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and the open-ui contributors"},"license":"MIT","homepage":"https://github.com/schmooky/open-slot-ui#readme","keywords":["slot","slots","igaming","casino","game-ui","hud","headless","state-machine","pixijs","typescript"],"repository":{"url":"git+https://github.com/schmooky/open-slot-ui.git","type":"git","directory":"packages/core"},"description":"Headless, zero-dependency core for open-ui — signals, control state-machines, theme tokens, layout, façade, event bus and introspection for slot-game UIs.","maintainers":[{"name":"schmooky","email":"dmitry.vasiliev@schmooky.dev"}],"readme":"# @open-slot-ui/core\n\nThe **headless core** of [open-ui](https://github.com/schmooky/open-ui) — a biased,\nthemeable UI library for slot games. This package is the **M + C**: all state, logic,\nlayout and theming, with **zero runtime dependencies**. It renders nothing on its own;\npair it with a view binding such as [`@open-slot-ui/pixi`](https://www.npmjs.com/package/@open-slot-ui/pixi).\n\n```bash\npnpm add @open-slot-ui/core\n```\n\n## What's inside\n\n- **`Signal`** — a tiny observable value (the reactive primitive everything is built on).\n- **`Control` state-machines** — every button/toggle/value is an FSM; interactability is\n  *derived* from state, never a stored boolean.\n- **`OpenUI` façade** — the narrow, typed surface a host talks to (`ui.spin.busy()`,\n  `ui.balance.set(…)`, `ui.bus.on(…)`, `ui.setLocale(…)`).\n- **Theme tokens** — semantic design tokens with safe fallbacks (`default`, `midnight`,\n  `neon`, `light`). A bad token degrades, never throws.\n- **Layout** — anchor + offset + scale (+ rotation) resolved against a reference\n  resolution, with per-device responsive overrides.\n- **`UISpec`** — one typed, string-literal config object validated without ever throwing\n  (a bad value is reported and ignored — see the never-reject boundary in the Charter).\n- **Introspection** — `window.__OPENUI__` reports every control's state, interactability\n  and bounds, so end-to-end tests never read a pixel.\n- **`BlockSpec`** — the 36-kind vocabulary the info window's rules, paytable and settings\n  are written in (headings, tables, symbol tables, reel grids, tabs, accordions, columns,\n  meters, timelines, galleries…). `parseBlocks` reads the same tree from **XML or JSON**,\n  `renderBlocksHtml` + `BLOCK_CSS` render it, `validateSpec` checks it and `auditRules`\n  proves it actually explains every declared game mode.\n\n## Usage\n\nYou normally don't construct core directly — a renderer like `@open-slot-ui/pixi` builds it\nfrom your `UISpec` via `mountHud`. Reach for `@open-slot-ui/core` directly when you're writing\nyour **own** renderer (DOM, Canvas, another engine) against the same headless model.\n\n```ts\nimport { OpenUI, defaultTheme } from '@open-slot-ui/core';\n```\n\nSee the [main README](https://github.com/schmooky/open-ui#readme) and the\n[Charter](https://github.com/schmooky/open-ui/blob/main/CHARTER.md) for the full doctrine.\n\n## License\n\n[MIT](./LICENSE) © schmooky and the open-ui contributors.\n","readmeFilename":"README.md"}