@solidrt/core 0.0.38 → 0.0.39
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/AGENTS.md +1 -1
- package/examples/README.md +4 -1
- package/examples/window-shader-history.tsx +62 -0
- package/examples/window-shader.tsx +71 -0
- package/package.json +5 -5
- package/src/gamepad.ts +6 -0
- package/src/gpu.ts +50 -0
- package/src/index.ts +1 -0
- package/src/runtime-modules.d.ts +17 -3
- package/src/types.d.ts +55 -2
- package/src/window.ts +27 -9
package/AGENTS.md
CHANGED
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@@ -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.
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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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package/examples/README.md
CHANGED
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@@ -20,7 +20,7 @@ for the element/prop model see `@solidrt/core/AGENTS.md`.
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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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## 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.
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@@ -36,6 +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.
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@@ -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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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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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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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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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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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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render(() => <App />)
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@@ -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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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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// { 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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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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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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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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render(() => <App />)
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package/package.json
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{
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"name": "@solidrt/core",
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"version": "0.0.
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"version": "0.0.39",
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"license": "MIT",
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"author": "Antoine van Wel",
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"type": "module",
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"colord": "^2.9.3"
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},
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"devDependencies": {
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"@solidrt/flux-types": "0.0.
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"@solidrt/flux-types": "0.0.39"
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},
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"peerDependencies": {
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"@solidjs/signals": "2.0.0-beta.
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"@solidjs/universal": "2.0.0-beta.
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"solid-js": "2.0.0-beta.
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"@solidjs/signals": "2.0.0-beta.26",
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"@solidjs/universal": "2.0.0-beta.26",
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"solid-js": "2.0.0-beta.26"
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}
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}
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package/src/gamepad.ts
CHANGED
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* "back", "guide", "leftShoulder", "rightShoulder", "leftStick",
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* "rightStick"). `axes` has sticks ("leftX", "leftY", "rightX", "rightY") in
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* -1..1 and triggers ("leftTrigger", "rightTrigger") in 0..1.
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*
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* The snapshot is a faithful report. Note that pressing "back" (select) on a
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* mapped pad ALSO emits the `back` event (see onBack) - it is the pad-side
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* sibling of Android's system back, the runtime's exit-to-launcher gesture.
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* Apps that bind "back" for their own controls should preventDefault that
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* event.
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*/
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export interface GamepadState {
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/** Runtime instance id: unique per connection, not stable across reconnects. */
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package/src/gpu.ts
CHANGED
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export { destroyBuffer, setDrawCount } from "flux:gpu"
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export type { Topology, VertexAttribute } from "flux:gpu"
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// The raw shading layer, re-exported as-is - no reactive wrapper, the app
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// owns these lifetimes. compileShader compiles one stage from complete GLSL
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// ES (or with the standard header via { header: true }); linkProgram links a
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// vertex and a fragment stage into a program handle that backs any number of
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// createShaderTarget calls (and compiles nothing per target); destroyShader /
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// destroyProgram free by id space, either order safe against live targets.
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// createShader/createPipeline remain the fused conveniences on top.
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export { compileShader, destroyProgram, destroyShader, linkProgram } from "flux:gpu"
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// captureSnapshot renders a node to a texture and readTexture reads any
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// texture's bytes back. Re-exported raw (no reactive auto-cleanup wrapper):
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// captureSnapshot resolves asynchronously, by which point the reactive owner is
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// no longer current, so the caller owns the returned id and frees it with
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// destroyTexture (as with any texture created after an await).
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//
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// Together they are the one-shot bake path: draw something only the engine can
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// produce (shaped text, an SVG, a themed view), capture it, read the pixels and
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// process them on the CPU - baking a glyph atlas is the worked example. Not a
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// rendering path: a capture rasterizes the subtree offscreen, reads it back to
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// the CPU and re-uploads it, costing a full GPU -> CPU -> GPU round trip and a
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// paint pass of latency every call. Batch captures (one paint pass services
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// many), never run them per frame, and do not use them to feed live screen
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// content into a shader - for that the source has to update in place (another
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// pipeline's target, a camera texture).
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export { captureSnapshot, readTexture } from "flux:gpu"
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/**
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return id
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}
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/**
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* Creates a render target over a program from `linkProgram` and renders it
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* once, returning the texture id (usable anywhere a normal texture id is,
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* e.g. `<texture src>`; resize with `setShaderSize`, drive uniforms with
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* `<texture params>` or `setShaderParams`). Many targets may share one
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* program, and creating a target compiles nothing. The mesh options mirror
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* `createPipeline`: a raw-linked program carries its own vertex stage, so a
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* fullscreen pass is `{ vertexCount: 3 }` over a covering-triangle vertex
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* stage. Frees the target when the reactive owner is disposed (opt out with
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* `opts.manual`); the program is yours and outlives it.
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*/
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export function createShaderTarget(
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program: number,
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width: number,
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height: number,
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opts?: {
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params?: Record<string, number>
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textures?: Record<string, number>
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attributes?: gpu.VertexAttribute[]
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buffer?: number
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topology?: gpu.Topology
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vertexCount?: number
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depth?: boolean
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clearColor?: [number, number, number, number]
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} & CreateOptions,
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): number {
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let id = gpu.createShaderTarget(program, width, height, opts)
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if (!opts?.manual && getOwner()) onCleanup(() => gpu.destroyTexture(id))
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return id
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}
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/** The reactive shader description `createShaderMemo` builds from. */
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export type ShaderSpec = {
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fragmentSrc: string
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package/src/index.ts
CHANGED
package/src/runtime-modules.d.ts
CHANGED
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@@ -83,10 +83,24 @@ declare module "srt:apps" {
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83
83
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export const available: boolean
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/**
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* An installed app: id, display name (the installed manifest's displayName,
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86
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-
* defaulting to the id) and current version id (manifest hash).
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86
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+
* defaulting to the id) and current version id (manifest hash). `updated` is
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87
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* when that version became current, in milliseconds since the epoch (0 when
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88
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* the store's timestamp is unreadable); a repush of an identical manifest
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89
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+
* installs nothing and leaves it alone. `size` is the version's
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90
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* manifest-declared size (bundle plus assets) - claimed rather than walked,
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* so that listing stays cheap; `info()` reports what is actually on disk.
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* `icon` is the manifest-declared icon's SVG source, ready for an `<svg>`
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* src; absent when the app declares none (or the file is unreadable).
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*/
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88
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-
export type InstalledApp = {
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-
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+
export type InstalledApp = {
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id: string
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name: string
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icon?: string
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version: string
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updated: number
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size: number
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}
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/** Installed apps, most recently updated first. */
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export function list(): InstalledApp[]
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/**
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* A stored version: id (manifest hash), bytes on disk, whether it is the
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package/src/types.d.ts
CHANGED
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@@ -275,6 +275,45 @@ export interface WindowProps extends LayoutProps, PointerProps {
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children?: Children
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title?: string
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fullscreen?: boolean
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/**
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* Run the window's finished frame through a GPU program as the last step
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* before it reaches the screen. While declared, the frame renders into a
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* runtime-owned layer texture the program samples; removing the prop
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* restores the direct path and frees the layer. Everything else about the
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* program (compiling, linking, lifetime) is the raw shading layer's:
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* see compileShader/linkProgram.
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+
*/
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+
shader?: WindowShaderProps | null
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}
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+
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/**
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* A window shader declaration. The program reads the frame through
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* `uniform sampler2D uSource` (top-left origin, like every sampled texture -
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* so a vertex stage mapping it onto the window flips the v coordinate) and
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* is drawn attributeless as triangles, `vertexCount` vertices fetched via
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* gl_VertexID. `iResolution`, filled by name, is the window size in physical
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* pixels (the pass covers exactly that). The window is cleared to opaque
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* black first, so geometry that does not cover it still presents a defined
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* frame.
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*/
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export interface WindowShaderProps {
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/** Linked program handle from linkProgram. */
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program: number
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/** Float uniforms filled by name, paced to the next real repaint. */
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params?: Record<string, number>
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/** Extra sampler2D inputs: uniform name to texture id. */
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+
textures?: Record<string, number>
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/** Vertices drawn (attributeless triangles). Default 3, the covering triangle. */
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+
vertexCount?: number
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/**
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* Retain the last frame as a second layer the program samples as
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* `uniform sampler2D uPrevious` (one-frame history: motion echo, frame
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* differencing). Costs one extra window-sized texture while declared.
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* Until a second frame exists uPrevious samples opaque black. Only declare
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+
* the uPrevious uniform together with this flag - without it the uniform
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* stays at unit 0 and aliases uSource. Default false.
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+
*/
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previous?: boolean
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}
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export interface ViewProps extends LayoutProps, TransformProps, PointerProps {
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@@ -297,8 +336,13 @@ export interface ViewProps extends LayoutProps, TransformProps, PointerProps {
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* on layout-size or display-scale changes. Content painted outside the
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* element's layout box is cropped, and ancestor scale animations smear the
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* bitmap; best for screen-aligned, static, raster-expensive content.
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*
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* "snapshot-no-aa" is "snapshot" rasterized without anti-aliasing: cheaper
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* (no multisampled scratch, one render pass), but vector content - svg
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+
* paths, rounded corners, rotated edges - comes out hard-edged. Text and
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* axis-aligned rects look identical, so prefer it for plain UI panels.
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*/
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-
repaintBoundary?: boolean | "snapshot"
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+
repaintBoundary?: boolean | "snapshot" | "snapshot-no-aa"
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}
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// draw primitives
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@@ -363,7 +407,16 @@ export interface TextProps extends Position, PaintProps, PointerProps {
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maxLines?: number
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364
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}
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-
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/**
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* A raster draw uses only part of a paint. `blendMode` applies, which is how
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412
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+
* two GPU layers composite in the tree (a solid pass plus an additive pass)
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413
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* without a hand-written compositing shader. `color` contributes its alpha
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414
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+
* only, as an opacity multiplier; its RGB does not tint, and a gradient does
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415
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+
* not replace the texture. `drawStyle` and the stroke props have no effect.
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416
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+
* Texture alpha is premultiplied, so additive modes need no manual
|
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417
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+
* premultiplication.
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|
418
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+
*/
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419
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+
export interface TextureProps extends Position, PaintProps, PointerProps {
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src?: number
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|
368
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/**
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* How the texture's pixels map to the element box (CSS object-fit).
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package/src/window.ts
CHANGED
|
@@ -190,22 +190,38 @@ export function onWindowBlur(fn: () => void) {
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190
190
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191
191
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export type BackEvent = { preventDefault: () => void }
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192
192
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193
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-
// App handlers for the window-level back event,
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194
|
-
//
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|
195
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-
//
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|
196
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-
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193
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+
// App handlers for the window-level back event, as a stack: the last one
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194
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+
// registered is offered the event first, and the first to prevent ends the
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195
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+
// dispatch. Back is a pop, so the thing most recently put on screen has to
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196
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+
// answer for it - a dialog that opens over a screen registers after it and must
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197
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+
// win, and registration order tracks mount order (a parent sets up before its
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198
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+
// children), so reverse order also reads as innermost-first. Kept in a local
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199
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+
// registry rather than per-handler bus subscriptions so the default action runs
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200
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+
// exactly once, after the handlers have had their say.
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+
let backHandlers: ((e: BackEvent) => void)[] = []
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203
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/**
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204
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* Calls `fn` on the user's back intent (Android back button/gesture, the
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200
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* desktop dev chord). Call `e.preventDefault()` when back means in-app
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* navigation right now (close a modal, previous screen); unprevented, the
|
|
202
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-
*
|
|
203
|
-
*
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|
207
|
+
* event passes to the handler registered before this one, and if none of them
|
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208
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+
* prevents it either, to the default action: exit(). Apps without a handler
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209
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+
* exit on back everywhere, which is the correct zero-effort default.
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210
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+
*
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211
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+
* Handlers form a stack: the most recently registered runs first and the first
|
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212
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+
* to prevent ends the dispatch, so each screen or overlay owns one step of the
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213
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+
* back stack and none of them needs to know what the others are doing. A
|
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214
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+
* handler that does not prevent must not act either - the event is still on its
|
|
215
|
+
* way to whoever will handle it.
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216
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+
*
|
|
204
217
|
* Returns a cleanup function; also auto-cleans within a reactive scope.
|
|
205
218
|
*/
|
|
206
219
|
export function onBack(fn: (e: BackEvent) => void) {
|
|
207
|
-
backHandlers.
|
|
208
|
-
let cleanup = () =>
|
|
220
|
+
backHandlers.push(fn)
|
|
221
|
+
let cleanup = () => {
|
|
222
|
+
let i = backHandlers.lastIndexOf(fn)
|
|
223
|
+
if (i >= 0) backHandlers.splice(i, 1)
|
|
224
|
+
}
|
|
209
225
|
onCleanup(cleanup)
|
|
210
226
|
return cleanup
|
|
211
227
|
}
|
|
@@ -338,7 +354,9 @@ export function attachWindow(_nodeId: number) {
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|
|
338
354
|
},
|
|
339
355
|
}
|
|
340
356
|
// Copy first: a handler may unregister (itself or others) mid-dispatch.
|
|
341
|
-
|
|
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)
|
|
342
360
|
if (!prevented) exit()
|
|
343
361
|
})
|
|
344
362
|
|