New
Slosh GaugeNumber Tickers
A typing indicator whose three dots are coupled to each other rather than delayed behind each other. Drag it toward a faster typist and the ripple tightens into a near-simultaneous blink instead of merely running quicker, which a keyframe stagger cannot do at any duration.
'use client';
import './relaxation-typing.css';
import { useEffect, useRef, useState, type KeyboardEvent } from 'react';
import {
useCanvasScene,
useReducedMotion,
type SceneDrawContext,
type SceneSetupContext,
} from '@/hooks/use-canvas-scene';
/*
* THREE COUPLED RELAXATION OSCILLATORS — the neon-lamp kind, one lamp per dot.
*
* Each dot is a capacitor charging through the cadence resistor toward the supply:
*
* dV/dt = (VS - V) / (R·C) → V(t) = VS - (VS - V0)·exp(-t / R·C)
*
* At V_FIRE the lamp breaks down and a much smaller resistance appears across the same
* capacitor, so the same first-order equation runs again toward a far lower target:
*
* dV/dt = (VS - V)/(R·C) + (V_EXT + u - V)/(R_ON·C)
*
* and it keeps conducting until the arc current (V - V_EXT)/R_ON falls below I_MAINT. That
* is the entire mechanism: one linear equation whose coefficients switch on a threshold,
* with hysteresis between the strike and the drop-out. Both legs are stepped with the exact
* solution of dV/dt = (V∞ - V)/τ over a fixed 1/240 s, which is what survives the 25:1
* stiffness ratio between charging and dumping with no stability guard anywhere.
*
* The three are not three copies of one thing. Each lamp's arc current returns through a
* shared cathode resistor wired into the *next* stage's return, lifting it by u = R_K·I.
* That lift both pushes the follower's capacitor voltage down and raises the potential it
* has to climb to, so a conducting stage holds the stage downstream of it off until its own
* arc drops out. The dots are phase-coupled, not delayed.
*
* NOT a sine wave with a phase offset. NOT three eased keyframes on a stagger. NOT a spring
* pulled toward a rounded target. NOT a gradient sweep. There is no duration in this file.
*
* THE CONSEQUENCE YOU ONLY GET BY SOLVING IT: the period is R·C·ln((VS-V_OFF)/(VS-V_FIRE))
* plus the dump, and the cascade lag is the dump alone, set by R_ON·C — two different
* products, and the cadence control only touches R. Dragging it stretches the period from
* 229 ms to 583 ms while the gap from the first dot to the third only drifts 89 ms to 76 ms,
* so the wave does not merely slow down: the spread sweeps from 39% of a cycle to 13% and the
* ripple visibly tightens into a near-simultaneous blink. A keyframe stagger is always a
* fraction of its duration and cannot do that. And every rise is an exponential against a
* vertical collapse — 4.6:1 asymmetric at the fast end, 17:1 at the slow end — which is not a
* shape any ease-in-out produces at any control points.
*/
/** Lamps in the chain. Three, because a typing indicator has three dots. */
const STAGES = 3;
/** Supply, volts. 15 V of headroom over the strike keeps the climb steep when it arrives. */
const V_SUPPLY = 105;
/** Breakdown voltage, volts. Nothing conducts below it; this is the upper switch. */
const V_FIRE = 90;
/** Arc voltage the capacitor dumps toward, volts. 28 V under the strike. */
const V_EXT = 62;
/** Conducting resistance, MΩ. 26 kΩ against 220–660 kΩ charging: the 25:1 that makes the
* fall look vertical next to the rise while both are the same exponential. */
const R_ON = 0.026;
/** Maintaining current, µA. Below it the arc cannot sustain itself and the lamp opens. */
const I_MAINT = 350;
/** Drop-out voltage: V_EXT + R_ON·I_MAINT = 71.1 V. The floor of every cycle, and with
* V_FIRE the 18.9 V swing that one dot's brightness is mapped from. */
const V_OFF = V_EXT + R_ON * I_MAINT;
/** Shared cathode resistor, MΩ. 4 kΩ lifts a follower 4.4 V at peak arc current, the least
* that gates it completely: at 2 kΩ the gate leaks and the spread collapses to 17%, and at
* 0 the chain is three unrelated lamps whose dots scatter to 85% of a cycle apart. */
const R_K = 0.004;
/** Capacitances, µF, falling along the chain so every follower is intrinsically the faster
* lamp and is always pressing against the gate ahead of it rather than trailing it. */
const CAPS = [1, 0.97, 0.94];
/** Cadence resistance at the slow end of the pot, MΩ, and at the fast end. The 3:1 span is
* the whole travel: 583 ms down to 229 ms per cycle. */
const R_SLOW = 0.66;
const R_FAST = 0.22;
/** Keystrokes a minute reported at R_SLOW — 12 wpm, a thumb on a phone. */
const KEYS_SLOW = 60;
/** Pot span. The law is logarithmic, so equal travel is an equal *ratio* of charging
* current and the reported cadence stays exactly proportional to VS/R. */
const KEYS_SPAN = R_SLOW / R_FAST;
/** Solver step, seconds: four per display frame, and a sixth of the dump's 24 ms τ. */
const STEP = 1 / 240;
/** Substep ceiling. 12 × STEP is 50 ms, the same window the frame delta is clamped to. */
const MAX_STEPS = 12;
/** Seconds run before the first paint. The chain needs seven of them to converge at the
* slowest cadence — only twelve cycles. */
const SETTLE = 8;
/** Runaway bound on settle's stop-on-strike search, in solver steps: comfortably past one
* cycle at the slowest cadence, so only the strike itself ever ends that loop. */
const STRIKE_STEPS = 160;
/** Where the pot starts: mid-travel, 105 keys/min, a 23% spread with all three dots
* separately legible and the asymmetry already obvious. */
const START = 0.5;
/** One arrow press, as a fraction of travel — 24 notches from end to end. */
const KEY_STEP = 1 / 24;
/** Card side padding in CSS px, matching the face's 1.375rem. */
const INSET = 22;
/** Avatar box, CSS px (1.75rem), and the gap either side of the pill (0.625rem). */
const AVATAR = 28;
const GAP = 10;
/** The typing pill: 60 × 24 px with the three dots on a 16 px pitch about its centre. */
const PILL_W = 60;
const PILL_H = 24;
const DOT_PITCH = 16;
const DOT_R = 3.4;
/** How far a dot rides up between drop-out and strike, CSS px. Small on purpose: the read
* is meant to come from the brightness, with the lift only confirming it. */
const LIFT = 5;
/** Cadence track, CSS px up from the bottom of the card. */
const TRACK_Y = 15;
/** Near-white, and the one accent. Everything else is one of these under an alpha. */
const INK = '234, 243, 255';
const ACCENT = '158, 205, 255';
const TAU = Math.PI * 2;
/** Everything the chain owns. Geometry is `readonly` because only `setup` may write it. */
interface RelaxationState {
/** Centre line of the indicator row, CSS px. */
readonly rowY: number;
/** Left edge of the pill, CSS px. */
readonly pillX: number;
readonly trackX: number;
readonly trackW: number;
readonly trackY: number;
/** Capacitor-side node voltage of each lamp. */
readonly node: Float64Array;
/** Arc current of each lamp from the step just taken, µA. */
readonly amps: Float64Array;
/** Cathode lift each lamp is sitting on, volts. */
readonly lift: Float64Array;
/** Which lamps are conducting. */
readonly lit: boolean[];
/** Simulated time of each lamp's most recent strike, seconds. */
readonly struck: Float64Array;
/** Simulated seconds since the scene was built. */
sim: number;
/** `performance.now()` at the last paint, and the unspent remainder of the frame delta. */
clock: number;
carry: number;
/** Pot travel, 0 slow to 1 fast. */
drive: number;
/** True while a press owns the pot, so a drag survives leaving the card. */
dragging: boolean;
/** The travel the frozen picture was solved for. NaN forces a re-solve. */
frozen: number;
snap: boolean;
postedX: number;
postedY: number;
}
function clamp01(value: number): number {
return value < 0 ? 0 : value > 1 ? 1 : value;
}
/** The pot's law, and the cadence it is calibrated in. Both geometric in the travel, which
* is what keeps the reported keystroke rate proportional to the charging current. */
function ohmsFor(drive: number): number {
return R_SLOW / KEYS_SPAN ** drive;
}
function keysFor(drive: number): number {
return KEYS_SLOW * KEYS_SPAN ** drive;
}
/**
* One fixed step of the whole chain. Arc currents and cathode lifts first, from the voltages
* as they stand; then every capacitor is moved by the exact solution of its own linear leg;
* then the two thresholds are tested. Nothing here is scaled by a frame time.
*/
function advance(state: RelaxationState, ohms: number): void {
const { node, amps, lift, lit, struck } = state;
for (let i = 0; i < STAGES; i += 1) {
amps[i] = lit[i] ? Math.max(0, (node[i] - lift[i] - V_EXT) / R_ON) : 0;
}
// The cathode resistor stores nothing, so its drop is algebraic rather than integrated:
// stage i rides on the arc current of stage i-1, and the master rides on nothing.
lift[0] = 0;
for (let i = 1; i < STAGES; i += 1) lift[i] = R_K * amps[i - 1];
for (let i = 0; i < STAGES; i += 1) {
let rate = 1 / (ohms * CAPS[i]);
let flow = V_SUPPLY / (ohms * CAPS[i]);
if (lit[i]) {
rate += 1 / (R_ON * CAPS[i]);
flow += (V_EXT + lift[i]) / (R_ON * CAPS[i]);
}
// τ = 1/Σ(1/RC) and V∞ = τ·Σ(V/RC): the two legs in parallel, solved over the step
// instead of differenced across it. A forward difference would need h under 50 µs to
// stay bounded while a lamp conducts, which is twelve times this step.
const tau = 1 / rate;
const rest = flow * tau;
node[i] = rest + (node[i] - rest) * Math.exp(-STEP / tau);
}
for (let i = 0; i < STAGES; i += 1) {
const across = node[i] - lift[i];
if (lit[i]) {
if ((across - V_EXT) / R_ON < I_MAINT) lit[i] = false;
continue;
}
if (across < V_FIRE) continue;
lit[i] = true;
struck[i] = state.sim;
}
state.sim += STEP;
}
/**
* Run the chain until it has locked, then on to the master's next strike. Stopping on a
* strike is what makes the frozen reduced-motion picture the same picture every time instead
* of whichever phase the clock happened to land on.
*/
function settle(state: RelaxationState, ohms: number): void {
const steps = Math.round(SETTLE / STEP);
for (let k = 0; k < steps; k += 1) advance(state, ohms);
const mark = state.struck[0];
for (let k = 0; k < STRIKE_STEPS && state.struck[0] === mark; k += 1) advance(state, ohms);
state.frozen = state.drive;
}
function build(
{ width, height }: SceneSetupContext,
drive: number,
snap: boolean,
): RelaxationState {
const state: RelaxationState = {
rowY: height - 64,
pillX: INSET + AVATAR + GAP,
trackX: INSET,
trackW: Math.max(40, width - INSET * 2),
trackY: height - TRACK_Y,
// Staggered start voltages so the chain has somewhere to lock *from*. Where it ends up is
// the coupling's business, not this line's: with R_K at 0 and the capacitors detuned the
// three phases just drift past each other forever, which is how the gate was measured.
node: Float64Array.from([92, 86, 80]),
amps: new Float64Array(STAGES),
lift: new Float64Array(STAGES),
lit: [false, false, false],
struck: new Float64Array(STAGES),
sim: 0,
clock: 0,
carry: 0,
drive,
dragging: false,
frozen: Number.NaN,
snap,
postedX: Number.NaN,
postedY: Number.NaN,
};
settle(state, ohmsFor(drive));
return state;
}
/**
* The pill, the three dots, and the pot's rail. Every dot's brightness, radius and lift come
* off the same capacitor voltage — there is no second animation of the dots anywhere.
*/
function paint({ context, width, height, state }: SceneDrawContext<RelaxationState>): void {
context.clearRect(0, 0, width, height);
// The pill the dots sit in. The tint, and nothing else, carries the accent here.
const pillY = state.rowY - PILL_H / 2;
const radius = PILL_H / 2;
context.beginPath();
context.moveTo(state.pillX + radius, pillY);
context.arcTo(state.pillX + PILL_W, pillY, state.pillX + PILL_W, pillY + PILL_H, radius);
context.arcTo(state.pillX + PILL_W, pillY + PILL_H, state.pillX, pillY + PILL_H, radius);
context.arcTo(state.pillX, pillY + PILL_H, state.pillX, pillY, radius);
context.arcTo(state.pillX, pillY, state.pillX + PILL_W, pillY, radius);
context.closePath();
context.fillStyle = `rgba(${ACCENT}, 0.07)`;
context.fill();
context.strokeStyle = `rgba(${INK}, 0.1)`;
context.lineWidth = 1;
context.stroke();
for (let i = 0; i < STAGES; i += 1) {
const across = state.node[i] - state.lift[i];
const charge = clamp01((across - V_OFF) / (V_FIRE - V_OFF));
const x = state.pillX + PILL_W / 2 + (i - 1) * DOT_PITCH;
// Half the lift each way, so the swing is centred in the pill rather than hanging off
// the top of it — a discharged dot sits low, a charged one sits high, neither is off axis.
const y = state.rowY + LIFT / 2 - charge * LIFT;
if (state.lit[i]) {
// The strike itself: a bloom that exists only while the arc is drawing current.
context.beginPath();
context.arc(x, y, DOT_R * 2.7, 0, TAU);
context.fillStyle = `rgba(${ACCENT}, 0.1)`;
context.fill();
}
context.beginPath();
context.arc(x, y, DOT_R * (0.8 + 0.28 * charge), 0, TAU);
context.fillStyle = `rgba(${ACCENT}, ${0.3 + 0.62 * charge})`;
context.fill();
}
// The pot. Six ticks, then the rail, then the travelled part in the accent so the knob
// the DOM places on top reads as a level rather than a loose plate.
context.strokeStyle = `rgba(${INK}, 0.12)`;
context.lineWidth = 1;
for (let k = 0; k <= 6; k += 1) {
const x = Math.round(state.trackX + (k / 6) * state.trackW) + 0.5;
context.beginPath();
context.moveTo(x, state.trackY - 4);
context.lineTo(x, state.trackY - 8);
context.stroke();
}
context.beginPath();
context.moveTo(state.trackX, state.trackY);
context.lineTo(state.trackX + state.trackW, state.trackY);
context.strokeStyle = `rgba(${INK}, 0.14)`;
context.stroke();
context.beginPath();
context.moveTo(state.trackX, state.trackY);
context.lineTo(state.trackX + state.drive * state.trackW, state.trackY);
context.strokeStyle = `rgba(${ACCENT}, 0.5)`;
context.lineWidth = 2;
context.stroke();
}
/**
* The knob is a real DOM `role="slider"`, so it has to be moved to the pixel the canvas drew
* the rail's travel to. Writing it from the solver's own geometry is what keeps the two from
* drifting; nothing in the stylesheet knows where the track is.
*/
function place(node: HTMLElement | null, state: RelaxationState): void {
if (!node) return;
const x = state.trackX + state.drive * state.trackW;
const y = state.trackY;
if (Math.abs(x - state.postedX) < 0.4 && Math.abs(y - state.postedY) < 0.4) return;
// The knob has no position until the solver has been asked for one, so it starts
// transparent rather than in the corner. Opacity and not `visibility`, which would take
// the slider out of the accessibility tree for as long as it took to place it.
if (Number.isNaN(state.postedX)) node.style.opacity = '1';
state.postedX = x;
state.postedY = y;
node.style.transform = `translate(${x.toFixed(1)}px, ${y.toFixed(1)}px) translate(-50%, -50%)`;
}
/**
* A support thread whose typing indicator is the oscillator chain.
*
* The canvas layer takes every pointer event, so the messages, the indicator row and the
* knob all sit over it in sibling layers that are transparent to the pointer. The knob is
* still the real slider: a press anywhere on the card hands it focus, so the keyboard reaches
* the same cadence control the mouse is dragging.
*/
/** `compact` is the 298x240 catalogue card: the same chain, the same three lamps and the same
* cadence pot, with the hint below the card dropped and the transcript tightened. Not one of
* the numbers the canvas and the stylesheet share is touched — the indicator row's 2.75rem
* offset and 2.5rem height are what put its centre on `height − 64`, and the 1.375rem side
* inset is `INSET`. See `relaxation-typing.css`. */
export type RelaxationTypingProps = { compact?: boolean };
export function RelaxationTyping({ compact = false }: RelaxationTypingProps) {
const reduced = useReducedMotion();
const [readout, setReadout] = useState(() => ({
keys: Math.round(keysFor(START) / 5) * 5,
}));
/** What the labels are showing, so `draw` only touches React when a number changes. */
const shownRef = useRef(readout);
/** The pot position the solver is holding, read by `setup` and by the key handler. */
const driveRef = useRef(START);
const knobRef = useRef<HTMLDivElement>(null);
/**
* A keypress leaves the travel it wants here for the next frame to take, rather than
* reaching into the solver from an event handler: the pot has to move between substeps or
* the chain integrates half a step against the old resistance.
*/
const pendingRef = useRef<number | null>(null);
const draw = (scene: SceneDrawContext<RelaxationState>) => {
const { state, pointer } = scene;
state.snap = reduced;
// The latch is what keeps a drag alive once the pointer has been thrown past the edge of
// the card: the hook holds the capture, but `inside` goes false at the boundary.
if (!pointer.down) state.dragging = false;
else if (pointer.inside) state.dragging = true;
if (state.dragging) state.drive = clamp01((pointer.x - state.trackX) / state.trackW);
const pending = pendingRef.current;
if (pending !== null) {
pendingRef.current = null;
state.drive = clamp01(pending);
}
const ohms = ohmsFor(state.drive);
if (state.snap) {
// The loop is stopped, so an accumulator advanced once per repaint would never arrive.
// Re-solve to the locked answer for the pot's new position instead — the same chain,
// run until it settles, which is the only honest still frame of an oscillator. Drag and
// the arrow keys both still change the value and both still redraw.
if (state.frozen !== state.drive) settle(state, ohms);
state.clock = 0;
state.carry = 0;
} else {
const now = performance.now();
const elapsed = state.clock ? Math.min(0.05, (now - state.clock) / 1000) : STEP;
state.clock = now;
state.carry += elapsed;
const count = Math.min(MAX_STEPS, Math.floor(state.carry / STEP));
for (let k = 0; k < count; k += 1) advance(state, ohms);
if (count > 0) state.carry -= count * STEP;
// A tab left in the background for a minute comes back owing far more than the ceiling
// can pay; dropping the debt is better than a burst of stale steps.
if (state.carry > STEP * MAX_STEPS) state.carry = 0;
state.frozen = Number.NaN;
}
paint(scene);
place(knobRef.current, state);
driveRef.current = state.drive;
const next = { keys: Math.round(keysFor(state.drive) / 5) * 5 };
if (next.keys !== shownRef.current.keys) {
shownRef.current = next;
setReadout(next);
}
};
const { stageRef, canvasRef, requestRender } = useCanvasScene<RelaxationState>({
setup: (scene) => build(scene, driveRef.current, reduced),
draw,
});
// The labels are React and the lamps are not, so a change of reading — or of the motion
// preference, which stops the loop outright — has to ask for the one repaint that keeps the
// canvas showing the same cadence the text does.
useEffect(() => {
requestRender();
}, [readout, reduced, requestRender]);
/** Arrows step the pot by a notch, Home and End take it to the ends of its travel. */
const handleKey = (event: KeyboardEvent<HTMLDivElement>) => {
const drive = driveRef.current;
if (event.key === 'ArrowRight' || event.key === 'ArrowUp') {
pendingRef.current = drive + KEY_STEP;
} else if (event.key === 'ArrowLeft' || event.key === 'ArrowDown') {
pendingRef.current = drive - KEY_STEP;
} else if (event.key === 'End') {
pendingRef.current = 1;
} else if (event.key === 'Home') {
pendingRef.current = 0;
} else {
return;
}
event.preventDefault();
requestRender();
};
return (
<div
className="relaxation-typing-stage"
data-compact={compact ? 'true' : undefined}
/* The knob is transparent to the pointer so the canvas keeps the press and the capture
with it; without this the pot could only ever be reached by Tab. In a card there is
nothing to hand focus to — the whole frame is aria-hidden — so the press is left to
the canvas alone. */
onPointerDown={
compact ? undefined : () => knobRef.current?.focus({ preventScroll: true })
}
>
<div
className="relaxation-typing-card"
role="group"
aria-label="Support thread with Priya Raman"
>
<div ref={stageRef} className="relaxation-typing-well" aria-hidden="true">
<canvas ref={canvasRef} />
</div>
<div className="relaxation-typing-face">
<div className="relaxation-typing-head">
<span className="relaxation-typing-label">Thread 4821</span>
<span className="relaxation-typing-label">{readout.keys} keys/min</span>
</div>
<ol className="relaxation-typing-log">
<li className="relaxation-typing-note">
<span className="relaxation-typing-who">Priya</span>
<p className="relaxation-typing-said">
The invoice still shows last month’s plan.
</p>
</li>
<li className="relaxation-typing-note relaxation-typing-note-mine">
<span className="relaxation-typing-who">You</span>
<p className="relaxation-typing-said">
Checking now — your card was charged on the 3rd.
</p>
</li>
</ol>
</div>
{/* Absolutely placed, because the canvas paints the three dots into the gap this row
reserves and both have to agree on one number: the row's centre line. */}
<p className="relaxation-typing-live">
<span className="relaxation-typing-avatar" aria-hidden="true">
PR
</span>
<span className="relaxation-typing-dots" aria-hidden="true" />
Priya is typing
</p>
<div
ref={knobRef}
className="relaxation-typing-knob"
role="slider"
tabIndex={compact ? -1 : 0}
aria-label="Incoming keystroke cadence"
aria-valuemin={KEYS_SLOW}
aria-valuemax={Math.round(KEYS_SLOW * KEYS_SPAN)}
aria-valuenow={readout.keys}
aria-valuetext={`${readout.keys} keystrokes a minute`}
onKeyDown={handleKey}
/>
</div>
<p className="relaxation-typing-hint">
<span>Drag for a faster typist</span>
</p>
</div>
);
}
export default RelaxationTyping;/*
* Two colours and a tint: near-white ink, one accent, and that accent under a tenth of an
* alpha for the outgoing bubble, the avatar and the pill the dots live in. Nothing here
* animates — every moving pixel is painted by the solver in the .tsx, and the one geometric
* number this file shares with it is the indicator row's centre line, which the canvas
* derives as `height - 64` from the row's own `bottom` and `height`.
*/
.relaxation-typing-stage {
position: relative;
display: grid;
align-content: center;
justify-items: center;
gap: 0.75rem;
width: 100%;
min-height: 22rem;
padding: 2rem 1.5rem;
overflow: hidden;
border-radius: 0.75rem;
background: radial-gradient(120% 110% at 50% 0%, #0c1620 0%, #070b12 60%, #05070c 100%);
color: #eaf3ff;
}
.relaxation-typing-card {
position: relative;
width: min(23rem, 100%);
height: 16.5rem;
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 canvas layer. It owns the pointer, which is why every layer above it is inert. */
.relaxation-typing-well {
position: absolute;
inset: 0;
touch-action: none;
}
.relaxation-typing-well canvas {
display: block;
width: 100%;
height: 100%;
}
/* Transparent to the pointer, so a press over the transcript still takes the cadence pot.
The bottom padding is the control's room: the indicator row and the pot both live inside
it and nothing in the flow may reach them. */
.relaxation-typing-face {
position: relative;
display: flex;
height: 100%;
flex-direction: column;
padding: 1.25rem 1.375rem 5.25rem;
pointer-events: none;
}
.relaxation-typing-head {
display: flex;
justify-content: space-between;
gap: 0.75rem;
margin-bottom: 0.75rem;
}
.relaxation-typing-label {
font: 500 0.625rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.14em;
text-transform: uppercase;
color: rgba(234, 243, 255, 0.5);
white-space: nowrap;
}
/* `justify-content: flex-end` plus `overflow: hidden` is what makes this a transcript: if the
messages ever outgrow the space — three lines a bubble on a narrow phone — the oldest one
clips off the top rather than pushing the indicator row down onto the pot. */
.relaxation-typing-log {
display: flex;
flex: 1;
min-height: 0;
flex-direction: column;
justify-content: flex-end;
gap: 0.5rem;
margin: 0;
padding: 0;
overflow: hidden;
list-style: none;
}
.relaxation-typing-note {
display: flex;
flex-direction: column;
align-items: flex-start;
gap: 0.25rem;
}
.relaxation-typing-note-mine {
align-items: flex-end;
}
.relaxation-typing-who {
font: 500 0.625rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.12em;
text-transform: uppercase;
color: rgba(234, 243, 255, 0.34);
}
.relaxation-typing-said {
max-width: 88%;
margin: 0;
padding: 0.5rem 0.6875rem;
border: 1px solid rgba(255, 255, 255, 0.07);
border-radius: 0.625rem 0.625rem 0.625rem 0.1875rem;
background: rgba(255, 255, 255, 0.04);
font-size: 0.78125rem;
line-height: 1.4;
color: rgba(234, 243, 255, 0.78);
}
/* The tint, and the only place the accent carries a whole surface. */
.relaxation-typing-note-mine .relaxation-typing-said {
border-color: rgba(158, 205, 255, 0.2);
border-radius: 0.625rem 0.625rem 0.1875rem;
background: rgba(158, 205, 255, 0.09);
color: rgba(234, 243, 255, 0.9);
}
/* The indicator row: 2.5rem tall, 2.75rem up, so its centre sits 4rem — 64px — above the
bottom of the card, which is the line the canvas draws the pill and the dots on. */
.relaxation-typing-live {
position: absolute;
right: 1.375rem;
bottom: 2.75rem;
left: 1.375rem;
display: flex;
height: 2.5rem;
align-items: center;
gap: 0.625rem;
margin: 0;
font-size: 0.78125rem;
color: rgba(234, 243, 255, 0.62);
pointer-events: none;
}
.relaxation-typing-avatar {
display: grid;
flex: none;
place-items: center;
width: 1.75rem;
height: 1.75rem;
border: 1px solid rgba(158, 205, 255, 0.28);
border-radius: 50%;
background: rgba(158, 205, 255, 0.09);
font: 600 0.625rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.06em;
color: rgba(234, 243, 255, 0.82);
}
/* Reserves the 3.75rem the canvas paints the pill into. Deliberately empty: the dots are the
three lamps, and CSS has no business drawing them. */
.relaxation-typing-dots {
flex: none;
width: 3.75rem;
height: 1.5rem;
}
/*
* The pot's knob. Its `transform` is written by the solver every frame from the same track
* geometry the canvas drew the rail with, so the only thing CSS owns here is the second
* translate that centres it on the point it is handed. `pointer-events: none` is what keeps
* the press on the canvas, where the capture is; focus still lands here, so Tab and the arrow
* keys reach the real slider.
*/
.relaxation-typing-knob {
position: absolute;
top: 0;
left: 0;
width: 1.75rem;
height: 1.125rem;
border: 1px solid rgba(158, 205, 255, 0.45);
border-radius: 0.3125rem;
background: linear-gradient(180deg, rgba(158, 205, 255, 0.22), rgba(8, 14, 22, 0.74));
box-shadow:
0 2px 10px rgba(4, 9, 16, 0.6),
inset 0 1px 0 rgba(234, 243, 255, 0.18);
pointer-events: none;
opacity: 0;
will-change: transform;
transition: border-color 160ms ease;
}
/* Knurl, so the plate reads as something a hand holds rather than a rounded rectangle. */
.relaxation-typing-knob::after {
content: "";
position: absolute;
inset: 0.3125rem 0.625rem;
border-left: 1px solid rgba(234, 243, 255, 0.26);
border-right: 1px solid rgba(234, 243, 255, 0.26);
}
.relaxation-typing-knob:focus-visible {
border-color: rgba(158, 205, 255, 0.8);
outline: 2px solid rgba(158, 205, 255, 0.75);
outline-offset: 3px;
}
/* Outside the card, in the stage's second grid row, so it stays the card's width at any
viewport instead of spreading to the edges of a 1340px stage. */
.relaxation-typing-hint {
display: flex;
width: min(23rem, 100%);
justify-content: center;
margin: 0;
font: 500 0.625rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.08em;
text-transform: uppercase;
color: rgba(234, 243, 255, 0.28);
pointer-events: none;
}
/*
* With the loop stopped the chain is solved to its locked state and held there, so the dots
* still sit at the phases the coupling put them in — what is gone is the sweep. Dragging the
* pot and the arrow keys both still re-solve it, which is why the dots still rearrange under
* this rule.
*/
@media (prefers-reduced-motion: reduce) {
.relaxation-typing-knob {
transition: none;
}
}
/*
* The card variant: the 298x240 catalogue frame, at that real size and never scaled.
*
* Three numbers in this file are shared with the canvas and none of them appears below.
* `.relaxation-typing-live`'s `bottom: 2.75rem` and `height: 2.5rem` put its centre 4rem up,
* which is the `height − 64` the pill and the dots are drawn on; its `1.375rem` side inset is
* `INSET`, off which the pill's left edge and the pot's rail are measured. Move any of them
* here and the dots leave the gap the row reserves for them. So the bottom padding stays at
* 5.25rem too — it is that row's room — and everything below is the top half of the card.
*/
.relaxation-typing-stage[data-compact='true'] {
min-height: 0;
height: 100%;
/* Centring leaves the row and the column auto-sized, and a track sized from its content is
what the card's `height: 100%` and `width: 100%` would then resolve against. Stretched,
the single track is the frame and the card is the track. */
align-content: stretch;
justify-items: stretch;
gap: 0;
padding: 0.625rem;
/* The card frame rounds and clips already. */
border-radius: 0;
}
.relaxation-typing-stage[data-compact='true'] .relaxation-typing-card {
width: 100%;
height: 100%;
}
/* A full-bleed drag surface that claims every touch traps the page inside a scrolling grid.
`pan-y` hands the vertical gesture back to the document; the horizontal drag the pot is
about still arrives. */
.relaxation-typing-stage[data-compact='true'] .relaxation-typing-well {
touch-action: pan-y;
}
/* 12px of head room rather than 20, and the sides and the floor left alone. */
.relaxation-typing-stage[data-compact='true'] .relaxation-typing-face {
padding-top: 0.75rem;
}
.relaxation-typing-stage[data-compact='true'] .relaxation-typing-head {
margin-bottom: 0.5rem;
}
/* Two bubbles have 106px between the head and the indicator row here. At the full size they
would want 104 of it, which the transcript would survive — it clips from the top by design
— but only by losing a name. A smaller bubble is the better trade. */
.relaxation-typing-stage[data-compact='true'] .relaxation-typing-said {
padding: 0.4375rem 0.625rem;
font-size: 0.75rem;
}
/* It is outside the card, in the stage's second row, and the card's own title says it. */
.relaxation-typing-stage[data-compact='true'] .relaxation-typing-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 }
}