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A notification stack where every card lands on the air trapped underneath it. The squeeze is algebraic rather than exponential, so half the settle is spent in the last pixel and a half — and dismissing one from the middle ripples up at each card's own rate, with no stagger written anywhere.
'use client';
import './toast-stack.css';
import { useCallback, useEffect, useRef, useState } from 'react';
import {
useCanvasScene,
useReducedMotion,
type SceneDrawContext,
type SceneSetupContext,
} from '@/hooks/use-canvas-scene';
/**
* A toast stack whose settle is squeeze-film air damping.
*
* A card coming down onto the card below it has to get the air out from between the
* two faces first, and that air has one way out: sideways, through a gap that is
* closing on it. Reynolds' lubrication equation for that gap — one-dimensional
* across the card, vented at the two edges you can see — gives a resisting force
*
* F = C·(−ḣ)/h³, C ≈ μ·L·W³/2
*
* and every card here is `m ÿ = −m g + F_below − F_above` with a unilateral contact
* term underneath it, integrated at a fixed step. There is no stagger, no spring, no
* cubic-bezier and no per-card delay anywhere in this file; search it.
*
* What the equation buys is the one thing an eased entrance cannot fake: the settle
* is algebraic, not exponential. Once the film is carrying the weight the gap closes
* at ḣ = −m g h³/C, so the time from h₀ to h₁ is (C/2mg)(1/h₁² − 1/h₀²) and the tail
* dominates outright. Over the thirty-four pixel drop below, half the settling time
* is spent inside the last one and a half pixels. A bezier cannot be made to do that
* at any control points, because its exit velocity is a fixed fraction of its entry
* velocity whatever distance it covered; ease-out spends its time evenly by
* construction, and a landing card does not.
*
* Two more consequences, both free. The crawl time is set by the gap and not by the
* drop — the same expression, evaluated from wherever the film takes over — so a card
* released from twice the height arrives about a seventh later rather than twice as
* fast, and the stack self-levels. And dismissing one card out of the middle does not
* animate the others: their films open, the suction of an opening film drags them
* part of the way down, and each is caught by the film of whatever is now beneath it.
* The collapse ripples upward with every card's own timing because the films are a
* chain of couplings, not a list of delays.
*
* The cards are real DOM — a title, a line of body, a dismiss button — placed by
* writing one transform per card from the solved heights, through refs, never through
* React state.
*/
/** Seconds per step. 1/h³ is stiff, and a coarser step visibly shortens the tail. */
const STEP = 1 / 240;
/** Sweeps of the implicit velocity solve. Eight is where a four-high collapse stops
* depending on which end of the stack the sweep started from. */
const SWEEPS = 8;
/** Steps one frame may run, so a tab that was hidden does not integrate a minute. */
const MAX_STEPS = 8;
/** Gravity, px/s². The house value; with the film coefficient it sets the whole fall. */
const G = 1400;
/**
* The lumped film coefficient, px⁵/s: μ·L·W³/2 and the card's mass rolled into one
* number, because only the shape of the law is doing work here. Set from the settle it
* has to produce — (C/2G)(1/4² − 1/16²) ≈ 0.52s of crawl, which is a card landing on a
* pile rather than a card being placed on one.
*/
const FILM = 24900;
/** Gap the faces bear on, px. Not zero: two cards in a pile stand off on their own edge
* bead, 1/h³ has no value there, and this is the visible seam between settled cards. */
const CONTACT = 4;
/** Contact stiffness, px/s² per px of overlap. High enough that the whole four-high
* stack compresses about a third of a pixel, low enough that √K·STEP stays well under
* two, which is what an explicit spring needs at this step. */
const CONTACT_K = 40000;
/** Smallest gap the 1/h³ term is evaluated at, px. Real surfaces are rough so the film
* never sees zero; numerically it is also what keeps the coefficient finite if a resize
* ever seats two cards overlapping. */
const H_MIN = 0.9;
/**
* Ceiling on the film's tensile force, px/s² per unit mass. Squeezing can be as stiff as
* it likes, but absolute pressure stops at zero, so a vented film can only pull with
* about one atmosphere over the card's face. Without the ceiling 1/h³ makes a separating
* pile move as one rigid block — that is stiction, not a toast stack.
*/
const PULL_MAX = 2400;
/** Height a new card is released above whatever is under it, px. Enough that the free
* fall and the crawl are both legible; more reads as a card thrown in from off-screen. */
const FALL = 34;
/** Card height, px. Holds a title, a line of body and a dismiss target; the solver needs
* it because it is the pitch of the stack. */
const TOAST_H = 58;
/** Underside to underside of two settled cards. */
const PITCH = TOAST_H + CONTACT;
/** Cards kept. Past four a corner stack has stopped being a corner stack. */
const MAX_STACK = 4;
/** Inset from the bottom-right corner of the stage, px. The Add button sits at the same
* inset on the left, so the whole stage keeps one frame. */
const MARGIN = 20;
/** Room kept clear to the left of the cards, px, so a narrow stage narrows the toast
* instead of parking a card on top of the Add button. */
const CONTROL_ROOM = 118;
/** Widest and narrowest a card may be drawn, px. */
const TOAST_W_MAX = 300;
const TOAST_W_MIN = 168;
/** Six notifications a build tool would actually send, cycled by serial number. */
const MESSAGES: readonly (readonly [string, string])[] = [
['Registry synced', '38 items · 2 changed since 14:02'],
['Build passed', 'next build in 41s · no warnings'],
['Draft saved', 'toast-stack.tsx · a moment ago'],
['Export ready', 'court-archive.zip · 1.4 MB'],
['Token refreshed', 'Session valid for another 12 hours'],
['Three drafts removed', 'Undo stays available for 30 seconds'],
];
interface Toast {
readonly id: number;
readonly title: string;
readonly body: string;
}
/** One card. `id` is what ties it to its DOM node and to React's list. */
interface Card {
readonly id: number;
/** Height of this card's underside above the page floor, px. */
y: number;
/** dy/dt, px/s. Negative while the card is coming down. */
v: number;
}
interface Corner {
clock: number;
carry: number;
/** Seat every card at its resting height and stop integrating. Set under
* `prefers-reduced-motion`, where the loop never runs and a stack advanced one
* accumulator's worth per repaint would never land. */
snap: boolean;
}
function make(id: number): Toast {
const [title, body] = MESSAGES[id % MESSAGES.length];
return { id, title, body };
}
/*
* Step scratch, allocated once: the gap under each card, its film coefficient, the
* explicit half of its velocity update, and the velocity being solved for. Sharing these
* between instances is safe for the same reason chip-pile shares its closest-point pair —
* a step runs to completion without yielding.
*/
const gap = new Float64Array(MAX_STACK);
const coef = new Float64Array(MAX_STACK);
const rhs = new Float64Array(MAX_STACK);
const vel = new Float64Array(MAX_STACK);
/** Every card on the geometry, stationary. A third of a pixel above where the contact
* springs would hold it, which is nothing to look at. */
function seat(cards: readonly Card[]) {
for (let i = 0; i < cards.length; i++) {
cards[i].y = CONTACT + i * PITCH;
cards[i].v = 0;
}
}
function advance(cards: readonly Card[]) {
const n = cards.length;
for (let i = 0; i < n; i++) {
const card = cards[i];
// The page floor is card −1. An immovable surface is a body of infinite mass, so it
// needs no branch beyond never being pushed back.
const under = i > 0 ? cards[i - 1].y + TOAST_H : 0;
const underV = i > 0 ? cards[i - 1].v : 0;
const h = card.y - under;
const closing = card.v - underV;
const clamped = Math.max(H_MIN, h);
let c = FILM / (clamped * clamped * clamped);
// Limited in tension only, and limited by scaling the coefficient rather than the
// force: that caps the pull at PULL_MAX while leaving the term linear in ḣ, which is
// what the implicit solve below needs it to be.
if (closing > 0) c = Math.min(c, PULL_MAX / closing);
gap[i] = h;
coef[i] = c;
// Gravity and the bearing under it. The reaction of that bearing on the card below
// is added in the second pass, once every gap is known.
rhs[i] = card.v - STEP * G;
if (h < CONTACT) rhs[i] += STEP * CONTACT_K * (CONTACT - h);
}
for (let i = 1; i < n; i++) {
if (gap[i] < CONTACT) rhs[i - 1] -= STEP * CONTACT_K * (CONTACT - gap[i]);
}
for (let i = 0; i < n; i++) vel[i] = rhs[i];
/*
* The velocity update, taken implicitly in the film terms. C/h³ passes thirty thousand
* per second near contact and an explicit damper needs c·dt < 1, so explicit
* integration would want a step forty times smaller than this one. Backward Euler needs
* none of that, and because each film couples a card only to its neighbour the system
* is tridiagonal — swept alternately up and down the stack, which is Gauss–Seidel on
* exactly that matrix. It converges because the diagonal carries the identity too.
*
* The fixed point of this update for a single card is v = −g·h³/C exactly, so the crawl
* runs at the analytic terminal velocity at any step size. That is the reason the tail
* can be trusted: it is not a property of the integrator.
*/
for (let pass = 0; pass < SWEEPS; pass++) {
const up = pass % 2 === 0;
for (let k = 0; k < n; k++) {
const i = up ? k : n - 1 - k;
const cAbove = i < n - 1 ? coef[i + 1] : 0;
const vBelow = i > 0 ? vel[i - 1] : 0;
const vAbove = i < n - 1 ? vel[i + 1] : 0;
vel[i] =
(rhs[i] + STEP * (coef[i] * vBelow + cAbove * vAbove)) /
(1 + STEP * (coef[i] + cAbove));
}
}
for (let i = 0; i < n; i++) {
cards[i].v = vel[i];
cards[i].y += vel[i] * STEP;
}
}
function run(state: Corner, cards: readonly Card[]) {
const now = performance.now();
// The hook hands the scene no time at all, so the clock is the scene's own. Capped,
// because a frame that took a second must not become a second of stiff integration.
const elapsed = state.clock ? Math.min(0.05, (now - state.clock) / 1000) : STEP;
state.clock = now;
if (state.snap) {
seat(cards);
return;
}
state.carry += elapsed;
let steps = 0;
while (state.carry >= STEP && steps < MAX_STEPS) {
advance(cards);
state.carry -= STEP;
steps += 1;
}
if (state.carry > STEP * MAX_STEPS) state.carry = 0;
}
/**
* The card list, rebuilt against the toasts React is rendering. A card still on screen
* keeps the y and the v it had, so a dismissal restarts nothing; a new one is released
* FALL above whatever is under it *now* rather than above the slot it will end up in,
* which is why adding onto a stack that has not finished settling starts from the real
* gap. `rest` is the first pass only: the two toasts the component mounts with were
* already there before it mounted.
*/
function reconcile(held: readonly Card[], list: readonly Toast[], rest: boolean): Card[] {
const next: Card[] = [];
for (let i = 0; i < list.length; i++) {
const kept = held.find((card) => card.id === list[i].id);
if (kept) {
next.push(kept);
continue;
}
const under = i > 0 ? next[i - 1].y + TOAST_H : 0;
next.push({
id: list[i].id,
y: rest ? CONTACT + i * PITCH : under + CONTACT + FALL,
v: 0,
});
}
return next;
}
/** The solved heights, written straight to the nodes. The transform carries the corner
* inset as well, so no number in the stylesheet has to agree with a number in here. */
function place(cards: readonly Card[], nodes: Map<number, HTMLElement>) {
for (const card of cards) {
const node = nodes.get(card.id);
if (!node) continue;
node.style.transform = `translate3d(${-MARGIN}px, ${(-(MARGIN + card.y)).toFixed(2)}px, 0)`;
}
}
function build({ width }: SceneSetupContext, layer: HTMLElement | null): Corner {
const boxW = Math.max(
TOAST_W_MIN,
Math.min(TOAST_W_MAX, width - MARGIN * 2 - CONTROL_ROOM),
);
// The card box is stage geometry, so it is published from the one place that decides
// stage geometry instead of being guessed at a second time in CSS.
if (layer) {
layer.style.setProperty('--toast-stack-w', `${boxW}px`);
layer.style.setProperty('--toast-stack-h', `${TOAST_H}px`);
}
return {
clock: 0,
carry: 0,
snap: false,
};
}
/**
* The canvas has nothing of its own to show. It stays because `draw` is where the stack is
* advanced and the cards are placed, and `setup` is the only thing that publishes the card
* box to CSS; clearing is all the painting left.
*/
function paint({ context, width, height }: SceneDrawContext<Corner>) {
context.clearRect(0, 0, width, height);
}
/**
* The tracked element holds nothing but the canvas; every readable thing is a later
* sibling stacked over it. That layer is transparent to the pointer as a whole and the
* cards take their clicks back, because the stage takes pointer capture as it tracks and
* a dismiss button inside it would have its click swallowed by that capture.
*/
/** `compact` is the 298x240 catalogue card: the same stack in the same corner, with the
* hint dropped and the control strip shrunk. The toast width is measured off the live
* layer, so the lubrication solve is the same one either way — see `toast-stack.css`. */
export type ToastStackProps = { compact?: boolean };
export function ToastStack({ compact = false }: ToastStackProps) {
const reduced = useReducedMotion();
const [toasts, setToasts] = useState<Toast[]>(() => [make(0), make(1)]);
const cards = useRef<Card[]>([]);
const nodes = useRef(new Map<number, HTMLElement>());
const layer = useRef<HTMLDivElement | null>(null);
const serial = useRef(2);
const seeded = useRef(false);
const add = useCallback(() => {
setToasts((list) => {
const grown = [...list, make(serial.current)];
serial.current += 1;
/*
* The cap dropping the oldest is the best thing in here. The new card is still on
* its way down onto the top of the stack while every card below it falls a whole
* pitch into the slot the dropped one left — two different fall heights inside one
* event, arriving at times a stagger would have had to be told in advance.
*/
return grown.length > MAX_STACK ? grown.slice(grown.length - MAX_STACK) : grown;
});
}, []);
const dismiss = useCallback((id: number) => {
setToasts((list) => list.filter((toast) => toast.id !== id));
}, []);
const { stageRef, canvasRef, requestRender } = useCanvasScene<Corner>({
setup: (scene) => build(scene, layer.current),
draw: (scene) => {
const held = cards.current;
const stale =
held.length !== toasts.length ||
toasts.some((toast, i) => held[i].id !== toast.id);
if (stale) cards.current = reconcile(held, toasts, !seeded.current);
seeded.current = true;
scene.state.snap = reduced;
run(scene.state, cards.current);
place(cards.current, nodes.current);
paint(scene);
},
});
// The list is a React value the scene reads. With the loop stopped under reduced motion
// nothing else would run a frame, and a card that had just been added would never be
// given a position at all.
useEffect(() => {
requestRender();
}, [toasts, reduced, requestRender]);
return (
<div className="toast-stack-stage" data-compact={compact ? 'true' : undefined}>
<div ref={stageRef} className="toast-stack-surface" aria-hidden="true">
<canvas ref={canvasRef} />
</div>
<div ref={layer} className="toast-stack-layer">
<div className="toast-stack-controls">
{/* 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. */}
<button
type="button"
className="toast-stack-add"
tabIndex={compact ? -1 : undefined}
onClick={add}
>
Add toast
</button>
<p className="toast-stack-hint">Add a toast, then dismiss one</p>
</div>
<div
className="toast-stack-corner"
role="status"
aria-live="polite"
aria-label="Notifications"
>
{toasts.map((toast) => (
<div
key={toast.id}
ref={(node) => {
if (node) nodes.current.set(toast.id, node);
else nodes.current.delete(toast.id);
}}
className="toast-stack-toast"
>
<p className="toast-stack-title">{toast.title}</p>
<p className="toast-stack-body">{toast.body}</p>
<button
type="button"
className="toast-stack-dismiss"
tabIndex={compact ? -1 : undefined}
onClick={() => dismiss(toast.id)}
aria-label={`Dismiss ${toast.title}`}
>
<span aria-hidden="true">×</span>
</button>
</div>
))}
</div>
</div>
</div>
);
}
export default ToastStack;.toast-stack-stage {
position: relative;
width: 100%;
min-height: 25rem;
overflow: hidden;
border-radius: 0.75rem;
background: radial-gradient(120% 110% at 24% 0%, #101823 0%, #090d15 58%, #05070c 100%);
color: #e8f1fb;
}
/* The tracked element. Nothing but the canvas is in here, so pointer capture during a
drag cannot reach anything that owns a click. */
.toast-stack-surface {
position: absolute;
inset: 0;
touch-action: none;
}
.toast-stack-surface canvas {
display: block;
width: 100%;
height: 100%;
}
/* The readable layer, over the canvas. Transparent to the pointer as a whole; the cards
and the Add button take their own events back. */
.toast-stack-layer {
position: absolute;
inset: 0;
pointer-events: none;
}
.toast-stack-controls {
position: absolute;
left: 1.25rem;
bottom: 1.25rem;
display: flex;
align-items: center;
gap: 0.75rem;
}
.toast-stack-add {
appearance: none;
margin: 0;
padding: 0.4375rem 0.9375rem;
border: 1px solid rgba(255, 255, 255, 0.15);
border-radius: 999px;
background: rgba(10, 16, 26, 0.5);
font: inherit;
font-size: 0.8125rem;
font-weight: 500;
color: rgba(232, 241, 251, 0.78);
cursor: pointer;
pointer-events: auto;
backdrop-filter: blur(6px);
transition:
border-color 160ms ease,
background-color 160ms ease,
color 160ms ease;
}
.toast-stack-add:hover {
border-color: rgba(150, 214, 222, 0.45);
background: rgba(150, 214, 222, 0.12);
color: #f4fdff;
}
.toast-stack-add:focus-visible {
outline: 2px solid rgba(150, 214, 222, 0.8);
outline-offset: 2px;
}
.toast-stack-hint {
margin: 0;
font: 500 0.6875rem/1 ui-monospace, "SFMono-Regular", Menlo, monospace;
letter-spacing: 0.08em;
text-transform: uppercase;
color: rgba(232, 241, 251, 0.26);
}
/*
* The corner is `inset: 0` on purpose. Every card is placed by a transform the solver
* writes and that transform carries the corner inset with it, so there is no number in this
* file that has to be kept in step with a number in the component.
*/
.toast-stack-corner {
position: absolute;
inset: 0;
}
/* The width and the height come from the solver, which is the only thing that knows the
stack's pitch. The fallbacks are the sizes it settles on at a comfortable width. */
.toast-stack-toast {
position: absolute;
right: 0;
bottom: 0;
box-sizing: border-box;
display: grid;
grid-template-columns: minmax(0, 1fr) auto;
align-content: center;
gap: 0.1875rem 0.5rem;
width: var(--toast-stack-w, 300px);
height: var(--toast-stack-h, 58px);
padding: 0 0.5rem 0 0.75rem;
border: 1px solid rgba(232, 241, 251, 0.12);
border-radius: 0.5rem;
background: linear-gradient(180deg, #171d28 0%, #10151e 100%);
box-shadow:
inset 0 1px 0 rgba(232, 241, 251, 0.05),
0 6px 18px rgba(3, 6, 11, 0.5);
pointer-events: auto;
will-change: transform;
}
.toast-stack-title {
grid-column: 1;
margin: 0;
font-size: 0.8125rem;
font-weight: 500;
line-height: 1.2;
letter-spacing: -0.005em;
color: rgba(232, 241, 251, 0.94);
}
/* One line, clipped rather than wrapped: the card's height is the solver's pitch, and a
second line of body would push content out of a box the physics has already sized. */
.toast-stack-body {
grid-column: 1;
margin: 0;
overflow: hidden;
font-size: 0.75rem;
line-height: 1.3;
white-space: nowrap;
text-overflow: ellipsis;
color: rgba(232, 241, 251, 0.48);
}
.toast-stack-dismiss {
appearance: none;
grid-row: 1 / 3;
grid-column: 2;
align-self: center;
display: grid;
place-items: center;
width: 1.875rem;
height: 1.875rem;
margin: 0;
padding: 0;
border: 1px solid transparent;
border-radius: 999px;
background: none;
font: inherit;
font-size: 1.0625rem;
line-height: 1;
color: rgba(232, 241, 251, 0.42);
cursor: pointer;
transition:
border-color 160ms ease,
background-color 160ms ease,
color 160ms ease;
}
.toast-stack-dismiss:hover {
border-color: rgba(150, 214, 222, 0.4);
background: rgba(150, 214, 222, 0.12);
color: #f4fdff;
}
.toast-stack-dismiss:focus-visible {
outline: 2px solid rgba(150, 214, 222, 0.8);
outline-offset: 1px;
}
/*
* Opacity, and only opacity. The card becoming visible is not the same event as the card
* arriving, and this one cannot fight the other because it never touches the transform —
* which is the property the solver owns.
*/
@media (prefers-reduced-motion: no-preference) {
.toast-stack-toast {
animation: toast-stack-appear 140ms ease-out both;
}
}
@keyframes toast-stack-appear {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
/*
* With the loop stopped the cards are seated on the stack's own geometry and stay there.
* Adding and dismissing still work, because each one asks for a single repaint and the
* solver is skipped in favour of the answer. What is gone is the fall in between, which is
* the part that was asked to go.
*/
@media (prefers-reduced-motion: reduce) {
.toast-stack-add,
.toast-stack-dismiss {
transition: none;
}
}
/*
* The card variant: the 298x240 catalogue frame, at that real size and never scaled.
* The stack needs no help — `--toast-stack-w` is measured off the live layer every
* resize, so the cards are as wide as the card lets them be and the gap solve runs on
* the real geometry. All this does is tighten the strip the button sits in.
*/
.toast-stack-stage[data-compact='true'] {
min-height: 0;
height: 100%;
/* The card frame rounds and clips already. */
border-radius: 0;
}
/* A full-bleed surface that claims every touch traps the page inside a scrolling grid.
`pan-y` hands the vertical gesture back to the document. */
.toast-stack-stage[data-compact='true'] .toast-stack-surface {
touch-action: pan-y;
}
.toast-stack-stage[data-compact='true'] .toast-stack-controls {
left: 0.6875rem;
bottom: 0.6875rem;
}
/* One line of copy, and it is the card's own title's job. */
.toast-stack-stage[data-compact='true'] .toast-stack-hint {
display: none;
}
/* 22px tall, so the button clears the bottom card in the stack. */
.toast-stack-stage[data-compact='true'] .toast-stack-add {
padding: 0.25rem 0.5625rem;
font-size: 0.6875rem;
line-height: 1;
}"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 }
}