motionary 7.8.0 → 8.0.0
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/CHANGELOG.md +34 -0
- package/README.md +1 -1
- package/README_ja.md +1 -1
- package/README_zh.md +1 -1
- package/bin/usa-codemod-8.mjs +74 -0
- package/dist/chunks/{audio-DcPvT2Kh.js → audio-CynhhWDi.js} +3 -3
- package/dist/chunks/{audio-DcPvT2Kh.js.map → audio-CynhhWDi.js.map} +1 -1
- package/dist/chunks/{audio-EXUoijsG.cjs → audio-cgWbDkoY.cjs} +3 -3
- package/dist/chunks/{audio-EXUoijsG.cjs.map → audio-cgWbDkoY.cjs.map} +1 -1
- package/dist/chunks/{base-2-yYc93C.js → base-CLuqlLfG.js} +63 -6
- package/dist/chunks/base-CLuqlLfG.js.map +1 -0
- package/dist/chunks/{base-BaQV-2ha.cjs → base-DoRUZBy-.cjs} +66 -5
- package/dist/chunks/base-DoRUZBy-.cjs.map +1 -0
- package/dist/chunks/{builtins-HlqAkK0f.js → builtins-Bs4smevg.js} +3 -3
- package/dist/chunks/{builtins-HlqAkK0f.js.map → builtins-Bs4smevg.js.map} +1 -1
- package/dist/chunks/{builtins-xalxV2d5.cjs → builtins-ClXshqj-.cjs} +3 -3
- package/dist/chunks/{builtins-xalxV2d5.cjs.map → builtins-ClXshqj-.cjs.map} +1 -1
- package/dist/chunks/{core-DuO-AVXL.js → core-C3Taz-ew.js} +2 -2
- package/dist/chunks/{core-DuO-AVXL.js.map → core-C3Taz-ew.js.map} +1 -1
- package/dist/chunks/{core-D5rU0CV6.js → core-CiN5sqxB.js} +2 -2
- package/dist/chunks/{core-D5rU0CV6.js.map → core-CiN5sqxB.js.map} +1 -1
- package/dist/chunks/{core-BGAyaY6L.cjs → core-CwO835Wm.cjs} +2 -2
- package/dist/chunks/{core-BGAyaY6L.cjs.map → core-CwO835Wm.cjs.map} +1 -1
- package/dist/chunks/{core-zq17EeCI.cjs → core-O4grKHSa.cjs} +2 -2
- package/dist/chunks/{core-zq17EeCI.cjs.map → core-O4grKHSa.cjs.map} +1 -1
- package/dist/chunks/{fx-lBGVtQO1.cjs → fx-C-XjLOTc.cjs} +2 -2
- package/dist/chunks/{fx-lBGVtQO1.cjs.map → fx-C-XjLOTc.cjs.map} +1 -1
- package/dist/chunks/{fx-CMxWNwH8.js → fx-CQv3IxMf.js} +2 -2
- package/dist/chunks/{fx-CMxWNwH8.js.map → fx-CQv3IxMf.js.map} +1 -1
- package/dist/chunks/{gpu-DLPghVWr.js → gpu-CB8frFOD.js} +2 -2
- package/dist/chunks/{gpu-DLPghVWr.js.map → gpu-CB8frFOD.js.map} +1 -1
- package/dist/chunks/{gpu-Dx0H875w.cjs → gpu-CcdA2D2i.cjs} +2 -2
- package/dist/chunks/{gpu-Dx0H875w.cjs.map → gpu-CcdA2D2i.cjs.map} +1 -1
- package/dist/chunks/{index-tags-C04JP8g4.js → index-tags-B-JBecYg.js} +2 -2
- package/dist/chunks/index-tags-B-JBecYg.js.map +1 -0
- package/dist/chunks/{index-tags-BTMwrfgV.cjs → index-tags-hLIF2Clq.cjs} +2 -2
- package/dist/chunks/index-tags-hLIF2Clq.cjs.map +1 -0
- package/dist/chunks/{player-PS6_FzNw.cjs → player-C2n17sdH.cjs} +4 -4
- package/dist/chunks/{player-PS6_FzNw.cjs.map → player-C2n17sdH.cjs.map} +1 -1
- package/dist/chunks/{player-DxvCYo7Q.js → player-YzQGkKaW.js} +4 -4
- package/dist/chunks/{player-DxvCYo7Q.js.map → player-YzQGkKaW.js.map} +1 -1
- package/dist/chunks/{registry-DehBVRDV.cjs → registry-BVklOepd.cjs} +2 -2
- package/dist/chunks/{registry-DehBVRDV.cjs.map → registry-BVklOepd.cjs.map} +1 -1
- package/dist/chunks/{registry-CyKExAmE.js → registry-CnO7ZVPK.js} +2 -2
- package/dist/chunks/{registry-CyKExAmE.js.map → registry-CnO7ZVPK.js.map} +1 -1
- package/dist/chunks/{spring-BK8DiezC.js → spring-BFKNHmfl.js} +2 -2
- package/dist/chunks/{spring-BK8DiezC.js.map → spring-BFKNHmfl.js.map} +1 -1
- package/dist/chunks/{spring-Dgx187Vh.cjs → spring-uQMVJTj9.cjs} +2 -2
- package/dist/chunks/{spring-Dgx187Vh.cjs.map → spring-uQMVJTj9.cjs.map} +1 -1
- package/dist/chunks/{variants-BQ6bhzn4.js → variants-B-zKORvt.js} +2 -2
- package/dist/chunks/{variants-BQ6bhzn4.js.map → variants-B-zKORvt.js.map} +1 -1
- package/dist/chunks/{variants-BhjyddG8.cjs → variants-DagykrKH.cjs} +2 -2
- package/dist/chunks/{variants-BhjyddG8.cjs.map → variants-DagykrKH.cjs.map} +1 -1
- package/dist/components/a11y.cjs +2 -2
- package/dist/components/a11y.d.cts +1 -1
- package/dist/components/a11y.d.ts +1 -1
- package/dist/components/a11y.js +3 -3
- package/dist/components/angular.cjs +9 -9
- package/dist/components/angular.d.cts +2 -14
- package/dist/components/angular.d.ts +2 -14
- package/dist/components/angular.js +9 -9
- package/dist/components/background.cjs +2 -2
- package/dist/components/background.js +2 -2
- package/dist/components/bridge.cjs +1 -1
- package/dist/components/bridge.js +1 -1
- package/dist/components/cards.cjs +2 -2
- package/dist/components/cards.js +2 -2
- package/dist/components/click.cjs +3 -3
- package/dist/components/click.js +3 -3
- package/dist/components/depth.cjs +3 -3
- package/dist/components/depth.js +3 -3
- package/dist/components/effects.cjs +7 -7
- package/dist/components/effects.js +9 -9
- package/dist/components/engine.cjs +266 -0
- package/dist/components/engine.cjs.map +1 -0
- package/dist/components/engine.d.cts +105 -0
- package/dist/components/engine.d.ts +105 -0
- package/dist/components/engine.js +255 -0
- package/dist/components/engine.js.map +1 -0
- package/dist/components/feedback.cjs +1 -1
- package/dist/components/feedback.js +1 -1
- package/dist/components/fx-3d.cjs +2 -2
- package/dist/components/fx-3d.js +2 -2
- package/dist/components/fx-ai.cjs +2 -2
- package/dist/components/fx-ai.js +2 -2
- package/dist/components/fx-chart.cjs +2 -2
- package/dist/components/fx-chart.js +2 -2
- package/dist/components/fx-focus.cjs +2 -2
- package/dist/components/fx-focus.js +2 -2
- package/dist/components/fx-form.cjs +2 -2
- package/dist/components/fx-form.js +2 -2
- package/dist/components/fx-game.cjs +2 -2
- package/dist/components/fx-game.js +2 -2
- package/dist/components/fx-geo.cjs +2 -2
- package/dist/components/fx-geo.js +2 -2
- package/dist/components/fx-gpu.cjs +3 -3
- package/dist/components/fx-gpu.js +3 -3
- package/dist/components/fx-light.cjs +2 -2
- package/dist/components/fx-light.js +2 -2
- package/dist/components/fx-morph.cjs +2 -2
- package/dist/components/fx-morph.js +2 -2
- package/dist/components/fx-music.cjs +3 -3
- package/dist/components/fx-music.js +3 -3
- package/dist/components/fx-physics.cjs +2 -2
- package/dist/components/fx-physics.js +2 -2
- package/dist/components/fx-shop.cjs +2 -2
- package/dist/components/fx-shop.js +2 -2
- package/dist/components/fx-social.cjs +2 -2
- package/dist/components/fx-social.js +2 -2
- package/dist/components/fx-text.cjs +2 -2
- package/dist/components/fx-text.js +2 -2
- package/dist/components/fx-transitions.cjs +3 -3
- package/dist/components/fx-transitions.js +3 -3
- package/dist/components/fx-weather.cjs +2 -2
- package/dist/components/fx-weather.js +2 -2
- package/dist/components/fx.cjs +5 -5
- package/dist/components/fx.js +6 -6
- package/dist/components/fx2.cjs +4 -4
- package/dist/components/fx2.js +5 -5
- package/dist/components/gesture.cjs +3 -3
- package/dist/components/gesture.js +4 -4
- package/dist/components/interaction.cjs +1 -1
- package/dist/components/interaction.js +1 -1
- package/dist/components/jsx.d.cts +1 -1
- package/dist/components/jsx.d.ts +1 -1
- package/dist/components/layout.cjs +1 -1
- package/dist/components/layout.js +1 -1
- package/dist/components/lazy.cjs +1 -1
- package/dist/components/lazy.d.cts +1 -1
- package/dist/components/lazy.d.ts +1 -1
- package/dist/components/lazy.js +1 -1
- package/dist/components/lite.cjs +151 -205
- package/dist/components/lite.cjs.map +1 -1
- package/dist/components/lite.js +152 -205
- package/dist/components/lite.js.map +1 -1
- package/dist/components/marketplace.cjs +2 -2
- package/dist/components/marketplace.js +2 -2
- package/dist/components/packs.cjs +1 -1
- package/dist/components/packs.js +1 -1
- package/dist/components/page.cjs +2 -2
- package/dist/components/page.js +3 -3
- package/dist/components/perf.cjs +2 -2
- package/dist/components/perf.d.cts +1 -1
- package/dist/components/perf.d.ts +1 -1
- package/dist/components/perf.js +3 -3
- package/dist/components/physics.cjs +2 -2
- package/dist/components/physics.js +3 -3
- package/dist/components/react.cjs +1 -1
- package/dist/components/react.js +1 -1
- package/dist/components/reveal.cjs +1 -1
- package/dist/components/reveal.js +1 -1
- package/dist/components/solid.cjs +9 -9
- package/dist/components/solid.d.cts +2 -14
- package/dist/components/solid.d.ts +2 -14
- package/dist/components/solid.js +9 -9
- package/dist/components/svelte.cjs +9 -9
- package/dist/components/svelte.d.cts +2 -14
- package/dist/components/svelte.d.ts +2 -14
- package/dist/components/svelte.js +9 -9
- package/dist/components/svg.cjs +1 -1
- package/dist/components/svg.js +1 -1
- package/dist/components/text.cjs +2 -2
- package/dist/components/text.js +2 -2
- package/dist/components/timeline.cjs +2 -2
- package/dist/components/timeline.js +3 -3
- package/dist/components/transitions.cjs +1 -1
- package/dist/components/transitions.js +1 -1
- package/dist/components/ui.cjs +17 -107
- package/dist/components/ui.cjs.map +1 -1
- package/dist/components/ui.css +0 -1
- package/dist/components/ui.d.cts +3 -16
- package/dist/components/ui.d.ts +3 -16
- package/dist/components/ui.js +19 -108
- package/dist/components/ui.js.map +1 -1
- package/dist/components/vue.cjs +9 -9
- package/dist/components/vue.d.cts +2 -14
- package/dist/components/vue.d.ts +2 -14
- package/dist/components/vue.js +9 -9
- package/dist/components/webgl.cjs +1 -1
- package/dist/components/webgl.js +1 -1
- package/dist/components/widgets.cjs +585 -145
- package/dist/components/widgets.cjs.map +1 -1
- package/dist/components/widgets.d.cts +136 -3
- package/dist/components/widgets.d.ts +136 -3
- package/dist/components/widgets.js +579 -146
- package/dist/components/widgets.js.map +1 -1
- package/dist/components.cjs +9 -10
- package/dist/components.cjs.map +1 -1
- package/dist/components.css +0 -1
- package/dist/components.d.cts +4 -17
- package/dist/components.d.ts +4 -17
- package/dist/components.js +12 -12
- package/dist/components.umd.js +2 -2
- package/dist/components.umd.js.map +1 -1
- package/dist/index.cjs +2 -2
- package/dist/index.js +2 -2
- package/dist/index.umd.js +2 -2
- package/dist/index.umd.js.map +1 -1
- package/dist/widgets.umd.js +1 -1
- package/dist/widgets.umd.js.map +1 -1
- package/docs/ROADMAP.md +14 -12
- package/docs/accessibility.md +1 -2
- package/docs/components.md +44 -1
- package/docs/deprecations.md +4 -0
- package/docs/upgrading-8.md +37 -0
- package/package.json +23 -2
- package/dist/chunks/base-2-yYc93C.js.map +0 -1
- package/dist/chunks/base-BaQV-2ha.cjs.map +0 -1
- package/dist/chunks/index-tags-BTMwrfgV.cjs.map +0 -1
- package/dist/chunks/index-tags-C04JP8g4.js.map +0 -1
package/CHANGELOG.md
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@@ -7,6 +7,40 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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## [8.0.0] - 2026-10-08
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### ⚠️ Breaking
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- **`<usa-rating>` / `defineRating()` removed** (deprecated in 7.9) → `<usa-star-rating>` / `defineStarRating()` from `motionary/components/widgets` (same `value`, `max`, `readonly`, `label`, `name`; `icon="heart"`; `--usa-star-on`). `npx usa-codemod-8 --write src` rewrites tags, icons and the CSS variable. See [docs/upgrading-8.md](./docs/upgrading-8.md).
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- Frame loops on the shared scheduler receive a `dt` scaled by the motion clock rate (identical at the default rate 1) and are not called while the clock is paused.
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### Added
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- **Unified timeline engine — `motionary/engine`** (= `motionary/components/engine`): one clock drives every component, effect and frame loop. `motionClock` (`rate` 0.05–8, `pause()`, `resume()`, `toggle()`, `paused`, `time`, `onChange()`); low-level `getClock()`, `setClock({ rate, paused })`, `onClockChange()`, `trackAnimation()` (also in `motionary/components`' base). Every animation started through the library (`animateWithMotion`, so all `<usa-*>` elements and registered effects) is on the clock.
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- **`createTimeline()`** — sequence animations on the clock: `add(target | targets, keyframes, duration | options (+ stagger), position)` with positions `1200`, `'+=200'`, `'-=100'`, `'<'`, `'<+=80'`, `'>'`; `play()`, `pause()`, `seek(ms)`, `restart()`, `cancel()`, `progress` (get / set), `duration`, `playing`, `finished`; `resolvePosition()`.
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- **SSR hydration animations** — `ssrHead(nonce?)` (`<style>` + one-line `<script>` for the server-rendered head), `HYDRATION_CSS`, `hydrateMotion(root, { stagger, duration, preset, easing })` animates `[data-usa-hydrate="fade | fade-up | fade-down | scale | blur | slide-left"]` (per-element `data-usa-delay`) and emits `usa:hydrated`; `HYDRATE_PRESETS`. No-JS: content visible; JS that never runs: 3 s CSS fallback.
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- **2 new components (8.0)** in `motionary/components/widgets`: `<usa-clock-control>` (pause / speed bar for the motion clock, `speeds`, `usa:change`) and `<usa-hydrate effect stagger duration>` (SSR hydration wrapper for its children, `replay()`, `timeline`, `usa:hydrated`).
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- Chinese roadmap v8.1 → v9.0 in [docs/ROADMAP.md](./docs/ROADMAP.md).
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- Showcase: 2 new gallery cards with copyable code, live demos and live Store thumbnails; the legacy Rating gallery card is gone (Animation Store 333 → 335 items).
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- npm: `motionary` and the `use-scroll-animate` alias are published with the `latest` tag.
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### Accessibility
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- Clock control: labelled group, play / pause toggle with `aria-pressed` and a changing label, speeds as a `radiogroup` of `radio` buttons — a page-wide "pause animations" control (WCAG 2.2.2). Hydration never hides content without JS or under reduced motion, and the CSS fallback reveals it after 3 s. Reduced motion: timelines jump to their end, hydration shows at once.
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## [7.9.0] - 2026-10-08
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### Added
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- **2 new components (7.9)** in `motionary/components/widgets` (also in `dist/widgets.umd.js`):
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- `<usa-command-palette>` — ⌘K command palette on the native `<dialog>` (top layer, Esc, focus returns): scales in, fuzzy filtering with highlighted letters, results stagger in, a highlight glides between rows (↑ / ↓ / Enter, hover, click), groups. Commands from child `<option value data-group data-keys>` or `setCommands([{ id, label, group, keys }])`; `hotkey` (default `mod+k`, `none`), `inline` (rendered open in the page, no dialog), `placeholder`, `label`; `show()`, `close()`, `toggle()`, `opened`; `usa:run` { id, label }, `usa:open`, `usa:close`. Helpers `fuzzyMatch()`, `keyLabels()`, `matchesKeys()`.
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- `<usa-shortcut keys="mod+k">` — keyboard-shortcut hint as keycaps (⌘ / ⇧ / ⌥ on Apple platforms, Ctrl / Shift / Alt elsewhere) with an optional `label`; pressing the combination anywhere presses the caps one after another and fires `usa:trigger` (`for="id"` clicks that element, `listen="false"` only displays); `press()`.
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- **`npx usa-codemod-8`** (new bin) and **[docs/upgrading-8.md](./docs/upgrading-8.md)**.
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- `<usa-star-rating>` is now form-associated (`name` submits the value) and also fires a native `change`; `icon` accepts the old `<usa-rating>` characters (★ ♥).
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- Showcase: 2 new gallery cards with copyable code, live demos and live Store thumbnails; Animation Store 331 → 333 items.
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### Deprecated (removed in 8.0 — warns once in the console)
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- `<usa-rating>` / `defineRating()` → `<usa-star-rating>` / `defineStarRating()` (same `value`, `max`, `readonly`, `label`, `name`; `icon="♥"` → `icon="heart"`; `--usa-rating-on` → `--usa-star-on`). `npx usa-codemod-8 --write src` rewrites tags, icons and the CSS variable (manual report for `defineRating`, `createElement` and CSS selectors).
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### Accessibility
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- Palette: `combobox` input with `aria-activedescendant` over a `listbox` of `option`s (`aria-selected`), group headings are presentational, "No results" is shown as text. Shortcut: keycaps are one `role="img"` with a spoken label ("Command K" / "Control K"). Reduced motion: no scale, stagger, glide or key press.
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## [7.8.0] - 2026-10-08
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### Added
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package/README.md
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@@ -154,7 +154,7 @@ Import one category (`motionary/components/cards`), everything (`motionary/compo
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| **Spring & physics** (`/components/physics`) | `<usa-spring>` · `<usa-draggable>` · `<usa-overscroll>` |
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| **Cards** (`/components/cards`) | `<usa-card>` · `<usa-card-stack>` · `<usa-sticky-stack>` · `<usa-carousel-3d>` |
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| **Click & buttons** (`/components/click`) | `<usa-click>` · `<usa-button>` · `<usa-icon-morph>` · `<usa-like>` · `<usa-hold>` · `<usa-double-tap>` · `<usa-checkbox>` |
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| **UI kit** (`/components/ui`) | `<usa-tabs>` · `<usa-drawer>` · `<usa-bottom-sheet>` · `<usa-pull-refresh>` · `<usa-fab>` · `<usa-navbar>` · `<usa-slider>` · `<usa-
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| **UI kit** (`/components/ui`) | `<usa-tabs>` · `<usa-drawer>` · `<usa-bottom-sheet>` · `<usa-pull-refresh>` · `<usa-fab>` · `<usa-navbar>` · `<usa-slider>` · `<usa-popover>` · `<usa-badge>` · `<usa-avatar-stack>` |
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| **Page-wide** (`/components/page`) | `<usa-cursor>` · `<usa-fullpage>` · `<usa-loading-bar>` · `<usa-back-to-top>` · `<usa-ambient>` · `<usa-splash>` · `<usa-auto-skeleton>` · `<usa-motion-switch>` |
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| **Timeline** (`/components/timeline`) | `<usa-timeline>` |
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| **Gestures** (`/components/gesture`) | `<usa-swipeable>` · `<usa-pinch-zoom>` |
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package/README_ja.md
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@@ -154,7 +154,7 @@ export class Hero {}
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| **バネ・物理** (`/components/physics`) | `<usa-spring>` · `<usa-draggable>` · `<usa-overscroll>` |
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| **カード** (`/components/cards`) | `<usa-card>` · `<usa-card-stack>` · `<usa-sticky-stack>` · `<usa-carousel-3d>` |
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| **クリック・ボタン** (`/components/click`) | `<usa-click>` · `<usa-button>` · `<usa-icon-morph>` · `<usa-like>` · `<usa-hold>` · `<usa-double-tap>` · `<usa-checkbox>` |
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| **UI キット** (`/components/ui`) | `<usa-tabs>` · `<usa-drawer>` · `<usa-bottom-sheet>` · `<usa-pull-refresh>` · `<usa-fab>` · `<usa-navbar>` · `<usa-slider>` · `<usa-
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| **UI キット** (`/components/ui`) | `<usa-tabs>` · `<usa-drawer>` · `<usa-bottom-sheet>` · `<usa-pull-refresh>` · `<usa-fab>` · `<usa-navbar>` · `<usa-slider>` · `<usa-popover>` · `<usa-badge>` · `<usa-avatar-stack>` |
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| **ページ全体** (`/components/page`) | `<usa-cursor>` · `<usa-fullpage>` · `<usa-loading-bar>` · `<usa-back-to-top>` · `<usa-ambient>` · `<usa-splash>` · `<usa-auto-skeleton>` · `<usa-motion-switch>` |
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159
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| **タイムライン** (`/components/timeline`) | `<usa-timeline>` |
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160
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| **ジェスチャー** (`/components/gesture`) | `<usa-swipeable>` · `<usa-pinch-zoom>` |
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package/README_zh.md
CHANGED
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@@ -154,7 +154,7 @@ export class Hero {}
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| **弹簧与物理** (`/components/physics`) | `<usa-spring>` · `<usa-draggable>` · `<usa-overscroll>` |
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| **卡片** (`/components/cards`) | `<usa-card>` · `<usa-card-stack>` · `<usa-sticky-stack>` · `<usa-carousel-3d>` |
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156
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| **点击与按钮** (`/components/click`) | `<usa-click>` · `<usa-button>` · `<usa-icon-morph>` · `<usa-like>` · `<usa-hold>` · `<usa-double-tap>` · `<usa-checkbox>` |
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-
| **UI 组件** (`/components/ui`) | `<usa-tabs>` · `<usa-drawer>` · `<usa-bottom-sheet>` · `<usa-pull-refresh>` · `<usa-fab>` · `<usa-navbar>` · `<usa-slider>` · `<usa-
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157
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| **UI 组件** (`/components/ui`) | `<usa-tabs>` · `<usa-drawer>` · `<usa-bottom-sheet>` · `<usa-pull-refresh>` · `<usa-fab>` · `<usa-navbar>` · `<usa-slider>` · `<usa-popover>` · `<usa-badge>` · `<usa-avatar-stack>` |
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158
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| **整页** (`/components/page`) | `<usa-cursor>` · `<usa-fullpage>` · `<usa-loading-bar>` · `<usa-back-to-top>` · `<usa-ambient>` · `<usa-splash>` · `<usa-auto-skeleton>` · `<usa-motion-switch>` |
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159
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| **时间线** (`/components/timeline`) | `<usa-timeline>` |
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160
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| **手势** (`/components/gesture`) | `<usa-swipeable>` · `<usa-pinch-zoom>` |
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#!/usr/bin/env node
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// motionary 7.x → 8.0 codemod.
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// npx usa-codemod-8 [--write] [paths…] (default: ./src; dry run without --write)
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// Rewrites (7.9 deprecations, removed in 8.0):
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// 1. <usa-rating …> → <usa-star-rating …> (value / max / readonly / label / name unchanged;
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// icon="♥" → icon="heart", icon="★" → icon="star"; a variant="…" attribute is dropped).
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// 3. defineRating imports (use defineStarRating from motionary/components/widgets),
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// document.createElement('usa-rating'), CSS selectors on usa-rating / .usa-rating-star.
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const EXT = new Set(['.js', '.mjs', '.cjs', '.jsx', '.ts', '.tsx', '.mts', '.cts', '.vue', '.svelte', '.html', '.astro', '.md', '.mdx', '.css', '.scss']);
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export const TAGS = { 'usa-rating': 'usa-star-rating' };
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const ICONS = { '★': 'star', '☆': 'star', '♥': 'heart', '❤': 'heart', '❤️': 'heart' };
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.replace(/\svariant=(["']).*?\1/g, '');
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const closes = (code.match(/<\/usa-rating>/g) || []).length;
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code = code.replace(/<\/usa-rating>/g, '</usa-star-rating>');
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if (n || closes) changes.push(`<usa-rating> → <usa-star-rating> (${Math.max(n, closes)}×)`);
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changes.push(`--usa-rating-on → --usa-star-on (${vars}×)`);
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}
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if (/createElement\((['"`])usa-rating\1\)/.test(code)) manual.push("document.createElement('usa-rating') — use 'usa-star-rating' (removed in 8.0)");
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if (/(^|[\s,{}>+~])usa-rating(?=[\s.:#[{,>+~)]|$)|\.usa-rating-star\b/m.test(code.replace(/<\/?[a-z][^>]*>/g, ''))) manual.push('CSS selectors on usa-rating / .usa-rating-star — restyle <usa-star-rating> (.usa-star, --usa-star-on)');
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if (/\bdefineRating\b/.test(code)) manual.push("defineRating() is removed in 8.0 — import { defineStarRating } from 'motionary/components/widgets'");
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if (write && changes.length) writeFileSync(f, code);
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}
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console.log(`\n${files} file(s), ${edits} rewrite(s)${write ? ' applied' : ' (dry run — pass --write to apply)'}, ${todo} manual change(s).`);
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}
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import { playEffect } from './registry-
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import { u as defineElement, p as prefersReducedMotion } from './base-
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import { playEffect } from './registry-CnO7ZVPK.js';
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import { u as defineElement, p as prefersReducedMotion } from './base-CLuqlLfG.js';
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import { c as canvasBackground, h as hexRgb } from './generative-2LhxG5BJ.js';
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import { P as PALETTE } from './shared-CkKHWrtJ.js';
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@@ -330,4 +330,4 @@ function defineAudio(tag = 'usa-audio') {
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}
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export { AUDIO_FX as A, disableAudio as a, bindBeat as b, createBeatDetector as c, defineAudio as d, enableAudio as e, getAudio as g, onBeat as o };
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{"version":3,"file":"audio-DcPvT2Kh.js","sources":["../../src/components/effects/audio.ts"],"sourcesContent":["/**\n * 5.6 — sound-reactive effects (Web Audio).\n *\n * - `enableAudio(input)` — start analysing the microphone (`'mic'`), an\n * `<audio>` / `<video>` element (or a selector for one) or a `MediaStream`.\n * Browsers only allow an `AudioContext` to start inside a user gesture, so\n * call it from a click handler (or use `<usa-audio>`, which renders the\n * toggle button for you).\n * - Background effects (kind `background`, Canvas 2D through\n * `canvasBackground()`): `spectrum-bars`, `pulse-ring`, `wave-ring`. Before\n * audio is enabled they idle gently.\n * - Beat detection: `createBeatDetector()` (pure: energy → beat?), `onBeat(cb)`\n * and `bindBeat(el, effect, options)`, which plays any registered effect on\n * every beat. `<usa-audio>` does the same for `[data-usa-beat=\"effect\"]`\n * children and emits `usa-beat`.\n * - While audio runs, `--usa-audio-level` and `--usa-audio-bass` (0–1) are set\n * on `<html>` for CSS-driven reactions.\n *\n * Reduced motion: the visual effects are skipped, beats play no effects and\n * the CSS variables stay at 0 — audio itself keeps playing.\n */\nimport type { EffectDefinition } from '../fx/registry';\nimport { playEffect } from '../fx/registry';\nimport { defineElement, prefersReducedMotion, type UsaElement } from '../base';\nimport { canvasBackground, hexRgb, type GenerativeSpec } from './generative';\nimport { PALETTE } from './shared';\n\nexport type AudioInput = 'mic' | HTMLMediaElement | MediaStream | string;\n\nexport interface AudioSample {\n /** Overall loudness (RMS of the waveform), 0–1. */\n level: number;\n /** Low-frequency energy (first ~8 % of the spectrum), 0–1. */\n bass: number;\n /** Frequency bins, 0–255 each. */\n freq: Uint8Array;\n /** Time-domain waveform, 0–255 (128 = silence). */\n wave: Uint8Array;\n}\n\nexport interface AudioReactive {\n readonly context: AudioContext;\n readonly analyser: AnalyserNode;\n /** Read the analyser now. */\n sample(): AudioSample;\n /** Stop analysing (media keeps playing; the microphone is released). */\n stop(): void;\n}\n\nexport interface BeatOptions {\n /** A beat is energy above `threshold` × the recent average (default 1.35). */\n threshold?: number;\n /** Minimum ms between beats (default 250). */\n cooldown?: number;\n /** Frames of history for the average (default 43 ≈ 0.7 s). */\n history?: number;\n /** Ignore energy below this floor, 0–1 (default 0.08). */\n floor?: number;\n}\n\nlet actx: AudioContext | null = null;\nlet current: AudioReactive | null = null;\nconst mediaSources = new WeakMap<HTMLMediaElement, MediaElementAudioSourceNode>();\n\n/** The running analyser, if `enableAudio()` was called. */\nexport const getAudio = (): AudioReactive | null => current;\n\nfunction audioContext(): AudioContext {\n const AC = (globalThis as any).AudioContext || (globalThis as any).webkitAudioContext;\n if (!AC) throw new Error('[motionary] Web Audio is not available');\n if (!actx || actx.state === 'closed') actx = new AC() as AudioContext;\n return actx;\n}\n\n/**\n * Start analysing `input` and make it the source of every sound-reactive\n * effect. Call from a user gesture. Replaces a previous source.\n */\nexport async function enableAudio(input: AudioInput = 'mic', opts: { fftSize?: number; smoothing?: number } = {}): Promise<AudioReactive> {\n current?.stop();\n const ac = audioContext();\n if (ac.state === 'suspended') await ac.resume().catch(() => undefined);\n const analyser = ac.createAnalyser();\n analyser.fftSize = opts.fftSize || 512;\n analyser.smoothingTimeConstant = opts.smoothing ?? 0.8;\n let src: AudioNode;\n let release = () => {};\n const media = typeof input === 'string' && input !== 'mic' ? document.querySelector<HTMLMediaElement>(input) : input;\n if (media === 'mic') {\n const stream = await navigator.mediaDevices.getUserMedia({ audio: true });\n src = ac.createMediaStreamSource(stream);\n src.connect(analyser); // never to the speakers: no feedback\n release = () => stream.getTracks().forEach((t) => t.stop());\n } else if (media && typeof (media as HTMLMediaElement).play === 'function') {\n const m = media as HTMLMediaElement;\n let node = mediaSources.get(m);\n if (!node) mediaSources.set(m, (node = ac.createMediaElementSource(m)));\n try {\n node.disconnect();\n } catch {\n /* not connected */\n }\n src = node;\n src.connect(analyser);\n analyser.connect(ac.destination);\n release = () => {\n try {\n node!.disconnect();\n } catch {\n /* already */\n }\n node!.connect(ac.destination); // keep the media audible\n };\n if (m.paused) await m.play()?.catch?.(() => undefined);\n } else if (media && typeof (media as MediaStream).getTracks === 'function') {\n src = ac.createMediaStreamSource(media as MediaStream);\n src.connect(analyser);\n } else throw new Error(`[motionary] enableAudio: no audio source for ${String(input)}`);\n const freq = new Uint8Array(analyser.frequencyBinCount);\n const wave = new Uint8Array(analyser.fftSize);\n const self: AudioReactive = {\n context: ac,\n analyser,\n sample: () => {\n analyser.getByteFrequencyData(freq);\n analyser.getByteTimeDomainData(wave);\n let sq = 0;\n for (let i = 0; i < wave.length; i++) sq += ((wave[i] - 128) / 128) ** 2;\n const n = Math.max(1, Math.round(freq.length * 0.08));\n let b = 0;\n for (let i = 0; i < n; i++) b += freq[i];\n return { level: Math.min(1, Math.sqrt(sq / wave.length) * 2), bass: b / n / 255, freq, wave };\n },\n stop: () => {\n if (current === self) {\n current = null;\n if (raf && typeof cancelAnimationFrame === 'function') cancelAnimationFrame(raf);\n raf = 0;\n }\n try {\n src.disconnect();\n analyser.disconnect();\n } catch {\n /* already */\n }\n release();\n setVars(0, 0);\n },\n };\n current = self;\n kick();\n return self;\n}\n\n/** Stop the current audio source (if any). */\nexport function disableAudio(): void {\n current?.stop();\n}\n\n/** A pure beat detector: feed it energy (0–1) and a timestamp per frame; it answers \"beat?\". */\nexport function createBeatDetector(o: BeatOptions = {}): (energy: number, now: number) => boolean {\n const { threshold = 1.35, cooldown = 250, history = 43, floor = 0.08 } = o;\n const hist: number[] = [];\n let last = -Infinity;\n return (energy, now) => {\n const avg = hist.length ? hist.reduce((a, b) => a + b, 0) / hist.length : energy;\n const ready = hist.length >= 8;\n hist.push(energy);\n if (hist.length > history) hist.shift();\n if (ready && energy > floor && energy > avg * threshold && now - last >= cooldown) {\n last = now;\n return true;\n }\n return false;\n };\n}\n\ntype BeatListener = { detect: (e: number, t: number) => boolean; cb: (detail: { energy: number; time: number }) => void };\nconst listeners = new Set<BeatListener>();\nlet raf = 0;\n\nfunction setVars(level: number, bass: number): void {\n if (typeof document === 'undefined') return;\n const s = document.documentElement.style;\n s.setProperty('--usa-audio-level', level.toFixed(3));\n s.setProperty('--usa-audio-bass', bass.toFixed(3));\n}\n\nfunction loop(now: number): void {\n raf = 0;\n if (!current) return;\n const { level, bass } = current.sample();\n const reduced = prefersReducedMotion();\n setVars(reduced ? 0 : level, reduced ? 0 : bass);\n for (const l of Array.from(listeners)) if (l.detect(bass, now)) l.cb({ energy: bass, time: now });\n kick();\n}\n\nfunction kick(): void {\n if (!raf && current && typeof requestAnimationFrame === 'function') raf = requestAnimationFrame(loop);\n}\n\n/** Call `cb` on every detected beat of the current audio source. Returns an unsubscribe. */\nexport function onBeat(cb: (detail: { energy: number; time: number }) => void, o: BeatOptions = {}): () => void {\n const l: BeatListener = { detect: createBeatDetector(o), cb };\n listeners.add(l);\n kick();\n return () => void listeners.delete(l);\n}\n\n/** Play the registered effect `name` on `el` at every beat (not under reduced motion). Returns an unbind. */\nexport function bindBeat(el: HTMLElement, name: string, options: Record<string, unknown> & BeatOptions = {}): () => void {\n const { threshold, cooldown, history, floor, ...fx } = options;\n return onBeat(() => {\n if (!prefersReducedMotion()) playEffect(el, name, fx).catch(() => undefined);\n }, { threshold, cooldown, history, floor } as BeatOptions);\n}\n\n// --- visual effects ----------------------------------------------------------\n\n/** The current sample, or a gentle synthetic one while no audio is enabled. */\nfunction read(t: number, bins: number): AudioSample & { idle: boolean } {\n if (current) return { ...current.sample(), idle: false };\n const freq = new Uint8Array(bins);\n const wave = new Uint8Array(bins * 2);\n for (let i = 0; i < bins; i++) freq[i] = 70 + 50 * Math.sin(t * 2 + i * 0.35) * Math.cos(t * 0.7 + i * 0.11) * (1 - i / bins);\n for (let i = 0; i < wave.length; i++) wave[i] = 128 + 22 * Math.sin(t * 3 + i * 0.12);\n return { level: 0.25 + 0.1 * Math.sin(t * 2), bass: 0.35 + 0.2 * Math.sin(t * 2.4), freq, wave, idle: true };\n}\n\nconst audioFx = (name: string, description: string, defaults: Record<string, unknown>, spec: GenerativeSpec): EffectDefinition => ({\n name,\n kind: 'background',\n description,\n reduced: 'skip',\n defaults: { colors: PALETTE, background: '#0b0d12', speed: 1, quality: 1, ...defaults },\n run: (el, o: any, ctx) => canvasBackground(el, ctx, spec, o),\n});\n\nexport const AUDIO_FX: EffectDefinition[] = [\n audioFx('spectrum-bars', 'Frequency bars dance to the audio (mirror them with `mirror: true`).', { bars: 48, gap: 2, mirror: false }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, o.bars);\n const per = Math.max(1, Math.floor((s.freq.length * 0.7) / o.bars));\n const bw = w / o.bars;\n for (let i = 0; i < o.bars; i++) {\n let v = 0;\n for (let k = 0; k < per; k++) v += s.freq[Math.min(s.freq.length - 1, i * per + k)];\n const bh = (v / per / 255) * h * (o.mirror ? 0.5 : 0.9);\n ctx.fillStyle = o.colors[i % o.colors.length];\n ctx.fillRect(i * bw + o.gap / 2, o.mirror ? h / 2 - bh : h - bh, Math.max(1, bw - o.gap), o.mirror ? bh * 2 : bh);\n }\n },\n }),\n audioFx('pulse-ring', 'Glowing rings pulse with the bass.', { rings: 3, color: '#7c5cff' }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 32);\n const [r, g, b] = hexRgb(o.color);\n const base = Math.min(w, h) * 0.18;\n for (let i = 0; i < o.rings; i++) {\n const rad = base * (1 + i * 0.55) * (1 + s.bass * 0.6);\n ctx.strokeStyle = `rgba(${r},${g},${b},${(0.9 - i * 0.25) * (0.4 + s.level)})`;\n ctx.lineWidth = 3 + s.bass * 10 - i;\n ctx.beginPath();\n ctx.arc(w / 2, h / 2, rad, 0, Math.PI * 2);\n ctx.stroke();\n }\n },\n }),\n audioFx('wave-ring', 'The live waveform wrapped into a circle.', { color: '#22d3ee', amplitude: 0.35 }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 64);\n const n = s.wave.length;\n const base = Math.min(w, h) * 0.28;\n ctx.strokeStyle = o.color;\n ctx.lineWidth = 2;\n ctx.beginPath();\n for (let i = 0; i <= n; i++) {\n const a = (i / n) * Math.PI * 2;\n const rad = base * (1 + ((s.wave[i % n] - 128) / 128) * o.amplitude * 2);\n const x = w / 2 + Math.cos(a) * rad;\n const y = h / 2 + Math.sin(a) * rad;\n if (i) ctx.lineTo(x, y);\n else ctx.moveTo(x, y);\n }\n ctx.closePath();\n ctx.stroke();\n },\n }),\n];\n\n// --- <usa-audio> -----------------------------------------------------------\n\nexport interface UsaAudioElement extends UsaElement {\n /** `true` while this element's audio source is being analysed. */\n readonly active: boolean;\n /** Start (from a user gesture) or stop analysing. */\n toggle(): Promise<void>;\n}\n\n/**\n * `<usa-audio source=\"#track | mic\" label=\"…\">` — a toggle button (yours, as\n * `[data-audio-toggle]`, or one it renders) that enables the audio source on\n * click; children with `data-usa-beat=\"effect\"` play that effect on every\n * beat (`data-usa-beat-options` JSON; `threshold` / `cooldown` attributes).\n * Emits `usa-beat` and `usa-audio-error`.\n */\nexport function defineAudio(tag = 'usa-audio'): CustomElementConstructor | undefined {\n return defineElement(\n tag,\n (Base) =>\n class UsaAudio extends Base {\n static get observedAttributes(): string[] {\n return ['source'];\n }\n active = false;\n private audio: AudioReactive | null = null;\n private off: (() => void) | null = null;\n private button(): HTMLButtonElement {\n let b = this.querySelector<HTMLButtonElement>('[data-audio-toggle]');\n if (!b) {\n b = document.createElement('button');\n b.type = 'button';\n b.setAttribute('data-audio-toggle', '');\n b.textContent = this.str('label', '🔊 Enable sound-reactive effects');\n this.prepend(b);\n this.onCleanup(() => b!.remove());\n }\n return b;\n }\n async toggle(): Promise<void> {\n const b = this.button();\n if (this.active) return this.stop();\n try {\n this.audio = await enableAudio(this.str('source', 'mic'));\n this.active = true;\n this.removeAttribute('data-audio-error');\n b.setAttribute('aria-pressed', 'true');\n this.off = onBeat((d) => {\n this.dispatchEvent(new CustomEvent('usa-beat', { detail: d, bubbles: true }));\n if (prefersReducedMotion()) return;\n this.querySelectorAll<HTMLElement>('[data-usa-beat]').forEach((el) => {\n let opts = {};\n try {\n opts = JSON.parse(el.dataset.usaBeatOptions || '{}') || {};\n } catch {\n /* ignore bad JSON */\n }\n playEffect(el, el.dataset.usaBeat || 'pulse', opts).catch(() => undefined);\n });\n }, { threshold: this.num('threshold', 1.35), cooldown: this.num('cooldown', 250) });\n } catch (err) {\n this.setAttribute('data-audio-error', '');\n this.dispatchEvent(new CustomEvent('usa-audio-error', { detail: { error: err }, bubbles: true }));\n }\n }\n private stop(): void {\n this.off?.();\n this.off = null;\n if (this.audio && current === this.audio) this.audio.stop();\n this.audio = null;\n this.active = false;\n this.querySelector('[data-audio-toggle]')?.setAttribute('aria-pressed', 'false');\n }\n mount(): void {\n const b = this.button();\n b.setAttribute('aria-pressed', 'false');\n this.listen(b, 'click', () => void this.toggle());\n this.onCleanup(() => this.stop());\n }\n },\n { id: 'usa-audio', text: 'usa-audio{display:block}usa-audio[data-audio-error] [data-audio-toggle]{outline:2px solid #ff5c8a}' }\n 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{"version":3,"file":"audio-CynhhWDi.js","sources":["../../src/components/effects/audio.ts"],"sourcesContent":["/**\n * 5.6 — sound-reactive effects (Web Audio).\n *\n * - `enableAudio(input)` — start analysing the microphone (`'mic'`), an\n * `<audio>` / `<video>` element (or a selector for one) or a `MediaStream`.\n * Browsers only allow an `AudioContext` to start inside a user gesture, so\n * call it from a click handler (or use `<usa-audio>`, which renders the\n * toggle button for you).\n * - Background effects (kind `background`, Canvas 2D through\n * `canvasBackground()`): `spectrum-bars`, `pulse-ring`, `wave-ring`. Before\n * audio is enabled they idle gently.\n * - Beat detection: `createBeatDetector()` (pure: energy → beat?), `onBeat(cb)`\n * and `bindBeat(el, effect, options)`, which plays any registered effect on\n * every beat. `<usa-audio>` does the same for `[data-usa-beat=\"effect\"]`\n * children and emits `usa-beat`.\n * - While audio runs, `--usa-audio-level` and `--usa-audio-bass` (0–1) are set\n * on `<html>` for CSS-driven reactions.\n *\n * Reduced motion: the visual effects are skipped, beats play no effects and\n * the CSS variables stay at 0 — audio itself keeps playing.\n */\nimport type { EffectDefinition } from '../fx/registry';\nimport { playEffect } from '../fx/registry';\nimport { defineElement, prefersReducedMotion, type UsaElement } from '../base';\nimport { canvasBackground, hexRgb, type GenerativeSpec } from './generative';\nimport { PALETTE } from './shared';\n\nexport type AudioInput = 'mic' | HTMLMediaElement | MediaStream | string;\n\nexport interface AudioSample {\n /** Overall loudness (RMS of the waveform), 0–1. */\n level: number;\n /** Low-frequency energy (first ~8 % of the spectrum), 0–1. */\n bass: number;\n /** Frequency bins, 0–255 each. */\n freq: Uint8Array;\n /** Time-domain waveform, 0–255 (128 = silence). */\n wave: Uint8Array;\n}\n\nexport interface AudioReactive {\n readonly context: AudioContext;\n readonly analyser: AnalyserNode;\n /** Read the analyser now. */\n sample(): AudioSample;\n /** Stop analysing (media keeps playing; the microphone is released). */\n stop(): void;\n}\n\nexport interface BeatOptions {\n /** A beat is energy above `threshold` × the recent average (default 1.35). */\n threshold?: number;\n /** Minimum ms between beats (default 250). */\n cooldown?: number;\n /** Frames of history for the average (default 43 ≈ 0.7 s). */\n history?: number;\n /** Ignore energy below this floor, 0–1 (default 0.08). */\n floor?: number;\n}\n\nlet actx: AudioContext | null = null;\nlet current: AudioReactive | null = null;\nconst mediaSources = new WeakMap<HTMLMediaElement, MediaElementAudioSourceNode>();\n\n/** The running analyser, if `enableAudio()` was called. */\nexport const getAudio = (): AudioReactive | null => current;\n\nfunction audioContext(): AudioContext {\n const AC = (globalThis as any).AudioContext || (globalThis as any).webkitAudioContext;\n if (!AC) throw new Error('[motionary] Web Audio is not available');\n if (!actx || actx.state === 'closed') actx = new AC() as AudioContext;\n return actx;\n}\n\n/**\n * Start analysing `input` and make it the source of every sound-reactive\n * effect. Call from a user gesture. Replaces a previous source.\n */\nexport async function enableAudio(input: AudioInput = 'mic', opts: { fftSize?: number; smoothing?: number } = {}): Promise<AudioReactive> {\n current?.stop();\n const ac = audioContext();\n if (ac.state === 'suspended') await ac.resume().catch(() => undefined);\n const analyser = ac.createAnalyser();\n analyser.fftSize = opts.fftSize || 512;\n analyser.smoothingTimeConstant = opts.smoothing ?? 0.8;\n let src: AudioNode;\n let release = () => {};\n const media = typeof input === 'string' && input !== 'mic' ? document.querySelector<HTMLMediaElement>(input) : input;\n if (media === 'mic') {\n const stream = await navigator.mediaDevices.getUserMedia({ audio: true });\n src = ac.createMediaStreamSource(stream);\n src.connect(analyser); // never to the speakers: no feedback\n release = () => stream.getTracks().forEach((t) => t.stop());\n } else if (media && typeof (media as HTMLMediaElement).play === 'function') {\n const m = media as HTMLMediaElement;\n let node = mediaSources.get(m);\n if (!node) mediaSources.set(m, (node = ac.createMediaElementSource(m)));\n try {\n node.disconnect();\n } catch {\n /* not connected */\n }\n src = node;\n src.connect(analyser);\n analyser.connect(ac.destination);\n release = () => {\n try {\n node!.disconnect();\n } catch {\n /* already */\n }\n node!.connect(ac.destination); // keep the media audible\n };\n if (m.paused) await m.play()?.catch?.(() => undefined);\n } else if (media && typeof (media as MediaStream).getTracks === 'function') {\n src = ac.createMediaStreamSource(media as MediaStream);\n src.connect(analyser);\n } else throw new Error(`[motionary] enableAudio: no audio source for ${String(input)}`);\n const freq = new Uint8Array(analyser.frequencyBinCount);\n const wave = new Uint8Array(analyser.fftSize);\n const self: AudioReactive = {\n context: ac,\n analyser,\n sample: () => {\n analyser.getByteFrequencyData(freq);\n analyser.getByteTimeDomainData(wave);\n let sq = 0;\n for (let i = 0; i < wave.length; i++) sq += ((wave[i] - 128) / 128) ** 2;\n const n = Math.max(1, Math.round(freq.length * 0.08));\n let b = 0;\n for (let i = 0; i < n; i++) b += freq[i];\n return { level: Math.min(1, Math.sqrt(sq / wave.length) * 2), bass: b / n / 255, freq, wave };\n },\n stop: () => {\n if (current === self) {\n current = null;\n if (raf && typeof cancelAnimationFrame === 'function') cancelAnimationFrame(raf);\n raf = 0;\n }\n try {\n src.disconnect();\n analyser.disconnect();\n } catch {\n /* already */\n }\n release();\n setVars(0, 0);\n },\n };\n current = self;\n kick();\n return self;\n}\n\n/** Stop the current audio source (if any). */\nexport function disableAudio(): void {\n current?.stop();\n}\n\n/** A pure beat detector: feed it energy (0–1) and a timestamp per frame; it answers \"beat?\". */\nexport function createBeatDetector(o: BeatOptions = {}): (energy: number, now: number) => boolean {\n const { threshold = 1.35, cooldown = 250, history = 43, floor = 0.08 } = o;\n const hist: number[] = [];\n let last = -Infinity;\n return (energy, now) => {\n const avg = hist.length ? hist.reduce((a, b) => a + b, 0) / hist.length : energy;\n const ready = hist.length >= 8;\n hist.push(energy);\n if (hist.length > history) hist.shift();\n if (ready && energy > floor && energy > avg * threshold && now - last >= cooldown) {\n last = now;\n return true;\n }\n return false;\n };\n}\n\ntype BeatListener = { detect: (e: number, t: number) => boolean; cb: (detail: { energy: number; time: number }) => void };\nconst listeners = new Set<BeatListener>();\nlet raf = 0;\n\nfunction setVars(level: number, bass: number): void {\n if (typeof document === 'undefined') return;\n const s = document.documentElement.style;\n s.setProperty('--usa-audio-level', level.toFixed(3));\n s.setProperty('--usa-audio-bass', bass.toFixed(3));\n}\n\nfunction loop(now: number): void {\n raf = 0;\n if (!current) return;\n const { level, bass } = current.sample();\n const reduced = prefersReducedMotion();\n setVars(reduced ? 0 : level, reduced ? 0 : bass);\n for (const l of Array.from(listeners)) if (l.detect(bass, now)) l.cb({ energy: bass, time: now });\n kick();\n}\n\nfunction kick(): void {\n if (!raf && current && typeof requestAnimationFrame === 'function') raf = requestAnimationFrame(loop);\n}\n\n/** Call `cb` on every detected beat of the current audio source. Returns an unsubscribe. */\nexport function onBeat(cb: (detail: { energy: number; time: number }) => void, o: BeatOptions = {}): () => void {\n const l: BeatListener = { detect: createBeatDetector(o), cb };\n listeners.add(l);\n kick();\n return () => void listeners.delete(l);\n}\n\n/** Play the registered effect `name` on `el` at every beat (not under reduced motion). Returns an unbind. */\nexport function bindBeat(el: HTMLElement, name: string, options: Record<string, unknown> & BeatOptions = {}): () => void {\n const { threshold, cooldown, history, floor, ...fx } = options;\n return onBeat(() => {\n if (!prefersReducedMotion()) playEffect(el, name, fx).catch(() => undefined);\n }, { threshold, cooldown, history, floor } as BeatOptions);\n}\n\n// --- visual effects ----------------------------------------------------------\n\n/** The current sample, or a gentle synthetic one while no audio is enabled. */\nfunction read(t: number, bins: number): AudioSample & { idle: boolean } {\n if (current) return { ...current.sample(), idle: false };\n const freq = new Uint8Array(bins);\n const wave = new Uint8Array(bins * 2);\n for (let i = 0; i < bins; i++) freq[i] = 70 + 50 * Math.sin(t * 2 + i * 0.35) * Math.cos(t * 0.7 + i * 0.11) * (1 - i / bins);\n for (let i = 0; i < wave.length; i++) wave[i] = 128 + 22 * Math.sin(t * 3 + i * 0.12);\n return { level: 0.25 + 0.1 * Math.sin(t * 2), bass: 0.35 + 0.2 * Math.sin(t * 2.4), freq, wave, idle: true };\n}\n\nconst audioFx = (name: string, description: string, defaults: Record<string, unknown>, spec: GenerativeSpec): EffectDefinition => ({\n name,\n kind: 'background',\n description,\n reduced: 'skip',\n defaults: { colors: PALETTE, background: '#0b0d12', speed: 1, quality: 1, ...defaults },\n run: (el, o: any, ctx) => canvasBackground(el, ctx, spec, o),\n});\n\nexport const AUDIO_FX: EffectDefinition[] = [\n audioFx('spectrum-bars', 'Frequency bars dance to the audio (mirror them with `mirror: true`).', { bars: 48, gap: 2, mirror: false }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, o.bars);\n const per = Math.max(1, Math.floor((s.freq.length * 0.7) / o.bars));\n const bw = w / o.bars;\n for (let i = 0; i < o.bars; i++) {\n let v = 0;\n for (let k = 0; k < per; k++) v += s.freq[Math.min(s.freq.length - 1, i * per + k)];\n const bh = (v / per / 255) * h * (o.mirror ? 0.5 : 0.9);\n ctx.fillStyle = o.colors[i % o.colors.length];\n ctx.fillRect(i * bw + o.gap / 2, o.mirror ? h / 2 - bh : h - bh, Math.max(1, bw - o.gap), o.mirror ? bh * 2 : bh);\n }\n },\n }),\n audioFx('pulse-ring', 'Glowing rings pulse with the bass.', { rings: 3, color: '#7c5cff' }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 32);\n const [r, g, b] = hexRgb(o.color);\n const base = Math.min(w, h) * 0.18;\n for (let i = 0; i < o.rings; i++) {\n const rad = base * (1 + i * 0.55) * (1 + s.bass * 0.6);\n ctx.strokeStyle = `rgba(${r},${g},${b},${(0.9 - i * 0.25) * (0.4 + s.level)})`;\n ctx.lineWidth = 3 + s.bass * 10 - i;\n ctx.beginPath();\n ctx.arc(w / 2, h / 2, rad, 0, Math.PI * 2);\n ctx.stroke();\n }\n },\n }),\n audioFx('wave-ring', 'The live waveform wrapped into a circle.', { color: '#22d3ee', amplitude: 0.35 }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 64);\n const n = s.wave.length;\n const base = Math.min(w, h) * 0.28;\n ctx.strokeStyle = o.color;\n ctx.lineWidth = 2;\n ctx.beginPath();\n for (let i = 0; i <= n; i++) {\n const a = (i / n) * Math.PI * 2;\n const rad = base * (1 + ((s.wave[i % n] - 128) / 128) * o.amplitude * 2);\n const x = w / 2 + Math.cos(a) * rad;\n const y = h / 2 + Math.sin(a) * rad;\n if (i) ctx.lineTo(x, y);\n else ctx.moveTo(x, y);\n }\n ctx.closePath();\n ctx.stroke();\n },\n }),\n];\n\n// --- <usa-audio> -----------------------------------------------------------\n\nexport interface UsaAudioElement extends UsaElement {\n /** `true` while this element's audio source is being analysed. */\n readonly active: boolean;\n /** Start (from a user gesture) or stop analysing. */\n toggle(): Promise<void>;\n}\n\n/**\n * `<usa-audio source=\"#track | mic\" label=\"…\">` — a toggle button (yours, as\n * `[data-audio-toggle]`, or one it renders) that enables the audio source on\n * click; children with `data-usa-beat=\"effect\"` play that effect on every\n * beat (`data-usa-beat-options` JSON; `threshold` / `cooldown` attributes).\n * Emits `usa-beat` and `usa-audio-error`.\n */\nexport function defineAudio(tag = 'usa-audio'): CustomElementConstructor | undefined {\n return defineElement(\n tag,\n (Base) =>\n class UsaAudio extends Base {\n static get observedAttributes(): string[] {\n return ['source'];\n }\n active = false;\n private audio: AudioReactive | null = null;\n private off: (() => void) | null = null;\n private button(): HTMLButtonElement {\n let b = this.querySelector<HTMLButtonElement>('[data-audio-toggle]');\n if (!b) {\n b = document.createElement('button');\n b.type = 'button';\n b.setAttribute('data-audio-toggle', '');\n b.textContent = this.str('label', '🔊 Enable sound-reactive effects');\n this.prepend(b);\n this.onCleanup(() => b!.remove());\n }\n return b;\n }\n async toggle(): Promise<void> {\n 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{"version":3,"file":"audio-EXUoijsG.cjs","sources":["../../src/components/effects/audio.ts"],"sourcesContent":["/**\n * 5.6 — sound-reactive effects (Web Audio).\n *\n * - `enableAudio(input)` — start analysing the microphone (`'mic'`), an\n * `<audio>` / `<video>` element (or a selector for one) or a `MediaStream`.\n * Browsers only allow an `AudioContext` to start inside a user gesture, so\n * call it from a click handler (or use `<usa-audio>`, which renders the\n * toggle button for you).\n * - Background effects (kind `background`, Canvas 2D through\n * `canvasBackground()`): `spectrum-bars`, `pulse-ring`, `wave-ring`. Before\n * audio is enabled they idle gently.\n * - Beat detection: `createBeatDetector()` (pure: energy → beat?), `onBeat(cb)`\n * and `bindBeat(el, effect, options)`, which plays any registered effect on\n * every beat. `<usa-audio>` does the same for `[data-usa-beat=\"effect\"]`\n * children and emits `usa-beat`.\n * - While audio runs, `--usa-audio-level` and `--usa-audio-bass` (0–1) are set\n * on `<html>` for CSS-driven reactions.\n *\n * Reduced motion: the visual effects are skipped, beats play no effects and\n * the CSS variables stay at 0 — audio itself keeps playing.\n */\nimport type { EffectDefinition } from '../fx/registry';\nimport { playEffect } from '../fx/registry';\nimport { defineElement, prefersReducedMotion, type UsaElement } from '../base';\nimport { canvasBackground, hexRgb, type GenerativeSpec } from './generative';\nimport { PALETTE } from './shared';\n\nexport type AudioInput = 'mic' | HTMLMediaElement | MediaStream | string;\n\nexport interface AudioSample {\n /** Overall loudness (RMS of the waveform), 0–1. */\n level: number;\n /** Low-frequency energy (first ~8 % of the spectrum), 0–1. */\n bass: number;\n /** Frequency bins, 0–255 each. */\n freq: Uint8Array;\n /** Time-domain waveform, 0–255 (128 = silence). */\n wave: Uint8Array;\n}\n\nexport interface AudioReactive {\n readonly context: AudioContext;\n readonly analyser: AnalyserNode;\n /** Read the analyser now. */\n sample(): AudioSample;\n /** Stop analysing (media keeps playing; the microphone is released). */\n stop(): void;\n}\n\nexport interface BeatOptions {\n /** A beat is energy above `threshold` × the recent average (default 1.35). */\n threshold?: number;\n /** Minimum ms between beats (default 250). */\n cooldown?: number;\n /** Frames of history for the average (default 43 ≈ 0.7 s). */\n history?: number;\n /** Ignore energy below this floor, 0–1 (default 0.08). */\n floor?: number;\n}\n\nlet actx: AudioContext | null = null;\nlet current: AudioReactive | null = null;\nconst mediaSources = new WeakMap<HTMLMediaElement, MediaElementAudioSourceNode>();\n\n/** The running analyser, if `enableAudio()` was called. */\nexport const getAudio = (): AudioReactive | null => current;\n\nfunction audioContext(): AudioContext {\n const AC = (globalThis as any).AudioContext || (globalThis as any).webkitAudioContext;\n if (!AC) throw new Error('[motionary] Web Audio is not available');\n if (!actx || actx.state === 'closed') actx = new AC() as AudioContext;\n return actx;\n}\n\n/**\n * Start analysing `input` and make it the source of every sound-reactive\n * effect. Call from a user gesture. Replaces a previous source.\n */\nexport async function enableAudio(input: AudioInput = 'mic', opts: { fftSize?: number; smoothing?: number } = {}): Promise<AudioReactive> {\n current?.stop();\n const ac = audioContext();\n if (ac.state === 'suspended') await ac.resume().catch(() => undefined);\n const analyser = ac.createAnalyser();\n analyser.fftSize = opts.fftSize || 512;\n analyser.smoothingTimeConstant = opts.smoothing ?? 0.8;\n let src: AudioNode;\n let release = () => {};\n const media = typeof input === 'string' && input !== 'mic' ? document.querySelector<HTMLMediaElement>(input) : input;\n if (media === 'mic') {\n const stream = await navigator.mediaDevices.getUserMedia({ audio: true });\n src = ac.createMediaStreamSource(stream);\n src.connect(analyser); // never to the speakers: no feedback\n release = () => stream.getTracks().forEach((t) => t.stop());\n } else if (media && typeof (media as HTMLMediaElement).play === 'function') {\n const m = media as HTMLMediaElement;\n let node = mediaSources.get(m);\n if (!node) mediaSources.set(m, (node = ac.createMediaElementSource(m)));\n try {\n node.disconnect();\n } catch {\n /* not connected */\n }\n src = node;\n src.connect(analyser);\n analyser.connect(ac.destination);\n release = () => {\n try {\n node!.disconnect();\n } catch {\n /* already */\n }\n node!.connect(ac.destination); // keep the media audible\n };\n if (m.paused) await m.play()?.catch?.(() => undefined);\n } else if (media && typeof (media as MediaStream).getTracks === 'function') {\n src = ac.createMediaStreamSource(media as MediaStream);\n src.connect(analyser);\n } else throw new Error(`[motionary] enableAudio: no audio source for ${String(input)}`);\n const freq = new Uint8Array(analyser.frequencyBinCount);\n const wave = new Uint8Array(analyser.fftSize);\n const self: AudioReactive = {\n context: ac,\n analyser,\n sample: () => {\n analyser.getByteFrequencyData(freq);\n analyser.getByteTimeDomainData(wave);\n let sq = 0;\n for (let i = 0; i < wave.length; i++) sq += ((wave[i] - 128) / 128) ** 2;\n const n = Math.max(1, Math.round(freq.length * 0.08));\n let b = 0;\n for (let i = 0; i < n; i++) b += freq[i];\n return { level: Math.min(1, Math.sqrt(sq / wave.length) * 2), bass: b / n / 255, freq, wave };\n },\n stop: () => {\n if (current === self) {\n current = null;\n if (raf && typeof cancelAnimationFrame === 'function') cancelAnimationFrame(raf);\n raf = 0;\n }\n try {\n src.disconnect();\n analyser.disconnect();\n } catch {\n /* already */\n }\n release();\n setVars(0, 0);\n },\n };\n current = self;\n kick();\n return self;\n}\n\n/** Stop the current audio source (if any). */\nexport function disableAudio(): void {\n current?.stop();\n}\n\n/** A pure beat detector: feed it energy (0–1) and a timestamp per frame; it answers \"beat?\". */\nexport function createBeatDetector(o: BeatOptions = {}): (energy: number, now: number) => boolean {\n const { threshold = 1.35, cooldown = 250, history = 43, floor = 0.08 } = o;\n const hist: number[] = [];\n let last = -Infinity;\n return (energy, now) => {\n const avg = hist.length ? hist.reduce((a, b) => a + b, 0) / hist.length : energy;\n const ready = hist.length >= 8;\n hist.push(energy);\n if (hist.length > history) hist.shift();\n if (ready && energy > floor && energy > avg * threshold && now - last >= cooldown) {\n last = now;\n return true;\n }\n return false;\n };\n}\n\ntype BeatListener = { detect: (e: number, t: number) => boolean; cb: (detail: { energy: number; time: number }) => void };\nconst listeners = new Set<BeatListener>();\nlet raf = 0;\n\nfunction setVars(level: number, bass: number): void {\n if (typeof document === 'undefined') return;\n const s = document.documentElement.style;\n s.setProperty('--usa-audio-level', level.toFixed(3));\n s.setProperty('--usa-audio-bass', bass.toFixed(3));\n}\n\nfunction loop(now: number): void {\n raf = 0;\n if (!current) return;\n const { level, bass } = current.sample();\n const reduced = prefersReducedMotion();\n setVars(reduced ? 0 : level, reduced ? 0 : bass);\n for (const l of Array.from(listeners)) if (l.detect(bass, now)) l.cb({ energy: bass, time: now });\n kick();\n}\n\nfunction kick(): void {\n if (!raf && current && typeof requestAnimationFrame === 'function') raf = requestAnimationFrame(loop);\n}\n\n/** Call `cb` on every detected beat of the current audio source. Returns an unsubscribe. */\nexport function onBeat(cb: (detail: { energy: number; time: number }) => void, o: BeatOptions = {}): () => void {\n const l: BeatListener = { detect: createBeatDetector(o), cb };\n listeners.add(l);\n kick();\n return () => void listeners.delete(l);\n}\n\n/** Play the registered effect `name` on `el` at every beat (not under reduced motion). Returns an unbind. */\nexport function bindBeat(el: HTMLElement, name: string, options: Record<string, unknown> & BeatOptions = {}): () => void {\n const { threshold, cooldown, history, floor, ...fx } = options;\n return onBeat(() => {\n if (!prefersReducedMotion()) playEffect(el, name, fx).catch(() => undefined);\n }, { threshold, cooldown, history, floor } as BeatOptions);\n}\n\n// --- visual effects ----------------------------------------------------------\n\n/** The current sample, or a gentle synthetic one while no audio is enabled. */\nfunction read(t: number, bins: number): AudioSample & { idle: boolean } {\n if (current) return { ...current.sample(), idle: false };\n const freq = new Uint8Array(bins);\n const wave = new Uint8Array(bins * 2);\n for (let i = 0; i < bins; i++) freq[i] = 70 + 50 * Math.sin(t * 2 + i * 0.35) * Math.cos(t * 0.7 + i * 0.11) * (1 - i / bins);\n for (let i = 0; i < wave.length; i++) wave[i] = 128 + 22 * Math.sin(t * 3 + i * 0.12);\n return { level: 0.25 + 0.1 * Math.sin(t * 2), bass: 0.35 + 0.2 * Math.sin(t * 2.4), freq, wave, idle: true };\n}\n\nconst audioFx = (name: string, description: string, defaults: Record<string, unknown>, spec: GenerativeSpec): EffectDefinition => ({\n name,\n kind: 'background',\n description,\n reduced: 'skip',\n defaults: { colors: PALETTE, background: '#0b0d12', speed: 1, quality: 1, ...defaults },\n run: (el, o: any, ctx) => canvasBackground(el, ctx, spec, o),\n});\n\nexport const AUDIO_FX: EffectDefinition[] = [\n audioFx('spectrum-bars', 'Frequency bars dance to the audio (mirror them with `mirror: true`).', { bars: 48, gap: 2, mirror: false }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, o.bars);\n const per = Math.max(1, Math.floor((s.freq.length * 0.7) / o.bars));\n const bw = w / o.bars;\n for (let i = 0; i < o.bars; i++) {\n let v = 0;\n for (let k = 0; k < per; k++) v += s.freq[Math.min(s.freq.length - 1, i * per + k)];\n const bh = (v / per / 255) * h * (o.mirror ? 0.5 : 0.9);\n ctx.fillStyle = o.colors[i % o.colors.length];\n ctx.fillRect(i * bw + o.gap / 2, o.mirror ? h / 2 - bh : h - bh, Math.max(1, bw - o.gap), o.mirror ? bh * 2 : bh);\n }\n },\n }),\n audioFx('pulse-ring', 'Glowing rings pulse with the bass.', { rings: 3, color: '#7c5cff' }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 32);\n const [r, g, b] = hexRgb(o.color);\n const base = Math.min(w, h) * 0.18;\n for (let i = 0; i < o.rings; i++) {\n const rad = base * (1 + i * 0.55) * (1 + s.bass * 0.6);\n ctx.strokeStyle = `rgba(${r},${g},${b},${(0.9 - i * 0.25) * (0.4 + s.level)})`;\n ctx.lineWidth = 3 + s.bass * 10 - i;\n ctx.beginPath();\n ctx.arc(w / 2, h / 2, rad, 0, Math.PI * 2);\n ctx.stroke();\n }\n },\n }),\n audioFx('wave-ring', 'The live waveform wrapped into a circle.', { color: '#22d3ee', amplitude: 0.35 }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 64);\n const n = s.wave.length;\n const base = Math.min(w, h) * 0.28;\n ctx.strokeStyle = o.color;\n ctx.lineWidth = 2;\n ctx.beginPath();\n for (let i = 0; i <= n; i++) {\n const a = (i / n) * Math.PI * 2;\n const rad = base * (1 + ((s.wave[i % n] - 128) / 128) * o.amplitude * 2);\n const x = w / 2 + Math.cos(a) * rad;\n const y = h / 2 + Math.sin(a) * rad;\n if (i) ctx.lineTo(x, y);\n else ctx.moveTo(x, y);\n }\n ctx.closePath();\n ctx.stroke();\n },\n }),\n];\n\n// --- <usa-audio> -----------------------------------------------------------\n\nexport interface UsaAudioElement extends UsaElement {\n /** `true` while this element's audio source is being analysed. */\n readonly active: boolean;\n /** Start (from a user gesture) or stop analysing. */\n toggle(): Promise<void>;\n}\n\n/**\n * `<usa-audio source=\"#track | mic\" label=\"…\">` — a toggle button (yours, as\n * `[data-audio-toggle]`, or one it renders) that enables the audio source on\n * click; children with `data-usa-beat=\"effect\"` play that effect on every\n * beat (`data-usa-beat-options` JSON; `threshold` / `cooldown` attributes).\n * Emits `usa-beat` and `usa-audio-error`.\n */\nexport function defineAudio(tag = 'usa-audio'): CustomElementConstructor | undefined {\n return defineElement(\n tag,\n (Base) =>\n class UsaAudio extends Base {\n static get observedAttributes(): string[] {\n return ['source'];\n }\n active = false;\n private audio: AudioReactive | null = null;\n private off: (() => void) | null = null;\n private button(): HTMLButtonElement {\n let b = this.querySelector<HTMLButtonElement>('[data-audio-toggle]');\n if (!b) {\n b = document.createElement('button');\n b.type = 'button';\n b.setAttribute('data-audio-toggle', '');\n b.textContent = this.str('label', '🔊 Enable sound-reactive effects');\n this.prepend(b);\n this.onCleanup(() => b!.remove());\n }\n return b;\n }\n async toggle(): Promise<void> {\n const b = this.button();\n if (this.active) return this.stop();\n try {\n this.audio = await enableAudio(this.str('source', 'mic'));\n this.active = true;\n this.removeAttribute('data-audio-error');\n b.setAttribute('aria-pressed', 'true');\n this.off = onBeat((d) => {\n this.dispatchEvent(new CustomEvent('usa-beat', { detail: d, bubbles: true }));\n if (prefersReducedMotion()) return;\n this.querySelectorAll<HTMLElement>('[data-usa-beat]').forEach((el) => {\n let opts = {};\n try {\n opts = JSON.parse(el.dataset.usaBeatOptions || '{}') || {};\n } catch {\n /* ignore bad JSON */\n }\n playEffect(el, el.dataset.usaBeat || 'pulse', opts).catch(() => undefined);\n });\n }, { threshold: this.num('threshold', 1.35), cooldown: this.num('cooldown', 250) });\n } catch (err) {\n this.setAttribute('data-audio-error', '');\n this.dispatchEvent(new CustomEvent('usa-audio-error', { detail: { error: err }, bubbles: true }));\n }\n }\n private stop(): void {\n this.off?.();\n this.off = null;\n if 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{"version":3,"file":"audio-cgWbDkoY.cjs","sources":["../../src/components/effects/audio.ts"],"sourcesContent":["/**\n * 5.6 — sound-reactive effects (Web Audio).\n *\n * - `enableAudio(input)` — start analysing the microphone (`'mic'`), an\n * `<audio>` / `<video>` element (or a selector for one) or a `MediaStream`.\n * Browsers only allow an `AudioContext` to start inside a user gesture, so\n * call it from a click handler (or use `<usa-audio>`, which renders the\n * toggle button for you).\n * - Background effects (kind `background`, Canvas 2D through\n * `canvasBackground()`): `spectrum-bars`, `pulse-ring`, `wave-ring`. Before\n * audio is enabled they idle gently.\n * - Beat detection: `createBeatDetector()` (pure: energy → beat?), `onBeat(cb)`\n * and `bindBeat(el, effect, options)`, which plays any registered effect on\n * every beat. `<usa-audio>` does the same for `[data-usa-beat=\"effect\"]`\n * children and emits `usa-beat`.\n * - While audio runs, `--usa-audio-level` and `--usa-audio-bass` (0–1) are set\n * on `<html>` for CSS-driven reactions.\n *\n * Reduced motion: the visual effects are skipped, beats play no effects and\n * the CSS variables stay at 0 — audio itself keeps playing.\n */\nimport type { EffectDefinition } from '../fx/registry';\nimport { playEffect } from '../fx/registry';\nimport { defineElement, prefersReducedMotion, type UsaElement } from '../base';\nimport { canvasBackground, hexRgb, type GenerativeSpec } from './generative';\nimport { PALETTE } from './shared';\n\nexport type AudioInput = 'mic' | HTMLMediaElement | MediaStream | string;\n\nexport interface AudioSample {\n /** Overall loudness (RMS of the waveform), 0–1. */\n level: number;\n /** Low-frequency energy (first ~8 % of the spectrum), 0–1. */\n bass: number;\n /** Frequency bins, 0–255 each. */\n freq: Uint8Array;\n /** Time-domain waveform, 0–255 (128 = silence). */\n wave: Uint8Array;\n}\n\nexport interface AudioReactive {\n readonly context: AudioContext;\n readonly analyser: AnalyserNode;\n /** Read the analyser now. */\n sample(): AudioSample;\n /** Stop analysing (media keeps playing; the microphone is released). */\n stop(): void;\n}\n\nexport interface BeatOptions {\n /** A beat is energy above `threshold` × the recent average (default 1.35). */\n threshold?: number;\n /** Minimum ms between beats (default 250). */\n cooldown?: number;\n /** Frames of history for the average (default 43 ≈ 0.7 s). */\n history?: number;\n /** Ignore energy below this floor, 0–1 (default 0.08). */\n floor?: number;\n}\n\nlet actx: AudioContext | null = null;\nlet current: AudioReactive | null = null;\nconst mediaSources = new WeakMap<HTMLMediaElement, MediaElementAudioSourceNode>();\n\n/** The running analyser, if `enableAudio()` was called. */\nexport const getAudio = (): AudioReactive | null => current;\n\nfunction audioContext(): AudioContext {\n const AC = (globalThis as any).AudioContext || (globalThis as any).webkitAudioContext;\n if (!AC) throw new Error('[motionary] Web Audio is not available');\n if (!actx || actx.state === 'closed') actx = new AC() as AudioContext;\n return actx;\n}\n\n/**\n * Start analysing `input` and make it the source of every sound-reactive\n * effect. Call from a user gesture. Replaces a previous source.\n */\nexport async function enableAudio(input: AudioInput = 'mic', opts: { fftSize?: number; smoothing?: number } = {}): Promise<AudioReactive> {\n current?.stop();\n const ac = audioContext();\n if (ac.state === 'suspended') await ac.resume().catch(() => undefined);\n const analyser = ac.createAnalyser();\n analyser.fftSize = opts.fftSize || 512;\n analyser.smoothingTimeConstant = opts.smoothing ?? 0.8;\n let src: AudioNode;\n let release = () => {};\n const media = typeof input === 'string' && input !== 'mic' ? document.querySelector<HTMLMediaElement>(input) : input;\n if (media === 'mic') {\n const stream = await navigator.mediaDevices.getUserMedia({ audio: true });\n src = ac.createMediaStreamSource(stream);\n src.connect(analyser); // never to the speakers: no feedback\n release = () => stream.getTracks().forEach((t) => t.stop());\n } else if (media && typeof (media as HTMLMediaElement).play === 'function') {\n const m = media as HTMLMediaElement;\n let node = mediaSources.get(m);\n if (!node) mediaSources.set(m, (node = ac.createMediaElementSource(m)));\n try {\n node.disconnect();\n } catch {\n /* not connected */\n }\n src = node;\n src.connect(analyser);\n analyser.connect(ac.destination);\n release = () => {\n try {\n node!.disconnect();\n } catch {\n /* already */\n }\n node!.connect(ac.destination); // keep the media audible\n };\n if (m.paused) await m.play()?.catch?.(() => undefined);\n } else if (media && typeof (media as MediaStream).getTracks === 'function') {\n src = ac.createMediaStreamSource(media as MediaStream);\n src.connect(analyser);\n } else throw new Error(`[motionary] enableAudio: no audio source for ${String(input)}`);\n const freq = new Uint8Array(analyser.frequencyBinCount);\n const wave = new Uint8Array(analyser.fftSize);\n const self: AudioReactive = {\n context: ac,\n analyser,\n sample: () => {\n analyser.getByteFrequencyData(freq);\n analyser.getByteTimeDomainData(wave);\n let sq = 0;\n for (let i = 0; i < wave.length; i++) sq += ((wave[i] - 128) / 128) ** 2;\n const n = Math.max(1, Math.round(freq.length * 0.08));\n let b = 0;\n for (let i = 0; i < n; i++) b += freq[i];\n return { level: Math.min(1, Math.sqrt(sq / wave.length) * 2), bass: b / n / 255, freq, wave };\n },\n stop: () => {\n if (current === self) {\n current = null;\n if (raf && typeof cancelAnimationFrame === 'function') cancelAnimationFrame(raf);\n raf = 0;\n }\n try {\n src.disconnect();\n analyser.disconnect();\n } catch {\n /* already */\n }\n release();\n setVars(0, 0);\n },\n };\n current = self;\n kick();\n return self;\n}\n\n/** Stop the current audio source (if any). */\nexport function disableAudio(): void {\n current?.stop();\n}\n\n/** A pure beat detector: feed it energy (0–1) and a timestamp per frame; it answers \"beat?\". */\nexport function createBeatDetector(o: BeatOptions = {}): (energy: number, now: number) => boolean {\n const { threshold = 1.35, cooldown = 250, history = 43, floor = 0.08 } = o;\n const hist: number[] = [];\n let last = -Infinity;\n return (energy, now) => {\n const avg = hist.length ? hist.reduce((a, b) => a + b, 0) / hist.length : energy;\n const ready = hist.length >= 8;\n hist.push(energy);\n if (hist.length > history) hist.shift();\n if (ready && energy > floor && energy > avg * threshold && now - last >= cooldown) {\n last = now;\n return true;\n }\n return false;\n };\n}\n\ntype BeatListener = { detect: (e: number, t: number) => boolean; cb: (detail: { energy: number; time: number }) => void };\nconst listeners = new Set<BeatListener>();\nlet raf = 0;\n\nfunction setVars(level: number, bass: number): void {\n if (typeof document === 'undefined') return;\n const s = document.documentElement.style;\n s.setProperty('--usa-audio-level', level.toFixed(3));\n s.setProperty('--usa-audio-bass', bass.toFixed(3));\n}\n\nfunction loop(now: number): void {\n raf = 0;\n if (!current) return;\n const { level, bass } = current.sample();\n const reduced = prefersReducedMotion();\n setVars(reduced ? 0 : level, reduced ? 0 : bass);\n for (const l of Array.from(listeners)) if (l.detect(bass, now)) l.cb({ energy: bass, time: now });\n kick();\n}\n\nfunction kick(): void {\n if (!raf && current && typeof requestAnimationFrame === 'function') raf = requestAnimationFrame(loop);\n}\n\n/** Call `cb` on every detected beat of the current audio source. Returns an unsubscribe. */\nexport function onBeat(cb: (detail: { energy: number; time: number }) => void, o: BeatOptions = {}): () => void {\n const l: BeatListener = { detect: createBeatDetector(o), cb };\n listeners.add(l);\n kick();\n return () => void listeners.delete(l);\n}\n\n/** Play the registered effect `name` on `el` at every beat (not under reduced motion). Returns an unbind. */\nexport function bindBeat(el: HTMLElement, name: string, options: Record<string, unknown> & BeatOptions = {}): () => void {\n const { threshold, cooldown, history, floor, ...fx } = options;\n return onBeat(() => {\n if (!prefersReducedMotion()) playEffect(el, name, fx).catch(() => undefined);\n }, { threshold, cooldown, history, floor } as BeatOptions);\n}\n\n// --- visual effects ----------------------------------------------------------\n\n/** The current sample, or a gentle synthetic one while no audio is enabled. */\nfunction read(t: number, bins: number): AudioSample & { idle: boolean } {\n if (current) return { ...current.sample(), idle: false };\n const freq = new Uint8Array(bins);\n const wave = new Uint8Array(bins * 2);\n for (let i = 0; i < bins; i++) freq[i] = 70 + 50 * Math.sin(t * 2 + i * 0.35) * Math.cos(t * 0.7 + i * 0.11) * (1 - i / bins);\n for (let i = 0; i < wave.length; i++) wave[i] = 128 + 22 * Math.sin(t * 3 + i * 0.12);\n return { level: 0.25 + 0.1 * Math.sin(t * 2), bass: 0.35 + 0.2 * Math.sin(t * 2.4), freq, wave, idle: true };\n}\n\nconst audioFx = (name: string, description: string, defaults: Record<string, unknown>, spec: GenerativeSpec): EffectDefinition => ({\n name,\n kind: 'background',\n description,\n reduced: 'skip',\n defaults: { colors: PALETTE, background: '#0b0d12', speed: 1, quality: 1, ...defaults },\n run: (el, o: any, ctx) => canvasBackground(el, ctx, spec, o),\n});\n\nexport const AUDIO_FX: EffectDefinition[] = [\n audioFx('spectrum-bars', 'Frequency bars dance to the audio (mirror them with `mirror: true`).', { bars: 48, gap: 2, mirror: false }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, o.bars);\n const per = Math.max(1, Math.floor((s.freq.length * 0.7) / o.bars));\n const bw = w / o.bars;\n for (let i = 0; i < o.bars; i++) {\n let v = 0;\n for (let k = 0; k < per; k++) v += s.freq[Math.min(s.freq.length - 1, i * per + k)];\n const bh = (v / per / 255) * h * (o.mirror ? 0.5 : 0.9);\n ctx.fillStyle = o.colors[i % o.colors.length];\n ctx.fillRect(i * bw + o.gap / 2, o.mirror ? h / 2 - bh : h - bh, Math.max(1, bw - o.gap), o.mirror ? bh * 2 : bh);\n }\n },\n }),\n audioFx('pulse-ring', 'Glowing rings pulse with the bass.', { rings: 3, color: '#7c5cff' }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 32);\n const [r, g, b] = hexRgb(o.color);\n const base = Math.min(w, h) * 0.18;\n for (let i = 0; i < o.rings; i++) {\n const rad = base * (1 + i * 0.55) * (1 + s.bass * 0.6);\n ctx.strokeStyle = `rgba(${r},${g},${b},${(0.9 - i * 0.25) * (0.4 + s.level)})`;\n ctx.lineWidth = 3 + s.bass * 10 - i;\n ctx.beginPath();\n ctx.arc(w / 2, h / 2, rad, 0, Math.PI * 2);\n ctx.stroke();\n }\n },\n }),\n audioFx('wave-ring', 'The live waveform wrapped into a circle.', { color: '#22d3ee', amplitude: 0.35 }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const s = read(t, 64);\n const n = s.wave.length;\n const base = Math.min(w, h) * 0.28;\n ctx.strokeStyle = o.color;\n ctx.lineWidth = 2;\n ctx.beginPath();\n for (let i = 0; i <= n; i++) {\n const a = (i / n) * Math.PI * 2;\n const rad = base * (1 + ((s.wave[i % n] - 128) / 128) * o.amplitude * 2);\n const x = w / 2 + Math.cos(a) * rad;\n const y = h / 2 + Math.sin(a) * rad;\n if (i) ctx.lineTo(x, y);\n else ctx.moveTo(x, y);\n }\n ctx.closePath();\n ctx.stroke();\n },\n }),\n];\n\n// --- <usa-audio> -----------------------------------------------------------\n\nexport interface UsaAudioElement extends UsaElement {\n /** `true` while this element's audio source is being analysed. */\n readonly active: boolean;\n /** Start (from a user gesture) or stop analysing. */\n toggle(): Promise<void>;\n}\n\n/**\n * `<usa-audio source=\"#track | mic\" label=\"…\">` — a toggle button (yours, as\n * `[data-audio-toggle]`, or one it renders) that enables the audio source on\n * click; children with `data-usa-beat=\"effect\"` play that effect on every\n * beat (`data-usa-beat-options` JSON; `threshold` / `cooldown` attributes).\n * Emits `usa-beat` and `usa-audio-error`.\n */\nexport function defineAudio(tag = 'usa-audio'): CustomElementConstructor | undefined {\n return defineElement(\n tag,\n (Base) =>\n class UsaAudio extends Base {\n static get observedAttributes(): string[] {\n return ['source'];\n }\n active = false;\n private audio: AudioReactive | null = null;\n private off: (() => void) | null = null;\n private button(): HTMLButtonElement {\n let b = this.querySelector<HTMLButtonElement>('[data-audio-toggle]');\n if (!b) {\n b = document.createElement('button');\n b.type = 'button';\n b.setAttribute('data-audio-toggle', '');\n b.textContent = this.str('label', '🔊 Enable sound-reactive effects');\n this.prepend(b);\n this.onCleanup(() => b!.remove());\n }\n return b;\n }\n async toggle(): Promise<void> {\n const b = this.button();\n if (this.active) return this.stop();\n try {\n this.audio = await enableAudio(this.str('source', 'mic'));\n this.active = true;\n this.removeAttribute('data-audio-error');\n b.setAttribute('aria-pressed', 'true');\n this.off = onBeat((d) => {\n this.dispatchEvent(new CustomEvent('usa-beat', { detail: d, bubbles: true }));\n if (prefersReducedMotion()) return;\n this.querySelectorAll<HTMLElement>('[data-usa-beat]').forEach((el) => {\n let opts = {};\n try {\n opts = JSON.parse(el.dataset.usaBeatOptions || '{}') || {};\n } catch {\n /* ignore bad JSON */\n }\n playEffect(el, el.dataset.usaBeat || 'pulse', opts).catch(() => undefined);\n });\n }, { threshold: this.num('threshold', 1.35), cooldown: this.num('cooldown', 250) });\n } catch (err) {\n this.setAttribute('data-audio-error', '');\n this.dispatchEvent(new CustomEvent('usa-audio-error', { detail: { error: err }, bubbles: true }));\n }\n }\n private stop(): void {\n this.off?.();\n this.off = null;\n if 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|
|
@@ -6,6 +6,7 @@
|
|
|
6
6
|
* imported during SSR (Next, Nuxt, Astro…) and in Electron/Tauri preload
|
|
7
7
|
* scripts. Classes are created the first time a `define*()` function runs.
|
|
8
8
|
*/
|
|
9
|
+
var _a;
|
|
9
10
|
const MOTION_SENSITIVITY_LEVELS = ['full', 'gentle', 'minimal', 'static'];
|
|
10
11
|
const MOTION_SCALE = { low: 0.6, normal: 1, high: 1.25 };
|
|
11
12
|
const config = { injectStyles: true, reducedMotion: 'user', motionIntensity: 'normal', motionSensitivity: 'full' };
|
|
@@ -248,6 +249,7 @@ function animateWithMotion(el, keyframes, options) {
|
|
|
248
249
|
if (k !== 1 && k > 0 && typeof options.duration === 'number')
|
|
249
250
|
options = { ...options, duration: options.duration * k, delay: (options.delay || 0) * k };
|
|
250
251
|
const a = el.animate(keyframes, options);
|
|
252
|
+
trackAnimation(a);
|
|
251
253
|
if (options.iterations !== Infinity) {
|
|
252
254
|
active++;
|
|
253
255
|
let done = false;
|
|
@@ -324,9 +326,14 @@ function flushFrame(t) {
|
|
|
324
326
|
error ?? (error = e);
|
|
325
327
|
}
|
|
326
328
|
}
|
|
327
|
-
|
|
328
|
-
if (
|
|
329
|
-
|
|
329
|
+
// 8.0: loops run on the unified motion clock — dt scaled by its rate, frozen while paused
|
|
330
|
+
if (!clockState.paused) {
|
|
331
|
+
const cdt = dt * clockState.rate;
|
|
332
|
+
clockState.time += cdt;
|
|
333
|
+
frameListeners.forEach((fn) => fn(t, cdt));
|
|
334
|
+
if (frameListeners.size)
|
|
335
|
+
requestFlush();
|
|
336
|
+
}
|
|
330
337
|
if (error)
|
|
331
338
|
throw error;
|
|
332
339
|
}
|
|
@@ -353,13 +360,63 @@ const caf = (id) => {
|
|
|
353
360
|
/** Run `fn(time, dt)` every frame on the shared scheduler until the returned function is called. */
|
|
354
361
|
function onFrame(fn) {
|
|
355
362
|
frameListeners.add(fn);
|
|
356
|
-
|
|
363
|
+
if (!clockState.paused)
|
|
364
|
+
requestFlush();
|
|
357
365
|
return () => frameListeners.delete(fn);
|
|
358
366
|
}
|
|
359
367
|
/** Scheduler counters: frames flushed, callbacks run, peak callbacks in one frame, pending now. */
|
|
360
368
|
function schedulerStats() {
|
|
361
369
|
return { frames: frameStats.frames, callbacks: frameStats.callbacks, peak: frameStats.peak, pending: frameQueue.size, loops: frameListeners.size };
|
|
362
370
|
}
|
|
371
|
+
const CLOCK_KEY = Symbol.for('motionary.clock');
|
|
372
|
+
const clockState = ((_a = globalThis)[CLOCK_KEY] || (_a[CLOCK_KEY] = { rate: 1, paused: false, time: 0, anims: new Set(), subs: new Set() }));
|
|
373
|
+
function applyClock(a) {
|
|
374
|
+
try {
|
|
375
|
+
if (typeof a.updatePlaybackRate === 'function')
|
|
376
|
+
a.updatePlaybackRate(clockState.rate);
|
|
377
|
+
else if (clockState.rate !== 1 || a.playbackRate !== undefined)
|
|
378
|
+
a.playbackRate = clockState.rate;
|
|
379
|
+
if (clockState.paused)
|
|
380
|
+
a.pause?.();
|
|
381
|
+
else if (a.playState === 'paused' && a._usaClockPaused)
|
|
382
|
+
a.play?.();
|
|
383
|
+
a._usaClockPaused = clockState.paused;
|
|
384
|
+
}
|
|
385
|
+
catch {
|
|
386
|
+
/* finished / detached animation */
|
|
387
|
+
}
|
|
388
|
+
}
|
|
389
|
+
/** Put an animation on the shared motion clock (animateWithMotion does this for every component / effect animation). */
|
|
390
|
+
function trackAnimation(a) {
|
|
391
|
+
if (!a)
|
|
392
|
+
return;
|
|
393
|
+
if (clockState.rate !== 1 || clockState.paused)
|
|
394
|
+
applyClock(a);
|
|
395
|
+
clockState.anims.add(a);
|
|
396
|
+
const drop = () => clockState.anims.delete(a);
|
|
397
|
+
a.finished?.then(drop, drop);
|
|
398
|
+
}
|
|
399
|
+
/** The motion clock's state: `rate` (1 = normal), `paused`, `time` (clock ms elapsed, scaled by rate). */
|
|
400
|
+
function getClock() {
|
|
401
|
+
return { rate: clockState.rate, paused: clockState.paused, time: clockState.time, tracked: clockState.anims.size };
|
|
402
|
+
}
|
|
403
|
+
/** Change the shared clock: `{ rate }` (0.05–8) and / or `{ paused }`. Applies to running animations and loops. */
|
|
404
|
+
function setClock(next) {
|
|
405
|
+
const wasPaused = clockState.paused;
|
|
406
|
+
if (typeof next.rate === 'number' && Number.isFinite(next.rate))
|
|
407
|
+
clockState.rate = Math.min(8, Math.max(0.05, next.rate));
|
|
408
|
+
if (typeof next.paused === 'boolean')
|
|
409
|
+
clockState.paused = next.paused;
|
|
410
|
+
clockState.anims.forEach(applyClock);
|
|
411
|
+
if (wasPaused && !clockState.paused && frameListeners.size)
|
|
412
|
+
requestFlush();
|
|
413
|
+
clockState.subs.forEach((fn) => fn());
|
|
414
|
+
}
|
|
415
|
+
/** Subscribe to clock changes; returns an unsubscribe. */
|
|
416
|
+
function onClockChange(fn) {
|
|
417
|
+
clockState.subs.add(fn);
|
|
418
|
+
return () => clockState.subs.delete(fn);
|
|
419
|
+
}
|
|
363
420
|
// --- active animation budget (4.5) ---------------------------------------------
|
|
364
421
|
let active = 0;
|
|
365
422
|
let maxActive = Infinity;
|
|
@@ -400,5 +457,5 @@ function kindOf(el, valid, fallback) {
|
|
|
400
457
|
}
|
|
401
458
|
const clamp = (v, min, max) => Math.min(max, Math.max(min, v));
|
|
402
459
|
|
|
403
|
-
export {
|
|
404
|
-
//# sourceMappingURL=base-
|
|
460
|
+
export { srText as A, adoptStyles as B, deprecate as C, EASE_OUT as D, EASE_SPRING as E, kindOf as F, shadowStyles as G, FLUENT_DECELERATE as H, MOTION_SCALE as M, MOTION_SENSITIVITY_LEVELS as a, activeAnimations as b, canDefine as c, adaptKeyframes as d, animateWithMotion as e, animationBudget as f, configureComponents as g, getMotionIntensity as h, getMotionSensitivity as i, setAnimationBudget as j, clamp as k, caf as l, motionScale as m, applyFrame as n, onFrame as o, prefersReducedMotion as p, now as q, raf as r, schedulerStats as s, setStyleLoader as t, defineElement as u, onClockChange as v, withoutDeprecations as w, setClock as x, getClock as y, trackAnimation as z };
|
|
461
|
+
//# sourceMappingURL=base-CLuqlLfG.js.map
|