@weasel-js/core 1.0.2 → 1.0.4

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Files changed (51) hide show
  1. package/CHANGELOG.md +208 -0
  2. package/dist/{DrawCommand-DCmiNkBj.d.ts → DrawCommand-BbPrSTra.d.ts} +24 -0
  3. package/dist/{chunk-6SHZHXXR.js → chunk-4Z6J4IVH.js} +43 -27
  4. package/dist/chunk-4Z6J4IVH.js.map +1 -0
  5. package/dist/{chunk-PI56ORHE.js → chunk-AYGSXNY3.js} +540 -263
  6. package/dist/chunk-AYGSXNY3.js.map +1 -0
  7. package/dist/{chunk-UB6A6L77.js → chunk-CSMF654J.js} +3 -3
  8. package/dist/{chunk-UB6A6L77.js.map → chunk-CSMF654J.js.map} +1 -1
  9. package/dist/{chunk-IO5Z75X4.js → chunk-HGF5X6MZ.js} +2 -2
  10. package/dist/chunk-HGF5X6MZ.js.map +1 -0
  11. package/dist/{chunk-W2WB4352.js → chunk-J3YC3GVF.js} +5 -4
  12. package/dist/chunk-J3YC3GVF.js.map +1 -0
  13. package/dist/{chunk-Z3KNFTTS.js → chunk-J7LUY47N.js} +3 -3
  14. package/dist/chunk-J7LUY47N.js.map +1 -0
  15. package/dist/{chunk-775XXAHR.js → chunk-JOSUVS6C.js} +2 -2
  16. package/dist/{chunk-775XXAHR.js.map → chunk-JOSUVS6C.js.map} +1 -1
  17. package/dist/clipboard.d.ts +5 -2
  18. package/dist/clipboard.js +1 -1
  19. package/dist/clone.d.ts +2 -2
  20. package/dist/{geometry-CnISZ11w.d.ts → geometry-5X6TrAkX.d.ts} +1 -1
  21. package/dist/{grid-CBiLBnyc.d.ts → grid-sfilv5HP.d.ts} +7 -2
  22. package/dist/index.d.ts +552 -56
  23. package/dist/index.js +7 -7
  24. package/dist/insert.d.ts +6 -3
  25. package/dist/insert.js +1 -1
  26. package/dist/insert.js.map +1 -1
  27. package/dist/move.d.ts +26 -5
  28. package/dist/move.js +3 -3
  29. package/dist/move.js.map +1 -1
  30. package/dist/{options-DoOvx50U.d.ts → options-CbsIgQci.d.ts} +3 -1
  31. package/dist/patterns-builtin.d.ts +8 -0
  32. package/dist/patterns-builtin.js +1 -1
  33. package/dist/{pointSnapToGrid-Bj4r_lEQ.d.ts → pointSnapToGrid-C3wowsQy.d.ts} +9 -3
  34. package/dist/{registry-BQL4oyTg.d.ts → registry-QRg8KiNM.d.ts} +91 -7
  35. package/dist/renderer.d.ts +54 -17
  36. package/dist/renderer.js +7 -7
  37. package/dist/resize.d.ts +12 -5
  38. package/dist/resize.js +2 -2
  39. package/dist/routing.d.ts +7 -7
  40. package/dist/routing.js +1 -1
  41. package/dist/{types-Dtxe7jTS.d.ts → types-BHK2dkMu.d.ts} +23 -0
  42. package/dist/{types-Ct4n0Z38.d.ts → types-ByZxoD6P.d.ts} +1 -1
  43. package/dist/{types-Ch0Goo-j.d.ts → types-DpQ0cWYC.d.ts} +20 -0
  44. package/dist/{types-Kh_osAq9.d.ts → types-vqxpCFVp.d.ts} +31 -0
  45. package/dist/{viewToMat3-BvaWCN99.d.ts → viewToMat3-CQW_YqDw.d.ts} +1 -1
  46. package/package.json +6 -6
  47. package/dist/chunk-6SHZHXXR.js.map +0 -1
  48. package/dist/chunk-IO5Z75X4.js.map +0 -1
  49. package/dist/chunk-PI56ORHE.js.map +0 -1
  50. package/dist/chunk-W2WB4352.js.map +0 -1
  51. package/dist/chunk-Z3KNFTTS.js.map +0 -1
@@ -1,15 +1,20 @@
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  import { Op } from '@weasel-js/history';
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+ /** A layout container's extent in world units. */
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  type ContainerBounds = {
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  x: number;
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  y: number;
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  width: number;
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  height: number;
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  };
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+ /** A child a layout strategy is arranging. */
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  interface LayoutChild<TPose> {
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  id: string;
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  pose: TPose;
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  }
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+ /** One place a dragged child could land. A strategy offers these as the drag
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+ * moves, a `LayoutSnap` picks between them, and the chosen one decides both
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+ * the preview and the committed poses. */
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  interface DropTarget<TPose> {
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  /** Where the dragged child lands if this target is picked. */
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  pose: TPose;
@@ -33,16 +38,22 @@ interface DropTarget<TPose> {
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  /** Strategy-private metadata (e.g. cell coords for tile-grid). */
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  meta?: unknown;
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  }
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+ /** Chooses which of a strategy's drop targets the pointer means, or `null`
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+ * to reject the drop. Separate from the strategy so the same arrangement can
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+ * be paired with different snapping rules. */
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  interface LayoutSnap<TPose> {
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  pickTarget(targets: DropTarget<TPose>[], pointer: {
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  x: number;
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  y: number;
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  }): DropTarget<TPose> | null;
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  }
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+ /** The container a layout strategy is arranging children within. */
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  interface LayoutContainer {
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  id: string;
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  bounds: ContainerBounds;
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  }
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+ /** The child currently being dragged: where it started, where the pointer
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+ * currently proposes it goes, and which container it came from. */
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  interface LayoutDragged<TPose> {
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  id: string;
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  /** The pose the dragged child currently has (pre-drop). */
@@ -51,6 +62,15 @@ interface LayoutDragged<TPose> {
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  pose: TPose;
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  sourceContainerId: string | null;
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  }
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+ /**
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+ * How a container arranges its children, and what happens when one is dragged
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+ * into or around it.
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+ *
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+ * The four required methods cover the whole cycle: `childPoses` is the resting
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+ * arrangement, `getDropTargets` enumerates where a drag could land,
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+ * `reflowPoses` is the live preview once a target is picked, and `commitDrop`
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+ * turns the result into ops so the drop is undoable.
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+ */
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  interface LayoutStrategy<TPose> {
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  childPoses(container: LayoutContainer, children: ReadonlyArray<LayoutChild<TPose>>): Map<string, TPose>;
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  getDropTargets(container: LayoutContainer, children: ReadonlyArray<LayoutChild<TPose>>, dragged: LayoutDragged<TPose>): DropTarget<TPose>[];
@@ -80,9 +80,13 @@ interface NodeBase<TData, TLayer extends string, TPose> {
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  data: TData;
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  parent: NodeId | null;
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  }
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+ /** A node with no children — a shape, a label, an image. */
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  interface LeafNode<TData, TLayer extends string, TPose = RectPose> extends NodeBase<TData, TLayer, TPose> {
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  kind: 'leaf';
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  }
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+ /** A node with an ordered list of children. This is the real group: what
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+ * Cmd+G creates, what SVG `<g>` round-trips to. A container has its own pose,
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+ * which its children's poses are relative to, and may optionally clip them. */
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  interface ContainerNode<TData, TLayer extends string, TPose = RectPose> extends NodeBase<TData, TLayer, TPose> {
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  kind: 'container';
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  children: NodeId[];
@@ -93,20 +97,30 @@ interface ContainerNode<TData, TLayer extends string, TPose = RectPose> extends
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  * paints descendants only where it covers. */
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  clipFromPose?: (pose: TPose) => Path | null;
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  }
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+ /** A node in the scene tree: either a leaf or a container. Re-exported
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+ * publicly as `SceneNode`, to avoid colliding with the DOM's `Node`. */
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  type Node<TData, TLayer extends string, TPose = RectPose> = LeafNode<TData, TLayer, TPose> | ContainerNode<TData, TLayer, TPose>;
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  interface LayerRecordBase<TLayer extends string> {
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  id: TLayer;
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  visible: boolean;
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  locked: boolean;
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  }
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+ /** A layer declared when the scene was created. Fixed set, no display name —
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+ * these are the kit's own render bands, not something a user manages. */
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  interface SystemLayerRecord<TLayer extends string> extends LayerRecordBase<TLayer> {
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  kind: 'system';
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  }
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+ /** A layer the user created and can rename, reorder or delete. */
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  interface UserLayerRecord<TLayer extends string> extends LayerRecordBase<TLayer> {
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  kind: 'user';
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  name: string;
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  }
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+ /** Per-layer metadata held by the scene: whether it is visible and locked,
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+ * and where it sits in the render stack. Distinct from a node's `layer` tag,
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+ * which merely names one of these. */
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  type LayerRecord<TLayer extends string> = SystemLayerRecord<TLayer> | UserLayerRecord<TLayer>;
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+ /** What `Scene.add` needs to mint a node. Everything except the id is
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+ * required; the id is generated unless one is supplied. */
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  interface AddNodeSpec<TData, TLayer extends string, TPose = RectPose> {
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  kind: 'leaf' | 'container';
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  layer: TLayer;
@@ -120,10 +134,13 @@ interface AddNodeSpec<TData, TLayer extends string, TPose = RectPose> {
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  * to the node; ignored for leaves. Mirrors `ContainerNode.clipFromPose`. */
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  clipFromPose?: (pose: TPose) => Path | null;
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  }
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+ /** A custom scene mutation registered with `Scene.registerOp`: how to apply
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+ * it and how to undo it. The pair is what makes it participate in history. */
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  interface RegisteredOp<P> {
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  apply: (payload: P) => void;
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  revert: (payload: P) => void;
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  }
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+ /** One of the layers a scene is created with. */
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  interface SystemLayerSpec<TLayer extends string> {
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  id: TLayer;
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  visible?: boolean;
@@ -171,6 +188,8 @@ interface SceneRegistry<TPose> {
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  /** Maps registry keys to `clipFromPose` factory functions for container nodes. */
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  clipFromPose?: Readonly<Record<string, (pose: TPose) => Path | null>>;
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  }
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+ /** Options for `useScene` — the layers the scene has, what it starts out
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+ * holding, and how its history behaves. */
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  interface UseSceneOptions<TData, TLayer extends string, TPose = RectPose> {
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  systemLayers: readonly SystemLayerSpec<TLayer>[];
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  initial?: readonly AddNodeSpec<TData, TLayer, TPose>[];
@@ -204,6 +223,18 @@ interface UseSceneOptions<TData, TLayer extends string, TPose = RectPose> {
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  * wire it after construction via `scene.setActiveJournalAccessor(fn)`. */
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  getActiveJournal?: () => _weasel_js_history.Journal | null;
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  }
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+ /**
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+ * The kit-owned scene tree: nodes, layers, and the undo history over both.
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+ *
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+ * A scene is logical, not visual — it says what exists and where, and nothing
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+ * about how it is painted. Every mutating method is undoable, and reads are
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+ * snapshots rather than live views. Nodes are addressed by `NodeId`; hold ids
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+ * across mutations, not node objects.
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+ *
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+ * Three type parameters keep it domain-agnostic: `TData` is the app's payload,
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+ * which the kit never inspects; `TPose` is the transform shape, `RectPose` by
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+ * default; `TLayer` is the union of layer names.
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+ */
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  interface Scene<TData, TLayer extends string, TPose = RectPose> {
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  readonly nodes: ReadonlyMap<NodeId, Node<TData, TLayer, TPose>>;
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  readonly roots: readonly NodeId[];
@@ -1,4 +1,4 @@
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- import { M as Mat3 } from './DrawCommand-DCmiNkBj.js';
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+ import { M as Mat3 } from './DrawCommand-BbPrSTra.js';
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  /**
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  * GL texture upload cache for ImageBitmap objects.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@weasel-js/core",
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- "version": "1.0.2",
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+ "version": "1.0.4",
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  "description": "Domain-agnostic 2D scene graph primitives for React: viewport math, drag/resize/insert/clone interactions, layered canvas rendering.",
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  "license": "MIT",
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  "author": "orochi235",
@@ -74,11 +74,11 @@
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  "react": ">=18"
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  },
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  "dependencies": {
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- "@weasel-js/font": "1.0.2",
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- "@weasel-js/geom": "1.0.2",
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- "@weasel-js/gestures": "1.0.2",
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- "@weasel-js/history": "1.0.2",
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- "@weasel-js/modes": "1.0.2",
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+ "@weasel-js/font": "1.0.4",
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+ "@weasel-js/geom": "1.0.4",
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+ "@weasel-js/gestures": "1.0.4",
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+ "@weasel-js/history": "1.0.4",
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+ "@weasel-js/modes": "1.0.4",
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  "earcut": "2.2.4",
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  "polygon-clipping": "^0.15.7"
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  },
@@ -1 +0,0 @@
1
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* Units — a tiny customizable unit system for canvas-kit APIs.\n *\n * The kit stores all coordinates as bare numbers in a single base unit\n * chosen by the consumer app. To make API call sites self-documenting,\n * the public surface accepts `UnitValue` — either a bare number (interpreted\n * as base units) or a `{ value, unit }` tag that's resolved against a\n * `UnitSystem` at the API boundary. Internals never see units.\n *\n * Linear factors only. No per-axis units. No mixed-unit arithmetic.\n */\n\n/** A unit name (e.g. `'in'`, `'ft'`, `'mm'`). Looked up in a `UnitSystem`. */\nexport type Unit = string;\n\n/** Conversion table mapping unit names to factors against a base unit. */\nexport interface UnitSystem {\n /** Name of the base unit, e.g. 'in'. All conversions resolve to this. */\n base: Unit;\n /** Factor to multiply a value in `unit` by to get base units. base unit's factor is 1. */\n units: Record<Unit, number>;\n}\n\n/** Value at a unit-aware API boundary: bare number (in base units) or `{ value, unit }` tag. */\nexport type UnitValue = number | { value: number; unit: Unit };\n\n/**\n * Resolve a UnitValue to a number in base units.\n * - bare number: returned as-is (assumed base)\n * - tagged: looks up factor; throws if unit not in unit system\n */\nexport function resolveUnit(v: UnitValue, unitSystem?: UnitSystem): number {\n if (typeof v === 'number') return v;\n if (!unitSystem) {\n throw new Error(\n `resolveUnit: tagged value { value: ${v.value}, unit: '${v.unit}' } requires a UnitSystem`,\n );\n }\n const factor = unitSystem.units[v.unit];\n if (factor === undefined) {\n const known = Object.keys(unitSystem.units).join(', ') || '(none)';\n throw new Error(\n `resolveUnit: unknown unit '${v.unit}' (system base: '${unitSystem.base}', known units: ${known})`,\n );\n }\n return v.value * factor;\n}\n\n/**\n * Format a base-unit number as a string in the named display unit.\n * e.g. formatUnit(36, 'ft', IMPERIAL_INCHES) => '3ft'\n * Default precision: 2. Trailing zeros trimmed.\n */\nexport function formatUnit(\n baseValue: number,\n displayUnit: Unit,\n unitSystem: UnitSystem,\n opts?: { precision?: number; suffix?: boolean },\n): string {\n const factor = unitSystem.units[displayUnit];\n if (factor === undefined) {\n const known = Object.keys(unitSystem.units).join(', ') || '(none)';\n throw new Error(\n `formatUnit: unknown unit '${displayUnit}' (system base: '${unitSystem.base}', known units: ${known})`,\n );\n }\n const precision = opts?.precision ?? 2;\n const suffix = opts?.suffix ?? true;\n const display = baseValue / factor;\n // Trim trailing zeros (and a dangling decimal point) without losing precision.\n let s = display.toFixed(precision);\n if (s.includes('.')) {\n s = s.replace(/0+$/, '').replace(/\\.$/, '');\n }\n return suffix ? `${s}${displayUnit}` : s;\n}\n\n/** Imperial unit system with base 'in'. */\nexport const IMPERIAL_INCHES: UnitSystem = {\n base: 'in',\n units: { in: 1, ft: 12, yd: 36, mi: 63360 },\n};\n\n/** Metric unit system with base 'mm'. */\nexport const METRIC_MM: UnitSystem = {\n base: 'mm',\n units: { mm: 1, cm: 10, m: 1000, km: 1_000_000 },\n};\n\n/** Pixel unit system — sole unit is the base. */\nexport const PIXELS: UnitSystem = {\n base: 'px',\n units: { px: 1 },\n};\n","/**\n * Path data model. Vector-graphics primitive used kit-wide as the canonical\n * shape (replacing per-shape ad-hoc poses). SVG-style command stream so we\n * cover lines, polygons, beziers, and multi-contour shapes (think the inner\n * hole of an \"O\") under one type.\n *\n * Storage: command codes in a `Uint8Array`, parameters in a `Float32Array`.\n * Each command consumes a fixed number of float coords from the parameter\n * array; the parser walks both arrays in lockstep. This keeps interaction\n * hot loops monomorphic and keeps GC pressure low under heavy edits.\n *\n * Two path subtypes are distinguished at the type level so common-case\n * machinery (selection AABBs, area-select intersection, hit-testing rect\n * silhouettes) can short-circuit on `RectPath` without paying the polygon\n * kernel cost. Polymorphic kernels accept either via the `Path` union and\n * dispatch on `kind`.\n */\n\n/** Command code: moveTo. */\nexport const PATH_M = 0;\n/** Command code: lineTo. */\nexport const PATH_L = 1;\n/** Command code: cubic bezier (`bezierCurveTo`). */\nexport const PATH_C = 2;\n/** Command code: quadratic bezier (`quadraticCurveTo`). */\nexport const PATH_Q = 3;\n/** Command code: close subpath. */\nexport const PATH_Z = 4;\n\n/** Float coords consumed by each command, indexed by command code. */\nexport const PATH_CMD_LENGTHS: readonly number[] = [2, 2, 6, 4, 0];\n\n/** Fill rule used by polygon path hit-testing and `ctx.fill()`. */\nexport type PathFillRule = 'nonzero' | 'evenodd';\n\n/**\n * Polygon path with arbitrary contours and optional bezier segments.\n * Multi-contour: each `M` opens a new subpath; `Z` closes the current one.\n * Open subpaths (no `Z`) render as polylines and don't contribute to fills.\n */\nexport interface PolygonPath {\n kind: 'polygon';\n commands: Uint8Array;\n coords: Float32Array;\n fillRule: PathFillRule;\n}\n\n/**\n * Axis-aligned rectangle. Fast path for the (very common) case where the\n * shape is just a rect — preserves O(1) bounds and hit-test, avoids the\n * polygon kernel entirely. Promote to `PolygonPath` only when the shape\n * grows beyond what a rect can express.\n */\nexport interface RectPath {\n kind: 'rect';\n x: number;\n y: number;\n width: number;\n height: number;\n}\n\n/** Canonical path shape — either an axis-aligned rect (fast path) or a polygon command stream. */\nexport type Path = PolygonPath | RectPath;\n","/**\n * AABB bounds of a `Path`. Returned as `RectPath` for direct reuse with the\n * rect fast path machinery (selection AABB, area-select intersection).\n *\n * `RectPath` is its own bounds — O(1). For `PolygonPath`, walk segment by\n * segment, computing the tight bound per segment:\n *\n * - `M` / `L`: just the endpoint.\n * - `Q`: quadratic Bezier — endpoints plus axis-aligned extrema (one\n * possible inflection per axis).\n * - `C`: cubic Bezier — endpoints plus axis-aligned extrema (up to two\n * possible inflections per axis, found via the quadratic formula on\n * the derivative).\n *\n * Control points are NOT included directly; they're used only to compute\n * extrema that actually lie on the curve. This avoids the classic \"AABB\n * extends past where the curve visibly reaches\" bug for curved paths whose\n * control points poke outside the visible extent.\n *\n * Empty paths (no commands) return a zero-size rect anchored at the\n * origin — the convention used elsewhere in the kit for missing geometry.\n */\n\nimport { cubicBounds, elevateQuadraticToCubic } from '@weasel-js/geom';\nimport {\n PATH_C,\n PATH_L,\n PATH_M,\n PATH_Q,\n PATH_Z,\n type Path,\n type RectPath,\n} from './types';\n\n/** AABB of a `Path`, returned as a `RectPath` for direct reuse with rect-fast-path machinery. */\nexport function boundsOfPath(path: Path): RectPath {\n if (path.kind === 'rect') return path;\n\n const { commands, coords } = path;\n if (commands.length === 0) {\n return { kind: 'rect', x: 0, y: 0, width: 0, height: 0 };\n }\n\n let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n let ci = 0;\n let seen = false;\n // Pen position carried across segments — needed because curves are\n // defined relative to the previous endpoint, which is itself the start\n // of the next segment but not re-encoded in `coords`.\n let px = 0, py = 0;\n\n const include = (x: number, y: number) => {\n if (x < minX) minX = x;\n if (x > maxX) maxX = x;\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n seen = true;\n };\n\n for (let i = 0; i < commands.length; i++) {\n const cmd = commands[i];\n switch (cmd) {\n case PATH_M:\n case PATH_L: {\n const x = coords[ci], y = coords[ci + 1];\n include(x, y);\n px = x; py = y;\n ci += 2;\n break;\n }\n case PATH_C: {\n const x1 = coords[ci], y1 = coords[ci + 1];\n const x2 = coords[ci + 2], y2 = coords[ci + 3];\n const x3 = coords[ci + 4], y3 = coords[ci + 5];\n const [bMinX, bMinY, bMaxX, bMaxY] = cubicBounds(px, py, x1, y1, x2, y2, x3, y3);\n include(bMinX, bMinY);\n include(bMaxX, bMaxY);\n px = x3; py = y3;\n ci += 6;\n break;\n }\n case PATH_Q: {\n const qx1 = coords[ci], qy1 = coords[ci + 1];\n const qx2 = coords[ci + 2], qy2 = coords[ci + 3];\n const [c1x, c1y, c2x, c2y] = elevateQuadraticToCubic(px, py, qx1, qy1, qx2, qy2);\n const [bMinX, bMinY, bMaxX, bMaxY] = cubicBounds(px, py, c1x, c1y, c2x, c2y, qx2, qy2);\n include(bMinX, bMinY);\n include(bMaxX, bMaxY);\n px = qx2; py = qy2;\n ci += 4;\n break;\n }\n case PATH_Z:\n break;\n default:\n throw new Error(`boundsOfPath: unknown command ${cmd}`);\n }\n }\n\n if (!seen) return { kind: 'rect', x: 0, y: 0, width: 0, height: 0 };\n return { kind: 'rect', x: minX, y: minY, width: maxX - minX, height: maxY - minY };\n}\n\n","/**\n * Bezier flattening — subdivide cubic and quadratic segments into polyline\n * approximations within a flatness tolerance. Used by hit-testing and\n * (eventually) any kernel that doesn't want to special-case curves.\n *\n * The flatness metric is the maximum perpendicular distance from any\n * control point to the chord between endpoints. When that distance falls\n * below `tolerance`, the segment is \"flat enough\" and emitted as a single\n * line segment.\n *\n * Tolerance is in world units. 0.5 is a sensible default for screen-rate\n * rendering at 1× zoom; consumers that zoom in heavily should pass a\n * tighter tolerance.\n */\n\nexport const DEFAULT_FLATTEN_TOLERANCE = 0.5;\n\n/** Distance from point P to line AB (perpendicular). */\nfunction distPointToLine(px: number, py: number, ax: number, ay: number, bx: number, by: number): number {\n const dx = bx - ax;\n const dy = by - ay;\n const len2 = dx * dx + dy * dy;\n if (len2 === 0) {\n const ex = px - ax;\n const ey = py - ay;\n return Math.sqrt(ex * ex + ey * ey);\n }\n const cross = (px - ax) * dy - (py - ay) * dx;\n return Math.abs(cross) / Math.sqrt(len2);\n}\n\n/**\n * Recursively subdivide a cubic bezier (P0..P3) and append `lineTo`-style\n * vertices to `out` (interleaved x,y). The starting endpoint is *not*\n * appended — callers usually emitted it as the segment's previous vertex.\n */\nexport function flattenCubic(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n x3: number, y3: number,\n tolerance: number,\n out: number[],\n): void {\n const d1 = distPointToLine(x1, y1, x0, y0, x3, y3);\n const d2 = distPointToLine(x2, y2, x0, y0, x3, y3);\n if (Math.max(d1, d2) <= tolerance) {\n out.push(x3, y3);\n return;\n }\n // De Casteljau split at t=0.5\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x23 = (x2 + x3) * 0.5, y23 = (y2 + y3) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n const x123 = (x12 + x23) * 0.5, y123 = (y12 + y23) * 0.5;\n const x0123 = (x012 + x123) * 0.5, y0123 = (y012 + y123) * 0.5;\n flattenCubic(x0, y0, x01, y01, x012, y012, x0123, y0123, tolerance, out);\n flattenCubic(x0123, y0123, x123, y123, x23, y23, x3, y3, tolerance, out);\n}\n\n/** Recursively subdivide a quadratic bezier (P0, P1, P2). */\nexport function flattenQuadratic(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n tolerance: number,\n out: number[],\n): void {\n const d = distPointToLine(x1, y1, x0, y0, x2, y2);\n if (d <= tolerance) {\n out.push(x2, y2);\n return;\n }\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n flattenQuadratic(x0, y0, x01, y01, x012, y012, tolerance, out);\n flattenQuadratic(x012, y012, x12, y12, x2, y2, tolerance, out);\n}\n\n/**\n * Like `flattenCubic` but also appends, for each new flattened point, its\n * arc-length fraction `t` (relative to the polyline distance accumulated so\n * far inside this curve) to `arcOut`. Caller then post-processes the segment's\n * `arcOut` range by dividing each by the segment's total flattened arc length\n * to yield t ∈ (0, 1].\n *\n * The returned values are *cumulative distance from the segment start*, not\n * normalized fractions. Two-pass design (accumulate, then divide) keeps the\n * recursive splitter simple — it doesn't need to know the total length up\n * front.\n */\nexport function flattenCubicWithArcLen(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n x3: number, y3: number,\n tolerance: number,\n out: number[],\n arcOut: number[],\n): number {\n return flattenCubicArcRec(x0, y0, x1, y1, x2, y2, x3, y3, tolerance, out, arcOut, 0);\n}\n\nfunction flattenCubicArcRec(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n x3: number, y3: number,\n tolerance: number,\n out: number[],\n arcOut: number[],\n accum: number,\n): number {\n const d1 = distPointToLine(x1, y1, x0, y0, x3, y3);\n const d2 = distPointToLine(x2, y2, x0, y0, x3, y3);\n if (Math.max(d1, d2) <= tolerance) {\n const lastX = out.length >= 2 ? out[out.length - 2] : x0;\n const lastY = out.length >= 2 ? out[out.length - 1] : y0;\n const seg = Math.hypot(x3 - lastX, y3 - lastY);\n accum += seg;\n out.push(x3, y3);\n arcOut.push(accum);\n return accum;\n }\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x23 = (x2 + x3) * 0.5, y23 = (y2 + y3) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n const x123 = (x12 + x23) * 0.5, y123 = (y12 + y23) * 0.5;\n const x0123 = (x012 + x123) * 0.5, y0123 = (y012 + y123) * 0.5;\n accum = flattenCubicArcRec(x0, y0, x01, y01, x012, y012, x0123, y0123, tolerance, out, arcOut, accum);\n accum = flattenCubicArcRec(x0123, y0123, x123, y123, x23, y23, x3, y3, tolerance, out, arcOut, accum);\n return accum;\n}\n\nexport function flattenQuadraticWithArcLen(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n tolerance: number,\n out: number[],\n arcOut: number[],\n): number {\n return flattenQuadraticArcRec(x0, y0, x1, y1, x2, y2, tolerance, out, arcOut, 0);\n}\n\nfunction flattenQuadraticArcRec(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n tolerance: number,\n out: number[],\n arcOut: number[],\n accum: number,\n): number {\n const d = distPointToLine(x1, y1, x0, y0, x2, y2);\n if (d <= tolerance) {\n const lastX = out.length >= 2 ? out[out.length - 2] : x0;\n const lastY = out.length >= 2 ? out[out.length - 1] : y0;\n const seg = Math.hypot(x2 - lastX, y2 - lastY);\n accum += seg;\n out.push(x2, y2);\n arcOut.push(accum);\n return accum;\n }\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n accum = flattenQuadraticArcRec(x0, y0, x01, y01, x012, y012, tolerance, out, arcOut, accum);\n accum = flattenQuadraticArcRec(x012, y012, x12, y12, x2, y2, tolerance, out, arcOut, accum);\n return accum;\n}\n\n","/**\n * Point-in-path hit-testing. `RectPath` short-circuits to AABB compare\n * (O(1)). `PolygonPath` walks the command stream, flattening any bezier\n * segments to line segments, then runs ray-casting (even-odd) or\n * winding-number (non-zero) per the path's `fillRule`.\n *\n * Open subpaths (no `Z`) are skipped for filled hit-testing — they have\n * no enclosed area. For open polylines (strokes), use `strokeHitTest`\n * which computes point-to-segment distance against the flattened\n * polyline and returns true within a configurable threshold.\n */\n\nimport { flattenCubic, flattenQuadratic, DEFAULT_FLATTEN_TOLERANCE } from './flatten';\nimport {\n PATH_C,\n PATH_L,\n PATH_M,\n PATH_Q,\n PATH_Z,\n type Path,\n type PolygonPath,\n} from './types';\n\n/** Options for `pointInPath`. */\nexport interface PointInPathOptions {\n /** Bezier flattening tolerance in world units. Default 0.5. */\n tolerance?: number;\n}\n\n/** Filled-region hit-test for a `Path`. Rect short-circuits to AABB; polygons run ray-cast / winding per `fillRule`. */\nexport function pointInPath(\n path: Path,\n x: number,\n y: number,\n opts: PointInPathOptions = {},\n): boolean {\n if (path.kind === 'rect') {\n return x >= path.x && x <= path.x + path.width && y >= path.y && y <= path.y + path.height;\n }\n return pointInPolygonPath(path, x, y, opts.tolerance ?? DEFAULT_FLATTEN_TOLERANCE);\n}\n\nfunction pointInPolygonPath(path: PolygonPath, x: number, y: number, tolerance: number): boolean {\n const { commands, coords, fillRule } = path;\n if (commands.length === 0) return false;\n\n // Walk the command stream; flatten beziers into per-subpath vertex arrays.\n // For each closed subpath, accumulate winding/crossings against (x, y).\n let crossings = 0;\n let winding = 0;\n\n let subStartX = 0, subStartY = 0;\n let curX = 0, curY = 0;\n let subVerts: number[] = []; // flat [x, y, x, y, ...] for current subpath\n let subOpen = false;\n\n const flushSubpath = (closed: boolean) => {\n if (closed && subVerts.length >= 4) {\n // Close the subpath back to its start.\n subVerts.push(subStartX, subStartY);\n // Now subVerts is a closed polyline; tally crossings/winding.\n for (let i = 0; i < subVerts.length - 2; i += 2) {\n const ax = subVerts[i], ay = subVerts[i + 1];\n const bx = subVerts[i + 2], by = subVerts[i + 3];\n if (segmentCrossesRayRight(x, y, ax, ay, bx, by)) {\n crossings++;\n if (ay <= y && by > y) winding++;\n else if (by <= y && ay > y) winding--;\n }\n }\n }\n subVerts = [];\n subOpen = false;\n };\n\n let ci = 0;\n for (let i = 0; i < commands.length; i++) {\n const cmd = commands[i];\n switch (cmd) {\n case PATH_M: {\n if (subOpen) flushSubpath(false);\n subStartX = coords[ci]; subStartY = coords[ci + 1];\n curX = subStartX; curY = subStartY;\n subVerts.push(curX, curY);\n subOpen = true;\n ci += 2;\n break;\n }\n case PATH_L: {\n curX = coords[ci]; curY = coords[ci + 1];\n subVerts.push(curX, curY);\n ci += 2;\n break;\n }\n case PATH_C: {\n const x1 = coords[ci], y1 = coords[ci + 1];\n const x2 = coords[ci + 2], y2 = coords[ci + 3];\n const x3 = coords[ci + 4], y3 = coords[ci + 5];\n flattenCubic(curX, curY, x1, y1, x2, y2, x3, y3, tolerance, subVerts);\n curX = x3; curY = y3;\n ci += 6;\n break;\n }\n case PATH_Q: {\n const x1 = coords[ci], y1 = coords[ci + 1];\n const x2 = coords[ci + 2], y2 = coords[ci + 3];\n flattenQuadratic(curX, curY, x1, y1, x2, y2, tolerance, subVerts);\n curX = x2; curY = y2;\n ci += 4;\n break;\n }\n case PATH_Z: {\n flushSubpath(true);\n curX = subStartX; curY = subStartY;\n break;\n }\n default:\n throw new Error(`pointInPath: unknown command ${cmd}`);\n }\n }\n if (subOpen) flushSubpath(false);\n\n return fillRule === 'evenodd' ? (crossings & 1) === 1 : winding !== 0;\n}\n\n/**\n * Does the rightward horizontal ray from (x, y) cross segment (ax,ay)→(bx,by)?\n * Standard half-open rule (segments touching from above count, from below\n * don't) — avoids double-counting at shared vertices.\n */\nfunction segmentCrossesRayRight(\n x: number, y: number,\n ax: number, ay: number,\n bx: number, by: number,\n): boolean {\n if ((ay > y) === (by > y)) return false;\n const xCross = ax + ((y - ay) / (by - ay)) * (bx - ax);\n return x < xCross;\n}\n\n/** Options for {@link strokeHitTest}. */\nexport interface StrokeHitTestOptions {\n /** Bezier flattening tolerance in world units. Default 0.5. */\n tolerance?: number;\n}\n\n/**\n * Stroke-distance hit-test. Returns true when (x, y) lies within\n * `threshold` world units of the path's outline — i.e. when a stroke\n * of total width `2 * threshold` drawn along the path would cover the\n * point.\n *\n * Works for both closed and open subpaths — unlike {@link pointInPath},\n * which only tests filled regions. Use this for picking on open\n * polylines / curves and for adding stroke-clickability to closed\n * shapes (logical OR with `pointInPath` when both behaviors are\n * desired).\n *\n * `threshold` is typically the stroke's half-width plus a small slop\n * (e.g. `strokeWidth / 2 + 4`). Cap segments are approximated by the\n * threshold radius around each anchor — the test treats every flattened\n * segment as a capsule of width `2 * threshold`.\n */\nexport function strokeHitTest(\n path: Path,\n x: number,\n y: number,\n threshold: number,\n opts: StrokeHitTestOptions = {},\n): boolean {\n const t2 = threshold * threshold;\n if (path.kind === 'rect') {\n const { x: rx, y: ry, width: w, height: h } = path;\n return (\n pointSegmentDist2(x, y, rx, ry, rx + w, ry) <= t2\n || pointSegmentDist2(x, y, rx + w, ry, rx + w, ry + h) <= t2\n || pointSegmentDist2(x, y, rx + w, ry + h, rx, ry + h) <= t2\n || pointSegmentDist2(x, y, rx, ry + h, rx, ry) <= t2\n );\n }\n return polylineWithinThreshold(path, x, y, t2, opts.tolerance ?? DEFAULT_FLATTEN_TOLERANCE);\n}\n\nfunction polylineWithinThreshold(\n path: PolygonPath,\n px: number, py: number,\n t2: number,\n tolerance: number,\n): boolean {\n const { commands, coords } = path;\n if (commands.length === 0) return false;\n\n // Reuse pointInPath's command-stream + flatten walk; check distance from\n // (px, py) to each emitted segment instead of accumulating crossings.\n let subStartX = 0, subStartY = 0;\n let curX = 0, curY = 0;\n let subVerts: number[] = [];\n let subOpen = false;\n\n const checkSegments = (closed: boolean): boolean => {\n if (closed && subVerts.length >= 4) subVerts.push(subStartX, subStartY);\n for (let i = 0; i < subVerts.length - 2; i += 2) {\n if (pointSegmentDist2(px, py, subVerts[i], subVerts[i + 1], subVerts[i + 2], subVerts[i + 3]) <= t2) {\n return true;\n }\n }\n return false;\n };\n\n let ci = 0;\n for (let i = 0; i < commands.length; i++) {\n const cmd = commands[i];\n switch (cmd) {\n case PATH_M: {\n if (subOpen) {\n if (checkSegments(false)) return true;\n subVerts = [];\n }\n subStartX = coords[ci]; subStartY = coords[ci + 1];\n curX = subStartX; curY = subStartY;\n subVerts.push(curX, curY);\n subOpen = true;\n ci += 2;\n break;\n }\n case PATH_L: {\n curX = coords[ci]; curY = coords[ci + 1];\n subVerts.push(curX, curY);\n ci += 2;\n break;\n }\n case PATH_C: {\n const x1 = coords[ci], y1 = coords[ci + 1];\n const x2 = coords[ci + 2], y2 = coords[ci + 3];\n const x3 = coords[ci + 4], y3 = coords[ci + 5];\n flattenCubic(curX, curY, x1, y1, x2, y2, x3, y3, tolerance, subVerts);\n curX = x3; curY = y3;\n ci += 6;\n break;\n }\n case PATH_Q: {\n const x1 = coords[ci], y1 = coords[ci + 1];\n const x2 = coords[ci + 2], y2 = coords[ci + 3];\n flattenQuadratic(curX, curY, x1, y1, x2, y2, tolerance, subVerts);\n curX = x2; curY = y2;\n ci += 4;\n break;\n }\n case PATH_Z: {\n if (checkSegments(true)) return true;\n subVerts = [];\n subOpen = false;\n curX = subStartX; curY = subStartY;\n break;\n }\n default:\n throw new Error(`strokeHitTest: unknown command ${cmd}`);\n }\n }\n if (subOpen && checkSegments(false)) return true;\n return false;\n}\n\n/** Squared distance from (px, py) to the closest point on segment (ax,ay)→(bx,by). */\nfunction pointSegmentDist2(\n px: number, py: number,\n ax: number, ay: number,\n bx: number, by: number,\n): number {\n const dx = bx - ax;\n const dy = by - ay;\n const len2 = dx * dx + dy * dy;\n if (len2 === 0) {\n const ex = px - ax, ey = py - ay;\n return ex * ex + ey * ey;\n }\n let t = ((px - ax) * dx + (py - ay) * dy) / len2;\n if (t < 0) t = 0; else if (t > 1) t = 1;\n const cx = ax + t * dx;\n const cy = ay + t * dy;\n const ex = px - cx, ey = py - cy;\n return ex * ex + ey * ey;\n}\n","/**\n * Fluent builder for `PolygonPath`. Hides the `Uint8Array` / `Float32Array`\n * encoding behind move/line/curve/close calls and a final `build()`. Use\n * this to construct paths in tests and demos; production callers that need\n * to mutate large paths in place should reach for the raw arrays directly.\n *\n * Numeric capacity grows by doubling — typical for amortized O(1) push.\n *\n * Also exposes `rectPath` / `polygonFromPoints` shortcuts for the common\n * cases. `rectPath` returns the lighter `RectPath` subtype, not a polygon.\n */\n\nimport {\n PATH_C,\n PATH_L,\n PATH_M,\n PATH_Q,\n PATH_Z,\n type PathFillRule,\n type PolygonPath,\n type RectPath,\n} from './types';\n\n/** Fluent builder for `PolygonPath`; hides the `Uint8Array`/`Float32Array` encoding behind move/line/curve/close calls. */\nexport class PathBuilder {\n private cmds: number[] = [];\n private xs: number[] = [];\n private fillRule: PathFillRule = 'nonzero';\n\n /** Seed a builder with an existing `PolygonPath`. Useful for extending\n * an in-flight path with another segment (e.g. appending a cubic to\n * the end of a curve in response to a user action) without hand-\n * reaching into the `commands` / `coords` typed arrays.\n *\n * ```ts\n * const next = PathBuilder.fromPath(current).curveTo(...).build();\n * ```\n */\n static fromPath(path: PolygonPath): PathBuilder {\n const b = new PathBuilder();\n b.cmds = Array.from(path.commands);\n b.xs = Array.from(path.coords);\n b.fillRule = path.fillRule;\n return b;\n }\n\n setFillRule(rule: PathFillRule): this {\n this.fillRule = rule;\n return this;\n }\n\n moveTo(x: number, y: number): this {\n this.cmds.push(PATH_M);\n this.xs.push(x, y);\n return this;\n }\n\n lineTo(x: number, y: number): this {\n this.cmds.push(PATH_L);\n this.xs.push(x, y);\n return this;\n }\n\n /** Cubic bezier to (x, y) with control points (x1, y1) and (x2, y2). */\n curveTo(x1: number, y1: number, x2: number, y2: number, x: number, y: number): this {\n this.cmds.push(PATH_C);\n this.xs.push(x1, y1, x2, y2, x, y);\n return this;\n }\n\n /** Quadratic bezier to (x, y) with control point (x1, y1). */\n quadTo(x1: number, y1: number, x: number, y: number): this {\n this.cmds.push(PATH_Q);\n this.xs.push(x1, y1, x, y);\n return this;\n }\n\n close(): this {\n this.cmds.push(PATH_Z);\n return this;\n }\n\n build(): PolygonPath {\n return {\n kind: 'polygon',\n commands: new Uint8Array(this.cmds),\n coords: new Float32Array(this.xs),\n fillRule: this.fillRule,\n };\n }\n}\n\n/** Construct a `RectPath` (the fast-path subtype). */\nexport function rectPath(x: number, y: number, width: number, height: number): RectPath {\n return { kind: 'rect', x, y, width, height };\n}\n\n/** Build a closed polygon from a flat list of points. */\nexport function polygonFromPoints(\n points: readonly { x: number; y: number }[],\n opts: { fillRule?: PathFillRule } = {},\n): PolygonPath {\n if (points.length === 0) {\n return {\n kind: 'polygon',\n commands: new Uint8Array(),\n coords: new Float32Array(),\n fillRule: opts.fillRule ?? 'nonzero',\n };\n }\n const b = new PathBuilder();\n if (opts.fillRule) b.setFillRule(opts.fillRule);\n b.moveTo(points[0].x, points[0].y);\n for (let i = 1; i < points.length; i++) b.lineTo(points[i].x, points[i].y);\n b.close();\n return b.build();\n}\n\n/** Cubic-Bezier kappa for circular-quadrant approximation (<1% max error). */\nconst ELLIPSE_KAPPA = 0.5522847498307936;\n\n/** Closed ellipse inscribed in `bounds`, as a 4-cubic-Bezier `PolygonPath`.\n * Matches the geometry `useEllipseTool`'s overlay paints. */\nexport function ellipsePath(\n bounds: { x: number; y: number; width: number; height: number },\n): PolygonPath {\n const cx = bounds.x + bounds.width / 2;\n const cy = bounds.y + bounds.height / 2;\n const rx = bounds.width / 2;\n const ry = bounds.height / 2;\n const ox = rx * ELLIPSE_KAPPA;\n const oy = ry * ELLIPSE_KAPPA;\n const b = new PathBuilder();\n b.moveTo(cx + rx, cy);\n b.curveTo(cx + rx, cy + oy, cx + ox, cy + ry, cx, cy + ry);\n b.curveTo(cx - ox, cy + ry, cx - rx, cy + oy, cx - rx, cy);\n b.curveTo(cx - rx, cy - oy, cx - ox, cy - ry, cx, cy - ry);\n b.curveTo(cx + ox, cy - ry, cx + rx, cy - oy, cx + rx, cy);\n b.close();\n return b.build();\n}\n\n/** Closed regular n-gon centered at `center`, circumscribed by `radius`.\n * `rotation` is in radians; default 0 puts the first vertex on the +x axis. */\nexport function regularPolygonPath(\n center: { x: number; y: number },\n radius: number,\n sides: number,\n rotation = 0,\n): PolygonPath {\n const b = new PathBuilder();\n for (let i = 0; i < sides; i++) {\n const a = rotation + (i / sides) * Math.PI * 2;\n const x = center.x + radius * Math.cos(a);\n const y = center.y + radius * Math.sin(a);\n if (i === 0) b.moveTo(x, y); else b.lineTo(x, y);\n }\n b.close();\n return b.build();\n}\n\n/** Closed n-pointed star centered at `center`, alternating `outerRadius` and\n * `innerRadius` (default `outerRadius / 2`). `rotation` is in radians. */\nexport function starPath(\n center: { x: number; y: number },\n outerRadius: number,\n points = 5,\n innerRadius: number = outerRadius / 2,\n rotation = 0,\n): PolygonPath {\n const b = new PathBuilder();\n const n = points * 2;\n for (let i = 0; i < n; i++) {\n const a = rotation + (i / n) * Math.PI * 2;\n const r = i % 2 === 0 ? outerRadius : innerRadius;\n const x = center.x + r * Math.cos(a);\n const y = center.y + r * Math.sin(a);\n if (i === 0) b.moveTo(x, y); else b.lineTo(x, y);\n }\n b.close();\n return b.build();\n}\n\n/** Open 2-vertex polyline from `a` to `b` — strokeable, not fillable. */\nexport function linePath(\n a: { x: number; y: number },\n b: { x: number; y: number },\n): PolygonPath {\n const pb = new PathBuilder();\n pb.moveTo(a.x, a.y);\n pb.lineTo(b.x, b.y);\n return pb.build();\n}\n","import { type Mat3, transformCoords } from '@weasel-js/geom';\nimport { PathBuilder } from './builder';\nimport { type Path, type PolygonPath } from './types';\n\n/** Apply an affine `Mat3` to a path's geometry.\n *\n * Axis-aligned maps (no rotation/shear, i.e. `m[1] === 0 && m[2] === 0`) keep a\n * `RectPath` a rect — the four corners stay axis-aligned, so we transform the\n * two diagonal corners and normalize negative extent (mirror). Rotation or\n * shear promotes the rect's four corners to a `PolygonPath`. Polygon paths map\n * every coord via the kernel's `transformCoords`, preserving the command stream\n * and `fillRule`. Never mutates the input.\n *\n * `Mat3` here is the 6-tuple `number[]` from `@weasel-js/geom` (DOMMatrix order:\n * `[a, b, c, d, e, f]` where `x' = a·x + c·y + e`, `y' = b·x + d·y + f`),\n * not the renderer's 9-element `Float32Array`. */\nexport function transformPath(path: Path, m: Mat3): Path {\n const [a, b, c, d, e, f] = m;\n if (path.kind === 'rect') {\n if (b === 0 && c === 0) {\n // Pure scale + translate — corners remain axis-aligned.\n const x0 = a * path.x + e;\n const y0 = d * path.y + f;\n const x1 = a * (path.x + path.width) + e;\n const y1 = d * (path.y + path.height) + f;\n return {\n kind: 'rect',\n x: Math.min(x0, x1),\n y: Math.min(y0, y1),\n width: Math.abs(x1 - x0),\n height: Math.abs(y1 - y0),\n };\n }\n // Rotation / shear — promote to polygon with the four rect corners.\n const poly = new PathBuilder()\n .moveTo(path.x, path.y)\n .lineTo(path.x + path.width, path.y)\n .lineTo(path.x + path.width, path.y + path.height)\n .lineTo(path.x, path.y + path.height)\n .close()\n .build();\n return transformPolygon(poly, m);\n }\n return transformPolygon(path, m);\n}\n\nfunction transformPolygon(path: PolygonPath, m: Mat3): PolygonPath {\n // transformCoords returns Float64Array; PolygonPath.coords is Float32Array.\n const mapped = transformCoords(path.coords, m);\n return { ...path, coords: Float32Array.from(mapped) };\n}\n","/**\n * In-place and copy-out path transforms. Translation is the most common —\n * called every pointermove during a drag — so the polygon variant mutates\n * the float buffer directly to keep allocation pressure off the GC.\n *\n * `scalePathToBounds` is for the resize interaction: given the path's\n * current AABB and the desired new AABB, scales every coordinate\n * proportionally. Degenerate source bounds (zero width/height) collapse\n * the corresponding axis to the new origin — preferable to dividing by\n * zero or refusing to resize.\n */\n\nimport { boxToBox } from '@weasel-js/geom';\nimport { boundsOfPath } from './bounds';\nimport { transformPath } from './transformPath';\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z, type Path, type PolygonPath, type RectPath } from './types';\n\n/**\n * Translate a path by (dx, dy). Returns a new instance — the kit's pose\n * model treats poses as immutable to keep React state-update semantics\n * predictable. Polygon coords are copied into a fresh `Float32Array`.\n */\nexport function translatePath(path: Path, dx: number, dy: number): Path {\n if (path.kind === 'rect') {\n return { kind: 'rect', x: path.x + dx, y: path.y + dy, width: path.width, height: path.height };\n }\n return translatePolygonCopy(path, dx, dy);\n}\n\nfunction translatePolygonCopy(path: PolygonPath, dx: number, dy: number): PolygonPath {\n const next = new Float32Array(path.coords.length);\n const { commands, coords } = path;\n let ci = 0;\n for (let i = 0; i < commands.length; i++) {\n const len = COORD_COUNT[commands[i]];\n for (let k = 0; k < len; k += 2) {\n next[ci + k] = coords[ci + k] + dx;\n next[ci + k + 1] = coords[ci + k + 1] + dy;\n }\n ci += len;\n }\n return { kind: 'polygon', commands: path.commands, coords: next, fillRule: path.fillRule };\n}\n\n/**\n * Translate a polygon path's coords *in place*. Returns the same\n * `PolygonPath` reference. Use only for transient overlay buffers — never\n * for committed scene state, which must remain immutable for React.\n */\nexport function translatePolygonInPlace(path: PolygonPath, dx: number, dy: number): PolygonPath {\n const { commands, coords } = path;\n let ci = 0;\n for (let i = 0; i < commands.length; i++) {\n const len = COORD_COUNT[commands[i]];\n for (let k = 0; k < len; k += 2) {\n coords[ci + k] += dx;\n coords[ci + k + 1] += dy;\n }\n ci += len;\n }\n return path;\n}\n\n/**\n * Scale a path's coords so its current AABB maps to `target`. Resize\n * interactions use this to make a polygon follow a corner-handle drag.\n *\n * Degenerate source axes (width or height == 0) collapse to `target.x` /\n * `target.y` — every coord on that axis becomes the new origin. Avoids\n * division by zero without throwing.\n */\nexport function scalePathToBounds(path: Path, target: RectPath): Path {\n if (path.kind === 'rect') {\n return { kind: 'rect', x: target.x, y: target.y, width: target.width, height: target.height };\n }\n const src = boundsOfPath(path);\n return scalePolygon(path, src, target);\n}\n\nfunction scalePolygon(path: PolygonPath, src: RectPath, dst: RectPath): PolygonPath {\n const m = boxToBox(src.x, src.y, src.width, src.height, dst.x, dst.y, dst.width, dst.height);\n // src/dst are axis-aligned, so the polygon stays a polygon after this pure scale+translate.\n return transformPath(path, m) as PolygonPath;\n}\n\nconst COORD_COUNT: Readonly<Record<number, number>> = {\n [PATH_M]: 2,\n [PATH_L]: 2,\n [PATH_C]: 6,\n [PATH_Q]: 4,\n [PATH_Z]: 0,\n};\n","import type { ResizePose, RotatedPose } from '../../gestures/types';\n\n/**\n * Bridges arbitrary `TPose` shapes into the resize hook's bounds-driven math.\n * The hook reads bounds via `getBounds`, runs anchor-relative math on those\n * bounds, then asks `remapBounds` to project the result back into TPose.\n *\n * `remapBounds(pose, src, dst)` is a single operation that subsumes both\n * \"set my own AABB to dst\" (single-leaf resize) and \"scale me as a leaf\n * inside parent's src→dst rect\" (group resize) — they're the same affine\n * map. For rect-shaped poses the default geometry interprets the pose as\n * its own bounds; for Path or polygon poses the consumer supplies a\n * projection that knows how to read and rewrite the underlying geometry.\n */\nexport interface PoseProjection<TPose> {\n getBounds(pose: TPose): ResizePose;\n remapBounds(pose: TPose, src: ResizePose, dst: ResizePose): TPose;\n /** Translate the pose by (dx, dy). Optional — when omitted, callers fall\n * back to a translation derived from `remapBounds` (origin shifted, no\n * scale). Path-shaped poses should provide this for performance. */\n translate?(pose: TPose, dx: number, dy: number): TPose;\n /** True iff any portion of the pose's geometry intersects `rect`. Optional\n * — when omitted, area-select and similar callers test against `getBounds`\n * AABB (looser, but correct for axis-aligned rect poses). */\n intersectsRect?(pose: TPose, rect: ResizePose): boolean;\n /** Interpolate between two poses. Optional — animation helpers fall back to\n * rect-shape lerp when omitted (which fails for non-rect poses). */\n lerp?(a: TPose, b: TPose, t: number): TPose;\n /** Read the pose's rotation in radians. Pivot is the AABB center\n * (`getBounds(pose)` center). Default 0 when omitted — descriptor\n * declares \"this pose has no rotation.\" When supplied and non-zero,\n * `useResize` projects the drag delta into the leaf's local frame,\n * runs anchor math there, and translates the resulting pose so the\n * diagonally opposite world-space corner is pinned. */\n getRotation?(pose: TPose): number;\n /** True iff this pose shape can carry a rotation. Consulted by the\n * rotation affordance to decide whether to render the rotate cursor /\n * drag-band over a selection. When omitted, the kit assumes `true` for\n * back-compat — descriptors whose poses lack `x/y/width/height/rotation`\n * fields (e.g. polygon Paths) should return `false` so the affordance\n * hides instead of exposing a non-functional rotate cursor. */\n supportsRotation?(pose: TPose): boolean;\n}\n\n/** AABB-vs-AABB overlap. Exported for callers building a default\n * `intersectsRect` from `getBounds`. */\nexport function aabbIntersectsRect(b: ResizePose, r: ResizePose): boolean {\n return b.x < r.x + r.width && b.x + b.width > r.x && b.y < r.y + r.height && b.y + b.height > r.y;\n}\n\n/** Identity geometry for `TPose extends ResizePose`. Treats the pose as its\n * own bounds and remaps via affine scale against `src`/`dst`. */\nexport const RECT_POSE_DESCRIPTOR: PoseProjection<ResizePose> = {\n getBounds: (p) => p,\n remapBounds: (p, src, dst) => {\n const sx = src.width === 0 ? 1 : dst.width / src.width;\n const sy = src.height === 0 ? 1 : dst.height / src.height;\n return {\n ...p,\n x: dst.x + (p.x - src.x) * sx,\n y: dst.y + (p.y - src.y) * sy,\n width: p.width * sx,\n height: p.height * sy,\n };\n },\n translate: (p, dx, dy) => ({ ...p, x: p.x + dx, y: p.y + dy }),\n intersectsRect: (p, r) => aabbIntersectsRect(p, r),\n lerp: (a, b, t) => ({\n ...a,\n x: a.x + (b.x - a.x) * t,\n y: a.y + (b.y - a.y) * t,\n width: a.width + (b.width - a.width) * t,\n height: a.height + (b.height - a.height) * t,\n }),\n};\n\n/** Identity geometry for `RotatedPose`. Inherits rect-shape projection\n * from `RECT_POSE_DESCRIPTOR` (the `RotatedPose extends ResizePose`\n * subtype lets the rect descriptor's methods apply directly; `remapBounds`\n * preserves the `rotation` field via `...p` spread). Adds `getRotation` so\n * `useResize` knows to take the rotation-aware math path. */\nexport const ROTATED_POSE_DESCRIPTOR: PoseProjection<RotatedPose> = {\n getBounds: RECT_POSE_DESCRIPTOR.getBounds as PoseProjection<RotatedPose>['getBounds'],\n remapBounds: RECT_POSE_DESCRIPTOR.remapBounds as PoseProjection<RotatedPose>['remapBounds'],\n translate: RECT_POSE_DESCRIPTOR.translate as PoseProjection<RotatedPose>['translate'],\n intersectsRect: RECT_POSE_DESCRIPTOR.intersectsRect as PoseProjection<RotatedPose>['intersectsRect'],\n lerp: RECT_POSE_DESCRIPTOR.lerp as PoseProjection<RotatedPose>['lerp'],\n getRotation: (p) => p.rotation,\n};\n\n/**\n * Remap a **rotated** leaf inside a group resize.\n *\n * The naive `remapBounds` scales a leaf's axis-aligned `width`/`height` by the\n * group's per-axis factors and carries `rotation` through untouched. That is\n * right when `src`/`dst` are already expressed in the leaf's own frame — the\n * single-leaf resize path, where the drag delta was projected into that frame\n * before the anchor math ran. In a group resize they are world-frame, so the\n * leaf's local axes do not line up with the axes being scaled: at 90° a\n * horizontal stretch should grow the leaf's `height`, and the naive map grows\n * its `width`.\n *\n * What this computes is the group affine applied to the leaf's local frame,\n * with the shear dropped — the pose model is `{x, y, width, height, rotation}`\n * and cannot represent the parallelogram a non-uniform scale of a rotated box\n * actually produces. The centre moves exactly; each local axis takes the\n * length of its own image; the rotation follows the image of the local x-axis.\n *\n * Degenerates to the naive map at `rotation === 0`, and to a plain uniform\n * scale when `sx === sy`, both exactly.\n */\nexport function remapRotatedLeaf<TPose extends RotatedPose>(\n pose: TPose,\n src: ResizePose,\n dst: ResizePose,\n): TPose {\n const sx = src.width === 0 ? 1 : dst.width / src.width;\n const sy = src.height === 0 ? 1 : dst.height / src.height;\n const theta = pose.rotation ?? 0;\n const cos = Math.cos(theta);\n const sin = Math.sin(theta);\n\n // Images of the leaf's local unit axes under the group's diagonal scale.\n const ux = sx * cos, uy = sy * sin;\n const vx = -sx * sin, vy = sy * cos;\n\n const width = pose.width * Math.hypot(ux, uy);\n const height = pose.height * Math.hypot(vx, vy);\n const rotation = Math.atan2(uy, ux);\n\n // The centre is a point, so it takes the group affine directly.\n const cxNew = dst.x + (pose.x + pose.width / 2 - src.x) * sx;\n const cyNew = dst.y + (pose.y + pose.height / 2 - src.y) * sy;\n\n return {\n ...pose,\n x: cxNew - width / 2,\n y: cyNew - height / 2,\n width,\n height,\n rotation,\n };\n}\n","import { boundsOfPath } from './bounds';\nimport { pointInPath } from './hitTest';\nimport { translatePath } from './transform';\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z, type Path, type PolygonPath } from './types';\nimport { aabbIntersectsRect, type PoseProjection } from 'interactions/actions/resize/geometry';\nimport type { ResizePose } from 'interactions/gestures/types';\n\n/**\n * `PoseProjection` for `Path` poses — wires `useResize` to operate\n * on `Path` directly. `getBounds` defers to the same `boundsOfPath` kernel\n * the rest of the kit uses; `remapBounds` does an affine scale of every\n * coord against `src`/`dst`. Degenerate axes (zero src extent) collapse to\n * the new origin so resize from a flat edge doesn't produce NaN.\n *\n * Mirrors `scalePathToBounds` but takes `src` explicitly: the resize hook\n * knows the group's origin AABB and uses it for every leaf, instead of\n * each leaf scaling against its own AABB (which would ignore group context).\n */\nexport const pathPoseDescriptor: PoseProjection<Path> = {\n getBounds: (path) => boundsOfPath(path),\n remapBounds: (path, src, dst) => {\n const sx = src.width === 0 ? 0 : dst.width / src.width;\n const sy = src.height === 0 ? 0 : dst.height / src.height;\n if (path.kind === 'rect') {\n return {\n kind: 'rect',\n x: dst.x + (path.x - src.x) * sx,\n y: dst.y + (path.y - src.y) * sy,\n width: path.width * sx,\n height: path.height * sy,\n };\n }\n return remapPolygon(path, src, dst, sx, sy);\n },\n translate: (path, dx, dy) => translatePath(path, dx, dy),\n // WHY: AABB pre-test is cheap; only fall through to per-corner pointInPath\n // when the rect is fully inside the AABB (silhouette test).\n intersectsRect: (path, rect) => {\n const b = boundsOfPath(path);\n if (!aabbIntersectsRect(b, rect)) return false;\n if (path.kind === 'rect') return true;\n // Sample the rect's four corners; any inside the polygon ⇒ overlap.\n if (\n pointInPath(path, rect.x, rect.y) ||\n pointInPath(path, rect.x + rect.width, rect.y) ||\n pointInPath(path, rect.x, rect.y + rect.height) ||\n pointInPath(path, rect.x + rect.width, rect.y + rect.height)\n ) return true;\n // Conservative fallback: AABB overlap counts. Tighter edge-vs-edge test\n // would be the next step; defer until a demo demands it.\n return true;\n },\n lerp: (a, b, t) => {\n if (a.kind === 'rect' && b.kind === 'rect') {\n return {\n kind: 'rect',\n x: a.x + (b.x - a.x) * t,\n y: a.y + (b.y - a.y) * t,\n width: a.width + (b.width - a.width) * t,\n height: a.height + (b.height - a.height) * t,\n };\n }\n if (a.kind === 'polygon' && b.kind === 'polygon' && a.coords.length === b.coords.length) {\n const next = new Float32Array(a.coords.length);\n for (let i = 0; i < a.coords.length; i++) {\n next[i] = a.coords[i] + (b.coords[i] - a.coords[i]) * t;\n }\n return { kind: 'polygon', commands: a.commands, coords: next, fillRule: a.fillRule };\n }\n throw new Error('pathPoseDescriptor.lerp: incompatible path shapes');\n },\n // Path poses carry no x/y/width/height/rotation fields — the kit's\n // `wrapWithPoseRotation` helper has nothing to bind a rotation to, and\n // `remapBounds` would drop a synthetic rotation field on every commit.\n // Returning false here hides the rotation affordance for Path consumers\n // so the rotate cursor doesn't appear without a working interaction.\n supportsRotation: () => false,\n};\n\nfunction remapPolygon(path: PolygonPath, src: ResizePose, dst: ResizePose, sx: number, sy: number): PolygonPath {\n const next = new Float32Array(path.coords.length);\n const { commands, coords } = path;\n let ci = 0;\n for (let i = 0; i < commands.length; i++) {\n const len = COORD_COUNT[commands[i]];\n for (let k = 0; k < len; k += 2) {\n next[ci + k] = dst.x + (coords[ci + k] - src.x) * sx;\n next[ci + k + 1] = dst.y + (coords[ci + k + 1] - src.y) * sy;\n }\n ci += len;\n }\n return { kind: 'polygon', commands: path.commands, coords: next, fillRule: path.fillRule };\n}\n\nconst COORD_COUNT: Readonly<Record<number, number>> = {\n [PATH_M]: 2,\n [PATH_L]: 2,\n [PATH_C]: 6,\n [PATH_Q]: 4,\n [PATH_Z]: 0,\n};\n","import type { Path } from 'features/paths/types';\nimport { pathPoseDescriptor } from 'features/paths/poseDescriptor';\nimport { RECT_POSE_DESCRIPTOR, type PoseProjection } from './geometry';\n\n/** True for Path-shaped poses (`{kind: 'polygon' | 'rect'}`). Useful for\n * callers that need to fork between `pathPoseDescriptor` and\n * `RECT_POSE_DESCRIPTOR` without forcing the consumer to wire `geometry`\n * explicitly. */\nexport function isPathLike(p: unknown): p is Path {\n return !!p && typeof p === 'object' && 'kind' in p\n && ((p as { kind: unknown }).kind === 'polygon' || (p as { kind: unknown }).kind === 'rect');\n}\n\n/** Per-call dispatch: if the pose looks like a Path, route to\n * `pathPoseDescriptor`; otherwise treat as a plain rect pose. Avoids forcing\n * demos with Path TPose to wire `geometry={pathPoseDescriptor}` explicitly.\n * `getRotation` surfaces a `pose.rotation` field on non-Path poses so demos\n * using rect-with-rotation shapes (e.g. `RotatedPose`) don't have to wire\n * `geometry={ROTATED_POSE_DESCRIPTOR}` just to get rotated selection chrome\n * and rotation-aware corner hit-tests. */\nexport const AUTO_POSE_DESCRIPTOR: PoseProjection<unknown> = {\n getBounds: (p) => isPathLike(p)\n ? pathPoseDescriptor.getBounds(p)\n : RECT_POSE_DESCRIPTOR.getBounds(p as { x: number; y: number; width: number; height: number }),\n remapBounds: (p, src, dst) => isPathLike(p)\n ? pathPoseDescriptor.remapBounds(p, src, dst)\n : RECT_POSE_DESCRIPTOR.remapBounds(p as { x: number; y: number; width: number; height: number }, src, dst),\n translate: (p, dx, dy) => isPathLike(p)\n ? pathPoseDescriptor.translate!(p, dx, dy)\n : RECT_POSE_DESCRIPTOR.translate!(p as { x: number; y: number; width: number; height: number }, dx, dy),\n intersectsRect: (p, rect) => isPathLike(p)\n ? pathPoseDescriptor.intersectsRect!(p, rect)\n : RECT_POSE_DESCRIPTOR.intersectsRect!(p as { x: number; y: number; width: number; height: number }, rect),\n getRotation: (p) => {\n if (isPathLike(p)) return 0;\n const r = (p as { rotation?: unknown }).rotation;\n return typeof r === 'number' ? r : 0;\n },\n // Path-shaped poses can't carry rotation (see `pathPoseDescriptor`).\n // Everything else flows through `wrapWithPoseRotation`'s x/y/w/h gate at\n // paint time, so report `true` and let the wrapper no-op for poses\n // missing AABB fields.\n supportsRotation: (p) => !isPathLike(p),\n};\n","import type { SnapStrategy } from '../../types';\nimport { resolveUnit, type UnitSystem, type UnitValue } from 'core/units';\nimport type { DebugSink } from '../../../../debug/types';\nimport { isPathLike } from 'interactions/actions/resize/autoPoseDescriptor';\nimport { boundsOfPath } from 'features/paths/bounds';\nimport { translatePath } from 'features/paths/transform';\nimport type { Path } from 'features/paths/types';\n\n/**\n * Projection used by `gridSnapStrategy` when `TPose` doesn't expose `{x,y}`\n * directly (Path, polygon, etc.). The strategy reads the snap point via\n * `getOrigin`, rounds it to the grid, then asks `translate` to move the\n * pose by the resulting delta.\n */\nexport interface OriginProjection<TPose> {\n getOrigin(pose: TPose): { x: number; y: number };\n translate(pose: TPose, dx: number, dy: number): TPose;\n}\n\n/** Identity projection for `TPose extends { x; y }`. */\nexport const RECT_ORIGIN_PROJECTION: OriginProjection<{ x: number; y: number }> = {\n getOrigin: (p) => ({ x: p.x, y: p.y }),\n translate: (p, dx, dy) => ({ ...p, x: p.x + dx, y: p.y + dy }),\n};\n\n/** Per-call dispatch: routes Path-shaped poses to the path origin/translate\n * helpers and everything else to `RECT_ORIGIN_PROJECTION`. Default for\n * `gridSnapStrategy` so consumers with Path TPose don't have to thread\n * `pathOriginProjection` explicitly. */\nexport const AUTO_ORIGIN_PROJECTION: OriginProjection<unknown> = {\n getOrigin: (p) => {\n if (isPathLike(p)) {\n const b = boundsOfPath(p as Path);\n return { x: b.x, y: b.y };\n }\n const r = p as { x: number; y: number };\n return { x: r.x, y: r.y };\n },\n translate: (p, dx, dy) => {\n if (isPathLike(p)) return translatePath(p as Path, dx, dy);\n const r = p as { x: number; y: number };\n return { ...r, x: r.x + dx, y: r.y + dy };\n },\n};\n\n/** Snap-strategy that rounds the pose's origin to the nearest multiple of\n * `spacing` (resolved through `unitSystem`). For non-rect TPose pass an\n * `OriginProjection` so the strategy knows how to read/write the origin. */\nexport function gridSnapStrategy<TPose>(\n spacing: UnitValue,\n unitSystem?: UnitSystem,\n): SnapStrategy<TPose>;\nexport function gridSnapStrategy<TPose>(\n spacing: UnitValue,\n opts: { unitSystem?: UnitSystem; debug?: DebugSink },\n): SnapStrategy<TPose>;\nexport function gridSnapStrategy<TPose>(\n spacing: UnitValue,\n opts: { unitSystem?: UnitSystem; origin: OriginProjection<TPose>; debug?: DebugSink },\n): SnapStrategy<TPose>;\n/** Snap-strategy that rounds the pose's origin to the nearest multiple of\n * `spacing` (resolved through `unitSystem`). For non-rect TPose pass an\n * `OriginProjection` so the strategy knows how to read/write the origin. */\nexport function gridSnapStrategy<TPose>(\n spacing: UnitValue,\n arg?: UnitSystem | { unitSystem?: UnitSystem; origin?: OriginProjection<TPose>; debug?: DebugSink },\n): SnapStrategy<TPose> {\n const isOpts =\n typeof arg === 'object' &&\n arg !== null &&\n ('origin' in arg || 'debug' in arg || 'unitSystem' in arg) &&\n !('base' in arg);\n const optsArg = isOpts\n ? (arg as { unitSystem?: UnitSystem; origin?: OriginProjection<TPose>; debug?: DebugSink })\n : null;\n const unitSystem = optsArg ? optsArg.unitSystem : (arg as UnitSystem | undefined);\n const proj: OriginProjection<TPose> = optsArg && optsArg.origin\n ? optsArg.origin\n : (AUTO_ORIGIN_PROJECTION as unknown as OriginProjection<TPose>);\n const debug: DebugSink | undefined = optsArg ? optsArg.debug : undefined;\n const c = resolveUnit(spacing, unitSystem);\n return {\n snap(pose) {\n const o = proj.getOrigin(pose);\n const sx = Math.round(o.x / c) * c;\n const sy = Math.round(o.y / c) * c;\n debug?.recordSnapCandidate({ x: sx, y: sy }, true);\n return proj.translate(pose, sx - o.x, sy - o.y);\n },\n };\n}\n\n/**\n * Compute the integer cell `{col, row}` that contains `point`, given a grid\n * `spacing` and optional `origin` and `unitSystem`. Pair with\n * `createCellHighlightLayer` (its `getCell` callback) to draw a snap-target\n * preview that uses the same spacing as `gridSnapStrategy` — so the visual\n * and behavioral grids stay in lockstep:\n *\n * const SPACING = 20;\n * const snap = gridSnapStrategy(SPACING);\n * // visual grid:\n * createGridLayer({ spacing: SPACING, bounds: () => ... });\n * // hover-preview overlay:\n * createCellHighlightLayer({\n * spacing: SPACING,\n * getCell: () => hoverPoint && pointToGridCell(hoverPoint, SPACING),\n * });\n */\nexport function pointToGridCell(\n point: { x: number; y: number },\n spacing: UnitValue,\n unitSystem?: UnitSystem,\n origin: { x: number; y: number } = { x: 0, y: 0 },\n): { col: number; row: number } {\n const s = resolveUnit(spacing, unitSystem);\n return {\n col: Math.floor((point.x - origin.x) / s),\n row: Math.floor((point.y - origin.y) / s),\n };\n}\n","/**\n * Screen-pixel lengths in world units, per axis.\n *\n * Chrome declares its hit zones in screen pixels — an 8px handle stays 8px at\n * every zoom, because it paints in screen space. Converting one such length to\n * world units with a single scalar (see `meanScale`) is exact only under\n * uniform zoom; per-axis it is too generous on one axis and too mean on the\n * other, so the pickable region stops matching the painted one.\n *\n * Prefer {@link withinPxBox} / {@link withinPxRadius}, which compare in screen\n * space and so can't drift from the paint at all. {@link pxExtent} is for the\n * cases that must stay in world units — a tolerance handed to geometry that\n * doesn't know about the view.\n */\n\nexport interface Scale2 {\n x: number;\n y: number;\n}\n\n/** Guard against a degenerate axis: a zero scale would send the extent to\n * infinity and make every point a hit. */\nconst MIN_SCALE = 1e-9;\n\n/** One screen-pixel length as world-space extents, per axis. */\nexport function pxExtent(px: number, scale: Scale2): { x: number; y: number } {\n return {\n x: px / Math.max(MIN_SCALE, Math.abs(scale.x)),\n y: px / Math.max(MIN_SCALE, Math.abs(scale.y)),\n };\n}\n\n/** World delta → screen delta. Only the scale participates: translation\n * cancels in a difference, and the kit's views carry no skew. */\nexport function scaleDelta(dx: number, dy: number, scale: Scale2): { x: number; y: number } {\n return { x: dx * scale.x, y: dy * scale.y };\n}\n\n/**\n * Is a world-space delta inside a screen-space square of half-extent `px`?\n *\n * The square is axis-aligned **on screen**, which is what a handle painted in\n * screen space actually is — so this stays true under non-uniform zoom and\n * under a rotated target, where an axis-aligned world-space test is a rotated\n * rectangle on screen.\n */\nexport function withinPxBox(dx: number, dy: number, px: number, scale: Scale2): boolean {\n const s = scaleDelta(dx, dy, scale);\n return Math.abs(s.x) <= px && Math.abs(s.y) <= px;\n}\n\n/** Is a world-space delta inside a screen-space circle of radius `px`? */\nexport function withinPxRadius(dx: number, dy: number, px: number, scale: Scale2): boolean {\n const s = scaleDelta(dx, dy, scale);\n return s.x * s.x + s.y * s.y <= px * px;\n}\n","import type { SnapStrategy } from '../../types';\nimport type { Guide } from 'features/guides/types';\nimport type { View } from 'core/viewport/view';\nimport { pxExtent } from 'core/viewport/pxExtent';\nimport type { OriginProjection } from './grid';\nimport { RECT_ORIGIN_PROJECTION } from './grid';\n\n/** Default snap tolerance (screen pixels). */\nexport const DEFAULT_GUIDE_TOLERANCE_PX = 6;\n\n/** Options for `guideSnapStrategy`. */\nexport interface GuideSnapOptions<TPose> {\n /**\n * Tolerance, in screen pixels (CSS px) when `getView` is provided, or in\n * world units otherwise. Defaults to `DEFAULT_GUIDE_TOLERANCE_PX`.\n */\n tolerance?: number;\n /**\n * Read the active view transform. When supplied, `tolerance` is interpreted\n * in screen pixels and divided by `view.scale` so the trigger zone stays\n * the same on screen as the user zooms in/out. Without it, `tolerance`\n * is treated as world units.\n */\n getView?: () => View;\n /**\n * Projection used when `TPose` doesn't expose `{x, y}` directly (Path,\n * polygon, etc.) — same contract as `gridSnapStrategy`. Defaults to the\n * rect-pose identity projection.\n */\n origin?: OriginProjection<TPose>;\n}\n\n/**\n * Snap-strategy that snaps the pose's origin to the nearest guide line on\n * each axis when within tolerance. Each axis is considered independently:\n * a vertical guide (`axis: 'x'`) constrains X, a horizontal guide\n * (`axis: 'y'`) constrains Y. When multiple guides are within range on the\n * same axis, the closest wins.\n *\n * Pair with `useGuides` for storage and `createGuidesLayer` for rendering.\n *\n * **Composition:** combining with `gridSnapStrategy` is left to the\n * consumer in v1 — typically by picking one based on a modifier key, or\n * by stacking two move/resize/insert behaviors in priority order.\n */\nexport function guideSnapStrategy<TPose extends { x: number; y: number }>(\n getGuides: () => readonly Guide[],\n options?: Omit<GuideSnapOptions<TPose>, 'origin'>,\n): SnapStrategy<TPose>;\nexport function guideSnapStrategy<TPose>(\n getGuides: () => readonly Guide[],\n options: GuideSnapOptions<TPose> & { origin: OriginProjection<TPose> },\n): SnapStrategy<TPose>;\nexport function guideSnapStrategy<TPose>(\n getGuides: () => readonly Guide[],\n options: GuideSnapOptions<TPose> = {},\n): SnapStrategy<TPose> {\n const tolerance = options.tolerance ?? DEFAULT_GUIDE_TOLERANCE_PX;\n const getView = options.getView;\n const proj: OriginProjection<TPose> =\n options.origin ?? (RECT_ORIGIN_PROJECTION as unknown as OriginProjection<TPose>);\n\n return {\n snap(pose) {\n const guides = getGuides();\n if (guides.length === 0) return null;\n\n // Convert tolerance to world units, per axis: a guide on the x axis is\n // matched by a horizontal distance, so it answers to `scale.x` alone.\n // With no view, treat tolerance as already-world.\n const tol = getView ? pxExtent(tolerance, getView().scale) : { x: tolerance, y: tolerance };\n\n const o = proj.getOrigin(pose);\n\n let bestDx = 0;\n let bestAbsDx = Infinity;\n let bestDy = 0;\n let bestAbsDy = Infinity;\n\n for (const g of guides) {\n if (g.axis === 'x') {\n const d = g.offset - o.x;\n const ad = Math.abs(d);\n if (ad <= tol.x && ad < bestAbsDx) {\n bestAbsDx = ad;\n bestDx = d;\n }\n } else {\n const d = g.offset - o.y;\n const ad = Math.abs(d);\n if (ad <= tol.y && ad < bestAbsDy) {\n bestAbsDy = ad;\n bestDy = d;\n }\n }\n }\n\n if (bestAbsDx === Infinity && bestAbsDy === Infinity) return null;\n const dx = bestAbsDx === Infinity ? 0 : bestDx;\n const dy = bestAbsDy === Infinity ? 0 : bestDy;\n if (dx === 0 && dy === 0) return null;\n return proj.translate(pose, dx, dy);\n },\n };\n}\n"]}
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1
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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\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\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) .. (size, size)`. */\n draw: (oc: CanvasRenderingContext2D, size: number) => void;\n}\n\n/**\n * Render a single tile to an offscreen canvas and register it as a GL\n * texture, returning a `TextureHandle` you can wrap in a `FillStyle` of\n * `{ fill: 'pattern', pattern }`. Returns `null` only when an\n * `OffscreenCanvas`/2D context can't be acquired (very rare; same fallback\n * semantics as the prior `CanvasPattern`-based implementation).\n */\nexport function createTilePattern(opts: TilePatternOpts): TextureHandle | null {\n // Prefer OffscreenCanvas; fall back to <canvas> for environments without it\n // (tests in jsdom may need that fallback — try OffscreenCanvas first).\n let off: OffscreenCanvas | HTMLCanvasElement;\n try {\n off = new OffscreenCanvas(opts.size, opts.size);\n } catch {\n if (typeof document === 'undefined') return null;\n const c = document.createElement('canvas');\n c.width = opts.size;\n c.height = opts.size;\n off = c;\n }\n const oc = off.getContext('2d') as CanvasRenderingContext2D | null;\n if (!oc) return null;\n opts.draw(oc, opts.size);\n\n // Convert to ImageBitmap so registerTexture can store it.\n // OffscreenCanvas.transferToImageBitmap() is the fast path; the\n // synchronous path requires OffscreenCanvas. 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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\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\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\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\nexport function chunks(params: ChunksParams): TextureHandle | null {\n return build({ tile: 'chunks', ...params });\n}\n"]}