This directory contains runnable example applications that exercise different features of libs. If any of these examples are not working, please open an issue with information about your terminal, shell, operating system and any other information that could be pertinent to reproducing the issue.
Note
Run the commands in this document from the repository root. These examples use
node: terminal APIs so the same files can be run with either Deno or Node.
Build the generated WebAssembly bundle before running the examples:
makePath: examples/keyboard/index.ts
Run it with:
deno run examples/keyboard/index.ts
# or
node examples/keyboard/index.tsWhat it shows:
- raw keyboard input decoded into structured key events
- progressive keyboard protocol support
- pointer tracking and hover/click-driven UI updates
- terminal mode configuration such as alternate buffer, hidden cursor, and mouse reporting
Related files:
examples/keyboard/use-input.tswraps the input parser as a stream of decoded eventsexamples/keyboard/use-stdin.tsadapts stdin into a byte stream for the demo
The input parser decodes raw terminal bytes into structured events. Here you can see each key event as the string "hello world" is typed.
Here we see hover styles applied to UI elements in response to the pointer state. Clay drives the hit testing; no manual coordinate math required.
Paths: examples/transitions/sidebar.ts and examples/transitions/notecards.ts
Run them with:
deno run examples/transitions/sidebar.ts
# or
deno run examples/transitions/notecards.tsWhat they show:
- element transitions driven by changing layout and style properties
- renderer
animatingstate for scheduling follow-up frames - color and layout interpolation in an interactive keyboard/sidebar demo
Path: examples/2048/index.ts
Run it with:
deno run examples/2048/index.ts
# or
node examples/2048/index.tsControls: arrows or wasd to move, Tab/Shift+Tab to move focus,
Enter/Space to activate the focused button, n new game, u undo, q or
Ctrl+C to quit. The board size selector and game-over panel are clickable too.
What it shows:
- a motion-first game where the board tiles slide and recolor using the v1
transitionfield (position,bg), keyed on stable tile ids so the layout engine interpolates each tile between frames - the
animatingrender signal gating a follow-up frame loop, so the process only renders while something is moving - pointer hit testing and keyboard focus working together on the chrome buttons
- an fps readout in the footer: a sliding-window count of frames pushed to stdout in the last second. It measures how fast frames are produced, not how fast the terminal paints them — a CPU-rendered terminal (e.g. Terminal.app) can coalesce or drop frames downstream where the process can't observe it, so motion can look steppy even while this number stays high
- live resize handling: a
SIGWINCHlistener is bridged into the Effection event loop, and because the native term has fixed-size buffers, each real size change rebuilds the term, clears the screen, and repaints so the layout re-centers to the new dimensions - a keycaster overlay: recent key presses and button clicks appear as a centered row of caps near the bottom (a floating, pointer-passthrough element) that retire on a timer, handy for screen recordings and demos
Known v1 limitations (deferred upstream, see specs/transitions-spec.md §13):
- There are no enter/exit transitions, so newly spawned tiles simply appear in place and merged-away tiles are dropped immediately rather than sliding out.
- Tiles animate
positionandbgbut notsize. The v1 renderer snaps cells to the integer grid, so a sub-cell size/scale "pop" renders as a misaligned short block instead of a smooth scale. Smooth sub-cell motion is exactly what the upcoming raster rendering path is for; until then tiles stay aligned to whole cells and only slide and recolor.
Path: examples/inline-regions/index.ts
Run it with:
deno run examples/inline-regions/index.ts
# or
node examples/inline-regions/index.tsWhat it shows:
- rendering animated regions into normal terminal scrollback
- querying cursor position with Device Status Report (DSR) to place later frames correctly
- updating a previously allocated region without taking over the whole screen
- small animated demos including a spinner, a progress bar, and a nyan-cat-style sequence
This example is useful if you want to embed transient or animated UI output into a normal command-line workflow instead of switching to a full-screen alternate buffer interface.

