New
Detent SliderDraggable
A settings toggle whose off and on are two real resting positions of a buckled arch. Drag the knob to the middle and let go: it hangs for a third of a second and then commits on its own, and which way it goes is settled by a fraction of a pixel rather than by a threshold.
'use client';
import './snap-toggle.css';
import { useCallback, useEffect, useId, useRef, useState } from 'react';
import {
useCanvasScene,
useReducedMotion,
type SceneDrawContext,
type SceneSetupContext,
} from '@/hooks/use-canvas-scene';
/**
* A toggle switch whose two states are the two wells of a von Mises truss.
*
* Two pin-jointed bars of unstretched length L₀ meet at the knob, and the knob is
* pinned to a slide running between supports 2b apart. Because L₀ > b the pair can
* never lie straight — it is held buckled — so the strain energy
*
* U(y) = k·(√(b² + y²) − L₀)²
*
* is zero at each of y = ±√(L₀² − b²), where the bars are the length they want to
* be, and k·(L₀ − b)² in the middle, where both are squeezed. Off and on are those
* two minima. What runs is m ÿ = −dU/dy − c ẏ + F_finger, semi-implicit Euler at a
* fixed 1/240 s, and the barrier between the wells is the only reason this control
* has two states instead of a number between them.
*
* It is not an eased transition, and it is not a spring with a stiffness bump. A
* spring has one equilibrium: let it go anywhere and it returns to the same place.
* A keyframe has as many equilibria as its state variable has values, and it is
* that variable — set the instant you let go — which decides where the pixels are
* heading. Nothing here decides. No line in this file tests which way the knob
* should go: it goes downhill, and which hill it is on is a matter of a fraction of
* a pixel either side of the crest.
*
* That is watchable, and it is the whole claim. Let the knob go a hair past the
* crest and it hangs for a third of a second before it moves, because the crest is
* an equilibrium and the force at an equilibrium is zero; let it go six pixels
* further along and the same trip takes 130 ms. Both arrive at the far side at
* 240 px/s, within a percent of each other, because the arrival speed is √(2ΔU/m)
* — read off the barrier, and not off a duration anybody chose. So the throw is the
* release rather than a transition: a drag that stops short of the crest is pulled
* back by the strut instead of animated back, a drag that stops on the crest stays
* there balanced for as long as you hold it, and a press spends an impulse, so
* Space has to clear the same barrier your finger does. Nothing eases anywhere.
*/
/** Seconds a sub-step advances. The barrier is stiff: at 1/120 the snap changes shape. */
const STEP = 1 / 240;
/** Half the distance between the two supports, in mechanism units. */
const SPAN = 48;
/** Unstretched bar length. Longer than the half-span is the whole trick: it is why
* the pair cannot lie flat, and so why there are two states and not a slider. */
const BAR = 60;
/** The wells, ±√(BAR² − SPAN²). 36-48-60 is a 3-4-5 triangle, so this is exactly 36. */
const WELL = Math.sqrt(BAR * BAR - SPAN * SPAN);
/** The housing wall. A fifth past the well: room for the ring, none for a hurl. */
const LIMIT = 44;
/** Axial stiffness of the pair. Puts the well at 4.7 Hz — slow enough that the
* crossing is something you watch rather than something that happened. */
const K = 1200;
/** Viscous damping. ζ = 0.28 at the well, so the knob passes its detent by six units
* and is still inside 600 ms; twice this and it crawls off the crest instead of
* snapping off it. */
const C = 16.5;
/** Mass at the apex. One, so K and C read per unit mass and the loop below can be
* the equation the comment above names, with nothing scaled out of sight. */
const MASS = 1;
/** The impulse a press spends, in units per second. Clearing the barrier from rest
* takes 1011, so this is 29% over: enough to beat a ring already heading the other
* way, and short of banging the housing. */
const KICK = 1300;
/** Stiffness of the hand's hold on the knob. The strut's peak resistance up the
* barrier is 7400, so the knob trails the pointer by 2.5 units on the climb and
* catches up on the way down — the load is visible in the lag. */
const GRAB = 3000;
/** Damping in that hold: a fingertip is a pad, not a hook. Without it, taking hold
* of a moving knob rings it about the pointer at 8 Hz. */
const GRAB_DAMP = 55;
/** How near the knob a press has to land to take hold of it, in pixels. */
const REACH = 26;
/** Pointer travel that still counts as a press rather than a drag, in pixels. */
const TAP = 5;
/** Units off centre before a crossing is published. Nearer than this the sign of y
* is noise, and `aria-checked` would chatter every time the strut sat on the crest. */
const REPORT = 6;
/** Gap between knob and track wall, in pixels. Sets the knob radius and with it how
* many pixels one mechanism unit is worth. */
const RAIL = 4;
/** The switch's CSS box, mirrored here only as the first frame's fallback: the real
* one is measured as soon as the layout effect has run. */
const BOX = { w: 104, h: 40 };
/** The two rows under the live one. Furniture — the argument is that this is a
* settings row and not an exhibit, and one row alone does not make a settings list. */
const ROWS = [
{ id: 'reports', name: 'Crash reports', note: 'Set by your organisation.', on: true },
{ id: 'beta', name: 'Beta channel', note: 'Locked to the stable channel.', on: false },
];
/** 0…1. A tint outside that is a paint bug, not a state. */
const clamp01 = (value: number) => Math.min(1, Math.max(0, value));
interface Box {
x: number;
y: number;
w: number;
h: number;
}
/**
* What React writes and the scene reads. The scene state is built inside the hook,
* so a click handler has no way to reach it; this ref is the whole channel between
* the two, and it carries exactly two things.
*/
interface Bridge {
/** The switch's box, in canvas pixels. Measured, never assumed. */
track: Box;
/** An impulse waiting to be spent. Set by a press, cleared by the next frame. */
press: number;
}
interface TrussState {
readonly bridge: { readonly current: Bridge };
/** Apex position along the slide, in mechanism units. With v, the entire state. */
y: number;
v: number;
/** Which well the component has been told about, −1 or 1. */
side: number;
/** Set when y crosses the crest. The component reads it and clears it. */
flipped: boolean;
held: boolean;
/** Where the hand is, in mechanism units. Only read while held. */
hold: number;
/** Pointer travel since the press, in pixels, so a tap can be told from a drag. */
travel: number;
carry: number;
clock: number;
/** The switch's React value, for the reduced-motion seat. */
on: boolean;
/** Seat the strut in its well and skip the solver. Set under reduced motion, where
* the loop never starts and a strut integrating one step per repaint would hang
* somewhere between the two states for as long as the page stayed still. */
snap: boolean;
}
/** −dU/dy: the axial force in the two bars, resolved along the slide. */
function force(y: number) {
const length = Math.hypot(SPAN, y);
return (-2 * K * (length - BAR) * y) / length;
}
/** The strut at rest in the well `on` names — the answer, not a step toward it. */
function seat(state: TrussState, on: boolean) {
state.y = on ? WELL : -WELL;
state.v = 0;
state.side = on ? 1 : -1;
state.held = false;
}
function advance(state: TrussState) {
let load = force(state.y);
let damp = C;
if (state.held) {
load += GRAB * (state.hold - state.y);
damp += GRAB_DAMP;
}
/*
* Semi-implicit: the force is read at the old position, but the damping is solved
* for the new velocity instead of added to it. Explicit damping at GRAB_DAMP needs
* a step under 2/55 s to stay bounded and buzzes long before that, so this form is
* what lets the hand hold the knob as hard as it likes.
*/
state.v = (state.v + (load / MASS) * STEP) / (1 + (damp / MASS) * STEP);
state.y += state.v * STEP;
// The pill is moulded plastic: a wall, not a bumper. Only a hurled flick gets
// here, and what a wall does is stop it.
if (Math.abs(state.y) > LIMIT) {
state.y = state.y > 0 ? LIMIT : -LIMIT;
state.v = 0;
}
// The state is read off the sign of y, so a drag, a press and the keyboard all
// publish through the same line: none of them can set it without moving the strut.
const side = state.y > 0 ? 1 : -1;
if (side !== state.side && Math.abs(state.y) > REPORT) {
state.side = side;
state.flipped = true;
}
}
function build(
{ width, height }: SceneSetupContext,
bridge: { current: Bridge },
on: boolean,
): TrussState {
// The first frame is painted before the layout effect has measured anything, so
// the fallback box lives here: a resize re-runs setup and keeps the real one.
if (bridge.current.track.w === 0) {
bridge.current.track = {
x: (width - BOX.w) / 2,
y: height * 0.22,
w: BOX.w,
h: BOX.h,
};
}
const state: TrussState = {
bridge,
y: 0,
v: 0,
side: 1,
flipped: false,
held: false,
hold: 0,
travel: 0,
carry: 0,
clock: 0,
on,
snap: false,
};
// Starting in a well is the honest initial condition: the switch was already in
// this state before the component mounted, and a strut at rest sits at a minimum.
seat(state, on);
return state;
}
interface Frame {
cx: number;
cy: number;
knobR: number;
/** Pixels per mechanism unit. */
scale: number;
}
/**
* The drawing frame, derived from the box the layout gave the switch. The knob has to
* reach the housing wall exactly at the inside of the pill, so the scale follows the
* measured box and not the other way round — the mechanism has no opinion about rem.
*/
function frameOf(track: Box): Frame {
const half = track.w / 2;
const knobR = Math.max(4, track.h / 2 - RAIL);
return {
cx: track.x + half,
cy: track.y + track.h / 2,
knobR,
scale: (half - RAIL - knobR) / LIMIT,
};
}
/** A pill path by hand, because `context.roundRect` moves between DOM library
* versions and this file is meant to compile in whichever one the consumer has. */
function pill(context: CanvasRenderingContext2D, box: Box) {
const r = box.h / 2;
context.beginPath();
context.moveTo(box.x + r, box.y);
context.lineTo(box.x + box.w - r, box.y);
context.arc(box.x + box.w - r, box.y + r, r, -Math.PI / 2, Math.PI / 2);
context.lineTo(box.x + r, box.y + box.h);
context.arc(box.x + r, box.y + r, r, Math.PI / 2, (Math.PI * 3) / 2);
context.closePath();
}
function drawSwitch(
context: CanvasRenderingContext2D,
state: TrussState,
track: Box,
geom: Frame,
) {
const { cx, cy, knobR, scale } = geom;
const apex = cx + state.y * scale;
// 0 off, 1 on, continuous — the tint follows the knob's position and nothing else, so
// the track is half lit when the knob is halfway across, and waits there with it.
const lit = clamp01(state.y / WELL / 2 + 0.5);
pill(context, track);
context.fillStyle = 'rgba(6,10,18,0.72)';
context.fill();
context.fillStyle = `rgba(143,198,255,${0.03 + lit * 0.13})`;
context.fill();
context.lineWidth = 1;
context.strokeStyle = 'rgba(233,241,251,0.1)';
context.stroke();
context.strokeStyle = `rgba(143,198,255,${lit * 0.4})`;
context.stroke();
// The knob, shaded down its own height so it reads as a cap sitting in the track.
const glass = context.createLinearGradient(0, cy - knobR, 0, cy + knobR);
glass.addColorStop(0, 'rgba(233,241,251,0.26)');
glass.addColorStop(1, 'rgba(233,241,251,0.08)');
context.beginPath();
context.arc(apex, cy, knobR, 0, Math.PI * 2);
context.fillStyle = glass;
context.fill();
context.lineWidth = 1.6;
context.strokeStyle = `rgba(233,241,251,${0.46 + lit * 0.24})`;
context.stroke();
}
function paint({ context, width, height, state, pointer }: SceneDrawContext<TrussState>) {
const now = performance.now();
// Clamped at 50 ms: a backgrounded tab comes back owing seconds, and the strut owes
// nothing at all for the time nobody was watching it.
const elapsed = state.clock ? Math.min(0.05, (now - state.clock) / 1000) : STEP;
state.clock = now;
const bridge = state.bridge.current;
const geom = frameOf(bridge.track);
if (state.snap) {
seat(state, state.on);
} else {
/*
* Take hold on a press that lands on the knob; let go when the press ends. A press
* that ends without travelling is a tap, and a tap spends an impulse — which is how
* a click still works on a control whose pointer events belong to the drag.
*/
if (!pointer.down) {
if (state.held) {
state.held = false;
if (state.travel < TAP) bridge.press = 1;
}
} else if (state.held) {
state.travel +=
Math.abs(pointer.x - pointer.lastX) + Math.abs(pointer.y - pointer.lastY);
} else if (
geom.scale > 0 &&
pointer.inside &&
Math.hypot(pointer.x - (geom.cx + state.y * geom.scale), pointer.y - geom.cy) < REACH
) {
state.held = true;
state.travel = 0;
}
if (state.held && geom.scale > 0) state.hold = (pointer.x - geom.cx) / geom.scale;
if (bridge.press) {
bridge.press = 0;
// Away from the well it is in, and that is all a press does. Whether it arrives
// is a matter between the impulse and the barrier.
state.v += state.y >= 0 ? -KICK : KICK;
}
state.carry += elapsed;
let steps = 0;
// 240 Hz is four sub-steps a frame at 60 fps, so the cap has to clear eight or a
// display running at 30 would integrate the strut at half speed.
while (state.carry >= STEP && steps < 16) {
advance(state);
state.carry -= STEP;
steps += 1;
}
// Hitting the cap means the frame was late. The arrears are dropped rather than
// paid back, because paying them back is how a stiff solver detonates.
if (state.carry > STEP * 16) state.carry = 0;
}
context.clearRect(0, 0, width, height);
if (bridge.track.w > 0) drawSwitch(context, state, bridge.track, geom);
}
/** `compact` is the 298x240 catalogue card: the same truss and the same live row, with
* the eyebrow, the two locked rows and the hint dropped. Presentation only — the
* geometry is measured off the switch's own box either way, so the mechanism is
* unchanged. See `snap-toggle.css`. */
export type SnapToggleProps = { compact?: boolean };
export function SnapToggle({ compact = false }: SnapToggleProps) {
const [on, setOn] = useState(false);
const reduced = useReducedMotion();
// Scoped ids, so two of these on one page do not both claim the same label.
const uid = useId();
const card = useRef<HTMLDivElement | null>(null);
const knob = useRef<HTMLButtonElement | null>(null);
const bridge = useRef<Bridge>({
track: { x: 0, y: 0, w: 0, h: 0 },
press: 0,
});
const { stageRef, canvasRef, requestRender } = useCanvasScene<TrussState>({
setup: (scene) => build(scene, bridge, on),
draw: (scene) => {
scene.state.on = on;
scene.state.snap = reduced;
paint(scene);
// The crossing is published by the solver, so `aria-checked` follows the strut
// and never leads it. Nothing else in this component writes the value.
if (scene.state.flipped) {
scene.state.flipped = false;
setOn(scene.state.side > 0);
}
},
});
// Under reduced motion the loop never starts, so without this the knob would still
// be sitting in the well it was told to leave.
useEffect(() => {
requestRender();
}, [on, requestRender]);
/*
* The canvas draws inside the box the layout hands it, so the pill lands under its
* own focus ring at any font size or zoom. Measured against the card because the
* canvas is `inset: 0` inside it, and the card carries no border for the same reason.
*/
const measure = useCallback(() => {
const host = card.current;
const box = knob.current;
if (!host || !box) return;
const origin = host.getBoundingClientRect();
const rect = box.getBoundingClientRect();
bridge.current.track = {
x: rect.left - origin.left,
y: rect.top - origin.top,
w: rect.width,
h: rect.height,
};
requestRender();
}, [requestRender]);
useEffect(() => {
const host = card.current;
const box = knob.current;
if (!host || !box) return;
measure();
// The rows reflow before the card does at a narrow width, so the switch is watched
// as well: its box is the one the mechanism is scaled from.
const sizes = new ResizeObserver(measure);
sizes.observe(host);
sizes.observe(box);
return () => sizes.disconnect();
}, [measure]);
/*
* A press is an impulse, not an assignment. It goes into the bridge and the solver
* spends it against the same barrier a finger has to climb, so Space cannot put the
* switch anywhere the strut has not been. Under reduced motion there is no solver
* running to spend it, so the value moves and the strut is re-seated on the answer.
*/
const press = useCallback(() => {
if (reduced) {
setOn((was) => !was);
return;
}
bridge.current.press = 1;
}, [reduced]);
return (
<div className="snap-toggle-stage" data-compact={compact ? 'true' : undefined}>
<div className="snap-toggle-card" ref={card}>
<div className="snap-toggle-mech" ref={stageRef} aria-hidden="true">
<canvas ref={canvasRef} />
</div>
<div className="snap-toggle-face">
<p className="snap-toggle-eyebrow">Editor preferences</p>
<div className="snap-toggle-row snap-toggle-live">
<span className="snap-toggle-text">
<span className="snap-toggle-name" id={`${uid}-autosave`}>
Autosave
</span>
<span className="snap-toggle-note">
{on ? 'Written to disk as you type.' : 'Changes stay in memory.'}
</span>
</span>
<button
type="button"
role="switch"
className="snap-toggle-switch"
ref={knob}
aria-checked={on}
aria-labelledby={`${uid}-autosave`}
/* Still pressable in a card, but out of the tab order: the card frame is
aria-hidden, and a focusable node inside one is a trap with no label. */
tabIndex={compact ? -1 : undefined}
onClick={press}
/>
</div>
{ROWS.map((row) => (
<div className="snap-toggle-row" key={row.id}>
<span className="snap-toggle-text">
<span className="snap-toggle-name" id={`${uid}-${row.id}`}>
{row.name}
</span>
<span className="snap-toggle-note">{row.note}</span>
</span>
<button
type="button"
role="switch"
className="snap-toggle-pill"
aria-checked={row.on}
aria-labelledby={`${uid}-${row.id}`}
data-on={row.on}
disabled
/>
</div>
))}
</div>
</div>
<p className="snap-toggle-hint">Drag the knob, or press it</p>
</div>
);
}
export default SnapToggle;/*
* No border on the card, deliberately: the canvas is `inset: 0`, which positions it
* against the padding box, so a border would offset every drawn pixel from the box the
* switch was measured in — the pill would sit a pixel out of its own focus ring. The
* hairline is an inset shadow instead, which takes no space.
*/
.snap-toggle-stage {
position: relative;
display: grid;
place-items: center;
width: 100%;
min-height: 20rem;
padding: 2.5rem 1.5rem;
overflow: hidden;
border-radius: 0.75rem;
background: radial-gradient(120% 110% at 50% 0%, #0d1421 0%, #080b12 58%, #05070c 100%);
color: #e9f1fb;
}
.snap-toggle-card {
position: relative;
width: min(23rem, 100%);
border-radius: 1rem;
background: linear-gradient(
180deg,
rgba(255, 255, 255, 0.045),
rgba(255, 255, 255, 0.012)
);
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.075);
}
/*
* The mechanism, behind the card's copy and owning the pointer, because the knob is
* dragged here rather than on the button that names it. The hook takes pointer capture,
* so a drag survives leaving the card — which is what lets a finger hold the knob
* balanced between the two states without having to keep aiming at it.
*/
.snap-toggle-mech {
position: absolute;
inset: 0;
cursor: grab;
touch-action: none;
}
.snap-toggle-mech:active {
cursor: grabbing;
}
.snap-toggle-mech canvas {
display: block;
width: 100%;
height: 100%;
}
/*
* Transparent to the pointer all the way down, the switch included: a press on the knob
* belongs to the drag. The switch stays in the tab order and still takes Space and
* Enter, which is how the keyboard reaches the mechanism.
*/
.snap-toggle-face {
position: relative;
padding: 1.125rem 1.25rem 1rem;
pointer-events: none;
}
.snap-toggle-eyebrow {
margin: 0 0 0.875rem;
font: 500 0.6875rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.16em;
text-transform: uppercase;
color: rgba(143, 198, 255, 0.72);
}
.snap-toggle-row {
display: flex;
align-items: center;
justify-content: space-between;
gap: 1rem;
min-height: 3.5rem;
border-top: 1px solid rgba(255, 255, 255, 0.055);
}
/* The list's first row: the eyebrow above it is the divider, so it carries no rule. */
.snap-toggle-live {
border-top: 0;
}
.snap-toggle-text {
display: flex;
flex-direction: column;
gap: 0.25rem;
min-width: 0;
}
.snap-toggle-name {
font-size: 0.875rem;
font-weight: 500;
letter-spacing: -0.01em;
color: rgba(233, 241, 251, 0.92);
}
.snap-toggle-note {
font-size: 0.75rem;
line-height: 1.45;
color: rgba(233, 241, 251, 0.44);
}
/*
* The live switch is an empty box. Everything inside it is drawn on the canvas, and the
* box exists so that the layout decides where the control is and how big — 6.5rem by
* 2.5rem, mirrored in BOX in the .tsx as the first frame's fallback and measured for
* real after that.
*/
.snap-toggle-switch {
flex: none;
width: 6.5rem;
height: 2.5rem;
margin: 0;
padding: 0;
border: 0;
border-radius: 999px;
background: none;
appearance: none;
}
.snap-toggle-switch:focus-visible {
outline: 2px solid rgba(143, 198, 255, 0.85);
outline-offset: 3px;
}
/*
* The two rows below are furniture, so their switches are plain CSS: same box, same pill,
* knob parked at 26px — which is where the solver's own detent, 36 mechanism units, lands
* once the measured box has been scaled. Nothing here is solved and nothing here is meant
* to be. The claim of the row above is that it sits in a list of ordinary ones.
*/
.snap-toggle-pill {
position: relative;
flex: none;
width: 6.5rem;
height: 2.5rem;
margin: 0;
padding: 0;
border: 0;
border-radius: 999px;
background: rgba(6, 10, 18, 0.66);
box-shadow: inset 0 0 0 1px rgba(233, 241, 251, 0.1);
opacity: 0.5;
appearance: none;
}
.snap-toggle-pill::after {
content: "";
position: absolute;
top: 50%;
left: 50%;
width: 2rem;
height: 2rem;
margin: -1rem 0 0 -1rem;
border-radius: 999px;
background: rgba(233, 241, 251, 0.14);
box-shadow: inset 0 0 0 1.6px rgba(233, 241, 251, 0.5);
transform: translateX(-26px);
}
.snap-toggle-pill[data-on="true"] {
background: rgba(143, 198, 255, 0.13);
}
.snap-toggle-pill[data-on="true"]::after {
transform: translateX(26px);
}
.snap-toggle-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(233, 241, 251, 0.26);
pointer-events: none;
}
/*
* Nothing to switch off. There is no transition and no keyframe anywhere in this file,
* because the doc comment claims nothing eases and a stylesheet is a poor place to be
* caught easing. With the loop stopped the strut is seated in its well by `paint` instead
* of integrated toward it, and a press moves the value and re-seats it: the switch still
* switches, it simply arrives. Dragging goes with the loop, because a knob that follows
* the pointer is motion arriving through another door.
*/
@media (prefers-reduced-motion: reduce) {
.snap-toggle-mech {
cursor: default;
}
}
/*
* The card variant: the 298x240 catalogue frame, at that real size and never scaled.
* The truss needs nothing done to it — it is scaled from the switch's measured box, so
* it lands under its own focus ring at whatever size the row ends up. All this does is
* get the settings list out of the way and leave the one live row in it.
*/
.snap-toggle-stage[data-compact='true'] {
min-height: 0;
height: 100%;
/* `place-items: center` leaves the column auto-sized, so the card's `width: 100%` below
would resolve against its own max-content instead of the frame. Stretched horizontally
it resolves against the frame; the row stays centred, which is where one live switch
wants to be in a 240px card. */
justify-items: stretch;
padding: 0.75rem;
/* The card frame rounds and clips already. */
border-radius: 0;
}
.snap-toggle-stage[data-compact='true'] .snap-toggle-card {
width: 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; a horizontal drag is
the one this mechanism is about, and it still arrives. */
.snap-toggle-stage[data-compact='true'] .snap-toggle-mech {
touch-action: pan-y;
}
.snap-toggle-stage[data-compact='true'] .snap-toggle-face {
padding: 0.75rem 0.875rem;
}
/*
* The eyebrow and the hint are the card's own title's job, and the two locked rows are
* furniture — they are there in the full stage to argue that this is a settings list and
* not an exhibit, which a card three lines tall cannot claim either way.
*/
.snap-toggle-stage[data-compact='true'] .snap-toggle-eyebrow,
.snap-toggle-stage[data-compact='true'] .snap-toggle-hint,
.snap-toggle-stage[data-compact='true'] .snap-toggle-row:not(.snap-toggle-live) {
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 }
}