Originally based on [TooTallNate's gist](https://gist.github.com/1702813), rewritten to use all the mouse reporting modes.
Full xterm terminal, in your browser
A camera control for three.js, similar to THREE.OrbitControls yet supports smooth transitions and more features.
Creates a term vector from tokenized text.
Cross browser mouse event property access
A package for handling terminal input (mouse, keyboard, clipboard and focus).
Consistent cross browser mouse wheel movement
Display images in terminals using the iTerm inline image protocol
A module which will endeavor to guess your terminal's level of color support.
Public logs API for OpenTelemetry
get relative position from an event
Mouse state change listener
A jQuery plugin that adds cross-browser mouse wheel support.
A collection of Solid Primitives, that capture current mouse cursor position, and help to deal with common related usecases.
Set for RDF/JS Terms
A global utility for tracking the current input method (mouse, keyboard or touch).
A TypeScript/JavaScript implementation of the RDF/JS data factory.
Map for RDF/JS Terms keys
Lazy brush - smooth drawing using mouse or finger
Headless terminal emulator core for the web — WASM bridge and WebSocket transport
Resolve Node.js version aliases like 'latest', 'lts' or 'erbium'
Fast and tiny fuzzy-search utility
A term-langmatches function-factory actor
A term-timezone function-factory actor
This plugin simplifies for your readers and you by making it easy to define terms or abbreviations that needs an explanation. Define a common dictionary of terms and their definition in a YAML file. Then inside markdown files you can use the provided glossary liquid tag to insert a tooltip for a defined word from the dictionary. The tooltip will show the term definition on mouse hover.
Built on top of Gosu, an engine for making 2-D games. Gosu provides the means to handle the graphics, sound, and keyboard/mouse events. It doesn't provide any sort of client/server network architecture for multiplayer games, nor a system for tracking objects in game-space. This gem aims to fill that gap. Originally I tried using Chipmunk as the physics engine, but its outcomes were too unpredictable for the client to anticipate the server. It was also hard to constrain in the ways I wanted. So I elected to build something integer-based. In the short term, I'm throwing anything into this gem that interests me. There are reusable elements (GameSpace, Entity, ServerPort), and game-specific elements (particular Entity subclasses with custom behaviors). Longer term, I could see splitting it into two gems. This gem, game_2d, would retain the reusable platform classes. The other classes would move into a new gem specific to the game I'm developing, as a sort of reference implementation.