@solidrt/core 0.0.37 → 0.0.39

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package/AGENTS.md CHANGED
@@ -84,7 +84,7 @@ tsconfig.json - the two load-bearing lines are jsx + jsxImportSource:
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  ```
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  Peer deps @solidjs/signals and @solidjs/universal must match (currently
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- 2.0.0-beta.20); bun resolves them from peerDependencies.
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+ 2.0.0-beta.26); bun resolves them from peerDependencies.
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  ## Element model (the parts that are easy to get wrong)
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@@ -16,8 +16,11 @@ for the element/prop model see `@solidrt/core/AGENTS.md`.
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  - `frame-animation.tsx` - `onFrame` driving a transform animation each frame.
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  - `on-layout-connect.tsx` - `onLayout` + `getBoundingBox` connecting laid-out boxes with a `d-path`.
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+ ## Pointer input
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+ - `pointer-local-coords.tsx` - the three pointer coordinate frames (`clientX` window, `localX` the handling node's own frame, `parentX` its path-parent's frame - where the node's x/y live) and the transform-proof drag idiom: grab offset from `localX` at down, place with `parentX - offset` on moves. Exact inside rotated/scaled ancestors and when the pointer leaves the node mid-drag.
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+
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  ## Performance
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- - `repaint-boundary.tsx` - `repaintBoundary` on a `<view>` to keep static content from rebuilding while a neighbor animates: `{true}` retains the recorded draw list, `"snapshot"` also retains the rasterized pixels as a GPU texture (for raster-expensive, screen-aligned, static subtrees).
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+ - `repaint-boundary.tsx` - `repaintBoundary` on a `<view>` to keep static content from rebuilding while a neighbor animates: `{true}` retains the recorded draw list, `"snapshot"` also retains the rasterized pixels as a GPU texture (for raster-expensive, screen-aligned, static subtrees). `"snapshot-no-aa"` rasterizes without anti-aliasing: cheaper, fine for text and axis-aligned rects, hard-edged on vector content.
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  ## Scrolling
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  - `scroll.tsx` - `createScroll`, the headless scroll primitive: it owns only the clamped offset (re-clamped on layout); you supply the viewport/content nodes via refs, apply the offset to `scrollX`/`scrollY`, and wire input (e.g. `onWheel`) to `scrollBy` yourself.
@@ -33,6 +36,9 @@ for the element/prop model see `@solidrt/core/AGENTS.md`.
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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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  - `inline-image.tsx` - bytes already in memory: `decodeImage` + `createTexture` (both synchronous) show an image with no `<Loading>` boundary. The sync counterpart to `image.tsx`.
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  - `gpu-shader.tsx` - a GLSL fragment shader rendered to a texture, animated by driving its `iTime` uniform declaratively through the `<texture params={{...}}>` prop.
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+ - `gpu-raw-program.tsx` - the raw shading layer: compileShader/linkProgram/createShaderTarget, one vertex stage shared by two programs, with and without the standard header.
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+ - `window-shader.tsx` - the `shader` prop on `<window>`: the finished frame drawn through a raw-linked warp program before present, click to toggle between warp and identity.
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+ - `window-shader-history.tsx` - the window shader's frame history: `previous` binds last frame as uPrevious, drawn as a one-frame motion echo behind an orbiting square; click toggles the echo term.
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  ## Sound
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  - `sound.tsx` - `createSound`: decode a clip once from bytes (here a binary import), replay cheaply; `overlap` stacking vs single-voice, `playing()` signal, release on unmount. Points to `createSoundStream` for long tracks streamed from a path.
@@ -0,0 +1,53 @@
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+ // Pointer events carry the pointer position in three coordinate frames,
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+ // resolved per node as the event bubbles:
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+ // - clientX/clientY - the window frame.
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+ // - localX/localY - the frame of the node whose handler is running, its whole
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+ // transform chain undone. Exact even when the pointer is not over the node:
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+ // after a pointer down, moves route along the frozen down path and keep
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+ // reporting true locals (a fast drag cannot escape the chip below).
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+ // - parentX/parentY - the frame of the node's path parent, which is the frame
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+ // the node's own x/y props live in.
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+ // The drag idiom needs no transform math in the app: take the grab offset from
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+ // localX/localY at pointer down, place with parentX/parentY - offset during
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+ // moves. The surface here is rotated and scaled to prove the point - the chip
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+ // still tracks the pointer exactly. Keying the grab by pointerId keeps
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+ // concurrent touches (each routed along its own down path) independent.
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+ import { render, createSignal } from "@solidrt/core"
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+
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+ function App() {
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+ let [pos, setPos] = createSignal({ x: 40, y: 40 })
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+ let grab: { pointer: number; dx: number; dy: number } | null = null
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+
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+ return (
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+ <window alignItems="center" justifyContent="center">
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+ <view width={360} height={240} rotate={0.3} scale={1.2}>
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+ <d-rect radius={16} color="#2a2f3a" />
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+ <view
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+ position="absolute"
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+ width={100}
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+ height={64}
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+ x={pos().x}
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+ y={pos().y}
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+ justifyContent="center"
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+ alignItems="center"
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+ onPointerDown={(e) => {
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+ if (grab) return
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+ grab = { pointer: e.pointerId, dx: e.localX, dy: e.localY }
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+ }}
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+ onPointerMove={(e) => {
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+ if (!grab || e.pointerId !== grab.pointer) return
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+ setPos({ x: e.parentX - grab.dx, y: e.parentY - grab.dy })
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+ }}
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+ onPointerUp={() => {
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+ grab = null
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+ }}
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+ >
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+ <d-rect radius={12} color="#3366b3" />
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+ <text color="white">drag me</text>
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+ </view>
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+ </view>
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+ </window>
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+ )
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+ }
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+
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+ render(() => <App />)
@@ -0,0 +1,62 @@
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+ // `previous: true` on the window shader retains the last resolved frame as a
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+ // second layer the program samples as uPrevious, rotated each frame - a
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+ // one-frame history. Here it draws a motion echo behind the orbiting square;
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+ // click to toggle the echo term off and compare with the plain frame.
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+ import { render, onFrame, createSignal } from "@solidrt/core"
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+ import { compileShader, destroyShader, linkProgram } from "@solidrt/core/gpu"
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+
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+ let VERTEX = `#version 300 es
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+ precision highp float;
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+ out vec2 vUV;
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+ void main() {
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+ vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
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+ // uSource/uPrevious are top-left origin; flip v so the frame lands upright.
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+ vUV = vec2(p.x, 1.0 - p.y);
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+ gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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+ }
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+ `
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+
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+ let ECHO = `
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+ uniform sampler2D uSource;
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+ uniform sampler2D uPrevious;
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+ uniform float uEcho;
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+ in vec2 vUV;
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+ void main() {
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+ vec4 cur = texture(uSource, vUV);
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+ vec4 prev = texture(uPrevious, vUV);
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+ // Brightest of the current frame and the decayed previous one: motion
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+ // leaves a one-frame ghost trailing it.
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+ fragColor = max(cur, prev * uEcho);
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+ }
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+ `
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+
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+ function App() {
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+ let vs = compileShader("vertex", VERTEX)
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+ let fs = compileShader("fragment", ECHO, { header: true })
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+ let echoProgram = linkProgram(vs, fs)
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+ destroyShader(vs)
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+ destroyShader(fs)
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+
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+ let [angle, setAngle] = createSignal(0)
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+ let [echo, setEcho] = createSignal(0.65)
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+ onFrame(tick => setAngle(tick / 350))
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+
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+ return (
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+ <window
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+ shader={{ program: echoProgram, params: { uEcho: echo() }, previous: true }}
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+ onPointerDown={() => setEcho(e => (e > 0 ? 0 : 0.65))}
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+ alignItems="center"
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+ justifyContent="center"
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+ >
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+ <rect position="absolute" top={0} right={0} bottom={0} left={0} color="#101826" />
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+ <view width={70} height={70} x={Math.cos(angle()) * 150} y={Math.sin(angle()) * 150}>
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+ <rect width={70} height={70} radius={16} color="#7ad0ff" />
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+ </view>
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+ <text position="absolute" bottom={24} fontSize={14} color="#99aabb">
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+ Click to toggle the uPrevious echo
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+ </text>
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+ </window>
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+ )
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+ }
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+
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+ render(() => <App />)
@@ -0,0 +1,71 @@
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+ // The window shader: the finished frame renders into a runtime-owned layer
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+ // texture and a linked program draws over it into the window, as the last
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+ // step before present. The program samples the frame as uSource (top-left
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+ // origin - the vertex stage flips v when mapping onto the window), gets
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+ // iResolution in physical pixels, and draws attributeless at vertexCount
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+ // (default 3, the covering triangle).
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+ //
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+ // Click anywhere to toggle the warp amount between 0 and 1: at 0 the program
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+ // is an identity pass, which must be indistinguishable from no shader at all
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+ // (the orientation/half-pixel regression check from the plan).
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+ import { render, onFrame, createSignal } from "@solidrt/core"
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+ import { compileShader, destroyShader, linkProgram } from "@solidrt/core/gpu"
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+
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+ let VERTEX = `#version 300 es
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+ precision highp float;
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+ out vec2 vUV;
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+ void main() {
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+ vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
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+ // uSource is top-left origin; flip v so the frame lands upright on the
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+ // window (the one flip of the frame path, done here in the vertex stage).
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+ vUV = vec2(p.x, 1.0 - p.y);
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+ gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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+ }
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+ `
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+
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+ // { header: true } declares #version, precision, iResolution/iTime and
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+ // fragColor; uSource, vUV, and the app's own uniforms are declared here.
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+ let WARP = `
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+ uniform sampler2D uSource;
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+ uniform float uAmount;
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+ in vec2 vUV;
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+ void main() {
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+ vec2 uv = vUV;
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+ uv.x += sin(uv.y * 24.0 + iTime * 3.0) * 0.012 * uAmount;
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+ uv.y += sin(uv.x * 18.0 - iTime * 2.0) * 0.012 * uAmount;
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+ fragColor = texture(uSource, uv);
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+ }
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+ `
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+
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+ function App() {
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+ let vs = compileShader("vertex", VERTEX)
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+ let fs = compileShader("fragment", WARP, { header: true })
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+ let warp = linkProgram(vs, fs)
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+ destroyShader(vs)
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+ destroyShader(fs)
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+
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+ let [time, setTime] = createSignal(0)
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+ let [amount, setAmount] = createSignal(1)
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+ onFrame(tick => setTime(tick / 1000))
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+
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+ return (
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+ <window
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+ shader={{ program: warp, params: { iTime: time(), uAmount: amount() } }}
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+ onPointerDown={() => setAmount(a => (a > 0 ? 0 : 1))}
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+ flexDirection="column"
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+ gap={12}
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+ alignItems="center"
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+ justifyContent="center"
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+ >
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+ <text fontSize={28} color="#222">Window shader</text>
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+ <view flexDirection="row" gap={12}>
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+ <rect w={90} h={90} radius={12} color="#0077ff" />
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+ <rect w={90} h={90} radius={12} color="#ff6a00" />
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+ <rect w={90} h={90} radius={12} color="#00c46a" />
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+ </view>
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+ <text fontSize={14} color="#666">Click to toggle warp (identity at 0)</text>
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+ </window>
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+ )
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+ }
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+
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+ render(() => <App />)
package/package.json CHANGED
@@ -1,6 +1,6 @@
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1
  {
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  "name": "@solidrt/core",
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- "version": "0.0.37",
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+ "version": "0.0.39",
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4
  "license": "MIT",
5
5
  "author": "Antoine van Wel",
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6
  "type": "module",
@@ -27,11 +27,11 @@
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  "colord": "^2.9.3"
28
28
  },
29
29
  "devDependencies": {
30
- "@solidrt/flux-types": "0.0.37"
30
+ "@solidrt/flux-types": "0.0.39"
31
31
  },
32
32
  "peerDependencies": {
33
- "@solidjs/signals": "2.0.0-beta.20",
34
- "@solidjs/universal": "2.0.0-beta.20",
35
- "solid-js": "2.0.0-beta.20"
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+ "@solidjs/signals": "2.0.0-beta.26",
34
+ "@solidjs/universal": "2.0.0-beta.26",
35
+ "solid-js": "2.0.0-beta.26"
36
36
  }
37
37
  }
@@ -28,6 +28,8 @@ export interface InputDevices {
28
28
 
29
29
  export type SystemTheme = "dark" | "light" | "unknown"
30
30
 
31
+ export type Visibility = "visible" | "hidden"
32
+
31
33
  export type Orientation = "portrait" | "portraitFlipped" | "landscape" | "landscapeFlipped" | "unknown"
32
34
 
33
35
  let devicesAccessor: (() => InputDevices | undefined) | undefined
@@ -52,6 +54,18 @@ function ensureSystemThemeState() {
52
54
  systemThemeAccessor = theme
53
55
  }
54
56
 
57
+ let visibilityAccessor: (() => Visibility) | undefined
58
+
59
+ function ensureVisibilityState() {
60
+ if (visibilityAccessor) return
61
+ let [visibility, setVisibility] = createSignal<Visibility>("visible", { ownedWrite: true })
62
+ // Sticky. The runtime may report the same state through several platform
63
+ // paths; the signal's equality check turns repeats into no-ops for
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+ // reactive consumers.
65
+ on("visibility", (e: { state?: Visibility }) => setVisibility(e.state === "hidden" ? "hidden" : "visible"))
66
+ visibilityAccessor = visibility
67
+ }
68
+
55
69
  let orientationAccessor: (() => Orientation) | undefined
56
70
 
57
71
  function ensureOrientationState() {
@@ -167,6 +181,21 @@ export let env = {
167
181
  ensureTextScaleState()
168
182
  return textScaleAccessor!()
169
183
  },
184
+ /**
185
+ * Whether the app is on screen: "hidden" while backgrounded (Android) or
186
+ * minimized (desktop), "visible" again on return. The web's
187
+ * `visibilityState` vocabulary without the `document` machinery - react
188
+ * to it in a tracked scope (JSX, memo, effect).
189
+ *
190
+ * This is the persistence moment: there is no close event on any
191
+ * platform (Android gives no time, desktop window close never enters
192
+ * JS), so save state when this goes "hidden". While hidden, timers keep
193
+ * running but no frames are produced.
194
+ */
195
+ get visibility(): Visibility {
196
+ ensureVisibilityState()
197
+ return visibilityAccessor!()
198
+ },
170
199
  /** Orientation of the display the window is on. */
171
200
  get orientation(): Orientation {
172
201
  ensureOrientationState()
package/src/gamepad.ts CHANGED
@@ -15,6 +15,12 @@ import { on } from "srt:events"
15
15
  * "back", "guide", "leftShoulder", "rightShoulder", "leftStick",
16
16
  * "rightStick"). `axes` has sticks ("leftX", "leftY", "rightX", "rightY") in
17
17
  * -1..1 and triggers ("leftTrigger", "rightTrigger") in 0..1.
18
+ *
19
+ * The snapshot is a faithful report. Note that pressing "back" (select) on a
20
+ * mapped pad ALSO emits the `back` event (see onBack) - it is the pad-side
21
+ * sibling of Android's system back, the runtime's exit-to-launcher gesture.
22
+ * Apps that bind "back" for their own controls should preventDefault that
23
+ * event.
18
24
  */
19
25
  export interface GamepadState {
20
26
  /** Runtime instance id: unique per connection, not stable across reconnects. */
package/src/gpu.ts CHANGED
@@ -44,11 +44,30 @@ export {
44
44
  export { destroyBuffer, setDrawCount } from "flux:gpu"
45
45
  export type { Topology, VertexAttribute } from "flux:gpu"
46
46
 
47
+ // The raw shading layer, re-exported as-is - no reactive wrapper, the app
48
+ // owns these lifetimes. compileShader compiles one stage from complete GLSL
49
+ // ES (or with the standard header via { header: true }); linkProgram links a
50
+ // vertex and a fragment stage into a program handle that backs any number of
51
+ // createShaderTarget calls (and compiles nothing per target); destroyShader /
52
+ // destroyProgram free by id space, either order safe against live targets.
53
+ // createShader/createPipeline remain the fused conveniences on top.
54
+ export { compileShader, destroyProgram, destroyShader, linkProgram } from "flux:gpu"
55
+
47
56
  // captureSnapshot renders a node to a texture and readTexture reads any
48
57
  // texture's bytes back. Re-exported raw (no reactive auto-cleanup wrapper):
49
58
  // captureSnapshot resolves asynchronously, by which point the reactive owner is
50
59
  // no longer current, so the caller owns the returned id and frees it with
51
60
  // destroyTexture (as with any texture created after an await).
61
+ //
62
+ // Together they are the one-shot bake path: draw something only the engine can
63
+ // produce (shaped text, an SVG, a themed view), capture it, read the pixels and
64
+ // process them on the CPU - baking a glyph atlas is the worked example. Not a
65
+ // rendering path: a capture rasterizes the subtree offscreen, reads it back to
66
+ // the CPU and re-uploads it, costing a full GPU -> CPU -> GPU round trip and a
67
+ // paint pass of latency every call. Batch captures (one paint pass services
68
+ // many), never run them per frame, and do not use them to feed live screen
69
+ // content into a shader - for that the source has to update in place (another
70
+ // pipeline's target, a camera texture).
52
71
  export { captureSnapshot, readTexture } from "flux:gpu"
53
72
 
54
73
  /**
@@ -111,6 +130,37 @@ export function createShader(
111
130
  return id
112
131
  }
113
132
 
133
+ /**
134
+ * Creates a render target over a program from `linkProgram` and renders it
135
+ * once, returning the texture id (usable anywhere a normal texture id is,
136
+ * e.g. `<texture src>`; resize with `setShaderSize`, drive uniforms with
137
+ * `<texture params>` or `setShaderParams`). Many targets may share one
138
+ * program, and creating a target compiles nothing. The mesh options mirror
139
+ * `createPipeline`: a raw-linked program carries its own vertex stage, so a
140
+ * fullscreen pass is `{ vertexCount: 3 }` over a covering-triangle vertex
141
+ * stage. Frees the target when the reactive owner is disposed (opt out with
142
+ * `opts.manual`); the program is yours and outlives it.
143
+ */
144
+ export function createShaderTarget(
145
+ program: number,
146
+ width: number,
147
+ height: number,
148
+ opts?: {
149
+ params?: Record<string, number>
150
+ textures?: Record<string, number>
151
+ attributes?: gpu.VertexAttribute[]
152
+ buffer?: number
153
+ topology?: gpu.Topology
154
+ vertexCount?: number
155
+ depth?: boolean
156
+ clearColor?: [number, number, number, number]
157
+ } & CreateOptions,
158
+ ): number {
159
+ let id = gpu.createShaderTarget(program, width, height, opts)
160
+ if (!opts?.manual && getOwner()) onCleanup(() => gpu.destroyTexture(id))
161
+ return id
162
+ }
163
+
114
164
  /** The reactive shader description `createShaderMemo` builds from. */
115
165
  export type ShaderSpec = {
116
166
  fragmentSrc: string
package/src/index.ts CHANGED
@@ -7,7 +7,7 @@ export { onFrame, onLayout, onResize, onWindowFocus, onWindowBlur, onBack, exit
7
7
  export type { BackEvent } from "./window"
8
8
  export { windowSize, safeArea, displayScale, windowFocused, keyboardHeight } from "./window"
9
9
  export { env } from "./environment"
10
- export type { InputDevices, SystemTheme, Orientation } from "./environment"
10
+ export type { InputDevices, SystemTheme, Orientation, Visibility } from "./environment"
11
11
  export { gamepads } from "./gamepad"
12
12
  export type { GamepadState } from "./gamepad"
13
13
  export { capabilities } from "./capabilities"
@@ -27,6 +27,7 @@ export type {
27
27
  TextEvent,
28
28
  PaintProps,
29
29
  WindowProps,
30
+ WindowShaderProps,
30
31
  ViewProps,
31
32
  RectProps,
32
33
  OvalProps,
package/src/renderer.ts CHANGED
@@ -97,14 +97,14 @@ function removeNode(parent: ProxyNode, node: ProxyNode): void {
97
97
  // bookkeeping on the hot create/insert paths, orphans are derived from the
98
98
  // proxy map itself: parentless, not the window root, and not awaiting the
99
99
  // destroy sweep. window.ts runs the scan on a rendered frame every few
100
- // seconds; dev bundles only (srt always defines process.env.NODE_ENV, so a
100
+ // seconds; dev bundles only (srt always defines import.meta.env.DEV, so a
101
101
  // production bundle folds the check into a constant early return).
102
102
  const SENTINEL_INTERVAL_MS = 5000
103
103
  let sentinelDue = 0
104
104
  let warnedLeakTypes = new Set<string>()
105
105
 
106
106
  export function scanForOrphans(now: number): void {
107
- if (process.env.NODE_ENV === "production") return
107
+ if (!import.meta.env.DEV) return
108
108
  if (now < sentinelDue) return
109
109
  sentinelDue = now + SENTINEL_INTERVAL_MS
110
110
  let counts = new Map<string, number>()
@@ -23,6 +23,14 @@ declare module "*.jpeg" {
23
23
  const bytes: Uint8Array
24
24
  export default bytes
25
25
  }
26
+ declare module "*.wav" {
27
+ const bytes: Uint8Array
28
+ export default bytes
29
+ }
30
+ declare module "*.ogg" {
31
+ const bytes: Uint8Array
32
+ export default bytes
33
+ }
26
34
 
27
35
  // UI event bus (lattice), provided by the runtime as a builtin module.
28
36
  // on/once return an unsubscribe function.
@@ -48,6 +56,12 @@ declare module "srt:dev" {
48
56
  export const available: boolean
49
57
  export const canDiscover: boolean
50
58
  export const recents: string[]
59
+ /**
60
+ * The dev-server address the client was launched with (so the launcher can
61
+ * auto-connect without on-device interaction), or null when launched without
62
+ * one.
63
+ */
64
+ export const launchAddress: string | null
51
65
  export function connect(address: string): void
52
66
  export function discover(): void
53
67
  export function stop(): void
@@ -69,10 +83,24 @@ declare module "srt:apps" {
69
83
  export const available: boolean
70
84
  /**
71
85
  * An installed app: id, display name (the installed manifest's displayName,
72
- * defaulting to the id) and current version id (manifest hash).
86
+ * defaulting to the id) and current version id (manifest hash). `updated` is
87
+ * when that version became current, in milliseconds since the epoch (0 when
88
+ * the store's timestamp is unreadable); a repush of an identical manifest
89
+ * installs nothing and leaves it alone. `size` is the version's
90
+ * manifest-declared size (bundle plus assets) - claimed rather than walked,
91
+ * so that listing stays cheap; `info()` reports what is actually on disk.
92
+ * `icon` is the manifest-declared icon's SVG source, ready for an `<svg>`
93
+ * src; absent when the app declares none (or the file is unreadable).
73
94
  */
74
- export type InstalledApp = { id: string; name: string; version: string }
75
- /** Installed apps, sorted by name. */
95
+ export type InstalledApp = {
96
+ id: string
97
+ name: string
98
+ icon?: string
99
+ version: string
100
+ updated: number
101
+ size: number
102
+ }
103
+ /** Installed apps, most recently updated first. */
76
104
  export function list(): InstalledApp[]
77
105
  /**
78
106
  * A stored version: id (manifest hash), bytes on disk, whether it is the
package/src/text-input.ts CHANGED
@@ -82,7 +82,7 @@ export function createTextBuffer(options: TextBufferOptions = {}): TextBuffer {
82
82
  }
83
83
 
84
84
  // Ordered selection bounds [start, end).
85
- let range = () => {
85
+ let range = (): [number, number] => {
86
86
  let { anchor, focus } = selection()
87
87
  return anchor <= focus ? [anchor, focus] : [focus, anchor]
88
88
  }
package/src/types.d.ts CHANGED
@@ -9,6 +9,16 @@ import type { Element } from "solid-js"
9
9
  // non-module declaration file, and this file is a module.
10
10
 
11
11
  declare global {
12
+ interface ImportMeta {
13
+ /**
14
+ * Build-mode constants, substituted textually by the srt bundler (Vite
15
+ * vocabulary). `DEV` is true in dev bundles and false in production
16
+ * bundles, where the substituted constant lets the minifier fold
17
+ * dev-only code away entirely.
18
+ */
19
+ readonly env: { readonly DEV: boolean }
20
+ }
21
+
12
22
  let image: {
13
23
  decodeImage(bytes: Uint8Array): { data: Uint8Array, width: number, height: number }
14
24
  }
@@ -180,6 +190,29 @@ export interface TransformProps {
180
190
  export interface PointerEvent {
181
191
  clientX: number
182
192
  clientY: number
193
+ /**
194
+ * Pointer position in the coordinate frame of the node whose handler is
195
+ * running (its transform chain undone), so it differs per node as the event
196
+ * bubbles. Exact even when the pointer is not over the node: a drag routed
197
+ * along the frozen down-path keeps reporting true local coordinates after
198
+ * leaving it.
199
+ */
200
+ localX: number
201
+ localY: number
202
+ /**
203
+ * Pointer position in the frame the running node's own x/y coordinates live
204
+ * in: its parent on the hit path (the window for the root). The drag idiom
205
+ * is `x = parentX - grab offset`, with the grab offset taken from
206
+ * localX/localY at pointer down. The path parent skips
207
+ * pointerEvents="none" ancestors, so it is the layout parent in ordinary
208
+ * trees.
209
+ */
210
+ parentX: number
211
+ parentY: number
212
+ /** Node id whose handler is currently running (bubbling changes it per call). */
213
+ currentTarget: number
214
+ /** Deepest node id of the event's path (the hit leaf). */
215
+ target: number
183
216
  pointerId: number
184
217
  pointerType: "mouse" | "touch" | "pen" | (string & {})
185
218
  button?: number
@@ -242,6 +275,45 @@ export interface WindowProps extends LayoutProps, PointerProps {
242
275
  children?: Children
243
276
  title?: string
244
277
  fullscreen?: boolean
278
+ /**
279
+ * Run the window's finished frame through a GPU program as the last step
280
+ * before it reaches the screen. While declared, the frame renders into a
281
+ * runtime-owned layer texture the program samples; removing the prop
282
+ * restores the direct path and frees the layer. Everything else about the
283
+ * program (compiling, linking, lifetime) is the raw shading layer's:
284
+ * see compileShader/linkProgram.
285
+ */
286
+ shader?: WindowShaderProps | null
287
+ }
288
+
289
+ /**
290
+ * A window shader declaration. The program reads the frame through
291
+ * `uniform sampler2D uSource` (top-left origin, like every sampled texture -
292
+ * so a vertex stage mapping it onto the window flips the v coordinate) and
293
+ * is drawn attributeless as triangles, `vertexCount` vertices fetched via
294
+ * gl_VertexID. `iResolution`, filled by name, is the window size in physical
295
+ * pixels (the pass covers exactly that). The window is cleared to opaque
296
+ * black first, so geometry that does not cover it still presents a defined
297
+ * frame.
298
+ */
299
+ export interface WindowShaderProps {
300
+ /** Linked program handle from linkProgram. */
301
+ program: number
302
+ /** Float uniforms filled by name, paced to the next real repaint. */
303
+ params?: Record<string, number>
304
+ /** Extra sampler2D inputs: uniform name to texture id. */
305
+ textures?: Record<string, number>
306
+ /** Vertices drawn (attributeless triangles). Default 3, the covering triangle. */
307
+ vertexCount?: number
308
+ /**
309
+ * Retain the last frame as a second layer the program samples as
310
+ * `uniform sampler2D uPrevious` (one-frame history: motion echo, frame
311
+ * differencing). Costs one extra window-sized texture while declared.
312
+ * Until a second frame exists uPrevious samples opaque black. Only declare
313
+ * the uPrevious uniform together with this flag - without it the uniform
314
+ * stays at unit 0 and aliases uSource. Default false.
315
+ */
316
+ previous?: boolean
245
317
  }
246
318
 
247
319
  export interface ViewProps extends LayoutProps, TransformProps, PointerProps {
@@ -264,8 +336,13 @@ export interface ViewProps extends LayoutProps, TransformProps, PointerProps {
264
336
  * on layout-size or display-scale changes. Content painted outside the
265
337
  * element's layout box is cropped, and ancestor scale animations smear the
266
338
  * bitmap; best for screen-aligned, static, raster-expensive content.
339
+ *
340
+ * "snapshot-no-aa" is "snapshot" rasterized without anti-aliasing: cheaper
341
+ * (no multisampled scratch, one render pass), but vector content - svg
342
+ * paths, rounded corners, rotated edges - comes out hard-edged. Text and
343
+ * axis-aligned rects look identical, so prefer it for plain UI panels.
267
344
  */
268
- repaintBoundary?: boolean | "snapshot"
345
+ repaintBoundary?: boolean | "snapshot" | "snapshot-no-aa"
269
346
  }
270
347
 
271
348
  // draw primitives
@@ -330,8 +407,25 @@ export interface TextProps extends Position, PaintProps, PointerProps {
330
407
  maxLines?: number
331
408
  }
332
409
 
333
- export interface TextureProps extends Position, PointerProps {
410
+ /**
411
+ * A raster draw uses only part of a paint. `blendMode` applies, which is how
412
+ * two GPU layers composite in the tree (a solid pass plus an additive pass)
413
+ * without a hand-written compositing shader. `color` contributes its alpha
414
+ * only, as an opacity multiplier; its RGB does not tint, and a gradient does
415
+ * not replace the texture. `drawStyle` and the stroke props have no effect.
416
+ * Texture alpha is premultiplied, so additive modes need no manual
417
+ * premultiplication.
418
+ */
419
+ export interface TextureProps extends Position, PaintProps, PointerProps {
334
420
  src?: number
421
+ /**
422
+ * How the texture's pixels map to the element box (CSS object-fit).
423
+ * "fill" (default) stretches; "cover" and "none" crop; "contain" and
424
+ * "scale-down" letterbox. Everything centers - there is no object-position.
425
+ * Paint-only: the element box itself is unaffected, so "contain" letterbox
426
+ * bars and "cover" cropped edges still hit-test as part of the element.
427
+ */
428
+ fit?: "fill" | "cover" | "contain" | "none" | "scale-down"
335
429
  w?: number
336
430
  h?: number
337
431
  srcX?: number
package/src/window.ts CHANGED
@@ -17,15 +17,12 @@ export { exit }
17
17
 
18
18
  // ------ Pointer routing -----------------
19
19
 
20
- // Hit path frozen at pointerDown, pointerId -> targets. While a pointer has an
21
- // active down, its moves and up dispatch along this path (same leaf-to-root
22
- // bubble) no matter where the pointer currently is, so every node under the
23
- // original down observes the whole gesture: a drag keeps working off-element,
24
- // and an ancestor recognizer (a scroller's pan) sees the moves it needs to
25
- // take over mid-gesture via the arena. There is no exclusive pointer capture;
26
- // gesture ownership is claim-based, above this layer. Enter/leave stay
27
- // hover-driven, and moves with no active down follow the live hit path.
28
- let downPaths = new Map<number, number[]>()
20
+ // Routing lives in the engine: the runtime freezes each pointer's hit path at
21
+ // pointerDown and delivers every event with its exact targets plus per-node
22
+ // local/parent-frame coordinate arrays (see PointerEvent in types.d.ts). This
23
+ // side only walks the delivered path, resolving the per-node scalars before
24
+ // each handler. There is no exclusive pointer capture; gesture ownership is
25
+ // claim-based, above this layer.
29
26
 
30
27
  // ------ Animation frames ----------------
31
28
 
@@ -193,22 +190,38 @@ export function onWindowBlur(fn: () => void) {
193
190
 
194
191
  export type BackEvent = { preventDefault: () => void }
195
192
 
196
- // App handlers for the window-level back event, run in registration order.
197
- // Kept in a local registry (not per-handler bus subscriptions) so the default
198
- // action runs exactly once, after every handler has had its say.
199
- let backHandlers = new Set<(e: BackEvent) => void>()
193
+ // App handlers for the window-level back event, as a stack: the last one
194
+ // registered is offered the event first, and the first to prevent ends the
195
+ // dispatch. Back is a pop, so the thing most recently put on screen has to
196
+ // answer for it - a dialog that opens over a screen registers after it and must
197
+ // win, and registration order tracks mount order (a parent sets up before its
198
+ // children), so reverse order also reads as innermost-first. Kept in a local
199
+ // registry rather than per-handler bus subscriptions so the default action runs
200
+ // exactly once, after the handlers have had their say.
201
+ let backHandlers: ((e: BackEvent) => void)[] = []
200
202
 
201
203
  /**
202
204
  * Calls `fn` on the user's back intent (Android back button/gesture, the
203
205
  * desktop dev chord). Call `e.preventDefault()` when back means in-app
204
206
  * navigation right now (close a modal, previous screen); unprevented, the
205
- * default action runs: exit(). Apps without a handler exit on back
206
- * everywhere, which is the correct zero-effort default.
207
+ * event passes to the handler registered before this one, and if none of them
208
+ * prevents it either, to the default action: exit(). Apps without a handler
209
+ * exit on back everywhere, which is the correct zero-effort default.
210
+ *
211
+ * Handlers form a stack: the most recently registered runs first and the first
212
+ * to prevent ends the dispatch, so each screen or overlay owns one step of the
213
+ * back stack and none of them needs to know what the others are doing. A
214
+ * handler that does not prevent must not act either - the event is still on its
215
+ * way to whoever will handle it.
216
+ *
207
217
  * Returns a cleanup function; also auto-cleans within a reactive scope.
208
218
  */
209
219
  export function onBack(fn: (e: BackEvent) => void) {
210
- backHandlers.add(fn)
211
- let cleanup = () => backHandlers.delete(fn)
220
+ backHandlers.push(fn)
221
+ let cleanup = () => {
222
+ let i = backHandlers.lastIndexOf(fn)
223
+ if (i >= 0) backHandlers.splice(i, 1)
224
+ }
212
225
  onCleanup(cleanup)
213
226
  return cleanup
214
227
  }
@@ -252,77 +265,71 @@ export function attachWindow(_nodeId: number) {
252
265
  runFrame(time * 1000, frame)
253
266
  })
254
267
 
255
- // Dispatch an event to every node on the hit path, leaf->root (bubbling), so
256
- // a child handler can call e.stopPropagation() to keep the event from
257
- // reaching its ancestors. `targets` arrives root->leaf, hence the reverse.
258
- let bubble = (targets: number[], handler: string, e: any) => {
268
+ // Dispatch an event to every node on the delivered path, resolving the
269
+ // per-node fields from the parallel wire arrays before each handler:
270
+ // localX/localY is the pointer in that node's own frame, parentX/parentY
271
+ // in its path-parent's frame (the frame the node's x/y live in), and
272
+ // currentTarget the node whose handler is running. `reverse` walks the
273
+ // root->leaf array leaf-first (bubbling), so a child handler can call
274
+ // e.stopPropagation() to keep the event from reaching its ancestors;
275
+ // enter/leave arrive pre-ordered and walk forward.
276
+ interface RawPointer {
277
+ targets: number[]
278
+ localX: number[]
279
+ localY: number[]
280
+ parentX: number[]
281
+ parentY: number[]
282
+ [k: string]: any
283
+ }
284
+ let dispatchPath = (raw: RawPointer, handler: string, reverse: boolean) => {
285
+ let { targets, localX, localY, parentX, parentY, ...e } = raw
259
286
  let stopped = false
260
287
  e.stopPropagation = () => {
261
288
  stopped = true
262
289
  }
263
- for (let i = targets.length - 1; i >= 0; i--) {
290
+ let n = targets.length
291
+ for (let k = 0; k < n; k++) {
292
+ let i = reverse ? n - 1 - k : k
293
+ e.currentTarget = targets[i]!
294
+ e.localX = localX[i]!
295
+ e.localY = localY[i]!
296
+ e.parentX = parentX[i]!
297
+ e.parentY = parentY[i]!
264
298
  getEventHandler(targets[i]!, handler)?.(e)
265
299
  if (stopped) break
266
300
  }
267
301
  }
302
+ let bubble = (raw: RawPointer, handler: string) => dispatchPath(raw, handler, true)
303
+ let dispatchOrdered = (raw: RawPointer, handler: string) => dispatchPath(raw, handler, false)
304
+
305
+ unsubDown = on("pointerDown", (raw: RawPointer) => {
306
+ bubble(raw, "onPointerDown")
307
+ // Outside-tap blur. Read focus AFTER per-node handlers so a tap that
308
+ // moves focus to a new node is not immediately blurred again.
309
+ let focused = getFocusedNodeId()
310
+ if (focused != null && !raw.targets.includes(focused)) {
311
+ setFocus(null)
312
+ }
313
+ })
268
314
 
269
- unsubDown = on(
270
- "pointerDown",
271
- ({ targets, ...e }: { targets: number[]; [k: string]: any }) => {
272
- downPaths.set(e.pointerId, targets)
273
- bubble(targets, "onPointerDown", e)
274
- // Outside-tap blur. Read focus AFTER per-node handlers so a tap that
275
- // moves focus to a new node is not immediately blurred again.
276
- let focused = getFocusedNodeId()
277
- if (focused != null && !targets.includes(focused)) {
278
- setFocus(null)
279
- }
280
- },
281
- )
282
-
283
- unsubUp = on("pointerUp", ({ targets, ...e }: { targets: number[]; [k: string]: any }) => {
284
- let frozen = downPaths.get(e.pointerId)
285
- downPaths.delete(e.pointerId)
286
- bubble(frozen ?? targets, "onPointerUp", e)
315
+ unsubUp = on("pointerUp", (raw: RawPointer) => {
316
+ bubble(raw, "onPointerUp")
287
317
  })
288
318
 
289
- unsubMove = on(
290
- "pointerMove",
291
- ({ targets, ...e }: { targets: number[]; [k: string]: any }) => {
292
- bubble(downPaths.get(e.pointerId) ?? targets, "onPointerMove", e)
293
- },
294
- )
295
-
296
- // Enter/leave keep their hover-diff order (already leaf->root for leave,
297
- // root->leaf for enter), but still honor stopPropagation for a consistent
298
- // event shape.
299
- let dispatchOrdered = (targets: number[], handler: string, e: any) => {
300
- let stopped = false
301
- e.stopPropagation = () => {
302
- stopped = true
303
- }
304
- for (let nodeId of targets) {
305
- getEventHandler(nodeId, handler)?.(e)
306
- if (stopped) break
307
- }
308
- }
319
+ unsubMove = on("pointerMove", (raw: RawPointer) => {
320
+ bubble(raw, "onPointerMove")
321
+ })
322
+
323
+ unsubEnter = on("pointerEnter", (raw: RawPointer) => {
324
+ dispatchOrdered(raw, "onPointerEnter")
325
+ })
326
+
327
+ unsubLeave = on("pointerLeave", (raw: RawPointer) => {
328
+ dispatchOrdered(raw, "onPointerLeave")
329
+ })
309
330
 
310
- unsubEnter = on(
311
- "pointerEnter",
312
- ({ targets, ...e }: { targets: number[]; [k: string]: any }) => {
313
- dispatchOrdered(targets, "onPointerEnter", e)
314
- },
315
- )
316
-
317
- unsubLeave = on(
318
- "pointerLeave",
319
- ({ targets, ...e }: { targets: number[]; [k: string]: any }) => {
320
- dispatchOrdered(targets, "onPointerLeave", e)
321
- },
322
- )
323
-
324
- unsubWheel = on("wheel", ({ targets, ...e }: { targets: number[]; [k: string]: any }) => {
325
- bubble(targets, "onWheel", e)
331
+ unsubWheel = on("wheel", (raw: RawPointer) => {
332
+ bubble(raw, "onWheel")
326
333
  })
327
334
 
328
335
  unsubKeyDown = on("keydown", (e: any) => {
@@ -347,7 +354,9 @@ export function attachWindow(_nodeId: number) {
347
354
  },
348
355
  }
349
356
  // Copy first: a handler may unregister (itself or others) mid-dispatch.
350
- for (let fn of [...backHandlers]) fn(e)
357
+ // Top of the stack down, stopping as soon as one takes the event.
358
+ let stack = [...backHandlers]
359
+ for (let i = stack.length - 1; i >= 0 && !prevented; i--) stack[i]!(e)
351
360
  if (!prevented) exit()
352
361
  })
353
362