tegaki 0.2.2 → 0.2.3

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 CHANGED
@@ -1,5 +1,11 @@
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  # tegaki
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+ ## 0.2.3
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+
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+ ### Patch Changes
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+
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+ - [`d171776`](https://github.com/KurtGokhan/tegaki/commit/d171776e48eae2063246209e8b56bf9e9185f4c7) Thanks [@KurtGokhan](https://github.com/KurtGokhan)! - Fix layout issues when font is being loaded. Fix layout being calculated with ligatures.
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  ## 0.2.2
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  ### Patch Changes
package/dist/index.mjs CHANGED
@@ -554,6 +554,25 @@ function TegakiRenderer({ font, text, children, time: timeProp, onComplete, mode
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  onTimeChangeRef.current = onTimeChange;
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  const onCompleteRef = useRef(onComplete);
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  onCompleteRef.current = onComplete;
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+ const [fontReady, setFontReady] = useState(() => !!font && document.fonts.check(`16px "${font?.family}"`));
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+ useEffect(() => {
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+ if (!font) {
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+ setFontReady(false);
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+ return;
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+ }
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+ if (document.fonts.check(`16px "${font.family}"`)) {
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+ setFontReady(true);
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+ return;
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+ }
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+ setFontReady(false);
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+ let cancelled = false;
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+ font.registerFontFace().then(() => {
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+ if (!cancelled) setFontReady(true);
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+ });
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+ return () => {
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+ cancelled = true;
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+ };
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+ }, [font]);
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  const fontFamily = font?.family;
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  const emHeight = font ? (font.ascender - font.descender) / font.unitsPerEm : 0;
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  const baselineOffset = font ? font.descender / font.unitsPerEm : 0;
@@ -584,7 +603,7 @@ function TegakiRenderer({ font, text, children, time: timeProp, onComplete, mode
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  if (!isControlled) onTimeChangeRef.current?.(internalTime);
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  }, [internalTime, isControlled]);
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  useEffect(() => {
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- if (isControlled || !playing || !font) return;
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+ if (isControlled || !playing || !font || !fontReady) return;
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  smoothedBoostRef.current = 0;
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  let lastTs = null;
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  let raf;
@@ -622,7 +641,8 @@ function TegakiRenderer({ font, text, children, time: timeProp, onComplete, mode
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  speed,
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  loop,
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  catchUp,
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- font
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+ font,
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+ fontReady
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  ]);
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  const svgRefs = useRef(/* @__PURE__ */ new Map());
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  const svgRefCallbacks = useRef(/* @__PURE__ */ new Map());
@@ -678,9 +698,10 @@ function TegakiRenderer({ font, text, children, time: timeProp, onComplete, mode
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  return () => el.removeEventListener("transitionend", onTransition);
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  }, []);
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  const layout = useMemo(() => {
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- if (!fontFamily || !fontSize || !containerWidth || !resolvedText) return null;
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+ if (!fontReady || !fontFamily || !fontSize || !containerWidth || !resolvedText) return null;
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  return computeTextLayout(resolvedText, fontFamily, fontSize, lineHeight, containerWidth);
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  }, [
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+ fontReady,
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  resolvedText,
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  fontFamily,
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  fontSize,
@@ -826,7 +847,7 @@ function TegakiRenderer({ font, text, children, time: timeProp, onComplete, mode
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  fontFamily,
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  lineHeight
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  ]);
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- if (!font || !resolvedText) return /* @__PURE__ */ jsx("div", {
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+ if (!font || !resolvedText || !fontReady) return /* @__PURE__ */ jsx("div", {
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  ref: rootRef,
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  ...props
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  });
@@ -886,8 +907,7 @@ function TegakiRenderer({ font, text, children, time: timeProp, onComplete, mode
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  paddingRight: 1,
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  WebkitTextFillColor: showOverlay ? void 0 : "transparent",
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  fontFamily,
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- color: showOverlay ? "rgba(255, 0, 0, 0.4)" : void 0,
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- fontFeatureSettings: "'calt' 0, 'liga' 0"
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+ color: showOverlay ? "rgba(255, 0, 0, 0.4)" : void 0
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  },
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  children: resolvedText
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  })
@@ -1 +1 @@
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- {"version":3,"file":"index.mjs","names":[],"sources":["../src/lib/effects.ts","../src/lib/utils.ts","../src/lib/drawGlyph.ts","../src/lib/drawFallbackGlyph.ts","../src/lib/textLayout.ts","../src/lib/timeline.ts","../src/lib/TegakiRenderer.tsx"],"sourcesContent":["import type { TegakiEffectConfigs, TegakiEffectName } from '../types.ts';\n\nexport interface ResolvedEffect<K extends TegakiEffectName = TegakiEffectName> {\n effect: K;\n order: number;\n config: TegakiEffectConfigs[K];\n}\n\n/**\n * Normalizes an effects record into a sorted array of resolved effects.\n * Known keys infer the effect name; custom keys read it from the `effect` field.\n * Boolean `true` becomes an empty config. `false`/absent entries are skipped.\n */\nexport function resolveEffects(effects: Record<string, any> | undefined): ResolvedEffect[] {\n if (!effects) return [];\n\n const knownEffects: Set<string> = new Set(['glow', 'wobble', 'pressureWidth', 'taper', 'gradient']);\n const result: ResolvedEffect[] = [];\n\n for (const [key, value] of Object.entries(effects)) {\n if (value === false || value == null) continue;\n\n let effectName: TegakiEffectName;\n let config: Record<string, any>;\n let order: number;\n\n if (value === true) {\n effectName = (knownEffects.has(key) ? key : undefined) as TegakiEffectName;\n if (!effectName) continue;\n config = {};\n order = 0;\n } else {\n if (value.enabled === false) continue;\n effectName = value.effect ?? (knownEffects.has(key) ? key : undefined);\n if (!effectName) continue;\n const { effect: _, order: o, enabled: __, ...rest } = value;\n config = rest;\n order = o ?? 0;\n }\n\n result.push({ effect: effectName, order, config });\n }\n\n result.sort((a, b) => a.order - b.order);\n return result;\n}\n\n/** Check if a specific effect is active. */\nexport function findEffect<K extends TegakiEffectName>(effects: ResolvedEffect[], name: K): ResolvedEffect<K> | undefined {\n return effects.find((e) => e.effect === name) as ResolvedEffect<K> | undefined;\n}\n\n/** Get all instances of a specific effect (for duplicates). */\nexport function findEffects<K extends TegakiEffectName>(effects: ResolvedEffect[], name: K): ResolvedEffect<K>[] {\n return effects.filter((e) => e.effect === name) as ResolvedEffect<K>[];\n}\n","import type { CSSLength } from '../types.ts';\n\nconst segmenter = new Intl.Segmenter(undefined, { granularity: 'grapheme' });\n\n/** Resolve a CSSLength to pixels. Plain numbers are px, `\"Nem\"` is N * fontSize. */\nexport function resolveCSSLength(value: CSSLength, fontSize: number): number {\n if (typeof value === 'number') return value;\n return parseFloat(value) * fontSize;\n}\n\nexport function graphemes(text: string): string[] {\n return Array.from(segmenter.segment(text), (s) => s.segment);\n}\nexport type Coercible = string | number | boolean | null | undefined | readonly Coercible[];\n\nexport function coerceToString(value: unknown): string {\n if (value == null || typeof value === 'boolean') return '';\n if (typeof value === 'string') return value;\n if (typeof value === 'number' || typeof value === 'bigint') return String(value);\n if (Array.isArray(value)) return value.map(coerceToString).join('');\n return '';\n}\n","import type { LineCap, TegakiGlyphData } from '../types.ts';\nimport { findEffect, findEffects, type ResolvedEffect } from './effects.ts';\nimport { resolveCSSLength } from './utils.ts';\n\ninterface GlyphPosition {\n /** X offset in CSS pixels */\n x: number;\n /** Y offset in CSS pixels (top of em square) */\n y: number;\n /** Font size in CSS pixels */\n fontSize: number;\n /** Units per em from the font */\n unitsPerEm: number;\n /** Font ascender in font units */\n ascender: number;\n /** Font descender in font units (negative) */\n descender: number;\n}\n\n// --- Color helpers ---\n\nfunction parseColor(color: string): [number, number, number, number] {\n const h = color.replace('#', '');\n if (h.length === 3) {\n return [parseInt(h[0]! + h[0]!, 16), parseInt(h[1]! + h[1]!, 16), parseInt(h[2]! + h[2]!, 16), 1];\n }\n if (h.length === 4) {\n return [parseInt(h[0]! + h[0]!, 16), parseInt(h[1]! + h[1]!, 16), parseInt(h[2]! + h[2]!, 16), parseInt(h[3]! + h[3]!, 16) / 255];\n }\n if (h.length === 8) {\n return [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16), parseInt(h.slice(6, 8), 16) / 255];\n }\n return [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16), 1];\n}\n\nfunction lerpColor(a: [number, number, number, number], b: [number, number, number, number], t: number): string {\n const r = Math.round(a[0] + (b[0] - a[0]) * t);\n const g = Math.round(a[1] + (b[1] - a[1]) * t);\n const bl = Math.round(a[2] + (b[2] - a[2]) * t);\n const al = a[3] + (b[3] - a[3]) * t;\n if (al >= 1) return `rgb(${r},${g},${bl})`;\n return `rgba(${r},${g},${bl},${al.toFixed(3)})`;\n}\n\nfunction gradientColor(progress: number, colors: string[], seed: number): string {\n if (colors.length === 0) return '#000';\n if (colors.length === 1) return colors[0]!;\n const t = (((progress + seed * 0.1) % 1) + 1) % 1;\n const scaledT = t * (colors.length - 1);\n const i = Math.min(Math.floor(scaledT), colors.length - 2);\n const frac = scaledT - i;\n return lerpColor(parseColor(colors[i]!), parseColor(colors[i + 1]!), frac);\n}\n\nfunction rainbowColor(progress: number, saturation: number, lightness: number, seed: number): string {\n const hue = (progress * 360 + seed * 137.5) % 360;\n return `hsl(${hue}, ${saturation}%, ${lightness}%)`;\n}\n\n// --- Noise helper for wobble ---\n\nfunction hash(x: number): number {\n let h = (x * 2654435761) | 0;\n h = ((h >>> 16) ^ h) * 0x45d9f3b;\n h = ((h >>> 16) ^ h) * 0x45d9f3b;\n h = (h >>> 16) ^ h;\n return (h & 0x7fffffff) / 0x7fffffff; // 0-1\n}\n\nfunction noise1d(x: number, seed: number): number {\n const i = Math.floor(x);\n const f = x - i;\n const t = f * f * (3 - 2 * f); // smoothstep\n return hash(i + seed * 7919) * (1 - t) + hash(i + 1 + seed * 7919) * t;\n}\n\n/**\n * Draw a single glyph's strokes onto a canvas context, animated up to `localTime`.\n * `localTime` is seconds relative to this glyph's start (0 = glyph begins).\n */\nexport function drawGlyph(\n ctx: CanvasRenderingContext2D,\n glyph: TegakiGlyphData,\n pos: GlyphPosition,\n localTime: number,\n lineCap: LineCap,\n color: string,\n effects: ResolvedEffect[] = [],\n seed = 0,\n segmentSize?: number,\n) {\n const scale = pos.fontSize / pos.unitsPerEm;\n const ox = pos.x;\n const oy = pos.y;\n\n const glowEffects = findEffects(effects, 'glow');\n const wobbleEffect = findEffect(effects, 'wobble');\n const pressureEffect = findEffect(effects, 'pressureWidth');\n const taperEffect = findEffect(effects, 'taper');\n const gradientEffect = findEffect(effects, 'gradient');\n\n // Pressure params (0 = uniform avg width, 1 = fully per-point width)\n const pressureAmount = pressureEffect ? Math.max(0, Math.min(pressureEffect.config.strength ?? 1, 1)) : 0;\n\n // Wobble params\n const wobbleAmplitude = wobbleEffect ? (wobbleEffect.config.amplitude ?? 1.5) : 0;\n const wobbleFrequency = wobbleEffect ? (wobbleEffect.config.frequency ?? 8) : 0;\n const wobbleMode = wobbleEffect?.config.mode ?? 'sine';\n\n // Taper params\n const taperStart = taperEffect ? Math.max(0, Math.min(taperEffect.config.startLength ?? 0.15, 1)) : 0;\n const taperEnd = taperEffect ? Math.max(0, Math.min(taperEffect.config.endLength ?? 0.15, 1)) : 0;\n\n // Gradient params\n const gradientColors = gradientEffect?.config.colors;\n const isRainbow = gradientColors === 'rainbow';\n const gradientColorStops = Array.isArray(gradientColors) ? gradientColors : undefined;\n const gradientSaturation = gradientEffect?.config.saturation ?? 80;\n const gradientLightness = gradientEffect?.config.lightness ?? 55;\n\n // Helper: apply wobble offset to a point in font units\n const wobbleX = (x: number, y: number, idx: number) => {\n if (!wobbleEffect) return x;\n if (wobbleMode === 'noise') {\n return x + wobbleAmplitude * (noise1d(y * 0.1 + idx * 0.7, seed) * 2 - 1);\n }\n return x + wobbleAmplitude * Math.sin(wobbleFrequency * (y * 0.01 + idx * 0.7) + seed);\n };\n const wobbleY = (x: number, y: number, idx: number) => {\n if (!wobbleEffect) return y;\n if (wobbleMode === 'noise') {\n return y + wobbleAmplitude * (noise1d(x * 0.1 + idx * 0.5, seed * 1.3 + 1000) * 2 - 1);\n }\n return y + wobbleAmplitude * Math.cos(wobbleFrequency * (x * 0.01 + idx * 0.5) + seed * 1.3);\n };\n\n // Helper: convert font-unit point to pixel\n const px = (x: number) => ox + x * scale;\n const py = (y: number) => oy + (y + pos.ascender) * scale;\n\n // Helper: get color for a given stroke progress\n const colorAt = (progress: number): string => {\n if (isRainbow) return rainbowColor(progress, gradientSaturation, gradientLightness, seed);\n if (gradientColorStops) return gradientColor(progress, gradientColorStops, seed);\n return color;\n };\n const hasGradient = !!gradientEffect;\n\n // Helper: taper multiplier (0-1) for a given stroke progress\n const taperMultiplier = (progress: number): number => {\n let m = 1;\n if (taperStart > 0 && progress < taperStart) m = Math.min(m, progress / taperStart);\n if (taperEnd > 0 && progress > 1 - taperEnd) m = Math.min(m, (1 - progress) / taperEnd);\n return m;\n };\n\n for (const stroke of glyph.strokes) {\n if (localTime < stroke.delay) continue;\n const elapsed = localTime - stroke.delay;\n const progress = Math.min(elapsed / stroke.animationDuration, 1);\n\n const pts = stroke.points;\n if (pts.length === 0) continue;\n\n const avgWidth = pts.reduce((s, p) => s + p.width, 0) / pts.length;\n const baseLineWidth = Math.max(avgWidth, 0.5) * scale;\n\n // --- Single-point dot ---\n if (pts.length === 1) {\n if (progress <= 0) continue;\n const p = pts[0]!;\n const dotX = px(wobbleX(p.x, p.y, 0));\n const dotY = py(wobbleY(p.x, p.y, 0));\n const perPointDot = Math.max(p.width, 0.5) * scale;\n let dotWidth = baseLineWidth + (perPointDot - baseLineWidth) * pressureAmount;\n dotWidth *= taperMultiplier(0.5);\n\n // Glow passes for dots\n for (const glow of glowEffects) {\n ctx.save();\n ctx.shadowBlur = resolveCSSLength(glow.config.radius ?? 8, pos.fontSize);\n ctx.shadowColor = glow.config.color ?? color;\n ctx.shadowOffsetX = (glow.config.offsetX ?? 0) * scale;\n ctx.shadowOffsetY = (glow.config.offsetY ?? 0) * scale;\n ctx.fillStyle = glow.config.color ?? color;\n ctx.beginPath();\n if (lineCap === 'round') {\n ctx.arc(dotX, dotY, dotWidth / 2, 0, Math.PI * 2);\n } else {\n ctx.rect(dotX - dotWidth / 2, dotY - dotWidth / 2, dotWidth, dotWidth);\n }\n ctx.fill();\n ctx.restore();\n }\n\n // Main dot\n ctx.fillStyle = colorAt(0);\n ctx.beginPath();\n if (lineCap === 'round') {\n ctx.arc(dotX, dotY, dotWidth / 2, 0, Math.PI * 2);\n ctx.fill();\n } else {\n ctx.fillRect(dotX - dotWidth / 2, dotY - dotWidth / 2, dotWidth, dotWidth);\n }\n continue;\n }\n\n // --- Compute total path length ---\n let totalLen = 0;\n for (let j = 1; j < pts.length; j++) {\n const dx = pts[j]!.x - pts[j - 1]!.x;\n const dy = pts[j]!.y - pts[j - 1]!.y;\n totalLen += Math.sqrt(dx * dx + dy * dy);\n }\n\n const drawLen = totalLen * progress;\n if (drawLen <= 0) continue;\n\n // --- Collect drawable segments ---\n const segments: {\n x0: number;\n y0: number;\n x1: number;\n y1: number;\n width0: number;\n width1: number;\n segProgress: number;\n }[] = [];\n\n let accumulated = 0;\n for (let j = 1; j < pts.length; j++) {\n const prev = pts[j - 1]!;\n const cur = pts[j]!;\n const dx = cur.x - prev.x;\n const dy = cur.y - prev.y;\n const segLen = Math.sqrt(dx * dx + dy * dy);\n\n if (accumulated + segLen <= drawLen) {\n segments.push({\n x0: px(wobbleX(prev.x, prev.y, j - 1)),\n y0: py(wobbleY(prev.x, prev.y, j - 1)),\n x1: px(wobbleX(cur.x, cur.y, j)),\n y1: py(wobbleY(cur.x, cur.y, j)),\n width0: prev.width,\n width1: cur.width,\n segProgress: (accumulated + segLen / 2) / totalLen,\n });\n accumulated += segLen;\n } else {\n const remaining = drawLen - accumulated;\n const frac = segLen > 0 ? remaining / segLen : 0;\n const ix = prev.x + dx * frac;\n const iy = prev.y + dy * frac;\n const iw = prev.width + (cur.width - prev.width) * frac;\n segments.push({\n x0: px(wobbleX(prev.x, prev.y, j - 1)),\n y0: py(wobbleY(prev.x, prev.y, j - 1)),\n x1: px(wobbleX(ix, iy, j)),\n y1: py(wobbleY(ix, iy, j)),\n width0: prev.width,\n width1: iw,\n segProgress: (accumulated + remaining / 2) / totalLen,\n });\n break;\n }\n }\n\n if (segments.length === 0) continue;\n\n // Keep coarse segments for glow (shadowBlur is expensive per draw call)\n const coarseSegments = segments.slice();\n\n // --- Subdivide long segments for smooth effect transitions ---\n const effectsNeedSubdivision = pressureAmount > 0 || hasGradient || !!wobbleEffect || !!taperEffect;\n const resolvedSegmentSize = segmentSize ?? (effectsNeedSubdivision ? 2 : undefined);\n if (resolvedSegmentSize != null) {\n const maxSegLen = resolvedSegmentSize * scale;\n const subdivided: typeof segments = [];\n for (const seg of segments) {\n const dx = seg.x1 - seg.x0;\n const dy = seg.y1 - seg.y0;\n const len = Math.sqrt(dx * dx + dy * dy);\n const count = Math.max(1, Math.ceil(len / maxSegLen));\n for (let k = 0; k < count; k++) {\n const t0 = k / count;\n const t1 = (k + 1) / count;\n subdivided.push({\n x0: seg.x0 + dx * t0,\n y0: seg.y0 + dy * t0,\n x1: seg.x0 + dx * t1,\n y1: seg.y0 + dy * t1,\n width0: seg.width0 + (seg.width1 - seg.width0) * t0,\n width1: seg.width0 + (seg.width1 - seg.width0) * t1,\n segProgress: seg.segProgress,\n });\n }\n }\n for (let k = 0; k < subdivided.length; k++) {\n subdivided[k]!.segProgress = subdivided.length > 1 ? k / (subdivided.length - 1) : 0;\n }\n segments.length = 0;\n segments.push(...subdivided);\n }\n\n // Helper: compute segment line width with pressure and taper\n const segWidth = (seg: (typeof segments)[0]) => {\n const perPoint = ((seg.width0 + seg.width1) / 2) * scale;\n const w = Math.max(baseLineWidth + (perPoint - baseLineWidth) * pressureAmount, 0.5 * scale);\n return w * taperMultiplier(seg.segProgress);\n };\n\n const needsPerSegment = pressureAmount > 0 || taperEffect;\n\n const drawStrokePath = () => {\n if (needsPerSegment) {\n for (const seg of segments) {\n ctx.lineWidth = segWidth(seg);\n ctx.beginPath();\n ctx.moveTo(seg.x0, seg.y0);\n ctx.lineTo(seg.x1, seg.y1);\n ctx.stroke();\n }\n } else {\n ctx.lineWidth = baseLineWidth;\n ctx.beginPath();\n ctx.moveTo(segments[0]!.x0, segments[0]!.y0);\n for (const seg of segments) {\n ctx.lineTo(seg.x1, seg.y1);\n }\n ctx.stroke();\n }\n };\n\n const drawGradientPath = () => {\n for (const seg of segments) {\n ctx.strokeStyle = colorAt(seg.segProgress);\n if (needsPerSegment) ctx.lineWidth = segWidth(seg);\n ctx.beginPath();\n ctx.moveTo(seg.x0, seg.y0);\n ctx.lineTo(seg.x1, seg.y1);\n ctx.stroke();\n }\n };\n\n ctx.lineCap = lineCap;\n ctx.lineJoin = 'round';\n\n // --- Glow passes (use coarse segments to avoid expensive per-subsegment shadowBlur) ---\n for (const glow of glowEffects) {\n ctx.save();\n ctx.shadowBlur = resolveCSSLength(glow.config.radius ?? 8, pos.fontSize);\n ctx.shadowColor = glow.config.color ?? color;\n ctx.shadowOffsetX = (glow.config.offsetX ?? 0) * scale;\n ctx.shadowOffsetY = (glow.config.offsetY ?? 0) * scale;\n ctx.strokeStyle = glow.config.color ?? color;\n ctx.lineWidth = baseLineWidth;\n ctx.beginPath();\n ctx.moveTo(coarseSegments[0]!.x0, coarseSegments[0]!.y0);\n for (const seg of coarseSegments) {\n ctx.lineTo(seg.x1, seg.y1);\n }\n ctx.stroke();\n ctx.restore();\n }\n\n // --- Main stroke ---\n if (hasGradient) {\n drawGradientPath();\n } else {\n ctx.strokeStyle = color;\n drawStrokePath();\n }\n }\n}\n","import { findEffect, findEffects, type ResolvedEffect } from './effects.ts';\nimport { resolveCSSLength } from './utils.ts';\n\n/**\n * Draw a fallback glyph (plain text) with applicable effects (glow, gradient, wobble).\n */\nexport function drawFallbackGlyph(\n ctx: CanvasRenderingContext2D,\n char: string,\n x: number,\n baseline: number,\n fontSize: number,\n fontFamily: string,\n color: string,\n effects: ResolvedEffect[] = [],\n seed = 0,\n) {\n const glowEffects = findEffects(effects, 'glow');\n const wobbleEffect = findEffect(effects, 'wobble');\n const gradientEffect = findEffect(effects, 'gradient');\n\n // Wobble offsets\n let dx = 0;\n let dy = 0;\n if (wobbleEffect) {\n const amplitude = (wobbleEffect.config.amplitude ?? 1.5) * (fontSize / 100);\n const frequency = wobbleEffect.config.frequency ?? 8;\n dx = amplitude * Math.sin(frequency * (baseline * 0.01) + seed);\n dy = amplitude * Math.cos(frequency * (x * 0.01) + seed * 1.3);\n }\n\n const drawX = x + dx;\n const drawY = baseline + dy;\n\n // Gradient / rainbow color\n let fillColor = color;\n if (gradientEffect) {\n const colors = gradientEffect.config.colors;\n if (colors === 'rainbow') {\n const saturation = gradientEffect.config.saturation ?? 80;\n const lightness = gradientEffect.config.lightness ?? 55;\n const hue = (seed * 137.5) % 360;\n fillColor = `hsl(${hue}, ${saturation}%, ${lightness}%)`;\n } else if (Array.isArray(colors) && colors.length > 0) {\n fillColor = colors[Math.floor(seed) % colors.length]!;\n }\n }\n\n ctx.save();\n ctx.font = `${fontSize}px ${fontFamily}`;\n ctx.textBaseline = 'alphabetic';\n\n // Glow passes\n for (const glow of glowEffects) {\n ctx.save();\n ctx.shadowBlur = resolveCSSLength(glow.config.radius ?? 8, fontSize);\n ctx.shadowColor = glow.config.color ?? color;\n ctx.shadowOffsetX = glow.config.offsetX ?? 0;\n ctx.shadowOffsetY = glow.config.offsetY ?? 0;\n ctx.fillStyle = glow.config.color ?? color;\n ctx.fillText(char, drawX, drawY);\n ctx.restore();\n }\n\n // Main text\n ctx.fillStyle = fillColor;\n ctx.fillText(char, drawX, drawY);\n\n ctx.restore();\n}\n","import { layoutWithLines, prepareWithSegments } from '@chenglou/pretext';\nimport { graphemes } from './utils.ts';\n\nexport interface TextLayout {\n /** Character indices per line */\n lines: number[][];\n /** Width in em per character index */\n charWidths: number[];\n /** Kerning adjustment in em between character at index i and i+1 */\n kernings: number[];\n /** Intrinsic (single-line) width in em */\n intrinsicWidth: number;\n}\n\nexport function computeTextLayout(text: string, fontFamily: string, fontSize: number, lineHeight: number, maxWidth: number): TextLayout {\n const fontStr = `${fontSize}px ${fontFamily}`;\n const chars = graphemes(text);\n\n // Measure unique character widths\n const widthCache = new Map<string, number>();\n const charWidths: number[] = [];\n for (const char of chars) {\n let w = widthCache.get(char);\n if (w === undefined) {\n if (char === '\\n') {\n w = 0;\n } else {\n const p = prepareWithSegments(char, fontStr, { whiteSpace: 'pre-wrap' });\n const r = layoutWithLines(p, Infinity, lineHeight);\n w = r.lines.length > 0 ? r.lines[0]!.width / fontSize : 0;\n }\n widthCache.set(char, w);\n }\n charWidths.push(w);\n }\n\n // Compute intrinsic width (single-line, no wrapping)\n const prepared = prepareWithSegments(text, fontStr, { whiteSpace: 'pre-wrap' });\n const singleLineResult = layoutWithLines(prepared, Infinity, lineHeight);\n const intrinsicWidth = Math.max(0, ...singleLineResult.lines.map((l) => l.width)) / fontSize;\n\n // Line breaking at actual available width\n const result = layoutWithLines(prepared, maxWidth, lineHeight);\n\n // Map line texts back to character indices (grapheme-based)\n // Build a mapping from UTF-16 offset to grapheme index\n const utf16ToCodePoint: number[] = [];\n for (let ci = 0; ci < chars.length; ci++) {\n for (let j = 0; j < chars[ci]!.length; j++) {\n utf16ToCodePoint.push(ci);\n }\n }\n\n const lines: number[][] = [];\n let utf16Offset = 0;\n for (const line of result.lines) {\n const indices: number[] = [];\n const seen = new Set<number>();\n for (let i = 0; i < line.text.length; i++) {\n const cpIdx = utf16ToCodePoint[utf16Offset + i]!;\n if (!seen.has(cpIdx)) {\n seen.add(cpIdx);\n indices.push(cpIdx);\n }\n }\n utf16Offset += line.text.length;\n // Consume the newline that caused this line break\n if (utf16Offset < text.length && text[utf16Offset] === '\\n') {\n const cpIdx = utf16ToCodePoint[utf16Offset]!;\n indices.push(cpIdx);\n utf16Offset++;\n }\n lines.push(indices);\n }\n\n // Any remaining characters (shouldn't happen, but safety)\n if (utf16Offset < text.length) {\n const indices: number[] = [];\n const seen = new Set<number>();\n for (let i = utf16Offset; i < text.length; i++) {\n const cpIdx = utf16ToCodePoint[i]!;\n if (!seen.has(cpIdx)) {\n seen.add(cpIdx);\n indices.push(cpIdx);\n }\n }\n lines.push(indices);\n }\n\n // Measure kerning between adjacent character pairs\n const kernings: number[] = [];\n const pairCache = new Map<string, number>();\n for (let i = 0; i < chars.length - 1; i++) {\n const a = chars[i]!;\n const b = chars[i + 1]!;\n if (a === '\\n' || b === '\\n') {\n kernings.push(0);\n continue;\n }\n const pair = `${a}${b}`;\n let k = pairCache.get(pair);\n if (k === undefined) {\n const p = prepareWithSegments(pair, fontStr, { whiteSpace: 'pre-wrap' });\n const r = layoutWithLines(p, Infinity, lineHeight);\n const pairWidth = r.lines.length > 0 ? r.lines[0]!.width / fontSize : 0;\n k = pairWidth - (widthCache.get(a) ?? 0) - (widthCache.get(b) ?? 0);\n if (Math.abs(k) < 0.001) k = 0;\n pairCache.set(pair, k);\n }\n kernings.push(k);\n }\n\n return { lines, charWidths, kernings, intrinsicWidth };\n}\n","import type { TegakiBundle } from '../types.ts';\nimport { graphemes } from './utils.ts';\n\nexport interface TimelineConfig {\n /** Pause between glyphs (seconds). Default: `0.1` */\n glyphGap?: number;\n /** Pause after a space character (seconds). Default: `0.15` */\n wordGap?: number;\n /** Pause after a newline / line break (seconds). Default: `0.3` */\n lineGap?: number;\n /** Duration for characters without glyph SVGs (seconds). Default: `0.2` */\n unknownDuration?: number;\n}\n\nconst DEFAULTS: Required<TimelineConfig> = {\n glyphGap: 0.1,\n wordGap: 0.15,\n lineGap: 0.3,\n unknownDuration: 0.2,\n};\n\nexport interface TimelineEntry {\n char: string;\n offset: number;\n duration: number;\n hasSvg: boolean;\n}\n\nexport interface Timeline {\n entries: TimelineEntry[];\n totalDuration: number;\n}\n\nexport function computeTimeline(text: string, font: TegakiBundle, config?: TimelineConfig): Timeline {\n const glyphGap = config?.glyphGap ?? DEFAULTS.glyphGap;\n const wordGap = config?.wordGap ?? DEFAULTS.wordGap;\n const lineGap = config?.lineGap ?? DEFAULTS.lineGap;\n const unknownDuration = config?.unknownDuration ?? DEFAULTS.unknownDuration;\n\n const chars = graphemes(text);\n const entries: TimelineEntry[] = [];\n let offset = 0;\n for (const char of chars) {\n const hasSvg = char in font.glyphs;\n const duration = hasSvg ? (font.glyphTimings[char] ?? 1) : unknownDuration;\n entries.push({ char, offset, duration, hasSvg });\n offset += duration;\n\n // Gap after this character\n if (char === '\\n') {\n offset += lineGap;\n } else if (char === ' ') {\n offset += wordGap;\n } else {\n offset += glyphGap;\n }\n }\n // Remove trailing gap\n if (entries.length > 0) {\n const lastChar = chars[chars.length - 1]!;\n const trailingGap = lastChar === '\\n' ? lineGap : lastChar === ' ' ? wordGap : glyphGap;\n offset -= trailingGap;\n }\n return { entries, totalDuration: Math.max(0, offset) };\n}\n","import { type ComponentProps, useCallback, useEffect, useLayoutEffect, useMemo, useRef, useState } from 'react';\nimport type { TegakiBundle, TegakiEffects } from '../types.ts';\nimport { drawFallbackGlyph } from './drawFallbackGlyph.ts';\nimport { drawGlyph } from './drawGlyph.ts';\nimport { resolveEffects } from './effects.ts';\nimport { computeTextLayout } from './textLayout.ts';\nimport type { TimelineConfig, TimelineEntry } from './timeline.ts';\nimport { computeTimeline } from './timeline.ts';\nimport type { Coercible } from './utils.ts';\nimport { coerceToString, graphemes } from './utils.ts';\n\nconst PADDING_H_EM = 0.2;\nconst MIN_LINE_HEIGHT_EM = 1.8;\nconst MIN_PADDING_V_EM = 0.2;\n\n// --- CSS custom property names ---\n\nconst CSS_TIME = '--tegaki-time';\nconst CSS_PROGRESS = '--tegaki-progress';\nconst CSS_DURATION = '--tegaki-duration';\n\n// Register custom properties so they are animatable (typed as <number>).\n// Calling registerProperty twice with the same name throws, so guard with try/catch.\nif (typeof CSS !== 'undefined' && 'registerProperty' in CSS) {\n for (const prop of [CSS_TIME, CSS_PROGRESS, CSS_DURATION]) {\n try {\n CSS.registerProperty({ name: prop, syntax: '<number>', inherits: true, initialValue: '0' });\n } catch {\n // Already registered — ignore.\n }\n }\n}\n\nexport type TimeControlMode = {\n controlled: {\n mode: 'controlled';\n /** Current time in seconds. */\n value: number;\n };\n uncontrolled: {\n mode: 'uncontrolled';\n /** Initial time in seconds. Default: `0` */\n initialTime?: number;\n /** Playback speed multiplier. Default: `1` */\n speed?: number;\n /** Whether animation is playing. Default: `true` */\n playing?: boolean;\n /** Loop animation when it reaches the end. Default: `false` */\n loop?: boolean;\n /**\n * Catch-up strength. When positive, playback speeds up when there is a\n * large amount of remaining animation and decays back to normal gradually.\n * `0` disables catch-up (default). Higher values ramp up more aggressively.\n * Typical range: `0.2` – `2`.\n */\n catchUp?: number;\n /** Called on every frame with the current time. */\n onTimeChange?: (time: number) => void;\n };\n css: {\n mode: 'css';\n };\n};\n\n/**\n * A plain number is shorthand for `{ mode: 'controlled', value: number }`.\n * `'css'` is shorthand for `{ mode: 'css' }`.\n * Omit for uncontrolled mode with default settings.\n */\nexport type TimeControlProp = null | undefined | number | 'css' | TimeControlMode[keyof TimeControlMode];\n\nexport interface TegakiRendererProps<E extends TegakiEffects<E> = Record<string, never>> extends Omit<ComponentProps<'div'>, 'children'> {\n /** TegakiBundle with font data and animated glyph SVGs. */\n font?: TegakiBundle;\n\n /** Text to animate. Takes precedence over children. */\n text?: string;\n\n /** Children coerced to string. Strings and numbers are kept; everything else is ignored. */\n children?: Coercible;\n\n /**\n * Time control. Accepts a number (controlled shorthand), or an object\n * specifying the mode (`'controlled'`, `'uncontrolled'`, or `'css'`).\n * Omit for uncontrolled playback with default settings.\n */\n time?: TimeControlProp;\n\n /** Called once when the animation reaches the end of the timeline. */\n onComplete?: () => void;\n\n /** Rendering mode. `'canvas'` draws strokes on a `<canvas>` (requires\n * `font.glyphData`), `'svg'` uses animated SVG elements. Default: `'canvas'` */\n mode?: 'canvas' | 'svg';\n\n /** Visual effects applied during canvas rendering. */\n effects?: E;\n\n /** Maximum segment size in pixels for effect subdivision. Lower values produce\n * smoother effects but cost more to render. Default: `2` */\n segmentSize?: number;\n\n /** Timeline timing configuration (gap between glyphs, words, lines, etc.). */\n timing?: TimelineConfig;\n\n /** Show debug text overlay. */\n showOverlay?: boolean;\n}\n\n// --- Component ---\n\nexport function TegakiRenderer<const E extends TegakiEffects<E> = Record<string, never>>({\n font,\n text,\n children,\n time: timeProp,\n onComplete,\n mode = 'canvas',\n effects,\n segmentSize,\n timing,\n showOverlay,\n ...props\n}: TegakiRendererProps<E>) {\n const resolvedText = text ?? coerceToString(children);\n\n // --- Resolve effects ---\n const resolvedEffects = useMemo(() => resolveEffects(effects as Record<string, any>), [effects]);\n const [seed] = useState(() => Math.random() * 1000);\n\n // --- Resolve time control ---\n const timeControl: TimeControlMode[keyof TimeControlMode] =\n timeProp == null\n ? { mode: 'uncontrolled' }\n : typeof timeProp === 'number'\n ? { mode: 'controlled', value: timeProp }\n : timeProp === 'css'\n ? { mode: 'css' }\n : timeProp;\n\n const isCss = timeControl.mode === 'css';\n const isControlled = timeControl.mode === 'controlled' || isCss;\n const controlledTime = timeControl.mode === 'controlled' ? timeControl.value : undefined;\n const defaultTime = timeControl.mode === 'uncontrolled' ? (timeControl.initialTime ?? 0) : 0;\n const speed = timeControl.mode === 'uncontrolled' ? (timeControl.speed ?? 1) : 1;\n const playing = timeControl.mode === 'uncontrolled' ? (timeControl.playing ?? true) : false;\n const loop = timeControl.mode === 'uncontrolled' ? (timeControl.loop ?? false) : false;\n const catchUp = timeControl.mode === 'uncontrolled' ? (timeControl.catchUp ?? 0) : 0;\n const onTimeChange = timeControl.mode === 'uncontrolled' ? timeControl.onTimeChange : undefined;\n\n // --- Internal time (uncontrolled mode) ---\n const [internalTime, setInternalTime] = useState(defaultTime);\n // --- CSS-driven time ---\n const [cssTime, setCssTime] = useState(0);\n const currentTime = isCss ? cssTime : isControlled ? controlledTime! : internalTime;\n\n // Stable callback refs to avoid restarting the rAF loop\n const onTimeChangeRef = useRef(onTimeChange);\n onTimeChangeRef.current = onTimeChange;\n const onCompleteRef = useRef(onComplete);\n onCompleteRef.current = onComplete;\n\n // --- Font-derived constants ---\n const fontFamily = font?.family;\n const emHeight = font ? (font.ascender - font.descender) / font.unitsPerEm : 0;\n const baselineOffset = font ? font.descender / font.unitsPerEm : 0;\n\n // --- Container measurement ---\n const rootRef = useRef<HTMLDivElement>(null);\n const [containerWidth, setContainerWidth] = useState(0);\n const [fontSize, setFontSize] = useState(0);\n const [lineHeight, setLineHeight] = useState(0);\n\n // --- Timeline ---\n const timeline = useMemo(\n () => (font && resolvedText ? computeTimeline(resolvedText, font, timing) : { entries: [] as TimelineEntry[], totalDuration: 0 }),\n [resolvedText, font, timing],\n );\n\n // Duration ref so the rAF loop always sees the latest value without restarting\n const totalDurationRef = useRef(timeline.totalDuration);\n totalDurationRef.current = timeline.totalDuration;\n\n // Smoothed catch-up boost (raw bonus on top of base speed; attack/release smoothed)\n const smoothedBoostRef = useRef(0);\n\n // --- Completion tracking ---\n const prevCompletedRef = useRef(false);\n const isComplete = timeline.totalDuration > 0 && currentTime >= timeline.totalDuration;\n\n useEffect(() => {\n if (isComplete && !prevCompletedRef.current) {\n prevCompletedRef.current = true;\n onCompleteRef.current?.();\n } else if (!isComplete) {\n prevCompletedRef.current = false;\n }\n });\n\n // --- Uncontrolled: time change notification ---\n useEffect(() => {\n if (!isControlled) {\n onTimeChangeRef.current?.(internalTime);\n }\n }, [internalTime, isControlled]);\n\n // --- Uncontrolled: rAF playback loop ---\n useEffect(() => {\n if (isControlled || !playing || !font) return;\n\n // Reset smoothed boost when the loop restarts\n smoothedBoostRef.current = 0;\n\n let lastTs: number | null = null;\n let raf: number;\n\n // Catch-up smoothing rates (per-second exponential factors)\n const attackRate = 4; // fast ramp-up\n const releaseRate = loop ? 30 : 2; // slow decay back to base\n\n const tick = (ts: number) => {\n if (lastTs === null) lastTs = ts;\n const dtSec = (ts - lastTs) / 1000;\n lastTs = ts;\n\n setInternalTime((prev: number) => {\n const totalDur = totalDurationRef.current;\n if (totalDur === 0 || (!loop && prev >= totalDur)) return totalDur;\n\n // Compute effective speed with catch-up\n let effectiveSpeed = speed;\n if (catchUp > 0) {\n const remaining = Math.max(0, totalDur - prev);\n const excess = Math.max(0, remaining - 2);\n const targetBoost = catchUp * excess;\n const rate = targetBoost > smoothedBoostRef.current ? attackRate : releaseRate;\n smoothedBoostRef.current += (targetBoost - smoothedBoostRef.current) * (1 - Math.exp(-rate * dtSec));\n effectiveSpeed = speed + smoothedBoostRef.current;\n }\n\n let next = prev + dtSec * effectiveSpeed;\n if (next >= totalDur) {\n next = loop ? next % totalDur : totalDur;\n smoothedBoostRef.current = 0; // reset boost on loop\n }\n return next;\n });\n\n raf = requestAnimationFrame(tick);\n };\n\n raf = requestAnimationFrame(tick);\n return () => cancelAnimationFrame(raf);\n }, [isControlled, playing, speed, loop, catchUp, font]);\n\n // --- SVG refs (only needed in SVG mode) ---\n const svgRefs = useRef(new Map<number, SVGSVGElement>());\n const svgRefCallbacks = useRef(new Map<number, (node: SVGSVGElement | null) => void>());\n\n const makeSvgRef = useCallback(\n (charIdx: number) => (node: SVGSVGElement | null) => {\n if (node) {\n node.pauseAnimations();\n svgRefs.current.set(charIdx, node);\n } else {\n svgRefs.current.delete(charIdx);\n }\n },\n [],\n );\n\n const getSvgRef = useCallback(\n (charIdx: number) => {\n let cb = svgRefCallbacks.current.get(charIdx);\n if (!cb) {\n cb = makeSvgRef(charIdx);\n svgRefCallbacks.current.set(charIdx, cb);\n }\n return cb;\n },\n [makeSvgRef],\n );\n\n // Clear stale SVG refs when font or mode changes\n const prevFontRef = useRef(font);\n const prevModeRef = useRef(mode);\n if (prevFontRef.current !== font || prevModeRef.current !== mode) {\n prevFontRef.current = font;\n prevModeRef.current = mode;\n svgRefs.current.clear();\n svgRefCallbacks.current.clear();\n }\n\n // --- Container size observation ---\n useEffect(() => {\n const el = rootRef.current;\n if (!el) return;\n const ro = new ResizeObserver(([entry]) => {\n if (entry) {\n setContainerWidth(entry.contentRect.width);\n const styles = getComputedStyle(el);\n setFontSize(Number.parseFloat(styles.fontSize));\n setLineHeight(Number.parseFloat(styles.lineHeight));\n }\n });\n ro.observe(el);\n return () => ro.disconnect();\n }, []);\n\n // Sentinel element ref — a hidden child with `font-size: inherit` and a near-zero\n // CSS transition. When any ancestor changes font-size, the transition fires an event\n // so we can read the new value without polling getComputedStyle every render.\n const sentinelRef = useRef<HTMLSpanElement>(null);\n useEffect(() => {\n const el = sentinelRef.current;\n if (!el) return;\n const onTransition = (e: TransitionEvent) => {\n const styles = getComputedStyle(el);\n if (e.propertyName === 'font-size' || e.propertyName === 'line-height') {\n setFontSize(Number.parseFloat(styles.fontSize));\n setLineHeight(Number.parseFloat(styles.lineHeight));\n }\n if (e.propertyName === CSS_PROGRESS) {\n const rawProgress = Number(styles.getPropertyValue(CSS_PROGRESS));\n setCssTime(rawProgress * totalDurationRef.current);\n }\n };\n el.addEventListener('transitionend', onTransition);\n return () => el.removeEventListener('transitionend', onTransition);\n }, []);\n\n // --- Text layout ---\n const layout = useMemo(() => {\n if (!fontFamily || !fontSize || !containerWidth || !resolvedText) return null;\n return computeTextLayout(resolvedText, fontFamily, fontSize, lineHeight, containerWidth);\n }, [resolvedText, fontFamily, fontSize, lineHeight, containerWidth]);\n\n // --- Canvas padding ---\n const padH = PADDING_H_EM * fontSize;\n const padV = fontSize ? Math.max(MIN_PADDING_V_EM * fontSize, (MIN_LINE_HEIGHT_EM * fontSize - lineHeight) / 2) : 0;\n\n // --- Sync SVG glyph times before paint ---\n // Runs every render so SVGs stay correct even when currentTime hasn't changed\n // (e.g. after pausing, or when ref callbacks re-fire due to re-renders).\n useLayoutEffect(() => {\n if (mode !== 'svg') return;\n const entries = timeline.entries;\n for (let i = 0; i < entries.length; i++) {\n const entry = entries[i]!;\n if (!entry.hasSvg) continue;\n const svg = svgRefs.current.get(i);\n if (!svg) continue;\n const localTime = Math.max(0, Math.min(currentTime - entry.offset, entry.duration));\n svg.setCurrentTime(localTime);\n }\n });\n\n // --- Canvas rendering ---\n const canvasRef = useRef<HTMLCanvasElement>(null);\n\n useLayoutEffect(() => {\n if (mode !== 'canvas') return;\n const canvas = canvasRef.current;\n if (!canvas || !font?.glyphData || !layout || !fontSize) return;\n\n const dpr = window.devicePixelRatio || 1;\n const el = rootRef.current;\n if (!el) return;\n const canvasRect = canvas.getBoundingClientRect();\n const w = canvasRect.width;\n const h = canvasRect.height;\n\n // Resize canvas backing store if needed\n const needsResize = canvas.width !== Math.round(w * dpr) || canvas.height !== Math.round(h * dpr);\n if (needsResize) {\n canvas.width = Math.round(w * dpr);\n canvas.height = Math.round(h * dpr);\n }\n\n const ctx = canvas.getContext('2d');\n if (!ctx) return;\n\n ctx.setTransform(dpr, 0, 0, dpr, 0, 0);\n ctx.clearRect(0, 0, w, h);\n ctx.translate(padH, padV);\n\n // Read currentColor from the container\n const color = getComputedStyle(el).color;\n\n const emHeightPx = emHeight * fontSize;\n const halfLeading = (lineHeight - emHeightPx) / 2;\n const characters = graphemes(resolvedText);\n\n let y = 0;\n for (const lineIndices of layout.lines) {\n let x = 0;\n for (const charIdx of lineIndices) {\n const char = characters[charIdx]!;\n if (char === '\\n') continue;\n const entry = timeline.entries[charIdx]!;\n const charWidth = layout.charWidths[charIdx] ?? 0;\n const kerning = layout.kernings[charIdx] ?? 0;\n const glyph = font.glyphData[char];\n\n if (glyph && entry.hasSvg) {\n const localTime = Math.max(0, Math.min(currentTime - entry.offset, entry.duration));\n const glyphY = y + halfLeading;\n drawGlyph(\n ctx,\n glyph,\n {\n x,\n y: glyphY,\n fontSize,\n unitsPerEm: font.unitsPerEm,\n ascender: font.ascender,\n descender: font.descender,\n },\n localTime,\n font.lineCap,\n color,\n resolvedEffects,\n seed + charIdx,\n segmentSize,\n );\n } else if (!entry.hasSvg && currentTime >= entry.offset + entry.duration) {\n const baseline = y + halfLeading + (font.ascender / font.unitsPerEm) * fontSize;\n drawFallbackGlyph(ctx, char, x, baseline, fontSize, fontFamily!, color, resolvedEffects, seed + charIdx);\n }\n\n x += (charWidth + kerning) * fontSize;\n }\n y += lineHeight;\n }\n }, [\n mode,\n currentTime,\n timeline,\n layout,\n font,\n fontFamily,\n fontSize,\n lineHeight,\n resolvedText,\n emHeight,\n padH,\n padV,\n resolvedEffects,\n seed,\n segmentSize,\n ]);\n\n // --- SVG rendering (skipped entirely in canvas mode) ---\n const lineElements = useMemo(() => {\n if (mode !== 'svg' || !font || !resolvedText) return null;\n\n const characters = graphemes(resolvedText);\n\n const renderGlyph = (charIdx: number) => {\n const char = characters[charIdx]!;\n const entry = timeline.entries[charIdx]!;\n const GlyphSvg = font.glyphs[char] as any;\n const width = layout?.charWidths[charIdx] ?? 1;\n const kerning = layout?.kernings[charIdx];\n\n if (char === '\\n') return null;\n\n if (GlyphSvg) {\n return (\n <GlyphSvg\n key={charIdx}\n ref={getSvgRef(charIdx)}\n style={{\n display: 'inline-block',\n verticalAlign: `${baselineOffset}em`,\n width: `${width}em`,\n marginRight: kerning ? `${kerning}em` : undefined,\n height: `${emHeight}em`,\n overflow: 'visible',\n }}\n />\n );\n }\n\n const isVisible = currentTime >= entry.offset + entry.duration;\n return (\n <span style={{ fontFamily, visibility: isVisible ? 'visible' : 'hidden' }} key={charIdx}>\n {char}\n </span>\n );\n };\n\n if (layout) {\n return layout.lines.map((lineIndices, lineIdx) => {\n const isEmpty = lineIndices.every((i) => characters[i] === '\\n');\n return (\n <div style={{ whiteSpace: 'nowrap', height: isEmpty ? '1lh' : undefined, lineHeight: `${lineHeight}px` }} key={lineIdx}>\n {lineIndices.map(renderGlyph)}\n </div>\n );\n });\n }\n\n // Fallback before layout is ready: single line\n return characters.length > 0 ? <div style={{ whiteSpace: 'nowrap' }}>{characters.map((_, i) => renderGlyph(i))}</div> : null;\n }, [mode, resolvedText, timeline, font, layout, getSvgRef, baselineOffset, emHeight, currentTime, fontFamily, lineHeight]);\n\n // --- Rendering ---\n\n if (!font || !resolvedText) {\n return <div ref={rootRef} {...props} />;\n }\n\n return (\n <div\n ref={rootRef}\n {...props}\n style={{\n ...props.style,\n position: 'relative',\n maxWidth: '100%',\n width: 'auto',\n height: 'auto',\n ...{\n [CSS_DURATION]: timeline.totalDuration,\n [CSS_TIME]: currentTime,\n [CSS_PROGRESS]: timeline.totalDuration > 0 ? currentTime / timeline.totalDuration : 0,\n },\n }}\n >\n {/* Sentinel: inherits font-size & line-height; its height changes when either changes */}\n <span\n ref={sentinelRef}\n aria-hidden\n style={{\n position: 'absolute',\n width: 0,\n overflow: 'hidden',\n pointerEvents: 'none',\n fontSize: 'inherit',\n lineHeight: 'inherit',\n visibility: 'hidden',\n transition: isCss ? `font-size 0.001s, line-height 0.001s, ${CSS_PROGRESS} 0.001s` : 'font-size 0.001s, line-height 0.001s',\n }}\n >\n {'\\u00A0'}\n </span>\n {mode === 'canvas' ? 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+ {"version":3,"file":"index.mjs","names":[],"sources":["../src/lib/effects.ts","../src/lib/utils.ts","../src/lib/drawGlyph.ts","../src/lib/drawFallbackGlyph.ts","../src/lib/textLayout.ts","../src/lib/timeline.ts","../src/lib/TegakiRenderer.tsx"],"sourcesContent":["import type { TegakiEffectConfigs, TegakiEffectName } from '../types.ts';\n\nexport interface ResolvedEffect<K extends TegakiEffectName = TegakiEffectName> {\n effect: K;\n order: number;\n config: TegakiEffectConfigs[K];\n}\n\n/**\n * Normalizes an effects record into a sorted array of resolved effects.\n * Known keys infer the effect name; custom keys read it from the `effect` field.\n * Boolean `true` becomes an empty config. `false`/absent entries are skipped.\n */\nexport function resolveEffects(effects: Record<string, any> | undefined): ResolvedEffect[] {\n if (!effects) return [];\n\n const knownEffects: Set<string> = new Set(['glow', 'wobble', 'pressureWidth', 'taper', 'gradient']);\n const result: ResolvedEffect[] = [];\n\n for (const [key, value] of Object.entries(effects)) {\n if (value === false || value == null) continue;\n\n let effectName: TegakiEffectName;\n let config: Record<string, any>;\n let order: number;\n\n if (value === true) {\n effectName = (knownEffects.has(key) ? key : undefined) as TegakiEffectName;\n if (!effectName) continue;\n config = {};\n order = 0;\n } else {\n if (value.enabled === false) continue;\n effectName = value.effect ?? (knownEffects.has(key) ? key : undefined);\n if (!effectName) continue;\n const { effect: _, order: o, enabled: __, ...rest } = value;\n config = rest;\n order = o ?? 0;\n }\n\n result.push({ effect: effectName, order, config });\n }\n\n result.sort((a, b) => a.order - b.order);\n return result;\n}\n\n/** Check if a specific effect is active. */\nexport function findEffect<K extends TegakiEffectName>(effects: ResolvedEffect[], name: K): ResolvedEffect<K> | undefined {\n return effects.find((e) => e.effect === name) as ResolvedEffect<K> | undefined;\n}\n\n/** Get all instances of a specific effect (for duplicates). */\nexport function findEffects<K extends TegakiEffectName>(effects: ResolvedEffect[], name: K): ResolvedEffect<K>[] {\n return effects.filter((e) => e.effect === name) as ResolvedEffect<K>[];\n}\n","import type { CSSLength } from '../types.ts';\n\nconst segmenter = new Intl.Segmenter(undefined, { granularity: 'grapheme' });\n\n/** Resolve a CSSLength to pixels. Plain numbers are px, `\"Nem\"` is N * fontSize. */\nexport function resolveCSSLength(value: CSSLength, fontSize: number): number {\n if (typeof value === 'number') return value;\n return parseFloat(value) * fontSize;\n}\n\nexport function graphemes(text: string): string[] {\n return Array.from(segmenter.segment(text), (s) => s.segment);\n}\nexport type Coercible = string | number | boolean | null | undefined | readonly Coercible[];\n\nexport function coerceToString(value: unknown): string {\n if (value == null || typeof value === 'boolean') return '';\n if (typeof value === 'string') return value;\n if (typeof value === 'number' || typeof value === 'bigint') return String(value);\n if (Array.isArray(value)) return value.map(coerceToString).join('');\n return '';\n}\n","import type { LineCap, TegakiGlyphData } from '../types.ts';\nimport { findEffect, findEffects, type ResolvedEffect } from './effects.ts';\nimport { resolveCSSLength } from './utils.ts';\n\ninterface GlyphPosition {\n /** X offset in CSS pixels */\n x: number;\n /** Y offset in CSS pixels (top of em square) */\n y: number;\n /** Font size in CSS pixels */\n fontSize: number;\n /** Units per em from the font */\n unitsPerEm: number;\n /** Font ascender in font units */\n ascender: number;\n /** Font descender in font units (negative) */\n descender: number;\n}\n\n// --- Color helpers ---\n\nfunction parseColor(color: string): [number, number, number, number] {\n const h = color.replace('#', '');\n if (h.length === 3) {\n return [parseInt(h[0]! + h[0]!, 16), parseInt(h[1]! + h[1]!, 16), parseInt(h[2]! + h[2]!, 16), 1];\n }\n if (h.length === 4) {\n return [parseInt(h[0]! + h[0]!, 16), parseInt(h[1]! + h[1]!, 16), parseInt(h[2]! + h[2]!, 16), parseInt(h[3]! + h[3]!, 16) / 255];\n }\n if (h.length === 8) {\n return [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16), parseInt(h.slice(6, 8), 16) / 255];\n }\n return [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16), 1];\n}\n\nfunction lerpColor(a: [number, number, number, number], b: [number, number, number, number], t: number): string {\n const r = Math.round(a[0] + (b[0] - a[0]) * t);\n const g = Math.round(a[1] + (b[1] - a[1]) * t);\n const bl = Math.round(a[2] + (b[2] - a[2]) * t);\n const al = a[3] + (b[3] - a[3]) * t;\n if (al >= 1) return `rgb(${r},${g},${bl})`;\n return `rgba(${r},${g},${bl},${al.toFixed(3)})`;\n}\n\nfunction gradientColor(progress: number, colors: string[], seed: number): string {\n if (colors.length === 0) return '#000';\n if (colors.length === 1) return colors[0]!;\n const t = (((progress + seed * 0.1) % 1) + 1) % 1;\n const scaledT = t * (colors.length - 1);\n const i = Math.min(Math.floor(scaledT), colors.length - 2);\n const frac = scaledT - i;\n return lerpColor(parseColor(colors[i]!), parseColor(colors[i + 1]!), frac);\n}\n\nfunction rainbowColor(progress: number, saturation: number, lightness: number, seed: number): string {\n const hue = (progress * 360 + seed * 137.5) % 360;\n return `hsl(${hue}, ${saturation}%, ${lightness}%)`;\n}\n\n// --- Noise helper for wobble ---\n\nfunction hash(x: number): number {\n let h = (x * 2654435761) | 0;\n h = ((h >>> 16) ^ h) * 0x45d9f3b;\n h = ((h >>> 16) ^ h) * 0x45d9f3b;\n h = (h >>> 16) ^ h;\n return (h & 0x7fffffff) / 0x7fffffff; // 0-1\n}\n\nfunction noise1d(x: number, seed: number): number {\n const i = Math.floor(x);\n const f = x - i;\n const t = f * f * (3 - 2 * f); // smoothstep\n return hash(i + seed * 7919) * (1 - t) + hash(i + 1 + seed * 7919) * t;\n}\n\n/**\n * Draw a single glyph's strokes onto a canvas context, animated up to `localTime`.\n * `localTime` is seconds relative to this glyph's start (0 = glyph begins).\n */\nexport function drawGlyph(\n ctx: CanvasRenderingContext2D,\n glyph: TegakiGlyphData,\n pos: GlyphPosition,\n localTime: number,\n lineCap: LineCap,\n color: string,\n effects: ResolvedEffect[] = [],\n seed = 0,\n segmentSize?: number,\n) {\n const scale = pos.fontSize / pos.unitsPerEm;\n const ox = pos.x;\n const oy = pos.y;\n\n const glowEffects = findEffects(effects, 'glow');\n const wobbleEffect = findEffect(effects, 'wobble');\n const pressureEffect = findEffect(effects, 'pressureWidth');\n const taperEffect = findEffect(effects, 'taper');\n const gradientEffect = findEffect(effects, 'gradient');\n\n // Pressure params (0 = uniform avg width, 1 = fully per-point width)\n const pressureAmount = pressureEffect ? Math.max(0, Math.min(pressureEffect.config.strength ?? 1, 1)) : 0;\n\n // Wobble params\n const wobbleAmplitude = wobbleEffect ? (wobbleEffect.config.amplitude ?? 1.5) : 0;\n const wobbleFrequency = wobbleEffect ? (wobbleEffect.config.frequency ?? 8) : 0;\n const wobbleMode = wobbleEffect?.config.mode ?? 'sine';\n\n // Taper params\n const taperStart = taperEffect ? Math.max(0, Math.min(taperEffect.config.startLength ?? 0.15, 1)) : 0;\n const taperEnd = taperEffect ? Math.max(0, Math.min(taperEffect.config.endLength ?? 0.15, 1)) : 0;\n\n // Gradient params\n const gradientColors = gradientEffect?.config.colors;\n const isRainbow = gradientColors === 'rainbow';\n const gradientColorStops = Array.isArray(gradientColors) ? gradientColors : undefined;\n const gradientSaturation = gradientEffect?.config.saturation ?? 80;\n const gradientLightness = gradientEffect?.config.lightness ?? 55;\n\n // Helper: apply wobble offset to a point in font units\n const wobbleX = (x: number, y: number, idx: number) => {\n if (!wobbleEffect) return x;\n if (wobbleMode === 'noise') {\n return x + wobbleAmplitude * (noise1d(y * 0.1 + idx * 0.7, seed) * 2 - 1);\n }\n return x + wobbleAmplitude * Math.sin(wobbleFrequency * (y * 0.01 + idx * 0.7) + seed);\n };\n const wobbleY = (x: number, y: number, idx: number) => {\n if (!wobbleEffect) return y;\n if (wobbleMode === 'noise') {\n return y + wobbleAmplitude * (noise1d(x * 0.1 + idx * 0.5, seed * 1.3 + 1000) * 2 - 1);\n }\n return y + wobbleAmplitude * Math.cos(wobbleFrequency * (x * 0.01 + idx * 0.5) + seed * 1.3);\n };\n\n // Helper: convert font-unit point to pixel\n const px = (x: number) => ox + x * scale;\n const py = (y: number) => oy + (y + pos.ascender) * scale;\n\n // Helper: get color for a given stroke progress\n const colorAt = (progress: number): string => {\n if (isRainbow) return rainbowColor(progress, gradientSaturation, gradientLightness, seed);\n if (gradientColorStops) return gradientColor(progress, gradientColorStops, seed);\n return color;\n };\n const hasGradient = !!gradientEffect;\n\n // Helper: taper multiplier (0-1) for a given stroke progress\n const taperMultiplier = (progress: number): number => {\n let m = 1;\n if (taperStart > 0 && progress < taperStart) m = Math.min(m, progress / taperStart);\n if (taperEnd > 0 && progress > 1 - taperEnd) m = Math.min(m, (1 - progress) / taperEnd);\n return m;\n };\n\n for (const stroke of glyph.strokes) {\n if (localTime < stroke.delay) continue;\n const elapsed = localTime - stroke.delay;\n const progress = Math.min(elapsed / stroke.animationDuration, 1);\n\n const pts = stroke.points;\n if (pts.length === 0) continue;\n\n const avgWidth = pts.reduce((s, p) => s + p.width, 0) / pts.length;\n const baseLineWidth = Math.max(avgWidth, 0.5) * scale;\n\n // --- Single-point dot ---\n if (pts.length === 1) {\n if (progress <= 0) continue;\n const p = pts[0]!;\n const dotX = px(wobbleX(p.x, p.y, 0));\n const dotY = py(wobbleY(p.x, p.y, 0));\n const perPointDot = Math.max(p.width, 0.5) * scale;\n let dotWidth = baseLineWidth + (perPointDot - baseLineWidth) * pressureAmount;\n dotWidth *= taperMultiplier(0.5);\n\n // Glow passes for dots\n for (const glow of glowEffects) {\n ctx.save();\n ctx.shadowBlur = resolveCSSLength(glow.config.radius ?? 8, pos.fontSize);\n ctx.shadowColor = glow.config.color ?? color;\n ctx.shadowOffsetX = (glow.config.offsetX ?? 0) * scale;\n ctx.shadowOffsetY = (glow.config.offsetY ?? 0) * scale;\n ctx.fillStyle = glow.config.color ?? color;\n ctx.beginPath();\n if (lineCap === 'round') {\n ctx.arc(dotX, dotY, dotWidth / 2, 0, Math.PI * 2);\n } else {\n ctx.rect(dotX - dotWidth / 2, dotY - dotWidth / 2, dotWidth, dotWidth);\n }\n ctx.fill();\n ctx.restore();\n }\n\n // Main dot\n ctx.fillStyle = colorAt(0);\n ctx.beginPath();\n if (lineCap === 'round') {\n ctx.arc(dotX, dotY, dotWidth / 2, 0, Math.PI * 2);\n ctx.fill();\n } else {\n ctx.fillRect(dotX - dotWidth / 2, dotY - dotWidth / 2, dotWidth, dotWidth);\n }\n continue;\n }\n\n // --- Compute total path length ---\n let totalLen = 0;\n for (let j = 1; j < pts.length; j++) {\n const dx = pts[j]!.x - pts[j - 1]!.x;\n const dy = pts[j]!.y - pts[j - 1]!.y;\n totalLen += Math.sqrt(dx * dx + dy * dy);\n }\n\n const drawLen = totalLen * progress;\n if (drawLen <= 0) continue;\n\n // --- Collect drawable segments ---\n const segments: {\n x0: number;\n y0: number;\n x1: number;\n y1: number;\n width0: number;\n width1: number;\n segProgress: number;\n }[] = [];\n\n let accumulated = 0;\n for (let j = 1; j < pts.length; j++) {\n const prev = pts[j - 1]!;\n const cur = pts[j]!;\n const dx = cur.x - prev.x;\n const dy = cur.y - prev.y;\n const segLen = Math.sqrt(dx * dx + dy * dy);\n\n if (accumulated + segLen <= drawLen) {\n segments.push({\n x0: px(wobbleX(prev.x, prev.y, j - 1)),\n y0: py(wobbleY(prev.x, prev.y, j - 1)),\n x1: px(wobbleX(cur.x, cur.y, j)),\n y1: py(wobbleY(cur.x, cur.y, j)),\n width0: prev.width,\n width1: cur.width,\n segProgress: (accumulated + segLen / 2) / totalLen,\n });\n accumulated += segLen;\n } else {\n const remaining = drawLen - accumulated;\n const frac = segLen > 0 ? remaining / segLen : 0;\n const ix = prev.x + dx * frac;\n const iy = prev.y + dy * frac;\n const iw = prev.width + (cur.width - prev.width) * frac;\n segments.push({\n x0: px(wobbleX(prev.x, prev.y, j - 1)),\n y0: py(wobbleY(prev.x, prev.y, j - 1)),\n x1: px(wobbleX(ix, iy, j)),\n y1: py(wobbleY(ix, iy, j)),\n width0: prev.width,\n width1: iw,\n segProgress: (accumulated + remaining / 2) / totalLen,\n });\n break;\n }\n }\n\n if (segments.length === 0) continue;\n\n // Keep coarse segments for glow (shadowBlur is expensive per draw call)\n const coarseSegments = segments.slice();\n\n // --- Subdivide long segments for smooth effect transitions ---\n const effectsNeedSubdivision = pressureAmount > 0 || hasGradient || !!wobbleEffect || !!taperEffect;\n const resolvedSegmentSize = segmentSize ?? (effectsNeedSubdivision ? 2 : undefined);\n if (resolvedSegmentSize != null) {\n const maxSegLen = resolvedSegmentSize * scale;\n const subdivided: typeof segments = [];\n for (const seg of segments) {\n const dx = seg.x1 - seg.x0;\n const dy = seg.y1 - seg.y0;\n const len = Math.sqrt(dx * dx + dy * dy);\n const count = Math.max(1, Math.ceil(len / maxSegLen));\n for (let k = 0; k < count; k++) {\n const t0 = k / count;\n const t1 = (k + 1) / count;\n subdivided.push({\n x0: seg.x0 + dx * t0,\n y0: seg.y0 + dy * t0,\n x1: seg.x0 + dx * t1,\n y1: seg.y0 + dy * t1,\n width0: seg.width0 + (seg.width1 - seg.width0) * t0,\n width1: seg.width0 + (seg.width1 - seg.width0) * t1,\n segProgress: seg.segProgress,\n });\n }\n }\n for (let k = 0; k < subdivided.length; k++) {\n subdivided[k]!.segProgress = subdivided.length > 1 ? k / (subdivided.length - 1) : 0;\n }\n segments.length = 0;\n segments.push(...subdivided);\n }\n\n // Helper: compute segment line width with pressure and taper\n const segWidth = (seg: (typeof segments)[0]) => {\n const perPoint = ((seg.width0 + seg.width1) / 2) * scale;\n const w = Math.max(baseLineWidth + (perPoint - baseLineWidth) * pressureAmount, 0.5 * scale);\n return w * taperMultiplier(seg.segProgress);\n };\n\n const needsPerSegment = pressureAmount > 0 || taperEffect;\n\n const drawStrokePath = () => {\n if (needsPerSegment) {\n for (const seg of segments) {\n ctx.lineWidth = segWidth(seg);\n ctx.beginPath();\n ctx.moveTo(seg.x0, seg.y0);\n ctx.lineTo(seg.x1, seg.y1);\n ctx.stroke();\n }\n } else {\n ctx.lineWidth = baseLineWidth;\n ctx.beginPath();\n ctx.moveTo(segments[0]!.x0, segments[0]!.y0);\n for (const seg of segments) {\n ctx.lineTo(seg.x1, seg.y1);\n }\n ctx.stroke();\n }\n };\n\n const drawGradientPath = () => {\n for (const seg of segments) {\n ctx.strokeStyle = colorAt(seg.segProgress);\n if (needsPerSegment) ctx.lineWidth = segWidth(seg);\n ctx.beginPath();\n ctx.moveTo(seg.x0, seg.y0);\n ctx.lineTo(seg.x1, seg.y1);\n ctx.stroke();\n }\n };\n\n ctx.lineCap = lineCap;\n ctx.lineJoin = 'round';\n\n // --- Glow passes (use coarse segments to avoid expensive per-subsegment shadowBlur) ---\n for (const glow of glowEffects) {\n ctx.save();\n ctx.shadowBlur = resolveCSSLength(glow.config.radius ?? 8, pos.fontSize);\n ctx.shadowColor = glow.config.color ?? color;\n ctx.shadowOffsetX = (glow.config.offsetX ?? 0) * scale;\n ctx.shadowOffsetY = (glow.config.offsetY ?? 0) * scale;\n ctx.strokeStyle = glow.config.color ?? color;\n ctx.lineWidth = baseLineWidth;\n ctx.beginPath();\n ctx.moveTo(coarseSegments[0]!.x0, coarseSegments[0]!.y0);\n for (const seg of coarseSegments) {\n ctx.lineTo(seg.x1, seg.y1);\n }\n ctx.stroke();\n ctx.restore();\n }\n\n // --- Main stroke ---\n if (hasGradient) {\n drawGradientPath();\n } else {\n ctx.strokeStyle = color;\n drawStrokePath();\n }\n }\n}\n","import { findEffect, findEffects, type ResolvedEffect } from './effects.ts';\nimport { resolveCSSLength } from './utils.ts';\n\n/**\n * Draw a fallback glyph (plain text) with applicable effects (glow, gradient, wobble).\n */\nexport function drawFallbackGlyph(\n ctx: CanvasRenderingContext2D,\n char: string,\n x: number,\n baseline: number,\n fontSize: number,\n fontFamily: string,\n color: string,\n effects: ResolvedEffect[] = [],\n seed = 0,\n) {\n const glowEffects = findEffects(effects, 'glow');\n const wobbleEffect = findEffect(effects, 'wobble');\n const gradientEffect = findEffect(effects, 'gradient');\n\n // Wobble offsets\n let dx = 0;\n let dy = 0;\n if (wobbleEffect) {\n const amplitude = (wobbleEffect.config.amplitude ?? 1.5) * (fontSize / 100);\n const frequency = wobbleEffect.config.frequency ?? 8;\n dx = amplitude * Math.sin(frequency * (baseline * 0.01) + seed);\n dy = amplitude * Math.cos(frequency * (x * 0.01) + seed * 1.3);\n }\n\n const drawX = x + dx;\n const drawY = baseline + dy;\n\n // Gradient / rainbow color\n let fillColor = color;\n if (gradientEffect) {\n const colors = gradientEffect.config.colors;\n if (colors === 'rainbow') {\n const saturation = gradientEffect.config.saturation ?? 80;\n const lightness = gradientEffect.config.lightness ?? 55;\n const hue = (seed * 137.5) % 360;\n fillColor = `hsl(${hue}, ${saturation}%, ${lightness}%)`;\n } else if (Array.isArray(colors) && colors.length > 0) {\n fillColor = colors[Math.floor(seed) % colors.length]!;\n }\n }\n\n ctx.save();\n ctx.font = `${fontSize}px ${fontFamily}`;\n ctx.textBaseline = 'alphabetic';\n\n // Glow passes\n for (const glow of glowEffects) {\n ctx.save();\n ctx.shadowBlur = resolveCSSLength(glow.config.radius ?? 8, fontSize);\n ctx.shadowColor = glow.config.color ?? color;\n ctx.shadowOffsetX = glow.config.offsetX ?? 0;\n ctx.shadowOffsetY = glow.config.offsetY ?? 0;\n ctx.fillStyle = glow.config.color ?? color;\n ctx.fillText(char, drawX, drawY);\n ctx.restore();\n }\n\n // Main text\n ctx.fillStyle = fillColor;\n ctx.fillText(char, drawX, drawY);\n\n ctx.restore();\n}\n","import { layoutWithLines, prepareWithSegments } from '@chenglou/pretext';\nimport { graphemes } from './utils.ts';\n\nexport interface TextLayout {\n /** Character indices per line */\n lines: number[][];\n /** Width in em per character index */\n charWidths: number[];\n /** Kerning adjustment in em between character at index i and i+1 */\n kernings: number[];\n /** Intrinsic (single-line) width in em */\n intrinsicWidth: number;\n}\n\nexport function computeTextLayout(text: string, fontFamily: string, fontSize: number, lineHeight: number, maxWidth: number): TextLayout {\n const fontStr = `${fontSize}px ${fontFamily}`;\n const chars = graphemes(text);\n\n // Measure unique character widths\n const widthCache = new Map<string, number>();\n const charWidths: number[] = [];\n for (const char of chars) {\n let w = widthCache.get(char);\n if (w === undefined) {\n if (char === '\\n') {\n w = 0;\n } else {\n const p = prepareWithSegments(char, fontStr, { whiteSpace: 'pre-wrap' });\n const r = layoutWithLines(p, Infinity, lineHeight);\n w = r.lines.length > 0 ? r.lines[0]!.width / fontSize : 0;\n }\n widthCache.set(char, w);\n }\n charWidths.push(w);\n }\n\n // Compute intrinsic width (single-line, no wrapping)\n const prepared = prepareWithSegments(text, fontStr, { whiteSpace: 'pre-wrap' });\n const singleLineResult = layoutWithLines(prepared, Infinity, lineHeight);\n const intrinsicWidth = Math.max(0, ...singleLineResult.lines.map((l) => l.width)) / fontSize;\n\n // Line breaking at actual available width\n const result = layoutWithLines(prepared, maxWidth, lineHeight);\n\n // Map line texts back to character indices (grapheme-based)\n // Build a mapping from UTF-16 offset to grapheme index\n const utf16ToCodePoint: number[] = [];\n for (let ci = 0; ci < chars.length; ci++) {\n for (let j = 0; j < chars[ci]!.length; j++) {\n utf16ToCodePoint.push(ci);\n }\n }\n\n const lines: number[][] = [];\n let utf16Offset = 0;\n for (const line of result.lines) {\n const indices: number[] = [];\n const seen = new Set<number>();\n for (let i = 0; i < line.text.length; i++) {\n const cpIdx = utf16ToCodePoint[utf16Offset + i]!;\n if (!seen.has(cpIdx)) {\n seen.add(cpIdx);\n indices.push(cpIdx);\n }\n }\n utf16Offset += line.text.length;\n // Consume the newline that caused this line break\n if (utf16Offset < text.length && text[utf16Offset] === '\\n') {\n const cpIdx = utf16ToCodePoint[utf16Offset]!;\n indices.push(cpIdx);\n utf16Offset++;\n }\n lines.push(indices);\n }\n\n // Any remaining characters (shouldn't happen, but safety)\n if (utf16Offset < text.length) {\n const indices: number[] = [];\n const seen = new Set<number>();\n for (let i = utf16Offset; i < text.length; i++) {\n const cpIdx = utf16ToCodePoint[i]!;\n if (!seen.has(cpIdx)) {\n seen.add(cpIdx);\n indices.push(cpIdx);\n }\n }\n lines.push(indices);\n }\n\n // Measure kerning between adjacent character pairs\n const kernings: number[] = [];\n const pairCache = new Map<string, number>();\n for (let i = 0; i < chars.length - 1; i++) {\n const a = chars[i]!;\n const b = chars[i + 1]!;\n if (a === '\\n' || b === '\\n') {\n kernings.push(0);\n continue;\n }\n const pair = `${a}${b}`;\n let k = pairCache.get(pair);\n if (k === undefined) {\n const p = prepareWithSegments(pair, fontStr, { whiteSpace: 'pre-wrap' });\n const r = layoutWithLines(p, Infinity, lineHeight);\n const pairWidth = r.lines.length > 0 ? r.lines[0]!.width / fontSize : 0;\n k = pairWidth - (widthCache.get(a) ?? 0) - (widthCache.get(b) ?? 0);\n if (Math.abs(k) < 0.001) k = 0;\n pairCache.set(pair, k);\n }\n kernings.push(k);\n }\n\n return { lines, charWidths, kernings, intrinsicWidth };\n}\n","import type { TegakiBundle } from '../types.ts';\nimport { graphemes } from './utils.ts';\n\nexport interface TimelineConfig {\n /** Pause between glyphs (seconds). Default: `0.1` */\n glyphGap?: number;\n /** Pause after a space character (seconds). Default: `0.15` */\n wordGap?: number;\n /** Pause after a newline / line break (seconds). Default: `0.3` */\n lineGap?: number;\n /** Duration for characters without glyph SVGs (seconds). Default: `0.2` */\n unknownDuration?: number;\n}\n\nconst DEFAULTS: Required<TimelineConfig> = {\n glyphGap: 0.1,\n wordGap: 0.15,\n lineGap: 0.3,\n unknownDuration: 0.2,\n};\n\nexport interface TimelineEntry {\n char: string;\n offset: number;\n duration: number;\n hasSvg: boolean;\n}\n\nexport interface Timeline {\n entries: TimelineEntry[];\n totalDuration: number;\n}\n\nexport function computeTimeline(text: string, font: TegakiBundle, config?: TimelineConfig): Timeline {\n const glyphGap = config?.glyphGap ?? DEFAULTS.glyphGap;\n const wordGap = config?.wordGap ?? DEFAULTS.wordGap;\n const lineGap = config?.lineGap ?? DEFAULTS.lineGap;\n const unknownDuration = config?.unknownDuration ?? DEFAULTS.unknownDuration;\n\n const chars = graphemes(text);\n const entries: TimelineEntry[] = [];\n let offset = 0;\n for (const char of chars) {\n const hasSvg = char in font.glyphs;\n const duration = hasSvg ? (font.glyphTimings[char] ?? 1) : unknownDuration;\n entries.push({ char, offset, duration, hasSvg });\n offset += duration;\n\n // Gap after this character\n if (char === '\\n') {\n offset += lineGap;\n } else if (char === ' ') {\n offset += wordGap;\n } else {\n offset += glyphGap;\n }\n }\n // Remove trailing gap\n if (entries.length > 0) {\n const lastChar = chars[chars.length - 1]!;\n const trailingGap = lastChar === '\\n' ? lineGap : lastChar === ' ' ? wordGap : glyphGap;\n offset -= trailingGap;\n }\n return { entries, totalDuration: Math.max(0, offset) };\n}\n","import { type ComponentProps, useCallback, useEffect, useLayoutEffect, useMemo, useRef, useState } from 'react';\nimport type { TegakiBundle, TegakiEffects } from '../types.ts';\nimport { drawFallbackGlyph } from './drawFallbackGlyph.ts';\nimport { drawGlyph } from './drawGlyph.ts';\nimport { resolveEffects } from './effects.ts';\nimport { computeTextLayout } from './textLayout.ts';\nimport type { TimelineConfig, TimelineEntry } from './timeline.ts';\nimport { computeTimeline } from './timeline.ts';\nimport type { Coercible } from './utils.ts';\nimport { coerceToString, graphemes } from './utils.ts';\n\nconst PADDING_H_EM = 0.2;\nconst MIN_LINE_HEIGHT_EM = 1.8;\nconst MIN_PADDING_V_EM = 0.2;\n\n// --- CSS custom property names ---\n\nconst CSS_TIME = '--tegaki-time';\nconst CSS_PROGRESS = '--tegaki-progress';\nconst CSS_DURATION = '--tegaki-duration';\n\n// Register custom properties so they are animatable (typed as <number>).\n// Calling registerProperty twice with the same name throws, so guard with try/catch.\nif (typeof CSS !== 'undefined' && 'registerProperty' in CSS) {\n for (const prop of [CSS_TIME, CSS_PROGRESS, CSS_DURATION]) {\n try {\n CSS.registerProperty({ name: prop, syntax: '<number>', inherits: true, initialValue: '0' });\n } catch {\n // Already registered — ignore.\n }\n }\n}\n\nexport type TimeControlMode = {\n controlled: {\n mode: 'controlled';\n /** Current time in seconds. */\n value: number;\n };\n uncontrolled: {\n mode: 'uncontrolled';\n /** Initial time in seconds. Default: `0` */\n initialTime?: number;\n /** Playback speed multiplier. Default: `1` */\n speed?: number;\n /** Whether animation is playing. Default: `true` */\n playing?: boolean;\n /** Loop animation when it reaches the end. Default: `false` */\n loop?: boolean;\n /**\n * Catch-up strength. When positive, playback speeds up when there is a\n * large amount of remaining animation and decays back to normal gradually.\n * `0` disables catch-up (default). Higher values ramp up more aggressively.\n * Typical range: `0.2` – `2`.\n */\n catchUp?: number;\n /** Called on every frame with the current time. */\n onTimeChange?: (time: number) => void;\n };\n css: {\n mode: 'css';\n };\n};\n\n/**\n * A plain number is shorthand for `{ mode: 'controlled', value: number }`.\n * `'css'` is shorthand for `{ mode: 'css' }`.\n * Omit for uncontrolled mode with default settings.\n */\nexport type TimeControlProp = null | undefined | number | 'css' | TimeControlMode[keyof TimeControlMode];\n\nexport interface TegakiRendererProps<E extends TegakiEffects<E> = Record<string, never>> extends Omit<ComponentProps<'div'>, 'children'> {\n /** TegakiBundle with font data and animated glyph SVGs. */\n font?: TegakiBundle;\n\n /** Text to animate. Takes precedence over children. */\n text?: string;\n\n /** Children coerced to string. Strings and numbers are kept; everything else is ignored. */\n children?: Coercible;\n\n /**\n * Time control. Accepts a number (controlled shorthand), or an object\n * specifying the mode (`'controlled'`, `'uncontrolled'`, or `'css'`).\n * Omit for uncontrolled playback with default settings.\n */\n time?: TimeControlProp;\n\n /** Called once when the animation reaches the end of the timeline. */\n onComplete?: () => void;\n\n /** Rendering mode. `'canvas'` draws strokes on a `<canvas>` (requires\n * `font.glyphData`), `'svg'` uses animated SVG elements. Default: `'canvas'` */\n mode?: 'canvas' | 'svg';\n\n /** Visual effects applied during canvas rendering. */\n effects?: E;\n\n /** Maximum segment size in pixels for effect subdivision. Lower values produce\n * smoother effects but cost more to render. Default: `2` */\n segmentSize?: number;\n\n /** Timeline timing configuration (gap between glyphs, words, lines, etc.). */\n timing?: TimelineConfig;\n\n /** Show debug text overlay. */\n showOverlay?: boolean;\n}\n\n// --- Component ---\n\nexport function TegakiRenderer<const E extends TegakiEffects<E> = Record<string, never>>({\n font,\n text,\n children,\n time: timeProp,\n onComplete,\n mode = 'canvas',\n effects,\n segmentSize,\n timing,\n showOverlay,\n ...props\n}: TegakiRendererProps<E>) {\n const resolvedText = text ?? coerceToString(children);\n\n // --- Resolve effects ---\n const resolvedEffects = useMemo(() => resolveEffects(effects as Record<string, any>), [effects]);\n const [seed] = useState(() => Math.random() * 1000);\n\n // --- Resolve time control ---\n const timeControl: TimeControlMode[keyof TimeControlMode] =\n timeProp == null\n ? { mode: 'uncontrolled' }\n : typeof timeProp === 'number'\n ? { mode: 'controlled', value: timeProp }\n : timeProp === 'css'\n ? { mode: 'css' }\n : timeProp;\n\n const isCss = timeControl.mode === 'css';\n const isControlled = timeControl.mode === 'controlled' || isCss;\n const controlledTime = timeControl.mode === 'controlled' ? timeControl.value : undefined;\n const defaultTime = timeControl.mode === 'uncontrolled' ? (timeControl.initialTime ?? 0) : 0;\n const speed = timeControl.mode === 'uncontrolled' ? (timeControl.speed ?? 1) : 1;\n const playing = timeControl.mode === 'uncontrolled' ? (timeControl.playing ?? true) : false;\n const loop = timeControl.mode === 'uncontrolled' ? (timeControl.loop ?? false) : false;\n const catchUp = timeControl.mode === 'uncontrolled' ? (timeControl.catchUp ?? 0) : 0;\n const onTimeChange = timeControl.mode === 'uncontrolled' ? timeControl.onTimeChange : undefined;\n\n // --- Internal time (uncontrolled mode) ---\n const [internalTime, setInternalTime] = useState(defaultTime);\n // --- CSS-driven time ---\n const [cssTime, setCssTime] = useState(0);\n const currentTime = isCss ? cssTime : isControlled ? controlledTime! : internalTime;\n\n // Stable callback refs to avoid restarting the rAF loop\n const onTimeChangeRef = useRef(onTimeChange);\n onTimeChangeRef.current = onTimeChange;\n const onCompleteRef = useRef(onComplete);\n onCompleteRef.current = onComplete;\n\n // --- Font loading ---\n const [fontReady, setFontReady] = useState(() => !!font && document.fonts.check(`16px \"${font?.family}\"`));\n useEffect(() => {\n if (!font) {\n setFontReady(false);\n return;\n }\n // Check if the font is already loaded\n if (document.fonts.check(`16px \"${font.family}\"`)) {\n setFontReady(true);\n return;\n }\n // New font — mark not ready and start loading\n setFontReady(false);\n let cancelled = false;\n font.registerFontFace().then(() => {\n if (!cancelled) setFontReady(true);\n });\n return () => {\n cancelled = true;\n };\n }, [font]);\n\n // --- Font-derived constants ---\n const fontFamily = font?.family;\n const emHeight = font ? (font.ascender - font.descender) / font.unitsPerEm : 0;\n const baselineOffset = font ? font.descender / font.unitsPerEm : 0;\n\n // --- Container measurement ---\n const rootRef = useRef<HTMLDivElement>(null);\n const [containerWidth, setContainerWidth] = useState(0);\n const [fontSize, setFontSize] = useState(0);\n const [lineHeight, setLineHeight] = useState(0);\n\n // --- Timeline ---\n const timeline = useMemo(\n () => (font && resolvedText ? computeTimeline(resolvedText, font, timing) : { entries: [] as TimelineEntry[], totalDuration: 0 }),\n [resolvedText, font, timing],\n );\n\n // Duration ref so the rAF loop always sees the latest value without restarting\n const totalDurationRef = useRef(timeline.totalDuration);\n totalDurationRef.current = timeline.totalDuration;\n\n // Smoothed catch-up boost (raw bonus on top of base speed; attack/release smoothed)\n const smoothedBoostRef = useRef(0);\n\n // --- Completion tracking ---\n const prevCompletedRef = useRef(false);\n const isComplete = timeline.totalDuration > 0 && currentTime >= timeline.totalDuration;\n\n useEffect(() => {\n if (isComplete && !prevCompletedRef.current) {\n prevCompletedRef.current = true;\n onCompleteRef.current?.();\n } else if (!isComplete) {\n prevCompletedRef.current = false;\n }\n });\n\n // --- Uncontrolled: time change notification ---\n useEffect(() => {\n if (!isControlled) {\n onTimeChangeRef.current?.(internalTime);\n }\n }, [internalTime, isControlled]);\n\n // --- Uncontrolled: rAF playback loop ---\n useEffect(() => {\n if (isControlled || !playing || !font || !fontReady) return;\n\n // Reset smoothed boost when the loop restarts\n smoothedBoostRef.current = 0;\n\n let lastTs: number | null = null;\n let raf: number;\n\n // Catch-up smoothing rates (per-second exponential factors)\n const attackRate = 4; // fast ramp-up\n const releaseRate = loop ? 30 : 2; // slow decay back to base\n\n const tick = (ts: number) => {\n if (lastTs === null) lastTs = ts;\n const dtSec = (ts - lastTs) / 1000;\n lastTs = ts;\n\n setInternalTime((prev: number) => {\n const totalDur = totalDurationRef.current;\n if (totalDur === 0 || (!loop && prev >= totalDur)) return totalDur;\n\n // Compute effective speed with catch-up\n let effectiveSpeed = speed;\n if (catchUp > 0) {\n const remaining = Math.max(0, totalDur - prev);\n const excess = Math.max(0, remaining - 2);\n const targetBoost = catchUp * excess;\n const rate = targetBoost > smoothedBoostRef.current ? attackRate : releaseRate;\n smoothedBoostRef.current += (targetBoost - smoothedBoostRef.current) * (1 - Math.exp(-rate * dtSec));\n effectiveSpeed = speed + smoothedBoostRef.current;\n }\n\n let next = prev + dtSec * effectiveSpeed;\n if (next >= totalDur) {\n next = loop ? next % totalDur : totalDur;\n smoothedBoostRef.current = 0; // reset boost on loop\n }\n return next;\n });\n\n raf = requestAnimationFrame(tick);\n };\n\n raf = requestAnimationFrame(tick);\n return () => cancelAnimationFrame(raf);\n }, [isControlled, playing, speed, loop, catchUp, font, fontReady]);\n\n // --- SVG refs (only needed in SVG mode) ---\n const svgRefs = useRef(new Map<number, SVGSVGElement>());\n const svgRefCallbacks = useRef(new Map<number, (node: SVGSVGElement | null) => void>());\n\n const makeSvgRef = useCallback(\n (charIdx: number) => (node: SVGSVGElement | null) => {\n if (node) {\n node.pauseAnimations();\n svgRefs.current.set(charIdx, node);\n } else {\n svgRefs.current.delete(charIdx);\n }\n },\n [],\n );\n\n const getSvgRef = useCallback(\n (charIdx: number) => {\n let cb = svgRefCallbacks.current.get(charIdx);\n if (!cb) {\n cb = makeSvgRef(charIdx);\n svgRefCallbacks.current.set(charIdx, cb);\n }\n return cb;\n },\n [makeSvgRef],\n );\n\n // Clear stale SVG refs when font or mode changes\n const prevFontRef = useRef(font);\n const prevModeRef = useRef(mode);\n if (prevFontRef.current !== font || prevModeRef.current !== mode) {\n prevFontRef.current = font;\n prevModeRef.current = mode;\n svgRefs.current.clear();\n svgRefCallbacks.current.clear();\n }\n\n // --- Container size observation ---\n useEffect(() => {\n const el = rootRef.current;\n if (!el) return;\n const ro = new ResizeObserver(([entry]) => {\n if (entry) {\n setContainerWidth(entry.contentRect.width);\n const styles = getComputedStyle(el);\n setFontSize(Number.parseFloat(styles.fontSize));\n setLineHeight(Number.parseFloat(styles.lineHeight));\n }\n });\n ro.observe(el);\n return () => ro.disconnect();\n }, []);\n\n // Sentinel element ref — a hidden child with `font-size: inherit` and a near-zero\n // CSS transition. When any ancestor changes font-size, the transition fires an event\n // so we can read the new value without polling getComputedStyle every render.\n const sentinelRef = useRef<HTMLSpanElement>(null);\n useEffect(() => {\n const el = sentinelRef.current;\n if (!el) return;\n const onTransition = (e: TransitionEvent) => {\n const styles = getComputedStyle(el);\n if (e.propertyName === 'font-size' || e.propertyName === 'line-height') {\n setFontSize(Number.parseFloat(styles.fontSize));\n setLineHeight(Number.parseFloat(styles.lineHeight));\n }\n if (e.propertyName === CSS_PROGRESS) {\n const rawProgress = Number(styles.getPropertyValue(CSS_PROGRESS));\n setCssTime(rawProgress * totalDurationRef.current);\n }\n };\n el.addEventListener('transitionend', onTransition);\n return () => el.removeEventListener('transitionend', onTransition);\n }, []);\n\n // --- Text layout ---\n const layout = useMemo(() => {\n if (!fontReady || !fontFamily || !fontSize || !containerWidth || !resolvedText) return null;\n return computeTextLayout(resolvedText, fontFamily, fontSize, lineHeight, containerWidth);\n }, [fontReady, resolvedText, fontFamily, fontSize, lineHeight, containerWidth]);\n\n // --- Canvas padding ---\n const padH = PADDING_H_EM * fontSize;\n const padV = fontSize ? Math.max(MIN_PADDING_V_EM * fontSize, (MIN_LINE_HEIGHT_EM * fontSize - lineHeight) / 2) : 0;\n\n // --- Sync SVG glyph times before paint ---\n // Runs every render so SVGs stay correct even when currentTime hasn't changed\n // (e.g. after pausing, or when ref callbacks re-fire due to re-renders).\n useLayoutEffect(() => {\n if (mode !== 'svg') return;\n const entries = timeline.entries;\n for (let i = 0; i < entries.length; i++) {\n const entry = entries[i]!;\n if (!entry.hasSvg) continue;\n const svg = svgRefs.current.get(i);\n if (!svg) continue;\n const localTime = Math.max(0, Math.min(currentTime - entry.offset, entry.duration));\n svg.setCurrentTime(localTime);\n }\n });\n\n // --- Canvas rendering ---\n const canvasRef = useRef<HTMLCanvasElement>(null);\n\n useLayoutEffect(() => {\n if (mode !== 'canvas') return;\n const canvas = canvasRef.current;\n if (!canvas || !font?.glyphData || !layout || !fontSize) return;\n\n const dpr = window.devicePixelRatio || 1;\n const el = rootRef.current;\n if (!el) return;\n const canvasRect = canvas.getBoundingClientRect();\n const w = canvasRect.width;\n const h = canvasRect.height;\n\n // Resize canvas backing store if needed\n const needsResize = canvas.width !== Math.round(w * dpr) || canvas.height !== Math.round(h * dpr);\n if (needsResize) {\n canvas.width = Math.round(w * dpr);\n canvas.height = Math.round(h * dpr);\n }\n\n const ctx = canvas.getContext('2d');\n if (!ctx) return;\n\n ctx.setTransform(dpr, 0, 0, dpr, 0, 0);\n ctx.clearRect(0, 0, w, h);\n ctx.translate(padH, padV);\n\n // Read currentColor from the container\n const color = getComputedStyle(el).color;\n\n const emHeightPx = emHeight * fontSize;\n const halfLeading = (lineHeight - emHeightPx) / 2;\n const characters = graphemes(resolvedText);\n\n let y = 0;\n for (const lineIndices of layout.lines) {\n let x = 0;\n for (const charIdx of lineIndices) {\n const char = characters[charIdx]!;\n if (char === '\\n') continue;\n const entry = timeline.entries[charIdx]!;\n const charWidth = layout.charWidths[charIdx] ?? 0;\n const kerning = layout.kernings[charIdx] ?? 0;\n const glyph = font.glyphData[char];\n\n if (glyph && entry.hasSvg) {\n const localTime = Math.max(0, Math.min(currentTime - entry.offset, entry.duration));\n const glyphY = y + halfLeading;\n drawGlyph(\n ctx,\n glyph,\n {\n x,\n y: glyphY,\n fontSize,\n unitsPerEm: font.unitsPerEm,\n ascender: font.ascender,\n descender: font.descender,\n },\n localTime,\n font.lineCap,\n color,\n resolvedEffects,\n seed + charIdx,\n segmentSize,\n );\n } else if (!entry.hasSvg && currentTime >= entry.offset + entry.duration) {\n const baseline = y + halfLeading + (font.ascender / font.unitsPerEm) * fontSize;\n drawFallbackGlyph(ctx, char, x, baseline, fontSize, fontFamily!, color, resolvedEffects, seed + charIdx);\n }\n\n x += (charWidth + kerning) * fontSize;\n }\n y += lineHeight;\n }\n }, [\n mode,\n currentTime,\n timeline,\n layout,\n font,\n fontFamily,\n fontSize,\n lineHeight,\n resolvedText,\n emHeight,\n padH,\n padV,\n resolvedEffects,\n seed,\n segmentSize,\n ]);\n\n // --- SVG rendering (skipped entirely in canvas mode) ---\n const lineElements = useMemo(() => {\n if (mode !== 'svg' || !font || !resolvedText) return null;\n\n const characters = graphemes(resolvedText);\n\n const renderGlyph = (charIdx: number) => {\n const char = characters[charIdx]!;\n const entry = timeline.entries[charIdx]!;\n const GlyphSvg = font.glyphs[char] as any;\n const width = layout?.charWidths[charIdx] ?? 1;\n const kerning = layout?.kernings[charIdx];\n\n if (char === '\\n') return null;\n\n if (GlyphSvg) {\n return (\n <GlyphSvg\n key={charIdx}\n ref={getSvgRef(charIdx)}\n style={{\n display: 'inline-block',\n verticalAlign: `${baselineOffset}em`,\n width: `${width}em`,\n marginRight: kerning ? `${kerning}em` : undefined,\n height: `${emHeight}em`,\n overflow: 'visible',\n }}\n />\n );\n }\n\n const isVisible = currentTime >= entry.offset + entry.duration;\n return (\n <span style={{ fontFamily, visibility: isVisible ? 'visible' : 'hidden' }} key={charIdx}>\n {char}\n </span>\n );\n };\n\n if (layout) {\n return layout.lines.map((lineIndices, lineIdx) => {\n const isEmpty = lineIndices.every((i) => characters[i] === '\\n');\n return (\n <div style={{ whiteSpace: 'nowrap', height: isEmpty ? '1lh' : undefined, lineHeight: `${lineHeight}px` }} key={lineIdx}>\n {lineIndices.map(renderGlyph)}\n </div>\n );\n });\n }\n\n // Fallback before layout is ready: single line\n return characters.length > 0 ? <div style={{ whiteSpace: 'nowrap' }}>{characters.map((_, i) => renderGlyph(i))}</div> : null;\n }, [mode, resolvedText, timeline, font, layout, getSvgRef, baselineOffset, emHeight, currentTime, fontFamily, lineHeight]);\n\n // --- Rendering ---\n\n if (!font || !resolvedText || !fontReady) {\n return <div ref={rootRef} {...props} />;\n }\n\n return (\n <div\n ref={rootRef}\n {...props}\n style={{\n ...props.style,\n position: 'relative',\n maxWidth: '100%',\n width: 'auto',\n height: 'auto',\n ...{\n [CSS_DURATION]: timeline.totalDuration,\n [CSS_TIME]: currentTime,\n [CSS_PROGRESS]: timeline.totalDuration > 0 ? currentTime / timeline.totalDuration : 0,\n },\n }}\n >\n {/* Sentinel: inherits font-size & line-height; its height changes when either changes */}\n <span\n ref={sentinelRef}\n aria-hidden\n style={{\n position: 'absolute',\n width: 0,\n overflow: 'hidden',\n pointerEvents: 'none',\n fontSize: 'inherit',\n lineHeight: 'inherit',\n visibility: 'hidden',\n transition: isCss ? `font-size 0.001s, line-height 0.001s, ${CSS_PROGRESS} 0.001s` : 'font-size 0.001s, line-height 0.001s',\n }}\n >\n {'\\u00A0'}\n </span>\n {mode === 'canvas' ? 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@@ -289,7 +289,7 @@ const bundle = {
289
289
  },
290
290
  registerFontFace() {
291
291
  if (!registered) {
292
- registered = new FontFace(bundle.family, `url(${fontUrl})`)
292
+ registered = new FontFace(bundle.family, `url(${fontUrl})`, { featureSettings: "'calt' 0, 'liga' 0" })
293
293
  .load()
294
294
  .then((loaded) => { document.fonts.add(loaded); });
295
295
  }
@@ -289,7 +289,7 @@ const bundle = {
289
289
  },
290
290
  registerFontFace() {
291
291
  if (!registered) {
292
- registered = new FontFace(bundle.family, `url(${fontUrl})`)
292
+ registered = new FontFace(bundle.family, `url(${fontUrl})`, { featureSettings: "'calt' 0, 'liga' 0" })
293
293
  .load()
294
294
  .then((loaded) => { document.fonts.add(loaded); });
295
295
  }
@@ -289,7 +289,7 @@ const bundle = {
289
289
  },
290
290
  registerFontFace() {
291
291
  if (!registered) {
292
- registered = new FontFace(bundle.family, `url(${fontUrl})`)
292
+ registered = new FontFace(bundle.family, `url(${fontUrl})`, { featureSettings: "'calt' 0, 'liga' 0" })
293
293
  .load()
294
294
  .then((loaded) => { document.fonts.add(loaded); });
295
295
  }
@@ -289,7 +289,7 @@ const bundle = {
289
289
  },
290
290
  registerFontFace() {
291
291
  if (!registered) {
292
- registered = new FontFace(bundle.family, `url(${fontUrl})`)
292
+ registered = new FontFace(bundle.family, `url(${fontUrl})`, { featureSettings: "'calt' 0, 'liga' 0" })
293
293
  .load()
294
294
  .then((loaded) => { document.fonts.add(loaded); });
295
295
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "tegaki",
3
- "version": "0.2.2",
3
+ "version": "0.2.3",
4
4
  "type": "module",
5
5
  "description": "React component for rendering animated handwriting from any font",
6
6
  "keywords": [
@@ -160,6 +160,29 @@ export function TegakiRenderer<const E extends TegakiEffects<E> = Record<string,
160
160
  const onCompleteRef = useRef(onComplete);
161
161
  onCompleteRef.current = onComplete;
162
162
 
163
+ // --- Font loading ---
164
+ const [fontReady, setFontReady] = useState(() => !!font && document.fonts.check(`16px "${font?.family}"`));
165
+ useEffect(() => {
166
+ if (!font) {
167
+ setFontReady(false);
168
+ return;
169
+ }
170
+ // Check if the font is already loaded
171
+ if (document.fonts.check(`16px "${font.family}"`)) {
172
+ setFontReady(true);
173
+ return;
174
+ }
175
+ // New font — mark not ready and start loading
176
+ setFontReady(false);
177
+ let cancelled = false;
178
+ font.registerFontFace().then(() => {
179
+ if (!cancelled) setFontReady(true);
180
+ });
181
+ return () => {
182
+ cancelled = true;
183
+ };
184
+ }, [font]);
185
+
163
186
  // --- Font-derived constants ---
164
187
  const fontFamily = font?.family;
165
188
  const emHeight = font ? (font.ascender - font.descender) / font.unitsPerEm : 0;
@@ -206,7 +229,7 @@ export function TegakiRenderer<const E extends TegakiEffects<E> = Record<string,
206
229
 
207
230
  // --- Uncontrolled: rAF playback loop ---
208
231
  useEffect(() => {
209
- if (isControlled || !playing || !font) return;
232
+ if (isControlled || !playing || !font || !fontReady) return;
210
233
 
211
234
  // Reset smoothed boost when the loop restarts
212
235
  smoothedBoostRef.current = 0;
@@ -251,7 +274,7 @@ export function TegakiRenderer<const E extends TegakiEffects<E> = Record<string,
251
274
 
252
275
  raf = requestAnimationFrame(tick);
253
276
  return () => cancelAnimationFrame(raf);
254
- }, [isControlled, playing, speed, loop, catchUp, font]);
277
+ }, [isControlled, playing, speed, loop, catchUp, font, fontReady]);
255
278
 
256
279
  // --- SVG refs (only needed in SVG mode) ---
257
280
  const svgRefs = useRef(new Map<number, SVGSVGElement>());
@@ -331,9 +354,9 @@ export function TegakiRenderer<const E extends TegakiEffects<E> = Record<string,
331
354
 
332
355
  // --- Text layout ---
333
356
  const layout = useMemo(() => {
334
- if (!fontFamily || !fontSize || !containerWidth || !resolvedText) return null;
357
+ if (!fontReady || !fontFamily || !fontSize || !containerWidth || !resolvedText) return null;
335
358
  return computeTextLayout(resolvedText, fontFamily, fontSize, lineHeight, containerWidth);
336
- }, [resolvedText, fontFamily, fontSize, lineHeight, containerWidth]);
359
+ }, [fontReady, resolvedText, fontFamily, fontSize, lineHeight, containerWidth]);
337
360
 
338
361
  // --- Canvas padding ---
339
362
  const padH = PADDING_H_EM * fontSize;
@@ -507,7 +530,7 @@ export function TegakiRenderer<const E extends TegakiEffects<E> = Record<string,
507
530
 
508
531
  // --- Rendering ---
509
532
 
510
- if (!font || !resolvedText) {
533
+ if (!font || !resolvedText || !fontReady) {
511
534
  return <div ref={rootRef} {...props} />;
512
535
  }
513
536
 
@@ -579,7 +602,6 @@ export function TegakiRenderer<const E extends TegakiEffects<E> = Record<string,
579
602
  WebkitTextFillColor: showOverlay ? undefined : 'transparent',
580
603
  fontFamily,
581
604
  color: showOverlay ? 'rgba(255, 0, 0, 0.4)' : undefined,
582
- fontFeatureSettings: "'calt' 0, 'liga' 0",
583
605
  }}
584
606
  >
585
607
  {resolvedText}