@vectoriox/iox-ui 5.70.2 → 5.71.0

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@@ -210,6 +210,196 @@ const SCENE_FLOW_RULES = `.iox-role-scene{height:auto!important}`
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  /** Under reduced motion the driver never starts, so the same rules hold for the whole visit. */
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  const SCENE_REDUCED_MOTION_CSS = `@media (prefers-reduced-motion: reduce){${SCENE_FLOW_RULES}}`;
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+ /**
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+ * Authoring a Scene (premium-sites plan §5b, SC2): the decisions the builder's timeline and its panel share, so neither
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+ * holds a second copy of what a key is. Pure, and every edit returns NEW tracks: the caller assigns them to the node, so
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+ * undo's snapshot and the attribute the driver reads can never see a half-made edit.
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+ *
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+ * One rule to author by: one key holds, two keys move. A value edited at a scroll position sets a key there, so a layer
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+ * is animated by scrolling to a moment and saying where it stands at that moment.
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+ */
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+ /** Keys sit on whole percents of the scroll: finer than anyone can place by hand, and two keys never nearly coincide. */
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+ const KEY_GRID = 100;
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+ function sceneKeyPosition(p) {
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+ return Math.round(Math.min(1, Math.max(0, p)) * KEY_GRID) / KEY_GRID;
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+ }
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+ const PERCENT = '%';
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+ const DEGREES = '°';
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+ /** The closed vocabulary, in the order the panel lists it. */
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+ const SCENE_TRACK_DEFS = [
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+ { prop: SceneProp.X, colour: false, rest: 0, min: -300, max: 300, step: 1, factor: 1, unit: PERCENT },
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+ { prop: SceneProp.Y, colour: false, rest: 0, min: -300, max: 300, step: 1, factor: 1, unit: PERCENT },
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+ { prop: SceneProp.Scale, colour: false, rest: 1, min: 0, max: 2000, step: 1, factor: 100, unit: PERCENT },
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+ { prop: SceneProp.Rotate, colour: false, rest: 0, min: -720, max: 720, step: 1, factor: 1, unit: DEGREES },
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+ { prop: SceneProp.Opacity, colour: false, rest: 1, min: 0, max: 100, step: 1, factor: 100, unit: PERCENT },
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+ { prop: SceneProp.Clip, colour: false, rest: 0, min: 0, max: 50, step: 1, factor: 1, unit: PERCENT },
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+ { prop: SceneProp.Ground, colour: true, rest: 0, min: 0, max: 0, step: 0, factor: 1, unit: '' },
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+ { prop: SceneProp.Ink, colour: true, rest: 0, min: 0, max: 0, step: 0, factor: 1, unit: '' },
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+ ];
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+ const DEF_BY_PROP = new Map(SCENE_TRACK_DEFS.map(def => [def.prop, def]));
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+ function sceneTrackDef(prop) {
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+ return DEF_BY_PROP.get(prop);
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+ }
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+ const trackOf = (tracks, prop) => tracks.find(t => t.prop === prop);
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+ const samePosition = (a, b) => sceneKeyPosition(a) === sceneKeyPosition(b);
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+ const roundTo = (value, places = 4) => Number(value.toFixed(places));
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+ /** A number track's value at `p` in the author's units, or where the layer rests when it has no such track. */
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+ function sceneDisplayValue(tracks, prop, p) {
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+ const def = sceneTrackDef(prop);
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+ const track = trackOf(tracks, prop);
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+ return roundTo((track ? valueAt(track.keys, p) : def.rest) * def.factor, 2);
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+ }
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+ /**
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+ * The colour to show for a colour track at `p`: the key at or before it, else the first. Between two keys the live value
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+ * is a mix, which is no value a colour control can edit; the author sets keys, so the panel shows a key.
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+ */
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+ function sceneColourKeyAt(tracks, prop, p) {
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+ const keys = trackOf(tracks, prop)?.keys;
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+ if (!keys?.length)
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+ return '';
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+ let held = keys[0];
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+ for (const key of keys)
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+ if (key[0] <= sceneKeyPosition(p))
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+ held = key;
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+ return String(held[1]);
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+ }
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+ function sceneHasKeyAt(tracks, prop, p) {
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+ return !!trackOf(tracks, prop)?.keys.some(key => samePosition(key[0], p));
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+ }
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+ function storedValue(def, value) {
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+ if (def.colour)
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+ return value;
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+ return roundTo(Math.min(def.max, Math.max(def.min, Number(value))) / def.factor);
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+ }
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+ function replaceTrack(tracks, prop, keys) {
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+ const rest = tracks.filter(t => t.prop !== prop);
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+ if (!keys.length)
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+ return rest;
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+ const at = tracks.findIndex(t => t.prop === prop);
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+ const next = [...rest];
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+ next.splice(at < 0 ? rest.length : at, 0, { prop, keys });
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+ return next;
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+ }
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+ /**
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+ * Set a key at `p`, in the author's units. A number is clamped to its bounds; a colour that is no colour changes nothing,
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+ * because `normalizeTracks` would drop it anyway and the author's other keys must survive.
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+ */
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+ function withSceneKey(tracks, prop, p, value) {
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+ const def = sceneTrackDef(prop);
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+ const at = sceneKeyPosition(p);
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+ if (!def.colour && !Number.isFinite(Number(value)))
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+ return [...tracks];
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+ const key = [at, storedValue(def, value)];
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+ const others = (trackOf(tracks, prop)?.keys ?? []).filter(k => !samePosition(k[0], at));
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+ const keys = [...others, key].sort((a, b) => a[0] - b[0]);
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+ const next = replaceTrack(tracks, prop, keys);
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+ return trackOf(normalizeTracks(next), prop)?.keys.length === keys.length ? next : [...tracks];
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+ }
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+ /** Remove the key at `p`. The last key of a track takes the track with it. */
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+ function withoutSceneKey(tracks, prop, p) {
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+ const track = trackOf(tracks, prop);
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+ if (!track)
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+ return [...tracks];
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+ return replaceTrack(tracks, prop, track.keys.filter(key => !samePosition(key[0], p)));
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+ }
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+ /**
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+ * Move a key from `from` toward `to`, stopping one grid step short of its neighbours: keys never swap, so a drag can
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+ * never reverse a movement the author set. Returns where it landed, so a drag keeps following it.
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+ */
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+ function movedSceneKey(tracks, prop, from, to) {
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+ const track = trackOf(tracks, prop);
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+ const index = track ? track.keys.findIndex(key => samePosition(key[0], from)) : -1;
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+ if (!track || index < 0)
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+ return { tracks: [...tracks], at: sceneKeyPosition(from) };
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+ const step = 1 / KEY_GRID;
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+ const low = index > 0 ? track.keys[index - 1][0] + step : 0;
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+ const high = index < track.keys.length - 1 ? track.keys[index + 1][0] - step : 1;
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+ const at = sceneKeyPosition(Math.min(high, Math.max(low, to)));
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+ const keys = track.keys.map((key, i) => (i === index ? [at, key[1]] : key));
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+ return { tracks: replaceTrack(tracks, prop, keys), at };
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+ }
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+ /** A track's bar on the timeline: from its first key to its last, as fractions of the scroll. */
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+ function sceneTrackSpan(track) {
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+ return { from: track.keys[0][0], to: track.keys[track.keys.length - 1][0] };
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+ }
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+ /** The Scene a selection sits in: the innermost Scene on its path from the top. */
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+ function sceneRootOnPath(path) {
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+ for (let i = path.length - 1; i >= 0; i--)
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+ if (path[i].role === SceneRole.Scene)
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+ return path[i];
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+ return null;
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+ }
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+ /** Every Scene on a page, in document order, a Scene inside a Scene included. */
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+ function scenesIn(nodes) {
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+ const found = [];
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+ for (const node of nodes ?? []) {
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+ if (node.role === SceneRole.Scene)
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+ found.push(node);
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+ found.push(...scenesIn((node.children ?? [])));
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+ }
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+ return found;
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+ }
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+ const hasTracks = (node) => normalizeTracks(node.sceneTracks).length > 0 || normalizeTracks(node.scenePhoneTracks).length > 0;
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+ /**
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+ * What the timeline lists: the stage, everything standing on it, and anything deeper that carries tracks. A layer with
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+ * none is listed too, or it could never be given its first. A Scene inside this one keeps its own timeline.
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+ */
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+ function sceneLayersOf(root) {
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+ const stage = (root?.children ?? []).find(child => child.role === SceneRole.Stage);
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+ if (!stage)
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+ return [];
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+ const layers = [stage];
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+ const deeper = (node) => {
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+ for (const child of (node.children ?? [])) {
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+ if (child.role === SceneRole.Scene)
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+ continue;
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+ if (hasTracks(child))
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+ layers.push(child);
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+ deeper(child);
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+ }
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+ };
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+ for (const child of (stage.children ?? [])) {
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+ if (child.role === SceneRole.Scene)
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+ continue;
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+ layers.push(child);
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+ deeper(child);
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+ }
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+ return layers;
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+ }
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+ /** How many screens of scrolling a Scene holds for, and the bounds the panel offers. */
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+ const SCENE_MIN_SCREENS = 0.5;
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+ const SCENE_MAX_SCREENS = 20;
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+ const VIEWPORT_HEIGHT = /^([\d.]+)[sdl]?vh$/;
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+ /**
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+ * The root's height as screens of scrolling: the stage itself takes one screen, so 400vh holds for 3. Null for a height
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+ * set in anything else (a hand-set px), which the panel then says it cannot express rather than overwriting it.
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+ */
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+ function sceneScreensOf(height) {
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+ const match = VIEWPORT_HEIGHT.exec(String(height ?? '').trim());
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+ if (!match)
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+ return null;
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+ return Math.max(0, roundTo(Number(match[1]) / 100 - 1, 2));
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+ }
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+ function sceneHeightForScreens(screens) {
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+ const held = Math.min(SCENE_MAX_SCREENS, Math.max(SCENE_MIN_SCREENS, screens));
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+ return `${roundTo((held + 1) * 100, 1)}vh`;
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+ }
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+ /** Motion v2 §3d's limits for scroll-linked work on one page. */
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+ const SCENE_BUDGET = { heldSections: 1, movingLayers: 8 };
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+ /** What a page's Scenes cost. Advice to the author, never a refusal: the composer enforces it from SC6. */
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+ function sceneBudget(nodes) {
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+ const scenes = scenesIn(nodes);
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+ const moving = scenes.flatMap(scene => sceneLayersOf(scene)).filter(hasTracks);
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+ const movingLayers = new Set(moving).size;
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+ const tracks = [...new Set(moving)].reduce((sum, node) => sum + normalizeTracks(node.sceneTracks).length, 0);
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+ return {
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+ tracks,
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+ heldSections: scenes.length,
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+ movingLayers,
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+ within: scenes.length <= SCENE_BUDGET.heldSections && movingLayers <= SCENE_BUDGET.movingLayers,
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+ };
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+ }
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+
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  /** Generic words a fresh Scene starts with: the author's to replace. */
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  const SCENE_WORDS = {
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  title: 'One idea, held still',
@@ -337,8 +527,10 @@ class ScrollDriver {
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  const next = scene.fresh ? target : dampToward(scene.progress, target, seconds, this.options.damping);
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  const settled = Math.abs(next - target) < SETTLED;
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  scene.progress = settled ? target : next;
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+ scene.target = target;
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  scene.fresh = false;
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  this.write(scene);
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+ this.options.onFrame?.(scene.root, { target, progress: scene.progress });
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  moving = moving || !settled;
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  }
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  if (moving)
@@ -356,7 +548,7 @@ class ScrollDriver {
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  /** Drive a Scene's root. Idempotent: adding a root again re-reads it. */
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  add(root) {
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  this.remove(root);
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- const scene = { root, stage: null, layers: [], progress: 0, height: 0, travel: 0, phone: false, inlineSign: 1, fresh: true, mutations: null };
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+ const scene = { root, stage: null, layers: [], progress: 0, target: 0, height: 0, travel: 0, phone: false, inlineSign: 1, fresh: true, mutations: null };
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  this.scenes.set(root, scene);
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  this.resize?.observe(root);
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  if (this.options.observe) {
@@ -384,6 +576,23 @@ class ScrollDriver {
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  progressOf(root) {
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  return this.scenes.get(root)?.progress ?? null;
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  }
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+ /** Where the scroll stands in a root's travel, undamped. */
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+ targetOf(root) {
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+ return this.scenes.get(root)?.target ?? null;
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+ }
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+ /** Page px from the root's top to the scroll position that stands it at `p`. */
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+ offsetFor(root, p) {
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+ const scene = this.scenes.get(root);
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+ return scene ? scene.travel * Math.min(1, Math.max(0, p)) : null;
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+ }
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+ /** Land on the next frame with no glide: a scrubber sets a position, and the author is waiting to see that moment. */
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+ settle(root) {
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+ const scene = this.scenes.get(root);
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+ if (!scene)
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+ return;
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+ scene.fresh = true;
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+ this.wake();
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+ }
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  /** Something moved that no scroll or resize announces (the canvas's zoom). */
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  wake() {
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  if (this.frame)
@@ -472,5 +681,5 @@ function attachScenes(container, options = {}) {
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  * Generated bundle index. Do not edit.
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  */
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- export { SCENE_DAMPING, SCENE_FLOW_RULES, SCENE_LENGTH, SCENE_PHONE_LENGTH, SCENE_PHONE_MAX_WIDTH, SCENE_REDUCED_MOTION_CSS, SCENE_STAGE_HEIGHT, SCENE_WORDS, SceneAttribute, SceneProp, ScrollDriver, applySceneFirstFrame, attachScenes, buildSceneRecipe, colourAt, dampToward, normalizeTracks, sceneFirstFrame, sceneFrame, sceneFrameDeclarations, sceneNodeAttributes, sceneScrollState, syncSceneAttributes, valueAt };
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+ export { SCENE_BUDGET, SCENE_DAMPING, SCENE_FLOW_RULES, SCENE_LENGTH, SCENE_MAX_SCREENS, SCENE_MIN_SCREENS, SCENE_PHONE_LENGTH, SCENE_PHONE_MAX_WIDTH, SCENE_REDUCED_MOTION_CSS, SCENE_STAGE_HEIGHT, SCENE_TRACK_DEFS, SCENE_WORDS, SceneAttribute, SceneProp, ScrollDriver, applySceneFirstFrame, attachScenes, buildSceneRecipe, colourAt, dampToward, movedSceneKey, normalizeTracks, sceneBudget, sceneColourKeyAt, sceneDisplayValue, sceneFirstFrame, sceneFrame, sceneFrameDeclarations, sceneHasKeyAt, sceneHeightForScreens, sceneKeyPosition, sceneLayersOf, sceneNodeAttributes, sceneRootOnPath, sceneScreensOf, sceneScrollState, sceneTrackDef, sceneTrackSpan, scenesIn, syncSceneAttributes, valueAt, withSceneKey, withoutSceneKey };
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  //# sourceMappingURL=vectoriox-iox-ui-scene-core.mjs.map
@@ -1 +1 @@
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- {"version":3,"file":"vectoriox-iox-ui-scene-core.mjs","sources":["../../../projects/iox-ui/src/scene-core/scene.ts","../../../projects/iox-ui/src/scene-core/scene-recipe.ts","../../../projects/iox-ui/src/scene-core/scroll-driver.ts","../../../projects/iox-ui/src/scene-core/public-api.ts","../../../projects/iox-ui/src/scene-core/vectoriox-iox-ui-scene-core.ts"],"sourcesContent":["import { SceneRole } from '@vectoriox/iox-ui/composite-core';\n\n/**\n * A Scene's data and maths (premium-sites plan §5b). A Scene is a recipe of ordinary nodes — a tall Section, a pinned\n * stage inside it, ordinary nodes as layers — so every word stays real, bound and translatable, and all three render\n * paths already draw it. What moves a layer is its OWN `sceneTracks`, never a list on the root naming layer ids: a clone\n * copies them with the layer, a delete takes them with it, and there is no id to remap.\n *\n * The vocabulary is closed. Every property is one the compositor can run without layout (CLS stays 0): a saved value\n * outside it is dropped when read, so a page document can never write CSS through a track.\n */\n\nexport enum SceneProp {\n /** Along the inline axis, in % of the stage's width. Positive runs toward the inline END (mirrored in RTL). */\n X = 'x',\n /** Down, in % of the stage's height. */\n Y = 'y',\n Scale = 'scale',\n /** Degrees. */\n Rotate = 'rotate',\n /** 0–1. */\n Opacity = 'opacity',\n /** Inset from every side, in % of the layer (0 = whole, 50 = gone). */\n Clip = 'clip',\n /** The layer's background colour. */\n Ground = 'ground',\n /** The layer's text colour. */\n Ink = 'ink',\n}\n\n/** One key: at progress `[0]` (0–1) the property holds `[1]`: a number, or a colour for Ground and Ink. */\nexport type SceneKey = readonly [number, number | string];\n\nexport interface SceneTrack {\n prop: SceneProp;\n /** Ascending by progress. Between two keys the value eases (smoothstep); outside them it holds the nearest. */\n keys: ReadonlyArray<SceneKey>;\n}\n\n/** What a node carries (both a builder node and a saved one). */\nexport interface SceneNodeSource {\n role?: string | null;\n /** How this layer moves, from the wide layout down to the phone's. */\n sceneTracks?: ReadonlyArray<SceneTrack> | null;\n /** How it moves at phone width instead (`SCENE_PHONE_MAX_WIDTH`). Absent = the same tracks. */\n scenePhoneTracks?: ReadonlyArray<SceneTrack> | null;\n}\n\n/** A frame as inline-style properties (camelCase, as `CSSStyleDeclaration` and `Object.assign` take them). */\nexport interface SceneFrame {\n transform?: string;\n opacity?: string;\n clipPath?: string;\n backgroundColor?: string;\n color?: string;\n /** A layer faded right out takes no clicks: it would sit invisibly over what is under it. `''` clears it. */\n pointerEvents?: string;\n}\n\nexport enum SceneAttribute {\n Root = 'data-iox-scene',\n Tracks = 'data-iox-tracks',\n PhoneTracks = 'data-iox-tracks-phone',\n}\n\n/** At or under this stage width a layer plays its phone tracks. The `mobile` breakpoint's width. */\nexport const SCENE_PHONE_MAX_WIDTH = 767;\n\nconst DECIMALS = 10000;\nconst round = (v: number): number => Math.round(v * DECIMALS) / DECIMALS;\nconst clamp01 = (v: number): number => Math.min(1, Math.max(0, v));\nconst smoothstep = (t: number): number => t * t * (3 - 2 * t);\n\n/** A colour a track may hold: a hex, an rgb()/hsl() literal, or a design token. Anything else could break out of the\n * inline style it lands in. */\nconst COLOUR = /^(#[0-9a-f]{3,8}|(rgb|hsl)a?\\([\\d\\s.,%/]+\\)|var\\(--iox-[\\w-]+\\))$/i;\nconst COLOUR_PROPS: ReadonlySet<SceneProp> = new Set([SceneProp.Ground, SceneProp.Ink]);\nconst ALL_PROPS: ReadonlySet<string> = new Set(Object.values(SceneProp));\n\nfunction validKey(key: unknown, colour: boolean): key is SceneKey {\n if (!Array.isArray(key) || key.length !== 2) return false;\n const [p, value] = key;\n if (typeof p !== 'number' || !Number.isFinite(p) || p < 0 || p > 1) return false;\n return colour ? typeof value === 'string' && COLOUR.test(value) : typeof value === 'number' && Number.isFinite(value);\n}\n\n/**\n * The tracks a saved value really holds: unknown properties, bad keys and colours that are not colours are dropped,\n * keys sorted by progress, a track left with no key dropped. Never throws on what a page document holds.\n */\nexport function normalizeTracks(tracks: unknown): SceneTrack[] {\n if (!Array.isArray(tracks)) return [];\n const out: SceneTrack[] = [];\n for (const track of tracks) {\n const prop = (track as SceneTrack | null)?.prop;\n if (!prop || !ALL_PROPS.has(prop) || !Array.isArray((track as SceneTrack).keys)) continue;\n const keys = (track as SceneTrack).keys\n .filter(key => validKey(key, COLOUR_PROPS.has(prop)))\n .slice()\n .sort((a, b) => a[0] - b[0]);\n if (keys.length) out.push({ prop, keys });\n }\n return out;\n}\n\n/** The two keys around `p` and how far between them it eases. */\nfunction span(keys: ReadonlyArray<SceneKey>, p: number): { a: SceneKey; b: SceneKey; f: number } {\n const at = clamp01(p);\n if (at <= keys[0][0]) return { a: keys[0], b: keys[0], f: 0 };\n for (let i = 1; i < keys.length; i++) {\n if (at <= keys[i][0]) {\n const a = keys[i - 1];\n const b = keys[i];\n const width = b[0] - a[0];\n return { a, b, f: width > 0 ? smoothstep((at - a[0]) / width) : 1 };\n }\n }\n const last = keys[keys.length - 1];\n return { a: last, b: last, f: 0 };\n}\n\n/** A numeric track's value at progress `p`. */\nexport function valueAt(keys: ReadonlyArray<SceneKey>, p: number): number {\n if (!keys.length) return 0;\n const { a, b, f } = span(keys, p);\n const from = Number(a[1]);\n return round(from + (Number(b[1]) - from) * f);\n}\n\n/**\n * A colour track's value at progress `p`. Mixed by the browser, never computed here, so a design token stays a live\n * reference (a re-theme reaches a Scene, as it reaches every saved page) and the path is perceptual.\n */\nexport function colourAt(keys: ReadonlyArray<SceneKey>, p: number): string {\n if (!keys.length) return '';\n const { a, b, f } = span(keys, p);\n if (f <= 0 || a === b) return String(a[1]);\n if (f >= 1) return String(b[1]);\n return `color-mix(in oklab, ${a[1]} ${round((1 - f) * 100)}%, ${b[1]})`;\n}\n\nexport interface SceneFrameOptions {\n /** -1 when the stage reads right-to-left: the inline axis mirrors. */\n inlineSign?: 1 | -1;\n}\n\n/** What the tracks' transform-family properties rest at when a layer has no track for one. */\nconst TRANSFORM_REST: Readonly<Partial<Record<SceneProp, number>>> = { [SceneProp.X]: 0, [SceneProp.Y]: 0, [SceneProp.Scale]: 1, [SceneProp.Rotate]: 0 };\n\n/**\n * A layer's frame at progress `p`. Lengths are container-query units, so one frame is right at any width, under any\n * canvas zoom, on the server and with no measuring: the stage is the size container (`iox-design.css`).\n */\nexport function sceneFrame(tracks: ReadonlyArray<SceneTrack>, p: number, options: SceneFrameOptions = {}): SceneFrame {\n const frame: SceneFrame = {};\n const moves: Partial<Record<SceneProp, number>> = {};\n for (const { prop, keys } of tracks) {\n if (prop in TRANSFORM_REST) moves[prop] = valueAt(keys, p);\n else if (prop === SceneProp.Opacity) {\n const opacity = clamp01(valueAt(keys, p));\n frame.opacity = String(opacity);\n frame.pointerEvents = opacity > 0 ? '' : 'none';\n }\n else if (prop === SceneProp.Clip) frame.clipPath = `inset(${Math.min(50, Math.max(0, valueAt(keys, p)))}%)`;\n else if (prop === SceneProp.Ground) frame.backgroundColor = colourAt(keys, p);\n else if (prop === SceneProp.Ink) frame.color = colourAt(keys, p);\n }\n if (Object.keys(moves).length) {\n const value = (prop: SceneProp): number => moves[prop] ?? TRANSFORM_REST[prop]!;\n const x = round(value(SceneProp.X) * (options.inlineSign ?? 1));\n frame.transform = `translate3d(${x}cqw, ${value(SceneProp.Y)}cqh, 0) rotate(${value(SceneProp.Rotate)}deg) scale(${value(SceneProp.Scale)})`;\n }\n return frame;\n}\n\nconst CSS_NAME: Readonly<Record<keyof SceneFrame, string>> = {\n transform: 'transform',\n opacity: 'opacity',\n clipPath: 'clip-path',\n backgroundColor: 'background-color',\n color: 'color',\n pointerEvents: 'pointer-events',\n};\n\n/** A frame as kebab-case style declarations, for a string renderer. */\nexport function sceneFrameDeclarations(frame: SceneFrame): Record<string, string> {\n const out: Record<string, string> = {};\n for (const [key, value] of Object.entries(frame)) if (value) out[CSS_NAME[key as keyof SceneFrame]] = value;\n return out;\n}\n\n/** The attributes a node's own element carries — the same decision in all three render paths. The runtime reads them,\n * so it needs no node tree and is the same on every path. Empty for any node that is no part of a Scene. */\nexport function sceneNodeAttributes(node: SceneNodeSource | null | undefined): Record<string, string> {\n const attrs: Record<string, string> = {};\n if (node?.role === SceneRole.Scene) attrs[SceneAttribute.Root] = '';\n const tracks = normalizeTracks(node?.sceneTracks);\n const phone = normalizeTracks(node?.scenePhoneTracks);\n if (tracks.length) attrs[SceneAttribute.Tracks] = JSON.stringify(tracks);\n if (phone.length) attrs[SceneAttribute.PhoneTracks] = JSON.stringify(phone);\n return attrs;\n}\n\n/** The frame a layer ships in from the server: where it stands before anyone has scrolled. Without it the page would\n * paint every layer at once, and then jump when the script arrives. */\nexport function sceneFirstFrame(node: SceneNodeSource | null | undefined): SceneFrame {\n return sceneFrame(normalizeTracks(node?.sceneTracks), 0);\n}\n\n/**\n * Make an element carry its node's Scene attributes: the live sync on the canvas and the component path's stamp.\n * Removes stale ones, touches nothing else.\n */\nexport function syncSceneAttributes(el: HTMLElement | null | undefined, node: SceneNodeSource | null | undefined): void {\n if (!el?.setAttribute) return;\n const attrs = sceneNodeAttributes(node);\n for (const name of Object.values(SceneAttribute)) {\n if (name in attrs) el.setAttribute(name, attrs[name]);\n else el.removeAttribute(name);\n }\n}\n\n/** Stamp a layer's first frame on its element (the component path, on the server too). */\nexport function applySceneFirstFrame(el: HTMLElement | null | undefined, node: SceneNodeSource | null | undefined): void {\n if (!el?.style) return;\n for (const [name, value] of Object.entries(sceneFrameDeclarations(sceneFirstFrame(node)))) el.style.setProperty(name, value);\n}\n\n/**\n * Where nothing will drive it (reduced motion, no script) a Scene is ordinary content: it flows, every layer in its\n * place and in its own look, every word readable. `!important` because it must beat a node's compiled height and\n * position, and the inline first frame. The engine wraps it in a reduced-motion query and in `<noscript>`.\n */\nexport const SCENE_FLOW_RULES = `.iox-role-scene{height:auto!important}`\n + `.iox-role-scene-stage{position:relative!important;top:auto!important;height:auto!important;overflow:visible!important;container-type:normal!important}`\n + `[${SceneAttribute.Tracks}]{transform:none!important;opacity:1!important;clip-path:none!important;pointer-events:auto!important}`;\n\n/** Under reduced motion the driver never starts, so the same rules hold for the whole visit. */\nexport const SCENE_REDUCED_MOTION_CSS = `@media (prefers-reduced-motion: reduce){${SCENE_FLOW_RULES}}`;\n","import { CompositeNode, CompositeNodeFactory, makeCompositePart, NO_ELEMENT_STYLE, SceneRole, writeLayerStyles, writeStyles } from '@vectoriox/iox-ui/composite-core';\n\nimport { SceneNodeSource, SceneProp, SceneTrack } from './scene';\n\n/**\n * The SCENE recipe: ordinary nodes, no new type, so all three render paths and every panel already know it.\n *\n * Section role scene height = how long it plays (× the viewport)\n * └─ Container role scene.stage pinned, one viewport tall, clips its layers, the size container for their lengths\n * ├─ Heading a layer with its own tracks\n * └─ Text a layer with its own tracks\n *\n * How long it plays IS the root's height, so it follows the width system the way every other size does. The stage is a\n * track-carrying layer too: its Ground is the colour the whole Scene moves through.\n */\n\nexport type SceneLayerNode = CompositeNode & SceneNodeSource;\n\nexport interface SceneWords {\n title: string;\n line: string;\n}\n\n/** Generic words a fresh Scene starts with: the author's to replace. */\nexport const SCENE_WORDS: Readonly<SceneWords> = {\n title: 'One idea, held still',\n line: 'The page keeps moving. This stays until you have read it.',\n};\n\n/** How long a fresh Scene plays: 4 viewports wide, 3 on a phone (a thumb travels less). */\nexport const SCENE_LENGTH = '400vh';\nexport const SCENE_PHONE_LENGTH = '300vh';\n/** Small viewport height: a phone's toolbar never pushes the stage's bottom out of sight. */\nexport const SCENE_STAGE_HEIGHT = '100svh';\nconst PHONE_BREAKPOINT = 'mobile';\nconst TITLE_LEVEL = 'h2';\n\nenum Type {\n Section = 'Section',\n Container = 'Container',\n Heading = 'Heading',\n Text = 'Text',\n}\n\nconst ROOT_LAYOUT: Readonly<Record<string, string>> = {\n position: 'relative',\n display: 'block',\n width: '100%',\n height: SCENE_LENGTH,\n};\n\nconst STAGE_LAYOUT: Readonly<Record<string, string>> = {\n position: 'sticky',\n top: '0px',\n display: 'flex',\n flexDirection: 'column',\n alignItems: 'center',\n justifyContent: 'center',\n width: '100%',\n height: SCENE_STAGE_HEIGHT,\n overflow: 'hidden',\n};\n\nconst TITLE_TRACKS: ReadonlyArray<SceneTrack> = [\n { prop: SceneProp.Opacity, keys: [[0, 0], [0.2, 1], [0.75, 1], [1, 0]] },\n { prop: SceneProp.Y, keys: [[0, 8], [0.2, 0], [1, -6]] },\n { prop: SceneProp.Scale, keys: [[0, 0.96], [0.6, 1], [1, 1.04]] },\n];\n\nconst LINE_TRACKS: ReadonlyArray<SceneTrack> = [\n { prop: SceneProp.Opacity, keys: [[0.25, 0], [0.45, 1], [0.8, 1], [1, 0]] },\n { prop: SceneProp.Y, keys: [[0.25, 6], [0.45, 0], [1, -4]] },\n];\n\nconst STAGE_TRACKS: ReadonlyArray<SceneTrack> = [\n { prop: SceneProp.Ground, keys: [[0, 'var(--iox-surface-2)'], [0.6, 'var(--iox-page-bg)']] },\n];\n\nconst copyTracks = (tracks: ReadonlyArray<SceneTrack>): SceneTrack[] => tracks.map(t => ({ prop: t.prop, keys: t.keys.map(k => [k[0], k[1]] as const) }));\n\n/** A fresh Scene: it already moves, so the author sees what the thing is before touching it. */\nexport function buildSceneRecipe(create: CompositeNodeFactory, words: Partial<SceneWords> = {}): SceneLayerNode {\n const text = { ...SCENE_WORDS, ...words };\n const root = makeCompositePart(create, { key: 'root', type: Type.Section, elementStyle: NO_ELEMENT_STYLE }, SceneRole.Scene, 'Scene', ROOT_LAYOUT) as SceneLayerNode;\n writeLayerStyles(root, PHONE_BREAKPOINT, { height: SCENE_PHONE_LENGTH });\n\n const stage = makeCompositePart(create, { key: 'stage', type: Type.Container, elementStyle: NO_ELEMENT_STYLE }, SceneRole.Stage, 'Stage', STAGE_LAYOUT) as SceneLayerNode;\n stage.sceneTracks = copyTracks(STAGE_TRACKS);\n\n const title = makeCompositePart(create, { key: 'title', type: Type.Heading, props: { content: text.title, level: TITLE_LEVEL } }, null, 'Title') as SceneLayerNode;\n title.sceneTracks = copyTracks(TITLE_TRACKS);\n writeStyles(title, { textAlign: 'center' });\n\n const line = makeCompositePart(create, { key: 'line', type: Type.Text, props: { content: text.line, tag: 'p' } }, null, 'Line') as SceneLayerNode;\n line.sceneTracks = copyTracks(LINE_TRACKS);\n writeStyles(line, { textAlign: 'center' });\n\n stage.children = [title, line];\n root.children = [stage];\n return root;\n}\n","import { SceneRole } from '@vectoriox/iox-ui/composite-core';\n\nimport { normalizeTracks, SCENE_PHONE_MAX_WIDTH, SceneAttribute, sceneFrame, SceneFrame, SceneTrack } from './scene';\n\n/**\n * The ONE scroll loop (premium-sites plan §5b, SC0). Every Scene on a page reads one progress value from it, on the\n * canvas and on the live site alike. It reads where the root is and nothing else, so it has one code path: under the\n * canvas's zoom the same rectangle divides by the same zoom, and the answer is the same at any scale.\n *\n * - The value is DAMPED: the scroll stops and the page settles a moment later. This is much of the prototype's weight,\n * and why this is not a CSS scroll timeline, which cannot do it.\n * - The live site pins with `position: sticky`, on the compositor. The canvas cannot (its page never scrolls itself,\n * its Lenis scrolls a wrapper around a zoomed frame), so `pin` holds the stage there with `translate` instead.\n * `translate`, not `transform`: a Stage may carry tracks of its own.\n * - It sleeps. No frame is asked for unless something moved, so a page holding a settled Scene costs nothing.\n * - Reads come first in a frame and writes after, and a write only ever touches compositor properties.\n */\n\nexport const SCENE_DAMPING = 9;\nconst SETTLED = 0.0005;\nconst MAX_FRAME_SECONDS = 0.1;\n/** The first frame after a sleep has no previous one to measure from: it counts as one frame, or a scroll would lose it. */\nconst WAKING_FRAME_SECONDS = 1 / 60;\nconst STAGE_SELECTOR = `.iox-role-${SceneRole.Stage.replace(/\\./g, '-')}`;\nconst TRANSFORM_WILL_CHANGE = 'transform, opacity';\n\n/** One frame of the damping: frame-rate independent, so 60 Hz and 120 Hz settle in the same time. */\nexport function dampToward(current: number, target: number, seconds: number, rate: number = SCENE_DAMPING): number {\n return current + (target - current) * (1 - Math.exp(-seconds * rate));\n}\n\n/** Where a root stands: scrolled `local` page px into its `travel`. `zoom` undoes the canvas's scale. */\nexport function sceneScrollState(rootTop: number, originTop: number, zoom: number, travel: number): { local: number; progress: number } {\n if (travel <= 0) return { local: 0, progress: 0 };\n const local = Math.min(travel, Math.max(0, -(rootTop - originTop) / (zoom || 1)));\n return { local, progress: local / travel };\n}\n\nexport interface ScrollDriverOptions {\n /** Hold the stage with `translate` (the canvas). The live site's stage is sticky and needs nothing. */\n pin?: boolean;\n /** The element a root scrolls under, when that is not the window (the canvas's frame, Preview's page). */\n originOf?: (root: HTMLElement) => HTMLElement | null;\n /** Follow what changes inside a root: tracks edited, layers added (the canvas). */\n observe?: boolean;\n damping?: number;\n /** The window, for a test. */\n host?: Window;\n}\n\ninterface Layer {\n el: HTMLElement;\n tracks: SceneTrack[];\n phoneTracks: SceneTrack[];\n last: SceneFrame;\n}\n\ninterface Scene {\n root: HTMLElement;\n stage: HTMLElement | null;\n layers: Layer[];\n progress: number;\n /** Page px and the stage's own width, measured when something resizes and never per frame. */\n height: number;\n travel: number;\n phone: boolean;\n inlineSign: 1 | -1;\n /** No frame written yet: the first one lands exactly where the scroll is, with no glide. */\n fresh: boolean;\n mutations: MutationObserver | null;\n}\n\nfunction parseTracks(raw: string | null): SceneTrack[] {\n if (!raw) return [];\n try { return normalizeTracks(JSON.parse(raw)); } catch { return []; }\n}\n\nexport class ScrollDriver {\n private readonly scenes = new Map<HTMLElement, Scene>();\n private readonly host: Window;\n private readonly resize: ResizeObserver | null;\n private frame = 0;\n private lastTime = 0;\n private readonly wakeUp = (): void => this.wake();\n\n constructor(private readonly options: ScrollDriverOptions = {}) {\n this.host = options.host ?? window;\n // In capture: a scroll does not bubble, and the canvas's Lenis scrolls an element, not the window.\n this.host.addEventListener('scroll', this.wakeUp, { capture: true, passive: true });\n this.host.addEventListener('resize', this.wakeUp, { passive: true });\n const Observer = (this.host as Window & { ResizeObserver?: typeof ResizeObserver }).ResizeObserver;\n this.resize = Observer ? new Observer(() => this.remeasureAll()) : null;\n }\n\n /** Drive a Scene's root. Idempotent: adding a root again re-reads it. */\n add(root: HTMLElement): void {\n this.remove(root);\n const scene: Scene = { root, stage: null, layers: [], progress: 0, height: 0, travel: 0, phone: false, inlineSign: 1, fresh: true, mutations: null };\n this.scenes.set(root, scene);\n this.resize?.observe(root);\n if (this.options.observe) {\n const Observer = (this.host as Window & { MutationObserver?: typeof MutationObserver }).MutationObserver;\n if (Observer) {\n scene.mutations = new Observer(() => this.reread(scene));\n scene.mutations.observe(root, { childList: true, subtree: true, attributes: true, attributeFilter: [SceneAttribute.Tracks, SceneAttribute.PhoneTracks] });\n }\n }\n this.reread(scene);\n }\n\n remove(root: HTMLElement): void {\n const scene = this.scenes.get(root);\n if (!scene) return;\n scene.mutations?.disconnect();\n this.resize?.unobserve(root);\n if (scene.stage) scene.stage.style.removeProperty('translate');\n for (const layer of scene.layers) layer.el.style.removeProperty('will-change');\n this.scenes.delete(root);\n }\n\n /** The damped progress a root's layers stand at. */\n progressOf(root: HTMLElement): number | null {\n return this.scenes.get(root)?.progress ?? null;\n }\n\n /** Something moved that no scroll or resize announces (the canvas's zoom). */\n wake(): void {\n if (this.frame) return;\n this.frame = this.host.requestAnimationFrame(this.tick);\n }\n\n destroy(): void {\n if (this.frame) this.host.cancelAnimationFrame(this.frame);\n this.frame = 0;\n this.host.removeEventListener('scroll', this.wakeUp, { capture: true });\n this.host.removeEventListener('resize', this.wakeUp);\n for (const root of [...this.scenes.keys()]) this.remove(root);\n this.resize?.disconnect();\n }\n\n /** Read a root's stage and layers from its DOM: its own Scene's only, never a nested one's. */\n private reread(scene: Scene): void {\n scene.stage = scene.root.querySelector<HTMLElement>(STAGE_SELECTOR);\n scene.layers = Array.from(scene.root.querySelectorAll<HTMLElement>(`[${SceneAttribute.Tracks}], [${SceneAttribute.PhoneTracks}]`))\n .filter(el => el === scene.root || el.parentElement?.closest(`[${SceneAttribute.Root}]`) === scene.root)\n .map(el => this.readLayer(el, scene));\n this.measure(scene);\n scene.fresh = true;\n this.wake();\n }\n\n private readLayer(el: HTMLElement, scene: Scene): Layer {\n const previous = scene.layers.find(layer => layer.el === el);\n el.style.setProperty('will-change', TRANSFORM_WILL_CHANGE);\n return { el, tracks: parseTracks(el.getAttribute(SceneAttribute.Tracks)), phoneTracks: parseTracks(el.getAttribute(SceneAttribute.PhoneTracks)), last: previous?.last ?? {} };\n }\n\n private remeasureAll(): void {\n for (const scene of this.scenes.values()) this.measure(scene);\n this.wake();\n }\n\n private measure(scene: Scene): void {\n scene.height = scene.root.offsetHeight;\n scene.travel = Math.max(0, scene.height - (scene.stage?.offsetHeight ?? scene.height));\n scene.phone = (scene.stage?.offsetWidth ?? Infinity) <= SCENE_PHONE_MAX_WIDTH;\n scene.inlineSign = scene.stage && this.host.getComputedStyle(scene.stage).direction === 'rtl' ? -1 : 1;\n for (const layer of scene.layers) layer.last = {};\n }\n\n private readonly tick = (now: number): void => {\n this.frame = 0;\n const seconds = this.lastTime ? Math.min(MAX_FRAME_SECONDS, (now - this.lastTime) / 1000) : WAKING_FRAME_SECONDS;\n this.lastTime = now;\n const reads = [...this.scenes.values()].map(scene => this.read(scene));\n let moving = false;\n for (const { scene, local, target } of reads) {\n if (this.options.pin && scene.stage) scene.stage.style.setProperty('translate', `0 ${local}px`);\n const next = scene.fresh ? target : dampToward(scene.progress, target, seconds, this.options.damping);\n const settled = Math.abs(next - target) < SETTLED;\n scene.progress = settled ? target : next;\n scene.fresh = false;\n this.write(scene);\n moving = moving || !settled;\n }\n if (moving) this.wake();\n else this.lastTime = 0;\n };\n\n private read(scene: Scene): { scene: Scene; local: number; target: number } {\n const rect = scene.root.getBoundingClientRect();\n const origin = this.options.originOf?.(scene.root)?.getBoundingClientRect().top ?? 0;\n const zoom = scene.height ? rect.height / scene.height : 1;\n const { local, progress } = sceneScrollState(rect.top, origin, zoom, scene.travel);\n return { scene, local, target: progress };\n }\n\n private write(scene: Scene): void {\n for (const layer of scene.layers) {\n const tracks = scene.phone && layer.phoneTracks.length ? layer.phoneTracks : layer.tracks;\n const frame = sceneFrame(tracks, scene.progress, { inlineSign: scene.inlineSign });\n for (const key of Object.keys(frame) as (keyof SceneFrame)[]) {\n if (frame[key] !== layer.last[key]) layer.el.style[key] = frame[key] ?? '';\n }\n layer.last = frame;\n }\n }\n}\n\n/** A page's Scenes, driven by one driver; null when it holds none, or when the visitor asked for less motion (the\n * page's own CSS then lets each Scene flow). The live site's door. */\nexport function attachScenes(container: HTMLElement, options: ScrollDriverOptions = {}): ScrollDriver | null {\n const roots = container.querySelectorAll<HTMLElement>(`[${SceneAttribute.Root}]`);\n if (!roots.length) return null;\n const host = options.host ?? window;\n if (host.matchMedia?.('(prefers-reduced-motion: reduce)').matches) return null;\n const driver = new ScrollDriver(options);\n roots.forEach(root => driver.add(root));\n return driver;\n}\n","/**\n * @vectoriox/iox-ui/scene-core — a Scene: a stage that holds still while the page scrolls past it, its layers moving on\n * ONE progress value (premium-sites plan §5b). FRAMEWORK-FREE: the builder canvas, both engine paths and (from SC6) the\n * composer read the same tracks, frames and recipe; the driver is DOM-only and is the ONE scroll loop.\n * ⚠️ Consumers wire the usual trio — ng-package raw-ts assets, jest moduleNameMapper, tsconfig paths.\n */\nexport * from './scene';\nexport * from './scene-recipe';\nexport * from './scroll-driver';\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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1
+ {"version":3,"file":"vectoriox-iox-ui-scene-core.mjs","sources":["../../../projects/iox-ui/src/scene-core/scene.ts","../../../projects/iox-ui/src/scene-core/scene-edit.ts","../../../projects/iox-ui/src/scene-core/scene-recipe.ts","../../../projects/iox-ui/src/scene-core/scroll-driver.ts","../../../projects/iox-ui/src/scene-core/public-api.ts","../../../projects/iox-ui/src/scene-core/vectoriox-iox-ui-scene-core.ts"],"sourcesContent":["import { SceneRole } from '@vectoriox/iox-ui/composite-core';\n\n/**\n * A Scene's data and maths (premium-sites plan §5b). A Scene is a recipe of ordinary nodes — a tall Section, a pinned\n * stage inside it, ordinary nodes as layers — so every word stays real, bound and translatable, and all three render\n * paths already draw it. What moves a layer is its OWN `sceneTracks`, never a list on the root naming layer ids: a clone\n * copies them with the layer, a delete takes them with it, and there is no id to remap.\n *\n * The vocabulary is closed. Every property is one the compositor can run without layout (CLS stays 0): a saved value\n * outside it is dropped when read, so a page document can never write CSS through a track.\n */\n\nexport enum SceneProp {\n /** Along the inline axis, in % of the stage's width. Positive runs toward the inline END (mirrored in RTL). */\n X = 'x',\n /** Down, in % of the stage's height. */\n Y = 'y',\n Scale = 'scale',\n /** Degrees. */\n Rotate = 'rotate',\n /** 0–1. */\n Opacity = 'opacity',\n /** Inset from every side, in % of the layer (0 = whole, 50 = gone). */\n Clip = 'clip',\n /** The layer's background colour. */\n Ground = 'ground',\n /** The layer's text colour. */\n Ink = 'ink',\n}\n\n/** One key: at progress `[0]` (0–1) the property holds `[1]`: a number, or a colour for Ground and Ink. */\nexport type SceneKey = readonly [number, number | string];\n\nexport interface SceneTrack {\n prop: SceneProp;\n /** Ascending by progress. Between two keys the value eases (smoothstep); outside them it holds the nearest. */\n keys: ReadonlyArray<SceneKey>;\n}\n\n/** What a node carries (both a builder node and a saved one). */\nexport interface SceneNodeSource {\n role?: string | null;\n /** How this layer moves, from the wide layout down to the phone's. */\n sceneTracks?: ReadonlyArray<SceneTrack> | null;\n /** How it moves at phone width instead (`SCENE_PHONE_MAX_WIDTH`). Absent = the same tracks. */\n scenePhoneTracks?: ReadonlyArray<SceneTrack> | null;\n}\n\n/** A frame as inline-style properties (camelCase, as `CSSStyleDeclaration` and `Object.assign` take them). */\nexport interface SceneFrame {\n transform?: string;\n opacity?: string;\n clipPath?: string;\n backgroundColor?: string;\n color?: string;\n /** A layer faded right out takes no clicks: it would sit invisibly over what is under it. `''` clears it. */\n pointerEvents?: string;\n}\n\nexport enum SceneAttribute {\n Root = 'data-iox-scene',\n Tracks = 'data-iox-tracks',\n PhoneTracks = 'data-iox-tracks-phone',\n}\n\n/** At or under this stage width a layer plays its phone tracks. The `mobile` breakpoint's width. */\nexport const SCENE_PHONE_MAX_WIDTH = 767;\n\nconst DECIMALS = 10000;\nconst round = (v: number): number => Math.round(v * DECIMALS) / DECIMALS;\nconst clamp01 = (v: number): number => Math.min(1, Math.max(0, v));\nconst smoothstep = (t: number): number => t * t * (3 - 2 * t);\n\n/** A colour a track may hold: a hex, an rgb()/hsl() literal, or a design token. Anything else could break out of the\n * inline style it lands in. */\nconst COLOUR = /^(#[0-9a-f]{3,8}|(rgb|hsl)a?\\([\\d\\s.,%/]+\\)|var\\(--iox-[\\w-]+\\))$/i;\nconst COLOUR_PROPS: ReadonlySet<SceneProp> = new Set([SceneProp.Ground, SceneProp.Ink]);\nconst ALL_PROPS: ReadonlySet<string> = new Set(Object.values(SceneProp));\n\nfunction validKey(key: unknown, colour: boolean): key is SceneKey {\n if (!Array.isArray(key) || key.length !== 2) return false;\n const [p, value] = key;\n if (typeof p !== 'number' || !Number.isFinite(p) || p < 0 || p > 1) return false;\n return colour ? typeof value === 'string' && COLOUR.test(value) : typeof value === 'number' && Number.isFinite(value);\n}\n\n/**\n * The tracks a saved value really holds: unknown properties, bad keys and colours that are not colours are dropped,\n * keys sorted by progress, a track left with no key dropped. Never throws on what a page document holds.\n */\nexport function normalizeTracks(tracks: unknown): SceneTrack[] {\n if (!Array.isArray(tracks)) return [];\n const out: SceneTrack[] = [];\n for (const track of tracks) {\n const prop = (track as SceneTrack | null)?.prop;\n if (!prop || !ALL_PROPS.has(prop) || !Array.isArray((track as SceneTrack).keys)) continue;\n const keys = (track as SceneTrack).keys\n .filter(key => validKey(key, COLOUR_PROPS.has(prop)))\n .slice()\n .sort((a, b) => a[0] - b[0]);\n if (keys.length) out.push({ prop, keys });\n }\n return out;\n}\n\n/** The two keys around `p` and how far between them it eases. */\nfunction span(keys: ReadonlyArray<SceneKey>, p: number): { a: SceneKey; b: SceneKey; f: number } {\n const at = clamp01(p);\n if (at <= keys[0][0]) return { a: keys[0], b: keys[0], f: 0 };\n for (let i = 1; i < keys.length; i++) {\n if (at <= keys[i][0]) {\n const a = keys[i - 1];\n const b = keys[i];\n const width = b[0] - a[0];\n return { a, b, f: width > 0 ? smoothstep((at - a[0]) / width) : 1 };\n }\n }\n const last = keys[keys.length - 1];\n return { a: last, b: last, f: 0 };\n}\n\n/** A numeric track's value at progress `p`. */\nexport function valueAt(keys: ReadonlyArray<SceneKey>, p: number): number {\n if (!keys.length) return 0;\n const { a, b, f } = span(keys, p);\n const from = Number(a[1]);\n return round(from + (Number(b[1]) - from) * f);\n}\n\n/**\n * A colour track's value at progress `p`. Mixed by the browser, never computed here, so a design token stays a live\n * reference (a re-theme reaches a Scene, as it reaches every saved page) and the path is perceptual.\n */\nexport function colourAt(keys: ReadonlyArray<SceneKey>, p: number): string {\n if (!keys.length) return '';\n const { a, b, f } = span(keys, p);\n if (f <= 0 || a === b) return String(a[1]);\n if (f >= 1) return String(b[1]);\n return `color-mix(in oklab, ${a[1]} ${round((1 - f) * 100)}%, ${b[1]})`;\n}\n\nexport interface SceneFrameOptions {\n /** -1 when the stage reads right-to-left: the inline axis mirrors. */\n inlineSign?: 1 | -1;\n}\n\n/** What the tracks' transform-family properties rest at when a layer has no track for one. */\nconst TRANSFORM_REST: Readonly<Partial<Record<SceneProp, number>>> = { [SceneProp.X]: 0, [SceneProp.Y]: 0, [SceneProp.Scale]: 1, [SceneProp.Rotate]: 0 };\n\n/**\n * A layer's frame at progress `p`. Lengths are container-query units, so one frame is right at any width, under any\n * canvas zoom, on the server and with no measuring: the stage is the size container (`iox-design.css`).\n */\nexport function sceneFrame(tracks: ReadonlyArray<SceneTrack>, p: number, options: SceneFrameOptions = {}): SceneFrame {\n const frame: SceneFrame = {};\n const moves: Partial<Record<SceneProp, number>> = {};\n for (const { prop, keys } of tracks) {\n if (prop in TRANSFORM_REST) moves[prop] = valueAt(keys, p);\n else if (prop === SceneProp.Opacity) {\n const opacity = clamp01(valueAt(keys, p));\n frame.opacity = String(opacity);\n frame.pointerEvents = opacity > 0 ? '' : 'none';\n }\n else if (prop === SceneProp.Clip) frame.clipPath = `inset(${Math.min(50, Math.max(0, valueAt(keys, p)))}%)`;\n else if (prop === SceneProp.Ground) frame.backgroundColor = colourAt(keys, p);\n else if (prop === SceneProp.Ink) frame.color = colourAt(keys, p);\n }\n if (Object.keys(moves).length) {\n const value = (prop: SceneProp): number => moves[prop] ?? TRANSFORM_REST[prop]!;\n const x = round(value(SceneProp.X) * (options.inlineSign ?? 1));\n frame.transform = `translate3d(${x}cqw, ${value(SceneProp.Y)}cqh, 0) rotate(${value(SceneProp.Rotate)}deg) scale(${value(SceneProp.Scale)})`;\n }\n return frame;\n}\n\nconst CSS_NAME: Readonly<Record<keyof SceneFrame, string>> = {\n transform: 'transform',\n opacity: 'opacity',\n clipPath: 'clip-path',\n backgroundColor: 'background-color',\n color: 'color',\n pointerEvents: 'pointer-events',\n};\n\n/** A frame as kebab-case style declarations, for a string renderer. */\nexport function sceneFrameDeclarations(frame: SceneFrame): Record<string, string> {\n const out: Record<string, string> = {};\n for (const [key, value] of Object.entries(frame)) if (value) out[CSS_NAME[key as keyof SceneFrame]] = value;\n return out;\n}\n\n/** The attributes a node's own element carries — the same decision in all three render paths. The runtime reads them,\n * so it needs no node tree and is the same on every path. Empty for any node that is no part of a Scene. */\nexport function sceneNodeAttributes(node: SceneNodeSource | null | undefined): Record<string, string> {\n const attrs: Record<string, string> = {};\n if (node?.role === SceneRole.Scene) attrs[SceneAttribute.Root] = '';\n const tracks = normalizeTracks(node?.sceneTracks);\n const phone = normalizeTracks(node?.scenePhoneTracks);\n if (tracks.length) attrs[SceneAttribute.Tracks] = JSON.stringify(tracks);\n if (phone.length) attrs[SceneAttribute.PhoneTracks] = JSON.stringify(phone);\n return attrs;\n}\n\n/** The frame a layer ships in from the server: where it stands before anyone has scrolled. Without it the page would\n * paint every layer at once, and then jump when the script arrives. */\nexport function sceneFirstFrame(node: SceneNodeSource | null | undefined): SceneFrame {\n return sceneFrame(normalizeTracks(node?.sceneTracks), 0);\n}\n\n/**\n * Make an element carry its node's Scene attributes: the live sync on the canvas and the component path's stamp.\n * Removes stale ones, touches nothing else.\n */\nexport function syncSceneAttributes(el: HTMLElement | null | undefined, node: SceneNodeSource | null | undefined): void {\n if (!el?.setAttribute) return;\n const attrs = sceneNodeAttributes(node);\n for (const name of Object.values(SceneAttribute)) {\n if (name in attrs) el.setAttribute(name, attrs[name]);\n else el.removeAttribute(name);\n }\n}\n\n/** Stamp a layer's first frame on its element (the component path, on the server too). */\nexport function applySceneFirstFrame(el: HTMLElement | null | undefined, node: SceneNodeSource | null | undefined): void {\n if (!el?.style) return;\n for (const [name, value] of Object.entries(sceneFrameDeclarations(sceneFirstFrame(node)))) el.style.setProperty(name, value);\n}\n\n/**\n * Where nothing will drive it (reduced motion, no script) a Scene is ordinary content: it flows, every layer in its\n * place and in its own look, every word readable. `!important` because it must beat a node's compiled height and\n * position, and the inline first frame. The engine wraps it in a reduced-motion query and in `<noscript>`.\n */\nexport const SCENE_FLOW_RULES = `.iox-role-scene{height:auto!important}`\n + `.iox-role-scene-stage{position:relative!important;top:auto!important;height:auto!important;overflow:visible!important;container-type:normal!important}`\n + `[${SceneAttribute.Tracks}]{transform:none!important;opacity:1!important;clip-path:none!important;pointer-events:auto!important}`;\n\n/** Under reduced motion the driver never starts, so the same rules hold for the whole visit. */\nexport const SCENE_REDUCED_MOTION_CSS = `@media (prefers-reduced-motion: reduce){${SCENE_FLOW_RULES}}`;\n","import { SceneRole } from '@vectoriox/iox-ui/composite-core';\n\nimport { normalizeTracks, SceneKey, SceneNodeSource, SceneProp, SceneTrack, valueAt } from './scene';\n\n/**\n * Authoring a Scene (premium-sites plan §5b, SC2): the decisions the builder's timeline and its panel share, so neither\n * holds a second copy of what a key is. Pure, and every edit returns NEW tracks: the caller assigns them to the node, so\n * undo's snapshot and the attribute the driver reads can never see a half-made edit.\n *\n * One rule to author by: one key holds, two keys move. A value edited at a scroll position sets a key there, so a layer\n * is animated by scrolling to a moment and saying where it stands at that moment.\n */\n\n/** Keys sit on whole percents of the scroll: finer than anyone can place by hand, and two keys never nearly coincide. */\nconst KEY_GRID = 100;\n\nexport function sceneKeyPosition(p: number): number {\n return Math.round(Math.min(1, Math.max(0, p)) * KEY_GRID) / KEY_GRID;\n}\n\nexport interface SceneTrackDef {\n prop: SceneProp;\n /** Ground and Ink hold colours; everything else holds a number. */\n colour: boolean;\n /** What a layer with no track for this property stands at, in stored units. */\n rest: number;\n /** The bounds and the step, in the units the author sees. */\n min: number;\n max: number;\n step: number;\n /** Author's units per stored unit: scale 1.2 reads 120 %, opacity 0.5 reads 50 %. */\n factor: number;\n unit: string;\n}\n\nconst PERCENT = '%';\nconst DEGREES = '°';\n\n/** The closed vocabulary, in the order the panel lists it. */\nexport const SCENE_TRACK_DEFS: ReadonlyArray<SceneTrackDef> = [\n { prop: SceneProp.X, colour: false, rest: 0, min: -300, max: 300, step: 1, factor: 1, unit: PERCENT },\n { prop: SceneProp.Y, colour: false, rest: 0, min: -300, max: 300, step: 1, factor: 1, unit: PERCENT },\n { prop: SceneProp.Scale, colour: false, rest: 1, min: 0, max: 2000, step: 1, factor: 100, unit: PERCENT },\n { prop: SceneProp.Rotate, colour: false, rest: 0, min: -720, max: 720, step: 1, factor: 1, unit: DEGREES },\n { prop: SceneProp.Opacity, colour: false, rest: 1, min: 0, max: 100, step: 1, factor: 100, unit: PERCENT },\n { prop: SceneProp.Clip, colour: false, rest: 0, min: 0, max: 50, step: 1, factor: 1, unit: PERCENT },\n { prop: SceneProp.Ground, colour: true, rest: 0, min: 0, max: 0, step: 0, factor: 1, unit: '' },\n { prop: SceneProp.Ink, colour: true, rest: 0, min: 0, max: 0, step: 0, factor: 1, unit: '' },\n];\n\nconst DEF_BY_PROP = new Map(SCENE_TRACK_DEFS.map(def => [def.prop, def]));\n\nexport function sceneTrackDef(prop: SceneProp): SceneTrackDef {\n return DEF_BY_PROP.get(prop)!;\n}\n\nconst trackOf = (tracks: ReadonlyArray<SceneTrack>, prop: SceneProp): SceneTrack | undefined => tracks.find(t => t.prop === prop);\nconst samePosition = (a: number, b: number): boolean => sceneKeyPosition(a) === sceneKeyPosition(b);\nconst roundTo = (value: number, places = 4): number => Number(value.toFixed(places));\n\n/** A number track's value at `p` in the author's units, or where the layer rests when it has no such track. */\nexport function sceneDisplayValue(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): number {\n const def = sceneTrackDef(prop);\n const track = trackOf(tracks, prop);\n return roundTo((track ? valueAt(track.keys, p) : def.rest) * def.factor, 2);\n}\n\n/**\n * The colour to show for a colour track at `p`: the key at or before it, else the first. Between two keys the live value\n * is a mix, which is no value a colour control can edit; the author sets keys, so the panel shows a key.\n */\nexport function sceneColourKeyAt(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): string {\n const keys = trackOf(tracks, prop)?.keys;\n if (!keys?.length) return '';\n let held = keys[0];\n for (const key of keys) if (key[0] <= sceneKeyPosition(p)) held = key;\n return String(held[1]);\n}\n\nexport function sceneHasKeyAt(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): boolean {\n return !!trackOf(tracks, prop)?.keys.some(key => samePosition(key[0], p));\n}\n\nfunction storedValue(def: SceneTrackDef, value: number | string): number | string {\n if (def.colour) return value;\n return roundTo(Math.min(def.max, Math.max(def.min, Number(value))) / def.factor);\n}\n\nfunction replaceTrack(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, keys: ReadonlyArray<SceneKey>): SceneTrack[] {\n const rest = tracks.filter(t => t.prop !== prop);\n if (!keys.length) return rest;\n const at = tracks.findIndex(t => t.prop === prop);\n const next = [...rest];\n next.splice(at < 0 ? rest.length : at, 0, { prop, keys });\n return next;\n}\n\n/**\n * Set a key at `p`, in the author's units. A number is clamped to its bounds; a colour that is no colour changes nothing,\n * because `normalizeTracks` would drop it anyway and the author's other keys must survive.\n */\nexport function withSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number, value: number | string): SceneTrack[] {\n const def = sceneTrackDef(prop);\n const at = sceneKeyPosition(p);\n if (!def.colour && !Number.isFinite(Number(value))) return [...tracks];\n const key: SceneKey = [at, storedValue(def, value)];\n const others = (trackOf(tracks, prop)?.keys ?? []).filter(k => !samePosition(k[0], at));\n const keys = [...others, key].sort((a, b) => a[0] - b[0]);\n const next = replaceTrack(tracks, prop, keys);\n return trackOf(normalizeTracks(next), prop)?.keys.length === keys.length ? next : [...tracks];\n}\n\n/** Remove the key at `p`. The last key of a track takes the track with it. */\nexport function withoutSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): SceneTrack[] {\n const track = trackOf(tracks, prop);\n if (!track) return [...tracks];\n return replaceTrack(tracks, prop, track.keys.filter(key => !samePosition(key[0], p)));\n}\n\n/**\n * Move a key from `from` toward `to`, stopping one grid step short of its neighbours: keys never swap, so a drag can\n * never reverse a movement the author set. Returns where it landed, so a drag keeps following it.\n */\nexport function movedSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, from: number, to: number): { tracks: SceneTrack[]; at: number } {\n const track = trackOf(tracks, prop);\n const index = track ? track.keys.findIndex(key => samePosition(key[0], from)) : -1;\n if (!track || index < 0) return { tracks: [...tracks], at: sceneKeyPosition(from) };\n const step = 1 / KEY_GRID;\n const low = index > 0 ? track.keys[index - 1][0] + step : 0;\n const high = index < track.keys.length - 1 ? track.keys[index + 1][0] - step : 1;\n const at = sceneKeyPosition(Math.min(high, Math.max(low, to)));\n const keys = track.keys.map((key, i): SceneKey => (i === index ? [at, key[1]] : key));\n return { tracks: replaceTrack(tracks, prop, keys), at };\n}\n\n/** A track's bar on the timeline: from its first key to its last, as fractions of the scroll. */\nexport function sceneTrackSpan(track: SceneTrack): { from: number; to: number } {\n return { from: track.keys[0][0], to: track.keys[track.keys.length - 1][0] };\n}\n\n/** A node as these helpers read it: a builder node and a saved one both fit. */\nexport interface SceneTreeNode extends SceneNodeSource {\n id?: string;\n children?: ReadonlyArray<SceneTreeNode> | null;\n}\n\n/** The Scene a selection sits in: the innermost Scene on its path from the top. */\nexport function sceneRootOnPath<T extends SceneTreeNode>(path: ReadonlyArray<T>): T | null {\n for (let i = path.length - 1; i >= 0; i--) if (path[i].role === SceneRole.Scene) return path[i];\n return null;\n}\n\n/** Every Scene on a page, in document order, a Scene inside a Scene included. */\nexport function scenesIn<T extends SceneTreeNode>(nodes: ReadonlyArray<T> | null | undefined): T[] {\n const found: T[] = [];\n for (const node of nodes ?? []) {\n if (node.role === SceneRole.Scene) found.push(node);\n found.push(...scenesIn((node.children ?? []) as ReadonlyArray<T>));\n }\n return found;\n}\n\nconst hasTracks = (node: SceneTreeNode): boolean =>\n normalizeTracks(node.sceneTracks).length > 0 || normalizeTracks(node.scenePhoneTracks).length > 0;\n\n/**\n * What the timeline lists: the stage, everything standing on it, and anything deeper that carries tracks. A layer with\n * none is listed too, or it could never be given its first. A Scene inside this one keeps its own timeline.\n */\nexport function sceneLayersOf<T extends SceneTreeNode>(root: T | null | undefined): T[] {\n const stage = (root?.children ?? []).find(child => child.role === SceneRole.Stage) as T | undefined;\n if (!stage) return [];\n const layers: T[] = [stage];\n const deeper = (node: T): void => {\n for (const child of (node.children ?? []) as ReadonlyArray<T>) {\n if (child.role === SceneRole.Scene) continue;\n if (hasTracks(child)) layers.push(child);\n deeper(child);\n }\n };\n for (const child of (stage.children ?? []) as ReadonlyArray<T>) {\n if (child.role === SceneRole.Scene) continue;\n layers.push(child);\n deeper(child);\n }\n return layers;\n}\n\n/** How many screens of scrolling a Scene holds for, and the bounds the panel offers. */\nexport const SCENE_MIN_SCREENS = 0.5;\nexport const SCENE_MAX_SCREENS = 20;\n\nconst VIEWPORT_HEIGHT = /^([\\d.]+)[sdl]?vh$/;\n\n/**\n * The root's height as screens of scrolling: the stage itself takes one screen, so 400vh holds for 3. Null for a height\n * set in anything else (a hand-set px), which the panel then says it cannot express rather than overwriting it.\n */\nexport function sceneScreensOf(height: string | null | undefined): number | null {\n const match = VIEWPORT_HEIGHT.exec(String(height ?? '').trim());\n if (!match) return null;\n return Math.max(0, roundTo(Number(match[1]) / 100 - 1, 2));\n}\n\nexport function sceneHeightForScreens(screens: number): string {\n const held = Math.min(SCENE_MAX_SCREENS, Math.max(SCENE_MIN_SCREENS, screens));\n return `${roundTo((held + 1) * 100, 1)}vh`;\n}\n\n/** Motion v2 §3d's limits for scroll-linked work on one page. */\nexport const SCENE_BUDGET = { heldSections: 1, movingLayers: 8 } as const;\n\nexport interface SceneBudget {\n /** Every track on the page's Scenes. */\n tracks: number;\n heldSections: number;\n movingLayers: number;\n within: boolean;\n}\n\n/** What a page's Scenes cost. Advice to the author, never a refusal: the composer enforces it from SC6. */\nexport function sceneBudget(nodes: ReadonlyArray<SceneTreeNode> | null | undefined): SceneBudget {\n const scenes = scenesIn(nodes);\n const moving = scenes.flatMap(scene => sceneLayersOf(scene)).filter(hasTracks);\n const movingLayers = new Set(moving).size;\n const tracks = [...new Set(moving)].reduce((sum, node) => sum + normalizeTracks(node.sceneTracks).length, 0);\n return {\n tracks,\n heldSections: scenes.length,\n movingLayers,\n within: scenes.length <= SCENE_BUDGET.heldSections && movingLayers <= SCENE_BUDGET.movingLayers,\n };\n}\n","import { CompositeNode, CompositeNodeFactory, makeCompositePart, NO_ELEMENT_STYLE, SceneRole, writeLayerStyles, writeStyles } from '@vectoriox/iox-ui/composite-core';\n\nimport { SceneNodeSource, SceneProp, SceneTrack } from './scene';\n\n/**\n * The SCENE recipe: ordinary nodes, no new type, so all three render paths and every panel already know it.\n *\n * Section role scene height = how long it plays (× the viewport)\n * └─ Container role scene.stage pinned, one viewport tall, clips its layers, the size container for their lengths\n * ├─ Heading a layer with its own tracks\n * └─ Text a layer with its own tracks\n *\n * How long it plays IS the root's height, so it follows the width system the way every other size does. The stage is a\n * track-carrying layer too: its Ground is the colour the whole Scene moves through.\n */\n\nexport type SceneLayerNode = CompositeNode & SceneNodeSource;\n\nexport interface SceneWords {\n title: string;\n line: string;\n}\n\n/** Generic words a fresh Scene starts with: the author's to replace. */\nexport const SCENE_WORDS: Readonly<SceneWords> = {\n title: 'One idea, held still',\n line: 'The page keeps moving. This stays until you have read it.',\n};\n\n/** How long a fresh Scene plays: 4 viewports wide, 3 on a phone (a thumb travels less). */\nexport const SCENE_LENGTH = '400vh';\nexport const SCENE_PHONE_LENGTH = '300vh';\n/** Small viewport height: a phone's toolbar never pushes the stage's bottom out of sight. */\nexport const SCENE_STAGE_HEIGHT = '100svh';\nconst PHONE_BREAKPOINT = 'mobile';\nconst TITLE_LEVEL = 'h2';\n\nenum Type {\n Section = 'Section',\n Container = 'Container',\n Heading = 'Heading',\n Text = 'Text',\n}\n\nconst ROOT_LAYOUT: Readonly<Record<string, string>> = {\n position: 'relative',\n display: 'block',\n width: '100%',\n height: SCENE_LENGTH,\n};\n\nconst STAGE_LAYOUT: Readonly<Record<string, string>> = {\n position: 'sticky',\n top: '0px',\n display: 'flex',\n flexDirection: 'column',\n alignItems: 'center',\n justifyContent: 'center',\n width: '100%',\n height: SCENE_STAGE_HEIGHT,\n overflow: 'hidden',\n};\n\nconst TITLE_TRACKS: ReadonlyArray<SceneTrack> = [\n { prop: SceneProp.Opacity, keys: [[0, 0], [0.2, 1], [0.75, 1], [1, 0]] },\n { prop: SceneProp.Y, keys: [[0, 8], [0.2, 0], [1, -6]] },\n { prop: SceneProp.Scale, keys: [[0, 0.96], [0.6, 1], [1, 1.04]] },\n];\n\nconst LINE_TRACKS: ReadonlyArray<SceneTrack> = [\n { prop: SceneProp.Opacity, keys: [[0.25, 0], [0.45, 1], [0.8, 1], [1, 0]] },\n { prop: SceneProp.Y, keys: [[0.25, 6], [0.45, 0], [1, -4]] },\n];\n\nconst STAGE_TRACKS: ReadonlyArray<SceneTrack> = [\n { prop: SceneProp.Ground, keys: [[0, 'var(--iox-surface-2)'], [0.6, 'var(--iox-page-bg)']] },\n];\n\nconst copyTracks = (tracks: ReadonlyArray<SceneTrack>): SceneTrack[] => tracks.map(t => ({ prop: t.prop, keys: t.keys.map(k => [k[0], k[1]] as const) }));\n\n/** A fresh Scene: it already moves, so the author sees what the thing is before touching it. */\nexport function buildSceneRecipe(create: CompositeNodeFactory, words: Partial<SceneWords> = {}): SceneLayerNode {\n const text = { ...SCENE_WORDS, ...words };\n const root = makeCompositePart(create, { key: 'root', type: Type.Section, elementStyle: NO_ELEMENT_STYLE }, SceneRole.Scene, 'Scene', ROOT_LAYOUT) as SceneLayerNode;\n writeLayerStyles(root, PHONE_BREAKPOINT, { height: SCENE_PHONE_LENGTH });\n\n const stage = makeCompositePart(create, { key: 'stage', type: Type.Container, elementStyle: NO_ELEMENT_STYLE }, SceneRole.Stage, 'Stage', STAGE_LAYOUT) as SceneLayerNode;\n stage.sceneTracks = copyTracks(STAGE_TRACKS);\n\n const title = makeCompositePart(create, { key: 'title', type: Type.Heading, props: { content: text.title, level: TITLE_LEVEL } }, null, 'Title') as SceneLayerNode;\n title.sceneTracks = copyTracks(TITLE_TRACKS);\n writeStyles(title, { textAlign: 'center' });\n\n const line = makeCompositePart(create, { key: 'line', type: Type.Text, props: { content: text.line, tag: 'p' } }, null, 'Line') as SceneLayerNode;\n line.sceneTracks = copyTracks(LINE_TRACKS);\n writeStyles(line, { textAlign: 'center' });\n\n stage.children = [title, line];\n root.children = [stage];\n return root;\n}\n","import { SceneRole } from '@vectoriox/iox-ui/composite-core';\n\nimport { normalizeTracks, SCENE_PHONE_MAX_WIDTH, SceneAttribute, sceneFrame, SceneFrame, SceneTrack } from './scene';\n\n/**\n * The ONE scroll loop (premium-sites plan §5b, SC0). Every Scene on a page reads one progress value from it, on the\n * canvas and on the live site alike. It reads where the root is and nothing else, so it has one code path: under the\n * canvas's zoom the same rectangle divides by the same zoom, and the answer is the same at any scale.\n *\n * - The value is DAMPED: the scroll stops and the page settles a moment later. This is much of the prototype's weight,\n * and why this is not a CSS scroll timeline, which cannot do it.\n * - The live site pins with `position: sticky`, on the compositor. The canvas cannot (its page never scrolls itself,\n * its Lenis scrolls a wrapper around a zoomed frame), so `pin` holds the stage there with `translate` instead.\n * `translate`, not `transform`: a Stage may carry tracks of its own.\n * - It sleeps. No frame is asked for unless something moved, so a page holding a settled Scene costs nothing.\n * - Reads come first in a frame and writes after, and a write only ever touches compositor properties.\n */\n\nexport const SCENE_DAMPING = 9;\nconst SETTLED = 0.0005;\nconst MAX_FRAME_SECONDS = 0.1;\n/** The first frame after a sleep has no previous one to measure from: it counts as one frame, or a scroll would lose it. */\nconst WAKING_FRAME_SECONDS = 1 / 60;\nconst STAGE_SELECTOR = `.iox-role-${SceneRole.Stage.replace(/\\./g, '-')}`;\nconst TRANSFORM_WILL_CHANGE = 'transform, opacity';\n\n/** One frame of the damping: frame-rate independent, so 60 Hz and 120 Hz settle in the same time. */\nexport function dampToward(current: number, target: number, seconds: number, rate: number = SCENE_DAMPING): number {\n return current + (target - current) * (1 - Math.exp(-seconds * rate));\n}\n\n/** Where a root stands: scrolled `local` page px into its `travel`. `zoom` undoes the canvas's scale. */\nexport function sceneScrollState(rootTop: number, originTop: number, zoom: number, travel: number): { local: number; progress: number } {\n if (travel <= 0) return { local: 0, progress: 0 };\n const local = Math.min(travel, Math.max(0, -(rootTop - originTop) / (zoom || 1)));\n return { local, progress: local / travel };\n}\n\nexport interface ScrollDriverOptions {\n /** Hold the stage with `translate` (the canvas). The live site's stage is sticky and needs nothing. */\n pin?: boolean;\n /** The element a root scrolls under, when that is not the window (the canvas's frame, Preview's page). */\n originOf?: (root: HTMLElement) => HTMLElement | null;\n /** Follow what changes inside a root: tracks edited, layers added (the canvas). */\n observe?: boolean;\n damping?: number;\n /** Called after every frame it writes, outside any framework's zone (the canvas's selection box follows on it). */\n onFrame?: (root: HTMLElement, state: SceneFrameState) => void;\n /** The window, for a test. */\n host?: Window;\n}\n\nexport interface SceneFrameState {\n /** Where the scroll stands, undamped: what a scrubber shows. */\n target: number;\n /** Where the layers stand, damped: what is on screen. */\n progress: number;\n}\n\ninterface Layer {\n el: HTMLElement;\n tracks: SceneTrack[];\n phoneTracks: SceneTrack[];\n last: SceneFrame;\n}\n\ninterface Scene {\n root: HTMLElement;\n stage: HTMLElement | null;\n layers: Layer[];\n progress: number;\n target: number;\n /** Page px and the stage's own width, measured when something resizes and never per frame. */\n height: number;\n travel: number;\n phone: boolean;\n inlineSign: 1 | -1;\n /** No frame written yet: the first one lands exactly where the scroll is, with no glide. */\n fresh: boolean;\n mutations: MutationObserver | null;\n}\n\nfunction parseTracks(raw: string | null): SceneTrack[] {\n if (!raw) return [];\n try { return normalizeTracks(JSON.parse(raw)); } catch { return []; }\n}\n\nexport class ScrollDriver {\n private readonly scenes = new Map<HTMLElement, Scene>();\n private readonly host: Window;\n private readonly resize: ResizeObserver | null;\n private frame = 0;\n private lastTime = 0;\n private readonly wakeUp = (): void => this.wake();\n\n constructor(private readonly options: ScrollDriverOptions = {}) {\n this.host = options.host ?? window;\n // In capture: a scroll does not bubble, and the canvas's Lenis scrolls an element, not the window.\n this.host.addEventListener('scroll', this.wakeUp, { capture: true, passive: true });\n this.host.addEventListener('resize', this.wakeUp, { passive: true });\n const Observer = (this.host as Window & { ResizeObserver?: typeof ResizeObserver }).ResizeObserver;\n this.resize = Observer ? new Observer(() => this.remeasureAll()) : null;\n }\n\n /** Drive a Scene's root. Idempotent: adding a root again re-reads it. */\n add(root: HTMLElement): void {\n this.remove(root);\n const scene: Scene = { root, stage: null, layers: [], progress: 0, target: 0, height: 0, travel: 0, phone: false, inlineSign: 1, fresh: true, mutations: null };\n this.scenes.set(root, scene);\n this.resize?.observe(root);\n if (this.options.observe) {\n const Observer = (this.host as Window & { MutationObserver?: typeof MutationObserver }).MutationObserver;\n if (Observer) {\n scene.mutations = new Observer(() => this.reread(scene));\n scene.mutations.observe(root, { childList: true, subtree: true, attributes: true, attributeFilter: [SceneAttribute.Tracks, SceneAttribute.PhoneTracks] });\n }\n }\n this.reread(scene);\n }\n\n remove(root: HTMLElement): void {\n const scene = this.scenes.get(root);\n if (!scene) return;\n scene.mutations?.disconnect();\n this.resize?.unobserve(root);\n if (scene.stage) scene.stage.style.removeProperty('translate');\n for (const layer of scene.layers) layer.el.style.removeProperty('will-change');\n this.scenes.delete(root);\n }\n\n /** The damped progress a root's layers stand at. */\n progressOf(root: HTMLElement): number | null {\n return this.scenes.get(root)?.progress ?? null;\n }\n\n /** Where the scroll stands in a root's travel, undamped. */\n targetOf(root: HTMLElement): number | null {\n return this.scenes.get(root)?.target ?? null;\n }\n\n /** Page px from the root's top to the scroll position that stands it at `p`. */\n offsetFor(root: HTMLElement, p: number): number | null {\n const scene = this.scenes.get(root);\n return scene ? scene.travel * Math.min(1, Math.max(0, p)) : null;\n }\n\n /** Land on the next frame with no glide: a scrubber sets a position, and the author is waiting to see that moment. */\n settle(root: HTMLElement): void {\n const scene = this.scenes.get(root);\n if (!scene) return;\n scene.fresh = true;\n this.wake();\n }\n\n /** Something moved that no scroll or resize announces (the canvas's zoom). */\n wake(): void {\n if (this.frame) return;\n this.frame = this.host.requestAnimationFrame(this.tick);\n }\n\n destroy(): void {\n if (this.frame) this.host.cancelAnimationFrame(this.frame);\n this.frame = 0;\n this.host.removeEventListener('scroll', this.wakeUp, { capture: true });\n this.host.removeEventListener('resize', this.wakeUp);\n for (const root of [...this.scenes.keys()]) this.remove(root);\n this.resize?.disconnect();\n }\n\n /** Read a root's stage and layers from its DOM: its own Scene's only, never a nested one's. */\n private reread(scene: Scene): void {\n scene.stage = scene.root.querySelector<HTMLElement>(STAGE_SELECTOR);\n scene.layers = Array.from(scene.root.querySelectorAll<HTMLElement>(`[${SceneAttribute.Tracks}], [${SceneAttribute.PhoneTracks}]`))\n .filter(el => el === scene.root || el.parentElement?.closest(`[${SceneAttribute.Root}]`) === scene.root)\n .map(el => this.readLayer(el, scene));\n this.measure(scene);\n scene.fresh = true;\n this.wake();\n }\n\n private readLayer(el: HTMLElement, scene: Scene): Layer {\n const previous = scene.layers.find(layer => layer.el === el);\n el.style.setProperty('will-change', TRANSFORM_WILL_CHANGE);\n return { el, tracks: parseTracks(el.getAttribute(SceneAttribute.Tracks)), phoneTracks: parseTracks(el.getAttribute(SceneAttribute.PhoneTracks)), last: previous?.last ?? {} };\n }\n\n private remeasureAll(): void {\n for (const scene of this.scenes.values()) this.measure(scene);\n this.wake();\n }\n\n private measure(scene: Scene): void {\n scene.height = scene.root.offsetHeight;\n scene.travel = Math.max(0, scene.height - (scene.stage?.offsetHeight ?? scene.height));\n scene.phone = (scene.stage?.offsetWidth ?? Infinity) <= SCENE_PHONE_MAX_WIDTH;\n scene.inlineSign = scene.stage && this.host.getComputedStyle(scene.stage).direction === 'rtl' ? -1 : 1;\n for (const layer of scene.layers) layer.last = {};\n }\n\n private readonly tick = (now: number): void => {\n this.frame = 0;\n const seconds = this.lastTime ? Math.min(MAX_FRAME_SECONDS, (now - this.lastTime) / 1000) : WAKING_FRAME_SECONDS;\n this.lastTime = now;\n const reads = [...this.scenes.values()].map(scene => this.read(scene));\n let moving = false;\n for (const { scene, local, target } of reads) {\n if (this.options.pin && scene.stage) scene.stage.style.setProperty('translate', `0 ${local}px`);\n const next = scene.fresh ? target : dampToward(scene.progress, target, seconds, this.options.damping);\n const settled = Math.abs(next - target) < SETTLED;\n scene.progress = settled ? target : next;\n scene.target = target;\n scene.fresh = false;\n this.write(scene);\n this.options.onFrame?.(scene.root, { target, progress: scene.progress });\n moving = moving || !settled;\n }\n if (moving) this.wake();\n else this.lastTime = 0;\n };\n\n private read(scene: Scene): { scene: Scene; local: number; target: number } {\n const rect = scene.root.getBoundingClientRect();\n const origin = this.options.originOf?.(scene.root)?.getBoundingClientRect().top ?? 0;\n const zoom = scene.height ? rect.height / scene.height : 1;\n const { local, progress } = sceneScrollState(rect.top, origin, zoom, scene.travel);\n return { scene, local, target: progress };\n }\n\n private write(scene: Scene): void {\n for (const layer of scene.layers) {\n const tracks = scene.phone && layer.phoneTracks.length ? layer.phoneTracks : layer.tracks;\n const frame = sceneFrame(tracks, scene.progress, { inlineSign: scene.inlineSign });\n for (const key of Object.keys(frame) as (keyof SceneFrame)[]) {\n if (frame[key] !== layer.last[key]) layer.el.style[key] = frame[key] ?? '';\n }\n layer.last = frame;\n }\n }\n}\n\n/** A page's Scenes, driven by one driver; null when it holds none, or when the visitor asked for less motion (the\n * page's own CSS then lets each Scene flow). The live site's door. */\nexport function attachScenes(container: HTMLElement, options: ScrollDriverOptions = {}): ScrollDriver | null {\n const roots = container.querySelectorAll<HTMLElement>(`[${SceneAttribute.Root}]`);\n if (!roots.length) return null;\n const host = options.host ?? window;\n if (host.matchMedia?.('(prefers-reduced-motion: reduce)').matches) return null;\n const driver = new ScrollDriver(options);\n roots.forEach(root => driver.add(root));\n return driver;\n}\n","/**\n * @vectoriox/iox-ui/scene-core — a Scene: a stage that holds still while the page scrolls past it, its layers moving on\n * ONE progress value (premium-sites plan §5b). FRAMEWORK-FREE: the builder canvas, both engine paths and (from SC6) the\n * composer read the same tracks, frames and recipe; the driver is DOM-only and is the ONE scroll loop.\n * ⚠️ Consumers wire the usual trio — ng-package raw-ts assets, jest moduleNameMapper, tsconfig paths.\n */\nexport * from './scene';\nexport * from './scene-edit';\nexport * from './scene-recipe';\nexport * from './scroll-driver';\n","/**\n * Generated bundle index. 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@vectoriox/iox-ui",
3
- "version": "5.70.2",
3
+ "version": "5.71.0",
4
4
  "peerDependencies": {
5
5
  "@angular/common": ">=20.0.0",
6
6
  "@angular/core": ">=20.0.0",
@@ -103,6 +103,90 @@ declare const SCENE_FLOW_RULES: string;
103
103
  /** Under reduced motion the driver never starts, so the same rules hold for the whole visit. */
104
104
  declare const SCENE_REDUCED_MOTION_CSS = "@media (prefers-reduced-motion: reduce){.iox-role-scene{height:auto!important}.iox-role-scene-stage{position:relative!important;top:auto!important;height:auto!important;overflow:visible!important;container-type:normal!important}[data-iox-tracks]{transform:none!important;opacity:1!important;clip-path:none!important;pointer-events:auto!important}}";
105
105
 
106
+ declare function sceneKeyPosition(p: number): number;
107
+ interface SceneTrackDef {
108
+ prop: SceneProp;
109
+ /** Ground and Ink hold colours; everything else holds a number. */
110
+ colour: boolean;
111
+ /** What a layer with no track for this property stands at, in stored units. */
112
+ rest: number;
113
+ /** The bounds and the step, in the units the author sees. */
114
+ min: number;
115
+ max: number;
116
+ step: number;
117
+ /** Author's units per stored unit: scale 1.2 reads 120 %, opacity 0.5 reads 50 %. */
118
+ factor: number;
119
+ unit: string;
120
+ }
121
+ /** The closed vocabulary, in the order the panel lists it. */
122
+ declare const SCENE_TRACK_DEFS: ReadonlyArray<SceneTrackDef>;
123
+ declare function sceneTrackDef(prop: SceneProp): SceneTrackDef;
124
+ /** A number track's value at `p` in the author's units, or where the layer rests when it has no such track. */
125
+ declare function sceneDisplayValue(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): number;
126
+ /**
127
+ * The colour to show for a colour track at `p`: the key at or before it, else the first. Between two keys the live value
128
+ * is a mix, which is no value a colour control can edit; the author sets keys, so the panel shows a key.
129
+ */
130
+ declare function sceneColourKeyAt(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): string;
131
+ declare function sceneHasKeyAt(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): boolean;
132
+ /**
133
+ * Set a key at `p`, in the author's units. A number is clamped to its bounds; a colour that is no colour changes nothing,
134
+ * because `normalizeTracks` would drop it anyway and the author's other keys must survive.
135
+ */
136
+ declare function withSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number, value: number | string): SceneTrack[];
137
+ /** Remove the key at `p`. The last key of a track takes the track with it. */
138
+ declare function withoutSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): SceneTrack[];
139
+ /**
140
+ * Move a key from `from` toward `to`, stopping one grid step short of its neighbours: keys never swap, so a drag can
141
+ * never reverse a movement the author set. Returns where it landed, so a drag keeps following it.
142
+ */
143
+ declare function movedSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, from: number, to: number): {
144
+ tracks: SceneTrack[];
145
+ at: number;
146
+ };
147
+ /** A track's bar on the timeline: from its first key to its last, as fractions of the scroll. */
148
+ declare function sceneTrackSpan(track: SceneTrack): {
149
+ from: number;
150
+ to: number;
151
+ };
152
+ /** A node as these helpers read it: a builder node and a saved one both fit. */
153
+ interface SceneTreeNode extends SceneNodeSource {
154
+ id?: string;
155
+ children?: ReadonlyArray<SceneTreeNode> | null;
156
+ }
157
+ /** The Scene a selection sits in: the innermost Scene on its path from the top. */
158
+ declare function sceneRootOnPath<T extends SceneTreeNode>(path: ReadonlyArray<T>): T | null;
159
+ /** Every Scene on a page, in document order, a Scene inside a Scene included. */
160
+ declare function scenesIn<T extends SceneTreeNode>(nodes: ReadonlyArray<T> | null | undefined): T[];
161
+ /**
162
+ * What the timeline lists: the stage, everything standing on it, and anything deeper that carries tracks. A layer with
163
+ * none is listed too, or it could never be given its first. A Scene inside this one keeps its own timeline.
164
+ */
165
+ declare function sceneLayersOf<T extends SceneTreeNode>(root: T | null | undefined): T[];
166
+ /** How many screens of scrolling a Scene holds for, and the bounds the panel offers. */
167
+ declare const SCENE_MIN_SCREENS = 0.5;
168
+ declare const SCENE_MAX_SCREENS = 20;
169
+ /**
170
+ * The root's height as screens of scrolling: the stage itself takes one screen, so 400vh holds for 3. Null for a height
171
+ * set in anything else (a hand-set px), which the panel then says it cannot express rather than overwriting it.
172
+ */
173
+ declare function sceneScreensOf(height: string | null | undefined): number | null;
174
+ declare function sceneHeightForScreens(screens: number): string;
175
+ /** Motion v2 §3d's limits for scroll-linked work on one page. */
176
+ declare const SCENE_BUDGET: {
177
+ readonly heldSections: 1;
178
+ readonly movingLayers: 8;
179
+ };
180
+ interface SceneBudget {
181
+ /** Every track on the page's Scenes. */
182
+ tracks: number;
183
+ heldSections: number;
184
+ movingLayers: number;
185
+ within: boolean;
186
+ }
187
+ /** What a page's Scenes cost. Advice to the author, never a refusal: the composer enforces it from SC6. */
188
+ declare function sceneBudget(nodes: ReadonlyArray<SceneTreeNode> | null | undefined): SceneBudget;
189
+
106
190
  /**
107
191
  * The SCENE recipe: ordinary nodes, no new type, so all three render paths and every panel already know it.
108
192
  *
@@ -158,9 +242,17 @@ interface ScrollDriverOptions {
158
242
  /** Follow what changes inside a root: tracks edited, layers added (the canvas). */
159
243
  observe?: boolean;
160
244
  damping?: number;
245
+ /** Called after every frame it writes, outside any framework's zone (the canvas's selection box follows on it). */
246
+ onFrame?: (root: HTMLElement, state: SceneFrameState) => void;
161
247
  /** The window, for a test. */
162
248
  host?: Window;
163
249
  }
250
+ interface SceneFrameState {
251
+ /** Where the scroll stands, undamped: what a scrubber shows. */
252
+ target: number;
253
+ /** Where the layers stand, damped: what is on screen. */
254
+ progress: number;
255
+ }
164
256
  declare class ScrollDriver {
165
257
  private readonly options;
166
258
  private readonly scenes;
@@ -175,6 +267,12 @@ declare class ScrollDriver {
175
267
  remove(root: HTMLElement): void;
176
268
  /** The damped progress a root's layers stand at. */
177
269
  progressOf(root: HTMLElement): number | null;
270
+ /** Where the scroll stands in a root's travel, undamped. */
271
+ targetOf(root: HTMLElement): number | null;
272
+ /** Page px from the root's top to the scroll position that stands it at `p`. */
273
+ offsetFor(root: HTMLElement, p: number): number | null;
274
+ /** Land on the next frame with no glide: a scrubber sets a position, and the author is waiting to see that moment. */
275
+ settle(root: HTMLElement): void;
178
276
  /** Something moved that no scroll or resize announces (the canvas's zoom). */
179
277
  wake(): void;
180
278
  destroy(): void;
@@ -191,5 +289,5 @@ declare class ScrollDriver {
191
289
  * page's own CSS then lets each Scene flow). The live site's door. */
192
290
  declare function attachScenes(container: HTMLElement, options?: ScrollDriverOptions): ScrollDriver | null;
193
291
 
194
- export { SCENE_DAMPING, SCENE_FLOW_RULES, SCENE_LENGTH, SCENE_PHONE_LENGTH, SCENE_PHONE_MAX_WIDTH, SCENE_REDUCED_MOTION_CSS, SCENE_STAGE_HEIGHT, SCENE_WORDS, SceneAttribute, SceneProp, ScrollDriver, applySceneFirstFrame, attachScenes, buildSceneRecipe, colourAt, dampToward, normalizeTracks, sceneFirstFrame, sceneFrame, sceneFrameDeclarations, sceneNodeAttributes, sceneScrollState, syncSceneAttributes, valueAt };
195
- export type { SceneFrame, SceneFrameOptions, SceneKey, SceneLayerNode, SceneNodeSource, SceneTrack, SceneWords, ScrollDriverOptions };
292
+ export { SCENE_BUDGET, SCENE_DAMPING, SCENE_FLOW_RULES, SCENE_LENGTH, SCENE_MAX_SCREENS, SCENE_MIN_SCREENS, SCENE_PHONE_LENGTH, SCENE_PHONE_MAX_WIDTH, SCENE_REDUCED_MOTION_CSS, SCENE_STAGE_HEIGHT, SCENE_TRACK_DEFS, SCENE_WORDS, SceneAttribute, SceneProp, ScrollDriver, applySceneFirstFrame, attachScenes, buildSceneRecipe, colourAt, dampToward, movedSceneKey, normalizeTracks, sceneBudget, sceneColourKeyAt, sceneDisplayValue, sceneFirstFrame, sceneFrame, sceneFrameDeclarations, sceneHasKeyAt, sceneHeightForScreens, sceneKeyPosition, sceneLayersOf, sceneNodeAttributes, sceneRootOnPath, sceneScreensOf, sceneScrollState, sceneTrackDef, sceneTrackSpan, scenesIn, syncSceneAttributes, valueAt, withSceneKey, withoutSceneKey };
293
+ export type { SceneBudget, SceneFrame, SceneFrameOptions, SceneFrameState, SceneKey, SceneLayerNode, SceneNodeSource, SceneTrack, SceneTrackDef, SceneTreeNode, SceneWords, ScrollDriverOptions };
@@ -5,5 +5,6 @@
5
5
  * ⚠️ Consumers wire the usual trio — ng-package raw-ts assets, jest moduleNameMapper, tsconfig paths.
6
6
  */
7
7
  export * from './scene';
8
+ export * from './scene-edit';
8
9
  export * from './scene-recipe';
9
10
  export * from './scroll-driver';
@@ -0,0 +1,233 @@
1
+ import { SceneRole } from '@vectoriox/iox-ui/composite-core';
2
+
3
+ import { normalizeTracks, SceneKey, SceneNodeSource, SceneProp, SceneTrack, valueAt } from './scene';
4
+
5
+ /**
6
+ * Authoring a Scene (premium-sites plan §5b, SC2): the decisions the builder's timeline and its panel share, so neither
7
+ * holds a second copy of what a key is. Pure, and every edit returns NEW tracks: the caller assigns them to the node, so
8
+ * undo's snapshot and the attribute the driver reads can never see a half-made edit.
9
+ *
10
+ * One rule to author by: one key holds, two keys move. A value edited at a scroll position sets a key there, so a layer
11
+ * is animated by scrolling to a moment and saying where it stands at that moment.
12
+ */
13
+
14
+ /** Keys sit on whole percents of the scroll: finer than anyone can place by hand, and two keys never nearly coincide. */
15
+ const KEY_GRID = 100;
16
+
17
+ export function sceneKeyPosition(p: number): number {
18
+ return Math.round(Math.min(1, Math.max(0, p)) * KEY_GRID) / KEY_GRID;
19
+ }
20
+
21
+ export interface SceneTrackDef {
22
+ prop: SceneProp;
23
+ /** Ground and Ink hold colours; everything else holds a number. */
24
+ colour: boolean;
25
+ /** What a layer with no track for this property stands at, in stored units. */
26
+ rest: number;
27
+ /** The bounds and the step, in the units the author sees. */
28
+ min: number;
29
+ max: number;
30
+ step: number;
31
+ /** Author's units per stored unit: scale 1.2 reads 120 %, opacity 0.5 reads 50 %. */
32
+ factor: number;
33
+ unit: string;
34
+ }
35
+
36
+ const PERCENT = '%';
37
+ const DEGREES = '°';
38
+
39
+ /** The closed vocabulary, in the order the panel lists it. */
40
+ export const SCENE_TRACK_DEFS: ReadonlyArray<SceneTrackDef> = [
41
+ { prop: SceneProp.X, colour: false, rest: 0, min: -300, max: 300, step: 1, factor: 1, unit: PERCENT },
42
+ { prop: SceneProp.Y, colour: false, rest: 0, min: -300, max: 300, step: 1, factor: 1, unit: PERCENT },
43
+ { prop: SceneProp.Scale, colour: false, rest: 1, min: 0, max: 2000, step: 1, factor: 100, unit: PERCENT },
44
+ { prop: SceneProp.Rotate, colour: false, rest: 0, min: -720, max: 720, step: 1, factor: 1, unit: DEGREES },
45
+ { prop: SceneProp.Opacity, colour: false, rest: 1, min: 0, max: 100, step: 1, factor: 100, unit: PERCENT },
46
+ { prop: SceneProp.Clip, colour: false, rest: 0, min: 0, max: 50, step: 1, factor: 1, unit: PERCENT },
47
+ { prop: SceneProp.Ground, colour: true, rest: 0, min: 0, max: 0, step: 0, factor: 1, unit: '' },
48
+ { prop: SceneProp.Ink, colour: true, rest: 0, min: 0, max: 0, step: 0, factor: 1, unit: '' },
49
+ ];
50
+
51
+ const DEF_BY_PROP = new Map(SCENE_TRACK_DEFS.map(def => [def.prop, def]));
52
+
53
+ export function sceneTrackDef(prop: SceneProp): SceneTrackDef {
54
+ return DEF_BY_PROP.get(prop)!;
55
+ }
56
+
57
+ const trackOf = (tracks: ReadonlyArray<SceneTrack>, prop: SceneProp): SceneTrack | undefined => tracks.find(t => t.prop === prop);
58
+ const samePosition = (a: number, b: number): boolean => sceneKeyPosition(a) === sceneKeyPosition(b);
59
+ const roundTo = (value: number, places = 4): number => Number(value.toFixed(places));
60
+
61
+ /** A number track's value at `p` in the author's units, or where the layer rests when it has no such track. */
62
+ export function sceneDisplayValue(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): number {
63
+ const def = sceneTrackDef(prop);
64
+ const track = trackOf(tracks, prop);
65
+ return roundTo((track ? valueAt(track.keys, p) : def.rest) * def.factor, 2);
66
+ }
67
+
68
+ /**
69
+ * The colour to show for a colour track at `p`: the key at or before it, else the first. Between two keys the live value
70
+ * is a mix, which is no value a colour control can edit; the author sets keys, so the panel shows a key.
71
+ */
72
+ export function sceneColourKeyAt(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): string {
73
+ const keys = trackOf(tracks, prop)?.keys;
74
+ if (!keys?.length) return '';
75
+ let held = keys[0];
76
+ for (const key of keys) if (key[0] <= sceneKeyPosition(p)) held = key;
77
+ return String(held[1]);
78
+ }
79
+
80
+ export function sceneHasKeyAt(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): boolean {
81
+ return !!trackOf(tracks, prop)?.keys.some(key => samePosition(key[0], p));
82
+ }
83
+
84
+ function storedValue(def: SceneTrackDef, value: number | string): number | string {
85
+ if (def.colour) return value;
86
+ return roundTo(Math.min(def.max, Math.max(def.min, Number(value))) / def.factor);
87
+ }
88
+
89
+ function replaceTrack(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, keys: ReadonlyArray<SceneKey>): SceneTrack[] {
90
+ const rest = tracks.filter(t => t.prop !== prop);
91
+ if (!keys.length) return rest;
92
+ const at = tracks.findIndex(t => t.prop === prop);
93
+ const next = [...rest];
94
+ next.splice(at < 0 ? rest.length : at, 0, { prop, keys });
95
+ return next;
96
+ }
97
+
98
+ /**
99
+ * Set a key at `p`, in the author's units. A number is clamped to its bounds; a colour that is no colour changes nothing,
100
+ * because `normalizeTracks` would drop it anyway and the author's other keys must survive.
101
+ */
102
+ export function withSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number, value: number | string): SceneTrack[] {
103
+ const def = sceneTrackDef(prop);
104
+ const at = sceneKeyPosition(p);
105
+ if (!def.colour && !Number.isFinite(Number(value))) return [...tracks];
106
+ const key: SceneKey = [at, storedValue(def, value)];
107
+ const others = (trackOf(tracks, prop)?.keys ?? []).filter(k => !samePosition(k[0], at));
108
+ const keys = [...others, key].sort((a, b) => a[0] - b[0]);
109
+ const next = replaceTrack(tracks, prop, keys);
110
+ return trackOf(normalizeTracks(next), prop)?.keys.length === keys.length ? next : [...tracks];
111
+ }
112
+
113
+ /** Remove the key at `p`. The last key of a track takes the track with it. */
114
+ export function withoutSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, p: number): SceneTrack[] {
115
+ const track = trackOf(tracks, prop);
116
+ if (!track) return [...tracks];
117
+ return replaceTrack(tracks, prop, track.keys.filter(key => !samePosition(key[0], p)));
118
+ }
119
+
120
+ /**
121
+ * Move a key from `from` toward `to`, stopping one grid step short of its neighbours: keys never swap, so a drag can
122
+ * never reverse a movement the author set. Returns where it landed, so a drag keeps following it.
123
+ */
124
+ export function movedSceneKey(tracks: ReadonlyArray<SceneTrack>, prop: SceneProp, from: number, to: number): { tracks: SceneTrack[]; at: number } {
125
+ const track = trackOf(tracks, prop);
126
+ const index = track ? track.keys.findIndex(key => samePosition(key[0], from)) : -1;
127
+ if (!track || index < 0) return { tracks: [...tracks], at: sceneKeyPosition(from) };
128
+ const step = 1 / KEY_GRID;
129
+ const low = index > 0 ? track.keys[index - 1][0] + step : 0;
130
+ const high = index < track.keys.length - 1 ? track.keys[index + 1][0] - step : 1;
131
+ const at = sceneKeyPosition(Math.min(high, Math.max(low, to)));
132
+ const keys = track.keys.map((key, i): SceneKey => (i === index ? [at, key[1]] : key));
133
+ return { tracks: replaceTrack(tracks, prop, keys), at };
134
+ }
135
+
136
+ /** A track's bar on the timeline: from its first key to its last, as fractions of the scroll. */
137
+ export function sceneTrackSpan(track: SceneTrack): { from: number; to: number } {
138
+ return { from: track.keys[0][0], to: track.keys[track.keys.length - 1][0] };
139
+ }
140
+
141
+ /** A node as these helpers read it: a builder node and a saved one both fit. */
142
+ export interface SceneTreeNode extends SceneNodeSource {
143
+ id?: string;
144
+ children?: ReadonlyArray<SceneTreeNode> | null;
145
+ }
146
+
147
+ /** The Scene a selection sits in: the innermost Scene on its path from the top. */
148
+ export function sceneRootOnPath<T extends SceneTreeNode>(path: ReadonlyArray<T>): T | null {
149
+ for (let i = path.length - 1; i >= 0; i--) if (path[i].role === SceneRole.Scene) return path[i];
150
+ return null;
151
+ }
152
+
153
+ /** Every Scene on a page, in document order, a Scene inside a Scene included. */
154
+ export function scenesIn<T extends SceneTreeNode>(nodes: ReadonlyArray<T> | null | undefined): T[] {
155
+ const found: T[] = [];
156
+ for (const node of nodes ?? []) {
157
+ if (node.role === SceneRole.Scene) found.push(node);
158
+ found.push(...scenesIn((node.children ?? []) as ReadonlyArray<T>));
159
+ }
160
+ return found;
161
+ }
162
+
163
+ const hasTracks = (node: SceneTreeNode): boolean =>
164
+ normalizeTracks(node.sceneTracks).length > 0 || normalizeTracks(node.scenePhoneTracks).length > 0;
165
+
166
+ /**
167
+ * What the timeline lists: the stage, everything standing on it, and anything deeper that carries tracks. A layer with
168
+ * none is listed too, or it could never be given its first. A Scene inside this one keeps its own timeline.
169
+ */
170
+ export function sceneLayersOf<T extends SceneTreeNode>(root: T | null | undefined): T[] {
171
+ const stage = (root?.children ?? []).find(child => child.role === SceneRole.Stage) as T | undefined;
172
+ if (!stage) return [];
173
+ const layers: T[] = [stage];
174
+ const deeper = (node: T): void => {
175
+ for (const child of (node.children ?? []) as ReadonlyArray<T>) {
176
+ if (child.role === SceneRole.Scene) continue;
177
+ if (hasTracks(child)) layers.push(child);
178
+ deeper(child);
179
+ }
180
+ };
181
+ for (const child of (stage.children ?? []) as ReadonlyArray<T>) {
182
+ if (child.role === SceneRole.Scene) continue;
183
+ layers.push(child);
184
+ deeper(child);
185
+ }
186
+ return layers;
187
+ }
188
+
189
+ /** How many screens of scrolling a Scene holds for, and the bounds the panel offers. */
190
+ export const SCENE_MIN_SCREENS = 0.5;
191
+ export const SCENE_MAX_SCREENS = 20;
192
+
193
+ const VIEWPORT_HEIGHT = /^([\d.]+)[sdl]?vh$/;
194
+
195
+ /**
196
+ * The root's height as screens of scrolling: the stage itself takes one screen, so 400vh holds for 3. Null for a height
197
+ * set in anything else (a hand-set px), which the panel then says it cannot express rather than overwriting it.
198
+ */
199
+ export function sceneScreensOf(height: string | null | undefined): number | null {
200
+ const match = VIEWPORT_HEIGHT.exec(String(height ?? '').trim());
201
+ if (!match) return null;
202
+ return Math.max(0, roundTo(Number(match[1]) / 100 - 1, 2));
203
+ }
204
+
205
+ export function sceneHeightForScreens(screens: number): string {
206
+ const held = Math.min(SCENE_MAX_SCREENS, Math.max(SCENE_MIN_SCREENS, screens));
207
+ return `${roundTo((held + 1) * 100, 1)}vh`;
208
+ }
209
+
210
+ /** Motion v2 §3d's limits for scroll-linked work on one page. */
211
+ export const SCENE_BUDGET = { heldSections: 1, movingLayers: 8 } as const;
212
+
213
+ export interface SceneBudget {
214
+ /** Every track on the page's Scenes. */
215
+ tracks: number;
216
+ heldSections: number;
217
+ movingLayers: number;
218
+ within: boolean;
219
+ }
220
+
221
+ /** What a page's Scenes cost. Advice to the author, never a refusal: the composer enforces it from SC6. */
222
+ export function sceneBudget(nodes: ReadonlyArray<SceneTreeNode> | null | undefined): SceneBudget {
223
+ const scenes = scenesIn(nodes);
224
+ const moving = scenes.flatMap(scene => sceneLayersOf(scene)).filter(hasTracks);
225
+ const movingLayers = new Set(moving).size;
226
+ const tracks = [...new Set(moving)].reduce((sum, node) => sum + normalizeTracks(node.sceneTracks).length, 0);
227
+ return {
228
+ tracks,
229
+ heldSections: scenes.length,
230
+ movingLayers,
231
+ within: scenes.length <= SCENE_BUDGET.heldSections && movingLayers <= SCENE_BUDGET.movingLayers,
232
+ };
233
+ }
@@ -44,10 +44,19 @@ export interface ScrollDriverOptions {
44
44
  /** Follow what changes inside a root: tracks edited, layers added (the canvas). */
45
45
  observe?: boolean;
46
46
  damping?: number;
47
+ /** Called after every frame it writes, outside any framework's zone (the canvas's selection box follows on it). */
48
+ onFrame?: (root: HTMLElement, state: SceneFrameState) => void;
47
49
  /** The window, for a test. */
48
50
  host?: Window;
49
51
  }
50
52
 
53
+ export interface SceneFrameState {
54
+ /** Where the scroll stands, undamped: what a scrubber shows. */
55
+ target: number;
56
+ /** Where the layers stand, damped: what is on screen. */
57
+ progress: number;
58
+ }
59
+
51
60
  interface Layer {
52
61
  el: HTMLElement;
53
62
  tracks: SceneTrack[];
@@ -60,6 +69,7 @@ interface Scene {
60
69
  stage: HTMLElement | null;
61
70
  layers: Layer[];
62
71
  progress: number;
72
+ target: number;
63
73
  /** Page px and the stage's own width, measured when something resizes and never per frame. */
64
74
  height: number;
65
75
  travel: number;
@@ -95,7 +105,7 @@ export class ScrollDriver {
95
105
  /** Drive a Scene's root. Idempotent: adding a root again re-reads it. */
96
106
  add(root: HTMLElement): void {
97
107
  this.remove(root);
98
- const scene: Scene = { root, stage: null, layers: [], progress: 0, height: 0, travel: 0, phone: false, inlineSign: 1, fresh: true, mutations: null };
108
+ const scene: Scene = { root, stage: null, layers: [], progress: 0, target: 0, height: 0, travel: 0, phone: false, inlineSign: 1, fresh: true, mutations: null };
99
109
  this.scenes.set(root, scene);
100
110
  this.resize?.observe(root);
101
111
  if (this.options.observe) {
@@ -123,6 +133,25 @@ export class ScrollDriver {
123
133
  return this.scenes.get(root)?.progress ?? null;
124
134
  }
125
135
 
136
+ /** Where the scroll stands in a root's travel, undamped. */
137
+ targetOf(root: HTMLElement): number | null {
138
+ return this.scenes.get(root)?.target ?? null;
139
+ }
140
+
141
+ /** Page px from the root's top to the scroll position that stands it at `p`. */
142
+ offsetFor(root: HTMLElement, p: number): number | null {
143
+ const scene = this.scenes.get(root);
144
+ return scene ? scene.travel * Math.min(1, Math.max(0, p)) : null;
145
+ }
146
+
147
+ /** Land on the next frame with no glide: a scrubber sets a position, and the author is waiting to see that moment. */
148
+ settle(root: HTMLElement): void {
149
+ const scene = this.scenes.get(root);
150
+ if (!scene) return;
151
+ scene.fresh = true;
152
+ this.wake();
153
+ }
154
+
126
155
  /** Something moved that no scroll or resize announces (the canvas's zoom). */
127
156
  wake(): void {
128
157
  if (this.frame) return;
@@ -179,8 +208,10 @@ export class ScrollDriver {
179
208
  const next = scene.fresh ? target : dampToward(scene.progress, target, seconds, this.options.damping);
180
209
  const settled = Math.abs(next - target) < SETTLED;
181
210
  scene.progress = settled ? target : next;
211
+ scene.target = target;
182
212
  scene.fresh = false;
183
213
  this.write(scene);
214
+ this.options.onFrame?.(scene.root, { target, progress: scene.progress });
184
215
  moving = moving || !settled;
185
216
  }
186
217
  if (moving) this.wake();