@rive-app/webgl2-threads 2.47.0 → 2.48.0

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package/rive.wasm CHANGED
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@@ -1200,6 +1200,16 @@ export declare class StateMachineInstance {
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  */
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  textInput(text: string): boolean;
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+ /**
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+ * Submit one frame of gamepad input encoded in the v2 wire format
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+ * (see rive-runtime/include/rive/input/gamepad_batch.hpp). Events route to the primary focus
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+ * node and bubble up its ancestors; with nothing focused, only scripted drawables receive them.
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+ * @param batch - little-endian v2 batch of connected/update/disconnected records
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+ * @returns false if the batch was rejected (bad version, malformed record, unknown device,
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+ * or no focus manager)
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+ */
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+ submitGamepadsFromBuffer(batch: Uint8Array): boolean;
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+
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  /**
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  * The selected text of the focused element, or an empty string when nothing with a
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  * selection is focused. Used to fill the clipboard on copy/cut. An obscured field
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package/rive_threads.wasm CHANGED
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@@ -0,0 +1,51 @@
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+ /** Must match `rive::kGamepadBatchWireVersion` (runtime/include/rive/input/gamepad_batch.hpp). */
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+ export declare const GAMEPAD_BATCH_VERSION = 2;
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+ export declare const GAMEPAD_MAX_BUTTONS = 32;
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+ export declare const GAMEPAD_MAX_AXES = 16;
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+ /** C++ `rive::GamepadRecordType`. */
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+ export declare enum GamepadRecordType {
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+ Connected = 0,
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+ Update = 1,
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+ Disconnected = 2
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+ }
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+ /** C++ `rive::GamepadInputChangeKind`. */
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+ export declare enum GamepadChangeKind {
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+ Button = 0,
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+ Axis = 1
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+ }
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+ /** C++ `rive::GamepadMappingKind`. */
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+ export declare enum GamepadMappingKind {
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+ Standard = 0,
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+ Unknown = 1
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+ }
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+ /**
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+ * Builds buffer to send to the state machine for gamepad input connection/updates/disconnect.
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+ *
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+ * Each `update` record carries a single change: the core
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+ * applies and dispatches records in order, so N single-change records in one batch behave like
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+ * N separate submits.
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+ *
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+ * `end()` returns a view into a reused scratch buffer, valid until the next `begin()`.
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+ */
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+ export declare class GamepadBatchEncoder {
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+ private buffer;
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+ private view;
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+ private bytes;
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+ private offset;
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+ constructor(initialCapacity?: number);
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+ begin(): void;
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+ /** True when no records were written since `begin()`. */
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+ get isEmpty(): boolean;
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+ /** Set up buffer size/initialized values for a connected device */
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+ connected(deviceId: number, mapping: GamepadMappingKind, buttonValues: ArrayLike<number>, axes: ArrayLike<number>): void;
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+ /** */
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+ update(deviceId: number, kind: GamepadChangeKind, index: number, value: number): void;
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+ disconnected(deviceId: number): void;
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+ end(): Uint8Array;
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+ /** ---------------- Helper/private methods ---------------- */
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+ private writeU8;
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+ private writeU32;
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+ private writeI32;
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+ private writeF32;
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+ private ensure;
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+ }
@@ -0,0 +1,25 @@
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+ import * as rc from "../rive_advanced.mjs";
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+ export interface GamepadInteractionsParams {
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+ /** Hold button/axis input at rest unless DOM focus is within the canvas/overlay. Pads still connect. */
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+ requireFocus: boolean;
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+ isFocusWithin: () => boolean;
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+ }
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+ /**
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+ * Per-Rive-instance gamepad bridge driving a single state machine. Tracks what that state
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+ * machine has been sent and submits only the difference, so after a pause it catches up
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+ * without duplicate connected events.
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+ */
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+ export declare class GamepadInteractions {
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+ private params;
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+ private encoder;
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+ private stateMachine;
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+ private lastSentPads;
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+ private submitFailures;
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+ constructor(params: GamepadInteractionsParams);
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+ /** Poll, diff and submit one batch. Call once per frame before advancing. */
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+ handleGamepadInputs(time: number, stateMachine: rc.StateMachineInstance | undefined): void;
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+ dispose(): void;
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+ /** Writes records that bring `lastSentPads` up to `pads`, updating it as it goes. */
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+ private encodeDiff;
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+ private encodeChanges;
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+ }
package/utils/index.d.ts CHANGED
@@ -1,6 +1,7 @@
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  export { registerTouchInteractions } from "./registerTouchInteractions";
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  export { KeyboardInteractions, FocusSessionState } from "./registerKeyboardInteractions";
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  export type { KeyboardInteractionsParams } from "./registerKeyboardInteractions";
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+ export { GamepadInteractions } from "./gamepadInteractions";
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  export { BLANK_URL, sanitizeUrl } from "./sanitizeUrl";
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  export { Finalizable, ImageWrapper, AudioWrapper, FontWrapper, FileAssetWrapper, ImageAssetWrapper, AudioAssetWrapper, FontAssetWrapper, finalizationRegistry, CustomFileAssetLoaderWrapper, AssetLoadCallbackWrapper, FileFinalizer, createFinalization, } from "./finalizationRegistry";
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  export { RiveFont } from "./riveFont";