{"version":3,"file":"ngwr-fuzzy-text.mjs","sources":["../../../projects/lib/fuzzy-text/fuzzy-text.ts","../../../projects/lib/fuzzy-text/ngwr-fuzzy-text.ts"],"sourcesContent":["/**\n * @license\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://github.com/thekhegay/ngwr/blob/main/LICENSE\n *\n * Angular adaptation of the FuzzyText effect by David Haz / reactbits.dev.\n * Original: https://www.reactbits.dev/text-animations/fuzzy-text\n *\n * Renders text to an offscreen 2D canvas, then redraws it onto the\n * visible canvas one row (or column) at a time with random horizontal /\n * vertical offsets. Intensity reacts to hover / click / glitch state.\n */\n\nimport { coerceBooleanProperty } from '@angular/cdk/coercion';\nimport { isPlatformBrowser } from '@angular/common';\nimport type { ElementRef } from '@angular/core';\nimport {\n  Component,\n  DestroyRef,\n  PLATFORM_ID,\n  ViewEncapsulation,\n  afterNextRender,\n  effect,\n  inject,\n  input,\n  viewChild,\n} from '@angular/core';\n\nimport { WrPlatform } from 'ngwr/platform';\nimport { numAttr } from 'ngwr/utils';\n\nimport type { WrFuzzyTextDirection } from './interfaces';\n\n/**\n * Canvas-rendered \"fuzzy\" text — each row/column of glyphs is offset by\n * a random amount per frame, giving the text a TV-static or motion-blur\n * appearance. Intensity ramps up on hover, click, and during periodic\n * glitch bursts (configurable).\n *\n * @example\n * ```html\n * <wr-fuzzy-text text=\"404\" />\n * <wr-fuzzy-text\n *   text=\"HELLO\"\n *   color=\"#0ea5e9\"\n *   [fuzzRange]=\"50\"\n *   [hoverIntensity]=\"0.8\"\n *   [glitchMode]=\"true\"\n * />\n * ```\n *\n * @see https://www.reactbits.dev/text-animations/fuzzy-text\n */\n@Component({\n  selector: 'wr-fuzzy-text',\n  template: '<canvas #canvas></canvas>',\n  encapsulation: ViewEncapsulation.None,\n  host: { class: 'wr-fuzzy-text', style: 'color: var(--wr-color-dark)' },\n})\nexport class WrFuzzyText {\n  /** Text to render. */\n  readonly text = input.required<string>();\n\n  /** Font size as CSS length (`'4rem'`, `'72px'`, …) or px number. @default 'clamp(2rem, 10vw, 10rem)' */\n  readonly fontSize = input<string | number>('clamp(2rem, 10vw, 10rem)');\n\n  /** Font weight. @default 900 */\n  readonly fontWeight = input<number | string>(900);\n\n  /** Font family. `'inherit'` reads the canvas's computed style. @default 'inherit' */\n  readonly fontFamily = input('inherit');\n\n  /** Text colour. `'inherit'` reads the canvas's computed style. Ignored if `[gradient]` is set. @default 'inherit' */\n  readonly color = input('inherit');\n\n  /** Optional horizontal gradient stops. */\n  readonly gradient = input<readonly string[] | null>(null);\n\n  /** Enable hover / touch reactivity. @default true */\n  readonly enableHover = input(true, { transform: coerceBooleanProperty });\n\n  /** Base intensity (0..1) when idle. @default 0.18 */\n  readonly baseIntensity = input(0.18, { transform: numAttr(0.18) });\n\n  /** Intensity (0..1) while the pointer hovers the text. @default 0.5 */\n  readonly hoverIntensity = input(0.5, { transform: numAttr(0.5) });\n\n  /** Max pixel displacement per row/column at intensity 1. @default 30 */\n  readonly fuzzRange = input(30, { transform: numAttr(30) });\n\n  /** Frame rate cap. @default 60 */\n  readonly fps = input(60, { transform: numAttr(60) });\n\n  /** Fuzz direction. @default 'horizontal' */\n  readonly direction = input<WrFuzzyTextDirection>('horizontal');\n\n  /** Ms to ease intensity toward target. `0` snaps. @default 0 */\n  readonly transitionDuration = input(0, { transform: numAttr(0) });\n\n  /** Spike to full intensity briefly on click. @default false */\n  readonly clickEffect = input(false, { transform: coerceBooleanProperty });\n\n  /** Periodic \"glitch\" bursts at full intensity. @default false */\n  readonly glitchMode = input(false, { transform: coerceBooleanProperty });\n\n  /** Ms between glitch bursts. @default 2000 */\n  readonly glitchInterval = input(2000, { transform: numAttr(2000) });\n\n  /** Ms a glitch burst lasts. @default 200 */\n  readonly glitchDuration = input(200, { transform: numAttr(200) });\n\n  /** Extra pixels between glyphs. @default 0 */\n  readonly letterSpacing = input(0, { transform: numAttr(0) });\n\n  private readonly canvasRef = viewChild.required<ElementRef<HTMLCanvasElement>>('canvas');\n\n  private readonly destroyRef = inject(DestroyRef);\n  private readonly isBrowser = isPlatformBrowser(inject(PLATFORM_ID));\n  private readonly platform = inject(WrPlatform);\n\n  private teardown: (() => void) | undefined;\n\n  constructor() {\n    if (!this.isBrowser) return;\n\n    afterNextRender(() => {\n      void this.init();\n    });\n\n    // Re-init whenever any input that affects the offscreen rendering changes.\n    effect(() => {\n      this.text();\n      this.fontSize();\n      this.fontWeight();\n      this.fontFamily();\n      this.color();\n      this.gradient();\n      this.letterSpacing();\n      this.direction();\n      this.fuzzRange();\n      this.fps();\n      this.glitchMode();\n      this.glitchInterval();\n      this.glitchDuration();\n      // Skip if we haven't booted yet.\n      if (!this.teardown) return;\n      this.teardown();\n      this.teardown = undefined;\n      queueMicrotask(() => {\n        void this.init();\n      });\n    });\n\n    this.destroyRef.onDestroy(() => this.teardown?.());\n  }\n\n  // Init / loop\n\n  private async init(): Promise<void> {\n    const canvas = this.canvasRef().nativeElement;\n    const ctx = canvas.getContext('2d');\n    if (!ctx) return;\n\n    const fontFamily =\n      this.fontFamily() === 'inherit' ? window.getComputedStyle(canvas).fontFamily || 'sans-serif' : this.fontFamily();\n    const color = this.color() === 'inherit' ? window.getComputedStyle(canvas).color || '#fff' : this.color();\n    const fontSize = this.fontSize();\n    const fontSizeStr = typeof fontSize === 'number' ? `${fontSize}px` : fontSize;\n    const fontWeight = this.fontWeight();\n    const fontString = `${fontWeight} ${fontSizeStr} ${fontFamily}`;\n\n    try {\n      await document.fonts.load(fontString);\n    } catch {\n      await document.fonts.ready;\n    }\n\n    // Numeric font size for buffer maths.\n    let numericFontSize: number;\n    if (typeof fontSize === 'number') {\n      numericFontSize = fontSize;\n    } else {\n      const tmp = document.createElement('span');\n      tmp.style.fontSize = fontSize;\n      document.body.appendChild(tmp);\n      numericFontSize = Number.parseFloat(window.getComputedStyle(tmp).fontSize);\n      document.body.removeChild(tmp);\n    }\n\n    const text = this.text();\n    const letterSpacing = this.letterSpacing();\n    const fuzzRange = this.fuzzRange();\n    const direction = this.direction();\n\n    // Offscreen canvas with the laid-out text.\n    const offscreen = document.createElement('canvas');\n    const offCtx = offscreen.getContext('2d');\n    if (!offCtx) return;\n    offCtx.font = fontString;\n    offCtx.textBaseline = 'alphabetic';\n\n    let totalWidth = 0;\n    if (letterSpacing !== 0) {\n      for (const ch of text) totalWidth += offCtx.measureText(ch).width + letterSpacing;\n      totalWidth -= letterSpacing;\n    } else {\n      totalWidth = offCtx.measureText(text).width;\n    }\n    const m = offCtx.measureText(text);\n    const actualLeft = m.actualBoundingBoxLeft ?? 0;\n    const actualRight = letterSpacing !== 0 ? totalWidth : (m.actualBoundingBoxRight ?? m.width);\n    const actualAscent = m.actualBoundingBoxAscent ?? numericFontSize;\n    const actualDescent = m.actualBoundingBoxDescent ?? numericFontSize * 0.2;\n    const textBoundingWidth = Math.ceil(letterSpacing !== 0 ? totalWidth : actualLeft + actualRight);\n    const tightHeight = Math.ceil(actualAscent + actualDescent);\n\n    const extraWidthBuffer = 10;\n    const offscreenWidth = textBoundingWidth + extraWidthBuffer;\n    offscreen.width = offscreenWidth;\n    offscreen.height = tightHeight;\n    const xOffset = extraWidthBuffer / 2;\n\n    offCtx.font = fontString;\n    offCtx.textBaseline = 'alphabetic';\n\n    const gradient = this.gradient();\n    if (gradient && gradient.length >= 2) {\n      const g = offCtx.createLinearGradient(0, 0, offscreenWidth, 0);\n      gradient.forEach((c, i) => g.addColorStop(i / (gradient.length - 1), c));\n      offCtx.fillStyle = g;\n    } else {\n      offCtx.fillStyle = color;\n    }\n\n    if (letterSpacing !== 0) {\n      let xPos = xOffset;\n      for (const ch of text) {\n        offCtx.fillText(ch, xPos, actualAscent);\n        xPos += offCtx.measureText(ch).width + letterSpacing;\n      }\n    } else {\n      offCtx.fillText(text, xOffset - actualLeft, actualAscent);\n    }\n\n    // Size the visible canvas, leaving room for the max horizontal fuzz.\n    const horizontalMargin = fuzzRange + 20;\n    const verticalMargin = 0;\n    canvas.width = offscreenWidth + horizontalMargin * 2;\n    canvas.height = tightHeight + verticalMargin * 2;\n    ctx.translate(horizontalMargin, verticalMargin);\n\n    const interactiveLeft = horizontalMargin + xOffset;\n    const interactiveTop = verticalMargin;\n    const interactiveRight = interactiveLeft + textBoundingWidth;\n    const interactiveBottom = interactiveTop + tightHeight;\n\n    // Reduced motion: paint the text once, clean — no fuzz loop, no\n    // glitch bursts, no pointer reactivity. Teardown must still be set\n    // so the re-init effect keeps redrawing on input changes.\n    if (this.platform.prefersReducedMotion()) {\n      ctx.drawImage(offscreen, 0, 0);\n      this.teardown = (): void => undefined;\n      return;\n    }\n\n    let isHovering = false;\n    let isClicking = false;\n    let isGlitching = false;\n    let currentIntensity = this.baseIntensity();\n    let targetIntensity = currentIntensity;\n    let lastFrame = 0;\n    const frameDuration = 1000 / this.fps();\n\n    let rafId = 0;\n    let glitchOnTimer: ReturnType<typeof setTimeout> | undefined;\n    let glitchOffTimer: ReturnType<typeof setTimeout> | undefined;\n    let clickTimer: ReturnType<typeof setTimeout> | undefined;\n\n    const startGlitchLoop = (): void => {\n      if (!this.glitchMode()) return;\n      glitchOnTimer = setTimeout(() => {\n        isGlitching = true;\n        glitchOffTimer = setTimeout(() => {\n          isGlitching = false;\n          startGlitchLoop();\n        }, this.glitchDuration());\n      }, this.glitchInterval());\n    };\n    if (this.glitchMode()) startGlitchLoop();\n\n    const run = (ts: number): void => {\n      if (ts - lastFrame < frameDuration) {\n        rafId = requestAnimationFrame(run);\n        return;\n      }\n      lastFrame = ts;\n\n      ctx.clearRect(\n        -fuzzRange - 20,\n        -fuzzRange - 10,\n        offscreenWidth + 2 * (fuzzRange + 20),\n        tightHeight + 2 * (fuzzRange + 10)\n      );\n\n      if (isClicking) targetIntensity = 1;\n      else if (isGlitching) targetIntensity = 1;\n      else if (isHovering) targetIntensity = this.hoverIntensity();\n      else targetIntensity = this.baseIntensity();\n\n      const td = this.transitionDuration();\n      if (td > 0) {\n        const step = 1 / (td / frameDuration);\n        if (currentIntensity < targetIntensity) currentIntensity = Math.min(currentIntensity + step, targetIntensity);\n        else if (currentIntensity > targetIntensity)\n          currentIntensity = Math.max(currentIntensity - step, targetIntensity);\n      } else {\n        currentIntensity = targetIntensity;\n      }\n\n      if (direction === 'horizontal') {\n        for (let j = 0; j < tightHeight; j++) {\n          const dx = Math.floor(currentIntensity * (Math.random() - 0.5) * fuzzRange);\n          ctx.drawImage(offscreen, 0, j, offscreenWidth, 1, dx, j, offscreenWidth, 1);\n        }\n      } else if (direction === 'vertical') {\n        for (let i = 0; i < offscreenWidth; i++) {\n          const dy = Math.floor(currentIntensity * (Math.random() - 0.5) * fuzzRange);\n          ctx.drawImage(offscreen, i, 0, 1, tightHeight, i, dy, 1, tightHeight);\n        }\n      } else {\n        // both: horizontal pass then vertical pass on the result\n        for (let j = 0; j < tightHeight; j++) {\n          const dx = Math.floor(currentIntensity * (Math.random() - 0.5) * fuzzRange);\n          ctx.drawImage(offscreen, 0, j, offscreenWidth, 1, dx, j, offscreenWidth, 1);\n        }\n        const w = offscreenWidth + fuzzRange;\n        const h = tightHeight + fuzzRange;\n        const data = ctx.getImageData(0, 0, w, h);\n        ctx.clearRect(\n          -fuzzRange - 20,\n          -fuzzRange - 10,\n          offscreenWidth + 2 * (fuzzRange + 20),\n          tightHeight + 2 * (fuzzRange + 10)\n        );\n        ctx.putImageData(data, 0, 0);\n        for (let i = 0; i < w; i++) {\n          const dy = Math.floor(currentIntensity * (Math.random() - 0.5) * fuzzRange * 0.5);\n          const col = ctx.getImageData(i, 0, 1, h);\n          ctx.clearRect(i, -fuzzRange, 1, tightHeight + 2 * fuzzRange);\n          ctx.putImageData(col, i, dy);\n        }\n      }\n\n      rafId = requestAnimationFrame(run);\n    };\n    rafId = requestAnimationFrame(run);\n\n    const isInsideText = (x: number, y: number): boolean =>\n      x >= interactiveLeft && x <= interactiveRight && y >= interactiveTop && y <= interactiveBottom;\n\n    const onMouseMove = (e: MouseEvent): void => {\n      if (!this.enableHover()) return;\n      const rect = canvas.getBoundingClientRect();\n      isHovering = isInsideText(e.clientX - rect.left, e.clientY - rect.top);\n    };\n    const onMouseLeave = (): void => {\n      isHovering = false;\n    };\n    const onTouchMove = (e: TouchEvent): void => {\n      if (!this.enableHover()) return;\n      e.preventDefault();\n      const rect = canvas.getBoundingClientRect();\n      const t = e.touches[0];\n      isHovering = isInsideText(t.clientX - rect.left, t.clientY - rect.top);\n    };\n    const onTouchEnd = (): void => {\n      isHovering = false;\n    };\n    const onClick = (): void => {\n      if (!this.clickEffect()) return;\n      isClicking = true;\n      clearTimeout(clickTimer);\n      clickTimer = setTimeout(() => {\n        isClicking = false;\n      }, 150);\n    };\n\n    if (this.enableHover()) {\n      canvas.addEventListener('mousemove', onMouseMove);\n      canvas.addEventListener('mouseleave', onMouseLeave);\n      canvas.addEventListener('touchmove', onTouchMove, { passive: false });\n      canvas.addEventListener('touchend', onTouchEnd);\n    }\n    if (this.clickEffect()) canvas.addEventListener('click', onClick);\n\n    this.teardown = (): void => {\n      cancelAnimationFrame(rafId);\n      clearTimeout(glitchOnTimer);\n      clearTimeout(glitchOffTimer);\n      clearTimeout(clickTimer);\n      canvas.removeEventListener('mousemove', onMouseMove);\n      canvas.removeEventListener('mouseleave', onMouseLeave);\n      canvas.removeEventListener('touchmove', onTouchMove);\n      canvas.removeEventListener('touchend', onTouchEnd);\n      canvas.removeEventListener('click', onClick);\n    };\n  }\n}\n\nexport type { WrFuzzyTextDirection } from './interfaces';\n","/**\n * Generated bundle index. 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