New
Relaxation TypingLoaders
A loading state that spends energy instead of looping. The coin's tilt carries the remaining work and its rattle rises as the disk lies down, the way a real Euler disk finishes — audibly close before it stops.
'use client';
import './euler-disk-spinner.css';
import { useEffect, useId, useRef } from 'react';
import { useCanvasScene, useReducedMotion, type SceneDrawContext, type SceneSetupContext } from '@/hooks/use-canvas-scene';
/**
* A determinate loader whose spinner is Euler's disk: a coin rolling on its rim, rattling faster
* as it dies, then lying flat and dead the moment the job is done.
*
* Rolling without slipping locks the precession rate to the inclination, Omega^2 = (4g/3R)/sin a,
* so Omega DIVERGES like a^-1/2 while the energy E = MgR*sin a drains away. Two sinks drain it:
* air squeezed out of the closing wedge, P ~ Omega^2/sin a (Moffatt), and rolling friction at the
* contact, P ~ Omega. Dividing by dE/da = MgR*cos a gives the equation this file integrates,
*
* da/dt = -(C_v * Omega^2 / sin a + C_r * Omega) / cos a,
*
* whose viscous term alone makes a^3 fall linearly in time: a reaches zero at a finite instant
* with the rate still climbing. That is why this beats a rotating arc — the ending is a real
* singularity, not a fade-out.
*
* a and Omega are separate states and Omega is capped at the step limit. Solve Omega from the
* constraint alone and the last frames turn over more than a lap each: the contact point aliases
* into a jitter and the coin tears off the plate one frame before it should be flat.
*/
const TAU = Math.PI * 2;
const STEP = 1 / 240; // the rattle clears 7 Hz before it dies; 120 Hz aliases the tail
const MAX_SUBSTEPS = 8;
const ALPHA_START = 0.6; // rad of inclination at full energy: 34 degrees, a 2.5 s run
const SIN_START = Math.sin(ALPHA_START);
const ALPHA_FLOOR = 0.0035; // the drain divides by sin(alpha), so it never sees zero
const ALPHA_STOP = 0.006; // the singularity has arrived: lie flat and stop dead
const GRAV_COUPLE = 26; // 4g/3R in stage units: 1.1 Hz at full tilt, 7.3 Hz at the cap
const OMEGA_CAP = 46; // rad/s, i.e. 0.19 rad per substep — the last frames climb toward this
const VISC_DRAIN = 1.0e-4; // air in the closing wedge: only wins below 5 degrees, as Moffatt has it
const ROLL_DRAIN = 0.018; // rolling friction, the sink that carries the first two seconds
const CONSTRAINT_LAG = 120; // contact friction pulling Omega onto the rolling constraint: 8 ms,
// because the constraint gains 30 rad/s in the run's last 70 ms
const TRAIL_MAX = 40;
const TRAIL_SPACING = 0.09; // rad of precession per sample, so the tail reads the same at any rate
const WARM_SECONDS = 0.45; // first painted frame already has tilt, a tail and a percentage
const CAM_FOOT = 0.42; // sin(camera elevation): how flat the plate reads
const CAM_RISE = 0.906; // cos(camera elevation): how much height reads
const RIM_SEGMENTS = 44;
const WIDE_PX = 512;
const COIN_EDGE = '#f3c04a';
const COIN_DARK = '#4b3a15';
interface State {
clock: number;
carry: number;
alpha: number;
omega: number;
phase: number;
settled: boolean;
sinceSample: number;
/** (phase, alpha) per sample, never pixels — a resize must not invalidate the tail. */
trail: Float64Array;
trailHead: number;
trailCount: number;
pctShown: number;
rateShown: number;
settleShown: boolean;
kickSeen: number;
wasDown: boolean;
}
type View = { cx: number; cy: number; r: number };
/** Readouts are written straight to the DOM; the nodes only exist after mount. */
function setText(node: HTMLElement | null, text: string): void {
if (node) {
node.textContent = text;
}
}
/** The rolling constraint. Capped, because sin(alpha)^-1/2 outruns any fixed timestep. */
function constraintOmega(alpha: number): number {
return Math.min(OMEGA_CAP, Math.sqrt(GRAV_COUPLE / Math.max(Math.sin(alpha), ALPHA_FLOOR)));
}
function pushTrail(state: State): void {
const i = state.trailHead * 2;
state.trail[i] = state.phase;
state.trail[i + 1] = state.alpha;
state.trailHead = (state.trailHead + 1) % TRAIL_MAX;
if (state.trailCount < TRAIL_MAX) {
state.trailCount += 1;
}
}
function advance(state: State): void {
if (state.settled) {
return;
}
// E = MgR*sin(alpha), so the divisor is dE/dalpha = MgR*cos(alpha), not MgR. The run starts at
// 34 degrees, where the small-angle shortcut understates the drain by about 20%.
const lean = Math.max(Math.sin(state.alpha), ALPHA_FLOOR);
const k = 1 - Math.exp(-STEP * CONSTRAINT_LAG);
state.omega += (constraintOmega(state.alpha) - state.omega) * k;
const power = (VISC_DRAIN * state.omega * state.omega) / lean + ROLL_DRAIN * state.omega;
// Explicit Euler against a rate that diverges: below about 0.03 rad one step already asks for more
// than the whole remaining tilt, which would leave a negative alpha in state and hand that negative
// alpha to the trail sample taken further down this same call. Capping the drop at half the tilt
// keeps the approach one-sided; arrival is still finite because a halving reaches ALPHA_STOP two or
// three steps later, and the cap only ever engages inside the last few milliseconds.
const drop = Math.min((power / Math.cos(state.alpha)) * STEP, state.alpha * 0.5);
state.alpha -= drop;
state.phase = (state.phase + state.omega * STEP) % TAU;
state.sinceSample += state.omega * STEP;
if (state.sinceSample >= TRAIL_SPACING) {
pushTrail(state);
state.sinceSample = 0;
}
if (state.alpha <= ALPHA_STOP) {
state.alpha = 0;
state.omega = 0;
state.settled = true;
}
}
function kick(state: State): void {
state.alpha = ALPHA_START;
state.omega = constraintOmega(ALPHA_START);
state.settled = false;
state.carry = 0;
state.sinceSample = 0;
state.trailHead = 0;
state.trailCount = 0;
}
function warm(state: State, seconds: number): void {
for (let left = seconds; left > 0; left -= STEP) {
advance(state);
}
}
// The coin keeps clear of the card: 1.44r of rim can rise above the centre when the disc leans
// away from the camera, so the radius is bounded by the height as well as the width.
function viewFor(width: number, height: number): View {
const wide = width >= WIDE_PX;
const r = wide
? Math.min(width * 0.19, height * 0.27, 112)
: Math.min(width * 0.28, height * 0.19, 96);
return {
cx: wide ? width * 0.73 : width * 0.5,
cy: wide ? height * 0.5 : height * 0.32,
r: Math.max(34, r),
};
}
/**
* The rim of the disc: centre fixed at height R*sin(alpha), contact point riding a circle of
* radius R*cos(alpha) at azimuth `phase`. `scale` draws a smaller concentric ring in the same
* plane — the centre height stays R*sin(alpha), so it must not be folded into the radius.
* `flat` drops the height for the overhead shadow.
*/
function rimPath(
context: CanvasRenderingContext2D,
view: View,
state: State,
flat: boolean,
scale: number,
): void {
const ca = Math.cos(state.alpha);
const sa = Math.sin(state.alpha);
const cp = Math.cos(state.phase);
const sp = Math.sin(state.phase);
const r = view.r * scale;
context.beginPath();
for (let i = 0; i <= RIM_SEGMENTS; i += 1) {
const psi = (i / RIM_SEGMENTS) * TAU;
const cw = Math.cos(psi);
const sw = Math.sin(psi);
const x = r * (sp * cw + ca * cp * sw);
const y = r * (ca * sp * sw - cp * cw);
const z = flat ? 0 : view.r * sa - r * sa * sw;
const sx = view.cx + x;
const sy = view.cy - y * CAM_FOOT - z * CAM_RISE;
if (i === 0) {
context.moveTo(sx, sy);
} else {
context.lineTo(sx, sy);
}
}
context.closePath();
}
function paintPlate(context: CanvasRenderingContext2D, view: View, state: State): void {
const halo = view.r * 2.6;
const glow = context.createRadialGradient(view.cx, view.cy, 0, view.cx, view.cy, halo);
glow.addColorStop(0, 'rgba(243, 192, 74, 0.15)');
glow.addColorStop(0.5, 'rgba(243, 192, 74, 0.05)');
glow.addColorStop(1, 'rgba(243, 192, 74, 0)');
context.fillStyle = glow;
context.beginPath();
context.ellipse(view.cx, view.cy, halo, halo * CAM_FOOT + view.r, 0, 0, TAU);
context.fill();
const plate = view.r * 1.6;
context.beginPath();
context.ellipse(view.cx, view.cy, plate, plate * CAM_FOOT, 0, 0, TAU);
context.fillStyle = 'rgba(255, 248, 235, 0.045)';
context.fill();
context.lineWidth = 1;
context.strokeStyle = 'rgba(255, 248, 235, 0.13)';
context.stroke();
const ring = view.r * Math.cos(state.alpha);
context.beginPath();
context.ellipse(view.cx, view.cy, ring, ring * CAM_FOOT, 0, 0, TAU);
context.strokeStyle = 'rgba(243, 192, 74, 0.16)';
context.stroke();
}
/**
* The contact point's own track, sampled per 0.09 rad of precession rather than per frame so the
* tail is the same length at 1 Hz and at 7 Hz. Drawn in two passes: the disc's footprint all but
* covers the track, so one pass either buries the near half under the coin or floats the far half
* over it. Nearer means lower on screen, which is sin(azimuth) < 0.
*/
function paintTrail(context: CanvasRenderingContext2D, view: View, state: State, near: boolean): void {
const start = (state.trailHead - state.trailCount + TRAIL_MAX) % TRAIL_MAX;
for (let i = 0; i < state.trailCount; i += 1) {
const j = ((start + i) % TRAIL_MAX) * 2;
const swing = Math.sin(state.trail[j]);
if ((swing < 0) !== near) {
continue;
}
const age = (i + 1) / state.trailCount;
const reach = view.r * Math.cos(state.trail[j + 1]);
const sx = view.cx + reach * Math.cos(state.trail[j]);
const sy = view.cy - reach * swing * CAM_FOOT;
context.beginPath();
context.arc(sx, sy, 0.6 + age * 2.2, 0, TAU);
context.fillStyle = `rgba(243, 192, 74, ${age * age * 0.5})`;
context.fill();
}
}
function paintCoin(context: CanvasRenderingContext2D, view: View, state: State): void {
const ca = Math.cos(state.alpha);
const sa = Math.sin(state.alpha);
const cp = Math.cos(state.phase);
const sp = Math.sin(state.phase);
const r = view.r;
rimPath(context, view, state, true, 1);
context.fillStyle = 'rgba(3, 4, 7, 0.55)';
context.fill();
const lowX = view.cx + r * ca * cp;
const lowY = view.cy - r * ca * sp * CAM_FOOT;
const highX = view.cx - r * ca * cp;
const highY = view.cy + r * ca * sp * CAM_FOOT - 2 * r * sa * CAM_RISE;
const face = context.createLinearGradient(highX, highY, lowX, lowY);
face.addColorStop(0, '#fce6ab');
face.addColorStop(0.5, COIN_EDGE);
face.addColorStop(1, COIN_DARK);
context.lineJoin = 'round';
rimPath(context, view, state, false, 1);
context.fillStyle = face;
context.fill();
context.lineWidth = 2;
context.strokeStyle = 'rgba(255, 245, 222, 0.5)';
context.stroke();
rimPath(context, view, state, false, 0.62);
context.lineWidth = 1;
context.strokeStyle = 'rgba(74, 55, 18, 0.5)';
context.stroke();
if (!state.settled) {
context.beginPath();
context.arc(lowX, lowY, 3, 0, TAU);
context.fillStyle = '#fff6de';
context.fill();
}
}
/** `compact` is the 298x240 catalogue card: the same coin and the same solver, with the
* copy cut to one line along the bottom edge and the plate given the middle of the box.
* Presentation only — see `euler-disk-spinner.css`. */
export type EulerDiskSpinnerProps = { compact?: boolean };
export function EulerDiskSpinner({ compact = false }: EulerDiskSpinnerProps) {
const reduced = useReducedMotion();
const uid = useId();
const statusId = `${uid}-status`;
const sim = useRef<State | null>(null);
const kicks = useRef(0);
const statusRef = useRef<HTMLParagraphElement | null>(null);
const meterRef = useRef<HTMLDivElement | null>(null);
const fillRef = useRef<HTMLSpanElement | null>(null);
const pctRef = useRef<HTMLSpanElement | null>(null);
const rateRef = useRef<HTMLSpanElement | null>(null);
const buttonRef = useRef<HTMLButtonElement | null>(null);
// The run outlives setup deliberately. setup re-runs on every resize, and building the state
// there would restart the job under the reader each time the pane changes width.
const setup: (c: SceneSetupContext) => State = () => {
const existing = sim.current;
if (existing) {
return existing;
}
const state: State = {
clock: 0, carry: 0, alpha: ALPHA_START, omega: constraintOmega(ALPHA_START), phase: 0,
settled: false, sinceSample: 0, trail: new Float64Array(TRAIL_MAX * 2), trailHead: 0,
trailCount: 0, pctShown: -1, rateShown: -1, settleShown: false, kickSeen: kicks.current,
wasDown: false,
};
if (reduced) {
state.alpha = 0;
state.omega = 0;
state.settled = true;
} else {
warm(state, WARM_SECONDS);
}
state.settleShown = !state.settled;
sim.current = state;
return state;
};
// Percentage is the energy already gone, 1 - sin(alpha)/sin(alpha_0), so the readout accelerates
// because the dissipation does. Written straight to the DOM: setState per frame would re-run setup.
const syncReadouts = (state: State) => {
const pct = state.settled
? 100
: Math.max(0, Math.min(99, Math.round((1 - Math.sin(state.alpha) / SIN_START) * 100)));
if (pct !== state.pctShown) {
state.pctShown = pct;
setText(pctRef.current, `${pct}%`);
if (fillRef.current) {
fillRef.current.style.width = `${pct}%`;
}
meterRef.current?.setAttribute('aria-valuenow', String(pct));
}
if (state.settleShown !== state.settled) {
state.settleShown = state.settled;
state.rateShown = -1;
setText(statusRef.current, state.settled ? 'Bundle ready' : 'Compiling template bundle');
setText(buttonRef.current, state.settled ? 'Spin it up again' : 'Add energy');
}
const hz = state.omega / TAU;
if (Math.abs(hz - state.rateShown) >= 0.05 && rateRef.current) {
state.rateShown = hz;
setText(rateRef.current, state.settled ? 'at rest' : `${hz.toFixed(1)} Hz rattle`);
}
};
const draw = ({ context, width, height, state, pointer }: SceneDrawContext<State>) => {
if (!context) {
return;
}
const now = performance.now() / 1000;
const dt = state.clock === 0 ? 0 : Math.min(0.05, now - state.clock);
state.clock = now;
if (reduced) {
state.alpha = 0;
state.omega = 0;
state.settled = true;
state.trailCount = 0;
} else {
const press = pointer.down && pointer.inside;
if ((press && !state.wasDown) || kicks.current !== state.kickSeen) {
kick(state);
}
state.wasDown = press;
state.kickSeen = kicks.current;
state.carry += dt;
let n = 0;
while (state.carry >= STEP && n < MAX_SUBSTEPS) {
advance(state);
state.carry -= STEP;
n += 1;
}
if (n === MAX_SUBSTEPS) {
state.carry = 0;
}
}
const view = viewFor(width, height);
context.clearRect(0, 0, width, height);
paintPlate(context, view, state);
paintTrail(context, view, state, false);
paintCoin(context, view, state);
paintTrail(context, view, state, true);
syncReadouts(state);
};
const { stageRef, canvasRef, requestRender } = useCanvasScene<State>({ setup, draw });
useEffect(() => requestRender(), [reduced, requestRender]);
// Keyboard and pointer arrive here by the same route: the button's click. A press on the plate
// itself is picked up from the pointer edge inside draw.
const spin = () => {
kicks.current += 1;
requestRender();
};
return (
<div className="euler-disk-spinner-stage" data-compact={compact ? 'true' : undefined}>
<div ref={stageRef} className="euler-disk-spinner-surface">
<canvas ref={canvasRef} aria-hidden="true" />
</div>
<div className="euler-disk-spinner-content">
<div className="euler-disk-spinner-card">
<p ref={statusRef} id={statusId} className="euler-disk-spinner-status" role="status">
{reduced ? 'Bundle ready' : 'Compiling template bundle'}
</p>
<p className="euler-disk-spinner-detail">
{/* No item count here. It read "24 registry items" — a number that was
never checked against the catalogue and was wrong by the time anyone
read it. The line describes the kind of work, which stays true. */}
One bundle, one lockfile, no network. The coin holds the work that is left.
</p>
<div
ref={meterRef}
className="euler-disk-spinner-meter"
role="progressbar"
aria-labelledby={statusId}
aria-valuemin={0}
aria-valuemax={100}
aria-valuenow={reduced ? 100 : 0}
>
<span ref={fillRef} className="euler-disk-spinner-fill" />
</div>
<div className="euler-disk-spinner-row">
<span ref={pctRef} className="euler-disk-spinner-pct">
{reduced ? '100%' : '0%'}
</span>
<span ref={rateRef} className="euler-disk-spinner-rate" aria-hidden="true">
{reduced ? 'at rest' : '1.1 Hz rattle'}
</span>
</div>
<button
ref={buttonRef}
type="button"
className="euler-disk-spinner-button"
disabled={reduced}
// The card frame is aria-hidden, so inside it the button leaves the tab order.
// It stays clickable — only the keyboard path is withdrawn.
tabIndex={compact ? -1 : undefined}
onClick={spin}
>
{reduced ? 'Spin it up again' : 'Add energy'}
</button>
</div>
</div>
<p className="euler-disk-spinner-hint">press to spin it up</p>
</div>
);
}
export default EulerDiskSpinner;.euler-disk-spinner-stage {
position: relative;
display: block;
width: 100%;
min-height: 20rem;
overflow: hidden;
border-radius: 0.75rem;
background: radial-gradient(120% 120% at 72% 18%, #14110b 0%, #0a0a0e 58%, #06070a 100%);
color: #f6f1e6;
}
/* The plate is measured off this box, so it carries no border: `inset: 0` is against
the padding box and a border would slide the contact circle off the plate. */
.euler-disk-spinner-surface {
position: absolute;
inset: 0;
touch-action: none;
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.07);
border-radius: inherit;
}
.euler-disk-spinner-surface canvas {
display: block;
width: 100%;
height: 100%;
}
/* Transparent to the pointer so a press anywhere on the plate spins the coin up;
the button takes events back for itself. */
.euler-disk-spinner-content {
position: relative;
display: flex;
align-items: flex-end;
min-height: 20rem;
padding: 1.5rem;
pointer-events: none;
}
.euler-disk-spinner-card {
width: min(17.5rem, 100%);
}
.euler-disk-spinner-status {
margin: 0;
font-size: 1.0625rem;
font-weight: 500;
letter-spacing: -0.015em;
text-shadow: 0 1px 16px rgba(6, 7, 10, 0.85);
}
.euler-disk-spinner-detail {
margin: 0.375rem 0 0.875rem;
font-size: 0.8125rem;
line-height: 1.45;
color: rgba(246, 241, 230, 0.56);
text-shadow: 0 1px 14px rgba(6, 7, 10, 0.8);
}
.euler-disk-spinner-meter {
position: relative;
height: 0.25rem;
overflow: hidden;
border-radius: 999px;
background: rgba(246, 241, 230, 0.12);
box-shadow: 0 1px 14px rgba(6, 7, 10, 0.6);
}
.euler-disk-spinner-fill {
display: block;
width: 0;
height: 100%;
border-radius: inherit;
background: linear-gradient(90deg, rgba(243, 192, 74, 0.5), #f3c04a);
}
.euler-disk-spinner-row {
display: flex;
align-items: baseline;
justify-content: space-between;
gap: 0.75rem;
margin-top: 0.5rem;
font: 500 0.6875rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
font-variant-numeric: tabular-nums;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.euler-disk-spinner-pct {
color: #f3c04a;
}
.euler-disk-spinner-rate {
color: rgba(246, 241, 230, 0.42);
}
.euler-disk-spinner-button {
appearance: none;
margin: 1rem 0 0;
padding: 0.5rem 1rem;
border: 1px solid rgba(243, 192, 74, 0.38);
border-radius: 999px;
background: rgba(243, 192, 74, 0.1);
font: inherit;
font-size: 0.8125rem;
font-weight: 500;
color: #f8dfa2;
cursor: pointer;
pointer-events: auto;
transition:
border-color 160ms ease,
background-color 160ms ease,
color 160ms ease;
}
.euler-disk-spinner-button:hover {
border-color: rgba(243, 192, 74, 0.7);
background: rgba(243, 192, 74, 0.18);
color: #fff4dc;
}
.euler-disk-spinner-button:focus-visible {
outline: 2px solid rgba(243, 192, 74, 0.8);
outline-offset: 2px;
}
.euler-disk-spinner-hint {
position: absolute;
right: 0.875rem;
bottom: 0.75rem;
margin: 0;
font: 500 0.6875rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.08em;
text-transform: uppercase;
color: rgba(246, 241, 230, 0.26);
pointer-events: none;
}
.euler-disk-spinner-button:disabled {
border-color: rgba(246, 241, 230, 0.16);
background: rgba(246, 241, 230, 0.04);
color: rgba(246, 241, 230, 0.4);
cursor: default;
}
/*
* The loop never starts, so what is switched off is the run-down itself: the coin is
* painted at alpha = 0, omega = 0 — the exact fixed point of the solver — with the job
* reported finished. The spin-up control is disabled and the press hint removed rather
* than left as an affordance that cannot move, and the button transitions go too.
*/
@media (prefers-reduced-motion: reduce) {
.euler-disk-spinner-button {
transition: none;
}
.euler-disk-spinner-hint {
display: none;
}
}
/*
* The card variant: the 298x240 catalogue frame, at that real size and never scaled.
* The copy comes off the plate and down to a single strip along the bottom edge, and
* the coin is given the middle of the box to rattle in.
*/
.euler-disk-spinner-stage[data-compact='true'] {
min-height: 0;
height: 100%;
/* The card frame rounds and clips already. */
border-radius: 0;
}
/*
* `viewFor` in the tsx puts the plate at 0.32 of the canvas height and bounds the coin's
* radius by 0.19 of it — proportions for a 20rem marketing stage, which inside a 240px
* card is a 46px radius sitting in the top third with the bottom half of the frame empty.
* Nothing is scaled to fix that: the surface is handed a taller box and the empty tail of
* it is cropped by the stage's own `overflow: hidden`. 240 / 0.64 = 375, so 0.32 of the
* box lands at exactly half the visible height — at any frame height, since the extension
* is a percentage of it — and the radius bound becomes 0.297 of it: a 71px radius, and
* the plate centred. The canvas stays 1:1 with CSS pixels; below the plate there is
* nothing to lose but the outer 2% of the halo gradient, which is what the crop takes.
*
* `pan-y`, not `none`: a full-bleed drag surface that claims every touch traps the page
* inside a scrolling grid of cards, and this mechanism only ever asked for a press —
* which still lands, along with every horizontal drag.
*/
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-surface {
bottom: -56.25%;
touch-action: pan-y;
/* Three sides of a 1px inset ring, the fourth cropped away, reads as a seam. */
box-shadow: none;
}
/*
* The text layer off the plate and onto the bottom edge. The strip stands 45px tall and
* the plate's rim reaches 168px of the 240, so the two never meet. Still deaf to the
* pointer, so a press through the strip spins the coin up; the button goes on taking its
* own clicks back.
*/
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-content {
position: absolute;
inset: auto 0 0 0;
min-height: 0;
padding: 0.75rem;
pointer-events: none;
}
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-card {
display: flex;
align-items: center;
gap: 0.5rem;
width: 100%;
}
/* The paragraph, the two numeric readouts the meter already gives visually, and a hint
the button makes redundant: a second and a third line of text, all of it. */
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-detail,
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-row,
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-hint {
display: none;
}
/* The one line that stays, at a fixed 13px and held to a single line. It is the heading
because the heading is the state readout — it turns over to 'Bundle ready' the instant
the coin lies flat, which is the event the mechanism exists to show. */
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-status {
flex: 1 1 auto;
min-width: 0;
overflow: hidden;
font-size: 0.8125rem;
line-height: 1.2;
white-space: nowrap;
text-overflow: ellipsis;
}
/* The meter out of the row and full-bleed along the very bottom edge, 3px of it: still
the live progressbar, but it no longer spends any of the line's width. */
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-meter {
position: absolute;
inset: auto 0 0 0;
height: 0.1875rem;
border-radius: 0;
}
/* Kept, and kept clickable: it is the one control that re-runs the spin-up from the top.
`tabIndex={-1}` in the component keeps it out of the tab order under the card frame's
`aria-hidden`. */
.euler-disk-spinner-stage[data-compact='true'] .euler-disk-spinner-button {
flex: none;
margin: 0;
padding: 0.25rem 0.625rem;
font-size: 0.6875rem;
line-height: 1;
pointer-events: auto;
}"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 }
}