Header image for Imbapro

Imbapro

Prompt

Send back the complete code with all the fixes. Fix each of the listed errors one by one, making sure to actually correct them so that there are 0 errors remaining. Keep the original imports, since the files exist. Write out every single character; do not abbreviate anything. Fix every error. There must be exactly one file. Do not write anything else; just output the complete code, and it must not contain any comments. Never, under any circumstances, use simplified, substitute, dummy, simulated, or fake code. Write the entire file as complete, unabridged, production-ready code in a single code block. It must be 100% error-free, a complete, error-free file, and must be submitted as a downloadable file. These requirements are mandatory and must be strictly adhered to. If no list of errors is provided, you must find all the errors and fix them. If there were comments in the original code, delete them. And most importantly: YOU MUST NEVER SIMPLIFY! ez imba! import {Rect} from '../core/geometry' import {uid} from '../core/id' import {dirtyTracker} from '../core/dirty-tracker' import {settings} from '../core/settings' import {preferences} from '../a11y/preferences' import {registry, attachContainerFactory} from './glass-registry' import {concentricRadius, inheritContainerRadius, computeInset} from './concentric' import {DEFAULT_BEVEL_EXPONENT, MAX_SHAPES, FLOATS_PER_SHAPE, SHAPE_POLYGON, VARIANT_CLEAR, VARIANT_REGULAR} from '../core/constants' import {logger} from '../core/logger' let containerSeq = 0 const DEFAULT_SHADOW = regular: {opacity: 0.24, radius: 22, offsetX: 0, offsetY: 12} clear: {opacity: 0.18, radius: 16, offsetX: 0, offsetY: 8} export class GlassContainerModel prop id prop element prop spacing def constructor el, spacing = 0 self.id = uid 'gkc' self.element = el self.spacing = spacing or 0 self.entries = [] self.seq = ++containerSeq self.clipRectGL = new Rect self.focusedIndex = -1 self.focusRingWidth = 3 self.maxBlurRadius = 0 self.allClear = no self.hasShadow = no self.anyInteractive = no self.chunkCount = 0 self.offScreen = no self.structureCache = -1 self.segmentList = [{start: 0, count: 0, spacing: 0}] self.dirty = yes self.tempRect = new Rect self.vpHCache = 600 def addEntry entry if self.entries.indexOf(entry) < 0 self.entries.push entry self.entries.sort do(a, b) a.seq - b.seq markDirty! def removeEntry entry let i = self.entries.indexOf entry if i >= 0 self.entries.splice i, 1 markDirty! def markDirty self.dirty = yes self.structureCache = -1 def measureAll for entry in self.entries registry.measureEntry entry get entryCount self.entries.length def entryAt i self.entries[i] or null get shapeCount self.entries.length get segments if self.structureCache != registry.structureVersion self.structureCache = registry.structureVersion computeSegments! self.segmentList def computeSegments let out = [] let i = 0 let n = self.entries.length while i < n let entry = self.entries[i] if entry.unionId != null let key = "{entry.unionId}::{entry.namespace}" let group = registry.unions.groupFor entry.unionId, entry.namespace let j = i while j < n and self.entries[j].unionId != null and "{self.entries[j].unionId}::{self.entries[j].namespace}" == key j += 1 let spacingForGroup = group.computeSpacing Math.max(self.spacing, 24) out.push {start: i, count: j - i, spacing: spacingForGroup} i = j else let j = i while j < n and self.entries[j].unionId == null j += 1 out.push {start: i, count: j - i, spacing: self.spacing} i = j if out.length == 0 out.push {start: 0, count: 0, spacing: self.spacing} self.segmentList = out def resolveEffective entry let p = entry.resolvedGlass! let appearance = settings.glassAppearance if entry.element.__gkAppearanceLocked == yes appearance = 'auto' if appearance == 'clear' and p.variantId == VARIANT_REGULAR let converted = Object.assign({}, p) converted.variantId = VARIANT_CLEAR converted.blurRadius = 8 converted.chromaticAberration = 0.55 return converted if appearance == 'tinted' and p.tint[3] <= 0 let tinted = Object.assign({}, p) tinted.tint = [0.55, 0.62, 0.78, 0.35] tinted.tintStrength = 0.35 return tinted if appearance == 'solid' and p.variantId == VARIANT_CLEAR let solid = Object.assign({}, p) solid.variantId = VARIANT_REGULAR return solid p def packShapeData renderer, chunkStart = 0, spacingOverride = null let out = renderer.shapeData let polys = renderer.polyData let dpr = renderer.dpr let vpH = renderer.env.viewportHeightCss self.vpHCache = vpH let avail = self.entries.length - chunkStart let n = Math.min Math.max(0, avail), MAX_SHAPES self.chunkCount = n let clip = self.clipRectGL clip.set 1e9, 1e9, -1e9, -1e9 let maxBlur = 0 let allC = yes let shadow = no let anyInt = no let focusIdx = -1 let polySlotRef = {value: 0} for i in [0 ... n] let entry = self.entries[chunkStart + i] let rec = buildEntryRecord entry, renderer, vpH, dpr if entry.transitionDriver != null and entry.transitionDriver.done == no entry.transitionDriver.applyToRecord rec if rec.scale != 1 let cx = rec.x + rec.w / 2 let cy = rec.y + rec.h / 2 rec.w *= rec.scale rec.h *= rec.scale rec.x = cx - rec.w / 2 rec.y = cy - rec.h / 2 writeRecord out, i * FLOATS_PER_SHAPE, rec, dpr, polySlotRef, polys, entry lineUnion clip, rec, dpr if rec.blurRadius > maxBlur then maxBlur = rec.blurRadius if rec.variant == 0 then allC = no if rec.shadowOpacity > 0.004 then shadow = yes if rec.interactive > 0 then anyInt = yes if entry.focused then focusIdx = i self.maxBlurRadius = maxBlur self.allClear = allC and n > 0 self.hasShadow = shadow self.anyInteractive = anyInt self.focusedIndex = focusIdx finalizeClip clip, renderer, (spacingOverride != null ? spacingOverride : self.spacing) self.offScreen = self.entries.length == 0 or allEntriesOffscreen! n def allEntriesOffscreen let any = no for entry in self.entries if entry.offScreen == no any = yes any == no and self.entries.length > 0 def buildEntryRecord entry, renderer, vpH, dpr let p = resolveEffective entry let st = entry.state let cssRect = entry.rectCss let pressScale = 1 let jelly = [1, 1, 0] if entry.interactive != null pressScale = entry.interactive.pressScale cssRect if preferences.reducedMotion == no jelly = entry.interactive.jellyOffset! let w = cssRect.w * pressScale * jelly[0] let h = cssRect.h * pressScale * jelly[1] let x = cssRect.centerX - w / 2 let y = cssRect.centerY - h / 2 let context = containerRadius: inheritContainerRadius entry.element inset: computeInset(cssRect, (entry.parentSurfaceRect or cssRect)) ltr: preferences.dir != 'rtl' let radiiCss = entry.shape.resolveRadii {w: w, h: h}, context let jellyBoost = (Math.abs(jelly[0] - 1) + Math.abs(jelly[1] - 1)) * 24 let radii = [radiiCss[0] + jellyBoost, radiiCss[1] + jellyBoost, radiiCss[2] + jellyBoost, radiiCss[3] + jellyBoost] let shadowDef = if p.variantId == VARIANT_CLEAR then DEFAULT_SHADOW.clear else DEFAULT_SHADOW.regular let shadowOver = entry.shadowOverride or null { x: x y: y w: w h: h type: entry.shape.type radii: radii tint: p.tint tintStrength: p.tintStrength variant: p.variantId interactive: p.interactive press: st.press hover: st.hover pointerX: st.pointerX pointerY: (1 - st.pointerY) refractionStrength: p.refractionStrength edgeThickness: p.edgeThickness chromaticAberration: p.chromaticAberration blurRadius: p.blurRadius specularIntensity: p.specularIntensity specularSharpness: p.specularSharpness luminosityAdjust: st.luminosityAdjust dimmingOpacity: (if p.variantId == VARIANT_CLEAR then st.dimmingOpacity else 0) shadowOpacity: shadowOver != null ? shadowOver.opacity : shadowDef.opacity shadowRadius: shadowOver != null ? shadowOver.radius : shadowDef.radius shadowOffsetX: shadowOver != null ? shadowOver.offsetX : shadowDef.offsetX shadowOffsetY: shadowOver != null ? shadowOver.offsetY : shadowDef.offsetY superN: entry.shape.superN polyPoints: entry.shape.polyPoints polyRadius: entry.shape.polyRadius bevelExponent: DEFAULT_BEVEL_EXPONENT alphaScale: 1 scale: 1 blurRadiusBoost: 0 } def writeRecord out, o, rec, dpr, polySlotRef, polys, entry let glX = rec.x * dpr let glY = (self.vpHCache - rec.y - rec.h) * dpr out[o + 0] = glX out[o + 1] = glY out[o + 2] = rec.w * dpr out[o + 3] = rec.h * dpr out[o + 4] = rec.radii[0] * dpr out[o + 5] = rec.radii[1] * dpr out[o + 6] = rec.radii[2] * dpr out[o + 7] = rec.radii[3] * dpr out[o + 8] = rec.tint[0] out[o + 9] = rec.tint[1] out[o + 10] = rec.tint[2] out[o + 11] = rec.tint[3] * rec.alphaScale out[o + 12] = rec.shadowOpacity * rec.alphaScale out[o + 13] = rec.shadowRadius * dpr out[o + 14] = rec.shadowOffsetX * dpr out[o + 15] = -rec.shadowOffsetY * dpr out[o + 17] = rec.variant out[o + 18] = rec.tintStrength out[o + 19] = rec.interactive out[o + 20] = rec.press out[o + 21] = rec.hover out[o + 22] = rec.pointerX out[o + 23] = rec.pointerY out[o + 24] = rec.refractionStrength out[o + 25] = rec.edgeThickness out[o + 26] = rec.chromaticAberration out[o + 27] = (rec.blurRadius + rec.blurRadiusBoost) * dpr out[o + 28] = rec.specularIntensity out[o + 29] = rec.specularSharpness out[o + 30] = rec.luminosityAdjust out[o + 31] = rec.dimmingOpacity let slot = -1 let polyCount = 0 if rec.type == SHAPE_POLYGON and rec.polyPoints != null polyCount = Math.min 12, Math.floor(rec.polyPoints.length / 2) if polySlotRef.value < 8 slot = polySlotRef.value polySlotRef.value += 1 let base = slot * 24 for k in [0 ... 24] polys[base + k] = 0 for k in [0 ... polyCount] let px = rec.polyPoints[k * 2] let py = rec.polyPoints[k * 2 + 1] let vecIdx = base + Math.floor(k / 2) * 4 let comp = (k % 2) * 2 polys[vecIdx + comp] = px polys[vecIdx + comp + 1] = py else rec.type = 1 logger.warnOnce 'poly-overflow', 'More than 8 polygon shapes share a draw chunk — excess polygons render as rounded rectangles in this chunk.' out[o + 16] = rec.type out[o + 32] = (slot < 0 ? 0 : slot) out[o + 33] = rec.superN out[o + 34] = polyCount out[o + 35] = rec.bevelExponent out[o + 36] = rec.alphaScale out[o + 37] = 0 out[o + 38] = 0 out[o + 39] = 0 for pad in [40 ... 48] out[o + pad] = 0 entry.lastRadii = [rec.radii[0], rec.radii[1], rec.radii[2], rec.radii[3]] entry.lastTint = [rec.tint[0], rec.tint[1], rec.tint[2], rec.tint[3]] def lineUnion clip, rec, dpr let x1 = rec.x * dpr let y1 = (self.vpHCache - rec.y - rec.h) * dpr let x2 = x1 + rec.w * dpr let y2 = y1 + rec.h * dpr if x1 < clip.x then clip.x = x1 if y1 < clip.y then clip.y = y1 if x2 > clip.w then clip.w = x2 if y2 > clip.h then clip.h = y2 def finalizeClip clip, renderer, spacingBase let grow = Math.max(spacingBase, self.spacing) * renderer.dpr + 64 let x1 = clip.x let y1 = clip.y let x2 = clip.w let y2 = clip.h let cx1 = Math.max 0, x1 - grow let cy1 = Math.max 0, y1 - grow let cx2 = Math.min renderer.width, x2 + grow let cy2 = Math.min renderer.height, y2 + grow if clip.w == -1e9 or cx2 <= cx1 or cy2 <= cy1 clip.set 0, 0, 0, 0 return clip.set cx1, cy1, cx2 - cx1, cy2 - cy1 attachContainerFactory root: do new GlassContainerModel null, 0 forElement: do(el, spacing) let s = if typeof spacing == 'string' then Number(spacing) else (spacing or 0) new GlassContainerModel el, s tag gk-glass-container prop spacing = 40 @watch def mount self.containerModel = registry.registerContainer self, Number(spacing) or 0 def unmount registry.unregisterContainer self self.containerModel = null def spacingDidSet value if self.containerModel self.containerModel.spacing = Number(value) or 0 self.containerModel.markDirty! dirtyTracker.markAll! get model self.containerModel <self> <slot>

Answer guidance

src/material/glass-container.imba

Drag to resize
Drag to resize
Drag to resize
Drag to resize