vireuikit 0.6.0 → 0.7.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +56 -1
- package/dist/{chunk-I3BD3XGC.js → chunk-AR2AM3BR.js} +179 -14
- package/dist/chunk-AR2AM3BR.js.map +1 -0
- package/dist/index.cjs +190 -10
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +165 -4
- package/dist/index.d.ts +165 -4
- package/dist/index.js +1 -1
- package/dist/web.cjs +1087 -21
- package/dist/web.cjs.map +1 -1
- package/dist/web.d.cts +12 -2
- package/dist/web.d.ts +12 -2
- package/dist/web.js +786 -14
- package/dist/web.js.map +1 -1
- package/package.json +1 -1
- package/dist/chunk-I3BD3XGC.js.map +0 -1
package/README.md
CHANGED
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@@ -43,6 +43,18 @@ const frame = growthFrame(sourceShape, targetShape, anchorPoint, growthPhase(sta
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// frame.body: the shape to draw as glass this frame.
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```
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The default timing is fitted to Apple's reference of a menu growing out of its toolbar. The menu itself is a model
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too, so every target shares its keyboard, where it sits and what its surface is on each frame:
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```ts
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import { MENU_CLOSED, menuPlacement, menuSurfaceFrame, stepMenu } from 'vireuikit';
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const step = stepMenu(MENU_CLOSED, { type: 'open', focus: 'first' }, items); // items: { label, disabled, focusable? }[]
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// step.focus says where focus goes; a choice always closes the menu.
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const { rect, anchor } = menuPlacement(triggerRect, menuSize, viewport);
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const surface = menuSurfaceFrame(triggerBox, { ...rect, radius }, anchor, growthPhase(state));
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```
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+
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## Web elements
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`vireuikit/web` upgrades native controls with custom elements. The control inside works before the
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@@ -61,7 +73,8 @@ defineVireElements({ nonce: cspNonce });
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setA11yOverride({ reduceTransparency: true });
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```
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-
- `<vire-button>` is an action: it sinks and grows slightly under press, and nothing opens out of it
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- `<vire-button>` is an action: it sinks and grows slightly under press, and nothing opens out of it unless it is the
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trigger of a `<vire-menu>`.
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- `<vire-icon-button>` lifts into the glass under the finger; the lens response is visible while the
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press is held.
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- Attributes: `glass` (empty or `present`: a lens at rest; `touch`: a lens only under the finger; absent: no
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@@ -93,6 +106,48 @@ setA11yOverride({ reduceTransparency: true });
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- Importing the module touches no DOM, so it is safe on a server; `defineVireElements()` is the only call
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that registers anything. An element defined before its markup is parsed waits for its button.
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### Menu
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`<vire-menu>` wraps a platform popover menu: a trigger button with `popovertarget` (bare, or inside `<vire-button>` or
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`<vire-icon-button>`) and a `popover` list of item buttons.
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```html
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<vire-menu glass>
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<vire-icon-button glass>
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<button popovertarget="more" aria-label="More">…</button>
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</vire-icon-button>
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<div id="more" popover>
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<button popovertarget="more" popovertargetaction="hide"><svg>…</svg>Copy link</button>
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<button popovertarget="more" popovertargetaction="hide">Rename</button>
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<button popovertarget="more" popovertargetaction="hide" disabled>Delete</button>
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</div>
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</vire-menu>
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```
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- Before the element is defined the browser runs it: the trigger toggles the list, a choice clicks the item and closes
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it, Escape and a press outside dismiss it, and focus comes back to the trigger. Write the markup without menu roles.
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- After the upgrade the element adds the menu-button roles (`aria-haspopup`, `aria-expanded`, `menu`, `menuitem`)
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together with their keyboard: Enter, Space or ArrowDown open on the first item and ArrowUp on the last; the arrows,
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Home, End and typeahead move over the items; Escape and a choice return focus to the trigger; Tab closes and moves
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on. A pointer opens it with focus on the menu. Removing the element restores the markup.
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- Disabled items are yours to set and clear at any time; the element never rewrites them. A `disabled` item cannot take
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focus, so the keyboard passes over it; an `aria-disabled="true"` item stays focusable, the WAI-ARIA APG way. Neither can
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be chosen.
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- The press that opened the menu chooses nothing: a pointer click on an item counts once the menu has arrived, a key
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once its content shows, and neither the second click of a double click nor a held key ever counts.
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- The list's own `beforetoggle` and `toggle` events fire when it leaves the top layer, after the growth has run back;
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`aria-expanded` turns false as the closing begins.
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- The menu grows out of its trigger and covers it: the trigger's body contracts into a drop, the drop grows into the
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menu with a small overshoot, and the content comes into focus near size. A choice closes it, and closing runs the
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same path back into the trigger. Reduced motion opens and closes it in one frame. A menu that has to stay open for
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several picks is a popover, which is another atom.
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- While the menu is out, the trigger hands its body to the menu's surface (`setCarried` on `<vire-button>` and
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`<vire-icon-button>`), so there is never glass on glass.
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- Attributes: `glass` (empty, `present` or `touch`: the surface is a lens; absent or anything else: an opaque surface), `size` (as for the buttons; rows are as tall
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as the tier), `corner` (`top-left`, `top-right`, `bottom-left`, `bottom-right`: the trigger corner the menu pins to;
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by default the one facing the nearest viewport corner). `sample` works as on the buttons; without one, the backdrop
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under the menu is read once as it opens and held while it is out.
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Sizes, behaviour state machines and accessibility modes are exported from `vireuikit` and shared by every
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target. How an atom is accepted:
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[design](https://github.com/pruffit/vireuikit/blob/main/docs/design.md),
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@@ -1,4 +1,4 @@
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1
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import { activeMaterial, applyAccessibility, resolveOptics, halfMinDp, concentricRadius } from 'vireglass';
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import { activeMaterial, applyAccessibility, resolveOptics, halfMinDp, VIREGLASS_SHEET_MATERIAL, concentricRadius } from 'vireglass';
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// src/kit/a11y.ts
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var A11Y_NONE = {
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@@ -45,8 +45,8 @@ var DISABLED_PRESENCE = 0.25;
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var HOVER_GAIN = 0.35;
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function activation(state) {
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if (state.disabled) return 0;
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const
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return Math.max(
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const clamp2 = (v) => v < 0 ? 0 : v > 1 ? 1 : v;
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return Math.max(clamp2(state.selected), clamp2(state.pressed), clamp2(state.hovered) * HOVER_GAIN);
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}
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function atomMaterial(base, kind, state = ATOM_AT_REST) {
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const out = activeMaterial(base, activation(state));
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@@ -91,14 +91,14 @@ function stepHover(event, canHover) {
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// src/kit/behavior/press.ts
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var PRESS_IDLE = { by: null };
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function stepPress(state, event,
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function stepPress(state, event, enabled2) {
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switch (event.type) {
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case "down":
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if (!
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if (!enabled2 || state.by !== null) return { state, activated: false };
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return { state: { by: event.source }, activated: false };
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case "up":
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if (state.by !== event.source) return { state, activated: false };
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return { state: PRESS_IDLE, activated:
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return { state: PRESS_IDLE, activated: enabled2 };
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case "cancel":
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return { state: PRESS_IDLE, activated: false };
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case "leave":
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@@ -188,8 +188,8 @@ var NECK_GAIN = 0.3;
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var NECK_RAMP = 4;
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var CORNER_EASE_START = 0.55;
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var INK_OUT_END = 0.4;
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-
var INK_IN_START = 0.
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var INK_IN_END =
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var INK_IN_START = 0.9;
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var INK_IN_END = 1;
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function growthInk(phase) {
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const a = Math.min(Math.max(phase.shrink, 0), 1);
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const b = Math.max(phase.grow, 0);
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grow: state.grow.x
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});
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var DEFAULT_GROWTH_TIMING = {
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shrinkOpen: 0.
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shrinkClose: 0.
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growOpen: 0.
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shrinkOpen: 0.21,
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shrinkClose: 0.14,
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growOpen: 0.38,
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growClose: 0.4,
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growDampingOpen: 0.72
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};
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@@ -339,6 +339,158 @@ function visualAtomState(visual, state) {
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function settleControlVisual(visual, state) {
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stepControlVisual(visual, 0, state, true);
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}
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var MENU_CLOSED = { open: false, active: -1, typed: "", typedAt: Number.NEGATIVE_INFINITY };
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var TYPEAHEAD_SECONDS = 0.5;
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var exists = (items, i) => i >= 0 && i < items.length;
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var enabled = (items, i) => exists(items, i) && !items[i].disabled;
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var reachable = (items, i) => exists(items, i) && (items[i].focusable ?? !items[i].disabled);
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function seek(items, from, step) {
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const n = items.length;
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for (let k = 1; k <= n; k += 1) {
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const i = ((from + step * k) % n + n) % n;
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if (reachable(items, i)) return i;
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}
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return -1;
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}
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var first = (items) => seek(items, -1, 1);
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var last = (items) => seek(items, items.length, -1);
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var toItem = (index) => index < 0 ? { to: "menu" } : { to: "item", index };
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function typeahead(state, items, key, at) {
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const fresh = at - state.typedAt > TYPEAHEAD_SECONDS;
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const typed = (fresh ? "" : state.typed) + key.toLowerCase();
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const repeated = typed.length > 1 && [...typed].every((c) => c === typed[0]);
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const needle = repeated ? typed[0] : typed;
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const start = needle.length > 1 ? state.active - 1 : state.active;
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const n = items.length;
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for (let k = 1; k <= n; k += 1) {
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const i = ((start + k) % n + n) % n;
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if (reachable(items, i) && items[i].label.trim().toLowerCase().startsWith(needle)) {
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return { state: { ...state, active: i, typed, typedAt: at }, focus: { to: "item", index: i }, chosen: null };
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}
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}
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return { state: { ...state, typed, typedAt: at }, focus: { to: "stay" }, chosen: null };
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}
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function stepMenu(state, event, items) {
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const stay = { state, focus: { to: "stay" }, chosen: null };
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if (event.type === "open") {
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const active = event.focus === "first" ? first(items) : event.focus === "last" ? last(items) : -1;
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return { state: { ...MENU_CLOSED, open: true, active }, focus: toItem(active), chosen: null };
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}
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if (!state.open) return stay;
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switch (event.type) {
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case "move": {
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const active = event.to === "first" ? first(items) : event.to === "last" ? last(items) : seek(items, state.active < 0 && event.to === "previous" ? items.length : state.active, event.to === "next" ? 1 : -1);
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if (active < 0) return stay;
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return { state: { ...state, active, typed: "" }, focus: { to: "item", index: active }, chosen: null };
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}
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case "point":
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if (!reachable(items, event.index) || event.index === state.active) return stay;
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return { state: { ...state, active: event.index, typed: "" }, focus: { to: "item", index: event.index }, chosen: null };
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case "type":
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return typeahead(state, items, event.key, event.at);
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case "choose":
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if (!enabled(items, event.index)) return stay;
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return { state: MENU_CLOSED, focus: { to: "trigger" }, chosen: event.index };
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case "dismiss":
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return { state: MENU_CLOSED, focus: event.reason === "outside" ? { to: "none" } : { to: "trigger" }, chosen: null };
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}
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}
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var MENU_CORNERS = {
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"top-left": { x: -1, y: -1 },
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"top-right": { x: 1, y: -1 },
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"bottom-left": { x: -1, y: 1 },
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"bottom-right": { x: 1, y: 1 }
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};
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function menuCorner(trigger, viewport) {
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return {
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x: trigger.x + trigger.width / 2 <= viewport.width / 2 ? -1 : 1,
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y: trigger.y + trigger.height / 2 <= viewport.height / 2 ? -1 : 1
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};
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}
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function along(start, length, size, side) {
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return side < 0 ? start : start + length - size;
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}
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function fits(at, size, limit, margin) {
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return at >= margin && at + size <= limit - margin;
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}
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var clamp = (v, lo, hi) => Math.min(Math.max(v, lo), Math.max(lo, hi));
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function menuPlacement(trigger, menu, viewport, options = {}) {
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const margin = options.margin ?? 8;
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const width = Math.min(menu.width, viewport.width - 2 * margin);
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const height = Math.min(menu.height, viewport.height - 2 * margin);
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const corner = { ...options.corner ?? menuCorner(trigger, viewport) };
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let x = along(trigger.x, trigger.width, width, corner.x);
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let y = along(trigger.y, trigger.height, height, corner.y);
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if (!options.corner) {
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const fx = along(trigger.x, trigger.width, width, corner.x === -1 ? 1 : -1);
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if (!fits(x, width, viewport.width, margin) && fits(fx, width, viewport.width, margin)) {
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corner.x = corner.x === -1 ? 1 : -1;
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x = fx;
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}
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const fy = along(trigger.y, trigger.height, height, corner.y === -1 ? 1 : -1);
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if (!fits(y, height, viewport.height, margin) && fits(fy, height, viewport.height, margin)) {
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corner.y = corner.y === -1 ? 1 : -1;
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y = fy;
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}
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}
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x = clamp(x, margin, viewport.width - margin - width);
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y = clamp(y, margin, viewport.height - margin - height);
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const rect = { x, y, width, height };
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return {
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rect,
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corner,
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anchor: { x: corner.x < 0 ? x : x + width, y: corner.y < 0 ? y : y + height }
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};
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}
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var center = (r) => ({ x: r.x + r.width / 2, y: r.y + r.height / 2 });
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function menuActivity(phase) {
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const shrink = Math.min(Math.max(phase.shrink, 0), 1);
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const grow = Math.min(Math.max(phase.grow, 0), 1);
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return shrink * (1 - grow);
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}
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function menuSurfaceFrame(trigger, menu, anchor, phase) {
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const frame = growthFrame(
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|
+
{ geometry: { width: trigger.width, height: trigger.height, cornerRadius: trigger.radius }, center: center(trigger) },
|
|
454
|
+
{ geometry: { width: menu.width, height: menu.height, cornerRadius: menu.radius }, center: center(menu) },
|
|
455
|
+
anchor,
|
|
456
|
+
phase
|
|
457
|
+
);
|
|
458
|
+
const { geometry, center: c } = frame.body;
|
|
459
|
+
const box = {
|
|
460
|
+
x: c.x - geometry.width / 2,
|
|
461
|
+
y: c.y - geometry.height / 2,
|
|
462
|
+
width: geometry.width,
|
|
463
|
+
height: geometry.height,
|
|
464
|
+
radius: geometry.cornerRadius
|
|
465
|
+
};
|
|
466
|
+
return {
|
|
467
|
+
box,
|
|
468
|
+
morph: frame.merge,
|
|
469
|
+
content: { x: menu.x - box.x, y: menu.y - box.y },
|
|
470
|
+
ink: frame.ink,
|
|
471
|
+
activity: menuActivity(phase)
|
|
472
|
+
};
|
|
473
|
+
}
|
|
474
|
+
function menuGlass(base) {
|
|
475
|
+
return { ...base, roughness: Math.max(base.roughness, VIREGLASS_SHEET_MATERIAL.roughness) };
|
|
476
|
+
}
|
|
477
|
+
function menuMaterial(base, activity) {
|
|
478
|
+
return atomMaterial(menuGlass(base), "menu", { ...ATOM_AT_REST, pressed: activity });
|
|
479
|
+
}
|
|
480
|
+
var MENU_DROP_BODY = { alpha: 0.9, white: 0.1, lift: 0.2 };
|
|
481
|
+
function menuBody(base, activity, frost = false) {
|
|
482
|
+
const rest = atomBody(base, ATOM_AT_REST, frost);
|
|
483
|
+
if (frost) return rest;
|
|
484
|
+
const k = Math.min(Math.max(activity, 0), 1);
|
|
485
|
+
const mix2 = (key) => rest[key] + (MENU_DROP_BODY[key] - rest[key]) * k;
|
|
486
|
+
return { alpha: mix2("alpha"), white: mix2("white"), lift: mix2("lift") };
|
|
487
|
+
}
|
|
488
|
+
var MENU_ITEM_FILL = { active: 0.1, pressed: 0.18 };
|
|
489
|
+
function menuItemFill(state) {
|
|
490
|
+
if (state.disabled) return 0;
|
|
491
|
+
if (state.pressed) return MENU_ITEM_FILL.pressed;
|
|
492
|
+
return state.active ? MENU_ITEM_FILL.active : 0;
|
|
493
|
+
}
|
|
342
494
|
|
|
343
495
|
// src/kit/response.ts
|
|
344
496
|
var LIFTING = { grow: 0.18, defocus: 1.6 };
|
|
@@ -374,6 +526,19 @@ function iconButtonSize(size) {
|
|
|
374
526
|
const spec = BUTTON_SIZES[size];
|
|
375
527
|
return { ...spec, width: spec.height, paddingX: 0 };
|
|
376
528
|
}
|
|
529
|
+
var MENU_PADDING = 0.3;
|
|
530
|
+
function menuSize(size) {
|
|
531
|
+
const spec = BUTTON_SIZES[size];
|
|
532
|
+
const padding = Math.round(spec.height * MENU_PADDING);
|
|
533
|
+
return {
|
|
534
|
+
row: spec.height,
|
|
535
|
+
padding,
|
|
536
|
+
itemRadius: spec.radius,
|
|
537
|
+
radius: spec.radius + padding,
|
|
538
|
+
icon: spec.icon,
|
|
539
|
+
labelPad: spec.paddingX
|
|
540
|
+
};
|
|
541
|
+
}
|
|
377
542
|
function nestedRadius(outerRadius, inset, minimum = 0) {
|
|
378
543
|
return concentricRadius(outerRadius, inset, minimum);
|
|
379
544
|
}
|
|
@@ -387,6 +552,6 @@ function minTarget(input) {
|
|
|
387
552
|
return input.touch ? MIN_TOUCH_TARGET_DP : MIN_POINTER_TARGET_DP;
|
|
388
553
|
}
|
|
389
554
|
|
|
390
|
-
export { A11Y_NONE, ATOM_AT_REST, BUTTON_SIZES, CONTROL_IDLE, CONTROL_SIZES, DEFAULT_GROWTH_TIMING, MIN_POINTER_TARGET_DP, MIN_TOUCH_TARGET_DP, POINTER_INPUT, PRESS_IDLE, TOUCH_INPUT, atomAtRest, atomBody, atomLift, atomMaterial, controlTargets, createControlVisual, createGrowthState, defaultSize, growthFrame, growthInk, growthPhase, hitSlop, iconButtonSize, minTarget, nestedRadius, presentationFor, pressResponse, resolveA11y, sameA11y, settleControlVisual, smoothstep, stepControl, stepControlVisual, stepFocus, stepGrowth, stepHover, stepPress, stepSpring, visualAtomState };
|
|
391
|
-
//# sourceMappingURL=chunk-
|
|
392
|
-
//# sourceMappingURL=chunk-
|
|
555
|
+
export { A11Y_NONE, ATOM_AT_REST, BUTTON_SIZES, CONTROL_IDLE, CONTROL_SIZES, DEFAULT_GROWTH_TIMING, MENU_CLOSED, MENU_CORNERS, MENU_DROP_BODY, MENU_ITEM_FILL, MIN_POINTER_TARGET_DP, MIN_TOUCH_TARGET_DP, POINTER_INPUT, PRESS_IDLE, TOUCH_INPUT, TYPEAHEAD_SECONDS, atomAtRest, atomBody, atomLift, atomMaterial, controlTargets, createControlVisual, createGrowthState, defaultSize, growthFrame, growthInk, growthPhase, hitSlop, iconButtonSize, menuActivity, menuBody, menuCorner, menuGlass, menuItemFill, menuMaterial, menuPlacement, menuSize, menuSurfaceFrame, minTarget, nestedRadius, presentationFor, pressResponse, resolveA11y, sameA11y, settleControlVisual, smoothstep, stepControl, stepControlVisual, stepFocus, stepGrowth, stepHover, stepMenu, stepPress, stepSpring, visualAtomState };
|
|
556
|
+
//# sourceMappingURL=chunk-AR2AM3BR.js.map
|
|
557
|
+
//# sourceMappingURL=chunk-AR2AM3BR.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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type A11yMode = {\n reduceTransparency: boolean;\n increaseContrast: boolean;\n reduceMotion: boolean;\n};\n\nexport const A11Y_NONE: A11yMode = {\n reduceTransparency: false,\n increaseContrast: false,\n reduceMotion: false,\n};\n\n/** `undefined` follows the system; a boolean overrides it. */\nexport type A11yOverride = { [K in keyof A11yMode]?: boolean | undefined };\n\nexport function resolveA11y(system: A11yMode, override: A11yOverride = {}): A11yMode {\n return {\n reduceTransparency: override.reduceTransparency ?? system.reduceTransparency,\n increaseContrast: override.increaseContrast ?? system.increaseContrast,\n reduceMotion: override.reduceMotion ?? system.reduceMotion,\n };\n}\n\n/** `plain`: no glass was asked for. `frosted`: the stand-in when glass under reduced transparency cannot attach. */\nexport type Surface = 'plain' | 'frosted' | 'glass';\n\nexport type Presentation = {\n glass: boolean;\n /** Reduced transparency: the glass stays and frosts. */\n frost: boolean;\n surface: Surface;\n contrastBorder: boolean;\n instantSprings: boolean;\n};\n\n// Reduced motion stops the springs, not the press response itself.\nexport function presentationFor(mode: A11yMode, wantsGlass: boolean): Presentation {\n return {\n glass: wantsGlass,\n frost: wantsGlass && mode.reduceTransparency,\n surface: wantsGlass ? 'glass' : 'plain',\n contrastBorder: mode.increaseContrast,\n instantSprings: mode.reduceMotion,\n };\n}\n\nexport function sameA11y(a: A11yMode, b: A11yMode): boolean {\n return (\n a.reduceTransparency === b.reduceTransparency &&\n a.increaseContrast === b.increaseContrast &&\n a.reduceMotion === b.reduceMotion\n );\n}\n","// Atom states — shared across every client: the set of states, what they mean, and what they do\n// to the material. Sizes, layout and per-input idioms are client-specific and live elsewhere.\nimport { activeMaterial, applyAccessibility, resolveOptics, type VireGlassMaterial } from 'vireglass';\n\nexport type VireUIKitAtomKind =\n | 'button'\n | 'iconButton'\n | 'switch'\n | 'slider'\n | 'segment'\n | 'chip'\n | 'field'\n | 'menu';\n\n/** Hover and focus don't exist everywhere: touch has neither. The atom accepts them, but has to\n * look complete at zero too — otherwise a touch client gets an unfinished look. */\nexport type VireUIKitAtomState = {\n pressed: number;\n hovered: number;\n selected: number;\n disabled: boolean;\n};\n\nexport const ATOM_AT_REST: VireUIKitAtomState = {\n pressed: 0,\n hovered: 0,\n selected: 0,\n disabled: false,\n};\n\n/**\n * Whether the piece lifts INTO the glass under press (1) or sinks into the backing (0).\n *\n * Lift isn't decoration: a small target has the finger covering it entirely, and an enlarged\n * transparent lens underneath is the only sign of a hit. A large target stays visible past the\n * finger, so it reads more naturally sinking toward the backing instead.\n */\nexport function atomLift(kind: VireUIKitAtomKind): number {\n switch (kind) {\n case 'iconButton':\n case 'switch':\n case 'slider':\n return 1;\n default:\n return 0;\n }\n}\n\n/** A disabled piece stays glass but stops asserting itself: the legibility requirement is lifted\n * and tint turns off. Hiding it via transparency won't do — the material is already transparent. */\nconst DISABLED_PRESENCE = 0.25;\n/** Hover is halfway to a press: the cursor is already on the target, but nothing is chosen yet. */\nconst HOVER_GAIN = 0.35;\n\n/** How far a state is from rest toward the pressed end, 0..1. */\nfunction activation(state: VireUIKitAtomState): number {\n if (state.disabled) return 0;\n const clamp = (v: number) => (v < 0 ? 0 : v > 1 ? 1 : v);\n return Math.max(clamp(state.selected), clamp(state.pressed), clamp(state.hovered) * HOVER_GAIN);\n}\n\n/**\n * The atom's material for a given state. Press and selection go through `activeMaterial` — for\n * glass, state is a change in the MEDIUM itself (denser, thicker, clearer), not a highlight\n * drawn over it.\n */\nexport function atomMaterial(\n base: VireGlassMaterial,\n kind: VireUIKitAtomKind,\n state: VireUIKitAtomState = ATOM_AT_REST,\n): VireGlassMaterial {\n const out = activeMaterial(base, activation(state));\n if (!state.disabled) return out;\n return { ...out, presence: out.presence * DISABLED_PRESENCE };\n}\n\n/** Whether every field on the atom matches rest — lets a client skip redraws for states its own\n * input can never produce (hover on touch, focus on Android). */\nexport function atomAtRest(state: VireUIKitAtomState): boolean {\n return (\n state.pressed === 0 && state.hovered === 0 && state.selected === 0 && state.disabled === false\n );\n}\n\n/** The veil over the backdrop: the surroundings' colour, `white` of it swapped for white, lifted by `lift` in OKLab lightness. */\nexport type AtomBody = { alpha: number; white: number; lift: number };\n\nconst REST_BODY: AtomBody = { alpha: 0.25, white: 0.15, lift: 0.1 };\nconst PRESSED_BODY: AtomBody = { alpha: 0.34, white: 0.35, lift: 0 };\nconst FROST_LIFT = 0.26;\n\n/** The body for a state; reduced transparency raises it to the density `vireglass` asks of the glass in that mode. */\nexport function atomBody(\n base: VireGlassMaterial,\n state: VireUIKitAtomState = ATOM_AT_REST,\n frost = false,\n): AtomBody {\n const on = activation(state);\n const mix = (key: keyof AtomBody) => REST_BODY[key] + (PRESSED_BODY[key] - REST_BODY[key]) * on;\n let alpha = mix('alpha');\n let white = mix('white');\n let lift = mix('lift');\n if (state.disabled) alpha *= DISABLED_PRESENCE;\n if (frost) {\n const density = applyAccessibility(resolveOptics(base), {\n reduceTransparency: true,\n increaseContrast: false,\n reduceMotion: false,\n }).bodyDensity;\n alpha = Math.max(alpha, density);\n white = 0;\n lift = FROST_LIFT;\n }\n return { alpha, white, lift };\n}\n","export type FocusChange = { type: 'focus'; visible: boolean } | { type: 'blur' };\n\n// `visible` is the browser's keyboard-modality verdict, so a ring follows a key on any device, and a\n// click, which also focuses a button, shows none.\nexport function stepFocus(event: FocusChange): boolean {\n return event.type === 'focus' && event.visible;\n}\n","export type HoverChange = { type: 'enter' } | { type: 'leave' };\n\nexport function stepHover(event: HoverChange, canHover: boolean): boolean {\n return canHover && event.type === 'enter';\n}\n","export type PressSource = 'pointer' | 'keyboard';\n\nexport type PressState = { by: PressSource | null };\n\nexport type PressEvent =\n | { type: 'down'; source: PressSource }\n | { type: 'up'; source: PressSource }\n | { type: 'cancel' }\n | { type: 'leave' };\n\nexport const PRESS_IDLE: PressState = { by: null };\n\nexport type PressStep = {\n state: PressState;\n activated: boolean;\n};\n\nexport function stepPress(state: PressState, event: PressEvent, enabled: boolean): PressStep {\n switch (event.type) {\n case 'down':\n if (!enabled || state.by !== null) return { state, activated: false };\n return { state: { by: event.source }, activated: false };\n case 'up':\n // A key lifted mid-touch is not a tap.\n if (state.by !== event.source) return { state, activated: false };\n return { state: PRESS_IDLE, activated: enabled };\n case 'cancel':\n return { state: PRESS_IDLE, activated: false };\n case 'leave':\n // A key press has no position, so the pointer leaving cannot cancel it.\n return state.by === 'pointer' ? { state: PRESS_IDLE, activated: false } : { state, activated: false };\n }\n}\n","import { stepFocus, type FocusChange } from './focus';\nimport { stepHover, type HoverChange } from './hover';\nimport { PRESS_IDLE, stepPress, type PressEvent, type PressState } from './press';\n\nexport type InputCaps = { hover: boolean };\n\nexport const TOUCH_INPUT: InputCaps = { hover: false };\nexport const POINTER_INPUT: InputCaps = { hover: true };\n\nexport type ControlState = {\n press: PressState;\n hovered: boolean;\n focused: boolean;\n disabled: boolean;\n};\n\nexport const CONTROL_IDLE: ControlState = {\n press: PRESS_IDLE,\n hovered: false,\n focused: false,\n disabled: false,\n};\n\nexport type ControlEvent = PressEvent | HoverChange | FocusChange | { type: 'disable'; disabled: boolean };\n\nexport type ControlStep = { state: ControlState; activated: boolean };\n\nexport function stepControl(state: ControlState, event: ControlEvent, caps: InputCaps): ControlStep {\n switch (event.type) {\n case 'down':\n case 'up':\n case 'cancel': {\n const next = stepPress(state.press, event, !state.disabled);\n return { state: { ...state, press: next.state }, activated: next.activated };\n }\n case 'leave': {\n const next = stepPress(state.press, event, !state.disabled);\n return { state: { ...state, press: next.state, hovered: false }, activated: false };\n }\n case 'enter':\n return {\n state: { ...state, hovered: !state.disabled && stepHover(event, caps.hover) },\n activated: false,\n };\n case 'focus':\n case 'blur': {\n // Focus moving away takes the key-up with it, so a held key press must not outlive it.\n const press = event.type === 'blur' && state.press.by === 'keyboard' ? PRESS_IDLE : state.press;\n return {\n state: { ...state, press, focused: !state.disabled && stepFocus(event) },\n activated: false,\n };\n }\n case 'disable':\n return {\n state: event.disabled\n ? { press: PRESS_IDLE, hovered: false, focused: false, disabled: true }\n : { ...state, disabled: false },\n activated: false,\n };\n }\n}\n\nexport type ControlTargets = {\n pressed: number;\n hovered: number;\n focus: number;\n disabled: boolean;\n};\n\nexport function controlTargets(state: ControlState): ControlTargets {\n return {\n pressed: state.press.by !== null ? 1 : 0,\n hovered: state.hovered ? 1 : 0,\n focus: state.focused ? 1 : 0,\n disabled: state.disabled,\n };\n}\n","// Two-phase \"capsule → drop → target\" growth: atom behavior, not layout. The body contracts into\n// a drop, a neck grows from its side toward the target, the drop grows into the target with a\n// slight overshoot; closing retraces the same path in reverse, because the model holds no\n// direction, only the current phase. Source and target sizes are layout, supplied as parameters.\nimport { halfMinDp, type VireGlassGeometry, type VireGlassMorph } from 'vireglass';\n\n/** A spring with `response`-second settle time; `damping` < 1 overshoots. `instant` skips\n * integration entirely, for reduced motion. */\nexport type Spring = { x: number; v: number; target: number };\n\nexport function stepSpring(\n s: Spring,\n dt: number,\n response: number,\n damping: number,\n instant = false,\n): boolean {\n if (instant) {\n const moved = s.x !== s.target || s.v !== 0;\n s.x = s.target;\n s.v = 0;\n return moved;\n }\n const stiffness = ((2 * Math.PI) / response) ** 2;\n const friction = (4 * Math.PI * damping) / response;\n const h = 1 / 240;\n // Fixed step, but not a fixed frame budget: without this, a rare slow frame hands the spring a\n // huge dt and it diverges.\n for (let left = Math.min(dt, 0.05); left > 0; left -= h) {\n const step = Math.min(left, h);\n s.v += (stiffness * (s.target - s.x) - friction * s.v) * step;\n s.x += s.v * step;\n }\n if (Math.abs(s.target - s.x) < 1e-3 && Math.abs(s.v) < 1e-2) {\n s.x = s.target;\n s.v = 0;\n return false;\n }\n return true;\n}\n\nexport const smoothstep = (e0: number, e1: number, x: number): number => {\n const t = Math.min(Math.max((x - e0) / (e1 - e0), 0), 1);\n return t * t * (3 - 2 * t);\n};\n\nconst mix = (a: number, b: number, t: number) => a + (b - a) * t;\n\nexport type GrowthPoint = { x: number; y: number };\n\n/** A shape and its position — it has no role of its own; `growthFrame` assigns the role (body, or\n * what the body is merging into). */\nexport type GrowthShape = { geometry: VireGlassGeometry; center: GrowthPoint };\n\n/** `shrink` — capsule → drop, no overshoot. `grow` — drop → target; may exceed 1 for the\n * overshoot. Both are read as-is; `stepGrowth` owns the bounds and the handoff between them. */\nexport type GrowthPhase = { shrink: number; grow: number };\n\nexport type GrowthInk = {\n /** 0…1: how much of the source's ink is still visible (1) vs. already defocused into the drop (0). */\n outgoing: number;\n /** 0…1: how much of the target's ink has come into focus (0 = not yet, 1 = fully). */\n incoming: number;\n};\n\nexport type GrowthFrame = {\n /** The shape worth drawing as glass right now: the larger of the two, which supplies the\n * thickness and the bevel. */\n body: GrowthShape;\n /** The target shape as-is, regardless of role — it drives the response to finger/light while\n * the glass hasn't become it yet (while `body` is still the drop). */\n grown: GrowthShape;\n /** The second merge shape, ready for `toLensProps`/`toSurfaceUniforms`; `undefined` while the\n * neck hasn't grown yet or has already retracted. */\n merge: VireGlassMorph | undefined;\n ink: GrowthInk;\n};\n\n/** The drop's size — a fraction of the source's diameter, with headroom for the neck. */\nconst DROP_DIAMETER = 1.1;\n/** How far the drop travels from the source toward the target, as a fraction of the source's diameter. */\nconst DROP_LIFT = 0.5;\nconst NECK_GAIN = 0.3;\nconst NECK_RAMP = 4;\nconst CORNER_EASE_START = 0.55;\nconst INK_OUT_END = 0.4;\n// M 5:11: nothing of the menu shows until it is at 95 % of its height, and it is sharp by the overshoot.\nconst INK_IN_START = 0.9;\nconst INK_IN_END = 1;\n\nexport function growthInk(phase: GrowthPhase): GrowthInk {\n const a = Math.min(Math.max(phase.shrink, 0), 1);\n const b = Math.max(phase.grow, 0);\n // Ink leaves and arrives by going out of focus, not by plain transparency — the blur amount is\n // the drawer's job, this only reports the fraction of focus.\n return {\n outgoing: 1 - smoothstep(0, INK_OUT_END, a),\n incoming: smoothstep(INK_IN_START, INK_IN_END, b),\n };\n}\n\n/** The main shape is the larger one by half-size: it supplies the thickness and the bevel, so the\n * roles swap exactly at equal half-sizes, which is invisible on screen. */\nfunction largerOf(a: GrowthShape, b: GrowthShape): { main: GrowthShape; other: GrowthShape } {\n return halfMinDp(a.geometry) >= halfMinDp(b.geometry) ? { main: a, other: b } : { main: b, other: a };\n}\n\n/** `anchor` is the corner shared by source and target: the body pins to it, otherwise the target\n * would grow out of the drop's center instead of the button's corner. */\nexport function growthFrame(\n source: GrowthShape,\n target: GrowthShape,\n anchor: GrowthPoint,\n phase: GrowthPhase,\n): GrowthFrame {\n const dx = target.center.x - source.center.x;\n const dy = target.center.y - source.center.y;\n const len = Math.hypot(dx, dy) || 1;\n const sourceSize = halfMinDp(source.geometry) * 2;\n const lift = DROP_LIFT * sourceSize;\n const drop: GrowthPoint = {\n x: source.center.x + (dx / len) * lift,\n y: source.center.y + (dy / len) * lift,\n };\n\n const a = Math.min(Math.max(phase.shrink, 0), 1);\n const b = Math.max(phase.grow, 0);\n const keep = Math.max(1 - b, 0);\n const d = DROP_DIAMETER * sourceSize;\n\n const shrunkGeometry: VireGlassGeometry = {\n width: mix(source.geometry.width, 0.6 * d, a) * keep,\n height: mix(source.geometry.height, 0.6 * d, a) * keep,\n cornerRadius: 0,\n };\n // The source's radius EASES into the drop's rather than being replaced by it outright —\n // otherwise a field with a partial corner radius at rest would render as a full pill.\n shrunkGeometry.cornerRadius = Math.min(\n mix(source.geometry.cornerRadius, halfMinDp(shrunkGeometry), a),\n halfMinDp(shrunkGeometry),\n );\n const shrunk: GrowthShape = {\n geometry: shrunkGeometry,\n center: { x: mix(source.center.x, drop.x, a), y: mix(source.center.y, drop.y, a) },\n };\n\n const seed = d * Math.sqrt(a);\n // The sign of the corner the body pins to. Zero means the anchor sits on the same axis as the\n // source's center, so growth along that axis centers instead of hugging an edge.\n const cornerX = Math.sign(anchor.x - source.center.x);\n const cornerY = Math.sign(anchor.y - source.center.y);\n const edgeX = mix(drop.x + cornerX * (seed / 2), anchor.x, Math.min(b, 1));\n const edgeY = mix(drop.y + cornerY * (seed / 2), anchor.y, Math.min(b, 1));\n const width = mix(seed, target.geometry.width, b);\n const height = mix(seed, target.geometry.height, b);\n const grownGeometry: VireGlassGeometry = { width, height, cornerRadius: 0 };\n grownGeometry.cornerRadius = Math.min(\n mix(halfMinDp(grownGeometry), target.geometry.cornerRadius, smoothstep(CORNER_EASE_START, 1, b)),\n halfMinDp(grownGeometry),\n );\n const grown: GrowthShape = {\n geometry: grownGeometry,\n center: { x: edgeX - cornerX * (width / 2), y: edgeY - cornerY * (height / 2) },\n };\n\n const { main, other } = largerOf(grown, shrunk);\n const neck = NECK_GAIN * sourceSize * Math.min(a * NECK_RAMP, 1) * keep;\n const united = neck > 0.01 && other.geometry.width > 0.5 && other.geometry.height > 0.5;\n\n return {\n body: main,\n grown,\n merge: united\n ? {\n offsetX: other.center.x - main.center.x,\n offsetY: other.center.y - main.center.y,\n width: other.geometry.width,\n height: other.geometry.height,\n cornerRadius: other.geometry.cornerRadius,\n smoothing: neck,\n }\n : undefined,\n ink: growthInk(phase),\n };\n}\n\nexport type GrowthState = { shrink: Spring; grow: Spring };\n\nexport const createGrowthState = (): GrowthState => ({\n shrink: { x: 0, v: 0, target: 0 },\n grow: { x: 0, v: 0, target: 0 },\n});\n\nexport const growthPhase = (state: GrowthState): GrowthPhase => ({\n shrink: state.shrink.x,\n grow: state.grow.x,\n});\n\n/** Durations are client-specific: the default is fitted to the menu growing out of its toolbar at\n * M 5:11 (docs/acceptance.md, N9), and an atom at a different scale (an icon opening into a sheet)\n * isn't obligated to match it. The shape of the transition is shared regardless. */\nexport type GrowthTiming = {\n shrinkOpen: number;\n shrinkClose: number;\n growOpen: number;\n growClose: number;\n /** < 1 gives the target a slight overshoot on open; closing never overshoots. */\n growDampingOpen: number;\n};\n\nexport const DEFAULT_GROWTH_TIMING: GrowthTiming = {\n shrinkOpen: 0.21,\n shrinkClose: 0.14,\n growOpen: 0.38,\n growClose: 0.4,\n growDampingOpen: 0.72,\n};\n\nconst GROW_DAMPING_CLOSE = 1;\nconst SHRINK_DAMPING = 1;\nconst GROW_STARTS_AT = 0.8;\nconst SHRINK_RETURNS_AT = 0.12;\n\n/** Growth starts once the drop has gathered, and the reverse on close. `reduceMotion` turns off\n * the spring entirely: both phases jump straight to their target in one step, with no overshoot\n * and no defocus phase. */\nexport function stepGrowth(\n state: GrowthState,\n dt: number,\n open: boolean,\n reduceMotion = false,\n timing: GrowthTiming = DEFAULT_GROWTH_TIMING,\n): boolean {\n const { shrink, grow } = state;\n if (reduceMotion) {\n shrink.target = open ? 1 : 0;\n grow.target = open ? 1 : 0;\n } else if (open) {\n shrink.target = 1;\n if (shrink.x > GROW_STARTS_AT) grow.target = 1;\n } else {\n grow.target = 0;\n if (grow.x < SHRINK_RETURNS_AT) shrink.target = 0;\n }\n const movedShrink = stepSpring(\n shrink,\n dt,\n open ? timing.shrinkOpen : timing.shrinkClose,\n SHRINK_DAMPING,\n reduceMotion,\n );\n const movedGrow = stepSpring(\n grow,\n dt,\n open ? timing.growOpen : timing.growClose,\n open ? timing.growDampingOpen : GROW_DAMPING_CLOSE,\n reduceMotion,\n );\n return movedShrink || movedGrow;\n}\n","import type { VireUIKitAtomState } from '../atom';\nimport { stepSpring, type Spring } from '../morph';\nimport { controlTargets, type ControlState } from './control';\n\nexport type ControlVisual = {\n pressed: Spring;\n hovered: Spring;\n focus: Spring;\n};\n\nexport const createControlVisual = (): ControlVisual => ({\n pressed: { x: 0, v: 0, target: 0 },\n hovered: { x: 0, v: 0, target: 0 },\n focus: { x: 0, v: 0, target: 0 },\n});\n\n// Press attacks fast and settles with a little give; hover and focus just ease.\nconst PRESS = { response: 0.18, damping: 0.78 };\nconst HOVER = { response: 0.22, damping: 1 };\nconst FOCUS = { response: 0.16, damping: 1 };\n\nexport function stepControlVisual(\n visual: ControlVisual,\n dt: number,\n state: ControlState,\n instant = false,\n): boolean {\n const t = controlTargets(state);\n visual.pressed.target = t.pressed;\n visual.hovered.target = t.hovered;\n visual.focus.target = t.focus;\n const a = stepSpring(visual.pressed, dt, PRESS.response, PRESS.damping, instant);\n const b = stepSpring(visual.hovered, dt, HOVER.response, HOVER.damping, instant);\n const c = stepSpring(visual.focus, dt, FOCUS.response, FOCUS.damping, instant);\n return a || b || c;\n}\n\n// The press may overshoot 1; `atomMaterial` clamps, so the raw value is passed through.\nexport function visualAtomState(visual: ControlVisual, state: ControlState): VireUIKitAtomState {\n return {\n pressed: visual.pressed.x,\n hovered: visual.hovered.x,\n selected: 0,\n disabled: state.disabled,\n };\n}\n\nexport function settleControlVisual(visual: ControlVisual, state: ControlState): void {\n stepControlVisual(visual, 0, state, true);\n}\n","// The menu: the menu-button keyboard as a pure state machine, where the menu sits relative to its\n// trigger, and what its glass surface is on each frame of the growth. Boxes are in dp.\nimport { VIREGLASS_SHEET_MATERIAL, type VireGlassMaterial, type VireGlassMorph } from 'vireglass';\nimport { ATOM_AT_REST, atomBody, atomMaterial, type AtomBody } from './atom';\nimport { growthFrame, type GrowthInk, type GrowthPhase, type GrowthPoint } from './morph';\n\n/**\n * `disabled`: cannot be chosen. `focusable` (default: not disabled): whether focus can land on it. A native\n * disabled button cannot take focus, so the keyboard passes over it; an aria-disabled one can (WAI-ARIA APG).\n */\nexport type MenuItem = { label: string; disabled: boolean; focusable?: boolean };\n\nexport type MenuState = {\n open: boolean;\n /** The active item, or -1 while the menu itself holds focus. */\n active: number;\n typed: string;\n /** Seconds, on whatever clock the events carry. */\n typedAt: number;\n};\n\nexport const MENU_CLOSED: MenuState = { open: false, active: -1, typed: '', typedAt: Number.NEGATIVE_INFINITY };\n\nexport type MenuDismissal = 'escape' | 'outside' | 'tab' | 'trigger';\n\nexport type MenuEvent =\n | { type: 'open'; focus: 'menu' | 'first' | 'last' }\n | { type: 'move'; to: 'next' | 'previous' | 'first' | 'last' }\n | { type: 'point'; index: number }\n | { type: 'type'; key: string; at: number }\n | { type: 'choose'; index: number }\n | { type: 'dismiss'; reason: MenuDismissal };\n\n/** Where focus goes after a step. `none` leaves it where the person put it (a press outside). */\nexport type MenuFocus =\n | { to: 'item'; index: number }\n | { to: 'menu' }\n | { to: 'trigger' }\n | { to: 'none' }\n | { to: 'stay' };\n\nexport type MenuStep = { state: MenuState; focus: MenuFocus; chosen: number | null };\n\nexport const TYPEAHEAD_SECONDS = 0.5;\n\nconst exists = (items: readonly MenuItem[], i: number) => i >= 0 && i < items.length;\nconst enabled = (items: readonly MenuItem[], i: number) => exists(items, i) && !items[i]!.disabled;\nconst reachable = (items: readonly MenuItem[], i: number) => exists(items, i) && (items[i]!.focusable ?? !items[i]!.disabled);\n\nfunction seek(items: readonly MenuItem[], from: number, step: 1 | -1): number {\n const n = items.length;\n for (let k = 1; k <= n; k += 1) {\n const i = (((from + step * k) % n) + n) % n;\n if (reachable(items, i)) return i;\n }\n return -1;\n}\n\nconst first = (items: readonly MenuItem[]) => seek(items, -1, 1);\nconst last = (items: readonly MenuItem[]) => seek(items, items.length, -1);\n\nconst toItem = (index: number): MenuFocus => (index < 0 ? { to: 'menu' } : { to: 'item', index });\n\nfunction typeahead(state: MenuState, items: readonly MenuItem[], key: string, at: number): MenuStep {\n const fresh = at - state.typedAt > TYPEAHEAD_SECONDS;\n const typed = (fresh ? '' : state.typed) + key.toLowerCase();\n // Repeating one letter cycles through the items that start with it instead of asking for \"aa\".\n const repeated = typed.length > 1 && [...typed].every((c) => c === typed[0]);\n const needle = repeated ? typed[0]! : typed;\n const start = needle.length > 1 ? state.active - 1 : state.active;\n const n = items.length;\n for (let k = 1; k <= n; k += 1) {\n const i = (((start + k) % n) + n) % n;\n if (reachable(items, i) && items[i]!.label.trim().toLowerCase().startsWith(needle)) {\n return { state: { ...state, active: i, typed, typedAt: at }, focus: { to: 'item', index: i }, chosen: null };\n }\n }\n return { state: { ...state, typed, typedAt: at }, focus: { to: 'stay' }, chosen: null };\n}\n\nexport function stepMenu(state: MenuState, event: MenuEvent, items: readonly MenuItem[]): MenuStep {\n const stay: MenuStep = { state, focus: { to: 'stay' }, chosen: null };\n if (event.type === 'open') {\n const active = event.focus === 'first' ? first(items) : event.focus === 'last' ? last(items) : -1;\n return { state: { ...MENU_CLOSED, open: true, active }, focus: toItem(active), chosen: null };\n }\n if (!state.open) return stay;\n switch (event.type) {\n case 'move': {\n const active =\n event.to === 'first'\n ? first(items)\n : event.to === 'last'\n ? last(items)\n : seek(items, state.active < 0 && event.to === 'previous' ? items.length : state.active, event.to === 'next' ? 1 : -1);\n if (active < 0) return stay;\n // Moving by other means ends a typed word: the next letter starts a new one.\n return { state: { ...state, active, typed: '' }, focus: { to: 'item', index: active }, chosen: null };\n }\n case 'point':\n if (!reachable(items, event.index) || event.index === state.active) return stay;\n return { state: { ...state, active: event.index, typed: '' }, focus: { to: 'item', index: event.index }, chosen: null };\n case 'type':\n return typeahead(state, items, event.key, event.at);\n case 'choose':\n if (!enabled(items, event.index)) return stay;\n return { state: MENU_CLOSED, focus: { to: 'trigger' }, chosen: event.index };\n case 'dismiss':\n return { state: MENU_CLOSED, focus: event.reason === 'outside' ? { to: 'none' } : { to: 'trigger' }, chosen: null };\n }\n}\n\nexport type Rect = { x: number; y: number; width: number; height: number };\nexport type Size = { width: number; height: number };\n/** -1 is left or top, 1 is right or bottom. */\nexport type MenuCorner = { x: -1 | 1; y: -1 | 1 };\n\nexport const MENU_CORNERS = {\n 'top-left': { x: -1, y: -1 },\n 'top-right': { x: 1, y: -1 },\n 'bottom-left': { x: -1, y: 1 },\n 'bottom-right': { x: 1, y: 1 },\n} as const satisfies Record<string, MenuCorner>;\n\nexport type MenuPlacement = {\n rect: Rect;\n corner: MenuCorner;\n /** The menu's corner on the pinned side: where its growth ends. */\n anchor: GrowthPoint;\n};\n\n/** The trigger's corner nearest the viewport corner it sits in: the open space lies away from it. */\nexport function menuCorner(trigger: Rect, viewport: Size): MenuCorner {\n return {\n x: trigger.x + trigger.width / 2 <= viewport.width / 2 ? -1 : 1,\n y: trigger.y + trigger.height / 2 <= viewport.height / 2 ? -1 : 1,\n };\n}\n\nfunction along(start: number, length: number, size: number, side: -1 | 1): number {\n return side < 0 ? start : start + length - size;\n}\n\nfunction fits(at: number, size: number, limit: number, margin: number): boolean {\n return at >= margin && at + size <= limit - margin;\n}\n\nconst clamp = (v: number, lo: number, hi: number) => Math.min(Math.max(v, lo), Math.max(lo, hi));\n\n/**\n * The menu shares a corner with its trigger and covers it. An automatic corner flips on an axis\n * where the menu would leave the viewport and the other side fits; then it slides in.\n */\nexport function menuPlacement(\n trigger: Rect,\n menu: Size,\n viewport: Size,\n options: { corner?: MenuCorner | undefined; margin?: number } = {},\n): MenuPlacement {\n const margin = options.margin ?? 8;\n const width = Math.min(menu.width, viewport.width - 2 * margin);\n const height = Math.min(menu.height, viewport.height - 2 * margin);\n const corner: { x: -1 | 1; y: -1 | 1 } = { ...(options.corner ?? menuCorner(trigger, viewport)) };\n let x = along(trigger.x, trigger.width, width, corner.x);\n let y = along(trigger.y, trigger.height, height, corner.y);\n if (!options.corner) {\n const fx = along(trigger.x, trigger.width, width, corner.x === -1 ? 1 : -1);\n if (!fits(x, width, viewport.width, margin) && fits(fx, width, viewport.width, margin)) {\n corner.x = corner.x === -1 ? 1 : -1;\n x = fx;\n }\n const fy = along(trigger.y, trigger.height, height, corner.y === -1 ? 1 : -1);\n if (!fits(y, height, viewport.height, margin) && fits(fy, height, viewport.height, margin)) {\n corner.y = corner.y === -1 ? 1 : -1;\n y = fy;\n }\n }\n x = clamp(x, margin, viewport.width - margin - width);\n y = clamp(y, margin, viewport.height - margin - height);\n const rect = { x, y, width, height };\n return {\n rect,\n corner,\n anchor: { x: corner.x < 0 ? x : x + width, y: corner.y < 0 ? y : y + height },\n };\n}\n\nexport type RoundedRect = Rect & { radius: number };\n\nexport type MenuSurfaceFrame = {\n /** The surface's box this frame: the growth frame's body. */\n box: RoundedRect;\n /** The second shape for the lens's `setMorph`, offset from the box's centre; undefined once there is one body. */\n morph: VireGlassMorph | undefined;\n /** Where the content's origin sits relative to the box's: it keeps its final place while the box moves. */\n content: { x: number; y: number };\n ink: GrowthInk;\n /** How much of a drop the surface is: 0 as the trigger and as the menu, highest in between. */\n activity: number;\n};\n\nconst center = (r: Rect): GrowthPoint => ({ x: r.x + r.width / 2, y: r.y + r.height / 2 });\n\nexport function menuActivity(phase: GrowthPhase): number {\n const shrink = Math.min(Math.max(phase.shrink, 0), 1);\n const grow = Math.min(Math.max(phase.grow, 0), 1);\n return shrink * (1 - grow);\n}\n\nexport function menuSurfaceFrame(\n trigger: RoundedRect,\n menu: RoundedRect,\n anchor: GrowthPoint,\n phase: GrowthPhase,\n): MenuSurfaceFrame {\n const frame = growthFrame(\n { geometry: { width: trigger.width, height: trigger.height, cornerRadius: trigger.radius }, center: center(trigger) },\n { geometry: { width: menu.width, height: menu.height, cornerRadius: menu.radius }, center: center(menu) },\n anchor,\n phase,\n );\n const { geometry, center: c } = frame.body;\n const box = {\n x: c.x - geometry.width / 2,\n y: c.y - geometry.height / 2,\n width: geometry.width,\n height: geometry.height,\n radius: geometry.cornerRadius,\n };\n return {\n box,\n morph: frame.merge,\n content: { x: menu.x - box.x, y: menu.y - box.y },\n ink: frame.ink,\n activity: menuActivity(phase),\n };\n}\n\n/** A menu is a larger piece of the same glass, and a larger piece scatters light more softly (M 7:19): it\n * takes the core's sheet scattering, which turns text under it into soft spots without turning it to mush. */\nexport function menuGlass(base: VireGlassMaterial): VireGlassMaterial {\n return { ...base, roughness: Math.max(base.roughness, VIREGLASS_SHEET_MATERIAL.roughness) };\n}\n\n/** The drop is the medium at its active end, the menu at rest is the resting glass. */\nexport function menuMaterial(base: VireGlassMaterial, activity: number): VireGlassMaterial {\n return atomMaterial(menuGlass(base), 'menu', { ...ATOM_AT_REST, pressed: activity });\n}\n\n/** The gathered medium lit by a concentrate of its surroundings: about 0.2 lighter than what it covers at\n * M 5:11, so white over a light backdrop, and only brighter over a dark one. */\nexport const MENU_DROP_BODY: AtomBody = { alpha: 0.9, white: 0.1, lift: 0.2 };\n\nexport function menuBody(base: VireGlassMaterial, activity: number, frost = false): AtomBody {\n const rest = atomBody(base, ATOM_AT_REST, frost);\n if (frost) return rest;\n const k = Math.min(Math.max(activity, 0), 1);\n const mix = (key: keyof AtomBody) => rest[key] + (MENU_DROP_BODY[key] - rest[key]) * k;\n return { alpha: mix('alpha'), white: mix('white'), lift: mix('lift') };\n}\n\nexport type MenuItemState = { active: boolean; pressed: boolean; disabled: boolean };\n\n/** Ink laid on the glass under an item, as a fraction of the ink colour. */\nexport const MENU_ITEM_FILL = { active: 0.1, pressed: 0.18 } as const;\n\nexport function menuItemFill(state: MenuItemState): number {\n if (state.disabled) return 0;\n if (state.pressed) return MENU_ITEM_FILL.pressed;\n return state.active ? MENU_ITEM_FILL.active : 0;\n}\n","import { atomLift, type VireUIKitAtomKind } from './atom';\n\nexport type PressResponse = {\n /** Fraction of its own size the body adds at full press. */\n grow: number;\n /** Glyph blur at full press, px. */\n defocus: number;\n};\n\n// A lifted piece grows more: the finger covers it, so the enlarged lens is the only sign of a hit.\nconst LIFTING: PressResponse = { grow: 0.18, defocus: 1.6 };\nconst SINKING: PressResponse = { grow: 0.06, defocus: 1 };\n\nexport function pressResponse(kind: VireUIKitAtomKind): PressResponse {\n return atomLift(kind) === 1 ? LIFTING : SINKING;\n}\n","import { concentricRadius } from 'vireglass';\n\nexport type ControlSize = 'touch' | 'small' | 'medium' | 'large' | 'xlarge';\n\nexport const CONTROL_SIZES: readonly ControlSize[] = ['touch', 'small', 'medium', 'large', 'xlarge'];\n\nexport type SizeSpec = {\n /** Body height; an icon button is a square of this side. */\n height: number;\n paddingX: number;\n icon: number;\n radius: number;\n shape: 'capsule' | 'rounded';\n};\n\nexport const MIN_TOUCH_TARGET_DP = 44;\nexport const MIN_POINTER_TARGET_DP = 24;\n\nconst capsule = (height: number, paddingX: number): SizeSpec => ({\n height,\n paddingX,\n icon: Math.round(height / 2),\n radius: height / 2,\n shape: 'capsule',\n});\n\nconst rounded = (height: number, paddingX: number): SizeSpec => ({\n height,\n paddingX,\n icon: Math.round(height / 2),\n radius: height / 4,\n shape: 'rounded',\n});\n\n// Where each number comes from: docs/acceptance.md.\nexport const BUTTON_SIZES: Readonly<Record<ControlSize, SizeSpec>> = {\n touch: capsule(44, 20),\n small: rounded(24, 10),\n medium: rounded(32, 14),\n large: capsule(40, 18),\n xlarge: capsule(48, 22),\n};\n\nexport function iconButtonSize(size: ControlSize): SizeSpec & { width: number } {\n const spec = BUTTON_SIZES[size];\n return { ...spec, width: spec.height, paddingX: 0 };\n}\n\nexport type MenuSizeSpec = {\n /** Row height; the glyph sits centred in a square of it. */\n row: number;\n padding: number;\n /** The active item's highlight. */\n itemRadius: number;\n /** Concentric with the highlight: its radius plus the padding. */\n radius: number;\n icon: number;\n /** The label's inset in an item without a glyph. */\n labelPad: number;\n};\n\nconst MENU_PADDING = 0.3;\n\nexport function menuSize(size: ControlSize): MenuSizeSpec {\n const spec = BUTTON_SIZES[size];\n const padding = Math.round(spec.height * MENU_PADDING);\n return {\n row: spec.height,\n padding,\n itemRadius: spec.radius,\n radius: spec.radius + padding,\n icon: spec.icon,\n labelPad: spec.paddingX,\n };\n}\n\nexport function nestedRadius(outerRadius: number, inset: number, minimum = 0): number {\n return concentricRadius(outerRadius, inset, minimum);\n}\n\nexport function defaultSize(input: { touch: boolean }): ControlSize {\n return input.touch ? 'touch' : 'medium';\n}\n\nexport function hitSlop(bodyDp: number, minTargetDp: number): number {\n return bodyDp >= minTargetDp ? 0 : (minTargetDp - bodyDp) / 2;\n}\n\nexport function minTarget(input: { touch: boolean }): number {\n return input.touch ? MIN_TOUCH_TARGET_DP : MIN_POINTER_TARGET_DP;\n}\n"]}
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