@simpludify/web 0.1.0 → 0.1.2

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.
package/LICENSE CHANGED
@@ -1,21 +1,21 @@
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- MIT License
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-
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- Copyright (c) 2026 oz-coden
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-
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- Permission is hereby granted, free of charge, to any person obtaining a copy
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- of this software and associated documentation files (the "Software"), to deal
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- in the Software without restriction, including without limitation the rights
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- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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- copies of the Software, and to permit persons to whom the Software is
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- furnished to do so, subject to the following conditions:
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-
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- The above copyright notice and this permission notice shall be included in all
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- copies or substantial portions of the Software.
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-
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- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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- SOFTWARE.
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+ MIT License
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+
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+ Copyright (c) 2026 oz-coden
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md CHANGED
@@ -1,22 +1,22 @@
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- # @simpludify/web
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-
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- Experimental v0.1.0 browser SDK for Simpludify, a code-first TypeScript 2D engine. APIs may change between 0.x releases. Includes Game, PixiJS rendering, browser input and Canvas/DOM UI adapters; re-exports the host-independent Core API. Core and PixiJS are installed as runtime dependencies, not bundled into this package.
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-
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- The v0.1.0 distribution is being prepared; registry availability is not yet confirmed. Once published:
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-
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- ```sh
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- npm install @simpludify/web@0.1.0
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- npm install --save-dev vite typescript
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- ```
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-
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- ```ts
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- import { Game, Character } from "@simpludify/web";
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- const game = new Game();
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- game.add(Character());
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- await game.run();
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- // Call game.dispose() when removing the game.
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- ```
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-
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- Use a browser bundler such as Vite, with an HTML module entry and a parent with an explicit height. The entry automatically imports scoped CSS. It can also be imported explicitly with `import "@simpludify/web/style.css"`. Do not configure CSS as side-effect-free. No repository CLI, example assets or global stylesheet reset is included.
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-
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- ESM only, ES2022. Tooling requires Node >=22.12; Chromium/WebGL is the automated rendering target. This browser package is not a Node/SSR entry; use `@simpludify/core` for headless execution. Source maps embed original sources. [Complete Vite setup](https://github.oz-coden.com/Simpludify/guides/npm.html) · [Repository/API](https://github.com/oz-coden/Simpludify). MIT.
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+ # @simpludify/web
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+
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+ Experimental v0.1.2 browser SDK for Simpludify, a code-first TypeScript 2D engine. APIs may change between 0.x releases. Includes Game, PixiJS rendering, browser input and Canvas/DOM UI adapters; re-exports the host-independent Core API. Core and PixiJS are installed as runtime dependencies, not bundled into this package.
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+
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+ Registry installation (check availability with `npm view @simpludify/web@0.1.2 version`):
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+
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+ ```sh
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+ npm install @simpludify/web@0.1.2
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+ npm install --save-dev vite typescript
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+ ```
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+
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+ ```ts
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+ import { Game, Character } from "@simpludify/web";
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+ const game = new Game();
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+ game.add(Character());
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+ await game.run();
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+ // Call game.dispose() when removing the game.
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+ ```
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+
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+ Use a browser bundler such as Vite, with an HTML module entry and a parent with an explicit height. The entry automatically imports scoped CSS. It can also be imported explicitly with `import "@simpludify/web/style.css"`. Do not configure CSS as side-effect-free. No repository CLI, example assets or global stylesheet reset is included.
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+
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+ ESM only, ES2022. Tooling requires Node >=22.12; Chromium/WebGL is the automated rendering target. This browser package is not a Node/SSR entry; use `@simpludify/core` for headless execution. Source maps embed original sources. [Complete Vite setup](https://github.oz-coden.com/Simpludify/guides/npm.html) · [Repository/API](https://github.com/oz-coden/Simpludify). MIT.
package/dist/game.d.ts CHANGED
@@ -44,6 +44,8 @@ export declare class Game<SceneId extends string = string> {
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  private canvas;
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  private canvasPresentation;
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  private defaultCanvas;
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+ private readonly ownedCanvas;
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+ private readonly viewportBindings;
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  get pointer(): ScenePointer;
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  get pointerDiagnostics(): {
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  captures: number;
@@ -119,6 +121,11 @@ export declare class Game<SceneId extends string = string> {
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  private present;
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  get viewport(): Viewport;
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  get view(): ViewTransform;
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+ /** Bind the mounted UI's resolved region to the world viewport. UI units become CSS pixels.
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+ * One binding per UI; replacement/unbind restores the manual viewport. UI/node disposal unbinds.
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+ * A collapsed/hidden region clips all world rendering and pointer input. No extra frame/observer.
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+ */
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+ bindViewport(ui: CanvasUI, node: CanvasNode): () => void;
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  setViewport(viewport?: Viewport): void;
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  worldToScreen(point: WorldPoint): ScreenPoint;
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  screenToWorld(point: ScreenPoint): WorldPoint;
package/dist/index.js CHANGED
@@ -372,6 +372,11 @@ var CanvasNativeText = class extends NativeControl {
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  this.source = "pointer";
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  this.begin();
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  }), options);
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+ el.addEventListener("blur", () => {
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+ this.composing = false;
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+ this.session = void 0;
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+ this.source = "keyboard";
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+ }, options);
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  el.addEventListener("focus", () => this.run(() => this.begin()), options);
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  el.addEventListener("compositionstart", () => this.run(() => {
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  this.composing = true;
@@ -2297,6 +2302,8 @@ var Game = class {
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  canvas;
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  canvasPresentation;
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  defaultCanvas;
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+ ownedCanvas = /* @__PURE__ */ new WeakSet();
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+ viewportBindings = /* @__PURE__ */ new WeakMap();
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  get pointer() {
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  this.assertAlive();
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  return this.channelFor(this.engine.scene);
@@ -2498,6 +2505,7 @@ var Game = class {
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  this.assertAlive();
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  if (this.startPromise || this.defaultCanvas) throw new EngineError("UI_ALREADY_STARTED", "Define one default Canvas UI before run");
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  this.defaultCanvas = new CanvasUI(this.engine.scene, root, options);
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+ this.ownedCanvas.add(this.defaultCanvas);
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  return this.defaultCanvas;
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  }
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  uiOverlay(...nodes) {
@@ -2581,6 +2589,7 @@ var Game = class {
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  canvasUI: (root, options) => {
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  if (canvas) throw new EngineError("UI_OWNERSHIP", "A Scene has one Canvas UI root");
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  canvas = new CanvasUI(scene, root, options);
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+ this.ownedCanvas.add(canvas);
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  return canvas;
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  },
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  actions: (actions, bindings) => new ActionController(actions, {
@@ -2690,6 +2699,31 @@ var Game = class {
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  this.updateProjection();
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  return this.projection;
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  }
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+ /** Bind the mounted UI's resolved region to the world viewport. UI units become CSS pixels.
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+ * One binding per UI; replacement/unbind restores the manual viewport. UI/node disposal unbinds.
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+ * A collapsed/hidden region clips all world rendering and pointer input. No extra frame/observer.
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+ */
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+ bindViewport(ui, node) {
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+ this.assertAlive();
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+ if (!this.ownedCanvas.has(ui) || ui.disposed || node.disposed || node.ui !== ui) throw new EngineError("UI_OWNERSHIP", "Viewport region must belong to this Game's Canvas UI");
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+ this.viewportBindings.get(ui)?.dispose();
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+ let removed = false;
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+ const off = [];
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+ const binding = {
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+ node,
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+ dispose: () => {
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+ if (removed) return;
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+ removed = true;
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+ if (this.viewportBindings.get(ui) === binding) this.viewportBindings.delete(ui);
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+ for (const unregister of off) unregister();
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+ this.projectionDirty = true;
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+ }
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+ };
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+ this.viewportBindings.set(ui, binding);
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+ off.push(ui.onDispose(binding.dispose), node.onDispose(binding.dispose));
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+ this.projectionDirty = true;
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+ return binding.dispose;
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+ }
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  setViewport(viewport) {
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  this.assertAlive();
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  const next = viewport ? { ...viewport } : void 0;
@@ -2732,23 +2766,59 @@ var Game = class {
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  this.render();
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  }
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  updateProjection() {
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- const v = this.requestedViewport, c = this.camera;
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- if (!this.projectionDirty && this.cameraX === c.x && this.cameraY === c.y && this.cameraZoom === c.zoom) return;
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+ this.canvasPresentation?.update(this.width, this.height);
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+ const ui = this.canvas;
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+ const region = ui ? this.viewportBindings.get(ui)?.node : void 0;
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+ let v = this.requestedViewport;
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+ let empty = false;
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+ if (ui && region) {
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+ const b = region.bounds, scale = ui.scale;
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+ const x = Math.max(0, Math.min(this.width, b.x * scale));
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+ const y = Math.max(0, Math.min(this.height, b.y * scale));
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+ const right = Math.max(x, Math.min(this.width, (b.x + b.width) * scale));
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+ const bottom = Math.max(y, Math.min(this.height, (b.y + b.height) * scale));
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+ let visible = region.ui === ui;
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+ for (let node = region; node; node = node.parent) if (node.disposed || !node.visible || !node.enabled) visible = false;
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+ empty = !visible || right <= x || bottom <= y;
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+ v = {
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+ x,
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+ y,
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+ width: empty ? 0 : right - x,
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+ height: empty ? 0 : bottom - y
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+ };
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+ }
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+ const viewport = v ?? {
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+ x: 0,
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+ y: 0,
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+ width: this.width,
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+ height: this.height
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+ };
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+ const previous = this.projection.viewport;
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+ const c = this.camera;
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+ if (!this.projectionDirty && previous.x === viewport.x && previous.y === viewport.y && previous.width === viewport.width && previous.height === viewport.height && this.cameraX === c.x && this.cameraY === c.y && this.cameraZoom === c.zoom) return;
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  this.projectionDirty = false;
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  this.cameraX = c.x;
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  this.cameraY = c.y;
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  this.cameraZoom = c.zoom;
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  this.projection = createViewTransform({
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- viewport: v ?? {
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- x: 0,
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- y: 0,
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- width: this.width,
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- height: this.height
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- },
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+ viewport: empty ? {
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+ ...viewport,
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+ width: 1,
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+ height: 1
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+ } : viewport,
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  resolution: this.resolution,
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  aspect: this.aspect,
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  camera: c
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  });
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+ if (empty) this.projection = {
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+ ...this.projection,
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+ viewport,
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+ clip: {
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+ ...viewport,
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+ width: 0,
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+ height: 0
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+ }
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+ };
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  }
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  resize() {
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  if (this.dead || !this.rendererReady) return;
@@ -2767,7 +2837,6 @@ var Game = class {
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  }
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  render() {
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  this.updateProjection();
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- this.canvasPresentation?.update(this.width, this.height);
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  this.prepared?.render(this.projection);
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  }
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  tick = (time) => {