1;\n for (const t of sampleTimes(list)) {\n const v = text(t);\n if (shown.length && v !== shown[shown.length - 1]!.v) {\n let [lo, hi] = [last, t];\n while (hi - lo > 0.5) {\n const mid = (lo + hi) / 2;\n if (text(mid) === shown[shown.length - 1]!.v) lo = mid;\n else hi = mid;\n }\n // One change between them is placed exactly; several (a fast count) change at the middle.\n shown.push({ t: text(hi) === v ? hi : (last + t) / 2, v, shape: \"linear\" });\n }\n if (v !== shown[shown.length - 1]?.v) shown.push({ t, v, shape: \"linear\" });\n last = t;\n }\n const texts = [...new Set(shown.map((k) => k.v))];\n el.children = texts.map((value, i) => {\n const keys = runs(shown.map((k) => ({ ...k, v: k.v === value ? \"inline\" : \"none\" })));\n const span = node(\"tspan\", { display: i === 0 ? undefined : \"none\" }, [value]);\n if (keys.length > 1) span.children.push(animate(\"display\", keys, undefined, true));\n return span;\n });\n continue;\n }\n if (prop.startsWith(\"@\") && TRANSFORMS.has(name.toLowerCase())) {\n if (followers.has(id) && name === \"transform\") continue;\n let keys = keyframes(id, prop, list);\n if (keys.length < 2) continue;\n const lists = keys.map((k) => transformList(k.v));\n const shape = (l: [string, number[]][]) => l.map(([f, args]) => `${f}${args.length}`).join(\" \");\n if (lists.every((l) => shape(l) === shape(lists[0]!)) && !/matrix|skewY/.test(shape(lists[0]!))) {\n // The same functions throughout: each animated on its own, added up in order.\n lists[0]!.forEach(([type], j) =>\n add(el, node(\"animateTransform\", {\n attributeName: name,\n type,\n additive: j ? \"sum\" : undefined,\n values: lists.map((l) => l[j]![1].map(num).join(\" \")).join(\";\"),\n ...timing(keys, loop, repeat),\n })),\n );\n } else {\n // Anything else as translate · rotate · skewX · scale, sampled, with the angle kept continuous.\n keys = keyframes(id, prop, list, true);\n const parts = keys.map((k) => decompose(transformMatrix(k.v)));\n parts.forEach((p, i) => {\n const before = parts[i - 1];\n if (before) p[2] += 360 * Math.round((before[2] - p[2]) / 360);\n });\n const types: [string, (p: number[]) => number[]][] = [\n [\"translate\", (p) => [p[0]!, p[1]!]],\n [\"rotate\", (p) => [p[2]!]],\n [\"skewX\", (p) => [p[3]!]],\n [\"scale\", (p) => [p[4]!, p[5]!]],\n ];\n types.forEach(([type, pick], j) =>\n add(el, node(\"animateTransform\", {\n attributeName: name,\n type,\n additive: j ? \"sum\" : undefined,\n values: parts.map((p) => pick(p).map(num).join(\" \")).join(\";\"),\n ...timing(keys, loop, repeat),\n })),\n );\n }\n continue;\n }\n if (prop === \"along\") {\n const paths = new Set(list.map((c) => c.anim.along!));\n const pathEl = byId.get([...paths][0]!);\n const d = pathEl && outline(pathEl);\n if (!d) continue;\n const point = (at: string) => pathPointAt(d, Number(at));\n const first = point(read(frameAt(0), id, prop) ?? \"0\");\n if (first) setAttr(el, \"transform\", `translate(${num(first[0])} ${num(first[1])})`);\n if (paths.size === 1 && pathEl.tag.toLowerCase() === \"path\") {\n // The browser follows the path itself: the markup's place (for no SMIL) set aside while it does.\n const keys = keyframes(id, prop, list);\n add(\n el,\n node(\"animateTransform\", { attributeName: \"transform\", type: \"translate\", values: \"0 0\", ...clock(loop, repeat) }),\n node(\"animateMotion\", { keyPoints: keys.map((k) => k.v).join(\";\"), ...timing(keys, loop, repeat) }, [\n node(\"mpath\", { href: `#${[...paths][0]}` }),\n ]),\n );\n } else {\n // Along several paths, or a shape SMIL cannot follow: its points, sampled.\n const keys = sampleTimes(list).map((t): Key => {\n const f = frameAt(t).get(id)?.along;\n const p = f && byId.get(f.path) && pathPointAt(outline(byId.get(f.path)!) ?? \"\", f.at);\n return { t, v: p ? `${num(p[0])} ${num(p[1])}` : \"0 0\", shape: \"linear\" };\n });\n keys.push({ t: loop, v: keys[keys.length - 1]!.v, shape: \"linear\" });\n const ks = collapse(keys);\n add(el, node(\"animateTransform\", { attributeName: \"transform\", type: \"translate\", values: ks.map((k) => k.v).join(\";\"), ...timing(ks, loop, repeat) }));\n }\n continue;\n }\n const keys = keyframes(id, prop, list);\n if (keys.length < 2) continue;\n if (prop === \"solo\") {\n const shown = runs(keys);\n let i = 0;\n for (const child of el.children) {\n if (typeof child === \"string\") continue;\n const index = String(i++);\n const toggles = runs(shown.map((k) => ({ ...k, v: k.v === index ? \"inline\" : \"none\" })));\n if (toggles.length > 1) add(child, animate(\"display\", toggles, undefined, true));\n }\n } else if (prop === \"view\") {\n viewKeys = keys;\n add(svg, animate(\"viewBox\", keys));\n } else add(el, animate(prop === \"draw\" ? \"stroke-dashoffset\" : name, keys));\n }\n\n if (viewKeys && whole) {\n // As the view zooms, `data-nonscaling` elements keep their size and `data-fixed` ones their place.\n const boxes = viewKeys.map((k) => k.v.split(\" \").map(Number));\n const all: SvgNode[] = [];\n const walk = (n: SvgNode) => {\n all.push(n);\n for (const c of n.children) if (typeof c !== \"string\") walk(c);\n };\n walk(svg);\n const zooms = boxes.map((b) => num(b[2]! / whole[2]));\n for (const el of all.filter((n) => getAttr(n, \"data-nonscaling\") !== undefined)) {\n setAttr(el, \"transform\", zooms[0] === \"1\" ? undefined : `scale(${zooms[0]})`);\n add(el, node(\"animateTransform\", { attributeName: \"transform\", type: \"scale\", values: zooms.join(\";\"), ...timing(viewKeys, loop, repeat) }));\n }\n const fixed = all.filter((n) => getAttr(n, \"data-fixed\") !== undefined);\n const top = fixed.filter((n) => !fixed.some((f) => f !== n && contains(f, n)));\n if (top.length) {\n for (const el of top) for (const n of all) n.children = n.children.filter((c) => c !== el);\n // A layer that maps the whole picture onto the view as it moves (as a nested <svg> with the\n // whole viewBox would, but with transforms, which images animate where they do not re-lay out one).\n const fit = boxes.map(([x, y, w, h]) => {\n const k = Math.min(w! / whole[2], h! / whole[3]);\n return { at: `${num(x! + (w! - whole[2] * k) / 2 - whole[0] * k)} ${num(y! + (h! - whole[3] * k) / 2 - whole[1] * k)}`, k: num(k) };\n });\n const layer = node(\"g\", { transform: `translate(${fit[0]!.at}) scale(${fit[0]!.k})` }, top);\n add(\n layer,\n node(\"animateTransform\", { attributeName: \"transform\", type: \"translate\", values: fit.map((f) => f.at).join(\";\"), ...timing(viewKeys, loop, repeat) }),\n node(\"animateTransform\", { attributeName: \"transform\", type: \"scale\", additive: \"sum\", values: fit.map((f) => f.k).join(\";\"), ...timing(viewKeys, loop, repeat) }),\n );\n svg.children.push(layer);\n }\n }\n\n for (const [el, anims] of added) el.children.push(...anims);\n scopeIds(svg, options.idSuffix ?? hash(motion.svg + JSON.stringify(animations)));\n setAttr(svg, \"width\", \"100%\");\n setAttr(svg, \"height\", \"100%\");\n setAttr(svg, \"xmlns\", \"http://www.w3.org/2000/svg\");\n const markup = serialize(svg);\n // Read as XML (an image, a file), `xlink:` attributes need their namespace declared.\n return /\\sxlink:/.test(markup) && 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@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/vector/morph.ts","../src/vector/motion.ts"],"sourcesContent":["/**\n * Shape morphing: any SVG paths turned into paths with the same structure, so\n * an `attrs` change on `d` (see `SvgAnimation`) blends one into the other\n * point by point. Pure functions of their arguments, with no DOM.\n */\n\ntype Point = [number, number];\n\n/** One piece of a path: its outline as points, and whether it closes. */\ninterface Ring {\n points: Point[];\n closed: boolean;\n}\n\nexport interface MorphOptions {\n /** Points per piece of the shape (default 72): more follows curves more closely. */\n points?: number;\n /** Decimals in the numbers written (default 2). */\n decimals?: number;\n}\n\n/** Segments a curve is split into before resampling. */\nconst CURVE_STEPS = 24;\n\nconst TOKEN = /[MmLlHhVvCcSsQqTtAaZz]|-?(?:\\d+\\.?\\d*|\\.\\d+)(?:e[-+]?\\d+)?/gi;\n\n/** Arguments each command takes (repeated commands take them again). */\nconst ARGS: Record<string, number> = { m: 2, l: 2, h: 1, v: 1, c: 6, s: 4, q: 4, t: 2, a: 7, z: 0 };\n\n/**\n * The pieces of a path's `d` as outlines: lines kept, curves and arcs split\n * into short lines. 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-1 : 1) * Math.sqrt(Math.max(0, num / den));\n const cxp = (k * rx * y1p) / ry;\n const cyp = (-k * ry * x1p) / rx;\n const cx = cos * cxp - sin * cyp + (x1 + x2) / 2;\n const cy = sin * cxp + cos * cyp + (y1 + y2) / 2;\n const theta = (ux: number, uy: number, vx: number, vy: number) =>\n Math.atan2(ux * vy - uy * vx, ux * vx + uy * vy);\n const start = theta(1, 0, (x1p - cxp) / rx, (y1p - cyp) / ry);\n let delta = theta((x1p - cxp) / rx, (y1p - cyp) / ry, (-x1p - cxp) / rx, (-y1p - cyp) / ry);\n if (!sweep && delta > 0) delta -= 2 * Math.PI;\n if (sweep && delta < 0) delta += 2 * Math.PI;\n const steps = Math.max(2, Math.ceil((Math.abs(delta) / (Math.PI / 2)) * (CURVE_STEPS / 2)));\n const out: Point[] = [];\n for (let s = 1; s <= steps; s++) {\n const t = start + (delta * s) / steps;\n const px = rx * Math.cos(t);\n const py = ry * Math.sin(t);\n out.push([cos * px - sin * py + cx, sin * px + cos * py + cy]);\n }\n out[out.length - 1] = [x2, y2];\n return out;\n}\n\n/**\n * `n` points evenly spaced along a ring. A closed ring goes round once; an\n * open one (a stroke) is resampled as closed by going there and back, so it\n * can turn into a closed shape.\n */\nfunction resample(ring: Ring, n: number): Point[] {\n const pts = ring.closed ? [...ring.points, ring.points[0]!] : [...ring.points, ...ring.points.slice(0, -1).reverse()];\n const lengths = [0];\n for (let i = 1; i < pts.length; i++)\n lengths.push(lengths[i - 1]! + Math.hypot(pts[i]![0] - pts[i - 1]![0], pts[i]![1] - pts[i - 1]![1]));\n const total = lengths[lengths.length - 1]!;\n if (total === 0) return Array.from({ length: n }, () => [pts[0]![0], pts[0]![1]] as Point);\n const out: Point[] = [];\n let j = 1;\n for (let k = 0; k < n; k++) {\n const at = (k / n) * total;\n while (j < lengths.length - 1 && lengths[j]! < at) j++;\n const seg = lengths[j]! - lengths[j - 1]!;\n const t = seg > 0 ? (at - lengths[j - 1]!) / seg : 0;\n const a = pts[j - 1]!;\n const b = pts[j]!;\n out.push([a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t]);\n }\n return out;\n}\n\nconst signedArea = (pts: Point[]) => {\n let sum = 0;\n for (let i = 0; i < pts.length; i++) {\n const a = pts[i]!;\n const b = pts[(i + 1) % pts.length]!;\n sum += a[0] * b[1] - b[0] * a[1];\n }\n return sum / 2;\n};\n\nconst centroid = (pts: Point[]): Point => {\n let x = 0;\n let y = 0;\n for (const p of pts) {\n x += p[0];\n y += p[1];\n }\n return [x / pts.length, y / pts.length];\n};\n\n/** How big a piece is: its area, or for a stroke its length times a little. */\nfunction size(ring: Ring, pts: Point[]): number {\n const area = Math.abs(signedArea(pts));\n if (ring.closed && area > 0) return area;\n let length = 0;\n for (let i = 1; i < ring.points.length; i++)\n length += Math.hypot(ring.points[i]![0] - ring.points[i - 1]![0], ring.points[i]![1] - ring.points[i - 1]![1]);\n return length;\n}\n\ninterface Piece {\n pts: Point[];\n centre: Point;\n size: number;\n}\n\n/**\n * Pairs the pieces of one shape with the slots of the shape before it,\n * nearest and most alike first: a slot left over is empty (a piece that\n * shrinks away), and a piece left over takes an empty slot (it grows).\n */\nfunction assign(before: (Piece | null)[], pieces: Piece[], scale: number): (Piece | null)[] {\n const out: (Piece | null)[] = before.map(() => null);\n const pairs: { slot: number; piece: number; cost: number }[] = [];\n before.forEach((slot, s) => {\n if (!slot) return;\n pieces.forEach((p, i) => {\n const distance = Math.hypot(slot.centre[0] - p.centre[0], slot.centre[1] - p.centre[1]) / scale;\n const likeness = Math.abs(Math.log((slot.size + 1e-9) / (p.size + 1e-9)));\n pairs.push({ slot: s, piece: i, cost: distance + 0.5 * likeness });\n });\n });\n pairs.sort((a, b) => a.cost - b.cost);\n const used = new Set<number>();\n for (const { slot, piece } of pairs) {\n if (out[slot] || used.has(piece)) continue;\n out[slot] = pieces[piece]!;\n used.add(piece);\n }\n let free = 0;\n pieces.forEach((p, i) => {\n if (used.has(i)) return;\n while (out[free] || before[free]) free++;\n out[free] = p;\n });\n return out;\n}\n\n/** `pts` turned and started so it lines up with `ref` point by point (the shortest moves). */\nfunction align(ref: Point[], pts: Point[]): Point[] {\n const n = pts.length;\n let best = pts;\n let bestCost = Infinity;\n for (const candidate of [pts, [...pts].reverse()]) {\n for (let shift = 0; shift < n; shift++) {\n let cost = 0;\n for (let k = 0; k < n && cost < bestCost; k++) {\n const a = ref[k]!;\n const b = candidate[(k + shift) % n]!;\n cost += (a[0] - b[0]) ** 2 + (a[1] - b[1]) ** 2;\n }\n if (cost < bestCost) {\n bestCost = cost;\n best = candidate.slice(shift).concat(candidate.slice(0, shift));\n }\n }\n }\n return best;\n}\n\n/**\n * Paths with one structure for a sequence of shapes, so each blends into the\n * next (and the last into the first) with `attrs: { d: [a, b] }`. Any path\n * commands work, curves and arcs included, and shapes can have different\n * numbers of pieces (an icon's parts, a letter's holes): pieces are paired by\n * position and size, and one without a partner grows from or shrinks to a\n * point. Draw the results with `fill-rule=\"evenodd\"`, since a piece's\n * direction can change. Throws a sentence when a path cannot be read.\n */\nexport function morphSequence(paths: readonly string[], options: MorphOptions = {}): string[] {\n const n = Math.max(8, Math.round(options.points ?? 72));\n const decimals = options.decimals ?? 2;\n const shapes = paths.map((d, i) => {\n let rings: Ring[];\n try {\n rings = flatten(d);\n } catch (e) {\n throw new Error(`Path ${i + 1} cannot be read: ${(e as Error).message}`);\n }\n if (!rings.length) throw new Error(`Path ${i + 1} draws nothing: give it at least two points`);\n return rings.map((r): Piece => {\n const pts = resample(r, n);\n return { pts, centre: centroid(pts), size: size(r, pts) };\n });\n });\n if (!shapes.length) return [];\n const slots = Math.max(...shapes.map((s) => s.length));\n // How far apart counts as far, from the shapes' extent.\n const xs = shapes.flat().flatMap((p) => p.pts.map((q) => q[0]));\n const ys = shapes.flat().flatMap((p) => p.pts.map((q) => q[1]));\n const scale = Math.max(1e-6, Math.max(...xs) - Math.min(...xs), Math.max(...ys) - Math.min(...ys));\n // Biggest pieces first, so the main outlines keep the first slots.\n const first = [...shapes[0]!].sort((a, b) => b.size - a.size);\n const assigned: (Piece | null)[][] = [[...first, ...Array<null>(slots - first.length).fill(null)]];\n for (let i = 1; i < shapes.length; i++) assigned.push(assign(assigned[i - 1]!, shapes[i]!, scale));\n // An empty slot is a point: where the piece in that slot is in the nearest shape that has one.\n const resolved = assigned.map((shape, i) =>\n shape.map((piece, s): Point[] => {\n if (piece) return piece.pts;\n for (let k = 1; k < shapes.length; k++) {\n const near = assigned[(i + k) % shapes.length]![s] ?? assigned[(i - k + shapes.length) % shapes.length]![s];\n if (near) return Array.from({ length: n }, () => [near.centre[0], near.centre[1]] as Point);\n }\n return Array.from({ length: n }, () => [0, 0] as Point);\n }),\n );\n for (let i = 1; i < resolved.length; i++)\n resolved[i] = resolved[i]!.map((pts, s) => align(resolved[i - 1]![s]!, pts));\n const num = (v: number) => {\n const r = Number(v.toFixed(decimals));\n return String(Object.is(r, -0) ? 0 : r);\n };\n return resolved.map((shape) =>\n shape.map((pts) => `M${pts.map((p) => `${num(p[0])} ${num(p[1])}`).join(\" L\")} Z`).join(\" \"),\n );\n}\n\n/**\n * Two paths turned into paths with one structure, so `attrs: { d: [from, to] }`\n * blends one into the other (see {@link morphSequence}).\n */\nexport function morphPaths(from: string, to: string, options: MorphOptions = {}): [string, string] {\n const [a, b] = morphSequence([from, to], options);\n return [a!, b!];\n}\n\n/**\n * @internal The point `at` (0–1) of the way along a path's `d` by length, as\n * a browser's `getPointAtLength` finds it (moves between pieces not counted),\n * with curves split into short lines. Undefined when `d` does not parse.\n */\nexport function pathPointAt(d: string, at: number): [number, number] | undefined {\n let rings: Ring[];\n try {\n rings = flatten(d);\n } catch {\n return undefined;\n }\n const lines: [Point, Point, number][] = [];\n for (const ring of rings) {\n const pts = ring.closed ? [...ring.points, ring.points[0]!] : ring.points;\n for (let i = 1; i < pts.length; i++)\n lines.push([pts[i - 1]!, pts[i]!, Math.hypot(pts[i]![0] - pts[i - 1]![0], pts[i]![1] - pts[i - 1]![1])]);\n }\n const first = rings[0]?.points[0];\n if (!first) return undefined;\n let left = Math.min(Math.max(at, 0), 1) * lines.reduce((sum, l) => sum + l[2], 0);\n for (const [a, b, length] of lines) {\n if (left <= length && length > 0) return [a[0] + ((b[0] - a[0]) * left) / length, a[1] + ((b[1] - a[1]) * left) / length];\n left -= length;\n }\n const last = lines[lines.length - 1];\n return last ? [last[1][0], last[1][1]] : [first[0], first[1]];\n}\n","/**\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 ? 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