lecodes-sdk 0.19.0
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 +114 -0
- package/dist/global.d.ts +503 -0
- package/dist/host.d.ts +61 -0
- package/dist/inject.js +4730 -0
- package/dist/types/animate/animate.d.ts +20 -0
- package/dist/types/animate/bezier.d.ts +2 -0
- package/dist/types/animate/easings.d.ts +21 -0
- package/dist/types/canvas/Canvas.d.ts +168 -0
- package/dist/types/core/Aspect.d.ts +171 -0
- package/dist/types/core/InspectorUI.d.ts +88 -0
- package/dist/types/core/StateMachine.d.ts +81 -0
- package/dist/types/core/color.d.ts +13 -0
- package/dist/types/core/compWrite.d.ts +11 -0
- package/dist/types/core/events.d.ts +11 -0
- package/dist/types/core/fields.d.ts +58 -0
- package/dist/types/core/registry.d.ts +7 -0
- package/dist/types/core/signals.d.ts +29 -0
- package/dist/types/core/time.d.ts +31 -0
- package/dist/types/g2/Camera2D.d.ts +19 -0
- package/dist/types/g2/CharacterController2D.d.ts +134 -0
- package/dist/types/g2/Node2D.d.ts +91 -0
- package/dist/types/g2/OneWay2D.d.ts +24 -0
- package/dist/types/g2/Physics2D.d.ts +147 -0
- package/dist/types/g2/Scene2D.d.ts +72 -0
- package/dist/types/g2/Shape2D.d.ts +58 -0
- package/dist/types/g2/Sprite.d.ts +51 -0
- package/dist/types/g2/SpriteAnimation.d.ts +50 -0
- package/dist/types/g2/SpriteSheet.d.ts +69 -0
- package/dist/types/g2/Texture2D.d.ts +16 -0
- package/dist/types/g2/Tilemap.d.ts +20 -0
- package/dist/types/g2/Tileset.d.ts +32 -0
- package/dist/types/g2/Trigger2D.d.ts +20 -0
- package/dist/types/g2/autotile.d.ts +133 -0
- package/dist/types/g2/cells.d.ts +14 -0
- package/dist/types/g2/defineScene2d.d.ts +141 -0
- package/dist/types/g2/groups2d.d.ts +16 -0
- package/dist/types/g2/loop.d.ts +4 -0
- package/dist/types/g2/scenarios2d.d.ts +30 -0
- package/dist/types/g2/touch.d.ts +2 -0
- package/dist/types/gl/Camera.d.ts +79 -0
- package/dist/types/gl/CameraPlace.d.ts +26 -0
- package/dist/types/gl/CharacterController.d.ts +98 -0
- package/dist/types/gl/Gearbox.d.ts +86 -0
- package/dist/types/gl/Geometry.d.ts +39 -0
- package/dist/types/gl/IK.d.ts +53 -0
- package/dist/types/gl/InstancedMesh.d.ts +46 -0
- package/dist/types/gl/Light.d.ts +73 -0
- package/dist/types/gl/Lightmap.d.ts +85 -0
- package/dist/types/gl/Locomotion.d.ts +279 -0
- package/dist/types/gl/Material.d.ts +100 -0
- package/dist/types/gl/Mesh.d.ts +33 -0
- package/dist/types/gl/Model.d.ts +53 -0
- package/dist/types/gl/NavAgent.d.ts +99 -0
- package/dist/types/gl/NavMesh.d.ts +169 -0
- package/dist/types/gl/Node.d.ts +99 -0
- package/dist/types/gl/Noise.d.ts +20 -0
- package/dist/types/gl/Particles.d.ts +277 -0
- package/dist/types/gl/Physics.d.ts +91 -0
- package/dist/types/gl/Plane.d.ts +19 -0
- package/dist/types/gl/Ragdoll.d.ts +86 -0
- package/dist/types/gl/Ray.d.ts +8 -0
- package/dist/types/gl/Scene.d.ts +221 -0
- package/dist/types/gl/Shape.d.ts +122 -0
- package/dist/types/gl/Terrain.d.ts +280 -0
- package/dist/types/gl/Texture.d.ts +27 -0
- package/dist/types/gl/Trigger.d.ts +10 -0
- package/dist/types/gl/Vehicle.d.ts +191 -0
- package/dist/types/gl/Wheel.d.ts +95 -0
- package/dist/types/gl/animation/AnimationClip.d.ts +60 -0
- package/dist/types/gl/animation/Animator.d.ts +219 -0
- package/dist/types/gl/animation/Layer.d.ts +31 -0
- package/dist/types/gl/animation/Loop.d.ts +17 -0
- package/dist/types/gl/animation/Playback.d.ts +36 -0
- package/dist/types/gl/animation/core.d.ts +367 -0
- package/dist/types/gl/controls.d.ts +19 -0
- package/dist/types/gl/physicsEvents.d.ts +1 -0
- package/dist/types/gl/scenarios.d.ts +98 -0
- package/dist/types/gl/state.d.ts +5 -0
- package/dist/types/gl/terrainMesh.d.ts +46 -0
- package/dist/types/gl/touch.d.ts +2 -0
- package/dist/types/inject.d.ts +123 -0
- package/dist/types/math/Mathf.d.ts +39 -0
- package/dist/types/math/mat4.d.ts +66 -0
- package/dist/types/math/quat.d.ts +53 -0
- package/dist/types/math/vec.d.ts +129 -0
- package/dist/types/net/codec.d.ts +25 -0
- package/dist/types/net/core.d.ts +106 -0
- package/dist/types/net/index.d.ts +80 -0
- package/dist/types/net/replication.d.ts +101 -0
- package/dist/types/plugins/camera.d.ts +25 -0
- package/dist/types/plugins/geolocation.d.ts +39 -0
- package/dist/types/plugins/oauth.d.ts +25 -0
- package/dist/types/plugins/permission.d.ts +1 -0
- package/dist/types/plugins/push.d.ts +46 -0
- package/dist/types/plugins/qr.d.ts +21 -0
- package/dist/types/plugins/service.d.ts +33 -0
- package/dist/types/runtime/app.d.ts +67 -0
- package/dist/types/runtime/appEvents.d.ts +7 -0
- package/dist/types/runtime/channel.d.ts +1 -0
- package/dist/types/runtime/clipboard.d.ts +7 -0
- package/dist/types/runtime/datetime.d.ts +80 -0
- package/dist/types/runtime/device.d.ts +126 -0
- package/dist/types/runtime/fetch.d.ts +31 -0
- package/dist/types/runtime/files.d.ts +33 -0
- package/dist/types/runtime/input.d.ts +121 -0
- package/dist/types/runtime/media.d.ts +46 -0
- package/dist/types/runtime/misc.d.ts +11 -0
- package/dist/types/runtime/net.d.ts +15 -0
- package/dist/types/runtime/rpc.d.ts +44 -0
- package/dist/types/runtime/service.d.ts +1 -0
- package/dist/types/runtime/share.d.ts +2 -0
- package/dist/types/runtime/storage.d.ts +5 -0
- package/dist/types/runtime/touch.d.ts +56 -0
- package/dist/types/scene/defineScene.d.ts +296 -0
- package/dist/types/scene/editorPlugins.d.ts +82 -0
- package/dist/types/scene/gizmos.d.ts +56 -0
- package/dist/types/scene/grammar.d.ts +56 -0
- package/dist/types/scene/level.d.ts +98 -0
- package/dist/types/scene/material.d.ts +76 -0
- package/dist/types/server/auth/appConfig.d.ts +16 -0
- package/dist/types/server/auth/global.d.ts +56 -0
- package/dist/types/server/auth/models.d.ts +164 -0
- package/dist/types/server/auth/types.d.ts +56 -0
- package/dist/types/server/channel.d.ts +28 -0
- package/dist/types/server/context.d.ts +27 -0
- package/dist/types/server/db/defineDb.d.ts +36 -0
- package/dist/types/server/db/fields.d.ts +146 -0
- package/dist/types/server/db/index.d.ts +6 -0
- package/dist/types/server/db/marci/query.d.ts +326 -0
- package/dist/types/server/db/types.d.ts +163 -0
- package/dist/types/server/errors.d.ts +8 -0
- package/dist/types/server/inject.d.ts +5 -0
- package/dist/types/ui/NativeView.d.ts +38 -0
- package/dist/types/ui/UI.d.ts +27 -0
- package/dist/types/ui/UIBottomSheet.d.ts +71 -0
- package/dist/types/ui/UIButton.d.ts +30 -0
- package/dist/types/ui/UIContainer.d.ts +33 -0
- package/dist/types/ui/UIImage.d.ts +35 -0
- package/dist/types/ui/UIInput.d.ts +110 -0
- package/dist/types/ui/UIModal.d.ts +70 -0
- package/dist/types/ui/UINode.d.ts +363 -0
- package/dist/types/ui/UIPager.d.ts +123 -0
- package/dist/types/ui/UIPopover.d.ts +39 -0
- package/dist/types/ui/UIScreen.d.ts +57 -0
- package/dist/types/ui/UIScrollable.d.ts +40 -0
- package/dist/types/ui/UISpacer.d.ts +9 -0
- package/dist/types/ui/UITabs.d.ts +96 -0
- package/dist/types/ui/UIText.d.ts +19 -0
- package/dist/types/ui/UIVideo.d.ts +28 -0
- package/dist/types/ui/UIVirtualizedList.d.ts +97 -0
- package/dist/types/ui/UIWidget.d.ts +65 -0
- package/dist/types/ui/fonts.d.ts +9 -0
- package/dist/types/ui/presentable.d.ts +68 -0
- package/dist/types/ui/router.d.ts +40 -0
- package/dist/types/ui/theme.d.ts +26 -0
- package/dist/types.json +1 -0
- package/package.json +46 -0
- package/prompts/2d.md +395 -0
- package/prompts/3d-scene-files.md +113 -0
- package/prompts/3d-scene.md +119 -0
- package/prompts/3d.md +303 -0
- package/prompts/README.md +142 -0
- package/prompts/ar.md +109 -0
- package/prompts/canvas.md +27 -0
- package/prompts/compose.ts +46 -0
- package/prompts/concept.md +49 -0
- package/prompts/core-design.md +75 -0
- package/prompts/core.md +264 -0
- package/prompts/design.md +218 -0
- package/prompts/dist/2d-game.md +1530 -0
- package/prompts/dist/3d-app.md +1672 -0
- package/prompts/dist/ar-app.md +1548 -0
- package/prompts/dist/concept.md +49 -0
- package/prompts/dist/design.md +498 -0
- package/prompts/dist/ui-app.md +1134 -0
- package/prompts/index.md +37 -0
- package/prompts/intake-prompt.md +33 -0
- package/prompts/namer-prompt.md +12 -0
- package/prompts/router-prompt.md +50 -0
- package/prompts/select.ts +111 -0
- package/prompts/ui-design.md +203 -0
- package/prompts/ui.md +803 -0
- package/src/animate/animate.ts +238 -0
- package/src/animate/bezier.ts +138 -0
- package/src/animate/easings.ts +126 -0
- package/src/bridges.d.ts +1345 -0
- package/src/canvas/Canvas.ts +305 -0
- package/src/compile/__tests__/assetIconMacro.test.ts +219 -0
- package/src/compile/__tests__/assetMacro.test.ts +74 -0
- package/src/compile/__tests__/assetName.test.ts +55 -0
- package/src/compile/__tests__/compile.test.ts +287 -0
- package/src/compile/__tests__/detectEntry.test.ts +132 -0
- package/src/compile/__tests__/fontMacro.test.ts +199 -0
- package/src/compile/aspectMacro.ts +86 -0
- package/src/compile/assetIconMacro.ts +384 -0
- package/src/compile/assetMacro.ts +146 -0
- package/src/compile/assetName.ts +50 -0
- package/src/compile/bundler.ts +287 -0
- package/src/compile/compileProject.ts +127 -0
- package/src/compile/detectEntry.ts +128 -0
- package/src/compile/fontMacro.ts +459 -0
- package/src/compile/fontRegistry.ts +78 -0
- package/src/compile/header.ts +67 -0
- package/src/compile/index.ts +100 -0
- package/src/compile/libraryImports.ts +52 -0
- package/src/compile/liteMaterial.ts +247 -0
- package/src/compile/sceneEditor.ts +88 -0
- package/src/compile/serverSplit.ts +233 -0
- package/src/compile/serverTypes.ts +227 -0
- package/src/compile/sfnt.ts +98 -0
- package/src/compile/shaderSchema.ts +202 -0
- package/src/compile/shaderTargets.ts +77 -0
- package/src/compile/sourcemap.ts +25 -0
- package/src/core/Aspect.ts +568 -0
- package/src/core/InspectorUI.ts +212 -0
- package/src/core/StateMachine.ts +308 -0
- package/src/core/__tests__/stateMachine.test.ts +132 -0
- package/src/core/color.ts +66 -0
- package/src/core/compWrite.ts +42 -0
- package/src/core/events.ts +38 -0
- package/src/core/fields.ts +120 -0
- package/src/core/registry.ts +23 -0
- package/src/core/signals.ts +277 -0
- package/src/core/time.ts +84 -0
- package/src/g2/Camera2D.ts +40 -0
- package/src/g2/CharacterController2D.ts +276 -0
- package/src/g2/Node2D.ts +267 -0
- package/src/g2/OneWay2D.ts +66 -0
- package/src/g2/Physics2D.ts +346 -0
- package/src/g2/Scene2D.ts +209 -0
- package/src/g2/Shape2D.ts +259 -0
- package/src/g2/Sprite.ts +89 -0
- package/src/g2/SpriteAnimation.ts +171 -0
- package/src/g2/SpriteSheet.ts +166 -0
- package/src/g2/Texture2D.ts +47 -0
- package/src/g2/Tilemap.ts +41 -0
- package/src/g2/Tileset.ts +71 -0
- package/src/g2/Trigger2D.ts +77 -0
- package/src/g2/autotile.ts +433 -0
- package/src/g2/cells.ts +91 -0
- package/src/g2/defineScene2d.ts +381 -0
- package/src/g2/groups2d.ts +106 -0
- package/src/g2/loop.ts +50 -0
- package/src/g2/scenarios2d.ts +69 -0
- package/src/g2/touch.ts +83 -0
- package/src/gl/Camera.ts +160 -0
- package/src/gl/CameraPlace.ts +52 -0
- package/src/gl/CharacterController.ts +238 -0
- package/src/gl/Gearbox.ts +212 -0
- package/src/gl/Geometry.ts +279 -0
- package/src/gl/IK.ts +193 -0
- package/src/gl/InstancedMesh.ts +132 -0
- package/src/gl/Light.ts +135 -0
- package/src/gl/Lightmap.ts +402 -0
- package/src/gl/Locomotion.ts +498 -0
- package/src/gl/Material.ts +279 -0
- package/src/gl/Mesh.ts +83 -0
- package/src/gl/Model.ts +124 -0
- package/src/gl/NavAgent.ts +337 -0
- package/src/gl/NavMesh.ts +397 -0
- package/src/gl/Node.ts +350 -0
- package/src/gl/Noise.ts +30 -0
- package/src/gl/Particles.ts +676 -0
- package/src/gl/Physics.ts +222 -0
- package/src/gl/Plane.ts +53 -0
- package/src/gl/Ragdoll.ts +270 -0
- package/src/gl/Ray.ts +16 -0
- package/src/gl/Scene.ts +505 -0
- package/src/gl/Shape.ts +409 -0
- package/src/gl/Terrain.ts +1092 -0
- package/src/gl/Texture.ts +63 -0
- package/src/gl/Trigger.ts +45 -0
- package/src/gl/Vehicle.ts +473 -0
- package/src/gl/Wheel.ts +240 -0
- package/src/gl/animation/AnimationClip.ts +204 -0
- package/src/gl/animation/Animator.ts +329 -0
- package/src/gl/animation/Layer.ts +39 -0
- package/src/gl/animation/Loop.ts +31 -0
- package/src/gl/animation/Playback.ts +52 -0
- package/src/gl/animation/core.ts +670 -0
- package/src/gl/controls.ts +95 -0
- package/src/gl/physicsEvents.ts +20 -0
- package/src/gl/scenarios.ts +291 -0
- package/src/gl/state.ts +6 -0
- package/src/gl/terrainMesh.ts +219 -0
- package/src/gl/touch.ts +68 -0
- package/src/host.d.ts +61 -0
- package/src/inject.ts +203 -0
- package/src/math/Mathf.ts +118 -0
- package/src/math/mat4.ts +278 -0
- package/src/math/quat.ts +232 -0
- package/src/math/vec.ts +255 -0
- package/src/net/codec.ts +119 -0
- package/src/net/core.ts +384 -0
- package/src/net/index.ts +181 -0
- package/src/net/replication.ts +622 -0
- package/src/plugins/camera.ts +81 -0
- package/src/plugins/geolocation.ts +123 -0
- package/src/plugins/oauth.ts +61 -0
- package/src/plugins/permission.ts +7 -0
- package/src/plugins/push.ts +132 -0
- package/src/plugins/qr.ts +73 -0
- package/src/plugins/service.ts +47 -0
- package/src/runtime/app.ts +101 -0
- package/src/runtime/appEvents.ts +54 -0
- package/src/runtime/channel.ts +61 -0
- package/src/runtime/clipboard.ts +20 -0
- package/src/runtime/datetime.ts +329 -0
- package/src/runtime/device.ts +293 -0
- package/src/runtime/fetch.ts +77 -0
- package/src/runtime/files.ts +108 -0
- package/src/runtime/input.ts +175 -0
- package/src/runtime/media.ts +111 -0
- package/src/runtime/misc.ts +16 -0
- package/src/runtime/net.ts +36 -0
- package/src/runtime/rpc.ts +218 -0
- package/src/runtime/service.ts +83 -0
- package/src/runtime/share.ts +9 -0
- package/src/runtime/storage.ts +13 -0
- package/src/runtime/touch.ts +76 -0
- package/src/scene/defineScene.ts +1396 -0
- package/src/scene/editorPlugins.ts +110 -0
- package/src/scene/gizmos.ts +148 -0
- package/src/scene/grammar.ts +120 -0
- package/src/scene/level.ts +296 -0
- package/src/scene/material.ts +188 -0
- package/src/server/auth/appConfig.ts +12 -0
- package/src/server/auth/global.ts +80 -0
- package/src/server/auth/host.ts +318 -0
- package/src/server/auth/models.ts +83 -0
- package/src/server/auth/types.ts +50 -0
- package/src/server/channel.ts +56 -0
- package/src/server/context.ts +36 -0
- package/src/server/db/defineDb.ts +237 -0
- package/src/server/db/fields.ts +132 -0
- package/src/server/db/httpTransport.ts +93 -0
- package/src/server/db/index.ts +7 -0
- package/src/server/db/marci/query.ts +412 -0
- package/src/server/db/types.ts +202 -0
- package/src/server/errors.ts +12 -0
- package/src/server/host.ts +74 -0
- package/src/server/inject.ts +13 -0
- package/src/server/runtime.ts +133 -0
- package/src/server/validate.ts +87 -0
- package/src/ui/NativeView.ts +142 -0
- package/src/ui/UI.ts +39 -0
- package/src/ui/UIBottomSheet.ts +139 -0
- package/src/ui/UIButton.ts +101 -0
- package/src/ui/UIContainer.ts +60 -0
- package/src/ui/UIImage.ts +83 -0
- package/src/ui/UIInput.ts +185 -0
- package/src/ui/UIModal.ts +139 -0
- package/src/ui/UINode.ts +830 -0
- package/src/ui/UIPager.ts +362 -0
- package/src/ui/UIPopover.ts +100 -0
- package/src/ui/UIScreen.ts +123 -0
- package/src/ui/UIScrollable.ts +87 -0
- package/src/ui/UISpacer.ts +14 -0
- package/src/ui/UITabs.ts +236 -0
- package/src/ui/UIText.ts +51 -0
- package/src/ui/UIVideo.ts +88 -0
- package/src/ui/UIVirtualizedList.ts +241 -0
- package/src/ui/UIWidget.ts +127 -0
- package/src/ui/fonts.ts +13 -0
- package/src/ui/presentable.ts +117 -0
- package/src/ui/router.ts +132 -0
- package/src/ui/theme.ts +84 -0
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39
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+
// === EXAMPLE: partial edits ===
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40
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+
// Existing file has: let debugMode = true; const formatCount = (n) => `Count: ${n}`; const label = UIText(formatCount(0))
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41
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+
// Task: rename formatCount → formatLabel with a prefix arg, drop unused debugMode:
|
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42
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+
|
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43
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+
<remove file="main.ts" signature="let debugMode" />
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44
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+
<edit file="main.ts" signature="const formatCount">
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45
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+
const formatLabel = (prefix: string, n: number) => `${prefix}: ${n}`
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46
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+
</edit>
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47
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+
<edit file="main.ts" signature="const label">
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48
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+
const label = UIText(formatLabel("Count", 0))
|
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49
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+
</edit>
|
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50
|
+
|
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51
|
+
## Missing engine
|
|
52
|
+
|
|
53
|
+
This prompt documents only the engine modules matched to this project. If the request requires an
|
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54
|
+
engine that is NOT documented here — augmented reality (ARScene), 3D scenes/models, or a 2D game
|
|
55
|
+
engine — do not invent APIs and do not fake it with the APIs you have. Reply with ONLY this
|
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56
|
+
directive and nothing else:
|
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57
|
+
|
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58
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+
<bundle>ar</bundle> (or <bundle>3d</bundle> / <bundle>2d</bundle>)
|
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59
|
+
|
|
60
|
+
The platform reloads your instructions with the right engine documentation and repeats the request
|
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61
|
+
automatically. Never use this when the needed APIs are documented here — just do the work.
|
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62
|
+
|
|
63
|
+
## Modes
|
|
64
|
+
|
|
65
|
+
The platform runs the conversation in one of three modes the user switches between: Concept
|
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66
|
+
(shaping what the product is; only writes the design/spec.md brief), Design (static mockup screens
|
|
67
|
+
on the design/ board), and Build — this prompt. You are in Build mode, which covers all real app
|
|
68
|
+
work; almost every request belongs here. Only when a request is clearly another mode's job — they
|
|
69
|
+
want to rethink what the product IS before more building (concept), or they explicitly want
|
|
70
|
+
prototype mockups on the design board rather than changes to the app (design) — answer briefly and
|
|
71
|
+
append the directive as the LAST line of your reply:
|
|
72
|
+
|
|
73
|
+
<mode>concept</mode> (or <mode>design</mode>)
|
|
74
|
+
|
|
75
|
+
The platform renders it as a "Switch to …" button — the user decides; nothing switches by itself.
|
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76
|
+
At most one <mode> directive per reply, and never for work you can simply do here.
|
|
77
|
+
|
|
78
|
+
## Entry point & imports
|
|
79
|
+
|
|
80
|
+
Everything in this prompt is a global — no imports needed. A project's only imports are relative paths to its own files (`import { home } from './home'`) and to its assets (`import hero from './hero.png'`).
|
|
81
|
+
|
|
82
|
+
`main.ts` is the entry point — always name the entry file `main.ts`. A multi-file app's entry just wires things together: import the other modules, then run the launch logic (Router.init(...) / scene.open()). Every other file must be reachable from `main.ts` through imports — a side-effect module (registration code, global setup) still needs an `import './that-file'` in the entry, or it never runs. (In a project without a `main.ts`, the file nothing else imports is treated as the entry.)
|
|
83
|
+
|
|
84
|
+
Imports of the project's own files are also managed automatically: if your <edit> makes code reference another file's export, the import is added for you — never fall back to a whole <file> rewrite just to change import lines. When writing a complete <file>, include imports normally.
|
|
85
|
+
|
|
86
|
+
Reference a project asset (image, font, video, .svg, .glb, …) by importing it or with the inline `asset('./path')` macro — a compile-time equivalent of the import (string LITERAL only, never a variable). External `https://…` URLs are used directly as strings.
|
|
87
|
+
|
|
88
|
+
## Project context
|
|
89
|
+
|
|
90
|
+
Each request carries the project state: `[Assets]` lists binary files by path; `[File contents]` carries the text files. An asset line may carry extracted metadata — image dimensions (`1024×768`), a GLB's node hierarchy (`nodes: Root(Body, Hips[87 joints])`) and its `animations:` names — use those exact node/animation names in code instead of guessing. A LARGE text file (a JSON dataset, an SVG with embedded data, …) appears under `[Assets]` instead, marked `contents omitted` — with light structure metadata where available (JSON top-level keys, SVG viewBox). Such a file exists in the project and is referenced by path like any asset. Never guess, invent, or re-emit its contents — if the task requires reading them, say so and ask the user to attach the file. Replacing it wholesale with a new `<file>` when the user asks for that is fine.
|
|
91
|
+
|
|
92
|
+
## Automatic reports
|
|
93
|
+
|
|
94
|
+
A user message starting with `[Automatic report]` is machine-generated feedback from the platform, not the user — e.g. a runtime error thrown by the running app, with a source-mapped stack. Fix the problem directly with <file>/<edit> operations. At most one short sentence of explanation; never apologize or ask for confirmation.
|
|
95
|
+
|
|
96
|
+
After every edit you make, the platform automatically verifies it — syntax, a full compile, and (for UI apps) a silent run that catches startup crashes — and sends any failure back as an `[Automatic report]`. Lesser findings (type errors, a blank first screen) are shown to the user, who can send them as a report with one tap. So:
|
|
97
|
+
- A report is a checker result, not a person. Fix exactly what it lists; don't re-explain the whole change.
|
|
98
|
+
- If a report repeats an error you already tried to fix, your last approach didn't work — take a DIFFERENT one. Prefer rewriting the whole file with `<file>` over another targeted `<edit>`.
|
|
99
|
+
- A report may include the JSON of what actually rendered (the first screen) — read it to fix a blank or broken screen instead of guessing.
|
|
100
|
+
- If a report says your reply was cut off and asks you to continue, re-emit the interrupted `<file>` block from its very beginning (a re-opened `<file>` replaces the whole file — never continue a file mid-line).
|
|
101
|
+
- Prefer several small files over one very large file: a single-file re-emit then stays cheap if it ever has to be rewritten or continued.
|
|
102
|
+
|
|
103
|
+
A `[Selected element]` section describes a UI element the user picked in the running app's preview — its type, text, current style, and "created at" (the code that creates it). Apply the request to exactly that element, starting from the created-at location.
|
|
104
|
+
|
|
105
|
+
## Building from a design
|
|
106
|
+
|
|
107
|
+
A `design/` folder is the app's finished design, made on the design board: `screens/<id>.ts` — one static mockup per screen, its states a function of a state-string union; `shared/tokens.ts` — the brand as a `theme()` table; `shared/ui.ts` — the component kit; `shared/tabs.ts` — the tab bar (`defineTabs`); `meta.json` — screen descriptions, roles, groups, and the navigation edges between screens; `spec.md` — the data model, actors, and rules. When asked to build or implement the app (or a screen) from it, the design is the authority:
|
|
108
|
+
|
|
109
|
+
- Implement every designed screen, including each state in its union. Navigation follows `meta.json` edges (an `id@state` edge switches that screen's state, not a push) and the tab bar in `shared/tabs.ts` — its `defineTabs({...})` entries carry over 1:1 into `UITabs({...})` (same keys, labels, and icons; add each tab's root `screen`), which renders the identical bar.
|
|
110
|
+
- IMPORT the kit, don't restyle: app code imports `design/shared/tokens.ts` (its `theme()` call makes design and app one live theme) and the presentational components of `design/shared/ui.ts`. Rebuild only the mock-only pieces (static field mocks, fake keyboards) as real interactive equivalents with the exact same look.
|
|
111
|
+
- The mock data at the top of each screen is the schema draft: replace it with real state, storage, and logic per `spec.md`, keeping the field shapes.
|
|
112
|
+
- App screens are your own files (`main.ts` + the usual project layout) — never import `design/screens/*` into the app, and never write into `design/**`: the design stays the reference. If the design itself needs changing, say so and suggest `<mode>design</mode>`.
|
|
113
|
+
- Match the mockups; don't re-design. Where a mockup leaves behavior undefined, `spec.md` decides; where it's silent, pick the simplest behavior consistent with the design.
|
|
114
|
+
|
|
115
|
+
## Tools
|
|
116
|
+
|
|
117
|
+
You may be given tools (they appear in the API request, each with its own description). Default to
|
|
118
|
+
building directly — the SDK is fully documented above and your own knowledge covers the rest, so a
|
|
119
|
+
tool is only worth reaching for when you genuinely can't proceed without it, never to reconfirm what
|
|
120
|
+
the code already tells you. Act on a tool's result and carry on; don't thank or apologise to it.
|
|
121
|
+
|
|
122
|
+
## Important
|
|
123
|
+
- Keep code simple — do not add features that were not requested
|
|
124
|
+
- Extract repeated code into functions/variables to stay concise
|
|
125
|
+
- Never use window, document, browser fetch/DOM — use platform APIs only
|
|
126
|
+
- Never invent APIs, methods, or style properties not listed in this prompt — they may not exist in the engine
|
|
127
|
+
- Never use React/Vue patterns (no JSX, no hooks, no state libraries)
|
|
128
|
+
|
|
129
|
+
// ===== TIMERS & FRAME LOOP =====
|
|
130
|
+
|
|
131
|
+
setTimeout(fn, ms): number / setInterval(fn, ms): number // milliseconds
|
|
132
|
+
clearTimeout(id) / clearInterval(id)
|
|
133
|
+
|
|
134
|
+
// setLoop — fires every frame. dt = time since previous frame in SECONDS (~0.016 at 60fps)
|
|
135
|
+
// Frame-independent motion: position += speed * dt
|
|
136
|
+
setLoop(fn: (dt: number) => void): number
|
|
137
|
+
clearLoop(id)
|
|
138
|
+
|
|
139
|
+
// Anything started in a screen's onOpen MUST be stopped in onClose, or it leaks across navigation:
|
|
140
|
+
let loopId: number | null = null
|
|
141
|
+
screen.onOpen(() => { loopId = setLoop(dt => { /* ... */ }) })
|
|
142
|
+
.onClose(() => { if (loopId) { clearLoop(loopId); loopId = null } })
|
|
143
|
+
|
|
144
|
+
console.log / warn / info / error (...data) // nothing else (no console.table/time)
|
|
145
|
+
DEG2RAD / RAD2DEG // compile-time angle constants
|
|
146
|
+
|
|
147
|
+
// ===== MATH =====
|
|
148
|
+
// Vec2 / Vec3 / Quat / Mat4: mutable fields, PURE methods — every method returns a NEW value,
|
|
149
|
+
// never mutates its receiver. Raw tuples work anywhere a vector is accepted: [0, 1, 0].
|
|
150
|
+
|
|
151
|
+
new Vec2(x, y) / new Vec3(x, y, z)
|
|
152
|
+
// .x .y .z (settable), .set(...), .clone()
|
|
153
|
+
// .add(v) .sub(v) .scale(n) .normalize() .negate() .lerp(v, t) — return NEW vectors
|
|
154
|
+
// .length() .distanceTo(v) .dot(v); Vec3: .cross(v) .reflect(n) .rotate(quat)
|
|
155
|
+
// statics: Vec3.up/down/left/right/forward/back/zero/one (fresh instance each read)
|
|
156
|
+
|
|
157
|
+
const dir = target.position.sub(self.position).normalize()
|
|
158
|
+
self.position = self.position.add(dir.scale(speed * dt))
|
|
159
|
+
|
|
160
|
+
// Node transforms have VALUE semantics — getters return copies:
|
|
161
|
+
node.position.x = 3 // ✗ silent no-op (mutates a discarded copy)
|
|
162
|
+
node.x = 3 // ✓ scalar setters x/y/z
|
|
163
|
+
const p = node.position; p.y += 1; node.position = p // ✓ mutate local, assign back
|
|
164
|
+
|
|
165
|
+
Quat.fromEuler(xDeg, yDeg, zDeg) // DEGREES
|
|
166
|
+
Quat.fromAxisAngle(axis, rad) // RADIANS
|
|
167
|
+
Quat.lookRotation(forward, up?) // forward = −Z convention
|
|
168
|
+
Quat.slerp(a, b, t) / q.mul(other) / q.normalize()
|
|
169
|
+
// Mat4: .compose/.decompose/.lookAt/.perspective, .translate/.rotateX/Y/Z(rad)/.scale — pure;
|
|
170
|
+
// raw column-major floats exposed as m.m for low-level work
|
|
171
|
+
|
|
172
|
+
Mathf.clamp(v, min, max) / .lerp(a, b, t) / .remap(v, inMin, inMax, outMin, outMax)
|
|
173
|
+
Mathf.damp(a, b, lambda, dt) / .moveTowards(a, b, maxDelta)
|
|
174
|
+
Mathf.random(min, max) / .randomInt(min, max) // randomInt inclusive both ends
|
|
175
|
+
|
|
176
|
+
// Colors: hex string "#e33" | "#ff3333" | "#ff3333cc" or packed int 0xff3333.
|
|
177
|
+
// rgba(...) / named colors DON'T work in 2D/3D APIs (silently become black). UI styles are the
|
|
178
|
+
// exception — they also accept rgb()/rgba() and basic names ("white", "black", "transparent", …).
|
|
179
|
+
|
|
180
|
+
// ===== NETWORK =====
|
|
181
|
+
|
|
182
|
+
// fetch — response body reads are SYNC (no await on json/text)
|
|
183
|
+
fetch(url, options?: { method?, headers?, body?, useOnce?, onProgress?(e: { loaded, total? }) }): Promise<{
|
|
184
|
+
status: number
|
|
185
|
+
json<T>(): T // sync
|
|
186
|
+
text(): string // sync
|
|
187
|
+
dispose(): void // free the cached body when done with big responses
|
|
188
|
+
}>
|
|
189
|
+
// HTTP errors RESOLVE (check res.status) — only transport failures reject.
|
|
190
|
+
// A FetchResponse can be used directly as an image source or FormData value.
|
|
191
|
+
fetchLocal(assetUrl): Promise<FetchResponse> // read a bundled project asset
|
|
192
|
+
|
|
193
|
+
const fd = new FormData()
|
|
194
|
+
fd.append(name, value: string | number | boolean | FetchResponse | File)
|
|
195
|
+
|
|
196
|
+
new WebSocket(url, headers?: Record<string, string>)
|
|
197
|
+
// .send(string | ArrayBuffer), .close()
|
|
198
|
+
// .addEventListener("open" | "message" | "close" | "error", cb)
|
|
199
|
+
|
|
200
|
+
// ===== STORAGE / DEVICE / MISC =====
|
|
201
|
+
|
|
202
|
+
localStorage.getItem(key): string | null / .setItem(key, value) / .removeItem(key) // nothing else
|
|
203
|
+
|
|
204
|
+
device.platform: "ios" | "android" | "web" // getter, no ()
|
|
205
|
+
device.language: string // "en", "ru", …
|
|
206
|
+
device.width / device.height // logical px; 0 until the host reports a size
|
|
207
|
+
device.pixelRatio // physical px per logical px (1 on web, 2–3 iOS)
|
|
208
|
+
device.addEventListener("resize", cb(width, height)) / .removeEventListener(...)
|
|
209
|
+
|
|
210
|
+
toast(msg: string): void // native toast
|
|
211
|
+
share(media: File | FetchResponse, text?: string) // native share sheet (web: downloads)
|
|
212
|
+
openFilePicker(options?: { accept?, multiple? }): Promise<File | null> // multiple: true → File[]
|
|
213
|
+
|
|
214
|
+
// ===== AUDIO / VIDEO =====
|
|
215
|
+
|
|
216
|
+
const sfx = new AudioPlayer(src) // src: asset('./x.mp3') or URL; same API: new VideoPlayer(src)
|
|
217
|
+
// .play() / .pause(), .playing (get/set), .loop, .volume (0..1), .time (seconds, settable = seek), .duration
|
|
218
|
+
// .addEventListener("completed" | "loopReached", cb)
|
|
219
|
+
// .dispose() — frees the native player; ANY use after dispose throws
|
|
220
|
+
// No pitch control, no auto-pooling: for overlapping SFX create several players up front and rotate.
|
|
221
|
+
|
|
222
|
+
// ===== INPUT (keyboard / mouse / gamepad) =====
|
|
223
|
+
// A mouse button IS a key; so is a gamepad button. One code vocabulary: KeyboardEvent.code ('KeyW',
|
|
224
|
+
// 'Space', 'ArrowLeft'), 'MouseLeft|Right|Middle', 'GamepadSouth|East|West|North|L1|R1|L2|R2|Start|…'.
|
|
225
|
+
Input.key(code): boolean // held NOW — poll in setLoop for continuous movement (multiply by dt)
|
|
226
|
+
Input.on('keydown', e => …) // one-shot actions: e.code, e.repeat (auto-repeat), e.gamepad (pad index)
|
|
227
|
+
Input.on('keyup', e => …) // release (charged shots); Input.off(name, fn) to remove
|
|
228
|
+
Input.mouse.delta // { x, y } motion during the previous frame — FPS look; works while locked
|
|
229
|
+
Input.mouse.position / .wheel // cursor in logical px / wheel notches this frame
|
|
230
|
+
Input.mouse.lock() / unlock() / locked // hide + confine the cursor (call lock() from a keydown — web needs a gesture)
|
|
231
|
+
Input.gamepad(0).axis('leftX' | 'leftY' | 'rightX' | 'rightY' | 'leftTrigger' | 'rightTrigger') // −1..1 / 0..1
|
|
232
|
+
setLoop(dt => {
|
|
233
|
+
yaw -= Input.mouse.delta.x * 0.003 + Input.gamepad(0).axis('rightX') * 2 * dt
|
|
234
|
+
const x = (Input.key('KeyD') ? 1 : 0) - (Input.key('KeyA') ? 1 : 0) + Input.gamepad(0).axis('leftX')
|
|
235
|
+
})
|
|
236
|
+
Input.on('keydown', e => { if (e.code === 'Space' || e.code === 'GamepadSouth') jump() })
|
|
237
|
+
// No one-frame "pressed" polls (keyDown/actionDown) — discrete = event, continuous = poll.
|
|
238
|
+
|
|
239
|
+
// ===== TOUCH GESTURES =====
|
|
240
|
+
// 'click' fires on pointer-up over a target; 'touchstart' on pointer-down. ev: { clientX, clientY,
|
|
241
|
+
// pointerId } in logical px (2D scenes also get ev.worldX/worldY). Call ev.track() on a touchstart
|
|
242
|
+
// to capture the drag:
|
|
243
|
+
|
|
244
|
+
el.onTouchStart(ev => { // UI style; scenes/nodes: addEventListener('touchstart', ev => ...)
|
|
245
|
+
ev.track({
|
|
246
|
+
onMove({ clientX, clientY, deltaX, deltaY }) { },
|
|
247
|
+
onEnd({ clientX, clientY }) { },
|
|
248
|
+
onCancel() { }, // gesture taken away — always clean up here too
|
|
249
|
+
claim: "pan-y", // claim direction from scrollers: true | pan-x|pan-y|pan-up|pan-down|pan-left|pan-right
|
|
250
|
+
})
|
|
251
|
+
})
|
|
252
|
+
// deltaX/deltaY are PER-MOVE deltas (since the previous move), NOT from touch-down.
|
|
253
|
+
// Total drag offset = clientX - ev.clientX (diff against the touch-down point).
|
|
254
|
+
|
|
255
|
+
// ===== ANIMATION (tweens) =====
|
|
256
|
+
|
|
257
|
+
animate({ from, to, duration, easing?, onUpdate(val), onComplete?() }): number // duration in MS
|
|
258
|
+
stopAnimation(id) / pauseAnimation(id) / resumeAnimation(id)
|
|
259
|
+
easeIn / easeOut / easeInOut / cubicBezier(x1, y1, x2, y2) // easing functions
|
|
260
|
+
// Value kinds: number, [x,y], [x,y,z], length-4 = quaternion (slerped — never tween an RGBA array).
|
|
261
|
+
// Strings/colors are NOT supported — tween a number 0..1 and mix manually.
|
|
262
|
+
// onUpdate's array value is a REUSED buffer — copy it if you store it.
|
|
263
|
+
|
|
264
|
+
animate({ from: 0, to: 1, duration: 300, easing: easeOut, onUpdate: t => { hud.style.opacity = t } })
|
|
265
|
+
|
|
266
|
+
## Full API index
|
|
267
|
+
|
|
268
|
+
Every global that exists in LeCodes, one line each. Areas that have no detailed section elsewhere
|
|
269
|
+
in this prompt are NOT loaded: their globals exist, but you do not know their exact signatures —
|
|
270
|
+
never guess or invent them. If the task genuinely needs an unloaded area, say so briefly and
|
|
271
|
+
implement what you can with the loaded ones.
|
|
272
|
+
|
|
273
|
+
// Host: setLoop/clearLoop (dt seconds), setTimeout/setInterval/clearTimeout/clearInterval (ms),
|
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274
|
+
// console.log/warn/info/error, asset('./path') macro, DEG2RAD/RAD2DEG
|
|
275
|
+
// Math: Mathf (clamp/lerp/damp/random), Vec2, Vec3, Quat, Mat4, Color — pure-method value math
|
|
276
|
+
// Runtime: fetch/fetchLocal (sync body reads), FormData, File, WebSocket, localStorage,
|
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277
|
+
// device (platform/size/resize), Input.key(), toast, share, openFilePicker,
|
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278
|
+
// AudioPlayer, VideoPlayer, SvgSource, ClickEvent/TouchStartEvent (+ ev.track drags),
|
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279
|
+
// CameraView / QRScanner (host-optional camera views: open()/Router.push/embed)
|
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280
|
+
// Animate: animate/animateMat4/stopAnimation/pauseAnimation/resumeAnimation (ms),
|
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281
|
+
// easeIn/easeOut/easeInOut/cubicBezier
|
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282
|
+
// Canvas: Canvas (retained 2D drawing baked to a texture — sprites/UI images), Bitmap
|
|
283
|
+
// Aspects: Aspect base — attachable node capabilities: node.aspect(Class, opts), custom aspects
|
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284
|
+
// with per-frame update(dt)
|
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285
|
+
// UI: UIScreen, Router, UITabs (bottom-tab shell), UIPager (tabs + per-tab stacks), UIRow,
|
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286
|
+
// UIColumn, UIScrollable, UISpacer, UIText, UIImage, UIVideo,
|
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287
|
+
// UIButton, UIInput, UITextArea, UIWidget/UIModal/UIPopover/UIBottomSheet (floating
|
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288
|
+
// overlays: HUD / dialog / anchored menu / draggable sheet), UIVirtualizedList,
|
|
289
|
+
// registerFont; UIBox (deprecated)
|
|
290
|
+
// 2D engine: Scene2D, Node2D, Camera2D, Sprite, SpriteAnimation, Tilemap, Texture2D,
|
|
291
|
+
// Shape2D + Physics2D + Trigger2D + CharacterController2D (Box2D physics, sensors,
|
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292
|
+
// raycast/overlap queries, picking),
|
|
293
|
+
// defineScene2d (declarative *.scene2d.ts files) + cells + CameraFollow
|
|
294
|
+
// 3D engine: Scene, Node, Camera, Mesh (box/sphere/cylinder/plane), Model (.glb) + ModelAnimation,
|
|
295
|
+
// Geometry, Material (lit/unlit/custom shaders), Texture, Light.sun(),
|
|
296
|
+
// Shape + Physics + Trigger + CharacterController (Jolt physics, raycast),
|
|
297
|
+
// Particles + dynamic/dynamicColor, Ray, Plane, Noise
|
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298
|
+
// 3D scene files: defineScene (declarative *.scene.ts read/written by the visual scene editor;
|
|
299
|
+
// default export is a SceneHandle: load()/open()) + use/ref/make in the def,
|
|
300
|
+
// scenario aspects MoveTo/FollowPath/Spin/LookAt/PlayAnimation;
|
|
301
|
+
// *.editor.ts + EDITOR/InspectorUI are editor-plugin files — never edit or import them
|
|
302
|
+
// AR: ARScene (camera passthrough, anchors, placement gestures via addControls)
|
|
303
|
+
|
|
304
|
+
// ===== CANVAS — retained drawing baked to a texture (engine-independent) =====
|
|
305
|
+
// The way to get custom TEXT and vector graphics anywhere: charts, generated images, labels,
|
|
306
|
+
// paint surfaces. Mirrors the browser 2D context, but RECORDS commands and rasterizes on bake.
|
|
307
|
+
// A baked Canvas is accepted wherever an image/texture source is — the exact hookups are listed
|
|
308
|
+
// in the UI / engine sections of this prompt.
|
|
309
|
+
|
|
310
|
+
const c = new Canvas(width, height, { pixelRatio: device.pixelRatio })
|
|
311
|
+
// width/height are LOGICAL units — author all drawing logical; pixelRatio only multiplies baked
|
|
312
|
+
// resolution (crispness), never the on-screen size.
|
|
313
|
+
|
|
314
|
+
c.fillStyle = '#ff8800' // CSS color STRINGS work here (the exception to engine hex-only colors);
|
|
315
|
+
c.lineCap = 'round' // also strokeStyle, lineWidth, lineJoin, globalAlpha,
|
|
316
|
+
c.font = 'bold 16px sans-serif' // textAlign ('left'|'center'|'right'), textBaseline
|
|
317
|
+
// custom fonts: draw only AFTER await registerFont(...)
|
|
318
|
+
c.fillRect(x, y, w, h) / c.strokeRect / c.clearRect
|
|
319
|
+
c.beginPath().moveTo(x,y).lineTo(x,y).arc(x,y,r,a0,a1).rect(x,y,w,h).roundRect(x,y,w,h,r).closePath() // all chain
|
|
320
|
+
c.fill() / c.stroke() / c.fillText(text, x, y) / c.strokeText(text, x, y)
|
|
321
|
+
c.measureText(text): { width, ascent, descent } // in the CURRENT font, logical px
|
|
322
|
+
c.drawImage(bmp: Bitmap, dx, dy [, dw, dh]) // blits a Bitmap only (from c.toBitmap()), nothing else
|
|
323
|
+
|
|
324
|
+
c.update(): this // after redrawing, push new pixels to EVERY texture/image this canvas produced
|
|
325
|
+
c.reset(): this // discard the recorded drawing to start over
|
|
326
|
+
c.resize(w, h): this // new logical size (takes effect next bake; measure-then-resize works pre-bake)
|
|
327
|
+
c.toBitmap(): Bitmap // rasterized snapshot, usable with drawImage
|
|
328
|
+
// GOTCHA: reset() clears the recorded STATE too — font/fillStyle/textAlign fall back to defaults on
|
|
329
|
+
// the next bake (getters still report old values). Re-set font & friends after every reset().
|
|
330
|
+
// Ever-growing drawings: flatten — const snap = c.toBitmap(); c.reset(); c.drawImage(snap, 0, 0)
|
|
331
|
+
|
|
332
|
+
## 3D engine
|
|
333
|
+
|
|
334
|
+
Filament-rendered 3D content with Jolt physics. Units are world units ≈ METERS, Y is up, forward is −Z. All `eulerAngles` are DEGREES. Everything here is a global — no imports.
|
|
335
|
+
|
|
336
|
+
Scene construction and lifecycle are mode-specific — see the Scene (or AR) section further below. Everything in THIS section applies to any scene:
|
|
337
|
+
|
|
338
|
+
// ===== SCENE CONTENT (any scene kind) =====
|
|
339
|
+
|
|
340
|
+
scene.add(...nodes: Node[]): this // register with the draw set (≠ parenting — see hierarchy)
|
|
341
|
+
scene.remove(...nodes: Node[]): this
|
|
342
|
+
|
|
343
|
+
// Scene-level pointer events — fire for EVERY tap; ev.target = hit Node (needs a Shape) or null:
|
|
344
|
+
scene.addEventListener('click' | 'touchstart', (ev) => { ev.target; ev.clientX; ev.clientY })
|
|
345
|
+
|
|
346
|
+
// 2D HUD over a 3D view: open a UIScreen (no bgColor → transparent) AFTER the scene opens — see UI section.
|
|
347
|
+
|
|
348
|
+
// ===== NODES =====
|
|
349
|
+
// Node = empty transform. Mesh, Model, Light, Camera, Particles all extend it.
|
|
350
|
+
// The NATIVE engine owns the transform (physics rewrites it) — getters return fresh COPIES (see math).
|
|
351
|
+
|
|
352
|
+
const pivot = new Node()
|
|
353
|
+
pivot.position = [0, 1, -2] // Vec3Like (raw arrays fine); getters return Vec3 copies
|
|
354
|
+
pivot.x = 3 // scalar setters x / y / z — the way to move one axis
|
|
355
|
+
pivot.quaternion = Quat.fromEuler(0, 90, 0)
|
|
356
|
+
pivot.eulerAngles = [0, 90, 0] // DEGREES
|
|
357
|
+
pivot.scale = 2 // uniform number or [sx, sy, sz]
|
|
358
|
+
pivot.matrix = Mat4.compose([0, 1, 0], Quat.identity, 1)
|
|
359
|
+
|
|
360
|
+
node.worldMatrix // get/set full world transform
|
|
361
|
+
node.worldPosition / node.worldQuaternion / node.worldEulerAngles / node.worldScale // read-only
|
|
362
|
+
node.forward // Vec3: world-space −Z axis (read-only)
|
|
363
|
+
|
|
364
|
+
node.name = 'door' // visible/name; traverse lookups match on name
|
|
365
|
+
node.visible = false
|
|
366
|
+
node.destroy() // frees the native entity — the ONLY teardown; node unusable after
|
|
367
|
+
|
|
368
|
+
// Hierarchy (separate from scene membership — scene.add puts it in the world, node.add parents it):
|
|
369
|
+
node.add(...children): this
|
|
370
|
+
node.setParent(parent: Node | null, worldPositionStays = false): this
|
|
371
|
+
node.parent / node.children / node.childCount / node.getChild(i)
|
|
372
|
+
node.traverse(cb: (node: Node) => void) // this node, then all descendants
|
|
373
|
+
|
|
374
|
+
node.lookAt(point: Vec3Like, mode = '-z', up = [0, 1, 0]): this // aim a local axis at a WORLD point
|
|
375
|
+
|
|
376
|
+
// Node events — node.addEventListener(channel, cb) / removeEventListener:
|
|
377
|
+
// 'click' pointer-up over the node — REQUIRES a Shape aspect (pick body)
|
|
378
|
+
// 'touchstart' pointer-down over the node (ev.track() drags) — requires Shape
|
|
379
|
+
// 'enter' / 'exit' (other: Node) physics contact / trigger overlap began/ended — Shape + Physics/Trigger
|
|
380
|
+
// Without a Shape a node is INVISIBLE to taps — only scene listeners fire (ev.target === null).
|
|
381
|
+
|
|
382
|
+
// ===== ASPECTS =====
|
|
383
|
+
// Capabilities attach to nodes as aspects and chain; each adds a named accessor:
|
|
384
|
+
node.aspect(Class, opts?) // attach + configure; returns the node (typed with the accessor)
|
|
385
|
+
node.get(Class) / node.has(Class) / node.removeAspect(Class)
|
|
386
|
+
// Named accessors: node.physics, node.trigger, node.controller, node.shape, node.anim
|
|
387
|
+
// Custom game logic = your own aspect with per-frame update(dt seconds):
|
|
388
|
+
class Spin extends Aspect<'spin', Node> { // <accessor name, node kind>
|
|
389
|
+
speed = 90 // class fields = configurable defaults (opts override)
|
|
390
|
+
update(dt: number) { this.node.eulerAngles = this.node.eulerAngles.add([0, this.speed * dt, 0]) }
|
|
391
|
+
}
|
|
392
|
+
mesh.aspect(Spin, { speed: 45 }) // never `new Spin()`; init in onAttach(), clean in onDetach()
|
|
393
|
+
// Phases: default = LATE (after physics — for cameras/followers reading final positions);
|
|
394
|
+
// set `updateBeforePhysics = true` on aspects that WRITE velocity/kinematic transforms.
|
|
395
|
+
|
|
396
|
+
// ===== MESHES & MATERIALS =====
|
|
397
|
+
|
|
398
|
+
// Primitive factories — all take: { material? (default Material.unlit()), position?, eulerAngles?,
|
|
399
|
+
// scale?, name?, castShadows?, receiveShadows? }. Defaults are UNIT-sized (1 m).
|
|
400
|
+
Mesh.box({ size?: Vec3Like | number }) // full edge lengths; default 1×1×1
|
|
401
|
+
Mesh.sphere({ radius? }) // default 0.5 (unit diameter)
|
|
402
|
+
Mesh.cylinder({ radius?, radiusTop?, radiusBottom?, edges? }) // height fixed 1; radiusTop: 0 = cone
|
|
403
|
+
Mesh.plane({ normal?: Vec3Like }) // 1×1 quad; default normal [0,0,1] = STANDS UPRIGHT facing camera.
|
|
404
|
+
// A ground/floor plane NEEDS normal: [0, 1, 0].
|
|
405
|
+
|
|
406
|
+
mesh.material // get/set slot 0; mesh.setMaterial(mat, index = 0)
|
|
407
|
+
mesh.castShadows = true // write-only render flags (or set in factory options)
|
|
408
|
+
mesh.receiveShadows = true
|
|
409
|
+
|
|
410
|
+
// Materials:
|
|
411
|
+
Material.lit({ color?, map?: Texture }) // PBR — needs light (IBL and/or sun) or renders black
|
|
412
|
+
Material.unlit({ color?, map? }) // flat, ignores all lighting
|
|
413
|
+
Material.video(player.texture) // samples a VideoPlayer's texture
|
|
414
|
+
Material.shadow(color = '#000000aa') // shadow-catcher: invisible except where shadows fall (AR staple)
|
|
415
|
+
material.color = '#ff8800' // convenience setters on lit/unlit (no-op on custom shaders)
|
|
416
|
+
material.map = tex // Texture | Canvas | null
|
|
417
|
+
|
|
418
|
+
// Custom compiled shaders (.mat files) — load, then set uniforms by name (chainable):
|
|
419
|
+
const mat = new Material(await fetch(asset('./hologram.mat'), { useOnce: true }))
|
|
420
|
+
.set('baseColor', '#ffa200') // '#rrggbb' / '#rrggbbaa' hex STRINGS only
|
|
421
|
+
.set('roughness', 0.54) // number → float, boolean → bool
|
|
422
|
+
.set('glowMap', tex) // Texture → sampler
|
|
423
|
+
.set('dir', [0, 1, 0]) // number[] / Float32Array → vector. NOT a Vec3 — spread it: [...v]
|
|
424
|
+
// material.uniforms.key = value — same thing property-style. `color`/`map` setters don't know a
|
|
425
|
+
// custom shader's uniform names — always .set() the real names there.
|
|
426
|
+
|
|
427
|
+
// Textures:
|
|
428
|
+
const tex = await Texture.load(asset('./crate.jpg')) // url string | FetchResponse | File
|
|
429
|
+
tex.wrapS = 1; tex.wrapT = 1 // set BEFORE assigning to a material
|
|
430
|
+
Texture.fromCanvas(c) // bake a Canvas (see CANVAS section) — nameplates, generated art;
|
|
431
|
+
// material.map = c does the same implicitly; c.update() refreshes it
|
|
432
|
+
// No dispose() — textures live until the engine tears down. Load once, reuse everywhere.
|
|
433
|
+
|
|
434
|
+
// Light — Light.sun() is the ONLY light (no point/spot lights). Ambient comes from the scene's IBL.
|
|
435
|
+
scene.add(Light.sun({
|
|
436
|
+
direction?: Vec3Like, // where light TRAVELS; default a key-light angle
|
|
437
|
+
intensity?: number, // default 100000
|
|
438
|
+
color?: ColorInput,
|
|
439
|
+
shadowsQuality?: 0 | 1 | 2 | 3 // 0 = none, 1 = default 1024 map, 2 = soft 2048, 3 = PCSS 4096
|
|
440
|
+
}))
|
|
441
|
+
// Creation-time only — no setters; to change the sun, destroy() it and add a new one.
|
|
442
|
+
// Shadows also need castShadows on the caster + receiveShadows on the ground.
|
|
443
|
+
|
|
444
|
+
// Custom geometry — tweak a primitive before wrapping (moves pivot, tiles UVs), then Mesh.from(geo):
|
|
445
|
+
const geo = Geometry.cylinder({ radiusTop: 0, edges: 6 }).scale(1, 3, 1).translate(0, 1.5, 0)
|
|
446
|
+
const spike = Mesh.from(geo, { material }) // finish geometry BEFORE building the mesh (buffers upload once)
|
|
447
|
+
|
|
448
|
+
// ===== MODELS (GLB) =====
|
|
449
|
+
|
|
450
|
+
const hero = await Model.load(asset('./hero.glb')) // asset path | https URL | FetchResponse; rejects on error
|
|
451
|
+
scene.add(hero) // a Model IS a Node — transform/events/aspects all apply
|
|
452
|
+
hero.traverse(n => { if (n.name === 'Sword') n.visible = false }) // GLB internals are plain child Nodes
|
|
453
|
+
|
|
454
|
+
// Animation — every Model has an Animator pre-attached at model.anim (clip list = the glb's clips). A layer
|
|
455
|
+
// has a LOOP (what it rests on) and ONE-SHOTS played over it; any call overrides what's there over its own fade:
|
|
456
|
+
hero.anim.clips / hero.anim.clip('Run') / hero.anim.clip(0) // AnimationClip[] (file order) / by name / by index; unnamed clips = 'animation_0', …
|
|
457
|
+
hero.anim.playLoop('Idle', { fade: 0.2 }) // rest on a looping clip (crossfades from whatever plays); hero.anim.loop reads it
|
|
458
|
+
const loco = hero.anim.playLoop({ Idle: 0, Walking: 2, 'Fast Run': 6 }) // a BLEND as the loop (1D; [x, y] positions = 2D)
|
|
459
|
+
loco.value = speed // position on the axis — members stay in phase (no foot sliding)
|
|
460
|
+
const ok = await hero.anim.play('slash', { fadeIn: 0.1, fadeOut: 0.3 }) // one-shot over the loop, returns to it
|
|
461
|
+
// fades default to 0 (cut): fade = both ends, fadeIn / fadeOut = one end. Unknown name warns, plays nothing.
|
|
462
|
+
// The await resolves at the HAND-OVER (end − fadeOut) with true (false = cut short) — what you start right after is what
|
|
463
|
+
// the clip fades into: chains crossfade: if (ok) await hero.anim.play('slash2', { fadeIn: 0.3, fadeOut: 0.3 })
|
|
464
|
+
// then hero.anim.playLoop('Crouch', { fade: 0.3 }) — or nothing = back to the current loop.
|
|
465
|
+
if (!hero.anim.busy) hero.anim.play('kick') // busy = a one-shot hasn't handed over; play() always takes over otherwise
|
|
466
|
+
hero.anim.stop({ fade: 0.2 }) // everything off → rest; hero.anim.busy; hero.anim.speed = 0.3 (0 = pause)
|
|
467
|
+
// p = play(): p.done (return THIS from async fns) / p.playing / p.progress / p.weight / p.stop({ fade }) / p.seek(t)
|
|
468
|
+
// Clips from other files (Mixamo: one GLB per animation), procedural, sliced — add by name:
|
|
469
|
+
const [idle, slash] = await Promise.all([AnimationClip.load(asset('./idle.glb')), AnimationClip.load(asset('./attacks.glb'), 'Slash')])
|
|
470
|
+
hero.anim.addClip('slash', slash).addClip('kick', hero.anim.clip('Kick').slice(0.2, 1.1)) // slice = a sub-range, re-timed
|
|
471
|
+
AnimationClip.from({ tracks: { Hips: { position: [[0, [0,0,0]], [1, [0,0.05,0]]] } } }) // curves in code, binds by node NAME
|
|
472
|
+
// Clip events live on the CLIP, in SECONDS: slash.addEvent(0.4, 'hit') → hero.anim.on('hit', (clip, layer) => dealDamage())
|
|
473
|
+
// Layers (legs walk, arms aim): const upper = hero.anim.addLayer({ mask: 'Spine1' }); upper.playLoop('Aim', { fade: 0.3 }); upper.stop()
|
|
474
|
+
// { additive: true } = each clip's DELTA vs its first frame on top (recoil, breathe); upper.weight = 0.5
|
|
475
|
+
// Root motion (clips whose hips travel — Mixamo without 'In Place', rolls): hero.anim.rootMotion = true → the node moves
|
|
476
|
+
// (or its CharacterController, as a velocity — it collides); the bone stays put
|
|
477
|
+
hero.bone('RightHand')?.add(sword) // bones are Nodes — sockets
|
|
478
|
+
// FBX assets (Mixamo exports FBX): `lecodes assets convert hero.fbx --clips Idle.fbx Run.fbx -o hero.glb` → one GLB, clips merged by bone name
|
|
479
|
+
// IK — late-phase aspects ON BONES (over the Animator's pose): TwoBone on the END bone, LookAt on the bone itself
|
|
480
|
+
hero.bone('LeftFoot').aspect(IK.TwoBone, { target: footPoint, pole: kneeHint }).ik.weight = grounded ? 1 : 0
|
|
481
|
+
hero.bone('Head').aspect(IK.LookAt, { target: camera, limit: 70 }) // axis = bone-local forward, default [0,0,-1]
|
|
482
|
+
|
|
483
|
+
// ===== PHYSICS (Jolt) =====
|
|
484
|
+
|
|
485
|
+
Physics.supported // static boolean — without it EVERYTHING here silently no-ops
|
|
486
|
+
// (aspects attach fine, velocity reads [0,0,0], no events) — gate gameplay
|
|
487
|
+
Physics.configure({ gravity?: [0, -9.81, 0], maxBodies?: 4096 }) // ONCE, BEFORE any body exists
|
|
488
|
+
Physics.interpolation = true // static; default on — smooths bodies between fixed 60 Hz steps
|
|
489
|
+
|
|
490
|
+
// Shape — collision geometry AND pickability. MUST be attached BEFORE Physics/Trigger/CharacterController
|
|
491
|
+
// (they throw "requires a Shape aspect" otherwise). Pick exactly one kind:
|
|
492
|
+
node.aspect(Shape, {
|
|
493
|
+
box?: Vec3Like, // HALF-extents, WORLD units, NOT scaled by the node
|
|
494
|
+
sphere?: number, // radius
|
|
495
|
+
cylinder?: { halfHeight: number, radius: number }, // Y-aligned
|
|
496
|
+
capsule?: { halfHeight: number, radius: number }, // halfHeight = cylinder section only
|
|
497
|
+
mesh?: true | 'convex', // the node's OWN triangles (Mesh geometry or Model GLB, × world scale)
|
|
498
|
+
origin?: Vec3Like, // collider centre, offset from the node's pivot (world units, node rotation, NOT scaled)
|
|
499
|
+
raycast?: boolean, // default true; false = invisible to taps & raycasts
|
|
500
|
+
})
|
|
501
|
+
// mesh: true = exact triangle mesh → level geometry / terrain / ramps: static or kinematic Physics, Trigger,
|
|
502
|
+
// pick bodies, character ground. NEVER dynamic (Physics throws). mesh: 'convex' = convex hull → dynamic props.
|
|
503
|
+
// A Model collider is its bind pose (skinned parts skipped) — animated characters keep a capsule.
|
|
504
|
+
node.aspect(Shape, {}) // auto: box from the mesh AABB × world scale — right for most meshes
|
|
505
|
+
// origin: art modelled ABOVE its pivot (a character on its feet, a barrel on its base) needs the
|
|
506
|
+
// collider lifted: { capsule: {…}, origin: [0, 0.9, 0] }. An auto shape already centres on its mesh.
|
|
507
|
+
node.shape.fit(kind?) // measure dimensions + origin from what the node RENDERS (subtree,
|
|
508
|
+
// so a Model root works where {} can't) and rebuild the live collider. Fit AFTER Model.load resolves.
|
|
509
|
+
// A bare Shape (no Physics) creates a STATIC pick-only body → the node gets 'click'/'touchstart'.
|
|
510
|
+
// It snapshots the transform at attach time — a MOVING pickable object needs a Physics body too.
|
|
511
|
+
|
|
512
|
+
// Physics — rigid body:
|
|
513
|
+
node.aspect(Shape, {}).aspect(Physics, {
|
|
514
|
+
motion?: 'static' | 'dynamic' | 'kinematic', // default 'dynamic'
|
|
515
|
+
mass?: number, // kg, dynamic only; default 1
|
|
516
|
+
})
|
|
517
|
+
node.physics.velocity // Vec3 world units/s — get (fresh copy) / set
|
|
518
|
+
node.physics.angularVelocity // Vec3 DEGREES/s about each world axis — get / set
|
|
519
|
+
node.physics.applyImpulse(v): this // instant impulse, wakes the body
|
|
520
|
+
node.position = [x, y, z] // place / teleport — moves the node AND its body (no moveTo())
|
|
521
|
+
node.eulerAngles = [0, 90, 0] // orientation is routed to the body too (NOT for a CharacterController)
|
|
522
|
+
// A teleport keeps BOTH velocities: putting an object down is velocity = 0, angularVelocity = 0, position = p
|
|
523
|
+
// PHYSICS OWNS a dynamic body's transform: a position write teleports, but the sim takes over again —
|
|
524
|
+
// drive motion with velocity / applyImpulse. READING node.position/worldPosition is always correct.
|
|
525
|
+
// static = never moves (floors, walls); kinematic = write position each frame, pushes but isn't pushed.
|
|
526
|
+
|
|
527
|
+
// Contact events — on BOTH nodes of a contact/overlap, arg = the other node:
|
|
528
|
+
crate.addEventListener('enter', (other: Node) => {})
|
|
529
|
+
crate.addEventListener('exit', (other: Node) => {})
|
|
530
|
+
|
|
531
|
+
// Trigger — static sensor zone (needs a Shape; no options). Overlapping bodies fire 'enter'/'exit'
|
|
532
|
+
// instead of colliding; never blocks movement:
|
|
533
|
+
const goal = Mesh.box({ position: [0, 1, -6] }).aspect(Shape, { box: [1, 1, 0.2] }).aspect(Trigger)
|
|
534
|
+
goal.addEventListener('enter', other => win(other))
|
|
535
|
+
goal.trigger.moveTo(p)
|
|
536
|
+
|
|
537
|
+
// Raycast — closest PICKABLE body (any Shape with raycast: true, incl. pick-only & triggers):
|
|
538
|
+
Physics.raycast(origin: Vec3Like, dir: Vec3Like, maxDist = 1000)
|
|
539
|
+
// → { node: Node | null, point: Vec3, normal: Vec3, fraction: number /* 0..1 of maxDist×|dir| */ } | null
|
|
540
|
+
|
|
541
|
+
// ===== PARTICLES =====
|
|
542
|
+
// GPU particle emitter node — move/rotate the node to move the emitter. Every option is a live setter.
|
|
543
|
+
new Particles({
|
|
544
|
+
material: Material, // REQUIRED — Material.unlit() is the usual choice
|
|
545
|
+
rate?: number, // particles/second (plain number only — a range is ignored)
|
|
546
|
+
shape?: { type: 'point', v: Vec3Like } | { type: 'box', min: Vec3Like, max: Vec3Like },
|
|
547
|
+
startVelocity?: Vec3Like | { // fixed vector, or a direction mode:
|
|
548
|
+
dir?: Vec3Like, from?: Vec3Like, to?: Vec3Like, // along / away-from / toward
|
|
549
|
+
speed?: number | { min, max },
|
|
550
|
+
randomizeAngle?: { min: Vec3Like, max: Vec3Like }, // jitter, degrees per axis
|
|
551
|
+
},
|
|
552
|
+
gravity?: number, drag?: number,
|
|
553
|
+
lifetime?: number | { min, max }, // seconds; range = random per particle
|
|
554
|
+
color?: string | { min, max } | DynamicColor,
|
|
555
|
+
size?: number | { min, max } | DynamicValue,
|
|
556
|
+
rotation?: number | { min, max } | DynamicValue,
|
|
557
|
+
noise?: { strength?, frequency?, speed? } | null, // turbulence
|
|
558
|
+
})
|
|
559
|
+
sparks.spawn(count) // burst on top of rate; one-shot effect = rate: 0 + spawn(n)
|
|
560
|
+
// Curves over each particle's life (t runs 0..1): flat (t, value, t, value, …) stop lists:
|
|
561
|
+
sparks.size = dynamic(0.1, 'multiply', 0, 1, 1, 4) // grow to 4× by death
|
|
562
|
+
sparks.color = dynamicColor('#ffaa33', 0.7, '#ffffff', 1, '#000000') // multiplies base — fade to black
|
|
563
|
+
sparks.destroy() // from Node — removes the system
|
|
564
|
+
|
|
565
|
+
// ===== CAMERA / RAY / PLANE / NOISE =====
|
|
566
|
+
|
|
567
|
+
scene.camera // a Node — never constructed; every scene owns one.
|
|
568
|
+
// (Who MOVES it is mode-specific — see the Scene/AR section.)
|
|
569
|
+
camera.fov / .near / .far // lens: vertical FOV degrees (60), clip 0.01 / 1000 — SETTABLE.
|
|
570
|
+
camera.setProjection({ fov, near, far }) // any subset; .horizontalFov, .displaySize stay read-only
|
|
571
|
+
camera.getViewDirection(screenX, screenY): Vec3 // world dir through a screen point (logical px = ev.clientX/Y)
|
|
572
|
+
camera.getRay(screenX, screenY): Ray // origin = camera.worldPosition + that direction
|
|
573
|
+
|
|
574
|
+
new Ray(origin, dir) // .origin, .dir, .getPoint(t) → origin + t·dir
|
|
575
|
+
new Plane(normal, point) // infinite math plane (NOT a physics body)
|
|
576
|
+
plane.intersectRay(ray): number | null // returns the PARAMETER t, not the point → ray.getPoint(t)
|
|
577
|
+
plane.signedDistance(p) / plane.projectPoint(p)
|
|
578
|
+
|
|
579
|
+
// Drag-on-ground recipe — tap/drag to a world point on the floor:
|
|
580
|
+
const ground = new Plane([0, 1, 0], [0, 0, 0])
|
|
581
|
+
scene.addEventListener('click', ev => {
|
|
582
|
+
const ray = scene.camera.getRay(ev.clientX, ev.clientY)
|
|
583
|
+
const t = ground.intersectRay(ray)
|
|
584
|
+
if (t !== null) marker.position = ray.getPoint(t)
|
|
585
|
+
})
|
|
586
|
+
// Against real bodies instead: Physics.raycast(ray.origin, ray.dir, 100)
|
|
587
|
+
|
|
588
|
+
const noise = new Noise() // native Perlin/fractal; deterministic — animate by moving the sample point
|
|
589
|
+
noise.get(x, y) / noise.get3d(x, y, z)
|
|
590
|
+
noise.frequency = 0.01; noise.octaves = 1 // + fractalLacunarity, fractalGain
|
|
591
|
+
|
|
592
|
+
// ===== COMMON MISTAKES — DO NOT DO THESE =====
|
|
593
|
+
|
|
594
|
+
// ❌ wrong accessor name
|
|
595
|
+
node.body.applyImpulse(...) // WRONG — the accessor is node.physics
|
|
596
|
+
// ✅ node.physics / node.trigger / node.controller / model.anim
|
|
597
|
+
|
|
598
|
+
// ❌ writing a dynamic body's transform per frame — physics owns it and fights back
|
|
599
|
+
setLoop(() => { crate.position = target })
|
|
600
|
+
// ✅ drive the simulation: crate.physics.velocity = ... / applyImpulse(...); kinematic → moveTo(...)
|
|
601
|
+
|
|
602
|
+
// ❌ Physics/Trigger/CharacterController before Shape — throws
|
|
603
|
+
node.aspect(Physics).aspect(Shape, {})
|
|
604
|
+
// ✅ Shape FIRST
|
|
605
|
+
node.aspect(Shape, {}).aspect(Physics)
|
|
606
|
+
|
|
607
|
+
// ❌ full extents in Shape box — collider twice the mesh
|
|
608
|
+
Mesh.box().aspect(Shape, { box: [1, 1, 1] }) // 2×2×2 collider around a 1×1×1 box
|
|
609
|
+
// ✅ HALF-extents, or {} to auto-fit
|
|
610
|
+
Mesh.box().aspect(Shape, { box: [0.5, 0.5, 0.5] })
|
|
611
|
+
|
|
612
|
+
// ❌ cloning a Model
|
|
613
|
+
const copy = model.clone() // doesn't exist
|
|
614
|
+
// ✅ pool: Promise.all(Array.from({ length: N }, () => Model.load(url))) up front, recycle
|
|
615
|
+
|
|
616
|
+
// ❌ a ground plane with the default normal — it stands upright facing the camera
|
|
617
|
+
Mesh.plane({ scale: 20 })
|
|
618
|
+
// ✅ Mesh.plane({ scale: 20, normal: [0, 1, 0] })
|
|
619
|
+
|
|
620
|
+
// ❌ Vec3/Quat as a custom-shader uniform value — lowers to NULL
|
|
621
|
+
mat.set('lightDir', dir)
|
|
622
|
+
// ✅ spread to a plain array: mat.set('lightDir', [...dir])
|
|
623
|
+
|
|
624
|
+
// ❌ point/spot lights — they don't exist
|
|
625
|
+
Light.point(...)
|
|
626
|
+
// ✅ Light.sun() + scene IBL is the whole lighting model; fake glows with unlit/bloom/particles
|
|
627
|
+
|
|
628
|
+
// ❌ rgba()/named colors in 3D APIs — silently black
|
|
629
|
+
Material.lit({ color: 'rgba(255, 0, 0, 0.5)' })
|
|
630
|
+
// ✅ hex string or packed int: '#ff0000' / '#ff000080' / 0xff0000
|
|
631
|
+
|
|
632
|
+
// ❌ a fresh Material per frame (or per particle) to animate a look
|
|
633
|
+
setLoop(() => { mesh.material = Material.lit({ color: next() }) })
|
|
634
|
+
// ✅ mutate the one material: mesh.material.color = next() / mat.set('progress', t)
|
|
635
|
+
|
|
636
|
+
## AR
|
|
637
|
+
|
|
638
|
+
ARScene = a scene rendered over the device camera feed with world tracking. Everything from the
|
|
639
|
+
3D-engine section applies (nodes, meshes, models, materials, physics, events); THIS section is how
|
|
640
|
+
an AR scene is created and driven. There is no skybox/background (the camera feed shows through),
|
|
641
|
+
and lighting still needs the default IBL and/or a Light.sun for lit materials.
|
|
642
|
+
|
|
643
|
+
// ===== ARSCENE =====
|
|
644
|
+
|
|
645
|
+
new ARScene(options?: {
|
|
646
|
+
ibl?: boolean // image-based ambient light; default TRUE
|
|
647
|
+
environmentIntensity?: number // IBL strength; default 20000
|
|
648
|
+
mode?: 'default' | 'markers' | 'arcore' | 'detached' // tracking mode; default 'default'
|
|
649
|
+
})
|
|
650
|
+
|
|
651
|
+
await scene.open() // ASYNC (unlike Scene.open): requests camera permission → warm-renders
|
|
652
|
+
// → launches tracking. REJECTS if the camera is denied or AR can't
|
|
653
|
+
// start — always await and handle failure (fall back / show a message).
|
|
654
|
+
scene.close() // stop the AR session
|
|
655
|
+
scene.useWarmRender = true // default true — open() pre-compiles shaders itself
|
|
656
|
+
|
|
657
|
+
// ===== ANCHORS =====
|
|
658
|
+
// An anchor is a Node whose transform is DRIVEN BY TRACKING — parent all content under one.
|
|
659
|
+
|
|
660
|
+
scene.root // Node: the world-origin anchor (read-only). NOT available in 'markers' mode.
|
|
661
|
+
scene.createAnchor(source: FetchResponse, physicalWidth = 0.2): Node
|
|
662
|
+
// Image-target anchor: `source` = the marker image (fetch it), `physicalWidth` = the printed
|
|
663
|
+
// target's real-world width in METERS. Add content as children; it appears on the physical image.
|
|
664
|
+
|
|
665
|
+
// Tracking state — on any anchor node:
|
|
666
|
+
anchor.addEventListener('track', () => {}) // began tracking (marker found / world locked)
|
|
667
|
+
anchor.addEventListener('untrack', () => {}) // lost tracking
|
|
668
|
+
anchor.isTracked // current state (false for non-anchor nodes)
|
|
669
|
+
// Typical: hide content until tracked — anchor.visible = false; on 'track' set true.
|
|
670
|
+
|
|
671
|
+
// ===== PLACEMENT CONTROLS =====
|
|
672
|
+
// The standard "place an object in your room" gestures, prebuilt on the public touch API:
|
|
673
|
+
|
|
674
|
+
const controls = scene.addControls(target: Node, options?: {
|
|
675
|
+
minScale?: number, // pinch clamp; default 0.08
|
|
676
|
+
maxScale?: number, // default 2
|
|
677
|
+
pan?: boolean, // one-finger drag across the ground plane; default true
|
|
678
|
+
pinch?: boolean, // two-finger uniform scale; default true
|
|
679
|
+
twist?: boolean, // two-finger rotate around Y; default true
|
|
680
|
+
})
|
|
681
|
+
controls.remove() // detach the gesture listeners
|
|
682
|
+
|
|
683
|
+
// ===== AR RULES & MISTAKES =====
|
|
684
|
+
|
|
685
|
+
// The camera is driven by device tracking — READ it (position, getRay), NEVER place it.
|
|
686
|
+
// ❌ moving the camera to frame content — tracking overwrites it every frame
|
|
687
|
+
arScene.camera.position = [0, 2, 4]
|
|
688
|
+
// ✅ move the WORLD: parent content under scene.root (or an anchor) and place THAT
|
|
689
|
+
scene.root.add(model); model.position = [0, 0, -1]
|
|
690
|
+
|
|
691
|
+
// ❌ content floating free in scene space without an anchor — it won't stick to the real world
|
|
692
|
+
scene.add(model) // added to the draw set but parented to nothing
|
|
693
|
+
// ✅ BOTH: parent under an anchor AND register with the scene
|
|
694
|
+
scene.root.add(model); scene.add(model)
|
|
695
|
+
|
|
696
|
+
// ❌ treating open() like Scene.open()
|
|
697
|
+
arScene.open(); spawnStuff() // runs before permission is granted; rejection unhandled
|
|
698
|
+
// ✅ await it and handle denial
|
|
699
|
+
try { await arScene.open() } catch { toast('Camera access is required for AR') }
|
|
700
|
+
|
|
701
|
+
// ❌ waiting for content to show without tracking feedback
|
|
702
|
+
// ✅ marker apps: keep content hidden until 'track', tell the user to point at the marker
|
|
703
|
+
|
|
704
|
+
// Shadows on the real floor: a Mesh.plane({ normal: [0, 1, 0], material: Material.shadow() })
|
|
705
|
+
// under the object — invisible except where shadows fall.
|
|
706
|
+
|
|
707
|
+
## AR example
|
|
708
|
+
|
|
709
|
+
// Object-placement app: a GLB placed in the room, drag/pinch/twist to position it,
|
|
710
|
+
// tap it to play its animation, shadow on the real floor, transparent HUD hint.
|
|
711
|
+
|
|
712
|
+
<file name="main.ts">
|
|
713
|
+
const scene = new ARScene()
|
|
714
|
+
|
|
715
|
+
const hint = UIText('Move your phone to find the floor').style({ color: 'white', fontSize: 16 })
|
|
716
|
+
const hud = UIScreen(hint).style({ p: 'safe-all', pb: 'comfort-bottom', justifyContent: 'flex-end', alignItems: 'center' })
|
|
717
|
+
|
|
718
|
+
async function main() {
|
|
719
|
+
const chair = await Model.load(asset('./chair.glb'))
|
|
720
|
+
chair.aspect(Shape, {}) // pick body → tappable
|
|
721
|
+
chair.addEventListener('click', () => chair.anim.play(0, { loop: false }))
|
|
722
|
+
|
|
723
|
+
// Shadow catcher on the real floor, parented with the model so it follows placement
|
|
724
|
+
const shadow = Mesh.plane({ normal: [0, 1, 0], material: Material.shadow(), scale: 2 })
|
|
725
|
+
chair.add(shadow)
|
|
726
|
+
|
|
727
|
+
// Content lives under the tracked world origin AND in the draw set
|
|
728
|
+
chair.position = [0, 0, -1]
|
|
729
|
+
scene.root.add(chair)
|
|
730
|
+
scene.add(chair, shadow, Light.sun({ shadowsQuality: 2 }))
|
|
731
|
+
|
|
732
|
+
scene.addControls(chair) // drag / pinch-scale / twist gestures
|
|
733
|
+
|
|
734
|
+
try {
|
|
735
|
+
await scene.open() // camera permission → tracking
|
|
736
|
+
hud.open() // transparent HUD over the camera feed
|
|
737
|
+
hint.text = 'Drag to move · pinch to scale · tap to animate'
|
|
738
|
+
} catch {
|
|
739
|
+
toast('Camera access is required for AR')
|
|
740
|
+
}
|
|
741
|
+
}
|
|
742
|
+
|
|
743
|
+
main()
|
|
744
|
+
</file>
|
|
745
|
+
|
|
746
|
+
// ===== UI RULES =====
|
|
747
|
+
// - Default screen background is BLACK — always set bgColor and text color explicitly
|
|
748
|
+
// - Only use style properties listed below — never invent new ones, they may not exist in the engine
|
|
749
|
+
// - Extract repeated styles into Style<T> objects and repeated UI into factory functions
|
|
750
|
+
// - Keep layout minimal — no wrapper containers that exist only to align something (alignment is a container property)
|
|
751
|
+
|
|
752
|
+
// ===== UI COMPONENTS =====
|
|
753
|
+
// Every element is created by a global factory function (never `new`) that takes only the element's
|
|
754
|
+
// CONTENT — children as plain arguments (or text/src/...). Everything else — styles, handlers — is
|
|
755
|
+
// configured by chaining: every configuring method returns the element itself, so construction reads
|
|
756
|
+
// as one chain.
|
|
757
|
+
UIColumn(UIText("Title"), UIButton(UIText("Go")))
|
|
758
|
+
// An ARRAY argument is flattened into the children — pass items.map(Row) directly, no spread:
|
|
759
|
+
UIColumn(header, items.map(Row), footer)
|
|
760
|
+
|
|
761
|
+
// UIRow, UIColumn — containers (UIColumn stacks vertically, UIRow horizontally)
|
|
762
|
+
UIRow(...children) / UIColumn(...children)
|
|
763
|
+
// Child management — imperative, no diffing; works before and after the element is on screen:
|
|
764
|
+
// .append(...nodes), .insert(index, ...nodes), .remove(...nodes), .setContent(nodes), .children (readonly)
|
|
765
|
+
// .setContent is the "re-render" primitive — build a fresh array (items.map(Row)) and swap it in.
|
|
766
|
+
// For long or unbounded data use UIVirtualizedList instead of setContent over a big array.
|
|
767
|
+
|
|
768
|
+
// UIScreen — root screen, always fills the device. Behaves as a UIColumn.
|
|
769
|
+
UIScreen(...children)
|
|
770
|
+
// .open() / .close() — show/close directly (single-screen apps; open() while a Router is active hides the router)
|
|
771
|
+
// .onOpen(cb), .onClose(cb) — fire on EVERY activation, not just the first: Router.push away fires onClose,
|
|
772
|
+
// popping back fires onOpen again. Anything started in onOpen (loops, intervals, sockets) MUST be stopped
|
|
773
|
+
// in onClose (see TIMERS & FRAME LOOP above).
|
|
774
|
+
// .onTouchStart(cb) — fires for touches anywhere on the screen; use for full-screen gestures (see TOUCH GESTURES above)
|
|
775
|
+
// .onBackPressed(cb) — Android hardware/gesture back; typically Router.pop()
|
|
776
|
+
// Screens NEVER scroll — the canonical screen is fixed chrome (header, tab bar) + ONE UIScrollable body
|
|
777
|
+
// with flexGrow: 1: UIScreen(Header(), UIScrollable(content).style({ flexGrow: 1 }))
|
|
778
|
+
// Note: a screen always fills the device — sizing styles on it (width, height, flexGrow, flexShrink, position) are no-ops
|
|
779
|
+
|
|
780
|
+
// UITabs — THE bottom-tab app shell: swipeable tabs (a UIPager) + a themed tab bar, as one UIScreen.
|
|
781
|
+
// USE THIS for every tabbed app — never hand-build a tab bar. Keys are tab ids, in tab order:
|
|
782
|
+
const tabs = UITabs({
|
|
783
|
+
home: { label: "Home", icon: assetIcon("lucide:house"), screen: homeScreen },
|
|
784
|
+
profile: { label: "Profile", icon: assetIcon("lucide:user"), screen: profileScreen },
|
|
785
|
+
})
|
|
786
|
+
Router.init(tabs) // UITabs IS a UIScreen — present it directly
|
|
787
|
+
// .select(id), .tab (getter), .onSelect(cb(id, i)) — fires on a bar tap, swipe, or select()
|
|
788
|
+
// .badge(id, value) — true = dot, number/string = count pill, false/null/0 clears
|
|
789
|
+
// .pager — the UIPager underneath; UIPager.push(detail) from any screen keeps the bar
|
|
790
|
+
// Styling is THEME-driven: theme({ primaryColor, mutedColor, tabbarBg, tabbarBorder, badgeColor })
|
|
791
|
+
// restyles the bar app-wide (dark fallbacks built in). For a custom bar layout use UIPager below.
|
|
792
|
+
|
|
793
|
+
// UIPager — the navigation primitive under UITabs: sibling tabs that swipe natively, each tab its
|
|
794
|
+
// OWN push/pop stack. Reach for it directly for a plain stack (one-screen pager) or a fully custom
|
|
795
|
+
// tab bar. Renders no bar — build your own next to it; give the pager flexGrow: 1.
|
|
796
|
+
UIPager(...tabs) // the tab root screens (arrays flatten); tabs are FIXED at construction
|
|
797
|
+
// .select(i, animated?) (instant by default), .index, .onSelect(cb(i)) — fires for taps AND swipes: sync the
|
|
798
|
+
// bar highlight here. Tabs keep their stack/scroll state when switched away and back.
|
|
799
|
+
// .push(screen) — slides onto the CURRENT tab; edge back-swipe / Android back pops natively.
|
|
800
|
+
// .pop(), .popToRoot(), .replace(screen), .depth (tab swiping is disabled while > 1), .onChange(cb(depth))
|
|
801
|
+
// Ambient from any screen, no reference needed: UIPager.push(screen) / UIPager.pop() / UIPager.current
|
|
802
|
+
// pager.push = detail INSIDE the tab (bar stays); Router.push = above the whole shell (bar covered).
|
|
803
|
+
// Note: tab screens are built up front, but onOpen fires only when the tab becomes visible (maybe never) —
|
|
804
|
+
// load initial data at build time, keep onOpen for re-entry.
|
|
805
|
+
const pager = UIPager(homeTab, searchTab, profileTab).style({ flexGrow: 1 })
|
|
806
|
+
Router.init(UIScreen(pager, tabBar)) // bar buttons: .onClick(() => pager.select(i))
|
|
807
|
+
|
|
808
|
+
// UIWidget — floating overlay, independent of screens, always position: fixed in device coordinates
|
|
809
|
+
// Persists across Router navigation — create ONCE at module scope, reuse; hidden by default.
|
|
810
|
+
UIWidget(...children)
|
|
811
|
+
// .show(), .hide(), .isShow (getter), .onTouchStart(cb), .onBackPressed(cb)
|
|
812
|
+
// extra style: overlayColor — full-screen scrim BEHIND the widget that blocks taps underneath, turning it into
|
|
813
|
+
// a modal; null (default) = no layer, "transparent" = invisible but still blocks. A scrim tap fires
|
|
814
|
+
// .onOverlayTap(cb) — usually () => widget.hide()
|
|
815
|
+
// If a widget belongs to one screen only, pair it with that screen's lifecycle:
|
|
816
|
+
// screen.onOpen(() => sheet.show()).onClose(() => sheet.hide())
|
|
817
|
+
// Exit animation: .animateTo({ ..., commit: false }) then .hide() — see animateTo below.
|
|
818
|
+
|
|
819
|
+
// UIModal — a UIWidget prewired as a dialog: USE THIS for confirm/alert dialogs
|
|
820
|
+
// Scrim on by default (overlayColor "rgba(0,0,0,0.5)"), animated show/hide (200ms fade), scrim tap and
|
|
821
|
+
// back button close it automatically. Create ONCE at module scope, like any widget.
|
|
822
|
+
UIModal(...children)
|
|
823
|
+
// .show(), .hide() (animated on a modal), .isOpen (getter), .onOpen(cb), .onClose(cb), .dismissible(false)
|
|
824
|
+
// — plus the full UIWidget surface
|
|
825
|
+
// .transition(hidden) — replace the show/hide animation: `hidden` is the off-screen pose (show animates FROM
|
|
826
|
+
// it, hide TO it; its duration times both), e.g. .transition({ transform: "translateY(480px)", duration: 250 })
|
|
827
|
+
// for a slide. Px only — no % in transform.
|
|
828
|
+
// Position/size it like a widget (left/right/top/...); style the box (bgColor, borderRadius, p)
|
|
829
|
+
|
|
830
|
+
// UIBottomSheet — a UIModal pinned to the bottom edge: USE THIS for every bottom sheet, never hand-build one
|
|
831
|
+
// Content-sized by default (as tall as its children, capped at the screen) — one position, drag down to
|
|
832
|
+
// dismiss: the action-sheet shape. Native hosts own the drag (snap, velocity, scroll handoff); web shows it static.
|
|
833
|
+
UIBottomSheet(...children)
|
|
834
|
+
// .detents([0.3, 0.6, 1]) — snap positions, ascending fractions of screen height (the map-app model). Call
|
|
835
|
+
// BEFORE show(); sizes the sheet to the HIGHEST detent — lower detents show the top slice of the content.
|
|
836
|
+
// .setDetent(i) (animated), .detent (getter), .onDetentChange(cb(i)) — every settle: finger snap or setDetent()
|
|
837
|
+
// .show()/.hide() slide in/out — plus the full UIModal surface (scrim, onOpen/onClose, dismissible).
|
|
838
|
+
// Dragging below the lowest detent closes it (fires onClose); .dismissible(false) collapses there instead —
|
|
839
|
+
// the persistent map sheet (pair it with overlayColor: null so the page behind stays interactive).
|
|
840
|
+
// An inner UIScrollable just works: it scrolls at the top detent; pulling down from its top drags the sheet.
|
|
841
|
+
|
|
842
|
+
// UIPopover — a UIModal prewired as an ANCHORED menu: USE THIS for dropdowns, context menus, tooltips
|
|
843
|
+
// Transparent intercepting scrim (outside tap dismisses; content under it can't scroll), 120ms fade,
|
|
844
|
+
// automatic placement: below the anchor, flips above near the bottom edge, clamped into the viewport.
|
|
845
|
+
// Attaches itself to Presentable.current (hides with the page it opened on).
|
|
846
|
+
UIPopover(...children)
|
|
847
|
+
// .show(anchor?) — anchor: any element, or { x: ev.clientX, y: ev.clientY } for long-press context menus
|
|
848
|
+
// .hide() — plus the full UIModal surface (isOpen, onOpen/onClose, dismissible, transition)
|
|
849
|
+
// Style the menu box yourself (width, bgColor, borderRadius); do NOT set left/top — show(anchor) owns them.
|
|
850
|
+
|
|
851
|
+
// UIScrollable — THE scroll container: a screen's scrolling body, a list under a pinned header, a carousel
|
|
852
|
+
UIScrollable(...children)
|
|
853
|
+
// extra styles: scrollDirection ("horizontal" | "vertical", default vertical), showScrollbar: boolean,
|
|
854
|
+
// overscrollMode ("none" | "absorb" | "default"), refreshControlColor — tints the pull-to-refresh spinner,
|
|
855
|
+
// keyboardDismissMode ("interactive" | "scroll" | "none") — "scroll": any drag dismisses the keyboard at once (search lists)
|
|
856
|
+
// snap ("none" | "start" | "center" | "end", default "none") — paging: a released drag settles on a
|
|
857
|
+
// direct child's boundary; the value picks where the child rests in the viewport. Snap targets are
|
|
858
|
+
// the children themselves, so item widths can differ. (Mobile hosts; web degrades to free scrolling.)
|
|
859
|
+
// .onScroll(cb(pos)), .onScrollRelease(cb), .onOverscroll(cb(delta))
|
|
860
|
+
// .onRefresh(async cb) — pull-to-refresh; spinner stays until the returned promise settles. Attach BEFORE the
|
|
861
|
+
// element mounts; vertical only; native hosts (web preview: no-op). UIVirtualizedList has the same contract.
|
|
862
|
+
// Note: NO programmatic scrolling (no scrollTo) — if you need scrollTo/scrollToEnd, use UIVirtualizedList
|
|
863
|
+
// Note: defaults flexShrink: 1 (scrolls instead of overflowing); wrapping ancestors still need flexShrink: 1
|
|
864
|
+
// themselves. flexGrow: 1 to fill the remaining space is still yours to set.
|
|
865
|
+
// Carousel = scrollDirection: "horizontal" + FIXED-width cards + snap: "start" ("center" for a card-deck-with-peek)
|
|
866
|
+
|
|
867
|
+
// UIVirtualizedList<T> — windowed list for LONG or unbounded data (feeds, chats, search results): only the
|
|
868
|
+
// visible rows (plus a buffer) are mounted. Use it instead of UIScrollable + map() whenever the item count
|
|
869
|
+
// is large, grows over time, or is unknown.
|
|
870
|
+
UIVirtualizedList<T>({
|
|
871
|
+
keyOf: (item: T) => string, // STABLE unique id per item (never the array index)
|
|
872
|
+
render: (item: T) => UINodeChild, // builds one row; called lazily as rows enter the window
|
|
873
|
+
estimatedHeight: number | ((item: T) => number), // px guess per row (real height measured after mount)
|
|
874
|
+
overscan?: number, // extra px mounted above/below the viewport (default: one viewport)
|
|
875
|
+
inverted?: boolean, // true = chat mode: starts scrolled to the end, append at bottom auto-scrolls
|
|
876
|
+
})
|
|
877
|
+
// Data is driven IMPERATIVELY (no diffing) — call these, never re-create the list:
|
|
878
|
+
// .setData(items: T[]) // replace everything (diffed by key)
|
|
879
|
+
// .append(...items) / .prepend(...items) // variadic; append = newest chat msg; prepend = history, no scroll jump
|
|
880
|
+
// .update(...items) // re-render rows with the same keyOf(); unknown keys ignored
|
|
881
|
+
// .removeByKey(...keys)
|
|
882
|
+
// .itemCount (getter) / .getItem(key)
|
|
883
|
+
// .scrollTo(offset, animated?) / .scrollToKey(key, animated?) / .scrollToEnd(animated?) / .onScroll(cb(pos))
|
|
884
|
+
// .onEndReached(thresholdPx: number, cb) // threshold FIRST and required; fires near the BOTTOM — load next page
|
|
885
|
+
// .onStartReached(thresholdPx: number, cb) // near the TOP (chat history)
|
|
886
|
+
// .onRefresh(async cb) // pull-to-refresh, same contract as UIScrollable (attach before mount)
|
|
887
|
+
// Edge callbacks are latched — fire once entering the threshold zone, re-arm when scrolled back out;
|
|
888
|
+
// still keep your own busy/end flags for paging.
|
|
889
|
+
// extra styles: refreshControlColor + element styles — no intrinsic height: give it flexGrow: 1 (or an explicit height) or it collapses to 0
|
|
890
|
+
// Note: render() must be pure over the item — a row may be unmounted and re-rendered at ANY time, so its output
|
|
891
|
+
// can't depend on outside mutable state. To change a mounted row, change the item and call .update(item).
|
|
892
|
+
// estimatedHeight only needs to be close — accurate guesses just reduce scroll jitter.
|
|
893
|
+
|
|
894
|
+
// UIText
|
|
895
|
+
UIText(text)
|
|
896
|
+
// .text (get/set) — mutating re-renders immediately
|
|
897
|
+
// extra styles: fontSize (default 14), fontWeight (number | "normal" | "bold"), fontFamily, color,
|
|
898
|
+
// textAlign ("start"|"center"|"end"|"left"|"right", default left), lineHeight, fontStyle ("normal"|"italic"),
|
|
899
|
+
// textDecoration ("underline"|"line-through"|"none"), letterSpacing
|
|
900
|
+
|
|
901
|
+
// UIImage
|
|
902
|
+
UIImage(src) // src: string url | FetchResponse | File | SvgSource | Canvas (see CANVAS section —
|
|
903
|
+
// charts/generated graphics; redraw + canvas.update() refreshes the shown image)
|
|
904
|
+
// .src (get/set) — swaps the displayed image
|
|
905
|
+
// extra styles: objectFit ("cover"|"contain"|"fill"), tintColor (SVG only), borderRadius (number px only on UIImage)
|
|
906
|
+
// .setSourceRect(x, y, w, h) — crop to a sub-rect of the source (texture px); frame fills the box, objectFit
|
|
907
|
+
// ignored. Chainable, safe to call before mount. For atlases/spritesheets — swap the rect to change frame.
|
|
908
|
+
// Note: tintColor applies only to SVG sources — it replaces ALL fill and stroke colors (monochrome icons only)
|
|
909
|
+
// Note: a bare relative path won't resolve — plain strings are https:// URLs; project files via import or asset('./photo.png')
|
|
910
|
+
|
|
911
|
+
// UIVideo — the on-screen surface only; playback lives entirely on the VideoPlayer (see AUDIO / VIDEO above)
|
|
912
|
+
UIVideo(player)
|
|
913
|
+
// .player (readonly) — the VideoPlayer passed at construction
|
|
914
|
+
// extra styles: objectFit ("cover"|"contain"|"fill")
|
|
915
|
+
const player = new VideoPlayer(src)
|
|
916
|
+
const video = UIVideo(player).style({ width: "100%", height: 220, objectFit: "cover" })
|
|
917
|
+
player.play() // stop playback in the screen's onClose; .dispose() when gone for good
|
|
918
|
+
|
|
919
|
+
// UIButton — the only TAPPABLE container: a UIRow with children centered on both axes by default.
|
|
920
|
+
// To make anything clickable (a card, a list row, an icon) — wrap it in a UIButton.
|
|
921
|
+
UIButton(...children)
|
|
922
|
+
// .onClick(cb), .onTouchStart(cb), .isPressed() // gestures: see TOUCH GESTURES above
|
|
923
|
+
// extra styles: onPressed: { bgColor, opacity, ..., duration? } — style while the finger is down;
|
|
924
|
+
// rippleColor ("default" or a Color, Android only)
|
|
925
|
+
// Note: press feedback is OPT-IN — nothing happens visually unless you set it. rippleColor replaces the
|
|
926
|
+
// onPressed visual on Android, so rippleColor + onPressed = ripple on Android, onPressed dim on iOS.
|
|
927
|
+
// Note: buttons render no chrome of their own — style bgColor/borderRadius/padding yourself, and give a
|
|
928
|
+
// button an explicit height (on its own it is only as tall as its text). flexDirection: "column" for cards.
|
|
929
|
+
|
|
930
|
+
// UIInput / UITextArea — single-line / multi-line text field
|
|
931
|
+
UIInput() / UITextArea()
|
|
932
|
+
// .value (get/set), .onChange(cb(value)), .onFocus(cb), .onBlur(cb), .focus(), .blur()
|
|
933
|
+
// .onSubmit(cb(value)) — keyboard return key (UIInput ONLY; in UITextArea Enter is a newline)
|
|
934
|
+
// extra styles: placeholder, placeholderColor, plus text styles (fontSize, color, ...)
|
|
935
|
+
// type: "text"|"password"|"search"|"phone"|"email"|"number"|"decimal"|"url"|"date"|"time"
|
|
936
|
+
// enterKey: "done"|"go"|"next"|"search"|"send" (UIInput only) — return-key label
|
|
937
|
+
// maxLength: number; autocapitalize: "none"|"words"|"sentences"|"characters"; autocorrect: boolean
|
|
938
|
+
// keyboardShrink: boolean (default true) — false: keyboard OVERLAYS the UI, no relayout (chat composers)
|
|
939
|
+
// keyboardDismiss: boolean (default true) — false: taps never dismiss the keyboard (chat composers)
|
|
940
|
+
// onFocused: { borderColor, ..., duration? } — style while focused (like onPressed)
|
|
941
|
+
// Note: type values are KEYBOARD HINTS, not validators — "number" doesn't block pasted letters. The
|
|
942
|
+
// phone-pad value is "phone" (there is NO "tel").
|
|
943
|
+
// Note: "date"/"time" open the native PICKER in the keyboard slot (typing disabled). .value and onChange stay
|
|
944
|
+
// canonical ("YYYY-MM-DD" / "HH:MM" 24h) while the field displays localized — set/compare canonical only.
|
|
945
|
+
// Note: on submit the keyboard dismisses UNLESS enterKey is "next" — then call next.focus() in onSubmit:
|
|
946
|
+
// name.style({ enterKey: "next" }).onSubmit(() => email.focus())
|
|
947
|
+
// Note: keyboard dismissal is automatic (tap on a NON-INTERACTIVE area; return key; iOS Done bar on number
|
|
948
|
+
// pads). Taps on buttons/other inputs NEVER dismiss (the control acts, focus stays), and scrolling doesn't
|
|
949
|
+
// either unless the scrollable opts in via keyboardDismissMode — so dropdowns/autocomplete under a focused
|
|
950
|
+
// input just work. The host scrolls the focused field into view — write NO keyboard code beyond the
|
|
951
|
+
// enterKey: "next" chain (and .blur(); keyboardDismiss: false on a chat composer).
|
|
952
|
+
// Note: an input collapses to its placeholder's width and its text's height — see SIZING below.
|
|
953
|
+
|
|
954
|
+
// app.keyboardHeight (logical px, 0 hidden) + app.addEventListener("keyboard", cb(height, durationMs)) —
|
|
955
|
+
// the keyboard's RAW overlap with the viewport. Pair with keyboardShrink: false for a chat composer:
|
|
956
|
+
// app.addEventListener("keyboard", h => { composer.style.pb = Math.max(24, h) })
|
|
957
|
+
|
|
958
|
+
// UISpacer — flexible empty space (defaults flexGrow: 1), eats free space along the main axis.
|
|
959
|
+
// Only when plain alignment can't express it (one item pushed to the far end while the rest stay put):
|
|
960
|
+
UIRow(title, UISpacer(), closeButton)
|
|
961
|
+
// If ALL children move together, justifyContent ("space-between", "flex-end", ...) does it with no extra element.
|
|
962
|
+
|
|
963
|
+
// @deprecated UIBox — legacy centered container: defaults justifyContent AND alignItems to "center"
|
|
964
|
+
// (column direction). Kept for old projects — write new code with UIRow/UIColumn + explicit alignment.
|
|
965
|
+
|
|
966
|
+
// ===== STYLING =====
|
|
967
|
+
// Every UI element has a .style() method. It MERGES the given styles (does not replace) and RETURNS the
|
|
968
|
+
// element, so calls chain and later calls only override the keys they mention:
|
|
969
|
+
UIText("Hi").style({ color: "white" }).style({ fontSize: 20 }).onClick(...)
|
|
970
|
+
|
|
971
|
+
// Ways to set styles — pick the right one:
|
|
972
|
+
// 1. .style({...}) → declarative merge, the default. Use this 99% of the time.
|
|
973
|
+
// 2. el.style.foo = bar → direct single-property mutation after creation (hot paths),
|
|
974
|
+
// e.g. el.style.transform = `translateY(${y}px)`; el.style.foo reads it back.
|
|
975
|
+
// 3. .animateTo({..., duration, delay?, commit?, loop?}) → tween current → given values (duration in MS).
|
|
976
|
+
// Targets are COMMITTED into the style immediately; pass commit: false to play without persisting —
|
|
977
|
+
// the exit-animation pattern (fade an overlay, then .hide(); next show() starts from the intact style).
|
|
978
|
+
// loop: true | n repeats the tween — loopMode: "ping-pong" (default: there and back) or "restart"
|
|
979
|
+
// (snap back + replay — full-turn spinners via transform: "rotate(360deg)", shimmers). A looping
|
|
980
|
+
// animation is an effect, not a state change: it never commits, delay applies once, and it stops on
|
|
981
|
+
// the element's next animateTo/animateFrom or when it leaves the screen. (web/iOS/desktop; Android plays once until its next runtime.)
|
|
982
|
+
// 4. .animateFrom({..., duration, delay?}) → snap to given values, animate back to current (fade-in).
|
|
983
|
+
// Never modifies the stored style.
|
|
984
|
+
// For free-value tweens use animate() — see ANIMATION above.
|
|
985
|
+
// Older code may pass a style object as the FIRST factory argument — legacy; write new styles with .style().
|
|
986
|
+
|
|
987
|
+
// Mutable CONTENT properties are NOT styles — they live on the element:
|
|
988
|
+
// UIText: .text UIInput/UITextArea: .value UIImage: .src UIButton: .isPressed()
|
|
989
|
+
myText.text = "Updated" // re-renders immediately
|
|
990
|
+
|
|
991
|
+
// Style<T> is a global helper type for reusable style objects, no import needed:
|
|
992
|
+
const btn: Style<UIButton> = { bgColor: "#333", borderRadius: 12 }
|
|
993
|
+
|
|
994
|
+
// --- Style vocabulary ---
|
|
995
|
+
// Layout is Flexbox-only (Yoga engine). No CSS grid, no block layout.
|
|
996
|
+
// Every element is a flex container, position: relative, flexDirection: column by default (UIRow AND UIButton flip to row).
|
|
997
|
+
// Container layout: flexDirection, justifyContent ("flex-start"|"center"|"flex-end"|"space-between"|"space-evenly"),
|
|
998
|
+
// alignItems ("flex-start"|"center"|"flex-end"|"stretch", default "stretch"), gap, flexWrap
|
|
999
|
+
// Flex child: flex (flex: 1 ≡ grow 1 + shrink 1 + basis 0 — see SIZING), flexGrow (default 0),
|
|
1000
|
+
// flexShrink (default 0), flexBase (NOT flexBasis), alignSelf, aspectRatio
|
|
1001
|
+
// Size: width, height, minWidth, maxWidth, minHeight, maxHeight
|
|
1002
|
+
// Position: position ("relative"|"absolute"|"static"), top, left, right, bottom
|
|
1003
|
+
// Padding: p, px, py, pt, pb, pl, pr (≡ padding, paddingHorizontal, paddingVertical, paddingTop, ...)
|
|
1004
|
+
// Margin: m, mx, my, mt, mb, ml, mr — margins also accept "auto" (mx: "auto" centers a fixed-width element)
|
|
1005
|
+
// Background (containers/screen/button/input/video; UIText/UIImage/UISpacer have bgColor only):
|
|
1006
|
+
// bgColor, bgImage (string | FetchResponse | File), bgSize ("cover"|"contain"|"tile"), bgGradient
|
|
1007
|
+
// bgGradient: a CSS linear-gradient() or radial-gradient() string, e.g. "linear-gradient(to top, rgba(0,0,0,0.7), transparent)"
|
|
1008
|
+
// or "radial-gradient(circle at 50% 40%, #7B2FF7, #0a0a1a)". Comma-separate several gradients to stack them (first = on top).
|
|
1009
|
+
// Layers paint bottom-to-top: bgColor → bgImage → bgGradient (gradient over image = text scrim).
|
|
1010
|
+
// bgImage is decoration BEHIND children — an image that IS the content belongs in UIImage.
|
|
1011
|
+
// Border: border ("1px solid #333" or bare width), borderWidth, borderColor,
|
|
1012
|
+
// borderRadius (UIValue, or per-corner string "0 0 20 20"), per-side shorthands (borderTop, ...) and
|
|
1013
|
+
// longhands (borderTopWidth, borderTopColor, borderTopLeftRadius, ...)
|
|
1014
|
+
// Other: display ("none" | "flex"), opacity (0..1), transform (CSS string, e.g. `translateY(12px)` — great for
|
|
1015
|
+
// gestures), overflow ("hidden" | "visible"), boxSizing ("border-box" | "content-box"),
|
|
1016
|
+
// pointerEvents ("all" | "none" — "none" lets taps pass through)
|
|
1017
|
+
|
|
1018
|
+
// --- Values & units (UIValue) ---
|
|
1019
|
+
// number (px) | "50%" | "50vw" | "50vh" | "50vmin" | "50vmax" | "1.5em" | "calc(...)" | "min(...)" | "max(...)" | "clamp(min, val, max)" | "var(--name)" / "var(--name, fallback)"
|
|
1020
|
+
// Note: number value → logical px; string value → same semantics as on the web
|
|
1021
|
+
// Note: "em" resolves against the element's OWN fontSize (default 14) — there is NO style inheritance
|
|
1022
|
+
// Note: calc()/min()/max()/clamp() combine px, viewport units, em, safe-area keywords, and nest freely —
|
|
1023
|
+
// but do NOT support % ("calc(100% - 20px)" is invalid; use "calc(100vw - 20px)")
|
|
1024
|
+
|
|
1025
|
+
// --- Colors in UI styles ---
|
|
1026
|
+
// hex "#f33"/"#f33c"/"#ff3333"/"#ff3333cc", packed int 0xff3333, "rgb(...)"/"rgba(...)", and exactly these names:
|
|
1027
|
+
// white black red green blue yellow orange purple gray cyan magenta brown transparent clear
|
|
1028
|
+
// (UI styles only — engine APIs are hex/packed-int only, see COLORS above)
|
|
1029
|
+
|
|
1030
|
+
// --- Safe areas & comfort ---
|
|
1031
|
+
// Env keywords resolving to the device insets (notch, home indicator):
|
|
1032
|
+
// "safe-top" | "safe-bottom" | "safe-left" | "safe-right"; "safe-all" — p / m shorthands only
|
|
1033
|
+
// Comfort tokens — where content comfortably starts, never collapse to 0: max(safe-edge, knob) on clearance
|
|
1034
|
+
// insets (iOS notch/home indicator, gesture nav); past exact-height system BARS (Android status/nav bar) the
|
|
1035
|
+
// knob ADDS instead. Knob defaults: 12 top, 4 bottom, 16 horizontal (the page gutter):
|
|
1036
|
+
// "comfort-top" | "comfort-bottom" | "comfort-left" | "comfort-right"
|
|
1037
|
+
// "comfort-x" — px/mx | "comfort-y" — py/my | "comfort-all" — p / m
|
|
1038
|
+
// Accepted on per-side padding & margin, position offsets (top/left/bottom/right), and inside calc()/min()/max():
|
|
1039
|
+
.style({ pb: "comfort-bottom" }) // bottom bar: 34 over a home indicator, 52 above Android's button bar, 4 on inset-less devices
|
|
1040
|
+
.style({ px: "comfort-x" }) // page gutter that also clears the notch in landscape
|
|
1041
|
+
.style({ pb: "calc(comfort-bottom + 56px)" }) // scroll content clearing a 56px floating bar
|
|
1042
|
+
|
|
1043
|
+
// --- Theme variables ---
|
|
1044
|
+
// theme({...}) merges app vars into one table; styles read them with "var(--name)" (numbers are px
|
|
1045
|
+
// lengths, null removes a key). Re-calling re-styles the LIVE UI — dark mode is a second call.
|
|
1046
|
+
// Returned accessors ARE the var() strings; system vars are statics (theme.primaryColor, …):
|
|
1047
|
+
const T = theme({ primaryColor: "#0A84FF", "comfort-left": 20 })
|
|
1048
|
+
label.style({ color: T.primaryColor, pl: "var(--comfort-left)" })
|
|
1049
|
+
// SYSTEM DEFAULTS: theme({ color, fontFamily }) drive the DEFAULT text color/font — all text
|
|
1050
|
+
// without explicit values follows (light theme = set once, not color:"black" per label).
|
|
1051
|
+
// Bare comfort-* tokens apply the safe-area formula; "var(--comfort-top)" reads the raw knob.
|
|
1052
|
+
// "var(--name, fallback)" applies the fallback while the key is unset. Env names (safe-*, vw/vh) are not theme keys.
|
|
1053
|
+
|
|
1054
|
+
// --- Responsive: onLandscape / onPortrait ---
|
|
1055
|
+
// Any style can nest orientation overrides, merged on top while the device is in that orientation:
|
|
1056
|
+
.style({ flexDirection: "column", p: 16, onLandscape: { flexDirection: "row", p: 32 } })
|
|
1057
|
+
// Keys: onLandscape, onPortrait.
|
|
1058
|
+
|
|
1059
|
+
// --- Style classes ($name) — named states that CASCADE ---
|
|
1060
|
+
// A $-prefixed key in .style() declares a named style state (like onPressed, but yours: selected,
|
|
1061
|
+
// checked, expanded); duration/delay inside the block animate the swap. Drive it via el.class:
|
|
1062
|
+
const item = UIButton(UIText("Wi-Fi")).style({ bgColor: "#151515", $selected: { bgColor: "#1d2b45", duration: 150 } })
|
|
1063
|
+
item.onClick(ev => ev.target.class.selected = !ev.target.class.selected)
|
|
1064
|
+
// el.class.selected reads/writes a boolean; el.class({ a: true, b: false }) is the chainable batch
|
|
1065
|
+
// form; names work with or without the $. Class state persists across screen close/reopen.
|
|
1066
|
+
// CASCADE: a class set on an element also activates same-name $ blocks on ALL its descendants —
|
|
1067
|
+
// one toggle restyles a whole composite control, each part declaring its own reaction:
|
|
1068
|
+
UIButton(
|
|
1069
|
+
UIImage(icon).style({ tintColor: "#888", $selected: { tintColor: "#5b8cff" } }),
|
|
1070
|
+
UIText("Label").style({ color: "#888", $selected: { color: "#5b8cff" } }),
|
|
1071
|
+
) // .class.selected = true → icon AND label restyle (the cascade stops at hosted screens/widgets)
|
|
1072
|
+
// $pressed / $focused are RESERVED — the system toggles them (finger down / input focused) and they
|
|
1073
|
+
// CASCADE, so a button's children can restyle during its press. onPressed/onFocused stay
|
|
1074
|
+
// own-element-only — use those on nested interactives (a button inside a clickable card):
|
|
1075
|
+
UIButton(UIText("Buy").style({ $pressed: { color: "#999" } })).style({ $pressed: { transform: "scale(0.97)" } })
|
|
1076
|
+
// Precedence on the same prop: base < $classes < $pressed/$focused < onPressed/onFocused.
|
|
1077
|
+
|
|
1078
|
+
// --- Defaults that surprise ---
|
|
1079
|
+
// flexShrink: 0 — elements don't shrink to fit (exception: UIScrollable, UIVirtualizedList and UIPager
|
|
1080
|
+
// default flexShrink: 1 so they shrink/scroll instead of overflowing; wrapping ancestors still default to 0).
|
|
1081
|
+
// flexGrow: 0 — nothing grows along the main axis without asking; no implicit min-sizes either.
|
|
1082
|
+
// alignItems: "stretch" — children FILL the cross axis by default; set a size or alignSelf to opt out.
|
|
1083
|
+
// overflow: "hidden" — children are clipped to the parent's box; set overflow: "visible" to let them escape.
|
|
1084
|
+
// boxSizing: "border-box" — width/height include padding & border.
|
|
1085
|
+
// Screen bg is black, default text is WHITE at fontSize 14 (retarget once via theme({ color, fontFamily })).
|
|
1086
|
+
// On any light surface — white cards, sheets, inputs — white text renders invisible: use dark text there
|
|
1087
|
+
// ("#111"/black), checking every UIText against the surface it actually sits on, not the screen.
|
|
1088
|
+
|
|
1089
|
+
// --- Screen size ---
|
|
1090
|
+
// Units are logical px (iOS pt / Android dp), NOT physical pixels — fontSize: 16 looks the same on every device.
|
|
1091
|
+
// Design for a phone canvas: width ~360–430 (use 390 as default), height ~670–930.
|
|
1092
|
+
// Vertical space is scarce — SE-class screens run ~670, so long content goes in a UIScrollable body (screens never scroll).
|
|
1093
|
+
|
|
1094
|
+
// ===== REUSABLE COMPONENTS =====
|
|
1095
|
+
// Extract repeated UI into factory functions — they return elements you can chain methods on:
|
|
1096
|
+
|
|
1097
|
+
const ClickableCard = (title: string, subtitle: string) => UIButton(
|
|
1098
|
+
UIText(title).style({ fontWeight: 700, color: "white" }),
|
|
1099
|
+
UIText(subtitle).style({ color: "#888", fontSize: 13 })
|
|
1100
|
+
).style({ px: 16, py: 12, gap: 4, flexDirection: "column", alignItems: "flex-start" })
|
|
1101
|
+
|
|
1102
|
+
// Use like any other element — chain after the call:
|
|
1103
|
+
ClickableCard("Title", "Subtitle").style({ bgColor: "#111" }).onClick(() => ...)
|
|
1104
|
+
|
|
1105
|
+
// For shared styles use Style<T>:
|
|
1106
|
+
const headingStyle: Style<UIText> = { color: "#ffffff", fontSize: 24, fontWeight: 700 }
|
|
1107
|
+
|
|
1108
|
+
// ===== CAPTURING ELEMENT REFERENCES =====
|
|
1109
|
+
// Use an assignment expression right in the children — standard TypeScript:
|
|
1110
|
+
|
|
1111
|
+
let label: UIText
|
|
1112
|
+
let input: UIInput
|
|
1113
|
+
|
|
1114
|
+
UIColumn(
|
|
1115
|
+
label = UIText("Hello"), // = both assigns the variable AND adds the element to the column
|
|
1116
|
+
input = UIInput(),
|
|
1117
|
+
)
|
|
1118
|
+
|
|
1119
|
+
// Later:
|
|
1120
|
+
label.text = "Updated"
|
|
1121
|
+
input.value // read current value
|
|
1122
|
+
|
|
1123
|
+
// Prefer captured refs over .children[] — refs are typed; children entries need a cast
|
|
1124
|
+
// ((button.children[0] as UIText).text vs buttonText.text).
|
|
1125
|
+
|
|
1126
|
+
// ===== CONDITIONAL CHILDREN =====
|
|
1127
|
+
// A null / undefined / false child is skipped — no element, no layout slot.
|
|
1128
|
+
UIColumn(header, isLoading ? spinner : null, showFooter && footer)
|
|
1129
|
+
// Works for whole blocks too — a falsy argument is skipped, an array argument is flattened:
|
|
1130
|
+
UIColumn(header, showList && items.map(Row))
|
|
1131
|
+
|
|
1132
|
+
// ===== SIZING: the two axes behave differently =====
|
|
1133
|
+
// MAIN axis (row → width, column → height): elements stay as small as their content — nothing grows
|
|
1134
|
+
// without flexGrow: 1 (no implicit min-sizes).
|
|
1135
|
+
// CROSS axis: children fill the parent by default (alignItems defaults to "stretch"); set an explicit size
|
|
1136
|
+
// or alignSelf to opt out.
|
|
1137
|
+
// So UIRow(UIInput()) leaves the input at placeholder width — give it flexGrow: 1 to fill the row.
|
|
1138
|
+
// EQUAL-width children (tab bars, button pairs): flex: 1 on each — it grows from a ZERO basis, so they end up
|
|
1139
|
+
// equal. flexGrow: 1 alone splits only the LEFTOVER space on top of content-sized bases — the child with the
|
|
1140
|
+
// longer label stays wider.
|
|
1141
|
+
// Prefer giving UIInput and UIButton an explicit height — on their own they're only as tall as their text.
|
|
1142
|
+
|
|
1143
|
+
// ===== ELEMENT DIMENSIONS =====
|
|
1144
|
+
// Sizes exist only after layout — no synchronous el.width getter.
|
|
1145
|
+
// .onLayout(cb) — react to the element's measured box. Fires on first layout and whenever the
|
|
1146
|
+
// box changes (resize, content change).
|
|
1147
|
+
// layout: { width, height, top, left } // logical px; top/left RELATIVE TO THE PARENT
|
|
1148
|
+
UIButton().onLayout(({ width }) => { buttonWidth = width })
|
|
1149
|
+
// .getBoundingClientRect() — ABSOLUTE device-space rect on demand, like the web API: the same
|
|
1150
|
+
// space UIWidget top/left position in, scroll offsets included. null before mount.
|
|
1151
|
+
// { x, y, left, top, right, bottom, width, height }
|
|
1152
|
+
// For dropdown/context menus DON'T hand-roll with this — UIPopover.show(anchor) does the whole
|
|
1153
|
+
// anchoring (placement, flip, clamp, attach). Reach for the raw rect only for custom positioning.
|
|
1154
|
+
// Position once at an interaction — never poll per frame.
|
|
1155
|
+
|
|
1156
|
+
// ===== ROUTER (multi-page apps) =====
|
|
1157
|
+
// Tabs are UITabs' job, in-tab stacks UIPager's (see UI COMPONENTS) — the Router owns what sits ABOVE the shell.
|
|
1158
|
+
Router.init(homeScreen, opts?: { showDefaultBackButton?: boolean }) // call once in the entry file (default false)
|
|
1159
|
+
Router.push(screen) // push onto the stack, screen becomes active
|
|
1160
|
+
Router.pop(to?: number) // default -1 = one back; negative = relative (-2 = back two), 0/positive = absolute
|
|
1161
|
+
// stack index (0 = home). Popped screens' native trees are destroyed; the UIScreen
|
|
1162
|
+
// object stays reusable (push remounts it).
|
|
1163
|
+
Router.replace(screen, opts?: { transition }) // swap the top screen; transition: "slide-from-left" |
|
|
1164
|
+
// "slide-from-right" | "slide-from-top" | "slide-from-bottom" | "zoom" | "zoom-out" | "zoom-in" | "fade" | "none" (default "fade")
|
|
1165
|
+
Router.current // the active UIScreen (getter)
|
|
1166
|
+
Router.hide() / Router.restore() // hide/restore the whole router — stack stays alive; fires the top screen's onClose/onOpen
|
|
1167
|
+
Router.addEventListener("change", (screen: UIScreen) => ...) / .removeEventListener("change", cb) // after every navigation
|
|
1168
|
+
// Screens BELOW the top stay mounted — element trees and state survive, they're just not rendered.
|
|
1169
|
+
// push fires the outgoing screen's onClose + the incoming one's onOpen; pop fires them in reverse and
|
|
1170
|
+
// re-fires onOpen on the screen you land on.
|
|
1171
|
+
|
|
1172
|
+
// ===== FONTS =====
|
|
1173
|
+
// System fonts need no setup — use as fontFamily directly: "serif", "sans-serif", "monospaced".
|
|
1174
|
+
// Custom fonts: the font() compile macro installs a font AND returns its family name. No loading
|
|
1175
|
+
// code, no promises, no gating — just build the UI; the host has the faces ready at first paint.
|
|
1176
|
+
theme({ fontFamily: font("manrope") }) // app-wide default text font
|
|
1177
|
+
UIText("Big").style({ fontFamily: font("unbounded"), fontSize: 32 }) // or per node
|
|
1178
|
+
font("ibm-plex-sans", { weights: [400, 600], italic: true }) // narrow/extend the installed faces
|
|
1179
|
+
// Default weights are ~400/500/700 — install the weights you use (fontWeight: 600 wants a 600 face).
|
|
1180
|
+
// The argument must be a string literal. Registry ids (all OFL, cyrillic-capable unless noted):
|
|
1181
|
+
// sans: inter manrope golos-text onest rubik nunito montserrat ibm-plex-sans pt-sans jost exo-2
|
|
1182
|
+
// display: unbounded russo-one oswald comfortaa space-grotesk(latin only)
|
|
1183
|
+
// serif: playfair-display lora pt-serif cormorant literata
|
|
1184
|
+
// mono: jetbrains-mono fira-code ibm-plex-mono handwriting: caveat pacifico
|
|
1185
|
+
// A project's own file: font("./fonts/Brand.ttf") → real family name read from the file itself
|
|
1186
|
+
// (weight/italic too — no options); two weight files of one family return the same name.
|
|
1187
|
+
// registerFont(family, url, {weight, style}) survives ONLY for runtime-computed URLs — rare.
|
|
1188
|
+
// No style inheritance — set fontFamily per UIText or via theme() (extract a shared Style<UIText>).
|
|
1189
|
+
|
|
1190
|
+
// ===== SVG IMAGES =====
|
|
1191
|
+
// SvgSource wraps raw SVG XML for use as an image source: UIImage(SvgSource(`<svg ...>`)).
|
|
1192
|
+
// Rendered by native nanosvg, not a browser — only basic geometry works (path, rect, circle, line, polygon,
|
|
1193
|
+
// solid fill/stroke, opacity, transform, gradients). No text, filters or CSS — they vanish on device.
|
|
1194
|
+
// Prefer a separate .svg file over inline XML — importing one yields a ready SvgSource (and gives the user a preview):
|
|
1195
|
+
import heart from './assets/heart.svg' // or inline: asset('./assets/heart.svg')
|
|
1196
|
+
UIImage(heart).style({ width: 24, height: 24, tintColor: "#666" }) // tintColor recolors the icon
|
|
1197
|
+
// Keep inline SvgSource(`...`) only for SVG generated dynamically from data.
|
|
1198
|
+
|
|
1199
|
+
// ===== ICONS (assetIcon) =====
|
|
1200
|
+
// Use real icons instead of emoji. assetIcon("pack:name") resolves the icon at COMPILE time and
|
|
1201
|
+
// inlines it as an image source (same shape as SvgSource) — no imports, no project files, offline.
|
|
1202
|
+
UIImage(assetIcon("lucide:bell")).style({ width: 24, height: 24, tintColor: "#8a8f98" })
|
|
1203
|
+
// The id must be a string literal; an unknown id is a compile error (with name suggestions).
|
|
1204
|
+
// Recolor via the tintColor style or the { color } option (hex literal bakes in; expression tints).
|
|
1205
|
+
// Packs: lucide, tabler, heroicons, feather, bi, carbon, mdi, ri, solar.
|
|
1206
|
+
|
|
1207
|
+
// ===== COMMON MISTAKES — DO NOT DO THESE =====
|
|
1208
|
+
|
|
1209
|
+
// ❌ CSS that doesn't exist here
|
|
1210
|
+
display: "grid" // WRONG — Flexbox only (Yoga)
|
|
1211
|
+
calc(100% - 20px) // WRONG — calc() can't mix with %
|
|
1212
|
+
lineHeight: 1.5 // WRONG — number is px (=1.5px); for a multiplier use "1.5em"
|
|
1213
|
+
|
|
1214
|
+
// ❌ touch handler on a non-touch element
|
|
1215
|
+
UIColumn(...).onTouchStart(cb) // WRONG — only UIButton/UIScreen/UIWidget; wrap in UIButton
|
|
1216
|
+
|
|
1217
|
+
// ❌ let/const among the children — `let` is a statement, not an expression
|
|
1218
|
+
UIRow(let input = UIInput()) // WRONG
|
|
1219
|
+
// ✅ declare outside, assign inside (assignment both sets the var AND appends)
|
|
1220
|
+
let input: UIInput
|
|
1221
|
+
UIRow(input = UIInput())
|
|
1222
|
+
|
|
1223
|
+
// ❌ setting a UIImage's content through bgImage
|
|
1224
|
+
const img = UIImage("") // WRONG — empty source as a placeholder
|
|
1225
|
+
img.style.bgImage = url // WRONG — bgImage is a container background, not image content
|
|
1226
|
+
// ✅ pass the source to the constructor, or swap it via .src
|
|
1227
|
+
const img = UIImage(url)
|
|
1228
|
+
img.src = newUrl // updates the displayed image
|
|
1229
|
+
|
|
1230
|
+
// ❌ expecting an input to fill width like in CSS
|
|
1231
|
+
UIRow(UIInput()) // WRONG — collapses to placeholder width
|
|
1232
|
+
// ✅ stretch it explicitly
|
|
1233
|
+
UIColumn(UIInput().style({ width: "100%" })) // cross axis
|
|
1234
|
+
UIRow(input = UIInput().style({ flexGrow: 1 }), sendBtn) // main axis
|
|
1235
|
+
|
|
1236
|
+
// ❌ a button that should match the input's height but shrinks to its text
|
|
1237
|
+
UIRow(input.style({ height: 40 }), UIButton()) // button ends up shorter
|
|
1238
|
+
// ✅ give controls the same explicit height
|
|
1239
|
+
UIRow(input.style({ height: 40 }), UIButton().style({ height: 40 }))
|
|
1240
|
+
|
|
1241
|
+
// ❌ flexGrow: 1 for equal-width children — it splits only the LEFTOVER space, bases stay content-sized
|
|
1242
|
+
UIRow(yes.style({ flexGrow: 1 }), no.style({ flexGrow: 1 })) // longer label = wider button
|
|
1243
|
+
// ✅ flex: 1 — grows from a zero basis, children end up equal
|
|
1244
|
+
UIRow(yes.style({ flex: 1 }), no.style({ flex: 1 }))
|
|
1245
|
+
|
|
1246
|
+
// ❌ empty containers as spacers to align children (web habit)
|
|
1247
|
+
UIRow(UIColumn().style({ flexGrow: 1 }), label) // WRONG
|
|
1248
|
+
// ✅ alignment is a CONTAINER property, not an extra element
|
|
1249
|
+
UIRow(label).style({ justifyContent: "flex-end" })
|
|
1250
|
+
|
|
1251
|
+
// ❌ empty element as a placeholder for a conditional child
|
|
1252
|
+
UIRow(isGroup ? button : UIColumn()) // WRONG
|
|
1253
|
+
// ✅ null is skipped in children — no phantom element
|
|
1254
|
+
UIRow(isGroup ? button : null)
|
|
1255
|
+
|
|
1256
|
+
// ❌ pointing UIImage / bgImage at a project file by bare path — it won't resolve to the bundled asset
|
|
1257
|
+
UIImage("./photo.png") // WRONG (a plain string works only for remote http(s) URLs)
|
|
1258
|
+
// ✅ import the asset, or wrap its path in asset()
|
|
1259
|
+
import photo from './photo.png'
|
|
1260
|
+
UIImage(photo) // or: UIImage(asset('./photo.png'))
|
|
1261
|
+
|
|
1262
|
+
// ❌ callback-first edge callbacks on UIVirtualizedList
|
|
1263
|
+
list.onEndReached(loadNextPage) // WRONG — threshold is the first argument, and required
|
|
1264
|
+
// ✅ threshold (px from the edge) first
|
|
1265
|
+
list.onEndReached(600, loadNextPage)
|
|
1266
|
+
|
|
1267
|
+
// ❌ re-creating a UIWidget or UIVirtualizedList to "re-render"
|
|
1268
|
+
const openSheet = () => UIWidget(...).show() // WRONG — leaks a new widget every call
|
|
1269
|
+
// ✅ create once at module scope; show()/hide() the widget, setData/append/update the list
|
|
1270
|
+
|
|
1271
|
+
// ===== EXAMPLES =====
|
|
1272
|
+
|
|
1273
|
+
// === EXAMPLE 1: Single-file app ===
|
|
1274
|
+
<file name="main.ts">
|
|
1275
|
+
let text: UIText
|
|
1276
|
+
const screen = UIScreen(
|
|
1277
|
+
text = UIText("Hello, world!").style({ mb: 16, fontWeight: 700, fontSize: 24, textAlign: "center" }),
|
|
1278
|
+
UIText("Your name:").style({ textAlign: "center" }),
|
|
1279
|
+
UIInput()
|
|
1280
|
+
.style({ bgColor: "white", height: 40, px: 8, borderRadius: 8, color: "black" })
|
|
1281
|
+
.onChange(str => {
|
|
1282
|
+
text.text = `Hello, ${str}!`
|
|
1283
|
+
})
|
|
1284
|
+
).style({ justifyContent: "center", p: 20, gap: 8 })
|
|
1285
|
+
|
|
1286
|
+
screen.open()
|
|
1287
|
+
</file>
|
|
1288
|
+
|
|
1289
|
+
// === EXAMPLE 2: Theme tokens + fetched list with loading / error states ===
|
|
1290
|
+
// A tokens module every screen imports, light-themed: theme({ color }) sets the default text
|
|
1291
|
+
// color ONCE — no color: "#111" on every label.
|
|
1292
|
+
<file name="tokens.ts">
|
|
1293
|
+
const palette = {
|
|
1294
|
+
bg: "#F4F6F5", card: "#FFFFFF", border: "#E4E8E6",
|
|
1295
|
+
text: "#131A17", muted: "#606B65",
|
|
1296
|
+
accent: "#15A34A", accentSoft: "#E7F6ED", onAccent: "#FFFFFF",
|
|
1297
|
+
}
|
|
1298
|
+
theme({ color: palette.text, primaryColor: palette.accent })
|
|
1299
|
+
// Accessors ARE "var(--x)" strings — re-calling theme() with new values restyles the live app.
|
|
1300
|
+
export const colors: { [K in keyof typeof palette]: string } = theme(palette)
|
|
1301
|
+
export const font = { // type scale — spread into styles: .style({ ...font.h2 })
|
|
1302
|
+
h2: { fontSize: 22, fontWeight: 700 }, bodyStrong: { fontSize: 16, fontWeight: 600 },
|
|
1303
|
+
small: { fontSize: 14 }, tiny: { fontSize: 12, fontWeight: 500 },
|
|
1304
|
+
}
|
|
1305
|
+
</file>
|
|
1306
|
+
<file name="main.ts">
|
|
1307
|
+
import { colors, font } from './tokens'
|
|
1308
|
+
|
|
1309
|
+
type User = { id: number; name: string; email: string }
|
|
1310
|
+
|
|
1311
|
+
const Row = (u: User) => UIRow(
|
|
1312
|
+
UIColumn(UIText(u.name[0]).style({ ...font.bodyStrong, color: colors.accent }))
|
|
1313
|
+
.style({ width: 44, height: 44, borderRadius: 22, bgColor: colors.accentSoft,
|
|
1314
|
+
justifyContent: "center", alignItems: "center" }),
|
|
1315
|
+
UIColumn(
|
|
1316
|
+
UIText(u.name).style({ ...font.bodyStrong }),
|
|
1317
|
+
UIText(u.email).style({ ...font.small, color: colors.muted }),
|
|
1318
|
+
).style({ flexGrow: 1, flexShrink: 1, gap: 2, alignItems: "flex-start" }),
|
|
1319
|
+
).style({ alignItems: "center", gap: 12, bgColor: colors.card, borderRadius: 16,
|
|
1320
|
+
border: `1px solid ${colors.border}`, p: 14 })
|
|
1321
|
+
|
|
1322
|
+
const Centered = (...children: UINodeChild[]) =>
|
|
1323
|
+
UIColumn(children).style({ flexGrow: 1, justifyContent: "center", alignItems: "center", gap: 12 })
|
|
1324
|
+
|
|
1325
|
+
let body: UIColumn
|
|
1326
|
+
|
|
1327
|
+
const loadData = async () => {
|
|
1328
|
+
body.setContent([Centered(UIText("Loading…").style({ color: colors.muted }))])
|
|
1329
|
+
const res = await fetch("https://jsonplaceholder.typicode.com/users")
|
|
1330
|
+
if (res.status !== 200) {
|
|
1331
|
+
body.setContent([Centered(
|
|
1332
|
+
UIText("Couldn't load users"),
|
|
1333
|
+
UIButton(UIText("Retry").style({ color: colors.onAccent, fontWeight: 600 }))
|
|
1334
|
+
.style({ height: 44, px: 24, borderRadius: 12, bgColor: colors.accent })
|
|
1335
|
+
.onClick(() => loadData()),
|
|
1336
|
+
)])
|
|
1337
|
+
return
|
|
1338
|
+
}
|
|
1339
|
+
body.setContent(res.json<User[]>().map(Row)) // res.json is sync — no await
|
|
1340
|
+
}
|
|
1341
|
+
|
|
1342
|
+
const screen = UIScreen(
|
|
1343
|
+
UIText("Users").style({ ...font.h2, pb: 8, px: 16 }),
|
|
1344
|
+
UIScrollable(
|
|
1345
|
+
body = UIColumn().style({ flexGrow: 1, gap: 8 })
|
|
1346
|
+
).style({ flexGrow: 1, p: 16, pt: 0 }) // the ONE scrolling body — the screen itself never scrolls
|
|
1347
|
+
.onRefresh(() => loadData()), // pull-to-refresh; attached before screen.open()
|
|
1348
|
+
).style({ bgColor: colors.bg, pt: "comfort-top" })
|
|
1349
|
+
.onOpen(() => loadData())
|
|
1350
|
+
|
|
1351
|
+
screen.open()
|
|
1352
|
+
</file>
|
|
1353
|
+
|
|
1354
|
+
// === EXAMPLE 3: Tabbed app — UITabs, font(), in-tab detail ===
|
|
1355
|
+
<file name="home.ts">
|
|
1356
|
+
const detailScreen = (name: string) => UIScreen(
|
|
1357
|
+
UIButton(
|
|
1358
|
+
UIImage(assetIcon("lucide:chevron-left")).style({ width: 20, height: 20, tintColor: "white" }),
|
|
1359
|
+
UIText("Back")
|
|
1360
|
+
).style({ alignSelf: "flex-start", height: 32, gap: 4 }).onClick(() => UIPager.pop()),
|
|
1361
|
+
UIText(name).style({ fontSize: 24, fontWeight: 700 }),
|
|
1362
|
+
UIButton(
|
|
1363
|
+
UIImage(assetIcon("lucide:heart")).style({ width: 18, height: 18, tintColor: "#8a919e", $fav: { tintColor: "#ff453a" } }),
|
|
1364
|
+
UIText("Favorite").style({ color: "#8a919e", $fav: { color: "#ff453a" } })
|
|
1365
|
+
).style({ name: "fav", alignSelf: "flex-start", height: 36, px: 12, gap: 6, borderRadius: 18, bgColor: "#17181c", $fav: { bgColor: "#2a181a", duration: 150 } })
|
|
1366
|
+
.onClick(ev => ev.target.class.fav = !ev.target.class.fav) // one toggle — the $fav blocks on icon + label light up too (cascade)
|
|
1367
|
+
).style({ p: 16, pt: "comfort-top", gap: 16, bgColor: "black" })
|
|
1368
|
+
|
|
1369
|
+
const Item = (name: string) => UIButton(UIText(name).style({ color: "white" }))
|
|
1370
|
+
.style({ height: 52, px: 16, justifyContent: "flex-start", borderRadius: 12, bgColor: "#151515", onPressed: { opacity: 0.7 } })
|
|
1371
|
+
.onClick(() => UIPager.push(detailScreen(name))) // in-tab push: tab bar stays, back-swipe pops
|
|
1372
|
+
|
|
1373
|
+
export const homeScreen = UIScreen(
|
|
1374
|
+
UIText("Home").style({ fontSize: 28, fontWeight: 700, fontFamily: font("unbounded") }), // display face
|
|
1375
|
+
UIScrollable(["Alpha", "Beta", "Gamma"].map(Item)).style({ flexGrow: 1, gap: 8 })
|
|
1376
|
+
).style({ p: 16, pt: "comfort-top", gap: 16, bgColor: "black" })
|
|
1377
|
+
</file>
|
|
1378
|
+
<file name="profile.ts">
|
|
1379
|
+
export const profileScreen = UIScreen(
|
|
1380
|
+
UIText("Profile").style({ fontSize: 28, fontWeight: 700, fontFamily: font("unbounded") })
|
|
1381
|
+
).style({ p: 16, pt: "comfort-top", bgColor: "black" })
|
|
1382
|
+
</file>
|
|
1383
|
+
<file name="main.ts">
|
|
1384
|
+
import { homeScreen } from './home'
|
|
1385
|
+
import { profileScreen } from './profile'
|
|
1386
|
+
|
|
1387
|
+
theme({ fontFamily: font("manrope") }) // app-wide default text font — one line, no loading code
|
|
1388
|
+
|
|
1389
|
+
const tabs = UITabs({
|
|
1390
|
+
home: { label: "Home", icon: assetIcon("lucide:house"), screen: homeScreen },
|
|
1391
|
+
profile: { label: "Profile", icon: assetIcon("lucide:user"), screen: profileScreen },
|
|
1392
|
+
})
|
|
1393
|
+
tabs.badge("profile", true) // notification dot on the tab
|
|
1394
|
+
Router.init(tabs)
|
|
1395
|
+
</file>
|
|
1396
|
+
|
|
1397
|
+
// === EXAMPLE 4: Form — field factory, return-key chain, validation, busy submit ===
|
|
1398
|
+
// The keyboard needs NO code beyond the enterKey chain: the host scrolls the focused field into
|
|
1399
|
+
// view and handles dismissal itself.
|
|
1400
|
+
<file name="main.ts">
|
|
1401
|
+
// Field anatomy: label above, styled input, a RESERVED message line below (minHeight — an
|
|
1402
|
+
// appearing error never jumps the form). Typing in an errored field clears it.
|
|
1403
|
+
const Field = (label: string, style: Style<UIInput> = {}) => {
|
|
1404
|
+
const input = UIInput().style({ height: 50, px: 14, borderRadius: 12, bgColor: "#161A22",
|
|
1405
|
+
border: "1px solid #262C3A", color: "white", placeholderColor: "#5A6272",
|
|
1406
|
+
onFocused: { borderColor: "#4C8DFF" }, ...style })
|
|
1407
|
+
const message = UIText("").style({ fontSize: 13, minHeight: 18, color: "#FF6B6B" })
|
|
1408
|
+
input.onChange(() => message.text = "")
|
|
1409
|
+
return {
|
|
1410
|
+
node: UIColumn(
|
|
1411
|
+
UIText(label).style({ fontSize: 13, fontWeight: 600, color: "#8A93A6" }),
|
|
1412
|
+
input, message,
|
|
1413
|
+
).style({ gap: 6 }),
|
|
1414
|
+
input,
|
|
1415
|
+
error: (text: string) => { message.text = text },
|
|
1416
|
+
}
|
|
1417
|
+
}
|
|
1418
|
+
|
|
1419
|
+
const name = Field("Name", { placeholder: "Jane Appleseed", autocapitalize: "words" })
|
|
1420
|
+
const email = Field("Email", { type: "email", placeholder: "you@example.com" })
|
|
1421
|
+
const password = Field("Password", { type: "password" })
|
|
1422
|
+
|
|
1423
|
+
// The return key walks the form; the last field submits. This is ALL the keyboard code.
|
|
1424
|
+
name.input.style({ enterKey: "next" }).onSubmit(() => email.input.focus())
|
|
1425
|
+
email.input.style({ enterKey: "next" }).onSubmit(() => password.input.focus())
|
|
1426
|
+
password.input.style({ enterKey: "go" }).onSubmit(() => submit())
|
|
1427
|
+
|
|
1428
|
+
let btnLabel: UIText
|
|
1429
|
+
let busy = false
|
|
1430
|
+
|
|
1431
|
+
// The submit button is never disabled — a tap on a bad form PAINTS the errors and focuses the
|
|
1432
|
+
// first offender, which beats a dead button that explains nothing. `busy` swallows double-taps.
|
|
1433
|
+
const submit = async () => {
|
|
1434
|
+
if (busy) return
|
|
1435
|
+
let bad: ReturnType<typeof Field> | null = null // checked bottom-up, so `bad` ends at the FIRST invalid field
|
|
1436
|
+
if (password.input.value.length < 8) { password.error("At least 8 characters"); bad = password }
|
|
1437
|
+
if (!email.input.value.includes("@")) { email.error("Enter a valid email"); bad = email }
|
|
1438
|
+
if (name.input.value.trim() === "") { name.error("Name is required"); bad = name }
|
|
1439
|
+
if (bad) { bad.input.focus(); return }
|
|
1440
|
+
busy = true
|
|
1441
|
+
btnLabel.text = "Creating…"
|
|
1442
|
+
const res = await fetch("https://api.example.com/register", {
|
|
1443
|
+
method: "POST", headers: { "Content-Type": "application/json" },
|
|
1444
|
+
body: JSON.stringify({ name: name.input.value.trim(), email: email.input.value, password: password.input.value }),
|
|
1445
|
+
})
|
|
1446
|
+
busy = false
|
|
1447
|
+
btnLabel.text = "Create account"
|
|
1448
|
+
if (res.status !== 200) { email.error("Registration failed — try again"); return }
|
|
1449
|
+
toast("Welcome!")
|
|
1450
|
+
}
|
|
1451
|
+
|
|
1452
|
+
const screen = UIScreen(
|
|
1453
|
+
UIScrollable( // no fixed chrome — the keyboard leaves ~460px of screen and a form wants all of them
|
|
1454
|
+
UIText("Create account").style({ fontSize: 28, fontWeight: 700, mb: 12 }),
|
|
1455
|
+
name.node, email.node, password.node,
|
|
1456
|
+
UIButton(btnLabel = UIText("Create account").style({ fontSize: 16, fontWeight: 700 }))
|
|
1457
|
+
.style({ name: "submit", height: 52, borderRadius: 14, bgColor: "#4C8DFF", mt: 8, onPressed: { opacity: 0.85 } })
|
|
1458
|
+
.onClick(() => submit())
|
|
1459
|
+
).style({ flexGrow: 1, px: 20, pt: "comfort-top", pb: 28, gap: 8 })
|
|
1460
|
+
).style({ bgColor: "#0C0F14" })
|
|
1461
|
+
|
|
1462
|
+
screen.open()
|
|
1463
|
+
</file>
|
|
1464
|
+
|
|
1465
|
+
// === EXAMPLE 5: UIBottomSheet — persistent map-style sheet with detents ===
|
|
1466
|
+
<file name="main.ts">
|
|
1467
|
+
type Place = { id: number; name: string; distance: string }
|
|
1468
|
+
const places: Place[] = [
|
|
1469
|
+
{ id: 1, name: "Blue Bottle Coffee", distance: "120 m" },
|
|
1470
|
+
{ id: 2, name: "City Library", distance: "400 m" },
|
|
1471
|
+
{ id: 3, name: "Riverside Park", distance: "1.2 km" },
|
|
1472
|
+
]
|
|
1473
|
+
|
|
1474
|
+
const Row = (p: Place) => UIRow(
|
|
1475
|
+
UIText(p.name).style({ color: "#111", fontSize: 16 }),
|
|
1476
|
+
UIText(p.distance).style({ color: "#888", fontSize: 14 })
|
|
1477
|
+
).style({ px: 16, height: 52, alignItems: "center", justifyContent: "space-between" })
|
|
1478
|
+
|
|
1479
|
+
const sheet = UIBottomSheet(
|
|
1480
|
+
UIColumn().style({ width: 50, height: 6, borderRadius: 3, bgColor: "#D9D9D9", mx: "auto", my: 12 }),
|
|
1481
|
+
UIText("Nearby").style({ px: 16, fontWeight: 700, fontSize: 20, mb: 8, color: "black" }),
|
|
1482
|
+
UIScrollable(places.map(Row)).style({ flexGrow: 1 }) // scrolls at the top detent, drags the sheet below it
|
|
1483
|
+
)
|
|
1484
|
+
.style({ bgColor: "white", borderRadius: 20, overlayColor: null }) // no scrim — the map stays interactive
|
|
1485
|
+
.detents([0.25, 0.6, 1]) // collapsed / half / full
|
|
1486
|
+
.dismissible(false) // drag below the lowest detent collapses, never closes
|
|
1487
|
+
.onDetentChange(i => console.log("detent", i))
|
|
1488
|
+
|
|
1489
|
+
const mapScreen = UIScreen(
|
|
1490
|
+
// the map / page content behind the sheet
|
|
1491
|
+
).onOpen(() => sheet.show()).onClose(() => sheet.hide())
|
|
1492
|
+
|
|
1493
|
+
mapScreen.open()
|
|
1494
|
+
|
|
1495
|
+
// An action sheet is even less: content-sized, no detents() — UIBottomSheet(rows).show(),
|
|
1496
|
+
// scrim and drag-down-to-dismiss included.
|
|
1497
|
+
</file>
|
|
1498
|
+
|
|
1499
|
+
// === EXAMPLE 6: UIVirtualizedList — chat (inverted, imperative append) ===
|
|
1500
|
+
<file name="main.ts">
|
|
1501
|
+
type Msg = { id: string; text: string; mine: boolean }
|
|
1502
|
+
|
|
1503
|
+
let nextId = 0
|
|
1504
|
+
const idOf = () => String(++nextId)
|
|
1505
|
+
|
|
1506
|
+
// The list owns the rows imperatively — never re-create it, never map() over data into it.
|
|
1507
|
+
const list = UIVirtualizedList<Msg>({
|
|
1508
|
+
keyOf: m => m.id,
|
|
1509
|
+
estimatedHeight: m => 44 + Math.ceil(m.text.length / 34) * 20,
|
|
1510
|
+
inverted: true, // newest at the bottom
|
|
1511
|
+
render: m => UIRow(
|
|
1512
|
+
UIRow(
|
|
1513
|
+
UIText(m.text).style({ color: m.mine ? "white" : "#111" })
|
|
1514
|
+
).style({
|
|
1515
|
+
bgColor: m.mine ? "#FF4032" : "#EEE",
|
|
1516
|
+
px: 12, py: 8, borderRadius: 16, maxWidth: "75%"
|
|
1517
|
+
})
|
|
1518
|
+
).style({ px: 12, py: 4, justifyContent: m.mine ? "flex-end" : "flex-start" })
|
|
1519
|
+
}).style({ flexGrow: 1 })
|
|
1520
|
+
|
|
1521
|
+
let input: UITextArea
|
|
1522
|
+
let sendBtn: UIButton
|
|
1523
|
+
|
|
1524
|
+
const send = () => {
|
|
1525
|
+
const text = input.value.trim()
|
|
1526
|
+
if (!text) return
|
|
1527
|
+
list.append({ id: idOf(), text, mine: true }) // O(1); inverted list auto-scrolls to it
|
|
1528
|
+
input.value = ""
|
|
1529
|
+
sendBtn.style.opacity = 0.4
|
|
1530
|
+
}
|
|
1531
|
+
|
|
1532
|
+
const screen = UIScreen(
|
|
1533
|
+
list,
|
|
1534
|
+
UIRow(
|
|
1535
|
+
input = UITextArea().style({ placeholder: "Message...", placeholderColor: "#999",
|
|
1536
|
+
color: "#111", flexGrow: 1, flexShrink: 1, px: 16, py: 10, bgColor: "#F0F0F0", borderRadius: 20, maxHeight: 110,
|
|
1537
|
+
keyboardDismiss: false
|
|
1538
|
+
}),
|
|
1539
|
+
sendBtn = UIButton(UIImage(assetIcon("lucide:arrow-up")).style({ width: 20, height: 20, tintColor: "white" }))
|
|
1540
|
+
.style({ width: 40, height: 40, borderRadius: 20, bgColor: "#FF4032", opacity: 0.4 })
|
|
1541
|
+
.onClick(send)
|
|
1542
|
+
).style({ p: 8, pb: "comfort-bottom", gap: 8, alignItems: "flex-end" })
|
|
1543
|
+
).style({ bgColor: "white" })
|
|
1544
|
+
|
|
1545
|
+
input.onChange(v => { sendBtn.style.opacity = v.trim() ? 1 : 0.4 }) // direct style write — the hot-path form
|
|
1546
|
+
|
|
1547
|
+
screen.open()
|
|
1548
|
+
</file>
|