narraleaf-react 1.0.0 → 1.1.0

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@@ -16,6 +16,7 @@ import type { Transition } from "../elements/transition/transition";
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  import type { ImageTransition } from "../elements/transition/transitions/image/imageTransition";
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  import type { Layer } from "../elements/layer";
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  import type { VfxFadeOptions } from "../elements/vfx";
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+ import type { VideoFadeOptions } from "../elements/video";
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  import type { PuppetCommandOptions } from "../elements/displayable/puppet";
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  export declare const DisplayableActionTypes: {
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  readonly action: "displayable:action";
@@ -162,7 +163,7 @@ export declare const VideoActionTypes: {
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  readonly seek: "video:seek";
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  };
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  export type VideoActionContentType = {
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- [K in typeof VideoActionTypes[keyof typeof VideoActionTypes]]: K extends "video:action" ? any : K extends "video:preload" | "video:show" | "video:hide" | "video:play" | "video:pause" | "video:stop" | "video:resume" ? [] : K extends "video:seek" ? [number] : any;
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+ [K in typeof VideoActionTypes[keyof typeof VideoActionTypes]]: K extends "video:action" ? any : K extends "video:show" | "video:hide" ? [VideoFadeOptions?] : K extends "video:preload" | "video:play" | "video:pause" | "video:stop" | "video:resume" ? [] : K extends "video:seek" ? [number] : any;
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  };
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  export declare const VfxActionTypes: {
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  readonly action: "vfx:action";
@@ -21,6 +21,17 @@ export declare class VideoAction<T extends Values<typeof VideoActionTypes> = Val
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  };
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  executeAction(gameState: GameState, injection: ActionExecutionInjection): Awaitable<CalledActionResult>;
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  private changeStateBase;
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+ /**
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+ * {@link changeStateBase} for a fade, which the player can walk away from halfway.
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+ *
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+ * Aborting the action - stepping back, loading a save, starting a new game - abandons the fade
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+ * where it stands, and the element goes back to showing what `video.state.display` says: the undo
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+ * that follows the abort then decides what that is. The handler is told through `signal`, so the
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+ * part of it that records the change never runs for a change that did not happen.
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+ */
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+ private changeStateFading;
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+ /** Whether a show or hide was asked to fade, rather than to happen at once. */
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+ private static fades;
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  private changeState;
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  private changeStateAsync;
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  stringify(_story: Story, _seen: Set<LogicAction.Actions>, _strict: boolean): string;
@@ -23,6 +23,7 @@ import { Puppet } from "../elements/displayable/puppet";
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  import { NVLToken } from "../elements/nvl";
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  export { Character, Narrator, Condition, Control, Image, Lambda, Menu, NVLToken, Scene, Script, Sentence, Sound, Story, Transform, Word, Text, Pause, TextEvent, Persistent, Service, Layer, Camera, Video, Vfx, Puppet, };
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  export type { VfxConfig, VfxBlendMode, VfxFadeOptions } from "../elements/vfx";
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+ export type { VideoFadeOptions } from "../elements/video";
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  export type { IPuppetUserConfig, PuppetConfig, PuppetCommandOptions, } from "../elements/displayable/puppet";
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  export type { PuppetBackend, PuppetDescription, PuppetInstance, PuppetMountContext, PuppetSize, PuppetState, PuppetStatus, } from "../game/puppet/puppetBackend";
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  export type { LayeredDefinition, LayerGroupDefinition, LayerResolver, LayerSlot, LayerTagsOf, LayerVariants, } from "../elements/displayable/image";
@@ -1,10 +1,27 @@
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  import { Actionable } from "../action/actionable";
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  import { Chained, Proxied } from "../action/chain";
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  import { LogicAction } from "../game";
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+ import type { TransformDefinitions } from "../elements/transform/type";
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  export type VideoConfig = {
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  src: string;
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  muted: boolean;
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  };
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+ /**
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+ * How {@link Video.show} or {@link Video.hide} fades the clip in or out.
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+ *
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+ * Omitted, or with no positive `duration`, the clip appears or disappears at once - which is what
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+ * `show()` and `hide()` have always done.
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+ */
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+ export type VideoFadeOptions = {
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+ /** How long the fade takes, in milliseconds. */
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+ duration?: number;
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+ /**
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+ * The curve of the fade: a named easing (`"linear"`, `"easeIn"`, `"easeOut"`, `"easeInOut"`) or a
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+ * cubic-bezier as four numbers. Linear when omitted. A named easing with no CSS equivalent falls
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+ * back to `"ease"`, as it does for a `Vfx` fade.
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+ */
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+ easing?: TransformDefinitions.EasingDefinition;
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+ };
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  export type VideoState = {
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  display: boolean;
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  };
@@ -33,15 +50,38 @@ export declare class Video extends Actionable<VideoStateRaw> {
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  */
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  preload(): Proxied<Video, Chained<LogicAction.Actions>>;
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  /**
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- * Show the video element.
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+ * Show the video element, putting it on the stage first if it is not there yet.
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+ *
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+ * With `options.duration`, the clip fades in over that many milliseconds and the action waits for
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+ * the fade to finish; it starts once the clip can present a frame, so what fades in is the picture
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+ * and not an empty rectangle. Without it the clip appears at once.
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  * @chainable
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+ * @example
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+ * ```ts
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+ * video.show({duration: 500});
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+ * ```
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  */
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- show(): Proxied<Video, Chained<LogicAction.Actions>>;
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+ show(options?: VideoFadeOptions): Proxied<Video, Chained<LogicAction.Actions>>;
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  /**
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- * Hide the video element.
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+ * Hide the video element and take it off the stage.
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+ *
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+ * With `options.duration`, the clip fades out over that many milliseconds - holding whatever frame
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+ * it is on, which after {@link play} is its last - and leaves the stage once the fade is over; the
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+ * action waits for that. Without it the clip disappears at once.
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+ *
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+ * A clip that is not on the stage has nothing to hide, and the call does nothing.
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  * @chainable
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+ * @example
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+ * ```ts
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+ * // A cutscene that clears itself away when it ends
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+ * scene.action([
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+ * video.show(),
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+ * video.play(),
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+ * video.hide({duration: 600}),
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+ * ]);
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+ * ```
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  */
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- hide(): Proxied<Video, Chained<LogicAction.Actions>>;
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+ hide(options?: VideoFadeOptions): Proxied<Video, Chained<LogicAction.Actions>>;
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  /**
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  * Play the video and wait until it finishes.
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  * @chainable
@@ -1,10 +1,76 @@
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  import { Image as GameImage } from "../../../nlcore/elements/displayable/image";
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  import React from "react";
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  import { GameState } from "../../gameState";
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+ import { ElementProp, TransitionTask } from "../../../nlcore/elements/transition/type";
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  export type ImageEvents = {
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  "event:image.onLoad": [];
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  };
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+ /** A laid-out size, in CSS pixels. */
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+ export type GroupSize = {
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+ width: number;
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+ height: number;
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+ };
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+ /**
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+ * Where a transition puts a group that does not size the box: on the very pixels it will cover
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+ * once it is the image at rest. `null` means exactly where a picture at rest sits.
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+ *
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+ * The box takes the sizing group's size, and the wrapper around it is placed by a layout anchor (a
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+ * percentage of the stage, measured from the top - or from the bottom on an inverted axis) plus a
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+ * `translate` of half its own size. The stage is scaled by a non-integer factor, so these lengths
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+ * fall between device pixels, and the browser snaps layout positions to the pixel grid while
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+ * leaving translations where they are. A group of the box's size therefore sits in it exactly as
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+ * an image at rest does - by layout, on its corner, with no transform of its own - and comes out
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+ * on the same pixels. That is the common case (two backgrounds of one size, a picture fading into
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+ * itself, a character's expressions), and adding anything to it, even a translate of nothing, can
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+ * change how a scaled wrapper's content is sampled.
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+ *
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+ * A group of another size has to make up the difference inside the box, and how it does so decides
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+ * what the browser draws. Centred by layout (`top: 50%`, a flex box, auto margins), or by a
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+ * transform alone, it lands within a pixel of its resting place but on the other side of a
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+ * rounding; it is drawn resampled at a slightly different offset, and when the transition ends and
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+ * the box takes its size, the whole picture steps by a fraction of a pixel and changes sharpness.
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+ * So the difference is split the way the wrapper will split it at rest. On an axis anchored at the
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+ * top or left the wrapper's layout position does not depend on its size: the group sits on that
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+ * edge of the box and a translate moves it by half the size difference - the half the wrapper's own
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+ * translate stops adding once the box has the group's size. On an inverted axis the wrapper is
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+ * anchored at its bottom or right edge, so its layout position moves with its size: the group sits
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+ * on that edge instead, which puts its layout position where the wrapper's will be, and the
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+ * translate takes the other half back. Every length that gets snapped is then one that will be
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+ * snapped at rest, and the unsnapped ones add up to the translate the wrapper will carry.
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+ *
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+ * Under a wrapper that also scales or rotates, the browser drops the fraction of the wrapper's own
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+ * layout position before transforming, so on an inverted axis a group of another size can still be
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+ * sampled a little differently from the way it will be at rest; it is never displaced.
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+ *
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+ * Transitions that move a group write the independent `translate` property, which composes with
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+ * this.
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+ */
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+ export declare function transitionGroupPlacement(box: GroupSize, own: GroupSize, invertX: boolean, invertY: boolean): React.CSSProperties | null;
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  export declare function stackStyle(darkness: number): React.CSSProperties;
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+ /**
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+ * The props each group of a running transition sits on, index-aligned with the transition's
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+ * resolvers; a resolver's own frame is merged over them.
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+ *
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+ * The group that sizes the box stays exactly as it is at rest, and every other group the transition
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+ * shows sits where it will rest once it sizes the box itself (see `transitionGroupPlacement`), so
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+ * neither moves, nor changes how it is sampled, when the transition starts or when it ends. A
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+ * group whose size is not known yet has not loaded and shows nothing; it is placed as at rest until
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+ * it has. A keyed resolver drives a picture - a stack wrapper on the layered path - and an unkeyed
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+ * one drives an element of the transition's own (ThroughColor's colour frame), centred over the box
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+ * and gone once the transition ends.
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+ *
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+ * None of these names a `src`: each side's resolver carries its own. A base that named one would
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+ * point the outgoing picture somewhere else for the moment between the two writes, which is long
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+ * enough for the browser to drop the decoded picture and paint a frame without it.
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+ */
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+ export declare function transitionGroupProps(resolve: TransitionTask<HTMLImageElement, any>["resolve"], options: {
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+ layered: boolean;
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+ darkness: number;
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+ invertX: boolean;
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+ invertY: boolean;
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+ /** The laid-out size of each group, index-aligned with `resolve`, where it is known. */
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+ sizes: (GroupSize | undefined)[];
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+ }): ElementProp<HTMLImageElement>[];
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  declare function ImageComponent({ image, state, }: Readonly<{
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  image: GameImage;
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  state: GameState;
@@ -0,0 +1 @@
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+ export {};
@@ -11,7 +11,7 @@ import { Text } from "../nlcore/elements/displayable/text";
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  import { Displayable } from "../nlcore/elements/displayable/displayable";
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  import { Scene } from "../nlcore/elements/scene";
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  import { Sound } from "../nlcore/elements/sound";
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- import { Video } from "../nlcore/elements/video";
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+ import { Video, VideoFadeOptions } from "../nlcore/elements/video";
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  import { Vfx, VfxFadeOptions } from "../nlcore/elements/vfx";
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  import { Puppet } from "../nlcore/elements/displayable/puppet";
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  import { Timeline } from "./Tasks";
@@ -80,8 +80,12 @@ export type ExposedState = {
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  setBackgroundMusic: (music: Sound | null, fade: number) => Promise<void>;
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  };
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  [ExposedStateType.video]: {
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- show: () => void;
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- hide: () => void;
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+ /** Resolves once the clip is showing: at once, or when a fade in ends, is skipped or is abandoned. */
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+ show: (options?: VideoFadeOptions) => Promise<void>;
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+ /** Resolves once the clip is hidden: at once, or when a fade out ends, is skipped or is abandoned. */
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+ hide: (options?: VideoFadeOptions) => Promise<void>;
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+ /** Abandon a fade in flight and show the clip as `video.state.display` says. */
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+ cancelFade: () => void;
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  play: () => Promise<void>;
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  pause: () => void;
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  resume: () => Promise<void>;