@weasel-js/core 1.0.1 → 1.0.3

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Files changed (53) hide show
  1. package/CHANGELOG.md +330 -0
  2. package/dist/{DrawCommand-DCmiNkBj.d.ts → DrawCommand-BbPrSTra.d.ts} +24 -0
  3. package/dist/{chunk-Z3KNFTTS.js → chunk-3JYFAQIB.js} +3 -3
  4. package/dist/chunk-3JYFAQIB.js.map +1 -0
  5. package/dist/{chunk-UB6A6L77.js → chunk-3KGMJMOS.js} +3 -3
  6. package/dist/{chunk-UB6A6L77.js.map → chunk-3KGMJMOS.js.map} +1 -1
  7. package/dist/{chunk-IO5Z75X4.js → chunk-HGF5X6MZ.js} +2 -2
  8. package/dist/chunk-HGF5X6MZ.js.map +1 -0
  9. package/dist/{chunk-775XXAHR.js → chunk-JOSUVS6C.js} +2 -2
  10. package/dist/{chunk-775XXAHR.js.map → chunk-JOSUVS6C.js.map} +1 -1
  11. package/dist/{chunk-FVNWK7U3.js → chunk-SMCZRSYB.js} +1677 -1371
  12. package/dist/chunk-SMCZRSYB.js.map +1 -0
  13. package/dist/{chunk-DCIU3SRK.js → chunk-TR3HZN34.js} +79 -151
  14. package/dist/chunk-TR3HZN34.js.map +1 -0
  15. package/dist/{chunk-6SHZHXXR.js → chunk-U45SODC2.js} +2 -2
  16. package/dist/{chunk-6SHZHXXR.js.map → chunk-U45SODC2.js.map} +1 -1
  17. package/dist/clipboard.d.ts +5 -2
  18. package/dist/clipboard.js +1 -2
  19. package/dist/clone.d.ts +2 -2
  20. package/dist/clone.js +0 -1
  21. package/dist/{geometry-DVeZ2i-c.d.ts → geometry-5X6TrAkX.d.ts} +1 -1
  22. package/dist/{grid-XcFQVS0f.d.ts → grid-sfilv5HP.d.ts} +7 -2
  23. package/dist/index.d.ts +695 -49
  24. package/dist/index.js +7 -8
  25. package/dist/insert.d.ts +6 -3
  26. package/dist/insert.js +1 -2
  27. package/dist/insert.js.map +1 -1
  28. package/dist/move.d.ts +26 -5
  29. package/dist/move.js +2 -3
  30. package/dist/move.js.map +1 -1
  31. package/dist/{options-wAvCnOZd.d.ts → options-CbsIgQci.d.ts} +3 -1
  32. package/dist/patterns-builtin.d.ts +8 -0
  33. package/dist/patterns-builtin.js +1 -2
  34. package/dist/{pointSnapToGrid-BuDZWBrL.d.ts → pointSnapToGrid-C3wowsQy.d.ts} +9 -3
  35. package/dist/{index-DPI8DV0A.d.ts → registry-CxnkXbG8.d.ts} +225 -350
  36. package/dist/renderer.d.ts +36 -4
  37. package/dist/renderer.js +7 -8
  38. package/dist/resize.d.ts +12 -5
  39. package/dist/resize.js +2 -3
  40. package/dist/routing.d.ts +106 -7
  41. package/dist/routing.js +1 -2
  42. package/dist/{types-BJ8_cyT7.d.ts → types-BHK2dkMu.d.ts} +43 -1
  43. package/dist/{types-BhJJ2OCM.d.ts → types-ByZxoD6P.d.ts} +1 -1
  44. package/dist/{types-B_-khFM0.d.ts → types-DpQ0cWYC.d.ts} +32 -0
  45. package/dist/{types-Kh_osAq9.d.ts → types-vqxpCFVp.d.ts} +31 -0
  46. package/dist/{viewToMat3-BvaWCN99.d.ts → viewToMat3-CQW_YqDw.d.ts} +1 -1
  47. package/package.json +6 -6
  48. package/dist/chunk-DCIU3SRK.js.map +0 -1
  49. package/dist/chunk-FVNWK7U3.js.map +0 -1
  50. package/dist/chunk-IO5Z75X4.js.map +0 -1
  51. package/dist/chunk-PZ5AY32C.js +0 -9
  52. package/dist/chunk-PZ5AY32C.js.map +0 -1
  53. package/dist/chunk-Z3KNFTTS.js.map +0 -1
package/CHANGELOG.md CHANGED
@@ -1,5 +1,335 @@
1
1
  # Changelog
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2
 
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+ ## 1.0.3
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+
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+ ### Patch Changes
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+
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+ - 5d25a40: `@weasel-js/font`'s six reset seams — `_resetFontRegistryForTests`,
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+ `_resetFallbackForTests`, `_getPagesForTests`, `_resetDynamicFontsForTests`,
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+ `__setGlyphRasterizerForTests` and `_resetFontOutlinesForTests` — are no longer
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+ exported from the package barrel. They now live at a new
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+ `@weasel-js/font/test-seams` entry point.
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+
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+ Nothing loses the ability to reach them. They exist because font registration,
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+ the fallback policy, the dynamic atlas and the outline registry are global
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+ module state that changes what renders, so a test in another package that sets
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+ one has to be able to put it back — which is why they were on the barrel in the
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+ first place. A named test-seam entry serves that need without an application
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+ finding a `_resetFontOutlinesForTests` by autocompleting the barrel. Both
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+ entries share one chunk, so the registries remain single instances.
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+
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+ This is a breaking change for anything importing those six names from
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+ `@weasel-js/font`; the import specifier is the only edit.
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+
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+ `evaluateEnabled` in `@weasel-js/core` is now marked `@experimental` at its
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+ definition. An `@internal` block intended for it had come detached and sat above
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+ three unrelated constants, so the function read as undocumented public API while
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+ a stale marker said otherwise. It is genuinely public — `@weasel-js/ui`'s
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+ `ActionBar` calls it — and `@experimental` matches the rest of the `enabled`
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+ predicate surface.
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+
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+ - f7077f6: An image quad no longer mints and frees a vertex array and two buffers on every
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+ draw. The renderer keeps a ring of quad geometry per image program instead, and
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+ a draw writes its four corners into the next slot. On an M2 Max via ANGLE this
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+ takes an image command from ~7.0 us to ~3.9 us, measured by
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+ `tests/perf/image-quad.spec.ts`; nothing about the API or the pixels changes.
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+
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+ A ring rather than one buffer, because one is the worst of the three shapes. The
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+ driver tracks a write hazard per buffer object, so rewriting a single quad
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+ buffer before each draw waits on the draw still reading it — 40–80 us per quad
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+ against 5.4 for the per-draw allocation this replaced and 0.3 for the ring.
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+ Sixty-four slots put that many draws between one write of a buffer and the next.
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+
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+ The remaining gap to a pattern-filled rect of the same size (~2.3 us) is texture
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+ state, not geometry: an image binds a different texture and sets its filter per
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+ draw.
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+
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+ - 514c34a: Document every public export at its definition site
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+
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+ A JSDoc string now sits on each symbol reachable through a package's published
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+ entry points, in every package except `@weasel-js/ui`. Documentation only — no
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+ export was added, removed, renamed or reordered, and no behavior changed.
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+
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+ `npm run audit:jsdoc` enumerates the public exports and reports which lack a
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+ docstring, so the claim can be re-derived rather than trusted.
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+
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+ - Updated dependencies [5d25a40]
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+ - Updated dependencies [514c34a]
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+ - @weasel-js/font@1.0.3
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+ - @weasel-js/geom@1.0.3
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+ - @weasel-js/gestures@1.0.3
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+ - @weasel-js/history@1.0.3
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+ - @weasel-js/modes@1.0.3
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+
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+ ## 1.0.2
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+
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+ ### Patch Changes
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+
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+ - 28710f2: The renderer's solid batch is drained at the sites that decide routing or
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+ change stencil state, instead of at each emitter that happened to remember.
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+ Geometry that cannot join a run now goes through `tryStageSolid`, which returns
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+ `false` only after flushing — so the only way an emitter earns permission to
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+ draw for itself is to have called the function that drained the batch. `pushClip`
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+ and `popClip` flush as their first statement, since rasterizing into the stencil
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+ is what creates the obligation.
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+
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+ Nothing about the drawn result changes; this removes a way for a future draw
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+ path to paint under geometry staged before it.
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+
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+ - 2e3fea2: The `routing` namespace is gone from the main barrel, and the reflection
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+ surface exports only what a consumer can use.
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+
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+ `export * as routing` made tool authoring reachable two ways — `core.routing.defineTool`
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+ and the `@weasel-js/core/routing` subpath — and no consumer ever used the first.
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+ It survived as the unfinished half of the 2026-05-12 declarative-routing work,
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+ whose Phase 6 was to move `defineTool` out of `routing/` entirely. **Removing
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+ it is a breaking change for anyone importing the namespace form**; the subpath
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+ is unchanged and is what every known consumer already uses.
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+
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+ `tools/routing/reflection` now exports `buildRouteRegistry`, `findConflicts`,
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+ `RegistryEntry` and `Conflict` — the four an external inspector needs.
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+ `PREDICATE_TARGET`, `findScopedConflicts`, `formatConflict`,
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+ `reportRouteConflicts` and `ToolScopes` are still there and still used; they
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+ are just no longer public, since their only caller is inside the kit.
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+
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+ - 75ba7b1: Three fixes found by re-checking backlog entries against the code.
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+
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+ SVG gradients survive a round trip. The parser now reads `gradientUnits`
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+ (`objectBoundingBox` → `units: 'bounds'`, `userSpaceOnUse` → `'world'`) and the
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+ serializer writes back whichever the paint declares, instead of hardcoding
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+ `userSpaceOnUse` on the way out — which had been reading a box-relative
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+ gradient's `0..1` geometry as page coordinates, i.e. a gradient the size of a
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+ pixel.
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+
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+ `unpackSvgFiles` keeps gradient fills instead of flattening them to a solid.
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+ The reason recorded for the flattening — that the `kit:path` painter has no
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+ gradient slot — had not been true for some time; `NodeFill` is
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+ `string | FillStyle`, now exported. A `userSpaceOnUse` gradient is normalized
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+ against the leaf's own box on the way in, so it survives the fit-clamp and
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+ drop-point placement that move the geometry out from under it. Gradient
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+ _strokes_ still flatten: `data.stroke` genuinely is a color string.
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+
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+ `extractUniformNames` skips precision and interpolation qualifiers. `uniform
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+ highp float u_t;` — the common spelling in hand-written GLSL — matched nothing
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+ at all, so the uniform got no location and every write to it was dropped in
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+ silence. Comma-separated declarator lists (`uniform float a, b;`) read too.
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+
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+ Also adds `tests/visual/text-decoration.spec.ts`, a baseline-free assertion
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+ that underline and strikethrough sit `0.40 em` apart and span only their own
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+ runs. It measures the gap between two gap-free horizontal ink runs, which is
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+ something `text.spec.ts`'s 5% diff tolerance cannot see move.
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+
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+ - e4a6ec4: Tool authoring moved out of `routing/` and onto the main barrel. `defineTool`,
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+ `defineViewportTool`, `ToolDef`, `ViewportToolDef` and `ToolKeybinding` now come
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+ from `@weasel-js/core`:
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+
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+ ```ts
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+ import { defineTool, type ToolDef } from "@weasel-js/core";
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+ ```
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+
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+ **This is a breaking change for anyone importing them from
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+ `@weasel-js/core/routing`.** That subpath keeps the route grammar (`parseRoute`,
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+ `formatRoute`, `describeRoute`, the gesture descriptors) and the reflection
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+ consumers (`buildRouteRegistry`, `findConflicts`) — it is now only the surface
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+ that _reads_ routes back, matching its name.
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+
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+ Finishes Phase 6 of the 2026-05-12 declarative-routing work. Source layout
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+ follows: the factory and its `ToolDef` types sit at the top of `src/tools/`
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+ alongside `useTools` and `useKeybindings`, with `routing/types.ts` renamed
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+ `routeTypes.ts` to clear the existing `tools/types.ts`. Behavior and runtime
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+ contract are unchanged.
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+
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+ - d2a9049: Six backlog entries, all in the input and hit-test layers.
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+
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+ Tool overlays can say where they sit. `Contribution.overlay` takes a
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+ `RenderLayer` or an array of them, and a new `overlayPosition` (`'top'` — the
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+ default — / `'before-selection'` / `'after-selection'`) anchors them against
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+ the selection chrome instead of always landing on top; with no selection layer
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+ in the stack the anchored positions fall back to the tail.
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+ `getActiveOverlays(position?)` partitions, and `placeToolOverlays` in
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+ `canvas/layerOrder.ts` does the splice, so the ordering is testable without a
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+ GL context.
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+
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+ `drop` and `paste` are route-grammar gesture names. They shipped without them,
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+ so the inspector reported `undefined` for every ingestion binding. Both are
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+ targetless and carry the spec's MIME-glob filter as their arg — `drop(image/*)`.
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+
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+ An unhandled paste stays the page's. `onPaste` now dispatches first and calls
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+ `preventDefault` only on `'handled'`, the shape `onWheel` already used.
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+ Clipboard items materialize synchronously, so unlike `onDrop` the result is
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+ known while the default can still be suppressed.
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+
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+ Marquee and lasso see the shape a node actually draws. `hitTestArea` asked the
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+ _pose_ for a silhouette, which meant the kit's own inserted shapes — geometry
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+ on `node.data.path` behind a plain `{x,y,w,h}` pose — took the AABB path and
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+ kept every false positive the silhouette test exists to drop. It now asks
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+ `findShapeSilhouette` for the drawn world-frame boundary. Paying for that is a
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+ containment short-circuit: a node the rect marquee swallows whole is a hit no
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+ silhouette can overturn, so neither the kernel nor the painter runs. Net
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+ against the committed bench baseline, polygon-pose scenes gain (1.25x at 1000
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+ nodes / 100% area) and plain-rect scenes lose ~8% on the two rows that scan
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+ everything. The short-circuit is marquee-only, behind `hitTestAreaPolygon`'s
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+ `areaIsRect` flag, because a node inside a lasso hull's bounding box can still
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+ miss the hull.
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+
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+ Layout siblings reflowing mid-drag render opaque. `OngoingHandle.previewOpaqueIds()`
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+ names the subset of `previewIds()` that skips the ghost alpha; `moveAction`
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+ fills it from the destination and source reflow ids. A ghost means "in flight
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+ under the pointer", which a sibling settling into its destination slot is not.
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+
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+ `LayoutStrategy.acceptsDrop(container, dragged)` rejects a drag before any
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+ drop-target work, so a type-aware container falls through to whatever sits
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+ under it rather than swallowing everything in its bounds.
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+
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+ `flipAction` reads `params.pivot`. `'each'` (the default, unchanged) mirrors
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+ every pose about its own AABB; `'union'` mirrors about the selection envelope
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+ so items swap sides, and the `geometryProjection` data op follows the same
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+ pivot.
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+
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+ - 5f05431: `viewport.pinchZoom` now pans as well as zooms. It anchored `zoomAt` on the
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+ current gesture centroid and never translated by the centroid delta, so two
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+ fingers travelling together — spread unchanged, zoom factor 1 — moved the view
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+ not at all.
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+
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+ Each frame now anchors the zoom on the previous centroid and then translates by
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+ how far the centroid travelled. Together those pin the world point under the
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+ gesture midpoint as the midpoint moves, which is what makes a pinch feel
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+ attached to the fingers.
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+
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+ The action's id and label are unchanged (`viewport.pinchZoom` / `Pinch Zoom`).
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+ Consumers who bound it get panning with no wiring change.
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+
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+ - 5fea43d: Five unrelated small fixes.
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+
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+ A tapered stroke with `align: 'inner'` or `'outer'` on a polygon path painted
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+ at half its requested widths. That alignment renders by tessellating at twice
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+ the width and stencilling half away, and the doubling reached `stroke.width`
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+ but not `vertexWidths`. The doubled array is memoized per source array, since
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+ the ribbon cache compares it by reference.
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+
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+ An image insert previews the decoded bitmap inside the drag bounds instead of
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+ committing on release with no preview at all. It falls back to the bare
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+ outline until the image decodes, and `useImageTool({ preview: 'outline' })`
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+ opts out of the bitmap entirely.
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+
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+ A HUD widget that claims the pointer reports a `'pointer'` cursor without
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+ implementing anything — hovering one while a drawing tool was active used to
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+ keep showing that tool's cursor. The rule is keyed on the `claims` every
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+ widget already declares, so it covers consumer-authored widgets too;
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+ decoration claims nothing and the hit walk descends past it. A widget's own
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+ `cursorAt` still wins, and `button` takes a `cursor` option that feeds it.
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+
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+ `composeAffordanceLayer`'s `hitTest` returns a `LayerHit`, carrying the hit
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+ region's declared cursor and claim instead of dropping them. `AffordanceRegion`
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+ gains optional `strength` / `claimedKinds` to declare that claim.
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+
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+ `ToolPalette` uses the shared `useRovingTabIndex` rather than its own container
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+ handler, so arrow keys skip tools that are ineligible in the current mode and
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+ the tab stop no longer sits on one. `ToolButton` takes an `onKeyDown`.
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+
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+ - 443d74e: Stroke ribbons are tessellated once per stroke configuration instead of once
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+ per frame. The renderer rebuilt every stroked path's ribbon geometry on every
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+ frame and discarded it; it now caches the result on `Path` identity, keyed by
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+ the parameters that change the ribbon — width, cap, join, miter limit,
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+ alignment, dash, and flatten tolerance. Paint and vertex colors are not in the
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+ key, since both are applied over the same triangles at draw time.
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+
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+ A ribbon that survives a frame also stops paying for a fresh VAO and two
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+ buffers on every subsequent frame. One whose path or stroke parameters change
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+ each frame keeps the transient upload it had before, freed at end of frame —
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+ so an animated or freshly drawn path never accumulates GL resources waiting on
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+ garbage collection.
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+
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+ Nothing about the drawn result changes. The cache is keyed on object identity,
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+ matching the fill cache: a `Path` rebuilt with equal coordinates is a distinct
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+ entry and re-tessellates.
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+
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+ - 7decec1: Four more backlog fixes.
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+
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+ `@weasel-js/svg` reads and writes `<image>`. A new `SvgImageNode` holds the
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+ `href` verbatim — an external URL or a `data:` URI, with `xlink:href` accepted
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+ on the way in — plus a box that inherited transforms collapse onto and an
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+ element-local rotation. `unpackSvgFiles` maps it onto the `kit:image` painter's
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+ `data.image.src`, so a dropped SVG carrying raster content now keeps it instead
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+ of dropping the element on parse. `preserveAspectRatio` is not modeled: the box
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+ is taken literally and written back as `none`, and a non-`none` source warns.
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+
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+ `pickTopMostHit` resolves sibling z-order. An adapter can supply `getZIndex(id)`
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+ or `compareZ(a, b)`; both compose with the existing parent/child collapse rather
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+ than replacing it, so a child still beats its own ancestor whatever z the two
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+ report. Without either, the hit list's own order decides, as before.
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+
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+ `useSceneTextEdit` supplies `setStyle`. Clearing a style flag that the _node_
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+ sets is the one edit the additive run algebra can't express, and `useTextEdit`
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+ declines it without a writer — so every scene-wired consumer silently refused
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+ that toggle. Override the projection with `setStyle(data, style)` for a
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+ non-default data shape.
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+
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+ The slops debug overlay draws handle halos at the real hit radius. Affordance
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+ regions moved to screen-pixel radii, but this layer still scaled its circles by
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+ the view, so at 4x zoom it drew a 32px halo over an 8px target — the one thing
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+ a hit-test overlay must not do. Anchor slops now read the anchor radius rather
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+ than the handle radius.
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+
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+ - 24daa08: Five unrelated backlog fixes.
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+
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+ The specificity tuple's `phase` dimension is graded rather than binary: an
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+ atom scores 2 when both its channel and its lifecycle state are concrete, 1
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+ when one axis is wildcarded, and 0 for `*:*`, which matches everything an
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+ undeclared phase would have matched. An atom list takes the minimum, since
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+ `matchPhase` is a union. No existing binding reorders — the four ambient
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+ actions hold at 1, and the polygon and star tools' `phase: 'engaged'` wheel
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+ bindings rise to 2, widening a gap they already won.
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+
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+ The loupe's pixel mode no longer drops the end of a fast drag: a readback
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+ requested while `createImageBitmap` is in flight is remembered and re-run when
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+ that one settles, instead of being discarded.
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+
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+ SVG unpack applies the fit-clamp to text on both axes. `fontSize` now scales
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+ with the file, and a text node's box width is estimated from its longest line
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+ instead of inheriting the parser's unbounded-width wrap sentinel — which,
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+ folded into the union AABB, had been clamping any external SVG containing
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+ text down to a speck. That sentinel is now the exported `UNBOUNDED_TEXT_WIDTH`
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+ rather than a bare `99999`, so a consumer reading `SvgTextNode.width` can tell
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+ a measurement from a placeholder.
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+
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+ The debug overlay takes per-feature line widths and dashes through
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+ `DebugConfig.strokes`, alongside the colors `DebugConfig.theme` already
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+ carried. Defaults are unchanged.
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+
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+ A `.dfont` face declines the outline tier by name. Datafork TrueType holds its
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+ sfnt tables inside a Macintosh resource map, which is still not unpacked, but
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+ it is now recognized before parsing and reported as itself rather than dying
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+ on an unrecognized-signature message that never says which format it saw.
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+
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+ - f79e4b2: Viewport layers can now answer where a screen point lands inside them.
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+ `createViewportLayer` returns a `ViewportLayer`, adding:
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+
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+ ```ts
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+ layer.reproject(outer, dims, screen); // → inner-world point, or null if outside
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+ viewportsAt(layers, outer, dims, screen); // → topmost viewport containing it
311
+ ```
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+
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+ `bounds` is already a pure function of `(outer, dims)`, so re-projection
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+ recomputes the exact rect the frame painted rather than a remembered one — no
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+ stored state and nothing to go stale. Right and bottom edges are exclusive, so
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+ adjacent viewports never both claim a pixel.
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+
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+ This deliberately does **not** touch the dispatcher, which the previous
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+ docstring promised it would. Tools still target the outer view; a consumer that
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+ wants a click inside a viewport to mean something calls `reproject` from its own
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+ handler. Making tools work _inside_ a viewport raises questions this primitive
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+ does not answer — which view a pinch zooms, what a drag leaving the rect does —
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+ and is tracked as its own item.
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+
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+ - Updated dependencies [d2a9049]
326
+ - Updated dependencies [24daa08]
327
+ - @weasel-js/gestures@1.0.2
328
+ - @weasel-js/font@1.0.2
329
+ - @weasel-js/geom@1.0.2
330
+ - @weasel-js/history@1.0.2
331
+ - @weasel-js/modes@1.0.2
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+
3
333
  ## 1.0.1
4
334
 
5
335
  ### Patch Changes
@@ -33,6 +33,10 @@ declare function apply(m: Mat3, x: number, y: number): [number, number];
33
33
  * matches clip-down).
34
34
  */
35
35
  declare function screenToClip(width: number, height: number): Mat3;
36
+ /** The renderer's 3x3 matrix operations, as one namespace. These work on the
37
+ * 9-element `Float32Array` form the GL uniform upload wants — distinct from
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+ * `@weasel-js/geom`'s 6-element affine `Mat3`, though the logical element
39
+ * order is the same. */
36
40
  declare const mat3: {
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  identity: typeof identity;
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42
  multiply: typeof multiply;
@@ -140,6 +144,9 @@ declare function fontString(s: ResolvedTextStyle): string;
140
144
  * (300/500/900) are out of scope for slice 1.
141
145
  */
142
146
 
147
+ /** A span of text with its own styling, as authored. Fields left absent
148
+ * inherit from the node's text style — this is the difference between a run
149
+ * and a fully resolved one. */
143
150
  interface StyledRun {
144
151
  text: string;
145
152
  bold?: boolean;
@@ -155,8 +162,13 @@ interface StyledRun {
155
162
  underline?: boolean;
156
163
  strikethrough?: boolean;
157
164
  }
165
+ /** Normalize the two accepted spellings of text content — a plain string or
166
+ * an array of runs — to runs. Throws on a run with no string `text`. */
158
167
  declare function toRuns(input: string | StyledRun[]): StyledRun[];
168
+ /** Concatenate runs, dropping all styling. */
159
169
  declare function runsToPlainText(runs: readonly StyledRun[]): string;
170
+ /** Render runs as Markdown, preserving bold and italic. The flavor written to
171
+ * the clipboard alongside the plain-text one. */
160
172
  declare function runsToMarkdown(runs: readonly StyledRun[]): string;
161
173
  /**
162
174
  * Parse a small markdown subset (`**bold**`, `*italic*`, `***both***`) into
@@ -184,6 +196,8 @@ declare function markdownToRuns(input: string): StyledRun[];
184
196
  * `runs/rangeStyle.ts` for why the model collapses the tri-state.
185
197
  */
186
198
 
199
+ /** A run with every style resolved against the node's text style — no
200
+ * optional inheritance left. This is what layout and painting consume. */
187
201
  interface ResolvedRun {
188
202
  text: string;
189
203
  fontFamily: string;
@@ -201,6 +215,8 @@ interface ResolvedRun {
201
215
  /** Draw a rule through this run's x-height. Additive over the node style. */
202
216
  strikethrough: boolean;
203
217
  }
218
+ /** Resolve each run's styling against the node's text style, filling in
219
+ * everything the run left inherited. */
204
220
  declare function resolveRuns(runs: readonly StyledRun[], style: ResolvedTextStyle): ResolvedRun[];
205
221
 
206
222
  /**
@@ -210,6 +226,9 @@ declare function resolveRuns(runs: readonly StyledRun[], style: ResolvedTextStyl
210
226
  * `height`) is the legacy behavior: offset 0.
211
227
  */
212
228
  type TextVerticalAlign = 'top' | 'center' | 'bottom';
229
+ /** How far to shift laid-out text down inside a box of `boxHeight` to satisfy
230
+ * a vertical alignment. Zero when the box height is unknown or alignment is
231
+ * top. */
213
232
  declare function verticalAlignOffset(align: TextVerticalAlign | undefined, boxHeight: number | undefined, textHeight: number): number;
214
233
 
215
234
  /**
@@ -286,6 +305,8 @@ interface SolidPaint {
286
305
  }
287
306
  /** DrawCommand variants implemented through step 6. */
288
307
  type DrawCommand = PathDrawCommand | GroupDrawCommand | TextDrawCommand | ImageDrawCommand | ShaderDrawCommand;
308
+ /** Draw a path, filled and/or stroked. The workhorse command: every shape the
309
+ * kit draws that is not text, an image, or a custom shader is one of these. */
289
310
  interface PathDrawCommand {
290
311
  kind: 'path';
291
312
  path: Path;
@@ -308,6 +329,9 @@ interface PathDrawCommand {
308
329
  */
309
330
  vertexColors?: number[];
310
331
  }
332
+ /** Draw a list of commands under a shared transform, opacity, color matrix
333
+ * and clip. Groups nest, and their effects accumulate down the stack — this
334
+ * is how a container node's transform reaches its descendants. */
311
335
  interface GroupDrawCommand {
312
336
  kind: 'group';
313
337
  transform?: Mat3;
@@ -1,4 +1,4 @@
1
- import { DEFAULT_GUIDE_TOLERANCE_PX, pxExtent } from './chunk-6SHZHXXR.js';
1
+ import { DEFAULT_GUIDE_TOLERANCE_PX, pxExtent } from './chunk-U45SODC2.js';
2
2
 
3
3
  // src/interactions/actions/resize/behaviors/clampMinSize.ts
4
4
  function clampMinSize(args) {
@@ -244,5 +244,5 @@ function fixedCornerOf(bounds, anchor) {
244
244
  }
245
245
 
246
246
  export { CORNER_ANCHORS, DEFAULT_RESIZE_BEHAVIORS, clampMinSize, cornerPoint, cornerResizeHandles, fixedCornerOf, hitCornerHandle, lockAspectWithModifier, pointSnapToGrid, snapToGrid, snapToGuides };
247
- //# sourceMappingURL=chunk-Z3KNFTTS.js.map
248
- //# sourceMappingURL=chunk-Z3KNFTTS.js.map
247
+ //# sourceMappingURL=chunk-3JYFAQIB.js.map
248
+ //# sourceMappingURL=chunk-3JYFAQIB.js.map
@@ -0,0 +1 @@
1
+ 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:["import type { BoundsConstraint, ResizePose } from '../../../gestures/types';\n\n/** Resize constraint that stops a node shrinking past a minimum. The anchored\n * edge stays put, so clamping pushes the dragged edge back rather than moving\n * the node. */\nexport function clampMinSize<TPose extends ResizePose>(args: {\n minWidth: number;\n minHeight: number;\n}): BoundsConstraint<TPose> {\n const { minWidth, minHeight } = args;\n return {\n onMove(_ctx, { pose, anchor }) {\n let { x, y, width, height } = pose;\n let changed = false;\n if (anchor.x !== 'free' && width < minWidth) {\n if (anchor.x === 'min') {\n // West edge is anchor; east edge was dragged. Hold x; widen to min.\n width = minWidth;\n } else {\n // East edge is anchor at originalRight = x + width. Hold the right;\n // shift x left so width = minWidth.\n const right = x + width;\n x = right - minWidth;\n width = minWidth;\n }\n changed = true;\n }\n if (anchor.y !== 'free' && height < minHeight) {\n if (anchor.y === 'min') {\n height = minHeight;\n } else {\n const bottom = y + height;\n y = bottom - minHeight;\n height = minHeight;\n }\n changed = true;\n }\n if (!changed) return;\n return { pose: { ...pose, x, y, width, height } };\n },\n };\n}\n","import type {\n ModifierState,\n BoundsConstraint,\n ResizePose,\n} from '../../../gestures/types';\n\ntype ModKey = keyof ModifierState;\n\n/** Aspect-ratio lock: drag a corner/edge with `key` (default `'shift'`) held\n * to keep the resized bounds at the start-pose's `width / height` ratio.\n *\n * Strategy:\n * - Compute the proposed deltas in width and height (signed, relative to\n * origin). Whichever axis has the larger absolute delta \"wins\"; the other\n * is recomputed from `(originW / originH) * winnerDelta`.\n * - The opposite corner/edge stays anchored — for the corner case we infer\n * the anchor from the proposed bounds; for an edge handle we resize the\n * orthogonal axis symmetrically around the dragged edge's anchor (the\n * handle's own line stays put, the orthogonal axis grows/shrinks centered\n * on the un-dragged edge — see notes below).\n * - No-op when the modifier is not held, when the origin has zero width or\n * height (no defined ratio), or when the proposed pose hasn't moved.\n *\n * Edge-handle handling: with `anchor.x !== 'free' && anchor.y === 'free'`\n * (an `e` or `w` handle), only the width was driven by the pointer. We pick\n * the new height as `width / ratio` and pin it to the un-dragged y axis by\n * anchoring at the origin's top edge (`y` stays at `origin.y`). Symmetric\n * for `n` / `s`.\n */\nexport function lockAspectWithModifier<TPose extends ResizePose>(opts: {\n key?: ModKey;\n} = {}): BoundsConstraint<TPose> {\n const { key = 'shift' } = opts;\n\n return {\n onMove(ctx, { pose, anchor }) {\n if (!ctx.modifiers[key]) return;\n const origin = ctx.origin.get(ctx.draggedIds[0]) as ResizePose | undefined;\n if (!origin) return;\n if (origin.width === 0 || origin.height === 0) return;\n const ratio = origin.width / origin.height; // w / h\n\n // Signed deltas relative to origin. Negative deltas mean the user has\n // dragged through the anchor and flipped the rect; we preserve sign on\n // the recomputed axis so the flipped quadrant stays consistent.\n const dw = pose.width - origin.width;\n const dh = pose.height - origin.height;\n\n let nw: number;\n let nh: number;\n\n if (anchor.x === 'free' && anchor.y === 'free') {\n // No driven axis — nothing to lock against.\n return;\n } else if (anchor.x === 'free') {\n // Edge handle: n or s. height is driven; width follows.\n nh = pose.height;\n nw = nh * ratio;\n // sign-preserve width if the original height delta caused a flip.\n // (height-driven only; width direction follows ratio absolutely.)\n if (nw < 0) nw = -nw;\n } else if (anchor.y === 'free') {\n // Edge handle: e or w. width is driven; height follows.\n nw = pose.width;\n nh = nw / ratio;\n if (nh < 0) nh = -nh;\n } else {\n // Corner handle. 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By default a node already smaller than one\n * grid cell on an axis is left unsnapped on that axis, so it stays resizable\n * at sub-grid sizes. */\nexport function snapToGrid<TPose extends ResizePose>(args: {\n spacing: number;\n bypassKey?: ModKey;\n suspendBelowDim?: boolean;\n}): BoundsConstraint<TPose> {\n const { spacing, bypassKey, suspendBelowDim = true } = args;\n const round = (v: number) => Math.round(v / spacing) * spacing;\n\n return {\n onMove(ctx, { pose, anchor }) {\n if (bypassKey && ctx.modifiers[bypassKey]) return;\n const origin = ctx.origin.get(ctx.draggedIds[0])!;\n const subX = suspendBelowDim && origin.width < spacing;\n const subY = suspendBelowDim && origin.height < spacing;\n\n let { x, y, width, height } = pose;\n let changed = false;\n\n if (anchor.x !== 'free' && !subX) {\n if (anchor.x === 'min') {\n // East edge moves; west (x) stays.\n const east = round(x + width);\n width = east - x;\n } else {\n // West edge moves; east (x+width) stays.\n const right = origin.x + origin.width;\n const newX = round(x);\n width = right - newX;\n x = newX;\n }\n changed = true;\n }\n if (anchor.y !== 'free' && !subY) {\n if (anchor.y === 'min') {\n const south = round(y + height);\n height = south - y;\n } else {\n const bottom = origin.y + origin.height;\n const newY = round(y);\n height = bottom - newY;\n y = newY;\n }\n changed = true;\n }\n if (!changed) return;\n return { pose: { ...pose, x, y, width, height } };\n },\n };\n}\n","import type {\n ModifierState,\n BoundsConstraint,\n ResizePose,\n} from '../../../gestures/types';\nimport type { Guide } from 'features/guides/types';\nimport type { View } from 'core/viewport/view';\nimport { pxExtent } from 'core/viewport/pxExtent';\nimport { DEFAULT_GUIDE_TOLERANCE_PX } from '../../../gestures/shared/strategies/guides';\n\ntype ModKey = keyof ModifierState;\n\n/** Options for the resize-flavored `snapToGuides`. */\nexport interface SnapToGuidesResizeArgs {\n /** Stable getter into the live guide list (typically from `useGuides`). */\n getGuides: () => readonly Guide[];\n /** Snap tolerance (screen px when `getView` is set, world units otherwise). */\n tolerance?: number;\n /** Read the active view; required for screen-pixel tolerance. */\n getView?: () => View;\n /** Modifier key that bypasses snapping while held. */\n bypassKey?: ModKey;\n}\n\n/**\n * Resize behavior that snaps the active edge of the dragged rect to the\n * nearest guide on the corresponding axis when within `tolerance`. 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Unlike the bounds-level `snapToGrid`,\n * this preserves the node's dimensions. */\nexport function pointSnapToGrid<TPose extends ResizePose>(args: {\n spacing: number;\n frame?: PointSnapFrame;\n bypassKey?: keyof ModifierState;\n}): PointSnapBehavior<TPose> {\n const { spacing, frame = 'dragged-corner', bypassKey } = args;\n const round = (v: number) => Math.round(v / spacing) * spacing;\n\n return {\n id: `pointSnapToGrid:${frame}`,\n onMove(ctx: PointSnapContext<TPose>): PointSnapResult | null {\n if (bypassKey && ctx.modifiers[bypassKey]) return null;\n const src =\n frame === 'dragged-corner' ? ctx.draggedCorner :\n frame === 'fixed-corner' ? ctx.fixedCorner :\n frame === 'center' ? ctx.center :\n ctx.origin;\n if (!src) return null;\n return { frame, worldX: round(src.worldX), worldY: round(src.worldY) };\n },\n };\n}\n","export { clampMinSize } from './clampMinSize';\nexport { lockAspectWithModifier } from './lockAspect';\nexport { snapToGrid } from './snapToGrid';\n\nimport type { BoundsConstraint, ResizePose } from '../../../gestures/types';\nimport { lockAspectWithModifier } from './lockAspect';\n\n/** The kit's standard resize behaviors, applied when a consumer doesn't\n * supply its own list: shift-drag locks the start pose's aspect ratio.\n * Pass an explicit `behaviors: []` to opt out. Stateless, so one shared\n * frozen instance is safe across every gesture. */\nexport const DEFAULT_RESIZE_BEHAVIORS: readonly BoundsConstraint<ResizePose>[] =\n Object.freeze([lockAspectWithModifier()]);\nexport { snapToGuides } from './snapToGuides';\nexport { pointSnapToGrid } from './pointSnapToGrid';\n","import type { ResizeAnchor } from '../../gestures/types';\nimport type { Bounds } from 'core/viewport/fitViewToBounds';\n\n/** Corner resize-handle: world-space center plus the anchor that pins the opposite corner during resize. */\nexport interface CornerHandle {\n cx: number;\n cy: number;\n anchor: ResizeAnchor;\n}\n\n/** Which AABB edge a corner sits on, per axis. `'min'` = the x/y origin\n * edge; `'max'` = the origin + extent edge. */\nexport type CornerEdge = 'min' | 'max';\n\n/** One entry of the canonical 4-corner resize layout. The single source of\n * truth for \"which corner maps to which anchor / handle-kind\". */\nexport interface CornerAnchor {\n /** Which x-edge the corner sits on (`'min'` = left, `'max'` = right). */\n xEdge: CornerEdge;\n /** Which y-edge the corner sits on (`'min'` = top, `'max'` = bottom). */\n yEdge: CornerEdge;\n /** Anchor that pins the diagonally-opposite (fixed) corner. Always the\n * axis-wise opposite of `{xEdge, yEdge}`. */\n anchor: ResizeAnchor;\n /** Affordance/handle discriminator string for this corner. */\n kind: string;\n /** Short positional tag (`'<xEdge>-<yEdge>'`), e.g. `'min-max'`. */\n tag: string;\n}\n\n/**\n * The single ordered corner→anchor table. Order is **load-bearing**: every\n * consumer iterates it in this sequence (TL, TR, BL, BR) so positional\n * meaning (the i-th handle / `kind` / `tag`) stays consistent across the\n * resize-handle affordance, the affordance-hit classifier, and\n * `cornerResizeHandles`. Each corner's `anchor` names the diagonally\n * opposite corner, so dragging the corner scales the box from that fixed\n * point.\n */\nexport const CORNER_ANCHORS: readonly CornerAnchor[] = [\n { xEdge: 'min', yEdge: 'min', anchor: { x: 'max', y: 'max' }, kind: 'handle:top-left', tag: 'min-min' },\n { xEdge: 'max', yEdge: 'min', anchor: { x: 'min', y: 'max' }, kind: 'handle:top-right', tag: 'max-min' },\n { xEdge: 'min', yEdge: 'max', anchor: { x: 'max', y: 'min' }, kind: 'handle:bottom-left', tag: 'min-max' },\n { xEdge: 'max', yEdge: 'max', anchor: { x: 'min', y: 'min' }, kind: 'handle:bottom-right', tag: 'max-max' },\n];\n\n/** Resolve a corner's world-space position for the given bounds. `xEdge`\n * `'max'` → `x + width`; `yEdge` `'max'` → `y + height`. */\nexport function cornerPoint(\n bounds: Bounds,\n entry: Pick<CornerAnchor, 'xEdge' | 'yEdge'>,\n): { x: number; y: number } {\n return {\n x: entry.xEdge === 'max' ? bounds.x + bounds.width : bounds.x,\n y: entry.yEdge === 'max' ? bounds.y + bounds.height : bounds.y,\n };\n}\n\n/** Standard 4-corner resize-handle layout: each corner pins the opposite\n * corner via an anchor of `{x: 'min'|'max', y: 'min'|'max'}` so dragging it\n * scales the box from the fixed opposite corner. Decodes {@link CORNER_ANCHORS}\n * against `bounds`. */\nexport function cornerResizeHandles(bounds: Bounds): CornerHandle[] {\n return CORNER_ANCHORS.map((c) => {\n const p = cornerPoint(bounds, c);\n return { cx: p.x, cy: p.y, anchor: c.anchor };\n });\n}\n\n/** Square hit-test for a handle: returns true if `(px, py)` is within\n * `radius` of the handle center on both axes. */\nexport function hitCornerHandle(\n handle: CornerHandle,\n px: number,\n py: number,\n radius: number,\n): boolean {\n return Math.abs(px - handle.cx) <= radius\n && Math.abs(py - handle.cy) <= radius;\n}\n\n/** The corner that does NOT move under a resize gesture with the given\n * anchor. Used by the rotated-resize math to pin a world-space invariant.\n *\n * Convention: `anchor.x === 'min'` means the min-x (left) edge is the\n * fixed anchor, so the fixed corner sits at `x = bounds.x` (min-x).\n * `anchor.x === 'max'` means the max-x (right) edge is fixed, so the\n * fixed corner sits at `x = bounds.x + bounds.width`. `'free'` on an\n * axis means that axis doesn't move; the fixed coord is the bounds\n * origin on that axis. */\nexport function fixedCornerOf(\n bounds: Bounds,\n anchor: ResizeAnchor,\n): { x: number; y: number } {\n return {\n x: anchor.x === 'max' ? bounds.x + bounds.width : bounds.x,\n y: anchor.y === 'max' ? bounds.y + bounds.height : bounds.y,\n };\n}\n"]}
@@ -1,4 +1,4 @@
1
- import { RECT_ORIGIN_PROJECTION } from './chunk-6SHZHXXR.js';
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+ import { RECT_ORIGIN_PROJECTION } from './chunk-U45SODC2.js';
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  import { registerOpFactory } from './chunk-GVCNT7UH.js';
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  // src/core/ops/transform.ts
@@ -99,5 +99,5 @@ function snap(strategy, opts = {}) {
99
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  }
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  export { createReparentOp, createTransformOp, deleteScratch, getScratch, scratchKey, setScratch, snap };
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- //# sourceMappingURL=chunk-UB6A6L77.js.map
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- //# sourceMappingURL=chunk-UB6A6L77.js.map
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+ //# sourceMappingURL=chunk-3KGMJMOS.js.map
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+ //# sourceMappingURL=chunk-3KGMJMOS.js.map
@@ -1 +1 @@
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The store is `unknown`-valued because behaviors are\n * tool-agnostic — a single behavior may run under different tools with\n * different scratch shapes. Without a typing convention every read site\n * has to `(ctx.scratch as <some shape>)[KEY]`, and a writer changing the\n * shape can silently break readers with no compile-time signal.\n *\n * `ScratchKey<T>` is a phantom-typed string that carries its payload type\n * via a branded interface. `getScratch` and `setScratch` use the brand to\n * narrow / constrain at the typing layer; at runtime the key is just its\n * underlying string and the store remains a plain `Record`.\n *\n * @example\n * ```ts\n * // Module-level (or behavior-level) constant, shared by writer + reader:\n * const LASSO_VERTICES = scratchKey<readonly { x: number; y: number }[]>('lasso.vertices');\n *\n * // Writer (a tool's onMove):\n * setScratch(ctx.scratch, LASSO_VERTICES, vertices);\n *\n * // Reader (a behavior's onEnd):\n * const vertices = getScratch(ctx.scratch, LASSO_VERTICES) ?? [];\n * // ^? readonly { x: number; y: number }[] | undefined\n * ```\n */\n\n/** Phantom-typed key for a scratch slot. The `__scratchKeyPayload` phantom\n * field carries the value type without occupying any runtime memory. */\nexport interface ScratchKey<T> {\n readonly name: string;\n /** Phantom — never read at runtime. Only present so TypeScript can\n * recover `T` at use sites. */\n readonly __scratchKeyPayload?: (_: T) => T;\n}\n\n/** Compatible scratch store shape. The kit's gesture context's `scratch`\n * field already satisfies this; consumers don't need to construct one. */\nexport type ScratchStore = Record<string, unknown>;\n\n/**\n * Make a typed scratch key. Use module-level constants so the same key\n * is shared by writer and reader.\n *\n * Namespace the name by behavior or feature to avoid collisions\n * (`'behavior.field'` is a good convention). Two keys with the same\n * `name` refer to the same slot at runtime — the type parameter is a\n * compile-time contract, not a uniqueness guarantee.\n */\nexport function scratchKey<T>(name: string): ScratchKey<T> {\n return { name };\n}\n\n/** Read a typed slot from the scratch store. Returns `undefined` if\n * nothing has been written under the key. */\nexport function getScratch<T>(\n store: ScratchStore,\n key: ScratchKey<T>,\n): T | undefined {\n return store[key.name] as T | undefined;\n}\n\n/** Write a value to a typed slot. Overwrites whatever was there. */\nexport function setScratch<T>(\n store: ScratchStore,\n key: ScratchKey<T>,\n value: T,\n): void {\n store[key.name] = value;\n}\n\n/** Remove a slot from the scratch store. Returns `true` if it was set,\n * `false` if it wasn't. */\nexport function deleteScratch<T>(\n store: ScratchStore,\n key: ScratchKey<T>,\n): boolean {\n if (Object.prototype.hasOwnProperty.call(store, key.name)) {\n delete store[key.name];\n return true;\n }\n return false;\n}\n","import type { MoveBehavior, ModifierState, SnapStrategy } from '../types';\nimport {\n RECT_ORIGIN_PROJECTION,\n type OriginProjection,\n} from './strategies/grid';\n\ntype ModKey = keyof ModifierState;\n\n/**\n * Generic snap behavior factory: wraps a `SnapStrategy` and returns a\n * `MoveBehavior` whose `onMove` returns a uniform `GroupTransform`.\n *\n * Implementation:\n * 1. Compute the primary's proposed pose by applying the gesture's\n * `transform` (translate) to `origin.get(primaryId)`.\n * 2. Call `strategy.snap(proposed)`. If null, no-op.\n * 3. Derive the snapped delta via the `OriginProjection`:\n * dx = origin(snapped).x - origin(originPose).x\n * ...so the gesture applies the same delta to every dragged id.\n *\n * The pose-shape-aware delta extraction lives here — gestures stay pose-shape\n * agnostic. Default projection is `{x, y}`-bearing (rect / path / polygon).\n * Pass `origin` for exotic poses.\n */\nexport function snap<TPose>(\n strategy: SnapStrategy<TPose>,\n opts: { bypassKey?: ModKey; origin?: OriginProjection<TPose> } = {},\n): MoveBehavior<TPose> {\n const { bypassKey } = opts;\n const proj: OriginProjection<TPose> = opts.origin\n ?? (RECT_ORIGIN_PROJECTION as unknown as OriginProjection<TPose>);\n return {\n onMove(ctx, transform) {\n if (bypassKey && ctx.modifiers[bypassKey]) return;\n // The new contract: behaviors see a GroupTransform, not a pose. But\n // strategies still operate on poses. Reconstruct the proposed pose\n // by applying the (translate) transform to the primary's origin.\n if (transform.kind !== 'translate') return;\n const primaryId = ctx.draggedIds[0];\n if (primaryId === undefined) return;\n const originPose = ctx.origin.get(primaryId);\n if (originPose === undefined) return;\n const proposed = proj.translate(originPose, transform.dx, transform.dy);\n const snapped = strategy.snap(proposed, ctx);\n if (snapped === null) return;\n const o0 = proj.getOrigin(originPose);\n const o1 = proj.getOrigin(snapped);\n return {\n transform: { kind: 'translate', dx: o1.x - o0.x, dy: o1.y - o0.y },\n };\n },\n };\n}\n"]}
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Pass an explicit key (or a unique one) to opt out. */\nexport function createTransformOp<TPose>(args: TransformArgs<TPose>): Op {\n const { id, from, to, label, coalesceKey = `transform:${id}` } = args;\n return {\n name: 'transform',\n args: { id, from, to, label, coalesceKey },\n label,\n coalesceKey,\n apply(adapter) {\n // Always call setPose so consumers that inspect op behavior (tests,\n // overlays) see a consistent \"this op writes (id, to)\" signal. When\n // from and to are structurally identical, additionally report a\n // no-op to history so the entry can be skipped from the undo stack.\n // setPose(id, to) is idempotent in this branch — adapters write the\n // same pose they already had.\n (adapter as TransformAdapter<TPose>).setPose(id, to);\n if (poseShallowEqual(from, to)) return false;\n return undefined;\n },\n invert() {\n return createTransformOp<TPose>({ id, from: to, to: from, label, coalesceKey });\n },\n };\n}\n\nregisterOpFactory<TransformArgs<unknown>>('transform', (args) => createTransformOp(args));\n\nfunction poseShallowEqual<TPose>(a: TPose, b: TPose): boolean {\n if (a === b) return true;\n if (a === null || b === null || typeof a !== 'object' || typeof b !== 'object') return false;\n const ka = Object.keys(a as object);\n const kb = Object.keys(b as object);\n if (ka.length !== kb.length) return false;\n for (const k of ka) {\n if ((a as Record<string, unknown>)[k] !== (b as Record<string, unknown>)[k]) return false;\n }\n return true;\n}\n","import type { Op } from './types';\nimport { registerOpFactory } from './registry';\n\ninterface ReparentAdapter {\n setParent(id: string, parentId: string | null): void;\n}\n\n/** @internal */\ninterface ReparentArgs {\n id: string;\n fromParentId: string | null;\n toParentId: string | null;\n label?: string;\n coalesceKey?: string;\n}\n\n/**\n * Op: change `id`'s parent, inverting back to the prior parent.\n *\n * `coalesceKey` defaults to `reparent:${id}` so successive reparents of the\n * same id batch-merge cleanly.\n */\nexport function createReparentOp(args: ReparentArgs): Op {\n const { id, fromParentId, toParentId, label = 'Reparent', coalesceKey = `reparent:${id}` } = args;\n return {\n name: 'reparent',\n args: { id, fromParentId, toParentId, label, coalesceKey },\n label,\n coalesceKey,\n apply(adapter) {\n (adapter as ReparentAdapter).setParent(id, toParentId);\n },\n invert() {\n return createReparentOp({\n id,\n fromParentId: toParentId,\n toParentId: fromParentId,\n label,\n coalesceKey,\n });\n },\n };\n}\n\nregisterOpFactory<ReparentArgs>('reparent', (args) => createReparentOp(args));\n","/**\n * Typed keys for the gesture/behavior scratch store.\n *\n * Gestures expose `ctx.scratch: Record<string, unknown>` as a per-gesture\n * mutable bag that behaviors use to stash state across `onDown` / `onMove`\n * / `onEnd` calls. The store is `unknown`-valued because behaviors are\n * tool-agnostic — a single behavior may run under different tools with\n * different scratch shapes. Without a typing convention every read site\n * has to `(ctx.scratch as <some shape>)[KEY]`, and a writer changing the\n * shape can silently break readers with no compile-time signal.\n *\n * `ScratchKey<T>` is a phantom-typed string that carries its payload type\n * via a branded interface. `getScratch` and `setScratch` use the brand to\n * narrow / constrain at the typing layer; at runtime the key is just its\n * underlying string and the store remains a plain `Record`.\n *\n * @example\n * ```ts\n * // Module-level (or behavior-level) constant, shared by writer + reader:\n * const LASSO_VERTICES = scratchKey<readonly { x: number; y: number }[]>('lasso.vertices');\n *\n * // Writer (a tool's onMove):\n * setScratch(ctx.scratch, LASSO_VERTICES, vertices);\n *\n * // Reader (a behavior's onEnd):\n * const vertices = getScratch(ctx.scratch, LASSO_VERTICES) ?? [];\n * // ^? readonly { x: number; y: number }[] | undefined\n * ```\n */\n\n/** Phantom-typed key for a scratch slot. The `__scratchKeyPayload` phantom\n * field carries the value type without occupying any runtime memory. */\nexport interface ScratchKey<T> {\n readonly name: string;\n /** Phantom — never read at runtime. Only present so TypeScript can\n * recover `T` at use sites. */\n readonly __scratchKeyPayload?: (_: T) => T;\n}\n\n/** Compatible scratch store shape. The kit's gesture context's `scratch`\n * field already satisfies this; consumers don't need to construct one. */\nexport type ScratchStore = Record<string, unknown>;\n\n/**\n * Make a typed scratch key. Use module-level constants so the same key\n * is shared by writer and reader.\n *\n * Namespace the name by behavior or feature to avoid collisions\n * (`'behavior.field'` is a good convention). Two keys with the same\n * `name` refer to the same slot at runtime — the type parameter is a\n * compile-time contract, not a uniqueness guarantee.\n */\nexport function scratchKey<T>(name: string): ScratchKey<T> {\n return { name };\n}\n\n/** Read a typed slot from the scratch store. Returns `undefined` if\n * nothing has been written under the key. */\nexport function getScratch<T>(\n store: ScratchStore,\n key: ScratchKey<T>,\n): T | undefined {\n return store[key.name] as T | undefined;\n}\n\n/** Write a value to a typed slot. Overwrites whatever was there. */\nexport function setScratch<T>(\n store: ScratchStore,\n key: ScratchKey<T>,\n value: T,\n): void {\n store[key.name] = value;\n}\n\n/** Remove a slot from the scratch store. Returns `true` if it was set,\n * `false` if it wasn't. */\nexport function deleteScratch<T>(\n store: ScratchStore,\n key: ScratchKey<T>,\n): boolean {\n if (Object.prototype.hasOwnProperty.call(store, key.name)) {\n delete store[key.name];\n return true;\n }\n return false;\n}\n","import type { MoveBehavior, ModifierState, SnapStrategy } from '../types';\nimport {\n RECT_ORIGIN_PROJECTION,\n type OriginProjection,\n} from './strategies/grid';\n\ntype ModKey = keyof ModifierState;\n\n/**\n * Generic snap behavior factory: wraps a `SnapStrategy` and returns a\n * `MoveBehavior` whose `onMove` returns a uniform `GroupTransform`.\n *\n * Implementation:\n * 1. Compute the primary's proposed pose by applying the gesture's\n * `transform` (translate) to `origin.get(primaryId)`.\n * 2. Call `strategy.snap(proposed)`. If null, no-op.\n * 3. Derive the snapped delta via the `OriginProjection`:\n * dx = origin(snapped).x - origin(originPose).x\n * ...so the gesture applies the same delta to every dragged id.\n *\n * The pose-shape-aware delta extraction lives here — gestures stay pose-shape\n * agnostic. Default projection is `{x, y}`-bearing (rect / path / polygon).\n * Pass `origin` for exotic poses.\n */\nexport function snap<TPose>(\n strategy: SnapStrategy<TPose>,\n opts: { bypassKey?: ModKey; origin?: OriginProjection<TPose> } = {},\n): MoveBehavior<TPose> {\n const { bypassKey } = opts;\n const proj: OriginProjection<TPose> = opts.origin\n ?? (RECT_ORIGIN_PROJECTION as unknown as OriginProjection<TPose>);\n return {\n onMove(ctx, transform) {\n if (bypassKey && ctx.modifiers[bypassKey]) return;\n // The new contract: behaviors see a GroupTransform, not a pose. But\n // strategies still operate on poses. Reconstruct the proposed pose\n // by applying the (translate) transform to the primary's origin.\n if (transform.kind !== 'translate') return;\n const primaryId = ctx.draggedIds[0];\n if (primaryId === undefined) return;\n const originPose = ctx.origin.get(primaryId);\n if (originPose === undefined) return;\n const proposed = proj.translate(originPose, transform.dx, transform.dy);\n const snapped = strategy.snap(proposed, ctx);\n if (snapped === null) return;\n const o0 = proj.getOrigin(originPose);\n const o1 = proj.getOrigin(snapped);\n return {\n transform: { kind: 'translate', dx: o1.x - o0.x, dy: o1.y - o0.y },\n };\n },\n };\n}\n"]}
@@ -163,5 +163,5 @@ function chunks(params) {
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* registerTexture — accepts an image source, assigns an opaque id, stores in\n * a module-level registry. Actual GL upload happens lazily at draw time in\n * drawShader() via GLTextureCache.upload (which is idempotent).\n *\n * Lifecycle: textures live for the renderer's lifetime. No unregister in v1.\n *\n * Convention §9: this registry stores image data only — no per-renderer state.\n * Each WeaselRenderer's GLTextureCache does its own dedup via has(id).\n */\n\nexport interface TextureHandle {\n readonly id: string;\n}\n\nexport interface TextureEntry {\n source: HTMLImageElement | ImageBitmap;\n}\n\nlet counter = 0;\nlet registry = new Map<string, TextureEntry>();\n\n/** @internal Test helper — do not call from product code. */\nexport function _resetTextureRegistryForTests(): void {\n registry = new Map();\n counter = 0;\n}\n\nexport function getTexture(id: string): TextureEntry | null {\n return registry.get(id) ?? null;\n}\n\n/**\n * Register an image for use as a shader texture uniform.\n *\n * Returns a TextureHandle whose `id` can be passed as a ShaderUniform value.\n * The handle is valid for the lifetime of the renderer it will be used with.\n *\n * @param image The image to register. HTMLImageElement must be fully loaded.\n * @returns Opaque TextureHandle.\n */\nexport function registerTexture(\n image: HTMLImageElement | ImageBitmap,\n): TextureHandle {\n const id = `tex_${++counter}`;\n registry.set(id, { source: image });\n return { id };\n}\n","/**\n * The shapes a built-in tile is made of, as data.\n *\n * One description, two renderers: `patterns-builtin` strokes/fills these to\n * an `OffscreenCanvas` to build the GL texture, and `@weasel-js/svg` maps\n * them to `<pattern>` children. Duplicating the tile drawing in the\n * serializer would let the raster and vector forms drift apart silently.\n */\n\nimport type { TilePatternSpec } from '../../core/paint-types';\n\n/** One primitive within a pattern tile, in tile-local coordinates. */\nexport type TileShape =\n | { kind: 'line'; x1: number; y1: number; x2: number; y2: number; width: number; color: string }\n | { kind: 'circle'; cx: number; cy: number; r: number; color: string }\n | { kind: 'ellipse'; cx: number; cy: number; rx: number; ry: number; rotation: number; color: string }\n | { kind: 'rect'; x: number; y: number; width: number; height: number; color: string };\n\n/** A built-in tile's shapes plus the edge length they're drawn within. */\nexport interface TileGeometry {\n size: number;\n shapes: TileShape[];\n}\n\n/** Defaults per tile kind, matching each factory's signature. */\nexport function tileSize(spec: TilePatternSpec): number {\n if (spec.size !== undefined) return spec.size;\n switch (spec.tile) {\n case 'hatch': return 5;\n case 'crosshatch': return 6;\n case 'dots': return 6;\n case 'chunks': return 48;\n default: return 8;\n }\n}\n\n/** Seeded PRNG (mulberry32) — `chunks` places its scatter with this, so the\n * same `seed` yields the same tile in both the raster and vector paths. */\nfunction mulberry32(seed: number): () => number {\n let s = seed | 0;\n return () => {\n s = (s + 0x6D2B79F5) | 0;\n let t = Math.imul(s ^ (s >>> 15), 1 | s);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/** Resolve a pattern spec to the shapes that make up one tile. Consumers that\n * want to draw a pattern swatch themselves — a picker, an SVG export — read\n * this rather than rasterizing a texture. */\nexport function tileGeometry(spec: TilePatternSpec): TileGeometry {\n const s = tileSize(spec);\n const { color } = spec;\n\n switch (spec.tile) {\n case 'hatch': {\n const width = spec.lineWidth ?? 1;\n return { size: s, shapes: forwardDiagonals(s, width, color) };\n }\n case 'crosshatch': {\n const width = spec.lineWidth ?? 0.8;\n return {\n size: s,\n shapes: [...forwardDiagonals(s, width, color), ...backwardDiagonals(s, width, color)],\n };\n }\n case 'dots': {\n const r = spec.radius ?? 1;\n return { size: s, shapes: [{ kind: 'circle', cx: s / 2, cy: s / 2, r, color }] };\n }\n case 'chunks': {\n const density = spec.density ?? 0.35;\n const chunkSize = spec.chunkSize ?? 3;\n const rand = mulberry32(spec.seed ?? 42);\n const count = Math.round((s * s * density) / (chunkSize * chunkSize));\n const shapes: TileShape[] = [];\n if (spec.bg !== undefined) {\n shapes.push({ kind: 'rect', x: 0, y: 0, width: s, height: s, color: spec.bg });\n }\n for (let i = 0; i < count; i++) {\n const cx = rand() * s;\n const cy = rand() * s;\n const w = chunkSize * (0.5 + rand());\n const h = chunkSize * (0.5 + rand());\n const rotation = rand() * Math.PI;\n shapes.push({ kind: 'ellipse', cx, cy, rx: w / 2, ry: h / 2, rotation, color });\n }\n return { size: s, shapes };\n }\n default:\n return { size: s, shapes: [] };\n }\n}\n\n/** The forward (`/`) diagonal, plus the two corner stubs that make it tile\n * seamlessly across the edges. */\nfunction forwardDiagonals(s: number, width: number, color: string): TileShape[] {\n return [\n { kind: 'line', x1: -1, y1: s + 1, x2: s + 1, y2: -1, width, color },\n { kind: 'line', x1: -1, y1: 1, x2: 1, y2: -1, width, color },\n { kind: 'line', x1: s - 1, y1: s + 1, x2: s + 1, y2: s - 1, width, color },\n ];\n}\n\n/** The backward (`\\`) diagonal and its two stubs. */\nfunction backwardDiagonals(s: number, width: number, color: string): TileShape[] {\n return [\n { kind: 'line', x1: -1, y1: -1, x2: s + 1, y2: s + 1, width, color },\n { kind: 'line', x1: s - 1, y1: -1, x2: s + 1, y2: 1, width, color },\n { kind: 'line', x1: -1, y1: s - 1, x2: 1, y2: s + 1, width, color },\n ];\n}\n\n/** Draw a tile's shapes to a 2D context — the raster half of the pair. */\nexport function drawTileShapes(oc: CanvasRenderingContext2D, geometry: TileGeometry): void {\n for (const shape of geometry.shapes) {\n if (shape.kind === 'line') {\n oc.strokeStyle = shape.color;\n oc.lineWidth = shape.width;\n oc.beginPath();\n oc.moveTo(shape.x1, shape.y1);\n oc.lineTo(shape.x2, shape.y2);\n oc.stroke();\n continue;\n }\n oc.fillStyle = shape.color;\n if (shape.kind === 'rect') {\n oc.fillRect(shape.x, shape.y, shape.width, shape.height);\n continue;\n }\n oc.beginPath();\n if (shape.kind === 'circle') {\n oc.arc(shape.cx, shape.cy, shape.r, 0, Math.PI * 2);\n } else {\n oc.ellipse(shape.cx, shape.cy, shape.rx, shape.ry, shape.rotation, 0, Math.PI * 2);\n }\n oc.fill();\n }\n}\n","/**\n * Tile-pattern primitive — a small helper for building repeating texture\n * tiles from a draw callback. The result plugs into a `FillStyle` of\n * `{ fill: 'pattern', pattern }` (see `../../core/paint-types.ts`).\n *\n * GL-backed: the tile is rendered to an `OffscreenCanvas` (with a 2D fallback\n * to a regular `<canvas>` for environments without `OffscreenCanvas`),\n * converted to an `ImageBitmap`, and registered with `registerTexture()`.\n * The returned `TextureHandle` is what `FillStyle.pattern` accepts.\n *\n * For ready-to-use named patterns (hatch, crosshatch, dots, chunks),\n * see the `@weasel-js/core/patterns-builtin` subpath.\n */\n\nimport { registerTexture } from '../../renderer/textures/registerTexture';\nimport type { TextureHandle } from '../../renderer/textures/registerTexture';\n\n/** Options for `createTilePattern`. */\nexport interface TilePatternOpts {\n /** Edge length (in pixels) of the square offscreen tile. */\n size: number;\n /** FillStyle one tile at integer-pixel coordinates `(0, 0) .. 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If we got here without it,\n // the env doesn't support OffscreenCanvas — fail gracefully.\n let bitmap: ImageBitmap;\n if (typeof (off as OffscreenCanvas).transferToImageBitmap === 'function') {\n bitmap = (off as OffscreenCanvas).transferToImageBitmap();\n } else {\n return null;\n }\n return registerTexture(bitmap);\n}\n","/**\n * Built-in pattern factories — generic line/dot/scatter textures. Each\n * returns a `TextureHandle` you can wrap in a `FillStyle` of\n * `{ fill: 'pattern', pattern }` and pass to anything that accepts a `FillStyle`\n * (`FillStyle`-aware layers, path fills, etc.).\n * Imported from a subpath so consumers that ship their own catalog can\n * avoid the bundle cost.\n *\n * All factories require an explicit `color` (and `bg` for `chunks`). No\n * defaults are baked in — the caller's design system is the source of truth\n * for palette decisions.\n *\n * Each is a thin wrapper over `tileGeometry`, which describes the tile as\n * shapes so `@weasel-js/svg` can emit the same tile as a `<pattern>`.\n * Prefer naming a tile in a `TilePatternSpec` over calling these directly —\n * a spec serializes, a `TextureHandle` does not.\n */\n\nexport { tileGeometry, tileSize, drawTileShapes } from './tileGeometry';\nexport type { TileShape, TileGeometry } from './tileGeometry';\n\nimport { createTilePattern } from '.';\nimport { tileGeometry, drawTileShapes, tileSize } from './tileGeometry';\nimport type { TilePatternSpec } from '../../core/paint-types';\nimport type { TextureHandle } from '../../renderer/textures/registerTexture';\n\nfunction build(spec: TilePatternSpec): TextureHandle | null {\n const geometry = tileGeometry(spec);\n return createTilePattern({\n size: tileSize(spec),\n draw: (oc) => drawTileShapes(oc, geometry),\n });\n}\n\n/** Diagonal hatch (forward slash). */\nexport interface HatchParams {\n color: string;\n size?: number;\n lineWidth?: number;\n}\n\n/** Build a diagonal-hatch pattern texture. */\nexport function hatch(params: HatchParams): TextureHandle | null {\n return build({ tile: 'hatch', ...params });\n}\n\n/** Diagonal hatch in both directions. */\nexport interface CrosshatchParams {\n color: string;\n size?: number;\n lineWidth?: number;\n}\n\n/** Build a crosshatch pattern texture. */\nexport function crosshatch(params: CrosshatchParams): TextureHandle | null {\n return build({ tile: 'crosshatch', ...params });\n}\n\n/** Regular grid of filled dots. */\nexport interface DotsParams {\n color: string;\n size?: number;\n radius?: number;\n}\n\n/** Build a dot-grid pattern texture. */\nexport function dots(params: DotsParams): TextureHandle | null {\n return build({ tile: 'dots', ...params });\n}\n\n/**\n * Random scatter of small ellipses on top of a solid background. Driven by a\n * seeded PRNG so the same `seed` produces a deterministic tile.\n *\n * Note: the `bg` field is optional — omit it for a transparent background\n * (the scatter shapes draw directly onto whatever sits beneath the overlay).\n */\nexport interface ChunksParams {\n color: string;\n bg?: string;\n size?: number;\n /** Coverage: `chunks * chunkSize²` per `size²` tile. Range ~[0, 1]. */\n density?: number;\n chunkSize?: number;\n seed?: number;\n}\n\n/** Build a seeded random-scatter pattern texture. */\nexport function chunks(params: ChunksParams): TextureHandle | null {\n return build({ tile: 'chunks', ...params });\n}\n"]}