New
Snap ToggleDraggable
An app dock on a shelf that actually bends. The bump under the pointer is a solved deflection rather than a curve over distance, so the icons two slots out dip below the resting line and the ones at either end lift less than the ones in the middle — neither of which a falloff function can do.
'use client';
import './dock-magnify.css';
import { useEffect, useRef, useState } from 'react';
import type { KeyboardEvent, MouseEvent, PointerEvent } from 'react';
import {
useCanvasScene,
useReducedMotion,
type SceneDrawContext,
type SceneSetupContext,
} from '@/hooks/use-canvas-scene';
/*
* A dock whose shelf is a BEAM ON A WINKLER ELASTIC FOUNDATION. The pointer is a
* concentrated load P riding along it, and the shelf's shape is the solution of
*
* EI * w'''' + k * w = p(x), w(0) = w(W) = 0, w'(0) = w'(W) = 0
*
* with the fourth derivative taken by the central five-point stencil
* (w[i-2] - 4w[i-1] + 6w[i] - 4w[i+1] + w[i+2]) / h^4. That makes a symmetric
* pentadiagonal positive-definite system in the 119 interior nodes, factorised
* once per resize by banded Cholesky and back-substituted every frame — one
* linear solve per painted frame, not a curve evaluated at eight points.
*
* It is NOT a Gaussian, NOT a cosine window, and NOT a distance-to-pointer
* falloff with a radius. Every dock in every library reaches for one of those
* three, and all three are positive everywhere. The elastic response is not:
*
* w(x) = (P / 2kL) * e^(-|x|/L) * (cos(x/L) + sin(x/L)), L = (4EI/k)^(1/4)
*
* crosses zero at 3*pi/4 * L and troughs at pi * L, where it sits at -e^(-pi),
* i.e. 4.3% of the peak, BELOW the resting line. So the icon two places out from
* the pointer does not merely fail to rise — it dips under the dock's rim, and
* you can watch it pass behind the rim hairline. That undershoot is the whole
* argument: it is unreachable by any positive kernel, and here it falls out of
* the solve rather than being drawn in.
*
* Two more things come free with the equation and are visible on the shelf. The
* bump's width is a material property, L, and not a radius: at L = 0.7 of the
* icon pitch the zero crossing lands at 1.65 pitches and the trough at 2.20, so
* which neighbour sinks is decided by EI/k. And the boundary is real — both ends
* are built in, so an end icon lifts about 65% of what a mid-dock icon lifts,
* the stiffening you feel in a real dock's corners and that no falloff produces.
*/
/** Icons on the dock. Eight, so aiming the middle keeps both undershoot slots on the shelf. */
const SLOTS = 8;
/** Interior nodes plus two ends. 121 puts h at 0.07 of L, where the stencil's error is under 0.1%. */
const NODES = 121;
/** Foundation modulus k. The unit of the whole system: EI and P are expressed in it. */
const BED = 1;
/** L in icon pitches. 0.7 puts the zero crossing at 1.65 pitches, so slot +-2 is the one that sinks. */
const L_CELLS = 0.7;
/** Built-in ends, 0.3 pitch outside the end icons: close enough to stiffen a corner, not to pin it. */
const PAD_CELLS = 0.3;
/** Peak rise at the pointer, in pitches. 1.05 lifts an icon clear of its neighbours' tops. */
const LIFT_CELLS = 1.05;
/** Icon side at rest, in pitches. 0.58 leaves the gap a dock needs to read as separate tiles. */
const TILE_CELLS = 0.58;
/** Scale at full lift. 1.7 is the macOS dock's magnification, and it fits inside a 0.7-pitch bump. */
const MAG = 1.7;
/** Load sign under a press. -0.26 dimples the aimed icon 14px into the shelf and inverts the lobes. */
const PRESS = -0.26;
/** Shelf thickness in px. 18 is deeper than the -2.1px trough, so a sunk icon stays inside the rim. */
const PLATE_H = 18;
/** Shelf inset from the card's edges in px, so the dock reads as a shelf with air at either end. */
const PLATE_INSET = 16;
/** Room below the resting line in px: 18 for the shelf, 16 so a press cannot clip its underside. */
const FOOT = 34;
/** Least room above the resting line in px, so the icons keep their headroom on a short card. */
const HEAD = 66;
/** Grab slack below the shelf in px, so a pointer just under the rim still counts as on the dock. */
const SLACK = 24;
/** Seconds per solver step. The load lag is first order with tau >= 45ms; dt/tau = 0.19 here, stable. */
const STEP = 1 / 120;
/** Steps per frame ceiling. 12 covers a 100ms hitch and refuses to chase a backgrounded tab. */
const MAX_STEPS = 12;
/** Time constant of the load's travel, in seconds. 0.045 trails a fast flick by about 3px. */
const MOVE_TAU = 0.045;
/** Time constant of the load's magnitude. 0.085 is slower than the travel, so the bump grows in place. */
const FADE_TAU = 0.085;
/** Which icon the load starts under. Slot 3 is off centre, so the response is visibly asymmetric. */
const START = 3;
/** Apps open at rest, one bit per slot: Finder, Terminal and Messages. */
const OPEN = 0b01001001;
const INK = '234, 243, 255';
const ACCENT = '158, 205, 255';
const TAU = Math.PI * 2;
type AppKind = 'files' | 'mail' | 'calendar' | 'terminal' | 'music' | 'photos' | 'chat' | 'gear';
interface DockApp {
readonly name: string;
readonly kind: AppKind;
}
const APPS: readonly DockApp[] = [
{ name: 'Finder', kind: 'files' },
{ name: 'Mail', kind: 'mail' },
{ name: 'Calendar', kind: 'calendar' },
{ name: 'Terminal', kind: 'terminal' },
{ name: 'Music', kind: 'music' },
{ name: 'Photos', kind: 'photos' },
{ name: 'Messages', kind: 'chat' },
{ name: 'Settings', kind: 'gear' },
];
/** The banded Cholesky factor of the stiffness matrix: diagonal plus two sub-diagonals. */
interface Band {
readonly size: number;
readonly d: Float64Array;
readonly l1: Float64Array;
readonly l2: Float64Array;
}
/** What the DOM shows about the frame the solver just produced. */
interface Readout {
aim: number;
}
interface DockState {
/** Geometry, all of it derived from the stage at setup and never mutated after. */
readonly plateX: number;
readonly plateW: number;
readonly restY: number;
readonly cell: number;
readonly pad: number;
readonly tile: number;
readonly lift: number;
/** P, scaled so the infinite-beam peak P/(2kL) equals `lift`. */
readonly load: number;
readonly h: number;
/** Vertical reach above the resting line that still counts as being on the dock. */
readonly band: number;
readonly centres: Float64Array;
readonly system: Band;
readonly rhs: Float64Array;
readonly inner: Float64Array;
readonly w: Float64Array;
readonly wAt: Float64Array;
readonly tileFill: CanvasGradient;
/** Load position along the shelf, in px from its left end, and where it is headed. */
lx: number;
lxTarget: number;
/** Load magnitude as a fraction of P, and its target. Negative under a press. */
p: number;
pTarget: number;
clock: number;
carry: number;
snap: boolean;
magnify: boolean;
/** One bit per slot, set when that app is open. Read from React each frame. */
running: number;
/** Slot holding keyboard focus, or -1. The load follows it when nothing is hovering. */
keyed: number;
aim: number;
engaged: boolean;
/** Last transform written per slot: x, y, scale. NaN until the first placement. */
posted: Float64Array;
}
/*
* Banded Cholesky of the clamped stiffness matrix. Row i of the interior system is
* beta * (w[i-2] - 4w[i-1] + 6w[i] - 4w[i+1] + w[i+2]) + k * w[i], with beta = EI/h^4.
* The clamp enters as a ghost node, w[-1] = w[1]: reflecting it onto the first and last
* rows turns their 6*beta into 7*beta, and that single changed entry is the entire
* difference between a built-in end and a pinned one. Factorising here rather than per
* frame is what makes a solve-per-frame cheap: 119 unknowns cost about 1.8 microseconds.
*/
function factorise(size: number, beta: number): Band {
const d = new Float64Array(size);
const l1 = new Float64Array(size);
const l2 = new Float64Array(size);
const at = (row: number, column: number): number => {
const gap = Math.abs(row - column);
if (gap === 2) return beta;
if (gap === 1) return -4 * beta;
if (gap > 2) return 0;
const edge = row === 0 || row === size - 1;
return (edge ? 7 : 6) * beta + BED;
};
for (let i = 0; i < size; i += 1) {
d[i] = Math.sqrt(at(i, i) - l1[i] * l1[i] - l2[i] * l2[i]);
if (i + 1 < size) l1[i + 1] = (at(i + 1, i) - l2[i + 1] * l1[i]) / d[i];
if (i + 2 < size) l2[i + 2] = at(i + 2, i) / d[i];
}
return { size, d, l1, l2 };
}
/** Forward then back substitution through the factor. O(n), and the whole per-frame cost. */
function bandSolve(band: Band, rhs: Float64Array, out: Float64Array): void {
const { size, d, l1, l2 } = band;
for (let i = 0; i < size; i += 1) {
const b1 = i >= 1 ? l1[i] * out[i - 1] : 0;
const b2 = i >= 2 ? l2[i] * out[i - 2] : 0;
out[i] = (rhs[i] - b1 - b2) / d[i];
}
for (let i = size - 1; i >= 0; i -= 1) {
const u1 = i + 1 < size ? l1[i + 1] * out[i + 1] : 0;
const u2 = i + 2 < size ? l2[i + 2] * out[i + 2] : 0;
out[i] = (out[i] - u1 - u2) / d[i];
}
}
/**
* Build the right-hand side for the load where it currently is, solve, and read the shelf
* height at each icon. The load lands between two nodes and is split between them by
* distance — consistent lumping. Rounding it to the nearest node instead would make the
* bump jump the 3.7px node spacing, which is plainly visible on a slow drag.
*/
function deflect(state: DockState): void {
const { rhs, inner, w, h, system } = state;
rhs.fill(0);
const g = Math.max(0, Math.min(state.plateW, state.lx)) / h;
const node = Math.floor(g);
const frac = g - node;
const scale = (state.p * state.load) / h;
for (let k = 0; k < 2; k += 1) {
const i = node + k - 1;
if (i >= 0 && i < rhs.length) rhs[i] += scale * (k === 0 ? 1 - frac : frac);
}
bandSolve(system, rhs, inner);
for (let i = 0; i < inner.length; i += 1) w[i + 1] = inner[i];
for (let i = 0; i < SLOTS; i += 1) state.wAt[i] = sampleW(state, state.centres[i]);
}
/** Shelf height between nodes, linearly. The stencil's own error is larger than this one's. */
function sampleW(state: DockState, x: number): number {
const g = Math.max(0, Math.min(state.plateW, x)) / state.h;
const i = Math.min(NODES - 2, Math.floor(g));
return state.w[i] + (state.w[i + 1] - state.w[i]) * (g - i);
}
const slotAt = (state: DockState, x: number): number =>
Math.max(0, Math.min(SLOTS - 1, Math.round((x - state.pad) / state.cell - 0.5)));
/** Icon side at a given shelf height. Linear in w, so the scale is the solve, not a curve of its own. */
const sizeOf = (state: DockState, w: number): number => state.tile * (1 + (MAG - 1) * (w / state.lift));
/**
* Size the shelf to the stage and factorise its stiffness matrix. Everything geometric is
* derived from one number, the icon pitch, so a 390px card and a 1340px one are the same
* dock at two scales; and EI is not a free parameter — the characteristic length is chosen
* in pitches and EI = k * L^4 / 4 follows, which is why the bump keeps its shape.
*/
function build({ context, width, height }: SceneSetupContext, snap: boolean, magnify: boolean): DockState {
const plateX = PLATE_INSET;
const plateW = Math.max(SLOTS * 12, width - PLATE_INSET * 2);
const restY = Math.max(HEAD, height - FOOT);
const cell = plateW / (SLOTS + 2 * PAD_CELLS);
const pad = PAD_CELLS * cell;
const charLen = L_CELLS * cell;
const lift = LIFT_CELLS * cell;
const tile = TILE_CELLS * cell;
const h = plateW / (NODES - 1);
const size = NODES - 2;
const centres = new Float64Array(SLOTS);
for (let i = 0; i < SLOTS; i += 1) centres[i] = pad + (i + 0.5) * cell;
// Made once and drawn under a unit-space transform, so one gradient serves eight icons
// at eight different scales.
const tileFill = context.createLinearGradient(0, -0.5, 0, 0.5);
tileFill.addColorStop(0, `rgba(${ACCENT}, 0.22)`);
tileFill.addColorStop(1, 'rgba(8, 14, 23, 0.92)');
const start = pad + (START + 0.5) * cell;
return {
plateX,
plateW,
restY,
cell,
pad,
tile,
lift,
load: 2 * BED * charLen * lift,
h,
band: lift + tile * MAG,
centres,
system: factorise(size, (BED * charLen ** 4) / 4 / h ** 4),
rhs: new Float64Array(size),
inner: new Float64Array(size),
w: new Float64Array(NODES),
wAt: new Float64Array(SLOTS),
tileFill,
lx: start,
lxTarget: start,
p: 0,
pTarget: 0,
clock: 0,
carry: 0,
snap,
magnify,
running: OPEN,
keyed: -1,
aim: START,
engaged: false,
posted: new Float64Array(SLOTS * 3).fill(Number.NaN),
};
}
/** The deflected surface, node by node. `lineTo` opens the subpath, so no separate `moveTo`. */
function surfacePath(context: CanvasRenderingContext2D, state: DockState): void {
context.beginPath();
for (let i = 0; i < NODES; i += 1) {
context.lineTo(state.plateX + i * state.h, state.restY - state.w[i]);
}
}
/** The shelf as a solid of constant thickness: the surface out, the underside back. */
function ribbonPath(context: CanvasRenderingContext2D, state: DockState): void {
context.beginPath();
for (let i = 0; i < NODES; i += 1) {
context.lineTo(state.plateX + i * state.h, state.restY - state.w[i]);
}
for (let i = NODES - 1; i >= 0; i -= 1) {
context.lineTo(state.plateX + i * state.h, state.restY - state.w[i] + PLATE_H);
}
context.closePath();
}
/** A rounded square on the unit box, so one path serves every icon at every scale. */
function roundedUnit(context: CanvasRenderingContext2D, radius: number): void {
context.beginPath();
context.moveTo(-0.5 + radius, -0.5);
context.arcTo(0.5, -0.5, 0.5, 0.5, radius);
context.arcTo(0.5, 0.5, -0.5, 0.5, radius);
context.arcTo(-0.5, 0.5, -0.5, -0.5, radius);
context.arcTo(-0.5, -0.5, 0.5, -0.5, radius);
context.closePath();
}
/**
* The mark on an icon, in unit space, stroked at whatever width the caller set. Painted on
* the canvas rather than left to the DOM because it rides a surface the DOM cannot bend;
* the button over it carries the name, so nothing here is load-bearing for a screen reader.
*/
function glyph(context: CanvasRenderingContext2D, kind: AppKind): void {
context.beginPath();
switch (kind) {
case 'files':
context.moveTo(-0.19, -0.06);
context.lineTo(-0.19, -0.14);
context.lineTo(-0.02, -0.14);
context.lineTo(0.03, -0.06);
context.lineTo(0.19, -0.06);
context.lineTo(0.19, 0.15);
context.lineTo(-0.19, 0.15);
context.closePath();
break;
case 'mail':
context.rect(-0.2, -0.13, 0.4, 0.26);
context.moveTo(-0.2, -0.13);
context.lineTo(0, 0.02);
context.lineTo(0.2, -0.13);
break;
case 'calendar':
context.rect(-0.19, -0.12, 0.38, 0.27);
context.moveTo(-0.19, -0.03);
context.lineTo(0.19, -0.03);
context.moveTo(-0.09, -0.19);
context.lineTo(-0.09, -0.07);
context.moveTo(0.09, -0.19);
context.lineTo(0.09, -0.07);
break;
case 'terminal':
context.moveTo(-0.16, -0.09);
context.lineTo(-0.05, 0.01);
context.lineTo(-0.16, 0.11);
context.moveTo(0.01, 0.13);
context.lineTo(0.17, 0.13);
break;
case 'music':
context.moveTo(0.035, 0.09);
context.arc(-0.04, 0.09, 0.075, 0, TAU);
context.moveTo(0.035, 0.09);
context.lineTo(0.035, -0.15);
context.lineTo(0.15, -0.09);
break;
case 'photos':
context.rect(-0.2, -0.13, 0.4, 0.26);
context.moveTo(-0.035, -0.045);
context.arc(-0.08, -0.045, 0.045, 0, TAU);
context.moveTo(-0.2, 0.13);
context.lineTo(-0.02, 0);
context.lineTo(0.07, 0.07);
context.lineTo(0.13, 0.02);
context.lineTo(0.2, 0.13);
break;
case 'chat':
context.rect(-0.19, -0.14, 0.38, 0.23);
context.moveTo(-0.12, 0.09);
context.lineTo(-0.12, 0.19);
context.lineTo(-0.02, 0.09);
break;
case 'gear':
context.moveTo(0.085, 0);
context.arc(0, 0, 0.085, 0, TAU);
for (let i = 0; i < 8; i += 1) {
const angle = (i / 8) * TAU;
context.moveTo(Math.cos(angle) * 0.125, Math.sin(angle) * 0.125);
context.lineTo(Math.cos(angle) * 0.195, Math.sin(angle) * 0.195);
}
break;
}
context.stroke();
}
/*
* One frame: aim the load, walk the lag to it at a fixed step, solve the beam, draw.
*
* The beam itself is solved statically — for a shelf this stiff the elastic transient is
* over inside a frame, so pretending otherwise would be fiction. What has a time constant
* is the load: a hand does not teleport, and neither does the pressure it puts on the
* shelf. Those two lags are integrated at a fixed 1/120s because they are explicit and
* first order: at a 60ms frame, dt/tau would be 1.33 and the bump would ring on arrival.
*/
function paint(scene: SceneDrawContext<DockState>): void {
const { context, width, height, state, pointer } = scene;
const now = performance.now();
const elapsed = state.clock ? Math.min(0.05, (now - state.clock) / 1000) : STEP;
state.clock = now;
// On the dock means anywhere the dock reaches: a magnified icon stands a full pitch
// above the shelf, so the band has to include the space it occupies or the bump would
// collapse the moment the pointer followed the icon it just raised.
const localX = pointer.x - state.plateX;
const onDock =
pointer.inside &&
pointer.y > state.restY - state.band &&
pointer.y < state.restY + PLATE_H + SLACK &&
localX > -state.cell &&
localX < state.plateW + state.cell;
if (onDock) {
state.lxTarget = Math.max(0, Math.min(state.plateW, localX));
state.pTarget = state.magnify ? (pointer.down ? PRESS : 1) : 0;
} else if (state.keyed >= 0) {
// Nothing is hovering but a dock button holds focus, so the arrows drive the same
// load the pointer does and the bump travels to whatever Tab reached.
state.lxTarget = state.centres[state.keyed];
state.pTarget = state.magnify ? 1 : 0;
} else {
state.pTarget = 0;
}
state.engaged = onDock;
if (state.snap) {
// With the loop stopped nothing can be walked anywhere, so the load is placed at its
// target and the beam is solved there in one step. The whole response is on screen,
// undershoot and end stiffening included; what is gone is the travel to it.
state.lx = state.lxTarget;
state.p = state.pTarget;
state.carry = 0;
} else {
state.carry += elapsed;
const steps = Math.min(MAX_STEPS, Math.floor(state.carry / STEP));
for (let i = 0; i < steps; i += 1) {
state.lx += (state.lxTarget - state.lx) * (STEP / MOVE_TAU);
state.p += (state.pTarget - state.p) * (STEP / FADE_TAU);
}
state.carry -= steps * STEP;
// A tab that was backgrounded owes nothing on return.
if (state.carry > STEP * MAX_STEPS) state.carry = 0;
}
state.aim = slotAt(state, state.lx);
deflect(state);
const { plateX, plateW, restY } = state;
context.clearRect(0, 0, width, height);
context.lineJoin = 'round';
context.lineCap = 'round';
ribbonPath(context, state);
context.fillStyle = `rgba(${INK}, 0.055)`;
context.fill();
context.lineWidth = 1;
context.strokeStyle = `rgba(${INK}, 0.13)`;
context.stroke();
for (let i = 0; i < SLOTS; i += 1) {
const w = state.wAt[i];
const size = sizeOf(state, w);
const cx = plateX + state.centres[i];
const lit = Math.max(0, Math.min(1, w / state.lift));
context.save();
// Icons ride the surface: the foot of the tile is the shelf's height at its own x, so
// the lift and the magnification are two readings of one solve.
context.translate(cx, restY - w - size / 2);
context.scale(size, size);
roundedUnit(context, 0.22);
context.fillStyle = state.tileFill;
context.fill();
context.lineWidth = 1.1 / size;
context.strokeStyle = `rgba(${ACCENT}, ${(0.18 + 0.5 * lit).toFixed(3)})`;
context.stroke();
context.lineWidth = 1.6 / size;
context.strokeStyle = `rgba(${INK}, ${(0.42 + 0.42 * lit).toFixed(3)})`;
glyph(context, APPS[i].kind);
context.restore();
if ((state.running & (1 << i)) !== 0) {
context.beginPath();
context.arc(cx, restY - w + 7, 1.6, 0, TAU);
context.fillStyle = `rgba(${ACCENT}, 0.8)`;
context.fill();
}
}
surfacePath(context, state);
context.lineWidth = 1.4;
context.strokeStyle = `rgba(${ACCENT}, 0.55)`;
context.stroke();
// The rim, at the undeflected line, drawn in front of the icons so a sunk one visibly
// passes behind it. This is the reference the eye compares against.
context.fillStyle = `rgba(${INK}, 0.26)`;
context.fillRect(plateX, restY - 0.5, plateW, 1);
}
/*
* Move the real buttons onto the tiles the solver just drew, so the focus ring rides the
* bump instead of sitting where the icon used to be. The transform is written from the same
* two numbers the canvas used; CSS owns only the centring translate, never a hand-matched
* `left`. Writes are skipped when nothing moved, which is most frames once the load settles.
*/
function place(state: DockState, buttons: (HTMLButtonElement | null)[], tip: HTMLElement | null): void {
for (let i = 0; i < SLOTS; i += 1) {
const node = buttons[i];
if (!node) continue;
const w = state.wAt[i];
const size = sizeOf(state, w);
const x = state.plateX + state.centres[i];
const y = state.restY - w - size / 2;
const scale = size / state.tile;
const slot = i * 3;
const first = Number.isNaN(state.posted[slot]);
if (
!first &&
Math.abs(state.posted[slot + 1] - y) < 0.3 &&
Math.abs(state.posted[slot + 2] - scale) < 0.004
) {
continue;
}
if (first) {
// The rest size is set once per rebuild; every frame after that is a scale, which is
// one composited property rather than a relayout eight times a frame.
node.style.width = `${state.tile.toFixed(1)}px`;
node.style.height = `${state.tile.toFixed(1)}px`;
node.style.opacity = '1';
}
state.posted[slot] = x;
state.posted[slot + 1] = y;
state.posted[slot + 2] = scale;
node.style.transform = `translate(${x.toFixed(1)}px, ${y.toFixed(1)}px) translate(-50%, -50%) scale(${scale.toFixed(3)})`;
}
if (!tip) return;
const w = state.wAt[state.aim];
const x = state.plateX + state.centres[state.aim];
const y = state.restY - w - sizeOf(state, w) - 10;
// The label is faded by the load itself, so it arrives with the bump rather than on a
// timer of its own, and it leaves when the hand does.
tip.style.transform = `translate(${x.toFixed(1)}px, ${y.toFixed(1)}px) translate(-50%, -100%)`;
tip.style.opacity = Math.max(0, Math.min(1, Math.abs(state.p) / 0.5)).toFixed(2);
}
/** `compact` is the 298x240 catalogue card: the same shelf, the same eight icons and the
* same solve, with the hint below the card dropped and the head tightened. The shelf is
* sized from the canvas box — `restY` is `height − FOOT` under a clamp and every other
* length is in icon pitches — so a shorter card is the same dock at a smaller scale. See
* `dock-magnify.css`. */
export type DockMagnifyProps = { compact?: boolean };
export function DockMagnify({ compact = false }: DockMagnifyProps) {
const reduced = useReducedMotion();
const [magnify, setMagnify] = useState(true);
const [running, setRunning] = useState(OPEN);
const [roving, setRoving] = useState(START);
const [readout, setReadout] = useState<Readout>({ aim: START });
const buttonsRef = useRef<(HTMLButtonElement | null)[]>([]);
const tipRef = useRef<HTMLParagraphElement>(null);
/** Which slot holds focus, or -1. Kept out of state: the solver reads it every frame. */
const keyedRef = useRef(-1);
/** Written by the solver so a press on the shelf knows which icon it landed under. */
const hitRef = useRef({ slot: START, engaged: false });
/** Last published readout, so an unchanged frame does not re-render the DOM. */
const postedRef = useRef<Readout>({ aim: START });
const { stageRef, canvasRef, requestRender } = useCanvasScene<DockState>({
setup: (scene: SceneSetupContext) => build(scene, reduced, magnify),
draw: (scene: SceneDrawContext<DockState>) => {
const { state } = scene;
state.snap = reduced;
state.magnify = magnify;
state.running = running;
state.keyed = keyedRef.current;
paint(scene);
place(state, buttonsRef.current, tipRef.current);
hitRef.current.slot = state.aim;
hitRef.current.engaged = state.engaged;
const posted = postedRef.current;
if (posted.aim !== state.aim) {
postedRef.current = { aim: state.aim };
setReadout(postedRef.current);
}
},
});
// Every React value the scene reads needs one of these, or a stopped loop keeps showing
// the old frame: under reduced motion nothing repaints unless something asks it to. The
// readout is deliberately absent — it is published *by* the scene, and feeding it back
// would schedule a second paint for every frame of a drag.
useEffect(() => {
requestRender();
}, [magnify, running, reduced, requestRender]);
const toggleApp = (index: number) => {
setRunning((mask) => mask ^ (1 << index));
};
const onSlotFocus = (index: number) => {
keyedRef.current = index;
setRoving(index);
requestRender();
};
const onSlotBlur = () => {
keyedRef.current = -1;
requestRender();
};
const onSlotKey = (event: KeyboardEvent<HTMLButtonElement>, index: number) => {
let next = index;
if (event.key === 'ArrowRight' || event.key === 'ArrowDown') next = index + 1;
else if (event.key === 'ArrowLeft' || event.key === 'ArrowUp') next = index - 1;
else if (event.key === 'Home') next = 0;
else if (event.key === 'End') next = SLOTS - 1;
else return;
event.preventDefault();
buttonsRef.current[Math.max(0, Math.min(SLOTS - 1, next))]?.focus({ preventScroll: true });
};
/*
* The shelf owns the pointer capture, which is why the eight icon buttons are laid over it
* with `pointer-events: none` and their clicks are routed from here instead. Edge-detecting
* `pointer.down` inside the solver would have done it too, but it drops a click that opens
* and closes between two frames; the DOM's own click never misses one.
*/
const onStagePointerDown = (event: PointerEvent<HTMLDivElement>) => {
if (!hitRef.current.engaged) return;
if ((event.target as HTMLElement).closest('button')) return;
// In a card there is nothing to hand focus to — the frame is aria-hidden and its buttons
// are out of the tab order — so the press is left to the shelf, and the click below still
// opens the app under it.
if (compact) return;
buttonsRef.current[hitRef.current.slot]?.focus({ preventScroll: true });
// The focus came from the pointer, so the pointer keeps the load: clicking an icon must
// not leave the dock magnified after the hand has gone.
keyedRef.current = -1;
};
const onStageClick = (event: MouseEvent<HTMLDivElement>) => {
if ((event.target as HTMLElement).closest('button')) return;
if (hitRef.current.engaged) toggleApp(hitRef.current.slot);
};
const app = APPS[readout.aim];
const open = (running & (1 << readout.aim)) !== 0;
return (
<div
className="dock-magnify-stage"
data-compact={compact ? 'true' : undefined}
onPointerDown={onStagePointerDown}
onClick={onStageClick}
>
<div className="dock-magnify-card">
<div ref={stageRef} className="dock-magnify-well" aria-hidden="true">
<canvas ref={canvasRef} />
</div>
<div className="dock-magnify-head">
<p className="dock-magnify-label">Dock</p>
<p className="dock-magnify-read">
{app.name}
<span className="dock-magnify-unit">{open ? 'open' : 'not running'}</span>
</p>
</div>
<button
type="button"
className="dock-magnify-toggle"
aria-pressed={magnify}
/* Still pressable in a card, but out of the tab order: the card frame is
aria-hidden, and a focusable node inside one is a trap with no label. */
tabIndex={compact ? -1 : undefined}
onClick={() => setMagnify((on) => !on)}
>
Magnification
</button>
<div className="dock-magnify-apps" role="toolbar" aria-label="Dock" aria-orientation="horizontal">
{APPS.map((each, index) => (
<button
key={each.name}
ref={(node) => {
buttonsRef.current[index] = node;
}}
type="button"
className="dock-magnify-app"
aria-pressed={(running & (1 << index)) !== 0}
/* The roving index is the toolbar's whole keyboard contract, so it stays —
except in a card, where the entire frame is out of the tab order. */
tabIndex={compact ? -1 : index === roving ? 0 : -1}
onFocus={() => onSlotFocus(index)}
onBlur={onSlotBlur}
onKeyDown={(event) => onSlotKey(event, index)}
onClick={() => toggleApp(index)}
>
<span className="dock-magnify-app-name">{each.name}</span>
</button>
))}
</div>
<p ref={tipRef} className="dock-magnify-tip" aria-hidden="true">
{app.name}
</p>
</div>
<p className="dock-magnify-hint">Hover the dock, or Tab into it</p>
</div>
);
}
export default DockMagnify;.dock-magnify-stage {
position: relative;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
width: 100%;
min-height: 23.5rem;
padding: 2.25rem 1.5rem;
overflow: hidden;
border-radius: 0.75rem;
background: radial-gradient(120% 110% at 50% 0%, #0c1620 0%, #070b12 60%, #05070c 100%);
color: #eaf3ff;
}
.dock-magnify-card {
position: relative;
width: min(30rem, 100%);
height: 15.5rem;
overflow: hidden;
border: 1px solid rgba(255, 255, 255, 0.09);
border-radius: 1rem;
background: linear-gradient(180deg, rgba(255, 255, 255, 0.04), rgba(255, 255, 255, 0.015));
isolation: isolate;
}
/* The shelf, behind everything, and the layer that owns the pointer capture — so every
other layer in the card is a sibling of it rather than a child, which would swallow the
press. Its box is the card's padding box, which is why a transform written from a canvas
pixel lands where the canvas drew. */
.dock-magnify-well {
position: absolute;
inset: 0;
touch-action: none;
}
.dock-magnify-well canvas {
display: block;
width: 100%;
height: 100%;
}
.dock-magnify-head {
position: absolute;
top: 1rem;
left: 1.25rem;
pointer-events: none;
}
.dock-magnify-label {
margin: 0 0 0.375rem;
font: 500 0.6875rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.14em;
text-transform: uppercase;
color: rgba(234, 243, 255, 0.5);
}
.dock-magnify-read {
margin: 0;
font-size: 1.3125rem;
font-weight: 500;
line-height: 1;
letter-spacing: -0.02em;
text-shadow: 0 1px 18px rgba(5, 12, 20, 0.55);
}
/* Its own line, not a suffix: at 390px a long app name plus its state would have run under
the Magnification switch in the opposite corner. */
.dock-magnify-unit {
display: block;
margin-top: 0.3125rem;
font-size: 0.75rem;
font-weight: 500;
letter-spacing: 0;
color: rgba(234, 243, 255, 0.55);
}
/* The one control that needs its own click, so it takes events back. Moving onto it leaves
the shelf, which drops the load — correct: the pointer is no longer on the dock. */
.dock-magnify-toggle {
position: absolute;
top: 1rem;
right: 1.125rem;
display: inline-flex;
align-items: center;
gap: 0.4375rem;
padding: 0.3125rem 0.625rem;
border: 1px solid rgba(234, 243, 255, 0.16);
border-radius: 999px;
background: rgba(6, 12, 20, 0.5);
font: 500 0.625rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.1em;
text-transform: uppercase;
color: rgba(234, 243, 255, 0.62);
cursor: pointer;
pointer-events: auto;
transition: border-color 160ms ease, color 160ms ease;
}
.dock-magnify-toggle::before {
content: "";
width: 0.3125rem;
height: 0.3125rem;
border-radius: 50%;
background: rgba(234, 243, 255, 0.25);
}
.dock-magnify-toggle[aria-pressed="true"] {
border-color: rgba(158, 205, 255, 0.45);
color: rgba(234, 243, 255, 0.88);
}
.dock-magnify-toggle[aria-pressed="true"]::before {
background: #9ecdff;
box-shadow: 0 0 8px rgba(158, 205, 255, 0.85);
}
.dock-magnify-toggle:focus-visible {
outline: 2px solid rgba(158, 205, 255, 0.8);
outline-offset: 3px;
}
/*
* The real dock. One button per icon, laid over the tiles the canvas draws and moved by the
* solver, so the focus ring rides the bump instead of sitting where the icon used to be.
* `pointer-events: none` keeps the press on the shelf, which owns the capture; focus still
* lands here, so Tab and the arrows reach the same eight buttons the pointer does, and a
* click on the shelf is routed to whichever of them is under it.
*/
.dock-magnify-apps {
position: absolute;
inset: 0;
pointer-events: none;
}
.dock-magnify-app {
position: absolute;
top: 0;
left: 0;
width: 2rem;
height: 2rem;
padding: 0;
border: 0;
border-radius: 0.5rem;
background: none;
pointer-events: none;
opacity: 0;
will-change: transform;
}
.dock-magnify-app:focus-visible {
outline: 2px solid rgba(158, 205, 255, 0.85);
outline-offset: 3px;
}
/* The name is the button's whole accessible content — the mark itself is painted on the
canvas, because it rides a surface the DOM has no way to bend. */
.dock-magnify-app-name {
position: absolute;
width: 1px;
height: 1px;
margin: -1px;
overflow: hidden;
clip-path: inset(50%);
white-space: nowrap;
}
/* The dock label, placed above the magnified icon by the solver and faded by the load
itself, so it arrives with the bump rather than on a timer of its own. */
.dock-magnify-tip {
position: absolute;
top: 0;
left: 0;
margin: 0;
padding: 0.25rem 0.5rem;
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 0.375rem;
background: rgba(7, 13, 21, 0.85);
font-size: 0.75rem;
font-weight: 500;
line-height: 1;
white-space: nowrap;
pointer-events: none;
opacity: 0;
will-change: transform, opacity;
}
.dock-magnify-hint {
margin: 0.9375rem 0 0;
font: 500 0.6875rem/1.5 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.07em;
text-transform: uppercase;
text-align: center;
color: rgba(234, 243, 255, 0.3);
pointer-events: none;
}
/* With the loop stopped the load is placed at its target and the beam is solved there in one
step, so the shape is the same shape — what is gone is the travel to it. Hovering, the
arrow keys and Enter all still work, and the undershoot is still on screen. */
@media (prefers-reduced-motion: reduce) {
.dock-magnify-toggle {
transition: none;
}
}
/*
* The card variant: the 298x240 catalogue frame, at that real size and never scaled.
* Nothing about the shelf is restated here. `restY` is `height − FOOT` under a clamp and
* every other length — pitch, characteristic length, lift, tile — is a multiple of the icon
* pitch, which is `plateW / 8.6`. So a 278x220 card is the same beam with the same L/pitch
* ratio, the same zero crossing at 1.65 pitches and the same trough at 2.20. What changes
* here is the room around it.
*/
.dock-magnify-stage[data-compact='true'] {
min-height: 0;
height: 100%;
padding: 0.625rem;
/* The card frame rounds and clips already. */
border-radius: 0;
}
.dock-magnify-stage[data-compact='true'] .dock-magnify-card {
width: 100%;
height: 100%;
}
/* A full-bleed surface that claims every touch traps the page inside a scrolling grid.
`pan-y` hands the vertical gesture back to the document; the load follows a hover, which
arrives either way. */
.dock-magnify-stage[data-compact='true'] .dock-magnify-well {
touch-action: pan-y;
}
/* In from the corners, so the head and the switch clear the shelf's headroom on a card
that is 60px shorter. */
.dock-magnify-stage[data-compact='true'] .dock-magnify-head {
top: 0.75rem;
left: 0.875rem;
}
.dock-magnify-stage[data-compact='true'] .dock-magnify-read {
font-size: 1.125rem;
}
.dock-magnify-stage[data-compact='true'] .dock-magnify-toggle {
top: 0.75rem;
right: 0.75rem;
gap: 0.375rem;
padding: 0.25rem 0.5rem;
}
/* It sits below the card, and the card's own title says the same thing. */
.dock-magnify-stage[data-compact='true'] .dock-magnify-hint {
display: none;
}"use client"
import { useCallback, useEffect, useRef, useState } from "react"
/**
* The canvas preamble every 2D scene needs, in one place: a DPR-scaled backing
* store, a rebuild on resize, a loop that stops when the stage scrolls out of
* view, pointer tracking with per-frame deltas, and teardown.
*
* A scene supplies two functions. `setup` builds whatever mutable state the
* animation owns and is re-run whenever the stage changes size, so the state can
* be sized to the stage without ever being resized in place. `draw` paints one
* frame from that state — it is called with the transform already scaled to
* device pixels, so every coordinate in it is a CSS pixel.
*/
export type ScenePointer = {
x: number
y: number
/** Position at the previous painted frame, so `x - lastX` is a frame delta. */
lastX: number
lastY: number
down: boolean
inside: boolean
}
export type SceneSetupContext = {
context: CanvasRenderingContext2D
width: number
height: number
dpr: number
}
export type SceneDrawContext<State> = SceneSetupContext & {
state: State
pointer: ScenePointer
/** Painted frames since the last rebuild. Useful for every-Nth-frame work. */
frame: number
}
export type CanvasSceneOptions<State> = {
setup: (context: SceneSetupContext) => State
draw: (context: SceneDrawContext<State>) => void
}
export type CanvasScene = {
/** The sizing element. Owns the pointer listeners and is what is observed. */
stageRef: (node: HTMLDivElement | null) => void
canvasRef: (node: HTMLCanvasElement | null) => void
/** Paint one frame now. The escape hatch for a paused or reduced-motion loop. */
requestRender: () => void
}
/** Live `prefers-reduced-motion`. False during SSR and the first paint. */
export function useReducedMotion() {
const [reduced, setReduced] = useState(false)
useEffect(() => {
const query = window.matchMedia("(prefers-reduced-motion: reduce)")
setReduced(query.matches)
const onChange = () => setReduced(query.matches)
query.addEventListener("change", onChange)
return () => query.removeEventListener("change", onChange)
}, [])
return reduced
}
export function useCanvasScene<State>(options: CanvasSceneOptions<State>): CanvasScene {
const reduced = useReducedMotion()
/*
* `draw` is usually an inline closure, so it is a new function on every
* render. Reading it through a ref keeps the loop from being torn down and
* the scene from being rebuilt each time the component re-renders.
*/
const optionsRef = useRef(options)
optionsRef.current = options
const stage = useRef<HTMLDivElement | null>(null)
const canvas = useRef<HTMLCanvasElement | null>(null)
/*
* Plain ref assignment, with no state behind it. React attaches refs during
* the commit phase, before passive effects run, so the effect below already
* sees both nodes on the first mount — which is why these used to bump a
* `mounted` counter for nothing: the two `setMounted` calls batched into one
* re-render, the counter went 0 → 2, and the effect's dependency on it tore
* the live scene down and rebuilt it. Every scene was constructed, measured
* and warmed twice on every mount, four times under StrictMode in dev.
*
* The requirement this trades for that: a consumer must render the stage and
* the canvas unconditionally, in the same commit as the component itself. All
* thirteen do. Gating the canvas behind a flag would leave the effect bailing
* on the null guard with nothing to re-run it.
*/
const stageRef = useCallback((node: HTMLDivElement | null) => {
stage.current = node
}, [])
const canvasRef = useCallback((node: HTMLCanvasElement | null) => {
canvas.current = node
}, [])
/** Set once the scene is live, so `requestRender` before that is a no-op. */
const render = useRef<(() => void) | null>(null)
const requestRender = useCallback(() => render.current?.(), [])
useEffect(() => {
const stageNode = stage.current
const canvasNode = canvas.current
if (!stageNode || !canvasNode) return
const context = canvasNode.getContext("2d")
if (!context) return
const pointer: ScenePointer = {
x: 0,
y: 0,
lastX: 0,
lastY: 0,
down: false,
inside: false,
}
let state: State | null = null
let width = 0
let height = 0
let dpr = 1
let frame = 0
let loop = 0
let pending = 0
let visible = true
/** Rebuild the backing store and the scene state for the current size. */
const measure = () => {
// `offsetWidth`/`offsetHeight`, not `getBoundingClientRect()`: the rect is
// post-transform, so a scene sitting inside a scaled ancestor measured its
// own frame at the scaled size, sized the backing store to that, and then
// had CSS scale the result a second time — the scene ran at a fraction of
// the box it was drawn into. The catalogue's scaled-poster branch is the
// one place that happens, and it is reachable again the moment an
// animation is registered without a card composition. These two properties
// are the untransformed layout box; both are integers, which is what the
// rounding below already reduced the rect to.
const nextWidth = Math.max(1, stageNode.offsetWidth)
const nextHeight = Math.max(1, stageNode.offsetHeight)
const nextDpr = Math.min(2, window.devicePixelRatio || 1)
if (nextWidth === width && nextHeight === height && nextDpr === dpr && state) return
width = nextWidth
height = nextHeight
dpr = nextDpr
canvasNode.width = Math.round(width * dpr)
canvasNode.height = Math.round(height * dpr)
canvasNode.style.width = `${width}px`
canvasNode.style.height = `${height}px`
frame = 0
state = optionsRef.current.setup({ context, width, height, dpr })
}
const paint = () => {
if (!state) return
// Re-applied every frame: a scene is free to install its own transform
// for a cell or a sprite, and most do.
context.setTransform(dpr, 0, 0, dpr, 0, 0)
optionsRef.current.draw({ context, width, height, dpr, state, pointer, frame })
pointer.lastX = pointer.x
pointer.lastY = pointer.y
frame += 1
}
/** One frame on the next tick, coalescing however many were asked for. */
const paintOnce = () => {
if (pending) return
pending = requestAnimationFrame(() => {
pending = 0
measure()
paint()
})
}
render.current = paintOnce
const tick = () => {
loop = requestAnimationFrame(tick)
if (visible) paint()
}
const start = () => {
if (loop || reduced) return
loop = requestAnimationFrame(tick)
}
const stop = () => {
if (!loop) return
cancelAnimationFrame(loop)
loop = 0
}
const at = (event: PointerEvent) => {
const rect = stageNode.getBoundingClientRect()
// The rect is the right thing to subtract here — `clientX` is viewport
// space and so is the rect — but the difference comes back in *rendered*
// pixels, and a scene reads `pointer` in the scene pixels `measure()` set
// up from the untransformed box. Under a CSS scale those two disagree, so
// divide the transform back out. `rect.width / offsetWidth` is the scale
// actually in force, whatever produced it, and it is exactly 1 when there
// is none.
const scale = stageNode.offsetWidth > 0 ? rect.width / stageNode.offsetWidth : 1
pointer.x = (event.clientX - rect.left) / (scale || 1)
pointer.y = (event.clientY - rect.top) / (scale || 1)
// A frozen loop still owes the user feedback for a drag.
if (reduced) paintOnce()
}
const onEnter = (event: PointerEvent) => {
pointer.inside = true
at(event)
pointer.lastX = pointer.x
pointer.lastY = pointer.y
}
const onMove = (event: PointerEvent) => {
pointer.inside = true
at(event)
}
const onDown = (event: PointerEvent) => {
pointer.down = true
at(event)
// Capture keeps a drag alive past the edge of the stage, which is where
// a hard throw naturally ends up.
stageNode.setPointerCapture(event.pointerId)
}
const onUp = (event: PointerEvent) => {
pointer.down = false
at(event)
if (stageNode.hasPointerCapture(event.pointerId)) {
stageNode.releasePointerCapture(event.pointerId)
}
}
const onLeave = () => {
pointer.inside = false
pointer.down = false
if (reduced) paintOnce()
}
stageNode.addEventListener("pointerenter", onEnter)
stageNode.addEventListener("pointermove", onMove)
stageNode.addEventListener("pointerdown", onDown)
stageNode.addEventListener("pointerup", onUp)
stageNode.addEventListener("pointercancel", onUp)
stageNode.addEventListener("pointerleave", onLeave)
const resizes = new ResizeObserver(() => paintOnce())
resizes.observe(stageNode)
/*
* An animation nobody can see is heat. The observer both pauses the loop
* and, on the way back in, repaints immediately rather than waiting a frame.
*/
const views = new IntersectionObserver(
(entries) => {
visible = entries.some((entry) => entry.isIntersecting)
if (visible) {
start()
paintOnce()
} else {
stop()
}
},
{ rootMargin: "120px" },
)
views.observe(stageNode)
measure()
paint()
start()
return () => {
render.current = null
stop()
if (pending) cancelAnimationFrame(pending)
resizes.disconnect()
views.disconnect()
stageNode.removeEventListener("pointerenter", onEnter)
stageNode.removeEventListener("pointermove", onMove)
stageNode.removeEventListener("pointerdown", onDown)
stageNode.removeEventListener("pointerup", onUp)
stageNode.removeEventListener("pointercancel", onUp)
stageNode.removeEventListener("pointerleave", onLeave)
}
}, [reduced])
return { stageRef, canvasRef, requestRender }
}