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@vibecook/ice

v0.1.0

Published

ICE — infinite canvas engine. Figma-grade infinite-canvas UX as a framework: defineWidget turns React/R3F components into canvas citizens — selectable, movable, resizable, wired into node graphs, CRDT-synced, undoable per gesture.

Readme

@vibecook/ice

ICE — infinite canvas engine. Figma-grade infinite-canvas UX as a framework: defineWidget turns React (or React-Three-Fiber) components into canvas citizens — selectable, movable, resizable, snappable, wired into node graphs, synced over CRDT, undoable per gesture.

Built on @vibecook/strata-ecs: an archetype ECS with reactivity and opt-in Loro-CRDT durable + presence layers.

Docs: https://jamesyong-42.github.io/infinite-canvas-engine/ · Source: https://github.com/jamesyong-42/infinite-canvas-engine

pnpm add @vibecook/ice react react-dom     # react/react-dom are optional peers
import { createCanvasEngine, defineWidget, p } from "@vibecook/ice";
import { EngineProvider, InfiniteCanvas, attachKeymap, useCommit, useWidgetProps } from "@vibecook/ice/react";
import { createRoot } from "react-dom/client";

const Sticky = defineWidget({
  type: "sticky",
  surface: "dom",
  props: { text: p.string({ default: "Write something…" }) },
  component: StickyView,
  defaultSize: { w: 220, h: 160 },
  interaction: { selectable: true, movable: true, resizable: true, snap: "both" },
});

function StickyView({ entity, world }) {
  const props = useWidgetProps(world, entity, "sticky");
  const commit = useCommit(); // one commit call = one undo step, synced to every peer
  return (
    <textarea
      value={props.text}
      onChange={(e) => commit((tx) => tx.edit(entity).set(Sticky.groups[0].component, { text: e.target.value }))}
    />
  );
}

const engine = createCanvasEngine({ widgets: [Sticky] });
engine.docs.create(); // a local-first document
engine.ops.spawnWidget("sticky", { at: { x: 120, y: 120 } });
attachKeymap(engine); // ⌫ · ⌘Z · ⌘D · ⌘A · Esc · arrows · v/h/c

createRoot(document.getElementById("root")).render(
  <EngineProvider engine={engine}>
    <InfiniteCanvas engine={engine} />
  </EngineProvider>,
);

Everything above ships working out of the box: click/shift-click selection, marquee, drag with snap guides, eight resize handles, wheel pan + anchored zoom, containers with consume/fly-back, a node editor (ports + wires), per-gesture undo, gesture-aware autosave, and live presence when you docs.join() a room.

Entry points

| Import | Contents | | --- | --- | | @vibecook/ice | The headless engine: createCanvasEngine, defineWidget, defineTool, definePrefab, the props DSL p, the doc kit, presence, and the full ECS vocabulary. | | @vibecook/ice/react | <InfiniteCanvas>, <EngineProvider>, hooks (useCommit, useWidgetProps, useSelected, useUndoStatus, usePresencePeers, …), attachKeymap. | | @vibecook/ice/r3f | GL widget islands + virtual-texture compositor, <GLViews>, useIslandFrame, the GL pointer router. Peers: three, @react-three/fiber. | | @vibecook/ice/dom | DOM planes, adapters, and reflectors — for custom shells without React. | | @vibecook/ice/devtools | attachDevtools(engine) — live pointers/gestures, planes, sovereignty, and loop tabs. | | @vibecook/ice/kernel | Pure math: coordinates, spatial index, snap, wire geometry, zoom bands. Zero dependencies beyond rbush. |

React, react-dom, three, and @react-three/fiber are optional peer dependencies — install only what your surfaces use. The core entry is fully headless.

MIT © James Yong