zx-kit 0.3.0 → 0.4.0

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package/README.md CHANGED
@@ -344,6 +344,131 @@ resetInput() // discard any queued keypresses from the previous phase
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  ---
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+ ### `ui.ts` — ZX-style UI primitives
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+
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+ High-level drawing helpers and a stateful widget system for HUD elements.
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+ All primitives operate in game pixels and enforce the Spectrum palette via `SpectrumColor`.
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+
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+ #### Types
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+
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+ **`BorderOptions`**
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+
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+ | Field | Type | Default | Description |
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+ |-------|------|---------|-------------|
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+ | `enabled` | `boolean` | `true` | Set to `false` to suppress the border without removing the object |
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+ | `thickness` | `number` | `1` | Border thickness in pixels |
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+ | `color` | `SpectrumColor` | same as ink/color | Overrides the parent function's foreground color |
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+ | `style` | `'solid' \| 'dashed'` | `'solid'` | Solid = continuous lines; dashed = 2 px on / 2 px off |
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+
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+ **`DrawProgressBarOptions`**
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+
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+ | Field | Type | Default | Description |
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+ |-------|------|---------|-------------|
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+ | `id` | `string` | `"${x},${y}"` | Stable key for managed redraws |
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+ | `x` | `number` | — | Left edge in game pixels |
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+ | `y` | `number` | — | Top edge in game pixels |
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+ | `width` | `number` | — | Total width in game pixels (multiples of `CELL = 8` recommended) |
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+ | `value` | `number` | — | Current value |
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+ | `min` | `number` | `0` | Value at the left (empty) edge |
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+ | `max` | `number` | `1` | Value at the right (full) edge |
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+ | `ink` | `SpectrumColor` | `C.B_WHITE` | Filled-block color |
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+ | `paper` | `SpectrumColor` | `C.BLACK` | Empty-block background |
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+ | `border` | `BorderOptions` | — | Optional border around the bar |
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+ | `visibilityLength` | `number` | `500` | Ms to stay visible after last call; `0` = permanent |
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+
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+ #### Stateless primitives
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+
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+ ##### `drawBox(ctx, options): void`
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+
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+ Fills a rectangle with `paper` and draws an optional border.
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+
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+ ```ts
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+ drawBox(ctx, {
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+ x: 8, y: 8, width: 112, height: 40,
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+ paper: C.BLACK, ink: C.B_WHITE,
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+ border: { style: 'solid', thickness: 1 },
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+ })
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+ ```
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+
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+ ##### `drawFrame(ctx, options): void`
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+
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+ Draws a border only — no background fill.
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+
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+ ```ts
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+ drawFrame(ctx, { x: 0, y: 0, width: 256, height: 176, color: C.B_CYAN })
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+ drawFrame(ctx, { x: 16, y: 16, width: 64, height: 32, color: C.B_RED,
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+ border: { style: 'dashed' } })
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+ ```
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+
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+ ##### `drawPanelTitle(ctx, options): void`
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+
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+ Renders a text strip (height = `CELL + padding * 2`) with optional background fill.
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+ Does NOT draw the surrounding container — use `drawBox` / `drawFrame` separately.
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+
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+ ```ts
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+ drawBox(ctx, { x: 8, y: 24, width: 128, height: 56, paper: C.BLACK })
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+ drawPanelTitle(ctx, {
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+ text: 'OPTIONS', x: 8, y: 24,
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+ ink: C.B_YELLOW, paper: C.BLACK,
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+ centered: true, width: 128,
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+ })
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+ ```
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+
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+ #### Stateful widget — progress bar
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+
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+ The progress bar is a managed widget: after a `drawProgressBar` call, the bar is
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+ re-rendered automatically on subsequent frames by `renderUI` until `visibilityLength`
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+ milliseconds have elapsed. Calling `drawProgressBar` again resets the timer.
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+
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+ ##### `drawProgressBar(ctx, options): void`
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+
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+ Draws the bar immediately **and** registers it for managed redraws.
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+
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+ ```ts
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+ // On value change:
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+ drawProgressBar(ctx, {
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+ id: 'volume', x: 88, y: 88, width: 80,
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+ value: getMasterVolume(),
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+ ink: C.B_GREEN, paper: C.BLACK,
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+ border: { style: 'solid' },
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+ visibilityLength: 1500,
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+ })
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+
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+ // Permanent HUD element:
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+ drawProgressBar(ctx, {
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+ id: 'health', x: 0, y: 184, width: 40,
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+ value: lives, min: 0, max: 3,
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+ ink: C.B_GREEN, paper: C.BLACK,
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+ visibilityLength: 0,
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+ })
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+ ```
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+
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+ ##### `tickUI(dtMs): void`
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+
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+ Advances all managed bar timers. Expired bars are removed. Call once per frame.
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+
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+ ##### `renderUI(ctx): void`
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+
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+ Redraws all currently visible bars. Call every frame **after** the game world render.
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+
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+ ##### `resetUI(): void`
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+
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+ Clears all managed state. Call alongside `resetInput()` on phase transitions.
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+
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+ ```ts
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+ // Typical game loop:
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+ renderFrame(ctx, state)
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+ tickUI(dt)
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+ renderUI(ctx)
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+
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+ // Phase transition:
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+ resetInput()
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+ resetUI()
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+ appPhase = 'intro'
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+ ```
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+
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+ ---
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+
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  ## File structure
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  ```
@@ -361,8 +486,11 @@ zx-kit/
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  │ │ # getAudioContext, getMasterGain,
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  │ │ # getMasterVolume, setMasterVolume,
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  │ │ # increaseVolume, decreaseVolume
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- └── input.ts # initInput, tickMovement, consumeFlag/Debug/Pause/AnyKey,
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- # isHeld, resetInput, Direction
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+ ├── input.ts # initInput, tickMovement, consumeFlag/Debug/Pause/AnyKey,
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+ # isHeld, resetInput, Direction
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+ │ └── ui.ts # drawBox, drawFrame, drawPanelTitle,
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+ │ # drawProgressBar, tickUI, renderUI, resetUI,
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+ │ # BorderOptions, DrawProgressBarOptions
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  └── dist/ # compiled output (generated by npm run build)
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  ├── index.js / .d.ts
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  └── ...
package/dist/index.d.ts CHANGED
@@ -3,4 +3,5 @@ export * from './font.js';
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  export * from './renderer.js';
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  export * from './audio.js';
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  export * from './input.js';
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+ export * from './ui.js';
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  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
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+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA"}
package/dist/index.js CHANGED
@@ -3,4 +3,5 @@ export * from './font.js';
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  export * from './renderer.js';
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  export * from './audio.js';
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  export * from './input.js';
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+ export * from './ui.js';
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  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA"}
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+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA"}
package/dist/ui.d.ts ADDED
@@ -0,0 +1,231 @@
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+ import type { SpectrumColor } from './palette.js';
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+ /**
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+ * Border configuration for UI primitives.
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+ * When the `border` object is present on a parent option, a border is rendered.
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+ * `enabled` defaults to `true` — set it to `false` to suppress the border
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+ * while keeping the object in place for future toggling.
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+ */
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+ export type BorderOptions = {
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+ /** Enable/disable border rendering. Default: `true` */
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+ enabled?: boolean;
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+ /** Border thickness in pixels. Default: `1` */
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+ thickness?: number;
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+ /**
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+ * Border color. Default: same as the primary `ink` / `color` of the parent function.
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+ * Accepts any {@link SpectrumColor} value.
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+ */
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+ color?: SpectrumColor;
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+ /**
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+ * Border style.
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+ * - `'solid'` — continuous lines (default)
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+ * - `'dashed'` — alternating 2 px on / 2 px off segments
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+ */
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+ style?: 'solid' | 'dashed';
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+ };
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+ /**
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+ * Options for {@link drawProgressBar}.
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+ */
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+ export type DrawProgressBarOptions = {
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+ /**
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+ * Stable key for managed-visibility mode.
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+ * The bar's last-drawn state is registered under this key so `renderUI` can
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+ * redraw it on subsequent frames. Defaults to `"${x},${y}"` when omitted.
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+ */
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+ id?: string;
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+ /** Left edge of the bar in game pixels. */
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+ x: number;
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+ /** Top edge of the bar in game pixels. */
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+ y: number;
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+ /**
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+ * Total width of the bar in game pixels.
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+ * Should be a multiple of `CELL` (8) — any remainder is left blank.
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+ */
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+ width: number;
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+ /** Current value to represent. */
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+ value: number;
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+ /** Minimum value (left edge = empty). Default: `0` */
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+ min?: number;
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+ /** Maximum value (right edge = full). Default: `1` */
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+ max?: number;
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+ /** Filled-block foreground color. Default: `C.B_WHITE` */
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+ ink?: SpectrumColor;
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+ /** Empty-block background color. Default: `C.BLACK` */
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+ paper?: SpectrumColor;
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+ /** Optional border around the entire bar. */
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+ border?: BorderOptions;
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+ /**
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+ * How long the bar stays visible after the last `drawProgressBar` call (ms).
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+ * - `> 0` — auto-hides after this many milliseconds.
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+ * - `0` — permanent; only cleared by `resetUI()`.
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+ * Default: `500`
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+ */
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+ visibilityLength?: number;
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+ };
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+ /**
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+ * Draws a filled rectangular box using ZX-style rendering.
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+ *
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+ * Renders a solid background (`paper`) and an optional border.
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+ * Coordinates are in game pixels (already scaled by `setupCanvas`).
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+ * Does NOT render text — use `drawPanelTitle` for labelled panels.
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+ *
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+ * @example
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+ * drawBox(ctx, {
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+ * x: 8, y: 8, width: 112, height: 40,
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+ * paper: C.BLACK, ink: C.B_WHITE,
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+ * border: { style: 'solid', thickness: 1 },
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+ * })
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+ */
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+ export declare function drawBox(ctx: CanvasRenderingContext2D, options: {
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+ /** Left edge in game pixels */
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+ x: number;
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+ /** Top edge in game pixels */
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+ y: number;
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+ /** Width in game pixels */
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+ width: number;
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+ /** Height in game pixels */
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+ height: number;
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+ /** Background fill color */
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+ paper: SpectrumColor;
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+ /** Foreground color — used as default border color when `border.color` is omitted */
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+ ink?: SpectrumColor;
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+ /** Optional border */
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+ border?: BorderOptions;
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+ }): void;
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+ /**
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+ * Draws a rectangular frame — border only, no background fill.
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+ *
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+ * Unlike `drawBox`, the inside area is left untouched.
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+ * Useful for selection highlights, overlays, and ZX-style panels
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+ * where the background is already painted.
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+ *
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+ * @example
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+ * drawFrame(ctx, { x: 0, y: 0, width: 256, height: 176, color: C.B_CYAN })
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+ * drawFrame(ctx, { x: 16, y: 16, width: 64, height: 32, color: C.B_RED,
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+ * border: { style: 'dashed', thickness: 1 } })
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+ */
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+ export declare function drawFrame(ctx: CanvasRenderingContext2D, options: {
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+ /** Left edge in game pixels */
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+ x: number;
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+ /** Top edge in game pixels */
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+ y: number;
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+ /** Width in game pixels */
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+ width: number;
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+ /** Height in game pixels */
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+ height: number;
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+ /** Frame color */
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+ color: SpectrumColor;
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+ /** Border configuration — `color` here overrides the top-level `color` */
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+ border?: BorderOptions;
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+ }): void;
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+ /**
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+ * Draws a ZX-style panel title — a text strip with an optional background fill.
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+ *
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+ * Does NOT draw the surrounding container (`drawBox` / `drawFrame` are separate).
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+ * The strip height is always `CELL + padding * 2` pixels.
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+ *
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+ * @example
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+ * // Labelled panel:
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+ * drawBox(ctx, { x: 8, y: 24, width: 128, height: 56, paper: C.BLACK })
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+ * drawPanelTitle(ctx, { text: 'OPTIONS', x: 8, y: 24, ink: C.B_YELLOW,
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+ * paper: C.BLACK, centered: true, width: 128 })
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+ *
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+ * // No background — ink only:
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+ * drawPanelTitle(ctx, { text: 'DEBUG', x: 0, y: 0, ink: C.B_CYAN })
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+ */
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+ export declare function drawPanelTitle(ctx: CanvasRenderingContext2D, options: {
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+ /** Title text (ASCII — rendered via ZX ROM font) */
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+ text: string;
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+ /** Left edge in game pixels */
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+ x: number;
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+ /** Top edge of the title strip in game pixels */
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+ y: number;
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+ /** Text color */
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+ ink: SpectrumColor;
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+ /** Background behind the title strip. Omit for transparent (ink-only rendering) */
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+ paper?: SpectrumColor;
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+ /** Padding inside the strip in pixels. Default: `2` */
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+ padding?: number;
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+ /**
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+ * Center the title horizontally within `width`.
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+ * Requires `width` to be provided; ignored otherwise.
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+ */
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+ centered?: boolean;
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+ /** Width used for centering (game pixels). Required when `centered: true`. */
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+ width?: number;
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+ }): void;
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+ /**
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+ * Draws a ZX-style progress / value bar and registers it for managed redraws.
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+ *
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+ * The bar is drawn **immediately** on every call. Additionally, the options are
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+ * stored internally so `renderUI` can repaint the bar each frame for
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+ * `visibilityLength` ms without requiring the caller to supply the state again.
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+ *
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+ * Calling `drawProgressBar` again with the same `id` **resets the timer** — use
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+ * this to refresh the display when the value changes.
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+ *
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+ * **Typical pattern:**
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+ * ```ts
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+ * // On value change only:
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+ * if (consumeVolUp()) {
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+ * increaseVolume()
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+ * drawProgressBar(ctx, { id: 'volume', x: 88, y: 88, width: 80,
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+ * value: getMasterVolume(), visibilityLength: 1500 })
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+ * }
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+ *
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+ * // Every frame (after game world render):
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+ * tickUI(dt)
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+ * renderUI(ctx)
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+ * ```
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+ *
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+ * @example
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+ * // Permanent HUD health bar:
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+ * drawProgressBar(ctx, {
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+ * id: 'health', x: 0, y: 184, width: 40, value: lives, min: 0, max: 3,
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+ * ink: C.B_GREEN, paper: C.BLACK, visibilityLength: 0,
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+ * })
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+ *
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+ * // Temporary volume indicator (auto-hides after 1.5 s):
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+ * drawProgressBar(ctx, {
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+ * id: 'volume', x: 88, y: 88, width: 80, value: getMasterVolume(),
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+ * ink: C.B_GREEN, paper: C.BLACK,
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+ * border: { style: 'solid' },
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+ * visibilityLength: 1500,
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+ * })
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+ */
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+ export declare function drawProgressBar(ctx: CanvasRenderingContext2D, options: DrawProgressBarOptions): void;
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+ /**
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+ * Advances all managed bar timers by `dtMs` milliseconds.
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+ * Bars whose timer reaches zero are removed and will no longer appear in `renderUI`.
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+ * Call once per frame, typically just before `renderUI`.
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+ *
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+ * @param dtMs - Frame delta in milliseconds
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+ *
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+ * @example
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+ * // End of game loop:
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+ * tickUI(dt)
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+ * renderUI(ctx)
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+ */
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+ export declare function tickUI(dtMs: number): void;
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+ /**
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+ * Redraws all currently visible managed bars (timer > 0 or permanent).
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+ * Call every frame **after** the game world has been rendered so bars appear on top.
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+ *
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+ * @param ctx - Canvas 2D rendering context
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+ *
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+ * @example
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+ * renderFrame(ctx, state)
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+ * tickUI(dt)
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+ * renderUI(ctx)
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+ */
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+ export declare function renderUI(ctx: CanvasRenderingContext2D): void;
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+ /**
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+ * Clears all managed UI state — removes every active bar timer and its stored options.
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+ * Call alongside `resetInput()` when transitioning between major game phases.
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+ *
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+ * @example
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+ * resetInput()
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+ * resetUI()
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+ * appPhase = 'intro'
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+ */
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+ export declare function resetUI(): void;
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+ //# sourceMappingURL=ui.d.ts.map
@@ -0,0 +1 @@
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package/dist/ui.js ADDED
@@ -0,0 +1,210 @@
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+ import { C, CELL } from './palette.js';
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+ import { drawChar, drawText } from './renderer.js';
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+ const _bars = new Map();
4
+ // ─── Private helpers ──────────────────────────────────────────────────────────
5
+ function _drawBorder(ctx, x, y, width, height, border, fallbackColor) {
6
+ if (border.enabled === false)
7
+ return;
8
+ const color = border.color ?? fallbackColor;
9
+ const t = border.thickness ?? 1;
10
+ ctx.fillStyle = color;
11
+ if (border.style !== 'dashed') {
12
+ ctx.fillRect(x, y, width, t); // top
13
+ ctx.fillRect(x, y + height - t, width, t); // bottom
14
+ ctx.fillRect(x, y, t, height); // left
15
+ ctx.fillRect(x + width - t, y, t, height); // right
16
+ }
17
+ else {
18
+ const d = 2; // dash length in pixels
19
+ for (let i = 0; i < width; i += d * 2) {
20
+ ctx.fillRect(x + i, y, Math.min(d, width - i), t); // top
21
+ ctx.fillRect(x + i, y + height - t, Math.min(d, width - i), t); // bottom
22
+ }
23
+ for (let i = 0; i < height; i += d * 2) {
24
+ ctx.fillRect(x, y + i, t, Math.min(d, height - i)); // left
25
+ ctx.fillRect(x + width - t, y + i, t, Math.min(d, height - i)); // right
26
+ }
27
+ }
28
+ }
29
+ function _renderBar(ctx, o) {
30
+ const min = o.min ?? 0;
31
+ const max = o.max ?? 1;
32
+ const ink = o.ink ?? C.B_WHITE;
33
+ const paper = o.paper ?? C.BLACK;
34
+ const chars = Math.floor(o.width / CELL);
35
+ const ratio = Math.max(0, Math.min(1, (o.value - min) / (max - min)));
36
+ const filled = Math.round(ratio * chars);
37
+ ctx.fillStyle = paper;
38
+ ctx.fillRect(o.x, o.y, chars * CELL, CELL);
39
+ for (let i = 0; i < filled; i++) {
40
+ drawChar(ctx, 127, o.x + i * CELL, o.y, ink, paper); // 127 = solid block █
41
+ }
42
+ if (o.border)
43
+ _drawBorder(ctx, o.x, o.y, chars * CELL, CELL, o.border, ink);
44
+ }
45
+ // ─── Public API — stateless primitives ───────────────────────────────────────
46
+ /**
47
+ * Draws a filled rectangular box using ZX-style rendering.
48
+ *
49
+ * Renders a solid background (`paper`) and an optional border.
50
+ * Coordinates are in game pixels (already scaled by `setupCanvas`).
51
+ * Does NOT render text — use `drawPanelTitle` for labelled panels.
52
+ *
53
+ * @example
54
+ * drawBox(ctx, {
55
+ * x: 8, y: 8, width: 112, height: 40,
56
+ * paper: C.BLACK, ink: C.B_WHITE,
57
+ * border: { style: 'solid', thickness: 1 },
58
+ * })
59
+ */
60
+ export function drawBox(ctx, options) {
61
+ const { x, y, width, height, paper, ink, border } = options;
62
+ ctx.fillStyle = paper;
63
+ ctx.fillRect(x, y, width, height);
64
+ if (border)
65
+ _drawBorder(ctx, x, y, width, height, border, ink ?? paper);
66
+ }
67
+ /**
68
+ * Draws a rectangular frame — border only, no background fill.
69
+ *
70
+ * Unlike `drawBox`, the inside area is left untouched.
71
+ * Useful for selection highlights, overlays, and ZX-style panels
72
+ * where the background is already painted.
73
+ *
74
+ * @example
75
+ * drawFrame(ctx, { x: 0, y: 0, width: 256, height: 176, color: C.B_CYAN })
76
+ * drawFrame(ctx, { x: 16, y: 16, width: 64, height: 32, color: C.B_RED,
77
+ * border: { style: 'dashed', thickness: 1 } })
78
+ */
79
+ export function drawFrame(ctx, options) {
80
+ const { x, y, width, height, color, border = {} } = options;
81
+ _drawBorder(ctx, x, y, width, height, { ...border, color }, color);
82
+ }
83
+ /**
84
+ * Draws a ZX-style panel title — a text strip with an optional background fill.
85
+ *
86
+ * Does NOT draw the surrounding container (`drawBox` / `drawFrame` are separate).
87
+ * The strip height is always `CELL + padding * 2` pixels.
88
+ *
89
+ * @example
90
+ * // Labelled panel:
91
+ * drawBox(ctx, { x: 8, y: 24, width: 128, height: 56, paper: C.BLACK })
92
+ * drawPanelTitle(ctx, { text: 'OPTIONS', x: 8, y: 24, ink: C.B_YELLOW,
93
+ * paper: C.BLACK, centered: true, width: 128 })
94
+ *
95
+ * // No background — ink only:
96
+ * drawPanelTitle(ctx, { text: 'DEBUG', x: 0, y: 0, ink: C.B_CYAN })
97
+ */
98
+ export function drawPanelTitle(ctx, options) {
99
+ const { text, x, y, ink, paper, padding = 2, centered, width } = options;
100
+ const textW = text.length * CELL;
101
+ const stripW = centered && width !== undefined ? width : textW + padding * 2;
102
+ if (paper !== undefined) {
103
+ ctx.fillStyle = paper;
104
+ ctx.fillRect(x, y, stripW, CELL + padding * 2);
105
+ }
106
+ const tx = centered && width !== undefined
107
+ ? x + Math.floor((width - textW) / 2)
108
+ : x + padding;
109
+ drawText(ctx, text, tx, y + padding, ink, paper);
110
+ }
111
+ // ─── Public API — stateful widget ────────────────────────────────────────────
112
+ /**
113
+ * Draws a ZX-style progress / value bar and registers it for managed redraws.
114
+ *
115
+ * The bar is drawn **immediately** on every call. Additionally, the options are
116
+ * stored internally so `renderUI` can repaint the bar each frame for
117
+ * `visibilityLength` ms without requiring the caller to supply the state again.
118
+ *
119
+ * Calling `drawProgressBar` again with the same `id` **resets the timer** — use
120
+ * this to refresh the display when the value changes.
121
+ *
122
+ * **Typical pattern:**
123
+ * ```ts
124
+ * // On value change only:
125
+ * if (consumeVolUp()) {
126
+ * increaseVolume()
127
+ * drawProgressBar(ctx, { id: 'volume', x: 88, y: 88, width: 80,
128
+ * value: getMasterVolume(), visibilityLength: 1500 })
129
+ * }
130
+ *
131
+ * // Every frame (after game world render):
132
+ * tickUI(dt)
133
+ * renderUI(ctx)
134
+ * ```
135
+ *
136
+ * @example
137
+ * // Permanent HUD health bar:
138
+ * drawProgressBar(ctx, {
139
+ * id: 'health', x: 0, y: 184, width: 40, value: lives, min: 0, max: 3,
140
+ * ink: C.B_GREEN, paper: C.BLACK, visibilityLength: 0,
141
+ * })
142
+ *
143
+ * // Temporary volume indicator (auto-hides after 1.5 s):
144
+ * drawProgressBar(ctx, {
145
+ * id: 'volume', x: 88, y: 88, width: 80, value: getMasterVolume(),
146
+ * ink: C.B_GREEN, paper: C.BLACK,
147
+ * border: { style: 'solid' },
148
+ * visibilityLength: 1500,
149
+ * })
150
+ */
151
+ export function drawProgressBar(ctx, options) {
152
+ _renderBar(ctx, options);
153
+ const id = options.id ?? `${options.x},${options.y}`;
154
+ const visibilityLength = options.visibilityLength ?? 500;
155
+ _bars.set(id, {
156
+ options,
157
+ timer: visibilityLength,
158
+ permanent: visibilityLength === 0,
159
+ });
160
+ }
161
+ /**
162
+ * Advances all managed bar timers by `dtMs` milliseconds.
163
+ * Bars whose timer reaches zero are removed and will no longer appear in `renderUI`.
164
+ * Call once per frame, typically just before `renderUI`.
165
+ *
166
+ * @param dtMs - Frame delta in milliseconds
167
+ *
168
+ * @example
169
+ * // End of game loop:
170
+ * tickUI(dt)
171
+ * renderUI(ctx)
172
+ */
173
+ export function tickUI(dtMs) {
174
+ for (const [id, bar] of _bars) {
175
+ if (bar.permanent)
176
+ continue;
177
+ bar.timer -= dtMs;
178
+ if (bar.timer <= 0)
179
+ _bars.delete(id);
180
+ }
181
+ }
182
+ /**
183
+ * Redraws all currently visible managed bars (timer > 0 or permanent).
184
+ * Call every frame **after** the game world has been rendered so bars appear on top.
185
+ *
186
+ * @param ctx - Canvas 2D rendering context
187
+ *
188
+ * @example
189
+ * renderFrame(ctx, state)
190
+ * tickUI(dt)
191
+ * renderUI(ctx)
192
+ */
193
+ export function renderUI(ctx) {
194
+ for (const bar of _bars.values()) {
195
+ _renderBar(ctx, bar.options);
196
+ }
197
+ }
198
+ /**
199
+ * Clears all managed UI state — removes every active bar timer and its stored options.
200
+ * Call alongside `resetInput()` when transitioning between major game phases.
201
+ *
202
+ * @example
203
+ * resetInput()
204
+ * resetUI()
205
+ * appPhase = 'intro'
206
+ */
207
+ export function resetUI() {
208
+ _bars.clear();
209
+ }
210
+ //# sourceMappingURL=ui.js.map
package/dist/ui.js.map ADDED
@@ -0,0 +1 @@
1
+ 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package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "zx-kit",
3
- "version": "0.3.0",
4
- "description": "Reusable ZX Spectrum primitives: font, palette, renderer, audio, input",
3
+ "version": "0.4.0",
4
+ "description": "Reusable ZX Spectrum primitives: font, palette, renderer, audio, input, ui",
5
5
  "type": "module",
6
6
  "exports": {
7
7
  ".": {