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Successor of the 2013 Photoshop-script based µCSS™ 1.","maintainers":[{"name":"mamekudz","email":"mamekudz@gmail.com"}],"readme":"# µCSS™ V2.5.18 (microCSS)\r\n\r\n## English\r\n\r\n<p align=\"center\">\r\n  <img src=\"docs/manual/imgs/logo.png\" alt=\"µCSS™ logo\" width=\"180\">\r\n</p>\r\n\r\n<p align=\"center\">\r\n  <a href=\"https://microgulp.dev/en/ready/\">\r\n    <img src=\"https://microgulp.dev/assets/media/microgulp-ready.png\" alt=\"µGulp ready\" width=\"110\">\r\n  </a>\r\n</p>\r\n\r\n*English (below) · [Deutsch](#deutsch)* · npm: [`gulp-mu-css`](https://www.npmjs.com/package/gulp-mu-css) · [![npm version](https://img.shields.io/npm/v/gulp-mu-css.svg)](https://www.npmjs.com/package/gulp-mu-css)\r\n\r\nNode module for compiling **µCSS™**-enhanced stylesheets — sprites, cursors, color functions, embedded JavaScript, PSD-based image generation and (via µFT) icon fonts plus OpenType color/emoji webfonts, driven by a skin manifest. µCSS™ 2 is the Adobe-independent Node reimplementation of µCSS™, originally introduced in 2013 as a Photoshop script.\r\n\r\nThe technical package name is `gulp-mu-css` (the µ character causes trouble in npm/git names); **µCSS™** is the display name. Bump the **H1** version when releasing (must match `package.json`).\r\n\r\nThe detailed manual ships with this package as a PDF — **`docs/microCSS-en.pdf`** (English) and **`docs/microCSS-de.pdf`** (German); the Markdown sources live under `docs/manual/`. Sibling modules **µPS**, **µAU** and **µFT** are documented there too — chapters *microPS*, *microAU* and *microFT* (npm READMEs of those packages are brief overviews only).\r\n\r\n**No Adobe subscription for the build** — unlike µCSS™ 1, compilation and PSD rendering run in Node. Layered drafts are edited in **[Affinity](https://affinity.studio/download)** or **[Photopea](https://www.photopea.com/)** (browser, full PSD, local processing). Save as PSD for µPS.\r\n\r\n## Project links\r\n\r\n| | |\r\n| :--- | :--- |\r\n| **GitHub (monorepo)** | [github.com/mamekudz/microCSS](https://github.com/mamekudz/microCSS) |\r\n| **npm (this package)** | [gulp-mu-css](https://www.npmjs.com/package/gulp-mu-css) |\r\n| **µPS** | [npm](https://www.npmjs.com/package/gulp-mu-ps) · [source](https://github.com/mamekudz/microCSS/tree/master/gulp-mu-ps) |\r\n| **µFT** | [npm](https://www.npmjs.com/package/gulp-mu-ft) · [source](https://github.com/mamekudz/microCSS/tree/master/gulp-mu-ft) |\r\n| **µAU** | [npm](https://www.npmjs.com/package/gulp-mu-au) · [source](https://github.com/mamekudz/microCSS/tree/master/gulp-mu-au) |\r\n| **Affinity (PSD authoring)** | [affinity.studio/download](https://affinity.studio/download) — free desktop app |\r\n| **Photopea (PSD authoring)** | [photopea.com](https://www.photopea.com/) — free online editor, full PSD |\r\n\r\n## µGulp Ready\r\n\r\nThe badge covers the monorepo development workflow, not automatic integration in every consuming project. See the [self-certification and usage rules](https://microgulp.dev/en/ready/).\r\n\r\nThis package is **µGulp ready** — with a maintainer-declared integration for the [µGulp™](https://microgulp.dev) task dashboard (VS Code, Cursor and JetBrains IDEs). The monorepo root `gulpfile.mjs` exposes build, test, documentation and publish tasks with full µGulp metadata (`µDisplayName`, `µGroup`, progress reporting, `LogBuildDebugReport` on demo builds, …) and runs unchanged from the classic Gulp CLI when µGulp is not installed.\r\n\r\nOpen the µGulp dashboard on this repository to run tests, rebuild demos, regenerate manual PDFs or publish to npm from the Carbon/Neon UI. On **npm**, embed the badge with an absolute public URL from the µGulp website (npm rewrites relative paths to the GitHub monorepo root, where the PNG may be missing): `<p align=\"center\"><a href=\"https://microgulp.dev/en/ready/\"><img src=\"https://microgulp.dev/assets/media/microgulp-ready.png\" alt=\"µGulp Ready\" width=\"110\"></a></p>`.\r\n\r\n## Installation\r\n\r\n```bash\r\nnpm install gulp-mu-css\r\n```\r\n\r\nImage generation (sprite atlas, PSD rendering) uses the sibling package [`gulp-mu-ps`](https://www.npmjs.com/package/gulp-mu-ps), which is installed automatically as a dependency.\r\n\r\n## What µCSS™ does\r\n\r\n- **JavaScript in CSS values** — `µ(expression)` (ASCII alias `mu(...)`) is evaluated and replaced by its result, e.g. `color: µ($.linkColor);` or `µ($.zIndex + 10)`.\r\n- **Directives with AST access** — `-µ: Directive(...)` (ASCII alias `-mu:`) runs JavaScript with access to the surrounding rule and the document, and is removed from the output.\r\n- **Sprite atlas** — `-µ: Sprite(\"imgs/logo.png\")` registers images, packs them into one atlas (incl. `@2x`) and rewrites the rule to `background-image`/`image-set`/`background-position`/`width`/`height`.\r\n- **Cursors & preload** — `-µ: Cursor(\"zoom\")` emits `cursor: url(...) x y, fallback` (with `image-set` when an `@2x` source exists); cursor images can be collected automatically into a preload rule.\r\n- **Color API** — `Lighten`, `Alpha`, `MixColors`, `ParseColor`, `FormatColor` (models `hsl` and `oklch`).\r\n- **Data URI inlining** — `-µ: DataUri(\"imgs/icon.png\")` or `background-image: µ(DataUri(\"imgs/icon.png\"));` embeds the file as `url(data:…;base64,…)` in the compiled CSS (optional `{ retina: true }` for `image-set`). **Not** packed into the sprite atlas.\r\n- **PSD image generation** — button/icon series, app icons and animation strips from layered drafts (via `gulp-mu-ps`), wired directly into the CSS build.\r\n- **Skin manifest & incremental build** — one manifest per skin, mtime-based cache (atlas and PSD steps are only regenerated on change).\r\n- **Version history API** — `RELEASES.json` in the package (i18x-ready info strings) plus `GetReleases`, `GetCurrentVersionString`, `GetVersionHistoryString` for formatted console output.\r\n\r\nSource stylesheets stay **syntactically valid CSS** — editors, linters and diffs work unchanged. Internally µCSS™ is a PostCSS pipeline, so the PostCSS ecosystem (cssnano, Stylelint, …) remains attachable.\r\n\r\n## Source stylesheets (`*.µ.css`)\r\n\r\nSource stylesheets use the double suffix `*.µ.css` (ASCII alternative `*.mu.css`) so editors recognize them as CSS automatically. The extension is irrelevant to the compiler — the manifest references the sources explicitly.\r\n\r\n```css\r\na:link {\r\n\tcolor: µ($.linkColor);\r\n\tborder-bottom: 1px dashed µ(Lighten($.selectBaseBrgdColor, 0.7));\r\n}\r\ndiv.companylogo {\r\n\t-µ: Sprite(\"imgs/logos/company_logo.png\");\r\n}\r\ndiv.carbon {\r\n\t-µ: DataUri(\"imgs/general/gui/carbon.png\");\r\n}\r\n*.cursor_zoom {\r\n\t-µ: Cursor(\"zoom\");\r\n}\r\n```\r\n\r\nCustom macro helpers are declared as a `function` (not an arrow function) and called with `this` = the evaluation scope:\r\n\r\n```js\r\n// helpers.mjs — register in the manifest under helpers: { Borders }\r\nexport function Borders(_baseColor, _pixelWidth, _topLighten, _rightLighten, _bottomLighten, _leftLighten) {\r\n\tthis.AddProperty(\"border-top\", `${_pixelWidth}px solid ${Lighten(_baseColor, _topLighten)}`);\r\n\tthis.AddProperty(\"border-right\", `${_pixelWidth}px solid ${Lighten(_baseColor, _rightLighten)}`);\r\n\tthis.AddProperty(\"border-bottom\", `${_pixelWidth}px solid ${Lighten(_baseColor, _bottomLighten)}`);\r\n\tthis.AddProperty(\"border-left\", `${_pixelWidth}px solid ${Lighten(_baseColor, _leftLighten)}`);\r\n}\r\n```\r\n\r\n```css\r\ndiv.menu {\r\n\t-µ: Borders($.menuBaseBrgdColor, 1, 0.3, -0.3, -0.3, 0.3);\r\n}\r\n```\r\n\r\n## Component imports & Vue (co-location)\r\n\r\n`@import` is resolved **at build time**: local targets are inlined into a single, static bundle (remote and media-query imports stay native). This is the bridge for component frameworks like Vue — keep each component's style next to its `.vue` file (use a private extension such as `*.π.css` so Vite/Vue ignores it) and pull them all in with one wildcard:\r\n\r\n```css\r\n/* main.µ.css */\r\n@import \"components/**/*.π.css\";   /* ** = any depth, * = one segment, ? = one char */\r\n@import \"base/reset.µ.css\";         /* a single file */\r\nbody { margin: 0; }\r\n```\r\n\r\nImports are **recursive/iterative** (imported files may import again) and each file is inlined **once** (dedupe, cycle-safe). The three diagnostics are manifest-configurable via `imports` (per file via `files[].imports`), each `\"error\" | \"warn\" | \"ignore\"`: `onMissing` (default `\"error\"`), `onEmptyGlob` (default `\"warn\"`) and `onCircular` (default `\"warn\"`).\r\n\r\nWhen many components share a selector, enable the opt-in three-stage **merge** (off by default, so existing stylesheets are untouched):\r\n\r\n- **dedupe** — identical duplicate rules collapse into one;\r\n- **partial merge** — non-conflicting properties of the same selector fold together;\r\n- **collision brake** — the same property with a *different* value is a conflict. `merge.onConflict` is `\"error\"` (default — stops the build, naming selector, property, both values and both source files), `\"warn\"` (last wins) or `\"keep\"` (first wins).\r\n\r\nDeclare a deliberate override explicitly with `@µ-override` (ASCII `@mu-override`); it wins without raising a conflict:\r\n\r\n```css\r\n@µ-override .btn { background: green; }\r\n```\r\n\r\nTo *avoid* collisions instead of resolving them, a component file can namespace its own classes with `@µ-namespace` (ASCII `@mu-namespace`). Only that file's class tokens are prefixed (ids/elements untouched); classes that must stay global (Vue/JS state classes, shared utilities) are exempted with `:global(...)`:\r\n\r\n```css\r\n@µ-namespace MyButton;\r\n.card { ... }                    /* -> .MyButton-card */\r\n.card:global(.is-active) { ... } /* -> .MyButton-card.is-active */\r\n```\r\n\r\n```js\r\n// manifest: enable merging for a Vue-style bundle\r\nexport default DefineSkin({\r\n\tmerge: { onConflict: \"error\" },            // skin-wide; per file via files[].merge\r\n\tfiles: [{ source: \"main.µ.css\", target: \"app.css\" }]\r\n});\r\n```\r\n\r\nBecause Vue then renders a \"naked\" template (no `<style scoped>`, no `data-v-…`) against one real CSS file, the browser DevTools stay fully usable for live CSS edits.\r\n\r\n## Build-type / variant filtering\r\n\r\nA single source tree can produce different builds (e.g. `Production` vs. `Test`, clients, versions, platforms, variants) via [`gulp-mu-build-filter`](https://www.npmjs.com/package/gulp-mu-build-filter). Blocks are guarded by command comments inside ordinary `/* */` comments, so the source stays valid CSS, and are filtered on the raw text of every file (host **and** imports) before parsing:\r\n\r\n```css\r\n.base { color: black; }\r\n/*-- @<BUILD_ONLY_AT_RELEASES:Production ----\r\n.debug-overlay { outline: 1px solid red; }\r\n---- @>BUILD_ONLY_AT_RELEASES --*/\r\n/*-- @<BUILD_NEVER_AT_RELEASES:Production --*/\r\n.dev-banner { display: block; }\r\n/*-- @>BUILD_NEVER_AT_RELEASES --*/\r\n```\r\n\r\nCommands (each `ONLY`/`NEVER`): `…AT_RELEASES`, `…AT_CLIENTS`, `…AT_VERSIONS` (`+`/`-` suffix, e.g. `2.3+`), `…AT_PLATFORMS`, `…AT_ANY_VARIANTS`/`…AT_ALL_VARIANTS`. The parameters come from the manifest (`buildFilter`) and/or the `BuildSkin()` option `buildFilter` (the latter wins, so the build type can come from CLI/env per run); `files[].buildFilter` overrides per file.\r\n\r\n```js\r\nawait BuildSkin(\"skins/src/std.µcss.mjs\", { buildFilter: { release: \"Production\" } });\r\n```\r\n\r\n`BuildSkin()` options also override the manifest per run: `vars` are merged over the manifest's (inject globals like a theme color or version from CLI/env), and the manifest's default export may be a **factory** `(<params>) => DefineSkin({...})` that receives all `BuildSkin()` options — so a single manifest can react to `release`, `variants`, etc.\r\n\r\n```js\r\n// factory manifest reacting to the release passed in per gulp run\r\nexport default ({ release = \"Test\" }) => DefineSkin({\r\n\tbuildFilter: { release },\r\n\tfiles: [{ source: \"main.µ.css\", target: \"app.css\" }]\r\n});\r\n```\r\n\r\n## Quick start via the skin manifest (recommended)\r\n\r\nOne manifest per skin: `skins/src/<skinname>.µcss.mjs` (ASCII alternative `.mucss.mjs`); the skin name is the part before the double suffix.\r\n\r\n```js\r\n// skins/src/std.µcss.mjs\r\nimport { DefineSkin } from \"gulp-mu-css\";\r\n\r\nexport default DefineSkin({\r\n\tvars: { linkColor: \"#aabbcc\", selectBaseBrgdColor: \"#007570\" },\r\n\tcursors: [{ name: \"zoom\", fallback: \"zoom-in\", image: \"imgs/cursors/zoom.png\", hotspot: [10, 8] }],\r\n\tmedia: [\r\n\t\t{ buttonsAndIcons: \"dev/media/final/panelbuttons.psd\", layout: \"std\", outputDir: \"imgs/panelbuttons\" },\r\n\t\t{ copyFolder: \"dev/media/final/fonts\", to: \"fonts\" }\r\n\t],\r\n\tsprites: { file: \"imgs/sprites.png\", retina: true },\r\n\tfiles: [{ source: \"src.µ.css\", target: \"std.css\" }]\r\n});\r\n```\r\n\r\n```js\r\n// the project's gulpfile.mjs\r\nimport gulp from \"gulp\";\r\nimport { BuildSkin } from \"gulp-mu-css\";\r\n\r\nexport async function SkinStd() {\r\n\tawait BuildSkin(\"skins/src/std.µcss.mjs\");   // incremental, cache in skins/std/.cache/\r\n}\r\nexport function SkinWatch() {\r\n\tgulp.watch([\"skins/src/**\", \"dev/media/final/**\"], SkinStd);\r\n}\r\n```\r\n\r\n`BuildSkin(manifestPath, { force?, outputDir?, rootDir? })` first runs the `media` steps (`buttonsAndIcons`, `appIcons`, `sequenceStrip`, `copy`, `copyFolder`), then compiles every `files` entry, resolves the sprite atlas and writes everything to `skins/<skinname>/`. The global switch `imageFormat: \"webp\"` turns the image-generating steps (and, unless `sprites.format` overrides it, the atlas) to WebP; `sprites: { format: \"webp\" }` switches the atlas alone. See the manual (`docs/microCSS-en.pdf`) for details and all options.\r\n\r\n**Deploy trim & minify (optional).** `sprites: { pruneSources: true }` deletes the source images packed into the atlas (their `@2x` too) and any **sequence-strip sidecar** `<strip>.json` next to a packed 1x source (compile-time map only); `sprites: { pruneKeep: [\"imgs/general/glittery\", \"imgs/x/y.png\"] }` protects directories or single files from that trim (matched against a sprite's 1x URL, keeps `1x` + `@2x` + sidecar JSON). `minify: true` minifies every emitted stylesheet with [`uglifycss`](https://www.npmjs.com/package/uglifycss) (defaults `{ maxLineLen: 1000, uglyComments: true }`; whitespace/comments only, no rule reordering) — pass an options object to tune it, or a function `(css) => css` to use a different engine.\r\n\r\n## Programmatic use\r\n\r\n```js\r\nimport { CompileMcss, SpriteManager, CursorManager } from \"gulp-mu-css\";\r\n\r\nconst sprites = new SpriteManager({ baseDir: \"skins/std\", atlasFile: \"imgs/sprites.png\", retina: true });\r\nconst cursors = new CursorManager([\r\n\t{ name: \"zoom\", fallback: \"zoom-in\", image: \"imgs/general/gui/cursors/zoom.png\", hotspot: [10, 8] }\r\n], { baseDir: \"skins/std\" });\r\n\r\nconst document = CompileMcss(source, {\r\n\tvars: { linkColor: \"#aabbcc\", selectBaseBrgdColor: \"#007570\" },\r\n\tsprites,\r\n\tcursors\r\n});\r\nawait sprites.Resolve(document);   // packs the atlas and rewrites the sprite rules\r\nawait document.ToFile(\"skins/std/std.css\");\r\n```\r\n\r\nMain exports: `CompileMcss`, `CssDocument`/`CssRule` (PostCSS AST wrapper with `FindRule`, `AddRule`, `AddProperty`/`ChangeProperty`/`RemoveProperty`, `ToCss`/`ToFile`/`ToJson`/`FromJson`), the color API (`Lighten`, `Alpha`, `MixColors`, …), `SpriteManager`, `CursorManager`, `PreloadRegistry`, `DefineSkin`/`BuildSkin`.\r\n\r\n## Error diagnostics\r\n\r\nBuild errors always name the culprit together with its source location:\r\n\r\n- **Inline JavaScript**: reported as PostCSS errors with file, line, column and a source excerpt; the failing expression is named. JS syntax errors appear as `invalid JavaScript expression \"...\"`.\r\n- **Missing sprite images**: checked before packing; *all* missing files are reported together — with URL, resolved path and the referencing rule.\r\n- **`media` steps in `BuildSkin`**: errors name the step number and type; missing sources report the resolved path instead of a raw `ENOENT`.\r\n- **Missing cursor images**: a warning only (once per cursor), since the CSS stays functional via the fallback.\r\n\r\n## Manual\r\n\r\nThe complete user manual ships as **`docs/microCSS-en.pdf`** (English) and **`docs/microCSS-de.pdf`** (German); Markdown sources: `docs/manual/microCSS-Manual-en.md` and `docs/manual/microCSS-Handbuch.md`. It covers the core ideas, all directives and manifest options, image/sound/font generation (chapters *microPS*, *microAU*, *microFT*), the incremental build and the migration from µCSS™ 1.\r\n\r\n## License\r\n\r\nMIT\r\n\r\n---\r\n\r\n<a name=\"deutsch\"></a>\r\n\r\n## Deutsch\r\n\r\n# µCSS™ V2.5.18 (microCSS)\r\n\r\n*[English](#english) · Deutsch (unten)* · npm: [`gulp-mu-css`](https://www.npmjs.com/package/gulp-mu-css) · [![npm version](https://img.shields.io/npm/v/gulp-mu-css.svg)](https://www.npmjs.com/package/gulp-mu-css)\r\n\r\nNode-Modul zur Kompilierung von **µCSS™**-erweiterten Stylesheets — Sprites, Cursor, Farbfunktionen, eingebettetes JavaScript, PSD-basierte Bilderzeugung und (über µFT) Icon-Fonts sowie OpenType-Color-/Emoji-Webfonts, gesteuert über ein Skin-Manifest. µCSS™ 2 ist die Adobe-unabhängige Node-Neuimplementierung des 2013 als Photoshop-Script eingeführten µCSS™.\r\n\r\nDer technische Paketname ist `gulp-mu-css` (das µ-Zeichen bereitet in npm-/git-Namen Probleme); **µCSS™** ist der Anzeigename. **H1**-Version beim Release anheben (muss `package.json` entsprechen).\r\n\r\nDas ausführliche Handbuch liegt diesem Paket als PDF bei: **`docs/microCSS-de.pdf`** (deutsch) und **`docs/microCSS-en.pdf`** (englisch); die Markdown-Quellen liegen unter `docs/manual/`. Die Schwester-Module **µPS**, **µAU** und **µFT** sind dort in eigenen Kapiteln (*microPS*, *microAU*, *microFT*) dokumentiert — die npm-READMEs dieser Pakete sind nur Kurzüberblicke.\r\n\r\n**Kein Adobe-Abo für den Build** — anders als µCSS™ 1 laufen Kompilierung und PSD-Rendering in Node. Entwürfe bearbeitet man in **[Affinity](https://affinity.studio/download)** oder **[Photopea](https://www.photopea.com/)** (Browser, volle PSD, lokal). Als PSD speichern für µPS.\r\n\r\n## Projekt-Links\r\n\r\n| | |\r\n| :--- | :--- |\r\n| **GitHub (Monorepo)** | [github.com/mamekudz/microCSS](https://github.com/mamekudz/microCSS) |\r\n| **npm (dieses Paket)** | [gulp-mu-css](https://www.npmjs.com/package/gulp-mu-css) |\r\n| **µPS** | [npm](https://www.npmjs.com/package/gulp-mu-ps) · [Quellcode](https://github.com/mamekudz/microCSS/tree/master/gulp-mu-ps) |\r\n| **µFT** | [npm](https://www.npmjs.com/package/gulp-mu-ft) · [Quellcode](https://github.com/mamekudz/microCSS/tree/master/gulp-mu-ft) |\r\n| **µAU** | [npm](https://www.npmjs.com/package/gulp-mu-au) · [Quellcode](https://github.com/mamekudz/microCSS/tree/master/gulp-mu-au) |\r\n| **Affinity (PSD-Authoring)** | [affinity.studio/download](https://affinity.studio/download) — kostenlose Desktop-App |\r\n| **Photopea (PSD-Authoring)** | [photopea.com](https://www.photopea.com/) — kostenloser Online-Editor, volle PSD |\r\n\r\n## µGulp Ready\r\n\r\nDas Badge bezieht sich auf den Entwicklungsablauf im Monorepo, nicht auf automatische Integration in jedem Verbraucherprojekt. Siehe [Selbsterklärung und Nutzungsregeln](https://microgulp.dev/de/ready/).\r\n\r\nDieses Paket ist **µGulp ready** — mit einer vom Maintainer erklärten Integration in das [µGulp™](https://microgulp.dev)-Task-Dashboard (VS Code, Cursor und JetBrains-IDEs). Das Root-`gulpfile.mjs` des Monorepos stellt Build-, Test-, Doku- und Publish-Tasks mit vollständigen µGulp-Metadaten bereit (`µDisplayName`, `µGroup`, Fortschrittsmeldungen, `LogBuildDebugReport` bei Demo-Builds, …) und läuft ohne µGulp unverändert über die klassische Gulp-CLI.\r\n\r\nµGulp-Dashboard auf dieses Repository öffnen, um Tests, Demo-Rebuilds, Handbuch-PDFs oder npm-Publish aus der Carbon/Neon-Oberfläche zu starten. Auf **npm** das Ready-Badge per absoluter öffentlicher URL von der µGulp-Website einbinden (siehe HTML-Beispiel oben); eine Kopie liegt zusätzlich unter `docs/manual/imgs/microgulp-ready.png` im Paket-Tarball.\r\n\r\n## Installation\r\n\r\n```bash\r\nnpm install gulp-mu-css\r\n```\r\n\r\nDie Bilderzeugung (Sprite-Atlas, PSD-Rendering) nutzt das Schwesterpaket [`gulp-mu-ps`](https://www.npmjs.com/package/gulp-mu-ps), das als Abhängigkeit automatisch mitinstalliert wird.\r\n\r\n## Was µCSS™ macht\r\n\r\n- **JavaScript im CSS-Wert** — `µ(ausdruck)` (ASCII-Alias `mu(...)`) wird ausgewertet und durch das Ergebnis ersetzt, z. B. `color: µ($.linkColor);` oder `µ($.zIndex + 10)`.\r\n- **Direktiven mit AST-Zugriff** — `-µ: Direktive(...)` (ASCII-Alias `-mu:`) führt JavaScript mit Zugriff auf die umgebende Regel und das Dokument aus und wird aus der Ausgabe entfernt.\r\n- **Sprite-Atlas** — `-µ: Sprite(\"imgs/logo.png\")` registriert Bilder, packt sie in einen Atlas (inkl. `@2x`) und schreibt die Regel auf `background-image`/`image-set`/`background-position`/`width`/`height` um.\r\n- **Cursor & Preload** — `-µ: Cursor(\"zoom\")` erzeugt `cursor: url(...) x y, fallback` (mit `image-set` bei vorhandener `@2x`-Quelle); Cursor-Bilder können automatisch in eine Preload-Regel gesammelt werden.\r\n- **Farb-API** — `Lighten`, `Alpha`, `MixColors`, `ParseColor`, `FormatColor` (Modelle `hsl` und `oklch`).\r\n- **Data-URI-Inlining** — `-µ: DataUri(\"imgs/icon.png\")` oder `background-image: µ(DataUri(\"imgs/icon.png\"));` bettet die Datei als `url(data:…;base64,…)` in die kompilierte CSS ein (optional `{ retina: true }` für `image-set`). **Nicht** im Sprite-Atlas.\r\n- **PSD-Bilderzeugung** — Button-/Icon-Serien, App-Icons und Animations-Strips aus geschichteten Entwürfen (über `gulp-mu-ps`), direkt an den CSS-Build gekoppelt.\r\n- **Skin-Manifest & inkrementeller Build** — ein Manifest pro Skin, mtime-basierter Cache (Atlas und PSD-Schritte werden nur bei Änderungen neu erzeugt).\r\n- **Versionshistorie-API** — `RELEASES.json` im Paket (i18x-fähige Info-Strings) plus `GetReleases`, `GetCurrentVersionString`, `GetVersionHistoryString` für formatierte Konsolenausgabe.\r\n\r\nDie Quell-Stylesheets bleiben dabei **syntaktisch valides CSS** — Editoren, Linter und Diffs funktionieren unverändert. Intern ist µCSS™ eine PostCSS-Pipeline, das PostCSS-Ökosystem (cssnano, Stylelint, …) bleibt andockbar.\r\n\r\n## Quell-Stylesheets (`*.µ.css`)\r\n\r\nQuell-Stylesheets verwenden das Doppelsuffix `*.µ.css` (ASCII-Alternative `*.mu.css`), damit Editoren sie automatisch als CSS erkennen. Für den Compiler ist die Endung irrelevant — das Manifest referenziert die Quellen explizit.\r\n\r\n```css\r\na:link {\r\n\tcolor: µ($.linkColor);\r\n\tborder-bottom: 1px dashed µ(Lighten($.selectBaseBrgdColor, 0.7));\r\n}\r\ndiv.companylogo {\r\n\t-µ: Sprite(\"imgs/logos/company_logo.png\");\r\n}\r\ndiv.carbon {\r\n\t-µ: DataUri(\"imgs/general/gui/carbon.png\");\r\n}\r\n*.cursor_zoom {\r\n\t-µ: Cursor(\"zoom\");\r\n}\r\n```\r\n\r\nEigene Makro-Helper werden als `function` (keine Arrow-Function) deklariert und mit `this` = Auswertungs-Scope aufgerufen:\r\n\r\n```js\r\n// helpers.mjs — im Manifest unter helpers: { Borders } registrieren\r\nexport function Borders(_baseColor, _pixelWidth, _topLighten, _rightLighten, _bottomLighten, _leftLighten) {\r\n\tthis.AddProperty(\"border-top\", `${_pixelWidth}px solid ${Lighten(_baseColor, _topLighten)}`);\r\n\tthis.AddProperty(\"border-right\", `${_pixelWidth}px solid ${Lighten(_baseColor, _rightLighten)}`);\r\n\tthis.AddProperty(\"border-bottom\", `${_pixelWidth}px solid ${Lighten(_baseColor, _bottomLighten)}`);\r\n\tthis.AddProperty(\"border-left\", `${_pixelWidth}px solid ${Lighten(_baseColor, _leftLighten)}`);\r\n}\r\n```\r\n\r\n```css\r\ndiv.menu {\r\n\t-µ: Borders($.menuBaseBrgdColor, 1, 0.3, -0.3, -0.3, 0.3);\r\n}\r\n```\r\n\r\n## Komponenten-Importe & Vue (Co-Location)\r\n\r\n`@import` wird **zur Build-Zeit** aufgelöst: Lokale Ziele werden zu einem einzigen, statischen Bundle inline ersetzt (entfernte und Media-Query-Importe bleiben nativ). Das ist die Brücke für Komponenten-Frameworks wie Vue — der Stil jeder Komponente liegt neben ihrer `.vue`-Datei (eigene Endung wie `*.π.css`, damit Vite/Vue sie ignoriert) und wird per Wildcard eingesammelt:\r\n\r\n```css\r\n/* main.µ.css */\r\n@import \"components/**/*.π.css\";   /* ** = beliebige Tiefe, * = ein Segment, ? = ein Zeichen */\r\n@import \"base/reset.µ.css\";         /* Einzeldatei */\r\nbody { margin: 0; }\r\n```\r\n\r\nImporte sind **rekursiv/iterativ** (importierte Dateien dürfen selbst importieren) und jede Datei wird **einmal** inlined (Dedupe, zyklensicher). Die drei Diagnosen sind über `imports` im Manifest konfigurierbar (pro Datei via `files[].imports`), je `\"error\" | \"warn\" | \"ignore\"`: `onMissing` (Default `\"error\"`), `onEmptyGlob` (Default `\"warn\"`) und `onCircular` (Default `\"warn\"`).\r\n\r\nWenn sich viele Komponenten einen Selektor teilen, lässt sich der opt-in **Merge** in drei Stufen einschalten (Default aus, bestehende Stylesheets bleiben unverändert):\r\n\r\n- **Dedupe** — identische Doppelregeln werden zu einer zusammengefasst;\r\n- **Partial Merge** — nicht-kollidierende Properties desselben Selektors werden ergänzt;\r\n- **Kollisions-Bremse** — dieselbe Property mit *anderem* Wert ist ein Konflikt. `merge.onConflict` ist `\"error\"` (Default — stoppt den Build mit Selektor, Property, beiden Werten und beiden Quelldateien), `\"warn\"` (last wins) oder `\"keep\"` (first wins).\r\n\r\nEine bewusste Überschreibung wird explizit mit `@µ-override` (ASCII `@mu-override`) deklariert; sie gewinnt ohne Konflikt:\r\n\r\n```css\r\n@µ-override .btn { background: green; }\r\n```\r\n\r\nUm Kollisionen zu *vermeiden* statt aufzulösen, kann eine Komponentendatei ihre eigenen Klassen mit `@µ-namespace` (ASCII `@mu-namespace`) präfixieren. Nur die Klassen-Tokens dieser Datei werden umbenannt (ids/Elemente bleiben unangetastet); bewusst globale Klassen (von Vue/JS gesetzte State-Klassen, geteilte Utilities) werden mit `:global(...)` ausgenommen:\r\n\r\n```css\r\n@µ-namespace MyButton;\r\n.card { ... }                    /* -> .MyButton-card */\r\n.card:global(.is-active) { ... } /* -> .MyButton-card.is-active */\r\n```\r\n\r\n```js\r\n// Manifest: Merge für ein Vue-Bundle aktivieren\r\nexport default DefineSkin({\r\n\tmerge: { onConflict: \"error\" },            // skinweit; pro Datei via files[].merge\r\n\tfiles: [{ source: \"main.µ.css\", target: \"app.css\" }]\r\n});\r\n```\r\n\r\nDa Vue dann ein „nacktes\" Template (kein `<style scoped>`, kein `data-v-…`) gegen eine echte CSS-Datei rendert, bleibt die Browser-Konsole für Live-CSS-Änderungen voll nutzbar.\r\n\r\n## Build-Typ-/Varianten-Filter\r\n\r\nAus einem Quellbaum lassen sich verschiedene Builds erzeugen (z. B. `Production` vs. `Test`, Mandanten, Versionen, Plattformen, Varianten) — über [`gulp-mu-build-filter`](https://www.npmjs.com/package/gulp-mu-build-filter). Blöcke werden durch Kommando-Kommentare in normalen `/* */`-Kommentaren markiert (die Quelle bleibt gültiges CSS) und auf dem Rohtext jeder Datei (Hauptdatei **und** Importe) vor dem Parsen gefiltert:\r\n\r\n```css\r\n.base { color: black; }\r\n/*-- @<BUILD_ONLY_AT_RELEASES:Production ----\r\n.debug-overlay { outline: 1px solid red; }\r\n---- @>BUILD_ONLY_AT_RELEASES --*/\r\n/*-- @<BUILD_NEVER_AT_RELEASES:Production --*/\r\n.dev-banner { display: block; }\r\n/*-- @>BUILD_NEVER_AT_RELEASES --*/\r\n```\r\n\r\nKommandos (je `ONLY`/`NEVER`): `…AT_RELEASES`, `…AT_CLIENTS`, `…AT_VERSIONS` (`+`/`-`-Suffix, z. B. `2.3+`), `…AT_PLATFORMS`, `…AT_ANY_VARIANTS`/`…AT_ALL_VARIANTS`. Die Parameter kommen aus dem Manifest (`buildFilter`) und/oder der `BuildSkin()`-Option `buildFilter` (letztere gewinnt, der Build-Typ kann so pro Lauf aus CLI/Env stammen); `files[].buildFilter` übersteuert pro Datei.\r\n\r\n```js\r\nawait BuildSkin(\"skins/src/std.µcss.mjs\", { buildFilter: { release: \"Production\" } });\r\n```\r\n\r\nDie `BuildSkin()`-Optionen überschreiben das Manifest auch pro Lauf: `vars` werden über die Manifest-Variablen gemerged (Globals wie Theme-Farbe oder Version aus CLI/Env einspeisen), und der Default-Export des Manifests darf eine **Factory** `(<params>) => DefineSkin({...})` sein, die alle `BuildSkin()`-Optionen erhält — ein Manifest kann so auf `release`, `variants` usw. reagieren.\r\n\r\n```js\r\n// Factory-Manifest, reagiert auf den pro Gulp-Lauf übergebenen Release\r\nexport default ({ release = \"Test\" }) => DefineSkin({\r\n\tbuildFilter: { release },\r\n\tfiles: [{ source: \"main.µ.css\", target: \"app.css\" }]\r\n});\r\n```\r\n\r\n## Schnellstart über das Skin-Manifest (empfohlen)\r\n\r\nPro Skin ein Manifest `skins/src/<skinname>.µcss.mjs` (ASCII-Alternative `.mucss.mjs`); der Skin-Name ergibt sich aus dem Teil vor dem Doppelsuffix.\r\n\r\n```js\r\n// skins/src/std.µcss.mjs\r\nimport { DefineSkin } from \"gulp-mu-css\";\r\n\r\nexport default DefineSkin({\r\n\tvars: { linkColor: \"#aabbcc\", selectBaseBrgdColor: \"#007570\" },\r\n\tcursors: [{ name: \"zoom\", fallback: \"zoom-in\", image: \"imgs/cursors/zoom.png\", hotspot: [10, 8] }],\r\n\tmedia: [\r\n\t\t{ buttonsAndIcons: \"dev/media/final/panelbuttons.psd\", layout: \"std\", outputDir: \"imgs/panelbuttons\" },\r\n\t\t{ copyFolder: \"dev/media/final/fonts\", to: \"fonts\" }\r\n\t],\r\n\tsprites: { file: \"imgs/sprites.png\", retina: true },\r\n\tfiles: [{ source: \"src.µ.css\", target: \"std.css\" }]\r\n});\r\n```\r\n\r\n```js\r\n// gulpfile.mjs des Projekts\r\nimport gulp from \"gulp\";\r\nimport { BuildSkin } from \"gulp-mu-css\";\r\n\r\nexport async function SkinStd() {\r\n\tawait BuildSkin(\"skins/src/std.µcss.mjs\");   // inkrementell, Cache in skins/std/.cache/\r\n}\r\nexport function SkinWatch() {\r\n\tgulp.watch([\"skins/src/**\", \"dev/media/final/**\"], SkinStd);\r\n}\r\n```\r\n\r\n`BuildSkin(manifestPfad, { force?, outputDir?, rootDir? })` führt zuerst die `media`-Steps aus (`buttonsAndIcons`, `appIcons`, `sequenceStrip`, `copy`, `copyFolder`), kompiliert dann alle `files`-Einträge, löst den Sprite-Atlas auf und schreibt alles nach `skins/<skinname>/`. Der globale Schalter `imageFormat: \"webp\"` stellt die bilderzeugenden Steps (und, sofern `sprites.format` es nicht überschreibt, den Atlas) auf WebP um; `sprites: { format: \"webp\" }` stellt allein den Atlas um. Details und alle Optionen stehen im Handbuch (`docs/microCSS-de.pdf`).\r\n\r\n**Deploy-Trim & Minify (optional).** `sprites: { pruneSources: true }` löscht die in den Atlas gepackten Quellbilder (inkl. `@2x`) sowie die **Sequence-Strip-Sidecar-**`<strip>.json` neben der gepackten 1x-Quelle (nur Compile-Zeit-Map); `sprites: { pruneKeep: [\"imgs/general/glittery\", \"imgs/x/y.png\"] }` nimmt Verzeichnisse oder einzelne Dateien davon aus (Match über die 1x-URL einer Sprite-Quelle, behält `1x` + `@2x` + Sidecar-JSON). `minify: true` minifiziert jede erzeugte CSS mit [`uglifycss`](https://www.npmjs.com/package/uglifycss) (Defaults `{ maxLineLen: 1000, uglyComments: true }`; nur Whitespace/Kommentare, keine Regel-Umsortierung) — ein Optionsobjekt feinjustiert, eine Funktion `(css) => css` nutzt einen anderen Engine.\r\n\r\n## Programmatische Nutzung\r\n\r\n```js\r\nimport { CompileMcss, SpriteManager, CursorManager } from \"gulp-mu-css\";\r\n\r\nconst sprites = new SpriteManager({ baseDir: \"skins/std\", atlasFile: \"imgs/sprites.png\", retina: true });\r\nconst cursors = new CursorManager([\r\n\t{ name: \"zoom\", fallback: \"zoom-in\", image: \"imgs/general/gui/cursors/zoom.png\", hotspot: [10, 8] }\r\n], { baseDir: \"skins/std\" });\r\n\r\nconst document = CompileMcss(source, {\r\n\tvars: { linkColor: \"#aabbcc\", selectBaseBrgdColor: \"#007570\" },\r\n\tsprites,\r\n\tcursors\r\n});\r\nawait sprites.Resolve(document);   // packt den Atlas und schreibt die Sprite-Regeln um\r\nawait document.ToFile(\"skins/std/std.css\");\r\n```\r\n\r\nWichtigste Exporte: `CompileMcss`, `CssDocument`/`CssRule` (PostCSS-AST-Wrapper mit `FindRule`, `AddRule`, `AddProperty`/`ChangeProperty`/`RemoveProperty`, `ToCss`/`ToFile`/`ToJson`/`FromJson`), die Farb-API (`Lighten`, `Alpha`, `MixColors`, …), `SpriteManager`, `CursorManager`, `PreloadRegistry`, `DefineSkin`/`BuildSkin`.\r\n\r\n## Fehlerdiagnostik\r\n\r\nBuild-Fehler nennen immer den Verursacher samt Quellbezug:\r\n\r\n- **Inline-JavaScript**: Fehler werden als PostCSS-Fehler mit Datei, Zeile, Spalte und Quelltext-Ausschnitt gemeldet; der fehlschlagende Ausdruck wird genannt. JS-Syntaxfehler erscheinen als `invalid JavaScript expression \"...\"`.\r\n- **Fehlende Sprite-Bilder**: vor dem Packen geprüft; *alle* fehlenden Dateien werden gesammelt gemeldet — mit URL, aufgelöstem Pfad und referenzierender Regel.\r\n- **`media`-Steps in `BuildSkin`**: Fehler nennen Step-Nummer und -Typ; fehlende Quellen melden den aufgelösten Pfad statt eines rohen `ENOENT`.\r\n- **Fehlende Cursor-Bilder**: nur eine Warnung (einmal pro Cursor), da die CSS über den Fallback funktionsfähig bleibt.\r\n\r\n## Handbuch\r\n\r\nDas vollständige Benutzerhandbuch liegt als **`docs/microCSS-de.pdf`** (deutsch) und **`docs/microCSS-en.pdf`** (englisch) bei (Markdown-Quellen: `docs/manual/microCSS-Handbuch.md` und `docs/manual/microCSS-Manual-en.md`). Es behandelt Grundideen, alle Direktiven und Manifest-Optionen, Bild-/Sound-/Font-Erzeugung (Kapitel *microPS*, *microAU*, *microFT*), den inkrementellen Build sowie die Migration von µCSS™ 1.\r\n\r\n## Lizenz\r\n\r\nMIT\r\n","readmeFilename":"README.md"}