New
Galton HistogramParticles
A stat card whose liquid obeys the shallow-water equations, so it lands on the exact number with no easing and the wave crosses the tank at its own speed.
'use client';
import './slosh-gauge.css';
import { useEffect, useState } from 'react';
import {
useCanvasScene,
useReducedMotion,
type SceneDrawContext,
type SceneSetupContext,
} from '@/hooks/use-canvas-scene';
/**
* A level gauge whose liquid obeys the shallow-water equations.
*
* Depth and along-tank velocity live on a staggered grid — depth at the cell
* centres, velocity at the faces between them — and are advanced by the pair of
* conservation laws a tide model uses: mass in equals mass out, and water
* accelerates down the slope of its own surface. Nothing here is a sine wave with
* a phase offset. The crest that runs across the tank when the level changes is
* the gravity wave the pour actually launched, travelling at √(g·h), and it turns
* around at the far side because the wall is a zero-velocity boundary rather than
* a place the animation happens to stop.
*
* The flux at every face is upwinded and the two end faces are pinned shut, so
* the sum of the depths only ever changes by what the inlet adds. That is why the
* gauge comes to rest on the number it was asked for, exactly, with nothing
* easing it there.
*
* Move the pointer across the card to tilt the tank: its offset from the centre
* becomes the along-bed component of gravity, and the surface takes up the slope
* that implies.
*/
/** Seconds per step. */
const STEP = 1 / 240;
/**
* Target cell width in pixels, rather than a fixed cell count. An explicit scheme
* is stable while a wave crosses less than one cell per step, and the wave speed
* is √(g·h) — so it is dx that has to hold still as the card resizes. A fixed
* count would halve dx on a narrow phone and put the solver over the limit.
*/
const CELL = 6;
/** Gravity, px/s². With the depth, this is what sets the wave speed. */
const G = 1400;
/** Bed friction, linearised. The only thing that finally flattens the surface. */
const FRICTION = 2.2;
/** Along-bed gravity at full pointer deflection — a tilt of about fifteen degrees. */
const TILT = 380;
/** How fast the inlet may change the mean depth, in pixels per second. */
const POUR = 300;
/** Depth a cell is never taken below, so a dry cell cannot go negative. */
const FLOOR = 0.75;
/** Fraction of the card the tank fills at 100%. The rest is room for crests. */
const HEAD = 0.8;
/** Cells the inlet spreads over. One cell would be a spike, not a stream. */
const MOUTH = 9;
const LEVELS = [18, 46, 72, 96];
interface SloshState {
readonly cells: number;
readonly dx: number;
/** Depth at the cell centres. The volume of water, in one array. */
readonly h: Float64Array;
/** Along-tank velocity at the faces between cells. Both ends stay at zero. */
readonly u: Float64Array;
readonly flux: Float64Array;
/** Inlet weights, one per cell, summing to one so a pour adds exactly its budget. */
readonly mouth: Float64Array;
readonly mouthX: number;
readonly bedY: number;
readonly maxDepth: number;
/** Wanted mean depth in pixels, written from the component's value each frame. */
target: number;
/** Along-bed gravity from the tilt, px/s². */
gx: number;
/** How hard the inlet ran on the last step, −1…1. Only used to draw the stream. */
pour: number;
carry: number;
clock: number;
/**
* Put the tank at rest on the target and skip the solver. Set under
* `prefers-reduced-motion`, where the loop never runs and a gauge that advanced
* one accumulator's worth per repaint would never arrive.
*/
snap: boolean;
}
/** The tank flat at the target level, stationary. */
function flatten(state: SloshState) {
state.h.fill(Math.max(FLOOR, state.target));
state.u.fill(0);
state.pour = 0;
}
function step(state: SloshState) {
const { cells, dx, h, u, flux, mouth } = state;
/*
* The inlet, rate-limited. Depth is added over a cosine bump rather than into
* one cell: a point source at this rate is a spike a hundred pixels tall that
* the solver then has to survive, and the wave it launches is nothing like the
* one a stream of water launches.
*/
let total = 0;
for (let i = 0; i < cells; i++) total += h[i];
const limit = POUR * cells * STEP;
const move = Math.max(-limit, Math.min(limit, state.target * cells - total));
state.pour = move / limit;
if (move !== 0) {
for (let i = 0; i < cells; i++) h[i] = Math.max(FLOOR, h[i] + move * mouth[i]);
}
/*
* Momentum at the faces: water accelerates down the surface slope, is carried by
* its own flow, leans with the tilt, and loses speed to the bed. The advection
* term is upwinded — differencing it centrally is unstable at this Courant
* number and shows up as a checkerboard along the surface inside a second.
*/
for (let j = 1; j < cells; j++) {
const speed = u[j];
const slope = (h[j] - h[j - 1]) / dx;
const shear = speed > 0 ? (speed - u[j - 1]) / dx : (u[j + 1] - speed) / dx;
u[j] = speed + (-G * slope - speed * shear + state.gx - FRICTION * speed) * STEP;
}
/*
* Continuity, in flux form. `flux[0]` and `flux[cells]` are never written, so no
* water crosses the walls and the total is conserved to the last pixel — which
* is the whole reason the settled level is the requested one and not near it.
* The floor below is the one leak, and at these levels it never triggers.
*/
for (let j = 1; j < cells; j++) flux[j] = u[j] * (u[j] > 0 ? h[j - 1] : h[j]);
for (let i = 0; i < cells; i++) {
h[i] = Math.max(FLOOR, h[i] - (flux[i + 1] - flux[i]) * (STEP / dx));
}
}
function build({ width, height }: SceneSetupContext, value: number): SloshState {
const cells = Math.max(24, Math.round(width / CELL));
const dx = width / cells;
const maxDepth = height * HEAD;
// A raised-cosine inlet, normalised. Inset from the wall by its own width so the
// bump is not half-clipped and the pour does not lean on the boundary.
const mouth = new Float64Array(cells);
const centre = Math.min(cells - 1, MOUTH);
let weight = 0;
for (let i = 0; i < cells; i++) {
const away = Math.abs(i - centre) / MOUTH;
if (away >= 1) continue;
mouth[i] = 0.5 + 0.5 * Math.cos(Math.PI * away);
weight += mouth[i];
}
for (let i = 0; i < cells; i++) mouth[i] /= weight;
const state: SloshState = {
cells,
dx,
h: new Float64Array(cells),
u: new Float64Array(cells + 1),
flux: new Float64Array(cells + 1),
mouth,
mouthX: (centre + 0.5) * dx,
bedY: height,
maxDepth,
target: (maxDepth * value) / 100,
gx: 0,
pour: 0,
carry: 0,
clock: 0,
snap: false,
};
// Starting flat and full is the honest initial condition: the tank was already
// at this level before the component mounted.
flatten(state);
return state;
}
function paint({ context, width, height, state, pointer }: SceneDrawContext<SloshState>) {
const now = performance.now();
const elapsed = state.clock ? Math.min(0.05, (now - state.clock) / 1000) : STEP;
state.clock = now;
// The pointer's offset from the centre is the tilt. Leaving the card levels the
// tank rather than freezing it at whatever angle the cursor left on.
state.gx = pointer.inside ? TILT * ((pointer.x / width) * 2 - 1) : 0;
state.carry += elapsed;
let steps = 0;
while (state.carry >= STEP && steps < 8) {
step(state);
state.carry -= STEP;
steps += 1;
}
if (state.carry > STEP * 8) state.carry = 0;
if (state.snap) flatten(state);
const { cells, dx, h, bedY, maxDepth } = state;
context.clearRect(0, 0, width, height);
// Quarter marks, so the level reads as a measurement and not as decoration.
context.strokeStyle = 'rgba(226,240,255,0.07)';
context.lineWidth = 1;
for (let mark = 1; mark <= 4; mark++) {
const y = Math.round(bedY - (maxDepth * mark) / 4) + 0.5;
context.beginPath();
context.moveTo(0, y);
context.lineTo(width, y);
context.stroke();
}
// The surface polyline, walked twice: once as the lid of the body and once on its
// own as the lit edge. Cell centres, with the two half-cells at the walls carried
// out flat — the wall is where the velocity is zero, not where the depth is.
const trace = () => {
context.moveTo(0, bedY - h[0]);
for (let i = 0; i < cells; i++) context.lineTo((i + 0.5) * dx, bedY - h[i]);
context.lineTo(width, bedY - h[cells - 1]);
};
context.beginPath();
trace();
context.lineTo(width, bedY);
context.lineTo(0, bedY);
context.closePath();
const body = context.createLinearGradient(0, bedY - maxDepth, 0, bedY);
body.addColorStop(0, 'rgba(90,200,218,0.58)');
body.addColorStop(1, 'rgba(22,84,124,0.9)');
context.fillStyle = body;
context.fill();
context.beginPath();
trace();
context.strokeStyle = 'rgba(186,246,255,0.85)';
context.lineWidth = 1.5;
context.stroke();
/*
* The stream is drawn from the inlet's actual flux, so it appears when the gauge
* is filling, thickens with the rate, and stops the instant the level is reached.
* Draining is silent because the outlet is under the water.
*/
if (state.pour > 0.02) {
const cell = Math.min(cells - 1, Math.max(0, Math.round(state.mouthX / dx - 0.5)));
const surface = Math.max(0, bedY - h[cell]);
const stream = context.createLinearGradient(0, 0, 0, surface);
stream.addColorStop(0, 'rgba(186,246,255,0.04)');
stream.addColorStop(1, `rgba(186,246,255,${0.3 * state.pour})`);
context.fillStyle = stream;
const half = 1.5 + state.pour * 2.5;
context.fillRect(state.mouthX - half, 0, half * 2, surface);
}
}
/** `compact` is the 298x240 catalogue card: the same tank, given the whole frame,
* with the copy cut to one line along the bottom. Presentation only — the CSS. */
export type SloshGaugeProps = { compact?: boolean };
/**
* The card is the component; the tank is its background. The canvas layer sits
* underneath and the readout sits on top with `pointer-events: none`, so a move
* anywhere over the card tilts the tank while the level keys keep their clicks —
* the stage takes pointer capture as it tracks, and a real button inside it would
* have its click swallowed by that capture.
*/
export function SloshGauge({ compact = false }: SloshGaugeProps) {
const [value, setValue] = useState(46);
const reduced = useReducedMotion();
const { stageRef, canvasRef, requestRender } = useCanvasScene<SloshState>({
setup: (scene) => build(scene, value),
draw: (scene) => {
scene.state.target = (scene.state.maxDepth * value) / 100;
scene.state.snap = reduced;
paint(scene);
},
});
// The level has to repaint on its own account: with the loop stopped under
// reduced motion nothing else would, and the water would stay at the old mark.
useEffect(() => {
requestRender();
}, [value, requestRender]);
return (
<div className="slosh-gauge-stage" data-compact={compact ? 'true' : undefined}>
<div className="slosh-gauge-card">
<div ref={stageRef} className="slosh-gauge-tank" aria-hidden="true">
<canvas ref={canvasRef} />
</div>
<div className="slosh-gauge-face">
<div>
<p className="slosh-gauge-label">Object storage</p>
<p
className="slosh-gauge-read"
role="meter"
aria-label="Object storage used"
aria-valuemin={0}
aria-valuemax={100}
aria-valuenow={value}
aria-valuetext={`${value} percent of 2 TB`}
>
{value}
<span className="slosh-gauge-unit">%</span>
</p>
<p className="slosh-gauge-sub">of 2 TB provisioned</p>
</div>
<div className="slosh-gauge-keys" role="group" aria-label="Set level">
{LEVELS.map((level) => (
<button
key={level}
type="button"
className="slosh-gauge-key"
aria-pressed={level === value}
// The card frame is aria-hidden, so inside it the keys leave the tab
// order. They stay clickable — only the keyboard path is withdrawn.
tabIndex={compact ? -1 : undefined}
onClick={() => setValue(level)}
>
{level}%
</button>
))}
</div>
</div>
</div>
<p className="slosh-gauge-hint">Move across to tilt</p>
</div>
);
}
export default SloshGauge;.slosh-gauge-stage {
position: relative;
display: grid;
place-content: center;
width: 100%;
min-height: 340px;
padding: 2.5rem 1.5rem;
overflow: hidden;
border-radius: 0.75rem;
background: radial-gradient(120% 110% at 50% 0%, #0c1620 0%, #070b12 60%, #05070c 100%);
color: #eaf5ff;
}
.slosh-gauge-card {
position: relative;
width: min(23rem, 100%);
height: 19rem;
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 tank, behind the readout. `overflow: hidden` on the card is what gives the
water its rounded corners — the solver knows nothing about the border radius. */
.slosh-gauge-tank {
position: absolute;
inset: 0;
touch-action: none;
}
.slosh-gauge-tank canvas {
display: block;
width: 100%;
height: 100%;
}
/* Transparent to the pointer, so a move anywhere over the card still tilts the
tank. Only the level keys take events back. */
.slosh-gauge-face {
position: relative;
display: flex;
height: 100%;
flex-direction: column;
justify-content: space-between;
padding: 1.25rem 1.375rem 1.125rem;
pointer-events: none;
}
.slosh-gauge-label {
margin: 0 0 0.5rem;
font: 500 0.6875rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.14em;
text-transform: uppercase;
color: rgba(234, 245, 255, 0.5);
}
.slosh-gauge-read {
margin: 0;
font-size: 3.25rem;
font-weight: 500;
line-height: 0.92;
letter-spacing: -0.035em;
font-variant-numeric: tabular-nums;
text-shadow: 0 1px 18px rgba(5, 12, 20, 0.55);
}
.slosh-gauge-unit {
margin-left: 0.15em;
font-size: 1.25rem;
font-weight: 500;
letter-spacing: -0.01em;
color: rgba(234, 245, 255, 0.62);
}
.slosh-gauge-sub {
margin: 0.5rem 0 0;
font-size: 0.8125rem;
color: rgba(234, 245, 255, 0.52);
text-shadow: 0 1px 14px rgba(5, 12, 20, 0.5);
}
.slosh-gauge-keys {
display: flex;
gap: 0.3125rem;
}
.slosh-gauge-key {
appearance: none;
flex: 1;
margin: 0;
padding: 0.4375rem 0;
border: 1px solid rgba(255, 255, 255, 0.14);
border-radius: 999px;
background: rgba(6, 14, 22, 0.42);
font: inherit;
font-size: 0.75rem;
font-weight: 500;
font-variant-numeric: tabular-nums;
color: rgba(234, 245, 255, 0.72);
cursor: pointer;
pointer-events: auto;
backdrop-filter: blur(6px);
transition:
border-color 160ms ease,
background-color 160ms ease,
color 160ms ease;
}
.slosh-gauge-key:hover {
border-color: rgba(186, 246, 255, 0.4);
color: #f2fbff;
}
.slosh-gauge-key[aria-pressed='true'] {
border-color: rgba(186, 246, 255, 0.62);
background: rgba(186, 246, 255, 0.16);
color: #f5fdff;
}
.slosh-gauge-key:focus-visible {
outline: 2px solid rgba(186, 246, 255, 0.75);
outline-offset: 2px;
}
.slosh-gauge-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(234, 245, 255, 0.28);
pointer-events: none;
}
/*
* With the loop stopped the tank is placed flat at the requested level and stays
* there. Pressing a key still moves the water, because the component asks for one
* repaint and the solver is skipped in favour of the settled state — what is gone
* is the wave in between, which is the part that was asked to go.
*/
@media (prefers-reduced-motion: reduce) {
.slosh-gauge-key {
transition: none;
}
}
/*
* The card variant: the same tank authored for the 298x240 catalogue frame rather
* than scaled into it. The section padding goes, the gauge becomes the frame — water
* edge to edge — and the readout drops to a strip along the bottom with the level
* keys beside it. No `vw` and no `clamp()` anywhere below: the card is 298px wide and
* the viewport it sits in is not.
*/
.slosh-gauge-stage[data-compact='true'] {
min-height: 0;
height: 100%;
padding: 0;
/* The card frame rounds and clips already. */
border-radius: 0;
}
/*
* The gauge fills the frame instead of floating centred in it: 298 x 240 of tank,
* which at 100% is 192px of water with 48px of headroom left for the crests. Absolute
* rather than a stretched grid item, so the height is the frame's and not a track
* sized from whatever is left once the copy has gone.
*/
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-card {
position: absolute;
inset: 0;
width: auto;
height: auto;
border: 0;
border-radius: 0;
}
/*
* `pan-y`, not `none`. The tank is now the full bleed of the card, and a drag surface
* that swallows vertical touches traps the page in a scrolling grid of cards, which is
* the worse failure by a distance. Nothing is lost here: the tilt is read from the
* pointer's x alone, so a sideways drag still tips the tank its full fifteen degrees.
*/
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-tank {
touch-action: pan-y;
}
/*
* The readout off the tank's back and onto the bottom edge, one row instead of a
* column, so the water and its crests get the box rather than sharing it with a
* column of type. Still deaf to the pointer, so a drag across it tilts the tank.
*/
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-face {
position: absolute;
inset: auto 0 0 0;
height: auto;
flex-direction: row;
align-items: flex-end;
gap: 0.5rem;
padding: 0.75rem;
pointer-events: none;
}
/* Everything but the level: the provisioned figure is a sentence, the section label is
what the card's own title already says, and the hint asks for a hover a phone has
not got. */
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-label,
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-sub,
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-hint {
display: none;
}
/*
* The one line that stays, at a fixed 22px. It is the readout because the readout is
* the state — it is the number the water is asked for and settles on, so the card says
* what the level means rather than only showing a coloured shape move. From 3.25rem,
* which was sized for a 19rem card in a 340px section. The water is behind it at the
* upper levels, which is what the text-shadow already on it is for.
*/
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-read {
font-size: 1.375rem;
line-height: 1;
white-space: nowrap;
}
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-unit {
font-size: 0.6875rem;
}
/*
* The keys stay, because pressing one is the pour — the crest that runs the length of
* the tank is the half of this animation a hover cannot show. Sized to sit on the
* strip beside the readout, and still the only thing here taking the pointer back.
*/
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-keys {
gap: 0.25rem;
}
.slosh-gauge-stage[data-compact='true'] .slosh-gauge-key {
flex: 0 0 auto;
padding: 0.25rem 0.4375rem;
font-size: 0.625rem;
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 }
}