flexium 0.10.3 → 0.10.6

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.
Files changed (149) hide show
  1. package/dist/{DrawText-ngwNNh8O.d.ts → DrawText-CVAKQ5wZ.d.cts} +42 -42
  2. package/dist/{DrawText-ccZrs3Xs.d.cts → DrawText-Dlh1L1Ar.d.ts} +42 -42
  3. package/dist/advanced.d.cts +1 -1
  4. package/dist/advanced.d.ts +1 -1
  5. package/dist/advanced.js +1 -1
  6. package/dist/advanced.js.map +1 -1
  7. package/dist/advanced.mjs +1 -1
  8. package/dist/advanced.mjs.map +1 -1
  9. package/dist/canvas.d.cts +5 -6
  10. package/dist/canvas.d.ts +5 -6
  11. package/dist/canvas.js +1 -1
  12. package/dist/canvas.mjs +1 -1
  13. package/dist/chunk-2L2QFYBL.mjs +2 -0
  14. package/dist/chunk-2L2QFYBL.mjs.map +1 -0
  15. package/dist/chunk-ANJNQW77.js +2 -0
  16. package/dist/chunk-ANJNQW77.js.map +1 -0
  17. package/dist/{chunk-WXEHDEIH.js → chunk-DZ7L3SHV.js} +2 -2
  18. package/dist/{chunk-WXEHDEIH.js.map → chunk-DZ7L3SHV.js.map} +1 -1
  19. package/dist/chunk-E5WYPGCV.mjs +3 -0
  20. package/dist/chunk-E5WYPGCV.mjs.map +1 -0
  21. package/dist/chunk-ECYYIQEX.mjs +3 -0
  22. package/dist/chunk-ECYYIQEX.mjs.map +1 -0
  23. package/dist/chunk-ERIXVRJ4.mjs +3 -0
  24. package/dist/chunk-ERIXVRJ4.mjs.map +1 -0
  25. package/dist/chunk-F23GIQDE.mjs +2 -0
  26. package/dist/chunk-F23GIQDE.mjs.map +1 -0
  27. package/dist/chunk-FDMJHFN7.mjs +2 -0
  28. package/dist/chunk-FDMJHFN7.mjs.map +1 -0
  29. package/dist/chunk-GKJQEOP7.mjs +2 -0
  30. package/dist/{chunk-PVPY55Z7.mjs.map → chunk-GKJQEOP7.mjs.map} +1 -1
  31. package/dist/chunk-GYDP6MFV.js +3 -0
  32. package/dist/chunk-GYDP6MFV.js.map +1 -0
  33. package/dist/chunk-HB5VPQTB.mjs +2 -0
  34. package/dist/chunk-HB5VPQTB.mjs.map +1 -0
  35. package/dist/chunk-NF4RPLCK.js +3 -0
  36. package/dist/chunk-NF4RPLCK.js.map +1 -0
  37. package/dist/chunk-OPAAGNBO.mjs +2 -0
  38. package/dist/{chunk-HLPVL6EK.mjs.map → chunk-OPAAGNBO.mjs.map} +1 -1
  39. package/dist/chunk-RLLO5M6F.js +3 -0
  40. package/dist/chunk-RLLO5M6F.js.map +1 -0
  41. package/dist/{chunk-63AW5ZOC.js → chunk-RMN5IPS5.js} +2 -2
  42. package/dist/{chunk-63AW5ZOC.js.map → chunk-RMN5IPS5.js.map} +1 -1
  43. package/dist/chunk-WWEWRI6S.js +2 -0
  44. package/dist/chunk-WWEWRI6S.js.map +1 -0
  45. package/dist/chunk-YEBBTVHG.js +2 -0
  46. package/dist/chunk-YEBBTVHG.js.map +1 -0
  47. package/dist/chunk-YPVRQKMW.js +2 -0
  48. package/dist/chunk-YPVRQKMW.js.map +1 -0
  49. package/dist/{components-CxnAnbpI.d.cts → components-BMbqsbMY.d.cts} +5 -5
  50. package/dist/{components-B7KQ8C-i.d.ts → components-C83mBQXW.d.ts} +5 -5
  51. package/dist/{effect-14CxUU8r.d.ts → core-CxHP8991.d.cts} +9 -1
  52. package/dist/{effect-14CxUU8r.d.cts → core-D0ggvjX3.d.ts} +9 -1
  53. package/dist/core.d.cts +2 -80
  54. package/dist/core.d.ts +2 -80
  55. package/dist/core.js +1 -1
  56. package/dist/core.mjs +1 -1
  57. package/dist/dom.d.cts +2 -2
  58. package/dist/dom.d.ts +2 -2
  59. package/dist/dom.js +1 -1
  60. package/dist/dom.js.map +1 -1
  61. package/dist/dom.mjs +1 -1
  62. package/dist/dom.mjs.map +1 -1
  63. package/dist/effect-554ONNZR.js +2 -0
  64. package/dist/{effect-K45UU3N4.js.map → effect-554ONNZR.js.map} +1 -1
  65. package/dist/effect-T2GVIS3T.mjs +2 -0
  66. package/dist/{effect-3LUCHSAZ.mjs.map → effect-T2GVIS3T.mjs.map} +1 -1
  67. package/dist/index.d.cts +1 -1
  68. package/dist/index.d.ts +1 -1
  69. package/dist/index.js +1 -1
  70. package/dist/index.js.map +1 -1
  71. package/dist/index.mjs +1 -1
  72. package/dist/index.mjs.map +1 -1
  73. package/dist/interactive.d.cts +5 -5
  74. package/dist/interactive.d.ts +5 -5
  75. package/dist/interactive.js +1 -1
  76. package/dist/interactive.js.map +1 -1
  77. package/dist/interactive.mjs +1 -1
  78. package/dist/interactive.mjs.map +1 -1
  79. package/dist/metafile-cjs.json +1 -1
  80. package/dist/metafile-esm.json +1 -1
  81. package/dist/{portal-NLlE-fNZ.d.cts → portal-BK_0Z0hE.d.cts} +2 -2
  82. package/dist/{portal-CVqrpmHd.d.ts → portal-CbguxtuQ.d.ts} +2 -2
  83. package/dist/primitives/motion.js +1 -1
  84. package/dist/primitives/motion.mjs +1 -1
  85. package/dist/primitives/ui.d.cts +3 -3
  86. package/dist/primitives/ui.d.ts +3 -3
  87. package/dist/primitives/ui.js +1 -1
  88. package/dist/primitives/ui.js.map +1 -1
  89. package/dist/primitives/ui.mjs +1 -1
  90. package/dist/primitives/ui.mjs.map +1 -1
  91. package/dist/primitives.d.cts +4 -5
  92. package/dist/primitives.d.ts +4 -5
  93. package/dist/primitives.js +1 -1
  94. package/dist/primitives.js.map +1 -1
  95. package/dist/primitives.mjs +1 -1
  96. package/dist/primitives.mjs.map +1 -1
  97. package/dist/router.d.cts +3 -3
  98. package/dist/router.d.ts +3 -3
  99. package/dist/router.js +1 -1
  100. package/dist/router.mjs +1 -1
  101. package/dist/server.js +1 -1
  102. package/dist/server.js.map +1 -1
  103. package/dist/server.mjs +1 -1
  104. package/dist/server.mjs.map +1 -1
  105. package/dist/state-DitsMyev.d.cts +96 -0
  106. package/dist/state-DitsMyev.d.ts +96 -0
  107. package/dist/state-S3TSPDMB.js +2 -0
  108. package/dist/state-S3TSPDMB.js.map +1 -0
  109. package/dist/state-SUVOJZYY.mjs +2 -0
  110. package/dist/state-SUVOJZYY.mjs.map +1 -0
  111. package/dist/test-exports.d.cts +37 -7
  112. package/dist/test-exports.d.ts +37 -7
  113. package/dist/test-exports.js +1 -1
  114. package/dist/test-exports.mjs +1 -1
  115. package/package.json +1 -1
  116. package/dist/chunk-3BQXIHYI.mjs +0 -3
  117. package/dist/chunk-3BQXIHYI.mjs.map +0 -1
  118. package/dist/chunk-5236IK5I.js +0 -2
  119. package/dist/chunk-5236IK5I.js.map +0 -1
  120. package/dist/chunk-AJT35P3Z.js +0 -3
  121. package/dist/chunk-AJT35P3Z.js.map +0 -1
  122. package/dist/chunk-AYQMU7XC.js +0 -3
  123. package/dist/chunk-AYQMU7XC.js.map +0 -1
  124. package/dist/chunk-B7VP6HBY.mjs +0 -2
  125. package/dist/chunk-B7VP6HBY.mjs.map +0 -1
  126. package/dist/chunk-FOPCQGWG.mjs +0 -3
  127. package/dist/chunk-FOPCQGWG.mjs.map +0 -1
  128. package/dist/chunk-HLPVL6EK.mjs +0 -2
  129. package/dist/chunk-KJPIJNFH.mjs +0 -2
  130. package/dist/chunk-KJPIJNFH.mjs.map +0 -1
  131. package/dist/chunk-PVPY55Z7.mjs +0 -2
  132. package/dist/chunk-Q7WT5IIF.mjs +0 -3
  133. package/dist/chunk-Q7WT5IIF.mjs.map +0 -1
  134. package/dist/chunk-REM6WIZS.mjs +0 -2
  135. package/dist/chunk-REM6WIZS.mjs.map +0 -1
  136. package/dist/chunk-RSI6RYJ7.js +0 -2
  137. package/dist/chunk-RSI6RYJ7.js.map +0 -1
  138. package/dist/chunk-WOHSSPKD.js +0 -2
  139. package/dist/chunk-WOHSSPKD.js.map +0 -1
  140. package/dist/chunk-XKPRCSXK.js +0 -3
  141. package/dist/chunk-XKPRCSXK.js.map +0 -1
  142. package/dist/effect-3LUCHSAZ.mjs +0 -2
  143. package/dist/effect-K45UU3N4.js +0 -2
  144. package/dist/signal-2QUI7H7B.js +0 -2
  145. package/dist/signal-2QUI7H7B.js.map +0 -1
  146. package/dist/signal-C6936A3J.d.cts +0 -175
  147. package/dist/signal-C6936A3J.d.ts +0 -175
  148. package/dist/signal-L3ZWGOVT.mjs +0 -2
  149. package/dist/signal-L3ZWGOVT.mjs.map +0 -1
package/dist/dom.mjs CHANGED
@@ -1,2 +1,2 @@
1
- export{a as DOMRenderer,i as Portal,f as createReactiveRoot,h as createRoot,b as domRenderer,e as mountReactive,g as render}from'./chunk-FOPCQGWG.mjs';import'./chunk-HLPVL6EK.mjs';import'./chunk-REM6WIZS.mjs';export{b as Fragment,a as f}from'./chunk-WVEJT7HD.mjs';import'./chunk-KNF5ERPK.mjs';import {f}from'./chunk-B7VP6HBY.mjs';import {k}from'./chunk-Q7WT5IIF.mjs';var C={viewBox:"viewBox",preserveAspectRatio:"preserveAspectRatio",strokeWidth:"stroke-width",strokeLinecap:"stroke-linecap",strokeLinejoin:"stroke-linejoin",strokeDasharray:"stroke-dasharray",strokeDashoffset:"stroke-dashoffset",fillOpacity:"fill-opacity",strokeOpacity:"stroke-opacity",stopColor:"stop-color",stopOpacity:"stop-opacity",clipPath:"clip-path",markerEnd:"marker-end",markerStart:"marker-start",markerMid:"marker-mid"};function M(t,e,a={}){let{onMismatch:r,recoverMismatch:n=false}=a,i=(s,l,p)=>{r?r(s,l,p):typeof __DEV__<"u"&&__DEV__&&console.warn(`[Flexium Hydration] ${s}`);};c(t,e.firstChild,{handleMismatch:i,recoverMismatch:n});}function c(t,e,a){if(t==null||t===false)return e;if(!e)return a.handleMismatch("No DOM node found for vnode",e,t),null;if(typeof t=="string"||typeof t=="number")if(e.nodeType===Node.TEXT_NODE){let r=String(t);return e.textContent!==r&&(a.handleMismatch(`Text mismatch: "${e.textContent}" vs "${r}"`,e,t),e.textContent=r),e.nextSibling}else return a.handleMismatch(`Expected text node, got ${e.nodeType}`,e,t),e.nextSibling;if(f(t)&&e.nodeType===Node.TEXT_NODE)return k(()=>{e.textContent=String(t.value);}),e.nextSibling;if(typeof t=="function")return k(()=>{let r=t();e.nodeType===Node.TEXT_NODE&&(e.textContent=String(r));}),e.nextSibling;if(typeof t.type=="function"){let r=t.type({...t.props,children:t.children});return c(r,e,a)}if(t.type==="fragment"||t.type===null){let r=e,n=t.children||[];for(let i of n)r=c(i,r,a);return r}if(typeof t.type=="string"){if(e.nodeType!==Node.ELEMENT_NODE)return a.handleMismatch(`Expected element node, got ${e.nodeType}`,e,t),e.nextSibling;let r=e,n=r.tagName.toLowerCase();if(n!==t.type.toLowerCase())return a.handleMismatch(`Tag mismatch: "${n}" vs "${t.type}"`,e,t),e.nextSibling;t.props&&b(r,t.props,a);let i=r.firstChild;if(t.children){let s=Array.isArray(t.children)?t.children.flat():[t.children];for(let l of s)l==null||l===false||(i=c(l,i,a));}return r.nextSibling}return e?.nextSibling||null}function b(t,e,a){for(let r in e){let n=e[r];if(r==="children"||r==="key"||r==="ref"){r==="ref"&&typeof n=="function"&&n(t);continue}if(r.startsWith("on")){let i=r.slice(2).toLowerCase();t.addEventListener(i,n);continue}if(f(n)){let i=r==="className"?"class":r;k(()=>{if(i==="class")t.setAttribute("class",String(n.value));else if(i==="style"&&typeof n.value=="object")Object.assign(t.style,n.value);else {let s=C[i]||i;i in t&&!(t instanceof SVGElement)?t[i]=n.value:t.setAttribute(s,String(n.value));}});continue}if(typeof __DEV__<"u"&&__DEV__&&(r==="className"||r==="class")){let i=t.getAttribute("class")||"";i!==n&&a.handleMismatch(`Class mismatch on <${t.tagName.toLowerCase()}>: "${i}" vs "${n}"`,t,e);}}}export{M as hydrate};//# sourceMappingURL=dom.mjs.map
1
+ export{a as DOMRenderer,i as Portal,f as createReactiveRoot,h as createRoot,b as domRenderer,e as mountReactive,g as render}from'./chunk-E5WYPGCV.mjs';import'./chunk-OPAAGNBO.mjs';import {g}from'./chunk-2L2QFYBL.mjs';import'./chunk-FDMJHFN7.mjs';export{b as Fragment,a as f}from'./chunk-WVEJT7HD.mjs';import'./chunk-KNF5ERPK.mjs';import {c as c$1}from'./chunk-HB5VPQTB.mjs';import'./chunk-ECYYIQEX.mjs';var C={viewBox:"viewBox",preserveAspectRatio:"preserveAspectRatio",strokeWidth:"stroke-width",strokeLinecap:"stroke-linecap",strokeLinejoin:"stroke-linejoin",strokeDasharray:"stroke-dasharray",strokeDashoffset:"stroke-dashoffset",fillOpacity:"fill-opacity",strokeOpacity:"stroke-opacity",stopColor:"stop-color",stopOpacity:"stop-opacity",clipPath:"clip-path",markerEnd:"marker-end",markerStart:"marker-start",markerMid:"marker-mid"};function M(t,e,s={}){let{onMismatch:n,recoverMismatch:i=false}=s,r=(a,o,p)=>{n?n(a,o,p):typeof __DEV__<"u"&&__DEV__&&console.warn(`[Flexium Hydration] ${a}`);};c(t,e.firstChild,{handleMismatch:r,recoverMismatch:i});}function c(t,e,s){if(t==null||t===false)return e;if(!e)return s.handleMismatch("No DOM node found for vnode",e,t),null;if(typeof t=="string"||typeof t=="number")if(e.nodeType===Node.TEXT_NODE){let n=String(t);return e.textContent!==n&&(s.handleMismatch(`Text mismatch: "${e.textContent}" vs "${n}"`,e,t),e.textContent=n),e.nextSibling}else return s.handleMismatch(`Expected text node, got ${e.nodeType}`,e,t),e.nextSibling;if(g(t)&&e.nodeType===Node.TEXT_NODE)return c$1(()=>{e.textContent=String(t());}),e.nextSibling;if(typeof t=="function")return c$1(()=>{let n=t();e.nodeType===Node.TEXT_NODE&&(e.textContent=String(n));}),e.nextSibling;if(typeof t.type=="function"){let n=t.type({...t.props,children:t.children});return c(n,e,s)}if(t.type==="fragment"||t.type===null){let n=e,i=t.children||[];for(let r of i)n=c(r,n,s);return n}if(typeof t.type=="string"){if(e.nodeType!==Node.ELEMENT_NODE)return s.handleMismatch(`Expected element node, got ${e.nodeType}`,e,t),e.nextSibling;let n=e,i=n.tagName.toLowerCase();if(i!==t.type.toLowerCase())return s.handleMismatch(`Tag mismatch: "${i}" vs "${t.type}"`,e,t),e.nextSibling;t.props&&b(n,t.props,s);let r=n.firstChild;if(t.children){let a=Array.isArray(t.children)?t.children.flat():[t.children];for(let o of a)o==null||o===false||(r=c(o,r,s));}return n.nextSibling}return e?.nextSibling||null}function b(t,e,s){for(let n in e){let i=e[n];if(n==="children"||n==="key"||n==="ref"){n==="ref"&&typeof i=="function"&&i(t);continue}if(n.startsWith("on")){let r=n.slice(2).toLowerCase();t.addEventListener(r,i);continue}if(g(i)){let r=n==="className"?"class":n;c$1(()=>{let a=i();if(r==="class")t.setAttribute("class",String(a));else if(r==="style"&&typeof a=="object")Object.assign(t.style,a);else {let o=C[r]||r;r in t&&!(t instanceof SVGElement)?t[r]=a:t.setAttribute(o,String(a));}});continue}if(typeof __DEV__<"u"&&__DEV__&&(n==="className"||n==="class")){let r=t.getAttribute("class")||"";r!==i&&s.handleMismatch(`Class mismatch on <${t.tagName.toLowerCase()}>: "${r}" vs "${i}"`,t,e);}}}export{M as hydrate};//# sourceMappingURL=dom.mjs.map
2
2
  //# sourceMappingURL=dom.mjs.map
package/dist/dom.mjs.map CHANGED
@@ -1 +1 @@
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recover from mismatches by re-rendering */\n recoverMismatch?: boolean\n}\n\n/**\n * Hydrate server-rendered HTML with client-side interactivity\n *\n * This function walks the existing DOM tree and attaches event handlers,\n * sets up signal bindings, and validates that the DOM matches the expected vnode structure.\n *\n * @param vnode - Virtual node to hydrate against\n * @param container - Container element with server-rendered HTML\n * @param options - Hydration options\n *\n * @example\n * ```tsx\n * // Server rendered HTML in #app\n * hydrate(<App />, document.getElementById('app'));\n * ```\n */\nexport function hydrate(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n vnode: any,\n container: Element,\n options: HydrateOptions = {}\n) {\n const { onMismatch, recoverMismatch = false } = options\n\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n const handleMismatch = (message: string, domNode: Node | null, vn: any) => {\n if (onMismatch) {\n onMismatch(message, domNode, vn)\n } else if (typeof __DEV__ !== 'undefined' ? __DEV__ : false) {\n console.warn(`[Flexium Hydration] ${message}`)\n }\n }\n\n hydrateNode(vnode, container.firstChild as Node, {\n handleMismatch,\n recoverMismatch,\n })\n}\n\ninterface HydrateContext {\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n handleMismatch: (message: string, domNode: Node | null, vnode: any) => void\n recoverMismatch: boolean\n}\n\nfunction hydrateNode(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n vnode: any,\n domNode: Node | null,\n ctx: HydrateContext\n): Node | null {\n if (vnode === null || vnode === undefined || vnode === false) {\n return domNode\n }\n\n if (!domNode) {\n ctx.handleMismatch('No DOM node found for vnode', domNode, vnode)\n return null\n }\n\n // Handle text/number primitives\n if (typeof vnode === 'string' || typeof vnode === 'number') {\n if (domNode.nodeType === Node.TEXT_NODE) {\n const text = String(vnode)\n if 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vnode.children })\n return hydrateNode(result, domNode, ctx)\n }\n\n // Handle fragments\n if (vnode.type === 'fragment' || vnode.type === null) {\n let currentNode: Node | null = domNode\n const children = vnode.children || []\n for (const child of children) {\n currentNode = hydrateNode(child, currentNode, ctx)\n }\n return currentNode\n }\n\n // Handle element vnodes\n if (typeof vnode.type === 'string') {\n if (domNode.nodeType !== Node.ELEMENT_NODE) {\n ctx.handleMismatch(\n `Expected element node, got ${domNode.nodeType}`,\n domNode,\n vnode\n )\n return domNode.nextSibling\n }\n\n const el = domNode as Element\n const tagName = el.tagName.toLowerCase()\n\n if (tagName !== vnode.type.toLowerCase()) {\n ctx.handleMismatch(\n `Tag mismatch: \"${tagName}\" vs \"${vnode.type}\"`,\n domNode,\n vnode\n )\n return domNode.nextSibling\n }\n\n // Hydrate props\n if (vnode.props) {\n hydrateProps(el, vnode.props, ctx)\n }\n\n // Hydrate children\n let childDom = el.firstChild\n if (vnode.children) {\n const children = Array.isArray(vnode.children)\n ? vnode.children.flat()\n : [vnode.children]\n for (const child of children) {\n if (child === null || child === undefined || child === false) continue\n childDom = hydrateNode(child, childDom, ctx) as ChildNode | null\n }\n }\n\n return el.nextSibling\n }\n\n return domNode?.nextSibling || null\n}\n\n/**\n * Hydrate element props - attach events, set up reactive bindings\n */\nfunction hydrateProps(\n el: Element,\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n props: Record<string, any>,\n ctx: HydrateContext\n): void {\n for (const key in props) {\n const value = props[key]\n\n if (key === 'children' || key === 'key' || key === 'ref') {\n // Handle ref callback\n if (key === 'ref' && typeof value === 'function') {\n value(el)\n }\n continue\n }\n\n // Event handlers\n if (key.startsWith('on')) {\n const eventName = key.slice(2).toLowerCase()\n el.addEventListener(eventName, value)\n continue\n }\n\n // Reactive props (signals)\n if (isSignal(value)) {\n const propName = key === 'className' ? 'class' : key\n effect(() => {\n if (propName === 'class') {\n el.setAttribute('class', String(value.value))\n } else if (propName === 'style' && typeof value.value === 'object') {\n Object.assign((el as HTMLElement).style, value.value)\n } else {\n // Handle SVG attributes\n const attrName = SVG_ATTR_MAP[propName] || propName\n\n if (propName in el && !(el instanceof SVGElement)) {\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n ; (el as any)[propName] = value.value\n } else {\n el.setAttribute(attrName, String(value.value))\n }\n }\n })\n continue\n }\n\n // Validate static props match (in development)\n if (typeof __DEV__ !== 'undefined' ? __DEV__ : false) {\n if (key === 'className' || key === 'class') {\n const domClass = el.getAttribute('class') || ''\n if (domClass !== value) {\n ctx.handleMismatch(\n `Class mismatch on <${el.tagName.toLowerCase()}>: \"${domClass}\" vs \"${value}\"`,\n el,\n props\n )\n }\n }\n }\n }\n}\n\n// Declare global __DEV__ for development mode detection\ndeclare global {\n const __DEV__: boolean | undefined\n}\n"]}
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recover from mismatches by re-rendering */\n recoverMismatch?: boolean\n}\n\n/**\n * Hydrate server-rendered HTML with client-side interactivity\n *\n * This function walks the existing DOM tree and attaches event handlers,\n * sets up signal bindings, and validates that the DOM matches the expected vnode structure.\n *\n * @param vnode - Virtual node to hydrate against\n * @param container - Container element with server-rendered HTML\n * @param options - Hydration options\n *\n * @example\n * ```tsx\n * // Server rendered HTML in #app\n * hydrate(<App />, document.getElementById('app'));\n * ```\n */\nexport function hydrate(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n vnode: any,\n container: Element,\n options: HydrateOptions = {}\n) {\n const { onMismatch, recoverMismatch = false } = options\n\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n const handleMismatch = (message: string, domNode: Node | null, vn: any) => {\n if (onMismatch) {\n onMismatch(message, domNode, vn)\n } else if (typeof __DEV__ !== 'undefined' ? __DEV__ : false) {\n console.warn(`[Flexium Hydration] ${message}`)\n }\n }\n\n hydrateNode(vnode, container.firstChild as Node, {\n handleMismatch,\n recoverMismatch,\n })\n}\n\ninterface HydrateContext {\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n handleMismatch: (message: string, domNode: Node | null, vnode: any) => void\n recoverMismatch: boolean\n}\n\nfunction hydrateNode(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n vnode: any,\n domNode: Node | null,\n ctx: HydrateContext\n): Node | null {\n if (vnode === null || vnode === undefined || vnode === false) {\n return domNode\n }\n\n if (!domNode) {\n ctx.handleMismatch('No DOM node found for vnode', domNode, vnode)\n return null\n }\n\n // Handle text/number primitives\n if (typeof vnode === 'string' || typeof vnode === 'number') {\n if (domNode.nodeType === Node.TEXT_NODE) {\n const text = String(vnode)\n if (domNode.textContent !== text) {\n ctx.handleMismatch(\n `Text mismatch: \"${domNode.textContent}\" vs \"${text}\"`,\n domNode,\n vnode\n )\n domNode.textContent = text\n }\n return domNode.nextSibling\n } else {\n ctx.handleMismatch(\n `Expected text node, got ${domNode.nodeType}`,\n domNode,\n vnode\n )\n return domNode.nextSibling\n }\n }\n\n // Handle signals - create reactive binding\n if (isSignal(vnode)) {\n if (domNode.nodeType === Node.TEXT_NODE) {\n effect(() => {\n domNode.textContent = String((vnode as any)())\n })\n return domNode.nextSibling\n }\n }\n\n // Handle computed values\n if (typeof vnode === 'function') {\n // Create reactive binding for computed/derived values\n effect(() => {\n const value = vnode()\n if (domNode.nodeType === Node.TEXT_NODE) {\n domNode.textContent = String(value)\n }\n })\n return domNode.nextSibling\n }\n\n // Handle function components\n if (typeof vnode.type === 'function') {\n const result = vnode.type({ ...vnode.props, children: vnode.children })\n return hydrateNode(result, domNode, ctx)\n }\n\n // Handle fragments\n if (vnode.type === 'fragment' || vnode.type === null) {\n let currentNode: Node | null = domNode\n const children = vnode.children || []\n for (const child of children) {\n currentNode = hydrateNode(child, currentNode, ctx)\n }\n return currentNode\n }\n\n // Handle element vnodes\n if (typeof vnode.type === 'string') {\n if (domNode.nodeType !== Node.ELEMENT_NODE) {\n ctx.handleMismatch(\n `Expected element node, got ${domNode.nodeType}`,\n domNode,\n vnode\n )\n return domNode.nextSibling\n }\n\n const el = domNode as Element\n const tagName = el.tagName.toLowerCase()\n\n if (tagName !== vnode.type.toLowerCase()) {\n ctx.handleMismatch(\n `Tag mismatch: \"${tagName}\" vs \"${vnode.type}\"`,\n domNode,\n vnode\n )\n return domNode.nextSibling\n }\n\n // Hydrate props\n if (vnode.props) {\n hydrateProps(el, vnode.props, ctx)\n }\n\n // Hydrate children\n let childDom = el.firstChild\n if (vnode.children) {\n const children = Array.isArray(vnode.children)\n ? vnode.children.flat()\n : [vnode.children]\n for (const child of children) {\n if (child === null || child === undefined || child === false) continue\n childDom = hydrateNode(child, childDom, ctx) as ChildNode | null\n }\n }\n\n return el.nextSibling\n }\n\n return domNode?.nextSibling || null\n}\n\n/**\n * Hydrate element props - attach events, set up reactive bindings\n */\nfunction hydrateProps(\n el: Element,\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n props: Record<string, any>,\n ctx: HydrateContext\n): void {\n for (const key in props) {\n const value = props[key]\n\n if (key === 'children' || key === 'key' || key === 'ref') {\n // Handle ref callback\n if (key === 'ref' && typeof value === 'function') {\n value(el)\n }\n continue\n }\n\n // Event handlers\n if (key.startsWith('on')) {\n const eventName = key.slice(2).toLowerCase()\n el.addEventListener(eventName, value)\n continue\n }\n\n // Reactive props (signals)\n if (isSignal(value)) {\n const propName = key === 'className' ? 'class' : key\n effect(() => {\n const val = (value as any)()\n if (propName === 'class') {\n el.setAttribute('class', String(val))\n } else if (propName === 'style' && typeof val === 'object') {\n Object.assign((el as HTMLElement).style, val)\n } else {\n // Handle SVG attributes\n const attrName = SVG_ATTR_MAP[propName] || propName\n\n if (propName in el && !(el instanceof SVGElement)) {\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n ; (el as any)[propName] = val\n } else {\n el.setAttribute(attrName, String(val))\n }\n }\n })\n continue\n }\n\n // Validate static props match (in development)\n if (typeof __DEV__ !== 'undefined' ? __DEV__ : false) {\n if (key === 'className' || key === 'class') {\n const domClass = el.getAttribute('class') || ''\n if (domClass !== value) {\n ctx.handleMismatch(\n `Class mismatch on <${el.tagName.toLowerCase()}>: \"${domClass}\" vs \"${value}\"`,\n el,\n props\n )\n }\n }\n }\n }\n}\n\n// Declare global __DEV__ for development mode detection\ndeclare global {\n const __DEV__: boolean | undefined\n}\n"]}
@@ -0,0 +1,2 @@
1
+ 'use strict';var chunkWWEWRI6S_js=require('./chunk-WWEWRI6S.js');require('./chunk-GYDP6MFV.js');Object.defineProperty(exports,"EffectNode",{enumerable:true,get:function(){return chunkWWEWRI6S_js.b}});Object.defineProperty(exports,"effect",{enumerable:true,get:function(){return chunkWWEWRI6S_js.c}});Object.defineProperty(exports,"onCleanup",{enumerable:true,get:function(){return chunkWWEWRI6S_js.d}});//# sourceMappingURL=effect-554ONNZR.js.map
2
+ //# sourceMappingURL=effect-554ONNZR.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":[],"names":[],"mappings":"","file":"effect-K45UU3N4.js"}
1
+ {"version":3,"sources":[],"names":[],"mappings":"","file":"effect-554ONNZR.js"}
@@ -0,0 +1,2 @@
1
+ export{b as EffectNode,c as effect,d as onCleanup}from'./chunk-HB5VPQTB.mjs';import'./chunk-ECYYIQEX.mjs';//# sourceMappingURL=effect-T2GVIS3T.mjs.map
2
+ //# sourceMappingURL=effect-T2GVIS3T.mjs.map
@@ -1 +1 @@
1
- {"version":3,"sources":[],"names":[],"mappings":"","file":"effect-3LUCHSAZ.mjs"}
1
+ {"version":3,"sources":[],"names":[],"mappings":"","file":"effect-T2GVIS3T.mjs"}
package/dist/index.d.cts CHANGED
@@ -21,6 +21,6 @@
21
21
  * import { Router, Route, Link } from 'flexium/router'
22
22
  * ```
23
23
  */
24
- declare const VERSION = "0.10.3";
24
+ declare const VERSION = "0.10.6";
25
25
 
26
26
  export { VERSION };
package/dist/index.d.ts CHANGED
@@ -21,6 +21,6 @@
21
21
  * import { Router, Route, Link } from 'flexium/router'
22
22
  * ```
23
23
  */
24
- declare const VERSION = "0.10.3";
24
+ declare const VERSION = "0.10.6";
25
25
 
26
26
  export { VERSION };
package/dist/index.js CHANGED
@@ -1,2 +1,2 @@
1
- 'use strict';var o="0.10.3";exports.VERSION=o;//# sourceMappingURL=index.js.map
1
+ 'use strict';var o="0.10.6";exports.VERSION=o;//# sourceMappingURL=index.js.map
2
2
  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts"],"names":["VERSION"],"mappings":"aAwBO,IAAMA,CAAAA,CAAU","file":"index.js","sourcesContent":["/**\n * Flexium - Next-generation UI/UX library\n *\n * Please use explicit imports from submodules:\n *\n * @example\n * ```tsx\n * // Core reactivity\n * import { state, effect } from 'flexium/core'\n *\n * // DOM rendering\n * import { render, createRoot, Portal } from 'flexium/dom'\n *\n * // Canvas rendering\n * import { Canvas, Rect, Circle } from 'flexium/canvas'\n *\n * // Cross-platform primitives\n * import { Row, Column, Text } from 'flexium/primitives'\n *\n * // Router\n * import { Router, Route, Link } from 'flexium/router'\n * ```\n */\n\nexport const VERSION = '0.10.3'\n\n// Intentionally empty - use explicit submodule imports\n// flexium/core, flexium/dom, flexium/canvas, flexium/primitives, flexium/router\n"]}
1
+ {"version":3,"sources":["../src/index.ts"],"names":["VERSION"],"mappings":"aAwBO,IAAMA,CAAAA,CAAU","file":"index.js","sourcesContent":["/**\n * Flexium - Next-generation UI/UX library\n *\n * Please use explicit imports from submodules:\n *\n * @example\n * ```tsx\n * // Core reactivity\n * import { state, effect } from 'flexium/core'\n *\n * // DOM rendering\n * import { render, createRoot, Portal } from 'flexium/dom'\n *\n * // Canvas rendering\n * import { Canvas, Rect, Circle } from 'flexium/canvas'\n *\n * // Cross-platform primitives\n * import { Row, Column, Text } from 'flexium/primitives'\n *\n * // Router\n * import { Router, Route, Link } from 'flexium/router'\n * ```\n */\n\nexport const VERSION = '0.10.6'\n\n// Intentionally empty - use explicit submodule imports\n// flexium/core, flexium/dom, flexium/canvas, flexium/primitives, flexium/router\n"]}
package/dist/index.mjs CHANGED
@@ -1,2 +1,2 @@
1
- var o="0.10.3";export{o as VERSION};//# sourceMappingURL=index.mjs.map
1
+ var o="0.10.6";export{o as VERSION};//# sourceMappingURL=index.mjs.map
2
2
  //# sourceMappingURL=index.mjs.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts"],"names":["VERSION"],"mappings":"AAwBO,IAAMA,CAAAA,CAAU","file":"index.mjs","sourcesContent":["/**\n * Flexium - Next-generation UI/UX library\n *\n * Please use explicit imports from submodules:\n *\n * @example\n * ```tsx\n * // Core reactivity\n * import { state, effect } from 'flexium/core'\n *\n * // DOM rendering\n * import { render, createRoot, Portal } from 'flexium/dom'\n *\n * // Canvas rendering\n * import { Canvas, Rect, Circle } from 'flexium/canvas'\n *\n * // Cross-platform primitives\n * import { Row, Column, Text } from 'flexium/primitives'\n *\n * // Router\n * import { Router, Route, Link } from 'flexium/router'\n * ```\n */\n\nexport const VERSION = '0.10.3'\n\n// Intentionally empty - use explicit submodule imports\n// flexium/core, flexium/dom, flexium/canvas, flexium/primitives, flexium/router\n"]}
1
+ {"version":3,"sources":["../src/index.ts"],"names":["VERSION"],"mappings":"AAwBO,IAAMA,CAAAA,CAAU","file":"index.mjs","sourcesContent":["/**\n * Flexium - Next-generation UI/UX library\n *\n * Please use explicit imports from submodules:\n *\n * @example\n * ```tsx\n * // Core reactivity\n * import { state, effect } from 'flexium/core'\n *\n * // DOM rendering\n * import { render, createRoot, Portal } from 'flexium/dom'\n *\n * // Canvas rendering\n * import { Canvas, Rect, Circle } from 'flexium/canvas'\n *\n * // Cross-platform primitives\n * import { Row, Column, Text } from 'flexium/primitives'\n *\n * // Router\n * import { Router, Route, Link } from 'flexium/router'\n * ```\n */\n\nexport const VERSION = '0.10.6'\n\n// Intentionally empty - use explicit submodule imports\n// flexium/core, flexium/dom, flexium/canvas, flexium/primitives, flexium/router\n"]}
@@ -1,4 +1,4 @@
1
- import { S as SignalNode } from './signal-C6936A3J.cjs';
1
+ import { S as StateValue } from './state-DitsMyev.cjs';
2
2
 
3
3
  /**
4
4
  * Loop - Core animation/game loop implementation with delta time and fixed timestep
@@ -50,7 +50,7 @@ interface KeyboardState {
50
50
  * Reactive set of all currently pressed keys
51
51
  * @deprecated Use isPressed() or getPressed() instead for better performance
52
52
  */
53
- keys: SignalNode<Set<string>>;
53
+ keys: StateValue<Set<string>>;
54
54
  /** Clear all state at end of frame */
55
55
  clearFrameState(): void;
56
56
  /** Remove event listeners */
@@ -116,9 +116,9 @@ interface Vec2 {
116
116
  }
117
117
  interface MouseState {
118
118
  /** Current mouse position relative to target */
119
- readonly position: SignalNode<Vec2>;
119
+ readonly position: StateValue<Vec2>;
120
120
  /** Mouse position delta since last frame */
121
- readonly delta: SignalNode<Vec2>;
121
+ readonly delta: StateValue<Vec2>;
122
122
  /** Check if a mouse button is pressed (0=left, 1=middle, 2=right) */
123
123
  isPressed(button: number): boolean;
124
124
  /** Check if left mouse button is pressed */
@@ -128,7 +128,7 @@ interface MouseState {
128
128
  /** Check if middle mouse button is pressed */
129
129
  isMiddlePressed(): boolean;
130
130
  /** Wheel delta (positive = scroll down) */
131
- readonly wheelDelta: SignalNode<number>;
131
+ readonly wheelDelta: StateValue<number>;
132
132
  /** Clear frame state (call at end of frame) */
133
133
  clearFrameState(): void;
134
134
  /** Cleanup event listeners */
@@ -1,4 +1,4 @@
1
- import { S as SignalNode } from './signal-C6936A3J.js';
1
+ import { S as StateValue } from './state-DitsMyev.js';
2
2
 
3
3
  /**
4
4
  * Loop - Core animation/game loop implementation with delta time and fixed timestep
@@ -50,7 +50,7 @@ interface KeyboardState {
50
50
  * Reactive set of all currently pressed keys
51
51
  * @deprecated Use isPressed() or getPressed() instead for better performance
52
52
  */
53
- keys: SignalNode<Set<string>>;
53
+ keys: StateValue<Set<string>>;
54
54
  /** Clear all state at end of frame */
55
55
  clearFrameState(): void;
56
56
  /** Remove event listeners */
@@ -116,9 +116,9 @@ interface Vec2 {
116
116
  }
117
117
  interface MouseState {
118
118
  /** Current mouse position relative to target */
119
- readonly position: SignalNode<Vec2>;
119
+ readonly position: StateValue<Vec2>;
120
120
  /** Mouse position delta since last frame */
121
- readonly delta: SignalNode<Vec2>;
121
+ readonly delta: StateValue<Vec2>;
122
122
  /** Check if a mouse button is pressed (0=left, 1=middle, 2=right) */
123
123
  isPressed(button: number): boolean;
124
124
  /** Check if left mouse button is pressed */
@@ -128,7 +128,7 @@ interface MouseState {
128
128
  /** Check if middle mouse button is pressed */
129
129
  isMiddlePressed(): boolean;
130
130
  /** Wheel delta (positive = scroll down) */
131
- readonly wheelDelta: SignalNode<number>;
131
+ readonly wheelDelta: StateValue<number>;
132
132
  /** Clear frame state (call at end of frame) */
133
133
  clearFrameState(): void;
134
134
  /** Cleanup event listeners */
@@ -1,2 +1,2 @@
1
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* Loop - Core animation/game loop implementation with delta time and fixed timestep\n */\n\nexport interface LoopOptions {\n /** Target FPS for fixed update (default: 60) */\n fixedFps?: number\n /** Called every frame with delta time in seconds */\n onUpdate?: (delta: number) => void\n /** Called at fixed intervals (for physics) */\n onFixedUpdate?: (fixedDelta: number) => void\n /** Called every frame for rendering */\n onRender?: (alpha: number) => void\n}\n\nexport interface Loop {\n /** Start the loop */\n start(): void\n /** Stop the loop */\n stop(): void\n /** Check if loop is running */\n isRunning(): boolean\n /** Get current FPS */\n getFps(): number\n}\n\n/**\n * Create an animation loop with delta time and optional fixed timestep\n */\nexport function createLoop(options: LoopOptions = {}): Loop {\n const { fixedFps = 60, onUpdate, onFixedUpdate, onRender } = options\n\n const fixedDelta = 1 / fixedFps\n let running = false\n let rafId: number | undefined\n let lastTime = 0\n let accumulator = 0\n let fps = 0\n let frameCount = 0\n let fpsTime = 0\n let isFirstFrame = true\n\n function loop(currentTime: number): void {\n if (!running) return\n\n rafId = requestAnimationFrame(loop)\n\n // Convert to seconds\n const time = currentTime / 1000\n\n // Initialize lastTime on first frame and skip processing\n if (isFirstFrame) {\n lastTime = time\n isFirstFrame = false\n return\n }\n\n const delta = Math.min(time - lastTime, 0.25) // Cap at 250ms\n lastTime = time\n\n // FPS counter\n frameCount++\n fpsTime += delta\n if (fpsTime >= 1) {\n fps = frameCount\n frameCount = 0\n fpsTime -= 1\n }\n\n // Variable update\n if (onUpdate) {\n onUpdate(delta)\n }\n\n // Fixed update (for physics)\n if (onFixedUpdate) {\n accumulator += delta\n\n while (accumulator >= fixedDelta) {\n onFixedUpdate(fixedDelta)\n accumulator -= fixedDelta\n }\n }\n\n // Render with interpolation alpha\n if (onRender) {\n const alpha = onFixedUpdate ? accumulator / fixedDelta : 1\n onRender(alpha)\n }\n }\n\n return {\n start() {\n if (running) return\n running = true\n isFirstFrame = true\n accumulator = 0\n rafId = requestAnimationFrame(loop)\n },\n\n stop() {\n running = false\n if (rafId !== undefined) {\n cancelAnimationFrame(rafId)\n rafId = undefined\n }\n },\n\n isRunning() {\n return running\n },\n\n getFps() {\n return fps\n },\n }\n}\n","/**\n * keyboard - Reactive keyboard input handler\n *\n * Creates a keyboard input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { SignalNode, type Signal } from '../core/signal'\n\nexport interface KeyboardState {\n /** Check if a key is currently pressed */\n isPressed(key: string): boolean\n /** Check if a key was pressed in the current frame */\n isJustPressed(key: string): boolean\n /** Check if a key was released in the current frame */\n isJustReleased(key: string): boolean\n /** Get all currently pressed keys */\n getPressed(): string[]\n /** Get all currently pressed keys (alias) */\n getPressedKeys(): string[]\n /** \n * Reactive set of all currently pressed keys\n * @deprecated Use isPressed() or getPressed() instead for better performance\n */\n keys: SignalNode<Set<string>>\n\n /** Clear all state at end of frame */\n clearFrameState(): void\n /** Remove event listeners */\n dispose(): void\n}\n\n/**\n * Create a keyboard input handler with reactive state\n *\n * @example\n * ```tsx\n * const kb = keyboard()\n *\n * effect(() => {\n * if (kb.isPressed(Keys.ArrowUp)) {\n * player.y -= speed\n * }\n * })\n * ```\n */\nexport function keyboard(target: EventTarget = window): KeyboardState {\n // Map of key code -> pressed signal\n const keys = new Map<string, SignalNode<boolean>>()\n const anyKeyPressed = new SignalNode(false)\n const justPressed = new Set<string>()\n const justReleased = new Set<string>()\n\n function normalizeKey(key: string): string {\n return key.toLowerCase()\n }\n\n function getKeySignal(code: string): SignalNode<boolean> {\n let s = keys.get(code)\n if (!s) {\n s = new SignalNode(false)\n keys.set(code, s)\n }\n return s\n }\n\n // Cleanup original handlers if they exist or just overwrite?\n // Previous replace might have mixed things.\n // Re-implement handlers fully.\n\n function handleKeyDown(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const s = getKeySignal(key)\n if (!s.get()) {\n s.set(true)\n justPressed.add(key)\n anyKeyPressed.set(true)\n }\n }\n\n function handleKeyUp(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const s = getKeySignal(key)\n if (s.get()) {\n s.set(false)\n justReleased.add(key)\n // Re-check any key\n let any = false\n for (const sig of keys.values()) {\n if (sig.get()) {\n any = true\n break\n }\n }\n anyKeyPressed.set(any)\n }\n }\n\n function handleBlur(): void {\n // Clear all keys when window loses focus\n for (const s of keys.values()) {\n s.set(false)\n }\n anyKeyPressed.set(false)\n justPressed.clear()\n justReleased.clear()\n }\n\n // Attach listeners\n target.addEventListener('keydown', handleKeyDown as EventListener)\n target.addEventListener('keyup', handleKeyUp as EventListener)\n window.addEventListener('blur', handleBlur)\n\n return {\n isPressed(key: string) {\n const s = keys.get(normalizeKey(key))\n return s ? s.get() : false\n },\n\n isJustPressed(key: string) {\n return justPressed.has(normalizeKey(key))\n },\n\n isJustReleased(key: string) {\n return justReleased.has(normalizeKey(key))\n },\n\n getPressedKeys(): string[] {\n const pressed: string[] = []\n for (const [key, signal] of keys.entries()) {\n if (signal.get()) {\n pressed.push(key)\n }\n }\n return pressed\n },\n\n getPressed(): string[] {\n return this.getPressedKeys()\n },\n\n get keys() {\n // This getter returns the Map of SignalNodes, not a Signal<Set<string>> directly.\n // The original interface implies a Signal<Set<string>>.\n // For now, returning a dummy signal that always returns an empty set.\n // A proper implementation would require a computed signal that derives from the individual key signals.\n return new SignalNode(new Set<string>())\n },\n\n clearFrameState(): void {\n justPressed.clear()\n justReleased.clear()\n },\n\n dispose(): void {\n target.removeEventListener('keydown', handleKeyDown as EventListener)\n target.removeEventListener('keyup', handleKeyUp as EventListener)\n if (target === window) {\n target.removeEventListener('blur', handleBlur)\n }\n },\n }\n}\n\n/** Common key codes for convenience */\nexport const Keys = {\n // Arrow keys\n ArrowUp: 'arrowup',\n ArrowDown: 'arrowdown',\n ArrowLeft: 'arrowleft',\n ArrowRight: 'arrowright',\n\n // WASD\n KeyW: 'keyw',\n KeyA: 'keya',\n KeyS: 'keys',\n KeyD: 'keyd',\n\n // Common keys\n Space: 'space',\n Enter: 'enter',\n Escape: 'escape',\n ShiftLeft: 'shiftleft',\n ShiftRight: 'shiftright',\n ControlLeft: 'controlleft',\n ControlRight: 'controlright',\n AltLeft: 'altleft',\n AltRight: 'altright',\n Tab: 'tab',\n\n // Numbers\n Digit0: 'digit0',\n Digit1: 'digit1',\n Digit2: 'digit2',\n Digit3: 'digit3',\n Digit4: 'digit4',\n Digit5: 'digit5',\n Digit6: 'digit6',\n Digit7: 'digit7',\n Digit8: 'digit8',\n Digit9: 'digit9',\n} as const\n","/**\n * mouse - Reactive mouse input handler\n *\n * Creates a mouse input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { SignalNode, type Signal } from '../core/signal'\n\nexport interface Vec2 {\n x: number\n y: number\n}\n\nexport interface MouseState {\n /** Current mouse position relative to target */\n readonly position: SignalNode<Vec2>\n /** Mouse position delta since last frame */\n readonly delta: SignalNode<Vec2>\n /** Check if a mouse button is pressed (0=left, 1=middle, 2=right) */\n isPressed(button: number): boolean\n /** Check if left mouse button is pressed */\n isLeftPressed(): boolean\n /** Check if right mouse button is pressed */\n isRightPressed(): boolean\n /** Check if middle mouse button is pressed */\n isMiddlePressed(): boolean\n /** Wheel delta (positive = scroll down) */\n readonly wheelDelta: SignalNode<number>\n /** Clear frame state (call at end of frame) */\n clearFrameState(): void\n /** Cleanup event listeners */\n dispose(): void\n}\n\nexport interface MouseOptions {\n /** Element to track mouse relative to (default: window) */\n target?: EventTarget\n /** Canvas element for coordinate calculation (if different from target) */\n canvas?: HTMLCanvasElement\n}\n\n/**\n * Create a mouse input handler with reactive state\n *\n * @example\n * ```tsx\n * const m = mouse()\n *\n * effect(() => {\n * console.log('Mouse at:', m.position.value)\n * if (m.isLeftPressed()) {\n * draw(m.position.value)\n * }\n * })\n * ```\n */\nexport function mouse(options: MouseOptions = {}): MouseState {\n const { target = window, canvas } = options\n\n const position = new SignalNode<Vec2>({ x: 0, y: 0 })\n const delta = new SignalNode<Vec2>({ x: 0, y: 0 })\n const wheelDelta = new SignalNode<number>(0)\n const buttons = new SignalNode<Set<number>>(new Set())\n\n let lastX = 0\n let lastY = 0\n let frameDeltaX = 0\n let frameDeltaY = 0\n let frameWheelDelta = 0\n\n function getCanvasCoordinates(event: MouseEvent): Vec2 {\n if (canvas) {\n const rect = canvas.getBoundingClientRect()\n const scaleX = canvas.width / rect.width\n const scaleY = canvas.height / rect.height\n return {\n x: (event.clientX - rect.left) * scaleX,\n y: (event.clientY - rect.top) * scaleY,\n }\n }\n return {\n x: event.clientX,\n y: event.clientY,\n }\n }\n\n function handleMouseMove(e: Event): void {\n const event = e as MouseEvent\n const coords = getCanvasCoordinates(event)\n\n frameDeltaX += coords.x - lastX\n frameDeltaY += coords.y - lastY\n lastX = coords.x\n lastY = coords.y\n\n position.set(coords)\n delta.set({ x: frameDeltaX, y: frameDeltaY })\n }\n\n function handleMouseDown(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons.get())\n newButtons.add(event.button)\n buttons.set(newButtons)\n }\n\n function handleMouseUp(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons.get())\n newButtons.delete(event.button)\n buttons.set(newButtons)\n }\n\n function handleWheel(e: Event): void {\n const event = e as WheelEvent\n frameWheelDelta += Math.sign(event.deltaY)\n wheelDelta.set(frameWheelDelta)\n }\n\n function handleMouseLeave(): void {\n buttons.set(new Set())\n }\n\n function handleContextMenu(_e: Event): void {\n // Prevent context menu in game contexts if needed\n // e.preventDefault()\n }\n\n // Add event listeners\n const eventTarget = canvas || target\n eventTarget.addEventListener('mousemove', handleMouseMove)\n eventTarget.addEventListener('mousedown', handleMouseDown)\n eventTarget.addEventListener('mouseup', handleMouseUp)\n eventTarget.addEventListener('wheel', handleWheel)\n eventTarget.addEventListener('mouseleave', handleMouseLeave)\n eventTarget.addEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.addEventListener('mouseup', handleMouseUp)\n }\n\n return {\n get position() {\n return position\n },\n\n get delta() {\n return delta\n },\n\n get wheelDelta() {\n return wheelDelta\n },\n\n isPressed(button: number): boolean {\n return buttons.value.has(button)\n },\n\n isLeftPressed(): boolean {\n return buttons.value.has(0)\n },\n\n isRightPressed(): boolean {\n return buttons.value.has(2)\n },\n\n isMiddlePressed(): boolean {\n return buttons.value.has(1)\n },\n\n clearFrameState(): void {\n frameDeltaX = 0\n frameDeltaY = 0\n frameWheelDelta = 0\n delta.value = { x: 0, y: 0 }\n wheelDelta.value = 0\n },\n\n dispose(): void {\n eventTarget.removeEventListener('mousemove', handleMouseMove)\n eventTarget.removeEventListener('mousedown', handleMouseDown)\n eventTarget.removeEventListener('mouseup', handleMouseUp)\n eventTarget.removeEventListener('wheel', handleWheel)\n eventTarget.removeEventListener('mouseleave', handleMouseLeave)\n eventTarget.removeEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.removeEventListener('mouseup', handleMouseUp)\n }\n },\n }\n}\n\n/** Mouse button constants */\nexport const MouseButton = {\n Left: 0,\n Middle: 1,\n Right: 2,\n} as const\n"]}
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0\n let accumulator = 0\n let fps = 0\n let frameCount = 0\n let fpsTime = 0\n let isFirstFrame = true\n\n function loop(currentTime: number): void {\n if (!running) return\n\n rafId = requestAnimationFrame(loop)\n\n // Convert to seconds\n const time = currentTime / 1000\n\n // Initialize lastTime on first frame and skip processing\n if (isFirstFrame) {\n lastTime = time\n isFirstFrame = false\n return\n }\n\n const delta = Math.min(time - lastTime, 0.25) // Cap at 250ms\n lastTime = time\n\n // FPS counter\n frameCount++\n fpsTime += delta\n if (fpsTime >= 1) {\n fps = frameCount\n frameCount = 0\n fpsTime -= 1\n }\n\n // Variable update\n if (onUpdate) {\n onUpdate(delta)\n }\n\n // Fixed update (for physics)\n if (onFixedUpdate) {\n accumulator += delta\n\n while (accumulator >= fixedDelta) {\n onFixedUpdate(fixedDelta)\n accumulator -= fixedDelta\n }\n }\n\n // Render with interpolation alpha\n if (onRender) {\n const alpha = onFixedUpdate ? accumulator / fixedDelta : 1\n onRender(alpha)\n }\n }\n\n return {\n start() {\n if (running) return\n running = true\n isFirstFrame = true\n accumulator = 0\n rafId = requestAnimationFrame(loop)\n },\n\n stop() {\n running = false\n if (rafId !== undefined) {\n cancelAnimationFrame(rafId)\n rafId = undefined\n }\n },\n\n isRunning() {\n return running\n },\n\n getFps() {\n return fps\n },\n }\n}\n","/**\n * keyboard - Reactive keyboard input handler\n *\n * Creates a keyboard input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { state, type StateValue } from '../core/state'\n\nexport interface KeyboardState {\n /** Check if a key is currently pressed */\n isPressed(key: string): boolean\n /** Check if a key was pressed in the current frame */\n isJustPressed(key: string): boolean\n /** Check if a key was released in the current frame */\n isJustReleased(key: string): boolean\n /** Get all currently pressed keys */\n getPressed(): string[]\n /** Get all currently pressed keys (alias) */\n getPressedKeys(): string[]\n /** \n * Reactive set of all currently pressed keys\n * @deprecated Use isPressed() or getPressed() instead for better performance\n */\n keys: StateValue<Set<string>>\n\n /** Clear all state at end of frame */\n clearFrameState(): void\n /** Remove event listeners */\n dispose(): void\n}\n\n/**\n * Create a keyboard input handler with reactive state\n *\n * @example\n * ```tsx\n * const kb = keyboard()\n *\n * effect(() => {\n * if (kb.isPressed(Keys.ArrowUp)) {\n * player.y -= speed\n * }\n * })\n * ```\n */\nexport function keyboard(target: EventTarget = window): KeyboardState {\n // Map of key code -> [signal, setter]\n const keys = new Map<string, [StateValue<boolean>, (v: boolean) => void]>()\n const [anyKeyPressed, setAnyKeyPressed] = state(false)\n const justPressed = new Set<string>()\n const justReleased = new Set<string>()\n\n function normalizeKey(key: string): string {\n return key.toLowerCase()\n }\n\n function getKeySignal(code: string): [StateValue<boolean>, (v: boolean) => void] {\n let s = keys.get(code)\n if (!s) {\n s = state(false)\n keys.set(code, s)\n }\n return s\n }\n\n // Cleanup original handlers if they exist or just overwrite?\n // Previous replace might have mixed things.\n // Re-implement handlers fully.\n\n function handleKeyDown(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const [s, setS] = getKeySignal(key)\n if (!s()) {\n setS(true)\n justPressed.add(key)\n setAnyKeyPressed(true)\n }\n }\n\n function handleKeyUp(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const [s, setS] = getKeySignal(key)\n if (s()) {\n setS(false)\n justReleased.add(key)\n // Re-check any key\n let any = false\n for (const [sig] of keys.values()) {\n if (sig()) {\n any = true\n break\n }\n }\n setAnyKeyPressed(any)\n }\n }\n\n function handleBlur(): void {\n // Clear all keys when window loses focus\n for (const [, setS] of keys.values()) {\n setS(false)\n }\n setAnyKeyPressed(false)\n justPressed.clear()\n justReleased.clear()\n }\n\n // Attach listeners\n target.addEventListener('keydown', handleKeyDown as EventListener)\n target.addEventListener('keyup', handleKeyUp as EventListener)\n window.addEventListener('blur', handleBlur)\n\n return {\n isPressed(key: string) {\n const s = keys.get(normalizeKey(key))\n return s ? s[0]() : false\n },\n\n isJustPressed(key: string) {\n return justPressed.has(normalizeKey(key))\n },\n\n isJustReleased(key: string) {\n return justReleased.has(normalizeKey(key))\n },\n\n getPressedKeys(): string[] {\n const pressed: string[] = []\n for (const [key, [sig]] of keys.entries()) {\n if (sig()) {\n pressed.push(key)\n }\n }\n return pressed\n },\n\n getPressed(): string[] {\n return this.getPressedKeys()\n },\n\n get keys() {\n // This getter returns a computed signal that derives from the individual key signals\n const [keysSignal] = state(() => {\n const pressed = new Set<string>()\n for (const [key, [sig]] of keys.entries()) {\n if (sig()) {\n pressed.add(key)\n }\n }\n return pressed\n })\n return keysSignal as unknown as StateValue<Set<string>>\n },\n\n clearFrameState(): void {\n justPressed.clear()\n justReleased.clear()\n },\n\n dispose(): void {\n target.removeEventListener('keydown', handleKeyDown as EventListener)\n target.removeEventListener('keyup', handleKeyUp as EventListener)\n if (target === window) {\n target.removeEventListener('blur', handleBlur)\n }\n },\n }\n}\n\n/** Common key codes for convenience */\nexport const Keys = {\n // Arrow keys\n ArrowUp: 'arrowup',\n ArrowDown: 'arrowdown',\n ArrowLeft: 'arrowleft',\n ArrowRight: 'arrowright',\n\n // WASD\n KeyW: 'keyw',\n KeyA: 'keya',\n KeyS: 'keys',\n KeyD: 'keyd',\n\n // Common keys\n Space: 'space',\n Enter: 'enter',\n Escape: 'escape',\n ShiftLeft: 'shiftleft',\n ShiftRight: 'shiftright',\n ControlLeft: 'controlleft',\n ControlRight: 'controlright',\n AltLeft: 'altleft',\n AltRight: 'altright',\n Tab: 'tab',\n\n // Numbers\n Digit0: 'digit0',\n Digit1: 'digit1',\n Digit2: 'digit2',\n Digit3: 'digit3',\n Digit4: 'digit4',\n Digit5: 'digit5',\n Digit6: 'digit6',\n Digit7: 'digit7',\n Digit8: 'digit8',\n Digit9: 'digit9',\n} as const\n","/**\n * mouse - Reactive mouse input handler\n *\n * Creates a mouse input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { state, type StateValue } from '../core/state'\n\nexport interface Vec2 {\n x: number\n y: number\n}\n\nexport interface MouseState {\n /** Current mouse position relative to target */\n readonly position: StateValue<Vec2>\n /** Mouse position delta since last frame */\n readonly delta: StateValue<Vec2>\n /** Check if a mouse button is pressed (0=left, 1=middle, 2=right) */\n isPressed(button: number): boolean\n /** Check if left mouse button is pressed */\n isLeftPressed(): boolean\n /** Check if right mouse button is pressed */\n isRightPressed(): boolean\n /** Check if middle mouse button is pressed */\n isMiddlePressed(): boolean\n /** Wheel delta (positive = scroll down) */\n readonly wheelDelta: StateValue<number>\n /** Clear frame state (call at end of frame) */\n clearFrameState(): void\n /** Cleanup event listeners */\n dispose(): void\n}\n\nexport interface MouseOptions {\n /** Element to track mouse relative to (default: window) */\n target?: EventTarget\n /** Canvas element for coordinate calculation (if different from target) */\n canvas?: HTMLCanvasElement\n}\n\n/**\n * Create a mouse input handler with reactive state\n *\n * @example\n * ```tsx\n * const m = mouse()\n *\n * effect(() => {\n * console.log('Mouse at:', m.position.value)\n * if (m.isLeftPressed()) {\n * draw(m.position.value)\n * }\n * })\n * ```\n */\nexport function mouse(options: MouseOptions = {}): MouseState {\n const { target = window, canvas } = options\n\n const [position, setPosition] = state<Vec2>({ x: 0, y: 0 })\n const [delta, setDelta] = state<Vec2>({ x: 0, y: 0 })\n const [wheelDelta, setWheelDelta] = state<number>(0)\n const [buttons, setButtons] = state<Set<number>>(new Set())\n\n let lastX = 0\n let lastY = 0\n let frameDeltaX = 0\n let frameDeltaY = 0\n let frameWheelDelta = 0\n\n function getCanvasCoordinates(event: MouseEvent): Vec2 {\n if (canvas) {\n const rect = canvas.getBoundingClientRect()\n const scaleX = canvas.width / rect.width\n const scaleY = canvas.height / rect.height\n return {\n x: (event.clientX - rect.left) * scaleX,\n y: (event.clientY - rect.top) * scaleY,\n }\n }\n return {\n x: event.clientX,\n y: event.clientY,\n }\n }\n\n function handleMouseMove(e: Event): void {\n const event = e as MouseEvent\n const coords = getCanvasCoordinates(event)\n\n frameDeltaX += coords.x - lastX\n frameDeltaY += coords.y - lastY\n lastX = coords.x\n lastY = coords.y\n\n setPosition(coords)\n setDelta({ x: frameDeltaX, y: frameDeltaY })\n }\n\n function handleMouseDown(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons())\n newButtons.add(event.button)\n setButtons(newButtons)\n }\n\n function handleMouseUp(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons())\n newButtons.delete(event.button)\n setButtons(newButtons)\n }\n\n function handleWheel(e: Event): void {\n const event = e as WheelEvent\n frameWheelDelta += Math.sign(event.deltaY)\n setWheelDelta(frameWheelDelta)\n }\n\n function handleMouseLeave(): void {\n setButtons(new Set())\n }\n\n function handleContextMenu(_e: Event): void {\n // Prevent context menu in game contexts if needed\n // e.preventDefault()\n }\n\n // Add event listeners\n const eventTarget = canvas || target\n eventTarget.addEventListener('mousemove', handleMouseMove)\n eventTarget.addEventListener('mousedown', handleMouseDown)\n eventTarget.addEventListener('mouseup', handleMouseUp)\n eventTarget.addEventListener('wheel', handleWheel)\n eventTarget.addEventListener('mouseleave', handleMouseLeave)\n eventTarget.addEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.addEventListener('mouseup', handleMouseUp)\n }\n\n return {\n get position() {\n return position\n },\n\n get delta() {\n return delta\n },\n\n get wheelDelta() {\n return wheelDelta\n },\n\n isPressed(button: number): boolean {\n return buttons().has(button)\n },\n\n isLeftPressed(): boolean {\n return buttons().has(0)\n },\n\n isRightPressed(): boolean {\n return buttons().has(2)\n },\n\n isMiddlePressed(): boolean {\n return buttons().has(1)\n },\n\n clearFrameState(): void {\n frameDeltaX = 0\n frameDeltaY = 0\n frameWheelDelta = 0\n setDelta({ x: 0, y: 0 })\n setWheelDelta(0)\n },\n\n dispose(): void {\n eventTarget.removeEventListener('mousemove', handleMouseMove)\n eventTarget.removeEventListener('mousedown', handleMouseDown)\n eventTarget.removeEventListener('mouseup', handleMouseUp)\n eventTarget.removeEventListener('wheel', handleWheel)\n eventTarget.removeEventListener('mouseleave', handleMouseLeave)\n eventTarget.removeEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.removeEventListener('mouseup', handleMouseUp)\n }\n },\n }\n}\n\n/** Mouse button constants */\nexport const MouseButton = {\n Left: 0,\n Middle: 1,\n Right: 2,\n} as const\n"]}
@@ -1,2 +1,2 @@
1
- import {d}from'./chunk-B7VP6HBY.mjs';import'./chunk-Q7WT5IIF.mjs';function M(v={}){let{fixedFps:a=60,onUpdate:d,onFixedUpdate:c,onRender:f}=v,s=1/a,n=false,g,m=0,l=0,e=0,t=0,r=0,w=true;function h(b){if(!n)return;g=requestAnimationFrame(h);let L=b/1e3;if(w){m=L,w=false;return}let E=Math.min(L-m,.25);if(m=L,t++,r+=E,r>=1&&(e=t,t=0,r-=1),d&&d(E),c)for(l+=E;l>=s;)c(s),l-=s;if(f){let x=c?l/s:1;f(x);}}return {start(){n||(n=true,w=true,l=0,g=requestAnimationFrame(h));},stop(){n=false,g!==void 0&&(cancelAnimationFrame(g),g=void 0);},isRunning(){return n},getFps(){return e}}}function D(v=window){let a=new Map,d$1=new d(false),c=new Set,f=new Set;function s(e){return e.toLowerCase()}function n(e){let t=a.get(e);return t||(t=new d(false),a.set(e,t)),t}function g(e){let t=s(e.code),r=n(t);r.get()||(r.set(true),c.add(t),d$1.set(true));}function m(e){let t=s(e.code),r=n(t);if(r.get()){r.set(false),f.add(t);let w=false;for(let h of a.values())if(h.get()){w=true;break}d$1.set(w);}}function l(){for(let e of a.values())e.set(false);d$1.set(false),c.clear(),f.clear();}return v.addEventListener("keydown",g),v.addEventListener("keyup",m),window.addEventListener("blur",l),{isPressed(e){let t=a.get(s(e));return t?t.get():false},isJustPressed(e){return c.has(s(e))},isJustReleased(e){return f.has(s(e))},getPressedKeys(){let e=[];for(let[t,r]of a.entries())r.get()&&e.push(t);return e},getPressed(){return this.getPressedKeys()},get keys(){return new d(new Set)},clearFrameState(){c.clear(),f.clear();},dispose(){v.removeEventListener("keydown",g),v.removeEventListener("keyup",m),v===window&&v.removeEventListener("blur",l);}}}var k={ArrowUp:"arrowup",ArrowDown:"arrowdown",ArrowLeft:"arrowleft",ArrowRight:"arrowright",KeyW:"keyw",KeyA:"keya",KeyS:"keys",KeyD:"keyd",Space:"space",Enter:"enter",Escape:"escape",ShiftLeft:"shiftleft",ShiftRight:"shiftright",ControlLeft:"controlleft",ControlRight:"controlright",AltLeft:"altleft",AltRight:"altright",Tab:"tab",Digit0:"digit0",Digit1:"digit1",Digit2:"digit2",Digit3:"digit3",Digit4:"digit4",Digit5:"digit5",Digit6:"digit6",Digit7:"digit7",Digit8:"digit8",Digit9:"digit9"};function K(v={}){let{target:a=window,canvas:d$1}=v,c=new d({x:0,y:0}),f=new d({x:0,y:0}),s=new d(0),n=new d(new Set),g=0,m=0,l=0,e=0,t=0;function r(o){if(d$1){let p=d$1.getBoundingClientRect(),i=d$1.width/p.width,S=d$1.height/p.height;return {x:(o.clientX-p.left)*i,y:(o.clientY-p.top)*S}}return {x:o.clientX,y:o.clientY}}function w(o){let i=r(o);l+=i.x-g,e+=i.y-m,g=i.x,m=i.y,c.set(i),f.set({x:l,y:e});}function h(o){let p=o,i=new Set(n.get());i.add(p.button),n.set(i);}function b(o){let p=o,i=new Set(n.get());i.delete(p.button),n.set(i);}function L(o){t+=Math.sign(o.deltaY),s.set(t);}function E(){n.set(new Set);}function x(o){}let u=d$1||a;return u.addEventListener("mousemove",w),u.addEventListener("mousedown",h),u.addEventListener("mouseup",b),u.addEventListener("wheel",L),u.addEventListener("mouseleave",E),u.addEventListener("contextmenu",x),a!==window&&window.addEventListener("mouseup",b),{get position(){return c},get delta(){return f},get wheelDelta(){return s},isPressed(o){return n.value.has(o)},isLeftPressed(){return n.value.has(0)},isRightPressed(){return n.value.has(2)},isMiddlePressed(){return n.value.has(1)},clearFrameState(){l=0,e=0,t=0,f.value={x:0,y:0},s.value=0;},dispose(){u.removeEventListener("mousemove",w),u.removeEventListener("mousedown",h),u.removeEventListener("mouseup",b),u.removeEventListener("wheel",L),u.removeEventListener("mouseleave",E),u.removeEventListener("contextmenu",x),a!==window&&window.removeEventListener("mouseup",b);}}}var P={Left:0,Middle:1,Right:2};export{k as Keys,P as MouseButton,M as createLoop,D as keyboard,K as mouse};//# sourceMappingURL=interactive.mjs.map
1
+ import {k}from'./chunk-2L2QFYBL.mjs';import'./chunk-FDMJHFN7.mjs';import'./chunk-HB5VPQTB.mjs';import'./chunk-ECYYIQEX.mjs';function K(c={}){let{fixedFps:i=60,onUpdate:p,onFixedUpdate:g,onRender:m}=c,l=1/i,r=false,f,y=0,n=0,w=0,e=0,t=0,o=true;function d(b){if(!r)return;f=requestAnimationFrame(d);let L=b/1e3;if(o){y=L,o=false;return}let E=Math.min(L-y,.25);if(y=L,e++,t+=E,t>=1&&(w=e,e=0,t-=1),p&&p(E),g)for(n+=E;n>=l;)g(l),n-=l;if(m){let S=g?n/l:1;m(S);}}return {start(){r||(r=true,o=true,n=0,f=requestAnimationFrame(d));},stop(){r=false,f!==void 0&&(cancelAnimationFrame(f),f=void 0);},isRunning(){return r},getFps(){return w}}}function V(c=window){let i=new Map,[p,g]=k(false),m=new Set,l=new Set;function r(e){return e.toLowerCase()}function f(e){let t=i.get(e);return t||(t=k(false),i.set(e,t)),t}function y(e){let t=r(e.code),[o,d]=f(t);o()||(d(true),m.add(t),g(true));}function n(e){let t=r(e.code),[o,d]=f(t);if(o()){d(false),l.add(t);let b=false;for(let[L]of i.values())if(L()){b=true;break}g(b);}}function w(){for(let[,e]of i.values())e(false);g(false),m.clear(),l.clear();}return c.addEventListener("keydown",y),c.addEventListener("keyup",n),window.addEventListener("blur",w),{isPressed(e){let t=i.get(r(e));return t?t[0]():false},isJustPressed(e){return m.has(r(e))},isJustReleased(e){return l.has(r(e))},getPressedKeys(){let e=[];for(let[t,[o]]of i.entries())o()&&e.push(t);return e},getPressed(){return this.getPressedKeys()},get keys(){let[e]=k(()=>{let t=new Set;for(let[o,[d]]of i.entries())d()&&t.add(o);return t});return e},clearFrameState(){m.clear(),l.clear();},dispose(){c.removeEventListener("keydown",y),c.removeEventListener("keyup",n),c===window&&c.removeEventListener("blur",w);}}}var F={ArrowUp:"arrowup",ArrowDown:"arrowdown",ArrowLeft:"arrowleft",ArrowRight:"arrowright",KeyW:"keyw",KeyA:"keya",KeyS:"keys",KeyD:"keyd",Space:"space",Enter:"enter",Escape:"escape",ShiftLeft:"shiftleft",ShiftRight:"shiftright",ControlLeft:"controlleft",ControlRight:"controlright",AltLeft:"altleft",AltRight:"altright",Tab:"tab",Digit0:"digit0",Digit1:"digit1",Digit2:"digit2",Digit3:"digit3",Digit4:"digit4",Digit5:"digit5",Digit6:"digit6",Digit7:"digit7",Digit8:"digit8",Digit9:"digit9"};function R(c={}){let{target:i=window,canvas:p}=c,[g,m]=k({x:0,y:0}),[l,r]=k({x:0,y:0}),[f,y]=k(0),[n,w]=k(new Set),e=0,t=0,o=0,d=0,b=0;function L(s){if(p){let v=p.getBoundingClientRect(),a=p.width/v.width,P=p.height/v.height;return {x:(s.clientX-v.left)*a,y:(s.clientY-v.top)*P}}return {x:s.clientX,y:s.clientY}}function E(s){let a=L(s);o+=a.x-e,d+=a.y-t,e=a.x,t=a.y,m(a),r({x:o,y:d});}function S(s){let v=s,a=new Set(n());a.add(v.button),w(a);}function x(s){let v=s,a=new Set(n());a.delete(v.button),w(a);}function M(s){b+=Math.sign(s.deltaY),y(b);}function k$1(){w(new Set);}function D(s){}let u=p||i;return u.addEventListener("mousemove",E),u.addEventListener("mousedown",S),u.addEventListener("mouseup",x),u.addEventListener("wheel",M),u.addEventListener("mouseleave",k$1),u.addEventListener("contextmenu",D),i!==window&&window.addEventListener("mouseup",x),{get position(){return g},get delta(){return l},get wheelDelta(){return f},isPressed(s){return n().has(s)},isLeftPressed(){return n().has(0)},isRightPressed(){return n().has(2)},isMiddlePressed(){return n().has(1)},clearFrameState(){o=0,d=0,b=0,r({x:0,y:0}),y(0);},dispose(){u.removeEventListener("mousemove",E),u.removeEventListener("mousedown",S),u.removeEventListener("mouseup",x),u.removeEventListener("wheel",M),u.removeEventListener("mouseleave",k$1),u.removeEventListener("contextmenu",D),i!==window&&window.removeEventListener("mouseup",x);}}}var A={Left:0,Middle:1,Right:2};export{F as Keys,A as MouseButton,K as createLoop,V as keyboard,R as mouse};//# sourceMappingURL=interactive.mjs.map
2
2
  //# sourceMappingURL=interactive.mjs.map
@@ -1 +1 @@
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* Loop - Core animation/game loop implementation with delta time and fixed timestep\n */\n\nexport interface LoopOptions {\n /** Target FPS for fixed update (default: 60) */\n fixedFps?: number\n /** Called every frame with delta time in seconds */\n onUpdate?: (delta: number) => void\n /** Called at fixed intervals (for physics) */\n onFixedUpdate?: (fixedDelta: number) => void\n /** Called every frame for rendering */\n onRender?: (alpha: number) => void\n}\n\nexport interface Loop {\n /** Start the loop */\n start(): void\n /** Stop the loop */\n stop(): void\n /** Check if loop is running */\n isRunning(): boolean\n /** Get current FPS */\n getFps(): number\n}\n\n/**\n * Create an animation loop with delta time and optional fixed timestep\n */\nexport function createLoop(options: LoopOptions = {}): Loop {\n const { fixedFps = 60, onUpdate, onFixedUpdate, onRender } = options\n\n const fixedDelta = 1 / fixedFps\n let running = false\n let rafId: number | undefined\n let lastTime = 0\n let accumulator = 0\n let fps = 0\n let frameCount = 0\n let fpsTime = 0\n let isFirstFrame = true\n\n function loop(currentTime: number): void {\n if (!running) return\n\n rafId = requestAnimationFrame(loop)\n\n // Convert to seconds\n const time = currentTime / 1000\n\n // Initialize lastTime on first frame and skip processing\n if (isFirstFrame) {\n lastTime = time\n isFirstFrame = false\n return\n }\n\n const delta = Math.min(time - lastTime, 0.25) // Cap at 250ms\n lastTime = time\n\n // FPS counter\n frameCount++\n fpsTime += delta\n if (fpsTime >= 1) {\n fps = frameCount\n frameCount = 0\n fpsTime -= 1\n }\n\n // Variable update\n if (onUpdate) {\n onUpdate(delta)\n }\n\n // Fixed update (for physics)\n if (onFixedUpdate) {\n accumulator += delta\n\n while (accumulator >= fixedDelta) {\n onFixedUpdate(fixedDelta)\n accumulator -= fixedDelta\n }\n }\n\n // Render with interpolation alpha\n if (onRender) {\n const alpha = onFixedUpdate ? accumulator / fixedDelta : 1\n onRender(alpha)\n }\n }\n\n return {\n start() {\n if (running) return\n running = true\n isFirstFrame = true\n accumulator = 0\n rafId = requestAnimationFrame(loop)\n },\n\n stop() {\n running = false\n if (rafId !== undefined) {\n cancelAnimationFrame(rafId)\n rafId = undefined\n }\n },\n\n isRunning() {\n return running\n },\n\n getFps() {\n return fps\n },\n }\n}\n","/**\n * keyboard - Reactive keyboard input handler\n *\n * Creates a keyboard input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { SignalNode, type Signal } from '../core/signal'\n\nexport interface KeyboardState {\n /** Check if a key is currently pressed */\n isPressed(key: string): boolean\n /** Check if a key was pressed in the current frame */\n isJustPressed(key: string): boolean\n /** Check if a key was released in the current frame */\n isJustReleased(key: string): boolean\n /** Get all currently pressed keys */\n getPressed(): string[]\n /** Get all currently pressed keys (alias) */\n getPressedKeys(): string[]\n /** \n * Reactive set of all currently pressed keys\n * @deprecated Use isPressed() or getPressed() instead for better performance\n */\n keys: SignalNode<Set<string>>\n\n /** Clear all state at end of frame */\n clearFrameState(): void\n /** Remove event listeners */\n dispose(): void\n}\n\n/**\n * Create a keyboard input handler with reactive state\n *\n * @example\n * ```tsx\n * const kb = keyboard()\n *\n * effect(() => {\n * if (kb.isPressed(Keys.ArrowUp)) {\n * player.y -= speed\n * }\n * })\n * ```\n */\nexport function keyboard(target: EventTarget = window): KeyboardState {\n // Map of key code -> pressed signal\n const keys = new Map<string, SignalNode<boolean>>()\n const anyKeyPressed = new SignalNode(false)\n const justPressed = new Set<string>()\n const justReleased = new Set<string>()\n\n function normalizeKey(key: string): string {\n return key.toLowerCase()\n }\n\n function getKeySignal(code: string): SignalNode<boolean> {\n let s = keys.get(code)\n if (!s) {\n s = new SignalNode(false)\n keys.set(code, s)\n }\n return s\n }\n\n // Cleanup original handlers if they exist or just overwrite?\n // Previous replace might have mixed things.\n // Re-implement handlers fully.\n\n function handleKeyDown(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const s = getKeySignal(key)\n if (!s.get()) {\n s.set(true)\n justPressed.add(key)\n anyKeyPressed.set(true)\n }\n }\n\n function handleKeyUp(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const s = getKeySignal(key)\n if (s.get()) {\n s.set(false)\n justReleased.add(key)\n // Re-check any key\n let any = false\n for (const sig of keys.values()) {\n if (sig.get()) {\n any = true\n break\n }\n }\n anyKeyPressed.set(any)\n }\n }\n\n function handleBlur(): void {\n // Clear all keys when window loses focus\n for (const s of keys.values()) {\n s.set(false)\n }\n anyKeyPressed.set(false)\n justPressed.clear()\n justReleased.clear()\n }\n\n // Attach listeners\n target.addEventListener('keydown', handleKeyDown as EventListener)\n target.addEventListener('keyup', handleKeyUp as EventListener)\n window.addEventListener('blur', handleBlur)\n\n return {\n isPressed(key: string) {\n const s = keys.get(normalizeKey(key))\n return s ? s.get() : false\n },\n\n isJustPressed(key: string) {\n return justPressed.has(normalizeKey(key))\n },\n\n isJustReleased(key: string) {\n return justReleased.has(normalizeKey(key))\n },\n\n getPressedKeys(): string[] {\n const pressed: string[] = []\n for (const [key, signal] of keys.entries()) {\n if (signal.get()) {\n pressed.push(key)\n }\n }\n return pressed\n },\n\n getPressed(): string[] {\n return this.getPressedKeys()\n },\n\n get keys() {\n // This getter returns the Map of SignalNodes, not a Signal<Set<string>> directly.\n // The original interface implies a Signal<Set<string>>.\n // For now, returning a dummy signal that always returns an empty set.\n // A proper implementation would require a computed signal that derives from the individual key signals.\n return new SignalNode(new Set<string>())\n },\n\n clearFrameState(): void {\n justPressed.clear()\n justReleased.clear()\n },\n\n dispose(): void {\n target.removeEventListener('keydown', handleKeyDown as EventListener)\n target.removeEventListener('keyup', handleKeyUp as EventListener)\n if (target === window) {\n target.removeEventListener('blur', handleBlur)\n }\n },\n }\n}\n\n/** Common key codes for convenience */\nexport const Keys = {\n // Arrow keys\n ArrowUp: 'arrowup',\n ArrowDown: 'arrowdown',\n ArrowLeft: 'arrowleft',\n ArrowRight: 'arrowright',\n\n // WASD\n KeyW: 'keyw',\n KeyA: 'keya',\n KeyS: 'keys',\n KeyD: 'keyd',\n\n // Common keys\n Space: 'space',\n Enter: 'enter',\n Escape: 'escape',\n ShiftLeft: 'shiftleft',\n ShiftRight: 'shiftright',\n ControlLeft: 'controlleft',\n ControlRight: 'controlright',\n AltLeft: 'altleft',\n AltRight: 'altright',\n Tab: 'tab',\n\n // Numbers\n Digit0: 'digit0',\n Digit1: 'digit1',\n Digit2: 'digit2',\n Digit3: 'digit3',\n Digit4: 'digit4',\n Digit5: 'digit5',\n Digit6: 'digit6',\n Digit7: 'digit7',\n Digit8: 'digit8',\n Digit9: 'digit9',\n} as const\n","/**\n * mouse - Reactive mouse input handler\n *\n * Creates a mouse input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { SignalNode, type Signal } from '../core/signal'\n\nexport interface Vec2 {\n x: number\n y: number\n}\n\nexport interface MouseState {\n /** Current mouse position relative to target */\n readonly position: SignalNode<Vec2>\n /** Mouse position delta since last frame */\n readonly delta: SignalNode<Vec2>\n /** Check if a mouse button is pressed (0=left, 1=middle, 2=right) */\n isPressed(button: number): boolean\n /** Check if left mouse button is pressed */\n isLeftPressed(): boolean\n /** Check if right mouse button is pressed */\n isRightPressed(): boolean\n /** Check if middle mouse button is pressed */\n isMiddlePressed(): boolean\n /** Wheel delta (positive = scroll down) */\n readonly wheelDelta: SignalNode<number>\n /** Clear frame state (call at end of frame) */\n clearFrameState(): void\n /** Cleanup event listeners */\n dispose(): void\n}\n\nexport interface MouseOptions {\n /** Element to track mouse relative to (default: window) */\n target?: EventTarget\n /** Canvas element for coordinate calculation (if different from target) */\n canvas?: HTMLCanvasElement\n}\n\n/**\n * Create a mouse input handler with reactive state\n *\n * @example\n * ```tsx\n * const m = mouse()\n *\n * effect(() => {\n * console.log('Mouse at:', m.position.value)\n * if (m.isLeftPressed()) {\n * draw(m.position.value)\n * }\n * })\n * ```\n */\nexport function mouse(options: MouseOptions = {}): MouseState {\n const { target = window, canvas } = options\n\n const position = new SignalNode<Vec2>({ x: 0, y: 0 })\n const delta = new SignalNode<Vec2>({ x: 0, y: 0 })\n const wheelDelta = new SignalNode<number>(0)\n const buttons = new SignalNode<Set<number>>(new Set())\n\n let lastX = 0\n let lastY = 0\n let frameDeltaX = 0\n let frameDeltaY = 0\n let frameWheelDelta = 0\n\n function getCanvasCoordinates(event: MouseEvent): Vec2 {\n if (canvas) {\n const rect = canvas.getBoundingClientRect()\n const scaleX = canvas.width / rect.width\n const scaleY = canvas.height / rect.height\n return {\n x: (event.clientX - rect.left) * scaleX,\n y: (event.clientY - rect.top) * scaleY,\n }\n }\n return {\n x: event.clientX,\n y: event.clientY,\n }\n }\n\n function handleMouseMove(e: Event): void {\n const event = e as MouseEvent\n const coords = getCanvasCoordinates(event)\n\n frameDeltaX += coords.x - lastX\n frameDeltaY += coords.y - lastY\n lastX = coords.x\n lastY = coords.y\n\n position.set(coords)\n delta.set({ x: frameDeltaX, y: frameDeltaY })\n }\n\n function handleMouseDown(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons.get())\n newButtons.add(event.button)\n buttons.set(newButtons)\n }\n\n function handleMouseUp(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons.get())\n newButtons.delete(event.button)\n buttons.set(newButtons)\n }\n\n function handleWheel(e: Event): void {\n const event = e as WheelEvent\n frameWheelDelta += Math.sign(event.deltaY)\n wheelDelta.set(frameWheelDelta)\n }\n\n function handleMouseLeave(): void {\n buttons.set(new Set())\n }\n\n function handleContextMenu(_e: Event): void {\n // Prevent context menu in game contexts if needed\n // e.preventDefault()\n }\n\n // Add event listeners\n const eventTarget = canvas || target\n eventTarget.addEventListener('mousemove', handleMouseMove)\n eventTarget.addEventListener('mousedown', handleMouseDown)\n eventTarget.addEventListener('mouseup', handleMouseUp)\n eventTarget.addEventListener('wheel', handleWheel)\n eventTarget.addEventListener('mouseleave', handleMouseLeave)\n eventTarget.addEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.addEventListener('mouseup', handleMouseUp)\n }\n\n return {\n get position() {\n return position\n },\n\n get delta() {\n return delta\n },\n\n get wheelDelta() {\n return wheelDelta\n },\n\n isPressed(button: number): boolean {\n return buttons.value.has(button)\n },\n\n isLeftPressed(): boolean {\n return buttons.value.has(0)\n },\n\n isRightPressed(): boolean {\n return buttons.value.has(2)\n },\n\n isMiddlePressed(): boolean {\n return buttons.value.has(1)\n },\n\n clearFrameState(): void {\n frameDeltaX = 0\n frameDeltaY = 0\n frameWheelDelta = 0\n delta.value = { x: 0, y: 0 }\n wheelDelta.value = 0\n },\n\n dispose(): void {\n eventTarget.removeEventListener('mousemove', handleMouseMove)\n eventTarget.removeEventListener('mousedown', handleMouseDown)\n eventTarget.removeEventListener('mouseup', handleMouseUp)\n eventTarget.removeEventListener('wheel', handleWheel)\n eventTarget.removeEventListener('mouseleave', handleMouseLeave)\n eventTarget.removeEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.removeEventListener('mouseup', handleMouseUp)\n }\n },\n }\n}\n\n/** Mouse button constants */\nexport const MouseButton = {\n Left: 0,\n Middle: 1,\n Right: 2,\n} as const\n"]}
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0\n let accumulator = 0\n let fps = 0\n let frameCount = 0\n let fpsTime = 0\n let isFirstFrame = true\n\n function loop(currentTime: number): void {\n if (!running) return\n\n rafId = requestAnimationFrame(loop)\n\n // Convert to seconds\n const time = currentTime / 1000\n\n // Initialize lastTime on first frame and skip processing\n if (isFirstFrame) {\n lastTime = time\n isFirstFrame = false\n return\n }\n\n const delta = Math.min(time - lastTime, 0.25) // Cap at 250ms\n lastTime = time\n\n // FPS counter\n frameCount++\n fpsTime += delta\n if (fpsTime >= 1) {\n fps = frameCount\n frameCount = 0\n fpsTime -= 1\n }\n\n // Variable update\n if (onUpdate) {\n onUpdate(delta)\n }\n\n // Fixed update (for physics)\n if (onFixedUpdate) {\n accumulator += delta\n\n while (accumulator >= fixedDelta) {\n onFixedUpdate(fixedDelta)\n accumulator -= fixedDelta\n }\n }\n\n // Render with interpolation alpha\n if (onRender) {\n const alpha = onFixedUpdate ? accumulator / fixedDelta : 1\n onRender(alpha)\n }\n }\n\n return {\n start() {\n if (running) return\n running = true\n isFirstFrame = true\n accumulator = 0\n rafId = requestAnimationFrame(loop)\n },\n\n stop() {\n running = false\n if (rafId !== undefined) {\n cancelAnimationFrame(rafId)\n rafId = undefined\n }\n },\n\n isRunning() {\n return running\n },\n\n getFps() {\n return fps\n },\n }\n}\n","/**\n * keyboard - Reactive keyboard input handler\n *\n * Creates a keyboard input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { state, type StateValue } from '../core/state'\n\nexport interface KeyboardState {\n /** Check if a key is currently pressed */\n isPressed(key: string): boolean\n /** Check if a key was pressed in the current frame */\n isJustPressed(key: string): boolean\n /** Check if a key was released in the current frame */\n isJustReleased(key: string): boolean\n /** Get all currently pressed keys */\n getPressed(): string[]\n /** Get all currently pressed keys (alias) */\n getPressedKeys(): string[]\n /** \n * Reactive set of all currently pressed keys\n * @deprecated Use isPressed() or getPressed() instead for better performance\n */\n keys: StateValue<Set<string>>\n\n /** Clear all state at end of frame */\n clearFrameState(): void\n /** Remove event listeners */\n dispose(): void\n}\n\n/**\n * Create a keyboard input handler with reactive state\n *\n * @example\n * ```tsx\n * const kb = keyboard()\n *\n * effect(() => {\n * if (kb.isPressed(Keys.ArrowUp)) {\n * player.y -= speed\n * }\n * })\n * ```\n */\nexport function keyboard(target: EventTarget = window): KeyboardState {\n // Map of key code -> [signal, setter]\n const keys = new Map<string, [StateValue<boolean>, (v: boolean) => void]>()\n const [anyKeyPressed, setAnyKeyPressed] = state(false)\n const justPressed = new Set<string>()\n const justReleased = new Set<string>()\n\n function normalizeKey(key: string): string {\n return key.toLowerCase()\n }\n\n function getKeySignal(code: string): [StateValue<boolean>, (v: boolean) => void] {\n let s = keys.get(code)\n if (!s) {\n s = state(false)\n keys.set(code, s)\n }\n return s\n }\n\n // Cleanup original handlers if they exist or just overwrite?\n // Previous replace might have mixed things.\n // Re-implement handlers fully.\n\n function handleKeyDown(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const [s, setS] = getKeySignal(key)\n if (!s()) {\n setS(true)\n justPressed.add(key)\n setAnyKeyPressed(true)\n }\n }\n\n function handleKeyUp(e: KeyboardEvent): void {\n const key = normalizeKey(e.code)\n const [s, setS] = getKeySignal(key)\n if (s()) {\n setS(false)\n justReleased.add(key)\n // Re-check any key\n let any = false\n for (const [sig] of keys.values()) {\n if (sig()) {\n any = true\n break\n }\n }\n setAnyKeyPressed(any)\n }\n }\n\n function handleBlur(): void {\n // Clear all keys when window loses focus\n for (const [, setS] of keys.values()) {\n setS(false)\n }\n setAnyKeyPressed(false)\n justPressed.clear()\n justReleased.clear()\n }\n\n // Attach listeners\n target.addEventListener('keydown', handleKeyDown as EventListener)\n target.addEventListener('keyup', handleKeyUp as EventListener)\n window.addEventListener('blur', handleBlur)\n\n return {\n isPressed(key: string) {\n const s = keys.get(normalizeKey(key))\n return s ? s[0]() : false\n },\n\n isJustPressed(key: string) {\n return justPressed.has(normalizeKey(key))\n },\n\n isJustReleased(key: string) {\n return justReleased.has(normalizeKey(key))\n },\n\n getPressedKeys(): string[] {\n const pressed: string[] = []\n for (const [key, [sig]] of keys.entries()) {\n if (sig()) {\n pressed.push(key)\n }\n }\n return pressed\n },\n\n getPressed(): string[] {\n return this.getPressedKeys()\n },\n\n get keys() {\n // This getter returns a computed signal that derives from the individual key signals\n const [keysSignal] = state(() => {\n const pressed = new Set<string>()\n for (const [key, [sig]] of keys.entries()) {\n if (sig()) {\n pressed.add(key)\n }\n }\n return pressed\n })\n return keysSignal as unknown as StateValue<Set<string>>\n },\n\n clearFrameState(): void {\n justPressed.clear()\n justReleased.clear()\n },\n\n dispose(): void {\n target.removeEventListener('keydown', handleKeyDown as EventListener)\n target.removeEventListener('keyup', handleKeyUp as EventListener)\n if (target === window) {\n target.removeEventListener('blur', handleBlur)\n }\n },\n }\n}\n\n/** Common key codes for convenience */\nexport const Keys = {\n // Arrow keys\n ArrowUp: 'arrowup',\n ArrowDown: 'arrowdown',\n ArrowLeft: 'arrowleft',\n ArrowRight: 'arrowright',\n\n // WASD\n KeyW: 'keyw',\n KeyA: 'keya',\n KeyS: 'keys',\n KeyD: 'keyd',\n\n // Common keys\n Space: 'space',\n Enter: 'enter',\n Escape: 'escape',\n ShiftLeft: 'shiftleft',\n ShiftRight: 'shiftright',\n ControlLeft: 'controlleft',\n ControlRight: 'controlright',\n AltLeft: 'altleft',\n AltRight: 'altright',\n Tab: 'tab',\n\n // Numbers\n Digit0: 'digit0',\n Digit1: 'digit1',\n Digit2: 'digit2',\n Digit3: 'digit3',\n Digit4: 'digit4',\n Digit5: 'digit5',\n Digit6: 'digit6',\n Digit7: 'digit7',\n Digit8: 'digit8',\n Digit9: 'digit9',\n} as const\n","/**\n * mouse - Reactive mouse input handler\n *\n * Creates a mouse input handler with reactive signals.\n * Philosophy: No hooks, just factory functions that return signal-based state.\n */\n\nimport { state, type StateValue } from '../core/state'\n\nexport interface Vec2 {\n x: number\n y: number\n}\n\nexport interface MouseState {\n /** Current mouse position relative to target */\n readonly position: StateValue<Vec2>\n /** Mouse position delta since last frame */\n readonly delta: StateValue<Vec2>\n /** Check if a mouse button is pressed (0=left, 1=middle, 2=right) */\n isPressed(button: number): boolean\n /** Check if left mouse button is pressed */\n isLeftPressed(): boolean\n /** Check if right mouse button is pressed */\n isRightPressed(): boolean\n /** Check if middle mouse button is pressed */\n isMiddlePressed(): boolean\n /** Wheel delta (positive = scroll down) */\n readonly wheelDelta: StateValue<number>\n /** Clear frame state (call at end of frame) */\n clearFrameState(): void\n /** Cleanup event listeners */\n dispose(): void\n}\n\nexport interface MouseOptions {\n /** Element to track mouse relative to (default: window) */\n target?: EventTarget\n /** Canvas element for coordinate calculation (if different from target) */\n canvas?: HTMLCanvasElement\n}\n\n/**\n * Create a mouse input handler with reactive state\n *\n * @example\n * ```tsx\n * const m = mouse()\n *\n * effect(() => {\n * console.log('Mouse at:', m.position.value)\n * if (m.isLeftPressed()) {\n * draw(m.position.value)\n * }\n * })\n * ```\n */\nexport function mouse(options: MouseOptions = {}): MouseState {\n const { target = window, canvas } = options\n\n const [position, setPosition] = state<Vec2>({ x: 0, y: 0 })\n const [delta, setDelta] = state<Vec2>({ x: 0, y: 0 })\n const [wheelDelta, setWheelDelta] = state<number>(0)\n const [buttons, setButtons] = state<Set<number>>(new Set())\n\n let lastX = 0\n let lastY = 0\n let frameDeltaX = 0\n let frameDeltaY = 0\n let frameWheelDelta = 0\n\n function getCanvasCoordinates(event: MouseEvent): Vec2 {\n if (canvas) {\n const rect = canvas.getBoundingClientRect()\n const scaleX = canvas.width / rect.width\n const scaleY = canvas.height / rect.height\n return {\n x: (event.clientX - rect.left) * scaleX,\n y: (event.clientY - rect.top) * scaleY,\n }\n }\n return {\n x: event.clientX,\n y: event.clientY,\n }\n }\n\n function handleMouseMove(e: Event): void {\n const event = e as MouseEvent\n const coords = getCanvasCoordinates(event)\n\n frameDeltaX += coords.x - lastX\n frameDeltaY += coords.y - lastY\n lastX = coords.x\n lastY = coords.y\n\n setPosition(coords)\n setDelta({ x: frameDeltaX, y: frameDeltaY })\n }\n\n function handleMouseDown(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons())\n newButtons.add(event.button)\n setButtons(newButtons)\n }\n\n function handleMouseUp(e: Event): void {\n const event = e as MouseEvent\n const newButtons = new Set(buttons())\n newButtons.delete(event.button)\n setButtons(newButtons)\n }\n\n function handleWheel(e: Event): void {\n const event = e as WheelEvent\n frameWheelDelta += Math.sign(event.deltaY)\n setWheelDelta(frameWheelDelta)\n }\n\n function handleMouseLeave(): void {\n setButtons(new Set())\n }\n\n function handleContextMenu(_e: Event): void {\n // Prevent context menu in game contexts if needed\n // e.preventDefault()\n }\n\n // Add event listeners\n const eventTarget = canvas || target\n eventTarget.addEventListener('mousemove', handleMouseMove)\n eventTarget.addEventListener('mousedown', handleMouseDown)\n eventTarget.addEventListener('mouseup', handleMouseUp)\n eventTarget.addEventListener('wheel', handleWheel)\n eventTarget.addEventListener('mouseleave', handleMouseLeave)\n eventTarget.addEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.addEventListener('mouseup', handleMouseUp)\n }\n\n return {\n get position() {\n return position\n },\n\n get delta() {\n return delta\n },\n\n get wheelDelta() {\n return wheelDelta\n },\n\n isPressed(button: number): boolean {\n return buttons().has(button)\n },\n\n isLeftPressed(): boolean {\n return buttons().has(0)\n },\n\n isRightPressed(): boolean {\n return buttons().has(2)\n },\n\n isMiddlePressed(): boolean {\n return buttons().has(1)\n },\n\n clearFrameState(): void {\n frameDeltaX = 0\n frameDeltaY = 0\n frameWheelDelta = 0\n setDelta({ x: 0, y: 0 })\n setWheelDelta(0)\n },\n\n dispose(): void {\n eventTarget.removeEventListener('mousemove', handleMouseMove)\n eventTarget.removeEventListener('mousedown', handleMouseDown)\n eventTarget.removeEventListener('mouseup', handleMouseUp)\n eventTarget.removeEventListener('wheel', handleWheel)\n eventTarget.removeEventListener('mouseleave', handleMouseLeave)\n eventTarget.removeEventListener('contextmenu', handleContextMenu)\n\n if (target !== window) {\n window.removeEventListener('mouseup', handleMouseUp)\n }\n },\n }\n}\n\n/** Mouse button constants */\nexport const MouseButton = {\n Left: 0,\n Middle: 1,\n Right: 2,\n} as const\n"]}