lecodes-sdk 0.20.0 → 0.20.2

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Files changed (64) hide show
  1. package/dist/global.d.ts +31 -0
  2. package/dist/inject.js +361 -260
  3. package/dist/types/audio/Bus.d.ts +45 -0
  4. package/dist/types/audio/Sound.d.ts +28 -0
  5. package/dist/types/audio/Voice.d.ts +27 -0
  6. package/dist/types/audio/audio.d.ts +83 -0
  7. package/dist/types/audio/support.d.ts +1 -0
  8. package/dist/types/gl/AudioSource.d.ts +60 -0
  9. package/dist/types/gl/AudioZone.d.ts +32 -0
  10. package/dist/types/gl/DecalSet.d.ts +103 -0
  11. package/dist/types/gl/Geometry.d.ts +5 -0
  12. package/dist/types/gl/Light.d.ts +7 -0
  13. package/dist/types/gl/Material.d.ts +86 -2
  14. package/dist/types/gl/Mesh.d.ts +11 -0
  15. package/dist/types/gl/Scene.d.ts +23 -0
  16. package/dist/types/gl/SceneAudio.d.ts +11 -0
  17. package/dist/types/gl/Texture.d.ts +29 -1
  18. package/dist/types/gl/animation/AnimationClip.d.ts +25 -12
  19. package/dist/types/gl/animation/core.d.ts +15 -10
  20. package/dist/types/gl/state.d.ts +0 -1
  21. package/dist/types/inject.d.ts +10 -0
  22. package/dist/types/runtime/input.d.ts +11 -0
  23. package/dist/types/ui/UIImage.d.ts +15 -5
  24. package/dist/types.json +1 -1
  25. package/package.json +1 -1
  26. package/prompts/dist/2d-game.md +408 -197
  27. package/prompts/dist/3d-app.md +491 -166
  28. package/prompts/dist/ar-app.md +373 -163
  29. package/prompts/dist/design.md +83 -87
  30. package/prompts/dist/ui-app.md +325 -136
  31. package/src/audio/Bus.ts +102 -0
  32. package/src/audio/Sound.ts +96 -0
  33. package/src/audio/Voice.ts +102 -0
  34. package/src/audio/audio.ts +161 -0
  35. package/src/audio/support.ts +6 -0
  36. package/src/bridges.d.ts +1481 -1352
  37. package/src/compile/compileProject.ts +30 -15
  38. package/src/compile/index.ts +3 -0
  39. package/src/core/Aspect.ts +33 -8
  40. package/src/g2/Scene2D.ts +7 -0
  41. package/src/gl/AudioSource.ts +113 -0
  42. package/src/gl/AudioZone.ts +75 -0
  43. package/src/gl/CameraPlace.ts +52 -52
  44. package/src/gl/DecalSet.ts +233 -0
  45. package/src/gl/Geometry.ts +5 -0
  46. package/src/gl/Light.ts +16 -0
  47. package/src/gl/Lightmap.ts +3 -2
  48. package/src/gl/Material.ts +152 -4
  49. package/src/gl/Mesh.ts +20 -1
  50. package/src/gl/Ragdoll.ts +270 -270
  51. package/src/gl/Scene.ts +41 -7
  52. package/src/gl/SceneAudio.ts +26 -0
  53. package/src/gl/Texture.ts +43 -3
  54. package/src/gl/Trigger.ts +45 -45
  55. package/src/gl/Vehicle.ts +5 -5
  56. package/src/gl/animation/AnimationClip.ts +43 -20
  57. package/src/gl/animation/Animator.ts +4 -3
  58. package/src/gl/animation/core.ts +20 -15
  59. package/src/gl/scenarios.ts +291 -291
  60. package/src/gl/state.ts +1 -1
  61. package/src/inject.ts +12 -0
  62. package/src/runtime/input.ts +6 -1
  63. package/src/scene/gizmos.ts +148 -148
  64. package/src/ui/UIImage.ts +21 -7
@@ -102,6 +102,16 @@ After every edit you make, the platform automatically verifies it — syntax, a
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  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.
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+ ## Building from a design
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+
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+ 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:
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+
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+ - 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.
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+ - 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.
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+ - 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.
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+ - 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>`.
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+ - 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.
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+
105
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  ## Tools
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107
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  You may be given tools (they appear in the API request, each with its own description). Default to
@@ -209,16 +219,22 @@ const sfx = new AudioPlayer(src) // src: asset('./x.mp3') or URL; same API: ne
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  // .dispose() — frees the native player; ANY use after dispose throws
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  // No pitch control, no auto-pooling: for overlapping SFX create several players up front and rotate.
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212
- // ===== INPUT (keyboard) =====
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-
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- Input.key(code: string): boolean // is the key held NOW; KeyboardEvent.code names: 'KeyW', 'Space', 'ArrowLeft'
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- // Poll-only — there are NO key events. For "pressed this frame", latch previous state:
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- const wasDown: Record<string, boolean> = {}
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- const pressed = (c: string) => Input.key(c) && !wasDown[c]
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+ // ===== INPUT (keyboard / mouse / gamepad) =====
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+ // A mouse button IS a key; so is a gamepad button. One code vocabulary: KeyboardEvent.code ('KeyW',
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+ // 'Space', 'ArrowLeft'), 'MouseLeft|Right|Middle', 'GamepadSouth|East|West|North|L1|R1|L2|R2|Start|…'.
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+ Input.key(code): boolean // held NOW — poll in setLoop for continuous movement (multiply by dt)
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+ Input.on('keydown', e => …) // one-shot actions: e.code, e.repeat (auto-repeat), e.gamepad (pad index)
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+ Input.on('keyup', e => …) // release (charged shots); Input.off(name, fn) to remove
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+ Input.mouse.delta // { x, y } motion during the previous frame — FPS look; works while locked
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+ Input.mouse.position / .wheel // cursor in logical px / wheel notches this frame
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+ Input.mouse.lock() / unlock() / locked // hide + confine the cursor (call lock() from a keydown — web needs a gesture)
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+ Input.gamepad(0).axis('leftX' | 'leftY' | 'rightX' | 'rightY' | 'leftTrigger' | 'rightTrigger') // −1..1 / 0..1
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  setLoop(dt => {
219
- if (pressed('Space')) jump()
220
- for (const c of ['Space', 'KeyE']) wasDown[c] = Input.key(c) // latch at END of frame
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+ yaw -= Input.mouse.delta.x * 0.003 + Input.gamepad(0).axis('rightX') * 2 * dt
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+ const x = (Input.key('KeyD') ? 1 : 0) - (Input.key('KeyA') ? 1 : 0) + Input.gamepad(0).axis('leftX')
221
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.
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238
 
223
239
  // ===== TOUCH GESTURES =====
224
240
  // 'click' fires on pointer-up over a target; 'touchstart' on pointer-down. ev: { clientX, clientY,
@@ -266,17 +282,23 @@ implement what you can with the loaded ones.
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  // Canvas: Canvas (retained 2D drawing baked to a texture — sprites/UI images), Bitmap
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  // Aspects: Aspect base — attachable node capabilities: node.aspect(Class, opts), custom aspects
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  // with per-frame update(dt)
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- // UI: UIScreen, Router, UIRow, UIColumn, UIScrollable, UISpacer, UIText, UIImage, UIVideo,
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+ // UI: UIScreen, Router, UITabs (bottom-tab shell), UIPager (tabs + per-tab stacks), UIRow,
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+ // UIColumn, UIScrollable, UISpacer, UIText, UIImage, UIVideo,
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  // UIButton, UIInput, UITextArea, UIWidget/UIModal/UIPopover/UIBottomSheet (floating
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  // overlays: HUD / dialog / anchored menu / draggable sheet), UIVirtualizedList,
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  // registerFont; UIBox (deprecated)
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  // 2D engine: Scene2D, Node2D, Camera2D, Sprite, SpriteAnimation, Tilemap, Texture2D,
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  // Shape2D + Physics2D + Trigger2D + CharacterController2D (Box2D physics, sensors,
275
- // raycast/overlap queries, picking)
292
+ // raycast/overlap queries, picking),
293
+ // defineScene2d (declarative *.scene2d.ts files) + cells + CameraFollow
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  // 3D engine: Scene, Node, Camera, Mesh (box/sphere/cylinder/plane), Model (.glb) + ModelAnimation,
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  // Geometry, Material (lit/unlit/custom shaders), Texture, Light.sun(),
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  // Shape + Physics + Trigger + CharacterController (Jolt physics, raycast),
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  // Particles + dynamic/dynamicColor, Ray, Plane, Noise
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+ // 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
280
302
  // AR: ARScene (camera passthrough, anchors, placement gestures via addControls)
281
303
 
282
304
  // ===== CANVAS — retained drawing baked to a texture (engine-independent) =====
@@ -355,15 +377,13 @@ node.lookAt(point: Vec3Like, mode = '-z', up = [0, 1, 0]): this // aim a local
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  // 'click' pointer-up over the node — REQUIRES a Shape aspect (pick body)
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  // 'touchstart' pointer-down over the node (ev.track() drags) — requires Shape
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  // 'enter' / 'exit' (other: Node) physics contact / trigger overlap began/ended — Shape + Physics/Trigger
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- // 'completed' (clip: number) non-looping GLB clip finished — Model only
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- // 'loopReached' (clip: number) looping GLB clip wrapped — Model only
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  // Without a Shape a node is INVISIBLE to taps — only scene listeners fire (ev.target === null).
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362
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  // ===== ASPECTS =====
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  // Capabilities attach to nodes as aspects and chain; each adds a named accessor:
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  node.aspect(Class, opts?) // attach + configure; returns the node (typed with the accessor)
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  node.get(Class) / node.has(Class) / node.removeAspect(Class)
366
- // Named accessors: node.physics, node.trigger, node.controller, node.shape, model.anim
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+ // Named accessors: node.physics, node.trigger, node.controller, node.shape, node.anim
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  // Custom game logic = your own aspect with per-frame update(dt seconds):
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  class Spin extends Aspect<'spin', Node> { // <accessor name, node kind>
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  speed = 90 // class fields = configurable defaults (opts override)
@@ -431,24 +451,34 @@ const hero = await Model.load(asset('./hero.glb')) // asset path | https URL |
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  scene.add(hero) // a Model IS a Node — transform/events/aspects all apply
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  hero.traverse(n => { if (n.name === 'Sword') n.visible = false }) // GLB internals are plain child Nodes
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434
- // Animation — every Model has the ModelAnimation aspect pre-attached at model.anim:
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- hero.anim.clips // { name: string, duration: number }[] baked into the glb
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- hero.anim.play(clip?: string | number, options?: { loop?: boolean }): this // no arg = replay current
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- hero.anim.stop(): this
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- hero.anim.playing = true // get/set pause/resume
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- hero.anim.speed = 1.5 // playback rate
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- hero.anim.time = 0.5 // seek, seconds
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- // Clip-end events fire on the NODE (not on .anim), payload = clip index:
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- hero.addEventListener('completed', clip => {}) // non-looping clip finished (playing flips false)
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- hero.addEventListener('loopReached', clip => {}) // looping clip wrapped
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-
445
- // LIMITS — plan around these:
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- // - No cross-fade/blending: play() hard-switches clips next frame; one clip at a time.
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- // - play('BadName') is SILENTLY ignored — the old clip keeps playing. Check model.anim.clips.
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- // - Models CANNOT be cloned. A spawn pool = load N copies UP FRONT and recycle them:
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- const POOL = 8
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- const stones = await Promise.all(Array.from({ length: POOL }, () => Model.load(asset('./stone.glb'))))
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- const spawn = () => { const s = stones[next++ % POOL]; s.position = [rx(), 8, rz()]; scene.add(s) }
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+ // Animation — every Model has an Animator pre-attached at model.anim (clip list = the glb's clips). A layer
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+ // has a LOOP (what it rests on) and ONE-SHOTS played over it; any call overrides what's there over its own fade:
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+ hero.anim.clips / hero.anim.clip('Run') / hero.anim.clip(0) // AnimationClip[] (file order) / by name / by index; unnamed clips = 'animation_0', …
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+ 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)
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+ loco.value = speed // position on the axis — members stay in phase (no foot sliding)
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+ const ok = await hero.anim.play('slash', { fadeIn: 0.1, fadeOut: 0.3 }) // one-shot over the loop, returns to it
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+ // fades default to 0 (cut): fade = both ends, fadeIn / fadeOut = one end. Unknown name warns, plays nothing.
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+ // The await resolves at the HAND-OVER (end − fadeOut) with true (false = cut short) — what you start right after is what
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+ // the clip fades into: chains crossfade: if (ok) await hero.anim.play('slash2', { fadeIn: 0.3, fadeOut: 0.3 })
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+ // then hero.anim.playLoop('Crouch', { fade: 0.3 }) — or nothing = back to the current loop.
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+ if (!hero.anim.busy) hero.anim.play('kick') // busy = a one-shot hasn't handed over; play() always takes over otherwise
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+ hero.anim.stop({ fade: 0.2 }) // everything off → rest; hero.anim.busy; hero.anim.speed = 0.3 (0 = pause)
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+ // p = play(): p.done (return THIS from async fns) / p.playing / p.progress / p.weight / p.stop({ fade }) / p.seek(t)
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+ // Clips from other files (Mixamo: one GLB per animation), procedural, sliced — add by name:
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+ const [idle, slash] = await Promise.all([AnimationClip.load(asset('./idle.glb')), AnimationClip.load(asset('./attacks.glb'), 'Slash')])
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+ hero.anim.addClip('slash', slash).addClip('kick', hero.anim.clip('Kick').slice(0.2, 1.1)) // slice = a sub-range, re-timed
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+ AnimationClip.from({ tracks: { Hips: { position: [[0, [0,0,0]], [1, [0,0.05,0]]] } } }) // curves in code, binds by node NAME
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+ // Clip events live on the CLIP, in SECONDS: slash.addEvent(0.4, 'hit') → hero.anim.on('hit', (clip, layer) => dealDamage())
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+ // Layers (legs walk, arms aim): const upper = hero.anim.addLayer({ mask: 'Spine1' }); upper.playLoop('Aim', { fade: 0.3 }); upper.stop()
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+ // { additive: true } = each clip's DELTA vs its first frame on top (recoil, breathe); upper.weight = 0.5
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+ // Root motion (clips whose hips travel — Mixamo without 'In Place', rolls): hero.anim.rootMotion = true → the node moves
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+ // (or its CharacterController, as a velocity — it collides); the bone stays put
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+ hero.bone('RightHand')?.add(sword) // bones are Nodes — sockets
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+ // 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
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+ // IK — late-phase aspects ON BONES (over the Animator's pose): TwoBone on the END bone, LookAt on the bone itself
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+ 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]
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453
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  // ===== PHYSICS (Jolt) =====
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484
 
@@ -464,9 +494,18 @@ node.aspect(Shape, {
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  sphere?: number, // radius
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  cylinder?: { halfHeight: number, radius: number }, // Y-aligned
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  capsule?: { halfHeight: number, radius: number }, // halfHeight = cylinder section only
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+ 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)
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  raycast?: boolean, // default true; false = invisible to taps & raycasts
468
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  })
501
+ // mesh: true = exact triangle mesh → level geometry / terrain / ramps: static or kinematic Physics, Trigger,
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+ // 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.
469
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  node.aspect(Shape, {}) // auto: box from the mesh AABB × world scale — right for most meshes
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+ // 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.
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+ node.shape.fit(kind?) // measure dimensions + origin from what the node RENDERS (subtree,
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+ // so a Model root works where {} can't) and rebuild the live collider. Fit AFTER Model.load resolves.
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  // A bare Shape (no Physics) creates a STATIC pick-only body → the node gets 'click'/'touchstart'.
471
510
  // It snapshots the transform at attach time — a MOVING pickable object needs a Physics body too.
472
511
 
@@ -476,11 +515,14 @@ node.aspect(Shape, {}).aspect(Physics, {
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  mass?: number, // kg, dynamic only; default 1
477
516
  })
478
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
479
519
  node.physics.applyImpulse(v): this // instant impulse, wakes the body
480
- node.physics.moveTo(p): this // drive a kinematic body (or teleport)
481
- // PHYSICS OWNS a dynamic body's transform: never set node.position per frame — drive velocity /
482
- // applyImpulse instead. READING node.position/worldPosition is always correct.
483
- // static = never moves (floors, walls); kinematic = script-driven via moveTo, pushes but isn't pushed.
520
+ node.position = [x, y, z] // place / teleport — moves the node AND its body (no moveTo())
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+ 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.
484
526
 
485
527
  // Contact events — on BOTH nodes of a contact/overlap, arg = the other node:
486
528
  crate.addEventListener('enter', (other: Node) => {})
@@ -524,7 +566,8 @@ sparks.destroy() // from Node — removes the system
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566
 
525
567
  scene.camera // a Node — never constructed; every scene owns one.
526
568
  // (Who MOVES it is mode-specific — see the Scene/AR section.)
527
- camera.fov // vertical FOV, DEGREES (read-only); .horizontalFov, .displaySize
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
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571
  camera.getViewDirection(screenX, screenY): Vec3 // world dir through a screen point (logical px = ev.clientX/Y)
529
572
  camera.getRay(screenX, screenY): Ray // origin = camera.worldPosition + that direction
530
573
 
@@ -699,14 +742,129 @@ setLoop(() => {
699
742
  if (Input.key('Space')) hero.controller.jump()
700
743
  })
701
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702
- // Transparent HUD over the 3D view (see UI section)
745
+ // HUD over the 3D view: a UIWidget ATTACHED to the scene. (A UIScreen would REPLACE the scene —
746
+ // exactly one Presentable is visible at a time.)
703
747
  let scoreLabel: UIText
704
- const hud = UIScreen([
748
+ const hud = UIWidget(
705
749
  scoreLabel = UIText('Score: 0').style({ color: 'white', fontSize: 24, fontWeight: 700 }),
706
- ]).style({ p: 16, pt: 'max(safe-top, 16px)', alignItems: 'flex-end' })
750
+ ).style({ top: 'max(safe-top, 16px)', right: 16 })
707
751
 
708
752
  scene.open()
709
- hud.open()
753
+ hud.attachTo(scene).show()
754
+ </file>
755
+
756
+ ## Scene files (.scene.ts)
757
+
758
+ Projects may contain `*.scene.ts` files: declarative scenes that the platform's VISUAL scene
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+ editor reads and writes. The user may have built them by dragging models around — treat the file
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+ as their artwork. You may edit values and add nodes/aspects, but keep the `defineScene({...})`
761
+ literal-object shape; an imperative rewrite (`new Scene()` + `scene.add(...)`) destroys their
762
+ ability to keep editing it visually. `defineScene`, `use`, `ref` and `make` are globals.
763
+
764
+ // ===== DEFINE SCENE =====
765
+
766
+ // Default-export exactly one defineScene call per .scene.ts file.
767
+ export default defineScene({
768
+ env?: SceneOptions, // same options object as `new Scene(...)` above (skybox, ibl, bloom…)
769
+ nodes?: {
770
+ name: { // names are sibling-unique, no '/' or ':' in them
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+ // -- source: AT MOST ONE of these per node; none = empty group node --
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+ mesh?: { kind: 'box', size?: n | [x,y,z] } | { kind: 'sphere' | 'cylinder' | 'plane', ... },
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+ model?: string, // GLB via the asset macro: asset('./hero.glb')
774
+ light?: { kind: 'sun', direction?, intensity?, shadowsQuality? }, // 'sun' is the ONLY kind
775
+ camera?: { fov?, near?, far? }, // this node IS the scene camera (defaults 60 / 0.01 / 1000)
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+ make?: make(factoryFn, { ...literalArgs }), // code-built subtree from a user function
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+ prefab?: SceneHandle, // another .scene.ts's default export (import it)
778
+ // -- for a mesh source --
779
+ material?: { lit: { color?, metallic?, roughness? } } | { unlit: { color? } },
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+ // -- transform / render --
781
+ position?: [x,y,z], eulerAngles?: [x,y,z], scale?: [x,y,z] | n,
782
+ visible?, castShadows?, receiveShadows?,
783
+ locked?: boolean, // editor-only flag, zero runtime effect — leave it alone
784
+ // -- behavior / hierarchy --
785
+ aspects?: [ use(AspectClass, { ...props }) ], // props may use ref('otherNode') for node refs
786
+ children?: { name: { ...same shape } },
787
+ // pose parts INSIDE a model/prefab, and attach a child node to such a part:
788
+ overrides?: { 'Bone/Path': { position?, eulerAngles?, scale?, visible? } },
789
+ mount?: 'Bone/Path', // parents this node to that part of the PARENT node's asset
790
+ },
791
+ },
792
+ })
793
+
794
+ // ===== USING A SCENE FROM APP CODE =====
795
+
796
+ import city from './city.scene' // extension-less specifier; default export: SceneHandle
797
+
798
+ const { scene, nodes, get } = await city.open() // load (fetches GLBs) + become the active view
799
+ // city.load() — instantiate without showing; both are idempotent (same instance every call)
800
+ nodes.crate // typed by source: model → Model, mesh → Mesh, light → Light
801
+ nodes['props/lamp'] // keys are absolute '/'-joined paths; get(path) for dynamic
802
+ nodes.crate.position = [1, 0.5, 2] // plain SDK nodes — assign vectors, or scalar axes: node.y = 2
803
+ nodes.hero.anim.play('walk') // a model node is a Model: animations, parts — all there
804
+ scene.close() // closing goes through the scene (there is NO handle.close())
805
+
806
+ // ===== BEHAVIOR & INPUT =====
807
+
808
+ // Put per-frame behavior in ASPECTS attached in the file — not in code that mutates the doc:
809
+ // aspects: [use(Spin, { speed: 40 })]
810
+ // Built-in no-code aspects: MoveTo, FollowPath ({ path: ref('waypoints'), duration }), Spin,
811
+ // LookAt, PlayAnimation. Custom ones are ~5 lines (see Aspects; update(dt) — dt in SECONDS):
812
+ export class Spinner extends Aspect<'spinner'> {
813
+ speed = 30 // class fields = props settable from use(...)
814
+ update(dt: number) { this.node.eulerAngles = [0, this.node.eulerAngles.y + this.speed * dt, 0] }
815
+ }
816
+ // Clicks/taps: a node is pickable only with a Shape aspect — aspects: [use(Shape, {})] — then
817
+ // nodes.crate.addEventListener('click', ev => ...). Catch-all with target (null on miss):
818
+ // scene.addEventListener('click', ev => ev.target). Shape alone = static pick body; moving
819
+ // clickables also need Physics.
820
+
821
+ // ===== UI OVER AN OPEN SCENE =====
822
+
823
+ // Exactly one Presentable is visible at a time: UIScreen(...).open() REPLACES the scene. A HUD is
824
+ // a UIWidget attached to the scene — it shows/hides and transitions together with it:
825
+ const hud = UIWidget(UIText('Score: 0').style({ color: 'white', fontSize: 24 }))
826
+ .style({ top: 'max(safe-top, 16px)', left: 16 })
827
+ hud.attachTo(scene).show()
828
+
829
+ // ===== SCENE FILE MISTAKES — DO NOT DO THESE =====
830
+
831
+ // - Rebuilding a .scene.ts imperatively, or moving its content into main.ts. Edit the def in
832
+ // place; logic goes into aspect classes or app code around handle.open().
833
+ // - scene.ref(...), handle.close(), onTap — none exist. It's nodes[path] / get(path),
834
+ // loaded.scene.close(), addEventListener('click').
835
+ // - Two source keys on one node (e.g. mesh + model) — throws at load.
836
+ // - Expecting clicks without use(Shape, {}) on the node.
837
+ // - node.position.x = 3 — silent NO-OP (position returns a copy). Assign node.x = 3 or the vector.
838
+ // - env HDRI paths or light kinds other than 'sun' — not supported; ibl is just a boolean.
839
+
840
+ ## Scene file wiring example
841
+
842
+ // A scene built in the visual editor, wired up with a click counter and a HUD.
843
+
844
+ <file name="main.scene.ts">
845
+ export default defineScene({
846
+ env: { skybox: '#a9b6c8' },
847
+ nodes: {
848
+ camera: { camera: {}, position: [0, 4, 9], eulerAngles: [-22, 0, 0] },
849
+ sun: { light: { kind: 'sun', shadowsQuality: 1 } },
850
+ ground: { mesh: { kind: 'box', size: [12, 0.4, 12] }, material: { lit: { color: '#3d4351' } },
851
+ position: [0, -0.2, 0], locked: true },
852
+ crate: { mesh: { kind: 'box' }, material: { lit: { color: '#8a8f98' } }, position: [0, 0.5, 0],
853
+ aspects: [use(Shape, {}), use(Spin, { speed: 25 })] },
854
+ },
855
+ })
856
+ </file>
857
+
858
+ <file name="main.ts">
859
+ import mainScene from './main.scene'
860
+
861
+ const { scene, nodes } = await mainScene.open()
862
+
863
+ let taps = 0
864
+ const label = UIText('Tap the crate').style({ color: 'white', fontSize: 20, fontWeight: 700 })
865
+ UIWidget(label).style({ top: 'max(safe-top, 16px)', left: 16 }).attachTo(scene).show()
866
+
867
+ nodes.crate.addEventListener('click', () => { label.text = `Taps: ${++taps}` })
710
868
  </file>
711
869
 
712
870
  // ===== UI RULES =====
@@ -717,18 +875,22 @@ hud.open()
717
875
 
718
876
  // ===== UI COMPONENTS =====
719
877
  // Every element is created by a global factory function (never `new`) that takes only the element's
720
- // CONTENT (children array, text, src, ...). Everything else — styles, handlers — is configured by chaining:
721
- // every configuring method returns the element itself, so construction reads as one chain.
878
+ // CONTENT — children as plain arguments (or text/src/...). Everything else — styles, handlers — is
879
+ // configured by chaining: every configuring method returns the element itself, so construction reads
880
+ // as one chain.
881
+ UIColumn(UIText("Title"), UIButton(UIText("Go")))
882
+ // An ARRAY argument is flattened into the children — pass items.map(Row) directly, no spread:
883
+ UIColumn(header, items.map(Row), footer)
722
884
 
723
885
  // UIRow, UIColumn — containers (UIColumn stacks vertically, UIRow horizontally)
724
- UIRow(children) / UIColumn(children)
886
+ UIRow(...children) / UIColumn(...children)
725
887
  // Child management — imperative, no diffing; works before and after the element is on screen:
726
888
  // .append(...nodes), .insert(index, ...nodes), .remove(...nodes), .setContent(nodes), .children (readonly)
727
889
  // .setContent is the "re-render" primitive — build a fresh array (items.map(Row)) and swap it in.
728
890
  // For long or unbounded data use UIVirtualizedList instead of setContent over a big array.
729
891
 
730
892
  // UIScreen — root screen, always fills the device. Behaves as a UIColumn.
731
- UIScreen(children)
893
+ UIScreen(...children)
732
894
  // .open() / .close() — show/close directly (single-screen apps; open() while a Router is active hides the router)
733
895
  // .onOpen(cb), .onClose(cb) — fire on EVERY activation, not just the first: Router.push away fires onClose,
734
896
  // popping back fires onOpen again. Anything started in onOpen (loops, intervals, sockets) MUST be stopped
@@ -736,12 +898,40 @@ UIScreen(children)
736
898
  // .onTouchStart(cb) — fires for touches anywhere on the screen; use for full-screen gestures (see TOUCH GESTURES above)
737
899
  // .onBackPressed(cb) — Android hardware/gesture back; typically Router.pop()
738
900
  // Screens NEVER scroll — the canonical screen is fixed chrome (header, tab bar) + ONE UIScrollable body
739
- // with flexGrow: 1: UIScreen([ Header(), UIScrollable([...content]).style({ flexGrow: 1 }) ])
901
+ // with flexGrow: 1: UIScreen(Header(), UIScrollable(content).style({ flexGrow: 1 }))
740
902
  // Note: a screen always fills the device — sizing styles on it (width, height, flexGrow, flexShrink, position) are no-ops
741
903
 
904
+ // UITabs — THE bottom-tab app shell: swipeable tabs (a UIPager) + a themed tab bar, as one UIScreen.
905
+ // USE THIS for every tabbed app — never hand-build a tab bar. Keys are tab ids, in tab order:
906
+ const tabs = UITabs({
907
+ home: { label: "Home", icon: assetIcon("lucide:house"), screen: homeScreen },
908
+ profile: { label: "Profile", icon: assetIcon("lucide:user"), screen: profileScreen },
909
+ })
910
+ Router.init(tabs) // UITabs IS a UIScreen — present it directly
911
+ // .select(id), .tab (getter), .onSelect(cb(id, i)) — fires on a bar tap, swipe, or select()
912
+ // .badge(id, value) — true = dot, number/string = count pill, false/null/0 clears
913
+ // .pager — the UIPager underneath; UIPager.push(detail) from any screen keeps the bar
914
+ // Styling is THEME-driven: theme({ primaryColor, mutedColor, tabbarBg, tabbarBorder, badgeColor })
915
+ // restyles the bar app-wide (dark fallbacks built in). For a custom bar layout use UIPager below.
916
+
917
+ // UIPager — the navigation primitive under UITabs: sibling tabs that swipe natively, each tab its
918
+ // OWN push/pop stack. Reach for it directly for a plain stack (one-screen pager) or a fully custom
919
+ // tab bar. Renders no bar — build your own next to it; give the pager flexGrow: 1.
920
+ UIPager(...tabs) // the tab root screens (arrays flatten); tabs are FIXED at construction
921
+ // .select(i, animated?) (instant by default), .index, .onSelect(cb(i)) — fires for taps AND swipes: sync the
922
+ // bar highlight here. Tabs keep their stack/scroll state when switched away and back.
923
+ // .push(screen) — slides onto the CURRENT tab; edge back-swipe / Android back pops natively.
924
+ // .pop(), .popToRoot(), .replace(screen), .depth (tab swiping is disabled while > 1), .onChange(cb(depth))
925
+ // Ambient from any screen, no reference needed: UIPager.push(screen) / UIPager.pop() / UIPager.current
926
+ // pager.push = detail INSIDE the tab (bar stays); Router.push = above the whole shell (bar covered).
927
+ // Note: tab screens are built up front, but onOpen fires only when the tab becomes visible (maybe never) —
928
+ // load initial data at build time, keep onOpen for re-entry.
929
+ const pager = UIPager(homeTab, searchTab, profileTab).style({ flexGrow: 1 })
930
+ Router.init(UIScreen(pager, tabBar)) // bar buttons: .onClick(() => pager.select(i))
931
+
742
932
  // UIWidget — floating overlay, independent of screens, always position: fixed in device coordinates
743
933
  // Persists across Router navigation — create ONCE at module scope, reuse; hidden by default.
744
- UIWidget(children)
934
+ UIWidget(...children)
745
935
  // .show(), .hide(), .isShow (getter), .onTouchStart(cb), .onBackPressed(cb)
746
936
  // extra style: overlayColor — full-screen scrim BEHIND the widget that blocks taps underneath, turning it into
747
937
  // a modal; null (default) = no layer, "transparent" = invisible but still blocks. A scrim tap fires
@@ -753,7 +943,7 @@ UIWidget(children)
753
943
  // UIModal — a UIWidget prewired as a dialog: USE THIS for confirm/alert dialogs
754
944
  // Scrim on by default (overlayColor "rgba(0,0,0,0.5)"), animated show/hide (200ms fade), scrim tap and
755
945
  // back button close it automatically. Create ONCE at module scope, like any widget.
756
- UIModal(children)
946
+ UIModal(...children)
757
947
  // .show(), .hide() (animated on a modal), .isOpen (getter), .onOpen(cb), .onClose(cb), .dismissible(false)
758
948
  // — plus the full UIWidget surface
759
949
  // .transition(hidden) — replace the show/hide animation: `hidden` is the off-screen pose (show animates FROM
@@ -764,7 +954,7 @@ UIModal(children)
764
954
  // UIBottomSheet — a UIModal pinned to the bottom edge: USE THIS for every bottom sheet, never hand-build one
765
955
  // Content-sized by default (as tall as its children, capped at the screen) — one position, drag down to
766
956
  // dismiss: the action-sheet shape. Native hosts own the drag (snap, velocity, scroll handoff); web shows it static.
767
- UIBottomSheet(children)
957
+ UIBottomSheet(...children)
768
958
  // .detents([0.3, 0.6, 1]) — snap positions, ascending fractions of screen height (the map-app model). Call
769
959
  // BEFORE show(); sizes the sheet to the HIGHEST detent — lower detents show the top slice of the content.
770
960
  // .setDetent(i) (animated), .detent (getter), .onDetentChange(cb(i)) — every settle: finger snap or setDetent()
@@ -777,30 +967,33 @@ UIBottomSheet(children)
777
967
  // Transparent intercepting scrim (outside tap dismisses; content under it can't scroll), 120ms fade,
778
968
  // automatic placement: below the anchor, flips above near the bottom edge, clamped into the viewport.
779
969
  // Attaches itself to Presentable.current (hides with the page it opened on).
780
- UIPopover(children)
970
+ UIPopover(...children)
781
971
  // .show(anchor?) — anchor: any element, or { x: ev.clientX, y: ev.clientY } for long-press context menus
782
972
  // .hide() — plus the full UIModal surface (isOpen, onOpen/onClose, dismissible, transition)
783
973
  // Style the menu box yourself (width, bgColor, borderRadius); do NOT set left/top — show(anchor) owns them.
784
974
 
785
975
  // UIScrollable — THE scroll container: a screen's scrolling body, a list under a pinned header, a carousel
786
- UIScrollable(children)
976
+ UIScrollable(...children)
787
977
  // extra styles: scrollDirection ("horizontal" | "vertical", default vertical), showScrollbar: boolean,
788
978
  // overscrollMode ("none" | "absorb" | "default"), refreshControlColor — tints the pull-to-refresh spinner,
789
979
  // keyboardDismissMode ("interactive" | "scroll" | "none") — "scroll": any drag dismisses the keyboard at once (search lists)
980
+ // snap ("none" | "start" | "center" | "end", default "none") — paging: a released drag settles on a
981
+ // direct child's boundary; the value picks where the child rests in the viewport. Snap targets are
982
+ // the children themselves, so item widths can differ. (Mobile hosts; web degrades to free scrolling.)
790
983
  // .onScroll(cb(pos)), .onScrollRelease(cb), .onOverscroll(cb(delta))
791
984
  // .onRefresh(async cb) — pull-to-refresh; spinner stays until the returned promise settles. Attach BEFORE the
792
985
  // element mounts; vertical only; native hosts (web preview: no-op). UIVirtualizedList has the same contract.
793
986
  // Note: NO programmatic scrolling (no scrollTo) — if you need scrollTo/scrollToEnd, use UIVirtualizedList
794
987
  // Note: defaults flexShrink: 1 (scrolls instead of overflowing); wrapping ancestors still need flexShrink: 1
795
988
  // themselves. flexGrow: 1 to fill the remaining space is still yours to set.
796
- // Carousel = scrollDirection: "horizontal" + FIXED-width cards (explicit width on each card, gap/px on the scrollable)
989
+ // Carousel = scrollDirection: "horizontal" + FIXED-width cards + snap: "start" ("center" for a card-deck-with-peek)
797
990
 
798
991
  // UIVirtualizedList<T> — windowed list for LONG or unbounded data (feeds, chats, search results): only the
799
992
  // visible rows (plus a buffer) are mounted. Use it instead of UIScrollable + map() whenever the item count
800
993
  // is large, grows over time, or is unknown.
801
994
  UIVirtualizedList<T>({
802
995
  keyOf: (item: T) => string, // STABLE unique id per item (never the array index)
803
- render: (item: T) => UIElement, // builds one row; called lazily as rows enter the window
996
+ render: (item: T) => UINodeChild, // builds one row; called lazily as rows enter the window
804
997
  estimatedHeight: number | ((item: T) => number), // px guess per row (real height measured after mount)
805
998
  overscan?: number, // extra px mounted above/below the viewport (default: one viewport)
806
999
  inverted?: boolean, // true = chat mode: starts scrolled to the end, append at bottom auto-scrolls
@@ -849,7 +1042,7 @@ player.play() // stop playback in the screen's onClose; .dispose() when gone f
849
1042
 
850
1043
  // UIButton — the only TAPPABLE container: a UIRow with children centered on both axes by default.
851
1044
  // To make anything clickable (a card, a list row, an icon) — wrap it in a UIButton.
852
- UIButton(children?)
1045
+ UIButton(...children)
853
1046
  // .onClick(cb), .onTouchStart(cb), .isPressed() // gestures: see TOUCH GESTURES above
854
1047
  // extra styles: onPressed: { bgColor, opacity, ..., duration? } — style while the finger is down;
855
1048
  // rippleColor ("default" or a Color, Android only)
@@ -888,7 +1081,7 @@ UIInput() / UITextArea()
888
1081
 
889
1082
  // UISpacer — flexible empty space (defaults flexGrow: 1), eats free space along the main axis.
890
1083
  // Only when plain alignment can't express it (one item pushed to the far end while the rest stay put):
891
- UIRow([ title, UISpacer(), closeButton ])
1084
+ UIRow(title, UISpacer(), closeButton)
892
1085
  // If ALL children move together, justifyContent ("space-between", "flex-end", ...) does it with no extra element.
893
1086
 
894
1087
  // @deprecated UIBox — legacy centered container: defaults justifyContent AND alignItems to "center"
@@ -903,9 +1096,13 @@ UIText("Hi").style({ color: "white" }).style({ fontSize: 20 }).onClick(...)
903
1096
  // 1. .style({...}) → declarative merge, the default. Use this 99% of the time.
904
1097
  // 2. el.style.foo = bar → direct single-property mutation after creation (hot paths),
905
1098
  // e.g. el.style.transform = `translateY(${y}px)`; el.style.foo reads it back.
906
- // 3. .animateTo({..., duration, delay?, commit?}) → tween current → given values (duration in MS).
1099
+ // 3. .animateTo({..., duration, delay?, commit?, loop?}) → tween current → given values (duration in MS).
907
1100
  // Targets are COMMITTED into the style immediately; pass commit: false to play without persisting —
908
1101
  // the exit-animation pattern (fade an overlay, then .hide(); next show() starts from the intact style).
1102
+ // loop: true | n repeats the tween — loopMode: "ping-pong" (default: there and back) or "restart"
1103
+ // (snap back + replay — full-turn spinners via transform: "rotate(360deg)", shimmers). A looping
1104
+ // animation is an effect, not a state change: it never commits, delay applies once, and it stops on
1105
+ // the element's next animateTo/animateFrom or when it leaves the screen. (web/iOS/desktop; Android plays once until its next runtime.)
909
1106
  // 4. .animateFrom({..., duration, delay?}) → snap to given values, animate back to current (fade-in).
910
1107
  // Never modifies the stored style.
911
1108
  // For free-value tweens use animate() — see ANIMATION above.
@@ -983,9 +1180,28 @@ label.style({ color: T.primaryColor, pl: "var(--comfort-left)" })
983
1180
  .style({ flexDirection: "column", p: 16, onLandscape: { flexDirection: "row", p: 32 } })
984
1181
  // Keys: onLandscape, onPortrait.
985
1182
 
1183
+ // --- Style classes ($name) — named states that CASCADE ---
1184
+ // A $-prefixed key in .style() declares a named style state (like onPressed, but yours: selected,
1185
+ // checked, expanded); duration/delay inside the block animate the swap. Drive it via el.class:
1186
+ const item = UIButton(UIText("Wi-Fi")).style({ bgColor: "#151515", $selected: { bgColor: "#1d2b45", duration: 150 } })
1187
+ item.onClick(ev => ev.target.class.selected = !ev.target.class.selected)
1188
+ // el.class.selected reads/writes a boolean; el.class({ a: true, b: false }) is the chainable batch
1189
+ // form; names work with or without the $. Class state persists across screen close/reopen.
1190
+ // CASCADE: a class set on an element also activates same-name $ blocks on ALL its descendants —
1191
+ // one toggle restyles a whole composite control, each part declaring its own reaction:
1192
+ UIButton(
1193
+ UIImage(icon).style({ tintColor: "#888", $selected: { tintColor: "#5b8cff" } }),
1194
+ UIText("Label").style({ color: "#888", $selected: { color: "#5b8cff" } }),
1195
+ ) // .class.selected = true → icon AND label restyle (the cascade stops at hosted screens/widgets)
1196
+ // $pressed / $focused are RESERVED — the system toggles them (finger down / input focused) and they
1197
+ // CASCADE, so a button's children can restyle during its press. onPressed/onFocused stay
1198
+ // own-element-only — use those on nested interactives (a button inside a clickable card):
1199
+ UIButton(UIText("Buy").style({ $pressed: { color: "#999" } })).style({ $pressed: { transform: "scale(0.97)" } })
1200
+ // Precedence on the same prop: base < $classes < $pressed/$focused < onPressed/onFocused.
1201
+
986
1202
  // --- Defaults that surprise ---
987
- // flexShrink: 0 — elements don't shrink to fit (exception: UIScrollable and UIVirtualizedList default
988
- // flexShrink: 1 so they scroll instead of overflowing; wrapping ancestors still default to 0).
1203
+ // flexShrink: 0 — elements don't shrink to fit (exception: UIScrollable, UIVirtualizedList and UIPager
1204
+ // default flexShrink: 1 so they shrink/scroll instead of overflowing; wrapping ancestors still default to 0).
989
1205
  // flexGrow: 0 — nothing grows along the main axis without asking; no implicit min-sizes either.
990
1206
  // alignItems: "stretch" — children FILL the cross axis by default; set a size or alignSelf to opt out.
991
1207
  // overflow: "hidden" — children are clipped to the parent's box; set overflow: "visible" to let them escape.
@@ -1002,10 +1218,10 @@ label.style({ color: T.primaryColor, pl: "var(--comfort-left)" })
1002
1218
  // ===== REUSABLE COMPONENTS =====
1003
1219
  // Extract repeated UI into factory functions — they return elements you can chain methods on:
1004
1220
 
1005
- const ClickableCard = (title: string, subtitle: string) => UIButton([
1221
+ const ClickableCard = (title: string, subtitle: string) => UIButton(
1006
1222
  UIText(title).style({ fontWeight: 700, color: "white" }),
1007
1223
  UIText(subtitle).style({ color: "#888", fontSize: 13 })
1008
- ]).style({ px: 16, py: 12, gap: 4, flexDirection: "column", alignItems: "flex-start" })
1224
+ ).style({ px: 16, py: 12, gap: 4, flexDirection: "column", alignItems: "flex-start" })
1009
1225
 
1010
1226
  // Use like any other element — chain after the call:
1011
1227
  ClickableCard("Title", "Subtitle").style({ bgColor: "#111" }).onClick(() => ...)
@@ -1014,15 +1230,15 @@ ClickableCard("Title", "Subtitle").style({ bgColor: "#111" }).onClick(() => ...)
1014
1230
  const headingStyle: Style<UIText> = { color: "#ffffff", fontSize: 24, fontWeight: 700 }
1015
1231
 
1016
1232
  // ===== CAPTURING ELEMENT REFERENCES =====
1017
- // Use an assignment expression inside the children array — standard TypeScript:
1233
+ // Use an assignment expression right in the children — standard TypeScript:
1018
1234
 
1019
1235
  let label: UIText
1020
1236
  let input: UIInput
1021
1237
 
1022
- UIColumn([
1238
+ UIColumn(
1023
1239
  label = UIText("Hello"), // = both assigns the variable AND adds the element to the column
1024
1240
  input = UIInput(),
1025
- ])
1241
+ )
1026
1242
 
1027
1243
  // Later:
1028
1244
  label.text = "Updated"
@@ -1032,15 +1248,17 @@ input.value // read current value
1032
1248
  // ((button.children[0] as UIText).text vs buttonText.text).
1033
1249
 
1034
1250
  // ===== CONDITIONAL CHILDREN =====
1035
- // null / undefined / false in a children array is skipped — no element, no layout slot.
1036
- UIColumn([ header, isLoading ? spinner : null, showFooter && footer ])
1251
+ // A null / undefined / false child is skipped — no element, no layout slot.
1252
+ UIColumn(header, isLoading ? spinner : null, showFooter && footer)
1253
+ // Works for whole blocks too — a falsy argument is skipped, an array argument is flattened:
1254
+ UIColumn(header, showList && items.map(Row))
1037
1255
 
1038
1256
  // ===== SIZING: the two axes behave differently =====
1039
1257
  // MAIN axis (row → width, column → height): elements stay as small as their content — nothing grows
1040
1258
  // without flexGrow: 1 (no implicit min-sizes).
1041
1259
  // CROSS axis: children fill the parent by default (alignItems defaults to "stretch"); set an explicit size
1042
1260
  // or alignSelf to opt out.
1043
- // So UIRow([ UIInput() ]) leaves the input at placeholder width — give it flexGrow: 1 to fill the row.
1261
+ // So UIRow(UIInput()) leaves the input at placeholder width — give it flexGrow: 1 to fill the row.
1044
1262
  // EQUAL-width children (tab bars, button pairs): flex: 1 on each — it grows from a ZERO basis, so they end up
1045
1263
  // equal. flexGrow: 1 alone splits only the LEFTOVER space on top of content-sized bases — the child with the
1046
1264
  // longer label stays wider.
@@ -1060,6 +1278,7 @@ UIButton().onLayout(({ width }) => { buttonWidth = width })
1060
1278
  // Position once at an interaction — never poll per frame.
1061
1279
 
1062
1280
  // ===== ROUTER (multi-page apps) =====
1281
+ // Tabs are UITabs' job, in-tab stacks UIPager's (see UI COMPONENTS) — the Router owns what sits ABOVE the shell.
1063
1282
  Router.init(homeScreen, opts?: { showDefaultBackButton?: boolean }) // call once in the entry file (default false)
1064
1283
  Router.push(screen) // push onto the stack, screen becomes active
1065
1284
  Router.pop(to?: number) // default -1 = one back; negative = relative (-2 = back two), 0/positive = absolute
@@ -1101,6 +1320,14 @@ import heart from './assets/heart.svg' // or inline: asset('./assets/hear
1101
1320
  UIImage(heart).style({ width: 24, height: 24, tintColor: "#666" }) // tintColor recolors the icon
1102
1321
  // Keep inline SvgSource(`...`) only for SVG generated dynamically from data.
1103
1322
 
1323
+ // ===== ICONS (assetIcon) =====
1324
+ // Use real icons instead of emoji. assetIcon("pack:name") resolves the icon at COMPILE time and
1325
+ // inlines it as an image source (same shape as SvgSource) — no imports, no project files, offline.
1326
+ UIImage(assetIcon("lucide:bell")).style({ width: 24, height: 24, tintColor: "#8a8f98" })
1327
+ // The id must be a string literal; an unknown id is a compile error (with name suggestions).
1328
+ // Recolor via the tintColor style or the { color } option (hex literal bakes in; expression tints).
1329
+ // Packs: lucide, tabler, heroicons, feather, bi, carbon, mdi, ri, solar.
1330
+
1104
1331
  // ===== COMMON MISTAKES — DO NOT DO THESE =====
1105
1332
 
1106
1333
  // ❌ CSS that doesn't exist here
@@ -1109,16 +1336,13 @@ calc(100% - 20px) // WRONG — calc() can't mix with %
1109
1336
  lineHeight: 1.5 // WRONG — number is px (=1.5px); for a multiplier use "1.5em"
1110
1337
 
1111
1338
  // ❌ touch handler on a non-touch element
1112
- UIColumn([...]).onTouchStart(...) // WRONG — only UIButton/UIScreen/UIWidget; wrap in UIButton
1339
+ UIColumn(...).onTouchStart(cb) // WRONG — only UIButton/UIScreen/UIWidget; wrap in UIButton
1113
1340
 
1114
- // ❌ scrollable that overflows the screen
1115
- // A wrapping container between the scrollable and the screen is missing flexShrink: 1
1116
-
1117
- // ❌ let/const inside children array — `let` is a statement, not an expression
1118
- UIRow([ let input = UIInput() ]) // WRONG
1341
+ // ❌ let/const among the children — `let` is a statement, not an expression
1342
+ UIRow(let input = UIInput()) // WRONG
1119
1343
  // ✅ declare outside, assign inside (assignment both sets the var AND appends)
1120
1344
  let input: UIInput
1121
- UIRow([ input = UIInput() ])
1345
+ UIRow(input = UIInput())
1122
1346
 
1123
1347
  // ❌ setting a UIImage's content through bgImage
1124
1348
  const img = UIImage("") // WRONG — empty source as a placeholder
@@ -1128,30 +1352,30 @@ const img = UIImage(url)
1128
1352
  img.src = newUrl // updates the displayed image
1129
1353
 
1130
1354
  // ❌ expecting an input to fill width like in CSS
1131
- UIRow([ UIInput() ]) // WRONG — collapses to placeholder width
1355
+ UIRow(UIInput()) // WRONG — collapses to placeholder width
1132
1356
  // ✅ stretch it explicitly
1133
- UIColumn([ UIInput().style({ width: "100%" }) ]) // cross axis
1134
- UIRow([ input = UIInput().style({ flexGrow: 1 }), sendBtn ]) // main axis
1357
+ UIColumn(UIInput().style({ width: "100%" })) // cross axis
1358
+ UIRow(input = UIInput().style({ flexGrow: 1 }), sendBtn) // main axis
1135
1359
 
1136
1360
  // ❌ a button that should match the input's height but shrinks to its text
1137
- UIRow([ input.style({ height: 40 }), UIButton([...]) ]) // button ends up shorter
1361
+ UIRow(input.style({ height: 40 }), UIButton()) // button ends up shorter
1138
1362
  // ✅ give controls the same explicit height
1139
- UIRow([ input.style({ height: 40 }), UIButton([...]).style({ height: 40 }) ])
1363
+ UIRow(input.style({ height: 40 }), UIButton().style({ height: 40 }))
1140
1364
 
1141
1365
  // ❌ flexGrow: 1 for equal-width children — it splits only the LEFTOVER space, bases stay content-sized
1142
- UIRow([ yes.style({ flexGrow: 1 }), no.style({ flexGrow: 1 }) ]) // longer label = wider button
1366
+ UIRow(yes.style({ flexGrow: 1 }), no.style({ flexGrow: 1 })) // longer label = wider button
1143
1367
  // ✅ flex: 1 — grows from a zero basis, children end up equal
1144
- UIRow([ yes.style({ flex: 1 }), no.style({ flex: 1 }) ])
1368
+ UIRow(yes.style({ flex: 1 }), no.style({ flex: 1 }))
1145
1369
 
1146
1370
  // ❌ empty containers as spacers to align children (web habit)
1147
- UIRow([ UIColumn([]).style({ flexGrow: 1 }), label ]) // WRONG
1371
+ UIRow(UIColumn().style({ flexGrow: 1 }), label) // WRONG
1148
1372
  // ✅ alignment is a CONTAINER property, not an extra element
1149
- UIRow([ label ]).style({ justifyContent: "flex-end" })
1373
+ UIRow(label).style({ justifyContent: "flex-end" })
1150
1374
 
1151
1375
  // ❌ empty element as a placeholder for a conditional child
1152
- UIRow([ isGroup ? button : UIColumn([]) ]) // WRONG
1376
+ UIRow(isGroup ? button : UIColumn()) // WRONG
1153
1377
  // ✅ null is skipped in children — no phantom element
1154
- UIRow([ isGroup ? button : null ])
1378
+ UIRow(isGroup ? button : null)
1155
1379
 
1156
1380
  // ❌ pointing UIImage / bgImage at a project file by bare path — it won't resolve to the bundled asset
1157
1381
  UIImage("./photo.png") // WRONG (a plain string works only for remote http(s) URLs)
@@ -1165,7 +1389,7 @@ list.onEndReached(loadNextPage) // WRONG — threshold is th
1165
1389
  list.onEndReached(600, loadNextPage)
1166
1390
 
1167
1391
  // ❌ re-creating a UIWidget or UIVirtualizedList to "re-render"
1168
- const openSheet = () => UIWidget([...]).show() // WRONG — leaks a new widget every call
1392
+ const openSheet = () => UIWidget(...).show() // WRONG — leaks a new widget every call
1169
1393
  // ✅ create once at module scope; show()/hide() the widget, setData/append/update the list
1170
1394
 
1171
1395
  // ===== EXAMPLES =====
@@ -1173,7 +1397,7 @@ const openSheet = () => UIWidget([...]).show() // WRONG — leaks a new wid
1173
1397
  // === EXAMPLE 1: Single-file app ===
1174
1398
  <file name="main.ts">
1175
1399
  let text: UIText
1176
- const screen = UIScreen([
1400
+ const screen = UIScreen(
1177
1401
  text = UIText("Hello, world!").style({ mb: 16, fontWeight: 700, fontSize: 24, textAlign: "center" }),
1178
1402
  UIText("Your name:").style({ textAlign: "center" }),
1179
1403
  UIInput()
@@ -1181,91 +1405,188 @@ const screen = UIScreen([
1181
1405
  .onChange(str => {
1182
1406
  text.text = `Hello, ${str}!`
1183
1407
  })
1184
- ]).style({ justifyContent: "center", p: 20, gap: 8 })
1408
+ ).style({ justifyContent: "center", p: 20, gap: 8 })
1185
1409
 
1186
1410
  screen.open()
1187
1411
  </file>
1188
1412
 
1189
- // === EXAMPLE 2: Fetching data with loading state ===
1413
+ // === EXAMPLE 2: Theme tokens + fetched list with loading / error states ===
1414
+ // A tokens module every screen imports, light-themed: theme({ color }) sets the default text
1415
+ // color ONCE — no color: "#111" on every label.
1416
+ <file name="tokens.ts">
1417
+ const palette = {
1418
+ bg: "#F4F6F5", card: "#FFFFFF", border: "#E4E8E6",
1419
+ text: "#131A17", muted: "#606B65",
1420
+ accent: "#15A34A", accentSoft: "#E7F6ED", onAccent: "#FFFFFF",
1421
+ }
1422
+ theme({ color: palette.text, primaryColor: palette.accent })
1423
+ // Accessors ARE "var(--x)" strings — re-calling theme() with new values restyles the live app.
1424
+ export const colors: { [K in keyof typeof palette]: string } = theme(palette)
1425
+ export const font = { // type scale — spread into styles: .style({ ...font.h2 })
1426
+ h2: { fontSize: 22, fontWeight: 700 }, bodyStrong: { fontSize: 16, fontWeight: 600 },
1427
+ small: { fontSize: 14 }, tiny: { fontSize: 12, fontWeight: 500 },
1428
+ }
1429
+ </file>
1190
1430
  <file name="main.ts">
1431
+ import { colors, font } from './tokens'
1432
+
1191
1433
  type User = { id: number; name: string; email: string }
1192
1434
 
1193
- let statusText: UIText
1194
- let list: UIColumn
1435
+ const Row = (u: User) => UIRow(
1436
+ UIColumn(UIText(u.name[0]).style({ ...font.bodyStrong, color: colors.accent }))
1437
+ .style({ width: 44, height: 44, borderRadius: 22, bgColor: colors.accentSoft,
1438
+ justifyContent: "center", alignItems: "center" }),
1439
+ UIColumn(
1440
+ UIText(u.name).style({ ...font.bodyStrong }),
1441
+ UIText(u.email).style({ ...font.small, color: colors.muted }),
1442
+ ).style({ flexGrow: 1, flexShrink: 1, gap: 2, alignItems: "flex-start" }),
1443
+ ).style({ alignItems: "center", gap: 12, bgColor: colors.card, borderRadius: 16,
1444
+ border: `1px solid ${colors.border}`, p: 14 })
1195
1445
 
1196
- const loadData = async () => {
1197
- statusText.text = "Loading..."
1446
+ const Centered = (...children: UINodeChild[]) =>
1447
+ UIColumn(children).style({ flexGrow: 1, justifyContent: "center", alignItems: "center", gap: 12 })
1448
+
1449
+ let body: UIColumn
1198
1450
 
1451
+ const loadData = async () => {
1452
+ body.setContent([Centered(UIText("Loading…").style({ color: colors.muted }))])
1199
1453
  const res = await fetch("https://jsonplaceholder.typicode.com/users")
1200
1454
  if (res.status !== 200) {
1201
- statusText.text = "Error loading data"
1455
+ body.setContent([Centered(
1456
+ UIText("Couldn't load users"),
1457
+ UIButton(UIText("Retry").style({ color: colors.onAccent, fontWeight: 600 }))
1458
+ .style({ height: 44, px: 24, borderRadius: 12, bgColor: colors.accent })
1459
+ .onClick(() => loadData()),
1460
+ )])
1202
1461
  return
1203
1462
  }
1204
-
1205
- const users = res.json<User[]>() // sync — no await
1206
-
1207
- statusText.text = ""
1208
- list.setContent(
1209
- users.map(user =>
1210
- UIColumn([
1211
- UIText(user.name).style({ fontWeight: 700, color: "white" }),
1212
- UIText(user.email).style({ color: "#888", fontSize: 13 })
1213
- ]).style({ px: 16, py: 12, gap: 4 })
1214
- )
1215
- )
1463
+ body.setContent(res.json<User[]>().map(Row)) // res.json is sync — no await
1216
1464
  }
1217
1465
 
1218
- const screen = UIScreen([
1219
- UIText("Users").style({ fontSize: 24, fontWeight: 700, color: "white", mb: 8 }),
1220
- statusText = UIText("").style({ color: "#888" }),
1221
- UIScrollable([
1222
- list = UIColumn([])
1223
- ]).style({ flexGrow: 1 }) // the ONE scrolling body — the screen itself never scrolls
1224
- .onRefresh(() => loadData()) // pull-to-refresh; attached before screen.open()
1225
- ])
1226
- .style({ bgColor: "black", p: 16, pt: "max(safe-top, 24px)" })
1227
- .onOpen(() => loadData())
1466
+ const screen = UIScreen(
1467
+ UIText("Users").style({ ...font.h2, pb: 8, px: 16 }),
1468
+ UIScrollable(
1469
+ body = UIColumn().style({ flexGrow: 1, gap: 8 })
1470
+ ).style({ flexGrow: 1, p: 16, pt: 0 }) // the ONE scrolling body — the screen itself never scrolls
1471
+ .onRefresh(() => loadData()), // pull-to-refresh; attached before screen.open()
1472
+ ).style({ bgColor: colors.bg, pt: "comfort-top" })
1473
+ .onOpen(() => loadData())
1228
1474
 
1229
1475
  screen.open()
1230
1476
  </file>
1231
1477
 
1232
- // === EXAMPLE 3: Simple app with navigation ===
1478
+ // === EXAMPLE 3: Tabbed app — UITabs, font(), in-tab detail ===
1233
1479
  <file name="home.ts">
1234
- import { detailScreen } from './detail'
1235
-
1236
- export const homeScreen = UIScreen([
1237
- UIText("Home").style({ fontSize: 24, fontWeight: 700 }),
1238
- UIButton([
1239
- UIText("Go to detail").style({ color: "white" })
1240
- ]).style({ bgColor: "#FF4032", borderRadius: 12, p: 16, rippleColor: "default", onPressed: { opacity: 0.7 } })
1241
- .onClick(() => Router.push(detailScreen))
1242
- ]).style({ p: 20, pt: "max(safe-top, 24px)", gap: 16 })
1243
- </file>
1244
- <file name="detail.ts">
1245
- import chevronLeft from './assets/chevron-left.svg'
1246
-
1247
- export const detailScreen = UIScreen([
1248
- UIButton([
1249
- UIImage(chevronLeft).style({ width: 18, height: 18, tintColor: "#FF4032" }),
1250
- UIText("Back").style({ color: "#FF4032" })
1251
- ]).style({ alignSelf: "flex-start", flexDirection: "row", height: 32, gap: 4 }).onClick(() => Router.pop()),
1252
- UIText("Detail Screen").style({ fontSize: 24, fontWeight: 700 })
1253
- ])
1254
- .style({ p: 20, pt: "max(safe-top, 24px)", gap: 20 })
1255
- .onBackPressed(() => Router.pop())
1480
+ const detailScreen = (name: string) => UIScreen(
1481
+ UIButton(
1482
+ UIImage(assetIcon("lucide:chevron-left")).style({ width: 20, height: 20, tintColor: "white" }),
1483
+ UIText("Back")
1484
+ ).style({ alignSelf: "flex-start", height: 32, gap: 4 }).onClick(() => UIPager.pop()),
1485
+ UIText(name).style({ fontSize: 24, fontWeight: 700 }),
1486
+ UIButton(
1487
+ UIImage(assetIcon("lucide:heart")).style({ width: 18, height: 18, tintColor: "#8a919e", $fav: { tintColor: "#ff453a" } }),
1488
+ UIText("Favorite").style({ color: "#8a919e", $fav: { color: "#ff453a" } })
1489
+ ).style({ name: "fav", alignSelf: "flex-start", height: 36, px: 12, gap: 6, borderRadius: 18, bgColor: "#17181c", $fav: { bgColor: "#2a181a", duration: 150 } })
1490
+ .onClick(ev => ev.target.class.fav = !ev.target.class.fav) // one toggle — the $fav blocks on icon + label light up too (cascade)
1491
+ ).style({ p: 16, pt: "comfort-top", gap: 16, bgColor: "black" })
1492
+
1493
+ const Item = (name: string) => UIButton(UIText(name).style({ color: "white" }))
1494
+ .style({ height: 52, px: 16, justifyContent: "flex-start", borderRadius: 12, bgColor: "#151515", onPressed: { opacity: 0.7 } })
1495
+ .onClick(() => UIPager.push(detailScreen(name))) // in-tab push: tab bar stays, back-swipe pops
1496
+
1497
+ export const homeScreen = UIScreen(
1498
+ UIText("Home").style({ fontSize: 28, fontWeight: 700, fontFamily: font("unbounded") }), // display face
1499
+ UIScrollable(["Alpha", "Beta", "Gamma"].map(Item)).style({ flexGrow: 1, gap: 8 })
1500
+ ).style({ p: 16, pt: "comfort-top", gap: 16, bgColor: "black" })
1256
1501
  </file>
1257
- <file name="assets/chevron-left.svg">
1258
- <svg viewBox="0 0 24 24">
1259
- <path d="M15 18l-6-6 6-6" fill="none" stroke="#000" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"/>
1260
- </svg>
1502
+ <file name="profile.ts">
1503
+ export const profileScreen = UIScreen(
1504
+ UIText("Profile").style({ fontSize: 28, fontWeight: 700, fontFamily: font("unbounded") })
1505
+ ).style({ p: 16, pt: "comfort-top", bgColor: "black" })
1261
1506
  </file>
1262
1507
  <file name="main.ts">
1263
1508
  import { homeScreen } from './home'
1509
+ import { profileScreen } from './profile'
1264
1510
 
1265
- Router.init(homeScreen)
1511
+ theme({ fontFamily: font("manrope") }) // app-wide default text font — one line, no loading code
1512
+
1513
+ const tabs = UITabs({
1514
+ home: { label: "Home", icon: assetIcon("lucide:house"), screen: homeScreen },
1515
+ profile: { label: "Profile", icon: assetIcon("lucide:user"), screen: profileScreen },
1516
+ })
1517
+ tabs.badge("profile", true) // notification dot on the tab
1518
+ Router.init(tabs)
1266
1519
  </file>
1267
1520
 
1268
- // === EXAMPLE 4: UIBottomSheet — persistent map-style sheet with detents ===
1521
+ // === EXAMPLE 4: Form — field factory, return-key chain, validation, busy submit ===
1522
+ // The keyboard needs NO code beyond the enterKey chain: the host scrolls the focused field into
1523
+ // view and handles dismissal itself.
1524
+ <file name="main.ts">
1525
+ // Field anatomy: label above, styled input, a RESERVED message line below (minHeight — an
1526
+ // appearing error never jumps the form). Typing in an errored field clears it.
1527
+ const Field = (label: string, style: Style<UIInput> = {}) => {
1528
+ const input = UIInput().style({ height: 50, px: 14, borderRadius: 12, bgColor: "#161A22",
1529
+ border: "1px solid #262C3A", color: "white", placeholderColor: "#5A6272",
1530
+ onFocused: { borderColor: "#4C8DFF" }, ...style })
1531
+ const message = UIText("").style({ fontSize: 13, minHeight: 18, color: "#FF6B6B" })
1532
+ input.onChange(() => message.text = "")
1533
+ return {
1534
+ node: UIColumn(
1535
+ UIText(label).style({ fontSize: 13, fontWeight: 600, color: "#8A93A6" }),
1536
+ input, message,
1537
+ ).style({ gap: 6 }),
1538
+ input,
1539
+ error: (text: string) => { message.text = text },
1540
+ }
1541
+ }
1542
+
1543
+ const name = Field("Name", { placeholder: "Jane Appleseed", autocapitalize: "words" })
1544
+ const email = Field("Email", { type: "email", placeholder: "you@example.com" })
1545
+ const password = Field("Password", { type: "password" })
1546
+
1547
+ // The return key walks the form; the last field submits. This is ALL the keyboard code.
1548
+ name.input.style({ enterKey: "next" }).onSubmit(() => email.input.focus())
1549
+ email.input.style({ enterKey: "next" }).onSubmit(() => password.input.focus())
1550
+ password.input.style({ enterKey: "go" }).onSubmit(() => submit())
1551
+
1552
+ let btnLabel: UIText
1553
+ let busy = false
1554
+
1555
+ // The submit button is never disabled — a tap on a bad form PAINTS the errors and focuses the
1556
+ // first offender, which beats a dead button that explains nothing. `busy` swallows double-taps.
1557
+ const submit = async () => {
1558
+ if (busy) return
1559
+ let bad: ReturnType<typeof Field> | null = null // checked bottom-up, so `bad` ends at the FIRST invalid field
1560
+ if (password.input.value.length < 8) { password.error("At least 8 characters"); bad = password }
1561
+ if (!email.input.value.includes("@")) { email.error("Enter a valid email"); bad = email }
1562
+ if (name.input.value.trim() === "") { name.error("Name is required"); bad = name }
1563
+ if (bad) { bad.input.focus(); return }
1564
+ busy = true
1565
+ btnLabel.text = "Creating…"
1566
+ const res = await fetch("https://api.example.com/register", {
1567
+ method: "POST", headers: { "Content-Type": "application/json" },
1568
+ body: JSON.stringify({ name: name.input.value.trim(), email: email.input.value, password: password.input.value }),
1569
+ })
1570
+ busy = false
1571
+ btnLabel.text = "Create account"
1572
+ if (res.status !== 200) { email.error("Registration failed — try again"); return }
1573
+ toast("Welcome!")
1574
+ }
1575
+
1576
+ const screen = UIScreen(
1577
+ UIScrollable( // no fixed chrome — the keyboard leaves ~460px of screen and a form wants all of them
1578
+ UIText("Create account").style({ fontSize: 28, fontWeight: 700, mb: 12 }),
1579
+ name.node, email.node, password.node,
1580
+ UIButton(btnLabel = UIText("Create account").style({ fontSize: 16, fontWeight: 700 }))
1581
+ .style({ name: "submit", height: 52, borderRadius: 14, bgColor: "#4C8DFF", mt: 8, onPressed: { opacity: 0.85 } })
1582
+ .onClick(() => submit())
1583
+ ).style({ flexGrow: 1, px: 20, pt: "comfort-top", pb: 28, gap: 8 })
1584
+ ).style({ bgColor: "#0C0F14" })
1585
+
1586
+ screen.open()
1587
+ </file>
1588
+
1589
+ // === EXAMPLE 5: UIBottomSheet — persistent map-style sheet with detents ===
1269
1590
  <file name="main.ts">
1270
1591
  type Place = { id: number; name: string; distance: string }
1271
1592
  const places: Place[] = [
@@ -1274,32 +1595,32 @@ const places: Place[] = [
1274
1595
  { id: 3, name: "Riverside Park", distance: "1.2 km" },
1275
1596
  ]
1276
1597
 
1277
- const Row = (p: Place) => UIRow([
1598
+ const Row = (p: Place) => UIRow(
1278
1599
  UIText(p.name).style({ color: "#111", fontSize: 16 }),
1279
1600
  UIText(p.distance).style({ color: "#888", fontSize: 14 })
1280
- ]).style({ px: 16, height: 52, alignItems: "center", justifyContent: "space-between" })
1601
+ ).style({ px: 16, height: 52, alignItems: "center", justifyContent: "space-between" })
1281
1602
 
1282
- const sheet = UIBottomSheet([
1283
- UIColumn([]).style({ width: 50, height: 6, borderRadius: 3, bgColor: "#D9D9D9", mx: "auto", my: 12 }),
1603
+ const sheet = UIBottomSheet(
1604
+ UIColumn().style({ width: 50, height: 6, borderRadius: 3, bgColor: "#D9D9D9", mx: "auto", my: 12 }),
1284
1605
  UIText("Nearby").style({ px: 16, fontWeight: 700, fontSize: 20, mb: 8, color: "black" }),
1285
1606
  UIScrollable(places.map(Row)).style({ flexGrow: 1 }) // scrolls at the top detent, drags the sheet below it
1286
- ])
1607
+ )
1287
1608
  .style({ bgColor: "white", borderRadius: 20, overlayColor: null }) // no scrim — the map stays interactive
1288
1609
  .detents([0.25, 0.6, 1]) // collapsed / half / full
1289
1610
  .dismissible(false) // drag below the lowest detent collapses, never closes
1290
1611
  .onDetentChange(i => console.log("detent", i))
1291
1612
 
1292
- const mapScreen = UIScreen([
1613
+ const mapScreen = UIScreen(
1293
1614
  // the map / page content behind the sheet
1294
- ]).onOpen(() => sheet.show()).onClose(() => sheet.hide())
1615
+ ).onOpen(() => sheet.show()).onClose(() => sheet.hide())
1295
1616
 
1296
1617
  mapScreen.open()
1297
1618
 
1298
- // An action sheet is even less: content-sized, no detents() — UIBottomSheet([ ...rows ]).show(),
1619
+ // An action sheet is even less: content-sized, no detents() — UIBottomSheet(rows).show(),
1299
1620
  // scrim and drag-down-to-dismiss included.
1300
1621
  </file>
1301
1622
 
1302
- // === EXAMPLE 5: UIVirtualizedList — chat (inverted, imperative append) ===
1623
+ // === EXAMPLE 6: UIVirtualizedList — chat (inverted, imperative append) ===
1303
1624
  <file name="main.ts">
1304
1625
  type Msg = { id: string; text: string; mine: boolean }
1305
1626
 
@@ -1311,37 +1632,41 @@ const list = UIVirtualizedList<Msg>({
1311
1632
  keyOf: m => m.id,
1312
1633
  estimatedHeight: m => 44 + Math.ceil(m.text.length / 34) * 20,
1313
1634
  inverted: true, // newest at the bottom
1314
- render: m => UIRow([
1315
- UIRow([
1635
+ render: m => UIRow(
1636
+ UIRow(
1316
1637
  UIText(m.text).style({ color: m.mine ? "white" : "#111" })
1317
- ]).style({
1638
+ ).style({
1318
1639
  bgColor: m.mine ? "#FF4032" : "#EEE",
1319
1640
  px: 12, py: 8, borderRadius: 16, maxWidth: "75%"
1320
1641
  })
1321
- ]).style({ px: 12, py: 4, justifyContent: m.mine ? "flex-end" : "flex-start" })
1642
+ ).style({ px: 12, py: 4, justifyContent: m.mine ? "flex-end" : "flex-start" })
1322
1643
  }).style({ flexGrow: 1 })
1323
1644
 
1324
- let input: UIInput
1645
+ let input: UITextArea
1646
+ let sendBtn: UIButton
1325
1647
 
1326
1648
  const send = () => {
1327
1649
  const text = input.value.trim()
1328
1650
  if (!text) return
1329
1651
  list.append({ id: idOf(), text, mine: true }) // O(1); inverted list auto-scrolls to it
1330
1652
  input.value = ""
1653
+ sendBtn.style.opacity = 0.4
1331
1654
  }
1332
1655
 
1333
- const screen = UIScreen([
1656
+ const screen = UIScreen(
1334
1657
  list,
1335
- UIRow([
1336
- input = UIInput().style({
1337
- flexGrow: 1, height: 40, px: 16, borderRadius: 20,
1338
- bgColor: "#F0F0F0", placeholder: "Message...", placeholderColor: "#999"
1658
+ UIRow(
1659
+ input = UITextArea().style({ placeholder: "Message...", placeholderColor: "#999",
1660
+ color: "#111", flexGrow: 1, flexShrink: 1, px: 16, py: 10, bgColor: "#F0F0F0", borderRadius: 20, maxHeight: 110,
1661
+ keyboardDismiss: false
1339
1662
  }),
1340
- UIButton([ UIText("Send").style({ color: "white" }) ])
1341
- .style({ height: 40, px: 16, justifyContent: "center", bgColor: "#FF4032", borderRadius: 20 })
1663
+ sendBtn = UIButton(UIImage(assetIcon("lucide:arrow-up")).style({ width: 20, height: 20, tintColor: "white" }))
1664
+ .style({ width: 40, height: 40, borderRadius: 20, bgColor: "#FF4032", opacity: 0.4 })
1342
1665
  .onClick(send)
1343
- ]).style({ p: 8, gap: 8, alignItems: "center" })
1344
- ]).style({ bgColor: "white" })
1666
+ ).style({ p: 8, pb: "comfort-bottom", gap: 8, alignItems: "flex-end" })
1667
+ ).style({ bgColor: "white" })
1668
+
1669
+ input.onChange(v => { sendBtn.style.opacity = v.trim() ? 1 : 0.4 }) // direct style write — the hot-path form
1345
1670
 
1346
1671
  screen.open()
1347
1672
  </file>