@vgai/engine 0.5.22 → 0.5.23

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Files changed (291) hide show
  1. package/README.md +6 -3
  2. package/dist/adapter/adapter-module.d.ts.map +1 -1
  3. package/dist/adapter/adapter-module.js +2 -4
  4. package/dist/adapter/adapter-surface.d.ts +1 -1
  5. package/dist/adapter/adapter-surface.js +1 -1
  6. package/dist/adapter/authoring.d.ts +19 -21
  7. package/dist/adapter/authoring.d.ts.map +1 -1
  8. package/dist/adapter/authoring.js +2 -2
  9. package/dist/adapter/binding.d.ts +341 -0
  10. package/dist/adapter/binding.d.ts.map +1 -0
  11. package/dist/adapter/binding.js +148 -0
  12. package/dist/adapter/colyseus-networking-adapter.d.ts.map +1 -1
  13. package/dist/adapter/colyseus-networking-adapter.js +23 -4
  14. package/dist/adapter/entrypoint-selection-readers.d.ts +24 -0
  15. package/dist/adapter/entrypoint-selection-readers.d.ts.map +1 -0
  16. package/dist/adapter/entrypoint-selection-readers.js +63 -0
  17. package/dist/adapter/entrypoint-selection-source.d.ts.map +1 -1
  18. package/dist/adapter/entrypoint-selection-source.js +1 -44
  19. package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts.map +1 -1
  20. package/dist/adapter/finders/scenes-from-entrypoint-selection.js +1 -52
  21. package/dist/adapter/host-context.d.ts +46 -15
  22. package/dist/adapter/host-context.d.ts.map +1 -1
  23. package/dist/adapter/host-context.js +2 -9
  24. package/dist/adapter/index.d.ts +11 -12
  25. package/dist/adapter/index.d.ts.map +1 -1
  26. package/dist/adapter/index.js +9 -10
  27. package/dist/adapter/ingest/game-contract.d.ts +0 -3
  28. package/dist/adapter/ingest/game-contract.d.ts.map +1 -1
  29. package/dist/adapter/ingest/game-contract.js +0 -3
  30. package/dist/adapter/ingest/scene-capture.d.ts +19 -23
  31. package/dist/adapter/ingest/scene-capture.d.ts.map +1 -1
  32. package/dist/adapter/ingest/scene-capture.js +143 -17
  33. package/dist/adapter/ingest/visible-capture-window.d.ts +34 -0
  34. package/dist/adapter/ingest/visible-capture-window.d.ts.map +1 -1
  35. package/dist/adapter/native-debug-module.d.ts +31 -5
  36. package/dist/adapter/native-debug-module.d.ts.map +1 -1
  37. package/dist/adapter/native-debug-module.js +25 -7
  38. package/dist/adapter/rapier-physics-adapter.d.ts +31 -1
  39. package/dist/adapter/rapier-physics-adapter.d.ts.map +1 -1
  40. package/dist/adapter/rapier-physics-adapter.js +50 -36
  41. package/dist/adapter/renderer-config.d.ts +2 -2
  42. package/dist/adapter/renderer-config.js +2 -2
  43. package/dist/adapter/root-adapter.d.ts +7 -7
  44. package/dist/adapter/root-adapter.js +4 -4
  45. package/dist/adapter/system-adapter.d.ts +45 -7
  46. package/dist/adapter/system-adapter.d.ts.map +1 -1
  47. package/dist/adapter/system-seam-contract.d.ts +3 -3
  48. package/dist/adapter/system-seam-contract.js +3 -3
  49. package/dist/adapter/system-slot.d.ts +168 -0
  50. package/dist/adapter/system-slot.d.ts.map +1 -0
  51. package/dist/adapter/system-slot.js +229 -0
  52. package/dist/adapter/transform.d.ts +11 -1
  53. package/dist/adapter/transform.d.ts.map +1 -1
  54. package/dist/ai/navigation.d.ts +17 -1
  55. package/dist/ai/navigation.d.ts.map +1 -1
  56. package/dist/ai/navigation.js +26 -5
  57. package/dist/animation/anim-graph-types.d.ts +11 -3
  58. package/dist/animation/anim-graph-types.d.ts.map +1 -1
  59. package/dist/animation/theatre-clock-binding.d.ts +4 -4
  60. package/dist/animation/theatre-clock-binding.js +4 -4
  61. package/dist/animation/xstate-animation-binding.d.ts.map +1 -1
  62. package/dist/animation/xstate-animation-binding.js +2 -2
  63. package/dist/animation/xstate-animation-meta.d.ts +13 -0
  64. package/dist/animation/xstate-animation-meta.d.ts.map +1 -1
  65. package/dist/animation/xstate-animation-meta.js +14 -0
  66. package/dist/asset-formats/index.d.ts +4 -7
  67. package/dist/asset-formats/index.d.ts.map +1 -1
  68. package/dist/asset-formats/index.js +4 -7
  69. package/dist/asset-formats/render-env.d.ts +5 -8
  70. package/dist/asset-formats/render-env.d.ts.map +1 -1
  71. package/dist/asset-formats/render-env.js +3 -6
  72. package/dist/asset-parse-error.d.ts +2 -5
  73. package/dist/asset-parse-error.d.ts.map +1 -1
  74. package/dist/asset-parse-error.js +2 -5
  75. package/dist/audio/bus-mixer.d.ts +101 -0
  76. package/dist/audio/bus-mixer.d.ts.map +1 -0
  77. package/dist/audio/bus-mixer.js +115 -0
  78. package/dist/core/frame-pacing.d.ts +1 -1
  79. package/dist/core/frame-pacing.js +2 -2
  80. package/dist/core/game-loop.d.ts +1 -3
  81. package/dist/core/game-loop.d.ts.map +1 -1
  82. package/dist/core/game-loop.js +1 -3
  83. package/dist/core/seeded-random.d.ts +1 -1
  84. package/dist/core/sim-clock.d.ts +5 -6
  85. package/dist/core/sim-clock.d.ts.map +1 -1
  86. package/dist/core/sim-clock.js +4 -5
  87. package/dist/core/types.d.ts +1 -3
  88. package/dist/core/types.d.ts.map +1 -1
  89. package/dist/defaults.d.ts +6 -14
  90. package/dist/defaults.d.ts.map +1 -1
  91. package/dist/defaults.js +6 -14
  92. package/dist/dev/register-render-vitals.d.ts +1 -4
  93. package/dist/dev/register-render-vitals.d.ts.map +1 -1
  94. package/dist/dev/register-render-vitals.js +1 -4
  95. package/dist/dev/render-debug-adapter.d.ts +2 -3
  96. package/dist/dev/render-debug-adapter.d.ts.map +1 -1
  97. package/dist/dev/render-debug-adapter.js +2 -3
  98. package/dist/dev/render-vitals.d.ts +3 -3
  99. package/dist/dev/render-vitals.js +3 -3
  100. package/dist/dev/webgl-frame-capture.d.ts +1 -1
  101. package/dist/dev/webgl-frame-capture.js +1 -1
  102. package/dist/index.d.ts +2 -5
  103. package/dist/index.d.ts.map +1 -1
  104. package/dist/index.js +2 -4
  105. package/dist/input/host-pointer.d.ts +122 -0
  106. package/dist/input/host-pointer.d.ts.map +1 -0
  107. package/dist/input/host-pointer.js +160 -0
  108. package/dist/input/input-manager.d.ts +18 -5
  109. package/dist/input/input-manager.d.ts.map +1 -1
  110. package/dist/input/input-manager.js +33 -13
  111. package/dist/input/rebind-controller.d.ts.map +1 -1
  112. package/dist/input/rebind-controller.js +6 -8
  113. package/dist/input/schema.d.ts.map +1 -1
  114. package/dist/input/schema.js +56 -28
  115. package/dist/manifest/filename.d.ts.map +1 -1
  116. package/dist/manifest/filename.js +8 -12
  117. package/dist/manifest/load.d.ts +10 -10
  118. package/dist/manifest/load.d.ts.map +1 -1
  119. package/dist/manifest/load.js +9 -6
  120. package/dist/manifest/schema.d.ts +17 -21
  121. package/dist/manifest/schema.d.ts.map +1 -1
  122. package/dist/manifest/schema.js +45 -35
  123. package/dist/physics/collider-dimensions.d.ts +8 -12
  124. package/dist/physics/collider-dimensions.d.ts.map +1 -1
  125. package/dist/physics/collider-dimensions.js +8 -12
  126. package/dist/pixi/scene-capture.d.ts +11 -13
  127. package/dist/pixi/scene-capture.d.ts.map +1 -1
  128. package/dist/react/world-state.d.ts +1 -1
  129. package/dist/react/world-state.d.ts.map +1 -1
  130. package/dist/render/light-camera-factory.d.ts +5 -7
  131. package/dist/render/light-camera-factory.d.ts.map +1 -1
  132. package/dist/render/light-camera-factory.js +8 -11
  133. package/dist/render/material-factory.js +1 -1
  134. package/dist/render/render-batch-system.d.ts.map +1 -1
  135. package/dist/render/render-features.d.ts +17 -6
  136. package/dist/render/render-features.d.ts.map +1 -1
  137. package/dist/render/render-features.js +0 -28
  138. package/dist/runtime/create-runtime.d.ts +34 -25
  139. package/dist/runtime/create-runtime.d.ts.map +1 -1
  140. package/dist/runtime/create-runtime.js +218 -93
  141. package/dist/runtime/debug-registry.d.ts +77 -8
  142. package/dist/runtime/debug-registry.d.ts.map +1 -1
  143. package/dist/runtime/debug-registry.js +3 -3
  144. package/dist/runtime/dev-build.d.ts +2 -2
  145. package/dist/runtime/dev-build.js +2 -2
  146. package/dist/runtime/game-input-seams.d.ts +2 -2
  147. package/dist/runtime/game-input-seams.d.ts.map +1 -1
  148. package/dist/runtime/game.d.ts +90 -41
  149. package/dist/runtime/game.d.ts.map +1 -1
  150. package/dist/runtime/game.js +80 -54
  151. package/dist/runtime/mount-game.d.ts +0 -16
  152. package/dist/runtime/mount-game.d.ts.map +1 -1
  153. package/dist/runtime/mount-game.js +8 -39
  154. package/dist/runtime/mount-manifest.d.ts +22 -14
  155. package/dist/runtime/mount-manifest.d.ts.map +1 -1
  156. package/dist/runtime/mount-manifest.js +18 -18
  157. package/dist/runtime/playtest.d.ts +22 -0
  158. package/dist/runtime/playtest.d.ts.map +1 -0
  159. package/dist/runtime/playtest.js +12 -0
  160. package/dist/runtime/state-bridge.d.ts +2 -3
  161. package/dist/runtime/state-bridge.d.ts.map +1 -1
  162. package/dist/runtime/state-bridge.js +1 -0
  163. package/dist/setup/setup-audio.d.ts +12 -0
  164. package/dist/setup/setup-audio.d.ts.map +1 -1
  165. package/dist/setup/setup-audio.js +9 -10
  166. package/dist/setup/setup-renderer.d.ts +2 -25
  167. package/dist/setup/setup-renderer.d.ts.map +1 -1
  168. package/dist/setup/setup-renderer.js +2 -31
  169. package/dist/world3d-react/r3f-root-factory.d.ts +7 -7
  170. package/dist/world3d-react/r3f-root-factory.js +7 -7
  171. package/dist/world3d-react/rapier-physics-bridge.d.ts +9 -8
  172. package/dist/world3d-react/rapier-physics-bridge.d.ts.map +1 -1
  173. package/dist/world3d-react/rapier-physics-bridge.js +100 -48
  174. package/package.json +1 -1
  175. package/schemas/engine-capabilities.json +16 -14
  176. package/schemas/vgai-project.schema.json +35 -26
  177. package/src/adapter/adapter-module.ts +2 -4
  178. package/src/adapter/adapter-surface.ts +1 -1
  179. package/src/adapter/authoring.ts +19 -21
  180. package/src/adapter/binding.ts +468 -0
  181. package/src/adapter/colyseus-networking-adapter.ts +20 -5
  182. package/src/adapter/entrypoint-selection-readers.ts +66 -0
  183. package/src/adapter/entrypoint-selection-source.ts +1 -40
  184. package/src/adapter/finders/scenes-from-entrypoint-selection.ts +1 -48
  185. package/src/adapter/host-context.ts +45 -15
  186. package/src/adapter/index.ts +23 -11
  187. package/src/adapter/ingest/game-contract.ts +0 -3
  188. package/src/adapter/ingest/scene-capture.ts +190 -39
  189. package/src/adapter/ingest/visible-capture-window.ts +35 -0
  190. package/src/adapter/native-debug-module.ts +43 -7
  191. package/src/adapter/rapier-physics-adapter.ts +76 -20
  192. package/src/adapter/renderer-config.ts +2 -2
  193. package/src/adapter/root-adapter.ts +7 -7
  194. package/src/adapter/system-adapter.ts +43 -8
  195. package/src/adapter/system-seam-contract.ts +3 -3
  196. package/src/adapter/system-slot.ts +291 -0
  197. package/src/adapter/transform.ts +18 -1
  198. package/src/ai/navigation.ts +30 -3
  199. package/src/animation/anim-graph-types.ts +11 -3
  200. package/src/animation/theatre-clock-binding.ts +4 -4
  201. package/src/animation/xstate-animation-binding.ts +2 -2
  202. package/src/animation/xstate-animation-meta.ts +16 -0
  203. package/src/asset-formats/index.ts +4 -7
  204. package/src/asset-formats/render-env.ts +3 -6
  205. package/src/asset-parse-error.ts +2 -5
  206. package/src/audio/bus-mixer.ts +161 -0
  207. package/src/core/frame-pacing.ts +2 -2
  208. package/src/core/game-loop.ts +1 -3
  209. package/src/core/seeded-random.ts +1 -1
  210. package/src/core/sim-clock.ts +5 -6
  211. package/src/core/types.ts +1 -3
  212. package/src/defaults.ts +6 -14
  213. package/src/dev/register-render-vitals.ts +1 -4
  214. package/src/dev/render-debug-adapter.ts +2 -3
  215. package/src/dev/render-vitals.ts +3 -3
  216. package/src/dev/webgl-frame-capture.ts +1 -1
  217. package/src/index.ts +2 -5
  218. package/src/input/host-pointer.ts +230 -0
  219. package/src/input/input-manager.ts +34 -13
  220. package/src/input/input-types.ts +1 -1
  221. package/src/input/rebind-controller.ts +6 -8
  222. package/src/input/schema.ts +216 -188
  223. package/src/manifest/filename.ts +8 -12
  224. package/src/manifest/load.ts +17 -13
  225. package/src/manifest/schema.ts +55 -47
  226. package/src/physics/collider-dimensions.ts +8 -12
  227. package/src/pixi/scene-capture.ts +12 -15
  228. package/src/react/world-state.tsx +1 -1
  229. package/src/render/light-camera-factory.ts +8 -11
  230. package/src/render/material-factory.ts +1 -1
  231. package/src/render/render-batch-system.ts +14 -6
  232. package/src/render/render-features.ts +17 -35
  233. package/src/runtime/create-runtime.ts +270 -108
  234. package/src/runtime/debug-registry.ts +84 -8
  235. package/src/runtime/dev-build.ts +2 -2
  236. package/src/runtime/game-input-seams.ts +2 -2
  237. package/src/runtime/game.ts +168 -80
  238. package/src/runtime/mount-game.ts +8 -56
  239. package/src/runtime/mount-manifest.ts +43 -34
  240. package/src/runtime/playtest.ts +22 -0
  241. package/src/runtime/state-bridge.ts +3 -3
  242. package/src/setup/setup-audio.ts +21 -11
  243. package/src/setup/setup-renderer.ts +2 -61
  244. package/src/world3d-react/r3f-root-factory.tsx +7 -7
  245. package/src/world3d-react/rapier-physics-bridge.tsx +107 -50
  246. package/dist/adapter/setup-three-root-adapter.d.ts +0 -86
  247. package/dist/adapter/setup-three-root-adapter.d.ts.map +0 -1
  248. package/dist/adapter/setup-three-root-adapter.js +0 -908
  249. package/dist/animation/clip-map.d.ts +0 -12
  250. package/dist/animation/clip-map.d.ts.map +0 -1
  251. package/dist/animation/clip-map.js +0 -31
  252. package/dist/asset-registry.d.ts +0 -38
  253. package/dist/asset-registry.d.ts.map +0 -1
  254. package/dist/asset-registry.js +0 -66
  255. package/dist/canvas-react/engine-bridge.d.ts +0 -45
  256. package/dist/canvas-react/engine-bridge.d.ts.map +0 -1
  257. package/dist/canvas-react/engine-bridge.js +0 -45
  258. package/dist/canvas-react/pixi-react-adapter.d.ts +0 -77
  259. package/dist/canvas-react/pixi-react-adapter.d.ts.map +0 -1
  260. package/dist/canvas-react/pixi-react-adapter.js +0 -294
  261. package/dist/canvas-react/world-context.d.ts +0 -98
  262. package/dist/canvas-react/world-context.d.ts.map +0 -1
  263. package/dist/canvas-react/world-context.js +0 -173
  264. package/dist/dev/debug-draw.d.ts +0 -24
  265. package/dist/dev/debug-draw.d.ts.map +0 -1
  266. package/dist/dev/debug-draw.js +0 -73
  267. package/dist/render/auto-batcher.d.ts +0 -34
  268. package/dist/render/auto-batcher.d.ts.map +0 -1
  269. package/dist/render/auto-batcher.js +0 -140
  270. package/dist/render/lod.d.ts +0 -13
  271. package/dist/render/lod.d.ts.map +0 -1
  272. package/dist/render/lod.js +0 -16
  273. package/dist/runtime/types.d.ts +0 -303
  274. package/dist/runtime/types.d.ts.map +0 -1
  275. package/dist/runtime/types.js +0 -1
  276. package/dist/world3d-react/engine-bridge.d.ts +0 -47
  277. package/dist/world3d-react/engine-bridge.d.ts.map +0 -1
  278. package/dist/world3d-react/engine-bridge.js +0 -73
  279. package/dist/world3d-react/r3f-adapter.d.ts +0 -58
  280. package/dist/world3d-react/r3f-adapter.d.ts.map +0 -1
  281. package/dist/world3d-react/r3f-adapter.js +0 -634
  282. package/dist/world3d-react/world-context.d.ts +0 -182
  283. package/dist/world3d-react/world-context.d.ts.map +0 -1
  284. package/dist/world3d-react/world-context.js +0 -235
  285. package/src/adapter/setup-three-root-adapter.ts +0 -1032
  286. package/src/animation/clip-map.ts +0 -34
  287. package/src/asset-registry.ts +0 -89
  288. package/src/dev/debug-draw.ts +0 -80
  289. package/src/render/auto-batcher.ts +0 -168
  290. package/src/render/lod.ts +0 -17
  291. package/src/runtime/types.ts +0 -328
package/dist/index.d.ts CHANGED
@@ -10,25 +10,22 @@
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  * remain the primary way to reach engine internals — reach for a subpath
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  * first. This barrel exists only so the package's bare-name entry point is
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  * HONEST (resolves to something real and useful) instead of dangling; it
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- * covers just the handful of symbols a game/consumer needs to author a
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- * first-party `setup()` and mount it, plus the scene/manifest file
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+ * covers just the handful of symbols a consumer needs to mount a game
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+ * from its manifest, plus the manifest file
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  * entry points. Keep it small when extending it — prefer a new subpath
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  * export over growing this file into a firehose.
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  *
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  * Groups (import order below is alphabetical-by-specifier, per the repo's
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  * biome `organizeImports` rule, not by group — see this list instead):
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- * - game setup contract: `GameContext`/`GameCleanup`/`GameSetupFn`, `fromSetup`
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  * - surface vocabulary: `AdapterSurface`
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  * - manifest-driven mount: `mountManifestRoots` + its option/result types
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  * - game manifest (vgai.project.json) entry point: `loadGameManifest`
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  */
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  export type { AdapterSurface } from './adapter/adapter-surface';
26
- export { fromSetup } from './adapter/setup-three-root-adapter';
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  export { AssetParseError } from './asset-parse-error';
28
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  export type { AdapterRoot, GameManifest, ResolvedAdapter, ResolvedAdapterRoot, ResolvedGameManifest, RootAdapter, } from './manifest';
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  export { DEFAULT_SERVER_MODULE, loadGameManifest } from './manifest';
30
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  export type { GameSession } from './runtime/create-runtime';
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  export type { MountEntry, MountedManifestSession, MountManifestOptions, } from './runtime/mount-manifest';
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  export { mountManifestRoots } from './runtime/mount-manifest';
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- export type { GameCleanup, GameContext, GameSetupFn } from './runtime/types';
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  //# sourceMappingURL=index.d.ts.map
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package/dist/index.js CHANGED
@@ -10,19 +10,17 @@
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  * remain the primary way to reach engine internals — reach for a subpath
11
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  * first. This barrel exists only so the package's bare-name entry point is
12
12
  * HONEST (resolves to something real and useful) instead of dangling; it
13
- * covers just the handful of symbols a game/consumer needs to author a
14
- * first-party `setup()` and mount it, plus the scene/manifest file
13
+ * covers just the handful of symbols a consumer needs to mount a game
14
+ * from its manifest, plus the manifest file
15
15
  * entry points. Keep it small when extending it — prefer a new subpath
16
16
  * export over growing this file into a firehose.
17
17
  *
18
18
  * Groups (import order below is alphabetical-by-specifier, per the repo's
19
19
  * biome `organizeImports` rule, not by group — see this list instead):
20
- * - game setup contract: `GameContext`/`GameCleanup`/`GameSetupFn`, `fromSetup`
21
20
  * - surface vocabulary: `AdapterSurface`
22
21
  * - manifest-driven mount: `mountManifestRoots` + its option/result types
23
22
  * - game manifest (vgai.project.json) entry point: `loadGameManifest`
24
23
  */
25
- export { fromSetup } from './adapter/setup-three-root-adapter';
26
24
  export { AssetParseError } from './asset-parse-error';
27
25
  export { DEFAULT_SERVER_MODULE, loadGameManifest } from './manifest';
28
26
  export { mountManifestRoots } from './runtime/mount-manifest';
@@ -0,0 +1,122 @@
1
+ /**
2
+ * The host POINTER stream, in the game's own coordinate space — the DOM edge
3
+ * `InputManager`'s touch backends (`setTouchButton` / `setTouchStick`) and any
4
+ * pointer-position read need, and which the manager itself deliberately does
5
+ * not own.
6
+ *
7
+ * `InputManager` listens on `window` for keyboard, mouse and focus, in CLIENT
8
+ * pixels, because an action map is surface-agnostic. A pointer is not: a tap is
9
+ * only meaningful relative to the surface it landed on, and a game's own
10
+ * coordinate space is usually NOT that surface's CSS pixels — a fixed design
11
+ * resolution presented by uniformly scaling and letterboxing is the common
12
+ * case, and a hit-test against a UI rect authored in design pixels has to
13
+ * happen in one space with the pointer. That mapping needs a surface and a
14
+ * design size the manager has no way to know, so it lives here, beside it.
15
+ *
16
+ * What this owns, and nothing more:
17
+ *
18
+ * - **Position** — the last pointer position over the surface, mapped into the
19
+ * design space. `setPosition` is the headless door (a harness or a game
20
+ * command driving the game with no DOM), the same shape as
21
+ * `InputManager.addMouseDelta`: inject through the accumulator the reader
22
+ * already reads, never a synthetic `pointermove`.
23
+ * - **Touches** — a per-frame queue of {@link HostPointerTouch} records with
24
+ * DENSE finger indices, drained by the game's own frame. `pointerId` is the
25
+ * browser's opaque, monotonically growing handle; a touch API that reports
26
+ * "finger 0 and finger 1" wants the lowest free slot, reused the moment a
27
+ * finger lifts, which is what {@link HostPointerTouch.index} is.
28
+ * - **Cursor** — the CSS cursor applied to the surface, because the surface is
29
+ * resolved here and nowhere else.
30
+ *
31
+ * **Gating.** Every listener returns early unless
32
+ * `InputManager.isInputActive()` — the SAME predicate the manager's own
33
+ * `keydown`/`mousemove` listeners pass, so play-mode isolation and window
34
+ * blur suppress pointer position and touches exactly as they suppress a key.
35
+ * The predicate is read from the manager rather than recomposed here
36
+ * (`isEnabled() && isFocused()` written out a second time is how a looser gate
37
+ * drifts in: a blurred or typing tab kept updating a pointer position under
38
+ * exactly that duplication). Text-entry focus is deliberately NOT part of it,
39
+ * matching `onMouseMove` rather than `onKeyDown` — moving a finger is not
40
+ * typing.
41
+ *
42
+ * **Ownership.** Owns its four pointer listeners on the resolved owner, the
43
+ * touch queue and the finger-index table. Shares the `InputManager`, which is
44
+ * the game's and is never mutated here — this reports; what a control DOES
45
+ * with a finger (which rect owns it, whether that becomes a `setTouchButton`)
46
+ * belongs to the UI that draws the control. Teardown is {@link
47
+ * HostPointer.dispose}, and only that: `InputManager.dispose` does not reach
48
+ * these listeners.
49
+ *
50
+ * Headless (no `window`): construction succeeds and binds nothing. Position is
51
+ * whatever {@link HostPointer.setPosition} last wrote, and the touch queue
52
+ * stays empty.
53
+ */
54
+ import type { InputManager } from './input-manager';
55
+ import type { Vector2 } from './input-types';
56
+ /** One finger edge the host pointer stream produced. */
57
+ export interface HostPointerTouch {
58
+ /**
59
+ * `'start'` when the finger went down on the surface, `'move'` while it
60
+ * drags, `'end'` when it lifted or the browser cancelled it. A cancel is an
61
+ * end: the finger is gone either way, and a control that treats them
62
+ * differently is holding a button nothing will ever release.
63
+ */
64
+ readonly phase: 'start' | 'move' | 'end';
65
+ /**
66
+ * DENSE finger index — the lowest slot free when this finger went down, and
67
+ * free again the moment it lifts. NOT the browser's `pointerId`, which never
68
+ * reuses a value and is therefore useless as "which finger is this".
69
+ */
70
+ readonly index: number;
71
+ /** Position in the design space (see {@link HostPointerOptions.designSize}). */
72
+ readonly position: Vector2;
73
+ }
74
+ /** What {@link createHostPointer} needs. */
75
+ export interface HostPointerOptions {
76
+ /** The game's own manager — read for its gate, never written. */
77
+ readonly input: InputManager;
78
+ /**
79
+ * The render surface pointer positions are relative to.
80
+ *
81
+ * A GETTER rather than an element because a renderer usually mints its
82
+ * canvas after the game's services exist. Absent (or returning `null`) falls
83
+ * back to the event's own target element, and listening falls back to
84
+ * `window` — which is what makes a finger that starts on the canvas and
85
+ * drags over a DOM overlay keep reporting.
86
+ */
87
+ readonly surface?: (() => HTMLElement | null) | undefined;
88
+ /**
89
+ * The game's own logical resolution, if it has one. Surface CSS pixels are
90
+ * mapped into it, so a pointer and a UI rect authored at this size share one
91
+ * space regardless of how the host scaled and letterboxed the surface.
92
+ *
93
+ * Absent: positions are reported in the surface's own CSS pixels, and the
94
+ * position before any event is `{x: 0, y: 0}`. Present: the position before
95
+ * any event is the CENTRE of the design space — a pointer that has never
96
+ * moved is better described as the middle of the view than as a corner it
97
+ * was never at.
98
+ */
99
+ readonly designSize?: Vector2 | undefined;
100
+ }
101
+ /** The host pointer stream bound to one surface. One per mounted game. */
102
+ export interface HostPointer {
103
+ /** The last pointer position, in the design space. */
104
+ getPosition(): Vector2;
105
+ /** Headless / harness door onto {@link getPosition}'s value. */
106
+ setPosition(position: Vector2): void;
107
+ /**
108
+ * Drain the touch records queued since the last call. Returns them in
109
+ * arrival order and empties the queue, so a frame that drains sees each
110
+ * finger edge exactly once.
111
+ */
112
+ takeTouches(): readonly HostPointerTouch[];
113
+ /**
114
+ * Set the CSS `cursor` applied to the surface. Applied on the next pointer
115
+ * move over it, which is also when the surface is known.
116
+ */
117
+ setCursor(cursor: string): void;
118
+ /** Remove the listeners this owns. */
119
+ dispose(): void;
120
+ }
121
+ export declare function createHostPointer(options: HostPointerOptions): HostPointer;
122
+ //# sourceMappingURL=host-pointer.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"host-pointer.d.ts","sourceRoot":"","sources":["../../src/input/host-pointer.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoDG;AAEH,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AACpD,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAU7C,wDAAwD;AACxD,MAAM,WAAW,gBAAgB;IAC/B;;;;;OAKG;IACH,QAAQ,CAAC,KAAK,EAAE,OAAO,GAAG,MAAM,GAAG,KAAK,CAAC;IACzC;;;;OAIG;IACH,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,gFAAgF;IAChF,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED,4CAA4C;AAC5C,MAAM,WAAW,kBAAkB;IACjC,iEAAiE;IACjE,QAAQ,CAAC,KAAK,EAAE,YAAY,CAAC;IAC7B;;;;;;;;OAQG;IACH,QAAQ,CAAC,OAAO,CAAC,EAAE,CAAC,MAAM,WAAW,GAAG,IAAI,CAAC,GAAG,SAAS,CAAC;IAC1D;;;;;;;;;;OAUG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,GAAG,SAAS,CAAC;CAC3C;AAED,0EAA0E;AAC1E,MAAM,WAAW,WAAW;IAC1B,sDAAsD;IACtD,WAAW,IAAI,OAAO,CAAC;IACvB,gEAAgE;IAChE,WAAW,CAAC,QAAQ,EAAE,OAAO,GAAG,IAAI,CAAC;IACrC;;;;OAIG;IACH,WAAW,IAAI,SAAS,gBAAgB,EAAE,CAAC;IAC3C;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAAC;IAChC,sCAAsC;IACtC,OAAO,IAAI,IAAI,CAAC;CACjB;AAED,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,kBAAkB,GAAG,WAAW,CAgG1E"}
@@ -0,0 +1,160 @@
1
+ /**
2
+ * The host POINTER stream, in the game's own coordinate space — the DOM edge
3
+ * `InputManager`'s touch backends (`setTouchButton` / `setTouchStick`) and any
4
+ * pointer-position read need, and which the manager itself deliberately does
5
+ * not own.
6
+ *
7
+ * `InputManager` listens on `window` for keyboard, mouse and focus, in CLIENT
8
+ * pixels, because an action map is surface-agnostic. A pointer is not: a tap is
9
+ * only meaningful relative to the surface it landed on, and a game's own
10
+ * coordinate space is usually NOT that surface's CSS pixels — a fixed design
11
+ * resolution presented by uniformly scaling and letterboxing is the common
12
+ * case, and a hit-test against a UI rect authored in design pixels has to
13
+ * happen in one space with the pointer. That mapping needs a surface and a
14
+ * design size the manager has no way to know, so it lives here, beside it.
15
+ *
16
+ * What this owns, and nothing more:
17
+ *
18
+ * - **Position** — the last pointer position over the surface, mapped into the
19
+ * design space. `setPosition` is the headless door (a harness or a game
20
+ * command driving the game with no DOM), the same shape as
21
+ * `InputManager.addMouseDelta`: inject through the accumulator the reader
22
+ * already reads, never a synthetic `pointermove`.
23
+ * - **Touches** — a per-frame queue of {@link HostPointerTouch} records with
24
+ * DENSE finger indices, drained by the game's own frame. `pointerId` is the
25
+ * browser's opaque, monotonically growing handle; a touch API that reports
26
+ * "finger 0 and finger 1" wants the lowest free slot, reused the moment a
27
+ * finger lifts, which is what {@link HostPointerTouch.index} is.
28
+ * - **Cursor** — the CSS cursor applied to the surface, because the surface is
29
+ * resolved here and nowhere else.
30
+ *
31
+ * **Gating.** Every listener returns early unless
32
+ * `InputManager.isInputActive()` — the SAME predicate the manager's own
33
+ * `keydown`/`mousemove` listeners pass, so play-mode isolation and window
34
+ * blur suppress pointer position and touches exactly as they suppress a key.
35
+ * The predicate is read from the manager rather than recomposed here
36
+ * (`isEnabled() && isFocused()` written out a second time is how a looser gate
37
+ * drifts in: a blurred or typing tab kept updating a pointer position under
38
+ * exactly that duplication). Text-entry focus is deliberately NOT part of it,
39
+ * matching `onMouseMove` rather than `onKeyDown` — moving a finger is not
40
+ * typing.
41
+ *
42
+ * **Ownership.** Owns its four pointer listeners on the resolved owner, the
43
+ * touch queue and the finger-index table. Shares the `InputManager`, which is
44
+ * the game's and is never mutated here — this reports; what a control DOES
45
+ * with a finger (which rect owns it, whether that becomes a `setTouchButton`)
46
+ * belongs to the UI that draws the control. Teardown is {@link
47
+ * HostPointer.dispose}, and only that: `InputManager.dispose` does not reach
48
+ * these listeners.
49
+ *
50
+ * Headless (no `window`): construction succeeds and binds nothing. Position is
51
+ * whatever {@link HostPointer.setPosition} last wrote, and the touch queue
52
+ * stays empty.
53
+ */
54
+ /**
55
+ * Cap on the undrained touch queue. A game that drains every frame cannot
56
+ * reach it — this is the bound for one that never drains at all (a project
57
+ * that reads no touches, on a device that has them), so the queue is a RING:
58
+ * the newest records win and the oldest are dropped.
59
+ */
60
+ const TOUCH_QUEUE_MAX = 256;
61
+ export function createHostPointer(options) {
62
+ const { input, surface: surfaceOf, designSize } = options;
63
+ let position = designSize
64
+ ? { x: designSize.x / 2, y: designSize.y / 2 }
65
+ : { x: 0, y: 0 };
66
+ let cursor = 'default';
67
+ const touches = [];
68
+ /** Browser `pointerId` -> dense finger index, for fingers currently down. */
69
+ const fingerOfPointer = new Map();
70
+ const freeFinger = () => {
71
+ const taken = new Set(fingerOfPointer.values());
72
+ let index = 0;
73
+ while (taken.has(index))
74
+ index += 1;
75
+ return index;
76
+ };
77
+ const queue = (touch) => {
78
+ touches.push(touch);
79
+ if (touches.length > TOUCH_QUEUE_MAX)
80
+ touches.shift();
81
+ };
82
+ const queueTouch = (event, point) => {
83
+ if (event.type === 'pointerdown') {
84
+ const index = freeFinger();
85
+ fingerOfPointer.set(event.pointerId, index);
86
+ queue({ phase: 'start', index, position: point });
87
+ return;
88
+ }
89
+ // A move or a release from a pointer that never went down on this surface
90
+ // is not one of our fingers.
91
+ const index = fingerOfPointer.get(event.pointerId);
92
+ if (index === undefined)
93
+ return;
94
+ if (event.type === 'pointerup' || event.type === 'pointercancel') {
95
+ fingerOfPointer.delete(event.pointerId);
96
+ queue({ phase: 'end', index, position: point });
97
+ return;
98
+ }
99
+ queue({ phase: 'move', index, position: point });
100
+ };
101
+ /** A client-space event as a point in the design space, via the surface rect
102
+ * the host actually presented it at. */
103
+ const toDesignSpace = (event, rect) => {
104
+ const x = event.clientX - rect.left;
105
+ const y = event.clientY - rect.top;
106
+ if (!designSize)
107
+ return { x, y };
108
+ return { x: (x * designSize.x) / rect.width, y: (y * designSize.y) / rect.height };
109
+ };
110
+ const onPointer = (event) => {
111
+ // The manager's own gate, read from the manager. See this module's header
112
+ // for why it is not recomposed here.
113
+ if (!input.isInputActive())
114
+ return;
115
+ const surface = surfaceOf?.() ?? (event.target instanceof HTMLElement ? event.target : null);
116
+ if (surface === null)
117
+ return;
118
+ const rect = surface.getBoundingClientRect();
119
+ if (rect.width <= 0 || rect.height <= 0)
120
+ return;
121
+ const point = toDesignSpace(event, rect);
122
+ if (event.type === 'pointermove') {
123
+ // Every pointer type moves the position — a stylus and a dragging finger
124
+ // are as much "where the pointer is" as a mouse. Only the TOUCH queue is
125
+ // touch-only.
126
+ position = point;
127
+ surface.style.cursor = cursor;
128
+ }
129
+ // A mouse or a pen is not a finger. A control that answered them here would
130
+ // steal the clicks of a player who cannot see it.
131
+ if (event.pointerType === 'touch')
132
+ queueTouch(event, point);
133
+ };
134
+ const KINDS = ['pointerdown', 'pointermove', 'pointerup', 'pointercancel'];
135
+ const owner = typeof window === 'undefined' ? null : (surfaceOf?.() ?? window);
136
+ if (owner !== null) {
137
+ for (const kind of KINDS)
138
+ owner.addEventListener(kind, onPointer);
139
+ }
140
+ return {
141
+ getPosition() {
142
+ return position;
143
+ },
144
+ setPosition(next) {
145
+ position = { x: next.x, y: next.y };
146
+ },
147
+ takeTouches() {
148
+ return touches.splice(0, touches.length);
149
+ },
150
+ setCursor(next) {
151
+ cursor = next;
152
+ },
153
+ dispose() {
154
+ if (owner === null)
155
+ return;
156
+ for (const kind of KINDS)
157
+ owner.removeEventListener(kind, onPointer);
158
+ },
159
+ };
160
+ }
@@ -116,7 +116,7 @@ export declare class InputManager {
116
116
  * action}`) emitted whenever a scheduled entry is discarded because its
117
117
  * target tick's input phase never ran. Wired by whoever constructs this
118
118
  * `InputManager` with access to a `DebugRegistry`
119
- * (`setup-three-root-adapter.ts`, the same seed spot as
119
+ * (`world3d-react/r3f-root-factory.tsx`, the same seed spot as
120
120
  * `setVirtualInputTarget`/`setInputActionsSource`) — `null` (the
121
121
  * default) for a bare/headless `InputManager`, in which case a drop
122
122
  * stays silent (matching pre-D15/T-D15.5 behavior). */
@@ -269,14 +269,14 @@ export declare class InputManager {
269
269
  * already read as inert/zeroed by every getter, matching pre-F1 behavior
270
270
  * for a typo'd action name. */
271
271
  private assertValueType;
272
- /** The names of all registered actions (r3f `world-context` enumerates these
273
- * for its input-binding projection). */
272
+ /** The names of all registered actions (the `game.input.actions` debug seam
273
+ * enumerates these — `runtime/game-input-seams.ts`). */
274
274
  actionNames(): string[];
275
275
  /**
276
276
  * Poll gamepads and virtual look stick (call at start of frame).
277
277
  *
278
278
  * `tick` (D15/T-D15.3/.5) — the GAME tick this call services. Pass the
279
- * live, shared `Game` tick counter here (`setup-three-root-adapter.ts` does,
279
+ * live, shared `Game` tick counter here (`world3d-react/r3f-root-factory.tsx` does,
280
280
  * via `DebugRegistry.getGameTick()`) so `scheduleActionAtTick`'s numbering
281
281
  * never drifts from the actual game tick — the bug an earlier revision of
282
282
  * this feature had: an InputManager-LOCAL counter, incremented once per
@@ -492,6 +492,19 @@ export declare class InputManager {
492
492
  * constructor). Distinct from {@link isEnabled}, which is the editor's
493
493
  * explicit play-mode gate. */
494
494
  isFocused(): boolean;
495
+ /**
496
+ * The gate every REAL-DEVICE listener here passes: {@link isEnabled} AND
497
+ * {@link isFocused}. Public because the DOM edge this class deliberately
498
+ * does not own — `host-pointer.ts`, the pointer stream behind the touch
499
+ * backends — must pass the SAME gate, and a caller writing
500
+ * `isEnabled() && isFocused()` out for itself is how a looser one drifts in
501
+ * (a pointer adapter that checked only `isEnabled` kept updating position
502
+ * for a blurred tab). Read it; do not recompose it.
503
+ *
504
+ * Machine input (`setVirtualAction` and the tick-scheduled actuations) is
505
+ * deliberately NOT this gate — see `machineInputActive`.
506
+ */
507
+ isInputActive(): boolean;
495
508
  /** Whether the pointer is currently locked to {@link requestPointerLock}'s
496
509
  * element (F2, spec §12 "pointer lock") — tracked via the real
497
510
  * `pointerlockchange` event. */
@@ -807,7 +820,7 @@ export declare class InputManager {
807
820
  * `'input.schedule.dropped'` (`{tick, action}`) whenever it discards a
808
821
  * scheduled entry for a tick whose input phase never ran. Called once by
809
822
  * whoever constructs this `InputManager` with a `DebugRegistry` behind it
810
- * (`setup-three-root-adapter.ts`), the same seed spot as
823
+ * (`world3d-react/r3f-root-factory.tsx`), the same seed spot as
811
824
  * `setVirtualInputTarget`/`setInputActionsSource` — never called directly
812
825
  * by gameplay code. */
813
826
  setDebugEmit(fn: ((event: string, detail?: unknown) => void) | null): void;
@@ -1 +1 @@
1
- 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@@ -152,10 +152,16 @@ const INPUT_TRACE_CAP = 2000;
152
152
  * controls. `setTouchButton(sourceId, pressed)` feeds a digital action
153
153
  * (edge-tracked like `mouse_button`); `setTouchStick(sourceId, value)`
154
154
  * feeds a vector2 action (deadzone-rescaled like a gamepad stick). These
155
- * are the injectable entry points a real on-screen touch UI's own
156
- * touchstart/touchmove/touchend handlers would callthat DOM wiring is
157
- * a thin adapter at the edge (browser-verified separately, e.g. F4/e2e);
158
- * the mapping logic here is unit-tested headlessly with no DOM.
155
+ * are the injectable entry points an on-screen touch UI calls, and they
156
+ * are the UPPER half of the touch story. The LOWER half the DOM
157
+ * pointer stream itself, as dense finger indices mapped into the game's
158
+ * own design space and gated on `isInputActive()` is
159
+ * `input/host-pointer.ts` (`createHostPointer`), beside this file; a
160
+ * control drains its `takeTouches()` and calls the setters above.
161
+ * What is deliberately still NOT here is the control layer in between:
162
+ * which rect owns which finger, and how a knob's offset becomes a stick
163
+ * vector, is the shape of the UI drawing the control, so it belongs to
164
+ * that UI and there is no first-party one to generalize from yet.
159
165
  * - Focus gating — `blur`/`focus` on `window` (guarded, real DOM only) now
160
166
  * drop input the same way `setEnabled(false)` does (flushing held
161
167
  * key/mouse/touch-button state) without touching the `enabled` flag the
@@ -392,7 +398,7 @@ export class InputManager {
392
398
  // caller never tells `poll()` which tick it's servicing (every existing
393
399
  // bare/headless caller — tests, a mount with no `Game` shell behind it —
394
400
  // keeps this exact pre-existing behavior, zero regression). The REAL
395
- // per-world wiring (`setup-three-root-adapter.ts`) instead passes the
401
+ // per-world wiring (`world3d-react/r3f-root-factory.tsx`) instead passes the
396
402
  // shared `Game`-level tick counter into every `poll(tick)` call — this is
397
403
  // deliberate: an InputManager-local counter drifts from the actual game
398
404
  // tick for a paused/frozen world (its `poll()` isn't called every game
@@ -422,7 +428,7 @@ export class InputManager {
422
428
  * action}`) emitted whenever a scheduled entry is discarded because its
423
429
  * target tick's input phase never ran. Wired by whoever constructs this
424
430
  * `InputManager` with access to a `DebugRegistry`
425
- * (`setup-three-root-adapter.ts`, the same seed spot as
431
+ * (`world3d-react/r3f-root-factory.tsx`, the same seed spot as
426
432
  * `setVirtualInputTarget`/`setInputActionsSource`) — `null` (the
427
433
  * default) for a bare/headless `InputManager`, in which case a drop
428
434
  * stays silent (matching pre-D15/T-D15.5 behavior). */
@@ -731,8 +737,8 @@ export class InputManager {
731
737
  `use the getter for '${actual}' instead.`);
732
738
  }
733
739
  }
734
- /** The names of all registered actions (r3f `world-context` enumerates these
735
- * for its input-binding projection). */
740
+ /** The names of all registered actions (the `game.input.actions` debug seam
741
+ * enumerates these — `runtime/game-input-seams.ts`). */
736
742
  actionNames() {
737
743
  return [...this.actions.keys()];
738
744
  }
@@ -740,7 +746,7 @@ export class InputManager {
740
746
  * Poll gamepads and virtual look stick (call at start of frame).
741
747
  *
742
748
  * `tick` (D15/T-D15.3/.5) — the GAME tick this call services. Pass the
743
- * live, shared `Game` tick counter here (`setup-three-root-adapter.ts` does,
749
+ * live, shared `Game` tick counter here (`world3d-react/r3f-root-factory.tsx` does,
744
750
  * via `DebugRegistry.getGameTick()`) so `scheduleActionAtTick`'s numbering
745
751
  * never drifts from the actual game tick — the bug an earlier revision of
746
752
  * this feature had: an InputManager-LOCAL counter, incremented once per
@@ -1622,6 +1628,21 @@ export class InputManager {
1622
1628
  isFocused() {
1623
1629
  return this.focused;
1624
1630
  }
1631
+ /**
1632
+ * The gate every REAL-DEVICE listener here passes: {@link isEnabled} AND
1633
+ * {@link isFocused}. Public because the DOM edge this class deliberately
1634
+ * does not own — `host-pointer.ts`, the pointer stream behind the touch
1635
+ * backends — must pass the SAME gate, and a caller writing
1636
+ * `isEnabled() && isFocused()` out for itself is how a looser one drifts in
1637
+ * (a pointer adapter that checked only `isEnabled` kept updating position
1638
+ * for a blurred tab). Read it; do not recompose it.
1639
+ *
1640
+ * Machine input (`setVirtualAction` and the tick-scheduled actuations) is
1641
+ * deliberately NOT this gate — see `machineInputActive`.
1642
+ */
1643
+ isInputActive() {
1644
+ return this.inputActive;
1645
+ }
1625
1646
  /** Whether the pointer is currently locked to {@link requestPointerLock}'s
1626
1647
  * element (F2, spec §12 "pointer lock") — tracked via the real
1627
1648
  * `pointerlockchange` event. */
@@ -2090,12 +2111,11 @@ export class InputManager {
2090
2111
  this.touchStickValues.delete(sourceId);
2091
2112
  }
2092
2113
  // ==========================================================================
2093
- // Task 1.4 — action-level virtual input for a synthetic player. Promoted from
2094
- // hollowstone's proven `VirtualInput` (`bot/virtual-input.ts`): a bot drives
2114
+ // Action-level virtual input for a synthetic player: a bot drives
2095
2115
  // NAMED ACTIONS (not raw devices), and its contributions join action
2096
2116
  // resolution at exactly the same points binding contributions do (see
2097
2117
  // isPressed/isJustPressed and collectScalarContributions/
2098
- // collectVector2Contributions above). #144 split the gates: virtual input
2118
+ // collectVector2Contributions above). The gates are split: virtual input
2099
2119
  // passes `machineInputActive` (the editor's `enabled` flag only), while
2100
2120
  // human input keeps the full `inputActive` (enabled AND focused) gate — a
2101
2121
  // synthetic player must keep playing the shared editor tab while the
@@ -2290,7 +2310,7 @@ export class InputManager {
2290
2310
  * `'input.schedule.dropped'` (`{tick, action}`) whenever it discards a
2291
2311
  * scheduled entry for a tick whose input phase never ran. Called once by
2292
2312
  * whoever constructs this `InputManager` with a `DebugRegistry` behind it
2293
- * (`setup-three-root-adapter.ts`), the same seed spot as
2313
+ * (`world3d-react/r3f-root-factory.tsx`), the same seed spot as
2294
2314
  * `setVirtualInputTarget`/`setInputActionsSource` — never called directly
2295
2315
  * by gameplay code. */
2296
2316
  setDebugEmit(fn) {
@@ -1 +1 @@
1
- {"version":3,"file":"rebind-controller.d.ts","sourceRoot":"","sources":["../../src/input/rebind-controller.ts"],"names":[],"mappings":"AAmBA,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AACpD,OAAO,KAAK,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAEnE,uDAAuD;AACvD,MAAM,MAAM,UAAU,GAAG,SAAS,GAAG,KAAK,CAAC;AAE3C,MAAM,MAAM,WAAW,GACnB;IAAE,MAAM,EAAE,MAAM,CAAA;CAAE,GAClB;IAAE,MAAM,EAAE,WAAW,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,UAAU,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,GAC5E;IACE,MAAM,EAAE,UAAU,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IACnB,IAAI,EAAE,UAAU,CAAC;IACjB,KAAK,EAAE,MAAM,CAAC;IACd,QAAQ,EAAE,YAAY,CAAC;IACvB,SAAS,EAAE,eAAe,EAAE,CAAC;CAC9B,GACD;IAAE,MAAM,EAAE,SAAS,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,YAAY,CAAA;CAAE,CAAC;AAErE,qBAAa,gBAAgB;IAGf,OAAO,CAAC,QAAQ,CAAC,KAAK;IAFlC,OAAO,CAAC,KAAK,CAAmC;gBAEnB,KAAK,EAAE,YAAY;IAEhD,QAAQ,IAAI,WAAW;IAIvB;;;;;OAKG;IACH,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,IAAI,GAAE,UAAsB,EAAE,KAAK,SAAI,GAAG,IAAI;IAIzE,oEAAoE;IACpE,MAAM,IAAI,IAAI;IAId;;;;;;;;OAQG;IACH,OAAO,CAAC,OAAO,EAAE,YAAY,GAAG,WAAW;IAa3C;;;;;;;OAOG;IACH,eAAe,IAAI,WAAW;IAQ9B,OAAO,CAAC,KAAK;CAId"}
1
+ {"version":3,"file":"rebind-controller.d.ts","sourceRoot":"","sources":["../../src/input/rebind-controller.ts"],"names":[],"mappings":"AAiBA,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AACpD,OAAO,KAAK,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAEnE,uDAAuD;AACvD,MAAM,MAAM,UAAU,GAAG,SAAS,GAAG,KAAK,CAAC;AAE3C,MAAM,MAAM,WAAW,GACnB;IAAE,MAAM,EAAE,MAAM,CAAA;CAAE,GAClB;IAAE,MAAM,EAAE,WAAW,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,UAAU,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,GAC5E;IACE,MAAM,EAAE,UAAU,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IACnB,IAAI,EAAE,UAAU,CAAC;IACjB,KAAK,EAAE,MAAM,CAAC;IACd,QAAQ,EAAE,YAAY,CAAC;IACvB,SAAS,EAAE,eAAe,EAAE,CAAC;CAC9B,GACD;IAAE,MAAM,EAAE,SAAS,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,YAAY,CAAA;CAAE,CAAC;AAErE,qBAAa,gBAAgB;IAGf,OAAO,CAAC,QAAQ,CAAC,KAAK;IAFlC,OAAO,CAAC,KAAK,CAAmC;gBAEnB,KAAK,EAAE,YAAY;IAEhD,QAAQ,IAAI,WAAW;IAIvB;;;;;OAKG;IACH,MAAM,CAAC,UAAU,EAAE,MAAM,EAAE,IAAI,GAAE,UAAsB,EAAE,KAAK,SAAI,GAAG,IAAI;IAIzE,oEAAoE;IACpE,MAAM,IAAI,IAAI;IAId;;;;;;;;OAQG;IACH,OAAO,CAAC,OAAO,EAAE,YAAY,GAAG,WAAW;IAa3C;;;;;;;OAOG;IACH,eAAe,IAAI,WAAW;IAQ9B,OAAO,CAAC,KAAK;CAId"}
@@ -1,11 +1,9 @@
1
- // F3 (spec §12 "Add Rebinding and Prompts") — a framework-free rebinding
2
- // STATE MACHINE over an `InputManager`. Deliberately has no dependency on
3
- // React (or any UI library): "listen for the next input, surface a conflict,
4
- // let the caller decide" is the same flow whether the caller is the
5
- // template's `RebindPanel.tsx` (ordinary React, see that file) or any other
6
- // UI/CLI. Keeping the logic here means it's unit-testable with no DOM/JSX at
7
- // all, and the React component becomes a thin, mechanically-verifiable
8
- // wrapper (see the template component's own doc comment).
1
+ // A framework-free rebinding STATE MACHINE over an `InputManager`.
2
+ // Deliberately has no dependency on React (or any UI library): "listen for the
3
+ // next input, surface a conflict, let the caller decide" is the same flow
4
+ // whether the caller is a React panel or a CLI. Keeping the logic here makes
5
+ // it unit-testable with no DOM/JSX at all, and leaves any UI a thin,
6
+ // mechanically-verifiable wrapper.
9
7
  //
10
8
  // Flow: `listen(actionName)` -> caller captures the next raw input event
11
9
  // itself (a keydown, a gamepad poll, a touch tap — capture is inherently
@@ -1 +1 @@
1
- {"version":3,"file":"schema.d.ts","sourceRoot":"","sources":["../../src/input/schema.ts"],"names":[],"mappings":"AAoCA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AACxB,OAAO,KAAK,EAAE,WAAW,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AA6L7E;gGACgG;AAChG,eAAO,MAAM,kBAAkB,EAAE,CAAC,CAAC,OAAO,CAAC,YAAY,CAa1B,CAAC;AAE9B,sEAAsE;AACtE,eAAO,MAAM,iBAAiB,EAAE,CAAC,CAAC,OAAO,CAAC,WAAW,CAwBnD,CAAC;AAEH;;;;;;GAMG;AACH,eAAO,MAAM,kBAAkB,EAAE,CAAC,CAAC,OAAO,CAAC,YAAY,CAK1B,CAAC"}
1
+ {"version":3,"file":"schema.d.ts","sourceRoot":"","sources":["../../src/input/schema.ts"],"names":[],"mappings":"AAoCA,OAAO,EAAE,CAAC,EAAE,MAAM,KAAK,CAAC;AACxB,OAAO,KAAK,EAAE,WAAW,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAqN7E;gGACgG;AAChG,eAAO,MAAM,kBAAkB,EAAE,CAAC,CAAC,OAAO,CAAC,YAAY,CAa1B,CAAC;AAE9B,sEAAsE;AACtE,eAAO,MAAM,iBAAiB,EAAE,CAAC,CAAC,OAAO,CAAC,WAAW,CA0B1C,CAAC;AAEZ;;;;;;GAMG;AACH,eAAO,MAAM,kBAAkB,EAAE,CAAC,CAAC,OAAO,CAAC,YAAY,CAOjB,CAAC"}