@rive-app/webgl2-threads 2.47.1 → 2.49.0

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package/rive.wasm CHANGED
Binary file
@@ -46,6 +46,9 @@ export interface RiveCanvas {
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  RenderPaintStyle: typeof RenderPaintStyle;
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  StrokeCap: typeof StrokeCap;
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  StrokeJoin: typeof StrokeJoin;
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+ StrokePosition: typeof StrokePosition;
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+ ImageFilter: typeof ImageFilter;
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+ ImageWrap: typeof ImageWrap;
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  decodeAudio: DecodeAudio;
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  decodeImage: DecodeImage;
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  decodeFont: DecodeFont;
@@ -73,6 +76,15 @@ export interface RiveCanvas {
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  */
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  makeDeferredSession?(): DeferredSession | undefined;
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+ /**
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+ * @experimental Lets deferred renderers replay on one worker shared by the
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+ * page. Only in the threaded webgl2 build; call it before loading files, so
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+ * their images reach the worker too.
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+ *
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+ * @returns false where the browser cannot draw WebGL2 on a transferred canvas
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+ */
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+ enableReplayWorker?(): boolean;
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+
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  /**
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  * Loads a Rive file for the runtime and returns a Rive-specific File class
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  *
@@ -203,6 +215,18 @@ export interface RendererOptions {
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  * converted to clockwise on a best-effort basis
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  */
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  inkbleed?: boolean;
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+ /**
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+ * @experimental (webgl2-threads only) Hands the canvas to the replay worker,
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+ * once `enableReplayWorker()` has succeeded. The renderer then replays only
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+ * deferred sessions. A canvas handed over before keeps going to the worker.
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+ */
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+ replayWorker?: boolean;
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+ /**
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+ * @experimental (webgl2-threads only) Called when the replay worker
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+ * restores the renderer's lost context, so an idle instance still draws
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+ * and notices it.
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+ */
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+ onContextRestored?: () => void;
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  }
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  /**
@@ -277,6 +301,22 @@ export declare class RendererWrapper {
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  * @returns false if inkbleed was requested but the canvas context does not support it
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  */
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  setInkbleed?(enabled: boolean): boolean;
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+ /**
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+ * @experimental Present on renderers whose canvas is on the replay worker,
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+ * which can only draw deferred sessions.
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+ */
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+ replaysOnWorker?(): boolean;
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+ /**
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+ * @experimental False while the replay worker has yet to take the canvas, or
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+ * is as many frames behind as it queues. Skip the frame rather than record it.
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+ */
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+ acceptsFrame?(): boolean;
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+ /**
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+ * @experimental True once the replay worker's context was lost and restored.
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+ * What it held is gone, so the renderer and the file's session must be
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+ * recreated.
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+ */
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+ contextRestored?(): boolean;
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  }
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  export declare class RenderPathWrapper {
@@ -304,11 +344,15 @@ export declare class RenderPathWrapper {
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  close(): void;
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  }
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+ export declare class RenderImageWrapper {
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+ }
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+
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  export declare class RenderPaintWrapper {
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  color(value: number): void;
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  thickness(value: number): void;
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  join(value: StrokeJoin): void;
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  cap(value: StrokeCap): void;
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+ strokePosition(value: StrokePosition): void;
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  blendMode(value: BlendMode): void;
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  style(value: RenderPaintStyle): void;
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  linearGradient(sx: number, sy: number, ex: number, ey: number): void;
@@ -323,6 +367,19 @@ export declare class RenderPaintWrapper {
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  tx: number,
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  ty: number,
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  ): void;
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+
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+ modulatedImage(
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+ image: RenderImage,
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+ filter: ImageFilter,
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+ wrapX: ImageWrap,
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+ wrapY: ImageWrap,
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+ xx: number,
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+ xy: number,
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+ yx: number,
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+ yy: number,
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+ tx: number,
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+ ty: number,
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+ ): void;
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  }
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  /**
@@ -352,6 +409,8 @@ export declare class RenderPath extends RenderPathWrapper { }
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  export declare class RenderPaint extends RenderPaintWrapper { }
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+ export declare class RenderImage extends RenderImageWrapper { }
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+
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  /////////////////////
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  // CANVAS RENDERER //
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  /////////////////////
@@ -1200,9 +1259,19 @@ 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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+ * selection is focused. Used to fill the clipboard on copy/cut. An obscured field
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  * (i.e. a password) reports empty string.
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  */
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  selectedText(): string;
@@ -1531,6 +1600,23 @@ export enum BlendMode {
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  luminosity = 28,
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  }
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+ export enum ImageFilter {
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+ bilinear,
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+ nearest,
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+ }
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+
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+ export enum ImageWrap {
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+ clamp,
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+ repeat,
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+ mirror,
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+ }
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+
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+ export enum StrokePosition {
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+ inside,
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+ center,
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+ outside,
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+ }
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+
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  ///////////
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  // UTILS //
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  ///////////
Binary file
package/rive_threads.wasm CHANGED
Binary file
@@ -10,6 +10,8 @@ export declare class RuntimeLoader {
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  private static wasmBinary;
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  private static wasmThreadsURL;
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  private static triedThreads;
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+ private static parallelParts;
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+ private static replayWorker;
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  private static errorCallbackQueue;
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  private constructor();
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  /**
@@ -43,6 +45,29 @@ export declare class RuntimeLoader {
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  */
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  static setWasmThreadsUrl(url: string | null): void;
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  static getWasmThreadsUrl(): string | null;
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+ /**
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+ * Sets how many parts a script's parallel call gets on a page that runs
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+ * the threaded build, the page's thread and one worker thread for each
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+ * other part. 1 turns parallel calls off, and null leaves the runtime's
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+ * default of one part per core, up to 8. Set it before the first file
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+ * loads.
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+ */
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+ static setParallelParts(parts: number | null): void;
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+ static getParallelParts(): number | null;
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+ private static applyParallelParts;
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+ /**
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+ * @experimental When the threaded build loads, instances with
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+ * `enableGPUCanvas` hand their canvas to one worker that replays every
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+ * instance's frames while the page records the next ones. Pass `false`
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+ * before the runtime loads to keep replay on the page's thread; a single
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+ * instance can opt out with `useReplayWorker: false`. Pages where the
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+ * browser cannot draw WebGL2 on a transferred canvas stay on the page's
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+ * thread regardless.
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+ *
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+ * True by default.
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+ */
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+ static setReplayWorker(enabled: boolean): void;
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+ static getReplayWorker(): boolean;
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  static setWasmBinary(value: ArrayBuffer | null): void;
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  static getWasmBinary(): ArrayBuffer | null;
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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";