@zinejs/core 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +70 -0
- package/dist/cssRenderer-BACNXO8M.js +68 -0
- package/dist/cssRenderer-BACNXO8M.js.map +1 -0
- package/dist/engine/emitter.d.ts +42 -0
- package/dist/engine/input.d.ts +94 -0
- package/dist/engine/spread.d.ts +24 -0
- package/dist/engine/stateMachine.d.ts +12 -0
- package/dist/engine/virtualizer.d.ts +18 -0
- package/dist/flipProgressToPose-DZWSuKoE.js +13 -0
- package/dist/flipProgressToPose-DZWSuKoE.js.map +1 -0
- package/dist/geometry/flipProgressToPose.d.ts +17 -0
- package/dist/geometry/foldFromPointer.d.ts +30 -0
- package/dist/geometry/hitTest.d.ts +11 -0
- package/dist/index.d.ts +9 -0
- package/dist/index.js +828 -0
- package/dist/index.js.map +1 -0
- package/dist/index.umd.cjs +104 -0
- package/dist/index.umd.cjs.map +1 -0
- package/dist/renderer/cssRenderer.d.ts +18 -0
- package/dist/renderer/gl/context.d.ts +2 -0
- package/dist/renderer/gl/program.d.ts +2 -0
- package/dist/renderer/gl/texture.d.ts +4 -0
- package/dist/renderer/select.d.ts +21 -0
- package/dist/renderer/types.d.ts +54 -0
- package/dist/renderer/webglRenderer.d.ts +19 -0
- package/dist/source/imageSource.d.ts +22 -0
- package/dist/source/types.d.ts +21 -0
- package/dist/webglRenderer-D-1UyC-B.js +306 -0
- package/dist/webglRenderer-D-1UyC-B.js.map +1 -0
- package/dist/zine.d.ts +84 -0
- package/options.schema.json +106 -0
- package/package.json +68 -0
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{"version":3,"file":"index.umd.cjs","names":["#radius","#mounted","#listeners","#state","#handlers","#activeId","#start","#prev","#last","#end","#reset","#pinching","#points","#pair","#startDistance","#remove","#container","#clip","#viewport","#book","#pageLeft","#makeCanvas","#pageRight","#leaf","#leafFront","#leafBack","#leafShadow","#paint","#container","#canvas","#onContextLost","#onContextRestored","#onVisibilityChange","#gl","#buildGlResources","#clearRestoreTimer","#texCache","#blankTex","#quadVao","#gridVao","#flat","#curl","#cacheBytes","#content","#flip","#fatalHandler","#fill","#render","#flipDir","#flipT","#view","#contextLost","#restoreTimer","#fatal","#fatalFired","#flatU","#curlU","#makeVao","#gridCount","#makeBlankTexture","#resize","#drawFlip","#drawStatic","#useFlat","#drawQuad","#bindFace","#dpr","#textureFor","#evictTextures","#renderer","#container","#source","#direction","#cover","#clickToFlip","#clickZoneSize","#singlePageThreshold","#startPageOption","#buildSpreadModel","#flipDuration","#zoomEnabled","#wheelZoom","#doubleClickLevels","#maxZoom","#honorDoubleClickInFlipZone","#clickFlipDelayValue","#ready","#init","#currentPage","#startFlip","#current","#spreadIndexForPage","#scale","#tx","#ty","#clampPan","#emitter","#destroyed","#raf","#clearPendingClickFlip","#resizeObserver","#a11yCleanup","#unbindWheel","#unbindDblClick","#unbindInput","#spreads","#machine","#leadPage","#runFlip","#resolveContent","#currentContent","#singlePage","#animateProgress","#commit","#effectiveDuration","#paintSpread","#prefetchWindow","#announce","#pinching","#pan","#press","#pendingGrab","#drag","#stageDrag","#promoteGrab","#maybeClickFlip","#cancelFlip","#clickFlipDirection","#pendingClickTimer","#pinchBaseScale","#mountWithFallback","#applySinglePage","#onDragStart","#onDragMove","#onDragEnd","#onPinchStart","#onPinchMove","#onPinchEnd","#bindWheelZoom","#bindDoubleClickZoom","#setupReducedMotion","#setupA11y","#renderCurrent","#observeResize","#fallbackToCss","#fellBack","#reducedMotion","#onKeyDown","#liveRegion","#scheduleUpdate","#updateScheduled","#getPage","#virtualizer","#urls","#preload","#decode","#cache"],"sources":["../src/engine/spread.ts","../src/engine/virtualizer.ts","../src/engine/emitter.ts","../src/engine/stateMachine.ts","../src/engine/input.ts","../src/geometry/hitTest.ts","../src/geometry/flipProgressToPose.ts","../src/renderer/cssRenderer.ts","../src/renderer/gl/context.ts","../src/renderer/gl/program.ts","../src/renderer/gl/texture.ts","../src/renderer/webglRenderer.ts","../src/renderer/select.ts","../src/zine.ts","../src/source/imageSource.ts"],"sourcesContent":["export type Direction = 'ltr' | 'rtl';\n\nexport interface Spread {\n /** Page index shown on the left, or null for a blank side. */\n left: number | null;\n /** Page index shown on the right, or null for a blank side. */\n right: number | null;\n}\n\nexport interface SpreadOptions {\n direction?: Direction;\n /** First page is a lone cover on the leading side; interior pages pair up after it. */\n cover?: boolean;\n /** One page per spread (narrow/portrait viewports). Takes precedence over `cover`. */\n singlePage?: boolean;\n}\n\n/**\n * Map a flat page list (indices 0..pageCount-1) into display spreads.\n *\n * Reading order is always preserved; `direction` only mirrors each spread's\n * left/right positions, so RTL is just an LTR layout with the sides swapped.\n * Out-of-range slots are `null` (a blank half on odd counts / the back cover).\n */\nexport function buildSpreads(pageCount: number, options: SpreadOptions = {}): Spread[] {\n const { direction = 'ltr', cover = false, singlePage = false } = options;\n if (pageCount <= 0) return [];\n\n const page = (i: number): number | null => (i >= 0 && i < pageCount ? i : null);\n const spreads: Spread[] = [];\n\n if (singlePage) {\n for (let i = 0; i < pageCount; i++) {\n spreads.push({ left: null, right: i });\n }\n } else if (cover) {\n spreads.push({ left: null, right: 0 });\n for (let i = 1; i < pageCount; i += 2) {\n spreads.push({ left: page(i), right: page(i + 1) });\n }\n } else {\n for (let i = 0; i < pageCount; i += 2) {\n spreads.push({ left: page(i), right: page(i + 1) });\n }\n }\n\n return direction === 'rtl'\n ? spreads.map((s) => ({ left: s.right, right: s.left }))\n : spreads;\n}\n\n/** Whether a container this wide should fall back to one page per spread. */\nexport function shouldSinglePage(containerWidth: number, threshold: number): boolean {\n return containerWidth < threshold;\n}\n","/** Spread indices that should be mounted around `current`, clamped to the book. */\nexport function mountWindow(current: number, spreadCount: number, radius: number): number[] {\n const window: number[] = [];\n const from = Math.max(0, current - radius);\n const to = Math.min(spreadCount - 1, current + radius);\n for (let i = from; i <= to; i++) {\n window.push(i);\n }\n return window;\n}\n\nexport interface VirtualizerDelta {\n toMount: number[];\n toEvict: number[];\n}\n\n/**\n * Tracks which spreads are mounted and, on each move, reports the difference:\n * spreads entering the ±radius window (`toMount`) and those leaving it\n * (`toEvict`). Default radius 2 = current spread ±2.\n */\nexport class Virtualizer {\n #radius: number;\n #mounted = new Set<number>();\n\n constructor(radius = 2) {\n this.#radius = radius;\n }\n\n get mounted(): number[] {\n return [...this.#mounted].sort((a, b) => a - b);\n }\n\n /** Recenter on `current`; mounts/evicts to match the window and returns the delta. */\n update(current: number, spreadCount: number): VirtualizerDelta {\n const window = new Set(mountWindow(current, spreadCount, this.#radius));\n const toMount = [...window].filter((i) => !this.#mounted.has(i)).sort((a, b) => a - b);\n const toEvict = [...this.#mounted].filter((i) => !window.has(i)).sort((a, b) => a - b);\n for (const i of toEvict) this.#mounted.delete(i);\n for (const i of toMount) this.#mounted.add(i);\n return { toMount, toEvict };\n }\n}\n","export type Listener<T> = (payload: T) => void;\n\n/** Events typed as `void` are emitted with no payload argument. */\ntype PayloadArgs<T> = [T] extends [void] ? [] : [payload: T];\n\n/** Minimal typed event emitter keyed by an event map. */\nexport class Emitter<Events> {\n #listeners = new Map<keyof Events, Set<Listener<unknown>>>();\n\n /** Subscribe; returns an unsubscribe function. */\n on<K extends keyof Events>(type: K, listener: Listener<Events[K]>): () => void {\n let set = this.#listeners.get(type);\n if (!set) {\n set = new Set();\n this.#listeners.set(type, set);\n }\n set.add(listener as Listener<unknown>);\n return () => this.off(type, listener);\n }\n\n off<K extends keyof Events>(type: K, listener: Listener<Events[K]>): void {\n this.#listeners.get(type)?.delete(listener as Listener<unknown>);\n }\n\n emit<K extends keyof Events>(type: K, ...args: PayloadArgs<Events[K]>): void {\n const payload = args[0] as Events[K];\n // Copy so a listener that unsubscribes mid-emit doesn't disturb iteration.\n const set = this.#listeners.get(type);\n if (!set) return;\n for (const listener of [...set]) {\n (listener as Listener<Events[K]>)(payload);\n }\n }\n\n clear(): void {\n this.#listeners.clear();\n }\n}\n\n/**\n * Public event surface of a Zine instance. Payloads are provisional and will\n * firm up as the engine wires the emitters that fire them.\n */\nexport interface ZineEventMap {\n ready: void;\n flipStart: { from: number; to: number };\n flipEnd: { page: number };\n pageChanged: { page: number };\n zoomChanged: { scale: number };\n sourceError: { index: number; error: unknown };\n rendererFallback: { from: string; to: string };\n}\n\nexport type ZineEmitter = Emitter<ZineEventMap>;\n","export type FlipState = 'idle' | 'dragging' | 'animating' | 'zoomed-panning';\n\nexport type FlipEvent = 'grab' | 'release' | 'settle' | 'panStart' | 'panEnd' | 'flip';\n\n/**\n * Legal transitions. A flip drag runs idle → dragging → animating → idle; a\n * programmatic flip jumps idle → animating directly via `flip`; zoom panning\n * (only reachable when zoomed in) is a separate branch idle → zoomed-panning →\n * idle. Any (state, event) pair absent here is illegal.\n */\nconst TRANSITIONS: Record<FlipState, Partial<Record<FlipEvent, FlipState>>> = {\n idle: { grab: 'dragging', panStart: 'zoomed-panning', flip: 'animating' },\n dragging: { release: 'animating' },\n animating: { settle: 'idle' },\n 'zoomed-panning': { panEnd: 'idle' },\n};\n\n/** Pure transition: the next state, or null if `event` is illegal from `state`. */\nexport function nextState(state: FlipState, event: FlipEvent): FlipState | null {\n return TRANSITIONS[state][event] ?? null;\n}\n\n/** Stateful holder around `nextState`; illegal events are ignored. */\nexport class FlipMachine {\n #state: FlipState;\n\n constructor(initial: FlipState = 'idle') {\n this.#state = initial;\n }\n\n get state(): FlipState {\n return this.#state;\n }\n\n /** Apply `event`; returns the new state, or null (no-op) if the event was illegal. */\n send(event: FlipEvent): FlipState | null {\n const next = nextState(this.#state, event);\n if (next !== null) {\n this.#state = next;\n }\n return next;\n }\n}\n","export interface GestureStart {\n x: number;\n y: number;\n t: number;\n}\n\nexport interface GestureMove {\n x: number;\n y: number;\n /** Displacement from the start point. */\n dx: number;\n dy: number;\n}\n\nexport interface GestureEnd {\n x: number;\n y: number;\n dx: number;\n dy: number;\n /** Elapsed time from start to end (ms). */\n dt: number;\n /** Velocity of the final move segment (px/ms). */\n vx: number;\n vy: number;\n /** A fast flick: final speed exceeded the swipe threshold and the gesture was not canceled. */\n swipe: boolean;\n /** The pointer was canceled (e.g. pointercancel) rather than lifted. */\n canceled: boolean;\n}\n\nexport interface PointerHandlers {\n onStart?: (g: GestureStart) => void;\n onMove?: (g: GestureMove) => void;\n onEnd?: (g: GestureEnd) => void;\n}\n\n/** Flick threshold in px/ms; a release faster than this is a swipe. */\nconst SWIPE_VELOCITY = 0.3;\n\ninterface Sample {\n x: number;\n y: number;\n t: number;\n}\n\n/**\n * Recognizes a single-pointer drag from raw pointer samples and reports normalized\n * gestures. DOM-agnostic on purpose: `bindPointerInput` maps real PointerEvents onto\n * it, but the kinematics stay pure and unit-testable. Extra pointers are ignored\n * (multi-touch pinch is a separate recognizer).\n */\nexport class PointerRecognizer {\n #handlers: PointerHandlers;\n #activeId: number | null = null;\n #start: Sample | null = null;\n #prev: Sample | null = null;\n #last: Sample | null = null;\n\n constructor(handlers: PointerHandlers = {}) {\n this.#handlers = handlers;\n }\n\n get active(): boolean {\n return this.#activeId !== null;\n }\n\n down(id: number, x: number, y: number, t: number): void {\n if (this.#activeId !== null) return; // single-pointer; ignore extra pointers\n this.#activeId = id;\n const s: Sample = { x, y, t };\n this.#start = s;\n this.#prev = s;\n this.#last = s;\n this.#handlers.onStart?.({ x, y, t });\n }\n\n move(id: number, x: number, y: number, t: number): void {\n if (id !== this.#activeId || this.#start === null) return;\n this.#prev = this.#last;\n this.#last = { x, y, t };\n this.#handlers.onMove?.({ x, y, dx: x - this.#start.x, dy: y - this.#start.y });\n }\n\n up(id: number, x: number, y: number, t: number): void {\n this.#end(id, x, y, t, false);\n }\n\n cancel(id: number, x: number, y: number, t: number): void {\n this.#end(id, x, y, t, true);\n }\n\n #end(id: number, x: number, y: number, t: number, canceled: boolean): void {\n if (id !== this.#activeId || this.#start === null) return;\n const start = this.#start;\n // Velocity comes from the last move segment, not the release point — on lift the\n // pointer usually stops, so release-relative velocity would kill every flick.\n const last = this.#last ?? start;\n const prev = this.#prev ?? start;\n const segDt = last.t - prev.t;\n const vx = segDt > 0 ? (last.x - prev.x) / segDt : 0;\n const vy = segDt > 0 ? (last.y - prev.y) / segDt : 0;\n const speed = Math.hypot(vx, vy);\n this.#reset();\n this.#handlers.onEnd?.({\n x,\n y,\n dx: x - start.x,\n dy: y - start.y,\n dt: t - start.t,\n vx,\n vy,\n swipe: !canceled && speed > SWIPE_VELOCITY,\n canceled,\n });\n }\n\n #reset(): void {\n this.#activeId = null;\n this.#start = null;\n this.#prev = null;\n this.#last = null;\n }\n}\n\n/**\n * Wire real PointerEvents from `target` into a recognizer. Returns an unbind\n * function that removes every listener. Coordinates are passed through as\n * client-space; mapping to page-local space is the engine's job.\n */\nexport function bindPointerInput(target: EventTarget, recognizer: PointerRecognizer): () => void {\n const down = (e: Event): void => {\n const p = e as PointerEvent;\n recognizer.down(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n };\n const move = (e: Event): void => {\n const p = e as PointerEvent;\n recognizer.move(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n };\n const up = (e: Event): void => {\n const p = e as PointerEvent;\n recognizer.up(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n };\n const cancel = (e: Event): void => {\n const p = e as PointerEvent;\n recognizer.cancel(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n };\n target.addEventListener('pointerdown', down);\n target.addEventListener('pointermove', move);\n target.addEventListener('pointerup', up);\n target.addEventListener('pointercancel', cancel);\n return () => {\n target.removeEventListener('pointerdown', down);\n target.removeEventListener('pointermove', move);\n target.removeEventListener('pointerup', up);\n target.removeEventListener('pointercancel', cancel);\n };\n}\n\n/**\n * Wire PointerEvents from `target` into a drag recognizer and/or a pinch\n * recognizer at once, so a single pointer stream feeds both. Returns an unbind.\n */\nexport function bindGestures(\n target: EventTarget,\n recognizers: { pointer?: PointerRecognizer; pinch?: PinchRecognizer },\n): () => void {\n const { pointer, pinch } = recognizers;\n const down = (e: Event): void => {\n const p = e as PointerEvent;\n pointer?.down(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n pinch?.down(p.pointerId, p.clientX, p.clientY);\n };\n const move = (e: Event): void => {\n const p = e as PointerEvent;\n pointer?.move(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n pinch?.move(p.pointerId, p.clientX, p.clientY);\n };\n const up = (e: Event): void => {\n const p = e as PointerEvent;\n pointer?.up(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n pinch?.up(p.pointerId);\n };\n const cancel = (e: Event): void => {\n const p = e as PointerEvent;\n pointer?.cancel(p.pointerId, p.clientX, p.clientY, p.timeStamp);\n pinch?.cancel(p.pointerId);\n };\n target.addEventListener('pointerdown', down);\n target.addEventListener('pointermove', move);\n target.addEventListener('pointerup', up);\n target.addEventListener('pointercancel', cancel);\n return () => {\n target.removeEventListener('pointerdown', down);\n target.removeEventListener('pointermove', move);\n target.removeEventListener('pointerup', up);\n target.removeEventListener('pointercancel', cancel);\n };\n}\n\nexport interface PinchStart {\n centerX: number;\n centerY: number;\n /** Distance between the two pointers at pinch start. */\n distance: number;\n}\n\nexport interface PinchMove {\n centerX: number;\n centerY: number;\n /** Current distance / start distance. */\n scale: number;\n}\n\nexport interface PinchHandlers {\n onPinchStart?: (g: PinchStart) => void;\n onPinchMove?: (g: PinchMove) => void;\n onPinchEnd?: () => void;\n}\n\ninterface Pt {\n x: number;\n y: number;\n}\n\nfunction distance(a: Pt, b: Pt): number {\n return Math.hypot(a.x - b.x, a.y - b.y);\n}\n\n/**\n * Recognizes a two-pointer pinch and reports zoom scale (relative to the start\n * distance) and the live center point. No timestamps: pinch drives zoom, not a\n * flick. A third pointer is ignored; lifting either tracked pointer ends the pinch.\n * Coordinating this with the drag recognizer (a second finger should suspend a\n * single-finger drag) is the engine's job.\n */\nexport class PinchRecognizer {\n #handlers: PinchHandlers;\n #points = new Map<number, Pt>();\n #startDistance = 0;\n #pinching = false;\n\n constructor(handlers: PinchHandlers = {}) {\n this.#handlers = handlers;\n }\n\n get pinching(): boolean {\n return this.#pinching;\n }\n\n down(id: number, x: number, y: number): void {\n if (this.#points.has(id) || this.#points.size >= 2) return; // track only two\n this.#points.set(id, { x, y });\n if (this.#points.size === 2) {\n const { a, b } = this.#pair();\n this.#startDistance = distance(a, b);\n this.#pinching = true;\n this.#handlers.onPinchStart?.({\n centerX: (a.x + b.x) / 2,\n centerY: (a.y + b.y) / 2,\n distance: this.#startDistance,\n });\n }\n }\n\n move(id: number, x: number, y: number): void {\n const p = this.#points.get(id);\n if (!p) return;\n p.x = x;\n p.y = y;\n if (!this.#pinching) return;\n const { a, b } = this.#pair();\n this.#handlers.onPinchMove?.({\n centerX: (a.x + b.x) / 2,\n centerY: (a.y + b.y) / 2,\n scale: this.#startDistance > 0 ? distance(a, b) / this.#startDistance : 1,\n });\n }\n\n up(id: number): void {\n this.#remove(id);\n }\n\n cancel(id: number): void {\n this.#remove(id);\n }\n\n #remove(id: number): void {\n if (!this.#points.delete(id)) return;\n if (this.#pinching && this.#points.size < 2) {\n this.#pinching = false;\n this.#startDistance = 0;\n this.#handlers.onPinchEnd?.();\n }\n }\n\n #pair(): { a: Pt; b: Pt } {\n const values = [...this.#points.values()];\n const a = values[0];\n const b = values[1];\n if (!a || !b) throw new Error('pinch requires two active pointers');\n return { a, b };\n }\n}\n","import type { PageRect, Vec2 } from './foldFromPointer';\n\nexport type HitRegion = 'corner' | 'page' | 'outside';\n\n/**\n * Classify a page-local point into a hit region.\n *\n * Coordinates are page-local (see `foldFromPointer`): (0,0) top-left,\n * page spanning (0,0)..(width,height). `cornerSize` is the width/height of each\n * grabbable corner box. All four corners report `corner`; the engine decides\n * which are actually grabbable for the current spread layout (LTR/RTL, cover).\n */\nexport function hitTest(point: Vec2, pageRect: PageRect, cornerSize: number): HitRegion {\n const { width, height } = pageRect;\n if (point.x < 0 || point.x > width || point.y < 0 || point.y > height) {\n return 'outside';\n }\n const nearX = point.x <= cornerSize || point.x >= width - cornerSize;\n const nearY = point.y <= cornerSize || point.y >= height - cornerSize;\n return nearX && nearY ? 'corner' : 'page';\n}\n","export interface FlipPose {\n /** Turning-page rotation about the spine, radians: 0 (flat/open) → π (fully turned). */\n angle: number;\n /** Mesh cylinder-wrap curl, 0..1 — flat at the ends, peaks edge-on at t=0.5. CSS renderer ignores it. */\n curl: number;\n /** Fold-shadow intensity, 0..1 — peaks edge-on at t=0.5. */\n shadowAlpha: number;\n}\n\n/**\n * Map a 0→1 flip progress to a renderer-neutral fold pose.\n *\n * Linear in `t` on purpose — easing belongs to the animator that produces `t`,\n * so seeking to a fixed progress (e.g. the 0/.25/.5/.75/1 visual-regression stops)\n * is deterministic. The CSS renderer consumes `angle` as a spine `rotateY`; the\n * WebGL2 renderer additionally bends its mesh by `curl`.\n */\nexport function flipProgressToPose(t: number): FlipPose {\n const clamped = t < 0 ? 0 : t > 1 ? 1 : t;\n const arc = Math.sin(clamped * Math.PI);\n return {\n angle: clamped * Math.PI,\n curl: arc,\n shadowAlpha: arc,\n };\n}\n","import { flipProgressToPose } from '../geometry/flipProgressToPose';\nimport type { Spread } from '../engine/spread';\nimport type {\n FlipDirection,\n LayoutMetrics,\n PageContent,\n Renderer,\n RenderOptions,\n SpreadContent,\n} from './types';\n\nconst RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Layered gradients painted over the turning leaf to fake paper depth on the flat\n * fold: a crease shadow at the spine, a soft curve sheen, and a free-edge shade.\n * The spine is the leaf's pivot edge — left for a forward flip, right for backward.\n */\nfunction foldOverlay(direction: FlipDirection): string {\n const dir = direction === 'forward' ? 'to right' : 'to left';\n return [\n `linear-gradient(${dir}, rgba(0,0,0,0.6), rgba(0,0,0,0.15) 40%, rgba(0,0,0,0) 60%)`,\n `linear-gradient(${dir}, transparent 40%, rgba(255,255,255,0.32) 66%, transparent 90%)`,\n `linear-gradient(${dir}, transparent 66%, rgba(0,0,0,0.35))`,\n ].join(',');\n}\n\n/**\n * Baseline renderer: a 2-panel CSS-3D fold. Runs on every browser, no GPU. Pages\n * are <canvas> elements; the turning leaf (front + back faces, backface-hidden)\n * rotates about the spine driven by flipProgressToPose(), with a gradient shadow\n * overlay for depth. `beginFlip` stages the surfaces; `setFlipProgress` animates.\n */\nexport class CssRenderer implements Renderer {\n #container: HTMLElement | null = null;\n #clip!: HTMLDivElement;\n #viewport!: HTMLDivElement;\n #book!: HTMLDivElement;\n #pageLeft!: HTMLCanvasElement;\n #pageRight!: HTMLCanvasElement;\n #leaf!: HTMLDivElement;\n #leafFront!: HTMLCanvasElement;\n #leafBack!: HTMLCanvasElement;\n #leafShadow!: HTMLDivElement;\n\n mount(container: HTMLElement): Promise<void> {\n const doc = container.ownerDocument;\n this.#container = container;\n\n // Fixed-size clip box; NOT transformed, so zoom can't scale the crop region.\n this.#clip = doc.createElement('div');\n this.#clip.className = 'zine-clip';\n this.#clip.style.cssText = 'position:relative;width:100%;height:100%;overflow:hidden;';\n\n // Transform target for zoom/pan; lives inside the clip.\n this.#viewport = doc.createElement('div');\n this.#viewport.className = 'zine-viewport';\n this.#viewport.style.cssText = 'position:absolute;inset:0;transform-origin:0 0;';\n\n this.#book = doc.createElement('div');\n this.#book.className = 'zine-book';\n this.#book.style.cssText =\n 'position:absolute;inset:0;perspective:2000px;transform-style:preserve-3d;';\n\n this.#pageLeft = this.#makeCanvas(doc, 'zine-page-left', 'left:0;');\n this.#pageRight = this.#makeCanvas(doc, 'zine-page-right', 'right:0;');\n\n this.#leaf = doc.createElement('div');\n this.#leaf.className = 'zine-leaf';\n this.#leaf.style.cssText =\n 'position:absolute;top:0;width:50%;height:100%;transform-style:preserve-3d;display:none;';\n\n this.#leafFront = doc.createElement('canvas');\n this.#leafFront.className = 'zine-leaf-front';\n this.#leafFront.style.cssText =\n 'position:absolute;inset:0;width:100%;height:100%;backface-visibility:hidden;';\n\n this.#leafBack = doc.createElement('canvas');\n this.#leafBack.className = 'zine-leaf-back';\n this.#leafBack.style.cssText =\n 'position:absolute;inset:0;width:100%;height:100%;backface-visibility:hidden;transform:rotateY(180deg);';\n\n this.#leafShadow = doc.createElement('div');\n this.#leafShadow.className = 'zine-leaf-shadow';\n this.#leafShadow.style.cssText = 'position:absolute;inset:0;opacity:0;pointer-events:none;';\n this.#leafShadow.style.background = foldOverlay('forward'); // default; beginFlip sets per direction\n\n this.#leaf.append(this.#leafFront, this.#leafBack, this.#leafShadow);\n this.#book.append(this.#pageLeft, this.#pageRight, this.#leaf);\n this.#viewport.append(this.#book);\n this.#clip.append(this.#viewport);\n container.append(this.#clip);\n\n return Promise.resolve();\n }\n\n destroy(): void {\n this.#clip?.remove();\n this.#container = null;\n }\n\n renderSpread(_spread: Spread, content: SpreadContent, options?: RenderOptions): void {\n if (options?.fill) {\n // Single-page mode: the lone page fills the container; hide the other panel.\n this.#pageLeft.style.width = '100%';\n this.#pageRight.style.display = 'none';\n this.#paint(this.#pageLeft, content.right ?? content.left);\n } else {\n this.#pageLeft.style.width = '50%';\n this.#pageRight.style.display = '';\n this.#paint(this.#pageLeft, content.left);\n this.#paint(this.#pageRight, content.right);\n }\n // A fresh spread cancels any in-progress flip.\n this.#leaf.style.display = 'none';\n this.#leaf.style.transform = '';\n this.#leafShadow.style.opacity = '0';\n }\n\n beginFlip(\n from: SpreadContent,\n to: SpreadContent,\n direction: FlipDirection,\n options?: RenderOptions,\n ): void {\n if (options?.fill) {\n // Single-page: a full-width leaf turns about one edge, revealing `to` underneath.\n this.#pageLeft.style.width = '100%';\n this.#pageRight.style.display = 'none';\n this.#leaf.style.width = '100%';\n this.#leaf.style.left = '0';\n this.#leaf.style.transformOrigin = direction === 'forward' ? 'left center' : 'right center';\n this.#paint(this.#pageLeft, to.right ?? to.left);\n this.#paint(this.#leafFront, from.right ?? from.left);\n this.#paint(this.#leafBack, to.right ?? to.left);\n } else {\n this.#pageLeft.style.width = '50%';\n this.#pageRight.style.display = '';\n this.#leaf.style.width = '50%';\n if (direction === 'forward') {\n // Right page lifts and swings left about the spine. Left stays; right reveals `to`.\n this.#paint(this.#pageLeft, from.left);\n this.#paint(this.#pageRight, to.right);\n this.#paint(this.#leafFront, from.right);\n this.#paint(this.#leafBack, to.left);\n this.#leaf.style.left = '50%';\n this.#leaf.style.transformOrigin = 'left center';\n } else {\n // Left page swings right about its right edge. Right stays; left reveals `to`.\n this.#paint(this.#pageRight, from.right);\n this.#paint(this.#pageLeft, to.left);\n this.#paint(this.#leafFront, from.left);\n this.#paint(this.#leafBack, to.right);\n this.#leaf.style.left = '0';\n this.#leaf.style.transformOrigin = 'right center';\n }\n }\n this.#leaf.style.display = 'block';\n this.#leaf.style.transform = 'rotateY(0deg)';\n this.#leafShadow.style.background = foldOverlay(direction);\n this.#leafShadow.style.opacity = '0';\n }\n\n setFlipProgress(t: number, direction: FlipDirection): void {\n const pose = flipProgressToPose(t);\n const deg = pose.angle * RAD_TO_DEG;\n this.#leaf.style.display = 'block';\n this.#leaf.style.transform = `rotateY(${direction === 'forward' ? -deg : deg}deg)`;\n this.#leafShadow.style.opacity = String(pose.shadowAlpha);\n }\n\n setViewTransform(scale: number, x: number, y: number): void {\n this.#viewport.style.transform = `translate(${x}px, ${y}px) scale(${scale})`;\n }\n\n measure(): LayoutMetrics {\n const el = this.#container;\n const w = el?.clientWidth ?? 0;\n const h = el?.clientHeight ?? 0;\n return { containerWidth: w, containerHeight: h, pageWidth: w / 2, pageHeight: h };\n }\n\n #makeCanvas(doc: Document, className: string, extra: string): HTMLCanvasElement {\n const c = doc.createElement('canvas');\n c.className = className;\n c.style.cssText = `position:absolute;top:0;width:50%;height:100%;${extra}`;\n return c;\n }\n\n #paint(canvas: HTMLCanvasElement, content: PageContent | null): void {\n const ctx = canvas.getContext('2d');\n if (content === null) {\n ctx?.clearRect(0, 0, canvas.width, canvas.height);\n return;\n }\n canvas.width = content.width;\n canvas.height = content.height;\n ctx?.drawImage(content, 0, 0);\n }\n}\n","/** Create a WebGL2 context, or throw so the caller can fall back to CSS (§8.4). */\nexport function createGlContext(canvas: HTMLCanvasElement): WebGL2RenderingContext {\n const gl = canvas.getContext('webgl2', {\n alpha: true,\n premultipliedAlpha: true,\n antialias: true,\n depth: false,\n stencil: false,\n // We render on demand (not every frame), so the buffer must persist between\n // composites — otherwise the settled page flickers once the flip animation\n // stops and nothing is redrawing each frame.\n preserveDrawingBuffer: true,\n });\n if (gl === null) {\n throw new Error('WebglRenderer: could not create a WebGL2 context.');\n }\n return gl;\n}\n","/** Compile + link a shader program; throws with the driver log on failure. */\nexport function createProgram(\n gl: WebGL2RenderingContext,\n vertexSrc: string,\n fragmentSrc: string,\n): WebGLProgram {\n const program = gl.createProgram();\n if (program === null) throw new Error('WebglRenderer: could not create a program.');\n\n const vs = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n const fs = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n gl.attachShader(program, vs);\n gl.attachShader(program, fs);\n gl.linkProgram(program);\n\n // Shaders can be detached/deleted once linked.\n gl.deleteShader(vs);\n gl.deleteShader(fs);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const log = gl.getProgramInfoLog(program);\n gl.deleteProgram(program);\n throw new Error(`WebglRenderer: program link failed: ${log ?? 'unknown error'}`);\n }\n return program;\n}\n\nfunction compileShader(gl: WebGL2RenderingContext, type: number, src: string): WebGLShader {\n const shader = gl.createShader(type);\n if (shader === null) throw new Error('WebglRenderer: could not create a shader.');\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const log = gl.getShaderInfoLog(shader);\n gl.deleteShader(shader);\n throw new Error(`WebglRenderer: shader compile failed: ${log ?? 'unknown error'}`);\n }\n return shader;\n}\n","/** Create a page texture with clamp + linear filtering (no mipmaps — §8.3). */\nexport function createTexture(gl: WebGL2RenderingContext): WebGLTexture {\n const tex = gl.createTexture();\n if (tex === null) throw new Error('WebglRenderer: could not create a texture.');\n gl.bindTexture(gl.TEXTURE_2D, tex);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n return tex;\n}\n\n/** Upload a decoded page raster (ImageBitmap or canvas) into `tex`. */\nexport function uploadTexture(\n gl: WebGL2RenderingContext,\n tex: WebGLTexture,\n source: TexImageSource,\n): void {\n gl.bindTexture(gl.TEXTURE_2D, tex);\n // No Y flip: the vertex shader maps aUnit.y=0 to the page top and samples the\n // source's top row there. UNPACK_FLIP_Y is honored for <canvas> sources but\n // IGNORED for ImageBitmap, so flipping would invert PDF (canvas) pages while\n // leaving image (ImageBitmap) pages upright. Off keeps both consistent.\n gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);\n}\n","import { flipProgressToPose } from '../geometry/flipProgressToPose';\nimport type { Spread } from '../engine/spread';\nimport type {\n FlipDirection,\n LayoutMetrics,\n Renderer,\n RenderOptions,\n SpreadContent,\n} from './types';\nimport { createGlContext } from './gl/context';\nimport { createProgram } from './gl/program';\nimport { createTexture, uploadTexture } from './gl/texture';\n\n// Flat program: maps a unit quad to a page rect (device px, top-left origin) with\n// zoom/pan. aUnit.y=0 is the page top and samples the source's top row (no flip).\nconst FLAT_VERT = `#version 300 es\nin vec2 aUnit;\nuniform vec2 uViewport;\nuniform vec4 uRect;\nuniform vec3 uView;\nout vec2 vUv;\nvoid main() {\n vec2 px = uRect.xy + aUnit * uRect.zw;\n px = px * uView.x + uView.yz;\n vec2 clip = px / uViewport * 2.0 - 1.0;\n gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);\n vUv = aUnit;\n}`;\n\nconst FLAT_FRAG = `#version 300 es\nprecision mediump float;\nin vec2 vUv;\nuniform sampler2D uTex;\nuniform float uGutterSide; // +1 = spine at the right edge, -1 = at the left edge, 0 = none\nout vec4 outColor;\nvoid main() {\n vec4 c = texture(uTex, vUv);\n if (uGutterSide != 0.0) {\n // Soft, permanent gutter shadow: darken toward the spine edge where the pages\n // meet, so the turning leaf's spine shadow lands into it instead of vanishing.\n float d = uGutterSide > 0.0 ? (1.0 - vUv.x) : vUv.x;\n c.rgb *= mix(0.72, 1.0, smoothstep(0.0, 0.10, d));\n }\n outColor = c;\n}`;\n\n// Curl program: the turning leaf. u runs from the spine (0) to the free edge (1).\n// The page wraps around a vertical cylinder (radius shrinks with uCurl) and rotates\n// about the spine by uAngle; orthographic (no perspective yet).\nconst CURL_VERT = `#version 300 es\nin vec2 aUnit;\nuniform vec2 uViewport;\nuniform vec4 uLeaf; // spineX, y, width, height (device px)\nuniform vec3 uView; // scale, tx, ty\nuniform float uAngle; // spine rotation 0..PI\nuniform float uCurl; // 0..1 bend amount\nuniform float uDir; // +1 leaf sweeps from +x side, -1 from -x side\nout vec2 vUv;\nout float vU;\nout float vLight; // surface facing: +1 toward viewer, 0 edge-on, -1 away\nconst float CAM = 3.0; // perspective camera distance, in page widths (bigger = subtler)\nvoid main() {\n float u = aUnit.x;\n float W = uLeaf.z;\n // Cylinder wrap of the turning sheet, rotated about the spine (vertical y axis).\n float bend = uCurl * 1.5;\n float phi, xw, zw;\n if (bend > 0.001) {\n float R = W / bend;\n phi = u * bend;\n xw = R * sin(phi);\n zw = R * (1.0 - cos(phi));\n } else {\n phi = 0.0;\n xw = u * W;\n zw = 0.0;\n }\n float X = xw * cos(uAngle) - zw * sin(uAngle); // in-plane\n float Z = xw * sin(uAngle) + zw * cos(uAngle); // depth (+ toward viewer)\n float px = uLeaf.x + uDir * X;\n float py = uLeaf.y + aUnit.y * uLeaf.w;\n // Perspective by depth. X may bulge toward the viewer for 3D pop; Y only ever\n // SHRINKS (persp clamped <= 1) about the page's own vertical center, so the top\n // is never pushed past the frame (that was the hidden-top bug).\n float D = W * CAM;\n float persp = D / max(D - Z, 1.0);\n float cx = uViewport.x * 0.5;\n float cy = uLeaf.y + 0.5 * uLeaf.w;\n px = cx + (px - cx) * persp;\n py = cy + (py - cy) * min(persp, 1.0);\n vec2 p = vec2(px, py) * uView.x + uView.yz;\n vec2 clip = p / uViewport * 2.0 - 1.0;\n gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);\n vUv = aUnit;\n vU = u;\n vLight = cos(phi + uAngle);\n}`;\n\n// Per-fragment facing: whichever side of the curling sheet faces the viewer shows\n// its own page, so mid-curl you see a sliver of the next page (continuous handoff).\nconst CURL_FRAG = `#version 300 es\nprecision mediump float;\nin vec2 vUv;\nin float vU;\nin float vLight;\nuniform sampler2D uFront;\nuniform sampler2D uBack;\nuniform highp float uDir; // must match the vertex stage's default highp\nout vec4 outColor;\nvoid main() {\n // A backward flip (uDir < 0) mirrors the mesh horizontally, which flips both the\n // projected winding (gl_FrontFacing) and the page's u->x mapping; undo both here.\n float fx = uDir > 0.0 ? vUv.x : 1.0 - vUv.x;\n // Front/back from the sheet's smooth facing (vLight), NOT gl_FrontFacing: the\n // winding-based test flickers per-pixel at grazing angles as the curl overlaps.\n bool showFront = vLight > 0.0;\n vec4 c = showFront ? texture(uFront, vec2(fx, vUv.y)) : texture(uBack, vec2(1.0 - fx, vUv.y));\n\n // Diffuse curl shading from the (smooth) facing magnitude: face-on bright, edge-on dark.\n float diff = clamp(abs(vLight), 0.0, 1.0);\n float lit = mix(0.72, 1.0, diff); // ambient floor, never crushed\n float sheen = smoothstep(0.6, 0.95, diff) * (1.0 - diff) * 0.5; // soft crest highlight\n // Spine crease uses the SAME curve as the static gutter shadow, so when the leaf\n // lands the shadow is continuous instead of popping away.\n lit *= mix(0.72, 1.0, smoothstep(0.0, 0.10, vU));\n\n c.rgb = clamp(c.rgb * lit + sheen, 0.0, 1.0);\n outColor = c;\n}`;\n\nconst GRID_COLS = 24;\n// If a lost context is not restored within this window, give up and let the engine\n// fall back to the CSS renderer (§8.4).\nconst RESTORE_TIMEOUT_MS = 4000;\n// GPU texture LRU ceiling (§9). Page textures are cached by content and evicted\n// least-recently-used beyond this, so flips/zooms don't re-upload every frame.\nconst MAX_TEXTURE_CACHE_BYTES = 256 * 1024 * 1024;\n\ninterface Rect {\n x: number;\n y: number;\n w: number;\n h: number;\n}\n\ninterface FlipState {\n underLeft: TexImageSource | null;\n underRight: TexImageSource | null;\n underFull: TexImageSource | null; // fill mode\n front: TexImageSource | null;\n back: TexImageSource | null;\n dir: number; // +1 / -1 for the curl sweep\n spineAtStart: number; // 0 = spine at left edge, 0.5 = center, 1 = right edge\n fill: boolean;\n}\n\n/**\n * GPU renderer (WebGL2, hand-written, no third-party library). The turning leaf is\n * a grid mesh bent around a cylinder (driven by the shared flipProgressToPose), the\n * static pages are flat textured quads underneath. Restores its GL state in place on\n * context loss; if that fails it signals `onFatal` so the engine can fall back to CSS.\n */\nexport class WebglRenderer implements Renderer {\n #container: HTMLElement | null = null;\n #canvas: HTMLCanvasElement | null = null;\n #gl: WebGL2RenderingContext | null = null;\n\n #flat: WebGLProgram | null = null;\n #curl: WebGLProgram | null = null;\n #quadVao: WebGLVertexArrayObject | null = null;\n #gridVao: WebGLVertexArrayObject | null = null;\n #gridCount = 0;\n #texCache = new Map<TexImageSource, { tex: WebGLTexture; bytes: number }>();\n #cacheBytes = 0;\n #blankTex: WebGLTexture | null = null; // 1x1 transparent, for blank leaf faces\n\n #flatU: Record<string, WebGLUniformLocation | null> = {};\n #curlU: Record<string, WebGLUniformLocation | null> = {};\n\n #view = { scale: 1, tx: 0, ty: 0 };\n #dpr = 1;\n #content: SpreadContent | null = null;\n #fill = false;\n #flip: FlipState | null = null;\n #flipT = 0;\n #flipDir: FlipDirection = 'forward';\n\n #contextLost = false;\n #fatalFired = false;\n #restoreTimer: ReturnType<typeof setTimeout> | null = null;\n #fatalHandler: (() => void) | null = null;\n\n mount(container: HTMLElement): Promise<void> {\n this.#container = container;\n const doc = container.ownerDocument;\n const canvas = doc.createElement('canvas');\n // Fill the container as a plain block, so it doesn't depend on the container\n // being positioned (an absolute canvas would escape a static container).\n canvas.style.cssText = 'display:block;width:100%;height:100%;';\n container.append(canvas);\n this.#canvas = canvas;\n\n canvas.addEventListener('webglcontextlost', this.#onContextLost as EventListener);\n canvas.addEventListener('webglcontextrestored', this.#onContextRestored as EventListener);\n doc.addEventListener('visibilitychange', this.#onVisibilityChange);\n\n this.#gl = createGlContext(canvas); // throws if unavailable -> engine falls back (§8.4)\n this.#buildGlResources();\n\n return Promise.resolve();\n }\n\n destroy(): void {\n this.#clearRestoreTimer();\n const canvas = this.#canvas;\n if (canvas !== null) {\n canvas.removeEventListener('webglcontextlost', this.#onContextLost as EventListener);\n canvas.removeEventListener('webglcontextrestored', this.#onContextRestored as EventListener);\n canvas.ownerDocument.removeEventListener('visibilitychange', this.#onVisibilityChange);\n }\n const gl = this.#gl;\n if (gl !== null) {\n for (const cached of this.#texCache.values()) gl.deleteTexture(cached.tex);\n if (this.#blankTex !== null) gl.deleteTexture(this.#blankTex);\n if (this.#quadVao !== null) gl.deleteVertexArray(this.#quadVao);\n if (this.#gridVao !== null) gl.deleteVertexArray(this.#gridVao);\n if (this.#flat !== null) gl.deleteProgram(this.#flat);\n if (this.#curl !== null) gl.deleteProgram(this.#curl);\n gl.getExtension('WEBGL_lose_context')?.loseContext();\n }\n canvas?.remove();\n this.#texCache.clear();\n this.#cacheBytes = 0;\n this.#blankTex = null;\n this.#container = null;\n this.#canvas = null;\n this.#gl = null;\n this.#content = null;\n this.#flip = null;\n }\n\n onFatal(handler: () => void): void {\n this.#fatalHandler = handler;\n }\n\n renderSpread(_spread: Spread, content: SpreadContent, options?: RenderOptions): void {\n this.#content = content;\n this.#fill = options?.fill ?? false;\n this.#flip = null;\n this.#render();\n }\n\n beginFlip(\n from: SpreadContent,\n to: SpreadContent,\n direction: FlipDirection,\n options?: RenderOptions,\n ): void {\n const fill = options?.fill ?? false;\n this.#flipDir = direction;\n this.#flipT = 0;\n if (fill) {\n this.#flip = {\n underLeft: null,\n underRight: null,\n underFull: to.right ?? to.left,\n front: from.right ?? from.left,\n back: to.right ?? to.left,\n dir: direction === 'forward' ? 1 : -1,\n spineAtStart: direction === 'forward' ? 0 : 1,\n fill: true,\n };\n } else if (direction === 'forward') {\n // Right page lifts and swings left about the spine; left stays, right reveals `to`.\n this.#flip = {\n underLeft: from.left,\n underRight: to.right,\n underFull: null,\n front: from.right,\n back: to.left,\n dir: 1,\n spineAtStart: 0.5,\n fill: false,\n };\n } else {\n // Left page swings right about the spine; right stays, left reveals `to`.\n this.#flip = {\n underLeft: to.left,\n underRight: from.right,\n underFull: null,\n front: from.left,\n back: to.right,\n dir: -1,\n spineAtStart: 0.5,\n fill: false,\n };\n }\n this.#render();\n }\n\n setFlipProgress(t: number, direction: FlipDirection): void {\n this.#flipT = t;\n this.#flipDir = direction;\n this.#render();\n }\n\n setViewTransform(scale: number, x: number, y: number): void {\n this.#view = { scale, tx: x, ty: y };\n this.#render();\n }\n\n measure(): LayoutMetrics {\n const el = this.#container;\n const w = el?.clientWidth ?? 0;\n const h = el?.clientHeight ?? 0;\n return { containerWidth: w, containerHeight: h, pageWidth: w / 2, pageHeight: h };\n }\n\n // --- context loss / restore ---------------------------------------------------\n\n #onContextLost = (event: Event): void => {\n event.preventDefault(); // required, or the browser won't fire 'restored'\n this.#contextLost = true;\n if (this.#restoreTimer === null) {\n this.#restoreTimer = setTimeout(() => this.#fatal(), RESTORE_TIMEOUT_MS);\n }\n };\n\n #onContextRestored = (): void => {\n this.#clearRestoreTimer();\n this.#contextLost = false;\n this.#buildGlResources(); // old GL objects are gone; rebuild on the same context\n this.#render(); // CPU-side content/flip/view were retained, so re-upload + repaint\n };\n\n #onVisibilityChange = (): void => {\n if (this.#canvas?.ownerDocument.visibilityState === 'visible') this.#render();\n };\n\n #fatal(): void {\n if (this.#fatalFired) return;\n this.#fatalFired = true;\n this.#fatalHandler?.();\n }\n\n #clearRestoreTimer(): void {\n if (this.#restoreTimer !== null) {\n clearTimeout(this.#restoreTimer);\n this.#restoreTimer = null;\n }\n }\n\n #buildGlResources(): void {\n const gl = this.#gl;\n if (gl === null) return;\n\n this.#flat = createProgram(gl, FLAT_VERT, FLAT_FRAG);\n this.#curl = createProgram(gl, CURL_VERT, CURL_FRAG);\n for (const name of ['uViewport', 'uRect', 'uView', 'uTex', 'uGutterSide']) {\n this.#flatU[name] = gl.getUniformLocation(this.#flat, name);\n }\n for (const name of ['uViewport', 'uLeaf', 'uView', 'uAngle', 'uCurl', 'uDir', 'uFront', 'uBack']) {\n this.#curlU[name] = gl.getUniformLocation(this.#curl, name);\n }\n\n this.#quadVao = this.#makeVao(gl, this.#flat, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]));\n\n // Grid strip across the width (columns subdivided, 2 rows) for a smooth bend.\n const grid: number[] = [];\n for (let c = 0; c <= GRID_COLS; c++) {\n const u = c / GRID_COLS;\n grid.push(u, 0, u, 1);\n }\n this.#gridCount = (GRID_COLS + 1) * 2;\n this.#gridVao = this.#makeVao(gl, this.#curl, new Float32Array(grid));\n\n // A (re)created context has no live textures; drop the cache and remake the blank.\n this.#texCache.clear();\n this.#cacheBytes = 0;\n this.#blankTex = this.#makeBlankTexture(gl);\n gl.useProgram(this.#flat);\n gl.uniform1i(this.#flatU.uTex ?? null, 0);\n gl.useProgram(this.#curl);\n gl.uniform1i(this.#curlU.uFront ?? null, 0);\n gl.uniform1i(this.#curlU.uBack ?? null, 1);\n gl.clearColor(0, 0, 0, 0);\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // premultiplied alpha\n }\n\n // --- drawing ------------------------------------------------------------------\n\n #render(): void {\n const gl = this.#gl;\n const canvas = this.#canvas;\n if (gl === null || canvas === null || this.#contextLost || gl.isContextLost()) return;\n this.#resize();\n gl.clear(gl.COLOR_BUFFER_BIT);\n if (this.#flip !== null) this.#drawFlip();\n else if (this.#content !== null) this.#drawStatic();\n }\n\n #drawStatic(): void {\n const canvas = this.#canvas!;\n const w = canvas.width;\n const h = canvas.height;\n this.#useFlat();\n const content = this.#content!;\n if (this.#fill) {\n this.#drawQuad({ x: 0, y: 0, w, h }, content.right ?? content.left);\n } else {\n this.#drawQuad({ x: 0, y: 0, w: w / 2, h }, content.left, 1);\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, content.right, -1);\n }\n }\n\n #drawFlip(): void {\n const gl = this.#gl!;\n const canvas = this.#canvas!;\n const w = canvas.width;\n const h = canvas.height;\n const flip = this.#flip!;\n const pose = flipProgressToPose(this.#flipT);\n\n // Static pages underneath.\n this.#useFlat();\n if (flip.fill) {\n this.#drawQuad({ x: 0, y: 0, w, h }, flip.underFull);\n } else {\n this.#drawQuad({ x: 0, y: 0, w: w / 2, h }, flip.underLeft, 1);\n this.#drawQuad({ x: w / 2, y: 0, w: w / 2, h }, flip.underRight, -1);\n }\n\n // Turning leaf: both faces uploaded, per-fragment facing picks front vs back.\n if (flip.front === null && flip.back === null) return;\n this.#bindFace(gl.TEXTURE0, flip.front);\n this.#bindFace(gl.TEXTURE1, flip.back);\n gl.activeTexture(gl.TEXTURE0);\n\n const leafW = flip.fill ? w : w / 2;\n const spineX = flip.spineAtStart * w;\n gl.useProgram(this.#curl);\n gl.bindVertexArray(this.#gridVao);\n gl.uniform2f(this.#curlU.uViewport ?? null, w, h);\n gl.uniform3f(this.#curlU.uView ?? null, this.#view.scale, this.#view.tx * this.#dpr, this.#view.ty * this.#dpr);\n gl.uniform4f(this.#curlU.uLeaf ?? null, spineX, 0, leafW, h);\n gl.uniform1f(this.#curlU.uAngle ?? null, pose.angle);\n gl.uniform1f(this.#curlU.uCurl ?? null, pose.curl);\n gl.uniform1f(this.#curlU.uDir ?? null, flip.dir);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, this.#gridCount);\n }\n\n #useFlat(): void {\n const gl = this.#gl!;\n const canvas = this.#canvas!;\n gl.useProgram(this.#flat);\n gl.bindVertexArray(this.#quadVao);\n gl.activeTexture(gl.TEXTURE0);\n gl.uniform2f(this.#flatU.uViewport ?? null, canvas.width, canvas.height);\n gl.uniform3f(this.#flatU.uView ?? null, this.#view.scale, this.#view.tx * this.#dpr, this.#view.ty * this.#dpr);\n }\n\n #drawQuad(rect: Rect, source: TexImageSource | null, gutterSide = 0): void {\n const gl = this.#gl!;\n if (source === null) return;\n this.#bindFace(gl.TEXTURE0, source);\n gl.uniform4f(this.#flatU.uRect ?? null, rect.x, rect.y, rect.w, rect.h);\n gl.uniform1f(this.#flatU.uGutterSide ?? null, gutterSide);\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n }\n\n /** Bind the texture for `source` (a blank 1x1 when null) to a texture unit. */\n #bindFace(unit: number, source: TexImageSource | null): void {\n const gl = this.#gl!;\n gl.activeTexture(unit);\n gl.bindTexture(gl.TEXTURE_2D, source !== null ? this.#textureFor(source) : this.#blankTex);\n }\n\n /** Page texture cached by content: uploaded once, reused across frames, LRU-capped. */\n #textureFor(source: TexImageSource): WebGLTexture {\n const gl = this.#gl!;\n const existing = this.#texCache.get(source);\n if (existing !== undefined) {\n this.#texCache.delete(source); // move to most-recently-used\n this.#texCache.set(source, existing);\n return existing.tex;\n }\n const tex = createTexture(gl); // binds + uploads on the active unit set by the caller\n uploadTexture(gl, tex, source);\n const dims = source as unknown as { width: number; height: number }; // page rasters have both\n const bytes = dims.width * dims.height * 4;\n this.#texCache.set(source, { tex, bytes });\n this.#cacheBytes += bytes;\n this.#evictTextures();\n return tex;\n }\n\n /** Drop least-recently-used page textures past the byte ceiling (keep a small floor). */\n #evictTextures(): void {\n const gl = this.#gl!;\n for (const [src, cached] of this.#texCache) {\n if (this.#cacheBytes <= MAX_TEXTURE_CACHE_BYTES || this.#texCache.size <= 4) break;\n this.#texCache.delete(src);\n this.#cacheBytes -= cached.bytes;\n gl.deleteTexture(cached.tex);\n }\n }\n\n #makeBlankTexture(gl: WebGL2RenderingContext): WebGLTexture {\n const tex = createTexture(gl);\n gl.bindTexture(gl.TEXTURE_2D, tex);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0, 0, 0, 0]));\n return tex;\n }\n\n #makeVao(gl: WebGL2RenderingContext, program: WebGLProgram, data: Float32Array): WebGLVertexArrayObject {\n const vao = gl.createVertexArray();\n const buffer = gl.createBuffer();\n if (vao === null || buffer === null) throw new Error('WebglRenderer: could not create buffers.');\n gl.bindVertexArray(vao);\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n const aUnit = gl.getAttribLocation(program, 'aUnit');\n gl.enableVertexAttribArray(aUnit);\n gl.vertexAttribPointer(aUnit, 2, gl.FLOAT, false, 0, 0);\n gl.bindVertexArray(null);\n return vao;\n }\n\n #resize(): void {\n const gl = this.#gl;\n const canvas = this.#canvas;\n const el = this.#container;\n if (gl === null || canvas === null || el === null) return;\n this.#dpr = typeof devicePixelRatio === 'number' ? devicePixelRatio : 1;\n const w = Math.max(1, Math.round(el.clientWidth * this.#dpr));\n const h = Math.max(1, Math.round(el.clientHeight * this.#dpr));\n if (canvas.width !== w || canvas.height !== h) {\n canvas.width = w;\n canvas.height = h;\n gl.viewport(0, 0, w, h);\n }\n }\n}\n","import type { Renderer } from './types';\n\nexport type RendererKind = 'css' | 'webgl2';\n\n/**\n * How the consumer chooses a renderer:\n * - `'auto'` (default): prefer the GPU path (WebGL2), else CSS.\n * - a single kind: force it (`'webgl2'` throws if the device has no WebGL2).\n * - an ordered array: try each in turn, first viable wins.\n * - a `Renderer` instance: use it as-is (custom implementation, §6.1/§11).\n */\nexport type RendererOption = 'auto' | RendererKind | RendererKind[] | Renderer;\n\nexport interface Capabilities {\n /** WebGL2 available — the GPU renderer's only backend. */\n gpu: boolean;\n}\n\ntype RendererLoader = () => Promise<Renderer>;\n\n/**\n * Lazy loaders, one per kind. Each is a dynamic `import()` so the bundler\n * code-splits it into its own chunk and a device fetches only the one selected.\n */\nconst LOADERS: Partial<Record<RendererKind, RendererLoader>> = {\n css: async () => new (await import('./cssRenderer')).CssRenderer(),\n webgl2: async () => new (await import('./webglRenderer')).WebglRenderer(),\n};\n\n// The WebGL2 renderer is auto-selected on GPU-capable devices; CSS is the baseline\n// for non-GPU devices and the fallback for unrecoverable GPU failures (§8.4).\nconst WEBGL2_AUTO = true;\n\nfunction isRenderer(option: RendererOption): option is Renderer {\n return (\n typeof option === 'object' &&\n option !== null &&\n !Array.isArray(option) &&\n typeof (option as Renderer).mount === 'function'\n );\n}\n\nfunction autoOrder(caps: Capabilities): RendererKind[] {\n return caps.gpu && WEBGL2_AUTO ? ['webgl2', 'css'] : ['css'];\n}\n\n/** Detect WebGL2 support — the GPU renderer's only backend (no WebGL1, no WebGPU). */\nexport function detectCapabilities(): Capabilities {\n return { gpu: hasWebGl2() };\n}\n\nfunction hasWebGl2(): boolean {\n try {\n return Boolean(document.createElement('canvas').getContext('webgl2'));\n } catch {\n return false;\n }\n}\n\n/**\n * Resolve the `renderer` option to a mounted renderer instance, lazy-loading its\n * chunk. Throws an agent-actionable error if nothing viable can be loaded.\n */\nexport async function selectRenderer(\n option: RendererOption = 'auto',\n caps: Capabilities = detectCapabilities(),\n): Promise<Renderer> {\n if (isRenderer(option)) return option;\n\n const order = Array.isArray(option) ? option : option === 'auto' ? autoOrder(caps) : [option];\n\n for (const kind of order) {\n if (kind === 'webgl2' && !caps.gpu) continue; // skip the GPU path without WebGL2\n const loader = LOADERS[kind];\n if (loader) return loader();\n }\n\n if (order.length === 1 && order[0] === 'webgl2' && !caps.gpu) {\n throw new Error(\n \"renderer: 'webgl2' was forced but this device has no WebGL2. Use 'css' or 'auto'.\",\n );\n }\n throw new Error(\n `renderer: none of [${order.join(', ')}] could be loaded — use 'css' or 'auto'.`,\n );\n}\n","import { buildSpreads, shouldSinglePage, type Direction, type Spread } from './engine/spread';\nimport { Virtualizer } from './engine/virtualizer';\nimport { Emitter, type ZineEventMap } from './engine/emitter';\nimport { FlipMachine } from './engine/stateMachine';\nimport { PointerRecognizer, PinchRecognizer, bindGestures, type GestureEnd } from './engine/input';\nimport { hitTest } from './geometry/hitTest';\nimport { selectRenderer, type RendererOption } from './renderer/select';\nimport type { FlipDirection, PageContent, Renderer, SpreadContent } from './renderer/types';\nimport type { Source } from './source/types';\n\n/** Grab-zone size as a fraction of the smaller container dimension. */\nconst CORNER_FRACTION = 0.25;\n\n/** Wheel-zoom sensitivity: scale multiplies by exp(-deltaY * this) per wheel event. */\nconst WHEEL_ZOOM_SENSITIVITY = 0.0015;\n\n/** Pointer movement (px) beyond which a press becomes a drag rather than a tap. */\nconst DRAG_THRESHOLD = 6;\n\n/** Window (ms) a single click waits to rule out a double-click before flipping. */\nconst DOUBLE_CLICK_MS = 250;\n\ninterface DragState {\n direction: FlipDirection;\n targetIndex: number;\n toPage: number;\n toContent: SpreadContent;\n width: number;\n t: number;\n}\n\nexport interface ZoomOptions {\n /** Whether zooming is allowed at all; default true. */\n enabled?: boolean;\n /** Maximum zoom scale; default 4. */\n max?: number;\n /** Zoom on Ctrl/⌘ + wheel (also how trackpad pinch arrives on desktop); default true. */\n wheel?: boolean;\n /** Zoom levels cycled by double-click (wraps to the first); `false` disables. Default [1, 2, 4]. */\n doubleClick?: number[] | false;\n /**\n * Listen for double-click zoom inside the click-to-flip zones. Default: off in 'edge' mode\n * (edges flip instantly, no delay), on in 'half' mode. Turning it on in 'edge' mode makes\n * clicks wait out `clickFlipDelay` so a double-click can preempt them with a zoom.\n */\n doubleClickInFlipZone?: boolean;\n}\n\nexport interface ZineOptions {\n /** Content source (e.g. an ImageSource). Required. */\n source: Source;\n /** Renderer selection; default 'auto'. */\n renderer?: RendererOption;\n /** Fixed container width in px; omit to let the container/CSS drive the size. */\n width?: number;\n /** Fixed container height in px; omit to let the container/CSS drive the size. */\n height?: number;\n /** Reading direction; default 'ltr'. */\n direction?: Direction;\n /** First page is a lone cover; default false. */\n cover?: boolean;\n /** Page to open on; default 0. */\n startPage?: number;\n /** Flip animation duration in ms; default 500. */\n flipDuration?: number;\n /** How a tap/click turns pages: near an edge ('edge'), by page half ('half'), or 'off'. Default 'edge'. */\n clickToFlip?: 'edge' | 'half' | 'off';\n /** Edge-zone size in px per side, used when clickToFlip is 'edge'. Default 64. */\n clickZoneSize?: number;\n /**\n * Delay (ms) a click waits before flipping, so a double-click can preempt it with a zoom.\n * Omit for auto: 0 when double-click zoom is inactive, 250 when it's active.\n */\n clickFlipDelay?: number;\n /** Zoom behavior. */\n zoom?: ZoomOptions;\n /** Container widths below this (px) switch to one page per spread; default 640. */\n singlePageThreshold?: number;\n}\n\n/**\n * The public flipbook. Composes the engine (spreads, virtualizer, events), a\n * lazily-selected renderer, and a content source. Construction is synchronous\n * but setup is async — await `ready` (or listen for the `ready` event) before\n * driving it.\n */\nexport class Zine {\n #container: HTMLElement;\n #source: Source;\n #emitter = new Emitter<ZineEventMap>();\n #virtualizer = new Virtualizer(2);\n #machine = new FlipMachine();\n #direction: Direction;\n #cover: boolean;\n #clickToFlip: 'edge' | 'half' | 'off';\n #clickZoneSize: number;\n #honorDoubleClickInFlipZone: boolean;\n #clickFlipDelayValue: number;\n #singlePageThreshold: number;\n #singlePage = false;\n #startPageOption: number | undefined;\n #spreads: Spread[] = [];\n #current = 0;\n #currentPage = 0;\n #currentContent: SpreadContent = { left: null, right: null };\n #flipDuration: number;\n #zoomEnabled: boolean;\n #wheelZoom: boolean;\n #doubleClickLevels: number[] | null;\n #maxZoom: number;\n #resizeObserver: ResizeObserver | null = null;\n #updateScheduled = false;\n #scale = 1;\n #tx = 0;\n #ty = 0;\n #renderer: Renderer | null = null;\n #fellBack = false;\n #destroyed = false;\n #raf: number | null = null;\n #drag: DragState | null = null;\n #pendingGrab: { direction: FlipDirection; targetIndex: number; toPage: number; width: number } | null = null;\n #press: { x: number; y: number } | null = null;\n #pendingClickTimer: ReturnType<typeof setTimeout> | null = null;\n #pan: { baseTx: number; baseTy: number } | null = null;\n #pinching = false;\n #pinchBaseScale = 1;\n #reducedMotion = false;\n #liveRegion: HTMLElement | null = null;\n #unbindInput: (() => void) | null = null;\n #unbindWheel: (() => void) | null = null;\n #unbindDblClick: (() => void) | null = null;\n #a11yCleanup: (() => void) | null = null;\n #ready: Promise<void>;\n\n /** Stable seek API: drive the fold to a fixed progress without animating (visual regression). */\n readonly debug = {\n setFlipProgress: (t: number, direction: FlipDirection): void => {\n this.#renderer?.setFlipProgress(t, direction);\n },\n };\n\n constructor(container: HTMLElement, options: ZineOptions) {\n validateOptions(container, options);\n this.#container = container;\n if (options.width !== undefined) container.style.width = `${options.width}px`;\n if (options.height !== undefined) container.style.height = `${options.height}px`;\n this.#source = options.source;\n const direction = options.direction ?? 'ltr';\n const cover = options.cover ?? false;\n this.#direction = direction;\n this.#cover = cover;\n this.#clickToFlip = options.clickToFlip ?? 'edge';\n this.#clickZoneSize = options.clickZoneSize ?? 64;\n this.#singlePageThreshold = options.singlePageThreshold ?? 640;\n this.#startPageOption = options.startPage;\n // Sync sources (a known page count) build spreads now — so bad pageCount/startPage\n // throw immediately from `new Zine`. Async sources (an `open()`) defer to #init.\n if (typeof this.#source.open !== 'function') {\n this.#buildSpreadModel();\n }\n this.#flipDuration = options.flipDuration ?? 800;\n this.#zoomEnabled = options.zoom?.enabled ?? true;\n this.#wheelZoom = options.zoom?.wheel ?? true;\n const dbl = options.zoom?.doubleClick;\n const levels = dbl === false ? [] : [...(dbl ?? [1, 2, 4])].sort((a, b) => a - b);\n this.#doubleClickLevels = levels.length > 0 ? levels : null;\n this.#maxZoom = options.zoom?.max ?? 4;\n\n // Arbitrate click-to-flip vs double-click zoom inside the flip zones.\n // Listen for double-click zoom in flip zones: default off in 'edge', on in 'half'.\n // clickFlipDelay === 0 hard-disables it. When honored, a delay lets a click wait\n // out a possible double-click; auto default 250 ms, overridable.\n const doubleClickZoomActive = this.#zoomEnabled && this.#doubleClickLevels !== null;\n const listenInFlipZone = options.zoom?.doubleClickInFlipZone ?? (this.#clickToFlip === 'half');\n this.#honorDoubleClickInFlipZone =\n this.#clickToFlip !== 'off' &&\n doubleClickZoomActive &&\n listenInFlipZone &&\n options.clickFlipDelay !== 0;\n this.#clickFlipDelayValue = this.#honorDoubleClickInFlipZone\n ? (options.clickFlipDelay ?? DOUBLE_CLICK_MS)\n : 0;\n\n this.#ready = this.#init(options.renderer ?? 'auto');\n }\n\n /** Resolves once the renderer is mounted and the first spread is painted. */\n get ready(): Promise<void> {\n return this.#ready;\n }\n\n getPageCount(): number {\n return this.#source.pageCount;\n }\n\n getPage(): number {\n return this.#currentPage;\n }\n\n flipNext(): void {\n this.#startFlip(this.#current + 1);\n }\n\n flipPrev(): void {\n this.#startFlip(this.#current - 1);\n }\n\n flipTo(page: number): void {\n const target = clamp(page, 0, Math.max(0, this.#source.pageCount - 1));\n this.#startFlip(this.#spreadIndexForPage(target));\n }\n\n getZoom(): number {\n return this.#scale;\n }\n\n /** Zoom to `scale` (clamped to [1, zoom.max]), keeping `center` (container-local) fixed. */\n setZoom(scale: number, center?: { x: number; y: number }): void {\n if (!this.#renderer || !this.#zoomEnabled) return;\n const s2 = clamp(scale, 1, this.#maxZoom);\n const m = this.#renderer.measure();\n const focal = center ?? { x: m.containerWidth / 2, y: m.containerHeight / 2 };\n const s1 = this.#scale;\n // Solve for the translate that keeps the focal screen point fixed as s1→s2.\n let tx = s2 === 1 ? 0 : focal.x - (s2 / s1) * (focal.x - this.#tx);\n let ty = s2 === 1 ? 0 : focal.y - (s2 / s1) * (focal.y - this.#ty);\n [tx, ty] = this.#clampPan(tx, ty, s2, m.containerWidth, m.containerHeight);\n this.#scale = s2;\n this.#tx = tx;\n this.#ty = ty;\n this.#renderer.setViewTransform(s2, tx, ty);\n this.#emitter.emit('zoomChanged', { scale: s2 });\n }\n\n resetZoom(): void {\n this.setZoom(1);\n }\n\n #clampPan(tx: number, ty: number, scale: number, w: number, h: number): [number, number] {\n // Keep the scaled content covering the viewport (transform-origin is 0,0).\n return [clamp(tx, w * (1 - scale), 0), clamp(ty, h * (1 - scale), 0)];\n }\n\n on<K extends keyof ZineEventMap>(\n event: K,\n listener: (payload: ZineEventMap[K]) => void,\n ): () => void {\n return this.#emitter.on(event, listener);\n }\n\n destroy(): void {\n this.#destroyed = true;\n if (this.#raf !== null) cancelAnimationFrame(this.#raf);\n this.#clearPendingClickFlip();\n this.#resizeObserver?.disconnect();\n this.#a11yCleanup?.();\n this.#unbindWheel?.();\n this.#unbindDblClick?.();\n this.#unbindInput?.();\n this.#renderer?.destroy();\n this.#renderer = null;\n this.#source.destroy();\n this.#emitter.clear();\n }\n\n #startFlip(targetIndex: number): void {\n if (targetIndex < 0 || targetIndex >= this.#spreads.length || targetIndex === this.#current) {\n return;\n }\n // `flip` is legal only from idle; otherwise a flip/drag is already in flight.\n if (this.#machine.send('flip') === null) return;\n\n const direction: FlipDirection = targetIndex > this.#current ? 'forward' : 'backward';\n const toPage = this.#leadPage(targetIndex);\n // State is already locked (send('flip') above), so re-entrant flips are rejected\n // even though staging the destination content below is async.\n this.#emitter.emit('flipStart', { from: this.#currentPage, to: toPage });\n void this.#runFlip(targetIndex, direction, toPage);\n }\n\n async #runFlip(targetIndex: number, direction: FlipDirection, toPage: number): Promise<void> {\n const toSpread = this.#spreads[targetIndex];\n const toContent: SpreadContent = toSpread\n ? await this.#resolveContent(toSpread)\n : { left: null, right: null };\n this.#renderer?.beginFlip(this.#currentContent, toContent, direction, {\n fill: this.#singlePage,\n });\n this.#animateProgress(0, 1, direction, () => this.#commit(targetIndex, toPage, toContent));\n }\n\n /** Animate the fold from `fromT` to `toT`, easing per-frame, then run `onDone`. */\n #animateProgress(\n fromT: number,\n toT: number,\n direction: FlipDirection,\n onDone: () => void,\n ): void {\n const duration = this.#effectiveDuration() * Math.abs(toT - fromT);\n if (duration <= 0) {\n // Reduced motion (or zero-duration): swap without the curl sweep.\n this.#renderer?.setFlipProgress(toT, direction);\n onDone();\n return;\n }\n const start = performance.now();\n const step = (now: number): void => {\n // Easing lives here; flipProgressToPose stays linear so seeks are deterministic.\n const raw = Math.min(1, (now - start) / duration);\n this.#renderer?.setFlipProgress(fromT + (toT - fromT) * easeInOutCubic(raw), direction);\n if (raw < 1) {\n this.#raf = requestAnimationFrame(step);\n } else {\n this.#raf = null;\n onDone();\n }\n };\n this.#raf = requestAnimationFrame(step);\n }\n\n #commit(targetIndex: number, toPage: number, toContent: SpreadContent): void {\n const spread = this.#spreads[targetIndex];\n this.#current = targetIndex;\n this.#currentPage = toPage;\n this.#currentContent = toContent;\n // renderSpread paints the landed spread and clears the turning leaf.\n if (spread) this.#paintSpread(spread, toContent);\n this.#prefetchWindow();\n this.#machine.send('settle');\n this.#announce();\n this.#emitter.emit('pageChanged', { page: toPage });\n this.#emitter.emit('flipEnd', { page: toPage });\n }\n\n #leadPage(spreadIndex: number): number {\n const spread = this.#spreads[spreadIndex];\n if (!spread) return this.#currentPage;\n const pages = [spread.left, spread.right].filter((p): p is number => p !== null);\n return pages.length > 0 ? Math.min(...pages) : this.#currentPage;\n }\n\n #onDragStart(clientX: number, clientY: number): void {\n if (this.#pinching || !this.#renderer || this.#machine.state !== 'idle') return;\n this.#clearPendingClickFlip(); // a new press cancels a click-flip still waiting out its window\n // Zoomed in → a drag pans; at scale 1 → a corner drag flips (§9 mode switch).\n if (this.#scale > 1) {\n if (this.#machine.send('panStart') === null) return;\n this.#pan = { baseTx: this.#tx, baseTy: this.#ty };\n return;\n }\n const rect = this.#container.getBoundingClientRect();\n const point = { x: clientX - rect.left, y: clientY - rect.top };\n this.#press = point; // remembered for tap classification / click-to-flip zone\n const { containerWidth, containerHeight } = this.#renderer.measure();\n const cornerSize = Math.min(containerWidth, containerHeight) * CORNER_FRACTION;\n if (hitTest(point, { width: containerWidth, height: containerHeight }, cornerSize) !== 'corner') {\n return; // not a corner — no drag; a tap here may still click-to-flip on release\n }\n // Arm a potential drag; it only becomes a real flip once the pointer moves\n // (so a corner *tap* never fires a spurious flipStart). Right-side corner\n // turns the page forward in LTR; RTL mirrors it.\n const rightSide = point.x > containerWidth / 2;\n const forward = this.#direction === 'rtl' ? !rightSide : rightSide;\n const targetIndex = this.#current + (forward ? 1 : -1);\n if (targetIndex < 0 || targetIndex >= this.#spreads.length) return;\n this.#pendingGrab = {\n direction: forward ? 'forward' : 'backward',\n targetIndex,\n toPage: this.#leadPage(targetIndex),\n width: containerWidth,\n };\n }\n\n /** Turn an armed corner press into a live drag flip once the pointer has moved. */\n #promoteGrab(): void {\n const grab = this.#pendingGrab;\n if (!grab) return;\n this.#pendingGrab = null;\n if (this.#machine.send('grab') === null) return;\n this.#drag = {\n direction: grab.direction,\n targetIndex: grab.targetIndex,\n toPage: grab.toPage,\n toContent: { left: null, right: null },\n width: grab.width,\n t: 0,\n };\n this.#emitter.emit('flipStart', { from: this.#currentPage, to: grab.toPage });\n void this.#stageDrag(grab.targetIndex, grab.direction);\n }\n\n async #stageDrag(targetIndex: number, direction: FlipDirection): Promise<void> {\n const toSpread = this.#spreads[targetIndex];\n const toContent: SpreadContent = toSpread\n ? await this.#resolveContent(toSpread)\n : { left: null, right: null };\n // The drag may have ended (or retargeted) while content was resolving.\n if (this.#drag?.targetIndex !== targetIndex) return;\n this.#drag.toContent = toContent;\n this.#renderer?.beginFlip(this.#currentContent, toContent, direction, {\n fill: this.#singlePage,\n });\n this.#renderer?.setFlipProgress(this.#drag.t, direction);\n }\n\n #onDragMove(dx: number, dy: number): void {\n if (this.#pinching) return;\n if (this.#pan) {\n if (!this.#renderer) return;\n const m = this.#renderer.measure();\n const [tx, ty] = this.#clampPan(\n this.#pan.baseTx + dx,\n this.#pan.baseTy + dy,\n this.#scale,\n m.containerWidth,\n m.containerHeight,\n );\n this.#tx = tx;\n this.#ty = ty;\n this.#renderer.setViewTransform(this.#scale, tx, ty);\n return;\n }\n // An armed corner press becomes a real flip once it moves past the threshold.\n if (this.#pendingGrab && Math.hypot(dx, dy) > DRAG_THRESHOLD) {\n this.#promoteGrab();\n }\n const drag = this.#drag;\n if (!drag) return;\n const signed = drag.direction === 'forward' ? -dx : dx;\n drag.t = clamp(signed / drag.width, 0, 1);\n this.#renderer?.setFlipProgress(drag.t, drag.direction);\n }\n\n #onDragEnd(gesture: GestureEnd): void {\n if (this.#pinching) return;\n if (this.#pan) {\n this.#pan = null;\n this.#machine.send('panEnd');\n return;\n }\n const drag = this.#drag;\n if (!drag) {\n // Never became a drag → it was a tap; maybe flip via clickToFlip.\n this.#pendingGrab = null;\n this.#maybeClickFlip(gesture);\n return;\n }\n this.#drag = null;\n this.#machine.send('release');\n\n const swiped =\n gesture.swipe &&\n (drag.direction === 'forward' ? gesture.dx < 0 : gesture.dx > 0);\n if (drag.t >= 0.5 || swiped) {\n this.#animateProgress(drag.t, 1, drag.direction, () =>\n this.#commit(drag.targetIndex, drag.toPage, drag.toContent),\n );\n } else {\n this.#animateProgress(drag.t, 0, drag.direction, () => this.#cancelFlip());\n }\n }\n\n #maybeClickFlip(gesture: GestureEnd): void {\n if (this.#clickToFlip === 'off' || this.#scale > 1 || !this.#press) return;\n // A tap barely moves; anything more was a drag we already ignored.\n if (Math.abs(gesture.dx) > DRAG_THRESHOLD || Math.abs(gesture.dy) > DRAG_THRESHOLD) return;\n const direction = this.#clickFlipDirection(this.#press);\n if (!direction) return;\n const targetIndex = this.#current + (direction === 'forward' ? 1 : -1);\n if (targetIndex < 0 || targetIndex >= this.#spreads.length) return;\n this.#clearPendingClickFlip();\n if (this.#clickFlipDelayValue <= 0) {\n // No double-click competing here → flip right away.\n this.#startFlip(targetIndex);\n return;\n }\n // Wait out the window; a double-click (zoom) cancels this.\n this.#pendingClickTimer = setTimeout(() => {\n this.#pendingClickTimer = null;\n this.#startFlip(targetIndex);\n }, this.#clickFlipDelayValue);\n }\n\n /** Which way a tap at `point` (container-local) turns the page, or null for a dead zone. */\n #clickFlipDirection(point: { x: number; y: number }): FlipDirection | null {\n if (!this.#renderer) return null;\n const { containerWidth } = this.#renderer.measure();\n let side: 'left' | 'right' | null;\n if (this.#clickToFlip === 'half') {\n side = point.x > containerWidth / 2 ? 'right' : 'left';\n } else if (point.x <= this.#clickZoneSize) {\n side = 'left';\n } else if (point.x >= containerWidth - this.#clickZoneSize) {\n side = 'right';\n } else {\n side = null; // center dead zone in 'edge' mode\n }\n if (!side) return null;\n const forwardSide = this.#direction === 'rtl' ? 'left' : 'right';\n return side === forwardSide ? 'forward' : 'backward';\n }\n\n #clearPendingClickFlip(): void {\n if (this.#pendingClickTimer !== null) {\n clearTimeout(this.#pendingClickTimer);\n this.#pendingClickTimer = null;\n }\n }\n\n #cancelFlip(): void {\n const spread = this.#spreads[this.#current];\n if (spread) this.#paintSpread(spread, this.#currentContent);\n this.#machine.send('settle');\n this.#emitter.emit('flipEnd', { page: this.#currentPage });\n }\n\n #onPinchStart(): void {\n // A second finger abandons any single-pointer gesture in flight.\n this.#pendingGrab = null;\n this.#clearPendingClickFlip();\n if (this.#drag) {\n this.#drag = null;\n this.#machine.send('release');\n this.#machine.send('settle');\n const spread = this.#spreads[this.#current];\n if (spread) this.#paintSpread(spread, this.#currentContent);\n } else if (this.#pan) {\n this.#pan = null;\n this.#machine.send('panEnd');\n }\n this.#pinching = true;\n this.#pinchBaseScale = this.#scale;\n }\n\n #onPinchMove(centerX: number, centerY: number, scale: number): void {\n if (!this.#pinching) return;\n const rect = this.#container.getBoundingClientRect();\n this.setZoom(this.#pinchBaseScale * scale, { x: centerX - rect.left, y: centerY - rect.top });\n }\n\n #onPinchEnd(): void {\n this.#pinching = false;\n }\n\n #bindWheelZoom(): void {\n const onWheel = (event: WheelEvent): void => {\n // Ctrl/⌘ + wheel only — this is also what a desktop trackpad pinch emits.\n if (!this.#wheelZoom || !this.#zoomEnabled || !(event.ctrlKey || event.metaKey)) return;\n // Override the browser's native page zoom.\n event.preventDefault();\n const rect = this.#container.getBoundingClientRect();\n const factor = Math.exp(-event.deltaY * WHEEL_ZOOM_SENSITIVITY);\n this.setZoom(this.#scale * factor, {\n x: event.clientX - rect.left,\n y: event.clientY - rect.top,\n });\n };\n this.#container.addEventListener('wheel', onWheel as EventListener, { passive: false });\n this.#unbindWheel = () =>\n this.#container.removeEventListener('wheel', onWheel as EventListener);\n }\n\n #bindDoubleClickZoom(): void {\n const onDoubleClick = (event: MouseEvent): void => {\n const levels = this.#doubleClickLevels;\n if (!this.#zoomEnabled || levels === null) return;\n // At scale 1 a double-click inside a flip zone belongs to click-to-flip, not zoom,\n // unless we're honoring double-click zoom there.\n if (this.#scale <= 1 && this.#clickToFlip !== 'off' && !this.#honorDoubleClickInFlipZone) {\n const rect = this.#container.getBoundingClientRect();\n const local = { x: event.clientX - rect.left, y: event.clientY - rect.top };\n if (this.#clickFlipDirection(local) !== null) return; // in a flip zone → leave it to click-to-flip\n }\n // A double-click means the single-click flip we may have queued was really a zoom.\n this.#clearPendingClickFlip();\n event.preventDefault();\n // Next configured level above the current scale, else wrap to the first.\n const next = levels.find((l) => l > this.#scale + 1e-6) ?? levels[0] ?? this.#scale;\n const rect = this.#container.getBoundingClientRect();\n this.setZoom(next, { x: event.clientX - rect.left, y: event.clientY - rect.top });\n };\n this.#container.addEventListener('dblclick', onDoubleClick as EventListener);\n this.#unbindDblClick = () =>\n this.#container.removeEventListener('dblclick', onDoubleClick as EventListener);\n }\n\n async #init(rendererOption: RendererOption): Promise<void> {\n // Load the renderer chunk while opening an async source (e.g. a PDF) in parallel.\n const rendererPromise = selectRenderer(rendererOption);\n if (typeof this.#source.open === 'function') {\n await this.#source.open();\n this.#buildSpreadModel(); // page count known now; validates + builds spreads\n }\n this.#source.prefetch([this.#currentPage]);\n\n const selected = await rendererPromise;\n const renderer = await this.#mountWithFallback(selected);\n this.#renderer = renderer;\n\n // Now that we can measure, apply single-page mode if the container is narrow.\n this.#applySinglePage(renderer.measure().containerWidth);\n\n const pointer = new PointerRecognizer({\n onStart: (g) => this.#onDragStart(g.x, g.y),\n onMove: (g) => this.#onDragMove(g.dx, g.dy),\n onEnd: (g) => this.#onDragEnd(g),\n });\n const pinch = new PinchRecognizer({\n onPinchStart: () => this.#onPinchStart(),\n onPinchMove: (g) => this.#onPinchMove(g.centerX, g.centerY, g.scale),\n onPinchEnd: () => this.#onPinchEnd(),\n });\n this.#unbindInput = bindGestures(this.#container, { pointer, pinch });\n this.#bindWheelZoom();\n this.#bindDoubleClickZoom();\n this.#setupReducedMotion();\n this.#a11yCleanup = this.#setupA11y();\n\n await this.#renderCurrent();\n this.#observeResize();\n this.#prefetchWindow();\n this.#announce();\n this.#emitter.emit('ready');\n }\n\n /** Mount `renderer`; if it can't initialize (e.g. no WebGL2 context) fall back to CSS. */\n async #mountWithFallback(renderer: Renderer): Promise<Renderer> {\n try {\n await renderer.mount(this.#container);\n renderer.onFatal?.(() => {\n void this.#fallbackToCss();\n });\n return renderer;\n } catch {\n renderer.destroy();\n const css = await selectRenderer('css');\n await css.mount(this.#container);\n this.#fellBack = true;\n this.#emitter.emit('rendererFallback', { from: 'webgl2', to: 'css' });\n return css;\n }\n }\n\n /** Runtime fallback: a live renderer signaled an unrecoverable failure (§8.4). */\n async #fallbackToCss(): Promise<void> {\n if (this.#fellBack || this.#destroyed) return;\n this.#fellBack = true;\n this.#renderer?.destroy();\n this.#renderer = null;\n const css = await selectRenderer('css');\n if (this.#destroyed) {\n css.destroy();\n return;\n }\n await css.mount(this.#container);\n this.#renderer = css;\n this.#applySinglePage(css.measure().containerWidth);\n await this.#renderCurrent();\n this.#emitter.emit('rendererFallback', { from: 'webgl2', to: 'css' });\n }\n\n #setupReducedMotion(): void {\n if (typeof matchMedia !== 'function') return;\n const query = matchMedia('(prefers-reduced-motion: reduce)');\n this.#reducedMotion = query.matches;\n query.addEventListener?.('change', (e) => {\n this.#reducedMotion = e.matches;\n });\n }\n\n /** Wire keyboard nav + an aria-live page announcer. Skips non-DOM containers. */\n #setupA11y(): (() => void) | null {\n const container = this.#container;\n const doc = container.ownerDocument;\n if (!doc || typeof container.setAttribute !== 'function') return null;\n\n if (!container.hasAttribute('tabindex')) container.tabIndex = 0;\n container.setAttribute('aria-roledescription', 'flipbook');\n const onKey = (e: KeyboardEvent): void => this.#onKeyDown(e);\n container.addEventListener('keydown', onKey);\n\n const live = doc.createElement('div');\n live.setAttribute('aria-live', 'polite');\n live.setAttribute('aria-atomic', 'true');\n live.style.cssText =\n 'position:absolute;width:1px;height:1px;margin:-1px;padding:0;overflow:hidden;clip:rect(0 0 0 0);white-space:nowrap;border:0;';\n container.appendChild(live);\n this.#liveRegion = live;\n\n return () => {\n container.removeEventListener('keydown', onKey);\n live.remove();\n this.#liveRegion = null;\n };\n }\n\n #onKeyDown(event: KeyboardEvent): void {\n const forwardKey = this.#direction === 'rtl' ? 'ArrowLeft' : 'ArrowRight';\n switch (event.key) {\n case 'ArrowRight':\n case 'ArrowLeft':\n if (event.key === forwardKey) this.flipNext();\n else this.flipPrev();\n event.preventDefault();\n break;\n case 'Home':\n this.flipTo(0);\n event.preventDefault();\n break;\n case 'End':\n this.flipTo(this.#source.pageCount - 1);\n event.preventDefault();\n break;\n default:\n break;\n }\n }\n\n #announce(): void {\n if (this.#liveRegion) {\n this.#liveRegion.textContent = `Page ${this.#currentPage + 1} of ${this.#source.pageCount}`;\n }\n }\n\n #effectiveDuration(): number {\n return this.#reducedMotion ? 0 : this.#flipDuration;\n }\n\n /** Re-measure and re-render; call after the container resizes. */\n update(): void {\n if (!this.#renderer || this.#machine.state !== 'idle') return;\n this.#applySinglePage(this.#renderer.measure().containerWidth);\n void this.#renderCurrent();\n }\n\n #applySinglePage(containerWidth: number): void {\n const single = shouldSinglePage(containerWidth, this.#singlePageThreshold);\n if (single === this.#singlePage) return;\n this.#singlePage = single;\n this.#spreads = buildSpreads(this.#source.pageCount, {\n direction: this.#direction,\n cover: this.#cover,\n singlePage: single,\n });\n this.#current = this.#spreadIndexForPage(this.#currentPage);\n }\n\n async #renderCurrent(): Promise<void> {\n const spread = this.#spreads[this.#current];\n if (!spread || !this.#renderer) return;\n this.#currentContent = await this.#resolveContent(spread);\n this.#paintSpread(spread, this.#currentContent);\n }\n\n #paintSpread(spread: Spread, content: SpreadContent): void {\n this.#renderer?.renderSpread(spread, content, { fill: this.#singlePage });\n }\n\n #observeResize(): void {\n if (typeof ResizeObserver === 'undefined') return;\n this.#resizeObserver = new ResizeObserver(() => this.#scheduleUpdate());\n this.#resizeObserver.observe(this.#container);\n }\n\n #scheduleUpdate(): void {\n if (this.#updateScheduled) return;\n this.#updateScheduled = true;\n requestAnimationFrame(() => {\n this.#updateScheduled = false;\n this.update();\n });\n }\n\n async #resolveContent(spread: Spread): Promise<SpreadContent> {\n const [left, right] = await Promise.all([this.#getPage(spread.left), this.#getPage(spread.right)]);\n return { left, right };\n }\n\n /** Decode one page; on failure emit `sourceError` and degrade to a blank (null) page. */\n async #getPage(index: number | null): Promise<PageContent | null> {\n if (index === null) return null;\n try {\n return await this.#source.get(index);\n } catch (error) {\n this.#emitter.emit('sourceError', { index, error });\n return null;\n }\n }\n\n #prefetchWindow(): void {\n const { toMount } = this.#virtualizer.update(this.#current, this.#spreads.length);\n const pages: number[] = [];\n for (const index of toMount) {\n const spread = this.#spreads[index];\n if (spread?.left != null) pages.push(spread.left);\n if (spread?.right != null) pages.push(spread.right);\n }\n this.#source.prefetch(pages);\n }\n\n #spreadIndexForPage(page: number): number {\n const index = this.#spreads.findIndex((s) => s.left === page || s.right === page);\n return index === -1 ? 0 : index;\n }\n\n /** Validate the (now-known) page count + startPage and build the spread model. */\n #buildSpreadModel(): void {\n const pageCount = this.#source.pageCount;\n if (!Number.isInteger(pageCount) || pageCount < 1) {\n throw new Error(`Zine: source has ${pageCount} pages; a Source must have at least 1 page.`);\n }\n const startPage = this.#startPageOption;\n if (\n startPage !== undefined &&\n (!Number.isInteger(startPage) || startPage < 0 || startPage >= pageCount)\n ) {\n throw new Error(\n `Zine: startPage ${JSON.stringify(startPage)} is out of range for a ${pageCount}-page book (valid 0..${pageCount - 1}).`,\n );\n }\n this.#spreads = buildSpreads(pageCount, { direction: this.#direction, cover: this.#cover });\n this.#currentPage = clamp(startPage ?? 0, 0, pageCount - 1);\n this.#current = this.#spreadIndexForPage(this.#currentPage);\n }\n}\n\nfunction clamp(value: number, min: number, max: number): number {\n return value < min ? min : value > max ? max : value;\n}\n\nfunction easeInOutCubic(t: number): number {\n return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;\n}\n\nfunction typeName(v: unknown): string {\n if (v === null) return 'null';\n if (Array.isArray(v)) return 'array';\n return typeof v;\n}\n\n/** Validate constructor inputs up front, throwing agent-actionable errors. */\nfunction validateOptions(container: unknown, options: unknown): void {\n if (\n typeof container !== 'object' ||\n container === null ||\n typeof (container as { appendChild?: unknown }).appendChild !== 'function' ||\n typeof (container as { addEventListener?: unknown }).addEventListener !== 'function'\n ) {\n throw new Error(`Zine: container must be a DOM element; received ${typeName(container)}.`);\n }\n if (typeof options !== 'object' || options === null) {\n throw new Error('Zine: an options object with a `source` is required.');\n }\n const o = options as Record<string, unknown>;\n\n const source = o.source as { get?: unknown; pageCount?: unknown } | undefined;\n if (\n typeof source !== 'object' ||\n source === null ||\n typeof source.get !== 'function' ||\n typeof source.pageCount !== 'number'\n ) {\n throw new Error('Zine: `source` is required and must be a Source, e.g. new ImageSource(urls).');\n }\n // Note: pageCount >= 1 and startPage-in-range are validated in #buildSpreadModel —\n // synchronously for a sync source, or after open() for an async one (e.g. PdfSource).\n\n const startPage = o.startPage;\n if (startPage !== undefined && (typeof startPage !== 'number' || !Number.isInteger(startPage) || startPage < 0)) {\n throw new Error(`Zine: startPage must be a non-negative integer; got ${JSON.stringify(startPage)}.`);\n }\n\n const direction = o.direction;\n if (direction !== undefined && direction !== 'ltr' && direction !== 'rtl') {\n throw new Error(`Zine: direction must be 'ltr' or 'rtl'; got ${JSON.stringify(direction)}.`);\n }\n\n const clickToFlip = o.clickToFlip;\n if (clickToFlip !== undefined && !['edge', 'half', 'off'].includes(clickToFlip as string)) {\n throw new Error(`Zine: clickToFlip must be 'edge', 'half', or 'off'; got ${JSON.stringify(clickToFlip)}.`);\n }\n\n assertMin(o.width, 'width', 1);\n assertMin(o.height, 'height', 1);\n assertMin(o.flipDuration, 'flipDuration', 0);\n assertMin(o.clickZoneSize, 'clickZoneSize', 0);\n assertMin(o.clickFlipDelay, 'clickFlipDelay', 0);\n assertMin(o.singlePageThreshold, 'singlePageThreshold', 0);\n validateZoomOption(o.zoom);\n validateRendererOption(o.renderer);\n}\n\nfunction assertMin(value: unknown, name: string, min: number): void {\n if (value === undefined) return;\n if (typeof value !== 'number' || !Number.isFinite(value) || value < min) {\n throw new Error(`Zine: ${name} must be a number >= ${min}; got ${JSON.stringify(value)}.`);\n }\n}\n\nfunction validateZoomOption(zoom: unknown): void {\n if (zoom === undefined) return;\n if (typeof zoom !== 'object' || zoom === null || Array.isArray(zoom)) {\n throw new Error('Zine: zoom must be an object, e.g. { max: 4 }.');\n }\n const z = zoom as Record<string, unknown>;\n if (z.enabled !== undefined && typeof z.enabled !== 'boolean') {\n throw new Error(`Zine: zoom.enabled must be a boolean; 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use 'auto', 'css', 'webgl2', an array of those, or a custom Renderer.`,\n );\n }\n return;\n }\n if (Array.isArray(renderer)) {\n for (const kind of renderer) {\n if (kind !== 'css' && kind !== 'webgl2') {\n throw new Error(\n `Zine: renderer order array may only contain 'css' or 'webgl2'; got ${JSON.stringify(kind)}.`,\n );\n }\n }\n return;\n }\n if (\n typeof renderer === 'object' &&\n renderer !== null &&\n typeof (renderer as { mount?: unknown }).mount === 'function'\n ) {\n return;\n }\n throw new Error(\n \"Zine: renderer must be 'auto', 'css', 'webgl2', an array of those, or a custom Renderer instance.\",\n );\n}\n","import type { PageContent } from '../renderer/types';\nimport type { Source } from './types';\n\nexport type ImageFit = 'contain' | 'cover';\n\nexport interface ImageSourceOptions {\n /** How many adjacent pages to prefetch around a requested page. 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'contain';\n }\n\n get(index: number): Promise<PageContent> {\n const decoded = this.#decode(index);\n for (let d = 1; d <= this.#preload; d++) {\n this.prefetch([index - d, index + d]);\n }\n return decoded;\n }\n\n prefetch(indices: number[]): void {\n for (const i of indices) {\n if (i >= 0 && i < this.pageCount) {\n void this.#decode(i).catch(() => {}); // swallow: prefetch failures surface on real get()\n }\n }\n }\n\n destroy(): void {\n for (const pending of this.#cache.values()) {\n void pending.then((bitmap) => bitmap.close()).catch(() => {});\n }\n this.#cache.clear();\n }\n\n #decode(index: number): Promise<ImageBitmap> {\n const cached = this.#cache.get(index);\n if (cached) return cached;\n\n const url = this.#urls[index];\n if (url === undefined) {\n return Promise.reject(\n new RangeError(`ImageSource: page ${index} is out of range (0..${this.pageCount - 1}).`),\n );\n }\n\n const promise = (async () => {\n const res = await fetch(url);\n if (!res.ok) {\n throw new Error(`ImageSource: failed to fetch page ${index} (${url}) — HTTP ${res.status}.`);\n }\n return createImageBitmap(await res.blob());\n })().catch((err: unknown) => {\n this.#cache.delete(index); // drop the failed entry so a later get() can retry\n throw err;\n });\n\n this.#cache.set(index, promise);\n return promise;\n 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@@ -0,0 +1,18 @@
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1
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+
import type { Spread } from '../engine/spread';
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2
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+
import type { FlipDirection, LayoutMetrics, Renderer, RenderOptions, SpreadContent } from './types';
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3
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+
/**
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4
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+
* Baseline renderer: a 2-panel CSS-3D fold. Runs on every browser, no GPU. Pages
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5
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+
* are <canvas> elements; the turning leaf (front + back faces, backface-hidden)
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6
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+
* rotates about the spine driven by flipProgressToPose(), with a gradient shadow
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7
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+
* overlay for depth. `beginFlip` stages the surfaces; `setFlipProgress` animates.
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8
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+
*/
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9
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+
export declare class CssRenderer implements Renderer {
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10
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+
#private;
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11
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+
mount(container: HTMLElement): Promise<void>;
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12
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+
destroy(): void;
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13
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+
renderSpread(_spread: Spread, content: SpreadContent, options?: RenderOptions): void;
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14
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+
beginFlip(from: SpreadContent, to: SpreadContent, direction: FlipDirection, options?: RenderOptions): void;
|
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15
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+
setFlipProgress(t: number, direction: FlipDirection): void;
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16
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+
setViewTransform(scale: number, x: number, y: number): void;
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17
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+
measure(): LayoutMetrics;
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18
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+
}
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@@ -0,0 +1,4 @@
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1
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+
/** Create a page texture with clamp + linear filtering (no mipmaps — §8.3). */
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2
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+
export declare function createTexture(gl: WebGL2RenderingContext): WebGLTexture;
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3
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+
/** Upload a decoded page raster (ImageBitmap or canvas) into `tex`. */
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4
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+
export declare function uploadTexture(gl: WebGL2RenderingContext, tex: WebGLTexture, source: TexImageSource): void;
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@@ -0,0 +1,21 @@
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1
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+
import type { Renderer } from './types';
|
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2
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+
export type RendererKind = 'css' | 'webgl2';
|
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3
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+
/**
|
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4
|
+
* How the consumer chooses a renderer:
|
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5
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+
* - `'auto'` (default): prefer the GPU path (WebGL2), else CSS.
|
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6
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+
* - a single kind: force it (`'webgl2'` throws if the device has no WebGL2).
|
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7
|
+
* - an ordered array: try each in turn, first viable wins.
|
|
8
|
+
* - a `Renderer` instance: use it as-is (custom implementation, §6.1/§11).
|
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9
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+
*/
|
|
10
|
+
export type RendererOption = 'auto' | RendererKind | RendererKind[] | Renderer;
|
|
11
|
+
export interface Capabilities {
|
|
12
|
+
/** WebGL2 available — the GPU renderer's only backend. */
|
|
13
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+
gpu: boolean;
|
|
14
|
+
}
|
|
15
|
+
/** Detect WebGL2 support — the GPU renderer's only backend (no WebGL1, no WebGPU). */
|
|
16
|
+
export declare function detectCapabilities(): Capabilities;
|
|
17
|
+
/**
|
|
18
|
+
* Resolve the `renderer` option to a mounted renderer instance, lazy-loading its
|
|
19
|
+
* chunk. Throws an agent-actionable error if nothing viable can be loaded.
|
|
20
|
+
*/
|
|
21
|
+
export declare function selectRenderer(option?: RendererOption, caps?: Capabilities): Promise<Renderer>;
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
import type { Spread } from '../engine/spread';
|
|
2
|
+
/** A decoded, ready-to-paint raster for one page (produced by a content source). */
|
|
3
|
+
export type PageContent = ImageBitmap | HTMLCanvasElement;
|
|
4
|
+
/** Resolved content for the two halves of a spread; null = blank side. */
|
|
5
|
+
export interface SpreadContent {
|
|
6
|
+
left: PageContent | null;
|
|
7
|
+
right: PageContent | null;
|
|
8
|
+
}
|
|
9
|
+
export type FlipDirection = 'forward' | 'backward';
|
|
10
|
+
export interface RenderOptions {
|
|
11
|
+
/** Render a lone page filling the container (single-page mode), not a half panel. */
|
|
12
|
+
fill?: boolean;
|
|
13
|
+
}
|
|
14
|
+
/** Layout metrics the engine needs for geometry and mode decisions. */
|
|
15
|
+
export interface LayoutMetrics {
|
|
16
|
+
containerWidth: number;
|
|
17
|
+
containerHeight: number;
|
|
18
|
+
pageWidth: number;
|
|
19
|
+
pageHeight: number;
|
|
20
|
+
}
|
|
21
|
+
/**
|
|
22
|
+
* The contract every renderer implements (CSS baseline, WebGL2/GPU). The engine
|
|
23
|
+
* drives it and never reaches past it, so the renderers are interchangeable and
|
|
24
|
+
* behaviorally identical (PRD §8). One is selected at init; a device fetches one.
|
|
25
|
+
*/
|
|
26
|
+
export interface Renderer {
|
|
27
|
+
/** Attach to a container. Async to accommodate GPU context init (WebGL2). */
|
|
28
|
+
mount(container: HTMLElement): Promise<void>;
|
|
29
|
+
/** Tear down: remove DOM/listeners, release any GPU context. */
|
|
30
|
+
destroy(): void;
|
|
31
|
+
/** Paint a spread from already-resolved page rasters (static, no flip). */
|
|
32
|
+
renderSpread(spread: Spread, content: SpreadContent, options?: RenderOptions): void;
|
|
33
|
+
/**
|
|
34
|
+
* Set up a flip: the turning leaf's front is `from`'s leading page and its back
|
|
35
|
+
* is `to`'s facing page, with the destination revealed underneath. Call once at
|
|
36
|
+
* flip start, then drive `setFlipProgress`.
|
|
37
|
+
*/
|
|
38
|
+
beginFlip(from: SpreadContent, to: SpreadContent, direction: FlipDirection, options?: RenderOptions): void;
|
|
39
|
+
/**
|
|
40
|
+
* Drive the turning page to progress `t` (0..1) in `direction`. Also the stable
|
|
41
|
+
* seek API used by visual-regression tests (call `beginFlip` first to stage content).
|
|
42
|
+
*/
|
|
43
|
+
setFlipProgress(t: number, direction: FlipDirection): void;
|
|
44
|
+
/** Apply zoom/pan: uniform `scale` about the viewport, translated by (x, y). */
|
|
45
|
+
setViewTransform(scale: number, x: number, y: number): void;
|
|
46
|
+
/** Current layout metrics (container + page dimensions). */
|
|
47
|
+
measure(): LayoutMetrics;
|
|
48
|
+
/**
|
|
49
|
+
* Optional: register a handler the renderer calls when it hits an unrecoverable
|
|
50
|
+
* state (e.g. a GPU context that cannot be restored), so the engine can swap to
|
|
51
|
+
* the CSS fallback (§8.4). Renderers that cannot fail this way omit it.
|
|
52
|
+
*/
|
|
53
|
+
onFatal?(handler: () => void): void;
|
|
54
|
+
}
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
import type { Spread } from '../engine/spread';
|
|
2
|
+
import type { FlipDirection, LayoutMetrics, Renderer, RenderOptions, SpreadContent } from './types';
|
|
3
|
+
/**
|
|
4
|
+
* GPU renderer (WebGL2, hand-written, no third-party library). The turning leaf is
|
|
5
|
+
* a grid mesh bent around a cylinder (driven by the shared flipProgressToPose), the
|
|
6
|
+
* static pages are flat textured quads underneath. Restores its GL state in place on
|
|
7
|
+
* context loss; if that fails it signals `onFatal` so the engine can fall back to CSS.
|
|
8
|
+
*/
|
|
9
|
+
export declare class WebglRenderer implements Renderer {
|
|
10
|
+
#private;
|
|
11
|
+
mount(container: HTMLElement): Promise<void>;
|
|
12
|
+
destroy(): void;
|
|
13
|
+
onFatal(handler: () => void): void;
|
|
14
|
+
renderSpread(_spread: Spread, content: SpreadContent, options?: RenderOptions): void;
|
|
15
|
+
beginFlip(from: SpreadContent, to: SpreadContent, direction: FlipDirection, options?: RenderOptions): void;
|
|
16
|
+
setFlipProgress(t: number, direction: FlipDirection): void;
|
|
17
|
+
setViewTransform(scale: number, x: number, y: number): void;
|
|
18
|
+
measure(): LayoutMetrics;
|
|
19
|
+
}
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
import type { PageContent } from '../renderer/types';
|
|
2
|
+
import type { Source } from './types';
|
|
3
|
+
export type ImageFit = 'contain' | 'cover';
|
|
4
|
+
export interface ImageSourceOptions {
|
|
5
|
+
/** How many adjacent pages to prefetch around a requested page. Default 1. */
|
|
6
|
+
preload?: number;
|
|
7
|
+
/** How each image fits its page; a hint consumed by the render layer. Default 'contain'. */
|
|
8
|
+
fit?: ImageFit;
|
|
9
|
+
}
|
|
10
|
+
/**
|
|
11
|
+
* Default content source for image books: decodes a list of image URLs to
|
|
12
|
+
* ImageBitmaps, memoizes them, and prefetches neighbors on access.
|
|
13
|
+
*/
|
|
14
|
+
export declare class ImageSource implements Source {
|
|
15
|
+
#private;
|
|
16
|
+
readonly pageCount: number;
|
|
17
|
+
readonly fit: ImageFit;
|
|
18
|
+
constructor(urls: string[], options?: ImageSourceOptions);
|
|
19
|
+
get(index: number): Promise<PageContent>;
|
|
20
|
+
prefetch(indices: number[]): void;
|
|
21
|
+
destroy(): void;
|
|
22
|
+
}
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
import type { PageContent } from '../renderer/types';
|
|
2
|
+
/**
|
|
3
|
+
* Resolves page indices to renderable rasters. `ImageSource` is the default; a
|
|
4
|
+
* `PdfSource` (Phase 3) implements the same shape. Output is renderer-agnostic —
|
|
5
|
+
* the same raster feeds the CSS and WebGL2 renderers.
|
|
6
|
+
*/
|
|
7
|
+
export interface Source {
|
|
8
|
+
readonly pageCount: number;
|
|
9
|
+
/**
|
|
10
|
+
* Optional async initialization (e.g. loading a PDF to learn its page count).
|
|
11
|
+
* Zine awaits this before reading `pageCount` / building spreads. Sources with a
|
|
12
|
+
* synchronously-known page count (e.g. ImageSource) can omit it.
|
|
13
|
+
*/
|
|
14
|
+
open?(): Promise<void>;
|
|
15
|
+
/** Decode/resolve a single page to a raster. */
|
|
16
|
+
get(index: number): Promise<PageContent>;
|
|
17
|
+
/** Hint that these pages will be needed soon; out-of-range indices are ignored. */
|
|
18
|
+
prefetch(indices: number[]): void;
|
|
19
|
+
/** Release any decoded resources. */
|
|
20
|
+
destroy(): void;
|
|
21
|
+
}
|