Plane
crash.tsxBest cash out 0.00×
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"use client";
import { useState } from "react";
import { Crash, formatMultiplier } from "@/components/motion/crash";
export function CrashPreview() {
const [best, setBest] = useState(0);
return (
<div className="flex w-full max-w-md flex-col items-center gap-3">
<p className="text-sm text-muted-foreground tabular-nums">
Best cash out <span className="font-medium text-foreground">{formatMultiplier(best)}</span>
</p>
<Crash onCashOut={(multiplier) => setBest((value) => Math.max(value, multiplier))} />
</div>
);
}
"use client";
// beui.dev/casino/crash
import { AnimatePresence, motion, type Transition } from "motion/react";
import { useId } from "react";
import { EASE_IN, EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import {
CHUTE,
type CrashMiniatureProps,
CrashShell,
MINI,
MINI_REPLAY,
niceAtLeast,
Parachute,
PRIMARY_TEXT,
STAGE_LABEL,
STAGE_W,
wrap,
} from "./crash/crash-parts";
import {
BURST,
type CrashProps,
EXIT,
formatShort,
GROWTH,
growth,
SWAP,
timeAt,
useCrashGame,
} from "./crash/use-crash-game";
export { type CrashProps, type CrashReveal, crashPoint, formatMultiplier } from "./crash/use-crash-game";
// Graph geometry in SVG units, matching the shell's 10:7 stage.
const W = STAGE_W;
const H = 280;
// The y labels sit in the right pad; the left pad clears the parked plane's tail.
const PAD = { left: 18, right: 40, top: 20, bottom: 24 };
// The axes start at 8s and 2.2×, then grow so the head stays near 82% across
// and 72% up, which keeps them continuous with no rescale jumps.
const X_MIN = 8;
// 2.2×, not lower: while the axes are fixed the head must stay under the
// readout's corner (top 40%, left 45%) even on a narrow stage.
const Y_MIN = 2.2;
const HEAD_X = 0.82;
const HEAD_Y = 0.72;
/**
* A crash game: a paper plane flies the multiplier up a curve until it
* crashes at a random point. Cash out before it does. After a cash out the
* flight keeps going, so the player sees what they left on the table.
*/
export function Crash({ "aria-label": ariaLabel = "Crash", className, ...options }: CrashProps) {
const game = useCrashGame(options);
// The shell pins the readout top left: an exponential curve never reaches
// that corner, so the flight can't run under the numbers.
return (
<CrashShell game={game} aria-label={ariaLabel} className={className} miniature={(props) => <MiniFlight {...props} />}>
<Graph
t={game.t}
cashed={game.cashed}
crashed={game.crashed}
round={game.round}
reduce={game.reduce}
skipping={game.skipping}
target={game.target}
/>
</CrashShell>
);
}
interface GraphProps {
t: number;
cashed: number | null;
crashed: boolean;
round: number;
reduce: boolean;
skipping: boolean;
target: number | null;
}
/** The flight: a curve from 1× at 0s to the current multiplier, on axes that grow with it. */
function Graph({ t, cashed, crashed, round, reduce, target, skipping }: GraphProps) {
const fill = `crash-fill-${useId().replace(/:/g, "")}`;
const m = growth(t);
const xMax = Math.max(X_MIN, t / HEAD_X);
const yMax = Math.max(Y_MIN, 1 + (m - 1) / HEAD_Y);
const x = (seconds: number) => PAD.left + (seconds / xMax) * (W - PAD.left - PAD.right);
const y = (value: number) => H - PAD.bottom - ((value - 1) / (yMax - 1)) * (H - PAD.top - PAD.bottom);
const base = y(1);
// Sampled densely enough that the bend reads as smooth at any scale.
const path = (from: number, to: number) => {
let d = "";
for (let i = 0; i <= 48; i++) {
const s = from + ((to - from) * i) / 48;
d += `${i === 0 ? "M" : "L"}${x(s).toFixed(2)},${y(growth(s)).toFixed(2)}`;
}
return d;
};
const cashT = cashed === null ? null : timeAt(cashed);
const flown = cashT === null ? t : Math.min(t, cashT);
const line = path(0, flown);
const area = `${line}L${x(flown).toFixed(2)},${base}L${x(0)},${base}Z`;
const lost = crashed && cashed === null;
const missed = cashT !== null && t > cashT && !crashed ? path(cashT, t) : null;
const yStep = niceAtLeast((yMax - 1) / 4);
// 1× plus round multiples of the step (500×, 1K×, not 501×), skipping one
// too close to the baseline. The epsilon keeps 0.8 / 0.2 from flooring to 3.
const yTicks = [1];
for (let k = Math.ceil(1 / yStep + 1e-9); k * yStep <= yMax + 1e-9; k++) {
if (k * yStep - 1 >= yStep * 0.5) yTicks.push(+(k * yStep).toFixed(6));
}
const xStep = niceAtLeast(xMax / 4);
const xTicks = Array.from({ length: Math.floor(xMax / xStep + 1e-9) }, (_, i) => (i + 1) * xStep);
const head = { x: x(t), y: y(m) };
// Bank along the curve's on-screen slope, levelling out on the runway at
// 0s and easing up over the first 0.6s of take-off. A slight bob keeps it
// airborne; reduced motion drops the bob and the take-off ease, so the
// plane just points along the curve.
const slope = Math.atan2(
-((H - PAD.top - PAD.bottom) / (yMax - 1)) * GROWTH * m,
(W - PAD.left - PAD.right) / xMax,
);
const flying = t > 0 && !crashed;
const bob = flying && !reduce ? Math.sin(t * 6) * 3 : 0;
const takeOff = reduce ? (t > 0 ? 1 : 0) : Math.min(1, t / 0.6);
const bank = Math.max(-70, (slope * 180) / Math.PI) * takeOff + bob;
const travel = reduce ? 0 : 30 * t + 9 * Math.min(t, 20) ** 2 + 360 * Math.max(0, t - 20);
const near = travel;
const far = travel * 0.35;
const streakLength = 4 + Math.min(14, (30 + 18 * Math.min(t, 20)) * 0.035);
const marker = cashT === null || cashed === null ? null : { x: x(cashT), y: y(cashed) };
const targetLine =
target === null ? null : { y: y(Math.min(target, yMax)), above: target > yMax, label: formatShort(target) };
return (
<svg aria-hidden="true" viewBox={`0 0 ${W} ${H}`} className="block w-full">
<defs>
<linearGradient id={fill} x1="0" y1="0" x2="0" y2="1">
<stop offset="0" stopColor="currentColor" stopOpacity={0.22} />
<stop offset="1" stopColor="currentColor" stopOpacity={0} />
</linearGradient>
{/* Grid lines fade in from the left, leaving the readout's corner clear. */}
<linearGradient id={`${fill}-fade`} x1="0" y1="0" x2="1" y2="0">
<stop offset="0.2" stopColor="white" stopOpacity={0} />
<stop offset="0.6" stopColor="white" stopOpacity={1} />
</linearGradient>
<mask id={`${fill}-grid`} maskUnits="userSpaceOnUse" x={0} y={0} width={W} height={H}>
<rect width={W} height={H} fill={`url(#${fill}-fade)`} />
</mask>
</defs>
{/* Speed field: far dots and near streaks stream past, faster as the
plane climbs. Positions derive from t, so a skip would only
flicker; it fades out then. Shown only in flight, so a parked or
crashed graph is clean. */}
<g className={cn("transition-opacity duration-200", flying && !skipping ? "opacity-100" : "opacity-0")}>
{FAR.map((dot) => (
<circle
key={dot.id}
cx={wrap(dot.x - far, W)}
cy={dot.y}
r={1}
className="fill-foreground/15"
/>
))}
{NEAR.map((streak) => {
const from = wrap(streak.x - near, W);
return (
<line
key={streak.id}
x1={from}
x2={from + streakLength}
y1={streak.y}
y2={streak.y}
strokeWidth={1.5}
strokeLinecap="round"
className="stroke-foreground/10"
/>
);
})}
</g>
<g className={cn(STAGE_LABEL, "text-muted-foreground tabular-nums")}>
<AnimatePresence initial={false}>
{yTicks.map((value) => (
<motion.g
key={`y${formatShort(value)}`}
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
<line
x1={PAD.left}
x2={W - PAD.right}
y1={y(value)}
y2={y(value)}
mask={value === 1 ? undefined : `url(#${fill}-grid)`}
className={value === 1 ? "stroke-border" : "stroke-foreground/[0.07]"}
/>
{/* Labels on the right, past the head, which stays at 82% across.
Right-aligned, so a label grown for a narrow stage stays on it. */}
<text x={W - 2} y={y(value)} dy="0.32em" textAnchor="end" className="fill-current">
{formatShort(value)}
</text>
</motion.g>
))}
{xTicks.map((value) => (
// Motion reads `x` as a transform, so the position sits on a plain text.
<motion.g
key={`x${+value.toFixed(1)}`}
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
<text x={x(value)} y={H - 8} textAnchor="middle" className="fill-current">
{`${+value.toFixed(1)}s`}
</text>
</motion.g>
))}
</AnimatePresence>
</g>
<AnimatePresence>
{targetLine ? (
// The auto target, ahead of the plane: a dashed line that fades in
// from the left like the grid, or a caret at the top while it is
// still above the axes. It fades out once it pays.
<motion.g
key="target"
className="text-primary"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
{targetLine.above ? null : (
<line
opacity={0.75}
x1={PAD.left}
x2={W - PAD.right}
y1={targetLine.y}
y2={targetLine.y}
stroke="currentColor"
strokeWidth={1.5}
strokeDasharray="5 4"
mask={`url(#${fill}-grid)`}
/>
)}
<text
x={W - PAD.right - 4}
y={targetLine.above ? PAD.top + 4 : targetLine.y - 6}
textAnchor="end"
className={cn("fill-current font-medium tabular-nums", STAGE_LABEL, PRIMARY_TEXT)}
>
{`Auto ${targetLine.label}${targetLine.above ? " ↑" : ""}`}
</text>
</motion.g>
) : null}
</AnimatePresence>
<g className={cn("transition-colors duration-150", lost ? "text-rose-500" : "text-primary")}>
<path d={area} fill={`url(#${fill})`} />
<path d={line} fill="none" stroke="currentColor" strokeWidth={3} strokeLinecap="round" strokeLinejoin="round" />
</g>
<AnimatePresence>
{missed ? (
// After a cash out the plane's trail shows what was left on the
// table while it flies on; it clears at the crash so a finished
// graph doesn't keep a stray line behind the result.
<motion.path
key={`missed-${round}`}
d={missed}
fill="none"
strokeWidth={2}
strokeDasharray="4 5"
strokeLinecap="round"
className="stroke-muted-foreground/50"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
/>
) : null}
</AnimatePresence>
{marker ? (
<g transform={`translate(${marker.x.toFixed(2)},${marker.y.toFixed(2)})`}>
{reduce ? null : (
// The player bails out: a parachute opens at the cash point and
// drifts down, swaying, before it fades.
<motion.g
key={`chute-${round}`}
// Swings like a pendulum from the canopy, not round its middle.
style={{ transformBox: "fill-box", transformOrigin: "50% 0%" }}
initial={{ y: 2, rotate: -12, opacity: 0 }}
animate={{ y: 40, rotate: [-12, 9, -6, 4, 0], opacity: [0, 1, 1, 0] }}
transition={CHUTE}
>
<motion.g initial={{ scale: 0.6 }} animate={{ scale: 1 }} transition={SWAP}>
<Parachute />
</motion.g>
</motion.g>
)}
{/* The badge in the readout names the value; the curve marks where. */}
<motion.circle
key={round}
r={4.5}
strokeWidth={2.5}
className="fill-card stroke-primary"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={SWAP}
/>
</g>
) : null}
<g
transform={`translate(${head.x.toFixed(2)},${head.y.toFixed(2)})`}
className={cn(
"transition-colors duration-150",
// Red only for a loss, like the readout.
lost ? "text-rose-500" : cashed !== null ? "text-muted-foreground" : "text-primary",
)}
>
{crashed && !reduce ? (
<g key={`burst-${round}`}>
<motion.circle
fill="none"
stroke="currentColor"
strokeWidth={2}
vectorEffect="non-scaling-stroke"
r={28}
initial={{ scale: 5 / 28, opacity: 0.7 }}
animate={{ scale: 1, opacity: 0 }}
transition={BURST}
/>
{SHREDS.map((shred) => (
<motion.path
key={shred.id}
d="M0,-2.5L3,2L-3,2Z"
fill="currentColor"
initial={{ x: 0, y: 0, rotate: 0, opacity: 1 }}
animate={{ x: shred.x, y: shred.y, rotate: shred.spin, opacity: 0 }}
transition={BURST}
/>
))}
</g>
) : null}
{/* Screen-space fall on the outside, the plane's bank inside it. */}
<motion.g
key={`plane-${round}`}
initial={false}
animate={
crashed
? reduce
? { opacity: 0 }
: { x: 16, y: 70, rotate: 150, scale: 0.75, opacity: [1, 1, 0] }
: { x: 0, y: 0, rotate: 0, scale: 1, opacity: 1 }
}
transition={crashed && !reduce ? TUMBLE : { duration: 0.2, ease: EASE_OUT }}
>
<g transform={`rotate(${bank.toFixed(2)}) translate(0,-3)`}>
<PaperPlane />
</g>
</motion.g>
{crashed ? (
// Where the flight ended, left behind once the plane has fallen, so
// a finished graph still says how far it got.
<motion.g
key={`end-${round}`}
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={{ ...SWAP, delay: reduce ? 0 : 0.35 }}
>
<circle r={7} fill="currentColor" opacity={0.15} />
<path d="M-3,-3L3,3M3,-3L-3,3" stroke="currentColor" strokeWidth={2} strokeLinecap="round" />
</motion.g>
) : null}
</g>
</svg>
);
}
// The crashed plane tumbles and drops out of the sky, accelerating.
const TUMBLE: Transition = { duration: 0.6, ease: EASE_IN, opacity: { duration: 0.6, times: [0, 0.6, 1] } };
// Paper shreds thrown out by the crash, spread round the head and pulled
// down a little, as if by gravity. Fixed, so every crash is the same shape.
const SHREDS = Array.from({ length: 7 }, (_, i) => {
const angle = ((-160 + i * 50 + (i % 2) * 14) * Math.PI) / 180;
const reach = 20 + (i % 3) * 8;
return {
id: i,
x: Math.cos(angle) * reach,
y: Math.sin(angle) * reach + 12,
spin: (i % 2 ? 1 : -1) * (140 + i * 30),
};
});
// Speed field points, scattered over the plot by fixed strides.
const PLOT_H = H - PAD.top - PAD.bottom;
const FAR = Array.from({ length: 22 }, (_, i) => ({ id: i, x: (i * 97.3) % W, y: PAD.top + ((i * 53.7) % PLOT_H) }));
const NEAR = Array.from({ length: 9 }, (_, i) => ({ id: i, x: (i * 151.9) % W, y: PAD.top + 8 + ((i * 71.3) % (PLOT_H - 16)) }));
/** A folded paper plane, nose to the right, about 26 units long. */
function PaperPlane() {
return (
<g>
<path d="M13,0L-4,-1L-8,6Z" fill="currentColor" opacity={0.55} />
<path d="M13,0L-11,-9L-4,-1Z" fill="currentColor" />
<path d="M13,0L-4,-1" className="stroke-card/40" strokeWidth={0.75} />
</g>
);
}
/**
* The round's flight in miniature, on its own axes so a skip to a huge crash
* still reads: the curve replays up to your cash out, runs on dashed to the
* crash, and ends in a cross; a missed target is a dashed line above.
*/
function MiniFlight({
crash,
cashed,
target,
reduce,
}: CrashMiniatureProps) {
const top = Math.max(crash, target ?? 1, 1.01);
const end = timeAt(top);
const x = (seconds: number) => 4 + (seconds / end) * (MINI.width - 8);
const y = (value: number) => MINI.height - 4 - ((value - 1) / (top - 1)) * (MINI.height - 8);
const path = (from: number, to: number) => {
let d = "";
for (let i = 0; i <= 24; i++) {
const s = from + ((to - from) * i) / 24;
d += `${i === 0 ? "M" : "L"}${x(s).toFixed(2)},${y(growth(s)).toFixed(2)}`;
}
return d;
};
const crashT = timeAt(crash);
const cashT = cashed === null ? null : timeAt(cashed);
const draw = (delay: number) => ({
initial: { pathLength: reduce ? 1 : 0 },
animate: { pathLength: 1 },
transition: { ...MINI_REPLAY, delay: reduce ? 0 : delay },
});
return (
<svg aria-hidden="true" viewBox={`0 0 ${MINI.width} ${MINI.height}`} width={MINI.width} height={MINI.height} className="shrink-0 overflow-visible">
<line x1={4} x2={MINI.width - 4} y1={MINI.height - 4} y2={MINI.height - 4} className="stroke-border" />
{target !== null ? (
<line
x1={4}
x2={MINI.width - 4}
y1={y(target)}
y2={y(target)}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
/>
) : null}
{cashT === null ? (
<motion.path d={path(0, crashT)} fill="none" strokeWidth={2} strokeLinecap="round" className="stroke-rose-500" {...draw(0.3)} />
) : (
<>
<motion.path d={path(0, cashT)} fill="none" strokeWidth={2} strokeLinecap="round" className="stroke-primary" {...draw(0.3)} />
<motion.path
d={path(cashT, crashT)}
fill="none"
strokeWidth={1.5}
strokeDasharray="2 3"
strokeLinecap="round"
className="stroke-muted-foreground/60"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 0.25, ease: EASE_OUT, delay: reduce ? 0 : 0.8 }}
/>
<circle cx={x(cashT)} cy={y(cashed ?? 1)} r={3} strokeWidth={1.5} className="fill-card stroke-primary" />
</>
)}
<motion.path
d={`M${x(crashT) - 2.5},${y(crash) - 2.5}l5,5m0,-5l-5,5`}
strokeWidth={1.75}
strokeLinecap="round"
className="stroke-rose-500"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
style={{ transformBox: "fill-box", transformOrigin: "center" }}
transition={{ ...SWAP, delay: reduce ? 0 : 0.85 }}
/>
</svg>
);
}
Install
shadcn init? You are set. Theme setupInstall dependencies
npm i @floating-ui/dom clsx lucide-react motion tailwind-mergeAdd util files
// Shared motion tokens. Easing curves mirror the CSS custom properties in
// globals.css; springs are the canonical physics used across components.
// Strong custom variants — defaults like `ease-in`/`ease-out` feel weak.
export const EASE_OUT = [0.16, 1, 0.3, 1] as const;
/** Accelerating curve for things that fall (a dropped ball, a toppled block). Not for UI entrances. */
export const EASE_IN = [0.55, 0, 1, 0.45] as const;
export const EASE_IN_OUT = [0.77, 0, 0.175, 1] as const;
export const EASE_DRAWER = [0.32, 0.72, 0, 1] as const;
/** CSS string form of EASE_OUT for inline style transitions. */
export const EASE_OUT_CSS = "cubic-bezier(0.16, 1, 0.3, 1)";
/** Press feedback on buttons and other tappable surfaces. */
export const SPRING_PRESS = {
type: "spring",
stiffness: 500,
damping: 30,
mass: 0.6,
} as const;
/** Content swaps — label/icon slots trading places inside a control. */
export const SPRING_SWAP = {
type: "spring",
stiffness: 460,
damping: 30,
mass: 0.55,
} as const;
/** Overlay panel entrances — modals and sheets summoned by pointer. */
export const SPRING_PANEL = {
type: "spring",
stiffness: 420,
damping: 40,
mass: 0.5,
} as const;
/** Shared-layout glides — pills, indicators and panels morphing between positions. */
export const SPRING_LAYOUT = {
type: "spring",
stiffness: 360,
damping: 32,
mass: 0.6,
} as const;
/** Cursor-follow physics for decorative mouse tracking (magnetic, tilt, dock). */
export const SPRING_MOUSE = {
stiffness: 200,
damping: 15,
mass: 0.3,
} as const;
/** Dragged handles and fills (sliders) — critically damped `useSpring` config,
* so the value follows the pointer butterily and never rebounds off an end. */
export const SPRING_GLIDE = {
stiffness: 700,
damping: 50,
mass: 0.5,
} as const;
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
"use client";
import { useIsPresent } from "motion/react";
import type { ReactNode } from "react";
export interface PresenceGateRenderProps {
/**
* False from the render that starts the exit animation onward. An overlay
* kept in the tree by `AnimatePresence` is still the topmost thing on the
* page, so anything it decides from `open` alone stays true for the whole
* exit — this is the boolean that already knows the overlay is leaving.
*/
isPresent: boolean;
/**
* Spread onto every layer that takes pointer events while the overlay is
* open. Interaction releases in the same commit that starts the exit while
* the visual exit keeps playing: pointer events stop landing, and `inert`
* drops the subtree from focus order, from tab order and from the
* accessibility tree — an exiting dialog is not a dialog you can still type
* into. A layer that never takes pointer events (a wrapper that only centres
* the panel) takes `inert={!isPresent}` alone, so its own
* `pointer-events-none` is not overwritten.
*/
gate: {
inert: boolean;
style: { pointerEvents: "auto" | "none" };
};
}
export interface PresenceGateProps {
children: (props: PresenceGateRenderProps) => ReactNode;
}
/**
* Reads the presence of the subtree it renders and hands it down.
*
* `useIsPresent` only answers inside the `AnimatePresence` subtree, and the
* components that own an overlay render the `AnimatePresence` themselves, so
* the boolean has to be read one component further down: this is that
* component, and the render prop is how it reaches the layers.
*/
export function PresenceGate({ children }: PresenceGateProps) {
const isPresent = useIsPresent();
return children({
isPresent,
gate: {
inert: !isPresent,
style: { pointerEvents: isPresent ? "auto" : "none" },
},
});
}
// Synthesized game feedback (gem chimes that climb with a streak, a mine's
// blast, a cash-out arpeggio) built from oscillators and noise at runtime, so
// there are no audio files to ship.
import { getAudioContext, retainAudioContext } from "@/lib/audio-context";
const MASTER_GAIN = 0.12;
// Pentatonic steps from G5, so any run of gems stays in key. Two octaves of
// climb tops out at G7, bright but not shrill.
const BASE = 783.99;
const SCALE = [0, 2, 4, 7, 9];
// The context is shared page-wide (lib/audio-context.ts). The master gain
// belongs to it, so it is rebuilt if the context was closed and recreated.
let master: GainNode | null = null;
function ensureContext() {
const ctx = getAudioContext();
if (ctx && master?.context !== ctx) {
master = ctx.createGain();
master.gain.value = MASTER_GAIN;
master.connect(ctx.destination);
}
return ctx;
}
/** A pitched tone with a fast attack and exponential decay. */
function tone(
context: AudioContext,
frequency: number,
at: number,
{ duration = 0.18, type = "sine", gain = 1 }: { duration?: number; type?: OscillatorType; gain?: number } = {},
) {
if (!master) return;
const osc = context.createOscillator();
const env = context.createGain();
osc.type = type;
osc.frequency.setValueAtTime(frequency, at);
env.gain.setValueAtTime(0.0001, at);
env.gain.exponentialRampToValueAtTime(gain, at + 0.005);
env.gain.exponentialRampToValueAtTime(0.0001, at + duration);
osc.connect(env).connect(master);
osc.start(at);
osc.stop(at + duration + 0.02);
osc.onended = () => env.disconnect();
}
function note(step: number) {
const octave = Math.floor(step / SCALE.length);
const semitones = SCALE[step % SCALE.length] + octave * 12;
return BASE * 2 ** (semitones / 12);
}
export interface GameSounds {
/** Unlock audio; call from a click or key handler. */
prepare: () => void;
/** A gem; `streak` counts gems in a row, from 1. */
gem: (streak: number) => void;
/** A mine. */
mine: () => void;
/** Cashing out. */
cashOut: () => void;
dispose: () => void;
}
/**
* Lazily-initialized game sounds on the page's shared AudioContext. Nothing is created
* until the first call. Safe during SSR and without Web Audio: every call
* becomes a silent no-op.
*/
export function createGameSounds(): GameSounds {
const release = retainAudioContext();
let disposed = false;
const live = () => (disposed ? null : ensureContext());
return {
prepare() {
live();
},
gem(streak) {
const context = live();
if (!context) return;
const now = context.currentTime;
// Every fifth gem in a row leads in with a quick two-note run, so the
// chime waits for it. Notes can't start in the past.
const run = streak % 5 === 0;
const at = run ? now + 0.06 : now;
if (run) {
[-2, -1].forEach((offset, index) => {
tone(context, note(Math.max(0, streak - 1 + offset)), now + index * 0.03, { gain: 0.35, duration: 0.08 });
});
}
// Each gem in a row climbs the scale, capped two octaves up.
const frequency = note(Math.min(streak - 1, SCALE.length * 2));
// Glassy: a sine fundamental with a quiet triangle an octave up.
tone(context, frequency, at, { gain: 0.9 });
tone(context, frequency * 2, at, { type: "triangle", gain: 0.15, duration: 0.12 });
// From the third gem in a row, a sparkle a fifth above answers the chime.
if (streak >= 3) tone(context, frequency * 1.5, at + 0.05, { gain: 0.25, duration: 0.1 });
},
mine() {
const context = live();
if (!context || !master) return;
const now = context.currentTime;
// A burst of noise swept down through a low-pass filter…
const length = Math.ceil(context.sampleRate * 0.45);
const buffer = context.createBuffer(1, length, context.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < length; i++) data[i] = (Math.random() * 2 - 1) * (1 - i / length) ** 2;
const noise = context.createBufferSource();
noise.buffer = buffer;
const filter = context.createBiquadFilter();
filter.type = "lowpass";
filter.frequency.setValueAtTime(1600, now);
filter.frequency.exponentialRampToValueAtTime(180, now + 0.4);
const env = context.createGain();
env.gain.setValueAtTime(1.1, now);
env.gain.exponentialRampToValueAtTime(0.0001, now + 0.45);
noise.connect(filter).connect(env).connect(master);
noise.start(now);
noise.onended = () => env.disconnect();
// …over a low thump that drops in pitch.
const thump = context.createOscillator();
const thumpEnv = context.createGain();
thump.type = "sine";
thump.frequency.setValueAtTime(110, now);
thump.frequency.exponentialRampToValueAtTime(42, now + 0.3);
thumpEnv.gain.setValueAtTime(1.4, now);
thumpEnv.gain.exponentialRampToValueAtTime(0.0001, now + 0.32);
thump.connect(thumpEnv).connect(master);
thump.start(now);
thump.stop(now + 0.34);
thump.onended = () => thumpEnv.disconnect();
},
cashOut() {
const context = live();
if (!context) return;
const now = context.currentTime;
// A rising major arpeggio, C5 E5 G5 C6, ending on a held shimmer.
[523.25, 659.25, 783.99, 1046.5].forEach((frequency, index) => {
const last = index === 3;
tone(context, frequency, now + index * 0.06, { type: "triangle", gain: 0.6, duration: last ? 0.45 : 0.14 });
if (last) tone(context, frequency * 2, now + index * 0.06, { gain: 0.15, duration: 0.5 });
});
},
dispose() {
if (disposed) return;
disposed = true;
release();
},
};
}
"use client";
import {
type KeyboardEvent,
type RefObject,
useEffect,
useMemo,
useRef,
} from "react";
import { useOnOpen } from "@/lib/hooks/use-on-open";
import { useRowCursor } from "@/lib/hooks/use-row-cursor";
export interface ListboxRow {
id: string;
label: string;
disabled?: boolean;
}
// How long typed characters keep building one typeahead query.
const TYPEAHEAD_MS = 500;
/**
* Keyboard model for a popup listbox whose options are focusable buttons.
*
* The active option is resolved during render through `useRowCursor`, so the
* roving `tabIndex` and the next key press always agree with what is on
* screen. Opening starts on the selected option, or the first enabled one.
* Arrow keys, Home and End move between enabled options, and printable
* characters jump to the next option whose label starts with what was typed.
* DOM focus follows the active option while the list is open; each option
* carries its id in `data-listbox-id` so the list can find it.
*/
export function useListbox({
open,
rows,
selected,
list,
}: {
open: boolean;
rows: readonly ListboxRow[];
selected: string | undefined;
list: RefObject<HTMLElement | null>;
}) {
const enabled = useMemo(() => rows.filter((row) => !row.disabled), [rows]);
const { activeIndex, moveTo, moveActive } = useRowCursor(enabled, "");
useOnOpen(open, () =>
moveTo(enabled.some((row) => row.id === selected) ? (selected ?? null) : null),
);
const activeId = enabled[activeIndex]?.id;
const typed = useRef({ text: "", at: 0 });
// A list rendered open does not take focus from the page on mount; focus
// follows only once it has been opened, or once focus is already inside.
const openedOnMount = useRef(open);
useEffect(() => {
if (!open) openedOnMount.current = false;
}, [open]);
useEffect(() => {
if (!open || activeId === undefined) return;
if (
openedOnMount.current &&
!list.current?.contains(document.activeElement)
)
return;
const option = Array.from(
list.current?.querySelectorAll<HTMLElement>("[data-listbox-id]") ?? [],
).find((element) => element.dataset.listboxId === activeId);
option?.focus({ preventScroll: false });
}, [open, activeId, list]);
const onKeyDown = (event: KeyboardEvent) => {
const { key } = event;
if (key === "ArrowDown" || key === "ArrowUp") {
event.preventDefault();
moveActive(key === "ArrowDown" ? 1 : -1);
} else if (key === "Home" || key === "End") {
event.preventDefault();
const row = key === "Home" ? enabled[0] : enabled[enabled.length - 1];
if (row) moveTo(row.id);
} else if (
key.length === 1 &&
key !== " " &&
!event.ctrlKey &&
!event.metaKey &&
!event.altKey
) {
const now = Date.now();
const char = key.toLowerCase();
const text =
now - typed.current.at < TYPEAHEAD_MS ? typed.current.text + char : char;
typed.current = { text, at: now };
// A repeated single letter cycles through the options that start with it.
const from = text.length === 1 ? activeIndex + 1 : activeIndex;
for (let step = 0; step < enabled.length; step++) {
const row = enabled[(from + step) % enabled.length];
if (row.label.toLowerCase().startsWith(text)) {
moveTo(row.id);
break;
}
}
}
};
return { activeId, onKeyDown };
}
"use client";
import { type RefObject, useEffect } from "react";
/**
* What the dismissing gesture does to the control it landed on.
*
* `"pass-through"` is the platform norm (native popover light-dismiss): the
* tap closes the overlay *and* activates whatever was under it. Use
* `"consume"` where the open overlay sits over or beside controls that would
* be costly to trigger by accident — the dismissal then swallows the
* activation too, so the gesture only closes.
*/
export type DismissBehavior = "pass-through" | "consume";
export interface DismissOptions {
/** Default `"pass-through"`. */
behavior?: DismissBehavior;
/** Dismiss on Escape as well. Default true. */
escape?: boolean;
/** Return true for an outside target that should *not* dismiss. Must be stable. */
ignore?: (target: Element) => boolean;
}
/**
* What every currently open dismiss scope counts as inside itself. A consumed
* dismissal reads this to tell a stray gesture from one that belongs to an
* overlay in front of it: overlays have no shared z-order to consult, but the
* one the gesture landed in has said as much by registering it.
*/
const openScopes = new Set<(target: Element) => boolean>();
function claimedByAnotherScope(
self: (target: Element) => boolean,
target: Element,
) {
for (const scope of openScopes) {
if (scope !== self && scope(target)) return true;
}
return false;
}
// preventDefault on pointerdown does not suppress the click that follows, so
// consuming a gesture means swallowing that click itself. The swallower
// deliberately outlives the effect that installed it — the dismissal it
// belongs to has already unmounted or re-rendered by the time the click lands.
// It releases on that click, or on the next gesture if the pointer is dragged
// away and no click ever arrives, so it can never eat a later one. A keydown
// releases it too: a gesture that ends with neither a click nor a cancel would
// otherwise leave it armed, and the click Enter synthesizes on some focused
// control is not the one this dismissal was owed.
function consumeActivation(source: Event) {
const swallow = (event: MouseEvent) => {
event.preventDefault();
event.stopPropagation();
release();
};
const restart = (event: Event) => {
if (event !== source) release();
};
const release = () => {
window.removeEventListener("click", swallow, true);
window.removeEventListener("pointerdown", restart, true);
window.removeEventListener("pointercancel", restart, true);
window.removeEventListener("keydown", release, true);
};
window.addEventListener("click", swallow, true);
window.addEventListener("pointerdown", restart, true);
window.addEventListener("pointercancel", restart, true);
window.addEventListener("keydown", release, true);
}
/**
* Close an open overlay on Escape or a pointerdown outside `ref`. Pass `null`
* for `ref` when what counts as inside isn't one element, and say so with
* `ignore` instead.
*
* The pointerdown listener is capture-phase: a bubble-phase one is blinded by
* any handler in between that stops propagation, and an overlay cannot know
* what it is layered over. `onDismiss` and `ignore` must be stable (wrap in
* useCallback) so the listeners aren't re-bound every render while open.
*/
export function useDismiss(
open: boolean,
onDismiss: () => void,
ref: RefObject<HTMLElement | SVGElement | null> | null,
{
behavior = "pass-through",
escape: dismissOnEscape = true,
ignore,
}: DismissOptions = {},
) {
useEffect(() => {
if (!open) return;
const inside = (target: Element) =>
Boolean(ref?.current?.contains(target)) || Boolean(ignore?.(target));
const onKey = (event: KeyboardEvent) => {
if (dismissOnEscape && event.key === "Escape") onDismiss();
};
const onPointer = (event: PointerEvent) => {
const target = event.target as Element | null;
if (!target || inside(target)) return;
// Outside this overlay, but inside one that is also open: the gesture is
// that overlay's to answer, and swallowing its click from behind would
// cost the user the control they actually aimed at.
if (behavior === "consume" && !claimedByAnotherScope(inside, target)) {
consumeActivation(event);
}
onDismiss();
};
openScopes.add(inside);
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer, true);
return () => {
openScopes.delete(inside);
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer, true);
};
}, [open, onDismiss, ref, behavior, dismissOnEscape, ignore]);
}
"use client";
import { useMemo, useRef } from "react";
import { isHoveringPointer } from "@/lib/touch";
interface BoundaryEvent {
pointerId: number;
pointerType: string;
buttons: number;
}
export interface HoverGesture {
/** True when this enter starts a hover: the pointer arrived resting, not pressing. */
enter: (event: BoundaryEvent) => boolean;
/** True when this leave ends a hover that entered as one. */
leave: (event: BoundaryEvent) => boolean;
}
/**
* Pairs a surface's enter with its leave, per pointer.
*
* `isHoveringPointer` answers the question the *enter* asks — is this pointer
* resting on the surface or pressing it — and both boundary cases go wrong if
* the leave is asked the same question again:
*
* - A pen with no hover never rests. It arrives in contact, taps, and the spec
* then requires its boundary events after `pointerup`, so the leave carries
* `buttons: 0` and reads as a mouse gliding off. Hover teardown then undid
* the tap — the panel the pen had just opened closed under it.
* - A mouse pressed on the surface and dragged off leaves with `buttons: 1`.
* Skipping teardown there strands the surface open: the release happens
* outside, and no second leave ever comes.
*
* So the state a hover holds is released by the pointer that took it, whatever
* the buttons say at the boundary, and a pointer that arrived in contact never
* took it in the first place. Contact is the exception tracked here, not
* hover: a leave from a pointer this surface never saw enter — mounted under
* the cursor, say — still counts, since the alternative is state with no way
* out.
*/
export function useHoverGesture(): HoverGesture {
const contact = useRef(new Set<number>());
return useMemo(
() => ({
enter: (event) => {
if (isHoveringPointer(event)) {
contact.current.delete(event.pointerId);
return true;
}
contact.current.add(event.pointerId);
return false;
},
leave: (event) => {
const arrivedInContact = contact.current.delete(event.pointerId);
return !arrivedInContact && event.pointerType !== "touch";
},
}),
[],
);
}
"use client";
import { useMemo, useRef } from "react";
/** What a pointerdown recorded, read back by the click that ends its gesture. */
export interface TapRecord<S> {
/** Which input started the gesture. */
pointerType: string;
/** What the surface was showing when it started. */
state: S;
}
export interface TapGesture<S> {
/** Record the gesture a pointerdown starts, with the state it starts in. */
start: (event: { pointerType: string }, state: S) => void;
/** Read the record and clear it. `null` when no pointer is behind this click. */
take: () => TapRecord<S> | null;
/** Drop the record: this gesture will never spend it on a click. */
drop: () => void;
}
/**
* The pointer gesture behind a click, recorded where the click cannot report
* it. A `click` carries no `pointerType` in the engines that matter, so the
* `pointerdown` before it is the only thing that says which input activated
* the control — and whether one did at all, since keyboard activation
* synthesizes a click with no pointer behind it.
*
* State goes in with the record because a click reports that no better: a
* browser that focuses a control on contact can open the very panel the tap
* was meant to open, and reading "is it open" at click time then undoes it.
* What the gesture started against is what it acts on.
*
* The record is spent by one click and dropped by everything else, because a
* record that outlives its gesture is worse than none:
*
* - A scroll or an OS gesture takes the touch away — `pointercancel`, no click
* ever — and the finger would sit in the record until some later click.
* - That later click is often `Enter` on a keyboard, which arrives with no
* pointerdown of its own and would inherit the abandoned finger. A keydown
* is the start of a keyboard activation and never part of a tap, so it drops
* the record too.
*
* Both ends have to be wired by the surface: `drop` on `onPointerCancel` and
* on `onKeyDown`.
*/
export function useTapGesture<S>(): TapGesture<S> {
const record = useRef<TapRecord<S> | null>(null);
return useMemo(
() => ({
start: (event, state) => {
record.current = { pointerType: event.pointerType, state };
},
take: () => {
const spent = record.current;
record.current = null;
return spent;
},
drop: () => {
record.current = null;
},
}),
[],
);
}
// One AudioContext for every synthesized sound on the page (lib/tick-sound.ts,
// lib/game-sounds.ts). Browsers cap concurrent contexts, and a page can show a
// date made of several WheelPickers next to a game, so they all share this
// one. It is created on first use and closed once every player is disposed.
type AudioContextCtor = typeof AudioContext;
let context: AudioContext | null = null;
let users = 0;
/**
* Registers a sound player. Call the returned function when the player is
* disposed; the context closes after the last one.
*/
export function retainAudioContext() {
users++;
let released = false;
return () => {
if (released) return;
released = true;
users--;
if (users === 0 && context) {
void context.close();
context = null;
}
};
}
/**
* The shared context, created on first call and resumed if suspended. Null
* during SSR and in browsers without Web Audio.
*/
export function getAudioContext(): AudioContext | null {
if (!context) {
if (typeof window === "undefined") return null;
const Ctor =
window.AudioContext ??
(window as unknown as { webkitAudioContext?: AudioContextCtor }).webkitAudioContext;
if (!Ctor) return null;
context = new Ctor();
}
// Browsers may refuse outside a user gesture. Players call this from
// pointer and key handlers first, so a later call finds it running.
if (context.state === "suspended") void context.resume().catch(() => undefined);
return context;
}
"use client";
import { useEffect, useState } from "react";
/**
* Returns true only on devices that have a true hover (mouse / trackpad).
* Touch devices fire phantom `:hover` on tap that sticks until tap-elsewhere
* — gate hover-only effects (scale lifts, magnetic pulls) behind this.
*/
export function useHoverCapable() {
const [canHover, setCanHover] = useState(false);
useEffect(() => {
if (typeof window === "undefined" || !window.matchMedia) return;
const mq = window.matchMedia("(hover: hover) and (pointer: fine)");
const update = () => setCanHover(mq.matches);
update();
mq.addEventListener?.("change", update);
return () => mq.removeEventListener?.("change", update);
}, []);
return canHover;
}
"use client";
import { useState } from "react";
/**
* Runs `start` during the render in which `open` becomes true.
*
* Opening a list starts a fresh session — an empty query, the highlight back at
* the top — and that is a resolution, not a side effect: a passive effect runs
* after the commit, so the new session would carry the last one's state for a
* window in which a key press can land.
*
* `start` may only set state belonging to the calling component. Anything that
* reaches outside it — a consumer's callback, a DOM write, moving focus — is a
* side effect, and React rejects a callback that sets another component's state
* during this one's render. Put those in an effect keyed to `open`.
*/
export function useOnOpen(open: boolean, start: () => void) {
const [wasOpen, setWasOpen] = useState(open);
if (open !== wasOpen) {
setWasOpen(open);
if (open) start();
}
}
"use client";
import { useCallback, useLayoutEffect, useRef, useState } from "react";
/**
* Where the keyboard or the pointer last moved to: the row's id, stamped with
* the query it was placed under.
*/
type RowCursor = { id: string; query: string };
/** The cursor's row, or -1 once the query has moved on or the row has left. */
function indexOfCursor(
rows: readonly { id: string }[],
query: string,
cursor: RowCursor | null,
) {
if (cursor === null || cursor.query !== query) return -1;
return rows.findIndex((row) => row.id === cursor.id);
}
/**
* The highlighted row of a list whose rows can change under it.
*
* Which row is highlighted is resolved during render, never in a passive
* effect: a passive effect runs after the commit, so a list that had just
* changed would carry an `aria-activedescendant` naming a row that has left it,
* and a key pressed in that window would commit the wrong row or nothing at
* all.
*
* The cursor holds the row's id, not its position. A position alone cannot tell
* a list that shrank from one that swapped its rows for a different set of the
* same length, and the second case is the one that silently hands Enter to a
* row the user never chose. A cursor whose row has left the list returns the
* highlight to the first row rather than to the nearest surviving one: the row
* the user aimed at is gone, and the first row is where a new query already
* puts the highlight.
*
* Pass the query the list is filtered by. The cursor is stamped with it and
* dropped when it changes, so a caller cannot forget to clear it — including a
* caller whose query arrives as a prop and so never runs its own handler. Rows
* that come back under a query that has moved on cannot revive it either.
* `moveTo(null)` is for deliberate resets, such as reopening the list.
*
* Both callbacks keep one identity for the life of the component, and read the
* rows and the query through a ref to do it. A caller will put them in an
* effect's dependencies — the exhaustive-deps rule makes it — and a `moveTo`
* rebuilt on every keystroke would re-run that effect on every keystroke.
*/
export function useRowCursor(rows: readonly { id: string }[], query: string) {
const [cursor, setCursor] = useState<RowCursor | null>(null);
// Written after commit, not during render: a render React discards or has not
// finished still runs the component body, and an event handler that read this
// in that window would stamp the cursor with a query the committed tree does
// not have.
const latest = useRef({ rows, query });
useLayoutEffect(() => {
latest.current = { rows, query };
});
const cursorRow = indexOfCursor(rows, query, cursor);
// Cleared rather than ignored: React re-runs this render with the cursor
// already gone, so rows that come back cannot revive a highlight the user has
// stopped aiming at.
if (cursor !== null && cursorRow < 0) setCursor(null);
const moveTo = useCallback(
(id: string | null) =>
setCursor(id === null ? null : { id, query: latest.current.query }),
[],
);
const moveActive = useCallback((direction: 1 | -1) => {
const { rows: live, query: liveQuery } = latest.current;
const last = live.length - 1;
if (last < 0) return;
// Steps from the row the cursor is really on, inside the update, so that
// two keys landing in one batch move two rows rather than one.
setCursor((current) => {
const at = Math.max(indexOfCursor(live, liveQuery, current), 0);
const next = Math.min(Math.max(at + direction, 0), last);
return { id: live[next].id, query: liveQuery };
});
}, []);
return { activeIndex: cursorRow < 0 ? 0 : cursorRow, moveTo, moveActive };
}
// Shared touch primitives. iOS and iPadOS run their own gestures on top of the
// page — the long-press selection callout and the selection it drags in with
// it — and they win: once the platform claims a touch it cancels ours
// mid-gesture, so a press-and-hold or a drag simply dies. Surfaces that own
// their gesture have to opt out.
//
// What the two classes below cover, precisely:
// - `-webkit-touch-callout: none` stops iOS's long-press callout. WebKit-only:
// it is not a property other engines have, so it is inert everywhere else.
// - `user-select: none` stops the long-press selection on every engine,
// Android included, and stops a drag from painting a selection under the
// cursor. It is inherited, so it reaches every descendant — which is why the
// two classes differ only in whether they apply it unconditionally.
// What neither covers:
// - Chrome for Android's long-press menu on a link or an image. No CSS
// suppresses it; a gesture surface that wraps one needs its own
// `onContextMenu` with `preventDefault()`.
// - The native drag of an `<img>` or `<a>` descendant. `-webkit-user-drag` is
// not inherited and plain divs and buttons are not drag sources, so setting
// it on the surface does nothing — the child itself needs `draggable={false}`.
/**
* Classes for a surface that *is* the control: a thumb, a drum, a stage, a
* handle, a hold button. Selection is suppressed on every input, because a
* drag that highlights the control's own label is wrong on a mouse too.
* Compose with `touch-none` when the surface also owns the scroll axis — leave
* it off when the page must still scroll from there.
*/
export const TOUCH_GESTURE_CLASS = "select-none [-webkit-touch-callout:none]";
/**
* The same opt-out for a gesture surface that wraps content the consumer owns:
* a scroller, a context-menu trigger, a sheet header, a list row. Selection is
* suppressed only where the platform runs its own press gestures — a coarse
* pointer — so a mouse user can still select and copy that content. If the
* gesture itself would paint a selection under the cursor, add `select-none`
* for the duration of the gesture rather than reaching for
* `TOUCH_GESTURE_CLASS`.
*
* `pointer: coarse` describes the *primary* pointer and nothing else, so a
* hybrid machine reads it wrong in both directions: a tablet with a mouse
* plugged in keeps touch as primary and loses mouse selection, and a laptop
* with a touchscreen keeps the mouse as primary and leaves selection live
* under a finger. No media query can answer per interaction — the query is
* about the device, and the question is about the gesture in progress. The
* default stays here because it is right on the machines that are one thing or
* the other, and losing a selection is a nuisance; where the miss costs a
* *gesture* instead, the surface pairs it with `holdSelection` on the press.
*/
export const TOUCH_GESTURE_CONTENT_CLASS =
"[-webkit-touch-callout:none] pointer-coarse:select-none";
/**
* Suppress selection on `element` for as long as a gesture is running on it,
* whatever the primary pointer of the machine happens to be. Returns the
* release. Inline, so it wins over the class above and is gone again the
* moment the gesture ends.
*
* For the press gestures a native selection would otherwise steal — a
* long-press that opens a menu. Elsewhere prefer the classes: a surface that
* takes selection away for the whole session is a surface whose text nobody
* can copy.
*/
export function holdSelection(element: HTMLElement) {
element.style.setProperty("user-select", "none");
element.style.setProperty("-webkit-user-select", "none");
return () => {
element.style.removeProperty("user-select");
element.style.removeProperty("-webkit-user-select");
};
}
/**
* Pointer capture, best effort. WebKit throws `NotFoundError` when the pointer
* is already gone by the time the handler runs — routine on iOS, where the
* system can claim the touch first — and an uncaught throw takes the rest of
* the handler, the gesture included, down with it. Touch pointers carry
* implicit capture anyway, so losing it is never fatal.
*/
export function capturePointer(element: Element, pointerId: number) {
try {
element.setPointerCapture(pointerId);
} catch {
// Pointer is no longer active — implicit capture still applies on touch.
}
}
/** Release a capture taken with `capturePointer`, ignoring a stale pointer. */
export function releasePointer(element: Element, pointerId: number) {
try {
if (element.hasPointerCapture(pointerId)) {
element.releasePointerCapture(pointerId);
}
} catch {
// Capture was already dropped by the browser.
}
}
/**
* Whether this event came from a pointer that is *hovering*: not a touch, and
* not currently pressed. Which input the user is holding right now is not
* something a device capability can answer — a touchscreen laptop hovers and
* taps, and iPadOS reports a fine hovering pointer for a finger — so both
* paths stay live and each handler branches on the event it was given.
*
* A pen resting on the glass is making contact, not hovering: `buttons` is the
* tell, and it sends a pen tap down the same route a finger takes.
*
* This answers what an *enter* asks. A leave is the other half of a pair and
* has to be read against the enter that started it — `useHoverGesture` in
* `lib/hooks/use-hover-gesture` does that, and hover surfaces should use it
* rather than asking this question twice.
*/
export const isHoveringPointer = (event: {
pointerType: string;
buttons: number;
}) => event.pointerType !== "touch" && event.buttons === 0;
Copy the source code
"use client";
// beui.dev/casino/crash
import { AnimatePresence, motion, type Transition } from "motion/react";
import { useId } from "react";
import { EASE_IN, EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import {
CHUTE,
type CrashMiniatureProps,
CrashShell,
MINI,
MINI_REPLAY,
niceAtLeast,
Parachute,
PRIMARY_TEXT,
STAGE_LABEL,
STAGE_W,
wrap,
} from "./crash/crash-parts";
import {
BURST,
type CrashProps,
EXIT,
formatShort,
GROWTH,
growth,
SWAP,
timeAt,
useCrashGame,
} from "./crash/use-crash-game";
export { type CrashProps, type CrashReveal, crashPoint, formatMultiplier } from "./crash/use-crash-game";
// Graph geometry in SVG units, matching the shell's 10:7 stage.
const W = STAGE_W;
const H = 280;
// The y labels sit in the right pad; the left pad clears the parked plane's tail.
const PAD = { left: 18, right: 40, top: 20, bottom: 24 };
// The axes start at 8s and 2.2×, then grow so the head stays near 82% across
// and 72% up, which keeps them continuous with no rescale jumps.
const X_MIN = 8;
// 2.2×, not lower: while the axes are fixed the head must stay under the
// readout's corner (top 40%, left 45%) even on a narrow stage.
const Y_MIN = 2.2;
const HEAD_X = 0.82;
const HEAD_Y = 0.72;
/**
* A crash game: a paper plane flies the multiplier up a curve until it
* crashes at a random point. Cash out before it does. After a cash out the
* flight keeps going, so the player sees what they left on the table.
*/
export function Crash({ "aria-label": ariaLabel = "Crash", className, ...options }: CrashProps) {
const game = useCrashGame(options);
// The shell pins the readout top left: an exponential curve never reaches
// that corner, so the flight can't run under the numbers.
return (
<CrashShell game={game} aria-label={ariaLabel} className={className} miniature={(props) => <MiniFlight {...props} />}>
<Graph
t={game.t}
cashed={game.cashed}
crashed={game.crashed}
round={game.round}
reduce={game.reduce}
skipping={game.skipping}
target={game.target}
/>
</CrashShell>
);
}
interface GraphProps {
t: number;
cashed: number | null;
crashed: boolean;
round: number;
reduce: boolean;
skipping: boolean;
target: number | null;
}
/** The flight: a curve from 1× at 0s to the current multiplier, on axes that grow with it. */
function Graph({ t, cashed, crashed, round, reduce, target, skipping }: GraphProps) {
const fill = `crash-fill-${useId().replace(/:/g, "")}`;
const m = growth(t);
const xMax = Math.max(X_MIN, t / HEAD_X);
const yMax = Math.max(Y_MIN, 1 + (m - 1) / HEAD_Y);
const x = (seconds: number) => PAD.left + (seconds / xMax) * (W - PAD.left - PAD.right);
const y = (value: number) => H - PAD.bottom - ((value - 1) / (yMax - 1)) * (H - PAD.top - PAD.bottom);
const base = y(1);
// Sampled densely enough that the bend reads as smooth at any scale.
const path = (from: number, to: number) => {
let d = "";
for (let i = 0; i <= 48; i++) {
const s = from + ((to - from) * i) / 48;
d += `${i === 0 ? "M" : "L"}${x(s).toFixed(2)},${y(growth(s)).toFixed(2)}`;
}
return d;
};
const cashT = cashed === null ? null : timeAt(cashed);
const flown = cashT === null ? t : Math.min(t, cashT);
const line = path(0, flown);
const area = `${line}L${x(flown).toFixed(2)},${base}L${x(0)},${base}Z`;
const lost = crashed && cashed === null;
const missed = cashT !== null && t > cashT && !crashed ? path(cashT, t) : null;
const yStep = niceAtLeast((yMax - 1) / 4);
// 1× plus round multiples of the step (500×, 1K×, not 501×), skipping one
// too close to the baseline. The epsilon keeps 0.8 / 0.2 from flooring to 3.
const yTicks = [1];
for (let k = Math.ceil(1 / yStep + 1e-9); k * yStep <= yMax + 1e-9; k++) {
if (k * yStep - 1 >= yStep * 0.5) yTicks.push(+(k * yStep).toFixed(6));
}
const xStep = niceAtLeast(xMax / 4);
const xTicks = Array.from({ length: Math.floor(xMax / xStep + 1e-9) }, (_, i) => (i + 1) * xStep);
const head = { x: x(t), y: y(m) };
// Bank along the curve's on-screen slope, levelling out on the runway at
// 0s and easing up over the first 0.6s of take-off. A slight bob keeps it
// airborne; reduced motion drops the bob and the take-off ease, so the
// plane just points along the curve.
const slope = Math.atan2(
-((H - PAD.top - PAD.bottom) / (yMax - 1)) * GROWTH * m,
(W - PAD.left - PAD.right) / xMax,
);
const flying = t > 0 && !crashed;
const bob = flying && !reduce ? Math.sin(t * 6) * 3 : 0;
const takeOff = reduce ? (t > 0 ? 1 : 0) : Math.min(1, t / 0.6);
const bank = Math.max(-70, (slope * 180) / Math.PI) * takeOff + bob;
const travel = reduce ? 0 : 30 * t + 9 * Math.min(t, 20) ** 2 + 360 * Math.max(0, t - 20);
const near = travel;
const far = travel * 0.35;
const streakLength = 4 + Math.min(14, (30 + 18 * Math.min(t, 20)) * 0.035);
const marker = cashT === null || cashed === null ? null : { x: x(cashT), y: y(cashed) };
const targetLine =
target === null ? null : { y: y(Math.min(target, yMax)), above: target > yMax, label: formatShort(target) };
return (
<svg aria-hidden="true" viewBox={`0 0 ${W} ${H}`} className="block w-full">
<defs>
<linearGradient id={fill} x1="0" y1="0" x2="0" y2="1">
<stop offset="0" stopColor="currentColor" stopOpacity={0.22} />
<stop offset="1" stopColor="currentColor" stopOpacity={0} />
</linearGradient>
{/* Grid lines fade in from the left, leaving the readout's corner clear. */}
<linearGradient id={`${fill}-fade`} x1="0" y1="0" x2="1" y2="0">
<stop offset="0.2" stopColor="white" stopOpacity={0} />
<stop offset="0.6" stopColor="white" stopOpacity={1} />
</linearGradient>
<mask id={`${fill}-grid`} maskUnits="userSpaceOnUse" x={0} y={0} width={W} height={H}>
<rect width={W} height={H} fill={`url(#${fill}-fade)`} />
</mask>
</defs>
{/* Speed field: far dots and near streaks stream past, faster as the
plane climbs. Positions derive from t, so a skip would only
flicker; it fades out then. Shown only in flight, so a parked or
crashed graph is clean. */}
<g className={cn("transition-opacity duration-200", flying && !skipping ? "opacity-100" : "opacity-0")}>
{FAR.map((dot) => (
<circle
key={dot.id}
cx={wrap(dot.x - far, W)}
cy={dot.y}
r={1}
className="fill-foreground/15"
/>
))}
{NEAR.map((streak) => {
const from = wrap(streak.x - near, W);
return (
<line
key={streak.id}
x1={from}
x2={from + streakLength}
y1={streak.y}
y2={streak.y}
strokeWidth={1.5}
strokeLinecap="round"
className="stroke-foreground/10"
/>
);
})}
</g>
<g className={cn(STAGE_LABEL, "text-muted-foreground tabular-nums")}>
<AnimatePresence initial={false}>
{yTicks.map((value) => (
<motion.g
key={`y${formatShort(value)}`}
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
<line
x1={PAD.left}
x2={W - PAD.right}
y1={y(value)}
y2={y(value)}
mask={value === 1 ? undefined : `url(#${fill}-grid)`}
className={value === 1 ? "stroke-border" : "stroke-foreground/[0.07]"}
/>
{/* Labels on the right, past the head, which stays at 82% across.
Right-aligned, so a label grown for a narrow stage stays on it. */}
<text x={W - 2} y={y(value)} dy="0.32em" textAnchor="end" className="fill-current">
{formatShort(value)}
</text>
</motion.g>
))}
{xTicks.map((value) => (
// Motion reads `x` as a transform, so the position sits on a plain text.
<motion.g
key={`x${+value.toFixed(1)}`}
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
<text x={x(value)} y={H - 8} textAnchor="middle" className="fill-current">
{`${+value.toFixed(1)}s`}
</text>
</motion.g>
))}
</AnimatePresence>
</g>
<AnimatePresence>
{targetLine ? (
// The auto target, ahead of the plane: a dashed line that fades in
// from the left like the grid, or a caret at the top while it is
// still above the axes. It fades out once it pays.
<motion.g
key="target"
className="text-primary"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
{targetLine.above ? null : (
<line
opacity={0.75}
x1={PAD.left}
x2={W - PAD.right}
y1={targetLine.y}
y2={targetLine.y}
stroke="currentColor"
strokeWidth={1.5}
strokeDasharray="5 4"
mask={`url(#${fill}-grid)`}
/>
)}
<text
x={W - PAD.right - 4}
y={targetLine.above ? PAD.top + 4 : targetLine.y - 6}
textAnchor="end"
className={cn("fill-current font-medium tabular-nums", STAGE_LABEL, PRIMARY_TEXT)}
>
{`Auto ${targetLine.label}${targetLine.above ? " ↑" : ""}`}
</text>
</motion.g>
) : null}
</AnimatePresence>
<g className={cn("transition-colors duration-150", lost ? "text-rose-500" : "text-primary")}>
<path d={area} fill={`url(#${fill})`} />
<path d={line} fill="none" stroke="currentColor" strokeWidth={3} strokeLinecap="round" strokeLinejoin="round" />
</g>
<AnimatePresence>
{missed ? (
// After a cash out the plane's trail shows what was left on the
// table while it flies on; it clears at the crash so a finished
// graph doesn't keep a stray line behind the result.
<motion.path
key={`missed-${round}`}
d={missed}
fill="none"
strokeWidth={2}
strokeDasharray="4 5"
strokeLinecap="round"
className="stroke-muted-foreground/50"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
/>
) : null}
</AnimatePresence>
{marker ? (
<g transform={`translate(${marker.x.toFixed(2)},${marker.y.toFixed(2)})`}>
{reduce ? null : (
// The player bails out: a parachute opens at the cash point and
// drifts down, swaying, before it fades.
<motion.g
key={`chute-${round}`}
// Swings like a pendulum from the canopy, not round its middle.
style={{ transformBox: "fill-box", transformOrigin: "50% 0%" }}
initial={{ y: 2, rotate: -12, opacity: 0 }}
animate={{ y: 40, rotate: [-12, 9, -6, 4, 0], opacity: [0, 1, 1, 0] }}
transition={CHUTE}
>
<motion.g initial={{ scale: 0.6 }} animate={{ scale: 1 }} transition={SWAP}>
<Parachute />
</motion.g>
</motion.g>
)}
{/* The badge in the readout names the value; the curve marks where. */}
<motion.circle
key={round}
r={4.5}
strokeWidth={2.5}
className="fill-card stroke-primary"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={SWAP}
/>
</g>
) : null}
<g
transform={`translate(${head.x.toFixed(2)},${head.y.toFixed(2)})`}
className={cn(
"transition-colors duration-150",
// Red only for a loss, like the readout.
lost ? "text-rose-500" : cashed !== null ? "text-muted-foreground" : "text-primary",
)}
>
{crashed && !reduce ? (
<g key={`burst-${round}`}>
<motion.circle
fill="none"
stroke="currentColor"
strokeWidth={2}
vectorEffect="non-scaling-stroke"
r={28}
initial={{ scale: 5 / 28, opacity: 0.7 }}
animate={{ scale: 1, opacity: 0 }}
transition={BURST}
/>
{SHREDS.map((shred) => (
<motion.path
key={shred.id}
d="M0,-2.5L3,2L-3,2Z"
fill="currentColor"
initial={{ x: 0, y: 0, rotate: 0, opacity: 1 }}
animate={{ x: shred.x, y: shred.y, rotate: shred.spin, opacity: 0 }}
transition={BURST}
/>
))}
</g>
) : null}
{/* Screen-space fall on the outside, the plane's bank inside it. */}
<motion.g
key={`plane-${round}`}
initial={false}
animate={
crashed
? reduce
? { opacity: 0 }
: { x: 16, y: 70, rotate: 150, scale: 0.75, opacity: [1, 1, 0] }
: { x: 0, y: 0, rotate: 0, scale: 1, opacity: 1 }
}
transition={crashed && !reduce ? TUMBLE : { duration: 0.2, ease: EASE_OUT }}
>
<g transform={`rotate(${bank.toFixed(2)}) translate(0,-3)`}>
<PaperPlane />
</g>
</motion.g>
{crashed ? (
// Where the flight ended, left behind once the plane has fallen, so
// a finished graph still says how far it got.
<motion.g
key={`end-${round}`}
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={{ ...SWAP, delay: reduce ? 0 : 0.35 }}
>
<circle r={7} fill="currentColor" opacity={0.15} />
<path d="M-3,-3L3,3M3,-3L-3,3" stroke="currentColor" strokeWidth={2} strokeLinecap="round" />
</motion.g>
) : null}
</g>
</svg>
);
}
// The crashed plane tumbles and drops out of the sky, accelerating.
const TUMBLE: Transition = { duration: 0.6, ease: EASE_IN, opacity: { duration: 0.6, times: [0, 0.6, 1] } };
// Paper shreds thrown out by the crash, spread round the head and pulled
// down a little, as if by gravity. Fixed, so every crash is the same shape.
const SHREDS = Array.from({ length: 7 }, (_, i) => {
const angle = ((-160 + i * 50 + (i % 2) * 14) * Math.PI) / 180;
const reach = 20 + (i % 3) * 8;
return {
id: i,
x: Math.cos(angle) * reach,
y: Math.sin(angle) * reach + 12,
spin: (i % 2 ? 1 : -1) * (140 + i * 30),
};
});
// Speed field points, scattered over the plot by fixed strides.
const PLOT_H = H - PAD.top - PAD.bottom;
const FAR = Array.from({ length: 22 }, (_, i) => ({ id: i, x: (i * 97.3) % W, y: PAD.top + ((i * 53.7) % PLOT_H) }));
const NEAR = Array.from({ length: 9 }, (_, i) => ({ id: i, x: (i * 151.9) % W, y: PAD.top + 8 + ((i * 71.3) % (PLOT_H - 16)) }));
/** A folded paper plane, nose to the right, about 26 units long. */
function PaperPlane() {
return (
<g>
<path d="M13,0L-4,-1L-8,6Z" fill="currentColor" opacity={0.55} />
<path d="M13,0L-11,-9L-4,-1Z" fill="currentColor" />
<path d="M13,0L-4,-1" className="stroke-card/40" strokeWidth={0.75} />
</g>
);
}
/**
* The round's flight in miniature, on its own axes so a skip to a huge crash
* still reads: the curve replays up to your cash out, runs on dashed to the
* crash, and ends in a cross; a missed target is a dashed line above.
*/
function MiniFlight({
crash,
cashed,
target,
reduce,
}: CrashMiniatureProps) {
const top = Math.max(crash, target ?? 1, 1.01);
const end = timeAt(top);
const x = (seconds: number) => 4 + (seconds / end) * (MINI.width - 8);
const y = (value: number) => MINI.height - 4 - ((value - 1) / (top - 1)) * (MINI.height - 8);
const path = (from: number, to: number) => {
let d = "";
for (let i = 0; i <= 24; i++) {
const s = from + ((to - from) * i) / 24;
d += `${i === 0 ? "M" : "L"}${x(s).toFixed(2)},${y(growth(s)).toFixed(2)}`;
}
return d;
};
const crashT = timeAt(crash);
const cashT = cashed === null ? null : timeAt(cashed);
const draw = (delay: number) => ({
initial: { pathLength: reduce ? 1 : 0 },
animate: { pathLength: 1 },
transition: { ...MINI_REPLAY, delay: reduce ? 0 : delay },
});
return (
<svg aria-hidden="true" viewBox={`0 0 ${MINI.width} ${MINI.height}`} width={MINI.width} height={MINI.height} className="shrink-0 overflow-visible">
<line x1={4} x2={MINI.width - 4} y1={MINI.height - 4} y2={MINI.height - 4} className="stroke-border" />
{target !== null ? (
<line
x1={4}
x2={MINI.width - 4}
y1={y(target)}
y2={y(target)}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
/>
) : null}
{cashT === null ? (
<motion.path d={path(0, crashT)} fill="none" strokeWidth={2} strokeLinecap="round" className="stroke-rose-500" {...draw(0.3)} />
) : (
<>
<motion.path d={path(0, cashT)} fill="none" strokeWidth={2} strokeLinecap="round" className="stroke-primary" {...draw(0.3)} />
<motion.path
d={path(cashT, crashT)}
fill="none"
strokeWidth={1.5}
strokeDasharray="2 3"
strokeLinecap="round"
className="stroke-muted-foreground/60"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 0.25, ease: EASE_OUT, delay: reduce ? 0 : 0.8 }}
/>
<circle cx={x(cashT)} cy={y(cashed ?? 1)} r={3} strokeWidth={1.5} className="fill-card stroke-primary" />
</>
)}
<motion.path
d={`M${x(crashT) - 2.5},${y(crash) - 2.5}l5,5m0,-5l-5,5`}
strokeWidth={1.75}
strokeLinecap="round"
className="stroke-rose-500"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
style={{ transformBox: "fill-box", transformOrigin: "center" }}
transition={{ ...SWAP, delay: reduce ? 0 : 0.85 }}
/>
</svg>
);
}
"use client";
// Pieces every Crash design shares, so each design only draws its stage.
import { Check, History as HistoryIcon, Volume2, VolumeX, X } from "lucide-react";
import { AnimatePresence, motion, type Transition } from "motion/react";
import { memo, type ReactNode, type Ref, useEffect, useLayoutEffect, useRef, useState } from "react";
import { ActionSwapCascadeIcon } from "@/components/motion/action-swap-cascade";
import { Button } from "@/components/motion/button";
import { NumberTicker } from "@/components/motion/number-ticker";
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/motion/select";
import { Tooltip } from "@/components/motion/tooltip";
import { EASE_IN_OUT, EASE_OUT, SPRING_LAYOUT } from "@/lib/ease";
import { PresenceGate, type PresenceGateRenderProps } from "@/lib/presence-gate";
import { cn } from "@/lib/utils";
import {
type CrashGame,
EXIT,
formatMultiplier,
formatShort,
growth,
heat,
PULSE,
SHAKE,
SWAP,
useStable,
} from "./use-crash-game";
/**
* Primary for small text: a shade darker on light surfaces and lighter on
* dark ones, so 10-12px labels keep 4.5:1. Large text and marks use plain
* primary.
*/
export const PRIMARY_TEXT =
"text-[color:color-mix(in_oklab,var(--color-primary)_75%,black)] dark:text-[color:color-mix(in_oklab,var(--color-primary)_80%,white)]";
// Readout and history colours per heat: neutral, then primary, then amber.
const HEAT_TEXT = {
cool: "text-foreground",
warm: "text-primary",
hot: "text-amber-700 dark:text-amber-400",
} as const;
const HEAT_PILL = {
cool: "bg-foreground/5 text-muted-foreground",
warm: `bg-primary/10 ${PRIMARY_TEXT}`,
hot: "bg-amber-500/15 text-amber-700 dark:text-amber-400",
} as const;
/** The width of the viewBox an SVG stage draws in. */
export const STAGE_W = 400;
/**
* SVG stage labels: 10px on screen however narrow the card. A viewBox scales
* its text with the stage, so the shell sets --crash-label in viewBox units.
* The server render has no width to go on and draws them at 10 units.
*/
export const STAGE_LABEL = "text-[length:var(--crash-label,10px)]";
/**
* The frame every design sits in: one card holding the recent rounds and
* sound, the stage with the readout pinned top left, and the controls. Each
* design draws only its stage, which must keep the top-left corner clear.
*/
export function CrashShell({
game,
"aria-label": ariaLabel,
className,
children,
miniature,
}: {
game: CrashGame;
"aria-label": string;
className?: string;
children: ReactNode;
/** The design's own replay of the round on the result ticket. */
miniature?: (props: CrashMiniatureProps) => ReactNode;
}) {
const mainRef = useRef<HTMLButtonElement>(null);
const stageRef = useRef<HTMLDivElement>(null);
// Written straight to the style, so a resize doesn't re-render the game.
useLayoutEffect(() => {
const node = stageRef.current;
if (!node) return;
const measure = () => {
const width = node.clientWidth;
if (width > 0) node.style.setProperty("--crash-label", `${Math.max(10, (10 * STAGE_W) / width)}px`);
};
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, []);
// The ticket opens per round once the crash has played; tapping the stage
// or Escape puts it away, and the next round clears it.
const [openRound, setOpenRound] = useState<number | null>(null);
const resultShown = game.crashed && openRound === game.round;
const { crashed, round } = game;
// Read when the round ends, so a reduced-motion change can't reopen a closed ticket.
const ticketDelay = useStable(() => (game.reduce ? 0.15 : TICKET_DELAY) * 1000);
useEffect(() => {
if (!crashed) return;
// A timer, not an animation callback, so a cut-short animation can't keep it shut.
// Focus stays where it is: nothing focusable sits under the ticket, and
// the main button, which now says Play again, kept focus through the round.
const id = setTimeout(() => setOpenRound(round), ticketDelay());
return () => clearTimeout(id);
}, [crashed, round, ticketDelay]);
const closeResult = () => {
setOpenRound(null);
mainRef.current?.focus();
};
return (
<section
aria-label={ariaLabel}
// Focusable by script and click only: a tap on the stage keeps focus in
// the game, so Escape still reaches the ticket.
tabIndex={-1}
className={cn("w-full max-w-md outline-none", className)}
onKeyDown={(event) => {
if (event.key !== "Escape" || !resultShown) return;
// An open Auto menu takes this Escape (it listens on window, after us).
if (event.target instanceof Element && event.target.closest('[role="listbox"],[aria-expanded="true"]')) return;
// Escape is used up here; an enclosing dialog must not close too.
event.stopPropagation();
closeResult();
}}
>
{/* 24px card corners = 12px stage and control corners + 12px padding. */}
<div className="flex flex-col gap-3 rounded-3xl border border-border p-3">
<div className="flex h-8 items-center gap-2 pl-1">
<HistoryIcon aria-hidden="true" className="size-3.5 shrink-0 text-muted-foreground" strokeWidth={2} />
{/* The game changes every frame; these take only what they show, so they skip those renders. */}
<CrashHistory history={game.history} reduce={game.reduce} className="min-w-0 flex-1" />
<SoundToggle on={game.soundOn} onToggle={game.toggleSound} />
</div>
{/* A 10:7 stage in every design, so switching between them never
jumps. A container: its width also fixes its height. */}
<div ref={stageRef} className="@container relative aspect-[10/7] overflow-hidden rounded-xl bg-muted/40">
{children}
<div className="pointer-events-none absolute top-4 left-4">
<CrashEyebrow game={game} />
{/* Smaller on narrow stages, so the readout leaves the design room. */}
<CrashMultiplier game={game} className="mt-1 text-3xl @min-[20rem]:text-4xl [&>span]:origin-left" />
<CrashStatus game={game} className="mt-2" />
</div>
<AnimatePresence>
{resultShown ? (
<PresenceGate key="result">
{({ gate }) => <ResultTicket game={game} gate={gate} onClose={closeResult} miniature={miniature} />}
</PresenceGate>
) : null}
</AnimatePresence>
</div>
<CrashControls game={game} mainRef={mainRef} />
</div>
<CrashAnnouncer game={game} />
</section>
);
}
// The ticket rises once each design's crash (tumble, pop, topple: 0.6s to
// 0.75s) has mostly played, the same receipt Mines ends on: a stub notched at a
// dashed tear line, the outcome above, the round's figures and a miniature
// of the flight below.
const TICKET_DELAY = 0.7;
// Rises with a little settle (a rare, end-of-round moment), leaves quickly.
const CARD_IN = { type: "spring", duration: 0.4, bounce: 0.15 } as const;
const CARD_OUT = { duration: 0.15, ease: EASE_OUT } as const;
// Inside, chunks arrive in reading order, then the flight replays.
const CHUNK = { duration: 0.25, ease: EASE_OUT } as const;
// The tear line sits this far down; the side notches are cut there.
const TEAR = 104;
// A drop-shadow on the ticket's wrapper: the notch mask would clip a
// box-shadow on the ticket itself.
const TICKET_SHADOW = "[filter:drop-shadow(0_1px_1px_rgb(0_0_0/0.12))_drop-shadow(0_12px_16px_rgb(0_0_0/0.3))]";
const NOTCH_MASK = `radial-gradient(circle 9px at 0 ${TEAR}px, transparent 98%, black), radial-gradient(circle 9px at 100% ${TEAR}px, transparent 98%, black)`;
/**
* The end-of-round receipt over a dimmed stage. It has no buttons: the main
* action already says Play again, and tapping the stage (or Escape) puts it
* away to look at the flight.
*/
function ResultTicket({
game,
gate,
onClose,
miniature,
}: {
game: CrashGame;
gate: PresenceGateRenderProps["gate"];
onClose: () => void;
miniature?: (props: CrashMiniatureProps) => ReactNode;
}) {
const { reduce } = game;
return (
<>
<motion.button
type="button"
aria-label="Hide result and show the flight"
onClick={onClose}
{...gate}
className="absolute inset-0 z-20 cursor-default bg-background/55 outline-none backdrop-blur-[2px] focus-visible:ring-2 focus-visible:ring-primary focus-visible:ring-inset"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: CARD_OUT }}
transition={{ duration: 0.2, ease: EASE_OUT }}
/>
<div inert={gate.inert} className="pointer-events-none absolute inset-0 z-20 grid place-items-center p-4">
<motion.div
role="group"
aria-label="Round result"
// Sized here: the ticket is a size container, so it can't take its
// width from its contents.
className={cn("w-full max-w-[17rem]", TICKET_SHADOW)}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 16, scale: 0.96 }}
animate={{ opacity: 1, y: 0, scale: 1 }}
exit={reduce ? { opacity: 0, transition: CARD_OUT } : { opacity: 0, y: 8, scale: 0.98, transition: CARD_OUT }}
transition={reduce ? { duration: 0.2 } : CARD_IN}
>
<Ticket game={game} miniature={miniature} />
</motion.div>
</div>
</>
);
}
function Chunk({ delay, reduce, className, children }: { delay: number; reduce: boolean; className?: string; children: ReactNode }) {
return (
<motion.div
className={className}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ ...CHUNK, delay: reduce ? 0 : delay }}
>
{children}
</motion.div>
);
}
function Ticket({ game, miniature }: { game: CrashGame; miniature?: (props: CrashMiniatureProps) => ReactNode }) {
const { cashed, multiplier: crash, roundAuto, reduce, t } = game;
const won = cashed !== null;
return (
<div
// The stub is about 200px tall; a short stage (its width sets its
// height) scales it down rather than clipping it.
className="@container w-full rounded-2xl bg-card text-foreground @max-[17rem]:scale-[0.72] @min-[17rem]:@max-[21rem]:scale-[0.85]"
style={{ WebkitMaskImage: NOTCH_MASK, WebkitMaskComposite: "source-in", maskImage: NOTCH_MASK, maskComposite: "intersect" }}
>
<div
className={cn(
"flex flex-col items-center justify-center gap-1 rounded-t-2xl px-5 text-center",
won ? "bg-primary/10" : "bg-rose-500/10",
)}
style={{ height: TEAR }}
>
<Chunk delay={0.05} reduce={reduce}>
<p className={cn("text-xs font-medium tracking-wide uppercase", won ? PRIMARY_TEXT : "text-rose-700 dark:text-rose-400")}>
{won ? "Cashed out" : "Crashed"}
</p>
</Chunk>
<Chunk delay={0.1} reduce={reduce}>
<p className={cn("text-3xl font-semibold", !won && "text-muted-foreground line-through decoration-2")}>
{won ? (
<NumberTicker
value={cashed}
decimals={2}
format={(value) => formatMultiplier(value).slice(0, -1)}
suffix="×"
startOnView={false}
duration={0.6}
stagger={0.05}
/>
) : (
// The multiplier is lost: struck through, as Mines does. A plain
// span, since a line-through skips the ticker's inline-block digits.
<span className="tabular-nums">{formatMultiplier(crash)}</span>
)}
</p>
</Chunk>
</div>
<div aria-hidden="true" className="mx-4 border-t-2 border-dashed border-border" />
<div className="flex items-center gap-4 px-5 pt-4 pb-5">
<Chunk delay={0.18} reduce={reduce} className="flex-1">
<dl className="grid gap-1.5 text-xs">
<Row label="Crashed at" value={formatMultiplier(crash)} />
<Row label="Flight" value={`${t.toFixed(1)}s`} />
{won && game.fair ? (
// The built-in round reaches m with a chance of 1 in m, as with
// Mines' odds; a custom crash point makes no such promise.
<Row label="Odds beaten" value={`1 in ${formatMultiplier(cashed).slice(0, -1)}`} />
) : won ? (
<Row label="You left at" value={formatMultiplier(cashed)} />
) : (
<Row label="Auto target" value={roundAuto === null ? "Off" : formatShort(roundAuto)} />
)}
</dl>
</Chunk>
{/* A narrow ticket keeps the figures on one line each and drops the miniature. */}
{miniature ? (
<Chunk delay={0.24} reduce={reduce} className="@max-[15rem]:hidden">
{miniature({ crash, cashed, cashedT: game.cashedT, target: won ? null : roundAuto, reduce })}
</Chunk>
) : null}
</div>
</div>
);
}
function Row({ label, value }: { label: string; value: string }) {
return (
<div className="flex justify-between gap-2 whitespace-nowrap">
<dt className="text-muted-foreground">{label}</dt>
<dd className="font-medium tabular-nums">{value}</dd>
</div>
);
}
/** What a design's ticket miniature replays: the round's crash, your cash out and a missed target. */
export interface CrashMiniatureProps {
crash: number;
cashed: number | null;
/** Seconds into the flight at the cash out, for designs that count steps. */
cashedT: number | null;
/** The auto target, only when the round crashed short of it. */
target: number | null;
reduce: boolean;
}
// The parachute drifting down from a cash out is a once-a-round moment, so it
// may take its time.
export const CHUTE: Transition = {
y: { duration: 2.2, ease: EASE_OUT },
rotate: { duration: 2.2, ease: EASE_IN_OUT },
opacity: { duration: 2.2, times: [0, 0.08, 0.7, 1] },
};
export const clamp01 = (value: number) => Math.min(1, Math.max(0, value));
/** Wraps scenery that streams past into a loop `span` long. */
export const wrap = (value: number, span: number) => ((value % span) + span) % span;
/** A tick step of 1, 2 or 5 times a power of ten, at least `min`. */
export function niceAtLeast(min: number) {
const power = 10 ** Math.floor(Math.log10(min));
// toPrecision drops float noise (0.30000000000000004), so steps add up cleanly.
return Number((([1, 2, 5, 10].find((unit) => unit * power >= min) ?? 10) * power).toPrecision(12));
}
/** The parachute that opens at a cash out: a scalloped canopy, three lines and the player. */
export function Parachute() {
return (
<g className="text-primary">
<path d="M-9,0Q-9,-11 0,-11Q9,-11 9,0Q6,-3 3,0Q0,-3 -3,0Q-6,-3 -9,0Z" fill="currentColor" />
<path d="M-9,0L0,10M0,0L0,10M9,0L0,10" stroke="currentColor" strokeWidth={0.75} opacity={0.6} fill="none" />
<circle cy={11.5} r={2} fill="currentColor" />
</g>
);
}
/** Every miniature is 88 × 48, like Mines' mini map. */
export const MINI = { width: 88, height: 48 } as const;
// The replay starts once the ticket's figures are in, and draws over 0.6s.
export const MINI_REPLAY = { delay: 0.3, duration: 0.6, ease: EASE_OUT } as const;
/** The sound toggle: a quiet 32px icon button in the card's header. */
const SoundToggle = memo(function SoundToggle({ on, onToggle }: { on: boolean; onToggle: () => void }) {
return (
// aria-label names the button; the tooltip shows the same label on hover
// and focus. Tooltip's asLabel would hydrate differently from the server.
<Tooltip content="Sound" side="top">
<Button
variant="ghost"
onClick={onToggle}
aria-label="Sound"
aria-pressed={on}
pressScale={0.96}
className={cn("size-8 shrink-0 rounded-xl px-0", on && "text-foreground")}
>
<ActionSwapCascadeIcon value={on ? "on" : "off"} className="size-4">
{on ? (
<Volume2 aria-hidden="true" className="size-4" />
) : (
<VolumeX aria-hidden="true" className="size-4" />
)}
</ActionSwapCascadeIcon>
</Button>
</Tooltip>
);
});
/** The Auto menu and the main action, in one 40px row with 12px corners. */
function CrashControls({ game, mainRef }: { game: CrashGame; mainRef: Ref<HTMLButtonElement> }) {
return (
<div className="flex items-center gap-2">
<AutoMenu
auto={game.auto}
options={game.autoOptions}
onChange={game.setAuto}
disabled={game.running || game.starting}
/>
<Button
ref={mainRef}
className="relative h-10 flex-1 overflow-hidden rounded-xl tabular-nums aria-disabled:cursor-wait aria-disabled:opacity-60 aria-disabled:hover:bg-primary"
// aria-disabled, not disabled: the button keeps keyboard focus while the
// crash point is on its way.
aria-disabled={game.actionBusy || undefined}
aria-busy={game.starting || undefined}
// No press or hover response while it can't act. Passed only then:
// Button spreads props last, so an explicit undefined would drop its hover.
pressScale={game.actionBusy ? 1 : 0.96}
{...(game.actionBusy ? { whileHover: {} } : {})}
onClick={game.act}
// A held Enter repeats clicks; it would cash out, skip and start
// rounds on its own.
onKeyDown={(event) => {
if (event.repeat && event.key === "Enter") event.preventDefault();
}}
>
{game.actionLabel}
{/* Progress toward the auto target, on the same log scale the
multiplier grows on, so it fills at a steady pace. */}
{game.running && game.target !== null ? (
<span
aria-hidden="true"
className="pointer-events-none absolute inset-x-0 bottom-0 h-[3px] origin-left bg-primary-foreground/45"
style={{ transform: `scaleX(${Math.min(1, Math.log(growth(game.t)) / Math.log(game.target)).toFixed(4)})` }}
/>
) : null}
</Button>
</div>
);
}
/** The Auto cash-out menu. */
const AutoMenu = memo(function AutoMenu({
auto,
options,
onChange,
disabled,
}: {
auto: number | null;
options: number[];
onChange: (value: string) => void;
disabled: boolean;
}) {
return (
<Select value={auto === null ? "off" : String(auto)} onValueChange={onChange} disabled={disabled} className="w-32 shrink-0">
<SelectTrigger className="h-10 tabular-nums">
<span className="flex items-baseline gap-1.5">
<span className="text-xs text-muted-foreground">Auto</span>
{/* Options register after mount; the placeholder covers the server render. */}
<SelectValue placeholder={auto === null ? "Off" : formatShort(auto)} />
</span>
</SelectTrigger>
<SelectContent>
<SelectItem value="off">Off</SelectItem>
{options.map((step) => (
<SelectItem key={step} value={String(step)}>
{formatShort(step)}
</SelectItem>
))}
</SelectContent>
</Select>
);
});
/** Recent crash points, newest first, sliding in from the left. */
const CrashHistory = memo(function CrashHistory({
history,
reduce,
className,
}: {
history: CrashGame["history"];
reduce: boolean;
className?: string;
}) {
return (
<ul
aria-label="Recent crashes"
className={cn(
"flex items-center gap-1.5 overflow-hidden [mask-image:linear-gradient(to_right,black_85%,transparent)]",
className,
)}
>
<AnimatePresence initial={false} mode="popLayout">
{history.length === 0 ? (
<motion.li key="empty" className="text-xs text-muted-foreground" initial={false} animate={{ opacity: 1 }} exit={{ opacity: 0, transition: EXIT }}>
Recent rounds show here
</motion.li>
) : (
history.map((entry) => (
<motion.li
key={entry.id}
layout={!reduce}
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.9, x: -8 }}
animate={{ opacity: 1, scale: 1, x: 0 }}
exit={{ opacity: 0, transition: EXIT }}
transition={reduce ? { duration: 0.15 } : SPRING_LAYOUT}
className={cn(
"shrink-0 rounded-full px-2 py-0.5 text-xs font-medium tabular-nums",
HEAT_PILL[heat(entry.value)],
)}
>
{formatMultiplier(entry.value)}
</motion.li>
))
)}
</AnimatePresence>
</ul>
);
});
/**
* The live multiplier, warming as it climbs, that becomes the result at the
* crash: red and shaking on a loss, your cash out in primary on a win.
*/
function CrashMultiplier({ game, className }: { game: CrashGame; className?: string }) {
const { lost, crashed, cashed, reduce, pulse, round } = game;
// After a crash you cashed out of, the number that counts is yours.
const final = crashed && cashed !== null;
return (
<motion.p
key={round}
className={cn(
"font-semibold tracking-tight tabular-nums transition-colors duration-150",
className,
// Warms with the climb, so size reads without the digits; the result overrides.
lost ? "text-rose-600 dark:text-rose-400" : final ? "text-primary" : HEAT_TEXT[heat(game.multiplier)],
)}
animate={lost && !reduce ? { x: [0, -6, 6, -3, 3, 0] } : { x: 0 }}
transition={SHAKE}
>
{/* Remounts per milestone for a quick swell, and once more when the
crash hands the readout your cash out, which blurs in. */}
<motion.span
key={final ? "final" : pulse}
className="inline-block"
initial={
reduce
? final
? { opacity: 0 }
: false
: final
? { opacity: 0, scale: 0.96, filter: "blur(4px)" }
: pulse > 0
? { scale: 1.08 }
: false
}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
transition={final ? SWAP : PULSE}
>
{formatMultiplier(final ? cashed : game.multiplier)}
</motion.span>
</motion.p>
);
}
/**
* The line under the multiplier: a hint before and during the flight, a
* solid badge from the cash out until the crash, then the round's context.
*/
function CrashStatus({ game, className }: { game: CrashGame; className?: string }) {
const { cashed, crashed, status, reduce } = game;
return (
<div className={cn("flex h-6 items-center", className)}>
<AnimatePresence initial={false} mode="popLayout">
{cashed !== null && !crashed ? (
<motion.p
key="cashed"
className="inline-flex h-6 items-center gap-1 rounded-full bg-primary pr-2.5 pl-2 text-xs font-medium text-primary-foreground tabular-nums"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.96, filter: "blur(4px)" }}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
<Check aria-hidden="true" className="size-3.5" strokeWidth={2.5} />
Cashed out {formatMultiplier(cashed)}
</motion.p>
) : (
<motion.p
key={status}
className="text-xs text-muted-foreground tabular-nums"
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 4, filter: "blur(4px)" }}
animate={{ opacity: 1, y: 0, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
{status}
</motion.p>
)}
</AnimatePresence>
</div>
);
}
/**
* The small uppercase state label: Ready, In flight, then the result:
* Cashed out with a check, or Crashed with a cross.
*/
function CrashEyebrow({ game, className }: { game: CrashGame; className?: string }) {
const { lost, crashed, running, cashed, reduce } = game;
const icon = crashed ? (lost ? "lost" : "won") : running && cashed === null ? "live" : null;
return (
<p
className={cn(
"flex h-4 items-center gap-1.5 text-[11px] font-medium tracking-[0.08em] uppercase transition-colors duration-150",
lost ? "text-rose-700 dark:text-rose-400" : crashed ? PRIMARY_TEXT : "text-muted-foreground",
className,
)}
>
<AnimatePresence initial={false} mode="popLayout">
{icon ? (
<motion.span
key={icon}
aria-hidden="true"
className="grid size-3.5 place-items-center"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25, filter: "blur(4px)" }}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
{icon === "live" ? (
<span className="size-1.5 rounded-full bg-primary" />
) : icon === "won" ? (
<Check className="size-3.5" strokeWidth={3} />
) : (
<X className="size-3.5" strokeWidth={3} />
)}
</motion.span>
) : null}
</AnimatePresence>
{game.eyebrow}
</p>
);
}
/** The polite live region for starts, milestones, cash outs and crashes. */
function CrashAnnouncer({ game }: { game: CrashGame }) {
return (
<p aria-live="polite" className="sr-only">
{game.announcement}
</p>
);
}
"use client";
import { useReducedMotion } from "motion/react";
import { useCallback, useEffect, useLayoutEffect, useMemo, useRef, useState } from "react";
import { EASE_OUT } from "@/lib/ease";
import { createGameSounds, type GameSounds } from "@/lib/game-sounds";
// The game every Crash design shares: the clock, the crash point, cashing out,
// milestones, history, sound and announcements. A design only draws it.
export interface CrashProps {
/** Multiplier to cash out at automatically (controlled), or null for manual play. Applies from the next round. */
autoCashOut?: number | null;
/** Initial auto cash-out when uncontrolled. Default null (off). */
defaultAutoCashOut?: number | null;
/** Called when the Auto menu changes between rounds. */
onAutoCashOutChange?: (autoCashOut: number | null) => void;
/**
* Decides each round's crash point, called once when the round starts.
* Return a number, or a Promise for one (a server round, a provably fair
* hash): the main button shows Starting… until it settles, and a rejection
* returns to Start. Values below 1 or not finite become 1, and values are
* floored to two decimals. Default `crashPoint()`. Ignored when `crashAt`
* is passed.
*/
getCrashPoint?: () => number | Promise<number>;
/**
* Live rounds (controlled), for a server that keeps the crash point secret
* until it happens: the round `onStart` was given and its crash point once
* revealed, or null. A round flies open-ended until its own crash point
* arrives; a value for any other round is ignored, so a reveal from last
* round can't end this one. A value at or below the current multiplier
* crashes at once, at that value, and a cash out above it never happened:
* the round ends lost and `onCashOut` is not called. A value still ahead
* means the display is behind the server: the flight runs out to it
* quickly and takes no more hand cash outs (an auto target below it still
* pays). Whether a round is live is fixed when it starts; dropping
* `crashAt` mid-round ends it at the current multiplier.
*/
crashAt?: CrashReveal | null;
/** Called when the player starts a round, before its crash point is known, with the round's number (unique on the page). */
onStart?: (round: number) => void;
/**
* Called when the player cashes out, by hand or automatically. In a live
* round it waits until the crash point is revealed, so it only fires for a
* cash out that stands.
*/
onCashOut?: (multiplier: number) => void;
/** Called when the round crashes, with the cash-out multiplier or null if the player was still in. */
onCrash?: (crashPoint: number, cashedOut: number | null) => void;
/** Play synthesized sounds (controlled): a climbing chime at each milestone (2× to 5×, then 10×, 20×, 50×…), a cash-out arpeggio and a crash blast. */
sound?: boolean;
/** Initial sound state when uncontrolled. Default false. */
defaultSound?: boolean;
/** Called when the sound button is toggled. */
onSoundChange?: (sound: boolean) => void;
/** Accessible name for the game. Default "Crash". */
"aria-label"?: string;
className?: string;
}
export type CrashPhase = "idle" | "starting" | "running" | "crashed";
/** A live round's crash point, tagged with the round `onStart` was given. */
export interface CrashReveal {
round: number;
value: number;
}
// The multiplier grows exponentially: 2× after 5.8s, 10× after 19s.
export const GROWTH = 0.12;
export const growth = (seconds: number) => Math.exp(GROWTH * seconds);
export const timeAt = (multiplier: number) => Math.log(multiplier) / GROWTH;
const MAX_CRASH = 1_000_000;
// The highest multiplier a round can show: a passed crash point settles no
// higher, and an open live round stops climbing here (about 32 minutes in)
// rather than overflowing to Infinity.
const CEILING = 1e100;
/**
* A crash point from one uniform draw in [0, 1): the round reaches `m` with
* probability (1 − houseEdge) / m, floored to two decimals and capped at
* 1,000,000×. The default edge of 0 is a fair game. Pass your own `random`
* for a seeded or provably fair round, for example the first 52 bits of a
* round's HMAC-SHA256: `crashPoint(() => parseInt(hash.slice(0, 13), 16) / 2 ** 52, 0.01)`.
*/
export function crashPoint(random: () => number = Math.random, houseEdge = 0) {
const edge = Math.min(Math.max(houseEdge, 0), 1);
return Math.min(MAX_CRASH, Math.max(1, Math.floor((100 * (1 - edge)) / (1 - random())) / 100));
}
/**
* A passed crash point as the game plays it: at least 1 and floored to two
* decimals, the way crash games display them. The round ends on exactly the
* caller's value up to the 1e100 ceiling; `crashPoint()` caps at 1,000,000.
* Anything not finite plays as 1.
*/
const settle = (point: number) => {
if (!Number.isFinite(point)) return 1;
return Math.max(1, floor2(Math.min(point, CEILING)));
};
/**
* Multipliers announced (and chimed) while the player is in: 2× to 5×, then
* 10×, 20×, 50×, 100× and on, so a long flight stays quiet enough to follow.
*/
export function milestone(index: number) {
if (index < 4) return index + 2;
return [10, 20, 50][(index - 4) % 3] * 10 ** Math.floor((index - 4) / 3);
}
// Auto cash-out targets offered in the menu, after Off.
export const AUTO_STEPS = [1.5, 2, 3, 5, 10, 25, 100];
// Skipping after a cash out runs the rest of the flight in at most this long.
const SKIP_TIME = 0.8;
// Presses this soon after a start, a cash-out press or a crash are the same
// press repeated (a double tap, a mash), not the next action (ms).
const PRESS_GUARD = 400;
// Round numbers, unique on the page, so a live reveal kept by the parent
// across a remount can't match a fresh round.
let rounds = 0;
const HISTORY = 12;
// Motion shared by every design.
// A loss shakes the readout once, quickly; a burst spreads from the crash.
export const SHAKE = { duration: 0.3, ease: EASE_OUT } as const;
export const BURST = { duration: 0.45, ease: EASE_OUT } as const;
// Status lines and markers swap on a spring with no bounce.
export const SWAP = { type: "spring", duration: 0.3, bounce: 0 } as const;
// A milestone swells the readout and lets it settle with a little give.
export const PULSE = { type: "spring", duration: 0.35, bounce: 0.3 } as const;
// Exits are shorter than entrances.
export const EXIT = { duration: 0.12, ease: EASE_OUT } as const;
export function useCrashGame({
autoCashOut: autoProp,
defaultAutoCashOut = null,
onAutoCashOutChange,
getCrashPoint,
crashAt,
onStart,
onCashOut,
onCrash,
sound,
defaultSound = false,
onSoundChange,
}: Omit<CrashProps, "aria-label" | "className">) {
// Live rounds: the crash point arrives through `crashAt` while flying.
const live = crashAt !== undefined;
const reduce = useReducedMotion() ?? false;
const [internalAuto, setInternalAuto] = useState(defaultAutoCashOut);
const rawAuto = autoProp === undefined ? internalAuto : autoProp;
const auto = rawAuto === null || !Number.isFinite(rawAuto) ? null : Math.max(1.01, floor2(rawAuto));
const [phase, setPhase] = useState<CrashPhase>("idle");
const [round, setRound] = useState(0);
const [elapsed, setElapsed] = useState(0);
const [cashed, setCashed] = useState<number | null>(null);
// Seconds into the flight at the cash out. The value is floored to two
// decimals, so a design that counts steps (Tower's blocks) needs the time.
const [cashedT, setCashedT] = useState<number | null>(null);
const [crashedAt, setCrashedAt] = useState<number | null>(null);
const [history, setHistory] = useState<{ id: number; value: number }[]>([]);
const [announcement, setAnnouncement] = useState("");
// Counts milestones passed this round; each one pulses the readout.
const [pulse, setPulse] = useState(0);
// The auto target locked in when the round started.
const [roundAuto, setRoundAuto] = useState<number | null>(null);
// The flight lives in a ref so each frame can read and advance it. The
// crash point stays out of state until it is reached. `milestone` indexes
// the next multiplier to announce. `pressTime` is the last take-off,
// cash-out press or crash, in performance.now() ms. `held` is a live cash out waiting on
// the crash point before `onCashOut` hears of it.
const flight = useRef({
round: 0,
live: false,
t: 0,
rate: 1,
crash: 1,
auto: null as number | null,
milestone: 0,
pressTime: Number.NEGATIVE_INFINITY,
held: false,
});
const cashedRef = useRef<number | null>(null);
// A round is in progress from Start until it crashes or fails to start. A
// ref, not render state: two clicks in one frame both see the old phase,
// so a second start would ask for a second crash point (a second server
// round), and a click landing just after the crash frame would cash out a
// round that has already ended.
const busy = useRef(false);
// Drops a crash point that settles after unmount. Set in the effect body
// as well as cleared in its cleanup, so StrictMode's dev remount turns it
// back on.
const alive = useRef(true);
useEffect(() => {
alive.current = true;
return () => {
alive.current = false;
};
}, []);
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const player = useRef<GameSounds | null>(null);
const getPlayer = () => {
if (!player.current) player.current = createGameSounds();
return player.current;
};
useEffect(
() => () => {
player.current?.dispose();
player.current = null;
},
[],
);
const running = phase === "running";
const starting = phase === "starting";
const crashed = phase === "crashed";
// Unknown only in a live round the server hasn't ended yet. From the
// round's own mode, which a prop change mid-round doesn't move.
const roundLive = flight.current.live;
const crashKnown = !roundLive || crashAt?.round === round;
// A live round the server has ended while the display catches up.
const overtaken = running && roundLive && crashKnown;
const t = crashed && crashedAt !== null ? timeAt(crashedAt) : elapsed;
const multiplier = crashed && crashedAt !== null ? crashedAt : floor2(growth(t));
const cashOut = (value: number, time: number) => {
if (!busy.current || cashedRef.current !== null) return;
cashedRef.current = value;
setCashed(value);
setCashedT(time);
setAnnouncement(`Cashed out at ${formatMultiplier(value)}.`);
if (soundOn) getPlayer().cashOut();
// A live cash out stands only if the crash point turns out above it.
if (Number.isFinite(flight.current.crash)) onCashOut?.(value);
else flight.current.held = true;
};
// Takes off once the crash point is settled (Infinity: not yet revealed).
const fly = (id: number, crash: number) => {
flight.current = {
round: id,
live,
t: 0,
rate: 1,
crash,
auto,
milestone: 0,
// Kept from start(): an async crash point can take a while, and the
// first tap after it lands is a real cash out.
pressTime: flight.current.pressTime,
held: false,
};
setPhase("running");
setAnnouncement(auto === null ? "Round started." : `Round started. Auto cash out at ${formatMultiplier(auto)}.`);
};
const start = () => {
// From the ref, not render state: two clicks in one frame both see the
// old phase, and a second start would ask for a second crash point (a
// second server round).
if (busy.current) return;
busy.current = true;
rounds += 1;
const id = rounds;
// Before any state changes: if it throws, the round never began and the
// last one's result stays as it was.
try {
onStart?.(id);
} catch (error) {
busy.current = false;
throw error;
}
// The guard against a double tap on Start cashing out at once.
flight.current.pressTime = performance.now();
cashedRef.current = null;
setCashed(null);
setCashedT(null);
setCrashedAt(null);
setElapsed(0);
setPulse(0);
setRoundAuto(auto);
setRound(id);
if (soundOn) getPlayer().prepare();
if (live) {
fly(id, Number.POSITIVE_INFINITY);
return;
}
let point: number | Promise<number>;
try {
point = getCrashPoint ? getCrashPoint() : crashPoint();
} catch {
point = Promise.reject();
}
if (typeof point === "number") {
fly(id, settle(point));
return;
}
setPhase("starting");
setAnnouncement("Starting round.");
// Promise.resolve: a plain-JS caller may hand back something else.
Promise.resolve(point).then(
(value) => {
if (alive.current) fly(id, settle(value));
},
() => {
if (!alive.current) return;
busy.current = false;
setPhase("idle");
setAnnouncement("The round couldn't start. Try again.");
},
);
};
// Runs the rest of the flight quickly; reduced motion jumps to the crash.
// A live round still waiting on its crash point can't be run out.
const skip = () => {
const f = flight.current;
if (!Number.isFinite(f.crash)) return;
f.rate = reduce ? 1e9 : Math.max(1, (timeAt(f.crash) - f.t) / SKIP_TIME);
};
const onFrame = useStable((dt: number) => {
// The round already ended: a frame booked before a throwing onCrash.
if (!busy.current) return false;
const f = flight.current;
const wasIn = cashedRef.current === null;
// A live round's crash point lands whenever the server reveals it; one
// already behind the plane crashes at once, at that value. One ahead is
// a display running late: the server has crashed, so the flight runs
// out to it like a skip.
if (f.live && !Number.isFinite(f.crash) && crashAt?.round === f.round) {
f.crash = settle(crashAt.value);
f.rate = reduce ? 1e9 : Math.max(1, (timeAt(f.crash) - f.t) / SKIP_TIME);
// The server's crash came before the player's cash out: it never
// happened, so the round is lost after all.
if (cashedRef.current !== null && cashedRef.current > f.crash) {
cashedRef.current = null;
setCashed(null);
setCashedT(null);
f.held = false;
}
}
// The live round lost its crash point source mid-flight: nothing can
// end it any more, so it ends here. A held cash out was never confirmed
// by the server, so it doesn't stand.
if (f.live && !live && !Number.isFinite(f.crash)) {
f.crash = settle(growth(f.t));
if (f.held) {
f.held = false;
cashedRef.current = null;
setCashed(null);
setCashedT(null);
}
}
// A held live cash out stands now the crash point is known.
if (f.held && Number.isFinite(f.crash) && cashedRef.current !== null) {
f.held = false;
onCashOut?.(cashedRef.current);
}
const end = timeAt(f.crash);
f.t = Math.min(end, f.t + dt * f.rate, timeAt(CEILING));
const value = growth(f.t);
if (cashedRef.current === null) {
// A target at or below the crash point always pays, at the target. The
// crash check covers a target equal to the crash point.
if (f.auto !== null && f.auto <= f.crash && (value >= f.auto || f.t >= end)) cashOut(f.auto, timeAt(f.auto));
// Finite: an open live round that runs for hours overflows to Infinity.
// Not during a live run-out: the round is already decided.
else if (f.rate === 1 && f.t < end && Number.isFinite(value) && value >= milestone(f.milestone)) {
// A long frame can cross several; only the last is told.
while (value >= milestone(f.milestone + 1)) f.milestone++;
setAnnouncement(formatShort(milestone(f.milestone)));
setPulse((count) => count + 1);
f.milestone++;
if (soundOn) getPlayer().gem(f.milestone);
}
}
if (f.t < end) {
setElapsed(f.t);
return true;
}
busy.current = false;
f.pressTime = performance.now();
setCrashedAt(f.crash);
setPhase("crashed");
setHistory((current) => [{ id: f.round, value: f.crash }, ...current].slice(0, HISTORY));
setAnnouncement(
cashedRef.current === null
? `Crashed at ${formatMultiplier(f.crash)}. The round is lost.`
: // A cash out on this same frame (a target at the crash point, a
// long frame) would otherwise never be heard.
`${wasIn ? `Cashed out at ${formatMultiplier(cashedRef.current)}. ` : ""}Crashed at ${formatMultiplier(f.crash)}.`,
);
if (soundOn) getPlayer().mine();
onCrash?.(f.crash, cashedRef.current);
return false;
});
useEffect(() => {
if (phase !== "running") return;
let last = performance.now();
// performance.now(), not the frame timestamp, so both ends share one clock.
let id = requestAnimationFrame(function step() {
const now = performance.now();
const dt = Math.max(0, now - last) / 1000;
last = now;
// The next frame is booked first, so a consumer callback that throws
// can't stall a running round; the crash cancels it.
id = requestAnimationFrame(step);
if (!onFrame(dt)) cancelAnimationFrame(id);
});
return () => cancelAnimationFrame(id);
}, [phase, onFrame]);
// Stable, so the menu and sound button can skip the 60fps re-renders.
const setAuto = useStable((value: string) => {
const next = value === "off" ? null : Number(value);
if (autoProp === undefined) setInternalAuto(next);
onAutoCashOutChange?.(next);
});
// A custom target from the prop gets its own option, so the menu can show it.
const autoOptions = useMemo(
() => (auto === null || AUTO_STEPS.includes(auto) ? AUTO_STEPS : [...AUTO_STEPS, auto].sort((a, b) => a - b)),
[auto],
);
const toggleSound = useStable(() => {
const next = !soundOn;
if (next) getPlayer().prepare();
if (sound === undefined) setInternalSound(next);
onSoundChange?.(next);
});
/** Start, cash out or skip, whichever the round is ready for. */
const act = () => {
const now = performance.now();
// A double tap on Start mustn't cash out at 1.01×, nor a mashed cash out
// skip or start the next round. An auto cash out doesn't count as a
// press, so it can be skipped at once.
if (starting || now - flight.current.pressTime < PRESS_GUARD) return;
if (!running) start();
else if (cashedRef.current === null) {
// The server already ended this live round; the display is catching
// up. `overtaken` covers the frame before onFrame takes the reveal.
if (overtaken || (flight.current.live && Number.isFinite(flight.current.crash))) return;
flight.current.pressTime = now;
cashOut(floor2(growth(flight.current.t)), flight.current.t);
} else skip();
};
const actionLabel = starting
? "Starting…"
: running
? cashed === null
? overtaken
? "Crashing…"
: `Cash out ${formatMultiplier(multiplier)}`
: crashKnown
? "Skip to crash"
: "Waiting for crash"
: crashed
? "Play again"
: "Start";
/** The main action can't act right now: the crash point is still coming, or a live round is already over. */
const actionBusy = starting || (running && cashed !== null && !crashKnown) || (overtaken && cashed === null);
// Red is kept for a loss: a crash after a cash out is no bad news.
const lost = crashed && cashed === null;
// At the end of a round the readout becomes the result: won or lost, the
// number that counts, and one line of context.
const eyebrow = lost ? "Crashed" : crashed ? "Cashed out" : running ? "In flight" : starting ? "Starting" : "Ready";
// In flight the round's locked target, not a menu change made since.
const shownAuto = running ? roundAuto : auto;
const status = crashed
? cashed !== null
? // Within 10% of the crash is a close call.
multiplier / cashed < 1.1
? `Crashed at ${formatMultiplier(multiplier)}, a close call`
: `It flew on to ${formatMultiplier(multiplier)}`
: roundAuto !== null
? `Short of your ${formatShort(roundAuto)} target`
: "You were still in"
: shownAuto !== null
? `Auto cash out at ${formatMultiplier(shownAuto)}`
: running
? "Cash out before it crashes"
: "Start a round";
// What a design marks ahead of the flight: the auto target until it pays
// (the menu's choice while idle, the locked one in flight), and the last
// round's crash point as a faint trace. Both are null when there is none.
const target = cashed !== null || crashed ? null : running ? roundAuto : auto;
const ghost = (crashed ? history[1] : history[0])?.value ?? null;
return {
reduce,
/** The built-in fair crash point decides the round, so "1 in m" odds hold. */
fair: !live && !getCrashPoint,
target,
ghost,
/** The auto target the current or last round played with. */
roundAuto,
phase,
running,
starting,
crashed,
lost,
/** A skip is running the rest of the flight out; scenery that streams with t would only flicker. */
skipping: running && flight.current.rate > 1,
/** Seconds into the flight, frozen at the crash. */
t,
multiplier,
cashed,
/** Seconds into the flight at the cash out, or null. */
cashedT,
round,
pulse,
history,
auto,
autoOptions,
setAuto,
soundOn,
toggleSound,
act,
actionLabel,
actionBusy,
eyebrow,
status,
announcement,
};
}
export type CrashGame = ReturnType<typeof useCrashGame>;
/**
* A callback with one identity for the component's life that runs the latest
* render's code. Stands in for useEffectEvent, which needs React 19.2.
*/
export function useStable<A extends unknown[], R>(fn: (...args: A) => R) {
const ref = useRef(fn);
useLayoutEffect(() => {
ref.current = fn;
});
return useCallback((...args: A) => ref.current(...args), []);
}
/**
* How hot a multiplier reads: cool under 2×, warm to 10×, hot beyond. The
* readout and the history colour by it, so size reads without the digits.
*/
export function heat(multiplier: number) {
return multiplier >= 10 ? "hot" : multiplier >= 2 ? "warm" : "cool";
}
export function floor2(value: number) {
return Math.floor(value * 100 + 1e-9) / 100;
}
// Truncated, never rounded up: a 10,960× payout reads 10.9K×, not 11K×.
const COMPACT = new Intl.NumberFormat("en", { notation: "compact", maximumFractionDigits: 1, roundingMode: "trunc" });
/**
* Large values: compact up to trillions, then scientific (1.4e100), since
* compact notation stops at T and would print 1e100 as a 100-digit string.
*/
function formatLarge(multiplier: number) {
if (multiplier < 1e15) return COMPACT.format(multiplier);
// From toExponential, not log10: 1e100 / 10 ** 100 is 0.999….
const [mantissa, exponent] = multiplier.toExponential(6).split("e");
return `${Math.floor(Number(mantissa) * 10) / 10}e${Number(exponent)}`;
}
/** A multiplier as Crash shows it: 2.50×, or shortened when large (12.5K×, 1.4e20×). */
export function formatMultiplier(multiplier: number) {
return `${multiplier < 10_000 ? multiplier.toFixed(2) : formatLarge(multiplier)}×`;
}
/** Scale and menu labels: 1.5×, 2×, 1.2K×. */
export function formatShort(multiplier: number) {
return `${multiplier < 1000 ? +multiplier.toFixed(2) : formatLarge(multiplier)}×`;
}
"use client";
import {
ActionSwapButton,
ActionSwapIcon,
ActionSwapText,
type ActionSwapButtonProps,
type ActionSwapIconProps,
type ActionSwapTextProps,
} from "./action-swap";
export type {
ActionSwapButtonSize,
ActionSwapButtonVariant,
ActionSwapItem,
} from "./action-swap";
export type ActionSwapCascadeButtonProps = Omit<ActionSwapButtonProps, "animation">;
export type ActionSwapCascadeTextProps = Omit<ActionSwapTextProps, "animation">;
export type ActionSwapCascadeIconProps = Omit<ActionSwapIconProps, "animation">;
export function ActionSwapCascadeButton(props: ActionSwapCascadeButtonProps) {
return <ActionSwapButton {...props} animation="cascade" />;
}
export function ActionSwapCascadeText(props: ActionSwapCascadeTextProps) {
return <ActionSwapText {...props} animation="cascade" />;
}
export function ActionSwapCascadeIcon(props: ActionSwapCascadeIconProps) {
return <ActionSwapIcon {...props} animation="cascade" />;
}
export type {
ButtonLinkProps,
ButtonProps,
ButtonSize,
ButtonVariant,
} from "./base";
export { Button, ButtonLink } from "./base";
export type { MagneticButtonProps } from "./magnetic";
export { MagneticButton } from "./magnetic";
export type { MetallicButtonProps } from "./metallic";
export { MetallicButton } from "./metallic";
export type { ButtonState, StatefulButtonProps } from "./stateful";
export { StatefulButton } from "./stateful";
"use client";
import { animate, motion, useInView, useReducedMotion } from "motion/react";
import { useEffect, useMemo, useRef, useState } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
export interface NumberTickerProps {
value: number;
/** Digits to pad to (left). */
pad?: number;
/**
* Fraction digits to keep. The value is rounded to this many places before
* `format` runs (default 0, whole numbers).
*/
decimals?: number;
/** Per-digit roll duration in seconds. */
duration?: number;
/** Stagger between digits. */
stagger?: number;
/** Render only after the element enters the viewport. */
startOnView?: boolean;
prefix?: string;
suffix?: string;
/** Add a small blur during digit rolls. */
blur?: boolean;
className?: string;
digitClassName?: string;
/** Insert locale group separators (commas). Server-component safe. */
locale?: boolean;
/** Custom formatter. Client-only — server components must use `locale` instead. */
format?: (value: number) => string;
}
const DIGIT_HEIGHT_EM = 1.1;
const DIGITS = Array.from({ length: 10 }, (_, n) => n);
export function NumberTicker({
value,
pad,
decimals = 0,
duration = 0.9,
stagger = 0.04,
startOnView = true,
prefix,
suffix,
blur = false,
className,
digitClassName,
locale,
format,
}: NumberTickerProps) {
const containerRef = useRef<HTMLSpanElement>(null);
const inView = useInView(containerRef, { once: true, amount: 0.6 });
const [armed, setArmed] = useState(!startOnView);
useEffect(() => {
if (startOnView && inView) setArmed(true);
}, [startOnView, inView]);
const text = useMemo(() => {
const places = Math.max(0, Math.floor(decimals));
const factor = 10 ** places;
const rounded = Math.round(value * factor) / factor;
const formatted = format
? format(rounded)
: locale
? rounded.toLocaleString(undefined, {
minimumFractionDigits: places,
maximumFractionDigits: places,
})
: rounded.toFixed(places);
return pad ? formatted.padStart(pad, "0") : formatted;
}, [value, pad, decimals, format, locale]);
const glyphs = useMemo(() => {
const chars = text.split("");
// Key by place value (position from the right): a changing digit keeps its
// identity and rolls to the new value instead of remounting and replaying
// from 0. Growing numbers add glyphs on the left without re-keying the
// ones, tens, hundreds already on screen.
return chars.map((char, i) => ({ char, id: `g-${chars.length - 1 - i}` }));
}, [text]);
const readableText = `${prefix ?? ""}${text}${suffix ?? ""}`;
// Stagger is an entrance flourish. Once the reveal has played, value
// changes roll every digit immediately — a per-digit delay on live updates
// reads as lag.
const [entered, setEntered] = useState(false);
useEffect(() => {
if (!armed || entered) return;
const total = (duration + glyphs.length * stagger) * 1000;
const t = window.setTimeout(() => setEntered(true), total);
return () => window.clearTimeout(t);
}, [armed, entered, duration, stagger, glyphs.length]);
return (
<span
ref={containerRef}
className={cn("inline-flex items-baseline tabular-nums", className)}
>
<span className="sr-only">{readableText}</span>
<span aria-hidden="true" className="inline-flex items-baseline">
{prefix ? <span>{prefix}</span> : null}
{glyphs.map(({ char, id }, i) => {
const isDigit = /\d/.test(char);
if (!isDigit) {
return (
<span key={id} className="inline-block">
{char}
</span>
);
}
const digit = Number(char);
return (
<Digit
key={id}
digit={armed ? digit : 0}
delay={entered ? 0 : i * stagger}
duration={duration}
blur={blur}
className={digitClassName}
/>
);
})}
{suffix ? <span>{suffix}</span> : null}
</span>
</span>
);
}
function Digit({
digit,
delay,
duration,
blur,
className,
}: {
digit: number;
delay: number;
duration: number;
blur: boolean;
className?: string;
}) {
const reduce = useReducedMotion();
const columnRef = useRef<HTMLSpanElement>(null);
useEffect(() => {
if (reduce || !blur || !columnRef.current || !Number.isFinite(digit)) {
return;
}
const node = columnRef.current;
const controls = animate(
node,
{ filter: ["blur(10px)", "blur(0px)"] },
{
duration: Math.min(duration * 0.75, 0.32),
delay,
ease: EASE_OUT,
},
);
return () => {
controls.stop();
node.style.filter = "blur(0px)";
};
}, [blur, delay, digit, duration, reduce]);
return (
// The invisible in-flow digit gives the slot a real text baseline so it
// lines up with surrounding text; clip-path clips the rolling column
// without moving that baseline the way overflow: hidden would.
<span
className={cn(
"relative inline-block text-center [clip-path:inset(0)]",
className,
)}
style={{
height: `${DIGIT_HEIGHT_EM}em`,
lineHeight: `${DIGIT_HEIGHT_EM}em`,
width: "1ch",
}}
>
<span className="invisible">{digit}</span>
<motion.span
ref={columnRef}
initial={{ y: 0 }}
animate={{ y: `-${digit * DIGIT_HEIGHT_EM}em` }}
transition={
reduce
? { duration: 0 }
: { duration, delay, ease: EASE_OUT }
}
className="absolute inset-x-0 top-0 flex flex-col items-center will-change-[transform,filter]"
>
{DIGITS.map((n) => (
<span
key={n}
className="flex h-[1.1em] items-center justify-center leading-none"
>
{n}
</span>
))}
</motion.span>
</span>
);
}
"use client";
import { Check, ChevronDown } from "lucide-react";
import {
animate,
type MotionValue,
motion,
useMotionValue,
useMotionValueEvent,
useReducedMotion,
useTransform,
type Variants,
} from "motion/react";
import {
createContext,
type ReactNode,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { EASE_OUT } from "@/lib/ease";
import { type ListboxRow, useListbox } from "@/lib/hooks/use-listbox";
import { cn } from "@/lib/utils";
// One progress value drives the surface, gap, corners and chevron. This short
// spring suits the full reveal distance; each reader clamps its small internal
// overshoot, so all visible endpoints settle together. Rows share a short
// reveal so long lists have no late entries.
const UNFOLD_SPRING = {
type: "spring",
visualDuration: 0.2,
bounce: 0.12,
} as const;
// Exits are faster than entrances: the panel folds back on a short ease.
const UNFOLD_EXIT = { duration: 0.2, ease: EASE_OUT } as const;
const RADIUS = 12;
// How far the open panel sits from the trigger once it has pulled away.
const GAP = 8;
// The surface starts as a thin lip flush against the trigger's edge.
const LIP = 8;
const lerp = (a: number, b: number, t: number) => a + (b - a) * t;
const ITEM_VARIANTS: Variants = {
// A shared short reveal keeps late rows in long, scrolled lists ready with
// the surface. Per-index staggering can delay visible rows by over a second.
hidden: { opacity: 0, y: -4, transition: { duration: 0.08, ease: EASE_OUT } },
show: { opacity: 1, y: 0, transition: { duration: 0.12, ease: EASE_OUT } },
};
type Placement = "bottom" | "top";
interface SelectContextValue {
value: string | undefined;
open: boolean;
setOpen: (open: boolean) => void;
select: (value: string) => void;
register: (value: string, label: string, disabled: boolean) => void;
unregister: (value: string) => void;
labelFor: (value: string | undefined) => string | undefined;
rows: ListboxRow[];
/** Closes the panel; focus inside it returns to the trigger. */
close: () => void;
reduce: boolean;
progress: MotionValue<number>;
triggerId: string;
listId: string;
disabled: boolean;
placement: Placement;
setPlacement: (p: Placement) => void;
}
const SelectContext = createContext<SelectContextValue | null>(null);
// The option keyboard focus is on, resolved during render by the content.
const ActiveOptionContext = createContext<string | undefined>(undefined);
function useSelectContext(component: string) {
const ctx = useContext(SelectContext);
if (!ctx) throw new Error(`${component} must be used within <Select>`);
return ctx;
}
export interface SelectProps {
value?: string;
defaultValue?: string;
onValueChange?: (value: string) => void;
/**
* Controlled open state of the panel. A layout that stacks selects can hold
* this to keep exactly one panel open — the panel is absolutely positioned
* inside its field, so two open at once paint over each other's options.
*/
open?: boolean;
/** Uncontrolled initial open state. Default false. */
defaultOpen?: boolean;
/**
* Fires whenever the panel opens or closes. The panel is absolutely
* positioned inside the field, so a layout that stacks selects has to know
* which one is open to paint it above its neighbours.
*/
onOpenChange?: (open: boolean) => void;
disabled?: boolean;
className?: string;
children: ReactNode;
}
export function Select({
value,
defaultValue,
onValueChange,
open: openProp,
defaultOpen = false,
onOpenChange,
disabled = false,
className,
children,
}: SelectProps) {
const reduce = useReducedMotion() ?? false;
const baseId = useId();
const rootRef = useRef<HTMLDivElement>(null);
const [internalOpen, setInternalOpen] = useState(defaultOpen);
const [internal, setInternal] = useState(defaultValue);
const [labels, setLabels] = useState<
Map<string, { label: string; disabled: boolean }>
>(new Map());
const [placement, setPlacement] = useState<Placement>("bottom");
const controlled = value !== undefined;
const current = controlled ? value : internal;
const openControlled = openProp !== undefined;
const open = openControlled ? openProp : internalOpen;
const progress = useMotionValue(open ? 1 : 0);
const setOpen = useCallback(
(next: boolean) => {
if (!openControlled) setInternalOpen(next);
onOpenChange?.(next);
},
[onOpenChange, openControlled],
);
// The panel turns inert as it closes, which would drop focus held inside it
// on the page body. Hand it back to the trigger before that happens.
const close = useCallback(() => {
const trigger = document.getElementById(`${baseId}-trigger`);
if (
rootRef.current?.contains(document.activeElement) &&
document.activeElement !== trigger
)
trigger?.focus();
setOpen(false);
}, [baseId, setOpen]);
const select = useCallback(
(next: string) => {
if (!controlled) setInternal(next);
onValueChange?.(next);
close();
},
[controlled, onValueChange, close],
);
const register = useCallback((v: string, label: string, disabled: boolean) => {
setLabels((m) => {
const entry = m.get(v);
if (entry?.label === label && entry.disabled === disabled) return m;
return new Map(m).set(v, { label, disabled });
});
}, []);
const unregister = useCallback((v: string) => {
setLabels((m) => {
if (!m.has(v)) return m;
const next = new Map(m);
next.delete(v);
return next;
});
}, []);
// Reduced motion has no travel, so the progress only carries a short fade.
useEffect(() => {
const animation = animate(
progress,
open ? 1 : 0,
reduce ? { duration: 0.12 } : open ? UNFOLD_SPRING : UNFOLD_EXIT,
);
return () => animation.stop();
}, [open, progress, reduce]);
// close on outside pointer / escape
useEffect(() => {
if (!open) return;
const onKey = (e: KeyboardEvent) => e.key === "Escape" && close();
const onPointer = (e: PointerEvent) => {
if (rootRef.current && !rootRef.current.contains(e.target as Node))
setOpen(false);
};
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer);
return () => {
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer);
};
}, [open, setOpen, close]);
const rows = useMemo(
() =>
Array.from(labels, ([id, entry]) => ({
id,
label: entry.label,
disabled: entry.disabled,
})),
[labels],
);
const ctx = useMemo<SelectContextValue>(
() => ({
value: current,
open,
setOpen,
select,
register,
unregister,
labelFor: (v) => (v === undefined ? undefined : labels.get(v)?.label),
rows,
close,
reduce,
progress,
triggerId: `${baseId}-trigger`,
listId: `${baseId}-list`,
disabled,
placement,
setPlacement,
}),
[
current,
open,
setOpen,
select,
register,
unregister,
labels,
rows,
close,
reduce,
progress,
baseId,
disabled,
placement,
],
);
return (
<SelectContext.Provider value={ctx}>
<div ref={rootRef} className={cn("relative", className)}>
{children}
</div>
</SelectContext.Provider>
);
}
export interface SelectTriggerProps {
className?: string;
children: ReactNode;
}
export function SelectTrigger({ className, children }: SelectTriggerProps) {
const ctx = useSelectContext("SelectTrigger");
const isTop = ctx.placement === "top";
// The edge facing the panel flattens while the panel is attached to it and
// rounds back as the panel pulls away — the two pinch apart — on the same
// curve the panel moves on. The far edge stays rounded.
const nearRadius = useTransform(
ctx.progress,
[0, 0.2, 0.4, 1],
[RADIUS, 0, 0, RADIUS],
);
const rotate = useTransform(ctx.progress, (p) =>
ctx.reduce ? (ctx.open ? 180 : 0) : Math.min(1, Math.max(0, p)) * 180,
);
return (
<motion.button
type="button"
id={ctx.triggerId}
disabled={ctx.disabled}
aria-haspopup="listbox"
aria-expanded={ctx.open}
aria-controls={ctx.listId}
onClick={() => ctx.setOpen(!ctx.open)}
onKeyDown={(event) => {
if (
!ctx.open &&
(event.key === "ArrowDown" || event.key === "ArrowUp")
) {
event.preventDefault();
ctx.setOpen(true);
}
}}
style={{
borderTopLeftRadius: ctx.reduce || !isTop ? RADIUS : nearRadius,
borderTopRightRadius: ctx.reduce || !isTop ? RADIUS : nearRadius,
borderBottomLeftRadius: ctx.reduce || isTop ? RADIUS : nearRadius,
borderBottomRightRadius: ctx.reduce || isTop ? RADIUS : nearRadius,
}}
className={cn(
"relative z-10 flex w-full items-center justify-between gap-2 border border-border bg-background px-3 py-2 text-sm text-foreground outline-none transition-colors",
"hover:border-(--color-border-strong) focus-visible:ring-2 focus-visible:ring-foreground/20",
"disabled:pointer-events-none disabled:opacity-50",
className,
)}
>
{children}
<motion.span
aria-hidden
style={{ rotate }}
className="text-muted-foreground"
>
<ChevronDown className="h-4 w-4" />
</motion.span>
</motion.button>
);
}
export interface SelectValueProps {
placeholder?: string;
className?: string;
}
export function SelectValue({ placeholder, className }: SelectValueProps) {
const ctx = useSelectContext("SelectValue");
const label = ctx.labelFor(ctx.value);
return (
<span
className={cn(label ? "text-foreground" : "text-muted-foreground", className)}
>
{label ?? placeholder ?? "Select"}
</span>
);
}
export interface SelectContentProps {
className?: string;
children: ReactNode;
}
export function SelectContent({ className, children }: SelectContentProps) {
const ctx = useSelectContext("SelectContent");
const panelRef = useRef<HTMLDivElement>(null);
const [height, setHeight] = useState(0);
const { open, progress, reduce, setPlacement } = ctx;
const { activeId, onKeyDown } = useListbox({
open,
rows: ctx.rows,
selected: ctx.value,
list: panelRef,
});
// Keep descendants laid out while hidden: display:none resets nested
// scrollers in Chromium. Collapse only the hidden outer footprint after
// exit so it cannot extend page scrolling. Opening restores the full box
// before measurement or focus; neither layout change is animated.
const [exiting, setExiting] = useState(false);
const [wasOpen, setWasOpen] = useState(open);
if (open !== wasOpen) {
setWasOpen(open);
if (!open) setExiting(true);
}
const present = open || exiting;
useMotionValueEvent(progress, "animationComplete", () => {
if (progress.get() === 0) setExiting(false);
});
useLayoutEffect(() => {
const node = panelRef.current;
if (!node || !present) return;
const measure = () => setHeight(node.offsetHeight);
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, [present]);
// On open, flip upward when there isn't room below and there's more above.
useLayoutEffect(() => {
if (!open) return;
const trigger = document.getElementById(ctx.triggerId);
const node = panelRef.current;
if (!trigger || !node) return;
const rect = trigger.getBoundingClientRect();
const h = node.offsetHeight;
const below = window.innerHeight - rect.bottom;
const above = rect.top;
setPlacement(below < h + 16 && above > below ? "top" : "bottom");
}, [open, ctx.triggerId, setPlacement]);
const isTop = ctx.placement === "top";
// Reveal a full-size panel from its near edge. No ancestor scales the list,
// so rows, borders and shadow keep their natural thickness. The clip and
// corner writes can paint; only the gap uses a transform. All read one
// progress value, with no animated layout properties.
const ready = height > 0 && !reduce;
const fromY = ready ? (isTop ? GAP : -GAP) : 0;
const detach = useTransform(progress, [0.4, 1], [0, 1]);
const y = useTransform(detach, (d) => lerp(fromY, 0, d));
const nearRadius = useTransform(detach, (d) => (ready ? RADIUS * d : RADIUS));
const borderRadius = useTransform(nearRadius, (near) =>
isTop
? `${RADIUS}px ${RADIUS}px ${near}px ${near}px`
: `${near}px ${near}px ${RADIUS}px ${RADIUS}px`,
);
const clipPath = useTransform([progress, nearRadius], ([p, near]: number[]) => {
if (!ready) return "none";
// Clamp overshoot so the clip never extends into the trigger or exposes
// overflowing children. At rest remove it so the native shadow is whole.
const reveal = Math.min(1, Math.max(0, p));
if (reveal === 1) return "none";
const hidden = Math.max(0, (height - LIP) * (1 - reveal));
const inset = isTop ? `${hidden}px 0 0 0` : `0 0 ${hidden}px 0`;
const corners = isTop
? `${RADIUS}px ${RADIUS}px ${near}px ${near}px`
: `${near}px ${near}px ${RADIUS}px ${RADIUS}px`;
return `inset(${inset} round ${corners})`;
});
// The surface materialises over its first frames rather than popping in as
// a lip; with reduced motion the fade is the whole entrance.
const opacity = useTransform(progress, reduce ? [0, 1] : [0, 0.12], [0, 1]);
return (
<motion.div
ref={panelRef}
id={ctx.listId}
role="listbox"
aria-labelledby={ctx.triggerId}
aria-hidden={!open}
inert={!open}
onKeyDown={(event) => {
// Tab leaves the list from the trigger, so focus moves on to the
// control after the select rather than into the closing panel.
if (event.key === "Tab") ctx.close();
else onKeyDown(event);
}}
style={{
visibility: present ? undefined : "hidden",
maxHeight: present ? undefined : 0,
borderWidth: present ? undefined : 0,
y,
clipPath,
borderRadius,
opacity,
pointerEvents: open ? "auto" : "none",
marginTop: isTop ? 0 : GAP,
marginBottom: isTop ? GAP : 0,
}}
// flush against the trigger, then separates into its own rounded pill;
// sits above or below depending on available space
className={cn(
"absolute left-0 right-0 z-20 overflow-hidden border border-border bg-background shadow-lg",
isTop ? "bottom-full" : "top-full",
className,
)}
>
<ActiveOptionContext.Provider value={activeId}>
<motion.div
initial={false}
animate={open ? "show" : "hidden"}
className="p-1"
>
{children}
</motion.div>
</ActiveOptionContext.Provider>
</motion.div>
);
}
export interface SelectItemProps {
value: string;
disabled?: boolean;
className?: string;
children: ReactNode;
}
export function SelectItem({
value,
disabled = false,
className,
children,
}: SelectItemProps) {
const ctx = useSelectContext("SelectItem");
const activeId = useContext(ActiveOptionContext);
const selected = ctx.value === value;
const label = typeof children === "string" ? children : value;
useLayoutEffect(() => {
ctx.register(value, label, disabled);
}, [ctx.register, value, label, disabled]);
useLayoutEffect(() => () => ctx.unregister(value), [ctx.unregister, value]);
return (
<motion.div variants={ctx.reduce ? undefined : ITEM_VARIANTS}>
<button
type="button"
role="option"
aria-selected={selected}
disabled={disabled}
// One tab stop: the active option, which focus follows while open.
tabIndex={activeId === value ? 0 : -1}
data-listbox-id={value}
onClick={() => ctx.select(value)}
className={cn(
"flex w-full items-center justify-between gap-2 rounded-lg px-2.5 py-1.5 text-left text-sm outline-none transition-colors",
selected
? "bg-muted text-foreground"
: "text-muted-foreground hover:bg-muted hover:text-foreground focus-visible:bg-muted",
"disabled:pointer-events-none disabled:opacity-50",
className,
)}
>
{children}
{selected ? <Check className="h-3.5 w-3.5 shrink-0" /> : null}
</button>
</motion.div>
);
}
"use client";
import { AnimatePresence } from "motion/react";
import {
type ComponentProps,
type PointerEvent as ReactPointerEvent,
cloneElement,
createContext,
isValidElement,
type ReactElement,
type ReactNode,
type Ref,
type RefObject,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { createPortal } from "react-dom";
import { TooltipSurface } from "@/components/motion/tooltip-surface";
import { useDismiss } from "@/lib/hooks/use-dismiss";
import { useHoverGesture } from "@/lib/hooks/use-hover-gesture";
import { useTapGesture } from "@/lib/hooks/use-tap-gesture";
import { cn } from "@/lib/utils";
import { focusFromKeyboard, graceArea, inBox, inPolygon, watchModality } from "./tooltip/grace";
import { TooltipArrow, TooltipPositioner } from "./tooltip/positioner";
import {
type TooltipAlign,
type TooltipAnchor,
type TooltipPoint,
type TooltipSide,
useTooltipPointer,
} from "./tooltip/use-position";
export type { TooltipAlign, TooltipSide };
/* -------------------------------------------------------------------------- */
/* Provider */
/* -------------------------------------------------------------------------- */
interface TooltipTiming {
/** Delay before a hover opens a tooltip (ms). */
delay: number;
/** Delay before a tooltip closes once the pointer has left it (ms). */
closeDelay: number;
/** After one tooltip closes, others open instantly for this long (ms). */
skipDelay: number;
}
const TimingContext = createContext<TooltipTiming>({ delay: 120, closeDelay: 0, skipDelay: 300 });
export interface TooltipProviderProps extends Partial<TooltipTiming> {
children: ReactNode;
}
/** Shared timing for every tooltip inside it. Optional: tooltips work without one. */
export function TooltipProvider({ children, ...timing }: TooltipProviderProps) {
const parent = useContext(TimingContext);
const { delay = parent.delay, closeDelay = parent.closeDelay, skipDelay = parent.skipDelay } =
timing;
const value = useMemo(() => ({ delay, closeDelay, skipDelay }), [delay, closeDelay, skipDelay]);
return <TimingContext.Provider value={value}>{children}</TimingContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Root */
/* -------------------------------------------------------------------------- */
// Moving along a toolbar should feel instant after the first label, and only
// one label may show at a time: a keyboard-focused control and a hovered one
// would otherwise both claim the screen.
let lastClosedAt = 0;
let current: { close: () => void } | null = null;
function isEmpty(content: ReactNode) {
return content == null || content === false || content === "";
}
interface TooltipContextValue {
open: boolean;
contentId: string;
labelId: string;
asLabel: boolean;
empty: boolean;
followCursor: boolean;
anchor: TooltipAnchor | null;
/** True when a TooltipTrigger owns the anchor; false for an external `anchorRef`. */
triggered: boolean;
floatingRef: RefObject<HTMLSpanElement | null>;
pointer: ReturnType<typeof useTooltipPointer>;
setTrigger: (element: TooltipAnchor | null) => void;
setEmpty: (empty: boolean) => void;
close: () => void;
onContentEnter: () => void;
onContentLeave: (event: ReactPointerEvent) => void;
}
const TooltipContext = createContext<TooltipContextValue | null>(null);
function useTooltipContext(part: string) {
const context = useContext(TooltipContext);
if (!context) throw new Error(`${part} must be used inside <Tooltip>`);
return context;
}
export interface TooltipRootProps {
children?: ReactNode;
open?: boolean;
defaultOpen?: boolean;
onOpenChange?: (open: boolean) => void;
/** Delay before showing on hover (ms). Keyboard focus shows immediately. */
delay?: number;
/** Delay before hiding once the pointer has left (ms). */
closeDelay?: number;
/** Never show, e.g. while the label it carries is already visible. */
disabled?: boolean;
/**
* Use the tooltip as the trigger's accessible name rather than its
* description. For icon-only controls whose only label is the tooltip.
*/
asLabel?: boolean;
/** Follow real pointer coordinates; keyboard focus still uses the anchor. */
followCursor?: boolean;
/** Existing anchor for controlled integrations such as chart cells. */
anchorRef?: RefObject<TooltipAnchor | null>;
/** Id of the tooltip surface, for anchors that reference it themselves. */
id?: string;
}
function TooltipRoot({
children,
open: controlledOpen,
defaultOpen = false,
onOpenChange,
delay: delayProp,
closeDelay: closeDelayProp,
disabled = false,
asLabel = false,
followCursor = false,
anchorRef,
id,
initialEmpty = false,
}: TooltipRootProps & { initialEmpty?: boolean }) {
const timing = useContext(TimingContext);
const delay = delayProp ?? timing.delay;
const closeDelay = closeDelayProp ?? timing.closeDelay;
const [uncontrolledOpen, setUncontrolledOpen] = useState(defaultOpen);
const open = controlledOpen ?? uncontrolledOpen;
const [empty, setEmpty] = useState(initialEmpty);
const [trigger, setTrigger] = useState<TooltipAnchor | null>(null);
const [external, setExternal] = useState<TooltipAnchor | null>(null);
const anchor = anchorRef ? external : trigger;
const generatedId = useId();
const contentId = id ?? `${generatedId}-content`;
const labelId = `${generatedId}-label`;
const floatingRef = useRef<HTMLSpanElement | null>(null);
const anchorObject = useRef<TooltipAnchor | null>(null);
const pointer = useTooltipPointer(anchor, followCursor);
// An external ref can attach after this component renders; read it once it has.
useLayoutEffect(() => {
if (!anchorRef) return;
const element = anchorRef.current ?? null;
if (element !== external) setExternal(element);
});
// Everything the event listeners read, current without re-binding them.
const latest = useRef({ open, delay, closeDelay, disabled, empty, onOpenChange, controlled: false });
useLayoutEffect(() => {
anchorObject.current = anchor;
latest.current = {
open,
delay,
closeDelay,
disabled,
empty,
onOpenChange,
controlled: controlledOpen !== undefined,
};
});
const openTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const closeTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const grace = useRef<(() => void) | null>(null);
const self = useRef<{ close: () => void }>({ close: () => {} });
const clearTimers = useCallback(() => {
if (openTimer.current) clearTimeout(openTimer.current);
if (closeTimer.current) clearTimeout(closeTimer.current);
openTimer.current = null;
closeTimer.current = null;
}, []);
const stopGrace = useCallback(() => {
grace.current?.();
grace.current = null;
}, []);
// Only a real change reaches the consumer: a pointer leaving a closed
// tooltip is not news.
const commit = useCallback((next: boolean) => {
if (latest.current.open === next) return;
if (!latest.current.controlled) setUncontrolledOpen(next);
latest.current.onOpenChange?.(next);
}, []);
const openNow = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.disabled || latest.current.empty) return;
if (current && current !== self.current) current.close();
current = self.current;
commit(true);
}, [clearTimers, stopGrace, commit]);
const close = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.open) lastClosedAt = Date.now();
if (current === self.current) current = null;
commit(false);
}, [clearTimers, stopGrace, commit]);
useLayoutEffect(() => {
self.current.close = close;
}, [close]);
const requestOpen = useCallback(() => {
clearTimers();
if (latest.current.open || latest.current.disabled || latest.current.empty) return;
const warm = Date.now() - lastClosedAt < timing.skipDelay;
if (warm || latest.current.delay <= 0) openNow();
else openTimer.current = setTimeout(openNow, latest.current.delay);
}, [clearTimers, openNow, timing.skipDelay]);
const requestClose = useCallback(() => {
clearTimers();
if (latest.current.closeDelay > 0) {
closeTimer.current = setTimeout(close, latest.current.closeDelay);
} else close();
}, [clearTimers, close]);
// Hold the label open while the pointer crosses from one box toward the other.
const startGrace = useCallback(
(exit: TooltipPoint, from: Element, to: Element | null) => {
stopGrace();
if (!to) return requestClose();
const target = to.getBoundingClientRect();
const origin = from.getBoundingClientRect();
const corridor = graceArea(exit, target);
const onMove = (event: PointerEvent) => {
const point = { x: event.clientX, y: event.clientY };
if (inBox(point, target) || inBox(point, origin)) return;
if (!inPolygon(point, corridor)) requestClose();
};
document.addEventListener("pointermove", onMove);
grace.current = () => document.removeEventListener("pointermove", onMove);
},
[stopGrace, requestClose],
);
const hover = useHoverGesture();
const tap = useTapGesture<boolean>();
// Listeners go on the trigger itself rather than on cloned props, so a
// component that owns its own handlers keeps them, and no wrapper element
// sits between the control and its layout.
useEffect(() => {
if (anchorRef || !trigger) return;
watchModality();
// A mouse press dismisses the label and keeps it away until the pointer
// leaves; hovering a control you just clicked should not bring it back.
let suppressed = false;
// Focus that came from the keyboard holds the label open on its own.
let keyboardFocus = false;
const onEnter = (event: PointerEvent) => {
if (!hover.enter(event)) return;
stopGrace();
if (closeTimer.current) clearTimeout(closeTimer.current);
if (!suppressed) requestOpen();
};
const onLeave = (event: PointerEvent) => {
if (!hover.leave(event)) return;
suppressed = false;
if (keyboardFocus) return;
if (openTimer.current) {
clearTimers();
return;
}
if (latest.current.open && !followCursor) {
startGrace({ x: event.clientX, y: event.clientY }, trigger, floatingRef.current);
} else requestClose();
};
const onDown = (event: PointerEvent) => {
tap.start(event, latest.current.open);
if (event.pointerType === "mouse") {
suppressed = true;
close();
}
};
// A finger never hovers, and Safari does not focus a button on tap either,
// so the label is only reachable if the tap itself toggles it. The click
// carries no pointerType; the pointerdown before it says whether it was a
// tap, and keyboard activation has none at all.
const onClick = () => {
const gesture = tap.take();
if (!gesture || gesture.pointerType === "mouse") return;
if (gesture.state) close();
else openNow();
};
const onKey = () => tap.drop();
const onFocusIn = () => {
if (!focusFromKeyboard()) return;
keyboardFocus = true;
openNow();
};
const onFocusOut = (event: FocusEvent) => {
if (trigger.contains(event.relatedTarget as Node | null)) return;
keyboardFocus = false;
close();
};
// Both element kinds dispatch the same events; one type keeps the listeners typed.
const el = trigger as HTMLElement;
el.addEventListener("pointerenter", onEnter);
el.addEventListener("pointerleave", onLeave);
el.addEventListener("pointerdown", onDown);
el.addEventListener("pointercancel", tap.drop);
el.addEventListener("click", onClick);
el.addEventListener("keydown", onKey);
el.addEventListener("focusin", onFocusIn);
el.addEventListener("focusout", onFocusOut);
return () => {
el.removeEventListener("pointerenter", onEnter);
el.removeEventListener("pointerleave", onLeave);
el.removeEventListener("pointerdown", onDown);
el.removeEventListener("pointercancel", tap.drop);
el.removeEventListener("click", onClick);
el.removeEventListener("keydown", onKey);
el.removeEventListener("focusin", onFocusIn);
el.removeEventListener("focusout", onFocusOut);
};
}, [
anchorRef,
trigger,
followCursor,
hover,
tap,
requestOpen,
requestClose,
openNow,
close,
clearTimers,
stopGrace,
startGrace,
]);
// While open, a trigger that turns disabled loses focus without a blur event,
// and a window that loses focus never reports the pointer leaving.
useEffect(() => {
if (!open || anchorRef || !trigger) return;
const observer = new MutationObserver(() => {
if (trigger.matches(":disabled, [aria-disabled='true']")) close();
});
observer.observe(trigger, { attributes: true, attributeFilter: ["disabled", "aria-disabled"] });
window.addEventListener("blur", close);
return () => {
observer.disconnect();
window.removeEventListener("blur", close);
};
}, [open, anchorRef, trigger, close]);
// A chart drives its own open state and swaps content as it goes; only a
// trigger-owned label closes itself for having nothing to say.
useEffect(() => {
if (disabled || (empty && !anchorRef)) close();
}, [disabled, empty, anchorRef, close]);
useEffect(
() => () => {
clearTimers();
stopGrace();
if (current === self.current) current = null;
},
[clearTimers, stopGrace],
);
const insideTooltip = useCallback(
(target: Element) => Boolean(floatingRef.current?.contains(target)),
[],
);
// ...and closed by the next tap that lands somewhere else, or Escape. The
// label covers nothing interactive, so that tap passes through to what it hit.
useDismiss(open, close, anchorObject, { ignore: insideTooltip });
const onContentEnter = useCallback(() => {
stopGrace();
clearTimers();
}, [stopGrace, clearTimers]);
const onContentLeave = useCallback(
(event: ReactPointerEvent) => {
const floating = floatingRef.current;
if (!floating) return;
if (anchorRef) {
// Bridge the small gap back onto a chart; it reopens on its own terms.
clearTimers();
closeTimer.current = setTimeout(close, 100);
return;
}
startGrace({ x: event.clientX, y: event.clientY }, floating, anchorObject.current);
},
[anchorRef, clearTimers, close, startGrace],
);
const value = useMemo<TooltipContextValue>(
() => ({
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
triggered: !anchorRef,
floatingRef,
pointer,
setTrigger,
setEmpty,
close,
onContentEnter,
onContentLeave,
}),
[
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
anchorRef,
pointer,
close,
onContentEnter,
onContentLeave,
],
);
return <TooltipContext.Provider value={value}>{children}</TooltipContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Trigger */
/* -------------------------------------------------------------------------- */
function mergeIds(...ids: unknown[]) {
return ids.filter((value) => typeof value === "string" && value).join(" ") || undefined;
}
function assignRef<T>(ref: Ref<T> | undefined, value: T | null) {
if (typeof ref === "function") ref(value);
else if (ref) (ref as { current: T | null }).current = value;
}
export interface TooltipTriggerProps extends ComponentProps<"button"> {
/** Use the single child element as the trigger instead of rendering a button. */
asChild?: boolean;
}
export function TooltipTrigger({ asChild = false, children, ref, ...props }: TooltipTriggerProps) {
const { open, contentId, labelId, asLabel, empty, setTrigger } =
useTooltipContext("TooltipTrigger");
const child = asChild && isValidElement(children) ? children : null;
const childProps = (child?.props ?? props) as Record<string, unknown>;
const childRef = child ? (childProps.ref as Ref<TooltipAnchor> | undefined) : undefined;
const attached = useRef<TooltipAnchor | null>(null);
const setRef = useCallback(
(element: TooltipAnchor | null) => {
attached.current = element;
setTrigger(element);
assignRef(childRef ?? (ref as Ref<TooltipAnchor> | undefined), element);
},
[setTrigger, childRef, ref],
);
useEffect(() => {
if (process.env.NODE_ENV !== "production" && child && !attached.current) {
console.warn(
"TooltipTrigger: the child did not attach a ref, so the tooltip has nothing to listen to. Render a DOM element or a component that passes `ref` through.",
);
}
}, [child]);
const aria = asLabel
? {
"aria-labelledby": empty
? (childProps["aria-labelledby"] as string | undefined)
: labelId,
}
: {
"aria-describedby": mergeIds(
childProps["aria-describedby"],
open && !empty ? contentId : undefined,
),
};
if (asChild) {
if (!child) return children;
return cloneElement(child as ReactElement<Record<string, unknown>>, { ref: setRef, ...aria });
}
return (
<button
type="button"
data-state={open ? "open" : "closed"}
{...props}
ref={setRef as Ref<HTMLButtonElement>}
{...aria}
>
{children}
</button>
);
}
/* -------------------------------------------------------------------------- */
/* Content */
/* -------------------------------------------------------------------------- */
export interface TooltipContentProps {
children?: ReactNode;
side?: TooltipSide;
align?: TooltipAlign;
/** Gap between anchor and tooltip (px). */
sideOffset?: number;
/** Draw an arrow pointing at the anchor. */
arrow?: boolean;
/** Point within the anchor, as fractions of its rendered width and height. */
anchorPoint?: TooltipPoint;
className?: string;
}
export function TooltipContent({
children,
side = "top",
align = "center",
sideOffset,
arrow = false,
anchorPoint,
className,
}: TooltipContentProps) {
const {
open,
contentId,
labelId,
asLabel,
followCursor,
anchor,
floatingRef,
pointer,
setEmpty,
close,
onContentEnter,
onContentLeave,
} = useTooltipContext("TooltipContent");
const empty = isEmpty(children);
const arrowRef = useRef<SVGSVGElement | null>(null);
useLayoutEffect(() => {
setEmpty(empty);
}, [empty, setEmpty]);
if (typeof document === "undefined") return null;
return createPortal(
<>
{/* The name has to exist while the label is closed, so it lives apart from the surface. */}
{asLabel && !empty ? (
<span id={labelId} hidden>
{children}
</span>
) : null}
<AnimatePresence>
{open && !empty ? (
<TooltipPositioner
key="tooltip"
anchor={anchor}
floatingRef={floatingRef}
arrowRef={arrow ? arrowRef : undefined}
anchorPoint={anchorPoint}
followCursor={followCursor}
side={side}
align={align}
sideOffset={sideOffset}
onDismiss={close}
pointer={pointer}
>
{(positioned, isPresent, placedSide) => (
<TooltipSurface
id={asLabel ? undefined : contentId}
aria-hidden={asLabel || undefined}
ready={positioned}
onPointerEnter={onContentEnter}
onPointerLeave={onContentLeave}
style={{ pointerEvents: isPresent && !followCursor ? "auto" : "none" }}
className={cn(
"max-w-[min(20rem,calc(100vw-16px))] whitespace-normal break-words",
arrow && "relative",
className,
)}
>
{children}
{arrow ? <TooltipArrow ref={arrowRef} side={placedSide} /> : null}
</TooltipSurface>
)}
</TooltipPositioner>
) : null}
</AnimatePresence>
</>,
document.body,
);
}
/* -------------------------------------------------------------------------- */
/* Tooltip (root, or one-line shorthand when given `content`) */
/* -------------------------------------------------------------------------- */
export interface TooltipProps
extends TooltipRootProps,
Omit<TooltipContentProps, "children" | "className"> {
/**
* Shorthand: the tooltip's content. With it, `children` is the trigger
* element; without it, compose `TooltipTrigger` and `TooltipContent`.
*/
content?: ReactNode;
/** Shorthand only: classes for the tooltip surface. */
className?: string;
}
export function Tooltip(props: TooltipProps) {
if (!("content" in props)) return <TooltipRoot {...props} />;
const {
content,
children,
side,
align,
sideOffset,
arrow,
anchorPoint,
className,
...root
} = props;
if (!root.anchorRef && !isValidElement(children)) return children ?? null;
return (
<TooltipRoot {...root} initialEmpty={isEmpty(content)}>
{isValidElement(children) ? <TooltipTrigger asChild>{children}</TooltipTrigger> : null}
<TooltipContent
side={side}
align={align}
sideOffset={sideOffset}
arrow={arrow}
anchorPoint={anchorPoint}
className={className}
>
{content}
</TooltipContent>
</TooltipRoot>
);
}
"use client";
import { AnimatePresence, type HTMLMotionProps, motion, useReducedMotion, type Variants } from "motion/react";
import type { ReactNode } from "react";
import { useState } from "react";
import { EASE_OUT, SPRING_LAYOUT, SPRING_PRESS, SPRING_SWAP } from "@/lib/ease";
import { cn } from "@/lib/utils";
export type ActionSwapItem = {
id: string;
label: ReactNode;
icon?: ReactNode;
ariaLabel?: string;
};
export type ActionSwapButtonVariant = "primary" | "secondary" | "outline" | "ghost";
export type ActionSwapButtonSize = "sm" | "md" | "lg" | "icon";
export type ActionSwapAnimation = "blur" | "roll" | "cascade";
/** Animations with a single-element variant set (cascade animates per letter). */
type CoreAnimation = "blur" | "roll";
export interface ActionSwapButtonProps extends Omit<
HTMLMotionProps<"button">,
"children" | "onChange"
> {
items: ActionSwapItem[];
value?: string;
defaultValue?: string;
onValueChange?: (value: string, item: ActionSwapItem) => void;
variant?: ActionSwapButtonVariant;
size?: ActionSwapButtonSize;
animation?: ActionSwapAnimation;
iconOnly?: boolean;
cycle?: boolean;
}
export interface ActionSwapTextProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
export interface ActionSwapIconProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
// The arriving layer springs in, so a second press mid-swap bends it toward
// the new target instead of restarting. The leaving layer is a little quicker,
// still long enough to cross the arrival so the swap reads as one morph.
const BLUR_TRANSITION = SPRING_SWAP;
const BLUR_EXIT_TRANSITION = { duration: 0.16, ease: EASE_OUT } as const;
const ROLL_TRANSITION = SPRING_SWAP;
const ROLL_EXIT_TRANSITION = { duration: 0.14, ease: EASE_OUT } as const;
// A light blur softens the crossing without smearing small glyphs.
const SWAP_BLUR = "blur(2px)";
const ROLL_BLUR = "blur(3px)";
// Cascade rolls the label one letter at a time, left to right. The leaving
// and landing strings overlap as independent layers (no shared cells), so
// proportional glyph widths never jitter. Exits cascade at half the enter
// stagger so the tail of the old label lingers briefly.
const CASCADE_STAGGER = 0.025;
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const TEXT_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.9, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.96,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: "90%", filter: ROLL_BLUR },
animate: {
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: "-90%",
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const ICON_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.25, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.25,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: 12, filter: ROLL_BLUR },
animate: {
opacity: 1,
y: 0,
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: -12,
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const VARIANT_CLASS: Record<ActionSwapButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
outline: "border border-border bg-transparent text-foreground hover:bg-muted/60",
ghost: "text-muted-foreground hover:bg-muted/60 hover:text-foreground",
};
const SIZE_CLASS: Record<ActionSwapButtonSize, string> = {
sm: "h-8 gap-1.5 rounded-full px-3 text-xs",
md: "h-10 gap-2 rounded-full px-4 text-sm",
lg: "h-12 gap-2.5 rounded-full px-5 text-base",
icon: "h-10 w-10 rounded-full",
};
export function ActionSwapText({
value,
children,
animation = "blur",
className,
}: ActionSwapTextProps) {
const reduce = useReducedMotion();
// Cascade needs a plain string to split into letters; non-string content
// and reduced motion fall back to the closest single-element animation.
const label = typeof children === "string" ? children : null;
const cascade = animation === "cascade" && label !== null && !reduce;
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span
className={cn(
"relative -my-[0.08em] inline-block max-w-full whitespace-nowrap py-[0.08em] align-bottom",
className,
)}
style={{
clipPath: "inset(0 -999px)",
WebkitClipPath: "inset(0 -999px)",
}}
>
<span
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
{/* Letters are decorative fragments; readers get the whole label. */}
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-[0.08em] inline-block whitespace-pre"
>
{label.split("").map((char, i) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity — the letter at a position is exactly what rolls.
key={i}
custom={i * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`${animation}-${value}`}
variants={TEXT_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
// Truncation lives on the layer that holds the text — the layer
// moves as a whole, so clipping it never eats the roll.
className="absolute left-0 top-[0.08em] inline-block max-w-full truncate will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</span>
);
}
export function ActionSwapIcon({
value,
children,
animation = "blur",
className,
}: ActionSwapIconProps) {
const reduce = useReducedMotion();
// Icons are single elements — cascade maps to its closest motion, roll.
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span className={cn("relative inline-grid shrink-0 place-items-center overflow-hidden", className)}>
<AnimatePresence mode="popLayout" initial={false}>
<motion.span
key={`${animation}-${value}`}
aria-hidden
variants={ICON_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
className="col-start-1 row-start-1 inline-flex items-center justify-center will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
</span>
);
}
export function ActionSwapButton({
items,
value,
defaultValue,
onValueChange,
variant = "secondary",
size = "md",
animation = "blur",
iconOnly = size === "icon",
cycle = true,
className,
disabled,
onClick,
style,
...rest
}: ActionSwapButtonProps) {
const reduce = useReducedMotion();
const [internalValue, setInternalValue] = useState(defaultValue ?? items[0]?.id);
const currentValue = value ?? internalValue;
const activeIndex = Math.max(0, items.findIndex((item) => item.id === currentValue));
const activeItem = items[activeIndex] ?? items[0];
const hasIcon = items.some((item) => item.icon);
const nextItem = cycle && items.length > 0 ? items[(activeIndex + 1) % items.length] : undefined;
if (!activeItem) return null;
const accessibleLabel = activeItem.ariaLabel ?? (iconOnly && typeof activeItem.label === "string" ? activeItem.label : undefined);
const layoutTransition = reduce ? { duration: 0 } : SPRING_LAYOUT;
return (
<motion.button
type="button"
disabled={disabled}
// A label of a different length resizes the button: glide the width on
// the soft layout spring, and only when the value changes, so unrelated
// page reflow never animates the button.
layout
layoutDependency={activeItem.id}
whileTap={reduce || disabled ? undefined : { scale: 0.97 }}
transition={{ ...SPRING_PRESS, layout: layoutTransition }}
// Layout animations only correct a radius set inline.
style={{ borderRadius: 9999, ...style }}
className={cn(
"inline-flex items-center justify-center overflow-hidden font-medium transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
aria-label={accessibleLabel}
onClick={(event) => {
onClick?.(event);
if (event.defaultPrevented || disabled || !cycle || !nextItem) return;
if (value === undefined) setInternalValue(nextItem.id);
onValueChange?.(nextItem.id, nextItem);
}}
{...rest}
>
{/* Position-only layout keeps the contents from stretching with the
button while its width glides. */}
{hasIcon ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex shrink-0"
>
<ActionSwapIcon value={activeItem.id} animation={animation} className="h-4 w-4">
{activeItem.icon ?? null}
</ActionSwapIcon>
</motion.span>
) : null}
{!iconOnly ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex min-w-0 max-w-full"
>
<ActionSwapText value={activeItem.id} animation={animation}>
{activeItem.label}
</ActionSwapText>
</motion.span>
) : null}
</motion.button>
);
}
"use client";
import {
AnimatePresence,
type HTMLMotionProps,
motion,
useReducedMotion,
} from "motion/react";
import {
forwardRef,
type PointerEvent,
type ReactNode,
useCallback,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_PRESS } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export type ButtonVariant = "primary" | "secondary" | "ghost" | "outline";
export type ButtonSize = "sm" | "md" | "lg" | "icon";
export interface ButtonProps extends Omit<
HTMLMotionProps<"button">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
/** Spawn a Material-style ripple from the press point. Off by default. */
ripple?: boolean;
children?: ReactNode;
}
export interface ButtonLinkProps extends Omit<
HTMLMotionProps<"a">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
children?: ReactNode;
}
type Ripple = { id: number; x: number; y: number; size: number };
const VARIANT_CLASS: Record<ButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
ghost: "text-muted-foreground hover:text-foreground hover:bg-muted/60",
outline:
"border border-border bg-transparent text-foreground hover:bg-muted/60",
};
const SIZE_CLASS: Record<ButtonSize, string> = {
sm: "h-8 px-3 text-xs gap-1.5 rounded-full",
md: "h-10 px-5 text-sm gap-2 rounded-full",
lg: "h-12 px-6 text-base gap-2 rounded-full",
icon: "h-8 w-8 rounded-lg",
};
export const Button = forwardRef<HTMLButtonElement, ButtonProps>(
function Button(
{
variant = "primary",
size = "md",
pressScale = 0.93,
ripple = false,
className,
children,
onPointerDown,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
const [ripples, setRipples] = useState<Ripple[]>([]);
const nextId = useRef(0);
const handlePointerDown = useCallback(
(event: PointerEvent<HTMLButtonElement>) => {
if (ripple && !reduce) {
const rect = event.currentTarget.getBoundingClientRect();
const size = Math.max(rect.width, rect.height) * 2;
const id = nextId.current++;
setRipples((prev) => [
...prev,
{
id,
x: event.clientX - rect.left,
y: event.clientY - rect.top,
size,
},
]);
}
onPointerDown?.(event);
},
[ripple, reduce, onPointerDown],
);
return (
<motion.button
ref={ref}
type="button"
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
onPointerDown={handlePointerDown}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
ripple && "relative overflow-hidden",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{ripple && !reduce ? (
<span className="pointer-events-none absolute inset-0 overflow-hidden rounded-[inherit]">
<AnimatePresence>
{ripples.map((r) => (
<motion.span
key={r.id}
className="absolute rounded-full bg-current"
style={{
left: r.x,
top: r.y,
width: r.size,
height: r.size,
x: "-50%",
y: "-50%",
}}
initial={{ scale: 0.05, opacity: 0.3 }}
animate={{ scale: 1, opacity: 0 }}
exit={{ opacity: 0 }}
transition={{ duration: 1.6, ease: EASE_OUT }}
onAnimationComplete={() =>
setRipples((prev) => prev.filter((x) => x.id !== r.id))
}
/>
))}
</AnimatePresence>
</span>
) : null}
{children}
</motion.button>
);
},
);
export const ButtonLink = forwardRef<HTMLAnchorElement, ButtonLinkProps>(
function ButtonLink(
{
variant = "primary",
size = "md",
pressScale = 0.93,
className,
children,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
return (
<motion.a
ref={ref}
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{children}
</motion.a>
);
},
);
"use client";
import { forwardRef } from "react";
import { Magnetic } from "../magnetic";
import { Button, type ButtonProps } from "./base";
export interface MagneticButtonProps extends ButtonProps {
/** Magnetic pull strength. Default 0.25. */
strength?: number;
/** Class applied to the magnetic wrapper. */
magneticClassName?: string;
}
export const MagneticButton = forwardRef<HTMLButtonElement, MagneticButtonProps>(function MagneticButton(
{ strength = 0.25, magneticClassName, children, ...rest },
ref,
) {
return (
<Magnetic strength={strength} className={magneticClassName}>
<Button ref={ref} {...rest}>
{children}
</Button>
</Magnetic>
);
});
"use client";
import { motion, useReducedMotion } from "motion/react";
import { forwardRef, useState } from "react";
import { EASE_IN_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import { Button, type ButtonProps } from "./base";
export interface MetallicButtonProps extends Omit<
ButtonProps,
"ripple" | "variant"
> {
/** Stops the traveling reflection while preserving the chrome rim. */
paused?: boolean;
}
// The rim and highlight drift separately so the material stays quiet and reflective.
const SILVER_DRIFT = {
duration: 8,
ease: EASE_IN_OUT,
repeat: Infinity,
};
const CHROME_SHIMMER = {
duration: 2.4,
ease: EASE_IN_OUT,
};
export const MetallicButton = forwardRef<
HTMLButtonElement,
MetallicButtonProps
>(function MetallicButton(
{
size = "md",
paused = false,
className,
children,
onHoverStart,
onHoverEnd,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const still = paused || Boolean(reduce);
const [hovered, setHovered] = useState(false);
return (
<Button
ref={ref}
variant="ghost"
size={size}
onHoverStart={(event, info) => {
setHovered(true);
onHoverStart?.(event, info);
}}
onHoverEnd={(event, info) => {
setHovered(false);
onHoverEnd?.(event, info);
}}
className={cn(
"group relative isolate overflow-hidden border-0 bg-transparent text-foreground",
"hover:bg-transparent hover:text-foreground",
"focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2",
"shadow-[0_8px_22px_rgba(0,0,0,0.16)]",
size === "icon" && "rounded-full",
className,
)}
{...rest}
>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-18%] z-0 w-[136%] rounded-[inherit] bg-[linear-gradient(105deg,#111_0%,#737373_14%,#fafafa_26%,#525252_38%,#0a0a0a_50%,#a3a3a3_64%,#fff_75%,#404040_87%,#111_100%)]"
animate={still ? undefined : { x: ["0%", "13%", "0%"] }}
transition={still ? undefined : SILVER_DRIFT}
/>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-58%] z-[1] w-[52%] -skew-x-12 bg-[linear-gradient(90deg,transparent,rgba(255,255,255,0.5)_48%,transparent)] opacity-50 blur-[3px] mix-blend-screen"
animate={still ? undefined : { x: hovered ? "310%" : "0%" }}
transition={still ? undefined : CHROME_SHIMMER}
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[2] rounded-[inherit] bg-background transition-colors group-hover:bg-muted/40"
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[3] rounded-[inherit] shadow-[inset_0_1px_0_rgba(255,255,255,0.28),inset_0_-1px_0_rgba(0,0,0,0.16)]"
/>
<span className="relative z-10 inline-flex items-center justify-center gap-2">
{children}
</span>
</Button>
);
});
"use client";
import { Check, Loader2, X } from "lucide-react";
import {
AnimatePresence,
motion,
useReducedMotion,
type Variants,
} from "motion/react";
import {
forwardRef,
type ReactNode,
useLayoutEffect,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_SWAP } from "@/lib/ease";
import { Button, type ButtonProps } from "./base";
export type ButtonState = "idle" | "loading" | "success" | "error";
export interface StatefulButtonProps extends Omit<ButtonProps, "children"> {
state?: ButtonState;
children: ReactNode;
loadingText?: ReactNode;
successText?: ReactNode;
errorText?: ReactNode;
icon?: ReactNode;
}
const CASCADE_STAGGER = 0.025;
const ROLL_BLUR = "blur(6px)";
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const ICON_VARIANTS: Variants = {
// Width collapses too, so the icon adds/removes its own space smoothly
// instead of popping the row width in a single frame.
initial: { opacity: 0, width: 0, scale: 0.7, filter: ROLL_BLUR },
animate: {
opacity: 1,
width: "1.5rem",
scale: 1,
filter: "blur(0px)",
transition: SPRING_SWAP,
},
exit: {
opacity: 0,
width: 0,
scale: 0.7,
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT },
},
};
function IconSlot({ keyId, children }: { keyId: string; children: ReactNode }) {
const reduce = useReducedMotion();
return (
<motion.span
key={keyId}
variants={ICON_VARIANTS}
initial={reduce ? { opacity: 0 } : "initial"}
animate={reduce ? { opacity: 1 } : "animate"}
exit={reduce ? { opacity: 0 } : "exit"}
transition={reduce ? { duration: 0.15 } : undefined}
className="inline-grid shrink-0 place-items-center overflow-hidden"
>
{children}
</motion.span>
);
}
function TextSlot({
value,
children,
}: {
value: string;
children: ReactNode;
}) {
const reduce = useReducedMotion();
const measureRef = useRef<HTMLSpanElement>(null);
const [width, setWidth] = useState<number>();
const label = typeof children === "string" ? children : null;
const cascade = label !== null && !reduce;
// Measure strings with the same per-letter layout as the cascade. Measuring
// the whole string preserves kerning, which can make it narrower than the
// inline-block letters and clip the final glyph during the width animation.
useLayoutEffect(() => {
const nextWidth = measureRef.current?.offsetWidth;
if (!nextWidth) return;
setWidth((current) => (current === nextWidth ? current : nextWidth));
});
return (
<motion.span
initial={false}
animate={{ width }}
transition={reduce ? { duration: 0 } : SPRING_SWAP}
className="relative inline-block overflow-hidden whitespace-nowrap align-bottom"
>
<span
ref={measureRef}
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-0 inline-block whitespace-pre"
>
{label.split("").map((char, index) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
custom={index * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`text-${value}`}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 14, filter: ROLL_BLUR }}
animate={reduce ? { opacity: 1 } : { opacity: 1, y: 0, filter: "blur(0px)" }}
exit={reduce ? { opacity: 0 } : { opacity: 0, y: -14, filter: ROLL_BLUR }}
transition={reduce ? { duration: 0.15 } : SPRING_SWAP}
className="absolute left-0 top-0 inline-block will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</motion.span>
);
}
export const StatefulButton = forwardRef<HTMLButtonElement, StatefulButtonProps>(function StatefulButton(
{
state = "idle",
children,
loadingText = "Loading",
successText = "Done",
errorText = "Try again",
icon,
disabled,
...rest
},
ref,
) {
const isBusy = state === "loading";
const stateText =
state === "loading"
? loadingText
: state === "success"
? successText
: state === "error"
? errorText
: children;
const textKey =
typeof stateText === "string" ? `${state}-${stateText}` : state;
return (
<Button ref={ref} disabled={disabled || isBusy} aria-busy={isBusy} whileHover={undefined} {...rest}>
<span
aria-live="polite"
className="relative inline-flex items-center justify-center overflow-hidden"
>
<AnimatePresence initial={false}>
{state === "loading" ? (
<IconSlot keyId="loading-icon">
<Loader2 className="h-4 w-4 animate-spin" />
</IconSlot>
) : null}
{state === "success" ? (
<IconSlot keyId="success-icon">
<Check className="h-4 w-4" />
</IconSlot>
) : null}
{state === "error" ? (
<IconSlot keyId="error-icon">
<X className="h-4 w-4" />
</IconSlot>
) : null}
</AnimatePresence>
<TextSlot value={textKey}>{stateText}</TextSlot>
<AnimatePresence initial={false}>
{state === "idle" && icon ? (
<IconSlot keyId="idle-icon">{icon}</IconSlot>
) : null}
</AnimatePresence>
</span>
</Button>
);
});
type Point = { x: number; y: number };
type Box = { left: number; top: number; right: number; bottom: number };
/**
* The corridor a pointer may cross between the trigger and the open tooltip
* without closing it: the convex hull of where it left and the box it is
* heading for. A fixed timeout either cuts a slow diagonal move short or keeps
* the label alive after the pointer has plainly gone elsewhere; this follows
* the path itself.
*/
export function graceArea(exit: Point, target: Box): Point[] {
// A few pixels either side of the exit point give the corridor some width at
// its narrow end, so a hand that drifts sideways while it moves stays inside.
const pad = 5;
return hull([
{ x: exit.x - pad, y: exit.y - pad },
{ x: exit.x + pad, y: exit.y - pad },
{ x: exit.x - pad, y: exit.y + pad },
{ x: exit.x + pad, y: exit.y + pad },
{ x: target.left, y: target.top },
{ x: target.right, y: target.top },
{ x: target.right, y: target.bottom },
{ x: target.left, y: target.bottom },
]);
}
export function inBox(point: Point, box: Box) {
return (
point.x >= box.left && point.x <= box.right && point.y >= box.top && point.y <= box.bottom
);
}
export function inPolygon(point: Point, polygon: Point[]) {
let inside = false;
for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
const a = polygon[i];
const b = polygon[j];
if (
a.y > point.y !== b.y > point.y &&
point.x < ((b.x - a.x) * (point.y - a.y)) / (b.y - a.y) + a.x
) {
inside = !inside;
}
}
return inside;
}
// Monotone chain; the corridor is always convex, so a hull is all it needs.
function hull(points: Point[]) {
const sorted = [...points].sort((a, b) => a.x - b.x || a.y - b.y);
const cross = (o: Point, a: Point, b: Point) =>
(a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
const lower: Point[] = [];
for (const p of sorted) {
while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], p) <= 0) {
lower.pop();
}
lower.push(p);
}
const upper: Point[] = [];
for (let i = sorted.length - 1; i >= 0; i--) {
const p = sorted[i];
while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], p) <= 0) {
upper.pop();
}
upper.push(p);
}
lower.pop();
upper.pop();
return lower.concat(upper);
}
/**
* How the user last reached for the page. A focus that a mouse press caused is
* not a request to read the label: the pointer is already on the control and
* hovering showed it. A focus that followed a key — Tab, or a roving arrow key
* moving focus in script — is the only way a keyboard user sees it at all.
*/
let modality: "keyboard" | "pointer" = "keyboard";
let listening = false;
export function watchModality() {
if (listening || typeof window === "undefined") return;
listening = true;
window.addEventListener("keydown", () => (modality = "keyboard"), true);
window.addEventListener("pointerdown", () => (modality = "pointer"), true);
}
export function focusFromKeyboard() {
return modality === "keyboard";
}
"use client";
import { useIsPresent } from "motion/react";
import { type CSSProperties, type ReactNode, type Ref, useCallback, useState } from "react";
import { type TooltipSide, useTooltipPosition } from "./use-position";
type PositionProps = Parameters<typeof useTooltipPosition>[0];
/** Readiness lives with the mounted overlay, not a trigger ref's attach/detach cycle. */
export function TooltipPositioner({
children,
...position
}: Omit<PositionProps, "open" | "onPosition"> & {
children: (ready: boolean, present: boolean, side: TooltipSide) => ReactNode;
}) {
const present = useIsPresent();
const [ready, setReady] = useState(false);
const [side, setSide] = useState<TooltipSide>(position.side);
const onPosition = useCallback((placed: TooltipSide) => {
setReady(true);
setSide(placed);
}, []);
useTooltipPosition({ ...position, open: present, onPosition });
return (
<span
ref={position.floatingRef}
inert={!present}
aria-hidden={!present || undefined}
className="pointer-events-none fixed left-0 top-0 z-[9999] w-max"
style={{ visibility: "hidden", maxWidth: "calc(100vw - 16px)" }}
>
{children(ready, present, side)}
</span>
);
}
// Each arrow is a 12px box whose base sits on the surface's inner border edge,
// so its fill covers the border beneath it and only the two outer edges stroke.
const ARROW: Record<TooltipSide, { path: string; style: CSSProperties }> = {
top: { path: "M0 6L6 12L12 6", style: { top: "calc(100% - 6px)" } },
bottom: { path: "M0 6L6 0L12 6", style: { bottom: "calc(100% - 6px)" } },
left: { path: "M6 0L12 6L6 12", style: { left: "calc(100% - 6px)" } },
right: { path: "M6 0L0 6L6 12", style: { right: "calc(100% - 6px)" } },
};
export function TooltipArrow({ side, ref }: { side: TooltipSide; ref: Ref<SVGSVGElement> }) {
const { path, style } = ARROW[side];
return (
<svg
ref={ref}
aria-hidden="true"
width="12"
height="12"
viewBox="0 0 12 12"
className="pointer-events-none absolute overflow-visible"
style={style}
>
<path d={`${path}Z`} style={{ fill: "var(--tooltip-arrow-fill, transparent)" }} />
<path
d={path}
fill="none"
strokeWidth="1"
style={{ stroke: "var(--tooltip-arrow-stroke, transparent)" }}
/>
</svg>
);
}
"use client";
import {
arrow as arrowMiddleware,
autoUpdate,
computePosition,
flip,
hide,
offset,
type Placement,
shift,
type VirtualElement,
} from "@floating-ui/dom";
import { type RefObject, useCallback, useLayoutEffect, useRef } from "react";
export type TooltipSide = "top" | "right" | "bottom" | "left";
export type TooltipAlign = "start" | "center" | "end";
export type TooltipPoint = { x: number; y: number };
export type TooltipAnchor = HTMLElement | SVGElement;
const ORIGIN: Record<TooltipSide, string> = {
top: "center bottom",
bottom: "center top",
left: "right center",
right: "left center",
};
/** Position is geometry, not animation. One write per frame, never a spring chasing a pointer. */
export function useTooltipPosition({
open,
anchor,
floatingRef,
arrowRef,
anchorPoint,
followCursor,
side,
align,
sideOffset,
onDismiss,
onPosition,
pointer,
}: {
open: boolean;
anchor: TooltipAnchor | null;
floatingRef: RefObject<HTMLSpanElement | null>;
arrowRef?: RefObject<SVGSVGElement | null>;
anchorPoint?: TooltipPoint;
followCursor: boolean;
side: TooltipSide;
align: TooltipAlign;
sideOffset?: number;
onDismiss: () => void;
onPosition: (side: TooltipSide) => void;
pointer: ReturnType<typeof useTooltipPointer>;
}) {
const { cursor, onMove } = pointer;
const preferred: Placement = align === "center" ? side : `${side}-${align}`;
const cursorSide = useRef<Placement | null>(null);
useLayoutEffect(() => {
cursorSide.current = open ? preferred : null;
}, [open, preferred]);
const frame = useRef<number | null>(null);
const version = useRef(0);
const update = useRef<() => void>(() => {});
const schedule = useCallback(() => {
// Invalidate older async calculations as soon as new geometry is requested.
version.current++;
if (frame.current !== null) return;
frame.current = requestAnimationFrame(() => {
frame.current = null;
update.current();
});
}, []);
useLayoutEffect(() => {
onMove.current = schedule;
return () => {
onMove.current = null;
};
}, [onMove, schedule]);
const pointX = anchorPoint?.x;
const pointY = anchorPoint?.y;
// Latest committed inputs are read without recreating observers for every period/content update.
useLayoutEffect(() => {
update.current = () => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const revision = ++version.current;
const currentCursor = followCursor ? cursor.current : null;
const virtual = Boolean(currentCursor) || pointX !== undefined || pointY !== undefined;
const reference: Element | VirtualElement = virtual
? {
contextElement: anchor,
getBoundingClientRect: () => {
const rect = anchor.getBoundingClientRect();
const x = currentCursor?.x ?? rect.left + rect.width * (pointX ?? 0.5);
const y = currentCursor?.y ?? rect.top + rect.height * (pointY ?? 0.5);
return { x, y, left: x, right: x, top: y, bottom: y, width: 0, height: 0 };
},
}
: anchor;
const arrowElement = arrowRef?.current ?? null;
void computePosition(reference, floating, {
strategy: "fixed",
placement: currentCursor ? (cursorSide.current ?? preferred) : preferred,
middleware: [
offset(sideOffset ?? (currentCursor ? 12 : 8)),
flip({ padding: 8 }),
shift({ padding: 8 }),
...(arrowElement ? [arrowMiddleware({ element: arrowElement, padding: 10 })] : []),
// A label left floating over whatever scrolled into its trigger's place
// describes nothing there. Points inside a chart move with the chart.
...(virtual ? [] : [hide({ strategy: "referenceHidden" })]),
],
}).then(({ x, y, placement, middlewareData }) => {
if (version.current !== revision || !floating.isConnected) return;
// Hold the chosen side for this hover session. Crossing a flip threshold
// repeatedly must not bounce the surface above and below the pointer.
if (currentCursor) cursorSide.current = placement;
else cursorSide.current = null;
const placedSide = placement.split("-")[0] as TooltipSide;
const dpr = window.devicePixelRatio || 1;
floating.style.transform = `translate3d(${Math.round(x * dpr) / dpr}px, ${Math.round(y * dpr) / dpr}px, 0)`;
floating.style.setProperty("--tooltip-origin", ORIGIN[placedSide]);
// A box with no size has no clipped state to report, only a missing layout.
const box = anchor.getBoundingClientRect();
const clipped =
Boolean(middlewareData.hide?.referenceHidden) && (box.width > 0 || box.height > 0);
floating.style.visibility = clipped ? "hidden" : "visible";
floating.dataset.placement = placement;
const surface = arrowElement?.parentElement;
if (arrowElement && surface) {
// Measured against the positioner, drawn inside the surface's border.
const { x: ax, y: ay } = middlewareData.arrow ?? {};
if (ax != null) arrowElement.style.left = `${ax - surface.clientLeft}px`;
if (ay != null) arrowElement.style.top = `${ay - surface.clientTop}px`;
// Paint with whatever the surface resolved to, so a restyled tooltip
// keeps a matching arrow without a second set of classes.
const style = getComputedStyle(surface);
arrowElement.style.setProperty("--tooltip-arrow-fill", style.backgroundColor);
arrowElement.style.setProperty("--tooltip-arrow-stroke", style.borderTopColor);
}
onPosition(placedSide);
});
};
if (open) schedule();
}, [
open,
anchor,
floatingRef,
arrowRef,
followCursor,
pointX,
pointY,
preferred,
sideOffset,
schedule,
onPosition,
cursor,
]);
useLayoutEffect(() => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const stop = autoUpdate(anchor, floating, schedule);
const onScroll = () => {
// A stationary pointer no longer describes the same chart point after scrolling.
if (followCursor && cursor.current) onDismiss();
};
window.addEventListener("scroll", onScroll, true);
return () => {
stop();
window.removeEventListener("scroll", onScroll, true);
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
frame.current = null;
};
}, [open, anchor, floatingRef, followCursor, onDismiss, schedule, cursor]);
useLayoutEffect(
() => () => {
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
},
[],
);
}
/** Pointer lifetime belongs to the anchor, including the opening delay. */
export function useTooltipPointer(anchor: TooltipAnchor | null, followCursor: boolean) {
const cursor = useRef<TooltipPoint | null>(null);
const onMove = useRef<(() => void) | null>(null);
const pointerFocus = useRef(false);
useLayoutEffect(() => {
if (!anchor || !followCursor) return;
const point = (event: PointerEvent) => {
if (event.type === "pointermove" && event.pointerType === "touch" && !event.buttons) return;
cursor.current = { x: event.clientX, y: event.clientY };
if (event.type === "pointerdown") pointerFocus.current = true;
onMove.current?.();
};
const keyboard = () => {
cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const focus = () => {
if (!pointerFocus.current) cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const leave = () => {
cursor.current = null;
};
anchor.addEventListener("pointerenter", point as EventListener, { passive: true });
anchor.addEventListener("pointermove", point as EventListener, { passive: true });
anchor.addEventListener("pointerdown", point as EventListener, { passive: true });
anchor.addEventListener("pointerleave", leave);
anchor.addEventListener("pointercancel", leave);
anchor.addEventListener("keydown", keyboard);
anchor.addEventListener("focusin", focus);
return () => {
cursor.current = null;
anchor.removeEventListener("pointerenter", point as EventListener);
anchor.removeEventListener("pointermove", point as EventListener);
anchor.removeEventListener("pointerdown", point as EventListener);
anchor.removeEventListener("pointerleave", leave);
anchor.removeEventListener("pointercancel", leave);
anchor.removeEventListener("keydown", keyboard);
anchor.removeEventListener("focusin", focus);
};
}, [anchor, followCursor]);
return { cursor, onMove };
}
"use client";
import { motion, useReducedMotion } from "motion/react";
import type { ComponentProps, ReactNode, Ref } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
/** Presentation only: the unanimated parent owns measurement and positioning. */
export function TooltipSurface({
children,
side: _side = "top",
className,
ref,
ready = true,
style,
...props
}: Omit<ComponentProps<typeof motion.span>, "children"> & {
children?: ReactNode;
/** Start the entrance only after the positioning layer has been measured. */
ready?: boolean;
side?: "top" | "right" | "bottom" | "left";
ref?: Ref<HTMLSpanElement>;
}) {
const reduce = useReducedMotion();
const closed = { opacity: 0, scale: reduce ? 1 : 0.94 };
return (
<motion.span
ref={ref}
role="tooltip"
initial={closed}
animate={{
...(ready ? { opacity: 1, scale: 1 } : closed),
transition: { duration: 0.18, ease: EASE_OUT },
}}
exit={{ ...closed, transition: { duration: 0.12, ease: EASE_OUT } }}
style={{ transformOrigin: "var(--tooltip-origin, center)", ...style }}
className={cn(
"block whitespace-nowrap rounded-lg border border-border bg-background px-2.5 py-1 text-xs font-medium text-foreground shadow-lg",
className,
)}
{...props}
>
{children}
</motion.span>
);
}
"use client";
import { motion, useMotionValue, useReducedMotion, useSpring } from "motion/react";
import { useRef, type ReactNode } from "react";
import { SPRING_MOUSE } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export interface MagneticProps {
children: ReactNode;
strength?: number;
className?: string;
}
export function Magnetic({ children, strength = 0.35, className }: MagneticProps) {
const ref = useRef<HTMLDivElement>(null);
const reduce = useReducedMotion();
const canHover = useHoverCapable();
// Decorative cursor-follow: skip on touch (phantom hover) and reduced motion.
const enabled = !reduce && canHover;
const x = useMotionValue(0);
const y = useMotionValue(0);
const sx = useSpring(x, SPRING_MOUSE);
const sy = useSpring(y, SPRING_MOUSE);
const onMove = (e: React.MouseEvent<HTMLDivElement>) => {
const el = ref.current;
if (!el || !enabled) return;
const rect = el.getBoundingClientRect();
x.set((e.clientX - rect.left - rect.width / 2) * strength);
y.set((e.clientY - rect.top - rect.height / 2) * strength);
};
const onLeave = () => {
x.set(0);
y.set(0);
};
return (
<motion.div
ref={ref}
onMouseMove={onMove}
onMouseLeave={onLeave}
style={{ x: sx, y: sy }}
className={cn("inline-block", className)}
>
{children}
</motion.div>
);
}
API Reference
autoCashOut?number | nullMultiplier to cash out at automatically (controlled), or null for manual play. Applies from the next round.
—defaultAutoCashOut?number | nullInitial auto cash-out when uncontrolled. Default null (off).
—onAutoCashOutChange?((autoCashOut: number | null) => void)Called when the Auto menu changes between rounds.
—getCrashPoint?(() => number | Promise<number>)Decides each round's crash point, called once when the round starts. Return a number, or a Promise for one (a server round, a provably fair hash): the main button shows Starting… until it settles, and a rejection returns to Start. Values below 1 or not finite become 1, and values are floored to two decimals. Default `crashPoint()`. Ignored when `crashAt` is passed.
—crashAt?CrashReveal | nullLive rounds (controlled), for a server that keeps the crash point secret until it happens: the round `onStart` was given and its crash point once revealed, or null. A round flies open-ended until its own crash point arrives; a value for any other round is ignored, so a reveal from last round can't end this one. A value at or below the current multiplier crashes at once, at that value, and a cash out above it never happened: the round ends lost and `onCashOut` is not called. A value still ahead means the display is behind the server: the flight runs out to it quickly and takes no more hand cash outs (an auto target below it still pays). Whether a round is live is fixed when it starts; dropping `crashAt` mid-round ends it at the current multiplier.
—onStart?((round: number) => void)Called when the player starts a round, before its crash point is known, with the round's number (unique on the page).
—onCashOut?((multiplier: number) => void)Called when the player cashes out, by hand or automatically. In a live round it waits until the crash point is revealed, so it only fires for a cash out that stands.
—onCrash?((crashPoint: number, cashedOut: number | null) => void)Called when the round crashes, with the cash-out multiplier or null if the player was still in.
—sound?booleanPlay synthesized sounds (controlled): a climbing chime at each milestone (2× to 5×, then 10×, 20×, 50×…), a cash-out arpeggio and a crash blast.
—defaultSound?booleanInitial sound state when uncontrolled. Default false.
—onSoundChange?((sound: boolean) => void)Called when the sound button is toggled.
—aria-label?stringAccessible name for the game. Default "Crash".
CrashclassName?string—Balloon
crash-balloon.tsxBest cash out 0.00×
- Recent rounds show here
Ready
1.00×
Start a round
"use client";
import { useState } from "react";
import { CrashBalloon } from "@/components/motion/crash/crash-balloon";
import { formatMultiplier } from "@/components/motion/crash/use-crash-game";
export function CrashBalloonPreview() {
const [best, setBest] = useState(0);
return (
<div className="flex w-full max-w-md flex-col items-center gap-3">
<p className="text-sm text-muted-foreground tabular-nums">
Best cash out <span className="font-medium text-foreground">{formatMultiplier(best)}</span>
</p>
<CrashBalloon onCashOut={(multiplier) => setBest((value) => Math.max(value, multiplier))} />
</div>
);
}
"use client";
// beui.dev/casino/crash
import { AnimatePresence, cubicBezier, motion, type Transition } from "motion/react";
import { useId } from "react";
import { EASE_IN, EASE_IN_OUT, EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import {
CHUTE,
type CrashMiniatureProps,
CrashShell,
clamp01,
MINI,
MINI_REPLAY,
niceAtLeast,
Parachute,
PRIMARY_TEXT,
STAGE_LABEL,
STAGE_W,
wrap,
} from "./crash-parts";
import {
BURST,
type CrashProps,
EXIT,
formatShort,
growth,
PULSE,
SWAP,
timeAt,
useCrashGame,
} from "./use-crash-game";
export { type CrashProps, type CrashReveal, crashPoint, formatMultiplier } from "./use-crash-game";
// Stage geometry in SVG units; the stage scales to its container's width.
const W = STAGE_W;
const H = 280;
// The balloon sits centre right, clear of the readout; the tape runs down the right edge.
const BX = 262;
const TAPE_X = 348;
// The balloon's envelope centre once aloft, and the tape caret beside it.
const LEVEL = 112;
// The highest a target mark sits, so its flag stays on the stage.
const TARGET_PIN = 14;
const GROUND_Y = H - 24;
// The basket's bottom is 51 units under the envelope centre.
const PARKED = GROUND_Y - 51;
// Tape units per unit of ln(multiplier): 1× to 2× spans about 166 units.
const PX = 240;
// Clouds stop speeding up past 100×.
const CLOUD_CAP = PX * Math.log(100);
// The lift-off takes this long before the balloon holds and the world scrolls.
const LIFT = 1.2;
const rise = cubicBezier(...EASE_IN_OUT);
/**
* Crash, drawn as a hot-air balloon on an altimeter: the multiplier is the
* altitude. The balloon lifts off and holds while the tape and clouds scroll
* past; cash out to bail before the envelope pops.
*/
export function CrashBalloon({ "aria-label": ariaLabel = "Crash", className, ...options }: CrashProps) {
const game = useCrashGame(options);
return (
<CrashShell game={game} aria-label={ariaLabel} className={className} miniature={(props) => <MiniAltitude {...props} />}>
<Stage
t={game.t}
cashed={game.cashed}
crashed={game.crashed}
lost={game.lost}
round={game.round}
pulse={game.pulse}
target={game.target}
ghost={game.ghost}
reduce={game.reduce}
skipping={game.skipping}
/>
</CrashShell>
);
}
interface StageProps {
t: number;
cashed: number | null;
crashed: boolean;
lost: boolean;
round: number;
pulse: number;
target: number | null;
ghost: number | null;
reduce: boolean;
skipping: boolean;
}
function Stage({ t, cashed, crashed, lost, round, pulse, target, ghost, reduce, skipping }: StageProps) {
const id = `crash-balloon-${useId().replace(/:/g, "")}`;
const m = growth(t);
// Everything that scrolls derives from ln(m), so a skip just scrolls faster.
const climb = PX * Math.log(m);
const lift = t <= 0 ? 0 : reduce ? 1 : rise(Math.min(1, t / LIFT));
const by = PARKED + (LEVEL - PARKED) * lift;
// Sway eases in with the lift and freezes at the crash with the clock.
const sway = reduce ? 0 : lift;
const tilt = Math.sin(t * 1.6) * 2 * sway;
const drift = Math.sin(t * 1.1 + 0.6) * 2 * sway;
// Clouds speed up as the climb goes on, up to 100×, then hold that speed
// so a very long climb can't strobe them.
const eased = Math.min(climb, CLOUD_CAP);
const travel = reduce ? 0 : climb + eased ** 2 / 600 + (eased / 300) * (climb - eased);
const tone = lost ? "text-rose-500" : cashed !== null ? "text-muted-foreground" : "text-primary";
// The basket falls clear of the stage, or stays put if it never left the ground.
const fall = (H + 10 - (by + 42)) * lift;
// Where an altitude sits on screen: the tape, its markers and the landmarks share it.
const at = (value: number) => LEVEL - (Math.log(value) - Math.log(m)) * PX;
const flagY = cashed === null ? null : at(cashed);
return (
<svg aria-hidden="true" viewBox={`0 0 ${W} ${H}`} className="block w-full">
<defs>
{/* The tape fades out at its ends like a drum turning away. */}
<linearGradient id={`${id}-fade`} x1="0" y1="0" x2="0" y2="1">
<stop offset="0" stopColor="white" stopOpacity={0} />
<stop offset="0.18" stopColor="white" stopOpacity={1} />
<stop offset="0.82" stopColor="white" stopOpacity={1} />
<stop offset="1" stopColor="white" stopOpacity={0} />
</linearGradient>
<mask id={`${id}-tape`} maskUnits="userSpaceOnUse" x={0} y={0} width={W} height={H}>
<rect width={W} height={H} fill={`url(#${id}-fade)`} />
</mask>
</defs>
{/* Clouds and sights stream with t, so a skip would only flicker them:
they fade out while it runs. Reduced motion keeps the clouds still
and leaves the sights out, since they would still scroll. */}
<g className={cn("transition-opacity duration-200", skipping ? "opacity-0" : "opacity-100")}>
{CLOUDS.map((cloud) => (
<g
key={cloud.id}
transform={`translate(${cloud.x},${wrap(cloud.y + travel * cloud.speed, SPAN) - 20}) scale(${cloud.size})`}
opacity={cloud.opacity}
className="fill-foreground"
>
<rect x={-18} y={-4} width={36} height={10} rx={5} />
<circle cx={-5} cy={-4} r={8} />
<circle cx={7} cy={-2} r={6} />
</g>
))}
<g
transform={`translate(0,${reduce ? 0 : climb.toFixed(2)})`}
className={cn("transition-opacity duration-200", reduce && t > 0 ? "opacity-0" : "opacity-100")}
>
<rect y={GROUND_Y} width={W} height={H - GROUND_Y} className="fill-foreground/[0.05]" />
<line x1={0} x2={W} y1={GROUND_Y} y2={GROUND_Y} className="stroke-border" />
<ellipse cx={BX} cy={GROUND_Y + 3} rx={14} ry={2.5} opacity={1 - lift} className="fill-foreground/10" />
</g>
{reduce ? null : <Landmarks t={t} at={at} />}
</g>
{/* Ties the balloon to its reading on the tape once it holds altitude. */}
<line
x1={BX + 34}
x2={TAPE_X - 10}
y1={LEVEL}
y2={LEVEL}
strokeDasharray="2 4"
opacity={lift}
className="stroke-foreground/15"
/>
<Tape m={m} mask={`url(#${id}-tape)`} />
{ghost !== null ? (
// Last round's crash point, a quiet trace to climb past.
<g transform={`translate(${TAPE_X},${at(ghost).toFixed(2)})`} className="text-muted-foreground/60">
<motion.g key={ghost} initial={{ opacity: 0 }} animate={{ opacity: 1 }} transition={SWAP}>
<line x2={12} stroke="currentColor" strokeDasharray="2 2" />
<path d="M-8.5,-2.5L-3.5,2.5M-3.5,-2.5L-8.5,2.5" stroke="currentColor" strokeWidth={1.25} />
{/* Dropped when it would print over the target's label. */}
{target !== null && Math.abs(at(ghost) - Math.max(at(target), TARGET_PIN)) < 12 ? null : (
<text x={-12} dy="0.32em" textAnchor="end" className={cn(STAGE_LABEL, "fill-muted-foreground tabular-nums")}>
{formatShort(ghost)}
</text>
)}
</motion.g>
</g>
) : null}
<AnimatePresence initial={false}>
{target !== null ? (
// The auto target. On the frame it pays it fades and the cash-out
// flag takes over; the exiting copy keeps its last position.
<motion.g
key="target"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
className="text-primary"
>
{/* The marks stay quiet; the label keeps full contrast. A target
above the view pins to the top with an arrow, like the plane's. */}
<g transform={`translate(${TAPE_X},${Math.max(at(target), TARGET_PIN).toFixed(2)})`}>
{at(target) < TARGET_PIN ? null : (
<line x2={W - TAPE_X} stroke="currentColor" strokeDasharray="3 3" strokeWidth={1.25} opacity={0.7} />
)}
<path d="M0,0V-10L8,-7L0,-4" fill="none" stroke="currentColor" strokeLinejoin="round" opacity={0.7} />
<text x={-12} dy="0.32em" textAnchor="end" className={cn("fill-current", STAGE_LABEL, PRIMARY_TEXT)}>
{at(target) < TARGET_PIN ? `target ${formatShort(target)} ↑` : "target"}
</text>
</g>
</motion.g>
) : null}
</AnimatePresence>
{flagY !== null ? (
<g transform={`translate(${TAPE_X},${flagY.toFixed(2)})`} className="text-primary">
<motion.g
key={round}
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={SWAP}
>
<line x1={0} x2={14} y1={0} y2={0} stroke="currentColor" strokeWidth={1.5} />
<path d="M0,0V-10L8,-7L0,-4Z" fill="currentColor" />
</motion.g>
</g>
) : null}
<g
transform={`translate(${TAPE_X},${LEVEL})`}
className={cn("transition-colors duration-150", lost ? "text-rose-500" : "text-primary")}
>
<line x1={0} x2={W - TAPE_X} opacity={0.5} stroke="currentColor" />
<motion.g
key={pulse}
initial={pulse > 0 && !reduce ? { scale: 1.5 } : false}
animate={{ scale: 1 }}
transition={PULSE}
>
<path d="M-9,-4.5L-2,0L-9,4.5Z" fill="currentColor" />
</motion.g>
</g>
{cashed !== null && !reduce && timeAt(cashed) >= LIFT ? (
// The player bails out from the basket and drifts down under a chute,
// once the balloon is aloft; a cash out on the ground has no drop.
<g transform={`translate(${BX + 8},${(by + 48).toFixed(2)})`}>
<motion.g
key={round}
style={{ transformBox: "fill-box", transformOrigin: "50% 0%" }}
initial={{ y: 0, rotate: -10, opacity: 0 }}
animate={{ y: 96, rotate: [-10, 8, -5, 3, 0], opacity: [0, 1, 1, 0] }}
transition={CHUTE}
>
<motion.g initial={{ scale: 0.5 }} animate={{ scale: 1 }} transition={SWAP}>
<Parachute />
</motion.g>
</motion.g>
</g>
) : null}
<g transform={`translate(${BX},${by.toFixed(2)})`} className={cn("transition-colors duration-150", tone)}>
{crashed && !reduce ? (
<g key={`burst-${round}`}>
<motion.circle
fill="none"
stroke="currentColor"
strokeWidth={2}
vectorEffect="non-scaling-stroke"
r={48}
initial={{ scale: 12 / 48, opacity: 0.7 }}
animate={{ scale: 1, opacity: 0 }}
transition={BURST}
/>
{SHARDS.map((shard) => (
<motion.path
key={shard.id}
d="M-3,-2Q0,-4 3,-2L2,2Q0,1 -2,2Z"
fill="currentColor"
initial={{ x: shard.x0, y: shard.y0, rotate: 0, opacity: 1 }}
animate={{ x: shard.x, y: shard.y, rotate: shard.spin, opacity: 0 }}
transition={BURST}
/>
))}
</g>
) : null}
{/* Remounts per round, so a new balloon fades in where the last one popped. */}
<motion.g
key={round}
initial={round > 0 ? { opacity: 0 } : false}
animate={{ opacity: crashed && reduce ? 0 : 1 }}
transition={{ duration: 0.2, ease: EASE_OUT }}
>
<g transform={`translate(${drift.toFixed(2)},0) rotate(${tilt.toFixed(2)})`}>
<motion.g
initial={false}
animate={crashed && !reduce ? { y: fall, rotate: 14 } : { y: 0, rotate: 0 }}
transition={crashed && !reduce ? DROP : { duration: 0 }}
>
<path d="M-6,31L-5,42M6,31L5,42" stroke="currentColor" strokeWidth={0.75} opacity={0.6} />
<rect x={-6} y={42} width={12} height={9} rx={1.5} className="fill-foreground/60" />
<line x1={-6.5} x2={6.5} y1={42.5} y2={42.5} strokeWidth={1.5} className="stroke-foreground/70" />
</motion.g>
<motion.g
initial={false}
animate={crashed && !reduce ? { scale: 1.15, opacity: 0 } : { scale: 1, opacity: 1 }}
transition={crashed && !reduce ? EXIT : { duration: 0 }}
>
<Envelope />
</motion.g>
</g>
</motion.g>
</g>
</svg>
);
}
/** The altimeter: ticks for the multipliers in view, scrolling down on a log scale as the balloon climbs. */
function Tape({ m, mask }: { m: number; mask: string }) {
// Multipliers at the top and bottom edges of the stage.
const top = m * Math.exp(LEVEL / PX);
const bottom = Math.max(1, m * Math.exp((LEVEL - H) / PX));
// The finest step still 8 units apart where ticks sit widest; denser ticks
// further up fade out by spacing, so steps hand over without a jump.
const base = niceAtLeast((bottom * 8) / PX);
const ticks: { value: number; y: number; tick: number; label: number }[] = [];
for (let k = Math.ceil(bottom / base - 1e-9); k * base <= top; k++) {
const value = Number((k * base).toPrecision(12));
// A tick's weight is the coarsest step it lands on.
let level = base;
for (let step = base; step <= value; step = nextStep(step)) {
if (Math.abs(value / step - Math.round(value / step)) < 1e-6) level = step;
}
const gap = PX * Math.log1p(level / value);
const tick = clamp01((gap - 8) / 10);
if (tick === 0) continue;
ticks.push({ value, y: LEVEL - (Math.log(value) - Math.log(m)) * PX, tick, label: clamp01((gap - 56) / 16) });
}
return (
<g mask={mask} className={cn(STAGE_LABEL, "text-muted-foreground tabular-nums")}>
<rect x={TAPE_X} width={W - TAPE_X} height={H} className="fill-foreground/[0.03]" />
<line x1={TAPE_X} x2={TAPE_X} y1={0} y2={H} className="stroke-border" />
{ticks.map(({ value, y, tick, label }) => (
<g key={value} transform={`translate(${TAPE_X},${y.toFixed(2)})`}>
<line x2={5 + 7 * label} opacity={tick} className="stroke-foreground/30" />
{/* Right-aligned, so a label grown for a narrow stage stays on it. */}
{label > 0 ? (
<text x={W - TAPE_X - 2} dy="0.32em" textAnchor="end" opacity={label} className="fill-current">
{formatShort(value)}
</text>
) : null}
</g>
))}
</g>
);
}
// Fixed-altitude sights in the column between the readout and the balloon.
const JET_T = timeAt(10);
const FLOCK = [
{ id: 0, x: 0, y: 0, phase: 0 },
{ id: 1, x: -11, y: 7, phase: 1.3 },
{ id: 2, x: 10, y: 9, phase: 2.6 },
];
/** A flock at 3×, a jet at 10× and a satellite at 100×, each brightening as the balloon passes it. */
function Landmarks({ t, at }: { t: number; at: (value: number) => number }) {
const sights = [
// Close to the balloon, clear of the readout on narrow stages.
{ value: 3, x: 208 },
// The jet crosses the column slowly, nose left.
{ value: 10, x: 204 - (t - JET_T) * 2.5 },
{ value: 100, x: 210 },
];
return (
<g className="text-foreground">
{sights.map(({ value, x }) => {
const y = at(value);
if (y < -30 || y > H + 30) return null;
// 0.4 at rest, peaking at 0.8 level with the balloon.
const near = Math.abs(y - LEVEL) < 40 ? 0.5 + 0.5 * Math.cos((Math.PI * (y - LEVEL)) / 40) : 0;
return (
<g key={value} transform={`translate(${x.toFixed(2)},${y.toFixed(2)})`} opacity={0.4 + 0.4 * near}>
{value === 3 ? (
FLOCK.map((bird) => {
const flap = Math.sin(t * 9 + bird.phase) * 2.5;
const tip = (bird.y - flap).toFixed(2);
return (
<path
key={bird.id}
d={`M${bird.x - 4},${tip}L${bird.x},${bird.y}L${bird.x + 4},${tip}`}
fill="none"
stroke="currentColor"
strokeWidth={1.25}
strokeLinecap="round"
strokeLinejoin="round"
/>
);
})
) : value === 10 ? (
<g>
<line x1={9} x2={30} stroke="currentColor" strokeWidth={1.5} strokeLinecap="round" opacity={0.35} />
<path d="M-7,0L-4,-1.5H7L9,-4.5H10L9.5,0Z" fill="currentColor" />
<path d="M-1,-0.5L4,4.5H5.5L3.5,-0.5Z" fill="currentColor" />
</g>
) : (
<g>
<rect x={-3} y={-2.5} width={6} height={5} rx={1} fill="currentColor" />
<rect x={-13} y={-2} width={8} height={4} fill="none" stroke="currentColor" />
<rect x={5} y={-2} width={8} height={4} fill="none" stroke="currentColor" />
<path d="M-5,0H-3M3,0H5M0,-2.5V-6" stroke="currentColor" />
<circle cy={-7} r={1.25} opacity={Math.sin(t * 5) > 0.2 ? 1 : 0.15} className="fill-primary" />
</g>
)}
</g>
);
})}
</g>
);
}
// The basket drops out of the sky, accelerating.
const DROP: Transition = { duration: 0.6, ease: EASE_IN };
// Fabric torn from the envelope, thrown round it and pulled down a little.
const SHARDS = Array.from({ length: 8 }, (_, i) => {
const angle = ((i * 45 + (i % 2) * 12) * Math.PI) / 180;
const reach = 30 + (i % 3) * 9;
return {
id: i,
x0: Math.cos(angle) * 12,
y0: Math.sin(angle) * 12,
x: Math.cos(angle) * reach,
y: Math.sin(angle) * reach + 14,
spin: (i % 2 ? 1 : -1) * (120 + i * 25),
};
});
// Two depths: far clouds are small, faint and slow; near ones bigger and quicker.
const CLOUDS = [
{ id: 0, x: 60, y: 40, size: 0.7, speed: 0.45, opacity: 0.04 },
{ id: 1, x: 200, y: 150, size: 0.6, speed: 0.45, opacity: 0.04 },
{ id: 2, x: 310, y: 250, size: 0.75, speed: 0.45, opacity: 0.04 },
{ id: 3, x: 150, y: 90, size: 1.1, speed: 1.4, opacity: 0.07 },
{ id: 4, x: 290, y: 20, size: 1.2, speed: 1.4, opacity: 0.07 },
{ id: 5, x: 90, y: 220, size: 1, speed: 1.4, opacity: 0.07 },
];
const SPAN = H + 40;
/** The next step up the 1, 2, 5 ladder. */
function nextStep(step: number) {
const unit = Math.round(step / 10 ** Math.floor(Math.log10(step) + 1e-9));
return Number((step * (unit === 2 ? 2.5 : 2)).toPrecision(12));
}
/** The envelope, centred on the origin: a teardrop with a lighter middle gore and a throat. */
function Envelope() {
return (
<g>
<path
d="M0,-26C16,-26 26,-14 26,-2C26,12 12,20 7,28L-7,28C-12,20 -26,12 -26,-2C-26,-14 -16,-26 0,-26Z"
fill="currentColor"
/>
<path d="M0,-26C10,-12 10,14 4,28L-4,28C-10,14 -10,-12 0,-26Z" className="fill-card/25" />
<rect x={-6} y={28} width={12} height={3} rx={1} fill="currentColor" opacity={0.7} />
</g>
);
}
/**
* The round as a tiny altimeter, on its own log scale so a skip to a huge
* crash still reads: the climb rises up the tape, a parachute hangs where you
* bailed out, the balloon pops at the crash height, and a missed target is a
* dashed line above it.
*/
function MiniAltitude({ crash, cashed, target, reduce }: CrashMiniatureProps) {
const top = Math.max(crash, target ?? 1, 1.01);
// Room above the top level for the popped balloon.
const y = (value: number) => MINI.height - 4 - (Math.log(value) / Math.log(top)) * (MINI.height - 14);
const tape = 12;
const won = cashed !== null;
const reach = won ? cashed : crash;
const after = (extra: number) => (reduce ? 0 : MINI_REPLAY.delay + extra);
const pop = {
initial: reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 },
animate: { opacity: 1, scale: 1 },
style: { transformBox: "fill-box", transformOrigin: "center" } as const,
};
return (
<svg
aria-hidden="true"
viewBox={`0 0 ${MINI.width} ${MINI.height}`}
width={MINI.width}
height={MINI.height}
className="shrink-0 overflow-visible"
>
<line x1={tape} x2={tape} y1={4} y2={MINI.height - 4} className="stroke-border" />
<line x1={tape - 3} x2={tape + 3} y1={MINI.height - 4} y2={MINI.height - 4} className="stroke-border" />
{target !== null ? (
<line
x1={tape}
x2={MINI.width - 4}
y1={y(target)}
y2={y(target)}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
/>
) : null}
{/* The climb up the tape, replayed. */}
<motion.line
x1={tape}
x2={tape}
y1={y(1)}
y2={y(reach)}
strokeWidth={2.5}
strokeLinecap="round"
className={won ? "stroke-primary" : "stroke-rose-500"}
initial={{ pathLength: reduce ? 1 : 0 }}
animate={{ pathLength: 1 }}
transition={{ ...MINI_REPLAY, delay: after(0) }}
/>
{won ? (
<>
<motion.line
x1={tape}
x2={tape}
y1={y(cashed)}
y2={y(crash)}
strokeWidth={1.5}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 0.25, ease: EASE_OUT, delay: after(0.5) }}
/>
<line x1={tape} x2={34} y1={y(cashed)} y2={y(cashed)} strokeDasharray="1 2" className="stroke-primary/50" />
<g transform={`translate(40,${(y(cashed) - 5).toFixed(2)}) scale(0.6)`}>
<motion.g {...pop} transition={{ ...SWAP, delay: after(0.45) }}>
<Parachute />
</motion.g>
</g>
</>
) : null}
<line x1={tape} x2={56} y1={y(crash)} y2={y(crash)} strokeDasharray="1 2" className="stroke-muted-foreground/50" />
<g transform={`translate(64,${y(crash).toFixed(2)})`}>
<motion.g {...pop} transition={{ ...SWAP, delay: after(0.55) }}>
{/* The popped balloon, faded, with the crash's cross over it. */}
<g transform="scale(0.26)" opacity={0.45} className={won ? "text-muted-foreground" : "text-rose-500"}>
<Envelope />
</g>
<path d="M-3,-3L3,3M3,-3L-3,3" strokeWidth={1.75} strokeLinecap="round" className="stroke-rose-500" />
</motion.g>
</g>
</svg>
);
}
Install
shadcn init? You are set. Theme setupInstall dependencies
npm i @floating-ui/dom clsx lucide-react motion tailwind-mergeAdd util files
// Shared motion tokens. Easing curves mirror the CSS custom properties in
// globals.css; springs are the canonical physics used across components.
// Strong custom variants — defaults like `ease-in`/`ease-out` feel weak.
export const EASE_OUT = [0.16, 1, 0.3, 1] as const;
/** Accelerating curve for things that fall (a dropped ball, a toppled block). Not for UI entrances. */
export const EASE_IN = [0.55, 0, 1, 0.45] as const;
export const EASE_IN_OUT = [0.77, 0, 0.175, 1] as const;
export const EASE_DRAWER = [0.32, 0.72, 0, 1] as const;
/** CSS string form of EASE_OUT for inline style transitions. */
export const EASE_OUT_CSS = "cubic-bezier(0.16, 1, 0.3, 1)";
/** Press feedback on buttons and other tappable surfaces. */
export const SPRING_PRESS = {
type: "spring",
stiffness: 500,
damping: 30,
mass: 0.6,
} as const;
/** Content swaps — label/icon slots trading places inside a control. */
export const SPRING_SWAP = {
type: "spring",
stiffness: 460,
damping: 30,
mass: 0.55,
} as const;
/** Overlay panel entrances — modals and sheets summoned by pointer. */
export const SPRING_PANEL = {
type: "spring",
stiffness: 420,
damping: 40,
mass: 0.5,
} as const;
/** Shared-layout glides — pills, indicators and panels morphing between positions. */
export const SPRING_LAYOUT = {
type: "spring",
stiffness: 360,
damping: 32,
mass: 0.6,
} as const;
/** Cursor-follow physics for decorative mouse tracking (magnetic, tilt, dock). */
export const SPRING_MOUSE = {
stiffness: 200,
damping: 15,
mass: 0.3,
} as const;
/** Dragged handles and fills (sliders) — critically damped `useSpring` config,
* so the value follows the pointer butterily and never rebounds off an end. */
export const SPRING_GLIDE = {
stiffness: 700,
damping: 50,
mass: 0.5,
} as const;
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
"use client";
import { useIsPresent } from "motion/react";
import type { ReactNode } from "react";
export interface PresenceGateRenderProps {
/**
* False from the render that starts the exit animation onward. An overlay
* kept in the tree by `AnimatePresence` is still the topmost thing on the
* page, so anything it decides from `open` alone stays true for the whole
* exit — this is the boolean that already knows the overlay is leaving.
*/
isPresent: boolean;
/**
* Spread onto every layer that takes pointer events while the overlay is
* open. Interaction releases in the same commit that starts the exit while
* the visual exit keeps playing: pointer events stop landing, and `inert`
* drops the subtree from focus order, from tab order and from the
* accessibility tree — an exiting dialog is not a dialog you can still type
* into. A layer that never takes pointer events (a wrapper that only centres
* the panel) takes `inert={!isPresent}` alone, so its own
* `pointer-events-none` is not overwritten.
*/
gate: {
inert: boolean;
style: { pointerEvents: "auto" | "none" };
};
}
export interface PresenceGateProps {
children: (props: PresenceGateRenderProps) => ReactNode;
}
/**
* Reads the presence of the subtree it renders and hands it down.
*
* `useIsPresent` only answers inside the `AnimatePresence` subtree, and the
* components that own an overlay render the `AnimatePresence` themselves, so
* the boolean has to be read one component further down: this is that
* component, and the render prop is how it reaches the layers.
*/
export function PresenceGate({ children }: PresenceGateProps) {
const isPresent = useIsPresent();
return children({
isPresent,
gate: {
inert: !isPresent,
style: { pointerEvents: isPresent ? "auto" : "none" },
},
});
}
// Synthesized game feedback (gem chimes that climb with a streak, a mine's
// blast, a cash-out arpeggio) built from oscillators and noise at runtime, so
// there are no audio files to ship.
import { getAudioContext, retainAudioContext } from "@/lib/audio-context";
const MASTER_GAIN = 0.12;
// Pentatonic steps from G5, so any run of gems stays in key. Two octaves of
// climb tops out at G7, bright but not shrill.
const BASE = 783.99;
const SCALE = [0, 2, 4, 7, 9];
// The context is shared page-wide (lib/audio-context.ts). The master gain
// belongs to it, so it is rebuilt if the context was closed and recreated.
let master: GainNode | null = null;
function ensureContext() {
const ctx = getAudioContext();
if (ctx && master?.context !== ctx) {
master = ctx.createGain();
master.gain.value = MASTER_GAIN;
master.connect(ctx.destination);
}
return ctx;
}
/** A pitched tone with a fast attack and exponential decay. */
function tone(
context: AudioContext,
frequency: number,
at: number,
{ duration = 0.18, type = "sine", gain = 1 }: { duration?: number; type?: OscillatorType; gain?: number } = {},
) {
if (!master) return;
const osc = context.createOscillator();
const env = context.createGain();
osc.type = type;
osc.frequency.setValueAtTime(frequency, at);
env.gain.setValueAtTime(0.0001, at);
env.gain.exponentialRampToValueAtTime(gain, at + 0.005);
env.gain.exponentialRampToValueAtTime(0.0001, at + duration);
osc.connect(env).connect(master);
osc.start(at);
osc.stop(at + duration + 0.02);
osc.onended = () => env.disconnect();
}
function note(step: number) {
const octave = Math.floor(step / SCALE.length);
const semitones = SCALE[step % SCALE.length] + octave * 12;
return BASE * 2 ** (semitones / 12);
}
export interface GameSounds {
/** Unlock audio; call from a click or key handler. */
prepare: () => void;
/** A gem; `streak` counts gems in a row, from 1. */
gem: (streak: number) => void;
/** A mine. */
mine: () => void;
/** Cashing out. */
cashOut: () => void;
dispose: () => void;
}
/**
* Lazily-initialized game sounds on the page's shared AudioContext. Nothing is created
* until the first call. Safe during SSR and without Web Audio: every call
* becomes a silent no-op.
*/
export function createGameSounds(): GameSounds {
const release = retainAudioContext();
let disposed = false;
const live = () => (disposed ? null : ensureContext());
return {
prepare() {
live();
},
gem(streak) {
const context = live();
if (!context) return;
const now = context.currentTime;
// Every fifth gem in a row leads in with a quick two-note run, so the
// chime waits for it. Notes can't start in the past.
const run = streak % 5 === 0;
const at = run ? now + 0.06 : now;
if (run) {
[-2, -1].forEach((offset, index) => {
tone(context, note(Math.max(0, streak - 1 + offset)), now + index * 0.03, { gain: 0.35, duration: 0.08 });
});
}
// Each gem in a row climbs the scale, capped two octaves up.
const frequency = note(Math.min(streak - 1, SCALE.length * 2));
// Glassy: a sine fundamental with a quiet triangle an octave up.
tone(context, frequency, at, { gain: 0.9 });
tone(context, frequency * 2, at, { type: "triangle", gain: 0.15, duration: 0.12 });
// From the third gem in a row, a sparkle a fifth above answers the chime.
if (streak >= 3) tone(context, frequency * 1.5, at + 0.05, { gain: 0.25, duration: 0.1 });
},
mine() {
const context = live();
if (!context || !master) return;
const now = context.currentTime;
// A burst of noise swept down through a low-pass filter…
const length = Math.ceil(context.sampleRate * 0.45);
const buffer = context.createBuffer(1, length, context.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < length; i++) data[i] = (Math.random() * 2 - 1) * (1 - i / length) ** 2;
const noise = context.createBufferSource();
noise.buffer = buffer;
const filter = context.createBiquadFilter();
filter.type = "lowpass";
filter.frequency.setValueAtTime(1600, now);
filter.frequency.exponentialRampToValueAtTime(180, now + 0.4);
const env = context.createGain();
env.gain.setValueAtTime(1.1, now);
env.gain.exponentialRampToValueAtTime(0.0001, now + 0.45);
noise.connect(filter).connect(env).connect(master);
noise.start(now);
noise.onended = () => env.disconnect();
// …over a low thump that drops in pitch.
const thump = context.createOscillator();
const thumpEnv = context.createGain();
thump.type = "sine";
thump.frequency.setValueAtTime(110, now);
thump.frequency.exponentialRampToValueAtTime(42, now + 0.3);
thumpEnv.gain.setValueAtTime(1.4, now);
thumpEnv.gain.exponentialRampToValueAtTime(0.0001, now + 0.32);
thump.connect(thumpEnv).connect(master);
thump.start(now);
thump.stop(now + 0.34);
thump.onended = () => thumpEnv.disconnect();
},
cashOut() {
const context = live();
if (!context) return;
const now = context.currentTime;
// A rising major arpeggio, C5 E5 G5 C6, ending on a held shimmer.
[523.25, 659.25, 783.99, 1046.5].forEach((frequency, index) => {
const last = index === 3;
tone(context, frequency, now + index * 0.06, { type: "triangle", gain: 0.6, duration: last ? 0.45 : 0.14 });
if (last) tone(context, frequency * 2, now + index * 0.06, { gain: 0.15, duration: 0.5 });
});
},
dispose() {
if (disposed) return;
disposed = true;
release();
},
};
}
"use client";
import {
type KeyboardEvent,
type RefObject,
useEffect,
useMemo,
useRef,
} from "react";
import { useOnOpen } from "@/lib/hooks/use-on-open";
import { useRowCursor } from "@/lib/hooks/use-row-cursor";
export interface ListboxRow {
id: string;
label: string;
disabled?: boolean;
}
// How long typed characters keep building one typeahead query.
const TYPEAHEAD_MS = 500;
/**
* Keyboard model for a popup listbox whose options are focusable buttons.
*
* The active option is resolved during render through `useRowCursor`, so the
* roving `tabIndex` and the next key press always agree with what is on
* screen. Opening starts on the selected option, or the first enabled one.
* Arrow keys, Home and End move between enabled options, and printable
* characters jump to the next option whose label starts with what was typed.
* DOM focus follows the active option while the list is open; each option
* carries its id in `data-listbox-id` so the list can find it.
*/
export function useListbox({
open,
rows,
selected,
list,
}: {
open: boolean;
rows: readonly ListboxRow[];
selected: string | undefined;
list: RefObject<HTMLElement | null>;
}) {
const enabled = useMemo(() => rows.filter((row) => !row.disabled), [rows]);
const { activeIndex, moveTo, moveActive } = useRowCursor(enabled, "");
useOnOpen(open, () =>
moveTo(enabled.some((row) => row.id === selected) ? (selected ?? null) : null),
);
const activeId = enabled[activeIndex]?.id;
const typed = useRef({ text: "", at: 0 });
// A list rendered open does not take focus from the page on mount; focus
// follows only once it has been opened, or once focus is already inside.
const openedOnMount = useRef(open);
useEffect(() => {
if (!open) openedOnMount.current = false;
}, [open]);
useEffect(() => {
if (!open || activeId === undefined) return;
if (
openedOnMount.current &&
!list.current?.contains(document.activeElement)
)
return;
const option = Array.from(
list.current?.querySelectorAll<HTMLElement>("[data-listbox-id]") ?? [],
).find((element) => element.dataset.listboxId === activeId);
option?.focus({ preventScroll: false });
}, [open, activeId, list]);
const onKeyDown = (event: KeyboardEvent) => {
const { key } = event;
if (key === "ArrowDown" || key === "ArrowUp") {
event.preventDefault();
moveActive(key === "ArrowDown" ? 1 : -1);
} else if (key === "Home" || key === "End") {
event.preventDefault();
const row = key === "Home" ? enabled[0] : enabled[enabled.length - 1];
if (row) moveTo(row.id);
} else if (
key.length === 1 &&
key !== " " &&
!event.ctrlKey &&
!event.metaKey &&
!event.altKey
) {
const now = Date.now();
const char = key.toLowerCase();
const text =
now - typed.current.at < TYPEAHEAD_MS ? typed.current.text + char : char;
typed.current = { text, at: now };
// A repeated single letter cycles through the options that start with it.
const from = text.length === 1 ? activeIndex + 1 : activeIndex;
for (let step = 0; step < enabled.length; step++) {
const row = enabled[(from + step) % enabled.length];
if (row.label.toLowerCase().startsWith(text)) {
moveTo(row.id);
break;
}
}
}
};
return { activeId, onKeyDown };
}
"use client";
import { type RefObject, useEffect } from "react";
/**
* What the dismissing gesture does to the control it landed on.
*
* `"pass-through"` is the platform norm (native popover light-dismiss): the
* tap closes the overlay *and* activates whatever was under it. Use
* `"consume"` where the open overlay sits over or beside controls that would
* be costly to trigger by accident — the dismissal then swallows the
* activation too, so the gesture only closes.
*/
export type DismissBehavior = "pass-through" | "consume";
export interface DismissOptions {
/** Default `"pass-through"`. */
behavior?: DismissBehavior;
/** Dismiss on Escape as well. Default true. */
escape?: boolean;
/** Return true for an outside target that should *not* dismiss. Must be stable. */
ignore?: (target: Element) => boolean;
}
/**
* What every currently open dismiss scope counts as inside itself. A consumed
* dismissal reads this to tell a stray gesture from one that belongs to an
* overlay in front of it: overlays have no shared z-order to consult, but the
* one the gesture landed in has said as much by registering it.
*/
const openScopes = new Set<(target: Element) => boolean>();
function claimedByAnotherScope(
self: (target: Element) => boolean,
target: Element,
) {
for (const scope of openScopes) {
if (scope !== self && scope(target)) return true;
}
return false;
}
// preventDefault on pointerdown does not suppress the click that follows, so
// consuming a gesture means swallowing that click itself. The swallower
// deliberately outlives the effect that installed it — the dismissal it
// belongs to has already unmounted or re-rendered by the time the click lands.
// It releases on that click, or on the next gesture if the pointer is dragged
// away and no click ever arrives, so it can never eat a later one. A keydown
// releases it too: a gesture that ends with neither a click nor a cancel would
// otherwise leave it armed, and the click Enter synthesizes on some focused
// control is not the one this dismissal was owed.
function consumeActivation(source: Event) {
const swallow = (event: MouseEvent) => {
event.preventDefault();
event.stopPropagation();
release();
};
const restart = (event: Event) => {
if (event !== source) release();
};
const release = () => {
window.removeEventListener("click", swallow, true);
window.removeEventListener("pointerdown", restart, true);
window.removeEventListener("pointercancel", restart, true);
window.removeEventListener("keydown", release, true);
};
window.addEventListener("click", swallow, true);
window.addEventListener("pointerdown", restart, true);
window.addEventListener("pointercancel", restart, true);
window.addEventListener("keydown", release, true);
}
/**
* Close an open overlay on Escape or a pointerdown outside `ref`. Pass `null`
* for `ref` when what counts as inside isn't one element, and say so with
* `ignore` instead.
*
* The pointerdown listener is capture-phase: a bubble-phase one is blinded by
* any handler in between that stops propagation, and an overlay cannot know
* what it is layered over. `onDismiss` and `ignore` must be stable (wrap in
* useCallback) so the listeners aren't re-bound every render while open.
*/
export function useDismiss(
open: boolean,
onDismiss: () => void,
ref: RefObject<HTMLElement | SVGElement | null> | null,
{
behavior = "pass-through",
escape: dismissOnEscape = true,
ignore,
}: DismissOptions = {},
) {
useEffect(() => {
if (!open) return;
const inside = (target: Element) =>
Boolean(ref?.current?.contains(target)) || Boolean(ignore?.(target));
const onKey = (event: KeyboardEvent) => {
if (dismissOnEscape && event.key === "Escape") onDismiss();
};
const onPointer = (event: PointerEvent) => {
const target = event.target as Element | null;
if (!target || inside(target)) return;
// Outside this overlay, but inside one that is also open: the gesture is
// that overlay's to answer, and swallowing its click from behind would
// cost the user the control they actually aimed at.
if (behavior === "consume" && !claimedByAnotherScope(inside, target)) {
consumeActivation(event);
}
onDismiss();
};
openScopes.add(inside);
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer, true);
return () => {
openScopes.delete(inside);
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer, true);
};
}, [open, onDismiss, ref, behavior, dismissOnEscape, ignore]);
}
"use client";
import { useMemo, useRef } from "react";
import { isHoveringPointer } from "@/lib/touch";
interface BoundaryEvent {
pointerId: number;
pointerType: string;
buttons: number;
}
export interface HoverGesture {
/** True when this enter starts a hover: the pointer arrived resting, not pressing. */
enter: (event: BoundaryEvent) => boolean;
/** True when this leave ends a hover that entered as one. */
leave: (event: BoundaryEvent) => boolean;
}
/**
* Pairs a surface's enter with its leave, per pointer.
*
* `isHoveringPointer` answers the question the *enter* asks — is this pointer
* resting on the surface or pressing it — and both boundary cases go wrong if
* the leave is asked the same question again:
*
* - A pen with no hover never rests. It arrives in contact, taps, and the spec
* then requires its boundary events after `pointerup`, so the leave carries
* `buttons: 0` and reads as a mouse gliding off. Hover teardown then undid
* the tap — the panel the pen had just opened closed under it.
* - A mouse pressed on the surface and dragged off leaves with `buttons: 1`.
* Skipping teardown there strands the surface open: the release happens
* outside, and no second leave ever comes.
*
* So the state a hover holds is released by the pointer that took it, whatever
* the buttons say at the boundary, and a pointer that arrived in contact never
* took it in the first place. Contact is the exception tracked here, not
* hover: a leave from a pointer this surface never saw enter — mounted under
* the cursor, say — still counts, since the alternative is state with no way
* out.
*/
export function useHoverGesture(): HoverGesture {
const contact = useRef(new Set<number>());
return useMemo(
() => ({
enter: (event) => {
if (isHoveringPointer(event)) {
contact.current.delete(event.pointerId);
return true;
}
contact.current.add(event.pointerId);
return false;
},
leave: (event) => {
const arrivedInContact = contact.current.delete(event.pointerId);
return !arrivedInContact && event.pointerType !== "touch";
},
}),
[],
);
}
"use client";
import { useMemo, useRef } from "react";
/** What a pointerdown recorded, read back by the click that ends its gesture. */
export interface TapRecord<S> {
/** Which input started the gesture. */
pointerType: string;
/** What the surface was showing when it started. */
state: S;
}
export interface TapGesture<S> {
/** Record the gesture a pointerdown starts, with the state it starts in. */
start: (event: { pointerType: string }, state: S) => void;
/** Read the record and clear it. `null` when no pointer is behind this click. */
take: () => TapRecord<S> | null;
/** Drop the record: this gesture will never spend it on a click. */
drop: () => void;
}
/**
* The pointer gesture behind a click, recorded where the click cannot report
* it. A `click` carries no `pointerType` in the engines that matter, so the
* `pointerdown` before it is the only thing that says which input activated
* the control — and whether one did at all, since keyboard activation
* synthesizes a click with no pointer behind it.
*
* State goes in with the record because a click reports that no better: a
* browser that focuses a control on contact can open the very panel the tap
* was meant to open, and reading "is it open" at click time then undoes it.
* What the gesture started against is what it acts on.
*
* The record is spent by one click and dropped by everything else, because a
* record that outlives its gesture is worse than none:
*
* - A scroll or an OS gesture takes the touch away — `pointercancel`, no click
* ever — and the finger would sit in the record until some later click.
* - That later click is often `Enter` on a keyboard, which arrives with no
* pointerdown of its own and would inherit the abandoned finger. A keydown
* is the start of a keyboard activation and never part of a tap, so it drops
* the record too.
*
* Both ends have to be wired by the surface: `drop` on `onPointerCancel` and
* on `onKeyDown`.
*/
export function useTapGesture<S>(): TapGesture<S> {
const record = useRef<TapRecord<S> | null>(null);
return useMemo(
() => ({
start: (event, state) => {
record.current = { pointerType: event.pointerType, state };
},
take: () => {
const spent = record.current;
record.current = null;
return spent;
},
drop: () => {
record.current = null;
},
}),
[],
);
}
// One AudioContext for every synthesized sound on the page (lib/tick-sound.ts,
// lib/game-sounds.ts). Browsers cap concurrent contexts, and a page can show a
// date made of several WheelPickers next to a game, so they all share this
// one. It is created on first use and closed once every player is disposed.
type AudioContextCtor = typeof AudioContext;
let context: AudioContext | null = null;
let users = 0;
/**
* Registers a sound player. Call the returned function when the player is
* disposed; the context closes after the last one.
*/
export function retainAudioContext() {
users++;
let released = false;
return () => {
if (released) return;
released = true;
users--;
if (users === 0 && context) {
void context.close();
context = null;
}
};
}
/**
* The shared context, created on first call and resumed if suspended. Null
* during SSR and in browsers without Web Audio.
*/
export function getAudioContext(): AudioContext | null {
if (!context) {
if (typeof window === "undefined") return null;
const Ctor =
window.AudioContext ??
(window as unknown as { webkitAudioContext?: AudioContextCtor }).webkitAudioContext;
if (!Ctor) return null;
context = new Ctor();
}
// Browsers may refuse outside a user gesture. Players call this from
// pointer and key handlers first, so a later call finds it running.
if (context.state === "suspended") void context.resume().catch(() => undefined);
return context;
}
"use client";
import { useEffect, useState } from "react";
/**
* Returns true only on devices that have a true hover (mouse / trackpad).
* Touch devices fire phantom `:hover` on tap that sticks until tap-elsewhere
* — gate hover-only effects (scale lifts, magnetic pulls) behind this.
*/
export function useHoverCapable() {
const [canHover, setCanHover] = useState(false);
useEffect(() => {
if (typeof window === "undefined" || !window.matchMedia) return;
const mq = window.matchMedia("(hover: hover) and (pointer: fine)");
const update = () => setCanHover(mq.matches);
update();
mq.addEventListener?.("change", update);
return () => mq.removeEventListener?.("change", update);
}, []);
return canHover;
}
"use client";
import { useState } from "react";
/**
* Runs `start` during the render in which `open` becomes true.
*
* Opening a list starts a fresh session — an empty query, the highlight back at
* the top — and that is a resolution, not a side effect: a passive effect runs
* after the commit, so the new session would carry the last one's state for a
* window in which a key press can land.
*
* `start` may only set state belonging to the calling component. Anything that
* reaches outside it — a consumer's callback, a DOM write, moving focus — is a
* side effect, and React rejects a callback that sets another component's state
* during this one's render. Put those in an effect keyed to `open`.
*/
export function useOnOpen(open: boolean, start: () => void) {
const [wasOpen, setWasOpen] = useState(open);
if (open !== wasOpen) {
setWasOpen(open);
if (open) start();
}
}
"use client";
import { useCallback, useLayoutEffect, useRef, useState } from "react";
/**
* Where the keyboard or the pointer last moved to: the row's id, stamped with
* the query it was placed under.
*/
type RowCursor = { id: string; query: string };
/** The cursor's row, or -1 once the query has moved on or the row has left. */
function indexOfCursor(
rows: readonly { id: string }[],
query: string,
cursor: RowCursor | null,
) {
if (cursor === null || cursor.query !== query) return -1;
return rows.findIndex((row) => row.id === cursor.id);
}
/**
* The highlighted row of a list whose rows can change under it.
*
* Which row is highlighted is resolved during render, never in a passive
* effect: a passive effect runs after the commit, so a list that had just
* changed would carry an `aria-activedescendant` naming a row that has left it,
* and a key pressed in that window would commit the wrong row or nothing at
* all.
*
* The cursor holds the row's id, not its position. A position alone cannot tell
* a list that shrank from one that swapped its rows for a different set of the
* same length, and the second case is the one that silently hands Enter to a
* row the user never chose. A cursor whose row has left the list returns the
* highlight to the first row rather than to the nearest surviving one: the row
* the user aimed at is gone, and the first row is where a new query already
* puts the highlight.
*
* Pass the query the list is filtered by. The cursor is stamped with it and
* dropped when it changes, so a caller cannot forget to clear it — including a
* caller whose query arrives as a prop and so never runs its own handler. Rows
* that come back under a query that has moved on cannot revive it either.
* `moveTo(null)` is for deliberate resets, such as reopening the list.
*
* Both callbacks keep one identity for the life of the component, and read the
* rows and the query through a ref to do it. A caller will put them in an
* effect's dependencies — the exhaustive-deps rule makes it — and a `moveTo`
* rebuilt on every keystroke would re-run that effect on every keystroke.
*/
export function useRowCursor(rows: readonly { id: string }[], query: string) {
const [cursor, setCursor] = useState<RowCursor | null>(null);
// Written after commit, not during render: a render React discards or has not
// finished still runs the component body, and an event handler that read this
// in that window would stamp the cursor with a query the committed tree does
// not have.
const latest = useRef({ rows, query });
useLayoutEffect(() => {
latest.current = { rows, query };
});
const cursorRow = indexOfCursor(rows, query, cursor);
// Cleared rather than ignored: React re-runs this render with the cursor
// already gone, so rows that come back cannot revive a highlight the user has
// stopped aiming at.
if (cursor !== null && cursorRow < 0) setCursor(null);
const moveTo = useCallback(
(id: string | null) =>
setCursor(id === null ? null : { id, query: latest.current.query }),
[],
);
const moveActive = useCallback((direction: 1 | -1) => {
const { rows: live, query: liveQuery } = latest.current;
const last = live.length - 1;
if (last < 0) return;
// Steps from the row the cursor is really on, inside the update, so that
// two keys landing in one batch move two rows rather than one.
setCursor((current) => {
const at = Math.max(indexOfCursor(live, liveQuery, current), 0);
const next = Math.min(Math.max(at + direction, 0), last);
return { id: live[next].id, query: liveQuery };
});
}, []);
return { activeIndex: cursorRow < 0 ? 0 : cursorRow, moveTo, moveActive };
}
// Shared touch primitives. iOS and iPadOS run their own gestures on top of the
// page — the long-press selection callout and the selection it drags in with
// it — and they win: once the platform claims a touch it cancels ours
// mid-gesture, so a press-and-hold or a drag simply dies. Surfaces that own
// their gesture have to opt out.
//
// What the two classes below cover, precisely:
// - `-webkit-touch-callout: none` stops iOS's long-press callout. WebKit-only:
// it is not a property other engines have, so it is inert everywhere else.
// - `user-select: none` stops the long-press selection on every engine,
// Android included, and stops a drag from painting a selection under the
// cursor. It is inherited, so it reaches every descendant — which is why the
// two classes differ only in whether they apply it unconditionally.
// What neither covers:
// - Chrome for Android's long-press menu on a link or an image. No CSS
// suppresses it; a gesture surface that wraps one needs its own
// `onContextMenu` with `preventDefault()`.
// - The native drag of an `<img>` or `<a>` descendant. `-webkit-user-drag` is
// not inherited and plain divs and buttons are not drag sources, so setting
// it on the surface does nothing — the child itself needs `draggable={false}`.
/**
* Classes for a surface that *is* the control: a thumb, a drum, a stage, a
* handle, a hold button. Selection is suppressed on every input, because a
* drag that highlights the control's own label is wrong on a mouse too.
* Compose with `touch-none` when the surface also owns the scroll axis — leave
* it off when the page must still scroll from there.
*/
export const TOUCH_GESTURE_CLASS = "select-none [-webkit-touch-callout:none]";
/**
* The same opt-out for a gesture surface that wraps content the consumer owns:
* a scroller, a context-menu trigger, a sheet header, a list row. Selection is
* suppressed only where the platform runs its own press gestures — a coarse
* pointer — so a mouse user can still select and copy that content. If the
* gesture itself would paint a selection under the cursor, add `select-none`
* for the duration of the gesture rather than reaching for
* `TOUCH_GESTURE_CLASS`.
*
* `pointer: coarse` describes the *primary* pointer and nothing else, so a
* hybrid machine reads it wrong in both directions: a tablet with a mouse
* plugged in keeps touch as primary and loses mouse selection, and a laptop
* with a touchscreen keeps the mouse as primary and leaves selection live
* under a finger. No media query can answer per interaction — the query is
* about the device, and the question is about the gesture in progress. The
* default stays here because it is right on the machines that are one thing or
* the other, and losing a selection is a nuisance; where the miss costs a
* *gesture* instead, the surface pairs it with `holdSelection` on the press.
*/
export const TOUCH_GESTURE_CONTENT_CLASS =
"[-webkit-touch-callout:none] pointer-coarse:select-none";
/**
* Suppress selection on `element` for as long as a gesture is running on it,
* whatever the primary pointer of the machine happens to be. Returns the
* release. Inline, so it wins over the class above and is gone again the
* moment the gesture ends.
*
* For the press gestures a native selection would otherwise steal — a
* long-press that opens a menu. Elsewhere prefer the classes: a surface that
* takes selection away for the whole session is a surface whose text nobody
* can copy.
*/
export function holdSelection(element: HTMLElement) {
element.style.setProperty("user-select", "none");
element.style.setProperty("-webkit-user-select", "none");
return () => {
element.style.removeProperty("user-select");
element.style.removeProperty("-webkit-user-select");
};
}
/**
* Pointer capture, best effort. WebKit throws `NotFoundError` when the pointer
* is already gone by the time the handler runs — routine on iOS, where the
* system can claim the touch first — and an uncaught throw takes the rest of
* the handler, the gesture included, down with it. Touch pointers carry
* implicit capture anyway, so losing it is never fatal.
*/
export function capturePointer(element: Element, pointerId: number) {
try {
element.setPointerCapture(pointerId);
} catch {
// Pointer is no longer active — implicit capture still applies on touch.
}
}
/** Release a capture taken with `capturePointer`, ignoring a stale pointer. */
export function releasePointer(element: Element, pointerId: number) {
try {
if (element.hasPointerCapture(pointerId)) {
element.releasePointerCapture(pointerId);
}
} catch {
// Capture was already dropped by the browser.
}
}
/**
* Whether this event came from a pointer that is *hovering*: not a touch, and
* not currently pressed. Which input the user is holding right now is not
* something a device capability can answer — a touchscreen laptop hovers and
* taps, and iPadOS reports a fine hovering pointer for a finger — so both
* paths stay live and each handler branches on the event it was given.
*
* A pen resting on the glass is making contact, not hovering: `buttons` is the
* tell, and it sends a pen tap down the same route a finger takes.
*
* This answers what an *enter* asks. A leave is the other half of a pair and
* has to be read against the enter that started it — `useHoverGesture` in
* `lib/hooks/use-hover-gesture` does that, and hover surfaces should use it
* rather than asking this question twice.
*/
export const isHoveringPointer = (event: {
pointerType: string;
buttons: number;
}) => event.pointerType !== "touch" && event.buttons === 0;
Copy the source code
"use client";
// beui.dev/casino/crash
import { AnimatePresence, cubicBezier, motion, type Transition } from "motion/react";
import { useId } from "react";
import { EASE_IN, EASE_IN_OUT, EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import {
CHUTE,
type CrashMiniatureProps,
CrashShell,
clamp01,
MINI,
MINI_REPLAY,
niceAtLeast,
Parachute,
PRIMARY_TEXT,
STAGE_LABEL,
STAGE_W,
wrap,
} from "./crash-parts";
import {
BURST,
type CrashProps,
EXIT,
formatShort,
growth,
PULSE,
SWAP,
timeAt,
useCrashGame,
} from "./use-crash-game";
export { type CrashProps, type CrashReveal, crashPoint, formatMultiplier } from "./use-crash-game";
// Stage geometry in SVG units; the stage scales to its container's width.
const W = STAGE_W;
const H = 280;
// The balloon sits centre right, clear of the readout; the tape runs down the right edge.
const BX = 262;
const TAPE_X = 348;
// The balloon's envelope centre once aloft, and the tape caret beside it.
const LEVEL = 112;
// The highest a target mark sits, so its flag stays on the stage.
const TARGET_PIN = 14;
const GROUND_Y = H - 24;
// The basket's bottom is 51 units under the envelope centre.
const PARKED = GROUND_Y - 51;
// Tape units per unit of ln(multiplier): 1× to 2× spans about 166 units.
const PX = 240;
// Clouds stop speeding up past 100×.
const CLOUD_CAP = PX * Math.log(100);
// The lift-off takes this long before the balloon holds and the world scrolls.
const LIFT = 1.2;
const rise = cubicBezier(...EASE_IN_OUT);
/**
* Crash, drawn as a hot-air balloon on an altimeter: the multiplier is the
* altitude. The balloon lifts off and holds while the tape and clouds scroll
* past; cash out to bail before the envelope pops.
*/
export function CrashBalloon({ "aria-label": ariaLabel = "Crash", className, ...options }: CrashProps) {
const game = useCrashGame(options);
return (
<CrashShell game={game} aria-label={ariaLabel} className={className} miniature={(props) => <MiniAltitude {...props} />}>
<Stage
t={game.t}
cashed={game.cashed}
crashed={game.crashed}
lost={game.lost}
round={game.round}
pulse={game.pulse}
target={game.target}
ghost={game.ghost}
reduce={game.reduce}
skipping={game.skipping}
/>
</CrashShell>
);
}
interface StageProps {
t: number;
cashed: number | null;
crashed: boolean;
lost: boolean;
round: number;
pulse: number;
target: number | null;
ghost: number | null;
reduce: boolean;
skipping: boolean;
}
function Stage({ t, cashed, crashed, lost, round, pulse, target, ghost, reduce, skipping }: StageProps) {
const id = `crash-balloon-${useId().replace(/:/g, "")}`;
const m = growth(t);
// Everything that scrolls derives from ln(m), so a skip just scrolls faster.
const climb = PX * Math.log(m);
const lift = t <= 0 ? 0 : reduce ? 1 : rise(Math.min(1, t / LIFT));
const by = PARKED + (LEVEL - PARKED) * lift;
// Sway eases in with the lift and freezes at the crash with the clock.
const sway = reduce ? 0 : lift;
const tilt = Math.sin(t * 1.6) * 2 * sway;
const drift = Math.sin(t * 1.1 + 0.6) * 2 * sway;
// Clouds speed up as the climb goes on, up to 100×, then hold that speed
// so a very long climb can't strobe them.
const eased = Math.min(climb, CLOUD_CAP);
const travel = reduce ? 0 : climb + eased ** 2 / 600 + (eased / 300) * (climb - eased);
const tone = lost ? "text-rose-500" : cashed !== null ? "text-muted-foreground" : "text-primary";
// The basket falls clear of the stage, or stays put if it never left the ground.
const fall = (H + 10 - (by + 42)) * lift;
// Where an altitude sits on screen: the tape, its markers and the landmarks share it.
const at = (value: number) => LEVEL - (Math.log(value) - Math.log(m)) * PX;
const flagY = cashed === null ? null : at(cashed);
return (
<svg aria-hidden="true" viewBox={`0 0 ${W} ${H}`} className="block w-full">
<defs>
{/* The tape fades out at its ends like a drum turning away. */}
<linearGradient id={`${id}-fade`} x1="0" y1="0" x2="0" y2="1">
<stop offset="0" stopColor="white" stopOpacity={0} />
<stop offset="0.18" stopColor="white" stopOpacity={1} />
<stop offset="0.82" stopColor="white" stopOpacity={1} />
<stop offset="1" stopColor="white" stopOpacity={0} />
</linearGradient>
<mask id={`${id}-tape`} maskUnits="userSpaceOnUse" x={0} y={0} width={W} height={H}>
<rect width={W} height={H} fill={`url(#${id}-fade)`} />
</mask>
</defs>
{/* Clouds and sights stream with t, so a skip would only flicker them:
they fade out while it runs. Reduced motion keeps the clouds still
and leaves the sights out, since they would still scroll. */}
<g className={cn("transition-opacity duration-200", skipping ? "opacity-0" : "opacity-100")}>
{CLOUDS.map((cloud) => (
<g
key={cloud.id}
transform={`translate(${cloud.x},${wrap(cloud.y + travel * cloud.speed, SPAN) - 20}) scale(${cloud.size})`}
opacity={cloud.opacity}
className="fill-foreground"
>
<rect x={-18} y={-4} width={36} height={10} rx={5} />
<circle cx={-5} cy={-4} r={8} />
<circle cx={7} cy={-2} r={6} />
</g>
))}
<g
transform={`translate(0,${reduce ? 0 : climb.toFixed(2)})`}
className={cn("transition-opacity duration-200", reduce && t > 0 ? "opacity-0" : "opacity-100")}
>
<rect y={GROUND_Y} width={W} height={H - GROUND_Y} className="fill-foreground/[0.05]" />
<line x1={0} x2={W} y1={GROUND_Y} y2={GROUND_Y} className="stroke-border" />
<ellipse cx={BX} cy={GROUND_Y + 3} rx={14} ry={2.5} opacity={1 - lift} className="fill-foreground/10" />
</g>
{reduce ? null : <Landmarks t={t} at={at} />}
</g>
{/* Ties the balloon to its reading on the tape once it holds altitude. */}
<line
x1={BX + 34}
x2={TAPE_X - 10}
y1={LEVEL}
y2={LEVEL}
strokeDasharray="2 4"
opacity={lift}
className="stroke-foreground/15"
/>
<Tape m={m} mask={`url(#${id}-tape)`} />
{ghost !== null ? (
// Last round's crash point, a quiet trace to climb past.
<g transform={`translate(${TAPE_X},${at(ghost).toFixed(2)})`} className="text-muted-foreground/60">
<motion.g key={ghost} initial={{ opacity: 0 }} animate={{ opacity: 1 }} transition={SWAP}>
<line x2={12} stroke="currentColor" strokeDasharray="2 2" />
<path d="M-8.5,-2.5L-3.5,2.5M-3.5,-2.5L-8.5,2.5" stroke="currentColor" strokeWidth={1.25} />
{/* Dropped when it would print over the target's label. */}
{target !== null && Math.abs(at(ghost) - Math.max(at(target), TARGET_PIN)) < 12 ? null : (
<text x={-12} dy="0.32em" textAnchor="end" className={cn(STAGE_LABEL, "fill-muted-foreground tabular-nums")}>
{formatShort(ghost)}
</text>
)}
</motion.g>
</g>
) : null}
<AnimatePresence initial={false}>
{target !== null ? (
// The auto target. On the frame it pays it fades and the cash-out
// flag takes over; the exiting copy keeps its last position.
<motion.g
key="target"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
className="text-primary"
>
{/* The marks stay quiet; the label keeps full contrast. A target
above the view pins to the top with an arrow, like the plane's. */}
<g transform={`translate(${TAPE_X},${Math.max(at(target), TARGET_PIN).toFixed(2)})`}>
{at(target) < TARGET_PIN ? null : (
<line x2={W - TAPE_X} stroke="currentColor" strokeDasharray="3 3" strokeWidth={1.25} opacity={0.7} />
)}
<path d="M0,0V-10L8,-7L0,-4" fill="none" stroke="currentColor" strokeLinejoin="round" opacity={0.7} />
<text x={-12} dy="0.32em" textAnchor="end" className={cn("fill-current", STAGE_LABEL, PRIMARY_TEXT)}>
{at(target) < TARGET_PIN ? `target ${formatShort(target)} ↑` : "target"}
</text>
</g>
</motion.g>
) : null}
</AnimatePresence>
{flagY !== null ? (
<g transform={`translate(${TAPE_X},${flagY.toFixed(2)})`} className="text-primary">
<motion.g
key={round}
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={SWAP}
>
<line x1={0} x2={14} y1={0} y2={0} stroke="currentColor" strokeWidth={1.5} />
<path d="M0,0V-10L8,-7L0,-4Z" fill="currentColor" />
</motion.g>
</g>
) : null}
<g
transform={`translate(${TAPE_X},${LEVEL})`}
className={cn("transition-colors duration-150", lost ? "text-rose-500" : "text-primary")}
>
<line x1={0} x2={W - TAPE_X} opacity={0.5} stroke="currentColor" />
<motion.g
key={pulse}
initial={pulse > 0 && !reduce ? { scale: 1.5 } : false}
animate={{ scale: 1 }}
transition={PULSE}
>
<path d="M-9,-4.5L-2,0L-9,4.5Z" fill="currentColor" />
</motion.g>
</g>
{cashed !== null && !reduce && timeAt(cashed) >= LIFT ? (
// The player bails out from the basket and drifts down under a chute,
// once the balloon is aloft; a cash out on the ground has no drop.
<g transform={`translate(${BX + 8},${(by + 48).toFixed(2)})`}>
<motion.g
key={round}
style={{ transformBox: "fill-box", transformOrigin: "50% 0%" }}
initial={{ y: 0, rotate: -10, opacity: 0 }}
animate={{ y: 96, rotate: [-10, 8, -5, 3, 0], opacity: [0, 1, 1, 0] }}
transition={CHUTE}
>
<motion.g initial={{ scale: 0.5 }} animate={{ scale: 1 }} transition={SWAP}>
<Parachute />
</motion.g>
</motion.g>
</g>
) : null}
<g transform={`translate(${BX},${by.toFixed(2)})`} className={cn("transition-colors duration-150", tone)}>
{crashed && !reduce ? (
<g key={`burst-${round}`}>
<motion.circle
fill="none"
stroke="currentColor"
strokeWidth={2}
vectorEffect="non-scaling-stroke"
r={48}
initial={{ scale: 12 / 48, opacity: 0.7 }}
animate={{ scale: 1, opacity: 0 }}
transition={BURST}
/>
{SHARDS.map((shard) => (
<motion.path
key={shard.id}
d="M-3,-2Q0,-4 3,-2L2,2Q0,1 -2,2Z"
fill="currentColor"
initial={{ x: shard.x0, y: shard.y0, rotate: 0, opacity: 1 }}
animate={{ x: shard.x, y: shard.y, rotate: shard.spin, opacity: 0 }}
transition={BURST}
/>
))}
</g>
) : null}
{/* Remounts per round, so a new balloon fades in where the last one popped. */}
<motion.g
key={round}
initial={round > 0 ? { opacity: 0 } : false}
animate={{ opacity: crashed && reduce ? 0 : 1 }}
transition={{ duration: 0.2, ease: EASE_OUT }}
>
<g transform={`translate(${drift.toFixed(2)},0) rotate(${tilt.toFixed(2)})`}>
<motion.g
initial={false}
animate={crashed && !reduce ? { y: fall, rotate: 14 } : { y: 0, rotate: 0 }}
transition={crashed && !reduce ? DROP : { duration: 0 }}
>
<path d="M-6,31L-5,42M6,31L5,42" stroke="currentColor" strokeWidth={0.75} opacity={0.6} />
<rect x={-6} y={42} width={12} height={9} rx={1.5} className="fill-foreground/60" />
<line x1={-6.5} x2={6.5} y1={42.5} y2={42.5} strokeWidth={1.5} className="stroke-foreground/70" />
</motion.g>
<motion.g
initial={false}
animate={crashed && !reduce ? { scale: 1.15, opacity: 0 } : { scale: 1, opacity: 1 }}
transition={crashed && !reduce ? EXIT : { duration: 0 }}
>
<Envelope />
</motion.g>
</g>
</motion.g>
</g>
</svg>
);
}
/** The altimeter: ticks for the multipliers in view, scrolling down on a log scale as the balloon climbs. */
function Tape({ m, mask }: { m: number; mask: string }) {
// Multipliers at the top and bottom edges of the stage.
const top = m * Math.exp(LEVEL / PX);
const bottom = Math.max(1, m * Math.exp((LEVEL - H) / PX));
// The finest step still 8 units apart where ticks sit widest; denser ticks
// further up fade out by spacing, so steps hand over without a jump.
const base = niceAtLeast((bottom * 8) / PX);
const ticks: { value: number; y: number; tick: number; label: number }[] = [];
for (let k = Math.ceil(bottom / base - 1e-9); k * base <= top; k++) {
const value = Number((k * base).toPrecision(12));
// A tick's weight is the coarsest step it lands on.
let level = base;
for (let step = base; step <= value; step = nextStep(step)) {
if (Math.abs(value / step - Math.round(value / step)) < 1e-6) level = step;
}
const gap = PX * Math.log1p(level / value);
const tick = clamp01((gap - 8) / 10);
if (tick === 0) continue;
ticks.push({ value, y: LEVEL - (Math.log(value) - Math.log(m)) * PX, tick, label: clamp01((gap - 56) / 16) });
}
return (
<g mask={mask} className={cn(STAGE_LABEL, "text-muted-foreground tabular-nums")}>
<rect x={TAPE_X} width={W - TAPE_X} height={H} className="fill-foreground/[0.03]" />
<line x1={TAPE_X} x2={TAPE_X} y1={0} y2={H} className="stroke-border" />
{ticks.map(({ value, y, tick, label }) => (
<g key={value} transform={`translate(${TAPE_X},${y.toFixed(2)})`}>
<line x2={5 + 7 * label} opacity={tick} className="stroke-foreground/30" />
{/* Right-aligned, so a label grown for a narrow stage stays on it. */}
{label > 0 ? (
<text x={W - TAPE_X - 2} dy="0.32em" textAnchor="end" opacity={label} className="fill-current">
{formatShort(value)}
</text>
) : null}
</g>
))}
</g>
);
}
// Fixed-altitude sights in the column between the readout and the balloon.
const JET_T = timeAt(10);
const FLOCK = [
{ id: 0, x: 0, y: 0, phase: 0 },
{ id: 1, x: -11, y: 7, phase: 1.3 },
{ id: 2, x: 10, y: 9, phase: 2.6 },
];
/** A flock at 3×, a jet at 10× and a satellite at 100×, each brightening as the balloon passes it. */
function Landmarks({ t, at }: { t: number; at: (value: number) => number }) {
const sights = [
// Close to the balloon, clear of the readout on narrow stages.
{ value: 3, x: 208 },
// The jet crosses the column slowly, nose left.
{ value: 10, x: 204 - (t - JET_T) * 2.5 },
{ value: 100, x: 210 },
];
return (
<g className="text-foreground">
{sights.map(({ value, x }) => {
const y = at(value);
if (y < -30 || y > H + 30) return null;
// 0.4 at rest, peaking at 0.8 level with the balloon.
const near = Math.abs(y - LEVEL) < 40 ? 0.5 + 0.5 * Math.cos((Math.PI * (y - LEVEL)) / 40) : 0;
return (
<g key={value} transform={`translate(${x.toFixed(2)},${y.toFixed(2)})`} opacity={0.4 + 0.4 * near}>
{value === 3 ? (
FLOCK.map((bird) => {
const flap = Math.sin(t * 9 + bird.phase) * 2.5;
const tip = (bird.y - flap).toFixed(2);
return (
<path
key={bird.id}
d={`M${bird.x - 4},${tip}L${bird.x},${bird.y}L${bird.x + 4},${tip}`}
fill="none"
stroke="currentColor"
strokeWidth={1.25}
strokeLinecap="round"
strokeLinejoin="round"
/>
);
})
) : value === 10 ? (
<g>
<line x1={9} x2={30} stroke="currentColor" strokeWidth={1.5} strokeLinecap="round" opacity={0.35} />
<path d="M-7,0L-4,-1.5H7L9,-4.5H10L9.5,0Z" fill="currentColor" />
<path d="M-1,-0.5L4,4.5H5.5L3.5,-0.5Z" fill="currentColor" />
</g>
) : (
<g>
<rect x={-3} y={-2.5} width={6} height={5} rx={1} fill="currentColor" />
<rect x={-13} y={-2} width={8} height={4} fill="none" stroke="currentColor" />
<rect x={5} y={-2} width={8} height={4} fill="none" stroke="currentColor" />
<path d="M-5,0H-3M3,0H5M0,-2.5V-6" stroke="currentColor" />
<circle cy={-7} r={1.25} opacity={Math.sin(t * 5) > 0.2 ? 1 : 0.15} className="fill-primary" />
</g>
)}
</g>
);
})}
</g>
);
}
// The basket drops out of the sky, accelerating.
const DROP: Transition = { duration: 0.6, ease: EASE_IN };
// Fabric torn from the envelope, thrown round it and pulled down a little.
const SHARDS = Array.from({ length: 8 }, (_, i) => {
const angle = ((i * 45 + (i % 2) * 12) * Math.PI) / 180;
const reach = 30 + (i % 3) * 9;
return {
id: i,
x0: Math.cos(angle) * 12,
y0: Math.sin(angle) * 12,
x: Math.cos(angle) * reach,
y: Math.sin(angle) * reach + 14,
spin: (i % 2 ? 1 : -1) * (120 + i * 25),
};
});
// Two depths: far clouds are small, faint and slow; near ones bigger and quicker.
const CLOUDS = [
{ id: 0, x: 60, y: 40, size: 0.7, speed: 0.45, opacity: 0.04 },
{ id: 1, x: 200, y: 150, size: 0.6, speed: 0.45, opacity: 0.04 },
{ id: 2, x: 310, y: 250, size: 0.75, speed: 0.45, opacity: 0.04 },
{ id: 3, x: 150, y: 90, size: 1.1, speed: 1.4, opacity: 0.07 },
{ id: 4, x: 290, y: 20, size: 1.2, speed: 1.4, opacity: 0.07 },
{ id: 5, x: 90, y: 220, size: 1, speed: 1.4, opacity: 0.07 },
];
const SPAN = H + 40;
/** The next step up the 1, 2, 5 ladder. */
function nextStep(step: number) {
const unit = Math.round(step / 10 ** Math.floor(Math.log10(step) + 1e-9));
return Number((step * (unit === 2 ? 2.5 : 2)).toPrecision(12));
}
/** The envelope, centred on the origin: a teardrop with a lighter middle gore and a throat. */
function Envelope() {
return (
<g>
<path
d="M0,-26C16,-26 26,-14 26,-2C26,12 12,20 7,28L-7,28C-12,20 -26,12 -26,-2C-26,-14 -16,-26 0,-26Z"
fill="currentColor"
/>
<path d="M0,-26C10,-12 10,14 4,28L-4,28C-10,14 -10,-12 0,-26Z" className="fill-card/25" />
<rect x={-6} y={28} width={12} height={3} rx={1} fill="currentColor" opacity={0.7} />
</g>
);
}
/**
* The round as a tiny altimeter, on its own log scale so a skip to a huge
* crash still reads: the climb rises up the tape, a parachute hangs where you
* bailed out, the balloon pops at the crash height, and a missed target is a
* dashed line above it.
*/
function MiniAltitude({ crash, cashed, target, reduce }: CrashMiniatureProps) {
const top = Math.max(crash, target ?? 1, 1.01);
// Room above the top level for the popped balloon.
const y = (value: number) => MINI.height - 4 - (Math.log(value) / Math.log(top)) * (MINI.height - 14);
const tape = 12;
const won = cashed !== null;
const reach = won ? cashed : crash;
const after = (extra: number) => (reduce ? 0 : MINI_REPLAY.delay + extra);
const pop = {
initial: reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 },
animate: { opacity: 1, scale: 1 },
style: { transformBox: "fill-box", transformOrigin: "center" } as const,
};
return (
<svg
aria-hidden="true"
viewBox={`0 0 ${MINI.width} ${MINI.height}`}
width={MINI.width}
height={MINI.height}
className="shrink-0 overflow-visible"
>
<line x1={tape} x2={tape} y1={4} y2={MINI.height - 4} className="stroke-border" />
<line x1={tape - 3} x2={tape + 3} y1={MINI.height - 4} y2={MINI.height - 4} className="stroke-border" />
{target !== null ? (
<line
x1={tape}
x2={MINI.width - 4}
y1={y(target)}
y2={y(target)}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
/>
) : null}
{/* The climb up the tape, replayed. */}
<motion.line
x1={tape}
x2={tape}
y1={y(1)}
y2={y(reach)}
strokeWidth={2.5}
strokeLinecap="round"
className={won ? "stroke-primary" : "stroke-rose-500"}
initial={{ pathLength: reduce ? 1 : 0 }}
animate={{ pathLength: 1 }}
transition={{ ...MINI_REPLAY, delay: after(0) }}
/>
{won ? (
<>
<motion.line
x1={tape}
x2={tape}
y1={y(cashed)}
y2={y(crash)}
strokeWidth={1.5}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 0.25, ease: EASE_OUT, delay: after(0.5) }}
/>
<line x1={tape} x2={34} y1={y(cashed)} y2={y(cashed)} strokeDasharray="1 2" className="stroke-primary/50" />
<g transform={`translate(40,${(y(cashed) - 5).toFixed(2)}) scale(0.6)`}>
<motion.g {...pop} transition={{ ...SWAP, delay: after(0.45) }}>
<Parachute />
</motion.g>
</g>
</>
) : null}
<line x1={tape} x2={56} y1={y(crash)} y2={y(crash)} strokeDasharray="1 2" className="stroke-muted-foreground/50" />
<g transform={`translate(64,${y(crash).toFixed(2)})`}>
<motion.g {...pop} transition={{ ...SWAP, delay: after(0.55) }}>
{/* The popped balloon, faded, with the crash's cross over it. */}
<g transform="scale(0.26)" opacity={0.45} className={won ? "text-muted-foreground" : "text-rose-500"}>
<Envelope />
</g>
<path d="M-3,-3L3,3M3,-3L-3,3" strokeWidth={1.75} strokeLinecap="round" className="stroke-rose-500" />
</motion.g>
</g>
</svg>
);
}
"use client";
// Pieces every Crash design shares, so each design only draws its stage.
import { Check, History as HistoryIcon, Volume2, VolumeX, X } from "lucide-react";
import { AnimatePresence, motion, type Transition } from "motion/react";
import { memo, type ReactNode, type Ref, useEffect, useLayoutEffect, useRef, useState } from "react";
import { ActionSwapCascadeIcon } from "@/components/motion/action-swap-cascade";
import { Button } from "@/components/motion/button";
import { NumberTicker } from "@/components/motion/number-ticker";
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/motion/select";
import { Tooltip } from "@/components/motion/tooltip";
import { EASE_IN_OUT, EASE_OUT, SPRING_LAYOUT } from "@/lib/ease";
import { PresenceGate, type PresenceGateRenderProps } from "@/lib/presence-gate";
import { cn } from "@/lib/utils";
import {
type CrashGame,
EXIT,
formatMultiplier,
formatShort,
growth,
heat,
PULSE,
SHAKE,
SWAP,
useStable,
} from "./use-crash-game";
/**
* Primary for small text: a shade darker on light surfaces and lighter on
* dark ones, so 10-12px labels keep 4.5:1. Large text and marks use plain
* primary.
*/
export const PRIMARY_TEXT =
"text-[color:color-mix(in_oklab,var(--color-primary)_75%,black)] dark:text-[color:color-mix(in_oklab,var(--color-primary)_80%,white)]";
// Readout and history colours per heat: neutral, then primary, then amber.
const HEAT_TEXT = {
cool: "text-foreground",
warm: "text-primary",
hot: "text-amber-700 dark:text-amber-400",
} as const;
const HEAT_PILL = {
cool: "bg-foreground/5 text-muted-foreground",
warm: `bg-primary/10 ${PRIMARY_TEXT}`,
hot: "bg-amber-500/15 text-amber-700 dark:text-amber-400",
} as const;
/** The width of the viewBox an SVG stage draws in. */
export const STAGE_W = 400;
/**
* SVG stage labels: 10px on screen however narrow the card. A viewBox scales
* its text with the stage, so the shell sets --crash-label in viewBox units.
* The server render has no width to go on and draws them at 10 units.
*/
export const STAGE_LABEL = "text-[length:var(--crash-label,10px)]";
/**
* The frame every design sits in: one card holding the recent rounds and
* sound, the stage with the readout pinned top left, and the controls. Each
* design draws only its stage, which must keep the top-left corner clear.
*/
export function CrashShell({
game,
"aria-label": ariaLabel,
className,
children,
miniature,
}: {
game: CrashGame;
"aria-label": string;
className?: string;
children: ReactNode;
/** The design's own replay of the round on the result ticket. */
miniature?: (props: CrashMiniatureProps) => ReactNode;
}) {
const mainRef = useRef<HTMLButtonElement>(null);
const stageRef = useRef<HTMLDivElement>(null);
// Written straight to the style, so a resize doesn't re-render the game.
useLayoutEffect(() => {
const node = stageRef.current;
if (!node) return;
const measure = () => {
const width = node.clientWidth;
if (width > 0) node.style.setProperty("--crash-label", `${Math.max(10, (10 * STAGE_W) / width)}px`);
};
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, []);
// The ticket opens per round once the crash has played; tapping the stage
// or Escape puts it away, and the next round clears it.
const [openRound, setOpenRound] = useState<number | null>(null);
const resultShown = game.crashed && openRound === game.round;
const { crashed, round } = game;
// Read when the round ends, so a reduced-motion change can't reopen a closed ticket.
const ticketDelay = useStable(() => (game.reduce ? 0.15 : TICKET_DELAY) * 1000);
useEffect(() => {
if (!crashed) return;
// A timer, not an animation callback, so a cut-short animation can't keep it shut.
// Focus stays where it is: nothing focusable sits under the ticket, and
// the main button, which now says Play again, kept focus through the round.
const id = setTimeout(() => setOpenRound(round), ticketDelay());
return () => clearTimeout(id);
}, [crashed, round, ticketDelay]);
const closeResult = () => {
setOpenRound(null);
mainRef.current?.focus();
};
return (
<section
aria-label={ariaLabel}
// Focusable by script and click only: a tap on the stage keeps focus in
// the game, so Escape still reaches the ticket.
tabIndex={-1}
className={cn("w-full max-w-md outline-none", className)}
onKeyDown={(event) => {
if (event.key !== "Escape" || !resultShown) return;
// An open Auto menu takes this Escape (it listens on window, after us).
if (event.target instanceof Element && event.target.closest('[role="listbox"],[aria-expanded="true"]')) return;
// Escape is used up here; an enclosing dialog must not close too.
event.stopPropagation();
closeResult();
}}
>
{/* 24px card corners = 12px stage and control corners + 12px padding. */}
<div className="flex flex-col gap-3 rounded-3xl border border-border p-3">
<div className="flex h-8 items-center gap-2 pl-1">
<HistoryIcon aria-hidden="true" className="size-3.5 shrink-0 text-muted-foreground" strokeWidth={2} />
{/* The game changes every frame; these take only what they show, so they skip those renders. */}
<CrashHistory history={game.history} reduce={game.reduce} className="min-w-0 flex-1" />
<SoundToggle on={game.soundOn} onToggle={game.toggleSound} />
</div>
{/* A 10:7 stage in every design, so switching between them never
jumps. A container: its width also fixes its height. */}
<div ref={stageRef} className="@container relative aspect-[10/7] overflow-hidden rounded-xl bg-muted/40">
{children}
<div className="pointer-events-none absolute top-4 left-4">
<CrashEyebrow game={game} />
{/* Smaller on narrow stages, so the readout leaves the design room. */}
<CrashMultiplier game={game} className="mt-1 text-3xl @min-[20rem]:text-4xl [&>span]:origin-left" />
<CrashStatus game={game} className="mt-2" />
</div>
<AnimatePresence>
{resultShown ? (
<PresenceGate key="result">
{({ gate }) => <ResultTicket game={game} gate={gate} onClose={closeResult} miniature={miniature} />}
</PresenceGate>
) : null}
</AnimatePresence>
</div>
<CrashControls game={game} mainRef={mainRef} />
</div>
<CrashAnnouncer game={game} />
</section>
);
}
// The ticket rises once each design's crash (tumble, pop, topple: 0.6s to
// 0.75s) has mostly played, the same receipt Mines ends on: a stub notched at a
// dashed tear line, the outcome above, the round's figures and a miniature
// of the flight below.
const TICKET_DELAY = 0.7;
// Rises with a little settle (a rare, end-of-round moment), leaves quickly.
const CARD_IN = { type: "spring", duration: 0.4, bounce: 0.15 } as const;
const CARD_OUT = { duration: 0.15, ease: EASE_OUT } as const;
// Inside, chunks arrive in reading order, then the flight replays.
const CHUNK = { duration: 0.25, ease: EASE_OUT } as const;
// The tear line sits this far down; the side notches are cut there.
const TEAR = 104;
// A drop-shadow on the ticket's wrapper: the notch mask would clip a
// box-shadow on the ticket itself.
const TICKET_SHADOW = "[filter:drop-shadow(0_1px_1px_rgb(0_0_0/0.12))_drop-shadow(0_12px_16px_rgb(0_0_0/0.3))]";
const NOTCH_MASK = `radial-gradient(circle 9px at 0 ${TEAR}px, transparent 98%, black), radial-gradient(circle 9px at 100% ${TEAR}px, transparent 98%, black)`;
/**
* The end-of-round receipt over a dimmed stage. It has no buttons: the main
* action already says Play again, and tapping the stage (or Escape) puts it
* away to look at the flight.
*/
function ResultTicket({
game,
gate,
onClose,
miniature,
}: {
game: CrashGame;
gate: PresenceGateRenderProps["gate"];
onClose: () => void;
miniature?: (props: CrashMiniatureProps) => ReactNode;
}) {
const { reduce } = game;
return (
<>
<motion.button
type="button"
aria-label="Hide result and show the flight"
onClick={onClose}
{...gate}
className="absolute inset-0 z-20 cursor-default bg-background/55 outline-none backdrop-blur-[2px] focus-visible:ring-2 focus-visible:ring-primary focus-visible:ring-inset"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: CARD_OUT }}
transition={{ duration: 0.2, ease: EASE_OUT }}
/>
<div inert={gate.inert} className="pointer-events-none absolute inset-0 z-20 grid place-items-center p-4">
<motion.div
role="group"
aria-label="Round result"
// Sized here: the ticket is a size container, so it can't take its
// width from its contents.
className={cn("w-full max-w-[17rem]", TICKET_SHADOW)}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 16, scale: 0.96 }}
animate={{ opacity: 1, y: 0, scale: 1 }}
exit={reduce ? { opacity: 0, transition: CARD_OUT } : { opacity: 0, y: 8, scale: 0.98, transition: CARD_OUT }}
transition={reduce ? { duration: 0.2 } : CARD_IN}
>
<Ticket game={game} miniature={miniature} />
</motion.div>
</div>
</>
);
}
function Chunk({ delay, reduce, className, children }: { delay: number; reduce: boolean; className?: string; children: ReactNode }) {
return (
<motion.div
className={className}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ ...CHUNK, delay: reduce ? 0 : delay }}
>
{children}
</motion.div>
);
}
function Ticket({ game, miniature }: { game: CrashGame; miniature?: (props: CrashMiniatureProps) => ReactNode }) {
const { cashed, multiplier: crash, roundAuto, reduce, t } = game;
const won = cashed !== null;
return (
<div
// The stub is about 200px tall; a short stage (its width sets its
// height) scales it down rather than clipping it.
className="@container w-full rounded-2xl bg-card text-foreground @max-[17rem]:scale-[0.72] @min-[17rem]:@max-[21rem]:scale-[0.85]"
style={{ WebkitMaskImage: NOTCH_MASK, WebkitMaskComposite: "source-in", maskImage: NOTCH_MASK, maskComposite: "intersect" }}
>
<div
className={cn(
"flex flex-col items-center justify-center gap-1 rounded-t-2xl px-5 text-center",
won ? "bg-primary/10" : "bg-rose-500/10",
)}
style={{ height: TEAR }}
>
<Chunk delay={0.05} reduce={reduce}>
<p className={cn("text-xs font-medium tracking-wide uppercase", won ? PRIMARY_TEXT : "text-rose-700 dark:text-rose-400")}>
{won ? "Cashed out" : "Crashed"}
</p>
</Chunk>
<Chunk delay={0.1} reduce={reduce}>
<p className={cn("text-3xl font-semibold", !won && "text-muted-foreground line-through decoration-2")}>
{won ? (
<NumberTicker
value={cashed}
decimals={2}
format={(value) => formatMultiplier(value).slice(0, -1)}
suffix="×"
startOnView={false}
duration={0.6}
stagger={0.05}
/>
) : (
// The multiplier is lost: struck through, as Mines does. A plain
// span, since a line-through skips the ticker's inline-block digits.
<span className="tabular-nums">{formatMultiplier(crash)}</span>
)}
</p>
</Chunk>
</div>
<div aria-hidden="true" className="mx-4 border-t-2 border-dashed border-border" />
<div className="flex items-center gap-4 px-5 pt-4 pb-5">
<Chunk delay={0.18} reduce={reduce} className="flex-1">
<dl className="grid gap-1.5 text-xs">
<Row label="Crashed at" value={formatMultiplier(crash)} />
<Row label="Flight" value={`${t.toFixed(1)}s`} />
{won && game.fair ? (
// The built-in round reaches m with a chance of 1 in m, as with
// Mines' odds; a custom crash point makes no such promise.
<Row label="Odds beaten" value={`1 in ${formatMultiplier(cashed).slice(0, -1)}`} />
) : won ? (
<Row label="You left at" value={formatMultiplier(cashed)} />
) : (
<Row label="Auto target" value={roundAuto === null ? "Off" : formatShort(roundAuto)} />
)}
</dl>
</Chunk>
{/* A narrow ticket keeps the figures on one line each and drops the miniature. */}
{miniature ? (
<Chunk delay={0.24} reduce={reduce} className="@max-[15rem]:hidden">
{miniature({ crash, cashed, cashedT: game.cashedT, target: won ? null : roundAuto, reduce })}
</Chunk>
) : null}
</div>
</div>
);
}
function Row({ label, value }: { label: string; value: string }) {
return (
<div className="flex justify-between gap-2 whitespace-nowrap">
<dt className="text-muted-foreground">{label}</dt>
<dd className="font-medium tabular-nums">{value}</dd>
</div>
);
}
/** What a design's ticket miniature replays: the round's crash, your cash out and a missed target. */
export interface CrashMiniatureProps {
crash: number;
cashed: number | null;
/** Seconds into the flight at the cash out, for designs that count steps. */
cashedT: number | null;
/** The auto target, only when the round crashed short of it. */
target: number | null;
reduce: boolean;
}
// The parachute drifting down from a cash out is a once-a-round moment, so it
// may take its time.
export const CHUTE: Transition = {
y: { duration: 2.2, ease: EASE_OUT },
rotate: { duration: 2.2, ease: EASE_IN_OUT },
opacity: { duration: 2.2, times: [0, 0.08, 0.7, 1] },
};
export const clamp01 = (value: number) => Math.min(1, Math.max(0, value));
/** Wraps scenery that streams past into a loop `span` long. */
export const wrap = (value: number, span: number) => ((value % span) + span) % span;
/** A tick step of 1, 2 or 5 times a power of ten, at least `min`. */
export function niceAtLeast(min: number) {
const power = 10 ** Math.floor(Math.log10(min));
// toPrecision drops float noise (0.30000000000000004), so steps add up cleanly.
return Number((([1, 2, 5, 10].find((unit) => unit * power >= min) ?? 10) * power).toPrecision(12));
}
/** The parachute that opens at a cash out: a scalloped canopy, three lines and the player. */
export function Parachute() {
return (
<g className="text-primary">
<path d="M-9,0Q-9,-11 0,-11Q9,-11 9,0Q6,-3 3,0Q0,-3 -3,0Q-6,-3 -9,0Z" fill="currentColor" />
<path d="M-9,0L0,10M0,0L0,10M9,0L0,10" stroke="currentColor" strokeWidth={0.75} opacity={0.6} fill="none" />
<circle cy={11.5} r={2} fill="currentColor" />
</g>
);
}
/** Every miniature is 88 × 48, like Mines' mini map. */
export const MINI = { width: 88, height: 48 } as const;
// The replay starts once the ticket's figures are in, and draws over 0.6s.
export const MINI_REPLAY = { delay: 0.3, duration: 0.6, ease: EASE_OUT } as const;
/** The sound toggle: a quiet 32px icon button in the card's header. */
const SoundToggle = memo(function SoundToggle({ on, onToggle }: { on: boolean; onToggle: () => void }) {
return (
// aria-label names the button; the tooltip shows the same label on hover
// and focus. Tooltip's asLabel would hydrate differently from the server.
<Tooltip content="Sound" side="top">
<Button
variant="ghost"
onClick={onToggle}
aria-label="Sound"
aria-pressed={on}
pressScale={0.96}
className={cn("size-8 shrink-0 rounded-xl px-0", on && "text-foreground")}
>
<ActionSwapCascadeIcon value={on ? "on" : "off"} className="size-4">
{on ? (
<Volume2 aria-hidden="true" className="size-4" />
) : (
<VolumeX aria-hidden="true" className="size-4" />
)}
</ActionSwapCascadeIcon>
</Button>
</Tooltip>
);
});
/** The Auto menu and the main action, in one 40px row with 12px corners. */
function CrashControls({ game, mainRef }: { game: CrashGame; mainRef: Ref<HTMLButtonElement> }) {
return (
<div className="flex items-center gap-2">
<AutoMenu
auto={game.auto}
options={game.autoOptions}
onChange={game.setAuto}
disabled={game.running || game.starting}
/>
<Button
ref={mainRef}
className="relative h-10 flex-1 overflow-hidden rounded-xl tabular-nums aria-disabled:cursor-wait aria-disabled:opacity-60 aria-disabled:hover:bg-primary"
// aria-disabled, not disabled: the button keeps keyboard focus while the
// crash point is on its way.
aria-disabled={game.actionBusy || undefined}
aria-busy={game.starting || undefined}
// No press or hover response while it can't act. Passed only then:
// Button spreads props last, so an explicit undefined would drop its hover.
pressScale={game.actionBusy ? 1 : 0.96}
{...(game.actionBusy ? { whileHover: {} } : {})}
onClick={game.act}
// A held Enter repeats clicks; it would cash out, skip and start
// rounds on its own.
onKeyDown={(event) => {
if (event.repeat && event.key === "Enter") event.preventDefault();
}}
>
{game.actionLabel}
{/* Progress toward the auto target, on the same log scale the
multiplier grows on, so it fills at a steady pace. */}
{game.running && game.target !== null ? (
<span
aria-hidden="true"
className="pointer-events-none absolute inset-x-0 bottom-0 h-[3px] origin-left bg-primary-foreground/45"
style={{ transform: `scaleX(${Math.min(1, Math.log(growth(game.t)) / Math.log(game.target)).toFixed(4)})` }}
/>
) : null}
</Button>
</div>
);
}
/** The Auto cash-out menu. */
const AutoMenu = memo(function AutoMenu({
auto,
options,
onChange,
disabled,
}: {
auto: number | null;
options: number[];
onChange: (value: string) => void;
disabled: boolean;
}) {
return (
<Select value={auto === null ? "off" : String(auto)} onValueChange={onChange} disabled={disabled} className="w-32 shrink-0">
<SelectTrigger className="h-10 tabular-nums">
<span className="flex items-baseline gap-1.5">
<span className="text-xs text-muted-foreground">Auto</span>
{/* Options register after mount; the placeholder covers the server render. */}
<SelectValue placeholder={auto === null ? "Off" : formatShort(auto)} />
</span>
</SelectTrigger>
<SelectContent>
<SelectItem value="off">Off</SelectItem>
{options.map((step) => (
<SelectItem key={step} value={String(step)}>
{formatShort(step)}
</SelectItem>
))}
</SelectContent>
</Select>
);
});
/** Recent crash points, newest first, sliding in from the left. */
const CrashHistory = memo(function CrashHistory({
history,
reduce,
className,
}: {
history: CrashGame["history"];
reduce: boolean;
className?: string;
}) {
return (
<ul
aria-label="Recent crashes"
className={cn(
"flex items-center gap-1.5 overflow-hidden [mask-image:linear-gradient(to_right,black_85%,transparent)]",
className,
)}
>
<AnimatePresence initial={false} mode="popLayout">
{history.length === 0 ? (
<motion.li key="empty" className="text-xs text-muted-foreground" initial={false} animate={{ opacity: 1 }} exit={{ opacity: 0, transition: EXIT }}>
Recent rounds show here
</motion.li>
) : (
history.map((entry) => (
<motion.li
key={entry.id}
layout={!reduce}
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.9, x: -8 }}
animate={{ opacity: 1, scale: 1, x: 0 }}
exit={{ opacity: 0, transition: EXIT }}
transition={reduce ? { duration: 0.15 } : SPRING_LAYOUT}
className={cn(
"shrink-0 rounded-full px-2 py-0.5 text-xs font-medium tabular-nums",
HEAT_PILL[heat(entry.value)],
)}
>
{formatMultiplier(entry.value)}
</motion.li>
))
)}
</AnimatePresence>
</ul>
);
});
/**
* The live multiplier, warming as it climbs, that becomes the result at the
* crash: red and shaking on a loss, your cash out in primary on a win.
*/
function CrashMultiplier({ game, className }: { game: CrashGame; className?: string }) {
const { lost, crashed, cashed, reduce, pulse, round } = game;
// After a crash you cashed out of, the number that counts is yours.
const final = crashed && cashed !== null;
return (
<motion.p
key={round}
className={cn(
"font-semibold tracking-tight tabular-nums transition-colors duration-150",
className,
// Warms with the climb, so size reads without the digits; the result overrides.
lost ? "text-rose-600 dark:text-rose-400" : final ? "text-primary" : HEAT_TEXT[heat(game.multiplier)],
)}
animate={lost && !reduce ? { x: [0, -6, 6, -3, 3, 0] } : { x: 0 }}
transition={SHAKE}
>
{/* Remounts per milestone for a quick swell, and once more when the
crash hands the readout your cash out, which blurs in. */}
<motion.span
key={final ? "final" : pulse}
className="inline-block"
initial={
reduce
? final
? { opacity: 0 }
: false
: final
? { opacity: 0, scale: 0.96, filter: "blur(4px)" }
: pulse > 0
? { scale: 1.08 }
: false
}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
transition={final ? SWAP : PULSE}
>
{formatMultiplier(final ? cashed : game.multiplier)}
</motion.span>
</motion.p>
);
}
/**
* The line under the multiplier: a hint before and during the flight, a
* solid badge from the cash out until the crash, then the round's context.
*/
function CrashStatus({ game, className }: { game: CrashGame; className?: string }) {
const { cashed, crashed, status, reduce } = game;
return (
<div className={cn("flex h-6 items-center", className)}>
<AnimatePresence initial={false} mode="popLayout">
{cashed !== null && !crashed ? (
<motion.p
key="cashed"
className="inline-flex h-6 items-center gap-1 rounded-full bg-primary pr-2.5 pl-2 text-xs font-medium text-primary-foreground tabular-nums"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.96, filter: "blur(4px)" }}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
<Check aria-hidden="true" className="size-3.5" strokeWidth={2.5} />
Cashed out {formatMultiplier(cashed)}
</motion.p>
) : (
<motion.p
key={status}
className="text-xs text-muted-foreground tabular-nums"
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 4, filter: "blur(4px)" }}
animate={{ opacity: 1, y: 0, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
{status}
</motion.p>
)}
</AnimatePresence>
</div>
);
}
/**
* The small uppercase state label: Ready, In flight, then the result:
* Cashed out with a check, or Crashed with a cross.
*/
function CrashEyebrow({ game, className }: { game: CrashGame; className?: string }) {
const { lost, crashed, running, cashed, reduce } = game;
const icon = crashed ? (lost ? "lost" : "won") : running && cashed === null ? "live" : null;
return (
<p
className={cn(
"flex h-4 items-center gap-1.5 text-[11px] font-medium tracking-[0.08em] uppercase transition-colors duration-150",
lost ? "text-rose-700 dark:text-rose-400" : crashed ? PRIMARY_TEXT : "text-muted-foreground",
className,
)}
>
<AnimatePresence initial={false} mode="popLayout">
{icon ? (
<motion.span
key={icon}
aria-hidden="true"
className="grid size-3.5 place-items-center"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25, filter: "blur(4px)" }}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
{icon === "live" ? (
<span className="size-1.5 rounded-full bg-primary" />
) : icon === "won" ? (
<Check className="size-3.5" strokeWidth={3} />
) : (
<X className="size-3.5" strokeWidth={3} />
)}
</motion.span>
) : null}
</AnimatePresence>
{game.eyebrow}
</p>
);
}
/** The polite live region for starts, milestones, cash outs and crashes. */
function CrashAnnouncer({ game }: { game: CrashGame }) {
return (
<p aria-live="polite" className="sr-only">
{game.announcement}
</p>
);
}
"use client";
import { useReducedMotion } from "motion/react";
import { useCallback, useEffect, useLayoutEffect, useMemo, useRef, useState } from "react";
import { EASE_OUT } from "@/lib/ease";
import { createGameSounds, type GameSounds } from "@/lib/game-sounds";
// The game every Crash design shares: the clock, the crash point, cashing out,
// milestones, history, sound and announcements. A design only draws it.
export interface CrashProps {
/** Multiplier to cash out at automatically (controlled), or null for manual play. Applies from the next round. */
autoCashOut?: number | null;
/** Initial auto cash-out when uncontrolled. Default null (off). */
defaultAutoCashOut?: number | null;
/** Called when the Auto menu changes between rounds. */
onAutoCashOutChange?: (autoCashOut: number | null) => void;
/**
* Decides each round's crash point, called once when the round starts.
* Return a number, or a Promise for one (a server round, a provably fair
* hash): the main button shows Starting… until it settles, and a rejection
* returns to Start. Values below 1 or not finite become 1, and values are
* floored to two decimals. Default `crashPoint()`. Ignored when `crashAt`
* is passed.
*/
getCrashPoint?: () => number | Promise<number>;
/**
* Live rounds (controlled), for a server that keeps the crash point secret
* until it happens: the round `onStart` was given and its crash point once
* revealed, or null. A round flies open-ended until its own crash point
* arrives; a value for any other round is ignored, so a reveal from last
* round can't end this one. A value at or below the current multiplier
* crashes at once, at that value, and a cash out above it never happened:
* the round ends lost and `onCashOut` is not called. A value still ahead
* means the display is behind the server: the flight runs out to it
* quickly and takes no more hand cash outs (an auto target below it still
* pays). Whether a round is live is fixed when it starts; dropping
* `crashAt` mid-round ends it at the current multiplier.
*/
crashAt?: CrashReveal | null;
/** Called when the player starts a round, before its crash point is known, with the round's number (unique on the page). */
onStart?: (round: number) => void;
/**
* Called when the player cashes out, by hand or automatically. In a live
* round it waits until the crash point is revealed, so it only fires for a
* cash out that stands.
*/
onCashOut?: (multiplier: number) => void;
/** Called when the round crashes, with the cash-out multiplier or null if the player was still in. */
onCrash?: (crashPoint: number, cashedOut: number | null) => void;
/** Play synthesized sounds (controlled): a climbing chime at each milestone (2× to 5×, then 10×, 20×, 50×…), a cash-out arpeggio and a crash blast. */
sound?: boolean;
/** Initial sound state when uncontrolled. Default false. */
defaultSound?: boolean;
/** Called when the sound button is toggled. */
onSoundChange?: (sound: boolean) => void;
/** Accessible name for the game. Default "Crash". */
"aria-label"?: string;
className?: string;
}
export type CrashPhase = "idle" | "starting" | "running" | "crashed";
/** A live round's crash point, tagged with the round `onStart` was given. */
export interface CrashReveal {
round: number;
value: number;
}
// The multiplier grows exponentially: 2× after 5.8s, 10× after 19s.
export const GROWTH = 0.12;
export const growth = (seconds: number) => Math.exp(GROWTH * seconds);
export const timeAt = (multiplier: number) => Math.log(multiplier) / GROWTH;
const MAX_CRASH = 1_000_000;
// The highest multiplier a round can show: a passed crash point settles no
// higher, and an open live round stops climbing here (about 32 minutes in)
// rather than overflowing to Infinity.
const CEILING = 1e100;
/**
* A crash point from one uniform draw in [0, 1): the round reaches `m` with
* probability (1 − houseEdge) / m, floored to two decimals and capped at
* 1,000,000×. The default edge of 0 is a fair game. Pass your own `random`
* for a seeded or provably fair round, for example the first 52 bits of a
* round's HMAC-SHA256: `crashPoint(() => parseInt(hash.slice(0, 13), 16) / 2 ** 52, 0.01)`.
*/
export function crashPoint(random: () => number = Math.random, houseEdge = 0) {
const edge = Math.min(Math.max(houseEdge, 0), 1);
return Math.min(MAX_CRASH, Math.max(1, Math.floor((100 * (1 - edge)) / (1 - random())) / 100));
}
/**
* A passed crash point as the game plays it: at least 1 and floored to two
* decimals, the way crash games display them. The round ends on exactly the
* caller's value up to the 1e100 ceiling; `crashPoint()` caps at 1,000,000.
* Anything not finite plays as 1.
*/
const settle = (point: number) => {
if (!Number.isFinite(point)) return 1;
return Math.max(1, floor2(Math.min(point, CEILING)));
};
/**
* Multipliers announced (and chimed) while the player is in: 2× to 5×, then
* 10×, 20×, 50×, 100× and on, so a long flight stays quiet enough to follow.
*/
export function milestone(index: number) {
if (index < 4) return index + 2;
return [10, 20, 50][(index - 4) % 3] * 10 ** Math.floor((index - 4) / 3);
}
// Auto cash-out targets offered in the menu, after Off.
export const AUTO_STEPS = [1.5, 2, 3, 5, 10, 25, 100];
// Skipping after a cash out runs the rest of the flight in at most this long.
const SKIP_TIME = 0.8;
// Presses this soon after a start, a cash-out press or a crash are the same
// press repeated (a double tap, a mash), not the next action (ms).
const PRESS_GUARD = 400;
// Round numbers, unique on the page, so a live reveal kept by the parent
// across a remount can't match a fresh round.
let rounds = 0;
const HISTORY = 12;
// Motion shared by every design.
// A loss shakes the readout once, quickly; a burst spreads from the crash.
export const SHAKE = { duration: 0.3, ease: EASE_OUT } as const;
export const BURST = { duration: 0.45, ease: EASE_OUT } as const;
// Status lines and markers swap on a spring with no bounce.
export const SWAP = { type: "spring", duration: 0.3, bounce: 0 } as const;
// A milestone swells the readout and lets it settle with a little give.
export const PULSE = { type: "spring", duration: 0.35, bounce: 0.3 } as const;
// Exits are shorter than entrances.
export const EXIT = { duration: 0.12, ease: EASE_OUT } as const;
export function useCrashGame({
autoCashOut: autoProp,
defaultAutoCashOut = null,
onAutoCashOutChange,
getCrashPoint,
crashAt,
onStart,
onCashOut,
onCrash,
sound,
defaultSound = false,
onSoundChange,
}: Omit<CrashProps, "aria-label" | "className">) {
// Live rounds: the crash point arrives through `crashAt` while flying.
const live = crashAt !== undefined;
const reduce = useReducedMotion() ?? false;
const [internalAuto, setInternalAuto] = useState(defaultAutoCashOut);
const rawAuto = autoProp === undefined ? internalAuto : autoProp;
const auto = rawAuto === null || !Number.isFinite(rawAuto) ? null : Math.max(1.01, floor2(rawAuto));
const [phase, setPhase] = useState<CrashPhase>("idle");
const [round, setRound] = useState(0);
const [elapsed, setElapsed] = useState(0);
const [cashed, setCashed] = useState<number | null>(null);
// Seconds into the flight at the cash out. The value is floored to two
// decimals, so a design that counts steps (Tower's blocks) needs the time.
const [cashedT, setCashedT] = useState<number | null>(null);
const [crashedAt, setCrashedAt] = useState<number | null>(null);
const [history, setHistory] = useState<{ id: number; value: number }[]>([]);
const [announcement, setAnnouncement] = useState("");
// Counts milestones passed this round; each one pulses the readout.
const [pulse, setPulse] = useState(0);
// The auto target locked in when the round started.
const [roundAuto, setRoundAuto] = useState<number | null>(null);
// The flight lives in a ref so each frame can read and advance it. The
// crash point stays out of state until it is reached. `milestone` indexes
// the next multiplier to announce. `pressTime` is the last take-off,
// cash-out press or crash, in performance.now() ms. `held` is a live cash out waiting on
// the crash point before `onCashOut` hears of it.
const flight = useRef({
round: 0,
live: false,
t: 0,
rate: 1,
crash: 1,
auto: null as number | null,
milestone: 0,
pressTime: Number.NEGATIVE_INFINITY,
held: false,
});
const cashedRef = useRef<number | null>(null);
// A round is in progress from Start until it crashes or fails to start. A
// ref, not render state: two clicks in one frame both see the old phase,
// so a second start would ask for a second crash point (a second server
// round), and a click landing just after the crash frame would cash out a
// round that has already ended.
const busy = useRef(false);
// Drops a crash point that settles after unmount. Set in the effect body
// as well as cleared in its cleanup, so StrictMode's dev remount turns it
// back on.
const alive = useRef(true);
useEffect(() => {
alive.current = true;
return () => {
alive.current = false;
};
}, []);
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const player = useRef<GameSounds | null>(null);
const getPlayer = () => {
if (!player.current) player.current = createGameSounds();
return player.current;
};
useEffect(
() => () => {
player.current?.dispose();
player.current = null;
},
[],
);
const running = phase === "running";
const starting = phase === "starting";
const crashed = phase === "crashed";
// Unknown only in a live round the server hasn't ended yet. From the
// round's own mode, which a prop change mid-round doesn't move.
const roundLive = flight.current.live;
const crashKnown = !roundLive || crashAt?.round === round;
// A live round the server has ended while the display catches up.
const overtaken = running && roundLive && crashKnown;
const t = crashed && crashedAt !== null ? timeAt(crashedAt) : elapsed;
const multiplier = crashed && crashedAt !== null ? crashedAt : floor2(growth(t));
const cashOut = (value: number, time: number) => {
if (!busy.current || cashedRef.current !== null) return;
cashedRef.current = value;
setCashed(value);
setCashedT(time);
setAnnouncement(`Cashed out at ${formatMultiplier(value)}.`);
if (soundOn) getPlayer().cashOut();
// A live cash out stands only if the crash point turns out above it.
if (Number.isFinite(flight.current.crash)) onCashOut?.(value);
else flight.current.held = true;
};
// Takes off once the crash point is settled (Infinity: not yet revealed).
const fly = (id: number, crash: number) => {
flight.current = {
round: id,
live,
t: 0,
rate: 1,
crash,
auto,
milestone: 0,
// Kept from start(): an async crash point can take a while, and the
// first tap after it lands is a real cash out.
pressTime: flight.current.pressTime,
held: false,
};
setPhase("running");
setAnnouncement(auto === null ? "Round started." : `Round started. Auto cash out at ${formatMultiplier(auto)}.`);
};
const start = () => {
// From the ref, not render state: two clicks in one frame both see the
// old phase, and a second start would ask for a second crash point (a
// second server round).
if (busy.current) return;
busy.current = true;
rounds += 1;
const id = rounds;
// Before any state changes: if it throws, the round never began and the
// last one's result stays as it was.
try {
onStart?.(id);
} catch (error) {
busy.current = false;
throw error;
}
// The guard against a double tap on Start cashing out at once.
flight.current.pressTime = performance.now();
cashedRef.current = null;
setCashed(null);
setCashedT(null);
setCrashedAt(null);
setElapsed(0);
setPulse(0);
setRoundAuto(auto);
setRound(id);
if (soundOn) getPlayer().prepare();
if (live) {
fly(id, Number.POSITIVE_INFINITY);
return;
}
let point: number | Promise<number>;
try {
point = getCrashPoint ? getCrashPoint() : crashPoint();
} catch {
point = Promise.reject();
}
if (typeof point === "number") {
fly(id, settle(point));
return;
}
setPhase("starting");
setAnnouncement("Starting round.");
// Promise.resolve: a plain-JS caller may hand back something else.
Promise.resolve(point).then(
(value) => {
if (alive.current) fly(id, settle(value));
},
() => {
if (!alive.current) return;
busy.current = false;
setPhase("idle");
setAnnouncement("The round couldn't start. Try again.");
},
);
};
// Runs the rest of the flight quickly; reduced motion jumps to the crash.
// A live round still waiting on its crash point can't be run out.
const skip = () => {
const f = flight.current;
if (!Number.isFinite(f.crash)) return;
f.rate = reduce ? 1e9 : Math.max(1, (timeAt(f.crash) - f.t) / SKIP_TIME);
};
const onFrame = useStable((dt: number) => {
// The round already ended: a frame booked before a throwing onCrash.
if (!busy.current) return false;
const f = flight.current;
const wasIn = cashedRef.current === null;
// A live round's crash point lands whenever the server reveals it; one
// already behind the plane crashes at once, at that value. One ahead is
// a display running late: the server has crashed, so the flight runs
// out to it like a skip.
if (f.live && !Number.isFinite(f.crash) && crashAt?.round === f.round) {
f.crash = settle(crashAt.value);
f.rate = reduce ? 1e9 : Math.max(1, (timeAt(f.crash) - f.t) / SKIP_TIME);
// The server's crash came before the player's cash out: it never
// happened, so the round is lost after all.
if (cashedRef.current !== null && cashedRef.current > f.crash) {
cashedRef.current = null;
setCashed(null);
setCashedT(null);
f.held = false;
}
}
// The live round lost its crash point source mid-flight: nothing can
// end it any more, so it ends here. A held cash out was never confirmed
// by the server, so it doesn't stand.
if (f.live && !live && !Number.isFinite(f.crash)) {
f.crash = settle(growth(f.t));
if (f.held) {
f.held = false;
cashedRef.current = null;
setCashed(null);
setCashedT(null);
}
}
// A held live cash out stands now the crash point is known.
if (f.held && Number.isFinite(f.crash) && cashedRef.current !== null) {
f.held = false;
onCashOut?.(cashedRef.current);
}
const end = timeAt(f.crash);
f.t = Math.min(end, f.t + dt * f.rate, timeAt(CEILING));
const value = growth(f.t);
if (cashedRef.current === null) {
// A target at or below the crash point always pays, at the target. The
// crash check covers a target equal to the crash point.
if (f.auto !== null && f.auto <= f.crash && (value >= f.auto || f.t >= end)) cashOut(f.auto, timeAt(f.auto));
// Finite: an open live round that runs for hours overflows to Infinity.
// Not during a live run-out: the round is already decided.
else if (f.rate === 1 && f.t < end && Number.isFinite(value) && value >= milestone(f.milestone)) {
// A long frame can cross several; only the last is told.
while (value >= milestone(f.milestone + 1)) f.milestone++;
setAnnouncement(formatShort(milestone(f.milestone)));
setPulse((count) => count + 1);
f.milestone++;
if (soundOn) getPlayer().gem(f.milestone);
}
}
if (f.t < end) {
setElapsed(f.t);
return true;
}
busy.current = false;
f.pressTime = performance.now();
setCrashedAt(f.crash);
setPhase("crashed");
setHistory((current) => [{ id: f.round, value: f.crash }, ...current].slice(0, HISTORY));
setAnnouncement(
cashedRef.current === null
? `Crashed at ${formatMultiplier(f.crash)}. The round is lost.`
: // A cash out on this same frame (a target at the crash point, a
// long frame) would otherwise never be heard.
`${wasIn ? `Cashed out at ${formatMultiplier(cashedRef.current)}. ` : ""}Crashed at ${formatMultiplier(f.crash)}.`,
);
if (soundOn) getPlayer().mine();
onCrash?.(f.crash, cashedRef.current);
return false;
});
useEffect(() => {
if (phase !== "running") return;
let last = performance.now();
// performance.now(), not the frame timestamp, so both ends share one clock.
let id = requestAnimationFrame(function step() {
const now = performance.now();
const dt = Math.max(0, now - last) / 1000;
last = now;
// The next frame is booked first, so a consumer callback that throws
// can't stall a running round; the crash cancels it.
id = requestAnimationFrame(step);
if (!onFrame(dt)) cancelAnimationFrame(id);
});
return () => cancelAnimationFrame(id);
}, [phase, onFrame]);
// Stable, so the menu and sound button can skip the 60fps re-renders.
const setAuto = useStable((value: string) => {
const next = value === "off" ? null : Number(value);
if (autoProp === undefined) setInternalAuto(next);
onAutoCashOutChange?.(next);
});
// A custom target from the prop gets its own option, so the menu can show it.
const autoOptions = useMemo(
() => (auto === null || AUTO_STEPS.includes(auto) ? AUTO_STEPS : [...AUTO_STEPS, auto].sort((a, b) => a - b)),
[auto],
);
const toggleSound = useStable(() => {
const next = !soundOn;
if (next) getPlayer().prepare();
if (sound === undefined) setInternalSound(next);
onSoundChange?.(next);
});
/** Start, cash out or skip, whichever the round is ready for. */
const act = () => {
const now = performance.now();
// A double tap on Start mustn't cash out at 1.01×, nor a mashed cash out
// skip or start the next round. An auto cash out doesn't count as a
// press, so it can be skipped at once.
if (starting || now - flight.current.pressTime < PRESS_GUARD) return;
if (!running) start();
else if (cashedRef.current === null) {
// The server already ended this live round; the display is catching
// up. `overtaken` covers the frame before onFrame takes the reveal.
if (overtaken || (flight.current.live && Number.isFinite(flight.current.crash))) return;
flight.current.pressTime = now;
cashOut(floor2(growth(flight.current.t)), flight.current.t);
} else skip();
};
const actionLabel = starting
? "Starting…"
: running
? cashed === null
? overtaken
? "Crashing…"
: `Cash out ${formatMultiplier(multiplier)}`
: crashKnown
? "Skip to crash"
: "Waiting for crash"
: crashed
? "Play again"
: "Start";
/** The main action can't act right now: the crash point is still coming, or a live round is already over. */
const actionBusy = starting || (running && cashed !== null && !crashKnown) || (overtaken && cashed === null);
// Red is kept for a loss: a crash after a cash out is no bad news.
const lost = crashed && cashed === null;
// At the end of a round the readout becomes the result: won or lost, the
// number that counts, and one line of context.
const eyebrow = lost ? "Crashed" : crashed ? "Cashed out" : running ? "In flight" : starting ? "Starting" : "Ready";
// In flight the round's locked target, not a menu change made since.
const shownAuto = running ? roundAuto : auto;
const status = crashed
? cashed !== null
? // Within 10% of the crash is a close call.
multiplier / cashed < 1.1
? `Crashed at ${formatMultiplier(multiplier)}, a close call`
: `It flew on to ${formatMultiplier(multiplier)}`
: roundAuto !== null
? `Short of your ${formatShort(roundAuto)} target`
: "You were still in"
: shownAuto !== null
? `Auto cash out at ${formatMultiplier(shownAuto)}`
: running
? "Cash out before it crashes"
: "Start a round";
// What a design marks ahead of the flight: the auto target until it pays
// (the menu's choice while idle, the locked one in flight), and the last
// round's crash point as a faint trace. Both are null when there is none.
const target = cashed !== null || crashed ? null : running ? roundAuto : auto;
const ghost = (crashed ? history[1] : history[0])?.value ?? null;
return {
reduce,
/** The built-in fair crash point decides the round, so "1 in m" odds hold. */
fair: !live && !getCrashPoint,
target,
ghost,
/** The auto target the current or last round played with. */
roundAuto,
phase,
running,
starting,
crashed,
lost,
/** A skip is running the rest of the flight out; scenery that streams with t would only flicker. */
skipping: running && flight.current.rate > 1,
/** Seconds into the flight, frozen at the crash. */
t,
multiplier,
cashed,
/** Seconds into the flight at the cash out, or null. */
cashedT,
round,
pulse,
history,
auto,
autoOptions,
setAuto,
soundOn,
toggleSound,
act,
actionLabel,
actionBusy,
eyebrow,
status,
announcement,
};
}
export type CrashGame = ReturnType<typeof useCrashGame>;
/**
* A callback with one identity for the component's life that runs the latest
* render's code. Stands in for useEffectEvent, which needs React 19.2.
*/
export function useStable<A extends unknown[], R>(fn: (...args: A) => R) {
const ref = useRef(fn);
useLayoutEffect(() => {
ref.current = fn;
});
return useCallback((...args: A) => ref.current(...args), []);
}
/**
* How hot a multiplier reads: cool under 2×, warm to 10×, hot beyond. The
* readout and the history colour by it, so size reads without the digits.
*/
export function heat(multiplier: number) {
return multiplier >= 10 ? "hot" : multiplier >= 2 ? "warm" : "cool";
}
export function floor2(value: number) {
return Math.floor(value * 100 + 1e-9) / 100;
}
// Truncated, never rounded up: a 10,960× payout reads 10.9K×, not 11K×.
const COMPACT = new Intl.NumberFormat("en", { notation: "compact", maximumFractionDigits: 1, roundingMode: "trunc" });
/**
* Large values: compact up to trillions, then scientific (1.4e100), since
* compact notation stops at T and would print 1e100 as a 100-digit string.
*/
function formatLarge(multiplier: number) {
if (multiplier < 1e15) return COMPACT.format(multiplier);
// From toExponential, not log10: 1e100 / 10 ** 100 is 0.999….
const [mantissa, exponent] = multiplier.toExponential(6).split("e");
return `${Math.floor(Number(mantissa) * 10) / 10}e${Number(exponent)}`;
}
/** A multiplier as Crash shows it: 2.50×, or shortened when large (12.5K×, 1.4e20×). */
export function formatMultiplier(multiplier: number) {
return `${multiplier < 10_000 ? multiplier.toFixed(2) : formatLarge(multiplier)}×`;
}
/** Scale and menu labels: 1.5×, 2×, 1.2K×. */
export function formatShort(multiplier: number) {
return `${multiplier < 1000 ? +multiplier.toFixed(2) : formatLarge(multiplier)}×`;
}
"use client";
import {
ActionSwapButton,
ActionSwapIcon,
ActionSwapText,
type ActionSwapButtonProps,
type ActionSwapIconProps,
type ActionSwapTextProps,
} from "./action-swap";
export type {
ActionSwapButtonSize,
ActionSwapButtonVariant,
ActionSwapItem,
} from "./action-swap";
export type ActionSwapCascadeButtonProps = Omit<ActionSwapButtonProps, "animation">;
export type ActionSwapCascadeTextProps = Omit<ActionSwapTextProps, "animation">;
export type ActionSwapCascadeIconProps = Omit<ActionSwapIconProps, "animation">;
export function ActionSwapCascadeButton(props: ActionSwapCascadeButtonProps) {
return <ActionSwapButton {...props} animation="cascade" />;
}
export function ActionSwapCascadeText(props: ActionSwapCascadeTextProps) {
return <ActionSwapText {...props} animation="cascade" />;
}
export function ActionSwapCascadeIcon(props: ActionSwapCascadeIconProps) {
return <ActionSwapIcon {...props} animation="cascade" />;
}
export type {
ButtonLinkProps,
ButtonProps,
ButtonSize,
ButtonVariant,
} from "./base";
export { Button, ButtonLink } from "./base";
export type { MagneticButtonProps } from "./magnetic";
export { MagneticButton } from "./magnetic";
export type { MetallicButtonProps } from "./metallic";
export { MetallicButton } from "./metallic";
export type { ButtonState, StatefulButtonProps } from "./stateful";
export { StatefulButton } from "./stateful";
"use client";
import { animate, motion, useInView, useReducedMotion } from "motion/react";
import { useEffect, useMemo, useRef, useState } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
export interface NumberTickerProps {
value: number;
/** Digits to pad to (left). */
pad?: number;
/**
* Fraction digits to keep. The value is rounded to this many places before
* `format` runs (default 0, whole numbers).
*/
decimals?: number;
/** Per-digit roll duration in seconds. */
duration?: number;
/** Stagger between digits. */
stagger?: number;
/** Render only after the element enters the viewport. */
startOnView?: boolean;
prefix?: string;
suffix?: string;
/** Add a small blur during digit rolls. */
blur?: boolean;
className?: string;
digitClassName?: string;
/** Insert locale group separators (commas). Server-component safe. */
locale?: boolean;
/** Custom formatter. Client-only — server components must use `locale` instead. */
format?: (value: number) => string;
}
const DIGIT_HEIGHT_EM = 1.1;
const DIGITS = Array.from({ length: 10 }, (_, n) => n);
export function NumberTicker({
value,
pad,
decimals = 0,
duration = 0.9,
stagger = 0.04,
startOnView = true,
prefix,
suffix,
blur = false,
className,
digitClassName,
locale,
format,
}: NumberTickerProps) {
const containerRef = useRef<HTMLSpanElement>(null);
const inView = useInView(containerRef, { once: true, amount: 0.6 });
const [armed, setArmed] = useState(!startOnView);
useEffect(() => {
if (startOnView && inView) setArmed(true);
}, [startOnView, inView]);
const text = useMemo(() => {
const places = Math.max(0, Math.floor(decimals));
const factor = 10 ** places;
const rounded = Math.round(value * factor) / factor;
const formatted = format
? format(rounded)
: locale
? rounded.toLocaleString(undefined, {
minimumFractionDigits: places,
maximumFractionDigits: places,
})
: rounded.toFixed(places);
return pad ? formatted.padStart(pad, "0") : formatted;
}, [value, pad, decimals, format, locale]);
const glyphs = useMemo(() => {
const chars = text.split("");
// Key by place value (position from the right): a changing digit keeps its
// identity and rolls to the new value instead of remounting and replaying
// from 0. Growing numbers add glyphs on the left without re-keying the
// ones, tens, hundreds already on screen.
return chars.map((char, i) => ({ char, id: `g-${chars.length - 1 - i}` }));
}, [text]);
const readableText = `${prefix ?? ""}${text}${suffix ?? ""}`;
// Stagger is an entrance flourish. Once the reveal has played, value
// changes roll every digit immediately — a per-digit delay on live updates
// reads as lag.
const [entered, setEntered] = useState(false);
useEffect(() => {
if (!armed || entered) return;
const total = (duration + glyphs.length * stagger) * 1000;
const t = window.setTimeout(() => setEntered(true), total);
return () => window.clearTimeout(t);
}, [armed, entered, duration, stagger, glyphs.length]);
return (
<span
ref={containerRef}
className={cn("inline-flex items-baseline tabular-nums", className)}
>
<span className="sr-only">{readableText}</span>
<span aria-hidden="true" className="inline-flex items-baseline">
{prefix ? <span>{prefix}</span> : null}
{glyphs.map(({ char, id }, i) => {
const isDigit = /\d/.test(char);
if (!isDigit) {
return (
<span key={id} className="inline-block">
{char}
</span>
);
}
const digit = Number(char);
return (
<Digit
key={id}
digit={armed ? digit : 0}
delay={entered ? 0 : i * stagger}
duration={duration}
blur={blur}
className={digitClassName}
/>
);
})}
{suffix ? <span>{suffix}</span> : null}
</span>
</span>
);
}
function Digit({
digit,
delay,
duration,
blur,
className,
}: {
digit: number;
delay: number;
duration: number;
blur: boolean;
className?: string;
}) {
const reduce = useReducedMotion();
const columnRef = useRef<HTMLSpanElement>(null);
useEffect(() => {
if (reduce || !blur || !columnRef.current || !Number.isFinite(digit)) {
return;
}
const node = columnRef.current;
const controls = animate(
node,
{ filter: ["blur(10px)", "blur(0px)"] },
{
duration: Math.min(duration * 0.75, 0.32),
delay,
ease: EASE_OUT,
},
);
return () => {
controls.stop();
node.style.filter = "blur(0px)";
};
}, [blur, delay, digit, duration, reduce]);
return (
// The invisible in-flow digit gives the slot a real text baseline so it
// lines up with surrounding text; clip-path clips the rolling column
// without moving that baseline the way overflow: hidden would.
<span
className={cn(
"relative inline-block text-center [clip-path:inset(0)]",
className,
)}
style={{
height: `${DIGIT_HEIGHT_EM}em`,
lineHeight: `${DIGIT_HEIGHT_EM}em`,
width: "1ch",
}}
>
<span className="invisible">{digit}</span>
<motion.span
ref={columnRef}
initial={{ y: 0 }}
animate={{ y: `-${digit * DIGIT_HEIGHT_EM}em` }}
transition={
reduce
? { duration: 0 }
: { duration, delay, ease: EASE_OUT }
}
className="absolute inset-x-0 top-0 flex flex-col items-center will-change-[transform,filter]"
>
{DIGITS.map((n) => (
<span
key={n}
className="flex h-[1.1em] items-center justify-center leading-none"
>
{n}
</span>
))}
</motion.span>
</span>
);
}
"use client";
import { Check, ChevronDown } from "lucide-react";
import {
animate,
type MotionValue,
motion,
useMotionValue,
useMotionValueEvent,
useReducedMotion,
useTransform,
type Variants,
} from "motion/react";
import {
createContext,
type ReactNode,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { EASE_OUT } from "@/lib/ease";
import { type ListboxRow, useListbox } from "@/lib/hooks/use-listbox";
import { cn } from "@/lib/utils";
// One progress value drives the surface, gap, corners and chevron. This short
// spring suits the full reveal distance; each reader clamps its small internal
// overshoot, so all visible endpoints settle together. Rows share a short
// reveal so long lists have no late entries.
const UNFOLD_SPRING = {
type: "spring",
visualDuration: 0.2,
bounce: 0.12,
} as const;
// Exits are faster than entrances: the panel folds back on a short ease.
const UNFOLD_EXIT = { duration: 0.2, ease: EASE_OUT } as const;
const RADIUS = 12;
// How far the open panel sits from the trigger once it has pulled away.
const GAP = 8;
// The surface starts as a thin lip flush against the trigger's edge.
const LIP = 8;
const lerp = (a: number, b: number, t: number) => a + (b - a) * t;
const ITEM_VARIANTS: Variants = {
// A shared short reveal keeps late rows in long, scrolled lists ready with
// the surface. Per-index staggering can delay visible rows by over a second.
hidden: { opacity: 0, y: -4, transition: { duration: 0.08, ease: EASE_OUT } },
show: { opacity: 1, y: 0, transition: { duration: 0.12, ease: EASE_OUT } },
};
type Placement = "bottom" | "top";
interface SelectContextValue {
value: string | undefined;
open: boolean;
setOpen: (open: boolean) => void;
select: (value: string) => void;
register: (value: string, label: string, disabled: boolean) => void;
unregister: (value: string) => void;
labelFor: (value: string | undefined) => string | undefined;
rows: ListboxRow[];
/** Closes the panel; focus inside it returns to the trigger. */
close: () => void;
reduce: boolean;
progress: MotionValue<number>;
triggerId: string;
listId: string;
disabled: boolean;
placement: Placement;
setPlacement: (p: Placement) => void;
}
const SelectContext = createContext<SelectContextValue | null>(null);
// The option keyboard focus is on, resolved during render by the content.
const ActiveOptionContext = createContext<string | undefined>(undefined);
function useSelectContext(component: string) {
const ctx = useContext(SelectContext);
if (!ctx) throw new Error(`${component} must be used within <Select>`);
return ctx;
}
export interface SelectProps {
value?: string;
defaultValue?: string;
onValueChange?: (value: string) => void;
/**
* Controlled open state of the panel. A layout that stacks selects can hold
* this to keep exactly one panel open — the panel is absolutely positioned
* inside its field, so two open at once paint over each other's options.
*/
open?: boolean;
/** Uncontrolled initial open state. Default false. */
defaultOpen?: boolean;
/**
* Fires whenever the panel opens or closes. The panel is absolutely
* positioned inside the field, so a layout that stacks selects has to know
* which one is open to paint it above its neighbours.
*/
onOpenChange?: (open: boolean) => void;
disabled?: boolean;
className?: string;
children: ReactNode;
}
export function Select({
value,
defaultValue,
onValueChange,
open: openProp,
defaultOpen = false,
onOpenChange,
disabled = false,
className,
children,
}: SelectProps) {
const reduce = useReducedMotion() ?? false;
const baseId = useId();
const rootRef = useRef<HTMLDivElement>(null);
const [internalOpen, setInternalOpen] = useState(defaultOpen);
const [internal, setInternal] = useState(defaultValue);
const [labels, setLabels] = useState<
Map<string, { label: string; disabled: boolean }>
>(new Map());
const [placement, setPlacement] = useState<Placement>("bottom");
const controlled = value !== undefined;
const current = controlled ? value : internal;
const openControlled = openProp !== undefined;
const open = openControlled ? openProp : internalOpen;
const progress = useMotionValue(open ? 1 : 0);
const setOpen = useCallback(
(next: boolean) => {
if (!openControlled) setInternalOpen(next);
onOpenChange?.(next);
},
[onOpenChange, openControlled],
);
// The panel turns inert as it closes, which would drop focus held inside it
// on the page body. Hand it back to the trigger before that happens.
const close = useCallback(() => {
const trigger = document.getElementById(`${baseId}-trigger`);
if (
rootRef.current?.contains(document.activeElement) &&
document.activeElement !== trigger
)
trigger?.focus();
setOpen(false);
}, [baseId, setOpen]);
const select = useCallback(
(next: string) => {
if (!controlled) setInternal(next);
onValueChange?.(next);
close();
},
[controlled, onValueChange, close],
);
const register = useCallback((v: string, label: string, disabled: boolean) => {
setLabels((m) => {
const entry = m.get(v);
if (entry?.label === label && entry.disabled === disabled) return m;
return new Map(m).set(v, { label, disabled });
});
}, []);
const unregister = useCallback((v: string) => {
setLabels((m) => {
if (!m.has(v)) return m;
const next = new Map(m);
next.delete(v);
return next;
});
}, []);
// Reduced motion has no travel, so the progress only carries a short fade.
useEffect(() => {
const animation = animate(
progress,
open ? 1 : 0,
reduce ? { duration: 0.12 } : open ? UNFOLD_SPRING : UNFOLD_EXIT,
);
return () => animation.stop();
}, [open, progress, reduce]);
// close on outside pointer / escape
useEffect(() => {
if (!open) return;
const onKey = (e: KeyboardEvent) => e.key === "Escape" && close();
const onPointer = (e: PointerEvent) => {
if (rootRef.current && !rootRef.current.contains(e.target as Node))
setOpen(false);
};
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer);
return () => {
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer);
};
}, [open, setOpen, close]);
const rows = useMemo(
() =>
Array.from(labels, ([id, entry]) => ({
id,
label: entry.label,
disabled: entry.disabled,
})),
[labels],
);
const ctx = useMemo<SelectContextValue>(
() => ({
value: current,
open,
setOpen,
select,
register,
unregister,
labelFor: (v) => (v === undefined ? undefined : labels.get(v)?.label),
rows,
close,
reduce,
progress,
triggerId: `${baseId}-trigger`,
listId: `${baseId}-list`,
disabled,
placement,
setPlacement,
}),
[
current,
open,
setOpen,
select,
register,
unregister,
labels,
rows,
close,
reduce,
progress,
baseId,
disabled,
placement,
],
);
return (
<SelectContext.Provider value={ctx}>
<div ref={rootRef} className={cn("relative", className)}>
{children}
</div>
</SelectContext.Provider>
);
}
export interface SelectTriggerProps {
className?: string;
children: ReactNode;
}
export function SelectTrigger({ className, children }: SelectTriggerProps) {
const ctx = useSelectContext("SelectTrigger");
const isTop = ctx.placement === "top";
// The edge facing the panel flattens while the panel is attached to it and
// rounds back as the panel pulls away — the two pinch apart — on the same
// curve the panel moves on. The far edge stays rounded.
const nearRadius = useTransform(
ctx.progress,
[0, 0.2, 0.4, 1],
[RADIUS, 0, 0, RADIUS],
);
const rotate = useTransform(ctx.progress, (p) =>
ctx.reduce ? (ctx.open ? 180 : 0) : Math.min(1, Math.max(0, p)) * 180,
);
return (
<motion.button
type="button"
id={ctx.triggerId}
disabled={ctx.disabled}
aria-haspopup="listbox"
aria-expanded={ctx.open}
aria-controls={ctx.listId}
onClick={() => ctx.setOpen(!ctx.open)}
onKeyDown={(event) => {
if (
!ctx.open &&
(event.key === "ArrowDown" || event.key === "ArrowUp")
) {
event.preventDefault();
ctx.setOpen(true);
}
}}
style={{
borderTopLeftRadius: ctx.reduce || !isTop ? RADIUS : nearRadius,
borderTopRightRadius: ctx.reduce || !isTop ? RADIUS : nearRadius,
borderBottomLeftRadius: ctx.reduce || isTop ? RADIUS : nearRadius,
borderBottomRightRadius: ctx.reduce || isTop ? RADIUS : nearRadius,
}}
className={cn(
"relative z-10 flex w-full items-center justify-between gap-2 border border-border bg-background px-3 py-2 text-sm text-foreground outline-none transition-colors",
"hover:border-(--color-border-strong) focus-visible:ring-2 focus-visible:ring-foreground/20",
"disabled:pointer-events-none disabled:opacity-50",
className,
)}
>
{children}
<motion.span
aria-hidden
style={{ rotate }}
className="text-muted-foreground"
>
<ChevronDown className="h-4 w-4" />
</motion.span>
</motion.button>
);
}
export interface SelectValueProps {
placeholder?: string;
className?: string;
}
export function SelectValue({ placeholder, className }: SelectValueProps) {
const ctx = useSelectContext("SelectValue");
const label = ctx.labelFor(ctx.value);
return (
<span
className={cn(label ? "text-foreground" : "text-muted-foreground", className)}
>
{label ?? placeholder ?? "Select"}
</span>
);
}
export interface SelectContentProps {
className?: string;
children: ReactNode;
}
export function SelectContent({ className, children }: SelectContentProps) {
const ctx = useSelectContext("SelectContent");
const panelRef = useRef<HTMLDivElement>(null);
const [height, setHeight] = useState(0);
const { open, progress, reduce, setPlacement } = ctx;
const { activeId, onKeyDown } = useListbox({
open,
rows: ctx.rows,
selected: ctx.value,
list: panelRef,
});
// Keep descendants laid out while hidden: display:none resets nested
// scrollers in Chromium. Collapse only the hidden outer footprint after
// exit so it cannot extend page scrolling. Opening restores the full box
// before measurement or focus; neither layout change is animated.
const [exiting, setExiting] = useState(false);
const [wasOpen, setWasOpen] = useState(open);
if (open !== wasOpen) {
setWasOpen(open);
if (!open) setExiting(true);
}
const present = open || exiting;
useMotionValueEvent(progress, "animationComplete", () => {
if (progress.get() === 0) setExiting(false);
});
useLayoutEffect(() => {
const node = panelRef.current;
if (!node || !present) return;
const measure = () => setHeight(node.offsetHeight);
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, [present]);
// On open, flip upward when there isn't room below and there's more above.
useLayoutEffect(() => {
if (!open) return;
const trigger = document.getElementById(ctx.triggerId);
const node = panelRef.current;
if (!trigger || !node) return;
const rect = trigger.getBoundingClientRect();
const h = node.offsetHeight;
const below = window.innerHeight - rect.bottom;
const above = rect.top;
setPlacement(below < h + 16 && above > below ? "top" : "bottom");
}, [open, ctx.triggerId, setPlacement]);
const isTop = ctx.placement === "top";
// Reveal a full-size panel from its near edge. No ancestor scales the list,
// so rows, borders and shadow keep their natural thickness. The clip and
// corner writes can paint; only the gap uses a transform. All read one
// progress value, with no animated layout properties.
const ready = height > 0 && !reduce;
const fromY = ready ? (isTop ? GAP : -GAP) : 0;
const detach = useTransform(progress, [0.4, 1], [0, 1]);
const y = useTransform(detach, (d) => lerp(fromY, 0, d));
const nearRadius = useTransform(detach, (d) => (ready ? RADIUS * d : RADIUS));
const borderRadius = useTransform(nearRadius, (near) =>
isTop
? `${RADIUS}px ${RADIUS}px ${near}px ${near}px`
: `${near}px ${near}px ${RADIUS}px ${RADIUS}px`,
);
const clipPath = useTransform([progress, nearRadius], ([p, near]: number[]) => {
if (!ready) return "none";
// Clamp overshoot so the clip never extends into the trigger or exposes
// overflowing children. At rest remove it so the native shadow is whole.
const reveal = Math.min(1, Math.max(0, p));
if (reveal === 1) return "none";
const hidden = Math.max(0, (height - LIP) * (1 - reveal));
const inset = isTop ? `${hidden}px 0 0 0` : `0 0 ${hidden}px 0`;
const corners = isTop
? `${RADIUS}px ${RADIUS}px ${near}px ${near}px`
: `${near}px ${near}px ${RADIUS}px ${RADIUS}px`;
return `inset(${inset} round ${corners})`;
});
// The surface materialises over its first frames rather than popping in as
// a lip; with reduced motion the fade is the whole entrance.
const opacity = useTransform(progress, reduce ? [0, 1] : [0, 0.12], [0, 1]);
return (
<motion.div
ref={panelRef}
id={ctx.listId}
role="listbox"
aria-labelledby={ctx.triggerId}
aria-hidden={!open}
inert={!open}
onKeyDown={(event) => {
// Tab leaves the list from the trigger, so focus moves on to the
// control after the select rather than into the closing panel.
if (event.key === "Tab") ctx.close();
else onKeyDown(event);
}}
style={{
visibility: present ? undefined : "hidden",
maxHeight: present ? undefined : 0,
borderWidth: present ? undefined : 0,
y,
clipPath,
borderRadius,
opacity,
pointerEvents: open ? "auto" : "none",
marginTop: isTop ? 0 : GAP,
marginBottom: isTop ? GAP : 0,
}}
// flush against the trigger, then separates into its own rounded pill;
// sits above or below depending on available space
className={cn(
"absolute left-0 right-0 z-20 overflow-hidden border border-border bg-background shadow-lg",
isTop ? "bottom-full" : "top-full",
className,
)}
>
<ActiveOptionContext.Provider value={activeId}>
<motion.div
initial={false}
animate={open ? "show" : "hidden"}
className="p-1"
>
{children}
</motion.div>
</ActiveOptionContext.Provider>
</motion.div>
);
}
export interface SelectItemProps {
value: string;
disabled?: boolean;
className?: string;
children: ReactNode;
}
export function SelectItem({
value,
disabled = false,
className,
children,
}: SelectItemProps) {
const ctx = useSelectContext("SelectItem");
const activeId = useContext(ActiveOptionContext);
const selected = ctx.value === value;
const label = typeof children === "string" ? children : value;
useLayoutEffect(() => {
ctx.register(value, label, disabled);
}, [ctx.register, value, label, disabled]);
useLayoutEffect(() => () => ctx.unregister(value), [ctx.unregister, value]);
return (
<motion.div variants={ctx.reduce ? undefined : ITEM_VARIANTS}>
<button
type="button"
role="option"
aria-selected={selected}
disabled={disabled}
// One tab stop: the active option, which focus follows while open.
tabIndex={activeId === value ? 0 : -1}
data-listbox-id={value}
onClick={() => ctx.select(value)}
className={cn(
"flex w-full items-center justify-between gap-2 rounded-lg px-2.5 py-1.5 text-left text-sm outline-none transition-colors",
selected
? "bg-muted text-foreground"
: "text-muted-foreground hover:bg-muted hover:text-foreground focus-visible:bg-muted",
"disabled:pointer-events-none disabled:opacity-50",
className,
)}
>
{children}
{selected ? <Check className="h-3.5 w-3.5 shrink-0" /> : null}
</button>
</motion.div>
);
}
"use client";
import { AnimatePresence } from "motion/react";
import {
type ComponentProps,
type PointerEvent as ReactPointerEvent,
cloneElement,
createContext,
isValidElement,
type ReactElement,
type ReactNode,
type Ref,
type RefObject,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { createPortal } from "react-dom";
import { TooltipSurface } from "@/components/motion/tooltip-surface";
import { useDismiss } from "@/lib/hooks/use-dismiss";
import { useHoverGesture } from "@/lib/hooks/use-hover-gesture";
import { useTapGesture } from "@/lib/hooks/use-tap-gesture";
import { cn } from "@/lib/utils";
import { focusFromKeyboard, graceArea, inBox, inPolygon, watchModality } from "./tooltip/grace";
import { TooltipArrow, TooltipPositioner } from "./tooltip/positioner";
import {
type TooltipAlign,
type TooltipAnchor,
type TooltipPoint,
type TooltipSide,
useTooltipPointer,
} from "./tooltip/use-position";
export type { TooltipAlign, TooltipSide };
/* -------------------------------------------------------------------------- */
/* Provider */
/* -------------------------------------------------------------------------- */
interface TooltipTiming {
/** Delay before a hover opens a tooltip (ms). */
delay: number;
/** Delay before a tooltip closes once the pointer has left it (ms). */
closeDelay: number;
/** After one tooltip closes, others open instantly for this long (ms). */
skipDelay: number;
}
const TimingContext = createContext<TooltipTiming>({ delay: 120, closeDelay: 0, skipDelay: 300 });
export interface TooltipProviderProps extends Partial<TooltipTiming> {
children: ReactNode;
}
/** Shared timing for every tooltip inside it. Optional: tooltips work without one. */
export function TooltipProvider({ children, ...timing }: TooltipProviderProps) {
const parent = useContext(TimingContext);
const { delay = parent.delay, closeDelay = parent.closeDelay, skipDelay = parent.skipDelay } =
timing;
const value = useMemo(() => ({ delay, closeDelay, skipDelay }), [delay, closeDelay, skipDelay]);
return <TimingContext.Provider value={value}>{children}</TimingContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Root */
/* -------------------------------------------------------------------------- */
// Moving along a toolbar should feel instant after the first label, and only
// one label may show at a time: a keyboard-focused control and a hovered one
// would otherwise both claim the screen.
let lastClosedAt = 0;
let current: { close: () => void } | null = null;
function isEmpty(content: ReactNode) {
return content == null || content === false || content === "";
}
interface TooltipContextValue {
open: boolean;
contentId: string;
labelId: string;
asLabel: boolean;
empty: boolean;
followCursor: boolean;
anchor: TooltipAnchor | null;
/** True when a TooltipTrigger owns the anchor; false for an external `anchorRef`. */
triggered: boolean;
floatingRef: RefObject<HTMLSpanElement | null>;
pointer: ReturnType<typeof useTooltipPointer>;
setTrigger: (element: TooltipAnchor | null) => void;
setEmpty: (empty: boolean) => void;
close: () => void;
onContentEnter: () => void;
onContentLeave: (event: ReactPointerEvent) => void;
}
const TooltipContext = createContext<TooltipContextValue | null>(null);
function useTooltipContext(part: string) {
const context = useContext(TooltipContext);
if (!context) throw new Error(`${part} must be used inside <Tooltip>`);
return context;
}
export interface TooltipRootProps {
children?: ReactNode;
open?: boolean;
defaultOpen?: boolean;
onOpenChange?: (open: boolean) => void;
/** Delay before showing on hover (ms). Keyboard focus shows immediately. */
delay?: number;
/** Delay before hiding once the pointer has left (ms). */
closeDelay?: number;
/** Never show, e.g. while the label it carries is already visible. */
disabled?: boolean;
/**
* Use the tooltip as the trigger's accessible name rather than its
* description. For icon-only controls whose only label is the tooltip.
*/
asLabel?: boolean;
/** Follow real pointer coordinates; keyboard focus still uses the anchor. */
followCursor?: boolean;
/** Existing anchor for controlled integrations such as chart cells. */
anchorRef?: RefObject<TooltipAnchor | null>;
/** Id of the tooltip surface, for anchors that reference it themselves. */
id?: string;
}
function TooltipRoot({
children,
open: controlledOpen,
defaultOpen = false,
onOpenChange,
delay: delayProp,
closeDelay: closeDelayProp,
disabled = false,
asLabel = false,
followCursor = false,
anchorRef,
id,
initialEmpty = false,
}: TooltipRootProps & { initialEmpty?: boolean }) {
const timing = useContext(TimingContext);
const delay = delayProp ?? timing.delay;
const closeDelay = closeDelayProp ?? timing.closeDelay;
const [uncontrolledOpen, setUncontrolledOpen] = useState(defaultOpen);
const open = controlledOpen ?? uncontrolledOpen;
const [empty, setEmpty] = useState(initialEmpty);
const [trigger, setTrigger] = useState<TooltipAnchor | null>(null);
const [external, setExternal] = useState<TooltipAnchor | null>(null);
const anchor = anchorRef ? external : trigger;
const generatedId = useId();
const contentId = id ?? `${generatedId}-content`;
const labelId = `${generatedId}-label`;
const floatingRef = useRef<HTMLSpanElement | null>(null);
const anchorObject = useRef<TooltipAnchor | null>(null);
const pointer = useTooltipPointer(anchor, followCursor);
// An external ref can attach after this component renders; read it once it has.
useLayoutEffect(() => {
if (!anchorRef) return;
const element = anchorRef.current ?? null;
if (element !== external) setExternal(element);
});
// Everything the event listeners read, current without re-binding them.
const latest = useRef({ open, delay, closeDelay, disabled, empty, onOpenChange, controlled: false });
useLayoutEffect(() => {
anchorObject.current = anchor;
latest.current = {
open,
delay,
closeDelay,
disabled,
empty,
onOpenChange,
controlled: controlledOpen !== undefined,
};
});
const openTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const closeTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const grace = useRef<(() => void) | null>(null);
const self = useRef<{ close: () => void }>({ close: () => {} });
const clearTimers = useCallback(() => {
if (openTimer.current) clearTimeout(openTimer.current);
if (closeTimer.current) clearTimeout(closeTimer.current);
openTimer.current = null;
closeTimer.current = null;
}, []);
const stopGrace = useCallback(() => {
grace.current?.();
grace.current = null;
}, []);
// Only a real change reaches the consumer: a pointer leaving a closed
// tooltip is not news.
const commit = useCallback((next: boolean) => {
if (latest.current.open === next) return;
if (!latest.current.controlled) setUncontrolledOpen(next);
latest.current.onOpenChange?.(next);
}, []);
const openNow = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.disabled || latest.current.empty) return;
if (current && current !== self.current) current.close();
current = self.current;
commit(true);
}, [clearTimers, stopGrace, commit]);
const close = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.open) lastClosedAt = Date.now();
if (current === self.current) current = null;
commit(false);
}, [clearTimers, stopGrace, commit]);
useLayoutEffect(() => {
self.current.close = close;
}, [close]);
const requestOpen = useCallback(() => {
clearTimers();
if (latest.current.open || latest.current.disabled || latest.current.empty) return;
const warm = Date.now() - lastClosedAt < timing.skipDelay;
if (warm || latest.current.delay <= 0) openNow();
else openTimer.current = setTimeout(openNow, latest.current.delay);
}, [clearTimers, openNow, timing.skipDelay]);
const requestClose = useCallback(() => {
clearTimers();
if (latest.current.closeDelay > 0) {
closeTimer.current = setTimeout(close, latest.current.closeDelay);
} else close();
}, [clearTimers, close]);
// Hold the label open while the pointer crosses from one box toward the other.
const startGrace = useCallback(
(exit: TooltipPoint, from: Element, to: Element | null) => {
stopGrace();
if (!to) return requestClose();
const target = to.getBoundingClientRect();
const origin = from.getBoundingClientRect();
const corridor = graceArea(exit, target);
const onMove = (event: PointerEvent) => {
const point = { x: event.clientX, y: event.clientY };
if (inBox(point, target) || inBox(point, origin)) return;
if (!inPolygon(point, corridor)) requestClose();
};
document.addEventListener("pointermove", onMove);
grace.current = () => document.removeEventListener("pointermove", onMove);
},
[stopGrace, requestClose],
);
const hover = useHoverGesture();
const tap = useTapGesture<boolean>();
// Listeners go on the trigger itself rather than on cloned props, so a
// component that owns its own handlers keeps them, and no wrapper element
// sits between the control and its layout.
useEffect(() => {
if (anchorRef || !trigger) return;
watchModality();
// A mouse press dismisses the label and keeps it away until the pointer
// leaves; hovering a control you just clicked should not bring it back.
let suppressed = false;
// Focus that came from the keyboard holds the label open on its own.
let keyboardFocus = false;
const onEnter = (event: PointerEvent) => {
if (!hover.enter(event)) return;
stopGrace();
if (closeTimer.current) clearTimeout(closeTimer.current);
if (!suppressed) requestOpen();
};
const onLeave = (event: PointerEvent) => {
if (!hover.leave(event)) return;
suppressed = false;
if (keyboardFocus) return;
if (openTimer.current) {
clearTimers();
return;
}
if (latest.current.open && !followCursor) {
startGrace({ x: event.clientX, y: event.clientY }, trigger, floatingRef.current);
} else requestClose();
};
const onDown = (event: PointerEvent) => {
tap.start(event, latest.current.open);
if (event.pointerType === "mouse") {
suppressed = true;
close();
}
};
// A finger never hovers, and Safari does not focus a button on tap either,
// so the label is only reachable if the tap itself toggles it. The click
// carries no pointerType; the pointerdown before it says whether it was a
// tap, and keyboard activation has none at all.
const onClick = () => {
const gesture = tap.take();
if (!gesture || gesture.pointerType === "mouse") return;
if (gesture.state) close();
else openNow();
};
const onKey = () => tap.drop();
const onFocusIn = () => {
if (!focusFromKeyboard()) return;
keyboardFocus = true;
openNow();
};
const onFocusOut = (event: FocusEvent) => {
if (trigger.contains(event.relatedTarget as Node | null)) return;
keyboardFocus = false;
close();
};
// Both element kinds dispatch the same events; one type keeps the listeners typed.
const el = trigger as HTMLElement;
el.addEventListener("pointerenter", onEnter);
el.addEventListener("pointerleave", onLeave);
el.addEventListener("pointerdown", onDown);
el.addEventListener("pointercancel", tap.drop);
el.addEventListener("click", onClick);
el.addEventListener("keydown", onKey);
el.addEventListener("focusin", onFocusIn);
el.addEventListener("focusout", onFocusOut);
return () => {
el.removeEventListener("pointerenter", onEnter);
el.removeEventListener("pointerleave", onLeave);
el.removeEventListener("pointerdown", onDown);
el.removeEventListener("pointercancel", tap.drop);
el.removeEventListener("click", onClick);
el.removeEventListener("keydown", onKey);
el.removeEventListener("focusin", onFocusIn);
el.removeEventListener("focusout", onFocusOut);
};
}, [
anchorRef,
trigger,
followCursor,
hover,
tap,
requestOpen,
requestClose,
openNow,
close,
clearTimers,
stopGrace,
startGrace,
]);
// While open, a trigger that turns disabled loses focus without a blur event,
// and a window that loses focus never reports the pointer leaving.
useEffect(() => {
if (!open || anchorRef || !trigger) return;
const observer = new MutationObserver(() => {
if (trigger.matches(":disabled, [aria-disabled='true']")) close();
});
observer.observe(trigger, { attributes: true, attributeFilter: ["disabled", "aria-disabled"] });
window.addEventListener("blur", close);
return () => {
observer.disconnect();
window.removeEventListener("blur", close);
};
}, [open, anchorRef, trigger, close]);
// A chart drives its own open state and swaps content as it goes; only a
// trigger-owned label closes itself for having nothing to say.
useEffect(() => {
if (disabled || (empty && !anchorRef)) close();
}, [disabled, empty, anchorRef, close]);
useEffect(
() => () => {
clearTimers();
stopGrace();
if (current === self.current) current = null;
},
[clearTimers, stopGrace],
);
const insideTooltip = useCallback(
(target: Element) => Boolean(floatingRef.current?.contains(target)),
[],
);
// ...and closed by the next tap that lands somewhere else, or Escape. The
// label covers nothing interactive, so that tap passes through to what it hit.
useDismiss(open, close, anchorObject, { ignore: insideTooltip });
const onContentEnter = useCallback(() => {
stopGrace();
clearTimers();
}, [stopGrace, clearTimers]);
const onContentLeave = useCallback(
(event: ReactPointerEvent) => {
const floating = floatingRef.current;
if (!floating) return;
if (anchorRef) {
// Bridge the small gap back onto a chart; it reopens on its own terms.
clearTimers();
closeTimer.current = setTimeout(close, 100);
return;
}
startGrace({ x: event.clientX, y: event.clientY }, floating, anchorObject.current);
},
[anchorRef, clearTimers, close, startGrace],
);
const value = useMemo<TooltipContextValue>(
() => ({
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
triggered: !anchorRef,
floatingRef,
pointer,
setTrigger,
setEmpty,
close,
onContentEnter,
onContentLeave,
}),
[
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
anchorRef,
pointer,
close,
onContentEnter,
onContentLeave,
],
);
return <TooltipContext.Provider value={value}>{children}</TooltipContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Trigger */
/* -------------------------------------------------------------------------- */
function mergeIds(...ids: unknown[]) {
return ids.filter((value) => typeof value === "string" && value).join(" ") || undefined;
}
function assignRef<T>(ref: Ref<T> | undefined, value: T | null) {
if (typeof ref === "function") ref(value);
else if (ref) (ref as { current: T | null }).current = value;
}
export interface TooltipTriggerProps extends ComponentProps<"button"> {
/** Use the single child element as the trigger instead of rendering a button. */
asChild?: boolean;
}
export function TooltipTrigger({ asChild = false, children, ref, ...props }: TooltipTriggerProps) {
const { open, contentId, labelId, asLabel, empty, setTrigger } =
useTooltipContext("TooltipTrigger");
const child = asChild && isValidElement(children) ? children : null;
const childProps = (child?.props ?? props) as Record<string, unknown>;
const childRef = child ? (childProps.ref as Ref<TooltipAnchor> | undefined) : undefined;
const attached = useRef<TooltipAnchor | null>(null);
const setRef = useCallback(
(element: TooltipAnchor | null) => {
attached.current = element;
setTrigger(element);
assignRef(childRef ?? (ref as Ref<TooltipAnchor> | undefined), element);
},
[setTrigger, childRef, ref],
);
useEffect(() => {
if (process.env.NODE_ENV !== "production" && child && !attached.current) {
console.warn(
"TooltipTrigger: the child did not attach a ref, so the tooltip has nothing to listen to. Render a DOM element or a component that passes `ref` through.",
);
}
}, [child]);
const aria = asLabel
? {
"aria-labelledby": empty
? (childProps["aria-labelledby"] as string | undefined)
: labelId,
}
: {
"aria-describedby": mergeIds(
childProps["aria-describedby"],
open && !empty ? contentId : undefined,
),
};
if (asChild) {
if (!child) return children;
return cloneElement(child as ReactElement<Record<string, unknown>>, { ref: setRef, ...aria });
}
return (
<button
type="button"
data-state={open ? "open" : "closed"}
{...props}
ref={setRef as Ref<HTMLButtonElement>}
{...aria}
>
{children}
</button>
);
}
/* -------------------------------------------------------------------------- */
/* Content */
/* -------------------------------------------------------------------------- */
export interface TooltipContentProps {
children?: ReactNode;
side?: TooltipSide;
align?: TooltipAlign;
/** Gap between anchor and tooltip (px). */
sideOffset?: number;
/** Draw an arrow pointing at the anchor. */
arrow?: boolean;
/** Point within the anchor, as fractions of its rendered width and height. */
anchorPoint?: TooltipPoint;
className?: string;
}
export function TooltipContent({
children,
side = "top",
align = "center",
sideOffset,
arrow = false,
anchorPoint,
className,
}: TooltipContentProps) {
const {
open,
contentId,
labelId,
asLabel,
followCursor,
anchor,
floatingRef,
pointer,
setEmpty,
close,
onContentEnter,
onContentLeave,
} = useTooltipContext("TooltipContent");
const empty = isEmpty(children);
const arrowRef = useRef<SVGSVGElement | null>(null);
useLayoutEffect(() => {
setEmpty(empty);
}, [empty, setEmpty]);
if (typeof document === "undefined") return null;
return createPortal(
<>
{/* The name has to exist while the label is closed, so it lives apart from the surface. */}
{asLabel && !empty ? (
<span id={labelId} hidden>
{children}
</span>
) : null}
<AnimatePresence>
{open && !empty ? (
<TooltipPositioner
key="tooltip"
anchor={anchor}
floatingRef={floatingRef}
arrowRef={arrow ? arrowRef : undefined}
anchorPoint={anchorPoint}
followCursor={followCursor}
side={side}
align={align}
sideOffset={sideOffset}
onDismiss={close}
pointer={pointer}
>
{(positioned, isPresent, placedSide) => (
<TooltipSurface
id={asLabel ? undefined : contentId}
aria-hidden={asLabel || undefined}
ready={positioned}
onPointerEnter={onContentEnter}
onPointerLeave={onContentLeave}
style={{ pointerEvents: isPresent && !followCursor ? "auto" : "none" }}
className={cn(
"max-w-[min(20rem,calc(100vw-16px))] whitespace-normal break-words",
arrow && "relative",
className,
)}
>
{children}
{arrow ? <TooltipArrow ref={arrowRef} side={placedSide} /> : null}
</TooltipSurface>
)}
</TooltipPositioner>
) : null}
</AnimatePresence>
</>,
document.body,
);
}
/* -------------------------------------------------------------------------- */
/* Tooltip (root, or one-line shorthand when given `content`) */
/* -------------------------------------------------------------------------- */
export interface TooltipProps
extends TooltipRootProps,
Omit<TooltipContentProps, "children" | "className"> {
/**
* Shorthand: the tooltip's content. With it, `children` is the trigger
* element; without it, compose `TooltipTrigger` and `TooltipContent`.
*/
content?: ReactNode;
/** Shorthand only: classes for the tooltip surface. */
className?: string;
}
export function Tooltip(props: TooltipProps) {
if (!("content" in props)) return <TooltipRoot {...props} />;
const {
content,
children,
side,
align,
sideOffset,
arrow,
anchorPoint,
className,
...root
} = props;
if (!root.anchorRef && !isValidElement(children)) return children ?? null;
return (
<TooltipRoot {...root} initialEmpty={isEmpty(content)}>
{isValidElement(children) ? <TooltipTrigger asChild>{children}</TooltipTrigger> : null}
<TooltipContent
side={side}
align={align}
sideOffset={sideOffset}
arrow={arrow}
anchorPoint={anchorPoint}
className={className}
>
{content}
</TooltipContent>
</TooltipRoot>
);
}
"use client";
import { AnimatePresence, type HTMLMotionProps, motion, useReducedMotion, type Variants } from "motion/react";
import type { ReactNode } from "react";
import { useState } from "react";
import { EASE_OUT, SPRING_LAYOUT, SPRING_PRESS, SPRING_SWAP } from "@/lib/ease";
import { cn } from "@/lib/utils";
export type ActionSwapItem = {
id: string;
label: ReactNode;
icon?: ReactNode;
ariaLabel?: string;
};
export type ActionSwapButtonVariant = "primary" | "secondary" | "outline" | "ghost";
export type ActionSwapButtonSize = "sm" | "md" | "lg" | "icon";
export type ActionSwapAnimation = "blur" | "roll" | "cascade";
/** Animations with a single-element variant set (cascade animates per letter). */
type CoreAnimation = "blur" | "roll";
export interface ActionSwapButtonProps extends Omit<
HTMLMotionProps<"button">,
"children" | "onChange"
> {
items: ActionSwapItem[];
value?: string;
defaultValue?: string;
onValueChange?: (value: string, item: ActionSwapItem) => void;
variant?: ActionSwapButtonVariant;
size?: ActionSwapButtonSize;
animation?: ActionSwapAnimation;
iconOnly?: boolean;
cycle?: boolean;
}
export interface ActionSwapTextProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
export interface ActionSwapIconProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
// The arriving layer springs in, so a second press mid-swap bends it toward
// the new target instead of restarting. The leaving layer is a little quicker,
// still long enough to cross the arrival so the swap reads as one morph.
const BLUR_TRANSITION = SPRING_SWAP;
const BLUR_EXIT_TRANSITION = { duration: 0.16, ease: EASE_OUT } as const;
const ROLL_TRANSITION = SPRING_SWAP;
const ROLL_EXIT_TRANSITION = { duration: 0.14, ease: EASE_OUT } as const;
// A light blur softens the crossing without smearing small glyphs.
const SWAP_BLUR = "blur(2px)";
const ROLL_BLUR = "blur(3px)";
// Cascade rolls the label one letter at a time, left to right. The leaving
// and landing strings overlap as independent layers (no shared cells), so
// proportional glyph widths never jitter. Exits cascade at half the enter
// stagger so the tail of the old label lingers briefly.
const CASCADE_STAGGER = 0.025;
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const TEXT_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.9, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.96,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: "90%", filter: ROLL_BLUR },
animate: {
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: "-90%",
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const ICON_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.25, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.25,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: 12, filter: ROLL_BLUR },
animate: {
opacity: 1,
y: 0,
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: -12,
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const VARIANT_CLASS: Record<ActionSwapButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
outline: "border border-border bg-transparent text-foreground hover:bg-muted/60",
ghost: "text-muted-foreground hover:bg-muted/60 hover:text-foreground",
};
const SIZE_CLASS: Record<ActionSwapButtonSize, string> = {
sm: "h-8 gap-1.5 rounded-full px-3 text-xs",
md: "h-10 gap-2 rounded-full px-4 text-sm",
lg: "h-12 gap-2.5 rounded-full px-5 text-base",
icon: "h-10 w-10 rounded-full",
};
export function ActionSwapText({
value,
children,
animation = "blur",
className,
}: ActionSwapTextProps) {
const reduce = useReducedMotion();
// Cascade needs a plain string to split into letters; non-string content
// and reduced motion fall back to the closest single-element animation.
const label = typeof children === "string" ? children : null;
const cascade = animation === "cascade" && label !== null && !reduce;
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span
className={cn(
"relative -my-[0.08em] inline-block max-w-full whitespace-nowrap py-[0.08em] align-bottom",
className,
)}
style={{
clipPath: "inset(0 -999px)",
WebkitClipPath: "inset(0 -999px)",
}}
>
<span
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
{/* Letters are decorative fragments; readers get the whole label. */}
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-[0.08em] inline-block whitespace-pre"
>
{label.split("").map((char, i) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity — the letter at a position is exactly what rolls.
key={i}
custom={i * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`${animation}-${value}`}
variants={TEXT_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
// Truncation lives on the layer that holds the text — the layer
// moves as a whole, so clipping it never eats the roll.
className="absolute left-0 top-[0.08em] inline-block max-w-full truncate will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</span>
);
}
export function ActionSwapIcon({
value,
children,
animation = "blur",
className,
}: ActionSwapIconProps) {
const reduce = useReducedMotion();
// Icons are single elements — cascade maps to its closest motion, roll.
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span className={cn("relative inline-grid shrink-0 place-items-center overflow-hidden", className)}>
<AnimatePresence mode="popLayout" initial={false}>
<motion.span
key={`${animation}-${value}`}
aria-hidden
variants={ICON_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
className="col-start-1 row-start-1 inline-flex items-center justify-center will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
</span>
);
}
export function ActionSwapButton({
items,
value,
defaultValue,
onValueChange,
variant = "secondary",
size = "md",
animation = "blur",
iconOnly = size === "icon",
cycle = true,
className,
disabled,
onClick,
style,
...rest
}: ActionSwapButtonProps) {
const reduce = useReducedMotion();
const [internalValue, setInternalValue] = useState(defaultValue ?? items[0]?.id);
const currentValue = value ?? internalValue;
const activeIndex = Math.max(0, items.findIndex((item) => item.id === currentValue));
const activeItem = items[activeIndex] ?? items[0];
const hasIcon = items.some((item) => item.icon);
const nextItem = cycle && items.length > 0 ? items[(activeIndex + 1) % items.length] : undefined;
if (!activeItem) return null;
const accessibleLabel = activeItem.ariaLabel ?? (iconOnly && typeof activeItem.label === "string" ? activeItem.label : undefined);
const layoutTransition = reduce ? { duration: 0 } : SPRING_LAYOUT;
return (
<motion.button
type="button"
disabled={disabled}
// A label of a different length resizes the button: glide the width on
// the soft layout spring, and only when the value changes, so unrelated
// page reflow never animates the button.
layout
layoutDependency={activeItem.id}
whileTap={reduce || disabled ? undefined : { scale: 0.97 }}
transition={{ ...SPRING_PRESS, layout: layoutTransition }}
// Layout animations only correct a radius set inline.
style={{ borderRadius: 9999, ...style }}
className={cn(
"inline-flex items-center justify-center overflow-hidden font-medium transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
aria-label={accessibleLabel}
onClick={(event) => {
onClick?.(event);
if (event.defaultPrevented || disabled || !cycle || !nextItem) return;
if (value === undefined) setInternalValue(nextItem.id);
onValueChange?.(nextItem.id, nextItem);
}}
{...rest}
>
{/* Position-only layout keeps the contents from stretching with the
button while its width glides. */}
{hasIcon ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex shrink-0"
>
<ActionSwapIcon value={activeItem.id} animation={animation} className="h-4 w-4">
{activeItem.icon ?? null}
</ActionSwapIcon>
</motion.span>
) : null}
{!iconOnly ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex min-w-0 max-w-full"
>
<ActionSwapText value={activeItem.id} animation={animation}>
{activeItem.label}
</ActionSwapText>
</motion.span>
) : null}
</motion.button>
);
}
"use client";
import {
AnimatePresence,
type HTMLMotionProps,
motion,
useReducedMotion,
} from "motion/react";
import {
forwardRef,
type PointerEvent,
type ReactNode,
useCallback,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_PRESS } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export type ButtonVariant = "primary" | "secondary" | "ghost" | "outline";
export type ButtonSize = "sm" | "md" | "lg" | "icon";
export interface ButtonProps extends Omit<
HTMLMotionProps<"button">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
/** Spawn a Material-style ripple from the press point. Off by default. */
ripple?: boolean;
children?: ReactNode;
}
export interface ButtonLinkProps extends Omit<
HTMLMotionProps<"a">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
children?: ReactNode;
}
type Ripple = { id: number; x: number; y: number; size: number };
const VARIANT_CLASS: Record<ButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
ghost: "text-muted-foreground hover:text-foreground hover:bg-muted/60",
outline:
"border border-border bg-transparent text-foreground hover:bg-muted/60",
};
const SIZE_CLASS: Record<ButtonSize, string> = {
sm: "h-8 px-3 text-xs gap-1.5 rounded-full",
md: "h-10 px-5 text-sm gap-2 rounded-full",
lg: "h-12 px-6 text-base gap-2 rounded-full",
icon: "h-8 w-8 rounded-lg",
};
export const Button = forwardRef<HTMLButtonElement, ButtonProps>(
function Button(
{
variant = "primary",
size = "md",
pressScale = 0.93,
ripple = false,
className,
children,
onPointerDown,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
const [ripples, setRipples] = useState<Ripple[]>([]);
const nextId = useRef(0);
const handlePointerDown = useCallback(
(event: PointerEvent<HTMLButtonElement>) => {
if (ripple && !reduce) {
const rect = event.currentTarget.getBoundingClientRect();
const size = Math.max(rect.width, rect.height) * 2;
const id = nextId.current++;
setRipples((prev) => [
...prev,
{
id,
x: event.clientX - rect.left,
y: event.clientY - rect.top,
size,
},
]);
}
onPointerDown?.(event);
},
[ripple, reduce, onPointerDown],
);
return (
<motion.button
ref={ref}
type="button"
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
onPointerDown={handlePointerDown}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
ripple && "relative overflow-hidden",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{ripple && !reduce ? (
<span className="pointer-events-none absolute inset-0 overflow-hidden rounded-[inherit]">
<AnimatePresence>
{ripples.map((r) => (
<motion.span
key={r.id}
className="absolute rounded-full bg-current"
style={{
left: r.x,
top: r.y,
width: r.size,
height: r.size,
x: "-50%",
y: "-50%",
}}
initial={{ scale: 0.05, opacity: 0.3 }}
animate={{ scale: 1, opacity: 0 }}
exit={{ opacity: 0 }}
transition={{ duration: 1.6, ease: EASE_OUT }}
onAnimationComplete={() =>
setRipples((prev) => prev.filter((x) => x.id !== r.id))
}
/>
))}
</AnimatePresence>
</span>
) : null}
{children}
</motion.button>
);
},
);
export const ButtonLink = forwardRef<HTMLAnchorElement, ButtonLinkProps>(
function ButtonLink(
{
variant = "primary",
size = "md",
pressScale = 0.93,
className,
children,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
return (
<motion.a
ref={ref}
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{children}
</motion.a>
);
},
);
"use client";
import { forwardRef } from "react";
import { Magnetic } from "../magnetic";
import { Button, type ButtonProps } from "./base";
export interface MagneticButtonProps extends ButtonProps {
/** Magnetic pull strength. Default 0.25. */
strength?: number;
/** Class applied to the magnetic wrapper. */
magneticClassName?: string;
}
export const MagneticButton = forwardRef<HTMLButtonElement, MagneticButtonProps>(function MagneticButton(
{ strength = 0.25, magneticClassName, children, ...rest },
ref,
) {
return (
<Magnetic strength={strength} className={magneticClassName}>
<Button ref={ref} {...rest}>
{children}
</Button>
</Magnetic>
);
});
"use client";
import { motion, useReducedMotion } from "motion/react";
import { forwardRef, useState } from "react";
import { EASE_IN_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import { Button, type ButtonProps } from "./base";
export interface MetallicButtonProps extends Omit<
ButtonProps,
"ripple" | "variant"
> {
/** Stops the traveling reflection while preserving the chrome rim. */
paused?: boolean;
}
// The rim and highlight drift separately so the material stays quiet and reflective.
const SILVER_DRIFT = {
duration: 8,
ease: EASE_IN_OUT,
repeat: Infinity,
};
const CHROME_SHIMMER = {
duration: 2.4,
ease: EASE_IN_OUT,
};
export const MetallicButton = forwardRef<
HTMLButtonElement,
MetallicButtonProps
>(function MetallicButton(
{
size = "md",
paused = false,
className,
children,
onHoverStart,
onHoverEnd,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const still = paused || Boolean(reduce);
const [hovered, setHovered] = useState(false);
return (
<Button
ref={ref}
variant="ghost"
size={size}
onHoverStart={(event, info) => {
setHovered(true);
onHoverStart?.(event, info);
}}
onHoverEnd={(event, info) => {
setHovered(false);
onHoverEnd?.(event, info);
}}
className={cn(
"group relative isolate overflow-hidden border-0 bg-transparent text-foreground",
"hover:bg-transparent hover:text-foreground",
"focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2",
"shadow-[0_8px_22px_rgba(0,0,0,0.16)]",
size === "icon" && "rounded-full",
className,
)}
{...rest}
>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-18%] z-0 w-[136%] rounded-[inherit] bg-[linear-gradient(105deg,#111_0%,#737373_14%,#fafafa_26%,#525252_38%,#0a0a0a_50%,#a3a3a3_64%,#fff_75%,#404040_87%,#111_100%)]"
animate={still ? undefined : { x: ["0%", "13%", "0%"] }}
transition={still ? undefined : SILVER_DRIFT}
/>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-58%] z-[1] w-[52%] -skew-x-12 bg-[linear-gradient(90deg,transparent,rgba(255,255,255,0.5)_48%,transparent)] opacity-50 blur-[3px] mix-blend-screen"
animate={still ? undefined : { x: hovered ? "310%" : "0%" }}
transition={still ? undefined : CHROME_SHIMMER}
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[2] rounded-[inherit] bg-background transition-colors group-hover:bg-muted/40"
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[3] rounded-[inherit] shadow-[inset_0_1px_0_rgba(255,255,255,0.28),inset_0_-1px_0_rgba(0,0,0,0.16)]"
/>
<span className="relative z-10 inline-flex items-center justify-center gap-2">
{children}
</span>
</Button>
);
});
"use client";
import { Check, Loader2, X } from "lucide-react";
import {
AnimatePresence,
motion,
useReducedMotion,
type Variants,
} from "motion/react";
import {
forwardRef,
type ReactNode,
useLayoutEffect,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_SWAP } from "@/lib/ease";
import { Button, type ButtonProps } from "./base";
export type ButtonState = "idle" | "loading" | "success" | "error";
export interface StatefulButtonProps extends Omit<ButtonProps, "children"> {
state?: ButtonState;
children: ReactNode;
loadingText?: ReactNode;
successText?: ReactNode;
errorText?: ReactNode;
icon?: ReactNode;
}
const CASCADE_STAGGER = 0.025;
const ROLL_BLUR = "blur(6px)";
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const ICON_VARIANTS: Variants = {
// Width collapses too, so the icon adds/removes its own space smoothly
// instead of popping the row width in a single frame.
initial: { opacity: 0, width: 0, scale: 0.7, filter: ROLL_BLUR },
animate: {
opacity: 1,
width: "1.5rem",
scale: 1,
filter: "blur(0px)",
transition: SPRING_SWAP,
},
exit: {
opacity: 0,
width: 0,
scale: 0.7,
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT },
},
};
function IconSlot({ keyId, children }: { keyId: string; children: ReactNode }) {
const reduce = useReducedMotion();
return (
<motion.span
key={keyId}
variants={ICON_VARIANTS}
initial={reduce ? { opacity: 0 } : "initial"}
animate={reduce ? { opacity: 1 } : "animate"}
exit={reduce ? { opacity: 0 } : "exit"}
transition={reduce ? { duration: 0.15 } : undefined}
className="inline-grid shrink-0 place-items-center overflow-hidden"
>
{children}
</motion.span>
);
}
function TextSlot({
value,
children,
}: {
value: string;
children: ReactNode;
}) {
const reduce = useReducedMotion();
const measureRef = useRef<HTMLSpanElement>(null);
const [width, setWidth] = useState<number>();
const label = typeof children === "string" ? children : null;
const cascade = label !== null && !reduce;
// Measure strings with the same per-letter layout as the cascade. Measuring
// the whole string preserves kerning, which can make it narrower than the
// inline-block letters and clip the final glyph during the width animation.
useLayoutEffect(() => {
const nextWidth = measureRef.current?.offsetWidth;
if (!nextWidth) return;
setWidth((current) => (current === nextWidth ? current : nextWidth));
});
return (
<motion.span
initial={false}
animate={{ width }}
transition={reduce ? { duration: 0 } : SPRING_SWAP}
className="relative inline-block overflow-hidden whitespace-nowrap align-bottom"
>
<span
ref={measureRef}
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-0 inline-block whitespace-pre"
>
{label.split("").map((char, index) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
custom={index * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`text-${value}`}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 14, filter: ROLL_BLUR }}
animate={reduce ? { opacity: 1 } : { opacity: 1, y: 0, filter: "blur(0px)" }}
exit={reduce ? { opacity: 0 } : { opacity: 0, y: -14, filter: ROLL_BLUR }}
transition={reduce ? { duration: 0.15 } : SPRING_SWAP}
className="absolute left-0 top-0 inline-block will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</motion.span>
);
}
export const StatefulButton = forwardRef<HTMLButtonElement, StatefulButtonProps>(function StatefulButton(
{
state = "idle",
children,
loadingText = "Loading",
successText = "Done",
errorText = "Try again",
icon,
disabled,
...rest
},
ref,
) {
const isBusy = state === "loading";
const stateText =
state === "loading"
? loadingText
: state === "success"
? successText
: state === "error"
? errorText
: children;
const textKey =
typeof stateText === "string" ? `${state}-${stateText}` : state;
return (
<Button ref={ref} disabled={disabled || isBusy} aria-busy={isBusy} whileHover={undefined} {...rest}>
<span
aria-live="polite"
className="relative inline-flex items-center justify-center overflow-hidden"
>
<AnimatePresence initial={false}>
{state === "loading" ? (
<IconSlot keyId="loading-icon">
<Loader2 className="h-4 w-4 animate-spin" />
</IconSlot>
) : null}
{state === "success" ? (
<IconSlot keyId="success-icon">
<Check className="h-4 w-4" />
</IconSlot>
) : null}
{state === "error" ? (
<IconSlot keyId="error-icon">
<X className="h-4 w-4" />
</IconSlot>
) : null}
</AnimatePresence>
<TextSlot value={textKey}>{stateText}</TextSlot>
<AnimatePresence initial={false}>
{state === "idle" && icon ? (
<IconSlot keyId="idle-icon">{icon}</IconSlot>
) : null}
</AnimatePresence>
</span>
</Button>
);
});
type Point = { x: number; y: number };
type Box = { left: number; top: number; right: number; bottom: number };
/**
* The corridor a pointer may cross between the trigger and the open tooltip
* without closing it: the convex hull of where it left and the box it is
* heading for. A fixed timeout either cuts a slow diagonal move short or keeps
* the label alive after the pointer has plainly gone elsewhere; this follows
* the path itself.
*/
export function graceArea(exit: Point, target: Box): Point[] {
// A few pixels either side of the exit point give the corridor some width at
// its narrow end, so a hand that drifts sideways while it moves stays inside.
const pad = 5;
return hull([
{ x: exit.x - pad, y: exit.y - pad },
{ x: exit.x + pad, y: exit.y - pad },
{ x: exit.x - pad, y: exit.y + pad },
{ x: exit.x + pad, y: exit.y + pad },
{ x: target.left, y: target.top },
{ x: target.right, y: target.top },
{ x: target.right, y: target.bottom },
{ x: target.left, y: target.bottom },
]);
}
export function inBox(point: Point, box: Box) {
return (
point.x >= box.left && point.x <= box.right && point.y >= box.top && point.y <= box.bottom
);
}
export function inPolygon(point: Point, polygon: Point[]) {
let inside = false;
for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
const a = polygon[i];
const b = polygon[j];
if (
a.y > point.y !== b.y > point.y &&
point.x < ((b.x - a.x) * (point.y - a.y)) / (b.y - a.y) + a.x
) {
inside = !inside;
}
}
return inside;
}
// Monotone chain; the corridor is always convex, so a hull is all it needs.
function hull(points: Point[]) {
const sorted = [...points].sort((a, b) => a.x - b.x || a.y - b.y);
const cross = (o: Point, a: Point, b: Point) =>
(a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
const lower: Point[] = [];
for (const p of sorted) {
while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], p) <= 0) {
lower.pop();
}
lower.push(p);
}
const upper: Point[] = [];
for (let i = sorted.length - 1; i >= 0; i--) {
const p = sorted[i];
while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], p) <= 0) {
upper.pop();
}
upper.push(p);
}
lower.pop();
upper.pop();
return lower.concat(upper);
}
/**
* How the user last reached for the page. A focus that a mouse press caused is
* not a request to read the label: the pointer is already on the control and
* hovering showed it. A focus that followed a key — Tab, or a roving arrow key
* moving focus in script — is the only way a keyboard user sees it at all.
*/
let modality: "keyboard" | "pointer" = "keyboard";
let listening = false;
export function watchModality() {
if (listening || typeof window === "undefined") return;
listening = true;
window.addEventListener("keydown", () => (modality = "keyboard"), true);
window.addEventListener("pointerdown", () => (modality = "pointer"), true);
}
export function focusFromKeyboard() {
return modality === "keyboard";
}
"use client";
import { useIsPresent } from "motion/react";
import { type CSSProperties, type ReactNode, type Ref, useCallback, useState } from "react";
import { type TooltipSide, useTooltipPosition } from "./use-position";
type PositionProps = Parameters<typeof useTooltipPosition>[0];
/** Readiness lives with the mounted overlay, not a trigger ref's attach/detach cycle. */
export function TooltipPositioner({
children,
...position
}: Omit<PositionProps, "open" | "onPosition"> & {
children: (ready: boolean, present: boolean, side: TooltipSide) => ReactNode;
}) {
const present = useIsPresent();
const [ready, setReady] = useState(false);
const [side, setSide] = useState<TooltipSide>(position.side);
const onPosition = useCallback((placed: TooltipSide) => {
setReady(true);
setSide(placed);
}, []);
useTooltipPosition({ ...position, open: present, onPosition });
return (
<span
ref={position.floatingRef}
inert={!present}
aria-hidden={!present || undefined}
className="pointer-events-none fixed left-0 top-0 z-[9999] w-max"
style={{ visibility: "hidden", maxWidth: "calc(100vw - 16px)" }}
>
{children(ready, present, side)}
</span>
);
}
// Each arrow is a 12px box whose base sits on the surface's inner border edge,
// so its fill covers the border beneath it and only the two outer edges stroke.
const ARROW: Record<TooltipSide, { path: string; style: CSSProperties }> = {
top: { path: "M0 6L6 12L12 6", style: { top: "calc(100% - 6px)" } },
bottom: { path: "M0 6L6 0L12 6", style: { bottom: "calc(100% - 6px)" } },
left: { path: "M6 0L12 6L6 12", style: { left: "calc(100% - 6px)" } },
right: { path: "M6 0L0 6L6 12", style: { right: "calc(100% - 6px)" } },
};
export function TooltipArrow({ side, ref }: { side: TooltipSide; ref: Ref<SVGSVGElement> }) {
const { path, style } = ARROW[side];
return (
<svg
ref={ref}
aria-hidden="true"
width="12"
height="12"
viewBox="0 0 12 12"
className="pointer-events-none absolute overflow-visible"
style={style}
>
<path d={`${path}Z`} style={{ fill: "var(--tooltip-arrow-fill, transparent)" }} />
<path
d={path}
fill="none"
strokeWidth="1"
style={{ stroke: "var(--tooltip-arrow-stroke, transparent)" }}
/>
</svg>
);
}
"use client";
import {
arrow as arrowMiddleware,
autoUpdate,
computePosition,
flip,
hide,
offset,
type Placement,
shift,
type VirtualElement,
} from "@floating-ui/dom";
import { type RefObject, useCallback, useLayoutEffect, useRef } from "react";
export type TooltipSide = "top" | "right" | "bottom" | "left";
export type TooltipAlign = "start" | "center" | "end";
export type TooltipPoint = { x: number; y: number };
export type TooltipAnchor = HTMLElement | SVGElement;
const ORIGIN: Record<TooltipSide, string> = {
top: "center bottom",
bottom: "center top",
left: "right center",
right: "left center",
};
/** Position is geometry, not animation. One write per frame, never a spring chasing a pointer. */
export function useTooltipPosition({
open,
anchor,
floatingRef,
arrowRef,
anchorPoint,
followCursor,
side,
align,
sideOffset,
onDismiss,
onPosition,
pointer,
}: {
open: boolean;
anchor: TooltipAnchor | null;
floatingRef: RefObject<HTMLSpanElement | null>;
arrowRef?: RefObject<SVGSVGElement | null>;
anchorPoint?: TooltipPoint;
followCursor: boolean;
side: TooltipSide;
align: TooltipAlign;
sideOffset?: number;
onDismiss: () => void;
onPosition: (side: TooltipSide) => void;
pointer: ReturnType<typeof useTooltipPointer>;
}) {
const { cursor, onMove } = pointer;
const preferred: Placement = align === "center" ? side : `${side}-${align}`;
const cursorSide = useRef<Placement | null>(null);
useLayoutEffect(() => {
cursorSide.current = open ? preferred : null;
}, [open, preferred]);
const frame = useRef<number | null>(null);
const version = useRef(0);
const update = useRef<() => void>(() => {});
const schedule = useCallback(() => {
// Invalidate older async calculations as soon as new geometry is requested.
version.current++;
if (frame.current !== null) return;
frame.current = requestAnimationFrame(() => {
frame.current = null;
update.current();
});
}, []);
useLayoutEffect(() => {
onMove.current = schedule;
return () => {
onMove.current = null;
};
}, [onMove, schedule]);
const pointX = anchorPoint?.x;
const pointY = anchorPoint?.y;
// Latest committed inputs are read without recreating observers for every period/content update.
useLayoutEffect(() => {
update.current = () => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const revision = ++version.current;
const currentCursor = followCursor ? cursor.current : null;
const virtual = Boolean(currentCursor) || pointX !== undefined || pointY !== undefined;
const reference: Element | VirtualElement = virtual
? {
contextElement: anchor,
getBoundingClientRect: () => {
const rect = anchor.getBoundingClientRect();
const x = currentCursor?.x ?? rect.left + rect.width * (pointX ?? 0.5);
const y = currentCursor?.y ?? rect.top + rect.height * (pointY ?? 0.5);
return { x, y, left: x, right: x, top: y, bottom: y, width: 0, height: 0 };
},
}
: anchor;
const arrowElement = arrowRef?.current ?? null;
void computePosition(reference, floating, {
strategy: "fixed",
placement: currentCursor ? (cursorSide.current ?? preferred) : preferred,
middleware: [
offset(sideOffset ?? (currentCursor ? 12 : 8)),
flip({ padding: 8 }),
shift({ padding: 8 }),
...(arrowElement ? [arrowMiddleware({ element: arrowElement, padding: 10 })] : []),
// A label left floating over whatever scrolled into its trigger's place
// describes nothing there. Points inside a chart move with the chart.
...(virtual ? [] : [hide({ strategy: "referenceHidden" })]),
],
}).then(({ x, y, placement, middlewareData }) => {
if (version.current !== revision || !floating.isConnected) return;
// Hold the chosen side for this hover session. Crossing a flip threshold
// repeatedly must not bounce the surface above and below the pointer.
if (currentCursor) cursorSide.current = placement;
else cursorSide.current = null;
const placedSide = placement.split("-")[0] as TooltipSide;
const dpr = window.devicePixelRatio || 1;
floating.style.transform = `translate3d(${Math.round(x * dpr) / dpr}px, ${Math.round(y * dpr) / dpr}px, 0)`;
floating.style.setProperty("--tooltip-origin", ORIGIN[placedSide]);
// A box with no size has no clipped state to report, only a missing layout.
const box = anchor.getBoundingClientRect();
const clipped =
Boolean(middlewareData.hide?.referenceHidden) && (box.width > 0 || box.height > 0);
floating.style.visibility = clipped ? "hidden" : "visible";
floating.dataset.placement = placement;
const surface = arrowElement?.parentElement;
if (arrowElement && surface) {
// Measured against the positioner, drawn inside the surface's border.
const { x: ax, y: ay } = middlewareData.arrow ?? {};
if (ax != null) arrowElement.style.left = `${ax - surface.clientLeft}px`;
if (ay != null) arrowElement.style.top = `${ay - surface.clientTop}px`;
// Paint with whatever the surface resolved to, so a restyled tooltip
// keeps a matching arrow without a second set of classes.
const style = getComputedStyle(surface);
arrowElement.style.setProperty("--tooltip-arrow-fill", style.backgroundColor);
arrowElement.style.setProperty("--tooltip-arrow-stroke", style.borderTopColor);
}
onPosition(placedSide);
});
};
if (open) schedule();
}, [
open,
anchor,
floatingRef,
arrowRef,
followCursor,
pointX,
pointY,
preferred,
sideOffset,
schedule,
onPosition,
cursor,
]);
useLayoutEffect(() => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const stop = autoUpdate(anchor, floating, schedule);
const onScroll = () => {
// A stationary pointer no longer describes the same chart point after scrolling.
if (followCursor && cursor.current) onDismiss();
};
window.addEventListener("scroll", onScroll, true);
return () => {
stop();
window.removeEventListener("scroll", onScroll, true);
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
frame.current = null;
};
}, [open, anchor, floatingRef, followCursor, onDismiss, schedule, cursor]);
useLayoutEffect(
() => () => {
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
},
[],
);
}
/** Pointer lifetime belongs to the anchor, including the opening delay. */
export function useTooltipPointer(anchor: TooltipAnchor | null, followCursor: boolean) {
const cursor = useRef<TooltipPoint | null>(null);
const onMove = useRef<(() => void) | null>(null);
const pointerFocus = useRef(false);
useLayoutEffect(() => {
if (!anchor || !followCursor) return;
const point = (event: PointerEvent) => {
if (event.type === "pointermove" && event.pointerType === "touch" && !event.buttons) return;
cursor.current = { x: event.clientX, y: event.clientY };
if (event.type === "pointerdown") pointerFocus.current = true;
onMove.current?.();
};
const keyboard = () => {
cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const focus = () => {
if (!pointerFocus.current) cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const leave = () => {
cursor.current = null;
};
anchor.addEventListener("pointerenter", point as EventListener, { passive: true });
anchor.addEventListener("pointermove", point as EventListener, { passive: true });
anchor.addEventListener("pointerdown", point as EventListener, { passive: true });
anchor.addEventListener("pointerleave", leave);
anchor.addEventListener("pointercancel", leave);
anchor.addEventListener("keydown", keyboard);
anchor.addEventListener("focusin", focus);
return () => {
cursor.current = null;
anchor.removeEventListener("pointerenter", point as EventListener);
anchor.removeEventListener("pointermove", point as EventListener);
anchor.removeEventListener("pointerdown", point as EventListener);
anchor.removeEventListener("pointerleave", leave);
anchor.removeEventListener("pointercancel", leave);
anchor.removeEventListener("keydown", keyboard);
anchor.removeEventListener("focusin", focus);
};
}, [anchor, followCursor]);
return { cursor, onMove };
}
"use client";
import { motion, useReducedMotion } from "motion/react";
import type { ComponentProps, ReactNode, Ref } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
/** Presentation only: the unanimated parent owns measurement and positioning. */
export function TooltipSurface({
children,
side: _side = "top",
className,
ref,
ready = true,
style,
...props
}: Omit<ComponentProps<typeof motion.span>, "children"> & {
children?: ReactNode;
/** Start the entrance only after the positioning layer has been measured. */
ready?: boolean;
side?: "top" | "right" | "bottom" | "left";
ref?: Ref<HTMLSpanElement>;
}) {
const reduce = useReducedMotion();
const closed = { opacity: 0, scale: reduce ? 1 : 0.94 };
return (
<motion.span
ref={ref}
role="tooltip"
initial={closed}
animate={{
...(ready ? { opacity: 1, scale: 1 } : closed),
transition: { duration: 0.18, ease: EASE_OUT },
}}
exit={{ ...closed, transition: { duration: 0.12, ease: EASE_OUT } }}
style={{ transformOrigin: "var(--tooltip-origin, center)", ...style }}
className={cn(
"block whitespace-nowrap rounded-lg border border-border bg-background px-2.5 py-1 text-xs font-medium text-foreground shadow-lg",
className,
)}
{...props}
>
{children}
</motion.span>
);
}
"use client";
import { motion, useMotionValue, useReducedMotion, useSpring } from "motion/react";
import { useRef, type ReactNode } from "react";
import { SPRING_MOUSE } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export interface MagneticProps {
children: ReactNode;
strength?: number;
className?: string;
}
export function Magnetic({ children, strength = 0.35, className }: MagneticProps) {
const ref = useRef<HTMLDivElement>(null);
const reduce = useReducedMotion();
const canHover = useHoverCapable();
// Decorative cursor-follow: skip on touch (phantom hover) and reduced motion.
const enabled = !reduce && canHover;
const x = useMotionValue(0);
const y = useMotionValue(0);
const sx = useSpring(x, SPRING_MOUSE);
const sy = useSpring(y, SPRING_MOUSE);
const onMove = (e: React.MouseEvent<HTMLDivElement>) => {
const el = ref.current;
if (!el || !enabled) return;
const rect = el.getBoundingClientRect();
x.set((e.clientX - rect.left - rect.width / 2) * strength);
y.set((e.clientY - rect.top - rect.height / 2) * strength);
};
const onLeave = () => {
x.set(0);
y.set(0);
};
return (
<motion.div
ref={ref}
onMouseMove={onMove}
onMouseLeave={onLeave}
style={{ x: sx, y: sy }}
className={cn("inline-block", className)}
>
{children}
</motion.div>
);
}
API Reference
autoCashOut?number | nullMultiplier to cash out at automatically (controlled), or null for manual play. Applies from the next round.
—defaultAutoCashOut?number | nullInitial auto cash-out when uncontrolled. Default null (off).
—onAutoCashOutChange?((autoCashOut: number | null) => void)Called when the Auto menu changes between rounds.
—getCrashPoint?(() => number | Promise<number>)Decides each round's crash point, called once when the round starts. Return a number, or a Promise for one (a server round, a provably fair hash): the main button shows Starting… until it settles, and a rejection returns to Start. Values below 1 or not finite become 1, and values are floored to two decimals. Default `crashPoint()`. Ignored when `crashAt` is passed.
—crashAt?CrashReveal | nullLive rounds (controlled), for a server that keeps the crash point secret until it happens: the round `onStart` was given and its crash point once revealed, or null. A round flies open-ended until its own crash point arrives; a value for any other round is ignored, so a reveal from last round can't end this one. A value at or below the current multiplier crashes at once, at that value, and a cash out above it never happened: the round ends lost and `onCashOut` is not called. A value still ahead means the display is behind the server: the flight runs out to it quickly and takes no more hand cash outs (an auto target below it still pays). Whether a round is live is fixed when it starts; dropping `crashAt` mid-round ends it at the current multiplier.
—onStart?((round: number) => void)Called when the player starts a round, before its crash point is known, with the round's number (unique on the page).
—onCashOut?((multiplier: number) => void)Called when the player cashes out, by hand or automatically. In a live round it waits until the crash point is revealed, so it only fires for a cash out that stands.
—onCrash?((crashPoint: number, cashedOut: number | null) => void)Called when the round crashes, with the cash-out multiplier or null if the player was still in.
—sound?booleanPlay synthesized sounds (controlled): a climbing chime at each milestone (2× to 5×, then 10×, 20×, 50×…), a cash-out arpeggio and a crash blast.
—defaultSound?booleanInitial sound state when uncontrolled. Default false.
—onSoundChange?((sound: boolean) => void)Called when the sound button is toggled.
—aria-label?stringAccessible name for the game. Default "Crash".
CrashclassName?string—Tower
crash-tower.tsxBest cash out 0.00×
- Recent rounds show here
Ready
1.00×
Start a round
"use client";
import { useState } from "react";
import { CrashTower } from "@/components/motion/crash/crash-tower";
import { formatMultiplier } from "@/components/motion/crash/use-crash-game";
export function CrashTowerPreview() {
const [best, setBest] = useState(0);
return (
<div className="flex w-full max-w-md flex-col items-center gap-3">
<p className="text-sm text-muted-foreground tabular-nums">
Best cash out <span className="font-medium text-foreground">{formatMultiplier(best)}</span>
</p>
<CrashTower onCashOut={(multiplier) => setBest((value) => Math.max(value, multiplier))} />
</div>
);
}
"use client";
// beui.dev/casino/crash
import { AnimatePresence, motion, type Transition } from "motion/react";
import { useLayoutEffect, useRef, useState } from "react";
import { EASE_IN, EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import { type CrashMiniatureProps, CrashShell, clamp01, MINI, MINI_REPLAY, PRIMARY_TEXT } from "./crash-parts";
import { type CrashGame, type CrashProps, EXIT, formatShort, GROWTH, SWAP, useCrashGame } from "./use-crash-game";
export { type CrashProps, type CrashReveal, crashPoint, formatMultiplier } from "./use-crash-game";
// One block per +8% on the multiplier, so block k lands at exactly 1.08^k:
// one every 0.64s, while the readout keeps accelerating.
const STEP = 1.08;
const PER_SECOND = GROWTH / Math.log(STEP);
// Block geometry in px. The baseline is the slab's top, measured from the stage bottom.
const BLOCK_H = 13;
const PITCH = 16;
const BASE = 28;
// The stage is 10:7, so its height scales with width (up to about 297px, under 200px on narrow cards).
// The camera follow threshold comes from the measured height, keeping the top
// block 24px under the stage edge. Before measuring it assumes the smallest
// stage, so the server render never pokes out of the top.
const TOP_ROOM = 24;
const MIN_STAGE_H = 200;
const followFor = (stageH: number) => Math.max(4, Math.floor((stageH - BASE - TOP_ROOM - BLOCK_H) / PITCH));
// Sway grows with height up to this many degrees.
const MAX_SWAY = 4;
const SWAY_RATE = 2.2;
// A block lands with a little give, which reads as stacked by hand.
const DROP: Transition = { type: "spring", duration: 0.35, bounce: 0.25 };
/**
* A crash game drawn as a tower: a block stacks on at every +8% and the tower
* sways harder the taller it gets, until the crash topples it. Cash out before
* it does; your block keeps a flag as the tower carries on without you.
*/
export function CrashTower({ "aria-label": ariaLabel = "Crash", className, ...options }: CrashProps) {
const game = useCrashGame(options);
// The tower stands at 72% across with its labels and pennant on its right, so
// nothing reaches back under the shell's readout, even on a narrow stage.
return (
<CrashShell game={game} aria-label={ariaLabel} className={className} miniature={(props) => <MiniTower {...props} />}>
<Tower game={game} />
</CrashShell>
);
}
// Slightly varied widths and alternating offsets, fixed per index, so it reads as hand-stacked.
const width = (k: number) => 60 + ((k * 7) % 4) * 4;
const offset = (k: number) => (k % 2 ? 1 : -1) * (2 + ((k * 5) % 3));
// A fixed jagged crack per block, 2 or 3 segments, in a 100x13 box stretched to the block.
const crack = (k: number) => {
const x = 18 + ((k * 29) % 60);
const lean = k % 2 ? 6 : -6;
return k % 3
? `M${x},0L${x + lean},6L${x - lean / 2},13`
: `M${x},0L${x + lean},4L${x - lean},9L${x + lean / 2},13`;
};
// The top surface of the block on top when the multiplier reaches m, in px over the baseline.
const blockOf = (m: number) => Math.floor(Math.log(m) / Math.log(STEP) + 1e-9);
// The block on top at a time into the flight.
const blockAt = (t: number) => Math.floor(t * PER_SECOND + 1e-9);
const markRise = (m: number, cam: number) => (blockOf(m) - cam) * PITCH + BLOCK_H;
/** The stack, derived from t each frame: count, camera, sway and cracks. */
function Tower({ game }: { game: CrashGame }) {
const { t, crashed, lost, cashedT, round, reduce, target, ghost } = game;
const stage = useRef<HTMLDivElement>(null);
const [stageH, setStageH] = useState(MIN_STAGE_H);
useLayoutEffect(() => {
const node = stage.current;
if (!node) return;
const measure = () => setStageH(node.clientHeight);
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, []);
const follow = followFor(stageH);
const b = t * PER_SECOND;
const top = Math.floor(b + 1e-9);
// Continuous, so the stack sinks smoothly between landings.
const cam = Math.max(0, b - follow);
// Blocks below this are past the stage bottom.
const lowest = Math.max(0, Math.floor(cam) - 3);
// Cracks need some height first, then spread up from the base.
const strain = clamp01((b - 8) / 12);
const amp = reduce ? 0 : Math.min(MAX_SWAY, b * 0.22);
const phase = t * SWAY_RATE;
const angle = amp * (0.8 * Math.sin(phase) + 0.2 * Math.sin(phase * 1.7 + 1));
// The upper blocks lag the sway a little, so the tower bends rather than pivots.
const bend = amp * 1.5 * Math.sin(phase - 0.9);
// From the cash-out time, not the value: the value is floored to two
// decimals and can fall just below the block that was on top.
const cashK = cashedT === null ? null : blockAt(cashedT);
// A mark's line sits on top of its block, so the labels of that block and
// the next would print over the mark's own.
const marked = [ghost, target].flatMap((m) => (m === null ? [] : [blockOf(m)]));
// The crash breaks the top few blocks off, tipping the way the tower leans.
const breakK = Math.max(0, top - 4 - (round % 3));
const dir = angle < 0 ? -1 : 1;
const blocks = Array.from({ length: top - lowest + 1 }, (_, i) => lowest + i);
// Marks above the view pin to the top edge with a caret, so a far target stays readable.
const ceiling = stageH - BASE - 10;
return (
<div ref={stage} aria-hidden="true" className="absolute inset-0 overflow-hidden">
{/* Ground and slab sink with the camera but never sway. */}
<div
className="absolute inset-x-0 bottom-0"
style={{ height: BASE, transform: `translateY(${(cam * PITCH).toFixed(2)}px)` }}
>
<div className="absolute inset-x-0 top-2 border-t border-border" />
<div className="absolute top-0 left-[72%] h-2 w-28 -translate-x-1/2 rounded-[3px] bg-foreground/20" />
</div>
<AnimatePresence initial={false}>
{ghost !== null &&
// Dropped when it would print over the target's label (both pinned
// at the top, or within 12px).
(target === null ||
Math.abs(Math.min(markRise(ghost, cam), ceiling) - Math.min(markRise(target, cam), ceiling)) >= 12) ? (
<Mark
key="ghost"
rise={markRise(ghost, cam)}
ceiling={ceiling}
label={`Last ${formatShort(ghost)}`}
className="border-muted-foreground/30 text-muted-foreground"
/>
) : null}
{target !== null ? (
<Mark
key="target"
rise={markRise(target, cam)}
ceiling={ceiling}
label={`Target ${formatShort(target)}`}
className={cn("border-primary/70", PRIMARY_TEXT)}
/>
) : null}
</AnimatePresence>
{/* A zero-size anchor on the baseline, so the sway pivots there. */}
<div className="absolute left-[72%]" style={{ bottom: BASE, transform: `rotate(${angle.toFixed(3)}deg)` }}>
{blocks.map((k) => {
const rise = k - cam;
const lift = rise / follow;
const w = width(k);
const x = offset(k) + bend * lift * lift - w / 2;
const y = -rise * PITCH - BLOCK_H;
const falling = crashed && k >= breakK;
const n = k - breakK;
const load = clamp01((top - k - 4) / 10) * strain;
return (
<div
key={`${round}-${k}`}
className="absolute top-0 left-0"
style={{ width: w, height: BLOCK_H, transform: `translate(${x.toFixed(2)}px,${y.toFixed(2)}px)` }}
>
<motion.div
className={cn(
"relative size-full rounded-[4px] transition-colors duration-150",
k === cashK
? "bg-primary"
: falling
? lost
? "bg-rose-500"
: "bg-muted-foreground/40"
: k % 2
? "bg-foreground/15"
: "bg-foreground/10",
)}
// The idle block is already standing on first paint. A skip lays
// several blocks a frame that scroll off before a drop could
// finish, so they land at once.
initial={round === 0 || game.skipping ? false : reduce ? { opacity: 0 } : { opacity: 0, y: -24 }}
animate={
falling && !reduce
? {
x: dir * (20 + n * 12),
y: 160 + n * 6,
rotate: dir * (50 + n * 18 + (k % 3) * 12),
opacity: [1, 1, 0],
}
: // Under reduced motion the broken top fades instead of falling.
{ x: 0, y: 0, rotate: 0, opacity: falling ? 0.35 : 1 }
}
transition={
falling && !reduce
? {
duration: 0.6,
ease: EASE_IN,
// The top lets go first.
delay: (top - k) * 0.025,
opacity: { duration: 0.6, times: [0, 0.7, 1], delay: (top - k) * 0.025 },
}
: reduce
? { duration: 0.15, ease: EASE_OUT }
: DROP
}
>
{load > 0 ? (
// The load on this block, read straight from the height: no motion of its own.
<svg
aria-hidden="true"
viewBox="0 0 100 13"
preserveAspectRatio="none"
className="absolute inset-0 size-full"
style={{ opacity: load }}
>
<path
d={crack(k)}
fill="none"
strokeWidth={1}
vectorEffect="non-scaling-stroke"
strokeLinejoin="round"
className="stroke-foreground/35"
/>
</svg>
) : null}
{k > 0 && k % 5 === 0 && !marked.some((g) => k === g || k === g + 1) ? (
<span
className={cn(
"absolute top-1/2 left-full -translate-y-1/2 text-[10px] leading-none text-muted-foreground tabular-nums",
k === cashK ? "ml-6" : "ml-2",
)}
>
{formatShort(STEP ** k)}
</span>
) : null}
{k === cashK ? (
// Where you bailed: a pennant off your block's right side, clear of the blocks above.
<motion.span
key={`flag-${round}`}
className="absolute top-1/2 left-full ml-0.5 h-2.5 w-3.5 origin-left -translate-y-1/2 bg-primary [clip-path:polygon(0_0,0_100%,100%_50%)]"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={SWAP}
/>
) : null}
</motion.div>
</div>
);
})}
</div>
</div>
);
}
/** A dashed height line across the tower column; it sinks with the camera and fades out. */
function Mark({
rise,
ceiling,
label,
className,
}: {
rise: number;
ceiling: number;
label: string;
className: string;
}) {
const pinned = rise > ceiling;
return (
<motion.div
className={cn("absolute right-3 left-[calc(72%-3.5rem)] border-t border-dashed", className)}
// `y` is a transform, so the per-frame sink never touches layout.
style={{ bottom: BASE, y: -Math.min(rise, ceiling) }}
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
<span className="absolute right-0 bottom-0.5 text-[10px] leading-none font-medium tabular-nums">
{pinned ? "↑ " : ""}
{label}
</span>
</motion.div>
);
}
// The mini stack's rows pop on with a small overshoot, like Mines' mini map
// cells: each is 3px tall, so a bounce reads as a block landing.
const MINI_LAND: Transition = { type: "spring", duration: 0.3, bounce: 0.3 };
const MINI_ROWS = 10;
/**
* The round as a tiny tower, rebuilt row by row: a row stands for one or more
* blocks so any height fits, your cash-out row is blue with a pennant, a
* missed target is a dashed line, and the top rows topple off at the crash.
*/
function MiniTower({ crash, cashed, cashedT, target, reduce }: CrashMiniatureProps) {
const blocks = blockOf(crash) + 1;
const per = Math.ceil(blocks / MINI_ROWS);
const rows = Math.ceil(blocks / per);
const rowOf = (block: number) => Math.min(rows - 1, Math.floor(block / per));
const cashRow = cashedT === null ? null : rowOf(blockAt(cashedT));
const fallen = rows > 1 ? Math.min(3, rows - 1) : 0;
const base = MINI.height - 4;
const rowY = (r: number) => base - 4 * (r + 1);
const cx = 40;
// Rows land over at most 0.5s however tall the tower got.
const step = Math.min(0.05, 0.5 / rows);
const built = reduce ? 0 : MINI_REPLAY.delay + rows * step;
const lost = cashed === null;
return (
<svg
aria-hidden="true"
viewBox={`0 0 ${MINI.width} ${MINI.height}`}
width={MINI.width}
height={MINI.height}
className="shrink-0 overflow-visible"
>
<rect x={cx - 16} y={base} width={32} height={2} rx={1} className="fill-foreground/30" />
{target !== null ? (
// A missed target sits above the top row even when it falls in that
// row's blocks, and one far above the tower pins to the top edge.
<line
x1={6}
x2={MINI.width - 6}
y1={Math.max(2, Math.min(rowY(Math.floor(blockOf(target) / per)), rowY(rows - 1) - 3))}
y2={Math.max(2, Math.min(rowY(Math.floor(blockOf(target) / per)), rowY(rows - 1) - 3))}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
/>
) : null}
{Array.from({ length: rows }, (_, r) => {
const w = (width(r) / 72) * 28;
const x = cx + offset(r) * 0.4 - w / 2;
const topple = r >= rows - fallen;
// Fallen rows land in a pile beside the tower: the lowest falls
// first and lies at the bottom.
const pile = r - (rows - fallen);
const isCash = r === cashRow;
return (
// biome-ignore lint/suspicious/noArrayIndexKey: rows are positional
<g key={r}>
<motion.g
style={{ transformBox: "fill-box", transformOrigin: "center" }}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: -4 }}
animate={
topple && !reduce
? {
opacity: [0, 1, 1, 0.7],
y: [-4, 0, 0, base - 3 - pile * 3.5 - rowY(r)],
x: [0, 0, 0, 33 + pile * 2],
rotate: [0, 0, 0, pile % 2 ? -3 : 4],
}
: { opacity: 1, y: 0 }
}
transition={
topple && !reduce
? { duration: 0.3 + 0.45, times: [0, 0.4, 0.5, 1], ease: EASE_IN, delay: MINI_REPLAY.delay + r * step }
: { ...MINI_LAND, delay: reduce ? 0 : MINI_REPLAY.delay + r * step }
}
>
<rect
x={x}
y={rowY(r)}
width={w}
height={3}
rx={1}
// Your cash-out row stays blue even when it is among the rows
// that topple, as it does on the big tower.
className={cn(
isCash
? "fill-primary"
: topple
? lost
? "fill-rose-500"
: "fill-muted-foreground/60"
: "fill-foreground/25",
)}
/>
{isCash ? (
// Inside the row's group, so the pennant falls with it.
<motion.path
d={`M${x - 1},${rowY(r) + 1.5}l-6,-3v6z`}
className="fill-primary"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
style={{ transformBox: "fill-box", transformOrigin: "right center" }}
transition={{ ...SWAP, delay: built }}
/>
) : null}
</motion.g>
</g>
);
})}
</svg>
);
}
Install
shadcn init? You are set. Theme setupInstall dependencies
npm i @floating-ui/dom clsx lucide-react motion tailwind-mergeAdd util files
// Shared motion tokens. Easing curves mirror the CSS custom properties in
// globals.css; springs are the canonical physics used across components.
// Strong custom variants — defaults like `ease-in`/`ease-out` feel weak.
export const EASE_OUT = [0.16, 1, 0.3, 1] as const;
/** Accelerating curve for things that fall (a dropped ball, a toppled block). Not for UI entrances. */
export const EASE_IN = [0.55, 0, 1, 0.45] as const;
export const EASE_IN_OUT = [0.77, 0, 0.175, 1] as const;
export const EASE_DRAWER = [0.32, 0.72, 0, 1] as const;
/** CSS string form of EASE_OUT for inline style transitions. */
export const EASE_OUT_CSS = "cubic-bezier(0.16, 1, 0.3, 1)";
/** Press feedback on buttons and other tappable surfaces. */
export const SPRING_PRESS = {
type: "spring",
stiffness: 500,
damping: 30,
mass: 0.6,
} as const;
/** Content swaps — label/icon slots trading places inside a control. */
export const SPRING_SWAP = {
type: "spring",
stiffness: 460,
damping: 30,
mass: 0.55,
} as const;
/** Overlay panel entrances — modals and sheets summoned by pointer. */
export const SPRING_PANEL = {
type: "spring",
stiffness: 420,
damping: 40,
mass: 0.5,
} as const;
/** Shared-layout glides — pills, indicators and panels morphing between positions. */
export const SPRING_LAYOUT = {
type: "spring",
stiffness: 360,
damping: 32,
mass: 0.6,
} as const;
/** Cursor-follow physics for decorative mouse tracking (magnetic, tilt, dock). */
export const SPRING_MOUSE = {
stiffness: 200,
damping: 15,
mass: 0.3,
} as const;
/** Dragged handles and fills (sliders) — critically damped `useSpring` config,
* so the value follows the pointer butterily and never rebounds off an end. */
export const SPRING_GLIDE = {
stiffness: 700,
damping: 50,
mass: 0.5,
} as const;
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
"use client";
import { useIsPresent } from "motion/react";
import type { ReactNode } from "react";
export interface PresenceGateRenderProps {
/**
* False from the render that starts the exit animation onward. An overlay
* kept in the tree by `AnimatePresence` is still the topmost thing on the
* page, so anything it decides from `open` alone stays true for the whole
* exit — this is the boolean that already knows the overlay is leaving.
*/
isPresent: boolean;
/**
* Spread onto every layer that takes pointer events while the overlay is
* open. Interaction releases in the same commit that starts the exit while
* the visual exit keeps playing: pointer events stop landing, and `inert`
* drops the subtree from focus order, from tab order and from the
* accessibility tree — an exiting dialog is not a dialog you can still type
* into. A layer that never takes pointer events (a wrapper that only centres
* the panel) takes `inert={!isPresent}` alone, so its own
* `pointer-events-none` is not overwritten.
*/
gate: {
inert: boolean;
style: { pointerEvents: "auto" | "none" };
};
}
export interface PresenceGateProps {
children: (props: PresenceGateRenderProps) => ReactNode;
}
/**
* Reads the presence of the subtree it renders and hands it down.
*
* `useIsPresent` only answers inside the `AnimatePresence` subtree, and the
* components that own an overlay render the `AnimatePresence` themselves, so
* the boolean has to be read one component further down: this is that
* component, and the render prop is how it reaches the layers.
*/
export function PresenceGate({ children }: PresenceGateProps) {
const isPresent = useIsPresent();
return children({
isPresent,
gate: {
inert: !isPresent,
style: { pointerEvents: isPresent ? "auto" : "none" },
},
});
}
// Synthesized game feedback (gem chimes that climb with a streak, a mine's
// blast, a cash-out arpeggio) built from oscillators and noise at runtime, so
// there are no audio files to ship.
import { getAudioContext, retainAudioContext } from "@/lib/audio-context";
const MASTER_GAIN = 0.12;
// Pentatonic steps from G5, so any run of gems stays in key. Two octaves of
// climb tops out at G7, bright but not shrill.
const BASE = 783.99;
const SCALE = [0, 2, 4, 7, 9];
// The context is shared page-wide (lib/audio-context.ts). The master gain
// belongs to it, so it is rebuilt if the context was closed and recreated.
let master: GainNode | null = null;
function ensureContext() {
const ctx = getAudioContext();
if (ctx && master?.context !== ctx) {
master = ctx.createGain();
master.gain.value = MASTER_GAIN;
master.connect(ctx.destination);
}
return ctx;
}
/** A pitched tone with a fast attack and exponential decay. */
function tone(
context: AudioContext,
frequency: number,
at: number,
{ duration = 0.18, type = "sine", gain = 1 }: { duration?: number; type?: OscillatorType; gain?: number } = {},
) {
if (!master) return;
const osc = context.createOscillator();
const env = context.createGain();
osc.type = type;
osc.frequency.setValueAtTime(frequency, at);
env.gain.setValueAtTime(0.0001, at);
env.gain.exponentialRampToValueAtTime(gain, at + 0.005);
env.gain.exponentialRampToValueAtTime(0.0001, at + duration);
osc.connect(env).connect(master);
osc.start(at);
osc.stop(at + duration + 0.02);
osc.onended = () => env.disconnect();
}
function note(step: number) {
const octave = Math.floor(step / SCALE.length);
const semitones = SCALE[step % SCALE.length] + octave * 12;
return BASE * 2 ** (semitones / 12);
}
export interface GameSounds {
/** Unlock audio; call from a click or key handler. */
prepare: () => void;
/** A gem; `streak` counts gems in a row, from 1. */
gem: (streak: number) => void;
/** A mine. */
mine: () => void;
/** Cashing out. */
cashOut: () => void;
dispose: () => void;
}
/**
* Lazily-initialized game sounds on the page's shared AudioContext. Nothing is created
* until the first call. Safe during SSR and without Web Audio: every call
* becomes a silent no-op.
*/
export function createGameSounds(): GameSounds {
const release = retainAudioContext();
let disposed = false;
const live = () => (disposed ? null : ensureContext());
return {
prepare() {
live();
},
gem(streak) {
const context = live();
if (!context) return;
const now = context.currentTime;
// Every fifth gem in a row leads in with a quick two-note run, so the
// chime waits for it. Notes can't start in the past.
const run = streak % 5 === 0;
const at = run ? now + 0.06 : now;
if (run) {
[-2, -1].forEach((offset, index) => {
tone(context, note(Math.max(0, streak - 1 + offset)), now + index * 0.03, { gain: 0.35, duration: 0.08 });
});
}
// Each gem in a row climbs the scale, capped two octaves up.
const frequency = note(Math.min(streak - 1, SCALE.length * 2));
// Glassy: a sine fundamental with a quiet triangle an octave up.
tone(context, frequency, at, { gain: 0.9 });
tone(context, frequency * 2, at, { type: "triangle", gain: 0.15, duration: 0.12 });
// From the third gem in a row, a sparkle a fifth above answers the chime.
if (streak >= 3) tone(context, frequency * 1.5, at + 0.05, { gain: 0.25, duration: 0.1 });
},
mine() {
const context = live();
if (!context || !master) return;
const now = context.currentTime;
// A burst of noise swept down through a low-pass filter…
const length = Math.ceil(context.sampleRate * 0.45);
const buffer = context.createBuffer(1, length, context.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < length; i++) data[i] = (Math.random() * 2 - 1) * (1 - i / length) ** 2;
const noise = context.createBufferSource();
noise.buffer = buffer;
const filter = context.createBiquadFilter();
filter.type = "lowpass";
filter.frequency.setValueAtTime(1600, now);
filter.frequency.exponentialRampToValueAtTime(180, now + 0.4);
const env = context.createGain();
env.gain.setValueAtTime(1.1, now);
env.gain.exponentialRampToValueAtTime(0.0001, now + 0.45);
noise.connect(filter).connect(env).connect(master);
noise.start(now);
noise.onended = () => env.disconnect();
// …over a low thump that drops in pitch.
const thump = context.createOscillator();
const thumpEnv = context.createGain();
thump.type = "sine";
thump.frequency.setValueAtTime(110, now);
thump.frequency.exponentialRampToValueAtTime(42, now + 0.3);
thumpEnv.gain.setValueAtTime(1.4, now);
thumpEnv.gain.exponentialRampToValueAtTime(0.0001, now + 0.32);
thump.connect(thumpEnv).connect(master);
thump.start(now);
thump.stop(now + 0.34);
thump.onended = () => thumpEnv.disconnect();
},
cashOut() {
const context = live();
if (!context) return;
const now = context.currentTime;
// A rising major arpeggio, C5 E5 G5 C6, ending on a held shimmer.
[523.25, 659.25, 783.99, 1046.5].forEach((frequency, index) => {
const last = index === 3;
tone(context, frequency, now + index * 0.06, { type: "triangle", gain: 0.6, duration: last ? 0.45 : 0.14 });
if (last) tone(context, frequency * 2, now + index * 0.06, { gain: 0.15, duration: 0.5 });
});
},
dispose() {
if (disposed) return;
disposed = true;
release();
},
};
}
"use client";
import {
type KeyboardEvent,
type RefObject,
useEffect,
useMemo,
useRef,
} from "react";
import { useOnOpen } from "@/lib/hooks/use-on-open";
import { useRowCursor } from "@/lib/hooks/use-row-cursor";
export interface ListboxRow {
id: string;
label: string;
disabled?: boolean;
}
// How long typed characters keep building one typeahead query.
const TYPEAHEAD_MS = 500;
/**
* Keyboard model for a popup listbox whose options are focusable buttons.
*
* The active option is resolved during render through `useRowCursor`, so the
* roving `tabIndex` and the next key press always agree with what is on
* screen. Opening starts on the selected option, or the first enabled one.
* Arrow keys, Home and End move between enabled options, and printable
* characters jump to the next option whose label starts with what was typed.
* DOM focus follows the active option while the list is open; each option
* carries its id in `data-listbox-id` so the list can find it.
*/
export function useListbox({
open,
rows,
selected,
list,
}: {
open: boolean;
rows: readonly ListboxRow[];
selected: string | undefined;
list: RefObject<HTMLElement | null>;
}) {
const enabled = useMemo(() => rows.filter((row) => !row.disabled), [rows]);
const { activeIndex, moveTo, moveActive } = useRowCursor(enabled, "");
useOnOpen(open, () =>
moveTo(enabled.some((row) => row.id === selected) ? (selected ?? null) : null),
);
const activeId = enabled[activeIndex]?.id;
const typed = useRef({ text: "", at: 0 });
// A list rendered open does not take focus from the page on mount; focus
// follows only once it has been opened, or once focus is already inside.
const openedOnMount = useRef(open);
useEffect(() => {
if (!open) openedOnMount.current = false;
}, [open]);
useEffect(() => {
if (!open || activeId === undefined) return;
if (
openedOnMount.current &&
!list.current?.contains(document.activeElement)
)
return;
const option = Array.from(
list.current?.querySelectorAll<HTMLElement>("[data-listbox-id]") ?? [],
).find((element) => element.dataset.listboxId === activeId);
option?.focus({ preventScroll: false });
}, [open, activeId, list]);
const onKeyDown = (event: KeyboardEvent) => {
const { key } = event;
if (key === "ArrowDown" || key === "ArrowUp") {
event.preventDefault();
moveActive(key === "ArrowDown" ? 1 : -1);
} else if (key === "Home" || key === "End") {
event.preventDefault();
const row = key === "Home" ? enabled[0] : enabled[enabled.length - 1];
if (row) moveTo(row.id);
} else if (
key.length === 1 &&
key !== " " &&
!event.ctrlKey &&
!event.metaKey &&
!event.altKey
) {
const now = Date.now();
const char = key.toLowerCase();
const text =
now - typed.current.at < TYPEAHEAD_MS ? typed.current.text + char : char;
typed.current = { text, at: now };
// A repeated single letter cycles through the options that start with it.
const from = text.length === 1 ? activeIndex + 1 : activeIndex;
for (let step = 0; step < enabled.length; step++) {
const row = enabled[(from + step) % enabled.length];
if (row.label.toLowerCase().startsWith(text)) {
moveTo(row.id);
break;
}
}
}
};
return { activeId, onKeyDown };
}
"use client";
import { type RefObject, useEffect } from "react";
/**
* What the dismissing gesture does to the control it landed on.
*
* `"pass-through"` is the platform norm (native popover light-dismiss): the
* tap closes the overlay *and* activates whatever was under it. Use
* `"consume"` where the open overlay sits over or beside controls that would
* be costly to trigger by accident — the dismissal then swallows the
* activation too, so the gesture only closes.
*/
export type DismissBehavior = "pass-through" | "consume";
export interface DismissOptions {
/** Default `"pass-through"`. */
behavior?: DismissBehavior;
/** Dismiss on Escape as well. Default true. */
escape?: boolean;
/** Return true for an outside target that should *not* dismiss. Must be stable. */
ignore?: (target: Element) => boolean;
}
/**
* What every currently open dismiss scope counts as inside itself. A consumed
* dismissal reads this to tell a stray gesture from one that belongs to an
* overlay in front of it: overlays have no shared z-order to consult, but the
* one the gesture landed in has said as much by registering it.
*/
const openScopes = new Set<(target: Element) => boolean>();
function claimedByAnotherScope(
self: (target: Element) => boolean,
target: Element,
) {
for (const scope of openScopes) {
if (scope !== self && scope(target)) return true;
}
return false;
}
// preventDefault on pointerdown does not suppress the click that follows, so
// consuming a gesture means swallowing that click itself. The swallower
// deliberately outlives the effect that installed it — the dismissal it
// belongs to has already unmounted or re-rendered by the time the click lands.
// It releases on that click, or on the next gesture if the pointer is dragged
// away and no click ever arrives, so it can never eat a later one. A keydown
// releases it too: a gesture that ends with neither a click nor a cancel would
// otherwise leave it armed, and the click Enter synthesizes on some focused
// control is not the one this dismissal was owed.
function consumeActivation(source: Event) {
const swallow = (event: MouseEvent) => {
event.preventDefault();
event.stopPropagation();
release();
};
const restart = (event: Event) => {
if (event !== source) release();
};
const release = () => {
window.removeEventListener("click", swallow, true);
window.removeEventListener("pointerdown", restart, true);
window.removeEventListener("pointercancel", restart, true);
window.removeEventListener("keydown", release, true);
};
window.addEventListener("click", swallow, true);
window.addEventListener("pointerdown", restart, true);
window.addEventListener("pointercancel", restart, true);
window.addEventListener("keydown", release, true);
}
/**
* Close an open overlay on Escape or a pointerdown outside `ref`. Pass `null`
* for `ref` when what counts as inside isn't one element, and say so with
* `ignore` instead.
*
* The pointerdown listener is capture-phase: a bubble-phase one is blinded by
* any handler in between that stops propagation, and an overlay cannot know
* what it is layered over. `onDismiss` and `ignore` must be stable (wrap in
* useCallback) so the listeners aren't re-bound every render while open.
*/
export function useDismiss(
open: boolean,
onDismiss: () => void,
ref: RefObject<HTMLElement | SVGElement | null> | null,
{
behavior = "pass-through",
escape: dismissOnEscape = true,
ignore,
}: DismissOptions = {},
) {
useEffect(() => {
if (!open) return;
const inside = (target: Element) =>
Boolean(ref?.current?.contains(target)) || Boolean(ignore?.(target));
const onKey = (event: KeyboardEvent) => {
if (dismissOnEscape && event.key === "Escape") onDismiss();
};
const onPointer = (event: PointerEvent) => {
const target = event.target as Element | null;
if (!target || inside(target)) return;
// Outside this overlay, but inside one that is also open: the gesture is
// that overlay's to answer, and swallowing its click from behind would
// cost the user the control they actually aimed at.
if (behavior === "consume" && !claimedByAnotherScope(inside, target)) {
consumeActivation(event);
}
onDismiss();
};
openScopes.add(inside);
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer, true);
return () => {
openScopes.delete(inside);
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer, true);
};
}, [open, onDismiss, ref, behavior, dismissOnEscape, ignore]);
}
"use client";
import { useMemo, useRef } from "react";
import { isHoveringPointer } from "@/lib/touch";
interface BoundaryEvent {
pointerId: number;
pointerType: string;
buttons: number;
}
export interface HoverGesture {
/** True when this enter starts a hover: the pointer arrived resting, not pressing. */
enter: (event: BoundaryEvent) => boolean;
/** True when this leave ends a hover that entered as one. */
leave: (event: BoundaryEvent) => boolean;
}
/**
* Pairs a surface's enter with its leave, per pointer.
*
* `isHoveringPointer` answers the question the *enter* asks — is this pointer
* resting on the surface or pressing it — and both boundary cases go wrong if
* the leave is asked the same question again:
*
* - A pen with no hover never rests. It arrives in contact, taps, and the spec
* then requires its boundary events after `pointerup`, so the leave carries
* `buttons: 0` and reads as a mouse gliding off. Hover teardown then undid
* the tap — the panel the pen had just opened closed under it.
* - A mouse pressed on the surface and dragged off leaves with `buttons: 1`.
* Skipping teardown there strands the surface open: the release happens
* outside, and no second leave ever comes.
*
* So the state a hover holds is released by the pointer that took it, whatever
* the buttons say at the boundary, and a pointer that arrived in contact never
* took it in the first place. Contact is the exception tracked here, not
* hover: a leave from a pointer this surface never saw enter — mounted under
* the cursor, say — still counts, since the alternative is state with no way
* out.
*/
export function useHoverGesture(): HoverGesture {
const contact = useRef(new Set<number>());
return useMemo(
() => ({
enter: (event) => {
if (isHoveringPointer(event)) {
contact.current.delete(event.pointerId);
return true;
}
contact.current.add(event.pointerId);
return false;
},
leave: (event) => {
const arrivedInContact = contact.current.delete(event.pointerId);
return !arrivedInContact && event.pointerType !== "touch";
},
}),
[],
);
}
"use client";
import { useMemo, useRef } from "react";
/** What a pointerdown recorded, read back by the click that ends its gesture. */
export interface TapRecord<S> {
/** Which input started the gesture. */
pointerType: string;
/** What the surface was showing when it started. */
state: S;
}
export interface TapGesture<S> {
/** Record the gesture a pointerdown starts, with the state it starts in. */
start: (event: { pointerType: string }, state: S) => void;
/** Read the record and clear it. `null` when no pointer is behind this click. */
take: () => TapRecord<S> | null;
/** Drop the record: this gesture will never spend it on a click. */
drop: () => void;
}
/**
* The pointer gesture behind a click, recorded where the click cannot report
* it. A `click` carries no `pointerType` in the engines that matter, so the
* `pointerdown` before it is the only thing that says which input activated
* the control — and whether one did at all, since keyboard activation
* synthesizes a click with no pointer behind it.
*
* State goes in with the record because a click reports that no better: a
* browser that focuses a control on contact can open the very panel the tap
* was meant to open, and reading "is it open" at click time then undoes it.
* What the gesture started against is what it acts on.
*
* The record is spent by one click and dropped by everything else, because a
* record that outlives its gesture is worse than none:
*
* - A scroll or an OS gesture takes the touch away — `pointercancel`, no click
* ever — and the finger would sit in the record until some later click.
* - That later click is often `Enter` on a keyboard, which arrives with no
* pointerdown of its own and would inherit the abandoned finger. A keydown
* is the start of a keyboard activation and never part of a tap, so it drops
* the record too.
*
* Both ends have to be wired by the surface: `drop` on `onPointerCancel` and
* on `onKeyDown`.
*/
export function useTapGesture<S>(): TapGesture<S> {
const record = useRef<TapRecord<S> | null>(null);
return useMemo(
() => ({
start: (event, state) => {
record.current = { pointerType: event.pointerType, state };
},
take: () => {
const spent = record.current;
record.current = null;
return spent;
},
drop: () => {
record.current = null;
},
}),
[],
);
}
// One AudioContext for every synthesized sound on the page (lib/tick-sound.ts,
// lib/game-sounds.ts). Browsers cap concurrent contexts, and a page can show a
// date made of several WheelPickers next to a game, so they all share this
// one. It is created on first use and closed once every player is disposed.
type AudioContextCtor = typeof AudioContext;
let context: AudioContext | null = null;
let users = 0;
/**
* Registers a sound player. Call the returned function when the player is
* disposed; the context closes after the last one.
*/
export function retainAudioContext() {
users++;
let released = false;
return () => {
if (released) return;
released = true;
users--;
if (users === 0 && context) {
void context.close();
context = null;
}
};
}
/**
* The shared context, created on first call and resumed if suspended. Null
* during SSR and in browsers without Web Audio.
*/
export function getAudioContext(): AudioContext | null {
if (!context) {
if (typeof window === "undefined") return null;
const Ctor =
window.AudioContext ??
(window as unknown as { webkitAudioContext?: AudioContextCtor }).webkitAudioContext;
if (!Ctor) return null;
context = new Ctor();
}
// Browsers may refuse outside a user gesture. Players call this from
// pointer and key handlers first, so a later call finds it running.
if (context.state === "suspended") void context.resume().catch(() => undefined);
return context;
}
"use client";
import { useEffect, useState } from "react";
/**
* Returns true only on devices that have a true hover (mouse / trackpad).
* Touch devices fire phantom `:hover` on tap that sticks until tap-elsewhere
* — gate hover-only effects (scale lifts, magnetic pulls) behind this.
*/
export function useHoverCapable() {
const [canHover, setCanHover] = useState(false);
useEffect(() => {
if (typeof window === "undefined" || !window.matchMedia) return;
const mq = window.matchMedia("(hover: hover) and (pointer: fine)");
const update = () => setCanHover(mq.matches);
update();
mq.addEventListener?.("change", update);
return () => mq.removeEventListener?.("change", update);
}, []);
return canHover;
}
"use client";
import { useState } from "react";
/**
* Runs `start` during the render in which `open` becomes true.
*
* Opening a list starts a fresh session — an empty query, the highlight back at
* the top — and that is a resolution, not a side effect: a passive effect runs
* after the commit, so the new session would carry the last one's state for a
* window in which a key press can land.
*
* `start` may only set state belonging to the calling component. Anything that
* reaches outside it — a consumer's callback, a DOM write, moving focus — is a
* side effect, and React rejects a callback that sets another component's state
* during this one's render. Put those in an effect keyed to `open`.
*/
export function useOnOpen(open: boolean, start: () => void) {
const [wasOpen, setWasOpen] = useState(open);
if (open !== wasOpen) {
setWasOpen(open);
if (open) start();
}
}
"use client";
import { useCallback, useLayoutEffect, useRef, useState } from "react";
/**
* Where the keyboard or the pointer last moved to: the row's id, stamped with
* the query it was placed under.
*/
type RowCursor = { id: string; query: string };
/** The cursor's row, or -1 once the query has moved on or the row has left. */
function indexOfCursor(
rows: readonly { id: string }[],
query: string,
cursor: RowCursor | null,
) {
if (cursor === null || cursor.query !== query) return -1;
return rows.findIndex((row) => row.id === cursor.id);
}
/**
* The highlighted row of a list whose rows can change under it.
*
* Which row is highlighted is resolved during render, never in a passive
* effect: a passive effect runs after the commit, so a list that had just
* changed would carry an `aria-activedescendant` naming a row that has left it,
* and a key pressed in that window would commit the wrong row or nothing at
* all.
*
* The cursor holds the row's id, not its position. A position alone cannot tell
* a list that shrank from one that swapped its rows for a different set of the
* same length, and the second case is the one that silently hands Enter to a
* row the user never chose. A cursor whose row has left the list returns the
* highlight to the first row rather than to the nearest surviving one: the row
* the user aimed at is gone, and the first row is where a new query already
* puts the highlight.
*
* Pass the query the list is filtered by. The cursor is stamped with it and
* dropped when it changes, so a caller cannot forget to clear it — including a
* caller whose query arrives as a prop and so never runs its own handler. Rows
* that come back under a query that has moved on cannot revive it either.
* `moveTo(null)` is for deliberate resets, such as reopening the list.
*
* Both callbacks keep one identity for the life of the component, and read the
* rows and the query through a ref to do it. A caller will put them in an
* effect's dependencies — the exhaustive-deps rule makes it — and a `moveTo`
* rebuilt on every keystroke would re-run that effect on every keystroke.
*/
export function useRowCursor(rows: readonly { id: string }[], query: string) {
const [cursor, setCursor] = useState<RowCursor | null>(null);
// Written after commit, not during render: a render React discards or has not
// finished still runs the component body, and an event handler that read this
// in that window would stamp the cursor with a query the committed tree does
// not have.
const latest = useRef({ rows, query });
useLayoutEffect(() => {
latest.current = { rows, query };
});
const cursorRow = indexOfCursor(rows, query, cursor);
// Cleared rather than ignored: React re-runs this render with the cursor
// already gone, so rows that come back cannot revive a highlight the user has
// stopped aiming at.
if (cursor !== null && cursorRow < 0) setCursor(null);
const moveTo = useCallback(
(id: string | null) =>
setCursor(id === null ? null : { id, query: latest.current.query }),
[],
);
const moveActive = useCallback((direction: 1 | -1) => {
const { rows: live, query: liveQuery } = latest.current;
const last = live.length - 1;
if (last < 0) return;
// Steps from the row the cursor is really on, inside the update, so that
// two keys landing in one batch move two rows rather than one.
setCursor((current) => {
const at = Math.max(indexOfCursor(live, liveQuery, current), 0);
const next = Math.min(Math.max(at + direction, 0), last);
return { id: live[next].id, query: liveQuery };
});
}, []);
return { activeIndex: cursorRow < 0 ? 0 : cursorRow, moveTo, moveActive };
}
// Shared touch primitives. iOS and iPadOS run their own gestures on top of the
// page — the long-press selection callout and the selection it drags in with
// it — and they win: once the platform claims a touch it cancels ours
// mid-gesture, so a press-and-hold or a drag simply dies. Surfaces that own
// their gesture have to opt out.
//
// What the two classes below cover, precisely:
// - `-webkit-touch-callout: none` stops iOS's long-press callout. WebKit-only:
// it is not a property other engines have, so it is inert everywhere else.
// - `user-select: none` stops the long-press selection on every engine,
// Android included, and stops a drag from painting a selection under the
// cursor. It is inherited, so it reaches every descendant — which is why the
// two classes differ only in whether they apply it unconditionally.
// What neither covers:
// - Chrome for Android's long-press menu on a link or an image. No CSS
// suppresses it; a gesture surface that wraps one needs its own
// `onContextMenu` with `preventDefault()`.
// - The native drag of an `<img>` or `<a>` descendant. `-webkit-user-drag` is
// not inherited and plain divs and buttons are not drag sources, so setting
// it on the surface does nothing — the child itself needs `draggable={false}`.
/**
* Classes for a surface that *is* the control: a thumb, a drum, a stage, a
* handle, a hold button. Selection is suppressed on every input, because a
* drag that highlights the control's own label is wrong on a mouse too.
* Compose with `touch-none` when the surface also owns the scroll axis — leave
* it off when the page must still scroll from there.
*/
export const TOUCH_GESTURE_CLASS = "select-none [-webkit-touch-callout:none]";
/**
* The same opt-out for a gesture surface that wraps content the consumer owns:
* a scroller, a context-menu trigger, a sheet header, a list row. Selection is
* suppressed only where the platform runs its own press gestures — a coarse
* pointer — so a mouse user can still select and copy that content. If the
* gesture itself would paint a selection under the cursor, add `select-none`
* for the duration of the gesture rather than reaching for
* `TOUCH_GESTURE_CLASS`.
*
* `pointer: coarse` describes the *primary* pointer and nothing else, so a
* hybrid machine reads it wrong in both directions: a tablet with a mouse
* plugged in keeps touch as primary and loses mouse selection, and a laptop
* with a touchscreen keeps the mouse as primary and leaves selection live
* under a finger. No media query can answer per interaction — the query is
* about the device, and the question is about the gesture in progress. The
* default stays here because it is right on the machines that are one thing or
* the other, and losing a selection is a nuisance; where the miss costs a
* *gesture* instead, the surface pairs it with `holdSelection` on the press.
*/
export const TOUCH_GESTURE_CONTENT_CLASS =
"[-webkit-touch-callout:none] pointer-coarse:select-none";
/**
* Suppress selection on `element` for as long as a gesture is running on it,
* whatever the primary pointer of the machine happens to be. Returns the
* release. Inline, so it wins over the class above and is gone again the
* moment the gesture ends.
*
* For the press gestures a native selection would otherwise steal — a
* long-press that opens a menu. Elsewhere prefer the classes: a surface that
* takes selection away for the whole session is a surface whose text nobody
* can copy.
*/
export function holdSelection(element: HTMLElement) {
element.style.setProperty("user-select", "none");
element.style.setProperty("-webkit-user-select", "none");
return () => {
element.style.removeProperty("user-select");
element.style.removeProperty("-webkit-user-select");
};
}
/**
* Pointer capture, best effort. WebKit throws `NotFoundError` when the pointer
* is already gone by the time the handler runs — routine on iOS, where the
* system can claim the touch first — and an uncaught throw takes the rest of
* the handler, the gesture included, down with it. Touch pointers carry
* implicit capture anyway, so losing it is never fatal.
*/
export function capturePointer(element: Element, pointerId: number) {
try {
element.setPointerCapture(pointerId);
} catch {
// Pointer is no longer active — implicit capture still applies on touch.
}
}
/** Release a capture taken with `capturePointer`, ignoring a stale pointer. */
export function releasePointer(element: Element, pointerId: number) {
try {
if (element.hasPointerCapture(pointerId)) {
element.releasePointerCapture(pointerId);
}
} catch {
// Capture was already dropped by the browser.
}
}
/**
* Whether this event came from a pointer that is *hovering*: not a touch, and
* not currently pressed. Which input the user is holding right now is not
* something a device capability can answer — a touchscreen laptop hovers and
* taps, and iPadOS reports a fine hovering pointer for a finger — so both
* paths stay live and each handler branches on the event it was given.
*
* A pen resting on the glass is making contact, not hovering: `buttons` is the
* tell, and it sends a pen tap down the same route a finger takes.
*
* This answers what an *enter* asks. A leave is the other half of a pair and
* has to be read against the enter that started it — `useHoverGesture` in
* `lib/hooks/use-hover-gesture` does that, and hover surfaces should use it
* rather than asking this question twice.
*/
export const isHoveringPointer = (event: {
pointerType: string;
buttons: number;
}) => event.pointerType !== "touch" && event.buttons === 0;
Copy the source code
"use client";
// beui.dev/casino/crash
import { AnimatePresence, motion, type Transition } from "motion/react";
import { useLayoutEffect, useRef, useState } from "react";
import { EASE_IN, EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import { type CrashMiniatureProps, CrashShell, clamp01, MINI, MINI_REPLAY, PRIMARY_TEXT } from "./crash-parts";
import { type CrashGame, type CrashProps, EXIT, formatShort, GROWTH, SWAP, useCrashGame } from "./use-crash-game";
export { type CrashProps, type CrashReveal, crashPoint, formatMultiplier } from "./use-crash-game";
// One block per +8% on the multiplier, so block k lands at exactly 1.08^k:
// one every 0.64s, while the readout keeps accelerating.
const STEP = 1.08;
const PER_SECOND = GROWTH / Math.log(STEP);
// Block geometry in px. The baseline is the slab's top, measured from the stage bottom.
const BLOCK_H = 13;
const PITCH = 16;
const BASE = 28;
// The stage is 10:7, so its height scales with width (up to about 297px, under 200px on narrow cards).
// The camera follow threshold comes from the measured height, keeping the top
// block 24px under the stage edge. Before measuring it assumes the smallest
// stage, so the server render never pokes out of the top.
const TOP_ROOM = 24;
const MIN_STAGE_H = 200;
const followFor = (stageH: number) => Math.max(4, Math.floor((stageH - BASE - TOP_ROOM - BLOCK_H) / PITCH));
// Sway grows with height up to this many degrees.
const MAX_SWAY = 4;
const SWAY_RATE = 2.2;
// A block lands with a little give, which reads as stacked by hand.
const DROP: Transition = { type: "spring", duration: 0.35, bounce: 0.25 };
/**
* A crash game drawn as a tower: a block stacks on at every +8% and the tower
* sways harder the taller it gets, until the crash topples it. Cash out before
* it does; your block keeps a flag as the tower carries on without you.
*/
export function CrashTower({ "aria-label": ariaLabel = "Crash", className, ...options }: CrashProps) {
const game = useCrashGame(options);
// The tower stands at 72% across with its labels and pennant on its right, so
// nothing reaches back under the shell's readout, even on a narrow stage.
return (
<CrashShell game={game} aria-label={ariaLabel} className={className} miniature={(props) => <MiniTower {...props} />}>
<Tower game={game} />
</CrashShell>
);
}
// Slightly varied widths and alternating offsets, fixed per index, so it reads as hand-stacked.
const width = (k: number) => 60 + ((k * 7) % 4) * 4;
const offset = (k: number) => (k % 2 ? 1 : -1) * (2 + ((k * 5) % 3));
// A fixed jagged crack per block, 2 or 3 segments, in a 100x13 box stretched to the block.
const crack = (k: number) => {
const x = 18 + ((k * 29) % 60);
const lean = k % 2 ? 6 : -6;
return k % 3
? `M${x},0L${x + lean},6L${x - lean / 2},13`
: `M${x},0L${x + lean},4L${x - lean},9L${x + lean / 2},13`;
};
// The top surface of the block on top when the multiplier reaches m, in px over the baseline.
const blockOf = (m: number) => Math.floor(Math.log(m) / Math.log(STEP) + 1e-9);
// The block on top at a time into the flight.
const blockAt = (t: number) => Math.floor(t * PER_SECOND + 1e-9);
const markRise = (m: number, cam: number) => (blockOf(m) - cam) * PITCH + BLOCK_H;
/** The stack, derived from t each frame: count, camera, sway and cracks. */
function Tower({ game }: { game: CrashGame }) {
const { t, crashed, lost, cashedT, round, reduce, target, ghost } = game;
const stage = useRef<HTMLDivElement>(null);
const [stageH, setStageH] = useState(MIN_STAGE_H);
useLayoutEffect(() => {
const node = stage.current;
if (!node) return;
const measure = () => setStageH(node.clientHeight);
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, []);
const follow = followFor(stageH);
const b = t * PER_SECOND;
const top = Math.floor(b + 1e-9);
// Continuous, so the stack sinks smoothly between landings.
const cam = Math.max(0, b - follow);
// Blocks below this are past the stage bottom.
const lowest = Math.max(0, Math.floor(cam) - 3);
// Cracks need some height first, then spread up from the base.
const strain = clamp01((b - 8) / 12);
const amp = reduce ? 0 : Math.min(MAX_SWAY, b * 0.22);
const phase = t * SWAY_RATE;
const angle = amp * (0.8 * Math.sin(phase) + 0.2 * Math.sin(phase * 1.7 + 1));
// The upper blocks lag the sway a little, so the tower bends rather than pivots.
const bend = amp * 1.5 * Math.sin(phase - 0.9);
// From the cash-out time, not the value: the value is floored to two
// decimals and can fall just below the block that was on top.
const cashK = cashedT === null ? null : blockAt(cashedT);
// A mark's line sits on top of its block, so the labels of that block and
// the next would print over the mark's own.
const marked = [ghost, target].flatMap((m) => (m === null ? [] : [blockOf(m)]));
// The crash breaks the top few blocks off, tipping the way the tower leans.
const breakK = Math.max(0, top - 4 - (round % 3));
const dir = angle < 0 ? -1 : 1;
const blocks = Array.from({ length: top - lowest + 1 }, (_, i) => lowest + i);
// Marks above the view pin to the top edge with a caret, so a far target stays readable.
const ceiling = stageH - BASE - 10;
return (
<div ref={stage} aria-hidden="true" className="absolute inset-0 overflow-hidden">
{/* Ground and slab sink with the camera but never sway. */}
<div
className="absolute inset-x-0 bottom-0"
style={{ height: BASE, transform: `translateY(${(cam * PITCH).toFixed(2)}px)` }}
>
<div className="absolute inset-x-0 top-2 border-t border-border" />
<div className="absolute top-0 left-[72%] h-2 w-28 -translate-x-1/2 rounded-[3px] bg-foreground/20" />
</div>
<AnimatePresence initial={false}>
{ghost !== null &&
// Dropped when it would print over the target's label (both pinned
// at the top, or within 12px).
(target === null ||
Math.abs(Math.min(markRise(ghost, cam), ceiling) - Math.min(markRise(target, cam), ceiling)) >= 12) ? (
<Mark
key="ghost"
rise={markRise(ghost, cam)}
ceiling={ceiling}
label={`Last ${formatShort(ghost)}`}
className="border-muted-foreground/30 text-muted-foreground"
/>
) : null}
{target !== null ? (
<Mark
key="target"
rise={markRise(target, cam)}
ceiling={ceiling}
label={`Target ${formatShort(target)}`}
className={cn("border-primary/70", PRIMARY_TEXT)}
/>
) : null}
</AnimatePresence>
{/* A zero-size anchor on the baseline, so the sway pivots there. */}
<div className="absolute left-[72%]" style={{ bottom: BASE, transform: `rotate(${angle.toFixed(3)}deg)` }}>
{blocks.map((k) => {
const rise = k - cam;
const lift = rise / follow;
const w = width(k);
const x = offset(k) + bend * lift * lift - w / 2;
const y = -rise * PITCH - BLOCK_H;
const falling = crashed && k >= breakK;
const n = k - breakK;
const load = clamp01((top - k - 4) / 10) * strain;
return (
<div
key={`${round}-${k}`}
className="absolute top-0 left-0"
style={{ width: w, height: BLOCK_H, transform: `translate(${x.toFixed(2)}px,${y.toFixed(2)}px)` }}
>
<motion.div
className={cn(
"relative size-full rounded-[4px] transition-colors duration-150",
k === cashK
? "bg-primary"
: falling
? lost
? "bg-rose-500"
: "bg-muted-foreground/40"
: k % 2
? "bg-foreground/15"
: "bg-foreground/10",
)}
// The idle block is already standing on first paint. A skip lays
// several blocks a frame that scroll off before a drop could
// finish, so they land at once.
initial={round === 0 || game.skipping ? false : reduce ? { opacity: 0 } : { opacity: 0, y: -24 }}
animate={
falling && !reduce
? {
x: dir * (20 + n * 12),
y: 160 + n * 6,
rotate: dir * (50 + n * 18 + (k % 3) * 12),
opacity: [1, 1, 0],
}
: // Under reduced motion the broken top fades instead of falling.
{ x: 0, y: 0, rotate: 0, opacity: falling ? 0.35 : 1 }
}
transition={
falling && !reduce
? {
duration: 0.6,
ease: EASE_IN,
// The top lets go first.
delay: (top - k) * 0.025,
opacity: { duration: 0.6, times: [0, 0.7, 1], delay: (top - k) * 0.025 },
}
: reduce
? { duration: 0.15, ease: EASE_OUT }
: DROP
}
>
{load > 0 ? (
// The load on this block, read straight from the height: no motion of its own.
<svg
aria-hidden="true"
viewBox="0 0 100 13"
preserveAspectRatio="none"
className="absolute inset-0 size-full"
style={{ opacity: load }}
>
<path
d={crack(k)}
fill="none"
strokeWidth={1}
vectorEffect="non-scaling-stroke"
strokeLinejoin="round"
className="stroke-foreground/35"
/>
</svg>
) : null}
{k > 0 && k % 5 === 0 && !marked.some((g) => k === g || k === g + 1) ? (
<span
className={cn(
"absolute top-1/2 left-full -translate-y-1/2 text-[10px] leading-none text-muted-foreground tabular-nums",
k === cashK ? "ml-6" : "ml-2",
)}
>
{formatShort(STEP ** k)}
</span>
) : null}
{k === cashK ? (
// Where you bailed: a pennant off your block's right side, clear of the blocks above.
<motion.span
key={`flag-${round}`}
className="absolute top-1/2 left-full ml-0.5 h-2.5 w-3.5 origin-left -translate-y-1/2 bg-primary [clip-path:polygon(0_0,0_100%,100%_50%)]"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
transition={SWAP}
/>
) : null}
</motion.div>
</div>
);
})}
</div>
</div>
);
}
/** A dashed height line across the tower column; it sinks with the camera and fades out. */
function Mark({
rise,
ceiling,
label,
className,
}: {
rise: number;
ceiling: number;
label: string;
className: string;
}) {
const pinned = rise > ceiling;
return (
<motion.div
className={cn("absolute right-3 left-[calc(72%-3.5rem)] border-t border-dashed", className)}
// `y` is a transform, so the per-frame sink never touches layout.
style={{ bottom: BASE, y: -Math.min(rise, ceiling) }}
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: EXIT }}
transition={{ duration: 0.15, ease: EASE_OUT }}
>
<span className="absolute right-0 bottom-0.5 text-[10px] leading-none font-medium tabular-nums">
{pinned ? "↑ " : ""}
{label}
</span>
</motion.div>
);
}
// The mini stack's rows pop on with a small overshoot, like Mines' mini map
// cells: each is 3px tall, so a bounce reads as a block landing.
const MINI_LAND: Transition = { type: "spring", duration: 0.3, bounce: 0.3 };
const MINI_ROWS = 10;
/**
* The round as a tiny tower, rebuilt row by row: a row stands for one or more
* blocks so any height fits, your cash-out row is blue with a pennant, a
* missed target is a dashed line, and the top rows topple off at the crash.
*/
function MiniTower({ crash, cashed, cashedT, target, reduce }: CrashMiniatureProps) {
const blocks = blockOf(crash) + 1;
const per = Math.ceil(blocks / MINI_ROWS);
const rows = Math.ceil(blocks / per);
const rowOf = (block: number) => Math.min(rows - 1, Math.floor(block / per));
const cashRow = cashedT === null ? null : rowOf(blockAt(cashedT));
const fallen = rows > 1 ? Math.min(3, rows - 1) : 0;
const base = MINI.height - 4;
const rowY = (r: number) => base - 4 * (r + 1);
const cx = 40;
// Rows land over at most 0.5s however tall the tower got.
const step = Math.min(0.05, 0.5 / rows);
const built = reduce ? 0 : MINI_REPLAY.delay + rows * step;
const lost = cashed === null;
return (
<svg
aria-hidden="true"
viewBox={`0 0 ${MINI.width} ${MINI.height}`}
width={MINI.width}
height={MINI.height}
className="shrink-0 overflow-visible"
>
<rect x={cx - 16} y={base} width={32} height={2} rx={1} className="fill-foreground/30" />
{target !== null ? (
// A missed target sits above the top row even when it falls in that
// row's blocks, and one far above the tower pins to the top edge.
<line
x1={6}
x2={MINI.width - 6}
y1={Math.max(2, Math.min(rowY(Math.floor(blockOf(target) / per)), rowY(rows - 1) - 3))}
y2={Math.max(2, Math.min(rowY(Math.floor(blockOf(target) / per)), rowY(rows - 1) - 3))}
strokeDasharray="2 3"
className="stroke-muted-foreground/60"
/>
) : null}
{Array.from({ length: rows }, (_, r) => {
const w = (width(r) / 72) * 28;
const x = cx + offset(r) * 0.4 - w / 2;
const topple = r >= rows - fallen;
// Fallen rows land in a pile beside the tower: the lowest falls
// first and lies at the bottom.
const pile = r - (rows - fallen);
const isCash = r === cashRow;
return (
// biome-ignore lint/suspicious/noArrayIndexKey: rows are positional
<g key={r}>
<motion.g
style={{ transformBox: "fill-box", transformOrigin: "center" }}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: -4 }}
animate={
topple && !reduce
? {
opacity: [0, 1, 1, 0.7],
y: [-4, 0, 0, base - 3 - pile * 3.5 - rowY(r)],
x: [0, 0, 0, 33 + pile * 2],
rotate: [0, 0, 0, pile % 2 ? -3 : 4],
}
: { opacity: 1, y: 0 }
}
transition={
topple && !reduce
? { duration: 0.3 + 0.45, times: [0, 0.4, 0.5, 1], ease: EASE_IN, delay: MINI_REPLAY.delay + r * step }
: { ...MINI_LAND, delay: reduce ? 0 : MINI_REPLAY.delay + r * step }
}
>
<rect
x={x}
y={rowY(r)}
width={w}
height={3}
rx={1}
// Your cash-out row stays blue even when it is among the rows
// that topple, as it does on the big tower.
className={cn(
isCash
? "fill-primary"
: topple
? lost
? "fill-rose-500"
: "fill-muted-foreground/60"
: "fill-foreground/25",
)}
/>
{isCash ? (
// Inside the row's group, so the pennant falls with it.
<motion.path
d={`M${x - 1},${rowY(r) + 1.5}l-6,-3v6z`}
className="fill-primary"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25 }}
animate={{ opacity: 1, scale: 1 }}
style={{ transformBox: "fill-box", transformOrigin: "right center" }}
transition={{ ...SWAP, delay: built }}
/>
) : null}
</motion.g>
</g>
);
})}
</svg>
);
}
"use client";
// Pieces every Crash design shares, so each design only draws its stage.
import { Check, History as HistoryIcon, Volume2, VolumeX, X } from "lucide-react";
import { AnimatePresence, motion, type Transition } from "motion/react";
import { memo, type ReactNode, type Ref, useEffect, useLayoutEffect, useRef, useState } from "react";
import { ActionSwapCascadeIcon } from "@/components/motion/action-swap-cascade";
import { Button } from "@/components/motion/button";
import { NumberTicker } from "@/components/motion/number-ticker";
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/motion/select";
import { Tooltip } from "@/components/motion/tooltip";
import { EASE_IN_OUT, EASE_OUT, SPRING_LAYOUT } from "@/lib/ease";
import { PresenceGate, type PresenceGateRenderProps } from "@/lib/presence-gate";
import { cn } from "@/lib/utils";
import {
type CrashGame,
EXIT,
formatMultiplier,
formatShort,
growth,
heat,
PULSE,
SHAKE,
SWAP,
useStable,
} from "./use-crash-game";
/**
* Primary for small text: a shade darker on light surfaces and lighter on
* dark ones, so 10-12px labels keep 4.5:1. Large text and marks use plain
* primary.
*/
export const PRIMARY_TEXT =
"text-[color:color-mix(in_oklab,var(--color-primary)_75%,black)] dark:text-[color:color-mix(in_oklab,var(--color-primary)_80%,white)]";
// Readout and history colours per heat: neutral, then primary, then amber.
const HEAT_TEXT = {
cool: "text-foreground",
warm: "text-primary",
hot: "text-amber-700 dark:text-amber-400",
} as const;
const HEAT_PILL = {
cool: "bg-foreground/5 text-muted-foreground",
warm: `bg-primary/10 ${PRIMARY_TEXT}`,
hot: "bg-amber-500/15 text-amber-700 dark:text-amber-400",
} as const;
/** The width of the viewBox an SVG stage draws in. */
export const STAGE_W = 400;
/**
* SVG stage labels: 10px on screen however narrow the card. A viewBox scales
* its text with the stage, so the shell sets --crash-label in viewBox units.
* The server render has no width to go on and draws them at 10 units.
*/
export const STAGE_LABEL = "text-[length:var(--crash-label,10px)]";
/**
* The frame every design sits in: one card holding the recent rounds and
* sound, the stage with the readout pinned top left, and the controls. Each
* design draws only its stage, which must keep the top-left corner clear.
*/
export function CrashShell({
game,
"aria-label": ariaLabel,
className,
children,
miniature,
}: {
game: CrashGame;
"aria-label": string;
className?: string;
children: ReactNode;
/** The design's own replay of the round on the result ticket. */
miniature?: (props: CrashMiniatureProps) => ReactNode;
}) {
const mainRef = useRef<HTMLButtonElement>(null);
const stageRef = useRef<HTMLDivElement>(null);
// Written straight to the style, so a resize doesn't re-render the game.
useLayoutEffect(() => {
const node = stageRef.current;
if (!node) return;
const measure = () => {
const width = node.clientWidth;
if (width > 0) node.style.setProperty("--crash-label", `${Math.max(10, (10 * STAGE_W) / width)}px`);
};
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, []);
// The ticket opens per round once the crash has played; tapping the stage
// or Escape puts it away, and the next round clears it.
const [openRound, setOpenRound] = useState<number | null>(null);
const resultShown = game.crashed && openRound === game.round;
const { crashed, round } = game;
// Read when the round ends, so a reduced-motion change can't reopen a closed ticket.
const ticketDelay = useStable(() => (game.reduce ? 0.15 : TICKET_DELAY) * 1000);
useEffect(() => {
if (!crashed) return;
// A timer, not an animation callback, so a cut-short animation can't keep it shut.
// Focus stays where it is: nothing focusable sits under the ticket, and
// the main button, which now says Play again, kept focus through the round.
const id = setTimeout(() => setOpenRound(round), ticketDelay());
return () => clearTimeout(id);
}, [crashed, round, ticketDelay]);
const closeResult = () => {
setOpenRound(null);
mainRef.current?.focus();
};
return (
<section
aria-label={ariaLabel}
// Focusable by script and click only: a tap on the stage keeps focus in
// the game, so Escape still reaches the ticket.
tabIndex={-1}
className={cn("w-full max-w-md outline-none", className)}
onKeyDown={(event) => {
if (event.key !== "Escape" || !resultShown) return;
// An open Auto menu takes this Escape (it listens on window, after us).
if (event.target instanceof Element && event.target.closest('[role="listbox"],[aria-expanded="true"]')) return;
// Escape is used up here; an enclosing dialog must not close too.
event.stopPropagation();
closeResult();
}}
>
{/* 24px card corners = 12px stage and control corners + 12px padding. */}
<div className="flex flex-col gap-3 rounded-3xl border border-border p-3">
<div className="flex h-8 items-center gap-2 pl-1">
<HistoryIcon aria-hidden="true" className="size-3.5 shrink-0 text-muted-foreground" strokeWidth={2} />
{/* The game changes every frame; these take only what they show, so they skip those renders. */}
<CrashHistory history={game.history} reduce={game.reduce} className="min-w-0 flex-1" />
<SoundToggle on={game.soundOn} onToggle={game.toggleSound} />
</div>
{/* A 10:7 stage in every design, so switching between them never
jumps. A container: its width also fixes its height. */}
<div ref={stageRef} className="@container relative aspect-[10/7] overflow-hidden rounded-xl bg-muted/40">
{children}
<div className="pointer-events-none absolute top-4 left-4">
<CrashEyebrow game={game} />
{/* Smaller on narrow stages, so the readout leaves the design room. */}
<CrashMultiplier game={game} className="mt-1 text-3xl @min-[20rem]:text-4xl [&>span]:origin-left" />
<CrashStatus game={game} className="mt-2" />
</div>
<AnimatePresence>
{resultShown ? (
<PresenceGate key="result">
{({ gate }) => <ResultTicket game={game} gate={gate} onClose={closeResult} miniature={miniature} />}
</PresenceGate>
) : null}
</AnimatePresence>
</div>
<CrashControls game={game} mainRef={mainRef} />
</div>
<CrashAnnouncer game={game} />
</section>
);
}
// The ticket rises once each design's crash (tumble, pop, topple: 0.6s to
// 0.75s) has mostly played, the same receipt Mines ends on: a stub notched at a
// dashed tear line, the outcome above, the round's figures and a miniature
// of the flight below.
const TICKET_DELAY = 0.7;
// Rises with a little settle (a rare, end-of-round moment), leaves quickly.
const CARD_IN = { type: "spring", duration: 0.4, bounce: 0.15 } as const;
const CARD_OUT = { duration: 0.15, ease: EASE_OUT } as const;
// Inside, chunks arrive in reading order, then the flight replays.
const CHUNK = { duration: 0.25, ease: EASE_OUT } as const;
// The tear line sits this far down; the side notches are cut there.
const TEAR = 104;
// A drop-shadow on the ticket's wrapper: the notch mask would clip a
// box-shadow on the ticket itself.
const TICKET_SHADOW = "[filter:drop-shadow(0_1px_1px_rgb(0_0_0/0.12))_drop-shadow(0_12px_16px_rgb(0_0_0/0.3))]";
const NOTCH_MASK = `radial-gradient(circle 9px at 0 ${TEAR}px, transparent 98%, black), radial-gradient(circle 9px at 100% ${TEAR}px, transparent 98%, black)`;
/**
* The end-of-round receipt over a dimmed stage. It has no buttons: the main
* action already says Play again, and tapping the stage (or Escape) puts it
* away to look at the flight.
*/
function ResultTicket({
game,
gate,
onClose,
miniature,
}: {
game: CrashGame;
gate: PresenceGateRenderProps["gate"];
onClose: () => void;
miniature?: (props: CrashMiniatureProps) => ReactNode;
}) {
const { reduce } = game;
return (
<>
<motion.button
type="button"
aria-label="Hide result and show the flight"
onClick={onClose}
{...gate}
className="absolute inset-0 z-20 cursor-default bg-background/55 outline-none backdrop-blur-[2px] focus-visible:ring-2 focus-visible:ring-primary focus-visible:ring-inset"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: CARD_OUT }}
transition={{ duration: 0.2, ease: EASE_OUT }}
/>
<div inert={gate.inert} className="pointer-events-none absolute inset-0 z-20 grid place-items-center p-4">
<motion.div
role="group"
aria-label="Round result"
// Sized here: the ticket is a size container, so it can't take its
// width from its contents.
className={cn("w-full max-w-[17rem]", TICKET_SHADOW)}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 16, scale: 0.96 }}
animate={{ opacity: 1, y: 0, scale: 1 }}
exit={reduce ? { opacity: 0, transition: CARD_OUT } : { opacity: 0, y: 8, scale: 0.98, transition: CARD_OUT }}
transition={reduce ? { duration: 0.2 } : CARD_IN}
>
<Ticket game={game} miniature={miniature} />
</motion.div>
</div>
</>
);
}
function Chunk({ delay, reduce, className, children }: { delay: number; reduce: boolean; className?: string; children: ReactNode }) {
return (
<motion.div
className={className}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ ...CHUNK, delay: reduce ? 0 : delay }}
>
{children}
</motion.div>
);
}
function Ticket({ game, miniature }: { game: CrashGame; miniature?: (props: CrashMiniatureProps) => ReactNode }) {
const { cashed, multiplier: crash, roundAuto, reduce, t } = game;
const won = cashed !== null;
return (
<div
// The stub is about 200px tall; a short stage (its width sets its
// height) scales it down rather than clipping it.
className="@container w-full rounded-2xl bg-card text-foreground @max-[17rem]:scale-[0.72] @min-[17rem]:@max-[21rem]:scale-[0.85]"
style={{ WebkitMaskImage: NOTCH_MASK, WebkitMaskComposite: "source-in", maskImage: NOTCH_MASK, maskComposite: "intersect" }}
>
<div
className={cn(
"flex flex-col items-center justify-center gap-1 rounded-t-2xl px-5 text-center",
won ? "bg-primary/10" : "bg-rose-500/10",
)}
style={{ height: TEAR }}
>
<Chunk delay={0.05} reduce={reduce}>
<p className={cn("text-xs font-medium tracking-wide uppercase", won ? PRIMARY_TEXT : "text-rose-700 dark:text-rose-400")}>
{won ? "Cashed out" : "Crashed"}
</p>
</Chunk>
<Chunk delay={0.1} reduce={reduce}>
<p className={cn("text-3xl font-semibold", !won && "text-muted-foreground line-through decoration-2")}>
{won ? (
<NumberTicker
value={cashed}
decimals={2}
format={(value) => formatMultiplier(value).slice(0, -1)}
suffix="×"
startOnView={false}
duration={0.6}
stagger={0.05}
/>
) : (
// The multiplier is lost: struck through, as Mines does. A plain
// span, since a line-through skips the ticker's inline-block digits.
<span className="tabular-nums">{formatMultiplier(crash)}</span>
)}
</p>
</Chunk>
</div>
<div aria-hidden="true" className="mx-4 border-t-2 border-dashed border-border" />
<div className="flex items-center gap-4 px-5 pt-4 pb-5">
<Chunk delay={0.18} reduce={reduce} className="flex-1">
<dl className="grid gap-1.5 text-xs">
<Row label="Crashed at" value={formatMultiplier(crash)} />
<Row label="Flight" value={`${t.toFixed(1)}s`} />
{won && game.fair ? (
// The built-in round reaches m with a chance of 1 in m, as with
// Mines' odds; a custom crash point makes no such promise.
<Row label="Odds beaten" value={`1 in ${formatMultiplier(cashed).slice(0, -1)}`} />
) : won ? (
<Row label="You left at" value={formatMultiplier(cashed)} />
) : (
<Row label="Auto target" value={roundAuto === null ? "Off" : formatShort(roundAuto)} />
)}
</dl>
</Chunk>
{/* A narrow ticket keeps the figures on one line each and drops the miniature. */}
{miniature ? (
<Chunk delay={0.24} reduce={reduce} className="@max-[15rem]:hidden">
{miniature({ crash, cashed, cashedT: game.cashedT, target: won ? null : roundAuto, reduce })}
</Chunk>
) : null}
</div>
</div>
);
}
function Row({ label, value }: { label: string; value: string }) {
return (
<div className="flex justify-between gap-2 whitespace-nowrap">
<dt className="text-muted-foreground">{label}</dt>
<dd className="font-medium tabular-nums">{value}</dd>
</div>
);
}
/** What a design's ticket miniature replays: the round's crash, your cash out and a missed target. */
export interface CrashMiniatureProps {
crash: number;
cashed: number | null;
/** Seconds into the flight at the cash out, for designs that count steps. */
cashedT: number | null;
/** The auto target, only when the round crashed short of it. */
target: number | null;
reduce: boolean;
}
// The parachute drifting down from a cash out is a once-a-round moment, so it
// may take its time.
export const CHUTE: Transition = {
y: { duration: 2.2, ease: EASE_OUT },
rotate: { duration: 2.2, ease: EASE_IN_OUT },
opacity: { duration: 2.2, times: [0, 0.08, 0.7, 1] },
};
export const clamp01 = (value: number) => Math.min(1, Math.max(0, value));
/** Wraps scenery that streams past into a loop `span` long. */
export const wrap = (value: number, span: number) => ((value % span) + span) % span;
/** A tick step of 1, 2 or 5 times a power of ten, at least `min`. */
export function niceAtLeast(min: number) {
const power = 10 ** Math.floor(Math.log10(min));
// toPrecision drops float noise (0.30000000000000004), so steps add up cleanly.
return Number((([1, 2, 5, 10].find((unit) => unit * power >= min) ?? 10) * power).toPrecision(12));
}
/** The parachute that opens at a cash out: a scalloped canopy, three lines and the player. */
export function Parachute() {
return (
<g className="text-primary">
<path d="M-9,0Q-9,-11 0,-11Q9,-11 9,0Q6,-3 3,0Q0,-3 -3,0Q-6,-3 -9,0Z" fill="currentColor" />
<path d="M-9,0L0,10M0,0L0,10M9,0L0,10" stroke="currentColor" strokeWidth={0.75} opacity={0.6} fill="none" />
<circle cy={11.5} r={2} fill="currentColor" />
</g>
);
}
/** Every miniature is 88 × 48, like Mines' mini map. */
export const MINI = { width: 88, height: 48 } as const;
// The replay starts once the ticket's figures are in, and draws over 0.6s.
export const MINI_REPLAY = { delay: 0.3, duration: 0.6, ease: EASE_OUT } as const;
/** The sound toggle: a quiet 32px icon button in the card's header. */
const SoundToggle = memo(function SoundToggle({ on, onToggle }: { on: boolean; onToggle: () => void }) {
return (
// aria-label names the button; the tooltip shows the same label on hover
// and focus. Tooltip's asLabel would hydrate differently from the server.
<Tooltip content="Sound" side="top">
<Button
variant="ghost"
onClick={onToggle}
aria-label="Sound"
aria-pressed={on}
pressScale={0.96}
className={cn("size-8 shrink-0 rounded-xl px-0", on && "text-foreground")}
>
<ActionSwapCascadeIcon value={on ? "on" : "off"} className="size-4">
{on ? (
<Volume2 aria-hidden="true" className="size-4" />
) : (
<VolumeX aria-hidden="true" className="size-4" />
)}
</ActionSwapCascadeIcon>
</Button>
</Tooltip>
);
});
/** The Auto menu and the main action, in one 40px row with 12px corners. */
function CrashControls({ game, mainRef }: { game: CrashGame; mainRef: Ref<HTMLButtonElement> }) {
return (
<div className="flex items-center gap-2">
<AutoMenu
auto={game.auto}
options={game.autoOptions}
onChange={game.setAuto}
disabled={game.running || game.starting}
/>
<Button
ref={mainRef}
className="relative h-10 flex-1 overflow-hidden rounded-xl tabular-nums aria-disabled:cursor-wait aria-disabled:opacity-60 aria-disabled:hover:bg-primary"
// aria-disabled, not disabled: the button keeps keyboard focus while the
// crash point is on its way.
aria-disabled={game.actionBusy || undefined}
aria-busy={game.starting || undefined}
// No press or hover response while it can't act. Passed only then:
// Button spreads props last, so an explicit undefined would drop its hover.
pressScale={game.actionBusy ? 1 : 0.96}
{...(game.actionBusy ? { whileHover: {} } : {})}
onClick={game.act}
// A held Enter repeats clicks; it would cash out, skip and start
// rounds on its own.
onKeyDown={(event) => {
if (event.repeat && event.key === "Enter") event.preventDefault();
}}
>
{game.actionLabel}
{/* Progress toward the auto target, on the same log scale the
multiplier grows on, so it fills at a steady pace. */}
{game.running && game.target !== null ? (
<span
aria-hidden="true"
className="pointer-events-none absolute inset-x-0 bottom-0 h-[3px] origin-left bg-primary-foreground/45"
style={{ transform: `scaleX(${Math.min(1, Math.log(growth(game.t)) / Math.log(game.target)).toFixed(4)})` }}
/>
) : null}
</Button>
</div>
);
}
/** The Auto cash-out menu. */
const AutoMenu = memo(function AutoMenu({
auto,
options,
onChange,
disabled,
}: {
auto: number | null;
options: number[];
onChange: (value: string) => void;
disabled: boolean;
}) {
return (
<Select value={auto === null ? "off" : String(auto)} onValueChange={onChange} disabled={disabled} className="w-32 shrink-0">
<SelectTrigger className="h-10 tabular-nums">
<span className="flex items-baseline gap-1.5">
<span className="text-xs text-muted-foreground">Auto</span>
{/* Options register after mount; the placeholder covers the server render. */}
<SelectValue placeholder={auto === null ? "Off" : formatShort(auto)} />
</span>
</SelectTrigger>
<SelectContent>
<SelectItem value="off">Off</SelectItem>
{options.map((step) => (
<SelectItem key={step} value={String(step)}>
{formatShort(step)}
</SelectItem>
))}
</SelectContent>
</Select>
);
});
/** Recent crash points, newest first, sliding in from the left. */
const CrashHistory = memo(function CrashHistory({
history,
reduce,
className,
}: {
history: CrashGame["history"];
reduce: boolean;
className?: string;
}) {
return (
<ul
aria-label="Recent crashes"
className={cn(
"flex items-center gap-1.5 overflow-hidden [mask-image:linear-gradient(to_right,black_85%,transparent)]",
className,
)}
>
<AnimatePresence initial={false} mode="popLayout">
{history.length === 0 ? (
<motion.li key="empty" className="text-xs text-muted-foreground" initial={false} animate={{ opacity: 1 }} exit={{ opacity: 0, transition: EXIT }}>
Recent rounds show here
</motion.li>
) : (
history.map((entry) => (
<motion.li
key={entry.id}
layout={!reduce}
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.9, x: -8 }}
animate={{ opacity: 1, scale: 1, x: 0 }}
exit={{ opacity: 0, transition: EXIT }}
transition={reduce ? { duration: 0.15 } : SPRING_LAYOUT}
className={cn(
"shrink-0 rounded-full px-2 py-0.5 text-xs font-medium tabular-nums",
HEAT_PILL[heat(entry.value)],
)}
>
{formatMultiplier(entry.value)}
</motion.li>
))
)}
</AnimatePresence>
</ul>
);
});
/**
* The live multiplier, warming as it climbs, that becomes the result at the
* crash: red and shaking on a loss, your cash out in primary on a win.
*/
function CrashMultiplier({ game, className }: { game: CrashGame; className?: string }) {
const { lost, crashed, cashed, reduce, pulse, round } = game;
// After a crash you cashed out of, the number that counts is yours.
const final = crashed && cashed !== null;
return (
<motion.p
key={round}
className={cn(
"font-semibold tracking-tight tabular-nums transition-colors duration-150",
className,
// Warms with the climb, so size reads without the digits; the result overrides.
lost ? "text-rose-600 dark:text-rose-400" : final ? "text-primary" : HEAT_TEXT[heat(game.multiplier)],
)}
animate={lost && !reduce ? { x: [0, -6, 6, -3, 3, 0] } : { x: 0 }}
transition={SHAKE}
>
{/* Remounts per milestone for a quick swell, and once more when the
crash hands the readout your cash out, which blurs in. */}
<motion.span
key={final ? "final" : pulse}
className="inline-block"
initial={
reduce
? final
? { opacity: 0 }
: false
: final
? { opacity: 0, scale: 0.96, filter: "blur(4px)" }
: pulse > 0
? { scale: 1.08 }
: false
}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
transition={final ? SWAP : PULSE}
>
{formatMultiplier(final ? cashed : game.multiplier)}
</motion.span>
</motion.p>
);
}
/**
* The line under the multiplier: a hint before and during the flight, a
* solid badge from the cash out until the crash, then the round's context.
*/
function CrashStatus({ game, className }: { game: CrashGame; className?: string }) {
const { cashed, crashed, status, reduce } = game;
return (
<div className={cn("flex h-6 items-center", className)}>
<AnimatePresence initial={false} mode="popLayout">
{cashed !== null && !crashed ? (
<motion.p
key="cashed"
className="inline-flex h-6 items-center gap-1 rounded-full bg-primary pr-2.5 pl-2 text-xs font-medium text-primary-foreground tabular-nums"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.96, filter: "blur(4px)" }}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
<Check aria-hidden="true" className="size-3.5" strokeWidth={2.5} />
Cashed out {formatMultiplier(cashed)}
</motion.p>
) : (
<motion.p
key={status}
className="text-xs text-muted-foreground tabular-nums"
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 4, filter: "blur(4px)" }}
animate={{ opacity: 1, y: 0, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
{status}
</motion.p>
)}
</AnimatePresence>
</div>
);
}
/**
* The small uppercase state label: Ready, In flight, then the result:
* Cashed out with a check, or Crashed with a cross.
*/
function CrashEyebrow({ game, className }: { game: CrashGame; className?: string }) {
const { lost, crashed, running, cashed, reduce } = game;
const icon = crashed ? (lost ? "lost" : "won") : running && cashed === null ? "live" : null;
return (
<p
className={cn(
"flex h-4 items-center gap-1.5 text-[11px] font-medium tracking-[0.08em] uppercase transition-colors duration-150",
lost ? "text-rose-700 dark:text-rose-400" : crashed ? PRIMARY_TEXT : "text-muted-foreground",
className,
)}
>
<AnimatePresence initial={false} mode="popLayout">
{icon ? (
<motion.span
key={icon}
aria-hidden="true"
className="grid size-3.5 place-items-center"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25, filter: "blur(4px)" }}
animate={{ opacity: 1, scale: 1, filter: "blur(0px)" }}
exit={{ opacity: 0, transition: EXIT }}
transition={SWAP}
>
{icon === "live" ? (
<span className="size-1.5 rounded-full bg-primary" />
) : icon === "won" ? (
<Check className="size-3.5" strokeWidth={3} />
) : (
<X className="size-3.5" strokeWidth={3} />
)}
</motion.span>
) : null}
</AnimatePresence>
{game.eyebrow}
</p>
);
}
/** The polite live region for starts, milestones, cash outs and crashes. */
function CrashAnnouncer({ game }: { game: CrashGame }) {
return (
<p aria-live="polite" className="sr-only">
{game.announcement}
</p>
);
}
"use client";
import { useReducedMotion } from "motion/react";
import { useCallback, useEffect, useLayoutEffect, useMemo, useRef, useState } from "react";
import { EASE_OUT } from "@/lib/ease";
import { createGameSounds, type GameSounds } from "@/lib/game-sounds";
// The game every Crash design shares: the clock, the crash point, cashing out,
// milestones, history, sound and announcements. A design only draws it.
export interface CrashProps {
/** Multiplier to cash out at automatically (controlled), or null for manual play. Applies from the next round. */
autoCashOut?: number | null;
/** Initial auto cash-out when uncontrolled. Default null (off). */
defaultAutoCashOut?: number | null;
/** Called when the Auto menu changes between rounds. */
onAutoCashOutChange?: (autoCashOut: number | null) => void;
/**
* Decides each round's crash point, called once when the round starts.
* Return a number, or a Promise for one (a server round, a provably fair
* hash): the main button shows Starting… until it settles, and a rejection
* returns to Start. Values below 1 or not finite become 1, and values are
* floored to two decimals. Default `crashPoint()`. Ignored when `crashAt`
* is passed.
*/
getCrashPoint?: () => number | Promise<number>;
/**
* Live rounds (controlled), for a server that keeps the crash point secret
* until it happens: the round `onStart` was given and its crash point once
* revealed, or null. A round flies open-ended until its own crash point
* arrives; a value for any other round is ignored, so a reveal from last
* round can't end this one. A value at or below the current multiplier
* crashes at once, at that value, and a cash out above it never happened:
* the round ends lost and `onCashOut` is not called. A value still ahead
* means the display is behind the server: the flight runs out to it
* quickly and takes no more hand cash outs (an auto target below it still
* pays). Whether a round is live is fixed when it starts; dropping
* `crashAt` mid-round ends it at the current multiplier.
*/
crashAt?: CrashReveal | null;
/** Called when the player starts a round, before its crash point is known, with the round's number (unique on the page). */
onStart?: (round: number) => void;
/**
* Called when the player cashes out, by hand or automatically. In a live
* round it waits until the crash point is revealed, so it only fires for a
* cash out that stands.
*/
onCashOut?: (multiplier: number) => void;
/** Called when the round crashes, with the cash-out multiplier or null if the player was still in. */
onCrash?: (crashPoint: number, cashedOut: number | null) => void;
/** Play synthesized sounds (controlled): a climbing chime at each milestone (2× to 5×, then 10×, 20×, 50×…), a cash-out arpeggio and a crash blast. */
sound?: boolean;
/** Initial sound state when uncontrolled. Default false. */
defaultSound?: boolean;
/** Called when the sound button is toggled. */
onSoundChange?: (sound: boolean) => void;
/** Accessible name for the game. Default "Crash". */
"aria-label"?: string;
className?: string;
}
export type CrashPhase = "idle" | "starting" | "running" | "crashed";
/** A live round's crash point, tagged with the round `onStart` was given. */
export interface CrashReveal {
round: number;
value: number;
}
// The multiplier grows exponentially: 2× after 5.8s, 10× after 19s.
export const GROWTH = 0.12;
export const growth = (seconds: number) => Math.exp(GROWTH * seconds);
export const timeAt = (multiplier: number) => Math.log(multiplier) / GROWTH;
const MAX_CRASH = 1_000_000;
// The highest multiplier a round can show: a passed crash point settles no
// higher, and an open live round stops climbing here (about 32 minutes in)
// rather than overflowing to Infinity.
const CEILING = 1e100;
/**
* A crash point from one uniform draw in [0, 1): the round reaches `m` with
* probability (1 − houseEdge) / m, floored to two decimals and capped at
* 1,000,000×. The default edge of 0 is a fair game. Pass your own `random`
* for a seeded or provably fair round, for example the first 52 bits of a
* round's HMAC-SHA256: `crashPoint(() => parseInt(hash.slice(0, 13), 16) / 2 ** 52, 0.01)`.
*/
export function crashPoint(random: () => number = Math.random, houseEdge = 0) {
const edge = Math.min(Math.max(houseEdge, 0), 1);
return Math.min(MAX_CRASH, Math.max(1, Math.floor((100 * (1 - edge)) / (1 - random())) / 100));
}
/**
* A passed crash point as the game plays it: at least 1 and floored to two
* decimals, the way crash games display them. The round ends on exactly the
* caller's value up to the 1e100 ceiling; `crashPoint()` caps at 1,000,000.
* Anything not finite plays as 1.
*/
const settle = (point: number) => {
if (!Number.isFinite(point)) return 1;
return Math.max(1, floor2(Math.min(point, CEILING)));
};
/**
* Multipliers announced (and chimed) while the player is in: 2× to 5×, then
* 10×, 20×, 50×, 100× and on, so a long flight stays quiet enough to follow.
*/
export function milestone(index: number) {
if (index < 4) return index + 2;
return [10, 20, 50][(index - 4) % 3] * 10 ** Math.floor((index - 4) / 3);
}
// Auto cash-out targets offered in the menu, after Off.
export const AUTO_STEPS = [1.5, 2, 3, 5, 10, 25, 100];
// Skipping after a cash out runs the rest of the flight in at most this long.
const SKIP_TIME = 0.8;
// Presses this soon after a start, a cash-out press or a crash are the same
// press repeated (a double tap, a mash), not the next action (ms).
const PRESS_GUARD = 400;
// Round numbers, unique on the page, so a live reveal kept by the parent
// across a remount can't match a fresh round.
let rounds = 0;
const HISTORY = 12;
// Motion shared by every design.
// A loss shakes the readout once, quickly; a burst spreads from the crash.
export const SHAKE = { duration: 0.3, ease: EASE_OUT } as const;
export const BURST = { duration: 0.45, ease: EASE_OUT } as const;
// Status lines and markers swap on a spring with no bounce.
export const SWAP = { type: "spring", duration: 0.3, bounce: 0 } as const;
// A milestone swells the readout and lets it settle with a little give.
export const PULSE = { type: "spring", duration: 0.35, bounce: 0.3 } as const;
// Exits are shorter than entrances.
export const EXIT = { duration: 0.12, ease: EASE_OUT } as const;
export function useCrashGame({
autoCashOut: autoProp,
defaultAutoCashOut = null,
onAutoCashOutChange,
getCrashPoint,
crashAt,
onStart,
onCashOut,
onCrash,
sound,
defaultSound = false,
onSoundChange,
}: Omit<CrashProps, "aria-label" | "className">) {
// Live rounds: the crash point arrives through `crashAt` while flying.
const live = crashAt !== undefined;
const reduce = useReducedMotion() ?? false;
const [internalAuto, setInternalAuto] = useState(defaultAutoCashOut);
const rawAuto = autoProp === undefined ? internalAuto : autoProp;
const auto = rawAuto === null || !Number.isFinite(rawAuto) ? null : Math.max(1.01, floor2(rawAuto));
const [phase, setPhase] = useState<CrashPhase>("idle");
const [round, setRound] = useState(0);
const [elapsed, setElapsed] = useState(0);
const [cashed, setCashed] = useState<number | null>(null);
// Seconds into the flight at the cash out. The value is floored to two
// decimals, so a design that counts steps (Tower's blocks) needs the time.
const [cashedT, setCashedT] = useState<number | null>(null);
const [crashedAt, setCrashedAt] = useState<number | null>(null);
const [history, setHistory] = useState<{ id: number; value: number }[]>([]);
const [announcement, setAnnouncement] = useState("");
// Counts milestones passed this round; each one pulses the readout.
const [pulse, setPulse] = useState(0);
// The auto target locked in when the round started.
const [roundAuto, setRoundAuto] = useState<number | null>(null);
// The flight lives in a ref so each frame can read and advance it. The
// crash point stays out of state until it is reached. `milestone` indexes
// the next multiplier to announce. `pressTime` is the last take-off,
// cash-out press or crash, in performance.now() ms. `held` is a live cash out waiting on
// the crash point before `onCashOut` hears of it.
const flight = useRef({
round: 0,
live: false,
t: 0,
rate: 1,
crash: 1,
auto: null as number | null,
milestone: 0,
pressTime: Number.NEGATIVE_INFINITY,
held: false,
});
const cashedRef = useRef<number | null>(null);
// A round is in progress from Start until it crashes or fails to start. A
// ref, not render state: two clicks in one frame both see the old phase,
// so a second start would ask for a second crash point (a second server
// round), and a click landing just after the crash frame would cash out a
// round that has already ended.
const busy = useRef(false);
// Drops a crash point that settles after unmount. Set in the effect body
// as well as cleared in its cleanup, so StrictMode's dev remount turns it
// back on.
const alive = useRef(true);
useEffect(() => {
alive.current = true;
return () => {
alive.current = false;
};
}, []);
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const player = useRef<GameSounds | null>(null);
const getPlayer = () => {
if (!player.current) player.current = createGameSounds();
return player.current;
};
useEffect(
() => () => {
player.current?.dispose();
player.current = null;
},
[],
);
const running = phase === "running";
const starting = phase === "starting";
const crashed = phase === "crashed";
// Unknown only in a live round the server hasn't ended yet. From the
// round's own mode, which a prop change mid-round doesn't move.
const roundLive = flight.current.live;
const crashKnown = !roundLive || crashAt?.round === round;
// A live round the server has ended while the display catches up.
const overtaken = running && roundLive && crashKnown;
const t = crashed && crashedAt !== null ? timeAt(crashedAt) : elapsed;
const multiplier = crashed && crashedAt !== null ? crashedAt : floor2(growth(t));
const cashOut = (value: number, time: number) => {
if (!busy.current || cashedRef.current !== null) return;
cashedRef.current = value;
setCashed(value);
setCashedT(time);
setAnnouncement(`Cashed out at ${formatMultiplier(value)}.`);
if (soundOn) getPlayer().cashOut();
// A live cash out stands only if the crash point turns out above it.
if (Number.isFinite(flight.current.crash)) onCashOut?.(value);
else flight.current.held = true;
};
// Takes off once the crash point is settled (Infinity: not yet revealed).
const fly = (id: number, crash: number) => {
flight.current = {
round: id,
live,
t: 0,
rate: 1,
crash,
auto,
milestone: 0,
// Kept from start(): an async crash point can take a while, and the
// first tap after it lands is a real cash out.
pressTime: flight.current.pressTime,
held: false,
};
setPhase("running");
setAnnouncement(auto === null ? "Round started." : `Round started. Auto cash out at ${formatMultiplier(auto)}.`);
};
const start = () => {
// From the ref, not render state: two clicks in one frame both see the
// old phase, and a second start would ask for a second crash point (a
// second server round).
if (busy.current) return;
busy.current = true;
rounds += 1;
const id = rounds;
// Before any state changes: if it throws, the round never began and the
// last one's result stays as it was.
try {
onStart?.(id);
} catch (error) {
busy.current = false;
throw error;
}
// The guard against a double tap on Start cashing out at once.
flight.current.pressTime = performance.now();
cashedRef.current = null;
setCashed(null);
setCashedT(null);
setCrashedAt(null);
setElapsed(0);
setPulse(0);
setRoundAuto(auto);
setRound(id);
if (soundOn) getPlayer().prepare();
if (live) {
fly(id, Number.POSITIVE_INFINITY);
return;
}
let point: number | Promise<number>;
try {
point = getCrashPoint ? getCrashPoint() : crashPoint();
} catch {
point = Promise.reject();
}
if (typeof point === "number") {
fly(id, settle(point));
return;
}
setPhase("starting");
setAnnouncement("Starting round.");
// Promise.resolve: a plain-JS caller may hand back something else.
Promise.resolve(point).then(
(value) => {
if (alive.current) fly(id, settle(value));
},
() => {
if (!alive.current) return;
busy.current = false;
setPhase("idle");
setAnnouncement("The round couldn't start. Try again.");
},
);
};
// Runs the rest of the flight quickly; reduced motion jumps to the crash.
// A live round still waiting on its crash point can't be run out.
const skip = () => {
const f = flight.current;
if (!Number.isFinite(f.crash)) return;
f.rate = reduce ? 1e9 : Math.max(1, (timeAt(f.crash) - f.t) / SKIP_TIME);
};
const onFrame = useStable((dt: number) => {
// The round already ended: a frame booked before a throwing onCrash.
if (!busy.current) return false;
const f = flight.current;
const wasIn = cashedRef.current === null;
// A live round's crash point lands whenever the server reveals it; one
// already behind the plane crashes at once, at that value. One ahead is
// a display running late: the server has crashed, so the flight runs
// out to it like a skip.
if (f.live && !Number.isFinite(f.crash) && crashAt?.round === f.round) {
f.crash = settle(crashAt.value);
f.rate = reduce ? 1e9 : Math.max(1, (timeAt(f.crash) - f.t) / SKIP_TIME);
// The server's crash came before the player's cash out: it never
// happened, so the round is lost after all.
if (cashedRef.current !== null && cashedRef.current > f.crash) {
cashedRef.current = null;
setCashed(null);
setCashedT(null);
f.held = false;
}
}
// The live round lost its crash point source mid-flight: nothing can
// end it any more, so it ends here. A held cash out was never confirmed
// by the server, so it doesn't stand.
if (f.live && !live && !Number.isFinite(f.crash)) {
f.crash = settle(growth(f.t));
if (f.held) {
f.held = false;
cashedRef.current = null;
setCashed(null);
setCashedT(null);
}
}
// A held live cash out stands now the crash point is known.
if (f.held && Number.isFinite(f.crash) && cashedRef.current !== null) {
f.held = false;
onCashOut?.(cashedRef.current);
}
const end = timeAt(f.crash);
f.t = Math.min(end, f.t + dt * f.rate, timeAt(CEILING));
const value = growth(f.t);
if (cashedRef.current === null) {
// A target at or below the crash point always pays, at the target. The
// crash check covers a target equal to the crash point.
if (f.auto !== null && f.auto <= f.crash && (value >= f.auto || f.t >= end)) cashOut(f.auto, timeAt(f.auto));
// Finite: an open live round that runs for hours overflows to Infinity.
// Not during a live run-out: the round is already decided.
else if (f.rate === 1 && f.t < end && Number.isFinite(value) && value >= milestone(f.milestone)) {
// A long frame can cross several; only the last is told.
while (value >= milestone(f.milestone + 1)) f.milestone++;
setAnnouncement(formatShort(milestone(f.milestone)));
setPulse((count) => count + 1);
f.milestone++;
if (soundOn) getPlayer().gem(f.milestone);
}
}
if (f.t < end) {
setElapsed(f.t);
return true;
}
busy.current = false;
f.pressTime = performance.now();
setCrashedAt(f.crash);
setPhase("crashed");
setHistory((current) => [{ id: f.round, value: f.crash }, ...current].slice(0, HISTORY));
setAnnouncement(
cashedRef.current === null
? `Crashed at ${formatMultiplier(f.crash)}. The round is lost.`
: // A cash out on this same frame (a target at the crash point, a
// long frame) would otherwise never be heard.
`${wasIn ? `Cashed out at ${formatMultiplier(cashedRef.current)}. ` : ""}Crashed at ${formatMultiplier(f.crash)}.`,
);
if (soundOn) getPlayer().mine();
onCrash?.(f.crash, cashedRef.current);
return false;
});
useEffect(() => {
if (phase !== "running") return;
let last = performance.now();
// performance.now(), not the frame timestamp, so both ends share one clock.
let id = requestAnimationFrame(function step() {
const now = performance.now();
const dt = Math.max(0, now - last) / 1000;
last = now;
// The next frame is booked first, so a consumer callback that throws
// can't stall a running round; the crash cancels it.
id = requestAnimationFrame(step);
if (!onFrame(dt)) cancelAnimationFrame(id);
});
return () => cancelAnimationFrame(id);
}, [phase, onFrame]);
// Stable, so the menu and sound button can skip the 60fps re-renders.
const setAuto = useStable((value: string) => {
const next = value === "off" ? null : Number(value);
if (autoProp === undefined) setInternalAuto(next);
onAutoCashOutChange?.(next);
});
// A custom target from the prop gets its own option, so the menu can show it.
const autoOptions = useMemo(
() => (auto === null || AUTO_STEPS.includes(auto) ? AUTO_STEPS : [...AUTO_STEPS, auto].sort((a, b) => a - b)),
[auto],
);
const toggleSound = useStable(() => {
const next = !soundOn;
if (next) getPlayer().prepare();
if (sound === undefined) setInternalSound(next);
onSoundChange?.(next);
});
/** Start, cash out or skip, whichever the round is ready for. */
const act = () => {
const now = performance.now();
// A double tap on Start mustn't cash out at 1.01×, nor a mashed cash out
// skip or start the next round. An auto cash out doesn't count as a
// press, so it can be skipped at once.
if (starting || now - flight.current.pressTime < PRESS_GUARD) return;
if (!running) start();
else if (cashedRef.current === null) {
// The server already ended this live round; the display is catching
// up. `overtaken` covers the frame before onFrame takes the reveal.
if (overtaken || (flight.current.live && Number.isFinite(flight.current.crash))) return;
flight.current.pressTime = now;
cashOut(floor2(growth(flight.current.t)), flight.current.t);
} else skip();
};
const actionLabel = starting
? "Starting…"
: running
? cashed === null
? overtaken
? "Crashing…"
: `Cash out ${formatMultiplier(multiplier)}`
: crashKnown
? "Skip to crash"
: "Waiting for crash"
: crashed
? "Play again"
: "Start";
/** The main action can't act right now: the crash point is still coming, or a live round is already over. */
const actionBusy = starting || (running && cashed !== null && !crashKnown) || (overtaken && cashed === null);
// Red is kept for a loss: a crash after a cash out is no bad news.
const lost = crashed && cashed === null;
// At the end of a round the readout becomes the result: won or lost, the
// number that counts, and one line of context.
const eyebrow = lost ? "Crashed" : crashed ? "Cashed out" : running ? "In flight" : starting ? "Starting" : "Ready";
// In flight the round's locked target, not a menu change made since.
const shownAuto = running ? roundAuto : auto;
const status = crashed
? cashed !== null
? // Within 10% of the crash is a close call.
multiplier / cashed < 1.1
? `Crashed at ${formatMultiplier(multiplier)}, a close call`
: `It flew on to ${formatMultiplier(multiplier)}`
: roundAuto !== null
? `Short of your ${formatShort(roundAuto)} target`
: "You were still in"
: shownAuto !== null
? `Auto cash out at ${formatMultiplier(shownAuto)}`
: running
? "Cash out before it crashes"
: "Start a round";
// What a design marks ahead of the flight: the auto target until it pays
// (the menu's choice while idle, the locked one in flight), and the last
// round's crash point as a faint trace. Both are null when there is none.
const target = cashed !== null || crashed ? null : running ? roundAuto : auto;
const ghost = (crashed ? history[1] : history[0])?.value ?? null;
return {
reduce,
/** The built-in fair crash point decides the round, so "1 in m" odds hold. */
fair: !live && !getCrashPoint,
target,
ghost,
/** The auto target the current or last round played with. */
roundAuto,
phase,
running,
starting,
crashed,
lost,
/** A skip is running the rest of the flight out; scenery that streams with t would only flicker. */
skipping: running && flight.current.rate > 1,
/** Seconds into the flight, frozen at the crash. */
t,
multiplier,
cashed,
/** Seconds into the flight at the cash out, or null. */
cashedT,
round,
pulse,
history,
auto,
autoOptions,
setAuto,
soundOn,
toggleSound,
act,
actionLabel,
actionBusy,
eyebrow,
status,
announcement,
};
}
export type CrashGame = ReturnType<typeof useCrashGame>;
/**
* A callback with one identity for the component's life that runs the latest
* render's code. Stands in for useEffectEvent, which needs React 19.2.
*/
export function useStable<A extends unknown[], R>(fn: (...args: A) => R) {
const ref = useRef(fn);
useLayoutEffect(() => {
ref.current = fn;
});
return useCallback((...args: A) => ref.current(...args), []);
}
/**
* How hot a multiplier reads: cool under 2×, warm to 10×, hot beyond. The
* readout and the history colour by it, so size reads without the digits.
*/
export function heat(multiplier: number) {
return multiplier >= 10 ? "hot" : multiplier >= 2 ? "warm" : "cool";
}
export function floor2(value: number) {
return Math.floor(value * 100 + 1e-9) / 100;
}
// Truncated, never rounded up: a 10,960× payout reads 10.9K×, not 11K×.
const COMPACT = new Intl.NumberFormat("en", { notation: "compact", maximumFractionDigits: 1, roundingMode: "trunc" });
/**
* Large values: compact up to trillions, then scientific (1.4e100), since
* compact notation stops at T and would print 1e100 as a 100-digit string.
*/
function formatLarge(multiplier: number) {
if (multiplier < 1e15) return COMPACT.format(multiplier);
// From toExponential, not log10: 1e100 / 10 ** 100 is 0.999….
const [mantissa, exponent] = multiplier.toExponential(6).split("e");
return `${Math.floor(Number(mantissa) * 10) / 10}e${Number(exponent)}`;
}
/** A multiplier as Crash shows it: 2.50×, or shortened when large (12.5K×, 1.4e20×). */
export function formatMultiplier(multiplier: number) {
return `${multiplier < 10_000 ? multiplier.toFixed(2) : formatLarge(multiplier)}×`;
}
/** Scale and menu labels: 1.5×, 2×, 1.2K×. */
export function formatShort(multiplier: number) {
return `${multiplier < 1000 ? +multiplier.toFixed(2) : formatLarge(multiplier)}×`;
}
"use client";
import {
ActionSwapButton,
ActionSwapIcon,
ActionSwapText,
type ActionSwapButtonProps,
type ActionSwapIconProps,
type ActionSwapTextProps,
} from "./action-swap";
export type {
ActionSwapButtonSize,
ActionSwapButtonVariant,
ActionSwapItem,
} from "./action-swap";
export type ActionSwapCascadeButtonProps = Omit<ActionSwapButtonProps, "animation">;
export type ActionSwapCascadeTextProps = Omit<ActionSwapTextProps, "animation">;
export type ActionSwapCascadeIconProps = Omit<ActionSwapIconProps, "animation">;
export function ActionSwapCascadeButton(props: ActionSwapCascadeButtonProps) {
return <ActionSwapButton {...props} animation="cascade" />;
}
export function ActionSwapCascadeText(props: ActionSwapCascadeTextProps) {
return <ActionSwapText {...props} animation="cascade" />;
}
export function ActionSwapCascadeIcon(props: ActionSwapCascadeIconProps) {
return <ActionSwapIcon {...props} animation="cascade" />;
}
export type {
ButtonLinkProps,
ButtonProps,
ButtonSize,
ButtonVariant,
} from "./base";
export { Button, ButtonLink } from "./base";
export type { MagneticButtonProps } from "./magnetic";
export { MagneticButton } from "./magnetic";
export type { MetallicButtonProps } from "./metallic";
export { MetallicButton } from "./metallic";
export type { ButtonState, StatefulButtonProps } from "./stateful";
export { StatefulButton } from "./stateful";
"use client";
import { animate, motion, useInView, useReducedMotion } from "motion/react";
import { useEffect, useMemo, useRef, useState } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
export interface NumberTickerProps {
value: number;
/** Digits to pad to (left). */
pad?: number;
/**
* Fraction digits to keep. The value is rounded to this many places before
* `format` runs (default 0, whole numbers).
*/
decimals?: number;
/** Per-digit roll duration in seconds. */
duration?: number;
/** Stagger between digits. */
stagger?: number;
/** Render only after the element enters the viewport. */
startOnView?: boolean;
prefix?: string;
suffix?: string;
/** Add a small blur during digit rolls. */
blur?: boolean;
className?: string;
digitClassName?: string;
/** Insert locale group separators (commas). Server-component safe. */
locale?: boolean;
/** Custom formatter. Client-only — server components must use `locale` instead. */
format?: (value: number) => string;
}
const DIGIT_HEIGHT_EM = 1.1;
const DIGITS = Array.from({ length: 10 }, (_, n) => n);
export function NumberTicker({
value,
pad,
decimals = 0,
duration = 0.9,
stagger = 0.04,
startOnView = true,
prefix,
suffix,
blur = false,
className,
digitClassName,
locale,
format,
}: NumberTickerProps) {
const containerRef = useRef<HTMLSpanElement>(null);
const inView = useInView(containerRef, { once: true, amount: 0.6 });
const [armed, setArmed] = useState(!startOnView);
useEffect(() => {
if (startOnView && inView) setArmed(true);
}, [startOnView, inView]);
const text = useMemo(() => {
const places = Math.max(0, Math.floor(decimals));
const factor = 10 ** places;
const rounded = Math.round(value * factor) / factor;
const formatted = format
? format(rounded)
: locale
? rounded.toLocaleString(undefined, {
minimumFractionDigits: places,
maximumFractionDigits: places,
})
: rounded.toFixed(places);
return pad ? formatted.padStart(pad, "0") : formatted;
}, [value, pad, decimals, format, locale]);
const glyphs = useMemo(() => {
const chars = text.split("");
// Key by place value (position from the right): a changing digit keeps its
// identity and rolls to the new value instead of remounting and replaying
// from 0. Growing numbers add glyphs on the left without re-keying the
// ones, tens, hundreds already on screen.
return chars.map((char, i) => ({ char, id: `g-${chars.length - 1 - i}` }));
}, [text]);
const readableText = `${prefix ?? ""}${text}${suffix ?? ""}`;
// Stagger is an entrance flourish. Once the reveal has played, value
// changes roll every digit immediately — a per-digit delay on live updates
// reads as lag.
const [entered, setEntered] = useState(false);
useEffect(() => {
if (!armed || entered) return;
const total = (duration + glyphs.length * stagger) * 1000;
const t = window.setTimeout(() => setEntered(true), total);
return () => window.clearTimeout(t);
}, [armed, entered, duration, stagger, glyphs.length]);
return (
<span
ref={containerRef}
className={cn("inline-flex items-baseline tabular-nums", className)}
>
<span className="sr-only">{readableText}</span>
<span aria-hidden="true" className="inline-flex items-baseline">
{prefix ? <span>{prefix}</span> : null}
{glyphs.map(({ char, id }, i) => {
const isDigit = /\d/.test(char);
if (!isDigit) {
return (
<span key={id} className="inline-block">
{char}
</span>
);
}
const digit = Number(char);
return (
<Digit
key={id}
digit={armed ? digit : 0}
delay={entered ? 0 : i * stagger}
duration={duration}
blur={blur}
className={digitClassName}
/>
);
})}
{suffix ? <span>{suffix}</span> : null}
</span>
</span>
);
}
function Digit({
digit,
delay,
duration,
blur,
className,
}: {
digit: number;
delay: number;
duration: number;
blur: boolean;
className?: string;
}) {
const reduce = useReducedMotion();
const columnRef = useRef<HTMLSpanElement>(null);
useEffect(() => {
if (reduce || !blur || !columnRef.current || !Number.isFinite(digit)) {
return;
}
const node = columnRef.current;
const controls = animate(
node,
{ filter: ["blur(10px)", "blur(0px)"] },
{
duration: Math.min(duration * 0.75, 0.32),
delay,
ease: EASE_OUT,
},
);
return () => {
controls.stop();
node.style.filter = "blur(0px)";
};
}, [blur, delay, digit, duration, reduce]);
return (
// The invisible in-flow digit gives the slot a real text baseline so it
// lines up with surrounding text; clip-path clips the rolling column
// without moving that baseline the way overflow: hidden would.
<span
className={cn(
"relative inline-block text-center [clip-path:inset(0)]",
className,
)}
style={{
height: `${DIGIT_HEIGHT_EM}em`,
lineHeight: `${DIGIT_HEIGHT_EM}em`,
width: "1ch",
}}
>
<span className="invisible">{digit}</span>
<motion.span
ref={columnRef}
initial={{ y: 0 }}
animate={{ y: `-${digit * DIGIT_HEIGHT_EM}em` }}
transition={
reduce
? { duration: 0 }
: { duration, delay, ease: EASE_OUT }
}
className="absolute inset-x-0 top-0 flex flex-col items-center will-change-[transform,filter]"
>
{DIGITS.map((n) => (
<span
key={n}
className="flex h-[1.1em] items-center justify-center leading-none"
>
{n}
</span>
))}
</motion.span>
</span>
);
}
"use client";
import { Check, ChevronDown } from "lucide-react";
import {
animate,
type MotionValue,
motion,
useMotionValue,
useMotionValueEvent,
useReducedMotion,
useTransform,
type Variants,
} from "motion/react";
import {
createContext,
type ReactNode,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { EASE_OUT } from "@/lib/ease";
import { type ListboxRow, useListbox } from "@/lib/hooks/use-listbox";
import { cn } from "@/lib/utils";
// One progress value drives the surface, gap, corners and chevron. This short
// spring suits the full reveal distance; each reader clamps its small internal
// overshoot, so all visible endpoints settle together. Rows share a short
// reveal so long lists have no late entries.
const UNFOLD_SPRING = {
type: "spring",
visualDuration: 0.2,
bounce: 0.12,
} as const;
// Exits are faster than entrances: the panel folds back on a short ease.
const UNFOLD_EXIT = { duration: 0.2, ease: EASE_OUT } as const;
const RADIUS = 12;
// How far the open panel sits from the trigger once it has pulled away.
const GAP = 8;
// The surface starts as a thin lip flush against the trigger's edge.
const LIP = 8;
const lerp = (a: number, b: number, t: number) => a + (b - a) * t;
const ITEM_VARIANTS: Variants = {
// A shared short reveal keeps late rows in long, scrolled lists ready with
// the surface. Per-index staggering can delay visible rows by over a second.
hidden: { opacity: 0, y: -4, transition: { duration: 0.08, ease: EASE_OUT } },
show: { opacity: 1, y: 0, transition: { duration: 0.12, ease: EASE_OUT } },
};
type Placement = "bottom" | "top";
interface SelectContextValue {
value: string | undefined;
open: boolean;
setOpen: (open: boolean) => void;
select: (value: string) => void;
register: (value: string, label: string, disabled: boolean) => void;
unregister: (value: string) => void;
labelFor: (value: string | undefined) => string | undefined;
rows: ListboxRow[];
/** Closes the panel; focus inside it returns to the trigger. */
close: () => void;
reduce: boolean;
progress: MotionValue<number>;
triggerId: string;
listId: string;
disabled: boolean;
placement: Placement;
setPlacement: (p: Placement) => void;
}
const SelectContext = createContext<SelectContextValue | null>(null);
// The option keyboard focus is on, resolved during render by the content.
const ActiveOptionContext = createContext<string | undefined>(undefined);
function useSelectContext(component: string) {
const ctx = useContext(SelectContext);
if (!ctx) throw new Error(`${component} must be used within <Select>`);
return ctx;
}
export interface SelectProps {
value?: string;
defaultValue?: string;
onValueChange?: (value: string) => void;
/**
* Controlled open state of the panel. A layout that stacks selects can hold
* this to keep exactly one panel open — the panel is absolutely positioned
* inside its field, so two open at once paint over each other's options.
*/
open?: boolean;
/** Uncontrolled initial open state. Default false. */
defaultOpen?: boolean;
/**
* Fires whenever the panel opens or closes. The panel is absolutely
* positioned inside the field, so a layout that stacks selects has to know
* which one is open to paint it above its neighbours.
*/
onOpenChange?: (open: boolean) => void;
disabled?: boolean;
className?: string;
children: ReactNode;
}
export function Select({
value,
defaultValue,
onValueChange,
open: openProp,
defaultOpen = false,
onOpenChange,
disabled = false,
className,
children,
}: SelectProps) {
const reduce = useReducedMotion() ?? false;
const baseId = useId();
const rootRef = useRef<HTMLDivElement>(null);
const [internalOpen, setInternalOpen] = useState(defaultOpen);
const [internal, setInternal] = useState(defaultValue);
const [labels, setLabels] = useState<
Map<string, { label: string; disabled: boolean }>
>(new Map());
const [placement, setPlacement] = useState<Placement>("bottom");
const controlled = value !== undefined;
const current = controlled ? value : internal;
const openControlled = openProp !== undefined;
const open = openControlled ? openProp : internalOpen;
const progress = useMotionValue(open ? 1 : 0);
const setOpen = useCallback(
(next: boolean) => {
if (!openControlled) setInternalOpen(next);
onOpenChange?.(next);
},
[onOpenChange, openControlled],
);
// The panel turns inert as it closes, which would drop focus held inside it
// on the page body. Hand it back to the trigger before that happens.
const close = useCallback(() => {
const trigger = document.getElementById(`${baseId}-trigger`);
if (
rootRef.current?.contains(document.activeElement) &&
document.activeElement !== trigger
)
trigger?.focus();
setOpen(false);
}, [baseId, setOpen]);
const select = useCallback(
(next: string) => {
if (!controlled) setInternal(next);
onValueChange?.(next);
close();
},
[controlled, onValueChange, close],
);
const register = useCallback((v: string, label: string, disabled: boolean) => {
setLabels((m) => {
const entry = m.get(v);
if (entry?.label === label && entry.disabled === disabled) return m;
return new Map(m).set(v, { label, disabled });
});
}, []);
const unregister = useCallback((v: string) => {
setLabels((m) => {
if (!m.has(v)) return m;
const next = new Map(m);
next.delete(v);
return next;
});
}, []);
// Reduced motion has no travel, so the progress only carries a short fade.
useEffect(() => {
const animation = animate(
progress,
open ? 1 : 0,
reduce ? { duration: 0.12 } : open ? UNFOLD_SPRING : UNFOLD_EXIT,
);
return () => animation.stop();
}, [open, progress, reduce]);
// close on outside pointer / escape
useEffect(() => {
if (!open) return;
const onKey = (e: KeyboardEvent) => e.key === "Escape" && close();
const onPointer = (e: PointerEvent) => {
if (rootRef.current && !rootRef.current.contains(e.target as Node))
setOpen(false);
};
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer);
return () => {
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer);
};
}, [open, setOpen, close]);
const rows = useMemo(
() =>
Array.from(labels, ([id, entry]) => ({
id,
label: entry.label,
disabled: entry.disabled,
})),
[labels],
);
const ctx = useMemo<SelectContextValue>(
() => ({
value: current,
open,
setOpen,
select,
register,
unregister,
labelFor: (v) => (v === undefined ? undefined : labels.get(v)?.label),
rows,
close,
reduce,
progress,
triggerId: `${baseId}-trigger`,
listId: `${baseId}-list`,
disabled,
placement,
setPlacement,
}),
[
current,
open,
setOpen,
select,
register,
unregister,
labels,
rows,
close,
reduce,
progress,
baseId,
disabled,
placement,
],
);
return (
<SelectContext.Provider value={ctx}>
<div ref={rootRef} className={cn("relative", className)}>
{children}
</div>
</SelectContext.Provider>
);
}
export interface SelectTriggerProps {
className?: string;
children: ReactNode;
}
export function SelectTrigger({ className, children }: SelectTriggerProps) {
const ctx = useSelectContext("SelectTrigger");
const isTop = ctx.placement === "top";
// The edge facing the panel flattens while the panel is attached to it and
// rounds back as the panel pulls away — the two pinch apart — on the same
// curve the panel moves on. The far edge stays rounded.
const nearRadius = useTransform(
ctx.progress,
[0, 0.2, 0.4, 1],
[RADIUS, 0, 0, RADIUS],
);
const rotate = useTransform(ctx.progress, (p) =>
ctx.reduce ? (ctx.open ? 180 : 0) : Math.min(1, Math.max(0, p)) * 180,
);
return (
<motion.button
type="button"
id={ctx.triggerId}
disabled={ctx.disabled}
aria-haspopup="listbox"
aria-expanded={ctx.open}
aria-controls={ctx.listId}
onClick={() => ctx.setOpen(!ctx.open)}
onKeyDown={(event) => {
if (
!ctx.open &&
(event.key === "ArrowDown" || event.key === "ArrowUp")
) {
event.preventDefault();
ctx.setOpen(true);
}
}}
style={{
borderTopLeftRadius: ctx.reduce || !isTop ? RADIUS : nearRadius,
borderTopRightRadius: ctx.reduce || !isTop ? RADIUS : nearRadius,
borderBottomLeftRadius: ctx.reduce || isTop ? RADIUS : nearRadius,
borderBottomRightRadius: ctx.reduce || isTop ? RADIUS : nearRadius,
}}
className={cn(
"relative z-10 flex w-full items-center justify-between gap-2 border border-border bg-background px-3 py-2 text-sm text-foreground outline-none transition-colors",
"hover:border-(--color-border-strong) focus-visible:ring-2 focus-visible:ring-foreground/20",
"disabled:pointer-events-none disabled:opacity-50",
className,
)}
>
{children}
<motion.span
aria-hidden
style={{ rotate }}
className="text-muted-foreground"
>
<ChevronDown className="h-4 w-4" />
</motion.span>
</motion.button>
);
}
export interface SelectValueProps {
placeholder?: string;
className?: string;
}
export function SelectValue({ placeholder, className }: SelectValueProps) {
const ctx = useSelectContext("SelectValue");
const label = ctx.labelFor(ctx.value);
return (
<span
className={cn(label ? "text-foreground" : "text-muted-foreground", className)}
>
{label ?? placeholder ?? "Select"}
</span>
);
}
export interface SelectContentProps {
className?: string;
children: ReactNode;
}
export function SelectContent({ className, children }: SelectContentProps) {
const ctx = useSelectContext("SelectContent");
const panelRef = useRef<HTMLDivElement>(null);
const [height, setHeight] = useState(0);
const { open, progress, reduce, setPlacement } = ctx;
const { activeId, onKeyDown } = useListbox({
open,
rows: ctx.rows,
selected: ctx.value,
list: panelRef,
});
// Keep descendants laid out while hidden: display:none resets nested
// scrollers in Chromium. Collapse only the hidden outer footprint after
// exit so it cannot extend page scrolling. Opening restores the full box
// before measurement or focus; neither layout change is animated.
const [exiting, setExiting] = useState(false);
const [wasOpen, setWasOpen] = useState(open);
if (open !== wasOpen) {
setWasOpen(open);
if (!open) setExiting(true);
}
const present = open || exiting;
useMotionValueEvent(progress, "animationComplete", () => {
if (progress.get() === 0) setExiting(false);
});
useLayoutEffect(() => {
const node = panelRef.current;
if (!node || !present) return;
const measure = () => setHeight(node.offsetHeight);
measure();
const observer = new ResizeObserver(measure);
observer.observe(node);
return () => observer.disconnect();
}, [present]);
// On open, flip upward when there isn't room below and there's more above.
useLayoutEffect(() => {
if (!open) return;
const trigger = document.getElementById(ctx.triggerId);
const node = panelRef.current;
if (!trigger || !node) return;
const rect = trigger.getBoundingClientRect();
const h = node.offsetHeight;
const below = window.innerHeight - rect.bottom;
const above = rect.top;
setPlacement(below < h + 16 && above > below ? "top" : "bottom");
}, [open, ctx.triggerId, setPlacement]);
const isTop = ctx.placement === "top";
// Reveal a full-size panel from its near edge. No ancestor scales the list,
// so rows, borders and shadow keep their natural thickness. The clip and
// corner writes can paint; only the gap uses a transform. All read one
// progress value, with no animated layout properties.
const ready = height > 0 && !reduce;
const fromY = ready ? (isTop ? GAP : -GAP) : 0;
const detach = useTransform(progress, [0.4, 1], [0, 1]);
const y = useTransform(detach, (d) => lerp(fromY, 0, d));
const nearRadius = useTransform(detach, (d) => (ready ? RADIUS * d : RADIUS));
const borderRadius = useTransform(nearRadius, (near) =>
isTop
? `${RADIUS}px ${RADIUS}px ${near}px ${near}px`
: `${near}px ${near}px ${RADIUS}px ${RADIUS}px`,
);
const clipPath = useTransform([progress, nearRadius], ([p, near]: number[]) => {
if (!ready) return "none";
// Clamp overshoot so the clip never extends into the trigger or exposes
// overflowing children. At rest remove it so the native shadow is whole.
const reveal = Math.min(1, Math.max(0, p));
if (reveal === 1) return "none";
const hidden = Math.max(0, (height - LIP) * (1 - reveal));
const inset = isTop ? `${hidden}px 0 0 0` : `0 0 ${hidden}px 0`;
const corners = isTop
? `${RADIUS}px ${RADIUS}px ${near}px ${near}px`
: `${near}px ${near}px ${RADIUS}px ${RADIUS}px`;
return `inset(${inset} round ${corners})`;
});
// The surface materialises over its first frames rather than popping in as
// a lip; with reduced motion the fade is the whole entrance.
const opacity = useTransform(progress, reduce ? [0, 1] : [0, 0.12], [0, 1]);
return (
<motion.div
ref={panelRef}
id={ctx.listId}
role="listbox"
aria-labelledby={ctx.triggerId}
aria-hidden={!open}
inert={!open}
onKeyDown={(event) => {
// Tab leaves the list from the trigger, so focus moves on to the
// control after the select rather than into the closing panel.
if (event.key === "Tab") ctx.close();
else onKeyDown(event);
}}
style={{
visibility: present ? undefined : "hidden",
maxHeight: present ? undefined : 0,
borderWidth: present ? undefined : 0,
y,
clipPath,
borderRadius,
opacity,
pointerEvents: open ? "auto" : "none",
marginTop: isTop ? 0 : GAP,
marginBottom: isTop ? GAP : 0,
}}
// flush against the trigger, then separates into its own rounded pill;
// sits above or below depending on available space
className={cn(
"absolute left-0 right-0 z-20 overflow-hidden border border-border bg-background shadow-lg",
isTop ? "bottom-full" : "top-full",
className,
)}
>
<ActiveOptionContext.Provider value={activeId}>
<motion.div
initial={false}
animate={open ? "show" : "hidden"}
className="p-1"
>
{children}
</motion.div>
</ActiveOptionContext.Provider>
</motion.div>
);
}
export interface SelectItemProps {
value: string;
disabled?: boolean;
className?: string;
children: ReactNode;
}
export function SelectItem({
value,
disabled = false,
className,
children,
}: SelectItemProps) {
const ctx = useSelectContext("SelectItem");
const activeId = useContext(ActiveOptionContext);
const selected = ctx.value === value;
const label = typeof children === "string" ? children : value;
useLayoutEffect(() => {
ctx.register(value, label, disabled);
}, [ctx.register, value, label, disabled]);
useLayoutEffect(() => () => ctx.unregister(value), [ctx.unregister, value]);
return (
<motion.div variants={ctx.reduce ? undefined : ITEM_VARIANTS}>
<button
type="button"
role="option"
aria-selected={selected}
disabled={disabled}
// One tab stop: the active option, which focus follows while open.
tabIndex={activeId === value ? 0 : -1}
data-listbox-id={value}
onClick={() => ctx.select(value)}
className={cn(
"flex w-full items-center justify-between gap-2 rounded-lg px-2.5 py-1.5 text-left text-sm outline-none transition-colors",
selected
? "bg-muted text-foreground"
: "text-muted-foreground hover:bg-muted hover:text-foreground focus-visible:bg-muted",
"disabled:pointer-events-none disabled:opacity-50",
className,
)}
>
{children}
{selected ? <Check className="h-3.5 w-3.5 shrink-0" /> : null}
</button>
</motion.div>
);
}
"use client";
import { AnimatePresence } from "motion/react";
import {
type ComponentProps,
type PointerEvent as ReactPointerEvent,
cloneElement,
createContext,
isValidElement,
type ReactElement,
type ReactNode,
type Ref,
type RefObject,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { createPortal } from "react-dom";
import { TooltipSurface } from "@/components/motion/tooltip-surface";
import { useDismiss } from "@/lib/hooks/use-dismiss";
import { useHoverGesture } from "@/lib/hooks/use-hover-gesture";
import { useTapGesture } from "@/lib/hooks/use-tap-gesture";
import { cn } from "@/lib/utils";
import { focusFromKeyboard, graceArea, inBox, inPolygon, watchModality } from "./tooltip/grace";
import { TooltipArrow, TooltipPositioner } from "./tooltip/positioner";
import {
type TooltipAlign,
type TooltipAnchor,
type TooltipPoint,
type TooltipSide,
useTooltipPointer,
} from "./tooltip/use-position";
export type { TooltipAlign, TooltipSide };
/* -------------------------------------------------------------------------- */
/* Provider */
/* -------------------------------------------------------------------------- */
interface TooltipTiming {
/** Delay before a hover opens a tooltip (ms). */
delay: number;
/** Delay before a tooltip closes once the pointer has left it (ms). */
closeDelay: number;
/** After one tooltip closes, others open instantly for this long (ms). */
skipDelay: number;
}
const TimingContext = createContext<TooltipTiming>({ delay: 120, closeDelay: 0, skipDelay: 300 });
export interface TooltipProviderProps extends Partial<TooltipTiming> {
children: ReactNode;
}
/** Shared timing for every tooltip inside it. Optional: tooltips work without one. */
export function TooltipProvider({ children, ...timing }: TooltipProviderProps) {
const parent = useContext(TimingContext);
const { delay = parent.delay, closeDelay = parent.closeDelay, skipDelay = parent.skipDelay } =
timing;
const value = useMemo(() => ({ delay, closeDelay, skipDelay }), [delay, closeDelay, skipDelay]);
return <TimingContext.Provider value={value}>{children}</TimingContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Root */
/* -------------------------------------------------------------------------- */
// Moving along a toolbar should feel instant after the first label, and only
// one label may show at a time: a keyboard-focused control and a hovered one
// would otherwise both claim the screen.
let lastClosedAt = 0;
let current: { close: () => void } | null = null;
function isEmpty(content: ReactNode) {
return content == null || content === false || content === "";
}
interface TooltipContextValue {
open: boolean;
contentId: string;
labelId: string;
asLabel: boolean;
empty: boolean;
followCursor: boolean;
anchor: TooltipAnchor | null;
/** True when a TooltipTrigger owns the anchor; false for an external `anchorRef`. */
triggered: boolean;
floatingRef: RefObject<HTMLSpanElement | null>;
pointer: ReturnType<typeof useTooltipPointer>;
setTrigger: (element: TooltipAnchor | null) => void;
setEmpty: (empty: boolean) => void;
close: () => void;
onContentEnter: () => void;
onContentLeave: (event: ReactPointerEvent) => void;
}
const TooltipContext = createContext<TooltipContextValue | null>(null);
function useTooltipContext(part: string) {
const context = useContext(TooltipContext);
if (!context) throw new Error(`${part} must be used inside <Tooltip>`);
return context;
}
export interface TooltipRootProps {
children?: ReactNode;
open?: boolean;
defaultOpen?: boolean;
onOpenChange?: (open: boolean) => void;
/** Delay before showing on hover (ms). Keyboard focus shows immediately. */
delay?: number;
/** Delay before hiding once the pointer has left (ms). */
closeDelay?: number;
/** Never show, e.g. while the label it carries is already visible. */
disabled?: boolean;
/**
* Use the tooltip as the trigger's accessible name rather than its
* description. For icon-only controls whose only label is the tooltip.
*/
asLabel?: boolean;
/** Follow real pointer coordinates; keyboard focus still uses the anchor. */
followCursor?: boolean;
/** Existing anchor for controlled integrations such as chart cells. */
anchorRef?: RefObject<TooltipAnchor | null>;
/** Id of the tooltip surface, for anchors that reference it themselves. */
id?: string;
}
function TooltipRoot({
children,
open: controlledOpen,
defaultOpen = false,
onOpenChange,
delay: delayProp,
closeDelay: closeDelayProp,
disabled = false,
asLabel = false,
followCursor = false,
anchorRef,
id,
initialEmpty = false,
}: TooltipRootProps & { initialEmpty?: boolean }) {
const timing = useContext(TimingContext);
const delay = delayProp ?? timing.delay;
const closeDelay = closeDelayProp ?? timing.closeDelay;
const [uncontrolledOpen, setUncontrolledOpen] = useState(defaultOpen);
const open = controlledOpen ?? uncontrolledOpen;
const [empty, setEmpty] = useState(initialEmpty);
const [trigger, setTrigger] = useState<TooltipAnchor | null>(null);
const [external, setExternal] = useState<TooltipAnchor | null>(null);
const anchor = anchorRef ? external : trigger;
const generatedId = useId();
const contentId = id ?? `${generatedId}-content`;
const labelId = `${generatedId}-label`;
const floatingRef = useRef<HTMLSpanElement | null>(null);
const anchorObject = useRef<TooltipAnchor | null>(null);
const pointer = useTooltipPointer(anchor, followCursor);
// An external ref can attach after this component renders; read it once it has.
useLayoutEffect(() => {
if (!anchorRef) return;
const element = anchorRef.current ?? null;
if (element !== external) setExternal(element);
});
// Everything the event listeners read, current without re-binding them.
const latest = useRef({ open, delay, closeDelay, disabled, empty, onOpenChange, controlled: false });
useLayoutEffect(() => {
anchorObject.current = anchor;
latest.current = {
open,
delay,
closeDelay,
disabled,
empty,
onOpenChange,
controlled: controlledOpen !== undefined,
};
});
const openTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const closeTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const grace = useRef<(() => void) | null>(null);
const self = useRef<{ close: () => void }>({ close: () => {} });
const clearTimers = useCallback(() => {
if (openTimer.current) clearTimeout(openTimer.current);
if (closeTimer.current) clearTimeout(closeTimer.current);
openTimer.current = null;
closeTimer.current = null;
}, []);
const stopGrace = useCallback(() => {
grace.current?.();
grace.current = null;
}, []);
// Only a real change reaches the consumer: a pointer leaving a closed
// tooltip is not news.
const commit = useCallback((next: boolean) => {
if (latest.current.open === next) return;
if (!latest.current.controlled) setUncontrolledOpen(next);
latest.current.onOpenChange?.(next);
}, []);
const openNow = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.disabled || latest.current.empty) return;
if (current && current !== self.current) current.close();
current = self.current;
commit(true);
}, [clearTimers, stopGrace, commit]);
const close = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.open) lastClosedAt = Date.now();
if (current === self.current) current = null;
commit(false);
}, [clearTimers, stopGrace, commit]);
useLayoutEffect(() => {
self.current.close = close;
}, [close]);
const requestOpen = useCallback(() => {
clearTimers();
if (latest.current.open || latest.current.disabled || latest.current.empty) return;
const warm = Date.now() - lastClosedAt < timing.skipDelay;
if (warm || latest.current.delay <= 0) openNow();
else openTimer.current = setTimeout(openNow, latest.current.delay);
}, [clearTimers, openNow, timing.skipDelay]);
const requestClose = useCallback(() => {
clearTimers();
if (latest.current.closeDelay > 0) {
closeTimer.current = setTimeout(close, latest.current.closeDelay);
} else close();
}, [clearTimers, close]);
// Hold the label open while the pointer crosses from one box toward the other.
const startGrace = useCallback(
(exit: TooltipPoint, from: Element, to: Element | null) => {
stopGrace();
if (!to) return requestClose();
const target = to.getBoundingClientRect();
const origin = from.getBoundingClientRect();
const corridor = graceArea(exit, target);
const onMove = (event: PointerEvent) => {
const point = { x: event.clientX, y: event.clientY };
if (inBox(point, target) || inBox(point, origin)) return;
if (!inPolygon(point, corridor)) requestClose();
};
document.addEventListener("pointermove", onMove);
grace.current = () => document.removeEventListener("pointermove", onMove);
},
[stopGrace, requestClose],
);
const hover = useHoverGesture();
const tap = useTapGesture<boolean>();
// Listeners go on the trigger itself rather than on cloned props, so a
// component that owns its own handlers keeps them, and no wrapper element
// sits between the control and its layout.
useEffect(() => {
if (anchorRef || !trigger) return;
watchModality();
// A mouse press dismisses the label and keeps it away until the pointer
// leaves; hovering a control you just clicked should not bring it back.
let suppressed = false;
// Focus that came from the keyboard holds the label open on its own.
let keyboardFocus = false;
const onEnter = (event: PointerEvent) => {
if (!hover.enter(event)) return;
stopGrace();
if (closeTimer.current) clearTimeout(closeTimer.current);
if (!suppressed) requestOpen();
};
const onLeave = (event: PointerEvent) => {
if (!hover.leave(event)) return;
suppressed = false;
if (keyboardFocus) return;
if (openTimer.current) {
clearTimers();
return;
}
if (latest.current.open && !followCursor) {
startGrace({ x: event.clientX, y: event.clientY }, trigger, floatingRef.current);
} else requestClose();
};
const onDown = (event: PointerEvent) => {
tap.start(event, latest.current.open);
if (event.pointerType === "mouse") {
suppressed = true;
close();
}
};
// A finger never hovers, and Safari does not focus a button on tap either,
// so the label is only reachable if the tap itself toggles it. The click
// carries no pointerType; the pointerdown before it says whether it was a
// tap, and keyboard activation has none at all.
const onClick = () => {
const gesture = tap.take();
if (!gesture || gesture.pointerType === "mouse") return;
if (gesture.state) close();
else openNow();
};
const onKey = () => tap.drop();
const onFocusIn = () => {
if (!focusFromKeyboard()) return;
keyboardFocus = true;
openNow();
};
const onFocusOut = (event: FocusEvent) => {
if (trigger.contains(event.relatedTarget as Node | null)) return;
keyboardFocus = false;
close();
};
// Both element kinds dispatch the same events; one type keeps the listeners typed.
const el = trigger as HTMLElement;
el.addEventListener("pointerenter", onEnter);
el.addEventListener("pointerleave", onLeave);
el.addEventListener("pointerdown", onDown);
el.addEventListener("pointercancel", tap.drop);
el.addEventListener("click", onClick);
el.addEventListener("keydown", onKey);
el.addEventListener("focusin", onFocusIn);
el.addEventListener("focusout", onFocusOut);
return () => {
el.removeEventListener("pointerenter", onEnter);
el.removeEventListener("pointerleave", onLeave);
el.removeEventListener("pointerdown", onDown);
el.removeEventListener("pointercancel", tap.drop);
el.removeEventListener("click", onClick);
el.removeEventListener("keydown", onKey);
el.removeEventListener("focusin", onFocusIn);
el.removeEventListener("focusout", onFocusOut);
};
}, [
anchorRef,
trigger,
followCursor,
hover,
tap,
requestOpen,
requestClose,
openNow,
close,
clearTimers,
stopGrace,
startGrace,
]);
// While open, a trigger that turns disabled loses focus without a blur event,
// and a window that loses focus never reports the pointer leaving.
useEffect(() => {
if (!open || anchorRef || !trigger) return;
const observer = new MutationObserver(() => {
if (trigger.matches(":disabled, [aria-disabled='true']")) close();
});
observer.observe(trigger, { attributes: true, attributeFilter: ["disabled", "aria-disabled"] });
window.addEventListener("blur", close);
return () => {
observer.disconnect();
window.removeEventListener("blur", close);
};
}, [open, anchorRef, trigger, close]);
// A chart drives its own open state and swaps content as it goes; only a
// trigger-owned label closes itself for having nothing to say.
useEffect(() => {
if (disabled || (empty && !anchorRef)) close();
}, [disabled, empty, anchorRef, close]);
useEffect(
() => () => {
clearTimers();
stopGrace();
if (current === self.current) current = null;
},
[clearTimers, stopGrace],
);
const insideTooltip = useCallback(
(target: Element) => Boolean(floatingRef.current?.contains(target)),
[],
);
// ...and closed by the next tap that lands somewhere else, or Escape. The
// label covers nothing interactive, so that tap passes through to what it hit.
useDismiss(open, close, anchorObject, { ignore: insideTooltip });
const onContentEnter = useCallback(() => {
stopGrace();
clearTimers();
}, [stopGrace, clearTimers]);
const onContentLeave = useCallback(
(event: ReactPointerEvent) => {
const floating = floatingRef.current;
if (!floating) return;
if (anchorRef) {
// Bridge the small gap back onto a chart; it reopens on its own terms.
clearTimers();
closeTimer.current = setTimeout(close, 100);
return;
}
startGrace({ x: event.clientX, y: event.clientY }, floating, anchorObject.current);
},
[anchorRef, clearTimers, close, startGrace],
);
const value = useMemo<TooltipContextValue>(
() => ({
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
triggered: !anchorRef,
floatingRef,
pointer,
setTrigger,
setEmpty,
close,
onContentEnter,
onContentLeave,
}),
[
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
anchorRef,
pointer,
close,
onContentEnter,
onContentLeave,
],
);
return <TooltipContext.Provider value={value}>{children}</TooltipContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Trigger */
/* -------------------------------------------------------------------------- */
function mergeIds(...ids: unknown[]) {
return ids.filter((value) => typeof value === "string" && value).join(" ") || undefined;
}
function assignRef<T>(ref: Ref<T> | undefined, value: T | null) {
if (typeof ref === "function") ref(value);
else if (ref) (ref as { current: T | null }).current = value;
}
export interface TooltipTriggerProps extends ComponentProps<"button"> {
/** Use the single child element as the trigger instead of rendering a button. */
asChild?: boolean;
}
export function TooltipTrigger({ asChild = false, children, ref, ...props }: TooltipTriggerProps) {
const { open, contentId, labelId, asLabel, empty, setTrigger } =
useTooltipContext("TooltipTrigger");
const child = asChild && isValidElement(children) ? children : null;
const childProps = (child?.props ?? props) as Record<string, unknown>;
const childRef = child ? (childProps.ref as Ref<TooltipAnchor> | undefined) : undefined;
const attached = useRef<TooltipAnchor | null>(null);
const setRef = useCallback(
(element: TooltipAnchor | null) => {
attached.current = element;
setTrigger(element);
assignRef(childRef ?? (ref as Ref<TooltipAnchor> | undefined), element);
},
[setTrigger, childRef, ref],
);
useEffect(() => {
if (process.env.NODE_ENV !== "production" && child && !attached.current) {
console.warn(
"TooltipTrigger: the child did not attach a ref, so the tooltip has nothing to listen to. Render a DOM element or a component that passes `ref` through.",
);
}
}, [child]);
const aria = asLabel
? {
"aria-labelledby": empty
? (childProps["aria-labelledby"] as string | undefined)
: labelId,
}
: {
"aria-describedby": mergeIds(
childProps["aria-describedby"],
open && !empty ? contentId : undefined,
),
};
if (asChild) {
if (!child) return children;
return cloneElement(child as ReactElement<Record<string, unknown>>, { ref: setRef, ...aria });
}
return (
<button
type="button"
data-state={open ? "open" : "closed"}
{...props}
ref={setRef as Ref<HTMLButtonElement>}
{...aria}
>
{children}
</button>
);
}
/* -------------------------------------------------------------------------- */
/* Content */
/* -------------------------------------------------------------------------- */
export interface TooltipContentProps {
children?: ReactNode;
side?: TooltipSide;
align?: TooltipAlign;
/** Gap between anchor and tooltip (px). */
sideOffset?: number;
/** Draw an arrow pointing at the anchor. */
arrow?: boolean;
/** Point within the anchor, as fractions of its rendered width and height. */
anchorPoint?: TooltipPoint;
className?: string;
}
export function TooltipContent({
children,
side = "top",
align = "center",
sideOffset,
arrow = false,
anchorPoint,
className,
}: TooltipContentProps) {
const {
open,
contentId,
labelId,
asLabel,
followCursor,
anchor,
floatingRef,
pointer,
setEmpty,
close,
onContentEnter,
onContentLeave,
} = useTooltipContext("TooltipContent");
const empty = isEmpty(children);
const arrowRef = useRef<SVGSVGElement | null>(null);
useLayoutEffect(() => {
setEmpty(empty);
}, [empty, setEmpty]);
if (typeof document === "undefined") return null;
return createPortal(
<>
{/* The name has to exist while the label is closed, so it lives apart from the surface. */}
{asLabel && !empty ? (
<span id={labelId} hidden>
{children}
</span>
) : null}
<AnimatePresence>
{open && !empty ? (
<TooltipPositioner
key="tooltip"
anchor={anchor}
floatingRef={floatingRef}
arrowRef={arrow ? arrowRef : undefined}
anchorPoint={anchorPoint}
followCursor={followCursor}
side={side}
align={align}
sideOffset={sideOffset}
onDismiss={close}
pointer={pointer}
>
{(positioned, isPresent, placedSide) => (
<TooltipSurface
id={asLabel ? undefined : contentId}
aria-hidden={asLabel || undefined}
ready={positioned}
onPointerEnter={onContentEnter}
onPointerLeave={onContentLeave}
style={{ pointerEvents: isPresent && !followCursor ? "auto" : "none" }}
className={cn(
"max-w-[min(20rem,calc(100vw-16px))] whitespace-normal break-words",
arrow && "relative",
className,
)}
>
{children}
{arrow ? <TooltipArrow ref={arrowRef} side={placedSide} /> : null}
</TooltipSurface>
)}
</TooltipPositioner>
) : null}
</AnimatePresence>
</>,
document.body,
);
}
/* -------------------------------------------------------------------------- */
/* Tooltip (root, or one-line shorthand when given `content`) */
/* -------------------------------------------------------------------------- */
export interface TooltipProps
extends TooltipRootProps,
Omit<TooltipContentProps, "children" | "className"> {
/**
* Shorthand: the tooltip's content. With it, `children` is the trigger
* element; without it, compose `TooltipTrigger` and `TooltipContent`.
*/
content?: ReactNode;
/** Shorthand only: classes for the tooltip surface. */
className?: string;
}
export function Tooltip(props: TooltipProps) {
if (!("content" in props)) return <TooltipRoot {...props} />;
const {
content,
children,
side,
align,
sideOffset,
arrow,
anchorPoint,
className,
...root
} = props;
if (!root.anchorRef && !isValidElement(children)) return children ?? null;
return (
<TooltipRoot {...root} initialEmpty={isEmpty(content)}>
{isValidElement(children) ? <TooltipTrigger asChild>{children}</TooltipTrigger> : null}
<TooltipContent
side={side}
align={align}
sideOffset={sideOffset}
arrow={arrow}
anchorPoint={anchorPoint}
className={className}
>
{content}
</TooltipContent>
</TooltipRoot>
);
}
"use client";
import { AnimatePresence, type HTMLMotionProps, motion, useReducedMotion, type Variants } from "motion/react";
import type { ReactNode } from "react";
import { useState } from "react";
import { EASE_OUT, SPRING_LAYOUT, SPRING_PRESS, SPRING_SWAP } from "@/lib/ease";
import { cn } from "@/lib/utils";
export type ActionSwapItem = {
id: string;
label: ReactNode;
icon?: ReactNode;
ariaLabel?: string;
};
export type ActionSwapButtonVariant = "primary" | "secondary" | "outline" | "ghost";
export type ActionSwapButtonSize = "sm" | "md" | "lg" | "icon";
export type ActionSwapAnimation = "blur" | "roll" | "cascade";
/** Animations with a single-element variant set (cascade animates per letter). */
type CoreAnimation = "blur" | "roll";
export interface ActionSwapButtonProps extends Omit<
HTMLMotionProps<"button">,
"children" | "onChange"
> {
items: ActionSwapItem[];
value?: string;
defaultValue?: string;
onValueChange?: (value: string, item: ActionSwapItem) => void;
variant?: ActionSwapButtonVariant;
size?: ActionSwapButtonSize;
animation?: ActionSwapAnimation;
iconOnly?: boolean;
cycle?: boolean;
}
export interface ActionSwapTextProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
export interface ActionSwapIconProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
// The arriving layer springs in, so a second press mid-swap bends it toward
// the new target instead of restarting. The leaving layer is a little quicker,
// still long enough to cross the arrival so the swap reads as one morph.
const BLUR_TRANSITION = SPRING_SWAP;
const BLUR_EXIT_TRANSITION = { duration: 0.16, ease: EASE_OUT } as const;
const ROLL_TRANSITION = SPRING_SWAP;
const ROLL_EXIT_TRANSITION = { duration: 0.14, ease: EASE_OUT } as const;
// A light blur softens the crossing without smearing small glyphs.
const SWAP_BLUR = "blur(2px)";
const ROLL_BLUR = "blur(3px)";
// Cascade rolls the label one letter at a time, left to right. The leaving
// and landing strings overlap as independent layers (no shared cells), so
// proportional glyph widths never jitter. Exits cascade at half the enter
// stagger so the tail of the old label lingers briefly.
const CASCADE_STAGGER = 0.025;
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const TEXT_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.9, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.96,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: "90%", filter: ROLL_BLUR },
animate: {
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: "-90%",
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const ICON_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.25, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.25,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: 12, filter: ROLL_BLUR },
animate: {
opacity: 1,
y: 0,
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: -12,
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const VARIANT_CLASS: Record<ActionSwapButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
outline: "border border-border bg-transparent text-foreground hover:bg-muted/60",
ghost: "text-muted-foreground hover:bg-muted/60 hover:text-foreground",
};
const SIZE_CLASS: Record<ActionSwapButtonSize, string> = {
sm: "h-8 gap-1.5 rounded-full px-3 text-xs",
md: "h-10 gap-2 rounded-full px-4 text-sm",
lg: "h-12 gap-2.5 rounded-full px-5 text-base",
icon: "h-10 w-10 rounded-full",
};
export function ActionSwapText({
value,
children,
animation = "blur",
className,
}: ActionSwapTextProps) {
const reduce = useReducedMotion();
// Cascade needs a plain string to split into letters; non-string content
// and reduced motion fall back to the closest single-element animation.
const label = typeof children === "string" ? children : null;
const cascade = animation === "cascade" && label !== null && !reduce;
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span
className={cn(
"relative -my-[0.08em] inline-block max-w-full whitespace-nowrap py-[0.08em] align-bottom",
className,
)}
style={{
clipPath: "inset(0 -999px)",
WebkitClipPath: "inset(0 -999px)",
}}
>
<span
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
{/* Letters are decorative fragments; readers get the whole label. */}
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-[0.08em] inline-block whitespace-pre"
>
{label.split("").map((char, i) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity — the letter at a position is exactly what rolls.
key={i}
custom={i * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`${animation}-${value}`}
variants={TEXT_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
// Truncation lives on the layer that holds the text — the layer
// moves as a whole, so clipping it never eats the roll.
className="absolute left-0 top-[0.08em] inline-block max-w-full truncate will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</span>
);
}
export function ActionSwapIcon({
value,
children,
animation = "blur",
className,
}: ActionSwapIconProps) {
const reduce = useReducedMotion();
// Icons are single elements — cascade maps to its closest motion, roll.
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span className={cn("relative inline-grid shrink-0 place-items-center overflow-hidden", className)}>
<AnimatePresence mode="popLayout" initial={false}>
<motion.span
key={`${animation}-${value}`}
aria-hidden
variants={ICON_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
className="col-start-1 row-start-1 inline-flex items-center justify-center will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
</span>
);
}
export function ActionSwapButton({
items,
value,
defaultValue,
onValueChange,
variant = "secondary",
size = "md",
animation = "blur",
iconOnly = size === "icon",
cycle = true,
className,
disabled,
onClick,
style,
...rest
}: ActionSwapButtonProps) {
const reduce = useReducedMotion();
const [internalValue, setInternalValue] = useState(defaultValue ?? items[0]?.id);
const currentValue = value ?? internalValue;
const activeIndex = Math.max(0, items.findIndex((item) => item.id === currentValue));
const activeItem = items[activeIndex] ?? items[0];
const hasIcon = items.some((item) => item.icon);
const nextItem = cycle && items.length > 0 ? items[(activeIndex + 1) % items.length] : undefined;
if (!activeItem) return null;
const accessibleLabel = activeItem.ariaLabel ?? (iconOnly && typeof activeItem.label === "string" ? activeItem.label : undefined);
const layoutTransition = reduce ? { duration: 0 } : SPRING_LAYOUT;
return (
<motion.button
type="button"
disabled={disabled}
// A label of a different length resizes the button: glide the width on
// the soft layout spring, and only when the value changes, so unrelated
// page reflow never animates the button.
layout
layoutDependency={activeItem.id}
whileTap={reduce || disabled ? undefined : { scale: 0.97 }}
transition={{ ...SPRING_PRESS, layout: layoutTransition }}
// Layout animations only correct a radius set inline.
style={{ borderRadius: 9999, ...style }}
className={cn(
"inline-flex items-center justify-center overflow-hidden font-medium transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
aria-label={accessibleLabel}
onClick={(event) => {
onClick?.(event);
if (event.defaultPrevented || disabled || !cycle || !nextItem) return;
if (value === undefined) setInternalValue(nextItem.id);
onValueChange?.(nextItem.id, nextItem);
}}
{...rest}
>
{/* Position-only layout keeps the contents from stretching with the
button while its width glides. */}
{hasIcon ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex shrink-0"
>
<ActionSwapIcon value={activeItem.id} animation={animation} className="h-4 w-4">
{activeItem.icon ?? null}
</ActionSwapIcon>
</motion.span>
) : null}
{!iconOnly ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex min-w-0 max-w-full"
>
<ActionSwapText value={activeItem.id} animation={animation}>
{activeItem.label}
</ActionSwapText>
</motion.span>
) : null}
</motion.button>
);
}
"use client";
import {
AnimatePresence,
type HTMLMotionProps,
motion,
useReducedMotion,
} from "motion/react";
import {
forwardRef,
type PointerEvent,
type ReactNode,
useCallback,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_PRESS } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export type ButtonVariant = "primary" | "secondary" | "ghost" | "outline";
export type ButtonSize = "sm" | "md" | "lg" | "icon";
export interface ButtonProps extends Omit<
HTMLMotionProps<"button">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
/** Spawn a Material-style ripple from the press point. Off by default. */
ripple?: boolean;
children?: ReactNode;
}
export interface ButtonLinkProps extends Omit<
HTMLMotionProps<"a">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
children?: ReactNode;
}
type Ripple = { id: number; x: number; y: number; size: number };
const VARIANT_CLASS: Record<ButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
ghost: "text-muted-foreground hover:text-foreground hover:bg-muted/60",
outline:
"border border-border bg-transparent text-foreground hover:bg-muted/60",
};
const SIZE_CLASS: Record<ButtonSize, string> = {
sm: "h-8 px-3 text-xs gap-1.5 rounded-full",
md: "h-10 px-5 text-sm gap-2 rounded-full",
lg: "h-12 px-6 text-base gap-2 rounded-full",
icon: "h-8 w-8 rounded-lg",
};
export const Button = forwardRef<HTMLButtonElement, ButtonProps>(
function Button(
{
variant = "primary",
size = "md",
pressScale = 0.93,
ripple = false,
className,
children,
onPointerDown,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
const [ripples, setRipples] = useState<Ripple[]>([]);
const nextId = useRef(0);
const handlePointerDown = useCallback(
(event: PointerEvent<HTMLButtonElement>) => {
if (ripple && !reduce) {
const rect = event.currentTarget.getBoundingClientRect();
const size = Math.max(rect.width, rect.height) * 2;
const id = nextId.current++;
setRipples((prev) => [
...prev,
{
id,
x: event.clientX - rect.left,
y: event.clientY - rect.top,
size,
},
]);
}
onPointerDown?.(event);
},
[ripple, reduce, onPointerDown],
);
return (
<motion.button
ref={ref}
type="button"
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
onPointerDown={handlePointerDown}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
ripple && "relative overflow-hidden",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{ripple && !reduce ? (
<span className="pointer-events-none absolute inset-0 overflow-hidden rounded-[inherit]">
<AnimatePresence>
{ripples.map((r) => (
<motion.span
key={r.id}
className="absolute rounded-full bg-current"
style={{
left: r.x,
top: r.y,
width: r.size,
height: r.size,
x: "-50%",
y: "-50%",
}}
initial={{ scale: 0.05, opacity: 0.3 }}
animate={{ scale: 1, opacity: 0 }}
exit={{ opacity: 0 }}
transition={{ duration: 1.6, ease: EASE_OUT }}
onAnimationComplete={() =>
setRipples((prev) => prev.filter((x) => x.id !== r.id))
}
/>
))}
</AnimatePresence>
</span>
) : null}
{children}
</motion.button>
);
},
);
export const ButtonLink = forwardRef<HTMLAnchorElement, ButtonLinkProps>(
function ButtonLink(
{
variant = "primary",
size = "md",
pressScale = 0.93,
className,
children,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
return (
<motion.a
ref={ref}
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{children}
</motion.a>
);
},
);
"use client";
import { forwardRef } from "react";
import { Magnetic } from "../magnetic";
import { Button, type ButtonProps } from "./base";
export interface MagneticButtonProps extends ButtonProps {
/** Magnetic pull strength. Default 0.25. */
strength?: number;
/** Class applied to the magnetic wrapper. */
magneticClassName?: string;
}
export const MagneticButton = forwardRef<HTMLButtonElement, MagneticButtonProps>(function MagneticButton(
{ strength = 0.25, magneticClassName, children, ...rest },
ref,
) {
return (
<Magnetic strength={strength} className={magneticClassName}>
<Button ref={ref} {...rest}>
{children}
</Button>
</Magnetic>
);
});
"use client";
import { motion, useReducedMotion } from "motion/react";
import { forwardRef, useState } from "react";
import { EASE_IN_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import { Button, type ButtonProps } from "./base";
export interface MetallicButtonProps extends Omit<
ButtonProps,
"ripple" | "variant"
> {
/** Stops the traveling reflection while preserving the chrome rim. */
paused?: boolean;
}
// The rim and highlight drift separately so the material stays quiet and reflective.
const SILVER_DRIFT = {
duration: 8,
ease: EASE_IN_OUT,
repeat: Infinity,
};
const CHROME_SHIMMER = {
duration: 2.4,
ease: EASE_IN_OUT,
};
export const MetallicButton = forwardRef<
HTMLButtonElement,
MetallicButtonProps
>(function MetallicButton(
{
size = "md",
paused = false,
className,
children,
onHoverStart,
onHoverEnd,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const still = paused || Boolean(reduce);
const [hovered, setHovered] = useState(false);
return (
<Button
ref={ref}
variant="ghost"
size={size}
onHoverStart={(event, info) => {
setHovered(true);
onHoverStart?.(event, info);
}}
onHoverEnd={(event, info) => {
setHovered(false);
onHoverEnd?.(event, info);
}}
className={cn(
"group relative isolate overflow-hidden border-0 bg-transparent text-foreground",
"hover:bg-transparent hover:text-foreground",
"focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2",
"shadow-[0_8px_22px_rgba(0,0,0,0.16)]",
size === "icon" && "rounded-full",
className,
)}
{...rest}
>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-18%] z-0 w-[136%] rounded-[inherit] bg-[linear-gradient(105deg,#111_0%,#737373_14%,#fafafa_26%,#525252_38%,#0a0a0a_50%,#a3a3a3_64%,#fff_75%,#404040_87%,#111_100%)]"
animate={still ? undefined : { x: ["0%", "13%", "0%"] }}
transition={still ? undefined : SILVER_DRIFT}
/>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-58%] z-[1] w-[52%] -skew-x-12 bg-[linear-gradient(90deg,transparent,rgba(255,255,255,0.5)_48%,transparent)] opacity-50 blur-[3px] mix-blend-screen"
animate={still ? undefined : { x: hovered ? "310%" : "0%" }}
transition={still ? undefined : CHROME_SHIMMER}
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[2] rounded-[inherit] bg-background transition-colors group-hover:bg-muted/40"
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[3] rounded-[inherit] shadow-[inset_0_1px_0_rgba(255,255,255,0.28),inset_0_-1px_0_rgba(0,0,0,0.16)]"
/>
<span className="relative z-10 inline-flex items-center justify-center gap-2">
{children}
</span>
</Button>
);
});
"use client";
import { Check, Loader2, X } from "lucide-react";
import {
AnimatePresence,
motion,
useReducedMotion,
type Variants,
} from "motion/react";
import {
forwardRef,
type ReactNode,
useLayoutEffect,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_SWAP } from "@/lib/ease";
import { Button, type ButtonProps } from "./base";
export type ButtonState = "idle" | "loading" | "success" | "error";
export interface StatefulButtonProps extends Omit<ButtonProps, "children"> {
state?: ButtonState;
children: ReactNode;
loadingText?: ReactNode;
successText?: ReactNode;
errorText?: ReactNode;
icon?: ReactNode;
}
const CASCADE_STAGGER = 0.025;
const ROLL_BLUR = "blur(6px)";
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const ICON_VARIANTS: Variants = {
// Width collapses too, so the icon adds/removes its own space smoothly
// instead of popping the row width in a single frame.
initial: { opacity: 0, width: 0, scale: 0.7, filter: ROLL_BLUR },
animate: {
opacity: 1,
width: "1.5rem",
scale: 1,
filter: "blur(0px)",
transition: SPRING_SWAP,
},
exit: {
opacity: 0,
width: 0,
scale: 0.7,
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT },
},
};
function IconSlot({ keyId, children }: { keyId: string; children: ReactNode }) {
const reduce = useReducedMotion();
return (
<motion.span
key={keyId}
variants={ICON_VARIANTS}
initial={reduce ? { opacity: 0 } : "initial"}
animate={reduce ? { opacity: 1 } : "animate"}
exit={reduce ? { opacity: 0 } : "exit"}
transition={reduce ? { duration: 0.15 } : undefined}
className="inline-grid shrink-0 place-items-center overflow-hidden"
>
{children}
</motion.span>
);
}
function TextSlot({
value,
children,
}: {
value: string;
children: ReactNode;
}) {
const reduce = useReducedMotion();
const measureRef = useRef<HTMLSpanElement>(null);
const [width, setWidth] = useState<number>();
const label = typeof children === "string" ? children : null;
const cascade = label !== null && !reduce;
// Measure strings with the same per-letter layout as the cascade. Measuring
// the whole string preserves kerning, which can make it narrower than the
// inline-block letters and clip the final glyph during the width animation.
useLayoutEffect(() => {
const nextWidth = measureRef.current?.offsetWidth;
if (!nextWidth) return;
setWidth((current) => (current === nextWidth ? current : nextWidth));
});
return (
<motion.span
initial={false}
animate={{ width }}
transition={reduce ? { duration: 0 } : SPRING_SWAP}
className="relative inline-block overflow-hidden whitespace-nowrap align-bottom"
>
<span
ref={measureRef}
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-0 inline-block whitespace-pre"
>
{label.split("").map((char, index) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
custom={index * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`text-${value}`}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 14, filter: ROLL_BLUR }}
animate={reduce ? { opacity: 1 } : { opacity: 1, y: 0, filter: "blur(0px)" }}
exit={reduce ? { opacity: 0 } : { opacity: 0, y: -14, filter: ROLL_BLUR }}
transition={reduce ? { duration: 0.15 } : SPRING_SWAP}
className="absolute left-0 top-0 inline-block will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</motion.span>
);
}
export const StatefulButton = forwardRef<HTMLButtonElement, StatefulButtonProps>(function StatefulButton(
{
state = "idle",
children,
loadingText = "Loading",
successText = "Done",
errorText = "Try again",
icon,
disabled,
...rest
},
ref,
) {
const isBusy = state === "loading";
const stateText =
state === "loading"
? loadingText
: state === "success"
? successText
: state === "error"
? errorText
: children;
const textKey =
typeof stateText === "string" ? `${state}-${stateText}` : state;
return (
<Button ref={ref} disabled={disabled || isBusy} aria-busy={isBusy} whileHover={undefined} {...rest}>
<span
aria-live="polite"
className="relative inline-flex items-center justify-center overflow-hidden"
>
<AnimatePresence initial={false}>
{state === "loading" ? (
<IconSlot keyId="loading-icon">
<Loader2 className="h-4 w-4 animate-spin" />
</IconSlot>
) : null}
{state === "success" ? (
<IconSlot keyId="success-icon">
<Check className="h-4 w-4" />
</IconSlot>
) : null}
{state === "error" ? (
<IconSlot keyId="error-icon">
<X className="h-4 w-4" />
</IconSlot>
) : null}
</AnimatePresence>
<TextSlot value={textKey}>{stateText}</TextSlot>
<AnimatePresence initial={false}>
{state === "idle" && icon ? (
<IconSlot keyId="idle-icon">{icon}</IconSlot>
) : null}
</AnimatePresence>
</span>
</Button>
);
});
type Point = { x: number; y: number };
type Box = { left: number; top: number; right: number; bottom: number };
/**
* The corridor a pointer may cross between the trigger and the open tooltip
* without closing it: the convex hull of where it left and the box it is
* heading for. A fixed timeout either cuts a slow diagonal move short or keeps
* the label alive after the pointer has plainly gone elsewhere; this follows
* the path itself.
*/
export function graceArea(exit: Point, target: Box): Point[] {
// A few pixels either side of the exit point give the corridor some width at
// its narrow end, so a hand that drifts sideways while it moves stays inside.
const pad = 5;
return hull([
{ x: exit.x - pad, y: exit.y - pad },
{ x: exit.x + pad, y: exit.y - pad },
{ x: exit.x - pad, y: exit.y + pad },
{ x: exit.x + pad, y: exit.y + pad },
{ x: target.left, y: target.top },
{ x: target.right, y: target.top },
{ x: target.right, y: target.bottom },
{ x: target.left, y: target.bottom },
]);
}
export function inBox(point: Point, box: Box) {
return (
point.x >= box.left && point.x <= box.right && point.y >= box.top && point.y <= box.bottom
);
}
export function inPolygon(point: Point, polygon: Point[]) {
let inside = false;
for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
const a = polygon[i];
const b = polygon[j];
if (
a.y > point.y !== b.y > point.y &&
point.x < ((b.x - a.x) * (point.y - a.y)) / (b.y - a.y) + a.x
) {
inside = !inside;
}
}
return inside;
}
// Monotone chain; the corridor is always convex, so a hull is all it needs.
function hull(points: Point[]) {
const sorted = [...points].sort((a, b) => a.x - b.x || a.y - b.y);
const cross = (o: Point, a: Point, b: Point) =>
(a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
const lower: Point[] = [];
for (const p of sorted) {
while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], p) <= 0) {
lower.pop();
}
lower.push(p);
}
const upper: Point[] = [];
for (let i = sorted.length - 1; i >= 0; i--) {
const p = sorted[i];
while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], p) <= 0) {
upper.pop();
}
upper.push(p);
}
lower.pop();
upper.pop();
return lower.concat(upper);
}
/**
* How the user last reached for the page. A focus that a mouse press caused is
* not a request to read the label: the pointer is already on the control and
* hovering showed it. A focus that followed a key — Tab, or a roving arrow key
* moving focus in script — is the only way a keyboard user sees it at all.
*/
let modality: "keyboard" | "pointer" = "keyboard";
let listening = false;
export function watchModality() {
if (listening || typeof window === "undefined") return;
listening = true;
window.addEventListener("keydown", () => (modality = "keyboard"), true);
window.addEventListener("pointerdown", () => (modality = "pointer"), true);
}
export function focusFromKeyboard() {
return modality === "keyboard";
}
"use client";
import { useIsPresent } from "motion/react";
import { type CSSProperties, type ReactNode, type Ref, useCallback, useState } from "react";
import { type TooltipSide, useTooltipPosition } from "./use-position";
type PositionProps = Parameters<typeof useTooltipPosition>[0];
/** Readiness lives with the mounted overlay, not a trigger ref's attach/detach cycle. */
export function TooltipPositioner({
children,
...position
}: Omit<PositionProps, "open" | "onPosition"> & {
children: (ready: boolean, present: boolean, side: TooltipSide) => ReactNode;
}) {
const present = useIsPresent();
const [ready, setReady] = useState(false);
const [side, setSide] = useState<TooltipSide>(position.side);
const onPosition = useCallback((placed: TooltipSide) => {
setReady(true);
setSide(placed);
}, []);
useTooltipPosition({ ...position, open: present, onPosition });
return (
<span
ref={position.floatingRef}
inert={!present}
aria-hidden={!present || undefined}
className="pointer-events-none fixed left-0 top-0 z-[9999] w-max"
style={{ visibility: "hidden", maxWidth: "calc(100vw - 16px)" }}
>
{children(ready, present, side)}
</span>
);
}
// Each arrow is a 12px box whose base sits on the surface's inner border edge,
// so its fill covers the border beneath it and only the two outer edges stroke.
const ARROW: Record<TooltipSide, { path: string; style: CSSProperties }> = {
top: { path: "M0 6L6 12L12 6", style: { top: "calc(100% - 6px)" } },
bottom: { path: "M0 6L6 0L12 6", style: { bottom: "calc(100% - 6px)" } },
left: { path: "M6 0L12 6L6 12", style: { left: "calc(100% - 6px)" } },
right: { path: "M6 0L0 6L6 12", style: { right: "calc(100% - 6px)" } },
};
export function TooltipArrow({ side, ref }: { side: TooltipSide; ref: Ref<SVGSVGElement> }) {
const { path, style } = ARROW[side];
return (
<svg
ref={ref}
aria-hidden="true"
width="12"
height="12"
viewBox="0 0 12 12"
className="pointer-events-none absolute overflow-visible"
style={style}
>
<path d={`${path}Z`} style={{ fill: "var(--tooltip-arrow-fill, transparent)" }} />
<path
d={path}
fill="none"
strokeWidth="1"
style={{ stroke: "var(--tooltip-arrow-stroke, transparent)" }}
/>
</svg>
);
}
"use client";
import {
arrow as arrowMiddleware,
autoUpdate,
computePosition,
flip,
hide,
offset,
type Placement,
shift,
type VirtualElement,
} from "@floating-ui/dom";
import { type RefObject, useCallback, useLayoutEffect, useRef } from "react";
export type TooltipSide = "top" | "right" | "bottom" | "left";
export type TooltipAlign = "start" | "center" | "end";
export type TooltipPoint = { x: number; y: number };
export type TooltipAnchor = HTMLElement | SVGElement;
const ORIGIN: Record<TooltipSide, string> = {
top: "center bottom",
bottom: "center top",
left: "right center",
right: "left center",
};
/** Position is geometry, not animation. One write per frame, never a spring chasing a pointer. */
export function useTooltipPosition({
open,
anchor,
floatingRef,
arrowRef,
anchorPoint,
followCursor,
side,
align,
sideOffset,
onDismiss,
onPosition,
pointer,
}: {
open: boolean;
anchor: TooltipAnchor | null;
floatingRef: RefObject<HTMLSpanElement | null>;
arrowRef?: RefObject<SVGSVGElement | null>;
anchorPoint?: TooltipPoint;
followCursor: boolean;
side: TooltipSide;
align: TooltipAlign;
sideOffset?: number;
onDismiss: () => void;
onPosition: (side: TooltipSide) => void;
pointer: ReturnType<typeof useTooltipPointer>;
}) {
const { cursor, onMove } = pointer;
const preferred: Placement = align === "center" ? side : `${side}-${align}`;
const cursorSide = useRef<Placement | null>(null);
useLayoutEffect(() => {
cursorSide.current = open ? preferred : null;
}, [open, preferred]);
const frame = useRef<number | null>(null);
const version = useRef(0);
const update = useRef<() => void>(() => {});
const schedule = useCallback(() => {
// Invalidate older async calculations as soon as new geometry is requested.
version.current++;
if (frame.current !== null) return;
frame.current = requestAnimationFrame(() => {
frame.current = null;
update.current();
});
}, []);
useLayoutEffect(() => {
onMove.current = schedule;
return () => {
onMove.current = null;
};
}, [onMove, schedule]);
const pointX = anchorPoint?.x;
const pointY = anchorPoint?.y;
// Latest committed inputs are read without recreating observers for every period/content update.
useLayoutEffect(() => {
update.current = () => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const revision = ++version.current;
const currentCursor = followCursor ? cursor.current : null;
const virtual = Boolean(currentCursor) || pointX !== undefined || pointY !== undefined;
const reference: Element | VirtualElement = virtual
? {
contextElement: anchor,
getBoundingClientRect: () => {
const rect = anchor.getBoundingClientRect();
const x = currentCursor?.x ?? rect.left + rect.width * (pointX ?? 0.5);
const y = currentCursor?.y ?? rect.top + rect.height * (pointY ?? 0.5);
return { x, y, left: x, right: x, top: y, bottom: y, width: 0, height: 0 };
},
}
: anchor;
const arrowElement = arrowRef?.current ?? null;
void computePosition(reference, floating, {
strategy: "fixed",
placement: currentCursor ? (cursorSide.current ?? preferred) : preferred,
middleware: [
offset(sideOffset ?? (currentCursor ? 12 : 8)),
flip({ padding: 8 }),
shift({ padding: 8 }),
...(arrowElement ? [arrowMiddleware({ element: arrowElement, padding: 10 })] : []),
// A label left floating over whatever scrolled into its trigger's place
// describes nothing there. Points inside a chart move with the chart.
...(virtual ? [] : [hide({ strategy: "referenceHidden" })]),
],
}).then(({ x, y, placement, middlewareData }) => {
if (version.current !== revision || !floating.isConnected) return;
// Hold the chosen side for this hover session. Crossing a flip threshold
// repeatedly must not bounce the surface above and below the pointer.
if (currentCursor) cursorSide.current = placement;
else cursorSide.current = null;
const placedSide = placement.split("-")[0] as TooltipSide;
const dpr = window.devicePixelRatio || 1;
floating.style.transform = `translate3d(${Math.round(x * dpr) / dpr}px, ${Math.round(y * dpr) / dpr}px, 0)`;
floating.style.setProperty("--tooltip-origin", ORIGIN[placedSide]);
// A box with no size has no clipped state to report, only a missing layout.
const box = anchor.getBoundingClientRect();
const clipped =
Boolean(middlewareData.hide?.referenceHidden) && (box.width > 0 || box.height > 0);
floating.style.visibility = clipped ? "hidden" : "visible";
floating.dataset.placement = placement;
const surface = arrowElement?.parentElement;
if (arrowElement && surface) {
// Measured against the positioner, drawn inside the surface's border.
const { x: ax, y: ay } = middlewareData.arrow ?? {};
if (ax != null) arrowElement.style.left = `${ax - surface.clientLeft}px`;
if (ay != null) arrowElement.style.top = `${ay - surface.clientTop}px`;
// Paint with whatever the surface resolved to, so a restyled tooltip
// keeps a matching arrow without a second set of classes.
const style = getComputedStyle(surface);
arrowElement.style.setProperty("--tooltip-arrow-fill", style.backgroundColor);
arrowElement.style.setProperty("--tooltip-arrow-stroke", style.borderTopColor);
}
onPosition(placedSide);
});
};
if (open) schedule();
}, [
open,
anchor,
floatingRef,
arrowRef,
followCursor,
pointX,
pointY,
preferred,
sideOffset,
schedule,
onPosition,
cursor,
]);
useLayoutEffect(() => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const stop = autoUpdate(anchor, floating, schedule);
const onScroll = () => {
// A stationary pointer no longer describes the same chart point after scrolling.
if (followCursor && cursor.current) onDismiss();
};
window.addEventListener("scroll", onScroll, true);
return () => {
stop();
window.removeEventListener("scroll", onScroll, true);
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
frame.current = null;
};
}, [open, anchor, floatingRef, followCursor, onDismiss, schedule, cursor]);
useLayoutEffect(
() => () => {
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
},
[],
);
}
/** Pointer lifetime belongs to the anchor, including the opening delay. */
export function useTooltipPointer(anchor: TooltipAnchor | null, followCursor: boolean) {
const cursor = useRef<TooltipPoint | null>(null);
const onMove = useRef<(() => void) | null>(null);
const pointerFocus = useRef(false);
useLayoutEffect(() => {
if (!anchor || !followCursor) return;
const point = (event: PointerEvent) => {
if (event.type === "pointermove" && event.pointerType === "touch" && !event.buttons) return;
cursor.current = { x: event.clientX, y: event.clientY };
if (event.type === "pointerdown") pointerFocus.current = true;
onMove.current?.();
};
const keyboard = () => {
cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const focus = () => {
if (!pointerFocus.current) cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const leave = () => {
cursor.current = null;
};
anchor.addEventListener("pointerenter", point as EventListener, { passive: true });
anchor.addEventListener("pointermove", point as EventListener, { passive: true });
anchor.addEventListener("pointerdown", point as EventListener, { passive: true });
anchor.addEventListener("pointerleave", leave);
anchor.addEventListener("pointercancel", leave);
anchor.addEventListener("keydown", keyboard);
anchor.addEventListener("focusin", focus);
return () => {
cursor.current = null;
anchor.removeEventListener("pointerenter", point as EventListener);
anchor.removeEventListener("pointermove", point as EventListener);
anchor.removeEventListener("pointerdown", point as EventListener);
anchor.removeEventListener("pointerleave", leave);
anchor.removeEventListener("pointercancel", leave);
anchor.removeEventListener("keydown", keyboard);
anchor.removeEventListener("focusin", focus);
};
}, [anchor, followCursor]);
return { cursor, onMove };
}
"use client";
import { motion, useReducedMotion } from "motion/react";
import type { ComponentProps, ReactNode, Ref } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
/** Presentation only: the unanimated parent owns measurement and positioning. */
export function TooltipSurface({
children,
side: _side = "top",
className,
ref,
ready = true,
style,
...props
}: Omit<ComponentProps<typeof motion.span>, "children"> & {
children?: ReactNode;
/** Start the entrance only after the positioning layer has been measured. */
ready?: boolean;
side?: "top" | "right" | "bottom" | "left";
ref?: Ref<HTMLSpanElement>;
}) {
const reduce = useReducedMotion();
const closed = { opacity: 0, scale: reduce ? 1 : 0.94 };
return (
<motion.span
ref={ref}
role="tooltip"
initial={closed}
animate={{
...(ready ? { opacity: 1, scale: 1 } : closed),
transition: { duration: 0.18, ease: EASE_OUT },
}}
exit={{ ...closed, transition: { duration: 0.12, ease: EASE_OUT } }}
style={{ transformOrigin: "var(--tooltip-origin, center)", ...style }}
className={cn(
"block whitespace-nowrap rounded-lg border border-border bg-background px-2.5 py-1 text-xs font-medium text-foreground shadow-lg",
className,
)}
{...props}
>
{children}
</motion.span>
);
}
"use client";
import { motion, useMotionValue, useReducedMotion, useSpring } from "motion/react";
import { useRef, type ReactNode } from "react";
import { SPRING_MOUSE } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export interface MagneticProps {
children: ReactNode;
strength?: number;
className?: string;
}
export function Magnetic({ children, strength = 0.35, className }: MagneticProps) {
const ref = useRef<HTMLDivElement>(null);
const reduce = useReducedMotion();
const canHover = useHoverCapable();
// Decorative cursor-follow: skip on touch (phantom hover) and reduced motion.
const enabled = !reduce && canHover;
const x = useMotionValue(0);
const y = useMotionValue(0);
const sx = useSpring(x, SPRING_MOUSE);
const sy = useSpring(y, SPRING_MOUSE);
const onMove = (e: React.MouseEvent<HTMLDivElement>) => {
const el = ref.current;
if (!el || !enabled) return;
const rect = el.getBoundingClientRect();
x.set((e.clientX - rect.left - rect.width / 2) * strength);
y.set((e.clientY - rect.top - rect.height / 2) * strength);
};
const onLeave = () => {
x.set(0);
y.set(0);
};
return (
<motion.div
ref={ref}
onMouseMove={onMove}
onMouseLeave={onLeave}
style={{ x: sx, y: sy }}
className={cn("inline-block", className)}
>
{children}
</motion.div>
);
}
API Reference
autoCashOut?number | nullMultiplier to cash out at automatically (controlled), or null for manual play. Applies from the next round.
—defaultAutoCashOut?number | nullInitial auto cash-out when uncontrolled. Default null (off).
—onAutoCashOutChange?((autoCashOut: number | null) => void)Called when the Auto menu changes between rounds.
—getCrashPoint?(() => number | Promise<number>)Decides each round's crash point, called once when the round starts. Return a number, or a Promise for one (a server round, a provably fair hash): the main button shows Starting… until it settles, and a rejection returns to Start. Values below 1 or not finite become 1, and values are floored to two decimals. Default `crashPoint()`. Ignored when `crashAt` is passed.
—crashAt?CrashReveal | nullLive rounds (controlled), for a server that keeps the crash point secret until it happens: the round `onStart` was given and its crash point once revealed, or null. A round flies open-ended until its own crash point arrives; a value for any other round is ignored, so a reveal from last round can't end this one. A value at or below the current multiplier crashes at once, at that value, and a cash out above it never happened: the round ends lost and `onCashOut` is not called. A value still ahead means the display is behind the server: the flight runs out to it quickly and takes no more hand cash outs (an auto target below it still pays). Whether a round is live is fixed when it starts; dropping `crashAt` mid-round ends it at the current multiplier.
—onStart?((round: number) => void)Called when the player starts a round, before its crash point is known, with the round's number (unique on the page).
—onCashOut?((multiplier: number) => void)Called when the player cashes out, by hand or automatically. In a live round it waits until the crash point is revealed, so it only fires for a cash out that stands.
—onCrash?((crashPoint: number, cashedOut: number | null) => void)Called when the round crashes, with the cash-out multiplier or null if the player was still in.
—sound?booleanPlay synthesized sounds (controlled): a climbing chime at each milestone (2× to 5×, then 10×, 20×, 50×…), a cash-out arpeggio and a crash blast.
—defaultSound?booleanInitial sound state when uncontrolled. Default false.
—onSoundChange?((sound: boolean) => void)Called when the sound button is toggled.
—aria-label?stringAccessible name for the game. Default "Crash".
CrashclassName?string—Related components
Mines
A mines board: pick tiles to find gems, each one raising the multiplier, and cash out before you hit a mine. Each gem you find is numbered in pick order, an odds ring shows the chance the next pick is safe, and the round's end reveals every tile in a ripple from your last pick before a ticket-stub result card rises with the outcome, stats and a miniature of your run. Distinct synthesized sounds for gems, streaks, mines and cash outs; keyboard playable, reduced-motion safe.
Plinko
A Plinko board where balls drop through rows of pegs, bounce left or right off each one and land in a slot. Pegs flash when hit, the slot pulses on landing, several balls can fall at once, and reduced motion lands a ball instantly.
Timeline
A draggable timeline of dated events around a focused card.
Keep in mind
Some components on this site are inspired by or recreated from existing work across the web. I'm not here to take credit; just to learn, experiment, and sometimes push things a bit further. If something looks familiar and I forgot to mention you, reach out and I'll fix that right away.
Updated