gpucanvas 0.2.0 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +118 -7
- package/dist/{chunk-VOFDBN5J.js → chunk-RBXGH44N.js} +1500 -91
- package/dist/chunk-RBXGH44N.js.map +1 -0
- package/dist/editor-BSRqjhN8.d.ts +267 -0
- package/dist/index.d.ts +2 -2
- package/dist/index.js +11 -1
- package/dist/react.d.ts +37 -3
- package/dist/react.js +92 -2
- package/dist/react.js.map +1 -1
- package/package.json +6 -3
- package/dist/chunk-VOFDBN5J.js.map +0 -1
- package/dist/types-D8v10v6m.d.ts +0 -101
package/README.md
CHANGED
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@@ -18,7 +18,7 @@ The GPU path needs HTML-in-Canvas, which is behind a flag:
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Without the flag the demo runs the DOM fallback with 1,000 screens and says so.
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Status: early (0.
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Status: early (0.3). The API can still change.
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```sh
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npm install gpucanvas
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@@ -41,17 +41,128 @@ HTML-in-Canvas are available (Chrome 157+), nodes are snapshotted into a GPU atl
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one instanced draw call. Everywhere else it falls back to a CSS-transformed container with the
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same API.
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##
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## Editing
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`bindEditor` turns the canvas into an editor: select, drill in, move and resize. The GPU draws
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the outlines, 2 CSS pixels wide at any zoom, and they follow their element's layout. Names,
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sizes, handles and snapping guides sit in a thin overlay above it.
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```ts
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import { bindEditor } from 'gpucanvas';
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const editor = bindEditor(canvas, {
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pick: 'element', // 'node' (default), 'element', or a function
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trigger: 'click', // an edit mode; the default 'shift-click' leaves clicks to your components
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onChange: (layers) => console.log(layers),
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onTransform: ({ phase, layers, to }) => {
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// The editor never moves anything itself. Apply `to` with updateNode, state or styles.
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},
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});
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```
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A click selects the outermost layer under the pointer, a whole node. Each double-click goes one
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layer deeper, and later clicks stay at that depth. Wrappers the size of their parent are skipped,
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so every double-click visibly changes something.
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| Input | Does |
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| ------------------ | ---------------------------------------------------------------------------- |
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| Double-click | One layer deeper |
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| Enter, Shift+Enter | First child, parent |
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| Tab, Shift+Tab | Next and previous sibling |
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| Escape | Cancels a drag, then goes up a layer, then clears |
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| Drag | Moves, snapping to the edges and centers of neighbors (Shift locks the axis) |
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| Handles | Resize (Shift on a corner keeps the ratio) |
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| Drag on open space | A box that selects the layers it touches, inside the layer you are in |
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With the default `trigger: 'shift-click'`, the same works with Shift held, and clicks still reach
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your components. A layer is an array of elements, so one layer can be a component that renders
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several. `pick` decides the layers:
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- `'node'`: whole nodes only.
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- `'element'`: every element from the node down to the one under the pointer.
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- a function of that element, returning the layers that hold it, outermost first.
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In React, `useEditor` gives the selection as state, and `pickComponents` makes the layers React
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components:
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```tsx
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import { labelComponent, pickComponents, useEditor } from 'gpucanvas/react';
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// Inside <GpuCanvas>:
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const { selected, clear } = useEditor({ pick: pickComponents, label: labelComponent });
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// Click a screen, double-click: SignIn, SignInCard, Button.
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```
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`pickComponents` and `componentOf` read React's internal fibers, as click-to-component tools do.
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Production builds usually minify component names, so mark components with your own attributes
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when you need names there.
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The building blocks, for your own interactions:
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```ts
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canvas.getElementAt(point); // deepest element at a world point
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canvas.getElementRect(el); // any element's rect in world units
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canvas.getNodeOf(el); // the node that holds it
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canvas.getNodesIn(rect); // nodes overlapping a world rect
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canvas.setSelection(elements); // outline these; [] clears
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canvas.setHover(el); // a lighter outline; null clears
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canvas.screenToWorld(point); // surface pixels to world units, and worldToScreen back
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```
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Colors are the `selectionColor` and `hoverColor` options. The demo picks React components in the edit mode;
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`?pick=element` or `?pick=node` picks elements or whole screens, and `?edit=0` leaves clicks to
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the components.
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## Shader effects
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Components stay live DOM, and the GPU draws them through a shader. One call per node:
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```ts
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import { effects } from 'gpucanvas';
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canvas.setEffect(node, effects.ripple); // the effect's default parameters
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canvas.setEffect(node, effects.glow, [1, 0.4, 0.2, 32]); // orange, 32 px reach
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canvas.setEffect(node, null); // back to plain
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```
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Built in:
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- Following the pointer: `glass` (a magnifying lens), `frost` (ice, clear around the pointer),
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`dither` (a lens of big dithered pixels).
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- On each press: `shockwave`, a ring that bends the node as it spreads.
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- Running on their own: `glitch`, `vhs`, `glow`, `hue`, `ripple`.
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- Still: `blur`, `pixelate`, `grayscale`, and `dissolve` for a node leaving or arriving (its
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parameter is the progress, 0 to 1).
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Animated effects draw every frame while their node is in view; still ones cost nothing once
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drawn.
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Your own is a WGSL function over the node's pixels:
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```ts
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import { defineEffect } from 'gpucanvas';
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const scanlines = defineEffect({
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name: 'scanlines',
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animated: true,
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params: [3], // line spacing in CSS pixels
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wgsl: /* wgsl */ `
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fn effect(input: EffectInput) -> vec4f {
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let color = source(input.uv);
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let y = input.uv.y * input.size.y + input.time * 20.0;
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return color * (0.85 + 0.15 * step(0.5, fract(y / input.params.x)));
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}`,
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});
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```
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`EffectInput` has `uv` (0 to 1 across the node), `size` in CSS pixels, `time` in seconds,
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`zoom`, the four `params`, the `pointer` and the last `press` in the node's uv, and
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`sincePress` in seconds. `source(uv)` reads the node's pixels, premultiplied, and is
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transparent outside it; `hash` and `noise` give random values. An effect that draws past its node, like a glow, declares how far with
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`pad`. Effects read the node's whole snapshot, so very close in they are softer than plain nodes.
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The DOM backend shows effects that have a `css` look as a CSS `filter` (animated ones as filter
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animations) and the rest as plain nodes. The demo's toolbar puts one effect on every component.
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## Run the demo
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