blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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+ {"version":3,"file":"controlMapping.js","names":[],"sources":["../../src/utils/controlMapping.ts"],"sourcesContent":["/**\n * Control Mapping System for Black Trigram\n * Manages keyboard control bindings with localStorage persistence\n * \n * @module utils/controlMapping\n * @category Input System\n * @korean 컨트롤 매핑 시스템\n */\n\nimport { TrigramStance } from \"../types/common\";\nimport { TRIGRAM_STANCES_ORDER } from \"../systems/trigram/types\";\n\n/**\n * Control binding configuration\n * Maps game actions to keyboard keys\n * \n * @category Input System\n * @korean 컨트롤 바인딩\n */\nexport interface ControlBinding {\n /** Stance selection keys (1-8 by default) */\n readonly stances: readonly string[];\n /** Technique execution keys (Q-E-R-T-Y-F-G-Z-X-C by default) */\n readonly techniques: readonly string[];\n /** Attack action key */\n readonly attack: string;\n /** Block/Guard action key */\n readonly block: string;\n /** Movement keys */\n readonly movement: {\n readonly up: string;\n readonly down: string;\n readonly left: string;\n readonly right: string;\n };\n /** Vital points overlay toggle key */\n readonly vitalPointsOverlay: string;\n /** Stance side switch key (swap front foot) */\n readonly stanceSideSwitch?: string;\n /** Pause/Menu keys */\n readonly pause: readonly string[];\n}\n\n/**\n * Storage key for localStorage persistence\n */\nconst STORAGE_KEY = \"blacktrigram_controls\";\n\n/**\n * Default control bindings following game design specifications\n * NEW: Conflict-free control scheme with Q-E-R-T-Y-F-G-Z-X-C for techniques\n * \n * Uses keys around WASD that are easy to reach with left hand\n * No conflicts with movement, browser shortcuts, or function keys\n * \n * All keys stored in lowercase for consistent comparison\n * \n * @see CONTROLS.md for complete documentation\n */\nconst DEFAULT_BINDINGS: ControlBinding = {\n stances: [\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\"],\n techniques: [\"q\", \"e\", \"r\", \"t\", \"y\", \"f\", \"g\", \"z\", \"x\", \"c\"],\n attack: \" \", // Spacebar\n block: \"b\",\n movement: {\n up: \"w\",\n down: \"s\",\n left: \"a\",\n right: \"d\",\n },\n vitalPointsOverlay: \"v\",\n stanceSideSwitch: \"h\", // H key for switching front foot\n pause: [\"escape\", \"m\"],\n};\n\n/**\n * Control Mapper class for managing keyboard bindings\n * Handles loading, saving, and querying control mappings\n * \n * @example\n * ```typescript\n * const mapper = new ControlMapper();\n * \n * // Get stance for key press\n * const stance = mapper.getStanceForKey(\"3\"); // Returns 2 (0-indexed)\n * \n * // Update bindings\n * mapper.saveBindings({\n * ...mapper.getBindings(),\n * stances: ['q', 'w', 'e', 'r', 'a', 's', 'd', 'f']\n * });\n * ```\n * \n * @public\n * @korean 컨트롤매퍼\n */\nexport class ControlMapper {\n private bindings: ControlBinding;\n\n /**\n * Creates a new ControlMapper instance\n * Automatically loads bindings from localStorage\n */\n constructor() {\n this.bindings = this.loadBindings();\n }\n\n /**\n * Load bindings from localStorage\n * Returns default bindings if none exist\n * \n * @returns Control bindings from storage or defaults\n * @korean 바인딩 로드\n */\n loadBindings(): ControlBinding {\n try {\n const saved = localStorage.getItem(STORAGE_KEY);\n if (saved) {\n const parsed = JSON.parse(saved) as ControlBinding;\n // Validate loaded bindings\n if (this.validateBindings(parsed)) {\n return parsed;\n }\n }\n } catch (error) {\n console.warn(\"Failed to load control bindings:\", error);\n }\n return this.getDefaultBindings();\n }\n\n /**\n * Save bindings to localStorage\n * \n * @param bindings - Control bindings to save\n * @korean 바인딩 저장\n */\n saveBindings(bindings: ControlBinding): void {\n if (!this.validateBindings(bindings)) {\n console.error(\"Invalid control bindings, not saving\");\n return;\n }\n\n try {\n localStorage.setItem(STORAGE_KEY, JSON.stringify(bindings));\n this.bindings = bindings;\n } catch (error) {\n console.error(\"Failed to save control bindings:\", error);\n }\n }\n\n /**\n * Get default control bindings\n * \n * @returns Default control configuration\n * @korean 기본 바인딩\n */\n getDefaultBindings(): ControlBinding {\n return { ...DEFAULT_BINDINGS };\n }\n\n /**\n * Get current control bindings\n * \n * @returns Current control configuration\n * @korean 현재 바인딩\n */\n getBindings(): ControlBinding {\n return { ...this.bindings };\n }\n\n /**\n * Reset bindings to default\n * \n * @korean 기본값으로 리셋\n */\n resetToDefaults(): void {\n this.saveBindings(this.getDefaultBindings());\n }\n\n /**\n * Get stance index for a given key\n * Returns null if key is not bound to a stance\n * \n * @param key - Keyboard key to check\n * @returns Stance index (0-7) or null\n * @korean 키에 대한 자세 조회\n */\n getStanceForKey(key: string): number | null {\n const normalizedKey = key.toLowerCase();\n const index = this.bindings.stances.findIndex(\n (k) => k.toLowerCase() === normalizedKey\n );\n return index >= 0 ? index : null;\n }\n\n /**\n * Get key for a given stance index\n * \n * @param stanceIndex - Stance index (0-7)\n * @returns Key bound to that stance\n * @korean 자세에 대한 키 조회\n */\n getKeyForStance(stanceIndex: number): string | null {\n if (stanceIndex < 0 || stanceIndex >= this.bindings.stances.length) {\n return null;\n }\n return this.bindings.stances[stanceIndex];\n }\n\n /**\n * Get TrigramStance enum for a given key\n * \n * @param key - Keyboard key to check\n * @returns TrigramStance or null\n * @korean 키에 대한 팔괘 자세\n */\n getTrigramStanceForKey(key: string): TrigramStance | null {\n const index = this.getStanceForKey(key);\n if (index === null) return null;\n return TRIGRAM_STANCES_ORDER[index] ?? null;\n }\n\n /**\n * Get technique index for a key\n * \n * @param key - Keyboard key\n * @returns Technique index (0-9) or null\n * @korean 기술 키 확인\n */\n getTechniqueForKey(key: string): number | null {\n const normalizedKey = key.toLowerCase();\n const index = this.bindings.techniques.indexOf(normalizedKey);\n return index >= 0 ? index : null;\n }\n\n /**\n * Get key for technique index\n * \n * @param index - Technique index (0-9)\n * @returns Key or null\n * @korean 기술 인덱스로 키 조회\n */\n getKeyForTechnique(index: number): string | null {\n if (index < 0 || index >= this.bindings.techniques.length) {\n return null;\n }\n return this.bindings.techniques[index];\n }\n\n /**\n * Check if a key is bound to an action\n * \n * @param key - Keyboard key to check\n * @returns Action name or null\n * @korean 키 바인딩 확인\n */\n getActionForKey(key: string): string | null {\n const normalizedKey = key.toLowerCase();\n\n // Check stance keys\n if (this.getStanceForKey(key) !== null) {\n return \"stance\";\n }\n\n // Check other actions\n if (normalizedKey === this.bindings.attack.toLowerCase()) return \"attack\";\n if (normalizedKey === this.bindings.block.toLowerCase()) return \"block\";\n\n // Check movement\n const movement = this.bindings.movement;\n if (normalizedKey === movement.up.toLowerCase()) return \"move_up\";\n if (normalizedKey === movement.down.toLowerCase()) return \"move_down\";\n if (normalizedKey === movement.left.toLowerCase()) return \"move_left\";\n if (normalizedKey === movement.right.toLowerCase()) return \"move_right\";\n\n // Check vital points overlay\n if (normalizedKey === this.bindings.vitalPointsOverlay.toLowerCase())\n return \"vital_points_overlay\";\n\n // Check stance side switch\n if (\n normalizedKey === this.bindings.stanceSideSwitch?.toLowerCase()\n ) {\n return \"stance_side_switch\";\n }\n\n // Check pause keys\n if (\n this.bindings.pause.some((k) => k.toLowerCase() === normalizedKey)\n ) {\n return \"pause\";\n }\n\n return null;\n }\n\n /**\n * Validate control bindings\n * Ensures no duplicate keys and all required keys are present\n * \n * @param bindings - Bindings to validate\n * @returns True if valid\n * @korean 바인딩 검증\n */\n private validateBindings(bindings: ControlBinding): boolean {\n // Check that stances array has exactly 8 entries\n if (\n !bindings.stances ||\n !Array.isArray(bindings.stances) ||\n bindings.stances.length !== 8\n ) {\n return false;\n }\n\n // Check that techniques array has up to 10 entries\n if (\n !bindings.techniques ||\n !Array.isArray(bindings.techniques) ||\n bindings.techniques.length === 0 ||\n bindings.techniques.length > 10\n ) {\n return false;\n }\n\n // Check for duplicate keys\n const allKeys = [\n ...bindings.stances,\n ...bindings.techniques,\n bindings.attack,\n bindings.block,\n bindings.movement.up,\n bindings.movement.down,\n bindings.movement.left,\n bindings.movement.right,\n bindings.vitalPointsOverlay,\n ...bindings.pause,\n ];\n\n const uniqueKeys = new Set(allKeys.map((k) => k.toLowerCase()));\n if (uniqueKeys.size !== allKeys.length) {\n // Duplicate keys found\n return false;\n }\n\n return true;\n }\n\n /**\n * Check if bindings have conflicts\n * Returns array of conflicting keys\n * \n * @param bindings - Bindings to check\n * @returns Array of duplicate keys\n * @korean 바인딩 충돌 확인\n */\n getConflicts(bindings: ControlBinding): string[] {\n const keyCount = new Map<string, number>();\n const conflicts: string[] = [];\n\n const allKeys = [\n ...bindings.stances,\n ...bindings.techniques,\n bindings.attack,\n bindings.block,\n bindings.movement.up,\n bindings.movement.down,\n bindings.movement.left,\n bindings.movement.right,\n bindings.vitalPointsOverlay,\n ...bindings.pause,\n ];\n\n allKeys.forEach((key) => {\n const normalized = key.toLowerCase();\n keyCount.set(normalized, (keyCount.get(normalized) ?? 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@@ -0,0 +1,159 @@
1
+ /**
2
+ * Device Detection Utility
3
+ *
4
+ * Provides robust mobile device detection combining:
5
+ * - User-agent string analysis
6
+ * - Screen size detection
7
+ * - Touch capability detection
8
+ *
9
+ * This ensures mobile controls are shown on all mobile devices,
10
+ * including high-resolution phones that exceed typical mobile breakpoints.
11
+ *
12
+ * @module utils/deviceDetection
13
+ * @category Mobile
14
+ * @korean 기기감지유틸리티
15
+ */
16
+ /**
17
+ * Device type classification
18
+ */
19
+ export declare enum DeviceType {
20
+ /** Desktop computer or laptop */
21
+ DESKTOP = "desktop",
22
+ /** Mobile phone (iOS, Android, etc.) */
23
+ MOBILE = "mobile",
24
+ /** Tablet device (iPad, Android tablets) */
25
+ TABLET = "tablet"
26
+ }
27
+ /**
28
+ * Platform detection results
29
+ */
30
+ export interface PlatformInfo {
31
+ /** Operating system type */
32
+ readonly os: "ios" | "android" | "windows" | "macos" | "linux" | "unknown";
33
+ /** Device type classification */
34
+ readonly deviceType: DeviceType;
35
+ /** Whether device has touch capability */
36
+ readonly hasTouch: boolean;
37
+ /** Whether device is mobile phone */
38
+ readonly isMobile: boolean;
39
+ /** Whether device is tablet */
40
+ readonly isTablet: boolean;
41
+ /** Whether device is desktop */
42
+ readonly isDesktop: boolean;
43
+ /** Screen width in pixels */
44
+ readonly screenWidth: number;
45
+ /** Screen height in pixels */
46
+ readonly screenHeight: number;
47
+ }
48
+ /**
49
+ * Mobile screen size breakpoint
50
+ * Devices with width <= this value are considered mobile by size
51
+ */
52
+ export declare const MOBILE_BREAKPOINT = 768;
53
+ /**
54
+ * Tablet screen size breakpoint
55
+ * Devices with width > MOBILE_BREAKPOINT and <= TABLET_BREAKPOINT are tablets
56
+ */
57
+ export declare const TABLET_BREAKPOINT = 1024;
58
+ /**
59
+ * Clear the cached platform information
60
+ * Useful when window is resized or device emulation changes
61
+ * Also clears CSS environment variable cache
62
+ *
63
+ * @public
64
+ */
65
+ export declare function clearPlatformCache(): void;
66
+ /**
67
+ * Detect device type and platform information
68
+ *
69
+ * Combines multiple detection methods for reliability:
70
+ * 1. User-agent string analysis (most reliable for device type)
71
+ * 2. Screen dimensions
72
+ * 3. Touch capability
73
+ *
74
+ * This ensures mobile controls are shown on:
75
+ * - Standard mobile phones (< 768px width)
76
+ * - High-resolution phones (>= 768px width but mobile user-agent)
77
+ * - Android 15/16 devices with 2K/4K resolutions (1200px+, 1440px+)
78
+ * - Tablets (user preference via touch support)
79
+ *
80
+ * **User-agent detection takes priority over screen size**, ensuring that
81
+ * high-end Android phones with desktop-class resolutions (e.g., Galaxy S23 Ultra,
82
+ * Pixel 9 Pro) are correctly identified as mobile devices.
83
+ *
84
+ * Results are cached to avoid re-parsing user-agent on every call.
85
+ * Cache is invalidated when screen dimensions change.
86
+ *
87
+ * @returns Complete platform information
88
+ *
89
+ * @example
90
+ * ```typescript
91
+ * const platform = detectPlatform();
92
+ *
93
+ * if (platform.isMobile) {
94
+ * // Show mobile controls even on 4K Android phones
95
+ * return <MobileControls />;
96
+ * }
97
+ * ```
98
+ *
99
+ * @public
100
+ * @korean 플랫폼감지
101
+ */
102
+ export declare function detectPlatform(): PlatformInfo;
103
+ /**
104
+ * Simple mobile check for backward compatibility
105
+ * Returns true for both mobile phones and tablets
106
+ *
107
+ * @returns True if device is mobile or tablet
108
+ *
109
+ * @public
110
+ * @korean 모바일확인
111
+ */
112
+ export declare function isMobileDevice(): boolean;
113
+ /**
114
+ * Check if device should use mobile controls
115
+ * Takes into account device type, screen size, and touch capability
116
+ *
117
+ * Uses user-agent detection to correctly identify mobile devices regardless
118
+ * of screen resolution. This ensures high-end Android 15/16 phones with
119
+ * 2K/4K displays (1200px+, 1440px+) show mobile controls.
120
+ *
121
+ * Also ensures tablets and touch-enabled devices always show mobile controls
122
+ * regardless of resolution, for better UX on touch devices.
123
+ *
124
+ * @returns True if mobile controls should be shown
125
+ *
126
+ * @example
127
+ * ```typescript
128
+ * // High-res Android phone (1440x3168) → returns true via user-agent
129
+ * // Desktop with 1440px screen → returns false (no mobile user-agent)
130
+ * // iPad Pro 12.9" (1024x1366) → returns true (tablet user-agent)
131
+ * // Surface Pro in tablet mode → returns true (touch + tablet size)
132
+ * if (shouldUseMobileControls()) {
133
+ * return <VirtualDPad />; // Touch-optimized controls
134
+ * }
135
+ * ```
136
+ *
137
+ * @public
138
+ * @korean 모바일컨트롤사용
139
+ */
140
+ export declare function shouldUseMobileControls(): boolean;
141
+ /**
142
+ * Get safe area insets for device
143
+ * Returns appropriate values based on device type and OS
144
+ *
145
+ * For iOS devices, attempts to detect if device has a notch by checking
146
+ * screen dimensions. Falls back to CSS environment variables if available.
147
+ *
148
+ * @returns Safe area insets in pixels
149
+ *
150
+ * @public
151
+ * @korean 안전영역인셋
152
+ */
153
+ export declare function getSafeAreaInsets(): {
154
+ top: number;
155
+ bottom: number;
156
+ left: number;
157
+ right: number;
158
+ };
159
+ //# sourceMappingURL=deviceDetection.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deviceDetection.d.ts","sourceRoot":"","sources":["../../src/utils/deviceDetection.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH;;GAEG;AACH,oBAAY,UAAU;IACpB,iCAAiC;IACjC,OAAO,YAAY;IACnB,wCAAwC;IACxC,MAAM,WAAW;IACjB,4CAA4C;IAC5C,MAAM,WAAW;CAClB;AAED;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,4BAA4B;IAC5B,QAAQ,CAAC,EAAE,EAAE,KAAK,GAAG,SAAS,GAAG,SAAS,GAAG,OAAO,GAAG,OAAO,GAAG,SAAS,CAAC;IAC3E,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;IAChC,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,qCAAqC;IACrC,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,gCAAgC;IAChC,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,6BAA6B;IAC7B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,8BAA8B;IAC9B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;CAC/B;AAuHD;;;GAGG;AACH,eAAO,MAAM,iBAAiB,MAAM,CAAC;AAErC;;;GAGG;AACH,eAAO,MAAM,iBAAiB,OAAO,CAAC;AA8CtC;;;;;;GAMG;AACH,wBAAgB,kBAAkB,IAAI,IAAI,CAKzC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,wBAAgB,cAAc,IAAI,YAAY,CAoF7C;AAED;;;;;;;;GAQG;AACH,wBAAgB,cAAc,IAAI,OAAO,CAGxC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,uBAAuB,IAAI,OAAO,CAyBjD;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,iBAAiB;;;;;EAuEhC"}
@@ -0,0 +1,337 @@
1
+ //#region src/utils/deviceDetection.ts
2
+ /**
3
+ * Device Detection Utility
4
+ *
5
+ * Provides robust mobile device detection combining:
6
+ * - User-agent string analysis
7
+ * - Screen size detection
8
+ * - Touch capability detection
9
+ *
10
+ * This ensures mobile controls are shown on all mobile devices,
11
+ * including high-resolution phones that exceed typical mobile breakpoints.
12
+ *
13
+ * @module utils/deviceDetection
14
+ * @category Mobile
15
+ * @korean 기기감지유틸리티
16
+ */
17
+ /**
18
+ * Device type classification
19
+ */
20
+ var DeviceType = /* @__PURE__ */ function(DeviceType) {
21
+ /** Desktop computer or laptop */
22
+ DeviceType["DESKTOP"] = "desktop";
23
+ /** Mobile phone (iOS, Android, etc.) */
24
+ DeviceType["MOBILE"] = "mobile";
25
+ /** Tablet device (iPad, Android tablets) */
26
+ DeviceType["TABLET"] = "tablet";
27
+ return DeviceType;
28
+ }({});
29
+ /**
30
+ * Detect if user-agent indicates a mobile device
31
+ * Checks for common mobile device identifiers in user-agent string
32
+ *
33
+ * @param userAgent - Browser user-agent string
34
+ * @returns True if user-agent indicates mobile device
35
+ */
36
+ function isMobileUserAgent(userAgent) {
37
+ return [
38
+ "Android",
39
+ "webOS",
40
+ "iPhone",
41
+ "iPod",
42
+ "BlackBerry",
43
+ "IEMobile",
44
+ "Opera Mini",
45
+ "Mobile",
46
+ "mobile"
47
+ ].some((keyword) => userAgent.includes(keyword));
48
+ }
49
+ /**
50
+ * Detect if user-agent indicates a tablet device
51
+ *
52
+ * @param userAgent - Browser user-agent string
53
+ * @returns True if user-agent indicates tablet
54
+ */
55
+ function isTabletUserAgent(userAgent) {
56
+ if (userAgent.includes("iPad")) return true;
57
+ if (userAgent.includes("Android")) return userAgent.includes("Tablet") || !userAgent.includes("Mobile");
58
+ return false;
59
+ }
60
+ /**
61
+ * Detect operating system from user-agent
62
+ *
63
+ * @param userAgent - Browser user-agent string
64
+ * @returns Operating system identifier
65
+ */
66
+ function detectOS(userAgent) {
67
+ if (userAgent.includes("iPhone") || userAgent.includes("iPad") || userAgent.includes("iPod")) return "ios";
68
+ if (userAgent.includes("Android")) return "android";
69
+ if (userAgent.includes("Windows")) return "windows";
70
+ if (userAgent.includes("Mac")) {
71
+ if (typeof navigator !== "undefined" && typeof navigator.maxTouchPoints === "number" && navigator.maxTouchPoints > 1 && userAgent.includes("Macintosh")) return "ios";
72
+ return "macos";
73
+ }
74
+ if (userAgent.includes("Linux")) return "linux";
75
+ return "unknown";
76
+ }
77
+ /**
78
+ * Detect if device has touch capability
79
+ * Uses multiple methods for reliability
80
+ *
81
+ * @returns True if touch is supported
82
+ */
83
+ function hasTouchSupport() {
84
+ if ("ontouchstart" in window) return true;
85
+ if (typeof navigator !== "undefined" && typeof navigator.maxTouchPoints !== "undefined" && navigator.maxTouchPoints > 0) return true;
86
+ if (typeof window !== "undefined" && window.matchMedia && window.matchMedia("(pointer: coarse)").matches) return true;
87
+ return false;
88
+ }
89
+ /**
90
+ * Mobile screen size breakpoint
91
+ * Devices with width <= this value are considered mobile by size
92
+ */
93
+ var MOBILE_BREAKPOINT = 768;
94
+ /**
95
+ * Tablet screen size breakpoint
96
+ * Devices with width > MOBILE_BREAKPOINT and <= TABLET_BREAKPOINT are tablets
97
+ */
98
+ var TABLET_BREAKPOINT = 1024;
99
+ /**
100
+ * Cached CSS environment variable insets
101
+ */
102
+ var cachedCSSEnvInsets = null;
103
+ /**
104
+ * Read CSS environment variables for safe area insets
105
+ * Results are cached as they don't change during a session
106
+ */
107
+ function readCSSEnvInsets() {
108
+ if (cachedCSSEnvInsets !== null) return cachedCSSEnvInsets;
109
+ if (typeof window !== "undefined" && typeof getComputedStyle === "function") try {
110
+ const root = document.documentElement;
111
+ const style = getComputedStyle(root);
112
+ const topEnv = style.getPropertyValue("env(safe-area-inset-top)");
113
+ const bottomEnv = style.getPropertyValue("env(safe-area-inset-bottom)");
114
+ if (topEnv || bottomEnv) {
115
+ const result = {
116
+ top: parseInt(topEnv || "0", 10) || 0,
117
+ bottom: parseInt(bottomEnv || "0", 10) || 0
118
+ };
119
+ cachedCSSEnvInsets = result;
120
+ return result;
121
+ }
122
+ } catch {}
123
+ return null;
124
+ }
125
+ /**
126
+ * Cached platform information to avoid re-parsing user-agent on every call
127
+ */
128
+ var cachedPlatform = null;
129
+ var cachedScreenWidth = 0;
130
+ var cachedScreenHeight = 0;
131
+ /**
132
+ * Clear the cached platform information
133
+ * Useful when window is resized or device emulation changes
134
+ * Also clears CSS environment variable cache
135
+ *
136
+ * @public
137
+ */
138
+ function clearPlatformCache() {
139
+ cachedPlatform = null;
140
+ cachedScreenWidth = 0;
141
+ cachedScreenHeight = 0;
142
+ cachedCSSEnvInsets = null;
143
+ }
144
+ /**
145
+ * Detect device type and platform information
146
+ *
147
+ * Combines multiple detection methods for reliability:
148
+ * 1. User-agent string analysis (most reliable for device type)
149
+ * 2. Screen dimensions
150
+ * 3. Touch capability
151
+ *
152
+ * This ensures mobile controls are shown on:
153
+ * - Standard mobile phones (< 768px width)
154
+ * - High-resolution phones (>= 768px width but mobile user-agent)
155
+ * - Android 15/16 devices with 2K/4K resolutions (1200px+, 1440px+)
156
+ * - Tablets (user preference via touch support)
157
+ *
158
+ * **User-agent detection takes priority over screen size**, ensuring that
159
+ * high-end Android phones with desktop-class resolutions (e.g., Galaxy S23 Ultra,
160
+ * Pixel 9 Pro) are correctly identified as mobile devices.
161
+ *
162
+ * Results are cached to avoid re-parsing user-agent on every call.
163
+ * Cache is invalidated when screen dimensions change.
164
+ *
165
+ * @returns Complete platform information
166
+ *
167
+ * @example
168
+ * ```typescript
169
+ * const platform = detectPlatform();
170
+ *
171
+ * if (platform.isMobile) {
172
+ * // Show mobile controls even on 4K Android phones
173
+ * return <MobileControls />;
174
+ * }
175
+ * ```
176
+ *
177
+ * @public
178
+ * @korean 플랫폼감지
179
+ */
180
+ function detectPlatform() {
181
+ const userAgent = typeof navigator !== "undefined" ? navigator.userAgent : "";
182
+ const screenWidth = typeof window !== "undefined" ? window.innerWidth : 1920;
183
+ const screenHeight = typeof window !== "undefined" ? window.innerHeight : 1080;
184
+ if (cachedPlatform !== null && cachedScreenWidth === screenWidth && cachedScreenHeight === screenHeight) return cachedPlatform;
185
+ const os = detectOS(userAgent);
186
+ const hasTouch = hasTouchSupport();
187
+ const isMobileUA = isMobileUserAgent(userAgent);
188
+ const isTabletUA = isTabletUserAgent(userAgent);
189
+ const isMobileBySize = screenWidth <= 768;
190
+ const isTabletBySize = screenWidth > 768 && screenWidth <= 1024;
191
+ let deviceType;
192
+ let isMobile;
193
+ let isTablet;
194
+ if (isMobileUA && !isTabletUA) {
195
+ deviceType = DeviceType.MOBILE;
196
+ isMobile = true;
197
+ isTablet = false;
198
+ } else if (isTabletUA) {
199
+ deviceType = DeviceType.TABLET;
200
+ isMobile = false;
201
+ isTablet = true;
202
+ } else if (isMobileBySize) {
203
+ deviceType = DeviceType.MOBILE;
204
+ isMobile = true;
205
+ isTablet = false;
206
+ } else if (isTabletBySize && hasTouch) {
207
+ deviceType = DeviceType.TABLET;
208
+ isMobile = false;
209
+ isTablet = true;
210
+ } else {
211
+ deviceType = DeviceType.DESKTOP;
212
+ isMobile = false;
213
+ isTablet = false;
214
+ }
215
+ const isDesktop = deviceType === DeviceType.DESKTOP;
216
+ const result = {
217
+ os,
218
+ deviceType,
219
+ hasTouch,
220
+ isMobile,
221
+ isTablet,
222
+ isDesktop,
223
+ screenWidth,
224
+ screenHeight
225
+ };
226
+ cachedPlatform = result;
227
+ cachedScreenWidth = screenWidth;
228
+ cachedScreenHeight = screenHeight;
229
+ return result;
230
+ }
231
+ /**
232
+ * Simple mobile check for backward compatibility
233
+ * Returns true for both mobile phones and tablets
234
+ *
235
+ * @returns True if device is mobile or tablet
236
+ *
237
+ * @public
238
+ * @korean 모바일확인
239
+ */
240
+ function isMobileDevice() {
241
+ const platform = detectPlatform();
242
+ return platform.isMobile || platform.isTablet;
243
+ }
244
+ /**
245
+ * Check if device should use mobile controls
246
+ * Takes into account device type, screen size, and touch capability
247
+ *
248
+ * Uses user-agent detection to correctly identify mobile devices regardless
249
+ * of screen resolution. This ensures high-end Android 15/16 phones with
250
+ * 2K/4K displays (1200px+, 1440px+) show mobile controls.
251
+ *
252
+ * Also ensures tablets and touch-enabled devices always show mobile controls
253
+ * regardless of resolution, for better UX on touch devices.
254
+ *
255
+ * @returns True if mobile controls should be shown
256
+ *
257
+ * @example
258
+ * ```typescript
259
+ * // High-res Android phone (1440x3168) → returns true via user-agent
260
+ * // Desktop with 1440px screen → returns false (no mobile user-agent)
261
+ * // iPad Pro 12.9" (1024x1366) → returns true (tablet user-agent)
262
+ * // Surface Pro in tablet mode → returns true (touch + tablet size)
263
+ * if (shouldUseMobileControls()) {
264
+ * return <VirtualDPad />; // Touch-optimized controls
265
+ * }
266
+ * ```
267
+ *
268
+ * @public
269
+ * @korean 모바일컨트롤사용
270
+ */
271
+ function shouldUseMobileControls() {
272
+ const platform = detectPlatform();
273
+ if (platform.isMobile) return true;
274
+ if (platform.isTablet) return true;
275
+ if (platform.hasTouch && platform.screenWidth <= 1024) return true;
276
+ if (platform.screenWidth <= 768 && platform.hasTouch) return true;
277
+ return false;
278
+ }
279
+ /**
280
+ * Get safe area insets for device
281
+ * Returns appropriate values based on device type and OS
282
+ *
283
+ * For iOS devices, attempts to detect if device has a notch by checking
284
+ * screen dimensions. Falls back to CSS environment variables if available.
285
+ *
286
+ * @returns Safe area insets in pixels
287
+ *
288
+ * @public
289
+ * @korean 안전영역인셋
290
+ */
291
+ function getSafeAreaInsets() {
292
+ const platform = detectPlatform();
293
+ if (platform.os === "ios" && platform.isMobile) {
294
+ const cssEnvInsets = readCSSEnvInsets();
295
+ if (cssEnvInsets) return {
296
+ top: cssEnvInsets.top,
297
+ bottom: cssEnvInsets.bottom,
298
+ left: 0,
299
+ right: 0
300
+ };
301
+ const isLandscape = platform.screenWidth > platform.screenHeight;
302
+ if (platform.screenHeight >= 812 || platform.screenWidth >= 812) if (isLandscape) return {
303
+ top: 0,
304
+ bottom: 21,
305
+ left: 44,
306
+ right: 44
307
+ };
308
+ else return {
309
+ top: 44,
310
+ bottom: 34,
311
+ left: 0,
312
+ right: 0
313
+ };
314
+ else return {
315
+ top: 20,
316
+ bottom: 0,
317
+ left: 0,
318
+ right: 0
319
+ };
320
+ }
321
+ if (platform.os === "android" && platform.isMobile) return {
322
+ top: 24,
323
+ bottom: 0,
324
+ left: 0,
325
+ right: 0
326
+ };
327
+ return {
328
+ top: 0,
329
+ bottom: 0,
330
+ left: 0,
331
+ right: 0
332
+ };
333
+ }
334
+ //#endregion
335
+ export { DeviceType, MOBILE_BREAKPOINT, TABLET_BREAKPOINT, clearPlatformCache, detectPlatform, getSafeAreaInsets, isMobileDevice, shouldUseMobileControls };
336
+
337
+ //# sourceMappingURL=deviceDetection.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"deviceDetection.js","names":[],"sources":["../../src/utils/deviceDetection.ts"],"sourcesContent":["/**\n * Device Detection Utility\n *\n * Provides robust mobile device detection combining:\n * - User-agent string analysis\n * - Screen size detection\n * - Touch capability detection\n *\n * This ensures mobile controls are shown on all mobile devices,\n * including high-resolution phones that exceed typical mobile breakpoints.\n *\n * @module utils/deviceDetection\n * @category Mobile\n * @korean 기기감지유틸리티\n */\n\n/**\n * Device type classification\n */\nexport enum DeviceType {\n /** Desktop computer or laptop */\n DESKTOP = \"desktop\",\n /** Mobile phone (iOS, Android, etc.) */\n MOBILE = \"mobile\",\n /** Tablet device (iPad, Android tablets) */\n TABLET = \"tablet\",\n}\n\n/**\n * Platform detection results\n */\nexport interface PlatformInfo {\n /** Operating system type */\n readonly os: \"ios\" | \"android\" | \"windows\" | \"macos\" | \"linux\" | \"unknown\";\n /** Device type classification */\n readonly deviceType: DeviceType;\n /** Whether device has touch capability */\n readonly hasTouch: boolean;\n /** Whether device is mobile phone */\n readonly isMobile: boolean;\n /** Whether device is tablet */\n readonly isTablet: boolean;\n /** Whether device is desktop */\n readonly isDesktop: boolean;\n /** Screen width in pixels */\n readonly screenWidth: number;\n /** Screen height in pixels */\n readonly screenHeight: number;\n}\n\n/**\n * Detect if user-agent indicates a mobile device\n * Checks for common mobile device identifiers in user-agent string\n *\n * @param userAgent - Browser user-agent string\n * @returns True if user-agent indicates mobile device\n */\nfunction isMobileUserAgent(userAgent: string): boolean {\n const mobileKeywords = [\n \"Android\",\n \"webOS\",\n \"iPhone\",\n // 'iPad' is handled separately in isTabletUserAgent\n \"iPod\",\n \"BlackBerry\",\n \"IEMobile\",\n \"Opera Mini\",\n \"Mobile\",\n \"mobile\",\n ];\n\n return mobileKeywords.some((keyword) => userAgent.includes(keyword));\n}\n\n/**\n * Detect if user-agent indicates a tablet device\n *\n * @param userAgent - Browser user-agent string\n * @returns True if user-agent indicates tablet\n */\nfunction isTabletUserAgent(userAgent: string): boolean {\n // iPad is always a tablet\n if (userAgent.includes(\"iPad\")) {\n return true;\n }\n\n // Android tablets typically include \"Tablet\" or have Mobile absent\n if (userAgent.includes(\"Android\")) {\n return userAgent.includes(\"Tablet\") || !userAgent.includes(\"Mobile\");\n }\n\n return false;\n}\n\n/**\n * Detect operating system from user-agent\n *\n * @param userAgent - Browser user-agent string\n * @returns Operating system identifier\n */\nfunction detectOS(userAgent: string): PlatformInfo[\"os\"] {\n if (\n userAgent.includes(\"iPhone\") ||\n userAgent.includes(\"iPad\") ||\n userAgent.includes(\"iPod\")\n ) {\n return \"ios\";\n }\n if (userAgent.includes(\"Android\")) {\n return \"android\";\n }\n if (userAgent.includes(\"Windows\")) {\n return \"windows\";\n }\n if (userAgent.includes(\"Mac\")) {\n // Handle iPadOS 13+ in desktop mode, which reports a Mac-like user agent\n // e.g. \"Macintosh; Intel Mac OS X\" but still has touch support\n const isLikelyIPadOSDesktop =\n typeof navigator !== \"undefined\" &&\n typeof navigator.maxTouchPoints === \"number\" &&\n navigator.maxTouchPoints > 1 &&\n userAgent.includes(\"Macintosh\");\n\n if (isLikelyIPadOSDesktop) {\n return \"ios\";\n }\n return \"macos\";\n }\n if (userAgent.includes(\"Linux\")) {\n return \"linux\";\n }\n return \"unknown\";\n}\n\n/**\n * Detect if device has touch capability\n * Uses multiple methods for reliability\n *\n * @returns True if touch is supported\n */\nfunction hasTouchSupport(): boolean {\n // Check for touch events support\n if (\"ontouchstart\" in window) {\n return true;\n }\n\n // Check for touch points (must be defined and > 0)\n if (\n typeof navigator !== \"undefined\" &&\n typeof navigator.maxTouchPoints !== \"undefined\" &&\n navigator.maxTouchPoints > 0\n ) {\n return true;\n }\n\n // Check for pointer events with touch\n if (\n typeof window !== \"undefined\" &&\n window.matchMedia &&\n window.matchMedia(\"(pointer: coarse)\").matches\n ) {\n return true;\n }\n\n return false;\n}\n\n/**\n * Mobile screen size breakpoint\n * Devices with width <= this value are considered mobile by size\n */\nexport const MOBILE_BREAKPOINT = 768;\n\n/**\n * Tablet screen size breakpoint\n * Devices with width > MOBILE_BREAKPOINT and <= TABLET_BREAKPOINT are tablets\n */\nexport const TABLET_BREAKPOINT = 1024;\n\n/**\n * Cached CSS environment variable insets\n */\nlet cachedCSSEnvInsets: { top: number; bottom: number } | null = null;\n\n/**\n * Read CSS environment variables for safe area insets\n * Results are cached as they don't change during a session\n */\nfunction readCSSEnvInsets(): { top: number; bottom: number } | null {\n if (cachedCSSEnvInsets !== null) {\n return cachedCSSEnvInsets;\n }\n\n if (typeof window !== \"undefined\" && typeof getComputedStyle === \"function\") {\n try {\n const root = document.documentElement;\n const style = getComputedStyle(root);\n const topEnv = style.getPropertyValue(\"env(safe-area-inset-top)\");\n const bottomEnv = style.getPropertyValue(\"env(safe-area-inset-bottom)\");\n\n if (topEnv || bottomEnv) {\n const result = {\n top: parseInt(topEnv || \"0\", 10) || 0,\n bottom: parseInt(bottomEnv || \"0\", 10) || 0,\n };\n cachedCSSEnvInsets = result;\n return result;\n }\n } catch {\n // Fall through to null\n }\n }\n\n return null;\n}\n\n/**\n * Cached platform information to avoid re-parsing user-agent on every call\n */\nlet cachedPlatform: PlatformInfo | null = null;\nlet cachedScreenWidth = 0;\nlet cachedScreenHeight = 0;\n\n/**\n * Clear the cached platform information\n * Useful when window is resized or device emulation changes\n * Also clears CSS environment variable cache\n *\n * @public\n */\nexport function clearPlatformCache(): void {\n cachedPlatform = null;\n cachedScreenWidth = 0;\n cachedScreenHeight = 0;\n cachedCSSEnvInsets = null;\n}\n\n/**\n * Detect device type and platform information\n *\n * Combines multiple detection methods for reliability:\n * 1. User-agent string analysis (most reliable for device type)\n * 2. Screen dimensions\n * 3. Touch capability\n *\n * This ensures mobile controls are shown on:\n * - Standard mobile phones (< 768px width)\n * - High-resolution phones (>= 768px width but mobile user-agent)\n * - Android 15/16 devices with 2K/4K resolutions (1200px+, 1440px+)\n * - Tablets (user preference via touch support)\n *\n * **User-agent detection takes priority over screen size**, ensuring that\n * high-end Android phones with desktop-class resolutions (e.g., Galaxy S23 Ultra,\n * Pixel 9 Pro) are correctly identified as mobile devices.\n *\n * Results are cached to avoid re-parsing user-agent on every call.\n * Cache is invalidated when screen dimensions change.\n *\n * @returns Complete platform information\n *\n * @example\n * ```typescript\n * const platform = detectPlatform();\n *\n * if (platform.isMobile) {\n * // Show mobile controls even on 4K Android phones\n * return <MobileControls />;\n * }\n * ```\n *\n * @public\n * @korean 플랫폼감지\n */\nexport function detectPlatform(): PlatformInfo {\n const userAgent = typeof navigator !== \"undefined\" ? navigator.userAgent : \"\";\n const screenWidth = typeof window !== \"undefined\" ? window.innerWidth : 1920;\n const screenHeight =\n typeof window !== \"undefined\" ? window.innerHeight : 1080;\n\n // Return cached result if screen dimensions haven't changed\n if (\n cachedPlatform !== null &&\n cachedScreenWidth === screenWidth &&\n cachedScreenHeight === screenHeight\n ) {\n return cachedPlatform;\n }\n\n // Detect OS\n const os = detectOS(userAgent);\n\n // Detect touch capability\n const hasTouch = hasTouchSupport();\n\n // Detect if mobile by user-agent (most reliable method)\n const isMobileUA = isMobileUserAgent(userAgent);\n\n // Detect if tablet by user-agent\n const isTabletUA = isTabletUserAgent(userAgent);\n\n // Detect by screen size (fallback method)\n const isMobileBySize = screenWidth <= MOBILE_BREAKPOINT;\n const isTabletBySize =\n screenWidth > MOBILE_BREAKPOINT && screenWidth <= TABLET_BREAKPOINT;\n\n // Determine device type\n // Priority: User-agent > Screen size\n let deviceType: DeviceType;\n let isMobile: boolean;\n let isTablet: boolean;\n\n if (isMobileUA && !isTabletUA) {\n // User-agent indicates phone\n deviceType = DeviceType.MOBILE;\n isMobile = true;\n isTablet = false;\n } else if (isTabletUA) {\n // User-agent indicates tablet\n deviceType = DeviceType.TABLET;\n isMobile = false;\n isTablet = true;\n } else if (isMobileBySize) {\n // Small screen, assume mobile\n deviceType = DeviceType.MOBILE;\n isMobile = true;\n isTablet = false;\n } else if (isTabletBySize && hasTouch) {\n // Medium screen with touch, assume tablet\n deviceType = DeviceType.TABLET;\n isMobile = false;\n isTablet = true;\n } else {\n // Desktop\n deviceType = DeviceType.DESKTOP;\n isMobile = false;\n isTablet = false;\n }\n\n const isDesktop = deviceType === DeviceType.DESKTOP;\n\n const result: PlatformInfo = {\n os,\n deviceType,\n hasTouch,\n isMobile,\n isTablet,\n isDesktop,\n screenWidth,\n screenHeight,\n };\n\n // Cache the result along with screen dimensions\n cachedPlatform = result;\n cachedScreenWidth = screenWidth;\n cachedScreenHeight = screenHeight;\n\n return result;\n}\n\n/**\n * Simple mobile check for backward compatibility\n * Returns true for both mobile phones and tablets\n *\n * @returns True if device is mobile or tablet\n *\n * @public\n * @korean 모바일확인\n */\nexport function isMobileDevice(): boolean {\n const platform = detectPlatform();\n return platform.isMobile || platform.isTablet;\n}\n\n/**\n * Check if device should use mobile controls\n * Takes into account device type, screen size, and touch capability\n *\n * Uses user-agent detection to correctly identify mobile devices regardless\n * of screen resolution. This ensures high-end Android 15/16 phones with\n * 2K/4K displays (1200px+, 1440px+) show mobile controls.\n *\n * Also ensures tablets and touch-enabled devices always show mobile controls\n * regardless of resolution, for better UX on touch devices.\n *\n * @returns True if mobile controls should be shown\n *\n * @example\n * ```typescript\n * // High-res Android phone (1440x3168) → returns true via user-agent\n * // Desktop with 1440px screen → returns false (no mobile user-agent)\n * // iPad Pro 12.9\" (1024x1366) → returns true (tablet user-agent)\n * // Surface Pro in tablet mode → returns true (touch + tablet size)\n * if (shouldUseMobileControls()) {\n * return <VirtualDPad />; // Touch-optimized controls\n * }\n * ```\n *\n * @public\n * @korean 모바일컨트롤사용\n */\nexport function shouldUseMobileControls(): boolean {\n const platform = detectPlatform();\n\n // Always use mobile controls on phones\n if (platform.isMobile) {\n return true;\n }\n\n // Use mobile controls on tablets (better touch experience)\n if (platform.isTablet) {\n return true;\n }\n\n // Use mobile controls on any touch-enabled device up to tablet breakpoint\n // This catches Windows tablets, Chromebooks in tablet mode, etc.\n if (platform.hasTouch && platform.screenWidth <= TABLET_BREAKPOINT) {\n return true;\n }\n\n // Use mobile controls on small desktop screens with touch\n if (platform.screenWidth <= MOBILE_BREAKPOINT && platform.hasTouch) {\n return true;\n }\n\n return false;\n}\n\n/**\n * Get safe area insets for device\n * Returns appropriate values based on device type and OS\n *\n * For iOS devices, attempts to detect if device has a notch by checking\n * screen dimensions. Falls back to CSS environment variables if available.\n *\n * @returns Safe area insets in pixels\n *\n * @public\n * @korean 안전영역인셋\n */\nexport function getSafeAreaInsets() {\n const platform = detectPlatform();\n\n // iOS devices - distinguish between notched and non-notched\n if (platform.os === \"ios\" && platform.isMobile) {\n // Try to read CSS environment variables first (most accurate)\n const cssEnvInsets = readCSSEnvInsets();\n if (cssEnvInsets) {\n return {\n top: cssEnvInsets.top,\n bottom: cssEnvInsets.bottom,\n left: 0,\n right: 0,\n };\n }\n\n // Detect orientation\n const isLandscape = platform.screenWidth > platform.screenHeight;\n\n // Heuristic: iPhone X and later have notches and specific screen dimensions\n // iPhone X/XS/11 Pro: 375x812, iPhone XR/11: 414x896, iPhone 12/13/14: 390x844, etc.\n // Only devices with height >= 812 (portrait) or width >= 812 (landscape) have notches\n const hasNotch =\n platform.screenHeight >= 812 || platform.screenWidth >= 812;\n\n if (hasNotch) {\n if (isLandscape) {\n // In landscape, notch is on the side\n return {\n top: 0,\n bottom: 21, // Home indicator\n left: 44, // Notch side\n right: 44, // Opposite side for symmetry\n };\n } else {\n // In portrait, notch is at top\n return {\n top: 44,\n bottom: 34,\n left: 0,\n right: 0,\n };\n }\n } else {\n // Older iPhones without notch (iPhone 8, SE, etc.)\n return {\n top: 20, // Status bar height\n bottom: 0,\n left: 0,\n right: 0,\n };\n }\n }\n\n // Android devices (standard status bar)\n if (platform.os === \"android\" && platform.isMobile) {\n return {\n top: 24,\n bottom: 0,\n left: 0,\n right: 0,\n };\n }\n\n // Tablets and desktop - no safe area needed\n return {\n top: 0,\n bottom: 0,\n left: 0,\n right: 0,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAmBA,IAAY,aAAL,yBAAA,YAAA;;AAEL,YAAA,aAAA;;AAEA,YAAA,YAAA;;AAEA,YAAA,YAAA;;KACD;;;;;;;;AA+BD,SAAS,kBAAkB,WAA4B;AAcrD,QAbuB;EACrB;EACA;EACA;EAEA;EACA;EACA;EACA;EACA;EACA;EACD,CAEqB,MAAM,YAAY,UAAU,SAAS,QAAQ,CAAC;;;;;;;;AAStE,SAAS,kBAAkB,WAA4B;AAErD,KAAI,UAAU,SAAS,OAAO,CAC5B,QAAO;AAIT,KAAI,UAAU,SAAS,UAAU,CAC/B,QAAO,UAAU,SAAS,SAAS,IAAI,CAAC,UAAU,SAAS,SAAS;AAGtE,QAAO;;;;;;;;AAST,SAAS,SAAS,WAAuC;AACvD,KACE,UAAU,SAAS,SAAS,IAC5B,UAAU,SAAS,OAAO,IAC1B,UAAU,SAAS,OAAO,CAE1B,QAAO;AAET,KAAI,UAAU,SAAS,UAAU,CAC/B,QAAO;AAET,KAAI,UAAU,SAAS,UAAU,CAC/B,QAAO;AAET,KAAI,UAAU,SAAS,MAAM,EAAE;AAS7B,MALE,OAAO,cAAc,eACrB,OAAO,UAAU,mBAAmB,YACpC,UAAU,iBAAiB,KAC3B,UAAU,SAAS,YAAY,CAG/B,QAAO;AAET,SAAO;;AAET,KAAI,UAAU,SAAS,QAAQ,CAC7B,QAAO;AAET,QAAO;;;;;;;;AAST,SAAS,kBAA2B;AAElC,KAAI,kBAAkB,OACpB,QAAO;AAIT,KACE,OAAO,cAAc,eACrB,OAAO,UAAU,mBAAmB,eACpC,UAAU,iBAAiB,EAE3B,QAAO;AAIT,KACE,OAAO,WAAW,eAClB,OAAO,cACP,OAAO,WAAW,oBAAoB,CAAC,QAEvC,QAAO;AAGT,QAAO;;;;;;AAOT,IAAa,oBAAoB;;;;;AAMjC,IAAa,oBAAoB;;;;AAKjC,IAAI,qBAA6D;;;;;AAMjE,SAAS,mBAA2D;AAClE,KAAI,uBAAuB,KACzB,QAAO;AAGT,KAAI,OAAO,WAAW,eAAe,OAAO,qBAAqB,WAC/D,KAAI;EACF,MAAM,OAAO,SAAS;EACtB,MAAM,QAAQ,iBAAiB,KAAK;EACpC,MAAM,SAAS,MAAM,iBAAiB,2BAA2B;EACjE,MAAM,YAAY,MAAM,iBAAiB,8BAA8B;AAEvE,MAAI,UAAU,WAAW;GACvB,MAAM,SAAS;IACb,KAAK,SAAS,UAAU,KAAK,GAAG,IAAI;IACpC,QAAQ,SAAS,aAAa,KAAK,GAAG,IAAI;IAC3C;AACD,wBAAqB;AACrB,UAAO;;SAEH;AAKV,QAAO;;;;;AAMT,IAAI,iBAAsC;AAC1C,IAAI,oBAAoB;AACxB,IAAI,qBAAqB;;;;;;;;AASzB,SAAgB,qBAA2B;AACzC,kBAAiB;AACjB,qBAAoB;AACpB,sBAAqB;AACrB,sBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuCvB,SAAgB,iBAA+B;CAC7C,MAAM,YAAY,OAAO,cAAc,cAAc,UAAU,YAAY;CAC3E,MAAM,cAAc,OAAO,WAAW,cAAc,OAAO,aAAa;CACxE,MAAM,eACJ,OAAO,WAAW,cAAc,OAAO,cAAc;AAGvD,KACE,mBAAmB,QACnB,sBAAsB,eACtB,uBAAuB,aAEvB,QAAO;CAIT,MAAM,KAAK,SAAS,UAAU;CAG9B,MAAM,WAAW,iBAAiB;CAGlC,MAAM,aAAa,kBAAkB,UAAU;CAG/C,MAAM,aAAa,kBAAkB,UAAU;CAG/C,MAAM,iBAAiB,eAAA;CACvB,MAAM,iBACJ,cAAA,OAAmC,eAAA;CAIrC,IAAI;CACJ,IAAI;CACJ,IAAI;AAEJ,KAAI,cAAc,CAAC,YAAY;AAE7B,eAAa,WAAW;AACxB,aAAW;AACX,aAAW;YACF,YAAY;AAErB,eAAa,WAAW;AACxB,aAAW;AACX,aAAW;YACF,gBAAgB;AAEzB,eAAa,WAAW;AACxB,aAAW;AACX,aAAW;YACF,kBAAkB,UAAU;AAErC,eAAa,WAAW;AACxB,aAAW;AACX,aAAW;QACN;AAEL,eAAa,WAAW;AACxB,aAAW;AACX,aAAW;;CAGb,MAAM,YAAY,eAAe,WAAW;CAE5C,MAAM,SAAuB;EAC3B;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACD;AAGD,kBAAiB;AACjB,qBAAoB;AACpB,sBAAqB;AAErB,QAAO;;;;;;;;;;;AAYT,SAAgB,iBAA0B;CACxC,MAAM,WAAW,gBAAgB;AACjC,QAAO,SAAS,YAAY,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BvC,SAAgB,0BAAmC;CACjD,MAAM,WAAW,gBAAgB;AAGjC,KAAI,SAAS,SACX,QAAO;AAIT,KAAI,SAAS,SACX,QAAO;AAKT,KAAI,SAAS,YAAY,SAAS,eAAA,KAChC,QAAO;AAIT,KAAI,SAAS,eAAA,OAAoC,SAAS,SACxD,QAAO;AAGT,QAAO;;;;;;;;;;;;;;AAeT,SAAgB,oBAAoB;CAClC,MAAM,WAAW,gBAAgB;AAGjC,KAAI,SAAS,OAAO,SAAS,SAAS,UAAU;EAE9C,MAAM,eAAe,kBAAkB;AACvC,MAAI,aACF,QAAO;GACL,KAAK,aAAa;GAClB,QAAQ,aAAa;GACrB,MAAM;GACN,OAAO;GACR;EAIH,MAAM,cAAc,SAAS,cAAc,SAAS;AAQpD,MAFE,SAAS,gBAAgB,OAAO,SAAS,eAAe,IAGxD,KAAI,YAEF,QAAO;GACL,KAAK;GACL,QAAQ;GACR,MAAM;GACN,OAAO;GACR;MAGD,QAAO;GACL,KAAK;GACL,QAAQ;GACR,MAAM;GACN,OAAO;GACR;MAIH,QAAO;GACL,KAAK;GACL,QAAQ;GACR,MAAM;GACN,OAAO;GACR;;AAKL,KAAI,SAAS,OAAO,aAAa,SAAS,SACxC,QAAO;EACL,KAAK;EACL,QAAQ;EACR,MAAM;EACN,OAAO;EACR;AAIH,QAAO;EACL,KAAK;EACL,QAAQ;EACR,MAAM;EACN,OAAO;EACR"}
@@ -0,0 +1,63 @@
1
+ import { HitEffect, StatusEffect } from "../systems";
2
+ import { EffectIntensity, EffectType, HitEffectType } from "../systems/effects";
3
+ import type { KoreanText, Position } from "../types";
4
+ /**
5
+ * Create a hit effect for visual feedback
6
+ */
7
+ export declare function createHitEffect(id: string, type: HitEffectType, position: Position, intensity: number, duration?: number): HitEffect;
8
+ /**
9
+ * Get hit effect color based on type
10
+ */
11
+ export declare function getHitEffectColor(type: HitEffectType): number;
12
+ /**
13
+ * Create a status effect
14
+ */
15
+ export declare function createStatusEffect(id: string, type: EffectType, intensity: EffectIntensity, duration: number, description: KoreanText, source?: string): StatusEffect;
16
+ /**
17
+ * Calculate effect intensity based on damage
18
+ */
19
+ export declare function calculateEffectIntensity(damage: number): EffectIntensity;
20
+ /**
21
+ * Get effect duration modifier based on type
22
+ */
23
+ export declare function getEffectDurationModifier(type: EffectType): number;
24
+ /**
25
+ * Apply effect to player stats
26
+ */
27
+ export declare function applyEffectModifiers(baseValue: number, effects: readonly StatusEffect[], statType: "attack" | "defense" | "speed"): number;
28
+ /**
29
+ * Check if effect is beneficial or harmful
30
+ */
31
+ export declare function isEffectBeneficial(type: EffectType): boolean;
32
+ /**
33
+ * Get effect description based on type and intensity
34
+ */
35
+ export declare function getEffectDescription(type: EffectType, intensity: EffectIntensity): KoreanText;
36
+ /**
37
+ * Update effect over time
38
+ */
39
+ export declare function updateEffect(effect: StatusEffect, currentTime: number): StatusEffect | null;
40
+ /**
41
+ * Combine multiple effects of same type
42
+ */
43
+ export declare function combineEffects(effects: StatusEffect[]): StatusEffect[];
44
+ /**
45
+ * Remove expired effects
46
+ */
47
+ export declare function removeExpiredEffects(effects: StatusEffect[]): StatusEffect[];
48
+ /**
49
+ * Create effect from Korean text
50
+ */
51
+ export declare function createEffectFromKoreanText(koreanText: string, englishText: string, duration?: number): StatusEffect;
52
+ /**
53
+ * Get effect display text
54
+ */
55
+ export declare function getEffectDisplayText(effect: StatusEffect, preferKorean?: boolean): string;
56
+ export declare function createKoreanStatusEffect(koreanName: string, englishName: string, intensity?: EffectIntensity, duration?: number): StatusEffect;
57
+ export declare function createTrigramEffect(stanceName: string, effectType: EffectType, duration?: number): StatusEffect;
58
+ export declare function groupEffectsByTypeEnum(effects: StatusEffect[]): Map<EffectType, StatusEffect[]>;
59
+ /**
60
+ * Group effects by type using string keys (works with StatusEffect.type)
61
+ */
62
+ export declare function groupEffectsByType(effects: StatusEffect[]): Map<string, StatusEffect[]>;
63
+ //# sourceMappingURL=effectUtils.d.ts.map
@@ -0,0 +1 @@
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