@solidrt/core 0.0.17 → 0.0.18
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/examples/README.md +7 -1
- package/examples/binary-import.tsx +26 -0
- package/examples/logo.png +0 -0
- package/examples/svg.tsx +45 -0
- package/jsx-runtime.d.ts +5 -4
- package/package.json +1 -1
- package/src/image.ts +1 -1
- package/src/runtime-modules.d.ts +52 -0
- package/src/types.d.ts +15 -28
package/examples/README.md
CHANGED
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@@ -24,4 +24,10 @@ for the element/prop model see `@solidrt/core/AGENTS.md`.
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## Images and GPU
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- `image.tsx` - `createImage` (async value: fetch + decode + upload) read inside a `<Loading>` boundary and shown with `<texture>`.
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- `gpu-shader.tsx` - a GLSL fragment shader rendered to a texture, animated via `setShaderParams`.
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- `gpu-shader.tsx` - a GLSL fragment shader rendered to a texture, animated via `setShaderParams`.
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## Vector graphics
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- `svg.tsx` - `<svg src={...}>` draws a whole SVG *document string* (not HTML/JSX children); multi-color fills vs a `currentColor` icon recolored by the `color` prop. This is how to use existing icon libraries (Lucide, Heroicons, etc.) - hand their SVG source to `src`.
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## Bundling assets
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- `binary-import.tsx` - `import bytes from "./file" with { type: "binary" }` inlines a file's bytes into the bundle as a `Uint8Array` (combine with `image.tsx` to display an inlined image). `with { type: "text" }` works the same way for a string.
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@@ -0,0 +1,26 @@
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// Importing a file with `with { type: "binary" }` inlines its bytes into the
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// bundle as a Uint8Array. The data travels inside the compiled bytecode, so it
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// is available synchronously - no runtime fetch, works offline. Reach for this
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// with small assets you want baked in; for large or many assets prefer a string
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// URL source loaded at runtime instead.
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//
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// This example shows only the binary import itself: it reports the imported
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// file's length and leading bytes. What you do with the bytes afterwards is a
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// separate concern - e.g. hand them to createImage to decode and display an
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// image (see image.tsx), or to decodeImage/createTexture for manual control.
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import { render } from "@solidrt/core"
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import bytes from "./logo.png" with { type: "binary" }
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// The PNG magic number: 89 50 4e 47 ... - proof the real bytes are inlined.
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let head = Array.from(bytes.slice(0, 8), (b) => b.toString(16).padStart(2, "0")).join(" ")
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function App() {
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return (
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<window alignItems="center" justifyContent="center" gap={8}>
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<text fontSize={18} color="#e6e6e6">{bytes.length} bytes inlined</text>
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<text color="#888">starts with {head}</text>
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</window>
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)
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}
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render(() => <App />)
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Binary file
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package/examples/svg.tsx
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@@ -0,0 +1,45 @@
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// <svg> draws a whole SVG *document* passed as a STRING in the `src` prop. This
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// is not HTML: there are no per-element <rect>/<circle>/<path> JSX children to
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// nest. You hand it the SVG source text and usvg parses it (CSS, transforms,
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// defs/use, gradients, clips) into a flat path tree the element renders. So an
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// SVG is a value (a string you import, fetch, or inline), not markup you author
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// inline with JSX.
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//
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// width/height set the drawn box (percentages work too); a multi-color document
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// keeps each shape's own fill, while a monochrome icon using stroke/fill
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// "currentColor" is recolored by the host `color` prop. For per-shape authored
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// or animated vector art, compose <d-path> instead of this document layer.
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//
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// This is how you use an existing icon library (Lucide, Heroicons, Feather,
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// Material, etc.): those ship SVG source, so import/inline the icon string and
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// hand it to `src`. The `currentColor` convention they follow means the `color`
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// prop recolors them, exactly as `currentColor` would in a browser.
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import { render } from "@solidrt/core"
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// Multi-color document: each shape carries its own fill, no host color needed.
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const HOUSE = `
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<svg viewBox="0 0 100 100" xmlns="http://www.w3.org/2000/svg">
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<rect x="20" y="45" width="60" height="45" fill="#457b9d"/>
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<path d="M10 50 L50 15 L90 50 Z" fill="#e63946"/>
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<rect x="42" y="62" width="16" height="28" fill="#f1faee"/>
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<circle cx="50" cy="35" r="6" fill="#ffd166"/>
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</svg>`
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// Monochrome icon (Lucide arrow-right) drawn with currentColor, recolored below.
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const ARROW = `
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<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2"
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stroke-linecap="round" stroke-linejoin="round">
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<path d="M5 12h14"/>
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<path d="M12 5l7 7-7 7"/>
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</svg>`
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function App() {
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return (
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<window justifyContent="center" alignItems="center" flexDirection="row" gap={32}>
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<svg width={120} height={120} src={HOUSE} />
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<svg width={120} height={120} src={ARROW} color="#4f8cff" />
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</window>
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)
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}
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render(() => <App />)
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package/jsx-runtime.d.ts
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@@ -8,13 +8,14 @@ import type {
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TextProps,
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TextureProps,
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AudioProps,
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LayoutProps
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LayoutProps,
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Element as CoreElement,
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ElementChildrenAttribute as CoreElementChildrenAttribute
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} from "./src/types"
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import type { JSX as SolidJSX } from "@solidjs/signals"
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export namespace JSX {
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type Element =
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type ElementChildrenAttribute =
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type Element = CoreElement
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type ElementChildrenAttribute = CoreElementChildrenAttribute
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// Return type is unconstrained: a ref callback's return value is ignored, so
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// an arrow like `ref={n => (this.node = n)}` (which returns the assignment)
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package/package.json
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package/src/image.ts
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@@ -56,7 +56,7 @@ export function createImage(src: ImageSource | (() => ImageSource)): () => numbe
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// If the source changed while we were loading, this run is superseded. Skip
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// the GPU upload and stay pending: a texture created here would leak, since
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// superseded async runs are not otherwise cleaned up. The newer run wins.
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if (mine !== generation) throw new NotReadyError()
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if (mine !== generation) throw new NotReadyError(source)
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let { data, width, height } = decodeImage(bytes)
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holder.id = createTexture(data, width, height)
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// Lattice runner builtin modules (the "srt:*" surface). These are ambient
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// module declarations, so they live in this global-script .d.ts (no top-level
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// import/export) rather than in types.d.ts: an ambient `declare module` only
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// becomes globally visible to consumers from a non-module declaration file.
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declare module "*.svg" {
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const content: string
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export default content
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}
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// Binary asset imports: `import data from "./pic.png" with { type: "binary" }`.
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// The bundler inlines the file's bytes as a Uint8Array (see packages/cli
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// bundler `binaryImport`); feed it straight into createImage/decodeImage.
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declare module "*.png" {
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const bytes: Uint8Array
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export default bytes
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}
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declare module "*.jpg" {
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const bytes: Uint8Array
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export default bytes
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}
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declare module "*.jpeg" {
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const bytes: Uint8Array
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export default bytes
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}
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// UI event bus (lattice), provided by the runtime as a builtin module.
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// on/once return an unsubscribe function.
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declare module "srt:events" {
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export function on(event: string, callback: (data: any) => void): () => void
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export function once(event: string, callback: (data: any) => void): () => void
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}
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// Dev-server control surface (lattice). Present only in dev/go builds; in other
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// builds `available` is false and the functions are no-ops.
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declare module "srt:dev" {
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export const available: boolean
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export const canDiscover: boolean
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export const recents: string[]
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export function connect(address: string): void
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export function discover(): void
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export function stop(): void
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}
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// Frame draw (lattice runner). renderFrame() synchronously renders the current
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// frame: layout, the postLayout hook, paint and hover refresh, then builds and
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// submits the display list. To schedule a future frame instead, use
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// requestFrame() from "flux:rendertree". The tree-building surface itself is
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// "flux:rendertree" (from @solidrt/flux-types).
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declare module "srt:render" {
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export function renderFrame(): void
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}
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package/src/types.d.ts
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/// <reference types="@solidrt/flux-types" />
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/// <reference path="./runtime-modules.d.ts" />
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import type { JSX as SolidJSX } from "@solidjs/signals"
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import type { Gradient } from "./color"
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import type { Element } from "solid-js"
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//
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//
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export function on(event: string, callback: (data: any) => void): () => void
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export function once(event: string, callback: (data: any) => void): () => void
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}
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// Dev-server control surface (lattice). Present only in dev/go builds; in other
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// builds `available` is false and the functions are no-ops.
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declare module "srt:dev" {
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export const available: boolean
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export const canDiscover: boolean
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export const recents: string[]
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export function connect(address: string): void
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export function discover(): void
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export function stop(): void
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}
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// Frame draw (lattice runner). renderFrame() synchronously renders the current
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// frame: layout, the postLayout hook, paint and hover refresh, then builds and
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// submits the display list. To schedule a future frame instead, use
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// requestFrame() from "flux:rendertree". The tree-building surface itself is
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// "flux:rendertree" (from @solidrt/flux-types).
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declare module "srt:render" {
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export function renderFrame(): void
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}
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// The "srt:*" lattice runner modules are declared in ./runtime-modules.d.ts
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// non-module declaration file, and this file is a module.
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declare global {
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let image: {
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}
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}
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type
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// JSX value model. The element type is solid-js's (its control-flow components
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// like <For> return it, so JSX.Element must match). @solidjs/signals ships no
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// JSX namespace and solid-js defines no ElementChildrenAttribute, so we supply
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// that here - its single key tells TS which prop receives JSX children.
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export type { Element }
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export interface ElementChildrenAttribute {
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children: {}
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}
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type Children = Element
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interface FlexboxProps {
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gap?: number
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