use-scroll-animate 7.7.0 → 7.8.0

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package/CHANGELOG.md CHANGED
@@ -7,6 +7,19 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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  ## [Unreleased]
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+ ## [7.8.0] - 2026-10-08
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+
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+ ### Added
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+ - **3 new components (7.8)** in `motionary/components/widgets` (also in `dist/widgets.umd.js`):
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+ - `<usa-chat-composer>` — AI chat input: the textarea grows with its text (up to `rows`, default 6), Enter sends / Shift+Enter new line, the send button pops when there is text and morphs into Stop while `busy`, when a conic "thinking" glow runs round the composer. `usa:send` { text } (cancelable), `usa:stop`; `placeholder`, `label`, `value`, `busy`, `send()`, `clear()`.
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+ - `<usa-suggestion-chips>` — follow-up prompt chips from `items="a|b|c"` (or child elements): slide in one after another, picking pulses the chip and emits `usa:pick` { text, index }; `dismiss` fades the others; `setItems()` / `items`; arrow keys. `parseChips()`.
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+ - `<usa-voice-button>` — push-to-talk mic: toggles `listening` (`usa:start` / `usa:stop`), a halo breathes and `bars` (3–9) wave; set `level` (0–1) from an analyser / speech API and both follow it. `toggle()`; `waveBars()`.
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+ - **AI UI motion — `motionary/fx/ai`** (= `motionary/components/fx-ai`, `registerAiPack()`, also in `registerEffectPacks()`): `stream-text` (enter), `thinking-glow` (loop), `voice-wave` (attention), `gen-skeleton` (enter). `splitWords()`.
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+ - Showcase: 5 new gallery cards with copyable code, live demos and live Store thumbnails; Animation Store 326 → 331 items.
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+
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+ ### Accessibility
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+ - Composer: labelled textarea, the button's `aria-label` switches Send ↔ Stop generating. Chips: labelled list of real buttons, arrow-key navigation, dismissed chips are disabled. Voice button: a real `<button aria-pressed>`. `stream-text` restores the original text nodes when it finishes (screen readers read the full text). Reduced motion: no glow, pop, slide, halo or wave; `stream-text` shows the text at once, `thinking-glow` is skipped, `voice-wave` does nothing, `gen-skeleton` fades in.
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  ## [7.7.0] - 2026-10-08
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  ### Added
@@ -0,0 +1,130 @@
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+ 'use strict';
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+
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+ var registry = require('../chunks/registry-DehBVRDV.cjs');
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+ require('../chunks/base-BaQV-2ha.cjs');
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+
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+ /** Split text into words, keeping the whitespace after each (7.8). */
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+ function splitWords(text) {
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+ return text.match(/\S+\s*|\s+/g) || [];
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+ }
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+ const fade = (el, ctx) => ctx.animate(el, [{ opacity: 0 }, { opacity: 1 }], { duration: 250 })?.finished.catch(() => undefined);
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+ function textNodes(el) {
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+ const out = [];
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+ const walk = (n) => n.childNodes.forEach((c) => (c.nodeType === 3 ? (c.textContent || '').trim() && out.push(c) : c.nodeType === 1 && walk(c)));
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+ walk(el);
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+ return out;
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+ }
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+ const AI_FX = [
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+ {
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+ name: 'stream-text',
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+ kind: 'enter',
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+ description: 'The text appears word by word like a streamed LLM reply, with a blinking caret (`speed` ms per word).',
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+ defaults: { speed: 45 },
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+ run: (el, o, ctx) => {
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+ if (ctx.reduced)
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+ return;
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+ const speed = Math.max(5, Number(o.speed) || 45);
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+ const spans = [];
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+ const restores = [];
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+ for (const t of textNodes(el)) {
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+ const wrap = document.createElement('span');
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+ wrap.setAttribute('data-usa-stream', '');
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+ for (const w of splitWords(t.textContent || '')) {
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+ const s = document.createElement('span');
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+ s.textContent = w;
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+ s.style.opacity = '0';
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+ wrap.appendChild(s);
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+ spans.push(s);
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+ }
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+ t.parentNode.replaceChild(wrap, t);
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+ restores.push(() => wrap.isConnected && wrap.replaceWith(t));
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+ }
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+ const caret = document.createElement('span');
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+ caret.setAttribute('aria-hidden', 'true');
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+ caret.textContent = '▍';
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+ Object.assign(caret.style, { opacity: '.7', marginLeft: '1px' });
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+ el.appendChild(caret);
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+ const blink = ctx.animate(caret, [{ opacity: 0.8 }, { opacity: 0 }], { duration: 500, iterations: Infinity, direction: 'alternate' });
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+ let done = false;
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+ const finish = () => {
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+ if (done)
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+ return;
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+ done = true;
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+ blink?.cancel();
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+ caret.remove();
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+ restores.forEach((r) => r());
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+ };
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+ ctx.onCleanup(finish);
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+ const runs = spans.map((s, i) => {
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+ const a = ctx.animate(s, [{ opacity: 0, filter: 'blur(3px)' }, { opacity: 1, filter: 'none' }], { duration: 220, delay: i * speed, fill: 'both', easing: 'ease-out' });
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+ if (!a)
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+ s.style.opacity = '';
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+ return a?.finished.catch(() => undefined);
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+ });
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+ return Promise.all(runs).then(finish);
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+ },
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+ },
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+ {
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+ name: 'thinking-glow',
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+ kind: 'loop',
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+ description: 'A soft colour glow breathes and drifts round the element while a model is "thinking" (`colors`, comma-separated). Stops on cleanup.',
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+ defaults: { colors: '#6366f1,#ec4899,#22d3ee', duration: 2400 },
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+ run: (el, o, ctx) => {
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+ const cs = String(o.colors).split(',').map((c) => c.trim()).filter(Boolean);
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+ const c = cs.length ? cs : ['#6366f1'];
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+ const frames = c.map((col, i) => ({ boxShadow: `0 0 ${i % 2 ? 26 : 14}px ${i % 2 ? 4 : 1}px ${col}`, offset: i / c.length }));
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+ frames.push({ boxShadow: `0 0 14px 1px ${c[0]}`, offset: 1 });
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+ const a = ctx.animate(el, frames, { duration: o.duration, iterations: Infinity, easing: 'ease-in-out' });
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+ return () => a?.cancel();
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+ },
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+ },
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+ {
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+ name: 'voice-wave',
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+ kind: 'attention',
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+ description: "The element's children bounce in a wave like voice level bars, or the element pulses when it has none (`cycles`).",
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+ defaults: { cycles: 2, duration: 700 },
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+ run: (el, o, ctx) => {
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+ if (ctx.reduced)
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+ return;
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+ const kids = Array.from(el.children);
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+ const n = Math.max(1, Math.min(6, Number(o.cycles) || 2));
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+ if (!kids.length)
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+ return ctx.animate(el, [{ transform: 'scale(1)' }, { transform: 'scale(1.12)' }, { transform: 'scale(1)' }], { duration: o.duration, iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined);
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+ return Promise.all(kids.map((k, i) => ctx.animate(k, [{ transform: 'scaleY(1)' }, { transform: 'scaleY(1.9)' }, { transform: 'scaleY(.6)' }, { transform: 'scaleY(1)' }], { duration: o.duration, delay: i * (o.duration / (kids.length * 2)), iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined))).then(() => undefined);
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+ },
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+ },
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+ {
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+ name: 'gen-skeleton',
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+ kind: 'enter',
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+ description: 'A shimmering skeleton covers the element, then dissolves to reveal the generated content (`hold` ms).',
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+ defaults: { hold: 900, duration: 500 },
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+ run: (el, o, ctx) => {
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+ if (ctx.reduced)
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+ return fade(el, ctx);
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+ if (getComputedStyle(el).position === 'static') {
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+ const prev = el.style.position;
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+ el.style.position = 'relative';
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+ ctx.onCleanup(() => (el.style.position = prev));
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+ }
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+ const sk = document.createElement('span');
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+ sk.setAttribute('aria-hidden', 'true');
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+ Object.assign(sk.style, { position: 'absolute', inset: '0', borderRadius: 'inherit', pointerEvents: 'none', background: 'linear-gradient(100deg,#e2e8f0 30%,#f8fafc 50%,#e2e8f0 70%)', backgroundSize: '200% 100%', zIndex: '1' });
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+ el.appendChild(sk);
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+ const end = () => sk.remove();
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+ ctx.onCleanup(end);
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+ const hold = Math.max(0, Number(o.hold) || 0);
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+ ctx.animate(sk, [{ backgroundPosition: '120% 0' }, { backgroundPosition: '-20% 0' }], { duration: 900, iterations: Math.max(1, Math.ceil(hold / 900)) });
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+ const a = ctx.animate(sk, [{ opacity: 1 }, { opacity: 0 }], { duration: o.duration, delay: hold, fill: 'both', easing: 'ease-out' });
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+ return a ? a.finished.then(end, end) : (end(), undefined);
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+ },
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+ },
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+ ];
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+ /** Register stream-text, thinking-glow, voice-wave and gen-skeleton (7.8). */
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+ function registerAiPack() {
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+ registry.registerEffects(AI_FX);
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+ }
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+
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+ exports.AI_FX = AI_FX;
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+ exports.registerAiPack = registerAiPack;
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+ exports.splitWords = splitWords;
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+ //# sourceMappingURL=fx-ai.cjs.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"fx-ai.cjs","sources":["../../src/components/fx2/ai.ts"],"sourcesContent":["/**\n * 7.8 — AI UI motion (`motionary/fx/ai`, also `motionary/components/fx-ai`):\n *\n * - `stream-text` (enter) — the element's text appears word by word, like a\n * streamed LLM reply, with a blinking caret at the end (`speed` ms/word).\n * - `thinking-glow` (loop) — a soft colour glow breathes and drifts round the\n * element while a model is \"thinking\" (`colors`); the cleanup stops it.\n * - `voice-wave` (attention) — the element's children bounce in a wave like\n * voice level bars (or the element pulses when it has none) (`cycles`).\n * - `gen-skeleton` (enter) — a shimmering skeleton covers the element, then\n * dissolves to reveal the generated content (`hold`).\n *\n * Reduced motion: stream-text shows the text, thinking-glow is skipped,\n * voice-wave does nothing, gen-skeleton fades in.\n */\nimport type { EffectContext, EffectDefinition } from '../fx/registry';\nimport { registerEffects } from '../fx/registry';\n\n/** Split text into words, keeping the whitespace after each (7.8). */\nexport function splitWords(text: string): string[] {\n return text.match(/\\S+\\s*|\\s+/g) || [];\n}\n\nconst fade = (el: HTMLElement, ctx: EffectContext) => ctx.animate(el, [{ opacity: 0 }, { opacity: 1 }], { duration: 250 })?.finished.catch(() => undefined);\n\nfunction textNodes(el: Node): Text[] {\n const out: Text[] = [];\n const walk = (n: Node) => n.childNodes.forEach((c) => (c.nodeType === 3 ? (c.textContent || '').trim() && out.push(c as Text) : c.nodeType === 1 && walk(c)));\n walk(el);\n return out;\n}\n\nexport const AI_FX: EffectDefinition[] = [\n {\n name: 'stream-text',\n kind: 'enter',\n description: 'The text appears word by word like a streamed LLM reply, with a blinking caret (`speed` ms per word).',\n defaults: { speed: 45 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n if (ctx.reduced) return;\n const speed = Math.max(5, Number(o.speed) || 45);\n const spans: HTMLElement[] = [];\n const restores: (() => void)[] = [];\n for (const t of textNodes(el)) {\n const wrap = document.createElement('span');\n wrap.setAttribute('data-usa-stream', '');\n for (const w of splitWords(t.textContent || '')) {\n const s = document.createElement('span');\n s.textContent = w;\n s.style.opacity = '0';\n wrap.appendChild(s);\n spans.push(s);\n }\n (t.parentNode as Node).replaceChild(wrap, t);\n restores.push(() => wrap.isConnected && wrap.replaceWith(t));\n }\n const caret = document.createElement('span');\n caret.setAttribute('aria-hidden', 'true');\n caret.textContent = '▍';\n Object.assign(caret.style, { opacity: '.7', marginLeft: '1px' });\n el.appendChild(caret);\n const blink = ctx.animate(caret, [{ opacity: 0.8 }, { opacity: 0 }], { duration: 500, iterations: Infinity, direction: 'alternate' });\n let done = false;\n const finish = () => {\n if (done) return;\n done = true;\n blink?.cancel();\n caret.remove();\n restores.forEach((r) => r());\n };\n ctx.onCleanup(finish);\n const runs = spans.map((s, i) => {\n const a = ctx.animate(s, [{ opacity: 0, filter: 'blur(3px)' }, { opacity: 1, filter: 'none' }], { duration: 220, delay: i * speed, fill: 'both', easing: 'ease-out' });\n if (!a) s.style.opacity = '';\n return a?.finished.catch(() => undefined);\n });\n return Promise.all(runs).then(finish);\n },\n },\n {\n name: 'thinking-glow',\n kind: 'loop',\n description: 'A soft colour glow breathes and drifts round the element while a model is \"thinking\" (`colors`, comma-separated). Stops on cleanup.',\n defaults: { colors: '#6366f1,#ec4899,#22d3ee', duration: 2400 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n const cs = String(o.colors).split(',').map((c) => c.trim()).filter(Boolean);\n const c = cs.length ? cs : ['#6366f1'];\n const frames: Keyframe[] = c.map((col, i) => ({ boxShadow: `0 0 ${i % 2 ? 26 : 14}px ${i % 2 ? 4 : 1}px ${col}`, offset: i / c.length }));\n frames.push({ boxShadow: `0 0 14px 1px ${c[0]}`, offset: 1 });\n const a = ctx.animate(el, frames, { duration: o.duration, iterations: Infinity, easing: 'ease-in-out' });\n return () => a?.cancel();\n },\n },\n {\n name: 'voice-wave',\n kind: 'attention',\n description: \"The element's children bounce in a wave like voice level bars, or the element pulses when it has none (`cycles`).\",\n defaults: { cycles: 2, duration: 700 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n if (ctx.reduced) return;\n const kids = Array.from(el.children) as HTMLElement[];\n const n = Math.max(1, Math.min(6, Number(o.cycles) || 2));\n if (!kids.length) return ctx.animate(el, [{ transform: 'scale(1)' }, { transform: 'scale(1.12)' }, { transform: 'scale(1)' }], { duration: o.duration, iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined);\n return Promise.all(\n kids.map((k, i) =>\n ctx.animate(k, [{ transform: 'scaleY(1)' }, { transform: 'scaleY(1.9)' }, { transform: 'scaleY(.6)' }, { transform: 'scaleY(1)' }], { duration: o.duration, delay: i * (o.duration / (kids.length * 2)), iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined)\n )\n ).then(() => undefined);\n },\n },\n {\n name: 'gen-skeleton',\n kind: 'enter',\n description: 'A shimmering skeleton covers the element, then dissolves to reveal the generated content (`hold` ms).',\n defaults: { hold: 900, duration: 500 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n if (ctx.reduced) return fade(el, ctx);\n if (getComputedStyle(el).position === 'static') {\n const prev = el.style.position;\n el.style.position = 'relative';\n ctx.onCleanup(() => (el.style.position = prev));\n }\n const sk = document.createElement('span');\n sk.setAttribute('aria-hidden', 'true');\n Object.assign(sk.style, { position: 'absolute', inset: '0', borderRadius: 'inherit', pointerEvents: 'none', background: 'linear-gradient(100deg,#e2e8f0 30%,#f8fafc 50%,#e2e8f0 70%)', backgroundSize: '200% 100%', zIndex: '1' });\n el.appendChild(sk);\n const end = () => sk.remove();\n ctx.onCleanup(end);\n const hold = Math.max(0, Number(o.hold) || 0);\n ctx.animate(sk, [{ backgroundPosition: '120% 0' }, { backgroundPosition: '-20% 0' }], { duration: 900, iterations: Math.max(1, Math.ceil(hold / 900)) });\n const a = ctx.animate(sk, [{ opacity: 1 }, { opacity: 0 }], { duration: o.duration, delay: hold, fill: 'both', easing: 'ease-out' });\n return a ? a.finished.then(end, end) : (end(), undefined);\n },\n },\n];\n\n/** Register stream-text, thinking-glow, voice-wave and gen-skeleton (7.8). */\nexport function registerAiPack(): void {\n 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@@ -0,0 +1,66 @@
1
+ type MotionSensitivity = 'full' | 'gentle' | 'minimal' | 'static';
2
+ type Cleanup = () => void;
3
+
4
+ /**
5
+ * 5.0 — unified plugin-style effect registration. Every effect (built-in or
6
+ * yours) is a plain object registered once and played the same way:
7
+ * `playEffect(el, name)`, `bindEffect(el, name, { trigger })` or
8
+ * `<usa-fx effect="name" trigger="click">`. Effects get a context that
9
+ * already applies reduced motion, motion sensitivity, intensity and the
10
+ * animation budget.
11
+ */
12
+
13
+ declare const EFFECT_KINDS: readonly ["enter", "exit", "attention", "click", "hover", "card", "loop", "page", "background", "text", "cursor", "scroll"];
14
+ type EffectKind = (typeof EFFECT_KINDS)[number];
15
+ interface EffectContext {
16
+ /** Reduced motion applies (OS setting, `minimal` / `static` sensitivity). */
17
+ readonly reduced: boolean;
18
+ readonly sensitivity: MotionSensitivity;
19
+ /** The triggering event (pointer position for click effects), if any. */
20
+ readonly event?: Event;
21
+ /** `el.animate()` with the library's motion rules (may return `null`). */
22
+ animate(el: Element, keyframes: Keyframe[], options: KeyframeAnimationOptions): Animation | null;
23
+ /** Register teardown for long-running effects (loops, listeners). */
24
+ onCleanup(fn: Cleanup): void;
25
+ }
26
+ interface EffectDefinition<O extends Record<string, unknown> = Record<string, any>> {
27
+ /** Unique, kebab-case. */
28
+ name: string;
29
+ kind: EffectKind;
30
+ /** One line for docs and the gallery. */
31
+ description?: string;
32
+ /** Option defaults (merged under the caller's options). */
33
+ defaults?: Partial<O>;
34
+ /**
35
+ * Under reduced motion: `'skip'` (do nothing — default for loop, background
36
+ * and cursor effects) or `'run'` (run with `ctx.reduced === true`, the
37
+ * effect degrades itself — default for everything else).
38
+ */
39
+ reduced?: 'skip' | 'run';
40
+ /** Play the effect. Return an Animation / Promise to be awaited, or a cleanup. */
41
+ run(el: HTMLElement, options: O, ctx: EffectContext): void | Cleanup | Animation | null | Promise<unknown>;
42
+ }
43
+
44
+ /**
45
+ * 7.8 — AI UI motion (`motionary/fx/ai`, also `motionary/components/fx-ai`):
46
+ *
47
+ * - `stream-text` (enter) — the element's text appears word by word, like a
48
+ * streamed LLM reply, with a blinking caret at the end (`speed` ms/word).
49
+ * - `thinking-glow` (loop) — a soft colour glow breathes and drifts round the
50
+ * element while a model is "thinking" (`colors`); the cleanup stops it.
51
+ * - `voice-wave` (attention) — the element's children bounce in a wave like
52
+ * voice level bars (or the element pulses when it has none) (`cycles`).
53
+ * - `gen-skeleton` (enter) — a shimmering skeleton covers the element, then
54
+ * dissolves to reveal the generated content (`hold`).
55
+ *
56
+ * Reduced motion: stream-text shows the text, thinking-glow is skipped,
57
+ * voice-wave does nothing, gen-skeleton fades in.
58
+ */
59
+
60
+ /** Split text into words, keeping the whitespace after each (7.8). */
61
+ declare function splitWords(text: string): string[];
62
+ declare const AI_FX: EffectDefinition[];
63
+ /** Register stream-text, thinking-glow, voice-wave and gen-skeleton (7.8). */
64
+ declare function registerAiPack(): void;
65
+
66
+ export { AI_FX, registerAiPack, splitWords };
@@ -0,0 +1,66 @@
1
+ type MotionSensitivity = 'full' | 'gentle' | 'minimal' | 'static';
2
+ type Cleanup = () => void;
3
+
4
+ /**
5
+ * 5.0 — unified plugin-style effect registration. Every effect (built-in or
6
+ * yours) is a plain object registered once and played the same way:
7
+ * `playEffect(el, name)`, `bindEffect(el, name, { trigger })` or
8
+ * `<usa-fx effect="name" trigger="click">`. Effects get a context that
9
+ * already applies reduced motion, motion sensitivity, intensity and the
10
+ * animation budget.
11
+ */
12
+
13
+ declare const EFFECT_KINDS: readonly ["enter", "exit", "attention", "click", "hover", "card", "loop", "page", "background", "text", "cursor", "scroll"];
14
+ type EffectKind = (typeof EFFECT_KINDS)[number];
15
+ interface EffectContext {
16
+ /** Reduced motion applies (OS setting, `minimal` / `static` sensitivity). */
17
+ readonly reduced: boolean;
18
+ readonly sensitivity: MotionSensitivity;
19
+ /** The triggering event (pointer position for click effects), if any. */
20
+ readonly event?: Event;
21
+ /** `el.animate()` with the library's motion rules (may return `null`). */
22
+ animate(el: Element, keyframes: Keyframe[], options: KeyframeAnimationOptions): Animation | null;
23
+ /** Register teardown for long-running effects (loops, listeners). */
24
+ onCleanup(fn: Cleanup): void;
25
+ }
26
+ interface EffectDefinition<O extends Record<string, unknown> = Record<string, any>> {
27
+ /** Unique, kebab-case. */
28
+ name: string;
29
+ kind: EffectKind;
30
+ /** One line for docs and the gallery. */
31
+ description?: string;
32
+ /** Option defaults (merged under the caller's options). */
33
+ defaults?: Partial<O>;
34
+ /**
35
+ * Under reduced motion: `'skip'` (do nothing — default for loop, background
36
+ * and cursor effects) or `'run'` (run with `ctx.reduced === true`, the
37
+ * effect degrades itself — default for everything else).
38
+ */
39
+ reduced?: 'skip' | 'run';
40
+ /** Play the effect. Return an Animation / Promise to be awaited, or a cleanup. */
41
+ run(el: HTMLElement, options: O, ctx: EffectContext): void | Cleanup | Animation | null | Promise<unknown>;
42
+ }
43
+
44
+ /**
45
+ * 7.8 — AI UI motion (`motionary/fx/ai`, also `motionary/components/fx-ai`):
46
+ *
47
+ * - `stream-text` (enter) — the element's text appears word by word, like a
48
+ * streamed LLM reply, with a blinking caret at the end (`speed` ms/word).
49
+ * - `thinking-glow` (loop) — a soft colour glow breathes and drifts round the
50
+ * element while a model is "thinking" (`colors`); the cleanup stops it.
51
+ * - `voice-wave` (attention) — the element's children bounce in a wave like
52
+ * voice level bars (or the element pulses when it has none) (`cycles`).
53
+ * - `gen-skeleton` (enter) — a shimmering skeleton covers the element, then
54
+ * dissolves to reveal the generated content (`hold`).
55
+ *
56
+ * Reduced motion: stream-text shows the text, thinking-glow is skipped,
57
+ * voice-wave does nothing, gen-skeleton fades in.
58
+ */
59
+
60
+ /** Split text into words, keeping the whitespace after each (7.8). */
61
+ declare function splitWords(text: string): string[];
62
+ declare const AI_FX: EffectDefinition[];
63
+ /** Register stream-text, thinking-glow, voice-wave and gen-skeleton (7.8). */
64
+ declare function registerAiPack(): void;
65
+
66
+ export { AI_FX, registerAiPack, splitWords };
@@ -0,0 +1,126 @@
1
+ import { registerEffects } from '../chunks/registry-CyKExAmE.js';
2
+ import '../chunks/base-2-yYc93C.js';
3
+
4
+ /** Split text into words, keeping the whitespace after each (7.8). */
5
+ function splitWords(text) {
6
+ return text.match(/\S+\s*|\s+/g) || [];
7
+ }
8
+ const fade = (el, ctx) => ctx.animate(el, [{ opacity: 0 }, { opacity: 1 }], { duration: 250 })?.finished.catch(() => undefined);
9
+ function textNodes(el) {
10
+ const out = [];
11
+ const walk = (n) => n.childNodes.forEach((c) => (c.nodeType === 3 ? (c.textContent || '').trim() && out.push(c) : c.nodeType === 1 && walk(c)));
12
+ walk(el);
13
+ return out;
14
+ }
15
+ const AI_FX = [
16
+ {
17
+ name: 'stream-text',
18
+ kind: 'enter',
19
+ description: 'The text appears word by word like a streamed LLM reply, with a blinking caret (`speed` ms per word).',
20
+ defaults: { speed: 45 },
21
+ run: (el, o, ctx) => {
22
+ if (ctx.reduced)
23
+ return;
24
+ const speed = Math.max(5, Number(o.speed) || 45);
25
+ const spans = [];
26
+ const restores = [];
27
+ for (const t of textNodes(el)) {
28
+ const wrap = document.createElement('span');
29
+ wrap.setAttribute('data-usa-stream', '');
30
+ for (const w of splitWords(t.textContent || '')) {
31
+ const s = document.createElement('span');
32
+ s.textContent = w;
33
+ s.style.opacity = '0';
34
+ wrap.appendChild(s);
35
+ spans.push(s);
36
+ }
37
+ t.parentNode.replaceChild(wrap, t);
38
+ restores.push(() => wrap.isConnected && wrap.replaceWith(t));
39
+ }
40
+ const caret = document.createElement('span');
41
+ caret.setAttribute('aria-hidden', 'true');
42
+ caret.textContent = '▍';
43
+ Object.assign(caret.style, { opacity: '.7', marginLeft: '1px' });
44
+ el.appendChild(caret);
45
+ const blink = ctx.animate(caret, [{ opacity: 0.8 }, { opacity: 0 }], { duration: 500, iterations: Infinity, direction: 'alternate' });
46
+ let done = false;
47
+ const finish = () => {
48
+ if (done)
49
+ return;
50
+ done = true;
51
+ blink?.cancel();
52
+ caret.remove();
53
+ restores.forEach((r) => r());
54
+ };
55
+ ctx.onCleanup(finish);
56
+ const runs = spans.map((s, i) => {
57
+ const a = ctx.animate(s, [{ opacity: 0, filter: 'blur(3px)' }, { opacity: 1, filter: 'none' }], { duration: 220, delay: i * speed, fill: 'both', easing: 'ease-out' });
58
+ if (!a)
59
+ s.style.opacity = '';
60
+ return a?.finished.catch(() => undefined);
61
+ });
62
+ return Promise.all(runs).then(finish);
63
+ },
64
+ },
65
+ {
66
+ name: 'thinking-glow',
67
+ kind: 'loop',
68
+ description: 'A soft colour glow breathes and drifts round the element while a model is "thinking" (`colors`, comma-separated). Stops on cleanup.',
69
+ defaults: { colors: '#6366f1,#ec4899,#22d3ee', duration: 2400 },
70
+ run: (el, o, ctx) => {
71
+ const cs = String(o.colors).split(',').map((c) => c.trim()).filter(Boolean);
72
+ const c = cs.length ? cs : ['#6366f1'];
73
+ const frames = c.map((col, i) => ({ boxShadow: `0 0 ${i % 2 ? 26 : 14}px ${i % 2 ? 4 : 1}px ${col}`, offset: i / c.length }));
74
+ frames.push({ boxShadow: `0 0 14px 1px ${c[0]}`, offset: 1 });
75
+ const a = ctx.animate(el, frames, { duration: o.duration, iterations: Infinity, easing: 'ease-in-out' });
76
+ return () => a?.cancel();
77
+ },
78
+ },
79
+ {
80
+ name: 'voice-wave',
81
+ kind: 'attention',
82
+ description: "The element's children bounce in a wave like voice level bars, or the element pulses when it has none (`cycles`).",
83
+ defaults: { cycles: 2, duration: 700 },
84
+ run: (el, o, ctx) => {
85
+ if (ctx.reduced)
86
+ return;
87
+ const kids = Array.from(el.children);
88
+ const n = Math.max(1, Math.min(6, Number(o.cycles) || 2));
89
+ if (!kids.length)
90
+ return ctx.animate(el, [{ transform: 'scale(1)' }, { transform: 'scale(1.12)' }, { transform: 'scale(1)' }], { duration: o.duration, iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined);
91
+ return Promise.all(kids.map((k, i) => ctx.animate(k, [{ transform: 'scaleY(1)' }, { transform: 'scaleY(1.9)' }, { transform: 'scaleY(.6)' }, { transform: 'scaleY(1)' }], { duration: o.duration, delay: i * (o.duration / (kids.length * 2)), iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined))).then(() => undefined);
92
+ },
93
+ },
94
+ {
95
+ name: 'gen-skeleton',
96
+ kind: 'enter',
97
+ description: 'A shimmering skeleton covers the element, then dissolves to reveal the generated content (`hold` ms).',
98
+ defaults: { hold: 900, duration: 500 },
99
+ run: (el, o, ctx) => {
100
+ if (ctx.reduced)
101
+ return fade(el, ctx);
102
+ if (getComputedStyle(el).position === 'static') {
103
+ const prev = el.style.position;
104
+ el.style.position = 'relative';
105
+ ctx.onCleanup(() => (el.style.position = prev));
106
+ }
107
+ const sk = document.createElement('span');
108
+ sk.setAttribute('aria-hidden', 'true');
109
+ Object.assign(sk.style, { position: 'absolute', inset: '0', borderRadius: 'inherit', pointerEvents: 'none', background: 'linear-gradient(100deg,#e2e8f0 30%,#f8fafc 50%,#e2e8f0 70%)', backgroundSize: '200% 100%', zIndex: '1' });
110
+ el.appendChild(sk);
111
+ const end = () => sk.remove();
112
+ ctx.onCleanup(end);
113
+ const hold = Math.max(0, Number(o.hold) || 0);
114
+ ctx.animate(sk, [{ backgroundPosition: '120% 0' }, { backgroundPosition: '-20% 0' }], { duration: 900, iterations: Math.max(1, Math.ceil(hold / 900)) });
115
+ const a = ctx.animate(sk, [{ opacity: 1 }, { opacity: 0 }], { duration: o.duration, delay: hold, fill: 'both', easing: 'ease-out' });
116
+ return a ? a.finished.then(end, end) : (end(), undefined);
117
+ },
118
+ },
119
+ ];
120
+ /** Register stream-text, thinking-glow, voice-wave and gen-skeleton (7.8). */
121
+ function registerAiPack() {
122
+ registerEffects(AI_FX);
123
+ }
124
+
125
+ export { AI_FX, registerAiPack, splitWords };
126
+ //# sourceMappingURL=fx-ai.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fx-ai.js","sources":["../../src/components/fx2/ai.ts"],"sourcesContent":["/**\n * 7.8 — AI UI motion (`motionary/fx/ai`, also `motionary/components/fx-ai`):\n *\n * - `stream-text` (enter) — the element's text appears word by word, like a\n * streamed LLM reply, with a blinking caret at the end (`speed` ms/word).\n * - `thinking-glow` (loop) — a soft colour glow breathes and drifts round the\n * element while a model is \"thinking\" (`colors`); the cleanup stops it.\n * - `voice-wave` (attention) — the element's children bounce in a wave like\n * voice level bars (or the element pulses when it has none) (`cycles`).\n * - `gen-skeleton` (enter) — a shimmering skeleton covers the element, then\n * dissolves to reveal the generated content (`hold`).\n *\n * Reduced motion: stream-text shows the text, thinking-glow is skipped,\n * voice-wave does nothing, gen-skeleton fades in.\n */\nimport type { EffectContext, EffectDefinition } from '../fx/registry';\nimport { registerEffects } from '../fx/registry';\n\n/** Split text into words, keeping the whitespace after each (7.8). */\nexport function splitWords(text: string): string[] {\n return text.match(/\\S+\\s*|\\s+/g) || [];\n}\n\nconst fade = (el: HTMLElement, ctx: EffectContext) => ctx.animate(el, [{ opacity: 0 }, { opacity: 1 }], { duration: 250 })?.finished.catch(() => undefined);\n\nfunction textNodes(el: Node): Text[] {\n const out: Text[] = [];\n const walk = (n: Node) => n.childNodes.forEach((c) => (c.nodeType === 3 ? (c.textContent || '').trim() && out.push(c as Text) : c.nodeType === 1 && walk(c)));\n walk(el);\n return out;\n}\n\nexport const AI_FX: EffectDefinition[] = [\n {\n name: 'stream-text',\n kind: 'enter',\n description: 'The text appears word by word like a streamed LLM reply, with a blinking caret (`speed` ms per word).',\n defaults: { speed: 45 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n if (ctx.reduced) return;\n const speed = Math.max(5, Number(o.speed) || 45);\n const spans: HTMLElement[] = [];\n const restores: (() => void)[] = [];\n for (const t of textNodes(el)) {\n const wrap = document.createElement('span');\n wrap.setAttribute('data-usa-stream', '');\n for (const w of splitWords(t.textContent || '')) {\n const s = document.createElement('span');\n s.textContent = w;\n s.style.opacity = '0';\n wrap.appendChild(s);\n spans.push(s);\n }\n (t.parentNode as Node).replaceChild(wrap, t);\n restores.push(() => wrap.isConnected && wrap.replaceWith(t));\n }\n const caret = document.createElement('span');\n caret.setAttribute('aria-hidden', 'true');\n caret.textContent = '▍';\n Object.assign(caret.style, { opacity: '.7', marginLeft: '1px' });\n el.appendChild(caret);\n const blink = ctx.animate(caret, [{ opacity: 0.8 }, { opacity: 0 }], { duration: 500, iterations: Infinity, direction: 'alternate' });\n let done = false;\n const finish = () => {\n if (done) return;\n done = true;\n blink?.cancel();\n caret.remove();\n restores.forEach((r) => r());\n };\n ctx.onCleanup(finish);\n const runs = spans.map((s, i) => {\n const a = ctx.animate(s, [{ opacity: 0, filter: 'blur(3px)' }, { opacity: 1, filter: 'none' }], { duration: 220, delay: i * speed, fill: 'both', easing: 'ease-out' });\n if (!a) s.style.opacity = '';\n return a?.finished.catch(() => undefined);\n });\n return Promise.all(runs).then(finish);\n },\n },\n {\n name: 'thinking-glow',\n kind: 'loop',\n description: 'A soft colour glow breathes and drifts round the element while a model is \"thinking\" (`colors`, comma-separated). Stops on cleanup.',\n defaults: { colors: '#6366f1,#ec4899,#22d3ee', duration: 2400 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n const cs = String(o.colors).split(',').map((c) => c.trim()).filter(Boolean);\n const c = cs.length ? cs : ['#6366f1'];\n const frames: Keyframe[] = c.map((col, i) => ({ boxShadow: `0 0 ${i % 2 ? 26 : 14}px ${i % 2 ? 4 : 1}px ${col}`, offset: i / c.length }));\n frames.push({ boxShadow: `0 0 14px 1px ${c[0]}`, offset: 1 });\n const a = ctx.animate(el, frames, { duration: o.duration, iterations: Infinity, easing: 'ease-in-out' });\n return () => a?.cancel();\n },\n },\n {\n name: 'voice-wave',\n kind: 'attention',\n description: \"The element's children bounce in a wave like voice level bars, or the element pulses when it has none (`cycles`).\",\n defaults: { cycles: 2, duration: 700 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n if (ctx.reduced) return;\n const kids = Array.from(el.children) as HTMLElement[];\n const n = Math.max(1, Math.min(6, Number(o.cycles) || 2));\n if (!kids.length) return ctx.animate(el, [{ transform: 'scale(1)' }, { transform: 'scale(1.12)' }, { transform: 'scale(1)' }], { duration: o.duration, iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined);\n return Promise.all(\n kids.map((k, i) =>\n ctx.animate(k, [{ transform: 'scaleY(1)' }, { transform: 'scaleY(1.9)' }, { transform: 'scaleY(.6)' }, { transform: 'scaleY(1)' }], { duration: o.duration, delay: i * (o.duration / (kids.length * 2)), iterations: n, easing: 'ease-in-out' })?.finished.catch(() => undefined)\n )\n ).then(() => undefined);\n },\n },\n {\n name: 'gen-skeleton',\n kind: 'enter',\n description: 'A shimmering skeleton covers the element, then dissolves to reveal the generated content (`hold` ms).',\n defaults: { hold: 900, duration: 500 },\n run: (el: HTMLElement, o: any, ctx: EffectContext) => {\n if (ctx.reduced) return fade(el, ctx);\n if (getComputedStyle(el).position === 'static') {\n const prev = el.style.position;\n el.style.position = 'relative';\n ctx.onCleanup(() => (el.style.position = prev));\n }\n const sk = document.createElement('span');\n sk.setAttribute('aria-hidden', 'true');\n Object.assign(sk.style, { position: 'absolute', inset: '0', borderRadius: 'inherit', pointerEvents: 'none', background: 'linear-gradient(100deg,#e2e8f0 30%,#f8fafc 50%,#e2e8f0 70%)', backgroundSize: '200% 100%', zIndex: '1' });\n el.appendChild(sk);\n const end = () => sk.remove();\n ctx.onCleanup(end);\n const hold = Math.max(0, Number(o.hold) || 0);\n ctx.animate(sk, [{ backgroundPosition: '120% 0' }, { backgroundPosition: '-20% 0' }], { duration: 900, iterations: Math.max(1, Math.ceil(hold / 900)) });\n const a = ctx.animate(sk, [{ opacity: 1 }, { opacity: 0 }], { duration: o.duration, delay: hold, fill: 'both', easing: 'ease-out' });\n return a ? a.finished.then(end, end) : (end(), undefined);\n },\n },\n];\n\n/** Register stream-text, thinking-glow, voice-wave and 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@@ -17,6 +17,7 @@ var components_fxSocial = require('./fx-social.cjs');
17
17
  var components_fxGame = require('./fx-game.cjs');
18
18
  var components_fxGeo = require('./fx-geo.cjs');
19
19
  var components_fxForm = require('./fx-form.cjs');
20
+ var components_fxAi = require('./fx-ai.cjs');
20
21
  require('../chunks/registry-DehBVRDV.cjs');
21
22
  require('../chunks/base-BaQV-2ha.cjs');
22
23
  require('../chunks/generative-BHIj-NU0.cjs');
@@ -41,6 +42,7 @@ const EFFECT_PACKS = {
41
42
  game: components_fxGame.GAME_FX,
42
43
  geo: components_fxGeo.GEO_FX,
43
44
  form: components_fxForm.FORM_FX,
45
+ ai: components_fxAi.AI_FX,
44
46
  };
45
47
  /** Register every 6.x effect pack (idempotent). */
46
48
  function registerEffectPacks() {
@@ -60,6 +62,7 @@ function registerEffectPacks() {
60
62
  components_fxGame.registerGamePack();
61
63
  components_fxGeo.registerGeoPack();
62
64
  components_fxForm.registerFormPack();
65
+ components_fxAi.registerAiPack();
63
66
  }
64
67
 
65
68
  exports.EFFECT_PACK_FORMAT = components_marketplace.EFFECT_PACK_FORMAT;
@@ -123,6 +126,9 @@ exports.routeLength = components_fxGeo.routeLength;
123
126
  exports.FORM_FX = components_fxForm.FORM_FX;
124
127
  exports.registerFormPack = components_fxForm.registerFormPack;
125
128
  exports.shakeFrames = components_fxForm.shakeFrames;
129
+ exports.AI_FX = components_fxAi.AI_FX;
130
+ exports.registerAiPack = components_fxAi.registerAiPack;
131
+ exports.splitWords = components_fxAi.splitWords;
126
132
  exports.EFFECT_PACKS = EFFECT_PACKS;
127
133
  exports.registerEffectPacks = registerEffectPacks;
128
134
  //# sourceMappingURL=fx2.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"fx2.cjs","sources":["../../src/components/fx2/index.ts"],"sourcesContent":["/**\n * The 6.x effect packs, one entry each (`motionary/components/fx-gpu`, …) so\n * their size budgets stay separate. This module (`registerFx2()`) registers\n * them all — used by dist/widgets.umd.js and the showcase.\n */\nimport type { EffectDefinition } from '../fx/registry';\nexport { EFFECT_PACK_FORMAT, packManifest, validateManifest, loadEffectPack } from './manifest';\nexport type { EffectPackManifest } from './manifest';\nimport { GPU_FX, registerGpuPack } from './gpu';\nimport { TEXT3_FX, registerTextPack, splitChars } from './text3';\nimport { LIGHT_FX, registerLightPack, trackPointer } from './light';\nimport { DEPTH3_FX, register3dPack } from './depth3';\nimport { MORPH2_FX, registerMorphPack, samplePath, pointsToPath } from './morph2';\nimport { TRANSITIONS2_FX, registerTransitionsPack, pageTransition, crossDocumentTransitions } from './transitions2';\nimport { WEATHER_FX, registerWeatherPack, skyAt } from './weather';\nimport { PHYSICS2_FX, registerPhysicsPack, VerletWorld } from './physics2';\nimport { FOCUS_FX, registerFocusPack } from './focus';\nimport { MUSIC_FX, registerMusicPack, syntheticSample, musicSample } from './music';\nimport { CHART_FX, registerChartPack, parseFigure } from './chart';\nimport { SHOP_FX, registerShopPack, arcPath } from './shop';\nimport { SOCIAL_FX, registerSocialPack, fanAngles } from './social';\nimport { GAME_FX, registerGamePack, throwPath } from './game';\nimport { GEO_FX, registerGeoPack, routeLength } from './geo';\nimport { FORM_FX, registerFormPack, shakeFrames } from './form';\n\nexport { GPU_FX, registerGpuPack, TEXT3_FX, registerTextPack, splitChars };\nexport { shaderBackground, supportsWebGL2, fieldFallback, GLSL_HEAD } from './gl';\nexport { supportsWebGPU, glslToWgsl, wgslModule, webgpuBackground, WGSL_HEAD } from './webgpu';\nexport type { ShaderSpec } from './gl';\n\nexport { LIGHT_FX, registerLightPack, trackPointer };\n\nexport { DEPTH3_FX, register3dPack };\n\nexport { MORPH2_FX, registerMorphPack, samplePath, pointsToPath };\n\nexport { TRANSITIONS2_FX, registerTransitionsPack, pageTransition, crossDocumentTransitions };\n\nexport { WEATHER_FX, registerWeatherPack, skyAt };\n\nexport { PHYSICS2_FX, registerPhysicsPack, VerletWorld };\n\nexport { FOCUS_FX, registerFocusPack };\n\nexport { MUSIC_FX, registerMusicPack, syntheticSample, musicSample };\n\nexport { CHART_FX, registerChartPack, parseFigure };\n\nexport { SHOP_FX, registerShopPack, arcPath };\n\nexport { SOCIAL_FX, registerSocialPack, fanAngles };\n\nexport { GAME_FX, registerGamePack, throwPath };\n\nexport { GEO_FX, registerGeoPack, routeLength };\n\nexport { FORM_FX, registerFormPack, shakeFrames };\n\n/** The 6.x effect packs by name. */\nexport const EFFECT_PACKS: Record<string, EffectDefinition[]> = {\n gpu: GPU_FX,\n text: TEXT3_FX,\n light: LIGHT_FX,\n depth: DEPTH3_FX,\n morph: MORPH2_FX,\n transitions: TRANSITIONS2_FX,\n weather: WEATHER_FX,\n physics: PHYSICS2_FX,\n focus: FOCUS_FX,\n music: MUSIC_FX,\n chart: CHART_FX,\n shop: SHOP_FX,\n social: SOCIAL_FX,\n game: GAME_FX,\n geo: GEO_FX,\n form: FORM_FX,\n};\n\n/** Register every 6.x effect pack (idempotent). */\nexport function registerEffectPacks(): void {\n registerGpuPack();\n registerTextPack();\n registerLightPack();\n register3dPack();\n registerMorphPack();\n registerTransitionsPack();\n registerWeatherPack();\n registerPhysicsPack();\n registerFocusPack();\n registerMusicPack();\n registerChartPack();\n registerShopPack();\n registerSocialPack();\n registerGamePack();\n registerGeoPack();\n registerFormPack();\n}\n\n\n"],"names":["GPU_FX","TEXT3_FX","LIGHT_FX","DEPTH3_FX","MORPH2_FX","TRANSITIONS2_FX","WEATHER_FX","PHYSICS2_FX","FOCUS_FX","MUSIC_FX","CHART_FX","SHOP_FX","SOCIAL_FX","GAME_FX","GEO_FX","FORM_FX","registerGpuPack","registerTextPack","registerLightPack","register3dPack","registerMorphPack","registerTransitionsPack","registerWeatherPack","registerPhysicsPack","registerFocusPack","registerMusicPack","registerChartPack","registerShopPack","registerSocialPack","registerGamePack","registerGeoPack","registerFormPack"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;AA0DA;AACO,MAAM,YAAY,GAAuC;AAC9D,IAAA,GAAG,EAAEA,uBAAM;AACX,IAAA,IAAI,EAAEC,0BAAQ;AACd,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,KAAK,EAAEC,yBAAS;AAChB,IAAA,KAAK,EAAEC,4BAAS;AAChB,IAAA,WAAW,EAAEC,wCAAe;AAC5B,IAAA,OAAO,EAAEC,+BAAU;AACnB,IAAA,OAAO,EAAEC,gCAAW;AACpB,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,IAAI,EAAEC,yBAAO;AACb,IAAA,MAAM,EAAEC,6BAAS;AACjB,IAAA,IAAI,EAAEC,yBAAO;AACb,IAAA,GAAG,EAAEC,uBAAM;AACX,IAAA,IAAI,EAAEC,yBAAO;;AAGf;SACgB,mBAAmB,GAAA;AACjC,IAAAC,gCAAe,EAAE;AACjB,IAAAC,kCAAgB,EAAE;AAClB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,8BAAc,EAAE;AAChB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,gDAAuB,EAAE;AACzB,IAAAC,wCAAmB,EAAE;AACrB,IAAAC,wCAAmB,EAAE;AACrB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,kCAAgB,EAAE;AAClB,IAAAC,sCAAkB,EAAE;AACpB,IAAAC,kCAAgB,EAAE;AAClB,IAAAC,gCAAe,EAAE;AACjB,IAAAC,kCAAgB,EAAE;AACpB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"fx2.cjs","sources":["../../src/components/fx2/index.ts"],"sourcesContent":["/**\n * The 6.x effect packs, one entry each (`motionary/components/fx-gpu`, …) so\n * their size budgets stay separate. This module (`registerFx2()`) registers\n * them all — used by dist/widgets.umd.js and the showcase.\n */\nimport type { EffectDefinition } from '../fx/registry';\nexport { EFFECT_PACK_FORMAT, packManifest, validateManifest, loadEffectPack } from './manifest';\nexport type { EffectPackManifest } from './manifest';\nimport { GPU_FX, registerGpuPack } from './gpu';\nimport { TEXT3_FX, registerTextPack, splitChars } from './text3';\nimport { LIGHT_FX, registerLightPack, trackPointer } from './light';\nimport { DEPTH3_FX, register3dPack } from './depth3';\nimport { MORPH2_FX, registerMorphPack, samplePath, pointsToPath } from './morph2';\nimport { TRANSITIONS2_FX, registerTransitionsPack, pageTransition, crossDocumentTransitions } from './transitions2';\nimport { WEATHER_FX, registerWeatherPack, skyAt } from './weather';\nimport { PHYSICS2_FX, registerPhysicsPack, VerletWorld } from './physics2';\nimport { FOCUS_FX, registerFocusPack } from './focus';\nimport { MUSIC_FX, registerMusicPack, syntheticSample, musicSample } from './music';\nimport { CHART_FX, registerChartPack, parseFigure } from './chart';\nimport { SHOP_FX, registerShopPack, arcPath } from './shop';\nimport { SOCIAL_FX, registerSocialPack, fanAngles } from './social';\nimport { GAME_FX, registerGamePack, throwPath } from './game';\nimport { GEO_FX, registerGeoPack, routeLength } from './geo';\nimport { FORM_FX, registerFormPack, shakeFrames } from './form';\nimport { AI_FX, registerAiPack, splitWords } from './ai';\n\nexport { GPU_FX, registerGpuPack, TEXT3_FX, registerTextPack, splitChars };\nexport { shaderBackground, supportsWebGL2, fieldFallback, GLSL_HEAD } from './gl';\nexport { supportsWebGPU, glslToWgsl, wgslModule, webgpuBackground, WGSL_HEAD } from './webgpu';\nexport type { ShaderSpec } from './gl';\n\nexport { LIGHT_FX, registerLightPack, trackPointer };\n\nexport { DEPTH3_FX, register3dPack };\n\nexport { MORPH2_FX, registerMorphPack, samplePath, pointsToPath };\n\nexport { TRANSITIONS2_FX, registerTransitionsPack, pageTransition, crossDocumentTransitions };\n\nexport { WEATHER_FX, registerWeatherPack, skyAt };\n\nexport { PHYSICS2_FX, registerPhysicsPack, VerletWorld };\n\nexport { FOCUS_FX, registerFocusPack };\n\nexport { MUSIC_FX, registerMusicPack, syntheticSample, musicSample };\n\nexport { CHART_FX, registerChartPack, parseFigure };\n\nexport { SHOP_FX, registerShopPack, arcPath };\n\nexport { SOCIAL_FX, registerSocialPack, fanAngles };\n\nexport { GAME_FX, registerGamePack, throwPath };\n\nexport { GEO_FX, registerGeoPack, routeLength };\n\nexport { FORM_FX, registerFormPack, shakeFrames };\n\nexport { AI_FX, registerAiPack, splitWords };\n\n/** The 6.x effect packs by name. */\nexport const EFFECT_PACKS: Record<string, EffectDefinition[]> = {\n gpu: GPU_FX,\n text: TEXT3_FX,\n light: LIGHT_FX,\n depth: DEPTH3_FX,\n morph: MORPH2_FX,\n transitions: TRANSITIONS2_FX,\n weather: WEATHER_FX,\n physics: PHYSICS2_FX,\n focus: FOCUS_FX,\n music: MUSIC_FX,\n chart: CHART_FX,\n shop: SHOP_FX,\n social: SOCIAL_FX,\n game: GAME_FX,\n geo: GEO_FX,\n form: FORM_FX,\n ai: AI_FX,\n};\n\n/** Register every 6.x effect pack (idempotent). */\nexport function registerEffectPacks(): void {\n registerGpuPack();\n registerTextPack();\n registerLightPack();\n register3dPack();\n registerMorphPack();\n registerTransitionsPack();\n registerWeatherPack();\n registerPhysicsPack();\n registerFocusPack();\n registerMusicPack();\n registerChartPack();\n registerShopPack();\n registerSocialPack();\n registerGamePack();\n registerGeoPack();\n registerFormPack();\n registerAiPack();\n}\n\n\n"],"names":["GPU_FX","TEXT3_FX","LIGHT_FX","DEPTH3_FX","MORPH2_FX","TRANSITIONS2_FX","WEATHER_FX","PHYSICS2_FX","FOCUS_FX","MUSIC_FX","CHART_FX","SHOP_FX","SOCIAL_FX","GAME_FX","GEO_FX","FORM_FX","AI_FX","registerGpuPack","registerTextPack","registerLightPack","register3dPack","registerMorphPack","registerTransitionsPack","registerWeatherPack","registerPhysicsPack","registerFocusPack","registerMusicPack","registerChartPack","registerShopPack","registerSocialPack","registerGamePack","registerGeoPack","registerFormPack","registerAiPack"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AA6DA;AACO,MAAM,YAAY,GAAuC;AAC9D,IAAA,GAAG,EAAEA,uBAAM;AACX,IAAA,IAAI,EAAEC,0BAAQ;AACd,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,KAAK,EAAEC,yBAAS;AAChB,IAAA,KAAK,EAAEC,4BAAS;AAChB,IAAA,WAAW,EAAEC,wCAAe;AAC5B,IAAA,OAAO,EAAEC,+BAAU;AACnB,IAAA,OAAO,EAAEC,gCAAW;AACpB,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,KAAK,EAAEC,2BAAQ;AACf,IAAA,IAAI,EAAEC,yBAAO;AACb,IAAA,MAAM,EAAEC,6BAAS;AACjB,IAAA,IAAI,EAAEC,yBAAO;AACb,IAAA,GAAG,EAAEC,uBAAM;AACX,IAAA,IAAI,EAAEC,yBAAO;AACb,IAAA,EAAE,EAAEC,qBAAK;;AAGX;SACgB,mBAAmB,GAAA;AACjC,IAAAC,gCAAe,EAAE;AACjB,IAAAC,kCAAgB,EAAE;AAClB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,8BAAc,EAAE;AAChB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,gDAAuB,EAAE;AACzB,IAAAC,wCAAmB,EAAE;AACrB,IAAAC,wCAAmB,EAAE;AACrB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,oCAAiB,EAAE;AACnB,IAAAC,kCAAgB,EAAE;AAClB,IAAAC,sCAAkB,EAAE;AACpB,IAAAC,kCAAgB,EAAE;AAClB,IAAAC,gCAAe,EAAE;AACjB,IAAAC,kCAAgB,EAAE;AAClB,IAAAC,8BAAc,EAAE;AAClB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
@@ -563,6 +563,28 @@ declare const FORM_FX: EffectDefinition[];
563
563
  /** Register field-shake, field-success, label-float and form-cascade (7.7). */
564
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  declare function registerFormPack(): void;
565
565
 
566
+ /**
567
+ * 7.8 — AI UI motion (`motionary/fx/ai`, also `motionary/components/fx-ai`):
568
+ *
569
+ * - `stream-text` (enter) — the element's text appears word by word, like a
570
+ * streamed LLM reply, with a blinking caret at the end (`speed` ms/word).
571
+ * - `thinking-glow` (loop) — a soft colour glow breathes and drifts round the
572
+ * element while a model is "thinking" (`colors`); the cleanup stops it.
573
+ * - `voice-wave` (attention) — the element's children bounce in a wave like
574
+ * voice level bars (or the element pulses when it has none) (`cycles`).
575
+ * - `gen-skeleton` (enter) — a shimmering skeleton covers the element, then
576
+ * dissolves to reveal the generated content (`hold`).
577
+ *
578
+ * Reduced motion: stream-text shows the text, thinking-glow is skipped,
579
+ * voice-wave does nothing, gen-skeleton fades in.
580
+ */
581
+
582
+ /** Split text into words, keeping the whitespace after each (7.8). */
583
+ declare function splitWords(text: string): string[];
584
+ declare const AI_FX: EffectDefinition[];
585
+ /** Register stream-text, thinking-glow, voice-wave and gen-skeleton (7.8). */
586
+ declare function registerAiPack(): void;
587
+
566
588
  /**
567
589
  * 5.5 — generative backgrounds on Canvas 2D, registered through
568
590
  * `registerEffect()` (kind `background`): `flow-field`, `voronoi`,
@@ -672,5 +694,5 @@ declare const EFFECT_PACKS: Record<string, EffectDefinition[]>;
672
694
  /** Register every 6.x effect pack (idempotent). */
673
695
  declare function registerEffectPacks(): void;
674
696
 
675
- export { CHART_FX, DEPTH3_FX, EFFECT_PACKS, EFFECT_PACK_FORMAT, FOCUS_FX, FORM_FX, GAME_FX, GEO_FX, GLSL_HEAD, GPU_FX, LIGHT_FX, MORPH2_FX, MUSIC_FX, PHYSICS2_FX, SHOP_FX, SOCIAL_FX, TEXT3_FX, TRANSITIONS2_FX, VerletWorld, WEATHER_FX, WGSL_HEAD, arcPath, crossDocumentTransitions, fanAngles, fieldFallback, glslToWgsl, loadEffectPack, musicSample, packManifest, pageTransition, parseFigure, pointsToPath, register3dPack, registerChartPack, registerEffectPacks, registerFocusPack, registerFormPack, registerGamePack, registerGeoPack, registerGpuPack, registerLightPack, registerMorphPack, registerMusicPack, registerPhysicsPack, registerShopPack, registerSocialPack, registerTextPack, registerTransitionsPack, registerWeatherPack, routeLength, samplePath, shaderBackground, shakeFrames, skyAt, splitChars, supportsWebGL2, supportsWebGPU, syntheticSample, throwPath, trackPointer, validateManifest, webgpuBackground, wgslModule };
697
+ export { AI_FX, CHART_FX, DEPTH3_FX, EFFECT_PACKS, EFFECT_PACK_FORMAT, FOCUS_FX, FORM_FX, GAME_FX, GEO_FX, GLSL_HEAD, GPU_FX, LIGHT_FX, MORPH2_FX, MUSIC_FX, PHYSICS2_FX, SHOP_FX, SOCIAL_FX, TEXT3_FX, TRANSITIONS2_FX, VerletWorld, WEATHER_FX, WGSL_HEAD, arcPath, crossDocumentTransitions, fanAngles, fieldFallback, glslToWgsl, loadEffectPack, musicSample, packManifest, pageTransition, parseFigure, pointsToPath, register3dPack, registerAiPack, registerChartPack, registerEffectPacks, registerFocusPack, registerFormPack, registerGamePack, registerGeoPack, registerGpuPack, registerLightPack, registerMorphPack, registerMusicPack, registerPhysicsPack, registerShopPack, registerSocialPack, registerTextPack, registerTransitionsPack, registerWeatherPack, routeLength, samplePath, shaderBackground, shakeFrames, skyAt, splitChars, splitWords, supportsWebGL2, supportsWebGPU, syntheticSample, throwPath, trackPointer, validateManifest, webgpuBackground, wgslModule };
676
698
  export type { EffectPackManifest, ShaderSpec };
@@ -563,6 +563,28 @@ declare const FORM_FX: EffectDefinition[];
563
563
  /** Register field-shake, field-success, label-float and form-cascade (7.7). */
564
564
  declare function registerFormPack(): void;
565
565
 
566
+ /**
567
+ * 7.8 — AI UI motion (`motionary/fx/ai`, also `motionary/components/fx-ai`):
568
+ *
569
+ * - `stream-text` (enter) — the element's text appears word by word, like a
570
+ * streamed LLM reply, with a blinking caret at the end (`speed` ms/word).
571
+ * - `thinking-glow` (loop) — a soft colour glow breathes and drifts round the
572
+ * element while a model is "thinking" (`colors`); the cleanup stops it.
573
+ * - `voice-wave` (attention) — the element's children bounce in a wave like
574
+ * voice level bars (or the element pulses when it has none) (`cycles`).
575
+ * - `gen-skeleton` (enter) — a shimmering skeleton covers the element, then
576
+ * dissolves to reveal the generated content (`hold`).
577
+ *
578
+ * Reduced motion: stream-text shows the text, thinking-glow is skipped,
579
+ * voice-wave does nothing, gen-skeleton fades in.
580
+ */
581
+
582
+ /** Split text into words, keeping the whitespace after each (7.8). */
583
+ declare function splitWords(text: string): string[];
584
+ declare const AI_FX: EffectDefinition[];
585
+ /** Register stream-text, thinking-glow, voice-wave and gen-skeleton (7.8). */
586
+ declare function registerAiPack(): void;
587
+
566
588
  /**
567
589
  * 5.5 — generative backgrounds on Canvas 2D, registered through
568
590
  * `registerEffect()` (kind `background`): `flow-field`, `voronoi`,
@@ -672,5 +694,5 @@ declare const EFFECT_PACKS: Record<string, EffectDefinition[]>;
672
694
  /** Register every 6.x effect pack (idempotent). */
673
695
  declare function registerEffectPacks(): void;
674
696
 
675
- export { CHART_FX, DEPTH3_FX, EFFECT_PACKS, EFFECT_PACK_FORMAT, FOCUS_FX, FORM_FX, GAME_FX, GEO_FX, GLSL_HEAD, GPU_FX, LIGHT_FX, MORPH2_FX, MUSIC_FX, PHYSICS2_FX, SHOP_FX, SOCIAL_FX, TEXT3_FX, TRANSITIONS2_FX, VerletWorld, WEATHER_FX, WGSL_HEAD, arcPath, crossDocumentTransitions, fanAngles, fieldFallback, glslToWgsl, loadEffectPack, musicSample, packManifest, pageTransition, parseFigure, pointsToPath, register3dPack, registerChartPack, registerEffectPacks, registerFocusPack, registerFormPack, registerGamePack, registerGeoPack, registerGpuPack, registerLightPack, registerMorphPack, registerMusicPack, registerPhysicsPack, registerShopPack, registerSocialPack, registerTextPack, registerTransitionsPack, registerWeatherPack, routeLength, samplePath, shaderBackground, shakeFrames, skyAt, splitChars, supportsWebGL2, supportsWebGPU, syntheticSample, throwPath, trackPointer, validateManifest, webgpuBackground, wgslModule };
697
+ export { AI_FX, CHART_FX, DEPTH3_FX, EFFECT_PACKS, EFFECT_PACK_FORMAT, FOCUS_FX, FORM_FX, GAME_FX, GEO_FX, GLSL_HEAD, GPU_FX, LIGHT_FX, MORPH2_FX, MUSIC_FX, PHYSICS2_FX, SHOP_FX, SOCIAL_FX, TEXT3_FX, TRANSITIONS2_FX, VerletWorld, WEATHER_FX, WGSL_HEAD, arcPath, crossDocumentTransitions, fanAngles, fieldFallback, glslToWgsl, loadEffectPack, musicSample, packManifest, pageTransition, parseFigure, pointsToPath, register3dPack, registerAiPack, registerChartPack, registerEffectPacks, registerFocusPack, registerFormPack, registerGamePack, registerGeoPack, registerGpuPack, registerLightPack, registerMorphPack, registerMusicPack, registerPhysicsPack, registerShopPack, registerSocialPack, registerTextPack, registerTransitionsPack, registerWeatherPack, routeLength, samplePath, shaderBackground, shakeFrames, skyAt, splitChars, splitWords, supportsWebGL2, supportsWebGPU, syntheticSample, throwPath, trackPointer, validateManifest, webgpuBackground, wgslModule };
676
698
  export type { EffectPackManifest, ShaderSpec };