@pygmalionjs/pygmalion 0.6.4 → 0.6.6

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@@ -37,6 +37,19 @@ Use a same-frame axis when all of these are true:
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  Pseudo states such as hover, keyboard focus, and pointer active are always
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  interaction states. They must not become duplicate frames.
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+ ## Frame size
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+
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+ The W and H controls in the frame inspector change the frame viewport, not the
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+ canvas camera. A committed size is part of the frame fingerprint and its exact
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+ capture recipe. The request carries the route, width, height, conditions, and
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+ interactions that produced that fingerprint, and a returned artifact is seeded
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+ under that requested recipe instead of the authored catalog key.
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+
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+ This distinction is observable: resizing a frame may change responsive layout,
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+ while changing canvas zoom only changes how large the same frame appears in the
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+ editor. Hosts that implement an on-demand capture adapter must apply the
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+ requested `route`, `width`, and `height` overrides before launching the capture.
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+
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  ## Automatic pseudo-state coverage
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  Pygmalion discovers pseudo-state surfaces while it serializes a screen. Every
@@ -66,15 +79,18 @@ Pygmalion discovers visible CSS animation owners, animated pseudo elements,
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  matching animation rules, and Web Animations API targets while it serializes a
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  screen. It stamps every target into the inert preview and lists them under
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  **Motion**. Reviewers can play all motion together, isolate one target, pause
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- it, reset it to the deterministic capture point, or scrub through one cycle
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+ it, reset it to the deterministic visual baseline, or scrub through one cycle
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  with the Phase control.
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  Motion discovery has no semantic or size threshold. Small progress dots,
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  ordinary status indicators, shimmer bars, and full-surface animation receive
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- the same control. The default preview remains frozen at the start of its
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- animation timeline so screenshots and visual comparisons stay repeatable.
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- Using a Motion control temporarily switches an imported frame back to its
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- source DOM preview, including while the editor is in Editing mode.
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+ the same control. The default preview holds finite animations at their terminal
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+ state and repeating animations at the start of their cycle. This keeps entrance
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+ motion from hiding the base UI while screenshots and visual comparisons remain
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+ repeatable. Play, Pause, or Phase explicitly enters the motion timeline at the
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+ selected phase; Reset restores the visual baseline. Using a Motion control
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+ temporarily switches an imported frame back to its source DOM preview,
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+ including while the editor is in Editing mode.
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  An animation does not need duplicate frames merely to show several points in
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  its cycle. Preserve a separate frame only when the motion ends in an independent
@@ -157,6 +173,20 @@ result. This keeps empty strings and maximum-length samples out of the state
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  panel while still allowing a search input to reproduce a real empty-result
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  state.
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+ ## Scroll positions
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+
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+ A stable scroll endpoint is an interaction state. Use a `scroll` recipe step
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+ with absolute `scrollX` and/or `scrollY` coordinates. With no selector the step
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+ restores the document viewport; a selector targets a specific overflow
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+ container. An omitted axis keeps its current position.
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+
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+ Absolute coordinates make the endpoint repeatable in both the in-editor replay
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+ and the capture worker. A free wheel gesture remains transient until the host
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+ preserves its endpoint as a recipe. The frame inspector enumerates the document
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+ viewport and independently scrollable nested surfaces. Preserving one records
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+ both its stable selector and coordinates; the target picker keeps nested list
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+ or panel scroll distinct from the document viewport.
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+
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  ## Held pseudo states
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  Recipes support `hover`, `focus-visible`, and `active` in addition to `focus`.
@@ -94,11 +94,40 @@ function throwIfAborted(signal) {
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  }
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  }
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- function resetStoryboardAnimations() {
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+ /**
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+ * Holds one-shot motion at its terminal visual state while keeping repeating
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+ * motion at a deterministic cycle origin. A frozen screen is the review
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+ * baseline, so an entrance animation must not make its own content disappear.
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+ *
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+ * This function runs through page.evaluate and must remain self-contained.
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+ */
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+ export function settleStoryboardAnimations() {
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  for (const animation of document.getAnimations?.({ subtree: true }) ?? []) {
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  try {
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  animation.pause();
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- animation.currentTime = 0;
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+ const timing = animation.effect?.getComputedTiming?.();
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+ const computedEndTime = Number(timing?.endTime);
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+ if (Number.isFinite(computedEndTime)) {
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+ animation.currentTime = Math.max(0, computedEndTime);
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+ continue;
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+ }
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+ if (computedEndTime === Number.POSITIVE_INFINITY) {
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+ animation.currentTime = 0;
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+ continue;
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+ }
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+
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+ // Browser timing objects expose endTime, but the fallback keeps custom
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+ // Animation implementations and older engines deterministic as well.
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+ const duration = Number(timing?.duration);
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+ const iterations =
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+ timing?.iterations == null ? 1 : Number(timing.iterations);
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+ const delay = Number(timing?.delay ?? 0);
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+ const endDelay = Number(timing?.endDelay ?? 0);
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+ const fallbackEndTime =
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+ delay + duration * Math.max(0, iterations) + endDelay;
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+ animation.currentTime = Number.isFinite(fallbackEndTime)
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+ ? Math.max(0, fallbackEndTime)
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+ : 0;
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  } catch {
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  // An animation owned by an unavailable timeline remains CSS-paused.
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  }
@@ -112,7 +141,7 @@ async function freezeStoryboardMotion(page, addStyle = true) {
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  element.setAttribute('data-pygmalion-preview', 'frozen');
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  });
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  }
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- await page.evaluate(resetStoryboardAnimations);
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+ await page.evaluate(settleStoryboardAnimations);
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  }
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  async function atCaptureStage(stage, task, details = {}) {
@@ -394,6 +423,39 @@ export async function runStoryboardInteraction(page, interaction) {
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  return;
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  }
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+ if (interaction.action === 'scroll') {
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+ const position = {
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+ x: Number.isFinite(interaction.scrollX) ? Math.max(0, interaction.scrollX) : null,
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+ y: Number.isFinite(interaction.scrollY) ? Math.max(0, interaction.scrollY) : null,
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+ };
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+ if (interaction.selector || interaction.text) {
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+ const timeoutMs = interaction.timeoutMs ?? 5_000;
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+ const target = await waitForCandidateLocator(
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+ page,
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+ interaction,
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+ timeoutMs,
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+ );
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+ if (!(await targetExists(target, Math.min(timeoutMs, 500)))) {
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+ throw new Error(`"${interaction.label}" scroll target was not found.`);
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+ }
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+ await target.evaluate((element, next) => {
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+ const left = next.x ?? element.scrollLeft;
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+ const top = next.y ?? element.scrollTop;
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+ if (typeof element.scrollTo === 'function') element.scrollTo(left, top);
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+ else {
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+ element.scrollLeft = left;
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+ element.scrollTop = top;
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+ }
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+ }, position);
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+ } else {
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+ await page.evaluate((next) => {
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+ window.scrollTo(next.x ?? window.scrollX, next.y ?? window.scrollY);
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+ }, position);
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+ }
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+ await page.waitForTimeout(interaction.settleMs ?? 100);
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+ return;
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+ }
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+
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  const timeoutMs = interaction.timeoutMs ?? 5_000;
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  const target = await waitForCandidateLocator(page, interaction, timeoutMs);
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  if (!(await targetExists(target, Math.min(timeoutMs, 500)))) {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pygmalionjs/pygmalion",
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- "version": "0.6.4",
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+ "version": "0.6.6",
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  "description": "Code-backed DOM design sandbox and visual QA editor",
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  "license": "UNLICENSED",
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  "publishConfig": {