@wcardinal/wcardinal-ui 0.391.0 → 0.393.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/wcardinal/ui/d-base-background-mesh-geometry.js +1 -1
- package/dist/wcardinal/ui/d-base-background-mesh-geometry.js.map +1 -1
- package/dist/wcardinal/ui/d-base-border-mesh-geometry.js +2 -2
- package/dist/wcardinal/ui/d-base-border-mesh-geometry.js.map +1 -1
- package/dist/wcardinal/ui/d-base-border-snippet.js +1 -1
- package/dist/wcardinal/ui/d-base-border-snippet.js.map +1 -1
- package/dist/wcardinal/ui/theme/dark/d-theme-dark-base.js +2 -2
- package/dist/wcardinal/ui/theme/dark/d-theme-dark-base.js.map +1 -1
- package/dist/wcardinal/ui/theme/white/d-theme-white-base.js +2 -2
- package/dist/wcardinal/ui/theme/white/d-theme-white-base.js.map +1 -1
- package/dist/wcardinal/ui/util/dynamic-sdf-font-generator.js +7 -7
- package/dist/wcardinal/ui/util/dynamic-sdf-font-generator.js.map +1 -1
- package/dist/wcardinal-ui-theme-dark-en-us.js +3 -3
- package/dist/wcardinal-ui-theme-dark-en-us.min.js +2 -2
- package/dist/wcardinal-ui-theme-dark-en-us.min.js.map +1 -1
- package/dist/wcardinal-ui-theme-dark-ja-jp.js +3 -3
- package/dist/wcardinal-ui-theme-dark-ja-jp.min.js +2 -2
- package/dist/wcardinal-ui-theme-dark-ja-jp.min.js.map +1 -1
- package/dist/wcardinal-ui-theme-dark.js +3 -3
- package/dist/wcardinal-ui-theme-dark.min.js +2 -2
- package/dist/wcardinal-ui-theme-white-en-us.js +3 -3
- package/dist/wcardinal-ui-theme-white-en-us.min.js +2 -2
- package/dist/wcardinal-ui-theme-white-en-us.min.js.map +1 -1
- package/dist/wcardinal-ui-theme-white-ja-jp.js +3 -3
- package/dist/wcardinal-ui-theme-white-ja-jp.min.js +2 -2
- package/dist/wcardinal-ui-theme-white-ja-jp.min.js.map +1 -1
- package/dist/wcardinal-ui-theme-white.js +3 -3
- package/dist/wcardinal-ui-theme-white.min.js +2 -2
- package/dist/wcardinal-ui.cjs.js +16 -16
- package/dist/wcardinal-ui.js +12 -12
- package/dist/wcardinal-ui.min.js +2 -2
- package/dist/wcardinal-ui.min.js.map +1 -1
- package/package.json +1 -1
package/dist/wcardinal-ui.cjs.js
CHANGED
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@@ -1,5 +1,5 @@
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1
1
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/*
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-
Winter Cardinal UI v0.
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2
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+
Winter Cardinal UI v0.393.0
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Copyright (C) 2019 Toshiba Corporation
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SPDX-License-Identifier: Apache-2.0
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5
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@@ -11801,7 +11801,7 @@ var DBaseBackgroundMeshGeometry = /** @class */ (function (_super) {
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DBaseBackgroundMeshGeometry.prototype.fillVertices = function (vertices, uvs, iv, iuv, n, x, y, r, dr, table) {
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var cos = table.cos;
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var sin = table.sin;
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-
var r1 = r +
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var r1 = r + dr;
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for (var i = 0; i < n; ++i) {
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var c = cos[i];
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var s = sin[i];
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@@ -12106,8 +12106,8 @@ var DBaseBorderMeshGeometry = /** @class */ (function (_super) {
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var hw = 0.5 * borderWidth;
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var r1 = r - hw;
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var r2 = r + hw;
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var r0 = r1 -
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var r3 = r2 +
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var r0 = r1 - dr;
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var r3 = r2 + dr;
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var cos = table.cos;
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var sin = table.sin;
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if (r0 < 0) {
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@@ -12539,7 +12539,7 @@ var DBaseBorderSnippet = /** @class */ (function () {
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borderMesh.y = -borderOffset;
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borderMesh.width = width + borderOffset * 2;
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borderMesh.height = height + borderOffset * 2;
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borderMesh.cornerRadius = cornerRadius;
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borderMesh.cornerRadius = Math.max(0, cornerRadius + borderOffset);
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borderMesh.cornerMask = cornerMask;
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borderMesh.borderWidth = borderWidth;
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borderMesh.borderMask = borderMask;
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@@ -20758,17 +20758,17 @@ var DynamicFontAtlasCharacterType = {
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* SPDX-License-Identifier: Apache-2.0
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*/
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var VERTEX_SHADER$2 = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nvarying mediump vec2 vTextureCoord;\nvoid main(void) {\n\tgl_Position = vec4(aVertexPosition, 0.0, 1.0);\n\tvTextureCoord = aTextureCoord;\n}\n";
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var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat
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+
var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat normY(vec2 p, float dx) {\n\tfloat result = 100.0;\n\tfor (float dy=-6.0; dy < 6.5; dy += 1.0) {\n\t\tresult = min(result, norm(p, vec2(dx, dy)));\n\t}\n\treturn result;\n}\n\nfloat normX(vec2 p) {\n\tfloat result = 100.0;\n\tfor (float dx=-6.0; dx < 6.5; dx += 1.0) {\n\t\tresult = min(result, normY(p, dx));\n\t}\n\treturn result;\n}\n\nvoid main(void) {\n\tfloat t = texture2D(uSampler, vTextureCoord).a;\n\tfloat d = min( 6.0, sqrt(normX( vTextureCoord * uSize )) ) / 12.0;\n\td = clamp( mix( 0.5 - d, 0.5 + d, step( 0.5, t ) ), 0.0, 1.0 ) * 255.0;\n\tfloat r = floor(d);\n\td = (d - r) * 255.0;\n\tfloat g = floor(d);\n\tgl_FragColor = vec4(r * 0.00392156862745098, g * 0.00392156862745098, d - g, 1.0);\n}\n";
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var DynamicSDFFontGenerator = /** @class */ (function () {
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function DynamicSDFFontGenerator() {
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var _this = this;
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this._gl = null;
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this._texture = null;
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this._shaderProgram = null;
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this._vertexPositionAttribute =
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this._textureCoordAttribute =
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this._samplerUniform =
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this._sizeUniform =
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this._vertexPositionAttribute = 0;
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this._textureCoordAttribute = 1;
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this._samplerUniform = null;
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this._sizeUniform = null;
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this._vb = null;
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this._uvb = null;
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var canvas = (this._canvas = document.createElement("canvas"));
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@@ -20842,6 +20842,8 @@ var DynamicSDFFontGenerator = /** @class */ (function () {
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if (shaderProgram != null) {
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.bindAttribLocation(shaderProgram, 0, "aVertexPosition");
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gl.bindAttribLocation(shaderProgram, 1, "aTextureCoord");
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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console &&
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@@ -20854,8 +20856,6 @@ var DynamicSDFFontGenerator = /** @class */ (function () {
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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gl.useProgram(shaderProgram);
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this._vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
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this._textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
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this._samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
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this._sizeUniform = gl.getUniformLocation(shaderProgram, "uSize");
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gl.useProgram(null);
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@@ -46897,7 +46897,7 @@ var DThemeWhiteBase = /** @class */ (function (_super) {
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return 1;
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};
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DThemeWhiteBase.prototype.getBorderWidth = function (state) {
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return 1
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return 1;
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};
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DThemeWhiteBase.prototype.getBorderAlign = function (state) {
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return 0;
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@@ -46936,7 +46936,7 @@ var DThemeWhiteBase = /** @class */ (function (_super) {
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return 0;
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};
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DThemeWhiteBase.prototype.getOutlineWidth = function (state) {
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return 1
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return 1;
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};
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DThemeWhiteBase.prototype.getOutlineOffset = function (state) {
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return 0;
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@@ -57894,7 +57894,7 @@ var DThemeDarkBase = /** @class */ (function (_super) {
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return 1;
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};
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DThemeDarkBase.prototype.getBorderWidth = function (state) {
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return 1
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return 1;
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};
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DThemeDarkBase.prototype.getBorderAlign = function (state) {
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return 0;
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@@ -57933,7 +57933,7 @@ var DThemeDarkBase = /** @class */ (function (_super) {
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return 0;
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};
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DThemeDarkBase.prototype.getOutlineWidth = function (state) {
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return 1
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return 1;
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};
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DThemeDarkBase.prototype.getOutlineOffset = function (state) {
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return 0;
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package/dist/wcardinal-ui.js
CHANGED
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@@ -1,5 +1,5 @@
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/*
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Winter Cardinal UI v0.
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Winter Cardinal UI v0.393.0
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Copyright (C) 2019 Toshiba Corporation
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SPDX-License-Identifier: Apache-2.0
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DBaseBackgroundMeshGeometry.prototype.fillVertices = function (vertices, uvs, iv, iuv, n, x, y, r, dr, table) {
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var cos = table.cos;
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var sin = table.sin;
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var r1 = r +
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var r1 = r + dr;
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for (var i = 0; i < n; ++i) {
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var c = cos[i];
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var s = sin[i];
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@@ -12103,8 +12103,8 @@
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var hw = 0.5 * borderWidth;
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var r1 = r - hw;
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var r2 = r + hw;
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var r0 = r1 -
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var r3 = r2 +
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var r0 = r1 - dr;
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var r3 = r2 + dr;
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var cos = table.cos;
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var sin = table.sin;
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if (r0 < 0) {
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borderMesh.y = -borderOffset;
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borderMesh.width = width + borderOffset * 2;
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borderMesh.height = height + borderOffset * 2;
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borderMesh.cornerRadius = cornerRadius;
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borderMesh.cornerRadius = Math.max(0, cornerRadius + borderOffset);
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borderMesh.cornerMask = cornerMask;
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borderMesh.borderWidth = borderWidth;
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borderMesh.borderMask = borderMask;
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* SPDX-License-Identifier: Apache-2.0
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*/
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var VERTEX_SHADER$2 = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nvarying mediump vec2 vTextureCoord;\nvoid main(void) {\n\tgl_Position = vec4(aVertexPosition, 0.0, 1.0);\n\tvTextureCoord = aTextureCoord;\n}\n";
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-
var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat
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20758
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+
var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat normY(vec2 p, float dx) {\n\tfloat result = 100.0;\n\tfor (float dy=-6.0; dy < 6.5; dy += 1.0) {\n\t\tresult = min(result, norm(p, vec2(dx, dy)));\n\t}\n\treturn result;\n}\n\nfloat normX(vec2 p) {\n\tfloat result = 100.0;\n\tfor (float dx=-6.0; dx < 6.5; dx += 1.0) {\n\t\tresult = min(result, normY(p, dx));\n\t}\n\treturn result;\n}\n\nvoid main(void) {\n\tfloat t = texture2D(uSampler, vTextureCoord).a;\n\tfloat d = min( 6.0, sqrt(normX( vTextureCoord * uSize )) ) / 12.0;\n\td = clamp( mix( 0.5 - d, 0.5 + d, step( 0.5, t ) ), 0.0, 1.0 ) * 255.0;\n\tfloat r = floor(d);\n\td = (d - r) * 255.0;\n\tfloat g = floor(d);\n\tgl_FragColor = vec4(r * 0.00392156862745098, g * 0.00392156862745098, d - g, 1.0);\n}\n";
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var DynamicSDFFontGenerator = /** @class */ (function () {
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function DynamicSDFFontGenerator() {
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var _this = this;
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this._gl = null;
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this._texture = null;
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this._shaderProgram = null;
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this._vertexPositionAttribute =
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this._textureCoordAttribute =
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this._samplerUniform =
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this._sizeUniform =
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this._vertexPositionAttribute = 0;
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this._textureCoordAttribute = 1;
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20767
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this._samplerUniform = null;
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this._sizeUniform = null;
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this._vb = null;
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this._uvb = null;
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var canvas = (this._canvas = document.createElement("canvas"));
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@@ -20839,6 +20839,8 @@
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if (shaderProgram != null) {
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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+
gl.bindAttribLocation(shaderProgram, 0, "aVertexPosition");
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+
gl.bindAttribLocation(shaderProgram, 1, "aTextureCoord");
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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console &&
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@@ -20851,8 +20853,6 @@
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gl.deleteShader(vertexShader);
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gl.deleteShader(fragmentShader);
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gl.useProgram(shaderProgram);
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-
this._vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
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|
-
this._textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
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this._samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
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this._sizeUniform = gl.getUniformLocation(shaderProgram, "uSize");
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gl.useProgram(null);
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