New
Toast StackStagger
A contribution calendar where activity is heat and the heat obeys the diffusion equation, so a busy week bleeds into the days beside it and cools back to ambient on its own.
'use client';
import './heat-grid.css';
import { useEffect, useRef, useState, type KeyboardEvent } from 'react';
import {
useCanvasScene,
useReducedMotion,
type SceneDrawContext,
type SceneSetupContext,
} from '@/hooks/use-canvas-scene';
/**
* A contribution calendar whose cells are a live temperature field.
*
* The glow under the cursor is the 2D heat equation dT/dt = alpha * lap(T) - k * T, integrated on the
* cell lattice by explicit finite difference at a fixed step. Explicit FD is the honest cheap solver
* for 182 cells, but it is only conditionally stable: with r = alpha * dt / dx^2 the discrete Fourier
* factor is 1 + r * (2 cos kx + 2 cos ky - 4), which at the checkerboard mode kx = ky = pi is 1 - 8r.
* The familiar 1D number r = 1/2 makes that -3, so every step multiplies alternating cells by minus
* three and the grid tears into a flickering chequerboard inside half a second. R below is pinned to
* 0.2, under the 2D ceiling of 1/4. Tweening each cell's opacity cannot stand in for this: a tween
* never hands heat to the neighbour, and cell-to-cell transport is the entire picture.
*
* Boundaries are insulated (Neumann) by mirroring: the stencil reads a ghost cell equal to the edge
* cell, so wall flux is exactly zero and interior fluxes cancel in pairs. Heat is conserved apart
* from the one explicit sink, -k * T, radiating each cell back to its ambient — and ambient is the
* recorded activity, which is why the grid reads as a plain, usable heatmap when left alone.
*/
const COLS = 26;
const ROWS = 7;
const CELLS = COLS * ROWS;
const STEP = 1 / 120;
const R = 0.2; // alpha * dt / dx^2, dx = 1 cell; 1/4 is the 2D explicit stability ceiling
const COOL = 3.4; // 1/s radiative pull back to ambient: a ~0.3 s decay, so the trail dies fast
const BRUSH = 6.2; // K/s injected under a moving pointer
const HOLD = 2.4; // multiplier while pressed, which is what makes a held source read as held
const SPREAD = 1.9; // squared brush radius, in cells
const KICK = 0.9; // impulse dropped by a keyboard step
const GAIN = 0.8; // temperature to ramp units
const WARM = 26; // setup pulse length in steps: 0.22 s, hot enough to see, short of saturation
const PAD = 18;
const HEAD = 78; // matches .heat-grid-content min-height; the calendar starts under the header
const MONTH_H = 15;
const LEGEND_H = 30;
const FOOT = 26;
const LABEL_W = 28;
// Six stops, flat so the lookup is a typed-array read. Ambient slate, then ember, then filament.
const STOPS = new Float64Array([
22, 25, 32, 74, 44, 24, 138, 70, 22, 206, 112, 26, 244, 164, 74, 255, 226, 168,
]);
const SEGS = 5;
const ramp = (t: number): string => {
const x = t > 0 ? (t < 1 ? t : 1) : 0; // the ternary order also turns a stray NaN into 0
const f = x * SEGS;
const s = Math.min(SEGS - 1, Math.floor(f));
const k = f - s;
const a = s * 3;
const b = a + 3;
const r = Math.round(STOPS[a] + (STOPS[b] - STOPS[a]) * k);
const g = Math.round(STOPS[a + 1] + (STOPS[b + 1] - STOPS[a + 1]) * k);
const l = Math.round(STOPS[a + 2] + (STOPS[b + 2] - STOPS[a + 2]) * k);
return `rgb(${r}, ${g}, ${l})`;
};
const MONTHS = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep', 'Oct', 'Nov', 'Dec'];
const WEEKDAYS = ['Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat', 'Sun'];
const DAY_MS = 86400000;
const START = Date.UTC(2026, 2, 9); // a Monday, so row 0 is Monday for all 26 columns
// Sim index is row-major (r * COLS + c); the date runs down each week column, so day = c * 7 + r.
const dateOf = (i: number): Date =>
new Date(START + ((i % COLS) * 7 + Math.floor(i / COLS)) * DAY_MS);
const mix = (n: number): number => {
let x = Math.imul(n ^ 0x9e3779b9, 0x85ebca6b);
x = Math.imul(x ^ (x >>> 13), 0xc2b2ae35);
return ((x ^ (x >>> 16)) >>> 0) / 4294967296;
};
const COUNTS = new Int16Array(CELLS);
const AMBIENT = new Float64Array(CELLS);
let total = 0;
for (let i = 0; i < CELLS; i += 1) {
const row = Math.floor(i / COLS);
const q = mix((i % COLS) * 7 + row);
const n = Math.floor(q * q * (row > 4 ? 6 : 19)) + (q > 0.87 ? 11 : 0);
COUNTS[i] = n;
AMBIENT[i] = Math.min(1, n / 14) * 0.62; // the data owns the lower ramp; heat owns the top
total += n;
}
const TOTAL = total.toLocaleString('en-US');
const TODAY = 4 * COLS + (COLS - 1); // Friday of the newest week
interface State {
clock: number;
carry: number;
u: Float64Array; // excess temperature over ambient, in ramp units
next: Float64Array;
src: Float64Array; // injection rate per cell, rebuilt every frame
x0: number;
y0: number;
pitch: number;
size: number;
wasDown: boolean;
snap: boolean;
}
const advance = (s: State): void => {
const u = s.u;
const n = s.next;
for (let r = 0; r < ROWS; r += 1) {
// The mirrored ghost cell: at a wall the offset collapses to 0, so the stencil reads this cell
// in place of the missing neighbour and the wall flux is identically zero. Without the mirror the
// four edges leak into nothing and the top row would read colder than the middle for no reason.
const up = r > 0 ? -COLS : 0;
const dn = r < ROWS - 1 ? COLS : 0;
for (let c = 0; c < COLS; c += 1) {
const i = r * COLS + c;
const lf = c > 0 ? -1 : 0;
const rt = c < COLS - 1 ? 1 : 0;
const lap = u[i + lf] + u[i + rt] + u[i + up] + u[i + dn] - 4 * u[i];
const v = u[i] + R * lap - STEP * COOL * u[i] + STEP * s.src[i];
// Every source is positive, so u >= 0 holds analytically; the clamp is only here so a single
// bad float can never take up permanent residence in the field.
n[i] = v > 0 ? Math.min(v, 4) : 0;
}
}
s.u = n;
s.next = u;
};
const paint = (s: State, cx: number, cy: number, rate: number): void => {
const c1 = Math.max(0, Math.ceil(cx - 2));
const c2 = Math.min(COLS - 1, Math.floor(cx + 2));
const r1 = Math.max(0, Math.ceil(cy - 2));
const r2 = Math.min(ROWS - 1, Math.floor(cy + 2));
for (let r = r1; r <= r2; r += 1) {
const dy = r - cy;
for (let c = c1; c <= c2; c += 1) {
const dx = c - cx;
s.src[r * COLS + c] += rate * Math.exp(-(dx * dx + dy * dy) / SPREAD);
}
}
};
/** A held source at one cell for `steps` steps, then released. Shared by setup and reduced motion. */
const pulse = (s: State, i: number, steps: number): void => {
paint(s, i % COLS, Math.floor(i / COLS), BRUSH * HOLD);
for (let k = 0; k < steps; k += 1) {
advance(s);
}
s.src.fill(0);
};
const MONO = 'ui-monospace, SFMono-Regular, Menlo, monospace';
const MUTED = '#6d7382';
const render = (
ctx: CanvasRenderingContext2D,
width: number,
height: number,
s: State,
sel: number,
): void => {
ctx.fillStyle = '#0b0d12';
ctx.fillRect(0, 0, width, height);
const { x0, y0, pitch, size } = s;
// Squares, never ctx.roundRect: its typing moves between DOM library versions.
for (let i = 0; i < CELLS; i += 1) {
ctx.fillStyle = ramp(AMBIENT[i] + s.u[i] * GAIN);
ctx.fillRect(x0 + (i % COLS) * pitch, y0 + Math.floor(i / COLS) * pitch, size, size);
}
ctx.lineWidth = 1.5;
ctx.strokeStyle = 'rgba(236, 238, 243, 0.86)';
const sx = x0 + (sel % COLS) * pitch;
const sy = y0 + Math.floor(sel / COLS) * pitch;
ctx.strokeRect(sx - 1.5, sy - 1.5, size + 3, size + 3);
ctx.font = `500 10px ${MONO}`;
ctx.fillStyle = MUTED;
ctx.textBaseline = 'middle';
ctx.textAlign = 'right';
for (let r = 0; r < ROWS; r += 2) {
ctx.fillText(WEEKDAYS[r], x0 - 8, y0 + r * pitch + size / 2);
}
ctx.textAlign = 'left';
let seen = dateOf(0).getUTCMonth();
let mark = -9;
for (let c = 1; c < COLS; c += 1) {
const m = dateOf(c).getUTCMonth();
if (m !== seen) {
seen = m;
if (c - mark >= 3) {
ctx.fillText(MONTHS[m], x0 + c * pitch, y0 - MONTH_H / 2);
mark = c;
}
}
}
// The legend is the cells' own ramp function sampled across its whole range, so a hot cell can be
// read off it instead of being an unexplained bright square.
const ly = y0 + ROWS * pitch + LEGEND_H / 2;
const sw = Math.max(7, Math.min(12, size * 0.55));
ctx.font = `500 9px ${MONO}`;
ctx.fillText('AMBIENT', x0, ly);
let lx = x0 + ctx.measureText('AMBIENT').width + 9;
for (let k = 0; k < 6; k += 1) {
ctx.fillStyle = ramp(k / SEGS);
ctx.fillRect(lx, ly - sw / 2, sw, sw);
lx += sw + 3;
}
ctx.fillStyle = MUTED;
ctx.fillText('HOT', lx + 5, ly);
};
/** `compact` is the 298x240 catalogue card: the same field, solved by the same explicit
* step, with the header cut to one line along the bottom so the calendar is the whole
* subject. Presentation only — see `heat-grid.css`. */
export type HeatGridProps = { compact?: boolean };
export function HeatGrid({ compact = false }: HeatGridProps) {
const reduced = useReducedMotion();
const [sel, setSel] = useState(TODAY);
const kick = useRef<number | null>(null);
const setup = ({ width, height }: SceneSetupContext): State => {
const gw = Math.max(1, width - PAD * 2 - LABEL_W);
const gh = Math.max(1, height - HEAD - MONTH_H - LEGEND_H - FOOT);
const pitch = Math.max(4, Math.min(gw / COLS, gh / ROWS)); // square cells, never a zero divisor
const s: State = {
clock: 0,
carry: 0,
u: new Float64Array(CELLS),
next: new Float64Array(CELLS),
src: new Float64Array(CELLS),
x0: PAD + LABEL_W + Math.max(0, (gw - pitch * COLS) / 2),
y0: HEAD + MONTH_H + Math.max(0, (gh - pitch * ROWS) / 2),
pitch,
size: pitch - Math.max(1, Math.min(4, pitch * 0.17)),
wasDown: false,
snap: reduced,
};
// Warm the real solver before the first paint. A reader scrolling a gallery gets a pulse already
// spreading and dying on the newest week, rather than a still grid waiting to be touched.
pulse(s, sel, WARM);
return s;
};
const draw = ({ context, width, height, state, pointer }: SceneDrawContext<State>) => {
// Refreshed every frame, not just in setup: the preference can flip without a resize.
state.snap = reduced;
const now = performance.now() / 1000;
const dt = state.clock === 0 ? 0 : Math.min(0.05, now - state.clock);
state.clock = now;
const cx = (pointer.x - state.x0 - state.size / 2) / state.pitch;
const cy = (pointer.y - state.y0 - state.size / 2) / state.pitch;
const over = pointer.inside && cx > -1.5 && cx < COLS + 0.5 && cy > -1.5 && cy < ROWS + 0.5;
const hit = kick.current;
kick.current = null;
if (state.snap) {
// No loop to spread anything over time, so a keyboard step resolves at once: clear the field
// and run the same held source for the same number of steps setup used.
if (hit !== null) {
state.u.fill(0);
pulse(state, hit, WARM);
}
} else {
state.src.fill(0);
if (over) {
paint(state, cx, cy, pointer.down ? BRUSH * HOLD : BRUSH);
}
if (hit !== null) {
state.u[hit] += KICK; // a keypress is a discrete impulse, not a rate held over a frame
}
state.carry += dt;
let n = 0;
while (state.carry >= STEP && n < 8) {
advance(state);
state.carry -= STEP;
n += 1;
}
if (n === 8) {
state.carry = 0; // a backgrounded tab must not come back owing 400 steps
}
}
if (pointer.down && !state.wasDown && over) {
const c = Math.min(COLS - 1, Math.max(0, Math.round(cx)));
const r = Math.min(ROWS - 1, Math.max(0, Math.round(cy)));
if (r * COLS + c !== sel) {
setSel(r * COLS + c);
}
}
state.wasDown = pointer.down;
render(context, width, height, state, sel);
};
const { stageRef, canvasRef, requestRender } = useCanvasScene<State>({ setup, draw });
useEffect(() => requestRender(), [reduced, requestRender]);
const step = (dc: number, dr: number): void => {
const c = Math.min(COLS - 1, Math.max(0, (sel % COLS) + dc));
const r = Math.min(ROWS - 1, Math.max(0, Math.floor(sel / COLS) + dr));
kick.current = r * COLS + c;
setSel(r * COLS + c);
requestRender();
};
const onKey = (event: KeyboardEvent<HTMLButtonElement>): void => {
const dc = event.key === 'ArrowRight' ? 1 : event.key === 'ArrowLeft' ? -1 : 0;
const dr = event.key === 'ArrowDown' ? 1 : event.key === 'ArrowUp' ? -1 : 0;
if (dc === 0 && dr === 0) {
return;
}
event.preventDefault();
step(dc, dr);
};
const day = dateOf(sel);
const count = COUNTS[sel];
const stamp = `${WEEKDAYS[Math.floor(sel / COLS)]} ${day.getUTCDate()} ${MONTHS[day.getUTCMonth()]}`;
return (
<div className="heat-grid-stage" data-compact={compact ? 'true' : undefined}>
<div ref={stageRef} className="heat-grid-surface">
<canvas ref={canvasRef} aria-hidden="true" />
</div>
<div className="heat-grid-content">
<div className="heat-grid-titles">
<h3 className="heat-grid-title">Deploy activity</h3>
<p className="heat-grid-meta">{TOTAL} deploys in 26 weeks, diffusing at 24 cells²/s</p>
</div>
{/* Still clickable in a card, and clicking it still drops heat on the probed
day, but out of the tab order: the card frame is aria-hidden, and a focusable
node inside one is a trap with no label. */}
<button
type="button"
className="heat-grid-probe"
tabIndex={compact ? -1 : undefined}
aria-keyshortcuts="ArrowUp ArrowDown ArrowLeft ArrowRight"
aria-label={`Heat ${stamp}, ${count} deploys. Arrow keys move the probe.`}
onClick={() => step(0, 0)}
onKeyDown={onKey}
>
<span className="heat-grid-probe-day">{stamp}</span>
<span className="heat-grid-probe-count">
{count} {count === 1 ? 'deploy' : 'deploys'}
</span>
</button>
</div>
<p className="heat-grid-hint">drag to warm, hold to pin</p>
</div>
);
}
export default HeatGrid;.heat-grid-stage {
position: relative;
width: 100%;
min-height: 20rem;
overflow: hidden;
border-radius: 0.875rem;
background: #0b0d12;
color: #eceef3;
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Helvetica, Arial, sans-serif;
}
/* No border on the measured host: `inset: 0` resolves against the padding box, so a border would
slide the canvas origin a pixel off the grid that the pointer-to-cell maths assumes. An inset
shadow draws the same hairline without moving anything. */
.heat-grid-surface {
position: absolute;
inset: 0;
border-radius: inherit;
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.055);
touch-action: none;
}
.heat-grid-surface canvas {
display: block;
width: 100%;
height: 100%;
}
/* Transparent to the pointer so a drag started anywhere over the header still warms cells; the
probe button takes events back. Height is in px, not rem, because the canvas reserves exactly
78 device-independent pixels for this band before it lays out the calendar. */
.heat-grid-content {
position: relative;
display: flex;
min-height: 78px;
align-items: flex-start;
justify-content: space-between;
gap: 1rem;
padding: 1.0625rem 1.125rem 0;
pointer-events: none;
}
.heat-grid-titles {
min-width: 0;
}
.heat-grid-title {
margin: 0;
font-size: 0.9375rem;
font-weight: 600;
letter-spacing: -0.01em;
}
.heat-grid-meta {
margin: 0.3125rem 0 0;
overflow: hidden;
color: #99a0ad;
font-size: 0.75rem;
font-variant-numeric: tabular-nums;
white-space: nowrap;
text-overflow: ellipsis;
}
.heat-grid-probe {
display: grid;
flex: none;
gap: 0.125rem;
margin: 0;
padding: 0.4375rem 0.6875rem;
appearance: none;
border: 0;
border-radius: 0.5rem;
background: rgba(255, 255, 255, 0.05);
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.09);
color: #eceef3;
font: inherit;
text-align: right;
cursor: pointer;
pointer-events: auto;
transition:
background-color 150ms ease,
box-shadow 150ms ease;
}
.heat-grid-probe:hover {
background: rgba(244, 164, 74, 0.14);
box-shadow: inset 0 0 0 1px rgba(244, 164, 74, 0.42);
}
.heat-grid-probe:focus-visible {
outline: 2px solid rgba(244, 164, 74, 0.8);
outline-offset: 2px;
}
.heat-grid-probe-day {
font-size: 0.75rem;
font-weight: 600;
letter-spacing: -0.005em;
}
.heat-grid-probe-count {
color: #f4a44a;
font-size: 0.6875rem;
font-variant-numeric: tabular-nums;
}
.heat-grid-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;
pointer-events: none;
color: rgba(236, 238, 243, 0.3);
}
/*
* The animation frame loop never starts, so what is switched off is the diffusion in time: no warm
* trail following the cursor, no glow decaying after you leave. The canvas still paints the recorded
* grid and one already-spread pulse on the selected day, produced by running the same explicit
* solver to that point inside setup — a still of the physics rather than a different picture.
*/
@media (prefers-reduced-motion: reduce) {
.heat-grid-probe {
transition: none;
}
}
/*
* The card variant: the 298x240 catalogue frame, at that real size and never scaled. The
* calendar already lays itself out against the live canvas box, so nothing here resizes it
* — all this does is crop the band the header used to occupy and cut the header itself down
* to one strip along the bottom, which is the only part of the box the canvas keeps empty.
*/
.heat-grid-stage[data-compact='true'] {
min-height: 0;
height: 100%;
/* The card frame rounds and clips already. */
border-radius: 0;
}
/*
* `HEAD` in the tsx reserves the top 78px of the canvas for the header that used to sit
* there, and in a card the header no longer does. Lifting the measured host by exactly that
* band crops it out of view, so the calendar centres in what is left instead of floating in
* the lower half under 78px of nothing: at 298 wide the pitch is capped by the width, which
* pins the grid at 234x63 however tall the host is, so the lift is the whole of the fix.
* In pixels, because that constant is in pixels.
*
* `pan-y` because a full-bleed drag surface that claims every touch traps the page inside a
* scrolling grid. The vertical gesture goes back to the document; a horizontal drag still
* warms cells, which is the gesture this mechanism is about.
*/
.heat-grid-stage[data-compact='true'] .heat-grid-surface {
inset: -78px 0 0 0;
touch-action: pan-y;
}
/*
* The strip lands in the gap under the legend: `FOOT` holds the legend 26px clear of the
* canvas floor and the lift above leaves it around 150px down, so the two never meet.
* `pointer-events: none` is inherited from the rule above and left alone, so a drag started
* over the strip still warms cells; the probe goes on taking its own clicks back.
*/
.heat-grid-stage[data-compact='true'] .heat-grid-content {
position: absolute;
inset: auto 0 0 0;
min-height: 0;
align-items: center;
gap: 0.5rem;
padding: 0.75rem;
}
/* The one line of text that stays, at a fixed rem — never `vw`, which would read the
viewport rather than the 298px card. Ellipsised rather than wrapped, so it cannot
quietly become two lines next to a long date. */
.heat-grid-stage[data-compact='true'] .heat-grid-title {
overflow: hidden;
font-size: 0.8125rem;
white-space: nowrap;
text-overflow: ellipsis;
}
/* The paragraph would be the second line and the hint the third; the card's own title
already says what this is, and the legend on the canvas explains the colour. */
.heat-grid-stage[data-compact='true'] .heat-grid-meta,
.heat-grid-stage[data-compact='true'] .heat-grid-hint {
display: none;
}
/* Day and count side by side instead of stacked, so the probe is one line ~20px tall and
reads as part of the strip rather than a block sitting on it. It stays because a click
on it drops heat on the probed day, which is worth having in a card. */
.heat-grid-stage[data-compact='true'] .heat-grid-probe {
grid-auto-flow: column;
align-items: baseline;
gap: 0.375rem;
padding: 0.1875rem 0.5rem;
border-radius: 0.375rem;
}
.heat-grid-stage[data-compact='true'] .heat-grid-probe-day {
font-size: 0.6875rem;
}
.heat-grid-stage[data-compact='true'] .heat-grid-probe-count {
font-size: 0.625rem;
}"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 }
}