blazeplot 0.1.4 → 0.1.6

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 CHANGED
@@ -7,7 +7,7 @@
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  Fast WebGL2 plotting engine for the browser 🔥
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- GPU-native, zero DOM. Built on WebGL2 + [regl](https://github.com/regl-project/regl). No Canvas2D, no SVG, no layout thrashing.
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+ GPU-native, minimal DOM. Built on WebGL2 + [regl](https://github.com/regl-project/regl). No Canvas2D, no SVG, no layout thrashing.
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  ## Installation
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@@ -18,14 +18,14 @@ bun install blazeplot
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  ## Quick start
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  ```html
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- <canvas id="chart" style="width:100%;height:400px"></canvas>
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+ <div id="chart" style="width:100%;height:400px"></div>
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  ```
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  ```js
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  import { Chart } from "blazeplot";
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- const canvas = document.getElementById("chart");
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- const chart = new Chart(canvas);
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+ const container = document.getElementById("chart");
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+ const chart = new Chart(container);
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  const series = chart.addSeries(
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  { mode: "line", capacity: 1_000_000, downsample: "minmax" },
@@ -54,11 +54,12 @@ push();
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  | | |
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  |---|---|
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- | **WebGL2 rendering** | GPU-accelerated from the ground up. No Canvas2D fallback, no DOM text nodes. |
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+ | **WebGL2 rendering** | GPU-accelerated plot rendering from the ground up. No Canvas2D fallback. Axis labels use lightweight DOM layers. |
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  | **Flexible data model** | Streaming ring buffer or static arrays. Bring your own data shape. |
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  | **LOD downsampling** | Min/max pyramid for efficient line rendering at any zoom level — sparse views show raw points, dense views show vertical segments. |
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  | **Pan & zoom** | Pointer/touch pan and wheel zoom via `Camera2D`. Customizable viewport policies. |
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  | **Grid lines** | Data-anchored grid rendered as WebGL line lists. |
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+ | **Axis labels** | Smart tick generation with DOM labels. Per-axis `inside`/`outside` positioning; outside axes reserve real layout gutters. |
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  | **Multi-series** | Independent buffers, styles, and visibility per series. |
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  | **Benchmark overlay** | Built-in fps, frame time, vertex count, draw calls. |
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  | **ResizeObserver** | Automatic DPR-aware canvas sizing. |
@@ -69,15 +70,16 @@ push();
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  | Signature | Description |
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  |---|---|
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- | `new Chart(canvas, options?)` | Create a chart from an HTML canvas element. |
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+ | `new Chart(container, options?)` | Create a chart inside an HTML container element. The chart owns the plot canvas and axis layout. |
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  | `chart.addSeries(config, style?)` | Add a data series. Returns `SeriesStore`. |
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  | `chart.removeSeries(series)` | Remove a previously added series. |
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  | `chart.setViewport({ xMin, xMax, yMin, yMax })` | Set the visible data range. |
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- | `chart.resize(dpr?)` | Resize the canvas to match its CSS size × DPR. |
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+ | `chart.resize(dpr?)` | Resize the internal plot canvas to match its CSS size × DPR. |
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  | `chart.start()` | Start the render loop (rAF). |
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  | `chart.stop()` | Stop the render loop. |
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+ | `chart.canvas` | Read-only access to the internal plot canvas. |
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  | `chart.getFrameStats(target?)` | Copy per-frame benchmark counters into a reusable object. |
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- | `chart.dispose()` | Dispose GPU resources, observers, and input handlers. |
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+ | `chart.dispose()` | Dispose GPU resources, observers, input handlers, and owned DOM layout. |
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  ### `ChartOptions`
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@@ -86,6 +88,21 @@ push();
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  | `viewportPolicy?` | — | Custom pan/zoom/viewport behavior hooks. |
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  | `grid?` | `true` | Show grid lines. |
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  | `gridStyle?` | `{ color: [0.22,0.30,0.44,0.45] }` | Grid line color and width. |
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+ | `axes?` | `true` | Show axis tick labels. `true`/`false`, or per-axis `{ x?: boolean \| AxisConfig, y?: boolean \| AxisConfig }`. |
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+
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+ ### `AxisConfig`
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+
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+ | Property | Default | Description |
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+ |---|---|---|
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+ | `visible?` | `true` | Show this axis. |
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+ | `position?` | `"inside"` | `"inside"` draws labels over the plot; `"outside"` reserves a real DOM gutter and shrinks the plot canvas. |
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+
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+ ```ts
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+ // X labels outside (bottom gutter), Y labels inside
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+ new Chart(canvas, {
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+ axes: { x: { position: "outside" }, y: true }
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+ });
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+ ```
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  ### `ChartFrameStats`
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@@ -173,4 +190,4 @@ dist/index.d.ts TypeScript declarations
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  ## Why WebGL2?
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- Canvas2D and SVG are CPU-bound — every point becomes a draw call or a DOM node. BlazePlot keeps data on the GPU, streams only visible vertices, and avoids DOM entirely. For dense line plots (millions of points), interactive scatter, or real-time streaming, the difference is orders of magnitude.
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+ Canvas2D and SVG are CPU-bound — every point becomes a draw call or a DOM node. BlazePlot keeps plot data on the GPU and streams only visible vertices; DOM is limited to chart layout and labels. For dense line plots (millions of points), interactive scatter, or real-time streaming, the difference is orders of magnitude.
package/dist/index.d.ts CHANGED
@@ -1,5 +1,6 @@
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  export { Chart } from './ui/Chart.js';
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- export type { ChartFrameStats, ChartOptions } from './ui/Chart.js';
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+ export type { ChartFrameStats, ChartOptions, AxisConfig } from './ui/Chart.js';
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+ export type { AxisPosition } from './ui/ChartLayout.js';
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  export { SeriesStore } from './core/SeriesStore.js';
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  export { RingBuffer } from './core/RingBuffer.js';
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  export { StaticDataset } from './core/StaticDataset.js';
@@ -1 +1 @@
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- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AACtC,YAAY,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AACnE,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAC;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,QAAQ,EAAE,MAAM,2BAA2B,CAAC;AACrD,OAAO,EAAE,cAAc,EAAE,MAAM,iCAAiC,CAAC;AACjE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,WAAW,EAAE,OAAO,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC/J,YAAY,EAAE,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAC"}
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+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AACtC,YAAY,EAAE,eAAe,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC/E,YAAY,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAC;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,QAAQ,EAAE,MAAM,2BAA2B,CAAC;AACrD,OAAO,EAAE,cAAc,EAAE,MAAM,iCAAiC,CAAC;AACjE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,WAAW,EAAE,OAAO,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC/J,YAAY,EAAE,SAAS,EAAE,QAAQ,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAC"}
package/dist/index.js CHANGED
@@ -312,17 +312,82 @@ var t = 16, n = class {
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  dispose() {
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  this.backend.destroy();
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  }
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+ }, s = [
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+ 1024,
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+ 4096,
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+ 16384,
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+ 32768,
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+ 131072
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+ ], c = class {
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+ regl;
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+ pool = [];
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+ preAllocated = !1;
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+ constructor(e) {
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+ this.regl = e;
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+ }
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+ get reglInstance() {
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+ return this.regl;
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+ }
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+ preAllocate() {
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+ if (!this.preAllocated) {
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+ this.preAllocated = !0;
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+ for (let e of s) this.pool.push(this.createEntry(e, "stream"));
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+ }
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+ }
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+ acquire(e, t = "stream") {
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+ let n = e, r = this.findFree(n);
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+ if (!r) {
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+ let e = this.roundUp(n);
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+ r = this.createEntry(e, t), this.pool.push(r);
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+ }
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+ return r.inUse = !0, {
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+ buffer: r.buffer,
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+ array: r.floatArray
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+ };
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+ }
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+ release(e) {
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+ for (let t of this.pool) if (t.buffer === e) {
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+ t.inUse = !1;
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+ return;
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+ }
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+ }
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+ destroy() {
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+ for (let e of this.pool) e.buffer.destroy();
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+ this.pool.length = 0, this.preAllocated = !1;
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+ }
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+ createEntry(e, t) {
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+ return {
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+ buffer: this.regl.buffer({
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+ length: e * 4,
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+ usage: t,
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+ type: "float"
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+ }),
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+ floatArray: new Float32Array(e),
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+ floatCapacity: e,
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+ inUse: !1
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+ };
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+ }
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+ findFree(e) {
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+ return this.pool.find((t) => !t.inUse && t.floatCapacity >= e);
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+ }
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+ roundUp(e) {
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+ for (let t of s) if (t >= e) return t;
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+ let t = s[s.length - 1], n = 1 << 32 - Math.clz32(e - 1);
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+ return Math.max(t * 2, n);
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+ }
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  };
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  //#endregion
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  //#region src/render/ReglBackend.ts
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- function s(e) {
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+ function l(e) {
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  return e;
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  }
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- var c = class {
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+ var u = class {
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  gl;
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  regl;
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+ resources;
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  nextProgramId = 1;
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  commandCache = /* @__PURE__ */ new Map();
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+ scissorBox = null;
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  constructor(t) {
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  let n = t.getContext("webgl2", {
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  alpha: !0,
@@ -335,21 +400,17 @@ var c = class {
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  });
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  if (!n) throw Error("BlazePlot requires WebGL2, but this browser/context does not support it.");
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  this.gl = n, this.regl = e({
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- gl: s(this.gl),
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+ gl: l(this.gl),
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  extensions: [],
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  optionalExtensions: ["ext_disjoint_timer_query_webgl2"]
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- });
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+ }), this.resources = new c(this.regl), this.resources.preAllocate();
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  }
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  createBuffer(e) {
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- let t = e.type === "float" ? 4 : 2;
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+ let { buffer: t } = this.resources.acquire(e.length, e.usage);
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  return {
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  length: e.length,
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  type: e.type,
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- buffer: this.regl.buffer({
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- length: e.length * t,
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- usage: e.usage,
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- type: e.type === "float" ? "float" : "uint16"
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- })
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+ buffer: t
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  };
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  }
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  updateBuffer(e, t, n = 0) {
@@ -376,15 +437,21 @@ var c = class {
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  a || (a = this.createDrawCommand(t, e.primitive, n, r, e.instances !== void 0), this.commandCache.set(i, a));
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  let o = {};
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  for (let t of n) o[t] = this.asReglBuffer(e.attributes[t]).buffer;
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- a({
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+ let s = {
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  count: e.count,
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  instances: e.instances ?? 0,
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  attributes: o,
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  uniforms: e.uniforms
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- });
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+ };
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+ this.scissorBox && (s.scissorEnable = !0, s.scissorBox = {
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+ x: this.scissorBox.x,
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+ y: this.scissorBox.y,
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+ width: this.scissorBox.w,
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+ height: this.scissorBox.h
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+ }), a(s);
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  }
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  dispose(e) {
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- this.isReglBuffer(e) && e.buffer.destroy();
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+ this.isReglBuffer(e) && this.resources.release(e.buffer);
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  }
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  clear(e, t, n, r) {
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  this.regl.clear({ color: [
@@ -394,9 +461,16 @@ var c = class {
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  r
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  ] });
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  }
397
- viewport(e, t, n, r) {}
464
+ viewport(e, t, n, r) {
465
+ this.scissorBox = {
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+ x: e,
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+ y: t,
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+ w: n,
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+ h: r
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+ };
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+ }
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  destroy() {
399
- this.regl.destroy();
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+ this.resources.destroy(), this.regl.destroy();
400
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  }
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  createDrawCommand(e, t, n, r, i) {
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  let a = {};
@@ -411,7 +485,16 @@ var c = class {
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  primitive: this.toReglPrimitive(t),
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  count: (e, t) => t.count,
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  instances: i ? (e, t) => t.instances : void 0,
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- depth: { enable: !1 }
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+ depth: { enable: !1 },
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+ scissor: {
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+ enable: (e, t) => t.scissorEnable ?? !1,
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+ box: (e, t) => t.scissorBox ?? {
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+ x: 0,
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+ y: 0,
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+ width: 0,
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+ height: 0
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+ }
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+ }
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  });
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  }
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  asReglBuffer(e) {
@@ -430,7 +513,7 @@ var c = class {
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  default: return e;
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  }
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  }
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- }, l = class {
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+ }, d = class {
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  canvas;
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  camera;
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  policy;
@@ -484,7 +567,7 @@ var c = class {
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  dispose() {
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  this.canvas.removeEventListener("pointerdown", this.onPointerDown), this.canvas.removeEventListener("pointermove", this.onPointerMove), this.canvas.removeEventListener("pointerup", this.onPointerUp), this.canvas.removeEventListener("pointercancel", this.onPointerUp), this.canvas.removeEventListener("wheel", this.onWheel);
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  }
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- }, u = class e {
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+ }, f = class e {
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  _xMin = 0;
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  _xMax = 1;
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  _yMin = 0;
@@ -569,7 +652,7 @@ var c = class {
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  static assertFinite(e, t) {
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  if (!Number.isFinite(t)) throw RangeError(`Camera2D ${e} must be finite.`);
571
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  }
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- }, d = class {
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+ }, p = class {
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  camera;
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  constructor(e) {
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  this.camera = e;
@@ -601,8 +684,89 @@ var c = class {
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  let n = Math.max(0, -Math.floor(Math.log10(t)) + 2), r = Number(e.toFixed(n));
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  return Object.is(r, -0) ? 0 : r;
603
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  }
604
- }, f = 16384, p = 64, m = class {
687
+ }, m = class {
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+ layout;
689
+ config;
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+ options;
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+ xPool = [];
692
+ yPool = [];
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+ xTicks = [];
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+ yTicks = [];
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+ constructor(e, t, n = {}) {
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+ this.layout = e, this.config = t, this.options = n;
697
+ }
698
+ update(e, t) {
699
+ let n = Math.max(1, this.layout.plot.clientWidth), r = Math.max(1, this.layout.plot.clientHeight);
700
+ this.config.x.visible ? t.getXTickValues(n, 12, this.xTicks) : this.xTicks.length = 0, this.config.y.visible ? t.getYTickValues(r, 8, this.yTicks) : this.yTicks.length = 0, this.updateAxis(this.xPool, this.xTicks, "x", e, n, r, t), this.updateAxis(this.yPool, this.yTicks, "y", e, n, r, t);
701
+ }
702
+ dispose() {
703
+ for (let e of this.xPool) e.remove();
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+ for (let e of this.yPool) e.remove();
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+ this.xPool = [], this.yPool = [];
706
+ }
707
+ parentForAxis(e) {
708
+ return e === "x" ? this.config.x.position === "outside" ? this.layout.xAxis : this.layout.plot : this.config.y.position === "outside" ? this.layout.yAxis : this.layout.plot;
709
+ }
710
+ updateAxis(e, t, n, r, i, a, o) {
711
+ let s = this.parentForAxis(n);
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+ for (; e.length < t.length;) {
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+ let t = document.createElement("div");
714
+ t.style.position = "absolute", t.style.pointerEvents = "none", t.style.whiteSpace = "nowrap", t.style.font = this.options.font ?? "11px ui-monospace, monospace, sans-serif", t.style.color = this.options.color ?? "#bfd6ff", t.style.userSelect = "none", s.appendChild(t), e.push(t);
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+ }
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+ for (let t of e) t.parentElement !== s && s.appendChild(t);
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+ for (let n = t.length; n < e.length; n++) e[n].style.display = "none";
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+ for (let s = 0; s < t.length; s++) {
719
+ let c = e[s], l = t[s], u = o.formatValue(l);
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+ if (c.textContent !== u && (c.textContent = u), c.style.display = "block", n === "x") {
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+ let [e] = r.toClip(l, r.yMin), t = (e + 1) * .5 * i;
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+ c.style.left = `${t}px`, c.style.right = "auto", c.style.transform = "translateX(-50%)", this.config.x.position === "outside" ? (c.style.top = "4px", c.style.bottom = "auto") : (c.style.top = "auto", c.style.bottom = "4px");
723
+ } else {
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+ let [, e] = r.toClip(r.xMin, l), t = (1 - e) * .5 * a;
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+ c.style.top = `${t}px`, c.style.bottom = "auto", c.style.transform = "translateY(-50%)", this.config.y.position === "outside" ? (c.style.left = "auto", c.style.right = "4px") : (c.style.left = "4px", c.style.right = "auto");
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+ }
727
+ }
728
+ }
729
+ }, h = class {
730
+ root;
731
+ plot;
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  canvas;
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+ xAxis;
734
+ yAxis;
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+ corner;
736
+ externalCanvas;
737
+ originalCanvasCssText;
738
+ originalCanvasParent;
739
+ constructor(e, t) {
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+ let n = e instanceof HTMLCanvasElement ? e : null;
741
+ this.externalCanvas = n !== null, this.originalCanvasCssText = n?.style.cssText ?? "", this.originalCanvasParent = n?.parentElement ?? null, this.root = document.createElement("div"), this.plot = document.createElement("div"), this.canvas = n ?? document.createElement("canvas"), this.xAxis = document.createElement("div"), this.yAxis = document.createElement("div"), this.corner = document.createElement("div"), this.root.className = "blazeplot-root", this.plot.className = "blazeplot-plot", this.canvas.classList.add("blazeplot-canvas"), this.xAxis.className = "blazeplot-axis blazeplot-axis-x", this.yAxis.className = "blazeplot-axis blazeplot-axis-y", this.corner.className = "blazeplot-axis-corner", this.applyBaseStyles(), this.mount(e), this.update(t);
742
+ }
743
+ update(e) {
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+ let t = e.y.visible && e.y.position === "outside", n = e.x.visible && e.x.position === "outside";
745
+ this.root.style.gridTemplateColumns = `${t ? 52 : 0}px minmax(0, 1fr)`, this.root.style.gridTemplateRows = `minmax(0, 1fr) ${n ? 28 : 0}px`, this.yAxis.style.display = t ? "block" : "none", this.xAxis.style.display = n ? "block" : "none", this.corner.style.display = n && t ? "block" : "none";
746
+ }
747
+ dispose() {
748
+ this.externalCanvas && this.originalCanvasParent && (this.canvas.style.cssText = this.originalCanvasCssText, this.originalCanvasParent.insertBefore(this.canvas, this.root)), this.root.remove();
749
+ }
750
+ mount(e) {
751
+ this.externalCanvas ? this.originalCanvasParent?.insertBefore(this.root, e) : e.appendChild(this.root), this.root.appendChild(this.yAxis), this.root.appendChild(this.plot), this.root.appendChild(this.corner), this.root.appendChild(this.xAxis), this.plot.appendChild(this.canvas);
752
+ }
753
+ applyBaseStyles() {
754
+ this.root.style.display = "grid", this.root.style.width = "100%", this.root.style.height = "100%", this.root.style.minWidth = "0", this.root.style.minHeight = "0", this.root.style.overflow = "hidden", this.plot.style.position = "relative", this.plot.style.gridColumn = "2", this.plot.style.gridRow = "1", this.plot.style.minWidth = "0", this.plot.style.minHeight = "0", this.plot.style.overflow = "hidden", this.canvas.style.position = "absolute", this.canvas.style.inset = "0", this.canvas.style.display = "block", this.canvas.style.width = "100%", this.canvas.style.height = "100%", this.canvas.style.touchAction = "none", this.yAxis.style.position = "relative", this.yAxis.style.gridColumn = "1", this.yAxis.style.gridRow = "1", this.yAxis.style.minWidth = "0", this.yAxis.style.minHeight = "0", this.yAxis.style.overflow = "hidden", this.yAxis.style.pointerEvents = "none", this.xAxis.style.position = "relative", this.xAxis.style.gridColumn = "2", this.xAxis.style.gridRow = "2", this.xAxis.style.minWidth = "0", this.xAxis.style.minHeight = "0", this.xAxis.style.overflow = "hidden", this.xAxis.style.pointerEvents = "none", this.corner.style.gridColumn = "1", this.corner.style.gridRow = "2", this.corner.style.minWidth = "0", this.corner.style.minHeight = "0", this.corner.style.pointerEvents = "none";
755
+ }
756
+ }, g = 16384, _ = 64;
757
+ function v(e) {
758
+ return e === !1 ? {
759
+ visible: !1,
760
+ position: "inside"
761
+ } : e === !0 || e === void 0 ? {
762
+ visible: !0,
763
+ position: "inside"
764
+ } : {
765
+ visible: e.visible !== !1,
766
+ position: e.position ?? "inside"
767
+ };
768
+ }
769
+ var y = class {
606
770
  options;
607
771
  series = [];
608
772
  camera;
@@ -616,6 +780,9 @@ var c = class {
616
780
  gridStyle;
617
781
  xTicks = [];
618
782
  yTicks = [];
783
+ axisOverlay = null;
784
+ normalizedAxes;
785
+ layout;
619
786
  stats = {
620
787
  fps: 0,
621
788
  frameMs: 0,
@@ -628,7 +795,30 @@ var c = class {
628
795
  lastFrameAt = 0;
629
796
  _rafId = 0;
630
797
  constructor(e, t = {}) {
631
- this.canvas = e, this.options = t, this.applyCanvasSize(), this.camera = new u(), this.axis = new d(this.camera), this.renderer = new o(new c(e)), this.input = new l(e, this.camera, t.viewportPolicy), this.rawLineData = new Float32Array(f * 2), this.rawLineBuffer = this.renderer.createFloatBuffer(this.rawLineData.length), this.gridData = new Float32Array(p * 2), this.gridBuffer = this.renderer.createFloatBuffer(this.gridData.length), this.gridStyle = {
798
+ this.options = t;
799
+ let n = t.axes;
800
+ n === !1 ? this.normalizedAxes = {
801
+ x: {
802
+ visible: !1,
803
+ position: "inside"
804
+ },
805
+ y: {
806
+ visible: !1,
807
+ position: "inside"
808
+ }
809
+ } : n === !0 || n === void 0 ? this.normalizedAxes = {
810
+ x: {
811
+ visible: !0,
812
+ position: "inside"
813
+ },
814
+ y: {
815
+ visible: !0,
816
+ position: "inside"
817
+ }
818
+ } : this.normalizedAxes = {
819
+ x: v(n.x),
820
+ y: v(n.y)
821
+ }, this.layout = new h(e, this.normalizedAxes), this.applyCanvasSize(), this.camera = new f(), this.axis = new p(this.camera), this.renderer = new o(new u(this.layout.canvas)), this.input = new d(this.layout.canvas, this.camera, t.viewportPolicy), this.rawLineData = new Float32Array(g * 2), this.rawLineBuffer = this.renderer.createFloatBuffer(this.rawLineData.length), this.gridData = new Float32Array(_ * 2), this.gridBuffer = this.renderer.createFloatBuffer(this.gridData.length), this.gridStyle = {
632
822
  color: t.gridStyle?.color ?? [
633
823
  .22,
634
824
  .3,
@@ -636,7 +826,10 @@ var c = class {
636
826
  .45
637
827
  ],
638
828
  lineWidth: t.gridStyle?.lineWidth ?? 1
639
- }, typeof ResizeObserver < "u" && (this.resizeObserver = new ResizeObserver(() => this.resize()), this.resizeObserver.observe(this.canvas));
829
+ }, (this.normalizedAxes.x.visible || this.normalizedAxes.y.visible) && (this.axisOverlay = new m(this.layout, this.normalizedAxes)), typeof ResizeObserver < "u" && (this.resizeObserver = new ResizeObserver(() => this.resize()), this.resizeObserver.observe(this.layout.plot));
830
+ }
831
+ get canvas() {
832
+ return this.layout.canvas;
640
833
  }
641
834
  addSeries(e, t) {
642
835
  let n = new r(e.dataset ?? new i(e.capacity), e, {
@@ -658,8 +851,7 @@ var c = class {
658
851
  this.camera.setViewport(e);
659
852
  }
660
853
  resize(e = globalThis.devicePixelRatio) {
661
- let t = this.applyCanvasSize(e);
662
- return t && this.renderer.viewport(0, 0, this.canvas.width, this.canvas.height), t;
854
+ return this.applyCanvasSize(e);
663
855
  }
664
856
  getFrameStats(e = {
665
857
  fps: 0,
@@ -682,7 +874,7 @@ var c = class {
682
874
  }
683
875
  render() {
684
876
  let e = performance.now();
685
- this.lastFrameAt > 0 && (this.stats.fps = 1e3 / (e - this.lastFrameAt)), this.lastFrameAt = e, this.stats.pointsRendered = 0, this.stats.drawCalls = 0, this.stats.uploadBytes = 0, this.stats.renderMode = "none", this.options.viewportPolicy?.beforeRender?.(this.camera), this.renderer.clear(.08, .1, .16, 1);
877
+ this.lastFrameAt > 0 && (this.stats.fps = 1e3 / (e - this.lastFrameAt)), this.lastFrameAt = e, this.stats.pointsRendered = 0, this.stats.drawCalls = 0, this.stats.uploadBytes = 0, this.stats.renderMode = "none", this.options.viewportPolicy?.beforeRender?.(this.camera), this.renderer.viewport(0, 0, this.canvas.width, this.canvas.height), this.renderer.clear(.08, .1, .16, 1);
686
878
  let t = this.camera.viewport;
687
879
  if (this.options.grid !== !1) {
688
880
  let e = this.writeGridVertices(t);
@@ -690,35 +882,36 @@ var c = class {
690
882
  }
691
883
  for (let e of this.series) {
692
884
  if (!e.visible) continue;
693
- let n = e.visibleSampleCount(t), r = e.hasLOD && n > f, i = r ? e.copyMinMaxVisible(t, this.rawLineData, Math.min(this.canvas.width, f >> 1)) : e.copyRawVisible(t, this.rawLineData, f);
885
+ let n = e.visibleSampleCount(t), r = e.hasLOD && n > g, i = r ? e.copyMinMaxVisible(t, this.rawLineData, Math.min(this.canvas.width, g >> 1)) : e.copyRawVisible(t, this.rawLineData, g);
694
886
  i < 2 || (this.renderer.updateFloatBuffer(this.rawLineBuffer, this.rawLineData), r ? (this.renderer.drawMinMaxSegments(this.rawLineBuffer, i, e.style, this.camera), this.recordRenderMode("minmax")) : (this.renderer.drawLineStrip(this.rawLineBuffer, i, e.style, this.camera), this.recordRenderMode("raw")), this.stats.pointsRendered += i, this.stats.drawCalls++, this.stats.uploadBytes += this.rawLineData.byteLength);
695
887
  }
696
- this.stats.frameMs = performance.now() - e;
888
+ this.axisOverlay?.update(this.camera, this.axis), this.stats.frameMs = performance.now() - e;
697
889
  }
698
890
  dispose() {
699
- this.stop(), this.resizeObserver?.disconnect(), this.input.dispose(), this.renderer.dispose();
891
+ this.stop(), this.resizeObserver?.disconnect(), this.input.dispose(), this.axisOverlay?.dispose(), this.renderer.dispose(), this.layout.dispose();
700
892
  }
701
893
  applyCanvasSize(e = globalThis.devicePixelRatio) {
702
894
  let t = Number.isFinite(e) ? Math.max(1, e) : 1, n = Math.max(1, Math.floor(this.canvas.clientWidth * t)), r = Math.max(1, Math.floor(this.canvas.clientHeight * t));
703
895
  return this.canvas.width === n && this.canvas.height === r ? !1 : (this.canvas.width = n, this.canvas.height = r, !0);
704
896
  }
705
897
  writeGridVertices(e) {
706
- this.axis.getXTickValues(this.canvas.width, 12, this.xTicks), this.axis.getYTickValues(this.canvas.height, 8, this.yTicks);
707
- let t = 0;
708
- for (let n of this.xTicks) {
709
- if (t + 2 > p) return t;
710
- this.gridData[t * 2] = n, this.gridData[t * 2 + 1] = e.yMin, t++, this.gridData[t * 2] = n, this.gridData[t * 2 + 1] = e.yMax, t++;
898
+ let t = Math.max(1, this.canvas.clientWidth), n = Math.max(1, this.canvas.clientHeight);
899
+ this.axis.getXTickValues(t, 12, this.xTicks), this.axis.getYTickValues(n, 8, this.yTicks);
900
+ let r = 0;
901
+ for (let t of this.xTicks) {
902
+ if (r + 2 > _) return r;
903
+ this.gridData[r * 2] = t, this.gridData[r * 2 + 1] = e.yMin, r++, this.gridData[r * 2] = t, this.gridData[r * 2 + 1] = e.yMax, r++;
711
904
  }
712
- for (let n of this.yTicks) {
713
- if (t + 2 > p) return t;
714
- this.gridData[t * 2] = e.xMin, this.gridData[t * 2 + 1] = n, t++, this.gridData[t * 2] = e.xMax, this.gridData[t * 2 + 1] = n, t++;
905
+ for (let t of this.yTicks) {
906
+ if (r + 2 > _) return r;
907
+ this.gridData[r * 2] = e.xMin, this.gridData[r * 2 + 1] = t, r++, this.gridData[r * 2] = e.xMax, this.gridData[r * 2 + 1] = t, r++;
715
908
  }
716
- return t;
909
+ return r;
717
910
  }
718
911
  recordRenderMode(e) {
719
912
  this.stats.renderMode === "none" ? this.stats.renderMode = e : this.stats.renderMode !== e && (this.stats.renderMode = "mixed");
720
913
  }
721
- }, h = class {
914
+ }, b = class {
722
915
  xData;
723
916
  yData;
724
917
  constructor(e, t) {
@@ -760,6 +953,6 @@ var c = class {
760
953
  }
761
954
  };
762
955
  //#endregion
763
- export { d as AxisController, u as Camera2D, m as Chart, n as MinMaxPyramid, i as RingBuffer, r as SeriesStore, h as StaticDataset };
956
+ export { p as AxisController, f as Camera2D, y as Chart, n as MinMaxPyramid, i as RingBuffer, r as SeriesStore, b as StaticDataset };
764
957
 
765
958
  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","names":[],"sources":["../src/core/MinMaxPyramid.ts","../src/core/SeriesStore.ts","../src/core/RingBuffer.ts","../src/render/ShaderPrograms.ts","../src/render/Renderer.ts","../src/render/ReglBackend.ts","../src/interaction/InputController.ts","../src/interaction/Camera2D.ts","../src/interaction/AxisController.ts","../src/ui/Chart.ts","../src/core/StaticDataset.ts"],"sourcesContent":["import type { Dataset, LODView, Viewport } from \"./types.js\";\n\nconst MAX_LEVELS = 16;\n\nexport class MinMaxPyramid {\n private levels: Float32Array[] = [];\n private levelLengths: Uint32Array;\n private levelSampleWidths: Uint32Array;\n private _builtLen: number = 0;\n private _lastRangeStart: number = NaN;\n\n constructor(readonly bucketSize: number = 2) {\n if (!Number.isInteger(bucketSize) || bucketSize < 2) {\n throw new RangeError(\"MinMaxPyramid bucketSize must be an integer >= 2.\");\n }\n\n this.levelLengths = new Uint32Array(MAX_LEVELS);\n this.levelSampleWidths = new Uint32Array(MAX_LEVELS);\n }\n\n build(source: Dataset): void {\n this.levels = [];\n this.levelLengths.fill(0);\n this.levelSampleWidths.fill(0);\n\n let srcLen = source.length;\n if (srcLen === 0) {\n this._builtLen = 0;\n this._lastRangeStart = NaN;\n return;\n }\n\n let prevLevel: Float32Array | null = null;\n let level = 0;\n\n while (srcLen > 0 && level < MAX_LEVELS) {\n const nextLen = Math.ceil(srcLen / this.bucketSize);\n const levelData = new Float32Array(nextLen * 2);\n\n for (let i = 0; i < srcLen; i += this.bucketSize) {\n let minY = Infinity;\n let maxY = -Infinity;\n const end = Math.min(i + this.bucketSize, srcLen);\n for (let j = i; j < end; j++) {\n if (prevLevel) {\n const prevMin = prevLevel[j * 2]!;\n const prevMax = prevLevel[j * 2 + 1]!;\n if (prevMin < minY) minY = prevMin;\n if (prevMax > maxY) maxY = prevMax;\n } else {\n const y = source.getY(j);\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n }\n }\n const outIdx = Math.floor(i / this.bucketSize);\n levelData[outIdx * 2] = minY;\n levelData[outIdx * 2 + 1] = maxY;\n }\n\n this.levels[level] = levelData;\n this.levelLengths[level] = nextLen;\n this.levelSampleWidths[level] = this.bucketSize ** (level + 1);\n\n if (nextLen === 1) break;\n\n prevLevel = levelData;\n srcLen = nextLen;\n level++;\n }\n\n this._builtLen = source.length;\n this._lastRangeStart = source.range?.start ?? NaN;\n }\n\n incrementalBuild(source: Dataset): void {\n const newLen = source.length;\n const rangeStart = source.range?.start ?? NaN;\n\n if (newLen === 0) {\n this.levels = [];\n this.levelLengths.fill(0);\n this.levelSampleWidths.fill(0);\n this._builtLen = 0;\n this._lastRangeStart = NaN;\n return;\n }\n\n if (newLen < this._builtLen || rangeStart !== this._lastRangeStart) {\n this.build(source);\n return;\n }\n\n if (newLen === this._builtLen) return;\n\n this.appendTail(source, newLen - this._builtLen);\n this._builtLen = newLen;\n }\n\n private appendTail(source: Dataset, appendedCount: number): void {\n const newLen = source.length;\n const W = this.bucketSize;\n let changedIdx = newLen - appendedCount;\n\n for (let L = 0; L < MAX_LEVELS; L++) {\n const items: number = L === 0 ? newLen : this.levelLengths[L - 1]!;\n const first = Math.floor(changedIdx / W);\n const last = Math.ceil(items / W) - 1;\n\n if (first > last) break;\n\n this.levelSampleWidths[L] = W ** (L + 1);\n this.ensureLevelData(L, last + 1);\n\n for (let b = first; b <= last; b++) {\n const start = b * W;\n const end = Math.min((b + 1) * W, items);\n\n let minY = Infinity;\n let maxY = -Infinity;\n\n if (L === 0) {\n for (let j = start; j < end; j++) {\n const y = source.getY(j);\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n }\n } else {\n const prev = this.levels[L - 1]!;\n for (let j = start; j < end; j++) {\n const pMin = prev[j * 2]!;\n const pMax = prev[j * 2 + 1]!;\n if (pMin < minY) minY = pMin;\n if (pMax > maxY) maxY = pMax;\n }\n }\n\n const dst = this.levels[L]!;\n dst[b * 2] = minY;\n dst[b * 2 + 1] = maxY;\n }\n\n this.levelLengths[L] = last + 1;\n changedIdx = first;\n\n if (this.levelLengths[L]! <= 1) break;\n }\n }\n\n private ensureLevelData(level: number, minBuckets: number): void {\n const needed = minBuckets * 2;\n const current = this.levels[level];\n if (current && current.length >= needed) return;\n\n const next = new Float32Array(needed);\n if (current) {\n next.set(current.subarray(0, Math.min(current.length, needed)));\n }\n this.levels[level] = next;\n }\n\n query(_viewport: Viewport, pixelWidth: number, xRange: { start: number; length: number }): LODView {\n if (pixelWidth <= 0 || xRange.length <= 0) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel: 0 };\n }\n\n const visibleSamples = xRange.length;\n const samplesPerPixel = Math.max(1, visibleSamples / pixelWidth);\n const level = Math.min(\n Math.max(0, Math.ceil(Math.log2(samplesPerPixel)) - 1),\n this.levels.length - 1,\n );\n\n const levelData = this.levels[level];\n const levelLen = this.levelLengths[level];\n const sampleWidth = this.levelSampleWidths[level];\n if (!levelData || levelLen === undefined || sampleWidth === undefined || levelLen === 0 || sampleWidth === 0) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel };\n }\n\n const queryStart = Math.max(0, xRange.start);\n const queryEnd = queryStart + xRange.length;\n const bucketStart = Math.max(0, Math.floor(queryStart / sampleWidth));\n const bucketEnd = Math.min(levelLen, Math.ceil(queryEnd / sampleWidth));\n const count = bucketEnd - bucketStart;\n\n if (count <= 0) {\n return { buckets: new Float32Array(0), bucketCount: 0, level, samplesPerPixel };\n }\n\n const result = new Float32Array(count * 2);\n for (let i = 0; i < count; i++) {\n const j = (bucketStart + i) * 2;\n result[i * 2] = levelData[j]!;\n result[i * 2 + 1] = levelData[j + 1]!;\n }\n\n return { buckets: result, bucketCount: count, level, samplesPerPixel };\n }\n}\n","import type { Dataset, AppendableDataset, LODView, Viewport, SeriesConfig, SeriesStyle } from \"./types.js\";\nimport { MinMaxPyramid } from \"./MinMaxPyramid.js\";\n\nexport class SeriesStore {\n readonly config: SeriesConfig;\n readonly style: SeriesStyle;\n private readonly dataset: Dataset;\n private readonly pyramid: MinMaxPyramid | null;\n\n private _dirty: boolean = false;\n private _visible: boolean = true;\n\n constructor(dataset: Dataset, config: SeriesConfig, style: SeriesStyle) {\n this.dataset = dataset;\n this.config = config;\n this.pyramid = config.downsample !== \"none\" ? new MinMaxPyramid() : null;\n this.style = style;\n\n if (this.pyramid && dataset.length > 0) {\n this.pyramid.build(dataset);\n }\n }\n\n get hasLOD(): boolean {\n return this.pyramid !== null;\n }\n\n get dirty(): boolean {\n return this._dirty;\n }\n\n get length(): number {\n return this.dataset.length;\n }\n\n get visible(): boolean {\n return this._visible;\n }\n\n setVisible(visible: boolean): void {\n this._visible = visible;\n }\n\n append(x: ArrayLike<number>, y: ArrayLike<number>): void {\n if (!(\"push\" in this.dataset)) {\n throw new TypeError(\"SeriesStore dataset is not appendable.\");\n }\n\n const appendable = this.dataset as AppendableDataset;\n appendable.append(x, y);\n this._dirty = true;\n }\n\n clear(): void {\n if (!(\"clear\" in this.dataset)) {\n throw new TypeError(\"SeriesStore dataset is not clearable.\");\n }\n\n (this.dataset as AppendableDataset).clear();\n if (this.pyramid) this.pyramid.build(this.dataset);\n this._dirty = false;\n }\n\n rebuildPyramid(): void {\n if (!this._dirty) return;\n if (this.pyramid) this.pyramid.incrementalBuild(this.dataset);\n this._dirty = false;\n }\n\n query(viewport: Viewport, pixelWidth: number): LODView {\n if (!this.pyramid) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel: 0 };\n }\n\n const range = this.dataset.range;\n if (!range) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel: 0 };\n }\n\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n\n return this.pyramid.query(viewport, pixelWidth, {\n start,\n length: Math.max(0, end - start),\n });\n }\n\n visibleSampleCount(viewport: Viewport): number {\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n return Math.max(0, end - start);\n }\n\n copyRawVisible(viewport: Viewport, target: Float32Array, maxPoints: number): number {\n if (maxPoints <= 0 || target.length < maxPoints * 2) return 0;\n\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n const visible = end - start;\n if (visible <= 0) return 0;\n\n const stride = Math.max(1, Math.ceil(visible / maxPoints));\n let count = 0;\n for (let i = start; i < end && count < maxPoints; i += stride) {\n target[count * 2] = this.dataset.getX(i);\n target[count * 2 + 1] = this.dataset.getY(i);\n count++;\n }\n\n return count;\n }\n\n copyMinMaxVisible(viewport: Viewport, target: Float32Array, maxSegments: number): number {\n if (!this.pyramid || maxSegments <= 0 || target.length < maxSegments * 4) return 0;\n\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n const visible = end - start;\n if (visible <= 0) return 0;\n\n const segmentCount = Math.min(maxSegments, visible);\n let vertexCount = 0;\n for (let segment = 0; segment < segmentCount; segment++) {\n const segmentStart = start + Math.floor((segment * visible) / segmentCount);\n const segmentEnd = start + Math.max(\n Math.floor(((segment + 1) * visible) / segmentCount),\n Math.floor((segment * visible) / segmentCount) + 1,\n );\n const clampedEnd = Math.min(end, segmentEnd);\n\n let minY = Infinity;\n let maxY = -Infinity;\n for (let i = segmentStart; i < clampedEnd; i++) {\n const y = this.dataset.getY(i);\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n }\n\n const x = this.dataset.getX(segmentStart + ((clampedEnd - segmentStart) >> 1));\n target[vertexCount * 2] = x;\n target[vertexCount * 2 + 1] = minY;\n vertexCount++;\n target[vertexCount * 2] = x;\n target[vertexCount * 2 + 1] = maxY;\n vertexCount++;\n }\n\n return vertexCount;\n }\n}\n","import type { TimeRange } from \"./types.js\";\n\nexport class RingBuffer {\n readonly capacity: number;\n private _length: number = 0;\n private _head: number = 0;\n\n private readonly xData: Float64Array;\n private readonly yData: Float32Array;\n\n constructor(capacity: number) {\n if (!Number.isInteger(capacity) || capacity <= 0) {\n throw new RangeError(\"RingBuffer capacity must be a positive integer.\");\n }\n\n this.capacity = capacity;\n this.xData = new Float64Array(capacity);\n this.yData = new Float32Array(capacity);\n }\n\n get length(): number {\n return this._length;\n }\n\n get range(): TimeRange | null {\n if (this._length === 0) return null;\n return { start: this.getX(0), end: this.getX(this._length - 1) };\n }\n\n push(x: number, y: number): void {\n this.xData[this._head] = x;\n this.yData[this._head] = y;\n this._head = (this._head + 1) % this.capacity;\n if (this._length < this.capacity) this._length++;\n }\n\n append(x: ArrayLike<number>, y: ArrayLike<number>): void {\n const n = Math.min(x.length, y.length);\n for (let i = 0; i < n; i++) {\n this.push(x[i]!, y[i]!);\n }\n }\n\n get(index: number): { x: number; y: number } | null {\n if (index < 0 || index >= this._length) return null;\n return { x: this.getX(index), y: this.getY(index) };\n }\n\n getX(index: number): number {\n this.assertValidIndex(index);\n return this.xData[this.logicalToPhysical(index)]!;\n }\n\n getY(index: number): number {\n this.assertValidIndex(index);\n return this.yData[this.logicalToPhysical(index)]!;\n }\n\n lowerBoundX(x: number): number {\n let lo = 0;\n let hi = this._length;\n while (lo < hi) {\n const mid = lo + ((hi - lo) >> 1);\n if (this.getX(mid) < x) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n upperBoundX(x: number): number {\n let lo = 0;\n let hi = this._length;\n while (lo < hi) {\n const mid = lo + ((hi - lo) >> 1);\n if (this.getX(mid) <= x) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n clear(): void {\n this._length = 0;\n this._head = 0;\n }\n\n private logicalToPhysical(index: number): number {\n return (this._head - this._length + index + this.capacity) % this.capacity;\n }\n\n private assertValidIndex(index: number): void {\n if (!Number.isInteger(index) || index < 0 || index >= this._length) {\n throw new RangeError(`RingBuffer index out of range: ${index}`);\n }\n }\n}\n","import lineVert from \"./shaders/line.vert?raw\";\nimport lineFrag from \"./shaders/line.frag?raw\";\nimport segmentVert from \"./shaders/segment.vert?raw\";\nimport segmentFrag from \"./shaders/segment.frag?raw\";\n\nexport const ShaderPrograms = {\n line: { vert: lineVert, frag: lineFrag },\n segment: { vert: segmentVert, frag: segmentFrag },\n} as const;\n","import { ShaderPrograms } from \"./ShaderPrograms.js\";\nimport type { Camera2D } from \"../interaction/Camera2D.js\";\nimport type { GpuBackend, GpuBuffer, GpuProgram } from \"./types.js\";\nimport type { SeriesStyle } from \"../core/types.js\";\n\nexport class Renderer {\n private readonly lineProgram: GpuProgram;\n private readonly scaleUniform: Float32Array = new Float32Array(2);\n private readonly offsetUniform: Float32Array = new Float32Array(2);\n\n constructor(private backend: GpuBackend) {\n this.lineProgram = this.backend.createProgram(ShaderPrograms.line.vert, ShaderPrograms.line.frag);\n }\n\n clear(r: number, g: number, b: number, a: number): void {\n this.backend.clear(r, g, b, a);\n }\n\n createFloatBuffer(floatCount: number): GpuBuffer {\n return this.backend.createBuffer({ usage: \"stream\", type: \"float\", length: floatCount });\n }\n\n updateFloatBuffer(buffer: GpuBuffer, data: Float32Array): void {\n this.backend.updateBuffer(buffer, data);\n }\n\n viewport(x: number, y: number, width: number, height: number): void {\n this.backend.viewport(x, y, width, height);\n }\n\n drawLines(positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.drawLinePrimitive(\"lines\", positions, count, style, camera);\n }\n\n drawLineStrip(positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.drawLinePrimitive(\"line_strip\", positions, count, style, camera);\n }\n\n private drawLinePrimitive(primitive: \"lines\" | \"line_strip\", positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.scaleUniform[0] = camera.xScale;\n this.scaleUniform[1] = camera.yScale;\n this.offsetUniform[0] = camera.xOffset;\n this.offsetUniform[1] = camera.yOffset;\n\n this.backend.draw({\n program: this.lineProgram,\n primitive,\n count,\n attributes: { position: positions },\n uniforms: {\n uScale: this.scaleUniform,\n uOffset: this.offsetUniform,\n uColor: style.color,\n },\n });\n }\n\n drawMinMaxSegments(positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.drawLines(positions, count, style, camera);\n }\n\n dispose(): void {\n this.backend.destroy();\n }\n}\n","import createRegl from \"regl\";\nimport type { AttributeState, Buffer as ReglBuffer, DrawCommand, PrimitiveType, Regl, Uniform } from \"regl\";\nimport type { GpuBackend, GpuBuffer, GpuProgram, GpuResource, BufferSpec, DrawSpec, UniformValue } from \"./types.js\";\n\ntype ReglGpuBuffer = GpuBuffer & {\n readonly buffer: ReglBuffer;\n};\n\ntype ReglGpuProgram = GpuProgram & {\n readonly id: number;\n readonly vert: string;\n readonly frag: string;\n};\n\ninterface DrawProps {\n readonly count: number;\n readonly instances: number;\n readonly attributes: Readonly<Record<string, ReglBuffer>>;\n readonly uniforms: Readonly<Record<string, UniformValue>>;\n}\n\nfunction toReglContext(gl: WebGL2RenderingContext): WebGLRenderingContext {\n // regl's public types accept WebGLRenderingContext even though regl can run on WebGL2 contexts.\n return gl as unknown as WebGLRenderingContext;\n}\n\nexport class ReglBackend implements GpuBackend {\n private gl: WebGL2RenderingContext;\n private regl: Regl;\n private nextProgramId: number = 1;\n private commandCache: Map<string, DrawCommand> = new Map();\n\n constructor(canvas: HTMLCanvasElement) {\n const gl = canvas.getContext(\"webgl2\", {\n alpha: true,\n antialias: false,\n depth: false,\n stencil: false,\n premultipliedAlpha: false,\n preserveDrawingBuffer: false,\n powerPreference: \"high-performance\",\n });\n\n if (!gl) {\n throw new Error(\"BlazePlot requires WebGL2, but this browser/context does not support it.\");\n }\n\n this.gl = gl;\n this.regl = createRegl({\n gl: toReglContext(this.gl),\n extensions: [],\n optionalExtensions: [\n \"ext_disjoint_timer_query_webgl2\",\n ],\n });\n }\n\n createBuffer(spec: BufferSpec): GpuBuffer {\n const bytesPerElement = spec.type === \"float\" ? 4 : 2;\n return {\n length: spec.length,\n type: spec.type,\n buffer: this.regl.buffer({\n length: spec.length * bytesPerElement,\n usage: spec.usage,\n type: spec.type === \"float\" ? \"float\" : \"uint16\",\n }),\n } as ReglGpuBuffer;\n }\n\n updateBuffer(buffer: GpuBuffer, data: Float32Array | Uint16Array, offset: number = 0): void {\n if (data.length + offset > buffer.length) {\n throw new RangeError(\"GPU buffer update exceeds allocated buffer length.\");\n }\n\n const bytesPerElement = buffer.type === \"float\" ? 4 : 2;\n this.asReglBuffer(buffer).buffer.subdata(data, offset * bytesPerElement);\n }\n\n createProgram(vert: string, frag: string): GpuProgram {\n return {\n id: this.nextProgramId++,\n vert,\n frag,\n } as ReglGpuProgram;\n }\n\n draw(spec: DrawSpec): void {\n if (spec.count <= 0) return;\n\n const program = this.asReglProgram(spec.program);\n const attributeNames = Object.keys(spec.attributes).sort();\n const uniformNames = Object.keys(spec.uniforms).sort();\n const key = [program.id, spec.primitive, attributeNames.join(\",\"), uniformNames.join(\",\"), spec.instances === undefined ? 0 : 1].join(\"|\");\n let command = this.commandCache.get(key);\n\n if (!command) {\n command = this.createDrawCommand(program, spec.primitive, attributeNames, uniformNames, spec.instances !== undefined);\n this.commandCache.set(key, command);\n }\n\n const attributes: Record<string, ReglBuffer> = {};\n for (const name of attributeNames) {\n attributes[name] = this.asReglBuffer(spec.attributes[name]!).buffer;\n }\n\n command({\n count: spec.count,\n instances: spec.instances ?? 0,\n attributes,\n uniforms: spec.uniforms,\n });\n }\n\n dispose(resource: GpuResource): void {\n if (this.isReglBuffer(resource)) resource.buffer.destroy();\n }\n\n clear(r: number, g: number, b: number, a: number): void {\n this.regl.clear({ color: [r, g, b, a] });\n }\n\n viewport(_x: number, _y: number, _w: number, _h: number): void {\n // Handled by regl internally via canvas size\n }\n\n destroy(): void {\n this.regl.destroy();\n }\n\n private createDrawCommand(\n program: ReglGpuProgram,\n primitive: DrawSpec[\"primitive\"],\n attributeNames: readonly string[],\n uniformNames: readonly string[],\n instanced: boolean,\n ): DrawCommand {\n const attributes: Record<string, (context: object, props: DrawProps) => AttributeState> = {};\n for (const name of attributeNames) {\n attributes[name] = (_context, props) => props.attributes[name]!;\n }\n\n const uniforms: Record<string, (context: object, props: DrawProps) => Uniform> = {};\n for (const name of uniformNames) {\n uniforms[name] = (_context, props) => props.uniforms[name] as Uniform;\n }\n\n return this.regl({\n vert: program.vert,\n frag: program.frag,\n attributes,\n uniforms,\n primitive: this.toReglPrimitive(primitive),\n count: (_context: object, props: DrawProps) => props.count,\n instances: instanced ? (_context: object, props: DrawProps) => props.instances : undefined,\n depth: { enable: false },\n });\n }\n\n private asReglBuffer(buffer: GpuBuffer): ReglGpuBuffer {\n return buffer as ReglGpuBuffer;\n }\n\n private asReglProgram(program: GpuProgram): ReglGpuProgram {\n return program as ReglGpuProgram;\n }\n\n private isReglBuffer(resource: GpuResource): resource is ReglGpuBuffer {\n return \"length\" in resource && \"type\" in resource && \"buffer\" in resource;\n }\n\n private toReglPrimitive(primitive: DrawSpec[\"primitive\"]): PrimitiveType {\n switch (primitive) {\n case \"line_strip\":\n return \"line strip\";\n case \"triangle_strip\":\n return \"triangle strip\";\n default:\n return primitive;\n }\n }\n}\n","import type { Camera2D } from \"./Camera2D.js\";\nimport type { PanIntent, ViewportPolicy, ZoomIntent } from \"./types.js\";\n\nexport class InputController {\n private _enabled: boolean = true;\n private activePointerId: number | null = null;\n private lastX: number = 0;\n private lastY: number = 0;\n\n constructor(\n private readonly canvas: HTMLCanvasElement,\n private readonly camera: Camera2D,\n private readonly policy?: ViewportPolicy,\n ) {\n this.bindEvents();\n }\n\n get enabled(): boolean {\n return this._enabled;\n }\n\n set enabled(value: boolean) {\n this._enabled = value;\n }\n\n private bindEvents(): void {\n this.canvas.addEventListener(\"pointerdown\", this.onPointerDown);\n this.canvas.addEventListener(\"pointermove\", this.onPointerMove);\n this.canvas.addEventListener(\"pointerup\", this.onPointerUp);\n this.canvas.addEventListener(\"pointercancel\", this.onPointerUp);\n this.canvas.addEventListener(\"wheel\", this.onWheel, { passive: false });\n }\n\n private onPointerDown = (e: PointerEvent): void => {\n if (!this._enabled || this.activePointerId !== null) return;\n this.activePointerId = e.pointerId;\n this.lastX = e.clientX;\n this.lastY = e.clientY;\n this.canvas.setPointerCapture(e.pointerId);\n };\n\n private onPointerMove = (e: PointerEvent): void => {\n if (!this._enabled || e.pointerId !== this.activePointerId) return;\n const rect = this.canvas.getBoundingClientRect();\n const dx = rect.width > 0 ? (this.lastX - e.clientX) / rect.width : 0;\n const dy = rect.height > 0 ? (e.clientY - this.lastY) / rect.height : 0;\n const intent = this.applyPanPolicy({ dx, dy });\n if (intent) this.camera.pan(intent);\n this.lastX = e.clientX;\n this.lastY = e.clientY;\n };\n\n private onPointerUp = (e: PointerEvent): void => {\n if (e.pointerId !== this.activePointerId) return;\n this.activePointerId = null;\n if (this.canvas.hasPointerCapture(e.pointerId)) {\n this.canvas.releasePointerCapture(e.pointerId);\n }\n };\n\n private onWheel = (e: WheelEvent): void => {\n if (!this._enabled) return;\n e.preventDefault();\n const factor = e.deltaY < 0 ? 1.1 : 0.9;\n const rect = this.canvas.getBoundingClientRect();\n const cx = rect.width > 0 ? (e.clientX - rect.left) / rect.width : 0.5;\n const cy = rect.height > 0 ? 1 - (e.clientY - rect.top) / rect.height : 0.5;\n const intent = this.applyZoomPolicy({ factor, cx, cy, axis: \"xy\" });\n if (intent) this.camera.zoom(intent);\n };\n\n private applyPanPolicy(intent: PanIntent): PanIntent | null {\n if (!this.policy?.beforePan) return intent;\n return this.policy.beforePan(this.camera, intent);\n }\n\n private applyZoomPolicy(intent: ZoomIntent): ZoomIntent | null {\n if (!this.policy?.beforeZoom) return intent;\n return this.policy.beforeZoom(this.camera, intent);\n }\n\n dispose(): void {\n this.canvas.removeEventListener(\"pointerdown\", this.onPointerDown);\n this.canvas.removeEventListener(\"pointermove\", this.onPointerMove);\n this.canvas.removeEventListener(\"pointerup\", this.onPointerUp);\n this.canvas.removeEventListener(\"pointercancel\", this.onPointerUp);\n this.canvas.removeEventListener(\"wheel\", this.onWheel);\n }\n}\n","import type { Viewport } from \"../core/types.js\";\nimport type { PanIntent, ZoomIntent } from \"./types.js\";\n\nexport class Camera2D {\n private _xMin: number = 0;\n private _xMax: number = 1;\n private _yMin: number = 0;\n private _yMax: number = 1;\n\n get xMin(): number {\n return this._xMin;\n }\n\n get xMax(): number {\n return this._xMax;\n }\n\n get yMin(): number {\n return this._yMin;\n }\n\n get yMax(): number {\n return this._yMax;\n }\n\n get viewport(): Viewport {\n return { xMin: this._xMin, xMax: this._xMax, yMin: this._yMin, yMax: this._yMax };\n }\n\n get xScale(): number {\n return 2 / (this._xMax - this._xMin);\n }\n\n get xOffset(): number {\n return -(this._xMin + this._xMax) / (this._xMax - this._xMin);\n }\n\n get yScale(): number {\n return 2 / (this._yMax - this._yMin);\n }\n\n get yOffset(): number {\n return -(this._yMin + this._yMax) / (this._yMax - this._yMin);\n }\n\n setViewport(v: { xMin?: number; xMax?: number; yMin?: number; yMax?: number }): void {\n const next = {\n xMin: v.xMin ?? this._xMin,\n xMax: v.xMax ?? this._xMax,\n yMin: v.yMin ?? this._yMin,\n yMax: v.yMax ?? this._yMax,\n };\n Camera2D.assertValidViewport(next);\n this._xMin = next.xMin;\n this._xMax = next.xMax;\n this._yMin = next.yMin;\n this._yMax = next.yMax;\n }\n\n pan(intent: PanIntent): void {\n const { dx, dy } = intent;\n Camera2D.assertFinite(\"dx\", dx);\n Camera2D.assertFinite(\"dy\", dy);\n const rangeX = this._xMax - this._xMin;\n const rangeY = this._yMax - this._yMin;\n this.setViewport({\n xMin: this._xMin + dx * rangeX,\n xMax: this._xMax + dx * rangeX,\n yMin: this._yMin + dy * rangeY,\n yMax: this._yMax + dy * rangeY,\n });\n }\n\n zoom(intent: ZoomIntent): void {\n const { factor, cx, cy, axis } = intent;\n Camera2D.assertFinite(\"factor\", factor);\n Camera2D.assertFinite(\"cx\", cx);\n Camera2D.assertFinite(\"cy\", cy);\n if (factor <= 0) throw new RangeError(\"Camera2D zoom factor must be > 0.\");\n\n const rangeX = this._xMax - this._xMin;\n const rangeY = this._yMax - this._yMin;\n const dataCx = this._xMin + rangeX * cx;\n const dataCy = this._yMin + rangeY * cy;\n const newRangeX = axis === \"y\" ? rangeX : rangeX / factor;\n const newRangeY = axis === \"x\" ? rangeY : rangeY / factor;\n this.setViewport({\n xMin: dataCx - newRangeX * cx,\n xMax: dataCx + newRangeX * (1 - cx),\n yMin: dataCy - newRangeY * cy,\n yMax: dataCy + newRangeY * (1 - cy),\n });\n }\n\n toClip(x: number, y: number): [number, number] {\n return [\n x * this.xScale + this.xOffset,\n y * this.yScale + this.yOffset,\n ];\n }\n\n toScreen(clipX: number, clipY: number, canvasWidth: number, canvasHeight: number): [number, number] {\n return [\n (clipX + 1) * 0.5 * canvasWidth,\n (1 - clipY) * 0.5 * canvasHeight,\n ];\n }\n\n clone(): Camera2D {\n const c = new Camera2D();\n c.setViewport(this.viewport);\n return c;\n }\n\n private static assertValidViewport(v: Viewport): void {\n Camera2D.assertFinite(\"xMin\", v.xMin);\n Camera2D.assertFinite(\"xMax\", v.xMax);\n Camera2D.assertFinite(\"yMin\", v.yMin);\n Camera2D.assertFinite(\"yMax\", v.yMax);\n if (v.xMax <= v.xMin) throw new RangeError(\"Camera2D requires xMax > xMin.\");\n if (v.yMax <= v.yMin) throw new RangeError(\"Camera2D requires yMax > yMin.\");\n }\n\n private static assertFinite(name: string, value: number): void {\n if (!Number.isFinite(value)) throw new RangeError(`Camera2D ${name} must be finite.`);\n }\n}\n","import type { Camera2D } from \"./Camera2D.js\";\n\nexport class AxisController {\n constructor(private readonly camera: Camera2D) {}\n\n getXTickValues(canvasWidth: number, maxTicks: number = 10, target: number[] = []): number[] {\n return this.getTickValues(this.camera.xMin, this.camera.xMax, canvasWidth, maxTicks, 80, target);\n }\n\n getYTickValues(canvasHeight: number, maxTicks: number = 10, target: number[] = []): number[] {\n return this.getTickValues(this.camera.yMin, this.camera.yMax, canvasHeight, maxTicks, 48, target);\n }\n\n formatValue(value: number): string {\n if (Math.abs(value) < 1e-12) return \"0\";\n const abs = Math.abs(value);\n if (abs >= 1e6 || abs < 1e-3) return value.toExponential(2);\n if (abs >= 100) return value.toFixed(0);\n if (abs >= 10) return value.toFixed(1);\n return value.toFixed(2);\n }\n\n private getTickValues(min: number, max: number, pixelSize: number, maxTicks: number, minPixelSpacing: number, target: number[]): number[] {\n target.length = 0;\n if (pixelSize <= 0 || maxTicks <= 0) return target;\n\n const range = max - min;\n if (!Number.isFinite(range) || range <= 0) return target;\n\n const targetTicks = Math.max(2, Math.min(maxTicks, Math.floor(pixelSize / minPixelSpacing)));\n const step = this.niceStep(range / (targetTicks - 1));\n const firstIndex = Math.floor(min / step);\n const lastIndex = Math.ceil(max / step);\n\n for (let index = firstIndex; index <= lastIndex && target.length < maxTicks + 2; index++) {\n target.push(this.normalizeTick(index * step, step));\n }\n\n return target;\n }\n\n private niceStep(rawStep: number): number {\n const magnitude = 10 ** Math.floor(Math.log10(rawStep));\n const normalized = rawStep / magnitude;\n\n if (normalized <= 1.5) return magnitude;\n if (normalized <= 3) return 2 * magnitude;\n if (normalized <= 7) return 5 * magnitude;\n return 10 * magnitude;\n }\n\n private normalizeTick(value: number, step: number): number {\n const decimals = Math.max(0, -Math.floor(Math.log10(step)) + 2);\n const normalized = Number(value.toFixed(decimals));\n return Object.is(normalized, -0) ? 0 : normalized;\n }\n}\n","import type { SeriesConfig, SeriesStyle, Dataset } from \"../core/types.js\";\nimport { SeriesStore } from \"../core/SeriesStore.js\";\nimport { RingBuffer } from \"../core/RingBuffer.js\";\nimport { Renderer } from \"../render/Renderer.js\";\nimport { ReglBackend } from \"../render/ReglBackend.js\";\nimport type { GpuBuffer } from \"../render/types.js\";\nimport { InputController } from \"../interaction/InputController.js\";\nimport { Camera2D } from \"../interaction/Camera2D.js\";\nimport { AxisController } from \"../interaction/AxisController.js\";\nimport type { ViewportPolicy } from \"../interaction/types.js\";\n\nconst RAW_LINE_VERTEX_CAPACITY = 16_384;\nconst GRID_LINE_VERTEX_CAPACITY = 64;\n\nexport interface ChartOptions {\n readonly viewportPolicy?: ViewportPolicy;\n readonly grid?: boolean;\n readonly gridStyle?: Partial<SeriesStyle>;\n}\n\nexport interface ChartFrameStats {\n fps: number;\n frameMs: number;\n pointsRendered: number;\n drawCalls: number;\n uploadBytes: number;\n renderMode: \"none\" | \"raw\" | \"minmax\" | \"mixed\";\n}\n\nexport class Chart {\n private series: SeriesStore[] = [];\n private camera: Camera2D;\n private axis: AxisController;\n private renderer: Renderer;\n private input: InputController;\n private rawLineBuffer: GpuBuffer;\n private rawLineData: Float32Array;\n private gridBuffer: GpuBuffer;\n private gridData: Float32Array;\n private gridStyle: SeriesStyle;\n private readonly xTicks: number[] = [];\n private readonly yTicks: number[] = [];\n private stats: ChartFrameStats = {\n fps: 0,\n frameMs: 0,\n pointsRendered: 0,\n drawCalls: 0,\n uploadBytes: 0,\n renderMode: \"none\",\n };\n private resizeObserver: ResizeObserver | null = null;\n private lastFrameAt: number = 0;\n private _rafId: number = 0;\n\n constructor(private readonly canvas: HTMLCanvasElement, private readonly options: ChartOptions = {}) {\n this.applyCanvasSize();\n this.camera = new Camera2D();\n this.axis = new AxisController(this.camera);\n this.renderer = new Renderer(new ReglBackend(canvas));\n this.input = new InputController(canvas, this.camera, options.viewportPolicy);\n this.rawLineData = new Float32Array(RAW_LINE_VERTEX_CAPACITY * 2);\n this.rawLineBuffer = this.renderer.createFloatBuffer(this.rawLineData.length);\n this.gridData = new Float32Array(GRID_LINE_VERTEX_CAPACITY * 2);\n this.gridBuffer = this.renderer.createFloatBuffer(this.gridData.length);\n this.gridStyle = {\n color: options.gridStyle?.color ?? [0.22, 0.30, 0.44, 0.45],\n lineWidth: options.gridStyle?.lineWidth ?? 1,\n };\n if (typeof ResizeObserver !== \"undefined\") {\n this.resizeObserver = new ResizeObserver(() => this.resize());\n this.resizeObserver.observe(this.canvas);\n }\n }\n\n addSeries(config: SeriesConfig, style?: Partial<SeriesStyle>): SeriesStore {\n const dataset: Dataset = config.dataset ?? new RingBuffer(config.capacity);\n const s = new SeriesStore(dataset, config, {\n color: style?.color ?? [0.3, 0.6, 1.0, 1.0],\n lineWidth: style?.lineWidth ?? 1,\n });\n this.series.push(s);\n return s;\n }\n\n removeSeries(series: SeriesStore): boolean {\n const index = this.series.indexOf(series);\n if (index === -1) return false;\n\n this.series.splice(index, 1);\n return true;\n }\n\n setViewport(v: { xMin?: number; xMax?: number; yMin?: number; yMax?: number }): void {\n this.camera.setViewport(v);\n }\n\n resize(dpr: number = globalThis.devicePixelRatio): boolean {\n const resized = this.applyCanvasSize(dpr);\n if (resized) {\n this.renderer.viewport(0, 0, this.canvas.width, this.canvas.height);\n }\n return resized;\n }\n\n getFrameStats(target: ChartFrameStats = { fps: 0, frameMs: 0, pointsRendered: 0, drawCalls: 0, uploadBytes: 0, renderMode: \"none\" }): ChartFrameStats {\n target.fps = this.stats.fps;\n target.frameMs = this.stats.frameMs;\n target.pointsRendered = this.stats.pointsRendered;\n target.drawCalls = this.stats.drawCalls;\n target.uploadBytes = this.stats.uploadBytes;\n target.renderMode = this.stats.renderMode;\n return target;\n }\n\n start(): void {\n const frame = (): void => {\n this._rafId = requestAnimationFrame(frame);\n this.render();\n };\n this._rafId = requestAnimationFrame(frame);\n }\n\n stop(): void {\n cancelAnimationFrame(this._rafId);\n }\n\n private render(): void {\n const frameStartedAt = performance.now();\n if (this.lastFrameAt > 0) {\n this.stats.fps = 1000 / (frameStartedAt - this.lastFrameAt);\n }\n this.lastFrameAt = frameStartedAt;\n this.stats.pointsRendered = 0;\n this.stats.drawCalls = 0;\n this.stats.uploadBytes = 0;\n this.stats.renderMode = \"none\";\n\n this.options.viewportPolicy?.beforeRender?.(this.camera);\n this.renderer.clear(0.08, 0.10, 0.16, 1);\n\n const viewport = this.camera.viewport;\n if (this.options.grid !== false) {\n const gridVertexCount = this.writeGridVertices(viewport);\n if (gridVertexCount > 0) {\n this.renderer.updateFloatBuffer(this.gridBuffer, this.gridData);\n this.renderer.drawLines(this.gridBuffer, gridVertexCount, this.gridStyle, this.camera);\n this.stats.drawCalls++;\n this.stats.uploadBytes += this.gridData.byteLength;\n }\n }\n\n for (const s of this.series) {\n if (!s.visible) continue;\n const visibleSamples = s.visibleSampleCount(viewport);\n const dense = s.hasLOD && visibleSamples > RAW_LINE_VERTEX_CAPACITY;\n const count = dense\n ? s.copyMinMaxVisible(viewport, this.rawLineData, Math.min(this.canvas.width, RAW_LINE_VERTEX_CAPACITY >> 1))\n : s.copyRawVisible(viewport, this.rawLineData, RAW_LINE_VERTEX_CAPACITY);\n if (count < 2) continue;\n this.renderer.updateFloatBuffer(this.rawLineBuffer, this.rawLineData);\n if (dense) {\n this.renderer.drawMinMaxSegments(this.rawLineBuffer, count, s.style, this.camera);\n this.recordRenderMode(\"minmax\");\n } else {\n this.renderer.drawLineStrip(this.rawLineBuffer, count, s.style, this.camera);\n this.recordRenderMode(\"raw\");\n }\n this.stats.pointsRendered += count;\n this.stats.drawCalls++;\n this.stats.uploadBytes += this.rawLineData.byteLength;\n }\n\n this.stats.frameMs = performance.now() - frameStartedAt;\n }\n\n dispose(): void {\n this.stop();\n this.resizeObserver?.disconnect();\n this.input.dispose();\n this.renderer.dispose();\n }\n\n private applyCanvasSize(dpr: number = globalThis.devicePixelRatio): boolean {\n const scale = Number.isFinite(dpr) ? Math.max(1, dpr) : 1;\n const width = Math.max(1, Math.floor(this.canvas.clientWidth * scale));\n const height = Math.max(1, Math.floor(this.canvas.clientHeight * scale));\n if (this.canvas.width === width && this.canvas.height === height) return false;\n\n this.canvas.width = width;\n this.canvas.height = height;\n return true;\n }\n\n private writeGridVertices(viewport: { xMin: number; xMax: number; yMin: number; yMax: number }): number {\n this.axis.getXTickValues(this.canvas.width, 12, this.xTicks);\n this.axis.getYTickValues(this.canvas.height, 8, this.yTicks);\n\n let vertexCount = 0;\n for (const x of this.xTicks) {\n if (vertexCount + 2 > GRID_LINE_VERTEX_CAPACITY) return vertexCount;\n this.gridData[vertexCount * 2] = x;\n this.gridData[vertexCount * 2 + 1] = viewport.yMin;\n vertexCount++;\n this.gridData[vertexCount * 2] = x;\n this.gridData[vertexCount * 2 + 1] = viewport.yMax;\n vertexCount++;\n }\n\n for (const y of this.yTicks) {\n if (vertexCount + 2 > GRID_LINE_VERTEX_CAPACITY) return vertexCount;\n this.gridData[vertexCount * 2] = viewport.xMin;\n this.gridData[vertexCount * 2 + 1] = y;\n vertexCount++;\n this.gridData[vertexCount * 2] = viewport.xMax;\n this.gridData[vertexCount * 2 + 1] = y;\n vertexCount++;\n }\n\n return vertexCount;\n }\n\n private recordRenderMode(mode: \"raw\" | \"minmax\"): void {\n if (this.stats.renderMode === \"none\") {\n this.stats.renderMode = mode;\n } else if (this.stats.renderMode !== mode) {\n this.stats.renderMode = \"mixed\";\n }\n }\n}\n","import type { Dataset, TimeRange } from \"./types.js\";\n\nexport class StaticDataset implements Dataset {\n constructor(\n private readonly xData: ArrayLike<number>,\n private readonly yData: ArrayLike<number>,\n ) {}\n\n get length(): number {\n return Math.min(this.xData.length, this.yData.length);\n }\n\n get range(): TimeRange | null {\n if (this.length === 0) return null;\n return { start: this.xData[0]!, end: this.xData[this.length - 1]! };\n }\n\n getX(index: number): number {\n this.assertValidIndex(index);\n return this.xData[index]!;\n }\n\n getY(index: number): number {\n this.assertValidIndex(index);\n return this.yData[index]!;\n }\n\n lowerBoundX(x: number): number {\n let lo = 0;\n let hi = this.length;\n while (lo < hi) {\n const mid = lo + ((hi - lo) >> 1);\n if (this.xData[mid]! < x) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n upperBoundX(x: number): number {\n let lo = 0;\n let hi = this.length;\n while (lo < hi) {\n const mid = lo + ((hi - lo) >> 1);\n if (this.xData[mid]! <= x) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n private assertValidIndex(index: number): void {\n if (!Number.isInteger(index) || index < 0 || index >= this.length) {\n throw new RangeError(`StaticDataset index out of range: ${index}`);\n }\n 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+ {"version":3,"file":"index.js","names":[],"sources":["../src/core/MinMaxPyramid.ts","../src/core/SeriesStore.ts","../src/core/RingBuffer.ts","../src/render/ShaderPrograms.ts","../src/render/Renderer.ts","../src/render/WebGL2Resources.ts","../src/render/ReglBackend.ts","../src/interaction/InputController.ts","../src/interaction/Camera2D.ts","../src/interaction/AxisController.ts","../src/ui/AxisOverlay.ts","../src/ui/ChartLayout.ts","../src/ui/Chart.ts","../src/core/StaticDataset.ts"],"sourcesContent":["import type { Dataset, LODView, Viewport } from \"./types.js\";\n\nconst MAX_LEVELS = 16;\n\nexport class MinMaxPyramid {\n private levels: Float32Array[] = [];\n private levelLengths: Uint32Array;\n private levelSampleWidths: Uint32Array;\n private _builtLen: number = 0;\n private _lastRangeStart: number = NaN;\n\n constructor(readonly bucketSize: number = 2) {\n if (!Number.isInteger(bucketSize) || bucketSize < 2) {\n throw new RangeError(\"MinMaxPyramid bucketSize must be an integer >= 2.\");\n }\n\n this.levelLengths = new Uint32Array(MAX_LEVELS);\n this.levelSampleWidths = new Uint32Array(MAX_LEVELS);\n }\n\n build(source: Dataset): void {\n this.levels = [];\n this.levelLengths.fill(0);\n this.levelSampleWidths.fill(0);\n\n let srcLen = source.length;\n if (srcLen === 0) {\n this._builtLen = 0;\n this._lastRangeStart = NaN;\n return;\n }\n\n let prevLevel: Float32Array | null = null;\n let level = 0;\n\n while (srcLen > 0 && level < MAX_LEVELS) {\n const nextLen = Math.ceil(srcLen / this.bucketSize);\n const levelData = new Float32Array(nextLen * 2);\n\n for (let i = 0; i < srcLen; i += this.bucketSize) {\n let minY = Infinity;\n let maxY = -Infinity;\n const end = Math.min(i + this.bucketSize, srcLen);\n for (let j = i; j < end; j++) {\n if (prevLevel) {\n const prevMin = prevLevel[j * 2]!;\n const prevMax = prevLevel[j * 2 + 1]!;\n if (prevMin < minY) minY = prevMin;\n if (prevMax > maxY) maxY = prevMax;\n } else {\n const y = source.getY(j);\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n }\n }\n const outIdx = Math.floor(i / this.bucketSize);\n levelData[outIdx * 2] = minY;\n levelData[outIdx * 2 + 1] = maxY;\n }\n\n this.levels[level] = levelData;\n this.levelLengths[level] = nextLen;\n this.levelSampleWidths[level] = this.bucketSize ** (level + 1);\n\n if (nextLen === 1) break;\n\n prevLevel = levelData;\n srcLen = nextLen;\n level++;\n }\n\n this._builtLen = source.length;\n this._lastRangeStart = source.range?.start ?? NaN;\n }\n\n incrementalBuild(source: Dataset): void {\n const newLen = source.length;\n const rangeStart = source.range?.start ?? NaN;\n\n if (newLen === 0) {\n this.levels = [];\n this.levelLengths.fill(0);\n this.levelSampleWidths.fill(0);\n this._builtLen = 0;\n this._lastRangeStart = NaN;\n return;\n }\n\n if (newLen < this._builtLen || rangeStart !== this._lastRangeStart) {\n this.build(source);\n return;\n }\n\n if (newLen === this._builtLen) return;\n\n this.appendTail(source, newLen - this._builtLen);\n this._builtLen = newLen;\n }\n\n private appendTail(source: Dataset, appendedCount: number): void {\n const newLen = source.length;\n const W = this.bucketSize;\n let changedIdx = newLen - appendedCount;\n\n for (let L = 0; L < MAX_LEVELS; L++) {\n const items: number = L === 0 ? newLen : this.levelLengths[L - 1]!;\n const first = Math.floor(changedIdx / W);\n const last = Math.ceil(items / W) - 1;\n\n if (first > last) break;\n\n this.levelSampleWidths[L] = W ** (L + 1);\n this.ensureLevelData(L, last + 1);\n\n for (let b = first; b <= last; b++) {\n const start = b * W;\n const end = Math.min((b + 1) * W, items);\n\n let minY = Infinity;\n let maxY = -Infinity;\n\n if (L === 0) {\n for (let j = start; j < end; j++) {\n const y = source.getY(j);\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n }\n } else {\n const prev = this.levels[L - 1]!;\n for (let j = start; j < end; j++) {\n const pMin = prev[j * 2]!;\n const pMax = prev[j * 2 + 1]!;\n if (pMin < minY) minY = pMin;\n if (pMax > maxY) maxY = pMax;\n }\n }\n\n const dst = this.levels[L]!;\n dst[b * 2] = minY;\n dst[b * 2 + 1] = maxY;\n }\n\n this.levelLengths[L] = last + 1;\n changedIdx = first;\n\n if (this.levelLengths[L]! <= 1) break;\n }\n }\n\n private ensureLevelData(level: number, minBuckets: number): void {\n const needed = minBuckets * 2;\n const current = this.levels[level];\n if (current && current.length >= needed) return;\n\n const next = new Float32Array(needed);\n if (current) {\n next.set(current.subarray(0, Math.min(current.length, needed)));\n }\n this.levels[level] = next;\n }\n\n query(_viewport: Viewport, pixelWidth: number, xRange: { start: number; length: number }): LODView {\n if (pixelWidth <= 0 || xRange.length <= 0) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel: 0 };\n }\n\n const visibleSamples = xRange.length;\n const samplesPerPixel = Math.max(1, visibleSamples / pixelWidth);\n const level = Math.min(\n Math.max(0, Math.ceil(Math.log2(samplesPerPixel)) - 1),\n this.levels.length - 1,\n );\n\n const levelData = this.levels[level];\n const levelLen = this.levelLengths[level];\n const sampleWidth = this.levelSampleWidths[level];\n if (!levelData || levelLen === undefined || sampleWidth === undefined || levelLen === 0 || sampleWidth === 0) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel };\n }\n\n const queryStart = Math.max(0, xRange.start);\n const queryEnd = queryStart + xRange.length;\n const bucketStart = Math.max(0, Math.floor(queryStart / sampleWidth));\n const bucketEnd = Math.min(levelLen, Math.ceil(queryEnd / sampleWidth));\n const count = bucketEnd - bucketStart;\n\n if (count <= 0) {\n return { buckets: new Float32Array(0), bucketCount: 0, level, samplesPerPixel };\n }\n\n const result = new Float32Array(count * 2);\n for (let i = 0; i < count; i++) {\n const j = (bucketStart + i) * 2;\n result[i * 2] = levelData[j]!;\n result[i * 2 + 1] = levelData[j + 1]!;\n }\n\n return { buckets: result, bucketCount: count, level, samplesPerPixel };\n }\n}\n","import type { Dataset, AppendableDataset, LODView, Viewport, SeriesConfig, SeriesStyle } from \"./types.js\";\nimport { MinMaxPyramid } from \"./MinMaxPyramid.js\";\n\nexport class SeriesStore {\n readonly config: SeriesConfig;\n readonly style: SeriesStyle;\n private readonly dataset: Dataset;\n private readonly pyramid: MinMaxPyramid | null;\n\n private _dirty: boolean = false;\n private _visible: boolean = true;\n\n constructor(dataset: Dataset, config: SeriesConfig, style: SeriesStyle) {\n this.dataset = dataset;\n this.config = config;\n this.pyramid = config.downsample !== \"none\" ? new MinMaxPyramid() : null;\n this.style = style;\n\n if (this.pyramid && dataset.length > 0) {\n this.pyramid.build(dataset);\n }\n }\n\n get hasLOD(): boolean {\n return this.pyramid !== null;\n }\n\n get dirty(): boolean {\n return this._dirty;\n }\n\n get length(): number {\n return this.dataset.length;\n }\n\n get visible(): boolean {\n return this._visible;\n }\n\n setVisible(visible: boolean): void {\n this._visible = visible;\n }\n\n append(x: ArrayLike<number>, y: ArrayLike<number>): void {\n if (!(\"push\" in this.dataset)) {\n throw new TypeError(\"SeriesStore dataset is not appendable.\");\n }\n\n const appendable = this.dataset as AppendableDataset;\n appendable.append(x, y);\n this._dirty = true;\n }\n\n clear(): void {\n if (!(\"clear\" in this.dataset)) {\n throw new TypeError(\"SeriesStore dataset is not clearable.\");\n }\n\n (this.dataset as AppendableDataset).clear();\n if (this.pyramid) this.pyramid.build(this.dataset);\n this._dirty = false;\n }\n\n rebuildPyramid(): void {\n if (!this._dirty) return;\n if (this.pyramid) this.pyramid.incrementalBuild(this.dataset);\n this._dirty = false;\n }\n\n query(viewport: Viewport, pixelWidth: number): LODView {\n if (!this.pyramid) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel: 0 };\n }\n\n const range = this.dataset.range;\n if (!range) {\n return { buckets: new Float32Array(0), bucketCount: 0, level: 0, samplesPerPixel: 0 };\n }\n\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n\n return this.pyramid.query(viewport, pixelWidth, {\n start,\n length: Math.max(0, end - start),\n });\n }\n\n visibleSampleCount(viewport: Viewport): number {\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n return Math.max(0, end - start);\n }\n\n copyRawVisible(viewport: Viewport, target: Float32Array, maxPoints: number): number {\n if (maxPoints <= 0 || target.length < maxPoints * 2) return 0;\n\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n const visible = end - start;\n if (visible <= 0) return 0;\n\n const stride = Math.max(1, Math.ceil(visible / maxPoints));\n let count = 0;\n for (let i = start; i < end && count < maxPoints; i += stride) {\n target[count * 2] = this.dataset.getX(i);\n target[count * 2 + 1] = this.dataset.getY(i);\n count++;\n }\n\n return count;\n }\n\n copyMinMaxVisible(viewport: Viewport, target: Float32Array, maxSegments: number): number {\n if (!this.pyramid || maxSegments <= 0 || target.length < maxSegments * 4) return 0;\n\n const start = this.dataset.lowerBoundX(viewport.xMin);\n const end = this.dataset.upperBoundX(viewport.xMax);\n const visible = end - start;\n if (visible <= 0) return 0;\n\n const segmentCount = Math.min(maxSegments, visible);\n let vertexCount = 0;\n for (let segment = 0; segment < segmentCount; segment++) {\n const segmentStart = start + Math.floor((segment * visible) / segmentCount);\n const segmentEnd = start + Math.max(\n Math.floor(((segment + 1) * visible) / segmentCount),\n Math.floor((segment * visible) / segmentCount) + 1,\n );\n const clampedEnd = Math.min(end, segmentEnd);\n\n let minY = Infinity;\n let maxY = -Infinity;\n for (let i = segmentStart; i < clampedEnd; i++) {\n const y = this.dataset.getY(i);\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n }\n\n const x = this.dataset.getX(segmentStart + ((clampedEnd - segmentStart) >> 1));\n target[vertexCount * 2] = x;\n target[vertexCount * 2 + 1] = minY;\n vertexCount++;\n target[vertexCount * 2] = x;\n target[vertexCount * 2 + 1] = maxY;\n vertexCount++;\n }\n\n return vertexCount;\n }\n}\n","import type { TimeRange } from \"./types.js\";\n\nexport class RingBuffer {\n readonly capacity: number;\n private _length: number = 0;\n private _head: number = 0;\n\n private readonly xData: Float64Array;\n private readonly yData: Float32Array;\n\n constructor(capacity: number) {\n if (!Number.isInteger(capacity) || capacity <= 0) {\n throw new RangeError(\"RingBuffer capacity must be a positive integer.\");\n }\n\n this.capacity = capacity;\n this.xData = new Float64Array(capacity);\n this.yData = new Float32Array(capacity);\n }\n\n get length(): number {\n return this._length;\n }\n\n get range(): TimeRange | null {\n if (this._length === 0) return null;\n return { start: this.getX(0), end: this.getX(this._length - 1) };\n }\n\n push(x: number, y: number): void {\n this.xData[this._head] = x;\n this.yData[this._head] = y;\n this._head = (this._head + 1) % this.capacity;\n if (this._length < this.capacity) this._length++;\n }\n\n append(x: ArrayLike<number>, y: ArrayLike<number>): void {\n const n = Math.min(x.length, y.length);\n for (let i = 0; i < n; i++) {\n this.push(x[i]!, y[i]!);\n }\n }\n\n get(index: number): { x: number; y: number } | null {\n if (index < 0 || index >= this._length) return null;\n return { x: this.getX(index), y: this.getY(index) };\n }\n\n getX(index: number): number {\n this.assertValidIndex(index);\n return this.xData[this.logicalToPhysical(index)]!;\n }\n\n getY(index: number): number {\n this.assertValidIndex(index);\n return this.yData[this.logicalToPhysical(index)]!;\n }\n\n lowerBoundX(x: number): number {\n let lo = 0;\n let hi = this._length;\n while (lo < hi) {\n const mid = lo + ((hi - lo) >> 1);\n if (this.getX(mid) < x) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n upperBoundX(x: number): number {\n let lo = 0;\n let hi = this._length;\n while (lo < hi) {\n const mid = lo + ((hi - lo) >> 1);\n if (this.getX(mid) <= x) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n clear(): void {\n this._length = 0;\n this._head = 0;\n }\n\n private logicalToPhysical(index: number): number {\n return (this._head - this._length + index + this.capacity) % this.capacity;\n }\n\n private assertValidIndex(index: number): void {\n if (!Number.isInteger(index) || index < 0 || index >= this._length) {\n throw new RangeError(`RingBuffer index out of range: ${index}`);\n }\n }\n}\n","import lineVert from \"./shaders/line.vert?raw\";\nimport lineFrag from \"./shaders/line.frag?raw\";\nimport segmentVert from \"./shaders/segment.vert?raw\";\nimport segmentFrag from \"./shaders/segment.frag?raw\";\n\nexport const ShaderPrograms = {\n line: { vert: lineVert, frag: lineFrag },\n segment: { vert: segmentVert, frag: segmentFrag },\n} as const;\n","import { ShaderPrograms } from \"./ShaderPrograms.js\";\nimport type { Camera2D } from \"../interaction/Camera2D.js\";\nimport type { GpuBackend, GpuBuffer, GpuProgram } from \"./types.js\";\nimport type { SeriesStyle } from \"../core/types.js\";\n\nexport class Renderer {\n private readonly lineProgram: GpuProgram;\n private readonly scaleUniform: Float32Array = new Float32Array(2);\n private readonly offsetUniform: Float32Array = new Float32Array(2);\n\n constructor(private backend: GpuBackend) {\n this.lineProgram = this.backend.createProgram(ShaderPrograms.line.vert, ShaderPrograms.line.frag);\n }\n\n clear(r: number, g: number, b: number, a: number): void {\n this.backend.clear(r, g, b, a);\n }\n\n createFloatBuffer(floatCount: number): GpuBuffer {\n return this.backend.createBuffer({ usage: \"stream\", type: \"float\", length: floatCount });\n }\n\n updateFloatBuffer(buffer: GpuBuffer, data: Float32Array): void {\n this.backend.updateBuffer(buffer, data);\n }\n\n viewport(x: number, y: number, width: number, height: number): void {\n this.backend.viewport(x, y, width, height);\n }\n\n drawLines(positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.drawLinePrimitive(\"lines\", positions, count, style, camera);\n }\n\n drawLineStrip(positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.drawLinePrimitive(\"line_strip\", positions, count, style, camera);\n }\n\n private drawLinePrimitive(primitive: \"lines\" | \"line_strip\", positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.scaleUniform[0] = camera.xScale;\n this.scaleUniform[1] = camera.yScale;\n this.offsetUniform[0] = camera.xOffset;\n this.offsetUniform[1] = camera.yOffset;\n\n this.backend.draw({\n program: this.lineProgram,\n primitive,\n count,\n attributes: { position: positions },\n uniforms: {\n uScale: this.scaleUniform,\n uOffset: this.offsetUniform,\n uColor: style.color,\n },\n });\n }\n\n drawMinMaxSegments(positions: GpuBuffer, count: number, style: SeriesStyle, camera: Camera2D): void {\n this.drawLines(positions, count, style, camera);\n }\n\n dispose(): void {\n this.backend.destroy();\n }\n}\n","import type { Regl, Buffer as ReglBuffer } from \"regl\";\n\ninterface PoolEntry {\n buffer: ReglBuffer;\n floatArray: Float32Array;\n floatCapacity: number;\n inUse: boolean;\n}\n\nconst POOL_SIZES = [1024, 4096, 16384, 32768, 131072];\n\nexport class WebGL2Resources {\n private readonly regl: Regl;\n private readonly pool: PoolEntry[] = [];\n private preAllocated: boolean = false;\n\n constructor(regl: Regl) {\n this.regl = regl;\n }\n\n get reglInstance(): Regl {\n return this.regl;\n }\n\n preAllocate(): void {\n if (this.preAllocated) return;\n this.preAllocated = true;\n\n for (const size of POOL_SIZES) {\n this.pool.push(this.createEntry(size, \"stream\"));\n }\n }\n\n acquire(floatCount: number, usage: \"static\" | \"dynamic\" | \"stream\" = \"stream\"): { buffer: ReglBuffer; array: Float32Array } {\n const needed = floatCount;\n let entry = this.findFree(needed);\n if (!entry) {\n const capacity = this.roundUp(needed);\n entry = this.createEntry(capacity, usage);\n this.pool.push(entry);\n }\n entry.inUse = true;\n return { buffer: entry.buffer, array: entry.floatArray };\n }\n\n release(buffer: ReglBuffer): void {\n for (const entry of this.pool) {\n if (entry.buffer === buffer) {\n entry.inUse = false;\n return;\n }\n }\n }\n\n destroy(): void {\n for (const entry of this.pool) {\n entry.buffer.destroy();\n }\n this.pool.length = 0;\n this.preAllocated = false;\n }\n\n private createEntry(floatCapacity: number, usage: \"static\" | \"dynamic\" | \"stream\"): PoolEntry {\n return {\n buffer: this.regl.buffer({\n length: floatCapacity * 4,\n usage,\n type: \"float\",\n }),\n floatArray: new Float32Array(floatCapacity),\n floatCapacity,\n inUse: false,\n };\n }\n\n private findFree(minCapacity: number): PoolEntry | undefined {\n return this.pool.find(e => !e.inUse && e.floatCapacity >= minCapacity);\n }\n\n private roundUp(n: number): number {\n for (const size of POOL_SIZES) {\n if (size >= n) return size;\n }\n const highest = POOL_SIZES[POOL_SIZES.length - 1]!;\n const nextPower = 1 << (32 - Math.clz32(n - 1));\n return Math.max(highest * 2, nextPower);\n }\n}\n","import createRegl from \"regl\";\nimport type { AttributeState, Buffer as ReglBuffer, DrawCommand, PrimitiveType, Regl, Uniform } from \"regl\";\nimport type { GpuBackend, GpuBuffer, GpuProgram, GpuResource, BufferSpec, DrawSpec, UniformValue } from \"./types.js\";\nimport { WebGL2Resources } from \"./WebGL2Resources.js\";\n\ntype ReglGpuBuffer = GpuBuffer & {\n readonly buffer: ReglBuffer;\n};\n\ntype ReglGpuProgram = GpuProgram & {\n readonly id: number;\n readonly vert: string;\n readonly frag: string;\n};\n\ninterface DrawProps {\n readonly count: number;\n readonly instances: number;\n readonly attributes: Readonly<Record<string, ReglBuffer>>;\n readonly uniforms: Readonly<Record<string, UniformValue>>;\n}\n\nfunction toReglContext(gl: WebGL2RenderingContext): WebGLRenderingContext {\n // regl's public types accept WebGLRenderingContext even though regl can run on WebGL2 contexts.\n return gl as unknown as WebGLRenderingContext;\n}\n\ninterface ScissorProps {\n scissorEnable?: boolean;\n scissorBox?: { x: number; y: number; width: number; height: number };\n}\n\nexport class ReglBackend implements GpuBackend {\n private gl: WebGL2RenderingContext;\n private regl: Regl;\n private resources: WebGL2Resources;\n private nextProgramId: number = 1;\n private commandCache: Map<string, DrawCommand> = new Map();\n private scissorBox: { x: number; y: number; w: number; h: number } | null = null;\n\n constructor(canvas: HTMLCanvasElement) {\n const gl = canvas.getContext(\"webgl2\", {\n alpha: true,\n antialias: false,\n depth: false,\n stencil: false,\n premultipliedAlpha: false,\n preserveDrawingBuffer: false,\n powerPreference: \"high-performance\",\n });\n\n if (!gl) {\n throw new Error(\"BlazePlot requires WebGL2, but this browser/context does not support it.\");\n }\n\n this.gl = gl;\n this.regl = createRegl({\n gl: toReglContext(this.gl),\n extensions: [],\n optionalExtensions: [\n \"ext_disjoint_timer_query_webgl2\",\n ],\n });\n\n this.resources = new WebGL2Resources(this.regl);\n this.resources.preAllocate();\n }\n\n createBuffer(spec: BufferSpec): GpuBuffer {\n const { buffer } = this.resources.acquire(spec.length, spec.usage);\n return {\n length: spec.length,\n type: spec.type,\n buffer,\n } as ReglGpuBuffer;\n }\n\n updateBuffer(buffer: GpuBuffer, data: Float32Array | Uint16Array, offset: number = 0): void {\n if (data.length + offset > buffer.length) {\n throw new RangeError(\"GPU buffer update exceeds allocated buffer length.\");\n }\n\n const bytesPerElement = buffer.type === \"float\" ? 4 : 2;\n this.asReglBuffer(buffer).buffer.subdata(data, offset * bytesPerElement);\n }\n\n createProgram(vert: string, frag: string): GpuProgram {\n return {\n id: this.nextProgramId++,\n vert,\n frag,\n } as ReglGpuProgram;\n }\n\n draw(spec: DrawSpec): void {\n if (spec.count <= 0) return;\n\n const program = this.asReglProgram(spec.program);\n const attributeNames = Object.keys(spec.attributes).sort();\n const uniformNames = Object.keys(spec.uniforms).sort();\n const key = [program.id, spec.primitive, attributeNames.join(\",\"), uniformNames.join(\",\"), spec.instances === undefined ? 0 : 1].join(\"|\");\n let command = this.commandCache.get(key);\n\n if (!command) {\n command = this.createDrawCommand(program, spec.primitive, attributeNames, uniformNames, spec.instances !== undefined);\n this.commandCache.set(key, command);\n }\n\n const attributes: Record<string, ReglBuffer> = {};\n for (const name of attributeNames) {\n attributes[name] = this.asReglBuffer(spec.attributes[name]!).buffer;\n }\n\n const props: DrawProps & ScissorProps = {\n count: spec.count,\n instances: spec.instances ?? 0,\n attributes,\n uniforms: spec.uniforms,\n };\n\n if (this.scissorBox) {\n props.scissorEnable = true;\n props.scissorBox = {\n x: this.scissorBox.x,\n y: this.scissorBox.y,\n width: this.scissorBox.w,\n height: this.scissorBox.h,\n };\n }\n\n command(props);\n }\n\n dispose(resource: GpuResource): void {\n if (this.isReglBuffer(resource)) {\n this.resources.release(resource.buffer);\n }\n }\n\n clear(r: number, g: number, b: number, a: number): void {\n this.regl.clear({ color: [r, g, b, a] });\n }\n\n viewport(x: number, y: number, w: number, h: number): void {\n this.scissorBox = { x, y, w, h };\n }\n\n destroy(): void {\n this.resources.destroy();\n this.regl.destroy();\n }\n\n private createDrawCommand(\n program: ReglGpuProgram,\n primitive: DrawSpec[\"primitive\"],\n attributeNames: readonly string[],\n uniformNames: readonly string[],\n instanced: boolean,\n ): DrawCommand {\n const attributes: Record<string, (context: object, props: DrawProps) => AttributeState> = {};\n for (const name of attributeNames) {\n attributes[name] = (_context, props) => props.attributes[name]!;\n }\n\n const uniforms: Record<string, (context: object, props: DrawProps) => Uniform> = {};\n for (const name of uniformNames) {\n uniforms[name] = (_context, props) => props.uniforms[name] as Uniform;\n }\n\n return this.regl({\n vert: program.vert,\n frag: program.frag,\n attributes,\n uniforms,\n primitive: this.toReglPrimitive(primitive),\n count: (_context: object, props: DrawProps) => props.count,\n instances: instanced ? (_context: object, props: DrawProps) => props.instances : undefined,\n depth: { enable: false },\n scissor: {\n enable: (_context: object, props: DrawProps & ScissorProps) => props.scissorEnable ?? false,\n box: (_context: object, props: DrawProps & ScissorProps) =>\n props.scissorBox ?? { x: 0, y: 0, width: 0, height: 0 },\n },\n });\n }\n\n private asReglBuffer(buffer: GpuBuffer): ReglGpuBuffer {\n return buffer as ReglGpuBuffer;\n }\n\n private asReglProgram(program: GpuProgram): ReglGpuProgram {\n return program as ReglGpuProgram;\n }\n\n private isReglBuffer(resource: GpuResource): resource is ReglGpuBuffer {\n return \"length\" in resource && \"type\" in resource && \"buffer\" in resource;\n }\n\n private toReglPrimitive(primitive: DrawSpec[\"primitive\"]): PrimitiveType {\n switch (primitive) {\n case \"line_strip\":\n return \"line strip\";\n case \"triangle_strip\":\n return \"triangle strip\";\n default:\n return primitive;\n }\n }\n}\n","import type { Camera2D } from \"./Camera2D.js\";\nimport type { PanIntent, ViewportPolicy, ZoomIntent } from \"./types.js\";\n\nexport class InputController {\n private _enabled: boolean = true;\n private activePointerId: number | null = null;\n private lastX: number = 0;\n private lastY: number = 0;\n\n constructor(\n private readonly canvas: HTMLCanvasElement,\n private readonly camera: Camera2D,\n private readonly policy?: ViewportPolicy,\n ) {\n this.bindEvents();\n }\n\n get enabled(): boolean {\n return this._enabled;\n }\n\n set enabled(value: boolean) {\n this._enabled = value;\n }\n\n private bindEvents(): void {\n this.canvas.addEventListener(\"pointerdown\", this.onPointerDown);\n this.canvas.addEventListener(\"pointermove\", this.onPointerMove);\n this.canvas.addEventListener(\"pointerup\", this.onPointerUp);\n this.canvas.addEventListener(\"pointercancel\", this.onPointerUp);\n this.canvas.addEventListener(\"wheel\", this.onWheel, { passive: false });\n }\n\n private onPointerDown = (e: PointerEvent): void => {\n if (!this._enabled || this.activePointerId !== null) return;\n this.activePointerId = e.pointerId;\n this.lastX = e.clientX;\n this.lastY = e.clientY;\n this.canvas.setPointerCapture(e.pointerId);\n };\n\n private onPointerMove = (e: PointerEvent): void => {\n if (!this._enabled || e.pointerId !== this.activePointerId) return;\n const rect = this.canvas.getBoundingClientRect();\n const dx = rect.width > 0 ? (this.lastX - e.clientX) / rect.width : 0;\n const dy = rect.height > 0 ? (e.clientY - this.lastY) / rect.height : 0;\n const intent = this.applyPanPolicy({ dx, dy });\n if (intent) this.camera.pan(intent);\n this.lastX = e.clientX;\n this.lastY = e.clientY;\n };\n\n private onPointerUp = (e: PointerEvent): void => {\n if (e.pointerId !== this.activePointerId) return;\n this.activePointerId = null;\n if (this.canvas.hasPointerCapture(e.pointerId)) {\n this.canvas.releasePointerCapture(e.pointerId);\n }\n };\n\n private onWheel = (e: WheelEvent): void => {\n if (!this._enabled) return;\n e.preventDefault();\n const factor = e.deltaY < 0 ? 1.1 : 0.9;\n const rect = this.canvas.getBoundingClientRect();\n const cx = rect.width > 0 ? (e.clientX - rect.left) / rect.width : 0.5;\n const cy = rect.height > 0 ? 1 - (e.clientY - rect.top) / rect.height : 0.5;\n const intent = this.applyZoomPolicy({ factor, cx, cy, axis: \"xy\" });\n if (intent) this.camera.zoom(intent);\n };\n\n private applyPanPolicy(intent: PanIntent): PanIntent | null {\n if (!this.policy?.beforePan) return intent;\n return this.policy.beforePan(this.camera, intent);\n }\n\n private applyZoomPolicy(intent: ZoomIntent): ZoomIntent | null {\n if (!this.policy?.beforeZoom) return intent;\n return this.policy.beforeZoom(this.camera, intent);\n }\n\n dispose(): void {\n this.canvas.removeEventListener(\"pointerdown\", this.onPointerDown);\n this.canvas.removeEventListener(\"pointermove\", this.onPointerMove);\n this.canvas.removeEventListener(\"pointerup\", this.onPointerUp);\n this.canvas.removeEventListener(\"pointercancel\", this.onPointerUp);\n this.canvas.removeEventListener(\"wheel\", this.onWheel);\n }\n}\n","import type { Viewport } from \"../core/types.js\";\nimport type { PanIntent, ZoomIntent } from \"./types.js\";\n\nexport class Camera2D {\n private _xMin: number = 0;\n private _xMax: number = 1;\n private _yMin: number = 0;\n private _yMax: number = 1;\n\n get xMin(): number {\n return this._xMin;\n }\n\n get xMax(): number {\n return this._xMax;\n }\n\n get yMin(): number {\n return this._yMin;\n }\n\n get yMax(): number {\n return this._yMax;\n }\n\n get viewport(): Viewport {\n return { xMin: this._xMin, xMax: this._xMax, yMin: this._yMin, yMax: this._yMax };\n }\n\n get xScale(): number {\n return 2 / (this._xMax - this._xMin);\n }\n\n get xOffset(): number {\n return -(this._xMin + this._xMax) / (this._xMax - this._xMin);\n }\n\n get yScale(): number {\n return 2 / (this._yMax - this._yMin);\n }\n\n get yOffset(): number {\n return -(this._yMin + this._yMax) / (this._yMax - this._yMin);\n }\n\n setViewport(v: { xMin?: number; xMax?: number; yMin?: number; yMax?: number }): void {\n const next = {\n xMin: v.xMin ?? this._xMin,\n xMax: v.xMax ?? this._xMax,\n yMin: v.yMin ?? this._yMin,\n yMax: v.yMax ?? this._yMax,\n };\n Camera2D.assertValidViewport(next);\n this._xMin = next.xMin;\n this._xMax = next.xMax;\n this._yMin = next.yMin;\n this._yMax = next.yMax;\n }\n\n pan(intent: PanIntent): void {\n const { dx, dy } = intent;\n Camera2D.assertFinite(\"dx\", dx);\n Camera2D.assertFinite(\"dy\", dy);\n const rangeX = this._xMax - this._xMin;\n const rangeY = this._yMax - this._yMin;\n this.setViewport({\n xMin: this._xMin + dx * rangeX,\n xMax: this._xMax + dx * rangeX,\n yMin: this._yMin + dy * rangeY,\n yMax: this._yMax + dy * rangeY,\n });\n }\n\n zoom(intent: ZoomIntent): void {\n const { factor, cx, cy, axis } = intent;\n Camera2D.assertFinite(\"factor\", factor);\n Camera2D.assertFinite(\"cx\", cx);\n Camera2D.assertFinite(\"cy\", cy);\n if (factor <= 0) throw new RangeError(\"Camera2D zoom factor must be > 0.\");\n\n const rangeX = this._xMax - this._xMin;\n const rangeY = this._yMax - this._yMin;\n const dataCx = this._xMin + rangeX * cx;\n const dataCy = this._yMin + rangeY * cy;\n const newRangeX = axis === \"y\" ? rangeX : rangeX / factor;\n const newRangeY = axis === \"x\" ? rangeY : rangeY / factor;\n this.setViewport({\n xMin: dataCx - newRangeX * cx,\n xMax: dataCx + newRangeX * (1 - cx),\n yMin: dataCy - newRangeY * cy,\n yMax: dataCy + newRangeY * (1 - cy),\n });\n }\n\n toClip(x: number, y: number): [number, number] {\n return [\n x * this.xScale + this.xOffset,\n y * this.yScale + this.yOffset,\n ];\n }\n\n toScreen(clipX: number, clipY: number, canvasWidth: number, canvasHeight: number): [number, number] {\n return [\n (clipX + 1) * 0.5 * canvasWidth,\n (1 - clipY) * 0.5 * canvasHeight,\n ];\n }\n\n clone(): Camera2D {\n const c = new Camera2D();\n c.setViewport(this.viewport);\n return c;\n }\n\n private static assertValidViewport(v: Viewport): void {\n Camera2D.assertFinite(\"xMin\", v.xMin);\n Camera2D.assertFinite(\"xMax\", v.xMax);\n Camera2D.assertFinite(\"yMin\", v.yMin);\n Camera2D.assertFinite(\"yMax\", v.yMax);\n if (v.xMax <= v.xMin) throw new RangeError(\"Camera2D requires xMax > xMin.\");\n if (v.yMax <= v.yMin) throw new RangeError(\"Camera2D requires yMax > yMin.\");\n }\n\n private static assertFinite(name: string, value: number): void {\n if (!Number.isFinite(value)) throw new RangeError(`Camera2D ${name} must be finite.`);\n }\n}\n","import type { Camera2D } from \"./Camera2D.js\";\n\nexport class AxisController {\n constructor(private readonly camera: Camera2D) {}\n\n getXTickValues(canvasWidth: number, maxTicks: number = 10, target: number[] = []): number[] {\n return this.getTickValues(this.camera.xMin, this.camera.xMax, canvasWidth, maxTicks, 80, target);\n }\n\n getYTickValues(canvasHeight: number, maxTicks: number = 10, target: number[] = []): number[] {\n return this.getTickValues(this.camera.yMin, this.camera.yMax, canvasHeight, maxTicks, 48, target);\n }\n\n formatValue(value: number): string {\n if (Math.abs(value) < 1e-12) return \"0\";\n const abs = Math.abs(value);\n if (abs >= 1e6 || abs < 1e-3) return value.toExponential(2);\n if (abs >= 100) return value.toFixed(0);\n if (abs >= 10) return value.toFixed(1);\n return value.toFixed(2);\n }\n\n private getTickValues(min: number, max: number, pixelSize: number, maxTicks: number, minPixelSpacing: number, target: number[]): number[] {\n target.length = 0;\n if (pixelSize <= 0 || maxTicks <= 0) return target;\n\n const range = max - min;\n if (!Number.isFinite(range) || range <= 0) return target;\n\n const targetTicks = Math.max(2, Math.min(maxTicks, Math.floor(pixelSize / minPixelSpacing)));\n const step = this.niceStep(range / (targetTicks - 1));\n const firstIndex = Math.floor(min / step);\n const lastIndex = Math.ceil(max / step);\n\n for (let index = firstIndex; index <= lastIndex && target.length < maxTicks + 2; index++) {\n target.push(this.normalizeTick(index * step, step));\n }\n\n return target;\n }\n\n private niceStep(rawStep: number): number {\n const magnitude = 10 ** Math.floor(Math.log10(rawStep));\n const normalized = rawStep / magnitude;\n\n if (normalized <= 1.5) return magnitude;\n if (normalized <= 3) return 2 * magnitude;\n if (normalized <= 7) return 5 * magnitude;\n return 10 * magnitude;\n }\n\n private normalizeTick(value: number, step: number): number {\n const decimals = Math.max(0, -Math.floor(Math.log10(step)) + 2);\n const normalized = Number(value.toFixed(decimals));\n return Object.is(normalized, -0) ? 0 : normalized;\n }\n}\n","import type { Camera2D } from \"../interaction/Camera2D.js\";\nimport type { AxisController } from \"../interaction/AxisController.js\";\nimport type { ChartLayoutElements, ChartLayoutConfig } from \"./ChartLayout.js\";\n\nexport interface AxisOverlayOptions {\n readonly font?: string;\n readonly color?: string;\n}\n\nexport type AxisOverlayConfig = ChartLayoutConfig;\n\nexport class AxisOverlay {\n private xPool: HTMLDivElement[] = [];\n private yPool: HTMLDivElement[] = [];\n private readonly xTicks: number[] = [];\n private readonly yTicks: number[] = [];\n\n constructor(\n private readonly layout: ChartLayoutElements,\n private readonly config: AxisOverlayConfig,\n private readonly options: AxisOverlayOptions = {},\n ) {}\n\n update(camera: Camera2D, axis: AxisController): void {\n const plotW = Math.max(1, this.layout.plot.clientWidth);\n const plotH = Math.max(1, this.layout.plot.clientHeight);\n\n if (this.config.x.visible) {\n axis.getXTickValues(plotW, 12, this.xTicks);\n } else {\n this.xTicks.length = 0;\n }\n\n if (this.config.y.visible) {\n axis.getYTickValues(plotH, 8, this.yTicks);\n } else {\n this.yTicks.length = 0;\n }\n\n this.updateAxis(this.xPool, this.xTicks, \"x\", camera, plotW, plotH, axis);\n this.updateAxis(this.yPool, this.yTicks, \"y\", camera, plotW, plotH, axis);\n }\n\n dispose(): void {\n for (const el of this.xPool) el.remove();\n for (const el of this.yPool) el.remove();\n this.xPool = [];\n this.yPool = [];\n }\n\n private parentForAxis(axis: \"x\" | \"y\"): HTMLElement {\n if (axis === \"x\") {\n return this.config.x.position === \"outside\" ? this.layout.xAxis : this.layout.plot;\n }\n return this.config.y.position === \"outside\" ? this.layout.yAxis : this.layout.plot;\n }\n\n private updateAxis(\n pool: HTMLDivElement[],\n values: number[],\n axis: \"x\" | \"y\",\n camera: Camera2D,\n plotW: number,\n plotH: number,\n controller: AxisController,\n ): void {\n const parent = this.parentForAxis(axis);\n\n while (pool.length < values.length) {\n const el = document.createElement(\"div\");\n el.style.position = \"absolute\";\n el.style.pointerEvents = \"none\";\n el.style.whiteSpace = \"nowrap\";\n el.style.font = this.options.font ?? \"11px ui-monospace, monospace, sans-serif\";\n el.style.color = this.options.color ?? \"#bfd6ff\";\n el.style.userSelect = \"none\";\n parent.appendChild(el);\n pool.push(el);\n }\n\n for (const el of pool) {\n if (el.parentElement !== parent) parent.appendChild(el);\n }\n\n for (let i = values.length; i < pool.length; i++) {\n pool[i]!.style.display = \"none\";\n }\n\n for (let i = 0; i < values.length; i++) {\n const el = pool[i]!;\n const value = values[i]!;\n const text = controller.formatValue(value);\n if (el.textContent !== text) {\n el.textContent = text;\n }\n el.style.display = \"block\";\n\n if (axis === \"x\") {\n const [clipX] = camera.toClip(value, camera.yMin);\n const screenX = (clipX + 1) * 0.5 * plotW;\n el.style.left = `${screenX}px`;\n el.style.right = \"auto\";\n el.style.transform = \"translateX(-50%)\";\n if (this.config.x.position === \"outside\") {\n el.style.top = \"4px\";\n el.style.bottom = \"auto\";\n } else {\n el.style.top = \"auto\";\n el.style.bottom = \"4px\";\n }\n } else {\n const [, clipY] = camera.toClip(camera.xMin, value);\n const screenY = (1 - clipY) * 0.5 * plotH;\n el.style.top = `${screenY}px`;\n el.style.bottom = \"auto\";\n el.style.transform = \"translateY(-50%)\";\n if (this.config.y.position === \"outside\") {\n el.style.left = \"auto\";\n el.style.right = \"4px\";\n } else {\n el.style.left = \"4px\";\n el.style.right = \"auto\";\n }\n }\n }\n }\n}\n","export type AxisPosition = \"inside\" | \"outside\";\n\nexport interface NormalizedAxisConfig {\n readonly visible: boolean;\n readonly position: AxisPosition;\n}\n\nexport interface ChartLayoutConfig {\n readonly x: NormalizedAxisConfig;\n readonly y: NormalizedAxisConfig;\n}\n\nexport interface ChartLayoutElements {\n readonly root: HTMLDivElement;\n readonly plot: HTMLDivElement;\n readonly canvas: HTMLCanvasElement;\n readonly xAxis: HTMLDivElement;\n readonly yAxis: HTMLDivElement;\n readonly corner: HTMLDivElement;\n}\n\nexport const LEFT_AXIS_GUTTER_CSS = 52;\nexport const BOTTOM_AXIS_GUTTER_CSS = 28;\n\nexport class ChartLayout implements ChartLayoutElements {\n readonly root: HTMLDivElement;\n readonly plot: HTMLDivElement;\n readonly canvas: HTMLCanvasElement;\n readonly xAxis: HTMLDivElement;\n readonly yAxis: HTMLDivElement;\n readonly corner: HTMLDivElement;\n\n private readonly externalCanvas: boolean;\n private readonly originalCanvasCssText: string;\n private readonly originalCanvasParent: HTMLElement | null;\n\n constructor(target: HTMLElement, config: ChartLayoutConfig) {\n const canvasTarget = target instanceof HTMLCanvasElement ? target : null;\n this.externalCanvas = canvasTarget !== null;\n this.originalCanvasCssText = canvasTarget?.style.cssText ?? \"\";\n this.originalCanvasParent = canvasTarget?.parentElement ?? null;\n\n this.root = document.createElement(\"div\");\n this.plot = document.createElement(\"div\");\n this.canvas = canvasTarget ?? document.createElement(\"canvas\");\n this.xAxis = document.createElement(\"div\");\n this.yAxis = document.createElement(\"div\");\n this.corner = document.createElement(\"div\");\n\n this.root.className = \"blazeplot-root\";\n this.plot.className = \"blazeplot-plot\";\n this.canvas.classList.add(\"blazeplot-canvas\");\n this.xAxis.className = \"blazeplot-axis blazeplot-axis-x\";\n this.yAxis.className = \"blazeplot-axis blazeplot-axis-y\";\n this.corner.className = \"blazeplot-axis-corner\";\n\n this.applyBaseStyles();\n this.mount(target);\n this.update(config);\n }\n\n update(config: ChartLayoutConfig): void {\n const hasOutsideY = config.y.visible && config.y.position === \"outside\";\n const hasOutsideX = config.x.visible && config.x.position === \"outside\";\n\n this.root.style.gridTemplateColumns = `${hasOutsideY ? LEFT_AXIS_GUTTER_CSS : 0}px minmax(0, 1fr)`;\n this.root.style.gridTemplateRows = `minmax(0, 1fr) ${hasOutsideX ? BOTTOM_AXIS_GUTTER_CSS : 0}px`;\n this.yAxis.style.display = hasOutsideY ? \"block\" : \"none\";\n this.xAxis.style.display = hasOutsideX ? \"block\" : \"none\";\n this.corner.style.display = hasOutsideX && hasOutsideY ? \"block\" : \"none\";\n }\n\n dispose(): void {\n if (this.externalCanvas && this.originalCanvasParent) {\n this.canvas.style.cssText = this.originalCanvasCssText;\n this.originalCanvasParent.insertBefore(this.canvas, this.root);\n }\n this.root.remove();\n }\n\n private mount(target: HTMLElement): void {\n if (this.externalCanvas) {\n this.originalCanvasParent?.insertBefore(this.root, target);\n } else {\n target.appendChild(this.root);\n }\n\n this.root.appendChild(this.yAxis);\n this.root.appendChild(this.plot);\n this.root.appendChild(this.corner);\n this.root.appendChild(this.xAxis);\n this.plot.appendChild(this.canvas);\n }\n\n private applyBaseStyles(): void {\n this.root.style.display = \"grid\";\n this.root.style.width = \"100%\";\n this.root.style.height = \"100%\";\n this.root.style.minWidth = \"0\";\n this.root.style.minHeight = \"0\";\n this.root.style.overflow = \"hidden\";\n\n this.plot.style.position = \"relative\";\n this.plot.style.gridColumn = \"2\";\n this.plot.style.gridRow = \"1\";\n this.plot.style.minWidth = \"0\";\n this.plot.style.minHeight = \"0\";\n this.plot.style.overflow = \"hidden\";\n\n this.canvas.style.position = \"absolute\";\n this.canvas.style.inset = \"0\";\n this.canvas.style.display = \"block\";\n this.canvas.style.width = \"100%\";\n this.canvas.style.height = \"100%\";\n this.canvas.style.touchAction = \"none\";\n\n this.yAxis.style.position = \"relative\";\n this.yAxis.style.gridColumn = \"1\";\n this.yAxis.style.gridRow = \"1\";\n this.yAxis.style.minWidth = \"0\";\n this.yAxis.style.minHeight = \"0\";\n this.yAxis.style.overflow = \"hidden\";\n this.yAxis.style.pointerEvents = \"none\";\n\n this.xAxis.style.position = \"relative\";\n this.xAxis.style.gridColumn = \"2\";\n this.xAxis.style.gridRow = \"2\";\n this.xAxis.style.minWidth = \"0\";\n this.xAxis.style.minHeight = \"0\";\n this.xAxis.style.overflow = \"hidden\";\n this.xAxis.style.pointerEvents = \"none\";\n\n this.corner.style.gridColumn = \"1\";\n this.corner.style.gridRow = \"2\";\n this.corner.style.minWidth = \"0\";\n this.corner.style.minHeight = \"0\";\n this.corner.style.pointerEvents = \"none\";\n }\n}\n","import type { SeriesConfig, SeriesStyle, Dataset } from \"../core/types.js\";\nimport { SeriesStore } from \"../core/SeriesStore.js\";\nimport { RingBuffer } from \"../core/RingBuffer.js\";\nimport { Renderer } from \"../render/Renderer.js\";\nimport { ReglBackend } from \"../render/ReglBackend.js\";\nimport type { GpuBuffer } from \"../render/types.js\";\nimport { InputController } from \"../interaction/InputController.js\";\nimport { Camera2D } from \"../interaction/Camera2D.js\";\nimport { AxisController } from \"../interaction/AxisController.js\";\nimport type { ViewportPolicy } from \"../interaction/types.js\";\nimport { AxisOverlay } from \"./AxisOverlay.js\";\nimport { ChartLayout } from \"./ChartLayout.js\";\nimport type { AxisPosition, NormalizedAxisConfig } from \"./ChartLayout.js\";\n\nconst RAW_LINE_VERTEX_CAPACITY = 16_384;\nconst GRID_LINE_VERTEX_CAPACITY = 64;\n\nexport interface AxisConfig {\n readonly visible?: boolean;\n readonly position?: AxisPosition;\n}\n\nexport interface ChartOptions {\n readonly viewportPolicy?: ViewportPolicy;\n readonly grid?: boolean;\n readonly gridStyle?: Partial<SeriesStyle>;\n readonly axes?: boolean | { x?: boolean | AxisConfig; y?: boolean | AxisConfig };\n}\n\nexport interface ChartFrameStats {\n fps: number;\n frameMs: number;\n pointsRendered: number;\n drawCalls: number;\n uploadBytes: number;\n renderMode: \"none\" | \"raw\" | \"minmax\" | \"mixed\";\n}\n\nfunction normalizeAxisConfig(config: boolean | AxisConfig | undefined): NormalizedAxisConfig {\n if (config === false) return { visible: false, position: \"inside\" };\n if (config === true || config === undefined) return { visible: true, position: \"inside\" };\n return {\n visible: config.visible !== false,\n position: config.position ?? \"inside\",\n };\n}\n\nexport class Chart {\n private series: SeriesStore[] = [];\n private camera: Camera2D;\n private axis: AxisController;\n private renderer: Renderer;\n private input: InputController;\n private rawLineBuffer: GpuBuffer;\n private rawLineData: Float32Array;\n private gridBuffer: GpuBuffer;\n private gridData: Float32Array;\n private gridStyle: SeriesStyle;\n private readonly xTicks: number[] = [];\n private readonly yTicks: number[] = [];\n private axisOverlay: AxisOverlay | null = null;\n private normalizedAxes: { x: NormalizedAxisConfig; y: NormalizedAxisConfig };\n private layout: ChartLayout;\n private stats: ChartFrameStats = {\n fps: 0,\n frameMs: 0,\n pointsRendered: 0,\n drawCalls: 0,\n uploadBytes: 0,\n renderMode: \"none\",\n };\n private resizeObserver: ResizeObserver | null = null;\n private lastFrameAt: number = 0;\n private _rafId: number = 0;\n\n constructor(target: HTMLElement, private readonly options: ChartOptions = {}) {\n const axesOpt = options.axes;\n if (axesOpt === false) {\n this.normalizedAxes = { x: { visible: false, position: \"inside\" }, y: { visible: false, position: \"inside\" } };\n } else if (axesOpt === true || axesOpt === undefined) {\n this.normalizedAxes = { x: { visible: true, position: \"inside\" }, y: { visible: true, position: \"inside\" } };\n } else {\n this.normalizedAxes = {\n x: normalizeAxisConfig(axesOpt.x),\n y: normalizeAxisConfig(axesOpt.y),\n };\n }\n\n this.layout = new ChartLayout(target, this.normalizedAxes);\n this.applyCanvasSize();\n this.camera = new Camera2D();\n this.axis = new AxisController(this.camera);\n this.renderer = new Renderer(new ReglBackend(this.layout.canvas));\n this.input = new InputController(this.layout.canvas, this.camera, options.viewportPolicy);\n this.rawLineData = new Float32Array(RAW_LINE_VERTEX_CAPACITY * 2);\n this.rawLineBuffer = this.renderer.createFloatBuffer(this.rawLineData.length);\n this.gridData = new Float32Array(GRID_LINE_VERTEX_CAPACITY * 2);\n this.gridBuffer = this.renderer.createFloatBuffer(this.gridData.length);\n this.gridStyle = {\n color: options.gridStyle?.color ?? [0.22, 0.30, 0.44, 0.45],\n lineWidth: options.gridStyle?.lineWidth ?? 1,\n };\n\n if (this.normalizedAxes.x.visible || this.normalizedAxes.y.visible) {\n this.axisOverlay = new AxisOverlay(this.layout, this.normalizedAxes);\n }\n\n if (typeof ResizeObserver !== \"undefined\") {\n this.resizeObserver = new ResizeObserver(() => this.resize());\n this.resizeObserver.observe(this.layout.plot);\n }\n }\n\n get canvas(): HTMLCanvasElement {\n return this.layout.canvas;\n }\n\n addSeries(config: SeriesConfig, style?: Partial<SeriesStyle>): SeriesStore {\n const dataset: Dataset = config.dataset ?? new RingBuffer(config.capacity);\n const s = new SeriesStore(dataset, config, {\n color: style?.color ?? [0.3, 0.6, 1.0, 1.0],\n lineWidth: style?.lineWidth ?? 1,\n });\n this.series.push(s);\n return s;\n }\n\n removeSeries(series: SeriesStore): boolean {\n const index = this.series.indexOf(series);\n if (index === -1) return false;\n\n this.series.splice(index, 1);\n return true;\n }\n\n setViewport(v: { xMin?: number; xMax?: number; yMin?: number; yMax?: number }): void {\n this.camera.setViewport(v);\n }\n\n resize(dpr: number = globalThis.devicePixelRatio): boolean {\n return this.applyCanvasSize(dpr);\n }\n\n getFrameStats(target: ChartFrameStats = { fps: 0, frameMs: 0, pointsRendered: 0, drawCalls: 0, uploadBytes: 0, renderMode: \"none\" }): ChartFrameStats {\n target.fps = this.stats.fps;\n target.frameMs = this.stats.frameMs;\n target.pointsRendered = this.stats.pointsRendered;\n target.drawCalls = this.stats.drawCalls;\n target.uploadBytes = this.stats.uploadBytes;\n target.renderMode = this.stats.renderMode;\n return target;\n }\n\n start(): void {\n const frame = (): void => {\n this._rafId = requestAnimationFrame(frame);\n this.render();\n };\n this._rafId = requestAnimationFrame(frame);\n }\n\n stop(): void {\n cancelAnimationFrame(this._rafId);\n }\n\n private render(): void {\n const frameStartedAt = performance.now();\n if (this.lastFrameAt > 0) {\n this.stats.fps = 1000 / (frameStartedAt - this.lastFrameAt);\n }\n this.lastFrameAt = frameStartedAt;\n this.stats.pointsRendered = 0;\n this.stats.drawCalls = 0;\n this.stats.uploadBytes = 0;\n this.stats.renderMode = \"none\";\n\n this.options.viewportPolicy?.beforeRender?.(this.camera);\n\n this.renderer.viewport(0, 0, this.canvas.width, this.canvas.height);\n this.renderer.clear(0.08, 0.10, 0.16, 1);\n\n const viewport = this.camera.viewport;\n if (this.options.grid !== false) {\n const gridVertexCount = this.writeGridVertices(viewport);\n if (gridVertexCount > 0) {\n this.renderer.updateFloatBuffer(this.gridBuffer, this.gridData);\n this.renderer.drawLines(this.gridBuffer, gridVertexCount, this.gridStyle, this.camera);\n this.stats.drawCalls++;\n this.stats.uploadBytes += this.gridData.byteLength;\n }\n }\n\n for (const s of this.series) {\n if (!s.visible) continue;\n const visibleSamples = s.visibleSampleCount(viewport);\n const dense = s.hasLOD && visibleSamples > RAW_LINE_VERTEX_CAPACITY;\n const count = dense\n ? s.copyMinMaxVisible(viewport, this.rawLineData, Math.min(this.canvas.width, RAW_LINE_VERTEX_CAPACITY >> 1))\n : s.copyRawVisible(viewport, this.rawLineData, RAW_LINE_VERTEX_CAPACITY);\n if (count < 2) continue;\n this.renderer.updateFloatBuffer(this.rawLineBuffer, this.rawLineData);\n if (dense) {\n this.renderer.drawMinMaxSegments(this.rawLineBuffer, count, s.style, this.camera);\n this.recordRenderMode(\"minmax\");\n } else {\n this.renderer.drawLineStrip(this.rawLineBuffer, count, s.style, this.camera);\n this.recordRenderMode(\"raw\");\n }\n this.stats.pointsRendered += count;\n this.stats.drawCalls++;\n this.stats.uploadBytes += this.rawLineData.byteLength;\n }\n\n this.axisOverlay?.update(this.camera, this.axis);\n\n this.stats.frameMs = performance.now() - frameStartedAt;\n }\n\n dispose(): void {\n this.stop();\n this.resizeObserver?.disconnect();\n this.input.dispose();\n this.axisOverlay?.dispose();\n this.renderer.dispose();\n this.layout.dispose();\n }\n\n private applyCanvasSize(dpr: number = globalThis.devicePixelRatio): boolean {\n const scale = Number.isFinite(dpr) ? Math.max(1, dpr) : 1;\n const width = Math.max(1, Math.floor(this.canvas.clientWidth * scale));\n const height = Math.max(1, Math.floor(this.canvas.clientHeight * scale));\n if (this.canvas.width === width && this.canvas.height === height) return false;\n\n this.canvas.width = width;\n this.canvas.height = height;\n return true;\n }\n\n private writeGridVertices(\n viewport: { xMin: number; xMax: number; yMin: number; yMax: number },\n ): number {\n const plotW = Math.max(1, this.canvas.clientWidth);\n const plotH = Math.max(1, this.canvas.clientHeight);\n this.axis.getXTickValues(plotW, 12, this.xTicks);\n this.axis.getYTickValues(plotH, 8, this.yTicks);\n\n let vertexCount = 0;\n for (const x of this.xTicks) {\n if (vertexCount + 2 > GRID_LINE_VERTEX_CAPACITY) return vertexCount;\n this.gridData[vertexCount * 2] = x;\n this.gridData[vertexCount * 2 + 1] = viewport.yMin;\n vertexCount++;\n this.gridData[vertexCount * 2] = x;\n this.gridData[vertexCount * 2 + 1] = viewport.yMax;\n vertexCount++;\n }\n\n for (const y of this.yTicks) {\n if (vertexCount + 2 > GRID_LINE_VERTEX_CAPACITY) return vertexCount;\n this.gridData[vertexCount * 2] = viewport.xMin;\n this.gridData[vertexCount * 2 + 1] = y;\n vertexCount++;\n this.gridData[vertexCount * 2] = viewport.xMax;\n this.gridData[vertexCount * 2 + 1] = y;\n vertexCount++;\n }\n\n return vertexCount;\n }\n\n private recordRenderMode(mode: \"raw\" | \"minmax\"): void {\n if (this.stats.renderMode === \"none\") {\n this.stats.renderMode = mode;\n } else if (this.stats.renderMode !== mode) {\n this.stats.renderMode = \"mixed\";\n }\n }\n}\n","import type { Dataset, TimeRange } from \"./types.js\";\n\nexport class StaticDataset implements Dataset {\n constructor(\n private readonly xData: ArrayLike<number>,\n private readonly yData: ArrayLike<number>,\n ) {}\n\n get length(): number {\n return Math.min(this.xData.length, this.yData.length);\n }\n\n get range(): TimeRange | null {\n if (this.length === 0) return null;\n 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@@ -2,8 +2,10 @@ import { GpuBackend, GpuBuffer, GpuProgram, GpuResource, BufferSpec, DrawSpec }
2
2
  export declare class ReglBackend implements GpuBackend {
3
3
  private gl;
4
4
  private regl;
5
+ private resources;
5
6
  private nextProgramId;
6
7
  private commandCache;
8
+ private scissorBox;
7
9
  constructor(canvas: HTMLCanvasElement);
8
10
  createBuffer(spec: BufferSpec): GpuBuffer;
9
11
  updateBuffer(buffer: GpuBuffer, data: Float32Array | Uint16Array, offset?: number): void;
@@ -11,7 +13,7 @@ export declare class ReglBackend implements GpuBackend {
11
13
  draw(spec: DrawSpec): void;
12
14
  dispose(resource: GpuResource): void;
13
15
  clear(r: number, g: number, b: number, a: number): void;
14
- viewport(_x: number, _y: number, _w: number, _h: number): void;
16
+ viewport(x: number, y: number, w: number, h: number): void;
15
17
  destroy(): void;
16
18
  private createDrawCommand;
17
19
  private asReglBuffer;
@@ -1 +1 @@
1
- {"version":3,"file":"ReglBackend.d.ts","sourceRoot":"","sources":["../../src/render/ReglBackend.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,QAAQ,EAAgB,MAAM,YAAY,CAAC;AAwBrH,qBAAa,WAAY,YAAW,UAAU;IAC5C,OAAO,CAAC,EAAE,CAAyB;IACnC,OAAO,CAAC,IAAI,CAAO;IACnB,OAAO,CAAC,aAAa,CAAa;IAClC,OAAO,CAAC,YAAY,CAAuC;gBAE/C,MAAM,EAAE,iBAAiB;IAyBrC,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,SAAS;IAazC,YAAY,CAAC,MAAM,EAAE,SAAS,EAAE,IAAI,EAAE,YAAY,GAAG,WAAW,EAAE,MAAM,GAAE,MAAU,GAAG,IAAI;IAS3F,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,UAAU;IAQrD,IAAI,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI;IA2B1B,OAAO,CAAC,QAAQ,EAAE,WAAW,GAAG,IAAI;IAIpC,KAAK,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAIvD,QAAQ,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI;IAI9D,OAAO,IAAI,IAAI;IAIf,OAAO,CAAC,iBAAiB;IA6BzB,OAAO,CAAC,YAAY;IAIpB,OAAO,CAAC,aAAa;IAIrB,OAAO,CAAC,YAAY;IAIpB,OAAO,CAAC,eAAe;CAUxB"}
1
+ {"version":3,"file":"ReglBackend.d.ts","sourceRoot":"","sources":["../../src/render/ReglBackend.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,QAAQ,EAAgB,MAAM,YAAY,CAAC;AA8BrH,qBAAa,WAAY,YAAW,UAAU;IAC5C,OAAO,CAAC,EAAE,CAAyB;IACnC,OAAO,CAAC,IAAI,CAAO;IACnB,OAAO,CAAC,SAAS,CAAkB;IACnC,OAAO,CAAC,aAAa,CAAa;IAClC,OAAO,CAAC,YAAY,CAAuC;IAC3D,OAAO,CAAC,UAAU,CAA+D;gBAErE,MAAM,EAAE,iBAAiB;IA4BrC,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,SAAS;IASzC,YAAY,CAAC,MAAM,EAAE,SAAS,EAAE,IAAI,EAAE,YAAY,GAAG,WAAW,EAAE,MAAM,GAAE,MAAU,GAAG,IAAI;IAS3F,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,UAAU;IAQrD,IAAI,CAAC,IAAI,EAAE,QAAQ,GAAG,IAAI;IAuC1B,OAAO,CAAC,QAAQ,EAAE,WAAW,GAAG,IAAI;IAMpC,KAAK,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAIvD,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAI1D,OAAO,IAAI,IAAI;IAKf,OAAO,CAAC,iBAAiB;IAkCzB,OAAO,CAAC,YAAY;IAIpB,OAAO,CAAC,aAAa;IAIrB,OAAO,CAAC,YAAY;IAIpB,OAAO,CAAC,eAAe;CAUxB"}
@@ -1,3 +1,19 @@
1
+ import { Regl, Buffer as ReglBuffer } from 'regl';
1
2
  export declare class WebGL2Resources {
3
+ private readonly regl;
4
+ private readonly pool;
5
+ private preAllocated;
6
+ constructor(regl: Regl);
7
+ get reglInstance(): Regl;
8
+ preAllocate(): void;
9
+ acquire(floatCount: number, usage?: "static" | "dynamic" | "stream"): {
10
+ buffer: ReglBuffer;
11
+ array: Float32Array;
12
+ };
13
+ release(buffer: ReglBuffer): void;
14
+ destroy(): void;
15
+ private createEntry;
16
+ private findFree;
17
+ private roundUp;
2
18
  }
3
19
  //# sourceMappingURL=WebGL2Resources.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"WebGL2Resources.d.ts","sourceRoot":"","sources":["../../src/render/WebGL2Resources.ts"],"names":[],"mappings":"AAAA,qBAAa,eAAe;CAI3B"}
1
+ {"version":3,"file":"WebGL2Resources.d.ts","sourceRoot":"","sources":["../../src/render/WebGL2Resources.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,IAAI,UAAU,EAAE,MAAM,MAAM,CAAC;AAWvD,qBAAa,eAAe;IAC1B,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAO;IAC5B,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAmB;IACxC,OAAO,CAAC,YAAY,CAAkB;gBAE1B,IAAI,EAAE,IAAI;IAItB,IAAI,YAAY,IAAI,IAAI,CAEvB;IAED,WAAW,IAAI,IAAI;IASnB,OAAO,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,GAAE,QAAQ,GAAG,SAAS,GAAG,QAAmB,GAAG;QAAE,MAAM,EAAE,UAAU,CAAC;QAAC,KAAK,EAAE,YAAY,CAAA;KAAE;IAY3H,OAAO,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IASjC,OAAO,IAAI,IAAI;IAQf,OAAO,CAAC,WAAW;IAanB,OAAO,CAAC,QAAQ;IAIhB,OAAO,CAAC,OAAO;CAQhB"}
@@ -0,0 +1,23 @@
1
+ import { Camera2D } from '../interaction/Camera2D.js';
2
+ import { AxisController } from '../interaction/AxisController.js';
3
+ import { ChartLayoutElements, ChartLayoutConfig } from './ChartLayout.js';
4
+ export interface AxisOverlayOptions {
5
+ readonly font?: string;
6
+ readonly color?: string;
7
+ }
8
+ export type AxisOverlayConfig = ChartLayoutConfig;
9
+ export declare class AxisOverlay {
10
+ private readonly layout;
11
+ private readonly config;
12
+ private readonly options;
13
+ private xPool;
14
+ private yPool;
15
+ private readonly xTicks;
16
+ private readonly yTicks;
17
+ constructor(layout: ChartLayoutElements, config: AxisOverlayConfig, options?: AxisOverlayOptions);
18
+ update(camera: Camera2D, axis: AxisController): void;
19
+ dispose(): void;
20
+ private parentForAxis;
21
+ private updateAxis;
22
+ }
23
+ //# sourceMappingURL=AxisOverlay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AxisOverlay.d.ts","sourceRoot":"","sources":["../../src/ui/AxisOverlay.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,kCAAkC,CAAC;AACvE,OAAO,KAAK,EAAE,mBAAmB,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAE/E,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;CACzB;AAED,MAAM,MAAM,iBAAiB,GAAG,iBAAiB,CAAC;AAElD,qBAAa,WAAW;IAOpB,OAAO,CAAC,QAAQ,CAAC,MAAM;IACvB,OAAO,CAAC,QAAQ,CAAC,MAAM;IACvB,OAAO,CAAC,QAAQ,CAAC,OAAO;IAR1B,OAAO,CAAC,KAAK,CAAwB;IACrC,OAAO,CAAC,KAAK,CAAwB;IACrC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgB;IACvC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgB;gBAGpB,MAAM,EAAE,mBAAmB,EAC3B,MAAM,EAAE,iBAAiB,EACzB,OAAO,GAAE,kBAAuB;IAGnD,MAAM,CAAC,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,cAAc,GAAG,IAAI;IAoBpD,OAAO,IAAI,IAAI;IAOf,OAAO,CAAC,aAAa;IAOrB,OAAO,CAAC,UAAU;CAqEnB"}
@@ -1,10 +1,19 @@
1
1
  import { SeriesConfig, SeriesStyle } from '../core/types.js';
2
2
  import { SeriesStore } from '../core/SeriesStore.js';
3
3
  import { ViewportPolicy } from '../interaction/types.js';
4
+ import { AxisPosition } from './ChartLayout.js';
5
+ export interface AxisConfig {
6
+ readonly visible?: boolean;
7
+ readonly position?: AxisPosition;
8
+ }
4
9
  export interface ChartOptions {
5
10
  readonly viewportPolicy?: ViewportPolicy;
6
11
  readonly grid?: boolean;
7
12
  readonly gridStyle?: Partial<SeriesStyle>;
13
+ readonly axes?: boolean | {
14
+ x?: boolean | AxisConfig;
15
+ y?: boolean | AxisConfig;
16
+ };
8
17
  }
9
18
  export interface ChartFrameStats {
10
19
  fps: number;
@@ -15,7 +24,6 @@ export interface ChartFrameStats {
15
24
  renderMode: "none" | "raw" | "minmax" | "mixed";
16
25
  }
17
26
  export declare class Chart {
18
- private readonly canvas;
19
27
  private readonly options;
20
28
  private series;
21
29
  private camera;
@@ -29,11 +37,15 @@ export declare class Chart {
29
37
  private gridStyle;
30
38
  private readonly xTicks;
31
39
  private readonly yTicks;
40
+ private axisOverlay;
41
+ private normalizedAxes;
42
+ private layout;
32
43
  private stats;
33
44
  private resizeObserver;
34
45
  private lastFrameAt;
35
46
  private _rafId;
36
- constructor(canvas: HTMLCanvasElement, options?: ChartOptions);
47
+ constructor(target: HTMLElement, options?: ChartOptions);
48
+ get canvas(): HTMLCanvasElement;
37
49
  addSeries(config: SeriesConfig, style?: Partial<SeriesStyle>): SeriesStore;
38
50
  removeSeries(series: SeriesStore): boolean;
39
51
  setViewport(v: {
@@ -1 +1 @@
1
- {"version":3,"file":"Chart.d.ts","sourceRoot":"","sources":["../../src/ui/Chart.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,YAAY,EAAE,WAAW,EAAW,MAAM,kBAAkB,CAAC;AAC3E,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAQrD,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,yBAAyB,CAAC;AAK9D,MAAM,WAAW,YAAY;IAC3B,QAAQ,CAAC,cAAc,CAAC,EAAE,cAAc,CAAC;IACzC,QAAQ,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC;IACxB,QAAQ,CAAC,SAAS,CAAC,EAAE,OAAO,CAAC,WAAW,CAAC,CAAC;CAC3C;AAED,MAAM,WAAW,eAAe;IAC9B,GAAG,EAAE,MAAM,CAAC;IACZ,OAAO,EAAE,MAAM,CAAC;IAChB,cAAc,EAAE,MAAM,CAAC;IACvB,SAAS,EAAE,MAAM,CAAC;IAClB,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,MAAM,GAAG,KAAK,GAAG,QAAQ,GAAG,OAAO,CAAC;CACjD;AAED,qBAAa,KAAK;IAyBJ,OAAO,CAAC,QAAQ,CAAC,MAAM;IAAqB,OAAO,CAAC,QAAQ,CAAC,OAAO;IAxBhF,OAAO,CAAC,MAAM,CAAqB;IACnC,OAAO,CAAC,MAAM,CAAW;IACzB,OAAO,CAAC,IAAI,CAAiB;IAC7B,OAAO,CAAC,QAAQ,CAAW;IAC3B,OAAO,CAAC,KAAK,CAAkB;IAC/B,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,WAAW,CAAe;IAClC,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,QAAQ,CAAe;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgB;IACvC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgB;IACvC,OAAO,CAAC,KAAK,CAOX;IACF,OAAO,CAAC,cAAc,CAA+B;IACrD,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,MAAM,CAAa;gBAEE,MAAM,EAAE,iBAAiB,EAAmB,OAAO,GAAE,YAAiB;IAoBnG,SAAS,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,OAAO,CAAC,WAAW,CAAC,GAAG,WAAW;IAU1E,YAAY,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;IAQ1C,WAAW,CAAC,CAAC,EAAE;QAAE,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IAIpF,MAAM,CAAC,GAAG,GAAE,MAAoC,GAAG,OAAO;IAQ1D,aAAa,CAAC,MAAM,GAAE,eAA6G,GAAG,eAAe;IAUrJ,KAAK,IAAI,IAAI;IAQb,IAAI,IAAI,IAAI;IAIZ,OAAO,CAAC,MAAM;IAiDd,OAAO,IAAI,IAAI;IAOf,OAAO,CAAC,eAAe;IAWvB,OAAO,CAAC,iBAAiB;IA4BzB,OAAO,CAAC,gBAAgB;CAOzB"}
1
+ {"version":3,"file":"Chart.d.ts","sourceRoot":"","sources":["../../src/ui/Chart.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,YAAY,EAAE,WAAW,EAAW,MAAM,kBAAkB,CAAC;AAC3E,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAQrD,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,yBAAyB,CAAC;AAG9D,OAAO,KAAK,EAAE,YAAY,EAAwB,MAAM,kBAAkB,CAAC;AAK3E,MAAM,WAAW,UAAU;IACzB,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,QAAQ,CAAC,EAAE,YAAY,CAAC;CAClC;AAED,MAAM,WAAW,YAAY;IAC3B,QAAQ,CAAC,cAAc,CAAC,EAAE,cAAc,CAAC;IACzC,QAAQ,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC;IACxB,QAAQ,CAAC,SAAS,CAAC,EAAE,OAAO,CAAC,WAAW,CAAC,CAAC;IAC1C,QAAQ,CAAC,IAAI,CAAC,EAAE,OAAO,GAAG;QAAE,CAAC,CAAC,EAAE,OAAO,GAAG,UAAU,CAAC;QAAC,CAAC,CAAC,EAAE,OAAO,GAAG,UAAU,CAAA;KAAE,CAAC;CAClF;AAED,MAAM,WAAW,eAAe;IAC9B,GAAG,EAAE,MAAM,CAAC;IACZ,OAAO,EAAE,MAAM,CAAC;IAChB,cAAc,EAAE,MAAM,CAAC;IACvB,SAAS,EAAE,MAAM,CAAC;IAClB,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,MAAM,GAAG,KAAK,GAAG,QAAQ,GAAG,OAAO,CAAC;CACjD;AAWD,qBAAa,KAAK;IA4BiB,OAAO,CAAC,QAAQ,CAAC,OAAO;IA3BzD,OAAO,CAAC,MAAM,CAAqB;IACnC,OAAO,CAAC,MAAM,CAAW;IACzB,OAAO,CAAC,IAAI,CAAiB;IAC7B,OAAO,CAAC,QAAQ,CAAW;IAC3B,OAAO,CAAC,KAAK,CAAkB;IAC/B,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,WAAW,CAAe;IAClC,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,QAAQ,CAAe;IAC/B,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgB;IACvC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgB;IACvC,OAAO,CAAC,WAAW,CAA4B;IAC/C,OAAO,CAAC,cAAc,CAAuD;IAC7E,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,KAAK,CAOX;IACF,OAAO,CAAC,cAAc,CAA+B;IACrD,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,MAAM,CAAa;gBAEf,MAAM,EAAE,WAAW,EAAmB,OAAO,GAAE,YAAiB;IAsC5E,IAAI,MAAM,IAAI,iBAAiB,CAE9B;IAED,SAAS,CAAC,MAAM,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,OAAO,CAAC,WAAW,CAAC,GAAG,WAAW;IAU1E,YAAY,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;IAQ1C,WAAW,CAAC,CAAC,EAAE;QAAE,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IAIpF,MAAM,CAAC,GAAG,GAAE,MAAoC,GAAG,OAAO;IAI1D,aAAa,CAAC,MAAM,GAAE,eAA6G,GAAG,eAAe;IAUrJ,KAAK,IAAI,IAAI;IAQb,IAAI,IAAI,IAAI;IAIZ,OAAO,CAAC,MAAM;IAqDd,OAAO,IAAI,IAAI;IASf,OAAO,CAAC,eAAe;IAWvB,OAAO,CAAC,iBAAiB;IAgCzB,OAAO,CAAC,gBAAgB;CAOzB"}
@@ -0,0 +1,36 @@
1
+ export type AxisPosition = "inside" | "outside";
2
+ export interface NormalizedAxisConfig {
3
+ readonly visible: boolean;
4
+ readonly position: AxisPosition;
5
+ }
6
+ export interface ChartLayoutConfig {
7
+ readonly x: NormalizedAxisConfig;
8
+ readonly y: NormalizedAxisConfig;
9
+ }
10
+ export interface ChartLayoutElements {
11
+ readonly root: HTMLDivElement;
12
+ readonly plot: HTMLDivElement;
13
+ readonly canvas: HTMLCanvasElement;
14
+ readonly xAxis: HTMLDivElement;
15
+ readonly yAxis: HTMLDivElement;
16
+ readonly corner: HTMLDivElement;
17
+ }
18
+ export declare const LEFT_AXIS_GUTTER_CSS = 52;
19
+ export declare const BOTTOM_AXIS_GUTTER_CSS = 28;
20
+ export declare class ChartLayout implements ChartLayoutElements {
21
+ readonly root: HTMLDivElement;
22
+ readonly plot: HTMLDivElement;
23
+ readonly canvas: HTMLCanvasElement;
24
+ readonly xAxis: HTMLDivElement;
25
+ readonly yAxis: HTMLDivElement;
26
+ readonly corner: HTMLDivElement;
27
+ private readonly externalCanvas;
28
+ private readonly originalCanvasCssText;
29
+ private readonly originalCanvasParent;
30
+ constructor(target: HTMLElement, config: ChartLayoutConfig);
31
+ update(config: ChartLayoutConfig): void;
32
+ dispose(): void;
33
+ private mount;
34
+ private applyBaseStyles;
35
+ }
36
+ //# sourceMappingURL=ChartLayout.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ChartLayout.d.ts","sourceRoot":"","sources":["../../src/ui/ChartLayout.ts"],"names":[],"mappings":"AAAA,MAAM,MAAM,YAAY,GAAG,QAAQ,GAAG,SAAS,CAAC;AAEhD,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,QAAQ,CAAC,QAAQ,EAAE,YAAY,CAAC;CACjC;AAED,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,CAAC,EAAE,oBAAoB,CAAC;IACjC,QAAQ,CAAC,CAAC,EAAE,oBAAoB,CAAC;CAClC;AAED,MAAM,WAAW,mBAAmB;IAClC,QAAQ,CAAC,IAAI,EAAE,cAAc,CAAC;IAC9B,QAAQ,CAAC,IAAI,EAAE,cAAc,CAAC;IAC9B,QAAQ,CAAC,MAAM,EAAE,iBAAiB,CAAC;IACnC,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;IAC/B,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;IAC/B,QAAQ,CAAC,MAAM,EAAE,cAAc,CAAC;CACjC;AAED,eAAO,MAAM,oBAAoB,KAAK,CAAC;AACvC,eAAO,MAAM,sBAAsB,KAAK,CAAC;AAEzC,qBAAa,WAAY,YAAW,mBAAmB;IACrD,QAAQ,CAAC,IAAI,EAAE,cAAc,CAAC;IAC9B,QAAQ,CAAC,IAAI,EAAE,cAAc,CAAC;IAC9B,QAAQ,CAAC,MAAM,EAAE,iBAAiB,CAAC;IACnC,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;IAC/B,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;IAC/B,QAAQ,CAAC,MAAM,EAAE,cAAc,CAAC;IAEhC,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAU;IACzC,OAAO,CAAC,QAAQ,CAAC,qBAAqB,CAAS;IAC/C,OAAO,CAAC,QAAQ,CAAC,oBAAoB,CAAqB;gBAE9C,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,iBAAiB;IAyB1D,MAAM,CAAC,MAAM,EAAE,iBAAiB,GAAG,IAAI;IAWvC,OAAO,IAAI,IAAI;IAQf,OAAO,CAAC,KAAK;IAcb,OAAO,CAAC,eAAe;CA4CxB"}
@@ -1,5 +1,6 @@
1
1
  export { Chart } from './Chart.js';
2
- export type { ChartFrameStats, ChartOptions } from './Chart.js';
2
+ export type { ChartFrameStats, ChartOptions, AxisConfig } from './Chart.js';
3
+ export type { AxisPosition } from './ChartLayout.js';
3
4
  export { Axis } from './Axis.js';
4
5
  export { Grid } from './Grid.js';
5
6
  export { Legend } from './Legend.js';
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/ui/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,YAAY,EAAE,eAAe,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAChE,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/ui/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,YAAY,EAAE,eAAe,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAC5E,YAAY,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AACrD,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,IAAI,EAAE,MAAM,WAAW,CAAC;AACjC,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "blazeplot",
3
- "version": "0.1.4",
3
+ "version": "0.1.6",
4
4
  "author": {
5
5
  "name": "BlazePlot contributors"
6
6
  },