Preview
Session profit +$0.00
- Win chance
- 49.50%
- Profit on win
- $1.00
- Recent rounds show here
49.50% chance of 2× · marked cards win
"use client";
import { useState } from "react";
import { SlideGame } from "@/components/motion/slide-game";
export function SlideGamePreview() {
const [profit, setProfit] = useState(0);
return (
<div className="flex w-full max-w-3xl flex-col items-center gap-3">
<p className="text-sm text-muted-foreground tabular-nums">
Session profit{" "}
<span className="font-medium text-foreground">
{profit >= 0 ? "+" : "−"}${Math.abs(profit).toFixed(2)}
</span>
</p>
<SlideGame
onResult={(result, target, bet) =>
setProfit((value) => value + (result >= target ? bet * (target - 1) : -bet))
}
/>
</div>
);
}
"use client";
// beui.dev/casino/slide-game
import { History as HistoryIcon } from "lucide-react";
import { animate, type MotionValue, motion, useMotionValue, useMotionValueEvent, useReducedMotion, useTransform } from "motion/react";
import { memo, useEffect, useId, useLayoutEffect, useRef, useState } from "react";
import { Button } from "@/components/motion/button";
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/motion/select";
import { EASE_OUT } from "@/lib/ease";
import { createGameSounds } from "@/lib/game-sounds";
import { createTickPlayer } from "@/lib/tick-sound";
import { cn } from "@/lib/utils";
import {
floor2,
formatMultiplier,
formatShort,
GameEyebrow,
GameHistory,
type GameHistoryEntry,
heat,
PRESS_GUARD,
SoundToggle,
useStable,
} from "./casino/game-parts";
export { formatMultiplier } from "./casino/game-parts";
export interface SlideGameProps {
/** Target multiplier (controlled). A result at or above it wins. Applies from the next round. Values below 1.01× play as 1.01×. */
target?: number;
/** Initial target when uncontrolled. Default 2. */
defaultTarget?: number;
/** Called when the Target menu changes between rounds. */
onTargetChange?: (target: number) => void;
/** Targets offered in the menu. Default 1.5×, 2×, 3×, 5×, 10×, 25×, 100×. Values below 1.01× are left out. */
targets?: number[];
/** Bet amount (controlled), used for the profit readout and passed to `onResult`. */
bet?: number;
/** Initial bet when uncontrolled. Default 1. */
defaultBet?: number;
/** Called when the bet changes. */
onBetChange?: (bet: number) => void;
/** Currency symbol shown before the bet and the profit. Default "$". */
currency?: string;
/** Formats the profit. Default the currency symbol and two decimals ($1.50). */
formatAmount?: (amount: number) => string;
/**
* Decides each round's result, called once when the round starts. Return a
* number, or a Promise for one (a server round, a provably fair hash): the
* button shows Starting… until it settles, and a rejection cancels the
* round. Values below 1 or not finite play as 1. Default `slideResult()`.
* The win chance shown assumes its 1% edge.
*/
getResult?: () => number | Promise<number>;
/**
* Called when the reel stops, with the result, the round's target and its bet. The round wins when result >= target.
* Not called for a round still sliding when the game unmounts; settle those from your own record of `getResult`.
*/
onResult?: (result: number, target: number, bet: number) => void;
/** Slide length in seconds. Default 4. */
duration?: number;
/** Play synthesized sounds (controlled): a tick per card into the center and a chime on a win. */
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 "Slide". */
"aria-label"?: string;
className?: string;
}
/**
* A result from one uniform draw in [0, 1): the reel reaches `m` or more with
* probability (1 − houseEdge) / m, floored to two decimals and capped at
* 1,000,000×. Pass your own `random` for a seeded or provably fair round.
*/
export function slideResult(random: () => number = Math.random, houseEdge = 0.01) {
const edge = Math.min(Math.max(houseEdge, 0), 1);
return Math.min(1_000_000, Math.max(1, Math.floor((100 * (1 - edge)) / (1 - random())) / 100));
}
const TARGETS = [1.5, 2, 3, 5, 10, 25, 100];
// Results never land below 1×, so a lower target would always win and pay nothing.
const MIN_TARGET = 1.01;
// The ½ and 2× buttons stop here, so the field never fills with exponent notation.
const MAX_BET = 1_000_000_000;
const HISTORY = 12;
// Round numbers, unique on the page.
let rounds = 0;
type Phase = "idle" | "starting" | "sliding" | "settled";
type Round = { id: number; result: number; target: number; bet: number };
// Grouped, two decimals, never exponent notation: $1,234,567.50.
const AMOUNT = new Intl.NumberFormat("en", { minimumFractionDigits: 2, maximumFractionDigits: 2 });
const settleValue = (value: number) => (Number.isFinite(value) ? Math.max(1, floor2(value)) : 1);
const parseBet = (text: string) => {
const value = Number.parseFloat(text);
return Number.isFinite(value) && value > 0 ? value : 0;
};
/**
* A slide game: set a bet and a target, then a reel of multiplier cards races
* past two tabs at the center of the stage, tilting in 3D as they pass, slows
* through the last few and clicks the result into place between them. At or
* above the target wins. The result comes from `getResult`, so a server can
* decide it and the reel only plays it back.
*/
export function SlideGame({
target: targetProp,
defaultTarget = 2,
onTargetChange,
targets = TARGETS,
bet: betProp,
defaultBet = 1,
onBetChange,
currency = "$",
formatAmount,
getResult = slideResult,
onResult,
duration = 4,
sound,
defaultSound = false,
onSoundChange,
"aria-label": ariaLabel = "Slide",
className,
}: SlideGameProps) {
const reduce = useReducedMotion() ?? false;
const betId = useId();
const [internalTarget, setInternalTarget] = useState(defaultTarget);
const rawTarget = targetProp ?? internalTarget;
const target = Number.isFinite(rawTarget) ? Math.max(MIN_TARGET, rawTarget) : MIN_TARGET;
// The field keeps what the player typed ("1." mid-edit); a controlled bet
// that disagrees with it replaces it in the same render.
const [draft, setDraft] = useState(() => String(betProp ?? defaultBet));
// The string check stops the loop for a bet the field can't hold (-1, NaN).
if (betProp !== undefined && betProp !== parseBet(draft) && String(betProp) !== draft) setDraft(String(betProp));
const bet = betProp ?? parseBet(draft);
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const [phase, setPhase] = useState<Phase>("idle");
const [round, setRound] = useState<Round | null>(null);
const [history, setHistory] = useState<GameHistoryEntry[]>([]);
const [announcement, setAnnouncement] = useState("");
const pending = useRef(0);
const endedAt = useRef(Number.NEGATIVE_INFINITY);
const lastTick = useRef(0);
const sounds = useRef<{ tick: ReturnType<typeof createTickPlayer>; game: ReturnType<typeof createGameSounds> } | null>(
null,
);
const latest = useRef({ soundOn, onResult });
useLayoutEffect(() => {
latest.current = { soundOn, onResult };
});
useEffect(() => {
const created = { tick: createTickPlayer(), game: createGameSounds() };
sounds.current = created;
return () => {
created.tick.dispose();
created.game.dispose();
sounds.current = null;
pending.current = 0;
};
}, []);
const busy = phase === "starting" || phase === "sliding";
// An empty or zero bet can't start a round.
const noBet = bet <= 0;
const blocked = busy || noBet;
const valid = targets.filter((step) => step >= MIN_TARGET);
const options = valid.includes(target) ? valid : [...valid, target].sort((a, b) => a - b);
const settled = phase === "settled" && round !== null;
const won = settled ? round.result >= round.target : undefined;
const play = () => {
if (blocked || performance.now() - endedAt.current < PRESS_GUARD) return;
// Audio unlocks inside the click.
if (soundOn) {
sounds.current?.tick.prepare();
sounds.current?.game.prepare();
}
const id = ++rounds;
const roundTarget = target;
const roundBet = bet;
const before = phase;
pending.current = id;
setPhase("starting");
setAnnouncement("");
Promise.resolve()
.then(getResult)
.then(
(value) => {
if (pending.current !== id) return;
setRound({ id, result: settleValue(value), target: roundTarget, bet: roundBet });
setPhase("sliding");
setAnnouncement(`Sliding. Target ${formatShort(roundTarget)}.`);
},
() => {
if (pending.current !== id) return;
setPhase(before);
setAnnouncement("Couldn't start the round. Try again.");
},
);
};
const settle = (ended: Round) => {
const win = ended.result >= ended.target;
endedAt.current = performance.now();
setPhase("settled");
setHistory((items) => [{ id: ended.id, value: ended.result }, ...items].slice(0, HISTORY));
setAnnouncement(
`Landed on ${formatMultiplier(ended.result)}. ${win ? "Win" : "Loss"}, target ${formatShort(ended.target)}.`,
);
if (win && latest.current.soundOn) sounds.current?.game.cashOut();
latest.current.onResult?.(ended.result, ended.target, ended.bet);
};
// A tick per card reaching the center, at most one per 40ms: the opening rush
// reads as a whirr and the last few cards click one by one.
const cross = () => {
if (!latest.current.soundOn) return;
const now = performance.now();
if (now - lastTick.current < 40) return;
lastTick.current = now;
sounds.current?.tick.play();
};
const changeBet = (text: string) => {
setDraft(text);
onBetChange?.(parseBet(text));
};
const scaleBet = (factor: number) => {
const next = Math.min(MAX_BET, Math.max(0.01, Math.round(bet * factor * 100) / 100));
setDraft(next.toFixed(2));
onBetChange?.(next);
};
const changeTarget = (value: string) => {
const next = Number(value);
if (targetProp === undefined) setInternalTarget(next);
onTargetChange?.(next);
};
// Stable, so the memoized SoundToggle skips bet keystrokes.
const toggleSound = useStable(() => {
const next = !soundOn;
if (next) {
sounds.current?.tick.prepare();
sounds.current?.game.prepare();
}
if (sound === undefined) setInternalSound(next);
onSoundChange?.(next);
});
const roundTarget = formatShort(round?.target ?? target);
// Matches slideResult's default 1% edge.
const odds = 99 / target;
const chance = odds < 0.01 ? "<0.01%" : `${odds.toFixed(2)}%`;
const profit = bet * (target - 1);
return (
<section aria-label={ariaLabel} className={cn("@container w-full max-w-3xl", className)}>
{/* 24px card corners = 12px panel and stage corners + 12px padding. Under
36rem the stage stacks over the controls; at 36rem it keeps ~350px beside them. */}
<div className="flex flex-col-reverse gap-3 rounded-3xl border border-border p-3 @min-[36rem]:flex-row">
<div className="flex shrink-0 flex-col gap-3 @min-[36rem]:w-56">
<div className="grid grid-cols-2 gap-3 @min-[36rem]:grid-cols-1">
<div className="flex min-w-0 flex-col gap-1.5">
<label htmlFor={betId} className="text-xs font-medium text-muted-foreground">
Bet amount
</label>
<div
className={cn(
"flex h-10 items-center gap-0.5 rounded-xl border bg-background pr-1 pl-3 transition-colors focus-within:ring-2 focus-within:ring-foreground/20",
noBet ? "border-rose-500/60" : "border-border hover:border-(--color-border-strong)",
)}
>
{currency ? (
<span aria-hidden="true" className="pr-0.5 text-sm font-medium text-muted-foreground">
{currency}
</span>
) : null}
<input
id={betId}
aria-invalid={noBet || undefined}
inputMode="decimal"
autoComplete="off"
value={draft}
onChange={(event) => changeBet(event.target.value)}
disabled={busy}
className="w-full min-w-0 bg-transparent text-sm font-medium tabular-nums text-foreground outline-none disabled:opacity-50"
/>
<Button
variant="ghost"
size="sm"
pressScale={0.96}
className="h-8 rounded-lg px-2.5 tabular-nums"
onClick={() => scaleBet(0.5)}
disabled={busy}
aria-label="Halve bet"
>
½
</Button>
<Button
variant="ghost"
size="sm"
pressScale={0.96}
className="h-8 rounded-lg px-2.5 tabular-nums"
onClick={() => scaleBet(2)}
disabled={busy}
aria-label="Double bet"
>
2×
</Button>
</div>
</div>
<div className="flex min-w-0 flex-col gap-1.5">
<span aria-hidden="true" className="text-xs font-medium text-muted-foreground">
Target
</span>
<Select value={String(target)} onValueChange={changeTarget} disabled={busy}>
<SelectTrigger className="h-10 rounded-xl tabular-nums">
<span className="sr-only">Target </span>
{/* Options register after mount; the placeholder covers the server render. */}
<SelectValue placeholder={formatShort(target)} />
</SelectTrigger>
<SelectContent>
{options.map((step) => (
<SelectItem key={step} value={String(step)}>
{formatShort(step)}
</SelectItem>
))}
</SelectContent>
</Select>
</div>
</div>
<dl className="grid grid-cols-2 gap-3 rounded-xl bg-muted/40 px-3 py-2.5 text-xs @min-[36rem]:grid-cols-1 @min-[36rem]:gap-2">
<div className="flex items-center justify-between gap-2">
<dt className="text-muted-foreground">Win chance</dt>
<dd className="font-medium tabular-nums">{chance}</dd>
</div>
<div className="flex items-center justify-between gap-2">
<dt className="text-muted-foreground">Profit on win</dt>
<dd className="font-medium tabular-nums">
{formatAmount ? formatAmount(profit) : `${currency}${AMOUNT.format(profit)}`}
</dd>
</div>
</dl>
<Button
className={cn(
"h-12 w-full rounded-xl text-base tabular-nums aria-disabled:opacity-60 aria-disabled:hover:bg-primary @min-[36rem]:mt-auto",
busy ? "aria-disabled:cursor-wait" : "aria-disabled:cursor-not-allowed",
)}
// aria-disabled, not disabled: the button keeps keyboard focus through the round.
aria-disabled={blocked || undefined}
aria-busy={busy || 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={blocked ? 1 : 0.96}
{...(blocked ? { whileHover: {} } : {})}
onClick={play}
onKeyDown={(event) => {
// A held Enter repeats clicks; it would start rounds on its own.
if (event.repeat && event.key === "Enter") event.preventDefault();
}}
>
{phase === "starting"
? "Starting…"
: phase === "sliding"
? "Sliding…"
: noBet
? "Enter a bet"
: settled
? "Slide again"
: "Slide"}
</Button>
</div>
<div className="flex min-w-0 flex-1 flex-col gap-2">
<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={1.75} />
<GameHistory history={history} reduce={reduce} tier={face} aria-label="Recent slides" className="min-w-0 flex-1" />
<SoundToggle on={soundOn} onToggle={toggleSound} />
</div>
{/* The stage is the reel alone, so the edge tabs can hang from its edges. */}
<Reel
round={round}
// Pips mark the sliding round's target, and the next one otherwise
// (while starting, `round` is still the last one).
goal={phase === "sliding" && round ? round.target : target}
duration={duration}
reduce={reduce}
busy={busy}
settled={settled}
won={won}
onCross={cross}
onSettle={settle}
/>
<div className="flex h-8 items-center justify-center">
<GameEyebrow
label={
phase === "starting"
? "Starting"
: phase === "sliding"
? `Sliding · needs ${roundTarget}`
: won === true
? `Won · beat ${roundTarget}`
: won === false
? `Missed · needed ${roundTarget}`
: `${chance} chance of ${formatShort(target)} · marked cards win`
}
state={busy ? "live" : won === true ? "won" : won === false ? "lost" : "idle"}
reduce={reduce}
/>
</div>
</div>
</div>
<p aria-live="polite" className="sr-only">
{announcement}
</p>
</section>
);
}
const CARD_WIDTH = 80;
const CARD_HEIGHT = 108;
const GAP = 10;
const PITCH = CARD_WIDTH + GAP;
// Cover-flow geometry, by distance from the center in cards: the center card
// sits 12% larger and flat, neighbours turn up to 50° toward it and fade.
const CENTER_SCALE = 1.12;
const SCALE_STEP = 0.1;
const MIN_SCALE = 0.8;
const TURN_STEP = 30;
const MAX_TURN = 50;
const FADE_STEP = 0.16;
const MIN_FADE = 0.3;
// Cards kept on each side of the center when a new round starts, so the strip
// on screen never changes; wide enough for any card width.
const CONTEXT = 6;
// Filler cards that race past before the result, and after it.
const SPIN_TILES = 48;
const TAIL = 6;
// The slide runs out anywhere inside the result card, not dead center, so the
// last cards creep past the tabs and the stop reads as physical. Then the
// card clicks into the center on a short spring, like a detent.
const LANDING_SPREAD = 0.7;
const DETENT = { type: "spring", duration: 0.35, bounce: 0.2 } as const;
// A game reveal, not UI chrome: it starts at full speed and spends most of its
// time creeping through the last few cards, where the suspense is. The 300ms
// UI budget does not apply to it.
const SLIDE_EASE = [0.12, 0.7, 0.16, 1] as const;
// Edge tabs: a notch hanging from the stage's top and bottom edges at the
// center, a 4px cap with a rounded point. They sit clear of the cards and
// only change colour with the round.
const TAB_HEIGHT = 15;
const TAB_CLEARANCE = 12;
// The landed card swells once as it locks.
const LOCK = { duration: 0.4, ease: EASE_OUT } as const;
type Tile = { id: string; multiplier: number };
type ReelState = {
tiles: Tile[];
landed: number;
round: Round | null;
from: number;
/** Where the slide runs out, inside the result card. */
to: number;
/** The result card centered between the tabs. */
rest: number;
};
/** Seeded by the round, so the server and client agree on every card. */
function seeded(seed: string) {
let state = 2166136261;
for (const char of seed) state = Math.imul(state ^ char.charCodeAt(0), 16777619);
return () => {
state = (state + 0x6d2b79f5) | 0;
let t = Math.imul(state ^ (state >>> 15), 1 | state);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
/** Decorative cards on the game's own curve, capped so they fit a card. */
function filler(rand: () => number, count: number, prefix: string): Tile[] {
return Array.from({ length: count }, (_, i) => ({
id: `${prefix}-${i}`,
multiplier: Math.min(1000, slideResult(rand)),
}));
}
/** Reel offset that puts card `index` at the center. */
const positionOf = (index: number, offset = 0) => -(index * PITCH + CARD_WIDTH / 2 + offset);
const INITIAL: ReelState = (() => {
const rand = seeded("slide");
// The center starts on 1.00×, so the stage reads as a fresh game, not a result.
const tiles = [...filler(rand, CONTEXT, "a"), { id: "start", multiplier: 1 }, ...filler(rand, CONTEXT, "b")];
const at = positionOf(CONTEXT);
return { tiles, landed: CONTEXT, round: null, from: at, to: at, rest: at };
})();
// Card faces by value: slate under 2×, primary to 10×, amber to 100×, then
// fuchsia; the history pills follow the same tiers. Cards are physical objects, so they keep their colours in both
// themes.
const FACE = {
cool: "bg-zinc-700 text-white",
warm: "bg-primary text-primary-foreground",
hot: "bg-amber-400 text-amber-950",
jackpot: "bg-fuchsia-600 text-white",
} as const;
const face = (multiplier: number) => (multiplier >= 100 ? "jackpot" : heat(multiplier));
/**
* The strip of cards under the fixed edge tabs. A new round keeps the cards on
* screen (mid-slide too), appends filler and the result, then slides to it.
* Cards that would beat `goal` carry a pip, so wins read as they fly past.
*/
function Reel({
round,
goal,
duration,
reduce,
busy,
settled,
won,
onCross,
onSettle,
}: {
round: Round | null;
goal: number;
duration: number;
reduce: boolean;
busy: boolean;
settled: boolean;
won: boolean | undefined;
onCross: () => void;
onSettle: (round: Round) => void;
}) {
const [reel, setReel] = useState(INITIAL);
const x = useMotionValue(INITIAL.rest);
const finished = useRef(0);
const under = useRef(INITIAL.landed);
const latest = useRef({ reel, onCross, onSettle, duration, reduce });
useLayoutEffect(() => {
latest.current = { reel, onCross, onSettle, duration, reduce };
});
useLayoutEffect(() => {
if (!round || round.id === reel.round?.id) return;
const current = Math.round((-x.get() - CARD_WIDTH / 2) / PITCH);
const start = Math.max(0, current - CONTEXT);
const kept = reel.tiles.slice(start, current + CONTEXT + 1);
// Seeded by the result too, so each page load's first round differs.
const rand = seeded(`${round.id}:${round.result}`);
const landed = kept.length + SPIN_TILES;
setReel({
tiles: [
...kept,
...filler(rand, SPIN_TILES, `${round.id}-a`),
{ id: `${round.id}-result`, multiplier: round.result },
...filler(rand, TAIL, `${round.id}-b`),
],
landed,
round,
from: x.get() + start * PITCH,
to: positionOf(landed, (rand() - 0.5) * CARD_WIDTH * LANDING_SPREAD),
rest: positionOf(landed),
});
}, [round, reel, x]);
useLayoutEffect(() => {
const played = reel.round;
if (!played) return;
// Settles once per round, even when Strict Mode replays this effect.
const finish = () => {
if (finished.current === played.id) return;
finished.current = played.id;
latest.current.onSettle(played);
};
// The rebuilt strip renumbers the card under the tabs; sync the index
// first so the jump doesn't tick.
under.current = Math.round((-reel.from - CARD_WIDTH / 2) / PITCH);
x.jump(reel.from);
if (latest.current.reduce) {
x.jump(reel.rest);
finish();
return;
}
let controls = animate(x, reel.to, {
duration: latest.current.duration,
ease: SLIDE_EASE,
onComplete: () => {
controls = animate(x, reel.rest, { ...DETENT, onComplete: finish });
},
});
return () => controls.stop();
}, [reel, x]);
const tone = won === true ? "text-primary" : won === false ? "text-rose-500" : busy ? "text-primary" : "text-foreground/50";
// A tick each time a new card reaches the center.
useMotionValueEvent(x, "change", (value) => {
const count = latest.current.reel.tiles.length;
const index = Math.min(count - 1, Math.max(0, Math.round((-value - CARD_WIDTH / 2) / PITCH)));
if (index === under.current) return;
under.current = index;
latest.current.onCross();
});
return (
<div
aria-hidden="true"
className="relative flex-1 overflow-hidden rounded-xl bg-muted/40 ring-1 ring-border/50 ring-inset"
style={{ minHeight: CARD_HEIGHT * CENTER_SCALE + 2 * (TAB_HEIGHT + TAB_CLEARANCE) }}
>
{/* Cards fade out at the sides; the stage and its tabs don't. */}
<div
className="absolute inset-0 [mask-image:linear-gradient(to_right,transparent,black_15%,black_85%,transparent)]"
style={{ perspective: 900 }}
>
<motion.div
className="absolute inset-y-0 left-1/2 flex items-center"
style={{ x, gap: GAP, transformStyle: "preserve-3d" }}
>
{reel.tiles.map((tile, index) => (
<Card
key={tile.id}
multiplier={tile.multiplier}
center={index * PITCH + CARD_WIDTH / 2}
x={x}
wins={tile.multiplier >= goal}
landed={settled && index === reel.landed}
dim={settled && index !== reel.landed}
reduce={reduce}
/>
))}
</motion.div>
</div>
{/* After the strip, so they paint over cards turning out of the 3D plane. */}
<EdgeTab side="top" tone={tone} />
<EdgeTab side="bottom" tone={tone} />
</div>
);
}
/**
* One card. Its turn, size and fade follow its distance from the center, read straight off the reel's offset.
* Memoized: the reel holds dozens of cards and every bet keystroke re-renders the stage.
*/
const Card = memo(function Card({
multiplier,
center,
x,
wins,
landed,
dim,
reduce,
}: {
multiplier: number;
/** The card's center along the strip, in px. */
center: number;
x: MotionValue<number>;
wins: boolean;
landed: boolean;
dim: boolean;
reduce: boolean;
}) {
// A new round renumbers kept cards; the ref keeps the transforms current.
const at = useRef(center);
useLayoutEffect(() => {
at.current = center;
});
const distance = useTransform(x, (value) => (value + at.current) / PITCH);
const scale = useTransform(distance, (d) => Math.max(MIN_SCALE, CENTER_SCALE - SCALE_STEP * Math.abs(d)));
const rotateY = useTransform(distance, (d) => Math.max(-MAX_TURN, Math.min(MAX_TURN, d * TURN_STEP)));
const opacity = useTransform(distance, (d) => Math.max(MIN_FADE, 1 - FADE_STEP * Math.abs(d)));
const [whole, decimals] = formatMultiplier(multiplier).replace("×", "").split(".");
return (
<motion.div className="shrink-0" style={{ width: CARD_WIDTH, height: CARD_HEIGHT, scale, rotateY, opacity }}>
<motion.div
className={cn(
"relative flex size-full flex-col items-center justify-center rounded-xl tabular-nums",
// A flat face: a hairline, one lit top edge and a soft drop give it depth.
"shadow-[inset_0_0_0_1px_rgb(255_255_255/0.12),inset_0_1px_0_rgb(255_255_255/0.3),0_12px_24px_-10px_rgb(0_0_0/0.6)]",
"transition-opacity duration-200 ease-out",
FACE[face(multiplier)],
dim && "opacity-55",
)}
animate={landed && !reduce ? { scale: [1, 1.08, 1] } : { scale: 1 }}
transition={LOCK}
>
{/* Four or more whole digits (1000×, 12.5K×) drop a size to stay inside the card. */}
<span className={cn("leading-none font-bold tracking-tight", whole.length >= 4 ? "text-base" : "text-xl")}>
{whole}
{decimals ? <span className="text-[0.7em]">.{decimals}</span> : null}
<span className="ml-0.5 text-[0.7em] opacity-70">×</span>
</span>
{wins ? <span className="absolute bottom-2.5 h-1 w-5 rounded-full bg-current opacity-60" /> : null}
</motion.div>
</motion.div>
);
});
/** A notch on the stage edge, pointing at the center card. */
function EdgeTab({ side, tone }: { side: "top" | "bottom"; tone: string }) {
return (
<svg
aria-hidden="true"
viewBox="0 0 36 15"
className={cn(
"absolute left-1/2 w-9 -translate-x-1/2 fill-current transition-colors duration-150 ease-out",
side === "top" ? "top-0" : "bottom-0 rotate-180",
tone,
)}
style={{ height: TAB_HEIGHT }}
>
<path d="M0 0h36v2a2 2 0 0 1-2 2h-9.5l-5.2 9.4a1.5 1.5 0 0 1-2.6 0L11.5 4H2a2 2 0 0 1-2-2Z" />
</svg>
);
}
Install
Add it with the shadcn CLI, or copy the source manually.
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;
// 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();
},
};
}
// Synthesizes a short, dry mechanical detent for gesture feedback (e.g. the
// WheelPicker row-cross click) entirely at runtime. Several inharmonic modes
// make it read as a tiny physical impact instead of an oscillator beep, while
// the high-passed transient gives it definition through phone speakers.
import { getAudioContext, retainAudioContext } from "@/lib/audio-context";
const DURATION = 0.016; // seconds, short enough to stay distinct during a fling
const MASTER_GAIN = 0.055;
const MODES = [
{ frequency: 980, decay: 0.0038, gain: 0.5, phase: 0 },
{ frequency: 1820, decay: 0.0024, gain: 0.3, phase: 0.65 },
{ frequency: 3160, decay: 0.00115, gain: 0.12, phase: 1.3 },
] as const;
// The context is shared page-wide (lib/audio-context.ts). The gain and the
// click buffer belong to it, so they are rebuilt if it was closed and
// recreated.
let output: { gain: GainNode; buffer: AudioBuffer } | null = null;
function buildClickBuffer(context: AudioContext): AudioBuffer {
const sampleRate = context.sampleRate;
const length = Math.ceil(DURATION * sampleRate);
const buffer = context.createBuffer(1, length, sampleRate);
const data = buffer.getChannelData(0);
let peak = 0;
let previousNoise = 0;
for (let i = 0; i < length; i++) {
const t = i / sampleRate;
const attack = Math.min(1, t / 0.00012);
const fadeOut = Math.min(1, (DURATION - t) / 0.001);
let resonance = 0;
for (const mode of MODES) {
resonance +=
Math.sin(2 * Math.PI * mode.frequency * t + mode.phase) *
Math.exp(-t / mode.decay) *
mode.gain;
}
// Differencing consecutive noise samples removes the low, papery part of
// white noise and leaves only a tiny impact at the front of the sound.
const noise = Math.random() * 2 - 1;
const transient =
(noise - previousNoise) * Math.exp(-t / 0.00038) * 0.035;
previousNoise = noise;
data[i] = (resonance + transient) * attack * fadeOut;
peak = Math.max(peak, Math.abs(data[i]));
}
if (peak > 0) {
const norm = 0.9 / peak;
for (let i = 0; i < length; i++) data[i] *= norm;
}
return buffer;
}
function prepareOutput() {
const ctx = getAudioContext();
if (!ctx) return null;
if (output?.gain.context !== ctx) {
const gain = ctx.createGain();
gain.gain.value = MASTER_GAIN;
gain.connect(ctx.destination);
output = { gain, buffer: buildClickBuffer(ctx) };
}
return { ctx, ...output };
}
interface TickPlayer {
prepare: () => void;
/** `rate` below 1 plays a lower, longer tick; above 1 a higher, shorter one. */
play: (rate?: number) => void;
dispose: () => void;
}
/**
* Lazily-initialized tick player. No `AudioContext` is created until the first
* `prepare()` or `play()` call anywhere on the page. Every player shares the
* same context and buffer; the context closes once the last player anywhere
* on the page is disposed. Safe during SSR or in browsers without Web Audio:
* `prepare()` and `play()` become silent no-ops.
*/
export function createTickPlayer(): TickPlayer {
const release = retainAudioContext();
let disposed = false;
let activeSource: AudioBufferSourceNode | null = null;
return {
prepare() {
if (disposed) return;
prepareOutput();
},
play(rate = 1) {
if (disposed) return;
const ready = prepareOutput();
if (!ready) return;
const { ctx, gain, buffer } = ready;
// A fast fling can cross rows more quickly than the tail of a tick.
// Cutting that tail keeps the feedback dry instead of stacking into a
// louder metallic ring.
activeSource?.stop();
const source = ctx.createBufferSource();
source.buffer = buffer;
source.playbackRate.value = rate;
source.connect(gain);
source.onended = () => {
source.disconnect();
if (activeSource === source) activeSource = null;
};
activeSource = source;
source.start();
},
dispose() {
if (disposed) return;
disposed = true;
activeSource?.stop();
activeSource = null;
release();
},
};
}
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
"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 };
}
// 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 { 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;
},
}),
[],
);
}
"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/slide-game
import { History as HistoryIcon } from "lucide-react";
import { animate, type MotionValue, motion, useMotionValue, useMotionValueEvent, useReducedMotion, useTransform } from "motion/react";
import { memo, useEffect, useId, useLayoutEffect, useRef, useState } from "react";
import { Button } from "@/components/motion/button";
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/motion/select";
import { EASE_OUT } from "@/lib/ease";
import { createGameSounds } from "@/lib/game-sounds";
import { createTickPlayer } from "@/lib/tick-sound";
import { cn } from "@/lib/utils";
import {
floor2,
formatMultiplier,
formatShort,
GameEyebrow,
GameHistory,
type GameHistoryEntry,
heat,
PRESS_GUARD,
SoundToggle,
useStable,
} from "./casino/game-parts";
export { formatMultiplier } from "./casino/game-parts";
export interface SlideGameProps {
/** Target multiplier (controlled). A result at or above it wins. Applies from the next round. Values below 1.01× play as 1.01×. */
target?: number;
/** Initial target when uncontrolled. Default 2. */
defaultTarget?: number;
/** Called when the Target menu changes between rounds. */
onTargetChange?: (target: number) => void;
/** Targets offered in the menu. Default 1.5×, 2×, 3×, 5×, 10×, 25×, 100×. Values below 1.01× are left out. */
targets?: number[];
/** Bet amount (controlled), used for the profit readout and passed to `onResult`. */
bet?: number;
/** Initial bet when uncontrolled. Default 1. */
defaultBet?: number;
/** Called when the bet changes. */
onBetChange?: (bet: number) => void;
/** Currency symbol shown before the bet and the profit. Default "$". */
currency?: string;
/** Formats the profit. Default the currency symbol and two decimals ($1.50). */
formatAmount?: (amount: number) => string;
/**
* Decides each round's result, called once when the round starts. Return a
* number, or a Promise for one (a server round, a provably fair hash): the
* button shows Starting… until it settles, and a rejection cancels the
* round. Values below 1 or not finite play as 1. Default `slideResult()`.
* The win chance shown assumes its 1% edge.
*/
getResult?: () => number | Promise<number>;
/**
* Called when the reel stops, with the result, the round's target and its bet. The round wins when result >= target.
* Not called for a round still sliding when the game unmounts; settle those from your own record of `getResult`.
*/
onResult?: (result: number, target: number, bet: number) => void;
/** Slide length in seconds. Default 4. */
duration?: number;
/** Play synthesized sounds (controlled): a tick per card into the center and a chime on a win. */
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 "Slide". */
"aria-label"?: string;
className?: string;
}
/**
* A result from one uniform draw in [0, 1): the reel reaches `m` or more with
* probability (1 − houseEdge) / m, floored to two decimals and capped at
* 1,000,000×. Pass your own `random` for a seeded or provably fair round.
*/
export function slideResult(random: () => number = Math.random, houseEdge = 0.01) {
const edge = Math.min(Math.max(houseEdge, 0), 1);
return Math.min(1_000_000, Math.max(1, Math.floor((100 * (1 - edge)) / (1 - random())) / 100));
}
const TARGETS = [1.5, 2, 3, 5, 10, 25, 100];
// Results never land below 1×, so a lower target would always win and pay nothing.
const MIN_TARGET = 1.01;
// The ½ and 2× buttons stop here, so the field never fills with exponent notation.
const MAX_BET = 1_000_000_000;
const HISTORY = 12;
// Round numbers, unique on the page.
let rounds = 0;
type Phase = "idle" | "starting" | "sliding" | "settled";
type Round = { id: number; result: number; target: number; bet: number };
// Grouped, two decimals, never exponent notation: $1,234,567.50.
const AMOUNT = new Intl.NumberFormat("en", { minimumFractionDigits: 2, maximumFractionDigits: 2 });
const settleValue = (value: number) => (Number.isFinite(value) ? Math.max(1, floor2(value)) : 1);
const parseBet = (text: string) => {
const value = Number.parseFloat(text);
return Number.isFinite(value) && value > 0 ? value : 0;
};
/**
* A slide game: set a bet and a target, then a reel of multiplier cards races
* past two tabs at the center of the stage, tilting in 3D as they pass, slows
* through the last few and clicks the result into place between them. At or
* above the target wins. The result comes from `getResult`, so a server can
* decide it and the reel only plays it back.
*/
export function SlideGame({
target: targetProp,
defaultTarget = 2,
onTargetChange,
targets = TARGETS,
bet: betProp,
defaultBet = 1,
onBetChange,
currency = "$",
formatAmount,
getResult = slideResult,
onResult,
duration = 4,
sound,
defaultSound = false,
onSoundChange,
"aria-label": ariaLabel = "Slide",
className,
}: SlideGameProps) {
const reduce = useReducedMotion() ?? false;
const betId = useId();
const [internalTarget, setInternalTarget] = useState(defaultTarget);
const rawTarget = targetProp ?? internalTarget;
const target = Number.isFinite(rawTarget) ? Math.max(MIN_TARGET, rawTarget) : MIN_TARGET;
// The field keeps what the player typed ("1." mid-edit); a controlled bet
// that disagrees with it replaces it in the same render.
const [draft, setDraft] = useState(() => String(betProp ?? defaultBet));
// The string check stops the loop for a bet the field can't hold (-1, NaN).
if (betProp !== undefined && betProp !== parseBet(draft) && String(betProp) !== draft) setDraft(String(betProp));
const bet = betProp ?? parseBet(draft);
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const [phase, setPhase] = useState<Phase>("idle");
const [round, setRound] = useState<Round | null>(null);
const [history, setHistory] = useState<GameHistoryEntry[]>([]);
const [announcement, setAnnouncement] = useState("");
const pending = useRef(0);
const endedAt = useRef(Number.NEGATIVE_INFINITY);
const lastTick = useRef(0);
const sounds = useRef<{ tick: ReturnType<typeof createTickPlayer>; game: ReturnType<typeof createGameSounds> } | null>(
null,
);
const latest = useRef({ soundOn, onResult });
useLayoutEffect(() => {
latest.current = { soundOn, onResult };
});
useEffect(() => {
const created = { tick: createTickPlayer(), game: createGameSounds() };
sounds.current = created;
return () => {
created.tick.dispose();
created.game.dispose();
sounds.current = null;
pending.current = 0;
};
}, []);
const busy = phase === "starting" || phase === "sliding";
// An empty or zero bet can't start a round.
const noBet = bet <= 0;
const blocked = busy || noBet;
const valid = targets.filter((step) => step >= MIN_TARGET);
const options = valid.includes(target) ? valid : [...valid, target].sort((a, b) => a - b);
const settled = phase === "settled" && round !== null;
const won = settled ? round.result >= round.target : undefined;
const play = () => {
if (blocked || performance.now() - endedAt.current < PRESS_GUARD) return;
// Audio unlocks inside the click.
if (soundOn) {
sounds.current?.tick.prepare();
sounds.current?.game.prepare();
}
const id = ++rounds;
const roundTarget = target;
const roundBet = bet;
const before = phase;
pending.current = id;
setPhase("starting");
setAnnouncement("");
Promise.resolve()
.then(getResult)
.then(
(value) => {
if (pending.current !== id) return;
setRound({ id, result: settleValue(value), target: roundTarget, bet: roundBet });
setPhase("sliding");
setAnnouncement(`Sliding. Target ${formatShort(roundTarget)}.`);
},
() => {
if (pending.current !== id) return;
setPhase(before);
setAnnouncement("Couldn't start the round. Try again.");
},
);
};
const settle = (ended: Round) => {
const win = ended.result >= ended.target;
endedAt.current = performance.now();
setPhase("settled");
setHistory((items) => [{ id: ended.id, value: ended.result }, ...items].slice(0, HISTORY));
setAnnouncement(
`Landed on ${formatMultiplier(ended.result)}. ${win ? "Win" : "Loss"}, target ${formatShort(ended.target)}.`,
);
if (win && latest.current.soundOn) sounds.current?.game.cashOut();
latest.current.onResult?.(ended.result, ended.target, ended.bet);
};
// A tick per card reaching the center, at most one per 40ms: the opening rush
// reads as a whirr and the last few cards click one by one.
const cross = () => {
if (!latest.current.soundOn) return;
const now = performance.now();
if (now - lastTick.current < 40) return;
lastTick.current = now;
sounds.current?.tick.play();
};
const changeBet = (text: string) => {
setDraft(text);
onBetChange?.(parseBet(text));
};
const scaleBet = (factor: number) => {
const next = Math.min(MAX_BET, Math.max(0.01, Math.round(bet * factor * 100) / 100));
setDraft(next.toFixed(2));
onBetChange?.(next);
};
const changeTarget = (value: string) => {
const next = Number(value);
if (targetProp === undefined) setInternalTarget(next);
onTargetChange?.(next);
};
// Stable, so the memoized SoundToggle skips bet keystrokes.
const toggleSound = useStable(() => {
const next = !soundOn;
if (next) {
sounds.current?.tick.prepare();
sounds.current?.game.prepare();
}
if (sound === undefined) setInternalSound(next);
onSoundChange?.(next);
});
const roundTarget = formatShort(round?.target ?? target);
// Matches slideResult's default 1% edge.
const odds = 99 / target;
const chance = odds < 0.01 ? "<0.01%" : `${odds.toFixed(2)}%`;
const profit = bet * (target - 1);
return (
<section aria-label={ariaLabel} className={cn("@container w-full max-w-3xl", className)}>
{/* 24px card corners = 12px panel and stage corners + 12px padding. Under
36rem the stage stacks over the controls; at 36rem it keeps ~350px beside them. */}
<div className="flex flex-col-reverse gap-3 rounded-3xl border border-border p-3 @min-[36rem]:flex-row">
<div className="flex shrink-0 flex-col gap-3 @min-[36rem]:w-56">
<div className="grid grid-cols-2 gap-3 @min-[36rem]:grid-cols-1">
<div className="flex min-w-0 flex-col gap-1.5">
<label htmlFor={betId} className="text-xs font-medium text-muted-foreground">
Bet amount
</label>
<div
className={cn(
"flex h-10 items-center gap-0.5 rounded-xl border bg-background pr-1 pl-3 transition-colors focus-within:ring-2 focus-within:ring-foreground/20",
noBet ? "border-rose-500/60" : "border-border hover:border-(--color-border-strong)",
)}
>
{currency ? (
<span aria-hidden="true" className="pr-0.5 text-sm font-medium text-muted-foreground">
{currency}
</span>
) : null}
<input
id={betId}
aria-invalid={noBet || undefined}
inputMode="decimal"
autoComplete="off"
value={draft}
onChange={(event) => changeBet(event.target.value)}
disabled={busy}
className="w-full min-w-0 bg-transparent text-sm font-medium tabular-nums text-foreground outline-none disabled:opacity-50"
/>
<Button
variant="ghost"
size="sm"
pressScale={0.96}
className="h-8 rounded-lg px-2.5 tabular-nums"
onClick={() => scaleBet(0.5)}
disabled={busy}
aria-label="Halve bet"
>
½
</Button>
<Button
variant="ghost"
size="sm"
pressScale={0.96}
className="h-8 rounded-lg px-2.5 tabular-nums"
onClick={() => scaleBet(2)}
disabled={busy}
aria-label="Double bet"
>
2×
</Button>
</div>
</div>
<div className="flex min-w-0 flex-col gap-1.5">
<span aria-hidden="true" className="text-xs font-medium text-muted-foreground">
Target
</span>
<Select value={String(target)} onValueChange={changeTarget} disabled={busy}>
<SelectTrigger className="h-10 rounded-xl tabular-nums">
<span className="sr-only">Target </span>
{/* Options register after mount; the placeholder covers the server render. */}
<SelectValue placeholder={formatShort(target)} />
</SelectTrigger>
<SelectContent>
{options.map((step) => (
<SelectItem key={step} value={String(step)}>
{formatShort(step)}
</SelectItem>
))}
</SelectContent>
</Select>
</div>
</div>
<dl className="grid grid-cols-2 gap-3 rounded-xl bg-muted/40 px-3 py-2.5 text-xs @min-[36rem]:grid-cols-1 @min-[36rem]:gap-2">
<div className="flex items-center justify-between gap-2">
<dt className="text-muted-foreground">Win chance</dt>
<dd className="font-medium tabular-nums">{chance}</dd>
</div>
<div className="flex items-center justify-between gap-2">
<dt className="text-muted-foreground">Profit on win</dt>
<dd className="font-medium tabular-nums">
{formatAmount ? formatAmount(profit) : `${currency}${AMOUNT.format(profit)}`}
</dd>
</div>
</dl>
<Button
className={cn(
"h-12 w-full rounded-xl text-base tabular-nums aria-disabled:opacity-60 aria-disabled:hover:bg-primary @min-[36rem]:mt-auto",
busy ? "aria-disabled:cursor-wait" : "aria-disabled:cursor-not-allowed",
)}
// aria-disabled, not disabled: the button keeps keyboard focus through the round.
aria-disabled={blocked || undefined}
aria-busy={busy || 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={blocked ? 1 : 0.96}
{...(blocked ? { whileHover: {} } : {})}
onClick={play}
onKeyDown={(event) => {
// A held Enter repeats clicks; it would start rounds on its own.
if (event.repeat && event.key === "Enter") event.preventDefault();
}}
>
{phase === "starting"
? "Starting…"
: phase === "sliding"
? "Sliding…"
: noBet
? "Enter a bet"
: settled
? "Slide again"
: "Slide"}
</Button>
</div>
<div className="flex min-w-0 flex-1 flex-col gap-2">
<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={1.75} />
<GameHistory history={history} reduce={reduce} tier={face} aria-label="Recent slides" className="min-w-0 flex-1" />
<SoundToggle on={soundOn} onToggle={toggleSound} />
</div>
{/* The stage is the reel alone, so the edge tabs can hang from its edges. */}
<Reel
round={round}
// Pips mark the sliding round's target, and the next one otherwise
// (while starting, `round` is still the last one).
goal={phase === "sliding" && round ? round.target : target}
duration={duration}
reduce={reduce}
busy={busy}
settled={settled}
won={won}
onCross={cross}
onSettle={settle}
/>
<div className="flex h-8 items-center justify-center">
<GameEyebrow
label={
phase === "starting"
? "Starting"
: phase === "sliding"
? `Sliding · needs ${roundTarget}`
: won === true
? `Won · beat ${roundTarget}`
: won === false
? `Missed · needed ${roundTarget}`
: `${chance} chance of ${formatShort(target)} · marked cards win`
}
state={busy ? "live" : won === true ? "won" : won === false ? "lost" : "idle"}
reduce={reduce}
/>
</div>
</div>
</div>
<p aria-live="polite" className="sr-only">
{announcement}
</p>
</section>
);
}
const CARD_WIDTH = 80;
const CARD_HEIGHT = 108;
const GAP = 10;
const PITCH = CARD_WIDTH + GAP;
// Cover-flow geometry, by distance from the center in cards: the center card
// sits 12% larger and flat, neighbours turn up to 50° toward it and fade.
const CENTER_SCALE = 1.12;
const SCALE_STEP = 0.1;
const MIN_SCALE = 0.8;
const TURN_STEP = 30;
const MAX_TURN = 50;
const FADE_STEP = 0.16;
const MIN_FADE = 0.3;
// Cards kept on each side of the center when a new round starts, so the strip
// on screen never changes; wide enough for any card width.
const CONTEXT = 6;
// Filler cards that race past before the result, and after it.
const SPIN_TILES = 48;
const TAIL = 6;
// The slide runs out anywhere inside the result card, not dead center, so the
// last cards creep past the tabs and the stop reads as physical. Then the
// card clicks into the center on a short spring, like a detent.
const LANDING_SPREAD = 0.7;
const DETENT = { type: "spring", duration: 0.35, bounce: 0.2 } as const;
// A game reveal, not UI chrome: it starts at full speed and spends most of its
// time creeping through the last few cards, where the suspense is. The 300ms
// UI budget does not apply to it.
const SLIDE_EASE = [0.12, 0.7, 0.16, 1] as const;
// Edge tabs: a notch hanging from the stage's top and bottom edges at the
// center, a 4px cap with a rounded point. They sit clear of the cards and
// only change colour with the round.
const TAB_HEIGHT = 15;
const TAB_CLEARANCE = 12;
// The landed card swells once as it locks.
const LOCK = { duration: 0.4, ease: EASE_OUT } as const;
type Tile = { id: string; multiplier: number };
type ReelState = {
tiles: Tile[];
landed: number;
round: Round | null;
from: number;
/** Where the slide runs out, inside the result card. */
to: number;
/** The result card centered between the tabs. */
rest: number;
};
/** Seeded by the round, so the server and client agree on every card. */
function seeded(seed: string) {
let state = 2166136261;
for (const char of seed) state = Math.imul(state ^ char.charCodeAt(0), 16777619);
return () => {
state = (state + 0x6d2b79f5) | 0;
let t = Math.imul(state ^ (state >>> 15), 1 | state);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
/** Decorative cards on the game's own curve, capped so they fit a card. */
function filler(rand: () => number, count: number, prefix: string): Tile[] {
return Array.from({ length: count }, (_, i) => ({
id: `${prefix}-${i}`,
multiplier: Math.min(1000, slideResult(rand)),
}));
}
/** Reel offset that puts card `index` at the center. */
const positionOf = (index: number, offset = 0) => -(index * PITCH + CARD_WIDTH / 2 + offset);
const INITIAL: ReelState = (() => {
const rand = seeded("slide");
// The center starts on 1.00×, so the stage reads as a fresh game, not a result.
const tiles = [...filler(rand, CONTEXT, "a"), { id: "start", multiplier: 1 }, ...filler(rand, CONTEXT, "b")];
const at = positionOf(CONTEXT);
return { tiles, landed: CONTEXT, round: null, from: at, to: at, rest: at };
})();
// Card faces by value: slate under 2×, primary to 10×, amber to 100×, then
// fuchsia; the history pills follow the same tiers. Cards are physical objects, so they keep their colours in both
// themes.
const FACE = {
cool: "bg-zinc-700 text-white",
warm: "bg-primary text-primary-foreground",
hot: "bg-amber-400 text-amber-950",
jackpot: "bg-fuchsia-600 text-white",
} as const;
const face = (multiplier: number) => (multiplier >= 100 ? "jackpot" : heat(multiplier));
/**
* The strip of cards under the fixed edge tabs. A new round keeps the cards on
* screen (mid-slide too), appends filler and the result, then slides to it.
* Cards that would beat `goal` carry a pip, so wins read as they fly past.
*/
function Reel({
round,
goal,
duration,
reduce,
busy,
settled,
won,
onCross,
onSettle,
}: {
round: Round | null;
goal: number;
duration: number;
reduce: boolean;
busy: boolean;
settled: boolean;
won: boolean | undefined;
onCross: () => void;
onSettle: (round: Round) => void;
}) {
const [reel, setReel] = useState(INITIAL);
const x = useMotionValue(INITIAL.rest);
const finished = useRef(0);
const under = useRef(INITIAL.landed);
const latest = useRef({ reel, onCross, onSettle, duration, reduce });
useLayoutEffect(() => {
latest.current = { reel, onCross, onSettle, duration, reduce };
});
useLayoutEffect(() => {
if (!round || round.id === reel.round?.id) return;
const current = Math.round((-x.get() - CARD_WIDTH / 2) / PITCH);
const start = Math.max(0, current - CONTEXT);
const kept = reel.tiles.slice(start, current + CONTEXT + 1);
// Seeded by the result too, so each page load's first round differs.
const rand = seeded(`${round.id}:${round.result}`);
const landed = kept.length + SPIN_TILES;
setReel({
tiles: [
...kept,
...filler(rand, SPIN_TILES, `${round.id}-a`),
{ id: `${round.id}-result`, multiplier: round.result },
...filler(rand, TAIL, `${round.id}-b`),
],
landed,
round,
from: x.get() + start * PITCH,
to: positionOf(landed, (rand() - 0.5) * CARD_WIDTH * LANDING_SPREAD),
rest: positionOf(landed),
});
}, [round, reel, x]);
useLayoutEffect(() => {
const played = reel.round;
if (!played) return;
// Settles once per round, even when Strict Mode replays this effect.
const finish = () => {
if (finished.current === played.id) return;
finished.current = played.id;
latest.current.onSettle(played);
};
// The rebuilt strip renumbers the card under the tabs; sync the index
// first so the jump doesn't tick.
under.current = Math.round((-reel.from - CARD_WIDTH / 2) / PITCH);
x.jump(reel.from);
if (latest.current.reduce) {
x.jump(reel.rest);
finish();
return;
}
let controls = animate(x, reel.to, {
duration: latest.current.duration,
ease: SLIDE_EASE,
onComplete: () => {
controls = animate(x, reel.rest, { ...DETENT, onComplete: finish });
},
});
return () => controls.stop();
}, [reel, x]);
const tone = won === true ? "text-primary" : won === false ? "text-rose-500" : busy ? "text-primary" : "text-foreground/50";
// A tick each time a new card reaches the center.
useMotionValueEvent(x, "change", (value) => {
const count = latest.current.reel.tiles.length;
const index = Math.min(count - 1, Math.max(0, Math.round((-value - CARD_WIDTH / 2) / PITCH)));
if (index === under.current) return;
under.current = index;
latest.current.onCross();
});
return (
<div
aria-hidden="true"
className="relative flex-1 overflow-hidden rounded-xl bg-muted/40 ring-1 ring-border/50 ring-inset"
style={{ minHeight: CARD_HEIGHT * CENTER_SCALE + 2 * (TAB_HEIGHT + TAB_CLEARANCE) }}
>
{/* Cards fade out at the sides; the stage and its tabs don't. */}
<div
className="absolute inset-0 [mask-image:linear-gradient(to_right,transparent,black_15%,black_85%,transparent)]"
style={{ perspective: 900 }}
>
<motion.div
className="absolute inset-y-0 left-1/2 flex items-center"
style={{ x, gap: GAP, transformStyle: "preserve-3d" }}
>
{reel.tiles.map((tile, index) => (
<Card
key={tile.id}
multiplier={tile.multiplier}
center={index * PITCH + CARD_WIDTH / 2}
x={x}
wins={tile.multiplier >= goal}
landed={settled && index === reel.landed}
dim={settled && index !== reel.landed}
reduce={reduce}
/>
))}
</motion.div>
</div>
{/* After the strip, so they paint over cards turning out of the 3D plane. */}
<EdgeTab side="top" tone={tone} />
<EdgeTab side="bottom" tone={tone} />
</div>
);
}
/**
* One card. Its turn, size and fade follow its distance from the center, read straight off the reel's offset.
* Memoized: the reel holds dozens of cards and every bet keystroke re-renders the stage.
*/
const Card = memo(function Card({
multiplier,
center,
x,
wins,
landed,
dim,
reduce,
}: {
multiplier: number;
/** The card's center along the strip, in px. */
center: number;
x: MotionValue<number>;
wins: boolean;
landed: boolean;
dim: boolean;
reduce: boolean;
}) {
// A new round renumbers kept cards; the ref keeps the transforms current.
const at = useRef(center);
useLayoutEffect(() => {
at.current = center;
});
const distance = useTransform(x, (value) => (value + at.current) / PITCH);
const scale = useTransform(distance, (d) => Math.max(MIN_SCALE, CENTER_SCALE - SCALE_STEP * Math.abs(d)));
const rotateY = useTransform(distance, (d) => Math.max(-MAX_TURN, Math.min(MAX_TURN, d * TURN_STEP)));
const opacity = useTransform(distance, (d) => Math.max(MIN_FADE, 1 - FADE_STEP * Math.abs(d)));
const [whole, decimals] = formatMultiplier(multiplier).replace("×", "").split(".");
return (
<motion.div className="shrink-0" style={{ width: CARD_WIDTH, height: CARD_HEIGHT, scale, rotateY, opacity }}>
<motion.div
className={cn(
"relative flex size-full flex-col items-center justify-center rounded-xl tabular-nums",
// A flat face: a hairline, one lit top edge and a soft drop give it depth.
"shadow-[inset_0_0_0_1px_rgb(255_255_255/0.12),inset_0_1px_0_rgb(255_255_255/0.3),0_12px_24px_-10px_rgb(0_0_0/0.6)]",
"transition-opacity duration-200 ease-out",
FACE[face(multiplier)],
dim && "opacity-55",
)}
animate={landed && !reduce ? { scale: [1, 1.08, 1] } : { scale: 1 }}
transition={LOCK}
>
{/* Four or more whole digits (1000×, 12.5K×) drop a size to stay inside the card. */}
<span className={cn("leading-none font-bold tracking-tight", whole.length >= 4 ? "text-base" : "text-xl")}>
{whole}
{decimals ? <span className="text-[0.7em]">.{decimals}</span> : null}
<span className="ml-0.5 text-[0.7em] opacity-70">×</span>
</span>
{wins ? <span className="absolute bottom-2.5 h-1 w-5 rounded-full bg-current opacity-60" /> : null}
</motion.div>
</motion.div>
);
});
/** A notch on the stage edge, pointing at the center card. */
function EdgeTab({ side, tone }: { side: "top" | "bottom"; tone: string }) {
return (
<svg
aria-hidden="true"
viewBox="0 0 36 15"
className={cn(
"absolute left-1/2 w-9 -translate-x-1/2 fill-current transition-colors duration-150 ease-out",
side === "top" ? "top-0" : "bottom-0 rotate-180",
tone,
)}
style={{ height: TAB_HEIGHT }}
>
<path d="M0 0h36v2a2 2 0 0 1-2 2h-9.5l-5.2 9.4a1.5 1.5 0 0 1-2.6 0L11.5 4H2a2 2 0 0 1-2-2Z" />
</svg>
);
}
"use client";
// Pieces the casino games share, so each one only draws its own stage: the
// multiplier format and heat colours, the recent-rounds strip, the sound
// toggle and the small state label above a readout.
import { Check, Volume2, VolumeX, X } from "lucide-react";
import { AnimatePresence, motion } from "motion/react";
import { memo, useCallback, useLayoutEffect, useRef } from "react";
import { ActionSwapCascadeIcon } from "@/components/motion/action-swap-cascade";
import { Button } from "@/components/motion/button";
import { Tooltip } from "@/components/motion/tooltip";
import { EASE_OUT, SPRING_LAYOUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
// Presses this soon after a round starts or ends are the same press repeated
// (a double tap, a held key), not the next action (ms).
export const PRESS_GUARD = 400;
// Status lines and markers swap on a spring with no bounce.
export const SWAP = { type: "spring", duration: 0.3, bounce: 0 } as const;
// Exits are shorter than entrances.
export const EXIT = { duration: 0.12, ease: EASE_OUT } as const;
// A loss shakes the readout once, quickly.
export const SHAKE = { duration: 0.3, ease: EASE_OUT } as const;
// A milestone or a win swells the readout and lets it settle with a little give.
export const PULSE = { type: "spring", duration: 0.35, bounce: 0.3 } as const;
/**
* 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)]";
/**
* How hot a multiplier reads: cool under 2×, warm to 10×, hot beyond.
* Readouts, history and tiles colour by it, so size reads without the digits.
*/
export function heat(multiplier: number) {
return multiplier >= 10 ? "hot" : multiplier >= 2 ? "warm" : "cool";
}
// Readout and pill colours per heat: neutral, then primary, then amber.
export const HEAT_TEXT = {
cool: "text-foreground",
warm: "text-primary",
hot: "text-amber-700 dark:text-amber-400",
} as const;
export const HEAT_PILL = {
cool: "bg-foreground/5 text-muted-foreground",
warm: `bg-primary/10 ${PRIMARY_TEXT}`,
hot: "bg-amber-500/15 text-amber-700 dark:text-amber-400",
// Opt-in through GameHistory's `tier`, for games that mark 100× and up.
jackpot: "bg-fuchsia-500/15 text-fuchsia-700 dark:text-fuchsia-400",
} as const;
// Truncated, never rounded up: a 10,960× payout reads 10.9K×, not 11K×.
const COMPACT = new Intl.NumberFormat("en", { notation: "compact", maximumFractionDigits: 1, roundingMode: "trunc" });
/**
* Large values: compact up to trillions, then scientific (1.4e100), since
* compact notation stops at T and would print 1e100 as a 100-digit string.
*/
function formatLarge(multiplier: number) {
if (multiplier < 1e15) return COMPACT.format(multiplier);
// From toExponential, not log10: 1e100 / 10 ** 100 is 0.999….
const [mantissa, exponent] = multiplier.toExponential(6).split("e");
return `${Math.floor(Number(mantissa) * 10) / 10}e${Number(exponent)}`;
}
/**
* A callback with one identity for the component's life that runs the latest
* render's code. Stands in for useEffectEvent, which needs React 19.2.
*/
export function useStable<A extends unknown[], R>(fn: (...args: A) => R) {
const ref = useRef(fn);
useLayoutEffect(() => {
ref.current = fn;
});
return useCallback((...args: A) => ref.current(...args), []);
}
/** Floors to two decimals, the precision every game settles at. The 1e-9 keeps 2.3 from flooring to 2.29. */
export function floor2(value: number) {
return Math.floor(value * 100 + 1e-9) / 100;
}
/** A multiplier's number without the sign: 2.50, or shortened when large (12.5K, 1.4e20). */
export function formatOdds(multiplier: number) {
return multiplier < 10_000 ? multiplier.toFixed(2) : formatLarge(multiplier);
}
/** A multiplier as the games show it: 2.50×, or shortened when large (12.5K×, 1.4e20×). */
export function formatMultiplier(multiplier: number) {
return `${formatOdds(multiplier)}×`;
}
/** Scale and menu labels: 1.5×, 2×, 1.2K×. */
export function formatShort(multiplier: number) {
return `${multiplier < 1000 ? +multiplier.toFixed(2) : formatLarge(multiplier)}×`;
}
/** The sound toggle: a quiet 32px icon button in a game card's header. */
export 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>
);
});
export interface GameHistoryEntry {
id: number;
value: number;
}
/** Recent rounds, newest first, sliding in from the left and coloured by heat. */
export const GameHistory = memo(function GameHistory({
history,
reduce,
tier = heat,
"aria-label": ariaLabel,
className,
}: {
history: GameHistoryEntry[];
reduce: boolean;
/** Pill colour per value. Default `heat`; return "jackpot" to mark a top tier. */
tier?: (value: number) => keyof typeof HEAT_PILL;
"aria-label": string;
className?: string;
}) {
return (
<ul
aria-label={ariaLabel}
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[tier(entry.value)],
)}
>
{formatMultiplier(entry.value)}
</motion.li>
))
)}
</AnimatePresence>
</ul>
);
});
/**
* The small uppercase state label over a readout, with a live dot while a
* round plays and a check or cross once it ends.
*/
export function GameEyebrow({
label,
state,
reduce,
className,
}: {
label: string;
/** `live` shows the dot; `won` and `lost` show a check or cross and tint the label. */
state: "idle" | "live" | "won" | "lost";
reduce: boolean;
className?: string;
}) {
const icon = state === "idle" ? null : state;
return (
<p
className={cn(
"flex h-4 items-center gap-1.5 text-[11px] font-medium tracking-[0.08em] uppercase transition-colors duration-150",
state === "lost" ? "text-rose-700 dark:text-rose-400" : state === "won" ? 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>
{label}
</p>
);
}
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 { 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 {
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" />;
}
"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,
} 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>
);
});
"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>
);
}
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
target?numberTarget multiplier (controlled). A result at or above it wins. Applies from the next round. Values below 1.01× play as 1.01×.
—defaultTarget?numberInitial target when uncontrolled. Default 2.
2onTargetChange?((target: number) => void)Called when the Target menu changes between rounds.
—targets?number[]Targets offered in the menu. Default 1.5×, 2×, 3×, 5×, 10×, 25×, 100×. Values below 1.01× are left out.
[1.5, 2, 3, 5, 10, 25, 100]bet?numberBet amount (controlled), used for the profit readout and passed to `onResult`.
—defaultBet?numberInitial bet when uncontrolled. Default 1.
1onBetChange?((bet: number) => void)Called when the bet changes.
—currency?stringCurrency symbol shown before the bet and the profit. Default "$".
$formatAmount?((amount: number) => string)Formats the profit. Default the currency symbol and two decimals ($1.50).
—getResult?(() => number | Promise<number>)Decides each round's result, called once when the round starts. Return a number, or a Promise for one (a server round, a provably fair hash): the button shows Starting… until it settles, and a rejection cancels the round. Values below 1 or not finite play as 1. Default `slideResult()`. The win chance shown assumes its 1% edge.
—onResult?((result: number, target: number, bet: number) => void)Called when the reel stops, with the result, the round's target and its bet. The round wins when result >= target. Not called for a round still sliding when the game unmounts; settle those from your own record of `getResult`.
—duration?numberSlide length in seconds. Default 4.
4sound?booleanPlay synthesized sounds (controlled): a tick per card into the center and a chime on a win.
—defaultSound?booleanInitial sound state when uncontrolled. Default false.
falseonSoundChange?((sound: boolean) => void)Called when the sound button is toggled.
—aria-label?stringAccessible name for the game. Default "Slide".
SlideclassName?string—Related components
Crash
A crash game: a paper plane flies the multiplier up a curve, banking with its slope through a speed field that streams faster as it climbs, until the round crashes at a fair random point. Cash out by hand or at an auto target and a parachute pops open at the cash point while the plane flies on, so you see where it would have crashed. On a crash the plane tumbles out of the sky in a burst of paper shreds, milestones pulse the readout, and recent rounds slide into a history strip. Server-decided crash points, optional synthesized sound, reduced-motion safe.
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.
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